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@@ -0,0 +1,35898 @@
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+/**
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+ * @author mrdoob / http://mrdoob.com/
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+ * @author Larry Battle / http://bateru.com/news
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+ */
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+
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+var THREE = THREE || { REVISION: '57' };
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+
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+self.console = self.console || {
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+
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+ info: function () {},
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+ log: function () {},
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+ debug: function () {},
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+ warn: function () {},
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+ error: function () {}
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+
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+};
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+
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+self.Int32Array = self.Int32Array || Array;
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+self.Float32Array = self.Float32Array || Array;
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+
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+String.prototype.trim = String.prototype.trim || function () {
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+
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+ return this.replace( /^\s+|\s+$/g, '' );
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+
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+};
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+
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+// based on https://github.com/documentcloud/underscore/blob/bf657be243a075b5e72acc8a83e6f12a564d8f55/underscore.js#L767
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+THREE.extend = function ( obj, source ) {
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+
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+ // ECMAScript5 compatibility based on: http://www.nczonline.net/blog/2012/12/11/are-your-mixins-ecmascript-5-compatible/
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+ if ( Object.keys ) {
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+
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+ var keys = Object.keys( source );
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+
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+ for (var i = 0, il = keys.length; i < il; i++) {
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+
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+ var prop = keys[i];
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+ Object.defineProperty( obj, prop, Object.getOwnPropertyDescriptor( source, prop ) );
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+
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+ }
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+
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+ } else {
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+
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+ var safeHasOwnProperty = {}.hasOwnProperty;
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+
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+ for ( var prop in source ) {
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+
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+ if ( safeHasOwnProperty.call( source, prop ) ) {
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+
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+ obj[prop] = source[prop];
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ return obj;
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+
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+};
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+
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+// http://paulirish.com/2011/requestanimationframe-for-smart-animating/
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+// http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
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+
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+// requestAnimationFrame polyfill by Erik Möller
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+// fixes from Paul Irish and Tino Zijdel
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+
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+( function () {
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+
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+ var lastTime = 0;
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+ var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
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+
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+ for ( var x = 0; x < vendors.length && !window.requestAnimationFrame; ++ x ) {
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+
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+ window.requestAnimationFrame = window[ vendors[ x ] + 'RequestAnimationFrame' ];
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+ window.cancelAnimationFrame = window[ vendors[ x ] + 'CancelAnimationFrame' ] || window[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
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+
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+ }
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+
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+ if ( window.requestAnimationFrame === undefined ) {
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+
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+ window.requestAnimationFrame = function ( callback ) {
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+
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+ var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
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+ var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
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+ lastTime = currTime + timeToCall;
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+ return id;
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+
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+ };
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+
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+ }
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+
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+ window.cancelAnimationFrame = window.cancelAnimationFrame || function ( id ) { window.clearTimeout( id ) };
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+
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+}() );
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+
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+// GL STATE CONSTANTS
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+
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+THREE.CullFaceNone = 0;
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+THREE.CullFaceBack = 1;
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+THREE.CullFaceFront = 2;
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+THREE.CullFaceFrontBack = 3;
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+
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+THREE.FrontFaceDirectionCW = 0;
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+THREE.FrontFaceDirectionCCW = 1;
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+
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+// SHADOWING TYPES
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+
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+THREE.BasicShadowMap = 0;
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+THREE.PCFShadowMap = 1;
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+THREE.PCFSoftShadowMap = 2;
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+
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+// MATERIAL CONSTANTS
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+
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+// side
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+
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+THREE.FrontSide = 0;
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+THREE.BackSide = 1;
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+THREE.DoubleSide = 2;
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+
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+// shading
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+
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+THREE.NoShading = 0;
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+THREE.FlatShading = 1;
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+THREE.SmoothShading = 2;
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+
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+// colors
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+
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+THREE.NoColors = 0;
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+THREE.FaceColors = 1;
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+THREE.VertexColors = 2;
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+
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+// blending modes
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+
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+THREE.NoBlending = 0;
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+THREE.NormalBlending = 1;
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+THREE.AdditiveBlending = 2;
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+THREE.SubtractiveBlending = 3;
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+THREE.MultiplyBlending = 4;
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+THREE.CustomBlending = 5;
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+
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+// custom blending equations
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+// (numbers start from 100 not to clash with other
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+// mappings to OpenGL constants defined in Texture.js)
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+
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+THREE.AddEquation = 100;
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+THREE.SubtractEquation = 101;
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+THREE.ReverseSubtractEquation = 102;
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+
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+// custom blending destination factors
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+
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+THREE.ZeroFactor = 200;
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+THREE.OneFactor = 201;
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+THREE.SrcColorFactor = 202;
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+THREE.OneMinusSrcColorFactor = 203;
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+THREE.SrcAlphaFactor = 204;
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+THREE.OneMinusSrcAlphaFactor = 205;
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+THREE.DstAlphaFactor = 206;
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+THREE.OneMinusDstAlphaFactor = 207;
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+
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+// custom blending source factors
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+
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+//THREE.ZeroFactor = 200;
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+//THREE.OneFactor = 201;
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+//THREE.SrcAlphaFactor = 204;
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+//THREE.OneMinusSrcAlphaFactor = 205;
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+//THREE.DstAlphaFactor = 206;
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+//THREE.OneMinusDstAlphaFactor = 207;
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+THREE.DstColorFactor = 208;
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+THREE.OneMinusDstColorFactor = 209;
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+THREE.SrcAlphaSaturateFactor = 210;
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+
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+
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+// TEXTURE CONSTANTS
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+
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+THREE.MultiplyOperation = 0;
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+THREE.MixOperation = 1;
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+THREE.AddOperation = 2;
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+
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+// Mapping modes
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+
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+THREE.UVMapping = function () {};
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+
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+THREE.CubeReflectionMapping = function () {};
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+THREE.CubeRefractionMapping = function () {};
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+
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+THREE.SphericalReflectionMapping = function () {};
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+THREE.SphericalRefractionMapping = function () {};
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+
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+// Wrapping modes
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+
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+THREE.RepeatWrapping = 1000;
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+THREE.ClampToEdgeWrapping = 1001;
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+THREE.MirroredRepeatWrapping = 1002;
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+
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+// Filters
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+
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+THREE.NearestFilter = 1003;
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+THREE.NearestMipMapNearestFilter = 1004;
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+THREE.NearestMipMapLinearFilter = 1005;
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+THREE.LinearFilter = 1006;
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+THREE.LinearMipMapNearestFilter = 1007;
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+THREE.LinearMipMapLinearFilter = 1008;
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+
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+// Data types
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+
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+THREE.UnsignedByteType = 1009;
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+THREE.ByteType = 1010;
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+THREE.ShortType = 1011;
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+THREE.UnsignedShortType = 1012;
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+THREE.IntType = 1013;
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+THREE.UnsignedIntType = 1014;
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+THREE.FloatType = 1015;
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+
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+// Pixel types
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+
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+//THREE.UnsignedByteType = 1009;
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+THREE.UnsignedShort4444Type = 1016;
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+THREE.UnsignedShort5551Type = 1017;
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+THREE.UnsignedShort565Type = 1018;
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+
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+// Pixel formats
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+
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+THREE.AlphaFormat = 1019;
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+THREE.RGBFormat = 1020;
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+THREE.RGBAFormat = 1021;
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+THREE.LuminanceFormat = 1022;
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+THREE.LuminanceAlphaFormat = 1023;
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+
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+// Compressed texture formats
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+
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+THREE.RGB_S3TC_DXT1_Format = 2001;
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+THREE.RGBA_S3TC_DXT1_Format = 2002;
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+THREE.RGBA_S3TC_DXT3_Format = 2003;
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+THREE.RGBA_S3TC_DXT5_Format = 2004;
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+
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+/*
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+// Potential future PVRTC compressed texture formats
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+THREE.RGB_PVRTC_4BPPV1_Format = 2100;
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+THREE.RGB_PVRTC_2BPPV1_Format = 2101;
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+THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
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+THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
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+*/
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+/**
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+ * @author mrdoob / http://mrdoob.com/
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+ */
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+
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+THREE.Color = function ( value ) {
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+
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+ if ( value !== undefined ) this.set( value );
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+
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+ return this;
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+
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+};
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+
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+THREE.Color.prototype = {
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+
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+ constructor: THREE.Color,
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+
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+ r: 1, g: 1, b: 1,
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+
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+ set: function ( value ) {
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+
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+ switch ( typeof value ) {
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+
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+ case "number":
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+ this.setHex( value );
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+ break;
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+
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+ case "string":
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+ this.setStyle( value );
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+ break;
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+
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+ }
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+
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+ },
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+
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+ setHex: function ( hex ) {
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+
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+ hex = Math.floor( hex );
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+
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+ this.r = ( hex >> 16 & 255 ) / 255;
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+ this.g = ( hex >> 8 & 255 ) / 255;
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+ this.b = ( hex & 255 ) / 255;
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+
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+ return this;
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+
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+ },
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+
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+ setRGB: function ( r, g, b ) {
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+
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+ this.r = r;
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+ this.g = g;
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+ this.b = b;
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+
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+ return this;
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+
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+ },
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+
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+ setHSL: function ( h, s, l ) {
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+
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+ // h,s,l ranges are in 0.0 - 1.0
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+
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+ if ( s === 0 ) {
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+
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+ this.r = this.g = this.b = l;
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+
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+ } else {
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+
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+ var hue2rgb = function ( p, q, t ) {
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+
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+ if ( t < 0 ) t += 1;
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+ if ( t > 1 ) t -= 1;
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+ if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
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+ if ( t < 1 / 2 ) return q;
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+ if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
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+ return p;
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+
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+ };
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+
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+ var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
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+ var q = ( 2 * l ) - p;
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+
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+ this.r = hue2rgb( q, p, h + 1 / 3 );
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+ this.g = hue2rgb( q, p, h );
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+ this.b = hue2rgb( q, p, h - 1 / 3 );
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+
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+ }
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+
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+ return this;
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+
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+ },
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+
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+ setStyle: function ( style ) {
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+
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+ // rgb(255,0,0)
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+
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+ if ( /^rgb\((\d+),(\d+),(\d+)\)$/i.test( style ) ) {
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+
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+ var color = /^rgb\((\d+),(\d+),(\d+)\)$/i.exec( style );
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+
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+ this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
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+ this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
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+ this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
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+
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+ return this;
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+
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+ }
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+
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+ // rgb(100%,0%,0%)
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+
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+ if ( /^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.test( style ) ) {
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+
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+ var color = /^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.exec( style );
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+
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+ this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
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+ this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
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+ this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
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+
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+ return this;
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+
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+ }
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+
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+ // #ff0000
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+
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+ if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
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+
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+ var color = /^\#([0-9a-f]{6})$/i.exec( style );
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+
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+ this.setHex( parseInt( color[ 1 ], 16 ) );
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+
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+ return this;
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+
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+ }
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+
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+ // #f00
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+
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+ if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
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+
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+ var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
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+
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+ this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
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+
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+ return this;
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+
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+ }
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+
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+ // red
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+
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+ if ( /^(\w+)$/i.test( style ) ) {
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+
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+ this.setHex( THREE.ColorKeywords[ style ] );
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+
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+ return this;
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+
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+ }
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+
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+
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+ },
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+
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+ copy: function ( color ) {
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+
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+ this.r = color.r;
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+ this.g = color.g;
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+ this.b = color.b;
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+
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+ return this;
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+
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+ },
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+
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+ copyGammaToLinear: function ( color ) {
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+
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+ this.r = color.r * color.r;
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+ this.g = color.g * color.g;
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+ this.b = color.b * color.b;
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+
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+ return this;
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+
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+ },
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+
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+ copyLinearToGamma: function ( color ) {
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+
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+ this.r = Math.sqrt( color.r );
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+ this.g = Math.sqrt( color.g );
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+ this.b = Math.sqrt( color.b );
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+
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+ return this;
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+
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+ },
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+
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+ convertGammaToLinear: function () {
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+
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+ var r = this.r, g = this.g, b = this.b;
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+
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+ this.r = r * r;
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+ this.g = g * g;
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+ this.b = b * b;
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+
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+ return this;
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|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ convertLinearToGamma: function () {
|
|
|
+
|
|
|
+ this.r = Math.sqrt( this.r );
|
|
|
+ this.g = Math.sqrt( this.g );
|
|
|
+ this.b = Math.sqrt( this.b );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getHex: function () {
|
|
|
+
|
|
|
+ return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getHexString: function () {
|
|
|
+
|
|
|
+ return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getHSL: function () {
|
|
|
+
|
|
|
+ var hsl = { h: 0, s: 0, l: 0 };
|
|
|
+
|
|
|
+ return function () {
|
|
|
+
|
|
|
+ // h,s,l ranges are in 0.0 - 1.0
|
|
|
+
|
|
|
+ var r = this.r, g = this.g, b = this.b;
|
|
|
+
|
|
|
+ var max = Math.max( r, g, b );
|
|
|
+ var min = Math.min( r, g, b );
|
|
|
+
|
|
|
+ var hue, saturation;
|
|
|
+ var lightness = ( min + max ) / 2.0;
|
|
|
+
|
|
|
+ if ( min === max ) {
|
|
|
+
|
|
|
+ hue = 0;
|
|
|
+ saturation = 0;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ var delta = max - min;
|
|
|
+
|
|
|
+ saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
|
|
|
+
|
|
|
+ switch ( max ) {
|
|
|
+
|
|
|
+ case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
|
|
|
+ case g: hue = ( b - r ) / delta + 2; break;
|
|
|
+ case b: hue = ( r - g ) / delta + 4; break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ hue /= 6;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ hsl.h = hue;
|
|
|
+ hsl.s = saturation;
|
|
|
+ hsl.l = lightness;
|
|
|
+
|
|
|
+ return hsl;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ getStyle: function () {
|
|
|
+
|
|
|
+ return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ offsetHSL: function ( h, s, l ) {
|
|
|
+
|
|
|
+ var hsl = this.getHSL();
|
|
|
+
|
|
|
+ hsl.h += h; hsl.s += s; hsl.l += l;
|
|
|
+
|
|
|
+ this.setHSL( hsl.h, hsl.s, hsl.l );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ add: function ( color ) {
|
|
|
+
|
|
|
+ this.r += color.r;
|
|
|
+ this.g += color.g;
|
|
|
+ this.b += color.b;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ addColors: function ( color1, color2 ) {
|
|
|
+
|
|
|
+ this.r = color1.r + color2.r;
|
|
|
+ this.g = color1.g + color2.g;
|
|
|
+ this.b = color1.b + color2.b;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ addScalar: function ( s ) {
|
|
|
+
|
|
|
+ this.r += s;
|
|
|
+ this.g += s;
|
|
|
+ this.b += s;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ multiply: function ( color ) {
|
|
|
+
|
|
|
+ this.r *= color.r;
|
|
|
+ this.g *= color.g;
|
|
|
+ this.b *= color.b;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ multiplyScalar: function ( s ) {
|
|
|
+
|
|
|
+ this.r *= s;
|
|
|
+ this.g *= s;
|
|
|
+ this.b *= s;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ lerp: function ( color, alpha ) {
|
|
|
+
|
|
|
+ this.r += ( color.r - this.r ) * alpha;
|
|
|
+ this.g += ( color.g - this.g ) * alpha;
|
|
|
+ this.b += ( color.b - this.b ) * alpha;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ equals: function ( c ) {
|
|
|
+
|
|
|
+ return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clone: function () {
|
|
|
+
|
|
|
+ return new THREE.Color().setRGB( this.r, this.g, this.b );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ColorKeywords = { "aliceblue": 0xF0F8FF, "antiquewhite": 0xFAEBD7, "aqua": 0x00FFFF, "aquamarine": 0x7FFFD4, "azure": 0xF0FFFF,
|
|
|
+"beige": 0xF5F5DC, "bisque": 0xFFE4C4, "black": 0x000000, "blanchedalmond": 0xFFEBCD, "blue": 0x0000FF, "blueviolet": 0x8A2BE2,
|
|
|
+"brown": 0xA52A2A, "burlywood": 0xDEB887, "cadetblue": 0x5F9EA0, "chartreuse": 0x7FFF00, "chocolate": 0xD2691E, "coral": 0xFF7F50,
|
|
|
+"cornflowerblue": 0x6495ED, "cornsilk": 0xFFF8DC, "crimson": 0xDC143C, "cyan": 0x00FFFF, "darkblue": 0x00008B, "darkcyan": 0x008B8B,
|
|
|
+"darkgoldenrod": 0xB8860B, "darkgray": 0xA9A9A9, "darkgreen": 0x006400, "darkgrey": 0xA9A9A9, "darkkhaki": 0xBDB76B, "darkmagenta": 0x8B008B,
|
|
|
+"darkolivegreen": 0x556B2F, "darkorange": 0xFF8C00, "darkorchid": 0x9932CC, "darkred": 0x8B0000, "darksalmon": 0xE9967A, "darkseagreen": 0x8FBC8F,
|
|
|
+"darkslateblue": 0x483D8B, "darkslategray": 0x2F4F4F, "darkslategrey": 0x2F4F4F, "darkturquoise": 0x00CED1, "darkviolet": 0x9400D3,
|
|
|
+"deeppink": 0xFF1493, "deepskyblue": 0x00BFFF, "dimgray": 0x696969, "dimgrey": 0x696969, "dodgerblue": 0x1E90FF, "firebrick": 0xB22222,
|
|
|
+"floralwhite": 0xFFFAF0, "forestgreen": 0x228B22, "fuchsia": 0xFF00FF, "gainsboro": 0xDCDCDC, "ghostwhite": 0xF8F8FF, "gold": 0xFFD700,
|
|
|
+"goldenrod": 0xDAA520, "gray": 0x808080, "green": 0x008000, "greenyellow": 0xADFF2F, "grey": 0x808080, "honeydew": 0xF0FFF0, "hotpink": 0xFF69B4,
|
|
|
+"indianred": 0xCD5C5C, "indigo": 0x4B0082, "ivory": 0xFFFFF0, "khaki": 0xF0E68C, "lavender": 0xE6E6FA, "lavenderblush": 0xFFF0F5, "lawngreen": 0x7CFC00,
|
|
|
+"lemonchiffon": 0xFFFACD, "lightblue": 0xADD8E6, "lightcoral": 0xF08080, "lightcyan": 0xE0FFFF, "lightgoldenrodyellow": 0xFAFAD2, "lightgray": 0xD3D3D3,
|
|
|
+"lightgreen": 0x90EE90, "lightgrey": 0xD3D3D3, "lightpink": 0xFFB6C1, "lightsalmon": 0xFFA07A, "lightseagreen": 0x20B2AA, "lightskyblue": 0x87CEFA,
|
|
|
+"lightslategray": 0x778899, "lightslategrey": 0x778899, "lightsteelblue": 0xB0C4DE, "lightyellow": 0xFFFFE0, "lime": 0x00FF00, "limegreen": 0x32CD32,
|
|
|
+"linen": 0xFAF0E6, "magenta": 0xFF00FF, "maroon": 0x800000, "mediumaquamarine": 0x66CDAA, "mediumblue": 0x0000CD, "mediumorchid": 0xBA55D3,
|
|
|
+"mediumpurple": 0x9370DB, "mediumseagreen": 0x3CB371, "mediumslateblue": 0x7B68EE, "mediumspringgreen": 0x00FA9A, "mediumturquoise": 0x48D1CC,
|
|
|
+"mediumvioletred": 0xC71585, "midnightblue": 0x191970, "mintcream": 0xF5FFFA, "mistyrose": 0xFFE4E1, "moccasin": 0xFFE4B5, "navajowhite": 0xFFDEAD,
|
|
|
+"navy": 0x000080, "oldlace": 0xFDF5E6, "olive": 0x808000, "olivedrab": 0x6B8E23, "orange": 0xFFA500, "orangered": 0xFF4500, "orchid": 0xDA70D6,
|
|
|
+"palegoldenrod": 0xEEE8AA, "palegreen": 0x98FB98, "paleturquoise": 0xAFEEEE, "palevioletred": 0xDB7093, "papayawhip": 0xFFEFD5, "peachpuff": 0xFFDAB9,
|
|
|
+"peru": 0xCD853F, "pink": 0xFFC0CB, "plum": 0xDDA0DD, "powderblue": 0xB0E0E6, "purple": 0x800080, "red": 0xFF0000, "rosybrown": 0xBC8F8F,
|
|
|
+"royalblue": 0x4169E1, "saddlebrown": 0x8B4513, "salmon": 0xFA8072, "sandybrown": 0xF4A460, "seagreen": 0x2E8B57, "seashell": 0xFFF5EE,
|
|
|
+"sienna": 0xA0522D, "silver": 0xC0C0C0, "skyblue": 0x87CEEB, "slateblue": 0x6A5ACD, "slategray": 0x708090, "slategrey": 0x708090, "snow": 0xFFFAFA,
|
|
|
+"springgreen": 0x00FF7F, "steelblue": 0x4682B4, "tan": 0xD2B48C, "teal": 0x008080, "thistle": 0xD8BFD8, "tomato": 0xFF6347, "turquoise": 0x40E0D0,
|
|
|
+"violet": 0xEE82EE, "wheat": 0xF5DEB3, "white": 0xFFFFFF, "whitesmoke": 0xF5F5F5, "yellow": 0xFFFF00, "yellowgreen": 0x9ACD32 };
|
|
|
+/**
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ * @author WestLangley / http://github.com/WestLangley
|
|
|
+ * @author bhouston / http://exocortex.com
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Quaternion = function( x, y, z, w ) {
|
|
|
+
|
|
|
+ this.x = x || 0;
|
|
|
+ this.y = y || 0;
|
|
|
+ this.z = z || 0;
|
|
|
+ this.w = ( w !== undefined ) ? w : 1;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Quaternion.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.Quaternion,
|
|
|
+
|
|
|
+ set: function ( x, y, z, w ) {
|
|
|
+
|
|
|
+ this.x = x;
|
|
|
+ this.y = y;
|
|
|
+ this.z = z;
|
|
|
+ this.w = w;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ copy: function ( q ) {
|
|
|
+
|
|
|
+ this.x = q.x;
|
|
|
+ this.y = q.y;
|
|
|
+ this.z = q.z;
|
|
|
+ this.w = q.w;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setFromEuler: function ( v, order ) {
|
|
|
+
|
|
|
+ // http://www.mathworks.com/matlabcentral/fileexchange/
|
|
|
+ // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
|
|
|
+ // content/SpinCalc.m
|
|
|
+
|
|
|
+ var c1 = Math.cos( v.x / 2 );
|
|
|
+ var c2 = Math.cos( v.y / 2 );
|
|
|
+ var c3 = Math.cos( v.z / 2 );
|
|
|
+ var s1 = Math.sin( v.x / 2 );
|
|
|
+ var s2 = Math.sin( v.y / 2 );
|
|
|
+ var s3 = Math.sin( v.z / 2 );
|
|
|
+
|
|
|
+ if ( order === undefined || order === 'XYZ' ) {
|
|
|
+
|
|
|
+ this.x = s1 * c2 * c3 + c1 * s2 * s3;
|
|
|
+ this.y = c1 * s2 * c3 - s1 * c2 * s3;
|
|
|
+ this.z = c1 * c2 * s3 + s1 * s2 * c3;
|
|
|
+ this.w = c1 * c2 * c3 - s1 * s2 * s3;
|
|
|
+
|
|
|
+ } else if ( order === 'YXZ' ) {
|
|
|
+
|
|
|
+ this.x = s1 * c2 * c3 + c1 * s2 * s3;
|
|
|
+ this.y = c1 * s2 * c3 - s1 * c2 * s3;
|
|
|
+ this.z = c1 * c2 * s3 - s1 * s2 * c3;
|
|
|
+ this.w = c1 * c2 * c3 + s1 * s2 * s3;
|
|
|
+
|
|
|
+ } else if ( order === 'ZXY' ) {
|
|
|
+
|
|
|
+ this.x = s1 * c2 * c3 - c1 * s2 * s3;
|
|
|
+ this.y = c1 * s2 * c3 + s1 * c2 * s3;
|
|
|
+ this.z = c1 * c2 * s3 + s1 * s2 * c3;
|
|
|
+ this.w = c1 * c2 * c3 - s1 * s2 * s3;
|
|
|
+
|
|
|
+ } else if ( order === 'ZYX' ) {
|
|
|
+
|
|
|
+ this.x = s1 * c2 * c3 - c1 * s2 * s3;
|
|
|
+ this.y = c1 * s2 * c3 + s1 * c2 * s3;
|
|
|
+ this.z = c1 * c2 * s3 - s1 * s2 * c3;
|
|
|
+ this.w = c1 * c2 * c3 + s1 * s2 * s3;
|
|
|
+
|
|
|
+ } else if ( order === 'YZX' ) {
|
|
|
+
|
|
|
+ this.x = s1 * c2 * c3 + c1 * s2 * s3;
|
|
|
+ this.y = c1 * s2 * c3 + s1 * c2 * s3;
|
|
|
+ this.z = c1 * c2 * s3 - s1 * s2 * c3;
|
|
|
+ this.w = c1 * c2 * c3 - s1 * s2 * s3;
|
|
|
+
|
|
|
+ } else if ( order === 'XZY' ) {
|
|
|
+
|
|
|
+ this.x = s1 * c2 * c3 - c1 * s2 * s3;
|
|
|
+ this.y = c1 * s2 * c3 - s1 * c2 * s3;
|
|
|
+ this.z = c1 * c2 * s3 + s1 * s2 * c3;
|
|
|
+ this.w = c1 * c2 * c3 + s1 * s2 * s3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setFromAxisAngle: function ( axis, angle ) {
|
|
|
+
|
|
|
+ // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
|
|
|
+ // axis have to be normalized
|
|
|
+
|
|
|
+ var halfAngle = angle / 2,
|
|
|
+ s = Math.sin( halfAngle );
|
|
|
+
|
|
|
+ this.x = axis.x * s;
|
|
|
+ this.y = axis.y * s;
|
|
|
+ this.z = axis.z * s;
|
|
|
+ this.w = Math.cos( halfAngle );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setFromRotationMatrix: function ( m ) {
|
|
|
+
|
|
|
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
|
|
|
+
|
|
|
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
|
|
+
|
|
|
+ var te = m.elements,
|
|
|
+
|
|
|
+ m11 = te[0], m12 = te[4], m13 = te[8],
|
|
|
+ m21 = te[1], m22 = te[5], m23 = te[9],
|
|
|
+ m31 = te[2], m32 = te[6], m33 = te[10],
|
|
|
+
|
|
|
+ trace = m11 + m22 + m33,
|
|
|
+ s;
|
|
|
+
|
|
|
+ if ( trace > 0 ) {
|
|
|
+
|
|
|
+ s = 0.5 / Math.sqrt( trace + 1.0 );
|
|
|
+
|
|
|
+ this.w = 0.25 / s;
|
|
|
+ this.x = ( m32 - m23 ) * s;
|
|
|
+ this.y = ( m13 - m31 ) * s;
|
|
|
+ this.z = ( m21 - m12 ) * s;
|
|
|
+
|
|
|
+ } else if ( m11 > m22 && m11 > m33 ) {
|
|
|
+
|
|
|
+ s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
|
|
|
+
|
|
|
+ this.w = (m32 - m23 ) / s;
|
|
|
+ this.x = 0.25 * s;
|
|
|
+ this.y = (m12 + m21 ) / s;
|
|
|
+ this.z = (m13 + m31 ) / s;
|
|
|
+
|
|
|
+ } else if ( m22 > m33 ) {
|
|
|
+
|
|
|
+ s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
|
|
|
+
|
|
|
+ this.w = (m13 - m31 ) / s;
|
|
|
+ this.x = (m12 + m21 ) / s;
|
|
|
+ this.y = 0.25 * s;
|
|
|
+ this.z = (m23 + m32 ) / s;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
|
|
|
+
|
|
|
+ this.w = ( m21 - m12 ) / s;
|
|
|
+ this.x = ( m13 + m31 ) / s;
|
|
|
+ this.y = ( m23 + m32 ) / s;
|
|
|
+ this.z = 0.25 * s;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ inverse: function () {
|
|
|
+
|
|
|
+ this.conjugate().normalize();
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ conjugate: function () {
|
|
|
+
|
|
|
+ this.x *= -1;
|
|
|
+ this.y *= -1;
|
|
|
+ this.z *= -1;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ lengthSq: function () {
|
|
|
+
|
|
|
+ return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ length: function () {
|
|
|
+
|
|
|
+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ normalize: function () {
|
|
|
+
|
|
|
+ var l = this.length();
|
|
|
+
|
|
|
+ if ( l === 0 ) {
|
|
|
+
|
|
|
+ this.x = 0;
|
|
|
+ this.y = 0;
|
|
|
+ this.z = 0;
|
|
|
+ this.w = 1;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ l = 1 / l;
|
|
|
+
|
|
|
+ this.x = this.x * l;
|
|
|
+ this.y = this.y * l;
|
|
|
+ this.z = this.z * l;
|
|
|
+ this.w = this.w * l;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ multiply: function ( q, p ) {
|
|
|
+
|
|
|
+ if ( p !== undefined ) {
|
|
|
+
|
|
|
+ console.warn( 'DEPRECATED: Quaternion\'s .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
|
|
|
+ return this.multiplyQuaternions( q, p );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this.multiplyQuaternions( this, q );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ multiplyQuaternions: function ( a, b ) {
|
|
|
+
|
|
|
+ // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
|
|
|
+
|
|
|
+ var qax = a.x, qay = a.y, qaz = a.z, qaw = a.w;
|
|
|
+ var qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;
|
|
|
+
|
|
|
+ this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
|
|
|
+ this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
|
|
|
+ this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
|
|
|
+ this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ multiplyVector3: function ( vector ) {
|
|
|
+
|
|
|
+ console.warn( 'DEPRECATED: Quaternion\'s .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
|
|
|
+ return vector.applyQuaternion( this );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ slerp: function ( qb, t ) {
|
|
|
+
|
|
|
+ var x = this.x, y = this.y, z = this.z, w = this.w;
|
|
|
+
|
|
|
+ // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
|
|
|
+
|
|
|
+ var cosHalfTheta = w * qb.w + x * qb.x + y * qb.y + z * qb.z;
|
|
|
+
|
|
|
+ if ( cosHalfTheta < 0 ) {
|
|
|
+
|
|
|
+ this.w = -qb.w;
|
|
|
+ this.x = -qb.x;
|
|
|
+ this.y = -qb.y;
|
|
|
+ this.z = -qb.z;
|
|
|
+
|
|
|
+ cosHalfTheta = -cosHalfTheta;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.copy( qb );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( cosHalfTheta >= 1.0 ) {
|
|
|
+
|
|
|
+ this.w = w;
|
|
|
+ this.x = x;
|
|
|
+ this.y = y;
|
|
|
+ this.z = z;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var halfTheta = Math.acos( cosHalfTheta );
|
|
|
+ var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
|
|
|
+
|
|
|
+ if ( Math.abs( sinHalfTheta ) < 0.001 ) {
|
|
|
+
|
|
|
+ this.w = 0.5 * ( w + this.w );
|
|
|
+ this.x = 0.5 * ( x + this.x );
|
|
|
+ this.y = 0.5 * ( y + this.y );
|
|
|
+ this.z = 0.5 * ( z + this.z );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
|
|
|
+ ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
|
|
|
+
|
|
|
+ this.w = ( w * ratioA + this.w * ratioB );
|
|
|
+ this.x = ( x * ratioA + this.x * ratioB );
|
|
|
+ this.y = ( y * ratioA + this.y * ratioB );
|
|
|
+ this.z = ( z * ratioA + this.z * ratioB );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ equals: function ( v ) {
|
|
|
+
|
|
|
+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clone: function () {
|
|
|
+
|
|
|
+ return new THREE.Quaternion( this.x, this.y, this.z, this.w );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
|
|
|
+
|
|
|
+ return qm.copy( qa ).slerp( qb, t );
|
|
|
+
|
|
|
+}
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author philogb / http://blog.thejit.org/
|
|
|
+ * @author egraether / http://egraether.com/
|
|
|
+ * @author zz85 / http://www.lab4games.net/zz85/blog
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Vector2 = function ( x, y ) {
|
|
|
+
|
|
|
+ this.x = x || 0;
|
|
|
+ this.y = y || 0;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Vector2.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.Vector2,
|
|
|
+
|
|
|
+ set: function ( x, y ) {
|
|
|
+
|
|
|
+ this.x = x;
|
|
|
+ this.y = y;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setX: function ( x ) {
|
|
|
+
|
|
|
+ this.x = x;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setY: function ( y ) {
|
|
|
+
|
|
|
+ this.y = y;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+
|
|
|
+ setComponent: function ( index, value ) {
|
|
|
+
|
|
|
+ switch ( index ) {
|
|
|
+
|
|
|
+ case 0: this.x = value; break;
|
|
|
+ case 1: this.y = value; break;
|
|
|
+ default: throw new Error( "index is out of range: " + index );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getComponent: function ( index ) {
|
|
|
+
|
|
|
+ switch ( index ) {
|
|
|
+
|
|
|
+ case 0: return this.x;
|
|
|
+ case 1: return this.y;
|
|
|
+ default: throw new Error( "index is out of range: " + index );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ copy: function ( v ) {
|
|
|
+
|
|
|
+ this.x = v.x;
|
|
|
+ this.y = v.y;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ add: function ( v, w ) {
|
|
|
+
|
|
|
+ if ( w !== undefined ) {
|
|
|
+
|
|
|
+ console.warn( 'DEPRECATED: Vector2\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
|
|
|
+ return this.addVectors( v, w );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.x += v.x;
|
|
|
+ this.y += v.y;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ addVectors: function ( a, b ) {
|
|
|
+
|
|
|
+ this.x = a.x + b.x;
|
|
|
+ this.y = a.y + b.y;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ addScalar: function ( s ) {
|
|
|
+
|
|
|
+ this.x += s;
|
|
|
+ this.y += s;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ sub: function ( v, w ) {
|
|
|
+
|
|
|
+ if ( w !== undefined ) {
|
|
|
+
|
|
|
+ console.warn( 'DEPRECATED: Vector2\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
|
|
|
+ return this.subVectors( v, w );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.x -= v.x;
|
|
|
+ this.y -= v.y;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ subVectors: function ( a, b ) {
|
|
|
+
|
|
|
+ this.x = a.x - b.x;
|
|
|
+ this.y = a.y - b.y;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ multiplyScalar: function ( s ) {
|
|
|
+
|
|
|
+ this.x *= s;
|
|
|
+ this.y *= s;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ divideScalar: function ( s ) {
|
|
|
+
|
|
|
+ if ( s !== 0 ) {
|
|
|
+
|
|
|
+ this.x /= s;
|
|
|
+ this.y /= s;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.set( 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ min: function ( v ) {
|
|
|
+
|
|
|
+ if ( this.x > v.x ) {
|
|
|
+
|
|
|
+ this.x = v.x;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.y > v.y ) {
|
|
|
+
|
|
|
+ this.y = v.y;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ max: function ( v ) {
|
|
|
+
|
|
|
+ if ( this.x < v.x ) {
|
|
|
+
|
|
|
+ this.x = v.x;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.y < v.y ) {
|
|
|
+
|
|
|
+ this.y = v.y;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clamp: function ( min, max ) {
|
|
|
+
|
|
|
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
|
|
|
+
|
|
|
+ if ( this.x < min.x ) {
|
|
|
+
|
|
|
+ this.x = min.x;
|
|
|
+
|
|
|
+ } else if ( this.x > max.x ) {
|
|
|
+
|
|
|
+ this.x = max.x;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.y < min.y ) {
|
|
|
+
|
|
|
+ this.y = min.y;
|
|
|
+
|
|
|
+ } else if ( this.y > max.y ) {
|
|
|
+
|
|
|
+ this.y = max.y;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ negate: function() {
|
|
|
+
|
|
|
+ return this.multiplyScalar( - 1 );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ dot: function ( v ) {
|
|
|
+
|
|
|
+ return this.x * v.x + this.y * v.y;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ lengthSq: function () {
|
|
|
+
|
|
|
+ return this.x * this.x + this.y * this.y;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ length: function () {
|
|
|
+
|
|
|
+ return Math.sqrt( this.x * this.x + this.y * this.y );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ normalize: function () {
|
|
|
+
|
|
|
+ return this.divideScalar( this.length() );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ distanceTo: function ( v ) {
|
|
|
+
|
|
|
+ return Math.sqrt( this.distanceToSquared( v ) );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ distanceToSquared: function ( v ) {
|
|
|
+
|
|
|
+ var dx = this.x - v.x, dy = this.y - v.y;
|
|
|
+ return dx * dx + dy * dy;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setLength: function ( l ) {
|
|
|
+
|
|
|
+ var oldLength = this.length();
|
|
|
+
|
|
|
+ if ( oldLength !== 0 && l !== oldLength ) {
|
|
|
+
|
|
|
+ this.multiplyScalar( l / oldLength );
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ lerp: function ( v, alpha ) {
|
|
|
+
|
|
|
+ this.x += ( v.x - this.x ) * alpha;
|
|
|
+ this.y += ( v.y - this.y ) * alpha;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ equals: function( v ) {
|
|
|
+
|
|
|
+ return ( ( v.x === this.x ) && ( v.y === this.y ) );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ toArray: function () {
|
|
|
+
|
|
|
+ return [ this.x, this.y ];
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clone: function () {
|
|
|
+
|
|
|
+ return new THREE.Vector2( this.x, this.y );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author *kile / http://kile.stravaganza.org/
|
|
|
+ * @author philogb / http://blog.thejit.org/
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ * @author egraether / http://egraether.com/
|
|
|
+ * @author WestLangley / http://github.com/WestLangley
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Vector3 = function ( x, y, z ) {
|
|
|
+
|
|
|
+ this.x = x || 0;
|
|
|
+ this.y = y || 0;
|
|
|
+ this.z = z || 0;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Vector3.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.Vector3,
|
|
|
+
|
|
|
+ set: function ( x, y, z ) {
|
|
|
+
|
|
|
+ this.x = x;
|
|
|
+ this.y = y;
|
|
|
+ this.z = z;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setX: function ( x ) {
|
|
|
+
|
|
|
+ this.x = x;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setY: function ( y ) {
|
|
|
+
|
|
|
+ this.y = y;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setZ: function ( z ) {
|
|
|
+
|
|
|
+ this.z = z;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setComponent: function ( index, value ) {
|
|
|
+
|
|
|
+ switch ( index ) {
|
|
|
+
|
|
|
+ case 0: this.x = value; break;
|
|
|
+ case 1: this.y = value; break;
|
|
|
+ case 2: this.z = value; break;
|
|
|
+ default: throw new Error( "index is out of range: " + index );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getComponent: function ( index ) {
|
|
|
+
|
|
|
+ switch ( index ) {
|
|
|
+
|
|
|
+ case 0: return this.x;
|
|
|
+ case 1: return this.y;
|
|
|
+ case 2: return this.z;
|
|
|
+ default: throw new Error( "index is out of range: " + index );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ copy: function ( v ) {
|
|
|
+
|
|
|
+ this.x = v.x;
|
|
|
+ this.y = v.y;
|
|
|
+ this.z = v.z;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ add: function ( v, w ) {
|
|
|
+
|
|
|
+ if ( w !== undefined ) {
|
|
|
+
|
|
|
+ console.warn( 'DEPRECATED: Vector3\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
|
|
|
+ return this.addVectors( v, w );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.x += v.x;
|
|
|
+ this.y += v.y;
|
|
|
+ this.z += v.z;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ addScalar: function ( s ) {
|
|
|
+
|
|
|
+ this.x += s;
|
|
|
+ this.y += s;
|
|
|
+ this.z += s;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ addVectors: function ( a, b ) {
|
|
|
+
|
|
|
+ this.x = a.x + b.x;
|
|
|
+ this.y = a.y + b.y;
|
|
|
+ this.z = a.z + b.z;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ sub: function ( v, w ) {
|
|
|
+
|
|
|
+ if ( w !== undefined ) {
|
|
|
+
|
|
|
+ console.warn( 'DEPRECATED: Vector3\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
|
|
|
+ return this.subVectors( v, w );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.x -= v.x;
|
|
|
+ this.y -= v.y;
|
|
|
+ this.z -= v.z;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ subVectors: function ( a, b ) {
|
|
|
+
|
|
|
+ this.x = a.x - b.x;
|
|
|
+ this.y = a.y - b.y;
|
|
|
+ this.z = a.z - b.z;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ multiply: function ( v, w ) {
|
|
|
+
|
|
|
+ if ( w !== undefined ) {
|
|
|
+
|
|
|
+ console.warn( 'DEPRECATED: Vector3\'s .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
|
|
|
+ return this.multiplyVectors( v, w );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.x *= v.x;
|
|
|
+ this.y *= v.y;
|
|
|
+ this.z *= v.z;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ multiplyScalar: function ( s ) {
|
|
|
+
|
|
|
+ this.x *= s;
|
|
|
+ this.y *= s;
|
|
|
+ this.z *= s;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ multiplyVectors: function ( a, b ) {
|
|
|
+
|
|
|
+ this.x = a.x * b.x;
|
|
|
+ this.y = a.y * b.y;
|
|
|
+ this.z = a.z * b.z;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ applyMatrix3: function ( m ) {
|
|
|
+
|
|
|
+ var x = this.x;
|
|
|
+ var y = this.y;
|
|
|
+ var z = this.z;
|
|
|
+
|
|
|
+ var e = m.elements;
|
|
|
+
|
|
|
+ this.x = e[0] * x + e[3] * y + e[6] * z;
|
|
|
+ this.y = e[1] * x + e[4] * y + e[7] * z;
|
|
|
+ this.z = e[2] * x + e[5] * y + e[8] * z;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ applyMatrix4: function ( m ) {
|
|
|
+
|
|
|
+ // input: THREE.Matrix4 affine matrix
|
|
|
+
|
|
|
+ var x = this.x, y = this.y, z = this.z;
|
|
|
+
|
|
|
+ var e = m.elements;
|
|
|
+
|
|
|
+ this.x = e[0] * x + e[4] * y + e[8] * z + e[12];
|
|
|
+ this.y = e[1] * x + e[5] * y + e[9] * z + e[13];
|
|
|
+ this.z = e[2] * x + e[6] * y + e[10] * z + e[14];
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ applyProjection: function ( m ) {
|
|
|
+
|
|
|
+ // input: THREE.Matrix4 projection matrix
|
|
|
+
|
|
|
+ var x = this.x, y = this.y, z = this.z;
|
|
|
+
|
|
|
+ var e = m.elements;
|
|
|
+ var d = 1 / ( e[3] * x + e[7] * y + e[11] * z + e[15] ); // perspective divide
|
|
|
+
|
|
|
+ this.x = ( e[0] * x + e[4] * y + e[8] * z + e[12] ) * d;
|
|
|
+ this.y = ( e[1] * x + e[5] * y + e[9] * z + e[13] ) * d;
|
|
|
+ this.z = ( e[2] * x + e[6] * y + e[10] * z + e[14] ) * d;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ applyQuaternion: function ( q ) {
|
|
|
+
|
|
|
+ var x = this.x;
|
|
|
+ var y = this.y;
|
|
|
+ var z = this.z;
|
|
|
+
|
|
|
+ var qx = q.x;
|
|
|
+ var qy = q.y;
|
|
|
+ var qz = q.z;
|
|
|
+ var qw = q.w;
|
|
|
+
|
|
|
+ // calculate quat * vector
|
|
|
+
|
|
|
+ var ix = qw * x + qy * z - qz * y;
|
|
|
+ var iy = qw * y + qz * x - qx * z;
|
|
|
+ var iz = qw * z + qx * y - qy * x;
|
|
|
+ var iw = -qx * x - qy * y - qz * z;
|
|
|
+
|
|
|
+ // calculate result * inverse quat
|
|
|
+
|
|
|
+ this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
|
|
|
+ this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
|
|
|
+ this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ transformDirection: function ( m ) {
|
|
|
+
|
|
|
+ // input: THREE.Matrix4 affine matrix
|
|
|
+ // vector interpreted as a direction
|
|
|
+
|
|
|
+ var x = this.x, y = this.y, z = this.z;
|
|
|
+
|
|
|
+ var e = m.elements;
|
|
|
+
|
|
|
+ this.x = e[0] * x + e[4] * y + e[8] * z;
|
|
|
+ this.y = e[1] * x + e[5] * y + e[9] * z;
|
|
|
+ this.z = e[2] * x + e[6] * y + e[10] * z;
|
|
|
+
|
|
|
+ this.normalize();
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ divide: function ( v ) {
|
|
|
+
|
|
|
+ this.x /= v.x;
|
|
|
+ this.y /= v.y;
|
|
|
+ this.z /= v.z;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ divideScalar: function ( s ) {
|
|
|
+
|
|
|
+ if ( s !== 0 ) {
|
|
|
+
|
|
|
+ this.x /= s;
|
|
|
+ this.y /= s;
|
|
|
+ this.z /= s;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.x = 0;
|
|
|
+ this.y = 0;
|
|
|
+ this.z = 0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ min: function ( v ) {
|
|
|
+
|
|
|
+ if ( this.x > v.x ) {
|
|
|
+
|
|
|
+ this.x = v.x;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.y > v.y ) {
|
|
|
+
|
|
|
+ this.y = v.y;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.z > v.z ) {
|
|
|
+
|
|
|
+ this.z = v.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ max: function ( v ) {
|
|
|
+
|
|
|
+ if ( this.x < v.x ) {
|
|
|
+
|
|
|
+ this.x = v.x;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.y < v.y ) {
|
|
|
+
|
|
|
+ this.y = v.y;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.z < v.z ) {
|
|
|
+
|
|
|
+ this.z = v.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clamp: function ( min, max ) {
|
|
|
+
|
|
|
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
|
|
|
+
|
|
|
+ if ( this.x < min.x ) {
|
|
|
+
|
|
|
+ this.x = min.x;
|
|
|
+
|
|
|
+ } else if ( this.x > max.x ) {
|
|
|
+
|
|
|
+ this.x = max.x;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.y < min.y ) {
|
|
|
+
|
|
|
+ this.y = min.y;
|
|
|
+
|
|
|
+ } else if ( this.y > max.y ) {
|
|
|
+
|
|
|
+ this.y = max.y;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.z < min.z ) {
|
|
|
+
|
|
|
+ this.z = min.z;
|
|
|
+
|
|
|
+ } else if ( this.z > max.z ) {
|
|
|
+
|
|
|
+ this.z = max.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ negate: function () {
|
|
|
+
|
|
|
+ return this.multiplyScalar( - 1 );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ dot: function ( v ) {
|
|
|
+
|
|
|
+ return this.x * v.x + this.y * v.y + this.z * v.z;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ lengthSq: function () {
|
|
|
+
|
|
|
+ return this.x * this.x + this.y * this.y + this.z * this.z;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ length: function () {
|
|
|
+
|
|
|
+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ lengthManhattan: function () {
|
|
|
+
|
|
|
+ return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ normalize: function () {
|
|
|
+
|
|
|
+ return this.divideScalar( this.length() );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setLength: function ( l ) {
|
|
|
+
|
|
|
+ var oldLength = this.length();
|
|
|
+
|
|
|
+ if ( oldLength !== 0 && l !== oldLength ) {
|
|
|
+
|
|
|
+ this.multiplyScalar( l / oldLength );
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ lerp: function ( v, alpha ) {
|
|
|
+
|
|
|
+ this.x += ( v.x - this.x ) * alpha;
|
|
|
+ this.y += ( v.y - this.y ) * alpha;
|
|
|
+ this.z += ( v.z - this.z ) * alpha;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ cross: function ( v, w ) {
|
|
|
+
|
|
|
+ if ( w !== undefined ) {
|
|
|
+
|
|
|
+ console.warn( 'DEPRECATED: Vector3\'s .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
|
|
|
+ return this.crossVectors( v, w );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var x = this.x, y = this.y, z = this.z;
|
|
|
+
|
|
|
+ this.x = y * v.z - z * v.y;
|
|
|
+ this.y = z * v.x - x * v.z;
|
|
|
+ this.z = x * v.y - y * v.x;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ crossVectors: function ( a, b ) {
|
|
|
+
|
|
|
+ this.x = a.y * b.z - a.z * b.y;
|
|
|
+ this.y = a.z * b.x - a.x * b.z;
|
|
|
+ this.z = a.x * b.y - a.y * b.x;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ angleTo: function ( v ) {
|
|
|
+
|
|
|
+ var theta = this.dot( v ) / ( this.length() * v.length() );
|
|
|
+
|
|
|
+ // clamp, to handle numerical problems
|
|
|
+
|
|
|
+ return Math.acos( THREE.Math.clamp( theta, -1, 1 ) );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ distanceTo: function ( v ) {
|
|
|
+
|
|
|
+ return Math.sqrt( this.distanceToSquared( v ) );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ distanceToSquared: function ( v ) {
|
|
|
+
|
|
|
+ var dx = this.x - v.x;
|
|
|
+ var dy = this.y - v.y;
|
|
|
+ var dz = this.z - v.z;
|
|
|
+
|
|
|
+ return dx * dx + dy * dy + dz * dz;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setEulerFromRotationMatrix: function ( m, order ) {
|
|
|
+
|
|
|
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
|
|
+
|
|
|
+ // clamp, to handle numerical problems
|
|
|
+
|
|
|
+ function clamp( x ) {
|
|
|
+
|
|
|
+ return Math.min( Math.max( x, -1 ), 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var te = m.elements;
|
|
|
+ var m11 = te[0], m12 = te[4], m13 = te[8];
|
|
|
+ var m21 = te[1], m22 = te[5], m23 = te[9];
|
|
|
+ var m31 = te[2], m32 = te[6], m33 = te[10];
|
|
|
+
|
|
|
+ if ( order === undefined || order === 'XYZ' ) {
|
|
|
+
|
|
|
+ this.y = Math.asin( clamp( m13 ) );
|
|
|
+
|
|
|
+ if ( Math.abs( m13 ) < 0.99999 ) {
|
|
|
+
|
|
|
+ this.x = Math.atan2( - m23, m33 );
|
|
|
+ this.z = Math.atan2( - m12, m11 );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.x = Math.atan2( m32, m22 );
|
|
|
+ this.z = 0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( order === 'YXZ' ) {
|
|
|
+
|
|
|
+ this.x = Math.asin( - clamp( m23 ) );
|
|
|
+
|
|
|
+ if ( Math.abs( m23 ) < 0.99999 ) {
|
|
|
+
|
|
|
+ this.y = Math.atan2( m13, m33 );
|
|
|
+ this.z = Math.atan2( m21, m22 );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.y = Math.atan2( - m31, m11 );
|
|
|
+ this.z = 0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( order === 'ZXY' ) {
|
|
|
+
|
|
|
+ this.x = Math.asin( clamp( m32 ) );
|
|
|
+
|
|
|
+ if ( Math.abs( m32 ) < 0.99999 ) {
|
|
|
+
|
|
|
+ this.y = Math.atan2( - m31, m33 );
|
|
|
+ this.z = Math.atan2( - m12, m22 );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.y = 0;
|
|
|
+ this.z = Math.atan2( m21, m11 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( order === 'ZYX' ) {
|
|
|
+
|
|
|
+ this.y = Math.asin( - clamp( m31 ) );
|
|
|
+
|
|
|
+ if ( Math.abs( m31 ) < 0.99999 ) {
|
|
|
+
|
|
|
+ this.x = Math.atan2( m32, m33 );
|
|
|
+ this.z = Math.atan2( m21, m11 );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.x = 0;
|
|
|
+ this.z = Math.atan2( - m12, m22 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( order === 'YZX' ) {
|
|
|
+
|
|
|
+ this.z = Math.asin( clamp( m21 ) );
|
|
|
+
|
|
|
+ if ( Math.abs( m21 ) < 0.99999 ) {
|
|
|
+
|
|
|
+ this.x = Math.atan2( - m23, m22 );
|
|
|
+ this.y = Math.atan2( - m31, m11 );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.x = 0;
|
|
|
+ this.y = Math.atan2( m13, m33 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( order === 'XZY' ) {
|
|
|
+
|
|
|
+ this.z = Math.asin( - clamp( m12 ) );
|
|
|
+
|
|
|
+ if ( Math.abs( m12 ) < 0.99999 ) {
|
|
|
+
|
|
|
+ this.x = Math.atan2( m32, m22 );
|
|
|
+ this.y = Math.atan2( m13, m11 );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.x = Math.atan2( - m23, m33 );
|
|
|
+ this.y = 0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setEulerFromQuaternion: function ( q, order ) {
|
|
|
+
|
|
|
+ // q is assumed to be normalized
|
|
|
+
|
|
|
+ // clamp, to handle numerical problems
|
|
|
+
|
|
|
+ function clamp( x ) {
|
|
|
+
|
|
|
+ return Math.min( Math.max( x, -1 ), 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
|
|
|
+
|
|
|
+ var sqx = q.x * q.x;
|
|
|
+ var sqy = q.y * q.y;
|
|
|
+ var sqz = q.z * q.z;
|
|
|
+ var sqw = q.w * q.w;
|
|
|
+
|
|
|
+ if ( order === undefined || order === 'XYZ' ) {
|
|
|
+
|
|
|
+ this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
|
|
|
+ this.y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ) ) );
|
|
|
+ this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
|
|
|
+
|
|
|
+ } else if ( order === 'YXZ' ) {
|
|
|
+
|
|
|
+ this.x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ) ) );
|
|
|
+ this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
|
|
|
+ this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
|
|
|
+
|
|
|
+ } else if ( order === 'ZXY' ) {
|
|
|
+
|
|
|
+ this.x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ) ) );
|
|
|
+ this.y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
|
|
|
+ this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
|
|
|
+
|
|
|
+ } else if ( order === 'ZYX' ) {
|
|
|
+
|
|
|
+ this.x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
|
|
|
+ this.y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ) ) );
|
|
|
+ this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
|
|
|
+
|
|
|
+ } else if ( order === 'YZX' ) {
|
|
|
+
|
|
|
+ this.x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
|
|
|
+ this.y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
|
|
|
+ this.z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ) ) );
|
|
|
+
|
|
|
+ } else if ( order === 'XZY' ) {
|
|
|
+
|
|
|
+ this.x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
|
|
|
+ this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
|
|
|
+ this.z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ) ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getPositionFromMatrix: function ( m ) {
|
|
|
+
|
|
|
+ this.x = m.elements[12];
|
|
|
+ this.y = m.elements[13];
|
|
|
+ this.z = m.elements[14];
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getScaleFromMatrix: function ( m ) {
|
|
|
+
|
|
|
+ var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
|
|
|
+ var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
|
|
|
+ var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();
|
|
|
+
|
|
|
+ this.x = sx;
|
|
|
+ this.y = sy;
|
|
|
+ this.z = sz;
|
|
|
+
|
|
|
+ return this;
|
|
|
+ },
|
|
|
+
|
|
|
+ getColumnFromMatrix: function ( index, matrix ) {
|
|
|
+
|
|
|
+ var offset = index * 4;
|
|
|
+
|
|
|
+ var me = matrix.elements;
|
|
|
+
|
|
|
+ this.x = me[ offset ];
|
|
|
+ this.y = me[ offset + 1 ];
|
|
|
+ this.z = me[ offset + 2 ];
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ equals: function ( v ) {
|
|
|
+
|
|
|
+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ toArray: function () {
|
|
|
+
|
|
|
+ return [ this.x, this.y, this.z ];
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clone: function () {
|
|
|
+
|
|
|
+ return new THREE.Vector3( this.x, this.y, this.z );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.extend( THREE.Vector3.prototype, {
|
|
|
+
|
|
|
+ applyEuler: function () {
|
|
|
+
|
|
|
+ var q1 = new THREE.Quaternion();
|
|
|
+
|
|
|
+ return function ( v, eulerOrder ) {
|
|
|
+
|
|
|
+ var quaternion = q1.setFromEuler( v, eulerOrder );
|
|
|
+
|
|
|
+ this.applyQuaternion( quaternion );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ applyAxisAngle: function () {
|
|
|
+
|
|
|
+ var q1 = new THREE.Quaternion();
|
|
|
+
|
|
|
+ return function ( axis, angle ) {
|
|
|
+
|
|
|
+ var quaternion = q1.setFromAxisAngle( axis, angle );
|
|
|
+
|
|
|
+ this.applyQuaternion( quaternion );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ projectOnVector: function () {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( vector ) {
|
|
|
+
|
|
|
+ v1.copy( vector ).normalize();
|
|
|
+ var d = this.dot( v1 );
|
|
|
+ return this.copy( v1 ).multiplyScalar( d );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ projectOnPlane: function () {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( planeNormal ) {
|
|
|
+
|
|
|
+ v1.copy( this ).projectOnVector( planeNormal );
|
|
|
+
|
|
|
+ return this.sub( v1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ reflect: function () {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( vector ) {
|
|
|
+
|
|
|
+ v1.copy( this ).projectOnVector( vector ).multiplyScalar( 2 );
|
|
|
+
|
|
|
+ return this.subVectors( v1, this );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }()
|
|
|
+
|
|
|
+} );
|
|
|
+/**
|
|
|
+ * @author supereggbert / http://www.paulbrunt.co.uk/
|
|
|
+ * @author philogb / http://blog.thejit.org/
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ * @author egraether / http://egraether.com/
|
|
|
+ * @author WestLangley / http://github.com/WestLangley
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Vector4 = function ( x, y, z, w ) {
|
|
|
+
|
|
|
+ this.x = x || 0;
|
|
|
+ this.y = y || 0;
|
|
|
+ this.z = z || 0;
|
|
|
+ this.w = ( w !== undefined ) ? w : 1;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Vector4.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.Vector4,
|
|
|
+
|
|
|
+ set: function ( x, y, z, w ) {
|
|
|
+
|
|
|
+ this.x = x;
|
|
|
+ this.y = y;
|
|
|
+ this.z = z;
|
|
|
+ this.w = w;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setX: function ( x ) {
|
|
|
+
|
|
|
+ this.x = x;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setY: function ( y ) {
|
|
|
+
|
|
|
+ this.y = y;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setZ: function ( z ) {
|
|
|
+
|
|
|
+ this.z = z;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setW: function ( w ) {
|
|
|
+
|
|
|
+ this.w = w;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setComponent: function ( index, value ) {
|
|
|
+
|
|
|
+ switch ( index ) {
|
|
|
+
|
|
|
+ case 0: this.x = value; break;
|
|
|
+ case 1: this.y = value; break;
|
|
|
+ case 2: this.z = value; break;
|
|
|
+ case 3: this.w = value; break;
|
|
|
+ default: throw new Error( "index is out of range: " + index );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getComponent: function ( index ) {
|
|
|
+
|
|
|
+ switch ( index ) {
|
|
|
+
|
|
|
+ case 0: return this.x;
|
|
|
+ case 1: return this.y;
|
|
|
+ case 2: return this.z;
|
|
|
+ case 3: return this.w;
|
|
|
+ default: throw new Error( "index is out of range: " + index );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ copy: function ( v ) {
|
|
|
+
|
|
|
+ this.x = v.x;
|
|
|
+ this.y = v.y;
|
|
|
+ this.z = v.z;
|
|
|
+ this.w = ( v.w !== undefined ) ? v.w : 1;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ add: function ( v, w ) {
|
|
|
+
|
|
|
+ if ( w !== undefined ) {
|
|
|
+
|
|
|
+ console.warn( 'DEPRECATED: Vector4\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
|
|
|
+ return this.addVectors( v, w );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.x += v.x;
|
|
|
+ this.y += v.y;
|
|
|
+ this.z += v.z;
|
|
|
+ this.w += v.w;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ addScalar: function ( s ) {
|
|
|
+
|
|
|
+ this.x += s;
|
|
|
+ this.y += s;
|
|
|
+ this.z += s;
|
|
|
+ this.w += s;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ addVectors: function ( a, b ) {
|
|
|
+
|
|
|
+ this.x = a.x + b.x;
|
|
|
+ this.y = a.y + b.y;
|
|
|
+ this.z = a.z + b.z;
|
|
|
+ this.w = a.w + b.w;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ sub: function ( v, w ) {
|
|
|
+
|
|
|
+ if ( w !== undefined ) {
|
|
|
+
|
|
|
+ console.warn( 'DEPRECATED: Vector4\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
|
|
|
+ return this.subVectors( v, w );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.x -= v.x;
|
|
|
+ this.y -= v.y;
|
|
|
+ this.z -= v.z;
|
|
|
+ this.w -= v.w;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ subVectors: function ( a, b ) {
|
|
|
+
|
|
|
+ this.x = a.x - b.x;
|
|
|
+ this.y = a.y - b.y;
|
|
|
+ this.z = a.z - b.z;
|
|
|
+ this.w = a.w - b.w;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ multiplyScalar: function ( s ) {
|
|
|
+
|
|
|
+ this.x *= s;
|
|
|
+ this.y *= s;
|
|
|
+ this.z *= s;
|
|
|
+ this.w *= s;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ applyMatrix4: function ( m ) {
|
|
|
+
|
|
|
+ var x = this.x;
|
|
|
+ var y = this.y;
|
|
|
+ var z = this.z;
|
|
|
+ var w = this.w;
|
|
|
+
|
|
|
+ var e = m.elements;
|
|
|
+
|
|
|
+ this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;
|
|
|
+ this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;
|
|
|
+ this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;
|
|
|
+ this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ divideScalar: function ( s ) {
|
|
|
+
|
|
|
+ if ( s !== 0 ) {
|
|
|
+
|
|
|
+ this.x /= s;
|
|
|
+ this.y /= s;
|
|
|
+ this.z /= s;
|
|
|
+ this.w /= s;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.x = 0;
|
|
|
+ this.y = 0;
|
|
|
+ this.z = 0;
|
|
|
+ this.w = 1;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setAxisAngleFromQuaternion: function ( q ) {
|
|
|
+
|
|
|
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
|
|
|
+
|
|
|
+ // q is assumed to be normalized
|
|
|
+
|
|
|
+ this.w = 2 * Math.acos( q.w );
|
|
|
+
|
|
|
+ var s = Math.sqrt( 1 - q.w * q.w );
|
|
|
+
|
|
|
+ if ( s < 0.0001 ) {
|
|
|
+
|
|
|
+ this.x = 1;
|
|
|
+ this.y = 0;
|
|
|
+ this.z = 0;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.x = q.x / s;
|
|
|
+ this.y = q.y / s;
|
|
|
+ this.z = q.z / s;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setAxisAngleFromRotationMatrix: function ( m ) {
|
|
|
+
|
|
|
+ // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
|
|
|
+
|
|
|
+ // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
|
|
|
+
|
|
|
+ var angle, x, y, z, // variables for result
|
|
|
+ epsilon = 0.01, // margin to allow for rounding errors
|
|
|
+ epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
|
|
|
+
|
|
|
+ te = m.elements,
|
|
|
+
|
|
|
+ m11 = te[0], m12 = te[4], m13 = te[8],
|
|
|
+ m21 = te[1], m22 = te[5], m23 = te[9],
|
|
|
+ m31 = te[2], m32 = te[6], m33 = te[10];
|
|
|
+
|
|
|
+ if ( ( Math.abs( m12 - m21 ) < epsilon )
|
|
|
+ && ( Math.abs( m13 - m31 ) < epsilon )
|
|
|
+ && ( Math.abs( m23 - m32 ) < epsilon ) ) {
|
|
|
+
|
|
|
+ // singularity found
|
|
|
+ // first check for identity matrix which must have +1 for all terms
|
|
|
+ // in leading diagonal and zero in other terms
|
|
|
+
|
|
|
+ if ( ( Math.abs( m12 + m21 ) < epsilon2 )
|
|
|
+ && ( Math.abs( m13 + m31 ) < epsilon2 )
|
|
|
+ && ( Math.abs( m23 + m32 ) < epsilon2 )
|
|
|
+ && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
|
|
|
+
|
|
|
+ // this singularity is identity matrix so angle = 0
|
|
|
+
|
|
|
+ this.set( 1, 0, 0, 0 );
|
|
|
+
|
|
|
+ return this; // zero angle, arbitrary axis
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // otherwise this singularity is angle = 180
|
|
|
+
|
|
|
+ angle = Math.PI;
|
|
|
+
|
|
|
+ var xx = ( m11 + 1 ) / 2;
|
|
|
+ var yy = ( m22 + 1 ) / 2;
|
|
|
+ var zz = ( m33 + 1 ) / 2;
|
|
|
+ var xy = ( m12 + m21 ) / 4;
|
|
|
+ var xz = ( m13 + m31 ) / 4;
|
|
|
+ var yz = ( m23 + m32 ) / 4;
|
|
|
+
|
|
|
+ if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
|
|
|
+
|
|
|
+ if ( xx < epsilon ) {
|
|
|
+
|
|
|
+ x = 0;
|
|
|
+ y = 0.707106781;
|
|
|
+ z = 0.707106781;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ x = Math.sqrt( xx );
|
|
|
+ y = xy / x;
|
|
|
+ z = xz / x;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( yy > zz ) { // m22 is the largest diagonal term
|
|
|
+
|
|
|
+ if ( yy < epsilon ) {
|
|
|
+
|
|
|
+ x = 0.707106781;
|
|
|
+ y = 0;
|
|
|
+ z = 0.707106781;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ y = Math.sqrt( yy );
|
|
|
+ x = xy / y;
|
|
|
+ z = yz / y;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else { // m33 is the largest diagonal term so base result on this
|
|
|
+
|
|
|
+ if ( zz < epsilon ) {
|
|
|
+
|
|
|
+ x = 0.707106781;
|
|
|
+ y = 0.707106781;
|
|
|
+ z = 0;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ z = Math.sqrt( zz );
|
|
|
+ x = xz / z;
|
|
|
+ y = yz / z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.set( x, y, z, angle );
|
|
|
+
|
|
|
+ return this; // return 180 deg rotation
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // as we have reached here there are no singularities so we can handle normally
|
|
|
+
|
|
|
+ var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
|
|
|
+ + ( m13 - m31 ) * ( m13 - m31 )
|
|
|
+ + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
|
|
|
+
|
|
|
+ if ( Math.abs( s ) < 0.001 ) s = 1;
|
|
|
+
|
|
|
+ // prevent divide by zero, should not happen if matrix is orthogonal and should be
|
|
|
+ // caught by singularity test above, but I've left it in just in case
|
|
|
+
|
|
|
+ this.x = ( m32 - m23 ) / s;
|
|
|
+ this.y = ( m13 - m31 ) / s;
|
|
|
+ this.z = ( m21 - m12 ) / s;
|
|
|
+ this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ min: function ( v ) {
|
|
|
+
|
|
|
+ if ( this.x > v.x ) {
|
|
|
+
|
|
|
+ this.x = v.x;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.y > v.y ) {
|
|
|
+
|
|
|
+ this.y = v.y;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.z > v.z ) {
|
|
|
+
|
|
|
+ this.z = v.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.w > v.w ) {
|
|
|
+
|
|
|
+ this.w = v.w;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ max: function ( v ) {
|
|
|
+
|
|
|
+ if ( this.x < v.x ) {
|
|
|
+
|
|
|
+ this.x = v.x;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.y < v.y ) {
|
|
|
+
|
|
|
+ this.y = v.y;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.z < v.z ) {
|
|
|
+
|
|
|
+ this.z = v.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.w < v.w ) {
|
|
|
+
|
|
|
+ this.w = v.w;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clamp: function ( min, max ) {
|
|
|
+
|
|
|
+ // This function assumes min < max, if this assumption isn't true it will not operate correctly
|
|
|
+
|
|
|
+ if ( this.x < min.x ) {
|
|
|
+
|
|
|
+ this.x = min.x;
|
|
|
+
|
|
|
+ } else if ( this.x > max.x ) {
|
|
|
+
|
|
|
+ this.x = max.x;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.y < min.y ) {
|
|
|
+
|
|
|
+ this.y = min.y;
|
|
|
+
|
|
|
+ } else if ( this.y > max.y ) {
|
|
|
+
|
|
|
+ this.y = max.y;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.z < min.z ) {
|
|
|
+
|
|
|
+ this.z = min.z;
|
|
|
+
|
|
|
+ } else if ( this.z > max.z ) {
|
|
|
+
|
|
|
+ this.z = max.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.w < min.w ) {
|
|
|
+
|
|
|
+ this.w = min.w;
|
|
|
+
|
|
|
+ } else if ( this.w > max.w ) {
|
|
|
+
|
|
|
+ this.w = max.w;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ negate: function() {
|
|
|
+
|
|
|
+ return this.multiplyScalar( -1 );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ dot: function ( v ) {
|
|
|
+
|
|
|
+ return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ lengthSq: function () {
|
|
|
+
|
|
|
+ return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ length: function () {
|
|
|
+
|
|
|
+ return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ lengthManhattan: function () {
|
|
|
+
|
|
|
+ return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ normalize: function () {
|
|
|
+
|
|
|
+ return this.divideScalar( this.length() );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setLength: function ( l ) {
|
|
|
+
|
|
|
+ var oldLength = this.length();
|
|
|
+
|
|
|
+ if ( oldLength !== 0 && l !== oldLength ) {
|
|
|
+
|
|
|
+ this.multiplyScalar( l / oldLength );
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ lerp: function ( v, alpha ) {
|
|
|
+
|
|
|
+ this.x += ( v.x - this.x ) * alpha;
|
|
|
+ this.y += ( v.y - this.y ) * alpha;
|
|
|
+ this.z += ( v.z - this.z ) * alpha;
|
|
|
+ this.w += ( v.w - this.w ) * alpha;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ equals: function ( v ) {
|
|
|
+
|
|
|
+ return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ toArray: function () {
|
|
|
+
|
|
|
+ return [ this.x, this.y, this.z, this.w ];
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clone: function () {
|
|
|
+
|
|
|
+ return new THREE.Vector4( this.x, this.y, this.z, this.w );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author bhouston / http://exocortex.com
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Line3 = function ( start, end ) {
|
|
|
+
|
|
|
+ this.start = ( start !== undefined ) ? start : new THREE.Vector3();
|
|
|
+ this.end = ( end !== undefined ) ? end : new THREE.Vector3();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Line3.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.Line3,
|
|
|
+
|
|
|
+ set: function ( start, end ) {
|
|
|
+
|
|
|
+ this.start.copy( start );
|
|
|
+ this.end.copy( end );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ copy: function ( line ) {
|
|
|
+
|
|
|
+ this.start.copy( line.start );
|
|
|
+ this.end.copy( line.end );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ center: function ( optionalTarget ) {
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Vector3();
|
|
|
+ return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ delta: function ( optionalTarget ) {
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Vector3();
|
|
|
+ return result.subVectors( this.end, this.start );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ distanceSq: function () {
|
|
|
+
|
|
|
+ return this.start.distanceToSquared( this.end );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ distance: function () {
|
|
|
+
|
|
|
+ return this.start.distanceTo( this.end );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ at: function ( t, optionalTarget ) {
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Vector3();
|
|
|
+
|
|
|
+ return this.delta( result ).multiplyScalar( t ).add( this.start );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ closestPointToPointParameter: function() {
|
|
|
+
|
|
|
+ var startP = new THREE.Vector3();
|
|
|
+ var startEnd = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( point, clampToLine ) {
|
|
|
+
|
|
|
+ startP.subVectors( point, this.start );
|
|
|
+ startEnd.subVectors( this.end, this.start );
|
|
|
+
|
|
|
+ var startEnd2 = startEnd.dot( startEnd );
|
|
|
+ var startEnd_startP = startEnd.dot( startP );
|
|
|
+
|
|
|
+ var t = startEnd_startP / startEnd2;
|
|
|
+
|
|
|
+ if ( clampToLine ) {
|
|
|
+
|
|
|
+ t = THREE.Math.clamp( t, 0, 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return t;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
|
|
|
+
|
|
|
+ var t = this.closestPointToPointParameter( point, clampToLine );
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Vector3();
|
|
|
+
|
|
|
+ return this.delta( result ).multiplyScalar( t ).add( this.start );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ applyMatrix4: function ( matrix ) {
|
|
|
+
|
|
|
+ this.start.applyMatrix4( matrix );
|
|
|
+ this.end.applyMatrix4( matrix );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ equals: function ( line ) {
|
|
|
+
|
|
|
+ return line.start.equals( this.start ) && line.end.equals( this.end );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clone: function () {
|
|
|
+
|
|
|
+ return new THREE.Line3().copy( this );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author bhouston / http://exocortex.com
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Box2 = function ( min, max ) {
|
|
|
+
|
|
|
+ this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
|
|
|
+ this.max = ( max !== undefined ) ? max : new THREE.Vector2( -Infinity, -Infinity );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Box2.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.Box2,
|
|
|
+
|
|
|
+ set: function ( min, max ) {
|
|
|
+
|
|
|
+ this.min.copy( min );
|
|
|
+ this.max.copy( max );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setFromPoints: function ( points ) {
|
|
|
+
|
|
|
+ if ( points.length > 0 ) {
|
|
|
+
|
|
|
+ var point = points[ 0 ];
|
|
|
+
|
|
|
+ this.min.copy( point );
|
|
|
+ this.max.copy( point );
|
|
|
+
|
|
|
+ for ( var i = 1, il = points.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ point = points[ i ];
|
|
|
+
|
|
|
+ if ( point.x < this.min.x ) {
|
|
|
+
|
|
|
+ this.min.x = point.x;
|
|
|
+
|
|
|
+ } else if ( point.x > this.max.x ) {
|
|
|
+
|
|
|
+ this.max.x = point.x;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( point.y < this.min.y ) {
|
|
|
+
|
|
|
+ this.min.y = point.y;
|
|
|
+
|
|
|
+ } else if ( point.y > this.max.y ) {
|
|
|
+
|
|
|
+ this.max.y = point.y;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.makeEmpty();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setFromCenterAndSize: function () {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector2();
|
|
|
+
|
|
|
+ return function ( center, size ) {
|
|
|
+
|
|
|
+ var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
|
|
|
+ this.min.copy( center ).sub( halfSize );
|
|
|
+ this.max.copy( center ).add( halfSize );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ copy: function ( box ) {
|
|
|
+
|
|
|
+ this.min.copy( box.min );
|
|
|
+ this.max.copy( box.max );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ makeEmpty: function () {
|
|
|
+
|
|
|
+ this.min.x = this.min.y = Infinity;
|
|
|
+ this.max.x = this.max.y = -Infinity;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ empty: function () {
|
|
|
+
|
|
|
+ // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
|
|
|
+
|
|
|
+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ center: function ( optionalTarget ) {
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Vector2();
|
|
|
+ return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ size: function ( optionalTarget ) {
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Vector2();
|
|
|
+ return result.subVectors( this.max, this.min );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ expandByPoint: function ( point ) {
|
|
|
+
|
|
|
+ this.min.min( point );
|
|
|
+ this.max.max( point );
|
|
|
+
|
|
|
+ return this;
|
|
|
+ },
|
|
|
+
|
|
|
+ expandByVector: function ( vector ) {
|
|
|
+
|
|
|
+ this.min.sub( vector );
|
|
|
+ this.max.add( vector );
|
|
|
+
|
|
|
+ return this;
|
|
|
+ },
|
|
|
+
|
|
|
+ expandByScalar: function ( scalar ) {
|
|
|
+
|
|
|
+ this.min.addScalar( -scalar );
|
|
|
+ this.max.addScalar( scalar );
|
|
|
+
|
|
|
+ return this;
|
|
|
+ },
|
|
|
+
|
|
|
+ containsPoint: function ( point ) {
|
|
|
+
|
|
|
+ if ( point.x < this.min.x || point.x > this.max.x ||
|
|
|
+ point.y < this.min.y || point.y > this.max.y ) {
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ containsBox: function ( box ) {
|
|
|
+
|
|
|
+ if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
|
|
|
+ ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
|
|
|
+
|
|
|
+ return true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getParameter: function ( point ) {
|
|
|
+
|
|
|
+ // This can potentially have a divide by zero if the box
|
|
|
+ // has a size dimension of 0.
|
|
|
+
|
|
|
+ return new THREE.Vector2(
|
|
|
+ ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
|
|
|
+ ( point.y - this.min.y ) / ( this.max.y - this.min.y )
|
|
|
+ );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ isIntersectionBox: function ( box ) {
|
|
|
+
|
|
|
+ // using 6 splitting planes to rule out intersections.
|
|
|
+
|
|
|
+ if ( box.max.x < this.min.x || box.min.x > this.max.x ||
|
|
|
+ box.max.y < this.min.y || box.min.y > this.max.y ) {
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clampPoint: function ( point, optionalTarget ) {
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Vector2();
|
|
|
+ return result.copy( point ).clamp( this.min, this.max );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ distanceToPoint: function () {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector2();
|
|
|
+
|
|
|
+ return function ( point ) {
|
|
|
+
|
|
|
+ var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
|
|
|
+ return clampedPoint.sub( point ).length();
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ intersect: function ( box ) {
|
|
|
+
|
|
|
+ this.min.max( box.min );
|
|
|
+ this.max.min( box.max );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ union: function ( box ) {
|
|
|
+
|
|
|
+ this.min.min( box.min );
|
|
|
+ this.max.max( box.max );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ translate: function ( offset ) {
|
|
|
+
|
|
|
+ this.min.add( offset );
|
|
|
+ this.max.add( offset );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ equals: function ( box ) {
|
|
|
+
|
|
|
+ return box.min.equals( this.min ) && box.max.equals( this.max );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clone: function () {
|
|
|
+
|
|
|
+ return new THREE.Box2().copy( this );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author bhouston / http://exocortex.com
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Box3 = function ( min, max ) {
|
|
|
+
|
|
|
+ this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
|
|
|
+ this.max = ( max !== undefined ) ? max : new THREE.Vector3( -Infinity, -Infinity, -Infinity );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Box3.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.Box3,
|
|
|
+
|
|
|
+ set: function ( min, max ) {
|
|
|
+
|
|
|
+ this.min.copy( min );
|
|
|
+ this.max.copy( max );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setFromPoints: function ( points ) {
|
|
|
+
|
|
|
+ if ( points.length > 0 ) {
|
|
|
+
|
|
|
+ var point = points[ 0 ];
|
|
|
+
|
|
|
+ this.min.copy( point );
|
|
|
+ this.max.copy( point );
|
|
|
+
|
|
|
+ for ( var i = 1, il = points.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ point = points[ i ];
|
|
|
+
|
|
|
+ if ( point.x < this.min.x ) {
|
|
|
+
|
|
|
+ this.min.x = point.x;
|
|
|
+
|
|
|
+ } else if ( point.x > this.max.x ) {
|
|
|
+
|
|
|
+ this.max.x = point.x;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( point.y < this.min.y ) {
|
|
|
+
|
|
|
+ this.min.y = point.y;
|
|
|
+
|
|
|
+ } else if ( point.y > this.max.y ) {
|
|
|
+
|
|
|
+ this.max.y = point.y;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( point.z < this.min.z ) {
|
|
|
+
|
|
|
+ this.min.z = point.z;
|
|
|
+
|
|
|
+ } else if ( point.z > this.max.z ) {
|
|
|
+
|
|
|
+ this.max.z = point.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.makeEmpty();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setFromCenterAndSize: function() {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( center, size ) {
|
|
|
+
|
|
|
+ var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
|
|
|
+
|
|
|
+ this.min.copy( center ).sub( halfSize );
|
|
|
+ this.max.copy( center ).add( halfSize );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ copy: function ( box ) {
|
|
|
+
|
|
|
+ this.min.copy( box.min );
|
|
|
+ this.max.copy( box.max );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ makeEmpty: function () {
|
|
|
+
|
|
|
+ this.min.x = this.min.y = this.min.z = Infinity;
|
|
|
+ this.max.x = this.max.y = this.max.z = -Infinity;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ empty: function () {
|
|
|
+
|
|
|
+ // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
|
|
|
+
|
|
|
+ return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ center: function ( optionalTarget ) {
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Vector3();
|
|
|
+ return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ size: function ( optionalTarget ) {
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Vector3();
|
|
|
+ return result.subVectors( this.max, this.min );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ expandByPoint: function ( point ) {
|
|
|
+
|
|
|
+ this.min.min( point );
|
|
|
+ this.max.max( point );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ expandByVector: function ( vector ) {
|
|
|
+
|
|
|
+ this.min.sub( vector );
|
|
|
+ this.max.add( vector );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ expandByScalar: function ( scalar ) {
|
|
|
+
|
|
|
+ this.min.addScalar( -scalar );
|
|
|
+ this.max.addScalar( scalar );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ containsPoint: function ( point ) {
|
|
|
+
|
|
|
+ if ( point.x < this.min.x || point.x > this.max.x ||
|
|
|
+ point.y < this.min.y || point.y > this.max.y ||
|
|
|
+ point.z < this.min.z || point.z > this.max.z ) {
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ containsBox: function ( box ) {
|
|
|
+
|
|
|
+ if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
|
|
|
+ ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
|
|
|
+ ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
|
|
|
+
|
|
|
+ return true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getParameter: function ( point ) {
|
|
|
+
|
|
|
+ // This can potentially have a divide by zero if the box
|
|
|
+ // has a size dimension of 0.
|
|
|
+
|
|
|
+ return new THREE.Vector3(
|
|
|
+ ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
|
|
|
+ ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
|
|
|
+ ( point.z - this.min.z ) / ( this.max.z - this.min.z )
|
|
|
+ );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ isIntersectionBox: function ( box ) {
|
|
|
+
|
|
|
+ // using 6 splitting planes to rule out intersections.
|
|
|
+
|
|
|
+ if ( box.max.x < this.min.x || box.min.x > this.max.x ||
|
|
|
+ box.max.y < this.min.y || box.min.y > this.max.y ||
|
|
|
+ box.max.z < this.min.z || box.min.z > this.max.z ) {
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clampPoint: function ( point, optionalTarget ) {
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Vector3();
|
|
|
+ return result.copy( point ).clamp( this.min, this.max );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ distanceToPoint: function() {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( point ) {
|
|
|
+
|
|
|
+ var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
|
|
|
+ return clampedPoint.sub( point ).length();
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ getBoundingSphere: function() {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( optionalTarget ) {
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Sphere();
|
|
|
+
|
|
|
+ result.center = this.center();
|
|
|
+ result.radius = this.size( v1 ).length() * 0.5;
|
|
|
+
|
|
|
+ return result;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ intersect: function ( box ) {
|
|
|
+
|
|
|
+ this.min.max( box.min );
|
|
|
+ this.max.min( box.max );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ union: function ( box ) {
|
|
|
+
|
|
|
+ this.min.min( box.min );
|
|
|
+ this.max.max( box.max );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ applyMatrix4: function() {
|
|
|
+
|
|
|
+ var points = [
|
|
|
+ new THREE.Vector3(),
|
|
|
+ new THREE.Vector3(),
|
|
|
+ new THREE.Vector3(),
|
|
|
+ new THREE.Vector3(),
|
|
|
+ new THREE.Vector3(),
|
|
|
+ new THREE.Vector3(),
|
|
|
+ new THREE.Vector3(),
|
|
|
+ new THREE.Vector3()
|
|
|
+ ];
|
|
|
+
|
|
|
+ return function ( matrix ) {
|
|
|
+
|
|
|
+ // NOTE: I am using a binary pattern to specify all 2^3 combinations below
|
|
|
+ points[0].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
|
|
|
+ points[1].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
|
|
|
+ points[2].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
|
|
|
+ points[3].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
|
|
|
+ points[4].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
|
|
|
+ points[5].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
|
|
|
+ points[6].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
|
|
|
+ points[7].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
|
|
|
+
|
|
|
+ this.makeEmpty();
|
|
|
+ this.setFromPoints( points );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ translate: function ( offset ) {
|
|
|
+
|
|
|
+ this.min.add( offset );
|
|
|
+ this.max.add( offset );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ equals: function ( box ) {
|
|
|
+
|
|
|
+ return box.min.equals( this.min ) && box.max.equals( this.max );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clone: function () {
|
|
|
+
|
|
|
+ return new THREE.Box3().copy( this );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ * @author WestLangley / http://github.com/WestLangley
|
|
|
+ * @author bhouston / http://exocortex.com
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Matrix3 = function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
|
|
|
+
|
|
|
+ this.elements = new Float32Array(9);
|
|
|
+
|
|
|
+ this.set(
|
|
|
+
|
|
|
+ ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0,
|
|
|
+ n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0,
|
|
|
+ n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1
|
|
|
+
|
|
|
+ );
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Matrix3.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.Matrix3,
|
|
|
+
|
|
|
+ set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+
|
|
|
+ te[0] = n11; te[3] = n12; te[6] = n13;
|
|
|
+ te[1] = n21; te[4] = n22; te[7] = n23;
|
|
|
+ te[2] = n31; te[5] = n32; te[8] = n33;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ identity: function () {
|
|
|
+
|
|
|
+ this.set(
|
|
|
+
|
|
|
+ 1, 0, 0,
|
|
|
+ 0, 1, 0,
|
|
|
+ 0, 0, 1
|
|
|
+
|
|
|
+ );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ copy: function ( m ) {
|
|
|
+
|
|
|
+ var me = m.elements;
|
|
|
+
|
|
|
+ this.set(
|
|
|
+
|
|
|
+ me[0], me[3], me[6],
|
|
|
+ me[1], me[4], me[7],
|
|
|
+ me[2], me[5], me[8]
|
|
|
+
|
|
|
+ );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ multiplyVector3: function ( vector ) {
|
|
|
+
|
|
|
+ console.warn( 'DEPRECATED: Matrix3\'s .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
|
|
|
+ return vector.applyMatrix3( this );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ multiplyVector3Array: function() {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( a ) {
|
|
|
+
|
|
|
+ for ( var i = 0, il = a.length; i < il; i += 3 ) {
|
|
|
+
|
|
|
+ v1.x = a[ i ];
|
|
|
+ v1.y = a[ i + 1 ];
|
|
|
+ v1.z = a[ i + 2 ];
|
|
|
+
|
|
|
+ v1.applyMatrix3(this);
|
|
|
+
|
|
|
+ a[ i ] = v1.x;
|
|
|
+ a[ i + 1 ] = v1.y;
|
|
|
+ a[ i + 2 ] = v1.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return a;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ multiplyScalar: function ( s ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+
|
|
|
+ te[0] *= s; te[3] *= s; te[6] *= s;
|
|
|
+ te[1] *= s; te[4] *= s; te[7] *= s;
|
|
|
+ te[2] *= s; te[5] *= s; te[8] *= s;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ determinant: function () {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+
|
|
|
+ var a = te[0], b = te[1], c = te[2],
|
|
|
+ d = te[3], e = te[4], f = te[5],
|
|
|
+ g = te[6], h = te[7], i = te[8];
|
|
|
+
|
|
|
+ return a*e*i - a*f*h - b*d*i + b*f*g + c*d*h - c*e*g;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getInverse: function ( matrix, throwOnInvertible ) {
|
|
|
+
|
|
|
+ // input: THREE.Matrix4
|
|
|
+ // ( based on http://code.google.com/p/webgl-mjs/ )
|
|
|
+
|
|
|
+ var me = matrix.elements;
|
|
|
+ var te = this.elements;
|
|
|
+
|
|
|
+ te[ 0 ] = me[10] * me[5] - me[6] * me[9];
|
|
|
+ te[ 1 ] = - me[10] * me[1] + me[2] * me[9];
|
|
|
+ te[ 2 ] = me[6] * me[1] - me[2] * me[5];
|
|
|
+ te[ 3 ] = - me[10] * me[4] + me[6] * me[8];
|
|
|
+ te[ 4 ] = me[10] * me[0] - me[2] * me[8];
|
|
|
+ te[ 5 ] = - me[6] * me[0] + me[2] * me[4];
|
|
|
+ te[ 6 ] = me[9] * me[4] - me[5] * me[8];
|
|
|
+ te[ 7 ] = - me[9] * me[0] + me[1] * me[8];
|
|
|
+ te[ 8 ] = me[5] * me[0] - me[1] * me[4];
|
|
|
+
|
|
|
+ var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
|
|
|
+
|
|
|
+ // no inverse
|
|
|
+
|
|
|
+ if ( det === 0 ) {
|
|
|
+
|
|
|
+ var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
|
|
|
+
|
|
|
+ if ( throwOnInvertible || false ) {
|
|
|
+
|
|
|
+ throw new Error( msg );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ console.warn( msg );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.identity();
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.multiplyScalar( 1.0 / det );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ transpose: function () {
|
|
|
+
|
|
|
+ var tmp, m = this.elements;
|
|
|
+
|
|
|
+ tmp = m[1]; m[1] = m[3]; m[3] = tmp;
|
|
|
+ tmp = m[2]; m[2] = m[6]; m[6] = tmp;
|
|
|
+ tmp = m[5]; m[5] = m[7]; m[7] = tmp;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getNormalMatrix: function ( m ) {
|
|
|
+
|
|
|
+ // input: THREE.Matrix4
|
|
|
+
|
|
|
+ this.getInverse( m ).transpose();
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ transposeIntoArray: function ( r ) {
|
|
|
+
|
|
|
+ var m = this.elements;
|
|
|
+
|
|
|
+ r[ 0 ] = m[ 0 ];
|
|
|
+ r[ 1 ] = m[ 3 ];
|
|
|
+ r[ 2 ] = m[ 6 ];
|
|
|
+ r[ 3 ] = m[ 1 ];
|
|
|
+ r[ 4 ] = m[ 4 ];
|
|
|
+ r[ 5 ] = m[ 7 ];
|
|
|
+ r[ 6 ] = m[ 2 ];
|
|
|
+ r[ 7 ] = m[ 5 ];
|
|
|
+ r[ 8 ] = m[ 8 ];
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clone: function () {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+
|
|
|
+ return new THREE.Matrix3(
|
|
|
+
|
|
|
+ te[0], te[3], te[6],
|
|
|
+ te[1], te[4], te[7],
|
|
|
+ te[2], te[5], te[8]
|
|
|
+
|
|
|
+ );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author supereggbert / http://www.paulbrunt.co.uk/
|
|
|
+ * @author philogb / http://blog.thejit.org/
|
|
|
+ * @author jordi_ros / http://plattsoft.com
|
|
|
+ * @author D1plo1d / http://github.com/D1plo1d
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ * @author timknip / http://www.floorplanner.com/
|
|
|
+ * @author bhouston / http://exocortex.com
|
|
|
+ * @author WestLangley / http://github.com/WestLangley
|
|
|
+ */
|
|
|
+
|
|
|
+
|
|
|
+THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
|
|
|
+
|
|
|
+ var te = this.elements = new Float32Array( 16 );
|
|
|
+
|
|
|
+ // TODO: if n11 is undefined, then just set to identity, otherwise copy all other values into matrix
|
|
|
+ // we should not support semi specification of Matrix4, it is just weird.
|
|
|
+
|
|
|
+ te[0] = ( n11 !== undefined ) ? n11 : 1; te[4] = n12 || 0; te[8] = n13 || 0; te[12] = n14 || 0;
|
|
|
+ te[1] = n21 || 0; te[5] = ( n22 !== undefined ) ? n22 : 1; te[9] = n23 || 0; te[13] = n24 || 0;
|
|
|
+ te[2] = n31 || 0; te[6] = n32 || 0; te[10] = ( n33 !== undefined ) ? n33 : 1; te[14] = n34 || 0;
|
|
|
+ te[3] = n41 || 0; te[7] = n42 || 0; te[11] = n43 || 0; te[15] = ( n44 !== undefined ) ? n44 : 1;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Matrix4.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.Matrix4,
|
|
|
+
|
|
|
+ set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+
|
|
|
+ te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
|
|
|
+ te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
|
|
|
+ te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
|
|
|
+ te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ identity: function () {
|
|
|
+
|
|
|
+ this.set(
|
|
|
+
|
|
|
+ 1, 0, 0, 0,
|
|
|
+ 0, 1, 0, 0,
|
|
|
+ 0, 0, 1, 0,
|
|
|
+ 0, 0, 0, 1
|
|
|
+
|
|
|
+ );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ copy: function ( m ) {
|
|
|
+
|
|
|
+ var me = m.elements;
|
|
|
+
|
|
|
+ this.set(
|
|
|
+
|
|
|
+ me[0], me[4], me[8], me[12],
|
|
|
+ me[1], me[5], me[9], me[13],
|
|
|
+ me[2], me[6], me[10], me[14],
|
|
|
+ me[3], me[7], me[11], me[15]
|
|
|
+
|
|
|
+ );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setRotationFromEuler: function ( v, order ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+
|
|
|
+ var x = v.x, y = v.y, z = v.z;
|
|
|
+ var a = Math.cos( x ), b = Math.sin( x );
|
|
|
+ var c = Math.cos( y ), d = Math.sin( y );
|
|
|
+ var e = Math.cos( z ), f = Math.sin( z );
|
|
|
+
|
|
|
+ if ( order === undefined || order === 'XYZ' ) {
|
|
|
+
|
|
|
+ var ae = a * e, af = a * f, be = b * e, bf = b * f;
|
|
|
+
|
|
|
+ te[0] = c * e;
|
|
|
+ te[4] = - c * f;
|
|
|
+ te[8] = d;
|
|
|
+
|
|
|
+ te[1] = af + be * d;
|
|
|
+ te[5] = ae - bf * d;
|
|
|
+ te[9] = - b * c;
|
|
|
+
|
|
|
+ te[2] = bf - ae * d;
|
|
|
+ te[6] = be + af * d;
|
|
|
+ te[10] = a * c;
|
|
|
+
|
|
|
+ } else if ( order === 'YXZ' ) {
|
|
|
+
|
|
|
+ var ce = c * e, cf = c * f, de = d * e, df = d * f;
|
|
|
+
|
|
|
+ te[0] = ce + df * b;
|
|
|
+ te[4] = de * b - cf;
|
|
|
+ te[8] = a * d;
|
|
|
+
|
|
|
+ te[1] = a * f;
|
|
|
+ te[5] = a * e;
|
|
|
+ te[9] = - b;
|
|
|
+
|
|
|
+ te[2] = cf * b - de;
|
|
|
+ te[6] = df + ce * b;
|
|
|
+ te[10] = a * c;
|
|
|
+
|
|
|
+ } else if ( order === 'ZXY' ) {
|
|
|
+
|
|
|
+ var ce = c * e, cf = c * f, de = d * e, df = d * f;
|
|
|
+
|
|
|
+ te[0] = ce - df * b;
|
|
|
+ te[4] = - a * f;
|
|
|
+ te[8] = de + cf * b;
|
|
|
+
|
|
|
+ te[1] = cf + de * b;
|
|
|
+ te[5] = a * e;
|
|
|
+ te[9] = df - ce * b;
|
|
|
+
|
|
|
+ te[2] = - a * d;
|
|
|
+ te[6] = b;
|
|
|
+ te[10] = a * c;
|
|
|
+
|
|
|
+ } else if ( order === 'ZYX' ) {
|
|
|
+
|
|
|
+ var ae = a * e, af = a * f, be = b * e, bf = b * f;
|
|
|
+
|
|
|
+ te[0] = c * e;
|
|
|
+ te[4] = be * d - af;
|
|
|
+ te[8] = ae * d + bf;
|
|
|
+
|
|
|
+ te[1] = c * f;
|
|
|
+ te[5] = bf * d + ae;
|
|
|
+ te[9] = af * d - be;
|
|
|
+
|
|
|
+ te[2] = - d;
|
|
|
+ te[6] = b * c;
|
|
|
+ te[10] = a * c;
|
|
|
+
|
|
|
+ } else if ( order === 'YZX' ) {
|
|
|
+
|
|
|
+ var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
|
|
|
+
|
|
|
+ te[0] = c * e;
|
|
|
+ te[4] = bd - ac * f;
|
|
|
+ te[8] = bc * f + ad;
|
|
|
+
|
|
|
+ te[1] = f;
|
|
|
+ te[5] = a * e;
|
|
|
+ te[9] = - b * e;
|
|
|
+
|
|
|
+ te[2] = - d * e;
|
|
|
+ te[6] = ad * f + bc;
|
|
|
+ te[10] = ac - bd * f;
|
|
|
+
|
|
|
+ } else if ( order === 'XZY' ) {
|
|
|
+
|
|
|
+ var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
|
|
|
+
|
|
|
+ te[0] = c * e;
|
|
|
+ te[4] = - f;
|
|
|
+ te[8] = d * e;
|
|
|
+
|
|
|
+ te[1] = ac * f + bd;
|
|
|
+ te[5] = a * e;
|
|
|
+ te[9] = ad * f - bc;
|
|
|
+
|
|
|
+ te[2] = bc * f - ad;
|
|
|
+ te[6] = b * e;
|
|
|
+ te[10] = bd * f + ac;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setRotationFromQuaternion: function ( q ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+
|
|
|
+ var x = q.x, y = q.y, z = q.z, w = q.w;
|
|
|
+ var x2 = x + x, y2 = y + y, z2 = z + z;
|
|
|
+ var xx = x * x2, xy = x * y2, xz = x * z2;
|
|
|
+ var yy = y * y2, yz = y * z2, zz = z * z2;
|
|
|
+ var wx = w * x2, wy = w * y2, wz = w * z2;
|
|
|
+
|
|
|
+ te[0] = 1 - ( yy + zz );
|
|
|
+ te[4] = xy - wz;
|
|
|
+ te[8] = xz + wy;
|
|
|
+
|
|
|
+ te[1] = xy + wz;
|
|
|
+ te[5] = 1 - ( xx + zz );
|
|
|
+ te[9] = yz - wx;
|
|
|
+
|
|
|
+ te[2] = xz - wy;
|
|
|
+ te[6] = yz + wx;
|
|
|
+ te[10] = 1 - ( xx + yy );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ lookAt: function() {
|
|
|
+
|
|
|
+ var x = new THREE.Vector3();
|
|
|
+ var y = new THREE.Vector3();
|
|
|
+ var z = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( eye, target, up ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+
|
|
|
+ z.subVectors( eye, target ).normalize();
|
|
|
+
|
|
|
+ if ( z.length() === 0 ) {
|
|
|
+
|
|
|
+ z.z = 1;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ x.crossVectors( up, z ).normalize();
|
|
|
+
|
|
|
+ if ( x.length() === 0 ) {
|
|
|
+
|
|
|
+ z.x += 0.0001;
|
|
|
+ x.crossVectors( up, z ).normalize();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ y.crossVectors( z, x );
|
|
|
+
|
|
|
+
|
|
|
+ te[0] = x.x; te[4] = y.x; te[8] = z.x;
|
|
|
+ te[1] = x.y; te[5] = y.y; te[9] = z.y;
|
|
|
+ te[2] = x.z; te[6] = y.z; te[10] = z.z;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ multiply: function ( m, n ) {
|
|
|
+
|
|
|
+ if ( n !== undefined ) {
|
|
|
+
|
|
|
+ console.warn( 'DEPRECATED: Matrix4\'s .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
|
|
|
+ return this.multiplyMatrices( m, n );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this.multiplyMatrices( this, m );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ multiplyMatrices: function ( a, b ) {
|
|
|
+
|
|
|
+ var ae = a.elements;
|
|
|
+ var be = b.elements;
|
|
|
+ var te = this.elements;
|
|
|
+
|
|
|
+ var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
|
|
|
+ var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
|
|
|
+ var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
|
|
|
+ var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
|
|
|
+
|
|
|
+ var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
|
|
|
+ var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
|
|
|
+ var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
|
|
|
+ var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
|
|
|
+
|
|
|
+ te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
|
|
|
+ te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
|
|
|
+ te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
|
|
|
+ te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
|
|
|
+
|
|
|
+ te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
|
|
|
+ te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
|
|
|
+ te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
|
|
|
+ te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
|
|
|
+
|
|
|
+ te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
|
|
|
+ te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
|
|
|
+ te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
|
|
|
+ te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
|
|
|
+
|
|
|
+ te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
|
|
|
+ te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
|
|
|
+ te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
|
|
|
+ te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ multiplyToArray: function ( a, b, r ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+
|
|
|
+ this.multiplyMatrices( a, b );
|
|
|
+
|
|
|
+ r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
|
|
|
+ r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
|
|
|
+ r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
|
|
|
+ r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ multiplyScalar: function ( s ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+
|
|
|
+ te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
|
|
|
+ te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
|
|
|
+ te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
|
|
|
+ te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ multiplyVector3: function ( vector ) {
|
|
|
+
|
|
|
+ console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
|
|
|
+ return vector.applyProjection( this );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ multiplyVector4: function ( vector ) {
|
|
|
+
|
|
|
+ console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
|
|
|
+ return vector.applyMatrix4( this );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ multiplyVector3Array: function() {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( a ) {
|
|
|
+
|
|
|
+ for ( var i = 0, il = a.length; i < il; i += 3 ) {
|
|
|
+
|
|
|
+ v1.x = a[ i ];
|
|
|
+ v1.y = a[ i + 1 ];
|
|
|
+ v1.z = a[ i + 2 ];
|
|
|
+
|
|
|
+ v1.applyProjection( this );
|
|
|
+
|
|
|
+ a[ i ] = v1.x;
|
|
|
+ a[ i + 1 ] = v1.y;
|
|
|
+ a[ i + 2 ] = v1.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return a;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ rotateAxis: function ( v ) {
|
|
|
+
|
|
|
+ console.warn( 'DEPRECATED: Matrix4\'s .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
|
|
|
+
|
|
|
+ v.transformDirection( this );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ crossVector: function ( a ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+ var v = new THREE.Vector4();
|
|
|
+
|
|
|
+ v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w;
|
|
|
+ v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w;
|
|
|
+ v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w;
|
|
|
+
|
|
|
+ v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1;
|
|
|
+
|
|
|
+ return v;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ determinant: function () {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+
|
|
|
+ var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
|
|
|
+ var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
|
|
|
+ var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
|
|
|
+ var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
|
|
|
+
|
|
|
+ //TODO: make this more efficient
|
|
|
+ //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
|
|
|
+
|
|
|
+ return (
|
|
|
+ n41 * (
|
|
|
+ +n14 * n23 * n32
|
|
|
+ -n13 * n24 * n32
|
|
|
+ -n14 * n22 * n33
|
|
|
+ +n12 * n24 * n33
|
|
|
+ +n13 * n22 * n34
|
|
|
+ -n12 * n23 * n34
|
|
|
+ ) +
|
|
|
+ n42 * (
|
|
|
+ +n11 * n23 * n34
|
|
|
+ -n11 * n24 * n33
|
|
|
+ +n14 * n21 * n33
|
|
|
+ -n13 * n21 * n34
|
|
|
+ +n13 * n24 * n31
|
|
|
+ -n14 * n23 * n31
|
|
|
+ ) +
|
|
|
+ n43 * (
|
|
|
+ +n11 * n24 * n32
|
|
|
+ -n11 * n22 * n34
|
|
|
+ -n14 * n21 * n32
|
|
|
+ +n12 * n21 * n34
|
|
|
+ +n14 * n22 * n31
|
|
|
+ -n12 * n24 * n31
|
|
|
+ ) +
|
|
|
+ n44 * (
|
|
|
+ -n13 * n22 * n31
|
|
|
+ -n11 * n23 * n32
|
|
|
+ +n11 * n22 * n33
|
|
|
+ +n13 * n21 * n32
|
|
|
+ -n12 * n21 * n33
|
|
|
+ +n12 * n23 * n31
|
|
|
+ )
|
|
|
+
|
|
|
+ );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ transpose: function () {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+ var tmp;
|
|
|
+
|
|
|
+ tmp = te[1]; te[1] = te[4]; te[4] = tmp;
|
|
|
+ tmp = te[2]; te[2] = te[8]; te[8] = tmp;
|
|
|
+ tmp = te[6]; te[6] = te[9]; te[9] = tmp;
|
|
|
+
|
|
|
+ tmp = te[3]; te[3] = te[12]; te[12] = tmp;
|
|
|
+ tmp = te[7]; te[7] = te[13]; te[13] = tmp;
|
|
|
+ tmp = te[11]; te[11] = te[14]; te[14] = tmp;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ flattenToArray: function ( flat ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+ flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
|
|
|
+ flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
|
|
|
+ flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
|
|
|
+ flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
|
|
|
+
|
|
|
+ return flat;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ flattenToArrayOffset: function( flat, offset ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+ flat[ offset ] = te[0];
|
|
|
+ flat[ offset + 1 ] = te[1];
|
|
|
+ flat[ offset + 2 ] = te[2];
|
|
|
+ flat[ offset + 3 ] = te[3];
|
|
|
+
|
|
|
+ flat[ offset + 4 ] = te[4];
|
|
|
+ flat[ offset + 5 ] = te[5];
|
|
|
+ flat[ offset + 6 ] = te[6];
|
|
|
+ flat[ offset + 7 ] = te[7];
|
|
|
+
|
|
|
+ flat[ offset + 8 ] = te[8];
|
|
|
+ flat[ offset + 9 ] = te[9];
|
|
|
+ flat[ offset + 10 ] = te[10];
|
|
|
+ flat[ offset + 11 ] = te[11];
|
|
|
+
|
|
|
+ flat[ offset + 12 ] = te[12];
|
|
|
+ flat[ offset + 13 ] = te[13];
|
|
|
+ flat[ offset + 14 ] = te[14];
|
|
|
+ flat[ offset + 15 ] = te[15];
|
|
|
+
|
|
|
+ return flat;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getPosition: function() {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function () {
|
|
|
+
|
|
|
+ console.warn( 'DEPRECATED: Matrix4\'s .getPosition() has been removed. Use Vector3.getPositionFromMatrix( matrix ) instead.' );
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+ return v1.set( te[12], te[13], te[14] );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ setPosition: function ( v ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+
|
|
|
+ te[12] = v.x;
|
|
|
+ te[13] = v.y;
|
|
|
+ te[14] = v.z;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getInverse: function ( m, throwOnInvertible ) {
|
|
|
+
|
|
|
+ // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
|
|
|
+ var te = this.elements;
|
|
|
+ var me = m.elements;
|
|
|
+
|
|
|
+ var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
|
|
|
+ var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
|
|
|
+ var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
|
|
|
+ var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
|
|
|
+
|
|
|
+ te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
|
|
|
+ te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
|
|
|
+ te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
|
|
|
+ te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
|
|
|
+ te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
|
|
|
+ te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
|
|
|
+ te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
|
|
|
+ te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
|
|
|
+ te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
|
|
|
+ te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
|
|
|
+ te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
|
|
|
+ te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
|
|
|
+ te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
|
|
|
+ te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
|
|
|
+ te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
|
|
|
+ te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
|
|
|
+
|
|
|
+ var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 4 ] + me[ 2 ] * te[ 8 ] + me[ 3 ] * te[ 12 ];
|
|
|
+
|
|
|
+ if ( det == 0 ) {
|
|
|
+
|
|
|
+ var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
|
|
|
+
|
|
|
+ if ( throwOnInvertible || false ) {
|
|
|
+
|
|
|
+ throw new Error( msg );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ console.warn( msg );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.identity();
|
|
|
+
|
|
|
+ return this;
|
|
|
+ }
|
|
|
+
|
|
|
+ this.multiplyScalar( 1 / det );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ extractPosition: function ( m ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+ var me = m.elements;
|
|
|
+
|
|
|
+ te[12] = me[12];
|
|
|
+ te[13] = me[13];
|
|
|
+ te[14] = me[14];
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ extractRotation: function() {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( m ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+ var me = m.elements;
|
|
|
+
|
|
|
+ var scaleX = 1 / v1.set( me[0], me[1], me[2] ).length();
|
|
|
+ var scaleY = 1 / v1.set( me[4], me[5], me[6] ).length();
|
|
|
+ var scaleZ = 1 / v1.set( me[8], me[9], me[10] ).length();
|
|
|
+
|
|
|
+ te[0] = me[0] * scaleX;
|
|
|
+ te[1] = me[1] * scaleX;
|
|
|
+ te[2] = me[2] * scaleX;
|
|
|
+
|
|
|
+ te[4] = me[4] * scaleY;
|
|
|
+ te[5] = me[5] * scaleY;
|
|
|
+ te[6] = me[6] * scaleY;
|
|
|
+
|
|
|
+ te[8] = me[8] * scaleZ;
|
|
|
+ te[9] = me[9] * scaleZ;
|
|
|
+ te[10] = me[10] * scaleZ;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ translate: function ( v ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+ var x = v.x, y = v.y, z = v.z;
|
|
|
+
|
|
|
+ te[12] = te[0] * x + te[4] * y + te[8] * z + te[12];
|
|
|
+ te[13] = te[1] * x + te[5] * y + te[9] * z + te[13];
|
|
|
+ te[14] = te[2] * x + te[6] * y + te[10] * z + te[14];
|
|
|
+ te[15] = te[3] * x + te[7] * y + te[11] * z + te[15];
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ rotateX: function ( angle ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+ var m12 = te[4];
|
|
|
+ var m22 = te[5];
|
|
|
+ var m32 = te[6];
|
|
|
+ var m42 = te[7];
|
|
|
+ var m13 = te[8];
|
|
|
+ var m23 = te[9];
|
|
|
+ var m33 = te[10];
|
|
|
+ var m43 = te[11];
|
|
|
+ var c = Math.cos( angle );
|
|
|
+ var s = Math.sin( angle );
|
|
|
+
|
|
|
+ te[4] = c * m12 + s * m13;
|
|
|
+ te[5] = c * m22 + s * m23;
|
|
|
+ te[6] = c * m32 + s * m33;
|
|
|
+ te[7] = c * m42 + s * m43;
|
|
|
+
|
|
|
+ te[8] = c * m13 - s * m12;
|
|
|
+ te[9] = c * m23 - s * m22;
|
|
|
+ te[10] = c * m33 - s * m32;
|
|
|
+ te[11] = c * m43 - s * m42;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ rotateY: function ( angle ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+ var m11 = te[0];
|
|
|
+ var m21 = te[1];
|
|
|
+ var m31 = te[2];
|
|
|
+ var m41 = te[3];
|
|
|
+ var m13 = te[8];
|
|
|
+ var m23 = te[9];
|
|
|
+ var m33 = te[10];
|
|
|
+ var m43 = te[11];
|
|
|
+ var c = Math.cos( angle );
|
|
|
+ var s = Math.sin( angle );
|
|
|
+
|
|
|
+ te[0] = c * m11 - s * m13;
|
|
|
+ te[1] = c * m21 - s * m23;
|
|
|
+ te[2] = c * m31 - s * m33;
|
|
|
+ te[3] = c * m41 - s * m43;
|
|
|
+
|
|
|
+ te[8] = c * m13 + s * m11;
|
|
|
+ te[9] = c * m23 + s * m21;
|
|
|
+ te[10] = c * m33 + s * m31;
|
|
|
+ te[11] = c * m43 + s * m41;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ rotateZ: function ( angle ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+ var m11 = te[0];
|
|
|
+ var m21 = te[1];
|
|
|
+ var m31 = te[2];
|
|
|
+ var m41 = te[3];
|
|
|
+ var m12 = te[4];
|
|
|
+ var m22 = te[5];
|
|
|
+ var m32 = te[6];
|
|
|
+ var m42 = te[7];
|
|
|
+ var c = Math.cos( angle );
|
|
|
+ var s = Math.sin( angle );
|
|
|
+
|
|
|
+ te[0] = c * m11 + s * m12;
|
|
|
+ te[1] = c * m21 + s * m22;
|
|
|
+ te[2] = c * m31 + s * m32;
|
|
|
+ te[3] = c * m41 + s * m42;
|
|
|
+
|
|
|
+ te[4] = c * m12 - s * m11;
|
|
|
+ te[5] = c * m22 - s * m21;
|
|
|
+ te[6] = c * m32 - s * m31;
|
|
|
+ te[7] = c * m42 - s * m41;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ rotateByAxis: function ( axis, angle ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+
|
|
|
+ // optimize by checking axis
|
|
|
+
|
|
|
+ if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) {
|
|
|
+
|
|
|
+ return this.rotateX( angle );
|
|
|
+
|
|
|
+ } else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) {
|
|
|
+
|
|
|
+ return this.rotateY( angle );
|
|
|
+
|
|
|
+ } else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) {
|
|
|
+
|
|
|
+ return this.rotateZ( angle );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var x = axis.x, y = axis.y, z = axis.z;
|
|
|
+ var n = Math.sqrt(x * x + y * y + z * z);
|
|
|
+
|
|
|
+ x /= n;
|
|
|
+ y /= n;
|
|
|
+ z /= n;
|
|
|
+
|
|
|
+ var xx = x * x, yy = y * y, zz = z * z;
|
|
|
+ var c = Math.cos( angle );
|
|
|
+ var s = Math.sin( angle );
|
|
|
+ var oneMinusCosine = 1 - c;
|
|
|
+ var xy = x * y * oneMinusCosine;
|
|
|
+ var xz = x * z * oneMinusCosine;
|
|
|
+ var yz = y * z * oneMinusCosine;
|
|
|
+ var xs = x * s;
|
|
|
+ var ys = y * s;
|
|
|
+ var zs = z * s;
|
|
|
+
|
|
|
+ var r11 = xx + (1 - xx) * c;
|
|
|
+ var r21 = xy + zs;
|
|
|
+ var r31 = xz - ys;
|
|
|
+ var r12 = xy - zs;
|
|
|
+ var r22 = yy + (1 - yy) * c;
|
|
|
+ var r32 = yz + xs;
|
|
|
+ var r13 = xz + ys;
|
|
|
+ var r23 = yz - xs;
|
|
|
+ var r33 = zz + (1 - zz) * c;
|
|
|
+
|
|
|
+ var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3];
|
|
|
+ var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7];
|
|
|
+ var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11];
|
|
|
+
|
|
|
+ te[0] = r11 * m11 + r21 * m12 + r31 * m13;
|
|
|
+ te[1] = r11 * m21 + r21 * m22 + r31 * m23;
|
|
|
+ te[2] = r11 * m31 + r21 * m32 + r31 * m33;
|
|
|
+ te[3] = r11 * m41 + r21 * m42 + r31 * m43;
|
|
|
+
|
|
|
+ te[4] = r12 * m11 + r22 * m12 + r32 * m13;
|
|
|
+ te[5] = r12 * m21 + r22 * m22 + r32 * m23;
|
|
|
+ te[6] = r12 * m31 + r22 * m32 + r32 * m33;
|
|
|
+ te[7] = r12 * m41 + r22 * m42 + r32 * m43;
|
|
|
+
|
|
|
+ te[8] = r13 * m11 + r23 * m12 + r33 * m13;
|
|
|
+ te[9] = r13 * m21 + r23 * m22 + r33 * m23;
|
|
|
+ te[10] = r13 * m31 + r23 * m32 + r33 * m33;
|
|
|
+ te[11] = r13 * m41 + r23 * m42 + r33 * m43;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ scale: function ( v ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+ var x = v.x, y = v.y, z = v.z;
|
|
|
+
|
|
|
+ te[0] *= x; te[4] *= y; te[8] *= z;
|
|
|
+ te[1] *= x; te[5] *= y; te[9] *= z;
|
|
|
+ te[2] *= x; te[6] *= y; te[10] *= z;
|
|
|
+ te[3] *= x; te[7] *= y; te[11] *= z;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getMaxScaleOnAxis: function () {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+
|
|
|
+ var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
|
|
|
+ var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
|
|
|
+ var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
|
|
|
+
|
|
|
+ return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ makeTranslation: function ( x, y, z ) {
|
|
|
+
|
|
|
+ this.set(
|
|
|
+
|
|
|
+ 1, 0, 0, x,
|
|
|
+ 0, 1, 0, y,
|
|
|
+ 0, 0, 1, z,
|
|
|
+ 0, 0, 0, 1
|
|
|
+
|
|
|
+ );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ makeRotationX: function ( theta ) {
|
|
|
+
|
|
|
+ var c = Math.cos( theta ), s = Math.sin( theta );
|
|
|
+
|
|
|
+ this.set(
|
|
|
+
|
|
|
+ 1, 0, 0, 0,
|
|
|
+ 0, c, -s, 0,
|
|
|
+ 0, s, c, 0,
|
|
|
+ 0, 0, 0, 1
|
|
|
+
|
|
|
+ );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ makeRotationY: function ( theta ) {
|
|
|
+
|
|
|
+ var c = Math.cos( theta ), s = Math.sin( theta );
|
|
|
+
|
|
|
+ this.set(
|
|
|
+
|
|
|
+ c, 0, s, 0,
|
|
|
+ 0, 1, 0, 0,
|
|
|
+ -s, 0, c, 0,
|
|
|
+ 0, 0, 0, 1
|
|
|
+
|
|
|
+ );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ makeRotationZ: function ( theta ) {
|
|
|
+
|
|
|
+ var c = Math.cos( theta ), s = Math.sin( theta );
|
|
|
+
|
|
|
+ this.set(
|
|
|
+
|
|
|
+ c, -s, 0, 0,
|
|
|
+ s, c, 0, 0,
|
|
|
+ 0, 0, 1, 0,
|
|
|
+ 0, 0, 0, 1
|
|
|
+
|
|
|
+ );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ makeRotationAxis: function ( axis, angle ) {
|
|
|
+
|
|
|
+ // Based on http://www.gamedev.net/reference/articles/article1199.asp
|
|
|
+
|
|
|
+ var c = Math.cos( angle );
|
|
|
+ var s = Math.sin( angle );
|
|
|
+ var t = 1 - c;
|
|
|
+ var x = axis.x, y = axis.y, z = axis.z;
|
|
|
+ var tx = t * x, ty = t * y;
|
|
|
+
|
|
|
+ this.set(
|
|
|
+
|
|
|
+ tx * x + c, tx * y - s * z, tx * z + s * y, 0,
|
|
|
+ tx * y + s * z, ty * y + c, ty * z - s * x, 0,
|
|
|
+ tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
|
|
|
+ 0, 0, 0, 1
|
|
|
+
|
|
|
+ );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ makeScale: function ( x, y, z ) {
|
|
|
+
|
|
|
+ this.set(
|
|
|
+
|
|
|
+ x, 0, 0, 0,
|
|
|
+ 0, y, 0, 0,
|
|
|
+ 0, 0, z, 0,
|
|
|
+ 0, 0, 0, 1
|
|
|
+
|
|
|
+ );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ makeFrustum: function ( left, right, bottom, top, near, far ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+ var x = 2 * near / ( right - left );
|
|
|
+ var y = 2 * near / ( top - bottom );
|
|
|
+
|
|
|
+ var a = ( right + left ) / ( right - left );
|
|
|
+ var b = ( top + bottom ) / ( top - bottom );
|
|
|
+ var c = - ( far + near ) / ( far - near );
|
|
|
+ var d = - 2 * far * near / ( far - near );
|
|
|
+
|
|
|
+ te[0] = x; te[4] = 0; te[8] = a; te[12] = 0;
|
|
|
+ te[1] = 0; te[5] = y; te[9] = b; te[13] = 0;
|
|
|
+ te[2] = 0; te[6] = 0; te[10] = c; te[14] = d;
|
|
|
+ te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ makePerspective: function ( fov, aspect, near, far ) {
|
|
|
+
|
|
|
+ var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
|
|
|
+ var ymin = - ymax;
|
|
|
+ var xmin = ymin * aspect;
|
|
|
+ var xmax = ymax * aspect;
|
|
|
+
|
|
|
+ return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ makeOrthographic: function ( left, right, top, bottom, near, far ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+ var w = right - left;
|
|
|
+ var h = top - bottom;
|
|
|
+ var p = far - near;
|
|
|
+
|
|
|
+ var x = ( right + left ) / w;
|
|
|
+ var y = ( top + bottom ) / h;
|
|
|
+ var z = ( far + near ) / p;
|
|
|
+
|
|
|
+ te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x;
|
|
|
+ te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y;
|
|
|
+ te[2] = 0; te[6] = 0; te[10] = -2/p; te[14] = -z;
|
|
|
+ te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clone: function () {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+
|
|
|
+ return new THREE.Matrix4(
|
|
|
+
|
|
|
+ te[0], te[4], te[8], te[12],
|
|
|
+ te[1], te[5], te[9], te[13],
|
|
|
+ te[2], te[6], te[10], te[14],
|
|
|
+ te[3], te[7], te[11], te[15]
|
|
|
+
|
|
|
+ );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.extend( THREE.Matrix4.prototype, {
|
|
|
+
|
|
|
+ compose: function() {
|
|
|
+
|
|
|
+ var mRotation = new THREE.Matrix4();
|
|
|
+ var mScale = new THREE.Matrix4();
|
|
|
+
|
|
|
+ return function ( position, quaternion, scale ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+
|
|
|
+ mRotation.identity();
|
|
|
+ mRotation.setRotationFromQuaternion( quaternion );
|
|
|
+
|
|
|
+ mScale.makeScale( scale.x, scale.y, scale.z );
|
|
|
+
|
|
|
+ this.multiplyMatrices( mRotation, mScale );
|
|
|
+
|
|
|
+ te[12] = position.x;
|
|
|
+ te[13] = position.y;
|
|
|
+ te[14] = position.z;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ decompose: function() {
|
|
|
+
|
|
|
+ var x = new THREE.Vector3();
|
|
|
+ var y = new THREE.Vector3();
|
|
|
+ var z = new THREE.Vector3();
|
|
|
+ var matrix = new THREE.Matrix4();
|
|
|
+
|
|
|
+ return function ( position, quaternion, scale ) {
|
|
|
+
|
|
|
+ var te = this.elements;
|
|
|
+
|
|
|
+ // grab the axis vectors
|
|
|
+ x.set( te[0], te[1], te[2] );
|
|
|
+ y.set( te[4], te[5], te[6] );
|
|
|
+ z.set( te[8], te[9], te[10] );
|
|
|
+
|
|
|
+ position = ( position instanceof THREE.Vector3 ) ? position : new THREE.Vector3();
|
|
|
+ quaternion = ( quaternion instanceof THREE.Quaternion ) ? quaternion : new THREE.Quaternion();
|
|
|
+ scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();
|
|
|
+
|
|
|
+ scale.x = x.length();
|
|
|
+ scale.y = y.length();
|
|
|
+ scale.z = z.length();
|
|
|
+
|
|
|
+ position.x = te[12];
|
|
|
+ position.y = te[13];
|
|
|
+ position.z = te[14];
|
|
|
+
|
|
|
+ // scale the rotation part
|
|
|
+
|
|
|
+ matrix.copy( this );
|
|
|
+
|
|
|
+ matrix.elements[0] /= scale.x;
|
|
|
+ matrix.elements[1] /= scale.x;
|
|
|
+ matrix.elements[2] /= scale.x;
|
|
|
+
|
|
|
+ matrix.elements[4] /= scale.y;
|
|
|
+ matrix.elements[5] /= scale.y;
|
|
|
+ matrix.elements[6] /= scale.y;
|
|
|
+
|
|
|
+ matrix.elements[8] /= scale.z;
|
|
|
+ matrix.elements[9] /= scale.z;
|
|
|
+ matrix.elements[10] /= scale.z;
|
|
|
+
|
|
|
+ quaternion.setFromRotationMatrix( matrix );
|
|
|
+
|
|
|
+ return [ position, quaternion, scale ];
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }()
|
|
|
+
|
|
|
+} );
|
|
|
+/**
|
|
|
+ * @author bhouston / http://exocortex.com
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Ray = function ( origin, direction ) {
|
|
|
+
|
|
|
+ this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
|
|
|
+ this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Ray.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.Ray,
|
|
|
+
|
|
|
+ set: function ( origin, direction ) {
|
|
|
+
|
|
|
+ this.origin.copy( origin );
|
|
|
+ this.direction.copy( direction );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ copy: function ( ray ) {
|
|
|
+
|
|
|
+ this.origin.copy( ray.origin );
|
|
|
+ this.direction.copy( ray.direction );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ at: function( t, optionalTarget ) {
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Vector3();
|
|
|
+
|
|
|
+ return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ recast: function() {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( t ) {
|
|
|
+
|
|
|
+ this.origin.copy( this.at( t, v1 ) );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ closestPointToPoint: function ( point, optionalTarget ) {
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Vector3();
|
|
|
+ result.subVectors( point, this.origin );
|
|
|
+ var directionDistance = result.dot( this.direction );
|
|
|
+
|
|
|
+ return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ distanceToPoint: function() {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( point ) {
|
|
|
+
|
|
|
+ var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
|
|
|
+ v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
|
|
|
+
|
|
|
+ return v1.distanceTo( point );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ isIntersectionSphere: function( sphere ) {
|
|
|
+
|
|
|
+ return ( this.distanceToPoint( sphere.center ) <= sphere.radius );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ isIntersectionPlane: function ( plane ) {
|
|
|
+
|
|
|
+ // check if the line and plane are non-perpendicular, if they
|
|
|
+ // eventually they will intersect.
|
|
|
+ var denominator = plane.normal.dot( this.direction );
|
|
|
+ if ( denominator != 0 ) {
|
|
|
+
|
|
|
+ return true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // line is coplanar, return origin
|
|
|
+ if( plane.distanceToPoint( this.origin ) == 0 ) {
|
|
|
+
|
|
|
+ return true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ distanceToPlane: function ( plane ) {
|
|
|
+
|
|
|
+ var denominator = plane.normal.dot( this.direction );
|
|
|
+ if ( denominator == 0 ) {
|
|
|
+
|
|
|
+ // line is coplanar, return origin
|
|
|
+ if( plane.distanceToPoint( this.origin ) == 0 ) {
|
|
|
+
|
|
|
+ return 0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Unsure if this is the correct method to handle this case.
|
|
|
+ return undefined;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
|
|
|
+
|
|
|
+ return t;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ intersectPlane: function ( plane, optionalTarget ) {
|
|
|
+
|
|
|
+ var t = this.distanceToPlane( plane );
|
|
|
+
|
|
|
+ if ( t === undefined ) {
|
|
|
+
|
|
|
+ return undefined;
|
|
|
+ }
|
|
|
+
|
|
|
+ return this.at( t, optionalTarget );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ applyMatrix4: function ( matrix4 ) {
|
|
|
+
|
|
|
+ this.direction.add( this.origin ).applyMatrix4( matrix4 );
|
|
|
+ this.origin.applyMatrix4( matrix4 );
|
|
|
+ this.direction.sub( this.origin );
|
|
|
+
|
|
|
+ return this;
|
|
|
+ },
|
|
|
+
|
|
|
+ equals: function ( ray ) {
|
|
|
+
|
|
|
+ return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clone: function () {
|
|
|
+
|
|
|
+ return new THREE.Ray().copy( this );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author bhouston / http://exocortex.com
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Sphere = function ( center, radius ) {
|
|
|
+
|
|
|
+ this.center = ( center !== undefined ) ? center : new THREE.Vector3();
|
|
|
+ this.radius = ( radius !== undefined ) ? radius : 0;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Sphere.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.Sphere,
|
|
|
+
|
|
|
+ set: function ( center, radius ) {
|
|
|
+
|
|
|
+ this.center.copy( center );
|
|
|
+ this.radius = radius;
|
|
|
+
|
|
|
+ return this;
|
|
|
+ },
|
|
|
+
|
|
|
+ setFromCenterAndPoints: function ( center, points ) {
|
|
|
+
|
|
|
+ var maxRadiusSq = 0;
|
|
|
+
|
|
|
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var radiusSq = center.distanceToSquared( points[ i ] );
|
|
|
+ maxRadiusSq = Math.max( maxRadiusSq, radiusSq );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.center = center;
|
|
|
+ this.radius = Math.sqrt( maxRadiusSq );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ copy: function ( sphere ) {
|
|
|
+
|
|
|
+ this.center.copy( sphere.center );
|
|
|
+ this.radius = sphere.radius;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ empty: function () {
|
|
|
+
|
|
|
+ return ( this.radius <= 0 );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ containsPoint: function ( point ) {
|
|
|
+
|
|
|
+ return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ distanceToPoint: function ( point ) {
|
|
|
+
|
|
|
+ return ( point.distanceTo( this.center ) - this.radius );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ intersectsSphere: function ( sphere ) {
|
|
|
+
|
|
|
+ var radiusSum = this.radius + sphere.radius;
|
|
|
+
|
|
|
+ return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clampPoint: function ( point, optionalTarget ) {
|
|
|
+
|
|
|
+ var deltaLengthSq = this.center.distanceToSquared( point );
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Vector3();
|
|
|
+ result.copy( point );
|
|
|
+
|
|
|
+ if ( deltaLengthSq > ( this.radius * this.radius ) ) {
|
|
|
+
|
|
|
+ result.sub( this.center ).normalize();
|
|
|
+ result.multiplyScalar( this.radius ).add( this.center );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return result;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getBoundingBox: function ( optionalTarget ) {
|
|
|
+
|
|
|
+ var box = optionalTarget || new THREE.Box3();
|
|
|
+
|
|
|
+ box.set( this.center, this.center );
|
|
|
+ box.expandByScalar( this.radius );
|
|
|
+
|
|
|
+ return box;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ applyMatrix4: function ( matrix ) {
|
|
|
+
|
|
|
+ this.center.applyMatrix4( matrix );
|
|
|
+ this.radius = this.radius * matrix.getMaxScaleOnAxis();
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ translate: function ( offset ) {
|
|
|
+
|
|
|
+ this.center.add( offset );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ equals: function ( sphere ) {
|
|
|
+
|
|
|
+ return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clone: function () {
|
|
|
+
|
|
|
+ return new THREE.Sphere().copy( this );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ * @author bhouston / http://exocortex.com
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
|
|
|
+
|
|
|
+ this.planes = [
|
|
|
+
|
|
|
+ ( p0 !== undefined ) ? p0 : new THREE.Plane(),
|
|
|
+ ( p1 !== undefined ) ? p1 : new THREE.Plane(),
|
|
|
+ ( p2 !== undefined ) ? p2 : new THREE.Plane(),
|
|
|
+ ( p3 !== undefined ) ? p3 : new THREE.Plane(),
|
|
|
+ ( p4 !== undefined ) ? p4 : new THREE.Plane(),
|
|
|
+ ( p5 !== undefined ) ? p5 : new THREE.Plane()
|
|
|
+
|
|
|
+ ];
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Frustum.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.Frustum,
|
|
|
+
|
|
|
+ set: function ( p0, p1, p2, p3, p4, p5 ) {
|
|
|
+
|
|
|
+ var planes = this.planes;
|
|
|
+
|
|
|
+ planes[0].copy( p0 );
|
|
|
+ planes[1].copy( p1 );
|
|
|
+ planes[2].copy( p2 );
|
|
|
+ planes[3].copy( p3 );
|
|
|
+ planes[4].copy( p4 );
|
|
|
+ planes[5].copy( p5 );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ copy: function ( frustum ) {
|
|
|
+
|
|
|
+ var planes = this.planes;
|
|
|
+
|
|
|
+ for( var i = 0; i < 6; i ++ ) {
|
|
|
+
|
|
|
+ planes[i].copy( frustum.planes[i] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setFromMatrix: function ( m ) {
|
|
|
+
|
|
|
+ var planes = this.planes;
|
|
|
+ var me = m.elements;
|
|
|
+ var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3];
|
|
|
+ var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7];
|
|
|
+ var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11];
|
|
|
+ var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15];
|
|
|
+
|
|
|
+ planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
|
|
|
+ planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
|
|
|
+ planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
|
|
|
+ planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
|
|
|
+ planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
|
|
|
+ planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ intersectsObject: function () {
|
|
|
+
|
|
|
+ var center = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( object ) {
|
|
|
+
|
|
|
+ // this method is expanded inlined for performance reasons.
|
|
|
+
|
|
|
+ var matrix = object.matrixWorld;
|
|
|
+ var planes = this.planes;
|
|
|
+ var negRadius = - object.geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis();
|
|
|
+
|
|
|
+ center.getPositionFromMatrix( matrix );
|
|
|
+
|
|
|
+ for ( var i = 0; i < 6; i ++ ) {
|
|
|
+
|
|
|
+ var distance = planes[ i ].distanceToPoint( center );
|
|
|
+
|
|
|
+ if ( distance < negRadius ) {
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ intersectsSphere: function ( sphere ) {
|
|
|
+
|
|
|
+ var planes = this.planes;
|
|
|
+ var center = sphere.center;
|
|
|
+ var negRadius = -sphere.radius;
|
|
|
+
|
|
|
+ for ( var i = 0; i < 6; i ++ ) {
|
|
|
+
|
|
|
+ var distance = planes[ i ].distanceToPoint( center );
|
|
|
+
|
|
|
+ if ( distance < negRadius ) {
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ containsPoint: function ( point ) {
|
|
|
+
|
|
|
+ var planes = this.planes;
|
|
|
+
|
|
|
+ for ( var i = 0; i < 6; i ++ ) {
|
|
|
+
|
|
|
+ if ( planes[ i ].distanceToPoint( point ) < 0 ) {
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clone: function () {
|
|
|
+
|
|
|
+ return new THREE.Frustum().copy( this );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author bhouston / http://exocortex.com
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Plane = function ( normal, constant ) {
|
|
|
+
|
|
|
+ this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
|
|
|
+ this.constant = ( constant !== undefined ) ? constant : 0;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Plane.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.Plane,
|
|
|
+
|
|
|
+ set: function ( normal, constant ) {
|
|
|
+
|
|
|
+ this.normal.copy( normal );
|
|
|
+ this.constant = constant;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setComponents: function ( x, y, z, w ) {
|
|
|
+
|
|
|
+ this.normal.set( x, y, z );
|
|
|
+ this.constant = w;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setFromNormalAndCoplanarPoint: function ( normal, point ) {
|
|
|
+
|
|
|
+ this.normal.copy( normal );
|
|
|
+ this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setFromCoplanarPoints: function() {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector3();
|
|
|
+ var v2 = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( a, b, c ) {
|
|
|
+
|
|
|
+ var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
|
|
|
+
|
|
|
+ // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
|
|
|
+
|
|
|
+ this.setFromNormalAndCoplanarPoint( normal, a );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+
|
|
|
+ copy: function ( plane ) {
|
|
|
+
|
|
|
+ this.normal.copy( plane.normal );
|
|
|
+ this.constant = plane.constant;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ normalize: function () {
|
|
|
+
|
|
|
+ // Note: will lead to a divide by zero if the plane is invalid.
|
|
|
+
|
|
|
+ var inverseNormalLength = 1.0 / this.normal.length();
|
|
|
+ this.normal.multiplyScalar( inverseNormalLength );
|
|
|
+ this.constant *= inverseNormalLength;
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ negate: function () {
|
|
|
+
|
|
|
+ this.constant *= -1;
|
|
|
+ this.normal.negate();
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ distanceToPoint: function ( point ) {
|
|
|
+
|
|
|
+ return this.normal.dot( point ) + this.constant;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ distanceToSphere: function ( sphere ) {
|
|
|
+
|
|
|
+ return this.distanceToPoint( sphere.center ) - sphere.radius;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ projectPoint: function ( point, optionalTarget ) {
|
|
|
+
|
|
|
+ return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ orthoPoint: function ( point, optionalTarget ) {
|
|
|
+
|
|
|
+ var perpendicularMagnitude = this.distanceToPoint( point );
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Vector3();
|
|
|
+ return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ isIntersectionLine: function ( line ) {
|
|
|
+
|
|
|
+ // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
|
|
|
+
|
|
|
+ var startSign = this.distanceToPoint( line.start );
|
|
|
+ var endSign = this.distanceToPoint( line.end );
|
|
|
+
|
|
|
+ return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ intersectLine: function() {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( line, optionalTarget ) {
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Vector3();
|
|
|
+
|
|
|
+ var direction = line.delta( v1 );
|
|
|
+
|
|
|
+ var denominator = this.normal.dot( direction );
|
|
|
+
|
|
|
+ if ( denominator == 0 ) {
|
|
|
+
|
|
|
+ // line is coplanar, return origin
|
|
|
+ if( this.distanceToPoint( line.start ) == 0 ) {
|
|
|
+
|
|
|
+ return result.copy( line.start );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Unsure if this is the correct method to handle this case.
|
|
|
+ return undefined;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
|
|
|
+
|
|
|
+ if( t < 0 || t > 1 ) {
|
|
|
+
|
|
|
+ return undefined;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return result.copy( direction ).multiplyScalar( t ).add( line.start );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+
|
|
|
+ coplanarPoint: function ( optionalTarget ) {
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Vector3();
|
|
|
+ return result.copy( this.normal ).multiplyScalar( - this.constant );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ applyMatrix4: function() {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector3();
|
|
|
+ var v2 = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( matrix, optionalNormalMatrix ) {
|
|
|
+
|
|
|
+ // compute new normal based on theory here:
|
|
|
+ // http://www.songho.ca/opengl/gl_normaltransform.html
|
|
|
+ optionalNormalMatrix = optionalNormalMatrix || new THREE.Matrix3().getInverse( matrix ).transpose();
|
|
|
+ var newNormal = v1.copy( this.normal ).applyMatrix3( optionalNormalMatrix );
|
|
|
+
|
|
|
+ var newCoplanarPoint = this.coplanarPoint( v2 );
|
|
|
+ newCoplanarPoint.applyMatrix4( matrix );
|
|
|
+
|
|
|
+ this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ translate: function ( offset ) {
|
|
|
+
|
|
|
+ this.constant = this.constant - offset.dot( this.normal );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ equals: function ( plane ) {
|
|
|
+
|
|
|
+ return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clone: function () {
|
|
|
+
|
|
|
+ return new THREE.Plane().copy( this );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Math = {
|
|
|
+
|
|
|
+ // Clamp value to range <a, b>
|
|
|
+
|
|
|
+ clamp: function ( x, a, b ) {
|
|
|
+
|
|
|
+ return ( x < a ) ? a : ( ( x > b ) ? b : x );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Clamp value to range <a, inf)
|
|
|
+
|
|
|
+ clampBottom: function ( x, a ) {
|
|
|
+
|
|
|
+ return x < a ? a : x;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Linear mapping from range <a1, a2> to range <b1, b2>
|
|
|
+
|
|
|
+ mapLinear: function ( x, a1, a2, b1, b2 ) {
|
|
|
+
|
|
|
+ return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // http://en.wikipedia.org/wiki/Smoothstep
|
|
|
+
|
|
|
+ smoothstep: function ( x, min, max ) {
|
|
|
+
|
|
|
+ if ( x <= min ) return 0;
|
|
|
+ if ( x >= max ) return 1;
|
|
|
+
|
|
|
+ x = ( x - min )/( max - min );
|
|
|
+
|
|
|
+ return x*x*(3 - 2*x);
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ smootherstep: function ( x, min, max ) {
|
|
|
+
|
|
|
+ if ( x <= min ) return 0;
|
|
|
+ if ( x >= max ) return 1;
|
|
|
+
|
|
|
+ x = ( x - min )/( max - min );
|
|
|
+
|
|
|
+ return x*x*x*(x*(x*6 - 15) + 10);
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Random float from <0, 1> with 16 bits of randomness
|
|
|
+ // (standard Math.random() creates repetitive patterns when applied over larger space)
|
|
|
+
|
|
|
+ random16: function () {
|
|
|
+
|
|
|
+ return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Random integer from <low, high> interval
|
|
|
+
|
|
|
+ randInt: function ( low, high ) {
|
|
|
+
|
|
|
+ return low + Math.floor( Math.random() * ( high - low + 1 ) );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Random float from <low, high> interval
|
|
|
+
|
|
|
+ randFloat: function ( low, high ) {
|
|
|
+
|
|
|
+ return low + Math.random() * ( high - low );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Random float from <-range/2, range/2> interval
|
|
|
+
|
|
|
+ randFloatSpread: function ( range ) {
|
|
|
+
|
|
|
+ return range * ( 0.5 - Math.random() );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ sign: function ( x ) {
|
|
|
+
|
|
|
+ return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ degToRad: function() {
|
|
|
+
|
|
|
+ var degreeToRadiansFactor = Math.PI / 180;
|
|
|
+
|
|
|
+ return function ( degrees ) {
|
|
|
+
|
|
|
+ return degrees * degreeToRadiansFactor;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ radToDeg: function() {
|
|
|
+
|
|
|
+ var radianToDegreesFactor = 180 / Math.PI;
|
|
|
+
|
|
|
+ return function ( radians ) {
|
|
|
+
|
|
|
+ return radians * radianToDegreesFactor;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }()
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * Spline from Tween.js, slightly optimized (and trashed)
|
|
|
+ * http://sole.github.com/tween.js/examples/05_spline.html
|
|
|
+ *
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Spline = function ( points ) {
|
|
|
+
|
|
|
+ this.points = points;
|
|
|
+
|
|
|
+ var c = [], v3 = { x: 0, y: 0, z: 0 },
|
|
|
+ point, intPoint, weight, w2, w3,
|
|
|
+ pa, pb, pc, pd;
|
|
|
+
|
|
|
+ this.initFromArray = function( a ) {
|
|
|
+
|
|
|
+ this.points = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < a.length; i++ ) {
|
|
|
+
|
|
|
+ this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.getPoint = function ( k ) {
|
|
|
+
|
|
|
+ point = ( this.points.length - 1 ) * k;
|
|
|
+ intPoint = Math.floor( point );
|
|
|
+ weight = point - intPoint;
|
|
|
+
|
|
|
+ c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
|
|
|
+ c[ 1 ] = intPoint;
|
|
|
+ c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
|
|
|
+ c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
|
|
|
+
|
|
|
+ pa = this.points[ c[ 0 ] ];
|
|
|
+ pb = this.points[ c[ 1 ] ];
|
|
|
+ pc = this.points[ c[ 2 ] ];
|
|
|
+ pd = this.points[ c[ 3 ] ];
|
|
|
+
|
|
|
+ w2 = weight * weight;
|
|
|
+ w3 = weight * w2;
|
|
|
+
|
|
|
+ v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
|
|
|
+ v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
|
|
|
+ v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
|
|
|
+
|
|
|
+ return v3;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.getControlPointsArray = function () {
|
|
|
+
|
|
|
+ var i, p, l = this.points.length,
|
|
|
+ coords = [];
|
|
|
+
|
|
|
+ for ( i = 0; i < l; i ++ ) {
|
|
|
+
|
|
|
+ p = this.points[ i ];
|
|
|
+ coords[ i ] = [ p.x, p.y, p.z ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return coords;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // approximate length by summing linear segments
|
|
|
+
|
|
|
+ this.getLength = function ( nSubDivisions ) {
|
|
|
+
|
|
|
+ var i, index, nSamples, position,
|
|
|
+ point = 0, intPoint = 0, oldIntPoint = 0,
|
|
|
+ oldPosition = new THREE.Vector3(),
|
|
|
+ tmpVec = new THREE.Vector3(),
|
|
|
+ chunkLengths = [],
|
|
|
+ totalLength = 0;
|
|
|
+
|
|
|
+ // first point has 0 length
|
|
|
+
|
|
|
+ chunkLengths[ 0 ] = 0;
|
|
|
+
|
|
|
+ if ( !nSubDivisions ) nSubDivisions = 100;
|
|
|
+
|
|
|
+ nSamples = this.points.length * nSubDivisions;
|
|
|
+
|
|
|
+ oldPosition.copy( this.points[ 0 ] );
|
|
|
+
|
|
|
+ for ( i = 1; i < nSamples; i ++ ) {
|
|
|
+
|
|
|
+ index = i / nSamples;
|
|
|
+
|
|
|
+ position = this.getPoint( index );
|
|
|
+ tmpVec.copy( position );
|
|
|
+
|
|
|
+ totalLength += tmpVec.distanceTo( oldPosition );
|
|
|
+
|
|
|
+ oldPosition.copy( position );
|
|
|
+
|
|
|
+ point = ( this.points.length - 1 ) * index;
|
|
|
+ intPoint = Math.floor( point );
|
|
|
+
|
|
|
+ if ( intPoint != oldIntPoint ) {
|
|
|
+
|
|
|
+ chunkLengths[ intPoint ] = totalLength;
|
|
|
+ oldIntPoint = intPoint;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // last point ends with total length
|
|
|
+
|
|
|
+ chunkLengths[ chunkLengths.length ] = totalLength;
|
|
|
+
|
|
|
+ return { chunks: chunkLengths, total: totalLength };
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.reparametrizeByArcLength = function ( samplingCoef ) {
|
|
|
+
|
|
|
+ var i, j,
|
|
|
+ index, indexCurrent, indexNext,
|
|
|
+ linearDistance, realDistance,
|
|
|
+ sampling, position,
|
|
|
+ newpoints = [],
|
|
|
+ tmpVec = new THREE.Vector3(),
|
|
|
+ sl = this.getLength();
|
|
|
+
|
|
|
+ newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
|
|
|
+
|
|
|
+ for ( i = 1; i < this.points.length; i++ ) {
|
|
|
+
|
|
|
+ //tmpVec.copy( this.points[ i - 1 ] );
|
|
|
+ //linearDistance = tmpVec.distanceTo( this.points[ i ] );
|
|
|
+
|
|
|
+ realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
|
|
|
+
|
|
|
+ sampling = Math.ceil( samplingCoef * realDistance / sl.total );
|
|
|
+
|
|
|
+ indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
|
|
|
+ indexNext = i / ( this.points.length - 1 );
|
|
|
+
|
|
|
+ for ( j = 1; j < sampling - 1; j++ ) {
|
|
|
+
|
|
|
+ index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
|
|
|
+
|
|
|
+ position = this.getPoint( index );
|
|
|
+ newpoints.push( tmpVec.copy( position ).clone() );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.points = newpoints;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Catmull-Rom
|
|
|
+
|
|
|
+ function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
|
|
|
+
|
|
|
+ var v0 = ( p2 - p0 ) * 0.5,
|
|
|
+ v1 = ( p3 - p1 ) * 0.5;
|
|
|
+
|
|
|
+ return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author bhouston / http://exocortex.com
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Triangle = function ( a, b, c ) {
|
|
|
+
|
|
|
+ this.a = ( a !== undefined ) ? a : new THREE.Vector3();
|
|
|
+ this.b = ( b !== undefined ) ? b : new THREE.Vector3();
|
|
|
+ this.c = ( c !== undefined ) ? c : new THREE.Vector3();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Triangle.normal = function() {
|
|
|
+
|
|
|
+ var v0 = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( a, b, c, optionalTarget ) {
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Vector3();
|
|
|
+
|
|
|
+ result.subVectors( c, b );
|
|
|
+ v0.subVectors( a, b );
|
|
|
+ result.cross( v0 );
|
|
|
+
|
|
|
+ var resultLengthSq = result.lengthSq();
|
|
|
+ if( resultLengthSq > 0 ) {
|
|
|
+
|
|
|
+ return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return result.set( 0, 0, 0 );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+}();
|
|
|
+
|
|
|
+// static/instance method to calculate barycoordinates
|
|
|
+// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
|
|
|
+THREE.Triangle.barycoordFromPoint = function() {
|
|
|
+
|
|
|
+ var v0 = new THREE.Vector3();
|
|
|
+ var v1 = new THREE.Vector3();
|
|
|
+ var v2 = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( point, a, b, c, optionalTarget ) {
|
|
|
+
|
|
|
+ v0.subVectors( c, a );
|
|
|
+ v1.subVectors( b, a );
|
|
|
+ v2.subVectors( point, a );
|
|
|
+
|
|
|
+ var dot00 = v0.dot( v0 );
|
|
|
+ var dot01 = v0.dot( v1 );
|
|
|
+ var dot02 = v0.dot( v2 );
|
|
|
+ var dot11 = v1.dot( v1 );
|
|
|
+ var dot12 = v1.dot( v2 );
|
|
|
+
|
|
|
+ var denom = ( dot00 * dot11 - dot01 * dot01 );
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Vector3();
|
|
|
+
|
|
|
+ // colinear or singular triangle
|
|
|
+ if( denom == 0 ) {
|
|
|
+ // arbitrary location outside of triangle?
|
|
|
+ // not sure if this is the best idea, maybe should be returning undefined
|
|
|
+ return result.set( -2, -1, -1 );
|
|
|
+ }
|
|
|
+
|
|
|
+ var invDenom = 1 / denom;
|
|
|
+ var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
|
|
|
+ var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
|
|
|
+
|
|
|
+ // barycoordinates must always sum to 1
|
|
|
+ return result.set( 1 - u - v, v, u );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+}();
|
|
|
+
|
|
|
+THREE.Triangle.containsPoint = function() {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( point, a, b, c ) {
|
|
|
+
|
|
|
+ var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
|
|
|
+
|
|
|
+ return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+}();
|
|
|
+
|
|
|
+THREE.Triangle.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.Triangle,
|
|
|
+
|
|
|
+ set: function ( a, b, c ) {
|
|
|
+
|
|
|
+ this.a.copy( a );
|
|
|
+ this.b.copy( b );
|
|
|
+ this.c.copy( c );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
|
|
|
+
|
|
|
+ this.a.copy( points[i0] );
|
|
|
+ this.b.copy( points[i1] );
|
|
|
+ this.c.copy( points[i2] );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ copy: function ( triangle ) {
|
|
|
+
|
|
|
+ this.a.copy( triangle.a );
|
|
|
+ this.b.copy( triangle.b );
|
|
|
+ this.c.copy( triangle.c );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ area: function() {
|
|
|
+
|
|
|
+ var v0 = new THREE.Vector3();
|
|
|
+ var v1 = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function () {
|
|
|
+
|
|
|
+ v0.subVectors( this.c, this.b );
|
|
|
+ v1.subVectors( this.a, this.b );
|
|
|
+
|
|
|
+ return v0.cross( v1 ).length() * 0.5;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ midpoint: function ( optionalTarget ) {
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Vector3();
|
|
|
+ return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ normal: function ( optionalTarget ) {
|
|
|
+
|
|
|
+ return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ plane: function ( optionalTarget ) {
|
|
|
+
|
|
|
+ var result = optionalTarget || new THREE.Plane();
|
|
|
+
|
|
|
+ return result.setFromCoplanarPoints( this.a, this.b, this.c );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ barycoordFromPoint: function ( point, optionalTarget ) {
|
|
|
+
|
|
|
+ return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ containsPoint: function ( point ) {
|
|
|
+
|
|
|
+ return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ equals: function ( triangle ) {
|
|
|
+
|
|
|
+ return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clone: function () {
|
|
|
+
|
|
|
+ return new THREE.Triangle().copy( this );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Vertex = function ( v ) {
|
|
|
+
|
|
|
+ console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.')
|
|
|
+ return v;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.UV = function ( u, v ) {
|
|
|
+
|
|
|
+ console.warn( 'THREE.UV has been DEPRECATED. Use THREE.Vector2 instead.')
|
|
|
+ return new THREE.Vector2( u, v );
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Clock = function ( autoStart ) {
|
|
|
+
|
|
|
+ this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
|
|
|
+
|
|
|
+ this.startTime = 0;
|
|
|
+ this.oldTime = 0;
|
|
|
+ this.elapsedTime = 0;
|
|
|
+
|
|
|
+ this.running = false;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.extend( THREE.Clock.prototype, {
|
|
|
+
|
|
|
+ start: function () {
|
|
|
+
|
|
|
+ this.startTime = window.performance !== undefined && window.performance.now !== undefined
|
|
|
+ ? window.performance.now()
|
|
|
+ : Date.now();
|
|
|
+
|
|
|
+ this.oldTime = this.startTime;
|
|
|
+ this.running = true;
|
|
|
+ },
|
|
|
+
|
|
|
+ stop: function () {
|
|
|
+
|
|
|
+ this.getElapsedTime();
|
|
|
+ this.running = false;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getElapsedTime: function () {
|
|
|
+
|
|
|
+ this.getDelta();
|
|
|
+ return this.elapsedTime;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getDelta: function () {
|
|
|
+
|
|
|
+ var diff = 0;
|
|
|
+
|
|
|
+ if ( this.autoStart && ! this.running ) {
|
|
|
+
|
|
|
+ this.start();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.running ) {
|
|
|
+
|
|
|
+ var newTime = window.performance !== undefined && window.performance.now !== undefined
|
|
|
+ ? window.performance.now()
|
|
|
+ : Date.now();
|
|
|
+
|
|
|
+ diff = 0.001 * ( newTime - this.oldTime );
|
|
|
+ this.oldTime = newTime;
|
|
|
+
|
|
|
+ this.elapsedTime += diff;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return diff;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+} );
|
|
|
+/**
|
|
|
+ * https://github.com/mrdoob/eventdispatcher.js/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.EventDispatcher = function () {
|
|
|
+
|
|
|
+ var listeners = {};
|
|
|
+
|
|
|
+ this.addEventListener = function ( type, listener ) {
|
|
|
+
|
|
|
+ if ( listeners[ type ] === undefined ) {
|
|
|
+
|
|
|
+ listeners[ type ] = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( listeners[ type ].indexOf( listener ) === - 1 ) {
|
|
|
+
|
|
|
+ listeners[ type ].push( listener );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.removeEventListener = function ( type, listener ) {
|
|
|
+
|
|
|
+ var index = listeners[ type ].indexOf( listener );
|
|
|
+
|
|
|
+ if ( index !== - 1 ) {
|
|
|
+
|
|
|
+ listeners[ type ].splice( index, 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.dispatchEvent = function ( event ) {
|
|
|
+
|
|
|
+ var listenerArray = listeners[ event.type ];
|
|
|
+
|
|
|
+ if ( listenerArray !== undefined ) {
|
|
|
+
|
|
|
+ event.target = this;
|
|
|
+
|
|
|
+ for ( var i = 0, l = listenerArray.length; i < l; i ++ ) {
|
|
|
+
|
|
|
+ listenerArray[ i ].call( this, event );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author bhouston / http://exocortex.com/
|
|
|
+ */
|
|
|
+
|
|
|
+( function ( THREE ) {
|
|
|
+
|
|
|
+ THREE.Raycaster = function ( origin, direction, near, far ) {
|
|
|
+
|
|
|
+ this.ray = new THREE.Ray( origin, direction );
|
|
|
+
|
|
|
+ // normalized ray.direction required for accurate distance calculations
|
|
|
+ if( this.ray.direction.lengthSq() > 0 ) {
|
|
|
+
|
|
|
+ this.ray.direction.normalize();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.near = near || 0;
|
|
|
+ this.far = far || Infinity;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var sphere = new THREE.Sphere();
|
|
|
+ var localRay = new THREE.Ray();
|
|
|
+ var facePlane = new THREE.Plane();
|
|
|
+ var intersectPoint = new THREE.Vector3();
|
|
|
+ var matrixPosition = new THREE.Vector3();
|
|
|
+
|
|
|
+ var inverseMatrix = new THREE.Matrix4();
|
|
|
+
|
|
|
+ var descSort = function ( a, b ) {
|
|
|
+
|
|
|
+ return a.distance - b.distance;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var intersectObject = function ( object, raycaster, intersects ) {
|
|
|
+
|
|
|
+ if ( object instanceof THREE.Particle ) {
|
|
|
+
|
|
|
+ matrixPosition.getPositionFromMatrix( object.matrixWorld );
|
|
|
+ var distance = raycaster.ray.distanceToPoint( matrixPosition );
|
|
|
+
|
|
|
+ if ( distance > object.scale.x ) {
|
|
|
+
|
|
|
+ return intersects;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ intersects.push( {
|
|
|
+
|
|
|
+ distance: distance,
|
|
|
+ point: object.position,
|
|
|
+ face: null,
|
|
|
+ object: object
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Mesh ) {
|
|
|
+
|
|
|
+ // Checking boundingSphere distance to ray
|
|
|
+ matrixPosition.getPositionFromMatrix( object.matrixWorld );
|
|
|
+ sphere.set(
|
|
|
+ matrixPosition,
|
|
|
+ object.geometry.boundingSphere.radius * object.matrixWorld.getMaxScaleOnAxis() );
|
|
|
+
|
|
|
+ if ( ! raycaster.ray.isIntersectionSphere( sphere ) ) {
|
|
|
+
|
|
|
+ return intersects;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Checking faces
|
|
|
+
|
|
|
+ var geometry = object.geometry;
|
|
|
+ var vertices = geometry.vertices;
|
|
|
+
|
|
|
+ var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
|
|
|
+ var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
|
|
|
+
|
|
|
+ var side = object.material.side;
|
|
|
+
|
|
|
+ var a, b, c, d;
|
|
|
+ var precision = raycaster.precision;
|
|
|
+
|
|
|
+ object.matrixRotationWorld.extractRotation( object.matrixWorld );
|
|
|
+
|
|
|
+ inverseMatrix.getInverse( object.matrixWorld );
|
|
|
+
|
|
|
+ localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
|
|
|
+
|
|
|
+ for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ var face = geometry.faces[ f ];
|
|
|
+
|
|
|
+ var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : object.material;
|
|
|
+
|
|
|
+ if ( material === undefined ) continue;
|
|
|
+
|
|
|
+ facePlane.setFromNormalAndCoplanarPoint( face.normal, vertices[face.a] );
|
|
|
+
|
|
|
+ var planeDistance = localRay.distanceToPlane( facePlane );
|
|
|
+
|
|
|
+ // bail if raycaster and plane are parallel
|
|
|
+ if ( Math.abs( planeDistance ) < precision ) continue;
|
|
|
+
|
|
|
+ // if negative distance, then plane is behind raycaster
|
|
|
+ if ( planeDistance < 0 ) continue;
|
|
|
+
|
|
|
+ // check if we hit the wrong side of a single sided face
|
|
|
+ side = material.side;
|
|
|
+ if( side !== THREE.DoubleSide ) {
|
|
|
+
|
|
|
+ var planeSign = localRay.direction.dot( facePlane.normal );
|
|
|
+
|
|
|
+ if( ! ( side === THREE.FrontSide ? planeSign < 0 : planeSign > 0 ) ) continue;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // this can be done using the planeDistance from localRay because localRay wasn't normalized, but ray was
|
|
|
+ if ( planeDistance < raycaster.near || planeDistance > raycaster.far ) continue;
|
|
|
+
|
|
|
+ intersectPoint = localRay.at( planeDistance, intersectPoint ); // passing in intersectPoint avoids a copy
|
|
|
+
|
|
|
+ if ( face instanceof THREE.Face3 ) {
|
|
|
+
|
|
|
+ a = vertices[ face.a ];
|
|
|
+ b = vertices[ face.b ];
|
|
|
+ c = vertices[ face.c ];
|
|
|
+
|
|
|
+ if ( ! THREE.Triangle.containsPoint( intersectPoint, a, b, c ) ) continue;
|
|
|
+
|
|
|
+ } else if ( face instanceof THREE.Face4 ) {
|
|
|
+
|
|
|
+ a = vertices[ face.a ];
|
|
|
+ b = vertices[ face.b ];
|
|
|
+ c = vertices[ face.c ];
|
|
|
+ d = vertices[ face.d ];
|
|
|
+
|
|
|
+ if ( ( ! THREE.Triangle.containsPoint( intersectPoint, a, b, d ) ) &&
|
|
|
+ ( ! THREE.Triangle.containsPoint( intersectPoint, b, c, d ) ) ) continue;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // This is added because if we call out of this if/else group when none of the cases
|
|
|
+ // match it will add a point to the intersection list erroneously.
|
|
|
+ throw Error( "face type not supported" );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ intersects.push( {
|
|
|
+
|
|
|
+ distance: planeDistance, // this works because the original ray was normalized, and the transformed localRay wasn't
|
|
|
+ point: raycaster.ray.at( planeDistance ),
|
|
|
+ face: face,
|
|
|
+ faceIndex: f,
|
|
|
+ object: object
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var intersectDescendants = function ( object, raycaster, intersects ) {
|
|
|
+
|
|
|
+ var descendants = object.getDescendants();
|
|
|
+
|
|
|
+ for ( var i = 0, l = descendants.length; i < l; i ++ ) {
|
|
|
+
|
|
|
+ intersectObject( descendants[ i ], raycaster, intersects );
|
|
|
+
|
|
|
+ }
|
|
|
+ };
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ THREE.Raycaster.prototype.precision = 0.0001;
|
|
|
+
|
|
|
+ THREE.Raycaster.prototype.set = function ( origin, direction ) {
|
|
|
+
|
|
|
+ this.ray.set( origin, direction );
|
|
|
+
|
|
|
+ // normalized ray.direction required for accurate distance calculations
|
|
|
+ if( this.ray.direction.length() > 0 ) {
|
|
|
+
|
|
|
+ this.ray.direction.normalize();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ THREE.Raycaster.prototype.intersectObject = function ( object, recursive ) {
|
|
|
+
|
|
|
+ var intersects = [];
|
|
|
+
|
|
|
+ if ( recursive === true ) {
|
|
|
+
|
|
|
+ intersectDescendants( object, this, intersects );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ intersectObject( object, this, intersects );
|
|
|
+
|
|
|
+ intersects.sort( descSort );
|
|
|
+
|
|
|
+ return intersects;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ THREE.Raycaster.prototype.intersectObjects = function ( objects, recursive ) {
|
|
|
+
|
|
|
+ var intersects = [];
|
|
|
+
|
|
|
+ for ( var i = 0, l = objects.length; i < l; i ++ ) {
|
|
|
+
|
|
|
+ intersectObject( objects[ i ], this, intersects );
|
|
|
+
|
|
|
+ if ( recursive === true ) {
|
|
|
+
|
|
|
+ intersectDescendants( objects[ i ], this, intersects );
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ intersects.sort( descSort );
|
|
|
+
|
|
|
+ return intersects;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+}( THREE ) );
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ * @author WestLangley / http://github.com/WestLangley
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Object3D = function () {
|
|
|
+
|
|
|
+ this.id = THREE.Object3DIdCount ++;
|
|
|
+
|
|
|
+ this.name = '';
|
|
|
+
|
|
|
+ this.parent = undefined;
|
|
|
+ this.children = [];
|
|
|
+
|
|
|
+ this.up = new THREE.Vector3( 0, 1, 0 );
|
|
|
+
|
|
|
+ this.position = new THREE.Vector3();
|
|
|
+ this.rotation = new THREE.Vector3();
|
|
|
+ this.eulerOrder = THREE.Object3D.defaultEulerOrder;
|
|
|
+ this.scale = new THREE.Vector3( 1, 1, 1 );
|
|
|
+
|
|
|
+ this.renderDepth = null;
|
|
|
+
|
|
|
+ this.rotationAutoUpdate = true;
|
|
|
+
|
|
|
+ this.matrix = new THREE.Matrix4();
|
|
|
+ this.matrixWorld = new THREE.Matrix4();
|
|
|
+ this.matrixRotationWorld = new THREE.Matrix4();
|
|
|
+
|
|
|
+ this.matrixAutoUpdate = true;
|
|
|
+ this.matrixWorldNeedsUpdate = true;
|
|
|
+
|
|
|
+ this.quaternion = new THREE.Quaternion();
|
|
|
+ this.useQuaternion = false;
|
|
|
+
|
|
|
+ this.visible = true;
|
|
|
+
|
|
|
+ this.castShadow = false;
|
|
|
+ this.receiveShadow = false;
|
|
|
+
|
|
|
+ this.frustumCulled = true;
|
|
|
+
|
|
|
+ this.userData = {};
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+THREE.Object3D.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.Object3D,
|
|
|
+
|
|
|
+ applyMatrix: function () {
|
|
|
+
|
|
|
+ var m1 = new THREE.Matrix4();
|
|
|
+
|
|
|
+ return function ( matrix ) {
|
|
|
+
|
|
|
+ this.matrix.multiplyMatrices( matrix, this.matrix );
|
|
|
+
|
|
|
+ this.position.getPositionFromMatrix( this.matrix );
|
|
|
+
|
|
|
+ this.scale.getScaleFromMatrix( this.matrix );
|
|
|
+
|
|
|
+ m1.extractRotation( this.matrix );
|
|
|
+
|
|
|
+ if ( this.useQuaternion === true ) {
|
|
|
+
|
|
|
+ this.quaternion.setFromRotationMatrix( m1 );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.rotation.setEulerFromRotationMatrix( m1, this.eulerOrder );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ translate: function () {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector3();
|
|
|
+
|
|
|
+ return function ( distance, axis ) {
|
|
|
+
|
|
|
+ // axis is assumed to be normalized
|
|
|
+
|
|
|
+ v1.copy( axis );
|
|
|
+
|
|
|
+ if ( this.useQuaternion === true ) {
|
|
|
+
|
|
|
+ v1.applyQuaternion( this.quaternion );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ v1.applyEuler( this.rotation, this.eulerOrder );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ v1.multiplyScalar( distance );
|
|
|
+
|
|
|
+ this.position.add( v1 );
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ translateX: function () {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector3( 1, 0, 0 );
|
|
|
+
|
|
|
+ return function ( distance ) {
|
|
|
+
|
|
|
+ return this.translate( distance, v1 );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ translateY: function () {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector3( 0, 1, 0 );
|
|
|
+
|
|
|
+ return function ( distance ) {
|
|
|
+
|
|
|
+ return this.translate( distance, v1 );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ translateZ: function () {
|
|
|
+
|
|
|
+ var v1 = new THREE.Vector3( 0, 0, 1 );
|
|
|
+
|
|
|
+ return function ( distance ) {
|
|
|
+
|
|
|
+ return this.translate( distance, v1 );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ localToWorld: function ( vector ) {
|
|
|
+
|
|
|
+ return vector.applyMatrix4( this.matrixWorld );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ worldToLocal: function () {
|
|
|
+
|
|
|
+ var m1 = new THREE.Matrix4();
|
|
|
+
|
|
|
+ return function ( vector ) {
|
|
|
+
|
|
|
+ return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ lookAt: function () {
|
|
|
+
|
|
|
+ // This routine does not support objects with rotated and/or translated parent(s)
|
|
|
+
|
|
|
+ var m1 = new THREE.Matrix4();
|
|
|
+
|
|
|
+ return function ( vector ) {
|
|
|
+
|
|
|
+ m1.lookAt( vector, this.position, this.up );
|
|
|
+
|
|
|
+ if ( this.useQuaternion === true ) {
|
|
|
+
|
|
|
+ this.quaternion.setFromRotationMatrix( m1 );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.rotation.setEulerFromRotationMatrix( m1, this.eulerOrder );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }(),
|
|
|
+
|
|
|
+ add: function ( object ) {
|
|
|
+
|
|
|
+ if ( object === this ) {
|
|
|
+
|
|
|
+ console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' );
|
|
|
+ return;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( object instanceof THREE.Object3D ) {
|
|
|
+
|
|
|
+ if ( object.parent !== undefined ) {
|
|
|
+
|
|
|
+ object.parent.remove( object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ object.parent = this;
|
|
|
+ this.children.push( object );
|
|
|
+
|
|
|
+ // add to scene
|
|
|
+
|
|
|
+ var scene = this;
|
|
|
+
|
|
|
+ while ( scene.parent !== undefined ) {
|
|
|
+
|
|
|
+ scene = scene.parent;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( scene !== undefined && scene instanceof THREE.Scene ) {
|
|
|
+
|
|
|
+ scene.__addObject( object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ remove: function ( object ) {
|
|
|
+
|
|
|
+ var index = this.children.indexOf( object );
|
|
|
+
|
|
|
+ if ( index !== - 1 ) {
|
|
|
+
|
|
|
+ object.parent = undefined;
|
|
|
+ this.children.splice( index, 1 );
|
|
|
+
|
|
|
+ // remove from scene
|
|
|
+
|
|
|
+ var scene = this;
|
|
|
+
|
|
|
+ while ( scene.parent !== undefined ) {
|
|
|
+
|
|
|
+ scene = scene.parent;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( scene !== undefined && scene instanceof THREE.Scene ) {
|
|
|
+
|
|
|
+ scene.__removeObject( object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ traverse: function ( callback ) {
|
|
|
+
|
|
|
+ callback( this );
|
|
|
+
|
|
|
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
|
|
|
+
|
|
|
+ this.children[ i ].traverse( callback );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getChildByName: function ( name, recursive ) {
|
|
|
+
|
|
|
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
|
|
|
+
|
|
|
+ var child = this.children[ i ];
|
|
|
+
|
|
|
+ if ( child.name === name ) {
|
|
|
+
|
|
|
+ return child;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( recursive === true ) {
|
|
|
+
|
|
|
+ child = child.getChildByName( name, recursive );
|
|
|
+
|
|
|
+ if ( child !== undefined ) {
|
|
|
+
|
|
|
+ return child;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return undefined;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getDescendants: function ( array ) {
|
|
|
+
|
|
|
+ if ( array === undefined ) array = [];
|
|
|
+
|
|
|
+ Array.prototype.push.apply( array, this.children );
|
|
|
+
|
|
|
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
|
|
|
+
|
|
|
+ this.children[ i ].getDescendants( array );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return array;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ updateMatrix: function () {
|
|
|
+
|
|
|
+ this.matrix.setPosition( this.position );
|
|
|
+
|
|
|
+ if ( this.useQuaternion === false ) {
|
|
|
+
|
|
|
+ this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.matrix.setRotationFromQuaternion( this.quaternion );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) {
|
|
|
+
|
|
|
+ this.matrix.scale( this.scale );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.matrixWorldNeedsUpdate = true;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ updateMatrixWorld: function ( force ) {
|
|
|
+
|
|
|
+ if ( this.matrixAutoUpdate === true ) this.updateMatrix();
|
|
|
+
|
|
|
+ if ( this.matrixWorldNeedsUpdate === true || force === true ) {
|
|
|
+
|
|
|
+ if ( this.parent === undefined ) {
|
|
|
+
|
|
|
+ this.matrixWorld.copy( this.matrix );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.matrixWorldNeedsUpdate = false;
|
|
|
+
|
|
|
+ force = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // update children
|
|
|
+
|
|
|
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
|
|
|
+
|
|
|
+ this.children[ i ].updateMatrixWorld( force );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clone: function ( object ) {
|
|
|
+
|
|
|
+ if ( object === undefined ) object = new THREE.Object3D();
|
|
|
+
|
|
|
+ object.name = this.name;
|
|
|
+
|
|
|
+ object.up.copy( this.up );
|
|
|
+
|
|
|
+ object.position.copy( this.position );
|
|
|
+ if ( object.rotation instanceof THREE.Vector3 ) object.rotation.copy( this.rotation ); // because of Sprite madness
|
|
|
+ object.eulerOrder = this.eulerOrder;
|
|
|
+ object.scale.copy( this.scale );
|
|
|
+
|
|
|
+ object.renderDepth = this.renderDepth;
|
|
|
+
|
|
|
+ object.rotationAutoUpdate = this.rotationAutoUpdate;
|
|
|
+
|
|
|
+ object.matrix.copy( this.matrix );
|
|
|
+ object.matrixWorld.copy( this.matrixWorld );
|
|
|
+ object.matrixRotationWorld.copy( this.matrixRotationWorld );
|
|
|
+
|
|
|
+ object.matrixAutoUpdate = this.matrixAutoUpdate;
|
|
|
+ object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
|
|
|
+
|
|
|
+ object.quaternion.copy( this.quaternion );
|
|
|
+ object.useQuaternion = this.useQuaternion;
|
|
|
+
|
|
|
+ object.visible = this.visible;
|
|
|
+
|
|
|
+ object.castShadow = this.castShadow;
|
|
|
+ object.receiveShadow = this.receiveShadow;
|
|
|
+
|
|
|
+ object.frustumCulled = this.frustumCulled;
|
|
|
+
|
|
|
+ for ( var i = 0; i < this.children.length; i ++ ) {
|
|
|
+
|
|
|
+ var child = this.children[ i ];
|
|
|
+ object.add( child.clone() );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return object;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Object3D.defaultEulerOrder = 'XYZ',
|
|
|
+
|
|
|
+THREE.Object3DIdCount = 0;
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author supereggbert / http://www.paulbrunt.co.uk/
|
|
|
+ * @author julianwa / https://github.com/julianwa
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Projector = function () {
|
|
|
+
|
|
|
+ var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
|
|
|
+ _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
|
|
|
+ _face, _face3Count, _face3Pool = [], _face3PoolLength = 0,
|
|
|
+ _face4Count, _face4Pool = [], _face4PoolLength = 0,
|
|
|
+ _line, _lineCount, _linePool = [], _linePoolLength = 0,
|
|
|
+ _particle, _particleCount, _particlePool = [], _particlePoolLength = 0,
|
|
|
+
|
|
|
+ _renderData = { objects: [], sprites: [], lights: [], elements: [] },
|
|
|
+
|
|
|
+ _vector3 = new THREE.Vector3(),
|
|
|
+ _vector4 = new THREE.Vector4(),
|
|
|
+
|
|
|
+ _clipBox = new THREE.Box3( new THREE.Vector3( -1, -1, -1 ), new THREE.Vector3( 1, 1, 1 ) ),
|
|
|
+ _boundingBox = new THREE.Box3(),
|
|
|
+ _points3 = new Array( 3 ),
|
|
|
+ _points4 = new Array( 4 ),
|
|
|
+
|
|
|
+ _viewMatrix = new THREE.Matrix4(),
|
|
|
+ _viewProjectionMatrix = new THREE.Matrix4(),
|
|
|
+
|
|
|
+ _modelMatrix,
|
|
|
+ _modelViewProjectionMatrix = new THREE.Matrix4(),
|
|
|
+
|
|
|
+ _normalMatrix = new THREE.Matrix3(),
|
|
|
+ _normalViewMatrix = new THREE.Matrix3(),
|
|
|
+
|
|
|
+ _centroid = new THREE.Vector3(),
|
|
|
+
|
|
|
+ _frustum = new THREE.Frustum(),
|
|
|
+
|
|
|
+ _clippedVertex1PositionScreen = new THREE.Vector4(),
|
|
|
+ _clippedVertex2PositionScreen = new THREE.Vector4();
|
|
|
+
|
|
|
+ this.projectVector = function ( vector, camera ) {
|
|
|
+
|
|
|
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
|
|
|
+
|
|
|
+ _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
|
|
|
+
|
|
|
+ return vector.applyProjection( _viewProjectionMatrix );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.unprojectVector = function ( vector, camera ) {
|
|
|
+
|
|
|
+ camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
|
|
|
+
|
|
|
+ _viewProjectionMatrix.multiplyMatrices( camera.matrixWorld, camera.projectionMatrixInverse );
|
|
|
+
|
|
|
+ return vector.applyProjection( _viewProjectionMatrix );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.pickingRay = function ( vector, camera ) {
|
|
|
+
|
|
|
+ // set two vectors with opposing z values
|
|
|
+ vector.z = -1.0;
|
|
|
+ var end = new THREE.Vector3( vector.x, vector.y, 1.0 );
|
|
|
+
|
|
|
+ this.unprojectVector( vector, camera );
|
|
|
+ this.unprojectVector( end, camera );
|
|
|
+
|
|
|
+ // find direction from vector to end
|
|
|
+ end.sub( vector ).normalize();
|
|
|
+
|
|
|
+ return new THREE.Raycaster( vector, end );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var projectGraph = function ( root, sortObjects ) {
|
|
|
+
|
|
|
+ _objectCount = 0;
|
|
|
+
|
|
|
+ _renderData.objects.length = 0;
|
|
|
+ _renderData.sprites.length = 0;
|
|
|
+ _renderData.lights.length = 0;
|
|
|
+
|
|
|
+ var projectObject = function ( parent ) {
|
|
|
+
|
|
|
+ for ( var c = 0, cl = parent.children.length; c < cl; c ++ ) {
|
|
|
+
|
|
|
+ var object = parent.children[ c ];
|
|
|
+
|
|
|
+ if ( object.visible === false ) continue;
|
|
|
+
|
|
|
+ if ( object instanceof THREE.Light ) {
|
|
|
+
|
|
|
+ _renderData.lights.push( object );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) {
|
|
|
+
|
|
|
+ if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
|
|
|
+
|
|
|
+ _object = getNextObjectInPool();
|
|
|
+ _object.object = object;
|
|
|
+
|
|
|
+ if ( object.renderDepth !== null ) {
|
|
|
+
|
|
|
+ _object.z = object.renderDepth;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _vector3.getPositionFromMatrix( object.matrixWorld );
|
|
|
+ _vector3.applyProjection( _viewProjectionMatrix );
|
|
|
+ _object.z = _vector3.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _renderData.objects.push( _object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) {
|
|
|
+
|
|
|
+ _object = getNextObjectInPool();
|
|
|
+ _object.object = object;
|
|
|
+
|
|
|
+ // TODO: Find an elegant and performant solution and remove this dupe code.
|
|
|
+
|
|
|
+ if ( object.renderDepth !== null ) {
|
|
|
+
|
|
|
+ _object.z = object.renderDepth;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _vector3.getPositionFromMatrix( object.matrixWorld );
|
|
|
+ _vector3.applyProjection( _viewProjectionMatrix );
|
|
|
+ _object.z = _vector3.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _renderData.sprites.push( _object );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _object = getNextObjectInPool();
|
|
|
+ _object.object = object;
|
|
|
+
|
|
|
+ if ( object.renderDepth !== null ) {
|
|
|
+
|
|
|
+ _object.z = object.renderDepth;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _vector3.getPositionFromMatrix( object.matrixWorld );
|
|
|
+ _vector3.applyProjection( _viewProjectionMatrix );
|
|
|
+ _object.z = _vector3.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _renderData.objects.push( _object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ projectObject( object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ projectObject( root );
|
|
|
+
|
|
|
+ if ( sortObjects === true ) _renderData.objects.sort( painterSort );
|
|
|
+
|
|
|
+ return _renderData;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
|
|
|
+
|
|
|
+ var visible = false,
|
|
|
+ o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object,
|
|
|
+ geometry, vertices, faces, face, faceVertexNormals, faceVertexUvs, uvs,
|
|
|
+ v1, v2, v3, v4, isFaceMaterial, objectMaterials;
|
|
|
+
|
|
|
+ _face3Count = 0;
|
|
|
+ _face4Count = 0;
|
|
|
+ _lineCount = 0;
|
|
|
+ _particleCount = 0;
|
|
|
+
|
|
|
+ _renderData.elements.length = 0;
|
|
|
+
|
|
|
+ scene.updateMatrixWorld();
|
|
|
+
|
|
|
+ if ( camera.parent === undefined ) camera.updateMatrixWorld();
|
|
|
+
|
|
|
+ _viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
|
|
|
+ _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
|
|
|
+
|
|
|
+ _normalViewMatrix.getInverse( _viewMatrix );
|
|
|
+ _normalViewMatrix.transpose();
|
|
|
+
|
|
|
+ _frustum.setFromMatrix( _viewProjectionMatrix );
|
|
|
+
|
|
|
+ _renderData = projectGraph( scene, sortObjects );
|
|
|
+
|
|
|
+ for ( o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
|
|
|
+
|
|
|
+ object = _renderData.objects[ o ].object;
|
|
|
+
|
|
|
+ _modelMatrix = object.matrixWorld;
|
|
|
+
|
|
|
+ _vertexCount = 0;
|
|
|
+
|
|
|
+ if ( object instanceof THREE.Mesh ) {
|
|
|
+
|
|
|
+ geometry = object.geometry;
|
|
|
+
|
|
|
+ vertices = geometry.vertices;
|
|
|
+ faces = geometry.faces;
|
|
|
+ faceVertexUvs = geometry.faceVertexUvs;
|
|
|
+
|
|
|
+ _normalMatrix.getInverse( _modelMatrix );
|
|
|
+ _normalMatrix.transpose();
|
|
|
+
|
|
|
+ isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
|
|
|
+ objectMaterials = isFaceMaterial === true ? object.material : null;
|
|
|
+
|
|
|
+ for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
|
|
|
+
|
|
|
+ _vertex = getNextVertexInPool();
|
|
|
+
|
|
|
+ _vertex.positionWorld.copy( vertices[ v ] ).applyMatrix4( _modelMatrix );
|
|
|
+ _vertex.positionScreen.copy( _vertex.positionWorld ).applyMatrix4( _viewProjectionMatrix );
|
|
|
+
|
|
|
+ _vertex.positionScreen.x /= _vertex.positionScreen.w;
|
|
|
+ _vertex.positionScreen.y /= _vertex.positionScreen.w;
|
|
|
+ _vertex.positionScreen.z /= _vertex.positionScreen.w;
|
|
|
+
|
|
|
+ _vertex.visible = ! ( _vertex.positionScreen.x < -1 || _vertex.positionScreen.x > 1 ||
|
|
|
+ _vertex.positionScreen.y < -1 || _vertex.positionScreen.y > 1 ||
|
|
|
+ _vertex.positionScreen.z < -1 || _vertex.positionScreen.z > 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = faces.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = faces[ f ];
|
|
|
+
|
|
|
+ var material = isFaceMaterial === true
|
|
|
+ ? objectMaterials.materials[ face.materialIndex ]
|
|
|
+ : object.material;
|
|
|
+
|
|
|
+ if ( material === undefined ) continue;
|
|
|
+
|
|
|
+ var side = material.side;
|
|
|
+
|
|
|
+ if ( face instanceof THREE.Face3 ) {
|
|
|
+
|
|
|
+ v1 = _vertexPool[ face.a ];
|
|
|
+ v2 = _vertexPool[ face.b ];
|
|
|
+ v3 = _vertexPool[ face.c ];
|
|
|
+
|
|
|
+ _points3[ 0 ] = v1.positionScreen;
|
|
|
+ _points3[ 1 ] = v2.positionScreen;
|
|
|
+ _points3[ 2 ] = v3.positionScreen;
|
|
|
+
|
|
|
+ if ( v1.visible === true || v2.visible === true || v3.visible === true ||
|
|
|
+ _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) ) ) {
|
|
|
+
|
|
|
+ visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
|
|
|
+ ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
|
|
|
+
|
|
|
+ if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
|
|
|
+
|
|
|
+ _face = getNextFace3InPool();
|
|
|
+
|
|
|
+ _face.v1.copy( v1 );
|
|
|
+ _face.v2.copy( v2 );
|
|
|
+ _face.v3.copy( v3 );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ continue;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ continue;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( face instanceof THREE.Face4 ) {
|
|
|
+
|
|
|
+ v1 = _vertexPool[ face.a ];
|
|
|
+ v2 = _vertexPool[ face.b ];
|
|
|
+ v3 = _vertexPool[ face.c ];
|
|
|
+ v4 = _vertexPool[ face.d ];
|
|
|
+
|
|
|
+ _points4[ 0 ] = v1.positionScreen;
|
|
|
+ _points4[ 1 ] = v2.positionScreen;
|
|
|
+ _points4[ 2 ] = v3.positionScreen;
|
|
|
+ _points4[ 3 ] = v4.positionScreen;
|
|
|
+
|
|
|
+ if ( v1.visible === true || v2.visible === true || v3.visible === true || v4.visible === true ||
|
|
|
+ _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points4 ) ) ) {
|
|
|
+
|
|
|
+ visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
|
|
|
+ ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
|
|
|
+ ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
|
|
|
+ ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0;
|
|
|
+
|
|
|
+
|
|
|
+ if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
|
|
|
+
|
|
|
+ _face = getNextFace4InPool();
|
|
|
+
|
|
|
+ _face.v1.copy( v1 );
|
|
|
+ _face.v2.copy( v2 );
|
|
|
+ _face.v3.copy( v3 );
|
|
|
+ _face.v4.copy( v4 );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ continue;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ continue;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _face.normalModel.copy( face.normal );
|
|
|
+
|
|
|
+ if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
|
|
|
+
|
|
|
+ _face.normalModel.negate();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _face.normalModel.applyMatrix3( _normalMatrix ).normalize();
|
|
|
+
|
|
|
+ _face.normalModelView.copy( _face.normalModel ).applyMatrix3( _normalViewMatrix );
|
|
|
+
|
|
|
+ _face.centroidModel.copy( face.centroid ).applyMatrix4( _modelMatrix );
|
|
|
+
|
|
|
+ faceVertexNormals = face.vertexNormals;
|
|
|
+
|
|
|
+ for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
|
|
|
+
|
|
|
+ var normalModel = _face.vertexNormalsModel[ n ];
|
|
|
+ normalModel.copy( faceVertexNormals[ n ] );
|
|
|
+
|
|
|
+ if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
|
|
|
+
|
|
|
+ normalModel.negate();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ normalModel.applyMatrix3( _normalMatrix ).normalize();
|
|
|
+
|
|
|
+ var normalModelView = _face.vertexNormalsModelView[ n ];
|
|
|
+ normalModelView.copy( normalModel ).applyMatrix3( _normalViewMatrix );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _face.vertexNormalsLength = faceVertexNormals.length;
|
|
|
+
|
|
|
+ for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {
|
|
|
+
|
|
|
+ uvs = faceVertexUvs[ c ][ f ];
|
|
|
+
|
|
|
+ if ( uvs === undefined ) continue;
|
|
|
+
|
|
|
+ for ( u = 0, ul = uvs.length; u < ul; u ++ ) {
|
|
|
+
|
|
|
+ _face.uvs[ c ][ u ] = uvs[ u ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _face.color = face.color;
|
|
|
+ _face.material = material;
|
|
|
+
|
|
|
+ _centroid.copy( _face.centroidModel ).applyProjection( _viewProjectionMatrix );
|
|
|
+
|
|
|
+ _face.z = _centroid.z;
|
|
|
+
|
|
|
+ _renderData.elements.push( _face );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Line ) {
|
|
|
+
|
|
|
+ _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
|
|
|
+
|
|
|
+ vertices = object.geometry.vertices;
|
|
|
+
|
|
|
+ v1 = getNextVertexInPool();
|
|
|
+ v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
|
|
|
+
|
|
|
+ // Handle LineStrip and LinePieces
|
|
|
+ var step = object.type === THREE.LinePieces ? 2 : 1;
|
|
|
+
|
|
|
+ for ( v = 1, vl = vertices.length; v < vl; v ++ ) {
|
|
|
+
|
|
|
+ v1 = getNextVertexInPool();
|
|
|
+ v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
|
|
|
+
|
|
|
+ if ( ( v + 1 ) % step > 0 ) continue;
|
|
|
+
|
|
|
+ v2 = _vertexPool[ _vertexCount - 2 ];
|
|
|
+
|
|
|
+ _clippedVertex1PositionScreen.copy( v1.positionScreen );
|
|
|
+ _clippedVertex2PositionScreen.copy( v2.positionScreen );
|
|
|
+
|
|
|
+ if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
|
|
|
+
|
|
|
+ // Perform the perspective divide
|
|
|
+ _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
|
|
|
+ _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
|
|
|
+
|
|
|
+ _line = getNextLineInPool();
|
|
|
+ _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
|
|
|
+ _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
|
|
|
+
|
|
|
+ _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
|
|
|
+
|
|
|
+ _line.material = object.material;
|
|
|
+
|
|
|
+ _renderData.elements.push( _line );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {
|
|
|
+
|
|
|
+ object = _renderData.sprites[ o ].object;
|
|
|
+
|
|
|
+ _modelMatrix = object.matrixWorld;
|
|
|
+
|
|
|
+ if ( object instanceof THREE.Particle ) {
|
|
|
+
|
|
|
+ _vector4.set( _modelMatrix.elements[12], _modelMatrix.elements[13], _modelMatrix.elements[14], 1 );
|
|
|
+ _vector4.applyMatrix4( _viewProjectionMatrix );
|
|
|
+
|
|
|
+ _vector4.z /= _vector4.w;
|
|
|
+
|
|
|
+ if ( _vector4.z > 0 && _vector4.z < 1 ) {
|
|
|
+
|
|
|
+ _particle = getNextParticleInPool();
|
|
|
+ _particle.object = object;
|
|
|
+ _particle.x = _vector4.x / _vector4.w;
|
|
|
+ _particle.y = _vector4.y / _vector4.w;
|
|
|
+ _particle.z = _vector4.z;
|
|
|
+
|
|
|
+ _particle.rotation = object.rotation.z;
|
|
|
+
|
|
|
+ _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
|
|
|
+ _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
|
|
|
+
|
|
|
+ _particle.material = object.material;
|
|
|
+
|
|
|
+ _renderData.elements.push( _particle );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( sortElements === true ) _renderData.elements.sort( painterSort );
|
|
|
+
|
|
|
+ return _renderData;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Pools
|
|
|
+
|
|
|
+ function getNextObjectInPool() {
|
|
|
+
|
|
|
+ if ( _objectCount === _objectPoolLength ) {
|
|
|
+
|
|
|
+ var object = new THREE.RenderableObject();
|
|
|
+ _objectPool.push( object );
|
|
|
+ _objectPoolLength ++;
|
|
|
+ _objectCount ++;
|
|
|
+ return object;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return _objectPool[ _objectCount ++ ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function getNextVertexInPool() {
|
|
|
+
|
|
|
+ if ( _vertexCount === _vertexPoolLength ) {
|
|
|
+
|
|
|
+ var vertex = new THREE.RenderableVertex();
|
|
|
+ _vertexPool.push( vertex );
|
|
|
+ _vertexPoolLength ++;
|
|
|
+ _vertexCount ++;
|
|
|
+ return vertex;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return _vertexPool[ _vertexCount ++ ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function getNextFace3InPool() {
|
|
|
+
|
|
|
+ if ( _face3Count === _face3PoolLength ) {
|
|
|
+
|
|
|
+ var face = new THREE.RenderableFace3();
|
|
|
+ _face3Pool.push( face );
|
|
|
+ _face3PoolLength ++;
|
|
|
+ _face3Count ++;
|
|
|
+ return face;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return _face3Pool[ _face3Count ++ ];
|
|
|
+
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function getNextFace4InPool() {
|
|
|
+
|
|
|
+ if ( _face4Count === _face4PoolLength ) {
|
|
|
+
|
|
|
+ var face = new THREE.RenderableFace4();
|
|
|
+ _face4Pool.push( face );
|
|
|
+ _face4PoolLength ++;
|
|
|
+ _face4Count ++;
|
|
|
+ return face;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return _face4Pool[ _face4Count ++ ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function getNextLineInPool() {
|
|
|
+
|
|
|
+ if ( _lineCount === _linePoolLength ) {
|
|
|
+
|
|
|
+ var line = new THREE.RenderableLine();
|
|
|
+ _linePool.push( line );
|
|
|
+ _linePoolLength ++;
|
|
|
+ _lineCount ++
|
|
|
+ return line;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return _linePool[ _lineCount ++ ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function getNextParticleInPool() {
|
|
|
+
|
|
|
+ if ( _particleCount === _particlePoolLength ) {
|
|
|
+
|
|
|
+ var particle = new THREE.RenderableParticle();
|
|
|
+ _particlePool.push( particle );
|
|
|
+ _particlePoolLength ++;
|
|
|
+ _particleCount ++
|
|
|
+ return particle;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return _particlePool[ _particleCount ++ ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ function painterSort( a, b ) {
|
|
|
+
|
|
|
+ return b.z - a.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function clipLine( s1, s2 ) {
|
|
|
+
|
|
|
+ var alpha1 = 0, alpha2 = 1,
|
|
|
+
|
|
|
+ // Calculate the boundary coordinate of each vertex for the near and far clip planes,
|
|
|
+ // Z = -1 and Z = +1, respectively.
|
|
|
+ bc1near = s1.z + s1.w,
|
|
|
+ bc2near = s2.z + s2.w,
|
|
|
+ bc1far = - s1.z + s1.w,
|
|
|
+ bc2far = - s2.z + s2.w;
|
|
|
+
|
|
|
+ if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
|
|
|
+
|
|
|
+ // Both vertices lie entirely within all clip planes.
|
|
|
+ return true;
|
|
|
+
|
|
|
+ } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
|
|
|
+
|
|
|
+ // Both vertices lie entirely outside one of the clip planes.
|
|
|
+ return false;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // The line segment spans at least one clip plane.
|
|
|
+
|
|
|
+ if ( bc1near < 0 ) {
|
|
|
+
|
|
|
+ // v1 lies outside the near plane, v2 inside
|
|
|
+ alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
|
|
|
+
|
|
|
+ } else if ( bc2near < 0 ) {
|
|
|
+
|
|
|
+ // v2 lies outside the near plane, v1 inside
|
|
|
+ alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( bc1far < 0 ) {
|
|
|
+
|
|
|
+ // v1 lies outside the far plane, v2 inside
|
|
|
+ alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
|
|
|
+
|
|
|
+ } else if ( bc2far < 0 ) {
|
|
|
+
|
|
|
+ // v2 lies outside the far plane, v2 inside
|
|
|
+ alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( alpha2 < alpha1 ) {
|
|
|
+
|
|
|
+ // The line segment spans two boundaries, but is outside both of them.
|
|
|
+ // (This can't happen when we're only clipping against just near/far but good
|
|
|
+ // to leave the check here for future usage if other clip planes are added.)
|
|
|
+ return false;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // Update the s1 and s2 vertices to match the clipped line segment.
|
|
|
+ s1.lerp( s2, alpha1 );
|
|
|
+ s2.lerp( s1, 1 - alpha2 );
|
|
|
+
|
|
|
+ return true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
|
|
|
+
|
|
|
+ this.a = a;
|
|
|
+ this.b = b;
|
|
|
+ this.c = c;
|
|
|
+
|
|
|
+ this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
|
|
|
+ this.vertexNormals = normal instanceof Array ? normal : [ ];
|
|
|
+
|
|
|
+ this.color = color instanceof THREE.Color ? color : new THREE.Color();
|
|
|
+ this.vertexColors = color instanceof Array ? color : [];
|
|
|
+
|
|
|
+ this.vertexTangents = [];
|
|
|
+
|
|
|
+ this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
|
|
|
+
|
|
|
+ this.centroid = new THREE.Vector3();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Face3.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.Face3,
|
|
|
+
|
|
|
+ clone: function () {
|
|
|
+
|
|
|
+ var face = new THREE.Face3( this.a, this.b, this.c );
|
|
|
+
|
|
|
+ face.normal.copy( this.normal );
|
|
|
+ face.color.copy( this.color );
|
|
|
+ face.centroid.copy( this.centroid );
|
|
|
+
|
|
|
+ face.materialIndex = this.materialIndex;
|
|
|
+
|
|
|
+ var i, il;
|
|
|
+ for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
|
|
|
+ for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
|
|
|
+ for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
|
|
|
+
|
|
|
+ return face;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
|
|
|
+
|
|
|
+ this.a = a;
|
|
|
+ this.b = b;
|
|
|
+ this.c = c;
|
|
|
+ this.d = d;
|
|
|
+
|
|
|
+ this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
|
|
|
+ this.vertexNormals = normal instanceof Array ? normal : [ ];
|
|
|
+
|
|
|
+ this.color = color instanceof THREE.Color ? color : new THREE.Color();
|
|
|
+ this.vertexColors = color instanceof Array ? color : [];
|
|
|
+
|
|
|
+ this.vertexTangents = [];
|
|
|
+
|
|
|
+ this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
|
|
|
+
|
|
|
+ this.centroid = new THREE.Vector3();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Face4.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.Face4,
|
|
|
+
|
|
|
+ clone: function () {
|
|
|
+
|
|
|
+ var face = new THREE.Face4( this.a, this.b, this.c, this.d );
|
|
|
+
|
|
|
+ face.normal.copy( this.normal );
|
|
|
+ face.color.copy( this.color );
|
|
|
+ face.centroid.copy( this.centroid );
|
|
|
+
|
|
|
+ face.materialIndex = this.materialIndex;
|
|
|
+
|
|
|
+ var i, il;
|
|
|
+ for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
|
|
|
+ for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
|
|
|
+ for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
|
|
|
+
|
|
|
+ return face;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author kile / http://kile.stravaganza.org/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ * @author zz85 / http://www.lab4games.net/zz85/blog
|
|
|
+ * @author bhouston / http://exocortex.com
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Geometry = function () {
|
|
|
+
|
|
|
+ THREE.EventDispatcher.call( this );
|
|
|
+
|
|
|
+ this.id = THREE.GeometryIdCount ++;
|
|
|
+
|
|
|
+ this.name = '';
|
|
|
+
|
|
|
+ this.vertices = [];
|
|
|
+ this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
|
|
|
+ this.normals = []; // one-to-one vertex normals, used in Ribbon
|
|
|
+
|
|
|
+ this.faces = [];
|
|
|
+
|
|
|
+ this.faceUvs = [[]];
|
|
|
+ this.faceVertexUvs = [[]];
|
|
|
+
|
|
|
+ this.morphTargets = [];
|
|
|
+ this.morphColors = [];
|
|
|
+ this.morphNormals = [];
|
|
|
+
|
|
|
+ this.skinWeights = [];
|
|
|
+ this.skinIndices = [];
|
|
|
+
|
|
|
+ this.lineDistances = [];
|
|
|
+
|
|
|
+ this.boundingBox = null;
|
|
|
+ this.boundingSphere = null;
|
|
|
+
|
|
|
+ this.hasTangents = false;
|
|
|
+
|
|
|
+ this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
|
|
|
+
|
|
|
+ // update flags
|
|
|
+
|
|
|
+ this.verticesNeedUpdate = false;
|
|
|
+ this.elementsNeedUpdate = false;
|
|
|
+ this.uvsNeedUpdate = false;
|
|
|
+ this.normalsNeedUpdate = false;
|
|
|
+ this.tangentsNeedUpdate = false;
|
|
|
+ this.colorsNeedUpdate = false;
|
|
|
+ this.lineDistancesNeedUpdate = false;
|
|
|
+
|
|
|
+ this.buffersNeedUpdate = false;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Geometry.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.Geometry,
|
|
|
+
|
|
|
+ applyMatrix: function ( matrix ) {
|
|
|
+
|
|
|
+ var normalMatrix = new THREE.Matrix3().getInverse( matrix ).transpose();
|
|
|
+
|
|
|
+ for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var vertex = this.vertices[ i ];
|
|
|
+ vertex.applyMatrix4( matrix );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var face = this.faces[ i ];
|
|
|
+ face.normal.applyMatrix3( normalMatrix ).normalize();
|
|
|
+
|
|
|
+ for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ face.centroid.applyMatrix4( matrix );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ computeCentroids: function () {
|
|
|
+
|
|
|
+ var f, fl, face;
|
|
|
+
|
|
|
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = this.faces[ f ];
|
|
|
+ face.centroid.set( 0, 0, 0 );
|
|
|
+
|
|
|
+ if ( face instanceof THREE.Face3 ) {
|
|
|
+
|
|
|
+ face.centroid.add( this.vertices[ face.a ] );
|
|
|
+ face.centroid.add( this.vertices[ face.b ] );
|
|
|
+ face.centroid.add( this.vertices[ face.c ] );
|
|
|
+ face.centroid.divideScalar( 3 );
|
|
|
+
|
|
|
+ } else if ( face instanceof THREE.Face4 ) {
|
|
|
+
|
|
|
+ face.centroid.add( this.vertices[ face.a ] );
|
|
|
+ face.centroid.add( this.vertices[ face.b ] );
|
|
|
+ face.centroid.add( this.vertices[ face.c ] );
|
|
|
+ face.centroid.add( this.vertices[ face.d ] );
|
|
|
+ face.centroid.divideScalar( 4 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ computeFaceNormals: function () {
|
|
|
+
|
|
|
+ var cb = new THREE.Vector3(), ab = new THREE.Vector3();
|
|
|
+
|
|
|
+ for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ var face = this.faces[ f ];
|
|
|
+
|
|
|
+ var vA = this.vertices[ face.a ];
|
|
|
+ var vB = this.vertices[ face.b ];
|
|
|
+ var vC = this.vertices[ face.c ];
|
|
|
+
|
|
|
+ cb.subVectors( vC, vB );
|
|
|
+ ab.subVectors( vA, vB );
|
|
|
+ cb.cross( ab );
|
|
|
+
|
|
|
+ cb.normalize();
|
|
|
+
|
|
|
+ face.normal.copy( cb );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ computeVertexNormals: function ( areaWeighted ) {
|
|
|
+
|
|
|
+ var v, vl, f, fl, face, vertices;
|
|
|
+
|
|
|
+ // create internal buffers for reuse when calling this method repeatedly
|
|
|
+ // (otherwise memory allocation / deallocation every frame is big resource hog)
|
|
|
+
|
|
|
+ if ( this.__tmpVertices === undefined ) {
|
|
|
+
|
|
|
+ this.__tmpVertices = new Array( this.vertices.length );
|
|
|
+ vertices = this.__tmpVertices;
|
|
|
+
|
|
|
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
|
|
|
+
|
|
|
+ vertices[ v ] = new THREE.Vector3();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = this.faces[ f ];
|
|
|
+
|
|
|
+ if ( face instanceof THREE.Face3 ) {
|
|
|
+
|
|
|
+ face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
|
|
|
+
|
|
|
+ } else if ( face instanceof THREE.Face4 ) {
|
|
|
+
|
|
|
+ face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ vertices = this.__tmpVertices;
|
|
|
+
|
|
|
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
|
|
|
+
|
|
|
+ vertices[ v ].set( 0, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( areaWeighted ) {
|
|
|
+
|
|
|
+ // vertex normals weighted by triangle areas
|
|
|
+ // http://www.iquilezles.org/www/articles/normals/normals.htm
|
|
|
+
|
|
|
+ var vA, vB, vC, vD;
|
|
|
+ var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
|
|
|
+ db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
|
|
|
+
|
|
|
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = this.faces[ f ];
|
|
|
+
|
|
|
+ if ( face instanceof THREE.Face3 ) {
|
|
|
+
|
|
|
+ vA = this.vertices[ face.a ];
|
|
|
+ vB = this.vertices[ face.b ];
|
|
|
+ vC = this.vertices[ face.c ];
|
|
|
+
|
|
|
+ cb.subVectors( vC, vB );
|
|
|
+ ab.subVectors( vA, vB );
|
|
|
+ cb.cross( ab );
|
|
|
+
|
|
|
+ vertices[ face.a ].add( cb );
|
|
|
+ vertices[ face.b ].add( cb );
|
|
|
+ vertices[ face.c ].add( cb );
|
|
|
+
|
|
|
+ } else if ( face instanceof THREE.Face4 ) {
|
|
|
+
|
|
|
+ vA = this.vertices[ face.a ];
|
|
|
+ vB = this.vertices[ face.b ];
|
|
|
+ vC = this.vertices[ face.c ];
|
|
|
+ vD = this.vertices[ face.d ];
|
|
|
+
|
|
|
+ // abd
|
|
|
+
|
|
|
+ db.subVectors( vD, vB );
|
|
|
+ ab.subVectors( vA, vB );
|
|
|
+ db.cross( ab );
|
|
|
+
|
|
|
+ vertices[ face.a ].add( db );
|
|
|
+ vertices[ face.b ].add( db );
|
|
|
+ vertices[ face.d ].add( db );
|
|
|
+
|
|
|
+ // bcd
|
|
|
+
|
|
|
+ dc.subVectors( vD, vC );
|
|
|
+ bc.subVectors( vB, vC );
|
|
|
+ dc.cross( bc );
|
|
|
+
|
|
|
+ vertices[ face.b ].add( dc );
|
|
|
+ vertices[ face.c ].add( dc );
|
|
|
+ vertices[ face.d ].add( dc );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = this.faces[ f ];
|
|
|
+
|
|
|
+ if ( face instanceof THREE.Face3 ) {
|
|
|
+
|
|
|
+ vertices[ face.a ].add( face.normal );
|
|
|
+ vertices[ face.b ].add( face.normal );
|
|
|
+ vertices[ face.c ].add( face.normal );
|
|
|
+
|
|
|
+ } else if ( face instanceof THREE.Face4 ) {
|
|
|
+
|
|
|
+ vertices[ face.a ].add( face.normal );
|
|
|
+ vertices[ face.b ].add( face.normal );
|
|
|
+ vertices[ face.c ].add( face.normal );
|
|
|
+ vertices[ face.d ].add( face.normal );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
|
|
|
+
|
|
|
+ vertices[ v ].normalize();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = this.faces[ f ];
|
|
|
+
|
|
|
+ if ( face instanceof THREE.Face3 ) {
|
|
|
+
|
|
|
+ face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
|
|
|
+ face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
|
|
|
+ face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
|
|
|
+
|
|
|
+ } else if ( face instanceof THREE.Face4 ) {
|
|
|
+
|
|
|
+ face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
|
|
|
+ face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
|
|
|
+ face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
|
|
|
+ face.vertexNormals[ 3 ].copy( vertices[ face.d ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ computeMorphNormals: function () {
|
|
|
+
|
|
|
+ var i, il, f, fl, face;
|
|
|
+
|
|
|
+ // save original normals
|
|
|
+ // - create temp variables on first access
|
|
|
+ // otherwise just copy (for faster repeated calls)
|
|
|
+
|
|
|
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = this.faces[ f ];
|
|
|
+
|
|
|
+ if ( ! face.__originalFaceNormal ) {
|
|
|
+
|
|
|
+ face.__originalFaceNormal = face.normal.clone();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ face.__originalFaceNormal.copy( face.normal );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
|
|
|
+
|
|
|
+ for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ if ( ! face.__originalVertexNormals[ i ] ) {
|
|
|
+
|
|
|
+ face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // use temp geometry to compute face and vertex normals for each morph
|
|
|
+
|
|
|
+ var tmpGeo = new THREE.Geometry();
|
|
|
+ tmpGeo.faces = this.faces;
|
|
|
+
|
|
|
+ for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ // create on first access
|
|
|
+
|
|
|
+ if ( ! this.morphNormals[ i ] ) {
|
|
|
+
|
|
|
+ this.morphNormals[ i ] = {};
|
|
|
+ this.morphNormals[ i ].faceNormals = [];
|
|
|
+ this.morphNormals[ i ].vertexNormals = [];
|
|
|
+
|
|
|
+ var dstNormalsFace = this.morphNormals[ i ].faceNormals;
|
|
|
+ var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
|
|
|
+
|
|
|
+ var faceNormal, vertexNormals;
|
|
|
+
|
|
|
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = this.faces[ f ];
|
|
|
+
|
|
|
+ faceNormal = new THREE.Vector3();
|
|
|
+
|
|
|
+ if ( face instanceof THREE.Face3 ) {
|
|
|
+
|
|
|
+ vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ dstNormalsFace.push( faceNormal );
|
|
|
+ dstNormalsVertex.push( vertexNormals );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var morphNormals = this.morphNormals[ i ];
|
|
|
+
|
|
|
+ // set vertices to morph target
|
|
|
+
|
|
|
+ tmpGeo.vertices = this.morphTargets[ i ].vertices;
|
|
|
+
|
|
|
+ // compute morph normals
|
|
|
+
|
|
|
+ tmpGeo.computeFaceNormals();
|
|
|
+ tmpGeo.computeVertexNormals();
|
|
|
+
|
|
|
+ // store morph normals
|
|
|
+
|
|
|
+ var faceNormal, vertexNormals;
|
|
|
+
|
|
|
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = this.faces[ f ];
|
|
|
+
|
|
|
+ faceNormal = morphNormals.faceNormals[ f ];
|
|
|
+ vertexNormals = morphNormals.vertexNormals[ f ];
|
|
|
+
|
|
|
+ faceNormal.copy( face.normal );
|
|
|
+
|
|
|
+ if ( face instanceof THREE.Face3 ) {
|
|
|
+
|
|
|
+ vertexNormals.a.copy( face.vertexNormals[ 0 ] );
|
|
|
+ vertexNormals.b.copy( face.vertexNormals[ 1 ] );
|
|
|
+ vertexNormals.c.copy( face.vertexNormals[ 2 ] );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ vertexNormals.a.copy( face.vertexNormals[ 0 ] );
|
|
|
+ vertexNormals.b.copy( face.vertexNormals[ 1 ] );
|
|
|
+ vertexNormals.c.copy( face.vertexNormals[ 2 ] );
|
|
|
+ vertexNormals.d.copy( face.vertexNormals[ 3 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // restore original normals
|
|
|
+
|
|
|
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = this.faces[ f ];
|
|
|
+
|
|
|
+ face.normal = face.__originalFaceNormal;
|
|
|
+ face.vertexNormals = face.__originalVertexNormals;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ computeTangents: function () {
|
|
|
+
|
|
|
+ // based on http://www.terathon.com/code/tangent.html
|
|
|
+ // tangents go to vertices
|
|
|
+
|
|
|
+ var f, fl, v, vl, i, il, vertexIndex,
|
|
|
+ face, uv, vA, vB, vC, uvA, uvB, uvC,
|
|
|
+ x1, x2, y1, y2, z1, z2,
|
|
|
+ s1, s2, t1, t2, r, t, test,
|
|
|
+ tan1 = [], tan2 = [],
|
|
|
+ sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
|
|
|
+ tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
|
|
|
+ n = new THREE.Vector3(), w;
|
|
|
+
|
|
|
+ for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
|
|
|
+
|
|
|
+ tan1[ v ] = new THREE.Vector3();
|
|
|
+ tan2[ v ] = new THREE.Vector3();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function handleTriangle( context, a, b, c, ua, ub, uc ) {
|
|
|
+
|
|
|
+ vA = context.vertices[ a ];
|
|
|
+ vB = context.vertices[ b ];
|
|
|
+ vC = context.vertices[ c ];
|
|
|
+
|
|
|
+ uvA = uv[ ua ];
|
|
|
+ uvB = uv[ ub ];
|
|
|
+ uvC = uv[ uc ];
|
|
|
+
|
|
|
+ x1 = vB.x - vA.x;
|
|
|
+ x2 = vC.x - vA.x;
|
|
|
+ y1 = vB.y - vA.y;
|
|
|
+ y2 = vC.y - vA.y;
|
|
|
+ z1 = vB.z - vA.z;
|
|
|
+ z2 = vC.z - vA.z;
|
|
|
+
|
|
|
+ s1 = uvB.x - uvA.x;
|
|
|
+ s2 = uvC.x - uvA.x;
|
|
|
+ t1 = uvB.y - uvA.y;
|
|
|
+ t2 = uvC.y - uvA.y;
|
|
|
+
|
|
|
+ r = 1.0 / ( s1 * t2 - s2 * t1 );
|
|
|
+ sdir.set( ( t2 * x1 - t1 * x2 ) * r,
|
|
|
+ ( t2 * y1 - t1 * y2 ) * r,
|
|
|
+ ( t2 * z1 - t1 * z2 ) * r );
|
|
|
+ tdir.set( ( s1 * x2 - s2 * x1 ) * r,
|
|
|
+ ( s1 * y2 - s2 * y1 ) * r,
|
|
|
+ ( s1 * z2 - s2 * z1 ) * r );
|
|
|
+
|
|
|
+ tan1[ a ].add( sdir );
|
|
|
+ tan1[ b ].add( sdir );
|
|
|
+ tan1[ c ].add( sdir );
|
|
|
+
|
|
|
+ tan2[ a ].add( tdir );
|
|
|
+ tan2[ b ].add( tdir );
|
|
|
+ tan2[ c ].add( tdir );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = this.faces[ f ];
|
|
|
+ uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
|
|
|
+
|
|
|
+ if ( face instanceof THREE.Face3 ) {
|
|
|
+
|
|
|
+ handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
|
|
|
+
|
|
|
+ } else if ( face instanceof THREE.Face4 ) {
|
|
|
+
|
|
|
+ handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
|
|
|
+ handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ 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
|
|
|
+
|
|
|
+ tmp.copy( t );
|
|
|
+ tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
|
|
|
+
|
|
|
+ // Calculate handedness
|
|
|
+
|
|
|
+ tmp2.crossVectors( face.vertexNormals[ i ], t );
|
|
|
+ test = tmp2.dot( tan2[ vertexIndex ] );
|
|
|
+ w = (test < 0.0) ? -1.0 : 1.0;
|
|
|
+
|
|
|
+ face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.hasTangents = true;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ computeLineDistances: function ( ) {
|
|
|
+
|
|
|
+ var d = 0;
|
|
|
+ var vertices = this.vertices;
|
|
|
+
|
|
|
+ for ( var i = 0, il = vertices.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ if ( i > 0 ) {
|
|
|
+
|
|
|
+ d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.lineDistances[ i ] = d;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ computeBoundingBox: function () {
|
|
|
+
|
|
|
+ if ( this.boundingBox === null ) {
|
|
|
+
|
|
|
+ this.boundingBox = new THREE.Box3();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.boundingBox.setFromPoints( this.vertices );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ computeBoundingSphere: function () {
|
|
|
+
|
|
|
+ if ( this.boundingSphere === null ) {
|
|
|
+
|
|
|
+ this.boundingSphere = new THREE.Sphere();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.boundingSphere.setFromCenterAndPoints( this.boundingSphere.center, this.vertices );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ /*
|
|
|
+ * Checks for duplicate vertices with hashmap.
|
|
|
+ * Duplicated vertices are removed
|
|
|
+ * and faces' vertices are updated.
|
|
|
+ */
|
|
|
+
|
|
|
+ mergeVertices: function () {
|
|
|
+
|
|
|
+ var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
|
|
|
+ var unique = [], changes = [];
|
|
|
+
|
|
|
+ var v, key;
|
|
|
+ var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
|
|
|
+ var precision = Math.pow( 10, precisionPoints );
|
|
|
+ var i,il, face;
|
|
|
+ var indices, k, j, jl, u;
|
|
|
+
|
|
|
+ // reset cache of vertices as it now will be changing.
|
|
|
+ this.__tmpVertices = undefined;
|
|
|
+
|
|
|
+ for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ v = this.vertices[ i ];
|
|
|
+ key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' );
|
|
|
+
|
|
|
+ if ( verticesMap[ key ] === undefined ) {
|
|
|
+
|
|
|
+ verticesMap[ key ] = i;
|
|
|
+ unique.push( this.vertices[ i ] );
|
|
|
+ changes[ i ] = unique.length - 1;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
|
|
|
+ changes[ i ] = changes[ verticesMap[ key ] ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+
|
|
|
+ // if faces are completely degenerate after merging vertices, we
|
|
|
+ // have to remove them from the geometry.
|
|
|
+ var faceIndicesToRemove = [];
|
|
|
+
|
|
|
+ for( i = 0, il = this.faces.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ face = this.faces[ i ];
|
|
|
+
|
|
|
+ if ( face instanceof THREE.Face3 ) {
|
|
|
+
|
|
|
+ face.a = changes[ face.a ];
|
|
|
+ face.b = changes[ face.b ];
|
|
|
+ face.c = changes[ face.c ];
|
|
|
+
|
|
|
+ indices = [ face.a, face.b, face.c ];
|
|
|
+
|
|
|
+ var dupIndex = -1;
|
|
|
+
|
|
|
+ // if any duplicate vertices are found in a Face3
|
|
|
+ // we have to remove the face as nothing can be saved
|
|
|
+ for ( var n = 0; n < 3; n ++ ) {
|
|
|
+ if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
|
|
|
+
|
|
|
+ dupIndex = n;
|
|
|
+ faceIndicesToRemove.push( i );
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( face instanceof THREE.Face4 ) {
|
|
|
+
|
|
|
+ face.a = changes[ face.a ];
|
|
|
+ face.b = changes[ face.b ];
|
|
|
+ face.c = changes[ face.c ];
|
|
|
+ face.d = changes[ face.d ];
|
|
|
+
|
|
|
+ // check dups in (a, b, c, d) and convert to -> face3
|
|
|
+
|
|
|
+ indices = [ face.a, face.b, face.c, face.d ];
|
|
|
+
|
|
|
+ var dupIndex = -1;
|
|
|
+
|
|
|
+ for ( var n = 0; n < 4; n ++ ) {
|
|
|
+
|
|
|
+ if ( indices[ n ] == indices[ ( n + 1 ) % 4 ] ) {
|
|
|
+
|
|
|
+ // if more than one duplicated vertex is found
|
|
|
+ // we can't generate any valid Face3's, thus
|
|
|
+ // we need to remove this face complete.
|
|
|
+ if ( dupIndex >= 0 ) {
|
|
|
+
|
|
|
+ faceIndicesToRemove.push( i );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ dupIndex = n;
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dupIndex >= 0 ) {
|
|
|
+
|
|
|
+ indices.splice( dupIndex, 1 );
|
|
|
+
|
|
|
+ var newFace = new THREE.Face3( indices[0], indices[1], indices[2], face.normal, face.color, face.materialIndex );
|
|
|
+
|
|
|
+ for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ u = this.faceVertexUvs[ j ][ i ];
|
|
|
+
|
|
|
+ if ( u ) {
|
|
|
+ u.splice( dupIndex, 1 );
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if( face.vertexNormals && face.vertexNormals.length > 0) {
|
|
|
+
|
|
|
+ newFace.vertexNormals = face.vertexNormals;
|
|
|
+ newFace.vertexNormals.splice( dupIndex, 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if( face.vertexColors && face.vertexColors.length > 0 ) {
|
|
|
+
|
|
|
+ newFace.vertexColors = face.vertexColors;
|
|
|
+ newFace.vertexColors.splice( dupIndex, 1 );
|
|
|
+ }
|
|
|
+
|
|
|
+ this.faces[ i ] = newFace;
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
|
|
|
+
|
|
|
+ this.faces.splice( i, 1 );
|
|
|
+
|
|
|
+ for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ this.faceVertexUvs[ j ].splice( i, 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Use unique set of vertices
|
|
|
+
|
|
|
+ var diff = this.vertices.length - unique.length;
|
|
|
+ this.vertices = unique;
|
|
|
+ return diff;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clone: function () {
|
|
|
+
|
|
|
+ var geometry = new THREE.Geometry();
|
|
|
+
|
|
|
+ var vertices = this.vertices;
|
|
|
+
|
|
|
+ for ( var i = 0, il = vertices.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ geometry.vertices.push( vertices[ i ].clone() );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var faces = this.faces;
|
|
|
+
|
|
|
+ for ( var i = 0, il = faces.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ geometry.faces.push( faces[ i ].clone() );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var uvs = this.faceVertexUvs[ 0 ];
|
|
|
+
|
|
|
+ for ( var i = 0, il = uvs.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var uv = uvs[ i ], uvCopy = [];
|
|
|
+
|
|
|
+ for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.faceVertexUvs[ 0 ].push( uvCopy );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return geometry;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ dispose: function () {
|
|
|
+
|
|
|
+ this.dispatchEvent( { type: 'dispose' } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.GeometryIdCount = 0;
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.BufferGeometry = function () {
|
|
|
+
|
|
|
+ THREE.EventDispatcher.call( this );
|
|
|
+
|
|
|
+ this.id = THREE.GeometryIdCount ++;
|
|
|
+
|
|
|
+ // attributes
|
|
|
+
|
|
|
+ this.attributes = {};
|
|
|
+
|
|
|
+ // attributes typed arrays are kept only if dynamic flag is set
|
|
|
+
|
|
|
+ this.dynamic = false;
|
|
|
+
|
|
|
+ // offsets for chunks when using indexed elements
|
|
|
+
|
|
|
+ this.offsets = [];
|
|
|
+
|
|
|
+ // boundings
|
|
|
+
|
|
|
+ this.boundingBox = null;
|
|
|
+ this.boundingSphere = null;
|
|
|
+
|
|
|
+ this.hasTangents = false;
|
|
|
+
|
|
|
+ // for compatibility
|
|
|
+
|
|
|
+ this.morphTargets = [];
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.BufferGeometry.prototype = {
|
|
|
+
|
|
|
+ constructor : THREE.BufferGeometry,
|
|
|
+
|
|
|
+ applyMatrix: function ( matrix ) {
|
|
|
+
|
|
|
+ var positionArray;
|
|
|
+ var normalArray;
|
|
|
+
|
|
|
+ if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array;
|
|
|
+ if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array;
|
|
|
+
|
|
|
+ if ( positionArray !== undefined ) {
|
|
|
+
|
|
|
+ matrix.multiplyVector3Array( positionArray );
|
|
|
+ this.verticesNeedUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( normalArray !== undefined ) {
|
|
|
+
|
|
|
+ var normalMatrix = new THREE.Matrix3();
|
|
|
+ normalMatrix.getInverse( matrix ).transpose();
|
|
|
+
|
|
|
+ normalMatrix.multiplyVector3Array( normalArray );
|
|
|
+
|
|
|
+ this.normalizeNormals();
|
|
|
+
|
|
|
+ this.normalsNeedUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ computeBoundingBox: function () {
|
|
|
+
|
|
|
+ if ( this.boundingBox === null ) {
|
|
|
+
|
|
|
+ this.boundingBox = new THREE.Box3();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var positions = this.attributes[ "position" ].array;
|
|
|
+
|
|
|
+ if ( positions ) {
|
|
|
+
|
|
|
+ var bb = this.boundingBox;
|
|
|
+ var x, y, z;
|
|
|
+
|
|
|
+ if( positions.length >= 3 ) {
|
|
|
+ bb.min.x = bb.max.x = positions[ 0 ];
|
|
|
+ bb.min.y = bb.max.y = positions[ 1 ];
|
|
|
+ bb.min.z = bb.max.z = positions[ 2 ];
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var i = 3, il = positions.length; i < il; i += 3 ) {
|
|
|
+
|
|
|
+ x = positions[ i ];
|
|
|
+ y = positions[ i + 1 ];
|
|
|
+ z = positions[ i + 2 ];
|
|
|
+
|
|
|
+ // bounding box
|
|
|
+
|
|
|
+ if ( x < bb.min.x ) {
|
|
|
+
|
|
|
+ bb.min.x = x;
|
|
|
+
|
|
|
+ } else if ( x > bb.max.x ) {
|
|
|
+
|
|
|
+ bb.max.x = x;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( y < bb.min.y ) {
|
|
|
+
|
|
|
+ bb.min.y = y;
|
|
|
+
|
|
|
+ } else if ( y > bb.max.y ) {
|
|
|
+
|
|
|
+ bb.max.y = y;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( z < bb.min.z ) {
|
|
|
+
|
|
|
+ bb.min.z = z;
|
|
|
+
|
|
|
+ } else if ( z > bb.max.z ) {
|
|
|
+
|
|
|
+ bb.max.z = z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( positions === undefined || positions.length === 0 ) {
|
|
|
+
|
|
|
+ this.boundingBox.min.set( 0, 0, 0 );
|
|
|
+ this.boundingBox.max.set( 0, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ computeBoundingSphere: function () {
|
|
|
+
|
|
|
+ if ( this.boundingSphere === null ) {
|
|
|
+
|
|
|
+ this.boundingSphere = new THREE.Sphere();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var positions = this.attributes[ "position" ].array;
|
|
|
+
|
|
|
+ if ( positions ) {
|
|
|
+
|
|
|
+ var radiusSq, maxRadiusSq = 0;
|
|
|
+ var x, y, z;
|
|
|
+
|
|
|
+ for ( var i = 0, il = positions.length; i < il; i += 3 ) {
|
|
|
+
|
|
|
+ x = positions[ i ];
|
|
|
+ y = positions[ i + 1 ];
|
|
|
+ z = positions[ i + 2 ];
|
|
|
+
|
|
|
+ radiusSq = x * x + y * y + z * z;
|
|
|
+ if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ computeVertexNormals: function () {
|
|
|
+
|
|
|
+ if ( this.attributes[ "position" ] ) {
|
|
|
+
|
|
|
+ var i, il;
|
|
|
+ var j, jl;
|
|
|
+
|
|
|
+ var nVertexElements = this.attributes[ "position" ].array.length;
|
|
|
+
|
|
|
+ if ( this.attributes[ "normal" ] === undefined ) {
|
|
|
+
|
|
|
+ this.attributes[ "normal" ] = {
|
|
|
+
|
|
|
+ itemSize: 3,
|
|
|
+ array: new Float32Array( nVertexElements ),
|
|
|
+ numItems: nVertexElements
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // reset existing normals to zero
|
|
|
+
|
|
|
+ for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ this.attributes[ "normal" ].array[ i ] = 0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var positions = this.attributes[ "position" ].array;
|
|
|
+ var normals = this.attributes[ "normal" ].array;
|
|
|
+
|
|
|
+ var vA, vB, vC, x, y, z,
|
|
|
+
|
|
|
+ pA = new THREE.Vector3(),
|
|
|
+ pB = new THREE.Vector3(),
|
|
|
+ pC = new THREE.Vector3(),
|
|
|
+
|
|
|
+ cb = new THREE.Vector3(),
|
|
|
+ ab = new THREE.Vector3();
|
|
|
+
|
|
|
+ // indexed elements
|
|
|
+
|
|
|
+ if ( this.attributes[ "index" ] ) {
|
|
|
+
|
|
|
+ var indices = this.attributes[ "index" ].array;
|
|
|
+
|
|
|
+ var offsets = this.offsets;
|
|
|
+
|
|
|
+ for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
|
|
|
+
|
|
|
+ var start = offsets[ j ].start;
|
|
|
+ var count = offsets[ j ].count;
|
|
|
+ var index = offsets[ j ].index;
|
|
|
+
|
|
|
+ for ( i = start, il = start + count; i < il; i += 3 ) {
|
|
|
+
|
|
|
+ vA = index + indices[ i ];
|
|
|
+ vB = index + indices[ i + 1 ];
|
|
|
+ vC = index + indices[ i + 2 ];
|
|
|
+
|
|
|
+ x = positions[ vA * 3 ];
|
|
|
+ y = positions[ vA * 3 + 1 ];
|
|
|
+ z = positions[ vA * 3 + 2 ];
|
|
|
+ pA.set( x, y, z );
|
|
|
+
|
|
|
+ x = positions[ vB * 3 ];
|
|
|
+ y = positions[ vB * 3 + 1 ];
|
|
|
+ z = positions[ vB * 3 + 2 ];
|
|
|
+ pB.set( x, y, z );
|
|
|
+
|
|
|
+ x = positions[ vC * 3 ];
|
|
|
+ y = positions[ vC * 3 + 1 ];
|
|
|
+ z = positions[ vC * 3 + 2 ];
|
|
|
+ pC.set( x, y, z );
|
|
|
+
|
|
|
+ cb.subVectors( pC, pB );
|
|
|
+ ab.subVectors( pA, pB );
|
|
|
+ cb.cross( ab );
|
|
|
+
|
|
|
+ normals[ vA * 3 ] += cb.x;
|
|
|
+ normals[ vA * 3 + 1 ] += cb.y;
|
|
|
+ normals[ vA * 3 + 2 ] += cb.z;
|
|
|
+
|
|
|
+ normals[ vB * 3 ] += cb.x;
|
|
|
+ normals[ vB * 3 + 1 ] += cb.y;
|
|
|
+ normals[ vB * 3 + 2 ] += cb.z;
|
|
|
+
|
|
|
+ normals[ vC * 3 ] += cb.x;
|
|
|
+ normals[ vC * 3 + 1 ] += cb.y;
|
|
|
+ normals[ vC * 3 + 2 ] += cb.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // non-indexed elements (unconnected triangle soup)
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ for ( i = 0, il = positions.length; i < il; i += 9 ) {
|
|
|
+
|
|
|
+ x = positions[ i ];
|
|
|
+ y = positions[ i + 1 ];
|
|
|
+ z = positions[ i + 2 ];
|
|
|
+ pA.set( x, y, z );
|
|
|
+
|
|
|
+ x = positions[ i + 3 ];
|
|
|
+ y = positions[ i + 4 ];
|
|
|
+ z = positions[ i + 5 ];
|
|
|
+ pB.set( x, y, z );
|
|
|
+
|
|
|
+ x = positions[ i + 6 ];
|
|
|
+ y = positions[ i + 7 ];
|
|
|
+ z = positions[ i + 8 ];
|
|
|
+ pC.set( x, y, z );
|
|
|
+
|
|
|
+ cb.subVectors( pC, pB );
|
|
|
+ ab.subVectors( pA, pB );
|
|
|
+ cb.cross( ab );
|
|
|
+
|
|
|
+ normals[ i ] = cb.x;
|
|
|
+ normals[ i + 1 ] = cb.y;
|
|
|
+ normals[ i + 2 ] = cb.z;
|
|
|
+
|
|
|
+ normals[ i + 3 ] = cb.x;
|
|
|
+ normals[ i + 4 ] = cb.y;
|
|
|
+ normals[ i + 5 ] = cb.z;
|
|
|
+
|
|
|
+ normals[ i + 6 ] = cb.x;
|
|
|
+ normals[ i + 7 ] = cb.y;
|
|
|
+ normals[ i + 8 ] = cb.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.normalizeNormals();
|
|
|
+
|
|
|
+ this.normalsNeedUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ normalizeNormals: function () {
|
|
|
+
|
|
|
+ var normals = this.attributes[ "normal" ].array;
|
|
|
+
|
|
|
+ var x, y, z, n;
|
|
|
+
|
|
|
+ for ( var i = 0, il = normals.length; i < il; i += 3 ) {
|
|
|
+
|
|
|
+ x = normals[ i ];
|
|
|
+ y = normals[ i + 1 ];
|
|
|
+ z = normals[ i + 2 ];
|
|
|
+
|
|
|
+ n = 1.0 / Math.sqrt( x * x + y * y + z * z );
|
|
|
+
|
|
|
+ normals[ i ] *= n;
|
|
|
+ normals[ i + 1 ] *= n;
|
|
|
+ normals[ i + 2 ] *= n;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ computeTangents: function () {
|
|
|
+
|
|
|
+ // based on http://www.terathon.com/code/tangent.html
|
|
|
+ // (per vertex tangents)
|
|
|
+
|
|
|
+ if ( this.attributes[ "index" ] === undefined ||
|
|
|
+ this.attributes[ "position" ] === undefined ||
|
|
|
+ this.attributes[ "normal" ] === undefined ||
|
|
|
+ this.attributes[ "uv" ] === undefined ) {
|
|
|
+
|
|
|
+ console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" );
|
|
|
+ return;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var indices = this.attributes[ "index" ].array;
|
|
|
+ var positions = this.attributes[ "position" ].array;
|
|
|
+ var normals = this.attributes[ "normal" ].array;
|
|
|
+ var uvs = this.attributes[ "uv" ].array;
|
|
|
+
|
|
|
+ var nVertices = positions.length / 3;
|
|
|
+
|
|
|
+ if ( this.attributes[ "tangent" ] === undefined ) {
|
|
|
+
|
|
|
+ var nTangentElements = 4 * nVertices;
|
|
|
+
|
|
|
+ this.attributes[ "tangent" ] = {
|
|
|
+
|
|
|
+ itemSize: 4,
|
|
|
+ array: new Float32Array( nTangentElements ),
|
|
|
+ numItems: nTangentElements
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var tangents = this.attributes[ "tangent" ].array;
|
|
|
+
|
|
|
+ var tan1 = [], tan2 = [];
|
|
|
+
|
|
|
+ for ( var k = 0; k < nVertices; k ++ ) {
|
|
|
+
|
|
|
+ tan1[ k ] = new THREE.Vector3();
|
|
|
+ tan2[ k ] = new THREE.Vector3();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var xA, yA, zA,
|
|
|
+ xB, yB, zB,
|
|
|
+ xC, yC, zC,
|
|
|
+
|
|
|
+ uA, vA,
|
|
|
+ uB, vB,
|
|
|
+ uC, vC,
|
|
|
+
|
|
|
+ x1, x2, y1, y2, z1, z2,
|
|
|
+ s1, s2, t1, t2, r;
|
|
|
+
|
|
|
+ var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
|
|
|
+
|
|
|
+ function handleTriangle( a, b, c ) {
|
|
|
+
|
|
|
+ xA = positions[ a * 3 ];
|
|
|
+ yA = positions[ a * 3 + 1 ];
|
|
|
+ zA = positions[ a * 3 + 2 ];
|
|
|
+
|
|
|
+ xB = positions[ b * 3 ];
|
|
|
+ yB = positions[ b * 3 + 1 ];
|
|
|
+ zB = positions[ b * 3 + 2 ];
|
|
|
+
|
|
|
+ xC = positions[ c * 3 ];
|
|
|
+ yC = positions[ c * 3 + 1 ];
|
|
|
+ zC = positions[ c * 3 + 2 ];
|
|
|
+
|
|
|
+ uA = uvs[ a * 2 ];
|
|
|
+ vA = uvs[ a * 2 + 1 ];
|
|
|
+
|
|
|
+ uB = uvs[ b * 2 ];
|
|
|
+ vB = uvs[ b * 2 + 1 ];
|
|
|
+
|
|
|
+ uC = uvs[ c * 2 ];
|
|
|
+ vC = uvs[ c * 2 + 1 ];
|
|
|
+
|
|
|
+ x1 = xB - xA;
|
|
|
+ x2 = xC - xA;
|
|
|
+
|
|
|
+ y1 = yB - yA;
|
|
|
+ y2 = yC - yA;
|
|
|
+
|
|
|
+ z1 = zB - zA;
|
|
|
+ z2 = zC - zA;
|
|
|
+
|
|
|
+ s1 = uB - uA;
|
|
|
+ s2 = uC - uA;
|
|
|
+
|
|
|
+ t1 = vB - vA;
|
|
|
+ t2 = vC - vA;
|
|
|
+
|
|
|
+ r = 1.0 / ( s1 * t2 - s2 * t1 );
|
|
|
+
|
|
|
+ sdir.set(
|
|
|
+ ( t2 * x1 - t1 * x2 ) * r,
|
|
|
+ ( t2 * y1 - t1 * y2 ) * r,
|
|
|
+ ( t2 * z1 - t1 * z2 ) * r
|
|
|
+ );
|
|
|
+
|
|
|
+ tdir.set(
|
|
|
+ ( s1 * x2 - s2 * x1 ) * r,
|
|
|
+ ( s1 * y2 - s2 * y1 ) * r,
|
|
|
+ ( s1 * z2 - s2 * z1 ) * r
|
|
|
+ );
|
|
|
+
|
|
|
+ tan1[ a ].add( sdir );
|
|
|
+ tan1[ b ].add( sdir );
|
|
|
+ tan1[ c ].add( sdir );
|
|
|
+
|
|
|
+ tan2[ a ].add( tdir );
|
|
|
+ tan2[ b ].add( tdir );
|
|
|
+ tan2[ c ].add( tdir );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var i, il;
|
|
|
+ var j, jl;
|
|
|
+ var iA, iB, iC;
|
|
|
+
|
|
|
+ var offsets = this.offsets;
|
|
|
+
|
|
|
+ for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
|
|
|
+
|
|
|
+ var start = offsets[ j ].start;
|
|
|
+ var count = offsets[ j ].count;
|
|
|
+ var index = offsets[ j ].index;
|
|
|
+
|
|
|
+ for ( i = start, il = start + count; i < il; i += 3 ) {
|
|
|
+
|
|
|
+ iA = index + indices[ i ];
|
|
|
+ iB = index + indices[ i + 1 ];
|
|
|
+ iC = index + indices[ i + 2 ];
|
|
|
+
|
|
|
+ handleTriangle( iA, iB, iC );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
|
|
|
+ var n = new THREE.Vector3(), n2 = new THREE.Vector3();
|
|
|
+ var w, t, test;
|
|
|
+
|
|
|
+ function handleVertex( v ) {
|
|
|
+
|
|
|
+ n.x = normals[ v * 3 ];
|
|
|
+ n.y = normals[ v * 3 + 1 ];
|
|
|
+ n.z = normals[ v * 3 + 2 ];
|
|
|
+
|
|
|
+ n2.copy( n );
|
|
|
+
|
|
|
+ t = tan1[ v ];
|
|
|
+
|
|
|
+ // Gram-Schmidt orthogonalize
|
|
|
+
|
|
|
+ tmp.copy( t );
|
|
|
+ tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
|
|
|
+
|
|
|
+ // Calculate handedness
|
|
|
+
|
|
|
+ tmp2.crossVectors( n2, t );
|
|
|
+ test = tmp2.dot( tan2[ v ] );
|
|
|
+ w = ( test < 0.0 ) ? -1.0 : 1.0;
|
|
|
+
|
|
|
+ tangents[ v * 4 ] = tmp.x;
|
|
|
+ tangents[ v * 4 + 1 ] = tmp.y;
|
|
|
+ tangents[ v * 4 + 2 ] = tmp.z;
|
|
|
+ tangents[ v * 4 + 3 ] = w;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
|
|
|
+
|
|
|
+ var start = offsets[ j ].start;
|
|
|
+ var count = offsets[ j ].count;
|
|
|
+ var index = offsets[ j ].index;
|
|
|
+
|
|
|
+ for ( i = start, il = start + count; i < il; i += 3 ) {
|
|
|
+
|
|
|
+ iA = index + indices[ i ];
|
|
|
+ iB = index + indices[ i + 1 ];
|
|
|
+ iC = index + indices[ i + 2 ];
|
|
|
+
|
|
|
+ handleVertex( iA );
|
|
|
+ handleVertex( iB );
|
|
|
+ handleVertex( iC );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.hasTangents = true;
|
|
|
+ this.tangentsNeedUpdate = true;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ dispose: function () {
|
|
|
+
|
|
|
+ this.dispatchEvent( { type: 'dispose' } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ * @author WestLangley / http://github.com/WestLangley
|
|
|
+*/
|
|
|
+
|
|
|
+THREE.Camera = function () {
|
|
|
+
|
|
|
+ THREE.Object3D.call( this );
|
|
|
+
|
|
|
+ this.matrixWorldInverse = new THREE.Matrix4();
|
|
|
+
|
|
|
+ this.projectionMatrix = new THREE.Matrix4();
|
|
|
+ this.projectionMatrixInverse = new THREE.Matrix4();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
|
|
|
+
|
|
|
+THREE.Camera.prototype.lookAt = function () {
|
|
|
+
|
|
|
+ // This routine does not support cameras with rotated and/or translated parent(s)
|
|
|
+
|
|
|
+ var m1 = new THREE.Matrix4();
|
|
|
+
|
|
|
+ return function ( vector ) {
|
|
|
+
|
|
|
+ m1.lookAt( this.position, vector, this.up );
|
|
|
+
|
|
|
+ if ( this.useQuaternion === true ) {
|
|
|
+
|
|
|
+ this.quaternion.setFromRotationMatrix( m1 );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.rotation.setEulerFromRotationMatrix( m1, this.eulerOrder );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+}();
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
|
|
|
+
|
|
|
+ THREE.Camera.call( this );
|
|
|
+
|
|
|
+ this.left = left;
|
|
|
+ this.right = right;
|
|
|
+ this.top = top;
|
|
|
+ this.bottom = bottom;
|
|
|
+
|
|
|
+ this.near = ( near !== undefined ) ? near : 0.1;
|
|
|
+ this.far = ( far !== undefined ) ? far : 2000;
|
|
|
+
|
|
|
+ this.updateProjectionMatrix();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
|
|
|
+
|
|
|
+THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
|
|
|
+
|
|
|
+ this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author greggman / http://games.greggman.com/
|
|
|
+ * @author zz85 / http://www.lab4games.net/zz85/blog
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
|
|
|
+
|
|
|
+ THREE.Camera.call( this );
|
|
|
+
|
|
|
+ this.fov = fov !== undefined ? fov : 50;
|
|
|
+ this.aspect = aspect !== undefined ? aspect : 1;
|
|
|
+ this.near = near !== undefined ? near : 0.1;
|
|
|
+ this.far = far !== undefined ? far : 2000;
|
|
|
+
|
|
|
+ this.updateProjectionMatrix();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
|
|
|
+
|
|
|
+
|
|
|
+/**
|
|
|
+ * Uses Focal Length (in mm) to estimate and set FOV
|
|
|
+ * 35mm (fullframe) camera is used if frame size is not specified;
|
|
|
+ * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
|
|
|
+
|
|
|
+ if ( frameHeight === undefined ) frameHeight = 24;
|
|
|
+
|
|
|
+ this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
|
|
|
+ this.updateProjectionMatrix();
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+
|
|
|
+/**
|
|
|
+ * Sets an offset in a larger frustum. This is useful for multi-window or
|
|
|
+ * multi-monitor/multi-machine setups.
|
|
|
+ *
|
|
|
+ * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
|
|
|
+ * the monitors are in grid like this
|
|
|
+ *
|
|
|
+ * +---+---+---+
|
|
|
+ * | A | B | C |
|
|
|
+ * +---+---+---+
|
|
|
+ * | D | E | F |
|
|
|
+ * +---+---+---+
|
|
|
+ *
|
|
|
+ * then for each monitor you would call it like this
|
|
|
+ *
|
|
|
+ * var w = 1920;
|
|
|
+ * var h = 1080;
|
|
|
+ * var fullWidth = w * 3;
|
|
|
+ * var fullHeight = h * 2;
|
|
|
+ *
|
|
|
+ * --A--
|
|
|
+ * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
|
|
|
+ * --B--
|
|
|
+ * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
|
|
|
+ * --C--
|
|
|
+ * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
|
|
|
+ * --D--
|
|
|
+ * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
|
|
|
+ * --E--
|
|
|
+ * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
|
|
|
+ * --F--
|
|
|
+ * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
|
|
|
+ *
|
|
|
+ * Note there is no reason monitors have to be the same size or in a grid.
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
|
|
|
+
|
|
|
+ this.fullWidth = fullWidth;
|
|
|
+ this.fullHeight = fullHeight;
|
|
|
+ this.x = x;
|
|
|
+ this.y = y;
|
|
|
+ this.width = width;
|
|
|
+ this.height = height;
|
|
|
+
|
|
|
+ this.updateProjectionMatrix();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
|
|
|
+
|
|
|
+ if ( this.fullWidth ) {
|
|
|
+
|
|
|
+ var aspect = this.fullWidth / this.fullHeight;
|
|
|
+ var top = Math.tan( THREE.Math.degToRad( this.fov * 0.5 ) ) * this.near;
|
|
|
+ var bottom = -top;
|
|
|
+ var left = aspect * bottom;
|
|
|
+ var right = aspect * top;
|
|
|
+ var width = Math.abs( right - left );
|
|
|
+ var height = Math.abs( top - bottom );
|
|
|
+
|
|
|
+ this.projectionMatrix.makeFrustum(
|
|
|
+ left + this.x * width / this.fullWidth,
|
|
|
+ left + ( this.x + this.width ) * width / this.fullWidth,
|
|
|
+ top - ( this.y + this.height ) * height / this.fullHeight,
|
|
|
+ top - this.y * height / this.fullHeight,
|
|
|
+ this.near,
|
|
|
+ this.far
|
|
|
+ );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Light = function ( hex ) {
|
|
|
+
|
|
|
+ THREE.Object3D.call( this );
|
|
|
+
|
|
|
+ this.color = new THREE.Color( hex );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
|
|
|
+
|
|
|
+THREE.Light.prototype.clone = function ( light ) {
|
|
|
+
|
|
|
+ if ( light === undefined ) light = new THREE.Light();
|
|
|
+
|
|
|
+ THREE.Object3D.prototype.clone.call( this, light );
|
|
|
+
|
|
|
+ light.color.copy( this.color );
|
|
|
+
|
|
|
+ return light;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.AmbientLight = function ( hex ) {
|
|
|
+
|
|
|
+ THREE.Light.call( this, hex );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
|
|
|
+
|
|
|
+THREE.AmbientLight.prototype.clone = function () {
|
|
|
+
|
|
|
+ var light = new THREE.AmbientLight();
|
|
|
+
|
|
|
+ THREE.Light.prototype.clone.call( this, light );
|
|
|
+
|
|
|
+ return light;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author MPanknin / http://www.redplant.de/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.AreaLight = function ( hex, intensity ) {
|
|
|
+
|
|
|
+ THREE.Light.call( this, hex );
|
|
|
+
|
|
|
+ this.normal = new THREE.Vector3( 0, -1, 0 );
|
|
|
+ this.right = new THREE.Vector3( 1, 0, 0 );
|
|
|
+
|
|
|
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
|
|
|
+
|
|
|
+ this.width = 1.0;
|
|
|
+ this.height = 1.0;
|
|
|
+
|
|
|
+ this.constantAttenuation = 1.5;
|
|
|
+ this.linearAttenuation = 0.5;
|
|
|
+ this.quadraticAttenuation = 0.1;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
|
|
|
+
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.DirectionalLight = function ( hex, intensity ) {
|
|
|
+
|
|
|
+ THREE.Light.call( this, hex );
|
|
|
+
|
|
|
+ this.position.set( 0, 1, 0 );
|
|
|
+ this.target = new THREE.Object3D();
|
|
|
+
|
|
|
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
|
|
|
+
|
|
|
+ this.castShadow = false;
|
|
|
+ this.onlyShadow = false;
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ this.shadowCameraNear = 50;
|
|
|
+ this.shadowCameraFar = 5000;
|
|
|
+
|
|
|
+ this.shadowCameraLeft = -500;
|
|
|
+ this.shadowCameraRight = 500;
|
|
|
+ this.shadowCameraTop = 500;
|
|
|
+ this.shadowCameraBottom = -500;
|
|
|
+
|
|
|
+ this.shadowCameraVisible = false;
|
|
|
+
|
|
|
+ this.shadowBias = 0;
|
|
|
+ this.shadowDarkness = 0.5;
|
|
|
+
|
|
|
+ this.shadowMapWidth = 512;
|
|
|
+ this.shadowMapHeight = 512;
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ this.shadowCascade = false;
|
|
|
+
|
|
|
+ this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 );
|
|
|
+ this.shadowCascadeCount = 2;
|
|
|
+
|
|
|
+ this.shadowCascadeBias = [ 0, 0, 0 ];
|
|
|
+ this.shadowCascadeWidth = [ 512, 512, 512 ];
|
|
|
+ this.shadowCascadeHeight = [ 512, 512, 512 ];
|
|
|
+
|
|
|
+ this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ];
|
|
|
+ this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ];
|
|
|
+
|
|
|
+ this.shadowCascadeArray = [];
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ this.shadowMap = null;
|
|
|
+ this.shadowMapSize = null;
|
|
|
+ this.shadowCamera = null;
|
|
|
+ this.shadowMatrix = null;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
|
|
|
+
|
|
|
+THREE.DirectionalLight.prototype.clone = function () {
|
|
|
+
|
|
|
+ var light = new THREE.DirectionalLight();
|
|
|
+
|
|
|
+ THREE.Light.prototype.clone.call( this, light );
|
|
|
+
|
|
|
+ light.target = this.target.clone();
|
|
|
+
|
|
|
+ light.intensity = this.intensity;
|
|
|
+
|
|
|
+ light.castShadow = this.castShadow;
|
|
|
+ light.onlyShadow = this.onlyShadow;
|
|
|
+
|
|
|
+ return light;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.HemisphereLight = function ( skyColorHex, groundColorHex, intensity ) {
|
|
|
+
|
|
|
+ THREE.Light.call( this, skyColorHex );
|
|
|
+
|
|
|
+ this.position.set( 0, 100, 0 );
|
|
|
+
|
|
|
+ this.groundColor = new THREE.Color( groundColorHex );
|
|
|
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
|
|
|
+
|
|
|
+THREE.HemisphereLight.prototype.clone = function () {
|
|
|
+
|
|
|
+ var light = new THREE.PointLight();
|
|
|
+
|
|
|
+ THREE.Light.prototype.clone.call( this, light );
|
|
|
+
|
|
|
+ light.groundColor.copy( this.groundColor );
|
|
|
+ light.intensity = this.intensity;
|
|
|
+
|
|
|
+ return light;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.PointLight = function ( hex, intensity, distance ) {
|
|
|
+
|
|
|
+ THREE.Light.call( this, hex );
|
|
|
+
|
|
|
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
|
|
|
+ this.distance = ( distance !== undefined ) ? distance : 0;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
|
|
|
+
|
|
|
+THREE.PointLight.prototype.clone = function () {
|
|
|
+
|
|
|
+ var light = new THREE.PointLight();
|
|
|
+
|
|
|
+ THREE.Light.prototype.clone.call( this, light );
|
|
|
+
|
|
|
+ light.intensity = this.intensity;
|
|
|
+ light.distance = this.distance;
|
|
|
+
|
|
|
+ return light;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.SpotLight = function ( hex, intensity, distance, angle, exponent ) {
|
|
|
+
|
|
|
+ THREE.Light.call( this, hex );
|
|
|
+
|
|
|
+ this.position.set( 0, 1, 0 );
|
|
|
+ this.target = new THREE.Object3D();
|
|
|
+
|
|
|
+ this.intensity = ( intensity !== undefined ) ? intensity : 1;
|
|
|
+ this.distance = ( distance !== undefined ) ? distance : 0;
|
|
|
+ this.angle = ( angle !== undefined ) ? angle : Math.PI / 2;
|
|
|
+ this.exponent = ( exponent !== undefined ) ? exponent : 10;
|
|
|
+
|
|
|
+ this.castShadow = false;
|
|
|
+ this.onlyShadow = false;
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ this.shadowCameraNear = 50;
|
|
|
+ this.shadowCameraFar = 5000;
|
|
|
+ this.shadowCameraFov = 50;
|
|
|
+
|
|
|
+ this.shadowCameraVisible = false;
|
|
|
+
|
|
|
+ this.shadowBias = 0;
|
|
|
+ this.shadowDarkness = 0.5;
|
|
|
+
|
|
|
+ this.shadowMapWidth = 512;
|
|
|
+ this.shadowMapHeight = 512;
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ this.shadowMap = null;
|
|
|
+ this.shadowMapSize = null;
|
|
|
+ this.shadowCamera = null;
|
|
|
+ this.shadowMatrix = null;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
|
|
|
+
|
|
|
+THREE.SpotLight.prototype.clone = function () {
|
|
|
+
|
|
|
+ var light = new THREE.SpotLight();
|
|
|
+
|
|
|
+ THREE.Light.prototype.clone.call( this, light );
|
|
|
+
|
|
|
+ light.target = this.target.clone();
|
|
|
+
|
|
|
+ light.intensity = this.intensity;
|
|
|
+ light.distance = this.distance;
|
|
|
+ light.angle = this.angle;
|
|
|
+ light.exponent = this.exponent;
|
|
|
+
|
|
|
+ light.castShadow = this.castShadow;
|
|
|
+ light.onlyShadow = this.onlyShadow;
|
|
|
+
|
|
|
+ return light;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Loader = function ( showStatus ) {
|
|
|
+
|
|
|
+ this.showStatus = showStatus;
|
|
|
+ this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
|
|
|
+
|
|
|
+ this.onLoadStart = function () {};
|
|
|
+ this.onLoadProgress = function () {};
|
|
|
+ this.onLoadComplete = function () {};
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Loader.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.Loader,
|
|
|
+
|
|
|
+ crossOrigin: 'anonymous',
|
|
|
+
|
|
|
+ addStatusElement: function () {
|
|
|
+
|
|
|
+ var e = document.createElement( "div" );
|
|
|
+
|
|
|
+ e.style.position = "absolute";
|
|
|
+ e.style.right = "0px";
|
|
|
+ e.style.top = "0px";
|
|
|
+ e.style.fontSize = "0.8em";
|
|
|
+ e.style.textAlign = "left";
|
|
|
+ e.style.background = "rgba(0,0,0,0.25)";
|
|
|
+ e.style.color = "#fff";
|
|
|
+ e.style.width = "120px";
|
|
|
+ e.style.padding = "0.5em 0.5em 0.5em 0.5em";
|
|
|
+ e.style.zIndex = 1000;
|
|
|
+
|
|
|
+ e.innerHTML = "Loading ...";
|
|
|
+
|
|
|
+ return e;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ updateProgress: function ( progress ) {
|
|
|
+
|
|
|
+ var message = "Loaded ";
|
|
|
+
|
|
|
+ if ( progress.total ) {
|
|
|
+
|
|
|
+ message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";
|
|
|
+
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ message += ( progress.loaded / 1000 ).toFixed(2) + " KB";
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.statusDomElement.innerHTML = message;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ extractUrlBase: function ( url ) {
|
|
|
+
|
|
|
+ var parts = url.split( '/' );
|
|
|
+ parts.pop();
|
|
|
+ return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ initMaterials: function ( materials, texturePath ) {
|
|
|
+
|
|
|
+ var array = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < materials.length; ++ i ) {
|
|
|
+
|
|
|
+ array[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return array;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ needsTangents: function ( materials ) {
|
|
|
+
|
|
|
+ for( var i = 0, il = materials.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var m = materials[ i ];
|
|
|
+
|
|
|
+ if ( m instanceof THREE.ShaderMaterial ) return true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ createMaterial: function ( m, texturePath ) {
|
|
|
+
|
|
|
+ var _this = this;
|
|
|
+
|
|
|
+ function is_pow2( n ) {
|
|
|
+
|
|
|
+ var l = Math.log( n ) / Math.LN2;
|
|
|
+ return Math.floor( l ) == l;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function nearest_pow2( n ) {
|
|
|
+
|
|
|
+ var l = Math.log( n ) / Math.LN2;
|
|
|
+ return Math.pow( 2, Math.round( l ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function load_image( where, url ) {
|
|
|
+
|
|
|
+ var image = new Image();
|
|
|
+
|
|
|
+ image.onload = function () {
|
|
|
+
|
|
|
+ if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) {
|
|
|
+
|
|
|
+ var width = nearest_pow2( this.width );
|
|
|
+ var height = nearest_pow2( this.height );
|
|
|
+
|
|
|
+ where.image.width = width;
|
|
|
+ where.image.height = height;
|
|
|
+ where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ where.image = this;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ where.needsUpdate = true;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ image.crossOrigin = _this.crossOrigin;
|
|
|
+ image.src = url;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
|
|
|
+
|
|
|
+ var isCompressed = /\.dds$/i.test( sourceFile );
|
|
|
+ var fullPath = texturePath + "/" + sourceFile;
|
|
|
+
|
|
|
+ if ( isCompressed ) {
|
|
|
+
|
|
|
+ var texture = THREE.ImageUtils.loadCompressedTexture( fullPath );
|
|
|
+
|
|
|
+ where[ name ] = texture;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ var texture = document.createElement( 'canvas' );
|
|
|
+
|
|
|
+ where[ name ] = new THREE.Texture( texture );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ where[ name ].sourceFile = sourceFile;
|
|
|
+
|
|
|
+ if( repeat ) {
|
|
|
+
|
|
|
+ where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] );
|
|
|
+
|
|
|
+ if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping;
|
|
|
+ if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( offset ) {
|
|
|
+
|
|
|
+ where[ name ].offset.set( offset[ 0 ], offset[ 1 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( wrap ) {
|
|
|
+
|
|
|
+ var wrapMap = {
|
|
|
+ "repeat": THREE.RepeatWrapping,
|
|
|
+ "mirror": THREE.MirroredRepeatWrapping
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ];
|
|
|
+ if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( anisotropy ) {
|
|
|
+
|
|
|
+ where[ name ].anisotropy = anisotropy;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( ! isCompressed ) {
|
|
|
+
|
|
|
+ load_image( where[ name ], fullPath );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function rgb2hex( rgb ) {
|
|
|
+
|
|
|
+ return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // defaults
|
|
|
+
|
|
|
+ var mtype = "MeshLambertMaterial";
|
|
|
+ var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
|
|
|
+
|
|
|
+ // parameters from model file
|
|
|
+
|
|
|
+ if ( m.shading ) {
|
|
|
+
|
|
|
+ var shading = m.shading.toLowerCase();
|
|
|
+
|
|
|
+ if ( shading === "phong" ) mtype = "MeshPhongMaterial";
|
|
|
+ else if ( shading === "basic" ) mtype = "MeshBasicMaterial";
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
|
|
|
+
|
|
|
+ mpars.blending = THREE[ m.blending ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( m.transparent !== undefined || m.opacity < 1.0 ) {
|
|
|
+
|
|
|
+ mpars.transparent = m.transparent;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( m.depthTest !== undefined ) {
|
|
|
+
|
|
|
+ mpars.depthTest = m.depthTest;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( m.depthWrite !== undefined ) {
|
|
|
+
|
|
|
+ mpars.depthWrite = m.depthWrite;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( m.visible !== undefined ) {
|
|
|
+
|
|
|
+ mpars.visible = m.visible;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( m.flipSided !== undefined ) {
|
|
|
+
|
|
|
+ mpars.side = THREE.BackSide;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( m.doubleSided !== undefined ) {
|
|
|
+
|
|
|
+ mpars.side = THREE.DoubleSide;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( m.wireframe !== undefined ) {
|
|
|
+
|
|
|
+ mpars.wireframe = m.wireframe;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( m.vertexColors !== undefined ) {
|
|
|
+
|
|
|
+ if ( m.vertexColors === "face" ) {
|
|
|
+
|
|
|
+ mpars.vertexColors = THREE.FaceColors;
|
|
|
+
|
|
|
+ } else if ( m.vertexColors ) {
|
|
|
+
|
|
|
+ mpars.vertexColors = THREE.VertexColors;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // colors
|
|
|
+
|
|
|
+ if ( m.colorDiffuse ) {
|
|
|
+
|
|
|
+ mpars.color = rgb2hex( m.colorDiffuse );
|
|
|
+
|
|
|
+ } else if ( m.DbgColor ) {
|
|
|
+
|
|
|
+ mpars.color = m.DbgColor;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( m.colorSpecular ) {
|
|
|
+
|
|
|
+ mpars.specular = rgb2hex( m.colorSpecular );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( m.colorAmbient ) {
|
|
|
+
|
|
|
+ mpars.ambient = rgb2hex( m.colorAmbient );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // modifiers
|
|
|
+
|
|
|
+ if ( m.transparency ) {
|
|
|
+
|
|
|
+ mpars.opacity = m.transparency;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( m.specularCoef ) {
|
|
|
+
|
|
|
+ mpars.shininess = m.specularCoef;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // textures
|
|
|
+
|
|
|
+ if ( m.mapDiffuse && texturePath ) {
|
|
|
+
|
|
|
+ create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( m.mapLight && texturePath ) {
|
|
|
+
|
|
|
+ create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( m.mapBump && texturePath ) {
|
|
|
+
|
|
|
+ create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( m.mapNormal && texturePath ) {
|
|
|
+
|
|
|
+ create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( m.mapSpecular && texturePath ) {
|
|
|
+
|
|
|
+ create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ if ( m.mapBumpScale ) {
|
|
|
+
|
|
|
+ mpars.bumpScale = m.mapBumpScale;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // special case for normal mapped material
|
|
|
+
|
|
|
+ if ( m.mapNormal ) {
|
|
|
+
|
|
|
+ var shader = THREE.ShaderLib[ "normalmap" ];
|
|
|
+ var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
|
|
|
+
|
|
|
+ uniforms[ "tNormal" ].value = mpars.normalMap;
|
|
|
+
|
|
|
+ if ( m.mapNormalFactor ) {
|
|
|
+
|
|
|
+ uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( mpars.map ) {
|
|
|
+
|
|
|
+ uniforms[ "tDiffuse" ].value = mpars.map;
|
|
|
+ uniforms[ "enableDiffuse" ].value = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( mpars.specularMap ) {
|
|
|
+
|
|
|
+ uniforms[ "tSpecular" ].value = mpars.specularMap;
|
|
|
+ uniforms[ "enableSpecular" ].value = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( mpars.lightMap ) {
|
|
|
+
|
|
|
+ uniforms[ "tAO" ].value = mpars.lightMap;
|
|
|
+ uniforms[ "enableAO" ].value = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // for the moment don't handle displacement texture
|
|
|
+
|
|
|
+ uniforms[ "uDiffuseColor" ].value.setHex( mpars.color );
|
|
|
+ uniforms[ "uSpecularColor" ].value.setHex( mpars.specular );
|
|
|
+ uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient );
|
|
|
+
|
|
|
+ uniforms[ "uShininess" ].value = mpars.shininess;
|
|
|
+
|
|
|
+ if ( mpars.opacity !== undefined ) {
|
|
|
+
|
|
|
+ uniforms[ "uOpacity" ].value = mpars.opacity;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
|
|
|
+ var material = new THREE.ShaderMaterial( parameters );
|
|
|
+
|
|
|
+ if ( mpars.transparent ) {
|
|
|
+
|
|
|
+ material.transparent = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ var material = new THREE[ mtype ]( mpars );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( m.DbgName !== undefined ) material.name = m.DbgName;
|
|
|
+
|
|
|
+ return material;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.ImageLoader = function () {
|
|
|
+
|
|
|
+ THREE.EventDispatcher.call( this );
|
|
|
+
|
|
|
+ this.crossOrigin = null;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ImageLoader.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.ImageLoader,
|
|
|
+
|
|
|
+ load: function ( url, image ) {
|
|
|
+
|
|
|
+ var scope = this;
|
|
|
+
|
|
|
+ if ( image === undefined ) image = new Image();
|
|
|
+
|
|
|
+ image.addEventListener( 'load', function () {
|
|
|
+
|
|
|
+ scope.dispatchEvent( { type: 'load', content: image } );
|
|
|
+
|
|
|
+ }, false );
|
|
|
+
|
|
|
+ image.addEventListener( 'error', function () {
|
|
|
+
|
|
|
+ scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
|
|
|
+
|
|
|
+ }, false );
|
|
|
+
|
|
|
+ if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
|
|
|
+
|
|
|
+ image.src = url;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+}
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.JSONLoader = function ( showStatus ) {
|
|
|
+
|
|
|
+ THREE.Loader.call( this, showStatus );
|
|
|
+
|
|
|
+ this.withCredentials = false;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
|
|
|
+
|
|
|
+THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
|
|
|
+
|
|
|
+ var scope = this;
|
|
|
+
|
|
|
+ // todo: unify load API to for easier SceneLoader use
|
|
|
+
|
|
|
+ texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
|
|
|
+
|
|
|
+ this.onLoadStart();
|
|
|
+ this.loadAjaxJSON( this, url, callback, texturePath );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
|
|
|
+
|
|
|
+ var xhr = new XMLHttpRequest();
|
|
|
+
|
|
|
+ var length = 0;
|
|
|
+
|
|
|
+ xhr.onreadystatechange = function () {
|
|
|
+
|
|
|
+ if ( xhr.readyState === xhr.DONE ) {
|
|
|
+
|
|
|
+ if ( xhr.status === 200 || xhr.status === 0 ) {
|
|
|
+
|
|
|
+ if ( xhr.responseText ) {
|
|
|
+
|
|
|
+ var json = JSON.parse( xhr.responseText );
|
|
|
+ var result = context.parse( json, texturePath );
|
|
|
+ callback( result.geometry, result.materials );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // in context of more complex asset initialization
|
|
|
+ // do not block on single failed file
|
|
|
+ // maybe should go even one more level up
|
|
|
+
|
|
|
+ context.onLoadComplete();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( xhr.readyState === xhr.LOADING ) {
|
|
|
+
|
|
|
+ if ( callbackProgress ) {
|
|
|
+
|
|
|
+ if ( length === 0 ) {
|
|
|
+
|
|
|
+ length = xhr.getResponseHeader( "Content-Length" );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ callbackProgress( { total: length, loaded: xhr.responseText.length } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
|
|
|
+
|
|
|
+ length = xhr.getResponseHeader( "Content-Length" );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ xhr.open( "GET", url, true );
|
|
|
+ xhr.withCredentials = this.withCredentials;
|
|
|
+ xhr.send( null );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
|
|
|
+
|
|
|
+ var scope = this,
|
|
|
+ geometry = new THREE.Geometry(),
|
|
|
+ scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
|
|
|
+
|
|
|
+ parseModel( scale );
|
|
|
+
|
|
|
+ parseSkin();
|
|
|
+ parseMorphing( scale );
|
|
|
+
|
|
|
+ geometry.computeCentroids();
|
|
|
+ geometry.computeFaceNormals();
|
|
|
+
|
|
|
+ function parseModel( scale ) {
|
|
|
+
|
|
|
+ function isBitSet( value, position ) {
|
|
|
+
|
|
|
+ return value & ( 1 << position );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var i, j, fi,
|
|
|
+
|
|
|
+ offset, zLength, nVertices,
|
|
|
+
|
|
|
+ colorIndex, normalIndex, uvIndex, materialIndex,
|
|
|
+
|
|
|
+ type,
|
|
|
+ isQuad,
|
|
|
+ hasMaterial,
|
|
|
+ hasFaceUv, hasFaceVertexUv,
|
|
|
+ hasFaceNormal, hasFaceVertexNormal,
|
|
|
+ hasFaceColor, hasFaceVertexColor,
|
|
|
+
|
|
|
+ vertex, face, color, normal,
|
|
|
+
|
|
|
+ uvLayer, uvs, u, v,
|
|
|
+
|
|
|
+ faces = json.faces,
|
|
|
+ vertices = json.vertices,
|
|
|
+ normals = json.normals,
|
|
|
+ colors = json.colors,
|
|
|
+
|
|
|
+ nUvLayers = 0;
|
|
|
+
|
|
|
+ // disregard empty arrays
|
|
|
+
|
|
|
+ for ( i = 0; i < json.uvs.length; i++ ) {
|
|
|
+
|
|
|
+ if ( json.uvs[ i ].length ) nUvLayers ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( i = 0; i < nUvLayers; i++ ) {
|
|
|
+
|
|
|
+ geometry.faceUvs[ i ] = [];
|
|
|
+ geometry.faceVertexUvs[ i ] = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ offset = 0;
|
|
|
+ zLength = vertices.length;
|
|
|
+
|
|
|
+ while ( offset < zLength ) {
|
|
|
+
|
|
|
+ vertex = new THREE.Vector3();
|
|
|
+
|
|
|
+ vertex.x = vertices[ offset ++ ] * scale;
|
|
|
+ vertex.y = vertices[ offset ++ ] * scale;
|
|
|
+ vertex.z = vertices[ offset ++ ] * scale;
|
|
|
+
|
|
|
+ geometry.vertices.push( vertex );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ offset = 0;
|
|
|
+ zLength = faces.length;
|
|
|
+
|
|
|
+ while ( offset < zLength ) {
|
|
|
+
|
|
|
+ type = faces[ offset ++ ];
|
|
|
+
|
|
|
+
|
|
|
+ isQuad = isBitSet( type, 0 );
|
|
|
+ hasMaterial = isBitSet( type, 1 );
|
|
|
+ hasFaceUv = isBitSet( type, 2 );
|
|
|
+ hasFaceVertexUv = isBitSet( type, 3 );
|
|
|
+ hasFaceNormal = isBitSet( type, 4 );
|
|
|
+ hasFaceVertexNormal = isBitSet( type, 5 );
|
|
|
+ hasFaceColor = isBitSet( type, 6 );
|
|
|
+ hasFaceVertexColor = isBitSet( type, 7 );
|
|
|
+
|
|
|
+ //console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
|
|
|
+
|
|
|
+ if ( isQuad ) {
|
|
|
+
|
|
|
+ face = new THREE.Face4();
|
|
|
+
|
|
|
+ face.a = faces[ offset ++ ];
|
|
|
+ face.b = faces[ offset ++ ];
|
|
|
+ face.c = faces[ offset ++ ];
|
|
|
+ face.d = faces[ offset ++ ];
|
|
|
+
|
|
|
+ nVertices = 4;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ face = new THREE.Face3();
|
|
|
+
|
|
|
+ face.a = faces[ offset ++ ];
|
|
|
+ face.b = faces[ offset ++ ];
|
|
|
+ face.c = faces[ offset ++ ];
|
|
|
+
|
|
|
+ nVertices = 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( hasMaterial ) {
|
|
|
+
|
|
|
+ materialIndex = faces[ offset ++ ];
|
|
|
+ face.materialIndex = materialIndex;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // to get face <=> uv index correspondence
|
|
|
+
|
|
|
+ fi = geometry.faces.length;
|
|
|
+
|
|
|
+ if ( hasFaceUv ) {
|
|
|
+
|
|
|
+ for ( i = 0; i < nUvLayers; i++ ) {
|
|
|
+
|
|
|
+ uvLayer = json.uvs[ i ];
|
|
|
+
|
|
|
+ uvIndex = faces[ offset ++ ];
|
|
|
+
|
|
|
+ u = uvLayer[ uvIndex * 2 ];
|
|
|
+ v = uvLayer[ uvIndex * 2 + 1 ];
|
|
|
+
|
|
|
+ geometry.faceUvs[ i ][ fi ] = new THREE.Vector2( u, v );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( hasFaceVertexUv ) {
|
|
|
+
|
|
|
+ for ( i = 0; i < nUvLayers; i++ ) {
|
|
|
+
|
|
|
+ uvLayer = json.uvs[ i ];
|
|
|
+
|
|
|
+ uvs = [];
|
|
|
+
|
|
|
+ for ( j = 0; j < nVertices; j ++ ) {
|
|
|
+
|
|
|
+ uvIndex = faces[ offset ++ ];
|
|
|
+
|
|
|
+ u = uvLayer[ uvIndex * 2 ];
|
|
|
+ v = uvLayer[ uvIndex * 2 + 1 ];
|
|
|
+
|
|
|
+ uvs[ j ] = new THREE.Vector2( u, v );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.faceVertexUvs[ i ][ fi ] = uvs;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( hasFaceNormal ) {
|
|
|
+
|
|
|
+ normalIndex = faces[ offset ++ ] * 3;
|
|
|
+
|
|
|
+ normal = new THREE.Vector3();
|
|
|
+
|
|
|
+ normal.x = normals[ normalIndex ++ ];
|
|
|
+ normal.y = normals[ normalIndex ++ ];
|
|
|
+ normal.z = normals[ normalIndex ];
|
|
|
+
|
|
|
+ face.normal = normal;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( hasFaceVertexNormal ) {
|
|
|
+
|
|
|
+ for ( i = 0; i < nVertices; i++ ) {
|
|
|
+
|
|
|
+ normalIndex = faces[ offset ++ ] * 3;
|
|
|
+
|
|
|
+ normal = new THREE.Vector3();
|
|
|
+
|
|
|
+ normal.x = normals[ normalIndex ++ ];
|
|
|
+ normal.y = normals[ normalIndex ++ ];
|
|
|
+ normal.z = normals[ normalIndex ];
|
|
|
+
|
|
|
+ face.vertexNormals.push( normal );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ if ( hasFaceColor ) {
|
|
|
+
|
|
|
+ colorIndex = faces[ offset ++ ];
|
|
|
+
|
|
|
+ color = new THREE.Color( colors[ colorIndex ] );
|
|
|
+ face.color = color;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ if ( hasFaceVertexColor ) {
|
|
|
+
|
|
|
+ for ( i = 0; i < nVertices; i++ ) {
|
|
|
+
|
|
|
+ colorIndex = faces[ offset ++ ];
|
|
|
+
|
|
|
+ color = new THREE.Color( colors[ colorIndex ] );
|
|
|
+ face.vertexColors.push( color );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.faces.push( face );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function parseSkin() {
|
|
|
+
|
|
|
+ var i, l, x, y, z, w, a, b, c, d;
|
|
|
+
|
|
|
+ if ( json.skinWeights ) {
|
|
|
+
|
|
|
+ for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) {
|
|
|
+
|
|
|
+ x = json.skinWeights[ i ];
|
|
|
+ y = json.skinWeights[ i + 1 ];
|
|
|
+ z = 0;
|
|
|
+ w = 0;
|
|
|
+
|
|
|
+ geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( json.skinIndices ) {
|
|
|
+
|
|
|
+ for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) {
|
|
|
+
|
|
|
+ a = json.skinIndices[ i ];
|
|
|
+ b = json.skinIndices[ i + 1 ];
|
|
|
+ c = 0;
|
|
|
+ d = 0;
|
|
|
+
|
|
|
+ geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.bones = json.bones;
|
|
|
+ geometry.animation = json.animation;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function parseMorphing( scale ) {
|
|
|
+
|
|
|
+ if ( json.morphTargets !== undefined ) {
|
|
|
+
|
|
|
+ var i, l, v, vl, dstVertices, srcVertices;
|
|
|
+
|
|
|
+ for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
|
|
|
+
|
|
|
+ geometry.morphTargets[ i ] = {};
|
|
|
+ geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
|
|
|
+ geometry.morphTargets[ i ].vertices = [];
|
|
|
+
|
|
|
+ dstVertices = geometry.morphTargets[ i ].vertices;
|
|
|
+ srcVertices = json.morphTargets [ i ].vertices;
|
|
|
+
|
|
|
+ for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
|
|
|
+
|
|
|
+ var vertex = new THREE.Vector3();
|
|
|
+ vertex.x = srcVertices[ v ] * scale;
|
|
|
+ vertex.y = srcVertices[ v + 1 ] * scale;
|
|
|
+ vertex.z = srcVertices[ v + 2 ] * scale;
|
|
|
+
|
|
|
+ dstVertices.push( vertex );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( json.morphColors !== undefined ) {
|
|
|
+
|
|
|
+ var i, l, c, cl, dstColors, srcColors, color;
|
|
|
+
|
|
|
+ for ( i = 0, l = json.morphColors.length; i < l; i++ ) {
|
|
|
+
|
|
|
+ geometry.morphColors[ i ] = {};
|
|
|
+ geometry.morphColors[ i ].name = json.morphColors[ i ].name;
|
|
|
+ geometry.morphColors[ i ].colors = [];
|
|
|
+
|
|
|
+ dstColors = geometry.morphColors[ i ].colors;
|
|
|
+ srcColors = json.morphColors [ i ].colors;
|
|
|
+
|
|
|
+ for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
|
|
|
+
|
|
|
+ color = new THREE.Color( 0xffaa00 );
|
|
|
+ color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
|
|
|
+ dstColors.push( color );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var materials = this.initMaterials( json.materials, texturePath );
|
|
|
+
|
|
|
+ if ( this.needsTangents( materials ) ) {
|
|
|
+
|
|
|
+ geometry.computeTangents();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return {
|
|
|
+ geometry: geometry,
|
|
|
+ materials: materials
|
|
|
+ };
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.LoadingMonitor = function () {
|
|
|
+
|
|
|
+ THREE.EventDispatcher.call( this );
|
|
|
+
|
|
|
+ var scope = this;
|
|
|
+
|
|
|
+ var loaded = 0;
|
|
|
+ var total = 0;
|
|
|
+
|
|
|
+ var onLoad = function ( event ) {
|
|
|
+
|
|
|
+ loaded ++;
|
|
|
+
|
|
|
+ scope.dispatchEvent( { type: 'progress', loaded: loaded, total: total } );
|
|
|
+
|
|
|
+ if ( loaded === total ) {
|
|
|
+
|
|
|
+ scope.dispatchEvent( { type: 'load' } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.add = function ( loader ) {
|
|
|
+
|
|
|
+ total ++;
|
|
|
+
|
|
|
+ loader.addEventListener( 'load', onLoad, false );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.SceneLoader = function () {
|
|
|
+
|
|
|
+ this.onLoadStart = function () {};
|
|
|
+ this.onLoadProgress = function() {};
|
|
|
+ this.onLoadComplete = function () {};
|
|
|
+
|
|
|
+ this.callbackSync = function () {};
|
|
|
+ this.callbackProgress = function () {};
|
|
|
+
|
|
|
+ this.geometryHandlerMap = {};
|
|
|
+ this.hierarchyHandlerMap = {};
|
|
|
+
|
|
|
+ this.addGeometryHandler( "ascii", THREE.JSONLoader );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.SceneLoader.prototype.constructor = THREE.SceneLoader;
|
|
|
+
|
|
|
+THREE.SceneLoader.prototype.load = function ( url, callbackFinished ) {
|
|
|
+
|
|
|
+ var scope = this;
|
|
|
+
|
|
|
+ var xhr = new XMLHttpRequest();
|
|
|
+
|
|
|
+ xhr.onreadystatechange = function () {
|
|
|
+
|
|
|
+ if ( xhr.readyState === 4 ) {
|
|
|
+
|
|
|
+ if ( xhr.status === 200 || xhr.status === 0 ) {
|
|
|
+
|
|
|
+ var json = JSON.parse( xhr.responseText );
|
|
|
+ scope.parse( json, callbackFinished, url );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ console.error( "THREE.SceneLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ xhr.open( "GET", url, true );
|
|
|
+ xhr.send( null );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.SceneLoader.prototype.addGeometryHandler = function ( typeID, loaderClass ) {
|
|
|
+
|
|
|
+ this.geometryHandlerMap[ typeID ] = { "loaderClass": loaderClass };
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.SceneLoader.prototype.addHierarchyHandler = function ( typeID, loaderClass ) {
|
|
|
+
|
|
|
+ this.hierarchyHandlerMap[ typeID ] = { "loaderClass": loaderClass };
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.SceneLoader.prototype.parse = function ( json, callbackFinished, url ) {
|
|
|
+
|
|
|
+ var scope = this;
|
|
|
+
|
|
|
+ var urlBase = THREE.Loader.prototype.extractUrlBase( url );
|
|
|
+
|
|
|
+ var geometry, material, camera, fog,
|
|
|
+ texture, images, color,
|
|
|
+ light, hex, intensity,
|
|
|
+ counter_models, counter_textures,
|
|
|
+ total_models, total_textures,
|
|
|
+ result;
|
|
|
+
|
|
|
+ var target_array = [];
|
|
|
+
|
|
|
+ var data = json;
|
|
|
+
|
|
|
+ // async geometry loaders
|
|
|
+
|
|
|
+ for ( var typeID in this.geometryHandlerMap ) {
|
|
|
+
|
|
|
+ var loaderClass = this.geometryHandlerMap[ typeID ][ "loaderClass" ];
|
|
|
+ this.geometryHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // async hierachy loaders
|
|
|
+
|
|
|
+ for ( var typeID in this.hierarchyHandlerMap ) {
|
|
|
+
|
|
|
+ var loaderClass = this.hierarchyHandlerMap[ typeID ][ "loaderClass" ];
|
|
|
+ this.hierarchyHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ counter_models = 0;
|
|
|
+ counter_textures = 0;
|
|
|
+
|
|
|
+ result = {
|
|
|
+
|
|
|
+ scene: new THREE.Scene(),
|
|
|
+ geometries: {},
|
|
|
+ face_materials: {},
|
|
|
+ materials: {},
|
|
|
+ textures: {},
|
|
|
+ objects: {},
|
|
|
+ cameras: {},
|
|
|
+ lights: {},
|
|
|
+ fogs: {},
|
|
|
+ empties: {},
|
|
|
+ groups: {}
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ if ( data.transform ) {
|
|
|
+
|
|
|
+ var position = data.transform.position,
|
|
|
+ rotation = data.transform.rotation,
|
|
|
+ scale = data.transform.scale;
|
|
|
+
|
|
|
+ if ( position )
|
|
|
+ result.scene.position.set( position[ 0 ], position[ 1 ], position [ 2 ] );
|
|
|
+
|
|
|
+ if ( rotation )
|
|
|
+ result.scene.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation [ 2 ] );
|
|
|
+
|
|
|
+ if ( scale )
|
|
|
+ result.scene.scale.set( scale[ 0 ], scale[ 1 ], scale [ 2 ] );
|
|
|
+
|
|
|
+ if ( position || rotation || scale ) {
|
|
|
+
|
|
|
+ result.scene.updateMatrix();
|
|
|
+ result.scene.updateMatrixWorld();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function get_url( source_url, url_type ) {
|
|
|
+
|
|
|
+ if ( url_type == "relativeToHTML" ) {
|
|
|
+
|
|
|
+ return source_url;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ return urlBase + "/" + source_url;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // toplevel loader function, delegates to handle_children
|
|
|
+
|
|
|
+ function handle_objects() {
|
|
|
+
|
|
|
+ handle_children( result.scene, data.objects );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // handle all the children from the loaded json and attach them to given parent
|
|
|
+
|
|
|
+ function handle_children( parent, children ) {
|
|
|
+
|
|
|
+ var mat, dst, pos, rot, scl, quat;
|
|
|
+
|
|
|
+ for ( var objID in children ) {
|
|
|
+
|
|
|
+ // check by id if child has already been handled,
|
|
|
+ // if not, create new object
|
|
|
+
|
|
|
+ if ( result.objects[ objID ] === undefined ) {
|
|
|
+
|
|
|
+ var objJSON = children[ objID ];
|
|
|
+
|
|
|
+ var object = null;
|
|
|
+
|
|
|
+ // meshes
|
|
|
+
|
|
|
+ if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlerMap ) ) {
|
|
|
+
|
|
|
+ if ( objJSON.loading === undefined ) {
|
|
|
+
|
|
|
+ var reservedTypes = { "type": 1, "url": 1, "material": 1,
|
|
|
+ "position": 1, "rotation": 1, "scale" : 1,
|
|
|
+ "visible": 1, "children": 1, "userData": 1,
|
|
|
+ "skin": 1, "morph": 1, "mirroredLoop": 1, "duration": 1 };
|
|
|
+
|
|
|
+ var loaderParameters = {};
|
|
|
+
|
|
|
+ for ( var parType in objJSON ) {
|
|
|
+
|
|
|
+ if ( ! ( parType in reservedTypes ) ) {
|
|
|
+
|
|
|
+ loaderParameters[ parType ] = objJSON[ parType ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ material = result.materials[ objJSON.material ];
|
|
|
+
|
|
|
+ objJSON.loading = true;
|
|
|
+
|
|
|
+ var loader = scope.hierarchyHandlerMap[ objJSON.type ][ "loaderObject" ];
|
|
|
+
|
|
|
+ // ColladaLoader
|
|
|
+
|
|
|
+ if ( loader.options ) {
|
|
|
+
|
|
|
+ loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ) );
|
|
|
+
|
|
|
+ // UTF8Loader
|
|
|
+ // OBJLoader
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ), loaderParameters );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( objJSON.geometry !== undefined ) {
|
|
|
+
|
|
|
+ geometry = result.geometries[ objJSON.geometry ];
|
|
|
+
|
|
|
+ // geometry already loaded
|
|
|
+
|
|
|
+ if ( geometry ) {
|
|
|
+
|
|
|
+ var needsTangents = false;
|
|
|
+
|
|
|
+ material = result.materials[ objJSON.material ];
|
|
|
+ needsTangents = material instanceof THREE.ShaderMaterial;
|
|
|
+
|
|
|
+ pos = objJSON.position;
|
|
|
+ rot = objJSON.rotation;
|
|
|
+ scl = objJSON.scale;
|
|
|
+ mat = objJSON.matrix;
|
|
|
+ quat = objJSON.quaternion;
|
|
|
+
|
|
|
+ // use materials from the model file
|
|
|
+ // if there is no material specified in the object
|
|
|
+
|
|
|
+ if ( ! objJSON.material ) {
|
|
|
+
|
|
|
+ material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // use materials from the model file
|
|
|
+ // if there is just empty face material
|
|
|
+ // (must create new material as each model has its own face material)
|
|
|
+
|
|
|
+ if ( ( material instanceof THREE.MeshFaceMaterial ) && material.materials.length === 0 ) {
|
|
|
+
|
|
|
+ material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material instanceof THREE.MeshFaceMaterial ) {
|
|
|
+
|
|
|
+ for ( var i = 0; i < material.materials.length; i ++ ) {
|
|
|
+
|
|
|
+ needsTangents = needsTangents || ( material.materials[ i ] instanceof THREE.ShaderMaterial );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( needsTangents ) {
|
|
|
+
|
|
|
+ geometry.computeTangents();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( objJSON.skin ) {
|
|
|
+
|
|
|
+ object = new THREE.SkinnedMesh( geometry, material );
|
|
|
+
|
|
|
+ } else if ( objJSON.morph ) {
|
|
|
+
|
|
|
+ object = new THREE.MorphAnimMesh( geometry, material );
|
|
|
+
|
|
|
+ if ( objJSON.duration !== undefined ) {
|
|
|
+
|
|
|
+ object.duration = objJSON.duration;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( objJSON.time !== undefined ) {
|
|
|
+
|
|
|
+ object.time = objJSON.time;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( objJSON.mirroredLoop !== undefined ) {
|
|
|
+
|
|
|
+ object.mirroredLoop = objJSON.mirroredLoop;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material.morphNormals ) {
|
|
|
+
|
|
|
+ geometry.computeMorphNormals();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ object = new THREE.Mesh( geometry, material );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ object.name = objID;
|
|
|
+
|
|
|
+ if ( mat ) {
|
|
|
+
|
|
|
+ object.matrixAutoUpdate = false;
|
|
|
+ object.matrix.set(
|
|
|
+ mat[0], mat[1], mat[2], mat[3],
|
|
|
+ mat[4], mat[5], mat[6], mat[7],
|
|
|
+ mat[8], mat[9], mat[10], mat[11],
|
|
|
+ mat[12], mat[13], mat[14], mat[15]
|
|
|
+ );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ object.position.set( pos[0], pos[1], pos[2] );
|
|
|
+
|
|
|
+ if ( quat ) {
|
|
|
+
|
|
|
+ object.quaternion.set( quat[0], quat[1], quat[2], quat[3] );
|
|
|
+ object.useQuaternion = true;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ object.rotation.set( rot[0], rot[1], rot[2] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ object.scale.set( scl[0], scl[1], scl[2] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ object.visible = objJSON.visible;
|
|
|
+ object.castShadow = objJSON.castShadow;
|
|
|
+ object.receiveShadow = objJSON.receiveShadow;
|
|
|
+
|
|
|
+ parent.add( object );
|
|
|
+
|
|
|
+ result.objects[ objID ] = object;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // lights
|
|
|
+
|
|
|
+ } else if ( objJSON.type === "DirectionalLight" || objJSON.type === "PointLight" || objJSON.type === "AmbientLight" ) {
|
|
|
+
|
|
|
+ hex = ( objJSON.color !== undefined ) ? objJSON.color : 0xffffff;
|
|
|
+ intensity = ( objJSON.intensity !== undefined ) ? objJSON.intensity : 1;
|
|
|
+
|
|
|
+ if ( objJSON.type === "DirectionalLight" ) {
|
|
|
+
|
|
|
+ pos = objJSON.direction;
|
|
|
+
|
|
|
+ light = new THREE.DirectionalLight( hex, intensity );
|
|
|
+ light.position.set( pos[0], pos[1], pos[2] );
|
|
|
+
|
|
|
+ if ( objJSON.target ) {
|
|
|
+
|
|
|
+ target_array.push( { "object": light, "targetName" : objJSON.target } );
|
|
|
+
|
|
|
+ // kill existing default target
|
|
|
+ // otherwise it gets added to scene when parent gets added
|
|
|
+
|
|
|
+ light.target = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( objJSON.type === "PointLight" ) {
|
|
|
+
|
|
|
+ pos = objJSON.position;
|
|
|
+ dst = objJSON.distance;
|
|
|
+
|
|
|
+ light = new THREE.PointLight( hex, intensity, dst );
|
|
|
+ light.position.set( pos[0], pos[1], pos[2] );
|
|
|
+
|
|
|
+ } else if ( objJSON.type === "AmbientLight" ) {
|
|
|
+
|
|
|
+ light = new THREE.AmbientLight( hex );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ parent.add( light );
|
|
|
+
|
|
|
+ light.name = objID;
|
|
|
+ result.lights[ objID ] = light;
|
|
|
+ result.objects[ objID ] = light;
|
|
|
+
|
|
|
+ // cameras
|
|
|
+
|
|
|
+ } else if ( objJSON.type === "PerspectiveCamera" || objJSON.type === "OrthographicCamera" ) {
|
|
|
+
|
|
|
+ if ( objJSON.type === "PerspectiveCamera" ) {
|
|
|
+
|
|
|
+ camera = new THREE.PerspectiveCamera( objJSON.fov, objJSON.aspect, objJSON.near, objJSON.far );
|
|
|
+
|
|
|
+ } else if ( objJSON.type === "OrthographicCamera" ) {
|
|
|
+
|
|
|
+ camera = new THREE.OrthographicCamera( objJSON.left, objJSON.right, objJSON.top, objJSON.bottom, objJSON.near, objJSON.far );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ pos = objJSON.position;
|
|
|
+ camera.position.set( pos[0], pos[1], pos[2] );
|
|
|
+ parent.add( camera );
|
|
|
+
|
|
|
+ camera.name = objID;
|
|
|
+ result.cameras[ objID ] = camera;
|
|
|
+ result.objects[ objID ] = camera;
|
|
|
+
|
|
|
+ // pure Object3D
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ pos = objJSON.position;
|
|
|
+ rot = objJSON.rotation;
|
|
|
+ scl = objJSON.scale;
|
|
|
+ quat = objJSON.quaternion;
|
|
|
+
|
|
|
+ object = new THREE.Object3D();
|
|
|
+ object.name = objID;
|
|
|
+ object.position.set( pos[0], pos[1], pos[2] );
|
|
|
+
|
|
|
+ if ( quat ) {
|
|
|
+
|
|
|
+ object.quaternion.set( quat[0], quat[1], quat[2], quat[3] );
|
|
|
+ object.useQuaternion = true;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ object.rotation.set( rot[0], rot[1], rot[2] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ object.scale.set( scl[0], scl[1], scl[2] );
|
|
|
+ object.visible = ( objJSON.visible !== undefined ) ? objJSON.visible : false;
|
|
|
+
|
|
|
+ parent.add( object );
|
|
|
+
|
|
|
+ result.objects[ objID ] = object;
|
|
|
+ result.empties[ objID ] = object;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( object ) {
|
|
|
+
|
|
|
+ if ( objJSON.userData !== undefined ) {
|
|
|
+
|
|
|
+ for ( var key in objJSON.userData ) {
|
|
|
+
|
|
|
+ var value = objJSON.userData[ key ];
|
|
|
+ object.userData[ key ] = value;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( objJSON.groups !== undefined ) {
|
|
|
+
|
|
|
+ for ( var i = 0; i < objJSON.groups.length; i ++ ) {
|
|
|
+
|
|
|
+ var groupID = objJSON.groups[ i ];
|
|
|
+
|
|
|
+ if ( result.groups[ groupID ] === undefined ) {
|
|
|
+
|
|
|
+ result.groups[ groupID ] = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ result.groups[ groupID ].push( objID );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( objJSON.children !== undefined ) {
|
|
|
+
|
|
|
+ handle_children( object, objJSON.children );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function handle_mesh( geo, mat, id ) {
|
|
|
+
|
|
|
+ result.geometries[ id ] = geo;
|
|
|
+ result.face_materials[ id ] = mat;
|
|
|
+ handle_objects();
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function handle_hierarchy( node, id, parent, material, obj ) {
|
|
|
+
|
|
|
+ var p = obj.position;
|
|
|
+ var r = obj.rotation;
|
|
|
+ var q = obj.quaternion;
|
|
|
+ var s = obj.scale;
|
|
|
+
|
|
|
+ node.position.set( p[0], p[1], p[2] );
|
|
|
+
|
|
|
+ if ( q ) {
|
|
|
+
|
|
|
+ node.quaternion.set( q[0], q[1], q[2], q[3] );
|
|
|
+ node.useQuaternion = true;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ node.rotation.set( r[0], r[1], r[2] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ node.scale.set( s[0], s[1], s[2] );
|
|
|
+
|
|
|
+ // override children materials
|
|
|
+ // if object material was specified in JSON explicitly
|
|
|
+
|
|
|
+ if ( material ) {
|
|
|
+
|
|
|
+ node.traverse( function ( child ) {
|
|
|
+
|
|
|
+ child.material = material;
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // override children visibility
|
|
|
+ // with root node visibility as specified in JSON
|
|
|
+
|
|
|
+ var visible = ( obj.visible !== undefined ) ? obj.visible : true;
|
|
|
+
|
|
|
+ node.traverse( function ( child ) {
|
|
|
+
|
|
|
+ child.visible = visible;
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ parent.add( node );
|
|
|
+
|
|
|
+ node.name = id;
|
|
|
+
|
|
|
+ result.objects[ id ] = node;
|
|
|
+ handle_objects();
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function create_callback_geometry( id ) {
|
|
|
+
|
|
|
+ return function ( geo, mat ) {
|
|
|
+
|
|
|
+ handle_mesh( geo, mat, id );
|
|
|
+
|
|
|
+ counter_models -= 1;
|
|
|
+
|
|
|
+ scope.onLoadComplete();
|
|
|
+
|
|
|
+ async_callback_gate();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function create_callback_hierachy( id, parent, material, obj ) {
|
|
|
+
|
|
|
+ return function ( event ) {
|
|
|
+
|
|
|
+ var result;
|
|
|
+
|
|
|
+ // loaders which use EventDispatcher
|
|
|
+
|
|
|
+ if ( event.content ) {
|
|
|
+
|
|
|
+ result = event.content;
|
|
|
+
|
|
|
+ // ColladaLoader
|
|
|
+
|
|
|
+ } else if ( event.dae ) {
|
|
|
+
|
|
|
+ result = event.scene;
|
|
|
+
|
|
|
+
|
|
|
+ // UTF8Loader
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ result = event;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ handle_hierarchy( result, id, parent, material, obj );
|
|
|
+
|
|
|
+ counter_models -= 1;
|
|
|
+
|
|
|
+ scope.onLoadComplete();
|
|
|
+
|
|
|
+ async_callback_gate();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function create_callback_embed( id ) {
|
|
|
+
|
|
|
+ return function ( geo, mat ) {
|
|
|
+
|
|
|
+ result.geometries[ id ] = geo;
|
|
|
+ result.face_materials[ id ] = mat;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function async_callback_gate() {
|
|
|
+
|
|
|
+ var progress = {
|
|
|
+
|
|
|
+ totalModels : total_models,
|
|
|
+ totalTextures : total_textures,
|
|
|
+ loadedModels : total_models - counter_models,
|
|
|
+ loadedTextures : total_textures - counter_textures
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ scope.callbackProgress( progress, result );
|
|
|
+
|
|
|
+ scope.onLoadProgress();
|
|
|
+
|
|
|
+ if ( counter_models === 0 && counter_textures === 0 ) {
|
|
|
+
|
|
|
+ finalize();
|
|
|
+ callbackFinished( result );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function finalize() {
|
|
|
+
|
|
|
+ // take care of targets which could be asynchronously loaded objects
|
|
|
+
|
|
|
+ for ( var i = 0; i < target_array.length; i ++ ) {
|
|
|
+
|
|
|
+ var ta = target_array[ i ];
|
|
|
+
|
|
|
+ var target = result.objects[ ta.targetName ];
|
|
|
+
|
|
|
+ if ( target ) {
|
|
|
+
|
|
|
+ ta.object.target = target;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // if there was error and target of specified name doesn't exist in the scene file
|
|
|
+ // create instead dummy target
|
|
|
+ // (target must be added to scene explicitly as parent is already added)
|
|
|
+
|
|
|
+ ta.object.target = new THREE.Object3D();
|
|
|
+ result.scene.add( ta.object.target );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ ta.object.target.userData.targetInverse = ta.object;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var callbackTexture = function ( count ) {
|
|
|
+
|
|
|
+ counter_textures -= count;
|
|
|
+ async_callback_gate();
|
|
|
+
|
|
|
+ scope.onLoadComplete();
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // must use this instead of just directly calling callbackTexture
|
|
|
+ // because of closure in the calling context loop
|
|
|
+
|
|
|
+ var generateTextureCallback = function ( count ) {
|
|
|
+
|
|
|
+ return function () {
|
|
|
+
|
|
|
+ callbackTexture( count );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // first go synchronous elements
|
|
|
+
|
|
|
+ // fogs
|
|
|
+
|
|
|
+ var fogID, fogJSON;
|
|
|
+
|
|
|
+ for ( fogID in data.fogs ) {
|
|
|
+
|
|
|
+ fogJSON = data.fogs[ fogID ];
|
|
|
+
|
|
|
+ if ( fogJSON.type === "linear" ) {
|
|
|
+
|
|
|
+ fog = new THREE.Fog( 0x000000, fogJSON.near, fogJSON.far );
|
|
|
+
|
|
|
+ } else if ( fogJSON.type === "exp2" ) {
|
|
|
+
|
|
|
+ fog = new THREE.FogExp2( 0x000000, fogJSON.density );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ color = fogJSON.color;
|
|
|
+ fog.color.setRGB( color[0], color[1], color[2] );
|
|
|
+
|
|
|
+ result.fogs[ fogID ] = fog;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // now come potentially asynchronous elements
|
|
|
+
|
|
|
+ // geometries
|
|
|
+
|
|
|
+ // count how many geometries will be loaded asynchronously
|
|
|
+
|
|
|
+ var geoID, geoJSON;
|
|
|
+
|
|
|
+ for ( geoID in data.geometries ) {
|
|
|
+
|
|
|
+ geoJSON = data.geometries[ geoID ];
|
|
|
+
|
|
|
+ if ( geoJSON.type in this.geometryHandlerMap ) {
|
|
|
+
|
|
|
+ counter_models += 1;
|
|
|
+
|
|
|
+ scope.onLoadStart();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // count how many hierarchies will be loaded asynchronously
|
|
|
+
|
|
|
+ var objID, objJSON;
|
|
|
+
|
|
|
+ for ( objID in data.objects ) {
|
|
|
+
|
|
|
+ objJSON = data.objects[ objID ];
|
|
|
+
|
|
|
+ if ( objJSON.type && ( objJSON.type in this.hierarchyHandlerMap ) ) {
|
|
|
+
|
|
|
+ counter_models += 1;
|
|
|
+
|
|
|
+ scope.onLoadStart();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ total_models = counter_models;
|
|
|
+
|
|
|
+ for ( geoID in data.geometries ) {
|
|
|
+
|
|
|
+ geoJSON = data.geometries[ geoID ];
|
|
|
+
|
|
|
+ if ( geoJSON.type === "cube" ) {
|
|
|
+
|
|
|
+ geometry = new THREE.CubeGeometry( geoJSON.width, geoJSON.height, geoJSON.depth, geoJSON.widthSegments, geoJSON.heightSegments, geoJSON.depthSegments );
|
|
|
+ result.geometries[ geoID ] = geometry;
|
|
|
+
|
|
|
+ } else if ( geoJSON.type === "plane" ) {
|
|
|
+
|
|
|
+ geometry = new THREE.PlaneGeometry( geoJSON.width, geoJSON.height, geoJSON.widthSegments, geoJSON.heightSegments );
|
|
|
+ result.geometries[ geoID ] = geometry;
|
|
|
+
|
|
|
+ } else if ( geoJSON.type === "sphere" ) {
|
|
|
+
|
|
|
+ geometry = new THREE.SphereGeometry( geoJSON.radius, geoJSON.widthSegments, geoJSON.heightSegments );
|
|
|
+ result.geometries[ geoID ] = geometry;
|
|
|
+
|
|
|
+ } else if ( geoJSON.type === "cylinder" ) {
|
|
|
+
|
|
|
+ geometry = new THREE.CylinderGeometry( geoJSON.topRad, geoJSON.botRad, geoJSON.height, geoJSON.radSegs, geoJSON.heightSegs );
|
|
|
+ result.geometries[ geoID ] = geometry;
|
|
|
+
|
|
|
+ } else if ( geoJSON.type === "torus" ) {
|
|
|
+
|
|
|
+ geometry = new THREE.TorusGeometry( geoJSON.radius, geoJSON.tube, geoJSON.segmentsR, geoJSON.segmentsT );
|
|
|
+ result.geometries[ geoID ] = geometry;
|
|
|
+
|
|
|
+ } else if ( geoJSON.type === "icosahedron" ) {
|
|
|
+
|
|
|
+ geometry = new THREE.IcosahedronGeometry( geoJSON.radius, geoJSON.subdivisions );
|
|
|
+ result.geometries[ geoID ] = geometry;
|
|
|
+
|
|
|
+ } else if ( geoJSON.type in this.geometryHandlerMap ) {
|
|
|
+
|
|
|
+ var loaderParameters = {};
|
|
|
+
|
|
|
+ for ( var parType in geoJSON ) {
|
|
|
+
|
|
|
+ if ( parType !== "type" && parType !== "url" ) {
|
|
|
+
|
|
|
+ loaderParameters[ parType ] = geoJSON[ parType ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var loader = this.geometryHandlerMap[ geoJSON.type ][ "loaderObject" ];
|
|
|
+ loader.load( get_url( geoJSON.url, data.urlBaseType ), create_callback_geometry( geoID ), loaderParameters );
|
|
|
+
|
|
|
+ } else if ( geoJSON.type === "embedded" ) {
|
|
|
+
|
|
|
+ var modelJson = data.embeds[ geoJSON.id ],
|
|
|
+ texture_path = "";
|
|
|
+
|
|
|
+ // pass metadata along to jsonLoader so it knows the format version
|
|
|
+
|
|
|
+ modelJson.metadata = data.metadata;
|
|
|
+
|
|
|
+ if ( modelJson ) {
|
|
|
+
|
|
|
+ var jsonLoader = this.geometryHandlerMap[ "ascii" ][ "loaderObject" ];
|
|
|
+ var model = jsonLoader.parse( modelJson, texture_path );
|
|
|
+ create_callback_embed( geoID )( model.geometry, model.materials );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // textures
|
|
|
+
|
|
|
+ // count how many textures will be loaded asynchronously
|
|
|
+
|
|
|
+ var textureID, textureJSON;
|
|
|
+
|
|
|
+ for ( textureID in data.textures ) {
|
|
|
+
|
|
|
+ textureJSON = data.textures[ textureID ];
|
|
|
+
|
|
|
+ if ( textureJSON.url instanceof Array ) {
|
|
|
+
|
|
|
+ counter_textures += textureJSON.url.length;
|
|
|
+
|
|
|
+ for( var n = 0; n < textureJSON.url.length; n ++ ) {
|
|
|
+
|
|
|
+ scope.onLoadStart();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ counter_textures += 1;
|
|
|
+
|
|
|
+ scope.onLoadStart();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ total_textures = counter_textures;
|
|
|
+
|
|
|
+ for ( textureID in data.textures ) {
|
|
|
+
|
|
|
+ textureJSON = data.textures[ textureID ];
|
|
|
+
|
|
|
+ if ( textureJSON.mapping !== undefined && THREE[ textureJSON.mapping ] !== undefined ) {
|
|
|
+
|
|
|
+ textureJSON.mapping = new THREE[ textureJSON.mapping ]();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( textureJSON.url instanceof Array ) {
|
|
|
+
|
|
|
+ var count = textureJSON.url.length;
|
|
|
+ var url_array = [];
|
|
|
+
|
|
|
+ for( var i = 0; i < count; i ++ ) {
|
|
|
+
|
|
|
+ url_array[ i ] = get_url( textureJSON.url[ i ], data.urlBaseType );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var isCompressed = /\.dds$/i.test( url_array[ 0 ] );
|
|
|
+
|
|
|
+ if ( isCompressed ) {
|
|
|
+
|
|
|
+ texture = THREE.ImageUtils.loadCompressedTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ texture = THREE.ImageUtils.loadTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ var isCompressed = /\.dds$/i.test( textureJSON.url );
|
|
|
+ var fullUrl = get_url( textureJSON.url, data.urlBaseType );
|
|
|
+ var textureCallback = generateTextureCallback( 1 );
|
|
|
+
|
|
|
+ if ( isCompressed ) {
|
|
|
+
|
|
|
+ texture = THREE.ImageUtils.loadCompressedTexture( fullUrl, textureJSON.mapping, textureCallback );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ texture = THREE.ImageUtils.loadTexture( fullUrl, textureJSON.mapping, textureCallback );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( THREE[ textureJSON.minFilter ] !== undefined )
|
|
|
+ texture.minFilter = THREE[ textureJSON.minFilter ];
|
|
|
+
|
|
|
+ if ( THREE[ textureJSON.magFilter ] !== undefined )
|
|
|
+ texture.magFilter = THREE[ textureJSON.magFilter ];
|
|
|
+
|
|
|
+ if ( textureJSON.anisotropy ) texture.anisotropy = textureJSON.anisotropy;
|
|
|
+
|
|
|
+ if ( textureJSON.repeat ) {
|
|
|
+
|
|
|
+ texture.repeat.set( textureJSON.repeat[ 0 ], textureJSON.repeat[ 1 ] );
|
|
|
+
|
|
|
+ if ( textureJSON.repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
|
|
|
+ if ( textureJSON.repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( textureJSON.offset ) {
|
|
|
+
|
|
|
+ texture.offset.set( textureJSON.offset[ 0 ], textureJSON.offset[ 1 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // handle wrap after repeat so that default repeat can be overriden
|
|
|
+
|
|
|
+ if ( textureJSON.wrap ) {
|
|
|
+
|
|
|
+ var wrapMap = {
|
|
|
+ "repeat" : THREE.RepeatWrapping,
|
|
|
+ "mirror" : THREE.MirroredRepeatWrapping
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( wrapMap[ textureJSON.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ textureJSON.wrap[ 0 ] ];
|
|
|
+ if ( wrapMap[ textureJSON.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ textureJSON.wrap[ 1 ] ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ result.textures[ textureID ] = texture;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // materials
|
|
|
+
|
|
|
+ var matID, matJSON;
|
|
|
+ var parID;
|
|
|
+
|
|
|
+ for ( matID in data.materials ) {
|
|
|
+
|
|
|
+ matJSON = data.materials[ matID ];
|
|
|
+
|
|
|
+ for ( parID in matJSON.parameters ) {
|
|
|
+
|
|
|
+ if ( parID === "envMap" || parID === "map" || parID === "lightMap" || parID === "bumpMap" ) {
|
|
|
+
|
|
|
+ matJSON.parameters[ parID ] = result.textures[ matJSON.parameters[ parID ] ];
|
|
|
+
|
|
|
+ } else if ( parID === "shading" ) {
|
|
|
+
|
|
|
+ matJSON.parameters[ parID ] = ( matJSON.parameters[ parID ] === "flat" ) ? THREE.FlatShading : THREE.SmoothShading;
|
|
|
+
|
|
|
+ } else if ( parID === "side" ) {
|
|
|
+
|
|
|
+ if ( matJSON.parameters[ parID ] == "double" ) {
|
|
|
+
|
|
|
+ matJSON.parameters[ parID ] = THREE.DoubleSide;
|
|
|
+
|
|
|
+ } else if ( matJSON.parameters[ parID ] == "back" ) {
|
|
|
+
|
|
|
+ matJSON.parameters[ parID ] = THREE.BackSide;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ matJSON.parameters[ parID ] = THREE.FrontSide;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( parID === "blending" ) {
|
|
|
+
|
|
|
+ matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.NormalBlending;
|
|
|
+
|
|
|
+ } else if ( parID === "combine" ) {
|
|
|
+
|
|
|
+ matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.MultiplyOperation;
|
|
|
+
|
|
|
+ } else if ( parID === "vertexColors" ) {
|
|
|
+
|
|
|
+ if ( matJSON.parameters[ parID ] == "face" ) {
|
|
|
+
|
|
|
+ matJSON.parameters[ parID ] = THREE.FaceColors;
|
|
|
+
|
|
|
+ // default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false
|
|
|
+
|
|
|
+ } else if ( matJSON.parameters[ parID ] ) {
|
|
|
+
|
|
|
+ matJSON.parameters[ parID ] = THREE.VertexColors;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( parID === "wrapRGB" ) {
|
|
|
+
|
|
|
+ var v3 = matJSON.parameters[ parID ];
|
|
|
+ matJSON.parameters[ parID ] = new THREE.Vector3( v3[ 0 ], v3[ 1 ], v3[ 2 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( matJSON.parameters.opacity !== undefined && matJSON.parameters.opacity < 1.0 ) {
|
|
|
+
|
|
|
+ matJSON.parameters.transparent = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( matJSON.parameters.normalMap ) {
|
|
|
+
|
|
|
+ var shader = THREE.ShaderLib[ "normalmap" ];
|
|
|
+ var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
|
|
|
+
|
|
|
+ var diffuse = matJSON.parameters.color;
|
|
|
+ var specular = matJSON.parameters.specular;
|
|
|
+ var ambient = matJSON.parameters.ambient;
|
|
|
+ var shininess = matJSON.parameters.shininess;
|
|
|
+
|
|
|
+ uniforms[ "tNormal" ].value = result.textures[ matJSON.parameters.normalMap ];
|
|
|
+
|
|
|
+ if ( matJSON.parameters.normalScale ) {
|
|
|
+
|
|
|
+ uniforms[ "uNormalScale" ].value.set( matJSON.parameters.normalScale[ 0 ], matJSON.parameters.normalScale[ 1 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( matJSON.parameters.map ) {
|
|
|
+
|
|
|
+ uniforms[ "tDiffuse" ].value = matJSON.parameters.map;
|
|
|
+ uniforms[ "enableDiffuse" ].value = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( matJSON.parameters.envMap ) {
|
|
|
+
|
|
|
+ uniforms[ "tCube" ].value = matJSON.parameters.envMap;
|
|
|
+ uniforms[ "enableReflection" ].value = true;
|
|
|
+ uniforms[ "uReflectivity" ].value = matJSON.parameters.reflectivity;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( matJSON.parameters.lightMap ) {
|
|
|
+
|
|
|
+ uniforms[ "tAO" ].value = matJSON.parameters.lightMap;
|
|
|
+ uniforms[ "enableAO" ].value = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( matJSON.parameters.specularMap ) {
|
|
|
+
|
|
|
+ uniforms[ "tSpecular" ].value = result.textures[ matJSON.parameters.specularMap ];
|
|
|
+ uniforms[ "enableSpecular" ].value = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( matJSON.parameters.displacementMap ) {
|
|
|
+
|
|
|
+ uniforms[ "tDisplacement" ].value = result.textures[ matJSON.parameters.displacementMap ];
|
|
|
+ uniforms[ "enableDisplacement" ].value = true;
|
|
|
+
|
|
|
+ uniforms[ "uDisplacementBias" ].value = matJSON.parameters.displacementBias;
|
|
|
+ uniforms[ "uDisplacementScale" ].value = matJSON.parameters.displacementScale;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
|
|
|
+ uniforms[ "uSpecularColor" ].value.setHex( specular );
|
|
|
+ uniforms[ "uAmbientColor" ].value.setHex( ambient );
|
|
|
+
|
|
|
+ uniforms[ "uShininess" ].value = shininess;
|
|
|
+
|
|
|
+ if ( matJSON.parameters.opacity ) {
|
|
|
+
|
|
|
+ uniforms[ "uOpacity" ].value = matJSON.parameters.opacity;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
|
|
|
+
|
|
|
+ material = new THREE.ShaderMaterial( parameters );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ material = new THREE[ matJSON.type ]( matJSON.parameters );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ result.materials[ matID ] = material;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // second pass through all materials to initialize MeshFaceMaterials
|
|
|
+ // that could be referring to other materials out of order
|
|
|
+
|
|
|
+ for ( matID in data.materials ) {
|
|
|
+
|
|
|
+ matJSON = data.materials[ matID ];
|
|
|
+
|
|
|
+ if ( matJSON.parameters.materials ) {
|
|
|
+
|
|
|
+ var materialArray = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < matJSON.parameters.materials.length; i ++ ) {
|
|
|
+
|
|
|
+ var label = matJSON.parameters.materials[ i ];
|
|
|
+ materialArray.push( result.materials[ label ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ result.materials[ matID ].materials = materialArray;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // objects ( synchronous init of procedural primitives )
|
|
|
+
|
|
|
+ handle_objects();
|
|
|
+
|
|
|
+ // defaults
|
|
|
+
|
|
|
+ if ( result.cameras && data.defaults.camera ) {
|
|
|
+
|
|
|
+ result.currentCamera = result.cameras[ data.defaults.camera ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( result.fogs && data.defaults.fog ) {
|
|
|
+
|
|
|
+ result.scene.fog = result.fogs[ data.defaults.fog ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // synchronous callback
|
|
|
+
|
|
|
+ scope.callbackSync( result );
|
|
|
+
|
|
|
+ // just in case there are no async elements
|
|
|
+
|
|
|
+ async_callback_gate();
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.TextureLoader = function () {
|
|
|
+
|
|
|
+ THREE.EventDispatcher.call( this );
|
|
|
+
|
|
|
+ this.crossOrigin = null;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.TextureLoader.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.TextureLoader,
|
|
|
+
|
|
|
+ load: function ( url ) {
|
|
|
+
|
|
|
+ var scope = this;
|
|
|
+
|
|
|
+ var image = new Image();
|
|
|
+
|
|
|
+ image.addEventListener( 'load', function () {
|
|
|
+
|
|
|
+ var texture = new THREE.Texture( image );
|
|
|
+ texture.needsUpdate = true;
|
|
|
+
|
|
|
+ scope.dispatchEvent( { type: 'load', content: texture } );
|
|
|
+
|
|
|
+ }, false );
|
|
|
+
|
|
|
+ image.addEventListener( 'error', function () {
|
|
|
+
|
|
|
+ scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
|
|
|
+
|
|
|
+ }, false );
|
|
|
+
|
|
|
+ if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
|
|
|
+
|
|
|
+ image.src = url;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+}
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Material = function () {
|
|
|
+
|
|
|
+ THREE.EventDispatcher.call( this );
|
|
|
+
|
|
|
+ this.id = THREE.MaterialIdCount ++;
|
|
|
+
|
|
|
+ this.name = '';
|
|
|
+
|
|
|
+ this.side = THREE.FrontSide;
|
|
|
+
|
|
|
+ this.opacity = 1;
|
|
|
+ this.transparent = false;
|
|
|
+
|
|
|
+ this.blending = THREE.NormalBlending;
|
|
|
+
|
|
|
+ this.blendSrc = THREE.SrcAlphaFactor;
|
|
|
+ this.blendDst = THREE.OneMinusSrcAlphaFactor;
|
|
|
+ this.blendEquation = THREE.AddEquation;
|
|
|
+
|
|
|
+ this.depthTest = true;
|
|
|
+ this.depthWrite = true;
|
|
|
+
|
|
|
+ this.polygonOffset = false;
|
|
|
+ this.polygonOffsetFactor = 0;
|
|
|
+ this.polygonOffsetUnits = 0;
|
|
|
+
|
|
|
+ this.alphaTest = 0;
|
|
|
+
|
|
|
+ this.overdraw = false; // Boolean for fixing antialiasing gaps in CanvasRenderer
|
|
|
+
|
|
|
+ this.visible = true;
|
|
|
+
|
|
|
+ this.needsUpdate = true;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Material.prototype.setValues = function ( values ) {
|
|
|
+
|
|
|
+ if ( values === undefined ) return;
|
|
|
+
|
|
|
+ for ( var key in values ) {
|
|
|
+
|
|
|
+ var newValue = values[ key ];
|
|
|
+
|
|
|
+ if ( newValue === undefined ) {
|
|
|
+
|
|
|
+ console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' );
|
|
|
+ continue;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( key in this ) {
|
|
|
+
|
|
|
+ var currentValue = this[ key ];
|
|
|
+
|
|
|
+ if ( currentValue instanceof THREE.Color && newValue instanceof THREE.Color ) {
|
|
|
+
|
|
|
+ currentValue.copy( newValue );
|
|
|
+
|
|
|
+ } else if ( currentValue instanceof THREE.Color ) {
|
|
|
+
|
|
|
+ currentValue.set( newValue );
|
|
|
+
|
|
|
+ } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
|
|
|
+
|
|
|
+ currentValue.copy( newValue );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this[ key ] = newValue;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Material.prototype.clone = function ( material ) {
|
|
|
+
|
|
|
+ if ( material === undefined ) material = new THREE.Material();
|
|
|
+
|
|
|
+ material.name = this.name;
|
|
|
+
|
|
|
+ material.side = this.side;
|
|
|
+
|
|
|
+ material.opacity = this.opacity;
|
|
|
+ material.transparent = this.transparent;
|
|
|
+
|
|
|
+ material.blending = this.blending;
|
|
|
+
|
|
|
+ material.blendSrc = this.blendSrc;
|
|
|
+ material.blendDst = this.blendDst;
|
|
|
+ material.blendEquation = this.blendEquation;
|
|
|
+
|
|
|
+ material.depthTest = this.depthTest;
|
|
|
+ material.depthWrite = this.depthWrite;
|
|
|
+
|
|
|
+ material.polygonOffset = this.polygonOffset;
|
|
|
+ material.polygonOffsetFactor = this.polygonOffsetFactor;
|
|
|
+ material.polygonOffsetUnits = this.polygonOffsetUnits;
|
|
|
+
|
|
|
+ material.alphaTest = this.alphaTest;
|
|
|
+
|
|
|
+ material.overdraw = this.overdraw;
|
|
|
+
|
|
|
+ material.visible = this.visible;
|
|
|
+
|
|
|
+ return material;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Material.prototype.dispose = function () {
|
|
|
+
|
|
|
+ this.dispatchEvent( { type: 'dispose' } );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MaterialIdCount = 0;
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ *
|
|
|
+ * parameters = {
|
|
|
+ * color: <hex>,
|
|
|
+ * opacity: <float>,
|
|
|
+ *
|
|
|
+ * blending: THREE.NormalBlending,
|
|
|
+ * depthTest: <bool>,
|
|
|
+ * depthWrite: <bool>,
|
|
|
+ *
|
|
|
+ * linewidth: <float>,
|
|
|
+ * linecap: "round",
|
|
|
+ * linejoin: "round",
|
|
|
+ *
|
|
|
+ * vertexColors: <bool>
|
|
|
+ *
|
|
|
+ * fog: <bool>
|
|
|
+ * }
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.LineBasicMaterial = function ( parameters ) {
|
|
|
+
|
|
|
+ THREE.Material.call( this );
|
|
|
+
|
|
|
+ this.color = new THREE.Color( 0xffffff );
|
|
|
+
|
|
|
+ this.linewidth = 1;
|
|
|
+ this.linecap = 'round';
|
|
|
+ this.linejoin = 'round';
|
|
|
+
|
|
|
+ this.vertexColors = false;
|
|
|
+
|
|
|
+ this.fog = true;
|
|
|
+
|
|
|
+ this.setValues( parameters );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
|
|
|
+
|
|
|
+THREE.LineBasicMaterial.prototype.clone = function () {
|
|
|
+
|
|
|
+ var material = new THREE.LineBasicMaterial();
|
|
|
+
|
|
|
+ THREE.Material.prototype.clone.call( this, material );
|
|
|
+
|
|
|
+ material.color.copy( this.color );
|
|
|
+
|
|
|
+ material.linewidth = this.linewidth;
|
|
|
+ material.linecap = this.linecap;
|
|
|
+ material.linejoin = this.linejoin;
|
|
|
+
|
|
|
+ material.vertexColors = this.vertexColors;
|
|
|
+
|
|
|
+ material.fog = this.fog;
|
|
|
+
|
|
|
+ return material;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ *
|
|
|
+ * parameters = {
|
|
|
+ * color: <hex>,
|
|
|
+ * opacity: <float>,
|
|
|
+ *
|
|
|
+ * blending: THREE.NormalBlending,
|
|
|
+ * depthTest: <bool>,
|
|
|
+ * depthWrite: <bool>,
|
|
|
+ *
|
|
|
+ * linewidth: <float>,
|
|
|
+ *
|
|
|
+ * scale: <float>,
|
|
|
+ * dashSize: <float>,
|
|
|
+ * gapSize: <float>,
|
|
|
+ *
|
|
|
+ * vertexColors: <bool>
|
|
|
+ *
|
|
|
+ * fog: <bool>
|
|
|
+ * }
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.LineDashedMaterial = function ( parameters ) {
|
|
|
+
|
|
|
+ THREE.Material.call( this );
|
|
|
+
|
|
|
+ this.color = new THREE.Color( 0xffffff );
|
|
|
+
|
|
|
+ this.linewidth = 1;
|
|
|
+
|
|
|
+ this.scale = 1;
|
|
|
+ this.dashSize = 3;
|
|
|
+ this.gapSize = 1;
|
|
|
+
|
|
|
+ this.vertexColors = false;
|
|
|
+
|
|
|
+ this.fog = true;
|
|
|
+
|
|
|
+ this.setValues( parameters );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
|
|
|
+
|
|
|
+THREE.LineDashedMaterial.prototype.clone = function () {
|
|
|
+
|
|
|
+ var material = new THREE.LineDashedMaterial();
|
|
|
+
|
|
|
+ THREE.Material.prototype.clone.call( this, material );
|
|
|
+
|
|
|
+ material.color.copy( this.color );
|
|
|
+
|
|
|
+ material.linewidth = this.linewidth;
|
|
|
+
|
|
|
+ material.scale = this.scale;
|
|
|
+ material.dashSize = this.dashSize;
|
|
|
+ material.gapSize = this.gapSize;
|
|
|
+
|
|
|
+ material.vertexColors = this.vertexColors;
|
|
|
+
|
|
|
+ material.fog = this.fog;
|
|
|
+
|
|
|
+ return material;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ *
|
|
|
+ * parameters = {
|
|
|
+ * color: <hex>,
|
|
|
+ * opacity: <float>,
|
|
|
+ * map: new THREE.Texture( <Image> ),
|
|
|
+ *
|
|
|
+ * lightMap: new THREE.Texture( <Image> ),
|
|
|
+ *
|
|
|
+ * specularMap: new THREE.Texture( <Image> ),
|
|
|
+ *
|
|
|
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
|
|
|
+ * combine: THREE.Multiply,
|
|
|
+ * reflectivity: <float>,
|
|
|
+ * refractionRatio: <float>,
|
|
|
+ *
|
|
|
+ * shading: THREE.SmoothShading,
|
|
|
+ * blending: THREE.NormalBlending,
|
|
|
+ * depthTest: <bool>,
|
|
|
+ * depthWrite: <bool>,
|
|
|
+ *
|
|
|
+ * wireframe: <boolean>,
|
|
|
+ * wireframeLinewidth: <float>,
|
|
|
+ *
|
|
|
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
|
|
|
+ *
|
|
|
+ * skinning: <bool>,
|
|
|
+ * morphTargets: <bool>,
|
|
|
+ *
|
|
|
+ * fog: <bool>
|
|
|
+ * }
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.MeshBasicMaterial = function ( parameters ) {
|
|
|
+
|
|
|
+ THREE.Material.call( this );
|
|
|
+
|
|
|
+ this.color = new THREE.Color( 0xffffff ); // emissive
|
|
|
+
|
|
|
+ this.map = null;
|
|
|
+
|
|
|
+ this.lightMap = null;
|
|
|
+
|
|
|
+ this.specularMap = null;
|
|
|
+
|
|
|
+ this.envMap = null;
|
|
|
+ this.combine = THREE.MultiplyOperation;
|
|
|
+ this.reflectivity = 1;
|
|
|
+ this.refractionRatio = 0.98;
|
|
|
+
|
|
|
+ this.fog = true;
|
|
|
+
|
|
|
+ this.shading = THREE.SmoothShading;
|
|
|
+
|
|
|
+ this.wireframe = false;
|
|
|
+ this.wireframeLinewidth = 1;
|
|
|
+ this.wireframeLinecap = 'round';
|
|
|
+ this.wireframeLinejoin = 'round';
|
|
|
+
|
|
|
+ this.vertexColors = THREE.NoColors;
|
|
|
+
|
|
|
+ this.skinning = false;
|
|
|
+ this.morphTargets = false;
|
|
|
+
|
|
|
+ this.setValues( parameters );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
|
|
|
+
|
|
|
+THREE.MeshBasicMaterial.prototype.clone = function () {
|
|
|
+
|
|
|
+ var material = new THREE.MeshBasicMaterial();
|
|
|
+
|
|
|
+ THREE.Material.prototype.clone.call( this, material );
|
|
|
+
|
|
|
+ material.color.copy( this.color );
|
|
|
+
|
|
|
+ material.map = this.map;
|
|
|
+
|
|
|
+ material.lightMap = this.lightMap;
|
|
|
+
|
|
|
+ material.specularMap = this.specularMap;
|
|
|
+
|
|
|
+ material.envMap = this.envMap;
|
|
|
+ material.combine = this.combine;
|
|
|
+ material.reflectivity = this.reflectivity;
|
|
|
+ material.refractionRatio = this.refractionRatio;
|
|
|
+
|
|
|
+ material.fog = this.fog;
|
|
|
+
|
|
|
+ material.shading = this.shading;
|
|
|
+
|
|
|
+ material.wireframe = this.wireframe;
|
|
|
+ material.wireframeLinewidth = this.wireframeLinewidth;
|
|
|
+ material.wireframeLinecap = this.wireframeLinecap;
|
|
|
+ material.wireframeLinejoin = this.wireframeLinejoin;
|
|
|
+
|
|
|
+ material.vertexColors = this.vertexColors;
|
|
|
+
|
|
|
+ material.skinning = this.skinning;
|
|
|
+ material.morphTargets = this.morphTargets;
|
|
|
+
|
|
|
+ return material;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ *
|
|
|
+ * parameters = {
|
|
|
+ * color: <hex>,
|
|
|
+ * ambient: <hex>,
|
|
|
+ * emissive: <hex>,
|
|
|
+ * opacity: <float>,
|
|
|
+ *
|
|
|
+ * map: new THREE.Texture( <Image> ),
|
|
|
+ *
|
|
|
+ * lightMap: new THREE.Texture( <Image> ),
|
|
|
+ *
|
|
|
+ * specularMap: new THREE.Texture( <Image> ),
|
|
|
+ *
|
|
|
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
|
|
|
+ * combine: THREE.Multiply,
|
|
|
+ * reflectivity: <float>,
|
|
|
+ * refractionRatio: <float>,
|
|
|
+ *
|
|
|
+ * shading: THREE.SmoothShading,
|
|
|
+ * blending: THREE.NormalBlending,
|
|
|
+ * depthTest: <bool>,
|
|
|
+ * depthWrite: <bool>,
|
|
|
+ *
|
|
|
+ * wireframe: <boolean>,
|
|
|
+ * wireframeLinewidth: <float>,
|
|
|
+ *
|
|
|
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
|
|
|
+ *
|
|
|
+ * skinning: <bool>,
|
|
|
+ * morphTargets: <bool>,
|
|
|
+ * morphNormals: <bool>,
|
|
|
+ *
|
|
|
+ * fog: <bool>
|
|
|
+ * }
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.MeshLambertMaterial = function ( parameters ) {
|
|
|
+
|
|
|
+ THREE.Material.call( this );
|
|
|
+
|
|
|
+ this.color = new THREE.Color( 0xffffff ); // diffuse
|
|
|
+ this.ambient = new THREE.Color( 0xffffff );
|
|
|
+ this.emissive = new THREE.Color( 0x000000 );
|
|
|
+
|
|
|
+ this.wrapAround = false;
|
|
|
+ this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
|
|
|
+
|
|
|
+ this.map = null;
|
|
|
+
|
|
|
+ this.lightMap = null;
|
|
|
+
|
|
|
+ this.specularMap = null;
|
|
|
+
|
|
|
+ this.envMap = null;
|
|
|
+ this.combine = THREE.MultiplyOperation;
|
|
|
+ this.reflectivity = 1;
|
|
|
+ this.refractionRatio = 0.98;
|
|
|
+
|
|
|
+ this.fog = true;
|
|
|
+
|
|
|
+ this.shading = THREE.SmoothShading;
|
|
|
+
|
|
|
+ this.wireframe = false;
|
|
|
+ this.wireframeLinewidth = 1;
|
|
|
+ this.wireframeLinecap = 'round';
|
|
|
+ this.wireframeLinejoin = 'round';
|
|
|
+
|
|
|
+ this.vertexColors = THREE.NoColors;
|
|
|
+
|
|
|
+ this.skinning = false;
|
|
|
+ this.morphTargets = false;
|
|
|
+ this.morphNormals = false;
|
|
|
+
|
|
|
+ this.setValues( parameters );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
|
|
|
+
|
|
|
+THREE.MeshLambertMaterial.prototype.clone = function () {
|
|
|
+
|
|
|
+ var material = new THREE.MeshLambertMaterial();
|
|
|
+
|
|
|
+ THREE.Material.prototype.clone.call( this, material );
|
|
|
+
|
|
|
+ material.color.copy( this.color );
|
|
|
+ material.ambient.copy( this.ambient );
|
|
|
+ material.emissive.copy( this.emissive );
|
|
|
+
|
|
|
+ material.wrapAround = this.wrapAround;
|
|
|
+ material.wrapRGB.copy( this.wrapRGB );
|
|
|
+
|
|
|
+ material.map = this.map;
|
|
|
+
|
|
|
+ material.lightMap = this.lightMap;
|
|
|
+
|
|
|
+ material.specularMap = this.specularMap;
|
|
|
+
|
|
|
+ material.envMap = this.envMap;
|
|
|
+ material.combine = this.combine;
|
|
|
+ material.reflectivity = this.reflectivity;
|
|
|
+ material.refractionRatio = this.refractionRatio;
|
|
|
+
|
|
|
+ material.fog = this.fog;
|
|
|
+
|
|
|
+ material.shading = this.shading;
|
|
|
+
|
|
|
+ material.wireframe = this.wireframe;
|
|
|
+ material.wireframeLinewidth = this.wireframeLinewidth;
|
|
|
+ material.wireframeLinecap = this.wireframeLinecap;
|
|
|
+ material.wireframeLinejoin = this.wireframeLinejoin;
|
|
|
+
|
|
|
+ material.vertexColors = this.vertexColors;
|
|
|
+
|
|
|
+ material.skinning = this.skinning;
|
|
|
+ material.morphTargets = this.morphTargets;
|
|
|
+ material.morphNormals = this.morphNormals;
|
|
|
+
|
|
|
+ return material;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ *
|
|
|
+ * parameters = {
|
|
|
+ * color: <hex>,
|
|
|
+ * ambient: <hex>,
|
|
|
+ * emissive: <hex>,
|
|
|
+ * specular: <hex>,
|
|
|
+ * shininess: <float>,
|
|
|
+ * opacity: <float>,
|
|
|
+ *
|
|
|
+ * map: new THREE.Texture( <Image> ),
|
|
|
+ *
|
|
|
+ * lightMap: new THREE.Texture( <Image> ),
|
|
|
+ *
|
|
|
+ * bumpMap: new THREE.Texture( <Image> ),
|
|
|
+ * bumpScale: <float>,
|
|
|
+ *
|
|
|
+ * normalMap: new THREE.Texture( <Image> ),
|
|
|
+ * normalScale: <Vector2>,
|
|
|
+ *
|
|
|
+ * specularMap: new THREE.Texture( <Image> ),
|
|
|
+ *
|
|
|
+ * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
|
|
|
+ * combine: THREE.Multiply,
|
|
|
+ * reflectivity: <float>,
|
|
|
+ * refractionRatio: <float>,
|
|
|
+ *
|
|
|
+ * shading: THREE.SmoothShading,
|
|
|
+ * blending: THREE.NormalBlending,
|
|
|
+ * depthTest: <bool>,
|
|
|
+ * depthWrite: <bool>,
|
|
|
+ *
|
|
|
+ * wireframe: <boolean>,
|
|
|
+ * wireframeLinewidth: <float>,
|
|
|
+ *
|
|
|
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
|
|
|
+ *
|
|
|
+ * skinning: <bool>,
|
|
|
+ * morphTargets: <bool>,
|
|
|
+ * morphNormals: <bool>,
|
|
|
+ *
|
|
|
+ * fog: <bool>
|
|
|
+ * }
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.MeshPhongMaterial = function ( parameters ) {
|
|
|
+
|
|
|
+ THREE.Material.call( this );
|
|
|
+
|
|
|
+ this.color = new THREE.Color( 0xffffff ); // diffuse
|
|
|
+ this.ambient = new THREE.Color( 0xffffff );
|
|
|
+ this.emissive = new THREE.Color( 0x000000 );
|
|
|
+ this.specular = new THREE.Color( 0x111111 );
|
|
|
+ this.shininess = 30;
|
|
|
+
|
|
|
+ this.metal = false;
|
|
|
+ this.perPixel = true;
|
|
|
+
|
|
|
+ this.wrapAround = false;
|
|
|
+ this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
|
|
|
+
|
|
|
+ this.map = null;
|
|
|
+
|
|
|
+ this.lightMap = null;
|
|
|
+
|
|
|
+ this.bumpMap = null;
|
|
|
+ this.bumpScale = 1;
|
|
|
+
|
|
|
+ this.normalMap = null;
|
|
|
+ this.normalScale = new THREE.Vector2( 1, 1 );
|
|
|
+
|
|
|
+ this.specularMap = null;
|
|
|
+
|
|
|
+ this.envMap = null;
|
|
|
+ this.combine = THREE.MultiplyOperation;
|
|
|
+ this.reflectivity = 1;
|
|
|
+ this.refractionRatio = 0.98;
|
|
|
+
|
|
|
+ this.fog = true;
|
|
|
+
|
|
|
+ this.shading = THREE.SmoothShading;
|
|
|
+
|
|
|
+ this.wireframe = false;
|
|
|
+ this.wireframeLinewidth = 1;
|
|
|
+ this.wireframeLinecap = 'round';
|
|
|
+ this.wireframeLinejoin = 'round';
|
|
|
+
|
|
|
+ this.vertexColors = THREE.NoColors;
|
|
|
+
|
|
|
+ this.skinning = false;
|
|
|
+ this.morphTargets = false;
|
|
|
+ this.morphNormals = false;
|
|
|
+
|
|
|
+ this.setValues( parameters );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
|
|
|
+
|
|
|
+THREE.MeshPhongMaterial.prototype.clone = function () {
|
|
|
+
|
|
|
+ var material = new THREE.MeshPhongMaterial();
|
|
|
+
|
|
|
+ THREE.Material.prototype.clone.call( this, material );
|
|
|
+
|
|
|
+ material.color.copy( this.color );
|
|
|
+ material.ambient.copy( this.ambient );
|
|
|
+ material.emissive.copy( this.emissive );
|
|
|
+ material.specular.copy( this.specular );
|
|
|
+ material.shininess = this.shininess;
|
|
|
+
|
|
|
+ material.metal = this.metal;
|
|
|
+ material.perPixel = this.perPixel;
|
|
|
+
|
|
|
+ material.wrapAround = this.wrapAround;
|
|
|
+ material.wrapRGB.copy( this.wrapRGB );
|
|
|
+
|
|
|
+ material.map = this.map;
|
|
|
+
|
|
|
+ material.lightMap = this.lightMap;
|
|
|
+
|
|
|
+ material.bumpMap = this.bumpMap;
|
|
|
+ material.bumpScale = this.bumpScale;
|
|
|
+
|
|
|
+ material.normalMap = this.normalMap;
|
|
|
+ material.normalScale.copy( this.normalScale );
|
|
|
+
|
|
|
+ material.specularMap = this.specularMap;
|
|
|
+
|
|
|
+ material.envMap = this.envMap;
|
|
|
+ material.combine = this.combine;
|
|
|
+ material.reflectivity = this.reflectivity;
|
|
|
+ material.refractionRatio = this.refractionRatio;
|
|
|
+
|
|
|
+ material.fog = this.fog;
|
|
|
+
|
|
|
+ material.shading = this.shading;
|
|
|
+
|
|
|
+ material.wireframe = this.wireframe;
|
|
|
+ material.wireframeLinewidth = this.wireframeLinewidth;
|
|
|
+ material.wireframeLinecap = this.wireframeLinecap;
|
|
|
+ material.wireframeLinejoin = this.wireframeLinejoin;
|
|
|
+
|
|
|
+ material.vertexColors = this.vertexColors;
|
|
|
+
|
|
|
+ material.skinning = this.skinning;
|
|
|
+ material.morphTargets = this.morphTargets;
|
|
|
+ material.morphNormals = this.morphNormals;
|
|
|
+
|
|
|
+ return material;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ *
|
|
|
+ * parameters = {
|
|
|
+ * opacity: <float>,
|
|
|
+ *
|
|
|
+ * blending: THREE.NormalBlending,
|
|
|
+ * depthTest: <bool>,
|
|
|
+ * depthWrite: <bool>,
|
|
|
+ *
|
|
|
+ * wireframe: <boolean>,
|
|
|
+ * wireframeLinewidth: <float>
|
|
|
+ * }
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.MeshDepthMaterial = function ( parameters ) {
|
|
|
+
|
|
|
+ THREE.Material.call( this );
|
|
|
+
|
|
|
+ this.wireframe = false;
|
|
|
+ this.wireframeLinewidth = 1;
|
|
|
+
|
|
|
+ this.setValues( parameters );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
|
|
|
+
|
|
|
+THREE.MeshDepthMaterial.prototype.clone = function () {
|
|
|
+
|
|
|
+ var material = new THREE.MeshDepthMaterial();
|
|
|
+
|
|
|
+ THREE.Material.prototype.clone.call( this, material );
|
|
|
+
|
|
|
+ material.wireframe = this.wireframe;
|
|
|
+ material.wireframeLinewidth = this.wireframeLinewidth;
|
|
|
+
|
|
|
+ return material;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ *
|
|
|
+ * parameters = {
|
|
|
+ * opacity: <float>,
|
|
|
+ *
|
|
|
+ * shading: THREE.FlatShading,
|
|
|
+ * blending: THREE.NormalBlending,
|
|
|
+ * depthTest: <bool>,
|
|
|
+ * depthWrite: <bool>,
|
|
|
+ *
|
|
|
+ * wireframe: <boolean>,
|
|
|
+ * wireframeLinewidth: <float>
|
|
|
+ * }
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.MeshNormalMaterial = function ( parameters ) {
|
|
|
+
|
|
|
+ THREE.Material.call( this, parameters );
|
|
|
+
|
|
|
+ this.shading = THREE.FlatShading;
|
|
|
+
|
|
|
+ this.wireframe = false;
|
|
|
+ this.wireframeLinewidth = 1;
|
|
|
+
|
|
|
+ this.setValues( parameters );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
|
|
|
+
|
|
|
+THREE.MeshNormalMaterial.prototype.clone = function () {
|
|
|
+
|
|
|
+ var material = new THREE.MeshNormalMaterial();
|
|
|
+
|
|
|
+ THREE.Material.prototype.clone.call( this, material );
|
|
|
+
|
|
|
+ material.shading = this.shading;
|
|
|
+
|
|
|
+ material.wireframe = this.wireframe;
|
|
|
+ material.wireframeLinewidth = this.wireframeLinewidth;
|
|
|
+
|
|
|
+ return material;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.MeshFaceMaterial = function ( materials ) {
|
|
|
+
|
|
|
+ this.materials = materials instanceof Array ? materials : [];
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MeshFaceMaterial.prototype.clone = function () {
|
|
|
+
|
|
|
+ return new THREE.MeshFaceMaterial( this.materials.slice( 0 ) );
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ *
|
|
|
+ * parameters = {
|
|
|
+ * color: <hex>,
|
|
|
+ * opacity: <float>,
|
|
|
+ * map: new THREE.Texture( <Image> ),
|
|
|
+ *
|
|
|
+ * size: <float>,
|
|
|
+ *
|
|
|
+ * blending: THREE.NormalBlending,
|
|
|
+ * depthTest: <bool>,
|
|
|
+ * depthWrite: <bool>,
|
|
|
+ *
|
|
|
+ * vertexColors: <bool>,
|
|
|
+ *
|
|
|
+ * fog: <bool>
|
|
|
+ * }
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.ParticleBasicMaterial = function ( parameters ) {
|
|
|
+
|
|
|
+ THREE.Material.call( this );
|
|
|
+
|
|
|
+ this.color = new THREE.Color( 0xffffff );
|
|
|
+
|
|
|
+ this.map = null;
|
|
|
+
|
|
|
+ this.size = 1;
|
|
|
+ this.sizeAttenuation = true;
|
|
|
+
|
|
|
+ this.vertexColors = false;
|
|
|
+
|
|
|
+ this.fog = true;
|
|
|
+
|
|
|
+ this.setValues( parameters );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ParticleBasicMaterial.prototype = Object.create( THREE.Material.prototype );
|
|
|
+
|
|
|
+THREE.ParticleBasicMaterial.prototype.clone = function () {
|
|
|
+
|
|
|
+ var material = new THREE.ParticleBasicMaterial();
|
|
|
+
|
|
|
+ THREE.Material.prototype.clone.call( this, material );
|
|
|
+
|
|
|
+ material.color.copy( this.color );
|
|
|
+
|
|
|
+ material.map = this.map;
|
|
|
+
|
|
|
+ material.size = this.size;
|
|
|
+ material.sizeAttenuation = this.sizeAttenuation;
|
|
|
+
|
|
|
+ material.vertexColors = this.vertexColors;
|
|
|
+
|
|
|
+ material.fog = this.fog;
|
|
|
+
|
|
|
+ return material;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ *
|
|
|
+ * parameters = {
|
|
|
+ * color: <hex>,
|
|
|
+ * program: <function>,
|
|
|
+ * opacity: <float>,
|
|
|
+ * blending: THREE.NormalBlending
|
|
|
+ * }
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.ParticleCanvasMaterial = function ( parameters ) {
|
|
|
+
|
|
|
+ THREE.Material.call( this );
|
|
|
+
|
|
|
+ this.color = new THREE.Color( 0xffffff );
|
|
|
+ this.program = function ( context, color ) {};
|
|
|
+
|
|
|
+ this.setValues( parameters );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ParticleCanvasMaterial.prototype = Object.create( THREE.Material.prototype );
|
|
|
+
|
|
|
+THREE.ParticleCanvasMaterial.prototype.clone = function () {
|
|
|
+
|
|
|
+ var material = new THREE.ParticleCanvasMaterial();
|
|
|
+
|
|
|
+ THREE.Material.prototype.clone.call( this, material );
|
|
|
+
|
|
|
+ material.color.copy( this.color );
|
|
|
+ material.program = this.program;
|
|
|
+
|
|
|
+ return material;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ *
|
|
|
+ * parameters = {
|
|
|
+ * fragmentShader: <string>,
|
|
|
+ * vertexShader: <string>,
|
|
|
+ *
|
|
|
+ * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
|
|
|
+ *
|
|
|
+ * defines: { "label" : "value" },
|
|
|
+ *
|
|
|
+ * shading: THREE.SmoothShading,
|
|
|
+ * blending: THREE.NormalBlending,
|
|
|
+ * depthTest: <bool>,
|
|
|
+ * depthWrite: <bool>,
|
|
|
+ *
|
|
|
+ * wireframe: <boolean>,
|
|
|
+ * wireframeLinewidth: <float>,
|
|
|
+ *
|
|
|
+ * lights: <bool>,
|
|
|
+ *
|
|
|
+ * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
|
|
|
+ *
|
|
|
+ * skinning: <bool>,
|
|
|
+ * morphTargets: <bool>,
|
|
|
+ * morphNormals: <bool>,
|
|
|
+ *
|
|
|
+ * fog: <bool>
|
|
|
+ * }
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.ShaderMaterial = function ( parameters ) {
|
|
|
+
|
|
|
+ THREE.Material.call( this );
|
|
|
+
|
|
|
+ this.fragmentShader = "void main() {}";
|
|
|
+ this.vertexShader = "void main() {}";
|
|
|
+ this.uniforms = {};
|
|
|
+ this.defines = {};
|
|
|
+ this.attributes = null;
|
|
|
+
|
|
|
+ this.shading = THREE.SmoothShading;
|
|
|
+
|
|
|
+ this.wireframe = false;
|
|
|
+ this.wireframeLinewidth = 1;
|
|
|
+
|
|
|
+ this.fog = false; // set to use scene fog
|
|
|
+
|
|
|
+ this.lights = false; // set to use scene lights
|
|
|
+
|
|
|
+ this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
|
|
|
+
|
|
|
+ this.skinning = false; // set to use skinning attribute streams
|
|
|
+
|
|
|
+ this.morphTargets = false; // set to use morph targets
|
|
|
+ this.morphNormals = false; // set to use morph normals
|
|
|
+
|
|
|
+ this.setValues( parameters );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
|
|
|
+
|
|
|
+THREE.ShaderMaterial.prototype.clone = function () {
|
|
|
+
|
|
|
+ var material = new THREE.ShaderMaterial();
|
|
|
+
|
|
|
+ THREE.Material.prototype.clone.call( this, material );
|
|
|
+
|
|
|
+ material.fragmentShader = this.fragmentShader;
|
|
|
+ material.vertexShader = this.vertexShader;
|
|
|
+
|
|
|
+ material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
|
|
|
+
|
|
|
+ material.attributes = this.attributes;
|
|
|
+ material.defines = this.defines;
|
|
|
+
|
|
|
+ material.shading = this.shading;
|
|
|
+
|
|
|
+ material.wireframe = this.wireframe;
|
|
|
+ material.wireframeLinewidth = this.wireframeLinewidth;
|
|
|
+
|
|
|
+ material.fog = this.fog;
|
|
|
+
|
|
|
+ material.lights = this.lights;
|
|
|
+
|
|
|
+ material.vertexColors = this.vertexColors;
|
|
|
+
|
|
|
+ material.skinning = this.skinning;
|
|
|
+
|
|
|
+ material.morphTargets = this.morphTargets;
|
|
|
+ material.morphNormals = this.morphNormals;
|
|
|
+
|
|
|
+ return material;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ *
|
|
|
+ * parameters = {
|
|
|
+ * color: <hex>,
|
|
|
+ * opacity: <float>,
|
|
|
+ * map: new THREE.Texture( <Image> ),
|
|
|
+ *
|
|
|
+ * blending: THREE.NormalBlending,
|
|
|
+ * depthTest: <bool>,
|
|
|
+ * depthWrite: <bool>,
|
|
|
+ *
|
|
|
+ * useScreenCoordinates: <bool>,
|
|
|
+ * sizeAttenuation: <bool>,
|
|
|
+ * scaleByViewport: <bool>,
|
|
|
+ * alignment: THREE.SpriteAlignment.center,
|
|
|
+ *
|
|
|
+ * uvOffset: new THREE.Vector2(),
|
|
|
+ * uvScale: new THREE.Vector2(),
|
|
|
+ *
|
|
|
+ * fog: <bool>
|
|
|
+ * }
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.SpriteMaterial = function ( parameters ) {
|
|
|
+
|
|
|
+ THREE.Material.call( this );
|
|
|
+
|
|
|
+ // defaults
|
|
|
+
|
|
|
+ this.color = new THREE.Color( 0xffffff );
|
|
|
+ this.map = new THREE.Texture();
|
|
|
+
|
|
|
+ this.useScreenCoordinates = true;
|
|
|
+ this.depthTest = !this.useScreenCoordinates;
|
|
|
+ this.sizeAttenuation = !this.useScreenCoordinates;
|
|
|
+ this.scaleByViewport = !this.sizeAttenuation;
|
|
|
+ this.alignment = THREE.SpriteAlignment.center.clone();
|
|
|
+
|
|
|
+ this.fog = false;
|
|
|
+
|
|
|
+ this.uvOffset = new THREE.Vector2( 0, 0 );
|
|
|
+ this.uvScale = new THREE.Vector2( 1, 1 );
|
|
|
+
|
|
|
+ // set parameters
|
|
|
+
|
|
|
+ this.setValues( parameters );
|
|
|
+
|
|
|
+ // override coupled defaults if not specified explicitly by parameters
|
|
|
+
|
|
|
+ parameters = parameters || {};
|
|
|
+
|
|
|
+ if ( parameters.depthTest === undefined ) this.depthTest = !this.useScreenCoordinates;
|
|
|
+ if ( parameters.sizeAttenuation === undefined ) this.sizeAttenuation = !this.useScreenCoordinates;
|
|
|
+ if ( parameters.scaleByViewport === undefined ) this.scaleByViewport = !this.sizeAttenuation;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
|
|
|
+
|
|
|
+THREE.SpriteMaterial.prototype.clone = function () {
|
|
|
+
|
|
|
+ var material = new THREE.SpriteMaterial();
|
|
|
+
|
|
|
+ THREE.Material.prototype.clone.call( this, material );
|
|
|
+
|
|
|
+ material.color.copy( this.color );
|
|
|
+ material.map = this.map;
|
|
|
+
|
|
|
+ material.useScreenCoordinates = this.useScreenCoordinates;
|
|
|
+ material.sizeAttenuation = this.sizeAttenuation;
|
|
|
+ material.scaleByViewport = this.scaleByViewport;
|
|
|
+ material.alignment.copy( this.alignment );
|
|
|
+
|
|
|
+ material.uvOffset.copy( this.uvOffset );
|
|
|
+ material.uvScale.copy( this.uvScale );
|
|
|
+
|
|
|
+ material.fog = this.fog;
|
|
|
+
|
|
|
+ return material;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Alignment enums
|
|
|
+
|
|
|
+THREE.SpriteAlignment = {};
|
|
|
+THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 );
|
|
|
+THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 );
|
|
|
+THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 );
|
|
|
+THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 );
|
|
|
+THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 );
|
|
|
+THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 );
|
|
|
+THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 );
|
|
|
+THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 );
|
|
|
+THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 );
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ * @author szimek / https://github.com/szimek/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
|
|
|
+
|
|
|
+ THREE.EventDispatcher.call( this );
|
|
|
+
|
|
|
+ this.id = THREE.TextureIdCount ++;
|
|
|
+
|
|
|
+ this.name = '';
|
|
|
+
|
|
|
+ this.image = image;
|
|
|
+ this.mipmaps = [];
|
|
|
+
|
|
|
+ this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping();
|
|
|
+
|
|
|
+ this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
|
|
|
+ this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
|
|
|
+
|
|
|
+ this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
|
|
|
+ this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
|
|
|
+
|
|
|
+ this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
|
|
|
+
|
|
|
+ this.format = format !== undefined ? format : THREE.RGBAFormat;
|
|
|
+ this.type = type !== undefined ? type : THREE.UnsignedByteType;
|
|
|
+
|
|
|
+ this.offset = new THREE.Vector2( 0, 0 );
|
|
|
+ this.repeat = new THREE.Vector2( 1, 1 );
|
|
|
+
|
|
|
+ this.generateMipmaps = true;
|
|
|
+ this.premultiplyAlpha = false;
|
|
|
+ this.flipY = true;
|
|
|
+ this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
|
|
|
+
|
|
|
+ this.needsUpdate = false;
|
|
|
+ this.onUpdate = null;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Texture.prototype = {
|
|
|
+
|
|
|
+ constructor: THREE.Texture,
|
|
|
+
|
|
|
+ clone: function ( texture ) {
|
|
|
+
|
|
|
+ if ( texture === undefined ) texture = new THREE.Texture();
|
|
|
+
|
|
|
+ texture.image = this.image;
|
|
|
+ texture.mipmaps = this.mipmaps.slice(0);
|
|
|
+
|
|
|
+ texture.mapping = this.mapping;
|
|
|
+
|
|
|
+ texture.wrapS = this.wrapS;
|
|
|
+ texture.wrapT = this.wrapT;
|
|
|
+
|
|
|
+ texture.magFilter = this.magFilter;
|
|
|
+ texture.minFilter = this.minFilter;
|
|
|
+
|
|
|
+ texture.anisotropy = this.anisotropy;
|
|
|
+
|
|
|
+ texture.format = this.format;
|
|
|
+ texture.type = this.type;
|
|
|
+
|
|
|
+ texture.offset.copy( this.offset );
|
|
|
+ texture.repeat.copy( this.repeat );
|
|
|
+
|
|
|
+ texture.generateMipmaps = this.generateMipmaps;
|
|
|
+ texture.premultiplyAlpha = this.premultiplyAlpha;
|
|
|
+ texture.flipY = this.flipY;
|
|
|
+ texture.unpackAlignment = this.unpackAlignment;
|
|
|
+
|
|
|
+ return texture;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ dispose: function () {
|
|
|
+
|
|
|
+ this.dispatchEvent( { type: 'dispose' } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.TextureIdCount = 0;
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
|
|
|
+
|
|
|
+ THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
|
|
|
+
|
|
|
+ this.image = { width: width, height: height };
|
|
|
+ this.mipmaps = mipmaps;
|
|
|
+
|
|
|
+ this.generateMipmaps = false; // WebGL currently can't generate mipmaps for compressed textures, they must be embedded in DDS file
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
|
|
|
+
|
|
|
+THREE.CompressedTexture.prototype.clone = function () {
|
|
|
+
|
|
|
+ var texture = new THREE.CompressedTexture();
|
|
|
+
|
|
|
+ THREE.Texture.prototype.clone.call( this, texture );
|
|
|
+
|
|
|
+ return texture;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
|
|
|
+
|
|
|
+ THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
|
|
|
+
|
|
|
+ this.image = { data: data, width: width, height: height };
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
|
|
|
+
|
|
|
+THREE.DataTexture.prototype.clone = function () {
|
|
|
+
|
|
|
+ var texture = new THREE.DataTexture();
|
|
|
+
|
|
|
+ THREE.Texture.prototype.clone.call( this, texture );
|
|
|
+
|
|
|
+ return texture;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Particle = function ( material ) {
|
|
|
+
|
|
|
+ THREE.Object3D.call( this );
|
|
|
+
|
|
|
+ this.material = material;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Particle.prototype = Object.create( THREE.Object3D.prototype );
|
|
|
+
|
|
|
+THREE.Particle.prototype.clone = function ( object ) {
|
|
|
+
|
|
|
+ if ( object === undefined ) object = new THREE.Particle( this.material );
|
|
|
+
|
|
|
+ THREE.Object3D.prototype.clone.call( this, object );
|
|
|
+
|
|
|
+ return object;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.ParticleSystem = function ( geometry, material ) {
|
|
|
+
|
|
|
+ THREE.Object3D.call( this );
|
|
|
+
|
|
|
+ this.geometry = geometry;
|
|
|
+ this.material = ( material !== undefined ) ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } );
|
|
|
+
|
|
|
+ this.sortParticles = false;
|
|
|
+
|
|
|
+ if ( this.geometry ) {
|
|
|
+
|
|
|
+ // calc bound radius
|
|
|
+
|
|
|
+ if( this.geometry.boundingSphere === null ) {
|
|
|
+
|
|
|
+ this.geometry.computeBoundingSphere();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.frustumCulled = false;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ParticleSystem.prototype = Object.create( THREE.Object3D.prototype );
|
|
|
+
|
|
|
+THREE.ParticleSystem.prototype.clone = function ( object ) {
|
|
|
+
|
|
|
+ if ( object === undefined ) object = new THREE.ParticleSystem( this.geometry, this.material );
|
|
|
+ object.sortParticles = this.sortParticles;
|
|
|
+
|
|
|
+ THREE.Object3D.prototype.clone.call( this, object );
|
|
|
+
|
|
|
+ return object;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Line = function ( geometry, material, type ) {
|
|
|
+
|
|
|
+ THREE.Object3D.call( this );
|
|
|
+
|
|
|
+ this.geometry = geometry;
|
|
|
+ this.material = ( material !== undefined ) ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
|
|
|
+ this.type = ( type !== undefined ) ? type : THREE.LineStrip;
|
|
|
+
|
|
|
+ if ( this.geometry ) {
|
|
|
+
|
|
|
+ if ( ! this.geometry.boundingSphere ) {
|
|
|
+
|
|
|
+ this.geometry.computeBoundingSphere();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.LineStrip = 0;
|
|
|
+THREE.LinePieces = 1;
|
|
|
+
|
|
|
+THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
|
|
|
+
|
|
|
+THREE.Line.prototype.clone = function ( object ) {
|
|
|
+
|
|
|
+ if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );
|
|
|
+
|
|
|
+ THREE.Object3D.prototype.clone.call( this, object );
|
|
|
+
|
|
|
+ return object;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ * @author jonobr1 / http://jonobr1.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Mesh = function ( geometry, material ) {
|
|
|
+
|
|
|
+ THREE.Object3D.call( this );
|
|
|
+
|
|
|
+ this.geometry = geometry;
|
|
|
+ this.material = ( material !== undefined ) ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } );
|
|
|
+
|
|
|
+ if ( this.geometry !== undefined ) {
|
|
|
+
|
|
|
+ if ( this.geometry.boundingSphere === null ) {
|
|
|
+
|
|
|
+ this.geometry.computeBoundingSphere();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.updateMorphTargets();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
|
|
|
+
|
|
|
+THREE.Mesh.prototype.updateMorphTargets = function () {
|
|
|
+
|
|
|
+ if ( this.geometry.morphTargets.length > 0 ) {
|
|
|
+
|
|
|
+ this.morphTargetBase = -1;
|
|
|
+ this.morphTargetForcedOrder = [];
|
|
|
+ this.morphTargetInfluences = [];
|
|
|
+ this.morphTargetDictionary = {};
|
|
|
+
|
|
|
+ for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
|
|
|
+
|
|
|
+ this.morphTargetInfluences.push( 0 );
|
|
|
+ this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
|
|
|
+
|
|
|
+ if ( this.morphTargetDictionary[ name ] !== undefined ) {
|
|
|
+
|
|
|
+ return this.morphTargetDictionary[ name ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." );
|
|
|
+
|
|
|
+ return 0;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Mesh.prototype.clone = function ( object ) {
|
|
|
+
|
|
|
+ if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
|
|
|
+
|
|
|
+ THREE.Object3D.prototype.clone.call( this, object );
|
|
|
+
|
|
|
+ return object;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Bone = function( belongsToSkin ) {
|
|
|
+
|
|
|
+ THREE.Object3D.call( this );
|
|
|
+
|
|
|
+ this.skin = belongsToSkin;
|
|
|
+ this.skinMatrix = new THREE.Matrix4();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
|
|
|
+
|
|
|
+THREE.Bone.prototype.update = function ( parentSkinMatrix, forceUpdate ) {
|
|
|
+
|
|
|
+ // update local
|
|
|
+
|
|
|
+ if ( this.matrixAutoUpdate ) {
|
|
|
+
|
|
|
+ forceUpdate |= this.updateMatrix();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // update skin matrix
|
|
|
+
|
|
|
+ if ( forceUpdate || this.matrixWorldNeedsUpdate ) {
|
|
|
+
|
|
|
+ if( parentSkinMatrix ) {
|
|
|
+
|
|
|
+ this.skinMatrix.multiplyMatrices( parentSkinMatrix, this.matrix );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.skinMatrix.copy( this.matrix );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.matrixWorldNeedsUpdate = false;
|
|
|
+ forceUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // update children
|
|
|
+
|
|
|
+ var child, i, l = this.children.length;
|
|
|
+
|
|
|
+ for ( i = 0; i < l; i ++ ) {
|
|
|
+
|
|
|
+ this.children[ i ].update( this.skinMatrix, forceUpdate );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/**
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
|
|
|
+
|
|
|
+ THREE.Mesh.call( this, geometry, material );
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
|
|
|
+
|
|
|
+ // init bones
|
|
|
+
|
|
|
+ this.identityMatrix = new THREE.Matrix4();
|
|
|
+
|
|
|
+ this.bones = [];
|
|
|
+ this.boneMatrices = [];
|
|
|
+
|
|
|
+ var b, bone, gbone, p, q, s;
|
|
|
+
|
|
|
+ if ( this.geometry && this.geometry.bones !== undefined ) {
|
|
|
+
|
|
|
+ for ( b = 0; b < this.geometry.bones.length; b ++ ) {
|
|
|
+
|
|
|
+ gbone = this.geometry.bones[ b ];
|
|
|
+
|
|
|
+ p = gbone.pos;
|
|
|
+ q = gbone.rotq;
|
|
|
+ s = gbone.scl;
|
|
|
+
|
|
|
+ bone = this.addBone();
|
|
|
+
|
|
|
+ bone.name = gbone.name;
|
|
|
+ bone.position.set( p[0], p[1], p[2] );
|
|
|
+ bone.quaternion.set( q[0], q[1], q[2], q[3] );
|
|
|
+ bone.useQuaternion = true;
|
|
|
+
|
|
|
+ if ( s !== undefined ) {
|
|
|
+
|
|
|
+ bone.scale.set( s[0], s[1], s[2] );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ bone.scale.set( 1, 1, 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( b = 0; b < this.bones.length; b ++ ) {
|
|
|
+
|
|
|
+ gbone = this.geometry.bones[ b ];
|
|
|
+ bone = this.bones[ b ];
|
|
|
+
|
|
|
+ if ( gbone.parent === -1 ) {
|
|
|
+
|
|
|
+ this.add( bone );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.bones[ gbone.parent ].add( bone );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ var nBones = this.bones.length;
|
|
|
+
|
|
|
+ if ( this.useVertexTexture ) {
|
|
|
+
|
|
|
+ // layout (1 matrix = 4 pixels)
|
|
|
+ // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
|
|
|
+ // with 8x8 pixel texture max 16 bones (8 * 8 / 4)
|
|
|
+ // 16x16 pixel texture max 64 bones (16 * 16 / 4)
|
|
|
+ // 32x32 pixel texture max 256 bones (32 * 32 / 4)
|
|
|
+ // 64x64 pixel texture max 1024 bones (64 * 64 / 4)
|
|
|
+
|
|
|
+ var size;
|
|
|
+
|
|
|
+ if ( nBones > 256 )
|
|
|
+ size = 64;
|
|
|
+ else if ( nBones > 64 )
|
|
|
+ size = 32;
|
|
|
+ else if ( nBones > 16 )
|
|
|
+ size = 16;
|
|
|
+ else
|
|
|
+ size = 8;
|
|
|
+
|
|
|
+ this.boneTextureWidth = size;
|
|
|
+ this.boneTextureHeight = size;
|
|
|
+
|
|
|
+ this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
|
|
|
+ this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
|
|
|
+ this.boneTexture.minFilter = THREE.NearestFilter;
|
|
|
+ this.boneTexture.magFilter = THREE.NearestFilter;
|
|
|
+ this.boneTexture.generateMipmaps = false;
|
|
|
+ this.boneTexture.flipY = false;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.boneMatrices = new Float32Array( 16 * nBones );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.pose();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
|
|
|
+
|
|
|
+THREE.SkinnedMesh.prototype.addBone = function( bone ) {
|
|
|
+
|
|
|
+ if ( bone === undefined ) {
|
|
|
+
|
|
|
+ bone = new THREE.Bone( this );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.bones.push( bone );
|
|
|
+
|
|
|
+ return bone;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
|
|
|
+
|
|
|
+ this.matrixAutoUpdate && this.updateMatrix();
|
|
|
+
|
|
|
+ // update matrixWorld
|
|
|
+
|
|
|
+ if ( this.matrixWorldNeedsUpdate || force ) {
|
|
|
+
|
|
|
+ if ( this.parent ) {
|
|
|
+
|
|
|
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.matrixWorld.copy( this.matrix );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.matrixWorldNeedsUpdate = false;
|
|
|
+
|
|
|
+ force = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // update children
|
|
|
+
|
|
|
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
|
|
|
+
|
|
|
+ var child = this.children[ i ];
|
|
|
+
|
|
|
+ if ( child instanceof THREE.Bone ) {
|
|
|
+
|
|
|
+ child.update( this.identityMatrix, false );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ child.updateMatrixWorld( true );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // make a snapshot of the bones' rest position
|
|
|
+
|
|
|
+ if ( this.boneInverses == undefined ) {
|
|
|
+
|
|
|
+ this.boneInverses = [];
|
|
|
+
|
|
|
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
|
|
|
+
|
|
|
+ var inverse = new THREE.Matrix4();
|
|
|
+
|
|
|
+ inverse.getInverse( this.bones[ b ].skinMatrix );
|
|
|
+
|
|
|
+ this.boneInverses.push( inverse );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // flatten bone matrices to array
|
|
|
+
|
|
|
+ for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
|
|
|
+
|
|
|
+ // compute the offset between the current and the original transform;
|
|
|
+
|
|
|
+ //TODO: we could get rid of this multiplication step if the skinMatrix
|
|
|
+ // was already representing the offset; however, this requires some
|
|
|
+ // major changes to the animation system
|
|
|
+
|
|
|
+ THREE.SkinnedMesh.offsetMatrix.multiplyMatrices( this.bones[ b ].skinMatrix, this.boneInverses[ b ] );
|
|
|
+
|
|
|
+ THREE.SkinnedMesh.offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.useVertexTexture ) {
|
|
|
+
|
|
|
+ this.boneTexture.needsUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.SkinnedMesh.prototype.pose = function () {
|
|
|
+
|
|
|
+ this.updateMatrixWorld( true );
|
|
|
+
|
|
|
+ for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
|
|
|
+
|
|
|
+ // normalize weights
|
|
|
+
|
|
|
+ var sw = this.geometry.skinWeights[ i ];
|
|
|
+
|
|
|
+ var scale = 1.0 / sw.lengthManhattan();
|
|
|
+
|
|
|
+ if ( scale !== Infinity ) {
|
|
|
+
|
|
|
+ sw.multiplyScalar( scale );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ sw.set( 1 ); // this will be normalized by the shader anyway
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.SkinnedMesh.prototype.clone = function ( object ) {
|
|
|
+
|
|
|
+ if ( object === undefined ) object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
|
|
|
+
|
|
|
+ THREE.Mesh.prototype.clone.call( this, object );
|
|
|
+
|
|
|
+ return object;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.SkinnedMesh.offsetMatrix = new THREE.Matrix4();
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.MorphAnimMesh = function ( geometry, material ) {
|
|
|
+
|
|
|
+ THREE.Mesh.call( this, geometry, material );
|
|
|
+
|
|
|
+ // API
|
|
|
+
|
|
|
+ this.duration = 1000; // milliseconds
|
|
|
+ this.mirroredLoop = false;
|
|
|
+ this.time = 0;
|
|
|
+
|
|
|
+ // internals
|
|
|
+
|
|
|
+ this.lastKeyframe = 0;
|
|
|
+ this.currentKeyframe = 0;
|
|
|
+
|
|
|
+ this.direction = 1;
|
|
|
+ this.directionBackwards = false;
|
|
|
+
|
|
|
+ this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
|
|
|
+
|
|
|
+THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
|
|
|
+
|
|
|
+ this.startKeyframe = start;
|
|
|
+ this.endKeyframe = end;
|
|
|
+
|
|
|
+ this.length = this.endKeyframe - this.startKeyframe + 1;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
|
|
|
+
|
|
|
+ this.direction = 1;
|
|
|
+ this.directionBackwards = false;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
|
|
|
+
|
|
|
+ this.direction = -1;
|
|
|
+ this.directionBackwards = true;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphAnimMesh.prototype.parseAnimations = function () {
|
|
|
+
|
|
|
+ var geometry = this.geometry;
|
|
|
+
|
|
|
+ if ( ! geometry.animations ) geometry.animations = {};
|
|
|
+
|
|
|
+ var firstAnimation, animations = geometry.animations;
|
|
|
+
|
|
|
+ var pattern = /([a-z]+)(\d+)/;
|
|
|
+
|
|
|
+ for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var morph = geometry.morphTargets[ i ];
|
|
|
+ var parts = morph.name.match( pattern );
|
|
|
+
|
|
|
+ if ( parts && parts.length > 1 ) {
|
|
|
+
|
|
|
+ var label = parts[ 1 ];
|
|
|
+ var num = parts[ 2 ];
|
|
|
+
|
|
|
+ if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity };
|
|
|
+
|
|
|
+ var animation = animations[ label ];
|
|
|
+
|
|
|
+ if ( i < animation.start ) animation.start = i;
|
|
|
+ if ( i > animation.end ) animation.end = i;
|
|
|
+
|
|
|
+ if ( ! firstAnimation ) firstAnimation = label;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.firstAnimation = firstAnimation;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
|
|
|
+
|
|
|
+ if ( ! this.geometry.animations ) this.geometry.animations = {};
|
|
|
+
|
|
|
+ this.geometry.animations[ label ] = { start: start, end: end };
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
|
|
|
+
|
|
|
+ var animation = this.geometry.animations[ label ];
|
|
|
+
|
|
|
+ if ( animation ) {
|
|
|
+
|
|
|
+ this.setFrameRange( animation.start, animation.end );
|
|
|
+ this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
|
|
|
+ this.time = 0;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ console.warn( "animation[" + label + "] undefined" );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
|
|
|
+
|
|
|
+ var frameTime = this.duration / this.length;
|
|
|
+
|
|
|
+ this.time += this.direction * delta;
|
|
|
+
|
|
|
+ if ( this.mirroredLoop ) {
|
|
|
+
|
|
|
+ if ( this.time > this.duration || this.time < 0 ) {
|
|
|
+
|
|
|
+ this.direction *= -1;
|
|
|
+
|
|
|
+ if ( this.time > this.duration ) {
|
|
|
+
|
|
|
+ this.time = this.duration;
|
|
|
+ this.directionBackwards = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.time < 0 ) {
|
|
|
+
|
|
|
+ this.time = 0;
|
|
|
+ this.directionBackwards = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.time = this.time % this.duration;
|
|
|
+
|
|
|
+ if ( this.time < 0 ) this.time += this.duration;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
|
|
|
+
|
|
|
+ if ( keyframe !== this.currentKeyframe ) {
|
|
|
+
|
|
|
+ this.morphTargetInfluences[ this.lastKeyframe ] = 0;
|
|
|
+ this.morphTargetInfluences[ this.currentKeyframe ] = 1;
|
|
|
+
|
|
|
+ this.morphTargetInfluences[ keyframe ] = 0;
|
|
|
+
|
|
|
+ this.lastKeyframe = this.currentKeyframe;
|
|
|
+ this.currentKeyframe = keyframe;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var mix = ( this.time % frameTime ) / frameTime;
|
|
|
+
|
|
|
+ if ( this.directionBackwards ) {
|
|
|
+
|
|
|
+ mix = 1 - mix;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.morphTargetInfluences[ this.currentKeyframe ] = mix;
|
|
|
+ this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphAnimMesh.prototype.clone = function ( object ) {
|
|
|
+
|
|
|
+ if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
|
|
|
+
|
|
|
+ object.duration = this.duration;
|
|
|
+ object.mirroredLoop = this.mirroredLoop;
|
|
|
+ object.time = this.time;
|
|
|
+
|
|
|
+ object.lastKeyframe = this.lastKeyframe;
|
|
|
+ object.currentKeyframe = this.currentKeyframe;
|
|
|
+
|
|
|
+ object.direction = this.direction;
|
|
|
+ object.directionBackwards = this.directionBackwards;
|
|
|
+
|
|
|
+ THREE.Mesh.prototype.clone.call( this, object );
|
|
|
+
|
|
|
+ return object;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Ribbon = function ( geometry, material ) {
|
|
|
+
|
|
|
+ THREE.Object3D.call( this );
|
|
|
+
|
|
|
+ this.geometry = geometry;
|
|
|
+ this.material = material;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Ribbon.prototype = Object.create( THREE.Object3D.prototype );
|
|
|
+
|
|
|
+THREE.Ribbon.prototype.clone = function ( object ) {
|
|
|
+
|
|
|
+ if ( object === undefined ) object = new THREE.Ribbon( this.geometry, this.material );
|
|
|
+
|
|
|
+ THREE.Object3D.prototype.clone.call( this, object );
|
|
|
+
|
|
|
+ return object;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.LOD = function () {
|
|
|
+
|
|
|
+ THREE.Object3D.call( this );
|
|
|
+
|
|
|
+ this.LODs = [];
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
|
|
|
+
|
|
|
+THREE.LOD.prototype.addLevel = function ( object3D, visibleAtDistance ) {
|
|
|
+
|
|
|
+ if ( visibleAtDistance === undefined ) {
|
|
|
+
|
|
|
+ visibleAtDistance = 0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ visibleAtDistance = Math.abs( visibleAtDistance );
|
|
|
+
|
|
|
+ for ( var l = 0; l < this.LODs.length; l ++ ) {
|
|
|
+
|
|
|
+ if ( visibleAtDistance < this.LODs[ l ].visibleAtDistance ) {
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.LODs.splice( l, 0, { visibleAtDistance: visibleAtDistance, object3D: object3D } );
|
|
|
+ this.add( object3D );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.LOD.prototype.update = function ( camera ) {
|
|
|
+
|
|
|
+ if ( this.LODs.length > 1 ) {
|
|
|
+
|
|
|
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
|
|
|
+
|
|
|
+ var inverse = camera.matrixWorldInverse;
|
|
|
+ var distance = -( inverse.elements[2] * this.matrixWorld.elements[12] + inverse.elements[6] * this.matrixWorld.elements[13] + inverse.elements[10] * this.matrixWorld.elements[14] + inverse.elements[14] );
|
|
|
+
|
|
|
+ this.LODs[ 0 ].object3D.visible = true;
|
|
|
+
|
|
|
+ for ( var l = 1; l < this.LODs.length; l ++ ) {
|
|
|
+
|
|
|
+ if( distance >= this.LODs[ l ].visibleAtDistance ) {
|
|
|
+
|
|
|
+ this.LODs[ l - 1 ].object3D.visible = false;
|
|
|
+ this.LODs[ l ].object3D.visible = true;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for( ; l < this.LODs.length; l ++ ) {
|
|
|
+
|
|
|
+ this.LODs[ l ].object3D.visible = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.LOD.prototype.clone = function () {
|
|
|
+
|
|
|
+ // TODO
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Sprite = function ( material ) {
|
|
|
+
|
|
|
+ THREE.Object3D.call( this );
|
|
|
+
|
|
|
+ this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
|
|
|
+
|
|
|
+ this.rotation3d = this.rotation;
|
|
|
+ this.rotation = 0;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
|
|
|
+
|
|
|
+/*
|
|
|
+ * Custom update matrix
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Sprite.prototype.updateMatrix = function () {
|
|
|
+
|
|
|
+ this.matrix.setPosition( this.position );
|
|
|
+
|
|
|
+ this.rotation3d.set( 0, 0, this.rotation );
|
|
|
+ this.matrix.setRotationFromEuler( this.rotation3d );
|
|
|
+
|
|
|
+ if ( this.scale.x !== 1 || this.scale.y !== 1 ) {
|
|
|
+
|
|
|
+ this.matrix.scale( this.scale );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.matrixWorldNeedsUpdate = true;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Sprite.prototype.clone = function ( object ) {
|
|
|
+
|
|
|
+ if ( object === undefined ) object = new THREE.Sprite( this.material );
|
|
|
+
|
|
|
+ THREE.Object3D.prototype.clone.call( this, object );
|
|
|
+
|
|
|
+ return object;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Scene = function () {
|
|
|
+
|
|
|
+ THREE.Object3D.call( this );
|
|
|
+
|
|
|
+ this.fog = null;
|
|
|
+ this.overrideMaterial = null;
|
|
|
+
|
|
|
+ this.matrixAutoUpdate = false;
|
|
|
+
|
|
|
+ this.__objects = [];
|
|
|
+ this.__lights = [];
|
|
|
+
|
|
|
+ this.__objectsAdded = [];
|
|
|
+ this.__objectsRemoved = [];
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
|
|
|
+
|
|
|
+THREE.Scene.prototype.__addObject = function ( object ) {
|
|
|
+
|
|
|
+ if ( object instanceof THREE.Light ) {
|
|
|
+
|
|
|
+ if ( this.__lights.indexOf( object ) === - 1 ) {
|
|
|
+
|
|
|
+ this.__lights.push( object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( object.target && object.target.parent === undefined ) {
|
|
|
+
|
|
|
+ this.add( object.target );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {
|
|
|
+
|
|
|
+ if ( this.__objects.indexOf( object ) === - 1 ) {
|
|
|
+
|
|
|
+ this.__objects.push( object );
|
|
|
+ this.__objectsAdded.push( object );
|
|
|
+
|
|
|
+ // check if previously removed
|
|
|
+
|
|
|
+ var i = this.__objectsRemoved.indexOf( object );
|
|
|
+
|
|
|
+ if ( i !== -1 ) {
|
|
|
+
|
|
|
+ this.__objectsRemoved.splice( i, 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var c = 0; c < object.children.length; c ++ ) {
|
|
|
+
|
|
|
+ this.__addObject( object.children[ c ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Scene.prototype.__removeObject = function ( object ) {
|
|
|
+
|
|
|
+ if ( object instanceof THREE.Light ) {
|
|
|
+
|
|
|
+ var i = this.__lights.indexOf( object );
|
|
|
+
|
|
|
+ if ( i !== -1 ) {
|
|
|
+
|
|
|
+ this.__lights.splice( i, 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( !( object instanceof THREE.Camera ) ) {
|
|
|
+
|
|
|
+ var i = this.__objects.indexOf( object );
|
|
|
+
|
|
|
+ if( i !== -1 ) {
|
|
|
+
|
|
|
+ this.__objects.splice( i, 1 );
|
|
|
+ this.__objectsRemoved.push( object );
|
|
|
+
|
|
|
+ // check if previously added
|
|
|
+
|
|
|
+ var ai = this.__objectsAdded.indexOf( object );
|
|
|
+
|
|
|
+ if ( ai !== -1 ) {
|
|
|
+
|
|
|
+ this.__objectsAdded.splice( ai, 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var c = 0; c < object.children.length; c ++ ) {
|
|
|
+
|
|
|
+ this.__removeObject( object.children[ c ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Fog = function ( hex, near, far ) {
|
|
|
+
|
|
|
+ this.name = '';
|
|
|
+
|
|
|
+ this.color = new THREE.Color( hex );
|
|
|
+
|
|
|
+ this.near = ( near !== undefined ) ? near : 1;
|
|
|
+ this.far = ( far !== undefined ) ? far : 1000;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Fog.prototype.clone = function () {
|
|
|
+
|
|
|
+ return new THREE.Fog( this.color.getHex(), this.near, this.far );
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.FogExp2 = function ( hex, density ) {
|
|
|
+
|
|
|
+ this.name = '';
|
|
|
+ this.color = new THREE.Color( hex );
|
|
|
+ this.density = ( density !== undefined ) ? density : 0.00025;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.FogExp2.prototype.clone = function () {
|
|
|
+
|
|
|
+ return new THREE.FogExp2( this.color.getHex(), this.density );
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.CanvasRenderer = function ( parameters ) {
|
|
|
+
|
|
|
+ console.log( 'THREE.CanvasRenderer', THREE.REVISION );
|
|
|
+
|
|
|
+ var smoothstep = THREE.Math.smoothstep;
|
|
|
+
|
|
|
+ parameters = parameters || {};
|
|
|
+
|
|
|
+ var _this = this,
|
|
|
+ _renderData, _elements, _lights,
|
|
|
+ _projector = new THREE.Projector(),
|
|
|
+
|
|
|
+ _canvas = parameters.canvas !== undefined
|
|
|
+ ? parameters.canvas
|
|
|
+ : document.createElement( 'canvas' ),
|
|
|
+
|
|
|
+ _canvasWidth, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf,
|
|
|
+ _context = _canvas.getContext( '2d' ),
|
|
|
+
|
|
|
+ _clearColor = new THREE.Color( 0x000000 ),
|
|
|
+ _clearOpacity = 0,
|
|
|
+
|
|
|
+ _contextGlobalAlpha = 1,
|
|
|
+ _contextGlobalCompositeOperation = 0,
|
|
|
+ _contextStrokeStyle = null,
|
|
|
+ _contextFillStyle = null,
|
|
|
+ _contextLineWidth = null,
|
|
|
+ _contextLineCap = null,
|
|
|
+ _contextLineJoin = null,
|
|
|
+ _contextDashSize = null,
|
|
|
+ _contextGapSize = 0,
|
|
|
+
|
|
|
+ _v1, _v2, _v3, _v4,
|
|
|
+ _v5 = new THREE.RenderableVertex(),
|
|
|
+ _v6 = new THREE.RenderableVertex(),
|
|
|
+
|
|
|
+ _v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
|
|
|
+ _v4x, _v4y, _v5x, _v5y, _v6x, _v6y,
|
|
|
+
|
|
|
+ _color = new THREE.Color(),
|
|
|
+ _color1 = new THREE.Color(),
|
|
|
+ _color2 = new THREE.Color(),
|
|
|
+ _color3 = new THREE.Color(),
|
|
|
+ _color4 = new THREE.Color(),
|
|
|
+
|
|
|
+ _diffuseColor = new THREE.Color(),
|
|
|
+ _emissiveColor = new THREE.Color(),
|
|
|
+
|
|
|
+ _lightColor = new THREE.Color(),
|
|
|
+
|
|
|
+ _patterns = {}, _imagedatas = {},
|
|
|
+
|
|
|
+ _near, _far,
|
|
|
+
|
|
|
+ _image, _uvs,
|
|
|
+ _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,
|
|
|
+
|
|
|
+ _clipBox = new THREE.Box2(),
|
|
|
+ _clearBox = new THREE.Box2(),
|
|
|
+ _elemBox = new THREE.Box2(),
|
|
|
+
|
|
|
+ _ambientLight = new THREE.Color(),
|
|
|
+ _directionalLights = new THREE.Color(),
|
|
|
+ _pointLights = new THREE.Color(),
|
|
|
+
|
|
|
+ _vector3 = new THREE.Vector3(), // Needed for PointLight
|
|
|
+
|
|
|
+ _pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData,
|
|
|
+ _gradientMap, _gradientMapContext, _gradientMapQuality = 16;
|
|
|
+
|
|
|
+ _pixelMap = document.createElement( 'canvas' );
|
|
|
+ _pixelMap.width = _pixelMap.height = 2;
|
|
|
+
|
|
|
+ _pixelMapContext = _pixelMap.getContext( '2d' );
|
|
|
+ _pixelMapContext.fillStyle = 'rgba(0,0,0,1)';
|
|
|
+ _pixelMapContext.fillRect( 0, 0, 2, 2 );
|
|
|
+
|
|
|
+ _pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 );
|
|
|
+ _pixelMapData = _pixelMapImage.data;
|
|
|
+
|
|
|
+ _gradientMap = document.createElement( 'canvas' );
|
|
|
+ _gradientMap.width = _gradientMap.height = _gradientMapQuality;
|
|
|
+
|
|
|
+ _gradientMapContext = _gradientMap.getContext( '2d' );
|
|
|
+ _gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 );
|
|
|
+ _gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality );
|
|
|
+
|
|
|
+ _gradientMapQuality --; // Fix UVs
|
|
|
+
|
|
|
+ // dash+gap fallbacks for Firefox and everything else
|
|
|
+
|
|
|
+ if ( _context.setLineDash === undefined ) {
|
|
|
+
|
|
|
+ if ( _context.mozDash !== undefined ) {
|
|
|
+
|
|
|
+ _context.setLineDash = function ( values ) {
|
|
|
+
|
|
|
+ _context.mozDash = values[ 0 ] !== null ? values : null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _context.setLineDash = function () {}
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.domElement = _canvas;
|
|
|
+
|
|
|
+ this.devicePixelRatio = parameters.devicePixelRatio !== undefined
|
|
|
+ ? parameters.devicePixelRatio
|
|
|
+ : window.devicePixelRatio !== undefined
|
|
|
+ ? window.devicePixelRatio
|
|
|
+ : 1;
|
|
|
+
|
|
|
+ this.autoClear = true;
|
|
|
+ this.sortObjects = true;
|
|
|
+ this.sortElements = true;
|
|
|
+
|
|
|
+ this.info = {
|
|
|
+
|
|
|
+ render: {
|
|
|
+
|
|
|
+ vertices: 0,
|
|
|
+ faces: 0
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // WebGLRenderer compatibility
|
|
|
+
|
|
|
+ this.supportsVertexTextures = function () {};
|
|
|
+ this.setFaceCulling = function () {};
|
|
|
+
|
|
|
+ this.setSize = function ( width, height ) {
|
|
|
+
|
|
|
+ _canvasWidth = width * this.devicePixelRatio;
|
|
|
+ _canvasHeight = height * this.devicePixelRatio;
|
|
|
+
|
|
|
+ _canvasWidthHalf = Math.floor( _canvasWidth / 2 );
|
|
|
+ _canvasHeightHalf = Math.floor( _canvasHeight / 2 );
|
|
|
+
|
|
|
+ _canvas.width = _canvasWidth;
|
|
|
+ _canvas.height = _canvasHeight;
|
|
|
+
|
|
|
+ _canvas.style.width = width + 'px';
|
|
|
+ _canvas.style.height = height + 'px';
|
|
|
+
|
|
|
+ _clipBox.set(
|
|
|
+ new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
|
|
|
+ new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
|
|
|
+ );
|
|
|
+
|
|
|
+ _clearBox.set(
|
|
|
+ new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
|
|
|
+ new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
|
|
|
+ );
|
|
|
+
|
|
|
+ _contextGlobalAlpha = 1;
|
|
|
+ _contextGlobalCompositeOperation = 0;
|
|
|
+ _contextStrokeStyle = null;
|
|
|
+ _contextFillStyle = null;
|
|
|
+ _contextLineWidth = null;
|
|
|
+ _contextLineCap = null;
|
|
|
+ _contextLineJoin = null;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.setClearColor = function ( color, opacity ) {
|
|
|
+
|
|
|
+ _clearColor.copy( color );
|
|
|
+ _clearOpacity = opacity !== undefined ? opacity : 1;
|
|
|
+
|
|
|
+ _clearBox.set(
|
|
|
+ new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
|
|
|
+ new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
|
|
|
+ );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.setClearColorHex = function ( hex, opacity ) {
|
|
|
+
|
|
|
+ _clearColor.setHex( hex );
|
|
|
+ _clearOpacity = opacity !== undefined ? opacity : 1;
|
|
|
+
|
|
|
+ _clearBox.set(
|
|
|
+ new THREE.Vector2( - _canvasWidthHalf, - _canvasHeightHalf ),
|
|
|
+ new THREE.Vector2( _canvasWidthHalf, _canvasHeightHalf )
|
|
|
+ );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.getMaxAnisotropy = function () {
|
|
|
+
|
|
|
+ return 0;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.clear = function () {
|
|
|
+
|
|
|
+ _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
|
|
|
+
|
|
|
+ if ( _clearBox.empty() === false ) {
|
|
|
+
|
|
|
+ _clearBox.intersect( _clipBox );
|
|
|
+ _clearBox.expandByScalar( 2 );
|
|
|
+
|
|
|
+ if ( _clearOpacity < 1 ) {
|
|
|
+
|
|
|
+ _context.clearRect(
|
|
|
+ _clearBox.min.x | 0,
|
|
|
+ _clearBox.min.y | 0,
|
|
|
+ ( _clearBox.max.x - _clearBox.min.x ) | 0,
|
|
|
+ ( _clearBox.max.y - _clearBox.min.y ) | 0
|
|
|
+ );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( _clearOpacity > 0 ) {
|
|
|
+
|
|
|
+ setBlending( THREE.NormalBlending );
|
|
|
+ setOpacity( 1 );
|
|
|
+
|
|
|
+ setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearOpacity + ')' );
|
|
|
+
|
|
|
+ _context.fillRect(
|
|
|
+ _clearBox.min.x | 0,
|
|
|
+ _clearBox.min.y | 0,
|
|
|
+ ( _clearBox.max.x - _clearBox.min.x ) | 0,
|
|
|
+ ( _clearBox.max.y - _clearBox.min.y ) | 0
|
|
|
+ );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _clearBox.makeEmpty();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.render = function ( scene, camera ) {
|
|
|
+
|
|
|
+ if ( camera instanceof THREE.Camera === false ) {
|
|
|
+
|
|
|
+ console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' );
|
|
|
+ return;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.autoClear === true ) {
|
|
|
+
|
|
|
+ this.clear();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
|
|
|
+
|
|
|
+ _this.info.render.vertices = 0;
|
|
|
+ _this.info.render.faces = 0;
|
|
|
+
|
|
|
+ _renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
|
|
|
+ _elements = _renderData.elements;
|
|
|
+ _lights = _renderData.lights;
|
|
|
+
|
|
|
+ /* DEBUG
|
|
|
+ setFillStyle( 'rgba( 0, 255, 255, 0.5 )' );
|
|
|
+ _context.fillRect( _clipBox.min.x, _clipBox.min.y, _clipBox.max.x - _clipBox.min.x, _clipBox.max.y - _clipBox.min.y );
|
|
|
+ */
|
|
|
+
|
|
|
+ calculateLights();
|
|
|
+
|
|
|
+ for ( var e = 0, el = _elements.length; e < el; e++ ) {
|
|
|
+
|
|
|
+ var element = _elements[ e ];
|
|
|
+
|
|
|
+ var material = element.material;
|
|
|
+
|
|
|
+ if ( material === undefined || material.visible === false ) continue;
|
|
|
+
|
|
|
+ _elemBox.makeEmpty();
|
|
|
+
|
|
|
+ if ( element instanceof THREE.RenderableParticle ) {
|
|
|
+
|
|
|
+ _v1 = element;
|
|
|
+ _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;
|
|
|
+
|
|
|
+ renderParticle( _v1, element, material );
|
|
|
+
|
|
|
+ } else if ( element instanceof THREE.RenderableLine ) {
|
|
|
+
|
|
|
+ _v1 = element.v1; _v2 = element.v2;
|
|
|
+
|
|
|
+ _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
|
|
|
+ _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
|
|
|
+
|
|
|
+ _elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen ] );
|
|
|
+
|
|
|
+ if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
|
|
|
+
|
|
|
+ renderLine( _v1, _v2, element, material );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( element instanceof THREE.RenderableFace3 ) {
|
|
|
+
|
|
|
+ _v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
|
|
|
+
|
|
|
+ if ( _v1.positionScreen.z < -1 || _v1.positionScreen.z > 1 ) continue;
|
|
|
+ if ( _v2.positionScreen.z < -1 || _v2.positionScreen.z > 1 ) continue;
|
|
|
+ if ( _v3.positionScreen.z < -1 || _v3.positionScreen.z > 1 ) continue;
|
|
|
+
|
|
|
+ _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
|
|
|
+ _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
|
|
|
+ _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
|
|
|
+
|
|
|
+ if ( material.overdraw === true ) {
|
|
|
+
|
|
|
+ expand( _v1.positionScreen, _v2.positionScreen );
|
|
|
+ expand( _v2.positionScreen, _v3.positionScreen );
|
|
|
+ expand( _v3.positionScreen, _v1.positionScreen );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen, _v3.positionScreen ] );
|
|
|
+
|
|
|
+ renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material );
|
|
|
+
|
|
|
+ } else if ( element instanceof THREE.RenderableFace4 ) {
|
|
|
+
|
|
|
+ _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4;
|
|
|
+
|
|
|
+ if ( _v1.positionScreen.z < -1 || _v1.positionScreen.z > 1 ) continue;
|
|
|
+ if ( _v2.positionScreen.z < -1 || _v2.positionScreen.z > 1 ) continue;
|
|
|
+ if ( _v3.positionScreen.z < -1 || _v3.positionScreen.z > 1 ) continue;
|
|
|
+ if ( _v4.positionScreen.z < -1 || _v4.positionScreen.z > 1 ) continue;
|
|
|
+
|
|
|
+ _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
|
|
|
+ _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
|
|
|
+ _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
|
|
|
+ _v4.positionScreen.x *= _canvasWidthHalf; _v4.positionScreen.y *= _canvasHeightHalf;
|
|
|
+
|
|
|
+ _v5.positionScreen.copy( _v2.positionScreen );
|
|
|
+ _v6.positionScreen.copy( _v4.positionScreen );
|
|
|
+
|
|
|
+ if ( material.overdraw === true ) {
|
|
|
+
|
|
|
+ expand( _v1.positionScreen, _v2.positionScreen );
|
|
|
+ expand( _v2.positionScreen, _v4.positionScreen );
|
|
|
+ expand( _v4.positionScreen, _v1.positionScreen );
|
|
|
+
|
|
|
+ expand( _v3.positionScreen, _v5.positionScreen );
|
|
|
+ expand( _v3.positionScreen, _v6.positionScreen );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen, _v3.positionScreen, _v4.positionScreen ] );
|
|
|
+
|
|
|
+ renderFace4( _v1, _v2, _v3, _v4, _v5, _v6, element, material, scene );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ /* DEBUG
|
|
|
+ setLineWidth( 1 );
|
|
|
+ setStrokeStyle( 'rgba( 0, 255, 0, 0.5 )' );
|
|
|
+ _context.strokeRect( _elemBox.min.x, _elemBox.min.y, _elemBox.max.x - _elemBox.min.x, _elemBox.max.y - _elemBox.min.y );
|
|
|
+ */
|
|
|
+
|
|
|
+ _clearBox.union( _elemBox );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ /* DEBUG
|
|
|
+ setLineWidth( 1 );
|
|
|
+ setStrokeStyle( 'rgba( 255, 0, 0, 0.5 )' );
|
|
|
+ _context.strokeRect( _clearBox.min.x, _clearBox.min.y, _clearBox.max.x - _clearBox.min.x, _clearBox.max.y - _clearBox.min.y );
|
|
|
+ */
|
|
|
+
|
|
|
+ _context.setTransform( 1, 0, 0, 1, 0, 0 );
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ function calculateLights() {
|
|
|
+
|
|
|
+ _ambientLight.setRGB( 0, 0, 0 );
|
|
|
+ _directionalLights.setRGB( 0, 0, 0 );
|
|
|
+ _pointLights.setRGB( 0, 0, 0 );
|
|
|
+
|
|
|
+ for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
|
|
|
+
|
|
|
+ var light = _lights[ l ];
|
|
|
+ var lightColor = light.color;
|
|
|
+
|
|
|
+ if ( light instanceof THREE.AmbientLight ) {
|
|
|
+
|
|
|
+ _ambientLight.add( lightColor );
|
|
|
+
|
|
|
+ } else if ( light instanceof THREE.DirectionalLight ) {
|
|
|
+
|
|
|
+ // for particles
|
|
|
+
|
|
|
+ _directionalLights.add( lightColor );
|
|
|
+
|
|
|
+ } else if ( light instanceof THREE.PointLight ) {
|
|
|
+
|
|
|
+ // for particles
|
|
|
+
|
|
|
+ _pointLights.add( lightColor );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function calculateLight( position, normal, color ) {
|
|
|
+
|
|
|
+ for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
|
|
|
+
|
|
|
+ var light = _lights[ l ];
|
|
|
+
|
|
|
+ _lightColor.copy( light.color );
|
|
|
+
|
|
|
+ if ( light instanceof THREE.DirectionalLight ) {
|
|
|
+
|
|
|
+ var lightPosition = _vector3.getPositionFromMatrix( light.matrixWorld ).normalize();
|
|
|
+
|
|
|
+ var amount = normal.dot( lightPosition );
|
|
|
+
|
|
|
+ if ( amount <= 0 ) continue;
|
|
|
+
|
|
|
+ amount *= light.intensity;
|
|
|
+
|
|
|
+ color.add( _lightColor.multiplyScalar( amount ) );
|
|
|
+
|
|
|
+ } else if ( light instanceof THREE.PointLight ) {
|
|
|
+
|
|
|
+ var lightPosition = _vector3.getPositionFromMatrix( light.matrixWorld );
|
|
|
+
|
|
|
+ var amount = normal.dot( _vector3.subVectors( lightPosition, position ).normalize() );
|
|
|
+
|
|
|
+ if ( amount <= 0 ) continue;
|
|
|
+
|
|
|
+ amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
|
|
|
+
|
|
|
+ if ( amount == 0 ) continue;
|
|
|
+
|
|
|
+ amount *= light.intensity;
|
|
|
+
|
|
|
+ color.add( _lightColor.multiplyScalar( amount ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function renderParticle( v1, element, material ) {
|
|
|
+
|
|
|
+ setOpacity( material.opacity );
|
|
|
+ setBlending( material.blending );
|
|
|
+
|
|
|
+ var width, height, scaleX, scaleY,
|
|
|
+ bitmap, bitmapWidth, bitmapHeight;
|
|
|
+
|
|
|
+ if ( material instanceof THREE.ParticleBasicMaterial ) {
|
|
|
+
|
|
|
+ if ( material.map === null ) {
|
|
|
+
|
|
|
+ scaleX = element.object.scale.x;
|
|
|
+ scaleY = element.object.scale.y;
|
|
|
+
|
|
|
+ // TODO: Be able to disable this
|
|
|
+
|
|
|
+ scaleX *= element.scale.x * _canvasWidthHalf;
|
|
|
+ scaleY *= element.scale.y * _canvasHeightHalf;
|
|
|
+
|
|
|
+ _elemBox.min.set( v1.x - scaleX, v1.y - scaleY );
|
|
|
+ _elemBox.max.set( v1.x + scaleX, v1.y + scaleY );
|
|
|
+
|
|
|
+ if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
|
|
|
+
|
|
|
+ return;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ setFillStyle( material.color.getStyle() );
|
|
|
+
|
|
|
+ _context.save();
|
|
|
+ _context.translate( v1.x, v1.y );
|
|
|
+ _context.rotate( - element.rotation );
|
|
|
+ _context.scale( scaleX, scaleY );
|
|
|
+ _context.fillRect( -1, -1, 2, 2 );
|
|
|
+ _context.restore();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ bitmap = material.map.image;
|
|
|
+ bitmapWidth = bitmap.width >> 1;
|
|
|
+ bitmapHeight = bitmap.height >> 1;
|
|
|
+
|
|
|
+ scaleX = element.scale.x * _canvasWidthHalf;
|
|
|
+ scaleY = element.scale.y * _canvasHeightHalf;
|
|
|
+
|
|
|
+ width = scaleX * bitmapWidth;
|
|
|
+ height = scaleY * bitmapHeight;
|
|
|
+
|
|
|
+ // TODO: Rotations break this...
|
|
|
+
|
|
|
+ _elemBox.min.set( v1.x - width, v1.y - height );
|
|
|
+ _elemBox.max.set( v1.x + width, v1.y + height );
|
|
|
+
|
|
|
+ if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
|
|
|
+
|
|
|
+ return;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _context.save();
|
|
|
+ _context.translate( v1.x, v1.y );
|
|
|
+ _context.rotate( - element.rotation );
|
|
|
+ _context.scale( scaleX, - scaleY );
|
|
|
+
|
|
|
+ _context.translate( - bitmapWidth, - bitmapHeight );
|
|
|
+ _context.drawImage( bitmap, 0, 0 );
|
|
|
+ _context.restore();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ /* DEBUG
|
|
|
+ setStrokeStyle( 'rgb(255,255,0)' );
|
|
|
+ _context.beginPath();
|
|
|
+ _context.moveTo( v1.x - 10, v1.y );
|
|
|
+ _context.lineTo( v1.x + 10, v1.y );
|
|
|
+ _context.moveTo( v1.x, v1.y - 10 );
|
|
|
+ _context.lineTo( v1.x, v1.y + 10 );
|
|
|
+ _context.stroke();
|
|
|
+ */
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.ParticleCanvasMaterial ) {
|
|
|
+
|
|
|
+ width = element.scale.x * _canvasWidthHalf;
|
|
|
+ height = element.scale.y * _canvasHeightHalf;
|
|
|
+
|
|
|
+ _elemBox.min.set( v1.x - width, v1.y - height );
|
|
|
+ _elemBox.max.set( v1.x + width, v1.y + height );
|
|
|
+
|
|
|
+ if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
|
|
|
+
|
|
|
+ return;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ setStrokeStyle( material.color.getStyle() );
|
|
|
+ setFillStyle( material.color.getStyle() );
|
|
|
+
|
|
|
+ _context.save();
|
|
|
+ _context.translate( v1.x, v1.y );
|
|
|
+ _context.rotate( - element.rotation );
|
|
|
+ _context.scale( width, height );
|
|
|
+
|
|
|
+ material.program( _context );
|
|
|
+
|
|
|
+ _context.restore();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function renderLine( v1, v2, element, material ) {
|
|
|
+
|
|
|
+ setOpacity( material.opacity );
|
|
|
+ setBlending( material.blending );
|
|
|
+
|
|
|
+ _context.beginPath();
|
|
|
+ _context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
|
|
|
+ _context.lineTo( v2.positionScreen.x, v2.positionScreen.y );
|
|
|
+
|
|
|
+ if ( material instanceof THREE.LineBasicMaterial ) {
|
|
|
+
|
|
|
+ setLineWidth( material.linewidth );
|
|
|
+ setLineCap( material.linecap );
|
|
|
+ setLineJoin( material.linejoin );
|
|
|
+ setStrokeStyle( material.color.getStyle() );
|
|
|
+
|
|
|
+ _context.stroke();
|
|
|
+ _elemBox.expandByScalar( material.linewidth * 2 );
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.LineDashedMaterial ) {
|
|
|
+
|
|
|
+ setLineWidth( material.linewidth );
|
|
|
+ setLineCap( material.linecap );
|
|
|
+ setLineJoin( material.linejoin );
|
|
|
+ setStrokeStyle( material.color.getStyle() );
|
|
|
+ setDashAndGap( material.dashSize, material.gapSize );
|
|
|
+
|
|
|
+ _context.stroke();
|
|
|
+
|
|
|
+ _elemBox.expandByScalar( material.linewidth * 2 );
|
|
|
+
|
|
|
+ setDashAndGap( null, null );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material ) {
|
|
|
+
|
|
|
+ _this.info.render.vertices += 3;
|
|
|
+ _this.info.render.faces ++;
|
|
|
+
|
|
|
+ setOpacity( material.opacity );
|
|
|
+ setBlending( material.blending );
|
|
|
+
|
|
|
+ _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
|
|
|
+ _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
|
|
|
+ _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
|
|
|
+
|
|
|
+ drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y );
|
|
|
+
|
|
|
+ if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) && material.map === null ) {
|
|
|
+
|
|
|
+ _diffuseColor.copy( material.color );
|
|
|
+ _emissiveColor.copy( material.emissive );
|
|
|
+
|
|
|
+ if ( material.vertexColors === THREE.FaceColors ) {
|
|
|
+
|
|
|
+ _diffuseColor.multiply( element.color );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 3 ) {
|
|
|
+
|
|
|
+ _color1.copy( _ambientLight );
|
|
|
+ _color2.copy( _ambientLight );
|
|
|
+ _color3.copy( _ambientLight );
|
|
|
+
|
|
|
+ calculateLight( element.v1.positionWorld, element.vertexNormalsModel[ 0 ], _color1 );
|
|
|
+ calculateLight( element.v2.positionWorld, element.vertexNormalsModel[ 1 ], _color2 );
|
|
|
+ calculateLight( element.v3.positionWorld, element.vertexNormalsModel[ 2 ], _color3 );
|
|
|
+
|
|
|
+ _color1.multiply( _diffuseColor ).add( _emissiveColor );
|
|
|
+ _color2.multiply( _diffuseColor ).add( _emissiveColor );
|
|
|
+ _color3.multiply( _diffuseColor ).add( _emissiveColor );
|
|
|
+ _color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
|
|
|
+
|
|
|
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
|
|
|
+
|
|
|
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _color.copy( _ambientLight );
|
|
|
+
|
|
|
+ calculateLight( element.centroidModel, element.normalModel, _color );
|
|
|
+
|
|
|
+ _color.multiply( _diffuseColor ).add( _emissiveColor );
|
|
|
+
|
|
|
+ material.wireframe === true
|
|
|
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
|
|
|
+ : fillPath( _color );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
|
|
|
+
|
|
|
+ if ( material.map !== null ) {
|
|
|
+
|
|
|
+ if ( material.map.mapping instanceof THREE.UVMapping ) {
|
|
|
+
|
|
|
+ _uvs = element.uvs[ 0 ];
|
|
|
+ patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].x, _uvs[ uv1 ].y, _uvs[ uv2 ].x, _uvs[ uv2 ].y, _uvs[ uv3 ].x, _uvs[ uv3 ].y, material.map );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ } else if ( material.envMap !== null ) {
|
|
|
+
|
|
|
+ if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {
|
|
|
+
|
|
|
+ _vector3.copy( element.vertexNormalsModelView[ uv1 ] );
|
|
|
+ _uv1x = 0.5 * _vector3.x + 0.5;
|
|
|
+ _uv1y = 0.5 * _vector3.y + 0.5;
|
|
|
+
|
|
|
+ _vector3.copy( element.vertexNormalsModelView[ uv2 ] );
|
|
|
+ _uv2x = 0.5 * _vector3.x + 0.5;
|
|
|
+ _uv2y = 0.5 * _vector3.y + 0.5;
|
|
|
+
|
|
|
+ _vector3.copy( element.vertexNormalsModelView[ uv3 ] );
|
|
|
+ _uv3x = 0.5 * _vector3.x + 0.5;
|
|
|
+ _uv3y = 0.5 * _vector3.y + 0.5;
|
|
|
+
|
|
|
+ patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
|
|
|
+
|
|
|
+ }/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) {
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ }*/
|
|
|
+
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _color.copy( material.color );
|
|
|
+
|
|
|
+ if ( material.vertexColors === THREE.FaceColors ) {
|
|
|
+
|
|
|
+ _color.multiply( element.color );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ material.wireframe === true
|
|
|
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
|
|
|
+ : fillPath( _color );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshDepthMaterial ) {
|
|
|
+
|
|
|
+ _near = camera.near;
|
|
|
+ _far = camera.far;
|
|
|
+
|
|
|
+ _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _near, _far );
|
|
|
+ _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z * v2.positionScreen.w, _near, _far );
|
|
|
+ _color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z * v3.positionScreen.w, _near, _far );
|
|
|
+ _color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
|
|
|
+
|
|
|
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
|
|
|
+
|
|
|
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
|
|
|
+
|
|
|
+ var normal;
|
|
|
+
|
|
|
+ if ( material.shading == THREE.FlatShading ) {
|
|
|
+
|
|
|
+ normal = element.normalModelView;
|
|
|
+
|
|
|
+ _color.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
|
|
|
+
|
|
|
+ material.wireframe === true
|
|
|
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
|
|
|
+ : fillPath( _color );
|
|
|
+
|
|
|
+ } else if ( material.shading == THREE.SmoothShading ) {
|
|
|
+
|
|
|
+ normal = element.vertexNormalsModelView[ uv1 ];
|
|
|
+ _color1.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
|
|
|
+
|
|
|
+ normal = element.vertexNormalsModelView[ uv2 ];
|
|
|
+ _color2.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
|
|
|
+
|
|
|
+ normal = element.vertexNormalsModelView[ uv3 ];
|
|
|
+ _color3.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
|
|
|
+
|
|
|
+ _color4.addColors( _color2, _color3 ).multiplyScalar( 0.5 );
|
|
|
+
|
|
|
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
|
|
|
+
|
|
|
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function renderFace4( v1, v2, v3, v4, v5, v6, element, material ) {
|
|
|
+
|
|
|
+ _this.info.render.vertices += 4;
|
|
|
+ _this.info.render.faces ++;
|
|
|
+
|
|
|
+ setOpacity( material.opacity );
|
|
|
+ setBlending( material.blending );
|
|
|
+
|
|
|
+ if ( ( material.map !== undefined && material.map !== null ) || ( material.envMap !== undefined && material.envMap !== null ) ) {
|
|
|
+
|
|
|
+ // Let renderFace3() handle this
|
|
|
+
|
|
|
+ renderFace3( v1, v2, v4, 0, 1, 3, element, material );
|
|
|
+ renderFace3( v5, v3, v6, 1, 2, 3, element, material );
|
|
|
+
|
|
|
+ return;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
|
|
|
+ _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
|
|
|
+ _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
|
|
|
+ _v4x = v4.positionScreen.x; _v4y = v4.positionScreen.y;
|
|
|
+ _v5x = v5.positionScreen.x; _v5y = v5.positionScreen.y;
|
|
|
+ _v6x = v6.positionScreen.x; _v6y = v6.positionScreen.y;
|
|
|
+
|
|
|
+ if ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
|
|
|
+
|
|
|
+ _diffuseColor.copy( material.color );
|
|
|
+ _emissiveColor.copy( material.emissive );
|
|
|
+
|
|
|
+ if ( material.vertexColors === THREE.FaceColors ) {
|
|
|
+
|
|
|
+ _diffuseColor.multiply( element.color );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 4 ) {
|
|
|
+
|
|
|
+ _color1.copy( _ambientLight );
|
|
|
+ _color2.copy( _ambientLight );
|
|
|
+ _color3.copy( _ambientLight );
|
|
|
+ _color4.copy( _ambientLight );
|
|
|
+
|
|
|
+ calculateLight( element.v1.positionWorld, element.vertexNormalsModel[ 0 ], _color1 );
|
|
|
+ calculateLight( element.v2.positionWorld, element.vertexNormalsModel[ 1 ], _color2 );
|
|
|
+ calculateLight( element.v4.positionWorld, element.vertexNormalsModel[ 3 ], _color3 );
|
|
|
+ calculateLight( element.v3.positionWorld, element.vertexNormalsModel[ 2 ], _color4 );
|
|
|
+
|
|
|
+ _color1.multiply( _diffuseColor ).add( _emissiveColor );
|
|
|
+ _color2.multiply( _diffuseColor ).add( _emissiveColor );
|
|
|
+ _color3.multiply( _diffuseColor ).add( _emissiveColor );
|
|
|
+ _color4.multiply( _diffuseColor ).add( _emissiveColor );
|
|
|
+
|
|
|
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
|
|
|
+
|
|
|
+ // TODO: UVs are incorrect, v4->v3?
|
|
|
+
|
|
|
+ drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
|
|
|
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
|
|
|
+
|
|
|
+ drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
|
|
|
+ clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _color.copy( _ambientLight );
|
|
|
+
|
|
|
+ calculateLight( element.centroidModel, element.normalModel, _color );
|
|
|
+
|
|
|
+ _color.multiply( _diffuseColor ).add( _emissiveColor );
|
|
|
+
|
|
|
+ drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
|
|
|
+
|
|
|
+ material.wireframe === true
|
|
|
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
|
|
|
+ : fillPath( _color );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshBasicMaterial ) {
|
|
|
+
|
|
|
+ _color.copy( material.color );
|
|
|
+
|
|
|
+ if ( material.vertexColors === THREE.FaceColors ) {
|
|
|
+
|
|
|
+ _color.multiply( element.color );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
|
|
|
+
|
|
|
+ material.wireframe === true
|
|
|
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
|
|
|
+ : fillPath( _color );
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
|
|
|
+
|
|
|
+ var normal;
|
|
|
+
|
|
|
+ if ( material.shading == THREE.FlatShading ) {
|
|
|
+
|
|
|
+ normal = element.normalModelView;
|
|
|
+ _color.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
|
|
|
+
|
|
|
+ drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
|
|
|
+
|
|
|
+ material.wireframe === true
|
|
|
+ ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
|
|
|
+ : fillPath( _color );
|
|
|
+
|
|
|
+ } else if ( material.shading == THREE.SmoothShading ) {
|
|
|
+
|
|
|
+ normal = element.vertexNormalsModelView[ 0 ];
|
|
|
+ _color1.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
|
|
|
+
|
|
|
+ normal = element.vertexNormalsModelView[ 1 ];
|
|
|
+ _color2.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
|
|
|
+
|
|
|
+ normal = element.vertexNormalsModelView[ 3 ];
|
|
|
+ _color3.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
|
|
|
+
|
|
|
+ normal = element.vertexNormalsModelView[ 2 ];
|
|
|
+ _color4.setRGB( normal.x, normal.y, normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
|
|
|
+
|
|
|
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
|
|
|
+
|
|
|
+ drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
|
|
|
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
|
|
|
+
|
|
|
+ drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
|
|
|
+ clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshDepthMaterial ) {
|
|
|
+
|
|
|
+ _near = camera.near;
|
|
|
+ _far = camera.far;
|
|
|
+
|
|
|
+ _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _near, _far );
|
|
|
+ _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z * v2.positionScreen.w, _near, _far );
|
|
|
+ _color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z * v4.positionScreen.w, _near, _far );
|
|
|
+ _color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z * v3.positionScreen.w, _near, _far );
|
|
|
+
|
|
|
+ _image = getGradientTexture( _color1, _color2, _color3, _color4 );
|
|
|
+
|
|
|
+ // TODO: UVs are incorrect, v4->v3?
|
|
|
+
|
|
|
+ drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
|
|
|
+ clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
|
|
|
+
|
|
|
+ drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
|
|
|
+ clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ function drawTriangle( x0, y0, x1, y1, x2, y2 ) {
|
|
|
+
|
|
|
+ _context.beginPath();
|
|
|
+ _context.moveTo( x0, y0 );
|
|
|
+ _context.lineTo( x1, y1 );
|
|
|
+ _context.lineTo( x2, y2 );
|
|
|
+ _context.closePath();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function drawQuad( x0, y0, x1, y1, x2, y2, x3, y3 ) {
|
|
|
+
|
|
|
+ _context.beginPath();
|
|
|
+ _context.moveTo( x0, y0 );
|
|
|
+ _context.lineTo( x1, y1 );
|
|
|
+ _context.lineTo( x2, y2 );
|
|
|
+ _context.lineTo( x3, y3 );
|
|
|
+ _context.closePath();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function strokePath( color, linewidth, linecap, linejoin ) {
|
|
|
+
|
|
|
+ setLineWidth( linewidth );
|
|
|
+ setLineCap( linecap );
|
|
|
+ setLineJoin( linejoin );
|
|
|
+ setStrokeStyle( color.getStyle() );
|
|
|
+
|
|
|
+ _context.stroke();
|
|
|
+
|
|
|
+ _elemBox.expandByScalar( linewidth * 2 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function fillPath( color ) {
|
|
|
+
|
|
|
+ setFillStyle( color.getStyle() );
|
|
|
+ _context.fill();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {
|
|
|
+
|
|
|
+ if ( texture instanceof THREE.DataTexture || texture.image === undefined || texture.image.width == 0 ) return;
|
|
|
+
|
|
|
+ if ( texture.needsUpdate === true ) {
|
|
|
+
|
|
|
+ var repeatX = texture.wrapS == THREE.RepeatWrapping;
|
|
|
+ var repeatY = texture.wrapT == THREE.RepeatWrapping;
|
|
|
+
|
|
|
+ _patterns[ texture.id ] = _context.createPattern(
|
|
|
+ texture.image, repeatX === true && repeatY === true
|
|
|
+ ? 'repeat'
|
|
|
+ : repeatX === true && repeatY === false
|
|
|
+ ? 'repeat-x'
|
|
|
+ : repeatX === false && repeatY === true
|
|
|
+ ? 'repeat-y'
|
|
|
+ : 'no-repeat'
|
|
|
+ );
|
|
|
+
|
|
|
+ texture.needsUpdate = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _patterns[ texture.id ] === undefined
|
|
|
+ ? setFillStyle( 'rgba(0,0,0,1)' )
|
|
|
+ : setFillStyle( _patterns[ texture.id ] );
|
|
|
+
|
|
|
+ // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
|
|
|
+
|
|
|
+ var a, b, c, d, e, f, det, idet,
|
|
|
+ offsetX = texture.offset.x / texture.repeat.x,
|
|
|
+ offsetY = texture.offset.y / texture.repeat.y,
|
|
|
+ width = texture.image.width * texture.repeat.x,
|
|
|
+ height = texture.image.height * texture.repeat.y;
|
|
|
+
|
|
|
+ u0 = ( u0 + offsetX ) * width;
|
|
|
+ v0 = ( 1.0 - v0 + offsetY ) * height;
|
|
|
+
|
|
|
+ u1 = ( u1 + offsetX ) * width;
|
|
|
+ v1 = ( 1.0 - v1 + offsetY ) * height;
|
|
|
+
|
|
|
+ u2 = ( u2 + offsetX ) * width;
|
|
|
+ v2 = ( 1.0 - v2 + offsetY ) * height;
|
|
|
+
|
|
|
+ x1 -= x0; y1 -= y0;
|
|
|
+ x2 -= x0; y2 -= y0;
|
|
|
+
|
|
|
+ u1 -= u0; v1 -= v0;
|
|
|
+ u2 -= u0; v2 -= v0;
|
|
|
+
|
|
|
+ det = u1 * v2 - u2 * v1;
|
|
|
+
|
|
|
+ if ( det === 0 ) {
|
|
|
+
|
|
|
+ if ( _imagedatas[ texture.id ] === undefined ) {
|
|
|
+
|
|
|
+ var canvas = document.createElement( 'canvas' )
|
|
|
+ canvas.width = texture.image.width;
|
|
|
+ canvas.height = texture.image.height;
|
|
|
+
|
|
|
+ var context = canvas.getContext( '2d' );
|
|
|
+ context.drawImage( texture.image, 0, 0 );
|
|
|
+
|
|
|
+ _imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var data = _imagedatas[ texture.id ];
|
|
|
+ var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4;
|
|
|
+
|
|
|
+ _color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 );
|
|
|
+ fillPath( _color );
|
|
|
+
|
|
|
+ return;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ idet = 1 / det;
|
|
|
+
|
|
|
+ a = ( v2 * x1 - v1 * x2 ) * idet;
|
|
|
+ b = ( v2 * y1 - v1 * y2 ) * idet;
|
|
|
+ c = ( u1 * x2 - u2 * x1 ) * idet;
|
|
|
+ d = ( u1 * y2 - u2 * y1 ) * idet;
|
|
|
+
|
|
|
+ e = x0 - a * u0 - c * v0;
|
|
|
+ f = y0 - b * u0 - d * v0;
|
|
|
+
|
|
|
+ _context.save();
|
|
|
+ _context.transform( a, b, c, d, e, f );
|
|
|
+ _context.fill();
|
|
|
+ _context.restore();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {
|
|
|
+
|
|
|
+ // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
|
|
|
+
|
|
|
+ var a, b, c, d, e, f, det, idet,
|
|
|
+ width = image.width - 1,
|
|
|
+ height = image.height - 1;
|
|
|
+
|
|
|
+ u0 *= width; v0 *= height;
|
|
|
+ u1 *= width; v1 *= height;
|
|
|
+ u2 *= width; v2 *= height;
|
|
|
+
|
|
|
+ x1 -= x0; y1 -= y0;
|
|
|
+ x2 -= x0; y2 -= y0;
|
|
|
+
|
|
|
+ u1 -= u0; v1 -= v0;
|
|
|
+ u2 -= u0; v2 -= v0;
|
|
|
+
|
|
|
+ det = u1 * v2 - u2 * v1;
|
|
|
+
|
|
|
+ idet = 1 / det;
|
|
|
+
|
|
|
+ a = ( v2 * x1 - v1 * x2 ) * idet;
|
|
|
+ b = ( v2 * y1 - v1 * y2 ) * idet;
|
|
|
+ c = ( u1 * x2 - u2 * x1 ) * idet;
|
|
|
+ d = ( u1 * y2 - u2 * y1 ) * idet;
|
|
|
+
|
|
|
+ e = x0 - a * u0 - c * v0;
|
|
|
+ f = y0 - b * u0 - d * v0;
|
|
|
+
|
|
|
+ _context.save();
|
|
|
+ _context.transform( a, b, c, d, e, f );
|
|
|
+ _context.clip();
|
|
|
+ _context.drawImage( image, 0, 0 );
|
|
|
+ _context.restore();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function getGradientTexture( color1, color2, color3, color4 ) {
|
|
|
+
|
|
|
+ // http://mrdoob.com/blog/post/710
|
|
|
+
|
|
|
+ _pixelMapData[ 0 ] = ( color1.r * 255 ) | 0;
|
|
|
+ _pixelMapData[ 1 ] = ( color1.g * 255 ) | 0;
|
|
|
+ _pixelMapData[ 2 ] = ( color1.b * 255 ) | 0;
|
|
|
+
|
|
|
+ _pixelMapData[ 4 ] = ( color2.r * 255 ) | 0;
|
|
|
+ _pixelMapData[ 5 ] = ( color2.g * 255 ) | 0;
|
|
|
+ _pixelMapData[ 6 ] = ( color2.b * 255 ) | 0;
|
|
|
+
|
|
|
+ _pixelMapData[ 8 ] = ( color3.r * 255 ) | 0;
|
|
|
+ _pixelMapData[ 9 ] = ( color3.g * 255 ) | 0;
|
|
|
+ _pixelMapData[ 10 ] = ( color3.b * 255 ) | 0;
|
|
|
+
|
|
|
+ _pixelMapData[ 12 ] = ( color4.r * 255 ) | 0;
|
|
|
+ _pixelMapData[ 13 ] = ( color4.g * 255 ) | 0;
|
|
|
+ _pixelMapData[ 14 ] = ( color4.b * 255 ) | 0;
|
|
|
+
|
|
|
+ _pixelMapContext.putImageData( _pixelMapImage, 0, 0 );
|
|
|
+ _gradientMapContext.drawImage( _pixelMap, 0, 0 );
|
|
|
+
|
|
|
+ return _gradientMap;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Hide anti-alias gaps
|
|
|
+
|
|
|
+ function expand( v1, v2 ) {
|
|
|
+
|
|
|
+ var x = v2.x - v1.x, y = v2.y - v1.y,
|
|
|
+ det = x * x + y * y, idet;
|
|
|
+
|
|
|
+ if ( det === 0 ) return;
|
|
|
+
|
|
|
+ idet = 1 / Math.sqrt( det );
|
|
|
+
|
|
|
+ x *= idet; y *= idet;
|
|
|
+
|
|
|
+ v2.x += x; v2.y += y;
|
|
|
+ v1.x -= x; v1.y -= y;
|
|
|
+
|
|
|
+ }
|
|
|
+ };
|
|
|
+
|
|
|
+ // Context cached methods.
|
|
|
+
|
|
|
+ function setOpacity( value ) {
|
|
|
+
|
|
|
+ if ( _contextGlobalAlpha !== value ) {
|
|
|
+
|
|
|
+ _context.globalAlpha = value;
|
|
|
+ _contextGlobalAlpha = value;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function setBlending( value ) {
|
|
|
+
|
|
|
+ if ( _contextGlobalCompositeOperation !== value ) {
|
|
|
+
|
|
|
+ if ( value === THREE.NormalBlending ) {
|
|
|
+
|
|
|
+ _context.globalCompositeOperation = 'source-over';
|
|
|
+
|
|
|
+ } else if ( value === THREE.AdditiveBlending ) {
|
|
|
+
|
|
|
+ _context.globalCompositeOperation = 'lighter';
|
|
|
+
|
|
|
+ } else if ( value === THREE.SubtractiveBlending ) {
|
|
|
+
|
|
|
+ _context.globalCompositeOperation = 'darker';
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _contextGlobalCompositeOperation = value;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function setLineWidth( value ) {
|
|
|
+
|
|
|
+ if ( _contextLineWidth !== value ) {
|
|
|
+
|
|
|
+ _context.lineWidth = value;
|
|
|
+ _contextLineWidth = value;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function setLineCap( value ) {
|
|
|
+
|
|
|
+ // "butt", "round", "square"
|
|
|
+
|
|
|
+ if ( _contextLineCap !== value ) {
|
|
|
+
|
|
|
+ _context.lineCap = value;
|
|
|
+ _contextLineCap = value;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function setLineJoin( value ) {
|
|
|
+
|
|
|
+ // "round", "bevel", "miter"
|
|
|
+
|
|
|
+ if ( _contextLineJoin !== value ) {
|
|
|
+
|
|
|
+ _context.lineJoin = value;
|
|
|
+ _contextLineJoin = value;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function setStrokeStyle( value ) {
|
|
|
+
|
|
|
+ if ( _contextStrokeStyle !== value ) {
|
|
|
+
|
|
|
+ _context.strokeStyle = value;
|
|
|
+ _contextStrokeStyle = value;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function setFillStyle( value ) {
|
|
|
+
|
|
|
+ if ( _contextFillStyle !== value ) {
|
|
|
+
|
|
|
+ _context.fillStyle = value;
|
|
|
+ _contextFillStyle = value;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function setDashAndGap( dashSizeValue, gapSizeValue ) {
|
|
|
+
|
|
|
+ if ( _contextDashSize !== dashSizeValue || _contextGapSize !== gapSizeValue ) {
|
|
|
+
|
|
|
+ _context.setLineDash( [ dashSizeValue, gapSizeValue ] );
|
|
|
+ _contextDashSize = dashSizeValue;
|
|
|
+ _contextGapSize = gapSizeValue;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.ShaderChunk = {
|
|
|
+
|
|
|
+ // FOG
|
|
|
+
|
|
|
+ fog_pars_fragment: [
|
|
|
+
|
|
|
+ "#ifdef USE_FOG",
|
|
|
+
|
|
|
+ "uniform vec3 fogColor;",
|
|
|
+
|
|
|
+ "#ifdef FOG_EXP2",
|
|
|
+
|
|
|
+ "uniform float fogDensity;",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "uniform float fogNear;",
|
|
|
+ "uniform float fogFar;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ fog_fragment: [
|
|
|
+
|
|
|
+ "#ifdef USE_FOG",
|
|
|
+
|
|
|
+ "float depth = gl_FragCoord.z / gl_FragCoord.w;",
|
|
|
+
|
|
|
+ "#ifdef FOG_EXP2",
|
|
|
+
|
|
|
+ "const float LOG2 = 1.442695;",
|
|
|
+ "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
|
|
|
+ "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "float fogFactor = smoothstep( fogNear, fogFar, depth );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ // ENVIRONMENT MAP
|
|
|
+
|
|
|
+ envmap_pars_fragment: [
|
|
|
+
|
|
|
+ "#ifdef USE_ENVMAP",
|
|
|
+
|
|
|
+ "uniform float reflectivity;",
|
|
|
+ "uniform samplerCube envMap;",
|
|
|
+ "uniform float flipEnvMap;",
|
|
|
+ "uniform int combine;",
|
|
|
+
|
|
|
+ "#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
|
|
|
+
|
|
|
+ "uniform bool useRefract;",
|
|
|
+ "uniform float refractionRatio;",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "varying vec3 vReflect;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ envmap_fragment: [
|
|
|
+
|
|
|
+ "#ifdef USE_ENVMAP",
|
|
|
+
|
|
|
+ "vec3 reflectVec;",
|
|
|
+
|
|
|
+ "#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
|
|
|
+
|
|
|
+ "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
|
|
|
+
|
|
|
+ "if ( useRefract ) {",
|
|
|
+
|
|
|
+ "reflectVec = refract( cameraToVertex, normal, refractionRatio );",
|
|
|
+
|
|
|
+ "} else { ",
|
|
|
+
|
|
|
+ "reflectVec = reflect( cameraToVertex, normal );",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "reflectVec = vReflect;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#ifdef DOUBLE_SIDED",
|
|
|
+
|
|
|
+ "float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
|
|
|
+ "vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#ifdef GAMMA_INPUT",
|
|
|
+
|
|
|
+ "cubeColor.xyz *= cubeColor.xyz;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "if ( combine == 1 ) {",
|
|
|
+
|
|
|
+ "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",
|
|
|
+
|
|
|
+ "} else if ( combine == 2 ) {",
|
|
|
+
|
|
|
+ "gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;",
|
|
|
+
|
|
|
+ "} else {",
|
|
|
+
|
|
|
+ "gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ envmap_pars_vertex: [
|
|
|
+
|
|
|
+ "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
|
|
|
+
|
|
|
+ "varying vec3 vReflect;",
|
|
|
+
|
|
|
+ "uniform float refractionRatio;",
|
|
|
+ "uniform bool useRefract;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ worldpos_vertex : [
|
|
|
+
|
|
|
+ "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )",
|
|
|
+
|
|
|
+ "#ifdef USE_SKINNING",
|
|
|
+
|
|
|
+ "vec4 worldPosition = modelMatrix * skinned;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
|
|
|
+
|
|
|
+ "vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
|
|
|
+
|
|
|
+ "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ envmap_vertex : [
|
|
|
+
|
|
|
+ "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
|
|
|
+
|
|
|
+ "vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;",
|
|
|
+ "worldNormal = normalize( worldNormal );",
|
|
|
+
|
|
|
+ "vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );",
|
|
|
+
|
|
|
+ "if ( useRefract ) {",
|
|
|
+
|
|
|
+ "vReflect = refract( cameraToVertex, worldNormal, refractionRatio );",
|
|
|
+
|
|
|
+ "} else {",
|
|
|
+
|
|
|
+ "vReflect = reflect( cameraToVertex, worldNormal );",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ // COLOR MAP (particles)
|
|
|
+
|
|
|
+ map_particle_pars_fragment: [
|
|
|
+
|
|
|
+ "#ifdef USE_MAP",
|
|
|
+
|
|
|
+ "uniform sampler2D map;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+
|
|
|
+ map_particle_fragment: [
|
|
|
+
|
|
|
+ "#ifdef USE_MAP",
|
|
|
+
|
|
|
+ "gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ // COLOR MAP (triangles)
|
|
|
+
|
|
|
+ map_pars_vertex: [
|
|
|
+
|
|
|
+ "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
|
|
|
+
|
|
|
+ "varying vec2 vUv;",
|
|
|
+ "uniform vec4 offsetRepeat;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ map_pars_fragment: [
|
|
|
+
|
|
|
+ "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
|
|
|
+
|
|
|
+ "varying vec2 vUv;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#ifdef USE_MAP",
|
|
|
+
|
|
|
+ "uniform sampler2D map;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ map_vertex: [
|
|
|
+
|
|
|
+ "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
|
|
|
+
|
|
|
+ "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ map_fragment: [
|
|
|
+
|
|
|
+ "#ifdef USE_MAP",
|
|
|
+
|
|
|
+ "vec4 texelColor = texture2D( map, vUv );",
|
|
|
+
|
|
|
+ "#ifdef GAMMA_INPUT",
|
|
|
+
|
|
|
+ "texelColor.xyz *= texelColor.xyz;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "gl_FragColor = gl_FragColor * texelColor;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ // LIGHT MAP
|
|
|
+
|
|
|
+ lightmap_pars_fragment: [
|
|
|
+
|
|
|
+ "#ifdef USE_LIGHTMAP",
|
|
|
+
|
|
|
+ "varying vec2 vUv2;",
|
|
|
+ "uniform sampler2D lightMap;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ lightmap_pars_vertex: [
|
|
|
+
|
|
|
+ "#ifdef USE_LIGHTMAP",
|
|
|
+
|
|
|
+ "varying vec2 vUv2;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ lightmap_fragment: [
|
|
|
+
|
|
|
+ "#ifdef USE_LIGHTMAP",
|
|
|
+
|
|
|
+ "gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ lightmap_vertex: [
|
|
|
+
|
|
|
+ "#ifdef USE_LIGHTMAP",
|
|
|
+
|
|
|
+ "vUv2 = uv2;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ // BUMP MAP
|
|
|
+
|
|
|
+ bumpmap_pars_fragment: [
|
|
|
+
|
|
|
+ "#ifdef USE_BUMPMAP",
|
|
|
+
|
|
|
+ "uniform sampler2D bumpMap;",
|
|
|
+ "uniform float bumpScale;",
|
|
|
+
|
|
|
+ // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
|
|
|
+ // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html
|
|
|
+
|
|
|
+ // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
|
|
|
+
|
|
|
+ "vec2 dHdxy_fwd() {",
|
|
|
+
|
|
|
+ "vec2 dSTdx = dFdx( vUv );",
|
|
|
+ "vec2 dSTdy = dFdy( vUv );",
|
|
|
+
|
|
|
+ "float Hll = bumpScale * texture2D( bumpMap, vUv ).x;",
|
|
|
+ "float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;",
|
|
|
+ "float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;",
|
|
|
+
|
|
|
+ "return vec2( dBx, dBy );",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {",
|
|
|
+
|
|
|
+ "vec3 vSigmaX = dFdx( surf_pos );",
|
|
|
+ "vec3 vSigmaY = dFdy( surf_pos );",
|
|
|
+ "vec3 vN = surf_norm;", // normalized
|
|
|
+
|
|
|
+ "vec3 R1 = cross( vSigmaY, vN );",
|
|
|
+ "vec3 R2 = cross( vN, vSigmaX );",
|
|
|
+
|
|
|
+ "float fDet = dot( vSigmaX, R1 );",
|
|
|
+
|
|
|
+ "vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );",
|
|
|
+ "return normalize( abs( fDet ) * surf_norm - vGrad );",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ // NORMAL MAP
|
|
|
+
|
|
|
+ normalmap_pars_fragment: [
|
|
|
+
|
|
|
+ "#ifdef USE_NORMALMAP",
|
|
|
+
|
|
|
+ "uniform sampler2D normalMap;",
|
|
|
+ "uniform vec2 normalScale;",
|
|
|
+
|
|
|
+ // Per-Pixel Tangent Space Normal Mapping
|
|
|
+ // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
|
|
|
+
|
|
|
+ "vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {",
|
|
|
+
|
|
|
+ "vec3 q0 = dFdx( eye_pos.xyz );",
|
|
|
+ "vec3 q1 = dFdy( eye_pos.xyz );",
|
|
|
+ "vec2 st0 = dFdx( vUv.st );",
|
|
|
+ "vec2 st1 = dFdy( vUv.st );",
|
|
|
+
|
|
|
+ "vec3 S = normalize( q0 * st1.t - q1 * st0.t );",
|
|
|
+ "vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
|
|
|
+ "vec3 N = normalize( surf_norm );",
|
|
|
+
|
|
|
+ "vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;",
|
|
|
+ "mapN.xy = normalScale * mapN.xy;",
|
|
|
+ "mat3 tsn = mat3( S, T, N );",
|
|
|
+ "return normalize( tsn * mapN );",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ // SPECULAR MAP
|
|
|
+
|
|
|
+ specularmap_pars_fragment: [
|
|
|
+
|
|
|
+ "#ifdef USE_SPECULARMAP",
|
|
|
+
|
|
|
+ "uniform sampler2D specularMap;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ specularmap_fragment: [
|
|
|
+
|
|
|
+ "float specularStrength;",
|
|
|
+
|
|
|
+ "#ifdef USE_SPECULARMAP",
|
|
|
+
|
|
|
+ "vec4 texelSpecular = texture2D( specularMap, vUv );",
|
|
|
+ "specularStrength = texelSpecular.r;",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "specularStrength = 1.0;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ // LIGHTS LAMBERT
|
|
|
+
|
|
|
+ lights_lambert_pars_vertex: [
|
|
|
+
|
|
|
+ "uniform vec3 ambient;",
|
|
|
+ "uniform vec3 diffuse;",
|
|
|
+ "uniform vec3 emissive;",
|
|
|
+
|
|
|
+ "uniform vec3 ambientLightColor;",
|
|
|
+
|
|
|
+ "#if MAX_DIR_LIGHTS > 0",
|
|
|
+
|
|
|
+ "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
|
|
|
+ "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_HEMI_LIGHTS > 0",
|
|
|
+
|
|
|
+ "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
|
|
|
+ "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
|
|
|
+ "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_POINT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
|
|
|
+ "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
|
|
|
+ "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_SPOT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
|
|
|
+ "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
|
|
|
+ "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
|
|
|
+ "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
|
|
|
+ "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
|
|
|
+ "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#ifdef WRAP_AROUND",
|
|
|
+
|
|
|
+ "uniform vec3 wrapRGB;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ lights_lambert_vertex: [
|
|
|
+
|
|
|
+ "vLightFront = vec3( 0.0 );",
|
|
|
+
|
|
|
+ "#ifdef DOUBLE_SIDED",
|
|
|
+
|
|
|
+ "vLightBack = vec3( 0.0 );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "transformedNormal = normalize( transformedNormal );",
|
|
|
+
|
|
|
+ "#if MAX_DIR_LIGHTS > 0",
|
|
|
+
|
|
|
+ "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
|
|
|
+
|
|
|
+ "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
|
|
|
+ "vec3 dirVector = normalize( lDirection.xyz );",
|
|
|
+
|
|
|
+ "float dotProduct = dot( transformedNormal, dirVector );",
|
|
|
+ "vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );",
|
|
|
+
|
|
|
+ "#ifdef DOUBLE_SIDED",
|
|
|
+
|
|
|
+ "vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
|
|
|
+
|
|
|
+ "#ifdef WRAP_AROUND",
|
|
|
+
|
|
|
+ "vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#ifdef WRAP_AROUND",
|
|
|
+
|
|
|
+ "vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
|
|
|
+ "directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );",
|
|
|
+
|
|
|
+ "#ifdef DOUBLE_SIDED",
|
|
|
+
|
|
|
+ "directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "vLightFront += directionalLightColor[ i ] * directionalLightWeighting;",
|
|
|
+
|
|
|
+ "#ifdef DOUBLE_SIDED",
|
|
|
+
|
|
|
+ "vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_POINT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
|
|
|
+
|
|
|
+ "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
|
|
|
+ "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
|
|
|
+
|
|
|
+ "float lDistance = 1.0;",
|
|
|
+ "if ( pointLightDistance[ i ] > 0.0 )",
|
|
|
+ "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
|
|
|
+
|
|
|
+ "lVector = normalize( lVector );",
|
|
|
+ "float dotProduct = dot( transformedNormal, lVector );",
|
|
|
+
|
|
|
+ "vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );",
|
|
|
+
|
|
|
+ "#ifdef DOUBLE_SIDED",
|
|
|
+
|
|
|
+ "vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
|
|
|
+
|
|
|
+ "#ifdef WRAP_AROUND",
|
|
|
+
|
|
|
+ "vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#ifdef WRAP_AROUND",
|
|
|
+
|
|
|
+ "vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
|
|
|
+ "pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );",
|
|
|
+
|
|
|
+ "#ifdef DOUBLE_SIDED",
|
|
|
+
|
|
|
+ "pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;",
|
|
|
+
|
|
|
+ "#ifdef DOUBLE_SIDED",
|
|
|
+
|
|
|
+ "vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_SPOT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
|
|
|
+
|
|
|
+ "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
|
|
|
+ "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
|
|
|
+
|
|
|
+ "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",
|
|
|
+
|
|
|
+ "if ( spotEffect > spotLightAngleCos[ i ] ) {",
|
|
|
+
|
|
|
+ "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
|
|
|
+
|
|
|
+ "float lDistance = 1.0;",
|
|
|
+ "if ( spotLightDistance[ i ] > 0.0 )",
|
|
|
+ "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
|
|
|
+
|
|
|
+ "lVector = normalize( lVector );",
|
|
|
+
|
|
|
+ "float dotProduct = dot( transformedNormal, lVector );",
|
|
|
+ "vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );",
|
|
|
+
|
|
|
+ "#ifdef DOUBLE_SIDED",
|
|
|
+
|
|
|
+ "vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
|
|
|
+
|
|
|
+ "#ifdef WRAP_AROUND",
|
|
|
+
|
|
|
+ "vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#ifdef WRAP_AROUND",
|
|
|
+
|
|
|
+ "vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
|
|
|
+ "spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );",
|
|
|
+
|
|
|
+ "#ifdef DOUBLE_SIDED",
|
|
|
+
|
|
|
+ "spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;",
|
|
|
+
|
|
|
+ "#ifdef DOUBLE_SIDED",
|
|
|
+
|
|
|
+ "vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_HEMI_LIGHTS > 0",
|
|
|
+
|
|
|
+ "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
|
|
|
+
|
|
|
+ "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
|
|
|
+ "vec3 lVector = normalize( lDirection.xyz );",
|
|
|
+
|
|
|
+ "float dotProduct = dot( transformedNormal, lVector );",
|
|
|
+
|
|
|
+ "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
|
|
|
+ "float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;",
|
|
|
+
|
|
|
+ "vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
|
|
|
+
|
|
|
+ "#ifdef DOUBLE_SIDED",
|
|
|
+
|
|
|
+ "vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;",
|
|
|
+
|
|
|
+ "#ifdef DOUBLE_SIDED",
|
|
|
+
|
|
|
+ "vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ // LIGHTS PHONG
|
|
|
+
|
|
|
+ lights_phong_pars_vertex: [
|
|
|
+
|
|
|
+ "#ifndef PHONG_PER_PIXEL",
|
|
|
+
|
|
|
+ "#if MAX_POINT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
|
|
|
+ "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
|
|
|
+
|
|
|
+ "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_SPOT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
|
|
|
+ "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
|
|
|
+
|
|
|
+ "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
|
|
|
+
|
|
|
+ "varying vec3 vWorldPosition;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+
|
|
|
+ lights_phong_vertex: [
|
|
|
+
|
|
|
+ "#ifndef PHONG_PER_PIXEL",
|
|
|
+
|
|
|
+ "#if MAX_POINT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
|
|
|
+
|
|
|
+ "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
|
|
|
+ "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
|
|
|
+
|
|
|
+ "float lDistance = 1.0;",
|
|
|
+ "if ( pointLightDistance[ i ] > 0.0 )",
|
|
|
+ "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
|
|
|
+
|
|
|
+ "vPointLight[ i ] = vec4( lVector, lDistance );",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_SPOT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
|
|
|
+
|
|
|
+ "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
|
|
|
+ "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
|
|
|
+
|
|
|
+ "float lDistance = 1.0;",
|
|
|
+ "if ( spotLightDistance[ i ] > 0.0 )",
|
|
|
+ "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
|
|
|
+
|
|
|
+ "vSpotLight[ i ] = vec4( lVector, lDistance );",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
|
|
|
+
|
|
|
+ "vWorldPosition = worldPosition.xyz;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ lights_phong_pars_fragment: [
|
|
|
+
|
|
|
+ "uniform vec3 ambientLightColor;",
|
|
|
+
|
|
|
+ "#if MAX_DIR_LIGHTS > 0",
|
|
|
+
|
|
|
+ "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
|
|
|
+ "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_HEMI_LIGHTS > 0",
|
|
|
+
|
|
|
+ "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
|
|
|
+ "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
|
|
|
+ "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_POINT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
|
|
|
+
|
|
|
+ "#ifdef PHONG_PER_PIXEL",
|
|
|
+
|
|
|
+ "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
|
|
|
+ "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_SPOT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
|
|
|
+ "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
|
|
|
+ "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
|
|
|
+ "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
|
|
|
+ "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
|
|
|
+
|
|
|
+ "#ifdef PHONG_PER_PIXEL",
|
|
|
+
|
|
|
+ "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
|
|
|
+
|
|
|
+ "varying vec3 vWorldPosition;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#ifdef WRAP_AROUND",
|
|
|
+
|
|
|
+ "uniform vec3 wrapRGB;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "varying vec3 vViewPosition;",
|
|
|
+ "varying vec3 vNormal;"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ lights_phong_fragment: [
|
|
|
+
|
|
|
+ "vec3 normal = normalize( vNormal );",
|
|
|
+ "vec3 viewPosition = normalize( vViewPosition );",
|
|
|
+
|
|
|
+ "#ifdef DOUBLE_SIDED",
|
|
|
+
|
|
|
+ "normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#ifdef USE_NORMALMAP",
|
|
|
+
|
|
|
+ "normal = perturbNormal2Arb( -viewPosition, normal );",
|
|
|
+
|
|
|
+ "#elif defined( USE_BUMPMAP )",
|
|
|
+
|
|
|
+ "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_POINT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "vec3 pointDiffuse = vec3( 0.0 );",
|
|
|
+ "vec3 pointSpecular = vec3( 0.0 );",
|
|
|
+
|
|
|
+ "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
|
|
|
+
|
|
|
+ "#ifdef PHONG_PER_PIXEL",
|
|
|
+
|
|
|
+ "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
|
|
|
+ "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
|
|
|
+
|
|
|
+ "float lDistance = 1.0;",
|
|
|
+ "if ( pointLightDistance[ i ] > 0.0 )",
|
|
|
+ "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
|
|
|
+
|
|
|
+ "lVector = normalize( lVector );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "vec3 lVector = normalize( vPointLight[ i ].xyz );",
|
|
|
+ "float lDistance = vPointLight[ i ].w;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ // diffuse
|
|
|
+
|
|
|
+ "float dotProduct = dot( normal, lVector );",
|
|
|
+
|
|
|
+ "#ifdef WRAP_AROUND",
|
|
|
+
|
|
|
+ "float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
|
|
|
+ "float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
|
|
|
+
|
|
|
+ "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "float pointDiffuseWeight = max( dotProduct, 0.0 );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",
|
|
|
+
|
|
|
+ // specular
|
|
|
+
|
|
|
+ "vec3 pointHalfVector = normalize( lVector + viewPosition );",
|
|
|
+ "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
|
|
|
+ "float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
|
|
|
+
|
|
|
+ "#ifdef PHYSICALLY_BASED_SHADING",
|
|
|
+
|
|
|
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
|
+
|
|
|
+ "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
|
|
+
|
|
|
+ "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );",
|
|
|
+ "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_SPOT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "vec3 spotDiffuse = vec3( 0.0 );",
|
|
|
+ "vec3 spotSpecular = vec3( 0.0 );",
|
|
|
+
|
|
|
+ "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
|
|
|
+
|
|
|
+ "#ifdef PHONG_PER_PIXEL",
|
|
|
+
|
|
|
+ "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
|
|
|
+ "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
|
|
|
+
|
|
|
+ "float lDistance = 1.0;",
|
|
|
+ "if ( spotLightDistance[ i ] > 0.0 )",
|
|
|
+ "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
|
|
|
+
|
|
|
+ "lVector = normalize( lVector );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "vec3 lVector = normalize( vSpotLight[ i ].xyz );",
|
|
|
+ "float lDistance = vSpotLight[ i ].w;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
|
|
|
+
|
|
|
+ "if ( spotEffect > spotLightAngleCos[ i ] ) {",
|
|
|
+
|
|
|
+ "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
|
|
|
+
|
|
|
+ // diffuse
|
|
|
+
|
|
|
+ "float dotProduct = dot( normal, lVector );",
|
|
|
+
|
|
|
+ "#ifdef WRAP_AROUND",
|
|
|
+
|
|
|
+ "float spotDiffuseWeightFull = max( dotProduct, 0.0 );",
|
|
|
+ "float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
|
|
|
+
|
|
|
+ "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "float spotDiffuseWeight = max( dotProduct, 0.0 );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;",
|
|
|
+
|
|
|
+ // specular
|
|
|
+
|
|
|
+ "vec3 spotHalfVector = normalize( lVector + viewPosition );",
|
|
|
+ "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
|
|
|
+ "float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
|
|
|
+
|
|
|
+ "#ifdef PHYSICALLY_BASED_SHADING",
|
|
|
+
|
|
|
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
|
+
|
|
|
+ "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
|
|
+
|
|
|
+ "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );",
|
|
|
+ "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "spotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_DIR_LIGHTS > 0",
|
|
|
+
|
|
|
+ "vec3 dirDiffuse = vec3( 0.0 );",
|
|
|
+ "vec3 dirSpecular = vec3( 0.0 );" ,
|
|
|
+
|
|
|
+ "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
|
|
|
+
|
|
|
+ "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
|
|
|
+ "vec3 dirVector = normalize( lDirection.xyz );",
|
|
|
+
|
|
|
+ // diffuse
|
|
|
+
|
|
|
+ "float dotProduct = dot( normal, dirVector );",
|
|
|
+
|
|
|
+ "#ifdef WRAP_AROUND",
|
|
|
+
|
|
|
+ "float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
|
|
|
+ "float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
|
|
|
+
|
|
|
+ "vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "float dirDiffuseWeight = max( dotProduct, 0.0 );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",
|
|
|
+
|
|
|
+ // specular
|
|
|
+
|
|
|
+ "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
|
|
|
+ "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
|
|
|
+ "float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
|
|
|
+
|
|
|
+ "#ifdef PHYSICALLY_BASED_SHADING",
|
|
|
+
|
|
|
+ /*
|
|
|
+ // fresnel term from skin shader
|
|
|
+ "const float F0 = 0.128;",
|
|
|
+
|
|
|
+ "float base = 1.0 - dot( viewPosition, dirHalfVector );",
|
|
|
+ "float exponential = pow( base, 5.0 );",
|
|
|
+
|
|
|
+ "float fresnel = exponential + F0 * ( 1.0 - exponential );",
|
|
|
+ */
|
|
|
+
|
|
|
+ /*
|
|
|
+ // fresnel term from fresnel shader
|
|
|
+ "const float mFresnelBias = 0.08;",
|
|
|
+ "const float mFresnelScale = 0.3;",
|
|
|
+ "const float mFresnelPower = 5.0;",
|
|
|
+
|
|
|
+ "float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
|
|
|
+ */
|
|
|
+
|
|
|
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
|
+
|
|
|
+ "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
|
|
+
|
|
|
+ //"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",
|
|
|
+
|
|
|
+ "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
|
|
|
+ "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_HEMI_LIGHTS > 0",
|
|
|
+
|
|
|
+ "vec3 hemiDiffuse = vec3( 0.0 );",
|
|
|
+ "vec3 hemiSpecular = vec3( 0.0 );" ,
|
|
|
+
|
|
|
+ "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
|
|
|
+
|
|
|
+ "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
|
|
|
+ "vec3 lVector = normalize( lDirection.xyz );",
|
|
|
+
|
|
|
+ // diffuse
|
|
|
+
|
|
|
+ "float dotProduct = dot( normal, lVector );",
|
|
|
+ "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
|
|
|
+
|
|
|
+ "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
|
|
|
+
|
|
|
+ "hemiDiffuse += diffuse * hemiColor;",
|
|
|
+
|
|
|
+ // specular (sky light)
|
|
|
+
|
|
|
+ "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
|
|
|
+ "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
|
|
|
+ "float hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
|
|
|
+
|
|
|
+ // specular (ground light)
|
|
|
+
|
|
|
+ "vec3 lVectorGround = -lVector;",
|
|
|
+
|
|
|
+ "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
|
|
|
+ "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
|
|
|
+ "float hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
|
|
|
+
|
|
|
+ "#ifdef PHYSICALLY_BASED_SHADING",
|
|
|
+
|
|
|
+ "float dotProductGround = dot( normal, lVectorGround );",
|
|
|
+
|
|
|
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
|
+
|
|
|
+ "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
|
|
|
+
|
|
|
+ "vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
|
|
|
+ "vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
|
|
|
+ "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "hemiSpecular += specular * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "vec3 totalDiffuse = vec3( 0.0 );",
|
|
|
+ "vec3 totalSpecular = vec3( 0.0 );",
|
|
|
+
|
|
|
+ "#if MAX_DIR_LIGHTS > 0",
|
|
|
+
|
|
|
+ "totalDiffuse += dirDiffuse;",
|
|
|
+ "totalSpecular += dirSpecular;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_HEMI_LIGHTS > 0",
|
|
|
+
|
|
|
+ "totalDiffuse += hemiDiffuse;",
|
|
|
+ "totalSpecular += hemiSpecular;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_POINT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "totalDiffuse += pointDiffuse;",
|
|
|
+ "totalSpecular += pointSpecular;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_SPOT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "totalDiffuse += spotDiffuse;",
|
|
|
+ "totalSpecular += spotSpecular;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#ifdef METAL",
|
|
|
+
|
|
|
+ "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ // VERTEX COLORS
|
|
|
+
|
|
|
+ color_pars_fragment: [
|
|
|
+
|
|
|
+ "#ifdef USE_COLOR",
|
|
|
+
|
|
|
+ "varying vec3 vColor;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+
|
|
|
+ color_fragment: [
|
|
|
+
|
|
|
+ "#ifdef USE_COLOR",
|
|
|
+
|
|
|
+ "gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ color_pars_vertex: [
|
|
|
+
|
|
|
+ "#ifdef USE_COLOR",
|
|
|
+
|
|
|
+ "varying vec3 vColor;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+
|
|
|
+ color_vertex: [
|
|
|
+
|
|
|
+ "#ifdef USE_COLOR",
|
|
|
+
|
|
|
+ "#ifdef GAMMA_INPUT",
|
|
|
+
|
|
|
+ "vColor = color * color;",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "vColor = color;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ // SKINNING
|
|
|
+
|
|
|
+ skinning_pars_vertex: [
|
|
|
+
|
|
|
+ "#ifdef USE_SKINNING",
|
|
|
+
|
|
|
+ "#ifdef BONE_TEXTURE",
|
|
|
+
|
|
|
+ "uniform sampler2D boneTexture;",
|
|
|
+
|
|
|
+ "mat4 getBoneMatrix( const in float i ) {",
|
|
|
+
|
|
|
+ "float j = i * 4.0;",
|
|
|
+ "float x = mod( j, N_BONE_PIXEL_X );",
|
|
|
+ "float y = floor( j / N_BONE_PIXEL_X );",
|
|
|
+
|
|
|
+ "const float dx = 1.0 / N_BONE_PIXEL_X;",
|
|
|
+ "const float dy = 1.0 / N_BONE_PIXEL_Y;",
|
|
|
+
|
|
|
+ "y = dy * ( y + 0.5 );",
|
|
|
+
|
|
|
+ "vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );",
|
|
|
+ "vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );",
|
|
|
+ "vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );",
|
|
|
+ "vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );",
|
|
|
+
|
|
|
+ "mat4 bone = mat4( v1, v2, v3, v4 );",
|
|
|
+
|
|
|
+ "return bone;",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
|
|
|
+
|
|
|
+ "mat4 getBoneMatrix( const in float i ) {",
|
|
|
+
|
|
|
+ "mat4 bone = boneGlobalMatrices[ int(i) ];",
|
|
|
+ "return bone;",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ skinbase_vertex: [
|
|
|
+
|
|
|
+ "#ifdef USE_SKINNING",
|
|
|
+
|
|
|
+ "mat4 boneMatX = getBoneMatrix( skinIndex.x );",
|
|
|
+ "mat4 boneMatY = getBoneMatrix( skinIndex.y );",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ skinning_vertex: [
|
|
|
+
|
|
|
+ "#ifdef USE_SKINNING",
|
|
|
+
|
|
|
+ "#ifdef USE_MORPHTARGETS",
|
|
|
+
|
|
|
+ "vec4 skinVertex = vec4( morphed, 1.0 );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "vec4 skinVertex = vec4( position, 1.0 );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
|
|
|
+ "skinned += boneMatY * skinVertex * skinWeight.y;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ // MORPHING
|
|
|
+
|
|
|
+ morphtarget_pars_vertex: [
|
|
|
+
|
|
|
+ "#ifdef USE_MORPHTARGETS",
|
|
|
+
|
|
|
+ "#ifndef USE_MORPHNORMALS",
|
|
|
+
|
|
|
+ "uniform float morphTargetInfluences[ 8 ];",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "uniform float morphTargetInfluences[ 4 ];",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ morphtarget_vertex: [
|
|
|
+
|
|
|
+ "#ifdef USE_MORPHTARGETS",
|
|
|
+
|
|
|
+ "vec3 morphed = vec3( 0.0 );",
|
|
|
+ "morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
|
|
|
+ "morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
|
|
|
+ "morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
|
|
|
+ "morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
|
|
|
+
|
|
|
+ "#ifndef USE_MORPHNORMALS",
|
|
|
+
|
|
|
+ "morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
|
|
|
+ "morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
|
|
|
+ "morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
|
|
|
+ "morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "morphed += position;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ default_vertex : [
|
|
|
+
|
|
|
+ "vec4 mvPosition;",
|
|
|
+
|
|
|
+ "#ifdef USE_SKINNING",
|
|
|
+
|
|
|
+ "mvPosition = modelViewMatrix * skinned;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )",
|
|
|
+
|
|
|
+ "mvPosition = modelViewMatrix * vec4( morphed, 1.0 );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )",
|
|
|
+
|
|
|
+ "mvPosition = modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "gl_Position = projectionMatrix * mvPosition;"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ morphnormal_vertex: [
|
|
|
+
|
|
|
+ "#ifdef USE_MORPHNORMALS",
|
|
|
+
|
|
|
+ "vec3 morphedNormal = vec3( 0.0 );",
|
|
|
+
|
|
|
+ "morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
|
|
|
+ "morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
|
|
|
+ "morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
|
|
|
+ "morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",
|
|
|
+
|
|
|
+ "morphedNormal += normal;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ skinnormal_vertex: [
|
|
|
+
|
|
|
+ "#ifdef USE_SKINNING",
|
|
|
+
|
|
|
+ "mat4 skinMatrix = skinWeight.x * boneMatX;",
|
|
|
+ "skinMatrix += skinWeight.y * boneMatY;",
|
|
|
+
|
|
|
+ "#ifdef USE_MORPHNORMALS",
|
|
|
+
|
|
|
+ "vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ defaultnormal_vertex: [
|
|
|
+
|
|
|
+ "vec3 objectNormal;",
|
|
|
+
|
|
|
+ "#ifdef USE_SKINNING",
|
|
|
+
|
|
|
+ "objectNormal = skinnedNormal.xyz;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
|
|
|
+
|
|
|
+ "objectNormal = morphedNormal;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
|
|
|
+
|
|
|
+ "objectNormal = normal;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#ifdef FLIP_SIDED",
|
|
|
+
|
|
|
+ "objectNormal = -objectNormal;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "vec3 transformedNormal = normalMatrix * objectNormal;"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ // SHADOW MAP
|
|
|
+
|
|
|
+ // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
|
|
|
+ // http://spidergl.org/example.php?id=6
|
|
|
+ // http://fabiensanglard.net/shadowmapping
|
|
|
+
|
|
|
+ shadowmap_pars_fragment: [
|
|
|
+
|
|
|
+ "#ifdef USE_SHADOWMAP",
|
|
|
+
|
|
|
+ "uniform sampler2D shadowMap[ MAX_SHADOWS ];",
|
|
|
+ "uniform vec2 shadowMapSize[ MAX_SHADOWS ];",
|
|
|
+
|
|
|
+ "uniform float shadowDarkness[ MAX_SHADOWS ];",
|
|
|
+ "uniform float shadowBias[ MAX_SHADOWS ];",
|
|
|
+
|
|
|
+ "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
|
|
|
+
|
|
|
+ "float unpackDepth( const in vec4 rgba_depth ) {",
|
|
|
+
|
|
|
+ "const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
|
|
|
+ "float depth = dot( rgba_depth, bit_shift );",
|
|
|
+ "return depth;",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ shadowmap_fragment: [
|
|
|
+
|
|
|
+ "#ifdef USE_SHADOWMAP",
|
|
|
+
|
|
|
+ "#ifdef SHADOWMAP_DEBUG",
|
|
|
+
|
|
|
+ "vec3 frustumColors[3];",
|
|
|
+ "frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
|
|
|
+ "frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
|
|
|
+ "frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#ifdef SHADOWMAP_CASCADE",
|
|
|
+
|
|
|
+ "int inFrustumCount = 0;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "float fDepth;",
|
|
|
+ "vec3 shadowColor = vec3( 1.0 );",
|
|
|
+
|
|
|
+ "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
|
|
|
+
|
|
|
+ "vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
|
|
|
+
|
|
|
+ // "if ( something && something )" breaks ATI OpenGL shader compiler
|
|
|
+ // "if ( all( something, something ) )" using this instead
|
|
|
+
|
|
|
+ "bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
|
|
|
+ "bool inFrustum = all( inFrustumVec );",
|
|
|
+
|
|
|
+ // don't shadow pixels outside of light frustum
|
|
|
+ // use just first frustum (for cascades)
|
|
|
+ // don't shadow pixels behind far plane of light frustum
|
|
|
+
|
|
|
+ "#ifdef SHADOWMAP_CASCADE",
|
|
|
+
|
|
|
+ "inFrustumCount += int( inFrustum );",
|
|
|
+ "bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "bool frustumTest = all( frustumTestVec );",
|
|
|
+
|
|
|
+ "if ( frustumTest ) {",
|
|
|
+
|
|
|
+ "shadowCoord.z += shadowBias[ i ];",
|
|
|
+
|
|
|
+ "#if defined( SHADOWMAP_TYPE_PCF )",
|
|
|
+
|
|
|
+ // Percentage-close filtering
|
|
|
+ // (9 pixel kernel)
|
|
|
+ // http://fabiensanglard.net/shadowmappingPCF/
|
|
|
+
|
|
|
+ "float shadow = 0.0;",
|
|
|
+
|
|
|
+ /*
|
|
|
+ // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
|
|
|
+ // must enroll loop manually
|
|
|
+
|
|
|
+ "for ( float y = -1.25; y <= 1.25; y += 1.25 )",
|
|
|
+ "for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
|
|
|
+
|
|
|
+ "vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
|
|
|
+
|
|
|
+ // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
|
|
|
+ //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
|
|
|
+
|
|
|
+ "float fDepth = unpackDepth( rgbaDepth );",
|
|
|
+
|
|
|
+ "if ( fDepth < shadowCoord.z )",
|
|
|
+ "shadow += 1.0;",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "shadow /= 9.0;",
|
|
|
+
|
|
|
+ */
|
|
|
+
|
|
|
+ "const float shadowDelta = 1.0 / 9.0;",
|
|
|
+
|
|
|
+ "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
|
|
|
+ "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
|
|
|
+
|
|
|
+ "float dx0 = -1.25 * xPixelOffset;",
|
|
|
+ "float dy0 = -1.25 * yPixelOffset;",
|
|
|
+ "float dx1 = 1.25 * xPixelOffset;",
|
|
|
+ "float dy1 = 1.25 * yPixelOffset;",
|
|
|
+
|
|
|
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
|
|
|
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
|
|
+
|
|
|
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
|
|
|
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
|
|
+
|
|
|
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
|
|
|
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
|
|
+
|
|
|
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
|
|
|
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
|
|
+
|
|
|
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
|
|
|
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
|
|
+
|
|
|
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
|
|
|
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
|
|
+
|
|
|
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
|
|
|
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
|
|
+
|
|
|
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
|
|
|
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
|
|
+
|
|
|
+ "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
|
|
|
+ "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
|
|
|
+
|
|
|
+ "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
|
|
|
+
|
|
|
+ "#elif defined( SHADOWMAP_TYPE_PCF_SOFT )",
|
|
|
+
|
|
|
+ // Percentage-close filtering
|
|
|
+ // (9 pixel kernel)
|
|
|
+ // http://fabiensanglard.net/shadowmappingPCF/
|
|
|
+
|
|
|
+ "float shadow = 0.0;",
|
|
|
+
|
|
|
+ "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
|
|
|
+ "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
|
|
|
+
|
|
|
+ "float dx0 = -1.0 * xPixelOffset;",
|
|
|
+ "float dy0 = -1.0 * yPixelOffset;",
|
|
|
+ "float dx1 = 1.0 * xPixelOffset;",
|
|
|
+ "float dy1 = 1.0 * yPixelOffset;",
|
|
|
+
|
|
|
+ "mat3 shadowKernel;",
|
|
|
+ "mat3 depthKernel;",
|
|
|
+
|
|
|
+ "depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
|
|
|
+ "if ( depthKernel[0][0] < shadowCoord.z ) shadowKernel[0][0] = 0.25;",
|
|
|
+ "else shadowKernel[0][0] = 0.0;",
|
|
|
+
|
|
|
+ "depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
|
|
|
+ "if ( depthKernel[0][1] < shadowCoord.z ) shadowKernel[0][1] = 0.25;",
|
|
|
+ "else shadowKernel[0][1] = 0.0;",
|
|
|
+
|
|
|
+ "depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
|
|
|
+ "if ( depthKernel[0][2] < shadowCoord.z ) shadowKernel[0][2] = 0.25;",
|
|
|
+ "else shadowKernel[0][2] = 0.0;",
|
|
|
+
|
|
|
+ "depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
|
|
|
+ "if ( depthKernel[1][0] < shadowCoord.z ) shadowKernel[1][0] = 0.25;",
|
|
|
+ "else shadowKernel[1][0] = 0.0;",
|
|
|
+
|
|
|
+ "depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
|
|
|
+ "if ( depthKernel[1][1] < shadowCoord.z ) shadowKernel[1][1] = 0.25;",
|
|
|
+ "else shadowKernel[1][1] = 0.0;",
|
|
|
+
|
|
|
+ "depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
|
|
|
+ "if ( depthKernel[1][2] < shadowCoord.z ) shadowKernel[1][2] = 0.25;",
|
|
|
+ "else shadowKernel[1][2] = 0.0;",
|
|
|
+
|
|
|
+ "depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
|
|
|
+ "if ( depthKernel[2][0] < shadowCoord.z ) shadowKernel[2][0] = 0.25;",
|
|
|
+ "else shadowKernel[2][0] = 0.0;",
|
|
|
+
|
|
|
+ "depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
|
|
|
+ "if ( depthKernel[2][1] < shadowCoord.z ) shadowKernel[2][1] = 0.25;",
|
|
|
+ "else shadowKernel[2][1] = 0.0;",
|
|
|
+
|
|
|
+ "depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
|
|
|
+ "if ( depthKernel[2][2] < shadowCoord.z ) shadowKernel[2][2] = 0.25;",
|
|
|
+ "else shadowKernel[2][2] = 0.0;",
|
|
|
+
|
|
|
+ "vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );",
|
|
|
+
|
|
|
+ "shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );",
|
|
|
+ "shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );",
|
|
|
+
|
|
|
+ "vec4 shadowValues;",
|
|
|
+ "shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );",
|
|
|
+ "shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );",
|
|
|
+ "shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );",
|
|
|
+ "shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );",
|
|
|
+
|
|
|
+ "shadow = dot( shadowValues, vec4( 1.0 ) );",
|
|
|
+
|
|
|
+ "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
|
|
|
+ "float fDepth = unpackDepth( rgbaDepth );",
|
|
|
+
|
|
|
+ "if ( fDepth < shadowCoord.z )",
|
|
|
+
|
|
|
+ // spot with multiple shadows is darker
|
|
|
+
|
|
|
+ "shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );",
|
|
|
+
|
|
|
+ // spot with multiple shadows has the same color as single shadow spot
|
|
|
+
|
|
|
+ //"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+
|
|
|
+ "#ifdef SHADOWMAP_DEBUG",
|
|
|
+
|
|
|
+ "#ifdef SHADOWMAP_CASCADE",
|
|
|
+
|
|
|
+ "if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#ifdef GAMMA_OUTPUT",
|
|
|
+
|
|
|
+ "shadowColor *= shadowColor;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ shadowmap_pars_vertex: [
|
|
|
+
|
|
|
+ "#ifdef USE_SHADOWMAP",
|
|
|
+
|
|
|
+ "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
|
|
|
+ "uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ shadowmap_vertex: [
|
|
|
+
|
|
|
+ "#ifdef USE_SHADOWMAP",
|
|
|
+
|
|
|
+ "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
|
|
|
+
|
|
|
+ "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ // ALPHATEST
|
|
|
+
|
|
|
+ alphatest_fragment: [
|
|
|
+
|
|
|
+ "#ifdef ALPHATEST",
|
|
|
+
|
|
|
+ "if ( gl_FragColor.a < ALPHATEST ) discard;",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ // LINEAR SPACE
|
|
|
+
|
|
|
+ linear_to_gamma_fragment: [
|
|
|
+
|
|
|
+ "#ifdef GAMMA_OUTPUT",
|
|
|
+
|
|
|
+ "gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
|
|
|
+
|
|
|
+ "#endif"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.UniformsUtils = {
|
|
|
+
|
|
|
+ merge: function ( uniforms ) {
|
|
|
+
|
|
|
+ var u, p, tmp, merged = {};
|
|
|
+
|
|
|
+ for ( u = 0; u < uniforms.length; u ++ ) {
|
|
|
+
|
|
|
+ tmp = this.clone( uniforms[ u ] );
|
|
|
+
|
|
|
+ for ( p in tmp ) {
|
|
|
+
|
|
|
+ merged[ p ] = tmp[ p ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return merged;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ clone: function ( uniforms_src ) {
|
|
|
+
|
|
|
+ var u, p, parameter, parameter_src, uniforms_dst = {};
|
|
|
+
|
|
|
+ for ( u in uniforms_src ) {
|
|
|
+
|
|
|
+ uniforms_dst[ u ] = {};
|
|
|
+
|
|
|
+ for ( p in uniforms_src[ u ] ) {
|
|
|
+
|
|
|
+ parameter_src = uniforms_src[ u ][ p ];
|
|
|
+
|
|
|
+ if ( parameter_src instanceof THREE.Color ||
|
|
|
+ parameter_src instanceof THREE.Vector2 ||
|
|
|
+ parameter_src instanceof THREE.Vector3 ||
|
|
|
+ parameter_src instanceof THREE.Vector4 ||
|
|
|
+ parameter_src instanceof THREE.Matrix4 ||
|
|
|
+ parameter_src instanceof THREE.Texture ) {
|
|
|
+
|
|
|
+ uniforms_dst[ u ][ p ] = parameter_src.clone();
|
|
|
+
|
|
|
+ } else if ( parameter_src instanceof Array ) {
|
|
|
+
|
|
|
+ uniforms_dst[ u ][ p ] = parameter_src.slice();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ uniforms_dst[ u ][ p ] = parameter_src;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return uniforms_dst;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.UniformsLib = {
|
|
|
+
|
|
|
+ common: {
|
|
|
+
|
|
|
+ "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
|
|
|
+ "opacity" : { type: "f", value: 1.0 },
|
|
|
+
|
|
|
+ "map" : { type: "t", value: null },
|
|
|
+ "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
|
|
|
+
|
|
|
+ "lightMap" : { type: "t", value: null },
|
|
|
+ "specularMap" : { type: "t", value: null },
|
|
|
+
|
|
|
+ "envMap" : { type: "t", value: null },
|
|
|
+ "flipEnvMap" : { type: "f", value: -1 },
|
|
|
+ "useRefract" : { type: "i", value: 0 },
|
|
|
+ "reflectivity" : { type: "f", value: 1.0 },
|
|
|
+ "refractionRatio" : { type: "f", value: 0.98 },
|
|
|
+ "combine" : { type: "i", value: 0 },
|
|
|
+
|
|
|
+ "morphTargetInfluences" : { type: "f", value: 0 }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ bump: {
|
|
|
+
|
|
|
+ "bumpMap" : { type: "t", value: null },
|
|
|
+ "bumpScale" : { type: "f", value: 1 }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ normalmap: {
|
|
|
+
|
|
|
+ "normalMap" : { type: "t", value: null },
|
|
|
+ "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
|
|
|
+ },
|
|
|
+
|
|
|
+ fog : {
|
|
|
+
|
|
|
+ "fogDensity" : { type: "f", value: 0.00025 },
|
|
|
+ "fogNear" : { type: "f", value: 1 },
|
|
|
+ "fogFar" : { type: "f", value: 2000 },
|
|
|
+ "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ lights: {
|
|
|
+
|
|
|
+ "ambientLightColor" : { type: "fv", value: [] },
|
|
|
+
|
|
|
+ "directionalLightDirection" : { type: "fv", value: [] },
|
|
|
+ "directionalLightColor" : { type: "fv", value: [] },
|
|
|
+
|
|
|
+ "hemisphereLightDirection" : { type: "fv", value: [] },
|
|
|
+ "hemisphereLightSkyColor" : { type: "fv", value: [] },
|
|
|
+ "hemisphereLightGroundColor" : { type: "fv", value: [] },
|
|
|
+
|
|
|
+ "pointLightColor" : { type: "fv", value: [] },
|
|
|
+ "pointLightPosition" : { type: "fv", value: [] },
|
|
|
+ "pointLightDistance" : { type: "fv1", value: [] },
|
|
|
+
|
|
|
+ "spotLightColor" : { type: "fv", value: [] },
|
|
|
+ "spotLightPosition" : { type: "fv", value: [] },
|
|
|
+ "spotLightDirection" : { type: "fv", value: [] },
|
|
|
+ "spotLightDistance" : { type: "fv1", value: [] },
|
|
|
+ "spotLightAngleCos" : { type: "fv1", value: [] },
|
|
|
+ "spotLightExponent" : { type: "fv1", value: [] }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ particle: {
|
|
|
+
|
|
|
+ "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
|
|
|
+ "opacity" : { type: "f", value: 1.0 },
|
|
|
+ "size" : { type: "f", value: 1.0 },
|
|
|
+ "scale" : { type: "f", value: 1.0 },
|
|
|
+ "map" : { type: "t", value: null },
|
|
|
+
|
|
|
+ "fogDensity" : { type: "f", value: 0.00025 },
|
|
|
+ "fogNear" : { type: "f", value: 1 },
|
|
|
+ "fogFar" : { type: "f", value: 2000 },
|
|
|
+ "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ shadowmap: {
|
|
|
+
|
|
|
+ "shadowMap": { type: "tv", value: [] },
|
|
|
+ "shadowMapSize": { type: "v2v", value: [] },
|
|
|
+
|
|
|
+ "shadowBias" : { type: "fv1", value: [] },
|
|
|
+ "shadowDarkness": { type: "fv1", value: [] },
|
|
|
+
|
|
|
+ "shadowMatrix" : { type: "m4v", value: [] }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ShaderLib = {
|
|
|
+
|
|
|
+ 'basic': {
|
|
|
+
|
|
|
+ uniforms: THREE.UniformsUtils.merge( [
|
|
|
+
|
|
|
+ THREE.UniformsLib[ "common" ],
|
|
|
+ THREE.UniformsLib[ "fog" ],
|
|
|
+ THREE.UniformsLib[ "shadowmap" ]
|
|
|
+
|
|
|
+ ] ),
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "map_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "lightmap_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "color_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "map_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "lightmap_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "color_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinbase_vertex" ],
|
|
|
+
|
|
|
+ "#ifdef USE_ENVMAP",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinning_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "default_vertex" ],
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "worldpos_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "envmap_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "uniform vec3 diffuse;",
|
|
|
+ "uniform float opacity;",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "color_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "map_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "gl_FragColor = vec4( diffuse, opacity );",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "map_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "alphatest_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "specularmap_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "lightmap_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "color_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "envmap_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "fog_fragment" ],
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ 'lambert': {
|
|
|
+
|
|
|
+ uniforms: THREE.UniformsUtils.merge( [
|
|
|
+
|
|
|
+ THREE.UniformsLib[ "common" ],
|
|
|
+ THREE.UniformsLib[ "fog" ],
|
|
|
+ THREE.UniformsLib[ "lights" ],
|
|
|
+ THREE.UniformsLib[ "shadowmap" ],
|
|
|
+
|
|
|
+ {
|
|
|
+ "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
|
|
|
+ "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
|
|
|
+ "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
|
|
|
+ }
|
|
|
+
|
|
|
+ ] ),
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "#define LAMBERT",
|
|
|
+
|
|
|
+ "varying vec3 vLightFront;",
|
|
|
+
|
|
|
+ "#ifdef DOUBLE_SIDED",
|
|
|
+
|
|
|
+ "varying vec3 vLightBack;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "map_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "lightmap_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "color_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "map_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "lightmap_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "color_vertex" ],
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinbase_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinning_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "default_vertex" ],
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "worldpos_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "envmap_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "lights_lambert_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "uniform float opacity;",
|
|
|
+
|
|
|
+ "varying vec3 vLightFront;",
|
|
|
+
|
|
|
+ "#ifdef DOUBLE_SIDED",
|
|
|
+
|
|
|
+ "varying vec3 vLightBack;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "color_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "map_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "map_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "alphatest_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "specularmap_fragment" ],
|
|
|
+
|
|
|
+ "#ifdef DOUBLE_SIDED",
|
|
|
+
|
|
|
+ //"float isFront = float( gl_FrontFacing );",
|
|
|
+ //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
|
|
|
+
|
|
|
+ "if ( gl_FrontFacing )",
|
|
|
+ "gl_FragColor.xyz *= vLightFront;",
|
|
|
+ "else",
|
|
|
+ "gl_FragColor.xyz *= vLightBack;",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "gl_FragColor.xyz *= vLightFront;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "lightmap_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "color_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "envmap_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "fog_fragment" ],
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ 'phong': {
|
|
|
+
|
|
|
+ uniforms: THREE.UniformsUtils.merge( [
|
|
|
+
|
|
|
+ THREE.UniformsLib[ "common" ],
|
|
|
+ THREE.UniformsLib[ "bump" ],
|
|
|
+ THREE.UniformsLib[ "normalmap" ],
|
|
|
+ THREE.UniformsLib[ "fog" ],
|
|
|
+ THREE.UniformsLib[ "lights" ],
|
|
|
+ THREE.UniformsLib[ "shadowmap" ],
|
|
|
+
|
|
|
+ {
|
|
|
+ "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
|
|
|
+ "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
|
|
|
+ "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
|
|
|
+ "shininess": { type: "f", value: 30 },
|
|
|
+ "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
|
|
|
+ }
|
|
|
+
|
|
|
+ ] ),
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "#define PHONG",
|
|
|
+
|
|
|
+ "varying vec3 vViewPosition;",
|
|
|
+ "varying vec3 vNormal;",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "map_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "lightmap_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "envmap_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "color_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "map_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "lightmap_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "color_vertex" ],
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "morphnormal_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinbase_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "defaultnormal_vertex" ],
|
|
|
+
|
|
|
+ "vNormal = normalize( transformedNormal );",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinning_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "default_vertex" ],
|
|
|
+
|
|
|
+ "vViewPosition = -mvPosition.xyz;",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "worldpos_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "envmap_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "lights_phong_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "uniform vec3 diffuse;",
|
|
|
+ "uniform float opacity;",
|
|
|
+
|
|
|
+ "uniform vec3 ambient;",
|
|
|
+ "uniform vec3 emissive;",
|
|
|
+ "uniform vec3 specular;",
|
|
|
+ "uniform float shininess;",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "color_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "map_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "lightmap_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "envmap_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "normalmap_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "specularmap_pars_fragment" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "map_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "alphatest_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "specularmap_fragment" ],
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "lights_phong_fragment" ],
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "lightmap_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "color_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "envmap_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "fog_fragment" ],
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ 'particle_basic': {
|
|
|
+
|
|
|
+ uniforms: THREE.UniformsUtils.merge( [
|
|
|
+
|
|
|
+ THREE.UniformsLib[ "particle" ],
|
|
|
+ THREE.UniformsLib[ "shadowmap" ]
|
|
|
+
|
|
|
+ ] ),
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "uniform float size;",
|
|
|
+ "uniform float scale;",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "color_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "color_vertex" ],
|
|
|
+
|
|
|
+ "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+
|
|
|
+ "#ifdef USE_SIZEATTENUATION",
|
|
|
+ "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
|
|
|
+ "#else",
|
|
|
+ "gl_PointSize = size;",
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "gl_Position = projectionMatrix * mvPosition;",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "worldpos_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "shadowmap_vertex" ],
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "uniform vec3 psColor;",
|
|
|
+ "uniform float opacity;",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "color_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "map_particle_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "gl_FragColor = vec4( psColor, opacity );",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "map_particle_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "alphatest_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "color_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "fog_fragment" ],
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ 'dashed': {
|
|
|
+
|
|
|
+ uniforms: THREE.UniformsUtils.merge( [
|
|
|
+
|
|
|
+ THREE.UniformsLib[ "common" ],
|
|
|
+ THREE.UniformsLib[ "fog" ],
|
|
|
+
|
|
|
+ {
|
|
|
+ "scale": { type: "f", value: 1 },
|
|
|
+ "dashSize": { type: "f", value: 1 },
|
|
|
+ "totalSize": { type: "f", value: 2 }
|
|
|
+ }
|
|
|
+
|
|
|
+ ] ),
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "uniform float scale;",
|
|
|
+ "attribute float lineDistance;",
|
|
|
+
|
|
|
+ "varying float vLineDistance;",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "color_pars_vertex" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "color_vertex" ],
|
|
|
+
|
|
|
+ "vLineDistance = scale * lineDistance;",
|
|
|
+
|
|
|
+ "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+ "gl_Position = projectionMatrix * mvPosition;",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "uniform vec3 diffuse;",
|
|
|
+ "uniform float opacity;",
|
|
|
+
|
|
|
+ "uniform float dashSize;",
|
|
|
+ "uniform float totalSize;",
|
|
|
+
|
|
|
+ "varying float vLineDistance;",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "color_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "if ( mod( vLineDistance, totalSize ) > dashSize ) {",
|
|
|
+
|
|
|
+ "discard;",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "gl_FragColor = vec4( diffuse, opacity );",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "color_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "fog_fragment" ],
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ 'depth': {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+
|
|
|
+ "mNear": { type: "f", value: 1.0 },
|
|
|
+ "mFar" : { type: "f", value: 2000.0 },
|
|
|
+ "opacity" : { type: "f", value: 1.0 }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "uniform float mNear;",
|
|
|
+ "uniform float mFar;",
|
|
|
+ "uniform float opacity;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "float depth = gl_FragCoord.z / gl_FragCoord.w;",
|
|
|
+ "float color = 1.0 - smoothstep( mNear, mFar, depth );",
|
|
|
+ "gl_FragColor = vec4( vec3( color ), opacity );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ 'normal': {
|
|
|
+
|
|
|
+ uniforms: {
|
|
|
+
|
|
|
+ "opacity" : { type: "f", value: 1.0 }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "varying vec3 vNormal;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+ "vNormal = normalize( normalMatrix * normal );",
|
|
|
+
|
|
|
+ "gl_Position = projectionMatrix * mvPosition;",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "uniform float opacity;",
|
|
|
+ "varying vec3 vNormal;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ /* -------------------------------------------------------------------------
|
|
|
+ // Normal map shader
|
|
|
+ // - Blinn-Phong
|
|
|
+ // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
|
|
|
+ // - point and directional lights (use with "lights: true" material option)
|
|
|
+ ------------------------------------------------------------------------- */
|
|
|
+
|
|
|
+ 'normalmap' : {
|
|
|
+
|
|
|
+ uniforms: THREE.UniformsUtils.merge( [
|
|
|
+
|
|
|
+ THREE.UniformsLib[ "fog" ],
|
|
|
+ THREE.UniformsLib[ "lights" ],
|
|
|
+ THREE.UniformsLib[ "shadowmap" ],
|
|
|
+
|
|
|
+ {
|
|
|
+
|
|
|
+ "enableAO" : { type: "i", value: 0 },
|
|
|
+ "enableDiffuse" : { type: "i", value: 0 },
|
|
|
+ "enableSpecular" : { type: "i", value: 0 },
|
|
|
+ "enableReflection": { type: "i", value: 0 },
|
|
|
+ "enableDisplacement": { type: "i", value: 0 },
|
|
|
+
|
|
|
+ "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
|
|
|
+ "tDiffuse" : { type: "t", value: null },
|
|
|
+ "tCube" : { type: "t", value: null },
|
|
|
+ "tNormal" : { type: "t", value: null },
|
|
|
+ "tSpecular" : { type: "t", value: null },
|
|
|
+ "tAO" : { type: "t", value: null },
|
|
|
+
|
|
|
+ "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
|
|
|
+
|
|
|
+ "uDisplacementBias": { type: "f", value: 0.0 },
|
|
|
+ "uDisplacementScale": { type: "f", value: 1.0 },
|
|
|
+
|
|
|
+ "uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
|
|
|
+ "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
|
|
|
+ "uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
|
|
|
+ "uShininess": { type: "f", value: 30 },
|
|
|
+ "uOpacity": { type: "f", value: 1 },
|
|
|
+
|
|
|
+ "useRefract": { type: "i", value: 0 },
|
|
|
+ "uRefractionRatio": { type: "f", value: 0.98 },
|
|
|
+ "uReflectivity": { type: "f", value: 0.5 },
|
|
|
+
|
|
|
+ "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
|
|
|
+ "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
|
|
|
+
|
|
|
+ "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ ] ),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "uniform vec3 uAmbientColor;",
|
|
|
+ "uniform vec3 uDiffuseColor;",
|
|
|
+ "uniform vec3 uSpecularColor;",
|
|
|
+ "uniform float uShininess;",
|
|
|
+ "uniform float uOpacity;",
|
|
|
+
|
|
|
+ "uniform bool enableDiffuse;",
|
|
|
+ "uniform bool enableSpecular;",
|
|
|
+ "uniform bool enableAO;",
|
|
|
+ "uniform bool enableReflection;",
|
|
|
+
|
|
|
+ "uniform sampler2D tDiffuse;",
|
|
|
+ "uniform sampler2D tNormal;",
|
|
|
+ "uniform sampler2D tSpecular;",
|
|
|
+ "uniform sampler2D tAO;",
|
|
|
+
|
|
|
+ "uniform samplerCube tCube;",
|
|
|
+
|
|
|
+ "uniform vec2 uNormalScale;",
|
|
|
+
|
|
|
+ "uniform bool useRefract;",
|
|
|
+ "uniform float uRefractionRatio;",
|
|
|
+ "uniform float uReflectivity;",
|
|
|
+
|
|
|
+ "varying vec3 vTangent;",
|
|
|
+ "varying vec3 vBinormal;",
|
|
|
+ "varying vec3 vNormal;",
|
|
|
+ "varying vec2 vUv;",
|
|
|
+
|
|
|
+ "uniform vec3 ambientLightColor;",
|
|
|
+
|
|
|
+ "#if MAX_DIR_LIGHTS > 0",
|
|
|
+
|
|
|
+ "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
|
|
|
+ "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_HEMI_LIGHTS > 0",
|
|
|
+
|
|
|
+ "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
|
|
|
+ "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
|
|
|
+ "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_POINT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
|
|
|
+ "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
|
|
|
+ "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_SPOT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
|
|
|
+ "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
|
|
|
+ "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
|
|
|
+ "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
|
|
|
+ "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
|
|
|
+ "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#ifdef WRAP_AROUND",
|
|
|
+
|
|
|
+ "uniform vec3 wrapRGB;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "varying vec3 vWorldPosition;",
|
|
|
+ "varying vec3 vViewPosition;",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "fog_pars_fragment" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
|
|
|
+
|
|
|
+ "vec3 specularTex = vec3( 1.0 );",
|
|
|
+
|
|
|
+ "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
|
|
|
+ "normalTex.xy *= uNormalScale;",
|
|
|
+ "normalTex = normalize( normalTex );",
|
|
|
+
|
|
|
+ "if( enableDiffuse ) {",
|
|
|
+
|
|
|
+ "#ifdef GAMMA_INPUT",
|
|
|
+
|
|
|
+ "vec4 texelColor = texture2D( tDiffuse, vUv );",
|
|
|
+ "texelColor.xyz *= texelColor.xyz;",
|
|
|
+
|
|
|
+ "gl_FragColor = gl_FragColor * texelColor;",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "if( enableAO ) {",
|
|
|
+
|
|
|
+ "#ifdef GAMMA_INPUT",
|
|
|
+
|
|
|
+ "vec4 aoColor = texture2D( tAO, vUv );",
|
|
|
+ "aoColor.xyz *= aoColor.xyz;",
|
|
|
+
|
|
|
+ "gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "if( enableSpecular )",
|
|
|
+ "specularTex = texture2D( tSpecular, vUv ).xyz;",
|
|
|
+
|
|
|
+ "mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
|
|
|
+ "vec3 finalNormal = tsb * normalTex;",
|
|
|
+
|
|
|
+ "#ifdef FLIP_SIDED",
|
|
|
+
|
|
|
+ "finalNormal = -finalNormal;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "vec3 normal = normalize( finalNormal );",
|
|
|
+ "vec3 viewPosition = normalize( vViewPosition );",
|
|
|
+
|
|
|
+ // point lights
|
|
|
+
|
|
|
+ "#if MAX_POINT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "vec3 pointDiffuse = vec3( 0.0 );",
|
|
|
+ "vec3 pointSpecular = vec3( 0.0 );",
|
|
|
+
|
|
|
+ "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
|
|
|
+
|
|
|
+ "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
|
|
|
+ "vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
|
|
|
+
|
|
|
+ "float pointDistance = 1.0;",
|
|
|
+ "if ( pointLightDistance[ i ] > 0.0 )",
|
|
|
+ "pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
|
|
|
+
|
|
|
+ "pointVector = normalize( pointVector );",
|
|
|
+
|
|
|
+ // diffuse
|
|
|
+
|
|
|
+ "#ifdef WRAP_AROUND",
|
|
|
+
|
|
|
+ "float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
|
|
|
+ "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
|
|
|
+
|
|
|
+ "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",
|
|
|
+
|
|
|
+ // specular
|
|
|
+
|
|
|
+ "vec3 pointHalfVector = normalize( pointVector + viewPosition );",
|
|
|
+ "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
|
|
|
+ "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",
|
|
|
+
|
|
|
+ "#ifdef PHYSICALLY_BASED_SHADING",
|
|
|
+
|
|
|
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
|
+
|
|
|
+ "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
|
|
|
+
|
|
|
+ "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
|
|
|
+ "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ // spot lights
|
|
|
+
|
|
|
+ "#if MAX_SPOT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "vec3 spotDiffuse = vec3( 0.0 );",
|
|
|
+ "vec3 spotSpecular = vec3( 0.0 );",
|
|
|
+
|
|
|
+ "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
|
|
|
+
|
|
|
+ "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
|
|
|
+ "vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
|
|
|
+
|
|
|
+ "float spotDistance = 1.0;",
|
|
|
+ "if ( spotLightDistance[ i ] > 0.0 )",
|
|
|
+ "spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
|
|
|
+
|
|
|
+ "spotVector = normalize( spotVector );",
|
|
|
+
|
|
|
+ "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
|
|
|
+
|
|
|
+ "if ( spotEffect > spotLightAngleCos[ i ] ) {",
|
|
|
+
|
|
|
+ "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
|
|
|
+
|
|
|
+ // diffuse
|
|
|
+
|
|
|
+ "#ifdef WRAP_AROUND",
|
|
|
+
|
|
|
+ "float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
|
|
|
+ "float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
|
|
|
+
|
|
|
+ "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",
|
|
|
+
|
|
|
+ // specular
|
|
|
+
|
|
|
+ "vec3 spotHalfVector = normalize( spotVector + viewPosition );",
|
|
|
+ "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
|
|
|
+ "float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",
|
|
|
+
|
|
|
+ "#ifdef PHYSICALLY_BASED_SHADING",
|
|
|
+
|
|
|
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
|
+
|
|
|
+ "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
|
|
|
+
|
|
|
+ "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
|
|
|
+ "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ // directional lights
|
|
|
+
|
|
|
+ "#if MAX_DIR_LIGHTS > 0",
|
|
|
+
|
|
|
+ "vec3 dirDiffuse = vec3( 0.0 );",
|
|
|
+ "vec3 dirSpecular = vec3( 0.0 );",
|
|
|
+
|
|
|
+ "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
|
|
|
+
|
|
|
+ "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
|
|
|
+ "vec3 dirVector = normalize( lDirection.xyz );",
|
|
|
+
|
|
|
+ // diffuse
|
|
|
+
|
|
|
+ "#ifdef WRAP_AROUND",
|
|
|
+
|
|
|
+ "float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
|
|
|
+ "float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
|
|
|
+
|
|
|
+ "vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
|
|
|
+
|
|
|
+ // specular
|
|
|
+
|
|
|
+ "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
|
|
|
+ "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
|
|
|
+ "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",
|
|
|
+
|
|
|
+ "#ifdef PHYSICALLY_BASED_SHADING",
|
|
|
+
|
|
|
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
|
+
|
|
|
+ "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
|
|
|
+
|
|
|
+ "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
|
|
|
+ "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ // hemisphere lights
|
|
|
+
|
|
|
+ "#if MAX_HEMI_LIGHTS > 0",
|
|
|
+
|
|
|
+ "vec3 hemiDiffuse = vec3( 0.0 );",
|
|
|
+ "vec3 hemiSpecular = vec3( 0.0 );" ,
|
|
|
+
|
|
|
+ "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
|
|
|
+
|
|
|
+ "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
|
|
|
+ "vec3 lVector = normalize( lDirection.xyz );",
|
|
|
+
|
|
|
+ // diffuse
|
|
|
+
|
|
|
+ "float dotProduct = dot( normal, lVector );",
|
|
|
+ "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
|
|
|
+
|
|
|
+ "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
|
|
|
+
|
|
|
+ "hemiDiffuse += uDiffuseColor * hemiColor;",
|
|
|
+
|
|
|
+ // specular (sky light)
|
|
|
+
|
|
|
+
|
|
|
+ "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
|
|
|
+ "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
|
|
|
+ "float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );",
|
|
|
+
|
|
|
+ // specular (ground light)
|
|
|
+
|
|
|
+ "vec3 lVectorGround = -lVector;",
|
|
|
+
|
|
|
+ "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
|
|
|
+ "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
|
|
|
+ "float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );",
|
|
|
+
|
|
|
+ "#ifdef PHYSICALLY_BASED_SHADING",
|
|
|
+
|
|
|
+ "float dotProductGround = dot( normal, lVectorGround );",
|
|
|
+
|
|
|
+ // 2.0 => 2.0001 is hack to work around ANGLE bug
|
|
|
+
|
|
|
+ "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
|
|
|
+
|
|
|
+ "vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
|
|
|
+ "vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
|
|
|
+ "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "hemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ // all lights contribution summation
|
|
|
+
|
|
|
+ "vec3 totalDiffuse = vec3( 0.0 );",
|
|
|
+ "vec3 totalSpecular = vec3( 0.0 );",
|
|
|
+
|
|
|
+ "#if MAX_DIR_LIGHTS > 0",
|
|
|
+
|
|
|
+ "totalDiffuse += dirDiffuse;",
|
|
|
+ "totalSpecular += dirSpecular;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_HEMI_LIGHTS > 0",
|
|
|
+
|
|
|
+ "totalDiffuse += hemiDiffuse;",
|
|
|
+ "totalSpecular += hemiSpecular;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_POINT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "totalDiffuse += pointDiffuse;",
|
|
|
+ "totalSpecular += pointSpecular;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#if MAX_SPOT_LIGHTS > 0",
|
|
|
+
|
|
|
+ "totalDiffuse += spotDiffuse;",
|
|
|
+ "totalSpecular += spotSpecular;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#ifdef METAL",
|
|
|
+
|
|
|
+ "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "if ( enableReflection ) {",
|
|
|
+
|
|
|
+ "vec3 vReflect;",
|
|
|
+ "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
|
|
|
+
|
|
|
+ "if ( useRefract ) {",
|
|
|
+
|
|
|
+ "vReflect = refract( cameraToVertex, normal, uRefractionRatio );",
|
|
|
+
|
|
|
+ "} else {",
|
|
|
+
|
|
|
+ "vReflect = reflect( cameraToVertex, normal );",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
|
|
|
+
|
|
|
+ "#ifdef GAMMA_INPUT",
|
|
|
+
|
|
|
+ "cubeColor.xyz *= cubeColor.xyz;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "shadowmap_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
|
|
|
+ THREE.ShaderChunk[ "fog_fragment" ],
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "attribute vec4 tangent;",
|
|
|
+
|
|
|
+ "uniform vec2 uOffset;",
|
|
|
+ "uniform vec2 uRepeat;",
|
|
|
+
|
|
|
+ "uniform bool enableDisplacement;",
|
|
|
+
|
|
|
+ "#ifdef VERTEX_TEXTURES",
|
|
|
+
|
|
|
+ "uniform sampler2D tDisplacement;",
|
|
|
+ "uniform float uDisplacementScale;",
|
|
|
+ "uniform float uDisplacementBias;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "varying vec3 vTangent;",
|
|
|
+ "varying vec3 vBinormal;",
|
|
|
+ "varying vec3 vNormal;",
|
|
|
+ "varying vec2 vUv;",
|
|
|
+
|
|
|
+ "varying vec3 vWorldPosition;",
|
|
|
+ "varying vec3 vViewPosition;",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "skinbase_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinnormal_vertex" ],
|
|
|
+
|
|
|
+ // normal, tangent and binormal vectors
|
|
|
+
|
|
|
+ "#ifdef USE_SKINNING",
|
|
|
+
|
|
|
+ "vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
|
|
|
+
|
|
|
+ "vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
|
|
|
+ "vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "vNormal = normalize( normalMatrix * normal );",
|
|
|
+ "vTangent = normalize( normalMatrix * tangent.xyz );",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
|
|
|
+
|
|
|
+ "vUv = uv * uRepeat + uOffset;",
|
|
|
+
|
|
|
+ // displacement mapping
|
|
|
+
|
|
|
+ "vec3 displacedPosition;",
|
|
|
+
|
|
|
+ "#ifdef VERTEX_TEXTURES",
|
|
|
+
|
|
|
+ "if ( enableDisplacement ) {",
|
|
|
+
|
|
|
+ "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
|
|
|
+ "float df = uDisplacementScale * dv.x + uDisplacementBias;",
|
|
|
+ "displacedPosition = position + normalize( normal ) * df;",
|
|
|
+
|
|
|
+ "} else {",
|
|
|
+
|
|
|
+ "#ifdef USE_SKINNING",
|
|
|
+
|
|
|
+ "vec4 skinVertex = vec4( position, 1.0 );",
|
|
|
+
|
|
|
+ "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
|
|
|
+ "skinned += boneMatY * skinVertex * skinWeight.y;",
|
|
|
+
|
|
|
+ "displacedPosition = skinned.xyz;",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "displacedPosition = position;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "#ifdef USE_SKINNING",
|
|
|
+
|
|
|
+ "vec4 skinVertex = vec4( position, 1.0 );",
|
|
|
+
|
|
|
+ "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
|
|
|
+ "skinned += boneMatY * skinVertex * skinWeight.y;",
|
|
|
+
|
|
|
+ "displacedPosition = skinned.xyz;",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "displacedPosition = position;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ "vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
|
|
|
+ "vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
|
|
|
+
|
|
|
+ "gl_Position = projectionMatrix * mvPosition;",
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ "vWorldPosition = worldPosition.xyz;",
|
|
|
+ "vViewPosition = -mvPosition.xyz;",
|
|
|
+
|
|
|
+ // shadows
|
|
|
+
|
|
|
+ "#ifdef USE_SHADOWMAP",
|
|
|
+
|
|
|
+ "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
|
|
|
+
|
|
|
+ "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ /* -------------------------------------------------------------------------
|
|
|
+ // Cube map shader
|
|
|
+ ------------------------------------------------------------------------- */
|
|
|
+
|
|
|
+ 'cube': {
|
|
|
+
|
|
|
+ uniforms: { "tCube": { type: "t", value: null },
|
|
|
+ "tFlip": { type: "f", value: -1 } },
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "varying vec3 vWorldPosition;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
|
|
|
+ "vWorldPosition = worldPosition.xyz;",
|
|
|
+
|
|
|
+ "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "uniform samplerCube tCube;",
|
|
|
+ "uniform float tFlip;",
|
|
|
+
|
|
|
+ "varying vec3 vWorldPosition;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Depth encoding into RGBA texture
|
|
|
+ // based on SpiderGL shadow map example
|
|
|
+ // http://spidergl.org/example.php?id=6
|
|
|
+ // originally from
|
|
|
+ // http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
|
|
|
+ // see also here:
|
|
|
+ // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
|
|
|
+
|
|
|
+ 'depthRGBA': {
|
|
|
+
|
|
|
+ uniforms: {},
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinning_pars_vertex" ],
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ THREE.ShaderChunk[ "skinbase_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "morphtarget_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "skinning_vertex" ],
|
|
|
+ THREE.ShaderChunk[ "default_vertex" ],
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n"),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "vec4 pack_depth( const in float depth ) {",
|
|
|
+
|
|
|
+ "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
|
|
|
+ "const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
|
|
|
+ "vec4 res = fract( depth * bit_shift );",
|
|
|
+ "res -= res.xxyz * bit_mask;",
|
|
|
+ "return res;",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
|
|
|
+
|
|
|
+ //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
|
|
|
+ //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
|
|
|
+ //"gl_FragData[ 0 ] = pack_depth( z );",
|
|
|
+ //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join("\n")
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author supereggbert / http://www.paulbrunt.co.uk/
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ * @author szimek / https://github.com/szimek/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.WebGLRenderer = function ( parameters ) {
|
|
|
+
|
|
|
+ console.log( 'THREE.WebGLRenderer', THREE.REVISION );
|
|
|
+
|
|
|
+ parameters = parameters || {};
|
|
|
+
|
|
|
+ var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
|
|
|
+
|
|
|
+ _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
|
|
|
+
|
|
|
+ _alpha = parameters.alpha !== undefined ? parameters.alpha : true,
|
|
|
+ _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
|
|
|
+ _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
|
|
|
+ _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
|
|
|
+ _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
|
|
|
+
|
|
|
+ _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
|
|
|
+ _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
|
|
|
+
|
|
|
+ // public properties
|
|
|
+
|
|
|
+ this.domElement = _canvas;
|
|
|
+ this.context = null;
|
|
|
+ this.devicePixelRatio = parameters.devicePixelRatio !== undefined
|
|
|
+ ? parameters.devicePixelRatio
|
|
|
+ : window.devicePixelRatio !== undefined
|
|
|
+ ? window.devicePixelRatio
|
|
|
+ : 1;
|
|
|
+
|
|
|
+ // clearing
|
|
|
+
|
|
|
+ this.autoClear = true;
|
|
|
+ this.autoClearColor = true;
|
|
|
+ this.autoClearDepth = true;
|
|
|
+ this.autoClearStencil = true;
|
|
|
+
|
|
|
+ // scene graph
|
|
|
+
|
|
|
+ this.sortObjects = true;
|
|
|
+
|
|
|
+ this.autoUpdateObjects = true;
|
|
|
+ this.autoUpdateScene = true;
|
|
|
+
|
|
|
+ // physically based shading
|
|
|
+
|
|
|
+ this.gammaInput = false;
|
|
|
+ this.gammaOutput = false;
|
|
|
+ this.physicallyBasedShading = false;
|
|
|
+
|
|
|
+ // shadow map
|
|
|
+
|
|
|
+ this.shadowMapEnabled = false;
|
|
|
+ this.shadowMapAutoUpdate = true;
|
|
|
+ this.shadowMapType = THREE.PCFShadowMap;
|
|
|
+ this.shadowMapCullFace = THREE.CullFaceFront;
|
|
|
+ this.shadowMapDebug = false;
|
|
|
+ this.shadowMapCascade = false;
|
|
|
+
|
|
|
+ // morphs
|
|
|
+
|
|
|
+ this.maxMorphTargets = 8;
|
|
|
+ this.maxMorphNormals = 4;
|
|
|
+
|
|
|
+ // flags
|
|
|
+
|
|
|
+ this.autoScaleCubemaps = true;
|
|
|
+
|
|
|
+ // custom render plugins
|
|
|
+
|
|
|
+ this.renderPluginsPre = [];
|
|
|
+ this.renderPluginsPost = [];
|
|
|
+
|
|
|
+ // info
|
|
|
+
|
|
|
+ this.info = {
|
|
|
+
|
|
|
+ memory: {
|
|
|
+
|
|
|
+ programs: 0,
|
|
|
+ geometries: 0,
|
|
|
+ textures: 0
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ render: {
|
|
|
+
|
|
|
+ calls: 0,
|
|
|
+ vertices: 0,
|
|
|
+ faces: 0,
|
|
|
+ points: 0
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // internal properties
|
|
|
+
|
|
|
+ var _this = this,
|
|
|
+
|
|
|
+ _programs = [],
|
|
|
+ _programs_counter = 0,
|
|
|
+
|
|
|
+ // internal state cache
|
|
|
+
|
|
|
+ _currentProgram = null,
|
|
|
+ _currentFramebuffer = null,
|
|
|
+ _currentMaterialId = -1,
|
|
|
+ _currentGeometryGroupHash = null,
|
|
|
+ _currentCamera = null,
|
|
|
+ _geometryGroupCounter = 0,
|
|
|
+
|
|
|
+ _usedTextureUnits = 0,
|
|
|
+
|
|
|
+ // GL state cache
|
|
|
+
|
|
|
+ _oldDoubleSided = -1,
|
|
|
+ _oldFlipSided = -1,
|
|
|
+
|
|
|
+ _oldBlending = -1,
|
|
|
+
|
|
|
+ _oldBlendEquation = -1,
|
|
|
+ _oldBlendSrc = -1,
|
|
|
+ _oldBlendDst = -1,
|
|
|
+
|
|
|
+ _oldDepthTest = -1,
|
|
|
+ _oldDepthWrite = -1,
|
|
|
+
|
|
|
+ _oldPolygonOffset = null,
|
|
|
+ _oldPolygonOffsetFactor = null,
|
|
|
+ _oldPolygonOffsetUnits = null,
|
|
|
+
|
|
|
+ _oldLineWidth = null,
|
|
|
+
|
|
|
+ _viewportX = 0,
|
|
|
+ _viewportY = 0,
|
|
|
+ _viewportWidth = 0,
|
|
|
+ _viewportHeight = 0,
|
|
|
+ _currentWidth = 0,
|
|
|
+ _currentHeight = 0,
|
|
|
+
|
|
|
+ _enabledAttributes = {},
|
|
|
+
|
|
|
+ // frustum
|
|
|
+
|
|
|
+ _frustum = new THREE.Frustum(),
|
|
|
+
|
|
|
+ // camera matrices cache
|
|
|
+
|
|
|
+ _projScreenMatrix = new THREE.Matrix4(),
|
|
|
+ _projScreenMatrixPS = new THREE.Matrix4(),
|
|
|
+
|
|
|
+ _vector3 = new THREE.Vector3(),
|
|
|
+
|
|
|
+ // light arrays cache
|
|
|
+
|
|
|
+ _direction = new THREE.Vector3(),
|
|
|
+
|
|
|
+ _lightsNeedUpdate = true,
|
|
|
+
|
|
|
+ _lights = {
|
|
|
+
|
|
|
+ ambient: [ 0, 0, 0 ],
|
|
|
+ directional: { length: 0, colors: new Array(), positions: new Array() },
|
|
|
+ point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
|
|
|
+ spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
|
|
|
+ hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // initialize
|
|
|
+
|
|
|
+ var _gl;
|
|
|
+
|
|
|
+ var _glExtensionTextureFloat;
|
|
|
+ var _glExtensionStandardDerivatives;
|
|
|
+ var _glExtensionTextureFilterAnisotropic;
|
|
|
+ var _glExtensionCompressedTextureS3TC;
|
|
|
+
|
|
|
+ initGL();
|
|
|
+
|
|
|
+ setDefaultGLState();
|
|
|
+
|
|
|
+ this.context = _gl;
|
|
|
+
|
|
|
+ // GPU capabilities
|
|
|
+
|
|
|
+ var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
|
|
|
+ var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
|
|
|
+ var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
|
|
|
+ var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
|
|
|
+
|
|
|
+ var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
|
|
|
+
|
|
|
+ var _supportsVertexTextures = ( _maxVertexTextures > 0 );
|
|
|
+ var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
|
|
|
+
|
|
|
+ var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
|
|
|
+ var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
|
|
|
+ var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
|
|
|
+
|
|
|
+ var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
|
|
|
+ var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
|
|
|
+ var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
|
|
|
+
|
|
|
+ var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
|
|
|
+ var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
|
|
|
+ var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
|
|
|
+
|
|
|
+ var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
|
|
|
+ var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
|
|
|
+ var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
|
|
|
+
|
|
|
+ // clamp precision to maximum available
|
|
|
+
|
|
|
+ var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
|
|
|
+ var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
|
|
|
+
|
|
|
+ if ( _precision === "highp" && ! highpAvailable ) {
|
|
|
+
|
|
|
+ if ( mediumpAvailable ) {
|
|
|
+
|
|
|
+ _precision = "mediump";
|
|
|
+ console.warn( "WebGLRenderer: highp not supported, using mediump" );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _precision = "lowp";
|
|
|
+ console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( _precision === "mediump" && ! mediumpAvailable ) {
|
|
|
+
|
|
|
+ _precision = "lowp";
|
|
|
+ console.warn( "WebGLRenderer: mediump not supported, using lowp" );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // API
|
|
|
+
|
|
|
+ this.getContext = function () {
|
|
|
+
|
|
|
+ return _gl;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.supportsVertexTextures = function () {
|
|
|
+
|
|
|
+ return _supportsVertexTextures;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.supportsFloatTextures = function () {
|
|
|
+
|
|
|
+ return _glExtensionTextureFloat;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.supportsStandardDerivatives = function () {
|
|
|
+
|
|
|
+ return _glExtensionStandardDerivatives;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.supportsCompressedTextureS3TC = function () {
|
|
|
+
|
|
|
+ return _glExtensionCompressedTextureS3TC;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.getMaxAnisotropy = function () {
|
|
|
+
|
|
|
+ return _maxAnisotropy;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.getPrecision = function () {
|
|
|
+
|
|
|
+ return _precision;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.setSize = function ( width, height ) {
|
|
|
+
|
|
|
+ _canvas.width = width * this.devicePixelRatio;
|
|
|
+ _canvas.height = height * this.devicePixelRatio;
|
|
|
+
|
|
|
+ _canvas.style.width = width + 'px';
|
|
|
+ _canvas.style.height = height + 'px';
|
|
|
+
|
|
|
+ this.setViewport( 0, 0, _canvas.width, _canvas.height );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.setViewport = function ( x, y, width, height ) {
|
|
|
+
|
|
|
+ _viewportX = x !== undefined ? x : 0;
|
|
|
+ _viewportY = y !== undefined ? y : 0;
|
|
|
+
|
|
|
+ _viewportWidth = width !== undefined ? width : _canvas.width;
|
|
|
+ _viewportHeight = height !== undefined ? height : _canvas.height;
|
|
|
+
|
|
|
+ _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.setScissor = function ( x, y, width, height ) {
|
|
|
+
|
|
|
+ _gl.scissor( x, y, width, height );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.enableScissorTest = function ( enable ) {
|
|
|
+
|
|
|
+ enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Clearing
|
|
|
+
|
|
|
+ this.setClearColorHex = function ( hex, alpha ) {
|
|
|
+
|
|
|
+ _clearColor.setHex( hex );
|
|
|
+ _clearAlpha = alpha;
|
|
|
+
|
|
|
+ _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.setClearColor = function ( color, alpha ) {
|
|
|
+
|
|
|
+ _clearColor.copy( color );
|
|
|
+ _clearAlpha = alpha;
|
|
|
+
|
|
|
+ _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.getClearColor = function () {
|
|
|
+
|
|
|
+ return _clearColor;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.getClearAlpha = function () {
|
|
|
+
|
|
|
+ return _clearAlpha;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.clear = function ( color, depth, stencil ) {
|
|
|
+
|
|
|
+ var bits = 0;
|
|
|
+
|
|
|
+ if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
|
|
|
+ if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
|
|
|
+ if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
|
|
|
+
|
|
|
+ _gl.clear( bits );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.clearTarget = function ( renderTarget, color, depth, stencil ) {
|
|
|
+
|
|
|
+ this.setRenderTarget( renderTarget );
|
|
|
+ this.clear( color, depth, stencil );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Plugins
|
|
|
+
|
|
|
+ this.addPostPlugin = function ( plugin ) {
|
|
|
+
|
|
|
+ plugin.init( this );
|
|
|
+ this.renderPluginsPost.push( plugin );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.addPrePlugin = function ( plugin ) {
|
|
|
+
|
|
|
+ plugin.init( this );
|
|
|
+ this.renderPluginsPre.push( plugin );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Rendering
|
|
|
+
|
|
|
+ this.updateShadowMap = function ( scene, camera ) {
|
|
|
+
|
|
|
+ _currentProgram = null;
|
|
|
+ _oldBlending = -1;
|
|
|
+ _oldDepthTest = -1;
|
|
|
+ _oldDepthWrite = -1;
|
|
|
+ _currentGeometryGroupHash = -1;
|
|
|
+ _currentMaterialId = -1;
|
|
|
+ _lightsNeedUpdate = true;
|
|
|
+ _oldDoubleSided = -1;
|
|
|
+ _oldFlipSided = -1;
|
|
|
+
|
|
|
+ this.shadowMapPlugin.update( scene, camera );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Internal functions
|
|
|
+
|
|
|
+ // Buffer allocation
|
|
|
+
|
|
|
+ function createParticleBuffers ( geometry ) {
|
|
|
+
|
|
|
+ geometry.__webglVertexBuffer = _gl.createBuffer();
|
|
|
+ geometry.__webglColorBuffer = _gl.createBuffer();
|
|
|
+
|
|
|
+ _this.info.memory.geometries ++;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function createLineBuffers ( geometry ) {
|
|
|
+
|
|
|
+ geometry.__webglVertexBuffer = _gl.createBuffer();
|
|
|
+ geometry.__webglColorBuffer = _gl.createBuffer();
|
|
|
+ geometry.__webglLineDistanceBuffer = _gl.createBuffer();
|
|
|
+
|
|
|
+ _this.info.memory.geometries ++;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function createRibbonBuffers ( geometry ) {
|
|
|
+
|
|
|
+ geometry.__webglVertexBuffer = _gl.createBuffer();
|
|
|
+ geometry.__webglColorBuffer = _gl.createBuffer();
|
|
|
+ geometry.__webglNormalBuffer = _gl.createBuffer();
|
|
|
+
|
|
|
+ _this.info.memory.geometries ++;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function createMeshBuffers ( geometryGroup ) {
|
|
|
+
|
|
|
+ geometryGroup.__webglVertexBuffer = _gl.createBuffer();
|
|
|
+ geometryGroup.__webglNormalBuffer = _gl.createBuffer();
|
|
|
+ geometryGroup.__webglTangentBuffer = _gl.createBuffer();
|
|
|
+ geometryGroup.__webglColorBuffer = _gl.createBuffer();
|
|
|
+ geometryGroup.__webglUVBuffer = _gl.createBuffer();
|
|
|
+ geometryGroup.__webglUV2Buffer = _gl.createBuffer();
|
|
|
+
|
|
|
+ geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
|
|
|
+ geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
|
|
|
+
|
|
|
+ geometryGroup.__webglFaceBuffer = _gl.createBuffer();
|
|
|
+ geometryGroup.__webglLineBuffer = _gl.createBuffer();
|
|
|
+
|
|
|
+ var m, ml;
|
|
|
+
|
|
|
+ if ( geometryGroup.numMorphTargets ) {
|
|
|
+
|
|
|
+ geometryGroup.__webglMorphTargetsBuffers = [];
|
|
|
+
|
|
|
+ for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
|
|
|
+
|
|
|
+ geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geometryGroup.numMorphNormals ) {
|
|
|
+
|
|
|
+ geometryGroup.__webglMorphNormalsBuffers = [];
|
|
|
+
|
|
|
+ for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
|
|
|
+
|
|
|
+ geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _this.info.memory.geometries ++;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Events
|
|
|
+
|
|
|
+ var onGeometryDispose = function ( event ) {
|
|
|
+
|
|
|
+ var geometry = event.target;
|
|
|
+
|
|
|
+ geometry.removeEventListener( 'dispose', onGeometryDispose );
|
|
|
+
|
|
|
+ deallocateGeometry( geometry );
|
|
|
+
|
|
|
+ _this.info.memory.geometries --;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var onTextureDispose = function ( event ) {
|
|
|
+
|
|
|
+ var texture = event.target;
|
|
|
+
|
|
|
+ texture.removeEventListener( 'dispose', onTextureDispose );
|
|
|
+
|
|
|
+ deallocateTexture( texture );
|
|
|
+
|
|
|
+ _this.info.memory.textures --;
|
|
|
+
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var onRenderTargetDispose = function ( event ) {
|
|
|
+
|
|
|
+ var renderTarget = event.target;
|
|
|
+
|
|
|
+ renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
|
|
|
+
|
|
|
+ deallocateRenderTarget( renderTarget );
|
|
|
+
|
|
|
+ _this.info.memory.textures --;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var onMaterialDispose = function ( event ) {
|
|
|
+
|
|
|
+ var material = event.target;
|
|
|
+
|
|
|
+ material.removeEventListener( 'dispose', onMaterialDispose );
|
|
|
+
|
|
|
+ deallocateMaterial( material );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Buffer deallocation
|
|
|
+
|
|
|
+ var deallocateGeometry = function ( geometry ) {
|
|
|
+
|
|
|
+ geometry.__webglInit = undefined;
|
|
|
+
|
|
|
+ if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
|
|
|
+ if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
|
|
|
+ if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
|
|
|
+ if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
|
|
|
+ if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
|
|
|
+ if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
|
|
|
+
|
|
|
+ if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
|
|
|
+ if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
|
|
|
+
|
|
|
+ if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
|
|
|
+ if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
|
|
|
+
|
|
|
+ if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
|
|
|
+
|
|
|
+ // geometry groups
|
|
|
+
|
|
|
+ if ( geometry.geometryGroups !== undefined ) {
|
|
|
+
|
|
|
+ for ( var g in geometry.geometryGroups ) {
|
|
|
+
|
|
|
+ var geometryGroup = geometry.geometryGroups[ g ];
|
|
|
+
|
|
|
+ if ( geometryGroup.numMorphTargets !== undefined ) {
|
|
|
+
|
|
|
+ for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
|
|
|
+
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geometryGroup.numMorphNormals !== undefined ) {
|
|
|
+
|
|
|
+ for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
|
|
|
+
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ deleteCustomAttributesBuffers( geometryGroup );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ deleteCustomAttributesBuffers( geometry );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var deallocateTexture = function ( texture ) {
|
|
|
+
|
|
|
+ if ( texture.image && texture.image.__webglTextureCube ) {
|
|
|
+
|
|
|
+ // cube texture
|
|
|
+
|
|
|
+ _gl.deleteTexture( texture.image.__webglTextureCube );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // 2D texture
|
|
|
+
|
|
|
+ if ( ! texture.__webglInit ) return;
|
|
|
+
|
|
|
+ texture.__webglInit = false;
|
|
|
+ _gl.deleteTexture( texture.__webglTexture );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var deallocateRenderTarget = function ( renderTarget ) {
|
|
|
+
|
|
|
+ if ( !renderTarget || ! renderTarget.__webglTexture ) return;
|
|
|
+
|
|
|
+ _gl.deleteTexture( renderTarget.__webglTexture );
|
|
|
+
|
|
|
+ if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
|
|
|
+
|
|
|
+ for ( var i = 0; i < 6; i ++ ) {
|
|
|
+
|
|
|
+ _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
|
|
|
+ _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
|
|
|
+ _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var deallocateMaterial = function ( material ) {
|
|
|
+
|
|
|
+ var program = material.program;
|
|
|
+
|
|
|
+ if ( program === undefined ) return;
|
|
|
+
|
|
|
+ material.program = undefined;
|
|
|
+
|
|
|
+ // only deallocate GL program if this was the last use of shared program
|
|
|
+ // assumed there is only single copy of any program in the _programs list
|
|
|
+ // (that's how it's constructed)
|
|
|
+
|
|
|
+ var i, il, programInfo;
|
|
|
+ var deleteProgram = false;
|
|
|
+
|
|
|
+ for ( i = 0, il = _programs.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ programInfo = _programs[ i ];
|
|
|
+
|
|
|
+ if ( programInfo.program === program ) {
|
|
|
+
|
|
|
+ programInfo.usedTimes --;
|
|
|
+
|
|
|
+ if ( programInfo.usedTimes === 0 ) {
|
|
|
+
|
|
|
+ deleteProgram = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( deleteProgram === true ) {
|
|
|
+
|
|
|
+ // avoid using array.splice, this is costlier than creating new array from scratch
|
|
|
+
|
|
|
+ var newPrograms = [];
|
|
|
+
|
|
|
+ for ( i = 0, il = _programs.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ programInfo = _programs[ i ];
|
|
|
+
|
|
|
+ if ( programInfo.program !== program ) {
|
|
|
+
|
|
|
+ newPrograms.push( programInfo );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _programs = newPrograms;
|
|
|
+
|
|
|
+ _gl.deleteProgram( program );
|
|
|
+
|
|
|
+ _this.info.memory.programs --;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ /*
|
|
|
+ function deleteParticleBuffers ( geometry ) {
|
|
|
+
|
|
|
+ _gl.deleteBuffer( geometry.__webglVertexBuffer );
|
|
|
+ _gl.deleteBuffer( geometry.__webglColorBuffer );
|
|
|
+
|
|
|
+ deleteCustomAttributesBuffers( geometry );
|
|
|
+
|
|
|
+ _this.info.memory.geometries --;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function deleteLineBuffers ( geometry ) {
|
|
|
+
|
|
|
+ _gl.deleteBuffer( geometry.__webglVertexBuffer );
|
|
|
+ _gl.deleteBuffer( geometry.__webglColorBuffer );
|
|
|
+ _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
|
|
|
+
|
|
|
+ deleteCustomAttributesBuffers( geometry );
|
|
|
+
|
|
|
+ _this.info.memory.geometries --;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function deleteRibbonBuffers ( geometry ) {
|
|
|
+
|
|
|
+ _gl.deleteBuffer( geometry.__webglVertexBuffer );
|
|
|
+ _gl.deleteBuffer( geometry.__webglColorBuffer );
|
|
|
+ _gl.deleteBuffer( geometry.__webglNormalBuffer );
|
|
|
+
|
|
|
+ deleteCustomAttributesBuffers( geometry );
|
|
|
+
|
|
|
+ _this.info.memory.geometries --;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function deleteMeshBuffers ( geometryGroup ) {
|
|
|
+
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
|
|
|
+
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
|
|
|
+
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
|
|
|
+
|
|
|
+ var m, ml;
|
|
|
+
|
|
|
+ if ( geometryGroup.numMorphTargets ) {
|
|
|
+
|
|
|
+ for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
|
|
|
+
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geometryGroup.numMorphNormals ) {
|
|
|
+
|
|
|
+ for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
|
|
|
+
|
|
|
+ _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ deleteCustomAttributesBuffers( geometryGroup );
|
|
|
+
|
|
|
+ _this.info.memory.geometries --;
|
|
|
+
|
|
|
+ };
|
|
|
+ */
|
|
|
+
|
|
|
+ function deleteCustomAttributesBuffers( geometry ) {
|
|
|
+
|
|
|
+ if ( geometry.__webglCustomAttributesList ) {
|
|
|
+
|
|
|
+ for ( var id in geometry.__webglCustomAttributesList ) {
|
|
|
+
|
|
|
+ _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Buffer initialization
|
|
|
+
|
|
|
+ function initCustomAttributes ( geometry, object ) {
|
|
|
+
|
|
|
+ var nvertices = geometry.vertices.length;
|
|
|
+
|
|
|
+ var material = object.material;
|
|
|
+
|
|
|
+ if ( material.attributes ) {
|
|
|
+
|
|
|
+ if ( geometry.__webglCustomAttributesList === undefined ) {
|
|
|
+
|
|
|
+ geometry.__webglCustomAttributesList = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var a in material.attributes ) {
|
|
|
+
|
|
|
+ var attribute = material.attributes[ a ];
|
|
|
+
|
|
|
+ if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
|
|
|
+
|
|
|
+ attribute.__webglInitialized = true;
|
|
|
+
|
|
|
+ var size = 1; // "f" and "i"
|
|
|
+
|
|
|
+ if ( attribute.type === "v2" ) size = 2;
|
|
|
+ else if ( attribute.type === "v3" ) size = 3;
|
|
|
+ else if ( attribute.type === "v4" ) size = 4;
|
|
|
+ else if ( attribute.type === "c" ) size = 3;
|
|
|
+
|
|
|
+ attribute.size = size;
|
|
|
+
|
|
|
+ attribute.array = new Float32Array( nvertices * size );
|
|
|
+
|
|
|
+ attribute.buffer = _gl.createBuffer();
|
|
|
+ attribute.buffer.belongsToAttribute = a;
|
|
|
+
|
|
|
+ attribute.needsUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.__webglCustomAttributesList.push( attribute );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function initParticleBuffers ( geometry, object ) {
|
|
|
+
|
|
|
+ var nvertices = geometry.vertices.length;
|
|
|
+
|
|
|
+ geometry.__vertexArray = new Float32Array( nvertices * 3 );
|
|
|
+ geometry.__colorArray = new Float32Array( nvertices * 3 );
|
|
|
+
|
|
|
+ geometry.__sortArray = [];
|
|
|
+
|
|
|
+ geometry.__webglParticleCount = nvertices;
|
|
|
+
|
|
|
+ initCustomAttributes ( geometry, object );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function initLineBuffers ( geometry, object ) {
|
|
|
+
|
|
|
+ var nvertices = geometry.vertices.length;
|
|
|
+
|
|
|
+ geometry.__vertexArray = new Float32Array( nvertices * 3 );
|
|
|
+ geometry.__colorArray = new Float32Array( nvertices * 3 );
|
|
|
+ geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
|
|
|
+
|
|
|
+ geometry.__webglLineCount = nvertices;
|
|
|
+
|
|
|
+ initCustomAttributes ( geometry, object );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function initRibbonBuffers ( geometry, object ) {
|
|
|
+
|
|
|
+ var nvertices = geometry.vertices.length;
|
|
|
+
|
|
|
+ geometry.__vertexArray = new Float32Array( nvertices * 3 );
|
|
|
+ geometry.__colorArray = new Float32Array( nvertices * 3 );
|
|
|
+ geometry.__normalArray = new Float32Array( nvertices * 3 );
|
|
|
+
|
|
|
+ geometry.__webglVertexCount = nvertices;
|
|
|
+
|
|
|
+ initCustomAttributes ( geometry, object );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function initMeshBuffers ( geometryGroup, object ) {
|
|
|
+
|
|
|
+ var geometry = object.geometry,
|
|
|
+ faces3 = geometryGroup.faces3,
|
|
|
+ faces4 = geometryGroup.faces4,
|
|
|
+
|
|
|
+ nvertices = faces3.length * 3 + faces4.length * 4,
|
|
|
+ ntris = faces3.length * 1 + faces4.length * 2,
|
|
|
+ nlines = faces3.length * 3 + faces4.length * 4,
|
|
|
+
|
|
|
+ material = getBufferMaterial( object, geometryGroup ),
|
|
|
+
|
|
|
+ uvType = bufferGuessUVType( material ),
|
|
|
+ normalType = bufferGuessNormalType( material ),
|
|
|
+ vertexColorType = bufferGuessVertexColorType( material );
|
|
|
+
|
|
|
+ // console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
|
|
|
+
|
|
|
+ geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
|
|
|
+
|
|
|
+ if ( normalType ) {
|
|
|
+
|
|
|
+ geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geometry.hasTangents ) {
|
|
|
+
|
|
|
+ geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( vertexColorType ) {
|
|
|
+
|
|
|
+ geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( uvType ) {
|
|
|
+
|
|
|
+ if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
|
|
|
+
|
|
|
+ geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
|
|
|
+
|
|
|
+ geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
|
|
|
+
|
|
|
+ geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
|
|
|
+ geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
|
|
|
+ geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
|
|
|
+
|
|
|
+ var m, ml;
|
|
|
+
|
|
|
+ if ( geometryGroup.numMorphTargets ) {
|
|
|
+
|
|
|
+ geometryGroup.__morphTargetsArrays = [];
|
|
|
+
|
|
|
+ for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
|
|
|
+
|
|
|
+ geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geometryGroup.numMorphNormals ) {
|
|
|
+
|
|
|
+ geometryGroup.__morphNormalsArrays = [];
|
|
|
+
|
|
|
+ for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
|
|
|
+
|
|
|
+ geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometryGroup.__webglFaceCount = ntris * 3;
|
|
|
+ geometryGroup.__webglLineCount = nlines * 2;
|
|
|
+
|
|
|
+
|
|
|
+ // custom attributes
|
|
|
+
|
|
|
+ if ( material.attributes ) {
|
|
|
+
|
|
|
+ if ( geometryGroup.__webglCustomAttributesList === undefined ) {
|
|
|
+
|
|
|
+ geometryGroup.__webglCustomAttributesList = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var a in material.attributes ) {
|
|
|
+
|
|
|
+ // Do a shallow copy of the attribute object so different geometryGroup chunks use different
|
|
|
+ // attribute buffers which are correctly indexed in the setMeshBuffers function
|
|
|
+
|
|
|
+ var originalAttribute = material.attributes[ a ];
|
|
|
+
|
|
|
+ var attribute = {};
|
|
|
+
|
|
|
+ for ( var property in originalAttribute ) {
|
|
|
+
|
|
|
+ attribute[ property ] = originalAttribute[ property ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
|
|
|
+
|
|
|
+ attribute.__webglInitialized = true;
|
|
|
+
|
|
|
+ var size = 1; // "f" and "i"
|
|
|
+
|
|
|
+ if( attribute.type === "v2" ) size = 2;
|
|
|
+ else if( attribute.type === "v3" ) size = 3;
|
|
|
+ else if( attribute.type === "v4" ) size = 4;
|
|
|
+ else if( attribute.type === "c" ) size = 3;
|
|
|
+
|
|
|
+ attribute.size = size;
|
|
|
+
|
|
|
+ attribute.array = new Float32Array( nvertices * size );
|
|
|
+
|
|
|
+ attribute.buffer = _gl.createBuffer();
|
|
|
+ attribute.buffer.belongsToAttribute = a;
|
|
|
+
|
|
|
+ originalAttribute.needsUpdate = true;
|
|
|
+ attribute.__original = originalAttribute;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometryGroup.__webglCustomAttributesList.push( attribute );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometryGroup.__inittedArrays = true;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function getBufferMaterial( object, geometryGroup ) {
|
|
|
+
|
|
|
+ return object.material instanceof THREE.MeshFaceMaterial
|
|
|
+ ? object.material.materials[ geometryGroup.materialIndex ]
|
|
|
+ : object.material;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function materialNeedsSmoothNormals ( material ) {
|
|
|
+
|
|
|
+ return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function bufferGuessNormalType ( material ) {
|
|
|
+
|
|
|
+ // only MeshBasicMaterial and MeshDepthMaterial don't need normals
|
|
|
+
|
|
|
+ if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( materialNeedsSmoothNormals( material ) ) {
|
|
|
+
|
|
|
+ return THREE.SmoothShading;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ return THREE.FlatShading;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function bufferGuessVertexColorType( material ) {
|
|
|
+
|
|
|
+ if ( material.vertexColors ) {
|
|
|
+
|
|
|
+ return material.vertexColors;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function bufferGuessUVType( material ) {
|
|
|
+
|
|
|
+ // material must use some texture to require uvs
|
|
|
+
|
|
|
+ if ( material.map ||
|
|
|
+ material.lightMap ||
|
|
|
+ material.bumpMap ||
|
|
|
+ material.normalMap ||
|
|
|
+ material.specularMap ||
|
|
|
+ material instanceof THREE.ShaderMaterial ) {
|
|
|
+
|
|
|
+ return true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ function initDirectBuffers( geometry ) {
|
|
|
+
|
|
|
+ var a, attribute, type;
|
|
|
+
|
|
|
+ for ( a in geometry.attributes ) {
|
|
|
+
|
|
|
+ if ( a === "index" ) {
|
|
|
+
|
|
|
+ type = _gl.ELEMENT_ARRAY_BUFFER;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ type = _gl.ARRAY_BUFFER;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ attribute = geometry.attributes[ a ];
|
|
|
+
|
|
|
+ attribute.buffer = _gl.createBuffer();
|
|
|
+
|
|
|
+ _gl.bindBuffer( type, attribute.buffer );
|
|
|
+ _gl.bufferData( type, attribute.array, _gl.STATIC_DRAW );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Buffer setting
|
|
|
+
|
|
|
+ function setParticleBuffers ( geometry, hint, object ) {
|
|
|
+
|
|
|
+ var v, c, vertex, offset, index, color,
|
|
|
+
|
|
|
+ vertices = geometry.vertices,
|
|
|
+ vl = vertices.length,
|
|
|
+
|
|
|
+ colors = geometry.colors,
|
|
|
+ cl = colors.length,
|
|
|
+
|
|
|
+ vertexArray = geometry.__vertexArray,
|
|
|
+ colorArray = geometry.__colorArray,
|
|
|
+
|
|
|
+ sortArray = geometry.__sortArray,
|
|
|
+
|
|
|
+ dirtyVertices = geometry.verticesNeedUpdate,
|
|
|
+ dirtyElements = geometry.elementsNeedUpdate,
|
|
|
+ dirtyColors = geometry.colorsNeedUpdate,
|
|
|
+
|
|
|
+ customAttributes = geometry.__webglCustomAttributesList,
|
|
|
+ i, il,
|
|
|
+ a, ca, cal, value,
|
|
|
+ customAttribute;
|
|
|
+
|
|
|
+ if ( object.sortParticles ) {
|
|
|
+
|
|
|
+ _projScreenMatrixPS.copy( _projScreenMatrix );
|
|
|
+ _projScreenMatrixPS.multiply( object.matrixWorld );
|
|
|
+
|
|
|
+ for ( v = 0; v < vl; v ++ ) {
|
|
|
+
|
|
|
+ vertex = vertices[ v ];
|
|
|
+
|
|
|
+ _vector3.copy( vertex );
|
|
|
+ _vector3.applyProjection( _projScreenMatrixPS );
|
|
|
+
|
|
|
+ sortArray[ v ] = [ _vector3.z, v ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ sortArray.sort( numericalSort );
|
|
|
+
|
|
|
+ for ( v = 0; v < vl; v ++ ) {
|
|
|
+
|
|
|
+ vertex = vertices[ sortArray[v][1] ];
|
|
|
+
|
|
|
+ offset = v * 3;
|
|
|
+
|
|
|
+ vertexArray[ offset ] = vertex.x;
|
|
|
+ vertexArray[ offset + 1 ] = vertex.y;
|
|
|
+ vertexArray[ offset + 2 ] = vertex.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( c = 0; c < cl; c ++ ) {
|
|
|
+
|
|
|
+ offset = c * 3;
|
|
|
+
|
|
|
+ color = colors[ sortArray[c][1] ];
|
|
|
+
|
|
|
+ colorArray[ offset ] = color.r;
|
|
|
+ colorArray[ offset + 1 ] = color.g;
|
|
|
+ colorArray[ offset + 2 ] = color.b;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( customAttributes ) {
|
|
|
+
|
|
|
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ customAttribute = customAttributes[ i ];
|
|
|
+
|
|
|
+ if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
|
|
|
+
|
|
|
+ offset = 0;
|
|
|
+
|
|
|
+ cal = customAttribute.value.length;
|
|
|
+
|
|
|
+ if ( customAttribute.size === 1 ) {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ index = sortArray[ ca ][ 1 ];
|
|
|
+
|
|
|
+ customAttribute.array[ ca ] = customAttribute.value[ index ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.size === 2 ) {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ index = sortArray[ ca ][ 1 ];
|
|
|
+
|
|
|
+ value = customAttribute.value[ index ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset ] = value.x;
|
|
|
+ customAttribute.array[ offset + 1 ] = value.y;
|
|
|
+
|
|
|
+ offset += 2;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.size === 3 ) {
|
|
|
+
|
|
|
+ if ( customAttribute.type === "c" ) {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ index = sortArray[ ca ][ 1 ];
|
|
|
+
|
|
|
+ value = customAttribute.value[ index ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset ] = value.r;
|
|
|
+ customAttribute.array[ offset + 1 ] = value.g;
|
|
|
+ customAttribute.array[ offset + 2 ] = value.b;
|
|
|
+
|
|
|
+ offset += 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ index = sortArray[ ca ][ 1 ];
|
|
|
+
|
|
|
+ value = customAttribute.value[ index ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset ] = value.x;
|
|
|
+ customAttribute.array[ offset + 1 ] = value.y;
|
|
|
+ customAttribute.array[ offset + 2 ] = value.z;
|
|
|
+
|
|
|
+ offset += 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.size === 4 ) {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ index = sortArray[ ca ][ 1 ];
|
|
|
+
|
|
|
+ value = customAttribute.value[ index ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset ] = value.x;
|
|
|
+ customAttribute.array[ offset + 1 ] = value.y;
|
|
|
+ customAttribute.array[ offset + 2 ] = value.z;
|
|
|
+ customAttribute.array[ offset + 3 ] = value.w;
|
|
|
+
|
|
|
+ offset += 4;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ if ( dirtyVertices ) {
|
|
|
+
|
|
|
+ for ( v = 0; v < vl; v ++ ) {
|
|
|
+
|
|
|
+ vertex = vertices[ v ];
|
|
|
+
|
|
|
+ offset = v * 3;
|
|
|
+
|
|
|
+ vertexArray[ offset ] = vertex.x;
|
|
|
+ vertexArray[ offset + 1 ] = vertex.y;
|
|
|
+ vertexArray[ offset + 2 ] = vertex.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyColors ) {
|
|
|
+
|
|
|
+ for ( c = 0; c < cl; c ++ ) {
|
|
|
+
|
|
|
+ color = colors[ c ];
|
|
|
+
|
|
|
+ offset = c * 3;
|
|
|
+
|
|
|
+ colorArray[ offset ] = color.r;
|
|
|
+ colorArray[ offset + 1 ] = color.g;
|
|
|
+ colorArray[ offset + 2 ] = color.b;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( customAttributes ) {
|
|
|
+
|
|
|
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ customAttribute = customAttributes[ i ];
|
|
|
+
|
|
|
+ if ( customAttribute.needsUpdate &&
|
|
|
+ ( customAttribute.boundTo === undefined ||
|
|
|
+ customAttribute.boundTo === "vertices") ) {
|
|
|
+
|
|
|
+ cal = customAttribute.value.length;
|
|
|
+
|
|
|
+ offset = 0;
|
|
|
+
|
|
|
+ if ( customAttribute.size === 1 ) {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ customAttribute.array[ ca ] = customAttribute.value[ ca ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.size === 2 ) {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ ca ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset ] = value.x;
|
|
|
+ customAttribute.array[ offset + 1 ] = value.y;
|
|
|
+
|
|
|
+ offset += 2;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.size === 3 ) {
|
|
|
+
|
|
|
+ if ( customAttribute.type === "c" ) {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ ca ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset ] = value.r;
|
|
|
+ customAttribute.array[ offset + 1 ] = value.g;
|
|
|
+ customAttribute.array[ offset + 2 ] = value.b;
|
|
|
+
|
|
|
+ offset += 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ ca ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset ] = value.x;
|
|
|
+ customAttribute.array[ offset + 1 ] = value.y;
|
|
|
+ customAttribute.array[ offset + 2 ] = value.z;
|
|
|
+
|
|
|
+ offset += 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.size === 4 ) {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ ca ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset ] = value.x;
|
|
|
+ customAttribute.array[ offset + 1 ] = value.y;
|
|
|
+ customAttribute.array[ offset + 2 ] = value.z;
|
|
|
+ customAttribute.array[ offset + 3 ] = value.w;
|
|
|
+
|
|
|
+ offset += 4;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyVertices || object.sortParticles ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyColors || object.sortParticles ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( customAttributes ) {
|
|
|
+
|
|
|
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ customAttribute = customAttributes[ i ];
|
|
|
+
|
|
|
+ if ( customAttribute.needsUpdate || object.sortParticles ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setLineBuffers ( geometry, hint ) {
|
|
|
+
|
|
|
+ var v, c, d, vertex, offset, color,
|
|
|
+
|
|
|
+ vertices = geometry.vertices,
|
|
|
+ colors = geometry.colors,
|
|
|
+ lineDistances = geometry.lineDistances,
|
|
|
+
|
|
|
+ vl = vertices.length,
|
|
|
+ cl = colors.length,
|
|
|
+ dl = lineDistances.length,
|
|
|
+
|
|
|
+ vertexArray = geometry.__vertexArray,
|
|
|
+ colorArray = geometry.__colorArray,
|
|
|
+ lineDistanceArray = geometry.__lineDistanceArray,
|
|
|
+
|
|
|
+ dirtyVertices = geometry.verticesNeedUpdate,
|
|
|
+ dirtyColors = geometry.colorsNeedUpdate,
|
|
|
+ dirtyLineDistances = geometry.lineDistancesNeedUpdate,
|
|
|
+
|
|
|
+ customAttributes = geometry.__webglCustomAttributesList,
|
|
|
+
|
|
|
+ i, il,
|
|
|
+ a, ca, cal, value,
|
|
|
+ customAttribute;
|
|
|
+
|
|
|
+ if ( dirtyVertices ) {
|
|
|
+
|
|
|
+ for ( v = 0; v < vl; v ++ ) {
|
|
|
+
|
|
|
+ vertex = vertices[ v ];
|
|
|
+
|
|
|
+ offset = v * 3;
|
|
|
+
|
|
|
+ vertexArray[ offset ] = vertex.x;
|
|
|
+ vertexArray[ offset + 1 ] = vertex.y;
|
|
|
+ vertexArray[ offset + 2 ] = vertex.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyColors ) {
|
|
|
+
|
|
|
+ for ( c = 0; c < cl; c ++ ) {
|
|
|
+
|
|
|
+ color = colors[ c ];
|
|
|
+
|
|
|
+ offset = c * 3;
|
|
|
+
|
|
|
+ colorArray[ offset ] = color.r;
|
|
|
+ colorArray[ offset + 1 ] = color.g;
|
|
|
+ colorArray[ offset + 2 ] = color.b;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyLineDistances ) {
|
|
|
+
|
|
|
+ for ( d = 0; d < dl; d ++ ) {
|
|
|
+
|
|
|
+ lineDistanceArray[ d ] = lineDistances[ d ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( customAttributes ) {
|
|
|
+
|
|
|
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ customAttribute = customAttributes[ i ];
|
|
|
+
|
|
|
+ if ( customAttribute.needsUpdate &&
|
|
|
+ ( customAttribute.boundTo === undefined ||
|
|
|
+ customAttribute.boundTo === "vertices" ) ) {
|
|
|
+
|
|
|
+ offset = 0;
|
|
|
+
|
|
|
+ cal = customAttribute.value.length;
|
|
|
+
|
|
|
+ if ( customAttribute.size === 1 ) {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ customAttribute.array[ ca ] = customAttribute.value[ ca ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.size === 2 ) {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ ca ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset ] = value.x;
|
|
|
+ customAttribute.array[ offset + 1 ] = value.y;
|
|
|
+
|
|
|
+ offset += 2;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.size === 3 ) {
|
|
|
+
|
|
|
+ if ( customAttribute.type === "c" ) {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ ca ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset ] = value.r;
|
|
|
+ customAttribute.array[ offset + 1 ] = value.g;
|
|
|
+ customAttribute.array[ offset + 2 ] = value.b;
|
|
|
+
|
|
|
+ offset += 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ ca ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset ] = value.x;
|
|
|
+ customAttribute.array[ offset + 1 ] = value.y;
|
|
|
+ customAttribute.array[ offset + 2 ] = value.z;
|
|
|
+
|
|
|
+ offset += 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.size === 4 ) {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ ca ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset ] = value.x;
|
|
|
+ customAttribute.array[ offset + 1 ] = value.y;
|
|
|
+ customAttribute.array[ offset + 2 ] = value.z;
|
|
|
+ customAttribute.array[ offset + 3 ] = value.w;
|
|
|
+
|
|
|
+ offset += 4;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setRibbonBuffers ( geometry, hint ) {
|
|
|
+
|
|
|
+ var v, c, n, vertex, offset, color, normal,
|
|
|
+
|
|
|
+ i, il, ca, cal, customAttribute, value,
|
|
|
+
|
|
|
+ vertices = geometry.vertices,
|
|
|
+ colors = geometry.colors,
|
|
|
+ normals = geometry.normals,
|
|
|
+
|
|
|
+ vl = vertices.length,
|
|
|
+ cl = colors.length,
|
|
|
+ nl = normals.length,
|
|
|
+
|
|
|
+ vertexArray = geometry.__vertexArray,
|
|
|
+ colorArray = geometry.__colorArray,
|
|
|
+ normalArray = geometry.__normalArray,
|
|
|
+
|
|
|
+ dirtyVertices = geometry.verticesNeedUpdate,
|
|
|
+ dirtyColors = geometry.colorsNeedUpdate,
|
|
|
+ dirtyNormals = geometry.normalsNeedUpdate,
|
|
|
+
|
|
|
+ customAttributes = geometry.__webglCustomAttributesList;
|
|
|
+
|
|
|
+ if ( dirtyVertices ) {
|
|
|
+
|
|
|
+ for ( v = 0; v < vl; v ++ ) {
|
|
|
+
|
|
|
+ vertex = vertices[ v ];
|
|
|
+
|
|
|
+ offset = v * 3;
|
|
|
+
|
|
|
+ vertexArray[ offset ] = vertex.x;
|
|
|
+ vertexArray[ offset + 1 ] = vertex.y;
|
|
|
+ vertexArray[ offset + 2 ] = vertex.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyColors ) {
|
|
|
+
|
|
|
+ for ( c = 0; c < cl; c ++ ) {
|
|
|
+
|
|
|
+ color = colors[ c ];
|
|
|
+
|
|
|
+ offset = c * 3;
|
|
|
+
|
|
|
+ colorArray[ offset ] = color.r;
|
|
|
+ colorArray[ offset + 1 ] = color.g;
|
|
|
+ colorArray[ offset + 2 ] = color.b;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyNormals ) {
|
|
|
+
|
|
|
+ for ( n = 0; n < nl; n ++ ) {
|
|
|
+
|
|
|
+ normal = normals[ n ];
|
|
|
+
|
|
|
+ offset = n * 3;
|
|
|
+
|
|
|
+ normalArray[ offset ] = normal.x;
|
|
|
+ normalArray[ offset + 1 ] = normal.y;
|
|
|
+ normalArray[ offset + 2 ] = normal.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglNormalBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( customAttributes ) {
|
|
|
+
|
|
|
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ customAttribute = customAttributes[ i ];
|
|
|
+
|
|
|
+ if ( customAttribute.needsUpdate &&
|
|
|
+ ( customAttribute.boundTo === undefined ||
|
|
|
+ customAttribute.boundTo === "vertices" ) ) {
|
|
|
+
|
|
|
+ offset = 0;
|
|
|
+
|
|
|
+ cal = customAttribute.value.length;
|
|
|
+
|
|
|
+ if ( customAttribute.size === 1 ) {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ customAttribute.array[ ca ] = customAttribute.value[ ca ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.size === 2 ) {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ ca ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset ] = value.x;
|
|
|
+ customAttribute.array[ offset + 1 ] = value.y;
|
|
|
+
|
|
|
+ offset += 2;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.size === 3 ) {
|
|
|
+
|
|
|
+ if ( customAttribute.type === "c" ) {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ ca ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset ] = value.r;
|
|
|
+ customAttribute.array[ offset + 1 ] = value.g;
|
|
|
+ customAttribute.array[ offset + 2 ] = value.b;
|
|
|
+
|
|
|
+ offset += 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ ca ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset ] = value.x;
|
|
|
+ customAttribute.array[ offset + 1 ] = value.y;
|
|
|
+ customAttribute.array[ offset + 2 ] = value.z;
|
|
|
+
|
|
|
+ offset += 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.size === 4 ) {
|
|
|
+
|
|
|
+ for ( ca = 0; ca < cal; ca ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ ca ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset ] = value.x;
|
|
|
+ customAttribute.array[ offset + 1 ] = value.y;
|
|
|
+ customAttribute.array[ offset + 2 ] = value.z;
|
|
|
+ customAttribute.array[ offset + 3 ] = value.w;
|
|
|
+
|
|
|
+ offset += 4;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
|
|
|
+
|
|
|
+ if ( ! geometryGroup.__inittedArrays ) {
|
|
|
+
|
|
|
+ return;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var normalType = bufferGuessNormalType( material ),
|
|
|
+ vertexColorType = bufferGuessVertexColorType( material ),
|
|
|
+ uvType = bufferGuessUVType( material ),
|
|
|
+
|
|
|
+ needsSmoothNormals = ( normalType === THREE.SmoothShading );
|
|
|
+
|
|
|
+ var f, fl, fi, face,
|
|
|
+ vertexNormals, faceNormal, normal,
|
|
|
+ vertexColors, faceColor,
|
|
|
+ vertexTangents,
|
|
|
+ uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
|
|
|
+ c1, c2, c3, c4,
|
|
|
+ sw1, sw2, sw3, sw4,
|
|
|
+ si1, si2, si3, si4,
|
|
|
+ sa1, sa2, sa3, sa4,
|
|
|
+ sb1, sb2, sb3, sb4,
|
|
|
+ m, ml, i, il,
|
|
|
+ vn, uvi, uv2i,
|
|
|
+ vk, vkl, vka,
|
|
|
+ nka, chf, faceVertexNormals,
|
|
|
+ a,
|
|
|
+
|
|
|
+ vertexIndex = 0,
|
|
|
+
|
|
|
+ offset = 0,
|
|
|
+ offset_uv = 0,
|
|
|
+ offset_uv2 = 0,
|
|
|
+ offset_face = 0,
|
|
|
+ offset_normal = 0,
|
|
|
+ offset_tangent = 0,
|
|
|
+ offset_line = 0,
|
|
|
+ offset_color = 0,
|
|
|
+ offset_skin = 0,
|
|
|
+ offset_morphTarget = 0,
|
|
|
+ offset_custom = 0,
|
|
|
+ offset_customSrc = 0,
|
|
|
+
|
|
|
+ value,
|
|
|
+
|
|
|
+ vertexArray = geometryGroup.__vertexArray,
|
|
|
+ uvArray = geometryGroup.__uvArray,
|
|
|
+ uv2Array = geometryGroup.__uv2Array,
|
|
|
+ normalArray = geometryGroup.__normalArray,
|
|
|
+ tangentArray = geometryGroup.__tangentArray,
|
|
|
+ colorArray = geometryGroup.__colorArray,
|
|
|
+
|
|
|
+ skinIndexArray = geometryGroup.__skinIndexArray,
|
|
|
+ skinWeightArray = geometryGroup.__skinWeightArray,
|
|
|
+
|
|
|
+ morphTargetsArrays = geometryGroup.__morphTargetsArrays,
|
|
|
+ morphNormalsArrays = geometryGroup.__morphNormalsArrays,
|
|
|
+
|
|
|
+ customAttributes = geometryGroup.__webglCustomAttributesList,
|
|
|
+ customAttribute,
|
|
|
+
|
|
|
+ faceArray = geometryGroup.__faceArray,
|
|
|
+ lineArray = geometryGroup.__lineArray,
|
|
|
+
|
|
|
+ geometry = object.geometry, // this is shared for all chunks
|
|
|
+
|
|
|
+ dirtyVertices = geometry.verticesNeedUpdate,
|
|
|
+ dirtyElements = geometry.elementsNeedUpdate,
|
|
|
+ dirtyUvs = geometry.uvsNeedUpdate,
|
|
|
+ dirtyNormals = geometry.normalsNeedUpdate,
|
|
|
+ dirtyTangents = geometry.tangentsNeedUpdate,
|
|
|
+ dirtyColors = geometry.colorsNeedUpdate,
|
|
|
+ dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
|
|
|
+
|
|
|
+ vertices = geometry.vertices,
|
|
|
+ chunk_faces3 = geometryGroup.faces3,
|
|
|
+ chunk_faces4 = geometryGroup.faces4,
|
|
|
+ obj_faces = geometry.faces,
|
|
|
+
|
|
|
+ obj_uvs = geometry.faceVertexUvs[ 0 ],
|
|
|
+ obj_uvs2 = geometry.faceVertexUvs[ 1 ],
|
|
|
+
|
|
|
+ obj_colors = geometry.colors,
|
|
|
+
|
|
|
+ obj_skinIndices = geometry.skinIndices,
|
|
|
+ obj_skinWeights = geometry.skinWeights,
|
|
|
+
|
|
|
+ morphTargets = geometry.morphTargets,
|
|
|
+ morphNormals = geometry.morphNormals;
|
|
|
+
|
|
|
+ if ( dirtyVertices ) {
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces3[ f ] ];
|
|
|
+
|
|
|
+ v1 = vertices[ face.a ];
|
|
|
+ v2 = vertices[ face.b ];
|
|
|
+ v3 = vertices[ face.c ];
|
|
|
+
|
|
|
+ vertexArray[ offset ] = v1.x;
|
|
|
+ vertexArray[ offset + 1 ] = v1.y;
|
|
|
+ vertexArray[ offset + 2 ] = v1.z;
|
|
|
+
|
|
|
+ vertexArray[ offset + 3 ] = v2.x;
|
|
|
+ vertexArray[ offset + 4 ] = v2.y;
|
|
|
+ vertexArray[ offset + 5 ] = v2.z;
|
|
|
+
|
|
|
+ vertexArray[ offset + 6 ] = v3.x;
|
|
|
+ vertexArray[ offset + 7 ] = v3.y;
|
|
|
+ vertexArray[ offset + 8 ] = v3.z;
|
|
|
+
|
|
|
+ offset += 9;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ v1 = vertices[ face.a ];
|
|
|
+ v2 = vertices[ face.b ];
|
|
|
+ v3 = vertices[ face.c ];
|
|
|
+ v4 = vertices[ face.d ];
|
|
|
+
|
|
|
+ vertexArray[ offset ] = v1.x;
|
|
|
+ vertexArray[ offset + 1 ] = v1.y;
|
|
|
+ vertexArray[ offset + 2 ] = v1.z;
|
|
|
+
|
|
|
+ vertexArray[ offset + 3 ] = v2.x;
|
|
|
+ vertexArray[ offset + 4 ] = v2.y;
|
|
|
+ vertexArray[ offset + 5 ] = v2.z;
|
|
|
+
|
|
|
+ vertexArray[ offset + 6 ] = v3.x;
|
|
|
+ vertexArray[ offset + 7 ] = v3.y;
|
|
|
+ vertexArray[ offset + 8 ] = v3.z;
|
|
|
+
|
|
|
+ vertexArray[ offset + 9 ] = v4.x;
|
|
|
+ vertexArray[ offset + 10 ] = v4.y;
|
|
|
+ vertexArray[ offset + 11 ] = v4.z;
|
|
|
+
|
|
|
+ offset += 12;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyMorphTargets ) {
|
|
|
+
|
|
|
+ for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
|
|
|
+
|
|
|
+ offset_morphTarget = 0;
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ chf = chunk_faces3[ f ];
|
|
|
+ face = obj_faces[ chf ];
|
|
|
+
|
|
|
+ // morph positions
|
|
|
+
|
|
|
+ v1 = morphTargets[ vk ].vertices[ face.a ];
|
|
|
+ v2 = morphTargets[ vk ].vertices[ face.b ];
|
|
|
+ v3 = morphTargets[ vk ].vertices[ face.c ];
|
|
|
+
|
|
|
+ vka = morphTargetsArrays[ vk ];
|
|
|
+
|
|
|
+ vka[ offset_morphTarget ] = v1.x;
|
|
|
+ vka[ offset_morphTarget + 1 ] = v1.y;
|
|
|
+ vka[ offset_morphTarget + 2 ] = v1.z;
|
|
|
+
|
|
|
+ vka[ offset_morphTarget + 3 ] = v2.x;
|
|
|
+ vka[ offset_morphTarget + 4 ] = v2.y;
|
|
|
+ vka[ offset_morphTarget + 5 ] = v2.z;
|
|
|
+
|
|
|
+ vka[ offset_morphTarget + 6 ] = v3.x;
|
|
|
+ vka[ offset_morphTarget + 7 ] = v3.y;
|
|
|
+ vka[ offset_morphTarget + 8 ] = v3.z;
|
|
|
+
|
|
|
+ // morph normals
|
|
|
+
|
|
|
+ if ( material.morphNormals ) {
|
|
|
+
|
|
|
+ if ( needsSmoothNormals ) {
|
|
|
+
|
|
|
+ faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
|
|
|
+
|
|
|
+ n1 = faceVertexNormals.a;
|
|
|
+ n2 = faceVertexNormals.b;
|
|
|
+ n3 = faceVertexNormals.c;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ n1 = morphNormals[ vk ].faceNormals[ chf ];
|
|
|
+ n2 = n1;
|
|
|
+ n3 = n1;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ nka = morphNormalsArrays[ vk ];
|
|
|
+
|
|
|
+ nka[ offset_morphTarget ] = n1.x;
|
|
|
+ nka[ offset_morphTarget + 1 ] = n1.y;
|
|
|
+ nka[ offset_morphTarget + 2 ] = n1.z;
|
|
|
+
|
|
|
+ nka[ offset_morphTarget + 3 ] = n2.x;
|
|
|
+ nka[ offset_morphTarget + 4 ] = n2.y;
|
|
|
+ nka[ offset_morphTarget + 5 ] = n2.z;
|
|
|
+
|
|
|
+ nka[ offset_morphTarget + 6 ] = n3.x;
|
|
|
+ nka[ offset_morphTarget + 7 ] = n3.y;
|
|
|
+ nka[ offset_morphTarget + 8 ] = n3.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ offset_morphTarget += 9;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ chf = chunk_faces4[ f ];
|
|
|
+ face = obj_faces[ chf ];
|
|
|
+
|
|
|
+ // morph positions
|
|
|
+
|
|
|
+ v1 = morphTargets[ vk ].vertices[ face.a ];
|
|
|
+ v2 = morphTargets[ vk ].vertices[ face.b ];
|
|
|
+ v3 = morphTargets[ vk ].vertices[ face.c ];
|
|
|
+ v4 = morphTargets[ vk ].vertices[ face.d ];
|
|
|
+
|
|
|
+ vka = morphTargetsArrays[ vk ];
|
|
|
+
|
|
|
+ vka[ offset_morphTarget ] = v1.x;
|
|
|
+ vka[ offset_morphTarget + 1 ] = v1.y;
|
|
|
+ vka[ offset_morphTarget + 2 ] = v1.z;
|
|
|
+
|
|
|
+ vka[ offset_morphTarget + 3 ] = v2.x;
|
|
|
+ vka[ offset_morphTarget + 4 ] = v2.y;
|
|
|
+ vka[ offset_morphTarget + 5 ] = v2.z;
|
|
|
+
|
|
|
+ vka[ offset_morphTarget + 6 ] = v3.x;
|
|
|
+ vka[ offset_morphTarget + 7 ] = v3.y;
|
|
|
+ vka[ offset_morphTarget + 8 ] = v3.z;
|
|
|
+
|
|
|
+ vka[ offset_morphTarget + 9 ] = v4.x;
|
|
|
+ vka[ offset_morphTarget + 10 ] = v4.y;
|
|
|
+ vka[ offset_morphTarget + 11 ] = v4.z;
|
|
|
+
|
|
|
+ // morph normals
|
|
|
+
|
|
|
+ if ( material.morphNormals ) {
|
|
|
+
|
|
|
+ if ( needsSmoothNormals ) {
|
|
|
+
|
|
|
+ faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
|
|
|
+
|
|
|
+ n1 = faceVertexNormals.a;
|
|
|
+ n2 = faceVertexNormals.b;
|
|
|
+ n3 = faceVertexNormals.c;
|
|
|
+ n4 = faceVertexNormals.d;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ n1 = morphNormals[ vk ].faceNormals[ chf ];
|
|
|
+ n2 = n1;
|
|
|
+ n3 = n1;
|
|
|
+ n4 = n1;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ nka = morphNormalsArrays[ vk ];
|
|
|
+
|
|
|
+ nka[ offset_morphTarget ] = n1.x;
|
|
|
+ nka[ offset_morphTarget + 1 ] = n1.y;
|
|
|
+ nka[ offset_morphTarget + 2 ] = n1.z;
|
|
|
+
|
|
|
+ nka[ offset_morphTarget + 3 ] = n2.x;
|
|
|
+ nka[ offset_morphTarget + 4 ] = n2.y;
|
|
|
+ nka[ offset_morphTarget + 5 ] = n2.z;
|
|
|
+
|
|
|
+ nka[ offset_morphTarget + 6 ] = n3.x;
|
|
|
+ nka[ offset_morphTarget + 7 ] = n3.y;
|
|
|
+ nka[ offset_morphTarget + 8 ] = n3.z;
|
|
|
+
|
|
|
+ nka[ offset_morphTarget + 9 ] = n4.x;
|
|
|
+ nka[ offset_morphTarget + 10 ] = n4.y;
|
|
|
+ nka[ offset_morphTarget + 11 ] = n4.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ offset_morphTarget += 12;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
|
|
|
+
|
|
|
+ if ( material.morphNormals ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( obj_skinWeights.length ) {
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces3[ f ] ];
|
|
|
+
|
|
|
+ // weights
|
|
|
+
|
|
|
+ sw1 = obj_skinWeights[ face.a ];
|
|
|
+ sw2 = obj_skinWeights[ face.b ];
|
|
|
+ sw3 = obj_skinWeights[ face.c ];
|
|
|
+
|
|
|
+ skinWeightArray[ offset_skin ] = sw1.x;
|
|
|
+ skinWeightArray[ offset_skin + 1 ] = sw1.y;
|
|
|
+ skinWeightArray[ offset_skin + 2 ] = sw1.z;
|
|
|
+ skinWeightArray[ offset_skin + 3 ] = sw1.w;
|
|
|
+
|
|
|
+ skinWeightArray[ offset_skin + 4 ] = sw2.x;
|
|
|
+ skinWeightArray[ offset_skin + 5 ] = sw2.y;
|
|
|
+ skinWeightArray[ offset_skin + 6 ] = sw2.z;
|
|
|
+ skinWeightArray[ offset_skin + 7 ] = sw2.w;
|
|
|
+
|
|
|
+ skinWeightArray[ offset_skin + 8 ] = sw3.x;
|
|
|
+ skinWeightArray[ offset_skin + 9 ] = sw3.y;
|
|
|
+ skinWeightArray[ offset_skin + 10 ] = sw3.z;
|
|
|
+ skinWeightArray[ offset_skin + 11 ] = sw3.w;
|
|
|
+
|
|
|
+ // indices
|
|
|
+
|
|
|
+ si1 = obj_skinIndices[ face.a ];
|
|
|
+ si2 = obj_skinIndices[ face.b ];
|
|
|
+ si3 = obj_skinIndices[ face.c ];
|
|
|
+
|
|
|
+ skinIndexArray[ offset_skin ] = si1.x;
|
|
|
+ skinIndexArray[ offset_skin + 1 ] = si1.y;
|
|
|
+ skinIndexArray[ offset_skin + 2 ] = si1.z;
|
|
|
+ skinIndexArray[ offset_skin + 3 ] = si1.w;
|
|
|
+
|
|
|
+ skinIndexArray[ offset_skin + 4 ] = si2.x;
|
|
|
+ skinIndexArray[ offset_skin + 5 ] = si2.y;
|
|
|
+ skinIndexArray[ offset_skin + 6 ] = si2.z;
|
|
|
+ skinIndexArray[ offset_skin + 7 ] = si2.w;
|
|
|
+
|
|
|
+ skinIndexArray[ offset_skin + 8 ] = si3.x;
|
|
|
+ skinIndexArray[ offset_skin + 9 ] = si3.y;
|
|
|
+ skinIndexArray[ offset_skin + 10 ] = si3.z;
|
|
|
+ skinIndexArray[ offset_skin + 11 ] = si3.w;
|
|
|
+
|
|
|
+ offset_skin += 12;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ // weights
|
|
|
+
|
|
|
+ sw1 = obj_skinWeights[ face.a ];
|
|
|
+ sw2 = obj_skinWeights[ face.b ];
|
|
|
+ sw3 = obj_skinWeights[ face.c ];
|
|
|
+ sw4 = obj_skinWeights[ face.d ];
|
|
|
+
|
|
|
+ skinWeightArray[ offset_skin ] = sw1.x;
|
|
|
+ skinWeightArray[ offset_skin + 1 ] = sw1.y;
|
|
|
+ skinWeightArray[ offset_skin + 2 ] = sw1.z;
|
|
|
+ skinWeightArray[ offset_skin + 3 ] = sw1.w;
|
|
|
+
|
|
|
+ skinWeightArray[ offset_skin + 4 ] = sw2.x;
|
|
|
+ skinWeightArray[ offset_skin + 5 ] = sw2.y;
|
|
|
+ skinWeightArray[ offset_skin + 6 ] = sw2.z;
|
|
|
+ skinWeightArray[ offset_skin + 7 ] = sw2.w;
|
|
|
+
|
|
|
+ skinWeightArray[ offset_skin + 8 ] = sw3.x;
|
|
|
+ skinWeightArray[ offset_skin + 9 ] = sw3.y;
|
|
|
+ skinWeightArray[ offset_skin + 10 ] = sw3.z;
|
|
|
+ skinWeightArray[ offset_skin + 11 ] = sw3.w;
|
|
|
+
|
|
|
+ skinWeightArray[ offset_skin + 12 ] = sw4.x;
|
|
|
+ skinWeightArray[ offset_skin + 13 ] = sw4.y;
|
|
|
+ skinWeightArray[ offset_skin + 14 ] = sw4.z;
|
|
|
+ skinWeightArray[ offset_skin + 15 ] = sw4.w;
|
|
|
+
|
|
|
+ // indices
|
|
|
+
|
|
|
+ si1 = obj_skinIndices[ face.a ];
|
|
|
+ si2 = obj_skinIndices[ face.b ];
|
|
|
+ si3 = obj_skinIndices[ face.c ];
|
|
|
+ si4 = obj_skinIndices[ face.d ];
|
|
|
+
|
|
|
+ skinIndexArray[ offset_skin ] = si1.x;
|
|
|
+ skinIndexArray[ offset_skin + 1 ] = si1.y;
|
|
|
+ skinIndexArray[ offset_skin + 2 ] = si1.z;
|
|
|
+ skinIndexArray[ offset_skin + 3 ] = si1.w;
|
|
|
+
|
|
|
+ skinIndexArray[ offset_skin + 4 ] = si2.x;
|
|
|
+ skinIndexArray[ offset_skin + 5 ] = si2.y;
|
|
|
+ skinIndexArray[ offset_skin + 6 ] = si2.z;
|
|
|
+ skinIndexArray[ offset_skin + 7 ] = si2.w;
|
|
|
+
|
|
|
+ skinIndexArray[ offset_skin + 8 ] = si3.x;
|
|
|
+ skinIndexArray[ offset_skin + 9 ] = si3.y;
|
|
|
+ skinIndexArray[ offset_skin + 10 ] = si3.z;
|
|
|
+ skinIndexArray[ offset_skin + 11 ] = si3.w;
|
|
|
+
|
|
|
+ skinIndexArray[ offset_skin + 12 ] = si4.x;
|
|
|
+ skinIndexArray[ offset_skin + 13 ] = si4.y;
|
|
|
+ skinIndexArray[ offset_skin + 14 ] = si4.z;
|
|
|
+ skinIndexArray[ offset_skin + 15 ] = si4.w;
|
|
|
+
|
|
|
+ offset_skin += 16;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( offset_skin > 0 ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyColors && vertexColorType ) {
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces3[ f ] ];
|
|
|
+
|
|
|
+ vertexColors = face.vertexColors;
|
|
|
+ faceColor = face.color;
|
|
|
+
|
|
|
+ if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
|
|
|
+
|
|
|
+ c1 = vertexColors[ 0 ];
|
|
|
+ c2 = vertexColors[ 1 ];
|
|
|
+ c3 = vertexColors[ 2 ];
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ c1 = faceColor;
|
|
|
+ c2 = faceColor;
|
|
|
+ c3 = faceColor;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ colorArray[ offset_color ] = c1.r;
|
|
|
+ colorArray[ offset_color + 1 ] = c1.g;
|
|
|
+ colorArray[ offset_color + 2 ] = c1.b;
|
|
|
+
|
|
|
+ colorArray[ offset_color + 3 ] = c2.r;
|
|
|
+ colorArray[ offset_color + 4 ] = c2.g;
|
|
|
+ colorArray[ offset_color + 5 ] = c2.b;
|
|
|
+
|
|
|
+ colorArray[ offset_color + 6 ] = c3.r;
|
|
|
+ colorArray[ offset_color + 7 ] = c3.g;
|
|
|
+ colorArray[ offset_color + 8 ] = c3.b;
|
|
|
+
|
|
|
+ offset_color += 9;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ vertexColors = face.vertexColors;
|
|
|
+ faceColor = face.color;
|
|
|
+
|
|
|
+ if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
|
|
|
+
|
|
|
+ c1 = vertexColors[ 0 ];
|
|
|
+ c2 = vertexColors[ 1 ];
|
|
|
+ c3 = vertexColors[ 2 ];
|
|
|
+ c4 = vertexColors[ 3 ];
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ c1 = faceColor;
|
|
|
+ c2 = faceColor;
|
|
|
+ c3 = faceColor;
|
|
|
+ c4 = faceColor;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ colorArray[ offset_color ] = c1.r;
|
|
|
+ colorArray[ offset_color + 1 ] = c1.g;
|
|
|
+ colorArray[ offset_color + 2 ] = c1.b;
|
|
|
+
|
|
|
+ colorArray[ offset_color + 3 ] = c2.r;
|
|
|
+ colorArray[ offset_color + 4 ] = c2.g;
|
|
|
+ colorArray[ offset_color + 5 ] = c2.b;
|
|
|
+
|
|
|
+ colorArray[ offset_color + 6 ] = c3.r;
|
|
|
+ colorArray[ offset_color + 7 ] = c3.g;
|
|
|
+ colorArray[ offset_color + 8 ] = c3.b;
|
|
|
+
|
|
|
+ colorArray[ offset_color + 9 ] = c4.r;
|
|
|
+ colorArray[ offset_color + 10 ] = c4.g;
|
|
|
+ colorArray[ offset_color + 11 ] = c4.b;
|
|
|
+
|
|
|
+ offset_color += 12;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( offset_color > 0 ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyTangents && geometry.hasTangents ) {
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces3[ f ] ];
|
|
|
+
|
|
|
+ vertexTangents = face.vertexTangents;
|
|
|
+
|
|
|
+ t1 = vertexTangents[ 0 ];
|
|
|
+ t2 = vertexTangents[ 1 ];
|
|
|
+ t3 = vertexTangents[ 2 ];
|
|
|
+
|
|
|
+ tangentArray[ offset_tangent ] = t1.x;
|
|
|
+ tangentArray[ offset_tangent + 1 ] = t1.y;
|
|
|
+ tangentArray[ offset_tangent + 2 ] = t1.z;
|
|
|
+ tangentArray[ offset_tangent + 3 ] = t1.w;
|
|
|
+
|
|
|
+ tangentArray[ offset_tangent + 4 ] = t2.x;
|
|
|
+ tangentArray[ offset_tangent + 5 ] = t2.y;
|
|
|
+ tangentArray[ offset_tangent + 6 ] = t2.z;
|
|
|
+ tangentArray[ offset_tangent + 7 ] = t2.w;
|
|
|
+
|
|
|
+ tangentArray[ offset_tangent + 8 ] = t3.x;
|
|
|
+ tangentArray[ offset_tangent + 9 ] = t3.y;
|
|
|
+ tangentArray[ offset_tangent + 10 ] = t3.z;
|
|
|
+ tangentArray[ offset_tangent + 11 ] = t3.w;
|
|
|
+
|
|
|
+ offset_tangent += 12;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ vertexTangents = face.vertexTangents;
|
|
|
+
|
|
|
+ t1 = vertexTangents[ 0 ];
|
|
|
+ t2 = vertexTangents[ 1 ];
|
|
|
+ t3 = vertexTangents[ 2 ];
|
|
|
+ t4 = vertexTangents[ 3 ];
|
|
|
+
|
|
|
+ tangentArray[ offset_tangent ] = t1.x;
|
|
|
+ tangentArray[ offset_tangent + 1 ] = t1.y;
|
|
|
+ tangentArray[ offset_tangent + 2 ] = t1.z;
|
|
|
+ tangentArray[ offset_tangent + 3 ] = t1.w;
|
|
|
+
|
|
|
+ tangentArray[ offset_tangent + 4 ] = t2.x;
|
|
|
+ tangentArray[ offset_tangent + 5 ] = t2.y;
|
|
|
+ tangentArray[ offset_tangent + 6 ] = t2.z;
|
|
|
+ tangentArray[ offset_tangent + 7 ] = t2.w;
|
|
|
+
|
|
|
+ tangentArray[ offset_tangent + 8 ] = t3.x;
|
|
|
+ tangentArray[ offset_tangent + 9 ] = t3.y;
|
|
|
+ tangentArray[ offset_tangent + 10 ] = t3.z;
|
|
|
+ tangentArray[ offset_tangent + 11 ] = t3.w;
|
|
|
+
|
|
|
+ tangentArray[ offset_tangent + 12 ] = t4.x;
|
|
|
+ tangentArray[ offset_tangent + 13 ] = t4.y;
|
|
|
+ tangentArray[ offset_tangent + 14 ] = t4.z;
|
|
|
+ tangentArray[ offset_tangent + 15 ] = t4.w;
|
|
|
+
|
|
|
+ offset_tangent += 16;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyNormals && normalType ) {
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces3[ f ] ];
|
|
|
+
|
|
|
+ vertexNormals = face.vertexNormals;
|
|
|
+ faceNormal = face.normal;
|
|
|
+
|
|
|
+ if ( vertexNormals.length === 3 && needsSmoothNormals ) {
|
|
|
+
|
|
|
+ for ( i = 0; i < 3; i ++ ) {
|
|
|
+
|
|
|
+ vn = vertexNormals[ i ];
|
|
|
+
|
|
|
+ normalArray[ offset_normal ] = vn.x;
|
|
|
+ normalArray[ offset_normal + 1 ] = vn.y;
|
|
|
+ normalArray[ offset_normal + 2 ] = vn.z;
|
|
|
+
|
|
|
+ offset_normal += 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ for ( i = 0; i < 3; i ++ ) {
|
|
|
+
|
|
|
+ normalArray[ offset_normal ] = faceNormal.x;
|
|
|
+ normalArray[ offset_normal + 1 ] = faceNormal.y;
|
|
|
+ normalArray[ offset_normal + 2 ] = faceNormal.z;
|
|
|
+
|
|
|
+ offset_normal += 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ vertexNormals = face.vertexNormals;
|
|
|
+ faceNormal = face.normal;
|
|
|
+
|
|
|
+ if ( vertexNormals.length === 4 && needsSmoothNormals ) {
|
|
|
+
|
|
|
+ for ( i = 0; i < 4; i ++ ) {
|
|
|
+
|
|
|
+ vn = vertexNormals[ i ];
|
|
|
+
|
|
|
+ normalArray[ offset_normal ] = vn.x;
|
|
|
+ normalArray[ offset_normal + 1 ] = vn.y;
|
|
|
+ normalArray[ offset_normal + 2 ] = vn.z;
|
|
|
+
|
|
|
+ offset_normal += 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ for ( i = 0; i < 4; i ++ ) {
|
|
|
+
|
|
|
+ normalArray[ offset_normal ] = faceNormal.x;
|
|
|
+ normalArray[ offset_normal + 1 ] = faceNormal.y;
|
|
|
+ normalArray[ offset_normal + 2 ] = faceNormal.z;
|
|
|
+
|
|
|
+ offset_normal += 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyUvs && obj_uvs && uvType ) {
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ fi = chunk_faces3[ f ];
|
|
|
+
|
|
|
+ uv = obj_uvs[ fi ];
|
|
|
+
|
|
|
+ if ( uv === undefined ) continue;
|
|
|
+
|
|
|
+ for ( i = 0; i < 3; i ++ ) {
|
|
|
+
|
|
|
+ uvi = uv[ i ];
|
|
|
+
|
|
|
+ uvArray[ offset_uv ] = uvi.x;
|
|
|
+ uvArray[ offset_uv + 1 ] = uvi.y;
|
|
|
+
|
|
|
+ offset_uv += 2;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ fi = chunk_faces4[ f ];
|
|
|
+
|
|
|
+ uv = obj_uvs[ fi ];
|
|
|
+
|
|
|
+ if ( uv === undefined ) continue;
|
|
|
+
|
|
|
+ for ( i = 0; i < 4; i ++ ) {
|
|
|
+
|
|
|
+ uvi = uv[ i ];
|
|
|
+
|
|
|
+ uvArray[ offset_uv ] = uvi.x;
|
|
|
+ uvArray[ offset_uv + 1 ] = uvi.y;
|
|
|
+
|
|
|
+ offset_uv += 2;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( offset_uv > 0 ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyUvs && obj_uvs2 && uvType ) {
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ fi = chunk_faces3[ f ];
|
|
|
+
|
|
|
+ uv2 = obj_uvs2[ fi ];
|
|
|
+
|
|
|
+ if ( uv2 === undefined ) continue;
|
|
|
+
|
|
|
+ for ( i = 0; i < 3; i ++ ) {
|
|
|
+
|
|
|
+ uv2i = uv2[ i ];
|
|
|
+
|
|
|
+ uv2Array[ offset_uv2 ] = uv2i.x;
|
|
|
+ uv2Array[ offset_uv2 + 1 ] = uv2i.y;
|
|
|
+
|
|
|
+ offset_uv2 += 2;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ fi = chunk_faces4[ f ];
|
|
|
+
|
|
|
+ uv2 = obj_uvs2[ fi ];
|
|
|
+
|
|
|
+ if ( uv2 === undefined ) continue;
|
|
|
+
|
|
|
+ for ( i = 0; i < 4; i ++ ) {
|
|
|
+
|
|
|
+ uv2i = uv2[ i ];
|
|
|
+
|
|
|
+ uv2Array[ offset_uv2 ] = uv2i.x;
|
|
|
+ uv2Array[ offset_uv2 + 1 ] = uv2i.y;
|
|
|
+
|
|
|
+ offset_uv2 += 2;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( offset_uv2 > 0 ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dirtyElements ) {
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ faceArray[ offset_face ] = vertexIndex;
|
|
|
+ faceArray[ offset_face + 1 ] = vertexIndex + 1;
|
|
|
+ faceArray[ offset_face + 2 ] = vertexIndex + 2;
|
|
|
+
|
|
|
+ offset_face += 3;
|
|
|
+
|
|
|
+ lineArray[ offset_line ] = vertexIndex;
|
|
|
+ lineArray[ offset_line + 1 ] = vertexIndex + 1;
|
|
|
+
|
|
|
+ lineArray[ offset_line + 2 ] = vertexIndex;
|
|
|
+ lineArray[ offset_line + 3 ] = vertexIndex + 2;
|
|
|
+
|
|
|
+ lineArray[ offset_line + 4 ] = vertexIndex + 1;
|
|
|
+ lineArray[ offset_line + 5 ] = vertexIndex + 2;
|
|
|
+
|
|
|
+ offset_line += 6;
|
|
|
+
|
|
|
+ vertexIndex += 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ faceArray[ offset_face ] = vertexIndex;
|
|
|
+ faceArray[ offset_face + 1 ] = vertexIndex + 1;
|
|
|
+ faceArray[ offset_face + 2 ] = vertexIndex + 3;
|
|
|
+
|
|
|
+ faceArray[ offset_face + 3 ] = vertexIndex + 1;
|
|
|
+ faceArray[ offset_face + 4 ] = vertexIndex + 2;
|
|
|
+ faceArray[ offset_face + 5 ] = vertexIndex + 3;
|
|
|
+
|
|
|
+ offset_face += 6;
|
|
|
+
|
|
|
+ lineArray[ offset_line ] = vertexIndex;
|
|
|
+ lineArray[ offset_line + 1 ] = vertexIndex + 1;
|
|
|
+
|
|
|
+ lineArray[ offset_line + 2 ] = vertexIndex;
|
|
|
+ lineArray[ offset_line + 3 ] = vertexIndex + 3;
|
|
|
+
|
|
|
+ lineArray[ offset_line + 4 ] = vertexIndex + 1;
|
|
|
+ lineArray[ offset_line + 5 ] = vertexIndex + 2;
|
|
|
+
|
|
|
+ lineArray[ offset_line + 6 ] = vertexIndex + 2;
|
|
|
+ lineArray[ offset_line + 7 ] = vertexIndex + 3;
|
|
|
+
|
|
|
+ offset_line += 8;
|
|
|
+
|
|
|
+ vertexIndex += 4;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
|
|
|
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
|
|
|
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( customAttributes ) {
|
|
|
+
|
|
|
+ for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ customAttribute = customAttributes[ i ];
|
|
|
+
|
|
|
+ if ( ! customAttribute.__original.needsUpdate ) continue;
|
|
|
+
|
|
|
+ offset_custom = 0;
|
|
|
+ offset_customSrc = 0;
|
|
|
+
|
|
|
+ if ( customAttribute.size === 1 ) {
|
|
|
+
|
|
|
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces3[ f ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
|
|
|
+
|
|
|
+ offset_custom += 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
|
|
|
+ customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
|
|
|
+
|
|
|
+ offset_custom += 4;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.boundTo === "faces" ) {
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ chunk_faces3[ f ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = value;
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = value;
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = value;
|
|
|
+
|
|
|
+ offset_custom += 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = value;
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = value;
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = value;
|
|
|
+ customAttribute.array[ offset_custom + 3 ] = value;
|
|
|
+
|
|
|
+ offset_custom += 4;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.size === 2 ) {
|
|
|
+
|
|
|
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces3[ f ] ];
|
|
|
+
|
|
|
+ v1 = customAttribute.value[ face.a ];
|
|
|
+ v2 = customAttribute.value[ face.b ];
|
|
|
+ v3 = customAttribute.value[ face.c ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = v1.x;
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = v2.x;
|
|
|
+ customAttribute.array[ offset_custom + 3 ] = v2.y;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 4 ] = v3.x;
|
|
|
+ customAttribute.array[ offset_custom + 5 ] = v3.y;
|
|
|
+
|
|
|
+ offset_custom += 6;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ v1 = customAttribute.value[ face.a ];
|
|
|
+ v2 = customAttribute.value[ face.b ];
|
|
|
+ v3 = customAttribute.value[ face.c ];
|
|
|
+ v4 = customAttribute.value[ face.d ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = v1.x;
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = v2.x;
|
|
|
+ customAttribute.array[ offset_custom + 3 ] = v2.y;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 4 ] = v3.x;
|
|
|
+ customAttribute.array[ offset_custom + 5 ] = v3.y;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 6 ] = v4.x;
|
|
|
+ customAttribute.array[ offset_custom + 7 ] = v4.y;
|
|
|
+
|
|
|
+ offset_custom += 8;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.boundTo === "faces" ) {
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ chunk_faces3[ f ] ];
|
|
|
+
|
|
|
+ v1 = value;
|
|
|
+ v2 = value;
|
|
|
+ v3 = value;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = v1.x;
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = v2.x;
|
|
|
+ customAttribute.array[ offset_custom + 3 ] = v2.y;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 4 ] = v3.x;
|
|
|
+ customAttribute.array[ offset_custom + 5 ] = v3.y;
|
|
|
+
|
|
|
+ offset_custom += 6;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ v1 = value;
|
|
|
+ v2 = value;
|
|
|
+ v3 = value;
|
|
|
+ v4 = value;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = v1.x;
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = v2.x;
|
|
|
+ customAttribute.array[ offset_custom + 3 ] = v2.y;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 4 ] = v3.x;
|
|
|
+ customAttribute.array[ offset_custom + 5 ] = v3.y;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 6 ] = v4.x;
|
|
|
+ customAttribute.array[ offset_custom + 7 ] = v4.y;
|
|
|
+
|
|
|
+ offset_custom += 8;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.size === 3 ) {
|
|
|
+
|
|
|
+ var pp;
|
|
|
+
|
|
|
+ if ( customAttribute.type === "c" ) {
|
|
|
+
|
|
|
+ pp = [ "r", "g", "b" ];
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ pp = [ "x", "y", "z" ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces3[ f ] ];
|
|
|
+
|
|
|
+ v1 = customAttribute.value[ face.a ];
|
|
|
+ v2 = customAttribute.value[ face.b ];
|
|
|
+ v3 = customAttribute.value[ face.c ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ offset_custom += 9;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ v1 = customAttribute.value[ face.a ];
|
|
|
+ v2 = customAttribute.value[ face.b ];
|
|
|
+ v3 = customAttribute.value[ face.c ];
|
|
|
+ v4 = customAttribute.value[ face.d ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ offset_custom += 12;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.boundTo === "faces" ) {
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ chunk_faces3[ f ] ];
|
|
|
+
|
|
|
+ v1 = value;
|
|
|
+ v2 = value;
|
|
|
+ v3 = value;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ offset_custom += 9;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ v1 = value;
|
|
|
+ v2 = value;
|
|
|
+ v3 = value;
|
|
|
+ v4 = value;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ offset_custom += 12;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.boundTo === "faceVertices" ) {
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ chunk_faces3[ f ] ];
|
|
|
+
|
|
|
+ v1 = value[ 0 ];
|
|
|
+ v2 = value[ 1 ];
|
|
|
+ v3 = value[ 2 ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ offset_custom += 9;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ v1 = value[ 0 ];
|
|
|
+ v2 = value[ 1 ];
|
|
|
+ v3 = value[ 2 ];
|
|
|
+ v4 = value[ 3 ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
|
|
|
+ customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
|
|
|
+
|
|
|
+ offset_custom += 12;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.size === 4 ) {
|
|
|
+
|
|
|
+ if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces3[ f ] ];
|
|
|
+
|
|
|
+ v1 = customAttribute.value[ face.a ];
|
|
|
+ v2 = customAttribute.value[ face.b ];
|
|
|
+ v3 = customAttribute.value[ face.c ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = v1.x;
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
|
|
|
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
|
|
|
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
|
|
|
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
|
|
|
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
|
|
|
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
|
|
|
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
|
|
|
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
|
|
|
+
|
|
|
+ offset_custom += 12;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = obj_faces[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ v1 = customAttribute.value[ face.a ];
|
|
|
+ v2 = customAttribute.value[ face.b ];
|
|
|
+ v3 = customAttribute.value[ face.c ];
|
|
|
+ v4 = customAttribute.value[ face.d ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = v1.x;
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
|
|
|
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
|
|
|
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
|
|
|
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
|
|
|
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
|
|
|
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
|
|
|
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
|
|
|
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 12 ] = v4.x;
|
|
|
+ customAttribute.array[ offset_custom + 13 ] = v4.y;
|
|
|
+ customAttribute.array[ offset_custom + 14 ] = v4.z;
|
|
|
+ customAttribute.array[ offset_custom + 15 ] = v4.w;
|
|
|
+
|
|
|
+ offset_custom += 16;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.boundTo === "faces" ) {
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ chunk_faces3[ f ] ];
|
|
|
+
|
|
|
+ v1 = value;
|
|
|
+ v2 = value;
|
|
|
+ v3 = value;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = v1.x;
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
|
|
|
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
|
|
|
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
|
|
|
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
|
|
|
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
|
|
|
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
|
|
|
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
|
|
|
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
|
|
|
+
|
|
|
+ offset_custom += 12;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ v1 = value;
|
|
|
+ v2 = value;
|
|
|
+ v3 = value;
|
|
|
+ v4 = value;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = v1.x;
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
|
|
|
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
|
|
|
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
|
|
|
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
|
|
|
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
|
|
|
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
|
|
|
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
|
|
|
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 12 ] = v4.x;
|
|
|
+ customAttribute.array[ offset_custom + 13 ] = v4.y;
|
|
|
+ customAttribute.array[ offset_custom + 14 ] = v4.z;
|
|
|
+ customAttribute.array[ offset_custom + 15 ] = v4.w;
|
|
|
+
|
|
|
+ offset_custom += 16;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( customAttribute.boundTo === "faceVertices" ) {
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ chunk_faces3[ f ] ];
|
|
|
+
|
|
|
+ v1 = value[ 0 ];
|
|
|
+ v2 = value[ 1 ];
|
|
|
+ v3 = value[ 2 ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = v1.x;
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
|
|
|
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
|
|
|
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
|
|
|
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
|
|
|
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
|
|
|
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
|
|
|
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
|
|
|
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
|
|
|
+
|
|
|
+ offset_custom += 12;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ value = customAttribute.value[ chunk_faces4[ f ] ];
|
|
|
+
|
|
|
+ v1 = value[ 0 ];
|
|
|
+ v2 = value[ 1 ];
|
|
|
+ v3 = value[ 2 ];
|
|
|
+ v4 = value[ 3 ];
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom ] = v1.x;
|
|
|
+ customAttribute.array[ offset_custom + 1 ] = v1.y;
|
|
|
+ customAttribute.array[ offset_custom + 2 ] = v1.z;
|
|
|
+ customAttribute.array[ offset_custom + 3 ] = v1.w;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 4 ] = v2.x;
|
|
|
+ customAttribute.array[ offset_custom + 5 ] = v2.y;
|
|
|
+ customAttribute.array[ offset_custom + 6 ] = v2.z;
|
|
|
+ customAttribute.array[ offset_custom + 7 ] = v2.w;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 8 ] = v3.x;
|
|
|
+ customAttribute.array[ offset_custom + 9 ] = v3.y;
|
|
|
+ customAttribute.array[ offset_custom + 10 ] = v3.z;
|
|
|
+ customAttribute.array[ offset_custom + 11 ] = v3.w;
|
|
|
+
|
|
|
+ customAttribute.array[ offset_custom + 12 ] = v4.x;
|
|
|
+ customAttribute.array[ offset_custom + 13 ] = v4.y;
|
|
|
+ customAttribute.array[ offset_custom + 14 ] = v4.z;
|
|
|
+ customAttribute.array[ offset_custom + 15 ] = v4.w;
|
|
|
+
|
|
|
+ offset_custom += 16;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dispose ) {
|
|
|
+
|
|
|
+ delete geometryGroup.__inittedArrays;
|
|
|
+ delete geometryGroup.__colorArray;
|
|
|
+ delete geometryGroup.__normalArray;
|
|
|
+ delete geometryGroup.__tangentArray;
|
|
|
+ delete geometryGroup.__uvArray;
|
|
|
+ delete geometryGroup.__uv2Array;
|
|
|
+ delete geometryGroup.__faceArray;
|
|
|
+ delete geometryGroup.__vertexArray;
|
|
|
+ delete geometryGroup.__lineArray;
|
|
|
+ delete geometryGroup.__skinIndexArray;
|
|
|
+ delete geometryGroup.__skinWeightArray;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setDirectBuffers ( geometry, hint, dispose ) {
|
|
|
+
|
|
|
+ var attributes = geometry.attributes;
|
|
|
+
|
|
|
+ var attributeName, attributeItem;
|
|
|
+
|
|
|
+ for ( attributeName in attributes ) {
|
|
|
+
|
|
|
+ attributeItem = attributes[ attributeName ];
|
|
|
+
|
|
|
+ if ( attributeItem.needsUpdate ) {
|
|
|
+
|
|
|
+ if ( attributeName === 'index' ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
|
|
|
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ attributeItem.needsUpdate = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( dispose && ! attributeItem.dynamic ) {
|
|
|
+
|
|
|
+ delete attributeItem.array;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Buffer rendering
|
|
|
+
|
|
|
+ this.renderBufferImmediate = function ( object, program, material ) {
|
|
|
+
|
|
|
+ if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
|
|
|
+ if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
|
|
|
+ if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
|
|
|
+ if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
|
|
|
+
|
|
|
+ if ( object.hasPositions ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
|
|
|
+ _gl.enableVertexAttribArray( program.attributes.position );
|
|
|
+ _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( object.hasNormals ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
|
|
|
+
|
|
|
+ if ( material.shading === THREE.FlatShading ) {
|
|
|
+
|
|
|
+ var nx, ny, nz,
|
|
|
+ nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
|
|
|
+ normalArray,
|
|
|
+ i, il = object.count * 3;
|
|
|
+
|
|
|
+ for( i = 0; i < il; i += 9 ) {
|
|
|
+
|
|
|
+ normalArray = object.normalArray;
|
|
|
+
|
|
|
+ nax = normalArray[ i ];
|
|
|
+ nay = normalArray[ i + 1 ];
|
|
|
+ naz = normalArray[ i + 2 ];
|
|
|
+
|
|
|
+ nbx = normalArray[ i + 3 ];
|
|
|
+ nby = normalArray[ i + 4 ];
|
|
|
+ nbz = normalArray[ i + 5 ];
|
|
|
+
|
|
|
+ ncx = normalArray[ i + 6 ];
|
|
|
+ ncy = normalArray[ i + 7 ];
|
|
|
+ ncz = normalArray[ i + 8 ];
|
|
|
+
|
|
|
+ nx = ( nax + nbx + ncx ) / 3;
|
|
|
+ ny = ( nay + nby + ncy ) / 3;
|
|
|
+ nz = ( naz + nbz + ncz ) / 3;
|
|
|
+
|
|
|
+ normalArray[ i ] = nx;
|
|
|
+ normalArray[ i + 1 ] = ny;
|
|
|
+ normalArray[ i + 2 ] = nz;
|
|
|
+
|
|
|
+ normalArray[ i + 3 ] = nx;
|
|
|
+ normalArray[ i + 4 ] = ny;
|
|
|
+ normalArray[ i + 5 ] = nz;
|
|
|
+
|
|
|
+ normalArray[ i + 6 ] = nx;
|
|
|
+ normalArray[ i + 7 ] = ny;
|
|
|
+ normalArray[ i + 8 ] = nz;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
|
|
|
+ _gl.enableVertexAttribArray( program.attributes.normal );
|
|
|
+ _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( object.hasUvs && material.map ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
|
|
|
+ _gl.enableVertexAttribArray( program.attributes.uv );
|
|
|
+ _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
|
|
|
+ _gl.enableVertexAttribArray( program.attributes.color );
|
|
|
+ _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
|
|
|
+
|
|
|
+ object.count = 0;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
|
|
|
+
|
|
|
+ if ( material.visible === false ) return;
|
|
|
+
|
|
|
+ var program, programAttributes, linewidth, primitives, a, attribute, geometryAttributes;
|
|
|
+ var attributeItem, attributeName, attributePointer, attributeSize;
|
|
|
+
|
|
|
+ program = setProgram( camera, lights, fog, material, object );
|
|
|
+
|
|
|
+ programAttributes = program.attributes;
|
|
|
+ geometryAttributes = geometry.attributes;
|
|
|
+
|
|
|
+ var updateBuffers = false,
|
|
|
+ wireframeBit = material.wireframe ? 1 : 0,
|
|
|
+ geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
|
|
|
+
|
|
|
+ if ( geometryHash !== _currentGeometryGroupHash ) {
|
|
|
+
|
|
|
+ _currentGeometryGroupHash = geometryHash;
|
|
|
+ updateBuffers = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( updateBuffers ) {
|
|
|
+
|
|
|
+ disableAttributes();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // render mesh
|
|
|
+
|
|
|
+ if ( object instanceof THREE.Mesh ) {
|
|
|
+
|
|
|
+ var index = geometryAttributes[ "index" ];
|
|
|
+
|
|
|
+ // indexed triangles
|
|
|
+
|
|
|
+ if ( index ) {
|
|
|
+
|
|
|
+ var offsets = geometry.offsets;
|
|
|
+
|
|
|
+ // if there is more than 1 chunk
|
|
|
+ // must set attribute pointers to use new offsets for each chunk
|
|
|
+ // even if geometry and materials didn't change
|
|
|
+
|
|
|
+ if ( offsets.length > 1 ) updateBuffers = true;
|
|
|
+
|
|
|
+ for ( var i = 0, il = offsets.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var startIndex = offsets[ i ].index;
|
|
|
+
|
|
|
+ if ( updateBuffers ) {
|
|
|
+
|
|
|
+ for ( attributeName in geometryAttributes ) {
|
|
|
+
|
|
|
+ if ( attributeName === 'index' ) continue;
|
|
|
+
|
|
|
+ attributePointer = programAttributes[ attributeName ];
|
|
|
+ attributeItem = geometryAttributes[ attributeName ];
|
|
|
+ attributeSize = attributeItem.itemSize;
|
|
|
+
|
|
|
+ if ( attributePointer >= 0 ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
|
|
|
+ enableAttribute( attributePointer );
|
|
|
+ _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // indices
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // render indexed triangles
|
|
|
+
|
|
|
+ _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16
|
|
|
+
|
|
|
+ _this.info.render.calls ++;
|
|
|
+ _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
|
|
|
+ _this.info.render.faces += offsets[ i ].count / 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // non-indexed triangles
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ if ( updateBuffers ) {
|
|
|
+
|
|
|
+ for ( attributeName in geometryAttributes ) {
|
|
|
+
|
|
|
+ if ( attributeName === 'index') continue;
|
|
|
+
|
|
|
+ attributePointer = programAttributes[ attributeName ];
|
|
|
+ attributeItem = geometryAttributes[ attributeName ];
|
|
|
+ attributeSize = attributeItem.itemSize;
|
|
|
+
|
|
|
+ if ( attributePointer >= 0 ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
|
|
|
+ enableAttribute( attributePointer );
|
|
|
+ _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var position = geometry.attributes[ "position" ];
|
|
|
+
|
|
|
+ // render non-indexed triangles
|
|
|
+
|
|
|
+ _gl.drawArrays( _gl.TRIANGLES, 0, position.numItems / 3 );
|
|
|
+
|
|
|
+ _this.info.render.calls ++;
|
|
|
+ _this.info.render.vertices += position.numItems / 3;
|
|
|
+ _this.info.render.faces += position.numItems / 3 / 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // render particles
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.ParticleSystem ) {
|
|
|
+
|
|
|
+ if ( updateBuffers ) {
|
|
|
+
|
|
|
+ for ( attributeName in geometryAttributes ) {
|
|
|
+
|
|
|
+ attributePointer = programAttributes[ attributeName ];
|
|
|
+ attributeItem = geometryAttributes[ attributeName ];
|
|
|
+ attributeSize = attributeItem.itemSize;
|
|
|
+
|
|
|
+ if ( attributePointer >= 0 ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
|
|
|
+ enableAttribute( attributePointer );
|
|
|
+ _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var position = geometryAttributes[ "position" ];
|
|
|
+
|
|
|
+ // render particles
|
|
|
+
|
|
|
+ _gl.drawArrays( _gl.POINTS, 0, position.numItems / 3 );
|
|
|
+
|
|
|
+ _this.info.render.calls ++;
|
|
|
+ _this.info.render.points += position.numItems / 3;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Line ) {
|
|
|
+
|
|
|
+ if ( updateBuffers ) {
|
|
|
+
|
|
|
+ for ( attributeName in geometryAttributes ) {
|
|
|
+
|
|
|
+ attributePointer = programAttributes[ attributeName ];
|
|
|
+ attributeItem = geometryAttributes[ attributeName ];
|
|
|
+ attributeSize = attributeItem.itemSize;
|
|
|
+
|
|
|
+ if ( attributePointer >= 0 ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
|
|
|
+ enableAttribute( attributePointer );
|
|
|
+ _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // render lines
|
|
|
+
|
|
|
+ setLineWidth( material.linewidth );
|
|
|
+
|
|
|
+ var position = geometryAttributes[ "position" ];
|
|
|
+
|
|
|
+ _gl.drawArrays( _gl.LINE_STRIP, 0, position.numItems / 3 );
|
|
|
+
|
|
|
+ _this.info.render.calls ++;
|
|
|
+ _this.info.render.points += position.numItems;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
|
|
|
+
|
|
|
+ if ( material.visible === false ) return;
|
|
|
+
|
|
|
+ var program, attributes, linewidth, primitives, a, attribute, i, il;
|
|
|
+
|
|
|
+ program = setProgram( camera, lights, fog, material, object );
|
|
|
+
|
|
|
+ attributes = program.attributes;
|
|
|
+
|
|
|
+ var updateBuffers = false,
|
|
|
+ wireframeBit = material.wireframe ? 1 : 0,
|
|
|
+ geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
|
|
|
+
|
|
|
+ if ( geometryGroupHash !== _currentGeometryGroupHash ) {
|
|
|
+
|
|
|
+ _currentGeometryGroupHash = geometryGroupHash;
|
|
|
+ updateBuffers = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( updateBuffers ) {
|
|
|
+
|
|
|
+ disableAttributes();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // vertices
|
|
|
+
|
|
|
+ if ( !material.morphTargets && attributes.position >= 0 ) {
|
|
|
+
|
|
|
+ if ( updateBuffers ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
|
|
|
+ enableAttribute( attributes.position );
|
|
|
+ _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ if ( object.morphTargetBase ) {
|
|
|
+
|
|
|
+ setupMorphTargets( material, geometryGroup, object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ if ( updateBuffers ) {
|
|
|
+
|
|
|
+ // custom attributes
|
|
|
+
|
|
|
+ // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
|
|
|
+
|
|
|
+ if ( geometryGroup.__webglCustomAttributesList ) {
|
|
|
+
|
|
|
+ for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ attribute = geometryGroup.__webglCustomAttributesList[ i ];
|
|
|
+
|
|
|
+ if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
|
|
|
+ enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
|
|
|
+ _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // colors
|
|
|
+
|
|
|
+ if ( attributes.color >= 0 ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
|
|
|
+ enableAttribute( attributes.color );
|
|
|
+ _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // normals
|
|
|
+
|
|
|
+ if ( attributes.normal >= 0 ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
|
|
|
+ enableAttribute( attributes.normal );
|
|
|
+ _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // tangents
|
|
|
+
|
|
|
+ if ( attributes.tangent >= 0 ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
|
|
|
+ enableAttribute( attributes.tangent );
|
|
|
+ _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // uvs
|
|
|
+
|
|
|
+ if ( attributes.uv >= 0 ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
|
|
|
+ enableAttribute( attributes.uv );
|
|
|
+ _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( attributes.uv2 >= 0 ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
|
|
|
+ enableAttribute( attributes.uv2 );
|
|
|
+ _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material.skinning &&
|
|
|
+ attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
|
|
|
+ enableAttribute( attributes.skinIndex );
|
|
|
+ _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
|
|
|
+ enableAttribute( attributes.skinWeight );
|
|
|
+ _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // line distances
|
|
|
+
|
|
|
+ if ( attributes.lineDistance >= 0 ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
|
|
|
+ enableAttribute( attributes.lineDistance );
|
|
|
+ _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // render mesh
|
|
|
+
|
|
|
+ if ( object instanceof THREE.Mesh ) {
|
|
|
+
|
|
|
+ // wireframe
|
|
|
+
|
|
|
+ if ( material.wireframe ) {
|
|
|
+
|
|
|
+ setLineWidth( material.wireframeLinewidth );
|
|
|
+
|
|
|
+ if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
|
|
|
+ _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
|
|
|
+
|
|
|
+ // triangles
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
|
|
|
+ _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _this.info.render.calls ++;
|
|
|
+ _this.info.render.vertices += geometryGroup.__webglFaceCount;
|
|
|
+ _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
|
|
|
+
|
|
|
+ // render lines
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Line ) {
|
|
|
+
|
|
|
+ primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
|
|
|
+
|
|
|
+ setLineWidth( material.linewidth );
|
|
|
+
|
|
|
+ _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
|
|
|
+
|
|
|
+ _this.info.render.calls ++;
|
|
|
+
|
|
|
+ // render particles
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.ParticleSystem ) {
|
|
|
+
|
|
|
+ _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
|
|
|
+
|
|
|
+ _this.info.render.calls ++;
|
|
|
+ _this.info.render.points += geometryGroup.__webglParticleCount;
|
|
|
+
|
|
|
+ // render ribbon
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Ribbon ) {
|
|
|
+
|
|
|
+ _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
|
|
|
+
|
|
|
+ _this.info.render.calls ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function enableAttribute( attribute ) {
|
|
|
+
|
|
|
+ if ( ! _enabledAttributes[ attribute ] ) {
|
|
|
+
|
|
|
+ _gl.enableVertexAttribArray( attribute );
|
|
|
+ _enabledAttributes[ attribute ] = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function disableAttributes() {
|
|
|
+
|
|
|
+ for ( var attribute in _enabledAttributes ) {
|
|
|
+
|
|
|
+ if ( _enabledAttributes[ attribute ] ) {
|
|
|
+
|
|
|
+ _gl.disableVertexAttribArray( attribute );
|
|
|
+ _enabledAttributes[ attribute ] = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setupMorphTargets ( material, geometryGroup, object ) {
|
|
|
+
|
|
|
+ // set base
|
|
|
+
|
|
|
+ var attributes = material.program.attributes;
|
|
|
+
|
|
|
+ if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
|
|
|
+ enableAttribute( attributes.position );
|
|
|
+ _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ } else if ( attributes.position >= 0 ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
|
|
|
+ enableAttribute( attributes.position );
|
|
|
+ _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( object.morphTargetForcedOrder.length ) {
|
|
|
+
|
|
|
+ // set forced order
|
|
|
+
|
|
|
+ var m = 0;
|
|
|
+ var order = object.morphTargetForcedOrder;
|
|
|
+ var influences = object.morphTargetInfluences;
|
|
|
+
|
|
|
+ while ( m < material.numSupportedMorphTargets && m < order.length ) {
|
|
|
+
|
|
|
+ if ( attributes[ "morphTarget" + m ] >= 0 ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
|
|
|
+ enableAttribute( attributes[ "morphTarget" + m ] );
|
|
|
+ _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
|
|
|
+ enableAttribute( attributes[ "morphNormal" + m ] );
|
|
|
+ _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
|
|
|
+
|
|
|
+ m ++;
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // find the most influencing
|
|
|
+
|
|
|
+ var influence, activeInfluenceIndices = [];
|
|
|
+ var influences = object.morphTargetInfluences;
|
|
|
+ var i, il = influences.length;
|
|
|
+
|
|
|
+ for ( i = 0; i < il; i ++ ) {
|
|
|
+
|
|
|
+ influence = influences[ i ];
|
|
|
+
|
|
|
+ if ( influence > 0 ) {
|
|
|
+
|
|
|
+ activeInfluenceIndices.push( [ influence, i ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
|
|
|
+
|
|
|
+ activeInfluenceIndices.sort( numericalSort );
|
|
|
+ activeInfluenceIndices.length = material.numSupportedMorphTargets;
|
|
|
+
|
|
|
+ } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
|
|
|
+
|
|
|
+ activeInfluenceIndices.sort( numericalSort );
|
|
|
+
|
|
|
+ } else if ( activeInfluenceIndices.length === 0 ) {
|
|
|
+
|
|
|
+ activeInfluenceIndices.push( [ 0, 0 ] );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var influenceIndex, m = 0;
|
|
|
+
|
|
|
+ while ( m < material.numSupportedMorphTargets ) {
|
|
|
+
|
|
|
+ if ( activeInfluenceIndices[ m ] ) {
|
|
|
+
|
|
|
+ influenceIndex = activeInfluenceIndices[ m ][ 1 ];
|
|
|
+
|
|
|
+ if ( attributes[ "morphTarget" + m ] >= 0 ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
|
|
|
+ enableAttribute( attributes[ "morphTarget" + m ] );
|
|
|
+ _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
|
|
|
+ enableAttribute( attributes[ "morphNormal" + m ] );
|
|
|
+ _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ /*
|
|
|
+ _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ if ( material.morphNormals ) {
|
|
|
+
|
|
|
+ _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+ */
|
|
|
+
|
|
|
+ object.__webglMorphTargetInfluences[ m ] = 0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ m ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // load updated influences uniform
|
|
|
+
|
|
|
+ if ( material.program.uniforms.morphTargetInfluences !== null ) {
|
|
|
+
|
|
|
+ _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Sorting
|
|
|
+
|
|
|
+ function painterSortStable ( a, b ) {
|
|
|
+
|
|
|
+ if ( a.z !== b.z ) {
|
|
|
+
|
|
|
+ return b.z - a.z;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ return b.id - a.id;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function numericalSort ( a, b ) {
|
|
|
+
|
|
|
+ return b[ 0 ] - a[ 0 ];
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+
|
|
|
+ // Rendering
|
|
|
+
|
|
|
+ this.render = function ( scene, camera, renderTarget, forceClear ) {
|
|
|
+
|
|
|
+ if ( camera instanceof THREE.Camera === false ) {
|
|
|
+
|
|
|
+ console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
|
|
|
+ return;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var i, il,
|
|
|
+
|
|
|
+ webglObject, object,
|
|
|
+ renderList,
|
|
|
+
|
|
|
+ lights = scene.__lights,
|
|
|
+ fog = scene.fog;
|
|
|
+
|
|
|
+ // reset caching for this frame
|
|
|
+
|
|
|
+ _currentMaterialId = -1;
|
|
|
+ _lightsNeedUpdate = true;
|
|
|
+
|
|
|
+ // update scene graph
|
|
|
+
|
|
|
+ if ( this.autoUpdateScene ) scene.updateMatrixWorld();
|
|
|
+
|
|
|
+ // update camera matrices and frustum
|
|
|
+
|
|
|
+ if ( camera.parent === undefined ) camera.updateMatrixWorld();
|
|
|
+
|
|
|
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
|
|
|
+
|
|
|
+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
|
|
|
+ _frustum.setFromMatrix( _projScreenMatrix );
|
|
|
+
|
|
|
+ // update WebGL objects
|
|
|
+
|
|
|
+ if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
|
|
|
+
|
|
|
+ // custom render plugins (pre pass)
|
|
|
+
|
|
|
+ renderPlugins( this.renderPluginsPre, scene, camera );
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ _this.info.render.calls = 0;
|
|
|
+ _this.info.render.vertices = 0;
|
|
|
+ _this.info.render.faces = 0;
|
|
|
+ _this.info.render.points = 0;
|
|
|
+
|
|
|
+ this.setRenderTarget( renderTarget );
|
|
|
+
|
|
|
+ if ( this.autoClear || forceClear ) {
|
|
|
+
|
|
|
+ this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // set matrices for regular objects (frustum culled)
|
|
|
+
|
|
|
+ renderList = scene.__webglObjects;
|
|
|
+
|
|
|
+ for ( i = 0, il = renderList.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ webglObject = renderList[ i ];
|
|
|
+ object = webglObject.object;
|
|
|
+
|
|
|
+ webglObject.render = false;
|
|
|
+
|
|
|
+ if ( object.visible ) {
|
|
|
+
|
|
|
+ if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
|
|
|
+
|
|
|
+ setupMatrices( object, camera );
|
|
|
+
|
|
|
+ unrollBufferMaterial( webglObject );
|
|
|
+
|
|
|
+ webglObject.render = true;
|
|
|
+
|
|
|
+ if ( this.sortObjects === true ) {
|
|
|
+
|
|
|
+ if ( object.renderDepth !== null ) {
|
|
|
+
|
|
|
+ webglObject.z = object.renderDepth;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _vector3.getPositionFromMatrix( object.matrixWorld );
|
|
|
+ _vector3.applyProjection( _projScreenMatrix );
|
|
|
+
|
|
|
+ webglObject.z = _vector3.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ webglObject.id = object.id;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( this.sortObjects ) {
|
|
|
+
|
|
|
+ renderList.sort( painterSortStable );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // set matrices for immediate objects
|
|
|
+
|
|
|
+ renderList = scene.__webglObjectsImmediate;
|
|
|
+
|
|
|
+ for ( i = 0, il = renderList.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ webglObject = renderList[ i ];
|
|
|
+ object = webglObject.object;
|
|
|
+
|
|
|
+ if ( object.visible ) {
|
|
|
+
|
|
|
+ setupMatrices( object, camera );
|
|
|
+
|
|
|
+ unrollImmediateBufferMaterial( webglObject );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( scene.overrideMaterial ) {
|
|
|
+
|
|
|
+ var material = scene.overrideMaterial;
|
|
|
+
|
|
|
+ this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
|
|
|
+ this.setDepthTest( material.depthTest );
|
|
|
+ this.setDepthWrite( material.depthWrite );
|
|
|
+ setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
|
|
|
+
|
|
|
+ renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
|
|
|
+ renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ var material = null;
|
|
|
+
|
|
|
+ // opaque pass (front-to-back order)
|
|
|
+
|
|
|
+ this.setBlending( THREE.NoBlending );
|
|
|
+
|
|
|
+ renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
|
|
|
+ renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
|
|
|
+
|
|
|
+ // transparent pass (back-to-front order)
|
|
|
+
|
|
|
+ renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
|
|
|
+ renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // custom render plugins (post pass)
|
|
|
+
|
|
|
+ renderPlugins( this.renderPluginsPost, scene, camera );
|
|
|
+
|
|
|
+
|
|
|
+ // Generate mipmap if we're using any kind of mipmap filtering
|
|
|
+
|
|
|
+ if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
|
|
|
+
|
|
|
+ updateRenderTargetMipmap( renderTarget );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Ensure depth buffer writing is enabled so it can be cleared on next render
|
|
|
+
|
|
|
+ this.setDepthTest( true );
|
|
|
+ this.setDepthWrite( true );
|
|
|
+
|
|
|
+ // _gl.finish();
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function renderPlugins( plugins, scene, camera ) {
|
|
|
+
|
|
|
+ if ( ! plugins.length ) return;
|
|
|
+
|
|
|
+ for ( var i = 0, il = plugins.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ // reset state for plugin (to start from clean slate)
|
|
|
+
|
|
|
+ _currentProgram = null;
|
|
|
+ _currentCamera = null;
|
|
|
+
|
|
|
+ _oldBlending = -1;
|
|
|
+ _oldDepthTest = -1;
|
|
|
+ _oldDepthWrite = -1;
|
|
|
+ _oldDoubleSided = -1;
|
|
|
+ _oldFlipSided = -1;
|
|
|
+ _currentGeometryGroupHash = -1;
|
|
|
+ _currentMaterialId = -1;
|
|
|
+
|
|
|
+ _lightsNeedUpdate = true;
|
|
|
+
|
|
|
+ plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
|
|
|
+
|
|
|
+ // reset state after plugin (anything could have changed)
|
|
|
+
|
|
|
+ _currentProgram = null;
|
|
|
+ _currentCamera = null;
|
|
|
+
|
|
|
+ _oldBlending = -1;
|
|
|
+ _oldDepthTest = -1;
|
|
|
+ _oldDepthWrite = -1;
|
|
|
+ _oldDoubleSided = -1;
|
|
|
+ _oldFlipSided = -1;
|
|
|
+ _currentGeometryGroupHash = -1;
|
|
|
+ _currentMaterialId = -1;
|
|
|
+
|
|
|
+ _lightsNeedUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
|
|
|
+
|
|
|
+ var webglObject, object, buffer, material, start, end, delta;
|
|
|
+
|
|
|
+ if ( reverse ) {
|
|
|
+
|
|
|
+ start = renderList.length - 1;
|
|
|
+ end = -1;
|
|
|
+ delta = -1;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ start = 0;
|
|
|
+ end = renderList.length;
|
|
|
+ delta = 1;
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var i = start; i !== end; i += delta ) {
|
|
|
+
|
|
|
+ webglObject = renderList[ i ];
|
|
|
+
|
|
|
+ if ( webglObject.render ) {
|
|
|
+
|
|
|
+ object = webglObject.object;
|
|
|
+ buffer = webglObject.buffer;
|
|
|
+
|
|
|
+ if ( overrideMaterial ) {
|
|
|
+
|
|
|
+ material = overrideMaterial;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ material = webglObject[ materialType ];
|
|
|
+
|
|
|
+ if ( ! material ) continue;
|
|
|
+
|
|
|
+ if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
|
|
|
+
|
|
|
+ _this.setDepthTest( material.depthTest );
|
|
|
+ _this.setDepthWrite( material.depthWrite );
|
|
|
+ setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _this.setMaterialFaces( material );
|
|
|
+
|
|
|
+ if ( buffer instanceof THREE.BufferGeometry ) {
|
|
|
+
|
|
|
+ _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _this.renderBuffer( camera, lights, fog, material, buffer, object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
|
|
|
+
|
|
|
+ var webglObject, object, material, program;
|
|
|
+
|
|
|
+ for ( var i = 0, il = renderList.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ webglObject = renderList[ i ];
|
|
|
+ object = webglObject.object;
|
|
|
+
|
|
|
+ if ( object.visible ) {
|
|
|
+
|
|
|
+ if ( overrideMaterial ) {
|
|
|
+
|
|
|
+ material = overrideMaterial;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ material = webglObject[ materialType ];
|
|
|
+
|
|
|
+ if ( ! material ) continue;
|
|
|
+
|
|
|
+ if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
|
|
|
+
|
|
|
+ _this.setDepthTest( material.depthTest );
|
|
|
+ _this.setDepthWrite( material.depthWrite );
|
|
|
+ setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _this.renderImmediateObject( camera, lights, fog, material, object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
|
|
|
+
|
|
|
+ var program = setProgram( camera, lights, fog, material, object );
|
|
|
+
|
|
|
+ _currentGeometryGroupHash = -1;
|
|
|
+
|
|
|
+ _this.setMaterialFaces( material );
|
|
|
+
|
|
|
+ if ( object.immediateRenderCallback ) {
|
|
|
+
|
|
|
+ object.immediateRenderCallback( program, _gl, _frustum );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function unrollImmediateBufferMaterial ( globject ) {
|
|
|
+
|
|
|
+ var object = globject.object,
|
|
|
+ material = object.material;
|
|
|
+
|
|
|
+ if ( material.transparent ) {
|
|
|
+
|
|
|
+ globject.transparent = material;
|
|
|
+ globject.opaque = null;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ globject.opaque = material;
|
|
|
+ globject.transparent = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function unrollBufferMaterial ( globject ) {
|
|
|
+
|
|
|
+ var object = globject.object,
|
|
|
+ buffer = globject.buffer,
|
|
|
+ material, materialIndex, meshMaterial;
|
|
|
+
|
|
|
+ meshMaterial = object.material;
|
|
|
+
|
|
|
+ if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
|
|
|
+
|
|
|
+ materialIndex = buffer.materialIndex;
|
|
|
+
|
|
|
+ material = meshMaterial.materials[ materialIndex ];
|
|
|
+
|
|
|
+ if ( material.transparent ) {
|
|
|
+
|
|
|
+ globject.transparent = material;
|
|
|
+ globject.opaque = null;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ globject.opaque = material;
|
|
|
+ globject.transparent = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ material = meshMaterial;
|
|
|
+
|
|
|
+ if ( material ) {
|
|
|
+
|
|
|
+ if ( material.transparent ) {
|
|
|
+
|
|
|
+ globject.transparent = material;
|
|
|
+ globject.opaque = null;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ globject.opaque = material;
|
|
|
+ globject.transparent = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Geometry splitting
|
|
|
+
|
|
|
+ function sortFacesByMaterial ( geometry, material ) {
|
|
|
+
|
|
|
+ var f, fl, face, materialIndex, vertices,
|
|
|
+ groupHash, hash_map = {};
|
|
|
+
|
|
|
+ var numMorphTargets = geometry.morphTargets.length;
|
|
|
+ var numMorphNormals = geometry.morphNormals.length;
|
|
|
+
|
|
|
+ var usesFaceMaterial = material instanceof THREE.MeshFaceMaterial;
|
|
|
+
|
|
|
+ geometry.geometryGroups = {};
|
|
|
+
|
|
|
+ for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ face = geometry.faces[ f ];
|
|
|
+ materialIndex = usesFaceMaterial ? face.materialIndex : 0;
|
|
|
+
|
|
|
+ if ( hash_map[ materialIndex ] === undefined ) {
|
|
|
+
|
|
|
+ hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
|
|
|
+
|
|
|
+ if ( geometry.geometryGroups[ groupHash ] === undefined ) {
|
|
|
+
|
|
|
+ geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ vertices = face instanceof THREE.Face3 ? 3 : 4;
|
|
|
+
|
|
|
+ if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
|
|
|
+
|
|
|
+ hash_map[ materialIndex ].counter += 1;
|
|
|
+ groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
|
|
|
+
|
|
|
+ if ( geometry.geometryGroups[ groupHash ] === undefined ) {
|
|
|
+
|
|
|
+ geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( face instanceof THREE.Face3 ) {
|
|
|
+
|
|
|
+ geometry.geometryGroups[ groupHash ].faces3.push( f );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ geometry.geometryGroups[ groupHash ].faces4.push( f );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.geometryGroups[ groupHash ].vertices += vertices;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.geometryGroupsList = [];
|
|
|
+
|
|
|
+ for ( var g in geometry.geometryGroups ) {
|
|
|
+
|
|
|
+ geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
|
|
|
+
|
|
|
+ geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Objects refresh
|
|
|
+
|
|
|
+ this.initWebGLObjects = function ( scene ) {
|
|
|
+
|
|
|
+ if ( !scene.__webglObjects ) {
|
|
|
+
|
|
|
+ scene.__webglObjects = [];
|
|
|
+ scene.__webglObjectsImmediate = [];
|
|
|
+ scene.__webglSprites = [];
|
|
|
+ scene.__webglFlares = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ while ( scene.__objectsAdded.length ) {
|
|
|
+
|
|
|
+ addObject( scene.__objectsAdded[ 0 ], scene );
|
|
|
+ scene.__objectsAdded.splice( 0, 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ while ( scene.__objectsRemoved.length ) {
|
|
|
+
|
|
|
+ removeObject( scene.__objectsRemoved[ 0 ], scene );
|
|
|
+ scene.__objectsRemoved.splice( 0, 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // update must be called after objects adding / removal
|
|
|
+
|
|
|
+ for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
|
|
|
+
|
|
|
+ updateObject( scene.__webglObjects[ o ].object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Objects adding
|
|
|
+
|
|
|
+ function addObject ( object, scene ) {
|
|
|
+
|
|
|
+ var g, geometry, material, geometryGroup;
|
|
|
+
|
|
|
+ if ( ! object.__webglInit ) {
|
|
|
+
|
|
|
+ object.__webglInit = true;
|
|
|
+
|
|
|
+ object._modelViewMatrix = new THREE.Matrix4();
|
|
|
+ object._normalMatrix = new THREE.Matrix3();
|
|
|
+
|
|
|
+ if ( object.geometry !== undefined && object.geometry.__webglInit === undefined ) {
|
|
|
+
|
|
|
+ object.geometry.__webglInit = true;
|
|
|
+ object.geometry.addEventListener( 'dispose', onGeometryDispose );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry = object.geometry;
|
|
|
+
|
|
|
+ if ( geometry === undefined ) {
|
|
|
+
|
|
|
+ // fail silently for now
|
|
|
+
|
|
|
+ } else if ( geometry instanceof THREE.BufferGeometry ) {
|
|
|
+
|
|
|
+ initDirectBuffers( geometry );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Mesh ) {
|
|
|
+
|
|
|
+ material = object.material;
|
|
|
+
|
|
|
+ if ( geometry.geometryGroups === undefined ) {
|
|
|
+
|
|
|
+ sortFacesByMaterial( geometry, material );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // create separate VBOs per geometry chunk
|
|
|
+
|
|
|
+ for ( g in geometry.geometryGroups ) {
|
|
|
+
|
|
|
+ geometryGroup = geometry.geometryGroups[ g ];
|
|
|
+
|
|
|
+ // initialise VBO on the first access
|
|
|
+
|
|
|
+ if ( ! geometryGroup.__webglVertexBuffer ) {
|
|
|
+
|
|
|
+ createMeshBuffers( geometryGroup );
|
|
|
+ initMeshBuffers( geometryGroup, object );
|
|
|
+
|
|
|
+ geometry.verticesNeedUpdate = true;
|
|
|
+ geometry.morphTargetsNeedUpdate = true;
|
|
|
+ geometry.elementsNeedUpdate = true;
|
|
|
+ geometry.uvsNeedUpdate = true;
|
|
|
+ geometry.normalsNeedUpdate = true;
|
|
|
+ geometry.tangentsNeedUpdate = true;
|
|
|
+ geometry.colorsNeedUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Ribbon ) {
|
|
|
+
|
|
|
+ if ( ! geometry.__webglVertexBuffer ) {
|
|
|
+
|
|
|
+ createRibbonBuffers( geometry );
|
|
|
+ initRibbonBuffers( geometry, object );
|
|
|
+
|
|
|
+ geometry.verticesNeedUpdate = true;
|
|
|
+ geometry.colorsNeedUpdate = true;
|
|
|
+ geometry.normalsNeedUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Line ) {
|
|
|
+
|
|
|
+ if ( ! geometry.__webglVertexBuffer ) {
|
|
|
+
|
|
|
+ createLineBuffers( geometry );
|
|
|
+ initLineBuffers( geometry, object );
|
|
|
+
|
|
|
+ geometry.verticesNeedUpdate = true;
|
|
|
+ geometry.colorsNeedUpdate = true;
|
|
|
+ geometry.lineDistancesNeedUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.ParticleSystem ) {
|
|
|
+
|
|
|
+ if ( ! geometry.__webglVertexBuffer ) {
|
|
|
+
|
|
|
+ createParticleBuffers( geometry );
|
|
|
+ initParticleBuffers( geometry, object );
|
|
|
+
|
|
|
+ geometry.verticesNeedUpdate = true;
|
|
|
+ geometry.colorsNeedUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( ! object.__webglActive ) {
|
|
|
+
|
|
|
+ if ( object instanceof THREE.Mesh ) {
|
|
|
+
|
|
|
+ geometry = object.geometry;
|
|
|
+
|
|
|
+ if ( geometry instanceof THREE.BufferGeometry ) {
|
|
|
+
|
|
|
+ addBuffer( scene.__webglObjects, geometry, object );
|
|
|
+
|
|
|
+ } else if ( geometry instanceof THREE.Geometry ) {
|
|
|
+
|
|
|
+ for ( g in geometry.geometryGroups ) {
|
|
|
+
|
|
|
+ geometryGroup = geometry.geometryGroups[ g ];
|
|
|
+
|
|
|
+ addBuffer( scene.__webglObjects, geometryGroup, object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Ribbon ||
|
|
|
+ object instanceof THREE.Line ||
|
|
|
+ object instanceof THREE.ParticleSystem ) {
|
|
|
+
|
|
|
+ geometry = object.geometry;
|
|
|
+ addBuffer( scene.__webglObjects, geometry, object );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
|
|
|
+
|
|
|
+ addBufferImmediate( scene.__webglObjectsImmediate, object );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Sprite ) {
|
|
|
+
|
|
|
+ scene.__webglSprites.push( object );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.LensFlare ) {
|
|
|
+
|
|
|
+ scene.__webglFlares.push( object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ object.__webglActive = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function addBuffer ( objlist, buffer, object ) {
|
|
|
+
|
|
|
+ objlist.push(
|
|
|
+ {
|
|
|
+ buffer: buffer,
|
|
|
+ object: object,
|
|
|
+ opaque: null,
|
|
|
+ transparent: null
|
|
|
+ }
|
|
|
+ );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function addBufferImmediate ( objlist, object ) {
|
|
|
+
|
|
|
+ objlist.push(
|
|
|
+ {
|
|
|
+ object: object,
|
|
|
+ opaque: null,
|
|
|
+ transparent: null
|
|
|
+ }
|
|
|
+ );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Objects updates
|
|
|
+
|
|
|
+ function updateObject ( object ) {
|
|
|
+
|
|
|
+ var geometry = object.geometry,
|
|
|
+ geometryGroup, customAttributesDirty, material;
|
|
|
+
|
|
|
+ if ( geometry instanceof THREE.BufferGeometry ) {
|
|
|
+
|
|
|
+ setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Mesh ) {
|
|
|
+
|
|
|
+ // check all geometry groups
|
|
|
+
|
|
|
+ for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ geometryGroup = geometry.geometryGroupsList[ i ];
|
|
|
+
|
|
|
+ material = getBufferMaterial( object, geometryGroup );
|
|
|
+
|
|
|
+ if ( geometry.buffersNeedUpdate ) {
|
|
|
+
|
|
|
+ initMeshBuffers( geometryGroup, object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
|
|
|
+
|
|
|
+ if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
|
|
|
+ geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
|
|
|
+ geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
|
|
|
+
|
|
|
+ setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.verticesNeedUpdate = false;
|
|
|
+ geometry.morphTargetsNeedUpdate = false;
|
|
|
+ geometry.elementsNeedUpdate = false;
|
|
|
+ geometry.uvsNeedUpdate = false;
|
|
|
+ geometry.normalsNeedUpdate = false;
|
|
|
+ geometry.colorsNeedUpdate = false;
|
|
|
+ geometry.tangentsNeedUpdate = false;
|
|
|
+
|
|
|
+ geometry.buffersNeedUpdate = false;
|
|
|
+
|
|
|
+ material.attributes && clearCustomAttributes( material );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Ribbon ) {
|
|
|
+
|
|
|
+ material = getBufferMaterial( object, geometry );
|
|
|
+
|
|
|
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
|
|
|
+
|
|
|
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {
|
|
|
+
|
|
|
+ setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.verticesNeedUpdate = false;
|
|
|
+ geometry.colorsNeedUpdate = false;
|
|
|
+ geometry.normalsNeedUpdate = false;
|
|
|
+
|
|
|
+ material.attributes && clearCustomAttributes( material );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Line ) {
|
|
|
+
|
|
|
+ material = getBufferMaterial( object, geometry );
|
|
|
+
|
|
|
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
|
|
|
+
|
|
|
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
|
|
|
+
|
|
|
+ setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.verticesNeedUpdate = false;
|
|
|
+ geometry.colorsNeedUpdate = false;
|
|
|
+ geometry.lineDistancesNeedUpdate = false;
|
|
|
+
|
|
|
+ material.attributes && clearCustomAttributes( material );
|
|
|
+
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.ParticleSystem ) {
|
|
|
+
|
|
|
+ material = getBufferMaterial( object, geometry );
|
|
|
+
|
|
|
+ customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
|
|
|
+
|
|
|
+ if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
|
|
|
+
|
|
|
+ setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.verticesNeedUpdate = false;
|
|
|
+ geometry.colorsNeedUpdate = false;
|
|
|
+
|
|
|
+ material.attributes && clearCustomAttributes( material );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Objects updates - custom attributes check
|
|
|
+
|
|
|
+ function areCustomAttributesDirty ( material ) {
|
|
|
+
|
|
|
+ for ( var a in material.attributes ) {
|
|
|
+
|
|
|
+ if ( material.attributes[ a ].needsUpdate ) return true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function clearCustomAttributes ( material ) {
|
|
|
+
|
|
|
+ for ( var a in material.attributes ) {
|
|
|
+
|
|
|
+ material.attributes[ a ].needsUpdate = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Objects removal
|
|
|
+
|
|
|
+ function removeObject ( object, scene ) {
|
|
|
+
|
|
|
+ if ( object instanceof THREE.Mesh ||
|
|
|
+ object instanceof THREE.ParticleSystem ||
|
|
|
+ object instanceof THREE.Ribbon ||
|
|
|
+ object instanceof THREE.Line ) {
|
|
|
+
|
|
|
+ removeInstances( scene.__webglObjects, object );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.Sprite ) {
|
|
|
+
|
|
|
+ removeInstancesDirect( scene.__webglSprites, object );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.LensFlare ) {
|
|
|
+
|
|
|
+ removeInstancesDirect( scene.__webglFlares, object );
|
|
|
+
|
|
|
+ } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
|
|
|
+
|
|
|
+ removeInstances( scene.__webglObjectsImmediate, object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ object.__webglActive = false;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function removeInstances ( objlist, object ) {
|
|
|
+
|
|
|
+ for ( var o = objlist.length - 1; o >= 0; o -- ) {
|
|
|
+
|
|
|
+ if ( objlist[ o ].object === object ) {
|
|
|
+
|
|
|
+ objlist.splice( o, 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function removeInstancesDirect ( objlist, object ) {
|
|
|
+
|
|
|
+ for ( var o = objlist.length - 1; o >= 0; o -- ) {
|
|
|
+
|
|
|
+ if ( objlist[ o ] === object ) {
|
|
|
+
|
|
|
+ objlist.splice( o, 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Materials
|
|
|
+
|
|
|
+ this.initMaterial = function ( material, lights, fog, object ) {
|
|
|
+
|
|
|
+ material.addEventListener( 'dispose', onMaterialDispose );
|
|
|
+
|
|
|
+ var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
|
|
|
+
|
|
|
+ if ( material instanceof THREE.MeshDepthMaterial ) {
|
|
|
+
|
|
|
+ shaderID = 'depth';
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
|
|
|
+
|
|
|
+ shaderID = 'normal';
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshBasicMaterial ) {
|
|
|
+
|
|
|
+ shaderID = 'basic';
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshLambertMaterial ) {
|
|
|
+
|
|
|
+ shaderID = 'lambert';
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshPhongMaterial ) {
|
|
|
+
|
|
|
+ shaderID = 'phong';
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.LineBasicMaterial ) {
|
|
|
+
|
|
|
+ shaderID = 'basic';
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.LineDashedMaterial ) {
|
|
|
+
|
|
|
+ shaderID = 'dashed';
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.ParticleBasicMaterial ) {
|
|
|
+
|
|
|
+ shaderID = 'particle_basic';
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( shaderID ) {
|
|
|
+
|
|
|
+ setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // heuristics to create shader parameters according to lights in the scene
|
|
|
+ // (not to blow over maxLights budget)
|
|
|
+
|
|
|
+ maxLightCount = allocateLights( lights );
|
|
|
+
|
|
|
+ maxShadows = allocateShadows( lights );
|
|
|
+
|
|
|
+ maxBones = allocateBones( object );
|
|
|
+
|
|
|
+ parameters = {
|
|
|
+
|
|
|
+ map: !!material.map,
|
|
|
+ envMap: !!material.envMap,
|
|
|
+ lightMap: !!material.lightMap,
|
|
|
+ bumpMap: !!material.bumpMap,
|
|
|
+ normalMap: !!material.normalMap,
|
|
|
+ specularMap: !!material.specularMap,
|
|
|
+
|
|
|
+ vertexColors: material.vertexColors,
|
|
|
+
|
|
|
+ fog: fog,
|
|
|
+ useFog: material.fog,
|
|
|
+ fogExp: fog instanceof THREE.FogExp2,
|
|
|
+
|
|
|
+ sizeAttenuation: material.sizeAttenuation,
|
|
|
+
|
|
|
+ skinning: material.skinning,
|
|
|
+ maxBones: maxBones,
|
|
|
+ useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
|
|
|
+ boneTextureWidth: object && object.boneTextureWidth,
|
|
|
+ boneTextureHeight: object && object.boneTextureHeight,
|
|
|
+
|
|
|
+ morphTargets: material.morphTargets,
|
|
|
+ morphNormals: material.morphNormals,
|
|
|
+ maxMorphTargets: this.maxMorphTargets,
|
|
|
+ maxMorphNormals: this.maxMorphNormals,
|
|
|
+
|
|
|
+ maxDirLights: maxLightCount.directional,
|
|
|
+ maxPointLights: maxLightCount.point,
|
|
|
+ maxSpotLights: maxLightCount.spot,
|
|
|
+ maxHemiLights: maxLightCount.hemi,
|
|
|
+
|
|
|
+ maxShadows: maxShadows,
|
|
|
+ shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
|
|
|
+ shadowMapType: this.shadowMapType,
|
|
|
+ shadowMapDebug: this.shadowMapDebug,
|
|
|
+ shadowMapCascade: this.shadowMapCascade,
|
|
|
+
|
|
|
+ alphaTest: material.alphaTest,
|
|
|
+ metal: material.metal,
|
|
|
+ perPixel: material.perPixel,
|
|
|
+ wrapAround: material.wrapAround,
|
|
|
+ doubleSided: material.side === THREE.DoubleSide,
|
|
|
+ flipSided: material.side === THREE.BackSide
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );
|
|
|
+
|
|
|
+ var attributes = material.program.attributes;
|
|
|
+
|
|
|
+ if ( material.morphTargets ) {
|
|
|
+
|
|
|
+ material.numSupportedMorphTargets = 0;
|
|
|
+
|
|
|
+ var id, base = "morphTarget";
|
|
|
+
|
|
|
+ for ( i = 0; i < this.maxMorphTargets; i ++ ) {
|
|
|
+
|
|
|
+ id = base + i;
|
|
|
+
|
|
|
+ if ( attributes[ id ] >= 0 ) {
|
|
|
+
|
|
|
+ material.numSupportedMorphTargets ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material.morphNormals ) {
|
|
|
+
|
|
|
+ material.numSupportedMorphNormals = 0;
|
|
|
+
|
|
|
+ var id, base = "morphNormal";
|
|
|
+
|
|
|
+ for ( i = 0; i < this.maxMorphNormals; i ++ ) {
|
|
|
+
|
|
|
+ id = base + i;
|
|
|
+
|
|
|
+ if ( attributes[ id ] >= 0 ) {
|
|
|
+
|
|
|
+ material.numSupportedMorphNormals ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ material.uniformsList = [];
|
|
|
+
|
|
|
+ for ( u in material.uniforms ) {
|
|
|
+
|
|
|
+ material.uniformsList.push( [ material.uniforms[ u ], u ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setMaterialShaders( material, shaders ) {
|
|
|
+
|
|
|
+ material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
|
|
|
+ material.vertexShader = shaders.vertexShader;
|
|
|
+ material.fragmentShader = shaders.fragmentShader;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setProgram( camera, lights, fog, material, object ) {
|
|
|
+
|
|
|
+ _usedTextureUnits = 0;
|
|
|
+
|
|
|
+ if ( material.needsUpdate ) {
|
|
|
+
|
|
|
+ if ( material.program ) deallocateMaterial( material );
|
|
|
+
|
|
|
+ _this.initMaterial( material, lights, fog, object );
|
|
|
+ material.needsUpdate = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material.morphTargets ) {
|
|
|
+
|
|
|
+ if ( ! object.__webglMorphTargetInfluences ) {
|
|
|
+
|
|
|
+ object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var refreshMaterial = false;
|
|
|
+
|
|
|
+ var program = material.program,
|
|
|
+ p_uniforms = program.uniforms,
|
|
|
+ m_uniforms = material.uniforms;
|
|
|
+
|
|
|
+ if ( program !== _currentProgram ) {
|
|
|
+
|
|
|
+ _gl.useProgram( program );
|
|
|
+ _currentProgram = program;
|
|
|
+
|
|
|
+ refreshMaterial = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material.id !== _currentMaterialId ) {
|
|
|
+
|
|
|
+ _currentMaterialId = material.id;
|
|
|
+ refreshMaterial = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( refreshMaterial || camera !== _currentCamera ) {
|
|
|
+
|
|
|
+ _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
|
|
|
+
|
|
|
+ if ( camera !== _currentCamera ) _currentCamera = camera;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // skinning uniforms must be set even if material didn't change
|
|
|
+ // auto-setting of texture unit for bone texture must go before other textures
|
|
|
+ // not sure why, but otherwise weird things happen
|
|
|
+
|
|
|
+ if ( material.skinning ) {
|
|
|
+
|
|
|
+ if ( _supportsBoneTextures && object.useVertexTexture ) {
|
|
|
+
|
|
|
+ if ( p_uniforms.boneTexture !== null ) {
|
|
|
+
|
|
|
+ var textureUnit = getTextureUnit();
|
|
|
+
|
|
|
+ _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
|
|
|
+ _this.setTexture( object.boneTexture, textureUnit );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ if ( p_uniforms.boneGlobalMatrices !== null ) {
|
|
|
+
|
|
|
+ _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( refreshMaterial ) {
|
|
|
+
|
|
|
+ // refresh uniforms common to several materials
|
|
|
+
|
|
|
+ if ( fog && material.fog ) {
|
|
|
+
|
|
|
+ refreshUniformsFog( m_uniforms, fog );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material instanceof THREE.MeshPhongMaterial ||
|
|
|
+ material instanceof THREE.MeshLambertMaterial ||
|
|
|
+ material.lights ) {
|
|
|
+
|
|
|
+ if ( _lightsNeedUpdate ) {
|
|
|
+
|
|
|
+ setupLights( program, lights );
|
|
|
+ _lightsNeedUpdate = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ refreshUniformsLights( m_uniforms, _lights );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material instanceof THREE.MeshBasicMaterial ||
|
|
|
+ material instanceof THREE.MeshLambertMaterial ||
|
|
|
+ material instanceof THREE.MeshPhongMaterial ) {
|
|
|
+
|
|
|
+ refreshUniformsCommon( m_uniforms, material );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // refresh single material specific uniforms
|
|
|
+
|
|
|
+ if ( material instanceof THREE.LineBasicMaterial ) {
|
|
|
+
|
|
|
+ refreshUniformsLine( m_uniforms, material );
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.LineDashedMaterial ) {
|
|
|
+
|
|
|
+ refreshUniformsLine( m_uniforms, material );
|
|
|
+ refreshUniformsDash( m_uniforms, material );
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.ParticleBasicMaterial ) {
|
|
|
+
|
|
|
+ refreshUniformsParticle( m_uniforms, material );
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshPhongMaterial ) {
|
|
|
+
|
|
|
+ refreshUniformsPhong( m_uniforms, material );
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshLambertMaterial ) {
|
|
|
+
|
|
|
+ refreshUniformsLambert( m_uniforms, material );
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshDepthMaterial ) {
|
|
|
+
|
|
|
+ m_uniforms.mNear.value = camera.near;
|
|
|
+ m_uniforms.mFar.value = camera.far;
|
|
|
+ m_uniforms.opacity.value = material.opacity;
|
|
|
+
|
|
|
+ } else if ( material instanceof THREE.MeshNormalMaterial ) {
|
|
|
+
|
|
|
+ m_uniforms.opacity.value = material.opacity;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( object.receiveShadow && ! material._shadowPass ) {
|
|
|
+
|
|
|
+ refreshUniformsShadow( m_uniforms, lights );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // load common uniforms
|
|
|
+
|
|
|
+ loadUniformsGeneric( program, material.uniformsList );
|
|
|
+
|
|
|
+ // load material specific uniforms
|
|
|
+ // (shader material also gets them for the sake of genericity)
|
|
|
+
|
|
|
+ if ( material instanceof THREE.ShaderMaterial ||
|
|
|
+ material instanceof THREE.MeshPhongMaterial ||
|
|
|
+ material.envMap ) {
|
|
|
+
|
|
|
+ if ( p_uniforms.cameraPosition !== null ) {
|
|
|
+
|
|
|
+ _vector3.getPositionFromMatrix( camera.matrixWorld );
|
|
|
+ _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material instanceof THREE.MeshPhongMaterial ||
|
|
|
+ material instanceof THREE.MeshLambertMaterial ||
|
|
|
+ material instanceof THREE.ShaderMaterial ||
|
|
|
+ material.skinning ) {
|
|
|
+
|
|
|
+ if ( p_uniforms.viewMatrix !== null ) {
|
|
|
+
|
|
|
+ _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ loadUniformsMatrices( p_uniforms, object );
|
|
|
+
|
|
|
+ if ( p_uniforms.modelMatrix !== null ) {
|
|
|
+
|
|
|
+ _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return program;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Uniforms (refresh uniforms objects)
|
|
|
+
|
|
|
+ function refreshUniformsCommon ( uniforms, material ) {
|
|
|
+
|
|
|
+ uniforms.opacity.value = material.opacity;
|
|
|
+
|
|
|
+ if ( _this.gammaInput ) {
|
|
|
+
|
|
|
+ uniforms.diffuse.value.copyGammaToLinear( material.color );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ uniforms.diffuse.value = material.color;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ uniforms.map.value = material.map;
|
|
|
+ uniforms.lightMap.value = material.lightMap;
|
|
|
+ uniforms.specularMap.value = material.specularMap;
|
|
|
+
|
|
|
+ if ( material.bumpMap ) {
|
|
|
+
|
|
|
+ uniforms.bumpMap.value = material.bumpMap;
|
|
|
+ uniforms.bumpScale.value = material.bumpScale;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material.normalMap ) {
|
|
|
+
|
|
|
+ uniforms.normalMap.value = material.normalMap;
|
|
|
+ uniforms.normalScale.value.copy( material.normalScale );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // uv repeat and offset setting priorities
|
|
|
+ // 1. color map
|
|
|
+ // 2. specular map
|
|
|
+ // 3. normal map
|
|
|
+ // 4. bump map
|
|
|
+
|
|
|
+ var uvScaleMap;
|
|
|
+
|
|
|
+ if ( material.map ) {
|
|
|
+
|
|
|
+ uvScaleMap = material.map;
|
|
|
+
|
|
|
+ } else if ( material.specularMap ) {
|
|
|
+
|
|
|
+ uvScaleMap = material.specularMap;
|
|
|
+
|
|
|
+ } else if ( material.normalMap ) {
|
|
|
+
|
|
|
+ uvScaleMap = material.normalMap;
|
|
|
+
|
|
|
+ } else if ( material.bumpMap ) {
|
|
|
+
|
|
|
+ uvScaleMap = material.bumpMap;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( uvScaleMap !== undefined ) {
|
|
|
+
|
|
|
+ var offset = uvScaleMap.offset;
|
|
|
+ var repeat = uvScaleMap.repeat;
|
|
|
+
|
|
|
+ uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ uniforms.envMap.value = material.envMap;
|
|
|
+ uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
|
|
|
+
|
|
|
+ if ( _this.gammaInput ) {
|
|
|
+
|
|
|
+ //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
|
|
|
+ uniforms.reflectivity.value = material.reflectivity;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ uniforms.reflectivity.value = material.reflectivity;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ uniforms.refractionRatio.value = material.refractionRatio;
|
|
|
+ uniforms.combine.value = material.combine;
|
|
|
+ uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function refreshUniformsLine ( uniforms, material ) {
|
|
|
+
|
|
|
+ uniforms.diffuse.value = material.color;
|
|
|
+ uniforms.opacity.value = material.opacity;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function refreshUniformsDash ( uniforms, material ) {
|
|
|
+
|
|
|
+ uniforms.dashSize.value = material.dashSize;
|
|
|
+ uniforms.totalSize.value = material.dashSize + material.gapSize;
|
|
|
+ uniforms.scale.value = material.scale;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function refreshUniformsParticle ( uniforms, material ) {
|
|
|
+
|
|
|
+ uniforms.psColor.value = material.color;
|
|
|
+ uniforms.opacity.value = material.opacity;
|
|
|
+ uniforms.size.value = material.size;
|
|
|
+ uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
|
|
|
+
|
|
|
+ uniforms.map.value = material.map;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function refreshUniformsFog ( uniforms, fog ) {
|
|
|
+
|
|
|
+ uniforms.fogColor.value = fog.color;
|
|
|
+
|
|
|
+ if ( fog instanceof THREE.Fog ) {
|
|
|
+
|
|
|
+ uniforms.fogNear.value = fog.near;
|
|
|
+ uniforms.fogFar.value = fog.far;
|
|
|
+
|
|
|
+ } else if ( fog instanceof THREE.FogExp2 ) {
|
|
|
+
|
|
|
+ uniforms.fogDensity.value = fog.density;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function refreshUniformsPhong ( uniforms, material ) {
|
|
|
+
|
|
|
+ uniforms.shininess.value = material.shininess;
|
|
|
+
|
|
|
+ if ( _this.gammaInput ) {
|
|
|
+
|
|
|
+ uniforms.ambient.value.copyGammaToLinear( material.ambient );
|
|
|
+ uniforms.emissive.value.copyGammaToLinear( material.emissive );
|
|
|
+ uniforms.specular.value.copyGammaToLinear( material.specular );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ uniforms.ambient.value = material.ambient;
|
|
|
+ uniforms.emissive.value = material.emissive;
|
|
|
+ uniforms.specular.value = material.specular;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material.wrapAround ) {
|
|
|
+
|
|
|
+ uniforms.wrapRGB.value.copy( material.wrapRGB );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function refreshUniformsLambert ( uniforms, material ) {
|
|
|
+
|
|
|
+ if ( _this.gammaInput ) {
|
|
|
+
|
|
|
+ uniforms.ambient.value.copyGammaToLinear( material.ambient );
|
|
|
+ uniforms.emissive.value.copyGammaToLinear( material.emissive );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ uniforms.ambient.value = material.ambient;
|
|
|
+ uniforms.emissive.value = material.emissive;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( material.wrapAround ) {
|
|
|
+
|
|
|
+ uniforms.wrapRGB.value.copy( material.wrapRGB );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function refreshUniformsLights ( uniforms, lights ) {
|
|
|
+
|
|
|
+ uniforms.ambientLightColor.value = lights.ambient;
|
|
|
+
|
|
|
+ uniforms.directionalLightColor.value = lights.directional.colors;
|
|
|
+ uniforms.directionalLightDirection.value = lights.directional.positions;
|
|
|
+
|
|
|
+ uniforms.pointLightColor.value = lights.point.colors;
|
|
|
+ uniforms.pointLightPosition.value = lights.point.positions;
|
|
|
+ uniforms.pointLightDistance.value = lights.point.distances;
|
|
|
+
|
|
|
+ uniforms.spotLightColor.value = lights.spot.colors;
|
|
|
+ uniforms.spotLightPosition.value = lights.spot.positions;
|
|
|
+ uniforms.spotLightDistance.value = lights.spot.distances;
|
|
|
+ uniforms.spotLightDirection.value = lights.spot.directions;
|
|
|
+ uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
|
|
|
+ uniforms.spotLightExponent.value = lights.spot.exponents;
|
|
|
+
|
|
|
+ uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
|
|
|
+ uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
|
|
|
+ uniforms.hemisphereLightDirection.value = lights.hemi.positions;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function refreshUniformsShadow ( uniforms, lights ) {
|
|
|
+
|
|
|
+ if ( uniforms.shadowMatrix ) {
|
|
|
+
|
|
|
+ var j = 0;
|
|
|
+
|
|
|
+ for ( var i = 0, il = lights.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var light = lights[ i ];
|
|
|
+
|
|
|
+ if ( ! light.castShadow ) continue;
|
|
|
+
|
|
|
+ if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
|
|
|
+
|
|
|
+ uniforms.shadowMap.value[ j ] = light.shadowMap;
|
|
|
+ uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
|
|
|
+
|
|
|
+ uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
|
|
|
+
|
|
|
+ uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
|
|
|
+ uniforms.shadowBias.value[ j ] = light.shadowBias;
|
|
|
+
|
|
|
+ j ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Uniforms (load to GPU)
|
|
|
+
|
|
|
+ function loadUniformsMatrices ( uniforms, object ) {
|
|
|
+
|
|
|
+ _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
|
|
|
+
|
|
|
+ if ( uniforms.normalMatrix ) {
|
|
|
+
|
|
|
+ _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function getTextureUnit() {
|
|
|
+
|
|
|
+ var textureUnit = _usedTextureUnits;
|
|
|
+
|
|
|
+ if ( textureUnit >= _maxTextures ) {
|
|
|
+
|
|
|
+ console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _usedTextureUnits += 1;
|
|
|
+
|
|
|
+ return textureUnit;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function loadUniformsGeneric ( program, uniforms ) {
|
|
|
+
|
|
|
+ var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
|
|
|
+
|
|
|
+ for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ location = program.uniforms[ uniforms[ j ][ 1 ] ];
|
|
|
+ if ( !location ) continue;
|
|
|
+
|
|
|
+ uniform = uniforms[ j ][ 0 ];
|
|
|
+
|
|
|
+ type = uniform.type;
|
|
|
+ value = uniform.value;
|
|
|
+
|
|
|
+ if ( type === "i" ) { // single integer
|
|
|
+
|
|
|
+ _gl.uniform1i( location, value );
|
|
|
+
|
|
|
+ } else if ( type === "f" ) { // single float
|
|
|
+
|
|
|
+ _gl.uniform1f( location, value );
|
|
|
+
|
|
|
+ } else if ( type === "v2" ) { // single THREE.Vector2
|
|
|
+
|
|
|
+ _gl.uniform2f( location, value.x, value.y );
|
|
|
+
|
|
|
+ } else if ( type === "v3" ) { // single THREE.Vector3
|
|
|
+
|
|
|
+ _gl.uniform3f( location, value.x, value.y, value.z );
|
|
|
+
|
|
|
+ } else if ( type === "v4" ) { // single THREE.Vector4
|
|
|
+
|
|
|
+ _gl.uniform4f( location, value.x, value.y, value.z, value.w );
|
|
|
+
|
|
|
+ } else if ( type === "c" ) { // single THREE.Color
|
|
|
+
|
|
|
+ _gl.uniform3f( location, value.r, value.g, value.b );
|
|
|
+
|
|
|
+ } else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
|
|
|
+
|
|
|
+ _gl.uniform1iv( location, value );
|
|
|
+
|
|
|
+ } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
|
|
|
+
|
|
|
+ _gl.uniform3iv( location, value );
|
|
|
+
|
|
|
+ } else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
|
|
|
+
|
|
|
+ _gl.uniform1fv( location, value );
|
|
|
+
|
|
|
+ } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
|
|
|
+
|
|
|
+ _gl.uniform3fv( location, value );
|
|
|
+
|
|
|
+ } else if ( type === "v2v" ) { // array of THREE.Vector2
|
|
|
+
|
|
|
+ if ( uniform._array === undefined ) {
|
|
|
+
|
|
|
+ uniform._array = new Float32Array( 2 * value.length );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( i = 0, il = value.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ offset = i * 2;
|
|
|
+
|
|
|
+ uniform._array[ offset ] = value[ i ].x;
|
|
|
+ uniform._array[ offset + 1 ] = value[ i ].y;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.uniform2fv( location, uniform._array );
|
|
|
+
|
|
|
+ } else if ( type === "v3v" ) { // array of THREE.Vector3
|
|
|
+
|
|
|
+ if ( uniform._array === undefined ) {
|
|
|
+
|
|
|
+ uniform._array = new Float32Array( 3 * value.length );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( i = 0, il = value.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ offset = i * 3;
|
|
|
+
|
|
|
+ uniform._array[ offset ] = value[ i ].x;
|
|
|
+ uniform._array[ offset + 1 ] = value[ i ].y;
|
|
|
+ uniform._array[ offset + 2 ] = value[ i ].z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.uniform3fv( location, uniform._array );
|
|
|
+
|
|
|
+ } else if ( type === "v4v" ) { // array of THREE.Vector4
|
|
|
+
|
|
|
+ if ( uniform._array === undefined ) {
|
|
|
+
|
|
|
+ uniform._array = new Float32Array( 4 * value.length );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( i = 0, il = value.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ offset = i * 4;
|
|
|
+
|
|
|
+ uniform._array[ offset ] = value[ i ].x;
|
|
|
+ uniform._array[ offset + 1 ] = value[ i ].y;
|
|
|
+ uniform._array[ offset + 2 ] = value[ i ].z;
|
|
|
+ uniform._array[ offset + 3 ] = value[ i ].w;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.uniform4fv( location, uniform._array );
|
|
|
+
|
|
|
+ } else if ( type === "m4") { // single THREE.Matrix4
|
|
|
+
|
|
|
+ if ( uniform._array === undefined ) {
|
|
|
+
|
|
|
+ uniform._array = new Float32Array( 16 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ value.flattenToArray( uniform._array );
|
|
|
+ _gl.uniformMatrix4fv( location, false, uniform._array );
|
|
|
+
|
|
|
+ } else if ( type === "m4v" ) { // array of THREE.Matrix4
|
|
|
+
|
|
|
+ if ( uniform._array === undefined ) {
|
|
|
+
|
|
|
+ uniform._array = new Float32Array( 16 * value.length );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( i = 0, il = value.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.uniformMatrix4fv( location, false, uniform._array );
|
|
|
+
|
|
|
+ } else if ( type === "t" ) { // single THREE.Texture (2d or cube)
|
|
|
+
|
|
|
+ texture = value;
|
|
|
+ textureUnit = getTextureUnit();
|
|
|
+
|
|
|
+ _gl.uniform1i( location, textureUnit );
|
|
|
+
|
|
|
+ if ( !texture ) continue;
|
|
|
+
|
|
|
+ if ( texture.image instanceof Array && texture.image.length === 6 ) {
|
|
|
+
|
|
|
+ setCubeTexture( texture, textureUnit );
|
|
|
+
|
|
|
+ } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
|
|
|
+
|
|
|
+ setCubeTextureDynamic( texture, textureUnit );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _this.setTexture( texture, textureUnit );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( type === "tv" ) { // array of THREE.Texture (2d)
|
|
|
+
|
|
|
+ if ( uniform._array === undefined ) {
|
|
|
+
|
|
|
+ uniform._array = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for( i = 0, il = uniform.value.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ uniform._array[ i ] = getTextureUnit();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.uniform1iv( location, uniform._array );
|
|
|
+
|
|
|
+ for( i = 0, il = uniform.value.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ texture = uniform.value[ i ];
|
|
|
+ textureUnit = uniform._array[ i ];
|
|
|
+
|
|
|
+ if ( !texture ) continue;
|
|
|
+
|
|
|
+ _this.setTexture( texture, textureUnit );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setupMatrices ( object, camera ) {
|
|
|
+
|
|
|
+ object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
|
|
|
+
|
|
|
+ object._normalMatrix.getInverse( object._modelViewMatrix );
|
|
|
+ object._normalMatrix.transpose();
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ function setColorGamma( array, offset, color, intensitySq ) {
|
|
|
+
|
|
|
+ array[ offset ] = color.r * color.r * intensitySq;
|
|
|
+ array[ offset + 1 ] = color.g * color.g * intensitySq;
|
|
|
+ array[ offset + 2 ] = color.b * color.b * intensitySq;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setColorLinear( array, offset, color, intensity ) {
|
|
|
+
|
|
|
+ array[ offset ] = color.r * intensity;
|
|
|
+ array[ offset + 1 ] = color.g * intensity;
|
|
|
+ array[ offset + 2 ] = color.b * intensity;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setupLights ( program, lights ) {
|
|
|
+
|
|
|
+ var l, ll, light, n,
|
|
|
+ r = 0, g = 0, b = 0,
|
|
|
+ color, skyColor, groundColor,
|
|
|
+ intensity, intensitySq,
|
|
|
+ position,
|
|
|
+ distance,
|
|
|
+
|
|
|
+ zlights = _lights,
|
|
|
+
|
|
|
+ dirColors = zlights.directional.colors,
|
|
|
+ dirPositions = zlights.directional.positions,
|
|
|
+
|
|
|
+ pointColors = zlights.point.colors,
|
|
|
+ pointPositions = zlights.point.positions,
|
|
|
+ pointDistances = zlights.point.distances,
|
|
|
+
|
|
|
+ spotColors = zlights.spot.colors,
|
|
|
+ spotPositions = zlights.spot.positions,
|
|
|
+ spotDistances = zlights.spot.distances,
|
|
|
+ spotDirections = zlights.spot.directions,
|
|
|
+ spotAnglesCos = zlights.spot.anglesCos,
|
|
|
+ spotExponents = zlights.spot.exponents,
|
|
|
+
|
|
|
+ hemiSkyColors = zlights.hemi.skyColors,
|
|
|
+ hemiGroundColors = zlights.hemi.groundColors,
|
|
|
+ hemiPositions = zlights.hemi.positions,
|
|
|
+
|
|
|
+ dirLength = 0,
|
|
|
+ pointLength = 0,
|
|
|
+ spotLength = 0,
|
|
|
+ hemiLength = 0,
|
|
|
+
|
|
|
+ dirCount = 0,
|
|
|
+ pointCount = 0,
|
|
|
+ spotCount = 0,
|
|
|
+ hemiCount = 0,
|
|
|
+
|
|
|
+ dirOffset = 0,
|
|
|
+ pointOffset = 0,
|
|
|
+ spotOffset = 0,
|
|
|
+ hemiOffset = 0;
|
|
|
+
|
|
|
+ for ( l = 0, ll = lights.length; l < ll; l ++ ) {
|
|
|
+
|
|
|
+ light = lights[ l ];
|
|
|
+
|
|
|
+ if ( light.onlyShadow ) continue;
|
|
|
+
|
|
|
+ color = light.color;
|
|
|
+ intensity = light.intensity;
|
|
|
+ distance = light.distance;
|
|
|
+
|
|
|
+ if ( light instanceof THREE.AmbientLight ) {
|
|
|
+
|
|
|
+ if ( ! light.visible ) continue;
|
|
|
+
|
|
|
+ if ( _this.gammaInput ) {
|
|
|
+
|
|
|
+ r += color.r * color.r;
|
|
|
+ g += color.g * color.g;
|
|
|
+ b += color.b * color.b;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ r += color.r;
|
|
|
+ g += color.g;
|
|
|
+ b += color.b;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( light instanceof THREE.DirectionalLight ) {
|
|
|
+
|
|
|
+ dirCount += 1;
|
|
|
+
|
|
|
+ if ( ! light.visible ) continue;
|
|
|
+
|
|
|
+ _direction.getPositionFromMatrix( light.matrixWorld );
|
|
|
+ _vector3.getPositionFromMatrix( light.target.matrixWorld );
|
|
|
+ _direction.sub( _vector3 );
|
|
|
+ _direction.normalize();
|
|
|
+
|
|
|
+ // skip lights with undefined direction
|
|
|
+ // these create troubles in OpenGL (making pixel black)
|
|
|
+
|
|
|
+ if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
|
|
|
+
|
|
|
+ dirOffset = dirLength * 3;
|
|
|
+
|
|
|
+ dirPositions[ dirOffset ] = _direction.x;
|
|
|
+ dirPositions[ dirOffset + 1 ] = _direction.y;
|
|
|
+ dirPositions[ dirOffset + 2 ] = _direction.z;
|
|
|
+
|
|
|
+ if ( _this.gammaInput ) {
|
|
|
+
|
|
|
+ setColorGamma( dirColors, dirOffset, color, intensity * intensity );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ setColorLinear( dirColors, dirOffset, color, intensity );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ dirLength += 1;
|
|
|
+
|
|
|
+ } else if ( light instanceof THREE.PointLight ) {
|
|
|
+
|
|
|
+ pointCount += 1;
|
|
|
+
|
|
|
+ if ( ! light.visible ) continue;
|
|
|
+
|
|
|
+ pointOffset = pointLength * 3;
|
|
|
+
|
|
|
+ if ( _this.gammaInput ) {
|
|
|
+
|
|
|
+ setColorGamma( pointColors, pointOffset, color, intensity * intensity );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ setColorLinear( pointColors, pointOffset, color, intensity );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _vector3.getPositionFromMatrix( light.matrixWorld );
|
|
|
+
|
|
|
+ pointPositions[ pointOffset ] = _vector3.x;
|
|
|
+ pointPositions[ pointOffset + 1 ] = _vector3.y;
|
|
|
+ pointPositions[ pointOffset + 2 ] = _vector3.z;
|
|
|
+
|
|
|
+ pointDistances[ pointLength ] = distance;
|
|
|
+
|
|
|
+ pointLength += 1;
|
|
|
+
|
|
|
+ } else if ( light instanceof THREE.SpotLight ) {
|
|
|
+
|
|
|
+ spotCount += 1;
|
|
|
+
|
|
|
+ if ( ! light.visible ) continue;
|
|
|
+
|
|
|
+ spotOffset = spotLength * 3;
|
|
|
+
|
|
|
+ if ( _this.gammaInput ) {
|
|
|
+
|
|
|
+ setColorGamma( spotColors, spotOffset, color, intensity * intensity );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ setColorLinear( spotColors, spotOffset, color, intensity );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _vector3.getPositionFromMatrix( light.matrixWorld );
|
|
|
+
|
|
|
+ spotPositions[ spotOffset ] = _vector3.x;
|
|
|
+ spotPositions[ spotOffset + 1 ] = _vector3.y;
|
|
|
+ spotPositions[ spotOffset + 2 ] = _vector3.z;
|
|
|
+
|
|
|
+ spotDistances[ spotLength ] = distance;
|
|
|
+
|
|
|
+ _direction.copy( _vector3 );
|
|
|
+ _vector3.getPositionFromMatrix( light.target.matrixWorld );
|
|
|
+ _direction.sub( _vector3 );
|
|
|
+ _direction.normalize();
|
|
|
+
|
|
|
+ spotDirections[ spotOffset ] = _direction.x;
|
|
|
+ spotDirections[ spotOffset + 1 ] = _direction.y;
|
|
|
+ spotDirections[ spotOffset + 2 ] = _direction.z;
|
|
|
+
|
|
|
+ spotAnglesCos[ spotLength ] = Math.cos( light.angle );
|
|
|
+ spotExponents[ spotLength ] = light.exponent;
|
|
|
+
|
|
|
+ spotLength += 1;
|
|
|
+
|
|
|
+ } else if ( light instanceof THREE.HemisphereLight ) {
|
|
|
+
|
|
|
+ hemiCount += 1;
|
|
|
+
|
|
|
+ if ( ! light.visible ) continue;
|
|
|
+
|
|
|
+ _direction.getPositionFromMatrix( light.matrixWorld );
|
|
|
+ _direction.normalize();
|
|
|
+
|
|
|
+ // skip lights with undefined direction
|
|
|
+ // these create troubles in OpenGL (making pixel black)
|
|
|
+
|
|
|
+ if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
|
|
|
+
|
|
|
+ hemiOffset = hemiLength * 3;
|
|
|
+
|
|
|
+ hemiPositions[ hemiOffset ] = _direction.x;
|
|
|
+ hemiPositions[ hemiOffset + 1 ] = _direction.y;
|
|
|
+ hemiPositions[ hemiOffset + 2 ] = _direction.z;
|
|
|
+
|
|
|
+ skyColor = light.color;
|
|
|
+ groundColor = light.groundColor;
|
|
|
+
|
|
|
+ if ( _this.gammaInput ) {
|
|
|
+
|
|
|
+ intensitySq = intensity * intensity;
|
|
|
+
|
|
|
+ setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
|
|
|
+ setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
|
|
|
+ setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ hemiLength += 1;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // null eventual remains from removed lights
|
|
|
+ // (this is to avoid if in shader)
|
|
|
+
|
|
|
+ for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
|
|
|
+ for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
|
|
|
+ for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
|
|
|
+ for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
|
|
|
+ for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
|
|
|
+
|
|
|
+ zlights.directional.length = dirLength;
|
|
|
+ zlights.point.length = pointLength;
|
|
|
+ zlights.spot.length = spotLength;
|
|
|
+ zlights.hemi.length = hemiLength;
|
|
|
+
|
|
|
+ zlights.ambient[ 0 ] = r;
|
|
|
+ zlights.ambient[ 1 ] = g;
|
|
|
+ zlights.ambient[ 2 ] = b;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // GL state setting
|
|
|
+
|
|
|
+ this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
|
|
|
+
|
|
|
+ if ( cullFace === THREE.CullFaceNone ) {
|
|
|
+
|
|
|
+ _gl.disable( _gl.CULL_FACE );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
|
|
|
+
|
|
|
+ _gl.frontFace( _gl.CW );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.frontFace( _gl.CCW );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( cullFace === THREE.CullFaceBack ) {
|
|
|
+
|
|
|
+ _gl.cullFace( _gl.BACK );
|
|
|
+
|
|
|
+ } else if ( cullFace === THREE.CullFaceFront ) {
|
|
|
+
|
|
|
+ _gl.cullFace( _gl.FRONT );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.cullFace( _gl.FRONT_AND_BACK );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.enable( _gl.CULL_FACE );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.setMaterialFaces = function ( material ) {
|
|
|
+
|
|
|
+ var doubleSided = material.side === THREE.DoubleSide;
|
|
|
+ var flipSided = material.side === THREE.BackSide;
|
|
|
+
|
|
|
+ if ( _oldDoubleSided !== doubleSided ) {
|
|
|
+
|
|
|
+ if ( doubleSided ) {
|
|
|
+
|
|
|
+ _gl.disable( _gl.CULL_FACE );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.enable( _gl.CULL_FACE );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _oldDoubleSided = doubleSided;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( _oldFlipSided !== flipSided ) {
|
|
|
+
|
|
|
+ if ( flipSided ) {
|
|
|
+
|
|
|
+ _gl.frontFace( _gl.CW );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.frontFace( _gl.CCW );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _oldFlipSided = flipSided;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.setDepthTest = function ( depthTest ) {
|
|
|
+
|
|
|
+ if ( _oldDepthTest !== depthTest ) {
|
|
|
+
|
|
|
+ if ( depthTest ) {
|
|
|
+
|
|
|
+ _gl.enable( _gl.DEPTH_TEST );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.disable( _gl.DEPTH_TEST );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _oldDepthTest = depthTest;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.setDepthWrite = function ( depthWrite ) {
|
|
|
+
|
|
|
+ if ( _oldDepthWrite !== depthWrite ) {
|
|
|
+
|
|
|
+ _gl.depthMask( depthWrite );
|
|
|
+ _oldDepthWrite = depthWrite;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setLineWidth ( width ) {
|
|
|
+
|
|
|
+ if ( width !== _oldLineWidth ) {
|
|
|
+
|
|
|
+ _gl.lineWidth( width );
|
|
|
+
|
|
|
+ _oldLineWidth = width;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setPolygonOffset ( polygonoffset, factor, units ) {
|
|
|
+
|
|
|
+ if ( _oldPolygonOffset !== polygonoffset ) {
|
|
|
+
|
|
|
+ if ( polygonoffset ) {
|
|
|
+
|
|
|
+ _gl.enable( _gl.POLYGON_OFFSET_FILL );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.disable( _gl.POLYGON_OFFSET_FILL );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _oldPolygonOffset = polygonoffset;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
|
|
|
+
|
|
|
+ _gl.polygonOffset( factor, units );
|
|
|
+
|
|
|
+ _oldPolygonOffsetFactor = factor;
|
|
|
+ _oldPolygonOffsetUnits = units;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
|
|
|
+
|
|
|
+ if ( blending !== _oldBlending ) {
|
|
|
+
|
|
|
+ if ( blending === THREE.NoBlending ) {
|
|
|
+
|
|
|
+ _gl.disable( _gl.BLEND );
|
|
|
+
|
|
|
+ } else if ( blending === THREE.AdditiveBlending ) {
|
|
|
+
|
|
|
+ _gl.enable( _gl.BLEND );
|
|
|
+ _gl.blendEquation( _gl.FUNC_ADD );
|
|
|
+ _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
|
|
|
+
|
|
|
+ } else if ( blending === THREE.SubtractiveBlending ) {
|
|
|
+
|
|
|
+ // TODO: Find blendFuncSeparate() combination
|
|
|
+ _gl.enable( _gl.BLEND );
|
|
|
+ _gl.blendEquation( _gl.FUNC_ADD );
|
|
|
+ _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
|
|
|
+
|
|
|
+ } else if ( blending === THREE.MultiplyBlending ) {
|
|
|
+
|
|
|
+ // TODO: Find blendFuncSeparate() combination
|
|
|
+ _gl.enable( _gl.BLEND );
|
|
|
+ _gl.blendEquation( _gl.FUNC_ADD );
|
|
|
+ _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
|
|
|
+
|
|
|
+ } else if ( blending === THREE.CustomBlending ) {
|
|
|
+
|
|
|
+ _gl.enable( _gl.BLEND );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.enable( _gl.BLEND );
|
|
|
+ _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
|
|
|
+ _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _oldBlending = blending;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( blending === THREE.CustomBlending ) {
|
|
|
+
|
|
|
+ if ( blendEquation !== _oldBlendEquation ) {
|
|
|
+
|
|
|
+ _gl.blendEquation( paramThreeToGL( blendEquation ) );
|
|
|
+
|
|
|
+ _oldBlendEquation = blendEquation;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
|
|
|
+
|
|
|
+ _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
|
|
|
+
|
|
|
+ _oldBlendSrc = blendSrc;
|
|
|
+ _oldBlendDst = blendDst;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _oldBlendEquation = null;
|
|
|
+ _oldBlendSrc = null;
|
|
|
+ _oldBlendDst = null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Defines
|
|
|
+
|
|
|
+ function generateDefines ( defines ) {
|
|
|
+
|
|
|
+ var value, chunk, chunks = [];
|
|
|
+
|
|
|
+ for ( var d in defines ) {
|
|
|
+
|
|
|
+ value = defines[ d ];
|
|
|
+ if ( value === false ) continue;
|
|
|
+
|
|
|
+ chunk = "#define " + d + " " + value;
|
|
|
+ chunks.push( chunk );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return chunks.join( "\n" );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Shaders
|
|
|
+
|
|
|
+ function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters ) {
|
|
|
+
|
|
|
+ var p, pl, d, program, code;
|
|
|
+ var chunks = [];
|
|
|
+
|
|
|
+ // Generate code
|
|
|
+
|
|
|
+ if ( shaderID ) {
|
|
|
+
|
|
|
+ chunks.push( shaderID );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ chunks.push( fragmentShader );
|
|
|
+ chunks.push( vertexShader );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( d in defines ) {
|
|
|
+
|
|
|
+ chunks.push( d );
|
|
|
+ chunks.push( defines[ d ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( p in parameters ) {
|
|
|
+
|
|
|
+ chunks.push( p );
|
|
|
+ chunks.push( parameters[ p ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ code = chunks.join();
|
|
|
+
|
|
|
+ // Check if code has been already compiled
|
|
|
+
|
|
|
+ for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
|
|
|
+
|
|
|
+ var programInfo = _programs[ p ];
|
|
|
+
|
|
|
+ if ( programInfo.code === code ) {
|
|
|
+
|
|
|
+ // console.log( "Code already compiled." /*: \n\n" + code*/ );
|
|
|
+
|
|
|
+ programInfo.usedTimes ++;
|
|
|
+
|
|
|
+ return programInfo.program;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
|
|
|
+
|
|
|
+ if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
|
|
|
+
|
|
|
+ shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
|
|
|
+
|
|
|
+ } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
|
|
|
+
|
|
|
+ shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // console.log( "building new program " );
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ var customDefines = generateDefines( defines );
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ program = _gl.createProgram();
|
|
|
+
|
|
|
+ var prefix_vertex = [
|
|
|
+
|
|
|
+ "precision " + _precision + " float;",
|
|
|
+
|
|
|
+ customDefines,
|
|
|
+
|
|
|
+ _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
|
|
|
+
|
|
|
+ _this.gammaInput ? "#define GAMMA_INPUT" : "",
|
|
|
+ _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
|
|
|
+ _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
|
|
|
+
|
|
|
+ "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
|
|
|
+ "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
|
|
|
+ "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
|
|
|
+ "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
|
|
|
+
|
|
|
+ "#define MAX_SHADOWS " + parameters.maxShadows,
|
|
|
+
|
|
|
+ "#define MAX_BONES " + parameters.maxBones,
|
|
|
+
|
|
|
+ parameters.map ? "#define USE_MAP" : "",
|
|
|
+ parameters.envMap ? "#define USE_ENVMAP" : "",
|
|
|
+ parameters.lightMap ? "#define USE_LIGHTMAP" : "",
|
|
|
+ parameters.bumpMap ? "#define USE_BUMPMAP" : "",
|
|
|
+ parameters.normalMap ? "#define USE_NORMALMAP" : "",
|
|
|
+ parameters.specularMap ? "#define USE_SPECULARMAP" : "",
|
|
|
+ parameters.vertexColors ? "#define USE_COLOR" : "",
|
|
|
+
|
|
|
+ parameters.skinning ? "#define USE_SKINNING" : "",
|
|
|
+ parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
|
|
|
+ parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
|
|
|
+ parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",
|
|
|
+
|
|
|
+ parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
|
|
|
+ parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
|
|
|
+ parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
|
|
|
+ parameters.wrapAround ? "#define WRAP_AROUND" : "",
|
|
|
+ parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
|
|
|
+ parameters.flipSided ? "#define FLIP_SIDED" : "",
|
|
|
+
|
|
|
+ parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
|
|
|
+ parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
|
|
|
+ parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
|
|
|
+ parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
|
|
|
+
|
|
|
+ parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
|
|
|
+
|
|
|
+ "uniform mat4 modelMatrix;",
|
|
|
+ "uniform mat4 modelViewMatrix;",
|
|
|
+ "uniform mat4 projectionMatrix;",
|
|
|
+ "uniform mat4 viewMatrix;",
|
|
|
+ "uniform mat3 normalMatrix;",
|
|
|
+ "uniform vec3 cameraPosition;",
|
|
|
+
|
|
|
+ "attribute vec3 position;",
|
|
|
+ "attribute vec3 normal;",
|
|
|
+ "attribute vec2 uv;",
|
|
|
+ "attribute vec2 uv2;",
|
|
|
+
|
|
|
+ "#ifdef USE_COLOR",
|
|
|
+
|
|
|
+ "attribute vec3 color;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#ifdef USE_MORPHTARGETS",
|
|
|
+
|
|
|
+ "attribute vec3 morphTarget0;",
|
|
|
+ "attribute vec3 morphTarget1;",
|
|
|
+ "attribute vec3 morphTarget2;",
|
|
|
+ "attribute vec3 morphTarget3;",
|
|
|
+
|
|
|
+ "#ifdef USE_MORPHNORMALS",
|
|
|
+
|
|
|
+ "attribute vec3 morphNormal0;",
|
|
|
+ "attribute vec3 morphNormal1;",
|
|
|
+ "attribute vec3 morphNormal2;",
|
|
|
+ "attribute vec3 morphNormal3;",
|
|
|
+
|
|
|
+ "#else",
|
|
|
+
|
|
|
+ "attribute vec3 morphTarget4;",
|
|
|
+ "attribute vec3 morphTarget5;",
|
|
|
+ "attribute vec3 morphTarget6;",
|
|
|
+ "attribute vec3 morphTarget7;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ "#ifdef USE_SKINNING",
|
|
|
+
|
|
|
+ "attribute vec4 skinIndex;",
|
|
|
+ "attribute vec4 skinWeight;",
|
|
|
+
|
|
|
+ "#endif",
|
|
|
+
|
|
|
+ ""
|
|
|
+
|
|
|
+ ].join("\n");
|
|
|
+
|
|
|
+ var prefix_fragment = [
|
|
|
+
|
|
|
+ "precision " + _precision + " float;",
|
|
|
+
|
|
|
+ ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
|
|
|
+
|
|
|
+ customDefines,
|
|
|
+
|
|
|
+ "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
|
|
|
+ "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
|
|
|
+ "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
|
|
|
+ "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
|
|
|
+
|
|
|
+ "#define MAX_SHADOWS " + parameters.maxShadows,
|
|
|
+
|
|
|
+ parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
|
|
|
+
|
|
|
+ _this.gammaInput ? "#define GAMMA_INPUT" : "",
|
|
|
+ _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
|
|
|
+ _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
|
|
|
+
|
|
|
+ ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
|
|
|
+ ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
|
|
|
+
|
|
|
+ parameters.map ? "#define USE_MAP" : "",
|
|
|
+ parameters.envMap ? "#define USE_ENVMAP" : "",
|
|
|
+ parameters.lightMap ? "#define USE_LIGHTMAP" : "",
|
|
|
+ parameters.bumpMap ? "#define USE_BUMPMAP" : "",
|
|
|
+ parameters.normalMap ? "#define USE_NORMALMAP" : "",
|
|
|
+ parameters.specularMap ? "#define USE_SPECULARMAP" : "",
|
|
|
+ parameters.vertexColors ? "#define USE_COLOR" : "",
|
|
|
+
|
|
|
+ parameters.metal ? "#define METAL" : "",
|
|
|
+ parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
|
|
|
+ parameters.wrapAround ? "#define WRAP_AROUND" : "",
|
|
|
+ parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
|
|
|
+ parameters.flipSided ? "#define FLIP_SIDED" : "",
|
|
|
+
|
|
|
+ parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
|
|
|
+ parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
|
|
|
+ parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
|
|
|
+ parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
|
|
|
+
|
|
|
+ "uniform mat4 viewMatrix;",
|
|
|
+ "uniform vec3 cameraPosition;",
|
|
|
+ ""
|
|
|
+
|
|
|
+ ].join("\n");
|
|
|
+
|
|
|
+ var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
|
|
|
+ var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );
|
|
|
+
|
|
|
+ _gl.attachShader( program, glVertexShader );
|
|
|
+ _gl.attachShader( program, glFragmentShader );
|
|
|
+
|
|
|
+ _gl.linkProgram( program );
|
|
|
+
|
|
|
+ if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
|
|
|
+
|
|
|
+ console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // clean up
|
|
|
+
|
|
|
+ _gl.deleteShader( glFragmentShader );
|
|
|
+ _gl.deleteShader( glVertexShader );
|
|
|
+
|
|
|
+ // console.log( prefix_fragment + fragmentShader );
|
|
|
+ // console.log( prefix_vertex + vertexShader );
|
|
|
+
|
|
|
+ program.uniforms = {};
|
|
|
+ program.attributes = {};
|
|
|
+
|
|
|
+ var identifiers, u, a, i;
|
|
|
+
|
|
|
+ // cache uniform locations
|
|
|
+
|
|
|
+ identifiers = [
|
|
|
+
|
|
|
+ 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
|
|
|
+ 'morphTargetInfluences'
|
|
|
+
|
|
|
+ ];
|
|
|
+
|
|
|
+ if ( parameters.useVertexTexture ) {
|
|
|
+
|
|
|
+ identifiers.push( 'boneTexture' );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ identifiers.push( 'boneGlobalMatrices' );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( u in uniforms ) {
|
|
|
+
|
|
|
+ identifiers.push( u );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ cacheUniformLocations( program, identifiers );
|
|
|
+
|
|
|
+ // cache attributes locations
|
|
|
+
|
|
|
+ identifiers = [
|
|
|
+
|
|
|
+ "position", "normal", "uv", "uv2", "tangent", "color",
|
|
|
+ "skinIndex", "skinWeight", "lineDistance"
|
|
|
+
|
|
|
+ ];
|
|
|
+
|
|
|
+ for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
|
|
|
+
|
|
|
+ identifiers.push( "morphTarget" + i );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
|
|
|
+
|
|
|
+ identifiers.push( "morphNormal" + i );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( a in attributes ) {
|
|
|
+
|
|
|
+ identifiers.push( a );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ cacheAttributeLocations( program, identifiers );
|
|
|
+
|
|
|
+ program.id = _programs_counter ++;
|
|
|
+
|
|
|
+ _programs.push( { program: program, code: code, usedTimes: 1 } );
|
|
|
+
|
|
|
+ _this.info.memory.programs = _programs.length;
|
|
|
+
|
|
|
+ return program;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Shader parameters cache
|
|
|
+
|
|
|
+ function cacheUniformLocations ( program, identifiers ) {
|
|
|
+
|
|
|
+ var i, l, id;
|
|
|
+
|
|
|
+ for( i = 0, l = identifiers.length; i < l; i ++ ) {
|
|
|
+
|
|
|
+ id = identifiers[ i ];
|
|
|
+ program.uniforms[ id ] = _gl.getUniformLocation( program, id );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function cacheAttributeLocations ( program, identifiers ) {
|
|
|
+
|
|
|
+ var i, l, id;
|
|
|
+
|
|
|
+ for( i = 0, l = identifiers.length; i < l; i ++ ) {
|
|
|
+
|
|
|
+ id = identifiers[ i ];
|
|
|
+ program.attributes[ id ] = _gl.getAttribLocation( program, id );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function addLineNumbers ( string ) {
|
|
|
+
|
|
|
+ var chunks = string.split( "\n" );
|
|
|
+
|
|
|
+ for ( var i = 0, il = chunks.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ // Chrome reports shader errors on lines
|
|
|
+ // starting counting from 1
|
|
|
+
|
|
|
+ chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return chunks.join( "\n" );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function getShader ( type, string ) {
|
|
|
+
|
|
|
+ var shader;
|
|
|
+
|
|
|
+ if ( type === "fragment" ) {
|
|
|
+
|
|
|
+ shader = _gl.createShader( _gl.FRAGMENT_SHADER );
|
|
|
+
|
|
|
+ } else if ( type === "vertex" ) {
|
|
|
+
|
|
|
+ shader = _gl.createShader( _gl.VERTEX_SHADER );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.shaderSource( shader, string );
|
|
|
+ _gl.compileShader( shader );
|
|
|
+
|
|
|
+ if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
|
|
|
+
|
|
|
+ console.error( _gl.getShaderInfoLog( shader ) );
|
|
|
+ console.error( addLineNumbers( string ) );
|
|
|
+ return null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return shader;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Textures
|
|
|
+
|
|
|
+
|
|
|
+ function isPowerOfTwo ( value ) {
|
|
|
+
|
|
|
+ return ( value & ( value - 1 ) ) === 0;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
|
|
|
+
|
|
|
+ if ( isImagePowerOfTwo ) {
|
|
|
+
|
|
|
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
|
|
|
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
|
|
|
+
|
|
|
+ _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
|
|
|
+ _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
|
|
|
+ _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
|
|
|
+
|
|
|
+ _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
|
|
|
+ _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
|
|
|
+
|
|
|
+ if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
|
|
|
+
|
|
|
+ _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
|
|
|
+ texture.__oldAnisotropy = texture.anisotropy;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.setTexture = function ( texture, slot ) {
|
|
|
+
|
|
|
+ if ( texture.needsUpdate ) {
|
|
|
+
|
|
|
+ if ( ! texture.__webglInit ) {
|
|
|
+
|
|
|
+ texture.__webglInit = true;
|
|
|
+
|
|
|
+ texture.addEventListener( 'dispose', onTextureDispose );
|
|
|
+
|
|
|
+ texture.__webglTexture = _gl.createTexture();
|
|
|
+
|
|
|
+ _this.info.memory.textures ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
|
|
|
+ _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
|
|
|
+
|
|
|
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
|
|
|
+ _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
|
|
|
+ _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
|
|
|
+
|
|
|
+ var image = texture.image,
|
|
|
+ isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
|
|
|
+ glFormat = paramThreeToGL( texture.format ),
|
|
|
+ glType = paramThreeToGL( texture.type );
|
|
|
+
|
|
|
+ setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
|
|
|
+
|
|
|
+ var mipmap, mipmaps = texture.mipmaps;
|
|
|
+
|
|
|
+ if ( texture instanceof THREE.DataTexture ) {
|
|
|
+
|
|
|
+ // use manually created mipmaps if available
|
|
|
+ // if there are no manual mipmaps
|
|
|
+ // set 0 level mipmap and then use GL to generate other mipmap levels
|
|
|
+
|
|
|
+ if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
|
|
|
+
|
|
|
+ for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ mipmap = mipmaps[ i ];
|
|
|
+ _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ texture.generateMipmaps = false;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( texture instanceof THREE.CompressedTexture ) {
|
|
|
+
|
|
|
+ // compressed textures can only use manually created mipmaps
|
|
|
+ // WebGL can't generate mipmaps for DDS textures
|
|
|
+
|
|
|
+ for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ mipmap = mipmaps[ i ];
|
|
|
+ _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else { // regular Texture (image, video, canvas)
|
|
|
+
|
|
|
+ // use manually created mipmaps if available
|
|
|
+ // if there are no manual mipmaps
|
|
|
+ // set 0 level mipmap and then use GL to generate other mipmap levels
|
|
|
+
|
|
|
+ if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
|
|
|
+
|
|
|
+ for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ mipmap = mipmaps[ i ];
|
|
|
+ _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ texture.generateMipmaps = false;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
|
|
|
+
|
|
|
+ texture.needsUpdate = false;
|
|
|
+
|
|
|
+ if ( texture.onUpdate ) texture.onUpdate();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
|
|
|
+ _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function clampToMaxSize ( image, maxSize ) {
|
|
|
+
|
|
|
+ if ( image.width <= maxSize && image.height <= maxSize ) {
|
|
|
+
|
|
|
+ return image;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Warning: Scaling through the canvas will only work with images that use
|
|
|
+ // premultiplied alpha.
|
|
|
+
|
|
|
+ var maxDimension = Math.max( image.width, image.height );
|
|
|
+ var newWidth = Math.floor( image.width * maxSize / maxDimension );
|
|
|
+ var newHeight = Math.floor( image.height * maxSize / maxDimension );
|
|
|
+
|
|
|
+ var canvas = document.createElement( 'canvas' );
|
|
|
+ canvas.width = newWidth;
|
|
|
+ canvas.height = newHeight;
|
|
|
+
|
|
|
+ var ctx = canvas.getContext( "2d" );
|
|
|
+ ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
|
|
|
+
|
|
|
+ return canvas;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function setCubeTexture ( texture, slot ) {
|
|
|
+
|
|
|
+ if ( texture.image.length === 6 ) {
|
|
|
+
|
|
|
+ if ( texture.needsUpdate ) {
|
|
|
+
|
|
|
+ if ( ! texture.image.__webglTextureCube ) {
|
|
|
+
|
|
|
+ texture.image.__webglTextureCube = _gl.createTexture();
|
|
|
+
|
|
|
+ _this.info.memory.textures ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
|
|
|
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
|
|
|
+
|
|
|
+ _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
|
|
|
+
|
|
|
+ var isCompressed = texture instanceof THREE.CompressedTexture;
|
|
|
+
|
|
|
+ var cubeImage = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < 6; i ++ ) {
|
|
|
+
|
|
|
+ if ( _this.autoScaleCubemaps && ! isCompressed ) {
|
|
|
+
|
|
|
+ cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ cubeImage[ i ] = texture.image[ i ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var image = cubeImage[ 0 ],
|
|
|
+ isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
|
|
|
+ glFormat = paramThreeToGL( texture.format ),
|
|
|
+ glType = paramThreeToGL( texture.type );
|
|
|
+
|
|
|
+ setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
|
|
|
+
|
|
|
+ for ( var i = 0; i < 6; i ++ ) {
|
|
|
+
|
|
|
+ if ( isCompressed ) {
|
|
|
+
|
|
|
+ var mipmap, mipmaps = cubeImage[ i ].mipmaps;
|
|
|
+
|
|
|
+ for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ mipmap = mipmaps[ j ];
|
|
|
+ _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( texture.generateMipmaps && isImagePowerOfTwo ) {
|
|
|
+
|
|
|
+ _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ texture.needsUpdate = false;
|
|
|
+
|
|
|
+ if ( texture.onUpdate ) texture.onUpdate();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
|
|
|
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setCubeTextureDynamic ( texture, slot ) {
|
|
|
+
|
|
|
+ _gl.activeTexture( _gl.TEXTURE0 + slot );
|
|
|
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Render targets
|
|
|
+
|
|
|
+ function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
|
|
|
+
|
|
|
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
|
|
|
+ _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setupRenderBuffer ( renderbuffer, renderTarget ) {
|
|
|
+
|
|
|
+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
|
|
|
+
|
|
|
+ if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
|
|
|
+
|
|
|
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
|
|
|
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
|
|
|
+
|
|
|
+ /* For some reason this is not working. Defaulting to RGBA4.
|
|
|
+ } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
|
|
|
+
|
|
|
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
|
|
|
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
|
|
|
+ */
|
|
|
+ } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
|
|
|
+
|
|
|
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
|
|
|
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.setRenderTarget = function ( renderTarget ) {
|
|
|
+
|
|
|
+ var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
|
|
|
+
|
|
|
+ if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
|
|
|
+
|
|
|
+ if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
|
|
|
+ if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
|
|
|
+
|
|
|
+ renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
|
|
|
+
|
|
|
+ renderTarget.__webglTexture = _gl.createTexture();
|
|
|
+
|
|
|
+ _this.info.memory.textures ++;
|
|
|
+
|
|
|
+ // Setup texture, create render and frame buffers
|
|
|
+
|
|
|
+ var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
|
|
|
+ glFormat = paramThreeToGL( renderTarget.format ),
|
|
|
+ glType = paramThreeToGL( renderTarget.type );
|
|
|
+
|
|
|
+ if ( isCube ) {
|
|
|
+
|
|
|
+ renderTarget.__webglFramebuffer = [];
|
|
|
+ renderTarget.__webglRenderbuffer = [];
|
|
|
+
|
|
|
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
|
|
|
+ setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
|
|
|
+
|
|
|
+ for ( var i = 0; i < 6; i ++ ) {
|
|
|
+
|
|
|
+ renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
|
|
|
+ renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
|
|
|
+
|
|
|
+ _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
|
|
|
+
|
|
|
+ setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
|
|
|
+ setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ renderTarget.__webglFramebuffer = _gl.createFramebuffer();
|
|
|
+
|
|
|
+ if ( renderTarget.shareDepthFrom ) {
|
|
|
+
|
|
|
+ renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
|
|
|
+ setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
|
|
|
+
|
|
|
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
|
|
|
+
|
|
|
+ setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
|
|
|
+
|
|
|
+ if ( renderTarget.shareDepthFrom ) {
|
|
|
+
|
|
|
+ if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
|
|
|
+
|
|
|
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
|
|
|
+
|
|
|
+ } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
|
|
|
+
|
|
|
+ _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Release everything
|
|
|
+
|
|
|
+ if ( isCube ) {
|
|
|
+
|
|
|
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.bindTexture( _gl.TEXTURE_2D, null );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
|
|
|
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var framebuffer, width, height, vx, vy;
|
|
|
+
|
|
|
+ if ( renderTarget ) {
|
|
|
+
|
|
|
+ if ( isCube ) {
|
|
|
+
|
|
|
+ framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ framebuffer = renderTarget.__webglFramebuffer;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ width = renderTarget.width;
|
|
|
+ height = renderTarget.height;
|
|
|
+
|
|
|
+ vx = 0;
|
|
|
+ vy = 0;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ framebuffer = null;
|
|
|
+
|
|
|
+ width = _viewportWidth;
|
|
|
+ height = _viewportHeight;
|
|
|
+
|
|
|
+ vx = _viewportX;
|
|
|
+ vy = _viewportY;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( framebuffer !== _currentFramebuffer ) {
|
|
|
+
|
|
|
+ _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
|
|
|
+ _gl.viewport( vx, vy, width, height );
|
|
|
+
|
|
|
+ _currentFramebuffer = framebuffer;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _currentWidth = width;
|
|
|
+ _currentHeight = height;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function updateRenderTargetMipmap ( renderTarget ) {
|
|
|
+
|
|
|
+ if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
|
|
|
+
|
|
|
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
|
|
|
+ _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
|
|
|
+ _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
|
|
|
+ _gl.generateMipmap( _gl.TEXTURE_2D );
|
|
|
+ _gl.bindTexture( _gl.TEXTURE_2D, null );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Fallback filters for non-power-of-2 textures
|
|
|
+
|
|
|
+ function filterFallback ( f ) {
|
|
|
+
|
|
|
+ if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
|
|
|
+
|
|
|
+ return _gl.NEAREST;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return _gl.LINEAR;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Map three.js constants to WebGL constants
|
|
|
+
|
|
|
+ function paramThreeToGL ( p ) {
|
|
|
+
|
|
|
+ if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
|
|
|
+ if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
|
|
|
+ if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
|
|
|
+
|
|
|
+ if ( p === THREE.NearestFilter ) return _gl.NEAREST;
|
|
|
+ if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
|
|
|
+ if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
|
|
|
+
|
|
|
+ if ( p === THREE.LinearFilter ) return _gl.LINEAR;
|
|
|
+ if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
|
|
|
+ if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
|
|
|
+
|
|
|
+ if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
|
|
|
+ if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
|
|
|
+ if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
|
|
|
+ if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
|
|
|
+
|
|
|
+ if ( p === THREE.ByteType ) return _gl.BYTE;
|
|
|
+ if ( p === THREE.ShortType ) return _gl.SHORT;
|
|
|
+ if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
|
|
|
+ if ( p === THREE.IntType ) return _gl.INT;
|
|
|
+ if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
|
|
|
+ if ( p === THREE.FloatType ) return _gl.FLOAT;
|
|
|
+
|
|
|
+ if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
|
|
|
+ if ( p === THREE.RGBFormat ) return _gl.RGB;
|
|
|
+ if ( p === THREE.RGBAFormat ) return _gl.RGBA;
|
|
|
+ if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
|
|
|
+ if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
|
|
|
+
|
|
|
+ if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
|
|
|
+ if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
|
|
|
+ if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
|
|
|
+
|
|
|
+ if ( p === THREE.ZeroFactor ) return _gl.ZERO;
|
|
|
+ if ( p === THREE.OneFactor ) return _gl.ONE;
|
|
|
+ if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
|
|
|
+ if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
|
|
|
+ if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
|
|
|
+ if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
|
|
|
+ if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
|
|
|
+ if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
|
|
|
+
|
|
|
+ if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
|
|
|
+ if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
|
|
|
+ if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
|
|
|
+
|
|
|
+ if ( _glExtensionCompressedTextureS3TC !== undefined ) {
|
|
|
+
|
|
|
+ if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
|
|
|
+ if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
|
|
|
+ if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
|
|
|
+ if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return 0;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Allocations
|
|
|
+
|
|
|
+ function allocateBones ( object ) {
|
|
|
+
|
|
|
+ if ( _supportsBoneTextures && object && object.useVertexTexture ) {
|
|
|
+
|
|
|
+ return 1024;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // default for when object is not specified
|
|
|
+ // ( for example when prebuilding shader
|
|
|
+ // to be used with multiple objects )
|
|
|
+ //
|
|
|
+ // - leave some extra space for other uniforms
|
|
|
+ // - limit here is ANGLE's 254 max uniform vectors
|
|
|
+ // (up to 54 should be safe)
|
|
|
+
|
|
|
+ var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
|
|
|
+ var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
|
|
|
+
|
|
|
+ var maxBones = nVertexMatrices;
|
|
|
+
|
|
|
+ if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
|
|
|
+
|
|
|
+ maxBones = Math.min( object.bones.length, maxBones );
|
|
|
+
|
|
|
+ if ( maxBones < object.bones.length ) {
|
|
|
+
|
|
|
+ console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return maxBones;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function allocateLights ( lights ) {
|
|
|
+
|
|
|
+ var l, ll, light, dirLights, pointLights, spotLights, hemiLights;
|
|
|
+
|
|
|
+ dirLights = pointLights = spotLights = hemiLights = 0;
|
|
|
+
|
|
|
+ for ( l = 0, ll = lights.length; l < ll; l ++ ) {
|
|
|
+
|
|
|
+ light = lights[ l ];
|
|
|
+
|
|
|
+ if ( light.onlyShadow ) continue;
|
|
|
+
|
|
|
+ if ( light instanceof THREE.DirectionalLight ) dirLights ++;
|
|
|
+ if ( light instanceof THREE.PointLight ) pointLights ++;
|
|
|
+ if ( light instanceof THREE.SpotLight ) spotLights ++;
|
|
|
+ if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function allocateShadows ( lights ) {
|
|
|
+
|
|
|
+ var l, ll, light, maxShadows = 0;
|
|
|
+
|
|
|
+ for ( l = 0, ll = lights.length; l < ll; l++ ) {
|
|
|
+
|
|
|
+ light = lights[ l ];
|
|
|
+
|
|
|
+ if ( ! light.castShadow ) continue;
|
|
|
+
|
|
|
+ if ( light instanceof THREE.SpotLight ) maxShadows ++;
|
|
|
+ if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return maxShadows;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Initialization
|
|
|
+
|
|
|
+ function initGL () {
|
|
|
+
|
|
|
+ try {
|
|
|
+
|
|
|
+ if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
|
|
|
+
|
|
|
+ throw 'Error creating WebGL context.';
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } catch ( error ) {
|
|
|
+
|
|
|
+ console.error( error );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
|
|
|
+ _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
|
|
|
+
|
|
|
+ _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) ||
|
|
|
+ _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) ||
|
|
|
+ _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
|
|
|
+
|
|
|
+
|
|
|
+ _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) ||
|
|
|
+ _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) ||
|
|
|
+ _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
|
|
|
+
|
|
|
+ if ( ! _glExtensionTextureFloat ) {
|
|
|
+
|
|
|
+ console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( ! _glExtensionStandardDerivatives ) {
|
|
|
+
|
|
|
+ console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( ! _glExtensionTextureFilterAnisotropic ) {
|
|
|
+
|
|
|
+ console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( ! _glExtensionCompressedTextureS3TC ) {
|
|
|
+
|
|
|
+ console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( _gl.getShaderPrecisionFormat === undefined ) {
|
|
|
+
|
|
|
+ _gl.getShaderPrecisionFormat = function() {
|
|
|
+
|
|
|
+ return {
|
|
|
+ "rangeMin" : 1,
|
|
|
+ "rangeMax" : 1,
|
|
|
+ "precision" : 1
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function setDefaultGLState () {
|
|
|
+
|
|
|
+ _gl.clearColor( 0, 0, 0, 1 );
|
|
|
+ _gl.clearDepth( 1 );
|
|
|
+ _gl.clearStencil( 0 );
|
|
|
+
|
|
|
+ _gl.enable( _gl.DEPTH_TEST );
|
|
|
+ _gl.depthFunc( _gl.LEQUAL );
|
|
|
+
|
|
|
+ _gl.frontFace( _gl.CCW );
|
|
|
+ _gl.cullFace( _gl.BACK );
|
|
|
+ _gl.enable( _gl.CULL_FACE );
|
|
|
+
|
|
|
+ _gl.enable( _gl.BLEND );
|
|
|
+ _gl.blendEquation( _gl.FUNC_ADD );
|
|
|
+ _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
|
|
|
+
|
|
|
+ _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // default plugins (order is important)
|
|
|
+
|
|
|
+ this.shadowMapPlugin = new THREE.ShadowMapPlugin();
|
|
|
+ this.addPrePlugin( this.shadowMapPlugin );
|
|
|
+
|
|
|
+ this.addPostPlugin( new THREE.SpritePlugin() );
|
|
|
+ this.addPostPlugin( new THREE.LensFlarePlugin() );
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author szimek / https://github.com/szimek/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.WebGLRenderTarget = function ( width, height, options ) {
|
|
|
+
|
|
|
+ THREE.EventDispatcher.call( this );
|
|
|
+
|
|
|
+ this.width = width;
|
|
|
+ this.height = height;
|
|
|
+
|
|
|
+ options = options || {};
|
|
|
+
|
|
|
+ this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
|
|
|
+ this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
|
|
|
+
|
|
|
+ this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
|
|
|
+ this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
|
|
|
+
|
|
|
+ this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
|
|
|
+
|
|
|
+ this.offset = new THREE.Vector2( 0, 0 );
|
|
|
+ this.repeat = new THREE.Vector2( 1, 1 );
|
|
|
+
|
|
|
+ this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
|
|
|
+ this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
|
|
|
+
|
|
|
+ this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
|
|
|
+ this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
|
|
|
+
|
|
|
+ this.generateMipmaps = true;
|
|
|
+
|
|
|
+ this.shareDepthFrom = null;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.WebGLRenderTarget.prototype.clone = function() {
|
|
|
+
|
|
|
+ var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
|
|
|
+
|
|
|
+ tmp.wrapS = this.wrapS;
|
|
|
+ tmp.wrapT = this.wrapT;
|
|
|
+
|
|
|
+ tmp.magFilter = this.magFilter;
|
|
|
+ tmp.minFilter = this.minFilter;
|
|
|
+
|
|
|
+ tmp.anisotropy = this.anisotropy;
|
|
|
+
|
|
|
+ tmp.offset.copy( this.offset );
|
|
|
+ tmp.repeat.copy( this.repeat );
|
|
|
+
|
|
|
+ tmp.format = this.format;
|
|
|
+ tmp.type = this.type;
|
|
|
+
|
|
|
+ tmp.depthBuffer = this.depthBuffer;
|
|
|
+ tmp.stencilBuffer = this.stencilBuffer;
|
|
|
+
|
|
|
+ tmp.generateMipmaps = this.generateMipmaps;
|
|
|
+
|
|
|
+ tmp.shareDepthFrom = this.shareDepthFrom;
|
|
|
+
|
|
|
+ return tmp;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.WebGLRenderTarget.prototype.dispose = function () {
|
|
|
+
|
|
|
+ this.dispatchEvent( { type: 'dispose' } );
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.WebGLRenderTargetCube = function ( width, height, options ) {
|
|
|
+
|
|
|
+ THREE.WebGLRenderTarget.call( this, width, height, options );
|
|
|
+
|
|
|
+ this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.RenderableVertex = function () {
|
|
|
+
|
|
|
+ this.positionWorld = new THREE.Vector3();
|
|
|
+ this.positionScreen = new THREE.Vector4();
|
|
|
+
|
|
|
+ this.visible = true;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.RenderableVertex.prototype.copy = function ( vertex ) {
|
|
|
+
|
|
|
+ this.positionWorld.copy( vertex.positionWorld );
|
|
|
+ this.positionScreen.copy( vertex.positionScreen );
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.RenderableFace3 = function () {
|
|
|
+
|
|
|
+ this.v1 = new THREE.RenderableVertex();
|
|
|
+ this.v2 = new THREE.RenderableVertex();
|
|
|
+ this.v3 = new THREE.RenderableVertex();
|
|
|
+
|
|
|
+ this.centroidModel = new THREE.Vector3();
|
|
|
+
|
|
|
+ this.normalModel = new THREE.Vector3();
|
|
|
+ this.normalModelView = new THREE.Vector3();
|
|
|
+
|
|
|
+ this.vertexNormalsLength = 0;
|
|
|
+ this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
|
|
|
+ this.vertexNormalsModelView = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
|
|
|
+
|
|
|
+ this.color = null;
|
|
|
+ this.material = null;
|
|
|
+ this.uvs = [[]];
|
|
|
+
|
|
|
+ this.z = null;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.RenderableFace4 = function () {
|
|
|
+
|
|
|
+ this.v1 = new THREE.RenderableVertex();
|
|
|
+ this.v2 = new THREE.RenderableVertex();
|
|
|
+ this.v3 = new THREE.RenderableVertex();
|
|
|
+ this.v4 = new THREE.RenderableVertex();
|
|
|
+
|
|
|
+ this.centroidModel = new THREE.Vector3();
|
|
|
+
|
|
|
+ this.normalModel = new THREE.Vector3();
|
|
|
+ this.normalModelView = new THREE.Vector3();
|
|
|
+
|
|
|
+ this.vertexNormalsLength = 0;
|
|
|
+ this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
|
|
|
+ this.vertexNormalsModelView = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
|
|
|
+
|
|
|
+ this.color = null;
|
|
|
+ this.material = null;
|
|
|
+ this.uvs = [[]];
|
|
|
+
|
|
|
+ this.z = null;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.RenderableObject = function () {
|
|
|
+
|
|
|
+ this.object = null;
|
|
|
+ this.z = null;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.RenderableParticle = function () {
|
|
|
+
|
|
|
+ this.object = null;
|
|
|
+
|
|
|
+ this.x = null;
|
|
|
+ this.y = null;
|
|
|
+ this.z = null;
|
|
|
+
|
|
|
+ this.rotation = null;
|
|
|
+ this.scale = new THREE.Vector2();
|
|
|
+
|
|
|
+ this.material = null;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.RenderableLine = function () {
|
|
|
+
|
|
|
+ this.z = null;
|
|
|
+
|
|
|
+ this.v1 = new THREE.RenderableVertex();
|
|
|
+ this.v2 = new THREE.RenderableVertex();
|
|
|
+
|
|
|
+ this.material = null;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.GeometryUtils = {
|
|
|
+
|
|
|
+ // Merge two geometries or geometry and geometry from object (using object's transform)
|
|
|
+
|
|
|
+ merge: function ( geometry1, object2 /* mesh | geometry */ ) {
|
|
|
+
|
|
|
+ var matrix, normalMatrix,
|
|
|
+ vertexOffset = geometry1.vertices.length,
|
|
|
+ uvPosition = geometry1.faceVertexUvs[ 0 ].length,
|
|
|
+ geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2,
|
|
|
+ vertices1 = geometry1.vertices,
|
|
|
+ vertices2 = geometry2.vertices,
|
|
|
+ faces1 = geometry1.faces,
|
|
|
+ faces2 = geometry2.faces,
|
|
|
+ uvs1 = geometry1.faceVertexUvs[ 0 ],
|
|
|
+ uvs2 = geometry2.faceVertexUvs[ 0 ];
|
|
|
+
|
|
|
+ if ( object2 instanceof THREE.Mesh ) {
|
|
|
+
|
|
|
+ object2.matrixAutoUpdate && object2.updateMatrix();
|
|
|
+
|
|
|
+ matrix = object2.matrix;
|
|
|
+
|
|
|
+ normalMatrix = new THREE.Matrix3();
|
|
|
+ normalMatrix.getInverse( matrix );
|
|
|
+ normalMatrix.transpose();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // vertices
|
|
|
+
|
|
|
+ for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var vertex = vertices2[ i ];
|
|
|
+
|
|
|
+ var vertexCopy = vertex.clone();
|
|
|
+
|
|
|
+ if ( matrix ) vertexCopy.applyMatrix4( matrix );
|
|
|
+
|
|
|
+ vertices1.push( vertexCopy );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // faces
|
|
|
+
|
|
|
+ for ( i = 0, il = faces2.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var face = faces2[ i ], faceCopy, normal, color,
|
|
|
+ faceVertexNormals = face.vertexNormals,
|
|
|
+ faceVertexColors = face.vertexColors;
|
|
|
+
|
|
|
+ if ( face instanceof THREE.Face3 ) {
|
|
|
+
|
|
|
+ faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
|
|
|
+
|
|
|
+ } else if ( face instanceof THREE.Face4 ) {
|
|
|
+
|
|
|
+ faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ faceCopy.normal.copy( face.normal );
|
|
|
+
|
|
|
+ if ( normalMatrix ) {
|
|
|
+
|
|
|
+ faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ normal = faceVertexNormals[ j ].clone();
|
|
|
+
|
|
|
+ if ( normalMatrix ) {
|
|
|
+
|
|
|
+ normal.applyMatrix3( normalMatrix ).normalize();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ faceCopy.vertexNormals.push( normal );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ faceCopy.color.copy( face.color );
|
|
|
+
|
|
|
+ for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ color = faceVertexColors[ j ];
|
|
|
+ faceCopy.vertexColors.push( color.clone() );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ faceCopy.materialIndex = face.materialIndex;
|
|
|
+
|
|
|
+ faceCopy.centroid.copy( face.centroid );
|
|
|
+
|
|
|
+ if ( matrix ) {
|
|
|
+
|
|
|
+ faceCopy.centroid.applyMatrix4( matrix );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ faces1.push( faceCopy );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // uvs
|
|
|
+
|
|
|
+ for ( i = 0, il = uvs2.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var uv = uvs2[ i ], uvCopy = [];
|
|
|
+
|
|
|
+ for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ uvs1.push( uvCopy );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ removeMaterials: function ( geometry, materialIndexArray ) {
|
|
|
+
|
|
|
+ var materialIndexMap = {};
|
|
|
+
|
|
|
+ for ( var i = 0, il = materialIndexArray.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ materialIndexMap[ materialIndexArray[i] ] = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var face, newFaces = [];
|
|
|
+
|
|
|
+ for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ face = geometry.faces[ i ];
|
|
|
+ if ( ! ( face.materialIndex in materialIndexMap ) ) newFaces.push( face );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.faces = newFaces;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Get random point in triangle (via barycentric coordinates)
|
|
|
+ // (uniform distribution)
|
|
|
+ // http://www.cgafaq.info/wiki/Random_Point_In_Triangle
|
|
|
+
|
|
|
+ randomPointInTriangle: function ( vectorA, vectorB, vectorC ) {
|
|
|
+
|
|
|
+ var a, b, c,
|
|
|
+ point = new THREE.Vector3(),
|
|
|
+ tmp = THREE.GeometryUtils.__v1;
|
|
|
+
|
|
|
+ a = THREE.GeometryUtils.random();
|
|
|
+ b = THREE.GeometryUtils.random();
|
|
|
+
|
|
|
+ if ( ( a + b ) > 1 ) {
|
|
|
+
|
|
|
+ a = 1 - a;
|
|
|
+ b = 1 - b;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ c = 1 - a - b;
|
|
|
+
|
|
|
+ point.copy( vectorA );
|
|
|
+ point.multiplyScalar( a );
|
|
|
+
|
|
|
+ tmp.copy( vectorB );
|
|
|
+ tmp.multiplyScalar( b );
|
|
|
+
|
|
|
+ point.add( tmp );
|
|
|
+
|
|
|
+ tmp.copy( vectorC );
|
|
|
+ tmp.multiplyScalar( c );
|
|
|
+
|
|
|
+ point.add( tmp );
|
|
|
+
|
|
|
+ return point;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Get random point in face (triangle / quad)
|
|
|
+ // (uniform distribution)
|
|
|
+
|
|
|
+ randomPointInFace: function ( face, geometry, useCachedAreas ) {
|
|
|
+
|
|
|
+ var vA, vB, vC, vD;
|
|
|
+
|
|
|
+ if ( face instanceof THREE.Face3 ) {
|
|
|
+
|
|
|
+ vA = geometry.vertices[ face.a ];
|
|
|
+ vB = geometry.vertices[ face.b ];
|
|
|
+ vC = geometry.vertices[ face.c ];
|
|
|
+
|
|
|
+ return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
|
|
|
+
|
|
|
+ } else if ( face instanceof THREE.Face4 ) {
|
|
|
+
|
|
|
+ vA = geometry.vertices[ face.a ];
|
|
|
+ vB = geometry.vertices[ face.b ];
|
|
|
+ vC = geometry.vertices[ face.c ];
|
|
|
+ vD = geometry.vertices[ face.d ];
|
|
|
+
|
|
|
+ var area1, area2;
|
|
|
+
|
|
|
+ if ( useCachedAreas ) {
|
|
|
+
|
|
|
+ if ( face._area1 && face._area2 ) {
|
|
|
+
|
|
|
+ area1 = face._area1;
|
|
|
+ area2 = face._area2;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
|
|
|
+ area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
|
|
|
+
|
|
|
+ face._area1 = area1;
|
|
|
+ face._area2 = area2;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ),
|
|
|
+ area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var r = THREE.GeometryUtils.random() * ( area1 + area2 );
|
|
|
+
|
|
|
+ if ( r < area1 ) {
|
|
|
+
|
|
|
+ return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Get uniformly distributed random points in mesh
|
|
|
+ // - create array with cumulative sums of face areas
|
|
|
+ // - pick random number from 0 to total area
|
|
|
+ // - find corresponding place in area array by binary search
|
|
|
+ // - get random point in face
|
|
|
+
|
|
|
+ randomPointsInGeometry: function ( geometry, n ) {
|
|
|
+
|
|
|
+ var face, i,
|
|
|
+ faces = geometry.faces,
|
|
|
+ vertices = geometry.vertices,
|
|
|
+ il = faces.length,
|
|
|
+ totalArea = 0,
|
|
|
+ cumulativeAreas = [],
|
|
|
+ vA, vB, vC, vD;
|
|
|
+
|
|
|
+ // precompute face areas
|
|
|
+
|
|
|
+ for ( i = 0; i < il; i ++ ) {
|
|
|
+
|
|
|
+ face = faces[ i ];
|
|
|
+
|
|
|
+ if ( face instanceof THREE.Face3 ) {
|
|
|
+
|
|
|
+ vA = vertices[ face.a ];
|
|
|
+ vB = vertices[ face.b ];
|
|
|
+ vC = vertices[ face.c ];
|
|
|
+
|
|
|
+ face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
|
|
|
+
|
|
|
+ } else if ( face instanceof THREE.Face4 ) {
|
|
|
+
|
|
|
+ vA = vertices[ face.a ];
|
|
|
+ vB = vertices[ face.b ];
|
|
|
+ vC = vertices[ face.c ];
|
|
|
+ vD = vertices[ face.d ];
|
|
|
+
|
|
|
+ face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
|
|
|
+ face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
|
|
|
+
|
|
|
+ face._area = face._area1 + face._area2;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ totalArea += face._area;
|
|
|
+
|
|
|
+ cumulativeAreas[ i ] = totalArea;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // binary search cumulative areas array
|
|
|
+
|
|
|
+ function binarySearchIndices( value ) {
|
|
|
+
|
|
|
+ function binarySearch( start, end ) {
|
|
|
+
|
|
|
+ // return closest larger index
|
|
|
+ // if exact number is not found
|
|
|
+
|
|
|
+ if ( end < start )
|
|
|
+ return start;
|
|
|
+
|
|
|
+ var mid = start + Math.floor( ( end - start ) / 2 );
|
|
|
+
|
|
|
+ if ( cumulativeAreas[ mid ] > value ) {
|
|
|
+
|
|
|
+ return binarySearch( start, mid - 1 );
|
|
|
+
|
|
|
+ } else if ( cumulativeAreas[ mid ] < value ) {
|
|
|
+
|
|
|
+ return binarySearch( mid + 1, end );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ return mid;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var result = binarySearch( 0, cumulativeAreas.length - 1 )
|
|
|
+ return result;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // pick random face weighted by face area
|
|
|
+
|
|
|
+ var r, index,
|
|
|
+ result = [];
|
|
|
+
|
|
|
+ var stats = {};
|
|
|
+
|
|
|
+ for ( i = 0; i < n; i ++ ) {
|
|
|
+
|
|
|
+ r = THREE.GeometryUtils.random() * totalArea;
|
|
|
+
|
|
|
+ index = binarySearchIndices( r );
|
|
|
+
|
|
|
+ result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
|
|
|
+
|
|
|
+ if ( ! stats[ index ] ) {
|
|
|
+
|
|
|
+ stats[ index ] = 1;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ stats[ index ] += 1;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return result;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Get triangle area (half of parallelogram)
|
|
|
+ // http://mathworld.wolfram.com/TriangleArea.html
|
|
|
+
|
|
|
+ triangleArea: function ( vectorA, vectorB, vectorC ) {
|
|
|
+
|
|
|
+ var tmp1 = THREE.GeometryUtils.__v1,
|
|
|
+ tmp2 = THREE.GeometryUtils.__v2;
|
|
|
+
|
|
|
+ tmp1.subVectors( vectorB, vectorA );
|
|
|
+ tmp2.subVectors( vectorC, vectorA );
|
|
|
+ tmp1.cross( tmp2 );
|
|
|
+
|
|
|
+ return 0.5 * tmp1.length();
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Center geometry so that 0,0,0 is in center of bounding box
|
|
|
+
|
|
|
+ center: function ( geometry ) {
|
|
|
+
|
|
|
+ geometry.computeBoundingBox();
|
|
|
+
|
|
|
+ var bb = geometry.boundingBox;
|
|
|
+
|
|
|
+ var offset = new THREE.Vector3();
|
|
|
+
|
|
|
+ offset.addVectors( bb.min, bb.max );
|
|
|
+ offset.multiplyScalar( -0.5 );
|
|
|
+
|
|
|
+ geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
|
|
|
+ geometry.computeBoundingBox();
|
|
|
+
|
|
|
+ return offset;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Normalize UVs to be from <0,1>
|
|
|
+ // (for now just the first set of UVs)
|
|
|
+
|
|
|
+ normalizeUVs: function ( geometry ) {
|
|
|
+
|
|
|
+ var uvSet = geometry.faceVertexUvs[ 0 ];
|
|
|
+
|
|
|
+ for ( var i = 0, il = uvSet.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var uvs = uvSet[ i ];
|
|
|
+
|
|
|
+ for ( var j = 0, jl = uvs.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ // texture repeat
|
|
|
+
|
|
|
+ if( uvs[ j ].x !== 1.0 ) uvs[ j ].x = uvs[ j ].x - Math.floor( uvs[ j ].x );
|
|
|
+ if( uvs[ j ].y !== 1.0 ) uvs[ j ].y = uvs[ j ].y - Math.floor( uvs[ j ].y );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ triangulateQuads: function ( geometry ) {
|
|
|
+
|
|
|
+ var i, il, j, jl;
|
|
|
+
|
|
|
+ var faces = [];
|
|
|
+ var faceUvs = [];
|
|
|
+ var faceVertexUvs = [];
|
|
|
+
|
|
|
+ for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ faceUvs[ i ] = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ faceVertexUvs[ i ] = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var face = geometry.faces[ i ];
|
|
|
+
|
|
|
+ if ( face instanceof THREE.Face4 ) {
|
|
|
+
|
|
|
+ var a = face.a;
|
|
|
+ var b = face.b;
|
|
|
+ var c = face.c;
|
|
|
+ var d = face.d;
|
|
|
+
|
|
|
+ var triA = new THREE.Face3();
|
|
|
+ var triB = new THREE.Face3();
|
|
|
+
|
|
|
+ triA.color.copy( face.color );
|
|
|
+ triB.color.copy( face.color );
|
|
|
+
|
|
|
+ triA.materialIndex = face.materialIndex;
|
|
|
+ triB.materialIndex = face.materialIndex;
|
|
|
+
|
|
|
+ triA.a = a;
|
|
|
+ triA.b = b;
|
|
|
+ triA.c = d;
|
|
|
+
|
|
|
+ triB.a = b;
|
|
|
+ triB.b = c;
|
|
|
+ triB.c = d;
|
|
|
+
|
|
|
+ if ( face.vertexColors.length === 4 ) {
|
|
|
+
|
|
|
+ triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone();
|
|
|
+ triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone();
|
|
|
+ triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
|
|
|
+
|
|
|
+ triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone();
|
|
|
+ triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone();
|
|
|
+ triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ faces.push( triA, triB );
|
|
|
+
|
|
|
+ for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ if ( geometry.faceVertexUvs[ j ].length ) {
|
|
|
+
|
|
|
+ var uvs = geometry.faceVertexUvs[ j ][ i ];
|
|
|
+
|
|
|
+ var uvA = uvs[ 0 ];
|
|
|
+ var uvB = uvs[ 1 ];
|
|
|
+ var uvC = uvs[ 2 ];
|
|
|
+ var uvD = uvs[ 3 ];
|
|
|
+
|
|
|
+ var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ];
|
|
|
+ var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ];
|
|
|
+
|
|
|
+ faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ if ( geometry.faceUvs[ j ].length ) {
|
|
|
+
|
|
|
+ var faceUv = geometry.faceUvs[ j ][ i ];
|
|
|
+
|
|
|
+ faceUvs[ j ].push( faceUv, faceUv );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ faces.push( face );
|
|
|
+
|
|
|
+ for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ faceUvs[ j ].push( geometry.faceUvs[ j ][ i ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geometry.faces = faces;
|
|
|
+ geometry.faceUvs = faceUvs;
|
|
|
+ geometry.faceVertexUvs = faceVertexUvs;
|
|
|
+
|
|
|
+ geometry.computeCentroids();
|
|
|
+ geometry.computeFaceNormals();
|
|
|
+ geometry.computeVertexNormals();
|
|
|
+
|
|
|
+ if ( geometry.hasTangents ) geometry.computeTangents();
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setMaterialIndex: function ( geometry, index, startFace, endFace ){
|
|
|
+
|
|
|
+ var faces = geometry.faces;
|
|
|
+ var start = startFace || 0;
|
|
|
+ var end = endFace || faces.length - 1;
|
|
|
+
|
|
|
+ for ( var i = start; i <= end; i ++ ) {
|
|
|
+
|
|
|
+ faces[i].materialIndex = index;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.GeometryUtils.random = THREE.Math.random16;
|
|
|
+
|
|
|
+THREE.GeometryUtils.__v1 = new THREE.Vector3();
|
|
|
+THREE.GeometryUtils.__v2 = new THREE.Vector3();
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.ImageUtils = {
|
|
|
+
|
|
|
+ crossOrigin: 'anonymous',
|
|
|
+
|
|
|
+ loadTexture: function ( url, mapping, onLoad, onError ) {
|
|
|
+
|
|
|
+ var image = new Image();
|
|
|
+ var texture = new THREE.Texture( image, mapping );
|
|
|
+
|
|
|
+ var loader = new THREE.ImageLoader();
|
|
|
+
|
|
|
+ loader.addEventListener( 'load', function ( event ) {
|
|
|
+
|
|
|
+ texture.image = event.content;
|
|
|
+ texture.needsUpdate = true;
|
|
|
+
|
|
|
+ if ( onLoad ) onLoad( texture );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ loader.addEventListener( 'error', function ( event ) {
|
|
|
+
|
|
|
+ if ( onError ) onError( event.message );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ loader.crossOrigin = this.crossOrigin;
|
|
|
+ loader.load( url, image );
|
|
|
+
|
|
|
+ texture.sourceFile = url;
|
|
|
+
|
|
|
+ return texture;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ loadCompressedTexture: function ( url, mapping, onLoad, onError ) {
|
|
|
+
|
|
|
+ var texture = new THREE.CompressedTexture();
|
|
|
+ texture.mapping = mapping;
|
|
|
+
|
|
|
+ var request = new XMLHttpRequest();
|
|
|
+
|
|
|
+ request.onload = function () {
|
|
|
+
|
|
|
+ var buffer = request.response;
|
|
|
+ var dds = THREE.ImageUtils.parseDDS( buffer, true );
|
|
|
+
|
|
|
+ texture.format = dds.format;
|
|
|
+
|
|
|
+ texture.mipmaps = dds.mipmaps;
|
|
|
+ texture.image.width = dds.width;
|
|
|
+ texture.image.height = dds.height;
|
|
|
+
|
|
|
+ // gl.generateMipmap fails for compressed textures
|
|
|
+ // mipmaps must be embedded in the DDS file
|
|
|
+ // or texture filters must not use mipmapping
|
|
|
+
|
|
|
+ texture.generateMipmaps = false;
|
|
|
+
|
|
|
+ texture.needsUpdate = true;
|
|
|
+
|
|
|
+ if ( onLoad ) onLoad( texture );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ request.onerror = onError;
|
|
|
+
|
|
|
+ request.open( 'GET', url, true );
|
|
|
+ request.responseType = "arraybuffer";
|
|
|
+ request.send( null );
|
|
|
+
|
|
|
+ return texture;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ loadTextureCube: function ( array, mapping, onLoad, onError ) {
|
|
|
+
|
|
|
+ var images = [];
|
|
|
+ images.loadCount = 0;
|
|
|
+
|
|
|
+ var texture = new THREE.Texture();
|
|
|
+ texture.image = images;
|
|
|
+ if ( mapping !== undefined ) texture.mapping = mapping;
|
|
|
+
|
|
|
+ // no flipping needed for cube textures
|
|
|
+
|
|
|
+ texture.flipY = false;
|
|
|
+
|
|
|
+ for ( var i = 0, il = array.length; i < il; ++ i ) {
|
|
|
+
|
|
|
+ var cubeImage = new Image();
|
|
|
+ images[ i ] = cubeImage;
|
|
|
+
|
|
|
+ cubeImage.onload = function () {
|
|
|
+
|
|
|
+ images.loadCount += 1;
|
|
|
+
|
|
|
+ if ( images.loadCount === 6 ) {
|
|
|
+
|
|
|
+ texture.needsUpdate = true;
|
|
|
+ if ( onLoad ) onLoad( texture );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ cubeImage.onerror = onError;
|
|
|
+
|
|
|
+ cubeImage.crossOrigin = this.crossOrigin;
|
|
|
+ cubeImage.src = array[ i ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return texture;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ loadCompressedTextureCube: function ( array, mapping, onLoad, onError ) {
|
|
|
+
|
|
|
+ var images = [];
|
|
|
+ images.loadCount = 0;
|
|
|
+
|
|
|
+ var texture = new THREE.CompressedTexture();
|
|
|
+ texture.image = images;
|
|
|
+ if ( mapping !== undefined ) texture.mapping = mapping;
|
|
|
+
|
|
|
+ // no flipping for cube textures
|
|
|
+ // (also flipping doesn't work for compressed textures )
|
|
|
+
|
|
|
+ texture.flipY = false;
|
|
|
+
|
|
|
+ // can't generate mipmaps for compressed textures
|
|
|
+ // mips must be embedded in DDS files
|
|
|
+
|
|
|
+ texture.generateMipmaps = false;
|
|
|
+
|
|
|
+ var generateCubeFaceCallback = function ( rq, img ) {
|
|
|
+
|
|
|
+ return function () {
|
|
|
+
|
|
|
+ var buffer = rq.response;
|
|
|
+ var dds = THREE.ImageUtils.parseDDS( buffer, true );
|
|
|
+
|
|
|
+ img.format = dds.format;
|
|
|
+
|
|
|
+ img.mipmaps = dds.mipmaps;
|
|
|
+ img.width = dds.width;
|
|
|
+ img.height = dds.height;
|
|
|
+
|
|
|
+ images.loadCount += 1;
|
|
|
+
|
|
|
+ if ( images.loadCount === 6 ) {
|
|
|
+
|
|
|
+ texture.format = dds.format;
|
|
|
+ texture.needsUpdate = true;
|
|
|
+ if ( onLoad ) onLoad( texture );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // compressed cubemap textures as 6 separate DDS files
|
|
|
+
|
|
|
+ if ( array instanceof Array ) {
|
|
|
+
|
|
|
+ for ( var i = 0, il = array.length; i < il; ++ i ) {
|
|
|
+
|
|
|
+ var cubeImage = {};
|
|
|
+ images[ i ] = cubeImage;
|
|
|
+
|
|
|
+ var request = new XMLHttpRequest();
|
|
|
+
|
|
|
+ request.onload = generateCubeFaceCallback( request, cubeImage );
|
|
|
+ request.onerror = onError;
|
|
|
+
|
|
|
+ var url = array[ i ];
|
|
|
+
|
|
|
+ request.open( 'GET', url, true );
|
|
|
+ request.responseType = "arraybuffer";
|
|
|
+ request.send( null );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // compressed cubemap texture stored in a single DDS file
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ var url = array;
|
|
|
+ var request = new XMLHttpRequest();
|
|
|
+
|
|
|
+ request.onload = function( ) {
|
|
|
+
|
|
|
+ var buffer = request.response;
|
|
|
+ var dds = THREE.ImageUtils.parseDDS( buffer, true );
|
|
|
+
|
|
|
+ if ( dds.isCubemap ) {
|
|
|
+
|
|
|
+ var faces = dds.mipmaps.length / dds.mipmapCount;
|
|
|
+
|
|
|
+ for ( var f = 0; f < faces; f ++ ) {
|
|
|
+
|
|
|
+ images[ f ] = { mipmaps : [] };
|
|
|
+
|
|
|
+ for ( var i = 0; i < dds.mipmapCount; i ++ ) {
|
|
|
+
|
|
|
+ images[ f ].mipmaps.push( dds.mipmaps[ f * dds.mipmapCount + i ] );
|
|
|
+ images[ f ].format = dds.format;
|
|
|
+ images[ f ].width = dds.width;
|
|
|
+ images[ f ].height = dds.height;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ texture.format = dds.format;
|
|
|
+ texture.needsUpdate = true;
|
|
|
+ if ( onLoad ) onLoad( texture );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ request.onerror = onError;
|
|
|
+
|
|
|
+ request.open( 'GET', url, true );
|
|
|
+ request.responseType = "arraybuffer";
|
|
|
+ request.send( null );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return texture;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ parseDDS: function ( buffer, loadMipmaps ) {
|
|
|
+
|
|
|
+ var dds = { mipmaps: [], width: 0, height: 0, format: null, mipmapCount: 1 };
|
|
|
+
|
|
|
+ // Adapted from @toji's DDS utils
|
|
|
+ // https://github.com/toji/webgl-texture-utils/blob/master/texture-util/dds.js
|
|
|
+
|
|
|
+ // All values and structures referenced from:
|
|
|
+ // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
|
|
|
+
|
|
|
+ var DDS_MAGIC = 0x20534444;
|
|
|
+
|
|
|
+ var DDSD_CAPS = 0x1,
|
|
|
+ DDSD_HEIGHT = 0x2,
|
|
|
+ DDSD_WIDTH = 0x4,
|
|
|
+ DDSD_PITCH = 0x8,
|
|
|
+ DDSD_PIXELFORMAT = 0x1000,
|
|
|
+ DDSD_MIPMAPCOUNT = 0x20000,
|
|
|
+ DDSD_LINEARSIZE = 0x80000,
|
|
|
+ DDSD_DEPTH = 0x800000;
|
|
|
+
|
|
|
+ var DDSCAPS_COMPLEX = 0x8,
|
|
|
+ DDSCAPS_MIPMAP = 0x400000,
|
|
|
+ DDSCAPS_TEXTURE = 0x1000;
|
|
|
+
|
|
|
+ var DDSCAPS2_CUBEMAP = 0x200,
|
|
|
+ DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
|
|
|
+ DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
|
|
|
+ DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
|
|
|
+ DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
|
|
|
+ DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
|
|
|
+ DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
|
|
|
+ DDSCAPS2_VOLUME = 0x200000;
|
|
|
+
|
|
|
+ var DDPF_ALPHAPIXELS = 0x1,
|
|
|
+ DDPF_ALPHA = 0x2,
|
|
|
+ DDPF_FOURCC = 0x4,
|
|
|
+ DDPF_RGB = 0x40,
|
|
|
+ DDPF_YUV = 0x200,
|
|
|
+ DDPF_LUMINANCE = 0x20000;
|
|
|
+
|
|
|
+ function fourCCToInt32( value ) {
|
|
|
+
|
|
|
+ return value.charCodeAt(0) +
|
|
|
+ (value.charCodeAt(1) << 8) +
|
|
|
+ (value.charCodeAt(2) << 16) +
|
|
|
+ (value.charCodeAt(3) << 24);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function int32ToFourCC( value ) {
|
|
|
+
|
|
|
+ return String.fromCharCode(
|
|
|
+ value & 0xff,
|
|
|
+ (value >> 8) & 0xff,
|
|
|
+ (value >> 16) & 0xff,
|
|
|
+ (value >> 24) & 0xff
|
|
|
+ );
|
|
|
+ }
|
|
|
+
|
|
|
+ var FOURCC_DXT1 = fourCCToInt32("DXT1");
|
|
|
+ var FOURCC_DXT3 = fourCCToInt32("DXT3");
|
|
|
+ var FOURCC_DXT5 = fourCCToInt32("DXT5");
|
|
|
+
|
|
|
+ var headerLengthInt = 31; // The header length in 32 bit ints
|
|
|
+
|
|
|
+ // Offsets into the header array
|
|
|
+
|
|
|
+ var off_magic = 0;
|
|
|
+
|
|
|
+ var off_size = 1;
|
|
|
+ var off_flags = 2;
|
|
|
+ var off_height = 3;
|
|
|
+ var off_width = 4;
|
|
|
+
|
|
|
+ var off_mipmapCount = 7;
|
|
|
+
|
|
|
+ var off_pfFlags = 20;
|
|
|
+ var off_pfFourCC = 21;
|
|
|
+
|
|
|
+ var off_caps = 27;
|
|
|
+ var off_caps2 = 28;
|
|
|
+ var off_caps3 = 29;
|
|
|
+ var off_caps4 = 30;
|
|
|
+
|
|
|
+ // Parse header
|
|
|
+
|
|
|
+ var header = new Int32Array( buffer, 0, headerLengthInt );
|
|
|
+
|
|
|
+ if ( header[ off_magic ] !== DDS_MAGIC ) {
|
|
|
+
|
|
|
+ console.error( "ImageUtils.parseDDS(): Invalid magic number in DDS header" );
|
|
|
+ return dds;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( ! header[ off_pfFlags ] & DDPF_FOURCC ) {
|
|
|
+
|
|
|
+ console.error( "ImageUtils.parseDDS(): Unsupported format, must contain a FourCC code" );
|
|
|
+ return dds;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var blockBytes;
|
|
|
+
|
|
|
+ var fourCC = header[ off_pfFourCC ];
|
|
|
+
|
|
|
+ switch ( fourCC ) {
|
|
|
+
|
|
|
+ case FOURCC_DXT1:
|
|
|
+
|
|
|
+ blockBytes = 8;
|
|
|
+ dds.format = THREE.RGB_S3TC_DXT1_Format;
|
|
|
+ break;
|
|
|
+
|
|
|
+ case FOURCC_DXT3:
|
|
|
+
|
|
|
+ blockBytes = 16;
|
|
|
+ dds.format = THREE.RGBA_S3TC_DXT3_Format;
|
|
|
+ break;
|
|
|
+
|
|
|
+ case FOURCC_DXT5:
|
|
|
+
|
|
|
+ blockBytes = 16;
|
|
|
+ dds.format = THREE.RGBA_S3TC_DXT5_Format;
|
|
|
+ break;
|
|
|
+
|
|
|
+ default:
|
|
|
+
|
|
|
+ console.error( "ImageUtils.parseDDS(): Unsupported FourCC code: ", int32ToFourCC( fourCC ) );
|
|
|
+ return dds;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ dds.mipmapCount = 1;
|
|
|
+
|
|
|
+ if ( header[ off_flags ] & DDSD_MIPMAPCOUNT && loadMipmaps !== false ) {
|
|
|
+
|
|
|
+ dds.mipmapCount = Math.max( 1, header[ off_mipmapCount ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //TODO: Verify that all faces of the cubemap are present with DDSCAPS2_CUBEMAP_POSITIVEX, etc.
|
|
|
+
|
|
|
+ dds.isCubemap = header[ off_caps2 ] & DDSCAPS2_CUBEMAP ? true : false;
|
|
|
+
|
|
|
+ dds.width = header[ off_width ];
|
|
|
+ dds.height = header[ off_height ];
|
|
|
+
|
|
|
+ var dataOffset = header[ off_size ] + 4;
|
|
|
+
|
|
|
+ // Extract mipmaps buffers
|
|
|
+
|
|
|
+ var width = dds.width;
|
|
|
+ var height = dds.height;
|
|
|
+
|
|
|
+ var faces = dds.isCubemap ? 6 : 1;
|
|
|
+
|
|
|
+ for ( var face = 0; face < faces; face ++ ) {
|
|
|
+
|
|
|
+ for ( var i = 0; i < dds.mipmapCount; i ++ ) {
|
|
|
+
|
|
|
+ var dataLength = Math.max( 4, width ) / 4 * Math.max( 4, height ) / 4 * blockBytes;
|
|
|
+ var byteArray = new Uint8Array( buffer, dataOffset, dataLength );
|
|
|
+
|
|
|
+ var mipmap = { "data": byteArray, "width": width, "height": height };
|
|
|
+ dds.mipmaps.push( mipmap );
|
|
|
+
|
|
|
+ dataOffset += dataLength;
|
|
|
+
|
|
|
+ width = Math.max( width * 0.5, 1 );
|
|
|
+ height = Math.max( height * 0.5, 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ width = dds.width;
|
|
|
+ height = dds.height;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return dds;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getNormalMap: function ( image, depth ) {
|
|
|
+
|
|
|
+ // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
|
|
|
+
|
|
|
+ var cross = function ( a, b ) {
|
|
|
+
|
|
|
+ return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var subtract = function ( a, b ) {
|
|
|
+
|
|
|
+ return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var normalize = function ( a ) {
|
|
|
+
|
|
|
+ var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
|
|
|
+ return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ depth = depth | 1;
|
|
|
+
|
|
|
+ var width = image.width;
|
|
|
+ var height = image.height;
|
|
|
+
|
|
|
+ var canvas = document.createElement( 'canvas' );
|
|
|
+ canvas.width = width;
|
|
|
+ canvas.height = height;
|
|
|
+
|
|
|
+ var context = canvas.getContext( '2d' );
|
|
|
+ context.drawImage( image, 0, 0 );
|
|
|
+
|
|
|
+ var data = context.getImageData( 0, 0, width, height ).data;
|
|
|
+ var imageData = context.createImageData( width, height );
|
|
|
+ var output = imageData.data;
|
|
|
+
|
|
|
+ for ( var x = 0; x < width; x ++ ) {
|
|
|
+
|
|
|
+ for ( var y = 0; y < height; y ++ ) {
|
|
|
+
|
|
|
+ var ly = y - 1 < 0 ? 0 : y - 1;
|
|
|
+ var uy = y + 1 > height - 1 ? height - 1 : y + 1;
|
|
|
+ var lx = x - 1 < 0 ? 0 : x - 1;
|
|
|
+ var ux = x + 1 > width - 1 ? width - 1 : x + 1;
|
|
|
+
|
|
|
+ var points = [];
|
|
|
+ var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
|
|
|
+ points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
|
|
|
+ points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
|
|
|
+ points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
|
|
|
+ points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
|
|
|
+ points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
|
|
|
+ points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
|
|
|
+ points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
|
|
|
+ points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
|
|
|
+
|
|
|
+ var normals = [];
|
|
|
+ var num_points = points.length;
|
|
|
+
|
|
|
+ for ( var i = 0; i < num_points; i ++ ) {
|
|
|
+
|
|
|
+ var v1 = points[ i ];
|
|
|
+ var v2 = points[ ( i + 1 ) % num_points ];
|
|
|
+ v1 = subtract( v1, origin );
|
|
|
+ v2 = subtract( v2, origin );
|
|
|
+ normals.push( normalize( cross( v1, v2 ) ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var normal = [ 0, 0, 0 ];
|
|
|
+
|
|
|
+ for ( var i = 0; i < normals.length; i ++ ) {
|
|
|
+
|
|
|
+ normal[ 0 ] += normals[ i ][ 0 ];
|
|
|
+ normal[ 1 ] += normals[ i ][ 1 ];
|
|
|
+ normal[ 2 ] += normals[ i ][ 2 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ normal[ 0 ] /= normals.length;
|
|
|
+ normal[ 1 ] /= normals.length;
|
|
|
+ normal[ 2 ] /= normals.length;
|
|
|
+
|
|
|
+ var idx = ( y * width + x ) * 4;
|
|
|
+
|
|
|
+ output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
|
|
|
+ output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
|
|
|
+ output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
|
|
|
+ output[ idx + 3 ] = 255;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ context.putImageData( imageData, 0, 0 );
|
|
|
+
|
|
|
+ return canvas;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ generateDataTexture: function ( width, height, color ) {
|
|
|
+
|
|
|
+ var size = width * height;
|
|
|
+ var data = new Uint8Array( 3 * size );
|
|
|
+
|
|
|
+ var r = Math.floor( color.r * 255 );
|
|
|
+ var g = Math.floor( color.g * 255 );
|
|
|
+ var b = Math.floor( color.b * 255 );
|
|
|
+
|
|
|
+ for ( var i = 0; i < size; i ++ ) {
|
|
|
+
|
|
|
+ data[ i * 3 ] = r;
|
|
|
+ data[ i * 3 + 1 ] = g;
|
|
|
+ data[ i * 3 + 2 ] = b;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
|
|
|
+ texture.needsUpdate = true;
|
|
|
+
|
|
|
+ return texture;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.SceneUtils = {
|
|
|
+
|
|
|
+ createMultiMaterialObject: function ( geometry, materials ) {
|
|
|
+
|
|
|
+ var group = new THREE.Object3D();
|
|
|
+
|
|
|
+ for ( var i = 0, l = materials.length; i < l; i ++ ) {
|
|
|
+
|
|
|
+ group.add( new THREE.Mesh( geometry, materials[ i ] ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return group;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ detach : function ( child, parent, scene ) {
|
|
|
+
|
|
|
+ child.applyMatrix( parent.matrixWorld );
|
|
|
+ parent.remove( child );
|
|
|
+ scene.add( child );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ attach: function ( child, scene, parent ) {
|
|
|
+
|
|
|
+ var matrixWorldInverse = new THREE.Matrix4();
|
|
|
+ matrixWorldInverse.getInverse( parent.matrixWorld );
|
|
|
+ child.applyMatrix( matrixWorldInverse );
|
|
|
+
|
|
|
+ scene.remove( child );
|
|
|
+ parent.add( child );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author zz85 / http://www.lab4games.net/zz85/blog
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ *
|
|
|
+ * For Text operations in three.js (See TextGeometry)
|
|
|
+ *
|
|
|
+ * It uses techniques used in:
|
|
|
+ *
|
|
|
+ * typeface.js and canvastext
|
|
|
+ * For converting fonts and rendering with javascript
|
|
|
+ * http://typeface.neocracy.org
|
|
|
+ *
|
|
|
+ * Triangulation ported from AS3
|
|
|
+ * Simple Polygon Triangulation
|
|
|
+ * http://actionsnippet.com/?p=1462
|
|
|
+ *
|
|
|
+ * A Method to triangulate shapes with holes
|
|
|
+ * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
|
|
|
+ *
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.FontUtils = {
|
|
|
+
|
|
|
+ faces : {},
|
|
|
+
|
|
|
+ // Just for now. face[weight][style]
|
|
|
+
|
|
|
+ face : "helvetiker",
|
|
|
+ weight: "normal",
|
|
|
+ style : "normal",
|
|
|
+ size : 150,
|
|
|
+ divisions : 10,
|
|
|
+
|
|
|
+ getFace : function() {
|
|
|
+
|
|
|
+ return this.faces[ this.face ][ this.weight ][ this.style ];
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ loadFace : function( data ) {
|
|
|
+
|
|
|
+ var family = data.familyName.toLowerCase();
|
|
|
+
|
|
|
+ var ThreeFont = this;
|
|
|
+
|
|
|
+ ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
|
|
|
+
|
|
|
+ ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
|
|
|
+ ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
|
|
|
+
|
|
|
+ var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
|
|
|
+
|
|
|
+ return data;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ drawText : function( text ) {
|
|
|
+
|
|
|
+ var characterPts = [], allPts = [];
|
|
|
+
|
|
|
+ // RenderText
|
|
|
+
|
|
|
+ var i, p,
|
|
|
+ face = this.getFace(),
|
|
|
+ scale = this.size / face.resolution,
|
|
|
+ offset = 0,
|
|
|
+ chars = String( text ).split( '' ),
|
|
|
+ length = chars.length;
|
|
|
+
|
|
|
+ var fontPaths = [];
|
|
|
+
|
|
|
+ for ( i = 0; i < length; i ++ ) {
|
|
|
+
|
|
|
+ var path = new THREE.Path();
|
|
|
+
|
|
|
+ var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
|
|
|
+ offset += ret.offset;
|
|
|
+
|
|
|
+ fontPaths.push( ret.path );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // get the width
|
|
|
+
|
|
|
+ var width = offset / 2;
|
|
|
+ //
|
|
|
+ // for ( p = 0; p < allPts.length; p++ ) {
|
|
|
+ //
|
|
|
+ // allPts[ p ].x -= width;
|
|
|
+ //
|
|
|
+ // }
|
|
|
+
|
|
|
+ //var extract = this.extractPoints( allPts, characterPts );
|
|
|
+ //extract.contour = allPts;
|
|
|
+
|
|
|
+ //extract.paths = fontPaths;
|
|
|
+ //extract.offset = width;
|
|
|
+
|
|
|
+ return { paths : fontPaths, offset : width };
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ extractGlyphPoints : function( c, face, scale, offset, path ) {
|
|
|
+
|
|
|
+ var pts = [];
|
|
|
+
|
|
|
+ var i, i2, divisions,
|
|
|
+ outline, action, length,
|
|
|
+ scaleX, scaleY,
|
|
|
+ x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
|
|
|
+ laste,
|
|
|
+ glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
|
|
|
+
|
|
|
+ if ( !glyph ) return;
|
|
|
+
|
|
|
+ if ( glyph.o ) {
|
|
|
+
|
|
|
+ outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
|
|
|
+ length = outline.length;
|
|
|
+
|
|
|
+ scaleX = scale;
|
|
|
+ scaleY = scale;
|
|
|
+
|
|
|
+ for ( i = 0; i < length; ) {
|
|
|
+
|
|
|
+ action = outline[ i ++ ];
|
|
|
+
|
|
|
+ //console.log( action );
|
|
|
+
|
|
|
+ switch( action ) {
|
|
|
+
|
|
|
+ case 'm':
|
|
|
+
|
|
|
+ // Move To
|
|
|
+
|
|
|
+ x = outline[ i++ ] * scaleX + offset;
|
|
|
+ y = outline[ i++ ] * scaleY;
|
|
|
+
|
|
|
+ path.moveTo( x, y );
|
|
|
+ break;
|
|
|
+
|
|
|
+ case 'l':
|
|
|
+
|
|
|
+ // Line To
|
|
|
+
|
|
|
+ x = outline[ i++ ] * scaleX + offset;
|
|
|
+ y = outline[ i++ ] * scaleY;
|
|
|
+ path.lineTo(x,y);
|
|
|
+ break;
|
|
|
+
|
|
|
+ case 'q':
|
|
|
+
|
|
|
+ // QuadraticCurveTo
|
|
|
+
|
|
|
+ cpx = outline[ i++ ] * scaleX + offset;
|
|
|
+ cpy = outline[ i++ ] * scaleY;
|
|
|
+ cpx1 = outline[ i++ ] * scaleX + offset;
|
|
|
+ cpy1 = outline[ i++ ] * scaleY;
|
|
|
+
|
|
|
+ path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);
|
|
|
+
|
|
|
+ laste = pts[ pts.length - 1 ];
|
|
|
+
|
|
|
+ if ( laste ) {
|
|
|
+
|
|
|
+ cpx0 = laste.x;
|
|
|
+ cpy0 = laste.y;
|
|
|
+
|
|
|
+ for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
|
|
|
+
|
|
|
+ var t = i2 / divisions;
|
|
|
+ var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
|
|
|
+ var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ case 'b':
|
|
|
+
|
|
|
+ // Cubic Bezier Curve
|
|
|
+
|
|
|
+ cpx = outline[ i++ ] * scaleX + offset;
|
|
|
+ cpy = outline[ i++ ] * scaleY;
|
|
|
+ cpx1 = outline[ i++ ] * scaleX + offset;
|
|
|
+ cpy1 = outline[ i++ ] * -scaleY;
|
|
|
+ cpx2 = outline[ i++ ] * scaleX + offset;
|
|
|
+ cpy2 = outline[ i++ ] * -scaleY;
|
|
|
+
|
|
|
+ path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 );
|
|
|
+
|
|
|
+ laste = pts[ pts.length - 1 ];
|
|
|
+
|
|
|
+ if ( laste ) {
|
|
|
+
|
|
|
+ cpx0 = laste.x;
|
|
|
+ cpy0 = laste.y;
|
|
|
+
|
|
|
+ for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
|
|
|
+
|
|
|
+ var t = i2 / divisions;
|
|
|
+ var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
|
|
|
+ var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ return { offset: glyph.ha*scale, path:path};
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+THREE.FontUtils.generateShapes = function( text, parameters ) {
|
|
|
+
|
|
|
+ // Parameters
|
|
|
+
|
|
|
+ parameters = parameters || {};
|
|
|
+
|
|
|
+ var size = parameters.size !== undefined ? parameters.size : 100;
|
|
|
+ var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments: 4;
|
|
|
+
|
|
|
+ var font = parameters.font !== undefined ? parameters.font : "helvetiker";
|
|
|
+ var weight = parameters.weight !== undefined ? parameters.weight : "normal";
|
|
|
+ var style = parameters.style !== undefined ? parameters.style : "normal";
|
|
|
+
|
|
|
+ THREE.FontUtils.size = size;
|
|
|
+ THREE.FontUtils.divisions = curveSegments;
|
|
|
+
|
|
|
+ THREE.FontUtils.face = font;
|
|
|
+ THREE.FontUtils.weight = weight;
|
|
|
+ THREE.FontUtils.style = style;
|
|
|
+
|
|
|
+ // Get a Font data json object
|
|
|
+
|
|
|
+ var data = THREE.FontUtils.drawText( text );
|
|
|
+
|
|
|
+ var paths = data.paths;
|
|
|
+ var shapes = [];
|
|
|
+
|
|
|
+ for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
|
|
|
+
|
|
|
+ Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return shapes;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+/**
|
|
|
+ * This code is a quick port of code written in C++ which was submitted to
|
|
|
+ * flipcode.com by John W. Ratcliff // July 22, 2000
|
|
|
+ * See original code and more information here:
|
|
|
+ * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
|
|
|
+ *
|
|
|
+ * ported to actionscript by Zevan Rosser
|
|
|
+ * www.actionsnippet.com
|
|
|
+ *
|
|
|
+ * ported to javascript by Joshua Koo
|
|
|
+ * http://www.lab4games.net/zz85/blog
|
|
|
+ *
|
|
|
+ */
|
|
|
+
|
|
|
+
|
|
|
+( function( namespace ) {
|
|
|
+
|
|
|
+ var EPSILON = 0.0000000001;
|
|
|
+
|
|
|
+ // takes in an contour array and returns
|
|
|
+
|
|
|
+ var process = function( contour, indices ) {
|
|
|
+
|
|
|
+ var n = contour.length;
|
|
|
+
|
|
|
+ if ( n < 3 ) return null;
|
|
|
+
|
|
|
+ var result = [],
|
|
|
+ verts = [],
|
|
|
+ vertIndices = [];
|
|
|
+
|
|
|
+ /* we want a counter-clockwise polygon in verts */
|
|
|
+
|
|
|
+ var u, v, w;
|
|
|
+
|
|
|
+ if ( area( contour ) > 0.0 ) {
|
|
|
+
|
|
|
+ for ( v = 0; v < n; v++ ) verts[ v ] = v;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var nv = n;
|
|
|
+
|
|
|
+ /* remove nv - 2 vertices, creating 1 triangle every time */
|
|
|
+
|
|
|
+ var count = 2 * nv; /* error detection */
|
|
|
+
|
|
|
+ for( v = nv - 1; nv > 2; ) {
|
|
|
+
|
|
|
+ /* if we loop, it is probably a non-simple polygon */
|
|
|
+
|
|
|
+ if ( ( count-- ) <= 0 ) {
|
|
|
+
|
|
|
+ //** Triangulate: ERROR - probable bad polygon!
|
|
|
+
|
|
|
+ //throw ( "Warning, unable to triangulate polygon!" );
|
|
|
+ //return null;
|
|
|
+ // Sometimes warning is fine, especially polygons are triangulated in reverse.
|
|
|
+ console.log( "Warning, unable to triangulate polygon!" );
|
|
|
+
|
|
|
+ if ( indices ) return vertIndices;
|
|
|
+ return result;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ /* three consecutive vertices in current polygon, <u,v,w> */
|
|
|
+
|
|
|
+ u = v; if ( nv <= u ) u = 0; /* previous */
|
|
|
+ v = u + 1; if ( nv <= v ) v = 0; /* new v */
|
|
|
+ w = v + 1; if ( nv <= w ) w = 0; /* next */
|
|
|
+
|
|
|
+ if ( snip( contour, u, v, w, nv, verts ) ) {
|
|
|
+
|
|
|
+ var a, b, c, s, t;
|
|
|
+
|
|
|
+ /* true names of the vertices */
|
|
|
+
|
|
|
+ a = verts[ u ];
|
|
|
+ b = verts[ v ];
|
|
|
+ c = verts[ w ];
|
|
|
+
|
|
|
+ /* output Triangle */
|
|
|
+
|
|
|
+ result.push( [ contour[ a ],
|
|
|
+ contour[ b ],
|
|
|
+ contour[ c ] ] );
|
|
|
+
|
|
|
+
|
|
|
+ vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
|
|
|
+
|
|
|
+ /* remove v from the remaining polygon */
|
|
|
+
|
|
|
+ for( s = v, t = v + 1; t < nv; s++, t++ ) {
|
|
|
+
|
|
|
+ verts[ s ] = verts[ t ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ nv--;
|
|
|
+
|
|
|
+ /* reset error detection counter */
|
|
|
+
|
|
|
+ count = 2 * nv;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( indices ) return vertIndices;
|
|
|
+ return result;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // calculate area of the contour polygon
|
|
|
+
|
|
|
+ var area = function ( contour ) {
|
|
|
+
|
|
|
+ var n = contour.length;
|
|
|
+ var a = 0.0;
|
|
|
+
|
|
|
+ for( var p = n - 1, q = 0; q < n; p = q++ ) {
|
|
|
+
|
|
|
+ a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return a * 0.5;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var snip = function ( contour, u, v, w, n, verts ) {
|
|
|
+
|
|
|
+ var p;
|
|
|
+ var ax, ay, bx, by;
|
|
|
+ var cx, cy, px, py;
|
|
|
+
|
|
|
+ ax = contour[ verts[ u ] ].x;
|
|
|
+ ay = contour[ verts[ u ] ].y;
|
|
|
+
|
|
|
+ bx = contour[ verts[ v ] ].x;
|
|
|
+ by = contour[ verts[ v ] ].y;
|
|
|
+
|
|
|
+ cx = contour[ verts[ w ] ].x;
|
|
|
+ cy = contour[ verts[ w ] ].y;
|
|
|
+
|
|
|
+ if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false;
|
|
|
+
|
|
|
+ var aX, aY, bX, bY, cX, cY;
|
|
|
+ var apx, apy, bpx, bpy, cpx, cpy;
|
|
|
+ var cCROSSap, bCROSScp, aCROSSbp;
|
|
|
+
|
|
|
+ aX = cx - bx; aY = cy - by;
|
|
|
+ bX = ax - cx; bY = ay - cy;
|
|
|
+ cX = bx - ax; cY = by - ay;
|
|
|
+
|
|
|
+ for ( p = 0; p < n; p++ ) {
|
|
|
+
|
|
|
+ if( (p === u) || (p === v) || (p === w) ) continue;
|
|
|
+
|
|
|
+ px = contour[ verts[ p ] ].x
|
|
|
+ py = contour[ verts[ p ] ].y
|
|
|
+
|
|
|
+ apx = px - ax; apy = py - ay;
|
|
|
+ bpx = px - bx; bpy = py - by;
|
|
|
+ cpx = px - cx; cpy = py - cy;
|
|
|
+
|
|
|
+ // see if p is inside triangle abc
|
|
|
+
|
|
|
+ aCROSSbp = aX*bpy - aY*bpx;
|
|
|
+ cCROSSap = cX*apy - cY*apx;
|
|
|
+ bCROSScp = bX*cpy - bY*cpx;
|
|
|
+
|
|
|
+ if ( (aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0) ) return false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+
|
|
|
+ namespace.Triangulate = process;
|
|
|
+ namespace.Triangulate.area = area;
|
|
|
+
|
|
|
+ return namespace;
|
|
|
+
|
|
|
+})(THREE.FontUtils);
|
|
|
+
|
|
|
+// To use the typeface.js face files, hook up the API
|
|
|
+self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };/**
|
|
|
+ * @author zz85 / http://www.lab4games.net/zz85/blog
|
|
|
+ * Extensible curve object
|
|
|
+ *
|
|
|
+ * Some common of Curve methods
|
|
|
+ * .getPoint(t), getTangent(t)
|
|
|
+ * .getPointAt(u), getTagentAt(u)
|
|
|
+ * .getPoints(), .getSpacedPoints()
|
|
|
+ * .getLength()
|
|
|
+ * .updateArcLengths()
|
|
|
+ *
|
|
|
+ * This file contains following classes:
|
|
|
+ *
|
|
|
+ * -- 2d classes --
|
|
|
+ * THREE.Curve
|
|
|
+ * THREE.LineCurve
|
|
|
+ * THREE.QuadraticBezierCurve
|
|
|
+ * THREE.CubicBezierCurve
|
|
|
+ * THREE.SplineCurve
|
|
|
+ * THREE.ArcCurve
|
|
|
+ * THREE.EllipseCurve
|
|
|
+ *
|
|
|
+ * -- 3d classes --
|
|
|
+ * THREE.LineCurve3
|
|
|
+ * THREE.QuadraticBezierCurve3
|
|
|
+ * THREE.CubicBezierCurve3
|
|
|
+ * THREE.SplineCurve3
|
|
|
+ * THREE.ClosedSplineCurve3
|
|
|
+ *
|
|
|
+ * A series of curves can be represented as a THREE.CurvePath
|
|
|
+ *
|
|
|
+ **/
|
|
|
+
|
|
|
+/**************************************************************
|
|
|
+ * Abstract Curve base class
|
|
|
+ **************************************************************/
|
|
|
+
|
|
|
+THREE.Curve = function () {
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Virtual base class method to overwrite and implement in subclasses
|
|
|
+// - t [0 .. 1]
|
|
|
+
|
|
|
+THREE.Curve.prototype.getPoint = function ( t ) {
|
|
|
+
|
|
|
+ console.log( "Warning, getPoint() not implemented!" );
|
|
|
+ return null;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Get point at relative position in curve according to arc length
|
|
|
+// - u [0 .. 1]
|
|
|
+
|
|
|
+THREE.Curve.prototype.getPointAt = function ( u ) {
|
|
|
+
|
|
|
+ var t = this.getUtoTmapping( u );
|
|
|
+ return this.getPoint( t );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Get sequence of points using getPoint( t )
|
|
|
+
|
|
|
+THREE.Curve.prototype.getPoints = function ( divisions ) {
|
|
|
+
|
|
|
+ if ( !divisions ) divisions = 5;
|
|
|
+
|
|
|
+ var d, pts = [];
|
|
|
+
|
|
|
+ for ( d = 0; d <= divisions; d ++ ) {
|
|
|
+
|
|
|
+ pts.push( this.getPoint( d / divisions ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return pts;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Get sequence of points using getPointAt( u )
|
|
|
+
|
|
|
+THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
|
|
|
+
|
|
|
+ if ( !divisions ) divisions = 5;
|
|
|
+
|
|
|
+ var d, pts = [];
|
|
|
+
|
|
|
+ for ( d = 0; d <= divisions; d ++ ) {
|
|
|
+
|
|
|
+ pts.push( this.getPointAt( d / divisions ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return pts;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Get total curve arc length
|
|
|
+
|
|
|
+THREE.Curve.prototype.getLength = function () {
|
|
|
+
|
|
|
+ var lengths = this.getLengths();
|
|
|
+ return lengths[ lengths.length - 1 ];
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Get list of cumulative segment lengths
|
|
|
+
|
|
|
+THREE.Curve.prototype.getLengths = function ( divisions ) {
|
|
|
+
|
|
|
+ if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
|
|
|
+
|
|
|
+ if ( this.cacheArcLengths
|
|
|
+ && ( this.cacheArcLengths.length == divisions + 1 )
|
|
|
+ && !this.needsUpdate) {
|
|
|
+
|
|
|
+ //console.log( "cached", this.cacheArcLengths );
|
|
|
+ return this.cacheArcLengths;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.needsUpdate = false;
|
|
|
+
|
|
|
+ var cache = [];
|
|
|
+ var current, last = this.getPoint( 0 );
|
|
|
+ var p, sum = 0;
|
|
|
+
|
|
|
+ cache.push( 0 );
|
|
|
+
|
|
|
+ for ( p = 1; p <= divisions; p ++ ) {
|
|
|
+
|
|
|
+ current = this.getPoint ( p / divisions );
|
|
|
+ sum += current.distanceTo( last );
|
|
|
+ cache.push( sum );
|
|
|
+ last = current;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.cacheArcLengths = cache;
|
|
|
+
|
|
|
+ return cache; // { sums: cache, sum:sum }; Sum is in the last element.
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+THREE.Curve.prototype.updateArcLengths = function() {
|
|
|
+ this.needsUpdate = true;
|
|
|
+ this.getLengths();
|
|
|
+};
|
|
|
+
|
|
|
+// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
|
|
|
+
|
|
|
+THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
|
|
|
+
|
|
|
+ var arcLengths = this.getLengths();
|
|
|
+
|
|
|
+ var i = 0, il = arcLengths.length;
|
|
|
+
|
|
|
+ var targetArcLength; // The targeted u distance value to get
|
|
|
+
|
|
|
+ if ( distance ) {
|
|
|
+
|
|
|
+ targetArcLength = distance;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ targetArcLength = u * arcLengths[ il - 1 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //var time = Date.now();
|
|
|
+
|
|
|
+ // binary search for the index with largest value smaller than target u distance
|
|
|
+
|
|
|
+ var low = 0, high = il - 1, comparison;
|
|
|
+
|
|
|
+ while ( low <= high ) {
|
|
|
+
|
|
|
+ i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
|
|
|
+
|
|
|
+ comparison = arcLengths[ i ] - targetArcLength;
|
|
|
+
|
|
|
+ if ( comparison < 0 ) {
|
|
|
+
|
|
|
+ low = i + 1;
|
|
|
+ continue;
|
|
|
+
|
|
|
+ } else if ( comparison > 0 ) {
|
|
|
+
|
|
|
+ high = i - 1;
|
|
|
+ continue;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ high = i;
|
|
|
+ break;
|
|
|
+
|
|
|
+ // DONE
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ i = high;
|
|
|
+
|
|
|
+ //console.log('b' , i, low, high, Date.now()- time);
|
|
|
+
|
|
|
+ if ( arcLengths[ i ] == targetArcLength ) {
|
|
|
+
|
|
|
+ var t = i / ( il - 1 );
|
|
|
+ return t;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // we could get finer grain at lengths, or use simple interpolatation between two points
|
|
|
+
|
|
|
+ var lengthBefore = arcLengths[ i ];
|
|
|
+ var lengthAfter = arcLengths[ i + 1 ];
|
|
|
+
|
|
|
+ var segmentLength = lengthAfter - lengthBefore;
|
|
|
+
|
|
|
+ // determine where we are between the 'before' and 'after' points
|
|
|
+
|
|
|
+ var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
|
|
|
+
|
|
|
+ // add that fractional amount to t
|
|
|
+
|
|
|
+ var t = ( i + segmentFraction ) / ( il -1 );
|
|
|
+
|
|
|
+ return t;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Returns a unit vector tangent at t
|
|
|
+// In case any sub curve does not implement its tangent derivation,
|
|
|
+// 2 points a small delta apart will be used to find its gradient
|
|
|
+// which seems to give a reasonable approximation
|
|
|
+
|
|
|
+THREE.Curve.prototype.getTangent = function( t ) {
|
|
|
+
|
|
|
+ var delta = 0.0001;
|
|
|
+ var t1 = t - delta;
|
|
|
+ var t2 = t + delta;
|
|
|
+
|
|
|
+ // Capping in case of danger
|
|
|
+
|
|
|
+ if ( t1 < 0 ) t1 = 0;
|
|
|
+ if ( t2 > 1 ) t2 = 1;
|
|
|
+
|
|
|
+ var pt1 = this.getPoint( t1 );
|
|
|
+ var pt2 = this.getPoint( t2 );
|
|
|
+
|
|
|
+ var vec = pt2.clone().sub(pt1);
|
|
|
+ return vec.normalize();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+THREE.Curve.prototype.getTangentAt = function ( u ) {
|
|
|
+
|
|
|
+ var t = this.getUtoTmapping( u );
|
|
|
+ return this.getTangent( t );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/**************************************************************
|
|
|
+ * Line
|
|
|
+ **************************************************************/
|
|
|
+
|
|
|
+THREE.LineCurve = function ( v1, v2 ) {
|
|
|
+
|
|
|
+ this.v1 = v1;
|
|
|
+ this.v2 = v2;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
|
|
|
+
|
|
|
+THREE.LineCurve.prototype.getPoint = function ( t ) {
|
|
|
+
|
|
|
+ var point = this.v2.clone().sub(this.v1);
|
|
|
+ point.multiplyScalar( t ).add( this.v1 );
|
|
|
+
|
|
|
+ return point;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Line curve is linear, so we can overwrite default getPointAt
|
|
|
+
|
|
|
+THREE.LineCurve.prototype.getPointAt = function ( u ) {
|
|
|
+
|
|
|
+ return this.getPoint( u );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.LineCurve.prototype.getTangent = function( t ) {
|
|
|
+
|
|
|
+ var tangent = this.v2.clone().sub(this.v1);
|
|
|
+
|
|
|
+ return tangent.normalize();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/**************************************************************
|
|
|
+ * Quadratic Bezier curve
|
|
|
+ **************************************************************/
|
|
|
+
|
|
|
+
|
|
|
+THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
|
|
|
+
|
|
|
+ this.v0 = v0;
|
|
|
+ this.v1 = v1;
|
|
|
+ this.v2 = v2;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
|
|
|
+
|
|
|
+
|
|
|
+THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
|
|
|
+
|
|
|
+ var tx, ty;
|
|
|
+
|
|
|
+ tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
|
|
|
+ ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
|
|
|
+
|
|
|
+ return new THREE.Vector2( tx, ty );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
|
|
|
+
|
|
|
+ var tx, ty;
|
|
|
+
|
|
|
+ tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
|
|
|
+ ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
|
|
|
+
|
|
|
+ // returns unit vector
|
|
|
+
|
|
|
+ var tangent = new THREE.Vector2( tx, ty );
|
|
|
+ tangent.normalize();
|
|
|
+
|
|
|
+ return tangent;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+/**************************************************************
|
|
|
+ * Cubic Bezier curve
|
|
|
+ **************************************************************/
|
|
|
+
|
|
|
+THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
|
|
|
+
|
|
|
+ this.v0 = v0;
|
|
|
+ this.v1 = v1;
|
|
|
+ this.v2 = v2;
|
|
|
+ this.v3 = v3;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
|
|
|
+
|
|
|
+THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
|
|
|
+
|
|
|
+ var tx, ty;
|
|
|
+
|
|
|
+ tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
|
|
|
+ ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
|
|
|
+
|
|
|
+ return new THREE.Vector2( tx, ty );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
|
|
|
+
|
|
|
+ var tx, ty;
|
|
|
+
|
|
|
+ tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
|
|
|
+ ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
|
|
|
+
|
|
|
+ var tangent = new THREE.Vector2( tx, ty );
|
|
|
+ tangent.normalize();
|
|
|
+
|
|
|
+ return tangent;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+/**************************************************************
|
|
|
+ * Spline curve
|
|
|
+ **************************************************************/
|
|
|
+
|
|
|
+THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
|
|
|
+
|
|
|
+ this.points = (points == undefined) ? [] : points;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
|
|
|
+
|
|
|
+THREE.SplineCurve.prototype.getPoint = function ( t ) {
|
|
|
+
|
|
|
+ var v = new THREE.Vector2();
|
|
|
+ var c = [];
|
|
|
+ var points = this.points, point, intPoint, weight;
|
|
|
+ point = ( points.length - 1 ) * t;
|
|
|
+
|
|
|
+ intPoint = Math.floor( point );
|
|
|
+ weight = point - intPoint;
|
|
|
+
|
|
|
+ c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
|
|
|
+ c[ 1 ] = intPoint;
|
|
|
+ c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1;
|
|
|
+ c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2;
|
|
|
+
|
|
|
+ v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
|
|
|
+ v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
|
|
|
+
|
|
|
+ return v;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/**************************************************************
|
|
|
+ * Ellipse curve
|
|
|
+ **************************************************************/
|
|
|
+
|
|
|
+THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius,
|
|
|
+ aStartAngle, aEndAngle,
|
|
|
+ aClockwise ) {
|
|
|
+
|
|
|
+ this.aX = aX;
|
|
|
+ this.aY = aY;
|
|
|
+
|
|
|
+ this.xRadius = xRadius;
|
|
|
+ this.yRadius = yRadius;
|
|
|
+
|
|
|
+ this.aStartAngle = aStartAngle;
|
|
|
+ this.aEndAngle = aEndAngle;
|
|
|
+
|
|
|
+ this.aClockwise = aClockwise;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
|
|
|
+
|
|
|
+THREE.EllipseCurve.prototype.getPoint = function ( t ) {
|
|
|
+
|
|
|
+ var deltaAngle = this.aEndAngle - this.aStartAngle;
|
|
|
+
|
|
|
+ if ( !this.aClockwise ) {
|
|
|
+
|
|
|
+ t = 1 - t;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var angle = this.aStartAngle + t * deltaAngle;
|
|
|
+
|
|
|
+ var tx = this.aX + this.xRadius * Math.cos( angle );
|
|
|
+ var ty = this.aY + this.yRadius * Math.sin( angle );
|
|
|
+
|
|
|
+ return new THREE.Vector2( tx, ty );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/**************************************************************
|
|
|
+ * Arc curve
|
|
|
+ **************************************************************/
|
|
|
+
|
|
|
+THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
|
|
|
+
|
|
|
+ THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
|
|
|
+
|
|
|
+
|
|
|
+/**************************************************************
|
|
|
+ * Utils
|
|
|
+ **************************************************************/
|
|
|
+
|
|
|
+THREE.Curve.Utils = {
|
|
|
+
|
|
|
+ tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
|
|
|
+
|
|
|
+ return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Puay Bing, thanks for helping with this derivative!
|
|
|
+
|
|
|
+ tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
|
|
|
+
|
|
|
+ return -3 * p0 * (1 - t) * (1 - t) +
|
|
|
+ 3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
|
|
|
+ 6 * t * p2 * (1-t) - 3 * t * t * p2 +
|
|
|
+ 3 * t * t * p3;
|
|
|
+ },
|
|
|
+
|
|
|
+
|
|
|
+ tangentSpline: function ( t, p0, p1, p2, p3 ) {
|
|
|
+
|
|
|
+ // To check if my formulas are correct
|
|
|
+
|
|
|
+ var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
|
|
|
+ var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
|
|
|
+ var h01 = -6 * t * t + 6 * t; // − 2t3 + 3t2
|
|
|
+ var h11 = 3 * t * t - 2 * t; // t3 − t2
|
|
|
+
|
|
|
+ return h00 + h10 + h01 + h11;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Catmull-Rom
|
|
|
+
|
|
|
+ interpolate: function( p0, p1, p2, p3, t ) {
|
|
|
+
|
|
|
+ var v0 = ( p2 - p0 ) * 0.5;
|
|
|
+ var v1 = ( p3 - p1 ) * 0.5;
|
|
|
+ var t2 = t * t;
|
|
|
+ var t3 = t * t2;
|
|
|
+ return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+// TODO: Transformation for Curves?
|
|
|
+
|
|
|
+/**************************************************************
|
|
|
+ * 3D Curves
|
|
|
+ **************************************************************/
|
|
|
+
|
|
|
+// A Factory method for creating new curve subclasses
|
|
|
+
|
|
|
+THREE.Curve.create = function ( constructor, getPointFunc ) {
|
|
|
+
|
|
|
+ constructor.prototype = Object.create( THREE.Curve.prototype );
|
|
|
+ constructor.prototype.getPoint = getPointFunc;
|
|
|
+
|
|
|
+ return constructor;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+/**************************************************************
|
|
|
+ * Line3D
|
|
|
+ **************************************************************/
|
|
|
+
|
|
|
+THREE.LineCurve3 = THREE.Curve.create(
|
|
|
+
|
|
|
+ function ( v1, v2 ) {
|
|
|
+
|
|
|
+ this.v1 = v1;
|
|
|
+ this.v2 = v2;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ function ( t ) {
|
|
|
+
|
|
|
+ var r = new THREE.Vector3();
|
|
|
+
|
|
|
+
|
|
|
+ r.subVectors( this.v2, this.v1 ); // diff
|
|
|
+ r.multiplyScalar( t );
|
|
|
+ r.add( this.v1 );
|
|
|
+
|
|
|
+ return r;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+);
|
|
|
+
|
|
|
+
|
|
|
+/**************************************************************
|
|
|
+ * Quadratic Bezier 3D curve
|
|
|
+ **************************************************************/
|
|
|
+
|
|
|
+THREE.QuadraticBezierCurve3 = THREE.Curve.create(
|
|
|
+
|
|
|
+ function ( v0, v1, v2 ) {
|
|
|
+
|
|
|
+ this.v0 = v0;
|
|
|
+ this.v1 = v1;
|
|
|
+ this.v2 = v2;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ function ( t ) {
|
|
|
+
|
|
|
+ var tx, ty, tz;
|
|
|
+
|
|
|
+ tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
|
|
|
+ ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
|
|
|
+ tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
|
|
|
+
|
|
|
+ return new THREE.Vector3( tx, ty, tz );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+);
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+/**************************************************************
|
|
|
+ * Cubic Bezier 3D curve
|
|
|
+ **************************************************************/
|
|
|
+
|
|
|
+THREE.CubicBezierCurve3 = THREE.Curve.create(
|
|
|
+
|
|
|
+ function ( v0, v1, v2, v3 ) {
|
|
|
+
|
|
|
+ this.v0 = v0;
|
|
|
+ this.v1 = v1;
|
|
|
+ this.v2 = v2;
|
|
|
+ this.v3 = v3;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ function ( t ) {
|
|
|
+
|
|
|
+ var tx, ty, tz;
|
|
|
+
|
|
|
+ tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
|
|
|
+ ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
|
|
|
+ tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
|
|
|
+
|
|
|
+ return new THREE.Vector3( tx, ty, tz );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+);
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+/**************************************************************
|
|
|
+ * Spline 3D curve
|
|
|
+ **************************************************************/
|
|
|
+
|
|
|
+
|
|
|
+THREE.SplineCurve3 = THREE.Curve.create(
|
|
|
+
|
|
|
+ function ( points /* array of Vector3 */) {
|
|
|
+
|
|
|
+ this.points = (points == undefined) ? [] : points;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ function ( t ) {
|
|
|
+
|
|
|
+ var v = new THREE.Vector3();
|
|
|
+ var c = [];
|
|
|
+ var points = this.points, point, intPoint, weight;
|
|
|
+ point = ( points.length - 1 ) * t;
|
|
|
+
|
|
|
+ intPoint = Math.floor( point );
|
|
|
+ weight = point - intPoint;
|
|
|
+
|
|
|
+ c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
|
|
|
+ c[ 1 ] = intPoint;
|
|
|
+ c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
|
|
|
+ c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
|
|
|
+
|
|
|
+ var pt0 = points[ c[0] ],
|
|
|
+ pt1 = points[ c[1] ],
|
|
|
+ pt2 = points[ c[2] ],
|
|
|
+ pt3 = points[ c[3] ];
|
|
|
+
|
|
|
+ v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
|
|
|
+ v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
|
|
|
+ v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
|
|
|
+
|
|
|
+ return v;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+);
|
|
|
+
|
|
|
+
|
|
|
+// THREE.SplineCurve3.prototype.getTangent = function(t) {
|
|
|
+// var v = new THREE.Vector3();
|
|
|
+// var c = [];
|
|
|
+// var points = this.points, point, intPoint, weight;
|
|
|
+// point = ( points.length - 1 ) * t;
|
|
|
+
|
|
|
+// intPoint = Math.floor( point );
|
|
|
+// weight = point - intPoint;
|
|
|
+
|
|
|
+// c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
|
|
|
+// c[ 1 ] = intPoint;
|
|
|
+// c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
|
|
|
+// c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
|
|
|
+
|
|
|
+// var pt0 = points[ c[0] ],
|
|
|
+// pt1 = points[ c[1] ],
|
|
|
+// pt2 = points[ c[2] ],
|
|
|
+// pt3 = points[ c[3] ];
|
|
|
+
|
|
|
+// // t = weight;
|
|
|
+// v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
|
|
|
+// v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
|
|
|
+// v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
|
|
|
+
|
|
|
+// return v;
|
|
|
+
|
|
|
+// }
|
|
|
+
|
|
|
+/**************************************************************
|
|
|
+ * Closed Spline 3D curve
|
|
|
+ **************************************************************/
|
|
|
+
|
|
|
+
|
|
|
+THREE.ClosedSplineCurve3 = THREE.Curve.create(
|
|
|
+
|
|
|
+ function ( points /* array of Vector3 */) {
|
|
|
+
|
|
|
+ this.points = (points == undefined) ? [] : points;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ function ( t ) {
|
|
|
+
|
|
|
+ var v = new THREE.Vector3();
|
|
|
+ var c = [];
|
|
|
+ var points = this.points, point, intPoint, weight;
|
|
|
+ point = ( points.length - 0 ) * t;
|
|
|
+ // This needs to be from 0-length +1
|
|
|
+
|
|
|
+ intPoint = Math.floor( point );
|
|
|
+ weight = point - intPoint;
|
|
|
+
|
|
|
+ intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
|
|
|
+ c[ 0 ] = ( intPoint - 1 ) % points.length;
|
|
|
+ c[ 1 ] = ( intPoint ) % points.length;
|
|
|
+ c[ 2 ] = ( intPoint + 1 ) % points.length;
|
|
|
+ c[ 3 ] = ( intPoint + 2 ) % points.length;
|
|
|
+
|
|
|
+ v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
|
|
|
+ v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
|
|
|
+ v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
|
|
|
+
|
|
|
+ return v;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+);
|
|
|
+/**
|
|
|
+ * @author zz85 / http://www.lab4games.net/zz85/blog
|
|
|
+ *
|
|
|
+ **/
|
|
|
+
|
|
|
+/**************************************************************
|
|
|
+ * Curved Path - a curve path is simply a array of connected
|
|
|
+ * curves, but retains the api of a curve
|
|
|
+ **************************************************************/
|
|
|
+
|
|
|
+THREE.CurvePath = function () {
|
|
|
+
|
|
|
+ this.curves = [];
|
|
|
+ this.bends = [];
|
|
|
+
|
|
|
+ this.autoClose = false; // Automatically closes the path
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
|
|
|
+
|
|
|
+THREE.CurvePath.prototype.add = function ( curve ) {
|
|
|
+
|
|
|
+ this.curves.push( curve );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CurvePath.prototype.checkConnection = function() {
|
|
|
+ // TODO
|
|
|
+ // If the ending of curve is not connected to the starting
|
|
|
+ // or the next curve, then, this is not a real path
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CurvePath.prototype.closePath = function() {
|
|
|
+ // TODO Test
|
|
|
+ // and verify for vector3 (needs to implement equals)
|
|
|
+ // Add a line curve if start and end of lines are not connected
|
|
|
+ var startPoint = this.curves[0].getPoint(0);
|
|
|
+ var endPoint = this.curves[this.curves.length-1].getPoint(1);
|
|
|
+
|
|
|
+ if (!startPoint.equals(endPoint)) {
|
|
|
+ this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// To get accurate point with reference to
|
|
|
+// entire path distance at time t,
|
|
|
+// following has to be done:
|
|
|
+
|
|
|
+// 1. Length of each sub path have to be known
|
|
|
+// 2. Locate and identify type of curve
|
|
|
+// 3. Get t for the curve
|
|
|
+// 4. Return curve.getPointAt(t')
|
|
|
+
|
|
|
+THREE.CurvePath.prototype.getPoint = function( t ) {
|
|
|
+
|
|
|
+ var d = t * this.getLength();
|
|
|
+ var curveLengths = this.getCurveLengths();
|
|
|
+ var i = 0, diff, curve;
|
|
|
+
|
|
|
+ // To think about boundaries points.
|
|
|
+
|
|
|
+ while ( i < curveLengths.length ) {
|
|
|
+
|
|
|
+ if ( curveLengths[ i ] >= d ) {
|
|
|
+
|
|
|
+ diff = curveLengths[ i ] - d;
|
|
|
+ curve = this.curves[ i ];
|
|
|
+
|
|
|
+ var u = 1 - diff / curve.getLength();
|
|
|
+
|
|
|
+ return curve.getPointAt( u );
|
|
|
+
|
|
|
+ break;
|
|
|
+ }
|
|
|
+
|
|
|
+ i ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return null;
|
|
|
+
|
|
|
+ // loop where sum != 0, sum > d , sum+1 <d
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/*
|
|
|
+THREE.CurvePath.prototype.getTangent = function( t ) {
|
|
|
+};*/
|
|
|
+
|
|
|
+
|
|
|
+// We cannot use the default THREE.Curve getPoint() with getLength() because in
|
|
|
+// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
|
|
|
+// getPoint() depends on getLength
|
|
|
+
|
|
|
+THREE.CurvePath.prototype.getLength = function() {
|
|
|
+
|
|
|
+ var lens = this.getCurveLengths();
|
|
|
+ return lens[ lens.length - 1 ];
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Compute lengths and cache them
|
|
|
+// We cannot overwrite getLengths() because UtoT mapping uses it.
|
|
|
+
|
|
|
+THREE.CurvePath.prototype.getCurveLengths = function() {
|
|
|
+
|
|
|
+ // We use cache values if curves and cache array are same length
|
|
|
+
|
|
|
+ if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
|
|
|
+
|
|
|
+ return this.cacheLengths;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Get length of subsurve
|
|
|
+ // Push sums into cached array
|
|
|
+
|
|
|
+ var lengths = [], sums = 0;
|
|
|
+ var i, il = this.curves.length;
|
|
|
+
|
|
|
+ for ( i = 0; i < il; i ++ ) {
|
|
|
+
|
|
|
+ sums += this.curves[ i ].getLength();
|
|
|
+ lengths.push( sums );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.cacheLengths = lengths;
|
|
|
+
|
|
|
+ return lengths;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+// Returns min and max coordinates, as well as centroid
|
|
|
+
|
|
|
+THREE.CurvePath.prototype.getBoundingBox = function () {
|
|
|
+
|
|
|
+ var points = this.getPoints();
|
|
|
+
|
|
|
+ var maxX, maxY, maxZ;
|
|
|
+ var minX, minY, minZ;
|
|
|
+
|
|
|
+ maxX = maxY = Number.NEGATIVE_INFINITY;
|
|
|
+ minX = minY = Number.POSITIVE_INFINITY;
|
|
|
+
|
|
|
+ var p, i, il, sum;
|
|
|
+
|
|
|
+ var v3 = points[0] instanceof THREE.Vector3;
|
|
|
+
|
|
|
+ sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
|
|
|
+
|
|
|
+ for ( i = 0, il = points.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ p = points[ i ];
|
|
|
+
|
|
|
+ if ( p.x > maxX ) maxX = p.x;
|
|
|
+ else if ( p.x < minX ) minX = p.x;
|
|
|
+
|
|
|
+ if ( p.y > maxY ) maxY = p.y;
|
|
|
+ else if ( p.y < minY ) minY = p.y;
|
|
|
+
|
|
|
+ if ( v3 ) {
|
|
|
+
|
|
|
+ if ( p.z > maxZ ) maxZ = p.z;
|
|
|
+ else if ( p.z < minZ ) minZ = p.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ sum.add( p );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var ret = {
|
|
|
+
|
|
|
+ minX: minX,
|
|
|
+ minY: minY,
|
|
|
+ maxX: maxX,
|
|
|
+ maxY: maxY,
|
|
|
+ centroid: sum.divideScalar( il )
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ if ( v3 ) {
|
|
|
+
|
|
|
+ ret.maxZ = maxZ;
|
|
|
+ ret.minZ = minZ;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return ret;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/**************************************************************
|
|
|
+ * Create Geometries Helpers
|
|
|
+ **************************************************************/
|
|
|
+
|
|
|
+/// Generate geometry from path points (for Line or ParticleSystem objects)
|
|
|
+
|
|
|
+THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
|
|
|
+
|
|
|
+ var pts = this.getPoints( divisions, true );
|
|
|
+ return this.createGeometry( pts );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Generate geometry from equidistance sampling along the path
|
|
|
+
|
|
|
+THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
|
|
|
+
|
|
|
+ var pts = this.getSpacedPoints( divisions, true );
|
|
|
+ return this.createGeometry( pts );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CurvePath.prototype.createGeometry = function( points ) {
|
|
|
+
|
|
|
+ var geometry = new THREE.Geometry();
|
|
|
+
|
|
|
+ for ( var i = 0; i < points.length; i ++ ) {
|
|
|
+
|
|
|
+ geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return geometry;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+/**************************************************************
|
|
|
+ * Bend / Wrap Helper Methods
|
|
|
+ **************************************************************/
|
|
|
+
|
|
|
+// Wrap path / Bend modifiers?
|
|
|
+
|
|
|
+THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
|
|
|
+
|
|
|
+ this.bends.push( bendpath );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
|
|
|
+
|
|
|
+ var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
|
|
|
+ var i, il;
|
|
|
+
|
|
|
+ if ( !bends ) {
|
|
|
+
|
|
|
+ bends = this.bends;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( i = 0, il = bends.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ oldPts = this.getWrapPoints( oldPts, bends[ i ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return oldPts;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
|
|
|
+
|
|
|
+ var oldPts = this.getSpacedPoints( segments );
|
|
|
+
|
|
|
+ var i, il;
|
|
|
+
|
|
|
+ if ( !bends ) {
|
|
|
+
|
|
|
+ bends = this.bends;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( i = 0, il = bends.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ oldPts = this.getWrapPoints( oldPts, bends[ i ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return oldPts;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// This returns getPoints() bend/wrapped around the contour of a path.
|
|
|
+// Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
|
|
|
+
|
|
|
+THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
|
|
|
+
|
|
|
+ var bounds = this.getBoundingBox();
|
|
|
+
|
|
|
+ var i, il, p, oldX, oldY, xNorm;
|
|
|
+
|
|
|
+ for ( i = 0, il = oldPts.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ p = oldPts[ i ];
|
|
|
+
|
|
|
+ oldX = p.x;
|
|
|
+ oldY = p.y;
|
|
|
+
|
|
|
+ xNorm = oldX / bounds.maxX;
|
|
|
+
|
|
|
+ // If using actual distance, for length > path, requires line extrusions
|
|
|
+ //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
|
|
|
+
|
|
|
+ xNorm = path.getUtoTmapping( xNorm, oldX );
|
|
|
+
|
|
|
+ // check for out of bounds?
|
|
|
+
|
|
|
+ var pathPt = path.getPoint( xNorm );
|
|
|
+ var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY );
|
|
|
+
|
|
|
+ p.x = pathPt.x + normal.x;
|
|
|
+ p.y = pathPt.y + normal.y;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return oldPts;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Gyroscope = function () {
|
|
|
+
|
|
|
+ THREE.Object3D.call( this );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
|
|
|
+
|
|
|
+THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {
|
|
|
+
|
|
|
+ this.matrixAutoUpdate && this.updateMatrix();
|
|
|
+
|
|
|
+ // update matrixWorld
|
|
|
+
|
|
|
+ if ( this.matrixWorldNeedsUpdate || force ) {
|
|
|
+
|
|
|
+ if ( this.parent ) {
|
|
|
+
|
|
|
+ this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
|
|
|
+
|
|
|
+ this.matrixWorld.decompose( this.translationWorld, this.rotationWorld, this.scaleWorld );
|
|
|
+ this.matrix.decompose( this.translationObject, this.rotationObject, this.scaleObject );
|
|
|
+
|
|
|
+ this.matrixWorld.compose( this.translationWorld, this.rotationObject, this.scaleWorld );
|
|
|
+
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.matrixWorld.copy( this.matrix );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ this.matrixWorldNeedsUpdate = false;
|
|
|
+
|
|
|
+ force = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // update children
|
|
|
+
|
|
|
+ for ( var i = 0, l = this.children.length; i < l; i ++ ) {
|
|
|
+
|
|
|
+ this.children[ i ].updateMatrixWorld( force );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
|
|
|
+THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
|
|
|
+THREE.Gyroscope.prototype.rotationWorld = new THREE.Quaternion();
|
|
|
+THREE.Gyroscope.prototype.rotationObject = new THREE.Quaternion();
|
|
|
+THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
|
|
|
+THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
|
|
|
+
|
|
|
+/**
|
|
|
+ * @author zz85 / http://www.lab4games.net/zz85/blog
|
|
|
+ * Creates free form 2d path using series of points, lines or curves.
|
|
|
+ *
|
|
|
+ **/
|
|
|
+
|
|
|
+THREE.Path = function ( points ) {
|
|
|
+
|
|
|
+ THREE.CurvePath.call(this);
|
|
|
+
|
|
|
+ this.actions = [];
|
|
|
+
|
|
|
+ if ( points ) {
|
|
|
+
|
|
|
+ this.fromPoints( points );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
|
|
|
+
|
|
|
+THREE.PathActions = {
|
|
|
+
|
|
|
+ MOVE_TO: 'moveTo',
|
|
|
+ LINE_TO: 'lineTo',
|
|
|
+ QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
|
|
|
+ BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
|
|
|
+ CSPLINE_THRU: 'splineThru', // Catmull-rom spline
|
|
|
+ ARC: 'arc', // Circle
|
|
|
+ ELLIPSE: 'ellipse'
|
|
|
+};
|
|
|
+
|
|
|
+// TODO Clean up PATH API
|
|
|
+
|
|
|
+// Create path using straight lines to connect all points
|
|
|
+// - vectors: array of Vector2
|
|
|
+
|
|
|
+THREE.Path.prototype.fromPoints = function ( vectors ) {
|
|
|
+
|
|
|
+ this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
|
|
|
+
|
|
|
+ for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
|
|
|
+
|
|
|
+ this.lineTo( vectors[ v ].x, vectors[ v ].y );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// startPath() endPath()?
|
|
|
+
|
|
|
+THREE.Path.prototype.moveTo = function ( x, y ) {
|
|
|
+
|
|
|
+ var args = Array.prototype.slice.call( arguments );
|
|
|
+ this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Path.prototype.lineTo = function ( x, y ) {
|
|
|
+
|
|
|
+ var args = Array.prototype.slice.call( arguments );
|
|
|
+
|
|
|
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
|
|
|
+
|
|
|
+ var x0 = lastargs[ lastargs.length - 2 ];
|
|
|
+ var y0 = lastargs[ lastargs.length - 1 ];
|
|
|
+
|
|
|
+ var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
|
|
|
+ this.curves.push( curve );
|
|
|
+
|
|
|
+ this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
|
|
|
+
|
|
|
+ var args = Array.prototype.slice.call( arguments );
|
|
|
+
|
|
|
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
|
|
|
+
|
|
|
+ var x0 = lastargs[ lastargs.length - 2 ];
|
|
|
+ var y0 = lastargs[ lastargs.length - 1 ];
|
|
|
+
|
|
|
+ var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
|
|
|
+ new THREE.Vector2( aCPx, aCPy ),
|
|
|
+ new THREE.Vector2( aX, aY ) );
|
|
|
+ this.curves.push( curve );
|
|
|
+
|
|
|
+ this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
|
|
|
+ aCP2x, aCP2y,
|
|
|
+ aX, aY ) {
|
|
|
+
|
|
|
+ var args = Array.prototype.slice.call( arguments );
|
|
|
+
|
|
|
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
|
|
|
+
|
|
|
+ var x0 = lastargs[ lastargs.length - 2 ];
|
|
|
+ var y0 = lastargs[ lastargs.length - 1 ];
|
|
|
+
|
|
|
+ var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
|
|
|
+ new THREE.Vector2( aCP1x, aCP1y ),
|
|
|
+ new THREE.Vector2( aCP2x, aCP2y ),
|
|
|
+ new THREE.Vector2( aX, aY ) );
|
|
|
+ this.curves.push( curve );
|
|
|
+
|
|
|
+ this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
|
|
|
+
|
|
|
+ var args = Array.prototype.slice.call( arguments );
|
|
|
+ var lastargs = this.actions[ this.actions.length - 1 ].args;
|
|
|
+
|
|
|
+ var x0 = lastargs[ lastargs.length - 2 ];
|
|
|
+ var y0 = lastargs[ lastargs.length - 1 ];
|
|
|
+//---
|
|
|
+ var npts = [ new THREE.Vector2( x0, y0 ) ];
|
|
|
+ Array.prototype.push.apply( npts, pts );
|
|
|
+
|
|
|
+ var curve = new THREE.SplineCurve( npts );
|
|
|
+ this.curves.push( curve );
|
|
|
+
|
|
|
+ this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// FUTURE: Change the API or follow canvas API?
|
|
|
+
|
|
|
+THREE.Path.prototype.arc = function ( aX, aY, aRadius,
|
|
|
+ aStartAngle, aEndAngle, aClockwise ) {
|
|
|
+
|
|
|
+ var lastargs = this.actions[ this.actions.length - 1].args;
|
|
|
+ var x0 = lastargs[ lastargs.length - 2 ];
|
|
|
+ var y0 = lastargs[ lastargs.length - 1 ];
|
|
|
+
|
|
|
+ this.absarc(aX + x0, aY + y0, aRadius,
|
|
|
+ aStartAngle, aEndAngle, aClockwise );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
|
|
|
+ aStartAngle, aEndAngle, aClockwise ) {
|
|
|
+ this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
|
|
|
+ };
|
|
|
+
|
|
|
+THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
|
|
|
+ aStartAngle, aEndAngle, aClockwise ) {
|
|
|
+
|
|
|
+ var lastargs = this.actions[ this.actions.length - 1].args;
|
|
|
+ var x0 = lastargs[ lastargs.length - 2 ];
|
|
|
+ var y0 = lastargs[ lastargs.length - 1 ];
|
|
|
+
|
|
|
+ this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
|
|
|
+ aStartAngle, aEndAngle, aClockwise );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+
|
|
|
+THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
|
|
|
+ aStartAngle, aEndAngle, aClockwise ) {
|
|
|
+
|
|
|
+ var args = Array.prototype.slice.call( arguments );
|
|
|
+ var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
|
|
|
+ aStartAngle, aEndAngle, aClockwise );
|
|
|
+ this.curves.push( curve );
|
|
|
+
|
|
|
+ var lastPoint = curve.getPoint(aClockwise ? 1 : 0);
|
|
|
+ args.push(lastPoint.x);
|
|
|
+ args.push(lastPoint.y);
|
|
|
+
|
|
|
+ this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
|
|
|
+
|
|
|
+ if ( ! divisions ) divisions = 40;
|
|
|
+
|
|
|
+ var points = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < divisions; i ++ ) {
|
|
|
+
|
|
|
+ points.push( this.getPoint( i / divisions ) );
|
|
|
+
|
|
|
+ //if( !this.getPoint( i / divisions ) ) throw "DIE";
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // if ( closedPath ) {
|
|
|
+ //
|
|
|
+ // points.push( points[ 0 ] );
|
|
|
+ //
|
|
|
+ // }
|
|
|
+
|
|
|
+ return points;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/* Return an array of vectors based on contour of the path */
|
|
|
+
|
|
|
+THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
|
|
|
+
|
|
|
+ if (this.useSpacedPoints) {
|
|
|
+ console.log('tata');
|
|
|
+ return this.getSpacedPoints( divisions, closedPath );
|
|
|
+ }
|
|
|
+
|
|
|
+ divisions = divisions || 12;
|
|
|
+
|
|
|
+ var points = [];
|
|
|
+
|
|
|
+ var i, il, item, action, args;
|
|
|
+ var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
|
|
|
+ laste, j,
|
|
|
+ t, tx, ty;
|
|
|
+
|
|
|
+ for ( i = 0, il = this.actions.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ item = this.actions[ i ];
|
|
|
+
|
|
|
+ action = item.action;
|
|
|
+ args = item.args;
|
|
|
+
|
|
|
+ switch( action ) {
|
|
|
+
|
|
|
+ case THREE.PathActions.MOVE_TO:
|
|
|
+
|
|
|
+ points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ case THREE.PathActions.LINE_TO:
|
|
|
+
|
|
|
+ points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ case THREE.PathActions.QUADRATIC_CURVE_TO:
|
|
|
+
|
|
|
+ cpx = args[ 2 ];
|
|
|
+ cpy = args[ 3 ];
|
|
|
+
|
|
|
+ cpx1 = args[ 0 ];
|
|
|
+ cpy1 = args[ 1 ];
|
|
|
+
|
|
|
+ if ( points.length > 0 ) {
|
|
|
+
|
|
|
+ laste = points[ points.length - 1 ];
|
|
|
+
|
|
|
+ cpx0 = laste.x;
|
|
|
+ cpy0 = laste.y;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ laste = this.actions[ i - 1 ].args;
|
|
|
+
|
|
|
+ cpx0 = laste[ laste.length - 2 ];
|
|
|
+ cpy0 = laste[ laste.length - 1 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( j = 1; j <= divisions; j ++ ) {
|
|
|
+
|
|
|
+ t = j / divisions;
|
|
|
+
|
|
|
+ tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
|
|
|
+ ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
|
|
|
+
|
|
|
+ points.push( new THREE.Vector2( tx, ty ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ case THREE.PathActions.BEZIER_CURVE_TO:
|
|
|
+
|
|
|
+ cpx = args[ 4 ];
|
|
|
+ cpy = args[ 5 ];
|
|
|
+
|
|
|
+ cpx1 = args[ 0 ];
|
|
|
+ cpy1 = args[ 1 ];
|
|
|
+
|
|
|
+ cpx2 = args[ 2 ];
|
|
|
+ cpy2 = args[ 3 ];
|
|
|
+
|
|
|
+ if ( points.length > 0 ) {
|
|
|
+
|
|
|
+ laste = points[ points.length - 1 ];
|
|
|
+
|
|
|
+ cpx0 = laste.x;
|
|
|
+ cpy0 = laste.y;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ laste = this.actions[ i - 1 ].args;
|
|
|
+
|
|
|
+ cpx0 = laste[ laste.length - 2 ];
|
|
|
+ cpy0 = laste[ laste.length - 1 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ for ( j = 1; j <= divisions; j ++ ) {
|
|
|
+
|
|
|
+ t = j / divisions;
|
|
|
+
|
|
|
+ tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
|
|
|
+ ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
|
|
|
+
|
|
|
+ points.push( new THREE.Vector2( tx, ty ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ case THREE.PathActions.CSPLINE_THRU:
|
|
|
+
|
|
|
+ laste = this.actions[ i - 1 ].args;
|
|
|
+
|
|
|
+ var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
|
|
|
+ var spts = [ last ];
|
|
|
+
|
|
|
+ var n = divisions * args[ 0 ].length;
|
|
|
+
|
|
|
+ spts = spts.concat( args[ 0 ] );
|
|
|
+
|
|
|
+ var spline = new THREE.SplineCurve( spts );
|
|
|
+
|
|
|
+ for ( j = 1; j <= n; j ++ ) {
|
|
|
+
|
|
|
+ points.push( spline.getPointAt( j / n ) ) ;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ case THREE.PathActions.ARC:
|
|
|
+
|
|
|
+ var aX = args[ 0 ], aY = args[ 1 ],
|
|
|
+ aRadius = args[ 2 ],
|
|
|
+ aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
|
|
|
+ aClockwise = !!args[ 5 ];
|
|
|
+
|
|
|
+ var deltaAngle = aEndAngle - aStartAngle;
|
|
|
+ var angle;
|
|
|
+ var tdivisions = divisions * 2;
|
|
|
+
|
|
|
+ for ( j = 1; j <= tdivisions; j ++ ) {
|
|
|
+
|
|
|
+ t = j / tdivisions;
|
|
|
+
|
|
|
+ if ( ! aClockwise ) {
|
|
|
+
|
|
|
+ t = 1 - t;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ angle = aStartAngle + t * deltaAngle;
|
|
|
+
|
|
|
+ tx = aX + aRadius * Math.cos( angle );
|
|
|
+ ty = aY + aRadius * Math.sin( angle );
|
|
|
+
|
|
|
+ //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
|
|
|
+
|
|
|
+ points.push( new THREE.Vector2( tx, ty ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //console.log(points);
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ case THREE.PathActions.ELLIPSE:
|
|
|
+
|
|
|
+ var aX = args[ 0 ], aY = args[ 1 ],
|
|
|
+ xRadius = args[ 2 ],
|
|
|
+ yRadius = args[ 3 ],
|
|
|
+ aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
|
|
|
+ aClockwise = !!args[ 6 ];
|
|
|
+
|
|
|
+
|
|
|
+ var deltaAngle = aEndAngle - aStartAngle;
|
|
|
+ var angle;
|
|
|
+ var tdivisions = divisions * 2;
|
|
|
+
|
|
|
+ for ( j = 1; j <= tdivisions; j ++ ) {
|
|
|
+
|
|
|
+ t = j / tdivisions;
|
|
|
+
|
|
|
+ if ( ! aClockwise ) {
|
|
|
+
|
|
|
+ t = 1 - t;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ angle = aStartAngle + t * deltaAngle;
|
|
|
+
|
|
|
+ tx = aX + xRadius * Math.cos( angle );
|
|
|
+ ty = aY + yRadius * Math.sin( angle );
|
|
|
+
|
|
|
+ //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
|
|
|
+
|
|
|
+ points.push( new THREE.Vector2( tx, ty ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //console.log(points);
|
|
|
+
|
|
|
+ break;
|
|
|
+
|
|
|
+ } // end switch
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ // Normalize to remove the closing point by default.
|
|
|
+ var lastPoint = points[ points.length - 1];
|
|
|
+ var EPSILON = 0.0000000001;
|
|
|
+ if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
|
|
|
+ Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
|
|
|
+ points.splice( points.length - 1, 1);
|
|
|
+ if ( closedPath ) {
|
|
|
+
|
|
|
+ points.push( points[ 0 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return points;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Breaks path into shapes
|
|
|
+
|
|
|
+THREE.Path.prototype.toShapes = function() {
|
|
|
+
|
|
|
+ var i, il, item, action, args;
|
|
|
+
|
|
|
+ var subPaths = [], lastPath = new THREE.Path();
|
|
|
+
|
|
|
+ for ( i = 0, il = this.actions.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ item = this.actions[ i ];
|
|
|
+
|
|
|
+ args = item.args;
|
|
|
+ action = item.action;
|
|
|
+
|
|
|
+ if ( action == THREE.PathActions.MOVE_TO ) {
|
|
|
+
|
|
|
+ if ( lastPath.actions.length != 0 ) {
|
|
|
+
|
|
|
+ subPaths.push( lastPath );
|
|
|
+ lastPath = new THREE.Path();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ lastPath[ action ].apply( lastPath, args );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( lastPath.actions.length != 0 ) {
|
|
|
+
|
|
|
+ subPaths.push( lastPath );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // console.log(subPaths);
|
|
|
+
|
|
|
+ if ( subPaths.length == 0 ) return [];
|
|
|
+
|
|
|
+ var tmpPath, tmpShape, shapes = [];
|
|
|
+
|
|
|
+ var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
|
|
|
+ // console.log("Holes first", holesFirst);
|
|
|
+
|
|
|
+ if ( subPaths.length == 1) {
|
|
|
+ tmpPath = subPaths[0];
|
|
|
+ tmpShape = new THREE.Shape();
|
|
|
+ tmpShape.actions = tmpPath.actions;
|
|
|
+ tmpShape.curves = tmpPath.curves;
|
|
|
+ shapes.push( tmpShape );
|
|
|
+ return shapes;
|
|
|
+ };
|
|
|
+
|
|
|
+ if ( holesFirst ) {
|
|
|
+
|
|
|
+ tmpShape = new THREE.Shape();
|
|
|
+
|
|
|
+ for ( i = 0, il = subPaths.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ tmpPath = subPaths[ i ];
|
|
|
+
|
|
|
+ if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
|
|
|
+
|
|
|
+ tmpShape.actions = tmpPath.actions;
|
|
|
+ tmpShape.curves = tmpPath.curves;
|
|
|
+
|
|
|
+ shapes.push( tmpShape );
|
|
|
+ tmpShape = new THREE.Shape();
|
|
|
+
|
|
|
+ //console.log('cw', i);
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ tmpShape.holes.push( tmpPath );
|
|
|
+
|
|
|
+ //console.log('ccw', i);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // Shapes first
|
|
|
+
|
|
|
+ for ( i = 0, il = subPaths.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ tmpPath = subPaths[ i ];
|
|
|
+
|
|
|
+ if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
|
|
|
+
|
|
|
+
|
|
|
+ if ( tmpShape ) shapes.push( tmpShape );
|
|
|
+
|
|
|
+ tmpShape = new THREE.Shape();
|
|
|
+ tmpShape.actions = tmpPath.actions;
|
|
|
+ tmpShape.curves = tmpPath.curves;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ tmpShape.holes.push( tmpPath );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ shapes.push( tmpShape );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //console.log("shape", shapes);
|
|
|
+
|
|
|
+ return shapes;
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author zz85 / http://www.lab4games.net/zz85/blog
|
|
|
+ * Defines a 2d shape plane using paths.
|
|
|
+ **/
|
|
|
+
|
|
|
+// STEP 1 Create a path.
|
|
|
+// STEP 2 Turn path into shape.
|
|
|
+// STEP 3 ExtrudeGeometry takes in Shape/Shapes
|
|
|
+// STEP 3a - Extract points from each shape, turn to vertices
|
|
|
+// STEP 3b - Triangulate each shape, add faces.
|
|
|
+
|
|
|
+THREE.Shape = function () {
|
|
|
+
|
|
|
+ THREE.Path.apply( this, arguments );
|
|
|
+ this.holes = [];
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Shape.prototype = Object.create( THREE.Path.prototype );
|
|
|
+
|
|
|
+// Convenience method to return ExtrudeGeometry
|
|
|
+
|
|
|
+THREE.Shape.prototype.extrude = function ( options ) {
|
|
|
+
|
|
|
+ var extruded = new THREE.ExtrudeGeometry( this, options );
|
|
|
+ return extruded;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Convenience method to return ShapeGeometry
|
|
|
+
|
|
|
+THREE.Shape.prototype.makeGeometry = function ( options ) {
|
|
|
+
|
|
|
+ var geometry = new THREE.ShapeGeometry( this, options );
|
|
|
+ return geometry;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Get points of holes
|
|
|
+
|
|
|
+THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
|
|
|
+
|
|
|
+ var i, il = this.holes.length, holesPts = [];
|
|
|
+
|
|
|
+ for ( i = 0; i < il; i ++ ) {
|
|
|
+
|
|
|
+ holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return holesPts;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Get points of holes (spaced by regular distance)
|
|
|
+
|
|
|
+THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
|
|
|
+
|
|
|
+ var i, il = this.holes.length, holesPts = [];
|
|
|
+
|
|
|
+ for ( i = 0; i < il; i ++ ) {
|
|
|
+
|
|
|
+ holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return holesPts;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+// Get points of shape and holes (keypoints based on segments parameter)
|
|
|
+
|
|
|
+THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
|
|
|
+
|
|
|
+ return {
|
|
|
+
|
|
|
+ shape: this.getTransformedPoints( divisions ),
|
|
|
+ holes: this.getPointsHoles( divisions )
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Shape.prototype.extractPoints = function ( divisions ) {
|
|
|
+
|
|
|
+ if (this.useSpacedPoints) {
|
|
|
+ return this.extractAllSpacedPoints(divisions);
|
|
|
+ }
|
|
|
+
|
|
|
+ return this.extractAllPoints(divisions);
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+//
|
|
|
+// THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
|
|
|
+//
|
|
|
+// return {
|
|
|
+//
|
|
|
+// shape: this.transform( bend, divisions ),
|
|
|
+// holes: this.getPointsHoles( divisions, bend )
|
|
|
+//
|
|
|
+// };
|
|
|
+//
|
|
|
+// };
|
|
|
+
|
|
|
+// Get points of shape and holes (spaced by regular distance)
|
|
|
+
|
|
|
+THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
|
|
|
+
|
|
|
+ return {
|
|
|
+
|
|
|
+ shape: this.getTransformedSpacedPoints( divisions ),
|
|
|
+ holes: this.getSpacedPointsHoles( divisions )
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/**************************************************************
|
|
|
+ * Utils
|
|
|
+ **************************************************************/
|
|
|
+
|
|
|
+THREE.Shape.Utils = {
|
|
|
+
|
|
|
+ /*
|
|
|
+ contour - array of vector2 for contour
|
|
|
+ holes - array of array of vector2
|
|
|
+ */
|
|
|
+
|
|
|
+ removeHoles: function ( contour, holes ) {
|
|
|
+
|
|
|
+ var shape = contour.concat(); // work on this shape
|
|
|
+ var allpoints = shape.concat();
|
|
|
+
|
|
|
+ /* For each isolated shape, find the closest points and break to the hole to allow triangulation */
|
|
|
+
|
|
|
+
|
|
|
+ var prevShapeVert, nextShapeVert,
|
|
|
+ prevHoleVert, nextHoleVert,
|
|
|
+ holeIndex, shapeIndex,
|
|
|
+ shapeId, shapeGroup,
|
|
|
+ h, h2,
|
|
|
+ hole, shortest, d,
|
|
|
+ p, pts1, pts2,
|
|
|
+ tmpShape1, tmpShape2,
|
|
|
+ tmpHole1, tmpHole2,
|
|
|
+ verts = [];
|
|
|
+
|
|
|
+ for ( h = 0; h < holes.length; h ++ ) {
|
|
|
+
|
|
|
+ hole = holes[ h ];
|
|
|
+
|
|
|
+ /*
|
|
|
+ shapeholes[ h ].concat(); // preserves original
|
|
|
+ holes.push( hole );
|
|
|
+ */
|
|
|
+
|
|
|
+ Array.prototype.push.apply( allpoints, hole );
|
|
|
+
|
|
|
+ shortest = Number.POSITIVE_INFINITY;
|
|
|
+
|
|
|
+
|
|
|
+ // Find the shortest pair of pts between shape and hole
|
|
|
+
|
|
|
+ // Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n)
|
|
|
+ // Using distanceToSquared() intead of distanceTo() should speed a little
|
|
|
+ // since running square roots operations are reduced.
|
|
|
+
|
|
|
+ for ( h2 = 0; h2 < hole.length; h2 ++ ) {
|
|
|
+
|
|
|
+ pts1 = hole[ h2 ];
|
|
|
+ var dist = [];
|
|
|
+
|
|
|
+ for ( p = 0; p < shape.length; p++ ) {
|
|
|
+
|
|
|
+ pts2 = shape[ p ];
|
|
|
+ d = pts1.distanceToSquared( pts2 );
|
|
|
+ dist.push( d );
|
|
|
+
|
|
|
+ if ( d < shortest ) {
|
|
|
+
|
|
|
+ shortest = d;
|
|
|
+ holeIndex = h2;
|
|
|
+ shapeIndex = p;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //console.log("shortest", shortest, dist);
|
|
|
+
|
|
|
+ prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
|
|
|
+ prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
|
|
|
+
|
|
|
+ var areaapts = [
|
|
|
+
|
|
|
+ hole[ holeIndex ],
|
|
|
+ shape[ shapeIndex ],
|
|
|
+ shape[ prevShapeVert ]
|
|
|
+
|
|
|
+ ];
|
|
|
+
|
|
|
+ var areaa = THREE.FontUtils.Triangulate.area( areaapts );
|
|
|
+
|
|
|
+ var areabpts = [
|
|
|
+
|
|
|
+ hole[ holeIndex ],
|
|
|
+ hole[ prevHoleVert ],
|
|
|
+ shape[ shapeIndex ]
|
|
|
+
|
|
|
+ ];
|
|
|
+
|
|
|
+ var areab = THREE.FontUtils.Triangulate.area( areabpts );
|
|
|
+
|
|
|
+ var shapeOffset = 1;
|
|
|
+ var holeOffset = -1;
|
|
|
+
|
|
|
+ var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex;
|
|
|
+ shapeIndex += shapeOffset;
|
|
|
+ holeIndex += holeOffset;
|
|
|
+
|
|
|
+ if ( shapeIndex < 0 ) { shapeIndex += shape.length; }
|
|
|
+ shapeIndex %= shape.length;
|
|
|
+
|
|
|
+ if ( holeIndex < 0 ) { holeIndex += hole.length; }
|
|
|
+ holeIndex %= hole.length;
|
|
|
+
|
|
|
+ prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
|
|
|
+ prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
|
|
|
+
|
|
|
+ areaapts = [
|
|
|
+
|
|
|
+ hole[ holeIndex ],
|
|
|
+ shape[ shapeIndex ],
|
|
|
+ shape[ prevShapeVert ]
|
|
|
+
|
|
|
+ ];
|
|
|
+
|
|
|
+ var areaa2 = THREE.FontUtils.Triangulate.area( areaapts );
|
|
|
+
|
|
|
+ areabpts = [
|
|
|
+
|
|
|
+ hole[ holeIndex ],
|
|
|
+ hole[ prevHoleVert ],
|
|
|
+ shape[ shapeIndex ]
|
|
|
+
|
|
|
+ ];
|
|
|
+
|
|
|
+ var areab2 = THREE.FontUtils.Triangulate.area( areabpts );
|
|
|
+ //console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ), ( areaa2 + areab2 ));
|
|
|
+
|
|
|
+ if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) {
|
|
|
+
|
|
|
+ // In case areas are not correct.
|
|
|
+ //console.log("USE THIS");
|
|
|
+
|
|
|
+ shapeIndex = oldShapeIndex;
|
|
|
+ holeIndex = oldHoleIndex ;
|
|
|
+
|
|
|
+ if ( shapeIndex < 0 ) { shapeIndex += shape.length; }
|
|
|
+ shapeIndex %= shape.length;
|
|
|
+
|
|
|
+ if ( holeIndex < 0 ) { holeIndex += hole.length; }
|
|
|
+ holeIndex %= hole.length;
|
|
|
+
|
|
|
+ prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
|
|
|
+ prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ //console.log("USE THAT ")
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ tmpShape1 = shape.slice( 0, shapeIndex );
|
|
|
+ tmpShape2 = shape.slice( shapeIndex );
|
|
|
+ tmpHole1 = hole.slice( holeIndex );
|
|
|
+ tmpHole2 = hole.slice( 0, holeIndex );
|
|
|
+
|
|
|
+ // Should check orders here again?
|
|
|
+
|
|
|
+ var trianglea = [
|
|
|
+
|
|
|
+ hole[ holeIndex ],
|
|
|
+ shape[ shapeIndex ],
|
|
|
+ shape[ prevShapeVert ]
|
|
|
+
|
|
|
+ ];
|
|
|
+
|
|
|
+ var triangleb = [
|
|
|
+
|
|
|
+ hole[ holeIndex ] ,
|
|
|
+ hole[ prevHoleVert ],
|
|
|
+ shape[ shapeIndex ]
|
|
|
+
|
|
|
+ ];
|
|
|
+
|
|
|
+ verts.push( trianglea );
|
|
|
+ verts.push( triangleb );
|
|
|
+
|
|
|
+ shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return {
|
|
|
+
|
|
|
+ shape:shape, /* shape with no holes */
|
|
|
+ isolatedPts: verts, /* isolated faces */
|
|
|
+ allpoints: allpoints
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ triangulateShape: function ( contour, holes ) {
|
|
|
+
|
|
|
+ var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes );
|
|
|
+
|
|
|
+ var shape = shapeWithoutHoles.shape,
|
|
|
+ allpoints = shapeWithoutHoles.allpoints,
|
|
|
+ isolatedPts = shapeWithoutHoles.isolatedPts;
|
|
|
+
|
|
|
+ var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape
|
|
|
+
|
|
|
+ // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
|
|
|
+
|
|
|
+ //console.log( "triangles",triangles, triangles.length );
|
|
|
+ //console.log( "allpoints",allpoints, allpoints.length );
|
|
|
+
|
|
|
+ var i, il, f, face,
|
|
|
+ key, index,
|
|
|
+ allPointsMap = {},
|
|
|
+ isolatedPointsMap = {};
|
|
|
+
|
|
|
+ // prepare all points map
|
|
|
+
|
|
|
+ for ( i = 0, il = allpoints.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ key = allpoints[ i ].x + ":" + allpoints[ i ].y;
|
|
|
+
|
|
|
+ if ( allPointsMap[ key ] !== undefined ) {
|
|
|
+
|
|
|
+ console.log( "Duplicate point", key );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ allPointsMap[ key ] = i;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // check all face vertices against all points map
|
|
|
+
|
|
|
+ for ( i = 0, il = triangles.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ face = triangles[ i ];
|
|
|
+
|
|
|
+ for ( f = 0; f < 3; f ++ ) {
|
|
|
+
|
|
|
+ key = face[ f ].x + ":" + face[ f ].y;
|
|
|
+
|
|
|
+ index = allPointsMap[ key ];
|
|
|
+
|
|
|
+ if ( index !== undefined ) {
|
|
|
+
|
|
|
+ face[ f ] = index;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // check isolated points vertices against all points map
|
|
|
+
|
|
|
+ for ( i = 0, il = isolatedPts.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ face = isolatedPts[ i ];
|
|
|
+
|
|
|
+ for ( f = 0; f < 3; f ++ ) {
|
|
|
+
|
|
|
+ key = face[ f ].x + ":" + face[ f ].y;
|
|
|
+
|
|
|
+ index = allPointsMap[ key ];
|
|
|
+
|
|
|
+ if ( index !== undefined ) {
|
|
|
+
|
|
|
+ face[ f ] = index;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return triangles.concat( isolatedPts );
|
|
|
+
|
|
|
+ }, // end triangulate shapes
|
|
|
+
|
|
|
+ /*
|
|
|
+ triangulate2 : function( pts, holes ) {
|
|
|
+
|
|
|
+ // For use with Poly2Tri.js
|
|
|
+
|
|
|
+ var allpts = pts.concat();
|
|
|
+ var shape = [];
|
|
|
+ for (var p in pts) {
|
|
|
+ shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y));
|
|
|
+ }
|
|
|
+
|
|
|
+ var swctx = new js.poly2tri.SweepContext(shape);
|
|
|
+
|
|
|
+ for (var h in holes) {
|
|
|
+ var aHole = holes[h];
|
|
|
+ var newHole = []
|
|
|
+ for (i in aHole) {
|
|
|
+ newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y));
|
|
|
+ allpts.push(aHole[i]);
|
|
|
+ }
|
|
|
+ swctx.AddHole(newHole);
|
|
|
+ }
|
|
|
+
|
|
|
+ var find;
|
|
|
+ var findIndexForPt = function (pt) {
|
|
|
+ find = new THREE.Vector2(pt.x, pt.y);
|
|
|
+ var p;
|
|
|
+ for (p=0, pl = allpts.length; p<pl; p++) {
|
|
|
+ if (allpts[p].equals(find)) return p;
|
|
|
+ }
|
|
|
+ return -1;
|
|
|
+ };
|
|
|
+
|
|
|
+ // triangulate
|
|
|
+ js.poly2tri.sweep.Triangulate(swctx);
|
|
|
+
|
|
|
+ var triangles = swctx.GetTriangles();
|
|
|
+ var tr ;
|
|
|
+ var facesPts = [];
|
|
|
+ for (var t in triangles) {
|
|
|
+ tr = triangles[t];
|
|
|
+ facesPts.push([
|
|
|
+ findIndexForPt(tr.GetPoint(0)),
|
|
|
+ findIndexForPt(tr.GetPoint(1)),
|
|
|
+ findIndexForPt(tr.GetPoint(2))
|
|
|
+ ]);
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // console.log(facesPts);
|
|
|
+ // console.log("triangles", triangles.length, triangles);
|
|
|
+
|
|
|
+ // Returns array of faces with 3 element each
|
|
|
+ return facesPts;
|
|
|
+ },
|
|
|
+*/
|
|
|
+
|
|
|
+ isClockWise: function ( pts ) {
|
|
|
+
|
|
|
+ return THREE.FontUtils.Triangulate.area( pts ) < 0;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Bezier Curves formulas obtained from
|
|
|
+ // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
|
|
|
+
|
|
|
+ // Quad Bezier Functions
|
|
|
+
|
|
|
+ b2p0: function ( t, p ) {
|
|
|
+
|
|
|
+ var k = 1 - t;
|
|
|
+ return k * k * p;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ b2p1: function ( t, p ) {
|
|
|
+
|
|
|
+ return 2 * ( 1 - t ) * t * p;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ b2p2: function ( t, p ) {
|
|
|
+
|
|
|
+ return t * t * p;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ b2: function ( t, p0, p1, p2 ) {
|
|
|
+
|
|
|
+ return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Cubic Bezier Functions
|
|
|
+
|
|
|
+ b3p0: function ( t, p ) {
|
|
|
+
|
|
|
+ var k = 1 - t;
|
|
|
+ return k * k * k * p;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ b3p1: function ( t, p ) {
|
|
|
+
|
|
|
+ var k = 1 - t;
|
|
|
+ return 3 * k * k * t * p;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ b3p2: function ( t, p ) {
|
|
|
+
|
|
|
+ var k = 1 - t;
|
|
|
+ return 3 * k * t * t * p;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ b3p3: function ( t, p ) {
|
|
|
+
|
|
|
+ return t * t * t * p;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ b3: function ( t, p0, p1, p2, p3 ) {
|
|
|
+
|
|
|
+ return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/**
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.AnimationHandler = (function() {
|
|
|
+
|
|
|
+ var playing = [];
|
|
|
+ var library = {};
|
|
|
+ var that = {};
|
|
|
+
|
|
|
+
|
|
|
+ //--- update ---
|
|
|
+
|
|
|
+ that.update = function( deltaTimeMS ) {
|
|
|
+
|
|
|
+ for( var i = 0; i < playing.length; i ++ )
|
|
|
+ playing[ i ].update( deltaTimeMS );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+
|
|
|
+ //--- add ---
|
|
|
+
|
|
|
+ that.addToUpdate = function( animation ) {
|
|
|
+
|
|
|
+ if ( playing.indexOf( animation ) === -1 )
|
|
|
+ playing.push( animation );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+
|
|
|
+ //--- remove ---
|
|
|
+
|
|
|
+ that.removeFromUpdate = function( animation ) {
|
|
|
+
|
|
|
+ var index = playing.indexOf( animation );
|
|
|
+
|
|
|
+ if( index !== -1 )
|
|
|
+ playing.splice( index, 1 );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+
|
|
|
+ //--- add ---
|
|
|
+
|
|
|
+ that.add = function( data ) {
|
|
|
+
|
|
|
+ if ( library[ data.name ] !== undefined )
|
|
|
+ console.log( "THREE.AnimationHandler.add: Warning! " + data.name + " already exists in library. Overwriting." );
|
|
|
+
|
|
|
+ library[ data.name ] = data;
|
|
|
+ initData( data );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+
|
|
|
+ //--- get ---
|
|
|
+
|
|
|
+ that.get = function( name ) {
|
|
|
+
|
|
|
+ if ( typeof name === "string" ) {
|
|
|
+
|
|
|
+ if ( library[ name ] ) {
|
|
|
+
|
|
|
+ return library[ name ];
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ console.log( "THREE.AnimationHandler.get: Couldn't find animation " + name );
|
|
|
+ return null;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // todo: add simple tween library
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ //--- parse ---
|
|
|
+
|
|
|
+ that.parse = function( root ) {
|
|
|
+
|
|
|
+ // setup hierarchy
|
|
|
+
|
|
|
+ var hierarchy = [];
|
|
|
+
|
|
|
+ if ( root instanceof THREE.SkinnedMesh ) {
|
|
|
+
|
|
|
+ for( var b = 0; b < root.bones.length; b++ ) {
|
|
|
+
|
|
|
+ hierarchy.push( root.bones[ b ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ parseRecurseHierarchy( root, hierarchy );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return hierarchy;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var parseRecurseHierarchy = function( root, hierarchy ) {
|
|
|
+
|
|
|
+ hierarchy.push( root );
|
|
|
+
|
|
|
+ for( var c = 0; c < root.children.length; c++ )
|
|
|
+ parseRecurseHierarchy( root.children[ c ], hierarchy );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ //--- init data ---
|
|
|
+
|
|
|
+ var initData = function( data ) {
|
|
|
+
|
|
|
+ if( data.initialized === true )
|
|
|
+ return;
|
|
|
+
|
|
|
+
|
|
|
+ // loop through all keys
|
|
|
+
|
|
|
+ for( var h = 0; h < data.hierarchy.length; h ++ ) {
|
|
|
+
|
|
|
+ for( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
|
|
|
+
|
|
|
+ // remove minus times
|
|
|
+
|
|
|
+ if( data.hierarchy[ h ].keys[ k ].time < 0 )
|
|
|
+ data.hierarchy[ h ].keys[ k ].time = 0;
|
|
|
+
|
|
|
+
|
|
|
+ // create quaternions
|
|
|
+
|
|
|
+ if( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
|
|
|
+ !( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
|
|
|
+
|
|
|
+ var quat = data.hierarchy[ h ].keys[ k ].rot;
|
|
|
+ data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion( quat[0], quat[1], quat[2], quat[3] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // prepare morph target keys
|
|
|
+
|
|
|
+ if( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
|
|
|
+
|
|
|
+ // get all used
|
|
|
+
|
|
|
+ var usedMorphTargets = {};
|
|
|
+
|
|
|
+ for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
|
|
|
+
|
|
|
+ for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
|
|
|
+
|
|
|
+ var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
|
|
|
+ usedMorphTargets[ morphTargetName ] = -1;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
|
|
|
+
|
|
|
+
|
|
|
+ // set all used on all frames
|
|
|
+
|
|
|
+ for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
|
|
|
+
|
|
|
+ var influences = {};
|
|
|
+
|
|
|
+ for ( var morphTargetName in usedMorphTargets ) {
|
|
|
+
|
|
|
+ for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
|
|
|
+
|
|
|
+ if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
|
|
|
+
|
|
|
+ influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
|
|
|
+
|
|
|
+ influences[ morphTargetName ] = 0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // remove all keys that are on the same time
|
|
|
+
|
|
|
+ for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
|
|
|
+
|
|
|
+ if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
|
|
|
+
|
|
|
+ data.hierarchy[ h ].keys.splice( k, 1 );
|
|
|
+ k --;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // set index
|
|
|
+
|
|
|
+ for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
|
|
|
+
|
|
|
+ data.hierarchy[ h ].keys[ k ].index = k;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // JIT
|
|
|
+
|
|
|
+ var lengthInFrames = parseInt( data.length * data.fps, 10 );
|
|
|
+
|
|
|
+ data.JIT = {};
|
|
|
+ data.JIT.hierarchy = [];
|
|
|
+
|
|
|
+ for( var h = 0; h < data.hierarchy.length; h ++ )
|
|
|
+ data.JIT.hierarchy.push( new Array( lengthInFrames ) );
|
|
|
+
|
|
|
+
|
|
|
+ // done
|
|
|
+
|
|
|
+ data.initialized = true;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+
|
|
|
+ // interpolation types
|
|
|
+
|
|
|
+ that.LINEAR = 0;
|
|
|
+ that.CATMULLROM = 1;
|
|
|
+ that.CATMULLROM_FORWARD = 2;
|
|
|
+
|
|
|
+ return that;
|
|
|
+
|
|
|
+}());
|
|
|
+/**
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.Animation = function ( root, name, interpolationType ) {
|
|
|
+
|
|
|
+ this.root = root;
|
|
|
+ this.data = THREE.AnimationHandler.get( name );
|
|
|
+ this.hierarchy = THREE.AnimationHandler.parse( root );
|
|
|
+
|
|
|
+ this.currentTime = 0;
|
|
|
+ this.timeScale = 1;
|
|
|
+
|
|
|
+ this.isPlaying = false;
|
|
|
+ this.isPaused = true;
|
|
|
+ this.loop = true;
|
|
|
+
|
|
|
+ this.interpolationType = interpolationType !== undefined ? interpolationType : THREE.AnimationHandler.LINEAR;
|
|
|
+
|
|
|
+ this.points = [];
|
|
|
+ this.target = new THREE.Vector3();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Animation.prototype.play = function ( loop, startTimeMS ) {
|
|
|
+
|
|
|
+ if ( this.isPlaying === false ) {
|
|
|
+
|
|
|
+ this.isPlaying = true;
|
|
|
+ this.loop = loop !== undefined ? loop : true;
|
|
|
+ this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
|
|
|
+
|
|
|
+ // reset key cache
|
|
|
+
|
|
|
+ var h, hl = this.hierarchy.length,
|
|
|
+ object;
|
|
|
+
|
|
|
+ for ( h = 0; h < hl; h ++ ) {
|
|
|
+
|
|
|
+ object = this.hierarchy[ h ];
|
|
|
+
|
|
|
+ if ( this.interpolationType !== THREE.AnimationHandler.CATMULLROM_FORWARD ) {
|
|
|
+
|
|
|
+ object.useQuaternion = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ object.matrixAutoUpdate = true;
|
|
|
+
|
|
|
+ if ( object.animationCache === undefined ) {
|
|
|
+
|
|
|
+ object.animationCache = {};
|
|
|
+ object.animationCache.prevKey = { pos: 0, rot: 0, scl: 0 };
|
|
|
+ object.animationCache.nextKey = { pos: 0, rot: 0, scl: 0 };
|
|
|
+ object.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var prevKey = object.animationCache.prevKey;
|
|
|
+ var nextKey = object.animationCache.nextKey;
|
|
|
+
|
|
|
+ prevKey.pos = this.data.hierarchy[ h ].keys[ 0 ];
|
|
|
+ prevKey.rot = this.data.hierarchy[ h ].keys[ 0 ];
|
|
|
+ prevKey.scl = this.data.hierarchy[ h ].keys[ 0 ];
|
|
|
+
|
|
|
+ nextKey.pos = this.getNextKeyWith( "pos", h, 1 );
|
|
|
+ nextKey.rot = this.getNextKeyWith( "rot", h, 1 );
|
|
|
+ nextKey.scl = this.getNextKeyWith( "scl", h, 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.update( 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.isPaused = false;
|
|
|
+
|
|
|
+ THREE.AnimationHandler.addToUpdate( this );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+THREE.Animation.prototype.pause = function() {
|
|
|
+
|
|
|
+ if ( this.isPaused === true ) {
|
|
|
+
|
|
|
+ THREE.AnimationHandler.addToUpdate( this );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ THREE.AnimationHandler.removeFromUpdate( this );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.isPaused = !this.isPaused;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+THREE.Animation.prototype.stop = function() {
|
|
|
+
|
|
|
+ this.isPlaying = false;
|
|
|
+ this.isPaused = false;
|
|
|
+ THREE.AnimationHandler.removeFromUpdate( this );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+THREE.Animation.prototype.update = function ( deltaTimeMS ) {
|
|
|
+
|
|
|
+ // early out
|
|
|
+
|
|
|
+ if ( this.isPlaying === false ) return;
|
|
|
+
|
|
|
+
|
|
|
+ // vars
|
|
|
+
|
|
|
+ var types = [ "pos", "rot", "scl" ];
|
|
|
+ var type;
|
|
|
+ var scale;
|
|
|
+ var vector;
|
|
|
+ var prevXYZ, nextXYZ;
|
|
|
+ var prevKey, nextKey;
|
|
|
+ var object;
|
|
|
+ var animationCache;
|
|
|
+ var frame;
|
|
|
+ var JIThierarchy = this.data.JIT.hierarchy;
|
|
|
+ var currentTime, unloopedCurrentTime;
|
|
|
+ var currentPoint, forwardPoint, angle;
|
|
|
+
|
|
|
+
|
|
|
+ this.currentTime += deltaTimeMS * this.timeScale;
|
|
|
+
|
|
|
+ unloopedCurrentTime = this.currentTime;
|
|
|
+ currentTime = this.currentTime = this.currentTime % this.data.length;
|
|
|
+ frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
|
|
|
+
|
|
|
+
|
|
|
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
|
|
|
+
|
|
|
+ object = this.hierarchy[ h ];
|
|
|
+ animationCache = object.animationCache;
|
|
|
+
|
|
|
+ // loop through pos/rot/scl
|
|
|
+
|
|
|
+ for ( var t = 0; t < 3; t ++ ) {
|
|
|
+
|
|
|
+ // get keys
|
|
|
+
|
|
|
+ type = types[ t ];
|
|
|
+ prevKey = animationCache.prevKey[ type ];
|
|
|
+ nextKey = animationCache.nextKey[ type ];
|
|
|
+
|
|
|
+ // switch keys?
|
|
|
+
|
|
|
+ if ( nextKey.time <= unloopedCurrentTime ) {
|
|
|
+
|
|
|
+ // did we loop?
|
|
|
+
|
|
|
+ if ( currentTime < unloopedCurrentTime ) {
|
|
|
+
|
|
|
+ if ( this.loop ) {
|
|
|
+
|
|
|
+ prevKey = this.data.hierarchy[ h ].keys[ 0 ];
|
|
|
+ nextKey = this.getNextKeyWith( type, h, 1 );
|
|
|
+
|
|
|
+ while( nextKey.time < currentTime ) {
|
|
|
+
|
|
|
+ prevKey = nextKey;
|
|
|
+ nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.stop();
|
|
|
+ return;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ do {
|
|
|
+
|
|
|
+ prevKey = nextKey;
|
|
|
+ nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
|
|
|
+
|
|
|
+ } while( nextKey.time < currentTime )
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ animationCache.prevKey[ type ] = prevKey;
|
|
|
+ animationCache.nextKey[ type ] = nextKey;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ object.matrixAutoUpdate = true;
|
|
|
+ object.matrixWorldNeedsUpdate = true;
|
|
|
+
|
|
|
+ scale = ( currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
|
|
|
+ prevXYZ = prevKey[ type ];
|
|
|
+ nextXYZ = nextKey[ type ];
|
|
|
+
|
|
|
+
|
|
|
+ // check scale error
|
|
|
+
|
|
|
+ if ( scale < 0 || scale > 1 ) {
|
|
|
+
|
|
|
+ console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h );
|
|
|
+ scale = scale < 0 ? 0 : 1;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // interpolate
|
|
|
+
|
|
|
+ if ( type === "pos" ) {
|
|
|
+
|
|
|
+ vector = object.position;
|
|
|
+
|
|
|
+ if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
|
|
|
+
|
|
|
+ vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
|
|
|
+ vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
|
|
|
+ vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
|
|
|
+
|
|
|
+ } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
|
|
|
+ this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
|
|
|
+
|
|
|
+ this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
|
|
|
+ this.points[ 1 ] = prevXYZ;
|
|
|
+ this.points[ 2 ] = nextXYZ;
|
|
|
+ this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
|
|
|
+
|
|
|
+ scale = scale * 0.33 + 0.33;
|
|
|
+
|
|
|
+ currentPoint = this.interpolateCatmullRom( this.points, scale );
|
|
|
+
|
|
|
+ vector.x = currentPoint[ 0 ];
|
|
|
+ vector.y = currentPoint[ 1 ];
|
|
|
+ vector.z = currentPoint[ 2 ];
|
|
|
+
|
|
|
+ if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
|
|
|
+
|
|
|
+ forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 );
|
|
|
+
|
|
|
+ this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
|
|
|
+ this.target.sub( vector );
|
|
|
+ this.target.y = 0;
|
|
|
+ this.target.normalize();
|
|
|
+
|
|
|
+ angle = Math.atan2( this.target.x, this.target.z );
|
|
|
+ object.rotation.set( 0, angle, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( type === "rot" ) {
|
|
|
+
|
|
|
+ THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale );
|
|
|
+
|
|
|
+ } else if ( type === "scl" ) {
|
|
|
+
|
|
|
+ vector = object.scale;
|
|
|
+
|
|
|
+ vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
|
|
|
+ vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
|
|
|
+ vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Catmull-Rom spline
|
|
|
+
|
|
|
+THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) {
|
|
|
+
|
|
|
+ var c = [], v3 = [],
|
|
|
+ point, intPoint, weight, w2, w3,
|
|
|
+ pa, pb, pc, pd;
|
|
|
+
|
|
|
+ point = ( points.length - 1 ) * scale;
|
|
|
+ intPoint = Math.floor( point );
|
|
|
+ weight = point - intPoint;
|
|
|
+
|
|
|
+ c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
|
|
|
+ c[ 1 ] = intPoint;
|
|
|
+ c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
|
|
|
+ c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
|
|
|
+
|
|
|
+ pa = points[ c[ 0 ] ];
|
|
|
+ pb = points[ c[ 1 ] ];
|
|
|
+ pc = points[ c[ 2 ] ];
|
|
|
+ pd = points[ c[ 3 ] ];
|
|
|
+
|
|
|
+ w2 = weight * weight;
|
|
|
+ w3 = weight * w2;
|
|
|
+
|
|
|
+ v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
|
|
|
+ v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
|
|
|
+ v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
|
|
|
+
|
|
|
+ return v3;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.Animation.prototype.interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
|
|
|
+
|
|
|
+ var v0 = ( p2 - p0 ) * 0.5,
|
|
|
+ v1 = ( p3 - p1 ) * 0.5;
|
|
|
+
|
|
|
+ return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+// Get next key with
|
|
|
+
|
|
|
+THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
|
|
|
+
|
|
|
+ var keys = this.data.hierarchy[ h ].keys;
|
|
|
+
|
|
|
+ if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
|
|
|
+ this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
|
|
|
+
|
|
|
+ key = key < keys.length - 1 ? key : keys.length - 1;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ key = key % keys.length;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( ; key < keys.length; key++ ) {
|
|
|
+
|
|
|
+ if ( keys[ key ][ type ] !== undefined ) {
|
|
|
+
|
|
|
+ return keys[ key ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this.data.hierarchy[ h ].keys[ 0 ];
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Get previous key with
|
|
|
+
|
|
|
+THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
|
|
|
+
|
|
|
+ var keys = this.data.hierarchy[ h ].keys;
|
|
|
+
|
|
|
+ if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
|
|
|
+ this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
|
|
|
+
|
|
|
+ key = key > 0 ? key : 0;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ key = key >= 0 ? key : key + keys.length;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ for ( ; key >= 0; key -- ) {
|
|
|
+
|
|
|
+ if ( keys[ key ][ type ] !== undefined ) {
|
|
|
+
|
|
|
+ return keys[ key ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ * @author khang duong
|
|
|
+ * @author erik kitson
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.KeyFrameAnimation = function( root, data, JITCompile ) {
|
|
|
+
|
|
|
+ this.root = root;
|
|
|
+ this.data = THREE.AnimationHandler.get( data );
|
|
|
+ this.hierarchy = THREE.AnimationHandler.parse( root );
|
|
|
+ this.currentTime = 0;
|
|
|
+ this.timeScale = 0.001;
|
|
|
+ this.isPlaying = false;
|
|
|
+ this.isPaused = true;
|
|
|
+ this.loop = true;
|
|
|
+ this.JITCompile = JITCompile !== undefined ? JITCompile : true;
|
|
|
+
|
|
|
+ // initialize to first keyframes
|
|
|
+
|
|
|
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
|
|
|
+
|
|
|
+ var keys = this.data.hierarchy[h].keys,
|
|
|
+ sids = this.data.hierarchy[h].sids,
|
|
|
+ obj = this.hierarchy[h];
|
|
|
+
|
|
|
+ if ( keys.length && sids ) {
|
|
|
+
|
|
|
+ for ( var s = 0; s < sids.length; s++ ) {
|
|
|
+
|
|
|
+ var sid = sids[ s ],
|
|
|
+ next = this.getNextKeyWith( sid, h, 0 );
|
|
|
+
|
|
|
+ if ( next ) {
|
|
|
+
|
|
|
+ next.apply( sid );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ obj.matrixAutoUpdate = false;
|
|
|
+ this.data.hierarchy[h].node.updateMatrix();
|
|
|
+ obj.matrixWorldNeedsUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Play
|
|
|
+
|
|
|
+THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) {
|
|
|
+
|
|
|
+ if( !this.isPlaying ) {
|
|
|
+
|
|
|
+ this.isPlaying = true;
|
|
|
+ this.loop = loop !== undefined ? loop : true;
|
|
|
+ this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
|
|
|
+ this.startTimeMs = startTimeMS;
|
|
|
+ this.startTime = 10000000;
|
|
|
+ this.endTime = -this.startTime;
|
|
|
+
|
|
|
+
|
|
|
+ // reset key cache
|
|
|
+
|
|
|
+ var h, hl = this.hierarchy.length,
|
|
|
+ object,
|
|
|
+ node;
|
|
|
+
|
|
|
+ for ( h = 0; h < hl; h++ ) {
|
|
|
+
|
|
|
+ object = this.hierarchy[ h ];
|
|
|
+ node = this.data.hierarchy[ h ];
|
|
|
+ object.useQuaternion = true;
|
|
|
+
|
|
|
+ if ( node.animationCache === undefined ) {
|
|
|
+
|
|
|
+ node.animationCache = {};
|
|
|
+ node.animationCache.prevKey = null;
|
|
|
+ node.animationCache.nextKey = null;
|
|
|
+ node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var keys = this.data.hierarchy[h].keys;
|
|
|
+
|
|
|
+ if (keys.length) {
|
|
|
+
|
|
|
+ node.animationCache.prevKey = keys[ 0 ];
|
|
|
+ node.animationCache.nextKey = keys[ 1 ];
|
|
|
+
|
|
|
+ this.startTime = Math.min( keys[0].time, this.startTime );
|
|
|
+ this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.update( 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.isPaused = false;
|
|
|
+
|
|
|
+ THREE.AnimationHandler.addToUpdate( this );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+// Pause
|
|
|
+
|
|
|
+THREE.KeyFrameAnimation.prototype.pause = function() {
|
|
|
+
|
|
|
+ if( this.isPaused ) {
|
|
|
+
|
|
|
+ THREE.AnimationHandler.addToUpdate( this );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ THREE.AnimationHandler.removeFromUpdate( this );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.isPaused = !this.isPaused;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+// Stop
|
|
|
+
|
|
|
+THREE.KeyFrameAnimation.prototype.stop = function() {
|
|
|
+
|
|
|
+ this.isPlaying = false;
|
|
|
+ this.isPaused = false;
|
|
|
+ THREE.AnimationHandler.removeFromUpdate( this );
|
|
|
+
|
|
|
+
|
|
|
+ // reset JIT matrix and remove cache
|
|
|
+
|
|
|
+ for ( var h = 0; h < this.data.hierarchy.length; h++ ) {
|
|
|
+
|
|
|
+ var obj = this.hierarchy[ h ];
|
|
|
+ var node = this.data.hierarchy[ h ];
|
|
|
+
|
|
|
+ if ( node.animationCache !== undefined ) {
|
|
|
+
|
|
|
+ var original = node.animationCache.originalMatrix;
|
|
|
+
|
|
|
+ if( obj instanceof THREE.Bone ) {
|
|
|
+
|
|
|
+ original.copy( obj.skinMatrix );
|
|
|
+ obj.skinMatrix = original;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ original.copy( obj.matrix );
|
|
|
+ obj.matrix = original;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ delete node.animationCache;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+// Update
|
|
|
+
|
|
|
+THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) {
|
|
|
+
|
|
|
+ // early out
|
|
|
+
|
|
|
+ if( !this.isPlaying ) return;
|
|
|
+
|
|
|
+
|
|
|
+ // vars
|
|
|
+
|
|
|
+ var prevKey, nextKey;
|
|
|
+ var object;
|
|
|
+ var node;
|
|
|
+ var frame;
|
|
|
+ var JIThierarchy = this.data.JIT.hierarchy;
|
|
|
+ var currentTime, unloopedCurrentTime;
|
|
|
+ var looped;
|
|
|
+
|
|
|
+
|
|
|
+ // update
|
|
|
+
|
|
|
+ this.currentTime += deltaTimeMS * this.timeScale;
|
|
|
+
|
|
|
+ unloopedCurrentTime = this.currentTime;
|
|
|
+ currentTime = this.currentTime = this.currentTime % this.data.length;
|
|
|
+
|
|
|
+ // if looped around, the current time should be based on the startTime
|
|
|
+ if ( currentTime < this.startTimeMs ) {
|
|
|
+
|
|
|
+ currentTime = this.currentTime = this.startTimeMs + currentTime;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
|
|
|
+ looped = currentTime < unloopedCurrentTime;
|
|
|
+
|
|
|
+ if ( looped && !this.loop ) {
|
|
|
+
|
|
|
+ // Set the animation to the last keyframes and stop
|
|
|
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
|
|
|
+
|
|
|
+ var keys = this.data.hierarchy[h].keys,
|
|
|
+ sids = this.data.hierarchy[h].sids,
|
|
|
+ end = keys.length-1,
|
|
|
+ obj = this.hierarchy[h];
|
|
|
+
|
|
|
+ if ( keys.length ) {
|
|
|
+
|
|
|
+ for ( var s = 0; s < sids.length; s++ ) {
|
|
|
+
|
|
|
+ var sid = sids[ s ],
|
|
|
+ prev = this.getPrevKeyWith( sid, h, end );
|
|
|
+
|
|
|
+ if ( prev ) {
|
|
|
+ prev.apply( sid );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.data.hierarchy[h].node.updateMatrix();
|
|
|
+ obj.matrixWorldNeedsUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.stop();
|
|
|
+ return;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // check pre-infinity
|
|
|
+ if ( currentTime < this.startTime ) {
|
|
|
+
|
|
|
+ return;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // update
|
|
|
+
|
|
|
+ for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
|
|
|
+
|
|
|
+ object = this.hierarchy[ h ];
|
|
|
+ node = this.data.hierarchy[ h ];
|
|
|
+
|
|
|
+ var keys = node.keys,
|
|
|
+ animationCache = node.animationCache;
|
|
|
+
|
|
|
+ // use JIT?
|
|
|
+
|
|
|
+ if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) {
|
|
|
+
|
|
|
+ if( object instanceof THREE.Bone ) {
|
|
|
+
|
|
|
+ object.skinMatrix = JIThierarchy[ h ][ frame ];
|
|
|
+ object.matrixWorldNeedsUpdate = false;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ object.matrix = JIThierarchy[ h ][ frame ];
|
|
|
+ object.matrixWorldNeedsUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // use interpolation
|
|
|
+
|
|
|
+ } else if ( keys.length ) {
|
|
|
+
|
|
|
+ // make sure so original matrix and not JIT matrix is set
|
|
|
+
|
|
|
+ if ( this.JITCompile && animationCache ) {
|
|
|
+
|
|
|
+ if( object instanceof THREE.Bone ) {
|
|
|
+
|
|
|
+ object.skinMatrix = animationCache.originalMatrix;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ object.matrix = animationCache.originalMatrix;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ prevKey = animationCache.prevKey;
|
|
|
+ nextKey = animationCache.nextKey;
|
|
|
+
|
|
|
+ if ( prevKey && nextKey ) {
|
|
|
+
|
|
|
+ // switch keys?
|
|
|
+
|
|
|
+ if ( nextKey.time <= unloopedCurrentTime ) {
|
|
|
+
|
|
|
+ // did we loop?
|
|
|
+
|
|
|
+ if ( looped && this.loop ) {
|
|
|
+
|
|
|
+ prevKey = keys[ 0 ];
|
|
|
+ nextKey = keys[ 1 ];
|
|
|
+
|
|
|
+ while ( nextKey.time < currentTime ) {
|
|
|
+
|
|
|
+ prevKey = nextKey;
|
|
|
+ nextKey = keys[ prevKey.index + 1 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( !looped ) {
|
|
|
+
|
|
|
+ var lastIndex = keys.length - 1;
|
|
|
+
|
|
|
+ while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) {
|
|
|
+
|
|
|
+ prevKey = nextKey;
|
|
|
+ nextKey = keys[ prevKey.index + 1 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ animationCache.prevKey = prevKey;
|
|
|
+ animationCache.nextKey = nextKey;
|
|
|
+
|
|
|
+ }
|
|
|
+ if(nextKey.time >= currentTime)
|
|
|
+ prevKey.interpolate( nextKey, currentTime );
|
|
|
+ else
|
|
|
+ prevKey.interpolate( nextKey, nextKey.time);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.data.hierarchy[h].node.updateMatrix();
|
|
|
+ object.matrixWorldNeedsUpdate = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // update JIT?
|
|
|
+
|
|
|
+ if ( this.JITCompile ) {
|
|
|
+
|
|
|
+ if ( JIThierarchy[ 0 ][ frame ] === undefined ) {
|
|
|
+
|
|
|
+ this.hierarchy[ 0 ].updateMatrixWorld( true );
|
|
|
+
|
|
|
+ for ( var h = 0; h < this.hierarchy.length; h++ ) {
|
|
|
+
|
|
|
+ if( this.hierarchy[ h ] instanceof THREE.Bone ) {
|
|
|
+
|
|
|
+ JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Get next key with
|
|
|
+
|
|
|
+THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
|
|
|
+
|
|
|
+ var keys = this.data.hierarchy[ h ].keys;
|
|
|
+ key = key % keys.length;
|
|
|
+
|
|
|
+ for ( ; key < keys.length; key++ ) {
|
|
|
+
|
|
|
+ if ( keys[ key ].hasTarget( sid ) ) {
|
|
|
+
|
|
|
+ return keys[ key ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return keys[ 0 ];
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// Get previous key with
|
|
|
+
|
|
|
+THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
|
|
|
+
|
|
|
+ var keys = this.data.hierarchy[ h ].keys;
|
|
|
+ key = key >= 0 ? key : key + keys.length;
|
|
|
+
|
|
|
+ for ( ; key >= 0; key-- ) {
|
|
|
+
|
|
|
+ if ( keys[ key ].hasTarget( sid ) ) {
|
|
|
+
|
|
|
+ return keys[ key ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return keys[ keys.length - 1 ];
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * Camera for rendering cube maps
|
|
|
+ * - renders scene into axis-aligned cube
|
|
|
+ *
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.CubeCamera = function ( near, far, cubeResolution ) {
|
|
|
+
|
|
|
+ THREE.Object3D.call( this );
|
|
|
+
|
|
|
+ var fov = 90, aspect = 1;
|
|
|
+
|
|
|
+ var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
|
|
|
+ cameraPX.up.set( 0, -1, 0 );
|
|
|
+ cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
|
|
|
+ this.add( cameraPX );
|
|
|
+
|
|
|
+ var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
|
|
|
+ cameraNX.up.set( 0, -1, 0 );
|
|
|
+ cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) );
|
|
|
+ this.add( cameraNX );
|
|
|
+
|
|
|
+ var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
|
|
|
+ cameraPY.up.set( 0, 0, 1 );
|
|
|
+ cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
|
|
|
+ this.add( cameraPY );
|
|
|
+
|
|
|
+ var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
|
|
|
+ cameraNY.up.set( 0, 0, -1 );
|
|
|
+ cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) );
|
|
|
+ this.add( cameraNY );
|
|
|
+
|
|
|
+ var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
|
|
|
+ cameraPZ.up.set( 0, -1, 0 );
|
|
|
+ cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
|
|
|
+ this.add( cameraPZ );
|
|
|
+
|
|
|
+ var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
|
|
|
+ cameraNZ.up.set( 0, -1, 0 );
|
|
|
+ cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) );
|
|
|
+ this.add( cameraNZ );
|
|
|
+
|
|
|
+ this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
|
|
|
+
|
|
|
+ this.updateCubeMap = function ( renderer, scene ) {
|
|
|
+
|
|
|
+ var renderTarget = this.renderTarget;
|
|
|
+ var generateMipmaps = renderTarget.generateMipmaps;
|
|
|
+
|
|
|
+ renderTarget.generateMipmaps = false;
|
|
|
+
|
|
|
+ renderTarget.activeCubeFace = 0;
|
|
|
+ renderer.render( scene, cameraPX, renderTarget );
|
|
|
+
|
|
|
+ renderTarget.activeCubeFace = 1;
|
|
|
+ renderer.render( scene, cameraNX, renderTarget );
|
|
|
+
|
|
|
+ renderTarget.activeCubeFace = 2;
|
|
|
+ renderer.render( scene, cameraPY, renderTarget );
|
|
|
+
|
|
|
+ renderTarget.activeCubeFace = 3;
|
|
|
+ renderer.render( scene, cameraNY, renderTarget );
|
|
|
+
|
|
|
+ renderTarget.activeCubeFace = 4;
|
|
|
+ renderer.render( scene, cameraPZ, renderTarget );
|
|
|
+
|
|
|
+ renderTarget.generateMipmaps = generateMipmaps;
|
|
|
+
|
|
|
+ renderTarget.activeCubeFace = 5;
|
|
|
+ renderer.render( scene, cameraNZ, renderTarget );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
|
|
|
+/*
|
|
|
+ * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
|
|
|
+ *
|
|
|
+ * A general perpose camera, for setting FOV, Lens Focal Length,
|
|
|
+ * and switching between perspective and orthographic views easily.
|
|
|
+ * Use this only if you do not wish to manage
|
|
|
+ * both a Orthographic and Perspective Camera
|
|
|
+ *
|
|
|
+ */
|
|
|
+
|
|
|
+
|
|
|
+THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) {
|
|
|
+
|
|
|
+ THREE.Camera.call( this );
|
|
|
+
|
|
|
+ this.fov = fov;
|
|
|
+
|
|
|
+ this.left = -width / 2;
|
|
|
+ this.right = width / 2
|
|
|
+ this.top = height / 2;
|
|
|
+ this.bottom = -height / 2;
|
|
|
+
|
|
|
+ // We could also handle the projectionMatrix internally, but just wanted to test nested camera objects
|
|
|
+
|
|
|
+ this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, orthoNear, orthoFar );
|
|
|
+ this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far );
|
|
|
+
|
|
|
+ this.zoom = 1;
|
|
|
+
|
|
|
+ this.toPerspective();
|
|
|
+
|
|
|
+ var aspect = width/height;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype );
|
|
|
+
|
|
|
+THREE.CombinedCamera.prototype.toPerspective = function () {
|
|
|
+
|
|
|
+ // Switches to the Perspective Camera
|
|
|
+
|
|
|
+ this.near = this.cameraP.near;
|
|
|
+ this.far = this.cameraP.far;
|
|
|
+
|
|
|
+ this.cameraP.fov = this.fov / this.zoom ;
|
|
|
+
|
|
|
+ this.cameraP.updateProjectionMatrix();
|
|
|
+
|
|
|
+ this.projectionMatrix = this.cameraP.projectionMatrix;
|
|
|
+
|
|
|
+ this.inPerspectiveMode = true;
|
|
|
+ this.inOrthographicMode = false;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CombinedCamera.prototype.toOrthographic = function () {
|
|
|
+
|
|
|
+ // Switches to the Orthographic camera estimating viewport from Perspective
|
|
|
+
|
|
|
+ var fov = this.fov;
|
|
|
+ var aspect = this.cameraP.aspect;
|
|
|
+ var near = this.cameraP.near;
|
|
|
+ var far = this.cameraP.far;
|
|
|
+
|
|
|
+ // The size that we set is the mid plane of the viewing frustum
|
|
|
+
|
|
|
+ var hyperfocus = ( near + far ) / 2;
|
|
|
+
|
|
|
+ var halfHeight = Math.tan( fov / 2 ) * hyperfocus;
|
|
|
+ var planeHeight = 2 * halfHeight;
|
|
|
+ var planeWidth = planeHeight * aspect;
|
|
|
+ var halfWidth = planeWidth / 2;
|
|
|
+
|
|
|
+ halfHeight /= this.zoom;
|
|
|
+ halfWidth /= this.zoom;
|
|
|
+
|
|
|
+ this.cameraO.left = -halfWidth;
|
|
|
+ this.cameraO.right = halfWidth;
|
|
|
+ this.cameraO.top = halfHeight;
|
|
|
+ this.cameraO.bottom = -halfHeight;
|
|
|
+
|
|
|
+ // this.cameraO.left = -farHalfWidth;
|
|
|
+ // this.cameraO.right = farHalfWidth;
|
|
|
+ // this.cameraO.top = farHalfHeight;
|
|
|
+ // this.cameraO.bottom = -farHalfHeight;
|
|
|
+
|
|
|
+ // this.cameraO.left = this.left / this.zoom;
|
|
|
+ // this.cameraO.right = this.right / this.zoom;
|
|
|
+ // this.cameraO.top = this.top / this.zoom;
|
|
|
+ // this.cameraO.bottom = this.bottom / this.zoom;
|
|
|
+
|
|
|
+ this.cameraO.updateProjectionMatrix();
|
|
|
+
|
|
|
+ this.near = this.cameraO.near;
|
|
|
+ this.far = this.cameraO.far;
|
|
|
+ this.projectionMatrix = this.cameraO.projectionMatrix;
|
|
|
+
|
|
|
+ this.inPerspectiveMode = false;
|
|
|
+ this.inOrthographicMode = true;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+THREE.CombinedCamera.prototype.setSize = function( width, height ) {
|
|
|
+
|
|
|
+ this.cameraP.aspect = width / height;
|
|
|
+ this.left = -width / 2;
|
|
|
+ this.right = width / 2
|
|
|
+ this.top = height / 2;
|
|
|
+ this.bottom = -height / 2;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+THREE.CombinedCamera.prototype.setFov = function( fov ) {
|
|
|
+
|
|
|
+ this.fov = fov;
|
|
|
+
|
|
|
+ if ( this.inPerspectiveMode ) {
|
|
|
+
|
|
|
+ this.toPerspective();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.toOrthographic();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+// For mantaining similar API with PerspectiveCamera
|
|
|
+
|
|
|
+THREE.CombinedCamera.prototype.updateProjectionMatrix = function() {
|
|
|
+
|
|
|
+ if ( this.inPerspectiveMode ) {
|
|
|
+
|
|
|
+ this.toPerspective();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.toPerspective();
|
|
|
+ this.toOrthographic();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/*
|
|
|
+* Uses Focal Length (in mm) to estimate and set FOV
|
|
|
+* 35mm (fullframe) camera is used if frame size is not specified;
|
|
|
+* Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
|
|
|
+*/
|
|
|
+THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) {
|
|
|
+
|
|
|
+ if ( frameHeight === undefined ) frameHeight = 24;
|
|
|
+
|
|
|
+ var fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
|
|
|
+
|
|
|
+ this.setFov( fov );
|
|
|
+
|
|
|
+ return fov;
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+THREE.CombinedCamera.prototype.setZoom = function( zoom ) {
|
|
|
+
|
|
|
+ this.zoom = zoom;
|
|
|
+
|
|
|
+ if ( this.inPerspectiveMode ) {
|
|
|
+
|
|
|
+ this.toPerspective();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.toOrthographic();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CombinedCamera.prototype.toFrontView = function() {
|
|
|
+
|
|
|
+ this.rotation.x = 0;
|
|
|
+ this.rotation.y = 0;
|
|
|
+ this.rotation.z = 0;
|
|
|
+
|
|
|
+ // should we be modifing the matrix instead?
|
|
|
+
|
|
|
+ this.rotationAutoUpdate = false;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CombinedCamera.prototype.toBackView = function() {
|
|
|
+
|
|
|
+ this.rotation.x = 0;
|
|
|
+ this.rotation.y = Math.PI;
|
|
|
+ this.rotation.z = 0;
|
|
|
+ this.rotationAutoUpdate = false;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CombinedCamera.prototype.toLeftView = function() {
|
|
|
+
|
|
|
+ this.rotation.x = 0;
|
|
|
+ this.rotation.y = - Math.PI / 2;
|
|
|
+ this.rotation.z = 0;
|
|
|
+ this.rotationAutoUpdate = false;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CombinedCamera.prototype.toRightView = function() {
|
|
|
+
|
|
|
+ this.rotation.x = 0;
|
|
|
+ this.rotation.y = Math.PI / 2;
|
|
|
+ this.rotation.z = 0;
|
|
|
+ this.rotationAutoUpdate = false;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CombinedCamera.prototype.toTopView = function() {
|
|
|
+
|
|
|
+ this.rotation.x = - Math.PI / 2;
|
|
|
+ this.rotation.y = 0;
|
|
|
+ this.rotation.z = 0;
|
|
|
+ this.rotationAutoUpdate = false;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CombinedCamera.prototype.toBottomView = function() {
|
|
|
+
|
|
|
+ this.rotation.x = Math.PI / 2;
|
|
|
+ this.rotation.y = 0;
|
|
|
+ this.rotation.z = 0;
|
|
|
+ this.rotationAutoUpdate = false;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/**
|
|
|
+ * @author hughes
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
|
|
|
+
|
|
|
+ THREE.Geometry.call( this );
|
|
|
+
|
|
|
+ radius = radius || 50;
|
|
|
+
|
|
|
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
|
|
|
+ thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
|
|
|
+ segments = segments !== undefined ? Math.max( 3, segments ) : 8;
|
|
|
+
|
|
|
+ var i, uvs = [],
|
|
|
+ center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
|
|
|
+
|
|
|
+ this.vertices.push(center);
|
|
|
+ uvs.push( centerUV );
|
|
|
+
|
|
|
+ for ( i = 0; i <= segments; i ++ ) {
|
|
|
+
|
|
|
+ var vertex = new THREE.Vector3();
|
|
|
+ var segment = thetaStart + i / segments * thetaLength;
|
|
|
+
|
|
|
+ vertex.x = radius * Math.cos( segment );
|
|
|
+ vertex.y = radius * Math.sin( segment );
|
|
|
+
|
|
|
+ this.vertices.push( vertex );
|
|
|
+ uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, - ( vertex.y / radius + 1 ) / 2 + 1 ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var n = new THREE.Vector3( 0, 0, -1 );
|
|
|
+
|
|
|
+ for ( i = 1; i <= segments; i ++ ) {
|
|
|
+
|
|
|
+ var v1 = i;
|
|
|
+ var v2 = i + 1 ;
|
|
|
+ var v3 = 0;
|
|
|
+
|
|
|
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
|
|
|
+ this.faceVertexUvs[ 0 ].push( [ uvs[ i ], uvs[ i + 1 ], centerUV ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.computeCentroids();
|
|
|
+ this.computeFaceNormals();
|
|
|
+
|
|
|
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
|
|
|
+
|
|
|
+ THREE.Geometry.call( this );
|
|
|
+
|
|
|
+ var scope = this;
|
|
|
+
|
|
|
+ this.width = width;
|
|
|
+ this.height = height;
|
|
|
+ this.depth = depth;
|
|
|
+
|
|
|
+ this.widthSegments = widthSegments || 1;
|
|
|
+ this.heightSegments = heightSegments || 1;
|
|
|
+ this.depthSegments = depthSegments || 1;
|
|
|
+
|
|
|
+ var width_half = this.width / 2;
|
|
|
+ var height_half = this.height / 2;
|
|
|
+ var depth_half = this.depth / 2;
|
|
|
+
|
|
|
+ buildPlane( 'z', 'y', - 1, - 1, this.depth, this.height, width_half, 0 ); // px
|
|
|
+ buildPlane( 'z', 'y', 1, - 1, this.depth, this.height, - width_half, 1 ); // nx
|
|
|
+ buildPlane( 'x', 'z', 1, 1, this.width, this.depth, height_half, 2 ); // py
|
|
|
+ buildPlane( 'x', 'z', 1, - 1, this.width, this.depth, - height_half, 3 ); // ny
|
|
|
+ buildPlane( 'x', 'y', 1, - 1, this.width, this.height, depth_half, 4 ); // pz
|
|
|
+ buildPlane( 'x', 'y', - 1, - 1, this.width, this.height, - depth_half, 5 ); // nz
|
|
|
+
|
|
|
+ function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
|
|
|
+
|
|
|
+ var w, ix, iy,
|
|
|
+ gridX = scope.widthSegments,
|
|
|
+ gridY = scope.heightSegments,
|
|
|
+ width_half = width / 2,
|
|
|
+ height_half = height / 2,
|
|
|
+ offset = scope.vertices.length;
|
|
|
+
|
|
|
+ if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
|
|
|
+
|
|
|
+ w = 'z';
|
|
|
+
|
|
|
+ } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
|
|
|
+
|
|
|
+ w = 'y';
|
|
|
+ gridY = scope.depthSegments;
|
|
|
+
|
|
|
+ } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
|
|
|
+
|
|
|
+ w = 'x';
|
|
|
+ gridX = scope.depthSegments;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var gridX1 = gridX + 1,
|
|
|
+ gridY1 = gridY + 1,
|
|
|
+ segment_width = width / gridX,
|
|
|
+ segment_height = height / gridY,
|
|
|
+ normal = new THREE.Vector3();
|
|
|
+
|
|
|
+ normal[ w ] = depth > 0 ? 1 : - 1;
|
|
|
+
|
|
|
+ for ( iy = 0; iy < gridY1; iy ++ ) {
|
|
|
+
|
|
|
+ for ( ix = 0; ix < gridX1; ix ++ ) {
|
|
|
+
|
|
|
+ var vector = new THREE.Vector3();
|
|
|
+ vector[ u ] = ( ix * segment_width - width_half ) * udir;
|
|
|
+ vector[ v ] = ( iy * segment_height - height_half ) * vdir;
|
|
|
+ vector[ w ] = depth;
|
|
|
+
|
|
|
+ scope.vertices.push( vector );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( iy = 0; iy < gridY; iy++ ) {
|
|
|
+
|
|
|
+ for ( ix = 0; ix < gridX; ix++ ) {
|
|
|
+
|
|
|
+ var a = ix + gridX1 * iy;
|
|
|
+ var b = ix + gridX1 * ( iy + 1 );
|
|
|
+ var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
|
|
|
+ var d = ( ix + 1 ) + gridX1 * iy;
|
|
|
+
|
|
|
+ var face = new THREE.Face4( a + offset, b + offset, c + offset, d + offset );
|
|
|
+ face.normal.copy( normal );
|
|
|
+ face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
|
|
|
+ face.materialIndex = materialIndex;
|
|
|
+
|
|
|
+ scope.faces.push( face );
|
|
|
+ scope.faceVertexUvs[ 0 ].push( [
|
|
|
+ new THREE.Vector2( ix / gridX, 1 - iy / gridY ),
|
|
|
+ new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY ),
|
|
|
+ new THREE.Vector2( ( ix + 1 ) / gridX, 1- ( iy + 1 ) / gridY ),
|
|
|
+ new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY )
|
|
|
+ ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.computeCentroids();
|
|
|
+ this.mergeVertices();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radiusSegments, heightSegments, openEnded ) {
|
|
|
+
|
|
|
+ THREE.Geometry.call( this );
|
|
|
+
|
|
|
+ radiusTop = radiusTop !== undefined ? radiusTop : 20;
|
|
|
+ radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
|
|
|
+ height = height !== undefined ? height : 100;
|
|
|
+
|
|
|
+ var heightHalf = height / 2;
|
|
|
+ var segmentsX = radiusSegments || 8;
|
|
|
+ var segmentsY = heightSegments || 1;
|
|
|
+
|
|
|
+ var x, y, vertices = [], uvs = [];
|
|
|
+
|
|
|
+ for ( y = 0; y <= segmentsY; y ++ ) {
|
|
|
+
|
|
|
+ var verticesRow = [];
|
|
|
+ var uvsRow = [];
|
|
|
+
|
|
|
+ var v = y / segmentsY;
|
|
|
+ var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
|
|
|
+
|
|
|
+ for ( x = 0; x <= segmentsX; x ++ ) {
|
|
|
+
|
|
|
+ var u = x / segmentsX;
|
|
|
+
|
|
|
+ var vertex = new THREE.Vector3();
|
|
|
+ vertex.x = radius * Math.sin( u * Math.PI * 2 );
|
|
|
+ vertex.y = - v * height + heightHalf;
|
|
|
+ vertex.z = radius * Math.cos( u * Math.PI * 2 );
|
|
|
+
|
|
|
+ this.vertices.push( vertex );
|
|
|
+
|
|
|
+ verticesRow.push( this.vertices.length - 1 );
|
|
|
+ uvsRow.push( new THREE.Vector2( u, 1 - v ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ vertices.push( verticesRow );
|
|
|
+ uvs.push( uvsRow );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var tanTheta = ( radiusBottom - radiusTop ) / height;
|
|
|
+ var na, nb;
|
|
|
+
|
|
|
+ for ( x = 0; x < segmentsX; x ++ ) {
|
|
|
+
|
|
|
+ if ( radiusTop !== 0 ) {
|
|
|
+
|
|
|
+ na = this.vertices[ vertices[ 0 ][ x ] ].clone();
|
|
|
+ nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ na = this.vertices[ vertices[ 1 ][ x ] ].clone();
|
|
|
+ nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
|
|
|
+ nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
|
|
|
+
|
|
|
+ for ( y = 0; y < segmentsY; y ++ ) {
|
|
|
+
|
|
|
+ var v1 = vertices[ y ][ x ];
|
|
|
+ var v2 = vertices[ y + 1 ][ x ];
|
|
|
+ var v3 = vertices[ y + 1 ][ x + 1 ];
|
|
|
+ var v4 = vertices[ y ][ x + 1 ];
|
|
|
+
|
|
|
+ var n1 = na.clone();
|
|
|
+ var n2 = na.clone();
|
|
|
+ var n3 = nb.clone();
|
|
|
+ var n4 = nb.clone();
|
|
|
+
|
|
|
+ var uv1 = uvs[ y ][ x ].clone();
|
|
|
+ var uv2 = uvs[ y + 1 ][ x ].clone();
|
|
|
+ var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
|
|
|
+ var uv4 = uvs[ y ][ x + 1 ].clone();
|
|
|
+
|
|
|
+ this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
|
|
|
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // top cap
|
|
|
+
|
|
|
+ if ( !openEnded && radiusTop > 0 ) {
|
|
|
+
|
|
|
+ this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
|
|
|
+
|
|
|
+ for ( x = 0; x < segmentsX; x ++ ) {
|
|
|
+
|
|
|
+ var v1 = vertices[ 0 ][ x ];
|
|
|
+ var v2 = vertices[ 0 ][ x + 1 ];
|
|
|
+ var v3 = this.vertices.length - 1;
|
|
|
+
|
|
|
+ var n1 = new THREE.Vector3( 0, 1, 0 );
|
|
|
+ var n2 = new THREE.Vector3( 0, 1, 0 );
|
|
|
+ var n3 = new THREE.Vector3( 0, 1, 0 );
|
|
|
+
|
|
|
+ var uv1 = uvs[ 0 ][ x ].clone();
|
|
|
+ var uv2 = uvs[ 0 ][ x + 1 ].clone();
|
|
|
+ var uv3 = new THREE.Vector2( uv2.u, 0 );
|
|
|
+
|
|
|
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
|
|
|
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // bottom cap
|
|
|
+
|
|
|
+ if ( !openEnded && radiusBottom > 0 ) {
|
|
|
+
|
|
|
+ this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
|
|
|
+
|
|
|
+ for ( x = 0; x < segmentsX; x ++ ) {
|
|
|
+
|
|
|
+ var v1 = vertices[ y ][ x + 1 ];
|
|
|
+ var v2 = vertices[ y ][ x ];
|
|
|
+ var v3 = this.vertices.length - 1;
|
|
|
+
|
|
|
+ var n1 = new THREE.Vector3( 0, - 1, 0 );
|
|
|
+ var n2 = new THREE.Vector3( 0, - 1, 0 );
|
|
|
+ var n3 = new THREE.Vector3( 0, - 1, 0 );
|
|
|
+
|
|
|
+ var uv1 = uvs[ y ][ x + 1 ].clone();
|
|
|
+ var uv2 = uvs[ y ][ x ].clone();
|
|
|
+ var uv3 = new THREE.Vector2( uv2.u, 1 );
|
|
|
+
|
|
|
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
|
|
|
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.computeCentroids();
|
|
|
+ this.computeFaceNormals();
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
|
|
+/**
|
|
|
+ * @author zz85 / http://www.lab4games.net/zz85/blog
|
|
|
+ *
|
|
|
+ * Creates extruded geometry from a path shape.
|
|
|
+ *
|
|
|
+ * parameters = {
|
|
|
+ *
|
|
|
+ * size: <float>, // size of the text
|
|
|
+ * height: <float>, // thickness to extrude text
|
|
|
+ * curveSegments: <int>, // number of points on the curves
|
|
|
+ * steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
|
|
|
+ * amount: <int>, // Amount
|
|
|
+ *
|
|
|
+ * bevelEnabled: <bool>, // turn on bevel
|
|
|
+ * bevelThickness: <float>, // how deep into text bevel goes
|
|
|
+ * bevelSize: <float>, // how far from text outline is bevel
|
|
|
+ * bevelSegments: <int>, // number of bevel layers
|
|
|
+ *
|
|
|
+ * extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
|
|
|
+ * frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
|
|
|
+ *
|
|
|
+ * material: <int> // material index for front and back faces
|
|
|
+ * extrudeMaterial: <int> // material index for extrusion and beveled faces
|
|
|
+ * uvGenerator: <Object> // object that provides UV generator functions
|
|
|
+ *
|
|
|
+ * }
|
|
|
+ **/
|
|
|
+
|
|
|
+THREE.ExtrudeGeometry = function ( shapes, options ) {
|
|
|
+
|
|
|
+ if ( typeof( shapes ) === "undefined" ) {
|
|
|
+ shapes = [];
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ THREE.Geometry.call( this );
|
|
|
+
|
|
|
+ shapes = shapes instanceof Array ? shapes : [ shapes ];
|
|
|
+
|
|
|
+ this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
|
|
|
+
|
|
|
+ this.addShapeList( shapes, options );
|
|
|
+
|
|
|
+ this.computeCentroids();
|
|
|
+ this.computeFaceNormals();
|
|
|
+
|
|
|
+ // can't really use automatic vertex normals
|
|
|
+ // as then front and back sides get smoothed too
|
|
|
+ // should do separate smoothing just for sides
|
|
|
+
|
|
|
+ //this.computeVertexNormals();
|
|
|
+
|
|
|
+ //console.log( "took", ( Date.now() - startTime ) );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
|
|
+
|
|
|
+THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
|
|
|
+ var sl = shapes.length;
|
|
|
+
|
|
|
+ for ( var s = 0; s < sl; s ++ ) {
|
|
|
+ var shape = shapes[ s ];
|
|
|
+ this.addShape( shape, options );
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
|
|
|
+
|
|
|
+ var amount = options.amount !== undefined ? options.amount : 100;
|
|
|
+
|
|
|
+ var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
|
|
|
+ var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
|
|
|
+ var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
|
|
|
+
|
|
|
+ var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
|
|
|
+
|
|
|
+ var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
|
|
|
+
|
|
|
+ var steps = options.steps !== undefined ? options.steps : 1;
|
|
|
+
|
|
|
+ var extrudePath = options.extrudePath;
|
|
|
+ var extrudePts, extrudeByPath = false;
|
|
|
+
|
|
|
+ var material = options.material;
|
|
|
+ var extrudeMaterial = options.extrudeMaterial;
|
|
|
+
|
|
|
+ // Use default WorldUVGenerator if no UV generators are specified.
|
|
|
+ var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
|
|
|
+
|
|
|
+ var shapebb = this.shapebb;
|
|
|
+ //shapebb = shape.getBoundingBox();
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+ var splineTube, binormal, normal, position2;
|
|
|
+ if ( extrudePath ) {
|
|
|
+
|
|
|
+ extrudePts = extrudePath.getSpacedPoints( steps );
|
|
|
+
|
|
|
+ extrudeByPath = true;
|
|
|
+ bevelEnabled = false; // bevels not supported for path extrusion
|
|
|
+
|
|
|
+ // SETUP TNB variables
|
|
|
+
|
|
|
+ // Reuse TNB from TubeGeomtry for now.
|
|
|
+ // TODO1 - have a .isClosed in spline?
|
|
|
+
|
|
|
+ splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
|
|
|
+
|
|
|
+ // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
|
|
|
+
|
|
|
+ binormal = new THREE.Vector3();
|
|
|
+ normal = new THREE.Vector3();
|
|
|
+ position2 = new THREE.Vector3();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Safeguards if bevels are not enabled
|
|
|
+
|
|
|
+ if ( ! bevelEnabled ) {
|
|
|
+
|
|
|
+ bevelSegments = 0;
|
|
|
+ bevelThickness = 0;
|
|
|
+ bevelSize = 0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Variables initalization
|
|
|
+
|
|
|
+ var ahole, h, hl; // looping of holes
|
|
|
+ var scope = this;
|
|
|
+ var bevelPoints = [];
|
|
|
+
|
|
|
+ var shapesOffset = this.vertices.length;
|
|
|
+
|
|
|
+ var shapePoints = shape.extractPoints( curveSegments );
|
|
|
+
|
|
|
+ var vertices = shapePoints.shape;
|
|
|
+ var holes = shapePoints.holes;
|
|
|
+
|
|
|
+ var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ;
|
|
|
+
|
|
|
+ if ( reverse ) {
|
|
|
+
|
|
|
+ vertices = vertices.reverse();
|
|
|
+
|
|
|
+ // Maybe we should also check if holes are in the opposite direction, just to be safe ...
|
|
|
+
|
|
|
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
|
|
+
|
|
|
+ ahole = holes[ h ];
|
|
|
+
|
|
|
+ if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
|
|
|
+
|
|
|
+ holes[ h ] = ahole.reverse();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
|
|
|
+
|
|
|
+ /* Vertices */
|
|
|
+
|
|
|
+ var contour = vertices; // vertices has all points but contour has only points of circumference
|
|
|
+
|
|
|
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
|
|
+
|
|
|
+ ahole = holes[ h ];
|
|
|
+
|
|
|
+ vertices = vertices.concat( ahole );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ function scalePt2 ( pt, vec, size ) {
|
|
|
+
|
|
|
+ if ( !vec ) console.log( "die" );
|
|
|
+
|
|
|
+ return vec.clone().multiplyScalar( size ).add( pt );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var b, bs, t, z,
|
|
|
+ vert, vlen = vertices.length,
|
|
|
+ face, flen = faces.length,
|
|
|
+ cont, clen = contour.length;
|
|
|
+
|
|
|
+
|
|
|
+ // Find directions for point movement
|
|
|
+
|
|
|
+ var RAD_TO_DEGREES = 180 / Math.PI;
|
|
|
+
|
|
|
+
|
|
|
+ function getBevelVec( pt_i, pt_j, pt_k ) {
|
|
|
+
|
|
|
+ // Algorithm 2
|
|
|
+
|
|
|
+ return getBevelVec2( pt_i, pt_j, pt_k );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function getBevelVec1( pt_i, pt_j, pt_k ) {
|
|
|
+
|
|
|
+ var anglea = Math.atan2( pt_j.y - pt_i.y, pt_j.x - pt_i.x );
|
|
|
+ var angleb = Math.atan2( pt_k.y - pt_i.y, pt_k.x - pt_i.x );
|
|
|
+
|
|
|
+ if ( anglea > angleb ) {
|
|
|
+
|
|
|
+ angleb += Math.PI * 2;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var anglec = ( anglea + angleb ) / 2;
|
|
|
+
|
|
|
+
|
|
|
+ //console.log('angle1', anglea * RAD_TO_DEGREES,'angle2', angleb * RAD_TO_DEGREES, 'anglec', anglec *RAD_TO_DEGREES);
|
|
|
+
|
|
|
+ var x = - Math.cos( anglec );
|
|
|
+ var y = - Math.sin( anglec );
|
|
|
+
|
|
|
+ var vec = new THREE.Vector2( x, y ); //.normalize();
|
|
|
+
|
|
|
+ return vec;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function getBevelVec2( pt_i, pt_j, pt_k ) {
|
|
|
+
|
|
|
+ var a = THREE.ExtrudeGeometry.__v1,
|
|
|
+ b = THREE.ExtrudeGeometry.__v2,
|
|
|
+ v_hat = THREE.ExtrudeGeometry.__v3,
|
|
|
+ w_hat = THREE.ExtrudeGeometry.__v4,
|
|
|
+ p = THREE.ExtrudeGeometry.__v5,
|
|
|
+ q = THREE.ExtrudeGeometry.__v6,
|
|
|
+ v, w,
|
|
|
+ v_dot_w_hat, q_sub_p_dot_w_hat,
|
|
|
+ s, intersection;
|
|
|
+
|
|
|
+ // good reading for line-line intersection
|
|
|
+ // http://sputsoft.com/blog/2010/03/line-line-intersection.html
|
|
|
+
|
|
|
+ // define a as vector j->i
|
|
|
+ // define b as vectot k->i
|
|
|
+
|
|
|
+ a.set( pt_i.x - pt_j.x, pt_i.y - pt_j.y );
|
|
|
+ b.set( pt_i.x - pt_k.x, pt_i.y - pt_k.y );
|
|
|
+
|
|
|
+ // get unit vectors
|
|
|
+
|
|
|
+ v = a.normalize();
|
|
|
+ w = b.normalize();
|
|
|
+
|
|
|
+ // normals from pt i
|
|
|
+
|
|
|
+ v_hat.set( -v.y, v.x );
|
|
|
+ w_hat.set( w.y, -w.x );
|
|
|
+
|
|
|
+ // pts from i
|
|
|
+
|
|
|
+ p.copy( pt_i ).add( v_hat );
|
|
|
+ q.copy( pt_i ).add( w_hat );
|
|
|
+
|
|
|
+ if ( p.equals( q ) ) {
|
|
|
+
|
|
|
+ //console.log("Warning: lines are straight");
|
|
|
+ return w_hat.clone();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Points from j, k. helps prevents points cross overover most of the time
|
|
|
+
|
|
|
+ p.copy( pt_j ).add( v_hat );
|
|
|
+ q.copy( pt_k ).add( w_hat );
|
|
|
+
|
|
|
+ v_dot_w_hat = v.dot( w_hat );
|
|
|
+ q_sub_p_dot_w_hat = q.sub( p ).dot( w_hat );
|
|
|
+
|
|
|
+ // We should not reach these conditions
|
|
|
+
|
|
|
+ if ( v_dot_w_hat === 0 ) {
|
|
|
+
|
|
|
+ console.log( "Either infinite or no solutions!" );
|
|
|
+
|
|
|
+ if ( q_sub_p_dot_w_hat === 0 ) {
|
|
|
+
|
|
|
+ console.log( "Its finite solutions." );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ console.log( "Too bad, no solutions." );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ s = q_sub_p_dot_w_hat / v_dot_w_hat;
|
|
|
+
|
|
|
+ if ( s < 0 ) {
|
|
|
+
|
|
|
+ // in case of emergecy, revert to algorithm 1.
|
|
|
+
|
|
|
+ return getBevelVec1( pt_i, pt_j, pt_k );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ intersection = v.multiplyScalar( s ).add( p );
|
|
|
+
|
|
|
+ return intersection.sub( pt_i ).clone(); // Don't normalize!, otherwise sharp corners become ugly
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var contourMovements = [];
|
|
|
+
|
|
|
+ for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
|
|
|
+
|
|
|
+ if ( j === il ) j = 0;
|
|
|
+ if ( k === il ) k = 0;
|
|
|
+
|
|
|
+ // (j)---(i)---(k)
|
|
|
+ // console.log('i,j,k', i, j , k)
|
|
|
+
|
|
|
+ var pt_i = contour[ i ];
|
|
|
+ var pt_j = contour[ j ];
|
|
|
+ var pt_k = contour[ k ];
|
|
|
+
|
|
|
+ contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
|
|
|
+
|
|
|
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
|
|
+
|
|
|
+ ahole = holes[ h ];
|
|
|
+
|
|
|
+ oneHoleMovements = [];
|
|
|
+
|
|
|
+ for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
|
|
|
+
|
|
|
+ if ( j === il ) j = 0;
|
|
|
+ if ( k === il ) k = 0;
|
|
|
+
|
|
|
+ // (j)---(i)---(k)
|
|
|
+ oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ holesMovements.push( oneHoleMovements );
|
|
|
+ verticesMovements = verticesMovements.concat( oneHoleMovements );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // Loop bevelSegments, 1 for the front, 1 for the back
|
|
|
+
|
|
|
+ for ( b = 0; b < bevelSegments; b ++ ) {
|
|
|
+ //for ( b = bevelSegments; b > 0; b -- ) {
|
|
|
+
|
|
|
+ t = b / bevelSegments;
|
|
|
+ z = bevelThickness * ( 1 - t );
|
|
|
+
|
|
|
+ //z = bevelThickness * t;
|
|
|
+ bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
|
|
|
+ //bs = bevelSize * t ; // linear
|
|
|
+
|
|
|
+ // contract shape
|
|
|
+
|
|
|
+ for ( i = 0, il = contour.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
|
|
|
+ //vert = scalePt( contour[ i ], contourCentroid, bs, false );
|
|
|
+ v( vert.x, vert.y, - z );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // expand holes
|
|
|
+
|
|
|
+ for ( h = 0, hl = holes.length; h < hl; h++ ) {
|
|
|
+
|
|
|
+ ahole = holes[ h ];
|
|
|
+ oneHoleMovements = holesMovements[ h ];
|
|
|
+
|
|
|
+ for ( i = 0, il = ahole.length; i < il; i++ ) {
|
|
|
+
|
|
|
+ vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
|
|
|
+ //vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true );
|
|
|
+
|
|
|
+ v( vert.x, vert.y, -z );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ bs = bevelSize;
|
|
|
+
|
|
|
+ // Back facing vertices
|
|
|
+
|
|
|
+ for ( i = 0; i < vlen; i ++ ) {
|
|
|
+
|
|
|
+ vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
|
|
|
+
|
|
|
+ if ( !extrudeByPath ) {
|
|
|
+
|
|
|
+ v( vert.x, vert.y, 0 );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
|
|
|
+
|
|
|
+ normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
|
|
|
+ binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
|
|
|
+
|
|
|
+ position2.copy( extrudePts[0] ).add(normal).add(binormal);
|
|
|
+
|
|
|
+ v( position2.x, position2.y, position2.z );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Add stepped vertices...
|
|
|
+ // Including front facing vertices
|
|
|
+
|
|
|
+ var s;
|
|
|
+
|
|
|
+ for ( s = 1; s <= steps; s ++ ) {
|
|
|
+
|
|
|
+ for ( i = 0; i < vlen; i ++ ) {
|
|
|
+
|
|
|
+ vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
|
|
|
+
|
|
|
+ if ( !extrudeByPath ) {
|
|
|
+
|
|
|
+ v( vert.x, vert.y, amount / steps * s );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
|
|
|
+
|
|
|
+ normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
|
|
|
+ binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
|
|
|
+
|
|
|
+ position2.copy( extrudePts[s] ).add( normal ).add( binormal );
|
|
|
+
|
|
|
+ v( position2.x, position2.y, position2.z );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // Add bevel segments planes
|
|
|
+
|
|
|
+ //for ( b = 1; b <= bevelSegments; b ++ ) {
|
|
|
+ for ( b = bevelSegments - 1; b >= 0; b -- ) {
|
|
|
+
|
|
|
+ t = b / bevelSegments;
|
|
|
+ z = bevelThickness * ( 1 - t );
|
|
|
+ //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
|
|
|
+ bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
|
|
|
+
|
|
|
+ // contract shape
|
|
|
+
|
|
|
+ for ( i = 0, il = contour.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
|
|
|
+ v( vert.x, vert.y, amount + z );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // expand holes
|
|
|
+
|
|
|
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
|
|
+
|
|
|
+ ahole = holes[ h ];
|
|
|
+ oneHoleMovements = holesMovements[ h ];
|
|
|
+
|
|
|
+ for ( i = 0, il = ahole.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
|
|
|
+
|
|
|
+ if ( !extrudeByPath ) {
|
|
|
+
|
|
|
+ v( vert.x, vert.y, amount + z );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ /* Faces */
|
|
|
+
|
|
|
+ // Top and bottom faces
|
|
|
+
|
|
|
+ buildLidFaces();
|
|
|
+
|
|
|
+ // Sides faces
|
|
|
+
|
|
|
+ buildSideFaces();
|
|
|
+
|
|
|
+
|
|
|
+ ///// Internal functions
|
|
|
+
|
|
|
+ function buildLidFaces() {
|
|
|
+
|
|
|
+ if ( bevelEnabled ) {
|
|
|
+
|
|
|
+ var layer = 0 ; // steps + 1
|
|
|
+ var offset = vlen * layer;
|
|
|
+
|
|
|
+ // Bottom faces
|
|
|
+
|
|
|
+ for ( i = 0; i < flen; i ++ ) {
|
|
|
+
|
|
|
+ face = faces[ i ];
|
|
|
+ f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ layer = steps + bevelSegments * 2;
|
|
|
+ offset = vlen * layer;
|
|
|
+
|
|
|
+ // Top faces
|
|
|
+
|
|
|
+ for ( i = 0; i < flen; i ++ ) {
|
|
|
+
|
|
|
+ face = faces[ i ];
|
|
|
+ f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // Bottom faces
|
|
|
+
|
|
|
+ for ( i = 0; i < flen; i++ ) {
|
|
|
+
|
|
|
+ face = faces[ i ];
|
|
|
+ f3( face[ 2 ], face[ 1 ], face[ 0 ], true );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Top faces
|
|
|
+
|
|
|
+ for ( i = 0; i < flen; i ++ ) {
|
|
|
+
|
|
|
+ face = faces[ i ];
|
|
|
+ f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Create faces for the z-sides of the shape
|
|
|
+
|
|
|
+ function buildSideFaces() {
|
|
|
+
|
|
|
+ var layeroffset = 0;
|
|
|
+ sidewalls( contour, layeroffset );
|
|
|
+ layeroffset += contour.length;
|
|
|
+
|
|
|
+ for ( h = 0, hl = holes.length; h < hl; h ++ ) {
|
|
|
+
|
|
|
+ ahole = holes[ h ];
|
|
|
+ sidewalls( ahole, layeroffset );
|
|
|
+
|
|
|
+ //, true
|
|
|
+ layeroffset += ahole.length;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function sidewalls( contour, layeroffset ) {
|
|
|
+
|
|
|
+ var j, k;
|
|
|
+ i = contour.length;
|
|
|
+
|
|
|
+ while ( --i >= 0 ) {
|
|
|
+
|
|
|
+ j = i;
|
|
|
+ k = i - 1;
|
|
|
+ if ( k < 0 ) k = contour.length - 1;
|
|
|
+
|
|
|
+ //console.log('b', i,j, i-1, k,vertices.length);
|
|
|
+
|
|
|
+ var s = 0, sl = steps + bevelSegments * 2;
|
|
|
+
|
|
|
+ for ( s = 0; s < sl; s ++ ) {
|
|
|
+
|
|
|
+ var slen1 = vlen * s;
|
|
|
+ var slen2 = vlen * ( s + 1 );
|
|
|
+
|
|
|
+ var a = layeroffset + j + slen1,
|
|
|
+ b = layeroffset + k + slen1,
|
|
|
+ c = layeroffset + k + slen2,
|
|
|
+ d = layeroffset + j + slen2;
|
|
|
+
|
|
|
+ f4( a, b, c, d, contour, s, sl, j, k );
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ function v( x, y, z ) {
|
|
|
+
|
|
|
+ scope.vertices.push( new THREE.Vector3( x, y, z ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function f3( a, b, c, isBottom ) {
|
|
|
+
|
|
|
+ a += shapesOffset;
|
|
|
+ b += shapesOffset;
|
|
|
+ c += shapesOffset;
|
|
|
+
|
|
|
+ // normal, color, material
|
|
|
+ scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
|
|
|
+
|
|
|
+ var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );
|
|
|
+
|
|
|
+ scope.faceVertexUvs[ 0 ].push( uvs );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
|
|
|
+
|
|
|
+ a += shapesOffset;
|
|
|
+ b += shapesOffset;
|
|
|
+ c += shapesOffset;
|
|
|
+ d += shapesOffset;
|
|
|
+
|
|
|
+ scope.faces.push( new THREE.Face4( a, b, c, d, null, null, extrudeMaterial ) );
|
|
|
+
|
|
|
+ var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
|
|
|
+ stepIndex, stepsLength, contourIndex1, contourIndex2 );
|
|
|
+ scope.faceVertexUvs[ 0 ].push( uvs );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ExtrudeGeometry.WorldUVGenerator = {
|
|
|
+
|
|
|
+ generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
|
|
|
+ var ax = geometry.vertices[ indexA ].x,
|
|
|
+ ay = geometry.vertices[ indexA ].y,
|
|
|
+
|
|
|
+ bx = geometry.vertices[ indexB ].x,
|
|
|
+ by = geometry.vertices[ indexB ].y,
|
|
|
+
|
|
|
+ cx = geometry.vertices[ indexC ].x,
|
|
|
+ cy = geometry.vertices[ indexC ].y;
|
|
|
+
|
|
|
+ return [
|
|
|
+ new THREE.Vector2( ax, ay ),
|
|
|
+ new THREE.Vector2( bx, by ),
|
|
|
+ new THREE.Vector2( cx, cy )
|
|
|
+ ];
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
|
|
|
+
|
|
|
+ return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
|
|
|
+ indexA, indexB, indexC, indexD, stepIndex, stepsLength,
|
|
|
+ contourIndex1, contourIndex2 ) {
|
|
|
+
|
|
|
+ var ax = geometry.vertices[ indexA ].x,
|
|
|
+ ay = geometry.vertices[ indexA ].y,
|
|
|
+ az = geometry.vertices[ indexA ].z,
|
|
|
+
|
|
|
+ bx = geometry.vertices[ indexB ].x,
|
|
|
+ by = geometry.vertices[ indexB ].y,
|
|
|
+ bz = geometry.vertices[ indexB ].z,
|
|
|
+
|
|
|
+ cx = geometry.vertices[ indexC ].x,
|
|
|
+ cy = geometry.vertices[ indexC ].y,
|
|
|
+ cz = geometry.vertices[ indexC ].z,
|
|
|
+
|
|
|
+ dx = geometry.vertices[ indexD ].x,
|
|
|
+ dy = geometry.vertices[ indexD ].y,
|
|
|
+ dz = geometry.vertices[ indexD ].z;
|
|
|
+
|
|
|
+ if ( Math.abs( ay - by ) < 0.01 ) {
|
|
|
+ return [
|
|
|
+ new THREE.Vector2( ax, 1 - az ),
|
|
|
+ new THREE.Vector2( bx, 1 - bz ),
|
|
|
+ new THREE.Vector2( cx, 1 - cz ),
|
|
|
+ new THREE.Vector2( dx, 1 - dz )
|
|
|
+ ];
|
|
|
+ } else {
|
|
|
+ return [
|
|
|
+ new THREE.Vector2( ay, 1 - az ),
|
|
|
+ new THREE.Vector2( by, 1 - bz ),
|
|
|
+ new THREE.Vector2( cy, 1 - cz ),
|
|
|
+ new THREE.Vector2( dy, 1 - dz )
|
|
|
+ ];
|
|
|
+ }
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
|
|
|
+THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
|
|
|
+THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
|
|
|
+THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
|
|
|
+THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
|
|
|
+THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
|
|
|
+/**
|
|
|
+ * @author jonobr1 / http://jonobr1.com
|
|
|
+ *
|
|
|
+ * Creates a one-sided polygonal geometry from a path shape. Similar to
|
|
|
+ * ExtrudeGeometry.
|
|
|
+ *
|
|
|
+ * parameters = {
|
|
|
+ *
|
|
|
+ * curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
|
|
|
+ *
|
|
|
+ * material: <int> // material index for front and back faces
|
|
|
+ * uvGenerator: <Object> // object that provides UV generator functions
|
|
|
+ *
|
|
|
+ * }
|
|
|
+ **/
|
|
|
+
|
|
|
+THREE.ShapeGeometry = function ( shapes, options ) {
|
|
|
+
|
|
|
+ THREE.Geometry.call( this );
|
|
|
+
|
|
|
+ if ( shapes instanceof Array === false ) shapes = [ shapes ];
|
|
|
+
|
|
|
+ this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
|
|
|
+
|
|
|
+ this.addShapeList( shapes, options );
|
|
|
+
|
|
|
+ this.computeCentroids();
|
|
|
+ this.computeFaceNormals();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
|
|
+
|
|
|
+/**
|
|
|
+ * Add an array of shapes to THREE.ShapeGeometry.
|
|
|
+ */
|
|
|
+THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
|
|
|
+
|
|
|
+ for ( var i = 0, l = shapes.length; i < l; i++ ) {
|
|
|
+
|
|
|
+ this.addShape( shapes[ i ], options );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return this;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/**
|
|
|
+ * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
|
|
|
+ */
|
|
|
+THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
|
|
|
+
|
|
|
+ if ( options === undefined ) options = {};
|
|
|
+ var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
|
|
|
+
|
|
|
+ var material = options.material;
|
|
|
+ var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
|
|
|
+
|
|
|
+ var shapebb = this.shapebb;
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ var i, l, hole, s;
|
|
|
+
|
|
|
+ var shapesOffset = this.vertices.length;
|
|
|
+ var shapePoints = shape.extractPoints( curveSegments );
|
|
|
+
|
|
|
+ var vertices = shapePoints.shape;
|
|
|
+ var holes = shapePoints.holes;
|
|
|
+
|
|
|
+ var reverse = !THREE.Shape.Utils.isClockWise( vertices );
|
|
|
+
|
|
|
+ if ( reverse ) {
|
|
|
+
|
|
|
+ vertices = vertices.reverse();
|
|
|
+
|
|
|
+ // Maybe we should also check if holes are in the opposite direction, just to be safe...
|
|
|
+
|
|
|
+ for ( i = 0, l = holes.length; i < l; i++ ) {
|
|
|
+
|
|
|
+ hole = holes[ i ];
|
|
|
+
|
|
|
+ if ( THREE.Shape.Utils.isClockWise( hole ) ) {
|
|
|
+
|
|
|
+ holes[ i ] = hole.reverse();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ reverse = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
|
|
|
+
|
|
|
+ // Vertices
|
|
|
+
|
|
|
+ var contour = vertices;
|
|
|
+
|
|
|
+ for ( i = 0, l = holes.length; i < l; i++ ) {
|
|
|
+
|
|
|
+ hole = holes[ i ];
|
|
|
+ vertices = vertices.concat( hole );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ //
|
|
|
+
|
|
|
+ var vert, vlen = vertices.length;
|
|
|
+ var face, flen = faces.length;
|
|
|
+ var cont, clen = contour.length;
|
|
|
+
|
|
|
+ for ( i = 0; i < vlen; i++ ) {
|
|
|
+
|
|
|
+ vert = vertices[ i ];
|
|
|
+
|
|
|
+ this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( i = 0; i < flen; i++ ) {
|
|
|
+
|
|
|
+ face = faces[ i ];
|
|
|
+
|
|
|
+ var a = face[ 0 ] + shapesOffset;
|
|
|
+ var b = face[ 1 ] + shapesOffset;
|
|
|
+ var c = face[ 2 ] + shapesOffset;
|
|
|
+
|
|
|
+ this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
|
|
|
+ this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author astrodud / http://astrodud.isgreat.org/
|
|
|
+ * @author zz85 / https://github.com/zz85
|
|
|
+ * @author bhouston / http://exocortex.com
|
|
|
+ */
|
|
|
+
|
|
|
+// points - to create a closed torus, one must use a set of points
|
|
|
+// like so: [ a, b, c, d, a ], see first is the same as last.
|
|
|
+// segments - the number of circumference segments to create
|
|
|
+// phiStart - the starting radian
|
|
|
+// phiLength - the radian (0 to 2*PI) range of the lathed section
|
|
|
+// 2*pi is a closed lathe, less than 2PI is a portion.
|
|
|
+THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
|
|
|
+
|
|
|
+ THREE.Geometry.call( this );
|
|
|
+
|
|
|
+ segments = segments || 12;
|
|
|
+ phiStart = phiStart || 0;
|
|
|
+ phiLength = phiLength || 2 * Math.PI;
|
|
|
+
|
|
|
+ var inversePointLength = 1.0 / ( points.length - 1 );
|
|
|
+ var inverseSegments = 1.0 / segments;
|
|
|
+
|
|
|
+ for ( var i = 0, il = segments; i <= il; i ++ ) {
|
|
|
+
|
|
|
+ var phi = phiStart + i * inverseSegments * phiLength;
|
|
|
+
|
|
|
+ var c = Math.cos( phi ),
|
|
|
+ s = Math.sin( phi );
|
|
|
+
|
|
|
+ for ( var j = 0, jl = points.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ var pt = points[ j ];
|
|
|
+
|
|
|
+ var vertex = new THREE.Vector3();
|
|
|
+
|
|
|
+ vertex.x = c * pt.x - s * pt.y;
|
|
|
+ vertex.y = s * pt.x + c * pt.y;
|
|
|
+ vertex.z = pt.z;
|
|
|
+
|
|
|
+ this.vertices.push( vertex );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var np = points.length;
|
|
|
+
|
|
|
+ for ( var i = 0, il = segments; i < il; i ++ ) {
|
|
|
+
|
|
|
+ for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ var base = j + np * i;
|
|
|
+ var a = base;
|
|
|
+ var b = base + np;
|
|
|
+ var c = base + 1 + np;
|
|
|
+ var d = base + 1;
|
|
|
+
|
|
|
+ this.faces.push( new THREE.Face4( a, b, c, d ) );
|
|
|
+
|
|
|
+ var u0 = i * inverseSegments;
|
|
|
+ var v0 = j * inversePointLength;
|
|
|
+ var u1 = u0 + inverseSegments;
|
|
|
+ var v1 = v0 + inversePointLength;
|
|
|
+
|
|
|
+ this.faceVertexUvs[ 0 ].push( [
|
|
|
+
|
|
|
+ new THREE.Vector2( u0, v0 ),
|
|
|
+ new THREE.Vector2( u1, v0 ),
|
|
|
+ new THREE.Vector2( u1, v1 ),
|
|
|
+ new THREE.Vector2( u0, v1 )
|
|
|
+
|
|
|
+ ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.mergeVertices();
|
|
|
+ this.computeCentroids();
|
|
|
+ this.computeFaceNormals();
|
|
|
+ this.computeVertexNormals();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
|
|
|
+
|
|
|
+ THREE.Geometry.call( this );
|
|
|
+
|
|
|
+ this.width = width;
|
|
|
+ this.height = height;
|
|
|
+
|
|
|
+ this.widthSegments = widthSegments || 1;
|
|
|
+ this.heightSegments = heightSegments || 1;
|
|
|
+
|
|
|
+ var ix, iz;
|
|
|
+ var width_half = width / 2;
|
|
|
+ var height_half = height / 2;
|
|
|
+
|
|
|
+ var gridX = this.widthSegments;
|
|
|
+ var gridZ = this.heightSegments;
|
|
|
+
|
|
|
+ var gridX1 = gridX + 1;
|
|
|
+ var gridZ1 = gridZ + 1;
|
|
|
+
|
|
|
+ var segment_width = this.width / gridX;
|
|
|
+ var segment_height = this.height / gridZ;
|
|
|
+
|
|
|
+ var normal = new THREE.Vector3( 0, 0, 1 );
|
|
|
+
|
|
|
+ for ( iz = 0; iz < gridZ1; iz ++ ) {
|
|
|
+
|
|
|
+ for ( ix = 0; ix < gridX1; ix ++ ) {
|
|
|
+
|
|
|
+ var x = ix * segment_width - width_half;
|
|
|
+ var y = iz * segment_height - height_half;
|
|
|
+
|
|
|
+ this.vertices.push( new THREE.Vector3( x, - y, 0 ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( iz = 0; iz < gridZ; iz ++ ) {
|
|
|
+
|
|
|
+ for ( ix = 0; ix < gridX; ix ++ ) {
|
|
|
+
|
|
|
+ var a = ix + gridX1 * iz;
|
|
|
+ var b = ix + gridX1 * ( iz + 1 );
|
|
|
+ var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
|
|
|
+ var d = ( ix + 1 ) + gridX1 * iz;
|
|
|
+
|
|
|
+ var face = new THREE.Face4( a, b, c, d );
|
|
|
+ face.normal.copy( normal );
|
|
|
+ face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
|
|
|
+
|
|
|
+ this.faces.push( face );
|
|
|
+ this.faceVertexUvs[ 0 ].push( [
|
|
|
+ new THREE.Vector2( ix / gridX, 1 - iz / gridZ ),
|
|
|
+ new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ ),
|
|
|
+ new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ ),
|
|
|
+ new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ )
|
|
|
+ ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.computeCentroids();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
|
|
+/**
|
|
|
+ * @author Kaleb Murphy
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
|
|
|
+
|
|
|
+ THREE.Geometry.call( this );
|
|
|
+
|
|
|
+ innerRadius = innerRadius || 0;
|
|
|
+ outerRadius = outerRadius || 50;
|
|
|
+
|
|
|
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
|
|
|
+ thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
|
|
|
+
|
|
|
+ thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
|
|
|
+ phiSegments = phiSegments !== undefined ? Math.max( 3, phiSegments ) : 8;
|
|
|
+
|
|
|
+ var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
|
|
|
+
|
|
|
+ for ( i = 0; i <= phiSegments; i ++ ) { // concentric circles inside ring
|
|
|
+
|
|
|
+ for ( o = 0; o <= thetaSegments; o ++ ) { // number of segments per circle
|
|
|
+
|
|
|
+ var vertex = new THREE.Vector3();
|
|
|
+ var segment = thetaStart + o / thetaSegments * thetaLength;
|
|
|
+
|
|
|
+ vertex.x = radius * Math.cos( segment );
|
|
|
+ vertex.y = radius * Math.sin( segment );
|
|
|
+
|
|
|
+ this.vertices.push( vertex );
|
|
|
+ uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, - ( vertex.y / radius + 1 ) / 2 + 1 ) );
|
|
|
+ }
|
|
|
+
|
|
|
+ radius += radiusStep;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var n = new THREE.Vector3( 0, 0, 1 );
|
|
|
+
|
|
|
+ for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring
|
|
|
+
|
|
|
+ var thetaSegment = i * thetaSegments;
|
|
|
+
|
|
|
+ for ( o = 0; o <= thetaSegments; o ++ ) { // number of segments per circle
|
|
|
+
|
|
|
+ var segment = o + thetaSegment;
|
|
|
+
|
|
|
+ var v1 = segment + i;
|
|
|
+ var v2 = segment + thetaSegments + i;
|
|
|
+ var v3 = segment + thetaSegments + 1 + i;
|
|
|
+
|
|
|
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
|
|
|
+ this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ], uvs[ v2 ], uvs[ v3 ] ]);
|
|
|
+
|
|
|
+ v1 = segment + i;
|
|
|
+ v2 = segment + thetaSegments + 1 + i;
|
|
|
+ v3 = segment + 1 + i;
|
|
|
+
|
|
|
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
|
|
|
+ this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ], uvs[ v2 ], uvs[ v3 ] ]);
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ this.computeCentroids();
|
|
|
+ this.computeFaceNormals();
|
|
|
+
|
|
|
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
|
|
|
+
|
|
|
+ THREE.Geometry.call( this );
|
|
|
+
|
|
|
+ this.radius = radius || 50;
|
|
|
+
|
|
|
+ this.widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
|
|
|
+ this.heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
|
|
|
+
|
|
|
+ phiStart = phiStart !== undefined ? phiStart : 0;
|
|
|
+ phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
|
|
|
+
|
|
|
+ thetaStart = thetaStart !== undefined ? thetaStart : 0;
|
|
|
+ thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
|
|
|
+
|
|
|
+ var x, y, vertices = [], uvs = [];
|
|
|
+
|
|
|
+ for ( y = 0; y <= this.heightSegments; y ++ ) {
|
|
|
+
|
|
|
+ var verticesRow = [];
|
|
|
+ var uvsRow = [];
|
|
|
+
|
|
|
+ for ( x = 0; x <= this.widthSegments; x ++ ) {
|
|
|
+
|
|
|
+ var u = x / this.widthSegments;
|
|
|
+ var v = y / this.heightSegments;
|
|
|
+
|
|
|
+ var vertex = new THREE.Vector3();
|
|
|
+ vertex.x = - this.radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
|
|
|
+ vertex.y = this.radius * Math.cos( thetaStart + v * thetaLength );
|
|
|
+ vertex.z = this.radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
|
|
|
+
|
|
|
+ this.vertices.push( vertex );
|
|
|
+
|
|
|
+ verticesRow.push( this.vertices.length - 1 );
|
|
|
+ uvsRow.push( new THREE.Vector2( u, 1 - v ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ vertices.push( verticesRow );
|
|
|
+ uvs.push( uvsRow );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( y = 0; y < this.heightSegments; y ++ ) {
|
|
|
+
|
|
|
+ for ( x = 0; x < this.widthSegments; x ++ ) {
|
|
|
+
|
|
|
+ var v1 = vertices[ y ][ x + 1 ];
|
|
|
+ var v2 = vertices[ y ][ x ];
|
|
|
+ var v3 = vertices[ y + 1 ][ x ];
|
|
|
+ var v4 = vertices[ y + 1 ][ x + 1 ];
|
|
|
+
|
|
|
+ var n1 = this.vertices[ v1 ].clone().normalize();
|
|
|
+ var n2 = this.vertices[ v2 ].clone().normalize();
|
|
|
+ var n3 = this.vertices[ v3 ].clone().normalize();
|
|
|
+ var n4 = this.vertices[ v4 ].clone().normalize();
|
|
|
+
|
|
|
+ var uv1 = uvs[ y ][ x + 1 ].clone();
|
|
|
+ var uv2 = uvs[ y ][ x ].clone();
|
|
|
+ var uv3 = uvs[ y + 1 ][ x ].clone();
|
|
|
+ var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
|
|
|
+
|
|
|
+ if ( Math.abs( this.vertices[ v1 ].y ) === this.radius ) {
|
|
|
+
|
|
|
+ this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
|
|
|
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
|
|
|
+
|
|
|
+ } else if ( Math.abs( this.vertices[ v3 ].y ) === this.radius ) {
|
|
|
+
|
|
|
+ this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
|
|
|
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
|
|
|
+ this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.computeCentroids();
|
|
|
+ this.computeFaceNormals();
|
|
|
+
|
|
|
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
|
|
+/**
|
|
|
+ * @author zz85 / http://www.lab4games.net/zz85/blog
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ *
|
|
|
+ * For creating 3D text geometry in three.js
|
|
|
+ *
|
|
|
+ * Text = 3D Text
|
|
|
+ *
|
|
|
+ * parameters = {
|
|
|
+ * size: <float>, // size of the text
|
|
|
+ * height: <float>, // thickness to extrude text
|
|
|
+ * curveSegments: <int>, // number of points on the curves
|
|
|
+ *
|
|
|
+ * font: <string>, // font name
|
|
|
+ * weight: <string>, // font weight (normal, bold)
|
|
|
+ * style: <string>, // font style (normal, italics)
|
|
|
+ *
|
|
|
+ * bevelEnabled: <bool>, // turn on bevel
|
|
|
+ * bevelThickness: <float>, // how deep into text bevel goes
|
|
|
+ * bevelSize: <float>, // how far from text outline is bevel
|
|
|
+ * }
|
|
|
+ *
|
|
|
+ */
|
|
|
+
|
|
|
+/* Usage Examples
|
|
|
+
|
|
|
+ // TextGeometry wrapper
|
|
|
+
|
|
|
+ var text3d = new TextGeometry( text, options );
|
|
|
+
|
|
|
+ // Complete manner
|
|
|
+
|
|
|
+ var textShapes = THREE.FontUtils.generateShapes( text, options );
|
|
|
+ var text3d = new ExtrudeGeometry( textShapes, options );
|
|
|
+
|
|
|
+*/
|
|
|
+
|
|
|
+
|
|
|
+THREE.TextGeometry = function ( text, parameters ) {
|
|
|
+
|
|
|
+ var textShapes = THREE.FontUtils.generateShapes( text, parameters );
|
|
|
+
|
|
|
+ // translate parameters to ExtrudeGeometry API
|
|
|
+
|
|
|
+ parameters.amount = parameters.height !== undefined ? parameters.height : 50;
|
|
|
+
|
|
|
+ // defaults
|
|
|
+
|
|
|
+ if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
|
|
|
+ if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
|
|
|
+ if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
|
|
|
+
|
|
|
+ THREE.ExtrudeGeometry.call( this, textShapes, parameters );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
|
|
|
+/**
|
|
|
+ * @author oosmoxiecode
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
|
|
|
+
|
|
|
+ THREE.Geometry.call( this );
|
|
|
+
|
|
|
+ var scope = this;
|
|
|
+
|
|
|
+ this.radius = radius || 100;
|
|
|
+ this.tube = tube || 40;
|
|
|
+ this.radialSegments = radialSegments || 8;
|
|
|
+ this.tubularSegments = tubularSegments || 6;
|
|
|
+ this.arc = arc || Math.PI * 2;
|
|
|
+
|
|
|
+ var center = new THREE.Vector3(), uvs = [], normals = [];
|
|
|
+
|
|
|
+ for ( var j = 0; j <= this.radialSegments; j ++ ) {
|
|
|
+
|
|
|
+ for ( var i = 0; i <= this.tubularSegments; i ++ ) {
|
|
|
+
|
|
|
+ var u = i / this.tubularSegments * this.arc;
|
|
|
+ var v = j / this.radialSegments * Math.PI * 2;
|
|
|
+
|
|
|
+ center.x = this.radius * Math.cos( u );
|
|
|
+ center.y = this.radius * Math.sin( u );
|
|
|
+
|
|
|
+ var vertex = new THREE.Vector3();
|
|
|
+ vertex.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u );
|
|
|
+ vertex.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u );
|
|
|
+ vertex.z = this.tube * Math.sin( v );
|
|
|
+
|
|
|
+ this.vertices.push( vertex );
|
|
|
+
|
|
|
+ uvs.push( new THREE.Vector2( i / this.tubularSegments, j / this.radialSegments ) );
|
|
|
+ normals.push( vertex.clone().sub( center ).normalize() );
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ for ( var j = 1; j <= this.radialSegments; j ++ ) {
|
|
|
+
|
|
|
+ for ( var i = 1; i <= this.tubularSegments; i ++ ) {
|
|
|
+
|
|
|
+ var a = ( this.tubularSegments + 1 ) * j + i - 1;
|
|
|
+ var b = ( this.tubularSegments + 1 ) * ( j - 1 ) + i - 1;
|
|
|
+ var c = ( this.tubularSegments + 1 ) * ( j - 1 ) + i;
|
|
|
+ var d = ( this.tubularSegments + 1 ) * j + i;
|
|
|
+
|
|
|
+ var face = new THREE.Face4( a, b, c, d, [ normals[ a ], normals[ b ], normals[ c ], normals[ d ] ] );
|
|
|
+ face.normal.add( normals[ a ] );
|
|
|
+ face.normal.add( normals[ b ] );
|
|
|
+ face.normal.add( normals[ c ] );
|
|
|
+ face.normal.add( normals[ d ] );
|
|
|
+ face.normal.normalize();
|
|
|
+
|
|
|
+ this.faces.push( face );
|
|
|
+
|
|
|
+ this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.computeCentroids();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
|
|
+/**
|
|
|
+ * @author oosmoxiecode
|
|
|
+ * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
|
|
|
+
|
|
|
+ THREE.Geometry.call( this );
|
|
|
+
|
|
|
+ var scope = this;
|
|
|
+
|
|
|
+ this.radius = radius || 100;
|
|
|
+ this.tube = tube || 40;
|
|
|
+ this.radialSegments = radialSegments || 64;
|
|
|
+ this.tubularSegments = tubularSegments || 8;
|
|
|
+ this.p = p || 2;
|
|
|
+ this.q = q || 3;
|
|
|
+ this.heightScale = heightScale || 1;
|
|
|
+ this.grid = new Array( this.radialSegments );
|
|
|
+
|
|
|
+ var tang = new THREE.Vector3();
|
|
|
+ var n = new THREE.Vector3();
|
|
|
+ var bitan = new THREE.Vector3();
|
|
|
+
|
|
|
+ for ( var i = 0; i < this.radialSegments; ++ i ) {
|
|
|
+
|
|
|
+ this.grid[ i ] = new Array( this.tubularSegments );
|
|
|
+
|
|
|
+ for ( var j = 0; j < this.tubularSegments; ++ j ) {
|
|
|
+
|
|
|
+ var u = i / this.radialSegments * 2 * this.p * Math.PI;
|
|
|
+ var v = j / this.tubularSegments * 2 * Math.PI;
|
|
|
+ var p1 = getPos( u, v, this.q, this.p, this.radius, this.heightScale );
|
|
|
+ var p2 = getPos( u + 0.01, v, this.q, this.p, this.radius, this.heightScale );
|
|
|
+ var cx, cy;
|
|
|
+
|
|
|
+ tang.subVectors( p2, p1 );
|
|
|
+ n.addVectors( p2, p1 );
|
|
|
+
|
|
|
+ bitan.crossVectors( tang, n );
|
|
|
+ n.crossVectors( bitan, tang );
|
|
|
+ bitan.normalize();
|
|
|
+ n.normalize();
|
|
|
+
|
|
|
+ cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
|
|
|
+ cy = this.tube * Math.sin( v );
|
|
|
+
|
|
|
+ p1.x += cx * n.x + cy * bitan.x;
|
|
|
+ p1.y += cx * n.y + cy * bitan.y;
|
|
|
+ p1.z += cx * n.z + cy * bitan.z;
|
|
|
+
|
|
|
+ this.grid[ i ][ j ] = vert( p1.x, p1.y, p1.z );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var i = 0; i < this.radialSegments; ++ i ) {
|
|
|
+
|
|
|
+ for ( var j = 0; j < this.tubularSegments; ++ j ) {
|
|
|
+
|
|
|
+ var ip = ( i + 1 ) % this.radialSegments;
|
|
|
+ var jp = ( j + 1 ) % this.tubularSegments;
|
|
|
+
|
|
|
+ var a = this.grid[ i ][ j ];
|
|
|
+ var b = this.grid[ ip ][ j ];
|
|
|
+ var c = this.grid[ ip ][ jp ];
|
|
|
+ var d = this.grid[ i ][ jp ];
|
|
|
+
|
|
|
+ var uva = new THREE.Vector2( i / this.radialSegments, j / this.tubularSegments );
|
|
|
+ var uvb = new THREE.Vector2( ( i + 1 ) / this.radialSegments, j / this.tubularSegments );
|
|
|
+ var uvc = new THREE.Vector2( ( i + 1 ) / this.radialSegments, ( j + 1 ) / this.tubularSegments );
|
|
|
+ var uvd = new THREE.Vector2( i / this.radialSegments, ( j + 1 ) / this.tubularSegments );
|
|
|
+
|
|
|
+ this.faces.push( new THREE.Face4( a, b, c, d ) );
|
|
|
+ this.faceVertexUvs[ 0 ].push( [ uva,uvb,uvc, uvd ] );
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ this.computeCentroids();
|
|
|
+ this.computeFaceNormals();
|
|
|
+ this.computeVertexNormals();
|
|
|
+
|
|
|
+ function vert( x, y, z ) {
|
|
|
+
|
|
|
+ return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function getPos( u, v, in_q, in_p, radius, heightScale ) {
|
|
|
+
|
|
|
+ var cu = Math.cos( u );
|
|
|
+ var cv = Math.cos( v );
|
|
|
+ var su = Math.sin( u );
|
|
|
+ var quOverP = in_q / in_p * u;
|
|
|
+ var cs = Math.cos( quOverP );
|
|
|
+
|
|
|
+ var tx = radius * ( 2 + cs ) * 0.5 * cu;
|
|
|
+ var ty = radius * ( 2 + cs ) * su * 0.5;
|
|
|
+ var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
|
|
|
+
|
|
|
+ return new THREE.Vector3( tx, ty, tz );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
|
|
+/**
|
|
|
+ * @author WestLangley / https://github.com/WestLangley
|
|
|
+ * @author zz85 / https://github.com/zz85
|
|
|
+ * @author miningold / https://github.com/miningold
|
|
|
+ *
|
|
|
+ * Modified from the TorusKnotGeometry by @oosmoxiecode
|
|
|
+ *
|
|
|
+ * Creates a tube which extrudes along a 3d spline
|
|
|
+ *
|
|
|
+ * Uses parallel transport frames as described in
|
|
|
+ * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.TubeGeometry = function( path, segments, radius, radiusSegments, closed, debug ) {
|
|
|
+
|
|
|
+ THREE.Geometry.call( this );
|
|
|
+
|
|
|
+ this.path = path;
|
|
|
+ this.segments = segments || 64;
|
|
|
+ this.radius = radius || 1;
|
|
|
+ this.radiusSegments = radiusSegments || 8;
|
|
|
+ this.closed = closed || false;
|
|
|
+
|
|
|
+ if ( debug ) this.debug = new THREE.Object3D();
|
|
|
+
|
|
|
+ this.grid = [];
|
|
|
+
|
|
|
+ var scope = this,
|
|
|
+
|
|
|
+ tangent,
|
|
|
+ normal,
|
|
|
+ binormal,
|
|
|
+
|
|
|
+ numpoints = this.segments + 1,
|
|
|
+
|
|
|
+ x, y, z,
|
|
|
+ tx, ty, tz,
|
|
|
+ u, v,
|
|
|
+
|
|
|
+ cx, cy,
|
|
|
+ pos, pos2 = new THREE.Vector3(),
|
|
|
+ i, j,
|
|
|
+ ip, jp,
|
|
|
+ a, b, c, d,
|
|
|
+ uva, uvb, uvc, uvd;
|
|
|
+
|
|
|
+ var frames = new THREE.TubeGeometry.FrenetFrames( this.path, this.segments, this.closed ),
|
|
|
+ tangents = frames.tangents,
|
|
|
+ normals = frames.normals,
|
|
|
+ binormals = frames.binormals;
|
|
|
+
|
|
|
+ // proxy internals
|
|
|
+ this.tangents = tangents;
|
|
|
+ this.normals = normals;
|
|
|
+ this.binormals = binormals;
|
|
|
+
|
|
|
+ function vert( x, y, z ) {
|
|
|
+
|
|
|
+ return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // consruct the grid
|
|
|
+
|
|
|
+ for ( i = 0; i < numpoints; i++ ) {
|
|
|
+
|
|
|
+ this.grid[ i ] = [];
|
|
|
+
|
|
|
+ u = i / ( numpoints - 1 );
|
|
|
+
|
|
|
+ pos = path.getPointAt( u );
|
|
|
+
|
|
|
+ tangent = tangents[ i ];
|
|
|
+ normal = normals[ i ];
|
|
|
+ binormal = binormals[ i ];
|
|
|
+
|
|
|
+ if ( this.debug ) {
|
|
|
+
|
|
|
+ this.debug.add( new THREE.ArrowHelper(tangent, pos, radius, 0x0000ff ) );
|
|
|
+ this.debug.add( new THREE.ArrowHelper(normal, pos, radius, 0xff0000 ) );
|
|
|
+ this.debug.add( new THREE.ArrowHelper(binormal, pos, radius, 0x00ff00 ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( j = 0; j < this.radiusSegments; j++ ) {
|
|
|
+
|
|
|
+ v = j / this.radiusSegments * 2 * Math.PI;
|
|
|
+
|
|
|
+ cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
|
|
|
+ cy = this.radius * Math.sin( v );
|
|
|
+
|
|
|
+ pos2.copy( pos );
|
|
|
+ pos2.x += cx * normal.x + cy * binormal.x;
|
|
|
+ pos2.y += cx * normal.y + cy * binormal.y;
|
|
|
+ pos2.z += cx * normal.z + cy * binormal.z;
|
|
|
+
|
|
|
+ this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // construct the mesh
|
|
|
+
|
|
|
+ for ( i = 0; i < this.segments; i++ ) {
|
|
|
+
|
|
|
+ for ( j = 0; j < this.radiusSegments; j++ ) {
|
|
|
+
|
|
|
+ ip = ( this.closed ) ? (i + 1) % this.segments : i + 1;
|
|
|
+ jp = (j + 1) % this.radiusSegments;
|
|
|
+
|
|
|
+ a = this.grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! ***
|
|
|
+ b = this.grid[ ip ][ j ];
|
|
|
+ c = this.grid[ ip ][ jp ];
|
|
|
+ d = this.grid[ i ][ jp ];
|
|
|
+
|
|
|
+ uva = new THREE.Vector2( i / this.segments, j / this.radiusSegments );
|
|
|
+ uvb = new THREE.Vector2( ( i + 1 ) / this.segments, j / this.radiusSegments );
|
|
|
+ uvc = new THREE.Vector2( ( i + 1 ) / this.segments, ( j + 1 ) / this.radiusSegments );
|
|
|
+ uvd = new THREE.Vector2( i / this.segments, ( j + 1 ) / this.radiusSegments );
|
|
|
+
|
|
|
+ this.faces.push( new THREE.Face4( a, b, c, d ) );
|
|
|
+ this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvc, uvd ] );
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ this.computeCentroids();
|
|
|
+ this.computeFaceNormals();
|
|
|
+ this.computeVertexNormals();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
|
|
+
|
|
|
+
|
|
|
+// For computing of Frenet frames, exposing the tangents, normals and binormals the spline
|
|
|
+THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) {
|
|
|
+
|
|
|
+ var tangent = new THREE.Vector3(),
|
|
|
+ normal = new THREE.Vector3(),
|
|
|
+ binormal = new THREE.Vector3(),
|
|
|
+
|
|
|
+ tangents = [],
|
|
|
+ normals = [],
|
|
|
+ binormals = [],
|
|
|
+
|
|
|
+ vec = new THREE.Vector3(),
|
|
|
+ mat = new THREE.Matrix4(),
|
|
|
+
|
|
|
+ numpoints = segments + 1,
|
|
|
+ theta,
|
|
|
+ epsilon = 0.0001,
|
|
|
+ smallest,
|
|
|
+
|
|
|
+ tx, ty, tz,
|
|
|
+ i, u, v;
|
|
|
+
|
|
|
+
|
|
|
+ // expose internals
|
|
|
+ this.tangents = tangents;
|
|
|
+ this.normals = normals;
|
|
|
+ this.binormals = binormals;
|
|
|
+
|
|
|
+ // compute the tangent vectors for each segment on the path
|
|
|
+
|
|
|
+ for ( i = 0; i < numpoints; i++ ) {
|
|
|
+
|
|
|
+ u = i / ( numpoints - 1 );
|
|
|
+
|
|
|
+ tangents[ i ] = path.getTangentAt( u );
|
|
|
+ tangents[ i ].normalize();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ initialNormal3();
|
|
|
+
|
|
|
+ function initialNormal1(lastBinormal) {
|
|
|
+ // fixed start binormal. Has dangers of 0 vectors
|
|
|
+ normals[ 0 ] = new THREE.Vector3();
|
|
|
+ binormals[ 0 ] = new THREE.Vector3();
|
|
|
+ if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
|
|
|
+ normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
|
|
|
+ binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
|
|
|
+ }
|
|
|
+
|
|
|
+ function initialNormal2() {
|
|
|
+
|
|
|
+ // This uses the Frenet-Serret formula for deriving binormal
|
|
|
+ var t2 = path.getTangentAt( epsilon );
|
|
|
+
|
|
|
+ normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
|
|
|
+ binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
|
|
|
+
|
|
|
+ normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
|
|
|
+ binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function initialNormal3() {
|
|
|
+ // select an initial normal vector perpenicular to the first tangent vector,
|
|
|
+ // and in the direction of the smallest tangent xyz component
|
|
|
+
|
|
|
+ normals[ 0 ] = new THREE.Vector3();
|
|
|
+ binormals[ 0 ] = new THREE.Vector3();
|
|
|
+ smallest = Number.MAX_VALUE;
|
|
|
+ tx = Math.abs( tangents[ 0 ].x );
|
|
|
+ ty = Math.abs( tangents[ 0 ].y );
|
|
|
+ tz = Math.abs( tangents[ 0 ].z );
|
|
|
+
|
|
|
+ if ( tx <= smallest ) {
|
|
|
+ smallest = tx;
|
|
|
+ normal.set( 1, 0, 0 );
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( ty <= smallest ) {
|
|
|
+ smallest = ty;
|
|
|
+ normal.set( 0, 1, 0 );
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( tz <= smallest ) {
|
|
|
+ normal.set( 0, 0, 1 );
|
|
|
+ }
|
|
|
+
|
|
|
+ vec.crossVectors( tangents[ 0 ], normal ).normalize();
|
|
|
+
|
|
|
+ normals[ 0 ].crossVectors( tangents[ 0 ], vec );
|
|
|
+ binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // compute the slowly-varying normal and binormal vectors for each segment on the path
|
|
|
+
|
|
|
+ for ( i = 1; i < numpoints; i++ ) {
|
|
|
+
|
|
|
+ normals[ i ] = normals[ i-1 ].clone();
|
|
|
+
|
|
|
+ binormals[ i ] = binormals[ i-1 ].clone();
|
|
|
+
|
|
|
+ vec.crossVectors( tangents[ i-1 ], tangents[ i ] );
|
|
|
+
|
|
|
+ if ( vec.length() > epsilon ) {
|
|
|
+
|
|
|
+ vec.normalize();
|
|
|
+
|
|
|
+ theta = Math.acos( tangents[ i-1 ].dot( tangents[ i ] ) );
|
|
|
+
|
|
|
+ normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
|
|
|
+
|
|
|
+ if ( closed ) {
|
|
|
+
|
|
|
+ theta = Math.acos( normals[ 0 ].dot( normals[ numpoints-1 ] ) );
|
|
|
+ theta /= ( numpoints - 1 );
|
|
|
+
|
|
|
+ if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
|
|
|
+
|
|
|
+ theta = -theta;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( i = 1; i < numpoints; i++ ) {
|
|
|
+
|
|
|
+ // twist a little...
|
|
|
+ normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
|
|
|
+ binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author clockworkgeek / https://github.com/clockworkgeek
|
|
|
+ * @author timothypratley / https://github.com/timothypratley
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) {
|
|
|
+
|
|
|
+ THREE.Geometry.call( this );
|
|
|
+
|
|
|
+ radius = radius || 1;
|
|
|
+ detail = detail || 0;
|
|
|
+
|
|
|
+ var that = this;
|
|
|
+
|
|
|
+ for ( var i = 0, l = vertices.length; i < l; i ++ ) {
|
|
|
+
|
|
|
+ prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var midpoints = [], p = this.vertices;
|
|
|
+
|
|
|
+ for ( var i = 0, l = faces.length; i < l; i ++ ) {
|
|
|
+
|
|
|
+ make( p[ faces[ i ][ 0 ] ], p[ faces[ i ][ 1 ] ], p[ faces[ i ][ 2 ] ], detail );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.mergeVertices();
|
|
|
+
|
|
|
+ // Apply radius
|
|
|
+
|
|
|
+ for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
|
|
|
+
|
|
|
+ this.vertices[ i ].multiplyScalar( radius );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // Project vector onto sphere's surface
|
|
|
+
|
|
|
+ function prepare( vector ) {
|
|
|
+
|
|
|
+ var vertex = vector.normalize().clone();
|
|
|
+ vertex.index = that.vertices.push( vertex ) - 1;
|
|
|
+
|
|
|
+ // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
|
|
|
+
|
|
|
+ var u = azimuth( vector ) / 2 / Math.PI + 0.5;
|
|
|
+ var v = inclination( vector ) / Math.PI + 0.5;
|
|
|
+ vertex.uv = new THREE.Vector2( u, 1 - v );
|
|
|
+
|
|
|
+ return vertex;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // Approximate a curved face with recursively sub-divided triangles.
|
|
|
+
|
|
|
+ function make( v1, v2, v3, detail ) {
|
|
|
+
|
|
|
+ if ( detail < 1 ) {
|
|
|
+
|
|
|
+ var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
|
|
|
+ face.centroid.add( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
|
|
|
+ face.normal = face.centroid.clone().normalize();
|
|
|
+ that.faces.push( face );
|
|
|
+
|
|
|
+ var azi = azimuth( face.centroid );
|
|
|
+ that.faceVertexUvs[ 0 ].push( [
|
|
|
+ correctUV( v1.uv, v1, azi ),
|
|
|
+ correctUV( v2.uv, v2, azi ),
|
|
|
+ correctUV( v3.uv, v3, azi )
|
|
|
+ ] );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ detail -= 1;
|
|
|
+
|
|
|
+ // split triangle into 4 smaller triangles
|
|
|
+
|
|
|
+ make( v1, midpoint( v1, v2 ), midpoint( v1, v3 ), detail ); // top quadrant
|
|
|
+ make( midpoint( v1, v2 ), v2, midpoint( v2, v3 ), detail ); // left quadrant
|
|
|
+ make( midpoint( v1, v3 ), midpoint( v2, v3 ), v3, detail ); // right quadrant
|
|
|
+ make( midpoint( v1, v2 ), midpoint( v2, v3 ), midpoint( v1, v3 ), detail ); // center quadrant
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function midpoint( v1, v2 ) {
|
|
|
+
|
|
|
+ if ( !midpoints[ v1.index ] ) midpoints[ v1.index ] = [];
|
|
|
+ if ( !midpoints[ v2.index ] ) midpoints[ v2.index ] = [];
|
|
|
+
|
|
|
+ var mid = midpoints[ v1.index ][ v2.index ];
|
|
|
+
|
|
|
+ if ( mid === undefined ) {
|
|
|
+
|
|
|
+ // generate mean point and project to surface with prepare()
|
|
|
+
|
|
|
+ midpoints[ v1.index ][ v2.index ] = midpoints[ v2.index ][ v1.index ] = mid = prepare(
|
|
|
+ new THREE.Vector3().addVectors( v1, v2 ).divideScalar( 2 )
|
|
|
+ );
|
|
|
+ }
|
|
|
+
|
|
|
+ return mid;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // Angle around the Y axis, counter-clockwise when looking from above.
|
|
|
+
|
|
|
+ function azimuth( vector ) {
|
|
|
+
|
|
|
+ return Math.atan2( vector.z, -vector.x );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // Angle above the XZ plane.
|
|
|
+
|
|
|
+ function inclination( vector ) {
|
|
|
+
|
|
|
+ return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // Texture fixing helper. Spheres have some odd behaviours.
|
|
|
+
|
|
|
+ function correctUV( uv, vector, azimuth ) {
|
|
|
+
|
|
|
+ if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
|
|
|
+ if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
|
|
|
+ return uv;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.computeCentroids();
|
|
|
+
|
|
|
+ this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
|
|
+/**
|
|
|
+ * @author timothypratley / https://github.com/timothypratley
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.IcosahedronGeometry = function ( radius, detail ) {
|
|
|
+
|
|
|
+ var t = ( 1 + Math.sqrt( 5 ) ) / 2;
|
|
|
+
|
|
|
+ var vertices = [
|
|
|
+ [ -1, t, 0 ], [ 1, t, 0 ], [ -1, -t, 0 ], [ 1, -t, 0 ],
|
|
|
+ [ 0, -1, t ], [ 0, 1, t ], [ 0, -1, -t ], [ 0, 1, -t ],
|
|
|
+ [ t, 0, -1 ], [ t, 0, 1 ], [ -t, 0, -1 ], [ -t, 0, 1 ]
|
|
|
+ ];
|
|
|
+
|
|
|
+ var faces = [
|
|
|
+ [ 0, 11, 5 ], [ 0, 5, 1 ], [ 0, 1, 7 ], [ 0, 7, 10 ], [ 0, 10, 11 ],
|
|
|
+ [ 1, 5, 9 ], [ 5, 11, 4 ], [ 11, 10, 2 ], [ 10, 7, 6 ], [ 7, 1, 8 ],
|
|
|
+ [ 3, 9, 4 ], [ 3, 4, 2 ], [ 3, 2, 6 ], [ 3, 6, 8 ], [ 3, 8, 9 ],
|
|
|
+ [ 4, 9, 5 ], [ 2, 4, 11 ], [ 6, 2, 10 ], [ 8, 6, 7 ], [ 9, 8, 1 ]
|
|
|
+ ];
|
|
|
+
|
|
|
+ THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
|
|
+/**
|
|
|
+ * @author timothypratley / https://github.com/timothypratley
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.OctahedronGeometry = function ( radius, detail ) {
|
|
|
+
|
|
|
+ var vertices = [
|
|
|
+ [ 1, 0, 0 ], [ -1, 0, 0 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 0, 0, 1 ], [ 0, 0, -1 ]
|
|
|
+ ];
|
|
|
+
|
|
|
+ var faces = [
|
|
|
+ [ 0, 2, 4 ], [ 0, 4, 3 ], [ 0, 3, 5 ], [ 0, 5, 2 ], [ 1, 2, 5 ], [ 1, 5, 3 ], [ 1, 3, 4 ], [ 1, 4, 2 ]
|
|
|
+ ];
|
|
|
+
|
|
|
+ THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
|
|
|
+};
|
|
|
+
|
|
|
+THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
|
|
+/**
|
|
|
+ * @author timothypratley / https://github.com/timothypratley
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.TetrahedronGeometry = function ( radius, detail ) {
|
|
|
+
|
|
|
+ var vertices = [
|
|
|
+ [ 1, 1, 1 ], [ -1, -1, 1 ], [ -1, 1, -1 ], [ 1, -1, -1 ]
|
|
|
+ ];
|
|
|
+
|
|
|
+ var faces = [
|
|
|
+ [ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ]
|
|
|
+ ];
|
|
|
+
|
|
|
+ THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
|
|
+/**
|
|
|
+ * @author zz85 / https://github.com/zz85
|
|
|
+ * Parametric Surfaces Geometry
|
|
|
+ * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
|
|
|
+ *
|
|
|
+ * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements, useTris );
|
|
|
+ *
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.ParametricGeometry = function ( func, slices, stacks, useTris ) {
|
|
|
+
|
|
|
+ THREE.Geometry.call( this );
|
|
|
+
|
|
|
+ var verts = this.vertices;
|
|
|
+ var faces = this.faces;
|
|
|
+ var uvs = this.faceVertexUvs[ 0 ];
|
|
|
+
|
|
|
+ useTris = (useTris === undefined) ? false : useTris;
|
|
|
+
|
|
|
+ var i, il, j, p;
|
|
|
+ var u, v;
|
|
|
+
|
|
|
+ var stackCount = stacks + 1;
|
|
|
+ var sliceCount = slices + 1;
|
|
|
+
|
|
|
+ for ( i = 0; i <= stacks; i ++ ) {
|
|
|
+
|
|
|
+ v = i / stacks;
|
|
|
+
|
|
|
+ for ( j = 0; j <= slices; j ++ ) {
|
|
|
+
|
|
|
+ u = j / slices;
|
|
|
+
|
|
|
+ p = func( u, v );
|
|
|
+ verts.push( p );
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ var a, b, c, d;
|
|
|
+ var uva, uvb, uvc, uvd;
|
|
|
+
|
|
|
+ for ( i = 0; i < stacks; i ++ ) {
|
|
|
+
|
|
|
+ for ( j = 0; j < slices; j ++ ) {
|
|
|
+
|
|
|
+ a = i * sliceCount + j;
|
|
|
+ b = i * sliceCount + j + 1;
|
|
|
+ c = (i + 1) * sliceCount + j;
|
|
|
+ d = (i + 1) * sliceCount + j + 1;
|
|
|
+
|
|
|
+ uva = new THREE.Vector2( j / slices, i / stacks );
|
|
|
+ uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
|
|
|
+ uvc = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
|
|
|
+ uvd = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
|
|
|
+
|
|
|
+ if ( useTris ) {
|
|
|
+
|
|
|
+ faces.push( new THREE.Face3( a, b, c ) );
|
|
|
+ faces.push( new THREE.Face3( b, d, c ) );
|
|
|
+
|
|
|
+ uvs.push( [ uva, uvb, uvc ] );
|
|
|
+ uvs.push( [ uvb, uvd, uvc ] );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ faces.push( new THREE.Face4( a, b, d, c ) );
|
|
|
+ uvs.push( [ uva, uvb, uvd, uvc ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // console.log(this);
|
|
|
+
|
|
|
+ // magic bullet
|
|
|
+ // var diff = this.mergeVertices();
|
|
|
+ // console.log('removed ', diff, ' vertices by merging');
|
|
|
+
|
|
|
+ this.computeCentroids();
|
|
|
+ this.computeFaceNormals();
|
|
|
+ this.computeVertexNormals();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
|
|
+/**
|
|
|
+ * @author qiao / https://github.com/qiao
|
|
|
+ * @fileoverview This is a convex hull generator using the incremental method.
|
|
|
+ * The complexity is O(n^2) where n is the number of vertices.
|
|
|
+ * O(nlogn) algorithms do exist, but they are much more complicated.
|
|
|
+ *
|
|
|
+ * Benchmark:
|
|
|
+ *
|
|
|
+ * Platform: CPU: P7350 @2.00GHz Engine: V8
|
|
|
+ *
|
|
|
+ * Num Vertices Time(ms)
|
|
|
+ *
|
|
|
+ * 10 1
|
|
|
+ * 20 3
|
|
|
+ * 30 19
|
|
|
+ * 40 48
|
|
|
+ * 50 107
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.ConvexGeometry = function( vertices ) {
|
|
|
+
|
|
|
+ THREE.Geometry.call( this );
|
|
|
+
|
|
|
+ var faces = [ [ 0, 1, 2 ], [ 0, 2, 1 ] ];
|
|
|
+
|
|
|
+ for ( var i = 3; i < vertices.length; i++ ) {
|
|
|
+
|
|
|
+ addPoint( i );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ function addPoint( vertexId ) {
|
|
|
+
|
|
|
+ var vertex = vertices[ vertexId ].clone();
|
|
|
+
|
|
|
+ var mag = vertex.length();
|
|
|
+ vertex.x += mag * randomOffset();
|
|
|
+ vertex.y += mag * randomOffset();
|
|
|
+ vertex.z += mag * randomOffset();
|
|
|
+
|
|
|
+ var hole = [];
|
|
|
+
|
|
|
+ for ( var f = 0; f < faces.length; ) {
|
|
|
+
|
|
|
+ var face = faces[ f ];
|
|
|
+
|
|
|
+ // for each face, if the vertex can see it,
|
|
|
+ // then we try to add the face's edges into the hole.
|
|
|
+ if ( visible( face, vertex ) ) {
|
|
|
+
|
|
|
+ for ( var e = 0; e < 3; e++ ) {
|
|
|
+
|
|
|
+ var edge = [ face[ e ], face[ ( e + 1 ) % 3 ] ];
|
|
|
+ var boundary = true;
|
|
|
+
|
|
|
+ // remove duplicated edges.
|
|
|
+ for ( var h = 0; h < hole.length; h++ ) {
|
|
|
+
|
|
|
+ if ( equalEdge( hole[ h ], edge ) ) {
|
|
|
+
|
|
|
+ hole[ h ] = hole[ hole.length - 1 ];
|
|
|
+ hole.pop();
|
|
|
+ boundary = false;
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( boundary ) {
|
|
|
+
|
|
|
+ hole.push( edge );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // remove faces[ f ]
|
|
|
+ faces[ f ] = faces[ faces.length - 1 ];
|
|
|
+ faces.pop();
|
|
|
+
|
|
|
+ } else { // not visible
|
|
|
+
|
|
|
+ f++;
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // construct the new faces formed by the edges of the hole and the vertex
|
|
|
+ for ( var h = 0; h < hole.length; h++ ) {
|
|
|
+
|
|
|
+ faces.push( [
|
|
|
+ hole[ h ][ 0 ],
|
|
|
+ hole[ h ][ 1 ],
|
|
|
+ vertexId
|
|
|
+ ] );
|
|
|
+
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Whether the face is visible from the vertex
|
|
|
+ */
|
|
|
+ function visible( face, vertex ) {
|
|
|
+
|
|
|
+ var va = vertices[ face[ 0 ] ];
|
|
|
+ var vb = vertices[ face[ 1 ] ];
|
|
|
+ var vc = vertices[ face[ 2 ] ];
|
|
|
+
|
|
|
+ var n = normal( va, vb, vc );
|
|
|
+
|
|
|
+ // distance from face to origin
|
|
|
+ var dist = n.dot( va );
|
|
|
+
|
|
|
+ return n.dot( vertex ) >= dist;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Face normal
|
|
|
+ */
|
|
|
+ function normal( va, vb, vc ) {
|
|
|
+
|
|
|
+ var cb = new THREE.Vector3();
|
|
|
+ var ab = new THREE.Vector3();
|
|
|
+
|
|
|
+ cb.subVectors( vc, vb );
|
|
|
+ ab.subVectors( va, vb );
|
|
|
+ cb.cross( ab );
|
|
|
+
|
|
|
+ cb.normalize();
|
|
|
+
|
|
|
+ return cb;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Detect whether two edges are equal.
|
|
|
+ * Note that when constructing the convex hull, two same edges can only
|
|
|
+ * be of the negative direction.
|
|
|
+ */
|
|
|
+ function equalEdge( ea, eb ) {
|
|
|
+
|
|
|
+ return ea[ 0 ] === eb[ 1 ] && ea[ 1 ] === eb[ 0 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Create a random offset between -1e-6 and 1e-6.
|
|
|
+ */
|
|
|
+ function randomOffset() {
|
|
|
+
|
|
|
+ return ( Math.random() - 0.5 ) * 2 * 1e-6;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ /**
|
|
|
+ * XXX: Not sure if this is the correct approach. Need someone to review.
|
|
|
+ */
|
|
|
+ function vertexUv( vertex ) {
|
|
|
+
|
|
|
+ var mag = vertex.length();
|
|
|
+ return new THREE.Vector2( vertex.x / mag, vertex.y / mag );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Push vertices into `this.vertices`, skipping those inside the hull
|
|
|
+ var id = 0;
|
|
|
+ var newId = new Array( vertices.length ); // map from old vertex id to new id
|
|
|
+
|
|
|
+ for ( var i = 0; i < faces.length; i++ ) {
|
|
|
+
|
|
|
+ var face = faces[ i ];
|
|
|
+
|
|
|
+ for ( var j = 0; j < 3; j++ ) {
|
|
|
+
|
|
|
+ if ( newId[ face[ j ] ] === undefined ) {
|
|
|
+
|
|
|
+ newId[ face[ j ] ] = id++;
|
|
|
+ this.vertices.push( vertices[ face[ j ] ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ face[ j ] = newId[ face[ j ] ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Convert faces into instances of THREE.Face3
|
|
|
+ for ( var i = 0; i < faces.length; i++ ) {
|
|
|
+
|
|
|
+ this.faces.push( new THREE.Face3(
|
|
|
+ faces[ i ][ 0 ],
|
|
|
+ faces[ i ][ 1 ],
|
|
|
+ faces[ i ][ 2 ]
|
|
|
+ ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Compute UVs
|
|
|
+ for ( var i = 0; i < this.faces.length; i++ ) {
|
|
|
+
|
|
|
+ var face = this.faces[ i ];
|
|
|
+
|
|
|
+ this.faceVertexUvs[ 0 ].push( [
|
|
|
+ vertexUv( this.vertices[ face.a ] ),
|
|
|
+ vertexUv( this.vertices[ face.b ] ),
|
|
|
+ vertexUv( this.vertices[ face.c ])
|
|
|
+ ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ this.computeCentroids();
|
|
|
+ this.computeFaceNormals();
|
|
|
+ this.computeVertexNormals();
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ConvexGeometry.prototype = Object.create( THREE.Geometry.prototype );
|
|
|
+/**
|
|
|
+ * @author sroucheray / http://sroucheray.org/
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.AxisHelper = function ( size ) {
|
|
|
+
|
|
|
+ var geometry = new THREE.Geometry();
|
|
|
+
|
|
|
+ geometry.vertices.push(
|
|
|
+ new THREE.Vector3(), new THREE.Vector3( size || 1, 0, 0 ),
|
|
|
+ new THREE.Vector3(), new THREE.Vector3( 0, size || 1, 0 ),
|
|
|
+ new THREE.Vector3(), new THREE.Vector3( 0, 0, size || 1 )
|
|
|
+ );
|
|
|
+
|
|
|
+ geometry.colors.push(
|
|
|
+ new THREE.Color( 0xff0000 ), new THREE.Color( 0xffaa00 ),
|
|
|
+ new THREE.Color( 0x00ff00 ), new THREE.Color( 0xaaff00 ),
|
|
|
+ new THREE.Color( 0x0000ff ), new THREE.Color( 0x00aaff )
|
|
|
+ );
|
|
|
+
|
|
|
+ var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
|
|
|
+
|
|
|
+ THREE.Line.call( this, geometry, material, THREE.LinePieces );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
|
|
|
+/**
|
|
|
+ * @author WestLangley / http://github.com/WestLangley
|
|
|
+ * @author zz85 / https://github.com/zz85
|
|
|
+ * @author bhouston / https://exocortex.com
|
|
|
+ *
|
|
|
+ * Creates an arrow for visualizing directions
|
|
|
+ *
|
|
|
+ * Parameters:
|
|
|
+ * dir - Vector3
|
|
|
+ * origin - Vector3
|
|
|
+ * length - Number
|
|
|
+ * hex - color in hex value
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.ArrowHelper = function ( dir, origin, length, hex ) {
|
|
|
+
|
|
|
+ THREE.Object3D.call( this );
|
|
|
+
|
|
|
+ if ( length === undefined ) length = 20;
|
|
|
+ if ( hex === undefined ) hex = 0xffff00;
|
|
|
+
|
|
|
+ var lineGeometry = new THREE.Geometry();
|
|
|
+ lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) );
|
|
|
+ lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) );
|
|
|
+
|
|
|
+ this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: hex } ) );
|
|
|
+ this.add( this.line );
|
|
|
+
|
|
|
+ var coneGeometry = new THREE.CylinderGeometry( 0, 0.05, 0.25, 5, 1 );
|
|
|
+
|
|
|
+ this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: hex } ) );
|
|
|
+ this.cone.position.set( 0, 1, 0 );
|
|
|
+ this.add( this.cone );
|
|
|
+
|
|
|
+ if ( origin instanceof THREE.Vector3 ) this.position = origin;
|
|
|
+
|
|
|
+ this.setDirection( dir );
|
|
|
+ this.setLength( length );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
|
|
|
+
|
|
|
+THREE.ArrowHelper.prototype.setDirection = function ( dir ) {
|
|
|
+
|
|
|
+ var d = THREE.ArrowHelper.__v1.copy( dir ).normalize();
|
|
|
+
|
|
|
+ if ( d.y > 0.999 ) {
|
|
|
+
|
|
|
+ this.rotation.set( 0, 0, 0 );
|
|
|
+
|
|
|
+ } else if ( d.y < - 0.999 ) {
|
|
|
+
|
|
|
+ this.rotation.set( Math.PI, 0, 0 );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ var axis = THREE.ArrowHelper.__v2.set( d.z, 0, - d.x ).normalize();
|
|
|
+ var radians = Math.acos( d.y );
|
|
|
+ var quaternion = THREE.ArrowHelper.__q1.setFromAxisAngle( axis, radians );
|
|
|
+
|
|
|
+ this.rotation.setEulerFromQuaternion( quaternion, this.eulerOrder );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ArrowHelper.prototype.setLength = function ( length ) {
|
|
|
+
|
|
|
+ this.scale.set( length, length, length );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ArrowHelper.prototype.setColor = function ( hex ) {
|
|
|
+
|
|
|
+ this.line.material.color.setHex( hex );
|
|
|
+ this.cone.material.color.setHex( hex );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ArrowHelper.__v1 = new THREE.Vector3();
|
|
|
+THREE.ArrowHelper.__v2 = new THREE.Vector3();
|
|
|
+THREE.ArrowHelper.__q1 = new THREE.Quaternion();
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ *
|
|
|
+ * - shows frustum, line of sight and up of the camera
|
|
|
+ * - suitable for fast updates
|
|
|
+ * - based on frustum visualization in lightgl.js shadowmap example
|
|
|
+ * http://evanw.github.com/lightgl.js/tests/shadowmap.html
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.CameraHelper = function ( camera ) {
|
|
|
+
|
|
|
+ THREE.Line.call( this );
|
|
|
+
|
|
|
+ var scope = this;
|
|
|
+
|
|
|
+ this.geometry = new THREE.Geometry();
|
|
|
+ this.material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
|
|
|
+ this.type = THREE.LinePieces;
|
|
|
+
|
|
|
+ this.matrixWorld = camera.matrixWorld;
|
|
|
+ this.matrixAutoUpdate = false;
|
|
|
+
|
|
|
+ this.pointMap = {};
|
|
|
+
|
|
|
+ // colors
|
|
|
+
|
|
|
+ var hexFrustum = 0xffaa00;
|
|
|
+ var hexCone = 0xff0000;
|
|
|
+ var hexUp = 0x00aaff;
|
|
|
+ var hexTarget = 0xffffff;
|
|
|
+ var hexCross = 0x333333;
|
|
|
+
|
|
|
+ // near
|
|
|
+
|
|
|
+ addLine( "n1", "n2", hexFrustum );
|
|
|
+ addLine( "n2", "n4", hexFrustum );
|
|
|
+ addLine( "n4", "n3", hexFrustum );
|
|
|
+ addLine( "n3", "n1", hexFrustum );
|
|
|
+
|
|
|
+ // far
|
|
|
+
|
|
|
+ addLine( "f1", "f2", hexFrustum );
|
|
|
+ addLine( "f2", "f4", hexFrustum );
|
|
|
+ addLine( "f4", "f3", hexFrustum );
|
|
|
+ addLine( "f3", "f1", hexFrustum );
|
|
|
+
|
|
|
+ // sides
|
|
|
+
|
|
|
+ addLine( "n1", "f1", hexFrustum );
|
|
|
+ addLine( "n2", "f2", hexFrustum );
|
|
|
+ addLine( "n3", "f3", hexFrustum );
|
|
|
+ addLine( "n4", "f4", hexFrustum );
|
|
|
+
|
|
|
+ // cone
|
|
|
+
|
|
|
+ addLine( "p", "n1", hexCone );
|
|
|
+ addLine( "p", "n2", hexCone );
|
|
|
+ addLine( "p", "n3", hexCone );
|
|
|
+ addLine( "p", "n4", hexCone );
|
|
|
+
|
|
|
+ // up
|
|
|
+
|
|
|
+ addLine( "u1", "u2", hexUp );
|
|
|
+ addLine( "u2", "u3", hexUp );
|
|
|
+ addLine( "u3", "u1", hexUp );
|
|
|
+
|
|
|
+ // target
|
|
|
+
|
|
|
+ addLine( "c", "t", hexTarget );
|
|
|
+ addLine( "p", "c", hexCross );
|
|
|
+
|
|
|
+ // cross
|
|
|
+
|
|
|
+ addLine( "cn1", "cn2", hexCross );
|
|
|
+ addLine( "cn3", "cn4", hexCross );
|
|
|
+
|
|
|
+ addLine( "cf1", "cf2", hexCross );
|
|
|
+ addLine( "cf3", "cf4", hexCross );
|
|
|
+
|
|
|
+ this.camera = camera;
|
|
|
+
|
|
|
+ function addLine( a, b, hex ) {
|
|
|
+
|
|
|
+ addPoint( a, hex );
|
|
|
+ addPoint( b, hex );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function addPoint( id, hex ) {
|
|
|
+
|
|
|
+ scope.geometry.vertices.push( new THREE.Vector3() );
|
|
|
+ scope.geometry.colors.push( new THREE.Color( hex ) );
|
|
|
+
|
|
|
+ if ( scope.pointMap[ id ] === undefined ) scope.pointMap[ id ] = [];
|
|
|
+
|
|
|
+ scope.pointMap[ id ].push( scope.geometry.vertices.length - 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.update( camera );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
|
|
|
+
|
|
|
+THREE.CameraHelper.prototype.update = function () {
|
|
|
+
|
|
|
+ var scope = this;
|
|
|
+
|
|
|
+ var w = 1, h = 1;
|
|
|
+
|
|
|
+ // we need just camera projection matrix
|
|
|
+ // world matrix must be identity
|
|
|
+
|
|
|
+ THREE.CameraHelper.__c.projectionMatrix.copy( this.camera.projectionMatrix );
|
|
|
+
|
|
|
+ // center / target
|
|
|
+
|
|
|
+ setPoint( "c", 0, 0, -1 );
|
|
|
+ setPoint( "t", 0, 0, 1 );
|
|
|
+
|
|
|
+ // near
|
|
|
+
|
|
|
+ setPoint( "n1", -w, -h, -1 );
|
|
|
+ setPoint( "n2", w, -h, -1 );
|
|
|
+ setPoint( "n3", -w, h, -1 );
|
|
|
+ setPoint( "n4", w, h, -1 );
|
|
|
+
|
|
|
+ // far
|
|
|
+
|
|
|
+ setPoint( "f1", -w, -h, 1 );
|
|
|
+ setPoint( "f2", w, -h, 1 );
|
|
|
+ setPoint( "f3", -w, h, 1 );
|
|
|
+ setPoint( "f4", w, h, 1 );
|
|
|
+
|
|
|
+ // up
|
|
|
+
|
|
|
+ setPoint( "u1", w * 0.7, h * 1.1, -1 );
|
|
|
+ setPoint( "u2", -w * 0.7, h * 1.1, -1 );
|
|
|
+ setPoint( "u3", 0, h * 2, -1 );
|
|
|
+
|
|
|
+ // cross
|
|
|
+
|
|
|
+ setPoint( "cf1", -w, 0, 1 );
|
|
|
+ setPoint( "cf2", w, 0, 1 );
|
|
|
+ setPoint( "cf3", 0, -h, 1 );
|
|
|
+ setPoint( "cf4", 0, h, 1 );
|
|
|
+
|
|
|
+ setPoint( "cn1", -w, 0, -1 );
|
|
|
+ setPoint( "cn2", w, 0, -1 );
|
|
|
+ setPoint( "cn3", 0, -h, -1 );
|
|
|
+ setPoint( "cn4", 0, h, -1 );
|
|
|
+
|
|
|
+ function setPoint( point, x, y, z ) {
|
|
|
+
|
|
|
+ THREE.CameraHelper.__v.set( x, y, z );
|
|
|
+ THREE.CameraHelper.__projector.unprojectVector( THREE.CameraHelper.__v, THREE.CameraHelper.__c );
|
|
|
+
|
|
|
+ var points = scope.pointMap[ point ];
|
|
|
+
|
|
|
+ if ( points !== undefined ) {
|
|
|
+
|
|
|
+ for ( var i = 0, il = points.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ scope.geometry.vertices[ points[ i ] ].copy( THREE.CameraHelper.__v );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.geometry.verticesNeedUpdate = true;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.CameraHelper.__projector = new THREE.Projector();
|
|
|
+THREE.CameraHelper.__v = new THREE.Vector3();
|
|
|
+THREE.CameraHelper.__c = new THREE.Camera();
|
|
|
+
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.DirectionalLightHelper = function ( light, sphereSize ) {
|
|
|
+
|
|
|
+ THREE.Object3D.call( this );
|
|
|
+
|
|
|
+ this.light = light;
|
|
|
+
|
|
|
+ var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
|
|
|
+ var material = new THREE.MeshBasicMaterial( { fog: false, wireframe: true } );
|
|
|
+ material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
|
|
+
|
|
|
+ this.lightSphere = new THREE.Mesh( geometry, material );
|
|
|
+ this.lightSphere.position = this.light.position;
|
|
|
+ this.add( this.lightSphere );
|
|
|
+
|
|
|
+ /*
|
|
|
+ this.targetSphere = new THREE.Mesh( geometry, material );
|
|
|
+ this.targetSphere.position = this.light.target.position;
|
|
|
+ this.add( this.targetSphere );
|
|
|
+ */
|
|
|
+
|
|
|
+ geometry = new THREE.Geometry();
|
|
|
+ geometry.vertices.push( this.light.position );
|
|
|
+ geometry.vertices.push( this.light.target.position );
|
|
|
+ geometry.computeLineDistances();
|
|
|
+
|
|
|
+ material = new THREE.LineDashedMaterial( { dashSize: 4, gapSize: 4, opacity: 0.75, transparent: true, fog: false } );
|
|
|
+ material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
|
|
+
|
|
|
+ this.targetLine = new THREE.Line( geometry, material );
|
|
|
+ this.add( this.targetLine );
|
|
|
+
|
|
|
+}
|
|
|
+
|
|
|
+THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
|
|
|
+
|
|
|
+THREE.DirectionalLightHelper.prototype.update = function () {
|
|
|
+
|
|
|
+ this.lightSphere.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
|
|
+
|
|
|
+ this.targetLine.geometry.computeLineDistances();
|
|
|
+ this.targetLine.geometry.verticesNeedUpdate = true;
|
|
|
+ this.targetLine.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/**
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.GridHelper = function ( size, step ) {
|
|
|
+
|
|
|
+ var geometry = new THREE.Geometry();
|
|
|
+ var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
|
|
|
+ var color1 = new THREE.Color( 0x444444 ), color2 = new THREE.Color( 0x888888 );
|
|
|
+
|
|
|
+ for ( var i = - size; i <= size; i += step ) {
|
|
|
+
|
|
|
+ geometry.vertices.push( new THREE.Vector3( -size, 0, i ) );
|
|
|
+ geometry.vertices.push( new THREE.Vector3( size, 0, i ) );
|
|
|
+
|
|
|
+ geometry.vertices.push( new THREE.Vector3( i, 0, -size ) );
|
|
|
+ geometry.vertices.push( new THREE.Vector3( i, 0, size ) );
|
|
|
+
|
|
|
+ var color = i === 0 ? color1 : color2;
|
|
|
+
|
|
|
+ geometry.colors.push( color, color, color, color );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ THREE.Line.call( this, geometry, material, THREE.LinePieces );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.GridHelper.prototype = Object.create( THREE.Line.prototype );
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
|
|
|
+
|
|
|
+ THREE.Object3D.call( this );
|
|
|
+
|
|
|
+ this.light = light;
|
|
|
+
|
|
|
+ var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
|
|
|
+ geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
|
|
|
+
|
|
|
+ for ( var i = 0, il = 8; i < il; i ++ ) {
|
|
|
+
|
|
|
+ geometry.faces[ i ].materialIndex = i < 4 ? 0 : 1;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var materialSky = new THREE.MeshBasicMaterial( { fog: false, wireframe: true } );
|
|
|
+ materialSky.color.copy( light.color ).multiplyScalar( light.intensity );
|
|
|
+
|
|
|
+ var materialGround = new THREE.MeshBasicMaterial( { fog: false, wireframe: true } );
|
|
|
+ materialGround.color.copy( light.groundColor ).multiplyScalar( light.intensity );
|
|
|
+
|
|
|
+ this.lightSphere = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial( [ materialSky, materialGround ] ) );
|
|
|
+ this.lightSphere.position = light.position;
|
|
|
+ this.lightSphere.lookAt( new THREE.Vector3() );
|
|
|
+ this.add( this.lightSphere );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
|
|
|
+
|
|
|
+THREE.HemisphereLightHelper.prototype.update = function () {
|
|
|
+
|
|
|
+ this.lightSphere.lookAt( new THREE.Vector3() );
|
|
|
+
|
|
|
+ this.lightSphere.material.materials[ 0 ].color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
|
|
+ this.lightSphere.material.materials[ 1 ].color.copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.PointLightHelper = function ( light, sphereSize ) {
|
|
|
+
|
|
|
+ THREE.Object3D.call( this );
|
|
|
+
|
|
|
+ this.light = light;
|
|
|
+
|
|
|
+ var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
|
|
|
+ var material = new THREE.MeshBasicMaterial( { fog: false, wireframe: true } );
|
|
|
+ material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
|
|
+
|
|
|
+ this.lightSphere = new THREE.Mesh( geometry, material );
|
|
|
+ this.lightSphere.position = this.light.position;
|
|
|
+ this.add( this.lightSphere );
|
|
|
+
|
|
|
+ /*
|
|
|
+ var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
|
|
|
+ var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
|
|
|
+
|
|
|
+ this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
|
|
|
+ this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
|
|
|
+
|
|
|
+ var d = light.distance;
|
|
|
+
|
|
|
+ if ( d === 0.0 ) {
|
|
|
+
|
|
|
+ this.lightDistance.visible = false;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.lightDistance.scale.set( d, d, d );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.add( this.lightDistance );
|
|
|
+ */
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.PointLightHelper.prototype = Object.create( THREE.Object3D.prototype );
|
|
|
+
|
|
|
+THREE.PointLightHelper.prototype.update = function () {
|
|
|
+
|
|
|
+ this.lightSphere.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
|
|
+
|
|
|
+ /*
|
|
|
+ this.lightDistance.material.color.copy( this.color );
|
|
|
+
|
|
|
+ var d = this.light.distance;
|
|
|
+
|
|
|
+ if ( d === 0.0 ) {
|
|
|
+
|
|
|
+ this.lightDistance.visible = false;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ this.lightDistance.visible = true;
|
|
|
+ this.lightDistance.scale.set( d, d, d );
|
|
|
+
|
|
|
+ }
|
|
|
+ */
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ * @author mrdoob / http://mrdoob.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.SpotLightHelper = function ( light, sphereSize ) {
|
|
|
+
|
|
|
+ THREE.Object3D.call( this );
|
|
|
+
|
|
|
+ this.light = light;
|
|
|
+
|
|
|
+ var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
|
|
|
+ var material = new THREE.MeshBasicMaterial( { fog: false, wireframe: true } );
|
|
|
+ material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
|
|
+
|
|
|
+ this.lightSphere = new THREE.Mesh( geometry, material );
|
|
|
+ this.lightSphere.position = this.light.position;
|
|
|
+ this.add( this.lightSphere );
|
|
|
+
|
|
|
+ geometry = new THREE.CylinderGeometry( 0.0001, 1, 1, 8, 1, true );
|
|
|
+ geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ).translate( new THREE.Vector3( 0, -0.5, 0 ) ) );
|
|
|
+
|
|
|
+ material = new THREE.MeshBasicMaterial( { fog: false, wireframe: true, opacity: 0.3, transparent: true } );
|
|
|
+ material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
|
|
+
|
|
|
+ this.lightCone = new THREE.Mesh( geometry, material );
|
|
|
+ this.lightCone.position = this.light.position;
|
|
|
+
|
|
|
+ var coneLength = light.distance ? light.distance : 10000;
|
|
|
+ var coneWidth = coneLength * Math.tan( light.angle * 0.5 ) * 2;
|
|
|
+
|
|
|
+ this.lightCone.scale.set( coneWidth, coneWidth, coneLength );
|
|
|
+ this.lightCone.lookAt( this.light.target.position );
|
|
|
+
|
|
|
+ this.add( this.lightCone );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
|
|
|
+
|
|
|
+THREE.SpotLightHelper.prototype.update = function () {
|
|
|
+
|
|
|
+ var coneLength = this.light.distance ? this.light.distance : 10000;
|
|
|
+ var coneWidth = coneLength * Math.tan( this.light.angle * 0.5 ) * 2;
|
|
|
+
|
|
|
+ this.lightCone.scale.set( coneWidth, coneWidth, coneLength );
|
|
|
+ this.lightCone.lookAt( this.light.target.position );
|
|
|
+
|
|
|
+ this.lightSphere.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
|
|
+ this.lightCone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.ImmediateRenderObject = function () {
|
|
|
+
|
|
|
+ THREE.Object3D.call( this );
|
|
|
+
|
|
|
+ this.render = function ( renderCallback ) { };
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
|
|
|
+/**
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.LensFlare = function ( texture, size, distance, blending, color ) {
|
|
|
+
|
|
|
+ THREE.Object3D.call( this );
|
|
|
+
|
|
|
+ this.lensFlares = [];
|
|
|
+
|
|
|
+ this.positionScreen = new THREE.Vector3();
|
|
|
+ this.customUpdateCallback = undefined;
|
|
|
+
|
|
|
+ if( texture !== undefined ) {
|
|
|
+
|
|
|
+ this.add( texture, size, distance, blending, color );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
|
|
|
+
|
|
|
+
|
|
|
+/*
|
|
|
+ * Add: adds another flare
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
|
|
|
+
|
|
|
+ if( size === undefined ) size = -1;
|
|
|
+ if( distance === undefined ) distance = 0;
|
|
|
+ if( opacity === undefined ) opacity = 1;
|
|
|
+ if( color === undefined ) color = new THREE.Color( 0xffffff );
|
|
|
+ if( blending === undefined ) blending = THREE.NormalBlending;
|
|
|
+
|
|
|
+ distance = Math.min( distance, Math.max( 0, distance ) );
|
|
|
+
|
|
|
+ this.lensFlares.push( { texture: texture, // THREE.Texture
|
|
|
+ size: size, // size in pixels (-1 = use texture.width)
|
|
|
+ distance: distance, // distance (0-1) from light source (0=at light source)
|
|
|
+ x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
|
|
|
+ scale: 1, // scale
|
|
|
+ rotation: 1, // rotation
|
|
|
+ opacity: opacity, // opacity
|
|
|
+ color: color, // color
|
|
|
+ blending: blending } ); // blending
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+/*
|
|
|
+ * Update lens flares update positions on all flares based on the screen position
|
|
|
+ * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.LensFlare.prototype.updateLensFlares = function () {
|
|
|
+
|
|
|
+ var f, fl = this.lensFlares.length;
|
|
|
+ var flare;
|
|
|
+ var vecX = -this.positionScreen.x * 2;
|
|
|
+ var vecY = -this.positionScreen.y * 2;
|
|
|
+
|
|
|
+ for( f = 0; f < fl; f ++ ) {
|
|
|
+
|
|
|
+ flare = this.lensFlares[ f ];
|
|
|
+
|
|
|
+ flare.x = this.positionScreen.x + vecX * flare.distance;
|
|
|
+ flare.y = this.positionScreen.y + vecY * flare.distance;
|
|
|
+
|
|
|
+ flare.wantedRotation = flare.x * Math.PI * 0.25;
|
|
|
+ flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.MorphBlendMesh = function( geometry, material ) {
|
|
|
+
|
|
|
+ THREE.Mesh.call( this, geometry, material );
|
|
|
+
|
|
|
+ this.animationsMap = {};
|
|
|
+ this.animationsList = [];
|
|
|
+
|
|
|
+ // prepare default animation
|
|
|
+ // (all frames played together in 1 second)
|
|
|
+
|
|
|
+ var numFrames = this.geometry.morphTargets.length;
|
|
|
+
|
|
|
+ var name = "__default";
|
|
|
+
|
|
|
+ var startFrame = 0;
|
|
|
+ var endFrame = numFrames - 1;
|
|
|
+
|
|
|
+ var fps = numFrames / 1;
|
|
|
+
|
|
|
+ this.createAnimation( name, startFrame, endFrame, fps );
|
|
|
+ this.setAnimationWeight( name, 1 );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
|
|
|
+
|
|
|
+THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
|
|
|
+
|
|
|
+ var animation = {
|
|
|
+
|
|
|
+ startFrame: start,
|
|
|
+ endFrame: end,
|
|
|
+
|
|
|
+ length: end - start + 1,
|
|
|
+
|
|
|
+ fps: fps,
|
|
|
+ duration: ( end - start ) / fps,
|
|
|
+
|
|
|
+ lastFrame: 0,
|
|
|
+ currentFrame: 0,
|
|
|
+
|
|
|
+ active: false,
|
|
|
+
|
|
|
+ time: 0,
|
|
|
+ direction: 1,
|
|
|
+ weight: 1,
|
|
|
+
|
|
|
+ directionBackwards: false,
|
|
|
+ mirroredLoop: false
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.animationsMap[ name ] = animation;
|
|
|
+ this.animationsList.push( animation );
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
|
|
|
+
|
|
|
+ var pattern = /([a-z]+)(\d+)/;
|
|
|
+
|
|
|
+ var firstAnimation, frameRanges = {};
|
|
|
+
|
|
|
+ var geometry = this.geometry;
|
|
|
+
|
|
|
+ for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var morph = geometry.morphTargets[ i ];
|
|
|
+ var chunks = morph.name.match( pattern );
|
|
|
+
|
|
|
+ if ( chunks && chunks.length > 1 ) {
|
|
|
+
|
|
|
+ var name = chunks[ 1 ];
|
|
|
+ var num = chunks[ 2 ];
|
|
|
+
|
|
|
+ if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity };
|
|
|
+
|
|
|
+ var range = frameRanges[ name ];
|
|
|
+
|
|
|
+ if ( i < range.start ) range.start = i;
|
|
|
+ if ( i > range.end ) range.end = i;
|
|
|
+
|
|
|
+ if ( ! firstAnimation ) firstAnimation = name;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var name in frameRanges ) {
|
|
|
+
|
|
|
+ var range = frameRanges[ name ];
|
|
|
+ this.createAnimation( name, range.start, range.end, fps );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.firstAnimation = firstAnimation;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
|
|
|
+
|
|
|
+ var animation = this.animationsMap[ name ];
|
|
|
+
|
|
|
+ if ( animation ) {
|
|
|
+
|
|
|
+ animation.direction = 1;
|
|
|
+ animation.directionBackwards = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
|
|
|
+
|
|
|
+ var animation = this.animationsMap[ name ];
|
|
|
+
|
|
|
+ if ( animation ) {
|
|
|
+
|
|
|
+ animation.direction = -1;
|
|
|
+ animation.directionBackwards = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
|
|
|
+
|
|
|
+ var animation = this.animationsMap[ name ];
|
|
|
+
|
|
|
+ if ( animation ) {
|
|
|
+
|
|
|
+ animation.fps = fps;
|
|
|
+ animation.duration = ( animation.end - animation.start ) / animation.fps;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
|
|
|
+
|
|
|
+ var animation = this.animationsMap[ name ];
|
|
|
+
|
|
|
+ if ( animation ) {
|
|
|
+
|
|
|
+ animation.duration = duration;
|
|
|
+ animation.fps = ( animation.end - animation.start ) / animation.duration;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
|
|
|
+
|
|
|
+ var animation = this.animationsMap[ name ];
|
|
|
+
|
|
|
+ if ( animation ) {
|
|
|
+
|
|
|
+ animation.weight = weight;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
|
|
|
+
|
|
|
+ var animation = this.animationsMap[ name ];
|
|
|
+
|
|
|
+ if ( animation ) {
|
|
|
+
|
|
|
+ animation.time = time;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
|
|
|
+
|
|
|
+ var time = 0;
|
|
|
+
|
|
|
+ var animation = this.animationsMap[ name ];
|
|
|
+
|
|
|
+ if ( animation ) {
|
|
|
+
|
|
|
+ time = animation.time;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return time;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
|
|
|
+
|
|
|
+ var duration = -1;
|
|
|
+
|
|
|
+ var animation = this.animationsMap[ name ];
|
|
|
+
|
|
|
+ if ( animation ) {
|
|
|
+
|
|
|
+ duration = animation.duration;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return duration;
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
|
|
|
+
|
|
|
+ var animation = this.animationsMap[ name ];
|
|
|
+
|
|
|
+ if ( animation ) {
|
|
|
+
|
|
|
+ animation.time = 0;
|
|
|
+ animation.active = true;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ console.warn( "animation[" + name + "] undefined" );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
|
|
|
+
|
|
|
+ var animation = this.animationsMap[ name ];
|
|
|
+
|
|
|
+ if ( animation ) {
|
|
|
+
|
|
|
+ animation.active = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.MorphBlendMesh.prototype.update = function ( delta ) {
|
|
|
+
|
|
|
+ for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ var animation = this.animationsList[ i ];
|
|
|
+
|
|
|
+ if ( ! animation.active ) continue;
|
|
|
+
|
|
|
+ var frameTime = animation.duration / animation.length;
|
|
|
+
|
|
|
+ animation.time += animation.direction * delta;
|
|
|
+
|
|
|
+ if ( animation.mirroredLoop ) {
|
|
|
+
|
|
|
+ if ( animation.time > animation.duration || animation.time < 0 ) {
|
|
|
+
|
|
|
+ animation.direction *= -1;
|
|
|
+
|
|
|
+ if ( animation.time > animation.duration ) {
|
|
|
+
|
|
|
+ animation.time = animation.duration;
|
|
|
+ animation.directionBackwards = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( animation.time < 0 ) {
|
|
|
+
|
|
|
+ animation.time = 0;
|
|
|
+ animation.directionBackwards = false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ animation.time = animation.time % animation.duration;
|
|
|
+
|
|
|
+ if ( animation.time < 0 ) animation.time += animation.duration;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
|
|
|
+ var weight = animation.weight;
|
|
|
+
|
|
|
+ if ( keyframe !== animation.currentFrame ) {
|
|
|
+
|
|
|
+ this.morphTargetInfluences[ animation.lastFrame ] = 0;
|
|
|
+ this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
|
|
|
+
|
|
|
+ this.morphTargetInfluences[ keyframe ] = 0;
|
|
|
+
|
|
|
+ animation.lastFrame = animation.currentFrame;
|
|
|
+ animation.currentFrame = keyframe;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var mix = ( animation.time % frameTime ) / frameTime;
|
|
|
+
|
|
|
+ if ( animation.directionBackwards ) mix = 1 - mix;
|
|
|
+
|
|
|
+ this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
|
|
|
+ this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.LensFlarePlugin = function () {
|
|
|
+
|
|
|
+ var _gl, _renderer, _precision, _lensFlare = {};
|
|
|
+
|
|
|
+ this.init = function ( renderer ) {
|
|
|
+
|
|
|
+ _gl = renderer.context;
|
|
|
+ _renderer = renderer;
|
|
|
+
|
|
|
+ _precision = renderer.getPrecision();
|
|
|
+
|
|
|
+ _lensFlare.vertices = new Float32Array( 8 + 8 );
|
|
|
+ _lensFlare.faces = new Uint16Array( 6 );
|
|
|
+
|
|
|
+ var i = 0;
|
|
|
+ _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
|
|
|
+ _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
|
|
|
+
|
|
|
+ _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
|
|
|
+ _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
|
|
|
+
|
|
|
+ _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
|
|
|
+ _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
|
|
|
+
|
|
|
+ _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
|
|
|
+ _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
|
|
|
+
|
|
|
+ i = 0;
|
|
|
+ _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
|
|
|
+ _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
|
|
|
+
|
|
|
+ // buffers
|
|
|
+
|
|
|
+ _lensFlare.vertexBuffer = _gl.createBuffer();
|
|
|
+ _lensFlare.elementBuffer = _gl.createBuffer();
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
|
|
|
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
|
|
|
+
|
|
|
+ // textures
|
|
|
+
|
|
|
+ _lensFlare.tempTexture = _gl.createTexture();
|
|
|
+ _lensFlare.occlusionTexture = _gl.createTexture();
|
|
|
+
|
|
|
+ _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
|
|
|
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
|
|
|
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
|
|
|
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
|
|
|
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
|
|
|
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
|
|
|
+
|
|
|
+ _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
|
|
|
+ _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
|
|
|
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
|
|
|
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
|
|
|
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
|
|
|
+ _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
|
|
|
+
|
|
|
+ if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
|
|
|
+
|
|
|
+ _lensFlare.hasVertexTexture = false;
|
|
|
+ _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ], _precision );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _lensFlare.hasVertexTexture = true;
|
|
|
+ _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ], _precision );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _lensFlare.attributes = {};
|
|
|
+ _lensFlare.uniforms = {};
|
|
|
+
|
|
|
+ _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
|
|
|
+ _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" );
|
|
|
+
|
|
|
+ _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
|
|
|
+ _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
|
|
|
+ _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
|
|
|
+ _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
|
|
|
+ _lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" );
|
|
|
+ _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
|
|
|
+ _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
|
|
|
+ _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+
|
|
|
+ /*
|
|
|
+ * Render lens flares
|
|
|
+ * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
|
|
|
+ * reads these back and calculates occlusion.
|
|
|
+ * Then _lensFlare.update_lensFlares() is called to re-position and
|
|
|
+ * update transparency of flares. Then they are rendered.
|
|
|
+ *
|
|
|
+ */
|
|
|
+
|
|
|
+ this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
|
|
|
+
|
|
|
+ var flares = scene.__webglFlares,
|
|
|
+ nFlares = flares.length;
|
|
|
+
|
|
|
+ if ( ! nFlares ) return;
|
|
|
+
|
|
|
+ var tempPosition = new THREE.Vector3();
|
|
|
+
|
|
|
+ var invAspect = viewportHeight / viewportWidth,
|
|
|
+ halfViewportWidth = viewportWidth * 0.5,
|
|
|
+ halfViewportHeight = viewportHeight * 0.5;
|
|
|
+
|
|
|
+ var size = 16 / viewportHeight,
|
|
|
+ scale = new THREE.Vector2( size * invAspect, size );
|
|
|
+
|
|
|
+ var screenPosition = new THREE.Vector3( 1, 1, 0 ),
|
|
|
+ screenPositionPixels = new THREE.Vector2( 1, 1 );
|
|
|
+
|
|
|
+ var uniforms = _lensFlare.uniforms,
|
|
|
+ attributes = _lensFlare.attributes;
|
|
|
+
|
|
|
+ // set _lensFlare program and reset blending
|
|
|
+
|
|
|
+ _gl.useProgram( _lensFlare.program );
|
|
|
+
|
|
|
+ _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
|
|
|
+ _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
|
|
|
+
|
|
|
+ // loop through all lens flares to update their occlusion and positions
|
|
|
+ // setup gl and common used attribs/unforms
|
|
|
+
|
|
|
+ _gl.uniform1i( uniforms.occlusionMap, 0 );
|
|
|
+ _gl.uniform1i( uniforms.map, 1 );
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
|
|
|
+ _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
|
|
|
+ _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
|
|
|
+
|
|
|
+ _gl.disable( _gl.CULL_FACE );
|
|
|
+ _gl.depthMask( false );
|
|
|
+
|
|
|
+ var i, j, jl, flare, sprite;
|
|
|
+
|
|
|
+ for ( i = 0; i < nFlares; i ++ ) {
|
|
|
+
|
|
|
+ size = 16 / viewportHeight;
|
|
|
+ scale.set( size * invAspect, size );
|
|
|
+
|
|
|
+ // calc object screen position
|
|
|
+
|
|
|
+ flare = flares[ i ];
|
|
|
+
|
|
|
+ tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
|
|
|
+
|
|
|
+ tempPosition.applyMatrix4( camera.matrixWorldInverse );
|
|
|
+ tempPosition.applyProjection( camera.projectionMatrix );
|
|
|
+
|
|
|
+ // setup arrays for gl programs
|
|
|
+
|
|
|
+ screenPosition.copy( tempPosition )
|
|
|
+
|
|
|
+ screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
|
|
|
+ screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
|
|
|
+
|
|
|
+ // screen cull
|
|
|
+
|
|
|
+ if ( _lensFlare.hasVertexTexture || (
|
|
|
+ screenPositionPixels.x > 0 &&
|
|
|
+ screenPositionPixels.x < viewportWidth &&
|
|
|
+ screenPositionPixels.y > 0 &&
|
|
|
+ screenPositionPixels.y < viewportHeight ) ) {
|
|
|
+
|
|
|
+ // save current RGB to temp texture
|
|
|
+
|
|
|
+ _gl.activeTexture( _gl.TEXTURE1 );
|
|
|
+ _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
|
|
|
+ _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
|
|
|
+
|
|
|
+
|
|
|
+ // render pink quad
|
|
|
+
|
|
|
+ _gl.uniform1i( uniforms.renderType, 0 );
|
|
|
+ _gl.uniform2f( uniforms.scale, scale.x, scale.y );
|
|
|
+ _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
|
|
|
+
|
|
|
+ _gl.disable( _gl.BLEND );
|
|
|
+ _gl.enable( _gl.DEPTH_TEST );
|
|
|
+
|
|
|
+ _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
|
|
|
+
|
|
|
+
|
|
|
+ // copy result to occlusionMap
|
|
|
+
|
|
|
+ _gl.activeTexture( _gl.TEXTURE0 );
|
|
|
+ _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
|
|
|
+ _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
|
|
|
+
|
|
|
+
|
|
|
+ // restore graphics
|
|
|
+
|
|
|
+ _gl.uniform1i( uniforms.renderType, 1 );
|
|
|
+ _gl.disable( _gl.DEPTH_TEST );
|
|
|
+
|
|
|
+ _gl.activeTexture( _gl.TEXTURE1 );
|
|
|
+ _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
|
|
|
+ _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
|
|
|
+
|
|
|
+
|
|
|
+ // update object positions
|
|
|
+
|
|
|
+ flare.positionScreen.copy( screenPosition )
|
|
|
+
|
|
|
+ if ( flare.customUpdateCallback ) {
|
|
|
+
|
|
|
+ flare.customUpdateCallback( flare );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ flare.updateLensFlares();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // render flares
|
|
|
+
|
|
|
+ _gl.uniform1i( uniforms.renderType, 2 );
|
|
|
+ _gl.enable( _gl.BLEND );
|
|
|
+
|
|
|
+ for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ sprite = flare.lensFlares[ j ];
|
|
|
+
|
|
|
+ if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
|
|
|
+
|
|
|
+ screenPosition.x = sprite.x;
|
|
|
+ screenPosition.y = sprite.y;
|
|
|
+ screenPosition.z = sprite.z;
|
|
|
+
|
|
|
+ size = sprite.size * sprite.scale / viewportHeight;
|
|
|
+
|
|
|
+ scale.x = size * invAspect;
|
|
|
+ scale.y = size;
|
|
|
+
|
|
|
+ _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
|
|
|
+ _gl.uniform2f( uniforms.scale, scale.x, scale.y );
|
|
|
+ _gl.uniform1f( uniforms.rotation, sprite.rotation );
|
|
|
+
|
|
|
+ _gl.uniform1f( uniforms.opacity, sprite.opacity );
|
|
|
+ _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
|
|
|
+
|
|
|
+ _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
|
|
|
+ _renderer.setTexture( sprite.texture, 1 );
|
|
|
+
|
|
|
+ _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // restore gl
|
|
|
+
|
|
|
+ _gl.enable( _gl.CULL_FACE );
|
|
|
+ _gl.enable( _gl.DEPTH_TEST );
|
|
|
+ _gl.depthMask( true );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function createProgram ( shader, precision ) {
|
|
|
+
|
|
|
+ var program = _gl.createProgram();
|
|
|
+
|
|
|
+ var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
|
|
|
+ var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
|
|
|
+
|
|
|
+ var prefix = "precision " + precision + " float;\n";
|
|
|
+
|
|
|
+ _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
|
|
|
+ _gl.shaderSource( vertexShader, prefix + shader.vertexShader );
|
|
|
+
|
|
|
+ _gl.compileShader( fragmentShader );
|
|
|
+ _gl.compileShader( vertexShader );
|
|
|
+
|
|
|
+ _gl.attachShader( program, fragmentShader );
|
|
|
+ _gl.attachShader( program, vertexShader );
|
|
|
+
|
|
|
+ _gl.linkProgram( program );
|
|
|
+
|
|
|
+ return program;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.ShadowMapPlugin = function () {
|
|
|
+
|
|
|
+ var _gl,
|
|
|
+ _renderer,
|
|
|
+ _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
|
|
|
+
|
|
|
+ _frustum = new THREE.Frustum(),
|
|
|
+ _projScreenMatrix = new THREE.Matrix4(),
|
|
|
+
|
|
|
+ _min = new THREE.Vector3(),
|
|
|
+ _max = new THREE.Vector3(),
|
|
|
+
|
|
|
+ _matrixPosition = new THREE.Vector3();
|
|
|
+
|
|
|
+ this.init = function ( renderer ) {
|
|
|
+
|
|
|
+ _gl = renderer.context;
|
|
|
+ _renderer = renderer;
|
|
|
+
|
|
|
+ var depthShader = THREE.ShaderLib[ "depthRGBA" ];
|
|
|
+ var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
|
|
|
+
|
|
|
+ _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
|
|
|
+ _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
|
|
|
+ _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
|
|
|
+ _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
|
|
|
+
|
|
|
+ _depthMaterial._shadowPass = true;
|
|
|
+ _depthMaterialMorph._shadowPass = true;
|
|
|
+ _depthMaterialSkin._shadowPass = true;
|
|
|
+ _depthMaterialMorphSkin._shadowPass = true;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.render = function ( scene, camera ) {
|
|
|
+
|
|
|
+ if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
|
|
|
+
|
|
|
+ this.update( scene, camera );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.update = function ( scene, camera ) {
|
|
|
+
|
|
|
+ var i, il, j, jl, n,
|
|
|
+
|
|
|
+ shadowMap, shadowMatrix, shadowCamera,
|
|
|
+ program, buffer, material,
|
|
|
+ webglObject, object, light,
|
|
|
+ renderList,
|
|
|
+
|
|
|
+ lights = [],
|
|
|
+ k = 0,
|
|
|
+
|
|
|
+ fog = null;
|
|
|
+
|
|
|
+ // set GL state for depth map
|
|
|
+
|
|
|
+ _gl.clearColor( 1, 1, 1, 1 );
|
|
|
+ _gl.disable( _gl.BLEND );
|
|
|
+
|
|
|
+ _gl.enable( _gl.CULL_FACE );
|
|
|
+ _gl.frontFace( _gl.CCW );
|
|
|
+
|
|
|
+ if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
|
|
|
+
|
|
|
+ _gl.cullFace( _gl.FRONT );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.cullFace( _gl.BACK );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ _renderer.setDepthTest( true );
|
|
|
+
|
|
|
+ // preprocess lights
|
|
|
+ // - skip lights that are not casting shadows
|
|
|
+ // - create virtual lights for cascaded shadow maps
|
|
|
+
|
|
|
+ for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ light = scene.__lights[ i ];
|
|
|
+
|
|
|
+ if ( ! light.castShadow ) continue;
|
|
|
+
|
|
|
+ if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
|
|
|
+
|
|
|
+ for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
|
|
|
+
|
|
|
+ var virtualLight;
|
|
|
+
|
|
|
+ if ( ! light.shadowCascadeArray[ n ] ) {
|
|
|
+
|
|
|
+ virtualLight = createVirtualLight( light, n );
|
|
|
+ virtualLight.originalCamera = camera;
|
|
|
+
|
|
|
+ var gyro = new THREE.Gyroscope();
|
|
|
+ gyro.position = light.shadowCascadeOffset;
|
|
|
+
|
|
|
+ gyro.add( virtualLight );
|
|
|
+ gyro.add( virtualLight.target );
|
|
|
+
|
|
|
+ camera.add( gyro );
|
|
|
+
|
|
|
+ light.shadowCascadeArray[ n ] = virtualLight;
|
|
|
+
|
|
|
+ console.log( "Created virtualLight", virtualLight );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ virtualLight = light.shadowCascadeArray[ n ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ updateVirtualLight( light, n );
|
|
|
+
|
|
|
+ lights[ k ] = virtualLight;
|
|
|
+ k ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ lights[ k ] = light;
|
|
|
+ k ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // render depth map
|
|
|
+
|
|
|
+ for ( i = 0, il = lights.length; i < il; i ++ ) {
|
|
|
+
|
|
|
+ light = lights[ i ];
|
|
|
+
|
|
|
+ if ( ! light.shadowMap ) {
|
|
|
+
|
|
|
+ var shadowFilter = THREE.LinearFilter;
|
|
|
+
|
|
|
+ if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
|
|
|
+
|
|
|
+ shadowFilter = THREE.NearestFilter;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
|
|
|
+
|
|
|
+ light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
|
|
|
+ light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
|
|
|
+
|
|
|
+ light.shadowMatrix = new THREE.Matrix4();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( ! light.shadowCamera ) {
|
|
|
+
|
|
|
+ if ( light instanceof THREE.SpotLight ) {
|
|
|
+
|
|
|
+ light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
|
|
|
+
|
|
|
+ } else if ( light instanceof THREE.DirectionalLight ) {
|
|
|
+
|
|
|
+ light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ console.error( "Unsupported light type for shadow" );
|
|
|
+ continue;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ scene.add( light.shadowCamera );
|
|
|
+
|
|
|
+ if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( light.shadowCameraVisible && ! light.cameraHelper ) {
|
|
|
+
|
|
|
+ light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
|
|
|
+ light.shadowCamera.add( light.cameraHelper );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( light.isVirtual && virtualLight.originalCamera == camera ) {
|
|
|
+
|
|
|
+ updateShadowCamera( camera, light );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ shadowMap = light.shadowMap;
|
|
|
+ shadowMatrix = light.shadowMatrix;
|
|
|
+ shadowCamera = light.shadowCamera;
|
|
|
+
|
|
|
+ shadowCamera.position.getPositionFromMatrix( light.matrixWorld );
|
|
|
+ _matrixPosition.getPositionFromMatrix( light.target.matrixWorld );
|
|
|
+ shadowCamera.lookAt( _matrixPosition );
|
|
|
+ shadowCamera.updateMatrixWorld();
|
|
|
+
|
|
|
+ shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
|
|
|
+
|
|
|
+ if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
|
|
|
+ if ( light.shadowCameraVisible ) light.cameraHelper.update();
|
|
|
+
|
|
|
+ // compute shadow matrix
|
|
|
+
|
|
|
+ shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
|
|
|
+ 0.0, 0.5, 0.0, 0.5,
|
|
|
+ 0.0, 0.0, 0.5, 0.5,
|
|
|
+ 0.0, 0.0, 0.0, 1.0 );
|
|
|
+
|
|
|
+ shadowMatrix.multiply( shadowCamera.projectionMatrix );
|
|
|
+ shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
|
|
|
+
|
|
|
+ // update camera matrices and frustum
|
|
|
+
|
|
|
+ _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
|
|
|
+ _frustum.setFromMatrix( _projScreenMatrix );
|
|
|
+
|
|
|
+ // render shadow map
|
|
|
+
|
|
|
+ _renderer.setRenderTarget( shadowMap );
|
|
|
+ _renderer.clear();
|
|
|
+
|
|
|
+ // set object matrices & frustum culling
|
|
|
+
|
|
|
+ renderList = scene.__webglObjects;
|
|
|
+
|
|
|
+ for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ webglObject = renderList[ j ];
|
|
|
+ object = webglObject.object;
|
|
|
+
|
|
|
+ webglObject.render = false;
|
|
|
+
|
|
|
+ if ( object.visible && object.castShadow ) {
|
|
|
+
|
|
|
+ if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
|
|
|
+
|
|
|
+ object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
|
|
|
+
|
|
|
+ webglObject.render = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // render regular objects
|
|
|
+
|
|
|
+ var objectMaterial, useMorphing, useSkinning;
|
|
|
+
|
|
|
+ for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ webglObject = renderList[ j ];
|
|
|
+
|
|
|
+ if ( webglObject.render ) {
|
|
|
+
|
|
|
+ object = webglObject.object;
|
|
|
+ buffer = webglObject.buffer;
|
|
|
+
|
|
|
+ // culling is overriden globally for all objects
|
|
|
+ // while rendering depth map
|
|
|
+
|
|
|
+ // need to deal with MeshFaceMaterial somehow
|
|
|
+ // in that case just use the first of material.materials for now
|
|
|
+ // (proper solution would require to break objects by materials
|
|
|
+ // similarly to regular rendering and then set corresponding
|
|
|
+ // depth materials per each chunk instead of just once per object)
|
|
|
+
|
|
|
+ objectMaterial = getObjectMaterial( object );
|
|
|
+
|
|
|
+ useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
|
|
|
+ useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
|
|
|
+
|
|
|
+ if ( object.customDepthMaterial ) {
|
|
|
+
|
|
|
+ material = object.customDepthMaterial;
|
|
|
+
|
|
|
+ } else if ( useSkinning ) {
|
|
|
+
|
|
|
+ material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
|
|
|
+
|
|
|
+ } else if ( useMorphing ) {
|
|
|
+
|
|
|
+ material = _depthMaterialMorph;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ material = _depthMaterial;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( buffer instanceof THREE.BufferGeometry ) {
|
|
|
+
|
|
|
+ _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // set matrices and render immediate objects
|
|
|
+
|
|
|
+ renderList = scene.__webglObjectsImmediate;
|
|
|
+
|
|
|
+ for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ webglObject = renderList[ j ];
|
|
|
+ object = webglObject.object;
|
|
|
+
|
|
|
+ if ( object.visible && object.castShadow ) {
|
|
|
+
|
|
|
+ object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
|
|
|
+
|
|
|
+ _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // restore GL state
|
|
|
+
|
|
|
+ var clearColor = _renderer.getClearColor(),
|
|
|
+ clearAlpha = _renderer.getClearAlpha();
|
|
|
+
|
|
|
+ _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
|
|
|
+ _gl.enable( _gl.BLEND );
|
|
|
+
|
|
|
+ if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
|
|
|
+
|
|
|
+ _gl.cullFace( _gl.BACK );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function createVirtualLight( light, cascade ) {
|
|
|
+
|
|
|
+ var virtualLight = new THREE.DirectionalLight();
|
|
|
+
|
|
|
+ virtualLight.isVirtual = true;
|
|
|
+
|
|
|
+ virtualLight.onlyShadow = true;
|
|
|
+ virtualLight.castShadow = true;
|
|
|
+
|
|
|
+ virtualLight.shadowCameraNear = light.shadowCameraNear;
|
|
|
+ virtualLight.shadowCameraFar = light.shadowCameraFar;
|
|
|
+
|
|
|
+ virtualLight.shadowCameraLeft = light.shadowCameraLeft;
|
|
|
+ virtualLight.shadowCameraRight = light.shadowCameraRight;
|
|
|
+ virtualLight.shadowCameraBottom = light.shadowCameraBottom;
|
|
|
+ virtualLight.shadowCameraTop = light.shadowCameraTop;
|
|
|
+
|
|
|
+ virtualLight.shadowCameraVisible = light.shadowCameraVisible;
|
|
|
+
|
|
|
+ virtualLight.shadowDarkness = light.shadowDarkness;
|
|
|
+
|
|
|
+ virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
|
|
|
+ virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
|
|
|
+ virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
|
|
|
+
|
|
|
+ virtualLight.pointsWorld = [];
|
|
|
+ virtualLight.pointsFrustum = [];
|
|
|
+
|
|
|
+ var pointsWorld = virtualLight.pointsWorld,
|
|
|
+ pointsFrustum = virtualLight.pointsFrustum;
|
|
|
+
|
|
|
+ for ( var i = 0; i < 8; i ++ ) {
|
|
|
+
|
|
|
+ pointsWorld[ i ] = new THREE.Vector3();
|
|
|
+ pointsFrustum[ i ] = new THREE.Vector3();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var nearZ = light.shadowCascadeNearZ[ cascade ];
|
|
|
+ var farZ = light.shadowCascadeFarZ[ cascade ];
|
|
|
+
|
|
|
+ pointsFrustum[ 0 ].set( -1, -1, nearZ );
|
|
|
+ pointsFrustum[ 1 ].set( 1, -1, nearZ );
|
|
|
+ pointsFrustum[ 2 ].set( -1, 1, nearZ );
|
|
|
+ pointsFrustum[ 3 ].set( 1, 1, nearZ );
|
|
|
+
|
|
|
+ pointsFrustum[ 4 ].set( -1, -1, farZ );
|
|
|
+ pointsFrustum[ 5 ].set( 1, -1, farZ );
|
|
|
+ pointsFrustum[ 6 ].set( -1, 1, farZ );
|
|
|
+ pointsFrustum[ 7 ].set( 1, 1, farZ );
|
|
|
+
|
|
|
+ return virtualLight;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Synchronize virtual light with the original light
|
|
|
+
|
|
|
+ function updateVirtualLight( light, cascade ) {
|
|
|
+
|
|
|
+ var virtualLight = light.shadowCascadeArray[ cascade ];
|
|
|
+
|
|
|
+ virtualLight.position.copy( light.position );
|
|
|
+ virtualLight.target.position.copy( light.target.position );
|
|
|
+ virtualLight.lookAt( virtualLight.target );
|
|
|
+
|
|
|
+ virtualLight.shadowCameraVisible = light.shadowCameraVisible;
|
|
|
+ virtualLight.shadowDarkness = light.shadowDarkness;
|
|
|
+
|
|
|
+ virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
|
|
|
+
|
|
|
+ var nearZ = light.shadowCascadeNearZ[ cascade ];
|
|
|
+ var farZ = light.shadowCascadeFarZ[ cascade ];
|
|
|
+
|
|
|
+ var pointsFrustum = virtualLight.pointsFrustum;
|
|
|
+
|
|
|
+ pointsFrustum[ 0 ].z = nearZ;
|
|
|
+ pointsFrustum[ 1 ].z = nearZ;
|
|
|
+ pointsFrustum[ 2 ].z = nearZ;
|
|
|
+ pointsFrustum[ 3 ].z = nearZ;
|
|
|
+
|
|
|
+ pointsFrustum[ 4 ].z = farZ;
|
|
|
+ pointsFrustum[ 5 ].z = farZ;
|
|
|
+ pointsFrustum[ 6 ].z = farZ;
|
|
|
+ pointsFrustum[ 7 ].z = farZ;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Fit shadow camera's ortho frustum to camera frustum
|
|
|
+
|
|
|
+ function updateShadowCamera( camera, light ) {
|
|
|
+
|
|
|
+ var shadowCamera = light.shadowCamera,
|
|
|
+ pointsFrustum = light.pointsFrustum,
|
|
|
+ pointsWorld = light.pointsWorld;
|
|
|
+
|
|
|
+ _min.set( Infinity, Infinity, Infinity );
|
|
|
+ _max.set( -Infinity, -Infinity, -Infinity );
|
|
|
+
|
|
|
+ for ( var i = 0; i < 8; i ++ ) {
|
|
|
+
|
|
|
+ var p = pointsWorld[ i ];
|
|
|
+
|
|
|
+ p.copy( pointsFrustum[ i ] );
|
|
|
+ THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
|
|
|
+
|
|
|
+ p.applyMatrix4( shadowCamera.matrixWorldInverse );
|
|
|
+
|
|
|
+ if ( p.x < _min.x ) _min.x = p.x;
|
|
|
+ if ( p.x > _max.x ) _max.x = p.x;
|
|
|
+
|
|
|
+ if ( p.y < _min.y ) _min.y = p.y;
|
|
|
+ if ( p.y > _max.y ) _max.y = p.y;
|
|
|
+
|
|
|
+ if ( p.z < _min.z ) _min.z = p.z;
|
|
|
+ if ( p.z > _max.z ) _max.z = p.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ shadowCamera.left = _min.x;
|
|
|
+ shadowCamera.right = _max.x;
|
|
|
+ shadowCamera.top = _max.y;
|
|
|
+ shadowCamera.bottom = _min.y;
|
|
|
+
|
|
|
+ // can't really fit near/far
|
|
|
+ //shadowCamera.near = _min.z;
|
|
|
+ //shadowCamera.far = _max.z;
|
|
|
+
|
|
|
+ shadowCamera.updateProjectionMatrix();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // For the moment just ignore objects that have multiple materials with different animation methods
|
|
|
+ // Only the first material will be taken into account for deciding which depth material to use for shadow maps
|
|
|
+
|
|
|
+ function getObjectMaterial( object ) {
|
|
|
+
|
|
|
+ return object.material instanceof THREE.MeshFaceMaterial
|
|
|
+ ? object.material.materials[ 0 ]
|
|
|
+ : object.material;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+THREE.ShadowMapPlugin.__projector = new THREE.Projector();
|
|
|
+/**
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.SpritePlugin = function () {
|
|
|
+
|
|
|
+ var _gl, _renderer, _precision, _sprite = {};
|
|
|
+
|
|
|
+ this.init = function ( renderer ) {
|
|
|
+
|
|
|
+ _gl = renderer.context;
|
|
|
+ _renderer = renderer;
|
|
|
+
|
|
|
+ _precision = renderer.getPrecision();
|
|
|
+
|
|
|
+ _sprite.vertices = new Float32Array( 8 + 8 );
|
|
|
+ _sprite.faces = new Uint16Array( 6 );
|
|
|
+
|
|
|
+ var i = 0;
|
|
|
+
|
|
|
+ _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0
|
|
|
+ _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv 0
|
|
|
+
|
|
|
+ _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1; // vertex 1
|
|
|
+ _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0; // uv 1
|
|
|
+
|
|
|
+ _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // vertex 2
|
|
|
+ _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // uv 2
|
|
|
+
|
|
|
+ _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1; // vertex 3
|
|
|
+ _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1; // uv 3
|
|
|
+
|
|
|
+ i = 0;
|
|
|
+
|
|
|
+ _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
|
|
|
+ _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
|
|
|
+
|
|
|
+ _sprite.vertexBuffer = _gl.createBuffer();
|
|
|
+ _sprite.elementBuffer = _gl.createBuffer();
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
|
|
|
+ _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
|
|
|
+ _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
|
|
|
+
|
|
|
+ _sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ], _precision );
|
|
|
+
|
|
|
+ _sprite.attributes = {};
|
|
|
+ _sprite.uniforms = {};
|
|
|
+
|
|
|
+ _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
|
|
|
+ _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
|
|
|
+
|
|
|
+ _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
|
|
|
+ _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
|
|
|
+
|
|
|
+ _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
|
|
|
+ _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
|
|
|
+ _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
|
|
|
+
|
|
|
+ _sprite.uniforms.color = _gl.getUniformLocation( _sprite.program, "color" );
|
|
|
+ _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
|
|
|
+ _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
|
|
|
+
|
|
|
+ _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
|
|
|
+ _sprite.uniforms.sizeAttenuation = _gl.getUniformLocation( _sprite.program, "sizeAttenuation" );
|
|
|
+ _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
|
|
|
+ _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
|
|
|
+ _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
|
|
|
+
|
|
|
+ _sprite.uniforms.fogType = _gl.getUniformLocation( _sprite.program, "fogType" );
|
|
|
+ _sprite.uniforms.fogDensity = _gl.getUniformLocation( _sprite.program, "fogDensity" );
|
|
|
+ _sprite.uniforms.fogNear = _gl.getUniformLocation( _sprite.program, "fogNear" );
|
|
|
+ _sprite.uniforms.fogFar = _gl.getUniformLocation( _sprite.program, "fogFar" );
|
|
|
+ _sprite.uniforms.fogColor = _gl.getUniformLocation( _sprite.program, "fogColor" );
|
|
|
+
|
|
|
+ _sprite.uniforms.alphaTest = _gl.getUniformLocation( _sprite.program, "alphaTest" );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
|
|
|
+
|
|
|
+ var sprites = scene.__webglSprites,
|
|
|
+ nSprites = sprites.length;
|
|
|
+
|
|
|
+ if ( ! nSprites ) return;
|
|
|
+
|
|
|
+ var attributes = _sprite.attributes,
|
|
|
+ uniforms = _sprite.uniforms;
|
|
|
+
|
|
|
+ var invAspect = viewportHeight / viewportWidth;
|
|
|
+
|
|
|
+ var halfViewportWidth = viewportWidth * 0.5,
|
|
|
+ halfViewportHeight = viewportHeight * 0.5;
|
|
|
+
|
|
|
+ // setup gl
|
|
|
+
|
|
|
+ _gl.useProgram( _sprite.program );
|
|
|
+
|
|
|
+ _gl.enableVertexAttribArray( attributes.position );
|
|
|
+ _gl.enableVertexAttribArray( attributes.uv );
|
|
|
+
|
|
|
+ _gl.disable( _gl.CULL_FACE );
|
|
|
+ _gl.enable( _gl.BLEND );
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
|
|
|
+ _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
|
|
|
+ _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
|
|
|
+
|
|
|
+ _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
|
|
|
+
|
|
|
+ _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
|
|
|
+
|
|
|
+ _gl.activeTexture( _gl.TEXTURE0 );
|
|
|
+ _gl.uniform1i( uniforms.map, 0 );
|
|
|
+
|
|
|
+ var oldFogType = 0;
|
|
|
+ var sceneFogType = 0;
|
|
|
+ var fog = scene.fog;
|
|
|
+
|
|
|
+ if ( fog ) {
|
|
|
+
|
|
|
+ _gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
|
|
|
+
|
|
|
+ if ( fog instanceof THREE.Fog ) {
|
|
|
+
|
|
|
+ _gl.uniform1f( uniforms.fogNear, fog.near );
|
|
|
+ _gl.uniform1f( uniforms.fogFar, fog.far );
|
|
|
+
|
|
|
+ _gl.uniform1i( uniforms.fogType, 1 );
|
|
|
+ oldFogType = 1;
|
|
|
+ sceneFogType = 1;
|
|
|
+
|
|
|
+ } else if ( fog instanceof THREE.FogExp2 ) {
|
|
|
+
|
|
|
+ _gl.uniform1f( uniforms.fogDensity, fog.density );
|
|
|
+
|
|
|
+ _gl.uniform1i( uniforms.fogType, 2 );
|
|
|
+ oldFogType = 2;
|
|
|
+ sceneFogType = 2;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.uniform1i( uniforms.fogType, 0 );
|
|
|
+ oldFogType = 0;
|
|
|
+ sceneFogType = 0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ // update positions and sort
|
|
|
+
|
|
|
+ var i, sprite, material, screenPosition, size, fogType, scale = [];
|
|
|
+
|
|
|
+ for( i = 0; i < nSprites; i ++ ) {
|
|
|
+
|
|
|
+ sprite = sprites[ i ];
|
|
|
+ material = sprite.material;
|
|
|
+
|
|
|
+ if ( ! sprite.visible || material.opacity === 0 ) continue;
|
|
|
+
|
|
|
+ if ( ! material.useScreenCoordinates ) {
|
|
|
+
|
|
|
+ sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
|
|
|
+ sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ sprite.z = - sprite.position.z;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ sprites.sort( painterSortStable );
|
|
|
+
|
|
|
+ // render all sprites
|
|
|
+
|
|
|
+ for( i = 0; i < nSprites; i ++ ) {
|
|
|
+
|
|
|
+ sprite = sprites[ i ];
|
|
|
+ material = sprite.material;
|
|
|
+
|
|
|
+ if ( ! sprite.visible || material.opacity === 0 ) continue;
|
|
|
+
|
|
|
+ if ( material.map && material.map.image && material.map.image.width ) {
|
|
|
+
|
|
|
+ _gl.uniform1f( uniforms.alphaTest, material.alphaTest );
|
|
|
+
|
|
|
+ if ( material.useScreenCoordinates === true ) {
|
|
|
+
|
|
|
+ _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
|
|
|
+ _gl.uniform3f(
|
|
|
+ uniforms.screenPosition,
|
|
|
+ ( ( sprite.position.x * _renderer.devicePixelRatio ) - halfViewportWidth ) / halfViewportWidth,
|
|
|
+ ( halfViewportHeight - ( sprite.position.y * _renderer.devicePixelRatio ) ) / halfViewportHeight,
|
|
|
+ Math.max( 0, Math.min( 1, sprite.position.z ) )
|
|
|
+ );
|
|
|
+
|
|
|
+ scale[ 0 ] = _renderer.devicePixelRatio;
|
|
|
+ scale[ 1 ] = _renderer.devicePixelRatio;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
|
|
|
+ _gl.uniform1i( uniforms.sizeAttenuation, material.sizeAttenuation ? 1 : 0 );
|
|
|
+ _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
|
|
|
+
|
|
|
+ scale[ 0 ] = 1;
|
|
|
+ scale[ 1 ] = 1;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( scene.fog && material.fog ) {
|
|
|
+
|
|
|
+ fogType = sceneFogType;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ fogType = 0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( oldFogType !== fogType ) {
|
|
|
+
|
|
|
+ _gl.uniform1i( uniforms.fogType, fogType );
|
|
|
+ oldFogType = fogType;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ size = 1 / ( material.scaleByViewport ? viewportHeight : 1 );
|
|
|
+
|
|
|
+ scale[ 0 ] *= size * invAspect * sprite.scale.x
|
|
|
+ scale[ 1 ] *= size * sprite.scale.y;
|
|
|
+
|
|
|
+ _gl.uniform2f( uniforms.uvScale, material.uvScale.x, material.uvScale.y );
|
|
|
+ _gl.uniform2f( uniforms.uvOffset, material.uvOffset.x, material.uvOffset.y );
|
|
|
+ _gl.uniform2f( uniforms.alignment, material.alignment.x, material.alignment.y );
|
|
|
+
|
|
|
+ _gl.uniform1f( uniforms.opacity, material.opacity );
|
|
|
+ _gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
|
|
|
+
|
|
|
+ _gl.uniform1f( uniforms.rotation, sprite.rotation );
|
|
|
+ _gl.uniform2fv( uniforms.scale, scale );
|
|
|
+
|
|
|
+ _renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
|
|
|
+ _renderer.setDepthTest( material.depthTest );
|
|
|
+ _renderer.setDepthWrite( material.depthWrite );
|
|
|
+ _renderer.setTexture( material.map, 0 );
|
|
|
+
|
|
|
+ _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // restore gl
|
|
|
+
|
|
|
+ _gl.enable( _gl.CULL_FACE );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function createProgram ( shader, precision ) {
|
|
|
+
|
|
|
+ var program = _gl.createProgram();
|
|
|
+
|
|
|
+ var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
|
|
|
+ var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
|
|
|
+
|
|
|
+ var prefix = "precision " + precision + " float;\n";
|
|
|
+
|
|
|
+ _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
|
|
|
+ _gl.shaderSource( vertexShader, prefix + shader.vertexShader );
|
|
|
+
|
|
|
+ _gl.compileShader( fragmentShader );
|
|
|
+ _gl.compileShader( vertexShader );
|
|
|
+
|
|
|
+ _gl.attachShader( program, fragmentShader );
|
|
|
+ _gl.attachShader( program, vertexShader );
|
|
|
+
|
|
|
+ _gl.linkProgram( program );
|
|
|
+
|
|
|
+ return program;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function painterSortStable ( a, b ) {
|
|
|
+
|
|
|
+ if ( a.z !== b.z ) {
|
|
|
+
|
|
|
+ return b.z - a.z;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ return b.id - a.id;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.DepthPassPlugin = function () {
|
|
|
+
|
|
|
+ this.enabled = false;
|
|
|
+ this.renderTarget = null;
|
|
|
+
|
|
|
+ var _gl,
|
|
|
+ _renderer,
|
|
|
+ _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
|
|
|
+
|
|
|
+ _frustum = new THREE.Frustum(),
|
|
|
+ _projScreenMatrix = new THREE.Matrix4();
|
|
|
+
|
|
|
+ this.init = function ( renderer ) {
|
|
|
+
|
|
|
+ _gl = renderer.context;
|
|
|
+ _renderer = renderer;
|
|
|
+
|
|
|
+ var depthShader = THREE.ShaderLib[ "depthRGBA" ];
|
|
|
+ var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
|
|
|
+
|
|
|
+ _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
|
|
|
+ _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
|
|
|
+ _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
|
|
|
+ _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
|
|
|
+
|
|
|
+ _depthMaterial._shadowPass = true;
|
|
|
+ _depthMaterialMorph._shadowPass = true;
|
|
|
+ _depthMaterialSkin._shadowPass = true;
|
|
|
+ _depthMaterialMorphSkin._shadowPass = true;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.render = function ( scene, camera ) {
|
|
|
+
|
|
|
+ if ( ! this.enabled ) return;
|
|
|
+
|
|
|
+ this.update( scene, camera );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.update = function ( scene, camera ) {
|
|
|
+
|
|
|
+ var i, il, j, jl, n,
|
|
|
+
|
|
|
+ program, buffer, material,
|
|
|
+ webglObject, object, light,
|
|
|
+ renderList,
|
|
|
+
|
|
|
+ fog = null;
|
|
|
+
|
|
|
+ // set GL state for depth map
|
|
|
+
|
|
|
+ _gl.clearColor( 1, 1, 1, 1 );
|
|
|
+ _gl.disable( _gl.BLEND );
|
|
|
+
|
|
|
+ _renderer.setDepthTest( true );
|
|
|
+
|
|
|
+ // update scene
|
|
|
+
|
|
|
+ if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
|
|
|
+
|
|
|
+ // update camera matrices and frustum
|
|
|
+
|
|
|
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
|
|
|
+
|
|
|
+ _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
|
|
|
+ _frustum.setFromMatrix( _projScreenMatrix );
|
|
|
+
|
|
|
+ // render depth map
|
|
|
+
|
|
|
+ _renderer.setRenderTarget( this.renderTarget );
|
|
|
+ _renderer.clear();
|
|
|
+
|
|
|
+ // set object matrices & frustum culling
|
|
|
+
|
|
|
+ renderList = scene.__webglObjects;
|
|
|
+
|
|
|
+ for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ webglObject = renderList[ j ];
|
|
|
+ object = webglObject.object;
|
|
|
+
|
|
|
+ webglObject.render = false;
|
|
|
+
|
|
|
+ if ( object.visible ) {
|
|
|
+
|
|
|
+ if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.intersectsObject( object ) ) {
|
|
|
+
|
|
|
+ object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
|
|
|
+
|
|
|
+ webglObject.render = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // render regular objects
|
|
|
+
|
|
|
+ var objectMaterial, useMorphing, useSkinning;
|
|
|
+
|
|
|
+ for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ webglObject = renderList[ j ];
|
|
|
+
|
|
|
+ if ( webglObject.render ) {
|
|
|
+
|
|
|
+ object = webglObject.object;
|
|
|
+ buffer = webglObject.buffer;
|
|
|
+
|
|
|
+ // todo: create proper depth material for particles
|
|
|
+
|
|
|
+ if ( object instanceof THREE.ParticleSystem && !object.customDepthMaterial ) continue;
|
|
|
+
|
|
|
+ objectMaterial = getObjectMaterial( object );
|
|
|
+
|
|
|
+ if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
|
|
|
+
|
|
|
+ useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
|
|
|
+ useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
|
|
|
+
|
|
|
+ if ( object.customDepthMaterial ) {
|
|
|
+
|
|
|
+ material = object.customDepthMaterial;
|
|
|
+
|
|
|
+ } else if ( useSkinning ) {
|
|
|
+
|
|
|
+ material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
|
|
|
+
|
|
|
+ } else if ( useMorphing ) {
|
|
|
+
|
|
|
+ material = _depthMaterialMorph;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ material = _depthMaterial;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( buffer instanceof THREE.BufferGeometry ) {
|
|
|
+
|
|
|
+ _renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ _renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // set matrices and render immediate objects
|
|
|
+
|
|
|
+ renderList = scene.__webglObjectsImmediate;
|
|
|
+
|
|
|
+ for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
|
|
|
+
|
|
|
+ webglObject = renderList[ j ];
|
|
|
+ object = webglObject.object;
|
|
|
+
|
|
|
+ if ( object.visible ) {
|
|
|
+
|
|
|
+ object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
|
|
|
+
|
|
|
+ _renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // restore GL state
|
|
|
+
|
|
|
+ var clearColor = _renderer.getClearColor(),
|
|
|
+ clearAlpha = _renderer.getClearAlpha();
|
|
|
+
|
|
|
+ _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
|
|
|
+ _gl.enable( _gl.BLEND );
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // For the moment just ignore objects that have multiple materials with different animation methods
|
|
|
+ // Only the first material will be taken into account for deciding which depth material to use
|
|
|
+
|
|
|
+ function getObjectMaterial( object ) {
|
|
|
+
|
|
|
+ return object.material instanceof THREE.MeshFaceMaterial
|
|
|
+ ? object.material.materials[ 0 ]
|
|
|
+ : object.material;
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+};
|
|
|
+
|
|
|
+/**
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ *
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.ShaderFlares = {
|
|
|
+
|
|
|
+ 'lensFlareVertexTexture': {
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "uniform lowp int renderType;",
|
|
|
+
|
|
|
+ "uniform vec3 screenPosition;",
|
|
|
+ "uniform vec2 scale;",
|
|
|
+ "uniform float rotation;",
|
|
|
+
|
|
|
+ "uniform sampler2D occlusionMap;",
|
|
|
+
|
|
|
+ "attribute vec2 position;",
|
|
|
+ "attribute vec2 uv;",
|
|
|
+
|
|
|
+ "varying vec2 vUV;",
|
|
|
+ "varying float vVisibility;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "vUV = uv;",
|
|
|
+
|
|
|
+ "vec2 pos = position;",
|
|
|
+
|
|
|
+ "if( renderType == 2 ) {",
|
|
|
+
|
|
|
+ "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +",
|
|
|
+ "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +",
|
|
|
+ "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +",
|
|
|
+ "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +",
|
|
|
+ "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +",
|
|
|
+ "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +",
|
|
|
+ "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +",
|
|
|
+ "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +",
|
|
|
+ "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
|
|
|
+
|
|
|
+ "vVisibility = ( visibility.r / 9.0 ) *",
|
|
|
+ "( 1.0 - visibility.g / 9.0 ) *",
|
|
|
+ "( visibility.b / 9.0 ) *",
|
|
|
+ "( 1.0 - visibility.a / 9.0 );",
|
|
|
+
|
|
|
+ "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
|
|
|
+ "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( "\n" ),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "uniform lowp int renderType;",
|
|
|
+
|
|
|
+ "uniform sampler2D map;",
|
|
|
+ "uniform float opacity;",
|
|
|
+ "uniform vec3 color;",
|
|
|
+
|
|
|
+ "varying vec2 vUV;",
|
|
|
+ "varying float vVisibility;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ // pink square
|
|
|
+
|
|
|
+ "if( renderType == 0 ) {",
|
|
|
+
|
|
|
+ "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
|
|
|
+
|
|
|
+ // restore
|
|
|
+
|
|
|
+ "} else if( renderType == 1 ) {",
|
|
|
+
|
|
|
+ "gl_FragColor = texture2D( map, vUV );",
|
|
|
+
|
|
|
+ // flare
|
|
|
+
|
|
|
+ "} else {",
|
|
|
+
|
|
|
+ "vec4 texture = texture2D( map, vUV );",
|
|
|
+ "texture.a *= opacity * vVisibility;",
|
|
|
+ "gl_FragColor = texture;",
|
|
|
+ "gl_FragColor.rgb *= color;",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "}"
|
|
|
+ ].join( "\n" )
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+
|
|
|
+ 'lensFlare': {
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "uniform lowp int renderType;",
|
|
|
+
|
|
|
+ "uniform vec3 screenPosition;",
|
|
|
+ "uniform vec2 scale;",
|
|
|
+ "uniform float rotation;",
|
|
|
+
|
|
|
+ "attribute vec2 position;",
|
|
|
+ "attribute vec2 uv;",
|
|
|
+
|
|
|
+ "varying vec2 vUV;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "vUV = uv;",
|
|
|
+
|
|
|
+ "vec2 pos = position;",
|
|
|
+
|
|
|
+ "if( renderType == 2 ) {",
|
|
|
+
|
|
|
+ "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
|
|
|
+ "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( "\n" ),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "precision mediump float;",
|
|
|
+
|
|
|
+ "uniform lowp int renderType;",
|
|
|
+
|
|
|
+ "uniform sampler2D map;",
|
|
|
+ "uniform sampler2D occlusionMap;",
|
|
|
+ "uniform float opacity;",
|
|
|
+ "uniform vec3 color;",
|
|
|
+
|
|
|
+ "varying vec2 vUV;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ // pink square
|
|
|
+
|
|
|
+ "if( renderType == 0 ) {",
|
|
|
+
|
|
|
+ "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
|
|
|
+
|
|
|
+ // restore
|
|
|
+
|
|
|
+ "} else if( renderType == 1 ) {",
|
|
|
+
|
|
|
+ "gl_FragColor = texture2D( map, vUV );",
|
|
|
+
|
|
|
+ // flare
|
|
|
+
|
|
|
+ "} else {",
|
|
|
+
|
|
|
+ "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +",
|
|
|
+ "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +",
|
|
|
+ "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +",
|
|
|
+ "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
|
|
|
+
|
|
|
+ "visibility = ( 1.0 - visibility / 4.0 );",
|
|
|
+
|
|
|
+ "vec4 texture = texture2D( map, vUV );",
|
|
|
+ "texture.a *= opacity * visibility;",
|
|
|
+ "gl_FragColor = texture;",
|
|
|
+ "gl_FragColor.rgb *= color;",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( "\n" )
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|
|
|
+/**
|
|
|
+ * @author mikael emtinger / http://gomo.se/
|
|
|
+ * @author alteredq / http://alteredqualia.com/
|
|
|
+ *
|
|
|
+ */
|
|
|
+
|
|
|
+THREE.ShaderSprite = {
|
|
|
+
|
|
|
+ 'sprite': {
|
|
|
+
|
|
|
+ vertexShader: [
|
|
|
+
|
|
|
+ "uniform int useScreenCoordinates;",
|
|
|
+ "uniform int sizeAttenuation;",
|
|
|
+ "uniform vec3 screenPosition;",
|
|
|
+ "uniform mat4 modelViewMatrix;",
|
|
|
+ "uniform mat4 projectionMatrix;",
|
|
|
+ "uniform float rotation;",
|
|
|
+ "uniform vec2 scale;",
|
|
|
+ "uniform vec2 alignment;",
|
|
|
+ "uniform vec2 uvOffset;",
|
|
|
+ "uniform vec2 uvScale;",
|
|
|
+
|
|
|
+ "attribute vec2 position;",
|
|
|
+ "attribute vec2 uv;",
|
|
|
+
|
|
|
+ "varying vec2 vUV;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "vUV = uvOffset + uv * uvScale;",
|
|
|
+
|
|
|
+ "vec2 alignedPosition = position + alignment;",
|
|
|
+
|
|
|
+ "vec2 rotatedPosition;",
|
|
|
+ "rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;",
|
|
|
+ "rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;",
|
|
|
+
|
|
|
+ "vec4 finalPosition;",
|
|
|
+
|
|
|
+ "if( useScreenCoordinates != 0 ) {",
|
|
|
+
|
|
|
+ "finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );",
|
|
|
+
|
|
|
+ "} else {",
|
|
|
+
|
|
|
+ "finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );",
|
|
|
+ "finalPosition.xy += rotatedPosition * ( sizeAttenuation == 1 ? 1.0 : finalPosition.z );",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "gl_Position = finalPosition;",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( "\n" ),
|
|
|
+
|
|
|
+ fragmentShader: [
|
|
|
+
|
|
|
+ "uniform vec3 color;",
|
|
|
+ "uniform sampler2D map;",
|
|
|
+ "uniform float opacity;",
|
|
|
+
|
|
|
+ "uniform int fogType;",
|
|
|
+ "uniform vec3 fogColor;",
|
|
|
+ "uniform float fogDensity;",
|
|
|
+ "uniform float fogNear;",
|
|
|
+ "uniform float fogFar;",
|
|
|
+ "uniform float alphaTest;",
|
|
|
+
|
|
|
+ "varying vec2 vUV;",
|
|
|
+
|
|
|
+ "void main() {",
|
|
|
+
|
|
|
+ "vec4 texture = texture2D( map, vUV );",
|
|
|
+
|
|
|
+ "if ( texture.a < alphaTest ) discard;",
|
|
|
+
|
|
|
+ "gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );",
|
|
|
+
|
|
|
+ "if ( fogType > 0 ) {",
|
|
|
+
|
|
|
+ "float depth = gl_FragCoord.z / gl_FragCoord.w;",
|
|
|
+ "float fogFactor = 0.0;",
|
|
|
+
|
|
|
+ "if ( fogType == 1 ) {",
|
|
|
+
|
|
|
+ "fogFactor = smoothstep( fogNear, fogFar, depth );",
|
|
|
+
|
|
|
+ "} else {",
|
|
|
+
|
|
|
+ "const float LOG2 = 1.442695;",
|
|
|
+ "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
|
|
|
+ "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
|
|
|
+
|
|
|
+ "}",
|
|
|
+
|
|
|
+ "}"
|
|
|
+
|
|
|
+ ].join( "\n" )
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|