<<<<<<< HEAD /** * @author mr.doob / http://mrdoob.com/ */ var THREE = THREE || { REVISION: '49dev' }; if ( ! self.Int32Array ) { self.Int32Array = Array; self.Float32Array = Array; } // http://paulirish.com/2011/requestanimationframe-for-smart-animating/ // http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating // requestAnimationFrame polyfill by Erik Möller // fixes from Paul Irish and Tino Zijdel ( function () { var lastTime = 0; var vendors = [ 'ms', 'moz', 'webkit', 'o' ]; for ( var x = 0; x < vendors.length && !window.requestAnimationFrame; ++ x ) { window.requestAnimationFrame = window[ vendors[ x ] + 'RequestAnimationFrame' ]; window.cancelAnimationFrame = window[ vendors[ x ] + 'CancelAnimationFrame' ] || window[ vendors[ x ] + 'CancelRequestAnimationFrame' ]; } if ( !window.requestAnimationFrame ) { window.requestAnimationFrame = function ( callback, element ) { var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) ); var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall ); lastTime = currTime + timeToCall; return id; }; } if ( !window.cancelAnimationFrame ) { window.cancelAnimationFrame = function ( id ) { clearTimeout( id ); }; } }() ); /** * @author mr.doob / http://mrdoob.com/ */ THREE.Color = function ( hex ) { if ( hex !== undefined ) this.setHex( hex ); return this; }; THREE.Color.prototype = { constructor: THREE.Color, r: 1, g: 1, b: 1, copy: function ( color ) { this.r = color.r; this.g = color.g; this.b = color.b; return this; }, copyGammaToLinear: function ( color ) { this.r = color.r * color.r; this.g = color.g * color.g; this.b = color.b * color.b; return this; }, copyLinearToGamma: function ( color ) { this.r = Math.sqrt( color.r ); this.g = Math.sqrt( color.g ); this.b = Math.sqrt( color.b ); return this; }, convertGammaToLinear: function () { var r = this.r, g = this.g, b = this.b; this.r = r * r; this.g = g * g; this.b = b * b; return this; }, convertLinearToGamma: function () { this.r = Math.sqrt( this.r ); this.g = Math.sqrt( this.g ); this.b = Math.sqrt( this.b ); return this; }, setRGB: function ( r, g, b ) { this.r = r; this.g = g; this.b = b; return this; }, setHSV: function ( h, s, v ) { // based on MochiKit implementation by Bob Ippolito // h,s,v ranges are < 0.0 - 1.0 > var i, f, p, q, t; if ( v === 0 ) { this.r = this.g = this.b = 0; } else { i = Math.floor( h * 6 ); f = ( h * 6 ) - i; p = v * ( 1 - s ); q = v * ( 1 - ( s * f ) ); t = v * ( 1 - ( s * ( 1 - f ) ) ); switch ( i ) { case 1: this.r = q; this.g = v; this.b = p; break; case 2: this.r = p; this.g = v; this.b = t; break; case 3: this.r = p; this.g = q; this.b = v; break; case 4: this.r = t; this.g = p; this.b = v; break; case 5: this.r = v; this.g = p; this.b = q; break; case 6: // fall through case 0: this.r = v; this.g = t; this.b = p; break; } } return this; }, setHex: function ( hex ) { hex = Math.floor( hex ); this.r = ( hex >> 16 & 255 ) / 255; this.g = ( hex >> 8 & 255 ) / 255; this.b = ( hex & 255 ) / 255; return this; }, lerpSelf: 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; }, getHex: function () { return Math.floor( this.r * 255 ) << 16 ^ Math.floor( this.g * 255 ) << 8 ^ Math.floor( this.b * 255 ); }, getContextStyle: function () { return 'rgb(' + Math.floor( this.r * 255 ) + ',' + Math.floor( this.g * 255 ) + ',' + Math.floor( this.b * 255 ) + ')'; }, clone: function () { return new THREE.Color().setRGB( this.r, this.g, this.b ); } }; /** * @author mr.doob / 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; }, copy: function ( v ) { this.x = v.x; this.y = v.y; return this; }, add: function ( a, b ) { this.x = a.x + b.x; this.y = a.y + b.y; return this; }, addSelf: function ( v ) { this.x += v.x; this.y += v.y; return this; }, sub: function ( a, b ) { this.x = a.x - b.x; this.y = a.y - b.y; return this; }, subSelf: function ( v ) { this.x -= v.x; this.y -= v.y; return this; }, multiplyScalar: function ( s ) { this.x *= s; this.y *= s; return this; }, divideScalar: function ( s ) { if ( s ) { this.x /= s; this.y /= s; } else { this.set( 0, 0 ); } 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.lengthSq() ); }, 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 ) { return this.normalize().multiplyScalar( l ); }, lerpSelf: 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 ) ); }, isZero: function () { return ( this.lengthSq() < 0.0001 /* almostZero */ ); }, clone: function () { return new THREE.Vector2( this.x, this.y ); } }; /** * @author mr.doob / 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/ */ 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; }, copy: function ( v ) { this.x = v.x; this.y = v.y; this.z = v.z; return this; }, add: function ( a, b ) { this.x = a.x + b.x; this.y = a.y + b.y; this.z = a.z + b.z; return this; }, addSelf: function ( v ) { 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; }, sub: function ( a, b ) { this.x = a.x - b.x; this.y = a.y - b.y; this.z = a.z - b.z; return this; }, subSelf: function ( v ) { this.x -= v.x; this.y -= v.y; this.z -= v.z; return this; }, multiply: function ( a, b ) { this.x = a.x * b.x; this.y = a.y * b.y; this.z = a.z * b.z; return this; }, multiplySelf: function ( v ) { 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; }, divideSelf: function ( v ) { this.x /= v.x; this.y /= v.y; this.z /= v.z; return this; }, divideScalar: function ( s ) { if ( s ) { this.x /= s; this.y /= s; this.z /= s; } else { this.x = 0; this.y = 0; this.z = 0; } 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.lengthSq() ); }, 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 ) { return this.normalize().multiplyScalar( l ); }, lerpSelf: 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 ( 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; }, crossSelf: function ( v ) { 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; }, distanceTo: function ( v ) { return Math.sqrt( this.distanceToSquared( v ) ); }, distanceToSquared: function ( v ) { return new THREE.Vector3().sub( this, v ).lengthSq(); }, getPositionFromMatrix: function ( m ) { this.x = m.elements[12]; this.y = m.elements[13]; this.z = m.elements[14]; return this; }, getRotationFromMatrix: function ( m, scale ) { var sx = scale ? scale.x : 1; var sy = scale ? scale.y : 1; var sz = scale ? scale.z : 1; var m11 = m.elements[0] / sx, m12 = m.elements[4] / sy, m13 = m.elements[8] / sz; var m21 = m.elements[1] / sx, m22 = m.elements[5] / sy, m23 = m.elements[9] / sz; var m33 = m.elements[10] / sz; this.y = Math.asin( m13 ); var cosY = Math.cos( this.y ); if ( Math.abs( cosY ) > 0.00001 ) { this.x = Math.atan2( - m23 / cosY, m33 / cosY ); this.z = Math.atan2( - m12 / cosY, m11 / cosY ); } else { this.x = 0; this.z = Math.atan2( m21, m22 ); } return this; }, /* // from http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m // order XYZ getEulerXYZFromQuaternion: function ( q ) { this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z ) ); this.y = Math.asin( 2 * ( q.x * q.z + q.y * q.w ) ); this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( q.w * q.w + q.x * q.x - q.y * q.y - q.z * q.z ) ); }, // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/index.htm // order YZX (assuming heading == y, attitude == z, bank == x) getEulerYZXFromQuaternion: function ( q ) { var sqw = q.w * q.w; var sqx = q.x * q.x; var sqy = q.y * q.y; var sqz = q.z * q.z; var unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor var test = q.x * q.y + q.z * q.w; if ( test > 0.499 * unit ) { // singularity at north pole this.y = 2 * Math.atan2( q.x, q.w ); this.z = Math.PI / 2; this.x = 0; return; } if ( test < -0.499 * unit ) { // singularity at south pole this.y = -2 * Math.atan2( q.x, q.w ); this.z = -Math.PI / 2; this.x = 0; return; } this.y = Math.atan2( 2 * q.y * q.w - 2 * q.x * q.z, sqx - sqy - sqz + sqw ); this.z = Math.asin( 2 * test / unit ); this.x = Math.atan2( 2 * q.x * q.w - 2 * q.y * q.z, -sqx + sqy - sqz + sqw ); }, */ 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; }, equals: function ( v ) { return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) ); }, isZero: function () { return ( this.lengthSq() < 0.0001 /* almostZero */ ); }, clone: function () { return new THREE.Vector3( this.x, this.y, this.z ); } }; /** * @author supereggbert / http://www.paulbrunt.co.uk/ * @author philogb / http://blog.thejit.org/ * @author mikael emtinger / http://gomo.se/ * @author egraether / http://egraether.com/ */ 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; }, 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 ( 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; }, addSelf: function ( v ) { this.x += v.x; this.y += v.y; this.z += v.z; this.w += v.w; return this; }, sub: 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; }, subSelf: function ( v ) { this.x -= v.x; this.y -= v.y; this.z -= v.z; this.w -= v.w; return this; }, multiplyScalar: function ( s ) { this.x *= s; this.y *= s; this.z *= s; this.w *= s; return this; }, divideScalar: function ( s ) { if ( s ) { 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; }, 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.dot( this ); }, length: function () { return Math.sqrt( this.lengthSq() ); }, normalize: function () { return this.divideScalar( this.length() ); }, setLength: function ( l ) { return this.normalize().multiplyScalar( l ); }, lerpSelf: 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; }, clone: function () { return new THREE.Vector4( this.x, this.y, this.z, this.w ); } }; /** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ THREE.Frustum = function ( ) { this.planes = [ new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4(), new THREE.Vector4() ]; }; THREE.Frustum.prototype.setFromMatrix = function ( m ) { var i, plane, 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 ].set( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ); planes[ 1 ].set( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ); planes[ 2 ].set( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ); planes[ 3 ].set( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ); planes[ 4 ].set( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ); planes[ 5 ].set( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ); for ( i = 0; i < 6; i ++ ) { plane = planes[ i ]; plane.divideScalar( Math.sqrt( plane.x * plane.x + plane.y * plane.y + plane.z * plane.z ) ); } }; THREE.Frustum.prototype.contains = function ( object ) { var distance, planes = this.planes, matrix = object.matrixWorld, me = matrix.elements, radius = - object.geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis(); for ( var i = 0; i < 6; i ++ ) { distance = planes[ i ].x * me[12] + planes[ i ].y * me[13] + planes[ i ].z * me[14] + planes[ i ].w; if ( distance <= radius ) return false; } return true; }; THREE.Frustum.__v1 = new THREE.Vector3(); /** * @author mr.doob / http://mrdoob.com/ */ THREE.Ray = function ( origin, direction ) { this.origin = origin || new THREE.Vector3(); this.direction = direction || new THREE.Vector3(); var precision = 0.0001; this.setPrecision = function ( value ) { precision = value; }; var a = new THREE.Vector3(); var b = new THREE.Vector3(); var c = new THREE.Vector3(); var d = new THREE.Vector3(); var originCopy = new THREE.Vector3(); var directionCopy = new THREE.Vector3(); var vector = new THREE.Vector3(); var normal = new THREE.Vector3(); var intersectPoint = new THREE.Vector3() this.intersectObject = function ( object ) { var intersect, intersects = []; if ( object instanceof THREE.Particle ) { var distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() ); if ( distance > object.scale.x ) { return []; } intersect = { distance: distance, point: object.position, face: null, object: object }; intersects.push( intersect ); } else if ( object instanceof THREE.Mesh ) { // Checking boundingSphere var distance = distanceFromIntersection( this.origin, this.direction, object.matrixWorld.getPosition() ); var scale = THREE.Frustum.__v1.set( object.matrixWorld.getColumnX().length(), object.matrixWorld.getColumnY().length(), object.matrixWorld.getColumnZ().length() ); if ( distance > object.geometry.boundingSphere.radius * Math.max( scale.x, Math.max( scale.y, scale.z ) ) ) { return intersects; } // Checking faces var f, fl, face, dot, scalar, geometry = object.geometry, vertices = geometry.vertices, objMatrix; object.matrixRotationWorld.extractRotation( object.matrixWorld ); for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) { face = geometry.faces[ f ]; originCopy.copy( this.origin ); directionCopy.copy( this.direction ); objMatrix = object.matrixWorld; // determine if ray intersects the plane of the face // note: this works regardless of the direction of the face normal vector = objMatrix.multiplyVector3( vector.copy( face.centroid ) ).subSelf( originCopy ); normal = object.matrixRotationWorld.multiplyVector3( normal.copy( face.normal ) ); dot = directionCopy.dot( normal ); // bail if ray and plane are parallel if ( Math.abs( dot ) < precision ) continue; // calc distance to plane scalar = normal.dot( vector ) / dot; // if negative distance, then plane is behind ray if ( scalar < 0 ) continue; if ( object.doubleSided || ( object.flipSided ? dot > 0 : dot < 0 ) ) { intersectPoint.add( originCopy, directionCopy.multiplyScalar( scalar ) ); if ( face instanceof THREE.Face3 ) { a = objMatrix.multiplyVector3( a.copy( vertices[ face.a ] ) ); b = objMatrix.multiplyVector3( b.copy( vertices[ face.b ] ) ); c = objMatrix.multiplyVector3( c.copy( vertices[ face.c ] ) ); if ( pointInFace3( intersectPoint, a, b, c ) ) { intersect = { distance: originCopy.distanceTo( intersectPoint ), point: intersectPoint.clone(), face: face, object: object }; intersects.push( intersect ); } } else if ( face instanceof THREE.Face4 ) { a = objMatrix.multiplyVector3( a.copy( vertices[ face.a ] ) ); b = objMatrix.multiplyVector3( b.copy( vertices[ face.b ] ) ); c = objMatrix.multiplyVector3( c.copy( vertices[ face.c ] ) ); d = objMatrix.multiplyVector3( d.copy( vertices[ face.d ] ) ); if ( pointInFace3( intersectPoint, a, b, d ) || pointInFace3( intersectPoint, b, c, d ) ) { intersect = { distance: originCopy.distanceTo( intersectPoint ), point: intersectPoint.clone(), face: face, object: object }; intersects.push( intersect ); } } } } } return intersects; } this.intersectObjects = function ( objects ) { var intersects = []; for ( var i = 0, l = objects.length; i < l; i ++ ) { Array.prototype.push.apply( intersects, this.intersectObject( objects[ i ] ) ); } intersects.sort( function ( a, b ) { return a.distance - b.distance; } ); return intersects; }; var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3(); var dot, intersect, distance; function distanceFromIntersection( origin, direction, position ) { v0.sub( position, origin ); dot = v0.dot( direction ); intersect = v1.add( origin, v2.copy( direction ).multiplyScalar( dot ) ); distance = position.distanceTo( intersect ); return distance; } // http://www.blackpawn.com/texts/pointinpoly/default.html var dot00, dot01, dot02, dot11, dot12, invDenom, u, v; function pointInFace3( p, a, b, c ) { v0.sub( c, a ); v1.sub( b, a ); v2.sub( p, a ); dot00 = v0.dot( v0 ); dot01 = v0.dot( v1 ); dot02 = v0.dot( v2 ); dot11 = v1.dot( v1 ); dot12 = v1.dot( v2 ); invDenom = 1 / ( dot00 * dot11 - dot01 * dot01 ); u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom; v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom; return ( u >= 0 ) && ( v >= 0 ) && ( u + v < 1 ); } }; /** * @author mr.doob / http://mrdoob.com/ */ THREE.Rectangle = function () { var _left, _top, _right, _bottom, _width, _height, _isEmpty = true; function resize() { _width = _right - _left; _height = _bottom - _top; } this.getX = function () { return _left; }; this.getY = function () { return _top; }; this.getWidth = function () { return _width; }; this.getHeight = function () { return _height; }; this.getLeft = function() { return _left; }; this.getTop = function() { return _top; }; this.getRight = function() { return _right; }; this.getBottom = function() { return _bottom; }; this.set = function ( left, top, right, bottom ) { _isEmpty = false; _left = left; _top = top; _right = right; _bottom = bottom; resize(); }; this.addPoint = function ( x, y ) { if ( _isEmpty ) { _isEmpty = false; _left = x; _top = y; _right = x; _bottom = y; resize(); } else { _left = _left < x ? _left : x; // Math.min( _left, x ); _top = _top < y ? _top : y; // Math.min( _top, y ); _right = _right > x ? _right : x; // Math.max( _right, x ); _bottom = _bottom > y ? _bottom : y; // Math.max( _bottom, y ); resize(); } }; this.add3Points = function ( x1, y1, x2, y2, x3, y3 ) { if (_isEmpty) { _isEmpty = false; _left = x1 < x2 ? ( x1 < x3 ? x1 : x3 ) : ( x2 < x3 ? x2 : x3 ); _top = y1 < y2 ? ( y1 < y3 ? y1 : y3 ) : ( y2 < y3 ? y2 : y3 ); _right = x1 > x2 ? ( x1 > x3 ? x1 : x3 ) : ( x2 > x3 ? x2 : x3 ); _bottom = y1 > y2 ? ( y1 > y3 ? y1 : y3 ) : ( y2 > y3 ? y2 : y3 ); resize(); } else { _left = x1 < x2 ? ( x1 < x3 ? ( x1 < _left ? x1 : _left ) : ( x3 < _left ? x3 : _left ) ) : ( x2 < x3 ? ( x2 < _left ? x2 : _left ) : ( x3 < _left ? x3 : _left ) ); _top = y1 < y2 ? ( y1 < y3 ? ( y1 < _top ? y1 : _top ) : ( y3 < _top ? y3 : _top ) ) : ( y2 < y3 ? ( y2 < _top ? y2 : _top ) : ( y3 < _top ? y3 : _top ) ); _right = x1 > x2 ? ( x1 > x3 ? ( x1 > _right ? x1 : _right ) : ( x3 > _right ? x3 : _right ) ) : ( x2 > x3 ? ( x2 > _right ? x2 : _right ) : ( x3 > _right ? x3 : _right ) ); _bottom = y1 > y2 ? ( y1 > y3 ? ( y1 > _bottom ? y1 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) ) : ( y2 > y3 ? ( y2 > _bottom ? y2 : _bottom ) : ( y3 > _bottom ? y3 : _bottom ) ); resize(); }; }; this.addRectangle = function ( r ) { if ( _isEmpty ) { _isEmpty = false; _left = r.getLeft(); _top = r.getTop(); _right = r.getRight(); _bottom = r.getBottom(); resize(); } else { _left = _left < r.getLeft() ? _left : r.getLeft(); // Math.min(_left, r.getLeft() ); _top = _top < r.getTop() ? _top : r.getTop(); // Math.min(_top, r.getTop() ); _right = _right > r.getRight() ? _right : r.getRight(); // Math.max(_right, r.getRight() ); _bottom = _bottom > r.getBottom() ? _bottom : r.getBottom(); // Math.max(_bottom, r.getBottom() ); resize(); } }; this.inflate = function ( v ) { _left -= v; _top -= v; _right += v; _bottom += v; resize(); }; this.minSelf = function ( r ) { _left = _left > r.getLeft() ? _left : r.getLeft(); // Math.max( _left, r.getLeft() ); _top = _top > r.getTop() ? _top : r.getTop(); // Math.max( _top, r.getTop() ); _right = _right < r.getRight() ? _right : r.getRight(); // Math.min( _right, r.getRight() ); _bottom = _bottom < r.getBottom() ? _bottom : r.getBottom(); // Math.min( _bottom, r.getBottom() ); resize(); }; this.intersects = function ( r ) { // http://gamemath.com/2011/09/detecting-whether-two-boxes-overlap/ if ( _right < r.getLeft() ) return false; if ( _left > r.getRight() ) return false; if ( _bottom < r.getTop() ) return false; if ( _top > r.getBottom() ) return false; return true; }; this.empty = function () { _isEmpty = true; _left = 0; _top = 0; _right = 0; _bottom = 0; resize(); }; this.isEmpty = function () { return _isEmpty; }; }; /** * @author alteredq / http://alteredqualia.com/ */ THREE.Math = { // Clamp value to range clamp: function ( x, a, b ) { return ( x < a ) ? a : ( ( x > b ) ? b : x ); }, // Clamp value to range to range mapLinear: function ( x, a1, a2, b1, b2 ) { return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 ); }, // 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 interval randInt: function ( low, high ) { return low + Math.floor( Math.random() * ( high - low + 1 ) ); }, // Random float from interval randFloat: function ( low, high ) { return low + Math.random() * ( high - low ); }, // Random float from <-range/2, range/2> interval randFloatSpread: function ( range ) { return range * ( 0.5 - Math.random() ); }, sign: function ( x ) { return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 ); } }; /** * @author alteredq / http://alteredqualia.com/ */ THREE.Matrix3 = function () { this.elements = new Float32Array(9); }; THREE.Matrix3.prototype = { constructor: THREE.Matrix3, getInverse: function ( matrix ) { // input: THREE.Matrix4 // ( based on http://code.google.com/p/webgl-mjs/ ) var me = matrix.elements; var a11 = me[10] * me[5] - me[6] * me[9]; var a21 = - me[10] * me[1] + me[2] * me[9]; var a31 = me[6] * me[1] - me[2] * me[5]; var a12 = - me[10] * me[4] + me[6] * me[8]; var a22 = me[10] * me[0] - me[2] * me[8]; var a32 = - me[6] * me[0] + me[2] * me[4]; var a13 = me[9] * me[4] - me[5] * me[8]; var a23 = - me[9] * me[0] + me[1] * me[8]; var a33 = me[5] * me[0] - me[1] * me[4]; var det = me[0] * a11 + me[1] * a12 + me[2] * a13; // no inverse if ( det === 0 ) { console.warn( "Matrix3.getInverse(): determinant == 0" ); } var idet = 1.0 / det; var m = this.elements; m[ 0 ] = idet * a11; m[ 1 ] = idet * a21; m[ 2 ] = idet * a31; m[ 3 ] = idet * a12; m[ 4 ] = idet * a22; m[ 5 ] = idet * a32; m[ 6 ] = idet * a13; m[ 7 ] = idet * a23; m[ 8 ] = idet * a33; 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; }, transposeIntoArray: function ( r ) { var m = this.m; 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; } }; /** * @author mr.doob / 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/ */ THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) { this.elements = new Float32Array(16); this.set( ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0, n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0, n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0, n41 || 0, n42 || 0, n43 || 0, ( 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; }, lookAt: function ( eye, target, up ) { var te = this.elements; var x = THREE.Matrix4.__v1; var y = THREE.Matrix4.__v2; var z = THREE.Matrix4.__v3; z.sub( eye, target ).normalize(); if ( z.length() === 0 ) { z.z = 1; } x.cross( up, z ).normalize(); if ( x.length() === 0 ) { z.x += 0.0001; x.cross( up, z ).normalize(); } y.cross( 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 ( a, b ) { var ae = a.elements, be = b.elements, 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; }, multiplySelf: function ( m ) { return this.multiply( this, m ); }, multiplyToArray: function ( a, b, r ) { var te = this.elements; this.multiply( 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 ( v ) { var te = this.elements; var vx = v.x, vy = v.y, vz = v.z; var d = 1 / ( te[3] * vx + te[7] * vy + te[11] * vz + te[15] ); v.x = ( te[0] * vx + te[4] * vy + te[8] * vz + te[12] ) * d; v.y = ( te[1] * vx + te[5] * vy + te[9] * vz + te[13] ) * d; v.z = ( te[2] * vx + te[6] * vy + te[10] * vz + te[14] ) * d; return v; }, multiplyVector4: function ( v ) { var te = this.elements; var vx = v.x, vy = v.y, vz = v.z, vw = v.w; v.x = te[0] * vx + te[4] * vy + te[8] * vz + te[12] * vw; v.y = te[1] * vx + te[5] * vy + te[9] * vz + te[13] * vw; v.z = te[2] * vx + te[6] * vy + te[10] * vz + te[14] * vw; v.w = te[3] * vx + te[7] * vy + te[11] * vz + te[15] * vw; return v; }, rotateAxis: function ( v ) { var te = this.elements; var vx = v.x, vy = v.y, vz = v.z; v.x = vx * te[0] + vy * te[4] + vz * te[8]; v.y = vx * te[1] + vy * te[5] + vz * te[9]; v.z = vx * te[2] + vy * te[6] + vz * te[10]; v.normalize(); return v; }, 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 ( n14 * n23 * n32 * n41- n13 * n24 * n32 * n41- n14 * n22 * n33 * n41+ n12 * n24 * n33 * n41+ n13 * n22 * n34 * n41- n12 * n23 * n34 * n41- n14 * n23 * n31 * n42+ n13 * n24 * n31 * n42+ n14 * n21 * n33 * n42- n11 * n24 * n33 * n42- n13 * n21 * n34 * n42+ n11 * n23 * n34 * n42+ n14 * n22 * n31 * n43- n12 * n24 * n31 * n43- n14 * n21 * n32 * n43+ n11 * n24 * n32 * n43+ n12 * n21 * n34 * n43- n11 * n22 * n34 * n43- n13 * n22 * n31 * n44+ n12 * n23 * n31 * n44+ n13 * n21 * n32 * n44- n11 * n23 * n32 * n44- n12 * n21 * n33 * n44+ n11 * n22 * n33 * n44 ); }, 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 te = this.elements; return THREE.Matrix4.__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; }, getColumnX: function () { var te = this.elements; return THREE.Matrix4.__v1.set( te[0], te[1], te[2] ); }, getColumnY: function () { var te = this.elements; return THREE.Matrix4.__v1.set( te[4], te[5], te[6] ); }, getColumnZ: function() { var te = this.elements; return THREE.Matrix4.__v1.set( te[8], te[9], te[10] ); }, getInverse: function ( m ) { // 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; this.multiplyScalar( 1 / m.determinant() ); 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 ); switch ( order ) { case '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; break; case '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; break; case '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; break; case '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; break; case '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; break; default: // '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; break; } 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; }, compose: function ( translation, rotation, scale ) { var te = this.elements; var mRotation = THREE.Matrix4.__m1; var mScale = THREE.Matrix4.__m2; mRotation.identity(); mRotation.setRotationFromQuaternion( rotation ); mScale.makeScale( scale.x, scale.y, scale.z ); this.multiply( mRotation, mScale ); te[12] = translation.x; te[13] = translation.y; te[14] = translation.z; return this; }, decompose: function ( translation, rotation, scale ) { // grab the axis vectors var te = this.elements; var x = THREE.Matrix4.__v1; var y = THREE.Matrix4.__v2; var z = THREE.Matrix4.__v3; x.set( te[0], te[1], te[2] ); y.set( te[4], te[5], te[6] ); z.set( te[8], te[9], te[10] ); translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3(); rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion(); scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3(); scale.x = x.length(); scale.y = y.length(); scale.z = z.length(); translation.x = te[12]; translation.y = te[13]; translation.z = te[14]; // scale the rotation part var matrix = THREE.Matrix4.__m1; 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; rotation.setFromRotationMatrix( matrix ); return [ translation, rotation, scale ]; }, 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 ( m ) { var te = this.elements; var me = m.elements; var vector = THREE.Matrix4.__v1; var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length(); var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length(); var scaleZ = 1 / vector.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]; var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15]; 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( fov * Math.PI / 360 ); 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.Matrix4.__v1 = new THREE.Vector3(); THREE.Matrix4.__v2 = new THREE.Vector3(); THREE.Matrix4.__v3 = new THREE.Vector3(); THREE.Matrix4.__m1 = new THREE.Matrix4(); THREE.Matrix4.__m2 = new THREE.Matrix4(); /** * @author mr.doob / http://mrdoob.com/ * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ */ THREE.Object3D = function () { this.id = THREE.Object3DCount ++; 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 = 'XYZ'; this.scale = new THREE.Vector3( 1, 1, 1 ); this.doubleSided = false; this.flipSided = false; 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.boundRadius = 0.0; this.boundRadiusScale = 1.0; this.visible = true; this.castShadow = false; this.receiveShadow = false; this.frustumCulled = true; this._vector = new THREE.Vector3(); }; THREE.Object3D.prototype = { constructor: THREE.Object3D, applyMatrix: function ( matrix ) { this.matrix.multiply( matrix, this.matrix ); this.scale.getScaleFromMatrix( this.matrix ); this.rotation.getRotationFromMatrix( this.matrix, this.scale ); this.position.getPositionFromMatrix( this.matrix ); }, translate: function ( distance, axis ) { this.matrix.rotateAxis( axis ); this.position.addSelf( axis.multiplyScalar( distance ) ); }, translateX: function ( distance ) { this.translate( distance, this._vector.set( 1, 0, 0 ) ); }, translateY: function ( distance ) { this.translate( distance, this._vector.set( 0, 1, 0 ) ); }, translateZ: function ( distance ) { this.translate( distance, this._vector.set( 0, 0, 1 ) ); }, lookAt: function ( vector ) { // TODO: Add hierarchy support. this.matrix.lookAt( vector, this.position, this.up ); if ( this.rotationAutoUpdate ) { this.rotation.getRotationFromMatrix( this.matrix ); } }, 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 ) { // && this.children.indexOf( object ) === - 1 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 ); } } }, getChildByName: function ( name, recursive ) { var c, cl, child; for ( c = 0, cl = this.children.length; c < cl; c ++ ) { child = this.children[ c ]; if ( child.name === name ) { return child; } if ( recursive ) { child = child.getChildByName( name, recursive ); if ( child !== undefined ) { return child; } } } return undefined; }, updateMatrix: function () { this.matrix.setPosition( this.position ); if ( this.useQuaternion ) { this.matrix.setRotationFromQuaternion( this.quaternion ); } else { this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder ); } if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) { this.matrix.scale( this.scale ); this.boundRadiusScale = Math.max( this.scale.x, Math.max( this.scale.y, this.scale.z ) ); } this.matrixWorldNeedsUpdate = true; }, updateMatrixWorld: function ( force ) { this.matrixAutoUpdate && this.updateMatrix(); // update matrixWorld if ( this.matrixWorldNeedsUpdate || force ) { if ( this.parent ) { this.matrixWorld.multiply( 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 ++ ) { this.children[ i ].updateMatrixWorld( force ); } } }; THREE.Object3DCount = 0; /** * @author mr.doob / http://mrdoob.com/ * @author supereggbert / http://www.paulbrunt.co.uk/ * @author julianwa / https://github.com/julianwa */ THREE.Projector = function() { var _object, _objectCount, _objectPool = [], _vertex, _vertexCount, _vertexPool = [], _face, _face3Count, _face3Pool = [], _face4Count, _face4Pool = [], _line, _lineCount, _linePool = [], _particle, _particleCount, _particlePool = [], _renderData = { objects: [], sprites: [], lights: [], elements: [] }, _vector3 = new THREE.Vector3(), _vector4 = new THREE.Vector4(), _projScreenMatrix = new THREE.Matrix4(), _projScreenobjectMatrixWorld = new THREE.Matrix4(), _frustum = new THREE.Frustum(), _clippedVertex1PositionScreen = new THREE.Vector4(), _clippedVertex2PositionScreen = new THREE.Vector4(), _face3VertexNormals; this.projectVector = function ( vector, camera ) { camera.matrixWorldInverse.getInverse( camera.matrixWorld ); _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); _projScreenMatrix.multiplyVector3( vector ); return vector; }; this.unprojectVector = function ( vector, camera ) { camera.projectionMatrixInverse.getInverse( camera.projectionMatrix ); _projScreenMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse ); _projScreenMatrix.multiplyVector3( vector ); return vector; }; this.pickingRay = function ( vector, camera ) { var end, ray, t; // set two vectors with opposing z values vector.z = -1.0; 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.subSelf( vector ).normalize(); return new THREE.Ray( vector, end ); }; this.projectGraph = function ( root, sort ) { _objectCount = 0; _renderData.objects.length = 0; _renderData.sprites.length = 0; _renderData.lights.length = 0; var projectObject = function ( object ) { if ( object.visible === false ) return; if ( ( object instanceof THREE.Mesh || object instanceof THREE.Line ) && ( object.frustumCulled === false || _frustum.contains( object ) ) ) { _vector3.copy( object.matrixWorld.getPosition() ); _projScreenMatrix.multiplyVector3( _vector3 ); _object = getNextObjectInPool(); _object.object = object; _object.z = _vector3.z; _renderData.objects.push( _object ); } else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) { _vector3.copy( object.matrixWorld.getPosition() ); _projScreenMatrix.multiplyVector3( _vector3 ); _object = getNextObjectInPool(); _object.object = object; _object.z = _vector3.z; _renderData.sprites.push( _object ); } else if ( object instanceof THREE.Light ) { _renderData.lights.push( object ); } for ( var c = 0, cl = object.children.length; c < cl; c ++ ) { projectObject( object.children[ c ] ); } }; projectObject( root ); sort && _renderData.objects.sort( painterSort ); return _renderData; }; this.projectScene = function ( scene, camera, sort ) { var near = camera.near, far = camera.far, visible = false, o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object, objectMatrixWorld, objectMatrixWorldRotation, geometry, geometryMaterials, vertices, vertex, vertexPositionScreen, faces, face, faceVertexNormals, normal, faceVertexUvs, uvs, v1, v2, v3, v4; _face3Count = 0; _face4Count = 0; _lineCount = 0; _particleCount = 0; _renderData.elements.length = 0; if ( camera.parent === undefined ) { console.warn( 'DEPRECATED: Camera hasn\'t been added to a Scene. Adding it...' ); scene.add( camera ); } scene.updateMatrixWorld(); camera.matrixWorldInverse.getInverse( camera.matrixWorld ); _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse ); _frustum.setFromMatrix( _projScreenMatrix ); _renderData = this.projectGraph( scene, false ); for ( o = 0, ol = _renderData.objects.length; o < ol; o++ ) { object = _renderData.objects[ o ].object; objectMatrixWorld = object.matrixWorld; _vertexCount = 0; if ( object instanceof THREE.Mesh ) { geometry = object.geometry; geometryMaterials = object.geometry.materials; vertices = geometry.vertices; faces = geometry.faces; faceVertexUvs = geometry.faceVertexUvs; objectMatrixWorldRotation = object.matrixRotationWorld.extractRotation( objectMatrixWorld ); for ( v = 0, vl = vertices.length; v < vl; v ++ ) { _vertex = getNextVertexInPool(); _vertex.positionWorld.copy( vertices[ v ] ); objectMatrixWorld.multiplyVector3( _vertex.positionWorld ); _vertex.positionScreen.copy( _vertex.positionWorld ); _projScreenMatrix.multiplyVector4( _vertex.positionScreen ); _vertex.positionScreen.x /= _vertex.positionScreen.w; _vertex.positionScreen.y /= _vertex.positionScreen.w; _vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far; } for ( f = 0, fl = faces.length; f < fl; f ++ ) { face = faces[ f ]; if ( face instanceof THREE.Face3 ) { v1 = _vertexPool[ face.a ]; v2 = _vertexPool[ face.b ]; v3 = _vertexPool[ face.c ]; if ( v1.visible && v2.visible && v3.visible ) { 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 ( object.doubleSided || visible != object.flipSided ) { _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 ]; if ( v1.visible && v2.visible && v3.visible && v4.visible ) { 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 ( object.doubleSided || visible != object.flipSided ) { _face = getNextFace4InPool(); _face.v1.copy( v1 ); _face.v2.copy( v2 ); _face.v3.copy( v3 ); _face.v4.copy( v4 ); } else { continue; } } else { continue; } } _face.normalWorld.copy( face.normal ); if ( !visible && ( object.flipSided || object.doubleSided ) ) _face.normalWorld.negate(); objectMatrixWorldRotation.multiplyVector3( _face.normalWorld ); _face.centroidWorld.copy( face.centroid ); objectMatrixWorld.multiplyVector3( _face.centroidWorld ); _face.centroidScreen.copy( _face.centroidWorld ); _projScreenMatrix.multiplyVector3( _face.centroidScreen ); faceVertexNormals = face.vertexNormals; for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) { normal = _face.vertexNormalsWorld[ n ]; normal.copy( faceVertexNormals[ n ] ); if ( !visible && ( object.flipSided || object.doubleSided ) ) normal.negate(); objectMatrixWorldRotation.multiplyVector3( normal ); } for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) { uvs = faceVertexUvs[ c ][ f ]; if ( !uvs ) continue; for ( u = 0, ul = uvs.length; u < ul; u ++ ) { _face.uvs[ c ][ u ] = uvs[ u ]; } } _face.material = object.material; _face.faceMaterial = face.materialIndex !== null ? geometryMaterials[ face.materialIndex ] : null; _face.z = _face.centroidScreen.z; _renderData.elements.push( _face ); } } else if ( object instanceof THREE.Line ) { _projScreenobjectMatrixWorld.multiply( _projScreenMatrix, objectMatrixWorld ); vertices = object.geometry.vertices; v1 = getNextVertexInPool(); v1.positionScreen.copy( vertices[ 0 ] ); _projScreenobjectMatrixWorld.multiplyVector4( v1.positionScreen ); // 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 ] ); _projScreenobjectMatrixWorld.multiplyVector4( v1.positionScreen ); if ( ( v + 1 ) % step > 0 ) continue; v2 = _vertexPool[ _vertexCount - 2 ]; _clippedVertex1PositionScreen.copy( v1.positionScreen ); _clippedVertex2PositionScreen.copy( v2.positionScreen ); if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) ) { // 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; objectMatrixWorld = object.matrixWorld; if ( object instanceof THREE.Particle ) { _vector4.set( objectMatrixWorld.elements[12], objectMatrixWorld.elements[13], objectMatrixWorld.elements[14], 1 ); _projScreenMatrix.multiplyVector4( _vector4 ); _vector4.z /= _vector4.w; if ( _vector4.z > 0 && _vector4.z < 1 ) { _particle = getNextParticleInPool(); _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 ); } } } sort && _renderData.elements.sort( painterSort ); return _renderData; }; // Pools function getNextObjectInPool() { var object = _objectPool[ _objectCount ] = _objectPool[ _objectCount ] || new THREE.RenderableObject(); _objectCount ++; return object; } function getNextVertexInPool() { var vertex = _vertexPool[ _vertexCount ] = _vertexPool[ _vertexCount ] || new THREE.RenderableVertex(); _vertexCount ++; return vertex; } function getNextFace3InPool() { var face = _face3Pool[ _face3Count ] = _face3Pool[ _face3Count ] || new THREE.RenderableFace3(); _face3Count ++; return face; } function getNextFace4InPool() { var face = _face4Pool[ _face4Count ] = _face4Pool[ _face4Count ] || new THREE.RenderableFace4(); _face4Count ++; return face; } function getNextLineInPool() { var line = _linePool[ _lineCount ] = _linePool[ _lineCount ] || new THREE.RenderableLine(); _lineCount ++; return line; } function getNextParticleInPool() { var particle = _particlePool[ _particleCount ] = _particlePool[ _particleCount ] || new THREE.RenderableParticle(); _particleCount ++; return particle; } // 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.lerpSelf( s2, alpha1 ); s2.lerpSelf( s1, 1 - alpha2 ); return true; } } } }; /** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.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 ( vector ) { var c = Math.PI / 360, // 0.5 * Math.PI / 360, // 0.5 is an optimization x = vector.x * c, y = vector.y * c, z = vector.z * c, c1 = Math.cos( y ), s1 = Math.sin( y ), c2 = Math.cos( -z ), s2 = Math.sin( -z ), c3 = Math.cos( x ), s3 = Math.sin( x ), c1c2 = c1 * c2, s1s2 = s1 * s2; this.w = c1c2 * c3 - s1s2 * s3; this.x = c1c2 * s3 + s1s2 * c3; this.y = s1 * c2 * c3 + c1 * s2 * s3; this.z = c1 * s2 * c3 - s1 * c2 * 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 ) { // Adapted from: http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm function copySign( a, b ) { return b < 0 ? -Math.abs( a ) : Math.abs( a ); } var absQ = Math.pow( m.determinant(), 1.0 / 3.0 ); this.w = Math.sqrt( Math.max( 0, absQ + m.elements[0] + m.elements[5] + m.elements[10] ) ) / 2; this.x = Math.sqrt( Math.max( 0, absQ + m.elements[0] - m.elements[5] - m.elements[10] ) ) / 2; this.y = Math.sqrt( Math.max( 0, absQ - m.elements[0] + m.elements[5] - m.elements[10] ) ) / 2; this.z = Math.sqrt( Math.max( 0, absQ - m.elements[0] - m.elements[5] + m.elements[10] ) ) / 2; this.x = copySign( this.x, ( m.elements[6] - m.elements[9] ) ); this.y = copySign( this.y, ( m.elements[8] - m.elements[2] ) ); this.z = copySign( this.z, ( m.elements[1] - m.elements[4] ) ); this.normalize(); return this; }, calculateW : function () { this.w = - Math.sqrt( Math.abs( 1.0 - this.x * this.x - this.y * this.y - this.z * this.z ) ); return this; }, inverse: function () { this.x *= -1; this.y *= -1; this.z *= -1; return this; }, 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 = Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w ); if ( l === 0 ) { this.x = 0; this.y = 0; this.z = 0; this.w = 0; } 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 ( a, b ) { // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm this.x = a.x * b.w + a.y * b.z - a.z * b.y + a.w * b.x; this.y = -a.x * b.z + a.y * b.w + a.z * b.x + a.w * b.y; this.z = a.x * b.y - a.y * b.x + a.z * b.w + a.w * b.z; this.w = -a.x * b.x - a.y * b.y - a.z * b.z + a.w * b.w; return this; }, multiplySelf: function ( b ) { var qax = this.x, qay = this.y, qaz = this.z, qaw = this.w, 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, dest ) { if ( !dest ) { dest = vector; } var x = vector.x, y = vector.y, z = vector.z, qx = this.x, qy = this.y, qz = this.z, qw = this.w; // calculate quat * vector var ix = qw * x + qy * z - qz * y, iy = qw * y + qz * x - qx * z, iz = qw * z + qx * y - qy * x, iw = -qx * x - qy * y - qz * z; // calculate result * inverse quat dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy; dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz; dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx; return dest; }, clone: function () { return new THREE.Quaternion( this.x, this.y, this.z, this.w ); } } THREE.Quaternion.slerp = function ( qa, qb, qm, t ) { // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/ var cosHalfTheta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z; if (cosHalfTheta < 0) { qm.w = -qb.w; qm.x = -qb.x; qm.y = -qb.y; qm.z = -qb.z; cosHalfTheta = -cosHalfTheta; } else { qm.copy(qb); } if ( Math.abs( cosHalfTheta ) >= 1.0 ) { qm.w = qa.w; qm.x = qa.x; qm.y = qa.y; qm.z = qa.z; return qm; } var halfTheta = Math.acos( cosHalfTheta ), sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta ); if ( Math.abs( sinHalfTheta ) < 0.001 ) { qm.w = 0.5 * ( qa.w + qb.w ); qm.x = 0.5 * ( qa.x + qb.x ); qm.y = 0.5 * ( qa.y + qb.y ); qm.z = 0.5 * ( qa.z + qb.z ); return qm; } var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta, ratioB = Math.sin( t * halfTheta ) / sinHalfTheta; qm.w = ( qa.w * ratioA + qm.w * ratioB ); qm.x = ( qa.x * ratioA + qm.x * ratioB ); qm.y = ( qa.y * ratioA + qm.y * ratioB ); qm.z = ( qa.z * ratioA + qm.z * ratioB ); return qm; } /** * @author mr.doob / http://mrdoob.com/ */ THREE.Vertex = function () { console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.') }; /** * @author mr.doob / 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; 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 mr.doob / 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; 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 mr.doob / http://mrdoob.com/ */ THREE.UV = function ( u, v ) { this.u = u || 0; this.v = v || 0; }; THREE.UV.prototype = { constructor: THREE.UV, set: function ( u, v ) { this.u = u; this.v = v; return this; }, copy: function ( uv ) { this.u = uv.u; this.v = uv.v; return this; }, lerpSelf: function ( uv, alpha ) { this.u += ( uv.u - this.u ) * alpha; this.v += ( uv.v - this.v ) * alpha; return this; }, clone: function () { return new THREE.UV( this.u, this.v ); } }; /** * @author mr.doob / 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 */ THREE.Geometry = function () { this.id = THREE.GeometryCount ++; this.vertices = []; this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon this.materials = []; this.faces = []; this.faceUvs = [[]]; this.faceVertexUvs = [[]]; this.morphTargets = []; this.morphColors = []; this.morphNormals = []; this.skinWeights = []; this.skinIndices = []; this.boundingBox = null; this.boundingSphere = null; this.hasTangents = false; this.dynamic = false; // unless set to true the *Arrays will be deleted once sent to a buffer. }; THREE.Geometry.prototype = { constructor : THREE.Geometry, applyMatrix: function ( matrix ) { var matrixRotation = new THREE.Matrix4(); matrixRotation.extractRotation( matrix ); for ( var i = 0, il = this.vertices.length; i < il; i ++ ) { var vertex = this.vertices[ i ]; matrix.multiplyVector3( vertex ); } for ( var i = 0, il = this.faces.length; i < il; i ++ ) { var face = this.faces[ i ]; matrixRotation.multiplyVector3( face.normal ); for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) { matrixRotation.multiplyVector3( face.vertexNormals[ j ] ); } matrix.multiplyVector3( face.centroid ); } }, 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.addSelf( this.vertices[ face.a ] ); face.centroid.addSelf( this.vertices[ face.b ] ); face.centroid.addSelf( this.vertices[ face.c ] ); face.centroid.divideScalar( 3 ); } else if ( face instanceof THREE.Face4 ) { face.centroid.addSelf( this.vertices[ face.a ] ); face.centroid.addSelf( this.vertices[ face.b ] ); face.centroid.addSelf( this.vertices[ face.c ] ); face.centroid.addSelf( this.vertices[ face.d ] ); face.centroid.divideScalar( 4 ); } } }, computeFaceNormals: function () { var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC, cb = new THREE.Vector3(), ab = new THREE.Vector3(); for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; vA = this.vertices[ face.a ]; vB = this.vertices[ face.b ]; vC = this.vertices[ face.c ]; cb.sub( vC, vB ); ab.sub( vA, vB ); cb.crossSelf( ab ); if ( !cb.isZero() ) { cb.normalize(); } face.normal.copy( cb ); } }, computeVertexNormals: function () { 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 ); } } for ( f = 0, fl = this.faces.length; f < fl; f ++ ) { face = this.faces[ f ]; if ( face instanceof THREE.Face3 ) { vertices[ face.a ].addSelf( face.normal ); vertices[ face.b ].addSelf( face.normal ); vertices[ face.c ].addSelf( face.normal ); } else if ( face instanceof THREE.Face4 ) { vertices[ face.a ].addSelf( face.normal ); vertices[ face.b ].addSelf( face.normal ); vertices[ face.c ].addSelf( face.normal ); vertices[ face.d ].addSelf( 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.u - uvA.u; s2 = uvC.u - uvA.u; t1 = uvB.v - uvA.v; t2 = uvC.v - uvA.v; 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 ].addSelf( sdir ); tan1[ b ].addSelf( sdir ); tan1[ c ].addSelf( sdir ); tan2[ a ].addSelf( tdir ); tan2[ b ].addSelf( tdir ); tan2[ c ].addSelf( 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.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize(); // Calculate handedness tmp2.cross( 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; }, computeBoundingBox: function () { if ( ! this.boundingBox ) { this.boundingBox = { min: new THREE.Vector3(), max: new THREE.Vector3() }; } if ( this.vertices.length > 0 ) { var position, firstPosition = this.vertices[ 0 ]; this.boundingBox.min.copy( firstPosition ); this.boundingBox.max.copy( firstPosition ); var min = this.boundingBox.min, max = this.boundingBox.max; for ( var v = 1, vl = this.vertices.length; v < vl; v ++ ) { position = this.vertices[ v ]; if ( position.x < min.x ) { min.x = position.x; } else if ( position.x > max.x ) { max.x = position.x; } if ( position.y < min.y ) { min.y = position.y; } else if ( position.y > max.y ) { max.y = position.y; } if ( position.z < min.z ) { min.z = position.z; } else if ( position.z > max.z ) { max.z = position.z; } } } else { this.boundingBox.min.set( 0, 0, 0 ); this.boundingBox.max.set( 0, 0, 0 ); } }, computeBoundingSphere: function () { if ( ! this.boundingSphere ) this.boundingSphere = { radius: 0 }; var radius, maxRadius = 0; for ( var v = 0, vl = this.vertices.length; v < vl; v ++ ) { radius = this.vertices[ v ].length(); if ( radius > maxRadius ) maxRadius = radius; } this.boundingSphere.radius = maxRadius; }, /* * 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; 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 ] ]; } }; // Start to patch face indices 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 ]; } 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 ]; } } // Use unique set of vertices this.vertices = unique; } }; THREE.GeometryCount = 0; /** * @author mr.doob / http://mrdoob.com/ * @author mikael emtinger / http://gomo.se/ */ 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 = new THREE.Object3D(); THREE.Camera.prototype.constructor = THREE.Camera; THREE.Camera.prototype.lookAt = function ( vector ) { // TODO: Add hierarchy support. this.matrix.lookAt( this.position, vector, this.up ); if ( this.rotationAutoUpdate ) { this.rotation.getRotationFromMatrix( this.matrix ); } }; /** * @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 = new THREE.Camera(); THREE.OrthographicCamera.prototype.constructor = THREE.OrthographicCamera; THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () { this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far ); }; /** * @author mr.doob / 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 = new THREE.Camera(); THREE.PerspectiveCamera.prototype.constructor = THREE.PerspectiveCamera; /** * 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 ) { frameHeight = frameHeight !== undefined ? frameHeight : 24; this.fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI ); 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( this.fov * Math.PI / 360 ) * 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 mr.doob / 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 = new THREE.Object3D(); THREE.Light.prototype.constructor = THREE.Light; THREE.Light.prototype.supr = THREE.Object3D.prototype; /** * @author mr.doob / http://mrdoob.com/ */ THREE.AmbientLight = function ( hex ) { THREE.Light.call( this, hex ); }; THREE.AmbientLight.prototype = new THREE.Light(); THREE.AmbientLight.prototype.constructor = THREE.AmbientLight; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ THREE.DirectionalLight = function ( hex, intensity, distance ) { THREE.Light.call( this, hex ); this.position = new THREE.Vector3( 0, 1, 0 ); this.target = new THREE.Object3D(); this.intensity = ( intensity !== undefined ) ? intensity : 1; this.distance = ( distance !== undefined ) ? distance : 0; 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 = new THREE.Light(); THREE.DirectionalLight.prototype.constructor = THREE.DirectionalLight; /** * @author mr.doob / http://mrdoob.com/ */ THREE.PointLight = function ( hex, intensity, distance ) { THREE.Light.call( this, hex ); this.position = new THREE.Vector3( 0, 0, 0 ); this.intensity = ( intensity !== undefined ) ? intensity : 1; this.distance = ( distance !== undefined ) ? distance : 0; }; THREE.PointLight.prototype = new THREE.Light(); THREE.PointLight.prototype.constructor = THREE.PointLight; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ THREE.Material = function ( parameters ) { parameters = parameters || {}; this.id = THREE.MaterialCount ++; this.name = ''; this.opacity = parameters.opacity !== undefined ? parameters.opacity : 1; this.transparent = parameters.transparent !== undefined ? parameters.transparent : false; this.blending = parameters.blending !== undefined ? parameters.blending : THREE.NormalBlending; this.blendSrc = parameters.blendSrc !== undefined ? parameters.blendSrc : THREE.SrcAlphaFactor; this.blendDst = parameters.blendDst !== undefined ? parameters.blendDst : THREE.OneMinusSrcAlphaFactor; this.blendEquation = parameters.blendEquation !== undefined ? parameters.blendEquation : THREE.AddEquation; this.depthTest = parameters.depthTest !== undefined ? parameters.depthTest : true; this.depthWrite = parameters.depthWrite !== undefined ? parameters.depthWrite : true; this.polygonOffset = parameters.polygonOffset !== undefined ? parameters.polygonOffset : false; this.polygonOffsetFactor = parameters.polygonOffsetFactor !== undefined ? parameters.polygonOffsetFactor : 0; this.polygonOffsetUnits = parameters.polygonOffsetUnits !== undefined ? parameters.polygonOffsetUnits : 0; this.alphaTest = parameters.alphaTest !== undefined ? parameters.alphaTest : 0; this.overdraw = parameters.overdraw !== undefined ? parameters.overdraw : false; // Boolean for fixing antialiasing gaps in CanvasRenderer this.needsUpdate = true; } THREE.MaterialCount = 0; // shading THREE.NoShading = 0; THREE.FlatShading = 1; THREE.SmoothShading = 2; // colors THREE.NoColors = 0; THREE.FaceColors = 1; THREE.VertexColors = 2; // blending modes THREE.NoBlending = 0; THREE.NormalBlending = 1; THREE.AdditiveBlending = 2; THREE.SubtractiveBlending = 3; THREE.MultiplyBlending = 4; THREE.AdditiveAlphaBlending = 5; THREE.CustomBlending = 6; // custom blending equations // (numbers start from 100 not to clash with other // mappings to OpenGL constants defined in Texture.js) THREE.AddEquation = 100; THREE.SubtractEquation = 101; THREE.ReverseSubtractEquation = 102; // custom blending destination factors THREE.ZeroFactor = 200; THREE.OneFactor = 201; THREE.SrcColorFactor = 202; THREE.OneMinusSrcColorFactor = 203; THREE.SrcAlphaFactor = 204; THREE.OneMinusSrcAlphaFactor = 205; THREE.DstAlphaFactor = 206; THREE.OneMinusDstAlphaFactor = 207; // custom blending source factors //THREE.ZeroFactor = 200; //THREE.OneFactor = 201; //THREE.SrcAlphaFactor = 204; //THREE.OneMinusSrcAlphaFactor = 205; //THREE.DstAlphaFactor = 206; //THREE.OneMinusDstAlphaFactor = 207; THREE.DstColorFactor = 208; THREE.OneMinusDstColorFactor = 209; THREE.SrcAlphaSaturateFactor = 210; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * opacity: , * * blending: THREE.NormalBlending, * depthTest: , * * linewidth: , * linecap: "round", * linejoin: "round", * * vertexColors: * * fog: * } */ THREE.LineBasicMaterial = function ( parameters ) { THREE.Material.call( this, parameters ); parameters = parameters || {}; this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); this.linewidth = parameters.linewidth !== undefined ? parameters.linewidth : 1; this.linecap = parameters.linecap !== undefined ? parameters.linecap : 'round'; this.linejoin = parameters.linejoin !== undefined ? parameters.linejoin : 'round'; this.vertexColors = parameters.vertexColors ? parameters.vertexColors : false; this.fog = parameters.fog !== undefined ? parameters.fog : true; }; THREE.LineBasicMaterial.prototype = new THREE.Material(); THREE.LineBasicMaterial.prototype.constructor = THREE.LineBasicMaterial; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * opacity: , * map: new THREE.Texture( ), * * lightMap: new THREE.Texture( ), * * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), * combine: THREE.Multiply, * reflectivity: , * refractionRatio: , * * shading: THREE.SmoothShading, * blending: THREE.NormalBlending, * depthTest: , * * wireframe: , * wireframeLinewidth: , * * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, * * skinning: , * morphTargets: , * * fog: * } */ THREE.MeshBasicMaterial = function ( parameters ) { THREE.Material.call( this, parameters ); parameters = parameters || {}; // color property represents emissive for MeshBasicMaterial this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); this.map = parameters.map !== undefined ? parameters.map : null; this.lightMap = parameters.lightMap !== undefined ? parameters.lightMap : null; this.envMap = parameters.envMap !== undefined ? parameters.envMap : null; this.combine = parameters.combine !== undefined ? parameters.combine : THREE.MultiplyOperation; this.reflectivity = parameters.reflectivity !== undefined ? parameters.reflectivity : 1; this.refractionRatio = parameters.refractionRatio !== undefined ? parameters.refractionRatio : 0.98; this.fog = parameters.fog !== undefined ? parameters.fog : true; this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; this.wireframeLinecap = parameters.wireframeLinecap !== undefined ? parameters.wireframeLinecap : 'round'; this.wireframeLinejoin = parameters.wireframeLinejoin !== undefined ? parameters.wireframeLinejoin : 'round'; this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors; this.skinning = parameters.skinning !== undefined ? parameters.skinning : false; this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false; }; THREE.MeshBasicMaterial.prototype = new THREE.Material(); THREE.MeshBasicMaterial.prototype.constructor = THREE.MeshBasicMaterial; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * ambient: , * emissive: , * opacity: , * * map: new THREE.Texture( ), * * lightMap: new THREE.Texture( ), * * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), * combine: THREE.Multiply, * reflectivity: , * refractionRatio: , * * shading: THREE.SmoothShading, * blending: THREE.NormalBlending, * depthTest: , * * wireframe: , * wireframeLinewidth: , * * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, * * skinning: , * morphTargets: , * morphNormals: , * * fog: * } */ THREE.MeshLambertMaterial = function ( parameters ) { THREE.Material.call( this, parameters ); parameters = parameters || {}; // color property represents diffuse for MeshLambertMaterial this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); this.ambient = parameters.ambient !== undefined ? new THREE.Color( parameters.ambient ) : new THREE.Color( 0xffffff ); this.emissive = parameters.emissive !== undefined ? new THREE.Color( parameters.emissive ) : new THREE.Color( 0x000000 ); this.wrapAround = parameters.wrapAround !== undefined ? parameters.wrapAround: false; this.wrapRGB = new THREE.Vector3( 1, 1, 1 ); this.map = parameters.map !== undefined ? parameters.map : null; this.lightMap = parameters.lightMap !== undefined ? parameters.lightMap : null; this.envMap = parameters.envMap !== undefined ? parameters.envMap : null; this.combine = parameters.combine !== undefined ? parameters.combine : THREE.MultiplyOperation; this.reflectivity = parameters.reflectivity !== undefined ? parameters.reflectivity : 1; this.refractionRatio = parameters.refractionRatio !== undefined ? parameters.refractionRatio : 0.98; this.fog = parameters.fog !== undefined ? parameters.fog : true; this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; this.wireframeLinecap = parameters.wireframeLinecap !== undefined ? parameters.wireframeLinecap : 'round'; this.wireframeLinejoin = parameters.wireframeLinejoin !== undefined ? parameters.wireframeLinejoin : 'round'; this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors; this.skinning = parameters.skinning !== undefined ? parameters.skinning : false; this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false; this.morphNormals = parameters.morphNormals !== undefined ? parameters.morphNormals : false; }; THREE.MeshLambertMaterial.prototype = new THREE.Material(); THREE.MeshLambertMaterial.prototype.constructor = THREE.MeshLambertMaterial; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * ambient: , * emissive: , * specular: , * shininess: , * opacity: , * * map: new THREE.Texture( ), * * lightMap: new THREE.Texture( ), * * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ), * combine: THREE.Multiply, * reflectivity: , * refractionRatio: , * * shading: THREE.SmoothShading, * blending: THREE.NormalBlending, * depthTest: , * * wireframe: , * wireframeLinewidth: , * * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors, * * skinning: , * morphTargets: , * morphNormals: , * * fog: * } */ THREE.MeshPhongMaterial = function ( parameters ) { THREE.Material.call( this, parameters ); parameters = parameters || {}; // color property represents diffuse for MeshPhongMaterial this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); this.ambient = parameters.ambient !== undefined ? new THREE.Color( parameters.ambient ) : new THREE.Color( 0xffffff ); this.emissive = parameters.emissive !== undefined ? new THREE.Color( parameters.emissive ) : new THREE.Color( 0x000000 ); this.specular = parameters.specular !== undefined ? new THREE.Color( parameters.specular ) : new THREE.Color( 0x111111 ); this.shininess = parameters.shininess !== undefined ? parameters.shininess : 30; this.metal = parameters.metal !== undefined ? parameters.metal : false; this.perPixel = parameters.perPixel !== undefined ? parameters.perPixel : false; this.wrapAround = parameters.wrapAround !== undefined ? parameters.wrapAround: false; this.wrapRGB = new THREE.Vector3( 1, 1, 1 ); this.map = parameters.map !== undefined ? parameters.map : null; this.lightMap = parameters.lightMap !== undefined ? parameters.lightMap : null; this.envMap = parameters.envMap !== undefined ? parameters.envMap : null; this.combine = parameters.combine !== undefined ? parameters.combine : THREE.MultiplyOperation; this.reflectivity = parameters.reflectivity !== undefined ? parameters.reflectivity : 1; this.refractionRatio = parameters.refractionRatio !== undefined ? parameters.refractionRatio : 0.98; this.fog = parameters.fog !== undefined ? parameters.fog : true; this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; this.wireframeLinecap = parameters.wireframeLinecap !== undefined ? parameters.wireframeLinecap : 'round'; this.wireframeLinejoin = parameters.wireframeLinejoin !== undefined ? parameters.wireframeLinejoin : 'round'; this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : THREE.NoColors; this.skinning = parameters.skinning !== undefined ? parameters.skinning : false; this.morphTargets = parameters.morphTargets !== undefined ? parameters.morphTargets : false; this.morphNormals = parameters.morphNormals !== undefined ? parameters.morphNormals : false; }; THREE.MeshPhongMaterial.prototype = new THREE.Material(); THREE.MeshPhongMaterial.prototype.constructor = THREE.MeshPhongMaterial; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * opacity: , * blending: THREE.NormalBlending, * depthTest: , * wireframe: , * wireframeLinewidth: * } */ THREE.MeshDepthMaterial = function ( parameters ) { THREE.Material.call( this, parameters ); parameters = parameters || {}; this.shading = parameters.shading !== undefined ? parameters.shading : THREE.SmoothShading; // doesn't really apply here, normals are not used this.wireframe = parameters.wireframe !== undefined ? parameters.wireframe : false; this.wireframeLinewidth = parameters.wireframeLinewidth !== undefined ? parameters.wireframeLinewidth : 1; }; THREE.MeshDepthMaterial.prototype = new THREE.Material(); THREE.MeshDepthMaterial.prototype.constructor = THREE.MeshDepthMaterial; /** * @author mr.doob / http://mrdoob.com/ * * parameters = { * opacity: , * shading: THREE.FlatShading, * blending: THREE.NormalBlending, * depthTest: , * wireframe: , * wireframeLinewidth: * } */ THREE.MeshNormalMaterial = function ( parameters ) { THREE.Material.call( this, parameters ); parameters = parameters || {}; this.shading = parameters.shading ? parameters.shading : THREE.FlatShading; this.wireframe = parameters.wireframe ? parameters.wireframe : false; this.wireframeLinewidth = parameters.wireframeLinewidth ? parameters.wireframeLinewidth : 1; }; THREE.MeshNormalMaterial.prototype = new THREE.Material(); THREE.MeshNormalMaterial.prototype.constructor = THREE.MeshNormalMaterial; /** * @author mr.doob / http://mrdoob.com/ */ THREE.MeshFaceMaterial = function () { }; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * * parameters = { * color: , * opacity: , * map: new THREE.Texture( ), * * size: , * * blending: THREE.NormalBlending, * depthTest: , * * vertexColors: , * * fog: * } */ THREE.ParticleBasicMaterial = function ( parameters ) { THREE.Material.call( this, parameters ); parameters = parameters || {}; this.color = parameters.color !== undefined ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); this.map = parameters.map !== undefined ? parameters.map : null; this.size = parameters.size !== undefined ? parameters.size : 1; this.sizeAttenuation = parameters.sizeAttenuation !== undefined ? parameters.sizeAttenuation : true; this.vertexColors = parameters.vertexColors !== undefined ? parameters.vertexColors : false; this.fog = parameters.fog !== undefined ? parameters.fog : true; }; THREE.ParticleBasicMaterial.prototype = new THREE.Material(); THREE.ParticleBasicMaterial.prototype.constructor = THREE.ParticleBasicMaterial; /** * @author mr.doob / 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 ) { this.id = THREE.TextureCount ++; this.image = image; 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.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.needsUpdate = false; this.onUpdate = null; }; THREE.Texture.prototype = { constructor: THREE.Texture, clone: function () { var clonedTexture = new THREE.Texture( this.image, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter, this.format, this.type ); clonedTexture.offset.copy( this.offset ); clonedTexture.repeat.copy( this.repeat ); return clonedTexture; } }; THREE.TextureCount = 0; THREE.MultiplyOperation = 0; THREE.MixOperation = 1; // Mapping modes THREE.UVMapping = function () {}; THREE.CubeReflectionMapping = function () {}; THREE.CubeRefractionMapping = function () {}; THREE.SphericalReflectionMapping = function () {}; THREE.SphericalRefractionMapping = function () {}; // Wrapping modes THREE.RepeatWrapping = 0; THREE.ClampToEdgeWrapping = 1; THREE.MirroredRepeatWrapping = 2; // Filters THREE.NearestFilter = 3; THREE.NearestMipMapNearestFilter = 4; THREE.NearestMipMapLinearFilter = 5; THREE.LinearFilter = 6; THREE.LinearMipMapNearestFilter = 7; THREE.LinearMipMapLinearFilter = 8; // Types THREE.ByteType = 9; THREE.UnsignedByteType = 10; THREE.ShortType = 11; THREE.UnsignedShortType = 12; THREE.IntType = 13; THREE.UnsignedIntType = 14; THREE.FloatType = 15; // Formats THREE.AlphaFormat = 16; THREE.RGBFormat = 17; THREE.RGBAFormat = 18; THREE.LuminanceFormat = 19; THREE.LuminanceAlphaFormat = 20; /** * @author alteredq / http://alteredqualia.com/ */ THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter ) { THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type ); this.image = { data: data, width: width, height: height }; }; THREE.DataTexture.prototype = new THREE.Texture(); THREE.DataTexture.prototype.constructor = THREE.DataTexture; THREE.DataTexture.prototype.clone = function () { var clonedTexture = new THREE.DataTexture( this.image.data, this.image.width, this.image.height, this.format, this.type, this.mapping, this.wrapS, this.wrapT, this.magFilter, this.minFilter ); clonedTexture.offset.copy( this.offset ); clonedTexture.repeat.copy( this.repeat ); return clonedTexture; }; /** * @author mr.doob / http://mrdoob.com/ */ THREE.Particle = function ( material ) { THREE.Object3D.call( this ); this.material = material; }; THREE.Particle.prototype = new THREE.Object3D(); THREE.Particle.prototype.constructor = THREE.Particle; /** * @author mr.doob / 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 = new THREE.Object3D(); THREE.Line.prototype.constructor = THREE.Line; /** * @author mr.doob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author mikael emtinger / http://gomo.se/ */ 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 ) { // calc bound radius if( ! this.geometry.boundingSphere ) { this.geometry.computeBoundingSphere(); } this.boundRadius = geometry.boundingSphere.radius; // setup morph targets if( this.geometry.morphTargets.length ) { this.morphTargetBase = -1; this.morphTargetForcedOrder = []; this.morphTargetInfluences = []; this.morphTargetDictionary = {}; for( var m = 0; m < this.geometry.morphTargets.length; m ++ ) { this.morphTargetInfluences.push( 0 ); this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m; } } } } THREE.Mesh.prototype = new THREE.Object3D(); THREE.Mesh.prototype.constructor = THREE.Mesh; THREE.Mesh.prototype.supr = THREE.Object3D.prototype; /* * Get Morph Target Index by Name */ 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; } /** * @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 = new THREE.Object3D(); THREE.Bone.prototype.constructor = THREE.Bone; THREE.Bone.prototype.supr = 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.multiply( 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/ */ THREE.Sprite = function ( parameters ) { THREE.Object3D.call( this ); this.color = ( parameters.color !== undefined ) ? new THREE.Color( parameters.color ) : new THREE.Color( 0xffffff ); this.map = ( parameters.map !== undefined ) ? parameters.map : new THREE.Texture(); this.blending = ( parameters.blending !== undefined ) ? parameters.blending : THREE.NormalBlending; this.blendSrc = parameters.blendSrc !== undefined ? parameters.blendSrc : THREE.SrcAlphaFactor; this.blendDst = parameters.blendDst !== undefined ? parameters.blendDst : THREE.OneMinusSrcAlphaFactor; this.blendEquation = parameters.blendEquation !== undefined ? parameters.blendEquation : THREE.AddEquation; this.useScreenCoordinates = ( parameters.useScreenCoordinates !== undefined ) ? parameters.useScreenCoordinates : true; this.mergeWith3D = ( parameters.mergeWith3D !== undefined ) ? parameters.mergeWith3D : !this.useScreenCoordinates; this.affectedByDistance = ( parameters.affectedByDistance !== undefined ) ? parameters.affectedByDistance : !this.useScreenCoordinates; this.scaleByViewport = ( parameters.scaleByViewport !== undefined ) ? parameters.scaleByViewport : !this.affectedByDistance; this.alignment = ( parameters.alignment instanceof THREE.Vector2 ) ? parameters.alignment : THREE.SpriteAlignment.center; this.rotation3d = this.rotation; this.rotation = 0; this.opacity = 1; this.uvOffset = new THREE.Vector2( 0, 0 ); this.uvScale = new THREE.Vector2( 1, 1 ); }; THREE.Sprite.prototype = new THREE.Object3D(); THREE.Sprite.prototype.constructor = THREE.Sprite; /* * 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.boundRadiusScale = Math.max( this.scale.x, this.scale.y ); } this.matrixWorldNeedsUpdate = true; }; /* * Alignment */ 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 mr.doob / 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 = new THREE.Object3D(); THREE.Scene.prototype.constructor = THREE.Scene; THREE.Scene.prototype.__addObject = function ( object ) { if ( object instanceof THREE.Light ) { if ( this.__lights.indexOf( object ) === - 1 ) { this.__lights.push( object ); } } 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 mr.doob / http://mrdoob.com/ */ THREE.SVGRenderer = function () { console.log( 'THREE.SVGRenderer', THREE.REVISION ); var _this = this, _renderData, _elements, _lights, _projector = new THREE.Projector(), _svg = document.createElementNS('http://www.w3.org/2000/svg', 'svg'), _svgWidth, _svgHeight, _svgWidthHalf, _svgHeightHalf, _v1, _v2, _v3, _v4, _clipRect = new THREE.Rectangle(), _bboxRect = new THREE.Rectangle(), _enableLighting = false, _color = new THREE.Color(), _ambientLight = new THREE.Color(), _directionalLights = new THREE.Color(), _pointLights = new THREE.Color(), _w, // z-buffer to w-buffer _vector3 = new THREE.Vector3(), // Needed for PointLight _svgPathPool = [], _svgCirclePool = [], _svgLinePool = [], _svgNode, _pathCount, _circleCount, _lineCount, _quality = 1; this.domElement = _svg; this.autoClear = true; this.sortObjects = true; this.sortElements = true; this.info = { render: { vertices: 0, faces: 0 } } this.setQuality = function( quality ) { switch(quality) { case "high": _quality = 1; break; case "low": _quality = 0; break; } }; this.setSize = function( width, height ) { _svgWidth = width; _svgHeight = height; _svgWidthHalf = _svgWidth / 2; _svgHeightHalf = _svgHeight / 2; _svg.setAttribute( 'viewBox', ( - _svgWidthHalf ) + ' ' + ( - _svgHeightHalf ) + ' ' + _svgWidth + ' ' + _svgHeight ); _svg.setAttribute( 'width', _svgWidth ); _svg.setAttribute( 'height', _svgHeight ); _clipRect.set( - _svgWidthHalf, - _svgHeightHalf, _svgWidthHalf, _svgHeightHalf ); }; this.clear = function () { while ( _svg.childNodes.length > 0 ) { _svg.removeChild( _svg.childNodes[ 0 ] ); } }; this.render = function ( scene, camera ) { var e, el, element, material; this.autoClear && this.clear(); _this.info.render.vertices = 0; _this.info.render.faces = 0; _renderData = _projector.projectScene( scene, camera, this.sortElements ); _elements = _renderData.elements; _lights = _renderData.lights; _pathCount = 0; _circleCount = 0; _lineCount = 0; _enableLighting = _lights.length > 0; if ( _enableLighting ) { calculateLights( _lights ); } for ( e = 0, el = _elements.length; e < el; e ++ ) { element = _elements[ e ]; material = element.material; material = material instanceof THREE.MeshFaceMaterial ? element.faceMaterial : material; if ( material == null || material.opacity == 0 ) continue; _bboxRect.empty(); if ( element instanceof THREE.RenderableParticle ) { _v1 = element; _v1.x *= _svgWidthHalf; _v1.y *= -_svgHeightHalf; renderParticle( _v1, element, material, scene ); } else if ( element instanceof THREE.RenderableLine ) { _v1 = element.v1; _v2 = element.v2; _v1.positionScreen.x *= _svgWidthHalf; _v1.positionScreen.y *= - _svgHeightHalf; _v2.positionScreen.x *= _svgWidthHalf; _v2.positionScreen.y *= - _svgHeightHalf; _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); if ( !_clipRect.intersects( _bboxRect ) ) { continue; } renderLine( _v1, _v2, element, material, scene ); } else if ( element instanceof THREE.RenderableFace3 ) { _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v1.positionScreen.x *= _svgWidthHalf; _v1.positionScreen.y *= - _svgHeightHalf; _v2.positionScreen.x *= _svgWidthHalf; _v2.positionScreen.y *= - _svgHeightHalf; _v3.positionScreen.x *= _svgWidthHalf; _v3.positionScreen.y *= - _svgHeightHalf; _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); _bboxRect.addPoint( _v3.positionScreen.x, _v3.positionScreen.y ); if ( !_clipRect.intersects( _bboxRect ) ) { continue; } renderFace3( _v1, _v2, _v3, element, material, scene ); } else if ( element instanceof THREE.RenderableFace4 ) { _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4; _v1.positionScreen.x *= _svgWidthHalf; _v1.positionScreen.y *= -_svgHeightHalf; _v2.positionScreen.x *= _svgWidthHalf; _v2.positionScreen.y *= -_svgHeightHalf; _v3.positionScreen.x *= _svgWidthHalf; _v3.positionScreen.y *= -_svgHeightHalf; _v4.positionScreen.x *= _svgWidthHalf; _v4.positionScreen.y *= -_svgHeightHalf; _bboxRect.addPoint( _v1.positionScreen.x, _v1.positionScreen.y ); _bboxRect.addPoint( _v2.positionScreen.x, _v2.positionScreen.y ); _bboxRect.addPoint( _v3.positionScreen.x, _v3.positionScreen.y ); _bboxRect.addPoint( _v4.positionScreen.x, _v4.positionScreen.y ); if ( !_clipRect.intersects( _bboxRect) ) { continue; } renderFace4( _v1, _v2, _v3, _v4, element, material, scene ); } } }; function calculateLights( lights ) { var l, ll, light, lightColor; _ambientLight.setRGB( 0, 0, 0 ); _directionalLights.setRGB( 0, 0, 0 ); _pointLights.setRGB( 0, 0, 0 ); for ( l = 0, ll = lights.length; l < ll; l++ ) { light = lights[ l ]; lightColor = light.color; if ( light instanceof THREE.AmbientLight ) { _ambientLight.r += lightColor.r; _ambientLight.g += lightColor.g; _ambientLight.b += lightColor.b; } else if ( light instanceof THREE.DirectionalLight ) { _directionalLights.r += lightColor.r; _directionalLights.g += lightColor.g; _directionalLights.b += lightColor.b; } else if ( light instanceof THREE.PointLight ) { _pointLights.r += lightColor.r; _pointLights.g += lightColor.g; _pointLights.b += lightColor.b; } } } function calculateLight( lights, position, normal, color ) { var l, ll, light, lightColor, lightPosition, amount; for ( l = 0, ll = lights.length; l < ll; l ++ ) { light = lights[ l ]; lightColor = light.color; if ( light instanceof THREE.DirectionalLight ) { lightPosition = light.matrixWorld.getPosition(); amount = normal.dot( lightPosition ); if ( amount <= 0 ) continue; amount *= light.intensity; color.r += lightColor.r * amount; color.g += lightColor.g * amount; color.b += lightColor.b * amount; } else if ( light instanceof THREE.PointLight ) { lightPosition = light.matrixWorld.getPosition(); amount = normal.dot( _vector3.sub( 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.r += lightColor.r * amount; color.g += lightColor.g * amount; color.b += lightColor.b * amount; } } } function renderParticle( v1, element, material, scene ) { /* _svgNode = getCircleNode( _circleCount++ ); _svgNode.setAttribute( 'cx', v1.x ); _svgNode.setAttribute( 'cy', v1.y ); _svgNode.setAttribute( 'r', element.scale.x * _svgWidthHalf ); if ( material instanceof THREE.ParticleCircleMaterial ) { if ( _enableLighting ) { _color.r = _ambientLight.r + _directionalLights.r + _pointLights.r; _color.g = _ambientLight.g + _directionalLights.g + _pointLights.g; _color.b = _ambientLight.b + _directionalLights.b + _pointLights.b; _color.r = material.color.r * _color.r; _color.g = material.color.g * _color.g; _color.b = material.color.b * _color.b; _color.updateStyleString(); } else { _color = material.color; } _svgNode.setAttribute( 'style', 'fill: ' + _color.__styleString ); } _svg.appendChild( _svgNode ); */ } function renderLine ( v1, v2, element, material, scene ) { _svgNode = getLineNode( _lineCount ++ ); _svgNode.setAttribute( 'x1', v1.positionScreen.x ); _svgNode.setAttribute( 'y1', v1.positionScreen.y ); _svgNode.setAttribute( 'x2', v2.positionScreen.x ); _svgNode.setAttribute( 'y2', v2.positionScreen.y ); if ( material instanceof THREE.LineBasicMaterial ) { _svgNode.setAttribute( 'style', 'fill: none; stroke: ' + material.color.getContextStyle() + '; stroke-width: ' + material.linewidth + '; stroke-opacity: ' + material.opacity + '; stroke-linecap: ' + material.linecap + '; stroke-linejoin: ' + material.linejoin ); _svg.appendChild( _svgNode ); } } function renderFace3( v1, v2, v3, element, material, scene ) { _this.info.render.vertices += 3; _this.info.render.faces ++; _svgNode = getPathNode( _pathCount ++ ); _svgNode.setAttribute( 'd', 'M ' + v1.positionScreen.x + ' ' + v1.positionScreen.y + ' L ' + v2.positionScreen.x + ' ' + v2.positionScreen.y + ' L ' + v3.positionScreen.x + ',' + v3.positionScreen.y + 'z' ); if ( material instanceof THREE.MeshBasicMaterial ) { _color.copy( material.color ); } else if ( material instanceof THREE.MeshLambertMaterial ) { if ( _enableLighting ) { _color.r = _ambientLight.r; _color.g = _ambientLight.g; _color.b = _ambientLight.b; calculateLight( _lights, element.centroidWorld, element.normalWorld, _color ); _color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) ); _color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) ); _color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) ); } else { _color.copy( material.color ); } } else if ( material instanceof THREE.MeshDepthMaterial ) { _w = 1 - ( material.__2near / (material.__farPlusNear - element.z * material.__farMinusNear) ); _color.setRGB( _w, _w, _w ); } else if ( material instanceof THREE.MeshNormalMaterial ) { _color.setRGB( normalToComponent( element.normalWorld.x ), normalToComponent( element.normalWorld.y ), normalToComponent( element.normalWorld.z ) ); } if ( material.wireframe ) { _svgNode.setAttribute( 'style', 'fill: none; stroke: ' + _color.getContextStyle() + '; stroke-width: ' + material.wireframeLinewidth + '; stroke-opacity: ' + material.opacity + '; stroke-linecap: ' + material.wireframeLinecap + '; stroke-linejoin: ' + material.wireframeLinejoin ); } else { _svgNode.setAttribute( 'style', 'fill: ' + _color.getContextStyle() + '; fill-opacity: ' + material.opacity ); } _svg.appendChild( _svgNode ); } function renderFace4( v1, v2, v3, v4, element, material, scene ) { _this.info.render.vertices += 4; _this.info.render.faces ++; _svgNode = getPathNode( _pathCount ++ ); _svgNode.setAttribute( 'd', 'M ' + v1.positionScreen.x + ' ' + v1.positionScreen.y + ' L ' + v2.positionScreen.x + ' ' + v2.positionScreen.y + ' L ' + v3.positionScreen.x + ',' + v3.positionScreen.y + ' L ' + v4.positionScreen.x + ',' + v4.positionScreen.y + 'z' ); if ( material instanceof THREE.MeshBasicMaterial ) { _color.copy( material.color ); } else if ( material instanceof THREE.MeshLambertMaterial ) { if ( _enableLighting ) { _color.r = _ambientLight.r; _color.g = _ambientLight.g; _color.b = _ambientLight.b; calculateLight( _lights, element.centroidWorld, element.normalWorld, _color ); _color.r = Math.max( 0, Math.min( material.color.r * _color.r, 1 ) ); _color.g = Math.max( 0, Math.min( material.color.g * _color.g, 1 ) ); _color.b = Math.max( 0, Math.min( material.color.b * _color.b, 1 ) ); } else { _color.copy( material.color ); } } else if ( material instanceof THREE.MeshDepthMaterial ) { _w = 1 - ( material.__2near / (material.__farPlusNear - element.z * material.__farMinusNear) ); _color.setRGB( _w, _w, _w ); } else if ( material instanceof THREE.MeshNormalMaterial ) { _color.setRGB( normalToComponent( element.normalWorld.x ), normalToComponent( element.normalWorld.y ), normalToComponent( element.normalWorld.z ) ); } if ( material.wireframe ) { _svgNode.setAttribute( 'style', 'fill: none; stroke: ' + _color.getContextStyle() + '; stroke-width: ' + material.wireframeLinewidth + '; stroke-opacity: ' + material.opacity + '; stroke-linecap: ' + material.wireframeLinecap + '; stroke-linejoin: ' + material.wireframeLinejoin ); } else { _svgNode.setAttribute( 'style', 'fill: ' + _color.getContextStyle() + '; fill-opacity: ' + material.opacity ); } _svg.appendChild( _svgNode ); } function getLineNode( id ) { if ( _svgLinePool[ id ] == null ) { _svgLinePool[ id ] = document.createElementNS( 'http://www.w3.org/2000/svg', 'line' ); if ( _quality == 0 ) { _svgLinePool[ id ].setAttribute( 'shape-rendering', 'crispEdges' ); //optimizeSpeed } return _svgLinePool[ id ]; } return _svgLinePool[ id ]; } function getPathNode( id ) { if ( _svgPathPool[ id ] == null ) { _svgPathPool[ id ] = document.createElementNS( 'http://www.w3.org/2000/svg', 'path' ); if ( _quality == 0 ) { _svgPathPool[ id ].setAttribute( 'shape-rendering', 'crispEdges' ); //optimizeSpeed } return _svgPathPool[ id ]; } return _svgPathPool[ id ]; } function getCircleNode( id ) { if ( _svgCirclePool[id] == null ) { _svgCirclePool[ id ] = document.createElementNS( 'http://www.w3.org/2000/svg', 'circle' ); if ( _quality == 0 ) { _svgCirclePool[id].setAttribute( 'shape-rendering', 'crispEdges' ); //optimizeSpeed } return _svgCirclePool[ id ]; } return _svgCirclePool[ id ]; } function normalToComponent( normal ) { var component = ( normal + 1 ) * 0.5; return component < 0 ? 0 : ( component > 1 ? 1 : component ); } function pad( str ) { while ( str.length < 6 ) str = '0' + str; return str; } }; /** * @author mr.doob / 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 mr.doob / http://mrdoob.com/ */ THREE.RenderableFace3 = function () { this.v1 = new THREE.RenderableVertex(); this.v2 = new THREE.RenderableVertex(); this.v3 = new THREE.RenderableVertex(); this.centroidWorld = new THREE.Vector3(); this.centroidScreen = new THREE.Vector3(); this.normalWorld = new THREE.Vector3(); this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; this.material = null; this.faceMaterial = null; this.uvs = [[]]; this.z = null; }; /** * @author mr.doob / 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.centroidWorld = new THREE.Vector3(); this.centroidScreen = new THREE.Vector3(); this.normalWorld = new THREE.Vector3(); this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ]; this.material = null; this.faceMaterial = null; this.uvs = [[]]; this.z = null; }; /** * @author mr.doob / http://mrdoob.com/ */ THREE.RenderableObject = function () { this.object = null; this.z = null; }; /** * @author mr.doob / http://mrdoob.com/ */ THREE.RenderableParticle = function () { this.x = null; this.y = null; this.z = null; this.rotation = null; this.scale = new THREE.Vector2(); this.material = null; }; /** * @author mr.doob / http://mrdoob.com/ */ THREE.RenderableLine = function () { this.z = null; this.v1 = new THREE.RenderableVertex(); this.v2 = new THREE.RenderableVertex(); this.material = null; }; ======= // ThreeSVG.js - http://github.com/mrdoob/three.js 'use strict';var THREE=THREE||{REVISION:"49dev"};self.Int32Array||(self.Int32Array=Array,self.Float32Array=Array); (function(){for(var a=0,b=["ms","moz","webkit","o"],c=0;c>16&255)/255;this.g=(a>>8&255)/255;this.b=(a&255)/255;return this},lerpSelf:function(a,b){this.r=this.r+(a.r-this.r)*b;this.g=this.g+(a.g-this.g)*b;this.b=this.b+(a.b-this.b)*b;return this},getHex:function(){return Math.floor(this.r*255)<<16^Math.floor(this.g*255)<<8^Math.floor(this.b*255)},getContextStyle:function(){return"rgb("+Math.floor(this.r*255)+","+Math.floor(this.g*255)+","+Math.floor(this.b*255)+")"},clone:function(){return(new THREE.Color).setRGB(this.r,this.g,this.b)}}; THREE.Vector2=function(a,b){this.x=a||0;this.y=b||0}; THREE.Vector2.prototype={constructor:THREE.Vector2,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},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;return this},addSelf:function(a){this.x=this.x+a.x;this.y=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=this.x-a.x;this.y=this.y-a.y;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;return this},divideScalar:function(a){if(a){this.x= this.x/a;this.y=this.y/a}else this.set(0,0);return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y},lengthSq:function(){return this.x*this.x+this.y*this.y},length:function(){return Math.sqrt(this.lengthSq())},normalize:function(){return this.divideScalar(this.length())},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,a=this.y-a.y;return b*b+a*a},setLength:function(a){return this.normalize().multiplyScalar(a)}, lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;return this},equals:function(a){return a.x===this.x&&a.y===this.y},isZero:function(){return this.lengthSq()<1.0E-4},clone:function(){return new THREE.Vector2(this.x,this.y)}};THREE.Vector3=function(a,b,c){this.x=a||0;this.y=b||0;this.z=c||0}; THREE.Vector3.prototype={constructor:THREE.Vector3,set:function(a,b,c){this.x=a;this.y=b;this.z=c;return this},setX:function(a){this.x=a;return this},setY:function(a){this.y=a;return this},setZ:function(a){this.z=a;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;return this},add:function(a,b){this.x=a.x+b.x;this.y=a.y+b.y;this.z=a.z+b.z;return this},addSelf:function(a){this.x=this.x+a.x;this.y=this.y+a.y;this.z=this.z+a.z;return this},addScalar:function(a){this.x=this.x+a;this.y=this.y+ a;this.z=this.z+a;return this},sub:function(a,b){this.x=a.x-b.x;this.y=a.y-b.y;this.z=a.z-b.z;return this},subSelf:function(a){this.x=this.x-a.x;this.y=this.y-a.y;this.z=this.z-a.z;return this},multiply:function(a,b){this.x=a.x*b.x;this.y=a.y*b.y;this.z=a.z*b.z;return this},multiplySelf:function(a){this.x=this.x*a.x;this.y=this.y*a.y;this.z=this.z*a.z;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;return this},divideSelf:function(a){this.x=this.x/a.x;this.y= this.y/a.y;this.z=this.z/a.z;return this},divideScalar:function(a){if(a){this.x=this.x/a;this.y=this.y/a;this.z=this.z/a}else this.z=this.y=this.x=0;return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},length:function(){return Math.sqrt(this.lengthSq())},lengthManhattan:function(){return Math.abs(this.x)+Math.abs(this.y)+Math.abs(this.z)},normalize:function(){return this.divideScalar(this.length())}, setLength:function(a){return this.normalize().multiplyScalar(a)},lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;this.z=this.z+(a.z-this.z)*b;return this},cross: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},crossSelf:function(a){var b=this.x,c=this.y,d=this.z;this.x=c*a.z-d*a.y;this.y=d*a.x-b*a.z;this.z=b*a.y-c*a.x;return this},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){return(new THREE.Vector3).sub(this, a).lengthSq()},getPositionFromMatrix:function(a){this.x=a.elements[12];this.y=a.elements[13];this.z=a.elements[14];return this},getRotationFromMatrix:function(a,b){var c=b?b.x:1,d=b?b.y:1,e=b?b.z:1,f=a.elements[0]/c,g=a.elements[4]/d,c=a.elements[1]/c,d=a.elements[5]/d,j=a.elements[9]/e,k=a.elements[10]/e;this.y=Math.asin(a.elements[8]/e);e=Math.cos(this.y);if(Math.abs(e)>1.0E-5){this.x=Math.atan2(-j/e,k/e);this.z=Math.atan2(-g/e,f/e)}else{this.x=0;this.z=Math.atan2(c,d)}return this},getScaleFromMatrix:function(a){var b= this.set(a.elements[0],a.elements[1],a.elements[2]).length(),c=this.set(a.elements[4],a.elements[5],a.elements[6]).length(),a=this.set(a.elements[8],a.elements[9],a.elements[10]).length();this.x=b;this.y=c;this.z=a},equals:function(a){return a.x===this.x&&a.y===this.y&&a.z===this.z},isZero:function(){return this.lengthSq()<1.0E-4},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=d!==void 0?d:1}; THREE.Vector4.prototype={constructor:THREE.Vector4,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=a.w!==void 0?a.w:1;return this},add: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},addSelf:function(a){this.x=this.x+a.x;this.y=this.y+a.y;this.z=this.z+a.z;this.w=this.w+a.w;return this},sub: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},subSelf:function(a){this.x= this.x-a.x;this.y=this.y-a.y;this.z=this.z-a.z;this.w=this.w-a.w;return this},multiplyScalar:function(a){this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;this.w=this.w*a;return this},divideScalar:function(a){if(a){this.x=this.x/a;this.y=this.y/a;this.z=this.z/a;this.w=this.w/a}else{this.z=this.y=this.x=0;this.w=1}return this},negate:function(){return this.multiplyScalar(-1)},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z+this.w*a.w},lengthSq:function(){return this.dot(this)},length:function(){return Math.sqrt(this.lengthSq())}, normalize:function(){return this.divideScalar(this.length())},setLength:function(a){return this.normalize().multiplyScalar(a)},lerpSelf:function(a,b){this.x=this.x+(a.x-this.x)*b;this.y=this.y+(a.y-this.y)*b;this.z=this.z+(a.z-this.z)*b;this.w=this.w+(a.w-this.w)*b;return this},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)}};THREE.Frustum=function(){this.planes=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4]}; THREE.Frustum.prototype.setFromMatrix=function(a){var b,c=this.planes,d=a.elements,a=d[0];b=d[1];var e=d[2],f=d[3],g=d[4],j=d[5],k=d[6],i=d[7],h=d[8],n=d[9],m=d[10],o=d[11],q=d[12],l=d[13],s=d[14],d=d[15];c[0].set(f-a,i-g,o-h,d-q);c[1].set(f+a,i+g,o+h,d+q);c[2].set(f+b,i+j,o+n,d+l);c[3].set(f-b,i-j,o-n,d-l);c[4].set(f-e,i-k,o-m,d-s);c[5].set(f+e,i+k,o+m,d+s);for(a=0;a<6;a++){b=c[a];b.divideScalar(Math.sqrt(b.x*b.x+b.y*b.y+b.z*b.z))}}; THREE.Frustum.prototype.contains=function(a){for(var b=this.planes,c=a.matrixWorld,d=c.elements,c=-a.geometry.boundingSphere.radius*c.getMaxScaleOnAxis(),e=0;e<6;e++){a=b[e].x*d[12]+b[e].y*d[13]+b[e].z*d[14]+b[e].w;if(a<=c)return false}return true};THREE.Frustum.__v1=new THREE.Vector3; THREE.Ray=function(a,b){function c(a,b,c){q.sub(c,a);w=q.dot(b);r=l.add(a,s.copy(b).multiplyScalar(w));return A=c.distanceTo(r)}function d(a,b,c,d){q.sub(d,b);l.sub(c,b);s.sub(a,b);u=q.dot(q);t=q.dot(l);B=q.dot(s);x=l.dot(l);D=l.dot(s);z=1/(u*x-t*t);C=(x*B-t*D)*z;F=(u*D-t*B)*z;return C>=0&&F>=0&&C+F<1}this.origin=a||new THREE.Vector3;this.direction=b||new THREE.Vector3;var e=1.0E-4;this.setPrecision=function(a){e=a};var f=new THREE.Vector3,g=new THREE.Vector3,j=new THREE.Vector3,k=new THREE.Vector3, i=new THREE.Vector3,h=new THREE.Vector3,n=new THREE.Vector3,m=new THREE.Vector3,o=new THREE.Vector3;this.intersectObject=function(a){var b,l=[];if(a instanceof THREE.Particle){var q=c(this.origin,this.direction,a.matrixWorld.getPosition());if(q>a.scale.x)return[];b={distance:q,point:a.position,face:null,object:a};l.push(b)}else if(a instanceof THREE.Mesh){var q=c(this.origin,this.direction,a.matrixWorld.getPosition()),s=THREE.Frustum.__v1.set(a.matrixWorld.getColumnX().length(),a.matrixWorld.getColumnY().length(), a.matrixWorld.getColumnZ().length());if(q>a.geometry.boundingSphere.radius*Math.max(s.x,Math.max(s.y,s.z)))return l;var r,t,u=a.geometry,y=u.vertices,p;a.matrixRotationWorld.extractRotation(a.matrixWorld);q=0;for(s=u.faces.length;q0:r<0))){o.add(i,h.multiplyScalar(t));if(b instanceof THREE.Face3){f=p.multiplyVector3(f.copy(y[b.a]));g=p.multiplyVector3(g.copy(y[b.b]));j=p.multiplyVector3(j.copy(y[b.c]));if(d(o,f,g,j)){b={distance:i.distanceTo(o),point:o.clone(),face:b,object:a};l.push(b)}}else if(b instanceof THREE.Face4){f=p.multiplyVector3(f.copy(y[b.a]));g=p.multiplyVector3(g.copy(y[b.b]));j=p.multiplyVector3(j.copy(y[b.c]));k=p.multiplyVector3(k.copy(y[b.d]));if(d(o,f,g,k)||d(o,g,j,k)){b={distance:i.distanceTo(o),point:o.clone(), face:b,object:a};l.push(b)}}}}}}return l};this.intersectObjects=function(a){for(var b=[],c=0,d=a.length;cf?d:f;e=e>g? e:g}a()};this.add3Points=function(f,g,h,n,m,o){if(j){j=false;b=fh?f>m?f:m:h>m?h:m;e=g>n?g>o?g:o:n>o?n:o}else{b=fh?f>m?f>d?f:d:m>d?m:d:h>m?h>d?h:d:m>d?m:d;e=g>n?g>o?g>e?g:e:o>e?o:e:n>o?n>e?n:e:o>e?o:e}a()};this.addRectangle=function(f){if(j){j=false;b=f.getLeft();c=f.getTop();d=f.getRight();e=f.getBottom()}else{b=bf.getRight()?d:f.getRight();e=e>f.getBottom()?e:f.getBottom()}a()};this.inflate=function(f){b=b-f;c=c-f;d=d+f;e=e+f;a()};this.minSelf=function(f){b=b>f.getLeft()?b:f.getLeft();c=c>f.getTop()?c:f.getTop();d=da.getRight()||ea.getBottom()?false:true};this.empty=function(){j=true;e=d=c=b=0;a()};this.isEmpty=function(){return j}}; THREE.Math={clamp:function(a,b,c){return ac?c:a},clampBottom:function(a,b){return a0?1:0}};THREE.Matrix3=function(){this.elements=new Float32Array(9)}; THREE.Matrix3.prototype={constructor:THREE.Matrix3,getInverse:function(a){var b=a.elements,a=b[10]*b[5]-b[6]*b[9],c=-b[10]*b[1]+b[2]*b[9],d=b[6]*b[1]-b[2]*b[5],e=-b[10]*b[4]+b[6]*b[8],f=b[10]*b[0]-b[2]*b[8],g=-b[6]*b[0]+b[2]*b[4],j=b[9]*b[4]-b[5]*b[8],k=-b[9]*b[0]+b[1]*b[8],i=b[5]*b[0]-b[1]*b[4],b=b[0]*a+b[1]*e+b[2]*j;b===0&&console.warn("Matrix3.getInverse(): determinant == 0");var b=1/b,h=this.elements;h[0]=b*a;h[1]=b*c;h[2]=b*d;h[3]=b*e;h[4]=b*f;h[5]=b*g;h[6]=b*j;h[7]=b*k;h[8]=b*i;return this}, transpose:function(){var a,b=this.elements;a=b[1];b[1]=b[3];b[3]=a;a=b[2];b[2]=b[6];b[6]=a;a=b[5];b[5]=b[7];b[7]=a;return this},transposeIntoArray:function(a){var b=this.m;a[0]=b[0];a[1]=b[3];a[2]=b[6];a[3]=b[1];a[4]=b[4];a[5]=b[7];a[6]=b[2];a[7]=b[5];a[8]=b[8];return this}};THREE.Matrix4=function(a,b,c,d,e,f,g,j,k,i,h,n,m,o,q,l){this.elements=new Float32Array(16);this.set(a!==void 0?a:1,b||0,c||0,d||0,e||0,f!==void 0?f:1,g||0,j||0,k||0,i||0,h!==void 0?h:1,n||0,m||0,o||0,q||0,l!==void 0?l:1)}; THREE.Matrix4.prototype={constructor:THREE.Matrix4,set:function(a,b,c,d,e,f,g,j,k,i,h,n,m,o,q,l){var s=this.elements;s[0]=a;s[4]=b;s[8]=c;s[12]=d;s[1]=e;s[5]=f;s[9]=g;s[13]=j;s[2]=k;s[6]=i;s[10]=h;s[14]=n;s[3]=m;s[7]=o;s[11]=q;s[15]=l;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(a){a=a.elements;this.set(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15]);return this},lookAt:function(a,b,c){var d=this.elements, e=THREE.Matrix4.__v1,f=THREE.Matrix4.__v2,g=THREE.Matrix4.__v3;g.sub(a,b).normalize();if(g.length()===0)g.z=1;e.cross(c,g).normalize();if(e.length()===0){g.x=g.x+1.0E-4;e.cross(c,g).normalize()}f.cross(g,e);d[0]=e.x;d[4]=f.x;d[8]=g.x;d[1]=e.y;d[5]=f.y;d[9]=g.y;d[2]=e.z;d[6]=f.z;d[10]=g.z;return this},multiply:function(a,b){var c=a.elements,d=b.elements,e=this.elements,f=c[0],g=c[4],j=c[8],k=c[12],i=c[1],h=c[5],n=c[9],m=c[13],o=c[2],q=c[6],l=c[10],s=c[14],w=c[3],r=c[7],A=c[11],c=c[15],u=d[0],t=d[4], B=d[8],x=d[12],D=d[1],z=d[5],C=d[9],F=d[13],E=d[2],L=d[6],H=d[10],v=d[14],I=d[3],J=d[7],K=d[11],d=d[15];e[0]=f*u+g*D+j*E+k*I;e[4]=f*t+g*z+j*L+k*J;e[8]=f*B+g*C+j*H+k*K;e[12]=f*x+g*F+j*v+k*d;e[1]=i*u+h*D+n*E+m*I;e[5]=i*t+h*z+n*L+m*J;e[9]=i*B+h*C+n*H+m*K;e[13]=i*x+h*F+n*v+m*d;e[2]=o*u+q*D+l*E+s*I;e[6]=o*t+q*z+l*L+s*J;e[10]=o*B+q*C+l*H+s*K;e[14]=o*x+q*F+l*v+s*d;e[3]=w*u+r*D+A*E+c*I;e[7]=w*t+r*z+A*L+c*J;e[11]=w*B+r*C+A*H+c*K;e[15]=w*x+r*F+A*v+c*d;return this},multiplySelf:function(a){return this.multiply(this, a)},multiplyToArray:function(a,b,c){var d=this.elements;this.multiply(a,b);c[0]=d[0];c[1]=d[1];c[2]=d[2];c[3]=d[3];c[4]=d[4];c[5]=d[5];c[6]=d[6];c[7]=d[7];c[8]=d[8];c[9]=d[9];c[10]=d[10];c[11]=d[11];c[12]=d[12];c[13]=d[13];c[14]=d[14];c[15]=d[15];return this},multiplyScalar:function(a){var b=this.elements;b[0]=b[0]*a;b[4]=b[4]*a;b[8]=b[8]*a;b[12]=b[12]*a;b[1]=b[1]*a;b[5]=b[5]*a;b[9]=b[9]*a;b[13]=b[13]*a;b[2]=b[2]*a;b[6]=b[6]*a;b[10]=b[10]*a;b[14]=b[14]*a;b[3]=b[3]*a;b[7]=b[7]*a;b[11]=b[11]*a;b[15]= b[15]*a;return this},multiplyVector3:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=1/(b[3]*c+b[7]*d+b[11]*e+b[15]);a.x=(b[0]*c+b[4]*d+b[8]*e+b[12])*f;a.y=(b[1]*c+b[5]*d+b[9]*e+b[13])*f;a.z=(b[2]*c+b[6]*d+b[10]*e+b[14])*f;return a},multiplyVector4:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=a.w;a.x=b[0]*c+b[4]*d+b[8]*e+b[12]*f;a.y=b[1]*c+b[5]*d+b[9]*e+b[13]*f;a.z=b[2]*c+b[6]*d+b[10]*e+b[14]*f;a.w=b[3]*c+b[7]*d+b[11]*e+b[15]*f;return a},rotateAxis:function(a){var b=this.elements,c=a.x, d=a.y,e=a.z;a.x=c*b[0]+d*b[4]+e*b[8];a.y=c*b[1]+d*b[5]+e*b[9];a.z=c*b[2]+d*b[6]+e*b[10];a.normalize();return a},crossVector:function(a){var b=this.elements,c=new THREE.Vector4;c.x=b[0]*a.x+b[4]*a.y+b[8]*a.z+b[12]*a.w;c.y=b[1]*a.x+b[5]*a.y+b[9]*a.z+b[13]*a.w;c.z=b[2]*a.x+b[6]*a.y+b[10]*a.z+b[14]*a.w;c.w=a.w?b[3]*a.x+b[7]*a.y+b[11]*a.z+b[15]*a.w:1;return c},determinant:function(){var a=this.elements,b=a[0],c=a[4],d=a[8],e=a[12],f=a[1],g=a[5],j=a[9],k=a[13],i=a[2],h=a[6],n=a[10],m=a[14],o=a[3],q=a[7], l=a[11],a=a[15];return e*j*h*o-d*k*h*o-e*g*n*o+c*k*n*o+d*g*m*o-c*j*m*o-e*j*i*q+d*k*i*q+e*f*n*q-b*k*n*q-d*f*m*q+b*j*m*q+e*g*i*l-c*k*i*l-e*f*h*l+b*k*h*l+c*f*m*l-b*g*m*l-d*g*i*a+c*j*i*a+d*f*h*a-b*j*h*a-c*f*n*a+b*g*n*a},transpose:function(){var a=this.elements,b;b=a[1];a[1]=a[4];a[4]=b;b=a[2];a[2]=a[8];a[8]=b;b=a[6];a[6]=a[9];a[9]=b;b=a[3];a[3]=a[12];a[12]=b;b=a[7];a[7]=a[13];a[13]=b;b=a[11];a[11]=a[14];a[14]=b;return this},flattenToArray:function(a){var b=this.elements;a[0]=b[0];a[1]=b[1];a[2]=b[2]; a[3]=b[3];a[4]=b[4];a[5]=b[5];a[6]=b[6];a[7]=b[7];a[8]=b[8];a[9]=b[9];a[10]=b[10];a[11]=b[11];a[12]=b[12];a[13]=b[13];a[14]=b[14];a[15]=b[15];return a},flattenToArrayOffset:function(a,b){var c=this.elements;a[b]=c[0];a[b+1]=c[1];a[b+2]=c[2];a[b+3]=c[3];a[b+4]=c[4];a[b+5]=c[5];a[b+6]=c[6];a[b+7]=c[7];a[b+8]=c[8];a[b+9]=c[9];a[b+10]=c[10];a[b+11]=c[11];a[b+12]=c[12];a[b+13]=c[13];a[b+14]=c[14];a[b+15]=c[15];return a},getPosition:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[12],a[13], a[14])},setPosition:function(a){var b=this.elements;b[12]=a.x;b[13]=a.y;b[14]=a.z;return this},getColumnX:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[0],a[1],a[2])},getColumnY:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[4],a[5],a[6])},getColumnZ:function(){var a=this.elements;return THREE.Matrix4.__v1.set(a[8],a[9],a[10])},getInverse:function(a){var b=this.elements,c=a.elements,d=c[0],e=c[4],f=c[8],g=c[12],j=c[1],k=c[5],i=c[9],h=c[13],n=c[2],m=c[6],o=c[10],q= c[14],l=c[3],s=c[7],w=c[11],c=c[15];b[0]=i*q*s-h*o*s+h*m*w-k*q*w-i*m*c+k*o*c;b[4]=g*o*s-f*q*s-g*m*w+e*q*w+f*m*c-e*o*c;b[8]=f*h*s-g*i*s+g*k*w-e*h*w-f*k*c+e*i*c;b[12]=g*i*m-f*h*m-g*k*o+e*h*o+f*k*q-e*i*q;b[1]=h*o*l-i*q*l-h*n*w+j*q*w+i*n*c-j*o*c;b[5]=f*q*l-g*o*l+g*n*w-d*q*w-f*n*c+d*o*c;b[9]=g*i*l-f*h*l-g*j*w+d*h*w+f*j*c-d*i*c;b[13]=f*h*n-g*i*n+g*j*o-d*h*o-f*j*q+d*i*q;b[2]=k*q*l-h*m*l+h*n*s-j*q*s-k*n*c+j*m*c;b[6]=g*m*l-e*q*l-g*n*s+d*q*s+e*n*c-d*m*c;b[10]=e*h*l-g*k*l+g*j*s-d*h*s-e*j*c+d*k*c;b[14]=g*k*n- e*h*n-g*j*m+d*h*m+e*j*q-d*k*q;b[3]=i*m*l-k*o*l-i*n*s+j*o*s+k*n*w-j*m*w;b[7]=e*o*l-f*m*l+f*n*s-d*o*s-e*n*w+d*m*w;b[11]=f*k*l-e*i*l-f*j*s+d*i*s+e*j*w-d*k*w;b[15]=e*i*n-f*k*n+f*j*m-d*i*m-e*j*o+d*k*o;this.multiplyScalar(1/a.determinant());return this},setRotationFromEuler:function(a,b){var c=this.elements,d=a.x,e=a.y,f=a.z,g=Math.cos(d),d=Math.sin(d),j=Math.cos(e),e=Math.sin(e),k=Math.cos(f),f=Math.sin(f);switch(b){case "YXZ":var i=j*k,h=j*f,n=e*k,m=e*f;c[0]=i+m*d;c[4]=n*d-h;c[8]=g*e;c[1]=g*f;c[5]=g* k;c[9]=-d;c[2]=h*d-n;c[6]=m+i*d;c[10]=g*j;break;case "ZXY":i=j*k;h=j*f;n=e*k;m=e*f;c[0]=i-m*d;c[4]=-g*f;c[8]=n+h*d;c[1]=h+n*d;c[5]=g*k;c[9]=m-i*d;c[2]=-g*e;c[6]=d;c[10]=g*j;break;case "ZYX":i=g*k;h=g*f;n=d*k;m=d*f;c[0]=j*k;c[4]=n*e-h;c[8]=i*e+m;c[1]=j*f;c[5]=m*e+i;c[9]=h*e-n;c[2]=-e;c[6]=d*j;c[10]=g*j;break;case "YZX":i=g*j;h=g*e;n=d*j;m=d*e;c[0]=j*k;c[4]=m-i*f;c[8]=n*f+h;c[1]=f;c[5]=g*k;c[9]=-d*k;c[2]=-e*k;c[6]=h*f+n;c[10]=i-m*f;break;case "XZY":i=g*j;h=g*e;n=d*j;m=d*e;c[0]=j*k;c[4]=-f;c[8]=e*k; c[1]=i*f+m;c[5]=g*k;c[9]=h*f-n;c[2]=n*f-h;c[6]=d*k;c[10]=m*f+i;break;default:i=g*k;h=g*f;n=d*k;m=d*f;c[0]=j*k;c[4]=-j*f;c[8]=e;c[1]=h+n*e;c[5]=i-m*e;c[9]=-d*j;c[2]=m-i*e;c[6]=n+h*e;c[10]=g*j}return this},setRotationFromQuaternion:function(a){var b=this.elements,c=a.x,d=a.y,e=a.z,f=a.w,g=c+c,j=d+d,k=e+e,a=c*g,i=c*j,c=c*k,h=d*j,d=d*k,e=e*k,g=f*g,j=f*j,f=f*k;b[0]=1-(h+e);b[4]=i-f;b[8]=c+j;b[1]=i+f;b[5]=1-(a+e);b[9]=d-g;b[2]=c-j;b[6]=d+g;b[10]=1-(a+h);return this},compose:function(a,b,c){var d=this.elements, e=THREE.Matrix4.__m1,f=THREE.Matrix4.__m2;e.identity();e.setRotationFromQuaternion(b);f.makeScale(c.x,c.y,c.z);this.multiply(e,f);d[12]=a.x;d[13]=a.y;d[14]=a.z;return this},decompose:function(a,b,c){var d=this.elements,e=THREE.Matrix4.__v1,f=THREE.Matrix4.__v2,g=THREE.Matrix4.__v3;e.set(d[0],d[1],d[2]);f.set(d[4],d[5],d[6]);g.set(d[8],d[9],d[10]);a=a instanceof THREE.Vector3?a:new THREE.Vector3;b=b instanceof THREE.Quaternion?b:new THREE.Quaternion;c=c instanceof THREE.Vector3?c:new THREE.Vector3; c.x=e.length();c.y=f.length();c.z=g.length();a.x=d[12];a.y=d[13];a.z=d[14];d=THREE.Matrix4.__m1;d.copy(this);d.elements[0]=d.elements[0]/c.x;d.elements[1]=d.elements[1]/c.x;d.elements[2]=d.elements[2]/c.x;d.elements[4]=d.elements[4]/c.y;d.elements[5]=d.elements[5]/c.y;d.elements[6]=d.elements[6]/c.y;d.elements[8]=d.elements[8]/c.z;d.elements[9]=d.elements[9]/c.z;d.elements[10]=d.elements[10]/c.z;b.setFromRotationMatrix(d);return[a,b,c]},extractPosition:function(a){var b=this.elements,a=a.elements; b[12]=a[12];b[13]=a[13];b[14]=a[14];return this},extractRotation:function(a){var b=this.elements,a=a.elements,c=THREE.Matrix4.__v1,d=1/c.set(a[0],a[1],a[2]).length(),e=1/c.set(a[4],a[5],a[6]).length(),c=1/c.set(a[8],a[9],a[10]).length();b[0]=a[0]*d;b[1]=a[1]*d;b[2]=a[2]*d;b[4]=a[4]*e;b[5]=a[5]*e;b[6]=a[6]*e;b[8]=a[8]*c;b[9]=a[9]*c;b[10]=a[10]*c;return this},translate:function(a){var b=this.elements,c=a.x,d=a.y,a=a.z;b[12]=b[0]*c+b[4]*d+b[8]*a+b[12];b[13]=b[1]*c+b[5]*d+b[9]*a+b[13];b[14]=b[2]*c+b[6]* d+b[10]*a+b[14];b[15]=b[3]*c+b[7]*d+b[11]*a+b[15];return this},rotateX:function(a){var b=this.elements,c=b[4],d=b[5],e=b[6],f=b[7],g=b[8],j=b[9],k=b[10],i=b[11],h=Math.cos(a),a=Math.sin(a);b[4]=h*c+a*g;b[5]=h*d+a*j;b[6]=h*e+a*k;b[7]=h*f+a*i;b[8]=h*g-a*c;b[9]=h*j-a*d;b[10]=h*k-a*e;b[11]=h*i-a*f;return this},rotateY:function(a){var b=this.elements,c=b[0],d=b[1],e=b[2],f=b[3],g=b[8],j=b[9],k=b[10],i=b[11],h=Math.cos(a),a=Math.sin(a);b[0]=h*c-a*g;b[1]=h*d-a*j;b[2]=h*e-a*k;b[3]=h*f-a*i;b[8]=h*g+a*c;b[9]= h*j+a*d;b[10]=h*k+a*e;b[11]=h*i+a*f;return this},rotateZ:function(a){var b=this.elements,c=b[0],d=b[1],e=b[2],f=b[3],g=b[4],j=b[5],k=b[6],i=b[7],h=Math.cos(a),a=Math.sin(a);b[0]=h*c+a*g;b[1]=h*d+a*j;b[2]=h*e+a*k;b[3]=h*f+a*i;b[4]=h*g-a*c;b[5]=h*j-a*d;b[6]=h*k-a*e;b[7]=h*i-a*f;return this},rotateByAxis:function(a,b){var c=this.elements;if(a.x===1&&a.y===0&&a.z===0)return this.rotateX(b);if(a.x===0&&a.y===1&&a.z===0)return this.rotateY(b);if(a.x===0&&a.y===0&&a.z===1)return this.rotateZ(b);var d=a.x, e=a.y,f=a.z,g=Math.sqrt(d*d+e*e+f*f),d=d/g,e=e/g,f=f/g,g=d*d,j=e*e,k=f*f,i=Math.cos(b),h=Math.sin(b),n=1-i,m=d*e*n,o=d*f*n,n=e*f*n,d=d*h,q=e*h,h=f*h,f=g+(1-g)*i,g=m+h,e=o-q,m=m-h,j=j+(1-j)*i,h=n+d,o=o+q,n=n-d,k=k+(1-k)*i,i=c[0],d=c[1],q=c[2],l=c[3],s=c[4],w=c[5],r=c[6],A=c[7],u=c[8],t=c[9],B=c[10],x=c[11];c[0]=f*i+g*s+e*u;c[1]=f*d+g*w+e*t;c[2]=f*q+g*r+e*B;c[3]=f*l+g*A+e*x;c[4]=m*i+j*s+h*u;c[5]=m*d+j*w+h*t;c[6]=m*q+j*r+h*B;c[7]=m*l+j*A+h*x;c[8]=o*i+n*s+k*u;c[9]=o*d+n*w+k*t;c[10]=o*q+n*r+k*B;c[11]= o*l+n*A+k*x;return this},scale:function(a){var b=this.elements,c=a.x,d=a.y,a=a.z;b[0]=b[0]*c;b[4]=b[4]*d;b[8]=b[8]*a;b[1]=b[1]*c;b[5]=b[5]*d;b[9]=b[9]*a;b[2]=b[2]*c;b[6]=b[6]*d;b[10]=b[10]*a;b[3]=b[3]*c;b[7]=b[7]*d;b[11]=b[11]*a;return this},getMaxScaleOnAxis:function(){var a=this.elements;return Math.sqrt(Math.max(a[0]*a[0]+a[1]*a[1]+a[2]*a[2],Math.max(a[4]*a[4]+a[5]*a[5]+a[6]*a[6],a[8]*a[8]+a[9]*a[9]+a[10]*a[10])))},makeTranslation:function(a,b,c){this.set(1,0,0,a,0,1,0,b,0,0,1,c,0,0,0,1);return this}, makeRotationX:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(1,0,0,0,0,b,-a,0,0,a,b,0,0,0,0,1);return this},makeRotationY:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(b,0,a,0,0,1,0,0,-a,0,b,0,0,0,0,1);return this},makeRotationZ:function(a){var b=Math.cos(a),a=Math.sin(a);this.set(b,-a,0,0,a,b,0,0,0,0,1,0,0,0,0,1);return this},makeRotationAxis:function(a,b){var c=Math.cos(b),d=Math.sin(b),e=1-c,f=a.x,g=a.y,j=a.z,k=e*f,i=e*g;this.set(k*f+c,k*g-d*j,k*j+d*g,0,k*g+d*j,i*g+c,i*j-d*f,0,k*j- d*g,i*j+d*f,e*j*j+c,0,0,0,0,1);return this},makeScale:function(a,b,c){this.set(a,0,0,0,0,b,0,0,0,0,c,0,0,0,0,1);return this},makeFrustum:function(a,b,c,d,e,f){var g=this.elements;g[0]=2*e/(b-a);g[4]=0;g[8]=(b+a)/(b-a);g[12]=0;g[1]=0;g[5]=2*e/(d-c);g[9]=(d+c)/(d-c);g[13]=0;g[2]=0;g[6]=0;g[10]=-(f+e)/(f-e);g[14]=-2*f*e/(f-e);g[3]=0;g[7]=0;g[11]=-1;g[15]=0;return this},makePerspective:function(a,b,c,d){var a=c*Math.tan(a*Math.PI/360),e=-a;return this.makeFrustum(e*b,a*b,e,a,c,d)},makeOrthographic:function(a, b,c,d,e,f){var g=this.elements,j=b-a,k=c-d,i=f-e;g[0]=2/j;g[4]=0;g[8]=0;g[12]=-((b+a)/j);g[1]=0;g[5]=2/k;g[9]=0;g[13]=-((c+d)/k);g[2]=0;g[6]=0;g[10]=-2/i;g[14]=-((f+e)/i);g[3]=0;g[7]=0;g[11]=0;g[15]=1;return this},clone:function(){var a=this.elements;return new THREE.Matrix4(a[0],a[4],a[8],a[12],a[1],a[5],a[9],a[13],a[2],a[6],a[10],a[14],a[3],a[7],a[11],a[15])}};THREE.Matrix4.__v1=new THREE.Vector3;THREE.Matrix4.__v2=new THREE.Vector3;THREE.Matrix4.__v3=new THREE.Vector3;THREE.Matrix4.__m1=new THREE.Matrix4; THREE.Matrix4.__m2=new THREE.Matrix4; THREE.Object3D=function(){this.id=THREE.Object3DCount++;this.name="";this.parent=void 0;this.children=[];this.up=new THREE.Vector3(0,1,0);this.position=new THREE.Vector3;this.rotation=new THREE.Vector3;this.eulerOrder="XYZ";this.scale=new THREE.Vector3(1,1,1);this.flipSided=this.doubleSided=false;this.renderDepth=null;this.rotationAutoUpdate=true;this.matrix=new THREE.Matrix4;this.matrixWorld=new THREE.Matrix4;this.matrixRotationWorld=new THREE.Matrix4;this.matrixWorldNeedsUpdate=this.matrixAutoUpdate= true;this.quaternion=new THREE.Quaternion;this.useQuaternion=false;this.boundRadius=0;this.boundRadiusScale=1;this.visible=true;this.receiveShadow=this.castShadow=false;this.frustumCulled=true;this._vector=new THREE.Vector3}; THREE.Object3D.prototype={constructor:THREE.Object3D,applyMatrix:function(a){this.matrix.multiply(a,this.matrix);this.scale.getScaleFromMatrix(this.matrix);this.rotation.getRotationFromMatrix(this.matrix,this.scale);this.position.getPositionFromMatrix(this.matrix)},translate:function(a,b){this.matrix.rotateAxis(b);this.position.addSelf(b.multiplyScalar(a))},translateX:function(a){this.translate(a,this._vector.set(1,0,0))},translateY:function(a){this.translate(a,this._vector.set(0,1,0))},translateZ:function(a){this.translate(a, this._vector.set(0,0,1))},lookAt:function(a){this.matrix.lookAt(a,this.position,this.up);this.rotationAutoUpdate&&this.rotation.getRotationFromMatrix(this.matrix)},add:function(a){if(a===this)console.warn("THREE.Object3D.add: An object can't be added as a child of itself.");else if(a instanceof THREE.Object3D){a.parent!==void 0&&a.parent.remove(a);a.parent=this;this.children.push(a);for(var b=this;b.parent!==void 0;)b=b.parent;b!==void 0&&b instanceof THREE.Scene&&b.__addObject(a)}},remove:function(a){var b= this.children.indexOf(a);if(b!==-1){a.parent=void 0;this.children.splice(b,1);for(b=this;b.parent!==void 0;)b=b.parent;b!==void 0&&b instanceof THREE.Scene&&b.__removeObject(a)}},getChildByName:function(a,b){var c,d,e;c=0;for(d=this.children.length;c=0&&e>=0&&g>=0&&h>=0)return true;if(f<0&&e<0||g<0&&h<0)return false;f<0?c=Math.max(c,f/(f-e)):e<0&&(d=Math.min(d,f/(f-e)));g<0?c=Math.max(c,g/(g-h)):h<0&&(d=Math.min(d,g/(g-h)));if(dg&&j.positionScreen.z0)){N=i[k-2];F.copy(G.positionScreen);E.copy(N.positionScreen);if(d(F,E)){F.multiplyScalar(1/F.w);E.multiplyScalar(1/E.w);V=w[s]=w[s]||new THREE.RenderableLine;s++;l=V;l.v1.positionScreen.copy(F);l.v2.positionScreen.copy(E);l.z=Math.max(F.z,E.z);l.material=M.material;t.elements.push(l)}}}}}a= 0;for(R=t.sprites.length;a0&&x.z<1){g=u[A]=u[A]||new THREE.RenderableParticle;A++;r=g;r.x=x.x/x.w;r.y=x.y/x.w;r.z=x.z;r.rotation=M.rotation.z;r.scale.x=M.scale.x*Math.abs(r.x-(x.x+f.projectionMatrix.elements[0])/(x.w+f.projectionMatrix.elements[12]));r.scale.y=M.scale.y*Math.abs(r.y-(x.y+f.projectionMatrix.elements[5])/(x.w+f.projectionMatrix.elements[13])); r.material=M.material;t.elements.push(r)}}}e&&t.elements.sort(c);return t}};THREE.Quaternion=function(a,b,c,d){this.x=a||0;this.y=b||0;this.z=c||0;this.w=d!==void 0?d:1}; THREE.Quaternion.prototype={constructor:THREE.Quaternion,set:function(a,b,c,d){this.x=a;this.y=b;this.z=c;this.w=d;return this},copy:function(a){this.x=a.x;this.y=a.y;this.z=a.z;this.w=a.w;return this},setFromEuler:function(a){var b=Math.PI/360,c=a.x*b,d=a.y*b,e=a.z*b,a=Math.cos(d),d=Math.sin(d),b=Math.cos(-e),e=Math.sin(-e),f=Math.cos(c),c=Math.sin(c),g=a*b,j=d*e;this.w=g*f-j*c;this.x=g*c+j*f;this.y=d*b*f+a*e*c;this.z=a*e*f-d*b*c;return this},setFromAxisAngle:function(a,b){var c=b/2,d=Math.sin(c); this.x=a.x*d;this.y=a.y*d;this.z=a.z*d;this.w=Math.cos(c);return this},setFromRotationMatrix:function(a){var b=Math.pow(a.determinant(),1/3);this.w=Math.sqrt(Math.max(0,b+a.elements[0]+a.elements[5]+a.elements[10]))/2;this.x=Math.sqrt(Math.max(0,b+a.elements[0]-a.elements[5]-a.elements[10]))/2;this.y=Math.sqrt(Math.max(0,b-a.elements[0]+a.elements[5]-a.elements[10]))/2;this.z=Math.sqrt(Math.max(0,b-a.elements[0]-a.elements[5]+a.elements[10]))/2;this.x=a.elements[6]-a.elements[9]<0?-Math.abs(this.x): Math.abs(this.x);this.y=a.elements[8]-a.elements[2]<0?-Math.abs(this.y):Math.abs(this.y);this.z=a.elements[1]-a.elements[4]<0?-Math.abs(this.z):Math.abs(this.z);this.normalize();return this},calculateW:function(){this.w=-Math.sqrt(Math.abs(1-this.x*this.x-this.y*this.y-this.z*this.z));return this},inverse:function(){this.x=this.x*-1;this.y=this.y*-1;this.z=this.z*-1;return this},length:function(){return Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w)},normalize:function(){var a= Math.sqrt(this.x*this.x+this.y*this.y+this.z*this.z+this.w*this.w);if(a===0)this.w=this.z=this.y=this.x=0;else{a=1/a;this.x=this.x*a;this.y=this.y*a;this.z=this.z*a;this.w=this.w*a}return this},multiply:function(a,b){this.x=a.x*b.w+a.y*b.z-a.z*b.y+a.w*b.x;this.y=-a.x*b.z+a.y*b.w+a.z*b.x+a.w*b.y;this.z=a.x*b.y-a.y*b.x+a.z*b.w+a.w*b.z;this.w=-a.x*b.x-a.y*b.y-a.z*b.z+a.w*b.w;return this},multiplySelf:function(a){var b=this.x,c=this.y,d=this.z,e=this.w,f=a.x,g=a.y,j=a.z,a=a.w;this.x=b*a+e*f+c*j-d*g;this.y= c*a+e*g+d*f-b*j;this.z=d*a+e*j+b*g-c*f;this.w=e*a-b*f-c*g-d*j;return this},multiplyVector3:function(a,b){b||(b=a);var c=a.x,d=a.y,e=a.z,f=this.x,g=this.y,j=this.z,k=this.w,i=k*c+g*e-j*d,h=k*d+j*c-f*e,n=k*e+f*d-g*c,c=-f*c-g*d-j*e;b.x=i*k+c*-f+h*-j-n*-g;b.y=h*k+c*-g+n*-f-i*-j;b.z=n*k+c*-j+i*-g-h*-f;return b},clone:function(){return new THREE.Quaternion(this.x,this.y,this.z,this.w)}}; THREE.Quaternion.slerp=function(a,b,c,d){var e=a.w*b.w+a.x*b.x+a.y*b.y+a.z*b.z;if(e<0){c.w=-b.w;c.x=-b.x;c.y=-b.y;c.z=-b.z;e=-e}else c.copy(b);if(Math.abs(e)>=1){c.w=a.w;c.x=a.x;c.y=a.y;c.z=a.z;return c}var f=Math.acos(e),e=Math.sqrt(1-e*e);if(Math.abs(e)<0.001){c.w=0.5*(a.w+b.w);c.x=0.5*(a.x+b.x);c.y=0.5*(a.y+b.y);c.z=0.5*(a.z+b.z);return c}b=Math.sin((1-d)*f)/e;d=Math.sin(d*f)/e;c.w=a.w*b+c.w*d;c.x=a.x*b+c.x*d;c.y=a.y*b+c.y*d;c.z=a.z*b+c.z*d;return c};THREE.Vertex=function(){console.warn("THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.")}; THREE.Face3=function(a,b,c,d,e,f){this.a=a;this.b=b;this.c=c;this.normal=d instanceof THREE.Vector3?d:new THREE.Vector3;this.vertexNormals=d instanceof Array?d:[];this.color=e instanceof THREE.Color?e:new THREE.Color;this.vertexColors=e instanceof Array?e:[];this.vertexTangents=[];this.materialIndex=f;this.centroid=new THREE.Vector3}; THREE.Face3.prototype={constructor:THREE.Face3,clone:function(){var a=new THREE.Face3(this.a,this.b,this.c);a.normal.copy(this.normal);a.color.copy(this.color);a.centroid.copy(this.centroid);a.materialIndex=this.materialIndex;var b,c;b=0;for(c=this.vertexNormals.length;b0){var a;a=this.vertices[0];this.boundingBox.min.copy(a);this.boundingBox.max.copy(a);for(var b=this.boundingBox.min,c=this.boundingBox.max,d=1,e=this.vertices.length;dc.x)c.x= a.x;if(a.yc.y)c.y=a.y;if(a.zc.z)c.z=a.z}}else{this.boundingBox.min.set(0,0,0);this.boundingBox.max.set(0,0,0)}},computeBoundingSphere:function(){if(!this.boundingSphere)this.boundingSphere={radius:0};for(var a,b=0,c=0,d=this.vertices.length;cb&&(b=a)}this.boundingSphere.radius=b},mergeVertices:function(){var a={},b=[],c=[],d,e=Math.pow(10,4),f,g,j;f=0;for(g=this.vertices.length;f0;a--)if(d.indexOf(e["abcd"[a]])!=a){d.splice(a,1);this.faces[f]=new THREE.Face3(d[0],d[1],d[2]);e=0;for(d=this.faceVertexUvs.length;e1&&(E=new THREE.MeshFaceMaterial); a=new THREE.Mesh(F,E);a.name=m;if(r){a.matrixAutoUpdate=false;a.matrix.set(r[0],r[1],r[2],r[3],r[4],r[5],r[6],r[7],r[8],r[9],r[10],r[11],r[12],r[13],r[14],r[15])}else{a.position.set(t[0],t[1],t[2]);if(x){a.quaternion.set(x[0],x[1],x[2],x[3]);a.useQuaternion=true}else a.rotation.set(B[0],B[1],B[2]);a.scale.set(D[0],D[1],D[2])}a.visible=w.visible;a.doubleSided=w.doubleSided;a.castShadow=w.castShadow;a.receiveShadow=w.receiveShadow;p.scene.add(a);p.objects[m]=a}}else{t=w.position;B=w.rotation;x=w.quaternion; D=w.scale;x=0;a=new THREE.Object3D;a.name=m;a.position.set(t[0],t[1],t[2]);if(x){a.quaternion.set(x[0],x[1],x[2],x[3]);a.useQuaternion=true}else a.rotation.set(B[0],B[1],B[2]);a.scale.set(D[0],D[1],D[2]);a.visible=w.visible!==void 0?w.visible:false;p.scene.add(a);p.objects[m]=a;p.empties[m]=a}}}function f(a){return function(b){p.geometries[a]=b;e();J=J-1;k.onLoadComplete();j()}}function g(a){return function(b){p.geometries[a]=b}}function j(){k.callbackProgress({totalModels:R,totalTextures:y,loadedModels:R- J,loadedTextures:y-K},p);k.onLoadProgress();J==0&&K==0&&b(p)}var k=this,i=THREE.Loader.prototype.extractUrlBase(c),h,n,m,o,q,l,s,w,r,A,u,t,B,x,D,z,C,F,E,L,H,v,I,J,K,R,y,p;v=a;c=new THREE.BinaryLoader;I=new THREE.JSONLoader;K=J=0;p={scene:new THREE.Scene,geometries:{},materials:{},textures:{},objects:{},cameras:{},lights:{},fogs:{},empties:{}};if(v.transform){a=v.transform.position;A=v.transform.rotation;z=v.transform.scale;a&&p.scene.position.set(a[0],a[1],a[2]);A&&p.scene.rotation.set(A[0],A[1], A[2]);z&&p.scene.scale.set(z[0],z[1],z[2]);if(a||A||z){p.scene.updateMatrix();p.scene.updateMatrixWorld()}}a=function(){K=K-1;j();k.onLoadComplete()};for(q in v.cameras){z=v.cameras[q];z.type=="perspective"?L=new THREE.PerspectiveCamera(z.fov,z.aspect,z.near,z.far):z.type=="ortho"&&(L=new THREE.OrthographicCamera(z.left,z.right,z.top,z.bottom,z.near,z.far));t=z.position;A=z.target;z=z.up;L.position.set(t[0],t[1],t[2]);L.target=new THREE.Vector3(A[0],A[1],A[2]);z&&L.up.set(z[0],z[1],z[2]);p.cameras[q]= L}for(o in v.lights){A=v.lights[o];q=A.color!==void 0?A.color:16777215;L=A.intensity!==void 0?A.intensity:1;if(A.type=="directional"){t=A.direction;u=new THREE.DirectionalLight(q,L);u.position.set(t[0],t[1],t[2]);u.position.normalize()}else if(A.type=="point"){t=A.position;u=A.distance;u=new THREE.PointLight(q,L,u);u.position.set(t[0],t[1],t[2])}else A.type=="ambient"&&(u=new THREE.AmbientLight(q));p.scene.add(u);p.lights[o]=u}for(l in v.fogs){o=v.fogs[l];o.type=="linear"?H=new THREE.Fog(0,o.near, o.far):o.type=="exp2"&&(H=new THREE.FogExp2(0,o.density));z=o.color;H.color.setRGB(z[0],z[1],z[2]);p.fogs[l]=H}if(p.cameras&&v.defaults.camera)p.currentCamera=p.cameras[v.defaults.camera];if(p.fogs&&v.defaults.fog)p.scene.fog=p.fogs[v.defaults.fog];z=v.defaults.bgcolor;p.bgColor=new THREE.Color;p.bgColor.setRGB(z[0],z[1],z[2]);p.bgColorAlpha=v.defaults.bgalpha;for(h in v.geometries){l=v.geometries[h];if(l.type=="bin_mesh"||l.type=="ascii_mesh"){J=J+1;k.onLoadStart()}}R=J;for(h in v.geometries){l= v.geometries[h];if(l.type=="cube"){F=new THREE.CubeGeometry(l.width,l.height,l.depth,l.segmentsWidth,l.segmentsHeight,l.segmentsDepth,null,l.flipped,l.sides);p.geometries[h]=F}else if(l.type=="plane"){F=new THREE.PlaneGeometry(l.width,l.height,l.segmentsWidth,l.segmentsHeight);p.geometries[h]=F}else if(l.type=="sphere"){F=new THREE.SphereGeometry(l.radius,l.segmentsWidth,l.segmentsHeight);p.geometries[h]=F}else if(l.type=="cylinder"){F=new THREE.CylinderGeometry(l.topRad,l.botRad,l.height,l.radSegs, l.heightSegs);p.geometries[h]=F}else if(l.type=="torus"){F=new THREE.TorusGeometry(l.radius,l.tube,l.segmentsR,l.segmentsT);p.geometries[h]=F}else if(l.type=="icosahedron"){F=new THREE.IcosahedronGeometry(l.radius,l.subdivisions);p.geometries[h]=F}else if(l.type=="bin_mesh")c.load(d(l.url,v.urlBaseType),f(h));else if(l.type=="ascii_mesh")I.load(d(l.url,v.urlBaseType),f(h));else if(l.type=="embedded_mesh"){l=v.embeds[l.id];l.metadata=v.metadata;l&&I.createModel(l,g(h),"")}}for(s in v.textures){h=v.textures[s]; if(h.url instanceof Array){K=K+h.url.length;for(l=0;l1?1:a}console.log("THREE.SVGRenderer",THREE.REVISION);var d=this,e,f,g,j=new THREE.Projector,k=document.createElementNS("http://www.w3.org/2000/svg","svg"),i,h,n,m,o,q,l,s,w=new THREE.Rectangle,r=new THREE.Rectangle,A=false,u=new THREE.Color,t=new THREE.Color,B=new THREE.Color,x=new THREE.Color, D,z=new THREE.Vector3,C=[],F=[],E,L,H,v=1;this.domElement=k;this.sortElements=this.sortObjects=this.autoClear=true;this.info={render:{vertices:0,faces:0}};this.setQuality=function(a){switch(a){case "high":v=1;break;case "low":v=0}};this.setSize=function(a,b){i=a;h=b;n=i/2;m=h/2;k.setAttribute("viewBox",-n+" "+-m+" "+i+" "+h);k.setAttribute("width",i);k.setAttribute("height",h);w.set(-n,-m,n,m)};this.clear=function(){for(;k.childNodes.length>0;)k.removeChild(k.childNodes[0])};this.render=function(h, i){var z,C,y,p;this.autoClear&&this.clear();d.info.render.vertices=0;d.info.render.faces=0;e=j.projectScene(h,i,this.sortElements);f=e.elements;g=e.lights;H=L=0;if(A=g.length>0){t.setRGB(0,0,0);B.setRGB(0,0,0);x.setRGB(0,0,0);z=0;for(C=g.length;z>>>>>> dev