The aim of the project is to create a lightweight 3D engine with a very low level of complexity — in other words, for dummies. The engine can render using <canvas>, <svg> and WebGL.
* Added `AnaglypWebGLRenderer` and `CrosseyedWebGLRenderer`. ([mrdoob](http://github.com/mrdoob), [alteredq](http://github.com/alteredq) and [marklundin](http://github.com/marklundin))
* Added `TextGeometry`. ([zz85](http://github.com/zz85) and [alteredq](http://github.com/alteredq))
* Added `setViewOffset` method to `Camera`. ([greggman](http://github.com/greggman))
* Renamed geometries to `*Geometry`. ([mrdoob](http://github.com/mrdoob))
-* Improved Blender exporter. ([alteredq](http://github.com/alteredq), [sweetfish](http://github.com/sweetfish) and [Jhonnyg](https://github.com/Jhonnyg))
+* Improved Blender exporter. ([alteredq](http://github.com/alteredq), [sweetfish](http://github.com/sweetfish) and [Jhonnyg](http://github.com/Jhonnyg))
-f,g)},updateHex:function(){this.hex=~~(this.r*255)<<16^~~(this.g*255)<<8^~~(this.b*255)},updateRGB:function(){this.r=(this.hex>>16&255)/255;this.g=(this.hex>>8&255)/255;this.b=(this.hex&255)/255},clone:function(){return new THREE.Color(this.hex)}};THREE.Vector2=function(a,b){this.set(a||0,b||0)};
-THREE.Vector2.prototype={set:function(a,b){this.x=a;this.y=b;return this},copy:function(a){this.x=a.x;this.y=a.y;return this},clone:function(){return new THREE.Vector2(this.x,this.y)},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addSelf:function(a){this.x+=a.x;this.y+=a.y;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},subSelf:function(a){this.x-=a.x;this.y-=a.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divideScalar:function(a){a?
-THREE.Texture.prototype={clone:function(){return new THREE.Texture(this.image,this.mapping,this.wrapS,this.wrapT,this.magFilter,this.minFilter)}};THREE.MultiplyOperation=0;THREE.MixOperation=1;THREE.RepeatWrapping=0;THREE.ClampToEdgeWrapping=1;THREE.MirroredRepeatWrapping=2;THREE.NearestFilter=3;THREE.NearestMipMapNearestFilter=4;THREE.NearestMipMapLinearFilter=5;THREE.LinearFilter=6;THREE.LinearMipMapNearestFilter=7;THREE.LinearMipMapLinearFilter=8;THREE.ByteType=9;THREE.UnsignedByteType=10;
-Aa=m.width>>1,p=m.height>>1,g=e.scale.x*j,i=e.scale.y*o,h=g*Aa,l=i*p,U.set(a.x-h,a.y-l,a.x+h,a.y+l),ka.instersects(U)&&(k.save(),k.translate(a.x,a.y),k.rotate(-e.rotation),k.scale(g,-i),k.translate(-Aa,-p),k.drawImage(m,0,0),k.restore())}else g instanceof THREE.ParticleCanvasMaterial&&(h=e.scale.x*j,l=e.scale.y*o,U.set(a.x-h,a.y-l,a.x+h,a.y+l),ka.instersects(U)&&(d(g.color),f(g.color),k.save(),k.translate(a.x,a.y),k.rotate(-e.rotation),k.scale(h,l),g.program(k),k.restore()))}function q(a,e,f,g){b(g.opacity);
+Ba=j.width>>1,o=j.height>>1,g=e.scale.x*i,m=e.scale.y*n,h=g*Ba,l=m*o,U.set(a.x-h,a.y-l,a.x+h,a.y+l),ja.instersects(U)&&(k.save(),k.translate(a.x,a.y),k.rotate(-e.rotation),k.scale(g,-m),k.translate(-Ba,-o),k.drawImage(j,0,0),k.restore())}else g instanceof THREE.ParticleCanvasMaterial&&(h=e.scale.x*i,l=e.scale.y*n,U.set(a.x-h,a.y-l,a.x+h,a.y+l),ja.instersects(U)&&(d(g.color.getContextStyle()),f(g.color.getContextStyle()),k.save(),k.translate(a.x,a.y),k.rotate(-e.rotation),k.scale(h,l),g.program(k),
-e,g)},updateHex:function(){this.hex=~~(this.r*255)<<16^~~(this.g*255)<<8^~~(this.b*255)},updateRGB:function(){this.r=(this.hex>>16&255)/255;this.g=(this.hex>>8&255)/255;this.b=(this.hex&255)/255},clone:function(){return new THREE.Color(this.hex)}};THREE.Vector2=function(a,b){this.set(a||0,b||0)};
-THREE.Vector2.prototype={set:function(a,b){this.x=a;this.y=b;return this},copy:function(a){this.x=a.x;this.y=a.y;return this},clone:function(){return new THREE.Vector2(this.x,this.y)},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addSelf:function(a){this.x+=a.x;this.y+=a.y;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},subSelf:function(a){this.x-=a.x;this.y-=a.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divideScalar:function(a){a?
-e,g)},updateHex:function(){this.hex=~~(this.r*255)<<16^~~(this.g*255)<<8^~~(this.b*255)},updateRGB:function(){this.r=(this.hex>>16&255)/255;this.g=(this.hex>>8&255)/255;this.b=(this.hex&255)/255},clone:function(){return new THREE.Color(this.hex)}};THREE.Vector2=function(a,b){this.set(a||0,b||0)};
-THREE.Vector2.prototype={set:function(a,b){this.x=a;this.y=b;return this},copy:function(a){this.x=a.x;this.y=a.y;return this},clone:function(){return new THREE.Vector2(this.x,this.y)},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addSelf:function(a){this.x+=a.x;this.y+=a.y;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;return this},subSelf:function(a){this.x-=a.x;this.y-=a.y;return this},multiplyScalar:function(a){this.x*=a;this.y*=a;return this},divideScalar:function(a){a?
-k,j,n){f.data.vertices+=4;f.data.faces++;x=d(N++);x.setAttribute("d","M "+b.positionScreen.x+" "+b.positionScreen.y+" L "+c.positionScreen.x+" "+c.positionScreen.y+" L "+h.positionScreen.x+","+h.positionScreen.y+" L "+i.positionScreen.x+","+i.positionScreen.y+"z");j instanceof THREE.MeshBasicMaterial?r.hex=j.color.hex:j instanceof THREE.MeshLambertMaterial?E?(m.r=A.r,m.g=A.g,m.b=A.b,a(n,k,m),r.r=Math.max(0,Math.min(j.color.r*m.r,1)),r.g=Math.max(0,Math.min(j.color.g*m.g,1)),r.b=Math.max(0,Math.min(j.color.b*
+z=d(O++);z.setAttribute("d","M "+b.positionScreen.x+" "+b.positionScreen.y+" L "+c.positionScreen.x+" "+c.positionScreen.y+" L "+e.positionScreen.x+","+e.positionScreen.y+" L "+h.positionScreen.x+","+h.positionScreen.y+"z");j instanceof THREE.MeshBasicMaterial?s.copy(j.color):j instanceof THREE.MeshLambertMaterial?H?(r.r=o.r,r.g=o.g,r.b=o.b,a(k,i,r),s.r=Math.max(0,Math.min(j.color.r*r.r,1)),s.g=Math.max(0,Math.min(j.color.g*r.g,1)),s.b=Math.max(0,Math.min(j.color.b*r.b,1))):s.copy(j.color):j instanceof
var texture = new THREE.Texture( canvas, new THREE.UVMapping(), THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping, THREE.NearestFilter, THREE.LinearMipMapLinearFilter );
-
+
function generateTexture() {
if( count == 3 ) {
@@ -578,7 +578,7 @@
var texture = new THREE.Texture( canvas, new THREE.UVMapping(), THREE.ClampToEdgeWrapping, THREE.ClampToEdgeWrapping, THREE.NearestFilter, THREE.LinearMipMapLinearFilter );
texture.needsUpdate = true;
-
+
return new THREE.MeshLambertMaterial( { map: texture } );
- <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - procedural 3D text by <a href="http://www.lab4games.net/zz85/blog" target="_blank">zz85</a> & alteredq
+ <a href="http://github.com/mrdoob/three.js" target="_blank">three.js</a> - procedural 3D text by <a href="http://www.lab4games.net/zz85/blog" target="_blank">zz85</a> & alteredq
(fonts from <a href="http://typeface.neocracy.org/">typeface.js</a> and <a href="http://en.wikipedia.org/wiki/Droid_%28font%29">Droid</a>)
<br/>type to enter new text, drag to spin the text
+ return cache; // { sums: cache, sum:sum }; Sum is in the last element.
+
+};
+
+// 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 ];
+
+ }
+
+ // // TODO Should do binary search + sub division + interpolation when needed
+ // time = Date.now();
+ // while ( i < il ) {
+ //
+ // i++;
+ //
+ // if ( targetArcLength < arcLengths[ i ] ) break;
+ //
+ // }
+ //
+ // i--;
+ // console.log('o' , i, Date.now()- time);
+
+ 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
- return ",".join(generate_face(f, i, normals, uvs, colors, mesh, option_normals, option_colors, option_uv_coords, option_materials, flipyz) for i, f in enumerate(mesh.faces))
- return ",".join(generate_face(f, i, normals, uvs, colors, mesh, option_normals, option_colors, option_uv_coords, option_materials, flipyz) for i, f in enumerate(mesh.faces))
+ mesh_uvs = option_uv_coords and (faceUV or vertexUV)
+
+ if faceUV or vertexUV:
+ active_uv_layer = mesh.uv_textures.active
+ if not active_uv_layer:
+ mesh_extract_uvs = False
+
+ if vertexColors:
+ active_col_layer = mesh.vertex_colors.active
+ if not active_col_layer:
+ mesh_extract_colors = False
+
+ for i, f in enumerate(mesh.faces):
+ face = generate_face(f, i, normals, uvs, colors, mesh, option_normals, mesh_colors, mesh_uvs, option_materials, flipyz, vertex_offset, material_offset)
+ chunks.append(face)
+
+ vertex_offset += len(mesh.vertices)
- return ",".join(generate_face(f, i, normals, uvs, colors, mesh, option_normals, option_colors, option_uv_coords, option_materials, flipyz) for i, f in enumerate(mesh.faces))