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Unfortunately C4D exporter is outdated and we don't use that. Removing it for now... Hopefully someone will re-port the Blender exporter again.

Mr.doob 14 years ago
parent
commit
5c33ce01e2

+ 1 - 1
src/core/Face3.js

@@ -16,7 +16,7 @@ THREE.Face3 = function ( a, b, c, normal, color, materials ) {
 	this.vertexColors = color instanceof Array ? color : [];
 
 	this.vertexTangents = [];
-	
+
 	this.materials = materials instanceof Array ? materials : [ materials ];
 
 	this.centroid = new THREE.Vector3();

+ 8 - 8
src/core/Geometry.js

@@ -299,17 +299,17 @@ THREE.Geometry.prototype = {
 		}
 
 		var faceIndex = [ 'a', 'b', 'c', 'd' ];
-		
+
 		for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
-			
+
 			face = this.faces[ f ];
-			
+
 			for ( i = 0; i < face.vertexNormals.length; i++ ) {
-				
+
 				n.copy( face.vertexNormals[ i ] );
-				
+
 				vertexIndex = face[ faceIndex[ i ] ];
-				
+
 				t = tan1[ vertexIndex ];
 
 				// Gram-Schmidt orthogonalize
@@ -324,9 +324,9 @@ THREE.Geometry.prototype = {
 				w = (test < 0.0) ? -1.0 : 1.0;
 
 				face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
-				
+
 			}
-			
+
 		}
 
 		this.hasTangents = true;

+ 0 - 163
utils/exporters/cinema4d/Three.js

@@ -1,163 +0,0 @@
-// Three.js r29 - http://github.com/mrdoob/three.js
-var THREE=THREE||{};THREE.Color=function(a){this.autoUpdate=true;this.setHex(a)};
-THREE.Color.prototype={setRGB:function(a,c,e){this.r=a;this.g=c;this.b=e;if(this.autoUpdate){this.updateHex();this.updateStyleString()}},setHex:function(a){this.hex=~~a&16777215;if(this.autoUpdate){this.updateRGBA();this.updateStyleString()}},updateHex:function(){this.hex=~~(this.r*255)<<16^~~(this.g*255)<<8^~~(this.b*255)},updateRGBA:function(){this.r=(this.hex>>16&255)/255;this.g=(this.hex>>8&255)/255;this.b=(this.hex&255)/255},updateStyleString:function(){this.__styleString="rgb("+~~(this.r*255)+
-","+~~(this.g*255)+","+~~(this.b*255)+")"},toString:function(){return"THREE.Color ( r: "+this.r+", g: "+this.g+", b: "+this.b+", hex: "+this.hex+" )"}};THREE.Vector2=function(a,c){this.x=a||0;this.y=c||0};
-THREE.Vector2.prototype={set:function(a,c){this.x=a;this.y=c;return this},copy:function(a){this.x=a.x;this.y=a.y;return this},addSelf:function(a){this.x+=a.x;this.y+=a.y;return this},add:function(a,c){this.x=a.x+c.x;this.y=a.y+c.y;return this},subSelf:function(a){this.x-=a.x;this.y-=a.y;return this},sub:function(a,c){this.x=a.x-c.x;this.y=a.y-c.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},unit:function(){this.multiplyScalar(1/this.length());return this},length:function(){return Math.sqrt(this.x*
-this.x+this.y*this.y)},lengthSq:function(){return this.x*this.x+this.y*this.y},negate:function(){this.x=-this.x;this.y=-this.y;return this},clone:function(){return new THREE.Vector2(this.x,this.y)},toString:function(){return"THREE.Vector2 ("+this.x+", "+this.y+")"}};THREE.Vector3=function(a,c,e){this.x=a||0;this.y=c||0;this.z=e||0};
-THREE.Vector3.prototype={set:function(a,c,e){this.x=a;this.y=c;this.z=e;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,c){this.x=a.x+c.x;this.y=a.y+c.y;this.z=a.z+c.z;return this},addSelf:function(a){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},sub:function(a,c){this.x=a.x-c.x;this.y=a.y-c.y;this.z=a.z-c.z;return this},subSelf:function(a){this.x-=a.x;this.y-=a.y;this.z-=a.z;return this},
-cross:function(a,c){this.x=a.y*c.z-a.z*c.y;this.y=a.z*c.x-a.x*c.z;this.z=a.x*c.y-a.y*c.x;return this},crossSelf:function(a){var c=this.x,e=this.y,g=this.z;this.x=e*a.z-g*a.y;this.y=g*a.x-c*a.z;this.z=c*a.y-e*a.x;return this},multiplySelf:function(a){this.x*=a.x;this.y*=a.y;this.z*=a.z;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;return this},divideScalar:function(a){this.x/=a;this.y/=a;this.z/=a;return this},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},distanceTo:function(a){var c=
-this.x-a.x,e=this.y-a.y;a=this.z-a.z;return Math.sqrt(c*c+e*e+a*a)},distanceToSquared:function(a){var c=this.x-a.x,e=this.y-a.y;a=this.z-a.z;return c*c+e*e+a*a},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z)},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},negate:function(){this.x=-this.x;this.y=-this.y;this.z=-this.z;return this},normalize:function(){var a=Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z);a>0?this.multiplyScalar(1/a):this.set(0,
-0,0);return this},setLength:function(a){return this.normalize().multiplyScalar(a)},isZero:function(){return Math.abs(this.x)<1.0E-4&&Math.abs(this.y)<1.0E-4&&Math.abs(this.z)<1.0E-4},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)},toString:function(){return"THREE.Vector3 ( "+this.x+", "+this.y+", "+this.z+" )"}};THREE.Vector4=function(a,c,e,g){this.x=a||0;this.y=c||0;this.z=e||0;this.w=g||1};
-THREE.Vector4.prototype={set:function(a,c,e,g){this.x=a;this.y=c;this.z=e;this.w=g;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=a.w||1;return this},add:function(a,c){this.x=a.x+c.x;this.y=a.y+c.y;this.z=a.z+c.z;this.w=a.w+c.w;return this},addSelf:function(a){this.x+=a.x;this.y+=a.y;this.z+=a.z;this.w+=a.w;return this},sub:function(a,c){this.x=a.x-c.x;this.y=a.y-c.y;this.z=a.z-c.z;this.w=a.w-c.w;return this},subSelf:function(a){this.x-=a.x;this.y-=a.y;this.z-=a.z;this.w-=a.w;
-return this},multiplyScalar:function(a){this.x*=a;this.y*=a;this.z*=a;this.w*=a;return this},divideScalar:function(a){this.x/=a;this.y/=a;this.z/=a;this.w/=a;return this},lerpSelf:function(a,c){this.x+=(a.x-this.x)*c;this.y+=(a.y-this.y)*c;this.z+=(a.z-this.z)*c;this.w+=(a.w-this.w)*c},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)},toString:function(){return"THREE.Vector4 ("+this.x+", "+this.y+", "+this.z+", "+this.w+")"}};
-THREE.Ray=function(a,c){this.origin=a||new THREE.Vector3;this.direction=c||new THREE.Vector3};
-THREE.Ray.prototype={intersectScene:function(a){var c,e,g=a.objects,b=[];a=0;for(c=g.length;a<c;a++){e=g[a];if(e instanceof THREE.Mesh)b=b.concat(this.intersectObject(e))}b.sort(function(d,n){return d.distance-n.distance});return b},intersectObject:function(a){function c(v,j,L,u){u=u.clone().subSelf(j);L=L.clone().subSelf(j);var w=v.clone().subSelf(j);v=u.dot(u);j=u.dot(L);u=u.dot(w);var H=L.dot(L);L=L.dot(w);w=1/(v*H-j*j);H=(H*u-j*L)*w;v=(v*L-j*u)*w;return H>0&&v>0&&H+v<1}var e,g,b,d,n,q,o,f,h,k,
-i,m=a.geometry,l=m.vertices,s=[];e=0;for(g=m.faces.length;e<g;e++){b=m.faces[e];k=this.origin.clone();i=this.direction.clone();d=a.matrix.transform(l[b.a].position.clone());n=a.matrix.transform(l[b.b].position.clone());q=a.matrix.transform(l[b.c].position.clone());o=b instanceof THREE.Face4?a.matrix.transform(l[b.d].position.clone()):null;f=a.rotationMatrix.transform(b.normal.clone());h=i.dot(f);if(h<0){f=f.dot((new THREE.Vector3).sub(d,k))/h;k=k.addSelf(i.multiplyScalar(f));if(b instanceof THREE.Face3){if(c(k,
-d,n,q)){b={distance:this.origin.distanceTo(k),point:k,face:b,object:a};s.push(b)}}else if(b instanceof THREE.Face4)if(c(k,d,n,o)||c(k,n,q,o)){b={distance:this.origin.distanceTo(k),point:k,face:b,object:a};s.push(b)}}}return s}};
-THREE.Rectangle=function(){function a(){d=g-c;n=b-e}var c,e,g,b,d,n,q=true;this.getX=function(){return c};this.getY=function(){return e};this.getWidth=function(){return d};this.getHeight=function(){return n};this.getLeft=function(){return c};this.getTop=function(){return e};this.getRight=function(){return g};this.getBottom=function(){return b};this.set=function(o,f,h,k){q=false;c=o;e=f;g=h;b=k;a()};this.addPoint=function(o,f){if(q){q=false;c=o;e=f;g=o;b=f}else{c=Math.min(c,o);e=Math.min(e,f);g=Math.max(g,
-o);b=Math.max(b,f)}a()};this.addRectangle=function(o){if(q){q=false;c=o.getLeft();e=o.getTop();g=o.getRight();b=o.getBottom()}else{c=Math.min(c,o.getLeft());e=Math.min(e,o.getTop());g=Math.max(g,o.getRight());b=Math.max(b,o.getBottom())}a()};this.inflate=function(o){c-=o;e-=o;g+=o;b+=o;a()};this.minSelf=function(o){c=Math.max(c,o.getLeft());e=Math.max(e,o.getTop());g=Math.min(g,o.getRight());b=Math.min(b,o.getBottom());a()};this.instersects=function(o){return Math.min(g,o.getRight())-Math.max(c,o.getLeft())>=
-0&&Math.min(b,o.getBottom())-Math.max(e,o.getTop())>=0};this.empty=function(){q=true;b=g=e=c=0;a()};this.isEmpty=function(){return q};this.toString=function(){return"THREE.Rectangle ( left: "+c+", right: "+g+", top: "+e+", bottom: "+b+", width: "+d+", height: "+n+" )"}};THREE.Matrix3=function(){this.m=[]};THREE.Matrix3.prototype={transpose:function(){var a;a=this.m[1];this.m[1]=this.m[3];this.m[3]=a;a=this.m[2];this.m[2]=this.m[6];this.m[6]=a;a=this.m[5];this.m[5]=this.m[7];this.m[7]=a;return this}};
-THREE.Matrix4=function(){};
-THREE.Matrix4.prototype={n11:1,n12:0,n13:0,n14:0,n21:0,n22:1,n23:0,n24:0,n31:0,n32:0,n33:1,n34:0,n41:0,n42:0,n43:0,n44:1,identity:function(){this.n11=1;this.n21=this.n14=this.n13=this.n12=0;this.n22=1;this.n32=this.n31=this.n24=this.n23=0;this.n33=1;this.n43=this.n42=this.n41=this.n34=0;this.n44=1},copy:function(a){this.n11=a.n11;this.n12=a.n12;this.n13=a.n13;this.n14=a.n14;this.n21=a.n21;this.n22=a.n22;this.n23=a.n23;this.n24=a.n24;this.n31=a.n31;this.n32=a.n32;this.n33=a.n33;this.n34=a.n34;this.n41=
-a.n41;this.n42=a.n42;this.n43=a.n43;this.n44=a.n44},lookAt:function(a,c,e){var g=new THREE.Vector3,b=new THREE.Vector3,d=new THREE.Vector3;d.sub(a,c).normalize();g.cross(e,d).normalize();b.cross(d,g).normalize();this.n11=g.x;this.n12=g.y;this.n13=g.z;this.n14=-g.dot(a);this.n21=b.x;this.n22=b.y;this.n23=b.z;this.n24=-b.dot(a);this.n31=d.x;this.n32=d.y;this.n33=d.z;this.n34=-d.dot(a);this.n43=this.n42=this.n41=0;this.n44=1},transform:function(a){var c=a.x,e=a.y,g=a.z,b=a.w||1;a.x=this.n11*c+this.n12*
-e+this.n13*g+this.n14*b;a.y=this.n21*c+this.n22*e+this.n23*g+this.n24*b;a.z=this.n31*c+this.n32*e+this.n33*g+this.n34*b;b=this.n41*c+this.n42*e+this.n43*g+this.n44*b;if(a.w)a.w=b;else{c=1/b;a.x*=c;a.y*=c;a.z*=c}return a},crossVector:function(a){var c=new THREE.Vector4;c.x=this.n11*a.x+this.n12*a.y+this.n13*a.z+this.n14*a.w;c.y=this.n21*a.x+this.n22*a.y+this.n23*a.z+this.n24*a.w;c.z=this.n31*a.x+this.n32*a.y+this.n33*a.z+this.n34*a.w;c.w=a.w?this.n41*a.x+this.n42*a.y+this.n43*a.z+this.n44*a.w:1;return c},
-multiply:function(a,c){this.n11=a.n11*c.n11+a.n12*c.n21+a.n13*c.n31+a.n14*c.n41;this.n12=a.n11*c.n12+a.n12*c.n22+a.n13*c.n32+a.n14*c.n42;this.n13=a.n11*c.n13+a.n12*c.n23+a.n13*c.n33+a.n14*c.n43;this.n14=a.n11*c.n14+a.n12*c.n24+a.n13*c.n34+a.n14*c.n44;this.n21=a.n21*c.n11+a.n22*c.n21+a.n23*c.n31+a.n24*c.n41;this.n22=a.n21*c.n12+a.n22*c.n22+a.n23*c.n32+a.n24*c.n42;this.n23=a.n21*c.n13+a.n22*c.n23+a.n23*c.n33+a.n24*c.n43;this.n24=a.n21*c.n14+a.n22*c.n24+a.n23*c.n34+a.n24*c.n44;this.n31=a.n31*c.n11+a.n32*
-c.n21+a.n33*c.n31+a.n34*c.n41;this.n32=a.n31*c.n12+a.n32*c.n22+a.n33*c.n32+a.n34*c.n42;this.n33=a.n31*c.n13+a.n32*c.n23+a.n33*c.n33+a.n34*c.n43;this.n34=a.n31*c.n14+a.n32*c.n24+a.n33*c.n34+a.n34*c.n44;this.n41=a.n41*c.n11+a.n42*c.n21+a.n43*c.n31+a.n44*c.n41;this.n42=a.n41*c.n12+a.n42*c.n22+a.n43*c.n32+a.n44*c.n42;this.n43=a.n41*c.n13+a.n42*c.n23+a.n43*c.n33+a.n44*c.n43;this.n44=a.n41*c.n14+a.n42*c.n24+a.n43*c.n34+a.n44*c.n44},multiplySelf:function(a){var c=this.n11,e=this.n12,g=this.n13,b=this.n14,
-d=this.n21,n=this.n22,q=this.n23,o=this.n24,f=this.n31,h=this.n32,k=this.n33,i=this.n34,m=this.n41,l=this.n42,s=this.n43,v=this.n44;this.n11=c*a.n11+e*a.n21+g*a.n31+b*a.n41;this.n12=c*a.n12+e*a.n22+g*a.n32+b*a.n42;this.n13=c*a.n13+e*a.n23+g*a.n33+b*a.n43;this.n14=c*a.n14+e*a.n24+g*a.n34+b*a.n44;this.n21=d*a.n11+n*a.n21+q*a.n31+o*a.n41;this.n22=d*a.n12+n*a.n22+q*a.n32+o*a.n42;this.n23=d*a.n13+n*a.n23+q*a.n33+o*a.n43;this.n24=d*a.n14+n*a.n24+q*a.n34+o*a.n44;this.n31=f*a.n11+h*a.n21+k*a.n31+i*a.n41;
-this.n32=f*a.n12+h*a.n22+k*a.n32+i*a.n42;this.n33=f*a.n13+h*a.n23+k*a.n33+i*a.n43;this.n34=f*a.n14+h*a.n24+k*a.n34+i*a.n44;this.n41=m*a.n11+l*a.n21+s*a.n31+v*a.n41;this.n42=m*a.n12+l*a.n22+s*a.n32+v*a.n42;this.n43=m*a.n13+l*a.n23+s*a.n33+v*a.n43;this.n44=m*a.n14+l*a.n24+s*a.n34+v*a.n44},multiplyScalar:function(a){this.n11*=a;this.n12*=a;this.n13*=a;this.n14*=a;this.n21*=a;this.n22*=a;this.n23*=a;this.n24*=a;this.n31*=a;this.n32*=a;this.n33*=a;this.n34*=a;this.n41*=a;this.n42*=a;this.n43*=a;this.n44*=
-a},determinant:function(){return this.n14*this.n23*this.n32*this.n41-this.n13*this.n24*this.n32*this.n41-this.n14*this.n22*this.n33*this.n41+this.n12*this.n24*this.n33*this.n41+this.n13*this.n22*this.n34*this.n41-this.n12*this.n23*this.n34*this.n41-this.n14*this.n23*this.n31*this.n42+this.n13*this.n24*this.n31*this.n42+this.n14*this.n21*this.n33*this.n42-this.n11*this.n24*this.n33*this.n42-this.n13*this.n21*this.n34*this.n42+this.n11*this.n23*this.n34*this.n42+this.n14*this.n22*this.n31*this.n43-
-this.n12*this.n24*this.n31*this.n43-this.n14*this.n21*this.n32*this.n43+this.n11*this.n24*this.n32*this.n43+this.n12*this.n21*this.n34*this.n43-this.n11*this.n22*this.n34*this.n43-this.n13*this.n22*this.n31*this.n44+this.n12*this.n23*this.n31*this.n44+this.n13*this.n21*this.n32*this.n44-this.n11*this.n23*this.n32*this.n44-this.n12*this.n21*this.n33*this.n44+this.n11*this.n22*this.n33*this.n44},transpose:function(){function a(c,e,g){var b=c[e];c[e]=c[g];c[g]=b}a(this,"n21","n12");a(this,"n31","n13");
-a(this,"n32","n23");a(this,"n41","n14");a(this,"n42","n24");a(this,"n43","n34");return this},clone:function(){var a=new THREE.Matrix4;a.n11=this.n11;a.n12=this.n12;a.n13=this.n13;a.n14=this.n14;a.n21=this.n21;a.n22=this.n22;a.n23=this.n23;a.n24=this.n24;a.n31=this.n31;a.n32=this.n32;a.n33=this.n33;a.n34=this.n34;a.n41=this.n41;a.n42=this.n42;a.n43=this.n43;a.n44=this.n44;return a},flatten:function(){return[this.n11,this.n21,this.n31,this.n41,this.n12,this.n22,this.n32,this.n42,this.n13,this.n23,this.n33,
-this.n43,this.n14,this.n24,this.n34,this.n44]},toString:function(){return"| "+this.n11+" "+this.n12+" "+this.n13+" "+this.n14+" |\n| "+this.n21+" "+this.n22+" "+this.n23+" "+this.n24+" |\n| "+this.n31+" "+this.n32+" "+this.n33+" "+this.n34+" |\n| "+this.n41+" "+this.n42+" "+this.n43+" "+this.n44+" |"}};THREE.Matrix4.translationMatrix=function(a,c,e){var g=new THREE.Matrix4;g.n14=a;g.n24=c;g.n34=e;return g};THREE.Matrix4.scaleMatrix=function(a,c,e){var g=new THREE.Matrix4;g.n11=a;g.n22=c;g.n33=e;return g};
-THREE.Matrix4.rotationXMatrix=function(a){var c=new THREE.Matrix4;c.n22=c.n33=Math.cos(a);c.n32=Math.sin(a);c.n23=-c.n32;return c};THREE.Matrix4.rotationYMatrix=function(a){var c=new THREE.Matrix4;c.n11=c.n33=Math.cos(a);c.n13=Math.sin(a);c.n31=-c.n13;return c};THREE.Matrix4.rotationZMatrix=function(a){var c=new THREE.Matrix4;c.n11=c.n22=Math.cos(a);c.n21=Math.sin(a);c.n12=-c.n21;return c};
-THREE.Matrix4.rotationAxisAngleMatrix=function(a,c){var e=new THREE.Matrix4,g=Math.cos(c),b=Math.sin(c),d=1-g,n=a.x,q=a.y,o=a.z;e.n11=d*n*n+g;e.n12=d*n*q-b*o;e.n13=d*n*o+b*q;e.n21=d*n*q+b*o;e.n22=d*q*q+g;e.n23=d*q*o-b*n;e.n31=d*n*o-b*q;e.n32=d*q*o+b*n;e.n33=d*o*o+g;return e};
-THREE.Matrix4.makeInvert=function(a){var c=new THREE.Matrix4;c.n11=a.n23*a.n34*a.n42-a.n24*a.n33*a.n42+a.n24*a.n32*a.n43-a.n22*a.n34*a.n43-a.n23*a.n32*a.n44+a.n22*a.n33*a.n44;c.n12=a.n14*a.n33*a.n42-a.n13*a.n34*a.n42-a.n14*a.n32*a.n43+a.n12*a.n34*a.n43+a.n13*a.n32*a.n44-a.n12*a.n33*a.n44;c.n13=a.n13*a.n24*a.n42-a.n14*a.n23*a.n42+a.n14*a.n22*a.n43-a.n12*a.n24*a.n43-a.n13*a.n22*a.n44+a.n12*a.n23*a.n44;c.n14=a.n14*a.n23*a.n32-a.n13*a.n24*a.n32-a.n14*a.n22*a.n33+a.n12*a.n24*a.n33+a.n13*a.n22*a.n34-a.n12*
-a.n23*a.n34;c.n21=a.n24*a.n33*a.n41-a.n23*a.n34*a.n41-a.n24*a.n31*a.n43+a.n21*a.n34*a.n43+a.n23*a.n31*a.n44-a.n21*a.n33*a.n44;c.n22=a.n13*a.n34*a.n41-a.n14*a.n33*a.n41+a.n14*a.n31*a.n43-a.n11*a.n34*a.n43-a.n13*a.n31*a.n44+a.n11*a.n33*a.n44;c.n23=a.n14*a.n23*a.n41-a.n13*a.n24*a.n41-a.n14*a.n21*a.n43+a.n11*a.n24*a.n43+a.n13*a.n21*a.n44-a.n11*a.n23*a.n44;c.n24=a.n13*a.n24*a.n31-a.n14*a.n23*a.n31+a.n14*a.n21*a.n33-a.n11*a.n24*a.n33-a.n13*a.n21*a.n34+a.n11*a.n23*a.n34;c.n31=a.n22*a.n34*a.n41-a.n24*a.n32*
-a.n41+a.n24*a.n31*a.n42-a.n21*a.n34*a.n42-a.n22*a.n31*a.n44+a.n21*a.n32*a.n44;c.n32=a.n14*a.n32*a.n41-a.n12*a.n34*a.n41-a.n14*a.n31*a.n42+a.n11*a.n34*a.n42+a.n12*a.n31*a.n44-a.n11*a.n32*a.n44;c.n33=a.n13*a.n24*a.n41-a.n14*a.n22*a.n41+a.n14*a.n21*a.n42-a.n11*a.n24*a.n42-a.n12*a.n21*a.n44+a.n11*a.n22*a.n44;c.n34=a.n14*a.n22*a.n31-a.n12*a.n24*a.n31-a.n14*a.n21*a.n32+a.n11*a.n24*a.n32+a.n12*a.n21*a.n34-a.n11*a.n22*a.n34;c.n41=a.n23*a.n32*a.n41-a.n22*a.n33*a.n41-a.n23*a.n31*a.n42+a.n21*a.n33*a.n42+a.n22*
-a.n31*a.n43-a.n21*a.n32*a.n43;c.n42=a.n12*a.n33*a.n41-a.n13*a.n32*a.n41+a.n13*a.n31*a.n42-a.n11*a.n33*a.n42-a.n12*a.n31*a.n43+a.n11*a.n32*a.n43;c.n43=a.n13*a.n22*a.n41-a.n12*a.n23*a.n41-a.n13*a.n21*a.n42+a.n11*a.n23*a.n42+a.n12*a.n21*a.n43-a.n11*a.n22*a.n43;c.n44=a.n12*a.n23*a.n31-a.n13*a.n22*a.n31+a.n13*a.n21*a.n32-a.n11*a.n23*a.n32-a.n12*a.n21*a.n33+a.n11*a.n22*a.n33;c.multiplyScalar(1/a.determinant());return c};
-THREE.Matrix4.makeInvert3x3=function(a){var c=a.flatten();a=new THREE.Matrix3;var e=c[10]*c[5]-c[6]*c[9],g=-c[10]*c[1]+c[2]*c[9],b=c[6]*c[1]-c[2]*c[5],d=-c[10]*c[4]+c[6]*c[8],n=c[10]*c[0]-c[2]*c[8],q=-c[6]*c[0]+c[2]*c[4],o=c[9]*c[4]-c[5]*c[8],f=-c[9]*c[0]+c[1]*c[8],h=c[5]*c[0]-c[1]*c[4];c=c[0]*e+c[1]*d+c[2]*o;if(c==0)throw"matrix not invertible";c=1/c;a.m[0]=c*e;a.m[1]=c*g;a.m[2]=c*b;a.m[3]=c*d;a.m[4]=c*n;a.m[5]=c*q;a.m[6]=c*o;a.m[7]=c*f;a.m[8]=c*h;return a};
-THREE.Matrix4.makeFrustum=function(a,c,e,g,b,d){var n,q,o;n=new THREE.Matrix4;q=2*b/(c-a);o=2*b/(g-e);a=(c+a)/(c-a);e=(g+e)/(g-e);g=-(d+b)/(d-b);b=-2*d*b/(d-b);n.n11=q;n.n12=0;n.n13=a;n.n14=0;n.n21=0;n.n22=o;n.n23=e;n.n24=0;n.n31=0;n.n32=0;n.n33=g;n.n34=b;n.n41=0;n.n42=0;n.n43=-1;n.n44=0;return n};THREE.Matrix4.makePerspective=function(a,c,e,g){var b;a=e*Math.tan(a*Math.PI/360);b=-a;return THREE.Matrix4.makeFrustum(b*c,a*c,b,a,e,g)};
-THREE.Matrix4.makeOrtho=function(a,c,e,g,b,d){var n,q,o,f;n=new THREE.Matrix4;q=c-a;o=e-g;f=d-b;a=(c+a)/q;e=(e+g)/o;b=(d+b)/f;n.n11=2/q;n.n12=0;n.n13=0;n.n14=-a;n.n21=0;n.n22=2/o;n.n23=0;n.n24=-e;n.n31=0;n.n32=0;n.n33=-2/f;n.n34=-b;n.n41=0;n.n42=0;n.n43=0;n.n44=1;return n};
-THREE.Vertex=function(a,c){this.position=a||new THREE.Vector3;this.positionWorld=new THREE.Vector3;this.positionScreen=new THREE.Vector4;this.normal=c||new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.normalScreen=new THREE.Vector3;this.__visible=true};THREE.Vertex.prototype={toString:function(){return"THREE.Vertex ( position: "+this.position+", normal: "+this.normal+" )"}};
-THREE.Face3=function(a,c,e,g,b){this.a=a;this.b=c;this.c=e;this.centroid=new THREE.Vector3;this.normal=g instanceof THREE.Vector3?g:new THREE.Vector3;this.vertexNormals=g instanceof Array?g:[];this.material=b instanceof Array?b:[b]};THREE.Face3.prototype={toString:function(){return"THREE.Face3 ( "+this.a+", "+this.b+", "+this.c+" )"}};
-THREE.Face4=function(a,c,e,g,b,d){this.a=a;this.b=c;this.c=e;this.d=g;this.centroid=new THREE.Vector3;this.normal=b instanceof THREE.Vector3?b:new THREE.Vector3;this.vertexNormals=b instanceof Array?b:[];this.material=d instanceof Array?d:[d]};THREE.Face4.prototype={toString:function(){return"THREE.Face4 ( "+this.a+", "+this.b+", "+this.c+" "+this.d+" )"}};THREE.UV=function(a,c){this.u=a||0;this.v=c||0};
-THREE.UV.prototype={copy:function(a){this.u=a.u;this.v=a.v},toString:function(){return"THREE.UV ("+this.u+", "+this.v+")"}};THREE.Geometry=function(){this.vertices=[];this.faces=[];this.uvs=[]};
-THREE.Geometry.prototype={computeCentroids:function(){var a,c,e;a=0;for(c=this.faces.length;a<c;a++){e=this.faces[a];e.centroid.set(0,0,0);e.centroid.addSelf(this.vertices[e.a].position);e.centroid.addSelf(this.vertices[e.b].position);e.centroid.addSelf(this.vertices[e.c].position);if(e instanceof THREE.Face3)e.centroid.divideScalar(3);else if(e instanceof THREE.Face4){e.centroid.addSelf(this.vertices[e.d].position);e.centroid.divideScalar(4)}}},computeNormals:function(a){var c,e,g,b,d,n,q=new THREE.Vector3,
-o=new THREE.Vector3;g=0;for(b=this.vertices.length;g<b;g++){d=this.vertices[g];d.normal.set(0,0,0)}g=0;for(b=this.faces.length;g<b;g++){d=this.faces[g];if(a&&d.vertexNormals.length){q.set(0,0,0);c=0;for(e=d.normal.length;c<e;c++)q.addSelf(d.vertexNormals[c]);q.divideScalar(3)}else{c=this.vertices[d.a];e=this.vertices[d.b];n=this.vertices[d.c];q.sub(n.position,e.position);o.sub(c.position,e.position);q.crossSelf(o)}q.isZero()||q.normalize();d.normal.copy(q)}},computeBoundingBox:function(){if(this.vertices.length>
-0){this.bbox={x:[this.vertices[0].position.x,this.vertices[0].position.x],y:[this.vertices[0].position.y,this.vertices[0].position.y],z:[this.vertices[0].position.z,this.vertices[0].position.z]};for(var a=1,c=this.vertices.length;a<c;a++){vertex=this.vertices[a];if(vertex.position.x<this.bbox.x[0])this.bbox.x[0]=vertex.position.x;else if(vertex.position.x>this.bbox.x[1])this.bbox.x[1]=vertex.position.x;if(vertex.position.y<this.bbox.y[0])this.bbox.y[0]=vertex.position.y;else if(vertex.position.y>
-this.bbox.y[1])this.bbox.y[1]=vertex.position.y;if(vertex.position.z<this.bbox.z[0])this.bbox.z[0]=vertex.position.z;else if(vertex.position.z>this.bbox.z[1])this.bbox.z[1]=vertex.position.z}}},toString:function(){return"THREE.Geometry ( vertices: "+this.vertices+", faces: "+this.faces+" )"}};
-THREE.Camera=function(a,c,e,g){this.position=new THREE.Vector3(0,0,0);this.target={position:new THREE.Vector3(0,0,0)};this.up=new THREE.Vector3(0,1,0);this.matrix=new THREE.Matrix4;this.projectionMatrix=THREE.Matrix4.makePerspective(a,c,e,g);this.autoUpdateMatrix=true;this.updateMatrix=function(){this.matrix.lookAt(this.position,this.target.position,this.up)};this.toString=function(){return"THREE.Camera ( "+this.position+", "+this.target.position+" )"}};THREE.Light=function(a){this.color=new THREE.Color(a)};
-THREE.AmbientLight=function(a){THREE.Light.call(this,a)};THREE.AmbientLight.prototype=new THREE.Light;THREE.AmbientLight.prototype.constructor=THREE.AmbientLight;THREE.DirectionalLight=function(a,c){THREE.Light.call(this,a);this.position=new THREE.Vector3(0,1,0);this.intensity=c||1};THREE.DirectionalLight.prototype=new THREE.Light;THREE.DirectionalLight.prototype.constructor=THREE.DirectionalLight;
-THREE.PointLight=function(a,c){THREE.Light.call(this,a);this.position=new THREE.Vector3;this.intensity=c||1};THREE.DirectionalLight.prototype=new THREE.Light;THREE.DirectionalLight.prototype.constructor=THREE.PointLight;
-THREE.Object3D=function(){this.position=new THREE.Vector3;this.rotation=new THREE.Vector3;this.scale=new THREE.Vector3(1,1,1);this.matrix=new THREE.Matrix4;this.translationMatrix=new THREE.Matrix4;this.rotationMatrix=new THREE.Matrix4;this.scaleMatrix=new THREE.Matrix4;this.screen=new THREE.Vector3;this.autoUpdateMatrix=this.visible=true;this.updateMatrix=function(){this.matrixPosition=THREE.Matrix4.translationMatrix(this.position.x,this.position.y,this.position.z);this.rotationMatrix=THREE.Matrix4.rotationXMatrix(this.rotation.x);
-this.rotationMatrix.multiplySelf(THREE.Matrix4.rotationYMatrix(this.rotation.y));this.rotationMatrix.multiplySelf(THREE.Matrix4.rotationZMatrix(this.rotation.z));this.scaleMatrix=THREE.Matrix4.scaleMatrix(this.scale.x,this.scale.y,this.scale.z);this.matrix.copy(this.matrixPosition);this.matrix.multiplySelf(this.rotationMatrix);this.matrix.multiplySelf(this.scaleMatrix)}};THREE.Particle=function(a){THREE.Object3D.call(this);this.material=a instanceof Array?a:[a];this.autoUpdateMatrix=false};
-THREE.Particle.prototype=new THREE.Object3D;THREE.Particle.prototype.constructor=THREE.Particle;THREE.Line=function(a,c){THREE.Object3D.call(this);this.geometry=a;this.material=c instanceof Array?c:[c]};THREE.Line.prototype=new THREE.Object3D;THREE.Line.prototype.constructor=THREE.Line;
-THREE.Mesh=function(a,c,e){THREE.Object3D.call(this);this.geometry=a;this.material=c instanceof Array?c:[c];this.overdraw=this.doubleSided=this.flipSided=false;this.materialFaceGroup={};this.sortFacesByMaterial();e&&this.normalizeUVs();this.geometry.computeBoundingBox()};THREE.Mesh.prototype=new THREE.Object3D;THREE.Mesh.prototype.constructor=THREE.Mesh;
-THREE.Mesh.prototype.sortFacesByMaterial=function(){function a(h){var k=[];c=0;for(e=h.length;c<e;c++)h[c]==undefined?k.push("undefined"):k.push(h[c].toString());return k.join("_")}var c,e,g,b,d,n,q,o,f={};g=0;for(b=this.geometry.faces.length;g<b;g++){d=this.geometry.faces[g];n=d.material;q=a(n);if(f[q]==undefined)f[q]={hash:q,counter:0};o=f[q].hash+"_"+f[q].counter;if(this.materialFaceGroup[o]==undefined)this.materialFaceGroup[o]={faces:[],material:n,vertices:0};d=d instanceof THREE.Face3?3:4;if(this.materialFaceGroup[o].vertices+
-d>65535){f[q].counter+=1;o=f[q].hash+"_"+f[q].counter;if(this.materialFaceGroup[o]==undefined)this.materialFaceGroup[o]={faces:[],material:n,vertices:0}}this.materialFaceGroup[o].faces.push(g);this.materialFaceGroup[o].vertices+=d}};THREE.Mesh.prototype.normalizeUVs=function(){var a,c,e,g,b;a=0;for(c=this.geometry.uvs.length;a<c;a++){b=this.geometry.uvs[a];e=0;for(g=b.length;e<g;e++){if(b[e].u!=1)b[e].u-=Math.floor(b[e].u);if(b[e].v!=1)b[e].v-=Math.floor(b[e].v)}}};THREE.FlatShading=0;
-THREE.SmoothShading=1;THREE.NormalBlending=0;THREE.AdditiveBlending=1;THREE.SubtractiveBlending=2;
-THREE.LineBasicMaterial=function(a){this.color=new THREE.Color(16711680);this.opacity=1;this.blending=THREE.NormalBlending;this.linewidth=1;this.linejoin=this.linecap="round";if(a){a.color!==undefined&&this.color.setHex(a.color);if(a.opacity!==undefined)this.opacity=a.opacity;if(a.blending!==undefined)this.blending=a.blending;if(a.linewidth!==undefined)this.linewidth=a.linewidth;if(a.linecap!==undefined)this.linecap=a.linecap;if(a.linejoin!==undefined)this.linejoin=a.linejoin}this.toString=function(){return"THREE.LineBasicMaterial (<br/>color: "+
-this.color+"<br/>opacity: "+this.opacity+"<br/>blending: "+this.blending+"<br/>linewidth: "+this.linewidth+"<br/>linecap: "+this.linecap+"<br/>linejoin: "+this.linejoin+"<br/>)"}};
-THREE.MeshBasicMaterial=function(a){this.id=THREE.MeshBasicMaterialCounter.value++;this.color=new THREE.Color(15658734);this.env_map=this.map=null;this.combine=THREE.Multiply;this.reflectivity=1;this.refraction_ratio=0.98;this.opacity=1;this.shading=THREE.SmoothShading;this.blending=THREE.NormalBlending;this.wireframe=false;this.wireframe_linewidth=1;this.wireframe_linejoin=this.wireframe_linecap="round";if(a){a.color!==undefined&&this.color.setHex(a.color);if(a.map!==undefined)this.map=a.map;if(a.env_map!==
-undefined)this.env_map=a.env_map;if(a.combine!==undefined)this.combine=a.combine;if(a.reflectivity!==undefined)this.reflectivity=a.reflectivity;if(a.refraction_ratio!==undefined)this.refraction_ratio=a.refraction_ratio;if(a.opacity!==undefined)this.opacity=a.opacity;if(a.shading!==undefined)this.shading=a.shading;if(a.blending!==undefined)this.blending=a.blending;if(a.wireframe!==undefined)this.wireframe=a.wireframe;if(a.wireframe_linewidth!==undefined)this.wireframe_linewidth=a.wireframe_linewidth;
-if(a.wireframe_linecap!==undefined)this.wireframe_linecap=a.wireframe_linecap;if(a.wireframe_linejoin!==undefined)this.wireframe_linejoin=a.wireframe_linejoin}this.toString=function(){return"THREE.MeshBasicMaterial (<br/>id: "+this.id+"<br/>color: "+this.color+"<br/>map: "+this.map+"<br/>env_map: "+this.env_map+"<br/>combine: "+this.combine+"<br/>reflectivity: "+this.reflectivity+"<br/>refraction_ratio: "+this.refraction_ratio+"<br/>opacity: "+this.opacity+"<br/>blending: "+this.blending+"<br/>wireframe: "+
-this.wireframe+"<br/>wireframe_linewidth: "+this.wireframe_linewidth+"<br/>wireframe_linecap: "+this.wireframe_linecap+"<br/>wireframe_linejoin: "+this.wireframe_linejoin+"<br/>)"}};THREE.MeshBasicMaterialCounter={value:0};
-THREE.MeshLambertMaterial=function(a){this.id=THREE.MeshLambertMaterialCounter.value++;this.color=new THREE.Color(15658734);this.env_map=this.map=null;this.combine=THREE.Multiply;this.reflectivity=1;this.refraction_ratio=0.98;this.opacity=1;this.shading=THREE.SmoothShading;this.blending=THREE.NormalBlending;this.wireframe=false;this.wireframe_linewidth=1;this.wireframe_linejoin=this.wireframe_linecap="round";if(a){a.color!==undefined&&this.color.setHex(a.color);if(a.map!==undefined)this.map=a.map;
-if(a.env_map!==undefined)this.env_map=a.env_map;if(a.combine!==undefined)this.combine=a.combine;if(a.reflectivity!==undefined)this.reflectivity=a.reflectivity;if(a.refraction_ratio!==undefined)this.refraction_ratio=a.refraction_ratio;if(a.opacity!==undefined)this.opacity=a.opacity;if(a.shading!==undefined)this.shading=a.shading;if(a.blending!==undefined)this.blending=a.blending;if(a.wireframe!==undefined)this.wireframe=a.wireframe;if(a.wireframe_linewidth!==undefined)this.wireframe_linewidth=a.wireframe_linewidth;
-if(a.wireframe_linecap!==undefined)this.wireframe_linecap=a.wireframe_linecap;if(a.wireframe_linejoin!==undefined)this.wireframe_linejoin=a.wireframe_linejoin}this.toString=function(){return"THREE.MeshLambertMaterial (<br/>id: "+this.id+"<br/>color: "+this.color+"<br/>map: "+this.map+"<br/>env_map: "+this.env_map+"<br/>combine: "+this.combine+"<br/>reflectivity: "+this.reflectivity+"<br/>refraction_ratio: "+this.refraction_ratio+"<br/>opacity: "+this.opacity+"<br/>shading: "+this.shading+"<br/>blending: "+
-this.blending+"<br/>wireframe: "+this.wireframe+"<br/>wireframe_linewidth: "+this.wireframe_linewidth+"<br/>wireframe_linecap: "+this.wireframe_linecap+"<br/>wireframe_linejoin: "+this.wireframe_linejoin+"<br/> )"}};THREE.MeshLambertMaterialCounter={value:0};
-THREE.MeshPhongMaterial=function(a){this.id=THREE.MeshPhongMaterialCounter.value++;this.color=new THREE.Color(15658734);this.ambient=new THREE.Color(328965);this.specular=new THREE.Color(1118481);this.shininess=30;this.env_map=this.specular_map=this.map=null;this.combine=THREE.Multiply;this.reflectivity=1;this.refraction_ratio=0.98;this.opacity=1;this.shading=THREE.SmoothShading;this.blending=THREE.NormalBlending;this.wireframe=false;this.wireframe_linewidth=1;this.wireframe_linejoin=this.wireframe_linecap=
-"round";if(a){if(a.color!==undefined)this.color=new THREE.Color(a.color);if(a.ambient!==undefined)this.ambient=new THREE.Color(a.ambient);if(a.specular!==undefined)this.specular=new THREE.Color(a.specular);if(a.shininess!==undefined)this.shininess=a.shininess;if(a.map!==undefined)this.map=a.map;if(a.specular_map!==undefined)this.specular_map=a.specular_map;if(a.env_map!==undefined)this.env_map=a.env_map;if(a.combine!==undefined)this.combine=a.combine;if(a.reflectivity!==undefined)this.reflectivity=
-a.reflectivity;if(a.refraction_ratio!==undefined)this.refraction_ratio=a.refraction_ratio;if(a.opacity!==undefined)this.opacity=a.opacity;if(a.shading!==undefined)this.shading=a.shading;if(a.blending!==undefined)this.blending=a.blending;if(a.wireframe!==undefined)this.wireframe=a.wireframe;if(a.wireframe_linewidth!==undefined)this.wireframe_linewidth=a.wireframe_linewidth;if(a.wireframe_linecap!==undefined)this.wireframe_linecap=a.wireframe_linecap;if(a.wireframe_linejoin!==undefined)this.wireframe_linejoin=
-a.wireframe_linejoin}this.toString=function(){return"THREE.MeshPhongMaterial (<br/>id: "+this.id+"<br/>color: "+this.color+"<br/>ambient: "+this.ambient+"<br/>specular: "+this.specular+"<br/>shininess: "+this.shininess+"<br/>map: "+this.map+"<br/>specular_map: "+this.specular_map+"<br/>env_map: "+this.env_map+"<br/>combine: "+this.combine+"<br/>reflectivity: "+this.reflectivity+"<br/>refraction_ratio: "+this.refraction_ratio+"<br/>opacity: "+this.opacity+"<br/>shading: "+this.shading+"<br/>wireframe: "+
-this.wireframe+"<br/>wireframe_linewidth: "+this.wireframe_linewidth+"<br/>wireframe_linecap: "+this.wireframe_linecap+"<br/>wireframe_linejoin: "+this.wireframe_linejoin+"<br/>"+ +")"}};THREE.MeshPhongMaterialCounter={value:0};
-THREE.MeshDepthMaterial=function(a){this.near=1;this.far=1E3;this.opacity=1;this.blending=THREE.NormalBlending;if(a){if(a.near!==undefined)this.near=a.near;if(a.far!==undefined)this.far=a.far;if(a.opacity!==undefined)this.opacity=a.opacity;if(a.blending!==undefined)this.blending=a.blending}this.__2near=2*this.near;this.__farPlusNear=this.far+this.near;this.__farMinusNear=this.far-this.near;this.toString=function(){return"THREE.MeshDepthMaterial"}};
-THREE.MeshNormalMaterial=function(a){this.opacity=1;this.shading=THREE.FlatShading;this.blending=THREE.NormalBlending;if(a){if(a.opacity!==undefined)this.opacity=a.opacity;if(a.shading!==undefined)this.shading=a.shading;if(a.blending!==undefined)this.blending=a.blending}this.toString=function(){return"THREE.MeshNormalMaterial"}};THREE.MeshFaceMaterial=function(){this.toString=function(){return"THREE.MeshFaceMaterial"}};
-THREE.MeshCubeMaterial=function(a){this.id=THREE.MeshCubeMaterial.value++;this.env_map=null;this.blending=THREE.NormalBlending;if(a)if(a.env_map!==undefined)this.env_map=a.env_map;this.toString=function(){return"THREE.MeshCubeMaterial( id: "+this.id+"<br/>env_map: "+this.env_map+" )"}};THREE.MeshCubeMaterialCounter={value:0};
-THREE.ParticleBasicMaterial=function(a){this.color=new THREE.Color(16711680);this.map=null;this.opacity=1;this.blending=THREE.NormalBlending;this.offset=new THREE.Vector2;if(a){a.color!==undefined&&this.color.setHex(a.color);if(a.map!==undefined)this.map=a.map;if(a.opacity!==undefined)this.opacity=a.opacity;if(a.blending!==undefined)this.blending=a.blending}this.toString=function(){return"THREE.ParticleBasicMaterial (<br/>color: "+this.color+"<br/>map: "+this.map+"<br/>opacity: "+this.opacity+"<br/>blending: "+
-this.blending+"<br/>)"}};THREE.ParticleCircleMaterial=function(a){this.color=new THREE.Color(16711680);this.opacity=1;this.blending=THREE.NormalBlending;if(a){a.color!==undefined&&this.color.setHex(a.color);if(a.opacity!==undefined)this.opacity=a.opacity;if(a.blending!==undefined)this.blending=a.blending}this.toString=function(){return"THREE.ParticleCircleMaterial (<br/>color: "+this.color+"<br/>opacity: "+this.opacity+"<br/>blending: "+this.blending+"<br/>)"}};
-THREE.ParticleDOMMaterial=function(a){this.domElement=a;this.toString=function(){return"THREE.ParticleDOMMaterial ( domElement: "+this.domElement+" )"}};THREE.Texture=function(a,c,e,g){this.image=a;this.loaded=false;this.mapping=c!==undefined?c:THREE.UVMapping;this.wrap_s=e!==undefined?e:THREE.ClampToEdge;this.wrap_t=g!==undefined?g:THREE.ClampToEdge;this.toString=function(){return"THREE.Texture (<br/>image: "+this.image+"<br/>wrap_s: "+this.wrap_s+"<br/>wrap_t: "+this.wrap_t+"<br/>)"}};
-THREE.UVMapping=0;THREE.ReflectionMap=1;THREE.RefractionMap=2;THREE.Multiply=0;THREE.Mix=1;THREE.Repeat=0;THREE.ClampToEdge=1;THREE.MirroredRepeat=2;THREE.TextureCube=function(a,c){this.image=a;this.mapping=c?c:THREE.ReflectionMap;this.toString=function(){return"THREE.TextureCube (<br/>image: "+this.image+"<br/>mapping: "+this.mapping+"<br/>)"}};
-THREE.Scene=function(){this.objects=[];this.lights=[];this.addObject=function(a){this.objects.push(a)};this.removeObject=function(a){a=this.objects.indexOf(a);a!==-1&&this.objects.splice(a,1)};this.addLight=function(a){this.lights.push(a)};this.removeLight=function(a){a=this.lights.indexOf(a);a!==-1&&this.lights.splice(a,1)};this.toString=function(){return"THREE.Scene ( "+this.objects+" )"}};
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-new THREE.Vector4,j;this.projectScene=function(L,u){var w,H,A,I,p,x,Y,C,Z,O,aa,ca,M,Q,r,E,K;c=[];b=_face4Count=q=h=0;u.autoUpdateMatrix&&u.updateMatrix();m.multiply(u.projectionMatrix,u.matrix);Y=L.objects;w=0;for(H=Y.length;w<H;w++){C=Y[w];C.autoUpdateMatrix&&C.updateMatrix();Z=C.matrix;O=C.rotationMatrix;aa=C.material;ca=C.overdraw;if(C instanceof THREE.Mesh){M=C.geometry.vertices;A=0;for(I=M.length;A<I;A++){Q=M[A];Q.positionWorld.copy(Q.position);Z.transform(Q.positionWorld);r=Q.positionScreen;
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-e.centroidScreen.z;e.meshMaterial=aa;e.faceMaterial=r.material;e.overdraw=ca;if(C.geometry.uvs[A]){e.uvs[0]=C.geometry.uvs[A][0];e.uvs[1]=C.geometry.uvs[A][1];e.uvs[2]=C.geometry.uvs[A][2]}c.push(e);b++}}else if(r instanceof THREE.Face4){p=M[r.a];x=M[r.b];E=M[r.c];K=M[r.d];if(p.__visible&&x.__visible&&E.__visible&&K.__visible)if(C.doubleSided||C.flipSided!=((K.positionScreen.x-p.positionScreen.x)*(x.positionScreen.y-p.positionScreen.y)-(K.positionScreen.y-p.positionScreen.y)*(x.positionScreen.x-p.positionScreen.x)<
-0||(x.positionScreen.x-E.positionScreen.x)*(K.positionScreen.y-E.positionScreen.y)-(x.positionScreen.y-E.positionScreen.y)*(K.positionScreen.x-E.positionScreen.x)<0)){e=d[b]=d[b]||new THREE.RenderableFace3;e.v1.positionWorld.copy(p.positionWorld);e.v2.positionWorld.copy(x.positionWorld);e.v3.positionWorld.copy(K.positionWorld);e.v1.positionScreen.copy(p.positionScreen);e.v2.positionScreen.copy(x.positionScreen);e.v3.positionScreen.copy(K.positionScreen);e.normalWorld.copy(r.normal);O.transform(e.normalWorld);
-e.centroidWorld.copy(r.centroid);Z.transform(e.centroidWorld);e.centroidScreen.copy(e.centroidWorld);m.transform(e.centroidScreen);e.z=e.centroidScreen.z;e.meshMaterial=aa;e.faceMaterial=r.material;e.overdraw=ca;if(C.geometry.uvs[A]){e.uvs[0]=C.geometry.uvs[A][0];e.uvs[1]=C.geometry.uvs[A][1];e.uvs[2]=C.geometry.uvs[A][3]}c.push(e);b++;g=d[b]=d[b]||new THREE.RenderableFace3;g.v1.positionWorld.copy(x.positionWorld);g.v2.positionWorld.copy(E.positionWorld);g.v3.positionWorld.copy(K.positionWorld);g.v1.positionScreen.copy(x.positionScreen);
-g.v2.positionScreen.copy(E.positionScreen);g.v3.positionScreen.copy(K.positionScreen);g.normalWorld.copy(e.normalWorld);g.centroidWorld.copy(e.centroidWorld);g.centroidScreen.copy(e.centroidScreen);g.z=g.centroidScreen.z;g.meshMaterial=aa;g.faceMaterial=r.material;g.overdraw=ca;if(C.geometry.uvs[A]){g.uvs[0]=C.geometry.uvs[A][1];g.uvs[1]=C.geometry.uvs[A][2];g.uvs[2]=C.geometry.uvs[A][3]}c.push(g);b++}}}}else if(C instanceof THREE.Line){l.multiply(m,Z);M=C.geometry.vertices;Q=M[0];Q.positionScreen.copy(Q.position);
-l.transform(Q.positionScreen);A=1;for(I=M.length;A<I;A++){p=M[A];p.positionScreen.copy(p.position);l.transform(p.positionScreen);x=M[A-1];s.copy(p.positionScreen);v.copy(x.positionScreen);if(a(s,v)){s.multiplyScalar(1/s.w);v.multiplyScalar(1/v.w);n=o[q]=o[q]||new THREE.RenderableLine;n.v1.positionScreen.copy(s);n.v2.positionScreen.copy(v);n.z=Math.max(s.z,v.z);n.material=C.material;c.push(n);q++}}}else if(C instanceof THREE.Particle){i.set(C.position.x,C.position.y,C.position.z,1);m.transform(i);
-i.z/=i.w;if(i.z>0&&i.z<1){f=k[h]=k[h]||new THREE.RenderableParticle;f.x=i.x/i.w;f.y=i.y/i.w;f.z=i.z;f.rotation=C.rotation.z;f.scale.x=C.scale.x*Math.abs(f.x-(i.x+u.projectionMatrix.n11)/(i.w+u.projectionMatrix.n14));f.scale.y=C.scale.y*Math.abs(f.y-(i.y+u.projectionMatrix.n22)/(i.w+u.projectionMatrix.n24));f.material=C.material;c.push(f);h++}}}c.sort(function(U,z){return z.z-U.z});return c};this.unprojectVector=function(L,u){var w=new THREE.Matrix4;w.multiply(THREE.Matrix4.makeInvert(u.matrix),THREE.Matrix4.makeInvert(u.projectionMatrix));
-w.transform(L);return L}};
-THREE.DOMRenderer=function(){THREE.Renderer.call(this);var a=null,c=new THREE.Projector,e,g,b,d;this.domElement=document.createElement("div");this.setSize=function(n,q){e=n;g=q;b=e/2;d=g/2};this.render=function(n,q){var o,f,h,k,i,m,l,s;a=c.projectScene(n,q);o=0;for(f=a.length;o<f;o++){i=a[o];if(i instanceof THREE.RenderableParticle){l=i.x*b+b;s=i.y*d+d;h=0;for(k=i.material.length;h<k;h++){m=i.material[h];if(m instanceof THREE.ParticleDOMMaterial){m=m.domElement;m.style.left=l+"px";m.style.top=s+"px"}}}}}};
-THREE.CanvasRenderer=function(){function a(D,T,P,B){var t,F,W,N,S=D.lights;D=0;for(t=S.length;D<t;D++){F=S[D];W=F.color;N=F.intensity;if(F instanceof THREE.DirectionalLight){F=P.dot(F.position)*N;if(F>0){B.r+=W.r*F;B.g+=W.g*F;B.b+=W.b*F}}else if(F instanceof THREE.PointLight){ra.sub(F.position,T);ra.normalize();F=P.dot(ra)*N;if(F>0){B.r+=W.r*F;B.g+=W.g*F;B.b+=W.b*F}}}}function c(D,T,P,B,t,F){if(t.opacity!=0){d(t.opacity);n(t.blending);Y=D.positionScreen.x;C=D.positionScreen.y;Z=T.positionScreen.x;
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-t.map.image,B.uvs[0].u,B.uvs[0].v,B.uvs[1].u,B.uvs[1].v,B.uvs[2].u,B.uvs[2].v);n(THREE.SubtractiveBlending)}if(da)if(t.shading==THREE.SmoothShading&&!t.wireframe){Q.r=r.r=E.r=ea.r;Q.g=r.g=E.g=ea.g;Q.b=r.b=E.b=ea.b;a(F,B.v1.positionWorld,B.vertexNormalsWorld[0],Q);a(F,B.v2.positionWorld,B.vertexNormalsWorld[1],r);a(F,B.v3.positionWorld,B.vertexNormalsWorld[2],E);K.r=(r.r+E.r)*0.5;K.g=(r.g+E.g)*0.5;K.b=(r.b+E.b)*0.5;R=q(Q,r,E,K);b(Y,C,Z,O,aa,ca,R,0,0,1,0,0,1)}else{fa.r=ea.r;fa.g=ea.g;fa.b=ea.b;a(F,
-B.centroidWorld,B.normalWorld,fa);M.r=t.color.r*fa.r;M.g=t.color.g*fa.g;M.b=t.color.b*fa.b;M.updateStyleString();t.wireframe?e(M.__styleString,t.wireframe_linewidth):g(M.__styleString)}else t.wireframe?e(t.color.__styleString,t.wireframe_linewidth):g(t.color.__styleString)}else if(t instanceof THREE.MeshDepthMaterial){U=t.__2near;z=t.__farPlusNear;y=t.__farMinusNear;Q.r=Q.g=Q.b=1-U/(z-D.positionScreen.z*y);r.r=r.g=r.b=1-U/(z-T.positionScreen.z*y);E.r=E.g=E.b=1-U/(z-P.positionScreen.z*y);K.r=(r.r+
-E.r)*0.5;K.g=(r.g+E.g)*0.5;K.b=(r.b+E.b)*0.5;R=q(Q,r,E,K);b(Y,C,Z,O,aa,ca,R,0,0,1,0,0,1)}else if(t instanceof THREE.MeshNormalMaterial){M.r=o(B.normalWorld.x);M.g=o(B.normalWorld.y);M.b=o(B.normalWorld.z);M.updateStyleString();t.wireframe?e(M.__styleString,t.wireframe_linewidth):g(M.__styleString)}}}function e(D,T){if(w!=D)j.strokeStyle=w=D;if(A!=T)j.lineWidth=A=T;j.stroke()}function g(D){if(H!=D)j.fillStyle=H=D;j.fill()}function b(D,T,P,B,t,F,W,N,S,X,V,ba,ja){var ia=W.width-1,ga=W.height-1;N*=ia;
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-i=document.createElement("canvas"),m,l,s,v,j=i.getContext("2d"),L=1,u=0,w=null,H=null,A=1,I,p,x,Y,C,Z,O,aa,ca,M=new THREE.Color,Q=new THREE.Color,r=new THREE.Color,E=new THREE.Color,K=new THREE.Color,U,z,y,R,$=new THREE.Rectangle,G=new THREE.Rectangle,J=new THREE.Rectangle,da=false,fa=new THREE.Color,ea=new THREE.Color,ka=new THREE.Color,la=new THREE.Color,va=Math.PI*2,ra=new THREE.Vector3;new THREE.UV;new THREE.UV;new THREE.UV;new THREE.UV;var oa,na,sa,ha,pa,qa,ma=16;oa=document.createElement("canvas");
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-B;P++){t=h[P];J.empty();if(t instanceof THREE.RenderableParticle){I=t;I.x*=s;I.y*=v;F=0;for(W=t.material.length;F<W;F++){N=I;S=t;var V=t.material[F];if(V.opacity!=0){d(V.opacity);n(V.blending);X=void 0;var ba=void 0,ja=void 0,ia=void 0,ga=void 0,ta=void 0,ua=void 0;if(V instanceof THREE.ParticleBasicMaterial){if(V.map){ga=V.map;ta=ga.width>>1;ua=ga.height>>1;ja=S.scale.x*s;ia=S.scale.y*v;X=ja*ta;ba=ia*ua;J.set(N.x-X,N.y-ba,N.x+X,N.y+ba);if($.instersects(J)){j.save();j.translate(N.x,N.y);j.rotate(-S.rotation);
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-" "+r.positionScreen.y+" L "+E.positionScreen.x+" "+E.positionScreen.y+" L "+K.positionScreen.x+","+K.positionScreen.y+"z");if(z instanceof THREE.MeshBasicMaterial)u.__styleString=z.color.__styleString;else if(z instanceof THREE.MeshLambertMaterial)if(L){w.r=H.r;w.g=H.g;w.b=H.b;a(y,U,w);u.r=z.color.r*w.r;u.g=z.color.g*w.g;u.b=z.color.b*w.b;u.updateStyleString()}else u.__styleString=z.color.__styleString;else if(z instanceof THREE.MeshDepthMaterial){p=1-z.__2near/(z.__farPlusNear-U.z*z.__farMinusNear);
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-"M "+r.positionScreen.x+" "+r.positionScreen.y+" L "+E.positionScreen.x+" "+E.positionScreen.y+" L "+K.positionScreen.x+","+K.positionScreen.y+" L "+U.positionScreen.x+","+U.positionScreen.y+"z");if(y instanceof THREE.MeshBasicMaterial)u.__styleString=y.color.__styleString;else if(y instanceof THREE.MeshLambertMaterial)if(L){w.r=H.r;w.g=H.g;w.b=H.b;a(R,z,w);u.r=y.color.r*w.r;u.g=y.color.g*w.g;u.b=y.color.b*w.b;u.updateStyleString()}else u.__styleString=y.color.__styleString;else if(y instanceof THREE.MeshDepthMaterial){p=
-1-y.__2near/(y.__farPlusNear-z.z*y.__farMinusNear);u.setRGB(p,p,p)}else y instanceof THREE.MeshNormalMaterial&&u.setRGB(b(z.normalWorld.x),b(z.normalWorld.y),b(z.normalWorld.z));y.wireframe?O.setAttribute("style","fill: none; stroke: "+u.__styleString+"; stroke-width: "+y.wireframe_linewidth+"; stroke-opacity: "+y.opacity+"; stroke-linecap: "+y.wireframe_linecap+"; stroke-linejoin: "+y.wireframe_linejoin):O.setAttribute("style","fill: "+u.__styleString+"; fill-opacity: "+y.opacity);q.appendChild(O)}
-function g(r){if(Y[r]==null){Y[r]=document.createElementNS("http://www.w3.org/2000/svg","path");Q==0&&Y[r].setAttribute("shape-rendering","crispEdges");return Y[r]}return Y[r]}function b(r){return r<0?Math.min((1+r)*0.5,0.5):0.5+Math.min(r*0.5,0.5)}var d=null,n=new THREE.Projector,q=document.createElementNS("http://www.w3.org/2000/svg","svg"),o,f,h,k,i,m,l,s,v=new THREE.Rectangle,j=new THREE.Rectangle,L=false,u=new THREE.Color(16777215),w=new THREE.Color(16777215),H=new THREE.Color(0),A=new THREE.Color(0),
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-G.material[z]){R=i;$=G;J=J;var da=ca++;if(C[da]==null){C[da]=document.createElementNS("http://www.w3.org/2000/svg","circle");Q==0&&C[da].setAttribute("shape-rendering","crispEdges")}O=C[da];O.setAttribute("cx",R.x);O.setAttribute("cy",R.y);O.setAttribute("r",$.scale.x*h);if(J instanceof THREE.ParticleCircleMaterial){if(L){w.r=H.r+A.r+I.r;w.g=H.g+A.g+I.g;w.b=H.b+A.b+I.b;u.r=J.color.r*w.r;u.g=J.color.g*w.g;u.b=J.color.b*w.b;u.updateStyleString()}else u=J.color;O.setAttribute("style","fill: "+u.__styleString)}q.appendChild(O)}}else if(G instanceof
-THREE.RenderableLine){i=G.v1;m=G.v2;i.positionScreen.x*=h;i.positionScreen.y*=-k;m.positionScreen.x*=h;m.positionScreen.y*=-k;j.addPoint(i.positionScreen.x,i.positionScreen.y);j.addPoint(m.positionScreen.x,m.positionScreen.y);if(v.instersects(j)){z=0;for(y=G.material.length;z<y;)if(J=G.material[z++]){R=i;$=m;J=J;da=M++;if(Z[da]==null){Z[da]=document.createElementNS("http://www.w3.org/2000/svg","line");Q==0&&Z[da].setAttribute("shape-rendering","crispEdges")}O=Z[da];O.setAttribute("x1",R.positionScreen.x);
-O.setAttribute("y1",R.positionScreen.y);O.setAttribute("x2",$.positionScreen.x);O.setAttribute("y2",$.positionScreen.y);if(J instanceof THREE.LineBasicMaterial){u.__styleString=J.color.__styleString;O.setAttribute("style","fill: none; stroke: "+u.__styleString+"; stroke-width: "+J.linewidth+"; stroke-opacity: "+J.opacity+"; stroke-linecap: "+J.linecap+"; stroke-linejoin: "+J.linejoin);q.appendChild(O)}}}}else if(G instanceof THREE.RenderableFace3){i=G.v1;m=G.v2;l=G.v3;i.positionScreen.x*=h;i.positionScreen.y*=
--k;m.positionScreen.x*=h;m.positionScreen.y*=-k;l.positionScreen.x*=h;l.positionScreen.y*=-k;j.addPoint(i.positionScreen.x,i.positionScreen.y);j.addPoint(m.positionScreen.x,m.positionScreen.y);j.addPoint(l.positionScreen.x,l.positionScreen.y);if(v.instersects(j)){z=0;for(y=G.meshMaterial.length;z<y;){J=G.meshMaterial[z++];if(J instanceof THREE.MeshFaceMaterial){R=0;for($=G.faceMaterial.length;R<$;)(J=G.faceMaterial[R++])&&c(i,m,l,G,J,r)}else J&&c(i,m,l,G,J,r)}}}else if(G instanceof THREE.RenderableFace4){i=
-G.v1;m=G.v2;l=G.v3;s=G.v4;i.positionScreen.x*=h;i.positionScreen.y*=-k;m.positionScreen.x*=h;m.positionScreen.y*=-k;l.positionScreen.x*=h;l.positionScreen.y*=-k;s.positionScreen.x*=h;s.positionScreen.y*=-k;j.addPoint(i.positionScreen.x,i.positionScreen.y);j.addPoint(m.positionScreen.x,m.positionScreen.y);j.addPoint(l.positionScreen.x,l.positionScreen.y);j.addPoint(s.positionScreen.x,s.positionScreen.y);if(v.instersects(j)){z=0;for(y=G.meshMaterial.length;z<y;){J=G.meshMaterial[z++];if(J instanceof
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-THREE.WebGLRenderer=function(a){function c(f,h){var k;if(f=="fragment")k=b.createShader(b.FRAGMENT_SHADER);else if(f=="vertex")k=b.createShader(b.VERTEX_SHADER);b.shaderSource(k,h);b.compileShader(k);if(!b.getShaderParameter(k,b.COMPILE_STATUS)){alert(b.getShaderInfoLog(k));return null}return k}function e(f){switch(f){case THREE.Repeat:return b.REPEAT;case THREE.ClampToEdge:return b.CLAMP_TO_EDGE;case THREE.MirroredRepeat:return b.MIRRORED_REPEAT}return 0}var g=document.createElement("canvas"),b,
-d,n=new THREE.Matrix4,q;a=function(f,h){if(f){var k,i,m,l=pointLights=maxDirLights=maxPointLights=0;k=0;for(i=f.lights.length;k<i;k++){m=f.lights[k];m instanceof THREE.DirectionalLight&&l++;m instanceof THREE.PointLight&&pointLights++}if(pointLights+l<=h){maxDirLights=l;maxPointLights=pointLights}else{maxDirLights=Math.ceil(h*l/(pointLights+l));maxPointLights=h-maxDirLights}return{directional:maxDirLights,point:maxPointLights}}return{directional:1,point:h-1}}(a,4);this.domElement=g;this.autoClear=
-true;try{b=g.getContext("experimental-webgl",{antialias:true})}catch(o){}if(!b){alert("WebGL not supported");throw"cannot create webgl context";}b.clearColor(0,0,0,1);b.clearDepth(1);b.enable(b.DEPTH_TEST);b.depthFunc(b.LEQUAL);b.frontFace(b.CCW);b.cullFace(b.BACK);b.enable(b.CULL_FACE);b.enable(b.BLEND);b.blendFunc(b.ONE,b.ONE_MINUS_SRC_ALPHA);b.clearColor(0,0,0,0);(function(f,h){d=b.createProgram();b.attachShader(d,c("fragment",["#ifdef GL_ES\nprecision highp float;\n#endif",f?"#define MAX_DIR_LIGHTS "+
-f:"",h?"#define MAX_POINT_LIGHTS "+h:"","uniform int material;\nuniform bool enableMap;\nuniform bool enableCubeMap;\nuniform bool mixEnvMap;\nuniform samplerCube tCube;\nuniform float mReflectivity;\nuniform sampler2D tMap;\nuniform vec4 mColor;\nuniform float mOpacity;\nuniform vec4 mAmbient;\nuniform vec4 mSpecular;\nuniform float mShininess;\nuniform float m2Near;\nuniform float mFarPlusNear;\nuniform float mFarMinusNear;\nuniform int pointLightNumber;\nuniform int directionalLightNumber;",f?
-"uniform mat4 viewMatrix;":"",f?"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];":"","varying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vLightWeighting;",h?"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];":"","varying vec3 vViewPosition;\nvarying vec3 vReflect;\nuniform vec3 cameraPosition;\nvoid main() {\nvec4 mapColor = vec4( 1.0, 1.0, 1.0, 1.0 );\nvec4 cubeColor = vec4( 1.0, 1.0, 1.0, 1.0 );\nif ( enableMap ) {\nmapColor = texture2D( tMap, vUv );\n}\nif ( enableCubeMap ) {\ncubeColor.r = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) ).r;\ncubeColor.g = textureCube( tCube, vec3( -vReflect.x + 0.005, vReflect.yz ) ).g;\ncubeColor.b = textureCube( tCube, vec3( -vReflect.x + 0.01, vReflect.yz ) ).b;\n}\nif ( material == 5 ) { \nvec3 wPos = cameraPosition - vViewPosition;\ngl_FragColor = textureCube( tCube, vec3( -wPos.x, wPos.yz ) );\n} else if ( material == 4 ) { \ngl_FragColor = vec4( 0.5*normalize( vNormal ) + vec3(0.5, 0.5, 0.5), mOpacity );\n} else if ( material == 3 ) { \nfloat w = 0.5;\ngl_FragColor = vec4( w, w, w, mOpacity );\n} else if ( material == 2 ) { \nvec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );",
-h?"vec4 pointDiffuse  = vec4( 0.0, 0.0, 0.0, 0.0 );":"",h?"vec4 pointSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );":"",h?"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {":"",h?"vec3 pointVector = normalize( vPointLightVector[ i ] );":"",h?"vec3 pointHalfVector = normalize( vPointLightVector[ i ] + vViewPosition );":"",h?"float pointDotNormalHalf = dot( normal, pointHalfVector );":"",h?"float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );":"",h?"float pointSpecularWeight = 0.0;":"",h?"if ( pointDotNormalHalf >= 0.0 )":
-"",h?"pointSpecularWeight = pow( pointDotNormalHalf, mShininess );":"",h?"pointDiffuse  += mColor * pointDiffuseWeight;":"",h?"pointSpecular += mSpecular * pointSpecularWeight;":"",h?"}":"",f?"vec4 dirDiffuse  = vec4( 0.0, 0.0, 0.0, 0.0 );":"",f?"vec4 dirSpecular = vec4( 0.0, 0.0, 0.0, 0.0 );":"",f?"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {":"",f?"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );":"",f?"vec3 dirVector = normalize( lDirection.xyz );":"",f?"vec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );":
-"",f?"float dirDotNormalHalf = dot( normal, dirHalfVector );":"",f?"float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );":"",f?"float dirSpecularWeight = 0.0;":"",f?"if ( dirDotNormalHalf >= 0.0 )":"",f?"dirSpecularWeight = pow( dirDotNormalHalf, mShininess );":"",f?"dirDiffuse  += mColor * dirDiffuseWeight;":"",f?"dirSpecular += mSpecular * dirSpecularWeight;":"",f?"}":"","vec4 totalLight = mAmbient;",f?"totalLight += dirDiffuse + dirSpecular;":"",h?"totalLight += pointDiffuse + pointSpecular;":
-"","if ( mixEnvMap ) {\ngl_FragColor = vec4( mix( mapColor.rgb * totalLight.xyz * vLightWeighting, cubeColor.rgb, mReflectivity ), mapColor.a );\n} else {\ngl_FragColor = vec4( mapColor.rgb * cubeColor.rgb * totalLight.xyz * vLightWeighting, mapColor.a );\n}\n} else if ( material == 1 ) {\nif ( mixEnvMap ) {\ngl_FragColor = vec4( mix( mColor.rgb * mapColor.rgb * vLightWeighting, cubeColor.rgb, mReflectivity ), mColor.a * mapColor.a );\n} else {\ngl_FragColor = vec4( mColor.rgb * mapColor.rgb * cubeColor.rgb * vLightWeighting, mColor.a * mapColor.a );\n}\n} else {\nif ( mixEnvMap ) {\ngl_FragColor = mix( mColor * mapColor, cubeColor, mReflectivity );\n} else {\ngl_FragColor = mColor * mapColor * cubeColor;\n}\n}\n}"].join("\n")));
-b.attachShader(d,c("vertex",[f?"#define MAX_DIR_LIGHTS "+f:"",h?"#define MAX_POINT_LIGHTS "+h:"","attribute vec3 position;\nattribute vec3 normal;\nattribute vec2 uv;\nuniform vec3 cameraPosition;\nuniform bool enableLighting;\nuniform bool useRefract;\nuniform int pointLightNumber;\nuniform int directionalLightNumber;\nuniform vec3 ambientLightColor;",f?"uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];":"",f?"uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];":"",h?"uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];":
-"",h?"uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];":"","uniform mat4 objMatrix;\nuniform mat4 viewMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat3 normalMatrix;\nvarying vec3 vNormal;\nvarying vec2 vUv;\nvarying vec3 vLightWeighting;",h?"varying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];":"","varying vec3 vViewPosition;\nvarying vec3 vReflect;\nuniform float mRefractionRatio;\nvoid main(void) {\nvec4 mPosition = objMatrix * vec4( position, 1.0 );\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 nWorld = mat3( objMatrix[0].xyz, objMatrix[1].xyz, objMatrix[2].xyz ) * normal;\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvec3 transformedNormal = normalize( normalMatrix * normal );\nif ( !enableLighting ) {\nvLightWeighting = vec3( 1.0, 1.0, 1.0 );\n} else {\nvLightWeighting = ambientLightColor;",
-f?"for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {":"",f?"vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );":"",f?"float directionalLightWeighting = max( dot( transformedNormal, normalize(lDirection.xyz ) ), 0.0 );":"",f?"vLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;":"",f?"}":"",h?"for( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {":"",h?"vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );":"",h?"vPointLightVector[ i ] = normalize( lPosition.xyz - mvPosition.xyz );":
-"",h?"float pointLightWeighting = max( dot( transformedNormal, vPointLightVector[ i ] ), 0.0 );":"",h?"vLightWeighting += pointLightColor[ i ] * pointLightWeighting;":"",h?"}":"","}\nvNormal = transformedNormal;\nvUv = uv;\nif ( useRefract ) {\nvReflect = refract( normalize(mPosition.xyz - cameraPosition), normalize(nWorld.xyz), mRefractionRatio );\n} else {\nvReflect = reflect( normalize(mPosition.xyz - cameraPosition), normalize(nWorld.xyz) );\n}\ngl_Position = projectionMatrix * mvPosition;\n}"].join("\n")));
-b.linkProgram(d);if(!b.getProgramParameter(d,b.LINK_STATUS)){alert("Could not initialise shaders");alert("VALIDATE_STATUS: "+b.getProgramParameter(d,b.VALIDATE_STATUS));alert(b.getError())}b.useProgram(d);d.viewMatrix=b.getUniformLocation(d,"viewMatrix");d.modelViewMatrix=b.getUniformLocation(d,"modelViewMatrix");d.projectionMatrix=b.getUniformLocation(d,"projectionMatrix");d.normalMatrix=b.getUniformLocation(d,"normalMatrix");d.objMatrix=b.getUniformLocation(d,"objMatrix");d.cameraPosition=b.getUniformLocation(d,
-"cameraPosition");d.enableLighting=b.getUniformLocation(d,"enableLighting");d.ambientLightColor=b.getUniformLocation(d,"ambientLightColor");if(f){d.directionalLightNumber=b.getUniformLocation(d,"directionalLightNumber");d.directionalLightColor=b.getUniformLocation(d,"directionalLightColor");d.directionalLightDirection=b.getUniformLocation(d,"directionalLightDirection")}if(h){d.pointLightNumber=b.getUniformLocation(d,"pointLightNumber");d.pointLightColor=b.getUniformLocation(d,"pointLightColor");d.pointLightPosition=
-b.getUniformLocation(d,"pointLightPosition")}d.material=b.getUniformLocation(d,"material");d.mColor=b.getUniformLocation(d,"mColor");d.mOpacity=b.getUniformLocation(d,"mOpacity");d.mReflectivity=b.getUniformLocation(d,"mReflectivity");d.mAmbient=b.getUniformLocation(d,"mAmbient");d.mSpecular=b.getUniformLocation(d,"mSpecular");d.mShininess=b.getUniformLocation(d,"mShininess");d.enableMap=b.getUniformLocation(d,"enableMap");b.uniform1i(d.enableMap,0);d.tMap=b.getUniformLocation(d,"tMap");b.uniform1i(d.tMap,
-0);d.enableCubeMap=b.getUniformLocation(d,"enableCubeMap");b.uniform1i(d.enableCubeMap,0);d.tCube=b.getUniformLocation(d,"tCube");b.uniform1i(d.tCube,1);d.mixEnvMap=b.getUniformLocation(d,"mixEnvMap");b.uniform1i(d.mixEnvMap,0);d.mRefractionRatio=b.getUniformLocation(d,"mRefractionRatio");d.useRefract=b.getUniformLocation(d,"useRefract");b.uniform1i(d.useRefract,0);d.m2Near=b.getUniformLocation(d,"m2Near");d.mFarPlusNear=b.getUniformLocation(d,"mFarPlusNear");d.mFarMinusNear=b.getUniformLocation(d,
-"mFarMinusNear");d.position=b.getAttribLocation(d,"position");b.enableVertexAttribArray(d.position);d.normal=b.getAttribLocation(d,"normal");b.enableVertexAttribArray(d.normal);d.uv=b.getAttribLocation(d,"uv");b.enableVertexAttribArray(d.uv);d.viewMatrixArray=new Float32Array(16);d.modelViewMatrixArray=new Float32Array(16);d.projectionMatrixArray=new Float32Array(16)})(a.directional,a.point);this.setSize=function(f,h){g.width=f;g.height=h;b.viewport(0,0,g.width,g.height)};this.clear=function(){b.clear(b.COLOR_BUFFER_BIT|
-b.DEPTH_BUFFER_BIT)};this.setupLights=function(f){var h,k,i,m,l=[],s=[],v=[];m=[];var j=[];b.uniform1i(d.enableLighting,f.lights.length);h=0;for(k=f.lights.length;h<k;h++){i=f.lights[h];if(i instanceof THREE.AmbientLight)l.push(i);else if(i instanceof THREE.DirectionalLight)v.push(i);else i instanceof THREE.PointLight&&s.push(i)}h=f=i=m=0;for(k=l.length;h<k;h++){f+=l[h].color.r;i+=l[h].color.g;m+=l[h].color.b}b.uniform3f(d.ambientLightColor,f,i,m);m=[];j=[];h=0;for(k=v.length;h<k;h++){i=v[h];m.push(i.color.r*
-i.intensity);m.push(i.color.g*i.intensity);m.push(i.color.b*i.intensity);j.push(i.position.x);j.push(i.position.y);j.push(i.position.z)}if(v.length){b.uniform1i(d.directionalLightNumber,v.length);b.uniform3fv(d.directionalLightDirection,j);b.uniform3fv(d.directionalLightColor,m)}m=[];j=[];h=0;for(k=s.length;h<k;h++){i=s[h];m.push(i.color.r*i.intensity);m.push(i.color.g*i.intensity);m.push(i.color.b*i.intensity);j.push(i.position.x);j.push(i.position.y);j.push(i.position.z)}if(s.length){b.uniform1i(d.pointLightNumber,
-s.length);b.uniform3fv(d.pointLightPosition,j);b.uniform3fv(d.pointLightColor,m)}};this.createBuffers=function(f,h){var k,i,m,l,s,v,j,L,u=[],w=[],H=[],A=[],I=[],p=0,x=f.materialFaceGroup[h],Y;m=false;k=0;for(i=f.material.length;k<i;k++){meshMaterial=f.material[k];if(meshMaterial instanceof THREE.MeshFaceMaterial){s=0;for(Y=x.material.length;s<Y;s++)if(x.material[s]&&x.material[s].shading!=undefined&&x.material[s].shading==THREE.SmoothShading){m=true;break}}else if(meshMaterial&&meshMaterial.shading!=
-undefined&&meshMaterial.shading==THREE.SmoothShading){m=true;break}if(m)break}Y=m;k=0;for(i=x.faces.length;k<i;k++){m=x.faces[k];l=f.geometry.faces[m];s=l.vertexNormals;faceNormal=l.normal;m=f.geometry.uvs[m];if(l instanceof THREE.Face3){v=f.geometry.vertices[l.a].position;j=f.geometry.vertices[l.b].position;L=f.geometry.vertices[l.c].position;H.push(v.x,v.y,v.z);H.push(j.x,j.y,j.z);H.push(L.x,L.y,L.z);if(s.length==3&&Y)for(l=0;l<3;l++)A.push(s[l].x,s[l].y,s[l].z);else for(l=0;l<3;l++)A.push(faceNormal.x,
-faceNormal.y,faceNormal.z);if(m)for(l=0;l<3;l++)I.push(m[l].u,m[l].v);u.push(p,p+1,p+2);w.push(p,p+1);w.push(p,p+2);w.push(p+1,p+2);p+=3}else if(l instanceof THREE.Face4){v=f.geometry.vertices[l.a].position;j=f.geometry.vertices[l.b].position;L=f.geometry.vertices[l.c].position;l=f.geometry.vertices[l.d].position;H.push(v.x,v.y,v.z);H.push(j.x,j.y,j.z);H.push(L.x,L.y,L.z);H.push(l.x,l.y,l.z);if(s.length==4&&Y)for(l=0;l<4;l++)A.push(s[l].x,s[l].y,s[l].z);else for(l=0;l<4;l++)A.push(faceNormal.x,faceNormal.y,
-faceNormal.z);if(m)for(l=0;l<4;l++)I.push(m[l].u,m[l].v);u.push(p,p+1,p+2);u.push(p,p+2,p+3);w.push(p,p+1);w.push(p,p+2);w.push(p,p+3);w.push(p+1,p+2);w.push(p+2,p+3);p+=4}}if(H.length){x.__webGLVertexBuffer=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,x.__webGLVertexBuffer);b.bufferData(b.ARRAY_BUFFER,new Float32Array(H),b.STATIC_DRAW);x.__webGLNormalBuffer=b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,x.__webGLNormalBuffer);b.bufferData(b.ARRAY_BUFFER,new Float32Array(A),b.STATIC_DRAW);x.__webGLUVBuffer=
-b.createBuffer();b.bindBuffer(b.ARRAY_BUFFER,x.__webGLUVBuffer);b.bufferData(b.ARRAY_BUFFER,new Float32Array(I),b.STATIC_DRAW);x.__webGLFaceBuffer=b.createBuffer();b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,x.__webGLFaceBuffer);b.bufferData(b.ELEMENT_ARRAY_BUFFER,new Uint16Array(u),b.STATIC_DRAW);x.__webGLLineBuffer=b.createBuffer();b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,x.__webGLLineBuffer);b.bufferData(b.ELEMENT_ARRAY_BUFFER,new Uint16Array(w),b.STATIC_DRAW);x.__webGLFaceCount=u.length;x.__webGLLineCount=
-w.length}};this.renderBuffer=function(f,h){var k,i,m,l,s,v,j,L,u,w;if(f instanceof THREE.MeshPhongMaterial||f instanceof THREE.MeshLambertMaterial||f instanceof THREE.MeshBasicMaterial){k=f.color;i=f.opacity;l=f.wireframe;s=f.wireframe_linewidth;j=f.map;L=f.env_map;v=f.combine==THREE.Mix;m=f.reflectivity;w=f.env_map&&f.env_map.mapping==THREE.RefractionMap;u=f.refraction_ratio;b.uniform4f(d.mColor,k.r*i,k.g*i,k.b*i,i);b.uniform1i(d.mixEnvMap,v);b.uniform1f(d.mReflectivity,m);b.uniform1i(d.useRefract,
-w);b.uniform1f(d.mRefractionRatio,u)}if(f instanceof THREE.MeshNormalMaterial){i=f.opacity;b.uniform1f(d.mOpacity,i);b.uniform1i(d.material,4)}else if(f instanceof THREE.MeshDepthMaterial){i=f.opacity;l=f.wireframe;s=f.wireframe_linewidth;b.uniform1f(d.mOpacity,i);b.uniform1f(d.m2Near,f.__2near);b.uniform1f(d.mFarPlusNear,f.__farPlusNear);b.uniform1f(d.mFarMinusNear,f.__farMinusNear);b.uniform1i(d.material,3)}else if(f instanceof THREE.MeshPhongMaterial){k=f.ambient;m=f.specular;v=f.shininess;b.uniform4f(d.mAmbient,
-k.r,k.g,k.b,i);b.uniform4f(d.mSpecular,m.r,m.g,m.b,i);b.uniform1f(d.mShininess,v);b.uniform1i(d.material,2)}else if(f instanceof THREE.MeshLambertMaterial)b.uniform1i(d.material,1);else if(f instanceof THREE.MeshBasicMaterial)b.uniform1i(d.material,0);else if(f instanceof THREE.MeshCubeMaterial){b.uniform1i(d.material,5);L=f.env_map}if(j){if(!f.map.__webGLTexture&&f.map.image.loaded){f.map.__webGLTexture=b.createTexture();b.bindTexture(b.TEXTURE_2D,f.map.__webGLTexture);b.texImage2D(b.TEXTURE_2D,
-0,b.RGBA,b.RGBA,b.UNSIGNED_BYTE,f.map.image);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_S,e(f.map.wrap_s));b.texParameteri(b.TEXTURE_2D,b.TEXTURE_WRAP_T,e(f.map.wrap_t));b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MAG_FILTER,b.LINEAR);b.texParameteri(b.TEXTURE_2D,b.TEXTURE_MIN_FILTER,b.LINEAR_MIPMAP_LINEAR);b.generateMipmap(b.TEXTURE_2D);b.bindTexture(b.TEXTURE_2D,null)}b.activeTexture(b.TEXTURE0);b.bindTexture(b.TEXTURE_2D,f.map.__webGLTexture);b.uniform1i(d.tMap,0);b.uniform1i(d.enableMap,1)}else b.uniform1i(d.enableMap,
-0);if(L){if(f.env_map&&f.env_map instanceof THREE.TextureCube&&f.env_map.image.length==6){if(!f.env_map.image.__webGLTextureCube&&!f.env_map.image.__cubeMapInitialized&&f.env_map.image.loadCount==6){f.env_map.image.__webGLTextureCube=b.createTexture();b.bindTexture(b.TEXTURE_CUBE_MAP,f.env_map.image.__webGLTextureCube);b.texParameteri(b.TEXTURE_CUBE_MAP,b.TEXTURE_WRAP_S,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_CUBE_MAP,b.TEXTURE_WRAP_T,b.CLAMP_TO_EDGE);b.texParameteri(b.TEXTURE_CUBE_MAP,b.TEXTURE_MAG_FILTER,
-b.LINEAR);b.texParameteri(b.TEXTURE_CUBE_MAP,b.TEXTURE_MIN_FILTER,b.LINEAR_MIPMAP_LINEAR);for(i=0;i<6;++i)b.texImage2D(b.TEXTURE_CUBE_MAP_POSITIVE_X+i,0,b.RGBA,b.RGBA,b.UNSIGNED_BYTE,f.env_map.image[i]);b.generateMipmap(b.TEXTURE_CUBE_MAP);b.bindTexture(b.TEXTURE_CUBE_MAP,null);f.env_map.image.__cubeMapInitialized=true}b.activeTexture(b.TEXTURE1);b.bindTexture(b.TEXTURE_CUBE_MAP,f.env_map.image.__webGLTextureCube);b.uniform1i(d.tCube,1)}b.uniform1i(d.enableCubeMap,1)}else b.uniform1i(d.enableCubeMap,
-0);b.bindBuffer(b.ARRAY_BUFFER,h.__webGLVertexBuffer);b.vertexAttribPointer(d.position,3,b.FLOAT,false,0,0);b.bindBuffer(b.ARRAY_BUFFER,h.__webGLNormalBuffer);b.vertexAttribPointer(d.normal,3,b.FLOAT,false,0,0);if(j){b.bindBuffer(b.ARRAY_BUFFER,h.__webGLUVBuffer);b.enableVertexAttribArray(d.uv);b.vertexAttribPointer(d.uv,2,b.FLOAT,false,0,0)}else b.disableVertexAttribArray(d.uv);if(l){b.lineWidth(s);b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,h.__webGLLineBuffer);b.drawElements(b.LINES,h.__webGLLineCount,
-b.UNSIGNED_SHORT,0)}else{b.bindBuffer(b.ELEMENT_ARRAY_BUFFER,h.__webGLFaceBuffer);b.drawElements(b.TRIANGLES,h.__webGLFaceCount,b.UNSIGNED_SHORT,0)}};this.renderPass=function(f,h,k,i){var m,l,s,v,j;s=0;for(v=f.material.length;s<v;s++){m=f.material[s];if(m instanceof THREE.MeshFaceMaterial){m=0;for(l=h.material.length;m<l;m++)if((j=h.material[m])&&j.blending==k&&j.opacity<1==i){this.setBlending(j.blending);this.renderBuffer(j,h)}}else if((j=m)&&j.blending==k&&j.opacity<1==i){this.setBlending(j.blending);
-this.renderBuffer(j,h)}}};this.render=function(f,h){var k,i;this.initWebGLObjects(f);this.autoClear&&this.clear();h.autoUpdateMatrix&&h.updateMatrix();b.uniform3f(d.cameraPosition,h.position.x,h.position.y,h.position.z);this.setupLights(f);k=0;for(i=f.__webGLObjects.length;k<i;k++){webGLObject=f.__webGLObjects[k];if(webGLObject.__object.visible){this.setupMatrices(webGLObject.__object,h);this.renderPass(webGLObject.__object,webGLObject,THREE.NormalBlending,false)}}k=0;for(i=f.__webGLObjects.length;k<
-i;k++){webGLObject=f.__webGLObjects[k];if(webGLObject.__object.visible){this.setupMatrices(webGLObject.__object,h);this.renderPass(webGLObject.__object,webGLObject,THREE.AdditiveBlending,false);this.renderPass(webGLObject.__object,webGLObject,THREE.SubtractiveBlending,false);this.renderPass(webGLObject.__object,webGLObject,THREE.AdditiveBlending,true);this.renderPass(webGLObject.__object,webGLObject,THREE.SubtractiveBlending,true);this.renderPass(webGLObject.__object,webGLObject,THREE.NormalBlending,
-true)}}};this.initWebGLObjects=function(f){var h,k,i,m,l;if(!f.__webGLObjects)f.__webGLObjects=[];h=0;for(k=f.objects.length;h<k;h++){i=f.objects[h];if(i instanceof THREE.Mesh)for(m in i.materialFaceGroup){l=i.materialFaceGroup[m];if(!l.__webGLVertexBuffer){this.createBuffers(i,m);l.__object=i;f.__webGLObjects.push(l)}}}};this.removeObject=function(f,h){var k,i;for(k=f.__webGLObjects.length-1;k>=0;k--){i=f.__webGLObjects[k].__object;h==i&&f.__webGLObjects.splice(k,1)}};this.setupMatrices=function(f,
-h){f.autoUpdateMatrix&&f.updateMatrix();n.multiply(h.matrix,f.matrix);d.viewMatrixArray=new Float32Array(h.matrix.flatten());d.modelViewMatrixArray=new Float32Array(n.flatten());d.projectionMatrixArray=new Float32Array(h.projectionMatrix.flatten());q=THREE.Matrix4.makeInvert3x3(n).transpose();d.normalMatrixArray=new Float32Array(q.m);b.uniformMatrix4fv(d.viewMatrix,false,d.viewMatrixArray);b.uniformMatrix4fv(d.modelViewMatrix,false,d.modelViewMatrixArray);b.uniformMatrix4fv(d.projectionMatrix,false,
-d.projectionMatrixArray);b.uniformMatrix3fv(d.normalMatrix,false,d.normalMatrixArray);b.uniformMatrix4fv(d.objMatrix,false,new Float32Array(f.matrix.flatten()))};this.setBlending=function(f){switch(f){case THREE.AdditiveBlending:b.blendEquation(b.FUNC_ADD);b.blendFunc(b.ONE,b.ONE);break;case THREE.SubtractiveBlending:b.blendFunc(b.DST_COLOR,b.ZERO);break;default:b.blendEquation(b.FUNC_ADD);b.blendFunc(b.ONE,b.ONE_MINUS_SRC_ALPHA)}};this.setFaceCulling=function(f,h){if(f){!h||h=="ccw"?b.frontFace(b.CCW):
-b.frontFace(b.CW);if(f=="back")b.cullFace(b.BACK);else f=="front"?b.cullFace(b.FRONT):b.cullFace(b.FRONT_AND_BACK);b.enable(b.CULL_FACE)}else b.disable(b.CULL_FACE)}};
-THREE.RenderableFace3=function(){this.z=null;this.v1=new THREE.Vertex;this.v2=new THREE.Vertex;this.v3=new THREE.Vertex;this.centroidWorld=new THREE.Vector3;this.centroidScreen=new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.vertexNormalsWorld=[new THREE.Vector3,new THREE.Vector3,new THREE.Vector3];this.faceMaterial=this.meshMaterial=null;this.overdraw=false;this.uvs=[null,null,null]};
-THREE.RenderableParticle=function(){this.rotation=this.z=this.y=this.x=null;this.scale=new THREE.Vector2;this.material=null};THREE.RenderableLine=function(){this.z=null;this.v1=new THREE.Vertex;this.v2=new THREE.Vertex;this.material=null};

+ 0 - 1211
utils/exporters/cinema4d/convert_obj_threejs_slim.py

@@ -1,1211 +0,0 @@
-"""Convert Wavefront OBJ / MTL files into Three.js (slim models version, to be used with web worker based ascii / binary loader)
-
--------------------------
-How to use this converter
--------------------------
-
-python convert_obj_threejs_slim.py -i infile.obj -o outfile.js [-a center|top|bottom] [-s smooth|flat] [-t ascii|binary] [-d invert|normal]
-
-Notes: 
-
-    - by default:
-        converted model will be centered (middle of bounding box goes to 0,0,0)
-        use smooth shading (if there were vertex normals in the original model)
-        will be in ASCII format
-        original model is assumed to use non-inverted transparency / dissolve (0.0 fully transparent, 1.0 fully opaque)
- 
-    - binary conversion will create two files: 
-        outfile.js  (materials)
-        outfile.bin (binary buffers)
-    
---------------------------------------------------
-How to use generated JS file in your HTML document
---------------------------------------------------
-
-    <script type="text/javascript" src="Three.js"></script>
-    
-    ...
-    
-    <script type="text/javascript">
-        ...
-        
-        var loader = new THREE.Loader();
-        
-        // load ascii model
-        loader.loadAscii( "Model_slim.js", function( geometry ) { createScene( geometry) }, path_to_textures );
-
-        // load binary model
-        loader.loadBinary( "Model_bin.js", function( geometry ) { createScene( geometry) }, path_to_textures );
-
-        function createScene( geometry ) {
-            
-            var normalizeUVsFlag = 1; // set to 1 if canvas render has missing materials
-            var mesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial(), normalizeUVsFlag );
-            
-        }
-        
-        ...
-    </script>
-    
--------------------------------------
-Parsers based on formats descriptions
--------------------------------------
-
-    http://en.wikipedia.org/wiki/Obj
-    http://en.wikipedia.org/wiki/Material_Template_Library
-    
--------------------
-Current limitations
--------------------
-
-    - for the moment, only diffuse color and texture are used 
-      (will need to extend shaders / renderers / materials in Three)
-     
-    - models can have more than 65,536 vertices,
-      but in most cases it will not work well with browsers,
-      which currently seem to have troubles with handling
-      large JS files
-       
-    - texture coordinates can be wrong in canvas renderer
-      (there is crude normalization, but it doesn't
-       work for all cases)
-       
-    - smoothing can be turned on/off only for the whole mesh
-
----------------------------------------------- 
-How to get proper OBJ + MTL files with Blender
-----------------------------------------------
-
-    0. Remove default cube (press DEL and ENTER)
-    
-    1. Import / create model
-    
-    2. Select all meshes (Select -> Select All by Type -> Mesh)
-    
-    3. Export to OBJ (File -> Export -> Wavefront .obj) [*]
-        - enable following options in exporter
-            Material Groups
-            Rotate X90
-            Apply Modifiers
-            High Quality Normals
-            Copy Images
-            Selection Only
-            Objects as OBJ Objects
-            UVs
-            Normals
-            Materials
-            Edges
-            
-        - select empty folder
-        - give your exported file name with "obj" extension
-        - click on "Export OBJ" button
-        
-    4. Your model is now all files in this folder (OBJ, MTL, number of images)
-        - this converter assumes all files staying in the same folder,
-          (OBJ / MTL files use relative paths)
-          
-        - for WebGL, textures must be power of 2 sized
-
-    [*] If OBJ export fails (Blender 2.54 beta), patch your Blender installation 
-        following instructions here:
-            
-            http://www.blendernation.com/2010/09/12/blender-2-54-beta-released/
-            
-------
-Author
-------
-AlteredQualia http://alteredqualia.com
-
-"""
-
-import fileinput
-import operator
-import random
-import os.path
-import getopt
-import sys
-import struct
-import math
-
-# #####################################################
-# Configuration
-# #####################################################
-ALIGN = "center"        # center bottom top none
-SHADING = "smooth"      # smooth flat 
-TYPE = "ascii"          # ascii binary
-TRANSPARENCY = "normal" # normal invert
-
-# default colors for debugging (each material gets one distinct color): 
-# white, red, green, blue, yellow, cyan, magenta
-COLORS = [0xeeeeee, 0xee0000, 0x00ee00, 0x0000ee, 0xeeee00, 0x00eeee, 0xee00ee]
-
-# #####################################################
-# Templates
-# #####################################################
-TEMPLATE_FILE_ASCII = u"""\
-// Converted from: %(fname)s
-//  vertices: %(nvertex)d
-//  faces: %(nface)d 
-//  materials: %(nmaterial)d
-//
-//  Generated with OBJ -> Three.js converter
-//  http://github.com/alteredq/three.js/blob/master/utils/exporters/convert_obj_threejs_slim.py
-
-
-var model = {
-    'materials': [%(materials)s],
-
-    'normals': [%(normals)s],
-
-    'vertices': [%(vertices)s],
-
-    'uvs': [%(uvs)s],
-
-    'triangles': [%(triangles)s],
-    'trianglesUvs': [%(trianglesUvs)s],
-    'trianglesNormals': [%(trianglesNormals)s],
-    'trianglesNormalsUvs': [%(trianglesNormalsUvs)s],
-
-    'quads': [%(quads)s],
-    'quadsUvs': [%(quadsUvs)s],
-    'quadsNormals': [%(quadsNormals)s],
-    'quadsNormalsUvs': [%(quadsNormalsUvs)s],
-
-    'end': (new Date).getTime()
-    }
-    
-postMessage( model );
-"""
-
-TEMPLATE_FILE_BIN = u"""\
-// Converted from: %(fname)s
-//  vertices: %(nvertex)d
-//  faces: %(nface)d 
-//  materials: %(nmaterial)d
-//
-//  Generated with OBJ -> Three.js converter
-//  http://github.com/alteredq/three.js/blob/master/utils/exporters/convert_obj_threejs_slim.py
-
-
-var model = {
-    'materials': [%(materials)s],
-
-    'buffers': '%(buffers)s',
-
-    'end': (new Date).getTime()
-    }
-    
-postMessage( model );
-"""
-
-TEMPLATE_VERTEX = "%f,%f,%f"
-
-TEMPLATE_UV_TRI = "%f,%f,%f,%f,%f,%f"
-TEMPLATE_UV_QUAD = "%f,%f,%f,%f,%f,%f,%f,%f"
-
-TEMPLATE_TRI = "%d,%d,%d,%d"
-TEMPLATE_QUAD = "%d,%d,%d,%d,%d"
-
-TEMPLATE_TRI_UV = "%d,%d,%d,%d,%d,%d,%d"
-TEMPLATE_QUAD_UV = "%d,%d,%d,%d,%d,%d,%d,%d,%d"
-
-TEMPLATE_TRI_N = "%d,%d,%d,%d,%d,%d,%d"
-TEMPLATE_QUAD_N = "%d,%d,%d,%d,%d,%d,%d,%d,%d"
-
-TEMPLATE_TRI_N_UV = "%d,%d,%d,%d,%d,%d,%d,%d,%d,%d"
-TEMPLATE_QUAD_N_UV = "%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d,%d"
-
-TEMPLATE_N = "%f,%f,%f"
-TEMPLATE_UV = "%f,%f"
-
-# #####################################################
-# Utils
-# #####################################################
-def file_exists(filename):
-    """Return true if file exists and is accessible for reading.
-    
-    Should be safer than just testing for existence due to links and 
-    permissions magic on Unix filesystems.
-    
-    @rtype: boolean
-    """
-    
-    try:
-        f = open(filename, 'r')
-        f.close()
-        return True
-    except IOError:
-        return False
-
-    
-def get_name(fname):
-    """Create model name based of filename ("path/fname.js" -> "fname").
-    """
-
-    return os.path.splitext(os.path.basename(fname))[0]
-
-def bbox(vertices):
-    """Compute bounding box of vertex array.
-    """
-    
-    if len(vertices)>0:
-        minx = maxx = vertices[0][0]
-        miny = maxy = vertices[0][1]
-        minz = maxz = vertices[0][2]
-        
-        for v in vertices[1:]:
-            if v[0]<minx:
-                minx = v[0]
-            elif v[0]>maxx:
-                maxx = v[0]
-            
-            if v[1]<miny:
-                miny = v[1]
-            elif v[1]>maxy:
-                maxy = v[1]
-
-            if v[2]<minz:
-                minz = v[2]
-            elif v[2]>maxz:
-                maxz = v[2]
-
-        return { 'x':[minx,maxx], 'y':[miny,maxy], 'z':[minz,maxz] }
-    
-    else:
-        return { 'x':[0,0], 'y':[0,0], 'z':[0,0] }
-
-def translate(vertices, t):
-    """Translate array of vertices by vector t.
-    """
-    
-    for i in xrange(len(vertices)):
-        vertices[i][0] += t[0]
-        vertices[i][1] += t[1]
-        vertices[i][2] += t[2]
-        
-def center(vertices):
-    """Center model (middle of bounding box).
-    """
-    
-    bb = bbox(vertices)
-    
-    cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
-    cy = bb['y'][0] + (bb['y'][1] - bb['y'][0])/2.0
-    cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
-    
-    translate(vertices, [-cx,-cy,-cz])
-
-def top(vertices):
-    """Align top of the model with the floor (Y-axis) and center it around X and Z.
-    """
-    
-    bb = bbox(vertices)
-    
-    cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
-    cy = bb['y'][1]
-    cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
-    
-    translate(vertices, [-cx,-cy,-cz])
-    
-def bottom(vertices):
-    """Align bottom of the model with the floor (Y-axis) and center it around X and Z.
-    """
-    
-    bb = bbox(vertices)
-    
-    cx = bb['x'][0] + (bb['x'][1] - bb['x'][0])/2.0
-    cy = bb['y'][0] 
-    cz = bb['z'][0] + (bb['z'][1] - bb['z'][0])/2.0
-    
-    translate(vertices, [-cx,-cy,-cz])
-
-def normalize(v):
-    """Normalize 3d vector"""
-    
-    l = math.sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2])
-    if l:
-        v[0] /= l
-        v[1] /= l
-        v[2] /= l
-
-# #####################################################
-# MTL parser
-# #####################################################
-def texture_relative_path(fullpath):
-    texture_file = os.path.basename(fullpath)
-    return texture_file
-    
-def parse_mtl(fname):
-    """Parse MTL file.
-    """
-    
-    materials = {}
-    
-    for line in fileinput.input(fname):
-        chunks = line.split()
-        if len(chunks) > 0:
-            
-            # Material start
-            # newmtl identifier
-            if chunks[0] == "newmtl" and len(chunks) == 2:
-                identifier = chunks[1]
-                if not identifier in materials:
-                    materials[identifier] = {}
-
-            # Diffuse color
-            # Kd 1.000 1.000 1.000
-            if chunks[0] == "Kd" and len(chunks) == 4:
-                materials[identifier]["colorDiffuse"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
-
-            # Ambient color
-            # Ka 1.000 1.000 1.000
-            if chunks[0] == "Ka" and len(chunks) == 4:
-                materials[identifier]["colorAmbient"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
-
-            # Specular color
-            # Ks 1.000 1.000 1.000
-            if chunks[0] == "Ks" and len(chunks) == 4:
-                materials[identifier]["colorSpecular"] = [float(chunks[1]), float(chunks[2]), float(chunks[3])]
-
-            # Specular coefficient
-            # Ns 154.000
-            if chunks[0] == "Ns" and len(chunks) == 2:
-                materials[identifier]["specularCoef"] = float(chunks[1])
-
-            # Transparency
-            # Tr 0.9 or d 0.9
-            if (chunks[0] == "Tr" or chunks[0] == "d") and len(chunks) == 2:
-                if TRANSPARENCY == "invert":
-                    materials[identifier]["transparency"] = 1.0 - float(chunks[1])
-                else:
-                    materials[identifier]["transparency"] = float(chunks[1])
-
-            # Optical density
-            # Ni 1.0
-            if chunks[0] == "Ni" and len(chunks) == 2:
-                materials[identifier]["opticalDensity"] = float(chunks[1])
-
-            # Diffuse texture
-            # map_Kd texture_diffuse.jpg
-            if chunks[0] == "map_Kd" and len(chunks) == 2:
-                materials[identifier]["mapDiffuse"] = texture_relative_path(chunks[1])
-
-            # Ambient texture
-            # map_Ka texture_ambient.jpg
-            if chunks[0] == "map_Ka" and len(chunks) == 2:
-                materials[identifier]["mapAmbient"] = texture_relative_path(chunks[1])
-
-            # Specular texture
-            # map_Ks texture_specular.jpg
-            if chunks[0] == "map_Ks" and len(chunks) == 2:
-                materials[identifier]["mapSpecular"] = texture_relative_path(chunks[1])
-
-            # Alpha texture
-            # map_d texture_alpha.png
-            if chunks[0] == "map_d" and len(chunks) == 2:
-                materials[identifier]["mapAlpha"] = texture_relative_path(chunks[1])
-
-            # Bump texture
-            # map_bump texture_bump.jpg or bump texture_bump.jpg
-            if (chunks[0] == "map_bump" or chunks[0] == "bump") and len(chunks) == 2:
-                materials[identifier]["mapBump"] = texture_relative_path(chunks[1])
-
-            # Illumination
-            # illum 2
-            #
-            # 0. Color on and Ambient off
-            # 1. Color on and Ambient on
-            # 2. Highlight on
-            # 3. Reflection on and Ray trace on
-            # 4. Transparency: Glass on, Reflection: Ray trace on
-            # 5. Reflection: Fresnel on and Ray trace on
-            # 6. Transparency: Refraction on, Reflection: Fresnel off and Ray trace on
-            # 7. Transparency: Refraction on, Reflection: Fresnel on and Ray trace on
-            # 8. Reflection on and Ray trace off
-            # 9. Transparency: Glass on, Reflection: Ray trace off
-            # 10. Casts shadows onto invisible surfaces
-            if chunks[0] == "illum" and len(chunks) == 2:
-                materials[identifier]["illumination"] = int(chunks[1])
-
-    return materials
-    
-# #####################################################
-# OBJ parser
-# #####################################################
-def parse_vertex(text):
-    """Parse text chunk specifying single vertex.
-    
-    Possible formats:
-        vertex index
-        vertex index / texture index
-        vertex index / texture index / normal index
-        vertex index / / normal index
-    """
-    
-    v = 0
-    t = 0
-    n = 0
-    
-    chunks = text.split("/")
-    
-    v = int(chunks[0])
-    if len(chunks) > 1:
-        if chunks[1]:
-            t = int(chunks[1])
-    if len(chunks) > 2:
-        if chunks[2]:
-            n = int(chunks[2])
-            
-    return { 'v':v, 't':t, 'n':n }
-    
-def parse_obj(fname):
-    """Parse OBJ file.
-    """
-    
-    vertices = []
-    normals = []
-    uvs = []
-    
-    faces = []
-    
-    materials = {}
-    mcounter = 0
-    mcurrent = 0
-    
-    mtllib = ""
-    
-    # current face state
-    group = 0
-    object = 0
-    smooth = 0
-    
-    for line in fileinput.input(fname):
-        chunks = line.split()
-        if len(chunks) > 0:
-            
-            # Vertices as (x,y,z) coordinates
-            # v 0.123 0.234 0.345
-            if chunks[0] == "v" and len(chunks) == 4:
-                x = float(chunks[1])
-                y = float(chunks[2])
-                z = float(chunks[3])
-                vertices.append([x,y,z])
-
-            # Normals in (x,y,z) form; normals might not be unit
-            # vn 0.707 0.000 0.707
-            if chunks[0] == "vn" and len(chunks) == 4:
-                x = float(chunks[1])
-                y = float(chunks[2])
-                z = float(chunks[3])
-                normals.append([x,y,z])
-
-            # Texture coordinates in (u,v[,w]) coordinates, w is optional
-            # vt 0.500 -1.352 [0.234]
-            if chunks[0] == "vt" and len(chunks) >= 3:
-                u = float(chunks[1])
-                v = float(chunks[2])
-                w = 0
-                if len(chunks)>3:
-                    w = float(chunks[3])
-                uvs.append([u,v,w])
-
-            # Face
-            if chunks[0] == "f" and len(chunks) >= 4:
-                vertex_index = []
-                uv_index = []
-                normal_index = []
-                
-                for v in chunks[1:]:
-                    vertex = parse_vertex(v)
-                    if vertex['v']:
-                        vertex_index.append(vertex['v'])
-                    if vertex['t']:
-                        uv_index.append(vertex['t'])
-                    if vertex['n']:
-                        normal_index.append(vertex['n'])
-                
-                faces.append({
-                    'vertex':vertex_index, 
-                    'uv':uv_index,
-                    'normal':normal_index,
-                    
-                    'material':mcurrent,
-                    'group':group, 
-                    'object':object, 
-                    'smooth':smooth,
-                    })
-    
-            # Group
-            if chunks[0] == "g" and len(chunks) == 2:
-                group = chunks[1]
-
-            # Object
-            if chunks[0] == "o" and len(chunks) == 2:
-                object = chunks[1]
-
-            # Materials definition
-            if chunks[0] == "mtllib" and len(chunks) == 2:
-                mtllib = chunks[1]
-                
-            # Material
-            if chunks[0] == "usemtl" and len(chunks) == 2:
-                material = chunks[1]
-                if not material in materials:
-                    mcurrent = mcounter
-                    materials[material] = mcounter
-                    mcounter += 1
-                else:
-                    mcurrent = materials[material]
-
-            # Smooth shading
-            if chunks[0] == "s" and len(chunks) == 2:
-                smooth = chunks[1]
-
-    return faces, vertices, uvs, normals, materials, mtllib
-    
-# #####################################################
-# Generator
-# #####################################################
-def generate_vertex(v):
-    return TEMPLATE_VERTEX % (v[0], v[1], v[2])
-    
-def generate_triangle(f):
-    v = f['vertex']
-    return TEMPLATE_TRI % (v[0]-1, v[1]-1, v[2]-1, 
-                           f['material'])
-
-def generate_triangle_uv(f):
-    v = f['vertex']
-    uv = f['uv']
-    return TEMPLATE_TRI_UV % (v[0]-1, v[1]-1, v[2]-1, 
-                              f['material'], 
-                              uv[0]-1, uv[1]-1, uv[2]-1)
-
-def generate_triangle_n(f):
-    v = f['vertex']
-    n = f['normal']
-    return TEMPLATE_TRI_N % (v[0]-1, v[1]-1, v[2]-1, 
-                             f['material'], 
-                             n[0]-1, n[1]-1, n[2]-1)
-
-def generate_triangle_n_uv(f):
-    v = f['vertex']
-    n = f['normal']
-    uv = f['uv']
-    return TEMPLATE_TRI_N_UV % (v[0]-1, v[1]-1, v[2]-1, 
-                                f['material'], 
-                                n[0]-1, n[1]-1, n[2]-1, 
-                                uv[0]-1, uv[1]-1, uv[2]-1)
-
-def generate_quad(f):
-    vi = f['vertex']
-    return TEMPLATE_QUAD % (vi[0]-1, vi[1]-1, vi[2]-1, vi[3]-1, 
-                            f['material'])
-
-def generate_quad_uv(f):
-    v = f['vertex']
-    uv = f['uv']
-    return TEMPLATE_QUAD_UV % (v[0]-1, v[1]-1, v[2]-1, v[3]-1, 
-                               f['material'], 
-                               uv[0]-1, uv[1]-1, uv[2]-1, uv[3]-1)
-
-def generate_quad_n(f):
-    v = f['vertex']
-    n = f['normal']
-    return TEMPLATE_QUAD_N % (v[0]-1, v[1]-1, v[2]-1, v[3]-1, 
-                              f['material'],
-                              n[0]-1, n[1]-1, n[2]-1, n[3]-1)
-
-def generate_quad_n_uv(f):
-    v = f['vertex']
-    n = f['normal']
-    uv = f['uv']
-    return TEMPLATE_QUAD_N_UV % (v[0]-1, v[1]-1, v[2]-1, v[3]-1, 
-                                 f['material'],
-                                 n[0]-1, n[1]-1, n[2]-1, n[3]-1,
-                                 uv[0]-1, uv[1]-1, uv[2]-1, uv[3]-1)
-
-def generate_normal(n):
-    return TEMPLATE_N % (n[0], n[1], n[2])
-
-def generate_uv(uv):
-    return TEMPLATE_UV % (uv[0], 1.0 - uv[1])
-
-# #####################################################
-# Materials
-# #####################################################
-def generate_color(i):
-    """Generate hex color corresponding to integer.
-    
-    Colors should have well defined ordering.
-    First N colors are hardcoded, then colors are random 
-    (must seed random number  generator with deterministic value 
-    before getting colors).
-    """
-    
-    if i < len(COLORS):
-        return "0x%06x" % COLORS[i]
-    else:
-        return "0x%06x" % int(0xffffff * random.random())
-        
-def value2string(v):
-    if type(v)==str and v[0:2] != "0x":
-        return '"%s"' % v
-    return str(v)
-    
-def generate_materials(mtl, materials):
-    """Generate JS array of materials objects
-    
-    JS material objects are basically prettified one-to-one 
-    mappings of MTL properties in JSON format.
-    """
-    
-    mtl_array = []
-    for m in mtl:
-        if m in materials:
-            index = materials[m]
-            
-            # add debug information
-            #  materials should be sorted according to how
-            #  they appeared in OBJ file (for the first time)
-            #  this index is identifier used in face definitions
-            mtl[m]['DbgName'] = m
-            mtl[m]['DbgIndex'] = index
-            mtl[m]['DbgColor'] = generate_color(index)
-            
-            mtl_raw = ",\n".join(['\t"%s" : %s' % (n, value2string(v)) for n,v in sorted(mtl[m].items())])
-            mtl_string = "\t{\n%s\n\t}" % mtl_raw
-            mtl_array.append([index, mtl_string])
-        
-    return ",\n\n".join([m for i,m in sorted(mtl_array)])
-
-def generate_mtl(materials):
-    """Generate dummy materials (if there is no MTL file).
-    """
-    
-    mtl = {}
-    for m in materials:
-        index = materials[m]
-        mtl[m] = {
-            'DbgName': m,
-            'DbgIndex': index,
-            'DbgColor': generate_color(index)
-        }
-    return mtl
-    
-def generate_materials_string(materials, mtllib):
-    """Generate final materials string.
-    """
-
-    random.seed(42) # to get well defined color order for materials
-    
-    # default materials with debug colors for when
-    # there is no specified MTL / MTL loading failed,
-    # or if there were no materials / null materials
-    if not materials:
-        materials = { 'default':0 }
-    mtl = generate_mtl(materials)
-    
-    if mtllib:
-        # create full pathname for MTL (included from OBJ)
-        path = os.path.dirname(infile)
-        fname = os.path.join(path, mtllib)
-        
-        if file_exists(fname):
-            # override default materials with real ones from MTL
-            # (where they exist, otherwise keep defaults)
-            mtl.update(parse_mtl(fname))
-        
-        else:
-            print "Couldn't find [%s]" % fname
-    
-    return generate_materials(mtl, materials)
-    
-# #####################################################
-# Faces
-# #####################################################
-def is_triangle_flat(f):
-    return len(f['vertex'])==3 and not (f["normal"] and SHADING == "smooth") and not f['uv']
-    
-def is_triangle_flat_uv(f):
-    return len(f['vertex'])==3 and not (f["normal"] and SHADING == "smooth") and len(f['uv'])==3
-
-def is_triangle_smooth(f):
-    return len(f['vertex'])==3 and f["normal"] and SHADING == "smooth" and not f['uv']
-    
-def is_triangle_smooth_uv(f):
-    return len(f['vertex'])==3 and f["normal"] and SHADING == "smooth" and len(f['uv'])==3
-
-def is_quad_flat(f):
-    return len(f['vertex'])==4 and not (f["normal"] and SHADING == "smooth") and not f['uv']
-    
-def is_quad_flat_uv(f):
-    return len(f['vertex'])==4 and not (f["normal"] and SHADING == "smooth") and len(f['uv'])==4
-
-def is_quad_smooth(f):
-    return len(f['vertex'])==4 and f["normal"] and SHADING == "smooth" and not f['uv']
-
-def is_quad_smooth_uv(f):
-    return len(f['vertex'])==4 and f["normal"] and SHADING == "smooth" and len(f['uv'])==4
-
-def sort_faces(faces):
-    data = {
-    'triangles_flat': [],
-    'triangles_flat_uv': [],
-    'triangles_smooth': [],
-    'triangles_smooth_uv': [],
-    
-    'quads_flat': [],
-    'quads_flat_uv': [],
-    'quads_smooth': [],
-    'quads_smooth_uv': []
-    }
-    
-    for f in faces:
-        if is_triangle_flat(f):
-            data['triangles_flat'].append(f)
-        elif is_triangle_flat_uv(f):
-            data['triangles_flat_uv'].append(f)
-        elif is_triangle_smooth(f):
-            data['triangles_smooth'].append(f)
-        elif is_triangle_smooth_uv(f):
-            data['triangles_smooth_uv'].append(f)
-        
-        elif is_quad_flat(f):
-            data['quads_flat'].append(f)
-        elif is_quad_flat_uv(f):
-            data['quads_flat_uv'].append(f)
-        elif is_quad_smooth(f):
-            data['quads_smooth'].append(f)
-        elif is_quad_smooth_uv(f):
-            data['quads_smooth_uv'].append(f)
-
-    return data
-
-# #####################################################
-# API - ASCII converter
-# #####################################################
-def convert_ascii(infile, outfile):
-    """Convert infile.obj to outfile.js
-    
-    Here is where everything happens. If you need to automate conversions,
-    just import this file as Python module and call this method.
-    """
-    
-    if not file_exists(infile):
-        print "Couldn't find [%s]" % infile
-        return
-        
-    faces, vertices, uvs, normals, materials, mtllib = parse_obj(infile)
-    
-    if ALIGN == "center":
-        center(vertices)
-    elif ALIGN == "bottom":
-        bottom(vertices)
-    elif ALIGN == "top":
-        top(vertices)
-    
-    normals_string = ""
-    if SHADING == "smooth":
-        normals_string = ",".join(generate_normal(n) for n in normals)
-        
-    sfaces = sort_faces(faces)
-    
-    text = TEMPLATE_FILE_ASCII % {
-    "name"          : get_name(outfile),
-    "vertices"      : ",".join(generate_vertex(v) for v in vertices),
-    "triangles"     : ",".join(generate_triangle(f) for f in sfaces['triangles_flat']),
-    "trianglesUvs"  : ",".join(generate_triangle_uv(f) for f in sfaces['triangles_flat_uv']),
-    "trianglesNormals"   : ",".join(generate_triangle_n(f) for f in sfaces['triangles_smooth']),
-    "trianglesNormalsUvs": ",".join(generate_triangle_n_uv(f) for f in sfaces['triangles_smooth_uv']),
-    "quads"         : ",".join(generate_quad(f) for f in sfaces['quads_flat']),
-    "quadsUvs"      : ",".join(generate_quad_uv(f) for f in sfaces['quads_flat_uv']),
-    "quadsNormals"       : ",".join(generate_quad_n(f) for f in sfaces['quads_smooth']),
-    "quadsNormalsUvs"    : ",".join(generate_quad_n_uv(f) for f in sfaces['quads_smooth_uv']),
-    "uvs"           : ",".join(generate_uv(uv) for uv in uvs),
-    "normals"       : normals_string,
-    
-    "materials" : generate_materials_string(materials, mtllib),
-    
-    "fname"     : infile,
-    "nvertex"   : len(vertices),
-    "nface"     : len(faces),
-    "nmaterial" : len(materials)
-    }
-    
-    out = open(outfile, "w")
-    out.write(text)
-    out.close()
-    
-    print "%d vertices, %d faces, %d materials" % (len(vertices), len(faces), len(materials))
-        
-    
-# #############################################################################
-# API - Binary converter
-# #############################################################################
-def convert_binary(infile, outfile):
-    """Convert infile.obj to outfile.js + outfile.bin    
-    """
-    
-    if not file_exists(infile):
-        print "Couldn't find [%s]" % infile
-        return
-    
-    binfile = get_name(outfile) + ".bin"
-    
-    faces, vertices, uvs, normals, materials, mtllib = parse_obj(infile)
-    
-    if ALIGN == "center":
-        center(vertices)
-    elif ALIGN == "bottom":
-        bottom(vertices)
-    elif ALIGN == "top":
-        top(vertices)    
-    
-    sfaces = sort_faces(faces)
-    
-    # ###################
-    # generate JS file
-    # ###################
-    
-    text = TEMPLATE_FILE_BIN % {
-    "name"       : get_name(outfile),
-    
-    "materials" : generate_materials_string(materials, mtllib),
-    "buffers"   : binfile,
-    
-    "fname"     : infile,
-    "nvertex"   : len(vertices),
-    "nface"     : len(faces),
-    "nmaterial" : len(materials)
-    }
-    
-    out = open(outfile, "w")
-    out.write(text)
-    out.close()
-    
-    # ###################
-    # generate BIN file
-    # ###################
-    
-    if SHADING == "smooth":
-        nnormals = len(normals)
-    else:
-        nnormals = 0
-        
-    buffer = []
-
-    # header
-    # ------
-    header_bytes  = struct.calcsize('<8s')
-    header_bytes += struct.calcsize('<BBBBBBBB')
-    header_bytes += struct.calcsize('<IIIIIIIIIII')
-    
-    # signature
-    signature = struct.pack('<8s', 'Three.js')
-    
-    # metadata (all data is little-endian)
-    vertex_coordinate_bytes = 4
-    normal_coordinate_bytes = 1
-    uv_coordinate_bytes = 4
-    
-    vertex_index_bytes = 4
-    normal_index_bytes = 4
-    uv_index_bytes = 4
-    material_index_bytes = 2
-    
-    # header_bytes            unsigned char   1
-    
-    # vertex_coordinate_bytes unsigned char   1
-    # normal_coordinate_bytes unsigned char   1
-    # uv_coordinate_bytes     unsigned char   1
-    
-    # vertex_index_bytes      unsigned char   1
-    # normal_index_bytes      unsigned char   1
-    # uv_index_bytes          unsigned char   1
-    # material_index_bytes    unsigned char   1
-    bdata = struct.pack('<BBBBBBBB', header_bytes,
-                               vertex_coordinate_bytes, 
-                               normal_coordinate_bytes,
-                               uv_coordinate_bytes,
-                               vertex_index_bytes, 
-                               normal_index_bytes,
-                               uv_index_bytes,
-                               material_index_bytes)
-
-    # nvertices       unsigned int    4
-    # nnormals        unsigned int    4
-    # nuvs            unsigned int    4
-    
-    # ntri_flat       unsigned int    4
-    # ntri_smooth     unsigned int    4
-    # ntri_flat_uv    unsigned int    4
-    # ntri_smooth_uv  unsigned int    4
-    
-    # nquad_flat      unsigned int    4
-    # nquad_smooth    unsigned int    4
-    # nquad_flat_uv   unsigned int    4
-    # nquad_smooth_uv unsigned int    4    
-    ndata = struct.pack('<IIIIIIIIIII', len(vertices), 
-                               nnormals,
-                               len(uvs),
-                               len(sfaces['triangles_flat']), 
-                               len(sfaces['triangles_smooth']),
-                               len(sfaces['triangles_flat_uv']), 
-                               len(sfaces['triangles_smooth_uv']),
-                               len(sfaces['quads_flat']),
-                               len(sfaces['quads_smooth']),
-                               len(sfaces['quads_flat_uv']),
-                               len(sfaces['quads_smooth_uv']))
-    buffer.append(signature)
-    buffer.append(bdata)
-    buffer.append(ndata)
-        
-    # 1. vertices
-    # ------------
-    # x float   4
-    # y float   4
-    # z float   4
-    for v in vertices:
-        data = struct.pack('<fff', v[0], v[1], v[2]) 
-        buffer.append(data)
-
-    # 2. normals
-    # ---------------
-    # x signed char 1
-    # y signed char 1
-    # z signed char 1
-    if SHADING == "smooth":
-        for n in normals:
-            normalize(n)
-            data = struct.pack('<bbb', math.floor(n[0]*127+0.5),
-                                       math.floor(n[1]*127+0.5),
-                                       math.floor(n[2]*127+0.5))
-            buffer.append(data)
-    
-    # 3. uvs
-    # -----------
-    # u float   4
-    # v float   4
-    for uv in uvs:
-        data = struct.pack('<ff', uv[0], 1.0-uv[1])
-        buffer.append(data)
-    
-    # 4. flat triangles
-    # ------------------
-    # a unsigned int   4
-    # b unsigned int   4
-    # c unsigned int   4
-    # m unsigned short 2
-    for f in sfaces['triangles_flat']:
-        vi = f['vertex']
-        data = struct.pack('<IIIH', 
-                            vi[0]-1, vi[1]-1, vi[2]-1, 
-                            f['material'])
-        buffer.append(data)
-
-    # 5. smooth triangles
-    # -------------------
-    # a  unsigned int   4
-    # b  unsigned int   4
-    # c  unsigned int   4
-    # m  unsigned short 2
-    # na unsigned int   4
-    # nb unsigned int   4
-    # nc unsigned int   4
-    for f in sfaces['triangles_smooth']:
-        vi = f['vertex']
-        ni = f['normal']
-        data = struct.pack('<IIIHIII', 
-                            vi[0]-1, vi[1]-1, vi[2]-1, 
-                            f['material'], 
-                            ni[0]-1, ni[1]-1, ni[2]-1)
-        buffer.append(data)
-
-    # 6. flat triangles uv
-    # --------------------
-    # a  unsigned int    4
-    # b  unsigned int    4
-    # c  unsigned int    4
-    # m  unsigned short  2
-    # ua unsigned int    4
-    # ub unsigned int    4
-    # uc unsigned int    4
-    for f in sfaces['triangles_flat_uv']:
-        vi = f['vertex']
-        ui = f['uv']
-        data = struct.pack('<IIIHIII', 
-                            vi[0]-1, vi[1]-1, vi[2]-1, 
-                            f['material'], 
-                            ui[0]-1, ui[1]-1, ui[2]-1)
-        buffer.append(data)
-
-    # 7. smooth triangles uv
-    # ----------------------
-    # a  unsigned int    4
-    # b  unsigned int    4
-    # c  unsigned int    4
-    # m  unsigned short  2
-    # na unsigned int    4
-    # nb unsigned int    4
-    # nc unsigned int    4
-    # ua unsigned int    4
-    # ub unsigned int    4
-    # uc unsigned int    4
-    for f in sfaces['triangles_smooth_uv']:
-        vi = f['vertex']
-        ni = f['normal']
-        ui = f['uv']
-        data = struct.pack('<IIIHIIIIII', 
-                            vi[0]-1, vi[1]-1, vi[2]-1, 
-                            f['material'], 
-                            ni[0]-1, ni[1]-1, ni[2]-1,
-                            ui[0]-1, ui[1]-1, ui[2]-1)
-        buffer.append(data)
-
-    # 8. flat quads
-    # ------------------
-    # a unsigned int   4
-    # b unsigned int   4
-    # c unsigned int   4
-    # d unsigned int   4
-    # m unsigned short 2
-    for f in sfaces['quads_flat']:
-        vi = f['vertex']
-        data = struct.pack('<IIIIH', 
-                            vi[0]-1, vi[1]-1, vi[2]-1, vi[3]-1, 
-                            f['material'])
-        buffer.append(data)
-            
-    # 9. smooth quads
-    # -------------------
-    # a  unsigned int   4
-    # b  unsigned int   4
-    # c  unsigned int   4
-    # d  unsigned int   4
-    # m  unsigned short 2
-    # na unsigned int   4
-    # nb unsigned int   4
-    # nc unsigned int   4
-    # nd unsigned int   4
-    for f in sfaces['quads_smooth']:
-        vi = f['vertex']
-        ni = f['normal']
-        data = struct.pack('<IIIIHIIII', 
-                            vi[0]-1, vi[1]-1, vi[2]-1, vi[3]-1, 
-                            f['material'], 
-                            ni[0]-1, ni[1]-1, ni[2]-1, ni[3]-1)
-        buffer.append(data)
-    
-    # 10. flat quads uv
-    # ------------------
-    # a unsigned int   4
-    # b unsigned int   4
-    # c unsigned int   4
-    # d unsigned int   4
-    # m unsigned short 2
-    # ua unsigned int  4
-    # ub unsigned int  4
-    # uc unsigned int  4
-    # ud unsigned int  4
-    for f in sfaces['quads_flat_uv']:
-        vi = f['vertex']
-        ui = f['uv']
-        data = struct.pack('<IIIIHIIII', 
-                            vi[0]-1, vi[1]-1, vi[2]-1, vi[3]-1, 
-                            f['material'],
-                            ui[0]-1, ui[1]-1, ui[2]-1, ui[3]-1)
-        buffer.append(data)
-
-    # 11. smooth quads uv
-    # -------------------
-    # a  unsigned int   4
-    # b  unsigned int   4
-    # c  unsigned int   4
-    # d  unsigned int   4
-    # m  unsigned short 2
-    # na unsigned int   4
-    # nb unsigned int   4
-    # nc unsigned int   4
-    # nd unsigned int   4
-    # ua unsigned int   4
-    # ub unsigned int   4
-    # uc unsigned int   4
-    # ud unsigned int   4
-    for f in sfaces['quads_smooth_uv']:
-        vi = f['vertex']
-        ni = f['normal']
-        ui = f['uv']
-        data = struct.pack('<IIIIHIIIIIIII', 
-                            vi[0]-1, vi[1]-1, vi[2]-1, vi[3]-1, 
-                            f['material'], 
-                            ni[0]-1, ni[1]-1, ni[2]-1, ni[3]-1,
-                            ui[0]-1, ui[1]-1, ui[2]-1, ui[3]-1)
-        buffer.append(data)
-
-    path = os.path.dirname(outfile)
-    fname = os.path.join(path, binfile)
-
-    out = open(fname, "wb")
-    out.write("".join(buffer))
-    out.close()
-
-# #############################################################################
-# Helpers
-# #############################################################################
-def usage():
-    print "Usage: %s -i filename.obj -o filename.js [-a center|top|bottom] [-s flat|smooth] [-t binary|ascii] [-d invert|normal]" % os.path.basename(sys.argv[0])
-        
-# #####################################################
-# Main
-# #####################################################
-if __name__ == "__main__":
-    
-    # get parameters from the command line
-    try:
-        opts, args = getopt.getopt(sys.argv[1:], "hi:o:a:s:t:d:", ["help", "input=", "output=", "align=", "shading=", "type=", "dissolve="])
-    
-    except getopt.GetoptError:
-        usage()
-        sys.exit(2)
-        
-    infile = outfile = ""
-    
-    for o, a in opts:
-        if o in ("-h", "--help"):
-            usage()
-            sys.exit()
-        
-        elif o in ("-i", "--input"):
-            infile = a
-
-        elif o in ("-o", "--output"):
-            outfile = a
-
-        elif o in ("-a", "--align"):
-            if a in ("top", "bottom", "center"):
-                ALIGN = a
-
-        elif o in ("-s", "--shading"):
-            if a in ("flat", "smooth"):
-                SHADING = a
-                
-        elif o in ("-t", "--type"):
-            if a in ("binary", "ascii"):
-                TYPE = a
-
-        elif o in ("-d", "--dissolve"):
-            if a in ("normal", "invert"):
-                TRANSPARENCY = a
-
-    if infile == "" or outfile == "":
-        usage()
-        sys.exit(2)
-    
-    print "Converting [%s] into [%s] ..." % (infile, outfile)
-    
-    if TYPE == "ascii":
-        convert_ascii(infile, outfile)
-    elif TYPE == "binary":
-        convert_binary(infile, outfile)
-    

+ 0 - 189
utils/exporters/cinema4d/export_to_three.js.py

@@ -1,189 +0,0 @@
-'''
-author : "George Profenza"
-url    : ("disturb", "disturbmedia.com/blog","My blog, http://tomaterial.blogspot.com")
-
-Export meshes the three.js 3D Engine by mr.doob's et al.
-
-More details on the engine here:
-https://github.com/mrdoob/three.js
-
-Currently supports UVs. If the model doesn't display correctly
-you might need to reverse some normals/do some cleanup.
-Also, if you use Selection Tags and basic ColorMaterials, 
-the colours will be picked up as face colors. Call autoColor() on the
-model you use for this.
-The mesh transformations(position, rotation, scale) are saved
-and you can get them using: getPosition(), getRotation() and getScale()
-each returning a THREE.Vector3
-
-In short
-var myGeom = new myC4DGeom();
-var myModel = new THREE.Mesh( myGeom, new THREE.MeshFaceMaterial());
-//set transforms
-model.position = myGeom.getPosition()
-model.rotation = myGeom.getRotation()
-model.scale    = myGeom.getScale()
-//set selection tags colours
-myGeom.autoColor()
-
-More details on this exporter and more js examples here:
-https://github.com/orgicus/three.js
-
-Have fun!
-
-This script requires Cinema 4D R11.5 minimum and the Py4D Plugin:
-http://www.py4d.com/get-py4d/
-'''
-
-import c4d
-from c4d import documents,UVWTag,storage
-from c4d.utils import *
-from c4d import symbols as sy, plugins, utils, bitmaps, gui
-import math
-import re
-
-# utils
-clean = lambda varStr: re.sub('\W|^(?=\d)','_', varStr)
-# from Active State's Python recipies: http://code.activestate.com/recipes/266466-html-colors-tofrom-rgb-tuples/
-def RGBToHTMLColor(rgb_tuple):
-    return '0x%02x%02x%02x' % rgb_tuple
-def Export():
-    if not op: return
-    if op.GetType() != 5100:
-            print 'Selected Object is not an editable mesh'
-            return
-    unit = 0.001#for scale
-    fps   = doc.GetFps()
-    bd = doc.GetRenderBaseDraw()
-    scr = bd.GetFrameScreen()
-    rd = doc.GetActiveRenderData()
-    name  = op.GetName()
-    classname = clean(name)
-    
-    c4dPath = c4d.storage.GeGetC4DPath(sy.C4D_PATH_LIBRARY)
-    jsFile = open(c4dPath+'/scripts/Three.js','r')
-    js = jsFile.read()
-    htmlFile = open(c4dPath+'/scripts/template.html','r')
-    html = htmlFile.read()
-    html = html.replace('%s',classname)
-    code  = 'var %s = function () {\n\n\tvar scope = this;\n\n\tTHREE.Geometry.call(this);\n\n' % classname
-    
-    def GetMesh(code):
-        # goto 0
-        doc.SetTime(c4d.BaseTime(0, fps))
-        c4d.DrawViews( c4d.DA_ONLY_ACTIVE_VIEW|c4d.DA_NO_THREAD|c4d.DA_NO_REDUCTION|c4d.DA_STATICBREAK )
-        c4d.GeSyncMessage(c4d.EVMSG_TIMECHANGED)
-        doc.SetTime(doc.GetTime())
-        c4d.EventAdd(c4d.EVENT_ANIMATE)
-        SendModelingCommand(command = MCOMMAND_REVERSENORMALS, list = [op], mode = MODIFY_ALL, bc = c4d.BaseContainer(), doc = doc)
-        
-        verts = op.GetPointAll()
-        for v in verts:
-            code += '\tv( %.6f, %.6f, %.6f );\n' % (v.x, -v.y, v.z)
-        code += '\n'
-        ncount = 0
-        uvcount = 0
-        faces = op.GetAllPolygons()
-        normals = op.CreatePhongNormals()
-        ndirection = 1
-        hasUV = False
-        for tag in op.GetTags():
-            if tag.GetName() == "UVW":
-                uvw = tag
-                hasUV = True
-        for f in faces:
-            if(f.d == f.c):
-                if(normals):
-                    code += '\tf3( %d, %d, %d, %.6f, %.6f, %.6f );\n' % (f.a, f.b, f.c, normals[ncount].x*ndirection, normals[ncount].y*ndirection, normals[ncount].z*ndirection)
-                else:
-                    code += '\tf3( %d, %d, %d );\n' % (f.a, f.b, f.c)
-            else:
-                if(normals):
-                    code += '\tf4( %d, %d, %d, %d, %.6f, %.6f, %.6f );\n' % (f.a, f.b, f.c, f.d, normals[ncount].x*ndirection, normals[ncount].y*ndirection, normals[ncount].z*ndirection)
-                else:
-                    code += '\tf4( %d, %d, %d, %d );\n' % (f.a, f.b, f.c, f.d)
-            if hasUV:
-                uv = uvw.Get(uvcount);
-                # uvs  += '[Vector('+str(uv[0].x)+','+str(1.0-uv[0].y)+'),Vector('+str(uv[1].x)+','+str(1.0-uv[1].y)+'),Vector('+str(uv[2].x)+','+str(1.0-uv[2].y)+')],'
-                if len(uv) == 4:
-                    code += '\tuv( %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f, %.6f);\n' % (uv[0].x, uv[0].y, uv[1].x, uv[1].y, uv[2].x, uv[2].y, uv[3].x, uv[3].y)
-                else:
-                    code += '\tuv( %.6f, %.6f, %.6f, %.6f, %.6f, %.6f);\n' % (uv[0].x, uv[0].y, uv[1].x, uv[1].y, uv[2].x, uv[2].y)
-                ncount += 1
-                uvcount += 1
-        code +='\n\tthis.computeCentroids();\n\tthis.computeNormals(true);\n'
-        #selection color
-        code +='\n\tscope.colors = {};\n'
-        code +='\tscope.selections = {};\n'
-        selName = ''
-        for tag in op.GetTags():  
-            if(tag.GetType() == 5616): #texture tag
-               material = tag.GetMaterial()
-               color = material[sy.MATERIAL_COLOR_COLOR]
-               tag.SetBit(c4d.BIT_ACTIVE)
-               selName = clean(tag[sy.TEXTURETAG_RESTRICTION])
-               if len(selName) == 0:    print "*** WARNING! *** Missing selection name for material: " + material.GetName()
-               code += '\tscope.colors["'+selName+'"] = '+str(RGBToHTMLColor((color.x*255,color.y*255,color.z*255)))+';\n'
-            if tag.GetType() == 5673:  #selection tag
-               # print 'selection: ' + tag.GetName()  
-               sel = tag.GetSelection()
-               selName = clean(tag.GetName())
-               ids = sel.GetAll(op.GetPointCount())
-               indices = [i for i, e in enumerate(ids) if e != 0]
-               code += '\tscope.selections["'+selName+'"] = '+str(indices)+';\n'
-               
-        code += '\n\tscope.autoColor = function(){\n'
-        code += '\t\tfor(var s in this.selections){\n'
-        code += '\t\t\tfor(var i = 0 ; i < this.selections[s].length; i++) this.faces[this.selections[s][i]].material = [new THREE.MeshBasicMaterial({color:this.colors[s]})];\n'
-        code += '\t\t}\n\t}\n'
-        
-        # model position, rotation, scale               rotation x,y,z = H,P,B => three.js x,y,z is P,H,B => y,x,z
-        p = op.GetPos()
-        r = op.GetRot()
-        s = op.GetScale()
-        code += '\n\tscope.getPosition = function(){\treturn new THREE.Vector3'+str((p.x,p.y,p.z))+';\t}\n'
-        code += '\n\tscope.getRotation = function(){\treturn new THREE.Vector3'+str((r.y,r.x,r.z))+';\t}\n'
-        code += '\n\tscope.getScale = function(){\treturn new THREE.Vector3'+str((s.x,s.y,s.z))+';\t}\n'
-        
-        code += '\n'
-        code += '\tfunction v( x, y, z ) {\n\n'
-        code += '\t\tscope.vertices.push( new THREE.Vertex( new THREE.Vector3( x, y, z ) ) );\n\n'
-        code += '\t}\n\n'
-        code += '\tfunction f3( a, b, c, nx, ny, nz ) {\n\n'
-        code += '\t\tscope.faces.push( new THREE.Face3( a, b, c, nx && ny && nz ? new THREE.Vector3( nx, ny, nz ) : null ) );\n\n'
-        code += '\t}\n\n'
-        code += '\tfunction f4( a, b, c, d, nx, ny, nz ) {\n\n'
-        code += '\t\tscope.faces.push( new THREE.Face4( a, b, c, d, nx && ny && nz ? new THREE.Vector3( nx, ny, nz ) : null ) );\n\n'
-        code += '\t}\n\n'
-        code += '\tfunction uv( u1, v1, u2, v2, u3, v3, u4, v4 ) {\n\n'
-        code += '\t\tvar uv = [];\n'
-        code += '\t\tuv.push( new THREE.UV( u1, v1 ) );\n'
-        code += '\t\tuv.push( new THREE.UV( u2, v2 ) );\n'
-        code += '\t\tuv.push( new THREE.UV( u3, v3 ) );\n'
-        code += '\t\tif ( u4 && v4 ) uv.push( new THREE.UV( u4, v4 ) );\n'
-        code += '\t\tscope.uvs.push( uv );\n'
-        code += '\t}\n\n'
-        code += '}\n\n'
-        code += '%s.prototype = new THREE.Geometry();\n' % classname
-        code += '%s.prototype.constructor = %s;' % (classname, classname)
-        
-        SendModelingCommand(command = MCOMMAND_REVERSENORMALS, list = [op], mode = MODIFY_ALL, bc = c4d.BaseContainer(), doc = doc)
-        
-        return code
-
-    code = GetMesh(code)
-    docPath = doc.GetDocumentPath() 
-    jspath = docPath+'/'+classname+'.js'
-    htmlpath = docPath+'/'+classname+'.html'
-    file = open(jspath,'w')
-    file.write(code)
-    file.close()
-    file = open(htmlpath,'w')
-    file.write(html)
-    file.close()
-    file = open(docPath+'/Three.js','w')
-    file.write(js)
-    file.close()
-    print 'Export Complete!'
-
-Export()

+ 0 - 59
utils/exporters/cinema4d/slim_export_to_three.js.py

@@ -1,59 +0,0 @@
-import c4d 
-from c4d import *
-from c4d.documents import *
-from c4d import symbols as sy, plugins, utils, bitmaps, gui
-import re,os,subprocess
-
-clean = lambda varStr: re.sub('\W|^(?=\d)','_', varStr)
-#save obj
-name = op.GetName()
-c4dPath = c4d.storage.GeGetC4DPath(sy.C4D_PATH_LIBRARY)
-docPath = doc.GetDocumentPath()
-objPath = docPath+'/'+name+'.obj'
-mtlPath = docPath+'/'+name+'.mtl'
-jsPath  = docPath+'/'+name+'.js'
-SaveDocument(doc,objPath,sy.SAVEFLAG_AUTOSAVE,sy.FORMAT_OBJEXPORT)
-
-#save mtl
-mcount = 0;
-mtl = ''
-for tag in op.GetTags():  
-    if(tag.GetType() == 5616): #texture tag
-       mcount += 1
-       m = tag.GetMaterial()
-       mtl += 'newmtl '+clean(m.GetName())+'\n'
-       if(m[sy.MATERIAL_COLOR_COLOR]):   mtl += 'Kd ' + str(m[sy.MATERIAL_COLOR_COLOR].x) + ' ' + str(m[sy.MATERIAL_COLOR_COLOR].y) + ' ' + str(m[sy.MATERIAL_COLOR_COLOR].z) + '\n'
-       if(m[sy.MATERIAL_SPECULAR_COLOR]):    mtl += 'Ks ' + str(m[sy.MATERIAL_SPECULAR_COLOR].x) + ' ' + str(m[sy.MATERIAL_SPECULAR_COLOR].y) + ' ' + str(m[sy.MATERIAL_SPECULAR_COLOR].z) + '\n'
-       if(m[sy.MATERIAL_SPECULAR_BRIGHTNESS]):   mtl += 'Ns ' + str(m[sy.MATERIAL_SPECULAR_BRIGHTNESS]) + '\n'
-       if(m[sy.MATERIAL_TRANSPARENCY_BRIGHTNESS]):   mtl += 'd ' + str(m[sy.MATERIAL_TRANSPARENCY_BRIGHTNESS]) + '\n'
-       if(m[sy.MATERIAL_COLOR_SHADER]):  mtl += 'map_Kd ' + str(m[sy.MATERIAL_COLOR_SHADER][sy.BITMAPSHADER_FILENAME]) + '\n'
-       if(m[sy.MATERIAL_TRANSPARENCY_SHADER]):   mtl += 'map_d ' + str(m[sy.MATERIAL_COLOR_SHADER][sy.BITMAPSHADER_FILENAME]) + '\n'
-       if(m[sy.MATERIAL_BUMP_SHADER]):   mtl += 'map_bump ' + str(m[sy.MATERIAL_BUMP_SHADER][sy.BITMAPSHADER_FILENAME]) + '\n'
-       mtl += 'illum 0\n\n\n'#TODO: setup the illumination, ambient and optical density
-mtl = '# Material Count: '+str(mcount)+'\n'+mtl
-file = open(mtlPath,'w')
-file.write(mtl)
-file.close()
-#convert
-convert = ['python', c4dPath+'/scripts/convert_obj_threejs_slim.py', '-i', objPath, '-o', jsPath]
-
-try:
-	# Start the process
-	p = subprocess.Popen(convert, stdout=subprocess.PIPE, stderr=subprocess.PIPE)
-
-	# Block while process is running
-	while p.poll() == None:
-	    # Write stdout to file
-	    '''
-	    f = open(docPath+'/'+name+'_log.txt', 'a')
-        for l in p.stdout.readlines():
-            f.write(l)
-        f.close()
-        '''
-        pass
-	print 'done'
-	os.remove(objPath)
-	os.remove(mtlPath)
-# Error runinng shell script
-except subprocess.CalledProcessError:
-    print 'error!'

+ 0 - 108
utils/exporters/cinema4d/template.html

@@ -1,108 +0,0 @@
-<!DOCTYPE HTML>
-<html lang="en">
-	<head>
-		<title>three.js - geometry - %s</title>
-		<meta charset="utf-8">
-		<style type="text/css">
-			body {
-				color: #808080;
-				font-family:Monospace;
-				font-size:13px;
-				text-align:center;
-
-				background-color: #ffffff;
-				margin: 0px;
-				overflow: hidden;
-			}
-
-			#info {
-				position: absolute;
-				top: 0px; width: 100%;
-				padding: 5px;
-			}
-
-			a {
-
-				color: #0080ff;
-			}
-
-		</style>
-	</head>
-	<body>
-
-		<div id="container"></div> 
-		<div id="info"><a href="http://github.com/mrdoob/three.js" target="_blank">Using three.js - %s</a></div>
-		<script type="text/javascript" src="Three.js"></script>
-		<script type="text/javascript" src="%s.js"></script>
-
-		<script type="text/javascript">
-
-			var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
-
-			var container, stats;
-
-			var camera, scene, renderer;
-
-			var mesh;
-
-			var mouseX = 0;
-			var mouseY = 0;
-
-			var windowHalfX = window.innerWidth / 2;
-			var windowHalfY = window.innerHeight / 2;
-
-
-			init();
-			setInterval( loop, 1000 / 60 );
-
-
-			function init() {
-
-				container = document.getElementById( 'container' );
-
-				camera = new THREE.Camera( 60, SCREEN_WIDTH / SCREEN_HEIGHT, 0.0001, 10000 );
-				camera.position.z = 500;
-
-				scene = new THREE.Scene();
-				
-				var geom = new %s();
-				geom.autoColor();
-				mesh = new THREE.Mesh( geom, new THREE.MeshFaceMaterial() );
-				mesh.position = geom.getPosition();
-				mesh.rotation = geom.getRotation();
-				mesh.scale = geom.getScale();
-				scene.addObject(mesh);
-
-				renderer = new THREE.CanvasRenderer();
-				renderer.setSize( SCREEN_WIDTH, SCREEN_HEIGHT );
-
-				container.appendChild(renderer.domElement);
-
-				document.addEventListener('mousemove', onDocumentMouseMove, false);
-
-			}
-
-			
-			function onDocumentMouseMove( event ) {
-
-				mouseX = ( event.clientX - windowHalfX );
-				mouseY = ( event.clientY - windowHalfY );
-
-			}
-
-			function loop() {
-
-				camera.position.x += (mouseX - camera.position.x) * 0.05;
-				camera.position.y += (-mouseY - camera.position.y) * 0.05;
-
-				mesh.rotation.y -= 0.005;
-
-				renderer.render(scene, camera);
-				
-			}
-
-
-		</script>
-
-	</body>
-</html>