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- /**
- * @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 = new Date().getTime();
- var 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,
- scale = THREE.Frustum.__v1.set( matrix.getColumnX().length(), matrix.getColumnY().length(), matrix.getColumnZ().length() ),
- radius = - object.geometry.boundingSphere.radius * Math.max( scale.x, Math.max( scale.y, scale.z ) );
- 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 ].position ) );
- b = objMatrix.multiplyVector3( b.copy( vertices[ face.b ].position ) );
- c = objMatrix.multiplyVector3( c.copy( vertices[ face.c ].position ) );
- 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 ].position ) );
- b = objMatrix.multiplyVector3( b.copy( vertices[ face.b ].position ) );
- c = objMatrix.multiplyVector3( c.copy( vertices[ face.c ].position ) );
- d = objMatrix.multiplyVector3( d.copy( vertices[ face.d ].position ) );
- 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 <a, b>
- clamp: function ( x, a, b ) {
- return ( x < a ) ? a : ( ( x > b ) ? b : x );
- },
- // Clamp value to range <a, inf)
- clampBottom: function ( x, a ) {
- return x < a ? a : x;
- },
- // Linear mapping from range <a1, a2> to range <b1, b2>
- mapLinear: function ( x, a1, a2, b1, b2 ) {
- return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
- },
- // Random float from <0, 1> with 16 bits of randomness
- // (standard Math.random() creates repetitive patterns when applied over larger space)
- random16: function () {
- return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
- },
- // Random integer from <low, high> interval
- randInt: function ( low, high ) {
- return low + Math.floor( Math.random() * ( high - low + 1 ) );
- },
- // Random float from <low, high> interval
- randFloat: function ( low, high ) {
- return low + Math.random() * ( high - low );
- },
- // Random float from <-range/2, range/2> interval
- randFloatSpread: function ( range ) {
- return range * ( 0.5 - Math.random() );
- },
- sign: function ( x ) {
- return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Matrix3 = function () {
- this.m = [];
- };
- THREE.Matrix3.prototype = {
- constructor: THREE.Matrix3,
- getInverse: function ( matrix ) {
- // input: THREE.Matrix4
- // ( based on http://code.google.com/p/webgl-mjs/ )
- var a11 = matrix.elements[10] * matrix.elements[5] - matrix.elements[6] * matrix.elements[9];
- var a21 = - matrix.elements[10] * matrix.elements[1] + matrix.elements[2] * matrix.elements[9];
- var a31 = matrix.elements[6] * matrix.elements[1] - matrix.elements[2] * matrix.elements[5];
- var a12 = - matrix.elements[10] * matrix.elements[4] + matrix.elements[6] * matrix.elements[8];
- var a22 = matrix.elements[10] * matrix.elements[0] - matrix.elements[2] * matrix.elements[8];
- var a32 = - matrix.elements[6] * matrix.elements[0] + matrix.elements[2] * matrix.elements[4];
- var a13 = matrix.elements[9] * matrix.elements[4] - matrix.elements[5] * matrix.elements[8];
- var a23 = - matrix.elements[9] * matrix.elements[0] + matrix.elements[1] * matrix.elements[8];
- var a33 = matrix.elements[5] * matrix.elements[0] - matrix.elements[1] * matrix.elements[4];
- var det = matrix.elements[0] * a11 + matrix.elements[1] * a12 + matrix.elements[2] * a13;
- // no inverse
- if ( det === 0 ) {
- console.warn( "Matrix3.getInverse(): determinant == 0" );
- }
- var idet = 1.0 / det;
- var m = this.m;
- 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.m;
- 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;
- },
- //
- 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 ( 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 ].position );
- 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 ].position );
- _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 ].position );
- _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 ( position ) {
- this.position = position || new THREE.Vector3();
- };
- THREE.Vertex.prototype = {
- constructor: THREE.Vertex,
- clone: function () {
- return new THREE.Vertex( this.position.clone() );
- }
- };
- /**
- * @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 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/
- * @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: <hex>,
- * opacity: <float>,
- *
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
- *
- * linewidth: <float>,
- * linecap: "round",
- * linejoin: "round",
- *
- * vertexColors: <bool>
- *
- * fog: <bool>
- * }
- */
- 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: <hex>,
- * opacity: <float>,
- * map: new THREE.Texture( <Image> ),
- *
- * lightMap: new THREE.Texture( <Image> ),
- *
- * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
- * combine: THREE.Multiply,
- * reflectivity: <float>,
- * refractionRatio: <float>,
- *
- * shading: THREE.SmoothShading,
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- * skinning: <bool>,
- * morphTargets: <bool>,
- *
- * fog: <bool>
- * }
- */
- THREE.MeshBasicMaterial = function ( parameters ) {
- THREE.Material.call( this, 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: <hex>,
- * opacity: <float>,
- * map: new THREE.Texture( <Image> ),
- *
- * size: <float>,
- *
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
- *
- * vertexColors: <bool>,
- *
- * fog: <bool>
- * }
- */
- 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/
- */
- THREE.ParticleDOMMaterial = function ( domElement ) {
- THREE.Material.call( this );
- this.domElement = domElement;
- };
- /**
- * @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/
- * @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 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 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.DOMRenderer = function () {
- var _renderData, _elements,
- _width, _height, _widthHalf, _heightHalf, _transformProp,
- _projector = new THREE.Projector();
- var getSupportedProp = function ( proparray ) {
- var root = document.documentElement
- for ( var i = 0; i < proparray.length; i ++ ) {
- if ( typeof root.style[ proparray[ i ] ] === "string" ) {
- return proparray[i];
- }
- }
- return null;
- };
- _transformProp = getSupportedProp( [ 'transform', 'MozTransform', 'WebkitTransform', 'msTransform', 'OTransform' ] );
- this.domElement = document.createElement( 'div' );
- this.setSize = function ( width, height ) {
- _width = width;
- _height = height;
- _widthHalf = _width / 2;
- _heightHalf = _height / 2;
- };
- this.render = function ( scene, camera ) {
- var e, el, m, ml, element, material, dom, v1x, v1y;
- _renderData = _projector.projectScene( scene, camera );
- _elements = _renderData.elements;
- for ( e = 0, el = _elements.length; e < el; e ++ ) {
- element = _elements[ e ];
- if ( element instanceof THREE.RenderableParticle && element.material instanceof THREE.ParticleDOMMaterial ) {
- dom = element.material.domElement;
- v1x = element.x * _widthHalf + _widthHalf - ( dom.offsetWidth >> 1 );
- v1y = element.y * _heightHalf + _heightHalf - ( dom.offsetHeight >> 1 );
- dom.style.left = v1x + 'px';
- dom.style.top = v1y + 'px';
- dom.style.zIndex = Math.abs( Math.floor( ( 1 - element.z ) * camera.far / camera.near ) )
- if ( _transformProp ) {
- var scaleX = element.scale.x * _widthHalf;
- var scaleY = element.scale.y * _heightHalf;
- var scaleVal = "scale(" + scaleX + "," + scaleY + ")";
- dom.style[ _transformProp ] = scaleVal;
- }
- }
- }
- };
- };
- /**
- * @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.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;
- };
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