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@@ -109,229 +109,231 @@ if ( Object.assign === undefined ) {
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}
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-// https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent.button
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+Object.assign( THREE, {
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-THREE.MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
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+ // https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent.button
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-// GL STATE CONSTANTS
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+ MOUSE: { LEFT: 0, MIDDLE: 1, RIGHT: 2 },
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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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+ // GL STATE CONSTANTS
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-THREE.FrontFaceDirectionCW = 0;
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-THREE.FrontFaceDirectionCCW = 1;
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+ CullFaceNone: 0,
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+ CullFaceBack: 1,
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+ CullFaceFront: 2,
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+ CullFaceFrontBack: 3,
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-// SHADOWING TYPES
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+ FrontFaceDirectionCW: 0,
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+ FrontFaceDirectionCCW: 1,
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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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+ // SHADOWING TYPES
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-// MATERIAL CONSTANTS
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+ BasicShadowMap: 0,
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+ PCFShadowMap: 1,
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+ PCFSoftShadowMap: 2,
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-// side
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+ // MATERIAL CONSTANTS
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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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+ // side
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-// shading
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+ FrontSide: 0,
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+ BackSide: 1,
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+ DoubleSide: 2,
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-THREE.FlatShading = 1;
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-THREE.SmoothShading = 2;
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+ // shading
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-// colors
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+ FlatShading: 1,
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+ SmoothShading: 2,
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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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+ // colors
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-// blending modes
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+ NoColors: 0,
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+ FaceColors: 1,
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+ VertexColors: 2,
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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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+ // blending modes
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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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+ NoBlending: 0,
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+ NormalBlending: 1,
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+ AdditiveBlending: 2,
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+ SubtractiveBlending: 3,
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+ MultiplyBlending: 4,
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+ CustomBlending: 5,
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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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-THREE.MinEquation = 103;
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-THREE.MaxEquation = 104;
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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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-// custom blending destination factors
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+ AddEquation: 100,
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+ SubtractEquation: 101,
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+ ReverseSubtractEquation: 102,
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+ MinEquation: 103,
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+ MaxEquation: 104,
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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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+ // custom blending destination factors
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-// custom blending source factors
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+ ZeroFactor: 200,
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+ OneFactor: 201,
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+ SrcColorFactor: 202,
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+ OneMinusSrcColorFactor: 203,
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+ SrcAlphaFactor: 204,
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+ OneMinusSrcAlphaFactor: 205,
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+ DstAlphaFactor: 206,
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+ OneMinusDstAlphaFactor: 207,
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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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+ // custom blending source factors
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-// depth modes
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+ //ZeroFactor: 200,
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+ //OneFactor: 201,
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+ //SrcAlphaFactor: 204,
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+ //OneMinusSrcAlphaFactor: 205,
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+ //DstAlphaFactor: 206,
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+ //OneMinusDstAlphaFactor: 207,
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+ DstColorFactor: 208,
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+ OneMinusDstColorFactor: 209,
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+ SrcAlphaSaturateFactor: 210,
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-THREE.NeverDepth = 0;
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-THREE.AlwaysDepth = 1;
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-THREE.LessDepth = 2;
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-THREE.LessEqualDepth = 3;
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-THREE.EqualDepth = 4;
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-THREE.GreaterEqualDepth = 5;
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-THREE.GreaterDepth = 6;
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-THREE.NotEqualDepth = 7;
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+ // depth modes
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+ NeverDepth: 0,
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+ AlwaysDepth: 1,
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+ LessDepth: 2,
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+ LessEqualDepth: 3,
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+ EqualDepth: 4,
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+ GreaterEqualDepth: 5,
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+ GreaterDepth: 6,
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+ NotEqualDepth: 7,
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-// TEXTURE CONSTANTS
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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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+ // TEXTURE CONSTANTS
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-// Tone Mapping modes
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+ MultiplyOperation: 0,
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+ MixOperation: 1,
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+ AddOperation: 2,
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-THREE.NoToneMapping = 0; // do not do any tone mapping, not even exposure (required for special purpose passes.)
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-THREE.LinearToneMapping = 1; // only apply exposure.
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-THREE.ReinhardToneMapping = 2;
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-THREE.Uncharted2ToneMapping = 3; // John Hable
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-THREE.CineonToneMapping = 4; // optimized filmic operator by Jim Hejl and Richard Burgess-Dawson
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+ // Tone Mapping modes
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-// Mapping modes
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+ NoToneMapping: 0, // do not do any tone mapping, not even exposure (required for special purpose passes.)
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+ LinearToneMapping: 1, // only apply exposure.
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+ ReinhardToneMapping: 2,
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+ Uncharted2ToneMapping: 3, // John Hable
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+ CineonToneMapping: 4, // optimized filmic operator by Jim Hejl and Richard Burgess-Dawson
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-THREE.UVMapping = 300;
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+ // Mapping modes
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-THREE.CubeReflectionMapping = 301;
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-THREE.CubeRefractionMapping = 302;
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+ UVMapping: 300,
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-THREE.EquirectangularReflectionMapping = 303;
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-THREE.EquirectangularRefractionMapping = 304;
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+ CubeReflectionMapping: 301,
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+ CubeRefractionMapping: 302,
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-THREE.SphericalReflectionMapping = 305;
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-THREE.CubeUVReflectionMapping = 306;
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-THREE.CubeUVRefractionMapping = 307;
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+ EquirectangularReflectionMapping: 303,
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+ EquirectangularRefractionMapping: 304,
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-// Wrapping modes
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+ SphericalReflectionMapping: 305,
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+ CubeUVReflectionMapping: 306,
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+ CubeUVRefractionMapping: 307,
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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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+ // Wrapping modes
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-// Filters
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+ RepeatWrapping: 1000,
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+ ClampToEdgeWrapping: 1001,
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+ MirroredRepeatWrapping: 1002,
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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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+ // Filters
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-// Data types
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+ NearestFilter: 1003,
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+ NearestMipMapNearestFilter: 1004,
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+ NearestMipMapLinearFilter: 1005,
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+ LinearFilter: 1006,
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+ LinearMipMapNearestFilter: 1007,
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+ LinearMipMapLinearFilter: 1008,
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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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-THREE.HalfFloatType = 1025;
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+ // Data types
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-// Pixel types
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+ UnsignedByteType: 1009,
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+ ByteType: 1010,
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+ ShortType: 1011,
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+ UnsignedShortType: 1012,
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+ IntType: 1013,
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+ UnsignedIntType: 1014,
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+ FloatType: 1015,
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+ HalfFloatType: 1025,
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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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+ // Pixel types
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-// Pixel formats
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+ //UnsignedByteType: 1009,
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+ UnsignedShort4444Type: 1016,
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+ UnsignedShort5551Type: 1017,
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+ UnsignedShort565Type: 1018,
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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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-// THREE.RGBEFormat handled as THREE.RGBAFormat in shaders
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-THREE.RGBEFormat = THREE.RGBAFormat; //1024;
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-THREE.DepthFormat = 1026;
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+ // Pixel formats
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-// DDS / ST3C Compressed texture formats
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+ AlphaFormat: 1019,
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+ RGBFormat: 1020,
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+ RGBAFormat: 1021,
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+ LuminanceFormat: 1022,
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+ LuminanceAlphaFormat: 1023,
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+ // THREE.RGBEFormat handled as THREE.RGBAFormat in shaders
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+ RGBEFormat: THREE.RGBAFormat, //1024;
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+ DepthFormat: 1026,
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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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+ // DDS / ST3C Compressed texture formats
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+ RGB_S3TC_DXT1_Format: 2001,
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+ RGBA_S3TC_DXT1_Format: 2002,
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+ RGBA_S3TC_DXT3_Format: 2003,
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+ RGBA_S3TC_DXT5_Format: 2004,
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-// PVRTC compressed texture formats
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+ // 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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+ RGB_PVRTC_4BPPV1_Format: 2100,
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+ RGB_PVRTC_2BPPV1_Format: 2101,
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+ RGBA_PVRTC_4BPPV1_Format: 2102,
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+ RGBA_PVRTC_2BPPV1_Format: 2103,
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-// ETC compressed texture formats
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+ // ETC compressed texture formats
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-THREE.RGB_ETC1_Format = 2151;
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+ RGB_ETC1_Format: 2151,
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-// Loop styles for AnimationAction
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+ // Loop styles for AnimationAction
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-THREE.LoopOnce = 2200;
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-THREE.LoopRepeat = 2201;
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-THREE.LoopPingPong = 2202;
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+ LoopOnce: 2200,
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+ LoopRepeat: 2201,
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+ LoopPingPong: 2202,
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-// Interpolation
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+ // Interpolation
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-THREE.InterpolateDiscrete = 2300;
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-THREE.InterpolateLinear = 2301;
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-THREE.InterpolateSmooth = 2302;
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+ InterpolateDiscrete: 2300,
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+ InterpolateLinear: 2301,
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+ InterpolateSmooth: 2302,
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-// Interpolant ending modes
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+ // Interpolant ending modes
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-THREE.ZeroCurvatureEnding = 2400;
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-THREE.ZeroSlopeEnding = 2401;
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-THREE.WrapAroundEnding = 2402;
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+ ZeroCurvatureEnding: 2400,
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+ ZeroSlopeEnding: 2401,
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+ WrapAroundEnding: 2402,
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-// Triangle Draw modes
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+ // Triangle Draw modes
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-THREE.TrianglesDrawMode = 0;
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-THREE.TriangleStripDrawMode = 1;
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-THREE.TriangleFanDrawMode = 2;
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+ TrianglesDrawMode: 0,
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+ TriangleStripDrawMode: 1,
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+ TriangleFanDrawMode: 2,
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-// Texture Encodings
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+ // Texture Encodings
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-THREE.LinearEncoding = 3000; // No encoding at all.
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-THREE.sRGBEncoding = 3001;
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-THREE.GammaEncoding = 3007; // uses GAMMA_FACTOR, for backwards compatibility with WebGLRenderer.gammaInput/gammaOutput
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+ LinearEncoding: 3000, // No encoding at all.
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+ sRGBEncoding: 3001,
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+ GammaEncoding: 3007, // uses GAMMA_FACTOR, for backwards compatibility with WebGLRenderer.gammaInput/gammaOutput
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-// The following Texture Encodings are for RGB-only (no alpha) HDR light emission sources.
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-// These encodings should not specified as output encodings except in rare situations.
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-THREE.RGBEEncoding = 3002; // AKA Radiance.
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-THREE.LogLuvEncoding = 3003;
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-THREE.RGBM7Encoding = 3004;
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-THREE.RGBM16Encoding = 3005;
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-THREE.RGBDEncoding = 3006; // MaxRange is 256.
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+ // The following Texture Encodings are for RGB-only (no alpha) HDR light emission sources.
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+ // These encodings should not specified as output encodings except in rare situations.
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+ RGBEEncoding: 3002, // AKA Radiance.
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+ LogLuvEncoding: 3003,
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+ RGBM7Encoding: 3004,
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+ RGBM16Encoding: 3005,
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+ RGBDEncoding: 3006, // MaxRange is 256.
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-// Depth packing strategies
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+ // Depth packing strategies
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-THREE.BasicDepthPacking = 3200; // for writing to float textures for high precision or for visualizing results in RGB buffers
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-THREE.RGBADepthPacking = 3201; // for packing into RGBA buffers.
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+ BasicDepthPacking: 3200, // for writing to float textures for high precision or for visualizing results in RGB buffers
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+ RGBADepthPacking: 3201 // for packing into RGBA buffers.
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+} );
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