diff --git a/static/api.js b/static/api.js deleted file mode 100644 index 843a09c..0000000 --- a/static/api.js +++ /dev/null @@ -1,34 +0,0 @@ -var ws; - -function connect_to_server() { - ws = new WebSocket("ws://localhost:5000"); - ws.onopen = function() - { - message.innerHTML = "Connected to server."; - message.className = "visible"; - }; - - ws.onerror = function(err) - { - message.innerHTML = "Could not connect to server."; - message.className = "visible"; - }; - - ws.onmessage = function (evt) - { - console.log("Received update"); - var new_state = JSON.parse(evt.data); - vops = new_state.vops; - ngbh = new_state.ngbh; - meta = new_state.meta; - updateScene(); - }; - - ws.onclose = function() - { - message.innerHTML = "Connection to server lost. Reconnect."; - message.className = "visible"; - }; -} - - diff --git a/static/curve.js b/static/curve.js index ce9ac9a..e69de29 100644 --- a/static/curve.js +++ b/static/curve.js @@ -1,26 +0,0 @@ -// Curve settings -var curveProperties = { - splineDensity: 10, - curvature: 100 -}; - -// Add a curved edge between two points -function makeEdge(start, end) { - // Make the geometry of the curve - //var a = new THREE.Vector3(start.x, start.y, start.z); - //var b = new THREE.Vector3(end.x, end.y, end.z); - var a = start; - var b = end; - var length = new THREE.Vector3().subVectors(a, b).length(); - var bend = new THREE.Vector3(length / curveProperties.curvature, length / curveProperties.curvature, 0); - var mid = new THREE.Vector3().add(a).add(b).multiplyScalar(0.5).add(bend); - var spline = new THREE.CatmullRomCurve3([a, mid, b]); - var geometry = new THREE.Geometry(); - var splinePoints = spline.getPoints(curveProperties.splineDensity); - Array.prototype.push.apply(geometry.vertices, splinePoints); - - // Make the actual Object3d thing - var line = new THREE.Line(geometry, materials.edge); - return line; -} - diff --git a/static/graph.js b/static/graph.js index 18d727a..81787d7 100644 --- a/static/graph.js +++ b/static/graph.js @@ -1,4 +1,36 @@ var colors = ["red", "green", "yellow", "blue", "pink", "orange", "purple"]; +var ws; + +function connect_to_server() { + ws = new WebSocket("ws://localhost:5000"); + ws.onopen = function() + { + message.innerHTML = "Connected to server."; + message.className = "visible"; + }; + + ws.onerror = function(err) + { + message.innerHTML = "Could not connect to server."; + message.className = "visible"; + }; + + ws.onmessage = function (evt) + { + console.log("Received update"); + var new_state = JSON.parse(evt.data); + vops = new_state.vops; + ngbh = new_state.ngbh; + meta = new_state.meta; + updateScene(); + }; + + ws.onclose = function() + { + message.innerHTML = "Connection to server lost. Reconnect."; + message.className = "visible"; + }; +} function updateScene() { var oldState = scene.getObjectByName("graphstate"); @@ -22,7 +54,7 @@ function updateScene() { var startpos = new THREE.Vector3(start[0], start[1], start[2]); var end = abj.meta[edge[1]].position; var endpos = new THREE.Vector3(end[0], end[1], end[2]); - var newEdge = makeEdge(startpos, endpos); + var newEdge = makeCurve(startpos, endpos); edges.add(newEdge); } diff --git a/static/index.html b/static/index.html index edc2559..6362538 100644 --- a/static/index.html +++ b/static/index.html @@ -10,13 +10,12 @@ - + + + - - - diff --git a/static/libs.js b/static/libs.js deleted file mode 100644 index cde61c1..0000000 --- a/static/libs.js +++ /dev/null @@ -1,1002 +0,0 @@ -/** - * @author qiao / https://github.com/qiao - * @author mrdoob / http://mrdoob.com - * @author alteredq / http://alteredqualia.com/ - * @author WestLangley / http://github.com/WestLangley - * @author erich666 / http://erichaines.com - */ -/*global THREE, console */ - -( function () { - - function OrbitConstraint ( object ) { - - this.object = object; - - // "target" sets the location of focus, where the object orbits around - // and where it pans with respect to. - this.target = new THREE.Vector3(); - - // Limits to how far you can dolly in and out ( PerspectiveCamera only ) - this.minDistance = 0; - this.maxDistance = Infinity; - - // Limits to how far you can zoom in and out ( OrthographicCamera only ) - this.minZoom = 0; - this.maxZoom = Infinity; - - // How far you can orbit vertically, upper and lower limits. - // Range is 0 to Math.PI radians. - this.minPolarAngle = 0; // radians - this.maxPolarAngle = Math.PI; // radians - - // How far you can orbit horizontally, upper and lower limits. - // If set, must be a sub-interval of the interval [ - Math.PI, Math.PI ]. - this.minAzimuthAngle = - Infinity; // radians - this.maxAzimuthAngle = Infinity; // radians - - // Set to true to disable damping (inertia) - this.staticMoving = false; - this.dynamicDampingFactor = 0.2; - - //////////// - // internals - - var scope = this; - - var EPS = 0.000001; - - // Current position in spherical coordinate system. - var theta; - var phi; - - // Pending changes - var phiDelta = 0; - var thetaDelta = 0; - var scale = 1; - var panOffset = new THREE.Vector3(); - var zoomChanged = false; - - // API - - this.getPolarAngle = function () { - - return phi; - - }; - - this.getAzimuthalAngle = function () { - - return theta; - - }; - - this.rotateLeft = function ( angle ) { - - thetaDelta -= angle; - - }; - - this.rotateUp = function ( angle ) { - - phiDelta -= angle; - - }; - - // pass in distance in world space to move left - this.panLeft = function() { - - var v = new THREE.Vector3(); - - return function panLeft ( distance ) { - - var te = this.object.matrix.elements; - - // get X column of matrix - v.set( te[ 0 ], te[ 1 ], te[ 2 ] ); - v.multiplyScalar( - distance ); - - panOffset.add( v ); - - }; - - }(); - - // pass in distance in world space to move up - this.panUp = function() { - - var v = new THREE.Vector3(); - - return function panUp ( distance ) { - - var te = this.object.matrix.elements; - - // get Y column of matrix - v.set( te[ 4 ], te[ 5 ], te[ 6 ] ); - v.multiplyScalar( distance ); - - panOffset.add( v ); - - }; - - }(); - - // pass in x,y of change desired in pixel space, - // right and down are positive - this.pan = function ( deltaX, deltaY, screenWidth, screenHeight ) { - - if ( scope.object instanceof THREE.PerspectiveCamera ) { - - // perspective - var position = scope.object.position; - var offset = position.clone().sub( scope.target ); - var targetDistance = offset.length(); - - // half of the fov is center to top of screen - targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 ); - - // we actually don't use screenWidth, since perspective camera is fixed to screen height - scope.panLeft( 2 * deltaX * targetDistance / screenHeight ); - scope.panUp( 2 * deltaY * targetDistance / screenHeight ); - - } else if ( scope.object instanceof THREE.OrthographicCamera ) { - - // orthographic - scope.panLeft( deltaX * ( scope.object.right - scope.object.left ) / screenWidth ); - scope.panUp( deltaY * ( scope.object.top - scope.object.bottom ) / screenHeight ); - - } else { - - // camera neither orthographic or perspective - console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' ); - - } - - }; - - this.dollyIn = function ( dollyScale ) { - - if ( scope.object instanceof THREE.PerspectiveCamera ) { - - scale /= dollyScale; - - } else if ( scope.object instanceof THREE.OrthographicCamera ) { - - scope.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom * dollyScale ) ); - scope.object.updateProjectionMatrix(); - zoomChanged = true; - - } else { - - console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' ); - - } - - }; - - this.dollyOut = function ( dollyScale ) { - - if ( scope.object instanceof THREE.PerspectiveCamera ) { - - scale *= dollyScale; - - } else if ( scope.object instanceof THREE.OrthographicCamera ) { - - scope.object.zoom = Math.max( this.minZoom, Math.min( this.maxZoom, this.object.zoom / dollyScale ) ); - scope.object.updateProjectionMatrix(); - zoomChanged = true; - - } else { - - console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' ); - - } - - }; - - this.update = function() { - - var offset = new THREE.Vector3(); - - // so camera.up is the orbit axis - var quat = new THREE.Quaternion().setFromUnitVectors( object.up, new THREE.Vector3( 0, 1, 0 ) ); - var quatInverse = quat.clone().inverse(); - - var lastPosition = new THREE.Vector3(); - var lastQuaternion = new THREE.Quaternion(); - - return function () { - - var position = this.object.position; - - offset.copy( position ).sub( this.target ); - - // rotate offset to "y-axis-is-up" space - offset.applyQuaternion( quat ); - - // angle from z-axis around y-axis - - theta = Math.atan2( offset.x, offset.z ); - - // angle from y-axis - - phi = Math.atan2( Math.sqrt( offset.x * offset.x + offset.z * offset.z ), offset.y ); - - theta += thetaDelta; - phi += phiDelta; - - // restrict theta to be between desired limits - theta = Math.max( this.minAzimuthAngle, Math.min( this.maxAzimuthAngle, theta ) ); - - // restrict phi to be between desired limits - phi = Math.max( this.minPolarAngle, Math.min( this.maxPolarAngle, phi ) ); - - // restrict phi to be betwee EPS and PI-EPS - phi = Math.max( EPS, Math.min( Math.PI - EPS, phi ) ); - - var radius = offset.length() * scale; - - // restrict radius to be between desired limits - radius = Math.max( this.minDistance, Math.min( this.maxDistance, radius ) ); - - // move target to panned location - this.target.add( panOffset ); - - offset.x = radius * Math.sin( phi ) * Math.sin( theta ); - offset.y = radius * Math.cos( phi ); - offset.z = radius * Math.sin( phi ) * Math.cos( theta ); - - // rotate offset back to "camera-up-vector-is-up" space - offset.applyQuaternion( quatInverse ); - - position.copy( this.target ).add( offset ); - - this.object.lookAt( this.target ); - - if ( this.staticMoving ) { - - thetaDelta = 0; - phiDelta = 0; - - } else { - - thetaDelta *= ( 1 - this.dynamicDampingFactor ); - phiDelta *= ( 1 - this.dynamicDampingFactor ); - - } - - scale = 1; - panOffset.set( 0, 0, 0 ); - - // update condition is: - // min(camera displacement, camera rotation in radians)^2 > EPS - // using small-angle approximation cos(x/2) = 1 - x^2 / 8 - - if ( zoomChanged || - lastPosition.distanceToSquared( this.object.position ) > EPS || - 8 * ( 1 - lastQuaternion.dot( this.object.quaternion ) ) > EPS ) { - - lastPosition.copy( this.object.position ); - lastQuaternion.copy( this.object.quaternion ); - zoomChanged = false; - - return true; - - } - - return false; - - }; - - }(); - - }; - - - // This set of controls performs orbiting, dollying (zooming), and panning. It maintains - // the "up" direction as +Y, unlike the TrackballControls. Touch on tablet and phones is - // supported. - // - // Orbit - left mouse / touch: one finger move - // Zoom - middle mouse, or mousewheel / touch: two finger spread or squish - // Pan - right mouse, or arrow keys / touch: three finter swipe - - THREE.OrbitControls = function ( object, domElement ) { - - var constraint = new OrbitConstraint( object ); - - this.domElement = ( domElement !== undefined ) ? domElement : document; - - // API - - Object.defineProperty( this, 'constraint', { - - get: function() { - - return constraint; - - } - - } ); - - this.getPolarAngle = function () { - - return constraint.phi; - - }; - - this.getAzimuthalAngle = function () { - - return constraint.theta; - - }; - - // Set to false to disable this control - this.enabled = true; - - // center is old, deprecated; use "target" instead - this.center = this.target; - - // This option actually enables dollying in and out; left as "zoom" for - // backwards compatibility - this.noZoom = false; - this.zoomSpeed = 1.0; - - // Set to true to disable this control - this.noRotate = false; - this.rotateSpeed = 1.0; - - // Set to true to disable this control - this.noPan = false; - this.keyPanSpeed = 7.0; // pixels moved per arrow key push - - // Set to true to automatically rotate around the target - this.autoRotate = false; - this.autoRotateSpeed = 2.0; // 30 seconds per round when fps is 60 - - // Set to true to disable use of the keys - this.noKeys = false; - - // The four arrow keys - this.keys = { LEFT: 37, UP: 38, RIGHT: 39, BOTTOM: 40 }; - - // Mouse buttons - this.mouseButtons = { ORBIT: THREE.MOUSE.LEFT, ZOOM: THREE.MOUSE.MIDDLE, PAN: THREE.MOUSE.RIGHT }; - - //////////// - // internals - - var scope = this; - - var rotateStart = new THREE.Vector2(); - var rotateEnd = new THREE.Vector2(); - var rotateDelta = new THREE.Vector2(); - - var panStart = new THREE.Vector2(); - var panEnd = new THREE.Vector2(); - var panDelta = new THREE.Vector2(); - - var dollyStart = new THREE.Vector2(); - var dollyEnd = new THREE.Vector2(); - var dollyDelta = new THREE.Vector2(); - - var STATE = { NONE : - 1, ROTATE : 0, DOLLY : 1, PAN : 2, TOUCH_ROTATE : 3, TOUCH_DOLLY : 4, TOUCH_PAN : 5 }; - - var state = STATE.NONE; - - // for reset - - this.target0 = this.target.clone(); - this.position0 = this.object.position.clone(); - this.zoom0 = this.object.zoom; - - // events - - var changeEvent = { type: 'change' }; - var startEvent = { type: 'start' }; - var endEvent = { type: 'end' }; - - // pass in x,y of change desired in pixel space, - // right and down are positive - function pan( deltaX, deltaY ) { - - var element = scope.domElement === document ? scope.domElement.body : scope.domElement; - - constraint.pan( deltaX, deltaY, element.clientWidth, element.clientHeight ); - - } - - this.update = function () { - - if ( this.autoRotate && state === STATE.NONE ) { - - constraint.rotateLeft( getAutoRotationAngle() ); - - } - - if ( constraint.update() === true ) { - - this.dispatchEvent( changeEvent ); - - } - - }; - - this.reset = function () { - - state = STATE.NONE; - - this.target.copy( this.target0 ); - this.object.position.copy( this.position0 ); - this.object.zoom = this.zoom0; - - this.object.updateProjectionMatrix(); - this.dispatchEvent( changeEvent ); - - this.update(); - - }; - - function getAutoRotationAngle() { - - return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed; - - } - - function getZoomScale() { - - return Math.pow( 0.95, scope.zoomSpeed ); - - } - - function onMouseDown( event ) { - - if ( scope.enabled === false ) return; - - event.preventDefault(); - - if ( event.button === scope.mouseButtons.ORBIT ) { - - if ( scope.noRotate === true ) return; - - state = STATE.ROTATE; - - rotateStart.set( event.clientX, event.clientY ); - - } else if ( event.button === scope.mouseButtons.ZOOM ) { - - if ( scope.noZoom === true ) return; - - state = STATE.DOLLY; - - dollyStart.set( event.clientX, event.clientY ); - - } else if ( event.button === scope.mouseButtons.PAN ) { - - if ( scope.noPan === true ) return; - - state = STATE.PAN; - - panStart.set( event.clientX, event.clientY ); - - } - - if ( state !== STATE.NONE ) { - - document.addEventListener( 'mousemove', onMouseMove, false ); - document.addEventListener( 'mouseup', onMouseUp, false ); - scope.dispatchEvent( startEvent ); - - } - - } - - function onMouseMove( event ) { - - if ( scope.enabled === false ) return; - - event.preventDefault(); - - var element = scope.domElement === document ? scope.domElement.body : scope.domElement; - - if ( state === STATE.ROTATE ) { - - if ( scope.noRotate === true ) return; - - rotateEnd.set( event.clientX, event.clientY ); - rotateDelta.subVectors( rotateEnd, rotateStart ); - - // rotating across whole screen goes 360 degrees around - constraint.rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed ); - - // rotating up and down along whole screen attempts to go 360, but limited to 180 - constraint.rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed ); - - rotateStart.copy( rotateEnd ); - - } else if ( state === STATE.DOLLY ) { - - if ( scope.noZoom === true ) return; - - dollyEnd.set( event.clientX, event.clientY ); - dollyDelta.subVectors( dollyEnd, dollyStart ); - - if ( dollyDelta.y > 0 ) { - - constraint.dollyIn( getZoomScale() ); - - } else if ( dollyDelta.y < 0 ) { - - constraint.dollyOut( getZoomScale() ); - - } - - dollyStart.copy( dollyEnd ); - - } else if ( state === STATE.PAN ) { - - if ( scope.noPan === true ) return; - - panEnd.set( event.clientX, event.clientY ); - panDelta.subVectors( panEnd, panStart ); - - pan( panDelta.x, panDelta.y ); - - panStart.copy( panEnd ); - - } - - if ( state !== STATE.NONE ) scope.update(); - - } - - function onMouseUp( /* event */ ) { - - if ( scope.enabled === false ) return; - - document.removeEventListener( 'mousemove', onMouseMove, false ); - document.removeEventListener( 'mouseup', onMouseUp, false ); - scope.dispatchEvent( endEvent ); - state = STATE.NONE; - - } - - function onMouseWheel( event ) { - - if ( scope.enabled === false || scope.noZoom === true || state !== STATE.NONE ) return; - - event.preventDefault(); - event.stopPropagation(); - - var delta = 0; - - if ( event.wheelDelta !== undefined ) { - - // WebKit / Opera / Explorer 9 - - delta = event.wheelDelta; - - } else if ( event.detail !== undefined ) { - - // Firefox - - delta = - event.detail; - - } - - if ( delta > 0 ) { - - constraint.dollyOut( getZoomScale() ); - - } else if ( delta < 0 ) { - - constraint.dollyIn( getZoomScale() ); - - } - - scope.update(); - scope.dispatchEvent( startEvent ); - scope.dispatchEvent( endEvent ); - - } - - function onKeyDown( event ) { - - if ( scope.enabled === false || scope.noKeys === true || scope.noPan === true ) return; - - switch ( event.keyCode ) { - - case scope.keys.UP: - pan( 0, scope.keyPanSpeed ); - scope.update(); - break; - - case scope.keys.BOTTOM: - pan( 0, - scope.keyPanSpeed ); - scope.update(); - break; - - case scope.keys.LEFT: - pan( scope.keyPanSpeed, 0 ); - scope.update(); - break; - - case scope.keys.RIGHT: - pan( - scope.keyPanSpeed, 0 ); - scope.update(); - break; - - } - - } - - function touchstart( event ) { - - if ( scope.enabled === false ) return; - - switch ( event.touches.length ) { - - case 1: // one-fingered touch: rotate - - if ( scope.noRotate === true ) return; - - state = STATE.TOUCH_ROTATE; - - rotateStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ); - break; - - case 2: // two-fingered touch: dolly - - if ( scope.noZoom === true ) return; - - state = STATE.TOUCH_DOLLY; - - var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX; - var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY; - var distance = Math.sqrt( dx * dx + dy * dy ); - dollyStart.set( 0, distance ); - break; - - case 3: // three-fingered touch: pan - - if ( scope.noPan === true ) return; - - state = STATE.TOUCH_PAN; - - panStart.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ); - break; - - default: - - state = STATE.NONE; - - } - - if ( state !== STATE.NONE ) scope.dispatchEvent( startEvent ); - - } - - function touchmove( event ) { - - if ( scope.enabled === false ) return; - - event.preventDefault(); - event.stopPropagation(); - - var element = scope.domElement === document ? scope.domElement.body : scope.domElement; - - switch ( event.touches.length ) { - - case 1: // one-fingered touch: rotate - - if ( scope.noRotate === true ) return; - if ( state !== STATE.TOUCH_ROTATE ) return; - - rotateEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ); - rotateDelta.subVectors( rotateEnd, rotateStart ); - - // rotating across whole screen goes 360 degrees around - constraint.rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientWidth * scope.rotateSpeed ); - // rotating up and down along whole screen attempts to go 360, but limited to 180 - constraint.rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight * scope.rotateSpeed ); - - rotateStart.copy( rotateEnd ); - - scope.update(); - break; - - case 2: // two-fingered touch: dolly - - if ( scope.noZoom === true ) return; - if ( state !== STATE.TOUCH_DOLLY ) return; - - var dx = event.touches[ 0 ].pageX - event.touches[ 1 ].pageX; - var dy = event.touches[ 0 ].pageY - event.touches[ 1 ].pageY; - var distance = Math.sqrt( dx * dx + dy * dy ); - - dollyEnd.set( 0, distance ); - dollyDelta.subVectors( dollyEnd, dollyStart ); - - if ( dollyDelta.y > 0 ) { - - constraint.dollyOut( getZoomScale() ); - - } else if ( dollyDelta.y < 0 ) { - - constraint.dollyIn( getZoomScale() ); - - } - - dollyStart.copy( dollyEnd ); - - scope.update(); - break; - - case 3: // three-fingered touch: pan - - if ( scope.noPan === true ) return; - if ( state !== STATE.TOUCH_PAN ) return; - - panEnd.set( event.touches[ 0 ].pageX, event.touches[ 0 ].pageY ); - panDelta.subVectors( panEnd, panStart ); - - pan( panDelta.x, panDelta.y ); - - panStart.copy( panEnd ); - - scope.update(); - break; - - default: - - state = STATE.NONE; - - } - - } - - function touchend( /* event */ ) { - - if ( scope.enabled === false ) return; - - scope.dispatchEvent( endEvent ); - state = STATE.NONE; - - } - - function contextmenu( event ) { - - event.preventDefault(); - - } - - this.dispose = function() { - - this.domElement.removeEventListener( 'contextmenu', contextmenu, false ); - this.domElement.removeEventListener( 'mousedown', onMouseDown, false ); - this.domElement.removeEventListener( 'mousewheel', onMouseWheel, false ); - this.domElement.removeEventListener( 'DOMMouseScroll', onMouseWheel, false ); // firefox - - this.domElement.removeEventListener( 'touchstart', touchstart, false ); - this.domElement.removeEventListener( 'touchend', touchend, false ); - this.domElement.removeEventListener( 'touchmove', touchmove, false ); - - document.removeEventListener( 'mousemove', onMouseMove, false ); - document.removeEventListener( 'mouseup', onMouseUp, false ); - - window.removeEventListener( 'keydown', onKeyDown, false ); - - } - - this.domElement.addEventListener( 'contextmenu', contextmenu, false ); - - this.domElement.addEventListener( 'mousedown', onMouseDown, false ); - this.domElement.addEventListener( 'mousewheel', onMouseWheel, false ); - this.domElement.addEventListener( 'DOMMouseScroll', onMouseWheel, false ); // firefox - - this.domElement.addEventListener( 'touchstart', touchstart, false ); - this.domElement.addEventListener( 'touchend', touchend, false ); - this.domElement.addEventListener( 'touchmove', touchmove, false ); - - window.addEventListener( 'keydown', onKeyDown, false ); - - // force an update at start - this.update(); - - }; - - THREE.OrbitControls.prototype = Object.create( THREE.EventDispatcher.prototype ); - THREE.OrbitControls.prototype.constructor = THREE.OrbitControls; - - Object.defineProperties( THREE.OrbitControls.prototype, { - - object: { - - get: function () { - - return this.constraint.object; - - } - - }, - - target: { - - get: function () { - - return this.constraint.target; - - }, - - set: function ( value ) { - - console.warn( 'THREE.OrbitControls: target is now immutable. Use target.set() instead.' ); - this.constraint.target.copy( value ); - - } - - }, - - minDistance : { - - get: function () { - - return this.constraint.minDistance; - - }, - - set: function ( value ) { - - this.constraint.minDistance = value; - - } - - }, - - maxDistance : { - - get: function () { - - return this.constraint.maxDistance; - - }, - - set: function ( value ) { - - this.constraint.maxDistance = value; - - } - - }, - - minZoom : { - - get: function () { - - return this.constraint.minZoom; - - }, - - set: function ( value ) { - - this.constraint.minZoom = value; - - } - - }, - - maxZoom : { - - get: function () { - - return this.constraint.maxZoom; - - }, - - set: function ( value ) { - - this.constraint.maxZoom = value; - - } - - }, - - minPolarAngle : { - - get: function () { - - return this.constraint.minPolarAngle; - - }, - - set: function ( value ) { - - this.constraint.minPolarAngle = value; - - } - - }, - - maxPolarAngle : { - - get: function () { - - return this.constraint.maxPolarAngle; - - }, - - set: function ( value ) { - - this.constraint.maxPolarAngle = value; - - } - - }, - - minAzimuthAngle : { - - get: function () { - - return this.constraint.minAzimuthAngle; - - }, - - set: function ( value ) { - - this.constraint.minAzimuthAngle = value; - - } - - }, - - maxAzimuthAngle : { - - get: function () { - - return this.constraint.maxAzimuthAngle; - - }, - - set: function ( value ) { - - this.constraint.maxAzimuthAngle = value; - - } - - }, - - staticMoving : { - - get: function () { - - return this.constraint.staticMoving; - - }, - - set: function ( value ) { - - this.constraint.staticMoving = value; - - } - - }, - - dynamicDampingFactor : { - - get: function () { - - return this.constraint.dynamicDampingFactor; - - }, - - set: function ( value ) { - - this.constraint.dynamicDampingFactor = value; - - } - - } - - } ); - -}() ); diff --git a/static/materials.js b/static/materials.js index 4751cd2..877ab66 100644 --- a/static/materials.js +++ b/static/materials.js @@ -32,3 +32,26 @@ function loadMaterials(argument) { materials.qubit = new THREE.PointsMaterial(qubitStyle); } + +// Curve settings +var curveProperties = { + splineDensity: 10, + curvature: 100 +}; + +// Add a curved edge between two points +function makeCurve(a, b) { + // Make the geometry of the curve + var length = new THREE.Vector3().subVectors(a, b).length(); + var bend = new THREE.Vector3(length / curveProperties.curvature, length / curveProperties.curvature, 0); + var mid = new THREE.Vector3().add(a).add(b).multiplyScalar(0.5).add(bend); + var spline = new THREE.CatmullRomCurve3([a, mid, b]); + var geometry = new THREE.Geometry(); + var splinePoints = spline.getPoints(curveProperties.splineDensity); + Array.prototype.push.apply(geometry.vertices, splinePoints); + + // Make the actual Object3d thing + var line = new THREE.Line(geometry, materials.edge); + return line; +} + diff --git a/static/orbitcontrols.js b/static/orbitcontrols.js new file mode 100644 index 0000000..164a7ac --- /dev/null +++ b/static/orbitcontrols.js @@ -0,0 +1,40668 @@ +// File:src/Three.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +var THREE = { REVISION: '75' }; + +// + +if ( typeof define === 'function' && define.amd ) { + + define( 'three', THREE ); + +} else if ( 'undefined' !== typeof exports && 'undefined' !== typeof module ) { + + module.exports = THREE; + +} + +// + +if ( Number.EPSILON === undefined ) { + + Number.EPSILON = Math.pow( 2, - 52 ); + +} + +// + +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; + + }; + +} + +if ( Function.prototype.name === undefined && Object.defineProperty !== undefined ) { + + // Missing in IE9-11. + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name + + Object.defineProperty( Function.prototype, 'name', { + + get: function () { + + return this.toString().match( /^\s*function\s*(\S*)\s*\(/ )[ 1 ]; + + } + + } ); + +} + +if ( Object.assign === undefined ) { + + // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign + + Object.defineProperty( Object, 'assign', { + + writable: true, + configurable: true, + + value: function ( target ) { + + 'use strict'; + + if ( target === undefined || target === null ) { + + throw new TypeError( "Cannot convert first argument to object" ); + + } + + var to = Object( target ); + + for ( var i = 1, n = arguments.length; i !== n; ++ i ) { + + var nextSource = arguments[ i ]; + + if ( nextSource === undefined || nextSource === null ) continue; + + nextSource = Object( nextSource ); + + var keysArray = Object.keys( nextSource ); + + for ( var nextIndex = 0, len = keysArray.length; nextIndex !== len; ++ nextIndex ) { + + var nextKey = keysArray[ nextIndex ]; + var desc = Object.getOwnPropertyDescriptor( nextSource, nextKey ); + + if ( desc !== undefined && desc.enumerable ) { + + to[ nextKey ] = nextSource[ nextKey ]; + + } + + } + + } + + return to; + + } + + } ); + +} + +// 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.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; + +// depth modes + +THREE.NeverDepth = 0; +THREE.AlwaysDepth = 1; +THREE.LessDepth = 2; +THREE.LessEqualDepth = 3; +THREE.EqualDepth = 4; +THREE.GreaterEqualDepth = 5; +THREE.GreaterDepth = 6; +THREE.NotEqualDepth = 7; + + +// TEXTURE CONSTANTS + +THREE.MultiplyOperation = 0; +THREE.MixOperation = 1; +THREE.AddOperation = 2; + +// Tone Mapping modes + +THREE.NoToneMapping = 0; // do not do any tone mapping, not even exposure (required for special purpose passes.) +THREE.LinearToneMapping = 1; // only apply exposure. +THREE.ReinhardToneMapping = 2; +THREE.Uncharted2ToneMapping = 3; // John Hable +THREE.CineonToneMapping = 4; // optimized filmic operator by Jim Hejl and Richard Burgess-Dawson + +// Mapping modes + +THREE.UVMapping = 300; + +THREE.CubeReflectionMapping = 301; +THREE.CubeRefractionMapping = 302; + +THREE.EquirectangularReflectionMapping = 303; +THREE.EquirectangularRefractionMapping = 304; + +THREE.SphericalReflectionMapping = 305; +THREE.CubeUVReflectionMapping = 306; +THREE.CubeUVRefractionMapping = 307; + +// 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; + +// ETC compressed texture formats + +THREE.RGB_ETC1_Format = 2151; + +// Loop styles for AnimationAction + +THREE.LoopOnce = 2200; +THREE.LoopRepeat = 2201; +THREE.LoopPingPong = 2202; + +// Interpolation + +THREE.InterpolateDiscrete = 2300; +THREE.InterpolateLinear = 2301; +THREE.InterpolateSmooth = 2302; + +// Interpolant ending modes + +THREE.ZeroCurvatureEnding = 2400; +THREE.ZeroSlopeEnding = 2401; +THREE.WrapAroundEnding = 2402; + +// Triangle Draw modes + +THREE.TrianglesDrawMode = 0; +THREE.TriangleStripDrawMode = 1; +THREE.TriangleFanDrawMode = 2; + +// Texture Encodings + +THREE.LinearEncoding = 3000; // No encoding at all. +THREE.sRGBEncoding = 3001; +THREE.GammaEncoding = 3007; // uses GAMMA_FACTOR, for backwards compatibility with WebGLRenderer.gammaInput/gammaOutput + +// The following Texture Encodings are for RGB-only (no alpha) HDR light emission sources. +// These encodings should not specified as output encodings except in rare situations. +THREE.RGBEEncoding = 3002; // AKA Radiance. +THREE.LogLuvEncoding = 3003; +THREE.RGBM7Encoding = 3004; +THREE.RGBM16Encoding = 3005; +THREE.RGBDEncoding = 3006; // MaxRange is 256. + +// File:src/math/Color.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Color = function ( color ) { + + if ( arguments.length === 3 ) { + + return this.fromArray( arguments ); + + } + + 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; + + }, + + setScalar: function ( scalar ) { + + this.r = scalar; + this.g = scalar; + this.b = scalar; + + }, + + 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 () { + + function hue2rgb( 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; + + } + + return function ( h, s, l ) { + + // h,s,l ranges are in 0.0 - 1.0 + h = THREE.Math.euclideanModulo( h, 1 ); + s = THREE.Math.clamp( s, 0, 1 ); + l = THREE.Math.clamp( l, 0, 1 ); + + if ( s === 0 ) { + + this.r = this.g = this.b = l; + + } else { + + 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 ) { + + function handleAlpha( string ) { + + if ( string === undefined ) return; + + if ( parseFloat( string ) < 1 ) { + + console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); + + } + + } + + + var m; + + if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { + + // rgb / hsl + + var color; + var name = m[ 1 ]; + var components = m[ 2 ]; + + switch ( name ) { + + case 'rgb': + case 'rgba': + + if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + + // rgb(255,0,0) rgba(255,0,0,0.5) + this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; + this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; + this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; + + handleAlpha( color[ 5 ] ); + + return this; + + } + + if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + + // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) + 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; + + handleAlpha( color[ 5 ] ); + + return this; + + } + + break; + + case 'hsl': + case 'hsla': + + if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { + + // hsl(120,50%,50%) hsla(120,50%,50%,0.5) + var h = parseFloat( color[ 1 ] ) / 360; + var s = parseInt( color[ 2 ], 10 ) / 100; + var l = parseInt( color[ 3 ], 10 ) / 100; + + handleAlpha( color[ 5 ] ); + + return this.setHSL( h, s, l ); + + } + + break; + + } + + } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { + + // hex color + + var hex = m[ 1 ]; + var size = hex.length; + + if ( size === 3 ) { + + // #ff0 + this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255; + this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255; + this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255; + + return this; + + } else if ( size === 6 ) { + + // #ff0000 + this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255; + this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255; + this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255; + + return this; + + } + + } + + if ( style && style.length > 0 ) { + + // color keywords + var hex = THREE.ColorKeywords[ style ]; + + if ( hex !== undefined ) { + + // red + this.setHex( hex ); + + } else { + + // unknown color + console.warn( 'THREE.Color: Unknown color ' + style ); + + } + + } + + return this; + + }, + + clone: function () { + + return new this.constructor( this.r, this.g, this.b ); + + }, + + 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, offset ) { + + if ( offset === undefined ) offset = 0; + + this.r = array[ offset ]; + this.g = array[ offset + 1 ]; + this.b = array[ offset + 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; + + } + +}; + +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://clara.io + */ + +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, + + 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; + + }, + + clone: function () { + + return new this.constructor( this._x, this._y, this._z, this._w ); + + }, + + 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 ); + + var order = euler.order; + + if ( 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 ( 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 ( 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 ( 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 ( 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 ( 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 ) { + + console.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; + + }, + + 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 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 halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); + 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 () {} + +}; + +Object.assign( THREE.Quaternion, { + + slerp: function( qa, qb, qm, t ) { + + return qm.copy( qa ).slerp( qb, t ); + + }, + + slerpFlat: function( + dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { + + // fuzz-free, array-based Quaternion SLERP operation + + var x0 = src0[ srcOffset0 + 0 ], + y0 = src0[ srcOffset0 + 1 ], + z0 = src0[ srcOffset0 + 2 ], + w0 = src0[ srcOffset0 + 3 ], + + x1 = src1[ srcOffset1 + 0 ], + y1 = src1[ srcOffset1 + 1 ], + z1 = src1[ srcOffset1 + 2 ], + w1 = src1[ srcOffset1 + 3 ]; + + if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { + + var s = 1 - t, + + cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, + + dir = ( cos >= 0 ? 1 : - 1 ), + sqrSin = 1 - cos * cos; + + // Skip the Slerp for tiny steps to avoid numeric problems: + if ( sqrSin > Number.EPSILON ) { + + var sin = Math.sqrt( sqrSin ), + len = Math.atan2( sin, cos * dir ); + + s = Math.sin( s * len ) / sin; + t = Math.sin( t * len ) / sin; + + } + + var tDir = t * dir; + + x0 = x0 * s + x1 * tDir; + y0 = y0 * s + y1 * tDir; + z0 = z0 * s + z1 * tDir; + w0 = w0 * s + w1 * tDir; + + // Normalize in case we just did a lerp: + if ( s === 1 - t ) { + + var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); + + x0 *= f; + y0 *= f; + z0 *= f; + w0 *= f; + + } + + } + + dst[ dstOffset ] = x0; + dst[ dstOffset + 1 ] = y0; + dst[ dstOffset + 2 ] = z0; + dst[ dstOffset + 3 ] = w0; + + } + +} ); + +// 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, + + get width() { + + return this.x; + + }, + + set width( value ) { + + this.x = value; + + }, + + get height() { + + return this.y; + + }, + + set height( value ) { + + this.y = value; + + }, + + // + + set: function ( x, y ) { + + this.x = x; + this.y = y; + + return this; + + }, + + setScalar: function ( scalar ) { + + this.x = scalar; + this.y = scalar; + + 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 ); + + } + + }, + + clone: function () { + + return new this.constructor( this.x, this.y ); + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + + return this; + + }, + + add: function ( v, w ) { + + if ( w !== undefined ) { + + console.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; + + }, + + addScaledVector: function ( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + + return this; + + }, + + sub: function ( v, w ) { + + if ( w !== undefined ) { + + console.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 ( scalar ) { + + if ( isFinite( scalar ) ) { + + this.x *= scalar; + this.y *= scalar; + + } else { + + this.x = 0; + this.y = 0; + + } + + return this; + + }, + + divide: function ( v ) { + + this.x /= v.x; + this.y /= v.y; + + return this; + + }, + + divideScalar: function ( scalar ) { + + return this.multiplyScalar( 1 / scalar ); + + }, + + min: function ( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + + return this; + + }, + + max: function ( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( 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 + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + + return this; + + }, + + clampScalar: function () { + + var min, max; + + return function clampScalar( 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 ); + + }; + + }(), + + clampLength: function ( min, max ) { + + var length = this.length(); + + this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); + + return this; + + }, + + 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 ); + + }, + + lengthManhattan: function() { + + return Math.abs( this.x ) + Math.abs( this.y ); + + }, + + normalize: function () { + + return this.divideScalar( this.length() ); + + }, + + angle: function () { + + // computes the angle in radians with respect to the positive x-axis + + var angle = Math.atan2( this.y, this.x ); + + if ( angle < 0 ) angle += 2 * Math.PI; + + return angle; + + }, + + 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 ( length ) { + + return this.multiplyScalar( length / this.length() ); + + }, + + 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; + + }, + + rotateAround: function ( center, angle ) { + + var c = Math.cos( angle ), s = Math.sin( angle ); + + var x = this.x - center.x; + var y = this.y - center.y; + + this.x = x * c - y * s + center.x; + this.y = x * s + y * c + center.y; + + return this; + + } + +}; + +// 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; + + }, + + setScalar: function ( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + + 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 ); + + } + + }, + + clone: function () { + + return new this.constructor( this.x, this.y, this.z ); + + }, + + copy: function ( v ) { + + this.x = v.x; + this.y = v.y; + this.z = v.z; + + return this; + + }, + + add: function ( v, w ) { + + if ( w !== undefined ) { + + console.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; + + }, + + addScaledVector: function ( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + + return this; + + }, + + sub: function ( v, w ) { + + if ( w !== undefined ) { + + console.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 ) { + + console.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 ) { + + if ( isFinite( scalar ) ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + + } else { + + this.x = 0; + this.y = 0; + this.z = 0; + + } + + 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 applyEuler( euler ) { + + if ( euler instanceof THREE.Euler === false ) { + + console.error( 'THREE.Vector3: .applyEuler() now expects an 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 applyAxisAngle( 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 project( 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 unproject( 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 ) { + + return this.multiplyScalar( 1 / scalar ); + + }, + + min: function ( v ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + + return this; + + }, + + max: function ( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( 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 + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + this.z = Math.max( min.z, Math.min( max.z, this.z ) ); + + return this; + + }, + + clampScalar: function () { + + var min, max; + + return function clampScalar( 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 ); + + }; + + }(), + + clampLength: function ( min, max ) { + + var length = this.length(); + + this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); + + return this; + + }, + + 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 ( length ) { + + return this.multiplyScalar( length / this.length() ); + + }, + + 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 ) { + + console.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 projectOnVector( 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 projectOnPlane( 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 reflect( 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 ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) ); + + // 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; + + }, + + setFromSpherical: function( s ) { + + var sinPhiRadius = Math.sin( s.phi ) * s.radius; + + this.x = sinPhiRadius * Math.sin( s.theta ); + this.y = Math.cos( s.phi ) * s.radius; + this.z = sinPhiRadius * Math.cos( s.theta ); + + return this; + + }, + + setFromMatrixPosition: function ( m ) { + + return this.setFromMatrixColumn( m, 3 ); + + }, + + setFromMatrixScale: function ( m ) { + + var sx = this.setFromMatrixColumn( m, 0 ).length(); + var sy = this.setFromMatrixColumn( m, 1 ).length(); + var sz = this.setFromMatrixColumn( m, 2 ).length(); + + this.x = sx; + this.y = sy; + this.z = sz; + + return this; + + }, + + setFromMatrixColumn: function ( m, index ) { + + if ( typeof m === 'number' ) { + + console.warn( 'THREE.Vector3: setFromMatrixColumn now expects ( matrix, index ).' ); + + m = arguments[ 1 ]; + index = arguments[ 0 ]; + + } + + return this.fromArray( m.elements, index * 4 ); + + }, + + 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; + + } + +}; + +// 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; + + }, + + setScalar: function ( scalar ) { + + this.x = scalar; + this.y = scalar; + this.z = scalar; + this.w = scalar; + + 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 ); + + } + + }, + + clone: function () { + + return new this.constructor( this.x, this.y, this.z, this.w ); + + }, + + 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 ) { + + console.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; + + }, + + addScaledVector: function ( v, s ) { + + this.x += v.x * s; + this.y += v.y * s; + this.z += v.z * s; + this.w += v.w * s; + + return this; + + }, + + sub: function ( v, w ) { + + if ( w !== undefined ) { + + console.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 ) { + + if ( isFinite( scalar ) ) { + + this.x *= scalar; + this.y *= scalar; + this.z *= scalar; + this.w *= scalar; + + } else { + + this.x = 0; + this.y = 0; + this.z = 0; + this.w = 0; + + } + + 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 ) { + + return this.multiplyScalar( 1 / scalar ); + + }, + + 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 ) { + + this.x = Math.min( this.x, v.x ); + this.y = Math.min( this.y, v.y ); + this.z = Math.min( this.z, v.z ); + this.w = Math.min( this.w, v.w ); + + return this; + + }, + + max: function ( v ) { + + this.x = Math.max( this.x, v.x ); + this.y = Math.max( this.y, v.y ); + this.z = Math.max( this.z, v.z ); + this.w = Math.max( 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 + + this.x = Math.max( min.x, Math.min( max.x, this.x ) ); + this.y = Math.max( min.y, Math.min( max.y, this.y ) ); + this.z = Math.max( min.z, Math.min( max.z, this.z ) ); + this.w = Math.max( min.w, Math.min( max.w, this.w ) ); + + return this; + + }, + + clampScalar: function () { + + var min, max; + + return function clampScalar( 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 ( length ) { + + return this.multiplyScalar( length / this.length() ); + + }, + + 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; + + } + +}; + +// File:src/math/Euler.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + */ + +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, + + 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; + + }, + + clone: function () { + + return new this.constructor( this._x, this._y, this._z, this._order ); + + }, + + 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 { + + console.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 () {} + +}; + +// File:src/math/Line3.js + +/** + * @author bhouston / http://clara.io + */ + +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; + + }, + + clone: function () { + + return new this.constructor().copy( 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 ); + + } + +}; + +// File:src/math/Box2.js + +/** + * @author bhouston / http://clara.io + */ + +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; + + }; + + }(), + + clone: function () { + + return new this.constructor().copy( 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; + + }, + + isEmpty: 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 ) + ); + + }, + + intersectsBox: 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 ); + + } + +}; + +// File:src/math/Box3.js + +/** + * @author bhouston / http://clara.io + * @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; + + }, + + setFromArray: function ( array ) { + + this.makeEmpty(); + + var minX = + Infinity; + var minY = + Infinity; + var minZ = + Infinity; + + var maxX = - Infinity; + var maxY = - Infinity; + var maxZ = - Infinity; + + for ( var i = 0, il = array.length; i < il; i += 3 ) { + + var x = array[ i ]; + var y = array[ i + 1 ]; + var z = array[ i + 2 ]; + + if ( x < minX ) minX = x; + if ( y < minY ) minY = y; + if ( z < minZ ) minZ = z; + + if ( x > maxX ) maxX = x; + if ( y > maxY ) maxY = y; + if ( z > maxZ ) maxZ = z; + + } + + this.min.set( minX, minY, minZ ); + this.max.set( maxX, maxY, maxZ ); + + }, + + 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 children's, world transforms + + var box; + + return function ( object ) { + + if ( box === undefined ) box = new THREE.Box3(); + + var scope = this; + + this.makeEmpty(); + + object.updateMatrixWorld( true ); + + object.traverse( function ( node ) { + + var geometry = node.geometry; + + if ( geometry !== undefined ) { + + if ( geometry.boundingBox === null ) { + + geometry.computeBoundingBox(); + + } + + if ( geometry.boundingBox.isEmpty() === false ) { + + box.copy( geometry.boundingBox ); + box.applyMatrix4( node.matrixWorld ); + scope.union( box ); + + } + + } + + } ); + + return this; + + }; + + }(), + + clone: function () { + + return new this.constructor().copy( 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; + + }, + + isEmpty: 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 ) + ); + + }, + + intersectsBox: 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; + + }, + + intersectsSphere: ( function () { + + var closestPoint; + + return function intersectsSphere( sphere ) { + + if ( closestPoint === undefined ) closestPoint = new THREE.Vector3(); + + // Find the point on the AABB closest to the sphere center. + this.clampPoint( sphere.center, closestPoint ); + + // If that point is inside the sphere, the AABB and sphere intersect. + return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); + + }; + + } )(), + + intersectsPlane: function ( plane ) { + + // We compute the minimum and maximum dot product values. If those values + // are on the same side (back or front) of the plane, then there is no intersection. + + var min, max; + + if ( plane.normal.x > 0 ) { + + min = plane.normal.x * this.min.x; + max = plane.normal.x * this.max.x; + + } else { + + min = plane.normal.x * this.max.x; + max = plane.normal.x * this.min.x; + + } + + if ( plane.normal.y > 0 ) { + + min += plane.normal.y * this.min.y; + max += plane.normal.y * this.max.y; + + } else { + + min += plane.normal.y * this.max.y; + max += plane.normal.y * this.min.y; + + } + + if ( plane.normal.z > 0 ) { + + min += plane.normal.z * this.min.z; + max += plane.normal.z * this.max.z; + + } else { + + min += plane.normal.z * this.max.z; + max += plane.normal.z * this.min.z; + + } + + return ( min <= plane.constant && max >= plane.constant ); + + }, + + 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 ); + + } + +}; + +// File:src/math/Matrix3.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author WestLangley / http://github.com/WestLangley + * @author bhouston / http://clara.io + * @author tschw + */ + +THREE.Matrix3 = function () { + + this.elements = new Float32Array( [ + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ] ); + + if ( arguments.length > 0 ) { + + console.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[ 1 ] = n21; te[ 2 ] = n31; + te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; + te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; + + return this; + + }, + + identity: function () { + + this.set( + + 1, 0, 0, + 0, 1, 0, + 0, 0, 1 + + ); + + return this; + + }, + + clone: function () { + + return new this.constructor().fromArray( this.elements ); + + }, + + 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; + + }, + + setFromMatrix4: function( m ) { + + var me = m.elements; + + this.set( + + me[ 0 ], me[ 4 ], me[ 8 ], + me[ 1 ], me[ 5 ], me[ 9 ], + me[ 2 ], me[ 6 ], me[ 10 ] + + ); + + return this; + + }, + + applyToVector3Array: function () { + + var v1; + + return function ( array, offset, length ) { + + if ( v1 === undefined ) v1 = new THREE.Vector3(); + if ( offset === undefined ) offset = 0; + if ( length === undefined ) length = array.length; + + for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) { + + v1.fromArray( array, j ); + v1.applyMatrix3( this ); + v1.toArray( array, j ); + + } + + return array; + + }; + + }(), + + applyToBuffer: function () { + + var v1; + + return function applyToBuffer( buffer, offset, length ) { + + if ( v1 === undefined ) v1 = new THREE.Vector3(); + if ( offset === undefined ) offset = 0; + if ( length === undefined ) length = buffer.length / buffer.itemSize; + + for ( var i = 0, j = offset; i < length; i ++, j ++ ) { + + v1.x = buffer.getX( j ); + v1.y = buffer.getY( j ); + v1.z = buffer.getZ( j ); + + v1.applyMatrix3( this ); + + buffer.setXYZ( v1.x, v1.y, v1.z ); + + } + + return buffer; + + }; + + }(), + + 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, throwOnDegenerate ) { + + if ( matrix instanceof THREE.Matrix4 ) { + + console.warn( "THREE.Matrix3.getInverse no longer takes a Matrix4 argument." ); + + } + + var me = matrix.elements, + te = this.elements, + + n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], + n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ], + n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ], + + t11 = n33 * n22 - n32 * n23, + t12 = n32 * n13 - n33 * n12, + t13 = n23 * n12 - n22 * n13, + + det = n11 * t11 + n21 * t12 + n31 * t13; + + if ( det === 0 ) { + + var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0"; + + if ( throwOnDegenerate || false ) { + + throw new Error( msg ); + + } else { + + console.warn( msg ); + + } + + return this.identity(); + } + + te[ 0 ] = t11; + te[ 1 ] = n31 * n23 - n33 * n21; + te[ 2 ] = n32 * n21 - n31 * n22; + + te[ 3 ] = t12; + te[ 4 ] = n33 * n11 - n31 * n13; + te[ 5 ] = n31 * n12 - n32 * n11; + + te[ 6 ] = t13; + te[ 7 ] = n21 * n13 - n23 * n11; + te[ 8 ] = n22 * n11 - n21 * n12; + + return this.multiplyScalar( 1 / det ); + + }, + + 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 ( matrix4 ) { + + return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); + + }, + + 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 ] + ]; + + } + +}; + +// 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://clara.io + * @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 ) { + + console.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; + + }, + + clone: function () { + + return new THREE.Matrix4().fromArray( this.elements ); + + }, + + copy: function ( m ) { + + this.elements.set( m.elements ); + + return this; + + }, + + 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 ) { + + xAxis.setFromMatrixColumn( this, 0 ); + yAxis.setFromMatrixColumn( this, 1 ); + zAxis.setFromMatrixColumn( this, 2 ); + + 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; + + return function ( m ) { + + if ( v1 === undefined ) v1 = new THREE.Vector3(); + + var te = this.elements; + var me = m.elements; + + var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length(); + var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length(); + var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).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 ) { + + console.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; + + }, + + 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, y, z; + + return function ( eye, target, up ) { + + if ( x === undefined ) x = new THREE.Vector3(); + if ( y === undefined ) y = new THREE.Vector3(); + if ( z === undefined ) z = new THREE.Vector3(); + + var te = this.elements; + + z.subVectors( eye, target ).normalize(); + + if ( z.lengthSq() === 0 ) { + + z.z = 1; + + } + + x.crossVectors( up, z ).normalize(); + + if ( x.lengthSq() === 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 ) { + + console.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; + + }, + + applyToVector3Array: function () { + + var v1; + + return function ( array, offset, length ) { + + if ( v1 === undefined ) v1 = new THREE.Vector3(); + if ( offset === undefined ) offset = 0; + if ( length === undefined ) length = array.length; + + for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) { + + v1.fromArray( array, j ); + v1.applyMatrix4( this ); + v1.toArray( array, j ); + + } + + return array; + + }; + + }(), + + applyToBuffer: function () { + + var v1; + + return function applyToBuffer( buffer, offset, length ) { + + if ( v1 === undefined ) v1 = new THREE.Vector3(); + if ( offset === undefined ) offset = 0; + if ( length === undefined ) length = buffer.length / buffer.itemSize; + + for ( var i = 0, j = offset; i < length; i ++, j ++ ) { + + v1.x = buffer.getX( j ); + v1.y = buffer.getY( j ); + v1.z = buffer.getZ( j ); + + v1.applyMatrix4( this ); + + buffer.setXYZ( v1.x, v1.y, v1.z ); + + } + + return buffer; + + }; + + }(), + + 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; + + return function () { + + if ( v1 === undefined ) v1 = new THREE.Vector3(); + console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); + + return v1.setFromMatrixColumn( this, 3 ); + + }; + + }(), + + setPosition: function ( v ) { + + var te = this.elements; + + te[ 12 ] = v.x; + te[ 13 ] = v.y; + te[ 14 ] = v.z; + + return this; + + }, + + getInverse: function ( m, throwOnDegenerate ) { + + // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm + var te = this.elements, + me = m.elements, + + n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ], + n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ], + n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ], + n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ], + + t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, + t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, + t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, + t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; + + var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; + + if ( det === 0 ) { + + var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0"; + + if ( throwOnDegenerate || false ) { + + throw new Error( msg ); + + } else { + + console.warn( msg ); + + } + + return this.identity(); + + } + + te[ 0 ] = t11; + te[ 1 ] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44; + te[ 2 ] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44; + te[ 3 ] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43; + + te[ 4 ] = t12; + te[ 5 ] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44; + te[ 6 ] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44; + te[ 7 ] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43; + + te[ 8 ] = t13; + te[ 9 ] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44; + te[ 10 ] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44; + te[ 11 ] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43; + + te[ 12 ] = t14; + te[ 13 ] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34; + te[ 14 ] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34; + te[ 15 ] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33; + + return this.multiplyScalar( 1 / det ); + + }, + + 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, 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, matrix; + + return function ( position, quaternion, scale ) { + + if ( vector === undefined ) vector = new THREE.Vector3(); + if ( matrix === undefined ) matrix = new THREE.Matrix4(); + + 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 = 1.0 / ( right - left ); + var h = 1.0 / ( top - bottom ); + var p = 1.0 / ( 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; + + }, + + equals: function ( matrix ) { + + var te = this.elements; + var me = matrix.elements; + + for ( var i = 0; i < 16; i ++ ) { + + if ( te[ i ] !== me[ i ] ) return false; + + } + + return true; + + }, + + 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 ] + ]; + + } + +}; + +// File:src/math/Ray.js + +/** + * @author bhouston / http://clara.io + */ + +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; + + }, + + clone: function () { + + return new this.constructor().copy( 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 ); + + }, + + lookAt: function ( v ) { + + this.direction.copy( v ).sub( this.origin ).normalize(); + + }, + + 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 ( point ) { + + return Math.sqrt( this.distanceSqToPoint( point ) ); + + }, + + distanceSqToPoint: 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.distanceToSquared( point ); + + } + + v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); + + return v1.distanceToSquared( 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; + + }; + + }(), + + intersectSphere: function () { + + 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 ); + + } + + }(), + + intersectsSphere: function ( sphere ) { + + return this.distanceToPoint( sphere.center ) <= sphere.radius; + + }, + + 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 ); + + }, + + + + intersectsPlane: 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; + + }, + + intersectBox: function ( box, optionalTarget ) { + + 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 ); + + }, + + intersectsBox: ( function () { + + var v = new THREE.Vector3(); + + return function ( box ) { + + return this.intersectBox( box, v ) !== null; + + }; + + } )(), + + 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 ); + + } + +}; + +// File:src/math/Sphere.js + +/** + * @author bhouston / http://clara.io + * @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; + + }; + + }(), + + clone: function () { + + return new this.constructor().copy( 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 ); + + }, + + intersectsBox: function ( box ) { + + return box.intersectsSphere( this ); + + }, + + intersectsPlane: function ( plane ) { + + // We use the following equation to compute the signed distance from + // the center of the sphere to the plane. + // + // distance = q * n - d + // + // If this distance is greater than the radius of the sphere, + // then there is no intersection. + + return Math.abs( this.center.dot( plane.normal ) - plane.constant ) <= this.radius; + + }, + + 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 ); + + } + +}; + +// File:src/math/Frustum.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * @author bhouston / http://clara.io + */ + +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; + + }, + + clone: function () { + + return new this.constructor().copy( 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; + + } + +}; + +// File:src/math/Plane.js + +/** + * @author bhouston / http://clara.io + */ + +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; + + }; + + }(), + + clone: function () { + + return new this.constructor().copy( 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 ); + + }, + + 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 ); + + }; + + }(), + + intersectsLine: 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 ); + + }, + + intersectsBox: function ( box ) { + + return box.intersectsPlane( this ); + + }, + + intersectsSphere: function ( sphere ) { + + return sphere.intersectsPlane( this ); + + }, + + 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 ); + + } + +}; + +// File:src/math/Spherical.js + +/** + * @author bhouston / http://clara.io + * @author WestLangley / http://github.com/WestLangley + * + * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system + * + * The poles (phi) are at the positive and negative y axis. + * The equator starts at positive z. + */ + +THREE.Spherical = function ( radius, phi, theta ) { + + this.radius = ( radius !== undefined ) ? radius : 1.0; + this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole + this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere + + return this; + +}; + +THREE.Spherical.prototype = { + + constructor: THREE.Spherical, + + set: function ( radius, phi, theta ) { + + this.radius = radius; + this.phi = phi; + this.theta = theta; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( other ) { + + this.radius.copy( other.radius ); + this.phi.copy( other.phi ); + this.theta.copy( other.theta ); + + return this; + + }, + + // restrict phi to be betwee EPS and PI-EPS + makeSafe: function() { + + var EPS = 0.000001; + this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); + + }, + + setFromVector3: function( vec3 ) { + + this.radius = vec3.length(); + + if ( this.radius === 0 ) { + + this.theta = 0; + this.phi = 0; + + } else { + + this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis + this.phi = Math.acos( THREE.Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle + + } + + return 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: function ( value, min, max ) { + + return Math.max( min, Math.min( max, value ) ); + + }, + + // compute euclidian modulo of m % n + // https://en.wikipedia.org/wiki/Modulo_operation + + euclideanModulo: function ( n, m ) { + + return ( ( n % m ) + m ) % m; + + }, + + // Linear mapping from 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 ); + + }, + + random16: function () { + + console.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' ); + return Math.random(); + + }, + + // Random integer from interval + + randInt: function ( low, high ) { + + return low + Math.floor( Math.random() * ( high - low + 1 ) ); + + }, + + // 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; + + }, + + nearestPowerOfTwo: function ( value ) { + + return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) ); + + }, + + 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://clara.io + * @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 barycentric coordinates +// 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(); + + // collinear 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; + + // barycentric coordinates 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; + + }, + + clone: function () { + + return new this.constructor().copy( 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 ); + + } + +}; + +// File:src/math/Interpolant.js + +/** + * Abstract base class of interpolants over parametric samples. + * + * The parameter domain is one dimensional, typically the time or a path + * along a curve defined by the data. + * + * The sample values can have any dimensionality and derived classes may + * apply special interpretations to the data. + * + * This class provides the interval seek in a Template Method, deferring + * the actual interpolation to derived classes. + * + * Time complexity is O(1) for linear access crossing at most two points + * and O(log N) for random access, where N is the number of positions. + * + * References: + * + * http://www.oodesign.com/template-method-pattern.html + * + * @author tschw + */ + +THREE.Interpolant = function( + parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + this.parameterPositions = parameterPositions; + this._cachedIndex = 0; + + this.resultBuffer = resultBuffer !== undefined ? + resultBuffer : new sampleValues.constructor( sampleSize ); + this.sampleValues = sampleValues; + this.valueSize = sampleSize; + +}; + +THREE.Interpolant.prototype = { + + constructor: THREE.Interpolant, + + evaluate: function( t ) { + + var pp = this.parameterPositions, + i1 = this._cachedIndex, + + t1 = pp[ i1 ], + t0 = pp[ i1 - 1 ]; + + validate_interval: { + + seek: { + + var right; + + linear_scan: { +//- See http://jsperf.com/comparison-to-undefined/3 +//- slower code: +//- +//- if ( t >= t1 || t1 === undefined ) { + forward_scan: if ( ! ( t < t1 ) ) { + + for ( var giveUpAt = i1 + 2; ;) { + + if ( t1 === undefined ) { + + if ( t < t0 ) break forward_scan; + + // after end + + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_( i1 - 1, t, t0 ); + + } + + if ( i1 === giveUpAt ) break; // this loop + + t0 = t1; + t1 = pp[ ++ i1 ]; + + if ( t < t1 ) { + + // we have arrived at the sought interval + break seek; + + } + + } + + // prepare binary search on the right side of the index + right = pp.length; + break linear_scan; + + } + +//- slower code: +//- if ( t < t0 || t0 === undefined ) { + if ( ! ( t >= t0 ) ) { + + // looping? + + var t1global = pp[ 1 ]; + + if ( t < t1global ) { + + i1 = 2; // + 1, using the scan for the details + t0 = t1global; + + } + + // linear reverse scan + + for ( var giveUpAt = i1 - 2; ;) { + + if ( t0 === undefined ) { + + // before start + + this._cachedIndex = 0; + return this.beforeStart_( 0, t, t1 ); + + } + + if ( i1 === giveUpAt ) break; // this loop + + t1 = t0; + t0 = pp[ -- i1 - 1 ]; + + if ( t >= t0 ) { + + // we have arrived at the sought interval + break seek; + + } + + } + + // prepare binary search on the left side of the index + right = i1; + i1 = 0; + break linear_scan; + + } + + // the interval is valid + + break validate_interval; + + } // linear scan + + // binary search + + while ( i1 < right ) { + + var mid = ( i1 + right ) >>> 1; + + if ( t < pp[ mid ] ) { + + right = mid; + + } else { + + i1 = mid + 1; + + } + + } + + t1 = pp[ i1 ]; + t0 = pp[ i1 - 1 ]; + + // check boundary cases, again + + if ( t0 === undefined ) { + + this._cachedIndex = 0; + return this.beforeStart_( 0, t, t1 ); + + } + + if ( t1 === undefined ) { + + i1 = pp.length; + this._cachedIndex = i1; + return this.afterEnd_( i1 - 1, t0, t ); + + } + + } // seek + + this._cachedIndex = i1; + + this.intervalChanged_( i1, t0, t1 ); + + } // validate_interval + + return this.interpolate_( i1, t0, t, t1 ); + + }, + + settings: null, // optional, subclass-specific settings structure + // Note: The indirection allows central control of many interpolants. + + // --- Protected interface + + DefaultSettings_: {}, + + getSettings_: function() { + + return this.settings || this.DefaultSettings_; + + }, + + copySampleValue_: function( index ) { + + // copies a sample value to the result buffer + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + offset = index * stride; + + for ( var i = 0; i !== stride; ++ i ) { + + result[ i ] = values[ offset + i ]; + + } + + return result; + + }, + + // Template methods for derived classes: + + interpolate_: function( i1, t0, t, t1 ) { + + throw new Error( "call to abstract method" ); + // implementations shall return this.resultBuffer + + }, + + intervalChanged_: function( i1, t0, t1 ) { + + // empty + + } + +}; + +Object.assign( THREE.Interpolant.prototype, { + + beforeStart_: //( 0, t, t0 ), returns this.resultBuffer + THREE.Interpolant.prototype.copySampleValue_, + + afterEnd_: //( N-1, tN-1, t ), returns this.resultBuffer + THREE.Interpolant.prototype.copySampleValue_ + +} ); + +// File:src/math/interpolants/CubicInterpolant.js + +/** + * Fast and simple cubic spline interpolant. + * + * It was derived from a Hermitian construction setting the first derivative + * at each sample position to the linear slope between neighboring positions + * over their parameter interval. + * + * @author tschw + */ + +THREE.CubicInterpolant = function( + parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + THREE.Interpolant.call( + this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + + this._weightPrev = -0; + this._offsetPrev = -0; + this._weightNext = -0; + this._offsetNext = -0; + +}; + +THREE.CubicInterpolant.prototype = + Object.assign( Object.create( THREE.Interpolant.prototype ), { + + constructor: THREE.CubicInterpolant, + + DefaultSettings_: { + + endingStart: THREE.ZeroCurvatureEnding, + endingEnd: THREE.ZeroCurvatureEnding + + }, + + intervalChanged_: function( i1, t0, t1 ) { + + var pp = this.parameterPositions, + iPrev = i1 - 2, + iNext = i1 + 1, + + tPrev = pp[ iPrev ], + tNext = pp[ iNext ]; + + if ( tPrev === undefined ) { + + switch ( this.getSettings_().endingStart ) { + + case THREE.ZeroSlopeEnding: + + // f'(t0) = 0 + iPrev = i1; + tPrev = 2 * t0 - t1; + + break; + + case THREE.WrapAroundEnding: + + // use the other end of the curve + iPrev = pp.length - 2; + tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; + + break; + + default: // ZeroCurvatureEnding + + // f''(t0) = 0 a.k.a. Natural Spline + iPrev = i1; + tPrev = t1; + + } + + } + + if ( tNext === undefined ) { + + switch ( this.getSettings_().endingEnd ) { + + case THREE.ZeroSlopeEnding: + + // f'(tN) = 0 + iNext = i1; + tNext = 2 * t1 - t0; + + break; + + case THREE.WrapAroundEnding: + + // use the other end of the curve + iNext = 1; + tNext = t1 + pp[ 1 ] - pp[ 0 ]; + + break; + + default: // ZeroCurvatureEnding + + // f''(tN) = 0, a.k.a. Natural Spline + iNext = i1 - 1; + tNext = t0; + + } + + } + + var halfDt = ( t1 - t0 ) * 0.5, + stride = this.valueSize; + + this._weightPrev = halfDt / ( t0 - tPrev ); + this._weightNext = halfDt / ( tNext - t1 ); + this._offsetPrev = iPrev * stride; + this._offsetNext = iNext * stride; + + }, + + interpolate_: function( i1, t0, t, t1 ) { + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + o1 = i1 * stride, o0 = o1 - stride, + oP = this._offsetPrev, oN = this._offsetNext, + wP = this._weightPrev, wN = this._weightNext, + + p = ( t - t0 ) / ( t1 - t0 ), + pp = p * p, + ppp = pp * p; + + // evaluate polynomials + + var sP = - wP * ppp + 2 * wP * pp - wP * p; + var s0 = ( 1 + wP ) * ppp + (-1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1; + var s1 = (-1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; + var sN = wN * ppp - wN * pp; + + // combine data linearly + + for ( var i = 0; i !== stride; ++ i ) { + + result[ i ] = + sP * values[ oP + i ] + + s0 * values[ o0 + i ] + + s1 * values[ o1 + i ] + + sN * values[ oN + i ]; + + } + + return result; + + } + +} ); + +// File:src/math/interpolants/DiscreteInterpolant.js + +/** + * + * Interpolant that evaluates to the sample value at the position preceeding + * the parameter. + * + * @author tschw + */ + +THREE.DiscreteInterpolant = function( + parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + THREE.Interpolant.call( + this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + +}; + +THREE.DiscreteInterpolant.prototype = + Object.assign( Object.create( THREE.Interpolant.prototype ), { + + constructor: THREE.DiscreteInterpolant, + + interpolate_: function( i1, t0, t, t1 ) { + + return this.copySampleValue_( i1 - 1 ); + + } + +} ); + +// File:src/math/interpolants/LinearInterpolant.js + +/** + * @author tschw + */ + +THREE.LinearInterpolant = function( + parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + THREE.Interpolant.call( + this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + +}; + +THREE.LinearInterpolant.prototype = + Object.assign( Object.create( THREE.Interpolant.prototype ), { + + constructor: THREE.LinearInterpolant, + + interpolate_: function( i1, t0, t, t1 ) { + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + offset1 = i1 * stride, + offset0 = offset1 - stride, + + weight1 = ( t - t0 ) / ( t1 - t0 ), + weight0 = 1 - weight1; + + for ( var i = 0; i !== stride; ++ i ) { + + result[ i ] = + values[ offset0 + i ] * weight0 + + values[ offset1 + i ] * weight1; + + } + + return result; + + } + +} ); + +// File:src/math/interpolants/QuaternionLinearInterpolant.js + +/** + * Spherical linear unit quaternion interpolant. + * + * @author tschw + */ + +THREE.QuaternionLinearInterpolant = function( + parameterPositions, sampleValues, sampleSize, resultBuffer ) { + + THREE.Interpolant.call( + this, parameterPositions, sampleValues, sampleSize, resultBuffer ); + +}; + +THREE.QuaternionLinearInterpolant.prototype = + Object.assign( Object.create( THREE.Interpolant.prototype ), { + + constructor: THREE.QuaternionLinearInterpolant, + + interpolate_: function( i1, t0, t, t1 ) { + + var result = this.resultBuffer, + values = this.sampleValues, + stride = this.valueSize, + + offset = i1 * stride, + + alpha = ( t - t0 ) / ( t1 - t0 ); + + for ( var end = offset + stride; offset !== end; offset += 4 ) { + + THREE.Quaternion.slerpFlat( result, 0, + values, offset - stride, values, offset, alpha ); + + } + + return result; + + } + +} ); + +// 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 = performance.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 = performance.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/Layers.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Layers = function () { + + this.mask = 1; + +}; + +THREE.Layers.prototype = { + + constructor: THREE.Layers, + + set: function ( channel ) { + + this.mask = 1 << channel; + + }, + + enable: function ( channel ) { + + this.mask |= 1 << channel; + + }, + + toggle: function ( channel ) { + + this.mask ^= 1 << channel; + + }, + + disable: function ( channel ) { + + this.mask &= ~ ( 1 << channel ); + + }, + + test: function ( layers ) { + + return ( this.mask & layers.mask ) !== 0; + + } + +}; + +// File:src/core/Raycaster.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author bhouston / http://clara.io/ + * @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 = { + Mesh: {}, + Line: {}, + LOD: {}, + Points: { threshold: 1 }, + Sprite: {} + }; + + Object.defineProperties( this.params, { + PointCloud: { + get: function () { + console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' ); + return this.Points; + } + } + } ); + + }; + + function ascSort( a, b ) { + + return a.distance - b.distance; + + } + + function intersectObject( object, raycaster, intersects, recursive ) { + + if ( object.visible === false ) return; + + 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, + + 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 ) { + + if ( camera instanceof THREE.PerspectiveCamera ) { + + this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); + this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).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 { + + console.error( 'THREE.Raycaster: Unsupported camera type.' ); + + } + + }, + + intersectObject: function ( object, recursive ) { + + var intersects = []; + + intersectObject( object, this, intersects, recursive ); + + intersects.sort( ascSort ); + + return intersects; + + }, + + intersectObjects: function ( objects, recursive ) { + + var intersects = []; + + if ( Array.isArray( objects ) === false ) { + + console.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( ascSort ); + + 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 + * @author elephantatwork / www.elephantatwork.ch + */ + +THREE.Object3D = function () { + + Object.defineProperty( this, 'id', { value: THREE.Object3DIdCount ++ } ); + + this.uuid = THREE.Math.generateUUID(); + + this.name = ''; + this.type = 'Object3D'; + + this.parent = null; + 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 ); + + function onRotationChange() { + + quaternion.setFromEuler( rotation, false ); + + } + + function onQuaternionChange() { + + 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 + }, + modelViewMatrix: { + value: new THREE.Matrix4() + }, + normalMatrix: { + value: new THREE.Matrix3() + } + } ); + + this.rotationAutoUpdate = true; + + this.matrix = new THREE.Matrix4(); + this.matrixWorld = new THREE.Matrix4(); + + this.matrixAutoUpdate = THREE.Object3D.DefaultMatrixAutoUpdate; + this.matrixWorldNeedsUpdate = false; + + this.layers = new THREE.Layers(); + 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.DefaultMatrixAutoUpdate = true; + +THREE.Object3D.prototype = { + + constructor: THREE.Object3D, + + 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; + + }; + + }(), + + 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 ) { + + console.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 !== null ) { + + object.parent.remove( object ); + + } + + object.parent = this; + object.dispatchEvent( { type: 'added' } ); + + this.children.push( object ); + + } else { + + console.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 = null; + + object.dispatchEvent( { type: 'removed' } ); + + this.children.splice( index, 1 ); + + } + + }, + + 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 ); + + var children = this.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverse( callback ); + + } + + }, + + traverseVisible: function ( callback ) { + + if ( this.visible === false ) return; + + callback( this ); + + var children = this.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + children[ i ].traverseVisible( callback ); + + } + + }, + + traverseAncestors: function ( callback ) { + + var parent = this.parent; + + if ( parent !== null ) { + + callback( parent ); + + 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 === null ) { + + 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 ( meta ) { + + var isRootObject = ( meta === undefined ); + + var output = {}; + + // meta is a hash used to collect geometries, materials. + // not providing it implies that this is the root object + // being serialized. + if ( isRootObject ) { + + // initialize meta obj + meta = { + geometries: {}, + materials: {}, + textures: {}, + images: {} + }; + + output.metadata = { + version: 4.4, + type: 'Object', + generator: 'Object3D.toJSON' + }; + + } + + // standard Object3D serialization + + var object = {}; + + object.uuid = this.uuid; + object.type = this.type; + + if ( this.name !== '' ) object.name = this.name; + if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData; + if ( this.castShadow === true ) object.castShadow = true; + if ( this.receiveShadow === true ) object.receiveShadow = true; + if ( this.visible === false ) object.visible = false; + + object.matrix = this.matrix.toArray(); + + // + + if ( this.geometry !== undefined ) { + + if ( meta.geometries[ this.geometry.uuid ] === undefined ) { + + meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON( meta ); + + } + + object.geometry = this.geometry.uuid; + + } + + if ( this.material !== undefined ) { + + if ( meta.materials[ this.material.uuid ] === undefined ) { + + meta.materials[ this.material.uuid ] = this.material.toJSON( meta ); + + } + + object.material = this.material.uuid; + + } + + // + + if ( this.children.length > 0 ) { + + object.children = []; + + for ( var i = 0; i < this.children.length; i ++ ) { + + object.children.push( this.children[ i ].toJSON( meta ).object ); + + } + + } + + if ( isRootObject ) { + + var geometries = extractFromCache( meta.geometries ); + var materials = extractFromCache( meta.materials ); + var textures = extractFromCache( meta.textures ); + var images = extractFromCache( meta.images ); + + if ( geometries.length > 0 ) output.geometries = geometries; + if ( materials.length > 0 ) output.materials = materials; + if ( textures.length > 0 ) output.textures = textures; + if ( images.length > 0 ) output.images = images; + + } + + output.object = object; + + return output; + + // extract data from the cache hash + // remove metadata on each item + // and return as array + function extractFromCache ( cache ) { + + var values = []; + for ( var key in cache ) { + + var data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + return values; + + } + + }, + + clone: function ( recursive ) { + + return new this.constructor().copy( this, recursive ); + + }, + + copy: function ( source, recursive ) { + + if ( recursive === undefined ) recursive = true; + + this.name = source.name; + + this.up.copy( source.up ); + + this.position.copy( source.position ); + this.quaternion.copy( source.quaternion ); + this.scale.copy( source.scale ); + + this.rotationAutoUpdate = source.rotationAutoUpdate; + + this.matrix.copy( source.matrix ); + this.matrixWorld.copy( source.matrixWorld ); + + this.matrixAutoUpdate = source.matrixAutoUpdate; + this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; + + this.visible = source.visible; + + this.castShadow = source.castShadow; + this.receiveShadow = source.receiveShadow; + + this.frustumCulled = source.frustumCulled; + this.renderOrder = source.renderOrder; + + this.userData = JSON.parse( JSON.stringify( source.userData ) ); + + if ( recursive === true ) { + + for ( var i = 0; i < source.children.length; i ++ ) { + + var child = source.children[ i ]; + this.add( child.clone() ); + + } + + } + + return this; + + } + +}; + +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 = Array.isArray( normal ) ? normal : []; + + this.color = color instanceof THREE.Color ? color : new THREE.Color(); + this.vertexColors = Array.isArray( color ) ? color : []; + + this.materialIndex = materialIndex !== undefined ? materialIndex : 0; + +}; + +THREE.Face3.prototype = { + + constructor: THREE.Face3, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.a = source.a; + this.b = source.b; + this.c = source.c; + + this.normal.copy( source.normal ); + this.color.copy( source.color ); + + this.materialIndex = source.materialIndex; + + for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { + + this.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); + + } + + for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { + + this.vertexColors[ i ] = source.vertexColors[ i ].clone(); + + } + + return this; + + } + +}; + +// File:src/core/BufferAttribute.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.BufferAttribute = function ( array, itemSize ) { + + this.uuid = THREE.Math.generateUUID(); + + this.array = array; + this.itemSize = itemSize; + + this.dynamic = false; + this.updateRange = { offset: 0, count: - 1 }; + + this.version = 0; + +}; + +THREE.BufferAttribute.prototype = { + + constructor: THREE.BufferAttribute, + + get count() { + + return this.array.length / this.itemSize; + + }, + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + }, + + setDynamic: function ( value ) { + + this.dynamic = value; + + return this; + + }, + + copy: function ( source ) { + + this.array = new source.array.constructor( source.array ); + this.itemSize = source.itemSize; + + this.dynamic = source.dynamic; + + return this; + + }, + + 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; + + }, + + copyArray: function ( array ) { + + this.array.set( array ); + + return this; + + }, + + copyColorsArray: function ( colors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = colors.length; i < l; i ++ ) { + + var color = colors[ i ]; + + if ( color === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); + color = new THREE.Color(); + + } + + array[ offset ++ ] = color.r; + array[ offset ++ ] = color.g; + array[ offset ++ ] = color.b; + + } + + return this; + + }, + + copyIndicesArray: function ( indices ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = indices.length; i < l; i ++ ) { + + var index = indices[ i ]; + + array[ offset ++ ] = index.a; + array[ offset ++ ] = index.b; + array[ offset ++ ] = index.c; + + } + + return this; + + }, + + copyVector2sArray: function ( vectors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = vectors.length; i < l; i ++ ) { + + var vector = vectors[ i ]; + + if ( vector === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); + vector = new THREE.Vector2(); + + } + + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + + } + + return this; + + }, + + copyVector3sArray: function ( vectors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = vectors.length; i < l; i ++ ) { + + var vector = vectors[ i ]; + + if ( vector === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); + vector = new THREE.Vector3(); + + } + + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + array[ offset ++ ] = vector.z; + + } + + return this; + + }, + + copyVector4sArray: function ( vectors ) { + + var array = this.array, offset = 0; + + for ( var i = 0, l = vectors.length; i < l; i ++ ) { + + var vector = vectors[ i ]; + + if ( vector === undefined ) { + + console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i ); + vector = new THREE.Vector4(); + + } + + array[ offset ++ ] = vector.x; + array[ offset ++ ] = vector.y; + array[ offset ++ ] = vector.z; + array[ offset ++ ] = vector.w; + + } + + return this; + + }, + + set: function ( value, offset ) { + + if ( offset === undefined ) offset = 0; + + this.array.set( value, offset ); + + return this; + + }, + + getX: function ( index ) { + + return this.array[ index * this.itemSize ]; + + }, + + setX: function ( index, x ) { + + this.array[ index * this.itemSize ] = x; + + return this; + + }, + + getY: function ( index ) { + + return this.array[ index * this.itemSize + 1 ]; + + }, + + setY: function ( index, y ) { + + this.array[ index * this.itemSize + 1 ] = y; + + return this; + + }, + + getZ: function ( index ) { + + return this.array[ index * this.itemSize + 2 ]; + + }, + + setZ: function ( index, z ) { + + this.array[ index * this.itemSize + 2 ] = z; + + return this; + + }, + + getW: function ( index ) { + + return this.array[ index * this.itemSize + 3 ]; + + }, + + setW: function ( index, w ) { + + this.array[ index * this.itemSize + 3 ] = w; + + return this; + + }, + + setXY: function ( index, x, y ) { + + index *= this.itemSize; + + this.array[ index + 0 ] = x; + this.array[ index + 1 ] = y; + + return this; + + }, + + setXYZ: function ( index, x, y, z ) { + + index *= this.itemSize; + + this.array[ index + 0 ] = 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 + 0 ] = x; + this.array[ index + 1 ] = y; + this.array[ index + 2 ] = z; + this.array[ index + 3 ] = w; + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + } + +}; + +// + +THREE.Int8Attribute = function ( array, itemSize ) { + + return new THREE.BufferAttribute( new Int8Array( array ), itemSize ); + +}; + +THREE.Uint8Attribute = function ( array, itemSize ) { + + return new THREE.BufferAttribute( new Uint8Array( array ), itemSize ); + +}; + +THREE.Uint8ClampedAttribute = function ( array, itemSize ) { + + return new THREE.BufferAttribute( new Uint8ClampedArray( array ), itemSize ); + +}; + +THREE.Int16Attribute = function ( array, itemSize ) { + + return new THREE.BufferAttribute( new Int16Array( array ), itemSize ); + +}; + +THREE.Uint16Attribute = function ( array, itemSize ) { + + return new THREE.BufferAttribute( new Uint16Array( array ), itemSize ); + +}; + +THREE.Int32Attribute = function ( array, itemSize ) { + + return new THREE.BufferAttribute( new Int32Array( array ), itemSize ); + +}; + +THREE.Uint32Attribute = function ( array, itemSize ) { + + return new THREE.BufferAttribute( new Uint32Array( array ), itemSize ); + +}; + +THREE.Float32Attribute = function ( array, itemSize ) { + + return new THREE.BufferAttribute( new Float32Array( array ), itemSize ); + +}; + +THREE.Float64Attribute = function ( array, itemSize ) { + + return new THREE.BufferAttribute( new Float64Array( array ), itemSize ); + +}; + + +// Deprecated + +THREE.DynamicBufferAttribute = function ( array, itemSize ) { + + console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' ); + return new THREE.BufferAttribute( array, itemSize ).setDynamic( true ); + +}; + +// File:src/core/InstancedBufferAttribute.js + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +THREE.InstancedBufferAttribute = function ( array, itemSize, meshPerAttribute ) { + + THREE.BufferAttribute.call( this, array, itemSize ); + + this.meshPerAttribute = meshPerAttribute || 1; + +}; + +THREE.InstancedBufferAttribute.prototype = Object.create( THREE.BufferAttribute.prototype ); +THREE.InstancedBufferAttribute.prototype.constructor = THREE.InstancedBufferAttribute; + +THREE.InstancedBufferAttribute.prototype.copy = function ( source ) { + + THREE.BufferAttribute.prototype.copy.call( this, source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + +}; + +// File:src/core/InterleavedBuffer.js + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +THREE.InterleavedBuffer = function ( array, stride ) { + + this.uuid = THREE.Math.generateUUID(); + + this.array = array; + this.stride = stride; + + this.dynamic = false; + this.updateRange = { offset: 0, count: - 1 }; + + this.version = 0; + +}; + +THREE.InterleavedBuffer.prototype = { + + constructor: THREE.InterleavedBuffer, + + get length () { + + return this.array.length; + + }, + + get count () { + + return this.array.length / this.stride; + + }, + + set needsUpdate( value ) { + + if ( value === true ) this.version ++; + + }, + + setDynamic: function ( value ) { + + this.dynamic = value; + + return this; + + }, + + copy: function ( source ) { + + this.array = new source.array.constructor( source.array ); + this.stride = source.stride; + this.dynamic = source.dynamic; + + return this; + + }, + + copyAt: function ( index1, attribute, index2 ) { + + index1 *= this.stride; + index2 *= attribute.stride; + + for ( var i = 0, l = this.stride; 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; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + } + +}; + +// File:src/core/InstancedInterleavedBuffer.js + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +THREE.InstancedInterleavedBuffer = function ( array, stride, meshPerAttribute ) { + + THREE.InterleavedBuffer.call( this, array, stride ); + + this.meshPerAttribute = meshPerAttribute || 1; + +}; + +THREE.InstancedInterleavedBuffer.prototype = Object.create( THREE.InterleavedBuffer.prototype ); +THREE.InstancedInterleavedBuffer.prototype.constructor = THREE.InstancedInterleavedBuffer; + +THREE.InstancedInterleavedBuffer.prototype.copy = function ( source ) { + + THREE.InterleavedBuffer.prototype.copy.call( this, source ); + + this.meshPerAttribute = source.meshPerAttribute; + + return this; + +}; + +// File:src/core/InterleavedBufferAttribute.js + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +THREE.InterleavedBufferAttribute = function ( interleavedBuffer, itemSize, offset ) { + + this.uuid = THREE.Math.generateUUID(); + + this.data = interleavedBuffer; + this.itemSize = itemSize; + this.offset = offset; + +}; + + +THREE.InterleavedBufferAttribute.prototype = { + + constructor: THREE.InterleavedBufferAttribute, + + get length() { + + console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' ); + return this.array.length; + + }, + + get count() { + + return this.data.count; + + }, + + setX: function ( index, x ) { + + this.data.array[ index * this.data.stride + this.offset ] = x; + + return this; + + }, + + setY: function ( index, y ) { + + this.data.array[ index * this.data.stride + this.offset + 1 ] = y; + + return this; + + }, + + setZ: function ( index, z ) { + + this.data.array[ index * this.data.stride + this.offset + 2 ] = z; + + return this; + + }, + + setW: function ( index, w ) { + + this.data.array[ index * this.data.stride + this.offset + 3 ] = w; + + return this; + + }, + + getX: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset ]; + + }, + + getY: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset + 1 ]; + + }, + + getZ: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset + 2 ]; + + }, + + getW: function ( index ) { + + return this.data.array[ index * this.data.stride + this.offset + 3 ]; + + }, + + setXY: function ( index, x, y ) { + + index = index * this.data.stride + this.offset; + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + + return this; + + }, + + setXYZ: function ( index, x, y, z ) { + + index = index * this.data.stride + this.offset; + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + + return this; + + }, + + setXYZW: function ( index, x, y, z, w ) { + + index = index * this.data.stride + this.offset; + + this.data.array[ index + 0 ] = x; + this.data.array[ index + 1 ] = y; + this.data.array[ index + 2 ] = z; + this.data.array[ index + 3 ] = w; + + return this; + + } + +}; + +// 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://clara.io + */ + +THREE.Geometry = function () { + + Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } ); + + this.uuid = THREE.Math.generateUUID(); + + this.name = ''; + this.type = 'Geometry'; + + this.vertices = []; + this.colors = []; + this.faces = []; + this.faceVertexUvs = [ [] ]; + + this.morphTargets = []; + this.morphNormals = []; + + this.skinWeights = []; + this.skinIndices = []; + + this.lineDistances = []; + + this.boundingBox = null; + this.boundingSphere = null; + + // update flags + + this.verticesNeedUpdate = false; + this.elementsNeedUpdate = false; + this.uvsNeedUpdate = false; + this.normalsNeedUpdate = 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; + + return this; + + }, + + rotateX: function () { + + // rotate geometry around world x-axis + + var m1; + + return function rotateX( angle ) { + + if ( m1 === undefined ) m1 = new THREE.Matrix4(); + + m1.makeRotationX( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + rotateY: function () { + + // rotate geometry around world y-axis + + var m1; + + return function rotateY( angle ) { + + if ( m1 === undefined ) m1 = new THREE.Matrix4(); + + m1.makeRotationY( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + rotateZ: function () { + + // rotate geometry around world z-axis + + var m1; + + return function rotateZ( angle ) { + + if ( m1 === undefined ) m1 = new THREE.Matrix4(); + + m1.makeRotationZ( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + translate: function () { + + // translate geometry + + var m1; + + return function translate( x, y, z ) { + + if ( m1 === undefined ) m1 = new THREE.Matrix4(); + + m1.makeTranslation( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + scale: function () { + + // scale geometry + + var m1; + + return function scale( x, y, z ) { + + if ( m1 === undefined ) m1 = new THREE.Matrix4(); + + m1.makeScale( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + lookAt: function () { + + var obj; + + return function lookAt( vector ) { + + if ( obj === undefined ) obj = new THREE.Object3D(); + + obj.lookAt( vector ); + + obj.updateMatrix(); + + this.applyMatrix( obj.matrix ); + + }; + + }(), + + fromBufferGeometry: function ( geometry ) { + + var scope = this; + + var indices = geometry.index !== null ? geometry.index.array : undefined; + var attributes = geometry.attributes; + + var positions = attributes.position.array; + 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 uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined; + + if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = []; + + var tempNormals = []; + var tempUVs = []; + var tempUVs2 = []; + + for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) { + + scope.vertices.push( new THREE.Vector3( positions[ i ], positions[ i + 1 ], positions[ 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 ] ) ); + + } + + if ( uvs2 !== undefined ) { + + tempUVs2.push( new THREE.Vector2( uvs2[ j ], uvs2[ j + 1 ] ) ); + + } + + } + + function addFace( a, b, c, materialIndex ) { + + 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() ] : []; + + var face = new THREE.Face3( a, b, c, vertexNormals, vertexColors, materialIndex ); + + scope.faces.push( face ); + + if ( uvs !== undefined ) { + + scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] ); + + } + + if ( uvs2 !== undefined ) { + + scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] ); + + } + + } + + if ( indices !== undefined ) { + + var groups = geometry.groups; + + if ( groups.length > 0 ) { + + for ( var i = 0; i < groups.length; i ++ ) { + + var group = groups[ i ]; + + var start = group.start; + var count = group.count; + + for ( var j = start, jl = start + count; j < jl; j += 3 ) { + + addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex ); + + } + + } + + } 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 < positions.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.translate( offset.x, offset.y, offset.z ); + + return offset; + + }, + + normalize: function () { + + this.computeBoundingSphere(); + + var center = this.boundingSphere.center; + var radius = this.boundingSphere.radius; + + var s = radius === 0 ? 1 : 1.0 / radius; + + var matrix = new THREE.Matrix4(); + matrix.set( + s, 0, 0, - s * center.x, + 0, s, 0, - s * center.y, + 0, 0, s, - s * center.z, + 0, 0, 0, 1 + ); + + this.applyMatrix( matrix ); + + return this; + + }, + + 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 ) { + + if ( areaWeighted === undefined ) areaWeighted = true; + + 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 ]; + + var vertexNormals = face.vertexNormals; + + if ( vertexNormals.length === 3 ) { + + vertexNormals[ 0 ].copy( vertices[ face.a ] ); + vertexNormals[ 1 ].copy( vertices[ face.b ] ); + vertexNormals[ 2 ].copy( vertices[ face.c ] ); + + } else { + + vertexNormals[ 0 ] = vertices[ face.a ].clone(); + vertexNormals[ 1 ] = vertices[ face.b ].clone(); + vertexNormals[ 2 ] = vertices[ face.c ].clone(); + + } + + } + + if ( this.faces.length > 0 ) { + + this.normalsNeedUpdate = true; + + } + + }, + + 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 () { + + console.warn( 'THREE.Geometry: .computeTangents() has been removed.' ); + + }, + + 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 ) { + + console.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 ) { + + console.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 vertices by position coordinates (and making sure they are unique) + var unique = [], changes = []; + + var v, key; + var precisionPoints = 4; // number of decimal points, e.g. 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; + + }, + + sortFacesByMaterialIndex: function () { + + var faces = this.faces; + var length = faces.length; + + // tag faces + + for ( var i = 0; i < length; i ++ ) { + + faces[ i ]._id = i; + + } + + // sort faces + + function materialIndexSort( a, b ) { + + return a.materialIndex - b.materialIndex; + + } + + faces.sort( materialIndexSort ); + + // sort uvs + + var uvs1 = this.faceVertexUvs[ 0 ]; + var uvs2 = this.faceVertexUvs[ 1 ]; + + var newUvs1, newUvs2; + + if ( uvs1 && uvs1.length === length ) newUvs1 = []; + if ( uvs2 && uvs2.length === length ) newUvs2 = []; + + for ( var i = 0; i < length; i ++ ) { + + var id = faces[ i ]._id; + + if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); + if ( newUvs2 ) newUvs2.push( uvs2[ id ] ); + + } + + if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; + if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2; + + }, + + toJSON: function () { + + var data = { + metadata: { + version: 4.4, + type: 'Geometry', + generator: 'Geometry.toJSON' + } + }; + + // standard Geometry serialization + + data.uuid = this.uuid; + data.type = this.type; + if ( this.name !== '' ) data.name = this.name; + + if ( this.parameters !== undefined ) { + + var parameters = this.parameters; + + for ( var key in parameters ) { + + if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + + } + + return data; + + } + + 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 = true; + 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 ); // isQuad + 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 ); + 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 ]; + + } + + data.data = {}; + + data.data.vertices = vertices; + data.data.normals = normals; + if ( colors.length > 0 ) data.data.colors = colors; + if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility + data.data.faces = faces; + + return data; + + }, + + clone: function () { + + /* + // Handle primitives + + var parameters = this.parameters; + + if ( parameters !== undefined ) { + + var values = []; + + for ( var key in parameters ) { + + values.push( parameters[ key ] ); + + } + + var geometry = Object.create( this.constructor.prototype ); + this.constructor.apply( geometry, values ); + return geometry; + + } + + return new this.constructor().copy( this ); + */ + + return new THREE.Geometry().copy( this ); + + }, + + copy: function ( source ) { + + this.vertices = []; + this.faces = []; + this.faceVertexUvs = [ [] ]; + + var vertices = source.vertices; + + for ( var i = 0, il = vertices.length; i < il; i ++ ) { + + this.vertices.push( vertices[ i ].clone() ); + + } + + var faces = source.faces; + + for ( var i = 0, il = faces.length; i < il; i ++ ) { + + this.faces.push( faces[ i ].clone() ); + + } + + for ( var i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) { + + var faceVertexUvs = source.faceVertexUvs[ i ]; + + if ( this.faceVertexUvs[ i ] === undefined ) { + + this.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() ); + + } + + this.faceVertexUvs[ i ].push( uvsCopy ); + + } + + } + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +}; + +THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype ); + +THREE.GeometryIdCount = 0; + +// File:src/core/DirectGeometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.DirectGeometry = function () { + + Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } ); + + this.uuid = THREE.Math.generateUUID(); + + this.name = ''; + this.type = 'DirectGeometry'; + + this.indices = []; + this.vertices = []; + this.normals = []; + this.colors = []; + this.uvs = []; + this.uvs2 = []; + + this.groups = []; + + this.morphTargets = {}; + + this.skinWeights = []; + this.skinIndices = []; + + // this.lineDistances = []; + + this.boundingBox = null; + this.boundingSphere = null; + + // update flags + + this.verticesNeedUpdate = false; + this.normalsNeedUpdate = false; + this.colorsNeedUpdate = false; + this.uvsNeedUpdate = false; + this.groupsNeedUpdate = false; + +}; + +THREE.DirectGeometry.prototype = { + + constructor: THREE.DirectGeometry, + + computeBoundingBox: THREE.Geometry.prototype.computeBoundingBox, + computeBoundingSphere: THREE.Geometry.prototype.computeBoundingSphere, + + computeFaceNormals: function () { + + console.warn( 'THREE.DirectGeometry: computeFaceNormals() is not a method of this type of geometry.' ); + + }, + + computeVertexNormals: function () { + + console.warn( 'THREE.DirectGeometry: computeVertexNormals() is not a method of this type of geometry.' ); + + }, + + computeGroups: function ( geometry ) { + + var group; + var groups = []; + var materialIndex; + + var faces = geometry.faces; + + for ( var i = 0; i < faces.length; i ++ ) { + + var face = faces[ i ]; + + // materials + + if ( face.materialIndex !== materialIndex ) { + + materialIndex = face.materialIndex; + + if ( group !== undefined ) { + + group.count = ( i * 3 ) - group.start; + groups.push( group ); + + } + + group = { + start: i * 3, + materialIndex: materialIndex + }; + + } + + } + + if ( group !== undefined ) { + + group.count = ( i * 3 ) - group.start; + groups.push( group ); + + } + + this.groups = groups; + + }, + + fromGeometry: function ( geometry ) { + + var faces = geometry.faces; + var vertices = geometry.vertices; + var faceVertexUvs = geometry.faceVertexUvs; + + var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; + var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; + + // morphs + + var morphTargets = geometry.morphTargets; + var morphTargetsLength = morphTargets.length; + + var morphTargetsPosition; + + if ( morphTargetsLength > 0 ) { + + morphTargetsPosition = []; + + for ( var i = 0; i < morphTargetsLength; i ++ ) { + + morphTargetsPosition[ i ] = []; + + } + + this.morphTargets.position = morphTargetsPosition; + + } + + var morphNormals = geometry.morphNormals; + var morphNormalsLength = morphNormals.length; + + var morphTargetsNormal; + + if ( morphNormalsLength > 0 ) { + + morphTargetsNormal = []; + + for ( var i = 0; i < morphNormalsLength; i ++ ) { + + morphTargetsNormal[ i ] = []; + + } + + this.morphTargets.normal = morphTargetsNormal; + + } + + // skins + + var skinIndices = geometry.skinIndices; + var skinWeights = geometry.skinWeights; + + var hasSkinIndices = skinIndices.length === vertices.length; + var hasSkinWeights = skinWeights.length === vertices.length; + + // + + for ( var i = 0; i < faces.length; i ++ ) { + + var face = faces[ i ]; + + this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); + + var vertexNormals = face.vertexNormals; + + if ( vertexNormals.length === 3 ) { + + this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); + + } else { + + var normal = face.normal; + + this.normals.push( normal, normal, normal ); + + } + + var vertexColors = face.vertexColors; + + if ( vertexColors.length === 3 ) { + + this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); + + } else { + + var color = face.color; + + this.colors.push( color, color, color ); + + } + + if ( hasFaceVertexUv === true ) { + + var vertexUvs = faceVertexUvs[ 0 ][ i ]; + + if ( vertexUvs !== undefined ) { + + this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + + } else { + + console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); + + this.uvs.push( new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ); + + } + + } + + if ( hasFaceVertexUv2 === true ) { + + var vertexUvs = faceVertexUvs[ 1 ][ i ]; + + if ( vertexUvs !== undefined ) { + + this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); + + } else { + + console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); + + this.uvs2.push( new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ); + + } + + } + + // morphs + + for ( var j = 0; j < morphTargetsLength; j ++ ) { + + var morphTarget = morphTargets[ j ].vertices; + + morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); + + } + + for ( var j = 0; j < morphNormalsLength; j ++ ) { + + var morphNormal = morphNormals[ j ].vertexNormals[ i ]; + + morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c ); + + } + + // skins + + if ( hasSkinIndices ) { + + this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] ); + + } + + if ( hasSkinWeights ) { + + this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] ); + + } + + } + + this.computeGroups( geometry ); + + this.verticesNeedUpdate = geometry.verticesNeedUpdate; + this.normalsNeedUpdate = geometry.normalsNeedUpdate; + this.colorsNeedUpdate = geometry.colorsNeedUpdate; + this.uvsNeedUpdate = geometry.uvsNeedUpdate; + this.groupsNeedUpdate = geometry.groupsNeedUpdate; + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +}; + +THREE.EventDispatcher.prototype.apply( THREE.DirectGeometry.prototype ); + +// 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.index = null; + this.attributes = {}; + + this.morphAttributes = {}; + + this.groups = []; + + this.boundingBox = null; + this.boundingSphere = null; + + this.drawRange = { start: 0, count: Infinity }; + +}; + +THREE.BufferGeometry.prototype = { + + constructor: THREE.BufferGeometry, + + getIndex: function () { + + return this.index; + + }, + + setIndex: function ( index ) { + + this.index = index; + + }, + + addAttribute: function ( name, attribute ) { + + if ( attribute instanceof THREE.BufferAttribute === false && attribute instanceof THREE.InterleavedBufferAttribute === false ) { + + console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); + + this.addAttribute( name, new THREE.BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) ); + + return; + + } + + if ( name === 'index' ) { + + console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' ); + this.setIndex( attribute ); + + return; + + } + + this.attributes[ name ] = attribute; + + return this; + + }, + + getAttribute: function ( name ) { + + return this.attributes[ name ]; + + }, + + removeAttribute: function ( name ) { + + delete this.attributes[ name ]; + + return this; + + }, + + addGroup: function ( start, count, materialIndex ) { + + this.groups.push( { + + start: start, + count: count, + materialIndex: materialIndex !== undefined ? materialIndex : 0 + + } ); + + }, + + clearGroups: function () { + + this.groups = []; + + }, + + setDrawRange: function ( start, count ) { + + this.drawRange.start = start; + this.drawRange.count = count; + + }, + + 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(); + + } + + return this; + + }, + + rotateX: function () { + + // rotate geometry around world x-axis + + var m1; + + return function rotateX( angle ) { + + if ( m1 === undefined ) m1 = new THREE.Matrix4(); + + m1.makeRotationX( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + rotateY: function () { + + // rotate geometry around world y-axis + + var m1; + + return function rotateY( angle ) { + + if ( m1 === undefined ) m1 = new THREE.Matrix4(); + + m1.makeRotationY( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + rotateZ: function () { + + // rotate geometry around world z-axis + + var m1; + + return function rotateZ( angle ) { + + if ( m1 === undefined ) m1 = new THREE.Matrix4(); + + m1.makeRotationZ( angle ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + translate: function () { + + // translate geometry + + var m1; + + return function translate( x, y, z ) { + + if ( m1 === undefined ) m1 = new THREE.Matrix4(); + + m1.makeTranslation( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + scale: function () { + + // scale geometry + + var m1; + + return function scale( x, y, z ) { + + if ( m1 === undefined ) m1 = new THREE.Matrix4(); + + m1.makeScale( x, y, z ); + + this.applyMatrix( m1 ); + + return this; + + }; + + }(), + + lookAt: function () { + + var obj; + + return function lookAt( vector ) { + + if ( obj === undefined ) obj = new THREE.Object3D(); + + obj.lookAt( vector ); + + obj.updateMatrix(); + + this.applyMatrix( obj.matrix ); + + }; + + }(), + + center: function () { + + this.computeBoundingBox(); + + var offset = this.boundingBox.center().negate(); + + this.translate( offset.x, offset.y, offset.z ); + + return offset; + + }, + + setFromObject: function ( object ) { + + // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); + + var geometry = object.geometry; + + if ( object instanceof THREE.Points || object instanceof THREE.Line ) { + + var positions = new THREE.Float32Attribute( geometry.vertices.length * 3, 3 ); + var colors = new THREE.Float32Attribute( geometry.colors.length * 3, 3 ); + + this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) ); + this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) ); + + if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) { + + var lineDistances = new THREE.Float32Attribute( geometry.lineDistances.length, 1 ); + + this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) ); + + } + + if ( geometry.boundingSphere !== null ) { + + this.boundingSphere = geometry.boundingSphere.clone(); + + } + + if ( geometry.boundingBox !== null ) { + + this.boundingBox = geometry.boundingBox.clone(); + + } + + } else if ( object instanceof THREE.Mesh ) { + + if ( geometry instanceof THREE.Geometry ) { + + this.fromGeometry( geometry ); + + } + + } + + return this; + + }, + + updateFromObject: function ( object ) { + + var geometry = object.geometry; + + if ( object instanceof THREE.Mesh ) { + + var direct = geometry.__directGeometry; + + if ( direct === undefined ) { + + return this.fromGeometry( geometry ); + + } + + direct.verticesNeedUpdate = geometry.verticesNeedUpdate; + direct.normalsNeedUpdate = geometry.normalsNeedUpdate; + direct.colorsNeedUpdate = geometry.colorsNeedUpdate; + direct.uvsNeedUpdate = geometry.uvsNeedUpdate; + direct.groupsNeedUpdate = geometry.groupsNeedUpdate; + + geometry.verticesNeedUpdate = false; + geometry.normalsNeedUpdate = false; + geometry.colorsNeedUpdate = false; + geometry.uvsNeedUpdate = false; + geometry.groupsNeedUpdate = false; + + geometry = direct; + + } + + if ( geometry.verticesNeedUpdate === true ) { + + var attribute = this.attributes.position; + + if ( attribute !== undefined ) { + + attribute.copyVector3sArray( geometry.vertices ); + attribute.needsUpdate = true; + + } + + geometry.verticesNeedUpdate = false; + + } + + if ( geometry.normalsNeedUpdate === true ) { + + var attribute = this.attributes.normal; + + if ( attribute !== undefined ) { + + attribute.copyVector3sArray( geometry.normals ); + attribute.needsUpdate = true; + + } + + geometry.normalsNeedUpdate = false; + + } + + if ( geometry.colorsNeedUpdate === true ) { + + var attribute = this.attributes.color; + + if ( attribute !== undefined ) { + + attribute.copyColorsArray( geometry.colors ); + attribute.needsUpdate = true; + + } + + geometry.colorsNeedUpdate = false; + + } + + if ( geometry.uvsNeedUpdate ) { + + var attribute = this.attributes.uv; + + if ( attribute !== undefined ) { + + attribute.copyVector2sArray( geometry.uvs ); + attribute.needsUpdate = true; + + } + + geometry.uvsNeedUpdate = false; + + } + + if ( geometry.lineDistancesNeedUpdate ) { + + var attribute = this.attributes.lineDistance; + + if ( attribute !== undefined ) { + + attribute.copyArray( geometry.lineDistances ); + attribute.needsUpdate = true; + + } + + geometry.lineDistancesNeedUpdate = false; + + } + + if ( geometry.groupsNeedUpdate ) { + + geometry.computeGroups( object.geometry ); + this.groups = geometry.groups; + + geometry.groupsNeedUpdate = false; + + } + + return this; + + }, + + fromGeometry: function ( geometry ) { + + geometry.__directGeometry = new THREE.DirectGeometry().fromGeometry( geometry ); + + return this.fromDirectGeometry( geometry.__directGeometry ); + + }, + + fromDirectGeometry: function ( geometry ) { + + var positions = new Float32Array( geometry.vertices.length * 3 ); + this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) ); + + if ( geometry.normals.length > 0 ) { + + var normals = new Float32Array( geometry.normals.length * 3 ); + this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) ); + + } + + if ( geometry.colors.length > 0 ) { + + var colors = new Float32Array( geometry.colors.length * 3 ); + this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) ); + + } + + if ( geometry.uvs.length > 0 ) { + + var uvs = new Float32Array( geometry.uvs.length * 2 ); + this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) ); + + } + + if ( geometry.uvs2.length > 0 ) { + + var uvs2 = new Float32Array( geometry.uvs2.length * 2 ); + this.addAttribute( 'uv2', new THREE.BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) ); + + } + + if ( geometry.indices.length > 0 ) { + + var TypeArray = geometry.vertices.length > 65535 ? Uint32Array : Uint16Array; + var indices = new TypeArray( geometry.indices.length * 3 ); + this.setIndex( new THREE.BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) ); + + } + + // groups + + this.groups = geometry.groups; + + // morphs + + for ( var name in geometry.morphTargets ) { + + var array = []; + var morphTargets = geometry.morphTargets[ name ]; + + for ( var i = 0, l = morphTargets.length; i < l; i ++ ) { + + var morphTarget = morphTargets[ i ]; + + var attribute = new THREE.Float32Attribute( morphTarget.length * 3, 3 ); + + array.push( attribute.copyVector3sArray( morphTarget ) ); + + } + + this.morphAttributes[ name ] = array; + + } + + // skinning + + if ( geometry.skinIndices.length > 0 ) { + + var skinIndices = new THREE.Float32Attribute( geometry.skinIndices.length * 4, 4 ); + this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) ); + + } + + if ( geometry.skinWeights.length > 0 ) { + + var skinWeights = new THREE.Float32Attribute( geometry.skinWeights.length * 4, 4 ); + this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) ); + + } + + // + + if ( geometry.boundingSphere !== null ) { + + this.boundingSphere = geometry.boundingSphere.clone(); + + } + + if ( geometry.boundingBox !== null ) { + + this.boundingBox = geometry.boundingBox.clone(); + + } + + 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 ) { + + this.boundingBox.setFromArray( positions ); + + } + + 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 ) ) { + + console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); + + } + + }; + + }(), + + 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 ) { + + var center = this.boundingSphere.center; + + box.setFromArray( positions ); + 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.fromArray( positions, i ); + maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); + + } + + this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); + + if ( isNaN( this.boundingSphere.radius ) ) { + + console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); + + } + + } + + }; + + }(), + + computeFaceNormals: function () { + + // backwards compatibility + + }, + + computeVertexNormals: function () { + + var index = this.index; + var attributes = this.attributes; + var groups = this.groups; + + 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 array = attributes.normal.array; + + for ( var i = 0, il = array.length; i < il; i ++ ) { + + array[ 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 ( index ) { + + var indices = index.array; + + if ( groups.length === 0 ) { + + this.addGroup( 0, indices.length ); + + } + + for ( var j = 0, jl = groups.length; j < jl; ++ j ) { + + var group = groups[ j ]; + + var start = group.start; + var count = group.count; + + for ( var i = start, il = start + count; i < il; i += 3 ) { + + vA = indices[ i + 0 ] * 3; + vB = indices[ i + 1 ] * 3; + vC = 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; + + } + + }, + + merge: function ( geometry, offset ) { + + if ( geometry instanceof THREE.BufferGeometry === false ) { + + console.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; + + } + + }, + + toNonIndexed: function () { + + if ( this.index === null ) { + + console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' ); + return this; + + } + + var geometry2 = new THREE.BufferGeometry(); + + var indices = this.index.array; + var attributes = this.attributes; + + for ( var name in attributes ) { + + var attribute = attributes[ name ]; + + var array = attribute.array; + var itemSize = attribute.itemSize; + + var array2 = new array.constructor( indices.length * itemSize ); + + var index = 0, index2 = 0; + + for ( var i = 0, l = indices.length; i < l; i ++ ) { + + index = indices[ i ] * itemSize; + + for ( var j = 0; j < itemSize; j ++ ) { + + array2[ index2 ++ ] = array[ index ++ ]; + + } + + } + + geometry2.addAttribute( name, new THREE.BufferAttribute( array2, itemSize ) ); + + } + + return geometry2; + + }, + + toJSON: function () { + + var data = { + metadata: { + version: 4.4, + type: 'BufferGeometry', + generator: 'BufferGeometry.toJSON' + } + }; + + // standard BufferGeometry serialization + + data.uuid = this.uuid; + data.type = this.type; + if ( this.name !== '' ) data.name = this.name; + + if ( this.parameters !== undefined ) { + + var parameters = this.parameters; + + for ( var key in parameters ) { + + if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; + + } + + return data; + + } + + data.data = { attributes: {} }; + + var index = this.index; + + if ( index !== null ) { + + var array = Array.prototype.slice.call( index.array ); + + data.data.index = { + type: index.array.constructor.name, + array: array + }; + + } + + var attributes = this.attributes; + + for ( var key in attributes ) { + + var attribute = attributes[ key ]; + + var array = Array.prototype.slice.call( attribute.array ); + + data.data.attributes[ key ] = { + itemSize: attribute.itemSize, + type: attribute.array.constructor.name, + array: array + }; + + } + + var groups = this.groups; + + if ( groups.length > 0 ) { + + data.data.groups = JSON.parse( JSON.stringify( groups ) ); + + } + + var boundingSphere = this.boundingSphere; + + if ( boundingSphere !== null ) { + + data.data.boundingSphere = { + center: boundingSphere.center.toArray(), + radius: boundingSphere.radius + }; + + } + + return data; + + }, + + clone: function () { + + /* + // Handle primitives + + var parameters = this.parameters; + + if ( parameters !== undefined ) { + + var values = []; + + for ( var key in parameters ) { + + values.push( parameters[ key ] ); + + } + + var geometry = Object.create( this.constructor.prototype ); + this.constructor.apply( geometry, values ); + return geometry; + + } + + return new this.constructor().copy( this ); + */ + + return new THREE.BufferGeometry().copy( this ); + + }, + + copy: function ( source ) { + + var index = source.index; + + if ( index !== null ) { + + this.setIndex( index.clone() ); + + } + + var attributes = source.attributes; + + for ( var name in attributes ) { + + var attribute = attributes[ name ]; + this.addAttribute( name, attribute.clone() ); + + } + + var groups = source.groups; + + for ( var i = 0, l = groups.length; i < l; i ++ ) { + + var group = groups[ i ]; + this.addGroup( group.start, group.count ); + + } + + return this; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + } + +}; + +THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype ); + +THREE.BufferGeometry.MaxIndex = 65535; + +// File:src/core/InstancedBufferGeometry.js + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +THREE.InstancedBufferGeometry = function () { + + THREE.BufferGeometry.call( this ); + + this.type = 'InstancedBufferGeometry'; + this.maxInstancedCount = undefined; + +}; + +THREE.InstancedBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.InstancedBufferGeometry.prototype.constructor = THREE.InstancedBufferGeometry; + +THREE.InstancedBufferGeometry.prototype.addGroup = function ( start, count, instances ) { + + this.groups.push( { + + start: start, + count: count, + instances: instances + + } ); + +}; + +THREE.InstancedBufferGeometry.prototype.copy = function ( source ) { + + var index = source.index; + + if ( index !== null ) { + + this.setIndex( index.clone() ); + + } + + var attributes = source.attributes; + + for ( var name in attributes ) { + + var attribute = attributes[ name ]; + this.addAttribute( name, attribute.clone() ); + + } + + var groups = source.groups; + + for ( var i = 0, l = groups.length; i < l; i ++ ) { + + var group = groups[ i ]; + this.addGroup( group.start, group.count, group.instances ); + + } + + return this; + +}; + +THREE.EventDispatcher.prototype.apply( THREE.InstancedBufferGeometry.prototype ); + +// File:src/core/Uniform.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Uniform = function ( type, value ) { + + this.type = type; + this.value = value; + + this.dynamic = false; + +}; + +THREE.Uniform.prototype = { + + constructor: THREE.Uniform, + + onUpdate: function ( callback ) { + + this.dynamic = true; + this.onUpdateCallback = callback; + + return this; + + } + +}; + +// File:src/animation/AnimationClip.js + +/** + * + * Reusable set of Tracks that represent an animation. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + */ + +THREE.AnimationClip = function ( name, duration, tracks ) { + + this.name = name || THREE.Math.generateUUID(); + this.tracks = tracks; + this.duration = ( duration !== undefined ) ? duration : -1; + + // this means it should figure out its duration by scanning the tracks + if ( this.duration < 0 ) { + + this.resetDuration(); + + } + + // maybe only do these on demand, as doing them here could potentially slow down loading + // but leaving these here during development as this ensures a lot of testing of these functions + this.trim(); + this.optimize(); + +}; + +THREE.AnimationClip.prototype = { + + constructor: THREE.AnimationClip, + + resetDuration: function() { + + var tracks = this.tracks, + duration = 0; + + for ( var i = 0, n = tracks.length; i !== n; ++ i ) { + + var track = this.tracks[ i ]; + + duration = Math.max( + duration, track.times[ track.times.length - 1 ] ); + + } + + this.duration = duration; + + }, + + trim: function() { + + for ( var i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].trim( 0, this.duration ); + + } + + return this; + + }, + + optimize: function() { + + for ( var i = 0; i < this.tracks.length; i ++ ) { + + this.tracks[ i ].optimize(); + + } + + return this; + + } + +}; + +// Static methods: + +Object.assign( THREE.AnimationClip, { + + parse: function( json ) { + + var tracks = [], + jsonTracks = json.tracks, + frameTime = 1.0 / ( json.fps || 1.0 ); + + for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) { + + tracks.push( THREE.KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) ); + + } + + return new THREE.AnimationClip( json.name, json.duration, tracks ); + + }, + + + toJSON: function( clip ) { + + var tracks = [], + clipTracks = clip.tracks; + + var json = { + + 'name': clip.name, + 'duration': clip.duration, + 'tracks': tracks + + }; + + for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { + + tracks.push( THREE.KeyframeTrack.toJSON( clipTracks[ i ] ) ); + + } + + return json; + + }, + + + CreateFromMorphTargetSequence: function( name, morphTargetSequence, fps ) { + + var numMorphTargets = morphTargetSequence.length; + var tracks = []; + + for ( var i = 0; i < numMorphTargets; i ++ ) { + + var times = []; + var values = []; + + times.push( + ( i + numMorphTargets - 1 ) % numMorphTargets, + i, + ( i + 1 ) % numMorphTargets ); + + values.push( 0, 1, 0 ); + + var order = THREE.AnimationUtils.getKeyframeOrder( times ); + times = THREE.AnimationUtils.sortedArray( times, 1, order ); + values = THREE.AnimationUtils.sortedArray( values, 1, order ); + + // if there is a key at the first frame, duplicate it as the + // last frame as well for perfect loop. + if ( times[ 0 ] === 0 ) { + + times.push( numMorphTargets ); + values.push( values[ 0 ] ); + + } + + tracks.push( + new THREE.NumberKeyframeTrack( + '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', + times, values + ).scale( 1.0 / fps ) ); + } + + return new THREE.AnimationClip( name, -1, tracks ); + + }, + + findByName: function( clipArray, name ) { + + for ( var i = 0; i < clipArray.length; i ++ ) { + + if ( clipArray[ i ].name === name ) { + + return clipArray[ i ]; + + } + } + + return null; + + }, + + CreateClipsFromMorphTargetSequences: function( morphTargets, fps ) { + + var animationToMorphTargets = {}; + + // tested with https://regex101.com/ on trick sequences + // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 + var pattern = /^([\w-]*?)([\d]+)$/; + + // sort morph target names into animation groups based + // patterns like Walk_001, Walk_002, Run_001, Run_002 + for ( var i = 0, il = morphTargets.length; i < il; i ++ ) { + + var morphTarget = morphTargets[ i ]; + var parts = morphTarget.name.match( pattern ); + + if ( parts && parts.length > 1 ) { + + var name = parts[ 1 ]; + + var animationMorphTargets = animationToMorphTargets[ name ]; + if ( ! animationMorphTargets ) { + + animationToMorphTargets[ name ] = animationMorphTargets = []; + + } + + animationMorphTargets.push( morphTarget ); + + } + + } + + var clips = []; + + for ( var name in animationToMorphTargets ) { + + clips.push( THREE.AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps ) ); + + } + + return clips; + + }, + + // parse the animation.hierarchy format + parseAnimation: function( animation, bones, nodeName ) { + + if ( ! animation ) { + + console.error( " no animation in JSONLoader data" ); + return null; + + } + + var addNonemptyTrack = function( + trackType, trackName, animationKeys, propertyName, destTracks ) { + + // only return track if there are actually keys. + if ( animationKeys.length !== 0 ) { + + var times = []; + var values = []; + + THREE.AnimationUtils.flattenJSON( + animationKeys, times, values, propertyName ); + + // empty keys are filtered out, so check again + if ( times.length !== 0 ) { + + destTracks.push( new trackType( trackName, times, values ) ); + + } + + } + + }; + + var tracks = []; + + var clipName = animation.name || 'default'; + // automatic length determination in AnimationClip. + var duration = animation.length || -1; + var fps = animation.fps || 30; + + var hierarchyTracks = animation.hierarchy || []; + + for ( var h = 0; h < hierarchyTracks.length; h ++ ) { + + var animationKeys = hierarchyTracks[ h ].keys; + + // skip empty tracks + if ( ! animationKeys || animationKeys.length == 0 ) continue; + + // process morph targets in a way exactly compatible + // with AnimationHandler.init( animation ) + if ( animationKeys[0].morphTargets ) { + + // figure out all morph targets used in this track + var morphTargetNames = {}; + for ( var k = 0; k < animationKeys.length; k ++ ) { + + if ( animationKeys[k].morphTargets ) { + + for ( var m = 0; m < animationKeys[k].morphTargets.length; m ++ ) { + + morphTargetNames[ animationKeys[k].morphTargets[m] ] = -1; + } + + } + + } + + // create a track for each morph target with all zero + // morphTargetInfluences except for the keys in which + // the morphTarget is named. + for ( var morphTargetName in morphTargetNames ) { + + var times = []; + var values = []; + + for ( var m = 0; + m !== animationKeys[k].morphTargets.length; ++ m ) { + + var animationKey = animationKeys[k]; + + times.push( animationKey.time ); + values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ) + + } + + tracks.push( new THREE.NumberKeyframeTrack( + '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); + + } + + duration = morphTargetNames.length * ( fps || 1.0 ); + + } else { + // ...assume skeletal animation + + var boneName = '.bones[' + bones[ h ].name + ']'; + + addNonemptyTrack( + THREE.VectorKeyframeTrack, boneName + '.position', + animationKeys, 'pos', tracks ); + + addNonemptyTrack( + THREE.QuaternionKeyframeTrack, boneName + '.quaternion', + animationKeys, 'rot', tracks ); + + addNonemptyTrack( + THREE.VectorKeyframeTrack, boneName + '.scale', + animationKeys, 'scl', tracks ); + + } + + } + + if ( tracks.length === 0 ) { + + return null; + + } + + var clip = new THREE.AnimationClip( clipName, duration, tracks ); + + return clip; + + } + +} ); + + +// File:src/animation/AnimationMixer.js + +/** + * + * Player for AnimationClips. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +THREE.AnimationMixer = function( root ) { + + this._root = root; + this._initMemoryManager(); + this._accuIndex = 0; + + this.time = 0; + + this.timeScale = 1.0; + +}; + +THREE.AnimationMixer.prototype = { + + constructor: THREE.AnimationMixer, + + // return an action for a clip optionally using a custom root target + // object (this method allocates a lot of dynamic memory in case a + // previously unknown clip/root combination is specified) + clipAction: function( clip, optionalRoot ) { + + var root = optionalRoot || this._root, + rootUuid = root.uuid, + clipName = ( typeof clip === 'string' ) ? clip : clip.name, + clipObject = ( clip !== clipName ) ? clip : null, + + actionsForClip = this._actionsByClip[ clipName ], + prototypeAction; + + if ( actionsForClip !== undefined ) { + + var existingAction = + actionsForClip.actionByRoot[ rootUuid ]; + + if ( existingAction !== undefined ) { + + return existingAction; + + } + + // we know the clip, so we don't have to parse all + // the bindings again but can just copy + prototypeAction = actionsForClip.knownActions[ 0 ]; + + // also, take the clip from the prototype action + clipObject = prototypeAction._clip; + + if ( clip !== clipName && clip !== clipObject ) { + + throw new Error( + "Different clips with the same name detected!" ); + + } + + } + + // clip must be known when specified via string + if ( clipObject === null ) return null; + + // allocate all resources required to run it + var newAction = new THREE. + AnimationMixer._Action( this, clipObject, optionalRoot ); + + this._bindAction( newAction, prototypeAction ); + + // and make the action known to the memory manager + this._addInactiveAction( newAction, clipName, rootUuid ); + + return newAction; + + }, + + // get an existing action + existingAction: function( clip, optionalRoot ) { + + var root = optionalRoot || this._root, + rootUuid = root.uuid, + clipName = ( typeof clip === 'string' ) ? clip : clip.name, + actionsForClip = this._actionsByClip[ clipName ]; + + if ( actionsForClip !== undefined ) { + + return actionsForClip.actionByRoot[ rootUuid ] || null; + + } + + return null; + + }, + + // deactivates all previously scheduled actions + stopAllAction: function() { + + var actions = this._actions, + nActions = this._nActiveActions, + bindings = this._bindings, + nBindings = this._nActiveBindings; + + this._nActiveActions = 0; + this._nActiveBindings = 0; + + for ( var i = 0; i !== nActions; ++ i ) { + + actions[ i ].reset(); + + } + + for ( var i = 0; i !== nBindings; ++ i ) { + + bindings[ i ].useCount = 0; + + } + + return this; + + }, + + // advance the time and update apply the animation + update: function( deltaTime ) { + + deltaTime *= this.timeScale; + + var actions = this._actions, + nActions = this._nActiveActions, + + time = this.time += deltaTime, + timeDirection = Math.sign( deltaTime ), + + accuIndex = this._accuIndex ^= 1; + + // run active actions + + for ( var i = 0; i !== nActions; ++ i ) { + + var action = actions[ i ]; + + if ( action.enabled ) { + + action._update( time, deltaTime, timeDirection, accuIndex ); + + } + + } + + // update scene graph + + var bindings = this._bindings, + nBindings = this._nActiveBindings; + + for ( var i = 0; i !== nBindings; ++ i ) { + + bindings[ i ].apply( accuIndex ); + + } + + return this; + + }, + + // return this mixer's root target object + getRoot: function() { + + return this._root; + + }, + + // free all resources specific to a particular clip + uncacheClip: function( clip ) { + + var actions = this._actions, + clipName = clip.name, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipName ]; + + if ( actionsForClip !== undefined ) { + + // note: just calling _removeInactiveAction would mess up the + // iteration state and also require updating the state we can + // just throw away + + var actionsToRemove = actionsForClip.knownActions; + + for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) { + + var action = actionsToRemove[ i ]; + + this._deactivateAction( action ); + + var cacheIndex = action._cacheIndex, + lastInactiveAction = actions[ actions.length - 1 ]; + + action._cacheIndex = null; + action._byClipCacheIndex = null; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + this._removeInactiveBindingsForAction( action ); + + } + + delete actionsByClip[ clipName ]; + + } + + }, + + // free all resources specific to a particular root target object + uncacheRoot: function( root ) { + + var rootUuid = root.uuid, + actionsByClip = this._actionsByClip; + + for ( var clipName in actionsByClip ) { + + var actionByRoot = actionsByClip[ clipName ].actionByRoot, + action = actionByRoot[ rootUuid ]; + + if ( action !== undefined ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + + var bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ]; + + if ( bindingByName !== undefined ) { + + for ( var trackName in bindingByName ) { + + var binding = bindingByName[ trackName ]; + binding.restoreOriginalState(); + this._removeInactiveBinding( binding ); + + } + + } + + }, + + // remove a targeted clip from the cache + uncacheAction: function( clip, optionalRoot ) { + + var action = this.existingAction( clip, optionalRoot ); + + if ( action !== null ) { + + this._deactivateAction( action ); + this._removeInactiveAction( action ); + + } + + } + +}; + +THREE.EventDispatcher.prototype.apply( THREE.AnimationMixer.prototype ); + +THREE.AnimationMixer._Action = + function( mixer, clip, localRoot ) { + + this._mixer = mixer; + this._clip = clip; + this._localRoot = localRoot || null; + + var tracks = clip.tracks, + nTracks = tracks.length, + interpolants = new Array( nTracks ); + + var interpolantSettings = { + endingStart: THREE.ZeroCurvatureEnding, + endingEnd: THREE.ZeroCurvatureEnding + }; + + for ( var i = 0; i !== nTracks; ++ i ) { + + var interpolant = tracks[ i ].createInterpolant( null ); + interpolants[ i ] = interpolant; + interpolant.settings = interpolantSettings + + } + + this._interpolantSettings = interpolantSettings; + + this._interpolants = interpolants; // bound by the mixer + + // inside: PropertyMixer (managed by the mixer) + this._propertyBindings = new Array( nTracks ); + + this._cacheIndex = null; // for the memory manager + this._byClipCacheIndex = null; // for the memory manager + + this._timeScaleInterpolant = null; + this._weightInterpolant = null; + + this.loop = THREE.LoopRepeat; + this._loopCount = -1; + + // global mixer time when the action is to be started + // it's set back to 'null' upon start of the action + this._startTime = null; + + // scaled local time of the action + // gets clamped or wrapped to 0..clip.duration according to loop + this.time = 0; + + this.timeScale = 1; + this._effectiveTimeScale = 1; + + this.weight = 1; + this._effectiveWeight = 1; + + this.repetitions = Infinity; // no. of repetitions when looping + + this.paused = false; // false -> zero effective time scale + this.enabled = true; // true -> zero effective weight + + this.clampWhenFinished = false; // keep feeding the last frame? + + this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate + this.zeroSlopeAtEnd = true; // clips for start, loop and end + +}; + +THREE.AnimationMixer._Action.prototype = { + + constructor: THREE.AnimationMixer._Action, + + // State & Scheduling + + play: function() { + + this._mixer._activateAction( this ); + + return this; + + }, + + stop: function() { + + this._mixer._deactivateAction( this ); + + return this.reset(); + + }, + + reset: function() { + + this.paused = false; + this.enabled = true; + + this.time = 0; // restart clip + this._loopCount = -1; // forget previous loops + this._startTime = null; // forget scheduling + + return this.stopFading().stopWarping(); + + }, + + isRunning: function() { + + var start = this._startTime; + + return this.enabled && ! this.paused && this.timeScale !== 0 && + this._startTime === null && this._mixer._isActiveAction( this ) + + }, + + // return true when play has been called + isScheduled: function() { + + return this._mixer._isActiveAction( this ); + + }, + + startAt: function( time ) { + + this._startTime = time; + + return this; + + }, + + setLoop: function( mode, repetitions ) { + + this.loop = mode; + this.repetitions = repetitions; + + return this; + + }, + + // Weight + + // set the weight stopping any scheduled fading + // although .enabled = false yields an effective weight of zero, this + // method does *not* change .enabled, because it would be confusing + setEffectiveWeight: function( weight ) { + + this.weight = weight; + + // note: same logic as when updated at runtime + this._effectiveWeight = this.enabled ? weight : 0; + + return this.stopFading(); + + }, + + // return the weight considering fading and .enabled + getEffectiveWeight: function() { + + return this._effectiveWeight; + + }, + + fadeIn: function( duration ) { + + return this._scheduleFading( duration, 0, 1 ); + + }, + + fadeOut: function( duration ) { + + return this._scheduleFading( duration, 1, 0 ); + + }, + + crossFadeFrom: function( fadeOutAction, duration, warp ) { + + var mixer = this._mixer; + + fadeOutAction.fadeOut( duration ); + this.fadeIn( duration ); + + if( warp ) { + + var fadeInDuration = this._clip.duration, + fadeOutDuration = fadeOutAction._clip.duration, + + startEndRatio = fadeOutDuration / fadeInDuration, + endStartRatio = fadeInDuration / fadeOutDuration; + + fadeOutAction.warp( 1.0, startEndRatio, duration ); + this.warp( endStartRatio, 1.0, duration ); + + } + + return this; + + }, + + crossFadeTo: function( fadeInAction, duration, warp ) { + + return fadeInAction.crossFadeFrom( this, duration, warp ); + + }, + + stopFading: function() { + + var weightInterpolant = this._weightInterpolant; + + if ( weightInterpolant !== null ) { + + this._weightInterpolant = null; + this._mixer._takeBackControlInterpolant( weightInterpolant ); + + } + + return this; + + }, + + // Time Scale Control + + // set the weight stopping any scheduled warping + // although .paused = true yields an effective time scale of zero, this + // method does *not* change .paused, because it would be confusing + setEffectiveTimeScale: function( timeScale ) { + + this.timeScale = timeScale; + this._effectiveTimeScale = this.paused ? 0 :timeScale; + + return this.stopWarping(); + + }, + + // return the time scale considering warping and .paused + getEffectiveTimeScale: function() { + + return this._effectiveTimeScale; + + }, + + setDuration: function( duration ) { + + this.timeScale = this._clip.duration / duration; + + return this.stopWarping(); + + }, + + syncWith: function( action ) { + + this.time = action.time; + this.timeScale = action.timeScale; + + return this.stopWarping(); + + }, + + halt: function( duration ) { + + return this.warp( this._currentTimeScale, 0, duration ); + + }, + + warp: function( startTimeScale, endTimeScale, duration ) { + + var mixer = this._mixer, now = mixer.time, + interpolant = this._timeScaleInterpolant, + + timeScale = this.timeScale; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(), + this._timeScaleInterpolant = interpolant; + + } + + var times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; + times[ 1 ] = now + duration; + + values[ 0 ] = startTimeScale / timeScale; + values[ 1 ] = endTimeScale / timeScale; + + return this; + + }, + + stopWarping: function() { + + var timeScaleInterpolant = this._timeScaleInterpolant; + + if ( timeScaleInterpolant !== null ) { + + this._timeScaleInterpolant = null; + this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); + + } + + return this; + + }, + + // Object Accessors + + getMixer: function() { + + return this._mixer; + + }, + + getClip: function() { + + return this._clip; + + }, + + getRoot: function() { + + return this._localRoot || this._mixer._root; + + }, + + // Interna + + _update: function( time, deltaTime, timeDirection, accuIndex ) { + // called by the mixer + + var startTime = this._startTime; + + if ( startTime !== null ) { + + // check for scheduled start of action + + var timeRunning = ( time - startTime ) * timeDirection; + if ( timeRunning < 0 || timeDirection === 0 ) { + + return; // yet to come / don't decide when delta = 0 + + } + + // start + + this._startTime = null; // unschedule + deltaTime = timeDirection * timeRunning; + + } + + // apply time scale and advance time + + deltaTime *= this._updateTimeScale( time ); + var clipTime = this._updateTime( deltaTime ); + + // note: _updateTime may disable the action resulting in + // an effective weight of 0 + + var weight = this._updateWeight( time ); + + if ( weight > 0 ) { + + var interpolants = this._interpolants; + var propertyMixers = this._propertyBindings; + + for ( var j = 0, m = interpolants.length; j !== m; ++ j ) { + + interpolants[ j ].evaluate( clipTime ); + propertyMixers[ j ].accumulate( accuIndex, weight ); + + } + + } + + }, + + _updateWeight: function( time ) { + + var weight = 0; + + if ( this.enabled ) { + + weight = this.weight; + var interpolant = this._weightInterpolant; + + if ( interpolant !== null ) { + + var interpolantValue = interpolant.evaluate( time )[ 0 ]; + + weight *= interpolantValue; + + if ( time > interpolant.parameterPositions[ 1 ] ) { + + this.stopFading(); + + if ( interpolantValue === 0 ) { + + // faded out, disable + this.enabled = false; + + } + + } + + } + + } + + this._effectiveWeight = weight; + return weight; + + }, + + _updateTimeScale: function( time ) { + + var timeScale = 0; + + if ( ! this.paused ) { + + timeScale = this.timeScale; + + var interpolant = this._timeScaleInterpolant; + + if ( interpolant !== null ) { + + var interpolantValue = interpolant.evaluate( time )[ 0 ]; + + timeScale *= interpolantValue; + + if ( time > interpolant.parameterPositions[ 1 ] ) { + + this.stopWarping(); + + if ( timeScale === 0 ) { + + // motion has halted, pause + this.pause = true; + + } else { + + // warp done - apply final time scale + this.timeScale = timeScale; + + } + + } + + } + + } + + this._effectiveTimeScale = timeScale; + return timeScale; + + }, + + _updateTime: function( deltaTime ) { + + var time = this.time + deltaTime; + + if ( deltaTime === 0 ) return time; + + var duration = this._clip.duration, + + loop = this.loop, + loopCount = this._loopCount, + + pingPong = false; + + switch ( loop ) { + + case THREE.LoopOnce: + + if ( loopCount === -1 ) { + + // just started + + this.loopCount = 0; + this._setEndings( true, true, false ); + + } + + if ( time >= duration ) { + + time = duration; + + } else if ( time < 0 ) { + + time = 0; + + } else break; + + // reached the end + + if ( this.clampWhenFinished ) this.pause = true; + else this.enabled = false; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime < 0 ? -1 : 1 + } ); + + break; + + case THREE.LoopPingPong: + + pingPong = true; + + case THREE.LoopRepeat: + + if ( loopCount === -1 ) { + + // just started + + if ( deltaTime > 0 ) { + + loopCount = 0; + + this._setEndings( + true, this.repetitions === 0, pingPong ); + + } else { + + // when looping in reverse direction, the initial + // transition through zero counts as a repetition, + // so leave loopCount at -1 + + this._setEndings( + this.repetitions === 0, true, pingPong ); + + } + + } + + if ( time >= duration || time < 0 ) { + + // wrap around + + var loopDelta = Math.floor( time / duration ); // signed + time -= duration * loopDelta; + + loopCount += Math.abs( loopDelta ); + + var pending = this.repetitions - loopCount; + + if ( pending < 0 ) { + + // stop (switch state, clamp time, fire event) + + if ( this.clampWhenFinished ) this.paused = true; + else this.enabled = false; + + time = deltaTime > 0 ? duration : 0; + + this._mixer.dispatchEvent( { + type: 'finished', action: this, + direction: deltaTime > 0 ? 1 : -1 + } ); + + break; + + } else if ( pending === 0 ) { + + // transition to last round + + var atStart = deltaTime < 0; + this._setEndings( atStart, ! atStart, pingPong ); + + } else { + + this._setEndings( false, false, pingPong ); + + } + + this._loopCount = loopCount; + + this._mixer.dispatchEvent( { + type: 'loop', action: this, loopDelta: loopDelta + } ); + + } + + if ( loop === THREE.LoopPingPong && ( loopCount & 1 ) === 1 ) { + + // invert time for the "pong round" + + this.time = time; + + return duration - time; + + } + + break; + + } + + this.time = time; + + return time; + + }, + + _setEndings: function( atStart, atEnd, pingPong ) { + + var settings = this._interpolantSettings; + + if ( pingPong ) { + + settings.endingStart = THREE.ZeroSlopeEnding; + settings.endingEnd = THREE.ZeroSlopeEnding; + + } else { + + // assuming for LoopOnce atStart == atEnd == true + + if ( atStart ) { + + settings.endingStart = this.zeroSlopeAtStart ? + THREE.ZeroSlopeEnding : THREE.ZeroCurvatureEnding; + + } else { + + settings.endingStart = THREE.WrapAroundEnding; + + } + + if ( atEnd ) { + + settings.endingEnd = this.zeroSlopeAtEnd ? + THREE.ZeroSlopeEnding : THREE.ZeroCurvatureEnding; + + } else { + + settings.endingEnd = THREE.WrapAroundEnding; + + } + + } + + }, + + _scheduleFading: function( duration, weightNow, weightThen ) { + + var mixer = this._mixer, now = mixer.time, + interpolant = this._weightInterpolant; + + if ( interpolant === null ) { + + interpolant = mixer._lendControlInterpolant(), + this._weightInterpolant = interpolant; + + } + + var times = interpolant.parameterPositions, + values = interpolant.sampleValues; + + times[ 0 ] = now; values[ 0 ] = weightNow; + times[ 1 ] = now + duration; values[ 1 ] = weightThen; + + return this; + + } + +}; + +// Implementation details: + +Object.assign( THREE.AnimationMixer.prototype, { + + _bindAction: function( action, prototypeAction ) { + + var root = action._localRoot || this._root, + tracks = action._clip.tracks, + nTracks = tracks.length, + bindings = action._propertyBindings, + interpolants = action._interpolants, + rootUuid = root.uuid, + bindingsByRoot = this._bindingsByRootAndName, + bindingsByName = bindingsByRoot[ rootUuid ]; + + if ( bindingsByName === undefined ) { + + bindingsByName = {}; + bindingsByRoot[ rootUuid ] = bindingsByName; + + } + + for ( var i = 0; i !== nTracks; ++ i ) { + + var track = tracks[ i ], + trackName = track.name, + binding = bindingsByName[ trackName ]; + + if ( binding !== undefined ) { + + bindings[ i ] = binding; + + } else { + + binding = bindings[ i ]; + + if ( binding !== undefined ) { + + // existing binding, make sure the cache knows + + if ( binding._cacheIndex === null ) { + + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); + + } + + continue; + + } + + var path = prototypeAction && prototypeAction. + _propertyBindings[ i ].binding.parsedPath; + + binding = new THREE.PropertyMixer( + THREE.PropertyBinding.create( root, trackName, path ), + track.ValueTypeName, track.getValueSize() ); + + ++ binding.referenceCount; + this._addInactiveBinding( binding, rootUuid, trackName ); + + bindings[ i ] = binding; + + } + + interpolants[ i ].resultBuffer = binding.buffer; + + } + + }, + + _activateAction: function( action ) { + + if ( ! this._isActiveAction( action ) ) { + + if ( action._cacheIndex === null ) { + + // this action has been forgotten by the cache, but the user + // appears to be still using it -> rebind + + var rootUuid = ( action._localRoot || this._root ).uuid, + clipName = action._clip.name, + actionsForClip = this._actionsByClip[ clipName ]; + + this._bindAction( action, + actionsForClip && actionsForClip.knownActions[ 0 ] ); + + this._addInactiveAction( action, clipName, rootUuid ); + + } + + var bindings = action._propertyBindings; + + // increment reference counts / sort out state + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + + var binding = bindings[ i ]; + + if ( binding.useCount ++ === 0 ) { + + this._lendBinding( binding ); + binding.saveOriginalState(); + + } + + } + + this._lendAction( action ); + + } + + }, + + _deactivateAction: function( action ) { + + if ( this._isActiveAction( action ) ) { + + var bindings = action._propertyBindings; + + // decrement reference counts / sort out state + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + + var binding = bindings[ i ]; + + if ( -- binding.useCount === 0 ) { + + binding.restoreOriginalState(); + this._takeBackBinding( binding ); + + } + + } + + this._takeBackAction( action ); + + } + + }, + + // Memory manager + + _initMemoryManager: function() { + + this._actions = []; // 'nActiveActions' followed by inactive ones + this._nActiveActions = 0; + + this._actionsByClip = {}; + // inside: + // { + // knownActions: Array< _Action > - used as prototypes + // actionByRoot: _Action - lookup + // } + + + this._bindings = []; // 'nActiveBindings' followed by inactive ones + this._nActiveBindings = 0; + + this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > + + + this._controlInterpolants = []; // same game as above + this._nActiveControlInterpolants = 0; + + var scope = this; + + this.stats = { + + actions: { + get total() { return scope._actions.length; }, + get inUse() { return scope._nActiveActions; } + }, + bindings: { + get total() { return scope._bindings.length; }, + get inUse() { return scope._nActiveBindings; } + }, + controlInterpolants: { + get total() { return scope._controlInterpolants.length; }, + get inUse() { return scope._nActiveControlInterpolants; } + } + + }; + + }, + + // Memory management for _Action objects + + _isActiveAction: function( action ) { + + var index = action._cacheIndex; + return index !== null && index < this._nActiveActions; + + }, + + _addInactiveAction: function( action, clipName, rootUuid ) { + + var actions = this._actions, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipName ]; + + if ( actionsForClip === undefined ) { + + actionsForClip = { + + knownActions: [ action ], + actionByRoot: {} + + }; + + action._byClipCacheIndex = 0; + + actionsByClip[ clipName ] = actionsForClip; + + } else { + + var knownActions = actionsForClip.knownActions; + + action._byClipCacheIndex = knownActions.length; + knownActions.push( action ); + + } + + action._cacheIndex = actions.length; + actions.push( action ); + + actionsForClip.actionByRoot[ rootUuid ] = action; + + }, + + _removeInactiveAction: function( action ) { + + var actions = this._actions, + lastInactiveAction = actions[ actions.length - 1 ], + cacheIndex = action._cacheIndex; + + lastInactiveAction._cacheIndex = cacheIndex; + actions[ cacheIndex ] = lastInactiveAction; + actions.pop(); + + action._cacheIndex = null; + + + var clipName = action._clip.name, + actionsByClip = this._actionsByClip, + actionsForClip = actionsByClip[ clipName ], + knownActionsForClip = actionsForClip.knownActions, + + lastKnownAction = + knownActionsForClip[ knownActionsForClip.length - 1 ], + + byClipCacheIndex = action._byClipCacheIndex; + + lastKnownAction._byClipCacheIndex = byClipCacheIndex; + knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; + knownActionsForClip.pop(); + + action._byClipCacheIndex = null; + + + var actionByRoot = actionsForClip.actionByRoot, + rootUuid = ( actions._localRoot || this._root ).uuid; + + delete actionByRoot[ rootUuid ]; + + if ( knownActionsForClip.length === 0 ) { + + delete actionsByClip[ clipName ]; + + } + + this._removeInactiveBindingsForAction( action ); + + }, + + _removeInactiveBindingsForAction: function( action ) { + + var bindings = action._propertyBindings; + for ( var i = 0, n = bindings.length; i !== n; ++ i ) { + + var binding = bindings[ i ]; + + if ( -- binding.referenceCount === 0 ) { + + this._removeInactiveBinding( binding ); + + } + + } + + }, + + _lendAction: function( action ) { + + // [ active actions | inactive actions ] + // [ active actions >| inactive actions ] + // s a + // <-swap-> + // a s + + var actions = this._actions, + prevIndex = action._cacheIndex, + + lastActiveIndex = this._nActiveActions ++, + + firstInactiveAction = actions[ lastActiveIndex ]; + + action._cacheIndex = lastActiveIndex; + actions[ lastActiveIndex ] = action; + + firstInactiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = firstInactiveAction; + + }, + + _takeBackAction: function( action ) { + + // [ active actions | inactive actions ] + // [ active actions |< inactive actions ] + // a s + // <-swap-> + // s a + + var actions = this._actions, + prevIndex = action._cacheIndex, + + firstInactiveIndex = -- this._nActiveActions, + + lastActiveAction = actions[ firstInactiveIndex ]; + + action._cacheIndex = firstInactiveIndex; + actions[ firstInactiveIndex ] = action; + + lastActiveAction._cacheIndex = prevIndex; + actions[ prevIndex ] = lastActiveAction; + + }, + + // Memory management for PropertyMixer objects + + _addInactiveBinding: function( binding, rootUuid, trackName ) { + + var bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ], + + bindings = this._bindings; + + if ( bindingByName === undefined ) { + + bindingByName = {}; + bindingsByRoot[ rootUuid ] = bindingByName; + + } + + bindingByName[ trackName ] = binding; + + binding._cacheIndex = bindings.length; + bindings.push( binding ); + + }, + + _removeInactiveBinding: function( binding ) { + + var bindings = this._bindings, + propBinding = binding.binding, + rootUuid = propBinding.rootNode.uuid, + trackName = propBinding.path, + bindingsByRoot = this._bindingsByRootAndName, + bindingByName = bindingsByRoot[ rootUuid ], + + lastInactiveBinding = bindings[ bindings.length - 1 ], + cacheIndex = binding._cacheIndex; + + lastInactiveBinding._cacheIndex = cacheIndex; + bindings[ cacheIndex ] = lastInactiveBinding; + bindings.pop(); + + delete bindingByName[ trackName ]; + + remove_empty_map: { + + for ( var _ in bindingByName ) break remove_empty_map; + + delete bindingsByRoot[ rootUuid ]; + + } + + }, + + _lendBinding: function( binding ) { + + var bindings = this._bindings, + prevIndex = binding._cacheIndex, + + lastActiveIndex = this._nActiveBindings ++, + + firstInactiveBinding = bindings[ lastActiveIndex ]; + + binding._cacheIndex = lastActiveIndex; + bindings[ lastActiveIndex ] = binding; + + firstInactiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = firstInactiveBinding; + + }, + + _takeBackBinding: function( binding ) { + + var bindings = this._bindings, + prevIndex = binding._cacheIndex, + + firstInactiveIndex = -- this._nActiveBindings, + + lastActiveBinding = bindings[ firstInactiveIndex ]; + + binding._cacheIndex = firstInactiveIndex; + bindings[ firstInactiveIndex ] = binding; + + lastActiveBinding._cacheIndex = prevIndex; + bindings[ prevIndex ] = lastActiveBinding; + + }, + + + // Memory management of Interpolants for weight and time scale + + _lendControlInterpolant: function() { + + var interpolants = this._controlInterpolants, + lastActiveIndex = this._nActiveControlInterpolants ++, + interpolant = interpolants[ lastActiveIndex ]; + + if ( interpolant === undefined ) { + + interpolant = new THREE.LinearInterpolant( + new Float32Array( 2 ), new Float32Array( 2 ), + 1, this._controlInterpolantsResultBuffer ); + + interpolant.__cacheIndex = lastActiveIndex; + interpolants[ lastActiveIndex ] = interpolant; + + } + + return interpolant; + + }, + + _takeBackControlInterpolant: function( interpolant ) { + + var interpolants = this._controlInterpolants, + prevIndex = interpolant.__cacheIndex, + + firstInactiveIndex = -- this._nActiveControlInterpolants, + + lastActiveInterpolant = interpolants[ firstInactiveIndex ]; + + interpolant.__cacheIndex = firstInactiveIndex; + interpolants[ firstInactiveIndex ] = interpolant; + + lastActiveInterpolant.__cacheIndex = prevIndex; + interpolants[ prevIndex ] = lastActiveInterpolant; + + }, + + _controlInterpolantsResultBuffer: new Float32Array( 1 ) + +} ); + + +// File:src/animation/AnimationObjectGroup.js + +/** + * + * A group of objects that receives a shared animation state. + * + * Usage: + * + * - Add objects you would otherwise pass as 'root' to the + * constructor or the .clipAction method of AnimationMixer. + * + * - Instead pass this object as 'root'. + * + * - You can also add and remove objects later when the mixer + * is running. + * + * Note: + * + * Objects of this class appear as one object to the mixer, + * so cache control of the individual objects must be done + * on the group. + * + * Limitation: + * + * - The animated properties must be compatible among the + * all objects in the group. + * + * - A single property can either be controlled through a + * target group or directly, but not both. + * + * @author tschw + */ + +THREE.AnimationObjectGroup = function( var_args ) { + + this.uuid = THREE.Math.generateUUID(); + + // cached objects followed by the active ones + this._objects = Array.prototype.slice.call( arguments ); + + this.nCachedObjects_ = 0; // threshold + // note: read by PropertyBinding.Composite + + var indices = {}; + this._indicesByUUID = indices; // for bookkeeping + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + indices[ arguments[ i ].uuid ] = i; + + } + + this._paths = []; // inside: string + this._parsedPaths = []; // inside: { we don't care, here } + this._bindings = []; // inside: Array< PropertyBinding > + this._bindingsIndicesByPath = {}; // inside: indices in these arrays + + var scope = this; + + this.stats = { + + objects: { + get total() { return scope._objects.length; }, + get inUse() { return this.total - scope.nCachedObjects_; } + }, + + get bindingsPerObject() { return scope._bindings.length; } + + }; + +}; + +THREE.AnimationObjectGroup.prototype = { + + constructor: THREE.AnimationObjectGroup, + + add: function( var_args ) { + + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + nBindings = bindings.length; + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index === undefined ) { + + // unknown object -> add it to the ACTIVE region + + index = nObjects ++; + indicesByUUID[ uuid ] = index; + objects.push( object ); + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + bindings[ j ].push( + new THREE.PropertyBinding( + object, paths[ j ], parsedPaths[ j ] ) ); + + } + + } else if ( index < nCachedObjects ) { + + var knownObject = objects[ index ]; + + // move existing object to the ACTIVE region + + var firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ]; + + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; + + indicesByUUID[ uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = object; + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + binding = bindingsForPath[ index ]; + + bindingsForPath[ index ] = lastCached; + + if ( binding === undefined ) { + + // since we do not bother to create new bindings + // for objects that are cached, the binding may + // or may not exist + + binding = new THREE.PropertyBinding( + object, paths[ j ], parsedPaths[ j ] ); + + } + + bindingsForPath[ firstActiveIndex ] = binding; + + } + + } else if ( objects[ index ] !== knownObject) { + + console.error( "Different objects with the same UUID " + + "detected. Clean the caches or recreate your " + + "infrastructure when reloading scenes..." ); + + } // else the object is already where we want it to be + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + }, + + remove: function( var_args ) { + + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index !== undefined && index >= nCachedObjects ) { + + // move existing object into the CACHED region + + var lastCachedIndex = nCachedObjects ++, + firstActiveObject = objects[ lastCachedIndex ]; + + indicesByUUID[ firstActiveObject.uuid ] = index; + objects[ index ] = firstActiveObject; + + indicesByUUID[ uuid ] = lastCachedIndex; + objects[ lastCachedIndex ] = object; + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ], + firstActive = bindingsForPath[ lastCachedIndex ], + binding = bindingsForPath[ index ]; + + bindingsForPath[ index ] = firstActive; + bindingsForPath[ lastCachedIndex ] = binding; + + } + + } + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + }, + + // remove & forget + uncache: function( var_args ) { + + var objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + indicesByUUID = this._indicesByUUID, + bindings = this._bindings, + nBindings = bindings.length; + + for ( var i = 0, n = arguments.length; i !== n; ++ i ) { + + var object = arguments[ i ], + uuid = object.uuid, + index = indicesByUUID[ uuid ]; + + if ( index !== undefined ) { + + delete indicesByUUID[ uuid ]; + + if ( index < nCachedObjects ) { + + // object is cached, shrink the CACHED region + + var firstActiveIndex = -- nCachedObjects, + lastCachedObject = objects[ firstActiveIndex ], + lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; + + // last cached object takes this object's place + indicesByUUID[ lastCachedObject.uuid ] = index; + objects[ index ] = lastCachedObject; + + // last object goes to the activated slot and pop + indicesByUUID[ lastObject.uuid ] = firstActiveIndex; + objects[ firstActiveIndex ] = lastObject; + objects.pop(); + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ], + lastCached = bindingsForPath[ firstActiveIndex ], + last = bindingsForPath[ lastIndex ]; + + bindingsForPath[ index ] = lastCached; + bindingsForPath[ firstActiveIndex ] = last; + bindingsForPath.pop(); + + } + + } else { + + // object is active, just swap with the last and pop + + var lastIndex = -- nObjects, + lastObject = objects[ lastIndex ]; + + indicesByUUID[ lastObject.uuid ] = index; + objects[ index ] = lastObject; + objects.pop(); + + // accounting is done, now do the same for all bindings + + for ( var j = 0, m = nBindings; j !== m; ++ j ) { + + var bindingsForPath = bindings[ j ]; + + bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; + bindingsForPath.pop(); + + } + + } // cached or active + + } // if object is known + + } // for arguments + + this.nCachedObjects_ = nCachedObjects; + + }, + + // Internal interface used by befriended PropertyBinding.Composite: + + subscribe_: function( path, parsedPath ) { + // returns an array of bindings for the given path that is changed + // according to the contained objects in the group + + var indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ], + bindings = this._bindings; + + if ( index !== undefined ) return bindings[ index ]; + + var paths = this._paths, + parsedPaths = this._parsedPaths, + objects = this._objects, + nObjects = objects.length, + nCachedObjects = this.nCachedObjects_, + bindingsForPath = new Array( nObjects ); + + index = bindings.length; + + indicesByPath[ path ] = index; + + paths.push( path ); + parsedPaths.push( parsedPath ); + bindings.push( bindingsForPath ); + + for ( var i = nCachedObjects, + n = objects.length; i !== n; ++ i ) { + + var object = objects[ i ]; + + bindingsForPath[ i ] = + new THREE.PropertyBinding( object, path, parsedPath ); + + } + + return bindingsForPath; + + }, + + unsubscribe_: function( path ) { + // tells the group to forget about a property path and no longer + // update the array previously obtained with 'subscribe_' + + var indicesByPath = this._bindingsIndicesByPath, + index = indicesByPath[ path ]; + + if ( index !== undefined ) { + + var paths = this._paths, + parsedPaths = this._parsedPaths, + bindings = this._bindings, + lastBindingsIndex = bindings.length - 1, + lastBindings = bindings[ lastBindingsIndex ], + lastBindingsPath = path[ lastBindingsIndex ]; + + indicesByPath[ lastBindingsPath ] = index; + + bindings[ index ] = lastBindings; + bindings.pop(); + + parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; + parsedPaths.pop(); + + paths[ index ] = paths[ lastBindingsIndex ]; + paths.pop(); + + } + + } + +}; + + +// File:src/animation/AnimationUtils.js + +/** + * @author tschw + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + */ + +THREE.AnimationUtils = { + + // same as Array.prototype.slice, but also works on typed arrays + arraySlice: function( array, from, to ) { + + if ( THREE.AnimationUtils.isTypedArray( array ) ) { + + return new array.constructor( array.subarray( from, to ) ); + + } + + return array.slice( from, to ); + + }, + + // converts an array to a specific type + convertArray: function( array, type, forceClone ) { + + if ( ! array || // let 'undefined' and 'null' pass + ! forceClone && array.constructor === type ) return array; + + if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { + + return new type( array ); // create typed array + + } + + return Array.prototype.slice.call( array ); // create Array + + }, + + isTypedArray: function( object ) { + + return ArrayBuffer.isView( object ) && + ! ( object instanceof DataView ); + + }, + + // returns an array by which times and values can be sorted + getKeyframeOrder: function( times ) { + + function compareTime( i, j ) { + + return times[ i ] - times[ j ]; + + } + + var n = times.length; + var result = new Array( n ); + for ( var i = 0; i !== n; ++ i ) result[ i ] = i; + + result.sort( compareTime ); + + return result; + + }, + + // uses the array previously returned by 'getKeyframeOrder' to sort data + sortedArray: function( values, stride, order ) { + + var nValues = values.length; + var result = new values.constructor( nValues ); + + for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { + + var srcOffset = order[ i ] * stride; + + for ( var j = 0; j !== stride; ++ j ) { + + result[ dstOffset ++ ] = values[ srcOffset + j ]; + + } + + } + + return result; + + }, + + // function for parsing AOS keyframe formats + flattenJSON: function( jsonKeys, times, values, valuePropertyName ) { + + var i = 1, key = jsonKeys[ 0 ]; + + while ( key !== undefined && key[ valuePropertyName ] === undefined ) { + + key = jsonKeys[ i ++ ]; + + } + + if ( key === undefined ) return; // no data + + var value = key[ valuePropertyName ]; + if ( value === undefined ) return; // no data + + if ( Array.isArray( value ) ) { + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + values.push.apply( values, value ); // push all elements + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } else if ( value.toArray !== undefined ) { + // ...assume THREE.Math-ish + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + value.toArray( values, values.length ); + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } else { + // otherwise push as-is + + do { + + value = key[ valuePropertyName ]; + + if ( value !== undefined ) { + + times.push( key.time ); + values.push( value ); + + } + + key = jsonKeys[ i ++ ]; + + } while ( key !== undefined ); + + } + + } + +}; + +// File:src/animation/KeyframeTrack.js + +/** + * + * A timed sequence of keyframes for a specific property. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +THREE.KeyframeTrack = function ( name, times, values, interpolation ) { + + if( name === undefined ) throw new Error( "track name is undefined" ); + + if( times === undefined || times.length === 0 ) { + + throw new Error( "no keyframes in track named " + name ); + + } + + this.name = name; + + this.times = THREE.AnimationUtils.convertArray( times, this.TimeBufferType ); + this.values = THREE.AnimationUtils.convertArray( values, this.ValueBufferType ); + + this.setInterpolation( interpolation || this.DefaultInterpolation ); + + this.validate(); + this.optimize(); + +}; + +THREE.KeyframeTrack.prototype = { + + constructor: THREE.KeyframeTrack, + + TimeBufferType: Float32Array, + ValueBufferType: Float32Array, + + DefaultInterpolation: THREE.InterpolateLinear, + + InterpolantFactoryMethodDiscrete: function( result ) { + + return new THREE.DiscreteInterpolant( + this.times, this.values, this.getValueSize(), result ); + + }, + + InterpolantFactoryMethodLinear: function( result ) { + + return new THREE.LinearInterpolant( + this.times, this.values, this.getValueSize(), result ); + + }, + + InterpolantFactoryMethodSmooth: function( result ) { + + return new THREE.CubicInterpolant( + this.times, this.values, this.getValueSize(), result ); + + }, + + setInterpolation: function( interpolation ) { + + var factoryMethod = undefined; + + switch ( interpolation ) { + + case THREE.InterpolateDiscrete: + + factoryMethod = this.InterpolantFactoryMethodDiscrete; + + break; + + case THREE.InterpolateLinear: + + factoryMethod = this.InterpolantFactoryMethodLinear; + + break; + + case THREE.InterpolateSmooth: + + factoryMethod = this.InterpolantFactoryMethodSmooth; + + break; + + } + + if ( factoryMethod === undefined ) { + + var message = "unsupported interpolation for " + + this.ValueTypeName + " keyframe track named " + this.name; + + if ( this.createInterpolant === undefined ) { + + // fall back to default, unless the default itself is messed up + if ( interpolation !== this.DefaultInterpolation ) { + + this.setInterpolation( this.DefaultInterpolation ); + + } else { + + throw new Error( message ); // fatal, in this case + + } + + } + + console.warn( message ); + return; + + } + + this.createInterpolant = factoryMethod; + + }, + + getInterpolation: function() { + + switch ( this.createInterpolant ) { + + case this.InterpolantFactoryMethodDiscrete: + + return THREE.InterpolateDiscrete; + + case this.InterpolantFactoryMethodLinear: + + return THREE.InterpolateLinear; + + case this.InterpolantFactoryMethodSmooth: + + return THREE.InterpolateSmooth; + + } + + }, + + getValueSize: function() { + + return this.values.length / this.times.length; + + }, + + // move all keyframes either forwards or backwards in time + shift: function( timeOffset ) { + + if( timeOffset !== 0.0 ) { + + var times = this.times; + + for( var i = 0, n = times.length; i !== n; ++ i ) { + + times[ i ] += timeOffset; + + } + + } + + return this; + + }, + + // scale all keyframe times by a factor (useful for frame <-> seconds conversions) + scale: function( timeScale ) { + + if( timeScale !== 1.0 ) { + + var times = this.times; + + for( var i = 0, n = times.length; i !== n; ++ i ) { + + times[ i ] *= timeScale; + + } + + } + + return this; + + }, + + // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. + // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values + trim: function( startTime, endTime ) { + + var times = this.times, + nKeys = times.length, + from = 0, + to = nKeys - 1; + + while ( from !== nKeys && times[ from ] < startTime ) ++ from; + while ( to !== -1 && times[ to ] > endTime ) -- to; + + ++ to; // inclusive -> exclusive bound + + if( from !== 0 || to !== nKeys ) { + + // empty tracks are forbidden, so keep at least one keyframe + if ( from >= to ) to = Math.max( to , 1 ), from = to - 1; + + var stride = this.getValueSize(); + this.times = THREE.AnimationUtils.arraySlice( times, from, to ); + this.values = THREE.AnimationUtils. + arraySlice( this.values, from * stride, to * stride ); + + } + + return this; + + }, + + // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable + validate: function() { + + var valid = true; + + var valueSize = this.getValueSize(); + if ( valueSize - Math.floor( valueSize ) !== 0 ) { + + console.error( "invalid value size in track", this ); + valid = false; + + } + + var times = this.times, + values = this.values, + + nKeys = times.length; + + if( nKeys === 0 ) { + + console.error( "track is empty", this ); + valid = false; + + } + + var prevTime = null; + + for( var i = 0; i !== nKeys; i ++ ) { + + var currTime = times[ i ]; + + if ( typeof currTime === 'number' && isNaN( currTime ) ) { + + console.error( "time is not a valid number", this, i, currTime ); + valid = false; + break; + + } + + if( prevTime !== null && prevTime > currTime ) { + + console.error( "out of order keys", this, i, currTime, prevTime ); + valid = false; + break; + + } + + prevTime = currTime; + + } + + if ( values !== undefined ) { + + if ( THREE.AnimationUtils.isTypedArray( values ) ) { + + for ( var i = 0, n = values.length; i !== n; ++ i ) { + + var value = values[ i ]; + + if ( isNaN( value ) ) { + + console.error( "value is not a valid number", this, i, value ); + valid = false; + break; + + } + + } + + } + + } + + return valid; + + }, + + // removes equivalent sequential keys as common in morph target sequences + // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) + optimize: function() { + + var times = this.times, + values = this.values, + stride = this.getValueSize(), + + writeIndex = 1; + + for( var i = 1, n = times.length - 1; i <= n; ++ i ) { + + var keep = false; + + var time = times[ i ]; + var timeNext = times[ i + 1 ]; + + // remove adjacent keyframes scheduled at the same time + + if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { + + // remove unnecessary keyframes same as their neighbors + var offset = i * stride, + offsetP = offset - stride, + offsetN = offset + stride; + + for ( var j = 0; j !== stride; ++ j ) { + + var value = values[ offset + j ]; + + if ( value !== values[ offsetP + j ] || + value !== values[ offsetN + j ] ) { + + keep = true; + break; + + } + + } + + } + + // in-place compaction + + if ( keep ) { + + if ( i !== writeIndex ) { + + times[ writeIndex ] = times[ i ]; + + var readOffset = i * stride, + writeOffset = writeIndex * stride; + + for ( var j = 0; j !== stride; ++ j ) { + + values[ writeOffset + j ] = values[ readOffset + j ]; + + } + + + } + + ++ writeIndex; + + } + + } + + if ( writeIndex !== times.length ) { + + this.times = THREE.AnimationUtils.arraySlice( times, 0, writeIndex ); + this.values = THREE.AnimationUtils.arraySlice( values, 0, writeIndex * stride ); + + } + + return this; + + } + +}; + +// Static methods: + +Object.assign( THREE.KeyframeTrack, { + + // Serialization (in static context, because of constructor invocation + // and automatic invocation of .toJSON): + + parse: function( json ) { + + if( json.type === undefined ) { + + throw new Error( "track type undefined, can not parse" ); + + } + + var trackType = THREE.KeyframeTrack._getTrackTypeForValueTypeName( json.type ); + + if ( json.times === undefined ) { + + console.warn( "legacy JSON format detected, converting" ); + + var times = [], values = []; + + THREE.AnimationUtils.flattenJSON( json.keys, times, values, 'value' ); + + json.times = times; + json.values = values; + + } + + // derived classes can define a static parse method + if ( trackType.parse !== undefined ) { + + return trackType.parse( json ); + + } else { + + // by default, we asssume a constructor compatible with the base + return new trackType( + json.name, json.times, json.values, json.interpolation ); + + } + + }, + + toJSON: function( track ) { + + var trackType = track.constructor; + + var json; + + // derived classes can define a static toJSON method + if ( trackType.toJSON !== undefined ) { + + json = trackType.toJSON( track ); + + } else { + + // by default, we assume the data can be serialized as-is + json = { + + 'name': track.name, + 'times': THREE.AnimationUtils.convertArray( track.times, Array ), + 'values': THREE.AnimationUtils.convertArray( track.values, Array ) + + }; + + var interpolation = track.getInterpolation(); + + if ( interpolation !== track.DefaultInterpolation ) { + + json.interpolation = interpolation; + + } + + } + + json.type = track.ValueTypeName; // mandatory + + return json; + + }, + + _getTrackTypeForValueTypeName: function( typeName ) { + + switch( typeName.toLowerCase() ) { + + case "scalar": + case "double": + case "float": + case "number": + case "integer": + + return THREE.NumberKeyframeTrack; + + case "vector": + case "vector2": + case "vector3": + case "vector4": + + return THREE.VectorKeyframeTrack; + + case "color": + + return THREE.ColorKeyframeTrack; + + case "quaternion": + + return THREE.QuaternionKeyframeTrack; + + case "bool": + case "boolean": + + return THREE.BooleanKeyframeTrack; + + case "string": + + return THREE.StringKeyframeTrack; + + }; + + throw new Error( "Unsupported typeName: " + typeName ); + + } + +} ); + +// File:src/animation/PropertyBinding.js + +/** + * + * A reference to a real property in the scene graph. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +THREE.PropertyBinding = function ( rootNode, path, parsedPath ) { + + this.path = path; + this.parsedPath = parsedPath || + THREE.PropertyBinding.parseTrackName( path ); + + this.node = THREE.PropertyBinding.findNode( + rootNode, this.parsedPath.nodeName ) || rootNode; + + this.rootNode = rootNode; + +}; + +THREE.PropertyBinding.prototype = { + + constructor: THREE.PropertyBinding, + + getValue: function getValue_unbound( targetArray, offset ) { + + this.bind(); + this.getValue( targetArray, offset ); + + // Note: This class uses a State pattern on a per-method basis: + // 'bind' sets 'this.getValue' / 'setValue' and shadows the + // prototype version of these methods with one that represents + // the bound state. When the property is not found, the methods + // become no-ops. + + }, + + setValue: function getValue_unbound( sourceArray, offset ) { + + this.bind(); + this.setValue( sourceArray, offset ); + + }, + + // create getter / setter pair for a property in the scene graph + bind: function() { + + var targetObject = this.node, + parsedPath = this.parsedPath, + + objectName = parsedPath.objectName, + propertyName = parsedPath.propertyName, + propertyIndex = parsedPath.propertyIndex; + + if ( ! targetObject ) { + + targetObject = THREE.PropertyBinding.findNode( + this.rootNode, parsedPath.nodeName ) || this.rootNode; + + this.node = targetObject; + + } + + // set fail state so we can just 'return' on error + this.getValue = this._getValue_unavailable; + this.setValue = this._setValue_unavailable; + + // ensure there is a value node + if ( ! targetObject ) { + + console.error( " trying to update node for track: " + this.path + " but it wasn't found." ); + return; + + } + + if( objectName ) { + + var objectIndex = parsedPath.objectIndex; + + // special cases were we need to reach deeper into the hierarchy to get the face materials.... + switch ( objectName ) { + + case 'materials': + + if( ! targetObject.material ) { + + console.error( ' can not bind to material as node does not have a material', this ); + return; + + } + + if( ! targetObject.material.materials ) { + + console.error( ' can not bind to material.materials as node.material does not have a materials array', this ); + return; + + } + + targetObject = targetObject.material.materials; + + break; + + case 'bones': + + if( ! targetObject.skeleton ) { + + console.error( ' can not bind to bones as node does not have a skeleton', this ); + return; + + } + + // potential future optimization: skip this if propertyIndex is already an integer + // and convert the integer string to a true integer. + + targetObject = targetObject.skeleton.bones; + + // support resolving morphTarget names into indices. + for ( var i = 0; i < targetObject.length; i ++ ) { + + if ( targetObject[i].name === objectIndex ) { + + objectIndex = i; + break; + + } + + } + + break; + + default: + + if ( targetObject[ objectName ] === undefined ) { + + console.error( ' can not bind to objectName of node, undefined', this ); + return; + + } + + targetObject = targetObject[ objectName ]; + + } + + + if ( objectIndex !== undefined ) { + + if( targetObject[ objectIndex ] === undefined ) { + + console.error( " trying to bind to objectIndex of objectName, but is undefined:", this, targetObject ); + return; + + } + + targetObject = targetObject[ objectIndex ]; + + } + + } + + // resolve property + var nodeProperty = targetObject[ propertyName ]; + + if ( ! nodeProperty ) { + + var nodeName = parsedPath.nodeName; + + console.error( " trying to update property for track: " + nodeName + + '.' + propertyName + " but it wasn't found.", targetObject ); + return; + + } + + // determine versioning scheme + var versioning = this.Versioning.None; + + if ( targetObject.needsUpdate !== undefined ) { // material + + versioning = this.Versioning.NeedsUpdate; + this.targetObject = targetObject; + + } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform + + versioning = this.Versioning.MatrixWorldNeedsUpdate; + this.targetObject = targetObject; + + } + + // determine how the property gets bound + var bindingType = this.BindingType.Direct; + + if ( propertyIndex !== undefined ) { + // access a sub element of the property array (only primitives are supported right now) + + if ( propertyName === "morphTargetInfluences" ) { + // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. + + // support resolving morphTarget names into indices. + if ( ! targetObject.geometry ) { + + console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry', this ); + return; + + } + + if ( ! targetObject.geometry.morphTargets ) { + + console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry.morphTargets', this ); + return; + + } + + for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) { + + if ( targetObject.geometry.morphTargets[i].name === propertyIndex ) { + + propertyIndex = i; + break; + + } + + } + + } + + bindingType = this.BindingType.ArrayElement; + + this.resolvedProperty = nodeProperty; + this.propertyIndex = propertyIndex; + + } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { + // must use copy for Object3D.Euler/Quaternion + + bindingType = this.BindingType.HasFromToArray; + + this.resolvedProperty = nodeProperty; + + } else if ( nodeProperty.length !== undefined ) { + + bindingType = this.BindingType.EntireArray; + + this.resolvedProperty = nodeProperty; + + } else { + + this.propertyName = propertyName; + + } + + // select getter / setter + this.getValue = this.GetterByBindingType[ bindingType ]; + this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; + + }, + + unbind: function() { + + this.node = null; + + // back to the prototype version of getValue / setValue + // note: avoiding to mutate the shape of 'this' via 'delete' + this.getValue = this._getValue_unbound; + this.setValue = this._setValue_unbound; + + } + +}; + +Object.assign( THREE.PropertyBinding.prototype, { // prototype, continued + + // these are used to "bind" a nonexistent property + _getValue_unavailable: function() {}, + _setValue_unavailable: function() {}, + + // initial state of these methods that calls 'bind' + _getValue_unbound: THREE.PropertyBinding.prototype.getValue, + _setValue_unbound: THREE.PropertyBinding.prototype.setValue, + + BindingType: { + Direct: 0, + EntireArray: 1, + ArrayElement: 2, + HasFromToArray: 3 + }, + + Versioning: { + None: 0, + NeedsUpdate: 1, + MatrixWorldNeedsUpdate: 2 + }, + + GetterByBindingType: [ + + function getValue_direct( buffer, offset ) { + + buffer[ offset ] = this.node[ this.propertyName ]; + + }, + + function getValue_array( buffer, offset ) { + + var source = this.resolvedProperty; + + for ( var i = 0, n = source.length; i !== n; ++ i ) { + + buffer[ offset ++ ] = source[ i ]; + + } + + }, + + function getValue_arrayElement( buffer, offset ) { + + buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; + + }, + + function getValue_toArray( buffer, offset ) { + + this.resolvedProperty.toArray( buffer, offset ); + + } + + ], + + SetterByBindingTypeAndVersioning: [ + + [ + // Direct + + function setValue_direct( buffer, offset ) { + + this.node[ this.propertyName ] = buffer[ offset ]; + + }, + + function setValue_direct_setNeedsUpdate( buffer, offset ) { + + this.node[ this.propertyName ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + }, + + function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.node[ this.propertyName ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + ], [ + + // EntireArray + + function setValue_array( buffer, offset ) { + + var dest = this.resolvedProperty; + + for ( var i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + }, + + function setValue_array_setNeedsUpdate( buffer, offset ) { + + var dest = this.resolvedProperty; + + for ( var i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + this.targetObject.needsUpdate = true; + + }, + + function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { + + var dest = this.resolvedProperty; + + for ( var i = 0, n = dest.length; i !== n; ++ i ) { + + dest[ i ] = buffer[ offset ++ ]; + + } + + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + ], [ + + // ArrayElement + + function setValue_arrayElement( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + + }, + + function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.needsUpdate = true; + + }, + + function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + ], [ + + // HasToFromArray + + function setValue_fromArray( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + + }, + + function setValue_fromArray_setNeedsUpdate( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.needsUpdate = true; + + }, + + function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { + + this.resolvedProperty.fromArray( buffer, offset ); + this.targetObject.matrixWorldNeedsUpdate = true; + + } + + ] + + ] + +} ); + +THREE.PropertyBinding.Composite = + function( targetGroup, path, optionalParsedPath ) { + + var parsedPath = optionalParsedPath || + THREE.PropertyBinding.parseTrackName( path ); + + this._targetGroup = targetGroup; + this._bindings = targetGroup.subscribe_( path, parsedPath ); + +}; + +THREE.PropertyBinding.Composite.prototype = { + + constructor: THREE.PropertyBinding.Composite, + + getValue: function( array, offset ) { + + this.bind(); // bind all binding + + var firstValidIndex = this._targetGroup.nCachedObjects_, + binding = this._bindings[ firstValidIndex ]; + + // and only call .getValue on the first + if ( binding !== undefined ) binding.getValue( array, offset ); + + }, + + setValue: function( array, offset ) { + + var bindings = this._bindings; + + for ( var i = this._targetGroup.nCachedObjects_, + n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].setValue( array, offset ); + + } + + }, + + bind: function() { + + var bindings = this._bindings; + + for ( var i = this._targetGroup.nCachedObjects_, + n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].bind(); + + } + + }, + + unbind: function() { + + var bindings = this._bindings; + + for ( var i = this._targetGroup.nCachedObjects_, + n = bindings.length; i !== n; ++ i ) { + + bindings[ i ].unbind(); + + } + + } + +}; + +THREE.PropertyBinding.create = function( root, path, parsedPath ) { + + if ( ! ( root instanceof THREE.AnimationObjectGroup ) ) { + + return new THREE.PropertyBinding( root, path, parsedPath ); + + } else { + + return new THREE.PropertyBinding.Composite( root, path, parsedPath ); + + } + +}; + +THREE.PropertyBinding.parseTrackName = function( trackName ) { + + // matches strings in the form of: + // nodeName.property + // nodeName.property[accessor] + // nodeName.material.property[accessor] + // uuid.property[accessor] + // uuid.objectName[objectIndex].propertyName[propertyIndex] + // parentName/nodeName.property + // parentName/parentName/nodeName.property[index] + // .bone[Armature.DEF_cog].position + // created and tested via https://regex101.com/#javascript + + var re = /^(([\w]+\/)*)([\w-\d]+)?(\.([\w]+)(\[([\w\d\[\]\_.:\- ]+)\])?)?(\.([\w.]+)(\[([\w\d\[\]\_. ]+)\])?)$/; + var matches = re.exec(trackName); + + if( ! matches ) { + throw new Error( "cannot parse trackName at all: " + trackName ); + } + + if (matches.index === re.lastIndex) { + re.lastIndex++; + } + + var results = { + // directoryName: matches[1], // (tschw) currently unused + nodeName: matches[3], // allowed to be null, specified root node. + objectName: matches[5], + objectIndex: matches[7], + propertyName: matches[9], + propertyIndex: matches[11] // allowed to be null, specifies that the whole property is set. + }; + + if( results.propertyName === null || results.propertyName.length === 0 ) { + throw new Error( "can not parse propertyName from trackName: " + trackName ); + } + + return results; + +}; + +THREE.PropertyBinding.findNode = function( root, nodeName ) { + + if( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) { + + return root; + + } + + // search into skeleton bones. + if( root.skeleton ) { + + var searchSkeleton = function( skeleton ) { + + for( var i = 0; i < skeleton.bones.length; i ++ ) { + + var bone = skeleton.bones[i]; + + if( bone.name === nodeName ) { + + return bone; + + } + } + + return null; + + }; + + var bone = searchSkeleton( root.skeleton ); + + if( bone ) { + + return bone; + + } + } + + // search into node subtree. + if( root.children ) { + + var searchNodeSubtree = function( children ) { + + for( var i = 0; i < children.length; i ++ ) { + + var childNode = children[i]; + + if( childNode.name === nodeName || childNode.uuid === nodeName ) { + + return childNode; + + } + + var result = searchNodeSubtree( childNode.children ); + + if( result ) return result; + + } + + return null; + + }; + + var subTreeNode = searchNodeSubtree( root.children ); + + if( subTreeNode ) { + + return subTreeNode; + + } + + } + + return null; + +} + +// File:src/animation/PropertyMixer.js + +/** + * + * Buffered scene graph property that allows weighted accumulation. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +THREE.PropertyMixer = function ( binding, typeName, valueSize ) { + + this.binding = binding; + this.valueSize = valueSize; + + var bufferType = Float64Array, + mixFunction; + + switch ( typeName ) { + + case 'quaternion': mixFunction = this._slerp; break; + + case 'string': + case 'bool': + + bufferType = Array, mixFunction = this._select; break; + + default: mixFunction = this._lerp; + + } + + this.buffer = new bufferType( valueSize * 4 ); + // layout: [ incoming | accu0 | accu1 | orig ] + // + // interpolators can use .buffer as their .result + // the data then goes to 'incoming' + // + // 'accu0' and 'accu1' are used frame-interleaved for + // the cumulative result and are compared to detect + // changes + // + // 'orig' stores the original state of the property + + this._mixBufferRegion = mixFunction; + + this.cumulativeWeight = 0; + + this.useCount = 0; + this.referenceCount = 0; + +}; + +THREE.PropertyMixer.prototype = { + + constructor: THREE.PropertyMixer, + + // accumulate data in the 'incoming' region into 'accu' + accumulate: function( accuIndex, weight ) { + + // note: happily accumulating nothing when weight = 0, the caller knows + // the weight and shouldn't have made the call in the first place + + var buffer = this.buffer, + stride = this.valueSize, + offset = accuIndex * stride + stride, + + currentWeight = this.cumulativeWeight; + + if ( currentWeight === 0 ) { + + // accuN := incoming * weight + + for ( var i = 0; i !== stride; ++ i ) { + + buffer[ offset + i ] = buffer[ i ]; + + } + + currentWeight = weight; + + } else { + + // accuN := accuN + incoming * weight + + currentWeight += weight; + var mix = weight / currentWeight; + this._mixBufferRegion( buffer, offset, 0, mix, stride ); + + } + + this.cumulativeWeight = currentWeight; + + }, + + // apply the state of 'accu' to the binding when accus differ + apply: function( accuIndex ) { + + var stride = this.valueSize, + buffer = this.buffer, + offset = accuIndex * stride + stride, + + weight = this.cumulativeWeight, + + binding = this.binding; + + this.cumulativeWeight = 0; + + if ( weight < 1 ) { + + // accuN := accuN + original * ( 1 - cumulativeWeight ) + + var originalValueOffset = stride * 3; + + this._mixBufferRegion( + buffer, offset, originalValueOffset, 1 - weight, stride ); + + } + + for ( var i = stride, e = stride + stride; i !== e; ++ i ) { + + if ( buffer[ i ] !== buffer[ i + stride ] ) { + + // value has changed -> update scene graph + + binding.setValue( buffer, offset ); + break; + + } + + } + + }, + + // remember the state of the bound property and copy it to both accus + saveOriginalState: function() { + + var binding = this.binding; + + var buffer = this.buffer, + stride = this.valueSize, + + originalValueOffset = stride * 3; + + binding.getValue( buffer, originalValueOffset ); + + // accu[0..1] := orig -- initially detect changes against the original + for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { + + buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; + + } + + this.cumulativeWeight = 0; + + }, + + // apply the state previously taken via 'saveOriginalState' to the binding + restoreOriginalState: function() { + + var originalValueOffset = this.valueSize * 3; + this.binding.setValue( this.buffer, originalValueOffset ); + + }, + + + // mix functions + + _select: function( buffer, dstOffset, srcOffset, t, stride ) { + + if ( t >= 0.5 ) { + + for ( var i = 0; i !== stride; ++ i ) { + + buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; + + } + + } + + }, + + _slerp: function( buffer, dstOffset, srcOffset, t, stride ) { + + THREE.Quaternion.slerpFlat( buffer, dstOffset, + buffer, dstOffset, buffer, srcOffset, t ); + + }, + + _lerp: function( buffer, dstOffset, srcOffset, t, stride ) { + + var s = 1 - t; + + for ( var i = 0; i !== stride; ++ i ) { + + var j = dstOffset + i; + + buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; + + } + + } + +}; + +// File:src/animation/tracks/BooleanKeyframeTrack.js + +/** + * + * A Track of Boolean keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +THREE.BooleanKeyframeTrack = function ( name, times, values ) { + + THREE.KeyframeTrack.call( this, name, times, values ); + +}; + +THREE.BooleanKeyframeTrack.prototype = + Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { + + constructor: THREE.BooleanKeyframeTrack, + + ValueTypeName: 'bool', + ValueBufferType: Array, + + DefaultInterpolation: THREE.IntepolateDiscrete, + + InterpolantFactoryMethodLinear: undefined, + InterpolantFactoryMethodSmooth: undefined + + // Note: Actually this track could have a optimized / compressed + // representation of a single value and a custom interpolant that + // computes "firstValue ^ isOdd( index )". + +} ); + +// File:src/animation/tracks/NumberKeyframeTrack.js + +/** + * + * A Track of numeric keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +THREE.NumberKeyframeTrack = function ( name, times, values, interpolation ) { + + THREE.KeyframeTrack.call( this, name, times, values, interpolation ); + +}; + +THREE.NumberKeyframeTrack.prototype = + Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { + + constructor: THREE.NumberKeyframeTrack, + + ValueTypeName: 'number', + + // ValueBufferType is inherited + + // DefaultInterpolation is inherited + +} ); + +// File:src/animation/tracks/QuaternionKeyframeTrack.js + +/** + * + * A Track of quaternion keyframe values. + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +THREE.QuaternionKeyframeTrack = function ( name, times, values, interpolation ) { + + THREE.KeyframeTrack.call( this, name, times, values, interpolation ); + +}; + +THREE.QuaternionKeyframeTrack.prototype = + Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { + + constructor: THREE.QuaternionKeyframeTrack, + + ValueTypeName: 'quaternion', + + // ValueBufferType is inherited + + DefaultInterpolation: THREE.InterpolateLinear, + + InterpolantFactoryMethodLinear: function( result ) { + + return new THREE.QuaternionLinearInterpolant( + this.times, this.values, this.getValueSize(), result ); + + }, + + InterpolantFactoryMethodSmooth: undefined // not yet implemented + +} ); + +// File:src/animation/tracks/StringKeyframeTrack.js + +/** + * + * A Track that interpolates Strings + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +THREE.StringKeyframeTrack = function ( name, times, values, interpolation ) { + + THREE.KeyframeTrack.call( this, name, times, values, interpolation ); + +}; + +THREE.StringKeyframeTrack.prototype = + Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { + + constructor: THREE.StringKeyframeTrack, + + ValueTypeName: 'string', + ValueBufferType: Array, + + DefaultInterpolation: THREE.IntepolateDiscrete, + + InterpolantFactoryMethodLinear: undefined, + + InterpolantFactoryMethodSmooth: undefined + +} ); + +// File:src/animation/tracks/VectorKeyframeTrack.js + +/** + * + * A Track of vectored keyframe values. + * + * + * @author Ben Houston / http://clara.io/ + * @author David Sarno / http://lighthaus.us/ + * @author tschw + */ + +THREE.VectorKeyframeTrack = function ( name, times, values, interpolation ) { + + THREE.KeyframeTrack.call( this, name, times, values, interpolation ); + +}; + +THREE.VectorKeyframeTrack.prototype = + Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { + + constructor: THREE.VectorKeyframeTrack, + + ValueTypeName: 'vector' + + // ValueBufferType is inherited + + // DefaultInterpolation is inherited + +} ); + +// File:src/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( listener.getInput() ); + + this.autoplay = false; + + this.startTime = 0; + this.playbackRate = 1; + this.isPlaying = false; + this.hasPlaybackControl = true; + this.sourceType = 'empty'; + + this.filter = null; + +}; + +THREE.Audio.prototype = Object.create( THREE.Object3D.prototype ); +THREE.Audio.prototype.constructor = THREE.Audio; + +THREE.Audio.prototype.getOutput = function () { + + return this.gain; + +}; + +THREE.Audio.prototype.load = function ( file ) { + + var buffer = new THREE.AudioBuffer( this.context ); + buffer.load( file ); + + this.setBuffer( buffer ); + + return this; + +}; + +THREE.Audio.prototype.setNodeSource = function ( audioNode ) { + + this.hasPlaybackControl = false; + this.sourceType = 'audioNode'; + this.source = audioNode; + this.connect(); + + return this; + +}; + +THREE.Audio.prototype.setBuffer = function ( audioBuffer ) { + + var scope = this; + + audioBuffer.onReady( function( buffer ) { + + scope.source.buffer = buffer; + scope.sourceType = 'buffer'; + if ( scope.autoplay ) scope.play(); + + } ); + + return this; + +}; + +THREE.Audio.prototype.play = function () { + + if ( this.isPlaying === true ) { + + console.warn( 'THREE.Audio: Audio is already playing.' ); + return; + + } + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + var source = this.context.createBufferSource(); + + source.buffer = this.source.buffer; + source.loop = this.source.loop; + source.onended = this.source.onended; + source.start( 0, this.startTime ); + source.playbackRate.value = this.playbackRate; + + this.isPlaying = true; + + this.source = source; + + this.connect(); + +}; + +THREE.Audio.prototype.pause = function () { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.source.stop(); + this.startTime = this.context.currentTime; + +}; + +THREE.Audio.prototype.stop = function () { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.source.stop(); + this.startTime = 0; + +}; + +THREE.Audio.prototype.connect = function () { + + if ( this.filter !== null ) { + + this.source.connect( this.filter ); + this.filter.connect( this.getOutput() ); + + } else { + + this.source.connect( this.getOutput() ); + + } + +}; + +THREE.Audio.prototype.disconnect = function () { + + if ( this.filter !== null ) { + + this.source.disconnect( this.filter ); + this.filter.disconnect( this.getOutput() ); + + } else { + + this.source.disconnect( this.getOutput() ); + + } + +}; + +THREE.Audio.prototype.getFilter = function () { + + return this.filter; + +}; + +THREE.Audio.prototype.setFilter = function ( value ) { + + if ( value === undefined ) value = null; + + if ( this.isPlaying === true ) { + + this.disconnect(); + this.filter = value; + this.connect(); + + } else { + + this.filter = value; + + } + +}; + +THREE.Audio.prototype.setPlaybackRate = function ( value ) { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.playbackRate = value; + + if ( this.isPlaying === true ) { + + this.source.playbackRate.value = this.playbackRate; + + } + +}; + +THREE.Audio.prototype.getPlaybackRate = function () { + + return this.playbackRate; + +}; + +THREE.Audio.prototype.onEnded = function() { + + this.isPlaying = false; + +}; + +THREE.Audio.prototype.setLoop = function ( value ) { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return; + + } + + this.source.loop = value; + +}; + +THREE.Audio.prototype.getLoop = function () { + + if ( this.hasPlaybackControl === false ) { + + console.warn( 'THREE.Audio: this Audio has no playback control.' ); + return false; + + } + + return this.source.loop; + +}; + + +THREE.Audio.prototype.setVolume = function ( value ) { + + this.gain.gain.value = value; + +}; + +THREE.Audio.prototype.getVolume = function () { + + return this.gain.gain.value; + +}; + +// File:src/audio/AudioAnalyser.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.AudioAnalyser = function ( audio, fftSize ) { + + this.analyser = audio.context.createAnalyser(); + this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048; + + this.data = new Uint8Array( this.analyser.frequencyBinCount ); + + audio.getOutput().connect( this.analyser ); + +}; + +THREE.AudioAnalyser.prototype = { + + constructor: THREE.AudioAnalyser, + + getData: function () { + + this.analyser.getByteFrequencyData( this.data ); + return this.data; + + } + +}; + +// File:src/audio/AudioBuffer.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.AudioBuffer = function ( context ) { + + this.context = context; + this.ready = false; + this.readyCallbacks = []; + +}; + +THREE.AudioBuffer.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.buffer = buffer; + scope.ready = true; + + for ( var i = 0; i < scope.readyCallbacks.length; i ++ ) { + + scope.readyCallbacks[ i ]( scope.buffer ); + + } + + scope.readyCallbacks = []; + + } ); + + }; + request.send(); + + return this; + +}; + +THREE.AudioBuffer.prototype.onReady = function ( callback ) { + + if ( this.ready ) { + + callback( this.buffer ); + + } else { + + this.readyCallbacks.push( callback ); + + } + +}; + +// File:src/audio/PositionalAudio.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.PositionalAudio = function ( listener ) { + + THREE.Audio.call( this, listener ); + + this.panner = this.context.createPanner(); + this.panner.connect( this.gain ); + +}; + +THREE.PositionalAudio.prototype = Object.create( THREE.Audio.prototype ); +THREE.PositionalAudio.prototype.constructor = THREE.PositionalAudio; + +THREE.PositionalAudio.prototype.getOutput = function () { + + return this.panner; + +}; + +THREE.PositionalAudio.prototype.setRefDistance = function ( value ) { + + this.panner.refDistance = value; + +}; + +THREE.PositionalAudio.prototype.getRefDistance = function () { + + return this.panner.refDistance; + +}; + +THREE.PositionalAudio.prototype.setRolloffFactor = function ( value ) { + + this.panner.rolloffFactor = value; + +}; + +THREE.PositionalAudio.prototype.getRolloffFactor = function () { + + return this.panner.rolloffFactor; + +}; + +THREE.PositionalAudio.prototype.setDistanceModel = function ( value ) { + + this.panner.distanceModel = value; + +}; + +THREE.PositionalAudio.prototype.getDistanceModel = function () { + + return this.panner.distanceModel; + +}; + +THREE.PositionalAudio.prototype.setMaxDistance = function ( value ) { + + this.panner.maxDistance = value; + +}; + +THREE.PositionalAudio.prototype.getMaxDistance = function () { + + return this.panner.maxDistance; + +}; + +THREE.PositionalAudio.prototype.updateMatrixWorld = ( function () { + + var position = new THREE.Vector3(); + + return function updateMatrixWorld( force ) { + + THREE.Object3D.prototype.updateMatrixWorld.call( this, force ); + + position.setFromMatrixPosition( this.matrixWorld ); + + this.panner.setPosition( position.x, position.y, position.z ); + + }; + +} )(); + +// File:src/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 )(); + + this.gain = this.context.createGain(); + this.gain.connect( this.context.destination ); + + this.filter = null; + +}; + +THREE.AudioListener.prototype = Object.create( THREE.Object3D.prototype ); +THREE.AudioListener.prototype.constructor = THREE.AudioListener; + +THREE.AudioListener.prototype.getInput = function () { + + return this.gain; + +}; + +THREE.AudioListener.prototype.removeFilter = function ( ) { + + if ( this.filter !== null ) { + + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + this.gain.connect( this.context.destination ); + this.filter = null; + + } + +}; + +THREE.AudioListener.prototype.setFilter = function ( value ) { + + if ( this.filter !== null ) { + + this.gain.disconnect( this.filter ); + this.filter.disconnect( this.context.destination ); + + } else { + + this.gain.disconnect( this.context.destination ); + + } + + this.filter = value; + this.gain.connect( this.filter ); + this.filter.connect( this.context.destination ); + +}; + +THREE.AudioListener.prototype.getFilter = function () { + + return this.filter; + +}; + +THREE.AudioListener.prototype.setMasterVolume = function ( value ) { + + this.gain.gain.value = value; + +}; + +THREE.AudioListener.prototype.getMasterVolume = function () { + + return this.gain.gain.value; + +}; + + +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(); + + return function updateMatrixWorld( 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 ); + + listener.setPosition( position.x, position.y, position.z ); + listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z ); + + }; + +} )(); + +// 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 () { + + return new this.constructor().copy( this ); + +}; + +THREE.Camera.prototype.copy = function ( source ) { + + THREE.Object3D.prototype.copy.call( this, source ); + + this.matrixWorldInverse.copy( source.matrixWorldInverse ); + this.projectionMatrix.copy( source.projectionMatrix ); + + return this; + +}; + +// 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 ); + + var options = { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter }; + + this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, options ); + + this.updateCubeMap = function ( renderer, scene ) { + + if ( this.parent === null ) this.updateMatrixWorld(); + + var renderTarget = this.renderTarget; + var generateMipmaps = renderTarget.texture.generateMipmaps; + + renderTarget.texture.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.texture.generateMipmaps = generateMipmaps; + + renderTarget.activeCubeFace = 5; + renderer.render( scene, cameraNZ, renderTarget ); + + renderer.setRenderTarget( null ); + + }; + +}; + +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.copy = function ( source ) { + + THREE.Camera.prototype.copy.call( this, source ); + + this.left = source.left; + this.right = source.right; + this.top = source.top; + this.bottom = source.bottom; + this.near = source.near; + this.far = source.far; + + this.zoom = source.zoom; + + return this; + +}; + +THREE.OrthographicCamera.prototype.toJSON = function ( meta ) { + + var data = THREE.Object3D.prototype.toJSON.call( this, meta ); + + data.object.zoom = this.zoom; + data.object.left = this.left; + data.object.right = this.right; + data.object.top = this.top; + data.object.bottom = this.bottom; + data.object.near = this.near; + data.object.far = this.far; + + return data; + +}; + +// 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.focalLength = 10; + 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 (full-frame) 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.copy = function ( source ) { + + THREE.Camera.prototype.copy.call( this, source ); + + this.focalLength = source.focalLength; + this.zoom = source.zoom; + + this.fov = source.fov; + this.aspect = source.aspect; + this.near = source.near; + this.far = source.far; + + return this; + +}; + +THREE.PerspectiveCamera.prototype.toJSON = function ( meta ) { + + var data = THREE.Object3D.prototype.toJSON.call( this, meta ); + + data.object.focalLength = this.focalLength; + data.object.zoom = this.zoom; + + data.object.fov = this.fov; + data.object.aspect = this.aspect; + data.object.near = this.near; + data.object.far = this.far; + + return data; + +}; + +// File:src/cameras/StereoCamera.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.StereoCamera = function () { + + this.type = 'StereoCamera'; + + this.aspect = 1; + + this.cameraL = new THREE.PerspectiveCamera(); + this.cameraL.layers.enable( 1 ); + this.cameraL.matrixAutoUpdate = false; + + this.cameraR = new THREE.PerspectiveCamera(); + this.cameraR.layers.enable( 2 ); + this.cameraR.matrixAutoUpdate = false; + +}; + +THREE.StereoCamera.prototype = { + + constructor: THREE.StereoCamera, + + update: ( function () { + + var focalLength, fov, aspect, near, far; + + var eyeRight = new THREE.Matrix4(); + var eyeLeft = new THREE.Matrix4(); + + return function update ( camera ) { + + var needsUpdate = focalLength !== camera.focalLength || fov !== camera.fov || + aspect !== camera.aspect * this.aspect || near !== camera.near || + far !== camera.far; + + if ( needsUpdate ) { + + focalLength = camera.focalLength; + fov = camera.fov; + aspect = camera.aspect * this.aspect; + near = camera.near; + far = camera.far; + + // Off-axis stereoscopic effect based on + // http://paulbourke.net/stereographics/stereorender/ + + var projectionMatrix = camera.projectionMatrix.clone(); + var eyeSep = 0.064 / 2; + var eyeSepOnProjection = eyeSep * near / focalLength; + var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) ); + var xmin, xmax; + + // translate xOffset + + eyeLeft.elements[ 12 ] = - eyeSep; + eyeRight.elements[ 12 ] = eyeSep; + + // for left eye + + xmin = - ymax * aspect + eyeSepOnProjection; + xmax = ymax * aspect + eyeSepOnProjection; + + projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); + projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + + this.cameraL.projectionMatrix.copy( projectionMatrix ); + + // for right eye + + xmin = - ymax * aspect - eyeSepOnProjection; + xmax = ymax * aspect - eyeSepOnProjection; + + projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); + projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); + + this.cameraR.projectionMatrix.copy( projectionMatrix ); + + } + + this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft ); + this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight ); + + }; + + } )() + +}; + +// File:src/lights/Light.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Light = function ( color, intensity ) { + + THREE.Object3D.call( this ); + + this.type = 'Light'; + + this.color = new THREE.Color( color ); + this.intensity = intensity !== undefined ? intensity : 1; + + this.receiveShadow = undefined; + +}; + +THREE.Light.prototype = Object.create( THREE.Object3D.prototype ); +THREE.Light.prototype.constructor = THREE.Light; + +THREE.Light.prototype.copy = function ( source ) { + + THREE.Object3D.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + this.intensity = source.intensity; + + return this; + +}; + +THREE.Light.prototype.toJSON = function ( meta ) { + + var data = THREE.Object3D.prototype.toJSON.call( this, meta ); + + data.object.color = this.color.getHex(); + data.object.intensity = this.intensity; + + if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); + + if ( this.distance !== undefined ) data.object.distance = this.distance; + if ( this.angle !== undefined ) data.object.angle = this.angle; + if ( this.decay !== undefined ) data.object.decay = this.decay; + if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; + + return data; + +}; + +// File:src/lights/LightShadow.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.LightShadow = function ( camera ) { + + this.camera = camera; + + this.bias = 0; + this.radius = 1; + + this.mapSize = new THREE.Vector2( 512, 512 ); + + this.map = null; + this.matrix = new THREE.Matrix4(); + +}; + +THREE.LightShadow.prototype = { + + constructor: THREE.LightShadow, + + copy: function ( source ) { + + this.camera = source.camera.clone(); + + this.bias = source.bias; + this.radius = source.radius; + + this.mapSize.copy( source.mapSize ); + + return this; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + } + +}; + +// File:src/lights/AmbientLight.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.AmbientLight = function ( color, intensity ) { + + THREE.Light.call( this, color, intensity ); + + this.type = 'AmbientLight'; + + this.castShadow = undefined; + +}; + +THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype ); +THREE.AmbientLight.prototype.constructor = THREE.AmbientLight; + +// 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, intensity ); + + this.type = 'DirectionalLight'; + + this.position.set( 0, 1, 0 ); + this.updateMatrix(); + + this.target = new THREE.Object3D(); + + this.shadow = new THREE.LightShadow( new THREE.OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); + +}; + +THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype ); +THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight; + +THREE.DirectionalLight.prototype.copy = function ( source ) { + + THREE.Light.prototype.copy.call( this, source ); + + this.target = source.target.clone(); + + this.shadow = source.shadow.clone(); + + return this; + +}; + +// File:src/lights/HemisphereLight.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) { + + THREE.Light.call( this, skyColor, intensity ); + + this.type = 'HemisphereLight'; + + this.castShadow = undefined; + + this.position.set( 0, 1, 0 ); + this.updateMatrix(); + + this.groundColor = new THREE.Color( groundColor ); + +}; + +THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype ); +THREE.HemisphereLight.prototype.constructor = THREE.HemisphereLight; + +THREE.HemisphereLight.prototype.copy = function ( source ) { + + THREE.Light.prototype.copy.call( this, source ); + + this.groundColor.copy( source.groundColor ); + + return this; + +}; + +// File:src/lights/PointLight.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + + +THREE.PointLight = function ( color, intensity, distance, decay ) { + + THREE.Light.call( this, color, intensity ); + + this.type = 'PointLight'; + + this.distance = ( distance !== undefined ) ? distance : 0; + this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. + + this.shadow = new THREE.LightShadow( new THREE.PerspectiveCamera( 90, 1, 0.5, 500 ) ); + +}; + +THREE.PointLight.prototype = Object.create( THREE.Light.prototype ); +THREE.PointLight.prototype.constructor = THREE.PointLight; + +Object.defineProperty( THREE.PointLight.prototype, "power", { + + get: function () { + + // intensity = power per solid angle. + // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + return this.intensity * 4 * Math.PI; + + }, + + set: function ( power ) { + + // intensity = power per solid angle. + // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + this.intensity = power / ( 4 * Math.PI ); + + } + +} ); + +THREE.PointLight.prototype.copy = function ( source ) { + + THREE.Light.prototype.copy.call( this, source ); + + this.distance = source.distance; + this.decay = source.decay; + + this.shadow = source.shadow.clone(); + + return this; + +}; + +// File:src/lights/SpotLight.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SpotLight = function ( color, intensity, distance, angle, penumbra, decay ) { + + THREE.Light.call( this, color, intensity ); + + this.type = 'SpotLight'; + + this.position.set( 0, 1, 0 ); + this.updateMatrix(); + + this.target = new THREE.Object3D(); + + this.distance = ( distance !== undefined ) ? distance : 0; + this.angle = ( angle !== undefined ) ? angle : Math.PI / 3; + this.penumbra = ( penumbra !== undefined ) ? penumbra : 0; + this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. + + this.shadow = new THREE.LightShadow( new THREE.PerspectiveCamera( 50, 1, 0.5, 500 ) ); + +}; + +THREE.SpotLight.prototype = Object.create( THREE.Light.prototype ); +THREE.SpotLight.prototype.constructor = THREE.SpotLight; + +Object.defineProperty( THREE.SpotLight.prototype, "power", { + + get: function () { + + // intensity = power per solid angle. + // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + return this.intensity * Math.PI; + + }, + + set: function ( power ) { + + // intensity = power per solid angle. + // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf + this.intensity = power / Math.PI; + + } + +} ); + +THREE.SpotLight.prototype.copy = function ( source ) { + + THREE.Light.prototype.copy.call( this, source ); + + this.distance = source.distance; + this.angle = source.angle; + this.penumbra = source.penumbra; + this.decay = source.decay; + + this.target = source.target.clone(); + + this.shadow = source.shadow.clone(); + + return this; + +}; + +// File:src/loaders/Cache.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Cache = { + + enabled: false, + + files: {}, + + add: function ( key, file ) { + + if ( this.enabled === false ) return; + + // console.log( 'THREE.Cache', 'Adding key:', key ); + + this.files[ key ] = file; + + }, + + get: function ( key ) { + + if ( this.enabled === false ) return; + + // 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 () { + + this.onLoadStart = function () {}; + this.onLoadProgress = function () {}; + this.onLoadComplete = function () {}; + +}; + +THREE.Loader.prototype = { + + constructor: THREE.Loader, + + crossOrigin: undefined, + + extractUrlBase: function ( url ) { + + var parts = url.split( '/' ); + + if ( parts.length === 1 ) return './'; + + parts.pop(); + + return parts.join( '/' ) + '/'; + + }, + + initMaterials: function ( materials, texturePath, crossOrigin ) { + + var array = []; + + for ( var i = 0; i < materials.length; ++ i ) { + + array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin ); + + } + + return array; + + }, + + createMaterial: ( function () { + + var color, textureLoader, materialLoader; + + return function ( m, texturePath, crossOrigin ) { + + if ( color === undefined ) color = new THREE.Color(); + if ( textureLoader === undefined ) textureLoader = new THREE.TextureLoader(); + if ( materialLoader === undefined ) materialLoader = new THREE.MaterialLoader(); + + // convert from old material format + + var textures = {}; + + function loadTexture( path, repeat, offset, wrap, anisotropy ) { + + var fullPath = texturePath + path; + var loader = THREE.Loader.Handlers.get( fullPath ); + + var texture; + + if ( loader !== null ) { + + texture = loader.load( fullPath ); + + } else { + + textureLoader.setCrossOrigin( crossOrigin ); + texture = textureLoader.load( fullPath ); + + } + + if ( repeat !== undefined ) { + + texture.repeat.fromArray( repeat ); + + if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping; + if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping; + + } + + if ( offset !== undefined ) { + + texture.offset.fromArray( offset ); + + } + + if ( wrap !== undefined ) { + + if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = THREE.RepeatWrapping; + if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = THREE.MirroredRepeatWrapping; + + if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = THREE.RepeatWrapping; + if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = THREE.MirroredRepeatWrapping; + + } + + if ( anisotropy !== undefined ) { + + texture.anisotropy = anisotropy; + + } + + var uuid = THREE.Math.generateUUID(); + + textures[ uuid ] = texture; + + return uuid; + + } + + // + + var json = { + uuid: THREE.Math.generateUUID(), + type: 'MeshLambertMaterial' + }; + + for ( var name in m ) { + + var value = m[ name ]; + + switch ( name ) { + case 'DbgColor': + case 'DbgIndex': + case 'opticalDensity': + case 'illumination': + break; + case 'DbgName': + json.name = value; + break; + case 'blending': + json.blending = THREE[ value ]; + break; + case 'colorAmbient': + case 'mapAmbient': + console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' ); + break; + case 'colorDiffuse': + json.color = color.fromArray( value ).getHex(); + break; + case 'colorSpecular': + json.specular = color.fromArray( value ).getHex(); + break; + case 'colorEmissive': + json.emissive = color.fromArray( value ).getHex(); + break; + case 'specularCoef': + json.shininess = value; + break; + case 'shading': + if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial'; + if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial'; + break; + case 'mapDiffuse': + json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); + break; + case 'mapDiffuseRepeat': + case 'mapDiffuseOffset': + case 'mapDiffuseWrap': + case 'mapDiffuseAnisotropy': + break; + case 'mapLight': + json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); + break; + case 'mapLightRepeat': + case 'mapLightOffset': + case 'mapLightWrap': + case 'mapLightAnisotropy': + break; + case 'mapAO': + json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy ); + break; + case 'mapAORepeat': + case 'mapAOOffset': + case 'mapAOWrap': + case 'mapAOAnisotropy': + break; + case 'mapBump': + json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); + break; + case 'mapBumpScale': + json.bumpScale = value; + break; + case 'mapBumpRepeat': + case 'mapBumpOffset': + case 'mapBumpWrap': + case 'mapBumpAnisotropy': + break; + case 'mapNormal': + json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); + break; + case 'mapNormalFactor': + json.normalScale = [ value, value ]; + break; + case 'mapNormalRepeat': + case 'mapNormalOffset': + case 'mapNormalWrap': + case 'mapNormalAnisotropy': + break; + case 'mapSpecular': + json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); + break; + case 'mapSpecularRepeat': + case 'mapSpecularOffset': + case 'mapSpecularWrap': + case 'mapSpecularAnisotropy': + break; + case 'mapAlpha': + json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); + break; + case 'mapAlphaRepeat': + case 'mapAlphaOffset': + case 'mapAlphaWrap': + case 'mapAlphaAnisotropy': + break; + case 'flipSided': + json.side = THREE.BackSide; + break; + case 'doubleSided': + json.side = THREE.DoubleSide; + break; + case 'transparency': + console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' ); + json.opacity = value; + break; + case 'depthTest': + case 'depthWrite': + case 'colorWrite': + case 'opacity': + case 'reflectivity': + case 'transparent': + case 'visible': + case 'wireframe': + json[ name ] = value; + break; + case 'vertexColors': + if ( value === true ) json.vertexColors = THREE.VertexColors; + if ( value === 'face' ) json.vertexColors = THREE.FaceColors; + break; + default: + console.error( 'THREE.Loader.createMaterial: Unsupported', name, value ); + break; + } + + } + + if ( json.type === 'MeshBasicMaterial' ) delete json.emissive; + if ( json.type !== 'MeshPhongMaterial' ) delete json.specular; + + if ( json.opacity < 1 ) json.transparent = true; + + materialLoader.setTextures( textures ); + + return materialLoader.parse( json ); + + }; + + } )() + +}; + +THREE.Loader.Handlers = { + + handlers: [], + + add: function ( regex, loader ) { + + this.handlers.push( regex, loader ); + + }, + + get: function ( file ) { + + var handlers = this.handlers; + + for ( var i = 0, l = handlers.length; i < l; i += 2 ) { + + var regex = handlers[ i ]; + var loader = 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 ) { + + if ( this.path !== undefined ) url = this.path + url; + + var scope = this; + + var cached = THREE.Cache.get( url ); + + if ( cached !== undefined ) { + + if ( onLoad ) { + + setTimeout( function () { + + onLoad( cached ); + + }, 0 ); + + } + + return cached; + + } + + var request = new XMLHttpRequest(); + request.overrideMimeType( 'text/plain' ); + request.open( 'GET', url, true ); + + request.addEventListener( 'load', function ( event ) { + + var response = event.target.response; + + THREE.Cache.add( url, response ); + + if ( this.status === 200 ) { + + if ( onLoad ) onLoad( response ); + + scope.manager.itemEnd( url ); + + } else if ( this.status === 0 ) { + + // Some browsers return HTTP Status 0 when using non-http protocol + // e.g. 'file://' or 'data://'. Handle as success. + + console.warn( 'THREE.XHRLoader: HTTP Status 0 received.' ); + + if ( onLoad ) onLoad( response ); + + scope.manager.itemEnd( url ); + + } else { + + if ( onError ) onError( event ); + + scope.manager.itemError( url ); + + } + + }, false ); + + if ( onProgress !== undefined ) { + + request.addEventListener( 'progress', function ( event ) { + + onProgress( event ); + + }, false ); + + } + + request.addEventListener( 'error', function ( event ) { + + if ( onError ) onError( event ); + + scope.manager.itemError( url ); + + }, false ); + + if ( this.responseType !== undefined ) request.responseType = this.responseType; + if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials; + + request.send( null ); + + scope.manager.itemStart( url ); + + return request; + + }, + + setPath: function ( value ) { + + this.path = value; + + }, + + setResponseType: function ( value ) { + + this.responseType = value; + + }, + + setWithCredentials: function ( value ) { + + this.withCredentials = value; + + } + +}; + +// File:src/loaders/FontLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.FontLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + +}; + +THREE.FontLoader.prototype = { + + constructor: THREE.FontLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var loader = new THREE.XHRLoader( this.manager ); + loader.load( url, function ( text ) { + + onLoad( new THREE.Font( JSON.parse( text.substring( 65, text.length - 2 ) ) ) ); + + }, onProgress, onError ); + + } + +}; + +// 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 ) { + + if ( this.path !== undefined ) url = this.path + url; + + var scope = this; + + var cached = THREE.Cache.get( url ); + + if ( cached !== undefined ) { + + scope.manager.itemStart( url ); + + if ( onLoad ) { + + setTimeout( function () { + + onLoad( cached ); + + scope.manager.itemEnd( url ); + + }, 0 ); + + } else { + + scope.manager.itemEnd( url ); + + } + + return cached; + + } + + 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 ); + + } + + image.addEventListener( 'error', function ( event ) { + + if ( onError ) onError( event ); + + scope.manager.itemError( url ); + + }, false ); + + if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; + + scope.manager.itemStart( url ); + + image.src = url; + + return image; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + + }, + + setPath: function ( value ) { + + this.path = value; + + } + +}; + +// File:src/loaders/JSONLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.JSONLoader = function ( manager ) { + + if ( typeof manager === 'boolean' ) { + + console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' ); + manager = undefined; + + } + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + + this.withCredentials = false; + +}; + +THREE.JSONLoader.prototype = { + + constructor: THREE.JSONLoader, + + // Deprecated + + get statusDomElement () { + + if ( this._statusDomElement === undefined ) { + + this._statusDomElement = document.createElement( 'div' ); + + } + + console.warn( 'THREE.JSONLoader: .statusDomElement has been removed.' ); + return this._statusDomElement; + + }, + + load: function( url, onLoad, onProgress, onError ) { + + var scope = this; + + var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : THREE.Loader.prototype.extractUrlBase( url ); + + var loader = new THREE.XHRLoader( this.manager ); + loader.setWithCredentials( this.withCredentials ); + loader.load( url, function ( text ) { + + var json = JSON.parse( text ); + var metadata = json.metadata; + + if ( metadata !== undefined ) { + + var type = metadata.type; + + if ( type !== undefined ) { + + if ( type.toLowerCase() === 'object' ) { + + console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); + return; + + } + + if ( type.toLowerCase() === 'scene' ) { + + console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' ); + return; + + } + + } + + } + + var object = scope.parse( json, texturePath ); + onLoad( object.geometry, object.materials ); + + }, onProgress, onError ); + + }, + + setTexturePath: function ( value ) { + + this.texturePath = value; + + }, + + parse: function ( json, texturePath ) { + + var geometry = new THREE.Geometry(), + scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0; + + parseModel( scale ); + + parseSkin(); + parseMorphing( scale ); + parseAnimations(); + + 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 ) ) { + + console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + + geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' ); + + } + + }; + + function parseMorphing( scale ) { + + if ( json.morphTargets !== undefined ) { + + for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) { + + geometry.morphTargets[ i ] = {}; + geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; + geometry.morphTargets[ i ].vertices = []; + + var dstVertices = geometry.morphTargets[ i ].vertices; + var srcVertices = json.morphTargets[ i ].vertices; + + for ( var 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 && json.morphColors.length > 0 ) { + + console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' ); + + var faces = geometry.faces; + var morphColors = json.morphColors[ 0 ].colors; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + faces[ i ].color.fromArray( morphColors, i * 3 ); + + } + + } + + } + + function parseAnimations() { + + var outputAnimations = []; + + // parse old style Bone/Hierarchy animations + var animations = []; + + if ( json.animation !== undefined ) { + + animations.push( json.animation ); + + } + + if ( json.animations !== undefined ) { + + if ( json.animations.length ) { + + animations = animations.concat( json.animations ); + + } else { + + animations.push( json.animations ); + + } + + } + + for ( var i = 0; i < animations.length; i ++ ) { + + var clip = THREE.AnimationClip.parseAnimation( animations[ i ], geometry.bones ); + if ( clip ) outputAnimations.push( clip ); + + } + + // parse implicit morph animations + if ( geometry.morphTargets ) { + + // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary. + var morphAnimationClips = THREE.AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 ); + outputAnimations = outputAnimations.concat( morphAnimationClips ); + + } + + if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations; + + }; + + if ( json.materials === undefined || json.materials.length === 0 ) { + + return { geometry: geometry }; + + } else { + + var materials = THREE.Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin ); + + 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 isLoading = false, itemsLoaded = 0, itemsTotal = 0; + + this.onStart = undefined; + this.onLoad = onLoad; + this.onProgress = onProgress; + this.onError = onError; + + this.itemStart = function ( url ) { + + itemsTotal ++; + + if ( isLoading === false ) { + + if ( scope.onStart !== undefined ) { + + scope.onStart( url, itemsLoaded, itemsTotal ); + + } + + } + + isLoading = true; + + }; + + this.itemEnd = function ( url ) { + + itemsLoaded ++; + + if ( scope.onProgress !== undefined ) { + + scope.onProgress( url, itemsLoaded, itemsTotal ); + + } + + if ( itemsLoaded === itemsTotal ) { + + isLoading = false; + + if ( scope.onLoad !== undefined ) { + + scope.onLoad(); + + } + + } + + }; + + this.itemError = function ( url ) { + + if ( scope.onError !== undefined ) { + + scope.onError( url ); + + } + + }; + +}; + +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.load( url, function ( text ) { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + }, onProgress, onError ); + + }, + + parse: function ( json ) { + + var geometry = new THREE.BufferGeometry(); + + var index = json.data.index; + + var TYPED_ARRAYS = { + 'Int8Array': Int8Array, + 'Uint8Array': Uint8Array, + 'Uint8ClampedArray': Uint8ClampedArray, + 'Int16Array': Int16Array, + 'Uint16Array': Uint16Array, + 'Int32Array': Int32Array, + 'Uint32Array': Uint32Array, + 'Float32Array': Float32Array, + 'Float64Array': Float64Array + }; + + if ( index !== undefined ) { + + var typedArray = new TYPED_ARRAYS[ index.type ]( index.array ); + geometry.setIndex( new THREE.BufferAttribute( typedArray, 1 ) ); + + } + + var attributes = json.data.attributes; + + for ( var key in attributes ) { + + var attribute = attributes[ key ]; + var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); + + geometry.addAttribute( key, new THREE.BufferAttribute( typedArray, attribute.itemSize ) ); + + } + + var groups = json.data.groups || json.data.drawcalls || json.data.offsets; + + if ( groups !== undefined ) { + + for ( var i = 0, n = groups.length; i !== n; ++ i ) { + + var group = groups[ i ]; + + geometry.addGroup( group.start, group.count, group.materialIndex ); + + } + + } + + 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; + this.textures = {}; + +}; + +THREE.MaterialLoader.prototype = { + + constructor: THREE.MaterialLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var loader = new THREE.XHRLoader( scope.manager ); + loader.load( url, function ( text ) { + + onLoad( scope.parse( JSON.parse( text ) ) ); + + }, onProgress, onError ); + + }, + + setTextures: function ( value ) { + + this.textures = value; + + }, + + getTexture: function ( name ) { + + var textures = this.textures; + + if ( textures[ name ] === undefined ) { + + console.warn( 'THREE.MaterialLoader: Undefined texture', name ); + + } + + return textures[ name ]; + + }, + + parse: function ( json ) { + + var material = new THREE[ json.type ]; + + if ( json.uuid !== undefined ) material.uuid = json.uuid; + if ( json.name !== undefined ) material.name = json.name; + if ( json.color !== undefined ) material.color.setHex( json.color ); + if ( json.roughness !== undefined ) material.roughness = json.roughness; + if ( json.metalness !== undefined ) material.metalness = json.metalness; + 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.alphaTest !== undefined ) material.alphaTest = json.alphaTest; + if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; + if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; + if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; + if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; + if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; + + // for PointsMaterial + if ( json.size !== undefined ) material.size = json.size; + if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; + + // maps + + if ( json.map !== undefined ) material.map = this.getTexture( json.map ); + + if ( json.alphaMap !== undefined ) { + + material.alphaMap = this.getTexture( json.alphaMap ); + material.transparent = true; + + } + + if ( json.bumpMap !== undefined ) material.bumpMap = this.getTexture( json.bumpMap ); + if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; + + if ( json.normalMap !== undefined ) material.normalMap = this.getTexture( json.normalMap ); + if ( json.normalScale !== undefined ) { + + var normalScale = json.normalScale; + + if ( Array.isArray( normalScale ) === false ) { + + // Blender exporter used to export a scalar. See #7459 + + normalScale = [ normalScale, normalScale ]; + + } + + material.normalScale = new THREE.Vector2().fromArray( normalScale ); + + } + + if ( json.displacementMap !== undefined ) material.displacementMap = this.getTexture( json.displacementMap ); + if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; + if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; + + if ( json.roughnessMap !== undefined ) material.roughnessMap = this.getTexture( json.roughnessMap ); + if ( json.metalnessMap !== undefined ) material.metalnessMap = this.getTexture( json.metalnessMap ); + + if ( json.emissiveMap !== undefined ) material.emissiveMap = this.getTexture( json.emissiveMap ); + if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; + + if ( json.specularMap !== undefined ) material.specularMap = this.getTexture( json.specularMap ); + + if ( json.envMap !== undefined ) { + + material.envMap = this.getTexture( json.envMap ); + material.combine = THREE.MultiplyOperation; + + } + + if ( json.reflectivity ) material.reflectivity = json.reflectivity; + + if ( json.lightMap !== undefined ) material.lightMap = this.getTexture( json.lightMap ); + if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; + + if ( json.aoMap !== undefined ) material.aoMap = this.getTexture( json.aoMap ); + if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; + + // MultiMaterial + + 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.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.animations ) { + + object.animations = this.parseAnimations( json.animations ); + + } + + 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 'BoxBufferGeometry': + case 'CubeGeometry': // backwards compatible + + geometry = new THREE[ data.type ]( + data.width, + data.height, + data.depth, + data.widthSegments, + data.heightSegments, + data.depthSegments + ); + + break; + + case 'CircleGeometry': + case 'CircleBufferGeometry': + + geometry = new THREE[ data.type ]( + data.radius, + data.segments, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'CylinderGeometry': + case 'CylinderBufferGeometry': + + geometry = new THREE[ data.type ]( + data.radiusTop, + data.radiusBottom, + data.height, + data.radialSegments, + data.heightSegments, + data.openEnded, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'SphereGeometry': + case 'SphereBufferGeometry': + + geometry = new THREE[ data.type ]( + data.radius, + data.widthSegments, + data.heightSegments, + data.phiStart, + data.phiLength, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'DodecahedronGeometry': + + geometry = new THREE.DodecahedronGeometry( + data.radius, + data.detail + ); + + break; + + case 'IcosahedronGeometry': + + geometry = new THREE.IcosahedronGeometry( + data.radius, + data.detail + ); + + break; + + case 'OctahedronGeometry': + + geometry = new THREE.OctahedronGeometry( + data.radius, + data.detail + ); + + break; + + case 'TetrahedronGeometry': + + geometry = new THREE.TetrahedronGeometry( + data.radius, + data.detail + ); + + break; + + case 'RingGeometry': + case 'RingBufferGeometry': + + geometry = new THREE[ data.type ]( + data.innerRadius, + data.outerRadius, + data.thetaSegments, + data.phiSegments, + data.thetaStart, + data.thetaLength + ); + + break; + + case 'TorusGeometry': + case 'TorusBufferGeometry': + + geometry = new THREE[ data.type ]( + data.radius, + data.tube, + data.radialSegments, + data.tubularSegments, + data.arc + ); + + break; + + case 'TorusKnotGeometry': + case 'TorusKnotBufferGeometry': + + geometry = new THREE[ data.type ]( + data.radius, + data.tube, + data.tubularSegments, + data.radialSegments, + data.p, + data.q + ); + + break; + + case 'LatheGeometry': + + geometry = new THREE.LatheGeometry( + data.points, + data.segments, + data.phiStart, + data.phiLength + ); + + break; + + case 'BufferGeometry': + + geometry = bufferGeometryLoader.parse( data ); + + break; + + case 'Geometry': + + geometry = geometryLoader.parse( data.data, this.texturePath ).geometry; + + break; + + default: + + console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); + + continue; + + } + + 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 loader = new THREE.MaterialLoader(); + loader.setTextures( textures ); + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var material = loader.parse( json[ i ] ); + materials[ material.uuid ] = material; + + } + + } + + return materials; + + }, + + parseAnimations: function ( json ) { + + var animations = []; + + for ( var i = 0; i < json.length; i ++ ) { + + var clip = THREE.AnimationClip.parse( json[ i ] ); + + animations.push( clip ); + + } + + return animations; + + }, + + parseImages: function ( json, onLoad ) { + + var scope = this; + var images = {}; + + function loadImage( url ) { + + scope.manager.itemStart( url ); + + return loader.load( url, function () { + + scope.manager.itemEnd( url ); + + } ); + + } + + if ( json !== undefined && json.length > 0 ) { + + var manager = new THREE.LoadingManager( onLoad ); + + var loader = new THREE.ImageLoader( manager ); + loader.setCrossOrigin( this.crossOrigin ); + + 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 ) { + + function parseConstant( value ) { + + if ( typeof( value ) === 'number' ) return value; + + console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); + + return THREE[ value ]; + + } + + var textures = {}; + + if ( json !== undefined ) { + + for ( var i = 0, l = json.length; i < l; i ++ ) { + + var data = json[ i ]; + + if ( data.image === undefined ) { + + console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); + + } + + if ( images[ data.image ] === undefined ) { + + console.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.mapping !== undefined ) texture.mapping = parseConstant( data.mapping ); + if ( data.offset !== undefined ) texture.offset = new THREE.Vector2( data.offset[ 0 ], data.offset[ 1 ] ); + if ( data.repeat !== undefined ) texture.repeat = new THREE.Vector2( data.repeat[ 0 ], data.repeat[ 1 ] ); + if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter ); + if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter ); + if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; + if ( Array.isArray( data.wrap ) ) { + + texture.wrapS = parseConstant( data.wrap[ 0 ] ); + texture.wrapT = parseConstant( data.wrap[ 1 ] ); + + } + + textures[ data.uuid ] = texture; + + } + + } + + return textures; + + }, + + parseObject: function () { + + var matrix = new THREE.Matrix4(); + + return function ( data, geometries, materials ) { + + var object; + + function getGeometry( name ) { + + if ( geometries[ name ] === undefined ) { + + console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); + + } + + return geometries[ name ]; + + } + + function getMaterial( name ) { + + if ( name === undefined ) return undefined; + + if ( materials[ name ] === undefined ) { + + console.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, data.intensity ); + + 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.penumbra, data.decay ); + + break; + + case 'HemisphereLight': + + object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity ); + + break; + + case 'Mesh': + + var geometry = getGeometry( data.geometry ); + var material = getMaterial( data.material ); + + if ( geometry.bones && geometry.bones.length > 0 ) { + + object = new THREE.SkinnedMesh( geometry, material ); + + } else { + + object = new THREE.Mesh( geometry, material ); + + } + + break; + + case 'LOD': + + object = new THREE.LOD(); + + break; + + case 'Line': + + object = new THREE.Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); + + break; + + case 'PointCloud': + case 'Points': + + object = new THREE.Points( 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.castShadow !== undefined ) object.castShadow = data.castShadow; + if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; + + 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 ) ); + + } + + } + + if ( data.type === 'LOD' ) { + + var levels = data.levels; + + for ( var l = 0; l < levels.length; l ++ ) { + + var level = levels[ l ]; + var child = object.getObjectByProperty( 'uuid', level.object ); + + if ( child !== undefined ) { + + object.addLevel( child, level.distance ); + + } + + } + + } + + 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 texture = new THREE.Texture(); + + var loader = new THREE.ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + loader.load( url, function ( image ) { + + texture.image = image; + texture.needsUpdate = true; + + if ( onLoad !== undefined ) { + + onLoad( texture ); + + } + + }, onProgress, onError ); + + return texture; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + + }, + + setPath: function ( value ) { + + this.path = value; + + } + +}; + +// File:src/loaders/CubeTextureLoader.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.CubeTextureLoader = function ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + +}; + +THREE.CubeTextureLoader.prototype = { + + constructor: THREE.CubeTextureLoader, + + load: function ( urls, onLoad, onProgress, onError ) { + + var texture = new THREE.CubeTexture(); + + var loader = new THREE.ImageLoader( this.manager ); + loader.setCrossOrigin( this.crossOrigin ); + loader.setPath( this.path ); + + var loaded = 0; + + function loadTexture( i ) { + + loader.load( urls[ i ], function ( image ) { + + texture.images[ i ] = image; + + loaded ++; + + if ( loaded === 6 ) { + + texture.needsUpdate = true; + + if ( onLoad ) onLoad( texture ); + + } + + }, undefined, onError ); + + } + + for ( var i = 0; i < urls.length; ++ i ) { + + loadTexture( i ); + + } + + return texture; + + }, + + setCrossOrigin: function ( value ) { + + this.crossOrigin = value; + + }, + + setPath: function ( value ) { + + this.path = 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 ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + + // 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( this.manager ); + 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 ( manager ) { + + this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; + + // override in sub classes + this._parser = null; + +}; + + +THREE.CompressedTextureLoader.prototype = { + + constructor: THREE.CompressedTextureLoader, + + load: function ( url, onLoad, onProgress, onError ) { + + var scope = this; + + var images = []; + + var texture = new THREE.CompressedTexture(); + texture.image = images; + + var loader = new THREE.XHRLoader( this.manager ); + loader.setPath( this.path ); + loader.setResponseType( 'arraybuffer' ); + + function loadTexture( 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 ); + + } + + }, onProgress, onError ); + + } + + if ( Array.isArray( url ) ) { + + var loaded = 0; + + 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 ); + + }, onProgress, onError ); + + } + + return texture; + + }, + + setPath: function ( value ) { + + this.path = value; + + } + +}; + +// 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.depthFunc = THREE.LessEqualDepth; + this.depthTest = true; + this.depthWrite = true; + + this.colorWrite = true; + + this.precision = null; // override the renderer's default precision for this material + + this.polygonOffset = false; + this.polygonOffsetFactor = 0; + this.polygonOffsetUnits = 0; + + this.alphaTest = 0; + this.premultipliedAlpha = false; + + 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 ) { + + console.warn( "THREE.Material: '" + key + "' parameter is undefined." ); + continue; + + } + + var currentValue = this[ key ]; + + if ( currentValue === undefined ) { + + console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." ); + continue; + + } + + 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-compatible with legacy boolean type + this[ key ] = Number( newValue ); + + } else { + + this[ key ] = newValue; + + } + + } + + }, + + toJSON: function ( meta ) { + + var isRoot = meta === undefined; + + if ( isRoot ) { + + meta = { + textures: {}, + images: {} + }; + + } + + var data = { + metadata: { + version: 4.4, + type: 'Material', + generator: 'Material.toJSON' + } + }; + + // standard Material serialization + data.uuid = this.uuid; + data.type = this.type; + if ( this.name !== '' ) data.name = this.name; + + if ( this.color instanceof THREE.Color ) data.color = this.color.getHex(); + + if ( this.roughness !== 0.5 ) data.roughness = this.roughness; + if ( this.metalness !== 0.5 ) data.metalness = this.metalness; + + if ( this.emissive instanceof THREE.Color ) data.emissive = this.emissive.getHex(); + if ( this.specular instanceof THREE.Color ) data.specular = this.specular.getHex(); + if ( this.shininess !== undefined ) data.shininess = this.shininess; + + if ( this.map instanceof THREE.Texture ) data.map = this.map.toJSON( meta ).uuid; + if ( this.alphaMap instanceof THREE.Texture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; + if ( this.lightMap instanceof THREE.Texture ) data.lightMap = this.lightMap.toJSON( meta ).uuid; + if ( this.bumpMap instanceof THREE.Texture ) { + + data.bumpMap = this.bumpMap.toJSON( meta ).uuid; + data.bumpScale = this.bumpScale; + + } + if ( this.normalMap instanceof THREE.Texture ) { + + data.normalMap = this.normalMap.toJSON( meta ).uuid; + data.normalScale = this.normalScale.toArray(); + + } + if ( this.displacementMap instanceof THREE.Texture ) { + + data.displacementMap = this.displacementMap.toJSON( meta ).uuid; + data.displacementScale = this.displacementScale; + data.displacementBias = this.displacementBias; + + } + if ( this.roughnessMap instanceof THREE.Texture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; + if ( this.metalnessMap instanceof THREE.Texture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; + + if ( this.emissiveMap instanceof THREE.Texture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; + if ( this.specularMap instanceof THREE.Texture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; + + if ( this.envMap instanceof THREE.Texture ) { + + data.envMap = this.envMap.toJSON( meta ).uuid; + data.reflectivity = this.reflectivity; // Scale behind envMap + + } + + if ( this.size !== undefined ) data.size = this.size; + if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; + + if ( this.vertexColors !== undefined && this.vertexColors !== THREE.NoColors ) data.vertexColors = this.vertexColors; + if ( this.shading !== undefined && this.shading !== THREE.SmoothShading ) data.shading = this.shading; + if ( this.blending !== undefined && this.blending !== THREE.NormalBlending ) data.blending = this.blending; + if ( this.side !== undefined && this.side !== THREE.FrontSide ) data.side = this.side; + + if ( this.opacity < 1 ) data.opacity = this.opacity; + if ( this.transparent === true ) data.transparent = this.transparent; + if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; + if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha; + if ( this.wireframe === true ) data.wireframe = this.wireframe; + if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; + + // TODO: Copied from Object3D.toJSON + + function extractFromCache ( cache ) { + + var values = []; + + for ( var key in cache ) { + + var data = cache[ key ]; + delete data.metadata; + values.push( data ); + + } + + return values; + + } + + if ( isRoot ) { + + var textures = extractFromCache( meta.textures ); + var images = extractFromCache( meta.images ); + + if ( textures.length > 0 ) data.textures = textures; + if ( images.length > 0 ) data.images = images; + + } + + return data; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.name = source.name; + + this.side = source.side; + + this.opacity = source.opacity; + this.transparent = source.transparent; + + this.blending = source.blending; + + this.blendSrc = source.blendSrc; + this.blendDst = source.blendDst; + this.blendEquation = source.blendEquation; + this.blendSrcAlpha = source.blendSrcAlpha; + this.blendDstAlpha = source.blendDstAlpha; + this.blendEquationAlpha = source.blendEquationAlpha; + + this.depthFunc = source.depthFunc; + this.depthTest = source.depthTest; + this.depthWrite = source.depthWrite; + + this.colorWrite = source.colorWrite; + + this.precision = source.precision; + + this.polygonOffset = source.polygonOffset; + this.polygonOffsetFactor = source.polygonOffsetFactor; + this.polygonOffsetUnits = source.polygonOffsetUnits; + + this.alphaTest = source.alphaTest; + + this.premultipliedAlpha = source.premultipliedAlpha; + + this.overdraw = source.overdraw; + + this.visible = source.visible; + + return this; + + }, + + 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: , + * + * linewidth: , + * linecap: "round", + * linejoin: "round", + * + * blending: THREE.NormalBlending, + * depthTest: , + * depthWrite: , + * + * 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.blending = THREE.NormalBlending; + + 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.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.linewidth = source.linewidth; + this.linecap = source.linecap; + this.linejoin = source.linejoin; + + this.vertexColors = source.vertexColors; + + this.fog = source.fog; + + return this; + +}; + +// File:src/materials/LineDashedMaterial.js + +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * linewidth: , + * + * scale: , + * dashSize: , + * gapSize: , + * + * blending: THREE.NormalBlending, + * depthTest: , + * depthWrite: , + * + * vertexColors: THREE.NoColors / THREE.FaceColors / THREE.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.blending = THREE.NormalBlending; + + this.vertexColors = THREE.NoColors; + + this.fog = true; + + this.setValues( parameters ); + +}; + +THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.LineDashedMaterial.prototype.constructor = THREE.LineDashedMaterial; + +THREE.LineDashedMaterial.prototype.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.linewidth = source.linewidth; + + this.scale = source.scale; + this.dashSize = source.dashSize; + this.gapSize = source.gapSize; + + this.vertexColors = source.vertexColors; + + this.fog = source.fog; + + return this; + +}; + +// File:src/materials/MeshBasicMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * 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.aoMap = null; + this.aoMapIntensity = 1.0; + + 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.blending = THREE.NormalBlending; + + 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.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.fog = source.fog; + + this.shading = source.shading; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.vertexColors = source.vertexColors; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + + return this; + +}; + +// File:src/materials/MeshLambertMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: 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: , + * + * 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.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new THREE.Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = 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.blending = THREE.NormalBlending; + + 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.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.fog = source.fog; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.vertexColors = source.vertexColors; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + +}; + +// File:src/materials/MeshPhongMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * specular: , + * shininess: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * 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.specular = new THREE.Color( 0x111111 ); + this.shininess = 30; + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new THREE.Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalScale = new THREE.Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + 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.blending = THREE.NormalBlending; + + 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.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + this.specular.copy( source.specular ); + this.shininess = source.shininess; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.specularMap = source.specularMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.combine = source.combine; + this.reflectivity = source.reflectivity; + this.refractionRatio = source.refractionRatio; + + this.fog = source.fog; + + this.shading = source.shading; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.vertexColors = source.vertexColors; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + +}; + +// File:src/materials/MeshStandardMaterial.js + +/** + * @author WestLangley / http://github.com/WestLangley + * + * parameters = { + * color: , + * roughness: , + * metalness: , + * opacity: , + * + * map: new THREE.Texture( ), + * + * lightMap: new THREE.Texture( ), + * lightMapIntensity: + * + * aoMap: new THREE.Texture( ), + * aoMapIntensity: + * + * emissive: , + * emissiveIntensity: + * emissiveMap: new THREE.Texture( ), + * + * bumpMap: new THREE.Texture( ), + * bumpScale: , + * + * normalMap: new THREE.Texture( ), + * normalScale: , + * + * displacementMap: new THREE.Texture( ), + * displacementScale: , + * displacementBias: , + * + * roughnessMap: new THREE.Texture( ), + * + * metalnessMap: new THREE.Texture( ), + * + * alphaMap: new THREE.Texture( ), + * + * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), + * envMapIntensity: + * + * refractionRatio: , + * + * shading: THREE.SmoothShading, + * blending: THREE.NormalBlending, + * depthTest: , + * depthWrite: , + * + * wireframe: , + * wireframeLinewidth: , + * + * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, + * + * skinning: , + * morphTargets: , + * morphNormals: , + * + * fog: + * } + */ + +THREE.MeshStandardMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'MeshStandardMaterial'; + + this.color = new THREE.Color( 0xffffff ); // diffuse + this.roughness = 0.5; + this.metalness = 0.5; + + this.map = null; + + this.lightMap = null; + this.lightMapIntensity = 1.0; + + this.aoMap = null; + this.aoMapIntensity = 1.0; + + this.emissive = new THREE.Color( 0x000000 ); + this.emissiveIntensity = 1.0; + this.emissiveMap = null; + + this.bumpMap = null; + this.bumpScale = 1; + + this.normalMap = null; + this.normalScale = new THREE.Vector2( 1, 1 ); + + this.displacementMap = null; + this.displacementScale = 1; + this.displacementBias = 0; + + this.roughnessMap = null; + + this.metalnessMap = null; + + this.alphaMap = null; + + this.envMap = null; + this.envMapIntensity = 1.0; + + this.refractionRatio = 0.98; + + this.fog = true; + + this.shading = THREE.SmoothShading; + this.blending = THREE.NormalBlending; + + 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.MeshStandardMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.MeshStandardMaterial.prototype.constructor = THREE.MeshStandardMaterial; + +THREE.MeshStandardMaterial.prototype.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + this.roughness = source.roughness; + this.metalness = source.metalness; + + this.map = source.map; + + this.lightMap = source.lightMap; + this.lightMapIntensity = source.lightMapIntensity; + + this.aoMap = source.aoMap; + this.aoMapIntensity = source.aoMapIntensity; + + this.emissive.copy( source.emissive ); + this.emissiveMap = source.emissiveMap; + this.emissiveIntensity = source.emissiveIntensity; + + this.bumpMap = source.bumpMap; + this.bumpScale = source.bumpScale; + + this.normalMap = source.normalMap; + this.normalScale.copy( source.normalScale ); + + this.displacementMap = source.displacementMap; + this.displacementScale = source.displacementScale; + this.displacementBias = source.displacementBias; + + this.roughnessMap = source.roughnessMap; + + this.metalnessMap = source.metalnessMap; + + this.alphaMap = source.alphaMap; + + this.envMap = source.envMap; + this.envMapIntensity = source.envMapIntensity; + + this.refractionRatio = source.refractionRatio; + + this.fog = source.fog; + + this.shading = source.shading; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + this.wireframeLinecap = source.wireframeLinecap; + this.wireframeLinejoin = source.wireframeLinejoin; + + this.vertexColors = source.vertexColors; + + this.skinning = source.skinning; + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + return this; + +}; + +// File:src/materials/MeshDepthMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * opacity: , + * + * 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.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + return this; + +}; + +// File:src/materials/MeshNormalMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + * + * parameters = { + * opacity: , + * + * 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.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + return this; + +}; + +// File:src/materials/MultiMaterial.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.MultiMaterial = function ( materials ) { + + this.uuid = THREE.Math.generateUUID(); + + this.type = 'MultiMaterial'; + + this.materials = materials instanceof Array ? materials : []; + + this.visible = true; + +}; + +THREE.MultiMaterial.prototype = { + + constructor: THREE.MultiMaterial, + + toJSON: function ( meta ) { + + var output = { + metadata: { + version: 4.2, + type: 'material', + generator: 'MaterialExporter' + }, + uuid: this.uuid, + type: this.type, + materials: [] + }; + + var materials = this.materials; + + for ( var i = 0, l = materials.length; i < l; i ++ ) { + + var material = materials[ i ].toJSON( meta ); + delete material.metadata; + + output.materials.push( material ); + + } + + output.visible = this.visible; + + return output; + + }, + + clone: function () { + + var material = new this.constructor(); + + for ( var i = 0; i < this.materials.length; i ++ ) { + + material.materials.push( this.materials[ i ].clone() ); + + } + + material.visible = this.visible; + + return material; + + } + +}; + +// File:src/materials/PointsMaterial.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.PointsMaterial = function ( parameters ) { + + THREE.Material.call( this ); + + this.type = 'PointsMaterial'; + + this.color = new THREE.Color( 0xffffff ); + + this.map = null; + + this.size = 1; + this.sizeAttenuation = true; + + this.blending = THREE.NormalBlending; + + this.vertexColors = THREE.NoColors; + + this.fog = true; + + this.setValues( parameters ); + +}; + +THREE.PointsMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.PointsMaterial.prototype.constructor = THREE.PointsMaterial; + +THREE.PointsMaterial.prototype.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + + this.map = source.map; + + this.size = source.size; + this.sizeAttenuation = source.sizeAttenuation; + + this.vertexColors = source.vertexColors; + + this.fog = source.fog; + + return this; + +}; + +// 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, + * + * 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.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 + + this.extensions = { + derivatives: false, // set to use derivatives + fragDepth: false, // set to use fragment depth values + drawBuffers: false, // set to use draw buffers + shaderTextureLOD: false // set to use shader texture LOD + }; + + // 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; + + if ( parameters !== undefined ) { + + if ( parameters.attributes !== undefined ) { + + console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); + + } + + this.setValues( parameters ); + + } + +}; + +THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype ); +THREE.ShaderMaterial.prototype.constructor = THREE.ShaderMaterial; + +THREE.ShaderMaterial.prototype.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.fragmentShader = source.fragmentShader; + this.vertexShader = source.vertexShader; + + this.uniforms = THREE.UniformsUtils.clone( source.uniforms ); + + this.defines = source.defines; + + this.shading = source.shading; + + this.wireframe = source.wireframe; + this.wireframeLinewidth = source.wireframeLinewidth; + + this.fog = source.fog; + + this.lights = source.lights; + + this.vertexColors = source.vertexColors; + + this.skinning = source.skinning; + + this.morphTargets = source.morphTargets; + this.morphNormals = source.morphNormals; + + this.extensions = source.extensions; + + return this; + +}; + +THREE.ShaderMaterial.prototype.toJSON = function ( meta ) { + + var data = THREE.Material.prototype.toJSON.call( this, meta ); + + data.uniforms = this.uniforms; + data.vertexShader = this.vertexShader; + data.fragmentShader = this.fragmentShader; + + return data; + +}; + +// 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; + +// File:src/materials/SpriteMaterial.js + +/** + * @author alteredq / http://alteredqualia.com/ + * + * parameters = { + * color: , + * opacity: , + * map: new THREE.Texture( ), + * + * 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.copy = function ( source ) { + + THREE.Material.prototype.copy.call( this, source ); + + this.color.copy( source.color ); + this.map = source.map; + + this.rotation = source.rotation; + + this.fog = source.fog; + + return this; + +}; + +// 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) + + + // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. + // + // Also changing the encoding after already used by a Material will not automatically make the Material + // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. + this.encoding = THREE.LinearEncoding; + + this.version = 0; + this.onUpdate = null; + +}; + +THREE.Texture.DEFAULT_IMAGE = undefined; +THREE.Texture.DEFAULT_MAPPING = THREE.UVMapping; + +THREE.Texture.prototype = { + + constructor: THREE.Texture, + + set needsUpdate ( value ) { + + if ( value === true ) this.version ++; + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.image = source.image; + this.mipmaps = source.mipmaps.slice( 0 ); + + this.mapping = source.mapping; + + this.wrapS = source.wrapS; + this.wrapT = source.wrapT; + + this.magFilter = source.magFilter; + this.minFilter = source.minFilter; + + this.anisotropy = source.anisotropy; + + this.format = source.format; + this.type = source.type; + + this.offset.copy( source.offset ); + this.repeat.copy( source.repeat ); + + this.generateMipmaps = source.generateMipmaps; + this.premultiplyAlpha = source.premultiplyAlpha; + this.flipY = source.flipY; + this.unpackAlignment = source.unpackAlignment; + this.encoding = source.encoding; + + return this; + + }, + + toJSON: function ( meta ) { + + if ( meta.textures[ this.uuid ] !== undefined ) { + + return meta.textures[ this.uuid ]; + + } + + function getDataURL( image ) { + + var canvas; + + if ( image.toDataURL !== undefined ) { + + canvas = image; + + } else { + + canvas = document.createElement( 'canvas' ); + canvas.width = image.width; + canvas.height = image.height; + + canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height ); + + } + + if ( canvas.width > 2048 || canvas.height > 2048 ) { + + return canvas.toDataURL( 'image/jpeg', 0.6 ); + + } else { + + return canvas.toDataURL( 'image/png' ); + + } + + } + + var output = { + metadata: { + version: 4.4, + type: 'Texture', + generator: 'Texture.toJSON' + }, + + uuid: this.uuid, + name: this.name, + + mapping: this.mapping, + + repeat: [ this.repeat.x, this.repeat.y ], + offset: [ this.offset.x, this.offset.y ], + wrap: [ this.wrapS, this.wrapT ], + + minFilter: this.minFilter, + magFilter: this.magFilter, + anisotropy: this.anisotropy + }; + + if ( this.image !== undefined ) { + + // TODO: Move to THREE.Image + + var image = this.image; + + if ( image.uuid === undefined ) { + + image.uuid = THREE.Math.generateUUID(); // UGH + + } + + if ( meta.images[ image.uuid ] === undefined ) { + + meta.images[ image.uuid ] = { + uuid: image.uuid, + url: getDataURL( image ) + }; + + } + + output.image = image.uuid; + + } + + meta.textures[ this.uuid ] = output; + + return output; + + }, + + dispose: function () { + + this.dispatchEvent( { type: 'dispose' } ); + + }, + + transformUv: function ( uv ) { + + if ( this.mapping !== THREE.UVMapping ) return; + + uv.multiply( this.repeat ); + uv.add( this.offset ); + + if ( uv.x < 0 || uv.x > 1 ) { + + switch ( this.wrapS ) { + + case THREE.RepeatWrapping: + + uv.x = uv.x - Math.floor( uv.x ); + break; + + case THREE.ClampToEdgeWrapping: + + uv.x = uv.x < 0 ? 0 : 1; + break; + + case THREE.MirroredRepeatWrapping: + + if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { + + uv.x = Math.ceil( uv.x ) - uv.x; + + } else { + + uv.x = uv.x - Math.floor( uv.x ); + + } + break; + + } + + } + + if ( uv.y < 0 || uv.y > 1 ) { + + switch ( this.wrapT ) { + + case THREE.RepeatWrapping: + + uv.y = uv.y - Math.floor( uv.y ); + break; + + case THREE.ClampToEdgeWrapping: + + uv.y = uv.y < 0 ? 0 : 1; + break; + + case THREE.MirroredRepeatWrapping: + + if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { + + uv.y = Math.ceil( uv.y ) - uv.y; + + } else { + + uv.y = uv.y - Math.floor( uv.y ); + + } + break; + + } + + } + + if ( this.flipY ) { + + uv.y = 1 - uv.y; + + } + + } + +}; + +THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype ); + +THREE.TextureIdCount = 0; + +// File:src/textures/CanvasTexture.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.CanvasTexture = function ( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + THREE.Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.needsUpdate = true; + +}; + +THREE.CanvasTexture.prototype = Object.create( THREE.Texture.prototype ); +THREE.CanvasTexture.prototype.constructor = THREE.CanvasTexture; + +// File:src/textures/CubeTexture.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { + + images = images !== undefined ? images : []; + mapping = mapping !== undefined ? mapping : THREE.CubeReflectionMapping; + + THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); + + this.flipY = false; + +}; + +THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype ); +THREE.CubeTexture.prototype.constructor = THREE.CubeTexture; + +Object.defineProperty( THREE.CubeTexture.prototype, 'images', { + + get: function () { + + return this.image; + + }, + + set: function ( value ) { + + this.image = value; + + } + +} ); + +// 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; + +// 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 }; + + this.magFilter = magFilter !== undefined ? magFilter : THREE.NearestFilter; + this.minFilter = minFilter !== undefined ? minFilter : THREE.NearestFilter; + + this.flipY = false; + this.generateMipmaps = false; + +}; + +THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype ); +THREE.DataTexture.prototype.constructor = THREE.DataTexture; + +// 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; + + function update() { + + 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/Points.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.Points = function ( geometry, material ) { + + THREE.Object3D.call( this ); + + this.type = 'Points'; + + this.geometry = geometry !== undefined ? geometry : new THREE.Geometry(); + this.material = material !== undefined ? material : new THREE.PointsMaterial( { color: Math.random() * 0xffffff } ); + +}; + +THREE.Points.prototype = Object.create( THREE.Object3D.prototype ); +THREE.Points.prototype.constructor = THREE.Points; + +THREE.Points.prototype.raycast = ( function () { + + var inverseMatrix = new THREE.Matrix4(); + var ray = new THREE.Ray(); + var sphere = new THREE.Sphere(); + + return function raycast( raycaster, intersects ) { + + var object = this; + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; + var threshold = raycaster.params.Points.threshold; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + + // + + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + + var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); + var localThresholdSq = localThreshold * localThreshold; + var position = new THREE.Vector3(); + + function testPoint( point, index ) { + + var rayPointDistanceSq = ray.distanceSqToPoint( point ); + + if ( rayPointDistanceSq < localThresholdSq ) { + + var intersectPoint = ray.closestPointToPoint( point ); + intersectPoint.applyMatrix4( matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( intersectPoint ); + + if ( distance < raycaster.near || distance > raycaster.far ) return; + + intersects.push( { + + distance: distance, + distanceToRay: Math.sqrt( rayPointDistanceSq ), + point: intersectPoint.clone(), + index: index, + face: null, + object: object + + } ); + + } + + } + + if ( geometry instanceof THREE.BufferGeometry ) { + + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; + + if ( index !== null ) { + + var indices = index.array; + + for ( var i = 0, il = indices.length; i < il; i ++ ) { + + var a = indices[ i ]; + + position.fromArray( positions, a * 3 ); + + testPoint( position, a ); + + } + + } else { + + for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { + + position.fromArray( positions, i * 3 ); + + testPoint( position, i ); + + } + + } + + } else { + + var vertices = geometry.vertices; + + for ( var i = 0, l = vertices.length; i < l; i ++ ) { + + testPoint( vertices[ i ], i ); + + } + + } + + }; + +}() ); + +THREE.Points.prototype.clone = function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + +}; + +// File:src/objects/Line.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.Line = function ( geometry, material, mode ) { + + if ( mode === 1 ) { + + console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' ); + return new THREE.LineSegments( geometry, material ); + + } + + 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 } ); + +}; + +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 raycast( raycaster, intersects ) { + + var precision = raycaster.linePrecision; + var precisionSq = precision * precision; + + var geometry = this.geometry; + var matrixWorld = this.matrixWorld; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + + // + + inverseMatrix.getInverse( 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 instanceof THREE.LineSegments ? 2 : 1; + + if ( geometry instanceof THREE.BufferGeometry ) { + + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; + + if ( index !== null ) { + + var indices = index.array; + + for ( var i = 0, l = indices.length - 1; i < l; i += step ) { + + var a = indices[ i ]; + var b = 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; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + var distance = raycaster.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 { + + for ( var i = 0, l = positions.length / 3 - 1; i < l; 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; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + var distance = raycaster.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; + + interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation + + var distance = raycaster.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 () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + +}; + +// DEPRECATED + +THREE.LineStrip = 0; +THREE.LinePieces = 1; + +// File:src/objects/LineSegments.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.LineSegments = function ( geometry, material ) { + + THREE.Line.call( this, geometry, material ); + + this.type = 'LineSegments'; + +}; + +THREE.LineSegments.prototype = Object.create( THREE.Line.prototype ); +THREE.LineSegments.prototype.constructor = THREE.LineSegments; + +// 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.drawMode = THREE.TrianglesDrawMode; + + this.updateMorphTargets(); + +}; + +THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype ); +THREE.Mesh.prototype.constructor = THREE.Mesh; + +THREE.Mesh.prototype.setDrawMode = function ( value ) { + + this.drawMode = value; + +}; + +THREE.Mesh.prototype.updateMorphTargets = function () { + + if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) { + + this.morphTargetBase = - 1; + 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 ]; + + } + + console.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(); + + var tempA = new THREE.Vector3(); + var tempB = new THREE.Vector3(); + var tempC = new THREE.Vector3(); + + var uvA = new THREE.Vector2(); + var uvB = new THREE.Vector2(); + var uvC = new THREE.Vector2(); + + var barycoord = new THREE.Vector3(); + + var intersectionPoint = new THREE.Vector3(); + var intersectionPointWorld = new THREE.Vector3(); + + function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) { + + THREE.Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord ); + + uv1.multiplyScalar( barycoord.x ); + uv2.multiplyScalar( barycoord.y ); + uv3.multiplyScalar( barycoord.z ); + + uv1.add( uv2 ).add( uv3 ); + + return uv1.clone(); + + } + + function checkIntersection( object, raycaster, ray, pA, pB, pC, point ) { + + var intersect; + var material = object.material; + + if ( material.side === THREE.BackSide ) { + + intersect = ray.intersectTriangle( pC, pB, pA, true, point ); + + } else { + + intersect = ray.intersectTriangle( pA, pB, pC, material.side !== THREE.DoubleSide, point ); + + } + + if ( intersect === null ) return null; + + intersectionPointWorld.copy( point ); + intersectionPointWorld.applyMatrix4( object.matrixWorld ); + + var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld ); + + if ( distance < raycaster.near || distance > raycaster.far ) return null; + + return { + distance: distance, + point: intersectionPointWorld.clone(), + object: object + }; + + } + + function checkBufferGeometryIntersection( object, raycaster, ray, positions, uvs, a, b, c ) { + + vA.fromArray( positions, a * 3 ); + vB.fromArray( positions, b * 3 ); + vC.fromArray( positions, c * 3 ); + + var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint ); + + if ( intersection ) { + + if ( uvs ) { + + uvA.fromArray( uvs, a * 2 ); + uvB.fromArray( uvs, b * 2 ); + uvC.fromArray( uvs, c * 2 ); + + intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC ); + + } + + intersection.face = new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ); + intersection.faceIndex = a; + + } + + return intersection; + + } + + return function raycast( raycaster, intersects ) { + + var geometry = this.geometry; + var material = this.material; + var matrixWorld = this.matrixWorld; + + if ( material === undefined ) return; + + // Checking boundingSphere distance to ray + + if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); + + sphere.copy( geometry.boundingSphere ); + sphere.applyMatrix4( matrixWorld ); + + if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; + + // + + inverseMatrix.getInverse( matrixWorld ); + ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); + + // Check boundingBox before continuing + + if ( geometry.boundingBox !== null ) { + + if ( ray.intersectsBox( geometry.boundingBox ) === false ) return; + + } + + var uvs, intersection; + + if ( geometry instanceof THREE.BufferGeometry ) { + + var a, b, c; + var index = geometry.index; + var attributes = geometry.attributes; + var positions = attributes.position.array; + + if ( attributes.uv !== undefined ) { + + uvs = attributes.uv.array; + + } + + if ( index !== null ) { + + var indices = index.array; + + for ( var i = 0, l = indices.length; i < l; i += 3 ) { + + a = indices[ i ]; + b = indices[ i + 1 ]; + c = indices[ i + 2 ]; + + intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c ); + + if ( intersection ) { + + intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics + intersects.push( intersection ); + + } + + } + + } else { + + + for ( var i = 0, l = positions.length; i < l; i += 9 ) { + + a = i / 3; + b = a + 1; + c = a + 2; + + intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c ); + + if ( intersection ) { + + intersection.index = a; // triangle number in positions buffer semantics + intersects.push( intersection ); + + } + + } + + } + + } else if ( geometry instanceof THREE.Geometry ) { + + var fvA, fvB, fvC; + var isFaceMaterial = material instanceof THREE.MultiMaterial; + var materials = isFaceMaterial === true ? material.materials : null; + + var vertices = geometry.vertices; + var faces = geometry.faces; + var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; + if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs; + + for ( var f = 0, fl = faces.length; f < fl; f ++ ) { + + var face = faces[ f ]; + var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material; + + if ( faceMaterial === undefined ) continue; + + fvA = vertices[ face.a ]; + fvB = vertices[ face.b ]; + fvC = vertices[ face.c ]; + + if ( faceMaterial.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.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence ); + vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence ); + vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence ); + + } + + vA.add( fvA ); + vB.add( fvB ); + vC.add( fvC ); + + fvA = vA; + fvB = vB; + fvC = vC; + + } + + intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint ); + + if ( intersection ) { + + if ( uvs ) { + + var uvs_f = uvs[ f ]; + uvA.copy( uvs_f[ 0 ] ); + uvB.copy( uvs_f[ 1 ] ); + uvC.copy( uvs_f[ 2 ] ); + + intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC ); + + } + + intersection.face = face; + intersection.faceIndex = f; + intersects.push( intersection ); + + } + + } + + } + + }; + +}() ); + +THREE.Mesh.prototype.clone = function () { + + return new this.constructor( this.geometry, this.material ).copy( this ); + +}; + +// 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; + +THREE.Bone.prototype.copy = function ( source ) { + + THREE.Object3D.prototype.copy.call( this, source ); + + this.skin = source.skin; + + return this; + +}; + +// 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 * 4 pixels = (8 * 8) + // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) + // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) + // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) + + + var size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix + size = THREE.Math.nextPowerOfTwo( Math.ceil( size ) ); + size = Math.max( size, 4 ); + + 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 ); + + } 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 { + + console.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 update() { + + // 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; + + } + + }; + +} )(); + +THREE.Skeleton.prototype.clone = function () { + + return new THREE.Skeleton( this.bones, this.boneInverses, this.useVertexTexture ); + +}; + +// 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; + + for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) { + + gbone = this.geometry.bones[ b ]; + + bone = new THREE.Bone( this ); + bones.push( bone ); + + bone.name = gbone.name; + bone.position.fromArray( gbone.pos ); + bone.quaternion.fromArray( gbone.rotq ); + if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl ); + + } + + for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) { + + gbone = this.geometry.bones[ b ]; + + if ( gbone.parent !== - 1 && gbone.parent !== null ) { + + bones[ gbone.parent ].add( bones[ b ] ); + + } else { + + this.add( bones[ b ] ); + + } + + } + + } + + this.normalizeSkinWeights(); + + this.updateMatrixWorld( true ); + this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ), this.matrixWorld ); + +}; + + +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 ); + + this.skeleton.calculateInverses(); + + 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.skinWeights.length; i ++ ) { + + var sw = this.geometry.skinWeights[ i ]; + + var scale = 1.0 / sw.lengthManhattan(); + + if ( scale !== Infinity ) { + + sw.multiplyScalar( scale ); + + } else { + + sw.set( 1, 0, 0, 0 ); // do something reasonable + + } + + } + + } else if ( this.geometry instanceof THREE.BufferGeometry ) { + + var vec = new THREE.Vector4(); + + var skinWeight = this.geometry.attributes.skinWeight; + + for ( var i = 0; i < skinWeight.count; i ++ ) { + + vec.x = skinWeight.getX( i ); + vec.y = skinWeight.getY( i ); + vec.z = skinWeight.getZ( i ); + vec.w = skinWeight.getW( i ); + + var scale = 1.0 / vec.lengthManhattan(); + + if ( scale !== Infinity ) { + + vec.multiplyScalar( scale ); + + } else { + + vec.set( 1, 0, 0, 0 ); // do something reasonable + + } + + skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w ); + + } + + } + +}; + +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 { + + console.warn( 'THREE.SkinnedMesh unrecognized bindMode: ' + this.bindMode ); + + } + +}; + +THREE.SkinnedMesh.prototype.clone = function() { + + return new this.constructor( this.geometry, this.material, this.useVertexTexture ).copy( this ); + +}; + +// 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.type = 'LOD'; + + Object.defineProperties( this, { + levels: { + enumerable: true, + value: [] + }, + objects: { + get: function () { + + console.warn( 'THREE.LOD: .objects has been renamed to .levels.' ); + return this.levels; + + } + } + } ); + +}; + + +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 ); + + var levels = this.levels; + + for ( var l = 0; l < levels.length; l ++ ) { + + if ( distance < levels[ l ].distance ) { + + break; + + } + + } + + levels.splice( l, 0, { distance: distance, object: object } ); + + this.add( object ); + +}; + +THREE.LOD.prototype.getObjectForDistance = function ( distance ) { + + var levels = this.levels; + + for ( var i = 1, l = levels.length; i < l; i ++ ) { + + if ( distance < levels[ i ].distance ) { + + break; + + } + + } + + return levels[ i - 1 ].object; + +}; + +THREE.LOD.prototype.raycast = ( function () { + + var matrixPosition = new THREE.Vector3(); + + return function raycast( 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 update( camera ) { + + var levels = this.levels; + + if ( levels.length > 1 ) { + + v1.setFromMatrixPosition( camera.matrixWorld ); + v2.setFromMatrixPosition( this.matrixWorld ); + + var distance = v1.distanceTo( v2 ); + + levels[ 0 ].object.visible = true; + + for ( var i = 1, l = levels.length; i < l; i ++ ) { + + if ( distance >= levels[ i ].distance ) { + + levels[ i - 1 ].object.visible = false; + levels[ i ].object.visible = true; + + } else { + + break; + + } + + } + + for ( ; i < l; i ++ ) { + + levels[ i ].object.visible = false; + + } + + } + + }; + +}(); + +THREE.LOD.prototype.copy = function ( source ) { + + THREE.Object3D.prototype.copy.call( this, source, false ); + + var levels = source.levels; + + for ( var i = 0, l = levels.length; i < l; i ++ ) { + + var level = levels[ i ]; + + this.addLevel( level.object.clone(), level.distance ); + + } + + return this; + +}; + +THREE.LOD.prototype.toJSON = function ( meta ) { + + var data = THREE.Object3D.prototype.toJSON.call( this, meta ); + + data.object.levels = []; + + var levels = this.levels; + + for ( var i = 0, l = levels.length; i < l; i ++ ) { + + var level = levels[ i ]; + + data.object.levels.push( { + object: level.object.uuid, + distance: level.distance + } ); + + } + + return data; + +}; + +// 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.setIndex( new THREE.BufferAttribute( indices, 1 ) ); + geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); + geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) ); + + return function Sprite( 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 raycast( raycaster, intersects ) { + + matrixPosition.setFromMatrixPosition( this.matrixWorld ); + + var distanceSq = raycaster.ray.distanceSqToPoint( matrixPosition ); + var guessSizeSq = this.scale.x * this.scale.y; + + if ( distanceSq > guessSizeSq ) { + + return; + + } + + intersects.push( { + + distance: Math.sqrt( distanceSq ), + point: this.position, + face: null, + object: this + + } ); + + }; + +}() ); + +THREE.Sprite.prototype.clone = function () { + + return new this.constructor( this.material ).copy( this ); + +}; + +// 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 in front z = 1 is back + scale: 1, // scale + rotation: 0, // 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; + + } + +}; + +THREE.LensFlare.prototype.copy = function ( source ) { + + THREE.Object3D.prototype.copy.call( this, source ); + + this.positionScreen.copy( source.positionScreen ); + this.customUpdateCallback = source.customUpdateCallback; + + for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) { + + this.lensFlares.push( source.lensFlares[ i ] ); + + } + + return this; + +}; + +// 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.copy = function ( source, recursive ) { + + THREE.Object3D.prototype.copy.call( this, source, recursive ); + + if ( source.fog !== null ) this.fog = source.fog.clone(); + if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); + + this.autoUpdate = source.autoUpdate; + this.matrixAutoUpdate = source.matrixAutoUpdate; + + return this; + +}; + +// 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/alphamap_fragment.glsl + +THREE.ShaderChunk[ 'alphamap_fragment' ] = "#ifdef USE_ALPHAMAP\n diffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl + +THREE.ShaderChunk[ 'alphamap_pars_fragment' ] = "#ifdef USE_ALPHAMAP\n uniform sampler2D alphaMap;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl + +THREE.ShaderChunk[ 'alphatest_fragment' ] = "#ifdef ALPHATEST\n if ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/aomap_fragment.glsl + +THREE.ShaderChunk[ 'aomap_fragment' ] = "#ifdef USE_AOMAP\n float ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n reflectedLight.indirectDiffuse *= ambientOcclusion;\n #if defined( USE_ENVMAP ) && defined( STANDARD )\n float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n #endif\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl + +THREE.ShaderChunk[ 'aomap_pars_fragment' ] = "#ifdef USE_AOMAP\n uniform sampler2D aoMap;\n uniform float aoMapIntensity;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/begin_vertex.glsl + +THREE.ShaderChunk[ 'begin_vertex' ] = "\nvec3 transformed = vec3( position );\n"; + +// File:src/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl + +THREE.ShaderChunk[ 'beginnormal_vertex' ] = "\nvec3 objectNormal = vec3( normal );\n"; + +// File:src/renderers/shaders/ShaderChunk/bsdfs.glsl + +THREE.ShaderChunk[ 'bsdfs' ] = "bool testLightInRange( const in float lightDistance, const in float cutoffDistance ) {\n return any( bvec2( cutoffDistance == 0.0, lightDistance < cutoffDistance ) );\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n if( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n float maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n return distanceFalloff * maxDistanceCutoffFactor;\n#else\n return pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n }\n return 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n return RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n float fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n return ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n float a2 = pow2( alpha );\n float gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n float gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n return 1.0 / ( gl * gv );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n float a2 = pow2( alpha );\n float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n return RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n float alpha = pow2( roughness );\n vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n float dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n float dotNH = saturate( dot( geometry.normal, halfDir ) );\n float dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n vec3 F = F_Schlick( specularColor, dotLH );\n float G = G_GGX_Smith( alpha, dotNL, dotNV );\n float D = D_GGX( alpha, dotNH );\n return F * ( G * D );\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n vec4 r = roughness * c0 + c1;\n float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n return specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n return 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n float dotNH = saturate( dot( geometry.normal, halfDir ) );\n float dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n vec3 F = F_Schlick( specularColor, dotLH );\n float G = G_BlinnPhong_Implicit( );\n float D = D_BlinnPhong( shininess, dotNH );\n return F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n return ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n return sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n"; + +// File:src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'bumpmap_pars_fragment' ] = "#ifdef USE_BUMPMAP\n uniform sampler2D bumpMap;\n uniform float bumpScale;\n vec2 dHdxy_fwd() {\n vec2 dSTdx = dFdx( vUv );\n vec2 dSTdy = dFdy( vUv );\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 return vec2( dBx, dBy );\n }\n vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n vec3 vSigmaX = dFdx( surf_pos );\n vec3 vSigmaY = dFdy( surf_pos );\n vec3 vN = surf_norm;\n vec3 R1 = cross( vSigmaY, vN );\n vec3 R2 = cross( vN, vSigmaX );\n float fDet = dot( vSigmaX, R1 );\n vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n return normalize( abs( fDet ) * surf_norm - vGrad );\n }\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/color_fragment.glsl + +THREE.ShaderChunk[ 'color_fragment' ] = "#ifdef USE_COLOR\n diffuseColor.rgb *= vColor;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl + +THREE.ShaderChunk[ 'color_pars_fragment' ] = "#ifdef USE_COLOR\n varying vec3 vColor;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl + +THREE.ShaderChunk[ 'color_pars_vertex' ] = "#ifdef USE_COLOR\n varying vec3 vColor;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/color_vertex.glsl + +THREE.ShaderChunk[ 'color_vertex' ] = "#ifdef USE_COLOR\n vColor.xyz = color.xyz;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/common.glsl + +THREE.ShaderChunk[ 'common' ] = "#define PI 3.14159\n#define PI2 6.28318\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nstruct IncidentLight {\n vec3 color;\n vec3 direction;\n bool visible;\n};\nstruct ReflectedLight {\n vec3 directDiffuse;\n vec3 directSpecular;\n vec3 indirectDiffuse;\n vec3 indirectSpecular;\n};\nstruct GeometricContext {\n vec3 position;\n vec3 normal;\n vec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n return normalize( ( vec4( dir, 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 - distance * planeNormal + point;\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 lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\n"; + +// File:src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl + +THREE.ShaderChunk[ 'cube_uv_reflection_fragment' ] = "#ifdef ENVMAP_TYPE_CUBE_UV\nconst float cubeUV_textureSize = 1024.0;\nint getFaceFromDirection(vec3 direction) {\n vec3 absDirection = abs(direction);\n int face = -1;\n if( absDirection.x > absDirection.z ) {\n if(absDirection.x > absDirection.y )\n face = direction.x > 0.0 ? 0 : 3;\n else\n face = direction.y > 0.0 ? 1 : 4;\n }\n else {\n if(absDirection.z > absDirection.y )\n face = direction.z > 0.0 ? 2 : 5;\n else\n face = direction.y > 0.0 ? 1 : 4;\n }\n return face;\n}\nconst float cubeUV_maxLods1 = log2(cubeUV_textureSize*0.25) - 1.0;\nconst float cubeUV_rangeClamp = exp2((6.0 - 1.0) * 2.0);\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n float scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n float dxRoughness = dFdx(roughness);\n float dyRoughness = dFdy(roughness);\n vec3 dx = dFdx( vec * scale * dxRoughness );\n vec3 dy = dFdy( vec * scale * dyRoughness );\n float d = max( dot( dx, dx ), dot( dy, dy ) );\n d = clamp(d, 1.0, cubeUV_rangeClamp);\n float mipLevel = 0.5 * log2(d);\n return vec2(floor(mipLevel), fract(mipLevel));\n}\nconst float cubeUV_maxLods2 = log2(cubeUV_textureSize*0.25) - 2.0;\nconst float cubeUV_rcpTextureSize = 1.0 / cubeUV_textureSize;\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n mipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n float a = 16.0 * cubeUV_rcpTextureSize;\n vec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n vec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n float powScale = exp2_packed.x * exp2_packed.y;\n float scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n float mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n bool bRes = mipLevel == 0.0;\n scale = bRes && (scale < a) ? a : scale;\n vec3 r;\n vec2 offset;\n int face = getFaceFromDirection(direction);\n float rcpPowScale = 1.0 / powScale;\n if( face == 0) {\n r = vec3(direction.x, -direction.z, direction.y);\n offset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n }\n else if( face == 1) {\n r = vec3(direction.y, direction.x, direction.z);\n offset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n }\n else if( face == 2) {\n r = vec3(direction.z, direction.x, direction.y);\n offset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n }\n else if( face == 3) {\n r = vec3(direction.x, direction.z, direction.y);\n offset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n }\n else if( face == 4) {\n r = vec3(direction.y, direction.x, -direction.z);\n offset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n }\n else {\n r = vec3(direction.z, -direction.x, direction.y);\n offset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n }\n r = normalize(r);\n float texelOffset = 0.5 * cubeUV_rcpTextureSize;\n vec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n vec2 base = offset + vec2( texelOffset );\n return base + s * ( scale - 2.0 * texelOffset );\n}\nconst float cubeUV_maxLods3 = log2(cubeUV_textureSize*0.25) - 3.0;\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n float roughnessVal = roughness* cubeUV_maxLods3;\n float r1 = floor(roughnessVal);\n float r2 = r1 + 1.0;\n float t = fract(roughnessVal);\n vec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n float s = mipInfo.y;\n float level0 = mipInfo.x;\n float level1 = level0 + 1.0;\n level1 = level1 > 5.0 ? 5.0 : level1;\n level0 += min( floor( s + 0.5 ), 5.0 );\n vec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n vec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n vec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n vec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n vec4 result = mix(color10, color20, t);\n return vec4(result.rgb, 1.0);\n}\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl + +THREE.ShaderChunk[ 'defaultnormal_vertex' ] = "#ifdef FLIP_SIDED\n objectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;\n"; + +// File:src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl + +THREE.ShaderChunk[ 'displacementmap_vertex' ] = "#ifdef USE_DISPLACEMENTMAP\n transformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl + +THREE.ShaderChunk[ 'displacementmap_pars_vertex' ] = "#ifdef USE_DISPLACEMENTMAP\n uniform sampler2D displacementMap;\n uniform float displacementScale;\n uniform float displacementBias;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl + +THREE.ShaderChunk[ 'emissivemap_fragment' ] = "#ifdef USE_EMISSIVEMAP\n vec4 emissiveColor = texture2D( emissiveMap, vUv );\n emissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n totalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl + +THREE.ShaderChunk[ 'emissivemap_pars_fragment' ] = "#ifdef USE_EMISSIVEMAP\n uniform sampler2D emissiveMap;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl + +THREE.ShaderChunk[ 'encodings_pars_fragment' ] = "\nvec4 LinearToLinear( in vec4 value ) {\n return value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n float maxComponent = max( max( value.r, value.g ), value.b );\n float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n M = ceil( M * 255.0 ) / 255.0;\n return vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float D = max( maxRange / maxRGB, 1.0 );\n D = min( floor( D ) / 255.0, 1.0 );\n return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n vec4 vResult;\n vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n vResult.w = fract(Le);\n vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n return vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n float Le = value.z * 255.0 + value.w;\n vec3 Xp_Y_XYZp;\n Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n return vec4( max(vRGB, 0.0), 1.0 );\n}\n"; + +// File:src/renderers/shaders/ShaderChunk/encodings_fragment.glsl + +THREE.ShaderChunk[ 'encodings_fragment' ] = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n"; + +// File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl + +THREE.ShaderChunk[ 'envmap_fragment' ] = "#ifdef USE_ENVMAP\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n #ifdef ENVMAP_MODE_REFLECTION\n vec3 reflectVec = reflect( cameraToVertex, worldNormal );\n #else\n vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n #endif\n #else\n vec3 reflectVec = vReflect;\n #endif\n #ifdef DOUBLE_SIDED\n float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n #else\n float flipNormal = 1.0;\n #endif\n #ifdef ENVMAP_TYPE_CUBE\n vec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\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 #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 envColor = envMapTexelToLinear( envColor );\n #ifdef ENVMAP_BLENDING_MULTIPLY\n outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n #elif defined( ENVMAP_BLENDING_MIX )\n outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n #elif defined( ENVMAP_BLENDING_ADD )\n outgoingLight += envColor.xyz * specularStrength * reflectivity;\n #endif\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'envmap_pars_fragment' ] = "#if defined( USE_ENVMAP ) || defined( STANDARD )\n uniform float reflectivity;\n uniform float envMapIntenstiy;\n#endif\n#ifdef USE_ENVMAP\n #ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube envMap;\n #else\n uniform sampler2D envMap;\n #endif\n uniform float flipEnvMap;\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( STANDARD )\n uniform float refractionRatio;\n #else\n varying vec3 vReflect;\n #endif\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 ) && ! defined( STANDARD )\n varying vec3 vReflect;\n uniform float refractionRatio;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl + +THREE.ShaderChunk[ 'envmap_vertex' ] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )\n vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n #ifdef ENVMAP_MODE_REFLECTION\n vReflect = reflect( cameraToVertex, worldNormal );\n #else\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n #endif\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl + +THREE.ShaderChunk[ 'fog_fragment' ] = "#ifdef USE_FOG\n #ifdef USE_LOGDEPTHBUF_EXT\n float depth = gl_FragDepthEXT / gl_FragCoord.w;\n #else\n float depth = gl_FragCoord.z / gl_FragCoord.w;\n #endif\n #ifdef FOG_EXP2\n float fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n #else\n float fogFactor = smoothstep( fogNear, fogFar, depth );\n #endif\n gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl + +THREE.ShaderChunk[ 'fog_pars_fragment' ] = "#ifdef USE_FOG\n uniform vec3 fogColor;\n #ifdef FOG_EXP2\n uniform float fogDensity;\n #else\n uniform float fogNear;\n uniform float fogFar;\n #endif\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl + +THREE.ShaderChunk[ 'lightmap_fragment' ] = "#ifdef USE_LIGHTMAP\n reflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'lightmap_pars_fragment' ] = "#ifdef USE_LIGHTMAP\n uniform sampler2D lightMap;\n uniform float lightMapIntensity;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl + +THREE.ShaderChunk[ 'lights_lambert_vertex' ] = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n vLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n directLight = getPointDirectLightIrradiance( pointLights[ i ], geometry );\n dotNL = dot( geometry.normal, directLight.direction );\n directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_SPOT_LIGHTS > 0\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n directLight = getSpotDirectLightIrradiance( spotLights[ i ], geometry );\n dotNL = dot( geometry.normal, directLight.direction );\n directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_DIR_LIGHTS > 0\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n directLight = getDirectionalDirectLightIrradiance( directionalLights[ i ], geometry );\n dotNL = dot( geometry.normal, directLight.direction );\n directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_HEMI_LIGHTS > 0\n for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n vLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n #ifdef DOUBLE_SIDED\n vLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n #endif\n }\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/lights_pars.glsl + +THREE.ShaderChunk[ 'lights_pars' ] = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n vec3 irradiance = ambientLightColor;\n #ifndef PHYSICALLY_CORRECT_LIGHTS\n irradiance *= PI;\n #endif\n return irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n struct DirectionalLight {\n vec3 direction;\n vec3 color;\n int shadow;\n float shadowBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n IncidentLight getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry ) {\n IncidentLight directLight;\n directLight.color = directionalLight.color;\n directLight.direction = directionalLight.direction;\n directLight.visible = true;\n return directLight;\n }\n#endif\n#if NUM_POINT_LIGHTS > 0\n struct PointLight {\n vec3 position;\n vec3 color;\n float distance;\n float decay;\n int shadow;\n float shadowBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n IncidentLight getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry ) {\n IncidentLight directLight;\n vec3 lVector = pointLight.position - geometry.position;\n directLight.direction = normalize( lVector );\n float lightDistance = length( lVector );\n if ( testLightInRange( lightDistance, pointLight.distance ) ) {\n directLight.color = pointLight.color;\n directLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n directLight.visible = true;\n } else {\n directLight.color = vec3( 0.0 );\n directLight.visible = false;\n }\n return directLight;\n }\n#endif\n#if NUM_SPOT_LIGHTS > 0\n struct SpotLight {\n vec3 position;\n vec3 direction;\n vec3 color;\n float distance;\n float decay;\n float coneCos;\n float penumbraCos;\n int shadow;\n float shadowBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n IncidentLight getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry ) {\n IncidentLight directLight;\n vec3 lVector = spotLight.position - geometry.position;\n directLight.direction = normalize( lVector );\n float lightDistance = length( lVector );\n float angleCos = dot( directLight.direction, spotLight.direction );\n if ( all( bvec2( angleCos > spotLight.coneCos, testLightInRange( lightDistance, spotLight.distance ) ) ) ) {\n float spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n directLight.color = spotLight.color;\n directLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n directLight.visible = true;\n } else {\n directLight.color = vec3( 0.0 );\n directLight.visible = false;\n }\n return directLight;\n }\n#endif\n#if NUM_HEMI_LIGHTS > 0\n struct HemisphereLight {\n vec3 direction;\n vec3 skyColor;\n vec3 groundColor;\n };\n uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n float dotNL = dot( geometry.normal, hemiLight.direction );\n float hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n #ifndef PHYSICALLY_CORRECT_LIGHTS\n irradiance *= PI;\n #endif\n return irradiance;\n }\n#endif\n#if defined( USE_ENVMAP ) && defined( STANDARD )\n vec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n #ifdef DOUBLE_SIDED\n float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n #else\n float flipNormal = 1.0;\n #endif\n vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n #ifdef ENVMAP_TYPE_CUBE\n vec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n #else\n vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n #endif\n #elif defined( ENVMAP_TYPE_CUBE_UV )\n vec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n vec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n #else\n vec4 envMapColor = vec4( 0.0 );\n #endif\n envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n return PI * envMapColor.rgb * envMapIntensity;\n }\n float getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n float maxMIPLevelScalar = float( maxMIPLevel );\n float desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n return clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n }\n vec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n #ifdef ENVMAP_MODE_REFLECTION\n vec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n #else\n vec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n #endif\n #ifdef DOUBLE_SIDED\n float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n #else\n float flipNormal = 1.0;\n #endif\n reflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n float specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n #ifdef ENVMAP_TYPE_CUBE\n vec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n #else\n vec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n #endif\n #elif defined( ENVMAP_TYPE_CUBE_UV )\n vec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n vec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\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 #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n #else\n vec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n #endif\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 #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n #else\n vec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n #endif\n #endif\n envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n return envMapColor.rgb * envMapIntensity;\n }\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl + +THREE.ShaderChunk[ 'lights_phong_fragment' ] = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n"; + +// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl + +THREE.ShaderChunk[ 'lights_phong_pars_fragment' ] = "#ifdef USE_ENVMAP\n varying vec3 vWorldPosition;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n vec3 diffuseColor;\n vec3 specularColor;\n float specularShininess;\n float specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n vec3 irradiance = dotNL * directLight.color;\n #ifndef PHYSICALLY_CORRECT_LIGHTS\n irradiance *= PI;\n #endif\n reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct RE_Direct_BlinnPhong\n#define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material ) (0)\n"; + +// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl + +THREE.ShaderChunk[ 'lights_phong_pars_vertex' ] = "#ifdef USE_ENVMAP\n varying vec3 vWorldPosition;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl + +THREE.ShaderChunk[ 'lights_phong_vertex' ] = "#ifdef USE_ENVMAP\n vWorldPosition = worldPosition.xyz;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/lights_standard_fragment.glsl + +THREE.ShaderChunk[ 'lights_standard_fragment' ] = "StandardMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\nmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n"; + +// File:src/renderers/shaders/ShaderChunk/lights_standard_pars_fragment.glsl + +THREE.ShaderChunk[ 'lights_standard_pars_fragment' ] = "struct StandardMaterial {\n vec3 diffuseColor;\n float specularRoughness;\n vec3 specularColor;\n};\nvoid RE_Direct_Standard( const in IncidentLight directLight, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {\n float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n vec3 irradiance = dotNL * directLight.color;\n #ifndef PHYSICALLY_CORRECT_LIGHTS\n irradiance *= PI;\n #endif\n reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n reflectedLight.directSpecular += irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n}\nvoid RE_IndirectDiffuse_Standard( const in vec3 irradiance, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Standard( const in vec3 radiance, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectSpecular += radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n}\n#define RE_Direct RE_Direct_Standard\n#define RE_IndirectDiffuse RE_IndirectDiffuse_Standard\n#define RE_IndirectSpecular RE_IndirectSpecular_Standard\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n"; + +// File:src/renderers/shaders/ShaderChunk/lights_template.glsl + +THREE.ShaderChunk[ 'lights_template' ] = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n PointLight pointLight;\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n pointLight = pointLights[ i ];\n directLight = getPointDirectLightIrradiance( pointLight, geometry );\n #ifdef USE_SHADOWMAP\n directLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n SpotLight spotLight;\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n spotLight = spotLights[ i ];\n directLight = getSpotDirectLightIrradiance( spotLight, geometry );\n #ifdef USE_SHADOWMAP\n directLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n DirectionalLight directionalLight;\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n directionalLight = directionalLights[ i ];\n directLight = getDirectionalDirectLightIrradiance( directionalLight, geometry );\n #ifdef USE_SHADOWMAP\n directLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if defined( RE_IndirectDiffuse )\n vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n #ifdef USE_LIGHTMAP\n vec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n #ifndef PHYSICALLY_CORRECT_LIGHTS\n lightMapIrradiance *= PI;\n #endif\n irradiance += lightMapIrradiance;\n #endif\n #if ( NUM_HEMI_LIGHTS > 0 )\n for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n }\n #endif\n #if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n irradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n #endif\n RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n vec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n RE_IndirectSpecular( radiance, geometry, material, reflectedLight );\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl + +THREE.ShaderChunk[ 'logdepthbuf_fragment' ] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl + +THREE.ShaderChunk[ 'logdepthbuf_pars_fragment' ] = "#ifdef USE_LOGDEPTHBUF\n uniform float logDepthBufFC;\n #ifdef USE_LOGDEPTHBUF_EXT\n varying float vFragDepth;\n #endif\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl + +THREE.ShaderChunk[ 'logdepthbuf_pars_vertex' ] = "#ifdef USE_LOGDEPTHBUF\n #ifdef USE_LOGDEPTHBUF_EXT\n varying float vFragDepth;\n #endif\n uniform float logDepthBufFC;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl + +THREE.ShaderChunk[ 'logdepthbuf_vertex' ] = "#ifdef USE_LOGDEPTHBUF\n gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n #ifdef USE_LOGDEPTHBUF_EXT\n vFragDepth = 1.0 + gl_Position.w;\n #else\n gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n #endif\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/map_fragment.glsl + +THREE.ShaderChunk[ 'map_fragment' ] = "#ifdef USE_MAP\n vec4 texelColor = texture2D( map, vUv );\n texelColor = mapTexelToLinear( texelColor );\n diffuseColor *= texelColor;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl + +THREE.ShaderChunk[ 'map_pars_fragment' ] = "#ifdef USE_MAP\n uniform sampler2D map;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl + +THREE.ShaderChunk[ 'map_particle_fragment' ] = "#ifdef USE_MAP\n vec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n diffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl + +THREE.ShaderChunk[ 'map_particle_pars_fragment' ] = "#ifdef USE_MAP\n uniform vec4 offsetRepeat;\n uniform sampler2D map;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl + +THREE.ShaderChunk[ 'metalnessmap_fragment' ] = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n vec4 texelMetalness = texture2D( metalnessMap, vUv );\n metalnessFactor *= texelMetalness.r;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'metalnessmap_pars_fragment' ] = "#ifdef USE_METALNESSMAP\n uniform sampler2D metalnessMap;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl + +THREE.ShaderChunk[ 'morphnormal_vertex' ] = "#ifdef USE_MORPHNORMALS\n objectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n objectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n objectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n objectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl + +THREE.ShaderChunk[ 'morphtarget_pars_vertex' ] = "#ifdef USE_MORPHTARGETS\n #ifndef USE_MORPHNORMALS\n uniform float morphTargetInfluences[ 8 ];\n #else\n uniform float morphTargetInfluences[ 4 ];\n #endif\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl + +THREE.ShaderChunk[ 'morphtarget_vertex' ] = "#ifdef USE_MORPHTARGETS\n transformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n transformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n transformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n transformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n #ifndef USE_MORPHNORMALS\n transformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n transformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n transformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n transformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n #endif\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/normal_fragment.glsl + +THREE.ShaderChunk[ 'normal_fragment' ] = "#ifdef FLAT_SHADED\n vec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n vec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n vec3 normal = normalize( cross( fdx, fdy ) );\n#else\n vec3 normal = normalize( vNormal );\n #ifdef DOUBLE_SIDED\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n #endif\n#endif\n#ifdef USE_NORMALMAP\n normal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'normalmap_pars_fragment' ] = "#ifdef USE_NORMALMAP\n uniform sampler2D normalMap;\n uniform vec2 normalScale;\n vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\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 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 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#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl + +THREE.ShaderChunk[ 'premultiplied_alpha_fragment' ] = "#ifdef PREMULTIPLIED_ALPHA\n gl_FragColor.rgb *= gl_FragColor.a;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/project_vertex.glsl + +THREE.ShaderChunk[ 'project_vertex' ] = "#ifdef USE_SKINNING\n vec4 mvPosition = modelViewMatrix * skinned;\n#else\n vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;\n"; + +// File:src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl + +THREE.ShaderChunk[ 'roughnessmap_fragment' ] = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n vec4 texelRoughness = texture2D( roughnessMap, vUv );\n roughnessFactor *= texelRoughness.r;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'roughnessmap_pars_fragment' ] = "#ifdef USE_ROUGHNESSMAP\n uniform sampler2D roughnessMap;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'shadowmap_pars_fragment' ] = "#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n #endif\n #if NUM_SPOT_LIGHTS > 0\n uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n #endif\n #if NUM_POINT_LIGHTS > 0\n uniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n varying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n #endif\n float unpackDepth( const in vec4 rgba_depth ) {\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 return dot( rgba_depth, bit_shift );\n }\n float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n return step( compare, unpackDepth( texture2D( depths, uv ) ) );\n }\n float texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n const vec2 offset = vec2( 0.0, 1.0 );\n vec2 texelSize = vec2( 1.0 ) / size;\n vec2 centroidUV = floor( uv * size + 0.5 ) / size;\n float lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n float lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n float rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n float rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n vec2 f = fract( uv * size + 0.5 );\n float a = mix( lb, lt, f.y );\n float b = mix( rb, rt, f.y );\n float c = mix( a, b, f.x );\n return c;\n }\n float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n shadowCoord.xyz /= shadowCoord.w;\n shadowCoord.z += shadowBias;\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 bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n bool frustumTest = all( frustumTestVec );\n if ( frustumTest ) {\n #if defined( SHADOWMAP_TYPE_PCF )\n vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n float dx0 = - texelSize.x * shadowRadius;\n float dy0 = - texelSize.y * shadowRadius;\n float dx1 = + texelSize.x * shadowRadius;\n float dy1 = + texelSize.y * shadowRadius;\n return (\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n ) * ( 1.0 / 9.0 );\n #elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n float dx0 = - texelSize.x * shadowRadius;\n float dy0 = - texelSize.y * shadowRadius;\n float dx1 = + texelSize.x * shadowRadius;\n float dy1 = + texelSize.y * shadowRadius;\n return (\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n ) * ( 1.0 / 9.0 );\n #else\n return texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n #endif\n }\n return 1.0;\n }\n vec2 cubeToUV( vec3 v, float texelSizeY ) {\n vec3 absV = abs( v );\n float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n absV *= scaleToCube;\n v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n vec2 planar = v.xy;\n float almostATexel = 1.5 * texelSizeY;\n float almostOne = 1.0 - almostATexel;\n if ( absV.z >= almostOne ) {\n if ( v.z > 0.0 )\n planar.x = 4.0 - v.x;\n } else if ( absV.x >= almostOne ) {\n float signX = sign( v.x );\n planar.x = v.z * signX + 2.0 * signX;\n } else if ( absV.y >= almostOne ) {\n float signY = sign( v.y );\n planar.x = v.x + 2.0 * signY + 2.0;\n planar.y = v.z * signY - 2.0;\n }\n return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n }\n float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n vec3 lightToPosition = shadowCoord.xyz;\n vec3 bd3D = normalize( lightToPosition );\n float dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\n #if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n return (\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n ) * ( 1.0 / 9.0 );\n #else\n return texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n #endif\n }\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl + +THREE.ShaderChunk[ 'shadowmap_pars_vertex' ] = "#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n #endif\n #if NUM_SPOT_LIGHTS > 0\n uniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n #endif\n #if NUM_POINT_LIGHTS > 0\n uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n varying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n #endif\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl + +THREE.ShaderChunk[ 'shadowmap_vertex' ] = "#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n }\n #endif\n #if NUM_SPOT_LIGHTS > 0\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n vSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n }\n #endif\n #if NUM_POINT_LIGHTS > 0\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n }\n #endif\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl + +THREE.ShaderChunk[ 'shadowmask_pars_fragment' ] = "float getShadowMask() {\n float shadow = 1.0;\n #ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n DirectionalLight directionalLight;\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n directionalLight = directionalLights[ i ];\n shadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n }\n #endif\n #if NUM_SPOT_LIGHTS > 0\n SpotLight spotLight;\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n spotLight = spotLights[ i ];\n shadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n }\n #endif\n #if NUM_POINT_LIGHTS > 0\n PointLight pointLight;\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n pointLight = pointLights[ i ];\n shadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n }\n #endif\n #endif\n return shadow;\n}\n"; + +// File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl + +THREE.ShaderChunk[ 'skinbase_vertex' ] = "#ifdef USE_SKINNING\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#endif"; + +// File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl + +THREE.ShaderChunk[ 'skinning_pars_vertex' ] = "#ifdef USE_SKINNING\n uniform mat4 bindMatrix;\n uniform mat4 bindMatrixInverse;\n #ifdef BONE_TEXTURE\n uniform sampler2D boneTexture;\n uniform int boneTextureWidth;\n uniform int boneTextureHeight;\n mat4 getBoneMatrix( const in float i ) {\n float j = i * 4.0;\n float x = mod( j, float( boneTextureWidth ) );\n float y = floor( j / float( boneTextureWidth ) );\n float dx = 1.0 / float( boneTextureWidth );\n float dy = 1.0 / float( boneTextureHeight );\n y = dy * ( y + 0.5 );\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 mat4 bone = mat4( v1, v2, v3, v4 );\n return bone;\n }\n #else\n uniform mat4 boneGlobalMatrices[ MAX_BONES ];\n mat4 getBoneMatrix( const in float i ) {\n mat4 bone = boneGlobalMatrices[ int(i) ];\n return bone;\n }\n #endif\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl + +THREE.ShaderChunk[ 'skinning_vertex' ] = "#ifdef USE_SKINNING\n vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\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#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl + +THREE.ShaderChunk[ 'skinnormal_vertex' ] = "#ifdef USE_SKINNING\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 objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl + +THREE.ShaderChunk[ 'specularmap_fragment' ] = "float specularStrength;\n#ifdef USE_SPECULARMAP\n vec4 texelSpecular = texture2D( specularMap, vUv );\n specularStrength = texelSpecular.r;\n#else\n specularStrength = 1.0;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl + +THREE.ShaderChunk[ 'specularmap_pars_fragment' ] = "#ifdef USE_SPECULARMAP\n uniform sampler2D specularMap;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl + +THREE.ShaderChunk[ 'tonemapping_fragment' ] = "#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl + +THREE.ShaderChunk[ 'tonemapping_pars_fragment' ] = "#define saturate(a) clamp( a, 0.0, 1.0 )\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n return toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n return saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n color = max( vec3( 0.0 ), color - 0.004 );\n return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n"; + +// File:src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl + +THREE.ShaderChunk[ 'uv2_pars_fragment' ] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n varying vec2 vUv2;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl + +THREE.ShaderChunk[ 'uv2_pars_vertex' ] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n attribute vec2 uv2;\n varying vec2 vUv2;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/uv2_vertex.glsl + +THREE.ShaderChunk[ 'uv2_vertex' ] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n vUv2 = uv2;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl + +THREE.ShaderChunk[ 'uv_pars_fragment' ] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n varying vec2 vUv;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl + +THREE.ShaderChunk[ 'uv_pars_vertex' ] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n varying vec2 vUv;\n uniform vec4 offsetRepeat;\n#endif\n"; + +// File:src/renderers/shaders/ShaderChunk/uv_vertex.glsl + +THREE.ShaderChunk[ 'uv_vertex' ] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif"; + +// File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl + +THREE.ShaderChunk[ 'worldpos_vertex' ] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( STANDARD ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n #ifdef USE_SKINNING\n vec4 worldPosition = modelMatrix * skinned;\n #else\n vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n #endif\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.Matrix3 || + parameter_src instanceof THREE.Matrix4 || + parameter_src instanceof THREE.Texture ) { + + uniforms_dst[ u ][ p ] = parameter_src.clone(); + + } else if ( Array.isArray( parameter_src ) ) { + + 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 ) }, + + "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 } + + }, + + aomap: { + + "aoMap": { type: "t", value: null }, + "aoMapIntensity": { type: "f", value: 1 } + + }, + + lightmap: { + + "lightMap": { type: "t", value: null }, + "lightMapIntensity": { type: "f", value: 1 } + + }, + + emissivemap: { + + "emissiveMap": { type: "t", value: null } + + }, + + bumpmap: { + + "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 ) } + + }, + + displacementmap: { + + "displacementMap": { type: "t", value: null }, + "displacementScale": { type: "f", value: 1 }, + "displacementBias": { type: "f", value: 0 } + + }, + + roughnessmap: { + + "roughnessMap": { type: "t", value: null } + + }, + + metalnessmap: { + + "metalnessMap": { type: "t", value: null } + + }, + + 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: [] }, + + "directionalLights": { type: "sa", value: [], properties: { + "direction": { type: "v3" }, + "color": { type: "c" }, + + "shadow": { type: "i" }, + "shadowBias": { type: "f" }, + "shadowRadius": { type: "f" }, + "shadowMapSize": { type: "v2" } + } }, + + "directionalShadowMap": { type: "tv", value: [] }, + "directionalShadowMatrix": { type: "m4v", value: [] }, + + "spotLights": { type: "sa", value: [], properties: { + "color": { type: "c" }, + "position": { type: "v3" }, + "direction": { type: "v3" }, + "distance": { type: "f" }, + "coneCos": { type: "f" }, + "penumbraCos": { type: "f" }, + "decay": { type: "f" }, + + "shadow": { type: "i" }, + "shadowBias": { type: "f" }, + "shadowRadius": { type: "f" }, + "shadowMapSize": { type: "v2" } + } }, + + "spotShadowMap": { type: "tv", value: [] }, + "spotShadowMatrix": { type: "m4v", value: [] }, + + "pointLights": { type: "sa", value: [], properties: { + "color": { type: "c" }, + "position": { type: "v3" }, + "decay": { type: "f" }, + "distance": { type: "f" }, + + "shadow": { type: "i" }, + "shadowBias": { type: "f" }, + "shadowRadius": { type: "f" }, + "shadowMapSize": { type: "v2" } + } }, + + "pointShadowMap": { type: "tv", value: [] }, + "pointShadowMatrix": { type: "m4v", value: [] }, + + "hemisphereLights": { type: "sa", value: [], properties: { + "direction": { type: "v3" }, + "skyColor": { type: "c" }, + "groundColor": { type: "c" } + } } + + }, + + points: { + + "diffuse": { 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 ) } + + } + +}; + +// File:src/renderers/shaders/ShaderLib/cube_frag.glsl + +THREE.ShaderChunk[ 'cube_frag' ] = "uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include \n#include \nvoid main() {\n gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/cube_vert.glsl + +THREE.ShaderChunk[ 'cube_vert' ] = "varying vec3 vWorldPosition;\n#include \n#include \nvoid main() {\n vWorldPosition = transformDirection( position, modelMatrix );\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/depth_frag.glsl + +THREE.ShaderChunk[ 'depth_frag' ] = "uniform float mNear;\nuniform float mFar;\nuniform float opacity;\n#include \n#include \nvoid main() {\n #include \n #ifdef USE_LOGDEPTHBUF_EXT\n float depth = gl_FragDepthEXT / gl_FragCoord.w;\n #else\n float depth = gl_FragCoord.z / gl_FragCoord.w;\n #endif\n float color = 1.0 - smoothstep( mNear, mFar, depth );\n gl_FragColor = vec4( vec3( color ), opacity );\n}\n"; + +// File:src/renderers/shaders/ShaderLib/depth_vert.glsl + +THREE.ShaderChunk[ 'depth_vert' ] = "#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/depthRGBA_frag.glsl + +THREE.ShaderChunk[ 'depthRGBA_frag' ] = "#include \n#include \nvec4 pack_depth( const in float depth ) {\n const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n res -= res.xxyz * bit_mask;\n return res;\n}\nvoid main() {\n #include \n #ifdef USE_LOGDEPTHBUF_EXT\n gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );\n #else\n gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n #endif\n}\n"; + +// File:src/renderers/shaders/ShaderLib/depthRGBA_vert.glsl + +THREE.ShaderChunk[ 'depthRGBA_vert' ] = "#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl + +THREE.ShaderChunk[ 'distanceRGBA_frag' ] = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include \nvec4 pack1K ( float depth ) {\n depth /= 1000.0;\n const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n res -= res.xxyz * bitMsk;\n return res;\n}\nfloat unpack1K ( vec4 color ) {\n const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n return dot( color, bitSh ) * 1000.0;\n}\nvoid main () {\n gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );\n}\n"; + +// File:src/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl + +THREE.ShaderChunk[ 'distanceRGBA_vert' ] = "varying vec4 vWorldPosition;\n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n vWorldPosition = worldPosition;\n}\n"; + +// File:src/renderers/shaders/ShaderLib/equirect_frag.glsl + +THREE.ShaderChunk[ 'equirect_frag' ] = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include \n#include \nvoid main() {\n vec3 direction = normalize( vWorldPosition );\n vec2 sampleUV;\n sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n gl_FragColor = texture2D( tEquirect, sampleUV );\n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/equirect_vert.glsl + +THREE.ShaderChunk[ 'equirect_vert' ] = "varying vec3 vWorldPosition;\n#include \n#include \nvoid main() {\n vWorldPosition = transformDirection( position, modelMatrix );\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/linedashed_frag.glsl + +THREE.ShaderChunk[ 'linedashed_frag' ] = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \nvoid main() {\n if ( mod( vLineDistance, totalSize ) > dashSize ) {\n discard;\n }\n vec3 outgoingLight = vec3( 0.0 );\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n #include \n outgoingLight = diffuseColor.rgb;\n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/linedashed_vert.glsl + +THREE.ShaderChunk[ 'linedashed_vert' ] = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \nvoid main() {\n #include \n vLineDistance = scale * lineDistance;\n vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n gl_Position = projectionMatrix * mvPosition;\n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/meshbasic_frag.glsl + +THREE.ShaderChunk[ 'meshbasic_frag' ] = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n #include \n #include \n #include \n #include \n #include \n ReflectedLight reflectedLight;\n reflectedLight.directDiffuse = vec3( 0.0 );\n reflectedLight.directSpecular = vec3( 0.0 );\n reflectedLight.indirectDiffuse = diffuseColor.rgb;\n reflectedLight.indirectSpecular = vec3( 0.0 );\n #include \n vec3 outgoingLight = reflectedLight.indirectDiffuse;\n #include \n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/meshbasic_vert.glsl + +THREE.ShaderChunk[ 'meshbasic_vert' ] = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #ifdef USE_ENVMAP\n #include \n #include \n #include \n #include \n #endif\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/meshlambert_frag.glsl + +THREE.ShaderChunk[ 'meshlambert_frag' ] = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n varying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n reflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n #include \n reflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n #ifdef DOUBLE_SIDED\n reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n #else\n reflectedLight.directDiffuse = vLightFront;\n #endif\n reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n #include \n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n #include \n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/meshlambert_vert.glsl + +THREE.ShaderChunk[ 'meshlambert_vert' ] = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n varying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/meshphong_frag.glsl + +THREE.ShaderChunk[ 'meshphong_frag' ] = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n #include \n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/meshphong_vert.glsl + +THREE.ShaderChunk[ 'meshphong_vert' ] = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n#ifndef FLAT_SHADED\n vNormal = normalize( transformedNormal );\n#endif\n #include \n #include \n #include \n #include \n #include \n #include \n vViewPosition = - mvPosition.xyz;\n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/meshstandard_frag.glsl + +THREE.ShaderChunk[ 'meshstandard_frag' ] = "#define STANDARD\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\nuniform float envMapIntensity;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/meshstandard_vert.glsl + +THREE.ShaderChunk[ 'meshstandard_vert' ] = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n#ifndef FLAT_SHADED\n vNormal = normalize( transformedNormal );\n#endif\n #include \n #include \n #include \n #include \n #include \n #include \n vViewPosition = - mvPosition.xyz;\n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/normal_frag.glsl + +THREE.ShaderChunk[ 'normal_frag' ] = "uniform float opacity;\nvarying vec3 vNormal;\n#include \n#include \nvoid main() {\n gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );\n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/normal_vert.glsl + +THREE.ShaderChunk[ 'normal_vert' ] = "varying vec3 vNormal;\n#include \n#include \n#include \nvoid main() {\n vNormal = normalize( normalMatrix * normal );\n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/points_frag.glsl + +THREE.ShaderChunk[ 'points_frag' ] = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec3 outgoingLight = vec3( 0.0 );\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n #include \n #include \n #include \n outgoingLight = diffuseColor.rgb;\n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n #include \n #include \n #include \n #include \n}\n"; + +// File:src/renderers/shaders/ShaderLib/points_vert.glsl + +THREE.ShaderChunk[ 'points_vert' ] = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #ifdef USE_SIZEATTENUATION\n gl_PointSize = size * ( scale / - mvPosition.z );\n #else\n gl_PointSize = size;\n #endif\n #include \n #include \n #include \n}\n"; + +// 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[ "aomap" ], + THREE.UniformsLib[ "fog" ] + + ] ), + + vertexShader: THREE.ShaderChunk['meshbasic_vert'], + fragmentShader: THREE.ShaderChunk['meshbasic_frag'] + + }, + + 'lambert': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "common" ], + THREE.UniformsLib[ "aomap" ], + THREE.UniformsLib[ "lightmap" ], + THREE.UniformsLib[ "emissivemap" ], + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "lights" ], + + { + "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) } + } + + ] ), + + vertexShader: THREE.ShaderChunk['meshlambert_vert'], + fragmentShader: THREE.ShaderChunk['meshlambert_frag'] + + }, + + 'phong': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "common" ], + THREE.UniformsLib[ "aomap" ], + THREE.UniformsLib[ "lightmap" ], + THREE.UniformsLib[ "emissivemap" ], + THREE.UniformsLib[ "bumpmap" ], + THREE.UniformsLib[ "normalmap" ], + THREE.UniformsLib[ "displacementmap" ], + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "lights" ], + + { + "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, + "specular" : { type: "c", value: new THREE.Color( 0x111111 ) }, + "shininess": { type: "f", value: 30 } + } + + ] ), + + vertexShader: THREE.ShaderChunk['meshphong_vert'], + fragmentShader: THREE.ShaderChunk['meshphong_frag'] + + }, + + 'standard': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "common" ], + THREE.UniformsLib[ "aomap" ], + THREE.UniformsLib[ "lightmap" ], + THREE.UniformsLib[ "emissivemap" ], + THREE.UniformsLib[ "bumpmap" ], + THREE.UniformsLib[ "normalmap" ], + THREE.UniformsLib[ "displacementmap" ], + THREE.UniformsLib[ "roughnessmap" ], + THREE.UniformsLib[ "metalnessmap" ], + THREE.UniformsLib[ "fog" ], + THREE.UniformsLib[ "lights" ], + + { + "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, + "roughness": { type: "f", value: 0.5 }, + "metalness": { type: "f", value: 0 }, + "envMapIntensity" : { type: "f", value: 1 } // temporary + } + + ] ), + + vertexShader: THREE.ShaderChunk['meshstandard_vert'], + fragmentShader: THREE.ShaderChunk['meshstandard_frag'] + + }, + + 'points': { + + uniforms: THREE.UniformsUtils.merge( [ + + THREE.UniformsLib[ "points" ], + THREE.UniformsLib[ "fog" ] + + ] ), + + vertexShader: THREE.ShaderChunk['points_vert'], + fragmentShader: THREE.ShaderChunk['points_frag'] + + }, + + '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: THREE.ShaderChunk['linedashed_vert'], + fragmentShader: THREE.ShaderChunk['linedashed_frag'] + + }, + + 'depth': { + + uniforms: { + + "mNear": { type: "f", value: 1.0 }, + "mFar" : { type: "f", value: 2000.0 }, + "opacity" : { type: "f", value: 1.0 } + + }, + + vertexShader: THREE.ShaderChunk['depth_vert'], + fragmentShader: THREE.ShaderChunk['depth_frag'] + + }, + + 'normal': { + + uniforms: { + + "opacity" : { type: "f", value: 1.0 } + + }, + + vertexShader: THREE.ShaderChunk['normal_vert'], + fragmentShader: THREE.ShaderChunk['normal_frag'] + + }, + + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ + + 'cube': { + + uniforms: { + "tCube": { type: "t", value: null }, + "tFlip": { type: "f", value: - 1 } + }, + + vertexShader: THREE.ShaderChunk['cube_vert'], + fragmentShader: THREE.ShaderChunk['cube_frag'] + + }, + + /* ------------------------------------------------------------------------- + // Cube map shader + ------------------------------------------------------------------------- */ + + 'equirect': { + + uniforms: { + "tEquirect": { type: "t", value: null }, + "tFlip": { type: "f", value: - 1 } + }, + + vertexShader: THREE.ShaderChunk['equirect_vert'], + fragmentShader: THREE.ShaderChunk['equirect_frag'] + + }, + + /* 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['depthRGBA_vert'], + fragmentShader: THREE.ShaderChunk['depthRGBA_frag'] + + }, + + + 'distanceRGBA': { + + uniforms: { + + "lightPos": { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) } + + }, + + vertexShader: THREE.ShaderChunk['distanceRGBA_vert'], + fragmentShader: THREE.ShaderChunk['distanceRGBA_frag'] + + } + +}; + +// 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, + + _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; + + var lights = []; + + var opaqueObjects = []; + var opaqueObjectsLastIndex = - 1; + var transparentObjects = []; + var transparentObjectsLastIndex = - 1; + + var morphInfluences = new Float32Array( 8 ); + + 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; + + // physical lights + + this.physicallyCorrectLights = false; + + // tone mapping + + this.toneMapping = THREE.LinearToneMapping; + this.toneMappingExposure = 1.0; + this.toneMappingWhitePoint = 1.0; + + // morphs + + this.maxMorphTargets = 8; + this.maxMorphNormals = 4; + + // flags + + this.autoScaleCubemaps = true; + + // internal properties + + var _this = this, + + // internal state cache + + _currentProgram = null, + _currentRenderTarget = null, + _currentFramebuffer = null, + _currentMaterialId = - 1, + _currentGeometryProgram = '', + _currentCamera = null, + + _currentScissor = new THREE.Vector4(), + _currentScissorTest = null, + + _currentViewport = new THREE.Vector4(), + + // + + _usedTextureUnits = 0, + + // + + _clearColor = new THREE.Color( 0x000000 ), + _clearAlpha = 0, + + _width = _canvas.width, + _height = _canvas.height, + + _pixelRatio = 1, + + _scissor = new THREE.Vector4( 0, 0, _width, _height ), + _scissorTest = false, + + _viewport = new THREE.Vector4( 0, 0, _width, _height ), + + // frustum + + _frustum = new THREE.Frustum(), + + // camera matrices cache + + _projScreenMatrix = new THREE.Matrix4(), + + _vector3 = new THREE.Vector3(), + + // light arrays cache + + _lights = { + + hash: '', + + ambient: [ 0, 0, 0 ], + directional: [], + directionalShadowMap: [], + directionalShadowMatrix: [], + spot: [], + spotShadowMap: [], + spotShadowMatrix: [], + point: [], + pointShadowMap: [], + pointShadowMatrix: [], + hemi: [], + + shadows: [], + shadowsPointLight: 0 + + }, + + // info + + _infoMemory = { + + geometries: 0, + textures: 0 + + }, + + _infoRender = { + + calls: 0, + vertices: 0, + faces: 0, + points: 0 + + }; + + this.info = { + + render: _infoRender, + memory: _infoMemory, + programs: null + + }; + + + // 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.'; + + } + + } + + // Some experimental-webgl implementations do not have getShaderPrecisionFormat + + if ( _gl.getShaderPrecisionFormat === undefined ) { + + _gl.getShaderPrecisionFormat = function () { + + return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; + + }; + + } + + _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); + + } catch ( error ) { + + console.error( 'THREE.WebGLRenderer: ' + error ); + + } + + 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' ); + extensions.get( 'ANGLE_instanced_arrays' ); + + if ( extensions.get( 'OES_element_index_uint' ) ) { + + THREE.BufferGeometry.MaxIndex = 4294967296; + + } + + var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters ); + + var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL ); + var properties = new THREE.WebGLProperties(); + var objects = new THREE.WebGLObjects( _gl, properties, this.info ); + var programCache = new THREE.WebGLPrograms( this, capabilities ); + var lightCache = new THREE.WebGLLights(); + + this.info.programs = programCache.programs; + + var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender ); + var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender ); + + // + + function getTargetPixelRatio() { + + return _currentRenderTarget === null ? _pixelRatio : 1; + + } + + function glClearColor( r, g, b, a ) { + + if ( _premultipliedAlpha === true ) { + + r *= a; g *= a; b *= a; + + } + + state.clearColor( r, g, b, a ); + + } + + function setDefaultGLState() { + + state.init(); + + state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); + state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); + + glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); + + } + + function resetGLState() { + + _currentProgram = null; + _currentCamera = null; + + _currentGeometryProgram = ''; + _currentMaterialId = - 1; + + state.reset(); + + } + + setDefaultGLState(); + + this.context = _gl; + this.capabilities = capabilities; + this.extensions = extensions; + this.properties = properties; + this.state = state; + + // shadow map + + var shadowMap = new THREE.WebGLShadowMap( this, _lights, objects ); + + this.shadowMap = shadowMap; + + + // Plugins + + var spritePlugin = new THREE.SpritePlugin( this, sprites ); + var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares ); + + // API + + this.getContext = function () { + + return _gl; + + }; + + this.getContextAttributes = function () { + + return _gl.getContextAttributes(); + + }; + + this.forceContextLoss = function () { + + extensions.get( 'WEBGL_lose_context' ).loseContext(); + + }; + + this.getMaxAnisotropy = ( function () { + + var value; + + return function getMaxAnisotropy() { + + if ( value !== undefined ) return value; + + var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + if ( extension !== null ) { + + value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); + + } else { + + value = 0; + + } + + return value; + + }; + + } )(); + + this.getPrecision = function () { + + return capabilities.precision; + + }; + + this.getPixelRatio = function () { + + return _pixelRatio; + + }; + + this.setPixelRatio = function ( value ) { + + if ( value === undefined ) return; + + _pixelRatio = value; + + this.setSize( _viewport.z, _viewport.w, false ); + + }; + + this.getSize = function () { + + return { + width: _width, + height: _height + }; + + }; + + this.setSize = function ( width, height, updateStyle ) { + + _width = width; + _height = height; + + _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 ) { + + state.viewport( _viewport.set( x, y, width, height ) ); + + }; + + this.setScissor = function ( x, y, width, height ) { + + state.scissor( _scissor.set( x, y, width, height ) ); + + }; + + this.setScissorTest = function ( boolean ) { + + state.setScissorTest( _scissorTest = boolean ); + + }; + + // 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 () { + + this.clear( true, false, false ); + + }; + + this.clearDepth = function () { + + this.clear( false, true, false ); + + }; + + this.clearStencil = function () { + + this.clear( false, false, true ); + + }; + + this.clearTarget = function ( renderTarget, color, depth, stencil ) { + + this.setRenderTarget( renderTarget ); + this.clear( color, depth, stencil ); + + }; + + // Reset + + this.resetGLState = resetGLState; + + this.dispose = function() { + + _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); + + }; + + // Events + + function onContextLost( event ) { + + event.preventDefault(); + + resetGLState(); + setDefaultGLState(); + + properties.clear(); + + } + + function onTextureDispose( event ) { + + var texture = event.target; + + texture.removeEventListener( 'dispose', onTextureDispose ); + + deallocateTexture( texture ); + + _infoMemory.textures --; + + + } + + function onRenderTargetDispose( event ) { + + var renderTarget = event.target; + + renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); + + deallocateRenderTarget( renderTarget ); + + _infoMemory.textures --; + + } + + function onMaterialDispose( event ) { + + var material = event.target; + + material.removeEventListener( 'dispose', onMaterialDispose ); + + deallocateMaterial( material ); + + } + + // Buffer deallocation + + function deallocateTexture( texture ) { + + var textureProperties = properties.get( texture ); + + if ( texture.image && textureProperties.__image__webglTextureCube ) { + + // cube texture + + _gl.deleteTexture( textureProperties.__image__webglTextureCube ); + + } else { + + // 2D texture + + if ( textureProperties.__webglInit === undefined ) return; + + _gl.deleteTexture( textureProperties.__webglTexture ); + + } + + // remove all webgl properties + properties.delete( texture ); + + } + + function deallocateRenderTarget( renderTarget ) { + + var renderTargetProperties = properties.get( renderTarget ); + var textureProperties = properties.get( renderTarget.texture ); + + if ( ! renderTarget || textureProperties.__webglTexture === undefined ) return; + + _gl.deleteTexture( textureProperties.__webglTexture ); + + if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) { + + for ( var i = 0; i < 6; i ++ ) { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); + _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); + + } + + } else { + + _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); + _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); + + } + + properties.delete( renderTarget.texture ); + properties.delete( renderTarget ); + + } + + function deallocateMaterial( material ) { + + releaseMaterialProgramReference( material ); + + properties.delete( material ); + + } + + + function releaseMaterialProgramReference( material ) { + + var programInfo = properties.get( material ).program; + + material.program = undefined; + + if ( programInfo !== undefined ) { + + programCache.releaseProgram( programInfo ); + + } + + } + + // Buffer rendering + + this.renderBufferImmediate = function ( object, program, material ) { + + state.initAttributes(); + + var buffers = properties.get( object ); + + if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer(); + if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer(); + if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer(); + if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer(); + + var attributes = program.getAttributes(); + + if ( object.hasPositions ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); + + state.enableAttribute( attributes.position ); + _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasNormals ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal ); + + if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && material.shading === THREE.FlatShading ) { + + for ( var i = 0, l = object.count * 3; i < l; i += 9 ) { + + var array = object.normalArray; + + var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3; + var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3; + var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3; + + array[ i + 0 ] = nx; + array[ i + 1 ] = ny; + array[ i + 2 ] = nz; + + array[ i + 3 ] = nx; + array[ i + 4 ] = ny; + array[ i + 5 ] = nz; + + array[ i + 6 ] = nx; + array[ i + 7 ] = ny; + array[ i + 8 ] = nz; + + } + + } + + _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); + + state.enableAttribute( attributes.normal ); + + _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasUvs && material.map ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW ); + + state.enableAttribute( attributes.uv ); + + _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); + + } + + if ( object.hasColors && material.vertexColors !== THREE.NoColors ) { + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color ); + _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW ); + + state.enableAttribute( attributes.color ); + + _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 ); + + } + + state.disableUnusedAttributes(); + + _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); + + object.count = 0; + + }; + + this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) { + + setMaterial( material ); + + var program = setProgram( camera, fog, material, object ); + + var updateBuffers = false; + var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe; + + if ( geometryProgram !== _currentGeometryProgram ) { + + _currentGeometryProgram = geometryProgram; + updateBuffers = true; + + } + + // morph targets + + var morphTargetInfluences = object.morphTargetInfluences; + + if ( morphTargetInfluences !== undefined ) { + + var activeInfluences = []; + + for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) { + + var influence = morphTargetInfluences[ i ]; + activeInfluences.push( [ influence, i ] ); + + } + + activeInfluences.sort( absNumericalSort ); + + if ( activeInfluences.length > 8 ) { + + activeInfluences.length = 8; + + } + + var morphAttributes = geometry.morphAttributes; + + for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) { + + var influence = activeInfluences[ i ]; + morphInfluences[ i ] = influence[ 0 ]; + + if ( influence[ 0 ] !== 0 ) { + + var index = influence[ 1 ]; + + if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] ); + if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] ); + + } else { + + if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i ); + if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i ); + + } + + } + + var uniforms = program.getUniforms(); + + if ( uniforms.morphTargetInfluences !== null ) { + + _gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences ); + + } + + updateBuffers = true; + + } + + // + + var index = geometry.index; + var position = geometry.attributes.position; + + if ( material.wireframe === true ) { + + index = objects.getWireframeAttribute( geometry ); + + } + + var renderer; + + if ( index !== null ) { + + renderer = indexedBufferRenderer; + renderer.setIndex( index ); + + } else { + + renderer = bufferRenderer; + + } + + if ( updateBuffers ) { + + setupVertexAttributes( material, program, geometry ); + + if ( index !== null ) { + + _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) ); + + } + + } + + // + + var dataStart = 0; + var dataCount = Infinity; + + if ( index !== null ) { + + dataCount = index.count; + + } else if ( position !== undefined ) { + + dataCount = position.count; + + } + + var rangeStart = geometry.drawRange.start; + var rangeCount = geometry.drawRange.count; + + var groupStart = group !== null ? group.start : 0; + var groupCount = group !== null ? group.count : Infinity; + + var drawStart = Math.max( dataStart, rangeStart, groupStart ); + var drawEnd = Math.min( dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; + + var drawCount = Math.max( 0, drawEnd - drawStart + 1 ); + + // + + if ( object instanceof THREE.Mesh ) { + + if ( material.wireframe === true ) { + + state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); + renderer.setMode( _gl.LINES ); + + } else { + + switch ( object.drawMode ) { + + case THREE.TrianglesDrawMode: + renderer.setMode( _gl.TRIANGLES ); + break; + + case THREE.TriangleStripDrawMode: + renderer.setMode( _gl.TRIANGLE_STRIP ); + break; + + case THREE.TriangleFanDrawMode: + renderer.setMode( _gl.TRIANGLE_FAN ); + break; + + } + + } + + + } else if ( object instanceof THREE.Line ) { + + var lineWidth = material.linewidth; + + if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material + + state.setLineWidth( lineWidth * getTargetPixelRatio() ); + + if ( object instanceof THREE.LineSegments ) { + + renderer.setMode( _gl.LINES ); + + } else { + + renderer.setMode( _gl.LINE_STRIP ); + + } + + } else if ( object instanceof THREE.Points ) { + + renderer.setMode( _gl.POINTS ); + + } + + if ( geometry instanceof THREE.InstancedBufferGeometry ) { + + if ( geometry.maxInstancedCount > 0 ) { + + renderer.renderInstances( geometry, drawStart, drawCount ); + + } + + } else { + + renderer.render( drawStart, drawCount ); + + } + + }; + + function setupVertexAttributes( material, program, geometry, startIndex ) { + + var extension; + + if ( geometry instanceof THREE.InstancedBufferGeometry ) { + + extension = extensions.get( 'ANGLE_instanced_arrays' ); + + if ( extension === null ) { + + console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + } + + if ( startIndex === undefined ) startIndex = 0; + + state.initAttributes(); + + var geometryAttributes = geometry.attributes; + + var programAttributes = program.getAttributes(); + + var materialDefaultAttributeValues = material.defaultAttributeValues; + + for ( var name in programAttributes ) { + + var programAttribute = programAttributes[ name ]; + + if ( programAttribute >= 0 ) { + + var geometryAttribute = geometryAttributes[ name ]; + + if ( geometryAttribute !== undefined ) { + + var size = geometryAttribute.itemSize; + var buffer = objects.getAttributeBuffer( geometryAttribute ); + + if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) { + + var data = geometryAttribute.data; + var stride = data.stride; + var offset = geometryAttribute.offset; + + if ( data instanceof THREE.InstancedInterleavedBuffer ) { + + state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension ); + + if ( geometry.maxInstancedCount === undefined ) { + + geometry.maxInstancedCount = data.meshPerAttribute * data.count; + + } + + } else { + + state.enableAttribute( programAttribute ); + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); + _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT ); + + } else { + + if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) { + + state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension ); + + if ( geometry.maxInstancedCount === undefined ) { + + geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; + + } + + } else { + + state.enableAttribute( programAttribute ); + + } + + _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); + _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32 + + } + + } else if ( materialDefaultAttributeValues !== undefined ) { + + var value = materialDefaultAttributeValues[ name ]; + + if ( value !== undefined ) { + + switch ( value.length ) { + + case 2: + _gl.vertexAttrib2fv( programAttribute, value ); + break; + + case 3: + _gl.vertexAttrib3fv( programAttribute, value ); + break; + + case 4: + _gl.vertexAttrib4fv( programAttribute, value ); + break; + + default: + _gl.vertexAttrib1fv( programAttribute, value ); + + } + + } + + } + + } + + } + + state.disableUnusedAttributes(); + + } + + // Sorting + + function absNumericalSort( a, b ) { + + return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] ); + + } + + 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; + + } + + } + + // Rendering + + this.render = function ( scene, camera, renderTarget, forceClear ) { + + if ( camera instanceof THREE.Camera === false ) { + + console.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; + + // update scene graph + + if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); + + // update camera matrices and frustum + + if ( camera.parent === null ) camera.updateMatrixWorld(); + + camera.matrixWorldInverse.getInverse( camera.matrixWorld ); + + _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); + _frustum.setFromMatrix( _projScreenMatrix ); + + lights.length = 0; + + opaqueObjectsLastIndex = - 1; + transparentObjectsLastIndex = - 1; + + sprites.length = 0; + lensFlares.length = 0; + + projectObject( scene, camera ); + + opaqueObjects.length = opaqueObjectsLastIndex + 1; + transparentObjects.length = transparentObjectsLastIndex + 1; + + if ( _this.sortObjects === true ) { + + opaqueObjects.sort( painterSortStable ); + transparentObjects.sort( reversePainterSortStable ); + + } + + setupLights( lights, camera ); + + // + + shadowMap.render( scene, camera ); + + // + + _infoRender.calls = 0; + _infoRender.vertices = 0; + _infoRender.faces = 0; + _infoRender.points = 0; + + if ( renderTarget === undefined ) { + + renderTarget = null; + + } + + this.setRenderTarget( renderTarget ); + + if ( this.autoClear || forceClear ) { + + this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil ); + + } + + // + + if ( scene.overrideMaterial ) { + + var overrideMaterial = scene.overrideMaterial; + + renderObjects( opaqueObjects, camera, fog, overrideMaterial ); + renderObjects( transparentObjects, camera, fog, overrideMaterial ); + + } else { + + // opaque pass (front-to-back order) + + state.setBlending( THREE.NoBlending ); + renderObjects( opaqueObjects, camera, fog ); + + // transparent pass (back-to-front order) + + renderObjects( transparentObjects, camera, fog ); + + } + + // custom render plugins (post pass) + + spritePlugin.render( scene, camera ); + lensFlarePlugin.render( scene, camera, _currentViewport ); + + // Generate mipmap if we're using any kind of mipmap filtering + + if ( renderTarget ) { + + var texture = renderTarget.texture; + + if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) && + texture.minFilter !== THREE.NearestFilter && + texture.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 pushRenderItem( object, geometry, material, z, group ) { + + var array, index; + + // allocate the next position in the appropriate array + + if ( material.transparent ) { + + array = transparentObjects; + index = ++ transparentObjectsLastIndex; + + } else { + + array = opaqueObjects; + index = ++ opaqueObjectsLastIndex; + + } + + // recycle existing render item or grow the array + + var renderItem = array[ index ]; + + if ( renderItem !== undefined ) { + + renderItem.id = object.id; + renderItem.object = object; + renderItem.geometry = geometry; + renderItem.material = material; + renderItem.z = _vector3.z; + renderItem.group = group; + + } else { + + renderItem = { + id: object.id, + object: object, + geometry: geometry, + material: material, + z: _vector3.z, + group: group + }; + + // assert( index === array.length ); + array.push( renderItem ); + + } + + } + + function projectObject( object, camera ) { + + if ( object.visible === false ) return; + + if ( object.layers.test( camera.layers ) ) { + + if ( object instanceof THREE.Light ) { + + lights.push( object ); + + } else if ( object instanceof THREE.Sprite ) { + + if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) { + + sprites.push( object ); + + } + + } else if ( object instanceof THREE.LensFlare ) { + + lensFlares.push( object ); + + } else if ( object instanceof THREE.ImmediateRenderObject ) { + + if ( _this.sortObjects === true ) { + + _vector3.setFromMatrixPosition( object.matrixWorld ); + _vector3.applyProjection( _projScreenMatrix ); + + } + + pushRenderItem( object, null, object.material, _vector3.z, null ); + + } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) { + + if ( object instanceof THREE.SkinnedMesh ) { + + object.skeleton.update(); + + } + + if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) { + + var material = object.material; + + if ( material.visible === true ) { + + if ( _this.sortObjects === true ) { + + _vector3.setFromMatrixPosition( object.matrixWorld ); + _vector3.applyProjection( _projScreenMatrix ); + + } + + var geometry = objects.update( object ); + + if ( material instanceof THREE.MultiMaterial ) { + + var groups = geometry.groups; + var materials = material.materials; + + for ( var i = 0, l = groups.length; i < l; i ++ ) { + + var group = groups[ i ]; + var groupMaterial = materials[ group.materialIndex ]; + + if ( groupMaterial.visible === true ) { + + pushRenderItem( object, geometry, groupMaterial, _vector3.z, group ); + + } + + } + + } else { + + pushRenderItem( object, geometry, material, _vector3.z, null ); + + } + + } + + } + + } + + } + + var children = object.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + projectObject( children[ i ], camera ); + + } + + } + + function renderObjects( renderList, camera, fog, overrideMaterial ) { + + for ( var i = 0, l = renderList.length; i < l; i ++ ) { + + var renderItem = renderList[ i ]; + + var object = renderItem.object; + var geometry = renderItem.geometry; + var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial; + var group = renderItem.group; + + object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); + object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); + + if ( object instanceof THREE.ImmediateRenderObject ) { + + setMaterial( material ); + + var program = setProgram( camera, fog, material, object ); + + _currentGeometryProgram = ''; + + object.render( function ( object ) { + + _this.renderBufferImmediate( object, program, material ); + + } ); + + } else { + + _this.renderBufferDirect( camera, fog, geometry, material, object, group ); + + } + + } + + } + + function initMaterial( material, fog, object ) { + + var materialProperties = properties.get( material ); + + var parameters = programCache.getParameters( material, _lights, fog, object ); + var code = programCache.getProgramCode( material, parameters ); + + var program = materialProperties.program; + var programChange = true; + + if ( program === undefined ) { + + // new material + material.addEventListener( 'dispose', onMaterialDispose ); + + } else if ( program.code !== code ) { + + // changed glsl or parameters + releaseMaterialProgramReference( material ); + + } else if ( parameters.shaderID !== undefined ) { + + // same glsl and uniform list + return; + + } else { + + // only rebuild uniform list + programChange = false; + + } + + if ( programChange ) { + + if ( parameters.shaderID ) { + + var shader = THREE.ShaderLib[ parameters.shaderID ]; + + materialProperties.__webglShader = { + name: material.type, + uniforms: THREE.UniformsUtils.clone( shader.uniforms ), + vertexShader: shader.vertexShader, + fragmentShader: shader.fragmentShader + }; + + } else { + + materialProperties.__webglShader = { + name: material.type, + uniforms: material.uniforms, + vertexShader: material.vertexShader, + fragmentShader: material.fragmentShader + }; + + } + + material.__webglShader = materialProperties.__webglShader; + + program = programCache.acquireProgram( material, parameters, code ); + + materialProperties.program = program; + material.program = program; + + } + + var attributes = program.getAttributes(); + + if ( material.morphTargets ) { + + material.numSupportedMorphTargets = 0; + + for ( var i = 0; i < _this.maxMorphTargets; i ++ ) { + + if ( attributes[ 'morphTarget' + i ] >= 0 ) { + + material.numSupportedMorphTargets ++; + + } + + } + + } + + if ( material.morphNormals ) { + + material.numSupportedMorphNormals = 0; + + for ( var i = 0; i < _this.maxMorphNormals; i ++ ) { + + if ( attributes[ 'morphNormal' + i ] >= 0 ) { + + material.numSupportedMorphNormals ++; + + } + + } + + } + + materialProperties.uniformsList = []; + + var uniforms = materialProperties.__webglShader.uniforms, + uniformLocations = materialProperties.program.getUniforms(); + + for ( var u in uniforms ) { + + var location = uniformLocations[ u ]; + + if ( location ) { + + materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] ); + + } + + } + + if ( material instanceof THREE.MeshPhongMaterial || + material instanceof THREE.MeshLambertMaterial || + material instanceof THREE.MeshStandardMaterial || + material.lights ) { + + // store the light setup it was created for + + materialProperties.lightsHash = _lights.hash; + + // wire up the material to this renderer's lighting state + + uniforms.ambientLightColor.value = _lights.ambient; + uniforms.directionalLights.value = _lights.directional; + uniforms.spotLights.value = _lights.spot; + uniforms.pointLights.value = _lights.point; + uniforms.hemisphereLights.value = _lights.hemi; + + uniforms.directionalShadowMap.value = _lights.directionalShadowMap; + uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix; + uniforms.spotShadowMap.value = _lights.spotShadowMap; + uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix; + uniforms.pointShadowMap.value = _lights.pointShadowMap; + uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix; + + } + + // detect dynamic uniforms + + materialProperties.hasDynamicUniforms = false; + + for ( var j = 0, jl = materialProperties.uniformsList.length; j < jl; j ++ ) { + + var uniform = materialProperties.uniformsList[ j ][ 0 ]; + + if ( uniform.dynamic === true ) { + + materialProperties.hasDynamicUniforms = true; + break; + + } + + } + + } + + function setMaterial( material ) { + + setMaterialFaces( material ); + + if ( material.transparent === true ) { + + state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ); + + } else { + + state.setBlending( THREE.NoBlending ); + + } + + state.setDepthFunc( material.depthFunc ); + state.setDepthTest( material.depthTest ); + state.setDepthWrite( material.depthWrite ); + state.setColorWrite( material.colorWrite ); + state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); + + } + + function setMaterialFaces( material ) { + + material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE ); + state.setFlipSided( material.side === THREE.BackSide ); + + } + + function setProgram( camera, fog, material, object ) { + + _usedTextureUnits = 0; + + var materialProperties = properties.get( material ); + + if ( materialProperties.program === undefined ) { + + material.needsUpdate = true; + + } + + if ( materialProperties.lightsHash !== undefined && + materialProperties.lightsHash !== _lights.hash ) { + + material.needsUpdate = true; + + } + + if ( material.needsUpdate ) { + + initMaterial( material, fog, object ); + material.needsUpdate = false; + + } + + var refreshProgram = false; + var refreshMaterial = false; + var refreshLights = false; + + var program = materialProperties.program, + p_uniforms = program.getUniforms(), + m_uniforms = materialProperties.__webglShader.uniforms; + + if ( program.id !== _currentProgram ) { + + _gl.useProgram( program.program ); + _currentProgram = program.id; + + refreshProgram = true; + refreshMaterial = true; + refreshLights = true; + + } + + if ( material.id !== _currentMaterialId ) { + + _currentMaterialId = material.id; + + refreshMaterial = true; + + } + + if ( refreshProgram || camera !== _currentCamera ) { + + _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements ); + + if ( capabilities.logarithmicDepthBuffer ) { + + _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); + + } + + + if ( camera !== _currentCamera ) { + + _currentCamera = camera; + + // lighting uniforms depend on the camera so enforce an update + // now, in case this material supports lights - or later, when + // the next material that does gets activated: + + refreshMaterial = true; // set to true on material change + refreshLights = true; // remains set until update done + + } + + // load material specific uniforms + // (shader material also gets them for the sake of genericity) + + if ( material instanceof THREE.ShaderMaterial || + material instanceof THREE.MeshPhongMaterial || + material instanceof THREE.MeshStandardMaterial || + material.envMap ) { + + if ( p_uniforms.cameraPosition !== undefined ) { + + _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.MeshStandardMaterial || + material instanceof THREE.ShaderMaterial || + material.skinning ) { + + if ( p_uniforms.viewMatrix !== undefined ) { + + _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements ); + + } + + } + + + if ( p_uniforms.toneMappingExposure !== undefined ) { + + _gl.uniform1f( p_uniforms.toneMappingExposure, _this.toneMappingExposure ); + + } + + if ( p_uniforms.toneMappingWhitePoint !== undefined ) { + + _gl.uniform1f( p_uniforms.toneMappingWhitePoint, _this.toneMappingWhitePoint ); + + } + + } + + // 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 !== undefined ) { + + _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements ); + + } + + if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) { + + _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements ); + + } + + if ( capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture ) { + + if ( p_uniforms.boneTexture !== undefined ) { + + var textureUnit = getTextureUnit(); + + _gl.uniform1i( p_uniforms.boneTexture, textureUnit ); + _this.setTexture( object.skeleton.boneTexture, textureUnit ); + + } + + if ( p_uniforms.boneTextureWidth !== undefined ) { + + _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth ); + + } + + if ( p_uniforms.boneTextureHeight !== undefined ) { + + _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight ); + + } + + } else if ( object.skeleton && object.skeleton.boneMatrices ) { + + if ( p_uniforms.boneGlobalMatrices !== undefined ) { + + _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices ); + + } + + } + + } + + if ( refreshMaterial ) { + + if ( material instanceof THREE.MeshPhongMaterial || + material instanceof THREE.MeshLambertMaterial || + material instanceof THREE.MeshStandardMaterial || + material.lights ) { + + // the current material requires lighting info + + // note: all lighting uniforms are always set correctly + // they simply reference the renderer's state for their + // values + // + // use the current material's .needsUpdate flags to set + // the GL state when required + + markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); + + } + + // refresh uniforms common to several materials + + if ( fog && material.fog ) { + + refreshUniformsFog( m_uniforms, fog ); + + } + + if ( material instanceof THREE.MeshBasicMaterial || + material instanceof THREE.MeshLambertMaterial || + material instanceof THREE.MeshPhongMaterial || + material instanceof THREE.MeshStandardMaterial ) { + + 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.PointsMaterial ) { + + refreshUniformsPoints( m_uniforms, material ); + + } else if ( material instanceof THREE.MeshLambertMaterial ) { + + refreshUniformsLambert( m_uniforms, material ); + + } else if ( material instanceof THREE.MeshPhongMaterial ) { + + refreshUniformsPhong( m_uniforms, material ); + + } else if ( material instanceof THREE.MeshStandardMaterial ) { + + refreshUniformsStandard( 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; + + } + + // load common uniforms + + loadUniformsGeneric( materialProperties.uniformsList ); + + } + + loadUniformsMatrices( p_uniforms, object ); + + if ( p_uniforms.modelMatrix !== undefined ) { + + _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements ); + + } + + if ( materialProperties.hasDynamicUniforms === true ) { + + updateDynamicUniforms( materialProperties.uniformsList, object, camera ); + + } + + return program; + + } + + function updateDynamicUniforms ( uniforms, object, camera ) { + + var dynamicUniforms = []; + + for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) { + + var uniform = uniforms[ j ][ 0 ]; + var onUpdateCallback = uniform.onUpdateCallback; + + if ( onUpdateCallback !== undefined ) { + + onUpdateCallback.bind( uniform )( object, camera ); + dynamicUniforms.push( uniforms[ j ] ); + + } + + } + + loadUniformsGeneric( dynamicUniforms ); + + } + + // Uniforms (refresh uniforms objects) + + function refreshUniformsCommon ( uniforms, material ) { + + uniforms.opacity.value = material.opacity; + + uniforms.diffuse.value = material.color; + + if ( material.emissive ) { + + uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); + + } + + uniforms.map.value = material.map; + uniforms.specularMap.value = material.specularMap; + uniforms.alphaMap.value = material.alphaMap; + + if ( material.aoMap ) { + + uniforms.aoMap.value = material.aoMap; + uniforms.aoMapIntensity.value = material.aoMapIntensity; + + } + + // uv repeat and offset setting priorities + // 1. color map + // 2. specular map + // 3. normal map + // 4. bump map + // 5. alpha map + // 6. emissive map + + var uvScaleMap; + + if ( material.map ) { + + uvScaleMap = material.map; + + } else if ( material.specularMap ) { + + uvScaleMap = material.specularMap; + + } else if ( material.displacementMap ) { + + uvScaleMap = material.displacementMap; + + } else if ( material.normalMap ) { + + uvScaleMap = material.normalMap; + + } else if ( material.bumpMap ) { + + uvScaleMap = material.bumpMap; + + } else if ( material.roughnessMap ) { + + uvScaleMap = material.roughnessMap; + + } else if ( material.metalnessMap ) { + + uvScaleMap = material.metalnessMap; + + } else if ( material.alphaMap ) { + + uvScaleMap = material.alphaMap; + + } else if ( material.emissiveMap ) { + + uvScaleMap = material.emissiveMap; + + } + + if ( uvScaleMap !== undefined ) { + + if ( uvScaleMap instanceof THREE.WebGLRenderTarget ) { + + uvScaleMap = uvScaleMap.texture; + + } + + 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 refreshUniformsPoints ( uniforms, material ) { + + uniforms.diffuse.value = material.color; + uniforms.opacity.value = material.opacity; + uniforms.size.value = material.size * _pixelRatio; + uniforms.scale.value = _canvas.clientHeight / 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 refreshUniformsLambert ( uniforms, material ) { + + if ( material.lightMap ) { + + uniforms.lightMap.value = material.lightMap; + uniforms.lightMapIntensity.value = material.lightMapIntensity; + + } + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + } + + function refreshUniformsPhong ( uniforms, material ) { + + uniforms.specular.value = material.specular; + uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) + + if ( material.lightMap ) { + + uniforms.lightMap.value = material.lightMap; + uniforms.lightMapIntensity.value = material.lightMapIntensity; + + } + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + 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 ); + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + } + + function refreshUniformsStandard ( uniforms, material ) { + + uniforms.roughness.value = material.roughness; + uniforms.metalness.value = material.metalness; + + if ( material.roughnessMap ) { + + uniforms.roughnessMap.value = material.roughnessMap; + + } + + if ( material.metalnessMap ) { + + uniforms.metalnessMap.value = material.metalnessMap; + + } + + if ( material.lightMap ) { + + uniforms.lightMap.value = material.lightMap; + uniforms.lightMapIntensity.value = material.lightMapIntensity; + + } + + if ( material.emissiveMap ) { + + uniforms.emissiveMap.value = material.emissiveMap; + + } + + 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 ); + + } + + if ( material.displacementMap ) { + + uniforms.displacementMap.value = material.displacementMap; + uniforms.displacementScale.value = material.displacementScale; + uniforms.displacementBias.value = material.displacementBias; + + } + + if ( material.envMap ) { + + //uniforms.envMap.value = material.envMap; // part of uniforms common + uniforms.envMapIntensity.value = material.envMapIntensity; + + } + + } + + // 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.directionalLights.needsUpdate = value; + uniforms.pointLights.needsUpdate = value; + uniforms.spotLights.needsUpdate = value; + uniforms.hemisphereLights.needsUpdate = value; + + } + + // 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 >= capabilities.maxTextures ) { + + console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures ); + + } + + _usedTextureUnits += 1; + + return textureUnit; + + } + + function loadUniform( uniform, type, location, value ) { + + var texture, textureUnit; + + if ( type === '1i' ) { + + _gl.uniform1i( location, value ); + + } else if ( type === '1f' ) { + + _gl.uniform1f( location, value ); + + } else if ( type === '2f' ) { + + _gl.uniform2f( location, value[ 0 ], value[ 1 ] ); + + } else if ( type === '3f' ) { + + _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] ); + + } else if ( type === '4f' ) { + + _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] ); + + } else if ( type === '1iv' ) { + + _gl.uniform1iv( location, value ); + + } else if ( type === '3iv' ) { + + _gl.uniform3iv( location, value ); + + } else if ( type === '1fv' ) { + + _gl.uniform1fv( location, value ); + + } else if ( type === '2fv' ) { + + _gl.uniform2fv( location, value ); + + } else if ( type === '3fv' ) { + + _gl.uniform3fv( location, value ); + + } else if ( type === '4fv' ) { + + _gl.uniform4fv( location, value ); + + } else if ( type === 'Matrix2fv' ) { + + _gl.uniformMatrix2fv( location, false, value ); + + } else if ( type === 'Matrix3fv' ) { + + _gl.uniformMatrix3fv( location, false, value ); + + } else if ( type === 'Matrix4fv' ) { + + _gl.uniformMatrix4fv( location, false, value ); + + // + + } else if ( type === 'i' ) { + + // single integer + _gl.uniform1i( location, value ); + + } else if ( type === 'f' ) { + + // single float + _gl.uniform1f( location, value ); + + } else if ( type === 'v2' ) { + + // single THREE.Vector2 + _gl.uniform2f( location, value.x, value.y ); + + } else if ( type === 'v3' ) { + + // single THREE.Vector3 + _gl.uniform3f( location, value.x, value.y, value.z ); + + } else if ( type === 'v4' ) { + + // single THREE.Vector4 + _gl.uniform4f( location, value.x, value.y, value.z, value.w ); + + } else if ( type === 'c' ) { + + // single THREE.Color + _gl.uniform3f( location, value.r, value.g, value.b ); + + } else if ( type === 's' ) { + + // TODO: Optimize this + + var properties = uniform.properties; + + for ( var name in properties ) { + + var property = properties[ name ]; + var locationProperty = location[ name ]; + var valueProperty = value[ name ]; + + loadUniform( property, property.type, locationProperty, valueProperty ); + + } + + } else if ( type === 'sa' ) { + + // TODO: Optimize this + + var properties = uniform.properties; + + for ( var i = 0, l = value.length; i < l; i ++ ) { + + for ( var name in properties ) { + + var property = properties[ name ]; + var locationProperty = location[ i ][ name ]; + var valueProperty = value[ i ][ name ]; + + loadUniform( property, property.type, locationProperty, valueProperty ); + + } + + } + + } else if ( type === 'iv1' ) { + + // flat array of integers (JS or typed array) + _gl.uniform1iv( location, value ); + + } else if ( type === 'iv' ) { + + // flat array of integers with 3 x N size (JS or typed array) + _gl.uniform3iv( location, value ); + + } else if ( type === 'fv1' ) { + + // flat array of floats (JS or typed array) + _gl.uniform1fv( location, value ); + + } else if ( type === 'fv' ) { + + // flat array of floats with 3 x N size (JS or typed array) + _gl.uniform3fv( location, value ); + + } else if ( type === 'v2v' ) { + + // array of THREE.Vector2 + + if ( uniform._array === undefined ) { + + uniform._array = new Float32Array( 2 * value.length ); + + } + + for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) { + + uniform._array[ i2 + 0 ] = value[ i ].x; + uniform._array[ i2 + 1 ] = value[ i ].y; + + } + + _gl.uniform2fv( location, uniform._array ); + + } else if ( type === 'v3v' ) { + + // array of THREE.Vector3 + + if ( uniform._array === undefined ) { + + uniform._array = new Float32Array( 3 * value.length ); + + } + + for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) { + + uniform._array[ i3 + 0 ] = value[ i ].x; + uniform._array[ i3 + 1 ] = value[ i ].y; + uniform._array[ i3 + 2 ] = value[ i ].z; + + } + + _gl.uniform3fv( location, uniform._array ); + + } else if ( type === 'v4v' ) { + + // array of THREE.Vector4 + + if ( uniform._array === undefined ) { + + uniform._array = new Float32Array( 4 * value.length ); + + } + + for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) { + + uniform._array[ i4 + 0 ] = value[ i ].x; + uniform._array[ i4 + 1 ] = value[ i ].y; + uniform._array[ i4 + 2 ] = value[ i ].z; + uniform._array[ i4 + 3 ] = value[ i ].w; + + } + + _gl.uniform4fv( location, uniform._array ); + + } else if ( type === 'm2' ) { + + // single THREE.Matrix2 + _gl.uniformMatrix2fv( location, false, value.elements ); + + } else if ( type === 'm3' ) { + + // single THREE.Matrix3 + _gl.uniformMatrix3fv( location, false, value.elements ); + + } else if ( type === '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 ); + + } else if ( type === 'm4' ) { + + // single THREE.Matrix4 + _gl.uniformMatrix4fv( location, false, value.elements ); + + } else if ( type === '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 ); + + } else if ( type === 't' ) { + + // single THREE.Texture (2d or cube) + + texture = value; + textureUnit = getTextureUnit(); + + _gl.uniform1i( location, textureUnit ); + + if ( ! texture ) return; + + if ( texture instanceof THREE.CubeTexture || + ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { + + // CompressedTexture can have Array in image :/ + + setCubeTexture( texture, textureUnit ); + + } else if ( texture instanceof THREE.WebGLRenderTargetCube ) { + + setCubeTextureDynamic( texture.texture, textureUnit ); + + } else if ( texture instanceof THREE.WebGLRenderTarget ) { + + _this.setTexture( texture.texture, textureUnit ); + + } else { + + _this.setTexture( texture, textureUnit ); + + } + + } else if ( type === 'tv' ) { + + // array of THREE.Texture (2d or cube) + + 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; + + 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.WebGLRenderTarget ) { + + _this.setTexture( texture.texture, textureUnit ); + + } else if ( texture instanceof THREE.WebGLRenderTargetCube ) { + + setCubeTextureDynamic( texture.texture, textureUnit ); + + } else { + + _this.setTexture( texture, textureUnit ); + + } + + } + + } else { + + console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type ); + + } + + } + + function loadUniformsGeneric( uniforms ) { + + for ( var i = 0, l = uniforms.length; i < l; i ++ ) { + + var uniform = uniforms[ i ][ 0 ]; + + // needsUpdate property is not added to all uniforms. + if ( uniform.needsUpdate === false ) continue; + + var type = uniform.type; + var location = uniforms[ i ][ 1 ]; + var value = uniform.value; + + loadUniform( uniform, type, location, value ); + + } + + } + + function setupLights ( lights, camera ) { + + var l, ll, light, + r = 0, g = 0, b = 0, + color, + intensity, + distance, + + viewMatrix = camera.matrixWorldInverse, + + directionalLength = 0, + pointLength = 0, + spotLength = 0, + hemiLength = 0, + + shadowsLength = 0; + + _lights.shadowsPointLight = 0; + + for ( l = 0, ll = lights.length; l < ll; l ++ ) { + + light = lights[ l ]; + + color = light.color; + intensity = light.intensity; + distance = light.distance; + + if ( light instanceof THREE.AmbientLight ) { + + r += color.r * intensity; + g += color.g * intensity; + b += color.b * intensity; + + } else if ( light instanceof THREE.DirectionalLight ) { + + var uniforms = lightCache.get( light ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + _vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( _vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + uniforms.shadow = light.castShadow; + + if ( light.castShadow ) { + + uniforms.shadowBias = light.shadow.bias; + uniforms.shadowRadius = light.shadow.radius; + uniforms.shadowMapSize = light.shadow.mapSize; + + _lights.shadows[ shadowsLength ++ ] = light; + + } + + _lights.directionalShadowMap[ directionalLength ] = light.shadow.map; + _lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; + _lights.directional[ directionalLength ++ ] = uniforms; + + } else if ( light instanceof THREE.SpotLight ) { + + var uniforms = lightCache.get( light ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + uniforms.color.copy( color ).multiplyScalar( intensity ); + uniforms.distance = distance; + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + _vector3.setFromMatrixPosition( light.target.matrixWorld ); + uniforms.direction.sub( _vector3 ); + uniforms.direction.transformDirection( viewMatrix ); + + uniforms.coneCos = Math.cos( light.angle ); + uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); + uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; + + uniforms.shadow = light.castShadow; + + if ( light.castShadow ) { + + uniforms.shadowBias = light.shadow.bias; + uniforms.shadowRadius = light.shadow.radius; + uniforms.shadowMapSize = light.shadow.mapSize; + + _lights.shadows[ shadowsLength ++ ] = light; + + } + + _lights.spotShadowMap[ spotLength ] = light.shadow.map; + _lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix; + _lights.spot[ spotLength ++ ] = uniforms; + + } else if ( light instanceof THREE.PointLight ) { + + var uniforms = lightCache.get( light ); + + uniforms.position.setFromMatrixPosition( light.matrixWorld ); + uniforms.position.applyMatrix4( viewMatrix ); + + uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); + uniforms.distance = light.distance; + uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; + + uniforms.shadow = light.castShadow; + + if ( light.castShadow ) { + + uniforms.shadowBias = light.shadow.bias; + uniforms.shadowRadius = light.shadow.radius; + uniforms.shadowMapSize = light.shadow.mapSize; + + _lights.shadows[ shadowsLength ++ ] = light; + + } + + _lights.pointShadowMap[ pointLength ] = light.shadow.map; + + if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) { + + _lights.pointShadowMatrix[ pointLength ] = new THREE.Matrix4(); + + } + + // for point lights we set the shadow matrix to be a translation-only matrix + // equal to inverse of the light's position + _vector3.setFromMatrixPosition( light.matrixWorld ).negate(); + _lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 ); + + _lights.point[ pointLength ++ ] = uniforms; + + } else if ( light instanceof THREE.HemisphereLight ) { + + var uniforms = lightCache.get( light ); + + uniforms.direction.setFromMatrixPosition( light.matrixWorld ); + uniforms.direction.transformDirection( viewMatrix ); + uniforms.direction.normalize(); + + uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); + uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); + + _lights.hemi[ hemiLength ++ ] = uniforms; + + } + + } + + _lights.ambient[ 0 ] = r; + _lights.ambient[ 1 ] = g; + _lights.ambient[ 2 ] = b; + + _lights.directional.length = directionalLength; + _lights.spot.length = spotLength; + _lights.point.length = pointLength; + _lights.hemi.length = hemiLength; + + _lights.shadows.length = shadowsLength; + + _lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + shadowsLength; + + } + + // GL state setting + + this.setFaceCulling = function ( cullFace, frontFaceDirection ) { + + if ( cullFace === THREE.CullFaceNone ) { + + state.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 ); + + } + + state.enable( _gl.CULL_FACE ); + + } + + }; + + // Textures + + function setTextureParameters ( textureType, texture, isPowerOfTwoImage ) { + + var extension; + + if ( isPowerOfTwoImage ) { + + _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 ) { + + console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture ); + + } + + _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 ) { + + console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture ); + + } + + } + + extension = extensions.get( 'EXT_texture_filter_anisotropic' ); + + if ( extension ) { + + if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return; + if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return; + + if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { + + _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) ); + properties.get( texture ).__currentAnisotropy = texture.anisotropy; + + } + + } + + } + + function uploadTexture( textureProperties, texture, slot ) { + + if ( textureProperties.__webglInit === undefined ) { + + textureProperties.__webglInit = true; + + texture.addEventListener( 'dispose', onTextureDispose ); + + textureProperties.__webglTexture = _gl.createTexture(); + + _infoMemory.textures ++; + + } + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__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 ); + + var image = clampToMaxSize( texture.image, capabilities.maxTextureSize ); + + if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) { + + image = makePowerOfTwo( image ); + + } + + var isPowerOfTwoImage = isPowerOfTwo( image ), + glFormat = paramThreeToGL( texture.format ), + glType = paramThreeToGL( texture.type ); + + setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage ); + + 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 && isPowerOfTwoImage ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + texture.generateMipmaps = false; + + } else { + + state.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 ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { + + state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } else { + + console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" ); + + } + + } else { + + state.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 && isPowerOfTwoImage ) { + + for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { + + mipmap = mipmaps[ i ]; + state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap ); + + } + + texture.generateMipmaps = false; + + } else { + + state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image ); + + } + + } + + if ( texture.generateMipmaps && isPowerOfTwoImage ) _gl.generateMipmap( _gl.TEXTURE_2D ); + + textureProperties.__version = texture.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } + + this.setTexture = function ( texture, slot ) { + + var textureProperties = properties.get( texture ); + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + var image = texture.image; + + if ( image === undefined ) { + + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture ); + return; + + } + + if ( image.complete === false ) { + + console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture ); + return; + + } + + uploadTexture( textureProperties, texture, slot ); + + return; + + } + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__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 ); + + console.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 isPowerOfTwo( image ) { + + return THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ); + + } + + function textureNeedsPowerOfTwo( texture ) { + + if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) return true; + if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) return true; + + return false; + + } + + function makePowerOfTwo( image ) { + + if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) { + + var canvas = document.createElement( 'canvas' ); + canvas.width = THREE.Math.nearestPowerOfTwo( image.width ); + canvas.height = THREE.Math.nearestPowerOfTwo( image.height ); + + var context = canvas.getContext( '2d' ); + context.drawImage( image, 0, 0, canvas.width, canvas.height ); + + console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); + + return canvas; + + } + + return image; + + } + + function setCubeTexture ( texture, slot ) { + + var textureProperties = properties.get( texture ); + + if ( texture.image.length === 6 ) { + + if ( texture.version > 0 && textureProperties.__version !== texture.version ) { + + if ( ! textureProperties.__image__webglTextureCube ) { + + texture.addEventListener( 'dispose', onTextureDispose ); + + textureProperties.__image__webglTextureCube = _gl.createTexture(); + + _infoMemory.textures ++; + + } + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__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 ], capabilities.maxCubemapSize ); + + } else { + + cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; + + } + + } + + var image = cubeImage[ 0 ], + isPowerOfTwoImage = isPowerOfTwo( image ), + glFormat = paramThreeToGL( texture.format ), + glType = paramThreeToGL( texture.type ); + + setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage ); + + for ( var i = 0; i < 6; i ++ ) { + + if ( ! isCompressed ) { + + if ( isDataTexture ) { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); + + } else { + + state.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 ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { + + state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); + + } else { + + console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" ); + + } + + } else { + + state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); + + } + + } + + } + + } + + if ( texture.generateMipmaps && isPowerOfTwoImage ) { + + _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + + } + + textureProperties.__version = texture.version; + + if ( texture.onUpdate ) texture.onUpdate( texture ); + + } else { + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); + + } + + } + + } + + function setCubeTextureDynamic ( texture, slot ) { + + state.activeTexture( _gl.TEXTURE0 + slot ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture ); + + } + + // Render targets + + // Setup storage for target texture and bind it to correct framebuffer + function setupFrameBufferTexture ( framebuffer, renderTarget, attachment, textureTarget ) { + + var glFormat = paramThreeToGL( renderTarget.texture.format ); + var glType = paramThreeToGL( renderTarget.texture.type ); + state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 ); + _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + // Setup storage for internal depth/stencil buffers and bind to correct framebuffer + function setupRenderBufferStorage ( 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 ); + + } 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 { + + // FIXME: We don't support !depth !stencil + _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); + + } + + _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); + + } + + // Setup GL resources for a non-texture depth buffer + function setupDepthRenderbuffer( renderTarget ) { + + var renderTargetProperties = properties.get( renderTarget ); + + var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); + + if ( isCube ) { + + renderTargetProperties.__webglDepthbuffer = []; + + for ( var i = 0; i < 6; i ++ ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); + renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget ); + + } + + } else { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); + renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); + setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget ); + + } + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); + + } + + // Set up GL resources for the render target + function setupRenderTarget( renderTarget ) { + + var renderTargetProperties = properties.get( renderTarget ); + var textureProperties = properties.get( renderTarget.texture ); + + renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); + + textureProperties.__webglTexture = _gl.createTexture(); + + _infoMemory.textures ++; + + var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); + var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ); + + // Setup framebuffer + + if ( isCube ) { + + renderTargetProperties.__webglFramebuffer = []; + + for ( var i = 0; i < 6; i ++ ) { + + renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); + + } + + } else { + + renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); + + } + + // Setup color buffer + + if ( isCube ) { + + state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo ); + + for ( var i = 0; i < 6; i ++ ) { + + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); + + } + + if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); + state.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); + + } else { + + state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); + setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo ); + setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D ); + + if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); + state.bindTexture( _gl.TEXTURE_2D, null ); + + } + + // Setup depth and stencil buffers + + if ( renderTarget.depthBuffer ) { + + setupDepthRenderbuffer( renderTarget ); + + } + + } + + this.getCurrentRenderTarget = function() { + + return _currentRenderTarget; + + } + + this.setRenderTarget = function ( renderTarget ) { + + _currentRenderTarget = renderTarget; + + if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) { + + setupRenderTarget( renderTarget ); + + } + + var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); + var framebuffer; + + if ( renderTarget ) { + + var renderTargetProperties = properties.get( renderTarget ); + + if ( isCube ) { + + framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ]; + + } else { + + framebuffer = renderTargetProperties.__webglFramebuffer; + + } + + _currentScissor.copy( renderTarget.scissor ); + _currentScissorTest = renderTarget.scissorTest; + + _currentViewport.copy( renderTarget.viewport ); + + } else { + + framebuffer = null; + + _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ); + _currentScissorTest = _scissorTest; + + _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ); + + } + + if ( _currentFramebuffer !== framebuffer ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + _currentFramebuffer = framebuffer; + + } + + state.scissor( _currentScissor ); + state.setScissorTest( _currentScissorTest ); + + state.viewport( _currentViewport ); + + if ( isCube ) { + + var textureProperties = properties.get( renderTarget.texture ); + _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel ); + + } + + }; + + this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) { + + if ( renderTarget instanceof THREE.WebGLRenderTarget === false ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); + return; + + } + + var framebuffer = properties.get( renderTarget ).__webglFramebuffer; + + if ( framebuffer ) { + + var restore = false; + + if ( framebuffer !== _currentFramebuffer ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); + + restore = true; + + } + + try { + + var texture = renderTarget.texture; + + if ( texture.format !== THREE.RGBAFormat + && paramThreeToGL( texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); + return; + + } + + if ( texture.type !== THREE.UnsignedByteType + && paramThreeToGL( texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) + && ! ( texture.type === THREE.FloatType && extensions.get( 'WEBGL_color_buffer_float' ) ) + && ! ( texture.type === THREE.HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); + return; + + } + + if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) { + + _gl.readPixels( x, y, width, height, paramThreeToGL( texture.format ), paramThreeToGL( texture.type ), buffer ); + + } else { + + console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); + + } + + } finally { + + if ( restore ) { + + _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer ); + + } + + } + + } + + }; + + function updateRenderTargetMipmap( renderTarget ) { + + var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; + var texture = properties.get( renderTarget.texture ).__webglTexture; + + state.bindTexture( target, texture ); + _gl.generateMipmap( target ); + state.bindTexture( target, 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( 'WEBGL_compressed_texture_etc1' ); + + if ( extension !== null ) { + + if ( p === THREE.RGB_ETC1_Format ) return extension.COMPRESSED_RGB_ETC1_WEBGL; + + } + + 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; + + } + +}; + +// File:src/renderers/WebGLRenderTarget.js + +/** + * @author szimek / https://github.com/szimek/ + * @author alteredq / http://alteredqualia.com/ + * @author Marius Kintel / https://github.com/kintel + */ + +/* + In options, we can specify: + * Texture parameters for an auto-generated target texture + * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers +*/ +THREE.WebGLRenderTarget = function ( width, height, options ) { + + this.uuid = THREE.Math.generateUUID(); + + this.width = width; + this.height = height; + + this.scissor = new THREE.Vector4( 0, 0, width, height ); + this.scissorTest = false; + + this.viewport = new THREE.Vector4( 0, 0, width, height ); + + options = options || {}; + + if ( options.minFilter === undefined ) options.minFilter = THREE.LinearFilter; + + this.texture = new THREE.Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy ); + + this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; + this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; + +}; + +THREE.WebGLRenderTarget.prototype = { + + constructor: THREE.WebGLRenderTarget, + + setSize: function ( width, height ) { + + if ( this.width !== width || this.height !== height ) { + + this.width = width; + this.height = height; + + this.dispose(); + + } + + this.viewport.set( 0, 0, width, height ); + this.scissor.set( 0, 0, width, height ); + + }, + + clone: function () { + + return new this.constructor().copy( this ); + + }, + + copy: function ( source ) { + + this.width = source.width; + this.height = source.height; + + this.viewport.copy( source.viewport ); + + this.texture = source.texture.clone(); + + this.depthBuffer = source.depthBuffer; + this.stencilBuffer = source.stencilBuffer; + + return this; + + }, + + 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 + this.activeMipMapLevel = 0; + +}; + +THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype ); +THREE.WebGLRenderTargetCube.prototype.constructor = THREE.WebGLRenderTargetCube; + +// File:src/renderers/webgl/WebGLBufferRenderer.js + +/** +* @author mrdoob / http://mrdoob.com/ +*/ + +THREE.WebGLBufferRenderer = function ( _gl, extensions, _infoRender ) { + + var mode; + + function setMode( value ) { + + mode = value; + + } + + function render( start, count ) { + + _gl.drawArrays( mode, start, count ); + + _infoRender.calls ++; + _infoRender.vertices += count; + if ( mode === _gl.TRIANGLES ) _infoRender.faces += count / 3; + + } + + function renderInstances( geometry ) { + + var extension = extensions.get( 'ANGLE_instanced_arrays' ); + + if ( extension === null ) { + + console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + var position = geometry.attributes.position; + + var count = 0; + + if ( position instanceof THREE.InterleavedBufferAttribute ) { + + count = position.data.count; + + extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); + + } else { + + count = position.count; + + extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); + + } + + _infoRender.calls ++; + _infoRender.vertices += count * geometry.maxInstancedCount; + if ( mode === _gl.TRIANGLES ) _infoRender.faces += geometry.maxInstancedCount * count / 3; + + } + + this.setMode = setMode; + this.render = render; + this.renderInstances = renderInstances; + +}; + +// File:src/renderers/webgl/WebGLIndexedBufferRenderer.js + +/** +* @author mrdoob / http://mrdoob.com/ +*/ + +THREE.WebGLIndexedBufferRenderer = function ( _gl, extensions, _infoRender ) { + + var mode; + + function setMode( value ) { + + mode = value; + + } + + var type, size; + + function setIndex( index ) { + + if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) { + + type = _gl.UNSIGNED_INT; + size = 4; + + } else { + + type = _gl.UNSIGNED_SHORT; + size = 2; + + } + + } + + function render( start, count ) { + + _gl.drawElements( mode, count, type, start * size ); + + _infoRender.calls ++; + _infoRender.vertices += count; + if ( mode === _gl.TRIANGLES ) _infoRender.faces += count / 3; + + } + + function renderInstances( geometry, start, count ) { + + var extension = extensions.get( 'ANGLE_instanced_arrays' ); + + if ( extension === null ) { + + console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); + return; + + } + + extension.drawElementsInstancedANGLE( mode, count, type, start * size, geometry.maxInstancedCount ); + + _infoRender.calls ++; + _infoRender.vertices += count * geometry.maxInstancedCount; + if ( mode === _gl.TRIANGLES ) _infoRender.faces += geometry.maxInstancedCount * count / 3; + } + + this.setMode = setMode; + this.setIndex = setIndex; + this.render = render; + this.renderInstances = renderInstances; + +}; + +// 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; + + case 'WEBGL_compressed_texture_etc1': + extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' ); + break; + + default: + extension = gl.getExtension( name ); + + } + + if ( extension === null ) { + + console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); + + } + + extensions[ name ] = extension; + + return extension; + + }; + +}; + +// File:src/renderers/webgl/WebGLCapabilities.js + +THREE.WebGLCapabilities = function ( gl, extensions, parameters ) { + + function getMaxPrecision( precision ) { + + if ( precision === 'highp' ) { + + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { + + return 'highp'; + + } + + precision = 'mediump'; + + } + + if ( precision === 'mediump' ) { + + if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && + gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { + + return 'mediump'; + + } + + } + + return 'lowp'; + + } + + this.getMaxPrecision = getMaxPrecision; + + this.precision = parameters.precision !== undefined ? parameters.precision : 'highp', + this.logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false; + + this.maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); + this.maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); + this.maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); + this.maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); + + this.maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); + this.maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); + this.maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); + this.maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); + + this.vertexTextures = this.maxVertexTextures > 0; + this.floatFragmentTextures = !! extensions.get( 'OES_texture_float' ); + this.floatVertexTextures = this.vertexTextures && this.floatFragmentTextures; + + var _maxPrecision = getMaxPrecision( this.precision ); + + if ( _maxPrecision !== this.precision ) { + + console.warn( 'THREE.WebGLRenderer:', this.precision, 'not supported, using', _maxPrecision, 'instead.' ); + this.precision = _maxPrecision; + + } + + if ( this.logarithmicDepthBuffer ) { + + this.logarithmicDepthBuffer = !! extensions.get( 'EXT_frag_depth' ); + + } + +}; + +// File:src/renderers/webgl/WebGLGeometries.js + +/** +* @author mrdoob / http://mrdoob.com/ +*/ + +THREE.WebGLGeometries = function ( gl, properties, info ) { + + var geometries = {}; + + function get( object ) { + + var geometry = object.geometry; + + if ( geometries[ geometry.id ] !== undefined ) { + + return geometries[ geometry.id ]; + + } + + geometry.addEventListener( 'dispose', onGeometryDispose ); + + var buffergeometry; + + if ( geometry instanceof THREE.BufferGeometry ) { + + buffergeometry = geometry; + + } else if ( geometry instanceof THREE.Geometry ) { + + if ( geometry._bufferGeometry === undefined ) { + + geometry._bufferGeometry = new THREE.BufferGeometry().setFromObject( object ); + + } + + buffergeometry = geometry._bufferGeometry; + + } + + geometries[ geometry.id ] = buffergeometry; + + info.memory.geometries ++; + + return buffergeometry; + + } + + function onGeometryDispose( event ) { + + var geometry = event.target; + var buffergeometry = geometries[ geometry.id ]; + + if ( buffergeometry.index !== null ) { + + deleteAttribute( buffergeometry.index ); + + } + + deleteAttributes( buffergeometry.attributes ); + + geometry.removeEventListener( 'dispose', onGeometryDispose ); + + delete geometries[ geometry.id ]; + + // TODO + + var property = properties.get( geometry ); + + if ( property.wireframe ) { + + deleteAttribute( property.wireframe ); + + } + + properties.delete( geometry ); + + var bufferproperty = properties.get( buffergeometry ); + + if ( bufferproperty.wireframe ) { + + deleteAttribute( bufferproperty.wireframe ); + + } + + properties.delete( buffergeometry ); + + // + + info.memory.geometries --; + + } + + function getAttributeBuffer( attribute ) { + + if ( attribute instanceof THREE.InterleavedBufferAttribute ) { + + return properties.get( attribute.data ).__webglBuffer; + + } + + return properties.get( attribute ).__webglBuffer; + + } + + function deleteAttribute( attribute ) { + + var buffer = getAttributeBuffer( attribute ); + + if ( buffer !== undefined ) { + + gl.deleteBuffer( buffer ); + removeAttributeBuffer( attribute ); + + } + + } + + function deleteAttributes( attributes ) { + + for ( var name in attributes ) { + + deleteAttribute( attributes[ name ] ); + + } + + } + + function removeAttributeBuffer( attribute ) { + + if ( attribute instanceof THREE.InterleavedBufferAttribute ) { + + properties.delete( attribute.data ); + + } else { + + properties.delete( attribute ); + + } + + } + + this.get = get; + +}; + +// File:src/renderers/webgl/WebGLLights.js + +/** +* @author mrdoob / http://mrdoob.com/ +*/ + +THREE.WebGLLights = function () { + + var lights = {}; + + this.get = function ( light ) { + + if ( lights[ light.id ] !== undefined ) { + + return lights[ light.id ]; + + } + + var uniforms; + + switch ( light.type ) { + + case 'DirectionalLight': + uniforms = { + direction: new THREE.Vector3(), + color: new THREE.Color(), + + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new THREE.Vector2() + }; + break; + + case 'SpotLight': + uniforms = { + position: new THREE.Vector3(), + direction: new THREE.Vector3(), + color: new THREE.Color(), + distance: 0, + coneCos: 0, + penumbraCos: 0, + decay: 0, + + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new THREE.Vector2() + }; + break; + + case 'PointLight': + uniforms = { + position: new THREE.Vector3(), + color: new THREE.Color(), + distance: 0, + decay: 0, + + shadow: false, + shadowBias: 0, + shadowRadius: 1, + shadowMapSize: new THREE.Vector2() + }; + break; + + case 'HemisphereLight': + uniforms = { + direction: new THREE.Vector3(), + skyColor: new THREE.Color(), + groundColor: new THREE.Color() + }; + break; + + } + + lights[ light.id ] = uniforms; + + return uniforms; + + }; + +}; + +// File:src/renderers/webgl/WebGLObjects.js + +/** +* @author mrdoob / http://mrdoob.com/ +*/ + +THREE.WebGLObjects = function ( gl, properties, info ) { + + var geometries = new THREE.WebGLGeometries( gl, properties, info ); + + // + + function update( object ) { + + // TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter. + + var geometry = geometries.get( object ); + + if ( object.geometry instanceof THREE.Geometry ) { + + geometry.updateFromObject( object ); + + } + + var index = geometry.index; + var attributes = geometry.attributes; + + if ( index !== null ) { + + updateAttribute( index, gl.ELEMENT_ARRAY_BUFFER ); + + } + + for ( var name in attributes ) { + + updateAttribute( attributes[ name ], gl.ARRAY_BUFFER ); + + } + + // morph targets + + var morphAttributes = geometry.morphAttributes; + + for ( var name in morphAttributes ) { + + var array = morphAttributes[ name ]; + + for ( var i = 0, l = array.length; i < l; i ++ ) { + + updateAttribute( array[ i ], gl.ARRAY_BUFFER ); + + } + + } + + return geometry; + + } + + function updateAttribute( attribute, bufferType ) { + + var data = ( attribute instanceof THREE.InterleavedBufferAttribute ) ? attribute.data : attribute; + + var attributeProperties = properties.get( data ); + + if ( attributeProperties.__webglBuffer === undefined ) { + + createBuffer( attributeProperties, data, bufferType ); + + } else if ( attributeProperties.version !== data.version ) { + + updateBuffer( attributeProperties, data, bufferType ); + + } + + } + + function createBuffer( attributeProperties, data, bufferType ) { + + attributeProperties.__webglBuffer = gl.createBuffer(); + gl.bindBuffer( bufferType, attributeProperties.__webglBuffer ); + + var usage = data.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW; + + gl.bufferData( bufferType, data.array, usage ); + + attributeProperties.version = data.version; + + } + + function updateBuffer( attributeProperties, data, bufferType ) { + + gl.bindBuffer( bufferType, attributeProperties.__webglBuffer ); + + if ( data.dynamic === false || data.updateRange.count === - 1 ) { + + // Not using update ranges + + gl.bufferSubData( bufferType, 0, data.array ); + + } else if ( data.updateRange.count === 0 ) { + + console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' ); + + } else { + + gl.bufferSubData( bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT, + data.array.subarray( data.updateRange.offset, data.updateRange.offset + data.updateRange.count ) ); + + data.updateRange.count = 0; // reset range + + } + + attributeProperties.version = data.version; + + } + + function getAttributeBuffer( attribute ) { + + if ( attribute instanceof THREE.InterleavedBufferAttribute ) { + + return properties.get( attribute.data ).__webglBuffer; + + } + + return properties.get( attribute ).__webglBuffer; + + } + + function getWireframeAttribute( geometry ) { + + var property = properties.get( geometry ); + + if ( property.wireframe !== undefined ) { + + return property.wireframe; + + } + + var indices = []; + + var index = geometry.index; + var attributes = geometry.attributes; + var position = attributes.position; + + // console.time( 'wireframe' ); + + if ( index !== null ) { + + var edges = {}; + var array = index.array; + + for ( var i = 0, l = array.length; i < l; i += 3 ) { + + var a = array[ i + 0 ]; + var b = array[ i + 1 ]; + var c = array[ i + 2 ]; + + if ( checkEdge( edges, a, b ) ) indices.push( a, b ); + if ( checkEdge( edges, b, c ) ) indices.push( b, c ); + if ( checkEdge( edges, c, a ) ) indices.push( c, a ); + + } + + } else { + + var array = attributes.position.array; + + for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { + + var a = i + 0; + var b = i + 1; + var c = i + 2; + + indices.push( a, b, b, c, c, a ); + + } + + } + + // console.timeEnd( 'wireframe' ); + + var TypeArray = position.count > 65535 ? Uint32Array : Uint16Array; + var attribute = new THREE.BufferAttribute( new TypeArray( indices ), 1 ); + + updateAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER ); + + property.wireframe = attribute; + + return attribute; + + } + + function checkEdge( edges, a, b ) { + + if ( a > b ) { + + var tmp = a; + a = b; + b = tmp; + + } + + var list = edges[ a ]; + + if ( list === undefined ) { + + edges[ a ] = [ b ]; + return true; + + } else if ( list.indexOf( b ) === -1 ) { + + list.push( b ); + return true; + + } + + return false; + + } + + this.getAttributeBuffer = getAttributeBuffer; + this.getWireframeAttribute = getWireframeAttribute; + + this.update = update; + +}; + +// File:src/renderers/webgl/WebGLProgram.js + +THREE.WebGLProgram = ( function () { + + var programIdCount = 0; + + // TODO: Combine the regex + var structRe = /^([\w\d_]+)\.([\w\d_]+)$/; + var arrayStructRe = /^([\w\d_]+)\[(\d+)\]\.([\w\d_]+)$/; + var arrayRe = /^([\w\d_]+)\[0\]$/; + + function getEncodingComponents( encoding ) { + + switch ( encoding ) { + + case THREE.LinearEncoding: + return [ 'Linear','( value )' ]; + case THREE.sRGBEncoding: + return [ 'sRGB','( value )' ]; + case THREE.RGBEEncoding: + return [ 'RGBE','( value )' ]; + case THREE.RGBM7Encoding: + return [ 'RGBM','( value, 7.0 )' ]; + case THREE.RGBM16Encoding: + return [ 'RGBM','( value, 16.0 )' ]; + case THREE.RGBDEncoding: + return [ 'RGBD','( value, 256.0 )' ]; + case THREE.GammaEncoding: + return [ 'Gamma','( value, float( GAMMA_FACTOR ) )' ]; + default: + throw new Error( 'unsupported encoding: ' + encoding ); + + } + + } + + function getTexelDecodingFunction( functionName, encoding ) { + + var components = getEncodingComponents( encoding ); + return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }"; + + } + + function getTexelEncodingFunction( functionName, encoding ) { + + var components = getEncodingComponents( encoding ); + return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }"; + + } + + function getToneMappingFunction( functionName, toneMapping ) { + + var toneMappingName; + + switch ( toneMapping ) { + + case THREE.LinearToneMapping: + toneMappingName = "Linear"; + break; + + case THREE.ReinhardToneMapping: + toneMappingName = "Reinhard"; + break; + + case THREE.Uncharted2ToneMapping: + toneMappingName = "Uncharted2"; + break; + + case THREE.CineonToneMapping: + toneMappingName = "OptimizedCineon"; + break; + + default: + throw new Error( 'unsupported toneMapping: ' + toneMapping ); + + } + + return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }"; + + } + + function generateExtensions( extensions, parameters, rendererExtensions ) { + + extensions = extensions || {}; + + var chunks = [ + ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '', + ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '', + ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '', + ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : '', + ]; + + return chunks.filter( filterEmptyLine ).join( '\n' ); + + } + + function generateDefines( defines ) { + + var chunks = []; + + for ( var name in defines ) { + + var value = defines[ name ]; + + if ( value === false ) continue; + + chunks.push( '#define ' + name + ' ' + value ); + + } + + return chunks.join( '\n' ); + + } + + function fetchUniformLocations( gl, program, identifiers ) { + + var uniforms = {}; + + var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); + + for ( var i = 0; i < n; i ++ ) { + + var info = gl.getActiveUniform( program, i ); + var name = info.name; + var location = gl.getUniformLocation( program, name ); + + //console.log("THREE.WebGLProgram: ACTIVE UNIFORM:", name); + + var matches = structRe.exec( name ); + if ( matches ) { + + var structName = matches[ 1 ]; + var structProperty = matches[ 2 ]; + + var uniformsStruct = uniforms[ structName ]; + + if ( ! uniformsStruct ) { + + uniformsStruct = uniforms[ structName ] = {}; + + } + + uniformsStruct[ structProperty ] = location; + + continue; + + } + + matches = arrayStructRe.exec( name ); + + if ( matches ) { + + var arrayName = matches[ 1 ]; + var arrayIndex = matches[ 2 ]; + var arrayProperty = matches[ 3 ]; + + var uniformsArray = uniforms[ arrayName ]; + + if ( ! uniformsArray ) { + + uniformsArray = uniforms[ arrayName ] = []; + + } + + var uniformsArrayIndex = uniformsArray[ arrayIndex ]; + + if ( ! uniformsArrayIndex ) { + + uniformsArrayIndex = uniformsArray[ arrayIndex ] = {}; + + } + + uniformsArrayIndex[ arrayProperty ] = location; + + continue; + + } + + matches = arrayRe.exec( name ); + + if ( matches ) { + + var arrayName = matches[ 1 ]; + + uniforms[ arrayName ] = location; + + continue; + + } + + uniforms[ name ] = location; + + } + + return uniforms; + + } + + function fetchAttributeLocations( gl, program, identifiers ) { + + var attributes = {}; + + var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); + + for ( var i = 0; i < n; i ++ ) { + + var info = gl.getActiveAttrib( program, i ); + var name = info.name; + + // console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i ); + + attributes[ name ] = gl.getAttribLocation( program, name ); + + } + + return attributes; + + } + + function filterEmptyLine( string ) { + + return string !== ''; + + } + + function replaceLightNums( string, parameters ) { + + return string + .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) + .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) + .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) + .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ); + + } + + function parseIncludes( string ) { + + var pattern = /#include +<([\w\d.]+)>/g; + + function replace( match, include ) { + + var replace = THREE.ShaderChunk[ include ]; + + if ( replace === undefined ) { + + throw new Error( 'Can not resolve #include <' + include + '>' ); + + } + + return parseIncludes( replace ); + + } + + return string.replace( pattern, replace ); + + } + + function unrollLoops( string ) { + + var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; + + function replace( match, start, end, snippet ) { + + var unroll = ''; + + for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) { + + unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' ); + + } + + return unroll; + + } + + return string.replace( pattern, replace ); + + } + + return function WebGLProgram( renderer, code, material, parameters ) { + + var gl = renderer.context; + + var extensions = material.extensions; + var defines = material.defines; + + var vertexShader = material.__webglShader.vertexShader; + var fragmentShader = material.__webglShader.fragmentShader; + + 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.CubeUVReflectionMapping: + case THREE.CubeUVRefractionMapping: + envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; + 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 customExtensions = generateExtensions( extensions, parameters, renderer.extensions ); + + var customDefines = generateDefines( defines ); + + // + + var program = gl.createProgram(); + + var prefixVertex, prefixFragment; + + if ( material instanceof THREE.RawShaderMaterial ) { + + prefixVertex = ''; + prefixFragment = ''; + + } else { + + prefixVertex = [ + + 'precision ' + parameters.precision + ' float;', + 'precision ' + parameters.precision + ' int;', + + '#define SHADER_NAME ' + material.__webglShader.name, + + customDefines, + + parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', + + '#define GAMMA_FACTOR ' + gammaFactorDefine, + + '#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.aoMap ? '#define USE_AOMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + 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 && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + parameters.pointLightShadows > 0 ? '#define POINT_LIGHT_SHADOWS' : '', + + parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#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;', + + '#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', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + prefixFragment = [ + + customExtensions, + + 'precision ' + parameters.precision + ' float;', + 'precision ' + parameters.precision + ' int;', + + '#define SHADER_NAME ' + material.__webglShader.name, + + customDefines, + + parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '', + + '#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.aoMap ? '#define USE_AOMAP' : '', + parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', + parameters.bumpMap ? '#define USE_BUMPMAP' : '', + parameters.normalMap ? '#define USE_NORMALMAP' : '', + parameters.specularMap ? '#define USE_SPECULARMAP' : '', + parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', + parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', + parameters.alphaMap ? '#define USE_ALPHAMAP' : '', + parameters.vertexColors ? '#define USE_COLOR' : '', + + parameters.flatShading ? '#define FLAT_SHADED' : '', + + parameters.doubleSided ? '#define DOUBLE_SIDED' : '', + parameters.flipSided ? '#define FLIP_SIDED' : '', + + parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', + parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', + parameters.pointLightShadows > 0 ? '#define POINT_LIGHT_SHADOWS' : '', + + parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '', + + parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '', + + parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', + parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', + + parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '', + + 'uniform mat4 viewMatrix;', + 'uniform vec3 cameraPosition;', + + ( parameters.toneMapping !== THREE.NoToneMapping ) ? "#define TONE_MAPPING" : '', + ( parameters.toneMapping !== THREE.NoToneMapping ) ? THREE.ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below + ( parameters.toneMapping !== THREE.NoToneMapping ) ? getToneMappingFunction( "toneMapping", parameters.toneMapping ) : '', + + ( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? THREE.ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below + parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '', + parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '', + parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '', + parameters.outputEncoding ? getTexelEncodingFunction( "linearToOutputTexel", parameters.outputEncoding ) : '', + + '\n' + + ].filter( filterEmptyLine ).join( '\n' ); + + } + + vertexShader = parseIncludes( vertexShader, parameters ); + vertexShader = replaceLightNums( vertexShader, parameters ); + + fragmentShader = parseIncludes( fragmentShader, parameters ); + fragmentShader = replaceLightNums( fragmentShader, parameters ); + + if ( material instanceof THREE.ShaderMaterial === false ) { + + vertexShader = unrollLoops( vertexShader ); + fragmentShader = unrollLoops( fragmentShader ); + + } + + var vertexGlsl = prefixVertex + vertexShader; + var fragmentGlsl = prefixFragment + fragmentShader; + + // console.log( '*VERTEX*', vertexGlsl ); + // console.log( '*FRAGMENT*', fragmentGlsl ); + + var glVertexShader = THREE.WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); + var glFragmentShader = THREE.WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); + + gl.attachShader( program, glVertexShader ); + gl.attachShader( program, glFragmentShader ); + + // Force a particular attribute to index 0. + + if ( material.index0AttributeName !== undefined ) { + + gl.bindAttribLocation( program, 0, material.index0AttributeName ); + + } else if ( parameters.morphTargets === true ) { + + // programs with morphTargets displace position out of attribute 0 + gl.bindAttribLocation( program, 0, 'position' ); + + } + + gl.linkProgram( program ); + + var programLog = gl.getProgramInfoLog( program ); + var vertexLog = gl.getShaderInfoLog( glVertexShader ); + var fragmentLog = gl.getShaderInfoLog( glFragmentShader ); + + var runnable = true; + var haveDiagnostics = true; + + // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) ); + // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) ); + + if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { + + runnable = false; + + console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog ); + + } else if ( programLog !== '' ) { + + console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog ); + + } else if ( vertexLog === '' || fragmentLog === '' ) { + + haveDiagnostics = false; + + } + + if ( haveDiagnostics ) { + + this.diagnostics = { + + runnable: runnable, + material: material, + + programLog: programLog, + + vertexShader: { + + log: vertexLog, + prefix: prefixVertex + + }, + + fragmentShader: { + + log: fragmentLog, + prefix: prefixFragment + + } + + }; + + } + + // clean up + + gl.deleteShader( glVertexShader ); + gl.deleteShader( glFragmentShader ); + + // set up caching for uniform locations + + var cachedUniforms; + + this.getUniforms = function() { + + if ( cachedUniforms === undefined ) { + + cachedUniforms = fetchUniformLocations( gl, program ); + + } + + return cachedUniforms; + + }; + + // set up caching for attribute locations + + var cachedAttributes; + + this.getAttributes = function() { + + if ( cachedAttributes === undefined ) { + + cachedAttributes = fetchAttributeLocations( gl, program ); + + } + + return cachedAttributes; + + }; + + // free resource + + this.destroy = function() { + + gl.deleteProgram( program ); + this.program = undefined; + + }; + + // DEPRECATED + + Object.defineProperties( this, { + + uniforms: { + get: function() { + + console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' ); + return this.getUniforms(); + + } + }, + + attributes: { + get: function() { + + console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' ); + return this.getAttributes(); + + } + } + + } ); + + + // + + this.id = programIdCount ++; + this.code = code; + this.usedTimes = 1; + this.program = program; + this.vertexShader = glVertexShader; + this.fragmentShader = glFragmentShader; + + return this; + + }; + +} )(); + +// File:src/renderers/webgl/WebGLPrograms.js + +THREE.WebGLPrograms = function ( renderer, capabilities ) { + + var programs = []; + + var shaderIDs = { + MeshDepthMaterial: 'depth', + MeshNormalMaterial: 'normal', + MeshBasicMaterial: 'basic', + MeshLambertMaterial: 'lambert', + MeshPhongMaterial: 'phong', + MeshStandardMaterial: 'standard', + LineBasicMaterial: 'basic', + LineDashedMaterial: 'dashed', + PointsMaterial: 'points' + }; + + var parameterNames = [ + "precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding", + "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap", + "roughnessMap", "metalnessMap", + "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp", + "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", + "maxBones", "useVertexTexture", "morphTargets", "morphNormals", + "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha", + "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", + "shadowMapEnabled", "pointLightShadows", "toneMapping", 'physicallyCorrectLights', + "shadowMapType", + "alphaTest", "doubleSided", "flipSided" + ]; + + + function allocateBones ( object ) { + + if ( capabilities.floatVertexTextures && 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 = capabilities.maxVertexUniforms; + 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 ) { + + console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' ); + + } + + } + + return maxBones; + + } + + } + + function getTextureEncodingFromMap( map, gammaOverrideLinear ) { + + var encoding; + + if ( ! map ) { + + encoding = THREE.LinearEncoding; + + } else if ( map instanceof THREE.Texture ) { + + encoding = map.encoding; + + } else if ( map instanceof THREE.WebGLRenderTarget ) { + + encoding = map.texture.encoding; + + } + + // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point. + if ( encoding === THREE.LinearEncoding && gammaOverrideLinear ) { + + encoding = THREE.GammaEncoding; + + } + + return encoding; + + } + + this.getParameters = function ( material, lights, fog, object ) { + + var shaderID = shaderIDs[ material.type ]; + + // heuristics to create shader parameters according to lights in the scene + // (not to blow over maxLights budget) + + var maxBones = allocateBones( object ); + var precision = renderer.getPrecision(); + + if ( material.precision !== null ) { + + precision = capabilities.getMaxPrecision( material.precision ); + + if ( precision !== material.precision ) { + + console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); + + } + + } + + var parameters = { + + shaderID: shaderID, + + precision: precision, + supportsVertexTextures: capabilities.vertexTextures, + outputEncoding: getTextureEncodingFromMap( renderer.getCurrentRenderTarget(), renderer.gammaOutput ), + map: !! material.map, + mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ), + envMap: !! material.envMap, + envMapMode: material.envMap && material.envMap.mapping, + envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ), + envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === THREE.CubeUVReflectionMapping ) || ( material.envMap.mapping === THREE.CubeUVRefractionMapping ) ), + lightMap: !! material.lightMap, + aoMap: !! material.aoMap, + emissiveMap: !! material.emissiveMap, + emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ), + bumpMap: !! material.bumpMap, + normalMap: !! material.normalMap, + displacementMap: !! material.displacementMap, + roughnessMap: !! material.roughnessMap, + metalnessMap: !! material.metalnessMap, + 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: capabilities.logarithmicDepthBuffer, + + skinning: material.skinning, + maxBones: maxBones, + useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture, + + morphTargets: material.morphTargets, + morphNormals: material.morphNormals, + maxMorphTargets: renderer.maxMorphTargets, + maxMorphNormals: renderer.maxMorphNormals, + + numDirLights: lights.directional.length, + numPointLights: lights.point.length, + numSpotLights: lights.spot.length, + numHemiLights: lights.hemi.length, + + pointLightShadows: lights.shadowsPointLight, + + shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0, + shadowMapType: renderer.shadowMap.type, + + toneMapping: renderer.toneMapping, + physicallyCorrectLights: renderer.physicallyCorrectLights, + + premultipliedAlpha: material.premultipliedAlpha, + + alphaTest: material.alphaTest, + doubleSided: material.side === THREE.DoubleSide, + flipSided: material.side === THREE.BackSide + + }; + + return parameters; + + }; + + this.getProgramCode = function ( material, parameters ) { + + var chunks = []; + + if ( parameters.shaderID ) { + + chunks.push( parameters.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 i = 0; i < parameterNames.length; i ++ ) { + + var parameterName = parameterNames[ i ]; + chunks.push( parameterName ); + chunks.push( parameters[ parameterName ] ); + + } + + return chunks.join(); + + }; + + this.acquireProgram = function ( material, parameters, code ) { + + 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( renderer, code, material, parameters ); + programs.push( program ); + + } + + return program; + + }; + + this.releaseProgram = function( program ) { + + if ( -- program.usedTimes === 0 ) { + + // Remove from unordered set + var i = programs.indexOf( program ); + programs[ i ] = programs[ programs.length - 1 ]; + programs.pop(); + + // Free WebGL resources + program.destroy(); + + } + + }; + + // Exposed for resource monitoring & error feedback via renderer.info: + this.programs = programs; + +}; + +// File:src/renderers/webgl/WebGLProperties.js + +/** +* @author fordacious / fordacious.github.io +*/ + +THREE.WebGLProperties = function () { + + var properties = {}; + + this.get = function ( object ) { + + var uuid = object.uuid; + var map = properties[ uuid ]; + + if ( map === undefined ) { + + map = {}; + properties[ uuid ] = map; + + } + + return map; + + }; + + this.delete = function ( object ) { + + delete properties[ object.uuid ]; + + }; + + this.clear = function () { + + properties = {}; + + }; + +}; + +// File:src/renderers/webgl/WebGLShader.js + +THREE.WebGLShader = ( function () { + + function addLineNumbers( 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 WebGLShader( gl, type, string ) { + + var shader = gl.createShader( type ); + + gl.shaderSource( shader, string ); + gl.compileShader( shader ); + + if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) { + + console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' ); + + } + + if ( gl.getShaderInfoLog( shader ) !== '' ) { + + console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', 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/WebGLShadowMap.js + +/** + * @author alteredq / http://alteredqualia.com/ + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) { + + var _gl = _renderer.context, + _state = _renderer.state, + _frustum = new THREE.Frustum(), + _projScreenMatrix = new THREE.Matrix4(), + + _shadowMapSize = new THREE.Vector2(), + + _lookTarget = new THREE.Vector3(), + _lightPositionWorld = new THREE.Vector3(), + + _renderList = [], + + _MorphingFlag = 1, + _SkinningFlag = 2, + + _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1, + + _depthMaterials = new Array( _NumberOfMaterialVariants ), + _distanceMaterials = new Array( _NumberOfMaterialVariants ); + + var cubeDirections = [ + new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( - 1, 0, 0 ), new THREE.Vector3( 0, 0, 1 ), + new THREE.Vector3( 0, 0, - 1 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, - 1, 0 ) + ]; + + var cubeUps = [ + new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), + new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ), new THREE.Vector3( 0, 0, - 1 ) + ]; + + var cube2DViewPorts = [ + new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(), + new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4() + ]; + + // init + + var depthShader = THREE.ShaderLib[ "depthRGBA" ]; + var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms ); + + var distanceShader = THREE.ShaderLib[ "distanceRGBA" ]; + var distanceUniforms = THREE.UniformsUtils.clone( distanceShader.uniforms ); + + for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) { + + var useMorphing = ( i & _MorphingFlag ) !== 0; + var useSkinning = ( i & _SkinningFlag ) !== 0; + + var depthMaterial = new THREE.ShaderMaterial( { + uniforms: depthUniforms, + vertexShader: depthShader.vertexShader, + fragmentShader: depthShader.fragmentShader, + morphTargets: useMorphing, + skinning: useSkinning + } ); + + _depthMaterials[ i ] = depthMaterial; + + var distanceMaterial = new THREE.ShaderMaterial( { + defines: { + 'USE_SHADOWMAP': '' + }, + uniforms: distanceUniforms, + vertexShader: distanceShader.vertexShader, + fragmentShader: distanceShader.fragmentShader, + morphTargets: useMorphing, + skinning: useSkinning + } ); + + _distanceMaterials[ i ] = distanceMaterial; + + } + + // + + var scope = this; + + this.enabled = false; + + this.autoUpdate = true; + this.needsUpdate = false; + + this.type = THREE.PCFShadowMap; + this.cullFace = THREE.CullFaceFront; + + this.render = function ( scene, camera ) { + + var faceCount, isPointLight; + var shadows = _lights.shadows; + + if ( shadows.length === 0 ) return; + + if ( scope.enabled === false ) return; + if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; + + // Set GL state for depth map. + _state.clearColor( 1, 1, 1, 1 ); + _state.disable( _gl.BLEND ); + _state.enable( _gl.CULL_FACE ); + _gl.frontFace( _gl.CCW ); + _gl.cullFace( scope.cullFace === THREE.CullFaceFront ? _gl.FRONT : _gl.BACK ); + _state.setDepthTest( true ); + _state.setScissorTest( false ); + + // render depth map + + for ( var i = 0, il = shadows.length; i < il; i ++ ) { + + var light = shadows[ i ]; + + var shadow = light.shadow; + var shadowCamera = shadow.camera; + + _shadowMapSize.copy( shadow.mapSize ); + + if ( light instanceof THREE.PointLight ) { + + faceCount = 6; + isPointLight = true; + + var vpWidth = _shadowMapSize.x; + var vpHeight = _shadowMapSize.y; + + // These viewports map a cube-map onto a 2D texture with the + // following orientation: + // + // xzXZ + // y Y + // + // X - Positive x direction + // x - Negative x direction + // Y - Positive y direction + // y - Negative y direction + // Z - Positive z direction + // z - Negative z direction + + // positive X + cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight ); + // negative X + cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight ); + // positive Z + cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight ); + // negative Z + cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight ); + // positive Y + cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight ); + // negative Y + cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight ); + + _shadowMapSize.x *= 4.0; + _shadowMapSize.y *= 2.0; + + } else { + + faceCount = 1; + isPointLight = false; + + } + + if ( shadow.map === null ) { + + var pars = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat }; + + shadow.map = new THREE.WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); + + // + + if ( light instanceof THREE.SpotLight ) { + + shadowCamera.aspect = _shadowMapSize.x / _shadowMapSize.y; + + } + + shadowCamera.updateProjectionMatrix(); + + } + + var shadowMap = shadow.map; + var shadowMatrix = shadow.matrix; + + _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); + shadowCamera.position.copy( _lightPositionWorld ); + + _renderer.setRenderTarget( shadowMap ); + _renderer.clear(); + + // render shadow map for each cube face (if omni-directional) or + // run a single pass if not + + for ( var face = 0; face < faceCount; face ++ ) { + + if ( isPointLight ) { + + _lookTarget.copy( shadowCamera.position ); + _lookTarget.add( cubeDirections[ face ] ); + shadowCamera.up.copy( cubeUps[ face ] ); + shadowCamera.lookAt( _lookTarget ); + + var vpDimensions = cube2DViewPorts[ face ]; + _state.viewport( vpDimensions ); + + } else { + + _lookTarget.setFromMatrixPosition( light.target.matrixWorld ); + shadowCamera.lookAt( _lookTarget ); + + } + + shadowCamera.updateMatrixWorld(); + shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld ); + + // 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 ); + + // set object matrices & frustum culling + + _renderList.length = 0; + + projectObject( scene, camera, shadowCamera ); + + // render shadow map + // render regular objects + + for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) { + + var object = _renderList[ j ]; + var geometry = _objects.update( object ); + var material = object.material; + + if ( material instanceof THREE.MultiMaterial ) { + + var groups = geometry.groups; + var materials = material.materials; + + for ( var k = 0, kl = groups.length; k < kl; k ++ ) { + + var group = groups[ k ]; + var groupMaterial = materials[ group.materialIndex ]; + + if ( groupMaterial.visible === true ) { + + var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld ); + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); + + } + + } + + } else { + + var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld ); + _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); + + } + + } + + } + + } + + // Restore GL state. + var clearColor = _renderer.getClearColor(), + clearAlpha = _renderer.getClearAlpha(); + _renderer.setClearColor( clearColor, clearAlpha ); + + _state.enable( _gl.BLEND ); + + if ( scope.cullFace === THREE.CullFaceFront ) { + + _gl.cullFace( _gl.BACK ); + + } + + scope.needsUpdate = false; + + }; + + function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) { + + var geometry = object.geometry; + + var newMaterial = null; + + var materialVariants = _depthMaterials; + var customMaterial = object.customDepthMaterial; + + if ( isPointLight ) { + + materialVariants = _distanceMaterials; + customMaterial = object.customDistanceMaterial; + + } + + if ( ! customMaterial ) { + + var useMorphing = geometry.morphTargets !== undefined && + geometry.morphTargets.length > 0 && material.morphTargets; + + var useSkinning = object instanceof THREE.SkinnedMesh && material.skinning; + + var variantIndex = 0; + + if ( useMorphing ) variantIndex |= _MorphingFlag; + if ( useSkinning ) variantIndex |= _SkinningFlag; + + newMaterial = materialVariants[ variantIndex ]; + + } else { + + newMaterial = customMaterial; + + } + + newMaterial.visible = material.visible; + newMaterial.wireframe = material.wireframe; + newMaterial.wireframeLinewidth = material.wireframeLinewidth; + + if ( isPointLight && newMaterial.uniforms.lightPos !== undefined ) { + + newMaterial.uniforms.lightPos.value.copy( lightPositionWorld ); + + } + + return newMaterial; + + } + + function projectObject( object, camera, shadowCamera ) { + + if ( object.visible === false ) return; + + if ( object.layers.test( camera.layers ) && ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) ) { + + if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) { + + var material = object.material; + + if ( material.visible === true ) { + + object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); + _renderList.push( object ); + + } + + } + + } + + var children = object.children; + + for ( var i = 0, l = children.length; i < l; i ++ ) { + + projectObject( children[ i ], camera, shadowCamera ); + + } + + } + +}; + +// File:src/renderers/webgl/WebGLState.js + +/** +* @author mrdoob / http://mrdoob.com/ +*/ + +THREE.WebGLState = function ( gl, extensions, paramThreeToGL ) { + + var _this = this; + + var color = new THREE.Vector4(); + + var newAttributes = new Uint8Array( 16 ); + var enabledAttributes = new Uint8Array( 16 ); + var attributeDivisors = new Uint8Array( 16 ); + + var capabilities = {}; + + var compressedTextureFormats = null; + + var currentBlending = null; + var currentBlendEquation = null; + var currentBlendSrc = null; + var currentBlendDst = null; + var currentBlendEquationAlpha = null; + var currentBlendSrcAlpha = null; + var currentBlendDstAlpha = null; + var currentPremultipledAlpha = false; + + var currentDepthFunc = null; + var currentDepthWrite = null; + + var currentColorWrite = null; + + var currentStencilWrite = null; + var currentStencilFunc = null; + var currentStencilRef = null; + var currentStencilMask = null; + var currentStencilFail = null; + var currentStencilZFail = null; + var currentStencilZPass = null; + + var currentFlipSided = null; + + var currentLineWidth = null; + + var currentPolygonOffsetFactor = null; + var currentPolygonOffsetUnits = null; + + var currentScissorTest = null; + + var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); + + var currentTextureSlot = undefined; + var currentBoundTextures = {}; + + var currentClearColor = new THREE.Vector4(); + var currentClearDepth = null; + var currentClearStencil = null; + + var currentScissor = new THREE.Vector4(); + var currentViewport = new THREE.Vector4(); + + var emptyTexture = gl.createTexture(); + gl.bindTexture( gl.TEXTURE_2D, emptyTexture ); + gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR ); + gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, new Uint8Array( 3 ) ); + + this.init = function () { + + this.clearColor( 0, 0, 0, 1 ); + this.clearDepth( 1 ); + this.clearStencil( 0 ); + + this.enable( gl.DEPTH_TEST ); + gl.depthFunc( gl.LEQUAL ); + + gl.frontFace( gl.CCW ); + gl.cullFace( gl.BACK ); + this.enable( gl.CULL_FACE ); + + this.enable( gl.BLEND ); + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA ); + + }; + + 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; + + } + + if ( attributeDivisors[ attribute ] !== 0 ) { + + var extension = extensions.get( 'ANGLE_instanced_arrays' ); + + extension.vertexAttribDivisorANGLE( attribute, 0 ); + attributeDivisors[ attribute ] = 0; + + } + + }; + + this.enableAttributeAndDivisor = function ( attribute, meshPerAttribute, extension ) { + + newAttributes[ attribute ] = 1; + + if ( enabledAttributes[ attribute ] === 0 ) { + + gl.enableVertexAttribArray( attribute ); + enabledAttributes[ attribute ] = 1; + + } + + if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { + + extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute ); + attributeDivisors[ attribute ] = meshPerAttribute; + + } + + }; + + 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.enable = function ( id ) { + + if ( capabilities[ id ] !== true ) { + + gl.enable( id ); + capabilities[ id ] = true; + + } + + }; + + this.disable = function ( id ) { + + if ( capabilities[ id ] !== false ) { + + gl.disable( id ); + capabilities[ id ] = false; + + } + + }; + + this.getCompressedTextureFormats = function () { + + if ( compressedTextureFormats === null ) { + + compressedTextureFormats = []; + + if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || + extensions.get( 'WEBGL_compressed_texture_s3tc' ) || + extensions.get( 'WEBGL_compressed_texture_etc1' ) ) { + + var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS ); + + for ( var i = 0; i < formats.length; i ++ ) { + + compressedTextureFormats.push( formats[ i ] ); + + } + + } + + } + + return compressedTextureFormats; + + }; + + this.setBlending = function ( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { + + if ( blending === THREE.NoBlending ) { + + this.disable( gl.BLEND ); + + } else { + + this.enable( gl.BLEND ); + + } + + if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { + + if ( blending === THREE.AdditiveBlending ) { + + if ( premultipliedAlpha ) { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE ); + + } else { + + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); + + } + + } else if ( blending === THREE.SubtractiveBlending ) { + + if ( premultipliedAlpha ) { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA ); + + } else { + + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR ); + + } + + } else if ( blending === THREE.MultiplyBlending ) { + + if ( premultipliedAlpha ) { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.SRC_COLOR, gl.SRC_ALPHA ); + + } else { + + gl.blendEquation( gl.FUNC_ADD ); + gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); + + } + + } else { + + if ( premultipliedAlpha ) { + + gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); + gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); + + } else { + + 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; + currentPremultipledAlpha = premultipliedAlpha; + + } + + 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.setDepthFunc = function ( depthFunc ) { + + if ( currentDepthFunc !== depthFunc ) { + + if ( depthFunc ) { + + switch ( depthFunc ) { + + case THREE.NeverDepth: + + gl.depthFunc( gl.NEVER ); + break; + + case THREE.AlwaysDepth: + + gl.depthFunc( gl.ALWAYS ); + break; + + case THREE.LessDepth: + + gl.depthFunc( gl.LESS ); + break; + + case THREE.LessEqualDepth: + + gl.depthFunc( gl.LEQUAL ); + break; + + case THREE.EqualDepth: + + gl.depthFunc( gl.EQUAL ); + break; + + case THREE.GreaterEqualDepth: + + gl.depthFunc( gl.GEQUAL ); + break; + + case THREE.GreaterDepth: + + gl.depthFunc( gl.GREATER ); + break; + + case THREE.NotEqualDepth: + + gl.depthFunc( gl.NOTEQUAL ); + break; + + default: + + gl.depthFunc( gl.LEQUAL ); + + } + + } else { + + gl.depthFunc( gl.LEQUAL ); + + } + + currentDepthFunc = depthFunc; + + } + + }; + + this.setDepthTest = function ( depthTest ) { + + if ( depthTest ) { + + this.enable( gl.DEPTH_TEST ); + + } else { + + this.disable( gl.DEPTH_TEST ); + + } + + }; + + this.setDepthWrite = function ( depthWrite ) { + + // TODO: Rename to setDepthMask + + if ( currentDepthWrite !== depthWrite ) { + + gl.depthMask( depthWrite ); + currentDepthWrite = depthWrite; + + } + + }; + + this.setColorWrite = function ( colorWrite ) { + + // TODO: Rename to setColorMask + + if ( currentColorWrite !== colorWrite ) { + + gl.colorMask( colorWrite, colorWrite, colorWrite, colorWrite ); + currentColorWrite = colorWrite; + + } + + }; + + this.setStencilFunc = function ( stencilFunc, stencilRef, stencilMask ) { + + if ( currentStencilFunc !== stencilFunc || + currentStencilRef !== stencilRef || + currentStencilMask !== stencilMask ) { + + gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); + + currentStencilFunc = stencilFunc; + currentStencilRef = stencilRef; + currentStencilMask = stencilMask; + + } + + }; + + this.setStencilOp = function ( stencilFail, stencilZFail, stencilZPass ) { + + if ( currentStencilFail !== stencilFail || + currentStencilZFail !== stencilZFail || + currentStencilZPass !== stencilZPass ) { + + gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); + + currentStencilFail = stencilFail; + currentStencilZFail = stencilZFail; + currentStencilZPass = stencilZPass; + + } + + }; + + this.setStencilTest = function ( stencilTest ) { + + if ( stencilTest ) { + + this.enable( gl.STENCIL_TEST ); + + } else { + + this.disable( gl.STENCIL_TEST ); + + } + + }; + + this.setStencilWrite = function ( stencilWrite ) { + + // TODO: Rename to setStencilMask + + if ( currentStencilWrite !== stencilWrite ) { + + gl.stencilMask( stencilWrite ); + currentStencilWrite = stencilWrite; + + } + + }; + + 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 ( polygonOffset ) { + + this.enable( gl.POLYGON_OFFSET_FILL ); + + } else { + + this.disable( gl.POLYGON_OFFSET_FILL ); + + } + + if ( polygonOffset && ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) ) { + + gl.polygonOffset( factor, units ); + + currentPolygonOffsetFactor = factor; + currentPolygonOffsetUnits = units; + + } + + }; + + this.getScissorTest = function () { + + return currentScissorTest; + + }; + + this.setScissorTest = function ( scissorTest ) { + + currentScissorTest = scissorTest; + + if ( scissorTest ) { + + this.enable( gl.SCISSOR_TEST ); + + } else { + + this.disable( gl.SCISSOR_TEST ); + + } + + }; + + // texture + + this.activeTexture = function ( webglSlot ) { + + if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; + + if ( currentTextureSlot !== webglSlot ) { + + gl.activeTexture( webglSlot ); + currentTextureSlot = webglSlot; + + } + + }; + + this.bindTexture = function ( webglType, webglTexture ) { + + if ( currentTextureSlot === undefined ) { + + _this.activeTexture(); + + } + + var boundTexture = currentBoundTextures[ currentTextureSlot ]; + + if ( boundTexture === undefined ) { + + boundTexture = { type: undefined, texture: undefined }; + currentBoundTextures[ currentTextureSlot ] = boundTexture; + + } + + if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { + + gl.bindTexture( webglType, webglTexture || emptyTexture ); + + boundTexture.type = webglType; + boundTexture.texture = webglTexture; + + } + + }; + + this.compressedTexImage2D = function () { + + try { + + gl.compressedTexImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( error ); + + } + + }; + + this.texImage2D = function () { + + try { + + gl.texImage2D.apply( gl, arguments ); + + } catch ( error ) { + + console.error( error ); + + } + + }; + + // clear values + + this.clearColor = function ( r, g, b, a ) { + + color.set( r, g, b, a ); + + if ( currentClearColor.equals( color ) === false ) { + + gl.clearColor( r, g, b, a ); + currentClearColor.copy( color ); + + } + + }; + + this.clearDepth = function ( depth ) { + + if ( currentClearDepth !== depth ) { + + gl.clearDepth( depth ); + currentClearDepth = depth; + + } + + }; + + this.clearStencil = function ( stencil ) { + + if ( currentClearStencil !== stencil ) { + + gl.clearStencil( stencil ); + currentClearStencil = stencil; + + } + + }; + + // + + this.scissor = function ( scissor ) { + + if ( currentScissor.equals( scissor ) === false ) { + + gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); + currentScissor.copy( scissor ); + + } + + }; + + this.viewport = function ( viewport ) { + + if ( currentViewport.equals( viewport ) === false ) { + + gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); + currentViewport.copy( viewport ); + + } + + }; + + // + + this.reset = function () { + + for ( var i = 0; i < enabledAttributes.length; i ++ ) { + + if ( enabledAttributes[ i ] === 1 ) { + + gl.disableVertexAttribArray( i ); + enabledAttributes[ i ] = 0; + + } + + } + + capabilities = {}; + + compressedTextureFormats = null; + + currentTextureSlot = undefined; + currentBoundTextures = {}; + + currentBlending = null; + + currentColorWrite = null; + currentDepthWrite = null; + currentStencilWrite = 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 state = renderer.state; + + var vertexBuffer, elementBuffer; + var program, attributes, uniforms; + var hasVertexTexture; + + var tempTexture, occlusionTexture; + + function init() { + + 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(); + + state.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 ); + + state.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, viewport ) { + + if ( flares.length === 0 ) return; + + var tempPosition = new THREE.Vector3(); + + var invAspect = viewport.w / viewport.z, + halfViewportWidth = viewport.z * 0.5, + halfViewportHeight = viewport.w * 0.5; + + var size = 16 / viewport.w, + 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 ); + + state.initAttributes(); + state.enableAttribute( attributes.vertex ); + state.enableAttribute( attributes.uv ); + state.disableUnusedAttributes(); + + // loop through all lens flares to update their occlusion and positions + // setup gl and common used attribs/uniforms + + 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 ); + + state.disable( gl.CULL_FACE ); + state.setDepthWrite( false ); + + for ( var i = 0, l = flares.length; i < l; i ++ ) { + + size = 16 / viewport.w; + 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 < viewport.z && + screenPositionPixels.y > 0 && + screenPositionPixels.y < viewport.w ) ) { + + // save current RGB to temp texture + + state.activeTexture( gl.TEXTURE0 ); + state.bindTexture( gl.TEXTURE_2D, null ); + state.activeTexture( gl.TEXTURE1 ); + state.bindTexture( gl.TEXTURE_2D, tempTexture ); + gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, viewport.x + screenPositionPixels.x - 8, viewport.y + 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 ); + + state.disable( gl.BLEND ); + state.enable( gl.DEPTH_TEST ); + + gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); + + + // copy result to occlusionMap + + state.activeTexture( gl.TEXTURE0 ); + state.bindTexture( gl.TEXTURE_2D, occlusionTexture ); + gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, viewport.x + screenPositionPixels.x - 8, viewport.y + screenPositionPixels.y - 8, 16, 16, 0 ); + + + // restore graphics + + gl.uniform1i( uniforms.renderType, 1 ); + state.disable( gl.DEPTH_TEST ); + + state.activeTexture( gl.TEXTURE1 ); + state.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 ); + state.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 / viewport.w; + + 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 ); + + 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 + + state.enable( gl.CULL_FACE ); + state.enable( gl.DEPTH_TEST ); + state.setDepthWrite( 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/SpritePlugin.js + +/** + * @author mikael emtinger / http://gomo.se/ + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SpritePlugin = function ( renderer, sprites ) { + + var gl = renderer.context; + var state = renderer.state; + + 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(); + + function init() { + + 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 ); + + state.initAttributes(); + state.enableAttribute( attributes.position ); + state.enableAttribute( attributes.uv ); + state.disableUnusedAttributes(); + + state.disable( gl.CULL_FACE ); + state.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 ); + + state.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 ); + + state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); + state.setDepthTest( material.depthTest ); + 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 + + state.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;', + '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.renderOrder !== b.renderOrder ) { + + return a.renderOrder - b.renderOrder; + + } else if ( a.z !== b.z ) { + + return b.z - a.z; + + } else { + + return b.id - a.id; + + } + + } + +}; + +// File:src/Three.Legacy.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +Object.defineProperties( THREE.Box2.prototype, { + empty: { + value: function () { + console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); + } + }, + isIntersectionBox: { + value: function ( box ) { + console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + } + } +} ); + +Object.defineProperties( THREE.Box3.prototype, { + empty: { + value: function () { + console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); + return this.isEmpty(); + } + }, + isIntersectionBox: { + value: function ( box ) { + console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + } + }, + isIntersectionSphere: { + value: function ( sphere ) { + console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); + } + } +} ); + +Object.defineProperties( THREE.Matrix3.prototype, { + multiplyVector3: { + value: function ( vector ) { + console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); + return vector.applyMatrix3( this ); + } + }, + multiplyVector3Array: { + value: function ( a ) { + console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); + return this.applyToVector3Array( a ); + } + } +} ); + +Object.defineProperties( THREE.Matrix4.prototype, { + extractPosition: { + value: function ( m ) { + console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); + return this.copyPosition( m ); + } + }, + setRotationFromQuaternion: { + value: function ( q ) { + console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); + return this.makeRotationFromQuaternion( q ); + } + }, + multiplyVector3: { + value: function ( vector ) { + console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' ); + return vector.applyProjection( this ); + } + }, + multiplyVector4: { + value: function ( vector ) { + console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); + } + }, + multiplyVector3Array: { + value: function ( a ) { + console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); + return this.applyToVector3Array( a ); + } + }, + rotateAxis: { + value: function ( v ) { + console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); + v.transformDirection( this ); + } + }, + crossVector: { + value: function ( vector ) { + console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); + return vector.applyMatrix4( this ); + } + }, + translate: { + value: function ( v ) { + console.error( 'THREE.Matrix4: .translate() has been removed.' ); + } + }, + rotateX: { + value: function ( angle ) { + console.error( 'THREE.Matrix4: .rotateX() has been removed.' ); + } + }, + rotateY: { + value: function ( angle ) { + console.error( 'THREE.Matrix4: .rotateY() has been removed.' ); + } + }, + rotateZ: { + value: function ( angle ) { + console.error( 'THREE.Matrix4: .rotateZ() has been removed.' ); + } + }, + rotateByAxis: { + value: function ( axis, angle ) { + console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' ); + } + } +} ); + +Object.defineProperties( THREE.Plane.prototype, { + isIntersectionLine: { + value: function ( line ) { + console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' ); + return this.intersectsLine( line ); + } + } +} ); + +Object.defineProperties( THREE.Quaternion.prototype, { + multiplyVector3: { + value: function ( vector ) { + console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' ); + return vector.applyQuaternion( this ); + } + } +} ); + +Object.defineProperties( THREE.Ray.prototype, { + isIntersectionBox: { + value: function ( box ) { + console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' ); + return this.intersectsBox( box ); + } + }, + isIntersectionPlane: { + value: function ( plane ) { + console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' ); + return this.intersectsPlane( plane ); + } + }, + isIntersectionSphere: { + value: function ( sphere ) { + console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); + return this.intersectsSphere( sphere ); + } + } +} ); + +Object.defineProperties( THREE.Vector3.prototype, { + setEulerFromRotationMatrix: { + value: function () { + console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' ); + } + }, + setEulerFromQuaternion: { + value: function () { + console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' ); + } + }, + getPositionFromMatrix: { + value: function ( m ) { + console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); + return this.setFromMatrixPosition( m ); + } + }, + getScaleFromMatrix: { + value: function ( m ) { + console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); + return this.setFromMatrixScale( m ); + } + }, + getColumnFromMatrix: { + value: function ( index, matrix ) { + console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); + return this.setFromMatrixColumn( index, matrix ); + } + } +} ); + +// + +THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) { + + console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' ); + return new THREE.Face3( a, b, c, normal, color, materialIndex ); + +}; + +THREE.Vertex = function ( x, y, z ) { + + console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' ); + return new THREE.Vector3( x, y, z ); + +}; + +// + +Object.defineProperties( THREE.Object3D.prototype, { + eulerOrder: { + get: function () { + console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); + return this.rotation.order; + }, + set: function ( value ) { + console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); + this.rotation.order = value; + } + }, + getChildByName: { + value: function ( name ) { + console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); + return this.getObjectByName( name ); + } + }, + renderDepth: { + set: function ( value ) { + console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' ); + } + }, + translate: { + value: function ( distance, axis ) { + console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); + return this.translateOnAxis( axis, distance ); + } + }, + useQuaternion: { + get: function () { + console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); + }, + set: function ( value ) { + console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); + } + } +} ); + +// + +Object.defineProperties( THREE, { + PointCloud: { + value: function ( geometry, material ) { + console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' ); + return new THREE.Points( geometry, material ); + } + }, + ParticleSystem: { + value: function ( geometry, material ) { + console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' ); + return new THREE.Points( geometry, material ); + } + } +} ); + +// + +Object.defineProperties( THREE.Light.prototype, { + onlyShadow: { + set: function ( value ) { + console.warn( 'THREE.Light: .onlyShadow has been removed.' ); + } + }, + shadowCameraFov: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' ); + this.shadow.camera.fov = value; + } + }, + shadowCameraLeft: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' ); + this.shadow.camera.left = value; + } + }, + shadowCameraRight: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' ); + this.shadow.camera.right = value; + } + }, + shadowCameraTop: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' ); + this.shadow.camera.top = value; + } + }, + shadowCameraBottom: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' ); + this.shadow.camera.bottom = value; + } + }, + shadowCameraNear: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' ); + this.shadow.camera.near = value; + } + }, + shadowCameraFar: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' ); + this.shadow.camera.far = value; + } + }, + shadowCameraVisible: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' ); + } + }, + shadowBias: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' ); + this.shadow.bias = value; + } + }, + shadowDarkness: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowDarkness has been removed.' ); + } + }, + shadowMapWidth: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' ); + this.shadow.mapSize.width = value; + } + }, + shadowMapHeight: { + set: function ( value ) { + console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' ); + this.shadow.mapSize.height = value; + } + } +} ); + +// + +Object.defineProperties( THREE.BufferAttribute.prototype, { + length: { + get: function () { + console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' ); + return this.array.length; + } + } +} ); + +Object.defineProperties( THREE.BufferGeometry.prototype, { + drawcalls: { + get: function () { + console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' ); + return this.groups; + } + }, + offsets: { + get: function () { + console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' ); + return this.groups; + } + }, + addIndex: { + value: function ( index ) { + console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); + this.setIndex( index ); + } + }, + addDrawCall: { + value: function ( start, count, indexOffset ) { + if ( indexOffset !== undefined ) { + console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' ); + } + console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); + this.addGroup( start, count ); + } + }, + clearDrawCalls: { + value: function () { + console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); + this.clearGroups(); + } + }, + computeTangents: { + value: function () { + console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' ); + } + }, + computeOffsets: { + value: function () { + console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); + } + } +} ); + +// + +Object.defineProperties( THREE.Material.prototype, { + wrapAround: { + get: function () { + console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' ); + }, + set: function ( value ) { + console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' ); + } + }, + wrapRGB: { + get: function () { + console.warn( 'THREE.' + this.type + ': .wrapRGB has been removed.' ); + return new THREE.Color(); + } + } +} ); + +Object.defineProperties( THREE, { + PointCloudMaterial: { + value: function ( parameters ) { + console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' ); + return new THREE.PointsMaterial( parameters ); + } + }, + ParticleBasicMaterial: { + value: function ( parameters ) { + console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' ); + return new THREE.PointsMaterial( parameters ); + } + }, + ParticleSystemMaterial:{ + value: function ( parameters ) { + console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' ); + return new THREE.PointsMaterial( parameters ); + } + } +} ); + +Object.defineProperties( THREE.MeshPhongMaterial.prototype, { + metal: { + get: function () { + console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' ); + return false; + }, + set: function ( value ) { + console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' ); + } + } +} ); + +Object.defineProperties( THREE.ShaderMaterial.prototype, { + derivatives: { + get: function () { + console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); + return this.extensions.derivatives; + }, + set: function ( value ) { + console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); + this.extensions.derivatives = value; + } + } +} ); + +// + +Object.defineProperties( THREE.WebGLRenderer.prototype, { + supportsFloatTextures: { + value: function () { + console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' ); + return this.extensions.get( 'OES_texture_float' ); + } + }, + supportsHalfFloatTextures: { + value: function () { + console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' ); + return this.extensions.get( 'OES_texture_half_float' ); + } + }, + supportsStandardDerivatives: { + value: function () { + console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' ); + return this.extensions.get( 'OES_standard_derivatives' ); + } + }, + supportsCompressedTextureS3TC: { + value: function () { + console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' ); + return this.extensions.get( 'WEBGL_compressed_texture_s3tc' ); + } + }, + supportsCompressedTexturePVRTC: { + value: function () { + console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' ); + return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' ); + } + }, + supportsBlendMinMax: { + value: function () { + console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' ); + return this.extensions.get( 'EXT_blend_minmax' ); + } + }, + supportsVertexTextures: { + value: function () { + return this.capabilities.vertexTextures; + } + }, + supportsInstancedArrays: { + value: function () { + console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' ); + return this.extensions.get( 'ANGLE_instanced_arrays' ); + } + }, + enableScissorTest: { + value: function ( boolean ) { + console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' ); + this.setScissorTest( boolean ); + } + }, + initMaterial: { + value: function () { + console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' ); + } + }, + addPrePlugin: { + value: function () { + console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' ); + } + }, + addPostPlugin: { + value: function () { + console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' ); + } + }, + updateShadowMap: { + value: function () { + console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' ); + } + }, + shadowMapEnabled: { + get: function () { + return this.shadowMap.enabled; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' ); + this.shadowMap.enabled = value; + } + }, + shadowMapType: { + get: function () { + return this.shadowMap.type; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' ); + this.shadowMap.type = value; + } + }, + shadowMapCullFace: { + get: function () { + return this.shadowMap.cullFace; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' ); + this.shadowMap.cullFace = value; + } + } +} ); + +// + +Object.defineProperties( THREE.WebGLRenderTarget.prototype, { + wrapS: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); + return this.texture.wrapS; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); + this.texture.wrapS = value; + } + }, + wrapT: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); + return this.texture.wrapT; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); + this.texture.wrapT = value; + } + }, + magFilter: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); + return this.texture.magFilter; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); + this.texture.magFilter = value; + } + }, + minFilter: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); + return this.texture.minFilter; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); + this.texture.minFilter = value; + } + }, + anisotropy: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); + return this.texture.anisotropy; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); + this.texture.anisotropy = value; + } + }, + offset: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); + return this.texture.offset; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); + this.texture.offset = value; + } + }, + repeat: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); + return this.texture.repeat; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); + this.texture.repeat = value; + } + }, + format: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); + return this.texture.format; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); + this.texture.format = value; + } + }, + type: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); + return this.texture.type; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); + this.texture.type = value; + } + }, + generateMipmaps: { + get: function () { + console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); + return this.texture.generateMipmaps; + }, + set: function ( value ) { + console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); + this.texture.generateMipmaps = value; + } + } +} ); + +// + +THREE.GeometryUtils = { + + merge: function ( geometry1, geometry2, materialIndexOffset ) { + + console.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 ) { + + console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' ); + return geometry.center(); + + } + +}; + +THREE.ImageUtils = { + + crossOrigin: undefined, + + loadTexture: function ( url, mapping, onLoad, onError ) { + + console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' ); + + var loader = new THREE.TextureLoader(); + loader.setCrossOrigin( this.crossOrigin ); + + var texture = loader.load( url, onLoad, undefined, onError ); + + if ( mapping ) texture.mapping = mapping; + + return texture; + + }, + + loadTextureCube: function ( urls, mapping, onLoad, onError ) { + + console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' ); + + var loader = new THREE.CubeTextureLoader(); + loader.setCrossOrigin( this.crossOrigin ); + + var texture = loader.load( urls, onLoad, undefined, onError ); + + if ( mapping ) texture.mapping = mapping; + + return texture; + + }, + + loadCompressedTexture: function () { + + console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' ); + + }, + + loadCompressedTextureCube: function () { + + console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' ); + + } + +}; + +// + +THREE.Projector = function () { + + console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' ); + + this.projectVector = function ( vector, camera ) { + + console.warn( 'THREE.Projector: .projectVector() is now vector.project().' ); + vector.project( camera ); + + }; + + this.unprojectVector = function ( vector, camera ) { + + console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' ); + vector.unproject( camera ); + + }; + + this.pickingRay = function ( vector, camera ) { + + console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' ); + + }; + +}; + +// + +THREE.CanvasRenderer = function () { + + console.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 () {}; + +}; + +// + +THREE.MeshFaceMaterial = THREE.MultiMaterial; + +// File:src/extras/CurveUtils.js + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + +THREE.CurveUtils = { + + 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; + + } + +}; + +// File:src/extras/SceneUtils.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.SceneUtils = { + + createMultiMaterialObject: function ( geometry, materials ) { + + var group = new THREE.Group(); + + 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/ShapeUtils.js + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + */ + +THREE.ShapeUtils = { + + // calculate area of the contour polygon + + 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; + + }, + + triangulate: ( function () { + + /** + * 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 snip( 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 ( Number.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 >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false; + + } + + return true; + + } + + // takes in an contour array and returns + + return 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 ( THREE.ShapeUtils.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. + console.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' ); + + 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; + + } + + } )(), + + triangulateShape: function ( contour, holes ) { + + function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) { + + // inOtherPt needs to be collinear 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 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 ) > Number.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 collinear + if ( ( perpSeg1 !== 0 ) || + ( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) return []; + + // they are collinear or degenerate + var seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) ); // segment1 is just a point? + var seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) ); // segment2 is 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 + + // 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 ) > Number.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 ) { + + console.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.ShapeUtils.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.ShapeUtils.area( pts ) < 0; + + }, + + // Bezier Curves formulas obtained from + // http://en.wikipedia.org/wiki/B%C3%A9zier_curve + + // Quad Bezier Functions + + b2: ( function () { + + function b2p0( t, p ) { + + var k = 1 - t; + return k * k * p; + + } + + function b2p1( t, p ) { + + return 2 * ( 1 - t ) * t * p; + + } + + function b2p2( t, p ) { + + return t * t * p; + + } + + return function ( t, p0, p1, p2 ) { + + return b2p0( t, p0 ) + b2p1( t, p1 ) + b2p2( t, p2 ); + + }; + + } )(), + + // Cubic Bezier Functions + + b3: ( function () { + + function b3p0( t, p ) { + + var k = 1 - t; + return k * k * k * p; + + } + + function b3p1( t, p ) { + + var k = 1 - t; + return 3 * k * k * t * p; + + } + + function b3p2( t, p ) { + + var k = 1 - t; + return 3 * k * t * t * p; + + } + + function b3p3( t, p ) { + + return t * t * t * p; + + } + + return function ( t, p0, p1, p2, p3 ) { + + return b3p0( t, p0 ) + b3p1( t, p1 ) + b3p2( t, p2 ) + b3p3( t, p3 ); + + }; + + } )() + +}; + +// 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 () { + +}; + +THREE.Curve.prototype = { + + constructor: THREE.Curve, + + // Virtual base class method to overwrite and implement in subclasses + // - t [0 .. 1] + + getPoint: function ( t ) { + + console.warn( "THREE.Curve: Warning, getPoint() not implemented!" ); + return null; + + }, + + // Get point at relative position in curve according to arc length + // - u [0 .. 1] + + getPointAt: function ( u ) { + + var t = this.getUtoTmapping( u ); + return this.getPoint( t ); + + }, + + // Get sequence of points using getPoint( t ) + + 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 ) + + 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 + + getLength: function () { + + var lengths = this.getLengths(); + return lengths[ lengths.length - 1 ]; + + }, + + // Get list of cumulative segment lengths + + 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. + + }, + + updateArcLengths: function() { + + this.needsUpdate = true; + this.getLengths(); + + }, + + // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant + + 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 interpolation 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 + + 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(); + + }, + + getTangentAt: function ( u ) { + + var t = this.getUtoTmapping( u ); + return this.getTangent( t ); + + } + +}; + +// 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.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; + + // To think about boundaries points. + + while ( i < curveLengths.length ) { + + if ( curveLengths[ i ] >= d ) { + + var diff = curveLengths[ i ] - d; + var 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 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 ( var j = 1; j <= divisions; j ++ ) { + + var t = j / divisions; + + tx = b2( t, cpx0, cpx1, cpx ); + ty = b2( t, cpy0, cpy1, cpy ); + + points.push( new THREE.Vector2( tx, ty ) ); + + } + + break; + + case 'bezierCurveTo': + + 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 ( var j = 1; j <= divisions; j ++ ) { + + var t = j / divisions; + + tx = b3( t, cpx0, cpx1, cpx2, cpx ); + ty = b3( t, cpy0, cpy1, cpy2, cpy ); + + points.push( new THREE.Vector2( tx, ty ) ); + + } + + break; + + case 'splineThru': + + 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 ( var j = 1; j <= n; j ++ ) { + + points.push( spline.getPointAt( j / n ) ); + + } + + break; + + case '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 ( var j = 1; j <= tdivisions; j ++ ) { + + var 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 'ellipse': + + var aX = args[ 0 ], aY = args[ 1 ], + xRadius = args[ 2 ], + yRadius = args[ 3 ], + aStartAngle = args[ 4 ], aEndAngle = args[ 5 ], + aClockwise = !! args[ 6 ], + aRotation = args[ 7 ]; + + + var deltaAngle = aEndAngle - aStartAngle; + var angle; + var tdivisions = divisions * 2; + + var cos, sin; + if ( aRotation !== 0 ) { + + cos = Math.cos( aRotation ); + sin = Math.sin( aRotation ); + + } + + for ( var j = 1; j <= tdivisions; j ++ ) { + + var t = j / tdivisions; + + if ( ! aClockwise ) { + + t = 1 - t; + + } + + angle = aStartAngle + t * deltaAngle; + + tx = aX + xRadius * Math.cos( angle ); + ty = aY + yRadius * Math.sin( angle ); + + if ( aRotation !== 0 ) { + + var x = tx, y = ty; + + // Rotate the point about the center of the ellipse. + tx = ( x - aX ) * cos - ( y - aY ) * sin + aX; + ty = ( x - aX ) * sin + ( y - aY ) * cos + aY; + + } + + //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 ]; + if ( Math.abs( lastPoint.x - points[ 0 ].x ) < Number.EPSILON && + Math.abs( lastPoint.y - points[ 0 ].y ) < Number.EPSILON ) + points.splice( points.length - 1, 1 ); + + if ( this.autoClose ) { + + 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 subPaths = [], lastPath = new THREE.Path(); + + for ( var i = 0, l = inActions.length; i < l; i ++ ) { + + var item = inActions[ i ]; + + var args = item.args; + var action = item.action; + + if ( action === 'moveTo' ) { + + 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, l = inSubpaths.length; i < l; 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 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 ) > Number.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 collinear + if ( inPt.y !== edgeLowPt.y ) continue; // parallel + // edge 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 isClockWise = THREE.ShapeUtils.isClockWise; + + 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 = ! 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 ] = []; + + for ( var i = 0, l = subPaths.length; i < l; i ++ ) { + + tmpPath = subPaths[ i ]; + tmpPoints = tmpPath.getPoints(); + solid = 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 ambiguous = 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 { + + ambiguous = true; + + } + + } + + } + if ( hole_unassigned ) { + + betterShapeHoles[ sIdx ].push( ho ); + + } + + } + + } + // console.log("ambiguous: ", ambiguous); + if ( toChange.length > 0 ) { + + // console.log("to change: ", toChange); + if ( ! ambiguous ) newShapeHoles = betterShapeHoles; + + } + + } + + var tmpHoles; + + for ( var i = 0, il = newShapes.length; i < il; i ++ ) { + + tmpShape = newShapes[ i ].s; + shapes.push( tmpShape ); + tmpHoles = newShapeHoles[ i ]; + + for ( var 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 ) { + + return new THREE.ExtrudeGeometry( this, options ); + +}; + +// Convenience method to return ShapeGeometry + +THREE.Shape.prototype.makeGeometry = function ( options ) { + + return new THREE.ShapeGeometry( this, options ); + +}; + +// Get points of holes + +THREE.Shape.prototype.getPointsHoles = function ( divisions ) { + + var holesPts = []; + + for ( var i = 0, l = this.holes.length; i < l; i ++ ) { + + holesPts[ i ] = this.holes[ i ].getPoints( divisions ); + + } + + return holesPts; + +}; + + +// Get points of shape and holes (keypoints based on segments parameter) + +THREE.Shape.prototype.extractAllPoints = function ( divisions ) { + + return { + + shape: this.getPoints( divisions ), + holes: this.getPointsHoles( divisions ) + + }; + +}; + +THREE.Shape.prototype.extractPoints = function ( divisions ) { + + return this.extractAllPoints( divisions ); + +}; + +// 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 b2 = THREE.ShapeUtils.b2; + + return new THREE.Vector2( + b2( t, this.v0.x, this.v1.x, this.v2.x ), + b2( t, this.v0.y, this.v1.y, this.v2.y ) + ); + +}; + + +THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) { + + var tangentQuadraticBezier = THREE.CurveUtils.tangentQuadraticBezier; + + return new THREE.Vector2( + tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x ), + tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y ) + ).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 b3 = THREE.ShapeUtils.b3; + + return new THREE.Vector2( + b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ), + b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ) + ); + +}; + +THREE.CubicBezierCurve.prototype.getTangent = function( t ) { + + var tangentCubicBezier = THREE.CurveUtils.tangentCubicBezier; + + return new THREE.Vector2( + tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ), + tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ) + ).normalize(); + +}; + +// 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 interpolate = THREE.CurveUtils.interpolate; + + return new THREE.Vector2( + interpolate( point0.x, point1.x, point2.x, point3.x, weight ), + interpolate( point0.y, point1.y, point2.y, point3.y, weight ) + ); + +}; + +// File:src/extras/curves/EllipseCurve.js + +/************************************************************** + * Ellipse curve + **************************************************************/ + +THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { + + this.aX = aX; + this.aY = aY; + + this.xRadius = xRadius; + this.yRadius = yRadius; + + this.aStartAngle = aStartAngle; + this.aEndAngle = aEndAngle; + + this.aClockwise = aClockwise; + + this.aRotation = aRotation || 0; + +}; + +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 x = this.aX + this.xRadius * Math.cos( angle ); + var y = this.aY + this.yRadius * Math.sin( angle ); + + if ( this.aRotation !== 0 ) { + + var cos = Math.cos( this.aRotation ); + var sin = Math.sin( this.aRotation ); + + var tx = x, ty = y; + + // Rotate the point about the center of the ellipse. + x = ( tx - this.aX ) * cos - ( ty - this.aY ) * sin + this.aX; + y = ( tx - this.aX ) * sin + ( ty - this.aY ) * cos + this.aY; + + } + + return new THREE.Vector2( x, y ); + +}; + +// 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 b2 = THREE.ShapeUtils.b2; + + return new THREE.Vector3( + b2( t, this.v0.x, this.v1.x, this.v2.x ), + b2( t, this.v0.y, this.v1.y, this.v2.y ), + b2( t, this.v0.z, this.v1.z, this.v2.z ) + ); + + } + +); + +// 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 b3 = THREE.ShapeUtils.b3; + + return new THREE.Vector3( + b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ), + b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ), + b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z ) + ); + + } + +); + +// File:src/extras/curves/SplineCurve3.js + +/************************************************************** + * Spline 3D curve + **************************************************************/ + + +THREE.SplineCurve3 = THREE.Curve.create( + + function ( points /* array of Vector3 */ ) { + + console.warn( 'THREE.SplineCurve3 will be deprecated. Please use THREE.CatmullRomCurve3' ); + 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 interpolate = THREE.CurveUtils.interpolate; + + return new THREE.Vector3( + interpolate( point0.x, point1.x, point2.x, point3.x, weight ), + interpolate( point0.y, point1.y, point2.y, point3.y, weight ), + interpolate( point0.z, point1.z, point2.z, point3.z, weight ) + ); + + } + +); + +// File:src/extras/curves/CatmullRomCurve3.js + +/** + * @author zz85 https://github.com/zz85 + * + * Centripetal CatmullRom Curve - which is useful for avoiding + * cusps and self-intersections in non-uniform catmull rom curves. + * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf + * + * curve.type accepts centripetal(default), chordal and catmullrom + * curve.tension is used for catmullrom which defaults to 0.5 + */ + +THREE.CatmullRomCurve3 = ( function() { + + var + tmp = new THREE.Vector3(), + px = new CubicPoly(), + py = new CubicPoly(), + pz = new CubicPoly(); + + /* + Based on an optimized c++ solution in + - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ + - http://ideone.com/NoEbVM + + This CubicPoly class could be used for reusing some variables and calculations, + but for three.js curve use, it could be possible inlined and flatten into a single function call + which can be placed in CurveUtils. + */ + + function CubicPoly() { + + } + + /* + * Compute coefficients for a cubic polynomial + * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 + * such that + * p(0) = x0, p(1) = x1 + * and + * p'(0) = t0, p'(1) = t1. + */ + CubicPoly.prototype.init = function( x0, x1, t0, t1 ) { + + this.c0 = x0; + this.c1 = t0; + this.c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; + this.c3 = 2 * x0 - 2 * x1 + t0 + t1; + + }; + + CubicPoly.prototype.initNonuniformCatmullRom = function( x0, x1, x2, x3, dt0, dt1, dt2 ) { + + // compute tangents when parameterized in [t1,t2] + var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; + var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; + + // rescale tangents for parametrization in [0,1] + t1 *= dt1; + t2 *= dt1; + + // initCubicPoly + this.init( x1, x2, t1, t2 ); + + }; + + // standard Catmull-Rom spline: interpolate between x1 and x2 with previous/following points x1/x4 + CubicPoly.prototype.initCatmullRom = function( x0, x1, x2, x3, tension ) { + + this.init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); + + }; + + CubicPoly.prototype.calc = function( t ) { + + var t2 = t * t; + var t3 = t2 * t; + return this.c0 + this.c1 * t + this.c2 * t2 + this.c3 * t3; + + }; + + // Subclass Three.js curve + return THREE.Curve.create( + + function ( p /* array of Vector3 */ ) { + + this.points = p || []; + this.closed = false; + + }, + + function ( t ) { + + var points = this.points, + point, intPoint, weight, l; + + l = points.length; + + if ( l < 2 ) console.log( 'duh, you need at least 2 points' ); + + point = ( l - ( this.closed ? 0 : 1 ) ) * t; + intPoint = Math.floor( point ); + weight = point - intPoint; + + if ( this.closed ) { + + intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; + + } else if ( weight === 0 && intPoint === l - 1 ) { + + intPoint = l - 2; + weight = 1; + + } + + var p0, p1, p2, p3; // 4 points + + if ( this.closed || intPoint > 0 ) { + + p0 = points[ ( intPoint - 1 ) % l ]; + + } else { + + // extrapolate first point + tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); + p0 = tmp; + + } + + p1 = points[ intPoint % l ]; + p2 = points[ ( intPoint + 1 ) % l ]; + + if ( this.closed || intPoint + 2 < l ) { + + p3 = points[ ( intPoint + 2 ) % l ]; + + } else { + + // extrapolate last point + tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); + p3 = tmp; + + } + + if ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) { + + // init Centripetal / Chordal Catmull-Rom + var pow = this.type === 'chordal' ? 0.5 : 0.25; + var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); + var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); + var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); + + // safety check for repeated points + if ( dt1 < 1e-4 ) dt1 = 1.0; + if ( dt0 < 1e-4 ) dt0 = dt1; + if ( dt2 < 1e-4 ) dt2 = dt1; + + px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); + py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); + pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); + + } else if ( this.type === 'catmullrom' ) { + + var tension = this.tension !== undefined ? this.tension : 0.5; + px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, tension ); + py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, tension ); + pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, tension ); + + } + + var v = new THREE.Vector3( + px.calc( weight ), + py.calc( weight ), + pz.calc( weight ) + ); + + return v; + + } + + ); + +} )(); + +// File:src/extras/curves/ClosedSplineCurve3.js + +/************************************************************** + * Closed Spline 3D curve + **************************************************************/ + + +THREE.ClosedSplineCurve3 = function ( points ) { + + console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Please use THREE.CatmullRomCurve3.' ); + + THREE.CatmullRomCurve3.call( this, points ); + this.type = 'catmullrom'; + this.closed = true; + +}; + +THREE.ClosedSplineCurve3.prototype = Object.create( THREE.CatmullRomCurve3.prototype ); + +// 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.fromBufferGeometry( new THREE.BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); + this.mergeVertices(); + +}; + +THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.BoxGeometry.prototype.constructor = THREE.BoxGeometry; + +THREE.CubeGeometry = THREE.BoxGeometry; + +// File:src/extras/geometries/BoxBufferGeometry.js + +/** + * @author Mugen87 / https://github.com/Mugen87 + */ + +THREE.BoxBufferGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) { + + THREE.BufferGeometry.call( this ); + + this.type = 'BoxBufferGeometry'; + + this.parameters = { + width: width, + height: height, + depth: depth, + widthSegments: widthSegments, + heightSegments: heightSegments, + depthSegments: depthSegments + }; + + var scope = this; + + // segments + widthSegments = Math.floor( widthSegments ) || 1; + heightSegments = Math.floor( heightSegments ) || 1; + depthSegments = Math.floor( depthSegments ) || 1; + + // these are used to calculate buffer length + var vertexCount = calculateVertexCount( widthSegments, heightSegments, depthSegments ); + var indexCount = ( vertexCount / 4 ) * 6; + + // buffers + var indices = new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ); + var vertices = new Float32Array( vertexCount * 3 ); + var normals = new Float32Array( vertexCount * 3 ); + var uvs = new Float32Array( vertexCount * 2 ); + + // offset variables + var vertexBufferOffset = 0; + var uvBufferOffset = 0; + var indexBufferOffset = 0; + var numberOfVertices = 0; + + // group variables + var groupStart = 0; + + // build each side of the box geometry + buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px + buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx + buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py + buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny + buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz + buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz + + // build geometry + this.setIndex( 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 ) ); + + // helper functions + + function calculateVertexCount ( w, h, d ) { + + var segments = 0; + + // calculate the amount of segments for each side + segments += w * h * 2; // xy + segments += w * d * 2; // xz + segments += d * h * 2; // zy + + return segments * 4; // four vertices per segments + + } + + function buildPlane ( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { + + var segmentWidth = width / gridX; + var segmentHeight = height / gridY; + + var widthHalf = width / 2; + var heightHalf = height / 2; + var depthHalf = depth / 2; + + var gridX1 = gridX + 1; + var gridY1 = gridY + 1; + + var vertexCounter = 0; + var groupCount = 0; + + var vector = new THREE.Vector3(); + + // generate vertices, normals and uvs + + for ( var iy = 0; iy < gridY1; iy ++ ) { + + var y = iy * segmentHeight - heightHalf; + + for ( var ix = 0; ix < gridX1; ix ++ ) { + + var x = ix * segmentWidth - widthHalf; + + // set values to correct vector component + vector[ u ] = x * udir; + vector[ v ] = y * vdir; + vector[ w ] = depthHalf; + + // now apply vector to vertex buffer + vertices[ vertexBufferOffset ] = vector.x; + vertices[ vertexBufferOffset + 1 ] = vector.y; + vertices[ vertexBufferOffset + 2 ] = vector.z; + + // set values to correct vector component + vector[ u ] = 0; + vector[ v ] = 0; + vector[ w ] = depth > 0 ? 1 : - 1; + + // now apply vector to normal buffer + normals[ vertexBufferOffset ] = vector.x; + normals[ vertexBufferOffset + 1 ] = vector.y; + normals[ vertexBufferOffset + 2 ] = vector.z; + + // uvs + uvs[ uvBufferOffset ] = ix / gridX; + uvs[ uvBufferOffset + 1 ] = 1 - ( iy / gridY ); + + // update offsets and counters + vertexBufferOffset += 3; + uvBufferOffset += 2; + vertexCounter += 1; + + } + + } + + // 1. you need three indices to draw a single face + // 2. a single segment consists of two faces + // 3. so we need to generate six (2*3) indices per segment + + for ( iy = 0; iy < gridY; iy ++ ) { + + for ( ix = 0; ix < gridX; ix ++ ) { + + // indices + var a = numberOfVertices + ix + gridX1 * iy; + var b = numberOfVertices + ix + gridX1 * ( iy + 1 ); + var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); + var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; + + // face one + indices[ indexBufferOffset ] = a; + indices[ indexBufferOffset + 1 ] = b; + indices[ indexBufferOffset + 2 ] = d; + + // face two + indices[ indexBufferOffset + 3 ] = b; + indices[ indexBufferOffset + 4 ] = c; + indices[ indexBufferOffset + 5 ] = d; + + // update offsets and counters + indexBufferOffset += 6; + groupCount += 6; + + } + + } + + // add a group to the geometry. this will ensure multi material support + scope.addGroup( groupStart, groupCount, materialIndex ); + + // calculate new start value for groups + groupStart += groupCount; + + // update total number of vertices + numberOfVertices += vertexCounter; + + } + +}; + +THREE.BoxBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.BoxBufferGeometry.prototype.constructor = THREE.BoxBufferGeometry; + +// 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 + }; + + this.fromBufferGeometry( new THREE.CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); + +}; + +THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.CircleGeometry.prototype.constructor = THREE.CircleGeometry; + +// File:src/extras/geometries/CircleBufferGeometry.js + +/** + * @author benaadams / https://twitter.com/ben_a_adams + */ + +THREE.CircleBufferGeometry = function ( radius, segments, thetaStart, thetaLength ) { + + THREE.BufferGeometry.call( this ); + + this.type = 'CircleBufferGeometry'; + + 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 vertices = segments + 2; + + var positions = new Float32Array( vertices * 3 ); + var normals = new Float32Array( vertices * 3 ); + var uvs = new Float32Array( vertices * 2 ); + + // center data is already zero, but need to set a few extras + normals[ 2 ] = 1.0; + uvs[ 0 ] = 0.5; + uvs[ 1 ] = 0.5; + + for ( var s = 0, i = 3, ii = 2 ; s <= segments; s ++, i += 3, ii += 2 ) { + + var segment = thetaStart + s / segments * thetaLength; + + positions[ i ] = radius * Math.cos( segment ); + positions[ i + 1 ] = radius * Math.sin( segment ); + + normals[ i + 2 ] = 1; // normal z + + uvs[ ii ] = ( positions[ i ] / radius + 1 ) / 2; + uvs[ ii + 1 ] = ( positions[ i + 1 ] / radius + 1 ) / 2; + + } + + var indices = []; + + for ( var i = 1; i <= segments; i ++ ) { + + indices.push( i, i + 1, 0 ); + + } + + this.setIndex( new THREE.BufferAttribute( new Uint16Array( indices ), 1 ) ); + this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) ); + this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) ); + this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) ); + + this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); + +}; + +THREE.CircleBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.CircleBufferGeometry.prototype.constructor = THREE.CircleBufferGeometry; + +// File:src/extras/geometries/CylinderBufferGeometry.js + +/** + * @author Mugen87 / https://github.com/Mugen87 + */ + +THREE.CylinderBufferGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { + + THREE.BufferGeometry.call( this ); + + this.type = 'CylinderBufferGeometry'; + + 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 = Math.floor( radialSegments ) || 8; + heightSegments = Math.floor( heightSegments ) || 1; + + openEnded = openEnded !== undefined ? openEnded : false; + thetaStart = thetaStart !== undefined ? thetaStart : 0; + thetaLength = thetaLength !== undefined ? thetaLength : 2 * Math.PI; + + // used to calculate buffer length + + var vertexCount = calculateVertexCount(); + var indexCount = calculateIndexCount(); + + // buffers + + var indices = new THREE.BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); + var vertices = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var normals = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); + + // helper variables + + var index = 0, indexOffset = 0, indexArray = [], halfHeight = height / 2; + + // generate geometry + + generateTorso(); + + if( openEnded === false ) { + + if( radiusTop > 0 ) { + + generateCap( true ); + + } + + if( radiusBottom > 0 ) { + + generateCap( false ); + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', vertices ); + this.addAttribute( 'normal', normals ); + this.addAttribute( 'uv', uvs ); + + // helper functions + + function calculateVertexCount () { + + var count = ( radialSegments + 1 ) * ( heightSegments + 1 ); + + if ( openEnded === false ) { + + count += ( ( radialSegments + 1 ) * 2 ) + ( radialSegments * 2 ); + + } + + return count; + + } + + function calculateIndexCount () { + + var count = radialSegments * heightSegments * 2 * 3; + + if ( openEnded === false ) { + + count += radialSegments * 2 * 3; + + } + + return count; + + } + + function generateTorso () { + + var x, y; + var normal = new THREE.Vector3(); + var vertex = new THREE.Vector3(); + + // this will be used to calculate the normal + var tanTheta = ( radiusBottom - radiusTop ) / height; + + // generate vertices, normals and uvs + + for ( y = 0; y <= heightSegments; y ++ ) { + + var indexRow = []; + + var v = y / heightSegments; + + // calculate the radius of the current row + var radius = v * ( radiusBottom - radiusTop ) + radiusTop; + + for ( x = 0; x <= radialSegments; x ++ ) { + + var u = x / radialSegments; + + // vertex + vertex.x = radius * Math.sin( u * thetaLength + thetaStart ); + vertex.y = - v * height + halfHeight; + vertex.z = radius * Math.cos( u * thetaLength + thetaStart ); + vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); + + // normal + normal.copy( vertex ); + + // handle special case if radiusTop/radiusBottom is zero + if( ( radiusTop === 0 && y === 0 ) || ( radiusBottom === 0 && y === heightSegments ) ) { + + normal.x = Math.sin( u * thetaLength + thetaStart ); + normal.z = Math.cos( u * thetaLength + thetaStart ); + + } + + normal.setY( Math.sqrt( normal.x * normal.x + normal.z * normal.z ) * tanTheta ).normalize(); + normals.setXYZ( index, normal.x, normal.y, normal.z ); + + // uv + uvs.setXY( index, u, 1 - v ); + + // save index of vertex in respective row + indexRow.push( index ); + + // increase index + index ++; + + } + + // now save vertices of the row in our index array + indexArray.push( indexRow ); + + } + + // generate indices + + for ( x = 0; x < radialSegments; x ++ ) { + + for ( y = 0; y < heightSegments; y ++ ) { + + // we use the index array to access the correct indices + var i1 = indexArray[ y ][ x ]; + var i2 = indexArray[ y + 1 ][ x ]; + var i3 = indexArray[ y + 1 ][ x + 1 ]; + var i4 = indexArray[ y ][ x + 1 ]; + + // face one + indices.setX( indexOffset, i1 ); indexOffset++; + indices.setX( indexOffset, i2 ); indexOffset++; + indices.setX( indexOffset, i4 ); indexOffset++; + + // face two + indices.setX( indexOffset, i2 ); indexOffset++; + indices.setX( indexOffset, i3 ); indexOffset++; + indices.setX( indexOffset, i4 ); indexOffset++; + + } + + } + + } + + function generateCap ( top ) { + + var x, centerIndexStart, centerIndexEnd; + var uv = new THREE.Vector2(); + var vertex = new THREE.Vector3(); + + var radius = ( top === true ) ? radiusTop : radiusBottom; + var sign = ( top === true ) ? 1 : - 1; + + // save the index of the first center vertex + centerIndexStart = index; + + // first we generate the center vertex data of the cap. + // because the geometry needs one set of uvs per face, + // we must generate a center vertex per face/segment + + for ( x = 1; x <= radialSegments; x ++ ) { + + // vertex + vertices.setXYZ( index, 0, halfHeight * sign, 0 ); + + // normal + normals.setXYZ( index, 0, sign, 0 ); + + // uv + if( top === true ) { + + uv.x = x / radialSegments; + uv.y = 0; + + } else { + + uv.x = ( x - 1 ) / radialSegments; + uv.y = 1; + + } + + uvs.setXY( index, uv.x, uv.y ); + + // increase index + index++; + + } + + // save the index of the last center vertex + centerIndexEnd = index; + + // now we generate the surrounding vertices, normals and uvs + + for ( x = 0; x <= radialSegments; x ++ ) { + + var u = x / radialSegments; + + // vertex + vertex.x = radius * Math.sin( u * thetaLength + thetaStart ); + vertex.y = halfHeight * sign; + vertex.z = radius * Math.cos( u * thetaLength + thetaStart ); + vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); + + // normal + normals.setXYZ( index, 0, sign, 0 ); + + // uv + uvs.setXY( index, u, ( top === true ) ? 1 : 0 ); + + // increase index + index ++; + + } + + // generate indices + + for ( x = 0; x < radialSegments; x ++ ) { + + var c = centerIndexStart + x; + var i = centerIndexEnd + x; + + if( top === true ) { + + // face top + indices.setX( indexOffset, i ); indexOffset++; + indices.setX( indexOffset, i + 1 ); indexOffset++; + indices.setX( indexOffset, c ); indexOffset++; + + } else { + + // face bottom + indices.setX( indexOffset, i + 1); indexOffset++; + indices.setX( indexOffset, i ); indexOffset++; + indices.setX( indexOffset, c ); indexOffset++; + + } + + } + + } + +}; + +THREE.CylinderBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.CylinderBufferGeometry.prototype.constructor = THREE.CylinderBufferGeometry; + +// 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 + }; + + this.fromBufferGeometry( new THREE.CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); + this.mergeVertices(); + +}; + +THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.CylinderGeometry.prototype.constructor = THREE.CylinderGeometry; + +// File:src/extras/geometries/EdgesGeometry.js + +/** + * @author WestLangley / http://github.com/WestLangley + */ + +THREE.EdgesGeometry = function ( geometry, thresholdAngle ) { + + THREE.BufferGeometry.call( this ); + + thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; + + var thresholdDot = Math.cos( THREE.Math.degToRad( thresholdAngle ) ); + + var edge = [ 0, 0 ], hash = {}; + + function sortFunction( a, b ) { + + return a - b; + + } + + var keys = [ 'a', 'b', 'c' ]; + + var geometry2; + + if ( geometry instanceof THREE.BufferGeometry ) { + + geometry2 = new THREE.Geometry(); + geometry2.fromBufferGeometry( geometry ); + + } else { + + geometry2 = geometry.clone(); + + } + + geometry2.mergeVertices(); + geometry2.computeFaceNormals(); + + var vertices = geometry2.vertices; + var faces = geometry2.faces; + + 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 }; + + } else { + + hash[ key ].face2 = i; + + } + + } + + } + + var coords = []; + + 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.push( vertex.x ); + coords.push( vertex.y ); + coords.push( vertex.z ); + + vertex = vertices[ h.vert2 ]; + coords.push( vertex.x ); + coords.push( vertex.y ); + coords.push( vertex.z ); + + } + + } + + this.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( coords ), 3 ) ); + +}; + +THREE.EdgesGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.EdgesGeometry.prototype.constructor = THREE.EdgesGeometry; + +// 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 segments 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 + * + * 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 = Array.isArray( shapes ) ? 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; + + // 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 initialization + + 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.ShapeUtils.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.ShapeUtils.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.ShapeUtils.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 ) console.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 ) { + + // computes for inPt the corresponding point inPt' on a new contour + // shifted 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 collinear edges + var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); + + if ( Math.abs( collinear0 ) > Number.EPSILON ) { + + // not collinear + + // 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 collinear edges + + var direction_eq = false; // assumes: opposite + if ( v_prev_x > Number.EPSILON ) { + + if ( v_next_x > Number.EPSILON ) { + + direction_eq = true; + + } + + } else { + + if ( v_prev_x < - Number.EPSILON ) { + + if ( v_next_x < - Number.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; + + scope.faces.push( new THREE.Face3( a, b, c, null, null, 0 ) ); + + 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, 1 ) ); + scope.faces.push( new THREE.Face3( b, c, d, null, null, 1 ) ); + + 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 ( Array.isArray( shapes ) === 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.ShapeUtils.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.ShapeUtils.isClockWise( hole ) ) { + + holes[ i ] = hole.reverse(); + + } + + } + + reverse = false; + + } + + var faces = THREE.ShapeUtils.triangulateShape( vertices, holes ); + + // 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/LatheBufferGeometry.js + +/** + * @author Mugen87 / https://github.com/Mugen87 + */ + + // 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 2PI) range of the lathed section + // 2PI is a closed lathe, less than 2PI is a portion. + +THREE.LatheBufferGeometry = function ( points, segments, phiStart, phiLength ) { + + THREE.BufferGeometry.call( this ); + + this.type = 'LatheBufferGeometry'; + + this.parameters = { + points: points, + segments: segments, + phiStart: phiStart, + phiLength: phiLength + }; + + segments = Math.floor( segments ) || 12; + phiStart = phiStart || 0; + phiLength = phiLength || Math.PI * 2; + + // clamp phiLength so it's in range of [ 0, 2PI ] + phiLength = THREE.Math.clamp( phiLength, 0, Math.PI * 2 ); + + // these are used to calculate buffer length + var vertexCount = ( segments + 1 ) * points.length; + var indexCount = segments * points.length * 2 * 3; + + // buffers + var indices = new THREE.BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); + var vertices = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); + + // helper variables + var index = 0, indexOffset = 0, base; + var inversePointLength = 1.0 / ( points.length - 1 ); + var inverseSegments = 1.0 / segments; + var vertex = new THREE.Vector3(); + var uv = new THREE.Vector2(); + var i, j; + + // generate vertices and uvs + + for ( i = 0; i <= segments; i ++ ) { + + var phi = phiStart + i * inverseSegments * phiLength; + + var sin = Math.sin( phi ); + var cos = Math.cos( phi ); + + for ( j = 0; j <= ( points.length - 1 ); j ++ ) { + + // vertex + vertex.x = points[ j ].x * sin; + vertex.y = points[ j ].y; + vertex.z = points[ j ].x * cos; + vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); + + // uv + uv.x = i / segments; + uv.y = j / ( points.length - 1 ); + uvs.setXY( index, uv.x, uv.y ); + + // increase index + index ++; + + } + + } + + // generate indices + + for ( i = 0; i < segments; i ++ ) { + + for ( j = 0; j < ( points.length - 1 ); j ++ ) { + + base = j + i * points.length; + + // indices + var a = base; + var b = base + points.length; + var c = base + points.length + 1; + var d = base + 1; + + // face one + indices.setX( indexOffset, a ); indexOffset++; + indices.setX( indexOffset, b ); indexOffset++; + indices.setX( indexOffset, d ); indexOffset++; + + // face two + indices.setX( indexOffset, b ); indexOffset++; + indices.setX( indexOffset, c ); indexOffset++; + indices.setX( indexOffset, d ); indexOffset++; + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', vertices ); + this.addAttribute( 'uv', uvs ); + + // generate normals + + this.computeVertexNormals(); + + // if the geometry is closed, we need to average the normals along the seam. + // because the corresponding vertices are identical (but still have different UVs). + + if( phiLength === Math.PI * 2 ) { + + var normals = this.attributes.normal.array; + var n1 = new THREE.Vector3(); + var n2 = new THREE.Vector3(); + var n = new THREE.Vector3(); + + // this is the buffer offset for the last line of vertices + base = segments * points.length * 3; + + for( i = 0, j = 0; i < points.length; i ++, j += 3 ) { + + // select the normal of the vertex in the first line + n1.x = normals[ j + 0 ]; + n1.y = normals[ j + 1 ]; + n1.z = normals[ j + 2 ]; + + // select the normal of the vertex in the last line + n2.x = normals[ base + j + 0 ]; + n2.y = normals[ base + j + 1 ]; + n2.z = normals[ base + j + 2 ]; + + // average normals + n.addVectors( n1, n2 ).normalize(); + + // assign the new values to both normals + normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; + normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; + normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; + + } // next row + + } + +}; + +THREE.LatheBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.LatheBufferGeometry.prototype.constructor = THREE.LatheBufferGeometry; + +// File:src/extras/geometries/LatheGeometry.js + +/** + * @author astrodud / http://astrodud.isgreat.org/ + * @author zz85 / https://github.com/zz85 + * @author bhouston / http://clara.io + */ + +// 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 2PI) range of the lathed section +// 2PI 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 + }; + + this.fromBufferGeometry( new THREE.LatheBufferGeometry( points, segments, phiStart, phiLength ) ); + this.mergeVertices(); + +}; + +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 ) { + + 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 = Math.floor( widthSegments ) || 1; + var gridY = Math.floor( 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.setIndex( 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/RingBufferGeometry.js + +/** + * @author Mugen87 / https://github.com/Mugen87 + */ + +THREE.RingBufferGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { + + THREE.BufferGeometry.call( this ); + + this.type = 'RingBufferGeometry'; + + this.parameters = { + innerRadius: innerRadius, + outerRadius: outerRadius, + thetaSegments: thetaSegments, + phiSegments: phiSegments, + thetaStart: thetaStart, + thetaLength: thetaLength + }; + + innerRadius = innerRadius || 20; + 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 ) : 1; + + // these are used to calculate buffer length + var vertexCount = ( thetaSegments + 1 ) * ( phiSegments + 1 ); + var indexCount = thetaSegments * phiSegments * 2 * 3; + + // buffers + var indices = new THREE.BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); + var vertices = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var normals = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); + + // some helper variables + var index = 0, indexOffset = 0, segment; + var radius = innerRadius; + var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); + var vertex = new THREE.Vector3(); + var uv = new THREE.Vector2(); + var j, i; + + // generate vertices, normals and uvs + + // values are generate from the inside of the ring to the outside + + for ( j = 0; j <= phiSegments; j ++ ) { + + for ( i = 0; i <= thetaSegments; i ++ ) { + + segment = thetaStart + i / thetaSegments * thetaLength; + + // vertex + vertex.x = radius * Math.cos( segment ); + vertex.y = radius * Math.sin( segment ); + vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); + + // normal + normals.setXYZ( index, 0, 0, 1 ); + + // uv + uv.x = ( vertex.x / outerRadius + 1 ) / 2; + uv.y = ( vertex.y / outerRadius + 1 ) / 2; + uvs.setXY( index, uv.x, uv.y ); + + // increase index + index++; + + } + + // increase the radius for next row of vertices + radius += radiusStep; + + } + + // generate indices + + for ( j = 0; j < phiSegments; j ++ ) { + + var thetaSegmentLevel = j * ( thetaSegments + 1 ); + + for ( i = 0; i < thetaSegments; i ++ ) { + + segment = i + thetaSegmentLevel; + + // indices + var a = segment; + var b = segment + thetaSegments + 1; + var c = segment + thetaSegments + 2; + var d = segment + 1; + + // face one + indices.setX( indexOffset, a ); indexOffset++; + indices.setX( indexOffset, b ); indexOffset++; + indices.setX( indexOffset, c ); indexOffset++; + + // face two + indices.setX( indexOffset, a ); indexOffset++; + indices.setX( indexOffset, c ); indexOffset++; + indices.setX( indexOffset, d ); indexOffset++; + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', vertices ); + this.addAttribute( 'normal', normals ); + this.addAttribute( 'uv', uvs ); + +}; + +THREE.RingBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.RingBufferGeometry.prototype.constructor = THREE.RingBufferGeometry; + +// 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 + }; + + this.fromBufferGeometry( new THREE.RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); + +}; + +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 + }; + + this.fromBufferGeometry( new THREE.SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); + +}; + +THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.SphereGeometry.prototype.constructor = THREE.SphereGeometry; + +// File:src/extras/geometries/SphereBufferGeometry.js + +/** + * @author benaadams / https://twitter.com/ben_a_adams + * based on THREE.SphereGeometry + */ + +THREE.SphereBufferGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { + + THREE.BufferGeometry.call( this ); + + this.type = 'SphereBufferGeometry'; + + 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 thetaEnd = thetaStart + thetaLength; + + var vertexCount = ( ( widthSegments + 1 ) * ( heightSegments + 1 ) ); + + var positions = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var normals = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); + + var index = 0, vertices = [], normal = new THREE.Vector3(); + + for ( var y = 0; y <= heightSegments; y ++ ) { + + var verticesRow = []; + + var v = y / heightSegments; + + for ( var x = 0; x <= widthSegments; x ++ ) { + + var u = x / widthSegments; + + var px = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + var py = radius * Math.cos( thetaStart + v * thetaLength ); + var pz = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); + + normal.set( px, py, pz ).normalize(); + + positions.setXYZ( index, px, py, pz ); + normals.setXYZ( index, normal.x, normal.y, normal.z ); + uvs.setXY( index, u, 1 - v ); + + verticesRow.push( index ); + + index ++; + + } + + vertices.push( verticesRow ); + + } + + var indices = []; + + for ( var y = 0; y < heightSegments; y ++ ) { + + for ( var 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 ]; + + if ( y !== 0 || thetaStart > 0 ) indices.push( v1, v2, v4 ); + if ( y !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( v2, v3, v4 ); + + } + + } + + this.setIndex( new ( positions.count > 65535 ? THREE.Uint32Attribute : THREE.Uint16Attribute )( indices, 1 ) ); + this.addAttribute( 'position', positions ); + this.addAttribute( 'normal', normals ); + this.addAttribute( 'uv', uvs ); + + this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); + +}; + +THREE.SphereBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.SphereBufferGeometry.prototype.constructor = THREE.SphereBufferGeometry; + +// File:src/extras/geometries/TextGeometry.js + +/** + * @author zz85 / http://www.lab4games.net/zz85/blog + * @author alteredq / http://alteredqualia.com/ + * + * Text = 3D Text + * + * parameters = { + * font: , // font + * + * size: , // size of the text + * height: , // thickness to extrude text + * curveSegments: , // number of points on the curves + * + * bevelEnabled: , // turn on bevel + * bevelThickness: , // how deep into text bevel goes + * bevelSize: // how far from text outline is bevel + * } + */ + +THREE.TextGeometry = function ( text, parameters ) { + + parameters = parameters || {}; + + var font = parameters.font; + + if ( font instanceof THREE.Font === false ) { + + console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); + return new THREE.Geometry(); + + } + + var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments ); + + // 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, shapes, parameters ); + + this.type = 'TextGeometry'; + +}; + +THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype ); +THREE.TextGeometry.prototype.constructor = THREE.TextGeometry; + +// File:src/extras/geometries/TorusBufferGeometry.js + +/** + * @author Mugen87 / https://github.com/Mugen87 + */ + +THREE.TorusBufferGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) { + + THREE.BufferGeometry.call( this ); + + this.type = 'TorusBufferGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + radialSegments: radialSegments, + tubularSegments: tubularSegments, + arc: arc + }; + + radius = radius || 100; + tube = tube || 40; + radialSegments = Math.floor( radialSegments ) || 8; + tubularSegments = Math.floor( tubularSegments ) || 6; + arc = arc || Math.PI * 2; + + // used to calculate buffer length + var vertexCount = ( ( radialSegments + 1 ) * ( tubularSegments + 1 ) ); + var indexCount = radialSegments * tubularSegments * 2 * 3; + + // buffers + var indices = new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ); + var vertices = new Float32Array( vertexCount * 3 ); + var normals = new Float32Array( vertexCount * 3 ); + var uvs = new Float32Array( vertexCount * 2 ); + + // offset variables + var vertexBufferOffset = 0; + var uvBufferOffset = 0; + var indexBufferOffset = 0; + + // helper variables + var center = new THREE.Vector3(); + var vertex = new THREE.Vector3(); + var normal = new THREE.Vector3(); + + var j, i; + + // generate vertices, normals and uvs + + for ( j = 0; j <= radialSegments; j ++ ) { + + for ( i = 0; i <= tubularSegments; i ++ ) { + + var u = i / tubularSegments * arc; + var v = j / radialSegments * Math.PI * 2; + + // vertex + 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 ); + + vertices[ vertexBufferOffset ] = vertex.x; + vertices[ vertexBufferOffset + 1 ] = vertex.y; + vertices[ vertexBufferOffset + 2 ] = vertex.z; + + // this vector is used to calculate the normal + center.x = radius * Math.cos( u ); + center.y = radius * Math.sin( u ); + + // normal + normal.subVectors( vertex, center ).normalize(); + + normals[ vertexBufferOffset ] = normal.x; + normals[ vertexBufferOffset + 1 ] = normal.y; + normals[ vertexBufferOffset + 2 ] = normal.z; + + // uv + uvs[ uvBufferOffset ] = i / tubularSegments; + uvs[ uvBufferOffset + 1 ] = j / radialSegments; + + // update offsets + vertexBufferOffset += 3; + uvBufferOffset += 2; + + } + + } + + // generate indices + + for ( j = 1; j <= radialSegments; j ++ ) { + + for ( i = 1; i <= tubularSegments; i ++ ) { + + // indices + 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; + + // face one + indices[ indexBufferOffset ] = a; + indices[ indexBufferOffset + 1 ] = b; + indices[ indexBufferOffset + 2 ] = d; + + // face two + indices[ indexBufferOffset + 3 ] = b; + indices[ indexBufferOffset + 4 ] = c; + indices[ indexBufferOffset + 5 ] = d; + + // update offset + indexBufferOffset += 6; + + } + + } + + // build geometry + this.setIndex( 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.TorusBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.TorusBufferGeometry.prototype.constructor = THREE.TorusBufferGeometry; + +// 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 + }; + + this.fromBufferGeometry( new THREE.TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) ); + +}; + +THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype ); +THREE.TorusGeometry.prototype.constructor = THREE.TorusGeometry; + +// File:src/extras/geometries/TorusKnotBufferGeometry.js + +/** + * @author Mugen87 / https://github.com/Mugen87 + * + * see: http://www.blackpawn.com/texts/pqtorus/ + */ +THREE.TorusKnotBufferGeometry = function ( radius, tube, tubularSegments, radialSegments, p, q ) { + + THREE.BufferGeometry.call( this ); + + this.type = 'TorusKnotBufferGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; + + radius = radius || 100; + tube = tube || 40; + tubularSegments = Math.floor( tubularSegments ) || 64; + radialSegments = Math.floor( radialSegments ) || 8; + p = p || 2; + q = q || 3; + + // used to calculate buffer length + var vertexCount = ( ( radialSegments + 1 ) * ( tubularSegments + 1 ) ); + var indexCount = radialSegments * tubularSegments * 2 * 3; + + // buffers + var indices = new THREE.BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); + var vertices = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var normals = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); + var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); + + // helper variables + var i, j, index = 0, indexOffset = 0; + + var vertex = new THREE.Vector3(); + var normal = new THREE.Vector3(); + var uv = new THREE.Vector2(); + + var P1 = new THREE.Vector3(); + var P2 = new THREE.Vector3(); + + var B = new THREE.Vector3(); + var T = new THREE.Vector3(); + var N = new THREE.Vector3(); + + // generate vertices, normals and uvs + + for ( i = 0; i <= tubularSegments; ++ i ) { + + // the radian "u" is used to calculate the position on the torus curve of the current tubular segement + + var u = i / tubularSegments * p * Math.PI * 2; + + // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. + // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions + + calculatePositionOnCurve( u, p, q, radius, P1 ); + calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); + + // calculate orthonormal basis + + T.subVectors( P2, P1 ); + N.addVectors( P2, P1 ); + B.crossVectors( T, N ); + N.crossVectors( B, T ); + + // normalize B, N. T can be ignored, we don't use it + + B.normalize(); + N.normalize(); + + for ( j = 0; j <= radialSegments; ++ j ) { + + // now calculate the vertices. they are nothing more than an extrusion of the torus curve. + // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. + + var v = j / radialSegments * Math.PI * 2; + var cx = - tube * Math.cos( v ); + var cy = tube * Math.sin( v ); + + // now calculate the final vertex position. + // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve + + vertex.x = P1.x + ( cx * N.x + cy * B.x ); + vertex.y = P1.y + ( cx * N.y + cy * B.y ); + vertex.z = P1.z + ( cx * N.z + cy * B.z ); + + // vertex + vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); + + // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) + normal.subVectors( vertex, P1 ).normalize(); + normals.setXYZ( index, normal.x, normal.y, normal.z ); + + // uv + uv.x = i / tubularSegments; + uv.y = j / radialSegments; + uvs.setXY( index, uv.x, uv.y ); + + // increase index + index ++; + + } + + } + + // generate indices + + for ( j = 1; j <= tubularSegments; j ++ ) { + + for ( i = 1; i <= radialSegments; i ++ ) { + + // indices + var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); + var b = ( radialSegments + 1 ) * j + ( i - 1 ); + var c = ( radialSegments + 1 ) * j + i; + var d = ( radialSegments + 1 ) * ( j - 1 ) + i; + + // face one + indices.setX( indexOffset, a ); indexOffset++; + indices.setX( indexOffset, b ); indexOffset++; + indices.setX( indexOffset, d ); indexOffset++; + + // face two + indices.setX( indexOffset, b ); indexOffset++; + indices.setX( indexOffset, c ); indexOffset++; + indices.setX( indexOffset, d ); indexOffset++; + + } + + } + + // build geometry + + this.setIndex( indices ); + this.addAttribute( 'position', vertices ); + this.addAttribute( 'normal', normals ); + this.addAttribute( 'uv', uvs ); + + // this function calculates the current position on the torus curve + + function calculatePositionOnCurve( u, p, q, radius, position ) { + + var cu = Math.cos( u ); + var su = Math.sin( u ); + var quOverP = q / p * u; + var cs = Math.cos( quOverP ); + + position.x = radius * ( 2 + cs ) * 0.5 * cu; + position.y = radius * ( 2 + cs ) * su * 0.5; + position.z = radius * Math.sin( quOverP ) * 0.5; + + } + +}; + +THREE.TorusKnotBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.TorusKnotBufferGeometry.prototype.constructor = THREE.TorusKnotBufferGeometry; + +// File:src/extras/geometries/TorusKnotGeometry.js + +/** + * @author oosmoxiecode + */ + +THREE.TorusKnotGeometry = function ( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) { + + THREE.Geometry.call( this ); + + this.type = 'TorusKnotGeometry'; + + this.parameters = { + radius: radius, + tube: tube, + tubularSegments: tubularSegments, + radialSegments: radialSegments, + p: p, + q: q + }; + + if( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); + + this.fromBufferGeometry( new THREE.TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) ); + this.mergeVertices(); + +}; + +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, + taper: taper + }; + + 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; + + } + + // construct 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, + 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 perpendicular 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() > Number.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() ], undefined, j ); + + } + + 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, x1, x2 ); + var min = Math.min( x0, 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, materialIndex ) { + + var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ], undefined, materialIndex ); + 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 = []; + + var materialIndex = face.materialIndex; + + // 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 ], + materialIndex + ); + + } else { + + make( + v[ i ][ k + 1 ], + v[ i + 1 ][ k + 1 ], + v[ i + 1 ][ k ], + materialIndex + ); + + } + + } + + } + + } + + + // 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 ) { + + 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 ); + + this.type = 'DodecahedronGeometry'; + + this.parameters = { + radius: radius, + detail: detail + }; + +}; + +THREE.DodecahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.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.PolyhedronGeometry.prototype ); +THREE.IcosahedronGeometry.prototype.constructor = THREE.IcosahedronGeometry; + +// File:src/extras/geometries/OctahedronGeometry.js + +/** + * @author timothypratley / https://github.com/timothypratley + */ + +THREE.OctahedronGeometry = function ( radius, 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.PolyhedronGeometry.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.PolyhedronGeometry.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/geometries/WireframeGeometry.js + +/** + * @author mrdoob / http://mrdoob.com/ + */ + +THREE.WireframeGeometry = function ( geometry ) { + + THREE.BufferGeometry.call( this ); + + var edge = [ 0, 0 ], hash = {}; + + function sortFunction( a, b ) { + + return a - b; + + } + + var keys = [ 'a', 'b', 'c' ]; + + if ( geometry instanceof THREE.Geometry ) { + + var vertices = geometry.vertices; + var faces = 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; + + } + + } + + this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); + + } else if ( geometry instanceof THREE.BufferGeometry ) { + + if ( geometry.index !== null ) { + + // Indexed BufferGeometry + + var indices = geometry.index.array; + var vertices = geometry.attributes.position; + var groups = geometry.groups; + var numEdges = 0; + + if ( groups.length === 0 ) { + + geometry.addGroup( 0, indices.length ); + + } + + // allocate maximal size + var edges = new Uint32Array( 2 * indices.length ); + + for ( var o = 0, ol = groups.length; o < ol; ++ o ) { + + var group = groups[ o ]; + + var start = group.start; + var count = group.count; + + for ( var i = start, il = start + count; i < il; i += 3 ) { + + for ( var j = 0; j < 3; j ++ ) { + + edge[ 0 ] = indices[ i + j ]; + edge[ 1 ] = 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 = edges[ 2 * i + j ]; + + coords[ index + 0 ] = vertices.getX( index2 ); + coords[ index + 1 ] = vertices.getY( index2 ); + coords[ index + 2 ] = vertices.getZ( index2 ); + + } + + } + + this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); + + } else { + + // non-indexed BufferGeometry + + var vertices = 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 ]; + + } + + } + + this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); + + } + + } + +}; + +THREE.WireframeGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); +THREE.WireframeGeometry.prototype.constructor = THREE.WireframeGeometry; + +// 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.LineSegments.call( this, geometry, material ); + +}; + +THREE.AxisHelper.prototype = Object.create( THREE.LineSegments.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://clara.io + * + * 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.translate( 0, - 0.5, 0 ); + + return function ArrowHelper( 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 setDirection( 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, Math.max( 0, 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 indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); + var positions = new Float32Array( 8 * 3 ); + + var geometry = new THREE.BufferGeometry(); + geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) ); + geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) ); + + THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ) ); + + if ( object !== undefined ) { + + this.update( object ); + + } + +}; + +THREE.BoxHelper.prototype = Object.create( THREE.LineSegments.prototype ); +THREE.BoxHelper.prototype.constructor = THREE.BoxHelper; + +THREE.BoxHelper.prototype.update = ( function () { + + var box = new THREE.Box3(); + + return function ( object ) { + + box.setFromObject( object ); + + if ( box.isEmpty() ) return; + + var min = box.min; + var max = box.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 position = this.geometry.attributes.position; + var array = position.array; + + array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; + array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; + array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; + array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; + array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; + array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; + array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; + array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; + + position.needsUpdate = true; + + this.geometry.computeBoundingSphere(); + + }; + +} )(); + +// 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.LineSegments.call( this, geometry, material ); + + this.camera = camera; + this.camera.updateProjectionMatrix(); + + this.matrix = camera.matrixWorld; + this.matrixAutoUpdate = false; + + this.pointMap = pointMap; + + this.update(); + +}; + +THREE.CameraHelper.prototype = Object.create( THREE.LineSegments.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(); + + function setPoint( 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 minimum 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; + + THREE.LineSegments.call( this, new THREE.EdgesGeometry( object.geometry, thresholdAngle ), new THREE.LineBasicMaterial( { color: color } ) ); + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + +}; + +THREE.EdgesHelper.prototype = Object.create( THREE.LineSegments.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 ) { + + // FaceNormalsHelper only supports THREE.Geometry + + this.object = object; + + this.size = ( size !== undefined ) ? size : 1; + + var color = ( hex !== undefined ) ? hex : 0xffff00; + + var width = ( linewidth !== undefined ) ? linewidth : 1; + + // + + var nNormals = 0; + + var objGeometry = this.object.geometry; + + if ( objGeometry instanceof THREE.Geometry ) { + + nNormals = objGeometry.faces.length; + + } else { + + console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' ); + + } + + // + + var geometry = new THREE.BufferGeometry(); + + var positions = new THREE.Float32Attribute( nNormals * 2 * 3, 3 ); + + geometry.addAttribute( 'position', positions ); + + THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ) ); + + // + + this.matrixAutoUpdate = false; + this.update(); + +}; + +THREE.FaceNormalsHelper.prototype = Object.create( THREE.LineSegments.prototype ); +THREE.FaceNormalsHelper.prototype.constructor = THREE.FaceNormalsHelper; + +THREE.FaceNormalsHelper.prototype.update = ( function () { + + var v1 = new THREE.Vector3(); + var v2 = new THREE.Vector3(); + var normalMatrix = new THREE.Matrix3(); + + return function update() { + + this.object.updateMatrixWorld( true ); + + normalMatrix.getNormalMatrix( this.object.matrixWorld ); + + var matrixWorld = this.object.matrixWorld; + + var position = this.geometry.attributes.position; + + // + + var objGeometry = this.object.geometry; + + var vertices = objGeometry.vertices; + + var faces = objGeometry.faces; + + var idx = 0; + + for ( var i = 0, l = faces.length; i < l; i ++ ) { + + var face = faces[ i ]; + + var normal = face.normal; + + v1.copy( vertices[ face.a ] ) + .add( vertices[ face.b ] ) + .add( vertices[ face.c ] ) + .divideScalar( 3 ) + .applyMatrix4( matrixWorld ); + + v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + + position.setXYZ( idx, v1.x, v1.y, v1.z ); + + idx = idx + 1; + + position.setXYZ( idx, v2.x, v2.y, v2.z ); + + idx = idx + 1; + + } + + position.needsUpdate = 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.LineSegments.call( this, geometry, material ); + +}; + +THREE.GridHelper.prototype = Object.create( THREE.LineSegments.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.rotateX( - 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 ) ); + + } + + } + + geometry.dynamic = true; + + var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } ); + + THREE.LineSegments.call( this, geometry, material ); + + this.root = object; + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + + this.update(); + +}; + + +THREE.SkeletonHelper.prototype = Object.create( THREE.LineSegments.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.translate( 0, - 0.5, 0 ); + geometry.rotateX( - 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 nNormals = 0; + + var objGeometry = this.object.geometry; + + if ( objGeometry instanceof THREE.Geometry ) { + + nNormals = objGeometry.faces.length * 3; + + } else if ( objGeometry instanceof THREE.BufferGeometry ) { + + nNormals = objGeometry.attributes.normal.count + + } + + // + + var geometry = new THREE.BufferGeometry(); + + var positions = new THREE.Float32Attribute( nNormals * 2 * 3, 3 ); + + geometry.addAttribute( 'position', positions ); + + THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ) ); + + // + + this.matrixAutoUpdate = false; + + this.update(); + +}; + +THREE.VertexNormalsHelper.prototype = Object.create( THREE.LineSegments.prototype ); +THREE.VertexNormalsHelper.prototype.constructor = THREE.VertexNormalsHelper; + +THREE.VertexNormalsHelper.prototype.update = ( function () { + + var v1 = new THREE.Vector3(); + var v2 = new THREE.Vector3(); + var normalMatrix = new THREE.Matrix3(); + + return function update() { + + var keys = [ 'a', 'b', 'c' ]; + + this.object.updateMatrixWorld( true ); + + normalMatrix.getNormalMatrix( this.object.matrixWorld ); + + var matrixWorld = this.object.matrixWorld; + + var position = this.geometry.attributes.position; + + // + + var objGeometry = this.object.geometry; + + if ( objGeometry instanceof THREE.Geometry ) { + + var vertices = objGeometry.vertices; + + var faces = objGeometry.faces; + + 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 vertex = vertices[ face[ keys[ j ] ] ]; + + var normal = face.vertexNormals[ j ]; + + v1.copy( vertex ).applyMatrix4( matrixWorld ); + + v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + + position.setXYZ( idx, v1.x, v1.y, v1.z ); + + idx = idx + 1; + + position.setXYZ( idx, v2.x, v2.y, v2.z ); + + idx = idx + 1; + + } + + } + + } else if ( objGeometry instanceof THREE.BufferGeometry ) { + + var objPos = objGeometry.attributes.position; + + var objNorm = objGeometry.attributes.normal; + + var idx = 0; + + // for simplicity, ignore index and drawcalls, and render every normal + + for ( var j = 0, jl = objPos.count; j < jl; j ++ ) { + + v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld ); + + v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) ); + + v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); + + position.setXYZ( idx, v1.x, v1.y, v1.z ); + + idx = idx + 1; + + position.setXYZ( idx, v2.x, v2.y, v2.z ); + + idx = idx + 1; + + } + + } + + position.needsUpdate = 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; + + THREE.LineSegments.call( this, new THREE.WireframeGeometry( object.geometry ), new THREE.LineBasicMaterial( { color: color } ) ); + + this.matrix = object.matrixWorld; + this.matrixAutoUpdate = false; + +}; + +THREE.WireframeHelper.prototype = Object.create( THREE.LineSegments.prototype ); +THREE.WireframeHelper.prototype.constructor = THREE.WireframeHelper; + +// File:src/extras/objects/ImmediateRenderObject.js + +/** + * @author alteredq / http://alteredqualia.com/ + */ + +THREE.ImmediateRenderObject = function ( material ) { + + THREE.Object3D.call( this ); + + this.material = material; + 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 = { + + start: start, + end: 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+)/i; + + 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 { + + console.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.start + 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; + + if ( animation.currentFrame !== animation.lastFrame ) { + + this.morphTargetInfluences[ animation.currentFrame ] = mix * weight; + this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight; + + } else { + + this.morphTargetInfluences[ animation.currentFrame ] = weight; + + } + + } + +}; + diff --git a/static/three.js b/static/three.js index 164a7ac..d593b60 100644 --- a/static/three.js +++ b/static/three.js @@ -1,40668 +1,990 @@ -// File:src/Three.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -var THREE = { REVISION: '75' }; - -// - -if ( typeof define === 'function' && define.amd ) { - - define( 'three', THREE ); - -} else if ( 'undefined' !== typeof exports && 'undefined' !== typeof module ) { - - module.exports = THREE; - -} - -// - -if ( Number.EPSILON === undefined ) { - - Number.EPSILON = Math.pow( 2, - 52 ); - -} - -// - -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; - - }; - -} - -if ( Function.prototype.name === undefined && Object.defineProperty !== undefined ) { - - // Missing in IE9-11. - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name - - Object.defineProperty( Function.prototype, 'name', { - - get: function () { - - return this.toString().match( /^\s*function\s*(\S*)\s*\(/ )[ 1 ]; - - } - - } ); - -} - -if ( Object.assign === undefined ) { - - // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign - - Object.defineProperty( Object, 'assign', { - - writable: true, - configurable: true, - - value: function ( target ) { - - 'use strict'; - - if ( target === undefined || target === null ) { - - throw new TypeError( "Cannot convert first argument to object" ); - - } - - var to = Object( target ); - - for ( var i = 1, n = arguments.length; i !== n; ++ i ) { - - var nextSource = arguments[ i ]; - - if ( nextSource === undefined || nextSource === null ) continue; - - nextSource = Object( nextSource ); - - var keysArray = Object.keys( nextSource ); - - for ( var nextIndex = 0, len = keysArray.length; nextIndex !== len; ++ nextIndex ) { - - var nextKey = keysArray[ nextIndex ]; - var desc = Object.getOwnPropertyDescriptor( nextSource, nextKey ); - - if ( desc !== undefined && desc.enumerable ) { - - to[ nextKey ] = nextSource[ nextKey ]; - - } - - } - - } - - return to; - - } - - } ); - -} - -// 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.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; - -// depth modes - -THREE.NeverDepth = 0; -THREE.AlwaysDepth = 1; -THREE.LessDepth = 2; -THREE.LessEqualDepth = 3; -THREE.EqualDepth = 4; -THREE.GreaterEqualDepth = 5; -THREE.GreaterDepth = 6; -THREE.NotEqualDepth = 7; - - -// TEXTURE CONSTANTS - -THREE.MultiplyOperation = 0; -THREE.MixOperation = 1; -THREE.AddOperation = 2; - -// Tone Mapping modes - -THREE.NoToneMapping = 0; // do not do any tone mapping, not even exposure (required for special purpose passes.) -THREE.LinearToneMapping = 1; // only apply exposure. -THREE.ReinhardToneMapping = 2; -THREE.Uncharted2ToneMapping = 3; // John Hable -THREE.CineonToneMapping = 4; // optimized filmic operator by Jim Hejl and Richard Burgess-Dawson - -// Mapping modes - -THREE.UVMapping = 300; - -THREE.CubeReflectionMapping = 301; -THREE.CubeRefractionMapping = 302; - -THREE.EquirectangularReflectionMapping = 303; -THREE.EquirectangularRefractionMapping = 304; - -THREE.SphericalReflectionMapping = 305; -THREE.CubeUVReflectionMapping = 306; -THREE.CubeUVRefractionMapping = 307; - -// 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; - -// ETC compressed texture formats - -THREE.RGB_ETC1_Format = 2151; - -// Loop styles for AnimationAction - -THREE.LoopOnce = 2200; -THREE.LoopRepeat = 2201; -THREE.LoopPingPong = 2202; - -// Interpolation - -THREE.InterpolateDiscrete = 2300; -THREE.InterpolateLinear = 2301; -THREE.InterpolateSmooth = 2302; - -// Interpolant ending modes - -THREE.ZeroCurvatureEnding = 2400; -THREE.ZeroSlopeEnding = 2401; -THREE.WrapAroundEnding = 2402; - -// Triangle Draw modes - -THREE.TrianglesDrawMode = 0; -THREE.TriangleStripDrawMode = 1; -THREE.TriangleFanDrawMode = 2; - -// Texture Encodings - -THREE.LinearEncoding = 3000; // No encoding at all. -THREE.sRGBEncoding = 3001; -THREE.GammaEncoding = 3007; // uses GAMMA_FACTOR, for backwards compatibility with WebGLRenderer.gammaInput/gammaOutput - -// The following Texture Encodings are for RGB-only (no alpha) HDR light emission sources. -// These encodings should not specified as output encodings except in rare situations. -THREE.RGBEEncoding = 3002; // AKA Radiance. -THREE.LogLuvEncoding = 3003; -THREE.RGBM7Encoding = 3004; -THREE.RGBM16Encoding = 3005; -THREE.RGBDEncoding = 3006; // MaxRange is 256. - -// File:src/math/Color.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.Color = function ( color ) { - - if ( arguments.length === 3 ) { - - return this.fromArray( arguments ); - - } - - 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; - - }, - - setScalar: function ( scalar ) { - - this.r = scalar; - this.g = scalar; - this.b = scalar; - - }, - - 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 () { - - function hue2rgb( 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; - - } - - return function ( h, s, l ) { - - // h,s,l ranges are in 0.0 - 1.0 - h = THREE.Math.euclideanModulo( h, 1 ); - s = THREE.Math.clamp( s, 0, 1 ); - l = THREE.Math.clamp( l, 0, 1 ); - - if ( s === 0 ) { - - this.r = this.g = this.b = l; - - } else { - - 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 ) { - - function handleAlpha( string ) { - - if ( string === undefined ) return; - - if ( parseFloat( string ) < 1 ) { - - console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' ); - - } - - } - - - var m; - - if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) { - - // rgb / hsl - - var color; - var name = m[ 1 ]; - var components = m[ 2 ]; - - switch ( name ) { - - case 'rgb': - case 'rgba': - - if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { - - // rgb(255,0,0) rgba(255,0,0,0.5) - this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255; - this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255; - this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255; - - handleAlpha( color[ 5 ] ); - - return this; - - } - - if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { - - // rgb(100%,0%,0%) rgba(100%,0%,0%,0.5) - 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; - - handleAlpha( color[ 5 ] ); - - return this; - - } - - break; - - case 'hsl': - case 'hsla': - - if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) { - - // hsl(120,50%,50%) hsla(120,50%,50%,0.5) - var h = parseFloat( color[ 1 ] ) / 360; - var s = parseInt( color[ 2 ], 10 ) / 100; - var l = parseInt( color[ 3 ], 10 ) / 100; - - handleAlpha( color[ 5 ] ); - - return this.setHSL( h, s, l ); - - } - - break; - - } - - } else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) { - - // hex color - - var hex = m[ 1 ]; - var size = hex.length; - - if ( size === 3 ) { - - // #ff0 - this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255; - this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255; - this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255; - - return this; - - } else if ( size === 6 ) { - - // #ff0000 - this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255; - this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255; - this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255; - - return this; - - } - - } - - if ( style && style.length > 0 ) { - - // color keywords - var hex = THREE.ColorKeywords[ style ]; - - if ( hex !== undefined ) { - - // red - this.setHex( hex ); - - } else { - - // unknown color - console.warn( 'THREE.Color: Unknown color ' + style ); - - } - - } - - return this; - - }, - - clone: function () { - - return new this.constructor( this.r, this.g, this.b ); - - }, - - 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, offset ) { - - if ( offset === undefined ) offset = 0; - - this.r = array[ offset ]; - this.g = array[ offset + 1 ]; - this.b = array[ offset + 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; - - } - -}; - -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://clara.io - */ - -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, - - 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; - - }, - - clone: function () { - - return new this.constructor( this._x, this._y, this._z, this._w ); - - }, - - 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 ); - - var order = euler.order; - - if ( 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 ( 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 ( 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 ( 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 ( 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 ( 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 ) { - - console.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; - - }, - - 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 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 halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta ); - 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 () {} - -}; - -Object.assign( THREE.Quaternion, { - - slerp: function( qa, qb, qm, t ) { - - return qm.copy( qa ).slerp( qb, t ); - - }, - - slerpFlat: function( - dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) { - - // fuzz-free, array-based Quaternion SLERP operation - - var x0 = src0[ srcOffset0 + 0 ], - y0 = src0[ srcOffset0 + 1 ], - z0 = src0[ srcOffset0 + 2 ], - w0 = src0[ srcOffset0 + 3 ], - - x1 = src1[ srcOffset1 + 0 ], - y1 = src1[ srcOffset1 + 1 ], - z1 = src1[ srcOffset1 + 2 ], - w1 = src1[ srcOffset1 + 3 ]; - - if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) { - - var s = 1 - t, - - cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1, - - dir = ( cos >= 0 ? 1 : - 1 ), - sqrSin = 1 - cos * cos; - - // Skip the Slerp for tiny steps to avoid numeric problems: - if ( sqrSin > Number.EPSILON ) { - - var sin = Math.sqrt( sqrSin ), - len = Math.atan2( sin, cos * dir ); - - s = Math.sin( s * len ) / sin; - t = Math.sin( t * len ) / sin; - - } - - var tDir = t * dir; - - x0 = x0 * s + x1 * tDir; - y0 = y0 * s + y1 * tDir; - z0 = z0 * s + z1 * tDir; - w0 = w0 * s + w1 * tDir; - - // Normalize in case we just did a lerp: - if ( s === 1 - t ) { - - var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 ); - - x0 *= f; - y0 *= f; - z0 *= f; - w0 *= f; - - } - - } - - dst[ dstOffset ] = x0; - dst[ dstOffset + 1 ] = y0; - dst[ dstOffset + 2 ] = z0; - dst[ dstOffset + 3 ] = w0; - - } - -} ); - -// 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, - - get width() { - - return this.x; - - }, - - set width( value ) { - - this.x = value; - - }, - - get height() { - - return this.y; - - }, - - set height( value ) { - - this.y = value; - - }, - - // - - set: function ( x, y ) { - - this.x = x; - this.y = y; - - return this; - - }, - - setScalar: function ( scalar ) { - - this.x = scalar; - this.y = scalar; - - 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 ); - - } - - }, - - clone: function () { - - return new this.constructor( this.x, this.y ); - - }, - - copy: function ( v ) { - - this.x = v.x; - this.y = v.y; - - return this; - - }, - - add: function ( v, w ) { - - if ( w !== undefined ) { - - console.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; - - }, - - addScaledVector: function ( v, s ) { - - this.x += v.x * s; - this.y += v.y * s; - - return this; - - }, - - sub: function ( v, w ) { - - if ( w !== undefined ) { - - console.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 ( scalar ) { - - if ( isFinite( scalar ) ) { - - this.x *= scalar; - this.y *= scalar; - - } else { - - this.x = 0; - this.y = 0; - - } - - return this; - - }, - - divide: function ( v ) { - - this.x /= v.x; - this.y /= v.y; - - return this; - - }, - - divideScalar: function ( scalar ) { - - return this.multiplyScalar( 1 / scalar ); - - }, - - min: function ( v ) { - - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); - - return this; - - }, - - max: function ( v ) { - - this.x = Math.max( this.x, v.x ); - this.y = Math.max( 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 - - this.x = Math.max( min.x, Math.min( max.x, this.x ) ); - this.y = Math.max( min.y, Math.min( max.y, this.y ) ); - - return this; - - }, - - clampScalar: function () { - - var min, max; - - return function clampScalar( 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 ); - - }; - - }(), - - clampLength: function ( min, max ) { - - var length = this.length(); - - this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); - - return this; - - }, - - 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 ); - - }, - - lengthManhattan: function() { - - return Math.abs( this.x ) + Math.abs( this.y ); - - }, - - normalize: function () { - - return this.divideScalar( this.length() ); - - }, - - angle: function () { - - // computes the angle in radians with respect to the positive x-axis - - var angle = Math.atan2( this.y, this.x ); - - if ( angle < 0 ) angle += 2 * Math.PI; - - return angle; - - }, - - 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 ( length ) { - - return this.multiplyScalar( length / this.length() ); - - }, - - 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; - - }, - - rotateAround: function ( center, angle ) { - - var c = Math.cos( angle ), s = Math.sin( angle ); - - var x = this.x - center.x; - var y = this.y - center.y; - - this.x = x * c - y * s + center.x; - this.y = x * s + y * c + center.y; - - return this; - - } - -}; - -// 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; - - }, - - setScalar: function ( scalar ) { - - this.x = scalar; - this.y = scalar; - this.z = scalar; - - 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 ); - - } - - }, - - clone: function () { - - return new this.constructor( this.x, this.y, this.z ); - - }, - - copy: function ( v ) { - - this.x = v.x; - this.y = v.y; - this.z = v.z; - - return this; - - }, - - add: function ( v, w ) { - - if ( w !== undefined ) { - - console.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; - - }, - - addScaledVector: function ( v, s ) { - - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; - - return this; - - }, - - sub: function ( v, w ) { - - if ( w !== undefined ) { - - console.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 ) { - - console.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 ) { - - if ( isFinite( scalar ) ) { - - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; - - } else { - - this.x = 0; - this.y = 0; - this.z = 0; - - } - - 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 applyEuler( euler ) { - - if ( euler instanceof THREE.Euler === false ) { - - console.error( 'THREE.Vector3: .applyEuler() now expects an 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 applyAxisAngle( 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 project( 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 unproject( 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 ) { - - return this.multiplyScalar( 1 / scalar ); - - }, - - min: function ( v ) { - - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); - this.z = Math.min( this.z, v.z ); - - return this; - - }, - - max: function ( v ) { - - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); - this.z = Math.max( 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 - - this.x = Math.max( min.x, Math.min( max.x, this.x ) ); - this.y = Math.max( min.y, Math.min( max.y, this.y ) ); - this.z = Math.max( min.z, Math.min( max.z, this.z ) ); - - return this; - - }, - - clampScalar: function () { - - var min, max; - - return function clampScalar( 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 ); - - }; - - }(), - - clampLength: function ( min, max ) { - - var length = this.length(); - - this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length ); - - return this; - - }, - - 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 ( length ) { - - return this.multiplyScalar( length / this.length() ); - - }, - - 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 ) { - - console.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 projectOnVector( 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 projectOnPlane( 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 reflect( 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 ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) ); - - // 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; - - }, - - setFromSpherical: function( s ) { - - var sinPhiRadius = Math.sin( s.phi ) * s.radius; - - this.x = sinPhiRadius * Math.sin( s.theta ); - this.y = Math.cos( s.phi ) * s.radius; - this.z = sinPhiRadius * Math.cos( s.theta ); - - return this; - - }, - - setFromMatrixPosition: function ( m ) { - - return this.setFromMatrixColumn( m, 3 ); - - }, - - setFromMatrixScale: function ( m ) { - - var sx = this.setFromMatrixColumn( m, 0 ).length(); - var sy = this.setFromMatrixColumn( m, 1 ).length(); - var sz = this.setFromMatrixColumn( m, 2 ).length(); - - this.x = sx; - this.y = sy; - this.z = sz; - - return this; - - }, - - setFromMatrixColumn: function ( m, index ) { - - if ( typeof m === 'number' ) { - - console.warn( 'THREE.Vector3: setFromMatrixColumn now expects ( matrix, index ).' ); - - m = arguments[ 1 ]; - index = arguments[ 0 ]; - - } - - return this.fromArray( m.elements, index * 4 ); - - }, - - 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; - - } - -}; - -// 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; - - }, - - setScalar: function ( scalar ) { - - this.x = scalar; - this.y = scalar; - this.z = scalar; - this.w = scalar; - - 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 ); - - } - - }, - - clone: function () { - - return new this.constructor( this.x, this.y, this.z, this.w ); - - }, - - 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 ) { - - console.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; - - }, - - addScaledVector: function ( v, s ) { - - this.x += v.x * s; - this.y += v.y * s; - this.z += v.z * s; - this.w += v.w * s; - - return this; - - }, - - sub: function ( v, w ) { - - if ( w !== undefined ) { - - console.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 ) { - - if ( isFinite( scalar ) ) { - - this.x *= scalar; - this.y *= scalar; - this.z *= scalar; - this.w *= scalar; - - } else { - - this.x = 0; - this.y = 0; - this.z = 0; - this.w = 0; - - } - - 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 ) { - - return this.multiplyScalar( 1 / scalar ); - - }, - - 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 ) { - - this.x = Math.min( this.x, v.x ); - this.y = Math.min( this.y, v.y ); - this.z = Math.min( this.z, v.z ); - this.w = Math.min( this.w, v.w ); - - return this; - - }, - - max: function ( v ) { - - this.x = Math.max( this.x, v.x ); - this.y = Math.max( this.y, v.y ); - this.z = Math.max( this.z, v.z ); - this.w = Math.max( 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 - - this.x = Math.max( min.x, Math.min( max.x, this.x ) ); - this.y = Math.max( min.y, Math.min( max.y, this.y ) ); - this.z = Math.max( min.z, Math.min( max.z, this.z ) ); - this.w = Math.max( min.w, Math.min( max.w, this.w ) ); - - return this; - - }, - - clampScalar: function () { - - var min, max; - - return function clampScalar( 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 ( length ) { - - return this.multiplyScalar( length / this.length() ); - - }, - - 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; - - } - -}; - -// File:src/math/Euler.js - -/** - * @author mrdoob / http://mrdoob.com/ - * @author WestLangley / http://github.com/WestLangley - * @author bhouston / http://clara.io - */ - -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, - - 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; - - }, - - clone: function () { - - return new this.constructor( this._x, this._y, this._z, this._order ); - - }, - - 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 { - - console.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 () {} - -}; - -// File:src/math/Line3.js - -/** - * @author bhouston / http://clara.io - */ - -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; - - }, - - clone: function () { - - return new this.constructor().copy( 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 ); - - } - -}; - -// File:src/math/Box2.js - -/** - * @author bhouston / http://clara.io - */ - -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; - - }; - - }(), - - clone: function () { - - return new this.constructor().copy( 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; - - }, - - isEmpty: 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 ) - ); - - }, - - intersectsBox: 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 ); - - } - -}; - -// File:src/math/Box3.js - -/** - * @author bhouston / http://clara.io - * @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; - - }, - - setFromArray: function ( array ) { - - this.makeEmpty(); - - var minX = + Infinity; - var minY = + Infinity; - var minZ = + Infinity; - - var maxX = - Infinity; - var maxY = - Infinity; - var maxZ = - Infinity; - - for ( var i = 0, il = array.length; i < il; i += 3 ) { - - var x = array[ i ]; - var y = array[ i + 1 ]; - var z = array[ i + 2 ]; - - if ( x < minX ) minX = x; - if ( y < minY ) minY = y; - if ( z < minZ ) minZ = z; - - if ( x > maxX ) maxX = x; - if ( y > maxY ) maxY = y; - if ( z > maxZ ) maxZ = z; - - } - - this.min.set( minX, minY, minZ ); - this.max.set( maxX, maxY, maxZ ); - - }, - - 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 children's, world transforms - - var box; - - return function ( object ) { - - if ( box === undefined ) box = new THREE.Box3(); - - var scope = this; - - this.makeEmpty(); - - object.updateMatrixWorld( true ); - - object.traverse( function ( node ) { - - var geometry = node.geometry; - - if ( geometry !== undefined ) { - - if ( geometry.boundingBox === null ) { - - geometry.computeBoundingBox(); - - } - - if ( geometry.boundingBox.isEmpty() === false ) { - - box.copy( geometry.boundingBox ); - box.applyMatrix4( node.matrixWorld ); - scope.union( box ); - - } - - } - - } ); - - return this; - - }; - - }(), - - clone: function () { - - return new this.constructor().copy( 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; - - }, - - isEmpty: 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 ) - ); - - }, - - intersectsBox: 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; - - }, - - intersectsSphere: ( function () { - - var closestPoint; - - return function intersectsSphere( sphere ) { - - if ( closestPoint === undefined ) closestPoint = new THREE.Vector3(); - - // Find the point on the AABB closest to the sphere center. - this.clampPoint( sphere.center, closestPoint ); - - // If that point is inside the sphere, the AABB and sphere intersect. - return closestPoint.distanceToSquared( sphere.center ) <= ( sphere.radius * sphere.radius ); - - }; - - } )(), - - intersectsPlane: function ( plane ) { - - // We compute the minimum and maximum dot product values. If those values - // are on the same side (back or front) of the plane, then there is no intersection. - - var min, max; - - if ( plane.normal.x > 0 ) { - - min = plane.normal.x * this.min.x; - max = plane.normal.x * this.max.x; - - } else { - - min = plane.normal.x * this.max.x; - max = plane.normal.x * this.min.x; - - } - - if ( plane.normal.y > 0 ) { - - min += plane.normal.y * this.min.y; - max += plane.normal.y * this.max.y; - - } else { - - min += plane.normal.y * this.max.y; - max += plane.normal.y * this.min.y; - - } - - if ( plane.normal.z > 0 ) { - - min += plane.normal.z * this.min.z; - max += plane.normal.z * this.max.z; - - } else { - - min += plane.normal.z * this.max.z; - max += plane.normal.z * this.min.z; - - } - - return ( min <= plane.constant && max >= plane.constant ); - - }, - - 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 ); - - } - -}; - -// File:src/math/Matrix3.js - -/** - * @author alteredq / http://alteredqualia.com/ - * @author WestLangley / http://github.com/WestLangley - * @author bhouston / http://clara.io - * @author tschw - */ - -THREE.Matrix3 = function () { - - this.elements = new Float32Array( [ - - 1, 0, 0, - 0, 1, 0, - 0, 0, 1 - - ] ); - - if ( arguments.length > 0 ) { - - console.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[ 1 ] = n21; te[ 2 ] = n31; - te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32; - te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33; - - return this; - - }, - - identity: function () { - - this.set( - - 1, 0, 0, - 0, 1, 0, - 0, 0, 1 - - ); - - return this; - - }, - - clone: function () { - - return new this.constructor().fromArray( this.elements ); - - }, - - 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; - - }, - - setFromMatrix4: function( m ) { - - var me = m.elements; - - this.set( - - me[ 0 ], me[ 4 ], me[ 8 ], - me[ 1 ], me[ 5 ], me[ 9 ], - me[ 2 ], me[ 6 ], me[ 10 ] - - ); - - return this; - - }, - - applyToVector3Array: function () { - - var v1; - - return function ( array, offset, length ) { - - if ( v1 === undefined ) v1 = new THREE.Vector3(); - if ( offset === undefined ) offset = 0; - if ( length === undefined ) length = array.length; - - for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) { - - v1.fromArray( array, j ); - v1.applyMatrix3( this ); - v1.toArray( array, j ); - - } - - return array; - - }; - - }(), - - applyToBuffer: function () { - - var v1; - - return function applyToBuffer( buffer, offset, length ) { - - if ( v1 === undefined ) v1 = new THREE.Vector3(); - if ( offset === undefined ) offset = 0; - if ( length === undefined ) length = buffer.length / buffer.itemSize; - - for ( var i = 0, j = offset; i < length; i ++, j ++ ) { - - v1.x = buffer.getX( j ); - v1.y = buffer.getY( j ); - v1.z = buffer.getZ( j ); - - v1.applyMatrix3( this ); - - buffer.setXYZ( v1.x, v1.y, v1.z ); - - } - - return buffer; - - }; - - }(), - - 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, throwOnDegenerate ) { - - if ( matrix instanceof THREE.Matrix4 ) { - - console.warn( "THREE.Matrix3.getInverse no longer takes a Matrix4 argument." ); - - } - - var me = matrix.elements, - te = this.elements, - - n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], - n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ], - n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ], - - t11 = n33 * n22 - n32 * n23, - t12 = n32 * n13 - n33 * n12, - t13 = n23 * n12 - n22 * n13, - - det = n11 * t11 + n21 * t12 + n31 * t13; - - if ( det === 0 ) { - - var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0"; - - if ( throwOnDegenerate || false ) { - - throw new Error( msg ); - - } else { - - console.warn( msg ); - - } - - return this.identity(); - } - - te[ 0 ] = t11; - te[ 1 ] = n31 * n23 - n33 * n21; - te[ 2 ] = n32 * n21 - n31 * n22; - - te[ 3 ] = t12; - te[ 4 ] = n33 * n11 - n31 * n13; - te[ 5 ] = n31 * n12 - n32 * n11; - - te[ 6 ] = t13; - te[ 7 ] = n21 * n13 - n23 * n11; - te[ 8 ] = n22 * n11 - n21 * n12; - - return this.multiplyScalar( 1 / det ); - - }, - - 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 ( matrix4 ) { - - return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose(); - - }, - - 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 ] - ]; - - } - -}; - -// 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://clara.io - * @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 ) { - - console.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; - - }, - - clone: function () { - - return new THREE.Matrix4().fromArray( this.elements ); - - }, - - copy: function ( m ) { - - this.elements.set( m.elements ); - - return this; - - }, - - 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 ) { - - xAxis.setFromMatrixColumn( this, 0 ); - yAxis.setFromMatrixColumn( this, 1 ); - zAxis.setFromMatrixColumn( this, 2 ); - - 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; - - return function ( m ) { - - if ( v1 === undefined ) v1 = new THREE.Vector3(); - - var te = this.elements; - var me = m.elements; - - var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length(); - var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length(); - var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).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 ) { - - console.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; - - }, - - 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, y, z; - - return function ( eye, target, up ) { - - if ( x === undefined ) x = new THREE.Vector3(); - if ( y === undefined ) y = new THREE.Vector3(); - if ( z === undefined ) z = new THREE.Vector3(); - - var te = this.elements; - - z.subVectors( eye, target ).normalize(); - - if ( z.lengthSq() === 0 ) { - - z.z = 1; - - } - - x.crossVectors( up, z ).normalize(); - - if ( x.lengthSq() === 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 ) { - - console.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; - - }, - - applyToVector3Array: function () { - - var v1; - - return function ( array, offset, length ) { - - if ( v1 === undefined ) v1 = new THREE.Vector3(); - if ( offset === undefined ) offset = 0; - if ( length === undefined ) length = array.length; - - for ( var i = 0, j = offset; i < length; i += 3, j += 3 ) { - - v1.fromArray( array, j ); - v1.applyMatrix4( this ); - v1.toArray( array, j ); - - } - - return array; - - }; - - }(), - - applyToBuffer: function () { - - var v1; - - return function applyToBuffer( buffer, offset, length ) { - - if ( v1 === undefined ) v1 = new THREE.Vector3(); - if ( offset === undefined ) offset = 0; - if ( length === undefined ) length = buffer.length / buffer.itemSize; - - for ( var i = 0, j = offset; i < length; i ++, j ++ ) { - - v1.x = buffer.getX( j ); - v1.y = buffer.getY( j ); - v1.z = buffer.getZ( j ); - - v1.applyMatrix4( this ); - - buffer.setXYZ( v1.x, v1.y, v1.z ); - - } - - return buffer; - - }; - - }(), - - 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; - - return function () { - - if ( v1 === undefined ) v1 = new THREE.Vector3(); - console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' ); - - return v1.setFromMatrixColumn( this, 3 ); - - }; - - }(), - - setPosition: function ( v ) { - - var te = this.elements; - - te[ 12 ] = v.x; - te[ 13 ] = v.y; - te[ 14 ] = v.z; - - return this; - - }, - - getInverse: function ( m, throwOnDegenerate ) { - - // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm - var te = this.elements, - me = m.elements, - - n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ], - n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ], - n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ], - n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ], - - t11 = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44, - t12 = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44, - t13 = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44, - t14 = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34; - - var det = n11 * t11 + n21 * t12 + n31 * t13 + n41 * t14; - - if ( det === 0 ) { - - var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0"; - - if ( throwOnDegenerate || false ) { - - throw new Error( msg ); - - } else { - - console.warn( msg ); - - } - - return this.identity(); - - } - - te[ 0 ] = t11; - te[ 1 ] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44; - te[ 2 ] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44; - te[ 3 ] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43; - - te[ 4 ] = t12; - te[ 5 ] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44; - te[ 6 ] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44; - te[ 7 ] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43; - - te[ 8 ] = t13; - te[ 9 ] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44; - te[ 10 ] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44; - te[ 11 ] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43; - - te[ 12 ] = t14; - te[ 13 ] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34; - te[ 14 ] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34; - te[ 15 ] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33; - - return this.multiplyScalar( 1 / det ); - - }, - - 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, 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, matrix; - - return function ( position, quaternion, scale ) { - - if ( vector === undefined ) vector = new THREE.Vector3(); - if ( matrix === undefined ) matrix = new THREE.Matrix4(); - - 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 = 1.0 / ( right - left ); - var h = 1.0 / ( top - bottom ); - var p = 1.0 / ( 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; - - }, - - equals: function ( matrix ) { - - var te = this.elements; - var me = matrix.elements; - - for ( var i = 0; i < 16; i ++ ) { - - if ( te[ i ] !== me[ i ] ) return false; - - } - - return true; - - }, - - 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 ] - ]; - - } - -}; - -// File:src/math/Ray.js - -/** - * @author bhouston / http://clara.io - */ - -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; - - }, - - clone: function () { - - return new this.constructor().copy( 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 ); - - }, - - lookAt: function ( v ) { - - this.direction.copy( v ).sub( this.origin ).normalize(); - - }, - - 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 ( point ) { - - return Math.sqrt( this.distanceSqToPoint( point ) ); - - }, - - distanceSqToPoint: 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.distanceToSquared( point ); - - } - - v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin ); - - return v1.distanceToSquared( 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; - - }; - - }(), - - intersectSphere: function () { - - 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 ); - - } - - }(), - - intersectsSphere: function ( sphere ) { - - return this.distanceToPoint( sphere.center ) <= sphere.radius; - - }, - - 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 ); - - }, - - - - intersectsPlane: 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; - - }, - - intersectBox: function ( box, optionalTarget ) { - - 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 ); - - }, - - intersectsBox: ( function () { - - var v = new THREE.Vector3(); - - return function ( box ) { - - return this.intersectBox( box, v ) !== null; - - }; - - } )(), - - 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 ); - - } - -}; - -// File:src/math/Sphere.js - -/** - * @author bhouston / http://clara.io - * @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; - - }; - - }(), - - clone: function () { - - return new this.constructor().copy( 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 ); - - }, - - intersectsBox: function ( box ) { - - return box.intersectsSphere( this ); - - }, - - intersectsPlane: function ( plane ) { - - // We use the following equation to compute the signed distance from - // the center of the sphere to the plane. - // - // distance = q * n - d - // - // If this distance is greater than the radius of the sphere, - // then there is no intersection. - - return Math.abs( this.center.dot( plane.normal ) - plane.constant ) <= this.radius; - - }, - - 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 ); - - } - -}; - -// File:src/math/Frustum.js - -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * @author bhouston / http://clara.io - */ - -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; - - }, - - clone: function () { - - return new this.constructor().copy( 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; - - } - -}; - -// File:src/math/Plane.js - -/** - * @author bhouston / http://clara.io - */ - -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; - - }; - - }(), - - clone: function () { - - return new this.constructor().copy( 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 ); - - }, - - 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 ); - - }; - - }(), - - intersectsLine: 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 ); - - }, - - intersectsBox: function ( box ) { - - return box.intersectsPlane( this ); - - }, - - intersectsSphere: function ( sphere ) { - - return sphere.intersectsPlane( this ); - - }, - - 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 ); - - } - -}; - -// File:src/math/Spherical.js - -/** - * @author bhouston / http://clara.io - * @author WestLangley / http://github.com/WestLangley - * - * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system - * - * The poles (phi) are at the positive and negative y axis. - * The equator starts at positive z. - */ - -THREE.Spherical = function ( radius, phi, theta ) { - - this.radius = ( radius !== undefined ) ? radius : 1.0; - this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole - this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere - - return this; - -}; - -THREE.Spherical.prototype = { - - constructor: THREE.Spherical, - - set: function ( radius, phi, theta ) { - - this.radius = radius; - this.phi = phi; - this.theta = theta; - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - }, - - copy: function ( other ) { - - this.radius.copy( other.radius ); - this.phi.copy( other.phi ); - this.theta.copy( other.theta ); - - return this; - - }, - - // restrict phi to be betwee EPS and PI-EPS - makeSafe: function() { - - var EPS = 0.000001; - this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) ); - - }, - - setFromVector3: function( vec3 ) { - - this.radius = vec3.length(); - - if ( this.radius === 0 ) { - - this.theta = 0; - this.phi = 0; - - } else { - - this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis - this.phi = Math.acos( THREE.Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle - - } - - return 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: function ( value, min, max ) { - - return Math.max( min, Math.min( max, value ) ); - - }, - - // compute euclidian modulo of m % n - // https://en.wikipedia.org/wiki/Modulo_operation - - euclideanModulo: function ( n, m ) { - - return ( ( n % m ) + m ) % m; - - }, - - // Linear mapping from 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 ); - - }, - - random16: function () { - - console.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' ); - return Math.random(); - - }, - - // Random integer from interval - - randInt: function ( low, high ) { - - return low + Math.floor( Math.random() * ( high - low + 1 ) ); - - }, - - // 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; - - }, - - nearestPowerOfTwo: function ( value ) { - - return Math.pow( 2, Math.round( Math.log( value ) / Math.LN2 ) ); - - }, - - 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://clara.io - * @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 barycentric coordinates -// 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(); - - // collinear 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; - - // barycentric coordinates 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; - - }, - - clone: function () { - - return new this.constructor().copy( 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 ); - - } - -}; - -// File:src/math/Interpolant.js - -/** - * Abstract base class of interpolants over parametric samples. - * - * The parameter domain is one dimensional, typically the time or a path - * along a curve defined by the data. - * - * The sample values can have any dimensionality and derived classes may - * apply special interpretations to the data. - * - * This class provides the interval seek in a Template Method, deferring - * the actual interpolation to derived classes. - * - * Time complexity is O(1) for linear access crossing at most two points - * and O(log N) for random access, where N is the number of positions. - * - * References: - * - * http://www.oodesign.com/template-method-pattern.html - * - * @author tschw - */ - -THREE.Interpolant = function( - parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - this.parameterPositions = parameterPositions; - this._cachedIndex = 0; - - this.resultBuffer = resultBuffer !== undefined ? - resultBuffer : new sampleValues.constructor( sampleSize ); - this.sampleValues = sampleValues; - this.valueSize = sampleSize; - -}; - -THREE.Interpolant.prototype = { - - constructor: THREE.Interpolant, - - evaluate: function( t ) { - - var pp = this.parameterPositions, - i1 = this._cachedIndex, - - t1 = pp[ i1 ], - t0 = pp[ i1 - 1 ]; - - validate_interval: { - - seek: { - - var right; - - linear_scan: { -//- See http://jsperf.com/comparison-to-undefined/3 -//- slower code: -//- -//- if ( t >= t1 || t1 === undefined ) { - forward_scan: if ( ! ( t < t1 ) ) { - - for ( var giveUpAt = i1 + 2; ;) { - - if ( t1 === undefined ) { - - if ( t < t0 ) break forward_scan; - - // after end - - i1 = pp.length; - this._cachedIndex = i1; - return this.afterEnd_( i1 - 1, t, t0 ); - - } - - if ( i1 === giveUpAt ) break; // this loop - - t0 = t1; - t1 = pp[ ++ i1 ]; - - if ( t < t1 ) { - - // we have arrived at the sought interval - break seek; - - } - - } - - // prepare binary search on the right side of the index - right = pp.length; - break linear_scan; - - } - -//- slower code: -//- if ( t < t0 || t0 === undefined ) { - if ( ! ( t >= t0 ) ) { - - // looping? - - var t1global = pp[ 1 ]; - - if ( t < t1global ) { - - i1 = 2; // + 1, using the scan for the details - t0 = t1global; - - } - - // linear reverse scan - - for ( var giveUpAt = i1 - 2; ;) { - - if ( t0 === undefined ) { - - // before start - - this._cachedIndex = 0; - return this.beforeStart_( 0, t, t1 ); - - } - - if ( i1 === giveUpAt ) break; // this loop - - t1 = t0; - t0 = pp[ -- i1 - 1 ]; - - if ( t >= t0 ) { - - // we have arrived at the sought interval - break seek; - - } - - } - - // prepare binary search on the left side of the index - right = i1; - i1 = 0; - break linear_scan; - - } - - // the interval is valid - - break validate_interval; - - } // linear scan - - // binary search - - while ( i1 < right ) { - - var mid = ( i1 + right ) >>> 1; - - if ( t < pp[ mid ] ) { - - right = mid; - - } else { - - i1 = mid + 1; - - } - - } - - t1 = pp[ i1 ]; - t0 = pp[ i1 - 1 ]; - - // check boundary cases, again - - if ( t0 === undefined ) { - - this._cachedIndex = 0; - return this.beforeStart_( 0, t, t1 ); - - } - - if ( t1 === undefined ) { - - i1 = pp.length; - this._cachedIndex = i1; - return this.afterEnd_( i1 - 1, t0, t ); - - } - - } // seek - - this._cachedIndex = i1; - - this.intervalChanged_( i1, t0, t1 ); - - } // validate_interval - - return this.interpolate_( i1, t0, t, t1 ); - - }, - - settings: null, // optional, subclass-specific settings structure - // Note: The indirection allows central control of many interpolants. - - // --- Protected interface - - DefaultSettings_: {}, - - getSettings_: function() { - - return this.settings || this.DefaultSettings_; - - }, - - copySampleValue_: function( index ) { - - // copies a sample value to the result buffer - - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - offset = index * stride; - - for ( var i = 0; i !== stride; ++ i ) { - - result[ i ] = values[ offset + i ]; - - } - - return result; - - }, - - // Template methods for derived classes: - - interpolate_: function( i1, t0, t, t1 ) { - - throw new Error( "call to abstract method" ); - // implementations shall return this.resultBuffer - - }, - - intervalChanged_: function( i1, t0, t1 ) { - - // empty - - } - -}; - -Object.assign( THREE.Interpolant.prototype, { - - beforeStart_: //( 0, t, t0 ), returns this.resultBuffer - THREE.Interpolant.prototype.copySampleValue_, - - afterEnd_: //( N-1, tN-1, t ), returns this.resultBuffer - THREE.Interpolant.prototype.copySampleValue_ - -} ); - -// File:src/math/interpolants/CubicInterpolant.js - -/** - * Fast and simple cubic spline interpolant. - * - * It was derived from a Hermitian construction setting the first derivative - * at each sample position to the linear slope between neighboring positions - * over their parameter interval. - * - * @author tschw - */ - -THREE.CubicInterpolant = function( - parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - THREE.Interpolant.call( - this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - - this._weightPrev = -0; - this._offsetPrev = -0; - this._weightNext = -0; - this._offsetNext = -0; - -}; - -THREE.CubicInterpolant.prototype = - Object.assign( Object.create( THREE.Interpolant.prototype ), { - - constructor: THREE.CubicInterpolant, - - DefaultSettings_: { - - endingStart: THREE.ZeroCurvatureEnding, - endingEnd: THREE.ZeroCurvatureEnding - - }, - - intervalChanged_: function( i1, t0, t1 ) { - - var pp = this.parameterPositions, - iPrev = i1 - 2, - iNext = i1 + 1, - - tPrev = pp[ iPrev ], - tNext = pp[ iNext ]; - - if ( tPrev === undefined ) { - - switch ( this.getSettings_().endingStart ) { - - case THREE.ZeroSlopeEnding: - - // f'(t0) = 0 - iPrev = i1; - tPrev = 2 * t0 - t1; - - break; - - case THREE.WrapAroundEnding: - - // use the other end of the curve - iPrev = pp.length - 2; - tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ]; - - break; - - default: // ZeroCurvatureEnding - - // f''(t0) = 0 a.k.a. Natural Spline - iPrev = i1; - tPrev = t1; - - } - - } - - if ( tNext === undefined ) { - - switch ( this.getSettings_().endingEnd ) { - - case THREE.ZeroSlopeEnding: - - // f'(tN) = 0 - iNext = i1; - tNext = 2 * t1 - t0; - - break; - - case THREE.WrapAroundEnding: - - // use the other end of the curve - iNext = 1; - tNext = t1 + pp[ 1 ] - pp[ 0 ]; - - break; - - default: // ZeroCurvatureEnding - - // f''(tN) = 0, a.k.a. Natural Spline - iNext = i1 - 1; - tNext = t0; - - } - - } - - var halfDt = ( t1 - t0 ) * 0.5, - stride = this.valueSize; - - this._weightPrev = halfDt / ( t0 - tPrev ); - this._weightNext = halfDt / ( tNext - t1 ); - this._offsetPrev = iPrev * stride; - this._offsetNext = iNext * stride; - - }, - - interpolate_: function( i1, t0, t, t1 ) { - - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - - o1 = i1 * stride, o0 = o1 - stride, - oP = this._offsetPrev, oN = this._offsetNext, - wP = this._weightPrev, wN = this._weightNext, - - p = ( t - t0 ) / ( t1 - t0 ), - pp = p * p, - ppp = pp * p; - - // evaluate polynomials - - var sP = - wP * ppp + 2 * wP * pp - wP * p; - var s0 = ( 1 + wP ) * ppp + (-1.5 - 2 * wP ) * pp + ( -0.5 + wP ) * p + 1; - var s1 = (-1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p; - var sN = wN * ppp - wN * pp; - - // combine data linearly - - for ( var i = 0; i !== stride; ++ i ) { - - result[ i ] = - sP * values[ oP + i ] + - s0 * values[ o0 + i ] + - s1 * values[ o1 + i ] + - sN * values[ oN + i ]; - - } - - return result; - - } - -} ); - -// File:src/math/interpolants/DiscreteInterpolant.js - -/** - * - * Interpolant that evaluates to the sample value at the position preceeding - * the parameter. - * - * @author tschw - */ - -THREE.DiscreteInterpolant = function( - parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - THREE.Interpolant.call( - this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - -}; - -THREE.DiscreteInterpolant.prototype = - Object.assign( Object.create( THREE.Interpolant.prototype ), { - - constructor: THREE.DiscreteInterpolant, - - interpolate_: function( i1, t0, t, t1 ) { - - return this.copySampleValue_( i1 - 1 ); - - } - -} ); - -// File:src/math/interpolants/LinearInterpolant.js - -/** - * @author tschw - */ - -THREE.LinearInterpolant = function( - parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - THREE.Interpolant.call( - this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - -}; - -THREE.LinearInterpolant.prototype = - Object.assign( Object.create( THREE.Interpolant.prototype ), { - - constructor: THREE.LinearInterpolant, - - interpolate_: function( i1, t0, t, t1 ) { - - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - - offset1 = i1 * stride, - offset0 = offset1 - stride, - - weight1 = ( t - t0 ) / ( t1 - t0 ), - weight0 = 1 - weight1; - - for ( var i = 0; i !== stride; ++ i ) { - - result[ i ] = - values[ offset0 + i ] * weight0 + - values[ offset1 + i ] * weight1; - - } - - return result; - - } - -} ); - -// File:src/math/interpolants/QuaternionLinearInterpolant.js - -/** - * Spherical linear unit quaternion interpolant. - * - * @author tschw - */ - -THREE.QuaternionLinearInterpolant = function( - parameterPositions, sampleValues, sampleSize, resultBuffer ) { - - THREE.Interpolant.call( - this, parameterPositions, sampleValues, sampleSize, resultBuffer ); - -}; - -THREE.QuaternionLinearInterpolant.prototype = - Object.assign( Object.create( THREE.Interpolant.prototype ), { - - constructor: THREE.QuaternionLinearInterpolant, - - interpolate_: function( i1, t0, t, t1 ) { - - var result = this.resultBuffer, - values = this.sampleValues, - stride = this.valueSize, - - offset = i1 * stride, - - alpha = ( t - t0 ) / ( t1 - t0 ); - - for ( var end = offset + stride; offset !== end; offset += 4 ) { - - THREE.Quaternion.slerpFlat( result, 0, - values, offset - stride, values, offset, alpha ); - - } - - return result; - - } - -} ); - -// 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 = performance.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 = performance.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/Layers.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.Layers = function () { - - this.mask = 1; - -}; - -THREE.Layers.prototype = { - - constructor: THREE.Layers, - - set: function ( channel ) { - - this.mask = 1 << channel; - - }, - - enable: function ( channel ) { - - this.mask |= 1 << channel; - - }, - - toggle: function ( channel ) { - - this.mask ^= 1 << channel; - - }, - - disable: function ( channel ) { - - this.mask &= ~ ( 1 << channel ); - - }, - - test: function ( layers ) { - - return ( this.mask & layers.mask ) !== 0; - - } - -}; - -// File:src/core/Raycaster.js - -/** - * @author mrdoob / http://mrdoob.com/ - * @author bhouston / http://clara.io/ - * @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 = { - Mesh: {}, - Line: {}, - LOD: {}, - Points: { threshold: 1 }, - Sprite: {} - }; - - Object.defineProperties( this.params, { - PointCloud: { - get: function () { - console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' ); - return this.Points; - } - } - } ); - - }; - - function ascSort( a, b ) { - - return a.distance - b.distance; - - } - - function intersectObject( object, raycaster, intersects, recursive ) { - - if ( object.visible === false ) return; - - 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, - - 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 ) { - - if ( camera instanceof THREE.PerspectiveCamera ) { - - this.ray.origin.setFromMatrixPosition( camera.matrixWorld ); - this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).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 { - - console.error( 'THREE.Raycaster: Unsupported camera type.' ); - - } - - }, - - intersectObject: function ( object, recursive ) { - - var intersects = []; - - intersectObject( object, this, intersects, recursive ); - - intersects.sort( ascSort ); - - return intersects; - - }, - - intersectObjects: function ( objects, recursive ) { - - var intersects = []; - - if ( Array.isArray( objects ) === false ) { - - console.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( ascSort ); - - 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 - * @author elephantatwork / www.elephantatwork.ch - */ - -THREE.Object3D = function () { - - Object.defineProperty( this, 'id', { value: THREE.Object3DIdCount ++ } ); - - this.uuid = THREE.Math.generateUUID(); - - this.name = ''; - this.type = 'Object3D'; - - this.parent = null; - 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 ); - - function onRotationChange() { - - quaternion.setFromEuler( rotation, false ); - - } - - function onQuaternionChange() { - - 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 - }, - modelViewMatrix: { - value: new THREE.Matrix4() - }, - normalMatrix: { - value: new THREE.Matrix3() - } - } ); - - this.rotationAutoUpdate = true; - - this.matrix = new THREE.Matrix4(); - this.matrixWorld = new THREE.Matrix4(); - - this.matrixAutoUpdate = THREE.Object3D.DefaultMatrixAutoUpdate; - this.matrixWorldNeedsUpdate = false; - - this.layers = new THREE.Layers(); - 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.DefaultMatrixAutoUpdate = true; - -THREE.Object3D.prototype = { - - constructor: THREE.Object3D, - - 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; - - }; - - }(), - - 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 ) { - - console.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 !== null ) { - - object.parent.remove( object ); - - } - - object.parent = this; - object.dispatchEvent( { type: 'added' } ); - - this.children.push( object ); - - } else { - - console.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 = null; - - object.dispatchEvent( { type: 'removed' } ); - - this.children.splice( index, 1 ); - - } - - }, - - 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 ); - - var children = this.children; - - for ( var i = 0, l = children.length; i < l; i ++ ) { - - children[ i ].traverse( callback ); - - } - - }, - - traverseVisible: function ( callback ) { - - if ( this.visible === false ) return; - - callback( this ); - - var children = this.children; - - for ( var i = 0, l = children.length; i < l; i ++ ) { - - children[ i ].traverseVisible( callback ); - - } - - }, - - traverseAncestors: function ( callback ) { - - var parent = this.parent; - - if ( parent !== null ) { - - callback( parent ); - - 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 === null ) { - - 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 ( meta ) { - - var isRootObject = ( meta === undefined ); - - var output = {}; - - // meta is a hash used to collect geometries, materials. - // not providing it implies that this is the root object - // being serialized. - if ( isRootObject ) { - - // initialize meta obj - meta = { - geometries: {}, - materials: {}, - textures: {}, - images: {} - }; - - output.metadata = { - version: 4.4, - type: 'Object', - generator: 'Object3D.toJSON' - }; - - } - - // standard Object3D serialization - - var object = {}; - - object.uuid = this.uuid; - object.type = this.type; - - if ( this.name !== '' ) object.name = this.name; - if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData; - if ( this.castShadow === true ) object.castShadow = true; - if ( this.receiveShadow === true ) object.receiveShadow = true; - if ( this.visible === false ) object.visible = false; - - object.matrix = this.matrix.toArray(); - - // - - if ( this.geometry !== undefined ) { - - if ( meta.geometries[ this.geometry.uuid ] === undefined ) { - - meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON( meta ); - - } - - object.geometry = this.geometry.uuid; - - } - - if ( this.material !== undefined ) { - - if ( meta.materials[ this.material.uuid ] === undefined ) { - - meta.materials[ this.material.uuid ] = this.material.toJSON( meta ); - - } - - object.material = this.material.uuid; - - } - - // - - if ( this.children.length > 0 ) { - - object.children = []; - - for ( var i = 0; i < this.children.length; i ++ ) { - - object.children.push( this.children[ i ].toJSON( meta ).object ); - - } - - } - - if ( isRootObject ) { - - var geometries = extractFromCache( meta.geometries ); - var materials = extractFromCache( meta.materials ); - var textures = extractFromCache( meta.textures ); - var images = extractFromCache( meta.images ); - - if ( geometries.length > 0 ) output.geometries = geometries; - if ( materials.length > 0 ) output.materials = materials; - if ( textures.length > 0 ) output.textures = textures; - if ( images.length > 0 ) output.images = images; - - } - - output.object = object; - - return output; - - // extract data from the cache hash - // remove metadata on each item - // and return as array - function extractFromCache ( cache ) { - - var values = []; - for ( var key in cache ) { - - var data = cache[ key ]; - delete data.metadata; - values.push( data ); - - } - return values; - - } - - }, - - clone: function ( recursive ) { - - return new this.constructor().copy( this, recursive ); - - }, - - copy: function ( source, recursive ) { - - if ( recursive === undefined ) recursive = true; - - this.name = source.name; - - this.up.copy( source.up ); - - this.position.copy( source.position ); - this.quaternion.copy( source.quaternion ); - this.scale.copy( source.scale ); - - this.rotationAutoUpdate = source.rotationAutoUpdate; - - this.matrix.copy( source.matrix ); - this.matrixWorld.copy( source.matrixWorld ); - - this.matrixAutoUpdate = source.matrixAutoUpdate; - this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate; - - this.visible = source.visible; - - this.castShadow = source.castShadow; - this.receiveShadow = source.receiveShadow; - - this.frustumCulled = source.frustumCulled; - this.renderOrder = source.renderOrder; - - this.userData = JSON.parse( JSON.stringify( source.userData ) ); - - if ( recursive === true ) { - - for ( var i = 0; i < source.children.length; i ++ ) { - - var child = source.children[ i ]; - this.add( child.clone() ); - - } - - } - - return this; - - } - -}; - -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 = Array.isArray( normal ) ? normal : []; - - this.color = color instanceof THREE.Color ? color : new THREE.Color(); - this.vertexColors = Array.isArray( color ) ? color : []; - - this.materialIndex = materialIndex !== undefined ? materialIndex : 0; - -}; - -THREE.Face3.prototype = { - - constructor: THREE.Face3, - - clone: function () { - - return new this.constructor().copy( this ); - - }, - - copy: function ( source ) { - - this.a = source.a; - this.b = source.b; - this.c = source.c; - - this.normal.copy( source.normal ); - this.color.copy( source.color ); - - this.materialIndex = source.materialIndex; - - for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) { - - this.vertexNormals[ i ] = source.vertexNormals[ i ].clone(); - - } - - for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) { - - this.vertexColors[ i ] = source.vertexColors[ i ].clone(); - - } - - return this; - - } - -}; - -// File:src/core/BufferAttribute.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.BufferAttribute = function ( array, itemSize ) { - - this.uuid = THREE.Math.generateUUID(); - - this.array = array; - this.itemSize = itemSize; - - this.dynamic = false; - this.updateRange = { offset: 0, count: - 1 }; - - this.version = 0; - -}; - -THREE.BufferAttribute.prototype = { - - constructor: THREE.BufferAttribute, - - get count() { - - return this.array.length / this.itemSize; - - }, - - set needsUpdate( value ) { - - if ( value === true ) this.version ++; - - }, - - setDynamic: function ( value ) { - - this.dynamic = value; - - return this; - - }, - - copy: function ( source ) { - - this.array = new source.array.constructor( source.array ); - this.itemSize = source.itemSize; - - this.dynamic = source.dynamic; - - return this; - - }, - - 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; - - }, - - copyArray: function ( array ) { - - this.array.set( array ); - - return this; - - }, - - copyColorsArray: function ( colors ) { - - var array = this.array, offset = 0; - - for ( var i = 0, l = colors.length; i < l; i ++ ) { - - var color = colors[ i ]; - - if ( color === undefined ) { - - console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i ); - color = new THREE.Color(); - - } - - array[ offset ++ ] = color.r; - array[ offset ++ ] = color.g; - array[ offset ++ ] = color.b; - - } - - return this; - - }, - - copyIndicesArray: function ( indices ) { - - var array = this.array, offset = 0; - - for ( var i = 0, l = indices.length; i < l; i ++ ) { - - var index = indices[ i ]; - - array[ offset ++ ] = index.a; - array[ offset ++ ] = index.b; - array[ offset ++ ] = index.c; - - } - - return this; - - }, - - copyVector2sArray: function ( vectors ) { - - var array = this.array, offset = 0; - - for ( var i = 0, l = vectors.length; i < l; i ++ ) { - - var vector = vectors[ i ]; - - if ( vector === undefined ) { - - console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i ); - vector = new THREE.Vector2(); - - } - - array[ offset ++ ] = vector.x; - array[ offset ++ ] = vector.y; - - } - - return this; - - }, - - copyVector3sArray: function ( vectors ) { - - var array = this.array, offset = 0; - - for ( var i = 0, l = vectors.length; i < l; i ++ ) { - - var vector = vectors[ i ]; - - if ( vector === undefined ) { - - console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i ); - vector = new THREE.Vector3(); - - } - - array[ offset ++ ] = vector.x; - array[ offset ++ ] = vector.y; - array[ offset ++ ] = vector.z; - - } - - return this; - - }, - - copyVector4sArray: function ( vectors ) { - - var array = this.array, offset = 0; - - for ( var i = 0, l = vectors.length; i < l; i ++ ) { - - var vector = vectors[ i ]; - - if ( vector === undefined ) { - - console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i ); - vector = new THREE.Vector4(); - - } - - array[ offset ++ ] = vector.x; - array[ offset ++ ] = vector.y; - array[ offset ++ ] = vector.z; - array[ offset ++ ] = vector.w; - - } - - return this; - - }, - - set: function ( value, offset ) { - - if ( offset === undefined ) offset = 0; - - this.array.set( value, offset ); - - return this; - - }, - - getX: function ( index ) { - - return this.array[ index * this.itemSize ]; - - }, - - setX: function ( index, x ) { - - this.array[ index * this.itemSize ] = x; - - return this; - - }, - - getY: function ( index ) { - - return this.array[ index * this.itemSize + 1 ]; - - }, - - setY: function ( index, y ) { - - this.array[ index * this.itemSize + 1 ] = y; - - return this; - - }, - - getZ: function ( index ) { - - return this.array[ index * this.itemSize + 2 ]; - - }, - - setZ: function ( index, z ) { - - this.array[ index * this.itemSize + 2 ] = z; - - return this; - - }, - - getW: function ( index ) { - - return this.array[ index * this.itemSize + 3 ]; - - }, - - setW: function ( index, w ) { - - this.array[ index * this.itemSize + 3 ] = w; - - return this; - - }, - - setXY: function ( index, x, y ) { - - index *= this.itemSize; - - this.array[ index + 0 ] = x; - this.array[ index + 1 ] = y; - - return this; - - }, - - setXYZ: function ( index, x, y, z ) { - - index *= this.itemSize; - - this.array[ index + 0 ] = 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 + 0 ] = x; - this.array[ index + 1 ] = y; - this.array[ index + 2 ] = z; - this.array[ index + 3 ] = w; - - return this; - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - } - -}; - -// - -THREE.Int8Attribute = function ( array, itemSize ) { - - return new THREE.BufferAttribute( new Int8Array( array ), itemSize ); - -}; - -THREE.Uint8Attribute = function ( array, itemSize ) { - - return new THREE.BufferAttribute( new Uint8Array( array ), itemSize ); - -}; - -THREE.Uint8ClampedAttribute = function ( array, itemSize ) { - - return new THREE.BufferAttribute( new Uint8ClampedArray( array ), itemSize ); - -}; - -THREE.Int16Attribute = function ( array, itemSize ) { - - return new THREE.BufferAttribute( new Int16Array( array ), itemSize ); - -}; - -THREE.Uint16Attribute = function ( array, itemSize ) { - - return new THREE.BufferAttribute( new Uint16Array( array ), itemSize ); - -}; - -THREE.Int32Attribute = function ( array, itemSize ) { - - return new THREE.BufferAttribute( new Int32Array( array ), itemSize ); - -}; - -THREE.Uint32Attribute = function ( array, itemSize ) { - - return new THREE.BufferAttribute( new Uint32Array( array ), itemSize ); - -}; - -THREE.Float32Attribute = function ( array, itemSize ) { - - return new THREE.BufferAttribute( new Float32Array( array ), itemSize ); - -}; - -THREE.Float64Attribute = function ( array, itemSize ) { - - return new THREE.BufferAttribute( new Float64Array( array ), itemSize ); - -}; - - -// Deprecated - -THREE.DynamicBufferAttribute = function ( array, itemSize ) { - - console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' ); - return new THREE.BufferAttribute( array, itemSize ).setDynamic( true ); - -}; - -// File:src/core/InstancedBufferAttribute.js - -/** - * @author benaadams / https://twitter.com/ben_a_adams - */ - -THREE.InstancedBufferAttribute = function ( array, itemSize, meshPerAttribute ) { - - THREE.BufferAttribute.call( this, array, itemSize ); - - this.meshPerAttribute = meshPerAttribute || 1; - -}; - -THREE.InstancedBufferAttribute.prototype = Object.create( THREE.BufferAttribute.prototype ); -THREE.InstancedBufferAttribute.prototype.constructor = THREE.InstancedBufferAttribute; - -THREE.InstancedBufferAttribute.prototype.copy = function ( source ) { - - THREE.BufferAttribute.prototype.copy.call( this, source ); - - this.meshPerAttribute = source.meshPerAttribute; - - return this; - -}; - -// File:src/core/InterleavedBuffer.js - -/** - * @author benaadams / https://twitter.com/ben_a_adams - */ - -THREE.InterleavedBuffer = function ( array, stride ) { - - this.uuid = THREE.Math.generateUUID(); - - this.array = array; - this.stride = stride; - - this.dynamic = false; - this.updateRange = { offset: 0, count: - 1 }; - - this.version = 0; - -}; - -THREE.InterleavedBuffer.prototype = { - - constructor: THREE.InterleavedBuffer, - - get length () { - - return this.array.length; - - }, - - get count () { - - return this.array.length / this.stride; - - }, - - set needsUpdate( value ) { - - if ( value === true ) this.version ++; - - }, - - setDynamic: function ( value ) { - - this.dynamic = value; - - return this; - - }, - - copy: function ( source ) { - - this.array = new source.array.constructor( source.array ); - this.stride = source.stride; - this.dynamic = source.dynamic; - - return this; - - }, - - copyAt: function ( index1, attribute, index2 ) { - - index1 *= this.stride; - index2 *= attribute.stride; - - for ( var i = 0, l = this.stride; 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; - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - } - -}; - -// File:src/core/InstancedInterleavedBuffer.js - -/** - * @author benaadams / https://twitter.com/ben_a_adams - */ - -THREE.InstancedInterleavedBuffer = function ( array, stride, meshPerAttribute ) { - - THREE.InterleavedBuffer.call( this, array, stride ); - - this.meshPerAttribute = meshPerAttribute || 1; - -}; - -THREE.InstancedInterleavedBuffer.prototype = Object.create( THREE.InterleavedBuffer.prototype ); -THREE.InstancedInterleavedBuffer.prototype.constructor = THREE.InstancedInterleavedBuffer; - -THREE.InstancedInterleavedBuffer.prototype.copy = function ( source ) { - - THREE.InterleavedBuffer.prototype.copy.call( this, source ); - - this.meshPerAttribute = source.meshPerAttribute; - - return this; - -}; - -// File:src/core/InterleavedBufferAttribute.js - -/** - * @author benaadams / https://twitter.com/ben_a_adams - */ - -THREE.InterleavedBufferAttribute = function ( interleavedBuffer, itemSize, offset ) { - - this.uuid = THREE.Math.generateUUID(); - - this.data = interleavedBuffer; - this.itemSize = itemSize; - this.offset = offset; - -}; - - -THREE.InterleavedBufferAttribute.prototype = { - - constructor: THREE.InterleavedBufferAttribute, - - get length() { - - console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' ); - return this.array.length; - - }, - - get count() { - - return this.data.count; - - }, - - setX: function ( index, x ) { - - this.data.array[ index * this.data.stride + this.offset ] = x; - - return this; - - }, - - setY: function ( index, y ) { - - this.data.array[ index * this.data.stride + this.offset + 1 ] = y; - - return this; - - }, - - setZ: function ( index, z ) { - - this.data.array[ index * this.data.stride + this.offset + 2 ] = z; - - return this; - - }, - - setW: function ( index, w ) { - - this.data.array[ index * this.data.stride + this.offset + 3 ] = w; - - return this; - - }, - - getX: function ( index ) { - - return this.data.array[ index * this.data.stride + this.offset ]; - - }, - - getY: function ( index ) { - - return this.data.array[ index * this.data.stride + this.offset + 1 ]; - - }, - - getZ: function ( index ) { - - return this.data.array[ index * this.data.stride + this.offset + 2 ]; - - }, - - getW: function ( index ) { - - return this.data.array[ index * this.data.stride + this.offset + 3 ]; - - }, - - setXY: function ( index, x, y ) { - - index = index * this.data.stride + this.offset; - - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - - return this; - - }, - - setXYZ: function ( index, x, y, z ) { - - index = index * this.data.stride + this.offset; - - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - this.data.array[ index + 2 ] = z; - - return this; - - }, - - setXYZW: function ( index, x, y, z, w ) { - - index = index * this.data.stride + this.offset; - - this.data.array[ index + 0 ] = x; - this.data.array[ index + 1 ] = y; - this.data.array[ index + 2 ] = z; - this.data.array[ index + 3 ] = w; - - return this; - - } - -}; - -// 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://clara.io - */ - -THREE.Geometry = function () { - - Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } ); - - this.uuid = THREE.Math.generateUUID(); - - this.name = ''; - this.type = 'Geometry'; - - this.vertices = []; - this.colors = []; - this.faces = []; - this.faceVertexUvs = [ [] ]; - - this.morphTargets = []; - this.morphNormals = []; - - this.skinWeights = []; - this.skinIndices = []; - - this.lineDistances = []; - - this.boundingBox = null; - this.boundingSphere = null; - - // update flags - - this.verticesNeedUpdate = false; - this.elementsNeedUpdate = false; - this.uvsNeedUpdate = false; - this.normalsNeedUpdate = 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; - - return this; - - }, - - rotateX: function () { - - // rotate geometry around world x-axis - - var m1; - - return function rotateX( angle ) { - - if ( m1 === undefined ) m1 = new THREE.Matrix4(); - - m1.makeRotationX( angle ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - rotateY: function () { - - // rotate geometry around world y-axis - - var m1; - - return function rotateY( angle ) { - - if ( m1 === undefined ) m1 = new THREE.Matrix4(); - - m1.makeRotationY( angle ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - rotateZ: function () { - - // rotate geometry around world z-axis - - var m1; - - return function rotateZ( angle ) { - - if ( m1 === undefined ) m1 = new THREE.Matrix4(); - - m1.makeRotationZ( angle ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - translate: function () { - - // translate geometry - - var m1; - - return function translate( x, y, z ) { - - if ( m1 === undefined ) m1 = new THREE.Matrix4(); - - m1.makeTranslation( x, y, z ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - scale: function () { - - // scale geometry - - var m1; - - return function scale( x, y, z ) { - - if ( m1 === undefined ) m1 = new THREE.Matrix4(); - - m1.makeScale( x, y, z ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - lookAt: function () { - - var obj; - - return function lookAt( vector ) { - - if ( obj === undefined ) obj = new THREE.Object3D(); - - obj.lookAt( vector ); - - obj.updateMatrix(); - - this.applyMatrix( obj.matrix ); - - }; - - }(), - - fromBufferGeometry: function ( geometry ) { - - var scope = this; - - var indices = geometry.index !== null ? geometry.index.array : undefined; - var attributes = geometry.attributes; - - var positions = attributes.position.array; - 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 uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined; - - if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = []; - - var tempNormals = []; - var tempUVs = []; - var tempUVs2 = []; - - for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) { - - scope.vertices.push( new THREE.Vector3( positions[ i ], positions[ i + 1 ], positions[ 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 ] ) ); - - } - - if ( uvs2 !== undefined ) { - - tempUVs2.push( new THREE.Vector2( uvs2[ j ], uvs2[ j + 1 ] ) ); - - } - - } - - function addFace( a, b, c, materialIndex ) { - - 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() ] : []; - - var face = new THREE.Face3( a, b, c, vertexNormals, vertexColors, materialIndex ); - - scope.faces.push( face ); - - if ( uvs !== undefined ) { - - scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] ); - - } - - if ( uvs2 !== undefined ) { - - scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] ); - - } - - } - - if ( indices !== undefined ) { - - var groups = geometry.groups; - - if ( groups.length > 0 ) { - - for ( var i = 0; i < groups.length; i ++ ) { - - var group = groups[ i ]; - - var start = group.start; - var count = group.count; - - for ( var j = start, jl = start + count; j < jl; j += 3 ) { - - addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex ); - - } - - } - - } 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 < positions.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.translate( offset.x, offset.y, offset.z ); - - return offset; - - }, - - normalize: function () { - - this.computeBoundingSphere(); - - var center = this.boundingSphere.center; - var radius = this.boundingSphere.radius; - - var s = radius === 0 ? 1 : 1.0 / radius; - - var matrix = new THREE.Matrix4(); - matrix.set( - s, 0, 0, - s * center.x, - 0, s, 0, - s * center.y, - 0, 0, s, - s * center.z, - 0, 0, 0, 1 - ); - - this.applyMatrix( matrix ); - - return this; - - }, - - 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 ) { - - if ( areaWeighted === undefined ) areaWeighted = true; - - 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 ]; - - var vertexNormals = face.vertexNormals; - - if ( vertexNormals.length === 3 ) { - - vertexNormals[ 0 ].copy( vertices[ face.a ] ); - vertexNormals[ 1 ].copy( vertices[ face.b ] ); - vertexNormals[ 2 ].copy( vertices[ face.c ] ); - - } else { - - vertexNormals[ 0 ] = vertices[ face.a ].clone(); - vertexNormals[ 1 ] = vertices[ face.b ].clone(); - vertexNormals[ 2 ] = vertices[ face.c ].clone(); - - } - - } - - if ( this.faces.length > 0 ) { - - this.normalsNeedUpdate = true; - - } - - }, - - 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 () { - - console.warn( 'THREE.Geometry: .computeTangents() has been removed.' ); - - }, - - 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 ) { - - console.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 ) { - - console.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 vertices by position coordinates (and making sure they are unique) - var unique = [], changes = []; - - var v, key; - var precisionPoints = 4; // number of decimal points, e.g. 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; - - }, - - sortFacesByMaterialIndex: function () { - - var faces = this.faces; - var length = faces.length; - - // tag faces - - for ( var i = 0; i < length; i ++ ) { - - faces[ i ]._id = i; - - } - - // sort faces - - function materialIndexSort( a, b ) { - - return a.materialIndex - b.materialIndex; - - } - - faces.sort( materialIndexSort ); - - // sort uvs - - var uvs1 = this.faceVertexUvs[ 0 ]; - var uvs2 = this.faceVertexUvs[ 1 ]; - - var newUvs1, newUvs2; - - if ( uvs1 && uvs1.length === length ) newUvs1 = []; - if ( uvs2 && uvs2.length === length ) newUvs2 = []; - - for ( var i = 0; i < length; i ++ ) { - - var id = faces[ i ]._id; - - if ( newUvs1 ) newUvs1.push( uvs1[ id ] ); - if ( newUvs2 ) newUvs2.push( uvs2[ id ] ); - - } - - if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1; - if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2; - - }, - - toJSON: function () { - - var data = { - metadata: { - version: 4.4, - type: 'Geometry', - generator: 'Geometry.toJSON' - } - }; - - // standard Geometry serialization - - data.uuid = this.uuid; - data.type = this.type; - if ( this.name !== '' ) data.name = this.name; - - if ( this.parameters !== undefined ) { - - var parameters = this.parameters; - - for ( var key in parameters ) { - - if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; - - } - - return data; - - } - - 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 = true; - 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 ); // isQuad - 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 ); - 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 ]; - - } - - data.data = {}; - - data.data.vertices = vertices; - data.data.normals = normals; - if ( colors.length > 0 ) data.data.colors = colors; - if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility - data.data.faces = faces; - - return data; - - }, - - clone: function () { - - /* - // Handle primitives - - var parameters = this.parameters; - - if ( parameters !== undefined ) { - - var values = []; - - for ( var key in parameters ) { - - values.push( parameters[ key ] ); - - } - - var geometry = Object.create( this.constructor.prototype ); - this.constructor.apply( geometry, values ); - return geometry; - - } - - return new this.constructor().copy( this ); - */ - - return new THREE.Geometry().copy( this ); - - }, - - copy: function ( source ) { - - this.vertices = []; - this.faces = []; - this.faceVertexUvs = [ [] ]; - - var vertices = source.vertices; - - for ( var i = 0, il = vertices.length; i < il; i ++ ) { - - this.vertices.push( vertices[ i ].clone() ); - - } - - var faces = source.faces; - - for ( var i = 0, il = faces.length; i < il; i ++ ) { - - this.faces.push( faces[ i ].clone() ); - - } - - for ( var i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) { - - var faceVertexUvs = source.faceVertexUvs[ i ]; - - if ( this.faceVertexUvs[ i ] === undefined ) { - - this.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() ); - - } - - this.faceVertexUvs[ i ].push( uvsCopy ); - - } - - } - - return this; - - }, - - dispose: function () { - - this.dispatchEvent( { type: 'dispose' } ); - - } - -}; - -THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype ); - -THREE.GeometryIdCount = 0; - -// File:src/core/DirectGeometry.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.DirectGeometry = function () { - - Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } ); - - this.uuid = THREE.Math.generateUUID(); - - this.name = ''; - this.type = 'DirectGeometry'; - - this.indices = []; - this.vertices = []; - this.normals = []; - this.colors = []; - this.uvs = []; - this.uvs2 = []; - - this.groups = []; - - this.morphTargets = {}; - - this.skinWeights = []; - this.skinIndices = []; - - // this.lineDistances = []; - - this.boundingBox = null; - this.boundingSphere = null; - - // update flags - - this.verticesNeedUpdate = false; - this.normalsNeedUpdate = false; - this.colorsNeedUpdate = false; - this.uvsNeedUpdate = false; - this.groupsNeedUpdate = false; - -}; - -THREE.DirectGeometry.prototype = { - - constructor: THREE.DirectGeometry, - - computeBoundingBox: THREE.Geometry.prototype.computeBoundingBox, - computeBoundingSphere: THREE.Geometry.prototype.computeBoundingSphere, - - computeFaceNormals: function () { - - console.warn( 'THREE.DirectGeometry: computeFaceNormals() is not a method of this type of geometry.' ); - - }, - - computeVertexNormals: function () { - - console.warn( 'THREE.DirectGeometry: computeVertexNormals() is not a method of this type of geometry.' ); - - }, - - computeGroups: function ( geometry ) { - - var group; - var groups = []; - var materialIndex; - - var faces = geometry.faces; - - for ( var i = 0; i < faces.length; i ++ ) { - - var face = faces[ i ]; - - // materials - - if ( face.materialIndex !== materialIndex ) { - - materialIndex = face.materialIndex; - - if ( group !== undefined ) { - - group.count = ( i * 3 ) - group.start; - groups.push( group ); - - } - - group = { - start: i * 3, - materialIndex: materialIndex - }; - - } - - } - - if ( group !== undefined ) { - - group.count = ( i * 3 ) - group.start; - groups.push( group ); - - } - - this.groups = groups; - - }, - - fromGeometry: function ( geometry ) { - - var faces = geometry.faces; - var vertices = geometry.vertices; - var faceVertexUvs = geometry.faceVertexUvs; - - var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0; - var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0; - - // morphs - - var morphTargets = geometry.morphTargets; - var morphTargetsLength = morphTargets.length; - - var morphTargetsPosition; - - if ( morphTargetsLength > 0 ) { - - morphTargetsPosition = []; - - for ( var i = 0; i < morphTargetsLength; i ++ ) { - - morphTargetsPosition[ i ] = []; - - } - - this.morphTargets.position = morphTargetsPosition; - - } - - var morphNormals = geometry.morphNormals; - var morphNormalsLength = morphNormals.length; - - var morphTargetsNormal; - - if ( morphNormalsLength > 0 ) { - - morphTargetsNormal = []; - - for ( var i = 0; i < morphNormalsLength; i ++ ) { - - morphTargetsNormal[ i ] = []; - - } - - this.morphTargets.normal = morphTargetsNormal; - - } - - // skins - - var skinIndices = geometry.skinIndices; - var skinWeights = geometry.skinWeights; - - var hasSkinIndices = skinIndices.length === vertices.length; - var hasSkinWeights = skinWeights.length === vertices.length; - - // - - for ( var i = 0; i < faces.length; i ++ ) { - - var face = faces[ i ]; - - this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] ); - - var vertexNormals = face.vertexNormals; - - if ( vertexNormals.length === 3 ) { - - this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] ); - - } else { - - var normal = face.normal; - - this.normals.push( normal, normal, normal ); - - } - - var vertexColors = face.vertexColors; - - if ( vertexColors.length === 3 ) { - - this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] ); - - } else { - - var color = face.color; - - this.colors.push( color, color, color ); - - } - - if ( hasFaceVertexUv === true ) { - - var vertexUvs = faceVertexUvs[ 0 ][ i ]; - - if ( vertexUvs !== undefined ) { - - this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); - - } else { - - console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i ); - - this.uvs.push( new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ); - - } - - } - - if ( hasFaceVertexUv2 === true ) { - - var vertexUvs = faceVertexUvs[ 1 ][ i ]; - - if ( vertexUvs !== undefined ) { - - this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] ); - - } else { - - console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i ); - - this.uvs2.push( new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ); - - } - - } - - // morphs - - for ( var j = 0; j < morphTargetsLength; j ++ ) { - - var morphTarget = morphTargets[ j ].vertices; - - morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] ); - - } - - for ( var j = 0; j < morphNormalsLength; j ++ ) { - - var morphNormal = morphNormals[ j ].vertexNormals[ i ]; - - morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c ); - - } - - // skins - - if ( hasSkinIndices ) { - - this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] ); - - } - - if ( hasSkinWeights ) { - - this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] ); - - } - - } - - this.computeGroups( geometry ); - - this.verticesNeedUpdate = geometry.verticesNeedUpdate; - this.normalsNeedUpdate = geometry.normalsNeedUpdate; - this.colorsNeedUpdate = geometry.colorsNeedUpdate; - this.uvsNeedUpdate = geometry.uvsNeedUpdate; - this.groupsNeedUpdate = geometry.groupsNeedUpdate; - - return this; - - }, - - dispose: function () { - - this.dispatchEvent( { type: 'dispose' } ); - - } - -}; - -THREE.EventDispatcher.prototype.apply( THREE.DirectGeometry.prototype ); - -// 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.index = null; - this.attributes = {}; - - this.morphAttributes = {}; - - this.groups = []; - - this.boundingBox = null; - this.boundingSphere = null; - - this.drawRange = { start: 0, count: Infinity }; - -}; - -THREE.BufferGeometry.prototype = { - - constructor: THREE.BufferGeometry, - - getIndex: function () { - - return this.index; - - }, - - setIndex: function ( index ) { - - this.index = index; - - }, - - addAttribute: function ( name, attribute ) { - - if ( attribute instanceof THREE.BufferAttribute === false && attribute instanceof THREE.InterleavedBufferAttribute === false ) { - - console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' ); - - this.addAttribute( name, new THREE.BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) ); - - return; - - } - - if ( name === 'index' ) { - - console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' ); - this.setIndex( attribute ); - - return; - - } - - this.attributes[ name ] = attribute; - - return this; - - }, - - getAttribute: function ( name ) { - - return this.attributes[ name ]; - - }, - - removeAttribute: function ( name ) { - - delete this.attributes[ name ]; - - return this; - - }, - - addGroup: function ( start, count, materialIndex ) { - - this.groups.push( { - - start: start, - count: count, - materialIndex: materialIndex !== undefined ? materialIndex : 0 - - } ); - - }, - - clearGroups: function () { - - this.groups = []; - - }, - - setDrawRange: function ( start, count ) { - - this.drawRange.start = start; - this.drawRange.count = count; - - }, - - 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(); - - } - - return this; - - }, - - rotateX: function () { - - // rotate geometry around world x-axis - - var m1; - - return function rotateX( angle ) { - - if ( m1 === undefined ) m1 = new THREE.Matrix4(); - - m1.makeRotationX( angle ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - rotateY: function () { - - // rotate geometry around world y-axis - - var m1; - - return function rotateY( angle ) { - - if ( m1 === undefined ) m1 = new THREE.Matrix4(); - - m1.makeRotationY( angle ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - rotateZ: function () { - - // rotate geometry around world z-axis - - var m1; - - return function rotateZ( angle ) { - - if ( m1 === undefined ) m1 = new THREE.Matrix4(); - - m1.makeRotationZ( angle ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - translate: function () { - - // translate geometry - - var m1; - - return function translate( x, y, z ) { - - if ( m1 === undefined ) m1 = new THREE.Matrix4(); - - m1.makeTranslation( x, y, z ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - scale: function () { - - // scale geometry - - var m1; - - return function scale( x, y, z ) { - - if ( m1 === undefined ) m1 = new THREE.Matrix4(); - - m1.makeScale( x, y, z ); - - this.applyMatrix( m1 ); - - return this; - - }; - - }(), - - lookAt: function () { - - var obj; - - return function lookAt( vector ) { - - if ( obj === undefined ) obj = new THREE.Object3D(); - - obj.lookAt( vector ); - - obj.updateMatrix(); - - this.applyMatrix( obj.matrix ); - - }; - - }(), - - center: function () { - - this.computeBoundingBox(); - - var offset = this.boundingBox.center().negate(); - - this.translate( offset.x, offset.y, offset.z ); - - return offset; - - }, - - setFromObject: function ( object ) { - - // console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this ); - - var geometry = object.geometry; - - if ( object instanceof THREE.Points || object instanceof THREE.Line ) { - - var positions = new THREE.Float32Attribute( geometry.vertices.length * 3, 3 ); - var colors = new THREE.Float32Attribute( geometry.colors.length * 3, 3 ); - - this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) ); - this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) ); - - if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) { - - var lineDistances = new THREE.Float32Attribute( geometry.lineDistances.length, 1 ); - - this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) ); - - } - - if ( geometry.boundingSphere !== null ) { - - this.boundingSphere = geometry.boundingSphere.clone(); - - } - - if ( geometry.boundingBox !== null ) { - - this.boundingBox = geometry.boundingBox.clone(); - - } - - } else if ( object instanceof THREE.Mesh ) { - - if ( geometry instanceof THREE.Geometry ) { - - this.fromGeometry( geometry ); - - } - - } - - return this; - - }, - - updateFromObject: function ( object ) { - - var geometry = object.geometry; - - if ( object instanceof THREE.Mesh ) { - - var direct = geometry.__directGeometry; - - if ( direct === undefined ) { - - return this.fromGeometry( geometry ); - - } - - direct.verticesNeedUpdate = geometry.verticesNeedUpdate; - direct.normalsNeedUpdate = geometry.normalsNeedUpdate; - direct.colorsNeedUpdate = geometry.colorsNeedUpdate; - direct.uvsNeedUpdate = geometry.uvsNeedUpdate; - direct.groupsNeedUpdate = geometry.groupsNeedUpdate; - - geometry.verticesNeedUpdate = false; - geometry.normalsNeedUpdate = false; - geometry.colorsNeedUpdate = false; - geometry.uvsNeedUpdate = false; - geometry.groupsNeedUpdate = false; - - geometry = direct; - - } - - if ( geometry.verticesNeedUpdate === true ) { - - var attribute = this.attributes.position; - - if ( attribute !== undefined ) { - - attribute.copyVector3sArray( geometry.vertices ); - attribute.needsUpdate = true; - - } - - geometry.verticesNeedUpdate = false; - - } - - if ( geometry.normalsNeedUpdate === true ) { - - var attribute = this.attributes.normal; - - if ( attribute !== undefined ) { - - attribute.copyVector3sArray( geometry.normals ); - attribute.needsUpdate = true; - - } - - geometry.normalsNeedUpdate = false; - - } - - if ( geometry.colorsNeedUpdate === true ) { - - var attribute = this.attributes.color; - - if ( attribute !== undefined ) { - - attribute.copyColorsArray( geometry.colors ); - attribute.needsUpdate = true; - - } - - geometry.colorsNeedUpdate = false; - - } - - if ( geometry.uvsNeedUpdate ) { - - var attribute = this.attributes.uv; - - if ( attribute !== undefined ) { - - attribute.copyVector2sArray( geometry.uvs ); - attribute.needsUpdate = true; - - } - - geometry.uvsNeedUpdate = false; - - } - - if ( geometry.lineDistancesNeedUpdate ) { - - var attribute = this.attributes.lineDistance; - - if ( attribute !== undefined ) { - - attribute.copyArray( geometry.lineDistances ); - attribute.needsUpdate = true; - - } - - geometry.lineDistancesNeedUpdate = false; - - } - - if ( geometry.groupsNeedUpdate ) { - - geometry.computeGroups( object.geometry ); - this.groups = geometry.groups; - - geometry.groupsNeedUpdate = false; - - } - - return this; - - }, - - fromGeometry: function ( geometry ) { - - geometry.__directGeometry = new THREE.DirectGeometry().fromGeometry( geometry ); - - return this.fromDirectGeometry( geometry.__directGeometry ); - - }, - - fromDirectGeometry: function ( geometry ) { - - var positions = new Float32Array( geometry.vertices.length * 3 ); - this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) ); - - if ( geometry.normals.length > 0 ) { - - var normals = new Float32Array( geometry.normals.length * 3 ); - this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) ); - - } - - if ( geometry.colors.length > 0 ) { - - var colors = new Float32Array( geometry.colors.length * 3 ); - this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) ); - - } - - if ( geometry.uvs.length > 0 ) { - - var uvs = new Float32Array( geometry.uvs.length * 2 ); - this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) ); - - } - - if ( geometry.uvs2.length > 0 ) { - - var uvs2 = new Float32Array( geometry.uvs2.length * 2 ); - this.addAttribute( 'uv2', new THREE.BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) ); - - } - - if ( geometry.indices.length > 0 ) { - - var TypeArray = geometry.vertices.length > 65535 ? Uint32Array : Uint16Array; - var indices = new TypeArray( geometry.indices.length * 3 ); - this.setIndex( new THREE.BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) ); - - } - - // groups - - this.groups = geometry.groups; - - // morphs - - for ( var name in geometry.morphTargets ) { - - var array = []; - var morphTargets = geometry.morphTargets[ name ]; - - for ( var i = 0, l = morphTargets.length; i < l; i ++ ) { - - var morphTarget = morphTargets[ i ]; - - var attribute = new THREE.Float32Attribute( morphTarget.length * 3, 3 ); - - array.push( attribute.copyVector3sArray( morphTarget ) ); - - } - - this.morphAttributes[ name ] = array; - - } - - // skinning - - if ( geometry.skinIndices.length > 0 ) { - - var skinIndices = new THREE.Float32Attribute( geometry.skinIndices.length * 4, 4 ); - this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) ); - - } - - if ( geometry.skinWeights.length > 0 ) { - - var skinWeights = new THREE.Float32Attribute( geometry.skinWeights.length * 4, 4 ); - this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) ); - - } - - // - - if ( geometry.boundingSphere !== null ) { - - this.boundingSphere = geometry.boundingSphere.clone(); - - } - - if ( geometry.boundingBox !== null ) { - - this.boundingBox = geometry.boundingBox.clone(); - - } - - 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 ) { - - this.boundingBox.setFromArray( positions ); - - } - - 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 ) ) { - - console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this ); - - } - - }; - - }(), - - 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 ) { - - var center = this.boundingSphere.center; - - box.setFromArray( positions ); - 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.fromArray( positions, i ); - maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) ); - - } - - this.boundingSphere.radius = Math.sqrt( maxRadiusSq ); - - if ( isNaN( this.boundingSphere.radius ) ) { - - console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this ); - - } - - } - - }; - - }(), - - computeFaceNormals: function () { - - // backwards compatibility - - }, - - computeVertexNormals: function () { - - var index = this.index; - var attributes = this.attributes; - var groups = this.groups; - - 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 array = attributes.normal.array; - - for ( var i = 0, il = array.length; i < il; i ++ ) { - - array[ 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 ( index ) { - - var indices = index.array; - - if ( groups.length === 0 ) { - - this.addGroup( 0, indices.length ); - - } - - for ( var j = 0, jl = groups.length; j < jl; ++ j ) { - - var group = groups[ j ]; - - var start = group.start; - var count = group.count; - - for ( var i = start, il = start + count; i < il; i += 3 ) { - - vA = indices[ i + 0 ] * 3; - vB = indices[ i + 1 ] * 3; - vC = 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; - - } - - }, - - merge: function ( geometry, offset ) { - - if ( geometry instanceof THREE.BufferGeometry === false ) { - - console.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; - - } - - }, - - toNonIndexed: function () { - - if ( this.index === null ) { - - console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' ); - return this; - - } - - var geometry2 = new THREE.BufferGeometry(); - - var indices = this.index.array; - var attributes = this.attributes; - - for ( var name in attributes ) { - - var attribute = attributes[ name ]; - - var array = attribute.array; - var itemSize = attribute.itemSize; - - var array2 = new array.constructor( indices.length * itemSize ); - - var index = 0, index2 = 0; - - for ( var i = 0, l = indices.length; i < l; i ++ ) { - - index = indices[ i ] * itemSize; - - for ( var j = 0; j < itemSize; j ++ ) { - - array2[ index2 ++ ] = array[ index ++ ]; - - } - - } - - geometry2.addAttribute( name, new THREE.BufferAttribute( array2, itemSize ) ); - - } - - return geometry2; - - }, - - toJSON: function () { - - var data = { - metadata: { - version: 4.4, - type: 'BufferGeometry', - generator: 'BufferGeometry.toJSON' - } - }; - - // standard BufferGeometry serialization - - data.uuid = this.uuid; - data.type = this.type; - if ( this.name !== '' ) data.name = this.name; - - if ( this.parameters !== undefined ) { - - var parameters = this.parameters; - - for ( var key in parameters ) { - - if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ]; - - } - - return data; - - } - - data.data = { attributes: {} }; - - var index = this.index; - - if ( index !== null ) { - - var array = Array.prototype.slice.call( index.array ); - - data.data.index = { - type: index.array.constructor.name, - array: array - }; - - } - - var attributes = this.attributes; - - for ( var key in attributes ) { - - var attribute = attributes[ key ]; - - var array = Array.prototype.slice.call( attribute.array ); - - data.data.attributes[ key ] = { - itemSize: attribute.itemSize, - type: attribute.array.constructor.name, - array: array - }; - - } - - var groups = this.groups; - - if ( groups.length > 0 ) { - - data.data.groups = JSON.parse( JSON.stringify( groups ) ); - - } - - var boundingSphere = this.boundingSphere; - - if ( boundingSphere !== null ) { - - data.data.boundingSphere = { - center: boundingSphere.center.toArray(), - radius: boundingSphere.radius - }; - - } - - return data; - - }, - - clone: function () { - - /* - // Handle primitives - - var parameters = this.parameters; - - if ( parameters !== undefined ) { - - var values = []; - - for ( var key in parameters ) { - - values.push( parameters[ key ] ); - - } - - var geometry = Object.create( this.constructor.prototype ); - this.constructor.apply( geometry, values ); - return geometry; - - } - - return new this.constructor().copy( this ); - */ - - return new THREE.BufferGeometry().copy( this ); - - }, - - copy: function ( source ) { - - var index = source.index; - - if ( index !== null ) { - - this.setIndex( index.clone() ); - - } - - var attributes = source.attributes; - - for ( var name in attributes ) { - - var attribute = attributes[ name ]; - this.addAttribute( name, attribute.clone() ); - - } - - var groups = source.groups; - - for ( var i = 0, l = groups.length; i < l; i ++ ) { - - var group = groups[ i ]; - this.addGroup( group.start, group.count ); - - } - - return this; - - }, - - dispose: function () { - - this.dispatchEvent( { type: 'dispose' } ); - - } - -}; - -THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype ); - -THREE.BufferGeometry.MaxIndex = 65535; - -// File:src/core/InstancedBufferGeometry.js - -/** - * @author benaadams / https://twitter.com/ben_a_adams - */ - -THREE.InstancedBufferGeometry = function () { - - THREE.BufferGeometry.call( this ); - - this.type = 'InstancedBufferGeometry'; - this.maxInstancedCount = undefined; - -}; - -THREE.InstancedBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); -THREE.InstancedBufferGeometry.prototype.constructor = THREE.InstancedBufferGeometry; - -THREE.InstancedBufferGeometry.prototype.addGroup = function ( start, count, instances ) { - - this.groups.push( { - - start: start, - count: count, - instances: instances - - } ); - -}; - -THREE.InstancedBufferGeometry.prototype.copy = function ( source ) { - - var index = source.index; - - if ( index !== null ) { - - this.setIndex( index.clone() ); - - } - - var attributes = source.attributes; - - for ( var name in attributes ) { - - var attribute = attributes[ name ]; - this.addAttribute( name, attribute.clone() ); - - } - - var groups = source.groups; - - for ( var i = 0, l = groups.length; i < l; i ++ ) { - - var group = groups[ i ]; - this.addGroup( group.start, group.count, group.instances ); - - } - - return this; - -}; - -THREE.EventDispatcher.prototype.apply( THREE.InstancedBufferGeometry.prototype ); - -// File:src/core/Uniform.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.Uniform = function ( type, value ) { - - this.type = type; - this.value = value; - - this.dynamic = false; - -}; - -THREE.Uniform.prototype = { - - constructor: THREE.Uniform, - - onUpdate: function ( callback ) { - - this.dynamic = true; - this.onUpdateCallback = callback; - - return this; - - } - -}; - -// File:src/animation/AnimationClip.js - -/** - * - * Reusable set of Tracks that represent an animation. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - */ - -THREE.AnimationClip = function ( name, duration, tracks ) { - - this.name = name || THREE.Math.generateUUID(); - this.tracks = tracks; - this.duration = ( duration !== undefined ) ? duration : -1; - - // this means it should figure out its duration by scanning the tracks - if ( this.duration < 0 ) { - - this.resetDuration(); - - } - - // maybe only do these on demand, as doing them here could potentially slow down loading - // but leaving these here during development as this ensures a lot of testing of these functions - this.trim(); - this.optimize(); - -}; - -THREE.AnimationClip.prototype = { - - constructor: THREE.AnimationClip, - - resetDuration: function() { - - var tracks = this.tracks, - duration = 0; - - for ( var i = 0, n = tracks.length; i !== n; ++ i ) { - - var track = this.tracks[ i ]; - - duration = Math.max( - duration, track.times[ track.times.length - 1 ] ); - - } - - this.duration = duration; - - }, - - trim: function() { - - for ( var i = 0; i < this.tracks.length; i ++ ) { - - this.tracks[ i ].trim( 0, this.duration ); - - } - - return this; - - }, - - optimize: function() { - - for ( var i = 0; i < this.tracks.length; i ++ ) { - - this.tracks[ i ].optimize(); - - } - - return this; - - } - -}; - -// Static methods: - -Object.assign( THREE.AnimationClip, { - - parse: function( json ) { - - var tracks = [], - jsonTracks = json.tracks, - frameTime = 1.0 / ( json.fps || 1.0 ); - - for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) { - - tracks.push( THREE.KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) ); - - } - - return new THREE.AnimationClip( json.name, json.duration, tracks ); - - }, - - - toJSON: function( clip ) { - - var tracks = [], - clipTracks = clip.tracks; - - var json = { - - 'name': clip.name, - 'duration': clip.duration, - 'tracks': tracks - - }; - - for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) { - - tracks.push( THREE.KeyframeTrack.toJSON( clipTracks[ i ] ) ); - - } - - return json; - - }, - - - CreateFromMorphTargetSequence: function( name, morphTargetSequence, fps ) { - - var numMorphTargets = morphTargetSequence.length; - var tracks = []; - - for ( var i = 0; i < numMorphTargets; i ++ ) { - - var times = []; - var values = []; - - times.push( - ( i + numMorphTargets - 1 ) % numMorphTargets, - i, - ( i + 1 ) % numMorphTargets ); - - values.push( 0, 1, 0 ); - - var order = THREE.AnimationUtils.getKeyframeOrder( times ); - times = THREE.AnimationUtils.sortedArray( times, 1, order ); - values = THREE.AnimationUtils.sortedArray( values, 1, order ); - - // if there is a key at the first frame, duplicate it as the - // last frame as well for perfect loop. - if ( times[ 0 ] === 0 ) { - - times.push( numMorphTargets ); - values.push( values[ 0 ] ); - - } - - tracks.push( - new THREE.NumberKeyframeTrack( - '.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']', - times, values - ).scale( 1.0 / fps ) ); - } - - return new THREE.AnimationClip( name, -1, tracks ); - - }, - - findByName: function( clipArray, name ) { - - for ( var i = 0; i < clipArray.length; i ++ ) { - - if ( clipArray[ i ].name === name ) { - - return clipArray[ i ]; - - } - } - - return null; - - }, - - CreateClipsFromMorphTargetSequences: function( morphTargets, fps ) { - - var animationToMorphTargets = {}; - - // tested with https://regex101.com/ on trick sequences - // such flamingo_flyA_003, flamingo_run1_003, crdeath0059 - var pattern = /^([\w-]*?)([\d]+)$/; - - // sort morph target names into animation groups based - // patterns like Walk_001, Walk_002, Run_001, Run_002 - for ( var i = 0, il = morphTargets.length; i < il; i ++ ) { - - var morphTarget = morphTargets[ i ]; - var parts = morphTarget.name.match( pattern ); - - if ( parts && parts.length > 1 ) { - - var name = parts[ 1 ]; - - var animationMorphTargets = animationToMorphTargets[ name ]; - if ( ! animationMorphTargets ) { - - animationToMorphTargets[ name ] = animationMorphTargets = []; - - } - - animationMorphTargets.push( morphTarget ); - - } - - } - - var clips = []; - - for ( var name in animationToMorphTargets ) { - - clips.push( THREE.AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps ) ); - - } - - return clips; - - }, - - // parse the animation.hierarchy format - parseAnimation: function( animation, bones, nodeName ) { - - if ( ! animation ) { - - console.error( " no animation in JSONLoader data" ); - return null; - - } - - var addNonemptyTrack = function( - trackType, trackName, animationKeys, propertyName, destTracks ) { - - // only return track if there are actually keys. - if ( animationKeys.length !== 0 ) { - - var times = []; - var values = []; - - THREE.AnimationUtils.flattenJSON( - animationKeys, times, values, propertyName ); - - // empty keys are filtered out, so check again - if ( times.length !== 0 ) { - - destTracks.push( new trackType( trackName, times, values ) ); - - } - - } - - }; - - var tracks = []; - - var clipName = animation.name || 'default'; - // automatic length determination in AnimationClip. - var duration = animation.length || -1; - var fps = animation.fps || 30; - - var hierarchyTracks = animation.hierarchy || []; - - for ( var h = 0; h < hierarchyTracks.length; h ++ ) { - - var animationKeys = hierarchyTracks[ h ].keys; - - // skip empty tracks - if ( ! animationKeys || animationKeys.length == 0 ) continue; - - // process morph targets in a way exactly compatible - // with AnimationHandler.init( animation ) - if ( animationKeys[0].morphTargets ) { - - // figure out all morph targets used in this track - var morphTargetNames = {}; - for ( var k = 0; k < animationKeys.length; k ++ ) { - - if ( animationKeys[k].morphTargets ) { - - for ( var m = 0; m < animationKeys[k].morphTargets.length; m ++ ) { - - morphTargetNames[ animationKeys[k].morphTargets[m] ] = -1; - } - - } - - } - - // create a track for each morph target with all zero - // morphTargetInfluences except for the keys in which - // the morphTarget is named. - for ( var morphTargetName in morphTargetNames ) { - - var times = []; - var values = []; - - for ( var m = 0; - m !== animationKeys[k].morphTargets.length; ++ m ) { - - var animationKey = animationKeys[k]; - - times.push( animationKey.time ); - values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 ) - - } - - tracks.push( new THREE.NumberKeyframeTrack( - '.morphTargetInfluence[' + morphTargetName + ']', times, values ) ); - - } - - duration = morphTargetNames.length * ( fps || 1.0 ); - - } else { - // ...assume skeletal animation - - var boneName = '.bones[' + bones[ h ].name + ']'; - - addNonemptyTrack( - THREE.VectorKeyframeTrack, boneName + '.position', - animationKeys, 'pos', tracks ); - - addNonemptyTrack( - THREE.QuaternionKeyframeTrack, boneName + '.quaternion', - animationKeys, 'rot', tracks ); - - addNonemptyTrack( - THREE.VectorKeyframeTrack, boneName + '.scale', - animationKeys, 'scl', tracks ); - - } - - } - - if ( tracks.length === 0 ) { - - return null; - - } - - var clip = new THREE.AnimationClip( clipName, duration, tracks ); - - return clip; - - } - -} ); - - -// File:src/animation/AnimationMixer.js - -/** - * - * Player for AnimationClips. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ - -THREE.AnimationMixer = function( root ) { - - this._root = root; - this._initMemoryManager(); - this._accuIndex = 0; - - this.time = 0; - - this.timeScale = 1.0; - -}; - -THREE.AnimationMixer.prototype = { - - constructor: THREE.AnimationMixer, - - // return an action for a clip optionally using a custom root target - // object (this method allocates a lot of dynamic memory in case a - // previously unknown clip/root combination is specified) - clipAction: function( clip, optionalRoot ) { - - var root = optionalRoot || this._root, - rootUuid = root.uuid, - clipName = ( typeof clip === 'string' ) ? clip : clip.name, - clipObject = ( clip !== clipName ) ? clip : null, - - actionsForClip = this._actionsByClip[ clipName ], - prototypeAction; - - if ( actionsForClip !== undefined ) { - - var existingAction = - actionsForClip.actionByRoot[ rootUuid ]; - - if ( existingAction !== undefined ) { - - return existingAction; - - } - - // we know the clip, so we don't have to parse all - // the bindings again but can just copy - prototypeAction = actionsForClip.knownActions[ 0 ]; - - // also, take the clip from the prototype action - clipObject = prototypeAction._clip; - - if ( clip !== clipName && clip !== clipObject ) { - - throw new Error( - "Different clips with the same name detected!" ); - - } - - } - - // clip must be known when specified via string - if ( clipObject === null ) return null; - - // allocate all resources required to run it - var newAction = new THREE. - AnimationMixer._Action( this, clipObject, optionalRoot ); - - this._bindAction( newAction, prototypeAction ); - - // and make the action known to the memory manager - this._addInactiveAction( newAction, clipName, rootUuid ); - - return newAction; - - }, - - // get an existing action - existingAction: function( clip, optionalRoot ) { - - var root = optionalRoot || this._root, - rootUuid = root.uuid, - clipName = ( typeof clip === 'string' ) ? clip : clip.name, - actionsForClip = this._actionsByClip[ clipName ]; - - if ( actionsForClip !== undefined ) { - - return actionsForClip.actionByRoot[ rootUuid ] || null; - - } - - return null; - - }, - - // deactivates all previously scheduled actions - stopAllAction: function() { - - var actions = this._actions, - nActions = this._nActiveActions, - bindings = this._bindings, - nBindings = this._nActiveBindings; - - this._nActiveActions = 0; - this._nActiveBindings = 0; - - for ( var i = 0; i !== nActions; ++ i ) { - - actions[ i ].reset(); - - } - - for ( var i = 0; i !== nBindings; ++ i ) { - - bindings[ i ].useCount = 0; - - } - - return this; - - }, - - // advance the time and update apply the animation - update: function( deltaTime ) { - - deltaTime *= this.timeScale; - - var actions = this._actions, - nActions = this._nActiveActions, - - time = this.time += deltaTime, - timeDirection = Math.sign( deltaTime ), - - accuIndex = this._accuIndex ^= 1; - - // run active actions - - for ( var i = 0; i !== nActions; ++ i ) { - - var action = actions[ i ]; - - if ( action.enabled ) { - - action._update( time, deltaTime, timeDirection, accuIndex ); - - } - - } - - // update scene graph - - var bindings = this._bindings, - nBindings = this._nActiveBindings; - - for ( var i = 0; i !== nBindings; ++ i ) { - - bindings[ i ].apply( accuIndex ); - - } - - return this; - - }, - - // return this mixer's root target object - getRoot: function() { - - return this._root; - - }, - - // free all resources specific to a particular clip - uncacheClip: function( clip ) { - - var actions = this._actions, - clipName = clip.name, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipName ]; - - if ( actionsForClip !== undefined ) { - - // note: just calling _removeInactiveAction would mess up the - // iteration state and also require updating the state we can - // just throw away - - var actionsToRemove = actionsForClip.knownActions; - - for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) { - - var action = actionsToRemove[ i ]; - - this._deactivateAction( action ); - - var cacheIndex = action._cacheIndex, - lastInactiveAction = actions[ actions.length - 1 ]; - - action._cacheIndex = null; - action._byClipCacheIndex = null; - - lastInactiveAction._cacheIndex = cacheIndex; - actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); - - this._removeInactiveBindingsForAction( action ); - - } - - delete actionsByClip[ clipName ]; - - } - - }, - - // free all resources specific to a particular root target object - uncacheRoot: function( root ) { - - var rootUuid = root.uuid, - actionsByClip = this._actionsByClip; - - for ( var clipName in actionsByClip ) { - - var actionByRoot = actionsByClip[ clipName ].actionByRoot, - action = actionByRoot[ rootUuid ]; - - if ( action !== undefined ) { - - this._deactivateAction( action ); - this._removeInactiveAction( action ); - - } - - } - - var bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ]; - - if ( bindingByName !== undefined ) { - - for ( var trackName in bindingByName ) { - - var binding = bindingByName[ trackName ]; - binding.restoreOriginalState(); - this._removeInactiveBinding( binding ); - - } - - } - - }, - - // remove a targeted clip from the cache - uncacheAction: function( clip, optionalRoot ) { - - var action = this.existingAction( clip, optionalRoot ); - - if ( action !== null ) { - - this._deactivateAction( action ); - this._removeInactiveAction( action ); - - } - - } - -}; - -THREE.EventDispatcher.prototype.apply( THREE.AnimationMixer.prototype ); - -THREE.AnimationMixer._Action = - function( mixer, clip, localRoot ) { - - this._mixer = mixer; - this._clip = clip; - this._localRoot = localRoot || null; - - var tracks = clip.tracks, - nTracks = tracks.length, - interpolants = new Array( nTracks ); - - var interpolantSettings = { - endingStart: THREE.ZeroCurvatureEnding, - endingEnd: THREE.ZeroCurvatureEnding - }; - - for ( var i = 0; i !== nTracks; ++ i ) { - - var interpolant = tracks[ i ].createInterpolant( null ); - interpolants[ i ] = interpolant; - interpolant.settings = interpolantSettings - - } - - this._interpolantSettings = interpolantSettings; - - this._interpolants = interpolants; // bound by the mixer - - // inside: PropertyMixer (managed by the mixer) - this._propertyBindings = new Array( nTracks ); - - this._cacheIndex = null; // for the memory manager - this._byClipCacheIndex = null; // for the memory manager - - this._timeScaleInterpolant = null; - this._weightInterpolant = null; - - this.loop = THREE.LoopRepeat; - this._loopCount = -1; - - // global mixer time when the action is to be started - // it's set back to 'null' upon start of the action - this._startTime = null; - - // scaled local time of the action - // gets clamped or wrapped to 0..clip.duration according to loop - this.time = 0; - - this.timeScale = 1; - this._effectiveTimeScale = 1; - - this.weight = 1; - this._effectiveWeight = 1; - - this.repetitions = Infinity; // no. of repetitions when looping - - this.paused = false; // false -> zero effective time scale - this.enabled = true; // true -> zero effective weight - - this.clampWhenFinished = false; // keep feeding the last frame? - - this.zeroSlopeAtStart = true; // for smooth interpolation w/o separate - this.zeroSlopeAtEnd = true; // clips for start, loop and end - -}; - -THREE.AnimationMixer._Action.prototype = { - - constructor: THREE.AnimationMixer._Action, - - // State & Scheduling - - play: function() { - - this._mixer._activateAction( this ); - - return this; - - }, - - stop: function() { - - this._mixer._deactivateAction( this ); - - return this.reset(); - - }, - - reset: function() { - - this.paused = false; - this.enabled = true; - - this.time = 0; // restart clip - this._loopCount = -1; // forget previous loops - this._startTime = null; // forget scheduling - - return this.stopFading().stopWarping(); - - }, - - isRunning: function() { - - var start = this._startTime; - - return this.enabled && ! this.paused && this.timeScale !== 0 && - this._startTime === null && this._mixer._isActiveAction( this ) - - }, - - // return true when play has been called - isScheduled: function() { - - return this._mixer._isActiveAction( this ); - - }, - - startAt: function( time ) { - - this._startTime = time; - - return this; - - }, - - setLoop: function( mode, repetitions ) { - - this.loop = mode; - this.repetitions = repetitions; - - return this; - - }, - - // Weight - - // set the weight stopping any scheduled fading - // although .enabled = false yields an effective weight of zero, this - // method does *not* change .enabled, because it would be confusing - setEffectiveWeight: function( weight ) { - - this.weight = weight; - - // note: same logic as when updated at runtime - this._effectiveWeight = this.enabled ? weight : 0; - - return this.stopFading(); - - }, - - // return the weight considering fading and .enabled - getEffectiveWeight: function() { - - return this._effectiveWeight; - - }, - - fadeIn: function( duration ) { - - return this._scheduleFading( duration, 0, 1 ); - - }, - - fadeOut: function( duration ) { - - return this._scheduleFading( duration, 1, 0 ); - - }, - - crossFadeFrom: function( fadeOutAction, duration, warp ) { - - var mixer = this._mixer; - - fadeOutAction.fadeOut( duration ); - this.fadeIn( duration ); - - if( warp ) { - - var fadeInDuration = this._clip.duration, - fadeOutDuration = fadeOutAction._clip.duration, - - startEndRatio = fadeOutDuration / fadeInDuration, - endStartRatio = fadeInDuration / fadeOutDuration; - - fadeOutAction.warp( 1.0, startEndRatio, duration ); - this.warp( endStartRatio, 1.0, duration ); - - } - - return this; - - }, - - crossFadeTo: function( fadeInAction, duration, warp ) { - - return fadeInAction.crossFadeFrom( this, duration, warp ); - - }, - - stopFading: function() { - - var weightInterpolant = this._weightInterpolant; - - if ( weightInterpolant !== null ) { - - this._weightInterpolant = null; - this._mixer._takeBackControlInterpolant( weightInterpolant ); - - } - - return this; - - }, - - // Time Scale Control - - // set the weight stopping any scheduled warping - // although .paused = true yields an effective time scale of zero, this - // method does *not* change .paused, because it would be confusing - setEffectiveTimeScale: function( timeScale ) { - - this.timeScale = timeScale; - this._effectiveTimeScale = this.paused ? 0 :timeScale; - - return this.stopWarping(); - - }, - - // return the time scale considering warping and .paused - getEffectiveTimeScale: function() { - - return this._effectiveTimeScale; - - }, - - setDuration: function( duration ) { - - this.timeScale = this._clip.duration / duration; - - return this.stopWarping(); - - }, - - syncWith: function( action ) { - - this.time = action.time; - this.timeScale = action.timeScale; - - return this.stopWarping(); - - }, - - halt: function( duration ) { - - return this.warp( this._currentTimeScale, 0, duration ); - - }, - - warp: function( startTimeScale, endTimeScale, duration ) { - - var mixer = this._mixer, now = mixer.time, - interpolant = this._timeScaleInterpolant, - - timeScale = this.timeScale; - - if ( interpolant === null ) { - - interpolant = mixer._lendControlInterpolant(), - this._timeScaleInterpolant = interpolant; - - } - - var times = interpolant.parameterPositions, - values = interpolant.sampleValues; - - times[ 0 ] = now; - times[ 1 ] = now + duration; - - values[ 0 ] = startTimeScale / timeScale; - values[ 1 ] = endTimeScale / timeScale; - - return this; - - }, - - stopWarping: function() { - - var timeScaleInterpolant = this._timeScaleInterpolant; - - if ( timeScaleInterpolant !== null ) { - - this._timeScaleInterpolant = null; - this._mixer._takeBackControlInterpolant( timeScaleInterpolant ); - - } - - return this; - - }, - - // Object Accessors - - getMixer: function() { - - return this._mixer; - - }, - - getClip: function() { - - return this._clip; - - }, - - getRoot: function() { - - return this._localRoot || this._mixer._root; - - }, - - // Interna - - _update: function( time, deltaTime, timeDirection, accuIndex ) { - // called by the mixer - - var startTime = this._startTime; - - if ( startTime !== null ) { - - // check for scheduled start of action - - var timeRunning = ( time - startTime ) * timeDirection; - if ( timeRunning < 0 || timeDirection === 0 ) { - - return; // yet to come / don't decide when delta = 0 - - } - - // start - - this._startTime = null; // unschedule - deltaTime = timeDirection * timeRunning; - - } - - // apply time scale and advance time - - deltaTime *= this._updateTimeScale( time ); - var clipTime = this._updateTime( deltaTime ); - - // note: _updateTime may disable the action resulting in - // an effective weight of 0 - - var weight = this._updateWeight( time ); - - if ( weight > 0 ) { - - var interpolants = this._interpolants; - var propertyMixers = this._propertyBindings; - - for ( var j = 0, m = interpolants.length; j !== m; ++ j ) { - - interpolants[ j ].evaluate( clipTime ); - propertyMixers[ j ].accumulate( accuIndex, weight ); - - } - - } - - }, - - _updateWeight: function( time ) { - - var weight = 0; - - if ( this.enabled ) { - - weight = this.weight; - var interpolant = this._weightInterpolant; - - if ( interpolant !== null ) { - - var interpolantValue = interpolant.evaluate( time )[ 0 ]; - - weight *= interpolantValue; - - if ( time > interpolant.parameterPositions[ 1 ] ) { - - this.stopFading(); - - if ( interpolantValue === 0 ) { - - // faded out, disable - this.enabled = false; - - } - - } - - } - - } - - this._effectiveWeight = weight; - return weight; - - }, - - _updateTimeScale: function( time ) { - - var timeScale = 0; - - if ( ! this.paused ) { - - timeScale = this.timeScale; - - var interpolant = this._timeScaleInterpolant; - - if ( interpolant !== null ) { - - var interpolantValue = interpolant.evaluate( time )[ 0 ]; - - timeScale *= interpolantValue; - - if ( time > interpolant.parameterPositions[ 1 ] ) { - - this.stopWarping(); - - if ( timeScale === 0 ) { - - // motion has halted, pause - this.pause = true; - - } else { - - // warp done - apply final time scale - this.timeScale = timeScale; - - } - - } - - } - - } - - this._effectiveTimeScale = timeScale; - return timeScale; - - }, - - _updateTime: function( deltaTime ) { - - var time = this.time + deltaTime; - - if ( deltaTime === 0 ) return time; - - var duration = this._clip.duration, - - loop = this.loop, - loopCount = this._loopCount, - - pingPong = false; - - switch ( loop ) { - - case THREE.LoopOnce: - - if ( loopCount === -1 ) { - - // just started - - this.loopCount = 0; - this._setEndings( true, true, false ); - - } - - if ( time >= duration ) { - - time = duration; - - } else if ( time < 0 ) { - - time = 0; - - } else break; - - // reached the end - - if ( this.clampWhenFinished ) this.pause = true; - else this.enabled = false; - - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime < 0 ? -1 : 1 - } ); - - break; - - case THREE.LoopPingPong: - - pingPong = true; - - case THREE.LoopRepeat: - - if ( loopCount === -1 ) { - - // just started - - if ( deltaTime > 0 ) { - - loopCount = 0; - - this._setEndings( - true, this.repetitions === 0, pingPong ); - - } else { - - // when looping in reverse direction, the initial - // transition through zero counts as a repetition, - // so leave loopCount at -1 - - this._setEndings( - this.repetitions === 0, true, pingPong ); - - } - - } - - if ( time >= duration || time < 0 ) { - - // wrap around - - var loopDelta = Math.floor( time / duration ); // signed - time -= duration * loopDelta; - - loopCount += Math.abs( loopDelta ); - - var pending = this.repetitions - loopCount; - - if ( pending < 0 ) { - - // stop (switch state, clamp time, fire event) - - if ( this.clampWhenFinished ) this.paused = true; - else this.enabled = false; - - time = deltaTime > 0 ? duration : 0; - - this._mixer.dispatchEvent( { - type: 'finished', action: this, - direction: deltaTime > 0 ? 1 : -1 - } ); - - break; - - } else if ( pending === 0 ) { - - // transition to last round - - var atStart = deltaTime < 0; - this._setEndings( atStart, ! atStart, pingPong ); - - } else { - - this._setEndings( false, false, pingPong ); - - } - - this._loopCount = loopCount; - - this._mixer.dispatchEvent( { - type: 'loop', action: this, loopDelta: loopDelta - } ); - - } - - if ( loop === THREE.LoopPingPong && ( loopCount & 1 ) === 1 ) { - - // invert time for the "pong round" - - this.time = time; - - return duration - time; - - } - - break; - - } - - this.time = time; - - return time; - - }, - - _setEndings: function( atStart, atEnd, pingPong ) { - - var settings = this._interpolantSettings; - - if ( pingPong ) { - - settings.endingStart = THREE.ZeroSlopeEnding; - settings.endingEnd = THREE.ZeroSlopeEnding; - - } else { - - // assuming for LoopOnce atStart == atEnd == true - - if ( atStart ) { - - settings.endingStart = this.zeroSlopeAtStart ? - THREE.ZeroSlopeEnding : THREE.ZeroCurvatureEnding; - - } else { - - settings.endingStart = THREE.WrapAroundEnding; - - } - - if ( atEnd ) { - - settings.endingEnd = this.zeroSlopeAtEnd ? - THREE.ZeroSlopeEnding : THREE.ZeroCurvatureEnding; - - } else { - - settings.endingEnd = THREE.WrapAroundEnding; - - } - - } - - }, - - _scheduleFading: function( duration, weightNow, weightThen ) { - - var mixer = this._mixer, now = mixer.time, - interpolant = this._weightInterpolant; - - if ( interpolant === null ) { - - interpolant = mixer._lendControlInterpolant(), - this._weightInterpolant = interpolant; - - } - - var times = interpolant.parameterPositions, - values = interpolant.sampleValues; - - times[ 0 ] = now; values[ 0 ] = weightNow; - times[ 1 ] = now + duration; values[ 1 ] = weightThen; - - return this; - - } - -}; - -// Implementation details: - -Object.assign( THREE.AnimationMixer.prototype, { - - _bindAction: function( action, prototypeAction ) { - - var root = action._localRoot || this._root, - tracks = action._clip.tracks, - nTracks = tracks.length, - bindings = action._propertyBindings, - interpolants = action._interpolants, - rootUuid = root.uuid, - bindingsByRoot = this._bindingsByRootAndName, - bindingsByName = bindingsByRoot[ rootUuid ]; - - if ( bindingsByName === undefined ) { - - bindingsByName = {}; - bindingsByRoot[ rootUuid ] = bindingsByName; - - } - - for ( var i = 0; i !== nTracks; ++ i ) { - - var track = tracks[ i ], - trackName = track.name, - binding = bindingsByName[ trackName ]; - - if ( binding !== undefined ) { - - bindings[ i ] = binding; - - } else { - - binding = bindings[ i ]; - - if ( binding !== undefined ) { - - // existing binding, make sure the cache knows - - if ( binding._cacheIndex === null ) { - - ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); - - } - - continue; - - } - - var path = prototypeAction && prototypeAction. - _propertyBindings[ i ].binding.parsedPath; - - binding = new THREE.PropertyMixer( - THREE.PropertyBinding.create( root, trackName, path ), - track.ValueTypeName, track.getValueSize() ); - - ++ binding.referenceCount; - this._addInactiveBinding( binding, rootUuid, trackName ); - - bindings[ i ] = binding; - - } - - interpolants[ i ].resultBuffer = binding.buffer; - - } - - }, - - _activateAction: function( action ) { - - if ( ! this._isActiveAction( action ) ) { - - if ( action._cacheIndex === null ) { - - // this action has been forgotten by the cache, but the user - // appears to be still using it -> rebind - - var rootUuid = ( action._localRoot || this._root ).uuid, - clipName = action._clip.name, - actionsForClip = this._actionsByClip[ clipName ]; - - this._bindAction( action, - actionsForClip && actionsForClip.knownActions[ 0 ] ); - - this._addInactiveAction( action, clipName, rootUuid ); - - } - - var bindings = action._propertyBindings; - - // increment reference counts / sort out state - for ( var i = 0, n = bindings.length; i !== n; ++ i ) { - - var binding = bindings[ i ]; - - if ( binding.useCount ++ === 0 ) { - - this._lendBinding( binding ); - binding.saveOriginalState(); - - } - - } - - this._lendAction( action ); - - } - - }, - - _deactivateAction: function( action ) { - - if ( this._isActiveAction( action ) ) { - - var bindings = action._propertyBindings; - - // decrement reference counts / sort out state - for ( var i = 0, n = bindings.length; i !== n; ++ i ) { - - var binding = bindings[ i ]; - - if ( -- binding.useCount === 0 ) { - - binding.restoreOriginalState(); - this._takeBackBinding( binding ); - - } - - } - - this._takeBackAction( action ); - - } - - }, - - // Memory manager - - _initMemoryManager: function() { - - this._actions = []; // 'nActiveActions' followed by inactive ones - this._nActiveActions = 0; - - this._actionsByClip = {}; - // inside: - // { - // knownActions: Array< _Action > - used as prototypes - // actionByRoot: _Action - lookup - // } - - - this._bindings = []; // 'nActiveBindings' followed by inactive ones - this._nActiveBindings = 0; - - this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer > - - - this._controlInterpolants = []; // same game as above - this._nActiveControlInterpolants = 0; - - var scope = this; - - this.stats = { - - actions: { - get total() { return scope._actions.length; }, - get inUse() { return scope._nActiveActions; } - }, - bindings: { - get total() { return scope._bindings.length; }, - get inUse() { return scope._nActiveBindings; } - }, - controlInterpolants: { - get total() { return scope._controlInterpolants.length; }, - get inUse() { return scope._nActiveControlInterpolants; } - } - - }; - - }, - - // Memory management for _Action objects - - _isActiveAction: function( action ) { - - var index = action._cacheIndex; - return index !== null && index < this._nActiveActions; - - }, - - _addInactiveAction: function( action, clipName, rootUuid ) { - - var actions = this._actions, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipName ]; - - if ( actionsForClip === undefined ) { - - actionsForClip = { - - knownActions: [ action ], - actionByRoot: {} - - }; - - action._byClipCacheIndex = 0; - - actionsByClip[ clipName ] = actionsForClip; - - } else { - - var knownActions = actionsForClip.knownActions; - - action._byClipCacheIndex = knownActions.length; - knownActions.push( action ); - - } - - action._cacheIndex = actions.length; - actions.push( action ); - - actionsForClip.actionByRoot[ rootUuid ] = action; - - }, - - _removeInactiveAction: function( action ) { - - var actions = this._actions, - lastInactiveAction = actions[ actions.length - 1 ], - cacheIndex = action._cacheIndex; - - lastInactiveAction._cacheIndex = cacheIndex; - actions[ cacheIndex ] = lastInactiveAction; - actions.pop(); - - action._cacheIndex = null; - - - var clipName = action._clip.name, - actionsByClip = this._actionsByClip, - actionsForClip = actionsByClip[ clipName ], - knownActionsForClip = actionsForClip.knownActions, - - lastKnownAction = - knownActionsForClip[ knownActionsForClip.length - 1 ], - - byClipCacheIndex = action._byClipCacheIndex; - - lastKnownAction._byClipCacheIndex = byClipCacheIndex; - knownActionsForClip[ byClipCacheIndex ] = lastKnownAction; - knownActionsForClip.pop(); - - action._byClipCacheIndex = null; - - - var actionByRoot = actionsForClip.actionByRoot, - rootUuid = ( actions._localRoot || this._root ).uuid; - - delete actionByRoot[ rootUuid ]; - - if ( knownActionsForClip.length === 0 ) { - - delete actionsByClip[ clipName ]; - - } - - this._removeInactiveBindingsForAction( action ); - - }, - - _removeInactiveBindingsForAction: function( action ) { - - var bindings = action._propertyBindings; - for ( var i = 0, n = bindings.length; i !== n; ++ i ) { - - var binding = bindings[ i ]; - - if ( -- binding.referenceCount === 0 ) { - - this._removeInactiveBinding( binding ); - - } - - } - - }, - - _lendAction: function( action ) { - - // [ active actions | inactive actions ] - // [ active actions >| inactive actions ] - // s a - // <-swap-> - // a s - - var actions = this._actions, - prevIndex = action._cacheIndex, - - lastActiveIndex = this._nActiveActions ++, - - firstInactiveAction = actions[ lastActiveIndex ]; - - action._cacheIndex = lastActiveIndex; - actions[ lastActiveIndex ] = action; - - firstInactiveAction._cacheIndex = prevIndex; - actions[ prevIndex ] = firstInactiveAction; - - }, - - _takeBackAction: function( action ) { - - // [ active actions | inactive actions ] - // [ active actions |< inactive actions ] - // a s - // <-swap-> - // s a - - var actions = this._actions, - prevIndex = action._cacheIndex, - - firstInactiveIndex = -- this._nActiveActions, - - lastActiveAction = actions[ firstInactiveIndex ]; - - action._cacheIndex = firstInactiveIndex; - actions[ firstInactiveIndex ] = action; - - lastActiveAction._cacheIndex = prevIndex; - actions[ prevIndex ] = lastActiveAction; - - }, - - // Memory management for PropertyMixer objects - - _addInactiveBinding: function( binding, rootUuid, trackName ) { - - var bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ], - - bindings = this._bindings; - - if ( bindingByName === undefined ) { - - bindingByName = {}; - bindingsByRoot[ rootUuid ] = bindingByName; - - } - - bindingByName[ trackName ] = binding; - - binding._cacheIndex = bindings.length; - bindings.push( binding ); - - }, - - _removeInactiveBinding: function( binding ) { - - var bindings = this._bindings, - propBinding = binding.binding, - rootUuid = propBinding.rootNode.uuid, - trackName = propBinding.path, - bindingsByRoot = this._bindingsByRootAndName, - bindingByName = bindingsByRoot[ rootUuid ], - - lastInactiveBinding = bindings[ bindings.length - 1 ], - cacheIndex = binding._cacheIndex; - - lastInactiveBinding._cacheIndex = cacheIndex; - bindings[ cacheIndex ] = lastInactiveBinding; - bindings.pop(); - - delete bindingByName[ trackName ]; - - remove_empty_map: { - - for ( var _ in bindingByName ) break remove_empty_map; - - delete bindingsByRoot[ rootUuid ]; - - } - - }, - - _lendBinding: function( binding ) { - - var bindings = this._bindings, - prevIndex = binding._cacheIndex, - - lastActiveIndex = this._nActiveBindings ++, - - firstInactiveBinding = bindings[ lastActiveIndex ]; - - binding._cacheIndex = lastActiveIndex; - bindings[ lastActiveIndex ] = binding; - - firstInactiveBinding._cacheIndex = prevIndex; - bindings[ prevIndex ] = firstInactiveBinding; - - }, - - _takeBackBinding: function( binding ) { - - var bindings = this._bindings, - prevIndex = binding._cacheIndex, - - firstInactiveIndex = -- this._nActiveBindings, - - lastActiveBinding = bindings[ firstInactiveIndex ]; - - binding._cacheIndex = firstInactiveIndex; - bindings[ firstInactiveIndex ] = binding; - - lastActiveBinding._cacheIndex = prevIndex; - bindings[ prevIndex ] = lastActiveBinding; - - }, - - - // Memory management of Interpolants for weight and time scale - - _lendControlInterpolant: function() { - - var interpolants = this._controlInterpolants, - lastActiveIndex = this._nActiveControlInterpolants ++, - interpolant = interpolants[ lastActiveIndex ]; - - if ( interpolant === undefined ) { - - interpolant = new THREE.LinearInterpolant( - new Float32Array( 2 ), new Float32Array( 2 ), - 1, this._controlInterpolantsResultBuffer ); - - interpolant.__cacheIndex = lastActiveIndex; - interpolants[ lastActiveIndex ] = interpolant; - - } - - return interpolant; - - }, - - _takeBackControlInterpolant: function( interpolant ) { - - var interpolants = this._controlInterpolants, - prevIndex = interpolant.__cacheIndex, - - firstInactiveIndex = -- this._nActiveControlInterpolants, - - lastActiveInterpolant = interpolants[ firstInactiveIndex ]; - - interpolant.__cacheIndex = firstInactiveIndex; - interpolants[ firstInactiveIndex ] = interpolant; - - lastActiveInterpolant.__cacheIndex = prevIndex; - interpolants[ prevIndex ] = lastActiveInterpolant; - - }, - - _controlInterpolantsResultBuffer: new Float32Array( 1 ) - -} ); - - -// File:src/animation/AnimationObjectGroup.js - -/** - * - * A group of objects that receives a shared animation state. - * - * Usage: - * - * - Add objects you would otherwise pass as 'root' to the - * constructor or the .clipAction method of AnimationMixer. - * - * - Instead pass this object as 'root'. - * - * - You can also add and remove objects later when the mixer - * is running. - * - * Note: - * - * Objects of this class appear as one object to the mixer, - * so cache control of the individual objects must be done - * on the group. - * - * Limitation: - * - * - The animated properties must be compatible among the - * all objects in the group. - * - * - A single property can either be controlled through a - * target group or directly, but not both. - * - * @author tschw - */ - -THREE.AnimationObjectGroup = function( var_args ) { - - this.uuid = THREE.Math.generateUUID(); - - // cached objects followed by the active ones - this._objects = Array.prototype.slice.call( arguments ); - - this.nCachedObjects_ = 0; // threshold - // note: read by PropertyBinding.Composite - - var indices = {}; - this._indicesByUUID = indices; // for bookkeeping - - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - - indices[ arguments[ i ].uuid ] = i; - - } - - this._paths = []; // inside: string - this._parsedPaths = []; // inside: { we don't care, here } - this._bindings = []; // inside: Array< PropertyBinding > - this._bindingsIndicesByPath = {}; // inside: indices in these arrays - - var scope = this; - - this.stats = { - - objects: { - get total() { return scope._objects.length; }, - get inUse() { return this.total - scope.nCachedObjects_; } - }, - - get bindingsPerObject() { return scope._bindings.length; } - - }; - -}; - -THREE.AnimationObjectGroup.prototype = { - - constructor: THREE.AnimationObjectGroup, - - add: function( var_args ) { - - var objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - nBindings = bindings.length; - - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; - - if ( index === undefined ) { - - // unknown object -> add it to the ACTIVE region - - index = nObjects ++; - indicesByUUID[ uuid ] = index; - objects.push( object ); - - // accounting is done, now do the same for all bindings - - for ( var j = 0, m = nBindings; j !== m; ++ j ) { - - bindings[ j ].push( - new THREE.PropertyBinding( - object, paths[ j ], parsedPaths[ j ] ) ); - - } - - } else if ( index < nCachedObjects ) { - - var knownObject = objects[ index ]; - - // move existing object to the ACTIVE region - - var firstActiveIndex = -- nCachedObjects, - lastCachedObject = objects[ firstActiveIndex ]; - - indicesByUUID[ lastCachedObject.uuid ] = index; - objects[ index ] = lastCachedObject; - - indicesByUUID[ uuid ] = firstActiveIndex; - objects[ firstActiveIndex ] = object; - - // accounting is done, now do the same for all bindings - - for ( var j = 0, m = nBindings; j !== m; ++ j ) { - - var bindingsForPath = bindings[ j ], - lastCached = bindingsForPath[ firstActiveIndex ], - binding = bindingsForPath[ index ]; - - bindingsForPath[ index ] = lastCached; - - if ( binding === undefined ) { - - // since we do not bother to create new bindings - // for objects that are cached, the binding may - // or may not exist - - binding = new THREE.PropertyBinding( - object, paths[ j ], parsedPaths[ j ] ); - - } - - bindingsForPath[ firstActiveIndex ] = binding; - - } - - } else if ( objects[ index ] !== knownObject) { - - console.error( "Different objects with the same UUID " + - "detected. Clean the caches or recreate your " + - "infrastructure when reloading scenes..." ); - - } // else the object is already where we want it to be - - } // for arguments - - this.nCachedObjects_ = nCachedObjects; - - }, - - remove: function( var_args ) { - - var objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; - - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; - - if ( index !== undefined && index >= nCachedObjects ) { - - // move existing object into the CACHED region - - var lastCachedIndex = nCachedObjects ++, - firstActiveObject = objects[ lastCachedIndex ]; - - indicesByUUID[ firstActiveObject.uuid ] = index; - objects[ index ] = firstActiveObject; - - indicesByUUID[ uuid ] = lastCachedIndex; - objects[ lastCachedIndex ] = object; - - // accounting is done, now do the same for all bindings - - for ( var j = 0, m = nBindings; j !== m; ++ j ) { - - var bindingsForPath = bindings[ j ], - firstActive = bindingsForPath[ lastCachedIndex ], - binding = bindingsForPath[ index ]; - - bindingsForPath[ index ] = firstActive; - bindingsForPath[ lastCachedIndex ] = binding; - - } - - } - - } // for arguments - - this.nCachedObjects_ = nCachedObjects; - - }, - - // remove & forget - uncache: function( var_args ) { - - var objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - indicesByUUID = this._indicesByUUID, - bindings = this._bindings, - nBindings = bindings.length; - - for ( var i = 0, n = arguments.length; i !== n; ++ i ) { - - var object = arguments[ i ], - uuid = object.uuid, - index = indicesByUUID[ uuid ]; - - if ( index !== undefined ) { - - delete indicesByUUID[ uuid ]; - - if ( index < nCachedObjects ) { - - // object is cached, shrink the CACHED region - - var firstActiveIndex = -- nCachedObjects, - lastCachedObject = objects[ firstActiveIndex ], - lastIndex = -- nObjects, - lastObject = objects[ lastIndex ]; - - // last cached object takes this object's place - indicesByUUID[ lastCachedObject.uuid ] = index; - objects[ index ] = lastCachedObject; - - // last object goes to the activated slot and pop - indicesByUUID[ lastObject.uuid ] = firstActiveIndex; - objects[ firstActiveIndex ] = lastObject; - objects.pop(); - - // accounting is done, now do the same for all bindings - - for ( var j = 0, m = nBindings; j !== m; ++ j ) { - - var bindingsForPath = bindings[ j ], - lastCached = bindingsForPath[ firstActiveIndex ], - last = bindingsForPath[ lastIndex ]; - - bindingsForPath[ index ] = lastCached; - bindingsForPath[ firstActiveIndex ] = last; - bindingsForPath.pop(); - - } - - } else { - - // object is active, just swap with the last and pop - - var lastIndex = -- nObjects, - lastObject = objects[ lastIndex ]; - - indicesByUUID[ lastObject.uuid ] = index; - objects[ index ] = lastObject; - objects.pop(); - - // accounting is done, now do the same for all bindings - - for ( var j = 0, m = nBindings; j !== m; ++ j ) { - - var bindingsForPath = bindings[ j ]; - - bindingsForPath[ index ] = bindingsForPath[ lastIndex ]; - bindingsForPath.pop(); - - } - - } // cached or active - - } // if object is known - - } // for arguments - - this.nCachedObjects_ = nCachedObjects; - - }, - - // Internal interface used by befriended PropertyBinding.Composite: - - subscribe_: function( path, parsedPath ) { - // returns an array of bindings for the given path that is changed - // according to the contained objects in the group - - var indicesByPath = this._bindingsIndicesByPath, - index = indicesByPath[ path ], - bindings = this._bindings; - - if ( index !== undefined ) return bindings[ index ]; - - var paths = this._paths, - parsedPaths = this._parsedPaths, - objects = this._objects, - nObjects = objects.length, - nCachedObjects = this.nCachedObjects_, - bindingsForPath = new Array( nObjects ); - - index = bindings.length; - - indicesByPath[ path ] = index; - - paths.push( path ); - parsedPaths.push( parsedPath ); - bindings.push( bindingsForPath ); - - for ( var i = nCachedObjects, - n = objects.length; i !== n; ++ i ) { - - var object = objects[ i ]; - - bindingsForPath[ i ] = - new THREE.PropertyBinding( object, path, parsedPath ); - - } - - return bindingsForPath; - - }, - - unsubscribe_: function( path ) { - // tells the group to forget about a property path and no longer - // update the array previously obtained with 'subscribe_' - - var indicesByPath = this._bindingsIndicesByPath, - index = indicesByPath[ path ]; - - if ( index !== undefined ) { - - var paths = this._paths, - parsedPaths = this._parsedPaths, - bindings = this._bindings, - lastBindingsIndex = bindings.length - 1, - lastBindings = bindings[ lastBindingsIndex ], - lastBindingsPath = path[ lastBindingsIndex ]; - - indicesByPath[ lastBindingsPath ] = index; - - bindings[ index ] = lastBindings; - bindings.pop(); - - parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ]; - parsedPaths.pop(); - - paths[ index ] = paths[ lastBindingsIndex ]; - paths.pop(); - - } - - } - -}; - - -// File:src/animation/AnimationUtils.js - -/** - * @author tschw - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - */ - -THREE.AnimationUtils = { - - // same as Array.prototype.slice, but also works on typed arrays - arraySlice: function( array, from, to ) { - - if ( THREE.AnimationUtils.isTypedArray( array ) ) { - - return new array.constructor( array.subarray( from, to ) ); - - } - - return array.slice( from, to ); - - }, - - // converts an array to a specific type - convertArray: function( array, type, forceClone ) { - - if ( ! array || // let 'undefined' and 'null' pass - ! forceClone && array.constructor === type ) return array; - - if ( typeof type.BYTES_PER_ELEMENT === 'number' ) { - - return new type( array ); // create typed array - - } - - return Array.prototype.slice.call( array ); // create Array - - }, - - isTypedArray: function( object ) { - - return ArrayBuffer.isView( object ) && - ! ( object instanceof DataView ); - - }, - - // returns an array by which times and values can be sorted - getKeyframeOrder: function( times ) { - - function compareTime( i, j ) { - - return times[ i ] - times[ j ]; - - } - - var n = times.length; - var result = new Array( n ); - for ( var i = 0; i !== n; ++ i ) result[ i ] = i; - - result.sort( compareTime ); - - return result; - - }, - - // uses the array previously returned by 'getKeyframeOrder' to sort data - sortedArray: function( values, stride, order ) { - - var nValues = values.length; - var result = new values.constructor( nValues ); - - for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) { - - var srcOffset = order[ i ] * stride; - - for ( var j = 0; j !== stride; ++ j ) { - - result[ dstOffset ++ ] = values[ srcOffset + j ]; - - } - - } - - return result; - - }, - - // function for parsing AOS keyframe formats - flattenJSON: function( jsonKeys, times, values, valuePropertyName ) { - - var i = 1, key = jsonKeys[ 0 ]; - - while ( key !== undefined && key[ valuePropertyName ] === undefined ) { - - key = jsonKeys[ i ++ ]; - - } - - if ( key === undefined ) return; // no data - - var value = key[ valuePropertyName ]; - if ( value === undefined ) return; // no data - - if ( Array.isArray( value ) ) { - - do { - - value = key[ valuePropertyName ]; - - if ( value !== undefined ) { - - times.push( key.time ); - values.push.apply( values, value ); // push all elements - - } - - key = jsonKeys[ i ++ ]; - - } while ( key !== undefined ); - - } else if ( value.toArray !== undefined ) { - // ...assume THREE.Math-ish - - do { - - value = key[ valuePropertyName ]; - - if ( value !== undefined ) { - - times.push( key.time ); - value.toArray( values, values.length ); - - } - - key = jsonKeys[ i ++ ]; - - } while ( key !== undefined ); - - } else { - // otherwise push as-is - - do { - - value = key[ valuePropertyName ]; - - if ( value !== undefined ) { - - times.push( key.time ); - values.push( value ); - - } - - key = jsonKeys[ i ++ ]; - - } while ( key !== undefined ); - - } - - } - -}; - -// File:src/animation/KeyframeTrack.js - -/** - * - * A timed sequence of keyframes for a specific property. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ - -THREE.KeyframeTrack = function ( name, times, values, interpolation ) { - - if( name === undefined ) throw new Error( "track name is undefined" ); - - if( times === undefined || times.length === 0 ) { - - throw new Error( "no keyframes in track named " + name ); - - } - - this.name = name; - - this.times = THREE.AnimationUtils.convertArray( times, this.TimeBufferType ); - this.values = THREE.AnimationUtils.convertArray( values, this.ValueBufferType ); - - this.setInterpolation( interpolation || this.DefaultInterpolation ); - - this.validate(); - this.optimize(); - -}; - -THREE.KeyframeTrack.prototype = { - - constructor: THREE.KeyframeTrack, - - TimeBufferType: Float32Array, - ValueBufferType: Float32Array, - - DefaultInterpolation: THREE.InterpolateLinear, - - InterpolantFactoryMethodDiscrete: function( result ) { - - return new THREE.DiscreteInterpolant( - this.times, this.values, this.getValueSize(), result ); - - }, - - InterpolantFactoryMethodLinear: function( result ) { - - return new THREE.LinearInterpolant( - this.times, this.values, this.getValueSize(), result ); - - }, - - InterpolantFactoryMethodSmooth: function( result ) { - - return new THREE.CubicInterpolant( - this.times, this.values, this.getValueSize(), result ); - - }, - - setInterpolation: function( interpolation ) { - - var factoryMethod = undefined; - - switch ( interpolation ) { - - case THREE.InterpolateDiscrete: - - factoryMethod = this.InterpolantFactoryMethodDiscrete; - - break; - - case THREE.InterpolateLinear: - - factoryMethod = this.InterpolantFactoryMethodLinear; - - break; - - case THREE.InterpolateSmooth: - - factoryMethod = this.InterpolantFactoryMethodSmooth; - - break; - - } - - if ( factoryMethod === undefined ) { - - var message = "unsupported interpolation for " + - this.ValueTypeName + " keyframe track named " + this.name; - - if ( this.createInterpolant === undefined ) { - - // fall back to default, unless the default itself is messed up - if ( interpolation !== this.DefaultInterpolation ) { - - this.setInterpolation( this.DefaultInterpolation ); - - } else { - - throw new Error( message ); // fatal, in this case - - } - - } - - console.warn( message ); - return; - - } - - this.createInterpolant = factoryMethod; - - }, - - getInterpolation: function() { - - switch ( this.createInterpolant ) { - - case this.InterpolantFactoryMethodDiscrete: - - return THREE.InterpolateDiscrete; - - case this.InterpolantFactoryMethodLinear: - - return THREE.InterpolateLinear; - - case this.InterpolantFactoryMethodSmooth: - - return THREE.InterpolateSmooth; - - } - - }, - - getValueSize: function() { - - return this.values.length / this.times.length; - - }, - - // move all keyframes either forwards or backwards in time - shift: function( timeOffset ) { - - if( timeOffset !== 0.0 ) { - - var times = this.times; - - for( var i = 0, n = times.length; i !== n; ++ i ) { - - times[ i ] += timeOffset; - - } - - } - - return this; - - }, - - // scale all keyframe times by a factor (useful for frame <-> seconds conversions) - scale: function( timeScale ) { - - if( timeScale !== 1.0 ) { - - var times = this.times; - - for( var i = 0, n = times.length; i !== n; ++ i ) { - - times[ i ] *= timeScale; - - } - - } - - return this; - - }, - - // removes keyframes before and after animation without changing any values within the range [startTime, endTime]. - // IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values - trim: function( startTime, endTime ) { - - var times = this.times, - nKeys = times.length, - from = 0, - to = nKeys - 1; - - while ( from !== nKeys && times[ from ] < startTime ) ++ from; - while ( to !== -1 && times[ to ] > endTime ) -- to; - - ++ to; // inclusive -> exclusive bound - - if( from !== 0 || to !== nKeys ) { - - // empty tracks are forbidden, so keep at least one keyframe - if ( from >= to ) to = Math.max( to , 1 ), from = to - 1; - - var stride = this.getValueSize(); - this.times = THREE.AnimationUtils.arraySlice( times, from, to ); - this.values = THREE.AnimationUtils. - arraySlice( this.values, from * stride, to * stride ); - - } - - return this; - - }, - - // ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable - validate: function() { - - var valid = true; - - var valueSize = this.getValueSize(); - if ( valueSize - Math.floor( valueSize ) !== 0 ) { - - console.error( "invalid value size in track", this ); - valid = false; - - } - - var times = this.times, - values = this.values, - - nKeys = times.length; - - if( nKeys === 0 ) { - - console.error( "track is empty", this ); - valid = false; - - } - - var prevTime = null; - - for( var i = 0; i !== nKeys; i ++ ) { - - var currTime = times[ i ]; - - if ( typeof currTime === 'number' && isNaN( currTime ) ) { - - console.error( "time is not a valid number", this, i, currTime ); - valid = false; - break; - - } - - if( prevTime !== null && prevTime > currTime ) { - - console.error( "out of order keys", this, i, currTime, prevTime ); - valid = false; - break; - - } - - prevTime = currTime; - - } - - if ( values !== undefined ) { - - if ( THREE.AnimationUtils.isTypedArray( values ) ) { - - for ( var i = 0, n = values.length; i !== n; ++ i ) { - - var value = values[ i ]; - - if ( isNaN( value ) ) { - - console.error( "value is not a valid number", this, i, value ); - valid = false; - break; - - } - - } - - } - - } - - return valid; - - }, - - // removes equivalent sequential keys as common in morph target sequences - // (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0) - optimize: function() { - - var times = this.times, - values = this.values, - stride = this.getValueSize(), - - writeIndex = 1; - - for( var i = 1, n = times.length - 1; i <= n; ++ i ) { - - var keep = false; - - var time = times[ i ]; - var timeNext = times[ i + 1 ]; - - // remove adjacent keyframes scheduled at the same time - - if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) { - - // remove unnecessary keyframes same as their neighbors - var offset = i * stride, - offsetP = offset - stride, - offsetN = offset + stride; - - for ( var j = 0; j !== stride; ++ j ) { - - var value = values[ offset + j ]; - - if ( value !== values[ offsetP + j ] || - value !== values[ offsetN + j ] ) { - - keep = true; - break; - - } - - } - - } - - // in-place compaction - - if ( keep ) { - - if ( i !== writeIndex ) { - - times[ writeIndex ] = times[ i ]; - - var readOffset = i * stride, - writeOffset = writeIndex * stride; - - for ( var j = 0; j !== stride; ++ j ) { - - values[ writeOffset + j ] = values[ readOffset + j ]; - - } - - - } - - ++ writeIndex; - - } - - } - - if ( writeIndex !== times.length ) { - - this.times = THREE.AnimationUtils.arraySlice( times, 0, writeIndex ); - this.values = THREE.AnimationUtils.arraySlice( values, 0, writeIndex * stride ); - - } - - return this; - - } - -}; - -// Static methods: - -Object.assign( THREE.KeyframeTrack, { - - // Serialization (in static context, because of constructor invocation - // and automatic invocation of .toJSON): - - parse: function( json ) { - - if( json.type === undefined ) { - - throw new Error( "track type undefined, can not parse" ); - - } - - var trackType = THREE.KeyframeTrack._getTrackTypeForValueTypeName( json.type ); - - if ( json.times === undefined ) { - - console.warn( "legacy JSON format detected, converting" ); - - var times = [], values = []; - - THREE.AnimationUtils.flattenJSON( json.keys, times, values, 'value' ); - - json.times = times; - json.values = values; - - } - - // derived classes can define a static parse method - if ( trackType.parse !== undefined ) { - - return trackType.parse( json ); - - } else { - - // by default, we asssume a constructor compatible with the base - return new trackType( - json.name, json.times, json.values, json.interpolation ); - - } - - }, - - toJSON: function( track ) { - - var trackType = track.constructor; - - var json; - - // derived classes can define a static toJSON method - if ( trackType.toJSON !== undefined ) { - - json = trackType.toJSON( track ); - - } else { - - // by default, we assume the data can be serialized as-is - json = { - - 'name': track.name, - 'times': THREE.AnimationUtils.convertArray( track.times, Array ), - 'values': THREE.AnimationUtils.convertArray( track.values, Array ) - - }; - - var interpolation = track.getInterpolation(); - - if ( interpolation !== track.DefaultInterpolation ) { - - json.interpolation = interpolation; - - } - - } - - json.type = track.ValueTypeName; // mandatory - - return json; - - }, - - _getTrackTypeForValueTypeName: function( typeName ) { - - switch( typeName.toLowerCase() ) { - - case "scalar": - case "double": - case "float": - case "number": - case "integer": - - return THREE.NumberKeyframeTrack; - - case "vector": - case "vector2": - case "vector3": - case "vector4": - - return THREE.VectorKeyframeTrack; - - case "color": - - return THREE.ColorKeyframeTrack; - - case "quaternion": - - return THREE.QuaternionKeyframeTrack; - - case "bool": - case "boolean": - - return THREE.BooleanKeyframeTrack; - - case "string": - - return THREE.StringKeyframeTrack; - - }; - - throw new Error( "Unsupported typeName: " + typeName ); - - } - -} ); - -// File:src/animation/PropertyBinding.js - -/** - * - * A reference to a real property in the scene graph. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ - -THREE.PropertyBinding = function ( rootNode, path, parsedPath ) { - - this.path = path; - this.parsedPath = parsedPath || - THREE.PropertyBinding.parseTrackName( path ); - - this.node = THREE.PropertyBinding.findNode( - rootNode, this.parsedPath.nodeName ) || rootNode; - - this.rootNode = rootNode; - -}; - -THREE.PropertyBinding.prototype = { - - constructor: THREE.PropertyBinding, - - getValue: function getValue_unbound( targetArray, offset ) { - - this.bind(); - this.getValue( targetArray, offset ); - - // Note: This class uses a State pattern on a per-method basis: - // 'bind' sets 'this.getValue' / 'setValue' and shadows the - // prototype version of these methods with one that represents - // the bound state. When the property is not found, the methods - // become no-ops. - - }, - - setValue: function getValue_unbound( sourceArray, offset ) { - - this.bind(); - this.setValue( sourceArray, offset ); - - }, - - // create getter / setter pair for a property in the scene graph - bind: function() { - - var targetObject = this.node, - parsedPath = this.parsedPath, - - objectName = parsedPath.objectName, - propertyName = parsedPath.propertyName, - propertyIndex = parsedPath.propertyIndex; - - if ( ! targetObject ) { - - targetObject = THREE.PropertyBinding.findNode( - this.rootNode, parsedPath.nodeName ) || this.rootNode; - - this.node = targetObject; - - } - - // set fail state so we can just 'return' on error - this.getValue = this._getValue_unavailable; - this.setValue = this._setValue_unavailable; - - // ensure there is a value node - if ( ! targetObject ) { - - console.error( " trying to update node for track: " + this.path + " but it wasn't found." ); - return; - - } - - if( objectName ) { - - var objectIndex = parsedPath.objectIndex; - - // special cases were we need to reach deeper into the hierarchy to get the face materials.... - switch ( objectName ) { - - case 'materials': - - if( ! targetObject.material ) { - - console.error( ' can not bind to material as node does not have a material', this ); - return; - - } - - if( ! targetObject.material.materials ) { - - console.error( ' can not bind to material.materials as node.material does not have a materials array', this ); - return; - - } - - targetObject = targetObject.material.materials; - - break; - - case 'bones': - - if( ! targetObject.skeleton ) { - - console.error( ' can not bind to bones as node does not have a skeleton', this ); - return; - - } - - // potential future optimization: skip this if propertyIndex is already an integer - // and convert the integer string to a true integer. - - targetObject = targetObject.skeleton.bones; - - // support resolving morphTarget names into indices. - for ( var i = 0; i < targetObject.length; i ++ ) { - - if ( targetObject[i].name === objectIndex ) { - - objectIndex = i; - break; - - } - - } - - break; - - default: - - if ( targetObject[ objectName ] === undefined ) { - - console.error( ' can not bind to objectName of node, undefined', this ); - return; - - } - - targetObject = targetObject[ objectName ]; - - } - - - if ( objectIndex !== undefined ) { - - if( targetObject[ objectIndex ] === undefined ) { - - console.error( " trying to bind to objectIndex of objectName, but is undefined:", this, targetObject ); - return; - - } - - targetObject = targetObject[ objectIndex ]; - - } - - } - - // resolve property - var nodeProperty = targetObject[ propertyName ]; - - if ( ! nodeProperty ) { - - var nodeName = parsedPath.nodeName; - - console.error( " trying to update property for track: " + nodeName + - '.' + propertyName + " but it wasn't found.", targetObject ); - return; - - } - - // determine versioning scheme - var versioning = this.Versioning.None; - - if ( targetObject.needsUpdate !== undefined ) { // material - - versioning = this.Versioning.NeedsUpdate; - this.targetObject = targetObject; - - } else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform - - versioning = this.Versioning.MatrixWorldNeedsUpdate; - this.targetObject = targetObject; - - } - - // determine how the property gets bound - var bindingType = this.BindingType.Direct; - - if ( propertyIndex !== undefined ) { - // access a sub element of the property array (only primitives are supported right now) - - if ( propertyName === "morphTargetInfluences" ) { - // potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer. - - // support resolving morphTarget names into indices. - if ( ! targetObject.geometry ) { - - console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry', this ); - return; - - } - - if ( ! targetObject.geometry.morphTargets ) { - - console.error( ' can not bind to morphTargetInfluences becasuse node does not have a geometry.morphTargets', this ); - return; - - } - - for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) { - - if ( targetObject.geometry.morphTargets[i].name === propertyIndex ) { - - propertyIndex = i; - break; - - } - - } - - } - - bindingType = this.BindingType.ArrayElement; - - this.resolvedProperty = nodeProperty; - this.propertyIndex = propertyIndex; - - } else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) { - // must use copy for Object3D.Euler/Quaternion - - bindingType = this.BindingType.HasFromToArray; - - this.resolvedProperty = nodeProperty; - - } else if ( nodeProperty.length !== undefined ) { - - bindingType = this.BindingType.EntireArray; - - this.resolvedProperty = nodeProperty; - - } else { - - this.propertyName = propertyName; - - } - - // select getter / setter - this.getValue = this.GetterByBindingType[ bindingType ]; - this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ]; - - }, - - unbind: function() { - - this.node = null; - - // back to the prototype version of getValue / setValue - // note: avoiding to mutate the shape of 'this' via 'delete' - this.getValue = this._getValue_unbound; - this.setValue = this._setValue_unbound; - - } - -}; - -Object.assign( THREE.PropertyBinding.prototype, { // prototype, continued - - // these are used to "bind" a nonexistent property - _getValue_unavailable: function() {}, - _setValue_unavailable: function() {}, - - // initial state of these methods that calls 'bind' - _getValue_unbound: THREE.PropertyBinding.prototype.getValue, - _setValue_unbound: THREE.PropertyBinding.prototype.setValue, - - BindingType: { - Direct: 0, - EntireArray: 1, - ArrayElement: 2, - HasFromToArray: 3 - }, - - Versioning: { - None: 0, - NeedsUpdate: 1, - MatrixWorldNeedsUpdate: 2 - }, - - GetterByBindingType: [ - - function getValue_direct( buffer, offset ) { - - buffer[ offset ] = this.node[ this.propertyName ]; - - }, - - function getValue_array( buffer, offset ) { - - var source = this.resolvedProperty; - - for ( var i = 0, n = source.length; i !== n; ++ i ) { - - buffer[ offset ++ ] = source[ i ]; - - } - - }, - - function getValue_arrayElement( buffer, offset ) { - - buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ]; - - }, - - function getValue_toArray( buffer, offset ) { - - this.resolvedProperty.toArray( buffer, offset ); - - } - - ], - - SetterByBindingTypeAndVersioning: [ - - [ - // Direct - - function setValue_direct( buffer, offset ) { - - this.node[ this.propertyName ] = buffer[ offset ]; - - }, - - function setValue_direct_setNeedsUpdate( buffer, offset ) { - - this.node[ this.propertyName ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; - - }, - - function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) { - - this.node[ this.propertyName ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - ], [ - - // EntireArray - - function setValue_array( buffer, offset ) { - - var dest = this.resolvedProperty; - - for ( var i = 0, n = dest.length; i !== n; ++ i ) { - - dest[ i ] = buffer[ offset ++ ]; - - } - - }, - - function setValue_array_setNeedsUpdate( buffer, offset ) { - - var dest = this.resolvedProperty; - - for ( var i = 0, n = dest.length; i !== n; ++ i ) { - - dest[ i ] = buffer[ offset ++ ]; - - } - - this.targetObject.needsUpdate = true; - - }, - - function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) { - - var dest = this.resolvedProperty; - - for ( var i = 0, n = dest.length; i !== n; ++ i ) { - - dest[ i ] = buffer[ offset ++ ]; - - } - - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - ], [ - - // ArrayElement - - function setValue_arrayElement( buffer, offset ) { - - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - - }, - - function setValue_arrayElement_setNeedsUpdate( buffer, offset ) { - - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.needsUpdate = true; - - }, - - function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) { - - this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ]; - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - ], [ - - // HasToFromArray - - function setValue_fromArray( buffer, offset ) { - - this.resolvedProperty.fromArray( buffer, offset ); - - }, - - function setValue_fromArray_setNeedsUpdate( buffer, offset ) { - - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.needsUpdate = true; - - }, - - function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) { - - this.resolvedProperty.fromArray( buffer, offset ); - this.targetObject.matrixWorldNeedsUpdate = true; - - } - - ] - - ] - -} ); - -THREE.PropertyBinding.Composite = - function( targetGroup, path, optionalParsedPath ) { - - var parsedPath = optionalParsedPath || - THREE.PropertyBinding.parseTrackName( path ); - - this._targetGroup = targetGroup; - this._bindings = targetGroup.subscribe_( path, parsedPath ); - -}; - -THREE.PropertyBinding.Composite.prototype = { - - constructor: THREE.PropertyBinding.Composite, - - getValue: function( array, offset ) { - - this.bind(); // bind all binding - - var firstValidIndex = this._targetGroup.nCachedObjects_, - binding = this._bindings[ firstValidIndex ]; - - // and only call .getValue on the first - if ( binding !== undefined ) binding.getValue( array, offset ); - - }, - - setValue: function( array, offset ) { - - var bindings = this._bindings; - - for ( var i = this._targetGroup.nCachedObjects_, - n = bindings.length; i !== n; ++ i ) { - - bindings[ i ].setValue( array, offset ); - - } - - }, - - bind: function() { - - var bindings = this._bindings; - - for ( var i = this._targetGroup.nCachedObjects_, - n = bindings.length; i !== n; ++ i ) { - - bindings[ i ].bind(); - - } - - }, - - unbind: function() { - - var bindings = this._bindings; - - for ( var i = this._targetGroup.nCachedObjects_, - n = bindings.length; i !== n; ++ i ) { - - bindings[ i ].unbind(); - - } - - } - -}; - -THREE.PropertyBinding.create = function( root, path, parsedPath ) { - - if ( ! ( root instanceof THREE.AnimationObjectGroup ) ) { - - return new THREE.PropertyBinding( root, path, parsedPath ); - - } else { - - return new THREE.PropertyBinding.Composite( root, path, parsedPath ); - - } - -}; - -THREE.PropertyBinding.parseTrackName = function( trackName ) { - - // matches strings in the form of: - // nodeName.property - // nodeName.property[accessor] - // nodeName.material.property[accessor] - // uuid.property[accessor] - // uuid.objectName[objectIndex].propertyName[propertyIndex] - // parentName/nodeName.property - // parentName/parentName/nodeName.property[index] - // .bone[Armature.DEF_cog].position - // created and tested via https://regex101.com/#javascript - - var re = /^(([\w]+\/)*)([\w-\d]+)?(\.([\w]+)(\[([\w\d\[\]\_.:\- ]+)\])?)?(\.([\w.]+)(\[([\w\d\[\]\_. ]+)\])?)$/; - var matches = re.exec(trackName); - - if( ! matches ) { - throw new Error( "cannot parse trackName at all: " + trackName ); - } - - if (matches.index === re.lastIndex) { - re.lastIndex++; - } - - var results = { - // directoryName: matches[1], // (tschw) currently unused - nodeName: matches[3], // allowed to be null, specified root node. - objectName: matches[5], - objectIndex: matches[7], - propertyName: matches[9], - propertyIndex: matches[11] // allowed to be null, specifies that the whole property is set. - }; - - if( results.propertyName === null || results.propertyName.length === 0 ) { - throw new Error( "can not parse propertyName from trackName: " + trackName ); - } - - return results; - -}; - -THREE.PropertyBinding.findNode = function( root, nodeName ) { - - if( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) { - - return root; - - } - - // search into skeleton bones. - if( root.skeleton ) { - - var searchSkeleton = function( skeleton ) { - - for( var i = 0; i < skeleton.bones.length; i ++ ) { - - var bone = skeleton.bones[i]; - - if( bone.name === nodeName ) { - - return bone; - - } - } - - return null; - - }; - - var bone = searchSkeleton( root.skeleton ); - - if( bone ) { - - return bone; - - } - } - - // search into node subtree. - if( root.children ) { - - var searchNodeSubtree = function( children ) { - - for( var i = 0; i < children.length; i ++ ) { - - var childNode = children[i]; - - if( childNode.name === nodeName || childNode.uuid === nodeName ) { - - return childNode; - - } - - var result = searchNodeSubtree( childNode.children ); - - if( result ) return result; - - } - - return null; - - }; - - var subTreeNode = searchNodeSubtree( root.children ); - - if( subTreeNode ) { - - return subTreeNode; - - } - - } - - return null; - -} - -// File:src/animation/PropertyMixer.js - -/** - * - * Buffered scene graph property that allows weighted accumulation. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ - -THREE.PropertyMixer = function ( binding, typeName, valueSize ) { - - this.binding = binding; - this.valueSize = valueSize; - - var bufferType = Float64Array, - mixFunction; - - switch ( typeName ) { - - case 'quaternion': mixFunction = this._slerp; break; - - case 'string': - case 'bool': - - bufferType = Array, mixFunction = this._select; break; - - default: mixFunction = this._lerp; - - } - - this.buffer = new bufferType( valueSize * 4 ); - // layout: [ incoming | accu0 | accu1 | orig ] - // - // interpolators can use .buffer as their .result - // the data then goes to 'incoming' - // - // 'accu0' and 'accu1' are used frame-interleaved for - // the cumulative result and are compared to detect - // changes - // - // 'orig' stores the original state of the property - - this._mixBufferRegion = mixFunction; - - this.cumulativeWeight = 0; - - this.useCount = 0; - this.referenceCount = 0; - -}; - -THREE.PropertyMixer.prototype = { - - constructor: THREE.PropertyMixer, - - // accumulate data in the 'incoming' region into 'accu' - accumulate: function( accuIndex, weight ) { - - // note: happily accumulating nothing when weight = 0, the caller knows - // the weight and shouldn't have made the call in the first place - - var buffer = this.buffer, - stride = this.valueSize, - offset = accuIndex * stride + stride, - - currentWeight = this.cumulativeWeight; - - if ( currentWeight === 0 ) { - - // accuN := incoming * weight - - for ( var i = 0; i !== stride; ++ i ) { - - buffer[ offset + i ] = buffer[ i ]; - - } - - currentWeight = weight; - - } else { - - // accuN := accuN + incoming * weight - - currentWeight += weight; - var mix = weight / currentWeight; - this._mixBufferRegion( buffer, offset, 0, mix, stride ); - - } - - this.cumulativeWeight = currentWeight; - - }, - - // apply the state of 'accu' to the binding when accus differ - apply: function( accuIndex ) { - - var stride = this.valueSize, - buffer = this.buffer, - offset = accuIndex * stride + stride, - - weight = this.cumulativeWeight, - - binding = this.binding; - - this.cumulativeWeight = 0; - - if ( weight < 1 ) { - - // accuN := accuN + original * ( 1 - cumulativeWeight ) - - var originalValueOffset = stride * 3; - - this._mixBufferRegion( - buffer, offset, originalValueOffset, 1 - weight, stride ); - - } - - for ( var i = stride, e = stride + stride; i !== e; ++ i ) { - - if ( buffer[ i ] !== buffer[ i + stride ] ) { - - // value has changed -> update scene graph - - binding.setValue( buffer, offset ); - break; - - } - - } - - }, - - // remember the state of the bound property and copy it to both accus - saveOriginalState: function() { - - var binding = this.binding; - - var buffer = this.buffer, - stride = this.valueSize, - - originalValueOffset = stride * 3; - - binding.getValue( buffer, originalValueOffset ); - - // accu[0..1] := orig -- initially detect changes against the original - for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) { - - buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ]; - - } - - this.cumulativeWeight = 0; - - }, - - // apply the state previously taken via 'saveOriginalState' to the binding - restoreOriginalState: function() { - - var originalValueOffset = this.valueSize * 3; - this.binding.setValue( this.buffer, originalValueOffset ); - - }, - - - // mix functions - - _select: function( buffer, dstOffset, srcOffset, t, stride ) { - - if ( t >= 0.5 ) { - - for ( var i = 0; i !== stride; ++ i ) { - - buffer[ dstOffset + i ] = buffer[ srcOffset + i ]; - - } - - } - - }, - - _slerp: function( buffer, dstOffset, srcOffset, t, stride ) { - - THREE.Quaternion.slerpFlat( buffer, dstOffset, - buffer, dstOffset, buffer, srcOffset, t ); - - }, - - _lerp: function( buffer, dstOffset, srcOffset, t, stride ) { - - var s = 1 - t; - - for ( var i = 0; i !== stride; ++ i ) { - - var j = dstOffset + i; - - buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t; - - } - - } - -}; - -// File:src/animation/tracks/BooleanKeyframeTrack.js - -/** - * - * A Track of Boolean keyframe values. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ - -THREE.BooleanKeyframeTrack = function ( name, times, values ) { - - THREE.KeyframeTrack.call( this, name, times, values ); - -}; - -THREE.BooleanKeyframeTrack.prototype = - Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { - - constructor: THREE.BooleanKeyframeTrack, - - ValueTypeName: 'bool', - ValueBufferType: Array, - - DefaultInterpolation: THREE.IntepolateDiscrete, - - InterpolantFactoryMethodLinear: undefined, - InterpolantFactoryMethodSmooth: undefined - - // Note: Actually this track could have a optimized / compressed - // representation of a single value and a custom interpolant that - // computes "firstValue ^ isOdd( index )". - -} ); - -// File:src/animation/tracks/NumberKeyframeTrack.js - -/** - * - * A Track of numeric keyframe values. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ - -THREE.NumberKeyframeTrack = function ( name, times, values, interpolation ) { - - THREE.KeyframeTrack.call( this, name, times, values, interpolation ); - -}; - -THREE.NumberKeyframeTrack.prototype = - Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { - - constructor: THREE.NumberKeyframeTrack, - - ValueTypeName: 'number', - - // ValueBufferType is inherited - - // DefaultInterpolation is inherited - -} ); - -// File:src/animation/tracks/QuaternionKeyframeTrack.js - -/** - * - * A Track of quaternion keyframe values. - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ - -THREE.QuaternionKeyframeTrack = function ( name, times, values, interpolation ) { - - THREE.KeyframeTrack.call( this, name, times, values, interpolation ); - -}; - -THREE.QuaternionKeyframeTrack.prototype = - Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { - - constructor: THREE.QuaternionKeyframeTrack, - - ValueTypeName: 'quaternion', - - // ValueBufferType is inherited - - DefaultInterpolation: THREE.InterpolateLinear, - - InterpolantFactoryMethodLinear: function( result ) { - - return new THREE.QuaternionLinearInterpolant( - this.times, this.values, this.getValueSize(), result ); - - }, - - InterpolantFactoryMethodSmooth: undefined // not yet implemented - -} ); - -// File:src/animation/tracks/StringKeyframeTrack.js - -/** - * - * A Track that interpolates Strings - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ - -THREE.StringKeyframeTrack = function ( name, times, values, interpolation ) { - - THREE.KeyframeTrack.call( this, name, times, values, interpolation ); - -}; - -THREE.StringKeyframeTrack.prototype = - Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { - - constructor: THREE.StringKeyframeTrack, - - ValueTypeName: 'string', - ValueBufferType: Array, - - DefaultInterpolation: THREE.IntepolateDiscrete, - - InterpolantFactoryMethodLinear: undefined, - - InterpolantFactoryMethodSmooth: undefined - -} ); - -// File:src/animation/tracks/VectorKeyframeTrack.js - -/** - * - * A Track of vectored keyframe values. - * - * - * @author Ben Houston / http://clara.io/ - * @author David Sarno / http://lighthaus.us/ - * @author tschw - */ - -THREE.VectorKeyframeTrack = function ( name, times, values, interpolation ) { - - THREE.KeyframeTrack.call( this, name, times, values, interpolation ); - -}; - -THREE.VectorKeyframeTrack.prototype = - Object.assign( Object.create( THREE.KeyframeTrack.prototype ), { - - constructor: THREE.VectorKeyframeTrack, - - ValueTypeName: 'vector' - - // ValueBufferType is inherited - - // DefaultInterpolation is inherited - -} ); - -// File:src/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( listener.getInput() ); - - this.autoplay = false; - - this.startTime = 0; - this.playbackRate = 1; - this.isPlaying = false; - this.hasPlaybackControl = true; - this.sourceType = 'empty'; - - this.filter = null; - -}; - -THREE.Audio.prototype = Object.create( THREE.Object3D.prototype ); -THREE.Audio.prototype.constructor = THREE.Audio; - -THREE.Audio.prototype.getOutput = function () { - - return this.gain; - -}; - -THREE.Audio.prototype.load = function ( file ) { - - var buffer = new THREE.AudioBuffer( this.context ); - buffer.load( file ); - - this.setBuffer( buffer ); - - return this; - -}; - -THREE.Audio.prototype.setNodeSource = function ( audioNode ) { - - this.hasPlaybackControl = false; - this.sourceType = 'audioNode'; - this.source = audioNode; - this.connect(); - - return this; - -}; - -THREE.Audio.prototype.setBuffer = function ( audioBuffer ) { - - var scope = this; - - audioBuffer.onReady( function( buffer ) { - - scope.source.buffer = buffer; - scope.sourceType = 'buffer'; - if ( scope.autoplay ) scope.play(); - - } ); - - return this; - -}; - -THREE.Audio.prototype.play = function () { - - if ( this.isPlaying === true ) { - - console.warn( 'THREE.Audio: Audio is already playing.' ); - return; - - } - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - var source = this.context.createBufferSource(); - - source.buffer = this.source.buffer; - source.loop = this.source.loop; - source.onended = this.source.onended; - source.start( 0, this.startTime ); - source.playbackRate.value = this.playbackRate; - - this.isPlaying = true; - - this.source = source; - - this.connect(); - -}; - -THREE.Audio.prototype.pause = function () { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - this.source.stop(); - this.startTime = this.context.currentTime; - -}; - -THREE.Audio.prototype.stop = function () { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - this.source.stop(); - this.startTime = 0; - -}; - -THREE.Audio.prototype.connect = function () { - - if ( this.filter !== null ) { - - this.source.connect( this.filter ); - this.filter.connect( this.getOutput() ); - - } else { - - this.source.connect( this.getOutput() ); - - } - -}; - -THREE.Audio.prototype.disconnect = function () { - - if ( this.filter !== null ) { - - this.source.disconnect( this.filter ); - this.filter.disconnect( this.getOutput() ); - - } else { - - this.source.disconnect( this.getOutput() ); - - } - -}; - -THREE.Audio.prototype.getFilter = function () { - - return this.filter; - -}; - -THREE.Audio.prototype.setFilter = function ( value ) { - - if ( value === undefined ) value = null; - - if ( this.isPlaying === true ) { - - this.disconnect(); - this.filter = value; - this.connect(); - - } else { - - this.filter = value; - - } - -}; - -THREE.Audio.prototype.setPlaybackRate = function ( value ) { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - this.playbackRate = value; - - if ( this.isPlaying === true ) { - - this.source.playbackRate.value = this.playbackRate; - - } - -}; - -THREE.Audio.prototype.getPlaybackRate = function () { - - return this.playbackRate; - -}; - -THREE.Audio.prototype.onEnded = function() { - - this.isPlaying = false; - -}; - -THREE.Audio.prototype.setLoop = function ( value ) { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return; - - } - - this.source.loop = value; - -}; - -THREE.Audio.prototype.getLoop = function () { - - if ( this.hasPlaybackControl === false ) { - - console.warn( 'THREE.Audio: this Audio has no playback control.' ); - return false; - - } - - return this.source.loop; - -}; - - -THREE.Audio.prototype.setVolume = function ( value ) { - - this.gain.gain.value = value; - -}; - -THREE.Audio.prototype.getVolume = function () { - - return this.gain.gain.value; - -}; - -// File:src/audio/AudioAnalyser.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.AudioAnalyser = function ( audio, fftSize ) { - - this.analyser = audio.context.createAnalyser(); - this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048; - - this.data = new Uint8Array( this.analyser.frequencyBinCount ); - - audio.getOutput().connect( this.analyser ); - -}; - -THREE.AudioAnalyser.prototype = { - - constructor: THREE.AudioAnalyser, - - getData: function () { - - this.analyser.getByteFrequencyData( this.data ); - return this.data; - - } - -}; - -// File:src/audio/AudioBuffer.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.AudioBuffer = function ( context ) { - - this.context = context; - this.ready = false; - this.readyCallbacks = []; - -}; - -THREE.AudioBuffer.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.buffer = buffer; - scope.ready = true; - - for ( var i = 0; i < scope.readyCallbacks.length; i ++ ) { - - scope.readyCallbacks[ i ]( scope.buffer ); - - } - - scope.readyCallbacks = []; - - } ); - - }; - request.send(); - - return this; - -}; - -THREE.AudioBuffer.prototype.onReady = function ( callback ) { - - if ( this.ready ) { - - callback( this.buffer ); - - } else { - - this.readyCallbacks.push( callback ); - - } - -}; - -// File:src/audio/PositionalAudio.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.PositionalAudio = function ( listener ) { - - THREE.Audio.call( this, listener ); - - this.panner = this.context.createPanner(); - this.panner.connect( this.gain ); - -}; - -THREE.PositionalAudio.prototype = Object.create( THREE.Audio.prototype ); -THREE.PositionalAudio.prototype.constructor = THREE.PositionalAudio; - -THREE.PositionalAudio.prototype.getOutput = function () { - - return this.panner; - -}; - -THREE.PositionalAudio.prototype.setRefDistance = function ( value ) { - - this.panner.refDistance = value; - -}; - -THREE.PositionalAudio.prototype.getRefDistance = function () { - - return this.panner.refDistance; - -}; - -THREE.PositionalAudio.prototype.setRolloffFactor = function ( value ) { - - this.panner.rolloffFactor = value; - -}; - -THREE.PositionalAudio.prototype.getRolloffFactor = function () { - - return this.panner.rolloffFactor; - -}; - -THREE.PositionalAudio.prototype.setDistanceModel = function ( value ) { - - this.panner.distanceModel = value; - -}; - -THREE.PositionalAudio.prototype.getDistanceModel = function () { - - return this.panner.distanceModel; - -}; - -THREE.PositionalAudio.prototype.setMaxDistance = function ( value ) { - - this.panner.maxDistance = value; - -}; - -THREE.PositionalAudio.prototype.getMaxDistance = function () { - - return this.panner.maxDistance; - -}; - -THREE.PositionalAudio.prototype.updateMatrixWorld = ( function () { - - var position = new THREE.Vector3(); - - return function updateMatrixWorld( force ) { - - THREE.Object3D.prototype.updateMatrixWorld.call( this, force ); - - position.setFromMatrixPosition( this.matrixWorld ); - - this.panner.setPosition( position.x, position.y, position.z ); - - }; - -} )(); - -// File:src/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 )(); - - this.gain = this.context.createGain(); - this.gain.connect( this.context.destination ); - - this.filter = null; - -}; - -THREE.AudioListener.prototype = Object.create( THREE.Object3D.prototype ); -THREE.AudioListener.prototype.constructor = THREE.AudioListener; - -THREE.AudioListener.prototype.getInput = function () { - - return this.gain; - -}; - -THREE.AudioListener.prototype.removeFilter = function ( ) { - - if ( this.filter !== null ) { - - this.gain.disconnect( this.filter ); - this.filter.disconnect( this.context.destination ); - this.gain.connect( this.context.destination ); - this.filter = null; - - } - -}; - -THREE.AudioListener.prototype.setFilter = function ( value ) { - - if ( this.filter !== null ) { - - this.gain.disconnect( this.filter ); - this.filter.disconnect( this.context.destination ); - - } else { - - this.gain.disconnect( this.context.destination ); - - } - - this.filter = value; - this.gain.connect( this.filter ); - this.filter.connect( this.context.destination ); - -}; - -THREE.AudioListener.prototype.getFilter = function () { - - return this.filter; - -}; - -THREE.AudioListener.prototype.setMasterVolume = function ( value ) { - - this.gain.gain.value = value; - -}; - -THREE.AudioListener.prototype.getMasterVolume = function () { - - return this.gain.gain.value; - -}; - - -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(); - - return function updateMatrixWorld( 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 ); - - listener.setPosition( position.x, position.y, position.z ); - listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z ); - - }; - -} )(); - -// 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 () { - - return new this.constructor().copy( this ); - -}; - -THREE.Camera.prototype.copy = function ( source ) { - - THREE.Object3D.prototype.copy.call( this, source ); - - this.matrixWorldInverse.copy( source.matrixWorldInverse ); - this.projectionMatrix.copy( source.projectionMatrix ); - - return this; - -}; - -// 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 ); - - var options = { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter }; - - this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, options ); - - this.updateCubeMap = function ( renderer, scene ) { - - if ( this.parent === null ) this.updateMatrixWorld(); - - var renderTarget = this.renderTarget; - var generateMipmaps = renderTarget.texture.generateMipmaps; - - renderTarget.texture.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.texture.generateMipmaps = generateMipmaps; - - renderTarget.activeCubeFace = 5; - renderer.render( scene, cameraNZ, renderTarget ); - - renderer.setRenderTarget( null ); - - }; - -}; - -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.copy = function ( source ) { - - THREE.Camera.prototype.copy.call( this, source ); - - this.left = source.left; - this.right = source.right; - this.top = source.top; - this.bottom = source.bottom; - this.near = source.near; - this.far = source.far; - - this.zoom = source.zoom; - - return this; - -}; - -THREE.OrthographicCamera.prototype.toJSON = function ( meta ) { - - var data = THREE.Object3D.prototype.toJSON.call( this, meta ); - - data.object.zoom = this.zoom; - data.object.left = this.left; - data.object.right = this.right; - data.object.top = this.top; - data.object.bottom = this.bottom; - data.object.near = this.near; - data.object.far = this.far; - - return data; - -}; - -// 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.focalLength = 10; - 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 (full-frame) 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.copy = function ( source ) { - - THREE.Camera.prototype.copy.call( this, source ); - - this.focalLength = source.focalLength; - this.zoom = source.zoom; - - this.fov = source.fov; - this.aspect = source.aspect; - this.near = source.near; - this.far = source.far; - - return this; - -}; - -THREE.PerspectiveCamera.prototype.toJSON = function ( meta ) { - - var data = THREE.Object3D.prototype.toJSON.call( this, meta ); - - data.object.focalLength = this.focalLength; - data.object.zoom = this.zoom; - - data.object.fov = this.fov; - data.object.aspect = this.aspect; - data.object.near = this.near; - data.object.far = this.far; - - return data; - -}; - -// File:src/cameras/StereoCamera.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.StereoCamera = function () { - - this.type = 'StereoCamera'; - - this.aspect = 1; - - this.cameraL = new THREE.PerspectiveCamera(); - this.cameraL.layers.enable( 1 ); - this.cameraL.matrixAutoUpdate = false; - - this.cameraR = new THREE.PerspectiveCamera(); - this.cameraR.layers.enable( 2 ); - this.cameraR.matrixAutoUpdate = false; - -}; - -THREE.StereoCamera.prototype = { - - constructor: THREE.StereoCamera, - - update: ( function () { - - var focalLength, fov, aspect, near, far; - - var eyeRight = new THREE.Matrix4(); - var eyeLeft = new THREE.Matrix4(); - - return function update ( camera ) { - - var needsUpdate = focalLength !== camera.focalLength || fov !== camera.fov || - aspect !== camera.aspect * this.aspect || near !== camera.near || - far !== camera.far; - - if ( needsUpdate ) { - - focalLength = camera.focalLength; - fov = camera.fov; - aspect = camera.aspect * this.aspect; - near = camera.near; - far = camera.far; - - // Off-axis stereoscopic effect based on - // http://paulbourke.net/stereographics/stereorender/ - - var projectionMatrix = camera.projectionMatrix.clone(); - var eyeSep = 0.064 / 2; - var eyeSepOnProjection = eyeSep * near / focalLength; - var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) ); - var xmin, xmax; - - // translate xOffset - - eyeLeft.elements[ 12 ] = - eyeSep; - eyeRight.elements[ 12 ] = eyeSep; - - // for left eye - - xmin = - ymax * aspect + eyeSepOnProjection; - xmax = ymax * aspect + eyeSepOnProjection; - - projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); - projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); - - this.cameraL.projectionMatrix.copy( projectionMatrix ); - - // for right eye - - xmin = - ymax * aspect - eyeSepOnProjection; - xmax = ymax * aspect - eyeSepOnProjection; - - projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin ); - projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin ); - - this.cameraR.projectionMatrix.copy( projectionMatrix ); - - } - - this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft ); - this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight ); - - }; - - } )() - -}; - -// File:src/lights/Light.js - -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Light = function ( color, intensity ) { - - THREE.Object3D.call( this ); - - this.type = 'Light'; - - this.color = new THREE.Color( color ); - this.intensity = intensity !== undefined ? intensity : 1; - - this.receiveShadow = undefined; - -}; - -THREE.Light.prototype = Object.create( THREE.Object3D.prototype ); -THREE.Light.prototype.constructor = THREE.Light; - -THREE.Light.prototype.copy = function ( source ) { - - THREE.Object3D.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - this.intensity = source.intensity; - - return this; - -}; - -THREE.Light.prototype.toJSON = function ( meta ) { - - var data = THREE.Object3D.prototype.toJSON.call( this, meta ); - - data.object.color = this.color.getHex(); - data.object.intensity = this.intensity; - - if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex(); - - if ( this.distance !== undefined ) data.object.distance = this.distance; - if ( this.angle !== undefined ) data.object.angle = this.angle; - if ( this.decay !== undefined ) data.object.decay = this.decay; - if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra; - - return data; - -}; - -// File:src/lights/LightShadow.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.LightShadow = function ( camera ) { - - this.camera = camera; - - this.bias = 0; - this.radius = 1; - - this.mapSize = new THREE.Vector2( 512, 512 ); - - this.map = null; - this.matrix = new THREE.Matrix4(); - -}; - -THREE.LightShadow.prototype = { - - constructor: THREE.LightShadow, - - copy: function ( source ) { - - this.camera = source.camera.clone(); - - this.bias = source.bias; - this.radius = source.radius; - - this.mapSize.copy( source.mapSize ); - - return this; - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - } - -}; - -// File:src/lights/AmbientLight.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.AmbientLight = function ( color, intensity ) { - - THREE.Light.call( this, color, intensity ); - - this.type = 'AmbientLight'; - - this.castShadow = undefined; - -}; - -THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype ); -THREE.AmbientLight.prototype.constructor = THREE.AmbientLight; - -// 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, intensity ); - - this.type = 'DirectionalLight'; - - this.position.set( 0, 1, 0 ); - this.updateMatrix(); - - this.target = new THREE.Object3D(); - - this.shadow = new THREE.LightShadow( new THREE.OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) ); - -}; - -THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype ); -THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight; - -THREE.DirectionalLight.prototype.copy = function ( source ) { - - THREE.Light.prototype.copy.call( this, source ); - - this.target = source.target.clone(); - - this.shadow = source.shadow.clone(); - - return this; - -}; - -// File:src/lights/HemisphereLight.js - -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) { - - THREE.Light.call( this, skyColor, intensity ); - - this.type = 'HemisphereLight'; - - this.castShadow = undefined; - - this.position.set( 0, 1, 0 ); - this.updateMatrix(); - - this.groundColor = new THREE.Color( groundColor ); - -}; - -THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype ); -THREE.HemisphereLight.prototype.constructor = THREE.HemisphereLight; - -THREE.HemisphereLight.prototype.copy = function ( source ) { - - THREE.Light.prototype.copy.call( this, source ); - - this.groundColor.copy( source.groundColor ); - - return this; - -}; - -// File:src/lights/PointLight.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - - -THREE.PointLight = function ( color, intensity, distance, decay ) { - - THREE.Light.call( this, color, intensity ); - - this.type = 'PointLight'; - - this.distance = ( distance !== undefined ) ? distance : 0; - this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. - - this.shadow = new THREE.LightShadow( new THREE.PerspectiveCamera( 90, 1, 0.5, 500 ) ); - -}; - -THREE.PointLight.prototype = Object.create( THREE.Light.prototype ); -THREE.PointLight.prototype.constructor = THREE.PointLight; - -Object.defineProperty( THREE.PointLight.prototype, "power", { - - get: function () { - - // intensity = power per solid angle. - // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf - return this.intensity * 4 * Math.PI; - - }, - - set: function ( power ) { - - // intensity = power per solid angle. - // ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf - this.intensity = power / ( 4 * Math.PI ); - - } - -} ); - -THREE.PointLight.prototype.copy = function ( source ) { - - THREE.Light.prototype.copy.call( this, source ); - - this.distance = source.distance; - this.decay = source.decay; - - this.shadow = source.shadow.clone(); - - return this; - -}; - -// File:src/lights/SpotLight.js - -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.SpotLight = function ( color, intensity, distance, angle, penumbra, decay ) { - - THREE.Light.call( this, color, intensity ); - - this.type = 'SpotLight'; - - this.position.set( 0, 1, 0 ); - this.updateMatrix(); - - this.target = new THREE.Object3D(); - - this.distance = ( distance !== undefined ) ? distance : 0; - this.angle = ( angle !== undefined ) ? angle : Math.PI / 3; - this.penumbra = ( penumbra !== undefined ) ? penumbra : 0; - this.decay = ( decay !== undefined ) ? decay : 1; // for physically correct lights, should be 2. - - this.shadow = new THREE.LightShadow( new THREE.PerspectiveCamera( 50, 1, 0.5, 500 ) ); - -}; - -THREE.SpotLight.prototype = Object.create( THREE.Light.prototype ); -THREE.SpotLight.prototype.constructor = THREE.SpotLight; - -Object.defineProperty( THREE.SpotLight.prototype, "power", { - - get: function () { - - // intensity = power per solid angle. - // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf - return this.intensity * Math.PI; - - }, - - set: function ( power ) { - - // intensity = power per solid angle. - // ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf - this.intensity = power / Math.PI; - - } - -} ); - -THREE.SpotLight.prototype.copy = function ( source ) { - - THREE.Light.prototype.copy.call( this, source ); - - this.distance = source.distance; - this.angle = source.angle; - this.penumbra = source.penumbra; - this.decay = source.decay; - - this.target = source.target.clone(); - - this.shadow = source.shadow.clone(); - - return this; - -}; - -// File:src/loaders/Cache.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.Cache = { - - enabled: false, - - files: {}, - - add: function ( key, file ) { - - if ( this.enabled === false ) return; - - // console.log( 'THREE.Cache', 'Adding key:', key ); - - this.files[ key ] = file; - - }, - - get: function ( key ) { - - if ( this.enabled === false ) return; - - // 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 () { - - this.onLoadStart = function () {}; - this.onLoadProgress = function () {}; - this.onLoadComplete = function () {}; - -}; - -THREE.Loader.prototype = { - - constructor: THREE.Loader, - - crossOrigin: undefined, - - extractUrlBase: function ( url ) { - - var parts = url.split( '/' ); - - if ( parts.length === 1 ) return './'; - - parts.pop(); - - return parts.join( '/' ) + '/'; - - }, - - initMaterials: function ( materials, texturePath, crossOrigin ) { - - var array = []; - - for ( var i = 0; i < materials.length; ++ i ) { - - array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin ); - - } - - return array; - - }, - - createMaterial: ( function () { - - var color, textureLoader, materialLoader; - - return function ( m, texturePath, crossOrigin ) { - - if ( color === undefined ) color = new THREE.Color(); - if ( textureLoader === undefined ) textureLoader = new THREE.TextureLoader(); - if ( materialLoader === undefined ) materialLoader = new THREE.MaterialLoader(); - - // convert from old material format - - var textures = {}; - - function loadTexture( path, repeat, offset, wrap, anisotropy ) { - - var fullPath = texturePath + path; - var loader = THREE.Loader.Handlers.get( fullPath ); - - var texture; - - if ( loader !== null ) { - - texture = loader.load( fullPath ); - - } else { - - textureLoader.setCrossOrigin( crossOrigin ); - texture = textureLoader.load( fullPath ); - - } - - if ( repeat !== undefined ) { - - texture.repeat.fromArray( repeat ); - - if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping; - if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping; - - } - - if ( offset !== undefined ) { - - texture.offset.fromArray( offset ); - - } - - if ( wrap !== undefined ) { - - if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = THREE.RepeatWrapping; - if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = THREE.MirroredRepeatWrapping; - - if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = THREE.RepeatWrapping; - if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = THREE.MirroredRepeatWrapping; - - } - - if ( anisotropy !== undefined ) { - - texture.anisotropy = anisotropy; - - } - - var uuid = THREE.Math.generateUUID(); - - textures[ uuid ] = texture; - - return uuid; - - } - - // - - var json = { - uuid: THREE.Math.generateUUID(), - type: 'MeshLambertMaterial' - }; - - for ( var name in m ) { - - var value = m[ name ]; - - switch ( name ) { - case 'DbgColor': - case 'DbgIndex': - case 'opticalDensity': - case 'illumination': - break; - case 'DbgName': - json.name = value; - break; - case 'blending': - json.blending = THREE[ value ]; - break; - case 'colorAmbient': - case 'mapAmbient': - console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' ); - break; - case 'colorDiffuse': - json.color = color.fromArray( value ).getHex(); - break; - case 'colorSpecular': - json.specular = color.fromArray( value ).getHex(); - break; - case 'colorEmissive': - json.emissive = color.fromArray( value ).getHex(); - break; - case 'specularCoef': - json.shininess = value; - break; - case 'shading': - if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial'; - if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial'; - break; - case 'mapDiffuse': - json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy ); - break; - case 'mapDiffuseRepeat': - case 'mapDiffuseOffset': - case 'mapDiffuseWrap': - case 'mapDiffuseAnisotropy': - break; - case 'mapLight': - json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy ); - break; - case 'mapLightRepeat': - case 'mapLightOffset': - case 'mapLightWrap': - case 'mapLightAnisotropy': - break; - case 'mapAO': - json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy ); - break; - case 'mapAORepeat': - case 'mapAOOffset': - case 'mapAOWrap': - case 'mapAOAnisotropy': - break; - case 'mapBump': - json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy ); - break; - case 'mapBumpScale': - json.bumpScale = value; - break; - case 'mapBumpRepeat': - case 'mapBumpOffset': - case 'mapBumpWrap': - case 'mapBumpAnisotropy': - break; - case 'mapNormal': - json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy ); - break; - case 'mapNormalFactor': - json.normalScale = [ value, value ]; - break; - case 'mapNormalRepeat': - case 'mapNormalOffset': - case 'mapNormalWrap': - case 'mapNormalAnisotropy': - break; - case 'mapSpecular': - json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy ); - break; - case 'mapSpecularRepeat': - case 'mapSpecularOffset': - case 'mapSpecularWrap': - case 'mapSpecularAnisotropy': - break; - case 'mapAlpha': - json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy ); - break; - case 'mapAlphaRepeat': - case 'mapAlphaOffset': - case 'mapAlphaWrap': - case 'mapAlphaAnisotropy': - break; - case 'flipSided': - json.side = THREE.BackSide; - break; - case 'doubleSided': - json.side = THREE.DoubleSide; - break; - case 'transparency': - console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' ); - json.opacity = value; - break; - case 'depthTest': - case 'depthWrite': - case 'colorWrite': - case 'opacity': - case 'reflectivity': - case 'transparent': - case 'visible': - case 'wireframe': - json[ name ] = value; - break; - case 'vertexColors': - if ( value === true ) json.vertexColors = THREE.VertexColors; - if ( value === 'face' ) json.vertexColors = THREE.FaceColors; - break; - default: - console.error( 'THREE.Loader.createMaterial: Unsupported', name, value ); - break; - } - - } - - if ( json.type === 'MeshBasicMaterial' ) delete json.emissive; - if ( json.type !== 'MeshPhongMaterial' ) delete json.specular; - - if ( json.opacity < 1 ) json.transparent = true; - - materialLoader.setTextures( textures ); - - return materialLoader.parse( json ); - - }; - - } )() - -}; - -THREE.Loader.Handlers = { - - handlers: [], - - add: function ( regex, loader ) { - - this.handlers.push( regex, loader ); - - }, - - get: function ( file ) { - - var handlers = this.handlers; - - for ( var i = 0, l = handlers.length; i < l; i += 2 ) { - - var regex = handlers[ i ]; - var loader = 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 ) { - - if ( this.path !== undefined ) url = this.path + url; - - var scope = this; - - var cached = THREE.Cache.get( url ); - - if ( cached !== undefined ) { - - if ( onLoad ) { - - setTimeout( function () { - - onLoad( cached ); - - }, 0 ); - - } - - return cached; - - } - - var request = new XMLHttpRequest(); - request.overrideMimeType( 'text/plain' ); - request.open( 'GET', url, true ); - - request.addEventListener( 'load', function ( event ) { - - var response = event.target.response; - - THREE.Cache.add( url, response ); - - if ( this.status === 200 ) { - - if ( onLoad ) onLoad( response ); - - scope.manager.itemEnd( url ); - - } else if ( this.status === 0 ) { - - // Some browsers return HTTP Status 0 when using non-http protocol - // e.g. 'file://' or 'data://'. Handle as success. - - console.warn( 'THREE.XHRLoader: HTTP Status 0 received.' ); - - if ( onLoad ) onLoad( response ); - - scope.manager.itemEnd( url ); - - } else { - - if ( onError ) onError( event ); - - scope.manager.itemError( url ); - - } - - }, false ); - - if ( onProgress !== undefined ) { - - request.addEventListener( 'progress', function ( event ) { - - onProgress( event ); - - }, false ); - - } - - request.addEventListener( 'error', function ( event ) { - - if ( onError ) onError( event ); - - scope.manager.itemError( url ); - - }, false ); - - if ( this.responseType !== undefined ) request.responseType = this.responseType; - if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials; - - request.send( null ); - - scope.manager.itemStart( url ); - - return request; - - }, - - setPath: function ( value ) { - - this.path = value; - - }, - - setResponseType: function ( value ) { - - this.responseType = value; - - }, - - setWithCredentials: function ( value ) { - - this.withCredentials = value; - - } - -}; - -// File:src/loaders/FontLoader.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.FontLoader = function ( manager ) { - - this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; - -}; - -THREE.FontLoader.prototype = { - - constructor: THREE.FontLoader, - - load: function ( url, onLoad, onProgress, onError ) { - - var loader = new THREE.XHRLoader( this.manager ); - loader.load( url, function ( text ) { - - onLoad( new THREE.Font( JSON.parse( text.substring( 65, text.length - 2 ) ) ) ); - - }, onProgress, onError ); - - } - -}; - -// 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 ) { - - if ( this.path !== undefined ) url = this.path + url; - - var scope = this; - - var cached = THREE.Cache.get( url ); - - if ( cached !== undefined ) { - - scope.manager.itemStart( url ); - - if ( onLoad ) { - - setTimeout( function () { - - onLoad( cached ); - - scope.manager.itemEnd( url ); - - }, 0 ); - - } else { - - scope.manager.itemEnd( url ); - - } - - return cached; - - } - - 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 ); - - } - - image.addEventListener( 'error', function ( event ) { - - if ( onError ) onError( event ); - - scope.manager.itemError( url ); - - }, false ); - - if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin; - - scope.manager.itemStart( url ); - - image.src = url; - - return image; - - }, - - setCrossOrigin: function ( value ) { - - this.crossOrigin = value; - - }, - - setPath: function ( value ) { - - this.path = value; - - } - -}; - -// File:src/loaders/JSONLoader.js - -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.JSONLoader = function ( manager ) { - - if ( typeof manager === 'boolean' ) { - - console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' ); - manager = undefined; - - } - - this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; - - this.withCredentials = false; - -}; - -THREE.JSONLoader.prototype = { - - constructor: THREE.JSONLoader, - - // Deprecated - - get statusDomElement () { - - if ( this._statusDomElement === undefined ) { - - this._statusDomElement = document.createElement( 'div' ); - - } - - console.warn( 'THREE.JSONLoader: .statusDomElement has been removed.' ); - return this._statusDomElement; - - }, - - load: function( url, onLoad, onProgress, onError ) { - - var scope = this; - - var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : THREE.Loader.prototype.extractUrlBase( url ); - - var loader = new THREE.XHRLoader( this.manager ); - loader.setWithCredentials( this.withCredentials ); - loader.load( url, function ( text ) { - - var json = JSON.parse( text ); - var metadata = json.metadata; - - if ( metadata !== undefined ) { - - var type = metadata.type; - - if ( type !== undefined ) { - - if ( type.toLowerCase() === 'object' ) { - - console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' ); - return; - - } - - if ( type.toLowerCase() === 'scene' ) { - - console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' ); - return; - - } - - } - - } - - var object = scope.parse( json, texturePath ); - onLoad( object.geometry, object.materials ); - - }, onProgress, onError ); - - }, - - setTexturePath: function ( value ) { - - this.texturePath = value; - - }, - - parse: function ( json, texturePath ) { - - var geometry = new THREE.Geometry(), - scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0; - - parseModel( scale ); - - parseSkin(); - parseMorphing( scale ); - parseAnimations(); - - 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 ) ) { - - console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' + - geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' ); - - } - - }; - - function parseMorphing( scale ) { - - if ( json.morphTargets !== undefined ) { - - for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) { - - geometry.morphTargets[ i ] = {}; - geometry.morphTargets[ i ].name = json.morphTargets[ i ].name; - geometry.morphTargets[ i ].vertices = []; - - var dstVertices = geometry.morphTargets[ i ].vertices; - var srcVertices = json.morphTargets[ i ].vertices; - - for ( var 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 && json.morphColors.length > 0 ) { - - console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' ); - - var faces = geometry.faces; - var morphColors = json.morphColors[ 0 ].colors; - - for ( var i = 0, l = faces.length; i < l; i ++ ) { - - faces[ i ].color.fromArray( morphColors, i * 3 ); - - } - - } - - } - - function parseAnimations() { - - var outputAnimations = []; - - // parse old style Bone/Hierarchy animations - var animations = []; - - if ( json.animation !== undefined ) { - - animations.push( json.animation ); - - } - - if ( json.animations !== undefined ) { - - if ( json.animations.length ) { - - animations = animations.concat( json.animations ); - - } else { - - animations.push( json.animations ); - - } - - } - - for ( var i = 0; i < animations.length; i ++ ) { - - var clip = THREE.AnimationClip.parseAnimation( animations[ i ], geometry.bones ); - if ( clip ) outputAnimations.push( clip ); - - } - - // parse implicit morph animations - if ( geometry.morphTargets ) { - - // TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary. - var morphAnimationClips = THREE.AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 ); - outputAnimations = outputAnimations.concat( morphAnimationClips ); - - } - - if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations; - - }; - - if ( json.materials === undefined || json.materials.length === 0 ) { - - return { geometry: geometry }; - - } else { - - var materials = THREE.Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin ); - - 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 isLoading = false, itemsLoaded = 0, itemsTotal = 0; - - this.onStart = undefined; - this.onLoad = onLoad; - this.onProgress = onProgress; - this.onError = onError; - - this.itemStart = function ( url ) { - - itemsTotal ++; - - if ( isLoading === false ) { - - if ( scope.onStart !== undefined ) { - - scope.onStart( url, itemsLoaded, itemsTotal ); - - } - - } - - isLoading = true; - - }; - - this.itemEnd = function ( url ) { - - itemsLoaded ++; - - if ( scope.onProgress !== undefined ) { - - scope.onProgress( url, itemsLoaded, itemsTotal ); - - } - - if ( itemsLoaded === itemsTotal ) { - - isLoading = false; - - if ( scope.onLoad !== undefined ) { - - scope.onLoad(); - - } - - } - - }; - - this.itemError = function ( url ) { - - if ( scope.onError !== undefined ) { - - scope.onError( url ); - - } - - }; - -}; - -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.load( url, function ( text ) { - - onLoad( scope.parse( JSON.parse( text ) ) ); - - }, onProgress, onError ); - - }, - - parse: function ( json ) { - - var geometry = new THREE.BufferGeometry(); - - var index = json.data.index; - - var TYPED_ARRAYS = { - 'Int8Array': Int8Array, - 'Uint8Array': Uint8Array, - 'Uint8ClampedArray': Uint8ClampedArray, - 'Int16Array': Int16Array, - 'Uint16Array': Uint16Array, - 'Int32Array': Int32Array, - 'Uint32Array': Uint32Array, - 'Float32Array': Float32Array, - 'Float64Array': Float64Array - }; - - if ( index !== undefined ) { - - var typedArray = new TYPED_ARRAYS[ index.type ]( index.array ); - geometry.setIndex( new THREE.BufferAttribute( typedArray, 1 ) ); - - } - - var attributes = json.data.attributes; - - for ( var key in attributes ) { - - var attribute = attributes[ key ]; - var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array ); - - geometry.addAttribute( key, new THREE.BufferAttribute( typedArray, attribute.itemSize ) ); - - } - - var groups = json.data.groups || json.data.drawcalls || json.data.offsets; - - if ( groups !== undefined ) { - - for ( var i = 0, n = groups.length; i !== n; ++ i ) { - - var group = groups[ i ]; - - geometry.addGroup( group.start, group.count, group.materialIndex ); - - } - - } - - 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; - this.textures = {}; - -}; - -THREE.MaterialLoader.prototype = { - - constructor: THREE.MaterialLoader, - - load: function ( url, onLoad, onProgress, onError ) { - - var scope = this; - - var loader = new THREE.XHRLoader( scope.manager ); - loader.load( url, function ( text ) { - - onLoad( scope.parse( JSON.parse( text ) ) ); - - }, onProgress, onError ); - - }, - - setTextures: function ( value ) { - - this.textures = value; - - }, - - getTexture: function ( name ) { - - var textures = this.textures; - - if ( textures[ name ] === undefined ) { - - console.warn( 'THREE.MaterialLoader: Undefined texture', name ); - - } - - return textures[ name ]; - - }, - - parse: function ( json ) { - - var material = new THREE[ json.type ]; - - if ( json.uuid !== undefined ) material.uuid = json.uuid; - if ( json.name !== undefined ) material.name = json.name; - if ( json.color !== undefined ) material.color.setHex( json.color ); - if ( json.roughness !== undefined ) material.roughness = json.roughness; - if ( json.metalness !== undefined ) material.metalness = json.metalness; - 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.alphaTest !== undefined ) material.alphaTest = json.alphaTest; - if ( json.depthTest !== undefined ) material.depthTest = json.depthTest; - if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite; - if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite; - if ( json.wireframe !== undefined ) material.wireframe = json.wireframe; - if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth; - - // for PointsMaterial - if ( json.size !== undefined ) material.size = json.size; - if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation; - - // maps - - if ( json.map !== undefined ) material.map = this.getTexture( json.map ); - - if ( json.alphaMap !== undefined ) { - - material.alphaMap = this.getTexture( json.alphaMap ); - material.transparent = true; - - } - - if ( json.bumpMap !== undefined ) material.bumpMap = this.getTexture( json.bumpMap ); - if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale; - - if ( json.normalMap !== undefined ) material.normalMap = this.getTexture( json.normalMap ); - if ( json.normalScale !== undefined ) { - - var normalScale = json.normalScale; - - if ( Array.isArray( normalScale ) === false ) { - - // Blender exporter used to export a scalar. See #7459 - - normalScale = [ normalScale, normalScale ]; - - } - - material.normalScale = new THREE.Vector2().fromArray( normalScale ); - - } - - if ( json.displacementMap !== undefined ) material.displacementMap = this.getTexture( json.displacementMap ); - if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale; - if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias; - - if ( json.roughnessMap !== undefined ) material.roughnessMap = this.getTexture( json.roughnessMap ); - if ( json.metalnessMap !== undefined ) material.metalnessMap = this.getTexture( json.metalnessMap ); - - if ( json.emissiveMap !== undefined ) material.emissiveMap = this.getTexture( json.emissiveMap ); - if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity; - - if ( json.specularMap !== undefined ) material.specularMap = this.getTexture( json.specularMap ); - - if ( json.envMap !== undefined ) { - - material.envMap = this.getTexture( json.envMap ); - material.combine = THREE.MultiplyOperation; - - } - - if ( json.reflectivity ) material.reflectivity = json.reflectivity; - - if ( json.lightMap !== undefined ) material.lightMap = this.getTexture( json.lightMap ); - if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity; - - if ( json.aoMap !== undefined ) material.aoMap = this.getTexture( json.aoMap ); - if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity; - - // MultiMaterial - - 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.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.animations ) { - - object.animations = this.parseAnimations( json.animations ); - - } - - 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 'BoxBufferGeometry': - case 'CubeGeometry': // backwards compatible - - geometry = new THREE[ data.type ]( - data.width, - data.height, - data.depth, - data.widthSegments, - data.heightSegments, - data.depthSegments - ); - - break; - - case 'CircleGeometry': - case 'CircleBufferGeometry': - - geometry = new THREE[ data.type ]( - data.radius, - data.segments, - data.thetaStart, - data.thetaLength - ); - - break; - - case 'CylinderGeometry': - case 'CylinderBufferGeometry': - - geometry = new THREE[ data.type ]( - data.radiusTop, - data.radiusBottom, - data.height, - data.radialSegments, - data.heightSegments, - data.openEnded, - data.thetaStart, - data.thetaLength - ); - - break; - - case 'SphereGeometry': - case 'SphereBufferGeometry': - - geometry = new THREE[ data.type ]( - data.radius, - data.widthSegments, - data.heightSegments, - data.phiStart, - data.phiLength, - data.thetaStart, - data.thetaLength - ); - - break; - - case 'DodecahedronGeometry': - - geometry = new THREE.DodecahedronGeometry( - data.radius, - data.detail - ); - - break; - - case 'IcosahedronGeometry': - - geometry = new THREE.IcosahedronGeometry( - data.radius, - data.detail - ); - - break; - - case 'OctahedronGeometry': - - geometry = new THREE.OctahedronGeometry( - data.radius, - data.detail - ); - - break; - - case 'TetrahedronGeometry': - - geometry = new THREE.TetrahedronGeometry( - data.radius, - data.detail - ); - - break; - - case 'RingGeometry': - case 'RingBufferGeometry': - - geometry = new THREE[ data.type ]( - data.innerRadius, - data.outerRadius, - data.thetaSegments, - data.phiSegments, - data.thetaStart, - data.thetaLength - ); - - break; - - case 'TorusGeometry': - case 'TorusBufferGeometry': - - geometry = new THREE[ data.type ]( - data.radius, - data.tube, - data.radialSegments, - data.tubularSegments, - data.arc - ); - - break; - - case 'TorusKnotGeometry': - case 'TorusKnotBufferGeometry': - - geometry = new THREE[ data.type ]( - data.radius, - data.tube, - data.tubularSegments, - data.radialSegments, - data.p, - data.q - ); - - break; - - case 'LatheGeometry': - - geometry = new THREE.LatheGeometry( - data.points, - data.segments, - data.phiStart, - data.phiLength - ); - - break; - - case 'BufferGeometry': - - geometry = bufferGeometryLoader.parse( data ); - - break; - - case 'Geometry': - - geometry = geometryLoader.parse( data.data, this.texturePath ).geometry; - - break; - - default: - - console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' ); - - continue; - - } - - 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 loader = new THREE.MaterialLoader(); - loader.setTextures( textures ); - - for ( var i = 0, l = json.length; i < l; i ++ ) { - - var material = loader.parse( json[ i ] ); - materials[ material.uuid ] = material; - - } - - } - - return materials; - - }, - - parseAnimations: function ( json ) { - - var animations = []; - - for ( var i = 0; i < json.length; i ++ ) { - - var clip = THREE.AnimationClip.parse( json[ i ] ); - - animations.push( clip ); - - } - - return animations; - - }, - - parseImages: function ( json, onLoad ) { - - var scope = this; - var images = {}; - - function loadImage( url ) { - - scope.manager.itemStart( url ); - - return loader.load( url, function () { - - scope.manager.itemEnd( url ); - - } ); - - } - - if ( json !== undefined && json.length > 0 ) { - - var manager = new THREE.LoadingManager( onLoad ); - - var loader = new THREE.ImageLoader( manager ); - loader.setCrossOrigin( this.crossOrigin ); - - 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 ) { - - function parseConstant( value ) { - - if ( typeof( value ) === 'number' ) return value; - - console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value ); - - return THREE[ value ]; - - } - - var textures = {}; - - if ( json !== undefined ) { - - for ( var i = 0, l = json.length; i < l; i ++ ) { - - var data = json[ i ]; - - if ( data.image === undefined ) { - - console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid ); - - } - - if ( images[ data.image ] === undefined ) { - - console.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.mapping !== undefined ) texture.mapping = parseConstant( data.mapping ); - if ( data.offset !== undefined ) texture.offset = new THREE.Vector2( data.offset[ 0 ], data.offset[ 1 ] ); - if ( data.repeat !== undefined ) texture.repeat = new THREE.Vector2( data.repeat[ 0 ], data.repeat[ 1 ] ); - if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter ); - if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter ); - if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy; - if ( Array.isArray( data.wrap ) ) { - - texture.wrapS = parseConstant( data.wrap[ 0 ] ); - texture.wrapT = parseConstant( data.wrap[ 1 ] ); - - } - - textures[ data.uuid ] = texture; - - } - - } - - return textures; - - }, - - parseObject: function () { - - var matrix = new THREE.Matrix4(); - - return function ( data, geometries, materials ) { - - var object; - - function getGeometry( name ) { - - if ( geometries[ name ] === undefined ) { - - console.warn( 'THREE.ObjectLoader: Undefined geometry', name ); - - } - - return geometries[ name ]; - - } - - function getMaterial( name ) { - - if ( name === undefined ) return undefined; - - if ( materials[ name ] === undefined ) { - - console.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, data.intensity ); - - 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.penumbra, data.decay ); - - break; - - case 'HemisphereLight': - - object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity ); - - break; - - case 'Mesh': - - var geometry = getGeometry( data.geometry ); - var material = getMaterial( data.material ); - - if ( geometry.bones && geometry.bones.length > 0 ) { - - object = new THREE.SkinnedMesh( geometry, material ); - - } else { - - object = new THREE.Mesh( geometry, material ); - - } - - break; - - case 'LOD': - - object = new THREE.LOD(); - - break; - - case 'Line': - - object = new THREE.Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode ); - - break; - - case 'PointCloud': - case 'Points': - - object = new THREE.Points( 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.castShadow !== undefined ) object.castShadow = data.castShadow; - if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow; - - 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 ) ); - - } - - } - - if ( data.type === 'LOD' ) { - - var levels = data.levels; - - for ( var l = 0; l < levels.length; l ++ ) { - - var level = levels[ l ]; - var child = object.getObjectByProperty( 'uuid', level.object ); - - if ( child !== undefined ) { - - object.addLevel( child, level.distance ); - - } - - } - - } - - 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 texture = new THREE.Texture(); - - var loader = new THREE.ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); - loader.load( url, function ( image ) { - - texture.image = image; - texture.needsUpdate = true; - - if ( onLoad !== undefined ) { - - onLoad( texture ); - - } - - }, onProgress, onError ); - - return texture; - - }, - - setCrossOrigin: function ( value ) { - - this.crossOrigin = value; - - }, - - setPath: function ( value ) { - - this.path = value; - - } - -}; - -// File:src/loaders/CubeTextureLoader.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.CubeTextureLoader = function ( manager ) { - - this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; - -}; - -THREE.CubeTextureLoader.prototype = { - - constructor: THREE.CubeTextureLoader, - - load: function ( urls, onLoad, onProgress, onError ) { - - var texture = new THREE.CubeTexture(); - - var loader = new THREE.ImageLoader( this.manager ); - loader.setCrossOrigin( this.crossOrigin ); - loader.setPath( this.path ); - - var loaded = 0; - - function loadTexture( i ) { - - loader.load( urls[ i ], function ( image ) { - - texture.images[ i ] = image; - - loaded ++; - - if ( loaded === 6 ) { - - texture.needsUpdate = true; - - if ( onLoad ) onLoad( texture ); - - } - - }, undefined, onError ); - - } - - for ( var i = 0; i < urls.length; ++ i ) { - - loadTexture( i ); - - } - - return texture; - - }, - - setCrossOrigin: function ( value ) { - - this.crossOrigin = value; - - }, - - setPath: function ( value ) { - - this.path = 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 ( manager ) { - - this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; - - // 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( this.manager ); - 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 ( manager ) { - - this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; - - // override in sub classes - this._parser = null; - -}; - - -THREE.CompressedTextureLoader.prototype = { - - constructor: THREE.CompressedTextureLoader, - - load: function ( url, onLoad, onProgress, onError ) { - - var scope = this; - - var images = []; - - var texture = new THREE.CompressedTexture(); - texture.image = images; - - var loader = new THREE.XHRLoader( this.manager ); - loader.setPath( this.path ); - loader.setResponseType( 'arraybuffer' ); - - function loadTexture( 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 ); - - } - - }, onProgress, onError ); - - } - - if ( Array.isArray( url ) ) { - - var loaded = 0; - - 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 ); - - }, onProgress, onError ); - - } - - return texture; - - }, - - setPath: function ( value ) { - - this.path = value; - - } - -}; - -// 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.depthFunc = THREE.LessEqualDepth; - this.depthTest = true; - this.depthWrite = true; - - this.colorWrite = true; - - this.precision = null; // override the renderer's default precision for this material - - this.polygonOffset = false; - this.polygonOffsetFactor = 0; - this.polygonOffsetUnits = 0; - - this.alphaTest = 0; - this.premultipliedAlpha = false; - - 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 ) { - - console.warn( "THREE.Material: '" + key + "' parameter is undefined." ); - continue; - - } - - var currentValue = this[ key ]; - - if ( currentValue === undefined ) { - - console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." ); - continue; - - } - - 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-compatible with legacy boolean type - this[ key ] = Number( newValue ); - - } else { - - this[ key ] = newValue; - - } - - } - - }, - - toJSON: function ( meta ) { - - var isRoot = meta === undefined; - - if ( isRoot ) { - - meta = { - textures: {}, - images: {} - }; - - } - - var data = { - metadata: { - version: 4.4, - type: 'Material', - generator: 'Material.toJSON' - } - }; - - // standard Material serialization - data.uuid = this.uuid; - data.type = this.type; - if ( this.name !== '' ) data.name = this.name; - - if ( this.color instanceof THREE.Color ) data.color = this.color.getHex(); - - if ( this.roughness !== 0.5 ) data.roughness = this.roughness; - if ( this.metalness !== 0.5 ) data.metalness = this.metalness; - - if ( this.emissive instanceof THREE.Color ) data.emissive = this.emissive.getHex(); - if ( this.specular instanceof THREE.Color ) data.specular = this.specular.getHex(); - if ( this.shininess !== undefined ) data.shininess = this.shininess; - - if ( this.map instanceof THREE.Texture ) data.map = this.map.toJSON( meta ).uuid; - if ( this.alphaMap instanceof THREE.Texture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid; - if ( this.lightMap instanceof THREE.Texture ) data.lightMap = this.lightMap.toJSON( meta ).uuid; - if ( this.bumpMap instanceof THREE.Texture ) { - - data.bumpMap = this.bumpMap.toJSON( meta ).uuid; - data.bumpScale = this.bumpScale; - - } - if ( this.normalMap instanceof THREE.Texture ) { - - data.normalMap = this.normalMap.toJSON( meta ).uuid; - data.normalScale = this.normalScale.toArray(); - - } - if ( this.displacementMap instanceof THREE.Texture ) { - - data.displacementMap = this.displacementMap.toJSON( meta ).uuid; - data.displacementScale = this.displacementScale; - data.displacementBias = this.displacementBias; - - } - if ( this.roughnessMap instanceof THREE.Texture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid; - if ( this.metalnessMap instanceof THREE.Texture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid; - - if ( this.emissiveMap instanceof THREE.Texture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid; - if ( this.specularMap instanceof THREE.Texture ) data.specularMap = this.specularMap.toJSON( meta ).uuid; - - if ( this.envMap instanceof THREE.Texture ) { - - data.envMap = this.envMap.toJSON( meta ).uuid; - data.reflectivity = this.reflectivity; // Scale behind envMap - - } - - if ( this.size !== undefined ) data.size = this.size; - if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation; - - if ( this.vertexColors !== undefined && this.vertexColors !== THREE.NoColors ) data.vertexColors = this.vertexColors; - if ( this.shading !== undefined && this.shading !== THREE.SmoothShading ) data.shading = this.shading; - if ( this.blending !== undefined && this.blending !== THREE.NormalBlending ) data.blending = this.blending; - if ( this.side !== undefined && this.side !== THREE.FrontSide ) data.side = this.side; - - if ( this.opacity < 1 ) data.opacity = this.opacity; - if ( this.transparent === true ) data.transparent = this.transparent; - if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest; - if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha; - if ( this.wireframe === true ) data.wireframe = this.wireframe; - if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth; - - // TODO: Copied from Object3D.toJSON - - function extractFromCache ( cache ) { - - var values = []; - - for ( var key in cache ) { - - var data = cache[ key ]; - delete data.metadata; - values.push( data ); - - } - - return values; - - } - - if ( isRoot ) { - - var textures = extractFromCache( meta.textures ); - var images = extractFromCache( meta.images ); - - if ( textures.length > 0 ) data.textures = textures; - if ( images.length > 0 ) data.images = images; - - } - - return data; - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - }, - - copy: function ( source ) { - - this.name = source.name; - - this.side = source.side; - - this.opacity = source.opacity; - this.transparent = source.transparent; - - this.blending = source.blending; - - this.blendSrc = source.blendSrc; - this.blendDst = source.blendDst; - this.blendEquation = source.blendEquation; - this.blendSrcAlpha = source.blendSrcAlpha; - this.blendDstAlpha = source.blendDstAlpha; - this.blendEquationAlpha = source.blendEquationAlpha; - - this.depthFunc = source.depthFunc; - this.depthTest = source.depthTest; - this.depthWrite = source.depthWrite; - - this.colorWrite = source.colorWrite; - - this.precision = source.precision; - - this.polygonOffset = source.polygonOffset; - this.polygonOffsetFactor = source.polygonOffsetFactor; - this.polygonOffsetUnits = source.polygonOffsetUnits; - - this.alphaTest = source.alphaTest; - - this.premultipliedAlpha = source.premultipliedAlpha; - - this.overdraw = source.overdraw; - - this.visible = source.visible; - - return this; - - }, - - 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: , - * - * linewidth: , - * linecap: "round", - * linejoin: "round", - * - * blending: THREE.NormalBlending, - * depthTest: , - * depthWrite: , - * - * 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.blending = THREE.NormalBlending; - - 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.copy = function ( source ) { - - THREE.Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - - this.linewidth = source.linewidth; - this.linecap = source.linecap; - this.linejoin = source.linejoin; - - this.vertexColors = source.vertexColors; - - this.fog = source.fog; - - return this; - -}; - -// File:src/materials/LineDashedMaterial.js - -/** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * linewidth: , - * - * scale: , - * dashSize: , - * gapSize: , - * - * blending: THREE.NormalBlending, - * depthTest: , - * depthWrite: , - * - * vertexColors: THREE.NoColors / THREE.FaceColors / THREE.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.blending = THREE.NormalBlending; - - this.vertexColors = THREE.NoColors; - - this.fog = true; - - this.setValues( parameters ); - -}; - -THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype ); -THREE.LineDashedMaterial.prototype.constructor = THREE.LineDashedMaterial; - -THREE.LineDashedMaterial.prototype.copy = function ( source ) { - - THREE.Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - - this.linewidth = source.linewidth; - - this.scale = source.scale; - this.dashSize = source.dashSize; - this.gapSize = source.gapSize; - - this.vertexColors = source.vertexColors; - - this.fog = source.fog; - - return this; - -}; - -// File:src/materials/MeshBasicMaterial.js - -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * 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.aoMap = null; - this.aoMapIntensity = 1.0; - - 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.blending = THREE.NormalBlending; - - 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.copy = function ( source ) { - - THREE.Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.specularMap = source.specularMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; - - this.fog = source.fog; - - this.shading = source.shading; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - - this.vertexColors = source.vertexColors; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - - return this; - -}; - -// File:src/materials/MeshLambertMaterial.js - -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: 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: , - * - * 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.map = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.emissive = new THREE.Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = 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.blending = THREE.NormalBlending; - - 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.copy = function ( source ) { - - THREE.Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.specularMap = source.specularMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; - - this.fog = source.fog; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - - this.vertexColors = source.vertexColors; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; - - return this; - -}; - -// File:src/materials/MeshPhongMaterial.js - -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * specular: , - * shininess: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * 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.specular = new THREE.Color( 0x111111 ); - this.shininess = 30; - - this.map = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.emissive = new THREE.Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalScale = new THREE.Vector2( 1, 1 ); - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - 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.blending = THREE.NormalBlending; - - 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.copy = function ( source ) { - - THREE.Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - this.specular.copy( source.specular ); - this.shininess = source.shininess; - - this.map = source.map; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.specularMap = source.specularMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.combine = source.combine; - this.reflectivity = source.reflectivity; - this.refractionRatio = source.refractionRatio; - - this.fog = source.fog; - - this.shading = source.shading; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - - this.vertexColors = source.vertexColors; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; - - return this; - -}; - -// File:src/materials/MeshStandardMaterial.js - -/** - * @author WestLangley / http://github.com/WestLangley - * - * parameters = { - * color: , - * roughness: , - * metalness: , - * opacity: , - * - * map: new THREE.Texture( ), - * - * lightMap: new THREE.Texture( ), - * lightMapIntensity: - * - * aoMap: new THREE.Texture( ), - * aoMapIntensity: - * - * emissive: , - * emissiveIntensity: - * emissiveMap: new THREE.Texture( ), - * - * bumpMap: new THREE.Texture( ), - * bumpScale: , - * - * normalMap: new THREE.Texture( ), - * normalScale: , - * - * displacementMap: new THREE.Texture( ), - * displacementScale: , - * displacementBias: , - * - * roughnessMap: new THREE.Texture( ), - * - * metalnessMap: new THREE.Texture( ), - * - * alphaMap: new THREE.Texture( ), - * - * envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ), - * envMapIntensity: - * - * refractionRatio: , - * - * shading: THREE.SmoothShading, - * blending: THREE.NormalBlending, - * depthTest: , - * depthWrite: , - * - * wireframe: , - * wireframeLinewidth: , - * - * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, - * - * skinning: , - * morphTargets: , - * morphNormals: , - * - * fog: - * } - */ - -THREE.MeshStandardMaterial = function ( parameters ) { - - THREE.Material.call( this ); - - this.type = 'MeshStandardMaterial'; - - this.color = new THREE.Color( 0xffffff ); // diffuse - this.roughness = 0.5; - this.metalness = 0.5; - - this.map = null; - - this.lightMap = null; - this.lightMapIntensity = 1.0; - - this.aoMap = null; - this.aoMapIntensity = 1.0; - - this.emissive = new THREE.Color( 0x000000 ); - this.emissiveIntensity = 1.0; - this.emissiveMap = null; - - this.bumpMap = null; - this.bumpScale = 1; - - this.normalMap = null; - this.normalScale = new THREE.Vector2( 1, 1 ); - - this.displacementMap = null; - this.displacementScale = 1; - this.displacementBias = 0; - - this.roughnessMap = null; - - this.metalnessMap = null; - - this.alphaMap = null; - - this.envMap = null; - this.envMapIntensity = 1.0; - - this.refractionRatio = 0.98; - - this.fog = true; - - this.shading = THREE.SmoothShading; - this.blending = THREE.NormalBlending; - - 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.MeshStandardMaterial.prototype = Object.create( THREE.Material.prototype ); -THREE.MeshStandardMaterial.prototype.constructor = THREE.MeshStandardMaterial; - -THREE.MeshStandardMaterial.prototype.copy = function ( source ) { - - THREE.Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - this.roughness = source.roughness; - this.metalness = source.metalness; - - this.map = source.map; - - this.lightMap = source.lightMap; - this.lightMapIntensity = source.lightMapIntensity; - - this.aoMap = source.aoMap; - this.aoMapIntensity = source.aoMapIntensity; - - this.emissive.copy( source.emissive ); - this.emissiveMap = source.emissiveMap; - this.emissiveIntensity = source.emissiveIntensity; - - this.bumpMap = source.bumpMap; - this.bumpScale = source.bumpScale; - - this.normalMap = source.normalMap; - this.normalScale.copy( source.normalScale ); - - this.displacementMap = source.displacementMap; - this.displacementScale = source.displacementScale; - this.displacementBias = source.displacementBias; - - this.roughnessMap = source.roughnessMap; - - this.metalnessMap = source.metalnessMap; - - this.alphaMap = source.alphaMap; - - this.envMap = source.envMap; - this.envMapIntensity = source.envMapIntensity; - - this.refractionRatio = source.refractionRatio; - - this.fog = source.fog; - - this.shading = source.shading; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - this.wireframeLinecap = source.wireframeLinecap; - this.wireframeLinejoin = source.wireframeLinejoin; - - this.vertexColors = source.vertexColors; - - this.skinning = source.skinning; - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; - - return this; - -}; - -// File:src/materials/MeshDepthMaterial.js - -/** - * @author mrdoob / http://mrdoob.com/ - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * opacity: , - * - * 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.copy = function ( source ) { - - THREE.Material.prototype.copy.call( this, source ); - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - - return this; - -}; - -// File:src/materials/MeshNormalMaterial.js - -/** - * @author mrdoob / http://mrdoob.com/ - * - * parameters = { - * opacity: , - * - * 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.copy = function ( source ) { - - THREE.Material.prototype.copy.call( this, source ); - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - - return this; - -}; - -// File:src/materials/MultiMaterial.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.MultiMaterial = function ( materials ) { - - this.uuid = THREE.Math.generateUUID(); - - this.type = 'MultiMaterial'; - - this.materials = materials instanceof Array ? materials : []; - - this.visible = true; - -}; - -THREE.MultiMaterial.prototype = { - - constructor: THREE.MultiMaterial, - - toJSON: function ( meta ) { - - var output = { - metadata: { - version: 4.2, - type: 'material', - generator: 'MaterialExporter' - }, - uuid: this.uuid, - type: this.type, - materials: [] - }; - - var materials = this.materials; - - for ( var i = 0, l = materials.length; i < l; i ++ ) { - - var material = materials[ i ].toJSON( meta ); - delete material.metadata; - - output.materials.push( material ); - - } - - output.visible = this.visible; - - return output; - - }, - - clone: function () { - - var material = new this.constructor(); - - for ( var i = 0; i < this.materials.length; i ++ ) { - - material.materials.push( this.materials[ i ].clone() ); - - } - - material.visible = this.visible; - - return material; - - } - -}; - -// File:src/materials/PointsMaterial.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.PointsMaterial = function ( parameters ) { - - THREE.Material.call( this ); - - this.type = 'PointsMaterial'; - - this.color = new THREE.Color( 0xffffff ); - - this.map = null; - - this.size = 1; - this.sizeAttenuation = true; - - this.blending = THREE.NormalBlending; - - this.vertexColors = THREE.NoColors; - - this.fog = true; - - this.setValues( parameters ); - -}; - -THREE.PointsMaterial.prototype = Object.create( THREE.Material.prototype ); -THREE.PointsMaterial.prototype.constructor = THREE.PointsMaterial; - -THREE.PointsMaterial.prototype.copy = function ( source ) { - - THREE.Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - - this.map = source.map; - - this.size = source.size; - this.sizeAttenuation = source.sizeAttenuation; - - this.vertexColors = source.vertexColors; - - this.fog = source.fog; - - return this; - -}; - -// 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, - * - * 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.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 - - this.extensions = { - derivatives: false, // set to use derivatives - fragDepth: false, // set to use fragment depth values - drawBuffers: false, // set to use draw buffers - shaderTextureLOD: false // set to use shader texture LOD - }; - - // 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; - - if ( parameters !== undefined ) { - - if ( parameters.attributes !== undefined ) { - - console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' ); - - } - - this.setValues( parameters ); - - } - -}; - -THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype ); -THREE.ShaderMaterial.prototype.constructor = THREE.ShaderMaterial; - -THREE.ShaderMaterial.prototype.copy = function ( source ) { - - THREE.Material.prototype.copy.call( this, source ); - - this.fragmentShader = source.fragmentShader; - this.vertexShader = source.vertexShader; - - this.uniforms = THREE.UniformsUtils.clone( source.uniforms ); - - this.defines = source.defines; - - this.shading = source.shading; - - this.wireframe = source.wireframe; - this.wireframeLinewidth = source.wireframeLinewidth; - - this.fog = source.fog; - - this.lights = source.lights; - - this.vertexColors = source.vertexColors; - - this.skinning = source.skinning; - - this.morphTargets = source.morphTargets; - this.morphNormals = source.morphNormals; - - this.extensions = source.extensions; - - return this; - -}; - -THREE.ShaderMaterial.prototype.toJSON = function ( meta ) { - - var data = THREE.Material.prototype.toJSON.call( this, meta ); - - data.uniforms = this.uniforms; - data.vertexShader = this.vertexShader; - data.fragmentShader = this.fragmentShader; - - return data; - -}; - -// 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; - -// File:src/materials/SpriteMaterial.js - -/** - * @author alteredq / http://alteredqualia.com/ - * - * parameters = { - * color: , - * opacity: , - * map: new THREE.Texture( ), - * - * 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.copy = function ( source ) { - - THREE.Material.prototype.copy.call( this, source ); - - this.color.copy( source.color ); - this.map = source.map; - - this.rotation = source.rotation; - - this.fog = source.fog; - - return this; - -}; - -// 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) - - - // Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap. - // - // Also changing the encoding after already used by a Material will not automatically make the Material - // update. You need to explicitly call Material.needsUpdate to trigger it to recompile. - this.encoding = THREE.LinearEncoding; - - this.version = 0; - this.onUpdate = null; - -}; - -THREE.Texture.DEFAULT_IMAGE = undefined; -THREE.Texture.DEFAULT_MAPPING = THREE.UVMapping; - -THREE.Texture.prototype = { - - constructor: THREE.Texture, - - set needsUpdate ( value ) { - - if ( value === true ) this.version ++; - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - }, - - copy: function ( source ) { - - this.image = source.image; - this.mipmaps = source.mipmaps.slice( 0 ); - - this.mapping = source.mapping; - - this.wrapS = source.wrapS; - this.wrapT = source.wrapT; - - this.magFilter = source.magFilter; - this.minFilter = source.minFilter; - - this.anisotropy = source.anisotropy; - - this.format = source.format; - this.type = source.type; - - this.offset.copy( source.offset ); - this.repeat.copy( source.repeat ); - - this.generateMipmaps = source.generateMipmaps; - this.premultiplyAlpha = source.premultiplyAlpha; - this.flipY = source.flipY; - this.unpackAlignment = source.unpackAlignment; - this.encoding = source.encoding; - - return this; - - }, - - toJSON: function ( meta ) { - - if ( meta.textures[ this.uuid ] !== undefined ) { - - return meta.textures[ this.uuid ]; - - } - - function getDataURL( image ) { - - var canvas; - - if ( image.toDataURL !== undefined ) { - - canvas = image; - - } else { - - canvas = document.createElement( 'canvas' ); - canvas.width = image.width; - canvas.height = image.height; - - canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height ); - - } - - if ( canvas.width > 2048 || canvas.height > 2048 ) { - - return canvas.toDataURL( 'image/jpeg', 0.6 ); - - } else { - - return canvas.toDataURL( 'image/png' ); - - } - - } - - var output = { - metadata: { - version: 4.4, - type: 'Texture', - generator: 'Texture.toJSON' - }, - - uuid: this.uuid, - name: this.name, - - mapping: this.mapping, - - repeat: [ this.repeat.x, this.repeat.y ], - offset: [ this.offset.x, this.offset.y ], - wrap: [ this.wrapS, this.wrapT ], - - minFilter: this.minFilter, - magFilter: this.magFilter, - anisotropy: this.anisotropy - }; - - if ( this.image !== undefined ) { - - // TODO: Move to THREE.Image - - var image = this.image; - - if ( image.uuid === undefined ) { - - image.uuid = THREE.Math.generateUUID(); // UGH - - } - - if ( meta.images[ image.uuid ] === undefined ) { - - meta.images[ image.uuid ] = { - uuid: image.uuid, - url: getDataURL( image ) - }; - - } - - output.image = image.uuid; - - } - - meta.textures[ this.uuid ] = output; - - return output; - - }, - - dispose: function () { - - this.dispatchEvent( { type: 'dispose' } ); - - }, - - transformUv: function ( uv ) { - - if ( this.mapping !== THREE.UVMapping ) return; - - uv.multiply( this.repeat ); - uv.add( this.offset ); - - if ( uv.x < 0 || uv.x > 1 ) { - - switch ( this.wrapS ) { - - case THREE.RepeatWrapping: - - uv.x = uv.x - Math.floor( uv.x ); - break; - - case THREE.ClampToEdgeWrapping: - - uv.x = uv.x < 0 ? 0 : 1; - break; - - case THREE.MirroredRepeatWrapping: - - if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) { - - uv.x = Math.ceil( uv.x ) - uv.x; - - } else { - - uv.x = uv.x - Math.floor( uv.x ); - - } - break; - - } - - } - - if ( uv.y < 0 || uv.y > 1 ) { - - switch ( this.wrapT ) { - - case THREE.RepeatWrapping: - - uv.y = uv.y - Math.floor( uv.y ); - break; - - case THREE.ClampToEdgeWrapping: - - uv.y = uv.y < 0 ? 0 : 1; - break; - - case THREE.MirroredRepeatWrapping: - - if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) { - - uv.y = Math.ceil( uv.y ) - uv.y; - - } else { - - uv.y = uv.y - Math.floor( uv.y ); - - } - break; - - } - - } - - if ( this.flipY ) { - - uv.y = 1 - uv.y; - - } - - } - -}; - -THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype ); - -THREE.TextureIdCount = 0; - -// File:src/textures/CanvasTexture.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.CanvasTexture = function ( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - - THREE.Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - this.needsUpdate = true; - -}; - -THREE.CanvasTexture.prototype = Object.create( THREE.Texture.prototype ); -THREE.CanvasTexture.prototype.constructor = THREE.CanvasTexture; - -// File:src/textures/CubeTexture.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) { - - images = images !== undefined ? images : []; - mapping = mapping !== undefined ? mapping : THREE.CubeReflectionMapping; - - THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ); - - this.flipY = false; - -}; - -THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype ); -THREE.CubeTexture.prototype.constructor = THREE.CubeTexture; - -Object.defineProperty( THREE.CubeTexture.prototype, 'images', { - - get: function () { - - return this.image; - - }, - - set: function ( value ) { - - this.image = value; - - } - -} ); - -// 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; - -// 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 }; - - this.magFilter = magFilter !== undefined ? magFilter : THREE.NearestFilter; - this.minFilter = minFilter !== undefined ? minFilter : THREE.NearestFilter; - - this.flipY = false; - this.generateMipmaps = false; - -}; - -THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype ); -THREE.DataTexture.prototype.constructor = THREE.DataTexture; - -// 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; - - function update() { - - 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/Points.js - -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.Points = function ( geometry, material ) { - - THREE.Object3D.call( this ); - - this.type = 'Points'; - - this.geometry = geometry !== undefined ? geometry : new THREE.Geometry(); - this.material = material !== undefined ? material : new THREE.PointsMaterial( { color: Math.random() * 0xffffff } ); - -}; - -THREE.Points.prototype = Object.create( THREE.Object3D.prototype ); -THREE.Points.prototype.constructor = THREE.Points; - -THREE.Points.prototype.raycast = ( function () { - - var inverseMatrix = new THREE.Matrix4(); - var ray = new THREE.Ray(); - var sphere = new THREE.Sphere(); - - return function raycast( raycaster, intersects ) { - - var object = this; - var geometry = this.geometry; - var matrixWorld = this.matrixWorld; - var threshold = raycaster.params.Points.threshold; - - // Checking boundingSphere distance to ray - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - sphere.copy( geometry.boundingSphere ); - sphere.applyMatrix4( matrixWorld ); - - if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; - - // - - inverseMatrix.getInverse( matrixWorld ); - ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); - - var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 ); - var localThresholdSq = localThreshold * localThreshold; - var position = new THREE.Vector3(); - - function testPoint( point, index ) { - - var rayPointDistanceSq = ray.distanceSqToPoint( point ); - - if ( rayPointDistanceSq < localThresholdSq ) { - - var intersectPoint = ray.closestPointToPoint( point ); - intersectPoint.applyMatrix4( matrixWorld ); - - var distance = raycaster.ray.origin.distanceTo( intersectPoint ); - - if ( distance < raycaster.near || distance > raycaster.far ) return; - - intersects.push( { - - distance: distance, - distanceToRay: Math.sqrt( rayPointDistanceSq ), - point: intersectPoint.clone(), - index: index, - face: null, - object: object - - } ); - - } - - } - - if ( geometry instanceof THREE.BufferGeometry ) { - - var index = geometry.index; - var attributes = geometry.attributes; - var positions = attributes.position.array; - - if ( index !== null ) { - - var indices = index.array; - - for ( var i = 0, il = indices.length; i < il; i ++ ) { - - var a = indices[ i ]; - - position.fromArray( positions, a * 3 ); - - testPoint( position, a ); - - } - - } else { - - for ( var i = 0, l = positions.length / 3; i < l; i ++ ) { - - position.fromArray( positions, i * 3 ); - - testPoint( position, i ); - - } - - } - - } else { - - var vertices = geometry.vertices; - - for ( var i = 0, l = vertices.length; i < l; i ++ ) { - - testPoint( vertices[ i ], i ); - - } - - } - - }; - -}() ); - -THREE.Points.prototype.clone = function () { - - return new this.constructor( this.geometry, this.material ).copy( this ); - -}; - -// File:src/objects/Line.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.Line = function ( geometry, material, mode ) { - - if ( mode === 1 ) { - - console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' ); - return new THREE.LineSegments( geometry, material ); - - } - - 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 } ); - -}; - -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 raycast( raycaster, intersects ) { - - var precision = raycaster.linePrecision; - var precisionSq = precision * precision; - - var geometry = this.geometry; - var matrixWorld = this.matrixWorld; - - // Checking boundingSphere distance to ray - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - sphere.copy( geometry.boundingSphere ); - sphere.applyMatrix4( matrixWorld ); - - if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; - - // - - inverseMatrix.getInverse( 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 instanceof THREE.LineSegments ? 2 : 1; - - if ( geometry instanceof THREE.BufferGeometry ) { - - var index = geometry.index; - var attributes = geometry.attributes; - var positions = attributes.position.array; - - if ( index !== null ) { - - var indices = index.array; - - for ( var i = 0, l = indices.length - 1; i < l; i += step ) { - - var a = indices[ i ]; - var b = 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; - - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation - - var distance = raycaster.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 { - - for ( var i = 0, l = positions.length / 3 - 1; i < l; 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; - - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation - - var distance = raycaster.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; - - interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation - - var distance = raycaster.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 () { - - return new this.constructor( this.geometry, this.material ).copy( this ); - -}; - -// DEPRECATED - -THREE.LineStrip = 0; -THREE.LinePieces = 1; - -// File:src/objects/LineSegments.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.LineSegments = function ( geometry, material ) { - - THREE.Line.call( this, geometry, material ); - - this.type = 'LineSegments'; - -}; - -THREE.LineSegments.prototype = Object.create( THREE.Line.prototype ); -THREE.LineSegments.prototype.constructor = THREE.LineSegments; - -// 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.drawMode = THREE.TrianglesDrawMode; - - this.updateMorphTargets(); - -}; - -THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype ); -THREE.Mesh.prototype.constructor = THREE.Mesh; - -THREE.Mesh.prototype.setDrawMode = function ( value ) { - - this.drawMode = value; - -}; - -THREE.Mesh.prototype.updateMorphTargets = function () { - - if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) { - - this.morphTargetBase = - 1; - 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 ]; - - } - - console.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(); - - var tempA = new THREE.Vector3(); - var tempB = new THREE.Vector3(); - var tempC = new THREE.Vector3(); - - var uvA = new THREE.Vector2(); - var uvB = new THREE.Vector2(); - var uvC = new THREE.Vector2(); - - var barycoord = new THREE.Vector3(); - - var intersectionPoint = new THREE.Vector3(); - var intersectionPointWorld = new THREE.Vector3(); - - function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) { - - THREE.Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord ); - - uv1.multiplyScalar( barycoord.x ); - uv2.multiplyScalar( barycoord.y ); - uv3.multiplyScalar( barycoord.z ); - - uv1.add( uv2 ).add( uv3 ); - - return uv1.clone(); - - } - - function checkIntersection( object, raycaster, ray, pA, pB, pC, point ) { - - var intersect; - var material = object.material; - - if ( material.side === THREE.BackSide ) { - - intersect = ray.intersectTriangle( pC, pB, pA, true, point ); - - } else { - - intersect = ray.intersectTriangle( pA, pB, pC, material.side !== THREE.DoubleSide, point ); - - } - - if ( intersect === null ) return null; - - intersectionPointWorld.copy( point ); - intersectionPointWorld.applyMatrix4( object.matrixWorld ); - - var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld ); - - if ( distance < raycaster.near || distance > raycaster.far ) return null; - - return { - distance: distance, - point: intersectionPointWorld.clone(), - object: object - }; - - } - - function checkBufferGeometryIntersection( object, raycaster, ray, positions, uvs, a, b, c ) { - - vA.fromArray( positions, a * 3 ); - vB.fromArray( positions, b * 3 ); - vC.fromArray( positions, c * 3 ); - - var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint ); - - if ( intersection ) { - - if ( uvs ) { - - uvA.fromArray( uvs, a * 2 ); - uvB.fromArray( uvs, b * 2 ); - uvC.fromArray( uvs, c * 2 ); - - intersection.uv = uvIntersection( intersectionPoint, vA, vB, vC, uvA, uvB, uvC ); - - } - - intersection.face = new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ); - intersection.faceIndex = a; - - } - - return intersection; - - } - - return function raycast( raycaster, intersects ) { - - var geometry = this.geometry; - var material = this.material; - var matrixWorld = this.matrixWorld; - - if ( material === undefined ) return; - - // Checking boundingSphere distance to ray - - if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere(); - - sphere.copy( geometry.boundingSphere ); - sphere.applyMatrix4( matrixWorld ); - - if ( raycaster.ray.intersectsSphere( sphere ) === false ) return; - - // - - inverseMatrix.getInverse( matrixWorld ); - ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix ); - - // Check boundingBox before continuing - - if ( geometry.boundingBox !== null ) { - - if ( ray.intersectsBox( geometry.boundingBox ) === false ) return; - - } - - var uvs, intersection; - - if ( geometry instanceof THREE.BufferGeometry ) { - - var a, b, c; - var index = geometry.index; - var attributes = geometry.attributes; - var positions = attributes.position.array; - - if ( attributes.uv !== undefined ) { - - uvs = attributes.uv.array; - - } - - if ( index !== null ) { - - var indices = index.array; - - for ( var i = 0, l = indices.length; i < l; i += 3 ) { - - a = indices[ i ]; - b = indices[ i + 1 ]; - c = indices[ i + 2 ]; - - intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c ); - - if ( intersection ) { - - intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indices buffer semantics - intersects.push( intersection ); - - } - - } - - } else { - - - for ( var i = 0, l = positions.length; i < l; i += 9 ) { - - a = i / 3; - b = a + 1; - c = a + 2; - - intersection = checkBufferGeometryIntersection( this, raycaster, ray, positions, uvs, a, b, c ); - - if ( intersection ) { - - intersection.index = a; // triangle number in positions buffer semantics - intersects.push( intersection ); - - } - - } - - } - - } else if ( geometry instanceof THREE.Geometry ) { - - var fvA, fvB, fvC; - var isFaceMaterial = material instanceof THREE.MultiMaterial; - var materials = isFaceMaterial === true ? material.materials : null; - - var vertices = geometry.vertices; - var faces = geometry.faces; - var faceVertexUvs = geometry.faceVertexUvs[ 0 ]; - if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs; - - for ( var f = 0, fl = faces.length; f < fl; f ++ ) { - - var face = faces[ f ]; - var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material; - - if ( faceMaterial === undefined ) continue; - - fvA = vertices[ face.a ]; - fvB = vertices[ face.b ]; - fvC = vertices[ face.c ]; - - if ( faceMaterial.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.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence ); - vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence ); - vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence ); - - } - - vA.add( fvA ); - vB.add( fvB ); - vC.add( fvC ); - - fvA = vA; - fvB = vB; - fvC = vC; - - } - - intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint ); - - if ( intersection ) { - - if ( uvs ) { - - var uvs_f = uvs[ f ]; - uvA.copy( uvs_f[ 0 ] ); - uvB.copy( uvs_f[ 1 ] ); - uvC.copy( uvs_f[ 2 ] ); - - intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC ); - - } - - intersection.face = face; - intersection.faceIndex = f; - intersects.push( intersection ); - - } - - } - - } - - }; - -}() ); - -THREE.Mesh.prototype.clone = function () { - - return new this.constructor( this.geometry, this.material ).copy( this ); - -}; - -// 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; - -THREE.Bone.prototype.copy = function ( source ) { - - THREE.Object3D.prototype.copy.call( this, source ); - - this.skin = source.skin; - - return this; - -}; - -// 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 * 4 pixels = (8 * 8) - // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) - // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) - // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) - - - var size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix - size = THREE.Math.nextPowerOfTwo( Math.ceil( size ) ); - size = Math.max( size, 4 ); - - 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 ); - - } 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 { - - console.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 update() { - - // 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; - - } - - }; - -} )(); - -THREE.Skeleton.prototype.clone = function () { - - return new THREE.Skeleton( this.bones, this.boneInverses, this.useVertexTexture ); - -}; - -// 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; - - for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) { - - gbone = this.geometry.bones[ b ]; - - bone = new THREE.Bone( this ); - bones.push( bone ); - - bone.name = gbone.name; - bone.position.fromArray( gbone.pos ); - bone.quaternion.fromArray( gbone.rotq ); - if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl ); - - } - - for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) { - - gbone = this.geometry.bones[ b ]; - - if ( gbone.parent !== - 1 && gbone.parent !== null ) { - - bones[ gbone.parent ].add( bones[ b ] ); - - } else { - - this.add( bones[ b ] ); - - } - - } - - } - - this.normalizeSkinWeights(); - - this.updateMatrixWorld( true ); - this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ), this.matrixWorld ); - -}; - - -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 ); - - this.skeleton.calculateInverses(); - - 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.skinWeights.length; i ++ ) { - - var sw = this.geometry.skinWeights[ i ]; - - var scale = 1.0 / sw.lengthManhattan(); - - if ( scale !== Infinity ) { - - sw.multiplyScalar( scale ); - - } else { - - sw.set( 1, 0, 0, 0 ); // do something reasonable - - } - - } - - } else if ( this.geometry instanceof THREE.BufferGeometry ) { - - var vec = new THREE.Vector4(); - - var skinWeight = this.geometry.attributes.skinWeight; - - for ( var i = 0; i < skinWeight.count; i ++ ) { - - vec.x = skinWeight.getX( i ); - vec.y = skinWeight.getY( i ); - vec.z = skinWeight.getZ( i ); - vec.w = skinWeight.getW( i ); - - var scale = 1.0 / vec.lengthManhattan(); - - if ( scale !== Infinity ) { - - vec.multiplyScalar( scale ); - - } else { - - vec.set( 1, 0, 0, 0 ); // do something reasonable - - } - - skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w ); - - } - - } - -}; - -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 { - - console.warn( 'THREE.SkinnedMesh unrecognized bindMode: ' + this.bindMode ); - - } - -}; - -THREE.SkinnedMesh.prototype.clone = function() { - - return new this.constructor( this.geometry, this.material, this.useVertexTexture ).copy( this ); - -}; - -// 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.type = 'LOD'; - - Object.defineProperties( this, { - levels: { - enumerable: true, - value: [] - }, - objects: { - get: function () { - - console.warn( 'THREE.LOD: .objects has been renamed to .levels.' ); - return this.levels; - - } - } - } ); - -}; - - -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 ); - - var levels = this.levels; - - for ( var l = 0; l < levels.length; l ++ ) { - - if ( distance < levels[ l ].distance ) { - - break; - - } - - } - - levels.splice( l, 0, { distance: distance, object: object } ); - - this.add( object ); - -}; - -THREE.LOD.prototype.getObjectForDistance = function ( distance ) { - - var levels = this.levels; - - for ( var i = 1, l = levels.length; i < l; i ++ ) { - - if ( distance < levels[ i ].distance ) { - - break; - - } - - } - - return levels[ i - 1 ].object; - -}; - -THREE.LOD.prototype.raycast = ( function () { - - var matrixPosition = new THREE.Vector3(); - - return function raycast( 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 update( camera ) { - - var levels = this.levels; - - if ( levels.length > 1 ) { - - v1.setFromMatrixPosition( camera.matrixWorld ); - v2.setFromMatrixPosition( this.matrixWorld ); - - var distance = v1.distanceTo( v2 ); - - levels[ 0 ].object.visible = true; - - for ( var i = 1, l = levels.length; i < l; i ++ ) { - - if ( distance >= levels[ i ].distance ) { - - levels[ i - 1 ].object.visible = false; - levels[ i ].object.visible = true; - - } else { - - break; - - } - - } - - for ( ; i < l; i ++ ) { - - levels[ i ].object.visible = false; - - } - - } - - }; - -}(); - -THREE.LOD.prototype.copy = function ( source ) { - - THREE.Object3D.prototype.copy.call( this, source, false ); - - var levels = source.levels; - - for ( var i = 0, l = levels.length; i < l; i ++ ) { - - var level = levels[ i ]; - - this.addLevel( level.object.clone(), level.distance ); - - } - - return this; - -}; - -THREE.LOD.prototype.toJSON = function ( meta ) { - - var data = THREE.Object3D.prototype.toJSON.call( this, meta ); - - data.object.levels = []; - - var levels = this.levels; - - for ( var i = 0, l = levels.length; i < l; i ++ ) { - - var level = levels[ i ]; - - data.object.levels.push( { - object: level.object.uuid, - distance: level.distance - } ); - - } - - return data; - -}; - -// 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.setIndex( new THREE.BufferAttribute( indices, 1 ) ); - geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) ); - geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) ); - - return function Sprite( 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 raycast( raycaster, intersects ) { - - matrixPosition.setFromMatrixPosition( this.matrixWorld ); - - var distanceSq = raycaster.ray.distanceSqToPoint( matrixPosition ); - var guessSizeSq = this.scale.x * this.scale.y; - - if ( distanceSq > guessSizeSq ) { - - return; - - } - - intersects.push( { - - distance: Math.sqrt( distanceSq ), - point: this.position, - face: null, - object: this - - } ); - - }; - -}() ); - -THREE.Sprite.prototype.clone = function () { - - return new this.constructor( this.material ).copy( this ); - -}; - -// 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 in front z = 1 is back - scale: 1, // scale - rotation: 0, // 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; - - } - -}; - -THREE.LensFlare.prototype.copy = function ( source ) { - - THREE.Object3D.prototype.copy.call( this, source ); - - this.positionScreen.copy( source.positionScreen ); - this.customUpdateCallback = source.customUpdateCallback; - - for ( var i = 0, l = source.lensFlares.length; i < l; i ++ ) { - - this.lensFlares.push( source.lensFlares[ i ] ); - - } - - return this; - -}; - -// 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.copy = function ( source, recursive ) { - - THREE.Object3D.prototype.copy.call( this, source, recursive ); - - if ( source.fog !== null ) this.fog = source.fog.clone(); - if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone(); - - this.autoUpdate = source.autoUpdate; - this.matrixAutoUpdate = source.matrixAutoUpdate; - - return this; - -}; - -// 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/alphamap_fragment.glsl - -THREE.ShaderChunk[ 'alphamap_fragment' ] = "#ifdef USE_ALPHAMAP\n diffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl - -THREE.ShaderChunk[ 'alphamap_pars_fragment' ] = "#ifdef USE_ALPHAMAP\n uniform sampler2D alphaMap;\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl - -THREE.ShaderChunk[ 'alphatest_fragment' ] = "#ifdef ALPHATEST\n if ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/aomap_fragment.glsl - -THREE.ShaderChunk[ 'aomap_fragment' ] = "#ifdef USE_AOMAP\n float ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n reflectedLight.indirectDiffuse *= ambientOcclusion;\n #if defined( USE_ENVMAP ) && defined( STANDARD )\n float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n #endif\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/aomap_pars_fragment.glsl - -THREE.ShaderChunk[ 'aomap_pars_fragment' ] = "#ifdef USE_AOMAP\n uniform sampler2D aoMap;\n uniform float aoMapIntensity;\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/begin_vertex.glsl - -THREE.ShaderChunk[ 'begin_vertex' ] = "\nvec3 transformed = vec3( position );\n"; - -// File:src/renderers/shaders/ShaderChunk/beginnormal_vertex.glsl - -THREE.ShaderChunk[ 'beginnormal_vertex' ] = "\nvec3 objectNormal = vec3( normal );\n"; - -// File:src/renderers/shaders/ShaderChunk/bsdfs.glsl - -THREE.ShaderChunk[ 'bsdfs' ] = "bool testLightInRange( const in float lightDistance, const in float cutoffDistance ) {\n return any( bvec2( cutoffDistance == 0.0, lightDistance < cutoffDistance ) );\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n if( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n float maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n return distanceFalloff * maxDistanceCutoffFactor;\n#else\n return pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n }\n return 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n return RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n float fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n return ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n float a2 = pow2( alpha );\n float gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n float gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n return 1.0 / ( gl * gv );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n float a2 = pow2( alpha );\n float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n return RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n float alpha = pow2( roughness );\n vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n float dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n float dotNH = saturate( dot( geometry.normal, halfDir ) );\n float dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n vec3 F = F_Schlick( specularColor, dotLH );\n float G = G_GGX_Smith( alpha, dotNL, dotNV );\n float D = D_GGX( alpha, dotNH );\n return F * ( G * D );\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n float dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n const vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n const vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n vec4 r = roughness * c0 + c1;\n float a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n vec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n return specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n return 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n vec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n float dotNH = saturate( dot( geometry.normal, halfDir ) );\n float dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n vec3 F = F_Schlick( specularColor, dotLH );\n float G = G_BlinnPhong_Implicit( );\n float D = D_BlinnPhong( shininess, dotNH );\n return F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n return ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n return sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n"; - -// File:src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl - -THREE.ShaderChunk[ 'bumpmap_pars_fragment' ] = "#ifdef USE_BUMPMAP\n uniform sampler2D bumpMap;\n uniform float bumpScale;\n vec2 dHdxy_fwd() {\n vec2 dSTdx = dFdx( vUv );\n vec2 dSTdy = dFdy( vUv );\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 return vec2( dBx, dBy );\n }\n vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n vec3 vSigmaX = dFdx( surf_pos );\n vec3 vSigmaY = dFdy( surf_pos );\n vec3 vN = surf_norm;\n vec3 R1 = cross( vSigmaY, vN );\n vec3 R2 = cross( vN, vSigmaX );\n float fDet = dot( vSigmaX, R1 );\n vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n return normalize( abs( fDet ) * surf_norm - vGrad );\n }\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/color_fragment.glsl - -THREE.ShaderChunk[ 'color_fragment' ] = "#ifdef USE_COLOR\n diffuseColor.rgb *= vColor;\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl - -THREE.ShaderChunk[ 'color_pars_fragment' ] = "#ifdef USE_COLOR\n varying vec3 vColor;\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl - -THREE.ShaderChunk[ 'color_pars_vertex' ] = "#ifdef USE_COLOR\n varying vec3 vColor;\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/color_vertex.glsl - -THREE.ShaderChunk[ 'color_vertex' ] = "#ifdef USE_COLOR\n vColor.xyz = color.xyz;\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/common.glsl - -THREE.ShaderChunk[ 'common' ] = "#define PI 3.14159\n#define PI2 6.28318\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nstruct IncidentLight {\n vec3 color;\n vec3 direction;\n bool visible;\n};\nstruct ReflectedLight {\n vec3 directDiffuse;\n vec3 directSpecular;\n vec3 indirectDiffuse;\n vec3 indirectSpecular;\n};\nstruct GeometricContext {\n vec3 position;\n vec3 normal;\n vec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n return normalize( ( vec4( dir, 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 - distance * planeNormal + point;\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 lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\n"; - -// File:src/renderers/shaders/ShaderChunk/cube_uv_reflection_fragment.glsl - -THREE.ShaderChunk[ 'cube_uv_reflection_fragment' ] = "#ifdef ENVMAP_TYPE_CUBE_UV\nconst float cubeUV_textureSize = 1024.0;\nint getFaceFromDirection(vec3 direction) {\n vec3 absDirection = abs(direction);\n int face = -1;\n if( absDirection.x > absDirection.z ) {\n if(absDirection.x > absDirection.y )\n face = direction.x > 0.0 ? 0 : 3;\n else\n face = direction.y > 0.0 ? 1 : 4;\n }\n else {\n if(absDirection.z > absDirection.y )\n face = direction.z > 0.0 ? 2 : 5;\n else\n face = direction.y > 0.0 ? 1 : 4;\n }\n return face;\n}\nconst float cubeUV_maxLods1 = log2(cubeUV_textureSize*0.25) - 1.0;\nconst float cubeUV_rangeClamp = exp2((6.0 - 1.0) * 2.0);\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n float scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n float dxRoughness = dFdx(roughness);\n float dyRoughness = dFdy(roughness);\n vec3 dx = dFdx( vec * scale * dxRoughness );\n vec3 dy = dFdy( vec * scale * dyRoughness );\n float d = max( dot( dx, dx ), dot( dy, dy ) );\n d = clamp(d, 1.0, cubeUV_rangeClamp);\n float mipLevel = 0.5 * log2(d);\n return vec2(floor(mipLevel), fract(mipLevel));\n}\nconst float cubeUV_maxLods2 = log2(cubeUV_textureSize*0.25) - 2.0;\nconst float cubeUV_rcpTextureSize = 1.0 / cubeUV_textureSize;\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n mipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n float a = 16.0 * cubeUV_rcpTextureSize;\n vec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n vec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n float powScale = exp2_packed.x * exp2_packed.y;\n float scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n float mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n bool bRes = mipLevel == 0.0;\n scale = bRes && (scale < a) ? a : scale;\n vec3 r;\n vec2 offset;\n int face = getFaceFromDirection(direction);\n float rcpPowScale = 1.0 / powScale;\n if( face == 0) {\n r = vec3(direction.x, -direction.z, direction.y);\n offset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n }\n else if( face == 1) {\n r = vec3(direction.y, direction.x, direction.z);\n offset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n }\n else if( face == 2) {\n r = vec3(direction.z, direction.x, direction.y);\n offset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n offset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n }\n else if( face == 3) {\n r = vec3(direction.x, direction.z, direction.y);\n offset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n }\n else if( face == 4) {\n r = vec3(direction.y, direction.x, -direction.z);\n offset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n }\n else {\n r = vec3(direction.z, -direction.x, direction.y);\n offset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n offset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n }\n r = normalize(r);\n float texelOffset = 0.5 * cubeUV_rcpTextureSize;\n vec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n vec2 base = offset + vec2( texelOffset );\n return base + s * ( scale - 2.0 * texelOffset );\n}\nconst float cubeUV_maxLods3 = log2(cubeUV_textureSize*0.25) - 3.0;\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n float roughnessVal = roughness* cubeUV_maxLods3;\n float r1 = floor(roughnessVal);\n float r2 = r1 + 1.0;\n float t = fract(roughnessVal);\n vec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n float s = mipInfo.y;\n float level0 = mipInfo.x;\n float level1 = level0 + 1.0;\n level1 = level1 > 5.0 ? 5.0 : level1;\n level0 += min( floor( s + 0.5 ), 5.0 );\n vec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n vec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n vec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n vec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n vec4 result = mix(color10, color20, t);\n return vec4(result.rgb, 1.0);\n}\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl - -THREE.ShaderChunk[ 'defaultnormal_vertex' ] = "#ifdef FLIP_SIDED\n objectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;\n"; - -// File:src/renderers/shaders/ShaderChunk/displacementmap_vertex.glsl - -THREE.ShaderChunk[ 'displacementmap_vertex' ] = "#ifdef USE_DISPLACEMENTMAP\n transformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/displacementmap_pars_vertex.glsl - -THREE.ShaderChunk[ 'displacementmap_pars_vertex' ] = "#ifdef USE_DISPLACEMENTMAP\n uniform sampler2D displacementMap;\n uniform float displacementScale;\n uniform float displacementBias;\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/emissivemap_fragment.glsl - -THREE.ShaderChunk[ 'emissivemap_fragment' ] = "#ifdef USE_EMISSIVEMAP\n vec4 emissiveColor = texture2D( emissiveMap, vUv );\n emissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n totalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl - -THREE.ShaderChunk[ 'emissivemap_pars_fragment' ] = "#ifdef USE_EMISSIVEMAP\n uniform sampler2D emissiveMap;\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/encodings_pars_fragment.glsl - -THREE.ShaderChunk[ 'encodings_pars_fragment' ] = "\nvec4 LinearToLinear( in vec4 value ) {\n return value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n return vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n return vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n return vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n return vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n float maxComponent = max( max( value.r, value.g ), value.b );\n float fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n return vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n M = ceil( M * 255.0 ) / 255.0;\n return vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n return vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n float maxRGB = max( value.x, max( value.g, value.b ) );\n float D = max( maxRange / maxRGB, 1.0 );\n D = min( floor( D ) / 255.0, 1.0 );\n return vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value ) {\n vec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n Xp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n vec4 vResult;\n vResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n float Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n vResult.w = fract(Le);\n vResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n return vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n float Le = value.z * 255.0 + value.w;\n vec3 Xp_Y_XYZp;\n Xp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n Xp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n Xp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n vec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n return vec4( max(vRGB, 0.0), 1.0 );\n}\n"; - -// File:src/renderers/shaders/ShaderChunk/encodings_fragment.glsl - -THREE.ShaderChunk[ 'encodings_fragment' ] = " gl_FragColor = linearToOutputTexel( gl_FragColor );\n"; - -// File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl - -THREE.ShaderChunk[ 'envmap_fragment' ] = "#ifdef USE_ENVMAP\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n vec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n #ifdef ENVMAP_MODE_REFLECTION\n vec3 reflectVec = reflect( cameraToVertex, worldNormal );\n #else\n vec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n #endif\n #else\n vec3 reflectVec = vReflect;\n #endif\n #ifdef DOUBLE_SIDED\n float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n #else\n float flipNormal = 1.0;\n #endif\n #ifdef ENVMAP_TYPE_CUBE\n vec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\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 #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 envColor = envMapTexelToLinear( envColor );\n #ifdef ENVMAP_BLENDING_MULTIPLY\n outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n #elif defined( ENVMAP_BLENDING_MIX )\n outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n #elif defined( ENVMAP_BLENDING_ADD )\n outgoingLight += envColor.xyz * specularStrength * reflectivity;\n #endif\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl - -THREE.ShaderChunk[ 'envmap_pars_fragment' ] = "#if defined( USE_ENVMAP ) || defined( STANDARD )\n uniform float reflectivity;\n uniform float envMapIntenstiy;\n#endif\n#ifdef USE_ENVMAP\n #ifdef ENVMAP_TYPE_CUBE\n uniform samplerCube envMap;\n #else\n uniform sampler2D envMap;\n #endif\n uniform float flipEnvMap;\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( STANDARD )\n uniform float refractionRatio;\n #else\n varying vec3 vReflect;\n #endif\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 ) && ! defined( STANDARD )\n varying vec3 vReflect;\n uniform float refractionRatio;\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl - -THREE.ShaderChunk[ 'envmap_vertex' ] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG ) && ! defined( STANDARD )\n vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n vec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n #ifdef ENVMAP_MODE_REFLECTION\n vReflect = reflect( cameraToVertex, worldNormal );\n #else\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n #endif\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl - -THREE.ShaderChunk[ 'fog_fragment' ] = "#ifdef USE_FOG\n #ifdef USE_LOGDEPTHBUF_EXT\n float depth = gl_FragDepthEXT / gl_FragCoord.w;\n #else\n float depth = gl_FragCoord.z / gl_FragCoord.w;\n #endif\n #ifdef FOG_EXP2\n float fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * depth * depth * LOG2 ) );\n #else\n float fogFactor = smoothstep( fogNear, fogFar, depth );\n #endif\n gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl - -THREE.ShaderChunk[ 'fog_pars_fragment' ] = "#ifdef USE_FOG\n uniform vec3 fogColor;\n #ifdef FOG_EXP2\n uniform float fogDensity;\n #else\n uniform float fogNear;\n uniform float fogFar;\n #endif\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl - -THREE.ShaderChunk[ 'lightmap_fragment' ] = "#ifdef USE_LIGHTMAP\n reflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl - -THREE.ShaderChunk[ 'lightmap_pars_fragment' ] = "#ifdef USE_LIGHTMAP\n uniform sampler2D lightMap;\n uniform float lightMapIntensity;\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl - -THREE.ShaderChunk[ 'lights_lambert_vertex' ] = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n vLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n directLight = getPointDirectLightIrradiance( pointLights[ i ], geometry );\n dotNL = dot( geometry.normal, directLight.direction );\n directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_SPOT_LIGHTS > 0\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n directLight = getSpotDirectLightIrradiance( spotLights[ i ], geometry );\n dotNL = dot( geometry.normal, directLight.direction );\n directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_DIR_LIGHTS > 0\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n directLight = getDirectionalDirectLightIrradiance( directionalLights[ i ], geometry );\n dotNL = dot( geometry.normal, directLight.direction );\n directLightColor_Diffuse = PI * directLight.color;\n vLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n #ifdef DOUBLE_SIDED\n vLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n #endif\n }\n#endif\n#if NUM_HEMI_LIGHTS > 0\n for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n vLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n #ifdef DOUBLE_SIDED\n vLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n #endif\n }\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/lights_pars.glsl - -THREE.ShaderChunk[ 'lights_pars' ] = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n vec3 irradiance = ambientLightColor;\n #ifndef PHYSICALLY_CORRECT_LIGHTS\n irradiance *= PI;\n #endif\n return irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n struct DirectionalLight {\n vec3 direction;\n vec3 color;\n int shadow;\n float shadowBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n IncidentLight getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry ) {\n IncidentLight directLight;\n directLight.color = directionalLight.color;\n directLight.direction = directionalLight.direction;\n directLight.visible = true;\n return directLight;\n }\n#endif\n#if NUM_POINT_LIGHTS > 0\n struct PointLight {\n vec3 position;\n vec3 color;\n float distance;\n float decay;\n int shadow;\n float shadowBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n IncidentLight getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry ) {\n IncidentLight directLight;\n vec3 lVector = pointLight.position - geometry.position;\n directLight.direction = normalize( lVector );\n float lightDistance = length( lVector );\n if ( testLightInRange( lightDistance, pointLight.distance ) ) {\n directLight.color = pointLight.color;\n directLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n directLight.visible = true;\n } else {\n directLight.color = vec3( 0.0 );\n directLight.visible = false;\n }\n return directLight;\n }\n#endif\n#if NUM_SPOT_LIGHTS > 0\n struct SpotLight {\n vec3 position;\n vec3 direction;\n vec3 color;\n float distance;\n float decay;\n float coneCos;\n float penumbraCos;\n int shadow;\n float shadowBias;\n float shadowRadius;\n vec2 shadowMapSize;\n };\n uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n IncidentLight getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry ) {\n IncidentLight directLight;\n vec3 lVector = spotLight.position - geometry.position;\n directLight.direction = normalize( lVector );\n float lightDistance = length( lVector );\n float angleCos = dot( directLight.direction, spotLight.direction );\n if ( all( bvec2( angleCos > spotLight.coneCos, testLightInRange( lightDistance, spotLight.distance ) ) ) ) {\n float spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n directLight.color = spotLight.color;\n directLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n directLight.visible = true;\n } else {\n directLight.color = vec3( 0.0 );\n directLight.visible = false;\n }\n return directLight;\n }\n#endif\n#if NUM_HEMI_LIGHTS > 0\n struct HemisphereLight {\n vec3 direction;\n vec3 skyColor;\n vec3 groundColor;\n };\n uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n float dotNL = dot( geometry.normal, hemiLight.direction );\n float hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n #ifndef PHYSICALLY_CORRECT_LIGHTS\n irradiance *= PI;\n #endif\n return irradiance;\n }\n#endif\n#if defined( USE_ENVMAP ) && defined( STANDARD )\n vec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n #ifdef DOUBLE_SIDED\n float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n #else\n float flipNormal = 1.0;\n #endif\n vec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n #ifdef ENVMAP_TYPE_CUBE\n vec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n #else\n vec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n #endif\n #elif defined( ENVMAP_TYPE_CUBE_UV )\n vec3 queryVec = flipNormal * vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n vec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n #else\n vec4 envMapColor = vec4( 0.0 );\n #endif\n envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n return PI * envMapColor.rgb * envMapIntensity;\n }\n float getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n float maxMIPLevelScalar = float( maxMIPLevel );\n float desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n return clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n }\n vec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n #ifdef ENVMAP_MODE_REFLECTION\n vec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n #else\n vec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n #endif\n #ifdef DOUBLE_SIDED\n float flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n #else\n float flipNormal = 1.0;\n #endif\n reflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n float specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n #ifdef ENVMAP_TYPE_CUBE\n vec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n #else\n vec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n #endif\n #elif defined( ENVMAP_TYPE_CUBE_UV )\n vec3 queryReflectVec = flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n vec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\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 #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n #else\n vec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n #endif\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 #ifdef TEXTURE_LOD_EXT\n vec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n #else\n vec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n #endif\n #endif\n envMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n return envMapColor.rgb * envMapIntensity;\n }\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl - -THREE.ShaderChunk[ 'lights_phong_fragment' ] = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n"; - -// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl - -THREE.ShaderChunk[ 'lights_phong_pars_fragment' ] = "#ifdef USE_ENVMAP\n varying vec3 vWorldPosition;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n vec3 diffuseColor;\n vec3 specularColor;\n float specularShininess;\n float specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n vec3 irradiance = dotNL * directLight.color;\n #ifndef PHYSICALLY_CORRECT_LIGHTS\n irradiance *= PI;\n #endif\n reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n reflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct RE_Direct_BlinnPhong\n#define RE_IndirectDiffuse RE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material ) (0)\n"; - -// File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl - -THREE.ShaderChunk[ 'lights_phong_pars_vertex' ] = "#ifdef USE_ENVMAP\n varying vec3 vWorldPosition;\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl - -THREE.ShaderChunk[ 'lights_phong_vertex' ] = "#ifdef USE_ENVMAP\n vWorldPosition = worldPosition.xyz;\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/lights_standard_fragment.glsl - -THREE.ShaderChunk[ 'lights_standard_fragment' ] = "StandardMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\nmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n"; - -// File:src/renderers/shaders/ShaderChunk/lights_standard_pars_fragment.glsl - -THREE.ShaderChunk[ 'lights_standard_pars_fragment' ] = "struct StandardMaterial {\n vec3 diffuseColor;\n float specularRoughness;\n vec3 specularColor;\n};\nvoid RE_Direct_Standard( const in IncidentLight directLight, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {\n float dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n vec3 irradiance = dotNL * directLight.color;\n #ifndef PHYSICALLY_CORRECT_LIGHTS\n irradiance *= PI;\n #endif\n reflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n reflectedLight.directSpecular += irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n}\nvoid RE_IndirectDiffuse_Standard( const in vec3 irradiance, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Standard( const in vec3 radiance, const in GeometricContext geometry, const in StandardMaterial material, inout ReflectedLight reflectedLight ) {\n reflectedLight.indirectSpecular += radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n}\n#define RE_Direct RE_Direct_Standard\n#define RE_IndirectDiffuse RE_IndirectDiffuse_Standard\n#define RE_IndirectSpecular RE_IndirectSpecular_Standard\n#define Material_BlinnShininessExponent( material ) GGXRoughnessToBlinnExponent( material.specularRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n"; - -// File:src/renderers/shaders/ShaderChunk/lights_template.glsl - -THREE.ShaderChunk[ 'lights_template' ] = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n PointLight pointLight;\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n pointLight = pointLights[ i ];\n directLight = getPointDirectLightIrradiance( pointLight, geometry );\n #ifdef USE_SHADOWMAP\n directLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n SpotLight spotLight;\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n spotLight = spotLights[ i ];\n directLight = getSpotDirectLightIrradiance( spotLight, geometry );\n #ifdef USE_SHADOWMAP\n directLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n DirectionalLight directionalLight;\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n directionalLight = directionalLights[ i ];\n directLight = getDirectionalDirectLightIrradiance( directionalLight, geometry );\n #ifdef USE_SHADOWMAP\n directLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n #endif\n RE_Direct( directLight, geometry, material, reflectedLight );\n }\n#endif\n#if defined( RE_IndirectDiffuse )\n vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n #ifdef USE_LIGHTMAP\n vec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n #ifndef PHYSICALLY_CORRECT_LIGHTS\n lightMapIrradiance *= PI;\n #endif\n irradiance += lightMapIrradiance;\n #endif\n #if ( NUM_HEMI_LIGHTS > 0 )\n for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n }\n #endif\n #if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n irradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n #endif\n RE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n vec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n RE_IndirectSpecular( radiance, geometry, material, reflectedLight );\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl - -THREE.ShaderChunk[ 'logdepthbuf_fragment' ] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl - -THREE.ShaderChunk[ 'logdepthbuf_pars_fragment' ] = "#ifdef USE_LOGDEPTHBUF\n uniform float logDepthBufFC;\n #ifdef USE_LOGDEPTHBUF_EXT\n varying float vFragDepth;\n #endif\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl - -THREE.ShaderChunk[ 'logdepthbuf_pars_vertex' ] = "#ifdef USE_LOGDEPTHBUF\n #ifdef USE_LOGDEPTHBUF_EXT\n varying float vFragDepth;\n #endif\n uniform float logDepthBufFC;\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl - -THREE.ShaderChunk[ 'logdepthbuf_vertex' ] = "#ifdef USE_LOGDEPTHBUF\n gl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n #ifdef USE_LOGDEPTHBUF_EXT\n vFragDepth = 1.0 + gl_Position.w;\n #else\n gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n #endif\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/map_fragment.glsl - -THREE.ShaderChunk[ 'map_fragment' ] = "#ifdef USE_MAP\n vec4 texelColor = texture2D( map, vUv );\n texelColor = mapTexelToLinear( texelColor );\n diffuseColor *= texelColor;\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl - -THREE.ShaderChunk[ 'map_pars_fragment' ] = "#ifdef USE_MAP\n uniform sampler2D map;\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl - -THREE.ShaderChunk[ 'map_particle_fragment' ] = "#ifdef USE_MAP\n vec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n diffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl - -THREE.ShaderChunk[ 'map_particle_pars_fragment' ] = "#ifdef USE_MAP\n uniform vec4 offsetRepeat;\n uniform sampler2D map;\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/metalnessmap_fragment.glsl - -THREE.ShaderChunk[ 'metalnessmap_fragment' ] = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n vec4 texelMetalness = texture2D( metalnessMap, vUv );\n metalnessFactor *= texelMetalness.r;\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/metalnessmap_pars_fragment.glsl - -THREE.ShaderChunk[ 'metalnessmap_pars_fragment' ] = "#ifdef USE_METALNESSMAP\n uniform sampler2D metalnessMap;\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl - -THREE.ShaderChunk[ 'morphnormal_vertex' ] = "#ifdef USE_MORPHNORMALS\n objectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n objectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n objectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n objectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl - -THREE.ShaderChunk[ 'morphtarget_pars_vertex' ] = "#ifdef USE_MORPHTARGETS\n #ifndef USE_MORPHNORMALS\n uniform float morphTargetInfluences[ 8 ];\n #else\n uniform float morphTargetInfluences[ 4 ];\n #endif\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl - -THREE.ShaderChunk[ 'morphtarget_vertex' ] = "#ifdef USE_MORPHTARGETS\n transformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n transformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n transformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n transformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n #ifndef USE_MORPHNORMALS\n transformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n transformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n transformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n transformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n #endif\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/normal_fragment.glsl - -THREE.ShaderChunk[ 'normal_fragment' ] = "#ifdef FLAT_SHADED\n vec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n vec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n vec3 normal = normalize( cross( fdx, fdy ) );\n#else\n vec3 normal = normalize( vNormal );\n #ifdef DOUBLE_SIDED\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n #endif\n#endif\n#ifdef USE_NORMALMAP\n normal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl - -THREE.ShaderChunk[ 'normalmap_pars_fragment' ] = "#ifdef USE_NORMALMAP\n uniform sampler2D normalMap;\n uniform vec2 normalScale;\n vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\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 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 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#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/premultiplied_alpha_fragment.glsl - -THREE.ShaderChunk[ 'premultiplied_alpha_fragment' ] = "#ifdef PREMULTIPLIED_ALPHA\n gl_FragColor.rgb *= gl_FragColor.a;\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/project_vertex.glsl - -THREE.ShaderChunk[ 'project_vertex' ] = "#ifdef USE_SKINNING\n vec4 mvPosition = modelViewMatrix * skinned;\n#else\n vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;\n"; - -// File:src/renderers/shaders/ShaderChunk/roughnessmap_fragment.glsl - -THREE.ShaderChunk[ 'roughnessmap_fragment' ] = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n vec4 texelRoughness = texture2D( roughnessMap, vUv );\n roughnessFactor *= texelRoughness.r;\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/roughnessmap_pars_fragment.glsl - -THREE.ShaderChunk[ 'roughnessmap_pars_fragment' ] = "#ifdef USE_ROUGHNESSMAP\n uniform sampler2D roughnessMap;\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl - -THREE.ShaderChunk[ 'shadowmap_pars_fragment' ] = "#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n #endif\n #if NUM_SPOT_LIGHTS > 0\n uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n #endif\n #if NUM_POINT_LIGHTS > 0\n uniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n varying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n #endif\n float unpackDepth( const in vec4 rgba_depth ) {\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 return dot( rgba_depth, bit_shift );\n }\n float texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n return step( compare, unpackDepth( texture2D( depths, uv ) ) );\n }\n float texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n const vec2 offset = vec2( 0.0, 1.0 );\n vec2 texelSize = vec2( 1.0 ) / size;\n vec2 centroidUV = floor( uv * size + 0.5 ) / size;\n float lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n float lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n float rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n float rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n vec2 f = fract( uv * size + 0.5 );\n float a = mix( lb, lt, f.y );\n float b = mix( rb, rt, f.y );\n float c = mix( a, b, f.x );\n return c;\n }\n float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n shadowCoord.xyz /= shadowCoord.w;\n shadowCoord.z += shadowBias;\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 bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n bool frustumTest = all( frustumTestVec );\n if ( frustumTest ) {\n #if defined( SHADOWMAP_TYPE_PCF )\n vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n float dx0 = - texelSize.x * shadowRadius;\n float dy0 = - texelSize.y * shadowRadius;\n float dx1 = + texelSize.x * shadowRadius;\n float dy1 = + texelSize.y * shadowRadius;\n return (\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n texture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n ) * ( 1.0 / 9.0 );\n #elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n float dx0 = - texelSize.x * shadowRadius;\n float dy0 = - texelSize.y * shadowRadius;\n float dx1 = + texelSize.x * shadowRadius;\n float dy1 = + texelSize.y * shadowRadius;\n return (\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n texture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n ) * ( 1.0 / 9.0 );\n #else\n return texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n #endif\n }\n return 1.0;\n }\n vec2 cubeToUV( vec3 v, float texelSizeY ) {\n vec3 absV = abs( v );\n float scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n absV *= scaleToCube;\n v *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n vec2 planar = v.xy;\n float almostATexel = 1.5 * texelSizeY;\n float almostOne = 1.0 - almostATexel;\n if ( absV.z >= almostOne ) {\n if ( v.z > 0.0 )\n planar.x = 4.0 - v.x;\n } else if ( absV.x >= almostOne ) {\n float signX = sign( v.x );\n planar.x = v.z * signX + 2.0 * signX;\n } else if ( absV.y >= almostOne ) {\n float signY = sign( v.y );\n planar.x = v.x + 2.0 * signY + 2.0;\n planar.y = v.z * signY - 2.0;\n }\n return vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n }\n float getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n vec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n vec3 lightToPosition = shadowCoord.xyz;\n vec3 bd3D = normalize( lightToPosition );\n float dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\n #if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n vec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n return (\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n texture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n ) * ( 1.0 / 9.0 );\n #else\n return texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n #endif\n }\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl - -THREE.ShaderChunk[ 'shadowmap_pars_vertex' ] = "#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n #endif\n #if NUM_SPOT_LIGHTS > 0\n uniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n varying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n #endif\n #if NUM_POINT_LIGHTS > 0\n uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n varying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n #endif\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl - -THREE.ShaderChunk[ 'shadowmap_vertex' ] = "#ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n }\n #endif\n #if NUM_SPOT_LIGHTS > 0\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n vSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n }\n #endif\n #if NUM_POINT_LIGHTS > 0\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n }\n #endif\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/shadowmask_pars_fragment.glsl - -THREE.ShaderChunk[ 'shadowmask_pars_fragment' ] = "float getShadowMask() {\n float shadow = 1.0;\n #ifdef USE_SHADOWMAP\n #if NUM_DIR_LIGHTS > 0\n DirectionalLight directionalLight;\n for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n directionalLight = directionalLights[ i ];\n shadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n }\n #endif\n #if NUM_SPOT_LIGHTS > 0\n SpotLight spotLight;\n for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n spotLight = spotLights[ i ];\n shadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n }\n #endif\n #if NUM_POINT_LIGHTS > 0\n PointLight pointLight;\n for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n pointLight = pointLights[ i ];\n shadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n }\n #endif\n #endif\n return shadow;\n}\n"; - -// File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl - -THREE.ShaderChunk[ 'skinbase_vertex' ] = "#ifdef USE_SKINNING\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#endif"; - -// File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl - -THREE.ShaderChunk[ 'skinning_pars_vertex' ] = "#ifdef USE_SKINNING\n uniform mat4 bindMatrix;\n uniform mat4 bindMatrixInverse;\n #ifdef BONE_TEXTURE\n uniform sampler2D boneTexture;\n uniform int boneTextureWidth;\n uniform int boneTextureHeight;\n mat4 getBoneMatrix( const in float i ) {\n float j = i * 4.0;\n float x = mod( j, float( boneTextureWidth ) );\n float y = floor( j / float( boneTextureWidth ) );\n float dx = 1.0 / float( boneTextureWidth );\n float dy = 1.0 / float( boneTextureHeight );\n y = dy * ( y + 0.5 );\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 mat4 bone = mat4( v1, v2, v3, v4 );\n return bone;\n }\n #else\n uniform mat4 boneGlobalMatrices[ MAX_BONES ];\n mat4 getBoneMatrix( const in float i ) {\n mat4 bone = boneGlobalMatrices[ int(i) ];\n return bone;\n }\n #endif\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl - -THREE.ShaderChunk[ 'skinning_vertex' ] = "#ifdef USE_SKINNING\n vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\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#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl - -THREE.ShaderChunk[ 'skinnormal_vertex' ] = "#ifdef USE_SKINNING\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 objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl - -THREE.ShaderChunk[ 'specularmap_fragment' ] = "float specularStrength;\n#ifdef USE_SPECULARMAP\n vec4 texelSpecular = texture2D( specularMap, vUv );\n specularStrength = texelSpecular.r;\n#else\n specularStrength = 1.0;\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl - -THREE.ShaderChunk[ 'specularmap_pars_fragment' ] = "#ifdef USE_SPECULARMAP\n uniform sampler2D specularMap;\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/tonemapping_fragment.glsl - -THREE.ShaderChunk[ 'tonemapping_fragment' ] = "#if defined( TONE_MAPPING )\n gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/tonemapping_pars_fragment.glsl - -THREE.ShaderChunk[ 'tonemapping_pars_fragment' ] = "#define saturate(a) clamp( a, 0.0, 1.0 )\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n return toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n return saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n return saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n color *= toneMappingExposure;\n color = max( vec3( 0.0 ), color - 0.004 );\n return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n"; - -// File:src/renderers/shaders/ShaderChunk/uv2_pars_fragment.glsl - -THREE.ShaderChunk[ 'uv2_pars_fragment' ] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n varying vec2 vUv2;\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/uv2_pars_vertex.glsl - -THREE.ShaderChunk[ 'uv2_pars_vertex' ] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n attribute vec2 uv2;\n varying vec2 vUv2;\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/uv2_vertex.glsl - -THREE.ShaderChunk[ 'uv2_vertex' ] = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n vUv2 = uv2;\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/uv_pars_fragment.glsl - -THREE.ShaderChunk[ 'uv_pars_fragment' ] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n varying vec2 vUv;\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/uv_pars_vertex.glsl - -THREE.ShaderChunk[ 'uv_pars_vertex' ] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n varying vec2 vUv;\n uniform vec4 offsetRepeat;\n#endif\n"; - -// File:src/renderers/shaders/ShaderChunk/uv_vertex.glsl - -THREE.ShaderChunk[ 'uv_vertex' ] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif"; - -// File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl - -THREE.ShaderChunk[ 'worldpos_vertex' ] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( STANDARD ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n #ifdef USE_SKINNING\n vec4 worldPosition = modelMatrix * skinned;\n #else\n vec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n #endif\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.Matrix3 || - parameter_src instanceof THREE.Matrix4 || - parameter_src instanceof THREE.Texture ) { - - uniforms_dst[ u ][ p ] = parameter_src.clone(); - - } else if ( Array.isArray( parameter_src ) ) { - - 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 ) }, - - "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 } - - }, - - aomap: { - - "aoMap": { type: "t", value: null }, - "aoMapIntensity": { type: "f", value: 1 } - - }, - - lightmap: { - - "lightMap": { type: "t", value: null }, - "lightMapIntensity": { type: "f", value: 1 } - - }, - - emissivemap: { - - "emissiveMap": { type: "t", value: null } - - }, - - bumpmap: { - - "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 ) } - - }, - - displacementmap: { - - "displacementMap": { type: "t", value: null }, - "displacementScale": { type: "f", value: 1 }, - "displacementBias": { type: "f", value: 0 } - - }, - - roughnessmap: { - - "roughnessMap": { type: "t", value: null } - - }, - - metalnessmap: { - - "metalnessMap": { type: "t", value: null } - - }, - - 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: [] }, - - "directionalLights": { type: "sa", value: [], properties: { - "direction": { type: "v3" }, - "color": { type: "c" }, - - "shadow": { type: "i" }, - "shadowBias": { type: "f" }, - "shadowRadius": { type: "f" }, - "shadowMapSize": { type: "v2" } - } }, - - "directionalShadowMap": { type: "tv", value: [] }, - "directionalShadowMatrix": { type: "m4v", value: [] }, - - "spotLights": { type: "sa", value: [], properties: { - "color": { type: "c" }, - "position": { type: "v3" }, - "direction": { type: "v3" }, - "distance": { type: "f" }, - "coneCos": { type: "f" }, - "penumbraCos": { type: "f" }, - "decay": { type: "f" }, - - "shadow": { type: "i" }, - "shadowBias": { type: "f" }, - "shadowRadius": { type: "f" }, - "shadowMapSize": { type: "v2" } - } }, - - "spotShadowMap": { type: "tv", value: [] }, - "spotShadowMatrix": { type: "m4v", value: [] }, - - "pointLights": { type: "sa", value: [], properties: { - "color": { type: "c" }, - "position": { type: "v3" }, - "decay": { type: "f" }, - "distance": { type: "f" }, - - "shadow": { type: "i" }, - "shadowBias": { type: "f" }, - "shadowRadius": { type: "f" }, - "shadowMapSize": { type: "v2" } - } }, - - "pointShadowMap": { type: "tv", value: [] }, - "pointShadowMatrix": { type: "m4v", value: [] }, - - "hemisphereLights": { type: "sa", value: [], properties: { - "direction": { type: "v3" }, - "skyColor": { type: "c" }, - "groundColor": { type: "c" } - } } - - }, - - points: { - - "diffuse": { 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 ) } - - } - -}; - -// File:src/renderers/shaders/ShaderLib/cube_frag.glsl - -THREE.ShaderChunk[ 'cube_frag' ] = "uniform samplerCube tCube;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include \n#include \nvoid main() {\n gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n #include \n}\n"; - -// File:src/renderers/shaders/ShaderLib/cube_vert.glsl - -THREE.ShaderChunk[ 'cube_vert' ] = "varying vec3 vWorldPosition;\n#include \n#include \nvoid main() {\n vWorldPosition = transformDirection( position, modelMatrix );\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n #include \n}\n"; - -// File:src/renderers/shaders/ShaderLib/depth_frag.glsl - -THREE.ShaderChunk[ 'depth_frag' ] = "uniform float mNear;\nuniform float mFar;\nuniform float opacity;\n#include \n#include \nvoid main() {\n #include \n #ifdef USE_LOGDEPTHBUF_EXT\n float depth = gl_FragDepthEXT / gl_FragCoord.w;\n #else\n float depth = gl_FragCoord.z / gl_FragCoord.w;\n #endif\n float color = 1.0 - smoothstep( mNear, mFar, depth );\n gl_FragColor = vec4( vec3( color ), opacity );\n}\n"; - -// File:src/renderers/shaders/ShaderLib/depth_vert.glsl - -THREE.ShaderChunk[ 'depth_vert' ] = "#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n}\n"; - -// File:src/renderers/shaders/ShaderLib/depthRGBA_frag.glsl - -THREE.ShaderChunk[ 'depthRGBA_frag' ] = "#include \n#include \nvec4 pack_depth( const in float depth ) {\n const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n res -= res.xxyz * bit_mask;\n return res;\n}\nvoid main() {\n #include \n #ifdef USE_LOGDEPTHBUF_EXT\n gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );\n #else\n gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );\n #endif\n}\n"; - -// File:src/renderers/shaders/ShaderLib/depthRGBA_vert.glsl - -THREE.ShaderChunk[ 'depthRGBA_vert' ] = "#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n}\n"; - -// File:src/renderers/shaders/ShaderLib/distanceRGBA_frag.glsl - -THREE.ShaderChunk[ 'distanceRGBA_frag' ] = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include \nvec4 pack1K ( float depth ) {\n depth /= 1000.0;\n const vec4 bitSh = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );\n const vec4 bitMsk = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );\n vec4 res = mod( depth * bitSh * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );\n res -= res.xxyz * bitMsk;\n return res;\n}\nfloat unpack1K ( vec4 color ) {\n const vec4 bitSh = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );\n return dot( color, bitSh ) * 1000.0;\n}\nvoid main () {\n gl_FragColor = pack1K( length( vWorldPosition.xyz - lightPos.xyz ) );\n}\n"; - -// File:src/renderers/shaders/ShaderLib/distanceRGBA_vert.glsl - -THREE.ShaderChunk[ 'distanceRGBA_vert' ] = "varying vec4 vWorldPosition;\n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n vWorldPosition = worldPosition;\n}\n"; - -// File:src/renderers/shaders/ShaderLib/equirect_frag.glsl - -THREE.ShaderChunk[ 'equirect_frag' ] = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include \n#include \nvoid main() {\n vec3 direction = normalize( vWorldPosition );\n vec2 sampleUV;\n sampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n sampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n gl_FragColor = texture2D( tEquirect, sampleUV );\n #include \n}\n"; - -// File:src/renderers/shaders/ShaderLib/equirect_vert.glsl - -THREE.ShaderChunk[ 'equirect_vert' ] = "varying vec3 vWorldPosition;\n#include \n#include \nvoid main() {\n vWorldPosition = transformDirection( position, modelMatrix );\n gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n #include \n}\n"; - -// File:src/renderers/shaders/ShaderLib/linedashed_frag.glsl - -THREE.ShaderChunk[ 'linedashed_frag' ] = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include \n#include \n#include \n#include \nvoid main() {\n if ( mod( vLineDistance, totalSize ) > dashSize ) {\n discard;\n }\n vec3 outgoingLight = vec3( 0.0 );\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n #include \n outgoingLight = diffuseColor.rgb;\n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n #include \n #include \n #include \n #include \n}\n"; - -// File:src/renderers/shaders/ShaderLib/linedashed_vert.glsl - -THREE.ShaderChunk[ 'linedashed_vert' ] = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include \n#include \n#include \nvoid main() {\n #include \n vLineDistance = scale * lineDistance;\n vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n gl_Position = projectionMatrix * mvPosition;\n #include \n}\n"; - -// File:src/renderers/shaders/ShaderLib/meshbasic_frag.glsl - -THREE.ShaderChunk[ 'meshbasic_frag' ] = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n #include \n #include \n #include \n #include \n #include \n ReflectedLight reflectedLight;\n reflectedLight.directDiffuse = vec3( 0.0 );\n reflectedLight.directSpecular = vec3( 0.0 );\n reflectedLight.indirectDiffuse = diffuseColor.rgb;\n reflectedLight.indirectSpecular = vec3( 0.0 );\n #include \n vec3 outgoingLight = reflectedLight.indirectDiffuse;\n #include \n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n #include \n #include \n #include \n #include \n}\n"; - -// File:src/renderers/shaders/ShaderLib/meshbasic_vert.glsl - -THREE.ShaderChunk[ 'meshbasic_vert' ] = "#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #ifdef USE_ENVMAP\n #include \n #include \n #include \n #include \n #endif\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}\n"; - -// File:src/renderers/shaders/ShaderLib/meshlambert_frag.glsl - -THREE.ShaderChunk[ 'meshlambert_frag' ] = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n varying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n reflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n #include \n reflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n #ifdef DOUBLE_SIDED\n reflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n #else\n reflectedLight.directDiffuse = vLightFront;\n #endif\n reflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n #include \n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n #include \n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n #include \n #include \n #include \n #include \n}\n"; - -// File:src/renderers/shaders/ShaderLib/meshlambert_vert.glsl - -THREE.ShaderChunk[ 'meshlambert_vert' ] = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n varying vec3 vLightBack;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n}\n"; - -// File:src/renderers/shaders/ShaderLib/meshphong_frag.glsl - -THREE.ShaderChunk[ 'meshphong_frag' ] = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n #include \n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n #include \n #include \n #include \n #include \n}\n"; - -// File:src/renderers/shaders/ShaderLib/meshphong_vert.glsl - -THREE.ShaderChunk[ 'meshphong_vert' ] = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n#ifndef FLAT_SHADED\n vNormal = normalize( transformedNormal );\n#endif\n #include \n #include \n #include \n #include \n #include \n #include \n vViewPosition = - mvPosition.xyz;\n #include \n #include \n #include \n #include \n}\n"; - -// File:src/renderers/shaders/ShaderLib/meshstandard_frag.glsl - -THREE.ShaderChunk[ 'meshstandard_frag' ] = "#define STANDARD\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\nuniform float envMapIntensity;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec4 diffuseColor = vec4( diffuse, opacity );\n ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n vec3 totalEmissiveRadiance = emissive;\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n #include \n #include \n #include \n #include \n}\n"; - -// File:src/renderers/shaders/ShaderLib/meshstandard_vert.glsl - -THREE.ShaderChunk[ 'meshstandard_vert' ] = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n varying vec3 vNormal;\n#endif\n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #include \n #include \n #include \n #include \n #include \n#ifndef FLAT_SHADED\n vNormal = normalize( transformedNormal );\n#endif\n #include \n #include \n #include \n #include \n #include \n #include \n vViewPosition = - mvPosition.xyz;\n #include \n #include \n #include \n}\n"; - -// File:src/renderers/shaders/ShaderLib/normal_frag.glsl - -THREE.ShaderChunk[ 'normal_frag' ] = "uniform float opacity;\nvarying vec3 vNormal;\n#include \n#include \nvoid main() {\n gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );\n #include \n}\n"; - -// File:src/renderers/shaders/ShaderLib/normal_vert.glsl - -THREE.ShaderChunk[ 'normal_vert' ] = "varying vec3 vNormal;\n#include \n#include \n#include \nvoid main() {\n vNormal = normalize( normalMatrix * normal );\n #include \n #include \n #include \n #include \n}\n"; - -// File:src/renderers/shaders/ShaderLib/points_frag.glsl - -THREE.ShaderChunk[ 'points_frag' ] = "uniform vec3 diffuse;\nuniform float opacity;\n#include \n#include \n#include \n#include \n#include \n#include \nvoid main() {\n vec3 outgoingLight = vec3( 0.0 );\n vec4 diffuseColor = vec4( diffuse, opacity );\n #include \n #include \n #include \n #include \n outgoingLight = diffuseColor.rgb;\n gl_FragColor = vec4( outgoingLight, diffuseColor.a );\n #include \n #include \n #include \n #include \n}\n"; - -// File:src/renderers/shaders/ShaderLib/points_vert.glsl - -THREE.ShaderChunk[ 'points_vert' ] = "uniform float size;\nuniform float scale;\n#include \n#include \n#include \n#include \nvoid main() {\n #include \n #include \n #include \n #ifdef USE_SIZEATTENUATION\n gl_PointSize = size * ( scale / - mvPosition.z );\n #else\n gl_PointSize = size;\n #endif\n #include \n #include \n #include \n}\n"; - -// 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[ "aomap" ], - THREE.UniformsLib[ "fog" ] - - ] ), - - vertexShader: THREE.ShaderChunk['meshbasic_vert'], - fragmentShader: THREE.ShaderChunk['meshbasic_frag'] - - }, - - 'lambert': { - - uniforms: THREE.UniformsUtils.merge( [ - - THREE.UniformsLib[ "common" ], - THREE.UniformsLib[ "aomap" ], - THREE.UniformsLib[ "lightmap" ], - THREE.UniformsLib[ "emissivemap" ], - THREE.UniformsLib[ "fog" ], - THREE.UniformsLib[ "lights" ], - - { - "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) } - } - - ] ), - - vertexShader: THREE.ShaderChunk['meshlambert_vert'], - fragmentShader: THREE.ShaderChunk['meshlambert_frag'] - - }, - - 'phong': { - - uniforms: THREE.UniformsUtils.merge( [ - - THREE.UniformsLib[ "common" ], - THREE.UniformsLib[ "aomap" ], - THREE.UniformsLib[ "lightmap" ], - THREE.UniformsLib[ "emissivemap" ], - THREE.UniformsLib[ "bumpmap" ], - THREE.UniformsLib[ "normalmap" ], - THREE.UniformsLib[ "displacementmap" ], - THREE.UniformsLib[ "fog" ], - THREE.UniformsLib[ "lights" ], - - { - "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, - "specular" : { type: "c", value: new THREE.Color( 0x111111 ) }, - "shininess": { type: "f", value: 30 } - } - - ] ), - - vertexShader: THREE.ShaderChunk['meshphong_vert'], - fragmentShader: THREE.ShaderChunk['meshphong_frag'] - - }, - - 'standard': { - - uniforms: THREE.UniformsUtils.merge( [ - - THREE.UniformsLib[ "common" ], - THREE.UniformsLib[ "aomap" ], - THREE.UniformsLib[ "lightmap" ], - THREE.UniformsLib[ "emissivemap" ], - THREE.UniformsLib[ "bumpmap" ], - THREE.UniformsLib[ "normalmap" ], - THREE.UniformsLib[ "displacementmap" ], - THREE.UniformsLib[ "roughnessmap" ], - THREE.UniformsLib[ "metalnessmap" ], - THREE.UniformsLib[ "fog" ], - THREE.UniformsLib[ "lights" ], - - { - "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) }, - "roughness": { type: "f", value: 0.5 }, - "metalness": { type: "f", value: 0 }, - "envMapIntensity" : { type: "f", value: 1 } // temporary - } - - ] ), - - vertexShader: THREE.ShaderChunk['meshstandard_vert'], - fragmentShader: THREE.ShaderChunk['meshstandard_frag'] - - }, - - 'points': { - - uniforms: THREE.UniformsUtils.merge( [ - - THREE.UniformsLib[ "points" ], - THREE.UniformsLib[ "fog" ] - - ] ), - - vertexShader: THREE.ShaderChunk['points_vert'], - fragmentShader: THREE.ShaderChunk['points_frag'] - - }, - - '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: THREE.ShaderChunk['linedashed_vert'], - fragmentShader: THREE.ShaderChunk['linedashed_frag'] - - }, - - 'depth': { - - uniforms: { - - "mNear": { type: "f", value: 1.0 }, - "mFar" : { type: "f", value: 2000.0 }, - "opacity" : { type: "f", value: 1.0 } - - }, - - vertexShader: THREE.ShaderChunk['depth_vert'], - fragmentShader: THREE.ShaderChunk['depth_frag'] - - }, - - 'normal': { - - uniforms: { - - "opacity" : { type: "f", value: 1.0 } - - }, - - vertexShader: THREE.ShaderChunk['normal_vert'], - fragmentShader: THREE.ShaderChunk['normal_frag'] - - }, - - /* ------------------------------------------------------------------------- - // Cube map shader - ------------------------------------------------------------------------- */ - - 'cube': { - - uniforms: { - "tCube": { type: "t", value: null }, - "tFlip": { type: "f", value: - 1 } - }, - - vertexShader: THREE.ShaderChunk['cube_vert'], - fragmentShader: THREE.ShaderChunk['cube_frag'] - - }, - - /* ------------------------------------------------------------------------- - // Cube map shader - ------------------------------------------------------------------------- */ - - 'equirect': { - - uniforms: { - "tEquirect": { type: "t", value: null }, - "tFlip": { type: "f", value: - 1 } - }, - - vertexShader: THREE.ShaderChunk['equirect_vert'], - fragmentShader: THREE.ShaderChunk['equirect_frag'] - - }, - - /* 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['depthRGBA_vert'], - fragmentShader: THREE.ShaderChunk['depthRGBA_frag'] - - }, - - - 'distanceRGBA': { - - uniforms: { - - "lightPos": { type: "v3", value: new THREE.Vector3( 0, 0, 0 ) } - - }, - - vertexShader: THREE.ShaderChunk['distanceRGBA_vert'], - fragmentShader: THREE.ShaderChunk['distanceRGBA_frag'] - - } - -}; - -// 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, - - _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; - - var lights = []; - - var opaqueObjects = []; - var opaqueObjectsLastIndex = - 1; - var transparentObjects = []; - var transparentObjectsLastIndex = - 1; - - var morphInfluences = new Float32Array( 8 ); - - 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; - - // physical lights - - this.physicallyCorrectLights = false; - - // tone mapping - - this.toneMapping = THREE.LinearToneMapping; - this.toneMappingExposure = 1.0; - this.toneMappingWhitePoint = 1.0; - - // morphs - - this.maxMorphTargets = 8; - this.maxMorphNormals = 4; - - // flags - - this.autoScaleCubemaps = true; - - // internal properties - - var _this = this, - - // internal state cache - - _currentProgram = null, - _currentRenderTarget = null, - _currentFramebuffer = null, - _currentMaterialId = - 1, - _currentGeometryProgram = '', - _currentCamera = null, - - _currentScissor = new THREE.Vector4(), - _currentScissorTest = null, - - _currentViewport = new THREE.Vector4(), - - // - - _usedTextureUnits = 0, - - // - - _clearColor = new THREE.Color( 0x000000 ), - _clearAlpha = 0, - - _width = _canvas.width, - _height = _canvas.height, - - _pixelRatio = 1, - - _scissor = new THREE.Vector4( 0, 0, _width, _height ), - _scissorTest = false, - - _viewport = new THREE.Vector4( 0, 0, _width, _height ), - - // frustum - - _frustum = new THREE.Frustum(), - - // camera matrices cache - - _projScreenMatrix = new THREE.Matrix4(), - - _vector3 = new THREE.Vector3(), - - // light arrays cache - - _lights = { - - hash: '', - - ambient: [ 0, 0, 0 ], - directional: [], - directionalShadowMap: [], - directionalShadowMatrix: [], - spot: [], - spotShadowMap: [], - spotShadowMatrix: [], - point: [], - pointShadowMap: [], - pointShadowMatrix: [], - hemi: [], - - shadows: [], - shadowsPointLight: 0 - - }, - - // info - - _infoMemory = { - - geometries: 0, - textures: 0 - - }, - - _infoRender = { - - calls: 0, - vertices: 0, - faces: 0, - points: 0 - - }; - - this.info = { - - render: _infoRender, - memory: _infoMemory, - programs: null - - }; - - - // 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.'; - - } - - } - - // Some experimental-webgl implementations do not have getShaderPrecisionFormat - - if ( _gl.getShaderPrecisionFormat === undefined ) { - - _gl.getShaderPrecisionFormat = function () { - - return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 }; - - }; - - } - - _canvas.addEventListener( 'webglcontextlost', onContextLost, false ); - - } catch ( error ) { - - console.error( 'THREE.WebGLRenderer: ' + error ); - - } - - 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' ); - extensions.get( 'ANGLE_instanced_arrays' ); - - if ( extensions.get( 'OES_element_index_uint' ) ) { - - THREE.BufferGeometry.MaxIndex = 4294967296; - - } - - var capabilities = new THREE.WebGLCapabilities( _gl, extensions, parameters ); - - var state = new THREE.WebGLState( _gl, extensions, paramThreeToGL ); - var properties = new THREE.WebGLProperties(); - var objects = new THREE.WebGLObjects( _gl, properties, this.info ); - var programCache = new THREE.WebGLPrograms( this, capabilities ); - var lightCache = new THREE.WebGLLights(); - - this.info.programs = programCache.programs; - - var bufferRenderer = new THREE.WebGLBufferRenderer( _gl, extensions, _infoRender ); - var indexedBufferRenderer = new THREE.WebGLIndexedBufferRenderer( _gl, extensions, _infoRender ); - - // - - function getTargetPixelRatio() { - - return _currentRenderTarget === null ? _pixelRatio : 1; - - } - - function glClearColor( r, g, b, a ) { - - if ( _premultipliedAlpha === true ) { - - r *= a; g *= a; b *= a; - - } - - state.clearColor( r, g, b, a ); - - } - - function setDefaultGLState() { - - state.init(); - - state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) ); - state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) ); - - glClearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha ); - - } - - function resetGLState() { - - _currentProgram = null; - _currentCamera = null; - - _currentGeometryProgram = ''; - _currentMaterialId = - 1; - - state.reset(); - - } - - setDefaultGLState(); - - this.context = _gl; - this.capabilities = capabilities; - this.extensions = extensions; - this.properties = properties; - this.state = state; - - // shadow map - - var shadowMap = new THREE.WebGLShadowMap( this, _lights, objects ); - - this.shadowMap = shadowMap; - - - // Plugins - - var spritePlugin = new THREE.SpritePlugin( this, sprites ); - var lensFlarePlugin = new THREE.LensFlarePlugin( this, lensFlares ); - - // API - - this.getContext = function () { - - return _gl; - - }; - - this.getContextAttributes = function () { - - return _gl.getContextAttributes(); - - }; - - this.forceContextLoss = function () { - - extensions.get( 'WEBGL_lose_context' ).loseContext(); - - }; - - this.getMaxAnisotropy = ( function () { - - var value; - - return function getMaxAnisotropy() { - - if ( value !== undefined ) return value; - - var extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - - if ( extension !== null ) { - - value = _gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT ); - - } else { - - value = 0; - - } - - return value; - - }; - - } )(); - - this.getPrecision = function () { - - return capabilities.precision; - - }; - - this.getPixelRatio = function () { - - return _pixelRatio; - - }; - - this.setPixelRatio = function ( value ) { - - if ( value === undefined ) return; - - _pixelRatio = value; - - this.setSize( _viewport.z, _viewport.w, false ); - - }; - - this.getSize = function () { - - return { - width: _width, - height: _height - }; - - }; - - this.setSize = function ( width, height, updateStyle ) { - - _width = width; - _height = height; - - _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 ) { - - state.viewport( _viewport.set( x, y, width, height ) ); - - }; - - this.setScissor = function ( x, y, width, height ) { - - state.scissor( _scissor.set( x, y, width, height ) ); - - }; - - this.setScissorTest = function ( boolean ) { - - state.setScissorTest( _scissorTest = boolean ); - - }; - - // 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 () { - - this.clear( true, false, false ); - - }; - - this.clearDepth = function () { - - this.clear( false, true, false ); - - }; - - this.clearStencil = function () { - - this.clear( false, false, true ); - - }; - - this.clearTarget = function ( renderTarget, color, depth, stencil ) { - - this.setRenderTarget( renderTarget ); - this.clear( color, depth, stencil ); - - }; - - // Reset - - this.resetGLState = resetGLState; - - this.dispose = function() { - - _canvas.removeEventListener( 'webglcontextlost', onContextLost, false ); - - }; - - // Events - - function onContextLost( event ) { - - event.preventDefault(); - - resetGLState(); - setDefaultGLState(); - - properties.clear(); - - } - - function onTextureDispose( event ) { - - var texture = event.target; - - texture.removeEventListener( 'dispose', onTextureDispose ); - - deallocateTexture( texture ); - - _infoMemory.textures --; - - - } - - function onRenderTargetDispose( event ) { - - var renderTarget = event.target; - - renderTarget.removeEventListener( 'dispose', onRenderTargetDispose ); - - deallocateRenderTarget( renderTarget ); - - _infoMemory.textures --; - - } - - function onMaterialDispose( event ) { - - var material = event.target; - - material.removeEventListener( 'dispose', onMaterialDispose ); - - deallocateMaterial( material ); - - } - - // Buffer deallocation - - function deallocateTexture( texture ) { - - var textureProperties = properties.get( texture ); - - if ( texture.image && textureProperties.__image__webglTextureCube ) { - - // cube texture - - _gl.deleteTexture( textureProperties.__image__webglTextureCube ); - - } else { - - // 2D texture - - if ( textureProperties.__webglInit === undefined ) return; - - _gl.deleteTexture( textureProperties.__webglTexture ); - - } - - // remove all webgl properties - properties.delete( texture ); - - } - - function deallocateRenderTarget( renderTarget ) { - - var renderTargetProperties = properties.get( renderTarget ); - var textureProperties = properties.get( renderTarget.texture ); - - if ( ! renderTarget || textureProperties.__webglTexture === undefined ) return; - - _gl.deleteTexture( textureProperties.__webglTexture ); - - if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) { - - for ( var i = 0; i < 6; i ++ ) { - - _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] ); - _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] ); - - } - - } else { - - _gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer ); - _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer ); - - } - - properties.delete( renderTarget.texture ); - properties.delete( renderTarget ); - - } - - function deallocateMaterial( material ) { - - releaseMaterialProgramReference( material ); - - properties.delete( material ); - - } - - - function releaseMaterialProgramReference( material ) { - - var programInfo = properties.get( material ).program; - - material.program = undefined; - - if ( programInfo !== undefined ) { - - programCache.releaseProgram( programInfo ); - - } - - } - - // Buffer rendering - - this.renderBufferImmediate = function ( object, program, material ) { - - state.initAttributes(); - - var buffers = properties.get( object ); - - if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer(); - if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer(); - if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer(); - if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer(); - - var attributes = program.getAttributes(); - - if ( object.hasPositions ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position ); - _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW ); - - state.enableAttribute( attributes.position ); - _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 ); - - } - - if ( object.hasNormals ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal ); - - if ( material.type !== 'MeshPhongMaterial' && material.type !== 'MeshStandardMaterial' && material.shading === THREE.FlatShading ) { - - for ( var i = 0, l = object.count * 3; i < l; i += 9 ) { - - var array = object.normalArray; - - var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3; - var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3; - var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3; - - array[ i + 0 ] = nx; - array[ i + 1 ] = ny; - array[ i + 2 ] = nz; - - array[ i + 3 ] = nx; - array[ i + 4 ] = ny; - array[ i + 5 ] = nz; - - array[ i + 6 ] = nx; - array[ i + 7 ] = ny; - array[ i + 8 ] = nz; - - } - - } - - _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW ); - - state.enableAttribute( attributes.normal ); - - _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 ); - - } - - if ( object.hasUvs && material.map ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv ); - _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW ); - - state.enableAttribute( attributes.uv ); - - _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 ); - - } - - if ( object.hasColors && material.vertexColors !== THREE.NoColors ) { - - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color ); - _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW ); - - state.enableAttribute( attributes.color ); - - _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 ); - - } - - state.disableUnusedAttributes(); - - _gl.drawArrays( _gl.TRIANGLES, 0, object.count ); - - object.count = 0; - - }; - - this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) { - - setMaterial( material ); - - var program = setProgram( camera, fog, material, object ); - - var updateBuffers = false; - var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe; - - if ( geometryProgram !== _currentGeometryProgram ) { - - _currentGeometryProgram = geometryProgram; - updateBuffers = true; - - } - - // morph targets - - var morphTargetInfluences = object.morphTargetInfluences; - - if ( morphTargetInfluences !== undefined ) { - - var activeInfluences = []; - - for ( var i = 0, l = morphTargetInfluences.length; i < l; i ++ ) { - - var influence = morphTargetInfluences[ i ]; - activeInfluences.push( [ influence, i ] ); - - } - - activeInfluences.sort( absNumericalSort ); - - if ( activeInfluences.length > 8 ) { - - activeInfluences.length = 8; - - } - - var morphAttributes = geometry.morphAttributes; - - for ( var i = 0, l = activeInfluences.length; i < l; i ++ ) { - - var influence = activeInfluences[ i ]; - morphInfluences[ i ] = influence[ 0 ]; - - if ( influence[ 0 ] !== 0 ) { - - var index = influence[ 1 ]; - - if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] ); - if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] ); - - } else { - - if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i ); - if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i ); - - } - - } - - var uniforms = program.getUniforms(); - - if ( uniforms.morphTargetInfluences !== null ) { - - _gl.uniform1fv( uniforms.morphTargetInfluences, morphInfluences ); - - } - - updateBuffers = true; - - } - - // - - var index = geometry.index; - var position = geometry.attributes.position; - - if ( material.wireframe === true ) { - - index = objects.getWireframeAttribute( geometry ); - - } - - var renderer; - - if ( index !== null ) { - - renderer = indexedBufferRenderer; - renderer.setIndex( index ); - - } else { - - renderer = bufferRenderer; - - } - - if ( updateBuffers ) { - - setupVertexAttributes( material, program, geometry ); - - if ( index !== null ) { - - _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) ); - - } - - } - - // - - var dataStart = 0; - var dataCount = Infinity; - - if ( index !== null ) { - - dataCount = index.count; - - } else if ( position !== undefined ) { - - dataCount = position.count; - - } - - var rangeStart = geometry.drawRange.start; - var rangeCount = geometry.drawRange.count; - - var groupStart = group !== null ? group.start : 0; - var groupCount = group !== null ? group.count : Infinity; - - var drawStart = Math.max( dataStart, rangeStart, groupStart ); - var drawEnd = Math.min( dataStart + dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1; - - var drawCount = Math.max( 0, drawEnd - drawStart + 1 ); - - // - - if ( object instanceof THREE.Mesh ) { - - if ( material.wireframe === true ) { - - state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() ); - renderer.setMode( _gl.LINES ); - - } else { - - switch ( object.drawMode ) { - - case THREE.TrianglesDrawMode: - renderer.setMode( _gl.TRIANGLES ); - break; - - case THREE.TriangleStripDrawMode: - renderer.setMode( _gl.TRIANGLE_STRIP ); - break; - - case THREE.TriangleFanDrawMode: - renderer.setMode( _gl.TRIANGLE_FAN ); - break; - - } - - } - - - } else if ( object instanceof THREE.Line ) { - - var lineWidth = material.linewidth; - - if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material - - state.setLineWidth( lineWidth * getTargetPixelRatio() ); - - if ( object instanceof THREE.LineSegments ) { - - renderer.setMode( _gl.LINES ); - - } else { - - renderer.setMode( _gl.LINE_STRIP ); - - } - - } else if ( object instanceof THREE.Points ) { - - renderer.setMode( _gl.POINTS ); - - } - - if ( geometry instanceof THREE.InstancedBufferGeometry ) { - - if ( geometry.maxInstancedCount > 0 ) { - - renderer.renderInstances( geometry, drawStart, drawCount ); - - } - - } else { - - renderer.render( drawStart, drawCount ); - - } - - }; - - function setupVertexAttributes( material, program, geometry, startIndex ) { - - var extension; - - if ( geometry instanceof THREE.InstancedBufferGeometry ) { - - extension = extensions.get( 'ANGLE_instanced_arrays' ); - - if ( extension === null ) { - - console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); - return; - - } - - } - - if ( startIndex === undefined ) startIndex = 0; - - state.initAttributes(); - - var geometryAttributes = geometry.attributes; - - var programAttributes = program.getAttributes(); - - var materialDefaultAttributeValues = material.defaultAttributeValues; - - for ( var name in programAttributes ) { - - var programAttribute = programAttributes[ name ]; - - if ( programAttribute >= 0 ) { - - var geometryAttribute = geometryAttributes[ name ]; - - if ( geometryAttribute !== undefined ) { - - var size = geometryAttribute.itemSize; - var buffer = objects.getAttributeBuffer( geometryAttribute ); - - if ( geometryAttribute instanceof THREE.InterleavedBufferAttribute ) { - - var data = geometryAttribute.data; - var stride = data.stride; - var offset = geometryAttribute.offset; - - if ( data instanceof THREE.InstancedInterleavedBuffer ) { - - state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension ); - - if ( geometry.maxInstancedCount === undefined ) { - - geometry.maxInstancedCount = data.meshPerAttribute * data.count; - - } - - } else { - - state.enableAttribute( programAttribute ); - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); - _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, stride * data.array.BYTES_PER_ELEMENT, ( startIndex * stride + offset ) * data.array.BYTES_PER_ELEMENT ); - - } else { - - if ( geometryAttribute instanceof THREE.InstancedBufferAttribute ) { - - state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension ); - - if ( geometry.maxInstancedCount === undefined ) { - - geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count; - - } - - } else { - - state.enableAttribute( programAttribute ); - - } - - _gl.bindBuffer( _gl.ARRAY_BUFFER, buffer ); - _gl.vertexAttribPointer( programAttribute, size, _gl.FLOAT, false, 0, startIndex * size * 4 ); // 4 bytes per Float32 - - } - - } else if ( materialDefaultAttributeValues !== undefined ) { - - var value = materialDefaultAttributeValues[ name ]; - - if ( value !== undefined ) { - - switch ( value.length ) { - - case 2: - _gl.vertexAttrib2fv( programAttribute, value ); - break; - - case 3: - _gl.vertexAttrib3fv( programAttribute, value ); - break; - - case 4: - _gl.vertexAttrib4fv( programAttribute, value ); - break; - - default: - _gl.vertexAttrib1fv( programAttribute, value ); - - } - - } - - } - - } - - } - - state.disableUnusedAttributes(); - - } - - // Sorting - - function absNumericalSort( a, b ) { - - return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] ); - - } - - 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; - - } - - } - - // Rendering - - this.render = function ( scene, camera, renderTarget, forceClear ) { - - if ( camera instanceof THREE.Camera === false ) { - - console.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; - - // update scene graph - - if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); - - // update camera matrices and frustum - - if ( camera.parent === null ) camera.updateMatrixWorld(); - - camera.matrixWorldInverse.getInverse( camera.matrixWorld ); - - _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse ); - _frustum.setFromMatrix( _projScreenMatrix ); - - lights.length = 0; - - opaqueObjectsLastIndex = - 1; - transparentObjectsLastIndex = - 1; - - sprites.length = 0; - lensFlares.length = 0; - - projectObject( scene, camera ); - - opaqueObjects.length = opaqueObjectsLastIndex + 1; - transparentObjects.length = transparentObjectsLastIndex + 1; - - if ( _this.sortObjects === true ) { - - opaqueObjects.sort( painterSortStable ); - transparentObjects.sort( reversePainterSortStable ); - - } - - setupLights( lights, camera ); - - // - - shadowMap.render( scene, camera ); - - // - - _infoRender.calls = 0; - _infoRender.vertices = 0; - _infoRender.faces = 0; - _infoRender.points = 0; - - if ( renderTarget === undefined ) { - - renderTarget = null; - - } - - this.setRenderTarget( renderTarget ); - - if ( this.autoClear || forceClear ) { - - this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil ); - - } - - // - - if ( scene.overrideMaterial ) { - - var overrideMaterial = scene.overrideMaterial; - - renderObjects( opaqueObjects, camera, fog, overrideMaterial ); - renderObjects( transparentObjects, camera, fog, overrideMaterial ); - - } else { - - // opaque pass (front-to-back order) - - state.setBlending( THREE.NoBlending ); - renderObjects( opaqueObjects, camera, fog ); - - // transparent pass (back-to-front order) - - renderObjects( transparentObjects, camera, fog ); - - } - - // custom render plugins (post pass) - - spritePlugin.render( scene, camera ); - lensFlarePlugin.render( scene, camera, _currentViewport ); - - // Generate mipmap if we're using any kind of mipmap filtering - - if ( renderTarget ) { - - var texture = renderTarget.texture; - - if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) && - texture.minFilter !== THREE.NearestFilter && - texture.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 pushRenderItem( object, geometry, material, z, group ) { - - var array, index; - - // allocate the next position in the appropriate array - - if ( material.transparent ) { - - array = transparentObjects; - index = ++ transparentObjectsLastIndex; - - } else { - - array = opaqueObjects; - index = ++ opaqueObjectsLastIndex; - - } - - // recycle existing render item or grow the array - - var renderItem = array[ index ]; - - if ( renderItem !== undefined ) { - - renderItem.id = object.id; - renderItem.object = object; - renderItem.geometry = geometry; - renderItem.material = material; - renderItem.z = _vector3.z; - renderItem.group = group; - - } else { - - renderItem = { - id: object.id, - object: object, - geometry: geometry, - material: material, - z: _vector3.z, - group: group - }; - - // assert( index === array.length ); - array.push( renderItem ); - - } - - } - - function projectObject( object, camera ) { - - if ( object.visible === false ) return; - - if ( object.layers.test( camera.layers ) ) { - - if ( object instanceof THREE.Light ) { - - lights.push( object ); - - } else if ( object instanceof THREE.Sprite ) { - - if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) { - - sprites.push( object ); - - } - - } else if ( object instanceof THREE.LensFlare ) { - - lensFlares.push( object ); - - } else if ( object instanceof THREE.ImmediateRenderObject ) { - - if ( _this.sortObjects === true ) { - - _vector3.setFromMatrixPosition( object.matrixWorld ); - _vector3.applyProjection( _projScreenMatrix ); - - } - - pushRenderItem( object, null, object.material, _vector3.z, null ); - - } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) { - - if ( object instanceof THREE.SkinnedMesh ) { - - object.skeleton.update(); - - } - - if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) { - - var material = object.material; - - if ( material.visible === true ) { - - if ( _this.sortObjects === true ) { - - _vector3.setFromMatrixPosition( object.matrixWorld ); - _vector3.applyProjection( _projScreenMatrix ); - - } - - var geometry = objects.update( object ); - - if ( material instanceof THREE.MultiMaterial ) { - - var groups = geometry.groups; - var materials = material.materials; - - for ( var i = 0, l = groups.length; i < l; i ++ ) { - - var group = groups[ i ]; - var groupMaterial = materials[ group.materialIndex ]; - - if ( groupMaterial.visible === true ) { - - pushRenderItem( object, geometry, groupMaterial, _vector3.z, group ); - - } - - } - - } else { - - pushRenderItem( object, geometry, material, _vector3.z, null ); - - } - - } - - } - - } - - } - - var children = object.children; - - for ( var i = 0, l = children.length; i < l; i ++ ) { - - projectObject( children[ i ], camera ); - - } - - } - - function renderObjects( renderList, camera, fog, overrideMaterial ) { - - for ( var i = 0, l = renderList.length; i < l; i ++ ) { - - var renderItem = renderList[ i ]; - - var object = renderItem.object; - var geometry = renderItem.geometry; - var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial; - var group = renderItem.group; - - object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld ); - object.normalMatrix.getNormalMatrix( object.modelViewMatrix ); - - if ( object instanceof THREE.ImmediateRenderObject ) { - - setMaterial( material ); - - var program = setProgram( camera, fog, material, object ); - - _currentGeometryProgram = ''; - - object.render( function ( object ) { - - _this.renderBufferImmediate( object, program, material ); - - } ); - - } else { - - _this.renderBufferDirect( camera, fog, geometry, material, object, group ); - - } - - } - - } - - function initMaterial( material, fog, object ) { - - var materialProperties = properties.get( material ); - - var parameters = programCache.getParameters( material, _lights, fog, object ); - var code = programCache.getProgramCode( material, parameters ); - - var program = materialProperties.program; - var programChange = true; - - if ( program === undefined ) { - - // new material - material.addEventListener( 'dispose', onMaterialDispose ); - - } else if ( program.code !== code ) { - - // changed glsl or parameters - releaseMaterialProgramReference( material ); - - } else if ( parameters.shaderID !== undefined ) { - - // same glsl and uniform list - return; - - } else { - - // only rebuild uniform list - programChange = false; - - } - - if ( programChange ) { - - if ( parameters.shaderID ) { - - var shader = THREE.ShaderLib[ parameters.shaderID ]; - - materialProperties.__webglShader = { - name: material.type, - uniforms: THREE.UniformsUtils.clone( shader.uniforms ), - vertexShader: shader.vertexShader, - fragmentShader: shader.fragmentShader - }; - - } else { - - materialProperties.__webglShader = { - name: material.type, - uniforms: material.uniforms, - vertexShader: material.vertexShader, - fragmentShader: material.fragmentShader - }; - - } - - material.__webglShader = materialProperties.__webglShader; - - program = programCache.acquireProgram( material, parameters, code ); - - materialProperties.program = program; - material.program = program; - - } - - var attributes = program.getAttributes(); - - if ( material.morphTargets ) { - - material.numSupportedMorphTargets = 0; - - for ( var i = 0; i < _this.maxMorphTargets; i ++ ) { - - if ( attributes[ 'morphTarget' + i ] >= 0 ) { - - material.numSupportedMorphTargets ++; - - } - - } - - } - - if ( material.morphNormals ) { - - material.numSupportedMorphNormals = 0; - - for ( var i = 0; i < _this.maxMorphNormals; i ++ ) { - - if ( attributes[ 'morphNormal' + i ] >= 0 ) { - - material.numSupportedMorphNormals ++; - - } - - } - - } - - materialProperties.uniformsList = []; - - var uniforms = materialProperties.__webglShader.uniforms, - uniformLocations = materialProperties.program.getUniforms(); - - for ( var u in uniforms ) { - - var location = uniformLocations[ u ]; - - if ( location ) { - - materialProperties.uniformsList.push( [ materialProperties.__webglShader.uniforms[ u ], location ] ); - - } - - } - - if ( material instanceof THREE.MeshPhongMaterial || - material instanceof THREE.MeshLambertMaterial || - material instanceof THREE.MeshStandardMaterial || - material.lights ) { - - // store the light setup it was created for - - materialProperties.lightsHash = _lights.hash; - - // wire up the material to this renderer's lighting state - - uniforms.ambientLightColor.value = _lights.ambient; - uniforms.directionalLights.value = _lights.directional; - uniforms.spotLights.value = _lights.spot; - uniforms.pointLights.value = _lights.point; - uniforms.hemisphereLights.value = _lights.hemi; - - uniforms.directionalShadowMap.value = _lights.directionalShadowMap; - uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix; - uniforms.spotShadowMap.value = _lights.spotShadowMap; - uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix; - uniforms.pointShadowMap.value = _lights.pointShadowMap; - uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix; - - } - - // detect dynamic uniforms - - materialProperties.hasDynamicUniforms = false; - - for ( var j = 0, jl = materialProperties.uniformsList.length; j < jl; j ++ ) { - - var uniform = materialProperties.uniformsList[ j ][ 0 ]; - - if ( uniform.dynamic === true ) { - - materialProperties.hasDynamicUniforms = true; - break; - - } - - } - - } - - function setMaterial( material ) { - - setMaterialFaces( material ); - - if ( material.transparent === true ) { - - state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha ); - - } else { - - state.setBlending( THREE.NoBlending ); - - } - - state.setDepthFunc( material.depthFunc ); - state.setDepthTest( material.depthTest ); - state.setDepthWrite( material.depthWrite ); - state.setColorWrite( material.colorWrite ); - state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits ); - - } - - function setMaterialFaces( material ) { - - material.side !== THREE.DoubleSide ? state.enable( _gl.CULL_FACE ) : state.disable( _gl.CULL_FACE ); - state.setFlipSided( material.side === THREE.BackSide ); - - } - - function setProgram( camera, fog, material, object ) { - - _usedTextureUnits = 0; - - var materialProperties = properties.get( material ); - - if ( materialProperties.program === undefined ) { - - material.needsUpdate = true; - - } - - if ( materialProperties.lightsHash !== undefined && - materialProperties.lightsHash !== _lights.hash ) { - - material.needsUpdate = true; - - } - - if ( material.needsUpdate ) { - - initMaterial( material, fog, object ); - material.needsUpdate = false; - - } - - var refreshProgram = false; - var refreshMaterial = false; - var refreshLights = false; - - var program = materialProperties.program, - p_uniforms = program.getUniforms(), - m_uniforms = materialProperties.__webglShader.uniforms; - - if ( program.id !== _currentProgram ) { - - _gl.useProgram( program.program ); - _currentProgram = program.id; - - refreshProgram = true; - refreshMaterial = true; - refreshLights = true; - - } - - if ( material.id !== _currentMaterialId ) { - - _currentMaterialId = material.id; - - refreshMaterial = true; - - } - - if ( refreshProgram || camera !== _currentCamera ) { - - _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements ); - - if ( capabilities.logarithmicDepthBuffer ) { - - _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) ); - - } - - - if ( camera !== _currentCamera ) { - - _currentCamera = camera; - - // lighting uniforms depend on the camera so enforce an update - // now, in case this material supports lights - or later, when - // the next material that does gets activated: - - refreshMaterial = true; // set to true on material change - refreshLights = true; // remains set until update done - - } - - // load material specific uniforms - // (shader material also gets them for the sake of genericity) - - if ( material instanceof THREE.ShaderMaterial || - material instanceof THREE.MeshPhongMaterial || - material instanceof THREE.MeshStandardMaterial || - material.envMap ) { - - if ( p_uniforms.cameraPosition !== undefined ) { - - _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.MeshStandardMaterial || - material instanceof THREE.ShaderMaterial || - material.skinning ) { - - if ( p_uniforms.viewMatrix !== undefined ) { - - _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements ); - - } - - } - - - if ( p_uniforms.toneMappingExposure !== undefined ) { - - _gl.uniform1f( p_uniforms.toneMappingExposure, _this.toneMappingExposure ); - - } - - if ( p_uniforms.toneMappingWhitePoint !== undefined ) { - - _gl.uniform1f( p_uniforms.toneMappingWhitePoint, _this.toneMappingWhitePoint ); - - } - - } - - // 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 !== undefined ) { - - _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements ); - - } - - if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== undefined ) { - - _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements ); - - } - - if ( capabilities.floatVertexTextures && object.skeleton && object.skeleton.useVertexTexture ) { - - if ( p_uniforms.boneTexture !== undefined ) { - - var textureUnit = getTextureUnit(); - - _gl.uniform1i( p_uniforms.boneTexture, textureUnit ); - _this.setTexture( object.skeleton.boneTexture, textureUnit ); - - } - - if ( p_uniforms.boneTextureWidth !== undefined ) { - - _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth ); - - } - - if ( p_uniforms.boneTextureHeight !== undefined ) { - - _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight ); - - } - - } else if ( object.skeleton && object.skeleton.boneMatrices ) { - - if ( p_uniforms.boneGlobalMatrices !== undefined ) { - - _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices ); - - } - - } - - } - - if ( refreshMaterial ) { - - if ( material instanceof THREE.MeshPhongMaterial || - material instanceof THREE.MeshLambertMaterial || - material instanceof THREE.MeshStandardMaterial || - material.lights ) { - - // the current material requires lighting info - - // note: all lighting uniforms are always set correctly - // they simply reference the renderer's state for their - // values - // - // use the current material's .needsUpdate flags to set - // the GL state when required - - markUniformsLightsNeedsUpdate( m_uniforms, refreshLights ); - - } - - // refresh uniforms common to several materials - - if ( fog && material.fog ) { - - refreshUniformsFog( m_uniforms, fog ); - - } - - if ( material instanceof THREE.MeshBasicMaterial || - material instanceof THREE.MeshLambertMaterial || - material instanceof THREE.MeshPhongMaterial || - material instanceof THREE.MeshStandardMaterial ) { - - 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.PointsMaterial ) { - - refreshUniformsPoints( m_uniforms, material ); - - } else if ( material instanceof THREE.MeshLambertMaterial ) { - - refreshUniformsLambert( m_uniforms, material ); - - } else if ( material instanceof THREE.MeshPhongMaterial ) { - - refreshUniformsPhong( m_uniforms, material ); - - } else if ( material instanceof THREE.MeshStandardMaterial ) { - - refreshUniformsStandard( 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; - - } - - // load common uniforms - - loadUniformsGeneric( materialProperties.uniformsList ); - - } - - loadUniformsMatrices( p_uniforms, object ); - - if ( p_uniforms.modelMatrix !== undefined ) { - - _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements ); - - } - - if ( materialProperties.hasDynamicUniforms === true ) { - - updateDynamicUniforms( materialProperties.uniformsList, object, camera ); - - } - - return program; - - } - - function updateDynamicUniforms ( uniforms, object, camera ) { - - var dynamicUniforms = []; - - for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) { - - var uniform = uniforms[ j ][ 0 ]; - var onUpdateCallback = uniform.onUpdateCallback; - - if ( onUpdateCallback !== undefined ) { - - onUpdateCallback.bind( uniform )( object, camera ); - dynamicUniforms.push( uniforms[ j ] ); - - } - - } - - loadUniformsGeneric( dynamicUniforms ); - - } - - // Uniforms (refresh uniforms objects) - - function refreshUniformsCommon ( uniforms, material ) { - - uniforms.opacity.value = material.opacity; - - uniforms.diffuse.value = material.color; - - if ( material.emissive ) { - - uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity ); - - } - - uniforms.map.value = material.map; - uniforms.specularMap.value = material.specularMap; - uniforms.alphaMap.value = material.alphaMap; - - if ( material.aoMap ) { - - uniforms.aoMap.value = material.aoMap; - uniforms.aoMapIntensity.value = material.aoMapIntensity; - - } - - // uv repeat and offset setting priorities - // 1. color map - // 2. specular map - // 3. normal map - // 4. bump map - // 5. alpha map - // 6. emissive map - - var uvScaleMap; - - if ( material.map ) { - - uvScaleMap = material.map; - - } else if ( material.specularMap ) { - - uvScaleMap = material.specularMap; - - } else if ( material.displacementMap ) { - - uvScaleMap = material.displacementMap; - - } else if ( material.normalMap ) { - - uvScaleMap = material.normalMap; - - } else if ( material.bumpMap ) { - - uvScaleMap = material.bumpMap; - - } else if ( material.roughnessMap ) { - - uvScaleMap = material.roughnessMap; - - } else if ( material.metalnessMap ) { - - uvScaleMap = material.metalnessMap; - - } else if ( material.alphaMap ) { - - uvScaleMap = material.alphaMap; - - } else if ( material.emissiveMap ) { - - uvScaleMap = material.emissiveMap; - - } - - if ( uvScaleMap !== undefined ) { - - if ( uvScaleMap instanceof THREE.WebGLRenderTarget ) { - - uvScaleMap = uvScaleMap.texture; - - } - - 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 refreshUniformsPoints ( uniforms, material ) { - - uniforms.diffuse.value = material.color; - uniforms.opacity.value = material.opacity; - uniforms.size.value = material.size * _pixelRatio; - uniforms.scale.value = _canvas.clientHeight / 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 refreshUniformsLambert ( uniforms, material ) { - - if ( material.lightMap ) { - - uniforms.lightMap.value = material.lightMap; - uniforms.lightMapIntensity.value = material.lightMapIntensity; - - } - - if ( material.emissiveMap ) { - - uniforms.emissiveMap.value = material.emissiveMap; - - } - - } - - function refreshUniformsPhong ( uniforms, material ) { - - uniforms.specular.value = material.specular; - uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 ) - - if ( material.lightMap ) { - - uniforms.lightMap.value = material.lightMap; - uniforms.lightMapIntensity.value = material.lightMapIntensity; - - } - - if ( material.emissiveMap ) { - - uniforms.emissiveMap.value = material.emissiveMap; - - } - - 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 ); - - } - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - } - - function refreshUniformsStandard ( uniforms, material ) { - - uniforms.roughness.value = material.roughness; - uniforms.metalness.value = material.metalness; - - if ( material.roughnessMap ) { - - uniforms.roughnessMap.value = material.roughnessMap; - - } - - if ( material.metalnessMap ) { - - uniforms.metalnessMap.value = material.metalnessMap; - - } - - if ( material.lightMap ) { - - uniforms.lightMap.value = material.lightMap; - uniforms.lightMapIntensity.value = material.lightMapIntensity; - - } - - if ( material.emissiveMap ) { - - uniforms.emissiveMap.value = material.emissiveMap; - - } - - 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 ); - - } - - if ( material.displacementMap ) { - - uniforms.displacementMap.value = material.displacementMap; - uniforms.displacementScale.value = material.displacementScale; - uniforms.displacementBias.value = material.displacementBias; - - } - - if ( material.envMap ) { - - //uniforms.envMap.value = material.envMap; // part of uniforms common - uniforms.envMapIntensity.value = material.envMapIntensity; - - } - - } - - // 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.directionalLights.needsUpdate = value; - uniforms.pointLights.needsUpdate = value; - uniforms.spotLights.needsUpdate = value; - uniforms.hemisphereLights.needsUpdate = value; - - } - - // 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 >= capabilities.maxTextures ) { - - console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures ); - - } - - _usedTextureUnits += 1; - - return textureUnit; - - } - - function loadUniform( uniform, type, location, value ) { - - var texture, textureUnit; - - if ( type === '1i' ) { - - _gl.uniform1i( location, value ); - - } else if ( type === '1f' ) { - - _gl.uniform1f( location, value ); - - } else if ( type === '2f' ) { - - _gl.uniform2f( location, value[ 0 ], value[ 1 ] ); - - } else if ( type === '3f' ) { - - _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] ); - - } else if ( type === '4f' ) { - - _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] ); - - } else if ( type === '1iv' ) { - - _gl.uniform1iv( location, value ); - - } else if ( type === '3iv' ) { - - _gl.uniform3iv( location, value ); - - } else if ( type === '1fv' ) { - - _gl.uniform1fv( location, value ); - - } else if ( type === '2fv' ) { - - _gl.uniform2fv( location, value ); - - } else if ( type === '3fv' ) { - - _gl.uniform3fv( location, value ); - - } else if ( type === '4fv' ) { - - _gl.uniform4fv( location, value ); - - } else if ( type === 'Matrix2fv' ) { - - _gl.uniformMatrix2fv( location, false, value ); - - } else if ( type === 'Matrix3fv' ) { - - _gl.uniformMatrix3fv( location, false, value ); - - } else if ( type === 'Matrix4fv' ) { - - _gl.uniformMatrix4fv( location, false, value ); - - // - - } else if ( type === 'i' ) { - - // single integer - _gl.uniform1i( location, value ); - - } else if ( type === 'f' ) { - - // single float - _gl.uniform1f( location, value ); - - } else if ( type === 'v2' ) { - - // single THREE.Vector2 - _gl.uniform2f( location, value.x, value.y ); - - } else if ( type === 'v3' ) { - - // single THREE.Vector3 - _gl.uniform3f( location, value.x, value.y, value.z ); - - } else if ( type === 'v4' ) { - - // single THREE.Vector4 - _gl.uniform4f( location, value.x, value.y, value.z, value.w ); - - } else if ( type === 'c' ) { - - // single THREE.Color - _gl.uniform3f( location, value.r, value.g, value.b ); - - } else if ( type === 's' ) { - - // TODO: Optimize this - - var properties = uniform.properties; - - for ( var name in properties ) { - - var property = properties[ name ]; - var locationProperty = location[ name ]; - var valueProperty = value[ name ]; - - loadUniform( property, property.type, locationProperty, valueProperty ); - - } - - } else if ( type === 'sa' ) { - - // TODO: Optimize this - - var properties = uniform.properties; - - for ( var i = 0, l = value.length; i < l; i ++ ) { - - for ( var name in properties ) { - - var property = properties[ name ]; - var locationProperty = location[ i ][ name ]; - var valueProperty = value[ i ][ name ]; - - loadUniform( property, property.type, locationProperty, valueProperty ); - - } - - } - - } else if ( type === 'iv1' ) { - - // flat array of integers (JS or typed array) - _gl.uniform1iv( location, value ); - - } else if ( type === 'iv' ) { - - // flat array of integers with 3 x N size (JS or typed array) - _gl.uniform3iv( location, value ); - - } else if ( type === 'fv1' ) { - - // flat array of floats (JS or typed array) - _gl.uniform1fv( location, value ); - - } else if ( type === 'fv' ) { - - // flat array of floats with 3 x N size (JS or typed array) - _gl.uniform3fv( location, value ); - - } else if ( type === 'v2v' ) { - - // array of THREE.Vector2 - - if ( uniform._array === undefined ) { - - uniform._array = new Float32Array( 2 * value.length ); - - } - - for ( var i = 0, i2 = 0, il = value.length; i < il; i ++, i2 += 2 ) { - - uniform._array[ i2 + 0 ] = value[ i ].x; - uniform._array[ i2 + 1 ] = value[ i ].y; - - } - - _gl.uniform2fv( location, uniform._array ); - - } else if ( type === 'v3v' ) { - - // array of THREE.Vector3 - - if ( uniform._array === undefined ) { - - uniform._array = new Float32Array( 3 * value.length ); - - } - - for ( var i = 0, i3 = 0, il = value.length; i < il; i ++, i3 += 3 ) { - - uniform._array[ i3 + 0 ] = value[ i ].x; - uniform._array[ i3 + 1 ] = value[ i ].y; - uniform._array[ i3 + 2 ] = value[ i ].z; - - } - - _gl.uniform3fv( location, uniform._array ); - - } else if ( type === 'v4v' ) { - - // array of THREE.Vector4 - - if ( uniform._array === undefined ) { - - uniform._array = new Float32Array( 4 * value.length ); - - } - - for ( var i = 0, i4 = 0, il = value.length; i < il; i ++, i4 += 4 ) { - - uniform._array[ i4 + 0 ] = value[ i ].x; - uniform._array[ i4 + 1 ] = value[ i ].y; - uniform._array[ i4 + 2 ] = value[ i ].z; - uniform._array[ i4 + 3 ] = value[ i ].w; - - } - - _gl.uniform4fv( location, uniform._array ); - - } else if ( type === 'm2' ) { - - // single THREE.Matrix2 - _gl.uniformMatrix2fv( location, false, value.elements ); - - } else if ( type === 'm3' ) { - - // single THREE.Matrix3 - _gl.uniformMatrix3fv( location, false, value.elements ); - - } else if ( type === '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 ); - - } else if ( type === 'm4' ) { - - // single THREE.Matrix4 - _gl.uniformMatrix4fv( location, false, value.elements ); - - } else if ( type === '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 ); - - } else if ( type === 't' ) { - - // single THREE.Texture (2d or cube) - - texture = value; - textureUnit = getTextureUnit(); - - _gl.uniform1i( location, textureUnit ); - - if ( ! texture ) return; - - if ( texture instanceof THREE.CubeTexture || - ( Array.isArray( texture.image ) && texture.image.length === 6 ) ) { - - // CompressedTexture can have Array in image :/ - - setCubeTexture( texture, textureUnit ); - - } else if ( texture instanceof THREE.WebGLRenderTargetCube ) { - - setCubeTextureDynamic( texture.texture, textureUnit ); - - } else if ( texture instanceof THREE.WebGLRenderTarget ) { - - _this.setTexture( texture.texture, textureUnit ); - - } else { - - _this.setTexture( texture, textureUnit ); - - } - - } else if ( type === 'tv' ) { - - // array of THREE.Texture (2d or cube) - - 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; - - 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.WebGLRenderTarget ) { - - _this.setTexture( texture.texture, textureUnit ); - - } else if ( texture instanceof THREE.WebGLRenderTargetCube ) { - - setCubeTextureDynamic( texture.texture, textureUnit ); - - } else { - - _this.setTexture( texture, textureUnit ); - - } - - } - - } else { - - console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type ); - - } - - } - - function loadUniformsGeneric( uniforms ) { - - for ( var i = 0, l = uniforms.length; i < l; i ++ ) { - - var uniform = uniforms[ i ][ 0 ]; - - // needsUpdate property is not added to all uniforms. - if ( uniform.needsUpdate === false ) continue; - - var type = uniform.type; - var location = uniforms[ i ][ 1 ]; - var value = uniform.value; - - loadUniform( uniform, type, location, value ); - - } - - } - - function setupLights ( lights, camera ) { - - var l, ll, light, - r = 0, g = 0, b = 0, - color, - intensity, - distance, - - viewMatrix = camera.matrixWorldInverse, - - directionalLength = 0, - pointLength = 0, - spotLength = 0, - hemiLength = 0, - - shadowsLength = 0; - - _lights.shadowsPointLight = 0; - - for ( l = 0, ll = lights.length; l < ll; l ++ ) { - - light = lights[ l ]; - - color = light.color; - intensity = light.intensity; - distance = light.distance; - - if ( light instanceof THREE.AmbientLight ) { - - r += color.r * intensity; - g += color.g * intensity; - b += color.b * intensity; - - } else if ( light instanceof THREE.DirectionalLight ) { - - var uniforms = lightCache.get( light ); - - uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - _vector3.setFromMatrixPosition( light.target.matrixWorld ); - uniforms.direction.sub( _vector3 ); - uniforms.direction.transformDirection( viewMatrix ); - - uniforms.shadow = light.castShadow; - - if ( light.castShadow ) { - - uniforms.shadowBias = light.shadow.bias; - uniforms.shadowRadius = light.shadow.radius; - uniforms.shadowMapSize = light.shadow.mapSize; - - _lights.shadows[ shadowsLength ++ ] = light; - - } - - _lights.directionalShadowMap[ directionalLength ] = light.shadow.map; - _lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix; - _lights.directional[ directionalLength ++ ] = uniforms; - - } else if ( light instanceof THREE.SpotLight ) { - - var uniforms = lightCache.get( light ); - - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); - - uniforms.color.copy( color ).multiplyScalar( intensity ); - uniforms.distance = distance; - - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - _vector3.setFromMatrixPosition( light.target.matrixWorld ); - uniforms.direction.sub( _vector3 ); - uniforms.direction.transformDirection( viewMatrix ); - - uniforms.coneCos = Math.cos( light.angle ); - uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) ); - uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; - - uniforms.shadow = light.castShadow; - - if ( light.castShadow ) { - - uniforms.shadowBias = light.shadow.bias; - uniforms.shadowRadius = light.shadow.radius; - uniforms.shadowMapSize = light.shadow.mapSize; - - _lights.shadows[ shadowsLength ++ ] = light; - - } - - _lights.spotShadowMap[ spotLength ] = light.shadow.map; - _lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix; - _lights.spot[ spotLength ++ ] = uniforms; - - } else if ( light instanceof THREE.PointLight ) { - - var uniforms = lightCache.get( light ); - - uniforms.position.setFromMatrixPosition( light.matrixWorld ); - uniforms.position.applyMatrix4( viewMatrix ); - - uniforms.color.copy( light.color ).multiplyScalar( light.intensity ); - uniforms.distance = light.distance; - uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay; - - uniforms.shadow = light.castShadow; - - if ( light.castShadow ) { - - uniforms.shadowBias = light.shadow.bias; - uniforms.shadowRadius = light.shadow.radius; - uniforms.shadowMapSize = light.shadow.mapSize; - - _lights.shadows[ shadowsLength ++ ] = light; - - } - - _lights.pointShadowMap[ pointLength ] = light.shadow.map; - - if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) { - - _lights.pointShadowMatrix[ pointLength ] = new THREE.Matrix4(); - - } - - // for point lights we set the shadow matrix to be a translation-only matrix - // equal to inverse of the light's position - _vector3.setFromMatrixPosition( light.matrixWorld ).negate(); - _lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 ); - - _lights.point[ pointLength ++ ] = uniforms; - - } else if ( light instanceof THREE.HemisphereLight ) { - - var uniforms = lightCache.get( light ); - - uniforms.direction.setFromMatrixPosition( light.matrixWorld ); - uniforms.direction.transformDirection( viewMatrix ); - uniforms.direction.normalize(); - - uniforms.skyColor.copy( light.color ).multiplyScalar( intensity ); - uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity ); - - _lights.hemi[ hemiLength ++ ] = uniforms; - - } - - } - - _lights.ambient[ 0 ] = r; - _lights.ambient[ 1 ] = g; - _lights.ambient[ 2 ] = b; - - _lights.directional.length = directionalLength; - _lights.spot.length = spotLength; - _lights.point.length = pointLength; - _lights.hemi.length = hemiLength; - - _lights.shadows.length = shadowsLength; - - _lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + hemiLength + ',' + shadowsLength; - - } - - // GL state setting - - this.setFaceCulling = function ( cullFace, frontFaceDirection ) { - - if ( cullFace === THREE.CullFaceNone ) { - - state.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 ); - - } - - state.enable( _gl.CULL_FACE ); - - } - - }; - - // Textures - - function setTextureParameters ( textureType, texture, isPowerOfTwoImage ) { - - var extension; - - if ( isPowerOfTwoImage ) { - - _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 ) { - - console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture ); - - } - - _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 ) { - - console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture ); - - } - - } - - extension = extensions.get( 'EXT_texture_filter_anisotropic' ); - - if ( extension ) { - - if ( texture.type === THREE.FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return; - if ( texture.type === THREE.HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return; - - if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) { - - _gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _this.getMaxAnisotropy() ) ); - properties.get( texture ).__currentAnisotropy = texture.anisotropy; - - } - - } - - } - - function uploadTexture( textureProperties, texture, slot ) { - - if ( textureProperties.__webglInit === undefined ) { - - textureProperties.__webglInit = true; - - texture.addEventListener( 'dispose', onTextureDispose ); - - textureProperties.__webglTexture = _gl.createTexture(); - - _infoMemory.textures ++; - - } - - state.activeTexture( _gl.TEXTURE0 + slot ); - state.bindTexture( _gl.TEXTURE_2D, textureProperties.__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 ); - - var image = clampToMaxSize( texture.image, capabilities.maxTextureSize ); - - if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) { - - image = makePowerOfTwo( image ); - - } - - var isPowerOfTwoImage = isPowerOfTwo( image ), - glFormat = paramThreeToGL( texture.format ), - glType = paramThreeToGL( texture.type ); - - setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage ); - - 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 && isPowerOfTwoImage ) { - - for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { - - mipmap = mipmaps[ i ]; - state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - - } - - texture.generateMipmaps = false; - - } else { - - state.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 ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { - - state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); - - } else { - - console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" ); - - } - - } else { - - state.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 && isPowerOfTwoImage ) { - - for ( var i = 0, il = mipmaps.length; i < il; i ++ ) { - - mipmap = mipmaps[ i ]; - state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap ); - - } - - texture.generateMipmaps = false; - - } else { - - state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image ); - - } - - } - - if ( texture.generateMipmaps && isPowerOfTwoImage ) _gl.generateMipmap( _gl.TEXTURE_2D ); - - textureProperties.__version = texture.version; - - if ( texture.onUpdate ) texture.onUpdate( texture ); - - } - - this.setTexture = function ( texture, slot ) { - - var textureProperties = properties.get( texture ); - - if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - - var image = texture.image; - - if ( image === undefined ) { - - console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture ); - return; - - } - - if ( image.complete === false ) { - - console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture ); - return; - - } - - uploadTexture( textureProperties, texture, slot ); - - return; - - } - - state.activeTexture( _gl.TEXTURE0 + slot ); - state.bindTexture( _gl.TEXTURE_2D, textureProperties.__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 ); - - console.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 isPowerOfTwo( image ) { - - return THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ); - - } - - function textureNeedsPowerOfTwo( texture ) { - - if ( texture.wrapS !== THREE.ClampToEdgeWrapping || texture.wrapT !== THREE.ClampToEdgeWrapping ) return true; - if ( texture.minFilter !== THREE.NearestFilter && texture.minFilter !== THREE.LinearFilter ) return true; - - return false; - - } - - function makePowerOfTwo( image ) { - - if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) { - - var canvas = document.createElement( 'canvas' ); - canvas.width = THREE.Math.nearestPowerOfTwo( image.width ); - canvas.height = THREE.Math.nearestPowerOfTwo( image.height ); - - var context = canvas.getContext( '2d' ); - context.drawImage( image, 0, 0, canvas.width, canvas.height ); - - console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image ); - - return canvas; - - } - - return image; - - } - - function setCubeTexture ( texture, slot ) { - - var textureProperties = properties.get( texture ); - - if ( texture.image.length === 6 ) { - - if ( texture.version > 0 && textureProperties.__version !== texture.version ) { - - if ( ! textureProperties.__image__webglTextureCube ) { - - texture.addEventListener( 'dispose', onTextureDispose ); - - textureProperties.__image__webglTextureCube = _gl.createTexture(); - - _infoMemory.textures ++; - - } - - state.activeTexture( _gl.TEXTURE0 + slot ); - state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__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 ], capabilities.maxCubemapSize ); - - } else { - - cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ]; - - } - - } - - var image = cubeImage[ 0 ], - isPowerOfTwoImage = isPowerOfTwo( image ), - glFormat = paramThreeToGL( texture.format ), - glType = paramThreeToGL( texture.type ); - - setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage ); - - for ( var i = 0; i < 6; i ++ ) { - - if ( ! isCompressed ) { - - if ( isDataTexture ) { - - state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data ); - - } else { - - state.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 ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) { - - state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data ); - - } else { - - console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setCubeTexture()" ); - - } - - } else { - - state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data ); - - } - - } - - } - - } - - if ( texture.generateMipmaps && isPowerOfTwoImage ) { - - _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); - - } - - textureProperties.__version = texture.version; - - if ( texture.onUpdate ) texture.onUpdate( texture ); - - } else { - - state.activeTexture( _gl.TEXTURE0 + slot ); - state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube ); - - } - - } - - } - - function setCubeTextureDynamic ( texture, slot ) { - - state.activeTexture( _gl.TEXTURE0 + slot ); - state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture ); - - } - - // Render targets - - // Setup storage for target texture and bind it to correct framebuffer - function setupFrameBufferTexture ( framebuffer, renderTarget, attachment, textureTarget ) { - - var glFormat = paramThreeToGL( renderTarget.texture.format ); - var glType = paramThreeToGL( renderTarget.texture.type ); - state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null ); - _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - _gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 ); - _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); - - } - - // Setup storage for internal depth/stencil buffers and bind to correct framebuffer - function setupRenderBufferStorage ( 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 ); - - } 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 { - - // FIXME: We don't support !depth !stencil - _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height ); - - } - - _gl.bindRenderbuffer( _gl.RENDERBUFFER, null ); - - } - - // Setup GL resources for a non-texture depth buffer - function setupDepthRenderbuffer( renderTarget ) { - - var renderTargetProperties = properties.get( renderTarget ); - - var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); - - if ( isCube ) { - - renderTargetProperties.__webglDepthbuffer = []; - - for ( var i = 0; i < 6; i ++ ) { - - _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] ); - renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer(); - setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget ); - - } - - } else { - - _gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer ); - renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer(); - setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget ); - - } - - _gl.bindFramebuffer( _gl.FRAMEBUFFER, null ); - - } - - // Set up GL resources for the render target - function setupRenderTarget( renderTarget ) { - - var renderTargetProperties = properties.get( renderTarget ); - var textureProperties = properties.get( renderTarget.texture ); - - renderTarget.addEventListener( 'dispose', onRenderTargetDispose ); - - textureProperties.__webglTexture = _gl.createTexture(); - - _infoMemory.textures ++; - - var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); - var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ); - - // Setup framebuffer - - if ( isCube ) { - - renderTargetProperties.__webglFramebuffer = []; - - for ( var i = 0; i < 6; i ++ ) { - - renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer(); - - } - - } else { - - renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer(); - - } - - // Setup color buffer - - if ( isCube ) { - - state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture ); - setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo ); - - for ( var i = 0; i < 6; i ++ ) { - - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i ); - - } - - if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP ); - state.bindTexture( _gl.TEXTURE_CUBE_MAP, null ); - - } else { - - state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture ); - setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo ); - setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D ); - - if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D ); - state.bindTexture( _gl.TEXTURE_2D, null ); - - } - - // Setup depth and stencil buffers - - if ( renderTarget.depthBuffer ) { - - setupDepthRenderbuffer( renderTarget ); - - } - - } - - this.getCurrentRenderTarget = function() { - - return _currentRenderTarget; - - } - - this.setRenderTarget = function ( renderTarget ) { - - _currentRenderTarget = renderTarget; - - if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) { - - setupRenderTarget( renderTarget ); - - } - - var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube ); - var framebuffer; - - if ( renderTarget ) { - - var renderTargetProperties = properties.get( renderTarget ); - - if ( isCube ) { - - framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ]; - - } else { - - framebuffer = renderTargetProperties.__webglFramebuffer; - - } - - _currentScissor.copy( renderTarget.scissor ); - _currentScissorTest = renderTarget.scissorTest; - - _currentViewport.copy( renderTarget.viewport ); - - } else { - - framebuffer = null; - - _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ); - _currentScissorTest = _scissorTest; - - _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ); - - } - - if ( _currentFramebuffer !== framebuffer ) { - - _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - _currentFramebuffer = framebuffer; - - } - - state.scissor( _currentScissor ); - state.setScissorTest( _currentScissorTest ); - - state.viewport( _currentViewport ); - - if ( isCube ) { - - var textureProperties = properties.get( renderTarget.texture ); - _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel ); - - } - - }; - - this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) { - - if ( renderTarget instanceof THREE.WebGLRenderTarget === false ) { - - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' ); - return; - - } - - var framebuffer = properties.get( renderTarget ).__webglFramebuffer; - - if ( framebuffer ) { - - var restore = false; - - if ( framebuffer !== _currentFramebuffer ) { - - _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer ); - - restore = true; - - } - - try { - - var texture = renderTarget.texture; - - if ( texture.format !== THREE.RGBAFormat - && paramThreeToGL( texture.format ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) { - - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' ); - return; - - } - - if ( texture.type !== THREE.UnsignedByteType - && paramThreeToGL( texture.type ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) - && ! ( texture.type === THREE.FloatType && extensions.get( 'WEBGL_color_buffer_float' ) ) - && ! ( texture.type === THREE.HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) { - - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' ); - return; - - } - - if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) { - - _gl.readPixels( x, y, width, height, paramThreeToGL( texture.format ), paramThreeToGL( texture.type ), buffer ); - - } else { - - console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' ); - - } - - } finally { - - if ( restore ) { - - _gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer ); - - } - - } - - } - - }; - - function updateRenderTargetMipmap( renderTarget ) { - - var target = renderTarget instanceof THREE.WebGLRenderTargetCube ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D; - var texture = properties.get( renderTarget.texture ).__webglTexture; - - state.bindTexture( target, texture ); - _gl.generateMipmap( target ); - state.bindTexture( target, 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( 'WEBGL_compressed_texture_etc1' ); - - if ( extension !== null ) { - - if ( p === THREE.RGB_ETC1_Format ) return extension.COMPRESSED_RGB_ETC1_WEBGL; - - } - - 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; - - } - -}; - -// File:src/renderers/WebGLRenderTarget.js - -/** - * @author szimek / https://github.com/szimek/ - * @author alteredq / http://alteredqualia.com/ - * @author Marius Kintel / https://github.com/kintel - */ - -/* - In options, we can specify: - * Texture parameters for an auto-generated target texture - * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers -*/ -THREE.WebGLRenderTarget = function ( width, height, options ) { - - this.uuid = THREE.Math.generateUUID(); - - this.width = width; - this.height = height; - - this.scissor = new THREE.Vector4( 0, 0, width, height ); - this.scissorTest = false; - - this.viewport = new THREE.Vector4( 0, 0, width, height ); - - options = options || {}; - - if ( options.minFilter === undefined ) options.minFilter = THREE.LinearFilter; - - this.texture = new THREE.Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy ); - - this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true; - this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true; - -}; - -THREE.WebGLRenderTarget.prototype = { - - constructor: THREE.WebGLRenderTarget, - - setSize: function ( width, height ) { - - if ( this.width !== width || this.height !== height ) { - - this.width = width; - this.height = height; - - this.dispose(); - - } - - this.viewport.set( 0, 0, width, height ); - this.scissor.set( 0, 0, width, height ); - - }, - - clone: function () { - - return new this.constructor().copy( this ); - - }, - - copy: function ( source ) { - - this.width = source.width; - this.height = source.height; - - this.viewport.copy( source.viewport ); - - this.texture = source.texture.clone(); - - this.depthBuffer = source.depthBuffer; - this.stencilBuffer = source.stencilBuffer; - - return this; - - }, - - 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 - this.activeMipMapLevel = 0; - -}; - -THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype ); -THREE.WebGLRenderTargetCube.prototype.constructor = THREE.WebGLRenderTargetCube; - -// File:src/renderers/webgl/WebGLBufferRenderer.js - -/** -* @author mrdoob / http://mrdoob.com/ -*/ - -THREE.WebGLBufferRenderer = function ( _gl, extensions, _infoRender ) { - - var mode; - - function setMode( value ) { - - mode = value; - - } - - function render( start, count ) { - - _gl.drawArrays( mode, start, count ); - - _infoRender.calls ++; - _infoRender.vertices += count; - if ( mode === _gl.TRIANGLES ) _infoRender.faces += count / 3; - - } - - function renderInstances( geometry ) { - - var extension = extensions.get( 'ANGLE_instanced_arrays' ); - - if ( extension === null ) { - - console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); - return; - - } - - var position = geometry.attributes.position; - - var count = 0; - - if ( position instanceof THREE.InterleavedBufferAttribute ) { - - count = position.data.count; - - extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); - - } else { - - count = position.count; - - extension.drawArraysInstancedANGLE( mode, 0, count, geometry.maxInstancedCount ); - - } - - _infoRender.calls ++; - _infoRender.vertices += count * geometry.maxInstancedCount; - if ( mode === _gl.TRIANGLES ) _infoRender.faces += geometry.maxInstancedCount * count / 3; - - } - - this.setMode = setMode; - this.render = render; - this.renderInstances = renderInstances; - -}; - -// File:src/renderers/webgl/WebGLIndexedBufferRenderer.js - -/** -* @author mrdoob / http://mrdoob.com/ -*/ - -THREE.WebGLIndexedBufferRenderer = function ( _gl, extensions, _infoRender ) { - - var mode; - - function setMode( value ) { - - mode = value; - - } - - var type, size; - - function setIndex( index ) { - - if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) { - - type = _gl.UNSIGNED_INT; - size = 4; - - } else { - - type = _gl.UNSIGNED_SHORT; - size = 2; - - } - - } - - function render( start, count ) { - - _gl.drawElements( mode, count, type, start * size ); - - _infoRender.calls ++; - _infoRender.vertices += count; - if ( mode === _gl.TRIANGLES ) _infoRender.faces += count / 3; - - } - - function renderInstances( geometry, start, count ) { - - var extension = extensions.get( 'ANGLE_instanced_arrays' ); - - if ( extension === null ) { - - console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' ); - return; - - } - - extension.drawElementsInstancedANGLE( mode, count, type, start * size, geometry.maxInstancedCount ); - - _infoRender.calls ++; - _infoRender.vertices += count * geometry.maxInstancedCount; - if ( mode === _gl.TRIANGLES ) _infoRender.faces += geometry.maxInstancedCount * count / 3; - } - - this.setMode = setMode; - this.setIndex = setIndex; - this.render = render; - this.renderInstances = renderInstances; - -}; - -// 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; - - case 'WEBGL_compressed_texture_etc1': - extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' ); - break; - - default: - extension = gl.getExtension( name ); - - } - - if ( extension === null ) { - - console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' ); - - } - - extensions[ name ] = extension; - - return extension; - - }; - -}; - -// File:src/renderers/webgl/WebGLCapabilities.js - -THREE.WebGLCapabilities = function ( gl, extensions, parameters ) { - - function getMaxPrecision( precision ) { - - if ( precision === 'highp' ) { - - if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 && - gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) { - - return 'highp'; - - } - - precision = 'mediump'; - - } - - if ( precision === 'mediump' ) { - - if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 && - gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) { - - return 'mediump'; - - } - - } - - return 'lowp'; - - } - - this.getMaxPrecision = getMaxPrecision; - - this.precision = parameters.precision !== undefined ? parameters.precision : 'highp', - this.logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false; - - this.maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); - this.maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ); - this.maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE ); - this.maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE ); - - this.maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS ); - this.maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS ); - this.maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS ); - this.maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS ); - - this.vertexTextures = this.maxVertexTextures > 0; - this.floatFragmentTextures = !! extensions.get( 'OES_texture_float' ); - this.floatVertexTextures = this.vertexTextures && this.floatFragmentTextures; - - var _maxPrecision = getMaxPrecision( this.precision ); - - if ( _maxPrecision !== this.precision ) { - - console.warn( 'THREE.WebGLRenderer:', this.precision, 'not supported, using', _maxPrecision, 'instead.' ); - this.precision = _maxPrecision; - - } - - if ( this.logarithmicDepthBuffer ) { - - this.logarithmicDepthBuffer = !! extensions.get( 'EXT_frag_depth' ); - - } - -}; - -// File:src/renderers/webgl/WebGLGeometries.js - -/** -* @author mrdoob / http://mrdoob.com/ -*/ - -THREE.WebGLGeometries = function ( gl, properties, info ) { - - var geometries = {}; - - function get( object ) { - - var geometry = object.geometry; - - if ( geometries[ geometry.id ] !== undefined ) { - - return geometries[ geometry.id ]; - - } - - geometry.addEventListener( 'dispose', onGeometryDispose ); - - var buffergeometry; - - if ( geometry instanceof THREE.BufferGeometry ) { - - buffergeometry = geometry; - - } else if ( geometry instanceof THREE.Geometry ) { - - if ( geometry._bufferGeometry === undefined ) { - - geometry._bufferGeometry = new THREE.BufferGeometry().setFromObject( object ); - - } - - buffergeometry = geometry._bufferGeometry; - - } - - geometries[ geometry.id ] = buffergeometry; - - info.memory.geometries ++; - - return buffergeometry; - - } - - function onGeometryDispose( event ) { - - var geometry = event.target; - var buffergeometry = geometries[ geometry.id ]; - - if ( buffergeometry.index !== null ) { - - deleteAttribute( buffergeometry.index ); - - } - - deleteAttributes( buffergeometry.attributes ); - - geometry.removeEventListener( 'dispose', onGeometryDispose ); - - delete geometries[ geometry.id ]; - - // TODO - - var property = properties.get( geometry ); - - if ( property.wireframe ) { - - deleteAttribute( property.wireframe ); - - } - - properties.delete( geometry ); - - var bufferproperty = properties.get( buffergeometry ); - - if ( bufferproperty.wireframe ) { - - deleteAttribute( bufferproperty.wireframe ); - - } - - properties.delete( buffergeometry ); - - // - - info.memory.geometries --; - - } - - function getAttributeBuffer( attribute ) { - - if ( attribute instanceof THREE.InterleavedBufferAttribute ) { - - return properties.get( attribute.data ).__webglBuffer; - - } - - return properties.get( attribute ).__webglBuffer; - - } - - function deleteAttribute( attribute ) { - - var buffer = getAttributeBuffer( attribute ); - - if ( buffer !== undefined ) { - - gl.deleteBuffer( buffer ); - removeAttributeBuffer( attribute ); - - } - - } - - function deleteAttributes( attributes ) { - - for ( var name in attributes ) { - - deleteAttribute( attributes[ name ] ); - - } - - } - - function removeAttributeBuffer( attribute ) { - - if ( attribute instanceof THREE.InterleavedBufferAttribute ) { - - properties.delete( attribute.data ); - - } else { - - properties.delete( attribute ); - - } - - } - - this.get = get; - -}; - -// File:src/renderers/webgl/WebGLLights.js - -/** -* @author mrdoob / http://mrdoob.com/ -*/ - -THREE.WebGLLights = function () { - - var lights = {}; - - this.get = function ( light ) { - - if ( lights[ light.id ] !== undefined ) { - - return lights[ light.id ]; - - } - - var uniforms; - - switch ( light.type ) { - - case 'DirectionalLight': - uniforms = { - direction: new THREE.Vector3(), - color: new THREE.Color(), - - shadow: false, - shadowBias: 0, - shadowRadius: 1, - shadowMapSize: new THREE.Vector2() - }; - break; - - case 'SpotLight': - uniforms = { - position: new THREE.Vector3(), - direction: new THREE.Vector3(), - color: new THREE.Color(), - distance: 0, - coneCos: 0, - penumbraCos: 0, - decay: 0, - - shadow: false, - shadowBias: 0, - shadowRadius: 1, - shadowMapSize: new THREE.Vector2() - }; - break; - - case 'PointLight': - uniforms = { - position: new THREE.Vector3(), - color: new THREE.Color(), - distance: 0, - decay: 0, - - shadow: false, - shadowBias: 0, - shadowRadius: 1, - shadowMapSize: new THREE.Vector2() - }; - break; - - case 'HemisphereLight': - uniforms = { - direction: new THREE.Vector3(), - skyColor: new THREE.Color(), - groundColor: new THREE.Color() - }; - break; - - } - - lights[ light.id ] = uniforms; - - return uniforms; - - }; - -}; - -// File:src/renderers/webgl/WebGLObjects.js - -/** -* @author mrdoob / http://mrdoob.com/ -*/ - -THREE.WebGLObjects = function ( gl, properties, info ) { - - var geometries = new THREE.WebGLGeometries( gl, properties, info ); - - // - - function update( object ) { - - // TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter. - - var geometry = geometries.get( object ); - - if ( object.geometry instanceof THREE.Geometry ) { - - geometry.updateFromObject( object ); - - } - - var index = geometry.index; - var attributes = geometry.attributes; - - if ( index !== null ) { - - updateAttribute( index, gl.ELEMENT_ARRAY_BUFFER ); - - } - - for ( var name in attributes ) { - - updateAttribute( attributes[ name ], gl.ARRAY_BUFFER ); - - } - - // morph targets - - var morphAttributes = geometry.morphAttributes; - - for ( var name in morphAttributes ) { - - var array = morphAttributes[ name ]; - - for ( var i = 0, l = array.length; i < l; i ++ ) { - - updateAttribute( array[ i ], gl.ARRAY_BUFFER ); - - } - - } - - return geometry; - - } - - function updateAttribute( attribute, bufferType ) { - - var data = ( attribute instanceof THREE.InterleavedBufferAttribute ) ? attribute.data : attribute; - - var attributeProperties = properties.get( data ); - - if ( attributeProperties.__webglBuffer === undefined ) { - - createBuffer( attributeProperties, data, bufferType ); - - } else if ( attributeProperties.version !== data.version ) { - - updateBuffer( attributeProperties, data, bufferType ); - - } - - } - - function createBuffer( attributeProperties, data, bufferType ) { - - attributeProperties.__webglBuffer = gl.createBuffer(); - gl.bindBuffer( bufferType, attributeProperties.__webglBuffer ); - - var usage = data.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW; - - gl.bufferData( bufferType, data.array, usage ); - - attributeProperties.version = data.version; - - } - - function updateBuffer( attributeProperties, data, bufferType ) { - - gl.bindBuffer( bufferType, attributeProperties.__webglBuffer ); - - if ( data.dynamic === false || data.updateRange.count === - 1 ) { - - // Not using update ranges - - gl.bufferSubData( bufferType, 0, data.array ); - - } else if ( data.updateRange.count === 0 ) { - - console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' ); - - } else { - - gl.bufferSubData( bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT, - data.array.subarray( data.updateRange.offset, data.updateRange.offset + data.updateRange.count ) ); - - data.updateRange.count = 0; // reset range - - } - - attributeProperties.version = data.version; - - } - - function getAttributeBuffer( attribute ) { - - if ( attribute instanceof THREE.InterleavedBufferAttribute ) { - - return properties.get( attribute.data ).__webglBuffer; - - } - - return properties.get( attribute ).__webglBuffer; - - } - - function getWireframeAttribute( geometry ) { - - var property = properties.get( geometry ); - - if ( property.wireframe !== undefined ) { - - return property.wireframe; - - } - - var indices = []; - - var index = geometry.index; - var attributes = geometry.attributes; - var position = attributes.position; - - // console.time( 'wireframe' ); - - if ( index !== null ) { - - var edges = {}; - var array = index.array; - - for ( var i = 0, l = array.length; i < l; i += 3 ) { - - var a = array[ i + 0 ]; - var b = array[ i + 1 ]; - var c = array[ i + 2 ]; - - if ( checkEdge( edges, a, b ) ) indices.push( a, b ); - if ( checkEdge( edges, b, c ) ) indices.push( b, c ); - if ( checkEdge( edges, c, a ) ) indices.push( c, a ); - - } - - } else { - - var array = attributes.position.array; - - for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) { - - var a = i + 0; - var b = i + 1; - var c = i + 2; - - indices.push( a, b, b, c, c, a ); - - } - - } - - // console.timeEnd( 'wireframe' ); - - var TypeArray = position.count > 65535 ? Uint32Array : Uint16Array; - var attribute = new THREE.BufferAttribute( new TypeArray( indices ), 1 ); - - updateAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER ); - - property.wireframe = attribute; - - return attribute; - - } - - function checkEdge( edges, a, b ) { - - if ( a > b ) { - - var tmp = a; - a = b; - b = tmp; - - } - - var list = edges[ a ]; - - if ( list === undefined ) { - - edges[ a ] = [ b ]; - return true; - - } else if ( list.indexOf( b ) === -1 ) { - - list.push( b ); - return true; - - } - - return false; - - } - - this.getAttributeBuffer = getAttributeBuffer; - this.getWireframeAttribute = getWireframeAttribute; - - this.update = update; - -}; - -// File:src/renderers/webgl/WebGLProgram.js - -THREE.WebGLProgram = ( function () { - - var programIdCount = 0; - - // TODO: Combine the regex - var structRe = /^([\w\d_]+)\.([\w\d_]+)$/; - var arrayStructRe = /^([\w\d_]+)\[(\d+)\]\.([\w\d_]+)$/; - var arrayRe = /^([\w\d_]+)\[0\]$/; - - function getEncodingComponents( encoding ) { - - switch ( encoding ) { - - case THREE.LinearEncoding: - return [ 'Linear','( value )' ]; - case THREE.sRGBEncoding: - return [ 'sRGB','( value )' ]; - case THREE.RGBEEncoding: - return [ 'RGBE','( value )' ]; - case THREE.RGBM7Encoding: - return [ 'RGBM','( value, 7.0 )' ]; - case THREE.RGBM16Encoding: - return [ 'RGBM','( value, 16.0 )' ]; - case THREE.RGBDEncoding: - return [ 'RGBD','( value, 256.0 )' ]; - case THREE.GammaEncoding: - return [ 'Gamma','( value, float( GAMMA_FACTOR ) )' ]; - default: - throw new Error( 'unsupported encoding: ' + encoding ); - - } - - } - - function getTexelDecodingFunction( functionName, encoding ) { - - var components = getEncodingComponents( encoding ); - return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }"; - - } - - function getTexelEncodingFunction( functionName, encoding ) { - - var components = getEncodingComponents( encoding ); - return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }"; - - } - - function getToneMappingFunction( functionName, toneMapping ) { - - var toneMappingName; - - switch ( toneMapping ) { - - case THREE.LinearToneMapping: - toneMappingName = "Linear"; - break; - - case THREE.ReinhardToneMapping: - toneMappingName = "Reinhard"; - break; - - case THREE.Uncharted2ToneMapping: - toneMappingName = "Uncharted2"; - break; - - case THREE.CineonToneMapping: - toneMappingName = "OptimizedCineon"; - break; - - default: - throw new Error( 'unsupported toneMapping: ' + toneMapping ); - - } - - return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }"; - - } - - function generateExtensions( extensions, parameters, rendererExtensions ) { - - extensions = extensions || {}; - - var chunks = [ - ( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '', - ( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '', - ( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '', - ( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : '', - ]; - - return chunks.filter( filterEmptyLine ).join( '\n' ); - - } - - function generateDefines( defines ) { - - var chunks = []; - - for ( var name in defines ) { - - var value = defines[ name ]; - - if ( value === false ) continue; - - chunks.push( '#define ' + name + ' ' + value ); - - } - - return chunks.join( '\n' ); - - } - - function fetchUniformLocations( gl, program, identifiers ) { - - var uniforms = {}; - - var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS ); - - for ( var i = 0; i < n; i ++ ) { - - var info = gl.getActiveUniform( program, i ); - var name = info.name; - var location = gl.getUniformLocation( program, name ); - - //console.log("THREE.WebGLProgram: ACTIVE UNIFORM:", name); - - var matches = structRe.exec( name ); - if ( matches ) { - - var structName = matches[ 1 ]; - var structProperty = matches[ 2 ]; - - var uniformsStruct = uniforms[ structName ]; - - if ( ! uniformsStruct ) { - - uniformsStruct = uniforms[ structName ] = {}; - - } - - uniformsStruct[ structProperty ] = location; - - continue; - - } - - matches = arrayStructRe.exec( name ); - - if ( matches ) { - - var arrayName = matches[ 1 ]; - var arrayIndex = matches[ 2 ]; - var arrayProperty = matches[ 3 ]; - - var uniformsArray = uniforms[ arrayName ]; - - if ( ! uniformsArray ) { - - uniformsArray = uniforms[ arrayName ] = []; - - } - - var uniformsArrayIndex = uniformsArray[ arrayIndex ]; - - if ( ! uniformsArrayIndex ) { - - uniformsArrayIndex = uniformsArray[ arrayIndex ] = {}; - - } - - uniformsArrayIndex[ arrayProperty ] = location; - - continue; - - } - - matches = arrayRe.exec( name ); - - if ( matches ) { - - var arrayName = matches[ 1 ]; - - uniforms[ arrayName ] = location; - - continue; - - } - - uniforms[ name ] = location; - - } - - return uniforms; - - } - - function fetchAttributeLocations( gl, program, identifiers ) { - - var attributes = {}; - - var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES ); - - for ( var i = 0; i < n; i ++ ) { - - var info = gl.getActiveAttrib( program, i ); - var name = info.name; - - // console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i ); - - attributes[ name ] = gl.getAttribLocation( program, name ); - - } - - return attributes; - - } - - function filterEmptyLine( string ) { - - return string !== ''; - - } - - function replaceLightNums( string, parameters ) { - - return string - .replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights ) - .replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights ) - .replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights ) - .replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights ); - - } - - function parseIncludes( string ) { - - var pattern = /#include +<([\w\d.]+)>/g; - - function replace( match, include ) { - - var replace = THREE.ShaderChunk[ include ]; - - if ( replace === undefined ) { - - throw new Error( 'Can not resolve #include <' + include + '>' ); - - } - - return parseIncludes( replace ); - - } - - return string.replace( pattern, replace ); - - } - - function unrollLoops( string ) { - - var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g; - - function replace( match, start, end, snippet ) { - - var unroll = ''; - - for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) { - - unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' ); - - } - - return unroll; - - } - - return string.replace( pattern, replace ); - - } - - return function WebGLProgram( renderer, code, material, parameters ) { - - var gl = renderer.context; - - var extensions = material.extensions; - var defines = material.defines; - - var vertexShader = material.__webglShader.vertexShader; - var fragmentShader = material.__webglShader.fragmentShader; - - 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.CubeUVReflectionMapping: - case THREE.CubeUVRefractionMapping: - envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV'; - 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 customExtensions = generateExtensions( extensions, parameters, renderer.extensions ); - - var customDefines = generateDefines( defines ); - - // - - var program = gl.createProgram(); - - var prefixVertex, prefixFragment; - - if ( material instanceof THREE.RawShaderMaterial ) { - - prefixVertex = ''; - prefixFragment = ''; - - } else { - - prefixVertex = [ - - 'precision ' + parameters.precision + ' float;', - 'precision ' + parameters.precision + ' int;', - - '#define SHADER_NAME ' + material.__webglShader.name, - - customDefines, - - parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '', - - '#define GAMMA_FACTOR ' + gammaFactorDefine, - - '#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.aoMap ? '#define USE_AOMAP' : '', - parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', - parameters.bumpMap ? '#define USE_BUMPMAP' : '', - parameters.normalMap ? '#define USE_NORMALMAP' : '', - parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '', - parameters.specularMap ? '#define USE_SPECULARMAP' : '', - parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', - parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', - 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 && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '', - parameters.doubleSided ? '#define DOUBLE_SIDED' : '', - parameters.flipSided ? '#define FLIP_SIDED' : '', - - parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', - parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', - parameters.pointLightShadows > 0 ? '#define POINT_LIGHT_SHADOWS' : '', - - parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '', - - parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', - parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#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;', - - '#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', - - '\n' - - ].filter( filterEmptyLine ).join( '\n' ); - - prefixFragment = [ - - customExtensions, - - 'precision ' + parameters.precision + ' float;', - 'precision ' + parameters.precision + ' int;', - - '#define SHADER_NAME ' + material.__webglShader.name, - - customDefines, - - parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '', - - '#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.aoMap ? '#define USE_AOMAP' : '', - parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '', - parameters.bumpMap ? '#define USE_BUMPMAP' : '', - parameters.normalMap ? '#define USE_NORMALMAP' : '', - parameters.specularMap ? '#define USE_SPECULARMAP' : '', - parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '', - parameters.metalnessMap ? '#define USE_METALNESSMAP' : '', - parameters.alphaMap ? '#define USE_ALPHAMAP' : '', - parameters.vertexColors ? '#define USE_COLOR' : '', - - parameters.flatShading ? '#define FLAT_SHADED' : '', - - parameters.doubleSided ? '#define DOUBLE_SIDED' : '', - parameters.flipSided ? '#define FLIP_SIDED' : '', - - parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '', - parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '', - parameters.pointLightShadows > 0 ? '#define POINT_LIGHT_SHADOWS' : '', - - parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '', - - parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '', - - parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '', - parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '', - - parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '', - - 'uniform mat4 viewMatrix;', - 'uniform vec3 cameraPosition;', - - ( parameters.toneMapping !== THREE.NoToneMapping ) ? "#define TONE_MAPPING" : '', - ( parameters.toneMapping !== THREE.NoToneMapping ) ? THREE.ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below - ( parameters.toneMapping !== THREE.NoToneMapping ) ? getToneMappingFunction( "toneMapping", parameters.toneMapping ) : '', - - ( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? THREE.ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below - parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '', - parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '', - parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '', - parameters.outputEncoding ? getTexelEncodingFunction( "linearToOutputTexel", parameters.outputEncoding ) : '', - - '\n' - - ].filter( filterEmptyLine ).join( '\n' ); - - } - - vertexShader = parseIncludes( vertexShader, parameters ); - vertexShader = replaceLightNums( vertexShader, parameters ); - - fragmentShader = parseIncludes( fragmentShader, parameters ); - fragmentShader = replaceLightNums( fragmentShader, parameters ); - - if ( material instanceof THREE.ShaderMaterial === false ) { - - vertexShader = unrollLoops( vertexShader ); - fragmentShader = unrollLoops( fragmentShader ); - - } - - var vertexGlsl = prefixVertex + vertexShader; - var fragmentGlsl = prefixFragment + fragmentShader; - - // console.log( '*VERTEX*', vertexGlsl ); - // console.log( '*FRAGMENT*', fragmentGlsl ); - - var glVertexShader = THREE.WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl ); - var glFragmentShader = THREE.WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl ); - - gl.attachShader( program, glVertexShader ); - gl.attachShader( program, glFragmentShader ); - - // Force a particular attribute to index 0. - - if ( material.index0AttributeName !== undefined ) { - - gl.bindAttribLocation( program, 0, material.index0AttributeName ); - - } else if ( parameters.morphTargets === true ) { - - // programs with morphTargets displace position out of attribute 0 - gl.bindAttribLocation( program, 0, 'position' ); - - } - - gl.linkProgram( program ); - - var programLog = gl.getProgramInfoLog( program ); - var vertexLog = gl.getShaderInfoLog( glVertexShader ); - var fragmentLog = gl.getShaderInfoLog( glFragmentShader ); - - var runnable = true; - var haveDiagnostics = true; - - // console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) ); - // console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) ); - - if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) { - - runnable = false; - - console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog ); - - } else if ( programLog !== '' ) { - - console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog ); - - } else if ( vertexLog === '' || fragmentLog === '' ) { - - haveDiagnostics = false; - - } - - if ( haveDiagnostics ) { - - this.diagnostics = { - - runnable: runnable, - material: material, - - programLog: programLog, - - vertexShader: { - - log: vertexLog, - prefix: prefixVertex - - }, - - fragmentShader: { - - log: fragmentLog, - prefix: prefixFragment - - } - - }; - - } - - // clean up - - gl.deleteShader( glVertexShader ); - gl.deleteShader( glFragmentShader ); - - // set up caching for uniform locations - - var cachedUniforms; - - this.getUniforms = function() { - - if ( cachedUniforms === undefined ) { - - cachedUniforms = fetchUniformLocations( gl, program ); - - } - - return cachedUniforms; - - }; - - // set up caching for attribute locations - - var cachedAttributes; - - this.getAttributes = function() { - - if ( cachedAttributes === undefined ) { - - cachedAttributes = fetchAttributeLocations( gl, program ); - - } - - return cachedAttributes; - - }; - - // free resource - - this.destroy = function() { - - gl.deleteProgram( program ); - this.program = undefined; - - }; - - // DEPRECATED - - Object.defineProperties( this, { - - uniforms: { - get: function() { - - console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' ); - return this.getUniforms(); - - } - }, - - attributes: { - get: function() { - - console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' ); - return this.getAttributes(); - - } - } - - } ); - - - // - - this.id = programIdCount ++; - this.code = code; - this.usedTimes = 1; - this.program = program; - this.vertexShader = glVertexShader; - this.fragmentShader = glFragmentShader; - - return this; - - }; - -} )(); - -// File:src/renderers/webgl/WebGLPrograms.js - -THREE.WebGLPrograms = function ( renderer, capabilities ) { - - var programs = []; - - var shaderIDs = { - MeshDepthMaterial: 'depth', - MeshNormalMaterial: 'normal', - MeshBasicMaterial: 'basic', - MeshLambertMaterial: 'lambert', - MeshPhongMaterial: 'phong', - MeshStandardMaterial: 'standard', - LineBasicMaterial: 'basic', - LineDashedMaterial: 'dashed', - PointsMaterial: 'points' - }; - - var parameterNames = [ - "precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding", - "lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap", - "roughnessMap", "metalnessMap", - "alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp", - "flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning", - "maxBones", "useVertexTexture", "morphTargets", "morphNormals", - "maxMorphTargets", "maxMorphNormals", "premultipliedAlpha", - "numDirLights", "numPointLights", "numSpotLights", "numHemiLights", - "shadowMapEnabled", "pointLightShadows", "toneMapping", 'physicallyCorrectLights', - "shadowMapType", - "alphaTest", "doubleSided", "flipSided" - ]; - - - function allocateBones ( object ) { - - if ( capabilities.floatVertexTextures && 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 = capabilities.maxVertexUniforms; - 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 ) { - - console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' ); - - } - - } - - return maxBones; - - } - - } - - function getTextureEncodingFromMap( map, gammaOverrideLinear ) { - - var encoding; - - if ( ! map ) { - - encoding = THREE.LinearEncoding; - - } else if ( map instanceof THREE.Texture ) { - - encoding = map.encoding; - - } else if ( map instanceof THREE.WebGLRenderTarget ) { - - encoding = map.texture.encoding; - - } - - // add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point. - if ( encoding === THREE.LinearEncoding && gammaOverrideLinear ) { - - encoding = THREE.GammaEncoding; - - } - - return encoding; - - } - - this.getParameters = function ( material, lights, fog, object ) { - - var shaderID = shaderIDs[ material.type ]; - - // heuristics to create shader parameters according to lights in the scene - // (not to blow over maxLights budget) - - var maxBones = allocateBones( object ); - var precision = renderer.getPrecision(); - - if ( material.precision !== null ) { - - precision = capabilities.getMaxPrecision( material.precision ); - - if ( precision !== material.precision ) { - - console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' ); - - } - - } - - var parameters = { - - shaderID: shaderID, - - precision: precision, - supportsVertexTextures: capabilities.vertexTextures, - outputEncoding: getTextureEncodingFromMap( renderer.getCurrentRenderTarget(), renderer.gammaOutput ), - map: !! material.map, - mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ), - envMap: !! material.envMap, - envMapMode: material.envMap && material.envMap.mapping, - envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ), - envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === THREE.CubeUVReflectionMapping ) || ( material.envMap.mapping === THREE.CubeUVRefractionMapping ) ), - lightMap: !! material.lightMap, - aoMap: !! material.aoMap, - emissiveMap: !! material.emissiveMap, - emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ), - bumpMap: !! material.bumpMap, - normalMap: !! material.normalMap, - displacementMap: !! material.displacementMap, - roughnessMap: !! material.roughnessMap, - metalnessMap: !! material.metalnessMap, - 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: capabilities.logarithmicDepthBuffer, - - skinning: material.skinning, - maxBones: maxBones, - useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture, - - morphTargets: material.morphTargets, - morphNormals: material.morphNormals, - maxMorphTargets: renderer.maxMorphTargets, - maxMorphNormals: renderer.maxMorphNormals, - - numDirLights: lights.directional.length, - numPointLights: lights.point.length, - numSpotLights: lights.spot.length, - numHemiLights: lights.hemi.length, - - pointLightShadows: lights.shadowsPointLight, - - shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0, - shadowMapType: renderer.shadowMap.type, - - toneMapping: renderer.toneMapping, - physicallyCorrectLights: renderer.physicallyCorrectLights, - - premultipliedAlpha: material.premultipliedAlpha, - - alphaTest: material.alphaTest, - doubleSided: material.side === THREE.DoubleSide, - flipSided: material.side === THREE.BackSide - - }; - - return parameters; - - }; - - this.getProgramCode = function ( material, parameters ) { - - var chunks = []; - - if ( parameters.shaderID ) { - - chunks.push( parameters.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 i = 0; i < parameterNames.length; i ++ ) { - - var parameterName = parameterNames[ i ]; - chunks.push( parameterName ); - chunks.push( parameters[ parameterName ] ); - - } - - return chunks.join(); - - }; - - this.acquireProgram = function ( material, parameters, code ) { - - 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( renderer, code, material, parameters ); - programs.push( program ); - - } - - return program; - - }; - - this.releaseProgram = function( program ) { - - if ( -- program.usedTimes === 0 ) { - - // Remove from unordered set - var i = programs.indexOf( program ); - programs[ i ] = programs[ programs.length - 1 ]; - programs.pop(); - - // Free WebGL resources - program.destroy(); - - } - - }; - - // Exposed for resource monitoring & error feedback via renderer.info: - this.programs = programs; - -}; - -// File:src/renderers/webgl/WebGLProperties.js - -/** -* @author fordacious / fordacious.github.io -*/ - -THREE.WebGLProperties = function () { - - var properties = {}; - - this.get = function ( object ) { - - var uuid = object.uuid; - var map = properties[ uuid ]; - - if ( map === undefined ) { - - map = {}; - properties[ uuid ] = map; - - } - - return map; - - }; - - this.delete = function ( object ) { - - delete properties[ object.uuid ]; - - }; - - this.clear = function () { - - properties = {}; - - }; - -}; - -// File:src/renderers/webgl/WebGLShader.js - -THREE.WebGLShader = ( function () { - - function addLineNumbers( 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 WebGLShader( gl, type, string ) { - - var shader = gl.createShader( type ); - - gl.shaderSource( shader, string ); - gl.compileShader( shader ); - - if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) { - - console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' ); - - } - - if ( gl.getShaderInfoLog( shader ) !== '' ) { - - console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', 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/WebGLShadowMap.js - -/** - * @author alteredq / http://alteredqualia.com/ - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.WebGLShadowMap = function ( _renderer, _lights, _objects ) { - - var _gl = _renderer.context, - _state = _renderer.state, - _frustum = new THREE.Frustum(), - _projScreenMatrix = new THREE.Matrix4(), - - _shadowMapSize = new THREE.Vector2(), - - _lookTarget = new THREE.Vector3(), - _lightPositionWorld = new THREE.Vector3(), - - _renderList = [], - - _MorphingFlag = 1, - _SkinningFlag = 2, - - _NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1, - - _depthMaterials = new Array( _NumberOfMaterialVariants ), - _distanceMaterials = new Array( _NumberOfMaterialVariants ); - - var cubeDirections = [ - new THREE.Vector3( 1, 0, 0 ), new THREE.Vector3( - 1, 0, 0 ), new THREE.Vector3( 0, 0, 1 ), - new THREE.Vector3( 0, 0, - 1 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, - 1, 0 ) - ]; - - var cubeUps = [ - new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 1, 0 ), - new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, 0, 1 ), new THREE.Vector3( 0, 0, - 1 ) - ]; - - var cube2DViewPorts = [ - new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(), - new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4() - ]; - - // init - - var depthShader = THREE.ShaderLib[ "depthRGBA" ]; - var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms ); - - var distanceShader = THREE.ShaderLib[ "distanceRGBA" ]; - var distanceUniforms = THREE.UniformsUtils.clone( distanceShader.uniforms ); - - for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) { - - var useMorphing = ( i & _MorphingFlag ) !== 0; - var useSkinning = ( i & _SkinningFlag ) !== 0; - - var depthMaterial = new THREE.ShaderMaterial( { - uniforms: depthUniforms, - vertexShader: depthShader.vertexShader, - fragmentShader: depthShader.fragmentShader, - morphTargets: useMorphing, - skinning: useSkinning - } ); - - _depthMaterials[ i ] = depthMaterial; - - var distanceMaterial = new THREE.ShaderMaterial( { - defines: { - 'USE_SHADOWMAP': '' - }, - uniforms: distanceUniforms, - vertexShader: distanceShader.vertexShader, - fragmentShader: distanceShader.fragmentShader, - morphTargets: useMorphing, - skinning: useSkinning - } ); - - _distanceMaterials[ i ] = distanceMaterial; - - } - - // - - var scope = this; - - this.enabled = false; - - this.autoUpdate = true; - this.needsUpdate = false; - - this.type = THREE.PCFShadowMap; - this.cullFace = THREE.CullFaceFront; - - this.render = function ( scene, camera ) { - - var faceCount, isPointLight; - var shadows = _lights.shadows; - - if ( shadows.length === 0 ) return; - - if ( scope.enabled === false ) return; - if ( scope.autoUpdate === false && scope.needsUpdate === false ) return; - - // Set GL state for depth map. - _state.clearColor( 1, 1, 1, 1 ); - _state.disable( _gl.BLEND ); - _state.enable( _gl.CULL_FACE ); - _gl.frontFace( _gl.CCW ); - _gl.cullFace( scope.cullFace === THREE.CullFaceFront ? _gl.FRONT : _gl.BACK ); - _state.setDepthTest( true ); - _state.setScissorTest( false ); - - // render depth map - - for ( var i = 0, il = shadows.length; i < il; i ++ ) { - - var light = shadows[ i ]; - - var shadow = light.shadow; - var shadowCamera = shadow.camera; - - _shadowMapSize.copy( shadow.mapSize ); - - if ( light instanceof THREE.PointLight ) { - - faceCount = 6; - isPointLight = true; - - var vpWidth = _shadowMapSize.x; - var vpHeight = _shadowMapSize.y; - - // These viewports map a cube-map onto a 2D texture with the - // following orientation: - // - // xzXZ - // y Y - // - // X - Positive x direction - // x - Negative x direction - // Y - Positive y direction - // y - Negative y direction - // Z - Positive z direction - // z - Negative z direction - - // positive X - cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight ); - // negative X - cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight ); - // positive Z - cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight ); - // negative Z - cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight ); - // positive Y - cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight ); - // negative Y - cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight ); - - _shadowMapSize.x *= 4.0; - _shadowMapSize.y *= 2.0; - - } else { - - faceCount = 1; - isPointLight = false; - - } - - if ( shadow.map === null ) { - - var pars = { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter, format: THREE.RGBAFormat }; - - shadow.map = new THREE.WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars ); - - // - - if ( light instanceof THREE.SpotLight ) { - - shadowCamera.aspect = _shadowMapSize.x / _shadowMapSize.y; - - } - - shadowCamera.updateProjectionMatrix(); - - } - - var shadowMap = shadow.map; - var shadowMatrix = shadow.matrix; - - _lightPositionWorld.setFromMatrixPosition( light.matrixWorld ); - shadowCamera.position.copy( _lightPositionWorld ); - - _renderer.setRenderTarget( shadowMap ); - _renderer.clear(); - - // render shadow map for each cube face (if omni-directional) or - // run a single pass if not - - for ( var face = 0; face < faceCount; face ++ ) { - - if ( isPointLight ) { - - _lookTarget.copy( shadowCamera.position ); - _lookTarget.add( cubeDirections[ face ] ); - shadowCamera.up.copy( cubeUps[ face ] ); - shadowCamera.lookAt( _lookTarget ); - - var vpDimensions = cube2DViewPorts[ face ]; - _state.viewport( vpDimensions ); - - } else { - - _lookTarget.setFromMatrixPosition( light.target.matrixWorld ); - shadowCamera.lookAt( _lookTarget ); - - } - - shadowCamera.updateMatrixWorld(); - shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld ); - - // 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 ); - - // set object matrices & frustum culling - - _renderList.length = 0; - - projectObject( scene, camera, shadowCamera ); - - // render shadow map - // render regular objects - - for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) { - - var object = _renderList[ j ]; - var geometry = _objects.update( object ); - var material = object.material; - - if ( material instanceof THREE.MultiMaterial ) { - - var groups = geometry.groups; - var materials = material.materials; - - for ( var k = 0, kl = groups.length; k < kl; k ++ ) { - - var group = groups[ k ]; - var groupMaterial = materials[ group.materialIndex ]; - - if ( groupMaterial.visible === true ) { - - var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld ); - _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group ); - - } - - } - - } else { - - var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld ); - _renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null ); - - } - - } - - } - - } - - // Restore GL state. - var clearColor = _renderer.getClearColor(), - clearAlpha = _renderer.getClearAlpha(); - _renderer.setClearColor( clearColor, clearAlpha ); - - _state.enable( _gl.BLEND ); - - if ( scope.cullFace === THREE.CullFaceFront ) { - - _gl.cullFace( _gl.BACK ); - - } - - scope.needsUpdate = false; - - }; - - function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) { - - var geometry = object.geometry; - - var newMaterial = null; - - var materialVariants = _depthMaterials; - var customMaterial = object.customDepthMaterial; - - if ( isPointLight ) { - - materialVariants = _distanceMaterials; - customMaterial = object.customDistanceMaterial; - - } - - if ( ! customMaterial ) { - - var useMorphing = geometry.morphTargets !== undefined && - geometry.morphTargets.length > 0 && material.morphTargets; - - var useSkinning = object instanceof THREE.SkinnedMesh && material.skinning; - - var variantIndex = 0; - - if ( useMorphing ) variantIndex |= _MorphingFlag; - if ( useSkinning ) variantIndex |= _SkinningFlag; - - newMaterial = materialVariants[ variantIndex ]; - - } else { - - newMaterial = customMaterial; - - } - - newMaterial.visible = material.visible; - newMaterial.wireframe = material.wireframe; - newMaterial.wireframeLinewidth = material.wireframeLinewidth; - - if ( isPointLight && newMaterial.uniforms.lightPos !== undefined ) { - - newMaterial.uniforms.lightPos.value.copy( lightPositionWorld ); - - } - - return newMaterial; - - } - - function projectObject( object, camera, shadowCamera ) { - - if ( object.visible === false ) return; - - if ( object.layers.test( camera.layers ) && ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Points ) ) { - - if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) { - - var material = object.material; - - if ( material.visible === true ) { - - object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld ); - _renderList.push( object ); - - } - - } - - } - - var children = object.children; - - for ( var i = 0, l = children.length; i < l; i ++ ) { - - projectObject( children[ i ], camera, shadowCamera ); - - } - - } - -}; - -// File:src/renderers/webgl/WebGLState.js - -/** -* @author mrdoob / http://mrdoob.com/ -*/ - -THREE.WebGLState = function ( gl, extensions, paramThreeToGL ) { - - var _this = this; - - var color = new THREE.Vector4(); - - var newAttributes = new Uint8Array( 16 ); - var enabledAttributes = new Uint8Array( 16 ); - var attributeDivisors = new Uint8Array( 16 ); - - var capabilities = {}; - - var compressedTextureFormats = null; - - var currentBlending = null; - var currentBlendEquation = null; - var currentBlendSrc = null; - var currentBlendDst = null; - var currentBlendEquationAlpha = null; - var currentBlendSrcAlpha = null; - var currentBlendDstAlpha = null; - var currentPremultipledAlpha = false; - - var currentDepthFunc = null; - var currentDepthWrite = null; - - var currentColorWrite = null; - - var currentStencilWrite = null; - var currentStencilFunc = null; - var currentStencilRef = null; - var currentStencilMask = null; - var currentStencilFail = null; - var currentStencilZFail = null; - var currentStencilZPass = null; - - var currentFlipSided = null; - - var currentLineWidth = null; - - var currentPolygonOffsetFactor = null; - var currentPolygonOffsetUnits = null; - - var currentScissorTest = null; - - var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS ); - - var currentTextureSlot = undefined; - var currentBoundTextures = {}; - - var currentClearColor = new THREE.Vector4(); - var currentClearDepth = null; - var currentClearStencil = null; - - var currentScissor = new THREE.Vector4(); - var currentViewport = new THREE.Vector4(); - - var emptyTexture = gl.createTexture(); - gl.bindTexture( gl.TEXTURE_2D, emptyTexture ); - gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR ); - gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 1, 1, 0, gl.RGB, gl.UNSIGNED_BYTE, new Uint8Array( 3 ) ); - - this.init = function () { - - this.clearColor( 0, 0, 0, 1 ); - this.clearDepth( 1 ); - this.clearStencil( 0 ); - - this.enable( gl.DEPTH_TEST ); - gl.depthFunc( gl.LEQUAL ); - - gl.frontFace( gl.CCW ); - gl.cullFace( gl.BACK ); - this.enable( gl.CULL_FACE ); - - this.enable( gl.BLEND ); - gl.blendEquation( gl.FUNC_ADD ); - gl.blendFunc( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA ); - - }; - - 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; - - } - - if ( attributeDivisors[ attribute ] !== 0 ) { - - var extension = extensions.get( 'ANGLE_instanced_arrays' ); - - extension.vertexAttribDivisorANGLE( attribute, 0 ); - attributeDivisors[ attribute ] = 0; - - } - - }; - - this.enableAttributeAndDivisor = function ( attribute, meshPerAttribute, extension ) { - - newAttributes[ attribute ] = 1; - - if ( enabledAttributes[ attribute ] === 0 ) { - - gl.enableVertexAttribArray( attribute ); - enabledAttributes[ attribute ] = 1; - - } - - if ( attributeDivisors[ attribute ] !== meshPerAttribute ) { - - extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute ); - attributeDivisors[ attribute ] = meshPerAttribute; - - } - - }; - - 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.enable = function ( id ) { - - if ( capabilities[ id ] !== true ) { - - gl.enable( id ); - capabilities[ id ] = true; - - } - - }; - - this.disable = function ( id ) { - - if ( capabilities[ id ] !== false ) { - - gl.disable( id ); - capabilities[ id ] = false; - - } - - }; - - this.getCompressedTextureFormats = function () { - - if ( compressedTextureFormats === null ) { - - compressedTextureFormats = []; - - if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) || - extensions.get( 'WEBGL_compressed_texture_s3tc' ) || - extensions.get( 'WEBGL_compressed_texture_etc1' ) ) { - - var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS ); - - for ( var i = 0; i < formats.length; i ++ ) { - - compressedTextureFormats.push( formats[ i ] ); - - } - - } - - } - - return compressedTextureFormats; - - }; - - this.setBlending = function ( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) { - - if ( blending === THREE.NoBlending ) { - - this.disable( gl.BLEND ); - - } else { - - this.enable( gl.BLEND ); - - } - - if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) { - - if ( blending === THREE.AdditiveBlending ) { - - if ( premultipliedAlpha ) { - - gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); - gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE ); - - } else { - - gl.blendEquation( gl.FUNC_ADD ); - gl.blendFunc( gl.SRC_ALPHA, gl.ONE ); - - } - - } else if ( blending === THREE.SubtractiveBlending ) { - - if ( premultipliedAlpha ) { - - gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); - gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA ); - - } else { - - gl.blendEquation( gl.FUNC_ADD ); - gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR ); - - } - - } else if ( blending === THREE.MultiplyBlending ) { - - if ( premultipliedAlpha ) { - - gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); - gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.SRC_COLOR, gl.SRC_ALPHA ); - - } else { - - gl.blendEquation( gl.FUNC_ADD ); - gl.blendFunc( gl.ZERO, gl.SRC_COLOR ); - - } - - } else { - - if ( premultipliedAlpha ) { - - gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD ); - gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA ); - - } else { - - 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; - currentPremultipledAlpha = premultipliedAlpha; - - } - - 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.setDepthFunc = function ( depthFunc ) { - - if ( currentDepthFunc !== depthFunc ) { - - if ( depthFunc ) { - - switch ( depthFunc ) { - - case THREE.NeverDepth: - - gl.depthFunc( gl.NEVER ); - break; - - case THREE.AlwaysDepth: - - gl.depthFunc( gl.ALWAYS ); - break; - - case THREE.LessDepth: - - gl.depthFunc( gl.LESS ); - break; - - case THREE.LessEqualDepth: - - gl.depthFunc( gl.LEQUAL ); - break; - - case THREE.EqualDepth: - - gl.depthFunc( gl.EQUAL ); - break; - - case THREE.GreaterEqualDepth: - - gl.depthFunc( gl.GEQUAL ); - break; - - case THREE.GreaterDepth: - - gl.depthFunc( gl.GREATER ); - break; - - case THREE.NotEqualDepth: - - gl.depthFunc( gl.NOTEQUAL ); - break; - - default: - - gl.depthFunc( gl.LEQUAL ); - - } - - } else { - - gl.depthFunc( gl.LEQUAL ); - - } - - currentDepthFunc = depthFunc; - - } - - }; - - this.setDepthTest = function ( depthTest ) { - - if ( depthTest ) { - - this.enable( gl.DEPTH_TEST ); - - } else { - - this.disable( gl.DEPTH_TEST ); - - } - - }; - - this.setDepthWrite = function ( depthWrite ) { - - // TODO: Rename to setDepthMask - - if ( currentDepthWrite !== depthWrite ) { - - gl.depthMask( depthWrite ); - currentDepthWrite = depthWrite; - - } - - }; - - this.setColorWrite = function ( colorWrite ) { - - // TODO: Rename to setColorMask - - if ( currentColorWrite !== colorWrite ) { - - gl.colorMask( colorWrite, colorWrite, colorWrite, colorWrite ); - currentColorWrite = colorWrite; - - } - - }; - - this.setStencilFunc = function ( stencilFunc, stencilRef, stencilMask ) { - - if ( currentStencilFunc !== stencilFunc || - currentStencilRef !== stencilRef || - currentStencilMask !== stencilMask ) { - - gl.stencilFunc( stencilFunc, stencilRef, stencilMask ); - - currentStencilFunc = stencilFunc; - currentStencilRef = stencilRef; - currentStencilMask = stencilMask; - - } - - }; - - this.setStencilOp = function ( stencilFail, stencilZFail, stencilZPass ) { - - if ( currentStencilFail !== stencilFail || - currentStencilZFail !== stencilZFail || - currentStencilZPass !== stencilZPass ) { - - gl.stencilOp( stencilFail, stencilZFail, stencilZPass ); - - currentStencilFail = stencilFail; - currentStencilZFail = stencilZFail; - currentStencilZPass = stencilZPass; - - } - - }; - - this.setStencilTest = function ( stencilTest ) { - - if ( stencilTest ) { - - this.enable( gl.STENCIL_TEST ); - - } else { - - this.disable( gl.STENCIL_TEST ); - - } - - }; - - this.setStencilWrite = function ( stencilWrite ) { - - // TODO: Rename to setStencilMask - - if ( currentStencilWrite !== stencilWrite ) { - - gl.stencilMask( stencilWrite ); - currentStencilWrite = stencilWrite; - - } - - }; - - 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 ( polygonOffset ) { - - this.enable( gl.POLYGON_OFFSET_FILL ); - - } else { - - this.disable( gl.POLYGON_OFFSET_FILL ); - - } - - if ( polygonOffset && ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) ) { - - gl.polygonOffset( factor, units ); - - currentPolygonOffsetFactor = factor; - currentPolygonOffsetUnits = units; - - } - - }; - - this.getScissorTest = function () { - - return currentScissorTest; - - }; - - this.setScissorTest = function ( scissorTest ) { - - currentScissorTest = scissorTest; - - if ( scissorTest ) { - - this.enable( gl.SCISSOR_TEST ); - - } else { - - this.disable( gl.SCISSOR_TEST ); - - } - - }; - - // texture - - this.activeTexture = function ( webglSlot ) { - - if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1; - - if ( currentTextureSlot !== webglSlot ) { - - gl.activeTexture( webglSlot ); - currentTextureSlot = webglSlot; - - } - - }; - - this.bindTexture = function ( webglType, webglTexture ) { - - if ( currentTextureSlot === undefined ) { - - _this.activeTexture(); - - } - - var boundTexture = currentBoundTextures[ currentTextureSlot ]; - - if ( boundTexture === undefined ) { - - boundTexture = { type: undefined, texture: undefined }; - currentBoundTextures[ currentTextureSlot ] = boundTexture; - - } - - if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) { - - gl.bindTexture( webglType, webglTexture || emptyTexture ); - - boundTexture.type = webglType; - boundTexture.texture = webglTexture; - - } - - }; - - this.compressedTexImage2D = function () { - - try { - - gl.compressedTexImage2D.apply( gl, arguments ); - - } catch ( error ) { - - console.error( error ); - - } - - }; - - this.texImage2D = function () { - - try { - - gl.texImage2D.apply( gl, arguments ); - - } catch ( error ) { - - console.error( error ); - - } - - }; - - // clear values - - this.clearColor = function ( r, g, b, a ) { - - color.set( r, g, b, a ); - - if ( currentClearColor.equals( color ) === false ) { - - gl.clearColor( r, g, b, a ); - currentClearColor.copy( color ); - - } - - }; - - this.clearDepth = function ( depth ) { - - if ( currentClearDepth !== depth ) { - - gl.clearDepth( depth ); - currentClearDepth = depth; - - } - - }; - - this.clearStencil = function ( stencil ) { - - if ( currentClearStencil !== stencil ) { - - gl.clearStencil( stencil ); - currentClearStencil = stencil; - - } - - }; - - // - - this.scissor = function ( scissor ) { - - if ( currentScissor.equals( scissor ) === false ) { - - gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w ); - currentScissor.copy( scissor ); - - } - - }; - - this.viewport = function ( viewport ) { - - if ( currentViewport.equals( viewport ) === false ) { - - gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w ); - currentViewport.copy( viewport ); - - } - - }; - - // - - this.reset = function () { - - for ( var i = 0; i < enabledAttributes.length; i ++ ) { - - if ( enabledAttributes[ i ] === 1 ) { - - gl.disableVertexAttribArray( i ); - enabledAttributes[ i ] = 0; - - } - - } - - capabilities = {}; - - compressedTextureFormats = null; - - currentTextureSlot = undefined; - currentBoundTextures = {}; - - currentBlending = null; - - currentColorWrite = null; - currentDepthWrite = null; - currentStencilWrite = 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 state = renderer.state; - - var vertexBuffer, elementBuffer; - var program, attributes, uniforms; - var hasVertexTexture; - - var tempTexture, occlusionTexture; - - function init() { - - 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(); - - state.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 ); - - state.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, viewport ) { - - if ( flares.length === 0 ) return; - - var tempPosition = new THREE.Vector3(); - - var invAspect = viewport.w / viewport.z, - halfViewportWidth = viewport.z * 0.5, - halfViewportHeight = viewport.w * 0.5; - - var size = 16 / viewport.w, - 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 ); - - state.initAttributes(); - state.enableAttribute( attributes.vertex ); - state.enableAttribute( attributes.uv ); - state.disableUnusedAttributes(); - - // loop through all lens flares to update their occlusion and positions - // setup gl and common used attribs/uniforms - - 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 ); - - state.disable( gl.CULL_FACE ); - state.setDepthWrite( false ); - - for ( var i = 0, l = flares.length; i < l; i ++ ) { - - size = 16 / viewport.w; - 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 < viewport.z && - screenPositionPixels.y > 0 && - screenPositionPixels.y < viewport.w ) ) { - - // save current RGB to temp texture - - state.activeTexture( gl.TEXTURE0 ); - state.bindTexture( gl.TEXTURE_2D, null ); - state.activeTexture( gl.TEXTURE1 ); - state.bindTexture( gl.TEXTURE_2D, tempTexture ); - gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, viewport.x + screenPositionPixels.x - 8, viewport.y + 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 ); - - state.disable( gl.BLEND ); - state.enable( gl.DEPTH_TEST ); - - gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 ); - - - // copy result to occlusionMap - - state.activeTexture( gl.TEXTURE0 ); - state.bindTexture( gl.TEXTURE_2D, occlusionTexture ); - gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, viewport.x + screenPositionPixels.x - 8, viewport.y + screenPositionPixels.y - 8, 16, 16, 0 ); - - - // restore graphics - - gl.uniform1i( uniforms.renderType, 1 ); - state.disable( gl.DEPTH_TEST ); - - state.activeTexture( gl.TEXTURE1 ); - state.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 ); - state.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 / viewport.w; - - 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 ); - - 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 - - state.enable( gl.CULL_FACE ); - state.enable( gl.DEPTH_TEST ); - state.setDepthWrite( 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/SpritePlugin.js - -/** - * @author mikael emtinger / http://gomo.se/ - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.SpritePlugin = function ( renderer, sprites ) { - - var gl = renderer.context; - var state = renderer.state; - - 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(); - - function init() { - - 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 ); - - state.initAttributes(); - state.enableAttribute( attributes.position ); - state.enableAttribute( attributes.uv ); - state.disableUnusedAttributes(); - - state.disable( gl.CULL_FACE ); - state.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 ); - - state.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 ); - - state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst ); - state.setDepthTest( material.depthTest ); - 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 - - state.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;', - '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.renderOrder !== b.renderOrder ) { - - return a.renderOrder - b.renderOrder; - - } else if ( a.z !== b.z ) { - - return b.z - a.z; - - } else { - - return b.id - a.id; - - } - - } - -}; - -// File:src/Three.Legacy.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -Object.defineProperties( THREE.Box2.prototype, { - empty: { - value: function () { - console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' ); - return this.isEmpty(); - } - }, - isIntersectionBox: { - value: function ( box ) { - console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); - } - } -} ); - -Object.defineProperties( THREE.Box3.prototype, { - empty: { - value: function () { - console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' ); - return this.isEmpty(); - } - }, - isIntersectionBox: { - value: function ( box ) { - console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); - } - }, - isIntersectionSphere: { - value: function ( sphere ) { - console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); - return this.intersectsSphere( sphere ); - } - } -} ); - -Object.defineProperties( THREE.Matrix3.prototype, { - multiplyVector3: { - value: function ( vector ) { - console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' ); - return vector.applyMatrix3( this ); - } - }, - multiplyVector3Array: { - value: function ( a ) { - console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); - return this.applyToVector3Array( a ); - } - } -} ); - -Object.defineProperties( THREE.Matrix4.prototype, { - extractPosition: { - value: function ( m ) { - console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' ); - return this.copyPosition( m ); - } - }, - setRotationFromQuaternion: { - value: function ( q ) { - console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' ); - return this.makeRotationFromQuaternion( q ); - } - }, - multiplyVector3: { - value: function ( vector ) { - console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' ); - return vector.applyProjection( this ); - } - }, - multiplyVector4: { - value: function ( vector ) { - console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); - return vector.applyMatrix4( this ); - } - }, - multiplyVector3Array: { - value: function ( a ) { - console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' ); - return this.applyToVector3Array( a ); - } - }, - rotateAxis: { - value: function ( v ) { - console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' ); - v.transformDirection( this ); - } - }, - crossVector: { - value: function ( vector ) { - console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' ); - return vector.applyMatrix4( this ); - } - }, - translate: { - value: function ( v ) { - console.error( 'THREE.Matrix4: .translate() has been removed.' ); - } - }, - rotateX: { - value: function ( angle ) { - console.error( 'THREE.Matrix4: .rotateX() has been removed.' ); - } - }, - rotateY: { - value: function ( angle ) { - console.error( 'THREE.Matrix4: .rotateY() has been removed.' ); - } - }, - rotateZ: { - value: function ( angle ) { - console.error( 'THREE.Matrix4: .rotateZ() has been removed.' ); - } - }, - rotateByAxis: { - value: function ( axis, angle ) { - console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' ); - } - } -} ); - -Object.defineProperties( THREE.Plane.prototype, { - isIntersectionLine: { - value: function ( line ) { - console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' ); - return this.intersectsLine( line ); - } - } -} ); - -Object.defineProperties( THREE.Quaternion.prototype, { - multiplyVector3: { - value: function ( vector ) { - console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' ); - return vector.applyQuaternion( this ); - } - } -} ); - -Object.defineProperties( THREE.Ray.prototype, { - isIntersectionBox: { - value: function ( box ) { - console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' ); - return this.intersectsBox( box ); - } - }, - isIntersectionPlane: { - value: function ( plane ) { - console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' ); - return this.intersectsPlane( plane ); - } - }, - isIntersectionSphere: { - value: function ( sphere ) { - console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' ); - return this.intersectsSphere( sphere ); - } - } -} ); - -Object.defineProperties( THREE.Vector3.prototype, { - setEulerFromRotationMatrix: { - value: function () { - console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' ); - } - }, - setEulerFromQuaternion: { - value: function () { - console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' ); - } - }, - getPositionFromMatrix: { - value: function ( m ) { - console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' ); - return this.setFromMatrixPosition( m ); - } - }, - getScaleFromMatrix: { - value: function ( m ) { - console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' ); - return this.setFromMatrixScale( m ); - } - }, - getColumnFromMatrix: { - value: function ( index, matrix ) { - console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' ); - return this.setFromMatrixColumn( index, matrix ); - } - } -} ); - -// - -THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) { - - console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' ); - return new THREE.Face3( a, b, c, normal, color, materialIndex ); - -}; - -THREE.Vertex = function ( x, y, z ) { - - console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' ); - return new THREE.Vector3( x, y, z ); - -}; - -// - -Object.defineProperties( THREE.Object3D.prototype, { - eulerOrder: { - get: function () { - console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); - return this.rotation.order; - }, - set: function ( value ) { - console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' ); - this.rotation.order = value; - } - }, - getChildByName: { - value: function ( name ) { - console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' ); - return this.getObjectByName( name ); - } - }, - renderDepth: { - set: function ( value ) { - console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' ); - } - }, - translate: { - value: function ( distance, axis ) { - console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' ); - return this.translateOnAxis( axis, distance ); - } - }, - useQuaternion: { - get: function () { - console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); - }, - set: function ( value ) { - console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' ); - } - } -} ); - -// - -Object.defineProperties( THREE, { - PointCloud: { - value: function ( geometry, material ) { - console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' ); - return new THREE.Points( geometry, material ); - } - }, - ParticleSystem: { - value: function ( geometry, material ) { - console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' ); - return new THREE.Points( geometry, material ); - } - } -} ); - -// - -Object.defineProperties( THREE.Light.prototype, { - onlyShadow: { - set: function ( value ) { - console.warn( 'THREE.Light: .onlyShadow has been removed.' ); - } - }, - shadowCameraFov: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' ); - this.shadow.camera.fov = value; - } - }, - shadowCameraLeft: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' ); - this.shadow.camera.left = value; - } - }, - shadowCameraRight: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' ); - this.shadow.camera.right = value; - } - }, - shadowCameraTop: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' ); - this.shadow.camera.top = value; - } - }, - shadowCameraBottom: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' ); - this.shadow.camera.bottom = value; - } - }, - shadowCameraNear: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' ); - this.shadow.camera.near = value; - } - }, - shadowCameraFar: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' ); - this.shadow.camera.far = value; - } - }, - shadowCameraVisible: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' ); - } - }, - shadowBias: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' ); - this.shadow.bias = value; - } - }, - shadowDarkness: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowDarkness has been removed.' ); - } - }, - shadowMapWidth: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' ); - this.shadow.mapSize.width = value; - } - }, - shadowMapHeight: { - set: function ( value ) { - console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' ); - this.shadow.mapSize.height = value; - } - } -} ); - -// - -Object.defineProperties( THREE.BufferAttribute.prototype, { - length: { - get: function () { - console.warn( 'THREE.BufferAttribute: .length has been deprecated. Please use .count.' ); - return this.array.length; - } - } -} ); - -Object.defineProperties( THREE.BufferGeometry.prototype, { - drawcalls: { - get: function () { - console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' ); - return this.groups; - } - }, - offsets: { - get: function () { - console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' ); - return this.groups; - } - }, - addIndex: { - value: function ( index ) { - console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' ); - this.setIndex( index ); - } - }, - addDrawCall: { - value: function ( start, count, indexOffset ) { - if ( indexOffset !== undefined ) { - console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' ); - } - console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' ); - this.addGroup( start, count ); - } - }, - clearDrawCalls: { - value: function () { - console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' ); - this.clearGroups(); - } - }, - computeTangents: { - value: function () { - console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' ); - } - }, - computeOffsets: { - value: function () { - console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' ); - } - } -} ); - -// - -Object.defineProperties( THREE.Material.prototype, { - wrapAround: { - get: function () { - console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' ); - }, - set: function ( value ) { - console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' ); - } - }, - wrapRGB: { - get: function () { - console.warn( 'THREE.' + this.type + ': .wrapRGB has been removed.' ); - return new THREE.Color(); - } - } -} ); - -Object.defineProperties( THREE, { - PointCloudMaterial: { - value: function ( parameters ) { - console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' ); - return new THREE.PointsMaterial( parameters ); - } - }, - ParticleBasicMaterial: { - value: function ( parameters ) { - console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' ); - return new THREE.PointsMaterial( parameters ); - } - }, - ParticleSystemMaterial:{ - value: function ( parameters ) { - console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' ); - return new THREE.PointsMaterial( parameters ); - } - } -} ); - -Object.defineProperties( THREE.MeshPhongMaterial.prototype, { - metal: { - get: function () { - console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' ); - return false; - }, - set: function ( value ) { - console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' ); - } - } -} ); - -Object.defineProperties( THREE.ShaderMaterial.prototype, { - derivatives: { - get: function () { - console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); - return this.extensions.derivatives; - }, - set: function ( value ) { - console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' ); - this.extensions.derivatives = value; - } - } -} ); - -// - -Object.defineProperties( THREE.WebGLRenderer.prototype, { - supportsFloatTextures: { - value: function () { - console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' ); - return this.extensions.get( 'OES_texture_float' ); - } - }, - supportsHalfFloatTextures: { - value: function () { - console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' ); - return this.extensions.get( 'OES_texture_half_float' ); - } - }, - supportsStandardDerivatives: { - value: function () { - console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' ); - return this.extensions.get( 'OES_standard_derivatives' ); - } - }, - supportsCompressedTextureS3TC: { - value: function () { - console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' ); - return this.extensions.get( 'WEBGL_compressed_texture_s3tc' ); - } - }, - supportsCompressedTexturePVRTC: { - value: function () { - console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' ); - return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' ); - } - }, - supportsBlendMinMax: { - value: function () { - console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' ); - return this.extensions.get( 'EXT_blend_minmax' ); - } - }, - supportsVertexTextures: { - value: function () { - return this.capabilities.vertexTextures; - } - }, - supportsInstancedArrays: { - value: function () { - console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' ); - return this.extensions.get( 'ANGLE_instanced_arrays' ); - } - }, - enableScissorTest: { - value: function ( boolean ) { - console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' ); - this.setScissorTest( boolean ); - } - }, - initMaterial: { - value: function () { - console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' ); - } - }, - addPrePlugin: { - value: function () { - console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' ); - } - }, - addPostPlugin: { - value: function () { - console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' ); - } - }, - updateShadowMap: { - value: function () { - console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' ); - } - }, - shadowMapEnabled: { - get: function () { - return this.shadowMap.enabled; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' ); - this.shadowMap.enabled = value; - } - }, - shadowMapType: { - get: function () { - return this.shadowMap.type; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' ); - this.shadowMap.type = value; - } - }, - shadowMapCullFace: { - get: function () { - return this.shadowMap.cullFace; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' ); - this.shadowMap.cullFace = value; - } - } -} ); - -// - -Object.defineProperties( THREE.WebGLRenderTarget.prototype, { - wrapS: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); - return this.texture.wrapS; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' ); - this.texture.wrapS = value; - } - }, - wrapT: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); - return this.texture.wrapT; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' ); - this.texture.wrapT = value; - } - }, - magFilter: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); - return this.texture.magFilter; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' ); - this.texture.magFilter = value; - } - }, - minFilter: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); - return this.texture.minFilter; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' ); - this.texture.minFilter = value; - } - }, - anisotropy: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); - return this.texture.anisotropy; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' ); - this.texture.anisotropy = value; - } - }, - offset: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); - return this.texture.offset; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' ); - this.texture.offset = value; - } - }, - repeat: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); - return this.texture.repeat; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' ); - this.texture.repeat = value; - } - }, - format: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); - return this.texture.format; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' ); - this.texture.format = value; - } - }, - type: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); - return this.texture.type; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' ); - this.texture.type = value; - } - }, - generateMipmaps: { - get: function () { - console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); - return this.texture.generateMipmaps; - }, - set: function ( value ) { - console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' ); - this.texture.generateMipmaps = value; - } - } -} ); - -// - -THREE.GeometryUtils = { - - merge: function ( geometry1, geometry2, materialIndexOffset ) { - - console.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 ) { - - console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' ); - return geometry.center(); - - } - -}; - -THREE.ImageUtils = { - - crossOrigin: undefined, - - loadTexture: function ( url, mapping, onLoad, onError ) { - - console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' ); - - var loader = new THREE.TextureLoader(); - loader.setCrossOrigin( this.crossOrigin ); - - var texture = loader.load( url, onLoad, undefined, onError ); - - if ( mapping ) texture.mapping = mapping; - - return texture; - - }, - - loadTextureCube: function ( urls, mapping, onLoad, onError ) { - - console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' ); - - var loader = new THREE.CubeTextureLoader(); - loader.setCrossOrigin( this.crossOrigin ); - - var texture = loader.load( urls, onLoad, undefined, onError ); - - if ( mapping ) texture.mapping = mapping; - - return texture; - - }, - - loadCompressedTexture: function () { - - console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' ); - - }, - - loadCompressedTextureCube: function () { - - console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' ); - - } - -}; - -// - -THREE.Projector = function () { - - console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' ); - - this.projectVector = function ( vector, camera ) { - - console.warn( 'THREE.Projector: .projectVector() is now vector.project().' ); - vector.project( camera ); - - }; - - this.unprojectVector = function ( vector, camera ) { - - console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' ); - vector.unproject( camera ); - - }; - - this.pickingRay = function ( vector, camera ) { - - console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' ); - - }; - -}; - -// - -THREE.CanvasRenderer = function () { - - console.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 () {}; - -}; - -// - -THREE.MeshFaceMaterial = THREE.MultiMaterial; - -// File:src/extras/CurveUtils.js - -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - */ - -THREE.CurveUtils = { - - 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; - - } - -}; - -// File:src/extras/SceneUtils.js - -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.SceneUtils = { - - createMultiMaterialObject: function ( geometry, materials ) { - - var group = new THREE.Group(); - - 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/ShapeUtils.js - -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - */ - -THREE.ShapeUtils = { - - // calculate area of the contour polygon - - 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; - - }, - - triangulate: ( function () { - - /** - * 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 snip( 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 ( Number.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 >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false; - - } - - return true; - - } - - // takes in an contour array and returns - - return 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 ( THREE.ShapeUtils.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. - console.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' ); - - 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; - - } - - } )(), - - triangulateShape: function ( contour, holes ) { - - function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) { - - // inOtherPt needs to be collinear 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 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 ) > Number.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 collinear - if ( ( perpSeg1 !== 0 ) || - ( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) return []; - - // they are collinear or degenerate - var seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) ); // segment1 is just a point? - var seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) ); // segment2 is 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 - - // 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 ) > Number.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 ) { - - console.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.ShapeUtils.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.ShapeUtils.area( pts ) < 0; - - }, - - // Bezier Curves formulas obtained from - // http://en.wikipedia.org/wiki/B%C3%A9zier_curve - - // Quad Bezier Functions - - b2: ( function () { - - function b2p0( t, p ) { - - var k = 1 - t; - return k * k * p; - - } - - function b2p1( t, p ) { - - return 2 * ( 1 - t ) * t * p; - - } - - function b2p2( t, p ) { - - return t * t * p; - - } - - return function ( t, p0, p1, p2 ) { - - return b2p0( t, p0 ) + b2p1( t, p1 ) + b2p2( t, p2 ); - - }; - - } )(), - - // Cubic Bezier Functions - - b3: ( function () { - - function b3p0( t, p ) { - - var k = 1 - t; - return k * k * k * p; - - } - - function b3p1( t, p ) { - - var k = 1 - t; - return 3 * k * k * t * p; - - } - - function b3p2( t, p ) { - - var k = 1 - t; - return 3 * k * t * t * p; - - } - - function b3p3( t, p ) { - - return t * t * t * p; - - } - - return function ( t, p0, p1, p2, p3 ) { - - return b3p0( t, p0 ) + b3p1( t, p1 ) + b3p2( t, p2 ) + b3p3( t, p3 ); - - }; - - } )() - -}; - -// 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 () { - -}; - -THREE.Curve.prototype = { - - constructor: THREE.Curve, - - // Virtual base class method to overwrite and implement in subclasses - // - t [0 .. 1] - - getPoint: function ( t ) { - - console.warn( "THREE.Curve: Warning, getPoint() not implemented!" ); - return null; - - }, - - // Get point at relative position in curve according to arc length - // - u [0 .. 1] - - getPointAt: function ( u ) { - - var t = this.getUtoTmapping( u ); - return this.getPoint( t ); - - }, - - // Get sequence of points using getPoint( t ) - - 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 ) - - 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 - - getLength: function () { - - var lengths = this.getLengths(); - return lengths[ lengths.length - 1 ]; - - }, - - // Get list of cumulative segment lengths - - 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. - - }, - - updateArcLengths: function() { - - this.needsUpdate = true; - this.getLengths(); - - }, - - // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant - - 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 interpolation 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 - - 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(); - - }, - - getTangentAt: function ( u ) { - - var t = this.getUtoTmapping( u ); - return this.getTangent( t ); - - } - -}; - -// 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.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; - - // To think about boundaries points. - - while ( i < curveLengths.length ) { - - if ( curveLengths[ i ] >= d ) { - - var diff = curveLengths[ i ] - d; - var 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 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 ( var j = 1; j <= divisions; j ++ ) { - - var t = j / divisions; - - tx = b2( t, cpx0, cpx1, cpx ); - ty = b2( t, cpy0, cpy1, cpy ); - - points.push( new THREE.Vector2( tx, ty ) ); - - } - - break; - - case 'bezierCurveTo': - - 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 ( var j = 1; j <= divisions; j ++ ) { - - var t = j / divisions; - - tx = b3( t, cpx0, cpx1, cpx2, cpx ); - ty = b3( t, cpy0, cpy1, cpy2, cpy ); - - points.push( new THREE.Vector2( tx, ty ) ); - - } - - break; - - case 'splineThru': - - 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 ( var j = 1; j <= n; j ++ ) { - - points.push( spline.getPointAt( j / n ) ); - - } - - break; - - case '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 ( var j = 1; j <= tdivisions; j ++ ) { - - var 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 'ellipse': - - var aX = args[ 0 ], aY = args[ 1 ], - xRadius = args[ 2 ], - yRadius = args[ 3 ], - aStartAngle = args[ 4 ], aEndAngle = args[ 5 ], - aClockwise = !! args[ 6 ], - aRotation = args[ 7 ]; - - - var deltaAngle = aEndAngle - aStartAngle; - var angle; - var tdivisions = divisions * 2; - - var cos, sin; - if ( aRotation !== 0 ) { - - cos = Math.cos( aRotation ); - sin = Math.sin( aRotation ); - - } - - for ( var j = 1; j <= tdivisions; j ++ ) { - - var t = j / tdivisions; - - if ( ! aClockwise ) { - - t = 1 - t; - - } - - angle = aStartAngle + t * deltaAngle; - - tx = aX + xRadius * Math.cos( angle ); - ty = aY + yRadius * Math.sin( angle ); - - if ( aRotation !== 0 ) { - - var x = tx, y = ty; - - // Rotate the point about the center of the ellipse. - tx = ( x - aX ) * cos - ( y - aY ) * sin + aX; - ty = ( x - aX ) * sin + ( y - aY ) * cos + aY; - - } - - //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 ]; - if ( Math.abs( lastPoint.x - points[ 0 ].x ) < Number.EPSILON && - Math.abs( lastPoint.y - points[ 0 ].y ) < Number.EPSILON ) - points.splice( points.length - 1, 1 ); - - if ( this.autoClose ) { - - 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 subPaths = [], lastPath = new THREE.Path(); - - for ( var i = 0, l = inActions.length; i < l; i ++ ) { - - var item = inActions[ i ]; - - var args = item.args; - var action = item.action; - - if ( action === 'moveTo' ) { - - 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, l = inSubpaths.length; i < l; 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 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 ) > Number.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 collinear - if ( inPt.y !== edgeLowPt.y ) continue; // parallel - // edge 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 isClockWise = THREE.ShapeUtils.isClockWise; - - 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 = ! 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 ] = []; - - for ( var i = 0, l = subPaths.length; i < l; i ++ ) { - - tmpPath = subPaths[ i ]; - tmpPoints = tmpPath.getPoints(); - solid = 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 ambiguous = 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 { - - ambiguous = true; - - } - - } - - } - if ( hole_unassigned ) { - - betterShapeHoles[ sIdx ].push( ho ); - - } - - } - - } - // console.log("ambiguous: ", ambiguous); - if ( toChange.length > 0 ) { - - // console.log("to change: ", toChange); - if ( ! ambiguous ) newShapeHoles = betterShapeHoles; - - } - - } - - var tmpHoles; - - for ( var i = 0, il = newShapes.length; i < il; i ++ ) { - - tmpShape = newShapes[ i ].s; - shapes.push( tmpShape ); - tmpHoles = newShapeHoles[ i ]; - - for ( var 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 ) { - - return new THREE.ExtrudeGeometry( this, options ); - -}; - -// Convenience method to return ShapeGeometry - -THREE.Shape.prototype.makeGeometry = function ( options ) { - - return new THREE.ShapeGeometry( this, options ); - -}; - -// Get points of holes - -THREE.Shape.prototype.getPointsHoles = function ( divisions ) { - - var holesPts = []; - - for ( var i = 0, l = this.holes.length; i < l; i ++ ) { - - holesPts[ i ] = this.holes[ i ].getPoints( divisions ); - - } - - return holesPts; - -}; - - -// Get points of shape and holes (keypoints based on segments parameter) - -THREE.Shape.prototype.extractAllPoints = function ( divisions ) { - - return { - - shape: this.getPoints( divisions ), - holes: this.getPointsHoles( divisions ) - - }; - -}; - -THREE.Shape.prototype.extractPoints = function ( divisions ) { - - return this.extractAllPoints( divisions ); - -}; - -// 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 b2 = THREE.ShapeUtils.b2; - - return new THREE.Vector2( - b2( t, this.v0.x, this.v1.x, this.v2.x ), - b2( t, this.v0.y, this.v1.y, this.v2.y ) - ); - -}; - - -THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) { - - var tangentQuadraticBezier = THREE.CurveUtils.tangentQuadraticBezier; - - return new THREE.Vector2( - tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x ), - tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y ) - ).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 b3 = THREE.ShapeUtils.b3; - - return new THREE.Vector2( - b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ), - b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ) - ); - -}; - -THREE.CubicBezierCurve.prototype.getTangent = function( t ) { - - var tangentCubicBezier = THREE.CurveUtils.tangentCubicBezier; - - return new THREE.Vector2( - tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ), - tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ) - ).normalize(); - -}; - -// 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 interpolate = THREE.CurveUtils.interpolate; - - return new THREE.Vector2( - interpolate( point0.x, point1.x, point2.x, point3.x, weight ), - interpolate( point0.y, point1.y, point2.y, point3.y, weight ) - ); - -}; - -// File:src/extras/curves/EllipseCurve.js - -/************************************************************** - * Ellipse curve - **************************************************************/ - -THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) { - - this.aX = aX; - this.aY = aY; - - this.xRadius = xRadius; - this.yRadius = yRadius; - - this.aStartAngle = aStartAngle; - this.aEndAngle = aEndAngle; - - this.aClockwise = aClockwise; - - this.aRotation = aRotation || 0; - -}; - -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 x = this.aX + this.xRadius * Math.cos( angle ); - var y = this.aY + this.yRadius * Math.sin( angle ); - - if ( this.aRotation !== 0 ) { - - var cos = Math.cos( this.aRotation ); - var sin = Math.sin( this.aRotation ); - - var tx = x, ty = y; - - // Rotate the point about the center of the ellipse. - x = ( tx - this.aX ) * cos - ( ty - this.aY ) * sin + this.aX; - y = ( tx - this.aX ) * sin + ( ty - this.aY ) * cos + this.aY; - - } - - return new THREE.Vector2( x, y ); - -}; - -// 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 b2 = THREE.ShapeUtils.b2; - - return new THREE.Vector3( - b2( t, this.v0.x, this.v1.x, this.v2.x ), - b2( t, this.v0.y, this.v1.y, this.v2.y ), - b2( t, this.v0.z, this.v1.z, this.v2.z ) - ); - - } - -); - -// 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 b3 = THREE.ShapeUtils.b3; - - return new THREE.Vector3( - b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x ), - b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y ), - b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z ) - ); - - } - -); - -// File:src/extras/curves/SplineCurve3.js - -/************************************************************** - * Spline 3D curve - **************************************************************/ - - -THREE.SplineCurve3 = THREE.Curve.create( - - function ( points /* array of Vector3 */ ) { - - console.warn( 'THREE.SplineCurve3 will be deprecated. Please use THREE.CatmullRomCurve3' ); - 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 interpolate = THREE.CurveUtils.interpolate; - - return new THREE.Vector3( - interpolate( point0.x, point1.x, point2.x, point3.x, weight ), - interpolate( point0.y, point1.y, point2.y, point3.y, weight ), - interpolate( point0.z, point1.z, point2.z, point3.z, weight ) - ); - - } - -); - -// File:src/extras/curves/CatmullRomCurve3.js - -/** - * @author zz85 https://github.com/zz85 - * - * Centripetal CatmullRom Curve - which is useful for avoiding - * cusps and self-intersections in non-uniform catmull rom curves. - * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf - * - * curve.type accepts centripetal(default), chordal and catmullrom - * curve.tension is used for catmullrom which defaults to 0.5 - */ - -THREE.CatmullRomCurve3 = ( function() { - - var - tmp = new THREE.Vector3(), - px = new CubicPoly(), - py = new CubicPoly(), - pz = new CubicPoly(); - - /* - Based on an optimized c++ solution in - - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/ - - http://ideone.com/NoEbVM - - This CubicPoly class could be used for reusing some variables and calculations, - but for three.js curve use, it could be possible inlined and flatten into a single function call - which can be placed in CurveUtils. - */ - - function CubicPoly() { - - } - - /* - * Compute coefficients for a cubic polynomial - * p(s) = c0 + c1*s + c2*s^2 + c3*s^3 - * such that - * p(0) = x0, p(1) = x1 - * and - * p'(0) = t0, p'(1) = t1. - */ - CubicPoly.prototype.init = function( x0, x1, t0, t1 ) { - - this.c0 = x0; - this.c1 = t0; - this.c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1; - this.c3 = 2 * x0 - 2 * x1 + t0 + t1; - - }; - - CubicPoly.prototype.initNonuniformCatmullRom = function( x0, x1, x2, x3, dt0, dt1, dt2 ) { - - // compute tangents when parameterized in [t1,t2] - var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1; - var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2; - - // rescale tangents for parametrization in [0,1] - t1 *= dt1; - t2 *= dt1; - - // initCubicPoly - this.init( x1, x2, t1, t2 ); - - }; - - // standard Catmull-Rom spline: interpolate between x1 and x2 with previous/following points x1/x4 - CubicPoly.prototype.initCatmullRom = function( x0, x1, x2, x3, tension ) { - - this.init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) ); - - }; - - CubicPoly.prototype.calc = function( t ) { - - var t2 = t * t; - var t3 = t2 * t; - return this.c0 + this.c1 * t + this.c2 * t2 + this.c3 * t3; - - }; - - // Subclass Three.js curve - return THREE.Curve.create( - - function ( p /* array of Vector3 */ ) { - - this.points = p || []; - this.closed = false; - - }, - - function ( t ) { - - var points = this.points, - point, intPoint, weight, l; - - l = points.length; - - if ( l < 2 ) console.log( 'duh, you need at least 2 points' ); - - point = ( l - ( this.closed ? 0 : 1 ) ) * t; - intPoint = Math.floor( point ); - weight = point - intPoint; - - if ( this.closed ) { - - intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length; - - } else if ( weight === 0 && intPoint === l - 1 ) { - - intPoint = l - 2; - weight = 1; - - } - - var p0, p1, p2, p3; // 4 points - - if ( this.closed || intPoint > 0 ) { - - p0 = points[ ( intPoint - 1 ) % l ]; - - } else { - - // extrapolate first point - tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] ); - p0 = tmp; - - } - - p1 = points[ intPoint % l ]; - p2 = points[ ( intPoint + 1 ) % l ]; - - if ( this.closed || intPoint + 2 < l ) { - - p3 = points[ ( intPoint + 2 ) % l ]; - - } else { - - // extrapolate last point - tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] ); - p3 = tmp; - - } - - if ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) { - - // init Centripetal / Chordal Catmull-Rom - var pow = this.type === 'chordal' ? 0.5 : 0.25; - var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow ); - var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow ); - var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow ); - - // safety check for repeated points - if ( dt1 < 1e-4 ) dt1 = 1.0; - if ( dt0 < 1e-4 ) dt0 = dt1; - if ( dt2 < 1e-4 ) dt2 = dt1; - - px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 ); - py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 ); - pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 ); - - } else if ( this.type === 'catmullrom' ) { - - var tension = this.tension !== undefined ? this.tension : 0.5; - px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, tension ); - py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, tension ); - pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, tension ); - - } - - var v = new THREE.Vector3( - px.calc( weight ), - py.calc( weight ), - pz.calc( weight ) - ); - - return v; - - } - - ); - -} )(); - -// File:src/extras/curves/ClosedSplineCurve3.js - -/************************************************************** - * Closed Spline 3D curve - **************************************************************/ - - -THREE.ClosedSplineCurve3 = function ( points ) { - - console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Please use THREE.CatmullRomCurve3.' ); - - THREE.CatmullRomCurve3.call( this, points ); - this.type = 'catmullrom'; - this.closed = true; - -}; - -THREE.ClosedSplineCurve3.prototype = Object.create( THREE.CatmullRomCurve3.prototype ); - -// 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.fromBufferGeometry( new THREE.BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) ); - this.mergeVertices(); - -}; - -THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype ); -THREE.BoxGeometry.prototype.constructor = THREE.BoxGeometry; - -THREE.CubeGeometry = THREE.BoxGeometry; - -// File:src/extras/geometries/BoxBufferGeometry.js - -/** - * @author Mugen87 / https://github.com/Mugen87 - */ - -THREE.BoxBufferGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) { - - THREE.BufferGeometry.call( this ); - - this.type = 'BoxBufferGeometry'; - - this.parameters = { - width: width, - height: height, - depth: depth, - widthSegments: widthSegments, - heightSegments: heightSegments, - depthSegments: depthSegments - }; - - var scope = this; - - // segments - widthSegments = Math.floor( widthSegments ) || 1; - heightSegments = Math.floor( heightSegments ) || 1; - depthSegments = Math.floor( depthSegments ) || 1; - - // these are used to calculate buffer length - var vertexCount = calculateVertexCount( widthSegments, heightSegments, depthSegments ); - var indexCount = ( vertexCount / 4 ) * 6; - - // buffers - var indices = new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ); - var vertices = new Float32Array( vertexCount * 3 ); - var normals = new Float32Array( vertexCount * 3 ); - var uvs = new Float32Array( vertexCount * 2 ); - - // offset variables - var vertexBufferOffset = 0; - var uvBufferOffset = 0; - var indexBufferOffset = 0; - var numberOfVertices = 0; - - // group variables - var groupStart = 0; - - // build each side of the box geometry - buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px - buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx - buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py - buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny - buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz - buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz - - // build geometry - this.setIndex( 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 ) ); - - // helper functions - - function calculateVertexCount ( w, h, d ) { - - var segments = 0; - - // calculate the amount of segments for each side - segments += w * h * 2; // xy - segments += w * d * 2; // xz - segments += d * h * 2; // zy - - return segments * 4; // four vertices per segments - - } - - function buildPlane ( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) { - - var segmentWidth = width / gridX; - var segmentHeight = height / gridY; - - var widthHalf = width / 2; - var heightHalf = height / 2; - var depthHalf = depth / 2; - - var gridX1 = gridX + 1; - var gridY1 = gridY + 1; - - var vertexCounter = 0; - var groupCount = 0; - - var vector = new THREE.Vector3(); - - // generate vertices, normals and uvs - - for ( var iy = 0; iy < gridY1; iy ++ ) { - - var y = iy * segmentHeight - heightHalf; - - for ( var ix = 0; ix < gridX1; ix ++ ) { - - var x = ix * segmentWidth - widthHalf; - - // set values to correct vector component - vector[ u ] = x * udir; - vector[ v ] = y * vdir; - vector[ w ] = depthHalf; - - // now apply vector to vertex buffer - vertices[ vertexBufferOffset ] = vector.x; - vertices[ vertexBufferOffset + 1 ] = vector.y; - vertices[ vertexBufferOffset + 2 ] = vector.z; - - // set values to correct vector component - vector[ u ] = 0; - vector[ v ] = 0; - vector[ w ] = depth > 0 ? 1 : - 1; - - // now apply vector to normal buffer - normals[ vertexBufferOffset ] = vector.x; - normals[ vertexBufferOffset + 1 ] = vector.y; - normals[ vertexBufferOffset + 2 ] = vector.z; - - // uvs - uvs[ uvBufferOffset ] = ix / gridX; - uvs[ uvBufferOffset + 1 ] = 1 - ( iy / gridY ); - - // update offsets and counters - vertexBufferOffset += 3; - uvBufferOffset += 2; - vertexCounter += 1; - - } - - } - - // 1. you need three indices to draw a single face - // 2. a single segment consists of two faces - // 3. so we need to generate six (2*3) indices per segment - - for ( iy = 0; iy < gridY; iy ++ ) { - - for ( ix = 0; ix < gridX; ix ++ ) { - - // indices - var a = numberOfVertices + ix + gridX1 * iy; - var b = numberOfVertices + ix + gridX1 * ( iy + 1 ); - var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 ); - var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy; - - // face one - indices[ indexBufferOffset ] = a; - indices[ indexBufferOffset + 1 ] = b; - indices[ indexBufferOffset + 2 ] = d; - - // face two - indices[ indexBufferOffset + 3 ] = b; - indices[ indexBufferOffset + 4 ] = c; - indices[ indexBufferOffset + 5 ] = d; - - // update offsets and counters - indexBufferOffset += 6; - groupCount += 6; - - } - - } - - // add a group to the geometry. this will ensure multi material support - scope.addGroup( groupStart, groupCount, materialIndex ); - - // calculate new start value for groups - groupStart += groupCount; - - // update total number of vertices - numberOfVertices += vertexCounter; - - } - -}; - -THREE.BoxBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); -THREE.BoxBufferGeometry.prototype.constructor = THREE.BoxBufferGeometry; - -// 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 - }; - - this.fromBufferGeometry( new THREE.CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) ); - -}; - -THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype ); -THREE.CircleGeometry.prototype.constructor = THREE.CircleGeometry; - -// File:src/extras/geometries/CircleBufferGeometry.js - -/** - * @author benaadams / https://twitter.com/ben_a_adams - */ - -THREE.CircleBufferGeometry = function ( radius, segments, thetaStart, thetaLength ) { - - THREE.BufferGeometry.call( this ); - - this.type = 'CircleBufferGeometry'; - - 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 vertices = segments + 2; - - var positions = new Float32Array( vertices * 3 ); - var normals = new Float32Array( vertices * 3 ); - var uvs = new Float32Array( vertices * 2 ); - - // center data is already zero, but need to set a few extras - normals[ 2 ] = 1.0; - uvs[ 0 ] = 0.5; - uvs[ 1 ] = 0.5; - - for ( var s = 0, i = 3, ii = 2 ; s <= segments; s ++, i += 3, ii += 2 ) { - - var segment = thetaStart + s / segments * thetaLength; - - positions[ i ] = radius * Math.cos( segment ); - positions[ i + 1 ] = radius * Math.sin( segment ); - - normals[ i + 2 ] = 1; // normal z - - uvs[ ii ] = ( positions[ i ] / radius + 1 ) / 2; - uvs[ ii + 1 ] = ( positions[ i + 1 ] / radius + 1 ) / 2; - - } - - var indices = []; - - for ( var i = 1; i <= segments; i ++ ) { - - indices.push( i, i + 1, 0 ); - - } - - this.setIndex( new THREE.BufferAttribute( new Uint16Array( indices ), 1 ) ); - this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) ); - this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) ); - this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) ); - - this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); - -}; - -THREE.CircleBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); -THREE.CircleBufferGeometry.prototype.constructor = THREE.CircleBufferGeometry; - -// File:src/extras/geometries/CylinderBufferGeometry.js - -/** - * @author Mugen87 / https://github.com/Mugen87 - */ - -THREE.CylinderBufferGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) { - - THREE.BufferGeometry.call( this ); - - this.type = 'CylinderBufferGeometry'; - - 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 = Math.floor( radialSegments ) || 8; - heightSegments = Math.floor( heightSegments ) || 1; - - openEnded = openEnded !== undefined ? openEnded : false; - thetaStart = thetaStart !== undefined ? thetaStart : 0; - thetaLength = thetaLength !== undefined ? thetaLength : 2 * Math.PI; - - // used to calculate buffer length - - var vertexCount = calculateVertexCount(); - var indexCount = calculateIndexCount(); - - // buffers - - var indices = new THREE.BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); - var vertices = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); - var normals = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); - var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); - - // helper variables - - var index = 0, indexOffset = 0, indexArray = [], halfHeight = height / 2; - - // generate geometry - - generateTorso(); - - if( openEnded === false ) { - - if( radiusTop > 0 ) { - - generateCap( true ); - - } - - if( radiusBottom > 0 ) { - - generateCap( false ); - - } - - } - - // build geometry - - this.setIndex( indices ); - this.addAttribute( 'position', vertices ); - this.addAttribute( 'normal', normals ); - this.addAttribute( 'uv', uvs ); - - // helper functions - - function calculateVertexCount () { - - var count = ( radialSegments + 1 ) * ( heightSegments + 1 ); - - if ( openEnded === false ) { - - count += ( ( radialSegments + 1 ) * 2 ) + ( radialSegments * 2 ); - - } - - return count; - - } - - function calculateIndexCount () { - - var count = radialSegments * heightSegments * 2 * 3; - - if ( openEnded === false ) { - - count += radialSegments * 2 * 3; - - } - - return count; - - } - - function generateTorso () { - - var x, y; - var normal = new THREE.Vector3(); - var vertex = new THREE.Vector3(); - - // this will be used to calculate the normal - var tanTheta = ( radiusBottom - radiusTop ) / height; - - // generate vertices, normals and uvs - - for ( y = 0; y <= heightSegments; y ++ ) { - - var indexRow = []; - - var v = y / heightSegments; - - // calculate the radius of the current row - var radius = v * ( radiusBottom - radiusTop ) + radiusTop; - - for ( x = 0; x <= radialSegments; x ++ ) { - - var u = x / radialSegments; - - // vertex - vertex.x = radius * Math.sin( u * thetaLength + thetaStart ); - vertex.y = - v * height + halfHeight; - vertex.z = radius * Math.cos( u * thetaLength + thetaStart ); - vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); - - // normal - normal.copy( vertex ); - - // handle special case if radiusTop/radiusBottom is zero - if( ( radiusTop === 0 && y === 0 ) || ( radiusBottom === 0 && y === heightSegments ) ) { - - normal.x = Math.sin( u * thetaLength + thetaStart ); - normal.z = Math.cos( u * thetaLength + thetaStart ); - - } - - normal.setY( Math.sqrt( normal.x * normal.x + normal.z * normal.z ) * tanTheta ).normalize(); - normals.setXYZ( index, normal.x, normal.y, normal.z ); - - // uv - uvs.setXY( index, u, 1 - v ); - - // save index of vertex in respective row - indexRow.push( index ); - - // increase index - index ++; - - } - - // now save vertices of the row in our index array - indexArray.push( indexRow ); - - } - - // generate indices - - for ( x = 0; x < radialSegments; x ++ ) { - - for ( y = 0; y < heightSegments; y ++ ) { - - // we use the index array to access the correct indices - var i1 = indexArray[ y ][ x ]; - var i2 = indexArray[ y + 1 ][ x ]; - var i3 = indexArray[ y + 1 ][ x + 1 ]; - var i4 = indexArray[ y ][ x + 1 ]; - - // face one - indices.setX( indexOffset, i1 ); indexOffset++; - indices.setX( indexOffset, i2 ); indexOffset++; - indices.setX( indexOffset, i4 ); indexOffset++; - - // face two - indices.setX( indexOffset, i2 ); indexOffset++; - indices.setX( indexOffset, i3 ); indexOffset++; - indices.setX( indexOffset, i4 ); indexOffset++; - - } - - } - - } - - function generateCap ( top ) { - - var x, centerIndexStart, centerIndexEnd; - var uv = new THREE.Vector2(); - var vertex = new THREE.Vector3(); - - var radius = ( top === true ) ? radiusTop : radiusBottom; - var sign = ( top === true ) ? 1 : - 1; - - // save the index of the first center vertex - centerIndexStart = index; - - // first we generate the center vertex data of the cap. - // because the geometry needs one set of uvs per face, - // we must generate a center vertex per face/segment - - for ( x = 1; x <= radialSegments; x ++ ) { - - // vertex - vertices.setXYZ( index, 0, halfHeight * sign, 0 ); - - // normal - normals.setXYZ( index, 0, sign, 0 ); - - // uv - if( top === true ) { - - uv.x = x / radialSegments; - uv.y = 0; - - } else { - - uv.x = ( x - 1 ) / radialSegments; - uv.y = 1; - - } - - uvs.setXY( index, uv.x, uv.y ); - - // increase index - index++; - - } - - // save the index of the last center vertex - centerIndexEnd = index; - - // now we generate the surrounding vertices, normals and uvs - - for ( x = 0; x <= radialSegments; x ++ ) { - - var u = x / radialSegments; - - // vertex - vertex.x = radius * Math.sin( u * thetaLength + thetaStart ); - vertex.y = halfHeight * sign; - vertex.z = radius * Math.cos( u * thetaLength + thetaStart ); - vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); - - // normal - normals.setXYZ( index, 0, sign, 0 ); - - // uv - uvs.setXY( index, u, ( top === true ) ? 1 : 0 ); - - // increase index - index ++; - - } - - // generate indices - - for ( x = 0; x < radialSegments; x ++ ) { - - var c = centerIndexStart + x; - var i = centerIndexEnd + x; - - if( top === true ) { - - // face top - indices.setX( indexOffset, i ); indexOffset++; - indices.setX( indexOffset, i + 1 ); indexOffset++; - indices.setX( indexOffset, c ); indexOffset++; - - } else { - - // face bottom - indices.setX( indexOffset, i + 1); indexOffset++; - indices.setX( indexOffset, i ); indexOffset++; - indices.setX( indexOffset, c ); indexOffset++; - - } - - } - - } - -}; - -THREE.CylinderBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); -THREE.CylinderBufferGeometry.prototype.constructor = THREE.CylinderBufferGeometry; - -// 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 - }; - - this.fromBufferGeometry( new THREE.CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) ); - this.mergeVertices(); - -}; - -THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype ); -THREE.CylinderGeometry.prototype.constructor = THREE.CylinderGeometry; - -// File:src/extras/geometries/EdgesGeometry.js - -/** - * @author WestLangley / http://github.com/WestLangley - */ - -THREE.EdgesGeometry = function ( geometry, thresholdAngle ) { - - THREE.BufferGeometry.call( this ); - - thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1; - - var thresholdDot = Math.cos( THREE.Math.degToRad( thresholdAngle ) ); - - var edge = [ 0, 0 ], hash = {}; - - function sortFunction( a, b ) { - - return a - b; - - } - - var keys = [ 'a', 'b', 'c' ]; - - var geometry2; - - if ( geometry instanceof THREE.BufferGeometry ) { - - geometry2 = new THREE.Geometry(); - geometry2.fromBufferGeometry( geometry ); - - } else { - - geometry2 = geometry.clone(); - - } - - geometry2.mergeVertices(); - geometry2.computeFaceNormals(); - - var vertices = geometry2.vertices; - var faces = geometry2.faces; - - 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 }; - - } else { - - hash[ key ].face2 = i; - - } - - } - - } - - var coords = []; - - 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.push( vertex.x ); - coords.push( vertex.y ); - coords.push( vertex.z ); - - vertex = vertices[ h.vert2 ]; - coords.push( vertex.x ); - coords.push( vertex.y ); - coords.push( vertex.z ); - - } - - } - - this.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( coords ), 3 ) ); - -}; - -THREE.EdgesGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); -THREE.EdgesGeometry.prototype.constructor = THREE.EdgesGeometry; - -// 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 segments 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 - * - * 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 = Array.isArray( shapes ) ? 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; - - // 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 initialization - - 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.ShapeUtils.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.ShapeUtils.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.ShapeUtils.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 ) console.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 ) { - - // computes for inPt the corresponding point inPt' on a new contour - // shifted 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 collinear edges - var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x ); - - if ( Math.abs( collinear0 ) > Number.EPSILON ) { - - // not collinear - - // 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 collinear edges - - var direction_eq = false; // assumes: opposite - if ( v_prev_x > Number.EPSILON ) { - - if ( v_next_x > Number.EPSILON ) { - - direction_eq = true; - - } - - } else { - - if ( v_prev_x < - Number.EPSILON ) { - - if ( v_next_x < - Number.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; - - scope.faces.push( new THREE.Face3( a, b, c, null, null, 0 ) ); - - 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, 1 ) ); - scope.faces.push( new THREE.Face3( b, c, d, null, null, 1 ) ); - - 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 ( Array.isArray( shapes ) === 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.ShapeUtils.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.ShapeUtils.isClockWise( hole ) ) { - - holes[ i ] = hole.reverse(); - - } - - } - - reverse = false; - - } - - var faces = THREE.ShapeUtils.triangulateShape( vertices, holes ); - - // 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/LatheBufferGeometry.js - -/** - * @author Mugen87 / https://github.com/Mugen87 - */ - - // 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 2PI) range of the lathed section - // 2PI is a closed lathe, less than 2PI is a portion. - -THREE.LatheBufferGeometry = function ( points, segments, phiStart, phiLength ) { - - THREE.BufferGeometry.call( this ); - - this.type = 'LatheBufferGeometry'; - - this.parameters = { - points: points, - segments: segments, - phiStart: phiStart, - phiLength: phiLength - }; - - segments = Math.floor( segments ) || 12; - phiStart = phiStart || 0; - phiLength = phiLength || Math.PI * 2; - - // clamp phiLength so it's in range of [ 0, 2PI ] - phiLength = THREE.Math.clamp( phiLength, 0, Math.PI * 2 ); - - // these are used to calculate buffer length - var vertexCount = ( segments + 1 ) * points.length; - var indexCount = segments * points.length * 2 * 3; - - // buffers - var indices = new THREE.BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); - var vertices = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); - var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); - - // helper variables - var index = 0, indexOffset = 0, base; - var inversePointLength = 1.0 / ( points.length - 1 ); - var inverseSegments = 1.0 / segments; - var vertex = new THREE.Vector3(); - var uv = new THREE.Vector2(); - var i, j; - - // generate vertices and uvs - - for ( i = 0; i <= segments; i ++ ) { - - var phi = phiStart + i * inverseSegments * phiLength; - - var sin = Math.sin( phi ); - var cos = Math.cos( phi ); - - for ( j = 0; j <= ( points.length - 1 ); j ++ ) { - - // vertex - vertex.x = points[ j ].x * sin; - vertex.y = points[ j ].y; - vertex.z = points[ j ].x * cos; - vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); - - // uv - uv.x = i / segments; - uv.y = j / ( points.length - 1 ); - uvs.setXY( index, uv.x, uv.y ); - - // increase index - index ++; - - } - - } - - // generate indices - - for ( i = 0; i < segments; i ++ ) { - - for ( j = 0; j < ( points.length - 1 ); j ++ ) { - - base = j + i * points.length; - - // indices - var a = base; - var b = base + points.length; - var c = base + points.length + 1; - var d = base + 1; - - // face one - indices.setX( indexOffset, a ); indexOffset++; - indices.setX( indexOffset, b ); indexOffset++; - indices.setX( indexOffset, d ); indexOffset++; - - // face two - indices.setX( indexOffset, b ); indexOffset++; - indices.setX( indexOffset, c ); indexOffset++; - indices.setX( indexOffset, d ); indexOffset++; - - } - - } - - // build geometry - - this.setIndex( indices ); - this.addAttribute( 'position', vertices ); - this.addAttribute( 'uv', uvs ); - - // generate normals - - this.computeVertexNormals(); - - // if the geometry is closed, we need to average the normals along the seam. - // because the corresponding vertices are identical (but still have different UVs). - - if( phiLength === Math.PI * 2 ) { - - var normals = this.attributes.normal.array; - var n1 = new THREE.Vector3(); - var n2 = new THREE.Vector3(); - var n = new THREE.Vector3(); - - // this is the buffer offset for the last line of vertices - base = segments * points.length * 3; - - for( i = 0, j = 0; i < points.length; i ++, j += 3 ) { - - // select the normal of the vertex in the first line - n1.x = normals[ j + 0 ]; - n1.y = normals[ j + 1 ]; - n1.z = normals[ j + 2 ]; - - // select the normal of the vertex in the last line - n2.x = normals[ base + j + 0 ]; - n2.y = normals[ base + j + 1 ]; - n2.z = normals[ base + j + 2 ]; - - // average normals - n.addVectors( n1, n2 ).normalize(); - - // assign the new values to both normals - normals[ j + 0 ] = normals[ base + j + 0 ] = n.x; - normals[ j + 1 ] = normals[ base + j + 1 ] = n.y; - normals[ j + 2 ] = normals[ base + j + 2 ] = n.z; - - } // next row - - } - -}; - -THREE.LatheBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); -THREE.LatheBufferGeometry.prototype.constructor = THREE.LatheBufferGeometry; - -// File:src/extras/geometries/LatheGeometry.js - -/** - * @author astrodud / http://astrodud.isgreat.org/ - * @author zz85 / https://github.com/zz85 - * @author bhouston / http://clara.io - */ - -// 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 2PI) range of the lathed section -// 2PI 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 - }; - - this.fromBufferGeometry( new THREE.LatheBufferGeometry( points, segments, phiStart, phiLength ) ); - this.mergeVertices(); - -}; - -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 ) { - - 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 = Math.floor( widthSegments ) || 1; - var gridY = Math.floor( 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.setIndex( 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/RingBufferGeometry.js - -/** - * @author Mugen87 / https://github.com/Mugen87 - */ - -THREE.RingBufferGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) { - - THREE.BufferGeometry.call( this ); - - this.type = 'RingBufferGeometry'; - - this.parameters = { - innerRadius: innerRadius, - outerRadius: outerRadius, - thetaSegments: thetaSegments, - phiSegments: phiSegments, - thetaStart: thetaStart, - thetaLength: thetaLength - }; - - innerRadius = innerRadius || 20; - 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 ) : 1; - - // these are used to calculate buffer length - var vertexCount = ( thetaSegments + 1 ) * ( phiSegments + 1 ); - var indexCount = thetaSegments * phiSegments * 2 * 3; - - // buffers - var indices = new THREE.BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); - var vertices = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); - var normals = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); - var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); - - // some helper variables - var index = 0, indexOffset = 0, segment; - var radius = innerRadius; - var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments ); - var vertex = new THREE.Vector3(); - var uv = new THREE.Vector2(); - var j, i; - - // generate vertices, normals and uvs - - // values are generate from the inside of the ring to the outside - - for ( j = 0; j <= phiSegments; j ++ ) { - - for ( i = 0; i <= thetaSegments; i ++ ) { - - segment = thetaStart + i / thetaSegments * thetaLength; - - // vertex - vertex.x = radius * Math.cos( segment ); - vertex.y = radius * Math.sin( segment ); - vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); - - // normal - normals.setXYZ( index, 0, 0, 1 ); - - // uv - uv.x = ( vertex.x / outerRadius + 1 ) / 2; - uv.y = ( vertex.y / outerRadius + 1 ) / 2; - uvs.setXY( index, uv.x, uv.y ); - - // increase index - index++; - - } - - // increase the radius for next row of vertices - radius += radiusStep; - - } - - // generate indices - - for ( j = 0; j < phiSegments; j ++ ) { - - var thetaSegmentLevel = j * ( thetaSegments + 1 ); - - for ( i = 0; i < thetaSegments; i ++ ) { - - segment = i + thetaSegmentLevel; - - // indices - var a = segment; - var b = segment + thetaSegments + 1; - var c = segment + thetaSegments + 2; - var d = segment + 1; - - // face one - indices.setX( indexOffset, a ); indexOffset++; - indices.setX( indexOffset, b ); indexOffset++; - indices.setX( indexOffset, c ); indexOffset++; - - // face two - indices.setX( indexOffset, a ); indexOffset++; - indices.setX( indexOffset, c ); indexOffset++; - indices.setX( indexOffset, d ); indexOffset++; - - } - - } - - // build geometry - - this.setIndex( indices ); - this.addAttribute( 'position', vertices ); - this.addAttribute( 'normal', normals ); - this.addAttribute( 'uv', uvs ); - -}; - -THREE.RingBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); -THREE.RingBufferGeometry.prototype.constructor = THREE.RingBufferGeometry; - -// 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 - }; - - this.fromBufferGeometry( new THREE.RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) ); - -}; - -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 - }; - - this.fromBufferGeometry( new THREE.SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) ); - -}; - -THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype ); -THREE.SphereGeometry.prototype.constructor = THREE.SphereGeometry; - -// File:src/extras/geometries/SphereBufferGeometry.js - -/** - * @author benaadams / https://twitter.com/ben_a_adams - * based on THREE.SphereGeometry - */ - -THREE.SphereBufferGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) { - - THREE.BufferGeometry.call( this ); - - this.type = 'SphereBufferGeometry'; - - 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 thetaEnd = thetaStart + thetaLength; - - var vertexCount = ( ( widthSegments + 1 ) * ( heightSegments + 1 ) ); - - var positions = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); - var normals = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); - var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); - - var index = 0, vertices = [], normal = new THREE.Vector3(); - - for ( var y = 0; y <= heightSegments; y ++ ) { - - var verticesRow = []; - - var v = y / heightSegments; - - for ( var x = 0; x <= widthSegments; x ++ ) { - - var u = x / widthSegments; - - var px = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); - var py = radius * Math.cos( thetaStart + v * thetaLength ); - var pz = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength ); - - normal.set( px, py, pz ).normalize(); - - positions.setXYZ( index, px, py, pz ); - normals.setXYZ( index, normal.x, normal.y, normal.z ); - uvs.setXY( index, u, 1 - v ); - - verticesRow.push( index ); - - index ++; - - } - - vertices.push( verticesRow ); - - } - - var indices = []; - - for ( var y = 0; y < heightSegments; y ++ ) { - - for ( var 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 ]; - - if ( y !== 0 || thetaStart > 0 ) indices.push( v1, v2, v4 ); - if ( y !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( v2, v3, v4 ); - - } - - } - - this.setIndex( new ( positions.count > 65535 ? THREE.Uint32Attribute : THREE.Uint16Attribute )( indices, 1 ) ); - this.addAttribute( 'position', positions ); - this.addAttribute( 'normal', normals ); - this.addAttribute( 'uv', uvs ); - - this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius ); - -}; - -THREE.SphereBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); -THREE.SphereBufferGeometry.prototype.constructor = THREE.SphereBufferGeometry; - -// File:src/extras/geometries/TextGeometry.js - -/** - * @author zz85 / http://www.lab4games.net/zz85/blog - * @author alteredq / http://alteredqualia.com/ - * - * Text = 3D Text - * - * parameters = { - * font: , // font - * - * size: , // size of the text - * height: , // thickness to extrude text - * curveSegments: , // number of points on the curves - * - * bevelEnabled: , // turn on bevel - * bevelThickness: , // how deep into text bevel goes - * bevelSize: // how far from text outline is bevel - * } - */ - -THREE.TextGeometry = function ( text, parameters ) { - - parameters = parameters || {}; - - var font = parameters.font; - - if ( font instanceof THREE.Font === false ) { - - console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' ); - return new THREE.Geometry(); - - } - - var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments ); - - // 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, shapes, parameters ); - - this.type = 'TextGeometry'; - -}; - -THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype ); -THREE.TextGeometry.prototype.constructor = THREE.TextGeometry; - -// File:src/extras/geometries/TorusBufferGeometry.js - -/** - * @author Mugen87 / https://github.com/Mugen87 - */ - -THREE.TorusBufferGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) { - - THREE.BufferGeometry.call( this ); - - this.type = 'TorusBufferGeometry'; - - this.parameters = { - radius: radius, - tube: tube, - radialSegments: radialSegments, - tubularSegments: tubularSegments, - arc: arc - }; - - radius = radius || 100; - tube = tube || 40; - radialSegments = Math.floor( radialSegments ) || 8; - tubularSegments = Math.floor( tubularSegments ) || 6; - arc = arc || Math.PI * 2; - - // used to calculate buffer length - var vertexCount = ( ( radialSegments + 1 ) * ( tubularSegments + 1 ) ); - var indexCount = radialSegments * tubularSegments * 2 * 3; - - // buffers - var indices = new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ); - var vertices = new Float32Array( vertexCount * 3 ); - var normals = new Float32Array( vertexCount * 3 ); - var uvs = new Float32Array( vertexCount * 2 ); - - // offset variables - var vertexBufferOffset = 0; - var uvBufferOffset = 0; - var indexBufferOffset = 0; - - // helper variables - var center = new THREE.Vector3(); - var vertex = new THREE.Vector3(); - var normal = new THREE.Vector3(); - - var j, i; - - // generate vertices, normals and uvs - - for ( j = 0; j <= radialSegments; j ++ ) { - - for ( i = 0; i <= tubularSegments; i ++ ) { - - var u = i / tubularSegments * arc; - var v = j / radialSegments * Math.PI * 2; - - // vertex - 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 ); - - vertices[ vertexBufferOffset ] = vertex.x; - vertices[ vertexBufferOffset + 1 ] = vertex.y; - vertices[ vertexBufferOffset + 2 ] = vertex.z; - - // this vector is used to calculate the normal - center.x = radius * Math.cos( u ); - center.y = radius * Math.sin( u ); - - // normal - normal.subVectors( vertex, center ).normalize(); - - normals[ vertexBufferOffset ] = normal.x; - normals[ vertexBufferOffset + 1 ] = normal.y; - normals[ vertexBufferOffset + 2 ] = normal.z; - - // uv - uvs[ uvBufferOffset ] = i / tubularSegments; - uvs[ uvBufferOffset + 1 ] = j / radialSegments; - - // update offsets - vertexBufferOffset += 3; - uvBufferOffset += 2; - - } - - } - - // generate indices - - for ( j = 1; j <= radialSegments; j ++ ) { - - for ( i = 1; i <= tubularSegments; i ++ ) { - - // indices - 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; - - // face one - indices[ indexBufferOffset ] = a; - indices[ indexBufferOffset + 1 ] = b; - indices[ indexBufferOffset + 2 ] = d; - - // face two - indices[ indexBufferOffset + 3 ] = b; - indices[ indexBufferOffset + 4 ] = c; - indices[ indexBufferOffset + 5 ] = d; - - // update offset - indexBufferOffset += 6; - - } - - } - - // build geometry - this.setIndex( 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.TorusBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); -THREE.TorusBufferGeometry.prototype.constructor = THREE.TorusBufferGeometry; - -// 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 - }; - - this.fromBufferGeometry( new THREE.TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) ); - -}; - -THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype ); -THREE.TorusGeometry.prototype.constructor = THREE.TorusGeometry; - -// File:src/extras/geometries/TorusKnotBufferGeometry.js - -/** - * @author Mugen87 / https://github.com/Mugen87 - * - * see: http://www.blackpawn.com/texts/pqtorus/ - */ -THREE.TorusKnotBufferGeometry = function ( radius, tube, tubularSegments, radialSegments, p, q ) { - - THREE.BufferGeometry.call( this ); - - this.type = 'TorusKnotBufferGeometry'; - - this.parameters = { - radius: radius, - tube: tube, - tubularSegments: tubularSegments, - radialSegments: radialSegments, - p: p, - q: q - }; - - radius = radius || 100; - tube = tube || 40; - tubularSegments = Math.floor( tubularSegments ) || 64; - radialSegments = Math.floor( radialSegments ) || 8; - p = p || 2; - q = q || 3; - - // used to calculate buffer length - var vertexCount = ( ( radialSegments + 1 ) * ( tubularSegments + 1 ) ); - var indexCount = radialSegments * tubularSegments * 2 * 3; - - // buffers - var indices = new THREE.BufferAttribute( new ( indexCount > 65535 ? Uint32Array : Uint16Array )( indexCount ) , 1 ); - var vertices = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); - var normals = new THREE.BufferAttribute( new Float32Array( vertexCount * 3 ), 3 ); - var uvs = new THREE.BufferAttribute( new Float32Array( vertexCount * 2 ), 2 ); - - // helper variables - var i, j, index = 0, indexOffset = 0; - - var vertex = new THREE.Vector3(); - var normal = new THREE.Vector3(); - var uv = new THREE.Vector2(); - - var P1 = new THREE.Vector3(); - var P2 = new THREE.Vector3(); - - var B = new THREE.Vector3(); - var T = new THREE.Vector3(); - var N = new THREE.Vector3(); - - // generate vertices, normals and uvs - - for ( i = 0; i <= tubularSegments; ++ i ) { - - // the radian "u" is used to calculate the position on the torus curve of the current tubular segement - - var u = i / tubularSegments * p * Math.PI * 2; - - // now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead. - // these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions - - calculatePositionOnCurve( u, p, q, radius, P1 ); - calculatePositionOnCurve( u + 0.01, p, q, radius, P2 ); - - // calculate orthonormal basis - - T.subVectors( P2, P1 ); - N.addVectors( P2, P1 ); - B.crossVectors( T, N ); - N.crossVectors( B, T ); - - // normalize B, N. T can be ignored, we don't use it - - B.normalize(); - N.normalize(); - - for ( j = 0; j <= radialSegments; ++ j ) { - - // now calculate the vertices. they are nothing more than an extrusion of the torus curve. - // because we extrude a shape in the xy-plane, there is no need to calculate a z-value. - - var v = j / radialSegments * Math.PI * 2; - var cx = - tube * Math.cos( v ); - var cy = tube * Math.sin( v ); - - // now calculate the final vertex position. - // first we orient the extrusion with our basis vectos, then we add it to the current position on the curve - - vertex.x = P1.x + ( cx * N.x + cy * B.x ); - vertex.y = P1.y + ( cx * N.y + cy * B.y ); - vertex.z = P1.z + ( cx * N.z + cy * B.z ); - - // vertex - vertices.setXYZ( index, vertex.x, vertex.y, vertex.z ); - - // normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal) - normal.subVectors( vertex, P1 ).normalize(); - normals.setXYZ( index, normal.x, normal.y, normal.z ); - - // uv - uv.x = i / tubularSegments; - uv.y = j / radialSegments; - uvs.setXY( index, uv.x, uv.y ); - - // increase index - index ++; - - } - - } - - // generate indices - - for ( j = 1; j <= tubularSegments; j ++ ) { - - for ( i = 1; i <= radialSegments; i ++ ) { - - // indices - var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 ); - var b = ( radialSegments + 1 ) * j + ( i - 1 ); - var c = ( radialSegments + 1 ) * j + i; - var d = ( radialSegments + 1 ) * ( j - 1 ) + i; - - // face one - indices.setX( indexOffset, a ); indexOffset++; - indices.setX( indexOffset, b ); indexOffset++; - indices.setX( indexOffset, d ); indexOffset++; - - // face two - indices.setX( indexOffset, b ); indexOffset++; - indices.setX( indexOffset, c ); indexOffset++; - indices.setX( indexOffset, d ); indexOffset++; - - } - - } - - // build geometry - - this.setIndex( indices ); - this.addAttribute( 'position', vertices ); - this.addAttribute( 'normal', normals ); - this.addAttribute( 'uv', uvs ); - - // this function calculates the current position on the torus curve - - function calculatePositionOnCurve( u, p, q, radius, position ) { - - var cu = Math.cos( u ); - var su = Math.sin( u ); - var quOverP = q / p * u; - var cs = Math.cos( quOverP ); - - position.x = radius * ( 2 + cs ) * 0.5 * cu; - position.y = radius * ( 2 + cs ) * su * 0.5; - position.z = radius * Math.sin( quOverP ) * 0.5; - - } - -}; - -THREE.TorusKnotBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); -THREE.TorusKnotBufferGeometry.prototype.constructor = THREE.TorusKnotBufferGeometry; - -// File:src/extras/geometries/TorusKnotGeometry.js - -/** - * @author oosmoxiecode - */ - -THREE.TorusKnotGeometry = function ( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) { - - THREE.Geometry.call( this ); - - this.type = 'TorusKnotGeometry'; - - this.parameters = { - radius: radius, - tube: tube, - tubularSegments: tubularSegments, - radialSegments: radialSegments, - p: p, - q: q - }; - - if( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' ); - - this.fromBufferGeometry( new THREE.TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) ); - this.mergeVertices(); - -}; - -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, - taper: taper - }; - - 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; - - } - - // construct 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, - 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 perpendicular 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() > Number.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() ], undefined, j ); - - } - - 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, x1, x2 ); - var min = Math.min( x0, 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, materialIndex ) { - - var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ], undefined, materialIndex ); - 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 = []; - - var materialIndex = face.materialIndex; - - // 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 ], - materialIndex - ); - - } else { - - make( - v[ i ][ k + 1 ], - v[ i + 1 ][ k + 1 ], - v[ i + 1 ][ k ], - materialIndex - ); - - } - - } - - } - - } - - - // 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 ) { - - 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 ); - - this.type = 'DodecahedronGeometry'; - - this.parameters = { - radius: radius, - detail: detail - }; - -}; - -THREE.DodecahedronGeometry.prototype = Object.create( THREE.PolyhedronGeometry.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.PolyhedronGeometry.prototype ); -THREE.IcosahedronGeometry.prototype.constructor = THREE.IcosahedronGeometry; - -// File:src/extras/geometries/OctahedronGeometry.js - -/** - * @author timothypratley / https://github.com/timothypratley - */ - -THREE.OctahedronGeometry = function ( radius, 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.PolyhedronGeometry.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.PolyhedronGeometry.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/geometries/WireframeGeometry.js - -/** - * @author mrdoob / http://mrdoob.com/ - */ - -THREE.WireframeGeometry = function ( geometry ) { - - THREE.BufferGeometry.call( this ); - - var edge = [ 0, 0 ], hash = {}; - - function sortFunction( a, b ) { - - return a - b; - - } - - var keys = [ 'a', 'b', 'c' ]; - - if ( geometry instanceof THREE.Geometry ) { - - var vertices = geometry.vertices; - var faces = 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; - - } - - } - - this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); - - } else if ( geometry instanceof THREE.BufferGeometry ) { - - if ( geometry.index !== null ) { - - // Indexed BufferGeometry - - var indices = geometry.index.array; - var vertices = geometry.attributes.position; - var groups = geometry.groups; - var numEdges = 0; - - if ( groups.length === 0 ) { - - geometry.addGroup( 0, indices.length ); - - } - - // allocate maximal size - var edges = new Uint32Array( 2 * indices.length ); - - for ( var o = 0, ol = groups.length; o < ol; ++ o ) { - - var group = groups[ o ]; - - var start = group.start; - var count = group.count; - - for ( var i = start, il = start + count; i < il; i += 3 ) { - - for ( var j = 0; j < 3; j ++ ) { - - edge[ 0 ] = indices[ i + j ]; - edge[ 1 ] = 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 = edges[ 2 * i + j ]; - - coords[ index + 0 ] = vertices.getX( index2 ); - coords[ index + 1 ] = vertices.getY( index2 ); - coords[ index + 2 ] = vertices.getZ( index2 ); - - } - - } - - this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); - - } else { - - // non-indexed BufferGeometry - - var vertices = 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 ]; - - } - - } - - this.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) ); - - } - - } - -}; - -THREE.WireframeGeometry.prototype = Object.create( THREE.BufferGeometry.prototype ); -THREE.WireframeGeometry.prototype.constructor = THREE.WireframeGeometry; - -// 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.LineSegments.call( this, geometry, material ); - -}; - -THREE.AxisHelper.prototype = Object.create( THREE.LineSegments.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://clara.io - * - * 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.translate( 0, - 0.5, 0 ); - - return function ArrowHelper( 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 setDirection( 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, Math.max( 0, 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 indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] ); - var positions = new Float32Array( 8 * 3 ); - - var geometry = new THREE.BufferGeometry(); - geometry.setIndex( new THREE.BufferAttribute( indices, 1 ) ); - geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) ); - - THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ) ); - - if ( object !== undefined ) { - - this.update( object ); - - } - -}; - -THREE.BoxHelper.prototype = Object.create( THREE.LineSegments.prototype ); -THREE.BoxHelper.prototype.constructor = THREE.BoxHelper; - -THREE.BoxHelper.prototype.update = ( function () { - - var box = new THREE.Box3(); - - return function ( object ) { - - box.setFromObject( object ); - - if ( box.isEmpty() ) return; - - var min = box.min; - var max = box.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 position = this.geometry.attributes.position; - var array = position.array; - - array[ 0 ] = max.x; array[ 1 ] = max.y; array[ 2 ] = max.z; - array[ 3 ] = min.x; array[ 4 ] = max.y; array[ 5 ] = max.z; - array[ 6 ] = min.x; array[ 7 ] = min.y; array[ 8 ] = max.z; - array[ 9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z; - array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z; - array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z; - array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z; - array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z; - - position.needsUpdate = true; - - this.geometry.computeBoundingSphere(); - - }; - -} )(); - -// 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.LineSegments.call( this, geometry, material ); - - this.camera = camera; - this.camera.updateProjectionMatrix(); - - this.matrix = camera.matrixWorld; - this.matrixAutoUpdate = false; - - this.pointMap = pointMap; - - this.update(); - -}; - -THREE.CameraHelper.prototype = Object.create( THREE.LineSegments.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(); - - function setPoint( 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 minimum 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; - - THREE.LineSegments.call( this, new THREE.EdgesGeometry( object.geometry, thresholdAngle ), new THREE.LineBasicMaterial( { color: color } ) ); - - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; - -}; - -THREE.EdgesHelper.prototype = Object.create( THREE.LineSegments.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 ) { - - // FaceNormalsHelper only supports THREE.Geometry - - this.object = object; - - this.size = ( size !== undefined ) ? size : 1; - - var color = ( hex !== undefined ) ? hex : 0xffff00; - - var width = ( linewidth !== undefined ) ? linewidth : 1; - - // - - var nNormals = 0; - - var objGeometry = this.object.geometry; - - if ( objGeometry instanceof THREE.Geometry ) { - - nNormals = objGeometry.faces.length; - - } else { - - console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' ); - - } - - // - - var geometry = new THREE.BufferGeometry(); - - var positions = new THREE.Float32Attribute( nNormals * 2 * 3, 3 ); - - geometry.addAttribute( 'position', positions ); - - THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ) ); - - // - - this.matrixAutoUpdate = false; - this.update(); - -}; - -THREE.FaceNormalsHelper.prototype = Object.create( THREE.LineSegments.prototype ); -THREE.FaceNormalsHelper.prototype.constructor = THREE.FaceNormalsHelper; - -THREE.FaceNormalsHelper.prototype.update = ( function () { - - var v1 = new THREE.Vector3(); - var v2 = new THREE.Vector3(); - var normalMatrix = new THREE.Matrix3(); - - return function update() { - - this.object.updateMatrixWorld( true ); - - normalMatrix.getNormalMatrix( this.object.matrixWorld ); - - var matrixWorld = this.object.matrixWorld; - - var position = this.geometry.attributes.position; - - // - - var objGeometry = this.object.geometry; - - var vertices = objGeometry.vertices; - - var faces = objGeometry.faces; - - var idx = 0; - - for ( var i = 0, l = faces.length; i < l; i ++ ) { - - var face = faces[ i ]; - - var normal = face.normal; - - v1.copy( vertices[ face.a ] ) - .add( vertices[ face.b ] ) - .add( vertices[ face.c ] ) - .divideScalar( 3 ) - .applyMatrix4( matrixWorld ); - - v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); - - position.setXYZ( idx, v1.x, v1.y, v1.z ); - - idx = idx + 1; - - position.setXYZ( idx, v2.x, v2.y, v2.z ); - - idx = idx + 1; - - } - - position.needsUpdate = 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.LineSegments.call( this, geometry, material ); - -}; - -THREE.GridHelper.prototype = Object.create( THREE.LineSegments.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.rotateX( - 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 ) ); - - } - - } - - geometry.dynamic = true; - - var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } ); - - THREE.LineSegments.call( this, geometry, material ); - - this.root = object; - - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; - - this.update(); - -}; - - -THREE.SkeletonHelper.prototype = Object.create( THREE.LineSegments.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.translate( 0, - 0.5, 0 ); - geometry.rotateX( - 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 nNormals = 0; - - var objGeometry = this.object.geometry; - - if ( objGeometry instanceof THREE.Geometry ) { - - nNormals = objGeometry.faces.length * 3; - - } else if ( objGeometry instanceof THREE.BufferGeometry ) { - - nNormals = objGeometry.attributes.normal.count - - } - - // - - var geometry = new THREE.BufferGeometry(); - - var positions = new THREE.Float32Attribute( nNormals * 2 * 3, 3 ); - - geometry.addAttribute( 'position', positions ); - - THREE.LineSegments.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ) ); - - // - - this.matrixAutoUpdate = false; - - this.update(); - -}; - -THREE.VertexNormalsHelper.prototype = Object.create( THREE.LineSegments.prototype ); -THREE.VertexNormalsHelper.prototype.constructor = THREE.VertexNormalsHelper; - -THREE.VertexNormalsHelper.prototype.update = ( function () { - - var v1 = new THREE.Vector3(); - var v2 = new THREE.Vector3(); - var normalMatrix = new THREE.Matrix3(); - - return function update() { - - var keys = [ 'a', 'b', 'c' ]; - - this.object.updateMatrixWorld( true ); - - normalMatrix.getNormalMatrix( this.object.matrixWorld ); - - var matrixWorld = this.object.matrixWorld; - - var position = this.geometry.attributes.position; - - // - - var objGeometry = this.object.geometry; - - if ( objGeometry instanceof THREE.Geometry ) { - - var vertices = objGeometry.vertices; - - var faces = objGeometry.faces; - - 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 vertex = vertices[ face[ keys[ j ] ] ]; - - var normal = face.vertexNormals[ j ]; - - v1.copy( vertex ).applyMatrix4( matrixWorld ); - - v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); - - position.setXYZ( idx, v1.x, v1.y, v1.z ); - - idx = idx + 1; - - position.setXYZ( idx, v2.x, v2.y, v2.z ); - - idx = idx + 1; - - } - - } - - } else if ( objGeometry instanceof THREE.BufferGeometry ) { - - var objPos = objGeometry.attributes.position; - - var objNorm = objGeometry.attributes.normal; - - var idx = 0; - - // for simplicity, ignore index and drawcalls, and render every normal - - for ( var j = 0, jl = objPos.count; j < jl; j ++ ) { - - v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld ); - - v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) ); - - v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 ); - - position.setXYZ( idx, v1.x, v1.y, v1.z ); - - idx = idx + 1; - - position.setXYZ( idx, v2.x, v2.y, v2.z ); - - idx = idx + 1; - - } - - } - - position.needsUpdate = 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; - - THREE.LineSegments.call( this, new THREE.WireframeGeometry( object.geometry ), new THREE.LineBasicMaterial( { color: color } ) ); - - this.matrix = object.matrixWorld; - this.matrixAutoUpdate = false; - -}; - -THREE.WireframeHelper.prototype = Object.create( THREE.LineSegments.prototype ); -THREE.WireframeHelper.prototype.constructor = THREE.WireframeHelper; - -// File:src/extras/objects/ImmediateRenderObject.js - -/** - * @author alteredq / http://alteredqualia.com/ - */ - -THREE.ImmediateRenderObject = function ( material ) { - - THREE.Object3D.call( this ); - - this.material = material; - 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 = { - - start: start, - end: 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+)/i; - - 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 { - - console.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.start + 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; - - if ( animation.currentFrame !== animation.lastFrame ) { - - this.morphTargetInfluences[ animation.currentFrame ] = mix * weight; - this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight; - - } else { - - this.morphTargetInfluences[ animation.currentFrame ] = weight; - - } - - } - -}; - +// threejs.org/license +'use strict';var THREE={REVISION:"76"};"function"===typeof define&&define.amd?define("three",THREE):"undefined"!==typeof exports&&"undefined"!==typeof module&&(module.exports=THREE);void 0===Number.EPSILON&&(Number.EPSILON=Math.pow(2,-52));void 0===Math.sign&&(Math.sign=function(a){return 0>a?-1:0>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},setRGB:function(a,b,c){this.r=a;this.g=b;this.b=c;return this},setHSL:function(){function a(a,c,d){0>d&&(d+=1);1d?c:d<2/3?a+6*(c-a)*(2/3-d):a}return function(b,c,d){b=THREE.Math.euclideanModulo(b,1);c=THREE.Math.clamp(c,0,1);d=THREE.Math.clamp(d,0,1);0===c?this.r=this.g=this.b=d:(c=.5>=d?d*(1+c):d+c-d*c,d=2*d-c,this.r=a(d,c,b+1/3),this.g=a(d,c,b),this.b=a(d,c,b-1/3));return this}}(),setStyle:function(a){function b(b){void 0!==b&&1>parseFloat(b)&&console.warn("THREE.Color: Alpha component of "+a+" will be ignored.")}var c;if(c=/^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec(a)){var d=c[2];switch(c[1]){case "rgb":case "rgba":if(c= +/^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d))return this.r=Math.min(255,parseInt(c[1],10))/255,this.g=Math.min(255,parseInt(c[2],10))/255,this.b=Math.min(255,parseInt(c[3],10))/255,b(c[5]),this;if(c=/^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d))return this.r=Math.min(100,parseInt(c[1],10))/100,this.g=Math.min(100,parseInt(c[2],10))/100,this.b=Math.min(100,parseInt(c[3],10))/100,b(c[5]),this;break;case "hsl":case "hsla":if(c=/^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec(d)){var d= +parseFloat(c[1])/360,e=parseInt(c[2],10)/100,f=parseInt(c[3],10)/100;b(c[5]);return this.setHSL(d,e,f)}}}else if(c=/^\#([A-Fa-f0-9]+)$/.exec(a)){c=c[1];d=c.length;if(3===d)return this.r=parseInt(c.charAt(0)+c.charAt(0),16)/255,this.g=parseInt(c.charAt(1)+c.charAt(1),16)/255,this.b=parseInt(c.charAt(2)+c.charAt(2),16)/255,this;if(6===d)return this.r=parseInt(c.charAt(0)+c.charAt(1),16)/255,this.g=parseInt(c.charAt(2)+c.charAt(3),16)/255,this.b=parseInt(c.charAt(4)+c.charAt(5),16)/255,this}a&&0=h?k/(e+f):k/(2-e-f);switch(e){case b:g=(c-d)/k+(cf&&c>b?(c=2*Math.sqrt(1+c-f-b),this._w=(k-g)/c,this._x=.25*c,this._y=(a+e)/c,this._z=(d+h)/c):f>b?(c=2*Math.sqrt(1+f-c-b),this._w=(d-h)/c,this._x=(a+e)/c,this._y= +.25*c,this._z=(g+k)/c):(c=2*Math.sqrt(1+b-c-f),this._w=(e-a)/c,this._x=(d+h)/c,this._y=(g+k)/c,this._z=.25*c);this.onChangeCallback();return this},setFromUnitVectors:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3);b=c.dot(d)+1;1E-6>b?(b=0,Math.abs(c.x)>Math.abs(c.z)?a.set(-c.y,c.x,0):a.set(0,-c.z,c.y)):a.crossVectors(c,d);this._x=a.x;this._y=a.y;this._z=a.z;this._w=b;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(a){return this._x*a._x+this._y*a._y+this._z*a._z+this._w*a._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 a=this.length();0===a?(this._z=this._y=this._x=0,this._w=1):(a=1/a,this._x*=a,this._y*=a,this._z*=a,this._w*=a);this.onChangeCallback();return this}, +multiply:function(a,b){return void 0!==b?(console.warn("THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead."),this.multiplyQuaternions(a,b)):this.multiplyQuaternions(this,a)},multiplyQuaternions:function(a,b){var c=a._x,d=a._y,e=a._z,f=a._w,g=b._x,h=b._y,k=b._z,l=b._w;this._x=c*l+f*g+d*k-e*h;this._y=d*l+f*h+e*g-c*k;this._z=e*l+f*k+c*h-d*g;this._w=f*l-c*g-d*h-e*k;this.onChangeCallback();return this},slerp:function(a,b){if(0===b)return this;if(1=== +b)return this.copy(a);var c=this._x,d=this._y,e=this._z,f=this._w,g=f*a._w+c*a._x+d*a._y+e*a._z;0>g?(this._w=-a._w,this._x=-a._x,this._y=-a._y,this._z=-a._z,g=-g):this.copy(a);if(1<=g)return this._w=f,this._x=c,this._y=d,this._z=e,this;var h=Math.sqrt(1-g*g);if(.001>Math.abs(h))return this._w=.5*(f+this._w),this._x=.5*(c+this._x),this._y=.5*(d+this._y),this._z=.5*(e+this._z),this;var k=Math.atan2(h,g),g=Math.sin((1-b)*k)/h,h=Math.sin(b*k)/h;this._w=f*g+this._w*h;this._x=c*g+this._x*h;this._y=d*g+ +this._y*h;this._z=e*g+this._z*h;this.onChangeCallback();return this},equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._w===this._w},fromArray:function(a,b){void 0===b&&(b=0);this._x=a[b];this._y=a[b+1];this._z=a[b+2];this._w=a[b+3];this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+3]=this._w;return a},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){}}; +Object.assign(THREE.Quaternion,{slerp:function(a,b,c,d){return c.copy(a).slerp(b,d)},slerpFlat:function(a,b,c,d,e,f,g){var h=c[d+0],k=c[d+1],l=c[d+2];c=c[d+3];d=e[f+0];var n=e[f+1],p=e[f+2];e=e[f+3];if(c!==e||h!==d||k!==n||l!==p){f=1-g;var m=h*d+k*n+l*p+c*e,q=0<=m?1:-1,r=1-m*m;r>Number.EPSILON&&(r=Math.sqrt(r),m=Math.atan2(r,m*q),f=Math.sin(f*m)/r,g=Math.sin(g*m)/r);q*=g;h=h*f+d*q;k=k*f+n*q;l=l*f+p*q;c=c*f+e*q;f===1-g&&(g=1/Math.sqrt(h*h+k*k+l*l+c*c),h*=g,k*=g,l*=g,c*=g)}a[b]=h;a[b+1]=k;a[b+2]=l; +a[b+3]=c}});THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0}; +THREE.Vector2.prototype={constructor:THREE.Vector2,get width(){return this.x},set width(a){this.x=a},get height(){return this.y},set height(a){this.y=a},set:function(a,b){this.x=a;this.y=b;return this},setScalar:function(a){this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x; +case 1:return this.y;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y)},copy:function(a){this.x=a.x;this.y=a.y;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;return this},addScalar:function(a){this.x+=a;this.y+=a;return this},addVectors:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this}, +addScaledVector:function(a,b){this.x+=a.x*b;this.y+=a.y*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;return this},subScalar:function(a){this.x-=a;this.y-=a;return this},subVectors:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},multiply:function(a){this.x*=a.x;this.y*=a.y;return this},multiplyScalar:function(a){isFinite(a)?(this.x*=a, +this.y*=a):this.y=this.x=0;return this},divide:function(a){this.x/=a.x;this.y/=a.y;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));return this},clampScalar:function(){var a,b;return function(c,d){void 0=== +a&&(a=new THREE.Vector2,b=new THREE.Vector2);a.set(c,c);b.set(d,d);return this.clamp(a,b)}}(),clampLength:function(a,b){var c=this.length();this.multiplyScalar(Math.max(a,Math.min(b,c))/c);return this},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=0>this.x?Math.ceil(this.x): +Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);return this},negate:function(){this.x=-this.x;this.y=-this.y;return this},dot:function(a){return this.x*a.x+this.y*a.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y)},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)},normalize:function(){return this.divideScalar(this.length())},angle:function(){var a=Math.atan2(this.y,this.x);0>a&&(a+= +2*Math.PI);return a},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x;a=this.y-a.y;return b*b+a*a},setLength:function(a){return this.multiplyScalar(a/this.length())},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;return this},lerpVectors:function(a,b,c){this.subVectors(b,a).multiplyScalar(c).add(a);return this},equals:function(a){return a.x===this.x&&a.y===this.y},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b]; +this.y=a[b+1];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;return a},fromAttribute:function(a,b,c){void 0===c&&(c=0);b=b*a.itemSize+c;this.x=a.array[b];this.y=a.array[b+1];return this},rotateAround:function(a,b){var c=Math.cos(b),d=Math.sin(b),e=this.x-a.x,f=this.y-a.y;this.x=e*c-f*d+a.x;this.y=e*d+f*c+a.y;return this}};THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}; +THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setScalar:function(a){this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;default:throw Error("index is out of range: "+a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y; +case 2:return this.z;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y,this.z)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b);this.x+=a.x;this.y+=a.y;this.z+=a.z;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;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},addScaledVector:function(a,b){this.x+=a.x*b;this.y+=a.y*b;this.z+=a.z*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-=a.x;this.y-=a.y;this.z-=a.z;return this},subScalar:function(a){this.x-=a;this.y-=a;this.z-=a;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(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead."),this.multiplyVectors(a,b);this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){isFinite(a)?(this.x*=a,this.y*=a,this.z*=a):this.z=this.y=this.x=0;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 a;return function(b){!1===b instanceof THREE.Euler&& +console.error("THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.");void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromEuler(b));return this}}(),applyAxisAngle:function(){var a;return function(b,c){void 0===a&&(a=new THREE.Quaternion);this.applyQuaternion(a.setFromAxisAngle(b,c));return this}}(),applyMatrix3:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[3]*c+a[6]*d;this.y=a[1]*b+a[4]*c+a[7]*d;this.z=a[2]*b+a[5]*c+a[8]* +d;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12];this.y=a[1]*b+a[5]*c+a[9]*d+a[13];this.z=a[2]*b+a[6]*c+a[10]*d+a[14];return this},applyProjection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;var e=1/(a[3]*b+a[7]*c+a[11]*d+a[15]);this.x=(a[0]*b+a[4]*c+a[8]*d+a[12])*e;this.y=(a[1]*b+a[5]*c+a[9]*d+a[13])*e;this.z=(a[2]*b+a[6]*c+a[10]*d+a[14])*e;return this},applyQuaternion:function(a){var b=this.x,c=this.y,d=this.z,e=a.x, +f=a.y,g=a.z;a=a.w;var h=a*b+f*d-g*c,k=a*c+g*b-e*d,l=a*d+e*c-f*b,b=-e*b-f*c-g*d;this.x=h*a+b*-e+k*-g-l*-f;this.y=k*a+b*-f+l*-e-h*-g;this.z=l*a+b*-g+h*-f-k*-e;return this},project:function(){var a;return function(b){void 0===a&&(a=new THREE.Matrix4);a.multiplyMatrices(b.projectionMatrix,a.getInverse(b.matrixWorld));return this.applyProjection(a)}}(),unproject:function(){var a;return function(b){void 0===a&&(a=new THREE.Matrix4);a.multiplyMatrices(b.matrixWorld,a.getInverse(b.projectionMatrix));return this.applyProjection(a)}}(), +transformDirection:function(a){var b=this.x,c=this.y,d=this.z;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d;this.y=a[1]*b+a[5]*c+a[9]*d;this.z=a[2]*b+a[6]*c+a[10]*d;this.normalize();return this},divide:function(a){this.x/=a.x;this.y/=a.y;this.z/=a.z;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);this.z=Math.min(this.z,a.z);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y); +this.z=Math.max(this.z,a.z);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));this.z=Math.max(a.z,Math.min(b.z,this.z));return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector3,b=new THREE.Vector3);a.set(c,c,c);b.set(d,d,d);return this.clamp(a,b)}}(),clampLength:function(a,b){var c=this.length();this.multiplyScalar(Math.max(a,Math.min(b,c))/c);return this},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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?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(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.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(a){return this.multiplyScalar(a/this.length())},lerp:function(a,b){this.x+=(a.x-this.x)* +b;this.y+=(a.y-this.y)*b;this.z+=(a.z-this.z)*b;return this},lerpVectors:function(a,b,c){this.subVectors(b,a).multiplyScalar(c).add(a);return this},cross:function(a,b){if(void 0!==b)return console.warn("THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead."),this.crossVectors(a,b);var c=this.x,d=this.y,e=this.z;this.x=d*a.z-e*a.y;this.y=e*a.x-c*a.z;this.z=c*a.y-d*a.x;return this},crossVectors:function(a,b){var c=a.x,d=a.y,e=a.z,f=b.x,g=b.y,h=b.z;this.x=d*h-e*g; +this.y=e*f-c*h;this.z=c*g-d*f;return this},projectOnVector:function(){var a,b;return function(c){void 0===a&&(a=new THREE.Vector3);a.copy(c).normalize();b=this.dot(a);return this.copy(a).multiplyScalar(b)}}(),projectOnPlane:function(){var a;return function(b){void 0===a&&(a=new THREE.Vector3);a.copy(this).projectOnVector(b);return this.sub(a)}}(),reflect:function(){var a;return function(b){void 0===a&&(a=new THREE.Vector3);return this.sub(a.copy(b).multiplyScalar(2*this.dot(b)))}}(),angleTo:function(a){a= +this.dot(a)/Math.sqrt(this.lengthSq()*a.lengthSq());return Math.acos(THREE.Math.clamp(a,-1,1))},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,c=this.y-a.y;a=this.z-a.z;return b*b+c*c+a*a},setFromSpherical:function(a){var b=Math.sin(a.phi)*a.radius;this.x=b*Math.sin(a.theta);this.y=Math.cos(a.phi)*a.radius;this.z=b*Math.cos(a.theta);return this},setFromMatrixPosition:function(a){return this.setFromMatrixColumn(a,3)},setFromMatrixScale:function(a){var b= +this.setFromMatrixColumn(a,0).length(),c=this.setFromMatrixColumn(a,1).length();a=this.setFromMatrixColumn(a,2).length();this.x=b;this.y=c;this.z=a;return this},setFromMatrixColumn:function(a,b){"number"===typeof a&&(console.warn("THREE.Vector3: setFromMatrixColumn now expects ( matrix, index )."),b=a=b);return this.fromArray(a.elements,4*b)},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];return this}, +toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;return a},fromAttribute:function(a,b,c){void 0===c&&(c=0);b=b*a.itemSize+c;this.x=a.array[b];this.y=a.array[b+1];this.z=a.array[b+2];return this}};THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=void 0!==d?d:1}; +THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},setScalar:function(a){this.w=this.z=this.y=this.x=a;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},setW:function(a){this.w=a;return this},setComponent:function(a,b){switch(a){case 0:this.x=b;break;case 1:this.y=b;break;case 2:this.z=b;break;case 3:this.w=b;break;default:throw Error("index is out of range: "+ +a);}},getComponent:function(a){switch(a){case 0:return this.x;case 1:return this.y;case 2:return this.z;case 3:return this.w;default:throw Error("index is out of range: "+a);}},clone:function(){return new this.constructor(this.x,this.y,this.z,this.w)},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=void 0!==a.w?a.w:1;return this},add:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead."),this.addVectors(a,b); +this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},addScalar:function(a){this.x+=a;this.y+=a;this.z+=a;this.w+=a;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},addScaledVector:function(a,b){this.x+=a.x*b;this.y+=a.y*b;this.z+=a.z*b;this.w+=a.w*b;return this},sub:function(a,b){if(void 0!==b)return console.warn("THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead."),this.subVectors(a,b);this.x-= +a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;return this},subScalar:function(a){this.x-=a;this.y-=a;this.z-=a;this.w-=a;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(a){isFinite(a)?(this.x*=a,this.y*=a,this.z*=a,this.w*=a):this.w=this.z=this.y=this.x=0;return this},applyMatrix4:function(a){var b=this.x,c=this.y,d=this.z,e=this.w;a=a.elements;this.x=a[0]*b+a[4]*c+a[8]*d+a[12]*e;this.y=a[1]*b+a[5]*c+a[9]*d+a[13]*e;this.z= +a[2]*b+a[6]*c+a[10]*d+a[14]*e;this.w=a[3]*b+a[7]*c+a[11]*d+a[15]*e;return this},divideScalar:function(a){return this.multiplyScalar(1/a)},setAxisAngleFromQuaternion:function(a){this.w=2*Math.acos(a.w);var b=Math.sqrt(1-a.w*a.w);1E-4>b?(this.x=1,this.z=this.y=0):(this.x=a.x/b,this.y=a.y/b,this.z=a.z/b);return this},setAxisAngleFromRotationMatrix:function(a){var b,c,d;a=a.elements;var e=a[0];d=a[4];var f=a[8],g=a[1],h=a[5],k=a[9];c=a[2];b=a[6];var l=a[10];if(.01>Math.abs(d-g)&&.01>Math.abs(f-c)&&.01> +Math.abs(k-b)){if(.1>Math.abs(d+g)&&.1>Math.abs(f+c)&&.1>Math.abs(k+b)&&.1>Math.abs(e+h+l-3))return this.set(1,0,0,0),this;a=Math.PI;e=(e+1)/2;h=(h+1)/2;l=(l+1)/2;d=(d+g)/4;f=(f+c)/4;k=(k+b)/4;e>h&&e>l?.01>e?(b=0,d=c=.707106781):(b=Math.sqrt(e),c=d/b,d=f/b):h>l?.01>h?(b=.707106781,c=0,d=.707106781):(c=Math.sqrt(h),b=d/c,d=k/c):.01>l?(c=b=.707106781,d=0):(d=Math.sqrt(l),b=f/d,c=k/d);this.set(b,c,d,a);return this}a=Math.sqrt((b-k)*(b-k)+(f-c)*(f-c)+(g-d)*(g-d));.001>Math.abs(a)&&(a=1);this.x=(b-k)/ +a;this.y=(f-c)/a;this.z=(g-d)/a;this.w=Math.acos((e+h+l-1)/2);return this},min:function(a){this.x=Math.min(this.x,a.x);this.y=Math.min(this.y,a.y);this.z=Math.min(this.z,a.z);this.w=Math.min(this.w,a.w);return this},max:function(a){this.x=Math.max(this.x,a.x);this.y=Math.max(this.y,a.y);this.z=Math.max(this.z,a.z);this.w=Math.max(this.w,a.w);return this},clamp:function(a,b){this.x=Math.max(a.x,Math.min(b.x,this.x));this.y=Math.max(a.y,Math.min(b.y,this.y));this.z=Math.max(a.z,Math.min(b.z,this.z)); +this.w=Math.max(a.w,Math.min(b.w,this.w));return this},clampScalar:function(){var a,b;return function(c,d){void 0===a&&(a=new THREE.Vector4,b=new THREE.Vector4);a.set(c,c,c,c);b.set(d,d,d,d);return this.clamp(a,b)}}(),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=0>this.x?Math.ceil(this.x):Math.floor(this.x);this.y=0>this.y?Math.ceil(this.y):Math.floor(this.y);this.z=0>this.z?Math.ceil(this.z):Math.floor(this.z);this.w=0>this.w?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(a){return this.x*a.x+this.y*a.y+this.z* +a.z+this.w*a.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(a){return this.multiplyScalar(a/this.length())},lerp:function(a,b){this.x+=(a.x-this.x)*b;this.y+=(a.y-this.y)*b;this.z+=(a.z- +this.z)*b;this.w+=(a.w-this.w)*b;return this},lerpVectors:function(a,b,c){this.subVectors(b,a).multiplyScalar(c).add(a);return this},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z&&a.w===this.w},fromArray:function(a,b){void 0===b&&(b=0);this.x=a[b];this.y=a[b+1];this.z=a[b+2];this.w=a[b+3];return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this.x;a[b+1]=this.y;a[b+2]=this.z;a[b+3]=this.w;return a},fromAttribute:function(a,b,c){void 0===c&&(c=0);b=b*a.itemSize+ +c;this.x=a.array[b];this.y=a.array[b+1];this.z=a.array[b+2];this.w=a.array[b+3];return this}};THREE.Euler=function(a,b,c,d){this._x=a||0;this._y=b||0;this._z=c||0;this._order=d||THREE.Euler.DefaultOrder};THREE.Euler.RotationOrders="XYZ YZX ZXY XZY YXZ ZYX".split(" ");THREE.Euler.DefaultOrder="XYZ"; +THREE.Euler.prototype={constructor:THREE.Euler,get x(){return this._x},set x(a){this._x=a;this.onChangeCallback()},get y(){return this._y},set y(a){this._y=a;this.onChangeCallback()},get z(){return this._z},set z(a){this._z=a;this.onChangeCallback()},get order(){return this._order},set order(a){this._order=a;this.onChangeCallback()},set:function(a,b,c,d){this._x=a;this._y=b;this._z=c;this._order=d||this._order;this.onChangeCallback();return this},clone:function(){return new this.constructor(this._x, +this._y,this._z,this._order)},copy:function(a){this._x=a._x;this._y=a._y;this._z=a._z;this._order=a._order;this.onChangeCallback();return this},setFromRotationMatrix:function(a,b,c){var d=THREE.Math.clamp,e=a.elements;a=e[0];var f=e[4],g=e[8],h=e[1],k=e[5],l=e[9],n=e[2],p=e[6],e=e[10];b=b||this._order;"XYZ"===b?(this._y=Math.asin(d(g,-1,1)),.99999>Math.abs(g)?(this._x=Math.atan2(-l,e),this._z=Math.atan2(-f,a)):(this._x=Math.atan2(p,k),this._z=0)):"YXZ"===b?(this._x=Math.asin(-d(l,-1,1)),.99999>Math.abs(l)? +(this._y=Math.atan2(g,e),this._z=Math.atan2(h,k)):(this._y=Math.atan2(-n,a),this._z=0)):"ZXY"===b?(this._x=Math.asin(d(p,-1,1)),.99999>Math.abs(p)?(this._y=Math.atan2(-n,e),this._z=Math.atan2(-f,k)):(this._y=0,this._z=Math.atan2(h,a))):"ZYX"===b?(this._y=Math.asin(-d(n,-1,1)),.99999>Math.abs(n)?(this._x=Math.atan2(p,e),this._z=Math.atan2(h,a)):(this._x=0,this._z=Math.atan2(-f,k))):"YZX"===b?(this._z=Math.asin(d(h,-1,1)),.99999>Math.abs(h)?(this._x=Math.atan2(-l,k),this._y=Math.atan2(-n,a)):(this._x= +0,this._y=Math.atan2(g,e))):"XZY"===b?(this._z=Math.asin(-d(f,-1,1)),.99999>Math.abs(f)?(this._x=Math.atan2(p,k),this._y=Math.atan2(g,a)):(this._x=Math.atan2(-l,e),this._y=0)):console.warn("THREE.Euler: .setFromRotationMatrix() given unsupported order: "+b);this._order=b;if(!1!==c)this.onChangeCallback();return this},setFromQuaternion:function(){var a;return function(b,c,d){void 0===a&&(a=new THREE.Matrix4);a.makeRotationFromQuaternion(b);this.setFromRotationMatrix(a,c,d);return this}}(),setFromVector3:function(a, +b){return this.set(a.x,a.y,a.z,b||this._order)},reorder:function(){var a=new THREE.Quaternion;return function(b){a.setFromEuler(this);this.setFromQuaternion(a,b)}}(),equals:function(a){return a._x===this._x&&a._y===this._y&&a._z===this._z&&a._order===this._order},fromArray:function(a){this._x=a[0];this._y=a[1];this._z=a[2];void 0!==a[3]&&(this._order=a[3]);this.onChangeCallback();return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);a[b]=this._x;a[b+1]=this._y;a[b+2]=this._z;a[b+ +3]=this._order;return a},toVector3:function(a){return a?a.set(this._x,this._y,this._z):new THREE.Vector3(this._x,this._y,this._z)},onChange:function(a){this.onChangeCallback=a;return this},onChangeCallback:function(){}};THREE.Line3=function(a,b){this.start=void 0!==a?a:new THREE.Vector3;this.end=void 0!==b?b:new THREE.Vector3}; +THREE.Line3.prototype={constructor:THREE.Line3,set:function(a,b){this.start.copy(a);this.end.copy(b);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.start.copy(a.start);this.end.copy(a.end);return this},center:function(a){return(a||new THREE.Vector3).addVectors(this.start,this.end).multiplyScalar(.5)},delta:function(a){return(a||new THREE.Vector3).subVectors(this.end,this.start)},distanceSq:function(){return this.start.distanceToSquared(this.end)},distance:function(){return this.start.distanceTo(this.end)}, +at:function(a,b){var c=b||new THREE.Vector3;return this.delta(c).multiplyScalar(a).add(this.start)},closestPointToPointParameter:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d){a.subVectors(c,this.start);b.subVectors(this.end,this.start);var e=b.dot(b),e=b.dot(a)/e;d&&(e=THREE.Math.clamp(e,0,1));return e}}(),closestPointToPoint:function(a,b,c){a=this.closestPointToPointParameter(a,b);c=c||new THREE.Vector3;return this.delta(c).multiplyScalar(a).add(this.start)},applyMatrix4:function(a){this.start.applyMatrix4(a); +this.end.applyMatrix4(a);return this},equals:function(a){return a.start.equals(this.start)&&a.end.equals(this.end)}};THREE.Box2=function(a,b){this.min=void 0!==a?a:new THREE.Vector2(Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector2(-Infinity,-Infinity)}; +THREE.Box2.prototype={constructor:THREE.Box2,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y?!0:!1},getParameter:function(a,b){return(b||new THREE.Vector2).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y))},intersectsBox:function(a){return a.max.xthis.max.x||a.max.y +this.max.y?!1:!0},clampPoint:function(a,b){return(b||new THREE.Vector2).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector2;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),intersect:function(a){this.min.max(a.min);this.max.min(a.max);return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&& +a.max.equals(this.max)}};THREE.Box3=function(a,b){this.min=void 0!==a?a:new THREE.Vector3(Infinity,Infinity,Infinity);this.max=void 0!==b?b:new THREE.Vector3(-Infinity,-Infinity,-Infinity)}; +THREE.Box3.prototype={constructor:THREE.Box3,set:function(a,b){this.min.copy(a);this.max.copy(b);return this},setFromArray:function(a){for(var b=Infinity,c=Infinity,d=Infinity,e=-Infinity,f=-Infinity,g=-Infinity,h=0,k=a.length;he&&(e=l);n>f&&(f=n);p>g&&(g=p)}this.min.set(b,c,d);this.max.set(e,f,g)},setFromPoints:function(a){this.makeEmpty();for(var b=0,c=a.length;bthis.max.x||a.ythis.max.y||a.z< +this.min.z||a.z>this.max.z?!1:!0},containsBox:function(a){return this.min.x<=a.min.x&&a.max.x<=this.max.x&&this.min.y<=a.min.y&&a.max.y<=this.max.y&&this.min.z<=a.min.z&&a.max.z<=this.max.z?!0:!1},getParameter:function(a,b){return(b||new THREE.Vector3).set((a.x-this.min.x)/(this.max.x-this.min.x),(a.y-this.min.y)/(this.max.y-this.min.y),(a.z-this.min.z)/(this.max.z-this.min.z))},intersectsBox:function(a){return a.max.xthis.max.x||a.max.ythis.max.y||a.max.z< +this.min.z||a.min.z>this.max.z?!1:!0},intersectsSphere:function(){var a;return function(b){void 0===a&&(a=new THREE.Vector3);this.clampPoint(b.center,a);return a.distanceToSquared(b.center)<=b.radius*b.radius}}(),intersectsPlane:function(a){var b,c;0=a.constant},clampPoint:function(a,b){return(b||new THREE.Vector3).copy(a).clamp(this.min,this.max)},distanceToPoint:function(){var a=new THREE.Vector3;return function(b){return a.copy(b).clamp(this.min,this.max).sub(b).length()}}(),getBoundingSphere:function(){var a=new THREE.Vector3;return function(b){b=b||new THREE.Sphere;b.center=this.center();b.radius=.5*this.size(a).length();return b}}(), +intersect:function(a){this.min.max(a.min);this.max.min(a.max);this.isEmpty()&&this.makeEmpty();return this},union:function(a){this.min.min(a.min);this.max.max(a.max);return this},applyMatrix4:function(){var a=[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(b){if(this.isEmpty())return this;a[0].set(this.min.x,this.min.y,this.min.z).applyMatrix4(b);a[1].set(this.min.x,this.min.y,this.max.z).applyMatrix4(b); +a[2].set(this.min.x,this.max.y,this.min.z).applyMatrix4(b);a[3].set(this.min.x,this.max.y,this.max.z).applyMatrix4(b);a[4].set(this.max.x,this.min.y,this.min.z).applyMatrix4(b);a[5].set(this.max.x,this.min.y,this.max.z).applyMatrix4(b);a[6].set(this.max.x,this.max.y,this.min.z).applyMatrix4(b);a[7].set(this.max.x,this.max.y,this.max.z).applyMatrix4(b);this.setFromPoints(a);return this}}(),translate:function(a){this.min.add(a);this.max.add(a);return this},equals:function(a){return a.min.equals(this.min)&& +a.max.equals(this.max)}};THREE.Matrix3=function(){this.elements=new Float32Array([1,0,0,0,1,0,0,0,1]);0this.determinant()&&(g=-g);c.x=f[12];c.y=f[13];c.z=f[14];b.elements.set(this.elements);c=1/g;var f=1/h,l=1/k;b.elements[0]*=c;b.elements[1]*=c;b.elements[2]*=c;b.elements[4]*= +f;b.elements[5]*=f;b.elements[6]*=f;b.elements[8]*=l;b.elements[9]*=l;b.elements[10]*=l;d.setFromRotationMatrix(b);e.x=g;e.y=h;e.z=k;return this}}(),makeFrustum:function(a,b,c,d,e,f){var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(d-c);g[9]=(d+c)/(d-c);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makePerspective:function(a,b,c,d){a=c*Math.tan(THREE.Math.DEG2RAD*a*.5);var e=-a;return this.makeFrustum(e*b, +a*b,e,a,c,d)},makeOrthographic:function(a,b,c,d,e,f){var g=this.elements,h=1/(b-a),k=1/(c-d),l=1/(f-e);g[0]=2*h;g[4]=0;g[8]=0;g[12]=-((b+a)*h);g[1]=0;g[5]=2*k;g[9]=0;g[13]=-((c+d)*k);g[2]=0;g[6]=0;g[10]=-2*l;g[14]=-((f+e)*l);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},equals:function(a){var b=this.elements;a=a.elements;for(var c=0;16>c;c++)if(b[c]!==a[c])return!1;return!0},fromArray:function(a){this.elements.set(a);return this},toArray:function(a,b){void 0===a&&(a=[]);void 0===b&&(b=0);var c=this.elements; +a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];a[b+9]=c[9];a[b+10]=c[10];a[b+11]=c[11];a[b+12]=c[12];a[b+13]=c[13];a[b+14]=c[14];a[b+15]=c[15];return a}};THREE.Ray=function(a,b){this.origin=void 0!==a?a:new THREE.Vector3;this.direction=void 0!==b?b:new THREE.Vector3}; +THREE.Ray.prototype={constructor:THREE.Ray,set:function(a,b){this.origin.copy(a);this.direction.copy(b);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.origin.copy(a.origin);this.direction.copy(a.direction);return this},at:function(a,b){return(b||new THREE.Vector3).copy(this.direction).multiplyScalar(a).add(this.origin)},lookAt:function(a){this.direction.copy(a).sub(this.origin).normalize()},recast:function(){var a=new THREE.Vector3;return function(b){this.origin.copy(this.at(b, +a));return this}}(),closestPointToPoint:function(a,b){var c=b||new THREE.Vector3;c.subVectors(a,this.origin);var d=c.dot(this.direction);return 0>d?c.copy(this.origin):c.copy(this.direction).multiplyScalar(d).add(this.origin)},distanceToPoint:function(a){return Math.sqrt(this.distanceSqToPoint(a))},distanceSqToPoint:function(){var a=new THREE.Vector3;return function(b){var c=a.subVectors(b,this.origin).dot(this.direction);if(0>c)return this.origin.distanceToSquared(b);a.copy(this.direction).multiplyScalar(c).add(this.origin); +return a.distanceToSquared(b)}}(),distanceSqToSegment:function(){var a=new THREE.Vector3,b=new THREE.Vector3,c=new THREE.Vector3;return function(d,e,f,g){a.copy(d).add(e).multiplyScalar(.5);b.copy(e).sub(d).normalize();c.copy(this.origin).sub(a);var h=.5*d.distanceTo(e),k=-this.direction.dot(b),l=c.dot(this.direction),n=-c.dot(b),p=c.lengthSq(),m=Math.abs(1-k*k),q;0=-q?e<=q?(h=1/m,d*=h,e*=h,k=d*(d+k*e+2*l)+e*(k*d+e+2*n)+p):(e=h,d=Math.max(0,-(k*e+l)),k=-d*d+e*(e+2* +n)+p):(e=-h,d=Math.max(0,-(k*e+l)),k=-d*d+e*(e+2*n)+p):e<=-q?(d=Math.max(0,-(-k*h+l)),e=0f)return null;f=Math.sqrt(f-e);e=d-f;d+=f;return 0>e&&0>d?null:0>e?this.at(d,c):this.at(e,c)}}(),intersectsSphere:function(a){return this.distanceToPoint(a.center)<=a.radius},distanceToPlane:function(a){var b=a.normal.dot(this.direction);if(0===b)return 0===a.distanceToPoint(this.origin)?0:null;a=-(this.origin.dot(a.normal)+a.constant)/b;return 0<=a?a:null},intersectPlane:function(a,b){var c= +this.distanceToPlane(a);return null===c?null:this.at(c,b)},intersectsPlane:function(a){var b=a.distanceToPoint(this.origin);return 0===b||0>a.normal.dot(this.direction)*b?!0:!1},intersectBox:function(a,b){var c,d,e,f,g;d=1/this.direction.x;f=1/this.direction.y;g=1/this.direction.z;var h=this.origin;0<=d?(c=(a.min.x-h.x)*d,d*=a.max.x-h.x):(c=(a.max.x-h.x)*d,d*=a.min.x-h.x);0<=f?(e=(a.min.y-h.y)*f,f*=a.max.y-h.y):(e=(a.max.y-h.y)*f,f*=a.min.y-h.y);if(c>f||e>d)return null;if(e>c||c!==c)c=e;if(fg||e>d)return null;if(e>c||c!==c)c=e;if(gd?null:this.at(0<=c?c:d,b)},intersectsBox:function(){var a=new THREE.Vector3;return function(b){return null!==this.intersectBox(b,a)}}(),intersectTriangle:function(){var a=new THREE.Vector3,b=new THREE.Vector3,c=new THREE.Vector3,d=new THREE.Vector3;return function(e,f,g,h,k){b.subVectors(f,e);c.subVectors(g,e);d.crossVectors(b,c);f=this.direction.dot(d); +if(0f)h=-1,f=-f;else return null;a.subVectors(this.origin,e);e=h*this.direction.dot(c.crossVectors(a,c));if(0>e)return null;g=h*this.direction.dot(b.cross(a));if(0>g||e+g>f)return null;e=-h*a.dot(d);return 0>e?null:this.at(e/f,k)}}(),applyMatrix4:function(a){this.direction.add(this.origin).applyMatrix4(a);this.origin.applyMatrix4(a);this.direction.sub(this.origin);this.direction.normalize();return this},equals:function(a){return a.origin.equals(this.origin)&&a.direction.equals(this.direction)}}; +THREE.Sphere=function(a,b){this.center=void 0!==a?a:new THREE.Vector3;this.radius=void 0!==b?b:0}; +THREE.Sphere.prototype={constructor:THREE.Sphere,set:function(a,b){this.center.copy(a);this.radius=b;return this},setFromPoints:function(){var a=new THREE.Box3;return function(b,c){var d=this.center;void 0!==c?d.copy(c):a.setFromPoints(b).center(d);for(var e=0,f=0,g=b.length;f=this.radius},containsPoint:function(a){return a.distanceToSquared(this.center)<=this.radius*this.radius},distanceToPoint:function(a){return a.distanceTo(this.center)-this.radius},intersectsSphere:function(a){var b=this.radius+a.radius;return a.center.distanceToSquared(this.center)<=b*b},intersectsBox:function(a){return a.intersectsSphere(this)},intersectsPlane:function(a){return Math.abs(this.center.dot(a.normal)-a.constant)<=this.radius},clampPoint:function(a,b){var c= +this.center.distanceToSquared(a),d=b||new THREE.Vector3;d.copy(a);c>this.radius*this.radius&&(d.sub(this.center).normalize(),d.multiplyScalar(this.radius).add(this.center));return d},getBoundingBox:function(a){a=a||new THREE.Box3;a.set(this.center,this.center);a.expandByScalar(this.radius);return a},applyMatrix4:function(a){this.center.applyMatrix4(a);this.radius*=a.getMaxScaleOnAxis();return this},translate:function(a){this.center.add(a);return this},equals:function(a){return a.center.equals(this.center)&& +a.radius===this.radius}};THREE.Frustum=function(a,b,c,d,e,f){this.planes=[void 0!==a?a:new THREE.Plane,void 0!==b?b:new THREE.Plane,void 0!==c?c:new THREE.Plane,void 0!==d?d:new THREE.Plane,void 0!==e?e:new THREE.Plane,void 0!==f?f:new THREE.Plane]}; +THREE.Frustum.prototype={constructor:THREE.Frustum,set:function(a,b,c,d,e,f){var g=this.planes;g[0].copy(a);g[1].copy(b);g[2].copy(c);g[3].copy(d);g[4].copy(e);g[5].copy(f);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){for(var b=this.planes,c=0;6>c;c++)b[c].copy(a.planes[c]);return this},setFromMatrix:function(a){var b=this.planes,c=a.elements;a=c[0];var d=c[1],e=c[2],f=c[3],g=c[4],h=c[5],k=c[6],l=c[7],n=c[8],p=c[9],m=c[10],q=c[11],r=c[12],s=c[13],u=c[14], +c=c[15];b[0].setComponents(f-a,l-g,q-n,c-r).normalize();b[1].setComponents(f+a,l+g,q+n,c+r).normalize();b[2].setComponents(f+d,l+h,q+p,c+s).normalize();b[3].setComponents(f-d,l-h,q-p,c-s).normalize();b[4].setComponents(f-e,l-k,q-m,c-u).normalize();b[5].setComponents(f+e,l+k,q+m,c+u).normalize();return this},intersectsObject:function(){var a=new THREE.Sphere;return function(b){var c=b.geometry;null===c.boundingSphere&&c.computeBoundingSphere();a.copy(c.boundingSphere);a.applyMatrix4(b.matrixWorld); +return this.intersectsSphere(a)}}(),intersectsSphere:function(a){var b=this.planes,c=a.center;a=-a.radius;for(var d=0;6>d;d++)if(b[d].distanceToPoint(c)e;e++){var f=d[e];a.x=0g&&0>f)return!1}return!0}}(),containsPoint:function(a){for(var b=this.planes,c=0;6>c;c++)if(0>b[c].distanceToPoint(a))return!1;return!0}};THREE.Plane=function(a,b){this.normal=void 0!==a?a:new THREE.Vector3(1,0,0);this.constant=void 0!==b?b:0}; +THREE.Plane.prototype={constructor:THREE.Plane,set:function(a,b){this.normal.copy(a);this.constant=b;return this},setComponents:function(a,b,c,d){this.normal.set(a,b,c);this.constant=d;return this},setFromNormalAndCoplanarPoint:function(a,b){this.normal.copy(a);this.constant=-b.dot(this.normal);return this},setFromCoplanarPoints:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(c,d,e){d=a.subVectors(e,d).cross(b.subVectors(c,d)).normalize();this.setFromNormalAndCoplanarPoint(d, +c);return this}}(),clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.normal.copy(a.normal);this.constant=a.constant;return this},normalize:function(){var a=1/this.normal.length();this.normal.multiplyScalar(a);this.constant*=a;return this},negate:function(){this.constant*=-1;this.normal.negate();return this},distanceToPoint:function(a){return this.normal.dot(a)+this.constant},distanceToSphere:function(a){return this.distanceToPoint(a.center)-a.radius},projectPoint:function(a, +b){return this.orthoPoint(a,b).sub(a).negate()},orthoPoint:function(a,b){var c=this.distanceToPoint(a);return(b||new THREE.Vector3).copy(this.normal).multiplyScalar(c)},intersectLine:function(){var a=new THREE.Vector3;return function(b,c){var d=c||new THREE.Vector3,e=b.delta(a),f=this.normal.dot(e);if(0===f){if(0===this.distanceToPoint(b.start))return d.copy(b.start)}else return f=-(b.start.dot(this.normal)+this.constant)/f,0>f||1b&&0a&&0e;e++)8===e||13===e||18===e||23===e?b[e]="-":14===e?b[e]="4":(2>=c&&(c=33554432+16777216*Math.random()|0),d=c&15,c>>=4,b[e]=a[19===e?d&3|8:d]);return b.join("")}}(),clamp:function(a,b,c){return Math.max(b,Math.min(c,a))},euclideanModulo:function(a,b){return(a%b+b)%b},mapLinear:function(a,b,c, +d,e){return d+(a-b)*(e-d)/(c-b)},smoothstep:function(a,b,c){if(a<=b)return 0;if(a>=c)return 1;a=(a-b)/(c-b);return a*a*(3-2*a)},smootherstep:function(a,b,c){if(a<=b)return 0;if(a>=c)return 1;a=(a-b)/(c-b);return a*a*a*(a*(6*a-15)+10)},random16:function(){console.warn("THREE.Math.random16() has been deprecated. Use Math.random() instead.");return Math.random()},randInt:function(a,b){return a+Math.floor(Math.random()*(b-a+1))},randFloat:function(a,b){return a+Math.random()*(b-a)},randFloatSpread:function(a){return a* +(.5-Math.random())},degToRad:function(a){return a*THREE.Math.DEG2RAD},radToDeg:function(a){return a*THREE.Math.RAD2DEG},isPowerOfTwo:function(a){return 0===(a&a-1)&&0!==a},nearestPowerOfTwo:function(a){return Math.pow(2,Math.round(Math.log(a)/Math.LN2))},nextPowerOfTwo:function(a){a--;a|=a>>1;a|=a>>2;a|=a>>4;a|=a>>8;a|=a>>16;a++;return a}}; +THREE.Spline=function(a){function b(a,b,c,d,e,f,g){a=.5*(c-a);d=.5*(d-b);return(2*(b-c)+a+d)*g+(-3*(b-c)-2*a-d)*f+a*e+b}this.points=a;var c=[],d={x:0,y:0,z:0},e,f,g,h,k,l,n,p,m;this.initFromArray=function(a){this.points=[];for(var b=0;bthis.points.length-2?this.points.length-1:f+1;c[3]=f>this.points.length-3?this.points.length-1:f+ +2;l=this.points[c[0]];n=this.points[c[1]];p=this.points[c[2]];m=this.points[c[3]];h=g*g;k=g*h;d.x=b(l.x,n.x,p.x,m.x,g,h,k);d.y=b(l.y,n.y,p.y,m.y,g,h,k);d.z=b(l.z,n.z,p.z,m.z,g,h,k);return d};this.getControlPointsArray=function(){var a,b,c=this.points.length,d=[];for(a=0;a=b.x+b.y}}(); +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(a,b,c,d){this.a.copy(a[b]);this.b.copy(a[c]);this.c.copy(a[d]);return this},clone:function(){return(new this.constructor).copy(this)},copy:function(a){this.a.copy(a.a);this.b.copy(a.b);this.c.copy(a.c);return this},area:function(){var a=new THREE.Vector3,b=new THREE.Vector3;return function(){a.subVectors(this.c,this.b);b.subVectors(this.a, +this.b);return.5*a.cross(b).length()}}(),midpoint:function(a){return(a||new THREE.Vector3).addVectors(this.a,this.b).add(this.c).multiplyScalar(1/3)},normal:function(a){return THREE.Triangle.normal(this.a,this.b,this.c,a)},plane:function(a){return(a||new THREE.Plane).setFromCoplanarPoints(this.a,this.b,this.c)},barycoordFromPoint:function(a,b){return THREE.Triangle.barycoordFromPoint(a,this.a,this.b,this.c,b)},containsPoint:function(a){return THREE.Triangle.containsPoint(a,this.a,this.b,this.c)}, +closestPointToPoint:function(){var a,b,c,d;return function(e,f){void 0===a&&(a=new THREE.Plane,b=[new THREE.Line3,new THREE.Line3,new THREE.Line3],c=new THREE.Vector3,d=new THREE.Vector3);var g=f||new THREE.Vector3,h=Infinity;a.setFromCoplanarPoints(this.a,this.b,this.c);a.projectPoint(e,c);if(!0===this.containsPoint(c))g.copy(c);else{b[0].set(this.a,this.b);b[1].set(this.b,this.c);b[2].set(this.c,this.a);for(var k=0;k=e)break a;else{f=b[1];a=e)break b}d= +c;c=0}}for(;c>>1,ad;d++)if(e[d]===e[(d+1)%3]){a.push(f);break}for(f=a.length-1;0<=f;f--)for(e=a[f],this.faces.splice(e, +1),c=0,g=this.faceVertexUvs.length;cthis.duration&&this.resetDuration();this.trim();this.optimize()}; +THREE.AnimationClip.prototype={constructor:THREE.AnimationClip,resetDuration:function(){for(var a=0,b=0,c=this.tracks.length;b!==c;++b)var d=this.tracks[b],a=Math.max(a,d.times[d.times.length-1]);this.duration=a},trim:function(){for(var a=0;ab||0===c)return;this._startTime=null;b*=c}b*=this._updateTimeScale(a);c=this._updateTime(b);a=this._updateWeight(a);if(0c.parameterPositions[1]&&(this.stopFading(),0===d&&(this.enabled=!1))}}return this._effectiveWeight=b},_updateTimeScale:function(a){var b=0;if(!this.paused){var b=this.timeScale,c=this._timeScaleInterpolant;if(null!==c){var d=c.evaluate(a)[0],b=b*d;a>c.parameterPositions[1]&&(this.stopWarping(),0===b?this.pause=!0:this.timeScale=b)}}return this._effectiveTimeScale= +b},_updateTime:function(a){var b=this.time+a;if(0===a)return b;var c=this._clip.duration,d=this.loop,e=this._loopCount,f=!1;switch(d){case THREE.LoopOnce:-1===e&&(this.loopCount=0,this._setEndings(!0,!0,!1));if(b>=c)b=c;else if(0>b)b=0;else break;this.clampWhenFinished?this.pause=!0:this.enabled=!1;this._mixer.dispatchEvent({type:"finished",action:this,direction:0>a?-1:1});break;case THREE.LoopPingPong:f=!0;case THREE.LoopRepeat:-1===e&&(0=c||0>b){var g=Math.floor(b/c),b=b-c*g,e=e+Math.abs(g),h=this.repetitions-e;if(0>h){this.clampWhenFinished?this.paused=!0:this.enabled=!1;b=0a,this._setEndings(a,!a,f)):this._setEndings(!1,!1,f);this._loopCount=e;this._mixer.dispatchEvent({type:"loop",action:this,loopDelta:g})}if(d===THREE.LoopPingPong&&1===(e&1))return this.time=b,c-b}return this.time=b},_setEndings:function(a, +b,c){var d=this._interpolantSettings;c?(d.endingStart=THREE.ZeroSlopeEnding,d.endingEnd=THREE.ZeroSlopeEnding):(d.endingStart=a?this.zeroSlopeAtStart?THREE.ZeroSlopeEnding:THREE.ZeroCurvatureEnding:THREE.WrapAroundEnding,d.endingEnd=b?this.zeroSlopeAtEnd?THREE.ZeroSlopeEnding:THREE.ZeroCurvatureEnding:THREE.WrapAroundEnding)},_scheduleFading:function(a,b,c){var d=this._mixer,e=d.time,f=this._weightInterpolant;null===f&&(this._weightInterpolant=f=d._lendControlInterpolant());d=f.parameterPositions; +f=f.sampleValues;d[0]=e;f[0]=b;d[1]=e+a;f[1]=c;return this}}; +Object.assign(THREE.AnimationMixer.prototype,{_bindAction:function(a,b){var c=a._localRoot||this._root,d=a._clip.tracks,e=d.length,f=a._propertyBindings,g=a._interpolants,h=c.uuid,k=this._bindingsByRootAndName,l=k[h];void 0===l&&(l={},k[h]=l);for(k=0;k!==e;++k){var n=d[k],p=n.name,m=l[p];if(void 0===m){m=f[k];if(void 0!==m){null===m._cacheIndex&&(++m.referenceCount,this._addInactiveBinding(m,h,p));continue}m=new THREE.PropertyMixer(THREE.PropertyBinding.create(c,p,b&&b._propertyBindings[k].binding.parsedPath), +n.ValueTypeName,n.getValueSize());++m.referenceCount;this._addInactiveBinding(m,h,p)}f[k]=m;g[k].resultBuffer=m.buffer}},_activateAction:function(a){if(!this._isActiveAction(a)){if(null===a._cacheIndex){var b=(a._localRoot||this._root).uuid,c=a._clip.name,d=this._actionsByClip[c];this._bindAction(a,d&&d.knownActions[0]);this._addInactiveAction(a,c,b)}b=a._propertyBindings;c=0;for(d=b.length;c!==d;++c){var e=b[c];0===e.useCount++&&(this._lendBinding(e),e.saveOriginalState())}this._lendAction(a)}}, +_deactivateAction:function(a){if(this._isActiveAction(a)){for(var b=a._propertyBindings,c=0,d=b.length;c!==d;++c){var e=b[c];0===--e.useCount&&(e.restoreOriginalState(),this._takeBackBinding(e))}this._takeBackAction(a)}},_initMemoryManager:function(){this._actions=[];this._nActiveActions=0;this._actionsByClip={};this._bindings=[];this._nActiveBindings=0;this._bindingsByRootAndName={};this._controlInterpolants=[];this._nActiveControlInterpolants=0;var a=this;this.stats={actions:{get total(){return a._actions.length}, +get inUse(){return a._nActiveActions}},bindings:{get total(){return a._bindings.length},get inUse(){return a._nActiveBindings}},controlInterpolants:{get total(){return a._controlInterpolants.length},get inUse(){return a._nActiveControlInterpolants}}}},_isActiveAction:function(a){a=a._cacheIndex;return null!==a&&a=c){var p=c++,m=b[p];d[m.uuid]= +n;b[n]=m;d[l]=p;b[p]=k;k=0;for(l=f;k!==l;++k){var m=e[k],q=m[n];m[n]=m[p];m[p]=q}}}this.nCachedObjects_=c},uncache:function(a){for(var b=this._objects,c=b.length,d=this.nCachedObjects_,e=this._indicesByUUID,f=this._bindings,g=f.length,h=0,k=arguments.length;h!==k;++h){var l=arguments[h].uuid,n=e[l];if(void 0!==n)if(delete e[l],nb;)--f;++f;if(0!==e||f!==d)e>=f&&(f=Math.max(f,1),e=f-1),d=this.getValueSize(),this.times=THREE.AnimationUtils.arraySlice(c,e,f),this.values=THREE.AnimationUtils.arraySlice(this.values,e*d,f*d);return this},validate:function(){var a=!0,b=this.getValueSize();0!==b-Math.floor(b)&&(console.error("invalid value size in track", +this),a=!1);var c=this.times,b=this.values,d=c.length;0===d&&(console.error("track is empty",this),a=!1);for(var e=null,f=0;f!==d;f++){var g=c[f];if("number"===typeof g&&isNaN(g)){console.error("time is not a valid number",this,f,g);a=!1;break}if(null!==e&&e>g){console.error("out of order keys",this,f,g,e);a=!1;break}e=g}if(void 0!==b&&THREE.AnimationUtils.isTypedArray(b))for(f=0,c=b.length;f!==c;++f)if(d=b[f],isNaN(d)){console.error("value is not a valid number",this,f,d);a=!1;break}return a},optimize:function(){for(var a= +this.times,b=this.values,c=this.getValueSize(),d=1,e=1,f=a.length-1;e<=f;++e){var g=!1,h=a[e];if(h!==a[e+1]&&(1!==e||h!==h[0]))for(var k=e*c,l=k-c,n=k+c,h=0;h!==c;++h){var p=b[k+h];if(p!==b[l+h]||p!==b[n+h]){g=!0;break}}if(g){if(e!==d)for(a[d]=a[e],g=e*c,k=d*c,h=0;h!==c;++h)b[k+h]=b[g+h];++d}}d!==a.length&&(this.times=THREE.AnimationUtils.arraySlice(a,0,d),this.values=THREE.AnimationUtils.arraySlice(b,0,d*c));return this}}; +Object.assign(THREE.KeyframeTrack,{parse:function(a){if(void 0===a.type)throw Error("track type undefined, can not parse");var b=THREE.KeyframeTrack._getTrackTypeForValueTypeName(a.type);if(void 0===a.times){console.warn("legacy JSON format detected, converting");var c=[],d=[];THREE.AnimationUtils.flattenJSON(a.keys,c,d,"value");a.times=c;a.values=d}return void 0!==b.parse?b.parse(a):new b(a.name,a.times,a.values,a.interpolation)},toJSON:function(a){var b=a.constructor;if(void 0!==b.toJSON)b=b.toJSON(a); +else{var b={name:a.name,times:THREE.AnimationUtils.convertArray(a.times,Array),values:THREE.AnimationUtils.convertArray(a.values,Array)},c=a.getInterpolation();c!==a.DefaultInterpolation&&(b.interpolation=c)}b.type=a.ValueTypeName;return b},_getTrackTypeForValueTypeName:function(a){switch(a.toLowerCase()){case "scalar":case "double":case "float":case "number":case "integer":return THREE.NumberKeyframeTrack;case "vector":case "vector2":case "vector3":case "vector4":return THREE.VectorKeyframeTrack; +case "color":return THREE.ColorKeyframeTrack;case "quaternion":return THREE.QuaternionKeyframeTrack;case "bool":case "boolean":return THREE.BooleanKeyframeTrack;case "string":return THREE.StringKeyframeTrack}throw Error("Unsupported typeName: "+a);}});THREE.PropertyBinding=function(a,b,c){this.path=b;this.parsedPath=c||THREE.PropertyBinding.parseTrackName(b);this.node=THREE.PropertyBinding.findNode(a,this.parsedPath.nodeName)||a;this.rootNode=a}; +THREE.PropertyBinding.prototype={constructor:THREE.PropertyBinding,getValue:function(a,b){this.bind();this.getValue(a,b)},setValue:function(a,b){this.bind();this.setValue(a,b)},bind:function(){var a=this.node,b=this.parsedPath,c=b.objectName,d=b.propertyName,e=b.propertyIndex;a||(this.node=a=THREE.PropertyBinding.findNode(this.rootNode,b.nodeName)||this.rootNode);this.getValue=this._getValue_unavailable;this.setValue=this._setValue_unavailable;if(a){if(c){var f=b.objectIndex;switch(c){case "materials":if(!a.material){console.error(" can not bind to material as node does not have a material", +this);return}if(!a.material.materials){console.error(" can not bind to material.materials as node.material does not have a materials array",this);return}a=a.material.materials;break;case "bones":if(!a.skeleton){console.error(" can not bind to bones as node does not have a skeleton",this);return}a=a.skeleton.bones;for(c=0;cd&&this._mixBufferRegion(c,a,3*b,1-d,b);for(var d=b,f=b+b;d!==f;++d)if(c[d]!==c[d+b]){e.setValue(c,a); +break}},saveOriginalState:function(){var a=this.buffer,b=this.valueSize,c=3*b;this.binding.getValue(a,c);for(var d=b;d!==c;++d)a[d]=a[c+d%b];this.cumulativeWeight=0},restoreOriginalState:function(){this.binding.setValue(this.buffer,3*this.valueSize)},_select:function(a,b,c,d,e){if(.5<=d)for(d=0;d!==e;++d)a[b+d]=a[c+d]},_slerp:function(a,b,c,d,e){THREE.Quaternion.slerpFlat(a,b,a,b,a,c,d)},_lerp:function(a,b,c,d,e){for(var f=1-d,g=0;g!==e;++g){var h=b+g;a[h]=a[h]*f+a[c+g]*d}}}; +THREE.BooleanKeyframeTrack=function(a,b,c){THREE.KeyframeTrack.call(this,a,b,c)};THREE.BooleanKeyframeTrack.prototype=Object.assign(Object.create(THREE.KeyframeTrack.prototype),{constructor:THREE.BooleanKeyframeTrack,ValueTypeName:"bool",ValueBufferType:Array,DefaultInterpolation:THREE.InterpolateDiscrete,InterpolantFactoryMethodLinear:void 0,InterpolantFactoryMethodSmooth:void 0});THREE.ColorKeyframeTrack=function(a,b,c,d){THREE.KeyframeTrack.call(this,a,b,c,d)}; +THREE.ColorKeyframeTrack.prototype=Object.assign(Object.create(THREE.KeyframeTrack.prototype),{constructor:THREE.ColorKeyframeTrack,ValueTypeName:"color"});THREE.NumberKeyframeTrack=function(a,b,c,d){THREE.KeyframeTrack.call(this,a,b,c,d)};THREE.NumberKeyframeTrack.prototype=Object.assign(Object.create(THREE.KeyframeTrack.prototype),{constructor:THREE.NumberKeyframeTrack,ValueTypeName:"number"});THREE.QuaternionKeyframeTrack=function(a,b,c,d){THREE.KeyframeTrack.call(this,a,b,c,d)}; +THREE.QuaternionKeyframeTrack.prototype=Object.assign(Object.create(THREE.KeyframeTrack.prototype),{constructor:THREE.QuaternionKeyframeTrack,ValueTypeName:"quaternion",DefaultInterpolation:THREE.InterpolateLinear,InterpolantFactoryMethodLinear:function(a){return new THREE.QuaternionLinearInterpolant(this.times,this.values,this.getValueSize(),a)},InterpolantFactoryMethodSmooth:void 0});THREE.StringKeyframeTrack=function(a,b,c,d){THREE.KeyframeTrack.call(this,a,b,c,d)}; +THREE.StringKeyframeTrack.prototype=Object.assign(Object.create(THREE.KeyframeTrack.prototype),{constructor:THREE.StringKeyframeTrack,ValueTypeName:"string",ValueBufferType:Array,DefaultInterpolation:THREE.InterpolateDiscrete,InterpolantFactoryMethodLinear:void 0,InterpolantFactoryMethodSmooth:void 0});THREE.VectorKeyframeTrack=function(a,b,c,d){THREE.KeyframeTrack.call(this,a,b,c,d)}; +THREE.VectorKeyframeTrack.prototype=Object.assign(Object.create(THREE.KeyframeTrack.prototype),{constructor:THREE.VectorKeyframeTrack,ValueTypeName:"vector"}); +THREE.Audio=function(a){THREE.Object3D.call(this);this.type="Audio";this.context=a.context;this.source=this.context.createBufferSource();this.source.onended=this.onEnded.bind(this);this.gain=this.context.createGain();this.gain.connect(a.getInput());this.autoplay=!1;this.startTime=0;this.playbackRate=1;this.isPlaying=!1;this.hasPlaybackControl=!0;this.sourceType="empty";this.filter=null};THREE.Audio.prototype=Object.create(THREE.Object3D.prototype);THREE.Audio.prototype.constructor=THREE.Audio; +THREE.Audio.prototype.getOutput=function(){return this.gain};THREE.Audio.prototype.setNodeSource=function(a){this.hasPlaybackControl=!1;this.sourceType="audioNode";this.source=a;this.connect();return this};THREE.Audio.prototype.setBuffer=function(a){this.source.buffer=a;this.sourceType="buffer";this.autoplay&&this.play();return this}; +THREE.Audio.prototype.play=function(){if(!0===this.isPlaying)console.warn("THREE.Audio: Audio is already playing.");else if(!1===this.hasPlaybackControl)console.warn("THREE.Audio: this Audio has no playback control.");else{var a=this.context.createBufferSource();a.buffer=this.source.buffer;a.loop=this.source.loop;a.onended=this.source.onended;a.start(0,this.startTime);a.playbackRate.value=this.playbackRate;this.isPlaying=!0;this.source=a;this.connect()}}; +THREE.Audio.prototype.pause=function(){!1===this.hasPlaybackControl?console.warn("THREE.Audio: this Audio has no playback control."):(this.source.stop(),this.startTime=this.context.currentTime)};THREE.Audio.prototype.stop=function(){!1===this.hasPlaybackControl?console.warn("THREE.Audio: this Audio has no playback control."):(this.source.stop(),this.startTime=0)};THREE.Audio.prototype.connect=function(){null!==this.filter?(this.source.connect(this.filter),this.filter.connect(this.getOutput())):this.source.connect(this.getOutput())}; +THREE.Audio.prototype.disconnect=function(){null!==this.filter?(this.source.disconnect(this.filter),this.filter.disconnect(this.getOutput())):this.source.disconnect(this.getOutput())};THREE.Audio.prototype.getFilter=function(){return this.filter};THREE.Audio.prototype.setFilter=function(a){void 0===a&&(a=null);!0===this.isPlaying?(this.disconnect(),this.filter=a,this.connect()):this.filter=a}; +THREE.Audio.prototype.setPlaybackRate=function(a){!1===this.hasPlaybackControl?console.warn("THREE.Audio: this Audio has no playback control."):(this.playbackRate=a,!0===this.isPlaying&&(this.source.playbackRate.value=this.playbackRate))};THREE.Audio.prototype.getPlaybackRate=function(){return this.playbackRate};THREE.Audio.prototype.onEnded=function(){this.isPlaying=!1}; +THREE.Audio.prototype.setLoop=function(a){!1===this.hasPlaybackControl?console.warn("THREE.Audio: this Audio has no playback control."):this.source.loop=a};THREE.Audio.prototype.getLoop=function(){return!1===this.hasPlaybackControl?(console.warn("THREE.Audio: this Audio has no playback control."),!1):this.source.loop};THREE.Audio.prototype.setVolume=function(a){this.gain.gain.value=a};THREE.Audio.prototype.getVolume=function(){return this.gain.gain.value}; +THREE.AudioAnalyser=function(a,b){this.analyser=a.context.createAnalyser();this.analyser.fftSize=void 0!==b?b:2048;this.data=new Uint8Array(this.analyser.frequencyBinCount);a.getOutput().connect(this.analyser)};THREE.AudioAnalyser.prototype={constructor:THREE.AudioAnalyser,getData:function(){this.analyser.getByteFrequencyData(this.data);return this.data}}; +Object.defineProperty(THREE,"AudioContext",{get:function(){var a;return function(){void 0===a&&(a=new (window.AudioContext||window.webkitAudioContext));return a}}()});THREE.PositionalAudio=function(a){THREE.Audio.call(this,a);this.panner=this.context.createPanner();this.panner.connect(this.gain)};THREE.PositionalAudio.prototype=Object.create(THREE.Audio.prototype);THREE.PositionalAudio.prototype.constructor=THREE.PositionalAudio;THREE.PositionalAudio.prototype.getOutput=function(){return this.panner}; +THREE.PositionalAudio.prototype.setRefDistance=function(a){this.panner.refDistance=a};THREE.PositionalAudio.prototype.getRefDistance=function(){return this.panner.refDistance};THREE.PositionalAudio.prototype.setRolloffFactor=function(a){this.panner.rolloffFactor=a};THREE.PositionalAudio.prototype.getRolloffFactor=function(){return this.panner.rolloffFactor};THREE.PositionalAudio.prototype.setDistanceModel=function(a){this.panner.distanceModel=a};THREE.PositionalAudio.prototype.getDistanceModel=function(){return this.panner.distanceModel}; +THREE.PositionalAudio.prototype.setMaxDistance=function(a){this.panner.maxDistance=a};THREE.PositionalAudio.prototype.getMaxDistance=function(){return this.panner.maxDistance};THREE.PositionalAudio.prototype.updateMatrixWorld=function(){var a=new THREE.Vector3;return function(b){THREE.Object3D.prototype.updateMatrixWorld.call(this,b);a.setFromMatrixPosition(this.matrixWorld);this.panner.setPosition(a.x,a.y,a.z)}}(); +THREE.AudioListener=function(){THREE.Object3D.call(this);this.type="AudioListener";this.context=THREE.AudioContext;this.gain=this.context.createGain();this.gain.connect(this.context.destination);this.filter=null};THREE.AudioListener.prototype=Object.create(THREE.Object3D.prototype);THREE.AudioListener.prototype.constructor=THREE.AudioListener;THREE.AudioListener.prototype.getInput=function(){return this.gain}; +THREE.AudioListener.prototype.removeFilter=function(){null!==this.filter&&(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination),this.gain.connect(this.context.destination),this.filter=null)};THREE.AudioListener.prototype.setFilter=function(a){null!==this.filter?(this.gain.disconnect(this.filter),this.filter.disconnect(this.context.destination)):this.gain.disconnect(this.context.destination);this.filter=a;this.gain.connect(this.filter);this.filter.connect(this.context.destination)}; +THREE.AudioListener.prototype.getFilter=function(){return this.filter};THREE.AudioListener.prototype.setMasterVolume=function(a){this.gain.gain.value=a};THREE.AudioListener.prototype.getMasterVolume=function(){return this.gain.gain.value}; +THREE.AudioListener.prototype.updateMatrixWorld=function(){var a=new THREE.Vector3,b=new THREE.Quaternion,c=new THREE.Vector3,d=new THREE.Vector3;return function(e){THREE.Object3D.prototype.updateMatrixWorld.call(this,e);e=this.context.listener;var f=this.up;this.matrixWorld.decompose(a,b,c);d.set(0,0,-1).applyQuaternion(b);e.setPosition(a.x,a.y,a.z);e.setOrientation(d.x,d.y,d.z,f.x,f.y,f.z)}}(); +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 a=new THREE.Quaternion;return function(b){b=b||new THREE.Vector3;this.getWorldQuaternion(a);return b.set(0,0,-1).applyQuaternion(a)}}(); +THREE.Camera.prototype.lookAt=function(){var a=new THREE.Matrix4;return function(b){a.lookAt(this.position,b,this.up);this.quaternion.setFromRotationMatrix(a)}}();THREE.Camera.prototype.clone=function(){return(new this.constructor).copy(this)};THREE.Camera.prototype.copy=function(a){THREE.Object3D.prototype.copy.call(this,a);this.matrixWorldInverse.copy(a.matrixWorldInverse);this.projectionMatrix.copy(a.projectionMatrix);return this}; +THREE.CubeCamera=function(a,b,c){THREE.Object3D.call(this);this.type="CubeCamera";var d=new THREE.PerspectiveCamera(90,1,a,b);d.up.set(0,-1,0);d.lookAt(new THREE.Vector3(1,0,0));this.add(d);var e=new THREE.PerspectiveCamera(90,1,a,b);e.up.set(0,-1,0);e.lookAt(new THREE.Vector3(-1,0,0));this.add(e);var f=new THREE.PerspectiveCamera(90,1,a,b);f.up.set(0,0,1);f.lookAt(new THREE.Vector3(0,1,0));this.add(f);var g=new THREE.PerspectiveCamera(90,1,a,b);g.up.set(0,0,-1);g.lookAt(new THREE.Vector3(0,-1,0)); +this.add(g);var h=new THREE.PerspectiveCamera(90,1,a,b);h.up.set(0,-1,0);h.lookAt(new THREE.Vector3(0,0,1));this.add(h);var k=new THREE.PerspectiveCamera(90,1,a,b);k.up.set(0,-1,0);k.lookAt(new THREE.Vector3(0,0,-1));this.add(k);this.renderTarget=new THREE.WebGLRenderTargetCube(c,c,{format:THREE.RGBFormat,magFilter:THREE.LinearFilter,minFilter:THREE.LinearFilter});this.updateCubeMap=function(a,b){null===this.parent&&this.updateMatrixWorld();var c=this.renderTarget,m=c.texture.generateMipmaps;c.texture.generateMipmaps= +!1;c.activeCubeFace=0;a.render(b,d,c);c.activeCubeFace=1;a.render(b,e,c);c.activeCubeFace=2;a.render(b,f,c);c.activeCubeFace=3;a.render(b,g,c);c.activeCubeFace=4;a.render(b,h,c);c.texture.generateMipmaps=m;c.activeCubeFace=5;a.render(b,k,c);a.setRenderTarget(null)}};THREE.CubeCamera.prototype=Object.create(THREE.Object3D.prototype);THREE.CubeCamera.prototype.constructor=THREE.CubeCamera; +THREE.OrthographicCamera=function(a,b,c,d,e,f){THREE.Camera.call(this);this.type="OrthographicCamera";this.zoom=1;this.left=a;this.right=b;this.top=c;this.bottom=d;this.near=void 0!==e?e:.1;this.far=void 0!==f?f:2E3;this.updateProjectionMatrix()};THREE.OrthographicCamera.prototype=Object.create(THREE.Camera.prototype);THREE.OrthographicCamera.prototype.constructor=THREE.OrthographicCamera; +THREE.OrthographicCamera.prototype.updateProjectionMatrix=function(){var a=(this.right-this.left)/(2*this.zoom),b=(this.top-this.bottom)/(2*this.zoom),c=(this.right+this.left)/2,d=(this.top+this.bottom)/2;this.projectionMatrix.makeOrthographic(c-a,c+a,d+b,d-b,this.near,this.far)};THREE.OrthographicCamera.prototype.copy=function(a){THREE.Camera.prototype.copy.call(this,a);this.left=a.left;this.right=a.right;this.top=a.top;this.bottom=a.bottom;this.near=a.near;this.far=a.far;this.zoom=a.zoom;return this}; +THREE.OrthographicCamera.prototype.toJSON=function(a){a=THREE.Object3D.prototype.toJSON.call(this,a);a.object.zoom=this.zoom;a.object.left=this.left;a.object.right=this.right;a.object.top=this.top;a.object.bottom=this.bottom;a.object.near=this.near;a.object.far=this.far;return a}; +THREE.PerspectiveCamera=function(a,b,c,d){THREE.Camera.call(this);this.type="PerspectiveCamera";this.fov=void 0!==a?a:50;this.zoom=1;this.near=void 0!==c?c:.1;this.far=void 0!==d?d:2E3;this.focus=10;this.aspect=void 0!==b?b:1;this.view=null;this.filmGauge=35;this.filmOffset=0;this.updateProjectionMatrix()};THREE.PerspectiveCamera.prototype=Object.create(THREE.Camera.prototype);THREE.PerspectiveCamera.prototype.constructor=THREE.PerspectiveCamera; +THREE.PerspectiveCamera.prototype.setLens=function(a,b){console.warn("THREE.PerspectiveCamera.setLens is deprecated. Use .setFocalLength and .filmGauge for a photographic setup.");void 0!==b&&(this.filmGauge=b);this.setFocalLength(a)};THREE.PerspectiveCamera.prototype.setFocalLength=function(a){a=.5*this.getFilmHeight()/a;this.fov=2*THREE.Math.RAD2DEG*Math.atan(a);this.updateProjectionMatrix()}; +THREE.PerspectiveCamera.prototype.getFocalLength=function(){var a=Math.tan(.5*THREE.Math.DEG2RAD*this.fov);return.5*this.getFilmHeight()/a};THREE.PerspectiveCamera.prototype.getEffectiveFOV=function(){return 2*THREE.Math.RAD2DEG*Math.atan(Math.tan(.5*THREE.Math.DEG2RAD*this.fov)/this.zoom)};THREE.PerspectiveCamera.prototype.getFilmWidth=function(){return this.filmGauge*Math.min(this.aspect,1)};THREE.PerspectiveCamera.prototype.getFilmHeight=function(){return this.filmGauge/Math.max(this.aspect,1)}; +THREE.PerspectiveCamera.prototype.setViewOffset=function(a,b,c,d,e,f){this.aspect=a/b;this.view={fullWidth:a,fullHeight:b,offsetX:c,offsetY:d,width:e,height:f};this.updateProjectionMatrix()}; +THREE.PerspectiveCamera.prototype.updateProjectionMatrix=function(){var a=this.near,b=a*Math.tan(.5*THREE.Math.DEG2RAD*this.fov)/this.zoom,c=2*b,d=this.aspect*c,e=-.5*d,f=this.view;if(null!==f)var g=f.fullWidth,h=f.fullHeight,e=e+f.offsetX*d/g,b=b-f.offsetY*c/h,d=f.width/g*d,c=f.height/h*c;f=this.filmOffset;0!==f&&(e+=a*f/this.getFilmWidth());this.projectionMatrix.makeFrustum(e,e+d,b-c,b,a,this.far)}; +THREE.PerspectiveCamera.prototype.copy=function(a){THREE.Camera.prototype.copy.call(this,a);this.fov=a.fov;this.zoom=a.zoom;this.near=a.near;this.far=a.far;this.focus=a.focus;this.aspect=a.aspect;this.view=null===a.view?null:Object.assign({},a.view);this.filmGauge=a.filmGauge;this.filmOffset=a.filmOffset;return this}; +THREE.PerspectiveCamera.prototype.toJSON=function(a){a=THREE.Object3D.prototype.toJSON.call(this,a);a.object.fov=this.fov;a.object.zoom=this.zoom;a.object.near=this.near;a.object.far=this.far;a.object.focus=this.focus;a.object.aspect=this.aspect;null!==this.view&&(a.object.view=Object.assign({},this.view));a.object.filmGauge=this.filmGauge;a.object.filmOffset=this.filmOffset;return a}; +THREE.StereoCamera=function(){this.type="StereoCamera";this.aspect=1;this.cameraL=new THREE.PerspectiveCamera;this.cameraL.layers.enable(1);this.cameraL.matrixAutoUpdate=!1;this.cameraR=new THREE.PerspectiveCamera;this.cameraR.layers.enable(2);this.cameraR.matrixAutoUpdate=!1}; +THREE.StereoCamera.prototype={constructor:THREE.StereoCamera,update:function(){var a,b,c,d,e,f=new THREE.Matrix4,g=new THREE.Matrix4;return function(h){if(a!==h.focus||b!==h.fov||c!==h.aspect*this.aspect||d!==h.near||e!==h.far){a=h.focus;b=h.fov;c=h.aspect*this.aspect;d=h.near;e=h.far;var k=h.projectionMatrix.clone(),l=.032*d/a,n=d*Math.tan(THREE.Math.DEG2RAD*b*.5),p,m;g.elements[12]=-.032;f.elements[12]=.032;p=-n*c+l;m=n*c+l;k.elements[0]=2*d/(m-p);k.elements[8]=(m+p)/(m-p);this.cameraL.projectionMatrix.copy(k); +p=-n*c-l;m=n*c-l;k.elements[0]=2*d/(m-p);k.elements[8]=(m+p)/(m-p);this.cameraR.projectionMatrix.copy(k)}this.cameraL.matrixWorld.copy(h.matrixWorld).multiply(g);this.cameraR.matrixWorld.copy(h.matrixWorld).multiply(f)}}()};THREE.Light=function(a,b){THREE.Object3D.call(this);this.type="Light";this.color=new THREE.Color(a);this.intensity=void 0!==b?b:1;this.receiveShadow=void 0};THREE.Light.prototype=Object.create(THREE.Object3D.prototype);THREE.Light.prototype.constructor=THREE.Light; +THREE.Light.prototype.copy=function(a){THREE.Object3D.prototype.copy.call(this,a);this.color.copy(a.color);this.intensity=a.intensity;return this}; +THREE.Light.prototype.toJSON=function(a){a=THREE.Object3D.prototype.toJSON.call(this,a);a.object.color=this.color.getHex();a.object.intensity=this.intensity;void 0!==this.groundColor&&(a.object.groundColor=this.groundColor.getHex());void 0!==this.distance&&(a.object.distance=this.distance);void 0!==this.angle&&(a.object.angle=this.angle);void 0!==this.decay&&(a.object.decay=this.decay);void 0!==this.penumbra&&(a.object.penumbra=this.penumbra);return a}; +THREE.LightShadow=function(a){this.camera=a;this.bias=0;this.radius=1;this.mapSize=new THREE.Vector2(512,512);this.map=null;this.matrix=new THREE.Matrix4};THREE.LightShadow.prototype={constructor:THREE.LightShadow,copy:function(a){this.camera=a.camera.clone();this.bias=a.bias;this.radius=a.radius;this.mapSize.copy(a.mapSize);return this},clone:function(){return(new this.constructor).copy(this)}};THREE.AmbientLight=function(a,b){THREE.Light.call(this,a,b);this.type="AmbientLight";this.castShadow=void 0}; +THREE.AmbientLight.prototype=Object.create(THREE.Light.prototype);THREE.AmbientLight.prototype.constructor=THREE.AmbientLight;THREE.DirectionalLight=function(a,b){THREE.Light.call(this,a,b);this.type="DirectionalLight";this.position.set(0,1,0);this.updateMatrix();this.target=new THREE.Object3D;this.shadow=new THREE.DirectionalLightShadow};THREE.DirectionalLight.prototype=Object.create(THREE.Light.prototype);THREE.DirectionalLight.prototype.constructor=THREE.DirectionalLight; +THREE.DirectionalLight.prototype.copy=function(a){THREE.Light.prototype.copy.call(this,a);this.target=a.target.clone();this.shadow=a.shadow.clone();return this};THREE.DirectionalLightShadow=function(a){THREE.LightShadow.call(this,new THREE.OrthographicCamera(-5,5,5,-5,.5,500))};THREE.DirectionalLightShadow.prototype=Object.create(THREE.LightShadow.prototype);THREE.DirectionalLightShadow.prototype.constructor=THREE.DirectionalLightShadow; +THREE.HemisphereLight=function(a,b,c){THREE.Light.call(this,a,c);this.type="HemisphereLight";this.castShadow=void 0;this.position.set(0,1,0);this.updateMatrix();this.groundColor=new THREE.Color(b)};THREE.HemisphereLight.prototype=Object.create(THREE.Light.prototype);THREE.HemisphereLight.prototype.constructor=THREE.HemisphereLight;THREE.HemisphereLight.prototype.copy=function(a){THREE.Light.prototype.copy.call(this,a);this.groundColor.copy(a.groundColor);return this}; +THREE.PointLight=function(a,b,c,d){THREE.Light.call(this,a,b);this.type="PointLight";this.distance=void 0!==c?c:0;this.decay=void 0!==d?d:1;this.shadow=new THREE.LightShadow(new THREE.PerspectiveCamera(90,1,.5,500))};THREE.PointLight.prototype=Object.create(THREE.Light.prototype);THREE.PointLight.prototype.constructor=THREE.PointLight;Object.defineProperty(THREE.PointLight.prototype,"power",{get:function(){return 4*this.intensity*Math.PI},set:function(a){this.intensity=a/(4*Math.PI)}}); +THREE.PointLight.prototype.copy=function(a){THREE.Light.prototype.copy.call(this,a);this.distance=a.distance;this.decay=a.decay;this.shadow=a.shadow.clone();return this};THREE.SpotLight=function(a,b,c,d,e,f){THREE.Light.call(this,a,b);this.type="SpotLight";this.position.set(0,1,0);this.updateMatrix();this.target=new THREE.Object3D;this.distance=void 0!==c?c:0;this.angle=void 0!==d?d:Math.PI/3;this.penumbra=void 0!==e?e:0;this.decay=void 0!==f?f:1;this.shadow=new THREE.SpotLightShadow}; +THREE.SpotLight.prototype=Object.create(THREE.Light.prototype);THREE.SpotLight.prototype.constructor=THREE.SpotLight;Object.defineProperty(THREE.SpotLight.prototype,"power",{get:function(){return this.intensity*Math.PI},set:function(a){this.intensity=a/Math.PI}});THREE.SpotLight.prototype.copy=function(a){THREE.Light.prototype.copy.call(this,a);this.distance=a.distance;this.angle=a.angle;this.penumbra=a.penumbra;this.decay=a.decay;this.target=a.target.clone();this.shadow=a.shadow.clone();return this}; +THREE.SpotLightShadow=function(){THREE.LightShadow.call(this,new THREE.PerspectiveCamera(50,1,.5,500))};THREE.SpotLightShadow.prototype=Object.create(THREE.LightShadow.prototype);THREE.SpotLightShadow.prototype.constructor=THREE.SpotLightShadow;THREE.SpotLightShadow.prototype.update=function(a){var b=2*THREE.Math.RAD2DEG*a.angle,c=this.mapSize.width/this.mapSize.height;a=a.distance||500;var d=this.camera;if(b!==d.fov||c!==d.aspect||a!==d.far)d.fov=b,d.aspect=c,d.far=a,d.updateProjectionMatrix()}; +THREE.AudioLoader=function(a){this.manager=void 0!==a?a:THREE.DefaultLoadingManager};THREE.AudioLoader.prototype={constructor:THREE.AudioLoader,load:function(a,b,c,d){var e=new THREE.XHRLoader(this.manager);e.setResponseType("arraybuffer");e.load(a,function(a){THREE.AudioContext.decodeAudioData(a,function(a){b(a)})},c,d)}}; +THREE.Cache={enabled:!1,files:{},add:function(a,b){!1!==this.enabled&&(this.files[a]=b)},get:function(a){if(!1!==this.enabled)return this.files[a]},remove:function(a){delete this.files[a]},clear:function(){this.files={}}};THREE.Loader=function(){this.onLoadStart=function(){};this.onLoadProgress=function(){};this.onLoadComplete=function(){}}; +THREE.Loader.prototype={constructor:THREE.Loader,crossOrigin:void 0,extractUrlBase:function(a){a=a.split("/");if(1===a.length)return"./";a.pop();return a.join("/")+"/"},initMaterials:function(a,b,c){for(var d=[],e=0;ek.opacity&&(k.transparent=!0);c.setTextures(h);return c.parse(k)}}()}; +THREE.Loader.Handlers={handlers:[],add:function(a,b){this.handlers.push(a,b)},get:function(a){for(var b=this.handlers,c=0,d=b.length;cg;g++)m=v[k++],x=u[2*m],m=u[2*m+1],x=new THREE.Vector2(x,m),2!==g&&c.faceVertexUvs[d][h].push(x),0!==g&&c.faceVertexUvs[d][h+1].push(x);p&&(p=3*v[k++],q.normal.set(C[p++],C[p++],C[p]),s.normal.copy(q.normal));if(r)for(d=0;4>d;d++)p=3*v[k++],r=new THREE.Vector3(C[p++],C[p++],C[p]),2!==d&&q.vertexNormals.push(r),0!==d&&s.vertexNormals.push(r); +n&&(n=v[k++],n=w[n],q.color.setHex(n),s.color.setHex(n));if(b)for(d=0;4>d;d++)n=v[k++],n=w[n],2!==d&&q.vertexColors.push(new THREE.Color(n)),0!==d&&s.vertexColors.push(new THREE.Color(n));c.faces.push(q);c.faces.push(s)}else{q=new THREE.Face3;q.a=v[k++];q.b=v[k++];q.c=v[k++];h&&(h=v[k++],q.materialIndex=h);h=c.faces.length;if(d)for(d=0;dg;g++)m=v[k++],x=u[2*m],m=u[2*m+1],x=new THREE.Vector2(x,m),c.faceVertexUvs[d][h].push(x);p&&(p=3*v[k++],q.normal.set(C[p++], +C[p++],C[p]));if(r)for(d=0;3>d;d++)p=3*v[k++],r=new THREE.Vector3(C[p++],C[p++],C[p]),q.vertexNormals.push(r);n&&(n=v[k++],q.color.setHex(w[n]));if(b)for(d=0;3>d;d++)n=v[k++],q.vertexColors.push(new THREE.Color(w[n]));c.faces.push(q)}})(d);(function(){var b=void 0!==a.influencesPerVertex?a.influencesPerVertex:2;if(a.skinWeights)for(var d=0,g=a.skinWeights.length;dthis.opacity&&(d.opacity=this.opacity);!0===this.transparent&&(d.transparent=this.transparent);0a.x||1a.x?0:1;break;case THREE.MirroredRepeatWrapping:1===Math.abs(Math.floor(a.x)%2)?a.x=Math.ceil(a.x)-a.x:a.x-=Math.floor(a.x)}if(0>a.y||1a.y?0:1;break;case THREE.MirroredRepeatWrapping:1=== +Math.abs(Math.floor(a.y)%2)?a.y=Math.ceil(a.y)-a.y:a.y-=Math.floor(a.y)}this.flipY&&(a.y=1-a.y)}}};THREE.EventDispatcher.prototype.apply(THREE.Texture.prototype);THREE.TextureIdCount=0;THREE.DepthTexture=function(a,b,c,d,e,f,g,h,k){THREE.Texture.call(this,null,d,e,f,g,h,THREE.DepthFormat,c,k);this.image={width:a,height:b};this.type=void 0!==c?c:THREE.UnsignedShortType;this.magFilter=void 0!==g?g:THREE.NearestFilter;this.minFilter=void 0!==h?h:THREE.NearestFilter;this.generateMipmaps=this.flipY=!1}; +THREE.DepthTexture.prototype=Object.create(THREE.Texture.prototype);THREE.DepthTexture.prototype.constructor=THREE.DepthTexture;THREE.CanvasTexture=function(a,b,c,d,e,f,g,h,k){THREE.Texture.call(this,a,b,c,d,e,f,g,h,k);this.needsUpdate=!0};THREE.CanvasTexture.prototype=Object.create(THREE.Texture.prototype);THREE.CanvasTexture.prototype.constructor=THREE.CanvasTexture; +THREE.CubeTexture=function(a,b,c,d,e,f,g,h,k,l){a=void 0!==a?a:[];b=void 0!==b?b:THREE.CubeReflectionMapping;THREE.Texture.call(this,a,b,c,d,e,f,g,h,k,l);this.flipY=!1};THREE.CubeTexture.prototype=Object.create(THREE.Texture.prototype);THREE.CubeTexture.prototype.constructor=THREE.CubeTexture;Object.defineProperty(THREE.CubeTexture.prototype,"images",{get:function(){return this.image},set:function(a){this.image=a}}); +THREE.CompressedTexture=function(a,b,c,d,e,f,g,h,k,l,n,p){THREE.Texture.call(this,null,f,g,h,k,l,d,e,n,p);this.image={width:b,height:c};this.mipmaps=a;this.generateMipmaps=this.flipY=!1};THREE.CompressedTexture.prototype=Object.create(THREE.Texture.prototype);THREE.CompressedTexture.prototype.constructor=THREE.CompressedTexture; +THREE.DataTexture=function(a,b,c,d,e,f,g,h,k,l,n,p){THREE.Texture.call(this,null,f,g,h,k,l,d,e,n,p);this.image={data:a,width:b,height:c};this.magFilter=void 0!==k?k:THREE.NearestFilter;this.minFilter=void 0!==l?l:THREE.NearestFilter;this.generateMipmaps=this.flipY=!1};THREE.DataTexture.prototype=Object.create(THREE.Texture.prototype);THREE.DataTexture.prototype.constructor=THREE.DataTexture; +THREE.VideoTexture=function(a,b,c,d,e,f,g,h,k){function l(){requestAnimationFrame(l);a.readyState>=a.HAVE_CURRENT_DATA&&(n.needsUpdate=!0)}THREE.Texture.call(this,a,b,c,d,e,f,g,h,k);this.generateMipmaps=!1;var n=this;l()};THREE.VideoTexture.prototype=Object.create(THREE.Texture.prototype);THREE.VideoTexture.prototype.constructor=THREE.VideoTexture;THREE.Group=function(){THREE.Object3D.call(this);this.type="Group"};THREE.Group.prototype=Object.create(THREE.Object3D.prototype); +THREE.Group.prototype.constructor=THREE.Group;THREE.Points=function(a,b){THREE.Object3D.call(this);this.type="Points";this.geometry=void 0!==a?a:new THREE.Geometry;this.material=void 0!==b?b:new THREE.PointsMaterial({color:16777215*Math.random()})};THREE.Points.prototype=Object.create(THREE.Object3D.prototype);THREE.Points.prototype.constructor=THREE.Points; +THREE.Points.prototype.raycast=function(){var a=new THREE.Matrix4,b=new THREE.Ray,c=new THREE.Sphere;return function(d,e){function f(a,c){var f=b.distanceSqToPoint(a);if(fd.far||e.push({distance:m,distanceToRay:Math.sqrt(f),point:h.clone(),index:c,face:null,object:g})}}var g=this,h=this.geometry,k=this.matrixWorld,l=d.params.Points.threshold;null===h.boundingSphere&&h.computeBoundingSphere();c.copy(h.boundingSphere); +c.applyMatrix4(k);if(!1!==d.ray.intersectsSphere(c)){a.getInverse(k);b.copy(d.ray).applyMatrix4(a);var l=l/((this.scale.x+this.scale.y+this.scale.z)/3),n=l*l,l=new THREE.Vector3;if(h instanceof THREE.BufferGeometry){var p=h.index,h=h.attributes.position.array;if(null!==p)for(var m=p.array,p=0,q=m.length;pf||(n.applyMatrix4(this.matrixWorld),s=d.ray.origin.distanceTo(n),sd.far||e.push({distance:s,point:h.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}else for(g=0,r=q.length/3-1;gf||(n.applyMatrix4(this.matrixWorld), +s=d.ray.origin.distanceTo(n),sd.far||e.push({distance:s,point:h.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}else if(g instanceof THREE.Geometry)for(k=g.vertices,l=k.length,g=0;gf||(n.applyMatrix4(this.matrixWorld),s=d.ray.origin.distanceTo(n),sd.far||e.push({distance:s,point:h.clone().applyMatrix4(this.matrixWorld),index:g,face:null,faceIndex:null,object:this}))}}}(); +THREE.Line.prototype.clone=function(){return(new this.constructor(this.geometry,this.material)).copy(this)};THREE.LineStrip=0;THREE.LinePieces=1;THREE.LineSegments=function(a,b){THREE.Line.call(this,a,b);this.type="LineSegments"};THREE.LineSegments.prototype=Object.create(THREE.Line.prototype);THREE.LineSegments.prototype.constructor=THREE.LineSegments; +THREE.Mesh=function(a,b){THREE.Object3D.call(this);this.type="Mesh";this.geometry=void 0!==a?a:new THREE.Geometry;this.material=void 0!==b?b:new THREE.MeshBasicMaterial({color:16777215*Math.random()});this.drawMode=THREE.TrianglesDrawMode;this.updateMorphTargets()};THREE.Mesh.prototype=Object.create(THREE.Object3D.prototype);THREE.Mesh.prototype.constructor=THREE.Mesh;THREE.Mesh.prototype.setDrawMode=function(a){this.drawMode=a}; +THREE.Mesh.prototype.updateMorphTargets=function(){if(void 0!==this.geometry.morphTargets&&0b.far?null:{distance:c,point:x.clone(), +object:a}}function c(c,d,e,f,l,n,p,s){g.fromArray(f,3*n);h.fromArray(f,3*p);k.fromArray(f,3*s);if(c=b(c,d,e,g,h,k,u))l&&(m.fromArray(l,2*n),q.fromArray(l,2*p),r.fromArray(l,2*s),c.uv=a(u,g,h,k,m,q,r)),c.face=new THREE.Face3(n,p,s,THREE.Triangle.normal(g,h,k)),c.faceIndex=n;return c}var d=new THREE.Matrix4,e=new THREE.Ray,f=new THREE.Sphere,g=new THREE.Vector3,h=new THREE.Vector3,k=new THREE.Vector3,l=new THREE.Vector3,n=new THREE.Vector3,p=new THREE.Vector3,m=new THREE.Vector2,q=new THREE.Vector2, +r=new THREE.Vector2,s=new THREE.Vector3,u=new THREE.Vector3,x=new THREE.Vector3;return function(s,x){var w=this.geometry,z=this.material,A=this.matrixWorld;if(void 0!==z&&(null===w.boundingSphere&&w.computeBoundingSphere(),f.copy(w.boundingSphere),f.applyMatrix4(A),!1!==s.ray.intersectsSphere(f)&&(d.getInverse(A),e.copy(s.ray).applyMatrix4(d),null===w.boundingBox||!1!==e.intersectsBox(w.boundingBox)))){var y,B;if(w instanceof THREE.BufferGeometry){var J,D,z=w.index,A=w.attributes,w=A.position.array; +void 0!==A.uv&&(y=A.uv.array);if(null!==z)for(var A=z.array,H=0,F=A.length;H=d[e].distance)d[e-1].object.visible=!1,d[e].object.visible=!0;else break;for(;ethis.scale.x*this.scale.y/4||c.push({distance:Math.sqrt(d),point:this.position,face:null,object:this})}}();THREE.Sprite.prototype.clone=function(){return(new this.constructor(this.material)).copy(this)};THREE.Particle=THREE.Sprite; +THREE.LensFlare=function(a,b,c,d,e){THREE.Object3D.call(this);this.lensFlares=[];this.positionScreen=new THREE.Vector3;this.customUpdateCallback=void 0;void 0!==a&&this.add(a,b,c,d,e)};THREE.LensFlare.prototype=Object.create(THREE.Object3D.prototype);THREE.LensFlare.prototype.constructor=THREE.LensFlare; +THREE.LensFlare.prototype.add=function(a,b,c,d,e,f){void 0===b&&(b=-1);void 0===c&&(c=0);void 0===f&&(f=1);void 0===e&&(e=new THREE.Color(16777215));void 0===d&&(d=THREE.NormalBlending);c=Math.min(c,Math.max(0,c));this.lensFlares.push({texture:a,size:b,distance:c,x:0,y:0,z:0,scale:1,rotation:0,opacity:f,color:e,blending:d})}; +THREE.LensFlare.prototype.updateLensFlares=function(){var a,b=this.lensFlares.length,c,d=2*-this.positionScreen.x,e=2*-this.positionScreen.y;for(a=0;ac;c++)t.deleteFramebuffer(b.__webglFramebuffer[c]),b.__webglDepthbuffer&&t.deleteRenderbuffer(b.__webglDepthbuffer[c]);else t.deleteFramebuffer(b.__webglFramebuffer), +b.__webglDepthbuffer&&t.deleteRenderbuffer(b.__webglDepthbuffer);U.delete(a.texture);U.delete(a)}ka.textures--}function h(a){a=a.target;a.removeEventListener("dispose",h);k(a);U.delete(a)}function k(a){var b=U.get(a).program;a.program=void 0;void 0!==b&&pa.releaseProgram(b)}function l(a,b){return Math.abs(b[0])-Math.abs(a[0])}function n(a,b){return a.object.renderOrder!==b.object.renderOrder?a.object.renderOrder-b.object.renderOrder:a.material.id!==b.material.id?a.material.id-b.material.id:a.z!== +b.z?a.z-b.z:a.id-b.id}function p(a,b){return a.object.renderOrder!==b.object.renderOrder?a.object.renderOrder-b.object.renderOrder:a.z!==b.z?b.z-a.z:a.id-b.id}function m(a,b,c,d,e){var f;c.transparent?(d=T,f=++X):(d=E,f=++Z);f=d[f];void 0!==f?(f.id=a.id,f.object=a,f.geometry=b,f.material=c,f.z=Y.z,f.group=e):(f={id:a.id,object:a,geometry:b,material:c,z:Y.z,group:e},d.push(f))}function q(a){var b=a.geometry;null===b.boundingSphere&&b.computeBoundingSphere();var c=Ma.copy(b.boundingSphere).applyMatrix4(a.matrixWorld); +if(!Ha.intersectsSphere(c))return!1;if(0===da)return!0;a=W.clippingPlanes;var b=c.center,c=-c.radius,d=0;do if(a[d].distanceToPoint(b)b||a.height>b){var c=b/Math.max(a.width,a.height),d=document.createElement("canvas"); +d.width=Math.floor(a.width*c);d.height=Math.floor(a.height*c);d.getContext("2d").drawImage(a,0,0,a.width,a.height,0,0,d.width,d.height);console.warn("THREE.WebGLRenderer: image is too big ("+a.width+"x"+a.height+"). Resized to "+d.width+"x"+d.height,a);return d}return a}function B(a){return THREE.Math.isPowerOfTwo(a.width)&&THREE.Math.isPowerOfTwo(a.height)}function J(a,b,c,d){var e=F(b.texture.format),f=F(b.texture.type);M.texImage2D(d,0,e,b.width,b.height,0,e,f,null);t.bindFramebuffer(t.FRAMEBUFFER, +a);t.framebufferTexture2D(t.FRAMEBUFFER,c,d,U.get(b.texture).__webglTexture,0);t.bindFramebuffer(t.FRAMEBUFFER,null)}function D(a,b){t.bindRenderbuffer(t.RENDERBUFFER,a);b.depthBuffer&&!b.stencilBuffer?(t.renderbufferStorage(t.RENDERBUFFER,t.DEPTH_COMPONENT16,b.width,b.height),t.framebufferRenderbuffer(t.FRAMEBUFFER,t.DEPTH_ATTACHMENT,t.RENDERBUFFER,a)):b.depthBuffer&&b.stencilBuffer?(t.renderbufferStorage(t.RENDERBUFFER,t.DEPTH_STENCIL,b.width,b.height),t.framebufferRenderbuffer(t.FRAMEBUFFER,t.DEPTH_STENCIL_ATTACHMENT, +t.RENDERBUFFER,a)):t.renderbufferStorage(t.RENDERBUFFER,t.RGBA4,b.width,b.height);t.bindRenderbuffer(t.RENDERBUFFER,null)}function H(a){return a===THREE.NearestFilter||a===THREE.NearestMipMapNearestFilter||a===THREE.NearestMipMapLinearFilter?t.NEAREST:t.LINEAR}function F(a){var b;if(a===THREE.RepeatWrapping)return t.REPEAT;if(a===THREE.ClampToEdgeWrapping)return t.CLAMP_TO_EDGE;if(a===THREE.MirroredRepeatWrapping)return t.MIRRORED_REPEAT;if(a===THREE.NearestFilter)return t.NEAREST;if(a===THREE.NearestMipMapNearestFilter)return t.NEAREST_MIPMAP_NEAREST; +if(a===THREE.NearestMipMapLinearFilter)return t.NEAREST_MIPMAP_LINEAR;if(a===THREE.LinearFilter)return t.LINEAR;if(a===THREE.LinearMipMapNearestFilter)return t.LINEAR_MIPMAP_NEAREST;if(a===THREE.LinearMipMapLinearFilter)return t.LINEAR_MIPMAP_LINEAR;if(a===THREE.UnsignedByteType)return t.UNSIGNED_BYTE;if(a===THREE.UnsignedShort4444Type)return t.UNSIGNED_SHORT_4_4_4_4;if(a===THREE.UnsignedShort5551Type)return t.UNSIGNED_SHORT_5_5_5_1;if(a===THREE.UnsignedShort565Type)return t.UNSIGNED_SHORT_5_6_5; +if(a===THREE.ByteType)return t.BYTE;if(a===THREE.ShortType)return t.SHORT;if(a===THREE.UnsignedShortType)return t.UNSIGNED_SHORT;if(a===THREE.IntType)return t.INT;if(a===THREE.UnsignedIntType)return t.UNSIGNED_INT;if(a===THREE.FloatType)return t.FLOAT;b=V.get("OES_texture_half_float");if(null!==b&&a===THREE.HalfFloatType)return b.HALF_FLOAT_OES;if(a===THREE.AlphaFormat)return t.ALPHA;if(a===THREE.RGBFormat)return t.RGB;if(a===THREE.RGBAFormat)return t.RGBA;if(a===THREE.LuminanceFormat)return t.LUMINANCE; +if(a===THREE.LuminanceAlphaFormat)return t.LUMINANCE_ALPHA;if(a===THREE.DepthFormat)return t.DEPTH_COMPONENT;if(a===THREE.AddEquation)return t.FUNC_ADD;if(a===THREE.SubtractEquation)return t.FUNC_SUBTRACT;if(a===THREE.ReverseSubtractEquation)return t.FUNC_REVERSE_SUBTRACT;if(a===THREE.ZeroFactor)return t.ZERO;if(a===THREE.OneFactor)return t.ONE;if(a===THREE.SrcColorFactor)return t.SRC_COLOR;if(a===THREE.OneMinusSrcColorFactor)return t.ONE_MINUS_SRC_COLOR;if(a===THREE.SrcAlphaFactor)return t.SRC_ALPHA; +if(a===THREE.OneMinusSrcAlphaFactor)return t.ONE_MINUS_SRC_ALPHA;if(a===THREE.DstAlphaFactor)return t.DST_ALPHA;if(a===THREE.OneMinusDstAlphaFactor)return t.ONE_MINUS_DST_ALPHA;if(a===THREE.DstColorFactor)return t.DST_COLOR;if(a===THREE.OneMinusDstColorFactor)return t.ONE_MINUS_DST_COLOR;if(a===THREE.SrcAlphaSaturateFactor)return t.SRC_ALPHA_SATURATE;b=V.get("WEBGL_compressed_texture_s3tc");if(null!==b){if(a===THREE.RGB_S3TC_DXT1_Format)return b.COMPRESSED_RGB_S3TC_DXT1_EXT;if(a===THREE.RGBA_S3TC_DXT1_Format)return b.COMPRESSED_RGBA_S3TC_DXT1_EXT; +if(a===THREE.RGBA_S3TC_DXT3_Format)return b.COMPRESSED_RGBA_S3TC_DXT3_EXT;if(a===THREE.RGBA_S3TC_DXT5_Format)return b.COMPRESSED_RGBA_S3TC_DXT5_EXT}b=V.get("WEBGL_compressed_texture_pvrtc");if(null!==b){if(a===THREE.RGB_PVRTC_4BPPV1_Format)return b.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;if(a===THREE.RGB_PVRTC_2BPPV1_Format)return b.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;if(a===THREE.RGBA_PVRTC_4BPPV1_Format)return b.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;if(a===THREE.RGBA_PVRTC_2BPPV1_Format)return b.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG}b= +V.get("WEBGL_compressed_texture_etc1");if(null!==b&&a===THREE.RGB_ETC1_Format)return b.COMPRESSED_RGB_ETC1_WEBGL;b=V.get("EXT_blend_minmax");if(null!==b){if(a===THREE.MinEquation)return b.MIN_EXT;if(a===THREE.MaxEquation)return b.MAX_EXT}return 0}console.log("THREE.WebGLRenderer",THREE.REVISION);a=a||{};var N=void 0!==a.canvas?a.canvas:document.createElement("canvas"),P=void 0!==a.context?a.context:null,L=void 0!==a.alpha?a.alpha:!1,O=void 0!==a.depth?a.depth:!0,K=void 0!==a.stencil?a.stencil:!0, +I=void 0!==a.antialias?a.antialias:!1,G=void 0!==a.premultipliedAlpha?a.premultipliedAlpha:!0,Q=void 0!==a.preserveDrawingBuffer?a.preserveDrawingBuffer:!1,R=[],E=[],Z=-1,T=[],X=-1,ba=new Float32Array(8),ha=[],qa=[];this.domElement=N;this.context=null;this.sortObjects=this.autoClearStencil=this.autoClearDepth=this.autoClearColor=this.autoClear=!0;this.clippingPlanes=[];this.localClippingEnabled=!1;this.gammaFactor=2;this.physicallyCorrectLights=this.gammaOutput=this.gammaInput=!1;this.toneMapping= +THREE.LinearToneMapping;this.toneMappingWhitePoint=this.toneMappingExposure=1;this.maxMorphTargets=8;this.maxMorphNormals=4;this.autoScaleCubemaps=!0;var W=this,ca=null,Aa=null,Ba=null,oa=-1,na="",ga=null,ua=new THREE.Vector4,Ga=null,la=new THREE.Vector4,wa=0,aa=new THREE.Color(0),ja=0,Ca=N.width,Da=N.height,$=1,Fa=new THREE.Vector4(0,0,Ca,Da),Ja=!1,ma=new THREE.Vector4(0,0,Ca,Da),Ha=new THREE.Frustum,xa=!1,ya=!1,sa=!1,da=0,fa={type:"4fv",value:null,needsUpdate:!1},za=null,ta=0,Na=new THREE.Matrix3, +Ma=new THREE.Sphere,Oa=new THREE.Plane,va=new THREE.Matrix4,Y=new THREE.Vector3,S={hash:"",ambient:[0,0,0],directional:[],directionalShadowMap:[],directionalShadowMatrix:[],spot:[],spotShadowMap:[],spotShadowMatrix:[],point:[],pointShadowMap:[],pointShadowMatrix:[],hemi:[],shadows:[]},ka={geometries:0,textures:0},ia={calls:0,vertices:0,faces:0,points:0};this.info={render:ia,memory:ka,programs:null};var t;try{L={alpha:L,depth:O,stencil:K,antialias:I,premultipliedAlpha:G,preserveDrawingBuffer:Q};t= +P||N.getContext("webgl",L)||N.getContext("experimental-webgl",L);if(null===t){if(null!==N.getContext("webgl"))throw"Error creating WebGL context with your selected attributes.";throw"Error creating WebGL context.";}void 0===t.getShaderPrecisionFormat&&(t.getShaderPrecisionFormat=function(){return{rangeMin:1,rangeMax:1,precision:1}});N.addEventListener("webglcontextlost",e,!1)}catch(Pa){console.error("THREE.WebGLRenderer: "+Pa)}var Ia="undefined"!==typeof WebGL2RenderingContext&&t instanceof WebGL2RenderingContext, +V=new THREE.WebGLExtensions(t);V.get("WEBGL_depth_texture");V.get("OES_texture_float");V.get("OES_texture_float_linear");V.get("OES_texture_half_float");V.get("OES_texture_half_float_linear");V.get("OES_standard_derivatives");V.get("ANGLE_instanced_arrays");V.get("OES_element_index_uint")&&(THREE.BufferGeometry.MaxIndex=4294967296);var ea=new THREE.WebGLCapabilities(t,V,a),M=new THREE.WebGLState(t,V,F),U=new THREE.WebGLProperties,ra=new THREE.WebGLObjects(t,U,this.info),pa=new THREE.WebGLPrograms(this, +ea),Ea=new THREE.WebGLLights;this.info.programs=pa.programs;var Qa=new THREE.WebGLBufferRenderer(t,V,ia),Ra=new THREE.WebGLIndexedBufferRenderer(t,V,ia);c();this.context=t;this.capabilities=ea;this.extensions=V;this.properties=U;this.state=M;var Ka=new THREE.WebGLShadowMap(this,S,ra);this.shadowMap=Ka;var Sa=new THREE.SpritePlugin(this,ha),Ta=new THREE.LensFlarePlugin(this,qa);this.getContext=function(){return t};this.getContextAttributes=function(){return t.getContextAttributes()};this.forceContextLoss= +function(){V.get("WEBGL_lose_context").loseContext()};this.getMaxAnisotropy=function(){var a;return function(){if(void 0!==a)return a;var b=V.get("EXT_texture_filter_anisotropic");return a=null!==b?t.getParameter(b.MAX_TEXTURE_MAX_ANISOTROPY_EXT):0}}();this.getPrecision=function(){return ea.precision};this.getPixelRatio=function(){return $};this.setPixelRatio=function(a){void 0!==a&&($=a,this.setSize(ma.z,ma.w,!1))};this.getSize=function(){return{width:Ca,height:Da}};this.setSize=function(a,b,c){Ca= +a;Da=b;N.width=a*$;N.height=b*$;!1!==c&&(N.style.width=a+"px",N.style.height=b+"px");this.setViewport(0,0,a,b)};this.setViewport=function(a,b,c,d){M.viewport(ma.set(a,b,c,d))};this.setScissor=function(a,b,c,d){M.scissor(Fa.set(a,b,c,d))};this.setScissorTest=function(a){M.setScissorTest(Ja=a)};this.getClearColor=function(){return aa};this.setClearColor=function(a,c){aa.set(a);ja=void 0!==c?c:1;b(aa.r,aa.g,aa.b,ja)};this.getClearAlpha=function(){return ja};this.setClearAlpha=function(a){ja=a;b(aa.r, +aa.g,aa.b,ja)};this.clear=function(a,b,c){var d=0;if(void 0===a||a)d|=t.COLOR_BUFFER_BIT;if(void 0===b||b)d|=t.DEPTH_BUFFER_BIT;if(void 0===c||c)d|=t.STENCIL_BUFFER_BIT;t.clear(d)};this.clearColor=function(){this.clear(!0,!1,!1)};this.clearDepth=function(){this.clear(!1,!0,!1)};this.clearStencil=function(){this.clear(!1,!1,!0)};this.clearTarget=function(a,b,c,d){this.setRenderTarget(a);this.clear(b,c,d)};this.resetGLState=d;this.dispose=function(){N.removeEventListener("webglcontextlost",e,!1)};this.renderBufferImmediate= +function(a,b,c){M.initAttributes();var d=U.get(a);a.hasPositions&&!d.position&&(d.position=t.createBuffer());a.hasNormals&&!d.normal&&(d.normal=t.createBuffer());a.hasUvs&&!d.uv&&(d.uv=t.createBuffer());a.hasColors&&!d.color&&(d.color=t.createBuffer());b=b.getAttributes();a.hasPositions&&(t.bindBuffer(t.ARRAY_BUFFER,d.position),t.bufferData(t.ARRAY_BUFFER,a.positionArray,t.DYNAMIC_DRAW),M.enableAttribute(b.position),t.vertexAttribPointer(b.position,3,t.FLOAT,!1,0,0));if(a.hasNormals){t.bindBuffer(t.ARRAY_BUFFER, +d.normal);if("MeshPhongMaterial"!==c.type&&"MeshStandardMaterial"!==c.type&&"MeshPhysicalMaterial"!==c.type&&c.shading===THREE.FlatShading)for(var e=0,f=3*a.count;e=ea.maxTextures&&console.warn("WebGLRenderer: trying to use "+a+" texture units while this GPU supports only "+ea.maxTextures);wa+=1;return a};this.setTexture2D=A;this.setTextureCube=function(a,b){if(a instanceof THREE.CubeTexture||Array.isArray(a.image)&&6===a.image.length){var c=U.get(a);if(6===a.image.length)if(0h;h++)g[h]=!W.autoScaleCubemaps||d||e?e?a.image[h].image:a.image[h]:y(a.image[h],ea.maxCubemapSize);var k=B(g[0]),l=F(a.format),m=F(a.type);z(t.TEXTURE_CUBE_MAP,a,k);for(h=0;6>h;h++)if(d)for(var n,p=g[h].mipmaps,q=0,r=p.length;qf;f++)b.__webglFramebuffer[f]=t.createFramebuffer()}else b.__webglFramebuffer=t.createFramebuffer();if(d){M.bindTexture(t.TEXTURE_CUBE_MAP,c.__webglTexture);z(t.TEXTURE_CUBE_MAP,a.texture,e);for(f=0;6>f;f++)J(b.__webglFramebuffer[f],a,t.COLOR_ATTACHMENT0,t.TEXTURE_CUBE_MAP_POSITIVE_X+f); +a.texture.generateMipmaps&&e&&t.generateMipmap(t.TEXTURE_CUBE_MAP);M.bindTexture(t.TEXTURE_CUBE_MAP,null)}else M.bindTexture(t.TEXTURE_2D,c.__webglTexture),z(t.TEXTURE_2D,a.texture,e),J(b.__webglFramebuffer,a,t.COLOR_ATTACHMENT0,t.TEXTURE_2D),a.texture.generateMipmaps&&e&&t.generateMipmap(t.TEXTURE_2D),M.bindTexture(t.TEXTURE_2D,null);if(a.depthBuffer){b=U.get(a);c=a instanceof THREE.WebGLRenderTargetCube;if(a.depthTexture){if(c)throw Error("target.depthTexture not supported in Cube render targets"); +if(a instanceof THREE.WebGLRenderTargetCube)throw Error("Depth Texture with cube render targets is not supported!");t.bindFramebuffer(t.FRAMEBUFFER,b.__webglFramebuffer);if(!(a.depthTexture instanceof THREE.DepthTexture))throw Error("renderTarget.depthTexture must be an instance of THREE.DepthTexture");U.get(a.depthTexture).__webglTexture&&a.depthTexture.image.width===a.width&&a.depthTexture.image.height===a.height||(a.depthTexture.image.width=a.width,a.depthTexture.image.height=a.height,a.depthTexture.needsUpdate= +!0);W.setTexture(a.depthTexture,0);b=U.get(a.depthTexture).__webglTexture;t.framebufferTexture2D(t.FRAMEBUFFER,t.DEPTH_ATTACHMENT,t.TEXTURE_2D,b,0)}else if(c)for(b.__webglDepthbuffer=[],c=0;6>c;c++)t.bindFramebuffer(t.FRAMEBUFFER,b.__webglFramebuffer[c]),b.__webglDepthbuffer[c]=t.createRenderbuffer(),D(b.__webglDepthbuffer[c],a);else t.bindFramebuffer(t.FRAMEBUFFER,b.__webglFramebuffer),b.__webglDepthbuffer=t.createRenderbuffer(),D(b.__webglDepthbuffer,a);t.bindFramebuffer(t.FRAMEBUFFER,null)}}b= +a instanceof THREE.WebGLRenderTargetCube;a?(c=U.get(a),c=b?c.__webglFramebuffer[a.activeCubeFace]:c.__webglFramebuffer,ua.copy(a.scissor),Ga=a.scissorTest,la.copy(a.viewport)):(c=null,ua.copy(Fa).multiplyScalar($),Ga=Ja,la.copy(ma).multiplyScalar($));Ba!==c&&(t.bindFramebuffer(t.FRAMEBUFFER,c),Ba=c);M.scissor(ua);M.setScissorTest(Ga);M.viewport(la);b&&(b=U.get(a.texture),t.framebufferTexture2D(t.FRAMEBUFFER,t.COLOR_ATTACHMENT0,t.TEXTURE_CUBE_MAP_POSITIVE_X+a.activeCubeFace,b.__webglTexture,a.activeMipMapLevel))}; +this.readRenderTargetPixels=function(a,b,c,d,e,f){if(!1===a instanceof THREE.WebGLRenderTarget)console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");else{var g=U.get(a).__webglFramebuffer;if(g){var h=!1;g!==Ba&&(t.bindFramebuffer(t.FRAMEBUFFER,g),h=!0);try{var k=a.texture;k.format!==THREE.RGBAFormat&&F(k.format)!==t.getParameter(t.IMPLEMENTATION_COLOR_READ_FORMAT)?console.error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format."): +k.type===THREE.UnsignedByteType||F(k.type)===t.getParameter(t.IMPLEMENTATION_COLOR_READ_TYPE)||k.type===THREE.FloatType&&V.get("WEBGL_color_buffer_float")||k.type===THREE.HalfFloatType&&V.get("EXT_color_buffer_half_float")?t.checkFramebufferStatus(t.FRAMEBUFFER)===t.FRAMEBUFFER_COMPLETE?0c){var d=b;b=c;c=d}d=a[b];return void 0===d?(a[b]=[c],!0):-1===d.indexOf(c)?(d.push(c),!0):!1}var f=new THREE.WebGLGeometries(a,b,c);this.getAttributeBuffer=function(a){return a instanceof THREE.InterleavedBufferAttribute?b.get(a.data).__webglBuffer:b.get(a).__webglBuffer};this.getWireframeAttribute= +function(c){var f=b.get(c);if(void 0!==f.wireframe)return f.wireframe;var k=[],l=c.index,n=c.attributes;c=n.position;if(null!==l)for(var n={},l=l.array,p=0,m=l.length;p/g,function(a,b){var c=THREE.ShaderChunk[b];if(void 0===c)throw Error("Can not resolve #include <"+ +b+">");return k(c)})}function l(a){return a.replace(/for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g,function(a,b,c,d){a="";for(b=parseInt(b);b=e||0 0 ) {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat fogFactor = 0.0;\nif ( fogType == 1 ) {\nfogFactor = smoothstep( fogNear, fogFar, depth );\n} else {\nconst float LOG2 = 1.442695;\nfogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n}\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n}\n}"].join("\n")); +w.compileShader(O);w.compileShader(K);w.attachShader(L,O);w.attachShader(L,K);w.linkProgram(L);B=L;x=w.getAttribLocation(B,"position");v=w.getAttribLocation(B,"uv");c=w.getUniformLocation(B,"uvOffset");d=w.getUniformLocation(B,"uvScale");e=w.getUniformLocation(B,"rotation");f=w.getUniformLocation(B,"scale");g=w.getUniformLocation(B,"color");h=w.getUniformLocation(B,"map");k=w.getUniformLocation(B,"opacity");l=w.getUniformLocation(B,"modelViewMatrix");n=w.getUniformLocation(B,"projectionMatrix");p= +w.getUniformLocation(B,"fogType");m=w.getUniformLocation(B,"fogDensity");q=w.getUniformLocation(B,"fogNear");r=w.getUniformLocation(B,"fogFar");s=w.getUniformLocation(B,"fogColor");u=w.getUniformLocation(B,"alphaTest");L=document.createElement("canvas");L.width=8;L.height=8;O=L.getContext("2d");O.fillStyle="white";O.fillRect(0,0,8,8);J=new THREE.Texture(L);J.needsUpdate=!0}w.useProgram(B);z.initAttributes();z.enableAttribute(x);z.enableAttribute(v);z.disableUnusedAttributes();z.disable(w.CULL_FACE); +z.enable(w.BLEND);w.bindBuffer(w.ARRAY_BUFFER,A);w.vertexAttribPointer(x,2,w.FLOAT,!1,16,0);w.vertexAttribPointer(v,2,w.FLOAT,!1,16,8);w.bindBuffer(w.ELEMENT_ARRAY_BUFFER,y);w.uniformMatrix4fv(n,!1,P.projectionMatrix.elements);z.activeTexture(w.TEXTURE0);w.uniform1i(h,0);O=L=0;(K=N.fog)?(w.uniform3f(s,K.color.r,K.color.g,K.color.b),K instanceof THREE.Fog?(w.uniform1f(q,K.near),w.uniform1f(r,K.far),w.uniform1i(p,1),O=L=1):K instanceof THREE.FogExp2&&(w.uniform1f(m,K.density),w.uniform1i(p,2),O=L=2)): +(w.uniform1i(p,0),O=L=0);for(var K=0,I=b.length;Kc)return null;var d=[],e=[],f=[],g,h,k;if(0=l--){console.warn("THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()");break}g=h;c<=g&&(g=0);h=g+1;c<=h&&(h=0);k=h+1;c<=k&&(k=0);var n;a:{var p= +n=void 0,m=void 0,q=void 0,r=void 0,s=void 0,u=void 0,x=void 0,v=void 0,p=a[e[g]].x,m=a[e[g]].y,q=a[e[h]].x,r=a[e[h]].y,s=a[e[k]].x,u=a[e[k]].y;if(Number.EPSILON>(q-p)*(u-m)-(r-m)*(s-p))n=!1;else{var C=void 0,w=void 0,z=void 0,A=void 0,y=void 0,B=void 0,J=void 0,D=void 0,H=void 0,F=void 0,H=D=J=v=x=void 0,C=s-q,w=u-r,z=p-s,A=m-u,y=q-p,B=r-m;for(n=0;n=-Number.EPSILON&& +D>=-Number.EPSILON&&J>=-Number.EPSILON)){n=!1;break a}n=!0}}if(n){d.push([a[e[g]],a[e[h]],a[e[k]]]);f.push([e[g],e[h],e[k]]);g=h;for(k=h+1;kNumber.EPSILON){if(0B||B> +y)return[];k=l*n-k*p;if(0>k||k>y)return[]}else{if(0d?[]:k===d?f?[]:[g]:a<=d?[g,h]:[g,l]}function e(a,b,c,d){var e=b.x-a.x,f=b.y-a.y;b=c.x-a.x;c=c.y-a.y;var g=d.x-a.x;d=d.y-a.y;a=e*c-f*b;e=e*d-f*g;return Math.abs(a)>Number.EPSILON?(b=g*c-d*b,0f&&(f=d);var g=a+1;g>d&&(g=0);d=e(h[a],h[f],h[g],k[b]);if(!d)return!1;d=k.length-1;f=b-1;0>f&&(f=d);g=b+1;g>d&&(g=0);return(d=e(k[b],k[f],k[g],h[a]))?!0:!1}function f(a,b){var c,e;for(c=0;cP){console.log("Infinite Loop! Holes left:"+l.length+", Probably Hole outside Shape!");break}for(p=D;ph;h++)l=k[h].x+":"+k[h].y,l=n[l],void 0!==l&&(k[h]=l);return p.concat()},isClockWise:function(a){return 0>THREE.ShapeUtils.area(a)},b2:function(){return function(a,b,c,d){var e=1-a;return e*e*b+2*(1-a)*a*c+a*a*d}}(),b3:function(){return function(a,b,c,d,e){var f= +1-a,g=1-a;return f*f*f*b+3*g*g*a*c+3*(1-a)*a*a*d+a*a*a*e}}()};THREE.Curve=function(){}; +THREE.Curve.prototype={constructor:THREE.Curve,getPoint:function(a){console.warn("THREE.Curve: Warning, getPoint() not implemented!");return null},getPointAt:function(a){a=this.getUtoTmapping(a);return this.getPoint(a)},getPoints:function(a){a||(a=5);var b,c=[];for(b=0;b<=a;b++)c.push(this.getPoint(b/a));return c},getSpacedPoints:function(a){a||(a=5);var b,c=[];for(b=0;b<=a;b++)c.push(this.getPointAt(b/a));return c},getLength:function(){var a=this.getLengths();return a[a.length-1]},getLengths:function(a){a|| +(a=this.__arcLengthDivisions?this.__arcLengthDivisions:200);if(this.cacheArcLengths&&this.cacheArcLengths.length===a+1&&!this.needsUpdate)return this.cacheArcLengths;this.needsUpdate=!1;var b=[],c,d=this.getPoint(0),e,f=0;b.push(0);for(e=1;e<=a;e++)c=this.getPoint(e/a),f+=c.distanceTo(d),b.push(f),d=c;return this.cacheArcLengths=b},updateArcLengths:function(){this.needsUpdate=!0;this.getLengths()},getUtoTmapping:function(a,b){var c=this.getLengths(),d=0,e=c.length,f;f=b?b:a*c[e-1];for(var g=0,h=e- +1,k;g<=h;)if(d=Math.floor(g+(h-g)/2),k=c[d]-f,0>k)g=d+1;else if(0b&&(b=0);1=b)return a=this.curves[d],b=1-(c[d]-b)/a.getLength(),a.getPointAt(b);d++}return null};THREE.CurvePath.prototype.getLength=function(){var a=this.getCurveLengths();return a[a.length-1]}; +THREE.CurvePath.prototype.getCurveLengths=function(){if(this.cacheLengths&&this.cacheLengths.length===this.curves.length)return this.cacheLengths;for(var a=[],b=0,c=0,d=this.curves.length;cNumber.EPSILON){if(0>l&&(g=b[f],k=-k,h=b[e],l=-l),!(a.yh.y))if(a.y===g.y){if(a.x===g.x)return!0}else{e=l*(a.x-g.x)-k*(a.y-g.y);if(0===e)return!0;0>e||(d=!d)}}else if(a.y===g.y&&(h.x<=a.x&&a.x<=g.x|| +g.x<=a.x&&a.x<=h.x))return!0}return d}var e=THREE.ShapeUtils.isClockWise,f=function(a){for(var b=[],c=new THREE.Path,d=0,e=a.length;db.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=THREE.CurveUtils.interpolate;return new THREE.Vector2(c(d.x,e.x,f.x,b.x,a),c(d.y,e.y,f.y,b.y,a))};THREE.EllipseCurve=function(a,b,c,d,e,f,g,h){this.aX=a;this.aY=b;this.xRadius=c;this.yRadius=d;this.aStartAngle=e;this.aEndAngle=f;this.aClockwise=g;this.aRotation=h||0};THREE.EllipseCurve.prototype=Object.create(THREE.Curve.prototype); +THREE.EllipseCurve.prototype.constructor=THREE.EllipseCurve; +THREE.EllipseCurve.prototype.getPoint=function(a){var b=this.aEndAngle-this.aStartAngle;0>b&&(b+=2*Math.PI);b>2*Math.PI&&(b-=2*Math.PI);b=!0===this.aClockwise?this.aEndAngle+(1-a)*(2*Math.PI-b):this.aStartAngle+a*b;a=this.aX+this.xRadius*Math.cos(b);var c=this.aY+this.yRadius*Math.sin(b);if(0!==this.aRotation){var b=Math.cos(this.aRotation),d=Math.sin(this.aRotation),e=a;a=(e-this.aX)*b-(c-this.aY)*d+this.aX;c=(e-this.aX)*d+(c-this.aY)*b+this.aY}return new THREE.Vector2(a,c)}; +THREE.ArcCurve=function(a,b,c,d,e,f){THREE.EllipseCurve.call(this,a,b,c,c,d,e,f)};THREE.ArcCurve.prototype=Object.create(THREE.EllipseCurve.prototype);THREE.ArcCurve.prototype.constructor=THREE.ArcCurve;THREE.LineCurve3=THREE.Curve.create(function(a,b){this.v1=a;this.v2=b},function(a){var b=new THREE.Vector3;b.subVectors(this.v2,this.v1);b.multiplyScalar(a);b.add(this.v1);return b}); +THREE.QuadraticBezierCurve3=THREE.Curve.create(function(a,b,c){this.v0=a;this.v1=b;this.v2=c},function(a){var b=THREE.ShapeUtils.b2;return new THREE.Vector3(b(a,this.v0.x,this.v1.x,this.v2.x),b(a,this.v0.y,this.v1.y,this.v2.y),b(a,this.v0.z,this.v1.z,this.v2.z))}); +THREE.CubicBezierCurve3=THREE.Curve.create(function(a,b,c,d){this.v0=a;this.v1=b;this.v2=c;this.v3=d},function(a){var b=THREE.ShapeUtils.b3;return new THREE.Vector3(b(a,this.v0.x,this.v1.x,this.v2.x,this.v3.x),b(a,this.v0.y,this.v1.y,this.v2.y,this.v3.y),b(a,this.v0.z,this.v1.z,this.v2.z,this.v3.z))}); +THREE.SplineCurve3=THREE.Curve.create(function(a){console.warn("THREE.SplineCurve3 will be deprecated. Please use THREE.CatmullRomCurve3");this.points=void 0==a?[]:a},function(a){var b=this.points;a*=b.length-1;var c=Math.floor(a);a-=c;var d=b[0==c?c:c-1],e=b[c],f=b[c>b.length-2?b.length-1:c+1],b=b[c>b.length-3?b.length-1:c+2],c=THREE.CurveUtils.interpolate;return new THREE.Vector3(c(d.x,e.x,f.x,b.x,a),c(d.y,e.y,f.y,b.y,a),c(d.z,e.z,f.z,b.z,a))}); +THREE.CatmullRomCurve3=function(){function a(){}var b=new THREE.Vector3,c=new a,d=new a,e=new a;a.prototype.init=function(a,b,c,d){this.c0=a;this.c1=c;this.c2=-3*a+3*b-2*c-d;this.c3=2*a-2*b+c+d};a.prototype.initNonuniformCatmullRom=function(a,b,c,d,e,n,p){a=((b-a)/e-(c-a)/(e+n)+(c-b)/n)*n;d=((c-b)/n-(d-b)/(n+p)+(d-c)/p)*n;this.init(b,c,a,d)};a.prototype.initCatmullRom=function(a,b,c,d,e){this.init(b,c,e*(c-a),e*(d-b))};a.prototype.calc=function(a){var b=a*a;return this.c0+this.c1*a+this.c2*b+this.c3* +b*a};return THREE.Curve.create(function(a){this.points=a||[];this.closed=!1},function(a){var g=this.points,h,k;k=g.length;2>k&&console.log("duh, you need at least 2 points");a*=k-(this.closed?0:1);h=Math.floor(a);a-=h;this.closed?h+=0h&&(h=1);1E-4>k&&(k=h);1E-4>m&&(m=h);c.initNonuniformCatmullRom(l.x,n.x,p.x,g.x,k,h,m);d.initNonuniformCatmullRom(l.y,n.y,p.y,g.y,k,h,m);e.initNonuniformCatmullRom(l.z,n.z,p.z,g.z,k,h,m)}else"catmullrom"===this.type&&(k=void 0!==this.tension?this.tension:.5,c.initCatmullRom(l.x,n.x,p.x,g.x, +k),d.initCatmullRom(l.y,n.y,p.y,g.y,k),e.initCatmullRom(l.z,n.z,p.z,g.z,k));return new THREE.Vector3(c.calc(a),d.calc(a),e.calc(a))})}();THREE.ClosedSplineCurve3=function(a){console.warn("THREE.ClosedSplineCurve3 has been deprecated. Please use THREE.CatmullRomCurve3.");THREE.CatmullRomCurve3.call(this,a);this.type="catmullrom";this.closed=!0};THREE.ClosedSplineCurve3.prototype=Object.create(THREE.CatmullRomCurve3.prototype); +THREE.BoxGeometry=function(a,b,c,d,e,f){THREE.Geometry.call(this);this.type="BoxGeometry";this.parameters={width:a,height:b,depth:c,widthSegments:d,heightSegments:e,depthSegments:f};this.fromBufferGeometry(new THREE.BoxBufferGeometry(a,b,c,d,e,f));this.mergeVertices()};THREE.BoxGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.BoxGeometry.prototype.constructor=THREE.BoxGeometry;THREE.CubeGeometry=THREE.BoxGeometry; +THREE.BoxBufferGeometry=function(a,b,c,d,e,f){function g(a,b,c,d,e,f,g,k,l,F,N){var P=f/l,L=g/F,O=f/2,K=g/2,I=k/2;g=l+1;for(var G=F+1,Q=f=0,R=new THREE.Vector3,E=0;Em;m++){e[0]=p[g[m]];e[1]=p[g[(m+1)%3]];e.sort(c);var q=e.toString();void 0===f[q]?f[q]={vert1:e[0],vert2:e[1],face1:l, +face2:void 0}:f[q].face2=l}e=[];for(q in f)if(g=f[q],void 0===g.face2||h[g.face1].normal.dot(h[g.face2].normal)<=d)l=k[g.vert1],e.push(l.x),e.push(l.y),e.push(l.z),l=k[g.vert2],e.push(l.x),e.push(l.y),e.push(l.z);this.addAttribute("position",new THREE.BufferAttribute(new Float32Array(e),3))};THREE.EdgesGeometry.prototype=Object.create(THREE.BufferGeometry.prototype);THREE.EdgesGeometry.prototype.constructor=THREE.EdgesGeometry; +THREE.ExtrudeGeometry=function(a,b){"undefined"!==typeof a&&(THREE.Geometry.call(this),this.type="ExtrudeGeometry",a=Array.isArray(a)?a:[a],this.addShapeList(a,b),this.computeFaceNormals())};THREE.ExtrudeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ExtrudeGeometry.prototype.constructor=THREE.ExtrudeGeometry;THREE.ExtrudeGeometry.prototype.addShapeList=function(a,b){for(var c=a.length,d=0;dNumber.EPSILON){var k=Math.sqrt(h),l=Math.sqrt(f*f+g*g),h=b.x-e/k;b=b.y+d/k;f=((c.x-g/l-h)*g-(c.y+f/l-b)*f)/(d*g-e*f);c=h+d*f-a.x;a=b+e*f-a.y;d=c*c+a*a;if(2>=d)return new THREE.Vector2(c,a);d=Math.sqrt(d/2)}else a=!1,d>Number.EPSILON? +f>Number.EPSILON&&(a=!0):d<-Number.EPSILON?f<-Number.EPSILON&&(a=!0):Math.sign(e)===Math.sign(g)&&(a=!0),a?(c=-e,a=d,d=Math.sqrt(h)):(c=d,a=e,d=Math.sqrt(h/2));return new THREE.Vector2(c/d,a/d)}function e(a,b){var c,d;for(E=a.length;0<=--E;){c=E;d=E-1;0>d&&(d=a.length-1);for(var e=0,f=q+2*n,e=0;eMath.abs(b.y-c.y)?[new THREE.Vector2(b.x,1-b.z),new THREE.Vector2(c.x,1-c.z),new THREE.Vector2(d.x,1-d.z),new THREE.Vector2(e.x,1-e.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),new THREE.Vector2(e.y,1-e.z)]}};THREE.ShapeGeometry=function(a,b){THREE.Geometry.call(this);this.type="ShapeGeometry";!1===Array.isArray(a)&&(a=[a]);this.addShapeList(a,b);this.computeFaceNormals()};THREE.ShapeGeometry.prototype=Object.create(THREE.Geometry.prototype);THREE.ShapeGeometry.prototype.constructor=THREE.ShapeGeometry;THREE.ShapeGeometry.prototype.addShapeList=function(a,b){for(var c=0,d=a.length;cNumber.EPSILON&&(h.normalize(),d=Math.acos(THREE.Math.clamp(e[l-1].dot(e[l]),-1,1)),f[l].applyMatrix4(k.makeRotationAxis(h,d))),g[l].crossVectors(e[l],f[l]);if(c)for(d=Math.acos(THREE.Math.clamp(f[0].dot(f[b-1]),-1,1)),d/=b-1,0c&&1===a.x&&(a=new THREE.Vector2(a.x-1,a.y));0===b.x&&0===b.z&&(a=new THREE.Vector2(c/ +2/Math.PI+.5,a.y));return a.clone()}THREE.Geometry.call(this);this.type="PolyhedronGeometry";this.parameters={vertices:a,indices:b,radius:c,detail:d};c=c||1;d=d||0;for(var k=this,l=0,n=a.length;lq&&(.2>d&&(b[0].x+=1),.2>a&&(b[1].x+=1),.2>p&&(b[2].x+=1));l=0;for(n=this.vertices.length;lp;p++){c[0]=n[e[p]];c[1]=n[e[(p+1)%3]];c.sort(b);var m=c.toString();void 0===d[m]&&(k[2*h]=c[0],k[2*h+1]=c[1],d[m]=!0,h++)}c=new Float32Array(6*h);a=0;for(l=h;ap;p++)d=f[k[2*a+p]],h=6*a+3*p,c[h+0]=d.x,c[h+1]=d.y, +c[h+2]=d.z;this.addAttribute("position",new THREE.BufferAttribute(c,3))}else if(a instanceof THREE.BufferGeometry){if(null!==a.index){l=a.index.array;f=a.attributes.position;e=a.groups;h=0;0===e.length&&a.addGroup(0,l.length);k=new Uint32Array(2*l.length);g=0;for(n=e.length;gp;p++)c[0]=l[a+p],c[1]=l[a+(p+1)%3],c.sort(b),m=c.toString(),void 0===d[m]&&(k[2*h]=c[0],k[2*h+1]=c[1],d[m]=!0,h++)}c=new Float32Array(6*h);a=0;for(l=h;a< +l;a++)for(p=0;2>p;p++)h=6*a+3*p,d=k[2*a+p],c[h+0]=f.getX(d),c[h+1]=f.getY(d),c[h+2]=f.getZ(d)}else for(f=a.attributes.position.array,h=f.length/3,k=h/3,c=new Float32Array(6*h),a=0,l=k;ap;p++)h=18*a+6*p,k=9*a+3*p,c[h+0]=f[k],c[h+1]=f[k+1],c[h+2]=f[k+2],d=9*a+(p+1)%3*3,c[h+3]=f[d],c[h+4]=f[d+1],c[h+5]=f[d+2];this.addAttribute("position",new THREE.BufferAttribute(c,3))}};THREE.WireframeGeometry.prototype=Object.create(THREE.BufferGeometry.prototype); +THREE.WireframeGeometry.prototype.constructor=THREE.WireframeGeometry;THREE.AxisHelper=function(a){a=a||1;var b=new Float32Array([0,0,0,a,0,0,0,0,0,0,a,0,0,0,0,0,0,a]),c=new Float32Array([1,0,0,1,.6,0,0,1,0,.6,1,0,0,0,1,0,.6,1]);a=new THREE.BufferGeometry;a.addAttribute("position",new THREE.BufferAttribute(b,3));a.addAttribute("color",new THREE.BufferAttribute(c,3));b=new THREE.LineBasicMaterial({vertexColors:THREE.VertexColors});THREE.LineSegments.call(this,a,b)};THREE.AxisHelper.prototype=Object.create(THREE.LineSegments.prototype); +THREE.AxisHelper.prototype.constructor=THREE.AxisHelper; +THREE.ArrowHelper=function(){var a=new THREE.Geometry;a.vertices.push(new THREE.Vector3(0,0,0),new THREE.Vector3(0,1,0));var b=new THREE.CylinderGeometry(0,.5,1,5,1);b.translate(0,-.5,0);return function(c,d,e,f,g,h){THREE.Object3D.call(this);void 0===f&&(f=16776960);void 0===e&&(e=1);void 0===g&&(g=.2*e);void 0===h&&(h=.2*g);this.position.copy(d);this.line=new THREE.Line(a,new THREE.LineBasicMaterial({color:f}));this.line.matrixAutoUpdate=!1;this.add(this.line);this.cone=new THREE.Mesh(b,new THREE.MeshBasicMaterial({color:f})); +this.cone.matrixAutoUpdate=!1;this.add(this.cone);this.setDirection(c);this.setLength(e,g,h)}}();THREE.ArrowHelper.prototype=Object.create(THREE.Object3D.prototype);THREE.ArrowHelper.prototype.constructor=THREE.ArrowHelper;THREE.ArrowHelper.prototype.setDirection=function(){var a=new THREE.Vector3,b;return function(c){.99999c.y?this.quaternion.set(1,0,0,0):(a.set(c.z,0,-c.x).normalize(),b=Math.acos(c.y),this.quaternion.setFromAxisAngle(a,b))}}(); +THREE.ArrowHelper.prototype.setLength=function(a,b,c){void 0===b&&(b=.2*a);void 0===c&&(c=.2*b);this.line.scale.set(1,Math.max(0,a-b),1);this.line.updateMatrix();this.cone.scale.set(c,b,c);this.cone.position.y=a;this.cone.updateMatrix()};THREE.ArrowHelper.prototype.setColor=function(a){this.line.material.color.set(a);this.cone.material.color.set(a)}; +THREE.BoxHelper=function(a){var b=new Uint16Array([0,1,1,2,2,3,3,0,4,5,5,6,6,7,7,4,0,4,1,5,2,6,3,7]),c=new Float32Array(24),d=new THREE.BufferGeometry;d.setIndex(new THREE.BufferAttribute(b,1));d.addAttribute("position",new THREE.BufferAttribute(c,3));THREE.LineSegments.call(this,d,new THREE.LineBasicMaterial({color:16776960}));void 0!==a&&this.update(a)};THREE.BoxHelper.prototype=Object.create(THREE.LineSegments.prototype);THREE.BoxHelper.prototype.constructor=THREE.BoxHelper; +THREE.BoxHelper.prototype.update=function(){var a=new THREE.Box3;return function(b){b instanceof THREE.Box3?a.copy(b):a.setFromObject(b);if(!a.isEmpty()){b=a.min;var c=a.max,d=this.geometry.attributes.position,e=d.array;e[0]=c.x;e[1]=c.y;e[2]=c.z;e[3]=b.x;e[4]=c.y;e[5]=c.z;e[6]=b.x;e[7]=b.y;e[8]=c.z;e[9]=c.x;e[10]=b.y;e[11]=c.z;e[12]=c.x;e[13]=c.y;e[14]=b.z;e[15]=b.x;e[16]=c.y;e[17]=b.z;e[18]=b.x;e[19]=b.y;e[20]=b.z;e[21]=c.x;e[22]=b.y;e[23]=b.z;d.needsUpdate=!0;this.geometry.computeBoundingSphere()}}}(); +THREE.BoundingBoxHelper=function(a,b){var c=void 0!==b?b:8947848;this.object=a;this.box=new THREE.Box3;THREE.Mesh.call(this,new THREE.BoxGeometry(1,1,1),new THREE.MeshBasicMaterial({color:c,wireframe:!0}))};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)}; +THREE.CameraHelper=function(a){function b(a,b,d){c(a,d);c(b,d)}function c(a,b){d.vertices.push(new THREE.Vector3);d.colors.push(new THREE.Color(b));void 0===f[a]&&(f[a]=[]);f[a].push(d.vertices.length-1)}var d=new THREE.Geometry,e=new THREE.LineBasicMaterial({color:16777215,vertexColors:THREE.FaceColors}),f={};b("n1","n2",16755200);b("n2","n4",16755200);b("n4","n3",16755200);b("n3","n1",16755200);b("f1","f2",16755200);b("f2","f4",16755200);b("f4","f3",16755200);b("f3","f1",16755200);b("n1","f1",16755200); +b("n2","f2",16755200);b("n3","f3",16755200);b("n4","f4",16755200);b("p","n1",16711680);b("p","n2",16711680);b("p","n3",16711680);b("p","n4",16711680);b("u1","u2",43775);b("u2","u3",43775);b("u3","u1",43775);b("c","t",16777215);b("p","c",3355443);b("cn1","cn2",3355443);b("cn3","cn4",3355443);b("cf1","cf2",3355443);b("cf3","cf4",3355443);THREE.LineSegments.call(this,d,e);this.camera=a;this.camera.updateProjectionMatrix();this.matrix=a.matrixWorld;this.matrixAutoUpdate=!1;this.pointMap=f;this.update()}; +THREE.CameraHelper.prototype=Object.create(THREE.LineSegments.prototype);THREE.CameraHelper.prototype.constructor=THREE.CameraHelper; +THREE.CameraHelper.prototype.update=function(){function a(a,g,h,k){d.set(g,h,k).unproject(e);a=c[a];if(void 0!==a)for(g=0,h=a.length;gd;d++)c.faces[d].color=this.colors[4>d?0:1];d=new THREE.MeshBasicMaterial({vertexColors:THREE.FaceColors,wireframe:!0});this.lightSphere=new THREE.Mesh(c,d);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 a=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(a.setFromMatrixPosition(this.light.matrixWorld).negate());this.lightSphere.geometry.colorsNeedUpdate=!0}}(); +THREE.PointLightHelper=function(a,b){this.light=a;this.light.updateMatrixWorld();var c=new THREE.SphereGeometry(b,4,2),d=new THREE.MeshBasicMaterial({wireframe:!0,fog:!1});d.color.copy(this.light.color).multiplyScalar(this.light.intensity);THREE.Mesh.call(this,c,d);this.matrix=this.light.matrixWorld;this.matrixAutoUpdate=!1};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)}; +THREE.SkeletonHelper=function(a){this.bones=this.getBoneList(a);for(var b=new THREE.Geometry,c=0;cc;c++,d++){var e=c/32*Math.PI*2,f=d/32*Math.PI*2;b.push(Math.cos(e),Math.sin(e),1,Math.cos(f),Math.sin(f),1)}a.addAttribute("position",new THREE.Float32Attribute(b,3));b=new THREE.LineBasicMaterial({fog:!1});this.cone=new THREE.LineSegments(a, +b);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 a=new THREE.Vector3,b=new THREE.Vector3;return function(){var c=this.light.distance?this.light.distance:1E3,d=c*Math.tan(this.light.angle);this.cone.scale.set(d,d,c);a.setFromMatrixPosition(this.light.matrixWorld);b.setFromMatrixPosition(this.light.target.matrixWorld);this.cone.lookAt(b.sub(a));this.cone.material.color.copy(this.light.color).multiplyScalar(this.light.intensity)}}(); +THREE.VertexNormalsHelper=function(a,b,c,d){this.object=a;this.size=void 0!==b?b:1;a=void 0!==c?c:16711680;d=void 0!==d?d:1;b=0;c=this.object.geometry;c instanceof THREE.Geometry?b=3*c.faces.length:c instanceof THREE.BufferGeometry&&(b=c.attributes.normal.count);c=new THREE.BufferGeometry;b=new THREE.Float32Attribute(6*b,3);c.addAttribute("position",b);THREE.LineSegments.call(this,c,new THREE.LineBasicMaterial({color:a,linewidth:d}));this.matrixAutoUpdate=!1;this.update()}; +THREE.VertexNormalsHelper.prototype=Object.create(THREE.LineSegments.prototype);THREE.VertexNormalsHelper.prototype.constructor=THREE.VertexNormalsHelper; +THREE.VertexNormalsHelper.prototype.update=function(){var a=new THREE.Vector3,b=new THREE.Vector3,c=new THREE.Matrix3;return function(){var d=["a","b","c"];this.object.updateMatrixWorld(!0);c.getNormalMatrix(this.object.matrixWorld);var e=this.object.matrixWorld,f=this.geometry.attributes.position,g=this.object.geometry;if(g instanceof THREE.Geometry)for(var h=g.vertices,k=g.faces,l=g=0,n=k.length;lh.end&&(h.end=f);c||(c=k)}}for(k in d)h=d[k],this.createAnimation(k,h.start,h.end,a);this.firstAnimation=c}; +THREE.MorphBlendMesh.prototype.setAnimationDirectionForward=function(a){if(a=this.animationsMap[a])a.direction=1,a.directionBackwards=!1};THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward=function(a){if(a=this.animationsMap[a])a.direction=-1,a.directionBackwards=!0};THREE.MorphBlendMesh.prototype.setAnimationFPS=function(a,b){var c=this.animationsMap[a];c&&(c.fps=b,c.duration=(c.end-c.start)/c.fps)}; +THREE.MorphBlendMesh.prototype.setAnimationDuration=function(a,b){var c=this.animationsMap[a];c&&(c.duration=b,c.fps=(c.end-c.start)/c.duration)};THREE.MorphBlendMesh.prototype.setAnimationWeight=function(a,b){var c=this.animationsMap[a];c&&(c.weight=b)};THREE.MorphBlendMesh.prototype.setAnimationTime=function(a,b){var c=this.animationsMap[a];c&&(c.time=b)};THREE.MorphBlendMesh.prototype.getAnimationTime=function(a){var b=0;if(a=this.animationsMap[a])b=a.time;return b}; +THREE.MorphBlendMesh.prototype.getAnimationDuration=function(a){var b=-1;if(a=this.animationsMap[a])b=a.duration;return b};THREE.MorphBlendMesh.prototype.playAnimation=function(a){var b=this.animationsMap[a];b?(b.time=0,b.active=!0):console.warn("THREE.MorphBlendMesh: animation["+a+"] undefined in .playAnimation()")};THREE.MorphBlendMesh.prototype.stopAnimation=function(a){if(a=this.animationsMap[a])a.active=!1}; +THREE.MorphBlendMesh.prototype.update=function(a){for(var b=0,c=this.animationsList.length;bd.duration||0>d.time)d.direction*=-1,d.time>d.duration&&(d.time=d.duration,d.directionBackwards=!0),0>d.time&&(d.time=0,d.directionBackwards=!1)}else d.time%=d.duration,0>d.time&&(d.time+=d.duration);var f=d.start+THREE.Math.clamp(Math.floor(d.time/e),0,d.length-1),g=d.weight;f!==d.currentFrame&& +(this.morphTargetInfluences[d.lastFrame]=0,this.morphTargetInfluences[d.currentFrame]=1*g,this.morphTargetInfluences[f]=0,d.lastFrame=d.currentFrame,d.currentFrame=f);e=d.time%e/e;d.directionBackwards&&(e=1-e);d.currentFrame!==d.lastFrame?(this.morphTargetInfluences[d.currentFrame]=e*g,this.morphTargetInfluences[d.lastFrame]=(1-e)*g):this.morphTargetInfluences[d.currentFrame]=g}}};