// ThreeWebGL.js r34 - http://github.com/mrdoob/three.js var THREE=THREE||{};THREE.Color=function(a){this.setHex(a)}; THREE.Color.prototype={autoUpdate:!0,setRGB:function(a,b,d){this.r=a;this.g=b;this.b=d;if(this.autoUpdate){this.updateHex();this.updateStyleString()}},setHSV:function(a,b,d){var e,h,m,k,o,n;if(d==0)e=h=m=0;else{k=Math.floor(a*6);o=a*6-k;a=d*(1-b);n=d*(1-b*o);b=d*(1-b*(1-o));switch(k){case 1:e=n;h=d;m=a;break;case 2:e=a;h=d;m=b;break;case 3:e=a;h=n;m=d;break;case 4:e=b;h=a;m=d;break;case 5:e=d;h=a;m=n;break;case 6:case 0:e=d;h=b;m=a}}this.r=e;this.g=h;this.b=m;if(this.autoUpdate){this.updateHex(); this.updateStyleString()}},setHex:function(a){this.hex=~~a&16777215;if(this.autoUpdate){this.updateRGB();this.updateStyleString()}},updateHex:function(){this.hex=~~(this.r*255)<<16^~~(this.g*255)<<8^~~(this.b*255)},updateRGB:function(){this.r=(this.hex>>16&255)/255;this.g=(this.hex>>8&255)/255;this.b=(this.hex&255)/255},updateStyleString:function(){this.__styleString="rgb("+~~(this.r*255)+","+~~(this.g*255)+","+~~(this.b*255)+")"},clone:function(){return new THREE.Color(this.hex)}}; THREE.Vector2=function(a,b){this.set(a||0,b||0)}; THREE.Vector2.prototype={set:function(a,b){this.x=a;this.y=b;return this},copy:function(a){this.set(a.x,a.y);return this},addSelf:function(a){this.set(this.x+a.x,this.y+a.y);return this},add:function(a,b){this.set(a.x+b.x,a.y+b.y);return this},subSelf:function(a){this.set(this.x-a.x,this.y-a.y);return this},sub:function(a,b){this.set(a.x-b.x,a.y-b.y);return this},multiplyScalar:function(a){this.set(this.x*a,this.y*a);return this},negate:function(){this.set(-this.x,-this.y);return this},unit:function(){this.multiplyScalar(1/ this.length());return this},length:function(){return Math.sqrt(this.lengthSq())},lengthSq:function(){return this.x*this.x+this.y*this.y},clone:function(){return new THREE.Vector2(this.x,this.y)}};THREE.Vector3=function(a,b,d){this.set(a||0,b||0,d||0)}; THREE.Vector3.prototype={set:function(a,b,d){this.x=a;this.y=b;this.z=d;return this},copy:function(a){this.set(a.x,a.y,a.z);return this},add:function(a,b){this.set(a.x+b.x,a.y+b.y,a.z+b.z);return this},addSelf:function(a){this.set(this.x+a.x,this.y+a.y,this.z+a.z);return this},addScalar:function(a){this.set(this.x+a,this.y+a,this.z+a);return this},sub:function(a,b){this.set(a.x-b.x,a.y-b.y,a.z-b.z);return this},subSelf:function(a){this.set(this.x-a.x,this.y-a.y,this.z-a.z);return this},cross:function(a, b){this.set(a.y*b.z-a.z*b.y,a.z*b.x-a.x*b.z,a.x*b.y-a.y*b.x);return this},crossSelf:function(a){var b=this.x,d=this.y,e=this.z;this.set(d*a.z-e*a.y,e*a.x-b*a.z,b*a.y-d*a.x);return this},multiply:function(a,b){this.set(a.x*b.x,a.y*b.y,a.z*b.z);return this},multiplySelf:function(a){this.set(this.x*a.x,this.y*a.y,this.z*a.z);return this},multiplyScalar:function(a){this.set(this.x*a,this.y*a,this.z*a);return this},divideSelf:function(a){this.set(this.x/a.x,this.y/a.y,this.z/a.z);return this},divideScalar:function(a){this.set(this.x/ a,this.y/a,this.z/a);return this},negate:function(){this.set(-this.x,-this.y,-this.z);return this},dot:function(a){return this.x*a.x+this.y*a.y+this.z*a.z},distanceTo:function(a){return Math.sqrt(this.distanceToSquared(a))},distanceToSquared:function(a){var b=this.x-a.x,d=this.y-a.y;a=this.z-a.z;return b*b+d*d+a*a},length:function(){return Math.sqrt(this.lengthSq())},lengthSq:function(){return this.x*this.x+this.y*this.y+this.z*this.z},lengthManhattan:function(){return this.x+this.y+this.z},normalize:function(){var a= this.length();a>0?this.multiplyScalar(1/a):this.set(0,0,0);return this},setLength:function(a){return this.normalize().multiplyScalar(a)},isZero:function(){return Math.abs(this.x)<1.0E-4&&Math.abs(this.y)<1.0E-4&&Math.abs(this.z)<1.0E-4},clone:function(){return new THREE.Vector3(this.x,this.y,this.z)}};THREE.Vector4=function(a,b,d,e){this.set(a||0,b||0,d||0,e||1)}; THREE.Vector4.prototype={set:function(a,b,d,e){this.x=a;this.y=b;this.z=d;this.w=e;return this},copy:function(a){this.set(a.x,a.y,a.z,a.w||1);return this},add:function(a,b){this.set(a.x+b.x,a.y+b.y,a.z+b.z,a.w+b.w);return this},addSelf:function(a){this.set(this.x+a.x,this.y+a.y,this.z+a.z,this.w+a.w);return this},sub:function(a,b){this.set(a.x-b.x,a.y-b.y,a.z-b.z,a.w-b.w);return this},subSelf:function(a){this.set(this.x-a.x,this.y-a.y,this.z-a.z,this.w-a.w);return this},multiplyScalar:function(a){this.set(this.x* a,this.y*a,this.z*a,this.w*a);return this},divideScalar:function(a){this.set(this.x/a,this.y/a,this.z/a,this.w/a);return this},lerpSelf:function(a,b){this.set(this.x+(a.x-this.x)*b,this.y+(a.y-this.y)*b,this.z+(a.z-this.z)*b,this.w+(a.w-this.w)*b)},clone:function(){return new THREE.Vector4(this.x,this.y,this.z,this.w)}};THREE.Ray=function(a,b){this.origin=a||new THREE.Vector3;this.direction=b||new THREE.Vector3}; THREE.Ray.prototype={intersectScene:function(a){var b,d,e=a.objects,h=[];a=0;for(b=e.length;a0&&J>0&&N+J<1}var d,e,h,m,k,o,n,t,y,w, C,D=a.geometry,F=D.vertices,G=[];d=0;for(e=D.faces.length;dn?e:n;h=h>t?h:t}a()}; this.add3Points=function(n,t,y,w,C,D){if(o){o=!1;b=ny?n>C?n:C:y>C?y:C;h=t>w?t>D?t:D:w>D?w:D}else{b=ny?n>C?n>e?n:e:C>e?C:e:y>C?y>e?y:e:C>e?C:e;h=t>w?t>D?t>h?t:h:D>h?D:h:w>D?w>h?w:h:D>h?D:h}a()};this.addRectangle=function(n){if(o){o=!1;b=n.getLeft();d=n.getTop();e=n.getRight();h=n.getBottom()}else{b=bn.getRight()? e:n.getRight();h=h>n.getBottom()?h:n.getBottom()}a()};this.inflate=function(n){b-=n;d-=n;e+=n;h+=n;a()};this.minSelf=function(n){b=b>n.getLeft()?b:n.getLeft();d=d>n.getTop()?d:n.getTop();e=e=0&&Math.min(h,n.getBottom())-Math.max(d,n.getTop())>=0};this.empty=function(){o=!0;h=e=d=b=0;a()};this.isEmpty=function(){return o}}; THREE.Matrix3=function(){this.m=[]};THREE.Matrix3.prototype={transpose:function(){var a,b=this.m;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,d,e,h,m,k,o,n,t,y,w,C,D,F,G){this.set(a||1,b||0,d||0,e||0,h||0,m||1,k||0,o||0,n||0,t||0,y||1,w||0,C||0,D||0,F||0,G||1);this.flat=Array(16);this.m33=new THREE.Matrix3}; THREE.Matrix4.prototype={set:function(a,b,d,e,h,m,k,o,n,t,y,w,C,D,F,G){this.n11=a;this.n12=b;this.n13=d;this.n14=e;this.n21=h;this.n22=m;this.n23=k;this.n24=o;this.n31=n;this.n32=t;this.n33=y;this.n34=w;this.n41=C;this.n42=D;this.n43=F;this.n44=G;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){this.set(a.n11,a.n12,a.n13,a.n14,a.n21,a.n22,a.n23,a.n24,a.n31,a.n32,a.n33,a.n34,a.n41,a.n42,a.n43,a.n44);return this},lookAt:function(a,b,d){var e=THREE.Matrix4.__tmpVec1, h=THREE.Matrix4.__tmpVec2,m=THREE.Matrix4.__tmpVec3;m.sub(a,b).normalize();e.cross(d,m).normalize();h.cross(m,e).normalize();this.n11=e.x;this.n12=h.x;this.n13=m.x;this.n14=a.x;this.n21=e.y;this.n22=h.y;this.n23=m.y;this.n24=a.y;this.n31=e.z;this.n32=h.z;this.n33=m.z;this.n34=a.z;return this},multiplyVector3:function(a){var b=a.x,d=a.y,e=a.z,h=1/(this.n41*b+this.n42*d+this.n43*e+this.n44);a.x=(this.n11*b+this.n12*d+this.n13*e+this.n14)*h;a.y=(this.n21*b+this.n22*d+this.n23*e+this.n24)*h;a.z=(this.n31* b+this.n32*d+this.n33*e+this.n34)*h;return a},multiplyVector3OnlyZ:function(a){var b=a.x,d=a.y;a=a.z;return(this.n31*b+this.n32*d+this.n33*a+this.n34)*(1/(this.n41*b+this.n42*d+this.n43*a+this.n44))},multiplyVector4:function(a){var b=a.x,d=a.y,e=a.z,h=a.w;a.x=this.n11*b+this.n12*d+this.n13*e+this.n14*h;a.y=this.n21*b+this.n22*d+this.n23*e+this.n24*h;a.z=this.n31*b+this.n32*d+this.n33*e+this.n34*h;a.w=this.n41*b+this.n42*d+this.n43*e+this.n44*h;return a},crossVector:function(a){var b=new THREE.Vector4; b.x=this.n11*a.x+this.n12*a.y+this.n13*a.z+this.n14*a.w;b.y=this.n21*a.x+this.n22*a.y+this.n23*a.z+this.n24*a.w;b.z=this.n31*a.x+this.n32*a.y+this.n33*a.z+this.n34*a.w;b.w=a.w?this.n41*a.x+this.n42*a.y+this.n43*a.z+this.n44*a.w:1;return b},multiply:function(a,b){var d=a.n11,e=a.n12,h=a.n13,m=a.n14,k=a.n21,o=a.n22,n=a.n23,t=a.n24,y=a.n31,w=a.n32,C=a.n33,D=a.n34,F=a.n41,G=a.n42,J=a.n43,H=a.n44,R=b.n11,P=b.n12,L=b.n13,N=b.n14,c=b.n21,Z=b.n22,ca=b.n23,$=b.n24,aa=b.n31,ha=b.n32,ka=b.n33,la=b.n34;this.n11= d*R+e*c+h*aa;this.n12=d*P+e*Z+h*ha;this.n13=d*L+e*ca+h*ka;this.n14=d*N+e*$+h*la+m;this.n21=k*R+o*c+n*aa;this.n22=k*P+o*Z+n*ha;this.n23=k*L+o*ca+n*ka;this.n24=k*N+o*$+n*la+t;this.n31=y*R+w*c+C*aa;this.n32=y*P+w*Z+C*ha;this.n33=y*L+w*ca+C*ka;this.n34=y*N+w*$+C*la+D;this.n41=F*R+G*c+J*aa;this.n42=F*P+G*Z+J*ha;this.n43=F*L+G*ca+J*ka;this.n44=F*N+G*$+J*la+H;return this},multiplyToArray:function(a,b,d){var e=a.n11,h=a.n12,m=a.n13,k=a.n14,o=a.n21,n=a.n22,t=a.n23,y=a.n24,w=a.n31,C=a.n32,D=a.n33,F=a.n34,G= a.n41,J=a.n42,H=a.n43;a=a.n44;var R=b.n11,P=b.n12,L=b.n13,N=b.n14,c=b.n21,Z=b.n22,ca=b.n23,$=b.n24,aa=b.n31,ha=b.n32,ka=b.n33,la=b.n34,ia=b.n41,qa=b.n42,ta=b.n43;b=b.n44;this.n11=e*R+h*c+m*aa+k*ia;this.n12=e*P+h*Z+m*ha+k*qa;this.n13=e*L+h*ca+m*ka+k*ta;this.n14=e*N+h*$+m*la+k*b;this.n21=o*R+n*c+t*aa+y*ia;this.n22=o*P+n*Z+t*ha+y*qa;this.n23=o*L+n*ca+t*ka+y*ta;this.n24=o*N+n*$+t*la+y*b;this.n31=w*R+C*c+D*aa+F*ia;this.n32=w*P+C*Z+D*ha+F*qa;this.n33=w*L+C*ca+D*ka+F*ta;this.n34=w*N+C*$+D*la+F*b;this.n41= G*R+J*c+H*aa+a*ia;this.n42=G*P+J*Z+H*ha+a*qa;this.n43=G*L+J*ca+H*ka+a*ta;this.n44=G*N+J*$+H*la+a*b;d[0]=this.n11;d[1]=this.n21;d[2]=this.n31;d[3]=this.n41;d[4]=this.n12;d[5]=this.n22;d[6]=this.n32;d[7]=this.n42;d[8]=this.n13;d[9]=this.n23;d[10]=this.n33;d[11]=this.n43;d[12]=this.n14;d[13]=this.n24;d[14]=this.n34;d[15]=this.n44;return this},multiplySelf:function(a){var b=this.n11,d=this.n12,e=this.n13,h=this.n14,m=this.n21,k=this.n22,o=this.n23,n=this.n24,t=this.n31,y=this.n32,w=this.n33,C=this.n34, D=this.n41,F=this.n42,G=this.n43,J=this.n44,H=a.n11,R=a.n21,P=a.n31,L=a.n12,N=a.n22,c=a.n32,Z=a.n13,ca=a.n23,$=a.n33,aa=a.n14,ha=a.n24;a=a.n34;this.n11=b*H+d*R+e*P;this.n12=b*L+d*N+e*c;this.n13=b*Z+d*ca+e*$;this.n14=b*aa+d*ha+e*a+h;this.n21=m*H+k*R+o*P;this.n22=m*L+k*N+o*c;this.n23=m*Z+k*ca+o*$;this.n24=m*aa+k*ha+o*a+n;this.n31=t*H+y*R+w*P;this.n32=t*L+y*N+w*c;this.n33=t*Z+y*ca+w*$;this.n34=t*aa+y*ha+w*a+C;this.n41=D*H+F*R+G*P;this.n42=D*L+F*N+G*c;this.n43=D*Z+F*ca+G*$;this.n44=D*aa+F*ha+G*a+J;return this}, multiplyScalar:function(a){this.n11*=a;this.n12*=a;this.n13*=a;this.n14*=a;this.n21*=a;this.n22*=a;this.n23*=a;this.n24*=a;this.n31*=a;this.n32*=a;this.n33*=a;this.n34*=a;this.n41*=a;this.n42*=a;this.n43*=a;this.n44*=a;return this},determinant:function(){var a=this.n11,b=this.n12,d=this.n13,e=this.n14,h=this.n21,m=this.n22,k=this.n23,o=this.n24,n=this.n31,t=this.n32,y=this.n33,w=this.n34,C=this.n41,D=this.n42,F=this.n43,G=this.n44;return e*k*t*C-d*o*t*C-e*m*y*C+b*o*y*C+d*m*w*C-b*k*w*C-e*k*n*D+d*o* n*D+e*h*y*D-a*o*y*D-d*h*w*D+a*k*w*D+e*m*n*F-b*o*n*F-e*h*t*F+a*o*t*F+b*h*w*F-a*m*w*F-d*m*n*G+b*k*n*G+d*h*t*G-a*k*t*G-b*h*y*G+a*m*y*G},transpose:function(){var a;a=this.n21;this.n21=this.n12;this.n12=a;a=this.n31;this.n31=this.n13;this.n13=a;a=this.n32;this.n32=this.n23;this.n23=a;a=this.n41;this.n41=this.n14;this.n14=a;a=this.n42;this.n42=this.n24;this.n24=a;a=this.n43;this.n43=this.n34;this.n43=a;return this},clone:function(){var a=new THREE.Matrix4;a.n11=this.n11;a.n12=this.n12;a.n13=this.n13;a.n14= this.n14;a.n21=this.n21;a.n22=this.n22;a.n23=this.n23;a.n24=this.n24;a.n31=this.n31;a.n32=this.n32;a.n33=this.n33;a.n34=this.n34;a.n41=this.n41;a.n42=this.n42;a.n43=this.n43;a.n44=this.n44;return a},flatten:function(){this.flattenToArray(this.flat);return this.flat},flattenToArray:function(a){a[0]=this.n11;a[1]=this.n21;a[2]=this.n31;a[3]=this.n41;a[4]=this.n12;a[5]=this.n22;a[6]=this.n32;a[7]=this.n42;a[8]=this.n13;a[9]=this.n23;a[10]=this.n33;a[11]=this.n43;a[12]=this.n14;a[13]=this.n24;a[14]=this.n34; a[15]=this.n44;return a},flattenToArrayOffset:function(a,b){a[b]=this.n11;a[b+1]=this.n21;a[b+2]=this.n31;a[b+3]=this.n41;a[b+4]=this.n12;a[b+5]=this.n22;a[b+6]=this.n32;a[b+7]=this.n42;a[b+8]=this.n13;a[b+9]=this.n23;a[b+10]=this.n33;a[b+11]=this.n43;a[b+12]=this.n14;a[b+13]=this.n24;a[b+14]=this.n34;a[b+15]=this.n44;return a},setTranslation:function(a,b,d){this.set(1,0,0,a,0,1,0,b,0,0,1,d,0,0,0,1);return this},setScale:function(a,b,d){this.set(a,0,0,0,0,b,0,0,0,0,d,0,0,0,0,1);return this},setRotX: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},setRotY: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},setRotZ: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},setRotAxis:function(a,b){var d=Math.cos(b),e=Math.sin(b),h=1-d,m=a.x,k=a.y,o=a.z,n=h*m,t=h*k;this.set(n*m+d,n*k-e*o,n*o+e*k,0,n*k+e*o,t*k+d,t*o-e*m,0,n*o-e*k,t*o+e*m,h*o*o+d,0,0,0,0,1);return this},setPosition:function(a){this.n14= a.x;this.n24=a.y;this.n34=a.z;return this},setRotationFromEuler:function(a){var b=a.x,d=a.y,e=a.z;a=Math.cos(b);b=Math.sin(b);var h=Math.cos(d);d=Math.sin(d);var m=Math.cos(e);e=Math.sin(e);var k=a*d,o=b*d;this.n11=h*m;this.n12=-h*e;this.n13=d;this.n21=o*m+a*e;this.n22=-o*e+a*m;this.n23=-b*h;this.n31=-k*m+b*e;this.n32=k*e+b*m;this.n33=a*h},setRotationFromQuaternion:function(a){var b=a.x,d=a.y,e=a.z,h=a.w,m=b+b,k=d+d,o=e+e;a=b*m;var n=b*k;b*=o;var t=d*k;d*=o;e*=o;m*=h;k*=h;h*=o;this.n11=1-(t+e);this.n12= n-h;this.n13=b+k;this.n21=n+h;this.n22=1-(a+e);this.n23=d-m;this.n31=b-k;this.n32=d+m;this.n33=1-(a+t)},scale:function(a){var b=a.x,d=a.y;a=a.z;this.n11*=b;this.n12*=d;this.n13*=a;this.n21*=b;this.n22*=d;this.n23*=a;this.n31*=b;this.n32*=d;this.n33*=a;this.n41*=b;this.n42*=d;this.n43*=a;return this}};THREE.Matrix4.translationMatrix=function(a,b,d){var e=new THREE.Matrix4;e.setTranslation(a,b,d);return e};THREE.Matrix4.scaleMatrix=function(a,b,d){var e=new THREE.Matrix4;e.setScale(a,b,d);return e}; THREE.Matrix4.rotationXMatrix=function(a){var b=new THREE.Matrix4;b.setRotX(a);return b};THREE.Matrix4.rotationYMatrix=function(a){var b=new THREE.Matrix4;b.setRotY(a);return b};THREE.Matrix4.rotationZMatrix=function(a){var b=new THREE.Matrix4;b.setRotZ(a);return b};THREE.Matrix4.rotationAxisAngleMatrix=function(a,b){var d=new THREE.Matrix4;d.setRotAxis(a,b);return d}; THREE.Matrix4.makeInvert=function(a,b){var d=a.n11,e=a.n12,h=a.n13,m=a.n14,k=a.n21,o=a.n22,n=a.n23,t=a.n24,y=a.n31,w=a.n32,C=a.n33,D=a.n34,F=a.n41,G=a.n42,J=a.n43,H=a.n44;b===undefined&&(b=new THREE.Matrix4);b.n11=n*D*G-t*C*G+t*w*J-o*D*J-n*w*H+o*C*H;b.n12=m*C*G-h*D*G-m*w*J+e*D*J+h*w*H-e*C*H;b.n13=h*t*G-m*n*G+m*o*J-e*t*J-h*o*H+e*n*H;b.n14=m*n*w-h*t*w-m*o*C+e*t*C+h*o*D-e*n*D;b.n21=t*C*F-n*D*F-t*y*J+k*D*J+n*y*H-k*C*H;b.n22=h*D*F-m*C*F+m*y*J-d*D*J-h*y*H+d*C*H;b.n23=m*n*F-h*t*F-m*k*J+d*t*J+h*k*H-d*n*H; b.n24=h*t*y-m*n*y+m*k*C-d*t*C-h*k*D+d*n*D;b.n31=o*D*F-t*w*F+t*y*G-k*D*G-o*y*H+k*w*H;b.n32=m*w*F-e*D*F-m*y*G+d*D*G+e*y*H-d*w*H;b.n33=h*t*F-m*o*F+m*k*G-d*t*G-e*k*H+d*o*H;b.n34=m*o*y-e*t*y-m*k*w+d*t*w+e*k*D-d*o*D;b.n41=n*w*F-o*C*F-n*y*G+k*C*G+o*y*J-k*w*J;b.n42=e*C*F-h*w*F+h*y*G-d*C*G-e*y*J+d*w*J;b.n43=h*o*F-e*n*F-h*k*G+d*n*G+e*k*J-d*o*J;b.n44=e*n*y-h*o*y+h*k*w-d*n*w-e*k*C+d*o*C;b.multiplyScalar(1/a.determinant());return b}; THREE.Matrix4.makeInvert3x3=function(a){var b=a.m33,d=b.m,e=a.n33*a.n22-a.n32*a.n23,h=-a.n33*a.n21+a.n31*a.n23,m=a.n32*a.n21-a.n31*a.n22,k=-a.n33*a.n12+a.n32*a.n13,o=a.n33*a.n11-a.n31*a.n13,n=-a.n32*a.n11+a.n31*a.n12,t=a.n23*a.n12-a.n22*a.n13,y=-a.n23*a.n11+a.n21*a.n13,w=a.n22*a.n11-a.n21*a.n12;a=a.n11*e+a.n21*k+a.n31*t;if(a==0)throw"matrix not invertible";a=1/a;d[0]=a*e;d[1]=a*h;d[2]=a*m;d[3]=a*k;d[4]=a*o;d[5]=a*n;d[6]=a*t;d[7]=a*y;d[8]=a*w;return b}; THREE.Matrix4.makeFrustum=function(a,b,d,e,h,m){var k;k=new THREE.Matrix4;k.n11=2*h/(b-a);k.n12=0;k.n13=(b+a)/(b-a);k.n14=0;k.n21=0;k.n22=2*h/(e-d);k.n23=(e+d)/(e-d);k.n24=0;k.n31=0;k.n32=0;k.n33=-(m+h)/(m-h);k.n34=-2*m*h/(m-h);k.n41=0;k.n42=0;k.n43=-1;k.n44=0;return k};THREE.Matrix4.makePerspective=function(a,b,d,e){var h;a=d*Math.tan(a*Math.PI/360);h=-a;return THREE.Matrix4.makeFrustum(h*b,a*b,h,a,d,e)}; THREE.Matrix4.makeOrtho=function(a,b,d,e,h,m){var k,o,n,t;k=new THREE.Matrix4;o=b-a;n=d-e;t=m-h;k.n11=2/o;k.n12=0;k.n13=0;k.n14=-((b+a)/o);k.n21=0;k.n22=2/n;k.n23=0;k.n24=-((d+e)/n);k.n31=0;k.n32=0;k.n33=-2/t;k.n34=-((m+h)/t);k.n41=0;k.n42=0;k.n43=0;k.n44=1;return k};THREE.Matrix4.__tmpVec1=new THREE.Vector3;THREE.Matrix4.__tmpVec2=new THREE.Vector3;THREE.Matrix4.__tmpVec3=new THREE.Vector3; THREE.Object3D=function(){this.id=THREE.Object3DCounter.value++;this.parent=undefined;this.children=[];this.position=new THREE.Vector3;this.positionScreen=new THREE.Vector4;this.rotation=new THREE.Vector3;this.scale=new THREE.Vector3(1,1,1);this.matrix=new THREE.Matrix4;this.matrixWorld=new THREE.Matrix4;this.matrixRotationWorld=new THREE.Matrix4;this.matrixNeedsUpdate=!0;this.matrixAutoUpdate=!0;this.quaternion=new THREE.Quaternion;this.useQuaternion=!1;this.boundRadius=0;this.boundRadiusScale=1; this.visible=!0}; THREE.Object3D.prototype={addChild:function(a){if(this.children.indexOf(a)===-1){a.parent!==undefined&&a.parent.removeChild(a);a.parent=this;this.children.push(a);for(var b=this;b instanceof THREE.Scene===!1&&b!==undefined;)b=b.parent;b!==undefined&&b.addChildRecurse(a)}},removeChild:function(a){var b=this.children.indexOf(a);if(b!==-1){a.parent=undefined;this.children.splice(b,1)}},updateMatrix:function(){this.matrix.setPosition(this.position);this.useQuaternion?this.matrix.setRotationFromQuaternion(this.quaternion):this.matrix.setRotationFromEuler(this.rotation); 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))}return!0},update:function(a,b,d){if(this.visible){this.matrixAutoUpdate&&(b|=this.updateMatrix());if(b||this.matrixNeedsUpdate){a?this.matrixWorld.multiply(a,this.matrix):this.matrixWorld.copy(this.matrix);b=1/this.scale.x;a=1/this.scale.y;var e=1/this.scale.z;this.matrixRotationWorld.n11=this.matrixWorld.n11*b;this.matrixRotationWorld.n21= this.matrixWorld.n21*b;this.matrixRotationWorld.n31=this.matrixWorld.n31*b;this.matrixRotationWorld.n12=this.matrixWorld.n12*a;this.matrixRotationWorld.n22=this.matrixWorld.n22*a;this.matrixRotationWorld.n32=this.matrixWorld.n32*a;this.matrixRotationWorld.n13=this.matrixWorld.n13*e;this.matrixRotationWorld.n23=this.matrixWorld.n23*e;this.matrixRotationWorld.n33=this.matrixWorld.n33*e;this.matrixNeedsUpdate=!1;b=!0}a=0;for(e=this.children.length;a=1){d.w=a.w;d.x=a.x;d.y=a.y;d.z=a.z;return d}var m=Math.acos(h),k=Math.sqrt(1-h*h);if(Math.abs(k)<0.001){d.w=0.5*(a.w+b.w);d.x=0.5*(a.x+b.x);d.y=0.5*(a.y+b.y);d.z=0.5*(a.z+b.z);return d}h=Math.sin((1-e)*m)/k;e=Math.sin(e*m)/k;d.w=a.w*h+b.w*e;d.x=a.x*h+b.x*e;d.y=a.y*h+b.y*e;d.z=a.z*h+b.z*e;return d}; THREE.Vertex=function(a,b){this.position=a||new THREE.Vector3;this.positionWorld=new THREE.Vector3;this.positionScreen=new THREE.Vector4;this.normal=b||new THREE.Vector3;this.normalWorld=new THREE.Vector3;this.normalScreen=new THREE.Vector3;this.tangent=new THREE.Vector4;this.__visible=!0}; THREE.Face3=function(a,b,d,e,h){this.a=a;this.b=b;this.c=d;this.centroid=new THREE.Vector3;this.normal=e instanceof THREE.Vector3?e:new THREE.Vector3;this.vertexNormals=e instanceof Array?e:[];this.materials=h instanceof Array?h:[h]};THREE.Face4=function(a,b,d,e,h,m){this.a=a;this.b=b;this.c=d;this.d=e;this.centroid=new THREE.Vector3;this.normal=h instanceof THREE.Vector3?h:new THREE.Vector3;this.vertexNormals=h instanceof Array?h:[];this.materials=m instanceof Array?m:[m]}; THREE.UV=function(a,b){this.set(a||0,b||0)};THREE.UV.prototype={set:function(a,b){this.u=a;this.v=b;return this},copy:function(a){this.set(a.u,a.v);return this}};THREE.Geometry=function(){this.id="Geometry"+THREE.GeometryIdCounter++;this.vertices=[];this.faces=[];this.uvs=[];this.uvs2=[];this.colors=[];this.skinWeights=[];this.skinIndices=[];this.boundingSphere=this.boundingBox=null;this.hasTangents=!1}; THREE.Geometry.prototype={computeCentroids:function(){var a,b,d;a=0;for(b=this.faces.length;a0){this.boundingBox={x:[this.vertices[0].position.x,this.vertices[0].position.x],y:[this.vertices[0].position.y,this.vertices[0].position.y], z:[this.vertices[0].position.z,this.vertices[0].position.z]};for(var b=1,d=this.vertices.length;bthis.boundingBox.x[1])this.boundingBox.x[1]=a.position.x;if(a.position.ythis.boundingBox.y[1])this.boundingBox.y[1]=a.position.y;if(a.position.z this.boundingBox.z[1])this.boundingBox.z[1]=a.position.z}}},computeBoundingSphere:function(){for(var a=this.boundingSphere===null?0:this.boundingSphere.radius,b=0,d=this.vertices.length;b=0){c.bindBuffer(c.ARRAY_BUFFER,j.__webGLColorBuffer);c.vertexAttribPointer(f.color,3,c.FLOAT,!1,0,0)}if(f.normal>=0){c.bindBuffer(c.ARRAY_BUFFER,j.__webGLNormalBuffer);c.vertexAttribPointer(f.normal, 3,c.FLOAT,!1,0,0)}if(f.tangent>=0){c.bindBuffer(c.ARRAY_BUFFER,j.__webGLTangentBuffer);c.vertexAttribPointer(f.tangent,4,c.FLOAT,!1,0,0)}if(f.uv>=0)if(j.__webGLUVBuffer){c.bindBuffer(c.ARRAY_BUFFER,j.__webGLUVBuffer);c.vertexAttribPointer(f.uv,2,c.FLOAT,!1,0,0);c.enableVertexAttribArray(f.uv)}else c.disableVertexAttribArray(f.uv);if(f.uv2>=0)if(j.__webGLUV2Buffer){c.bindBuffer(c.ARRAY_BUFFER,j.__webGLUV2Buffer);c.vertexAttribPointer(f.uv2,2,c.FLOAT,!1,0,0);c.enableVertexAttribArray(f.uv2)}else c.disableVertexAttribArray(f.uv2); if(g.skinning&&f.skinVertexA>=0&&f.skinVertexB>=0&&f.skinIndex>=0&&f.skinWeight>=0){c.bindBuffer(c.ARRAY_BUFFER,j.__webGLSkinVertexABuffer);c.vertexAttribPointer(f.skinVertexA,4,c.FLOAT,!1,0,0);c.bindBuffer(c.ARRAY_BUFFER,j.__webGLSkinVertexBBuffer);c.vertexAttribPointer(f.skinVertexB,4,c.FLOAT,!1,0,0);c.bindBuffer(c.ARRAY_BUFFER,j.__webGLSkinIndicesBuffer);c.vertexAttribPointer(f.skinIndex,4,c.FLOAT,!1,0,0);c.bindBuffer(c.ARRAY_BUFFER,j.__webGLSkinWeightsBuffer);c.vertexAttribPointer(f.skinWeight, 4,c.FLOAT,!1,0,0)}if(p instanceof THREE.Mesh)if(g.wireframe){c.lineWidth(g.wireframeLinewidth);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,j.__webGLLineBuffer);c.drawElements(c.LINES,j.__webGLLineCount,c.UNSIGNED_SHORT,0)}else{c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,j.__webGLFaceBuffer);c.drawElements(c.TRIANGLES,j.__webGLFaceCount,c.UNSIGNED_SHORT,0)}else if(p instanceof THREE.Line){p=p.type==THREE.LineStrip?c.LINE_STRIP:c.LINES;c.lineWidth(g.linewidth);c.drawArrays(p,0,j.__webGLLineCount)}else if(p instanceof THREE.ParticleSystem)c.drawArrays(c.POINTS,0,j.__webGLParticleCount);else p instanceof THREE.Ribbon&&c.drawArrays(c.TRIANGLE_STRIP,0,j.__webGLVertexCount)}function m(f,l){if(!f.__webGLVertexBuffer)f.__webGLVertexBuffer=c.createBuffer();if(!f.__webGLNormalBuffer)f.__webGLNormalBuffer=c.createBuffer();if(f.hasPos){c.bindBuffer(c.ARRAY_BUFFER,f.__webGLVertexBuffer);c.bufferData(c.ARRAY_BUFFER,f.positionArray,c.DYNAMIC_DRAW);c.enableVertexAttribArray(l.attributes.position);c.vertexAttribPointer(l.attributes.position, 3,c.FLOAT,!1,0,0)}if(f.hasNormal){c.bindBuffer(c.ARRAY_BUFFER,f.__webGLNormalBuffer);c.bufferData(c.ARRAY_BUFFER,f.normalArray,c.DYNAMIC_DRAW);c.enableVertexAttribArray(l.attributes.normal);c.vertexAttribPointer(l.attributes.normal,3,c.FLOAT,!1,0,0)}c.drawArrays(c.TRIANGLES,0,f.count);f.count=0}function k(f){if(aa!=f.doubleSided){f.doubleSided?c.disable(c.CULL_FACE):c.enable(c.CULL_FACE);aa=f.doubleSided}if(ha!=f.flipSided){f.flipSided?c.frontFace(c.CW):c.frontFace(c.CCW);ha=f.flipSided}}function o(f){if(la!= f){f?c.enable(c.DEPTH_TEST):c.disable(c.DEPTH_TEST);la=f}}function n(f){ia[0].set(f.n41-f.n11,f.n42-f.n12,f.n43-f.n13,f.n44-f.n14);ia[1].set(f.n41+f.n11,f.n42+f.n12,f.n43+f.n13,f.n44+f.n14);ia[2].set(f.n41+f.n21,f.n42+f.n22,f.n43+f.n23,f.n44+f.n24);ia[3].set(f.n41-f.n21,f.n42-f.n22,f.n43-f.n23,f.n44-f.n24);ia[4].set(f.n41-f.n31,f.n42-f.n32,f.n43-f.n33,f.n44-f.n34);ia[5].set(f.n41+f.n31,f.n42+f.n32,f.n43+f.n33,f.n44+f.n34);var l;for(f=0;f<6;f++){l=ia[f];l.divideScalar(Math.sqrt(l.x*l.x+l.y*l.y+l.z* l.z))}}function t(f){for(var l=f.matrixWorld,i=-f.geometry.boundingSphere.radius*Math.max(f.scale.x,Math.max(f.scale.y,f.scale.z)),g=0;g<6;g++){f=ia[g].x*l.n14+ia[g].y*l.n24+ia[g].z*l.n34+ia[g].w;if(f<=i)return!1}return!0}function y(f,l){f.list[f.count]=l;f.count+=1}function w(f){var l,i,g=f.object,j=f.opaque,p=f.transparent;p.count=0;f=j.count=0;for(l=g.materials.length;f65535){r[z].counter+=1;v=r[z].hash+"_"+r[z].counter;f.geometryGroups[v]==undefined&&(f.geometryGroups[v]={faces:[],materials:x,vertices:0})}f.geometryGroups[v].faces.push(j);f.geometryGroups[v].vertices+=u}}function J(f,l,i){f.push({buffer:l,object:i,opaque:{list:[],count:0},transparent:{list:[],count:0}})}function H(f){if(f!=ka){switch(f){case THREE.AdditiveBlending:c.blendEquation(c.FUNC_ADD);c.blendFunc(c.ONE,c.ONE);break;case THREE.SubtractiveBlending:c.blendFunc(c.DST_COLOR, c.ZERO);break;case THREE.BillboardBlending:c.blendEquation(c.FUNC_ADD);c.blendFunc(c.SRC_ALPHA,c.ONE_MINUS_SRC_ALPHA);break;case THREE.ReverseSubtractiveBlending:c.blendEquation(c.FUNC_REVERSE_SUBTRACT);c.blendFunc(c.ONE,c.ONE);break;default:c.blendEquation(c.FUNC_ADD);c.blendFunc(c.ONE,c.ONE_MINUS_SRC_ALPHA)}ka=f}}function R(f,l){if(f&&!f.__webGLFramebuffer){f.__webGLFramebuffer=c.createFramebuffer();f.__webGLRenderbuffer=c.createRenderbuffer();f.__webGLTexture=c.createTexture();c.bindRenderbuffer(c.RENDERBUFFER, f.__webGLRenderbuffer);c.renderbufferStorage(c.RENDERBUFFER,c.DEPTH_COMPONENT16,f.width,f.height);c.bindTexture(c.TEXTURE_2D,f.__webGLTexture);c.texParameteri(c.TEXTURE_2D,c.TEXTURE_WRAP_S,L(f.wrapS));c.texParameteri(c.TEXTURE_2D,c.TEXTURE_WRAP_T,L(f.wrapT));c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MAG_FILTER,L(f.magFilter));c.texParameteri(c.TEXTURE_2D,c.TEXTURE_MIN_FILTER,L(f.minFilter));c.texImage2D(c.TEXTURE_2D,0,L(f.format),f.width,f.height,0,L(f.format),L(f.type),null);c.bindFramebuffer(c.FRAMEBUFFER, f.__webGLFramebuffer);c.framebufferTexture2D(c.FRAMEBUFFER,c.COLOR_ATTACHMENT0,c.TEXTURE_2D,f.__webGLTexture,0);c.framebufferRenderbuffer(c.FRAMEBUFFER,c.DEPTH_ATTACHMENT,c.RENDERBUFFER,f.__webGLRenderbuffer);c.bindTexture(c.TEXTURE_2D,null);c.bindRenderbuffer(c.RENDERBUFFER,null);c.bindFramebuffer(c.FRAMEBUFFER,null)}var i,g,j;if(f){i=f.__webGLFramebuffer;g=f.width;j=f.height}else{i=null;g=N.width;j=N.height}if(i!=ca){c.bindFramebuffer(c.FRAMEBUFFER,i);c.viewport(0,0,g,j);l&&c.clear(c.COLOR_BUFFER_BIT| c.DEPTH_BUFFER_BIT);ca=i}}function P(f,l){var i;if(f=="fragment")i=c.createShader(c.FRAGMENT_SHADER);else f=="vertex"&&(i=c.createShader(c.VERTEX_SHADER));c.shaderSource(i,l);c.compileShader(i);if(!c.getShaderParameter(i,c.COMPILE_STATUS)){alert(c.getShaderInfoLog(i));return null}return i}function L(f){switch(f){case THREE.RepeatWrapping:return c.REPEAT;case THREE.ClampToEdgeWrapping:return c.CLAMP_TO_EDGE;case THREE.MirroredRepeatWrapping:return c.MIRRORED_REPEAT;case THREE.NearestFilter:return c.NEAREST; case THREE.NearestMipMapNearestFilter:return c.NEAREST_MIPMAP_NEAREST;case THREE.NearestMipMapLinearFilter:return c.NEAREST_MIPMAP_LINEAR;case THREE.LinearFilter:return c.LINEAR;case THREE.LinearMipMapNearestFilter:return c.LINEAR_MIPMAP_NEAREST;case THREE.LinearMipMapLinearFilter:return c.LINEAR_MIPMAP_LINEAR;case THREE.ByteType:return c.BYTE;case THREE.UnsignedByteType:return c.UNSIGNED_BYTE;case THREE.ShortType:return c.SHORT;case THREE.UnsignedShortType:return c.UNSIGNED_SHORT;case THREE.IntType:return c.INT; case THREE.UnsignedShortType:return c.UNSIGNED_INT;case THREE.FloatType:return c.FLOAT;case THREE.AlphaFormat:return c.ALPHA;case THREE.RGBFormat:return c.RGB;case THREE.RGBAFormat:return c.RGBA;case THREE.LuminanceFormat:return c.LUMINANCE;case THREE.LuminanceAlphaFormat:return c.LUMINANCE_ALPHA}return 0}var N=document.createElement("canvas"),c,Z=null,ca=null,$=this,aa=null,ha=null,ka=null,la=null,ia=[new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4,new THREE.Vector4], qa=new THREE.Matrix4,ta=new Float32Array(16),Ca=new Float32Array(16),xa=new THREE.Vector4,Fa=!0,La=new THREE.Color(0),Ma=0;if(a){if(a.antialias!==undefined)Fa=a.antialias;a.clearColor!==undefined&&La.setHex(a.clearColor);if(a.clearAlpha!==undefined)Ma=a.clearAlpha}this.domElement=N;this.autoClear=!0;this.sortObjects=!1;(function(f,l,i){try{c=N.getContext("experimental-webgl",{antialias:f})}catch(g){console.log(g)}if(!c)throw"cannot create webgl context";c.clearColor(0,0,0,1);c.clearDepth(1);c.enable(c.DEPTH_TEST); c.depthFunc(c.LEQUAL);c.frontFace(c.CCW);c.cullFace(c.BACK);c.enable(c.CULL_FACE);c.enable(c.BLEND);c.blendFunc(c.ONE,c.ONE_MINUS_SRC_ALPHA);c.clearColor(l.r,l.g,l.b,i);_cullEnabled=!0})(Fa,La,Ma);this.context=c;this.lights={ambient:[0,0,0],directional:{length:0,colors:[],positions:[]},point:{length:0,colors:[],positions:[]}};this.setSize=function(f,l){N.width=f;N.height=l;c.viewport(0,0,N.width,N.height)};this.setClearColorHex=function(f,l){var i=new THREE.Color(f);c.clearColor(i.r,i.g,i.b,l)};this.setClearColor= function(f,l){c.clearColor(f.r,f.g,f.b,l)};this.clear=function(){c.clear(c.COLOR_BUFFER_BIT|c.DEPTH_BUFFER_BIT)};this.initMaterial=function(f,l,i){var g,j;if(f instanceof THREE.MeshDepthMaterial)d(f,THREE.ShaderLib.depth);else if(f instanceof THREE.MeshNormalMaterial)d(f,THREE.ShaderLib.normal);else if(f instanceof THREE.MeshBasicMaterial)d(f,THREE.ShaderLib.basic);else if(f instanceof THREE.MeshLambertMaterial)d(f,THREE.ShaderLib.lambert);else if(f instanceof THREE.MeshPhongMaterial)d(f,THREE.ShaderLib.phong); else if(f instanceof THREE.LineBasicMaterial)d(f,THREE.ShaderLib.basic);else f instanceof THREE.ParticleBasicMaterial&&d(f,THREE.ShaderLib.particle_basic);var p,u,x,z;j=x=z=0;for(p=l.length;j 0?"#define VERTEX_TEXTURES":"","#define MAX_DIR_LIGHTS "+p.maxDirLights,"#define MAX_POINT_LIGHTS "+p.maxPointLights,p.map?"#define USE_MAP":"",p.envMap?"#define USE_ENVMAP":"",p.lightMap?"#define USE_LIGHTMAP":"",p.vertexColors?"#define USE_COLOR":"",p.skinning?"#define USE_SKINNING":"","uniform mat4 objectMatrix;\nuniform mat4 modelViewMatrix;\nuniform mat4 projectionMatrix;\nuniform mat4 viewMatrix;\nuniform mat3 normalMatrix;\nuniform vec3 cameraPosition;\nuniform mat4 cameraInverseMatrix;\nattribute vec3 position;\nattribute vec3 normal;\nattribute vec3 color;\nattribute vec2 uv;\nattribute vec2 uv2;\nattribute vec4 skinVertexA;\nattribute vec4 skinVertexB;\nattribute vec4 skinIndex;\nattribute vec4 skinWeight;\n"].join("\n"); c.attachShader(i,P("fragment",j+z));c.attachShader(i,P("vertex",p+l));c.linkProgram(i);c.getProgramParameter(i,c.LINK_STATUS)||alert("Could not initialise shaders\nVALIDATE_STATUS: "+c.getProgramParameter(i,c.VALIDATE_STATUS)+", gl error ["+c.getError()+"]");i.uniforms={};i.attributes={};f.program=i;i=["viewMatrix","modelViewMatrix","projectionMatrix","normalMatrix","objectMatrix","cameraPosition","cameraInverseMatrix","boneGlobalMatrices"];for(g in f.uniforms)i.push(g);g=f.program;z=0;for(l=i.length;z< l;z++){j=i[z];g.uniforms[j]=c.getUniformLocation(g,j)}g=f.program;i=["position","normal","uv","uv2","tangent","color","skinVertexA","skinVertexB","skinIndex","skinWeight"];z=0;for(l=i.length;z=0&&c.enableVertexAttribArray(g.color);g.normal>=0&&c.enableVertexAttribArray(g.normal);g.tangent>=0&&c.enableVertexAttribArray(g.tangent);if(f.skinning&&g.skinVertexA>=0&&g.skinVertexB>= 0&&g.skinIndex>=0&&g.skinWeight>=0){c.enableVertexAttribArray(g.skinVertexA);c.enableVertexAttribArray(g.skinVertexB);c.enableVertexAttribArray(g.skinIndex);c.enableVertexAttribArray(g.skinWeight)}};this.render=function(f,l,i,g){var j,p,u,x,z,v,r,K,O=f.lights,M=f.fog;l.matrixAutoUpdate&&l.update();l.matrixWorldInverse.flattenToArray(Ca);l.projectionMatrix.flattenToArray(ta);qa.multiply(l.projectionMatrix,l.matrixWorldInverse);n(qa);THREE.AnimationHandler&&THREE.AnimationHandler.update();f.update(undefined, !1,l);this.initWebGLObjects(f,l);R(i,g!==undefined?g:!0);this.autoClear&&this.clear();z=f.__webglObjects.length;for(g=0;g=0;g--){j=i.__webglObjects[g].object;l==j&&i.__webglObjects.splice(g,1)}f.__objectsRemoved.splice(0,1)}for(;f.__objectsAdded.length;){l=f.__objectsAdded[0];var p=f;g=void 0;i=void 0;j=void 0;if(l._modelViewMatrix==undefined){l._modelViewMatrix=new THREE.Matrix4;l._normalMatrixArray= new Float32Array(9);l._modelViewMatrixArray=new Float32Array(16);l._objectMatrixArray=new Float32Array(16);l.matrixWorld.flattenToArray(l._objectMatrixArray)}objlist=p.__webglObjects;if(l instanceof THREE.Mesh){i=l.geometry;i.geometryGroups==undefined&&G(i);for(g in i.geometryGroups){j=i.geometryGroups[g];if(!j.__webGLVertexBuffer){p=j;p.__webGLVertexBuffer=c.createBuffer();p.__webGLNormalBuffer=c.createBuffer();p.__webGLTangentBuffer=c.createBuffer();p.__webGLColorBuffer=c.createBuffer();p.__webGLUVBuffer= c.createBuffer();p.__webGLUV2Buffer=c.createBuffer();p.__webGLSkinVertexABuffer=c.createBuffer();p.__webGLSkinVertexBBuffer=c.createBuffer();p.__webGLSkinIndicesBuffer=c.createBuffer();p.__webGLSkinWeightsBuffer=c.createBuffer();p.__webGLFaceBuffer=c.createBuffer();p.__webGLLineBuffer=c.createBuffer();p=j;var u=l,x=void 0,z=void 0,v=0,r=0,K=0,O=u.geometry.faces,M=p.faces;x=0;for(z=M.length;x0){c.bindBuffer(c.ARRAY_BUFFER,r.__webGLUVBuffer);c.bufferData(c.ARRAY_BUFFER,Da,K)}if(Ba&&M>0){c.bindBuffer(c.ARRAY_BUFFER,r.__webGLUV2Buffer);c.bufferData(c.ARRAY_BUFFER,Ea,K)}if(Ha){c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,r.__webGLFaceBuffer); c.bufferData(c.ELEMENT_ARRAY_BUFFER,ua,K);c.bindBuffer(c.ELEMENT_ARRAY_BUFFER,r.__webGLLineBuffer);c.bufferData(c.ELEMENT_ARRAY_BUFFER,pa,K)}if(q>0){c.bindBuffer(c.ARRAY_BUFFER,r.__webGLSkinVertexABuffer);c.bufferData(c.ARRAY_BUFFER,V,K);c.bindBuffer(c.ARRAY_BUFFER,r.__webGLSkinVertexBBuffer);c.bufferData(c.ARRAY_BUFFER,W,K);c.bindBuffer(c.ARRAY_BUFFER,r.__webGLSkinIndicesBuffer);c.bufferData(c.ARRAY_BUFFER,X,K);c.bindBuffer(c.ARRAY_BUFFER,r.__webGLSkinWeightsBuffer);c.bufferData(c.ARRAY_BUFFER,Y, K)}}}g.__dirtyVertices=!1;g.__dirtyElements=!1;g.__dirtyUvs=!1;g.__dirtyNormals=!1;g.__dirtyTangents=!1;g.__dirtyColors=!1}else if(p instanceof THREE.Ribbon){g=p.geometry;if(g.__dirtyVertices||g.__dirtyColors){j=g;p=c.DYNAMIC_DRAW;u=void 0;u=void 0;v=void 0;r=void 0;O=j.vertices;K=j.colors;M=O.length;x=K.length;I=j.__vertexArray;z=j.__colorArray;Q=j.__dirtyColors;if(j.__dirtyVertices){for(u=0;u0}}; THREE.Snippets={fog_pars_fragment:"#ifdef USE_FOG\nuniform vec3 fogColor;\n#ifdef FOG_EXP2\nuniform float fogDensity;\n#else\nuniform float fogNear;\nuniform float fogFar;\n#endif\n#endif",fog_fragment:"#ifdef USE_FOG\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\n#ifdef FOG_EXP2\nconst float LOG2 = 1.442695;\nfloat fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\nfogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n#else\nfloat fogFactor = smoothstep( fogNear, fogFar, depth );\n#endif\ngl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n#endif", envmap_pars_fragment:"#ifdef USE_ENVMAP\nvarying vec3 vReflect;\nuniform float reflectivity;\nuniform samplerCube envMap;\nuniform int combine;\n#endif",envmap_fragment:"#ifdef USE_ENVMAP\nvec4 cubeColor = textureCube( envMap, vec3( -vReflect.x, vReflect.yz ) );\nif ( combine == 1 ) {\ngl_FragColor = vec4( mix( gl_FragColor.xyz, cubeColor.xyz, reflectivity ), opacity );\n} else {\ngl_FragColor = gl_FragColor * cubeColor;\n}\n#endif",envmap_pars_vertex:"#ifdef USE_ENVMAP\nvarying vec3 vReflect;\nuniform float refractionRatio;\nuniform bool useRefract;\n#endif", envmap_vertex:"#ifdef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\nvec3 nWorld = mat3( objectMatrix[0].xyz, objectMatrix[1].xyz, objectMatrix[2].xyz ) * normal;\nif ( useRefract ) {\nvReflect = refract( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ), refractionRatio );\n} else {\nvReflect = reflect( normalize( mPosition.xyz - cameraPosition ), normalize( nWorld.xyz ) );\n}\n#endif",map_particle_pars_fragment:"#ifdef USE_MAP\nuniform sampler2D map;\n#endif", map_particle_fragment:"#ifdef USE_MAP\ngl_FragColor = gl_FragColor * texture2D( map, gl_PointCoord );\n#endif",map_pars_fragment:"#ifdef USE_MAP\nvarying vec2 vUv;\nuniform sampler2D map;\n#endif",map_pars_vertex:"#ifdef USE_MAP\nvarying vec2 vUv;\n#endif",map_fragment:"#ifdef USE_MAP\ngl_FragColor = gl_FragColor * texture2D( map, vUv );\n#endif",map_vertex:"#ifdef USE_MAP\nvUv = uv;\n#endif",lightmap_pars_fragment:"#ifdef USE_LIGHTMAP\nvarying vec2 vUv2;\nuniform sampler2D lightMap;\n#endif",lightmap_pars_vertex:"#ifdef USE_LIGHTMAP\nvarying vec2 vUv2;\n#endif", lightmap_fragment:"#ifdef USE_LIGHTMAP\ngl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\n#endif",lightmap_vertex:"#ifdef USE_LIGHTMAP\nvUv2 = uv2;\n#endif",lights_pars_vertex:"uniform bool enableLighting;\nuniform vec3 ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nuniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\nuniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n#ifdef PHONG\nvarying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];\n#endif\n#endif", lights_vertex:"if ( !enableLighting ) {\nvLightWeighting = vec3( 1.0 );\n} else {\nvLightWeighting = ambientLightColor;\n#if MAX_DIR_LIGHTS > 0\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nfloat directionalLightWeighting = max( dot( transformedNormal, normalize( lDirection.xyz ) ), 0.0 );\nvLightWeighting += directionalLightColor[ i ] * directionalLightWeighting;\n}\n#endif\n#if MAX_POINT_LIGHTS > 0\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\nvec3 pointLightVector = normalize( lPosition.xyz - mvPosition.xyz );\nfloat pointLightWeighting = max( dot( transformedNormal, pointLightVector ), 0.0 );\nvLightWeighting += pointLightColor[ i ] * pointLightWeighting;\n#ifdef PHONG\nvPointLightVector[ i ] = pointLightVector;\n#endif\n}\n#endif\n}", lights_pars_fragment:"#if MAX_DIR_LIGHTS > 0\nuniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n#endif\n#if MAX_POINT_LIGHTS > 0\nvarying vec3 vPointLightVector[ MAX_POINT_LIGHTS ];\n#endif\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",lights_fragment:"vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\nvec4 mColor = vec4( diffuse, opacity );\nvec4 mSpecular = vec4( specular, opacity );\n#if MAX_POINT_LIGHTS > 0\nvec4 pointDiffuse = vec4( 0.0 );\nvec4 pointSpecular = vec4( 0.0 );\nfor( int i = 0; i < MAX_POINT_LIGHTS; i++ ) {\nvec3 pointVector = normalize( vPointLightVector[ i ] );\nvec3 pointHalfVector = normalize( vPointLightVector[ i ] + vViewPosition );\nfloat pointDotNormalHalf = dot( normal, pointHalfVector );\nfloat pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );\nfloat pointSpecularWeight = 0.0;\nif ( pointDotNormalHalf >= 0.0 )\npointSpecularWeight = pow( pointDotNormalHalf, shininess );\npointDiffuse += mColor * pointDiffuseWeight;\npointSpecular += mSpecular * pointSpecularWeight;\n}\n#endif\n#if MAX_DIR_LIGHTS > 0\nvec4 dirDiffuse = vec4( 0.0 );\nvec4 dirSpecular = vec4( 0.0 );\nfor( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {\nvec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\nvec3 dirVector = normalize( lDirection.xyz );\nvec3 dirHalfVector = normalize( lDirection.xyz + vViewPosition );\nfloat dirDotNormalHalf = dot( normal, dirHalfVector );\nfloat dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );\nfloat dirSpecularWeight = 0.0;\nif ( dirDotNormalHalf >= 0.0 )\ndirSpecularWeight = pow( dirDotNormalHalf, shininess );\ndirDiffuse += mColor * dirDiffuseWeight;\ndirSpecular += mSpecular * dirSpecularWeight;\n}\n#endif\nvec4 totalLight = vec4( ambient, opacity );\n#if MAX_DIR_LIGHTS > 0\ntotalLight += dirDiffuse + dirSpecular;\n#endif\n#if MAX_POINT_LIGHTS > 0\ntotalLight += pointDiffuse + pointSpecular;\n#endif\ngl_FragColor = gl_FragColor * totalLight;", color_pars_fragment:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_fragment:"#ifdef USE_COLOR\ngl_FragColor = gl_FragColor * vec4( vColor, opacity );\n#endif",color_pars_vertex:"#ifdef USE_COLOR\nvarying vec3 vColor;\n#endif",color_vertex:"#ifdef USE_COLOR\nvColor = color;\n#endif",skinning_pars_vertex:"#ifdef USE_SKINNING\nuniform mat4 boneGlobalMatrices[20];\n#endif",skinning_vertex:"#ifdef USE_SKINNING\ngl_Position = ( boneGlobalMatrices[ int( skinIndex.x ) ] * skinVertexA ) * skinWeight.x;\ngl_Position += ( boneGlobalMatrices[ int( skinIndex.y ) ] * skinVertexB ) * skinWeight.y;\ngl_Position = projectionMatrix * viewMatrix * objectMatrix * gl_Position;\n#else\ngl_Position = projectionMatrix * mvPosition;\n#endif"}; THREE.UniformsLib={common:{diffuse:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},map:{type:"t",value:0,texture:null},lightMap:{type:"t",value:2,texture:null},envMap:{type:"t",value:1,texture:null},useRefract:{type:"i",value:0},reflectivity:{type:"f",value:1},refractionRatio:{type:"f",value:0.98},combine:{type:"i",value:0},fogDensity:{type:"f",value:2.5E-4},fogNear:{type:"f",value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c",value:new THREE.Color(16777215)}},lights:{enableLighting:{type:"i", value:1},ambientLightColor:{type:"fv",value:[]},directionalLightDirection:{type:"fv",value:[]},directionalLightColor:{type:"fv",value:[]},pointLightPosition:{type:"fv",value:[]},pointLightColor:{type:"fv",value:[]}},particle:{psColor:{type:"c",value:new THREE.Color(15658734)},opacity:{type:"f",value:1},size:{type:"f",value:1},map:{type:"t",value:0,texture:null},fogDensity:{type:"f",value:2.5E-4},fogNear:{type:"f",value:1},fogFar:{type:"f",value:2E3},fogColor:{type:"c",value:new THREE.Color(16777215)}}}; THREE.ShaderLib={depth:{uniforms:{mNear:{type:"f",value:1},mFar:{type:"f",value:2E3},opacity:{type:"f",value:1}},fragmentShader:"uniform float mNear;\nuniform float mFar;\nuniform float opacity;\nvoid main() {\nfloat depth = gl_FragCoord.z / gl_FragCoord.w;\nfloat color = 1.0 - smoothstep( mNear, mFar, depth );\ngl_FragColor = vec4( vec3( color ), opacity );\n}",vertexShader:"void main() {\ngl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}"},normal:{uniforms:{opacity:{type:"f", value:1}},fragmentShader:"uniform float opacity;\nvarying vec3 vNormal;\nvoid main() {\ngl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );\n}",vertexShader:"varying vec3 vNormal;\nvoid main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\nvNormal = normalize( normalMatrix * normal );\ngl_Position = projectionMatrix * mvPosition;\n}"},basic:{uniforms:THREE.UniformsLib.common,fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;",THREE.Snippets.color_pars_fragment, THREE.Snippets.map_pars_fragment,THREE.Snippets.lightmap_pars_fragment,THREE.Snippets.envmap_pars_fragment,THREE.Snippets.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( diffuse, opacity );",THREE.Snippets.map_fragment,THREE.Snippets.lightmap_fragment,THREE.Snippets.color_fragment,THREE.Snippets.envmap_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertexShader:[THREE.Snippets.map_pars_vertex,THREE.Snippets.lightmap_pars_vertex,THREE.Snippets.envmap_pars_vertex,THREE.Snippets.color_pars_vertex, THREE.Snippets.skinning_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.Snippets.map_vertex,THREE.Snippets.lightmap_vertex,THREE.Snippets.envmap_vertex,THREE.Snippets.color_vertex,THREE.Snippets.skinning_vertex,"}"].join("\n")},lambert:{uniforms:Uniforms.merge([THREE.UniformsLib.common,THREE.UniformsLib.lights]),fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;\nvarying vec3 vLightWeighting;",THREE.Snippets.color_pars_fragment,THREE.Snippets.map_pars_fragment, THREE.Snippets.lightmap_pars_fragment,THREE.Snippets.envmap_pars_fragment,THREE.Snippets.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( diffuse, opacity );\ngl_FragColor = gl_FragColor * vec4( vLightWeighting, 1.0 );",THREE.Snippets.map_fragment,THREE.Snippets.lightmap_fragment,THREE.Snippets.color_fragment,THREE.Snippets.envmap_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertexShader:["varying vec3 vLightWeighting;",THREE.Snippets.map_pars_vertex,THREE.Snippets.lightmap_pars_vertex, THREE.Snippets.envmap_pars_vertex,THREE.Snippets.lights_pars_vertex,THREE.Snippets.color_pars_vertex,THREE.Snippets.skinning_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.Snippets.map_vertex,THREE.Snippets.lightmap_vertex,THREE.Snippets.envmap_vertex,THREE.Snippets.color_vertex,"vec3 transformedNormal = normalize( normalMatrix * normal );",THREE.Snippets.lights_vertex,THREE.Snippets.skinning_vertex,"}"].join("\n")},phong:{uniforms:Uniforms.merge([THREE.UniformsLib.common, THREE.UniformsLib.lights,{ambient:{type:"c",value:new THREE.Color(328965)},specular:{type:"c",value:new THREE.Color(1118481)},shininess:{type:"f",value:30}}]),fragmentShader:["uniform vec3 diffuse;\nuniform float opacity;\nuniform vec3 ambient;\nuniform vec3 specular;\nuniform float shininess;\nvarying vec3 vLightWeighting;",THREE.Snippets.color_pars_fragment,THREE.Snippets.map_pars_fragment,THREE.Snippets.lightmap_pars_fragment,THREE.Snippets.envmap_pars_fragment,THREE.Snippets.fog_pars_fragment, THREE.Snippets.lights_pars_fragment,"void main() {\ngl_FragColor = vec4( vLightWeighting, 1.0 );",THREE.Snippets.lights_fragment,THREE.Snippets.map_fragment,THREE.Snippets.lightmap_fragment,THREE.Snippets.color_fragment,THREE.Snippets.envmap_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertexShader:["#define PHONG\nvarying vec3 vLightWeighting;\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;",THREE.Snippets.map_pars_vertex,THREE.Snippets.lightmap_pars_vertex,THREE.Snippets.envmap_pars_vertex, THREE.Snippets.lights_pars_vertex,THREE.Snippets.color_pars_vertex,THREE.Snippets.skinning_pars_vertex,"void main() {\nvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",THREE.Snippets.map_vertex,THREE.Snippets.lightmap_vertex,THREE.Snippets.envmap_vertex,THREE.Snippets.color_vertex,"#ifndef USE_ENVMAP\nvec4 mPosition = objectMatrix * vec4( position, 1.0 );\n#endif\nvViewPosition = cameraPosition - mPosition.xyz;\nvec3 transformedNormal = normalize( normalMatrix * normal );\nvNormal = transformedNormal;", THREE.Snippets.lights_vertex,THREE.Snippets.skinning_vertex,"}"].join("\n")},particle_basic:{uniforms:THREE.UniformsLib.particle,fragmentShader:["uniform vec3 psColor;\nuniform float opacity;",THREE.Snippets.color_pars_fragment,THREE.Snippets.map_particle_pars_fragment,THREE.Snippets.fog_pars_fragment,"void main() {\ngl_FragColor = vec4( psColor, opacity );",THREE.Snippets.map_particle_fragment,THREE.Snippets.color_fragment,THREE.Snippets.fog_fragment,"}"].join("\n"),vertexShader:["uniform float size;", THREE.Snippets.color_pars_vertex,"void main() {",THREE.Snippets.color_vertex,"vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\ngl_Position = projectionMatrix * mvPosition;\ngl_PointSize = size;\n}"].join("\n")}};