three.js 798 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. var THREE = { REVISION: '68dev' };
  5. // browserify support
  6. if ( typeof module === 'object' ) {
  7. module.exports = THREE;
  8. }
  9. // GL STATE CONSTANTS
  10. THREE.CullFaceNone = 0;
  11. THREE.CullFaceBack = 1;
  12. THREE.CullFaceFront = 2;
  13. THREE.CullFaceFrontBack = 3;
  14. THREE.FrontFaceDirectionCW = 0;
  15. THREE.FrontFaceDirectionCCW = 1;
  16. // SHADOWING TYPES
  17. THREE.BasicShadowMap = 0;
  18. THREE.PCFShadowMap = 1;
  19. THREE.PCFSoftShadowMap = 2;
  20. // MATERIAL CONSTANTS
  21. // side
  22. THREE.FrontSide = 0;
  23. THREE.BackSide = 1;
  24. THREE.DoubleSide = 2;
  25. // shading
  26. THREE.NoShading = 0;
  27. THREE.FlatShading = 1;
  28. THREE.SmoothShading = 2;
  29. // colors
  30. THREE.NoColors = 0;
  31. THREE.FaceColors = 1;
  32. THREE.VertexColors = 2;
  33. // blending modes
  34. THREE.NoBlending = 0;
  35. THREE.NormalBlending = 1;
  36. THREE.AdditiveBlending = 2;
  37. THREE.SubtractiveBlending = 3;
  38. THREE.MultiplyBlending = 4;
  39. THREE.CustomBlending = 5;
  40. // custom blending equations
  41. // (numbers start from 100 not to clash with other
  42. // mappings to OpenGL constants defined in Texture.js)
  43. THREE.AddEquation = 100;
  44. THREE.SubtractEquation = 101;
  45. THREE.ReverseSubtractEquation = 102;
  46. // custom blending destination factors
  47. THREE.ZeroFactor = 200;
  48. THREE.OneFactor = 201;
  49. THREE.SrcColorFactor = 202;
  50. THREE.OneMinusSrcColorFactor = 203;
  51. THREE.SrcAlphaFactor = 204;
  52. THREE.OneMinusSrcAlphaFactor = 205;
  53. THREE.DstAlphaFactor = 206;
  54. THREE.OneMinusDstAlphaFactor = 207;
  55. // custom blending source factors
  56. //THREE.ZeroFactor = 200;
  57. //THREE.OneFactor = 201;
  58. //THREE.SrcAlphaFactor = 204;
  59. //THREE.OneMinusSrcAlphaFactor = 205;
  60. //THREE.DstAlphaFactor = 206;
  61. //THREE.OneMinusDstAlphaFactor = 207;
  62. THREE.DstColorFactor = 208;
  63. THREE.OneMinusDstColorFactor = 209;
  64. THREE.SrcAlphaSaturateFactor = 210;
  65. // TEXTURE CONSTANTS
  66. THREE.MultiplyOperation = 0;
  67. THREE.MixOperation = 1;
  68. THREE.AddOperation = 2;
  69. // Mapping modes
  70. THREE.UVMapping = function () {};
  71. THREE.CubeReflectionMapping = function () {};
  72. THREE.CubeRefractionMapping = function () {};
  73. THREE.SphericalReflectionMapping = function () {};
  74. THREE.SphericalRefractionMapping = function () {};
  75. // Wrapping modes
  76. THREE.RepeatWrapping = 1000;
  77. THREE.ClampToEdgeWrapping = 1001;
  78. THREE.MirroredRepeatWrapping = 1002;
  79. // Filters
  80. THREE.NearestFilter = 1003;
  81. THREE.NearestMipMapNearestFilter = 1004;
  82. THREE.NearestMipMapLinearFilter = 1005;
  83. THREE.LinearFilter = 1006;
  84. THREE.LinearMipMapNearestFilter = 1007;
  85. THREE.LinearMipMapLinearFilter = 1008;
  86. // Data types
  87. THREE.UnsignedByteType = 1009;
  88. THREE.ByteType = 1010;
  89. THREE.ShortType = 1011;
  90. THREE.UnsignedShortType = 1012;
  91. THREE.IntType = 1013;
  92. THREE.UnsignedIntType = 1014;
  93. THREE.FloatType = 1015;
  94. // Pixel types
  95. //THREE.UnsignedByteType = 1009;
  96. THREE.UnsignedShort4444Type = 1016;
  97. THREE.UnsignedShort5551Type = 1017;
  98. THREE.UnsignedShort565Type = 1018;
  99. // Pixel formats
  100. THREE.AlphaFormat = 1019;
  101. THREE.RGBFormat = 1020;
  102. THREE.RGBAFormat = 1021;
  103. THREE.LuminanceFormat = 1022;
  104. THREE.LuminanceAlphaFormat = 1023;
  105. // Compressed texture formats
  106. THREE.RGB_S3TC_DXT1_Format = 2001;
  107. THREE.RGBA_S3TC_DXT1_Format = 2002;
  108. THREE.RGBA_S3TC_DXT3_Format = 2003;
  109. THREE.RGBA_S3TC_DXT5_Format = 2004;
  110. /*
  111. // Potential future PVRTC compressed texture formats
  112. THREE.RGB_PVRTC_4BPPV1_Format = 2100;
  113. THREE.RGB_PVRTC_2BPPV1_Format = 2101;
  114. THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
  115. THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
  116. */
  117. /**
  118. * @author mrdoob / http://mrdoob.com/
  119. */
  120. THREE.Color = function ( color ) {
  121. if ( arguments.length === 3 ) {
  122. return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );
  123. }
  124. return this.set( color )
  125. };
  126. THREE.Color.prototype = {
  127. constructor: THREE.Color,
  128. r: 1, g: 1, b: 1,
  129. set: function ( value ) {
  130. if ( value instanceof THREE.Color ) {
  131. this.copy( value );
  132. } else if ( typeof value === 'number' ) {
  133. this.setHex( value );
  134. } else if ( typeof value === 'string' ) {
  135. this.setStyle( value );
  136. }
  137. return this;
  138. },
  139. setHex: function ( hex ) {
  140. hex = Math.floor( hex );
  141. this.r = ( hex >> 16 & 255 ) / 255;
  142. this.g = ( hex >> 8 & 255 ) / 255;
  143. this.b = ( hex & 255 ) / 255;
  144. return this;
  145. },
  146. setRGB: function ( r, g, b ) {
  147. this.r = r;
  148. this.g = g;
  149. this.b = b;
  150. return this;
  151. },
  152. setHSL: function ( h, s, l ) {
  153. // h,s,l ranges are in 0.0 - 1.0
  154. if ( s === 0 ) {
  155. this.r = this.g = this.b = l;
  156. } else {
  157. var hue2rgb = function ( p, q, t ) {
  158. if ( t < 0 ) t += 1;
  159. if ( t > 1 ) t -= 1;
  160. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  161. if ( t < 1 / 2 ) return q;
  162. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  163. return p;
  164. };
  165. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  166. var q = ( 2 * l ) - p;
  167. this.r = hue2rgb( q, p, h + 1 / 3 );
  168. this.g = hue2rgb( q, p, h );
  169. this.b = hue2rgb( q, p, h - 1 / 3 );
  170. }
  171. return this;
  172. },
  173. setStyle: function ( style ) {
  174. // rgb(255,0,0)
  175. if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) {
  176. var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style );
  177. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  178. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  179. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  180. return this;
  181. }
  182. // rgb(100%,0%,0%)
  183. if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) {
  184. var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style );
  185. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  186. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  187. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  188. return this;
  189. }
  190. // #ff0000
  191. if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
  192. var color = /^\#([0-9a-f]{6})$/i.exec( style );
  193. this.setHex( parseInt( color[ 1 ], 16 ) );
  194. return this;
  195. }
  196. // #f00
  197. if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
  198. var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
  199. this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
  200. return this;
  201. }
  202. // red
  203. if ( /^(\w+)$/i.test( style ) ) {
  204. this.setHex( THREE.ColorKeywords[ style ] );
  205. return this;
  206. }
  207. },
  208. copy: function ( color ) {
  209. this.r = color.r;
  210. this.g = color.g;
  211. this.b = color.b;
  212. return this;
  213. },
  214. copyGammaToLinear: function ( color ) {
  215. this.r = color.r * color.r;
  216. this.g = color.g * color.g;
  217. this.b = color.b * color.b;
  218. return this;
  219. },
  220. copyLinearToGamma: function ( color ) {
  221. this.r = Math.sqrt( color.r );
  222. this.g = Math.sqrt( color.g );
  223. this.b = Math.sqrt( color.b );
  224. return this;
  225. },
  226. convertGammaToLinear: function () {
  227. var r = this.r, g = this.g, b = this.b;
  228. this.r = r * r;
  229. this.g = g * g;
  230. this.b = b * b;
  231. return this;
  232. },
  233. convertLinearToGamma: function () {
  234. this.r = Math.sqrt( this.r );
  235. this.g = Math.sqrt( this.g );
  236. this.b = Math.sqrt( this.b );
  237. return this;
  238. },
  239. getHex: function () {
  240. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  241. },
  242. getHexString: function () {
  243. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  244. },
  245. getHSL: function ( optionalTarget ) {
  246. // h,s,l ranges are in 0.0 - 1.0
  247. var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
  248. var r = this.r, g = this.g, b = this.b;
  249. var max = Math.max( r, g, b );
  250. var min = Math.min( r, g, b );
  251. var hue, saturation;
  252. var lightness = ( min + max ) / 2.0;
  253. if ( min === max ) {
  254. hue = 0;
  255. saturation = 0;
  256. } else {
  257. var delta = max - min;
  258. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  259. switch ( max ) {
  260. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  261. case g: hue = ( b - r ) / delta + 2; break;
  262. case b: hue = ( r - g ) / delta + 4; break;
  263. }
  264. hue /= 6;
  265. }
  266. hsl.h = hue;
  267. hsl.s = saturation;
  268. hsl.l = lightness;
  269. return hsl;
  270. },
  271. getStyle: function () {
  272. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  273. },
  274. offsetHSL: function ( h, s, l ) {
  275. var hsl = this.getHSL();
  276. hsl.h += h; hsl.s += s; hsl.l += l;
  277. this.setHSL( hsl.h, hsl.s, hsl.l );
  278. return this;
  279. },
  280. add: function ( color ) {
  281. this.r += color.r;
  282. this.g += color.g;
  283. this.b += color.b;
  284. return this;
  285. },
  286. addColors: function ( color1, color2 ) {
  287. this.r = color1.r + color2.r;
  288. this.g = color1.g + color2.g;
  289. this.b = color1.b + color2.b;
  290. return this;
  291. },
  292. addScalar: function ( s ) {
  293. this.r += s;
  294. this.g += s;
  295. this.b += s;
  296. return this;
  297. },
  298. multiply: function ( color ) {
  299. this.r *= color.r;
  300. this.g *= color.g;
  301. this.b *= color.b;
  302. return this;
  303. },
  304. multiplyScalar: function ( s ) {
  305. this.r *= s;
  306. this.g *= s;
  307. this.b *= s;
  308. return this;
  309. },
  310. lerp: function ( color, alpha ) {
  311. this.r += ( color.r - this.r ) * alpha;
  312. this.g += ( color.g - this.g ) * alpha;
  313. this.b += ( color.b - this.b ) * alpha;
  314. return this;
  315. },
  316. equals: function ( c ) {
  317. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  318. },
  319. fromArray: function ( array ) {
  320. this.r = array[ 0 ];
  321. this.g = array[ 1 ];
  322. this.b = array[ 2 ];
  323. return this;
  324. },
  325. toArray: function () {
  326. return [ this.r, this.g, this.b ];
  327. },
  328. clone: function () {
  329. return new THREE.Color().setRGB( this.r, this.g, this.b );
  330. }
  331. };
  332. THREE.ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  333. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  334. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  335. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  336. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  337. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  338. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  339. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  340. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  341. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  342. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  343. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  344. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  345. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  346. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  347. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  348. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  349. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  350. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  351. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  352. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  353. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  354. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  355. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  356. /**
  357. * @author mikael emtinger / http://gomo.se/
  358. * @author alteredq / http://alteredqualia.com/
  359. * @author WestLangley / http://github.com/WestLangley
  360. * @author bhouston / http://exocortex.com
  361. */
  362. THREE.Quaternion = function ( x, y, z, w ) {
  363. this._x = x || 0;
  364. this._y = y || 0;
  365. this._z = z || 0;
  366. this._w = ( w !== undefined ) ? w : 1;
  367. };
  368. THREE.Quaternion.prototype = {
  369. constructor: THREE.Quaternion,
  370. _x: 0,_y: 0, _z: 0, _w: 0,
  371. get x () {
  372. return this._x;
  373. },
  374. set x ( value ) {
  375. this._x = value;
  376. this.onChangeCallback();
  377. },
  378. get y () {
  379. return this._y;
  380. },
  381. set y ( value ) {
  382. this._y = value;
  383. this.onChangeCallback();
  384. },
  385. get z () {
  386. return this._z;
  387. },
  388. set z ( value ) {
  389. this._z = value;
  390. this.onChangeCallback();
  391. },
  392. get w () {
  393. return this._w;
  394. },
  395. set w ( value ) {
  396. this._w = value;
  397. this.onChangeCallback();
  398. },
  399. set: function ( x, y, z, w ) {
  400. this._x = x;
  401. this._y = y;
  402. this._z = z;
  403. this._w = w;
  404. this.onChangeCallback();
  405. return this;
  406. },
  407. copy: function ( quaternion ) {
  408. this._x = quaternion.x;
  409. this._y = quaternion.y;
  410. this._z = quaternion.z;
  411. this._w = quaternion.w;
  412. this.onChangeCallback();
  413. return this;
  414. },
  415. setFromEuler: function ( euler, update ) {
  416. if ( euler instanceof THREE.Euler === false ) {
  417. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  418. }
  419. // http://www.mathworks.com/matlabcentral/fileexchange/
  420. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  421. // content/SpinCalc.m
  422. var c1 = Math.cos( euler._x / 2 );
  423. var c2 = Math.cos( euler._y / 2 );
  424. var c3 = Math.cos( euler._z / 2 );
  425. var s1 = Math.sin( euler._x / 2 );
  426. var s2 = Math.sin( euler._y / 2 );
  427. var s3 = Math.sin( euler._z / 2 );
  428. if ( euler.order === 'XYZ' ) {
  429. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  430. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  431. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  432. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  433. } else if ( euler.order === 'YXZ' ) {
  434. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  435. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  436. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  437. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  438. } else if ( euler.order === 'ZXY' ) {
  439. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  440. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  441. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  442. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  443. } else if ( euler.order === 'ZYX' ) {
  444. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  445. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  446. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  447. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  448. } else if ( euler.order === 'YZX' ) {
  449. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  450. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  451. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  452. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  453. } else if ( euler.order === 'XZY' ) {
  454. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  455. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  456. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  457. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  458. }
  459. if ( update !== false ) this.onChangeCallback();
  460. return this;
  461. },
  462. setFromAxisAngle: function ( axis, angle ) {
  463. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  464. // assumes axis is normalized
  465. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  466. this._x = axis.x * s;
  467. this._y = axis.y * s;
  468. this._z = axis.z * s;
  469. this._w = Math.cos( halfAngle );
  470. this.onChangeCallback();
  471. return this;
  472. },
  473. setFromRotationMatrix: function ( m ) {
  474. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  475. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  476. var te = m.elements,
  477. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  478. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  479. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  480. trace = m11 + m22 + m33,
  481. s;
  482. if ( trace > 0 ) {
  483. s = 0.5 / Math.sqrt( trace + 1.0 );
  484. this._w = 0.25 / s;
  485. this._x = ( m32 - m23 ) * s;
  486. this._y = ( m13 - m31 ) * s;
  487. this._z = ( m21 - m12 ) * s;
  488. } else if ( m11 > m22 && m11 > m33 ) {
  489. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  490. this._w = ( m32 - m23 ) / s;
  491. this._x = 0.25 * s;
  492. this._y = ( m12 + m21 ) / s;
  493. this._z = ( m13 + m31 ) / s;
  494. } else if ( m22 > m33 ) {
  495. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  496. this._w = ( m13 - m31 ) / s;
  497. this._x = ( m12 + m21 ) / s;
  498. this._y = 0.25 * s;
  499. this._z = ( m23 + m32 ) / s;
  500. } else {
  501. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  502. this._w = ( m21 - m12 ) / s;
  503. this._x = ( m13 + m31 ) / s;
  504. this._y = ( m23 + m32 ) / s;
  505. this._z = 0.25 * s;
  506. }
  507. this.onChangeCallback();
  508. return this;
  509. },
  510. setFromUnitVectors: function () {
  511. // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
  512. // assumes direction vectors vFrom and vTo are normalized
  513. var v1, r;
  514. var EPS = 0.000001;
  515. return function ( vFrom, vTo ) {
  516. if ( v1 === undefined ) v1 = new THREE.Vector3();
  517. r = vFrom.dot( vTo ) + 1;
  518. if ( r < EPS ) {
  519. r = 0;
  520. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  521. v1.set( - vFrom.y, vFrom.x, 0 );
  522. } else {
  523. v1.set( 0, - vFrom.z, vFrom.y );
  524. }
  525. } else {
  526. v1.crossVectors( vFrom, vTo );
  527. }
  528. this._x = v1.x;
  529. this._y = v1.y;
  530. this._z = v1.z;
  531. this._w = r;
  532. this.normalize();
  533. return this;
  534. }
  535. }(),
  536. inverse: function () {
  537. this.conjugate().normalize();
  538. return this;
  539. },
  540. conjugate: function () {
  541. this._x *= - 1;
  542. this._y *= - 1;
  543. this._z *= - 1;
  544. this.onChangeCallback();
  545. return this;
  546. },
  547. dot: function ( v ) {
  548. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  549. },
  550. lengthSq: function () {
  551. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  552. },
  553. length: function () {
  554. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  555. },
  556. normalize: function () {
  557. var l = this.length();
  558. if ( l === 0 ) {
  559. this._x = 0;
  560. this._y = 0;
  561. this._z = 0;
  562. this._w = 1;
  563. } else {
  564. l = 1 / l;
  565. this._x = this._x * l;
  566. this._y = this._y * l;
  567. this._z = this._z * l;
  568. this._w = this._w * l;
  569. }
  570. this.onChangeCallback();
  571. return this;
  572. },
  573. multiply: function ( q, p ) {
  574. if ( p !== undefined ) {
  575. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  576. return this.multiplyQuaternions( q, p );
  577. }
  578. return this.multiplyQuaternions( this, q );
  579. },
  580. multiplyQuaternions: function ( a, b ) {
  581. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  582. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  583. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  584. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  585. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  586. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  587. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  588. this.onChangeCallback();
  589. return this;
  590. },
  591. multiplyVector3: function ( vector ) {
  592. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  593. return vector.applyQuaternion( this );
  594. },
  595. slerp: function ( qb, t ) {
  596. var x = this._x, y = this._y, z = this._z, w = this._w;
  597. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  598. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  599. if ( cosHalfTheta < 0 ) {
  600. this._w = - qb._w;
  601. this._x = - qb._x;
  602. this._y = - qb._y;
  603. this._z = - qb._z;
  604. cosHalfTheta = - cosHalfTheta;
  605. } else {
  606. this.copy( qb );
  607. }
  608. if ( cosHalfTheta >= 1.0 ) {
  609. this._w = w;
  610. this._x = x;
  611. this._y = y;
  612. this._z = z;
  613. return this;
  614. }
  615. var halfTheta = Math.acos( cosHalfTheta );
  616. var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
  617. if ( Math.abs( sinHalfTheta ) < 0.001 ) {
  618. this._w = 0.5 * ( w + this._w );
  619. this._x = 0.5 * ( x + this._x );
  620. this._y = 0.5 * ( y + this._y );
  621. this._z = 0.5 * ( z + this._z );
  622. return this;
  623. }
  624. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  625. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  626. this._w = ( w * ratioA + this._w * ratioB );
  627. this._x = ( x * ratioA + this._x * ratioB );
  628. this._y = ( y * ratioA + this._y * ratioB );
  629. this._z = ( z * ratioA + this._z * ratioB );
  630. this.onChangeCallback();
  631. return this;
  632. },
  633. equals: function ( quaternion ) {
  634. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  635. },
  636. fromArray: function ( array ) {
  637. this._x = array[ 0 ];
  638. this._y = array[ 1 ];
  639. this._z = array[ 2 ];
  640. this._w = array[ 3 ];
  641. this.onChangeCallback();
  642. return this;
  643. },
  644. toArray: function () {
  645. return [ this._x, this._y, this._z, this._w ];
  646. },
  647. onChange: function ( callback ) {
  648. this.onChangeCallback = callback;
  649. return this;
  650. },
  651. onChangeCallback: function () {},
  652. clone: function () {
  653. return new THREE.Quaternion( this._x, this._y, this._z, this._w );
  654. }
  655. };
  656. THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
  657. return qm.copy( qa ).slerp( qb, t );
  658. }
  659. /**
  660. * @author mrdoob / http://mrdoob.com/
  661. * @author philogb / http://blog.thejit.org/
  662. * @author egraether / http://egraether.com/
  663. * @author zz85 / http://www.lab4games.net/zz85/blog
  664. */
  665. THREE.Vector2 = function ( x, y ) {
  666. this.x = x || 0;
  667. this.y = y || 0;
  668. };
  669. THREE.Vector2.prototype = {
  670. constructor: THREE.Vector2,
  671. set: function ( x, y ) {
  672. this.x = x;
  673. this.y = y;
  674. return this;
  675. },
  676. setX: function ( x ) {
  677. this.x = x;
  678. return this;
  679. },
  680. setY: function ( y ) {
  681. this.y = y;
  682. return this;
  683. },
  684. setComponent: function ( index, value ) {
  685. switch ( index ) {
  686. case 0: this.x = value; break;
  687. case 1: this.y = value; break;
  688. default: throw new Error( 'index is out of range: ' + index );
  689. }
  690. },
  691. getComponent: function ( index ) {
  692. switch ( index ) {
  693. case 0: return this.x;
  694. case 1: return this.y;
  695. default: throw new Error( 'index is out of range: ' + index );
  696. }
  697. },
  698. copy: function ( v ) {
  699. this.x = v.x;
  700. this.y = v.y;
  701. return this;
  702. },
  703. add: function ( v, w ) {
  704. if ( w !== undefined ) {
  705. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  706. return this.addVectors( v, w );
  707. }
  708. this.x += v.x;
  709. this.y += v.y;
  710. return this;
  711. },
  712. addVectors: function ( a, b ) {
  713. this.x = a.x + b.x;
  714. this.y = a.y + b.y;
  715. return this;
  716. },
  717. addScalar: function ( s ) {
  718. this.x += s;
  719. this.y += s;
  720. return this;
  721. },
  722. sub: function ( v, w ) {
  723. if ( w !== undefined ) {
  724. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  725. return this.subVectors( v, w );
  726. }
  727. this.x -= v.x;
  728. this.y -= v.y;
  729. return this;
  730. },
  731. subVectors: function ( a, b ) {
  732. this.x = a.x - b.x;
  733. this.y = a.y - b.y;
  734. return this;
  735. },
  736. multiply: function ( v ) {
  737. this.x *= v.x;
  738. this.y *= v.y;
  739. return this;
  740. },
  741. multiplyScalar: function ( s ) {
  742. this.x *= s;
  743. this.y *= s;
  744. return this;
  745. },
  746. divide: function ( v ) {
  747. this.x /= v.x;
  748. this.y /= v.y;
  749. return this;
  750. },
  751. divideScalar: function ( scalar ) {
  752. if ( scalar !== 0 ) {
  753. var invScalar = 1 / scalar;
  754. this.x *= invScalar;
  755. this.y *= invScalar;
  756. } else {
  757. this.x = 0;
  758. this.y = 0;
  759. }
  760. return this;
  761. },
  762. min: function ( v ) {
  763. if ( this.x > v.x ) {
  764. this.x = v.x;
  765. }
  766. if ( this.y > v.y ) {
  767. this.y = v.y;
  768. }
  769. return this;
  770. },
  771. max: function ( v ) {
  772. if ( this.x < v.x ) {
  773. this.x = v.x;
  774. }
  775. if ( this.y < v.y ) {
  776. this.y = v.y;
  777. }
  778. return this;
  779. },
  780. clamp: function ( min, max ) {
  781. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  782. if ( this.x < min.x ) {
  783. this.x = min.x;
  784. } else if ( this.x > max.x ) {
  785. this.x = max.x;
  786. }
  787. if ( this.y < min.y ) {
  788. this.y = min.y;
  789. } else if ( this.y > max.y ) {
  790. this.y = max.y;
  791. }
  792. return this;
  793. },
  794. clampScalar: ( function () {
  795. var min, max;
  796. return function ( minVal, maxVal ) {
  797. if ( min === undefined ) {
  798. min = new THREE.Vector2();
  799. max = new THREE.Vector2();
  800. }
  801. min.set( minVal, minVal );
  802. max.set( maxVal, maxVal );
  803. return this.clamp( min, max );
  804. };
  805. } )(),
  806. floor: function () {
  807. this.x = Math.floor( this.x );
  808. this.y = Math.floor( this.y );
  809. return this;
  810. },
  811. ceil: function () {
  812. this.x = Math.ceil( this.x );
  813. this.y = Math.ceil( this.y );
  814. return this;
  815. },
  816. round: function () {
  817. this.x = Math.round( this.x );
  818. this.y = Math.round( this.y );
  819. return this;
  820. },
  821. roundToZero: function () {
  822. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  823. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  824. return this;
  825. },
  826. negate: function () {
  827. return this.multiplyScalar( - 1 );
  828. },
  829. dot: function ( v ) {
  830. return this.x * v.x + this.y * v.y;
  831. },
  832. lengthSq: function () {
  833. return this.x * this.x + this.y * this.y;
  834. },
  835. length: function () {
  836. return Math.sqrt( this.x * this.x + this.y * this.y );
  837. },
  838. normalize: function () {
  839. return this.divideScalar( this.length() );
  840. },
  841. distanceTo: function ( v ) {
  842. return Math.sqrt( this.distanceToSquared( v ) );
  843. },
  844. distanceToSquared: function ( v ) {
  845. var dx = this.x - v.x, dy = this.y - v.y;
  846. return dx * dx + dy * dy;
  847. },
  848. setLength: function ( l ) {
  849. var oldLength = this.length();
  850. if ( oldLength !== 0 && l !== oldLength ) {
  851. this.multiplyScalar( l / oldLength );
  852. }
  853. return this;
  854. },
  855. lerp: function ( v, alpha ) {
  856. this.x += ( v.x - this.x ) * alpha;
  857. this.y += ( v.y - this.y ) * alpha;
  858. return this;
  859. },
  860. equals: function ( v ) {
  861. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  862. },
  863. fromArray: function ( array ) {
  864. this.x = array[ 0 ];
  865. this.y = array[ 1 ];
  866. return this;
  867. },
  868. toArray: function () {
  869. return [ this.x, this.y ];
  870. },
  871. clone: function () {
  872. return new THREE.Vector2( this.x, this.y );
  873. }
  874. };
  875. /**
  876. * @author mrdoob / http://mrdoob.com/
  877. * @author *kile / http://kile.stravaganza.org/
  878. * @author philogb / http://blog.thejit.org/
  879. * @author mikael emtinger / http://gomo.se/
  880. * @author egraether / http://egraether.com/
  881. * @author WestLangley / http://github.com/WestLangley
  882. */
  883. THREE.Vector3 = function ( x, y, z ) {
  884. this.x = x || 0;
  885. this.y = y || 0;
  886. this.z = z || 0;
  887. };
  888. THREE.Vector3.prototype = {
  889. constructor: THREE.Vector3,
  890. set: function ( x, y, z ) {
  891. this.x = x;
  892. this.y = y;
  893. this.z = z;
  894. return this;
  895. },
  896. setX: function ( x ) {
  897. this.x = x;
  898. return this;
  899. },
  900. setY: function ( y ) {
  901. this.y = y;
  902. return this;
  903. },
  904. setZ: function ( z ) {
  905. this.z = z;
  906. return this;
  907. },
  908. setComponent: function ( index, value ) {
  909. switch ( index ) {
  910. case 0: this.x = value; break;
  911. case 1: this.y = value; break;
  912. case 2: this.z = value; break;
  913. default: throw new Error( 'index is out of range: ' + index );
  914. }
  915. },
  916. getComponent: function ( index ) {
  917. switch ( index ) {
  918. case 0: return this.x;
  919. case 1: return this.y;
  920. case 2: return this.z;
  921. default: throw new Error( 'index is out of range: ' + index );
  922. }
  923. },
  924. copy: function ( v ) {
  925. this.x = v.x;
  926. this.y = v.y;
  927. this.z = v.z;
  928. return this;
  929. },
  930. add: function ( v, w ) {
  931. if ( w !== undefined ) {
  932. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  933. return this.addVectors( v, w );
  934. }
  935. this.x += v.x;
  936. this.y += v.y;
  937. this.z += v.z;
  938. return this;
  939. },
  940. addScalar: function ( s ) {
  941. this.x += s;
  942. this.y += s;
  943. this.z += s;
  944. return this;
  945. },
  946. addVectors: function ( a, b ) {
  947. this.x = a.x + b.x;
  948. this.y = a.y + b.y;
  949. this.z = a.z + b.z;
  950. return this;
  951. },
  952. sub: function ( v, w ) {
  953. if ( w !== undefined ) {
  954. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  955. return this.subVectors( v, w );
  956. }
  957. this.x -= v.x;
  958. this.y -= v.y;
  959. this.z -= v.z;
  960. return this;
  961. },
  962. subVectors: function ( a, b ) {
  963. this.x = a.x - b.x;
  964. this.y = a.y - b.y;
  965. this.z = a.z - b.z;
  966. return this;
  967. },
  968. multiply: function ( v, w ) {
  969. if ( w !== undefined ) {
  970. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  971. return this.multiplyVectors( v, w );
  972. }
  973. this.x *= v.x;
  974. this.y *= v.y;
  975. this.z *= v.z;
  976. return this;
  977. },
  978. multiplyScalar: function ( scalar ) {
  979. this.x *= scalar;
  980. this.y *= scalar;
  981. this.z *= scalar;
  982. return this;
  983. },
  984. multiplyVectors: function ( a, b ) {
  985. this.x = a.x * b.x;
  986. this.y = a.y * b.y;
  987. this.z = a.z * b.z;
  988. return this;
  989. },
  990. applyEuler: function () {
  991. var quaternion;
  992. return function ( euler ) {
  993. if ( euler instanceof THREE.Euler === false ) {
  994. console.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  995. }
  996. if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  997. this.applyQuaternion( quaternion.setFromEuler( euler ) );
  998. return this;
  999. };
  1000. }(),
  1001. applyAxisAngle: function () {
  1002. var quaternion;
  1003. return function ( axis, angle ) {
  1004. if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  1005. this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  1006. return this;
  1007. };
  1008. }(),
  1009. applyMatrix3: function ( m ) {
  1010. var x = this.x;
  1011. var y = this.y;
  1012. var z = this.z;
  1013. var e = m.elements;
  1014. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1015. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1016. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1017. return this;
  1018. },
  1019. applyMatrix4: function ( m ) {
  1020. // input: THREE.Matrix4 affine matrix
  1021. var x = this.x, y = this.y, z = this.z;
  1022. var e = m.elements;
  1023. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ];
  1024. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ];
  1025. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
  1026. return this;
  1027. },
  1028. applyProjection: function ( m ) {
  1029. // input: THREE.Matrix4 projection matrix
  1030. var x = this.x, y = this.y, z = this.z;
  1031. var e = m.elements;
  1032. var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
  1033. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d;
  1034. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d;
  1035. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
  1036. return this;
  1037. },
  1038. applyQuaternion: function ( q ) {
  1039. var x = this.x;
  1040. var y = this.y;
  1041. var z = this.z;
  1042. var qx = q.x;
  1043. var qy = q.y;
  1044. var qz = q.z;
  1045. var qw = q.w;
  1046. // calculate quat * vector
  1047. var ix = qw * x + qy * z - qz * y;
  1048. var iy = qw * y + qz * x - qx * z;
  1049. var iz = qw * z + qx * y - qy * x;
  1050. var iw = - qx * x - qy * y - qz * z;
  1051. // calculate result * inverse quat
  1052. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1053. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1054. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1055. return this;
  1056. },
  1057. transformDirection: function ( m ) {
  1058. // input: THREE.Matrix4 affine matrix
  1059. // vector interpreted as a direction
  1060. var x = this.x, y = this.y, z = this.z;
  1061. var e = m.elements;
  1062. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1063. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1064. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1065. this.normalize();
  1066. return this;
  1067. },
  1068. divide: function ( v ) {
  1069. this.x /= v.x;
  1070. this.y /= v.y;
  1071. this.z /= v.z;
  1072. return this;
  1073. },
  1074. divideScalar: function ( scalar ) {
  1075. if ( scalar !== 0 ) {
  1076. var invScalar = 1 / scalar;
  1077. this.x *= invScalar;
  1078. this.y *= invScalar;
  1079. this.z *= invScalar;
  1080. } else {
  1081. this.x = 0;
  1082. this.y = 0;
  1083. this.z = 0;
  1084. }
  1085. return this;
  1086. },
  1087. min: function ( v ) {
  1088. if ( this.x > v.x ) {
  1089. this.x = v.x;
  1090. }
  1091. if ( this.y > v.y ) {
  1092. this.y = v.y;
  1093. }
  1094. if ( this.z > v.z ) {
  1095. this.z = v.z;
  1096. }
  1097. return this;
  1098. },
  1099. max: function ( v ) {
  1100. if ( this.x < v.x ) {
  1101. this.x = v.x;
  1102. }
  1103. if ( this.y < v.y ) {
  1104. this.y = v.y;
  1105. }
  1106. if ( this.z < v.z ) {
  1107. this.z = v.z;
  1108. }
  1109. return this;
  1110. },
  1111. clamp: function ( min, max ) {
  1112. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  1113. if ( this.x < min.x ) {
  1114. this.x = min.x;
  1115. } else if ( this.x > max.x ) {
  1116. this.x = max.x;
  1117. }
  1118. if ( this.y < min.y ) {
  1119. this.y = min.y;
  1120. } else if ( this.y > max.y ) {
  1121. this.y = max.y;
  1122. }
  1123. if ( this.z < min.z ) {
  1124. this.z = min.z;
  1125. } else if ( this.z > max.z ) {
  1126. this.z = max.z;
  1127. }
  1128. return this;
  1129. },
  1130. clampScalar: ( function () {
  1131. var min, max;
  1132. return function ( minVal, maxVal ) {
  1133. if ( min === undefined ) {
  1134. min = new THREE.Vector3();
  1135. max = new THREE.Vector3();
  1136. }
  1137. min.set( minVal, minVal, minVal );
  1138. max.set( maxVal, maxVal, maxVal );
  1139. return this.clamp( min, max );
  1140. };
  1141. } )(),
  1142. floor: function () {
  1143. this.x = Math.floor( this.x );
  1144. this.y = Math.floor( this.y );
  1145. this.z = Math.floor( this.z );
  1146. return this;
  1147. },
  1148. ceil: function () {
  1149. this.x = Math.ceil( this.x );
  1150. this.y = Math.ceil( this.y );
  1151. this.z = Math.ceil( this.z );
  1152. return this;
  1153. },
  1154. round: function () {
  1155. this.x = Math.round( this.x );
  1156. this.y = Math.round( this.y );
  1157. this.z = Math.round( this.z );
  1158. return this;
  1159. },
  1160. roundToZero: function () {
  1161. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1162. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1163. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1164. return this;
  1165. },
  1166. negate: function () {
  1167. return this.multiplyScalar( - 1 );
  1168. },
  1169. dot: function ( v ) {
  1170. return this.x * v.x + this.y * v.y + this.z * v.z;
  1171. },
  1172. lengthSq: function () {
  1173. return this.x * this.x + this.y * this.y + this.z * this.z;
  1174. },
  1175. length: function () {
  1176. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1177. },
  1178. lengthManhattan: function () {
  1179. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1180. },
  1181. normalize: function () {
  1182. return this.divideScalar( this.length() );
  1183. },
  1184. setLength: function ( l ) {
  1185. var oldLength = this.length();
  1186. if ( oldLength !== 0 && l !== oldLength ) {
  1187. this.multiplyScalar( l / oldLength );
  1188. }
  1189. return this;
  1190. },
  1191. lerp: function ( v, alpha ) {
  1192. this.x += ( v.x - this.x ) * alpha;
  1193. this.y += ( v.y - this.y ) * alpha;
  1194. this.z += ( v.z - this.z ) * alpha;
  1195. return this;
  1196. },
  1197. cross: function ( v, w ) {
  1198. if ( w !== undefined ) {
  1199. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1200. return this.crossVectors( v, w );
  1201. }
  1202. var x = this.x, y = this.y, z = this.z;
  1203. this.x = y * v.z - z * v.y;
  1204. this.y = z * v.x - x * v.z;
  1205. this.z = x * v.y - y * v.x;
  1206. return this;
  1207. },
  1208. crossVectors: function ( a, b ) {
  1209. var ax = a.x, ay = a.y, az = a.z;
  1210. var bx = b.x, by = b.y, bz = b.z;
  1211. this.x = ay * bz - az * by;
  1212. this.y = az * bx - ax * bz;
  1213. this.z = ax * by - ay * bx;
  1214. return this;
  1215. },
  1216. projectOnVector: function () {
  1217. var v1, dot;
  1218. return function ( vector ) {
  1219. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1220. v1.copy( vector ).normalize();
  1221. dot = this.dot( v1 );
  1222. return this.copy( v1 ).multiplyScalar( dot );
  1223. };
  1224. }(),
  1225. projectOnPlane: function () {
  1226. var v1;
  1227. return function ( planeNormal ) {
  1228. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1229. v1.copy( this ).projectOnVector( planeNormal );
  1230. return this.sub( v1 );
  1231. }
  1232. }(),
  1233. reflect: function () {
  1234. // reflect incident vector off plane orthogonal to normal
  1235. // normal is assumed to have unit length
  1236. var v1;
  1237. return function ( normal ) {
  1238. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1239. return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1240. }
  1241. }(),
  1242. angleTo: function ( v ) {
  1243. var theta = this.dot( v ) / ( this.length() * v.length() );
  1244. // clamp, to handle numerical problems
  1245. return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
  1246. },
  1247. distanceTo: function ( v ) {
  1248. return Math.sqrt( this.distanceToSquared( v ) );
  1249. },
  1250. distanceToSquared: function ( v ) {
  1251. var dx = this.x - v.x;
  1252. var dy = this.y - v.y;
  1253. var dz = this.z - v.z;
  1254. return dx * dx + dy * dy + dz * dz;
  1255. },
  1256. setEulerFromRotationMatrix: function ( m, order ) {
  1257. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  1258. },
  1259. setEulerFromQuaternion: function ( q, order ) {
  1260. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  1261. },
  1262. getPositionFromMatrix: function ( m ) {
  1263. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  1264. return this.setFromMatrixPosition( m );
  1265. },
  1266. getScaleFromMatrix: function ( m ) {
  1267. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  1268. return this.setFromMatrixScale( m );
  1269. },
  1270. getColumnFromMatrix: function ( index, matrix ) {
  1271. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  1272. return this.setFromMatrixColumn( index, matrix );
  1273. },
  1274. setFromMatrixPosition: function ( m ) {
  1275. this.x = m.elements[ 12 ];
  1276. this.y = m.elements[ 13 ];
  1277. this.z = m.elements[ 14 ];
  1278. return this;
  1279. },
  1280. setFromMatrixScale: function ( m ) {
  1281. var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
  1282. var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
  1283. var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
  1284. this.x = sx;
  1285. this.y = sy;
  1286. this.z = sz;
  1287. return this;
  1288. },
  1289. setFromMatrixColumn: function ( index, matrix ) {
  1290. var offset = index * 4;
  1291. var me = matrix.elements;
  1292. this.x = me[ offset ];
  1293. this.y = me[ offset + 1 ];
  1294. this.z = me[ offset + 2 ];
  1295. return this;
  1296. },
  1297. equals: function ( v ) {
  1298. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1299. },
  1300. fromArray: function ( array ) {
  1301. this.x = array[ 0 ];
  1302. this.y = array[ 1 ];
  1303. this.z = array[ 2 ];
  1304. return this;
  1305. },
  1306. toArray: function () {
  1307. return [ this.x, this.y, this.z ];
  1308. },
  1309. clone: function () {
  1310. return new THREE.Vector3( this.x, this.y, this.z );
  1311. }
  1312. };
  1313. /**
  1314. * @author supereggbert / http://www.paulbrunt.co.uk/
  1315. * @author philogb / http://blog.thejit.org/
  1316. * @author mikael emtinger / http://gomo.se/
  1317. * @author egraether / http://egraether.com/
  1318. * @author WestLangley / http://github.com/WestLangley
  1319. */
  1320. THREE.Vector4 = function ( x, y, z, w ) {
  1321. this.x = x || 0;
  1322. this.y = y || 0;
  1323. this.z = z || 0;
  1324. this.w = ( w !== undefined ) ? w : 1;
  1325. };
  1326. THREE.Vector4.prototype = {
  1327. constructor: THREE.Vector4,
  1328. set: function ( x, y, z, w ) {
  1329. this.x = x;
  1330. this.y = y;
  1331. this.z = z;
  1332. this.w = w;
  1333. return this;
  1334. },
  1335. setX: function ( x ) {
  1336. this.x = x;
  1337. return this;
  1338. },
  1339. setY: function ( y ) {
  1340. this.y = y;
  1341. return this;
  1342. },
  1343. setZ: function ( z ) {
  1344. this.z = z;
  1345. return this;
  1346. },
  1347. setW: function ( w ) {
  1348. this.w = w;
  1349. return this;
  1350. },
  1351. setComponent: function ( index, value ) {
  1352. switch ( index ) {
  1353. case 0: this.x = value; break;
  1354. case 1: this.y = value; break;
  1355. case 2: this.z = value; break;
  1356. case 3: this.w = value; break;
  1357. default: throw new Error( 'index is out of range: ' + index );
  1358. }
  1359. },
  1360. getComponent: function ( index ) {
  1361. switch ( index ) {
  1362. case 0: return this.x;
  1363. case 1: return this.y;
  1364. case 2: return this.z;
  1365. case 3: return this.w;
  1366. default: throw new Error( 'index is out of range: ' + index );
  1367. }
  1368. },
  1369. copy: function ( v ) {
  1370. this.x = v.x;
  1371. this.y = v.y;
  1372. this.z = v.z;
  1373. this.w = ( v.w !== undefined ) ? v.w : 1;
  1374. return this;
  1375. },
  1376. add: function ( v, w ) {
  1377. if ( w !== undefined ) {
  1378. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1379. return this.addVectors( v, w );
  1380. }
  1381. this.x += v.x;
  1382. this.y += v.y;
  1383. this.z += v.z;
  1384. this.w += v.w;
  1385. return this;
  1386. },
  1387. addScalar: function ( s ) {
  1388. this.x += s;
  1389. this.y += s;
  1390. this.z += s;
  1391. this.w += s;
  1392. return this;
  1393. },
  1394. addVectors: function ( a, b ) {
  1395. this.x = a.x + b.x;
  1396. this.y = a.y + b.y;
  1397. this.z = a.z + b.z;
  1398. this.w = a.w + b.w;
  1399. return this;
  1400. },
  1401. sub: function ( v, w ) {
  1402. if ( w !== undefined ) {
  1403. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1404. return this.subVectors( v, w );
  1405. }
  1406. this.x -= v.x;
  1407. this.y -= v.y;
  1408. this.z -= v.z;
  1409. this.w -= v.w;
  1410. return this;
  1411. },
  1412. subVectors: function ( a, b ) {
  1413. this.x = a.x - b.x;
  1414. this.y = a.y - b.y;
  1415. this.z = a.z - b.z;
  1416. this.w = a.w - b.w;
  1417. return this;
  1418. },
  1419. multiplyScalar: function ( scalar ) {
  1420. this.x *= scalar;
  1421. this.y *= scalar;
  1422. this.z *= scalar;
  1423. this.w *= scalar;
  1424. return this;
  1425. },
  1426. applyMatrix4: function ( m ) {
  1427. var x = this.x;
  1428. var y = this.y;
  1429. var z = this.z;
  1430. var w = this.w;
  1431. var e = m.elements;
  1432. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1433. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1434. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1435. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1436. return this;
  1437. },
  1438. divideScalar: function ( scalar ) {
  1439. if ( scalar !== 0 ) {
  1440. var invScalar = 1 / scalar;
  1441. this.x *= invScalar;
  1442. this.y *= invScalar;
  1443. this.z *= invScalar;
  1444. this.w *= invScalar;
  1445. } else {
  1446. this.x = 0;
  1447. this.y = 0;
  1448. this.z = 0;
  1449. this.w = 1;
  1450. }
  1451. return this;
  1452. },
  1453. setAxisAngleFromQuaternion: function ( q ) {
  1454. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1455. // q is assumed to be normalized
  1456. this.w = 2 * Math.acos( q.w );
  1457. var s = Math.sqrt( 1 - q.w * q.w );
  1458. if ( s < 0.0001 ) {
  1459. this.x = 1;
  1460. this.y = 0;
  1461. this.z = 0;
  1462. } else {
  1463. this.x = q.x / s;
  1464. this.y = q.y / s;
  1465. this.z = q.z / s;
  1466. }
  1467. return this;
  1468. },
  1469. setAxisAngleFromRotationMatrix: function ( m ) {
  1470. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1471. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1472. var angle, x, y, z, // variables for result
  1473. epsilon = 0.01, // margin to allow for rounding errors
  1474. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1475. te = m.elements,
  1476. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1477. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1478. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1479. if ( ( Math.abs( m12 - m21 ) < epsilon )
  1480. && ( Math.abs( m13 - m31 ) < epsilon )
  1481. && ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1482. // singularity found
  1483. // first check for identity matrix which must have +1 for all terms
  1484. // in leading diagonal and zero in other terms
  1485. if ( ( Math.abs( m12 + m21 ) < epsilon2 )
  1486. && ( Math.abs( m13 + m31 ) < epsilon2 )
  1487. && ( Math.abs( m23 + m32 ) < epsilon2 )
  1488. && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1489. // this singularity is identity matrix so angle = 0
  1490. this.set( 1, 0, 0, 0 );
  1491. return this; // zero angle, arbitrary axis
  1492. }
  1493. // otherwise this singularity is angle = 180
  1494. angle = Math.PI;
  1495. var xx = ( m11 + 1 ) / 2;
  1496. var yy = ( m22 + 1 ) / 2;
  1497. var zz = ( m33 + 1 ) / 2;
  1498. var xy = ( m12 + m21 ) / 4;
  1499. var xz = ( m13 + m31 ) / 4;
  1500. var yz = ( m23 + m32 ) / 4;
  1501. if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
  1502. if ( xx < epsilon ) {
  1503. x = 0;
  1504. y = 0.707106781;
  1505. z = 0.707106781;
  1506. } else {
  1507. x = Math.sqrt( xx );
  1508. y = xy / x;
  1509. z = xz / x;
  1510. }
  1511. } else if ( yy > zz ) { // m22 is the largest diagonal term
  1512. if ( yy < epsilon ) {
  1513. x = 0.707106781;
  1514. y = 0;
  1515. z = 0.707106781;
  1516. } else {
  1517. y = Math.sqrt( yy );
  1518. x = xy / y;
  1519. z = yz / y;
  1520. }
  1521. } else { // m33 is the largest diagonal term so base result on this
  1522. if ( zz < epsilon ) {
  1523. x = 0.707106781;
  1524. y = 0.707106781;
  1525. z = 0;
  1526. } else {
  1527. z = Math.sqrt( zz );
  1528. x = xz / z;
  1529. y = yz / z;
  1530. }
  1531. }
  1532. this.set( x, y, z, angle );
  1533. return this; // return 180 deg rotation
  1534. }
  1535. // as we have reached here there are no singularities so we can handle normally
  1536. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
  1537. + ( m13 - m31 ) * ( m13 - m31 )
  1538. + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1539. if ( Math.abs( s ) < 0.001 ) s = 1;
  1540. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1541. // caught by singularity test above, but I've left it in just in case
  1542. this.x = ( m32 - m23 ) / s;
  1543. this.y = ( m13 - m31 ) / s;
  1544. this.z = ( m21 - m12 ) / s;
  1545. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1546. return this;
  1547. },
  1548. min: function ( v ) {
  1549. if ( this.x > v.x ) {
  1550. this.x = v.x;
  1551. }
  1552. if ( this.y > v.y ) {
  1553. this.y = v.y;
  1554. }
  1555. if ( this.z > v.z ) {
  1556. this.z = v.z;
  1557. }
  1558. if ( this.w > v.w ) {
  1559. this.w = v.w;
  1560. }
  1561. return this;
  1562. },
  1563. max: function ( v ) {
  1564. if ( this.x < v.x ) {
  1565. this.x = v.x;
  1566. }
  1567. if ( this.y < v.y ) {
  1568. this.y = v.y;
  1569. }
  1570. if ( this.z < v.z ) {
  1571. this.z = v.z;
  1572. }
  1573. if ( this.w < v.w ) {
  1574. this.w = v.w;
  1575. }
  1576. return this;
  1577. },
  1578. clamp: function ( min, max ) {
  1579. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  1580. if ( this.x < min.x ) {
  1581. this.x = min.x;
  1582. } else if ( this.x > max.x ) {
  1583. this.x = max.x;
  1584. }
  1585. if ( this.y < min.y ) {
  1586. this.y = min.y;
  1587. } else if ( this.y > max.y ) {
  1588. this.y = max.y;
  1589. }
  1590. if ( this.z < min.z ) {
  1591. this.z = min.z;
  1592. } else if ( this.z > max.z ) {
  1593. this.z = max.z;
  1594. }
  1595. if ( this.w < min.w ) {
  1596. this.w = min.w;
  1597. } else if ( this.w > max.w ) {
  1598. this.w = max.w;
  1599. }
  1600. return this;
  1601. },
  1602. clampScalar: ( function () {
  1603. var min, max;
  1604. return function ( minVal, maxVal ) {
  1605. if ( min === undefined ) {
  1606. min = new THREE.Vector4();
  1607. max = new THREE.Vector4();
  1608. }
  1609. min.set( minVal, minVal, minVal, minVal );
  1610. max.set( maxVal, maxVal, maxVal, maxVal );
  1611. return this.clamp( min, max );
  1612. };
  1613. } )(),
  1614. floor: function () {
  1615. this.x = Math.floor( this.x );
  1616. this.y = Math.floor( this.y );
  1617. this.z = Math.floor( this.z );
  1618. this.w = Math.floor( this.w );
  1619. return this;
  1620. },
  1621. ceil: function () {
  1622. this.x = Math.ceil( this.x );
  1623. this.y = Math.ceil( this.y );
  1624. this.z = Math.ceil( this.z );
  1625. this.w = Math.ceil( this.w );
  1626. return this;
  1627. },
  1628. round: function () {
  1629. this.x = Math.round( this.x );
  1630. this.y = Math.round( this.y );
  1631. this.z = Math.round( this.z );
  1632. this.w = Math.round( this.w );
  1633. return this;
  1634. },
  1635. roundToZero: function () {
  1636. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1637. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1638. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1639. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1640. return this;
  1641. },
  1642. negate: function () {
  1643. return this.multiplyScalar( - 1 );
  1644. },
  1645. dot: function ( v ) {
  1646. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1647. },
  1648. lengthSq: function () {
  1649. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1650. },
  1651. length: function () {
  1652. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1653. },
  1654. lengthManhattan: function () {
  1655. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1656. },
  1657. normalize: function () {
  1658. return this.divideScalar( this.length() );
  1659. },
  1660. setLength: function ( l ) {
  1661. var oldLength = this.length();
  1662. if ( oldLength !== 0 && l !== oldLength ) {
  1663. this.multiplyScalar( l / oldLength );
  1664. }
  1665. return this;
  1666. },
  1667. lerp: function ( v, alpha ) {
  1668. this.x += ( v.x - this.x ) * alpha;
  1669. this.y += ( v.y - this.y ) * alpha;
  1670. this.z += ( v.z - this.z ) * alpha;
  1671. this.w += ( v.w - this.w ) * alpha;
  1672. return this;
  1673. },
  1674. equals: function ( v ) {
  1675. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1676. },
  1677. fromArray: function ( array ) {
  1678. this.x = array[ 0 ];
  1679. this.y = array[ 1 ];
  1680. this.z = array[ 2 ];
  1681. this.w = array[ 3 ];
  1682. return this;
  1683. },
  1684. toArray: function () {
  1685. return [ this.x, this.y, this.z, this.w ];
  1686. },
  1687. clone: function () {
  1688. return new THREE.Vector4( this.x, this.y, this.z, this.w );
  1689. }
  1690. };
  1691. /**
  1692. * @author mrdoob / http://mrdoob.com/
  1693. * @author WestLangley / http://github.com/WestLangley
  1694. * @author bhouston / http://exocortex.com
  1695. */
  1696. THREE.Euler = function ( x, y, z, order ) {
  1697. this._x = x || 0;
  1698. this._y = y || 0;
  1699. this._z = z || 0;
  1700. this._order = order || THREE.Euler.DefaultOrder;
  1701. };
  1702. THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  1703. THREE.Euler.DefaultOrder = 'XYZ';
  1704. THREE.Euler.prototype = {
  1705. constructor: THREE.Euler,
  1706. _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
  1707. get x () {
  1708. return this._x;
  1709. },
  1710. set x ( value ) {
  1711. this._x = value;
  1712. this.onChangeCallback();
  1713. },
  1714. get y () {
  1715. return this._y;
  1716. },
  1717. set y ( value ) {
  1718. this._y = value;
  1719. this.onChangeCallback();
  1720. },
  1721. get z () {
  1722. return this._z;
  1723. },
  1724. set z ( value ) {
  1725. this._z = value;
  1726. this.onChangeCallback();
  1727. },
  1728. get order () {
  1729. return this._order;
  1730. },
  1731. set order ( value ) {
  1732. this._order = value;
  1733. this.onChangeCallback();
  1734. },
  1735. set: function ( x, y, z, order ) {
  1736. this._x = x;
  1737. this._y = y;
  1738. this._z = z;
  1739. this._order = order || this._order;
  1740. this.onChangeCallback();
  1741. return this;
  1742. },
  1743. copy: function ( euler ) {
  1744. this._x = euler._x;
  1745. this._y = euler._y;
  1746. this._z = euler._z;
  1747. this._order = euler._order;
  1748. this.onChangeCallback();
  1749. return this;
  1750. },
  1751. setFromRotationMatrix: function ( m, order ) {
  1752. var clamp = THREE.Math.clamp;
  1753. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1754. var te = m.elements;
  1755. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  1756. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  1757. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1758. order = order || this._order;
  1759. if ( order === 'XYZ' ) {
  1760. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  1761. if ( Math.abs( m13 ) < 0.99999 ) {
  1762. this._x = Math.atan2( - m23, m33 );
  1763. this._z = Math.atan2( - m12, m11 );
  1764. } else {
  1765. this._x = Math.atan2( m32, m22 );
  1766. this._z = 0;
  1767. }
  1768. } else if ( order === 'YXZ' ) {
  1769. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  1770. if ( Math.abs( m23 ) < 0.99999 ) {
  1771. this._y = Math.atan2( m13, m33 );
  1772. this._z = Math.atan2( m21, m22 );
  1773. } else {
  1774. this._y = Math.atan2( - m31, m11 );
  1775. this._z = 0;
  1776. }
  1777. } else if ( order === 'ZXY' ) {
  1778. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  1779. if ( Math.abs( m32 ) < 0.99999 ) {
  1780. this._y = Math.atan2( - m31, m33 );
  1781. this._z = Math.atan2( - m12, m22 );
  1782. } else {
  1783. this._y = 0;
  1784. this._z = Math.atan2( m21, m11 );
  1785. }
  1786. } else if ( order === 'ZYX' ) {
  1787. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  1788. if ( Math.abs( m31 ) < 0.99999 ) {
  1789. this._x = Math.atan2( m32, m33 );
  1790. this._z = Math.atan2( m21, m11 );
  1791. } else {
  1792. this._x = 0;
  1793. this._z = Math.atan2( - m12, m22 );
  1794. }
  1795. } else if ( order === 'YZX' ) {
  1796. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  1797. if ( Math.abs( m21 ) < 0.99999 ) {
  1798. this._x = Math.atan2( - m23, m22 );
  1799. this._y = Math.atan2( - m31, m11 );
  1800. } else {
  1801. this._x = 0;
  1802. this._y = Math.atan2( m13, m33 );
  1803. }
  1804. } else if ( order === 'XZY' ) {
  1805. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  1806. if ( Math.abs( m12 ) < 0.99999 ) {
  1807. this._x = Math.atan2( m32, m22 );
  1808. this._y = Math.atan2( m13, m11 );
  1809. } else {
  1810. this._x = Math.atan2( - m23, m33 );
  1811. this._y = 0;
  1812. }
  1813. } else {
  1814. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
  1815. }
  1816. this._order = order;
  1817. this.onChangeCallback();
  1818. return this;
  1819. },
  1820. setFromQuaternion: function ( q, order, update ) {
  1821. var clamp = THREE.Math.clamp;
  1822. // q is assumed to be normalized
  1823. // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
  1824. var sqx = q.x * q.x;
  1825. var sqy = q.y * q.y;
  1826. var sqz = q.z * q.z;
  1827. var sqw = q.w * q.w;
  1828. order = order || this._order;
  1829. if ( order === 'XYZ' ) {
  1830. this._x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
  1831. this._y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ), - 1, 1 ) );
  1832. this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
  1833. } else if ( order === 'YXZ' ) {
  1834. this._x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ), - 1, 1 ) );
  1835. this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
  1836. this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
  1837. } else if ( order === 'ZXY' ) {
  1838. this._x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ), - 1, 1 ) );
  1839. this._y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
  1840. this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
  1841. } else if ( order === 'ZYX' ) {
  1842. this._x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
  1843. this._y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ), - 1, 1 ) );
  1844. this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
  1845. } else if ( order === 'YZX' ) {
  1846. this._x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
  1847. this._y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
  1848. this._z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ), - 1, 1 ) );
  1849. } else if ( order === 'XZY' ) {
  1850. this._x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
  1851. this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
  1852. this._z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ), - 1, 1 ) );
  1853. } else {
  1854. console.warn( 'THREE.Euler: .setFromQuaternion() given unsupported order: ' + order )
  1855. }
  1856. this._order = order;
  1857. if ( update !== false ) this.onChangeCallback();
  1858. return this;
  1859. },
  1860. reorder: function () {
  1861. // WARNING: this discards revolution information -bhouston
  1862. var q = new THREE.Quaternion();
  1863. return function ( newOrder ) {
  1864. q.setFromEuler( this );
  1865. this.setFromQuaternion( q, newOrder );
  1866. };
  1867. }(),
  1868. equals: function ( euler ) {
  1869. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  1870. },
  1871. fromArray: function ( array ) {
  1872. this._x = array[ 0 ];
  1873. this._y = array[ 1 ];
  1874. this._z = array[ 2 ];
  1875. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  1876. this.onChangeCallback();
  1877. return this;
  1878. },
  1879. toArray: function () {
  1880. return [ this._x, this._y, this._z, this._order ];
  1881. },
  1882. onChange: function ( callback ) {
  1883. this.onChangeCallback = callback;
  1884. return this;
  1885. },
  1886. onChangeCallback: function () {},
  1887. clone: function () {
  1888. return new THREE.Euler( this._x, this._y, this._z, this._order );
  1889. }
  1890. };
  1891. /**
  1892. * @author bhouston / http://exocortex.com
  1893. */
  1894. THREE.Line3 = function ( start, end ) {
  1895. this.start = ( start !== undefined ) ? start : new THREE.Vector3();
  1896. this.end = ( end !== undefined ) ? end : new THREE.Vector3();
  1897. };
  1898. THREE.Line3.prototype = {
  1899. constructor: THREE.Line3,
  1900. set: function ( start, end ) {
  1901. this.start.copy( start );
  1902. this.end.copy( end );
  1903. return this;
  1904. },
  1905. copy: function ( line ) {
  1906. this.start.copy( line.start );
  1907. this.end.copy( line.end );
  1908. return this;
  1909. },
  1910. center: function ( optionalTarget ) {
  1911. var result = optionalTarget || new THREE.Vector3();
  1912. return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  1913. },
  1914. delta: function ( optionalTarget ) {
  1915. var result = optionalTarget || new THREE.Vector3();
  1916. return result.subVectors( this.end, this.start );
  1917. },
  1918. distanceSq: function () {
  1919. return this.start.distanceToSquared( this.end );
  1920. },
  1921. distance: function () {
  1922. return this.start.distanceTo( this.end );
  1923. },
  1924. at: function ( t, optionalTarget ) {
  1925. var result = optionalTarget || new THREE.Vector3();
  1926. return this.delta( result ).multiplyScalar( t ).add( this.start );
  1927. },
  1928. closestPointToPointParameter: function () {
  1929. var startP = new THREE.Vector3();
  1930. var startEnd = new THREE.Vector3();
  1931. return function ( point, clampToLine ) {
  1932. startP.subVectors( point, this.start );
  1933. startEnd.subVectors( this.end, this.start );
  1934. var startEnd2 = startEnd.dot( startEnd );
  1935. var startEnd_startP = startEnd.dot( startP );
  1936. var t = startEnd_startP / startEnd2;
  1937. if ( clampToLine ) {
  1938. t = THREE.Math.clamp( t, 0, 1 );
  1939. }
  1940. return t;
  1941. };
  1942. }(),
  1943. closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
  1944. var t = this.closestPointToPointParameter( point, clampToLine );
  1945. var result = optionalTarget || new THREE.Vector3();
  1946. return this.delta( result ).multiplyScalar( t ).add( this.start );
  1947. },
  1948. applyMatrix4: function ( matrix ) {
  1949. this.start.applyMatrix4( matrix );
  1950. this.end.applyMatrix4( matrix );
  1951. return this;
  1952. },
  1953. equals: function ( line ) {
  1954. return line.start.equals( this.start ) && line.end.equals( this.end );
  1955. },
  1956. clone: function () {
  1957. return new THREE.Line3().copy( this );
  1958. }
  1959. };
  1960. /**
  1961. * @author bhouston / http://exocortex.com
  1962. */
  1963. THREE.Box2 = function ( min, max ) {
  1964. this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
  1965. this.max = ( max !== undefined ) ? max : new THREE.Vector2( - Infinity, - Infinity );
  1966. };
  1967. THREE.Box2.prototype = {
  1968. constructor: THREE.Box2,
  1969. set: function ( min, max ) {
  1970. this.min.copy( min );
  1971. this.max.copy( max );
  1972. return this;
  1973. },
  1974. setFromPoints: function ( points ) {
  1975. this.makeEmpty();
  1976. for ( var i = 0, il = points.length; i < il; i ++ ) {
  1977. this.expandByPoint( points[ i ] )
  1978. }
  1979. return this;
  1980. },
  1981. setFromCenterAndSize: function () {
  1982. var v1 = new THREE.Vector2();
  1983. return function ( center, size ) {
  1984. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  1985. this.min.copy( center ).sub( halfSize );
  1986. this.max.copy( center ).add( halfSize );
  1987. return this;
  1988. };
  1989. }(),
  1990. copy: function ( box ) {
  1991. this.min.copy( box.min );
  1992. this.max.copy( box.max );
  1993. return this;
  1994. },
  1995. makeEmpty: function () {
  1996. this.min.x = this.min.y = Infinity;
  1997. this.max.x = this.max.y = - Infinity;
  1998. return this;
  1999. },
  2000. empty: function () {
  2001. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2002. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  2003. },
  2004. center: function ( optionalTarget ) {
  2005. var result = optionalTarget || new THREE.Vector2();
  2006. return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2007. },
  2008. size: function ( optionalTarget ) {
  2009. var result = optionalTarget || new THREE.Vector2();
  2010. return result.subVectors( this.max, this.min );
  2011. },
  2012. expandByPoint: function ( point ) {
  2013. this.min.min( point );
  2014. this.max.max( point );
  2015. return this;
  2016. },
  2017. expandByVector: function ( vector ) {
  2018. this.min.sub( vector );
  2019. this.max.add( vector );
  2020. return this;
  2021. },
  2022. expandByScalar: function ( scalar ) {
  2023. this.min.addScalar( - scalar );
  2024. this.max.addScalar( scalar );
  2025. return this;
  2026. },
  2027. containsPoint: function ( point ) {
  2028. if ( point.x < this.min.x || point.x > this.max.x ||
  2029. point.y < this.min.y || point.y > this.max.y ) {
  2030. return false;
  2031. }
  2032. return true;
  2033. },
  2034. containsBox: function ( box ) {
  2035. if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
  2036. ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
  2037. return true;
  2038. }
  2039. return false;
  2040. },
  2041. getParameter: function ( point, optionalTarget ) {
  2042. // This can potentially have a divide by zero if the box
  2043. // has a size dimension of 0.
  2044. var result = optionalTarget || new THREE.Vector2();
  2045. return result.set(
  2046. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2047. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  2048. );
  2049. },
  2050. isIntersectionBox: function ( box ) {
  2051. // using 6 splitting planes to rule out intersections.
  2052. if ( box.max.x < this.min.x || box.min.x > this.max.x ||
  2053. box.max.y < this.min.y || box.min.y > this.max.y ) {
  2054. return false;
  2055. }
  2056. return true;
  2057. },
  2058. clampPoint: function ( point, optionalTarget ) {
  2059. var result = optionalTarget || new THREE.Vector2();
  2060. return result.copy( point ).clamp( this.min, this.max );
  2061. },
  2062. distanceToPoint: function () {
  2063. var v1 = new THREE.Vector2();
  2064. return function ( point ) {
  2065. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  2066. return clampedPoint.sub( point ).length();
  2067. };
  2068. }(),
  2069. intersect: function ( box ) {
  2070. this.min.max( box.min );
  2071. this.max.min( box.max );
  2072. return this;
  2073. },
  2074. union: function ( box ) {
  2075. this.min.min( box.min );
  2076. this.max.max( box.max );
  2077. return this;
  2078. },
  2079. translate: function ( offset ) {
  2080. this.min.add( offset );
  2081. this.max.add( offset );
  2082. return this;
  2083. },
  2084. equals: function ( box ) {
  2085. return box.min.equals( this.min ) && box.max.equals( this.max );
  2086. },
  2087. clone: function () {
  2088. return new THREE.Box2().copy( this );
  2089. }
  2090. };
  2091. /**
  2092. * @author bhouston / http://exocortex.com
  2093. * @author WestLangley / http://github.com/WestLangley
  2094. */
  2095. THREE.Box3 = function ( min, max ) {
  2096. this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
  2097. this.max = ( max !== undefined ) ? max : new THREE.Vector3( - Infinity, - Infinity, - Infinity );
  2098. };
  2099. THREE.Box3.prototype = {
  2100. constructor: THREE.Box3,
  2101. set: function ( min, max ) {
  2102. this.min.copy( min );
  2103. this.max.copy( max );
  2104. return this;
  2105. },
  2106. setFromPoints: function ( points ) {
  2107. this.makeEmpty();
  2108. for ( var i = 0, il = points.length; i < il; i ++ ) {
  2109. this.expandByPoint( points[ i ] )
  2110. }
  2111. return this;
  2112. },
  2113. setFromCenterAndSize: function () {
  2114. var v1 = new THREE.Vector3();
  2115. return function ( center, size ) {
  2116. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  2117. this.min.copy( center ).sub( halfSize );
  2118. this.max.copy( center ).add( halfSize );
  2119. return this;
  2120. };
  2121. }(),
  2122. setFromObject: function () {
  2123. // Computes the world-axis-aligned bounding box of an object (including its children),
  2124. // accounting for both the object's, and childrens', world transforms
  2125. var v1 = new THREE.Vector3();
  2126. return function ( object ) {
  2127. var scope = this;
  2128. object.updateMatrixWorld( true );
  2129. this.makeEmpty();
  2130. object.traverse( function ( node ) {
  2131. if ( node.geometry !== undefined && node.geometry.vertices !== undefined ) {
  2132. var vertices = node.geometry.vertices;
  2133. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  2134. v1.copy( vertices[ i ] );
  2135. v1.applyMatrix4( node.matrixWorld );
  2136. scope.expandByPoint( v1 );
  2137. }
  2138. }
  2139. } );
  2140. return this;
  2141. };
  2142. }(),
  2143. copy: function ( box ) {
  2144. this.min.copy( box.min );
  2145. this.max.copy( box.max );
  2146. return this;
  2147. },
  2148. makeEmpty: function () {
  2149. this.min.x = this.min.y = this.min.z = Infinity;
  2150. this.max.x = this.max.y = this.max.z = - Infinity;
  2151. return this;
  2152. },
  2153. empty: function () {
  2154. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2155. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  2156. },
  2157. center: function ( optionalTarget ) {
  2158. var result = optionalTarget || new THREE.Vector3();
  2159. return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2160. },
  2161. size: function ( optionalTarget ) {
  2162. var result = optionalTarget || new THREE.Vector3();
  2163. return result.subVectors( this.max, this.min );
  2164. },
  2165. expandByPoint: function ( point ) {
  2166. this.min.min( point );
  2167. this.max.max( point );
  2168. return this;
  2169. },
  2170. expandByVector: function ( vector ) {
  2171. this.min.sub( vector );
  2172. this.max.add( vector );
  2173. return this;
  2174. },
  2175. expandByScalar: function ( scalar ) {
  2176. this.min.addScalar( - scalar );
  2177. this.max.addScalar( scalar );
  2178. return this;
  2179. },
  2180. containsPoint: function ( point ) {
  2181. if ( point.x < this.min.x || point.x > this.max.x ||
  2182. point.y < this.min.y || point.y > this.max.y ||
  2183. point.z < this.min.z || point.z > this.max.z ) {
  2184. return false;
  2185. }
  2186. return true;
  2187. },
  2188. containsBox: function ( box ) {
  2189. if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
  2190. ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
  2191. ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
  2192. return true;
  2193. }
  2194. return false;
  2195. },
  2196. getParameter: function ( point, optionalTarget ) {
  2197. // This can potentially have a divide by zero if the box
  2198. // has a size dimension of 0.
  2199. var result = optionalTarget || new THREE.Vector3();
  2200. return result.set(
  2201. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2202. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  2203. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  2204. );
  2205. },
  2206. isIntersectionBox: function ( box ) {
  2207. // using 6 splitting planes to rule out intersections.
  2208. if ( box.max.x < this.min.x || box.min.x > this.max.x ||
  2209. box.max.y < this.min.y || box.min.y > this.max.y ||
  2210. box.max.z < this.min.z || box.min.z > this.max.z ) {
  2211. return false;
  2212. }
  2213. return true;
  2214. },
  2215. clampPoint: function ( point, optionalTarget ) {
  2216. var result = optionalTarget || new THREE.Vector3();
  2217. return result.copy( point ).clamp( this.min, this.max );
  2218. },
  2219. distanceToPoint: function () {
  2220. var v1 = new THREE.Vector3();
  2221. return function ( point ) {
  2222. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  2223. return clampedPoint.sub( point ).length();
  2224. };
  2225. }(),
  2226. getBoundingSphere: function () {
  2227. var v1 = new THREE.Vector3();
  2228. return function ( optionalTarget ) {
  2229. var result = optionalTarget || new THREE.Sphere();
  2230. result.center = this.center();
  2231. result.radius = this.size( v1 ).length() * 0.5;
  2232. return result;
  2233. };
  2234. }(),
  2235. intersect: function ( box ) {
  2236. this.min.max( box.min );
  2237. this.max.min( box.max );
  2238. return this;
  2239. },
  2240. union: function ( box ) {
  2241. this.min.min( box.min );
  2242. this.max.max( box.max );
  2243. return this;
  2244. },
  2245. applyMatrix4: function () {
  2246. var points = [
  2247. new THREE.Vector3(),
  2248. new THREE.Vector3(),
  2249. new THREE.Vector3(),
  2250. new THREE.Vector3(),
  2251. new THREE.Vector3(),
  2252. new THREE.Vector3(),
  2253. new THREE.Vector3(),
  2254. new THREE.Vector3()
  2255. ];
  2256. return function ( matrix ) {
  2257. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  2258. points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  2259. points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  2260. points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  2261. points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  2262. points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  2263. points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  2264. points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  2265. points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  2266. this.makeEmpty();
  2267. this.setFromPoints( points );
  2268. return this;
  2269. };
  2270. }(),
  2271. translate: function ( offset ) {
  2272. this.min.add( offset );
  2273. this.max.add( offset );
  2274. return this;
  2275. },
  2276. equals: function ( box ) {
  2277. return box.min.equals( this.min ) && box.max.equals( this.max );
  2278. },
  2279. clone: function () {
  2280. return new THREE.Box3().copy( this );
  2281. }
  2282. };
  2283. /**
  2284. * @author alteredq / http://alteredqualia.com/
  2285. * @author WestLangley / http://github.com/WestLangley
  2286. * @author bhouston / http://exocortex.com
  2287. */
  2288. THREE.Matrix3 = function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2289. this.elements = new Float32Array( 9 );
  2290. var te = this.elements;
  2291. te[ 0 ] = ( n11 !== undefined ) ? n11 : 1; te[ 3 ] = n12 || 0; te[ 6 ] = n13 || 0;
  2292. te[ 1 ] = n21 || 0; te[ 4 ] = ( n22 !== undefined ) ? n22 : 1; te[ 7 ] = n23 || 0;
  2293. te[ 2 ] = n31 || 0; te[ 5 ] = n32 || 0; te[ 8 ] = ( n33 !== undefined ) ? n33 : 1;
  2294. };
  2295. THREE.Matrix3.prototype = {
  2296. constructor: THREE.Matrix3,
  2297. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2298. var te = this.elements;
  2299. te[ 0 ] = n11; te[ 3 ] = n12; te[ 6 ] = n13;
  2300. te[ 1 ] = n21; te[ 4 ] = n22; te[ 7 ] = n23;
  2301. te[ 2 ] = n31; te[ 5 ] = n32; te[ 8 ] = n33;
  2302. return this;
  2303. },
  2304. identity: function () {
  2305. this.set(
  2306. 1, 0, 0,
  2307. 0, 1, 0,
  2308. 0, 0, 1
  2309. );
  2310. return this;
  2311. },
  2312. copy: function ( m ) {
  2313. var me = m.elements;
  2314. this.set(
  2315. me[ 0 ], me[ 3 ], me[ 6 ],
  2316. me[ 1 ], me[ 4 ], me[ 7 ],
  2317. me[ 2 ], me[ 5 ], me[ 8 ]
  2318. );
  2319. return this;
  2320. },
  2321. multiplyVector3: function ( vector ) {
  2322. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  2323. return vector.applyMatrix3( this );
  2324. },
  2325. multiplyVector3Array: function ( a ) {
  2326. console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
  2327. return this.applyToVector3Array( a );
  2328. },
  2329. applyToVector3Array: function () {
  2330. var v1 = new THREE.Vector3();
  2331. return function ( array, offset, length ) {
  2332. if ( offset === undefined ) offset = 0;
  2333. if ( length === undefined ) length = array.length;
  2334. for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
  2335. v1.x = array[ j ];
  2336. v1.y = array[ j + 1 ];
  2337. v1.z = array[ j + 2 ];
  2338. v1.applyMatrix3( this );
  2339. array[ j ] = v1.x;
  2340. array[ j + 1 ] = v1.y;
  2341. array[ j + 2 ] = v1.z;
  2342. }
  2343. return array;
  2344. };
  2345. }(),
  2346. multiplyScalar: function ( s ) {
  2347. var te = this.elements;
  2348. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  2349. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  2350. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  2351. return this;
  2352. },
  2353. determinant: function () {
  2354. var te = this.elements;
  2355. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  2356. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  2357. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  2358. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  2359. },
  2360. getInverse: function ( matrix, throwOnInvertible ) {
  2361. // input: THREE.Matrix4
  2362. // ( based on http://code.google.com/p/webgl-mjs/ )
  2363. var me = matrix.elements;
  2364. var te = this.elements;
  2365. te[ 0 ] = me[ 10 ] * me[ 5 ] - me[ 6 ] * me[ 9 ];
  2366. te[ 1 ] = - me[ 10 ] * me[ 1 ] + me[ 2 ] * me[ 9 ];
  2367. te[ 2 ] = me[ 6 ] * me[ 1 ] - me[ 2 ] * me[ 5 ];
  2368. te[ 3 ] = - me[ 10 ] * me[ 4 ] + me[ 6 ] * me[ 8 ];
  2369. te[ 4 ] = me[ 10 ] * me[ 0 ] - me[ 2 ] * me[ 8 ];
  2370. te[ 5 ] = - me[ 6 ] * me[ 0 ] + me[ 2 ] * me[ 4 ];
  2371. te[ 6 ] = me[ 9 ] * me[ 4 ] - me[ 5 ] * me[ 8 ];
  2372. te[ 7 ] = - me[ 9 ] * me[ 0 ] + me[ 1 ] * me[ 8 ];
  2373. te[ 8 ] = me[ 5 ] * me[ 0 ] - me[ 1 ] * me[ 4 ];
  2374. var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
  2375. // no inverse
  2376. if ( det === 0 ) {
  2377. var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
  2378. if ( throwOnInvertible || false ) {
  2379. throw new Error( msg );
  2380. } else {
  2381. console.warn( msg );
  2382. }
  2383. this.identity();
  2384. return this;
  2385. }
  2386. this.multiplyScalar( 1.0 / det );
  2387. return this;
  2388. },
  2389. transpose: function () {
  2390. var tmp, m = this.elements;
  2391. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  2392. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  2393. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  2394. return this;
  2395. },
  2396. flattenToArrayOffset: function ( array, offset ) {
  2397. var te = this.elements;
  2398. array[ offset ] = te[ 0 ];
  2399. array[ offset + 1 ] = te[ 1 ];
  2400. array[ offset + 2 ] = te[ 2 ];
  2401. array[ offset + 3 ] = te[ 3 ];
  2402. array[ offset + 4 ] = te[ 4 ];
  2403. array[ offset + 5 ] = te[ 5 ];
  2404. array[ offset + 6 ] = te[ 6 ];
  2405. array[ offset + 7 ] = te[ 7 ];
  2406. array[ offset + 8 ] = te[ 8 ];
  2407. return array;
  2408. },
  2409. getNormalMatrix: function ( m ) {
  2410. // input: THREE.Matrix4
  2411. this.getInverse( m ).transpose();
  2412. return this;
  2413. },
  2414. transposeIntoArray: function ( r ) {
  2415. var m = this.elements;
  2416. r[ 0 ] = m[ 0 ];
  2417. r[ 1 ] = m[ 3 ];
  2418. r[ 2 ] = m[ 6 ];
  2419. r[ 3 ] = m[ 1 ];
  2420. r[ 4 ] = m[ 4 ];
  2421. r[ 5 ] = m[ 7 ];
  2422. r[ 6 ] = m[ 2 ];
  2423. r[ 7 ] = m[ 5 ];
  2424. r[ 8 ] = m[ 8 ];
  2425. return this;
  2426. },
  2427. fromArray: function ( array ) {
  2428. this.elements.set( array );
  2429. return this;
  2430. },
  2431. toArray: function () {
  2432. var te = this.elements;
  2433. return [
  2434. te[ 0 ], te[ 1 ], te[ 2 ],
  2435. te[ 3 ], te[ 4 ], te[ 5 ],
  2436. te[ 6 ], te[ 7 ], te[ 8 ]
  2437. ];
  2438. },
  2439. clone: function () {
  2440. var te = this.elements;
  2441. return new THREE.Matrix3(
  2442. te[ 0 ], te[ 3 ], te[ 6 ],
  2443. te[ 1 ], te[ 4 ], te[ 7 ],
  2444. te[ 2 ], te[ 5 ], te[ 8 ]
  2445. );
  2446. }
  2447. };
  2448. /**
  2449. * @author mrdoob / http://mrdoob.com/
  2450. * @author supereggbert / http://www.paulbrunt.co.uk/
  2451. * @author philogb / http://blog.thejit.org/
  2452. * @author jordi_ros / http://plattsoft.com
  2453. * @author D1plo1d / http://github.com/D1plo1d
  2454. * @author alteredq / http://alteredqualia.com/
  2455. * @author mikael emtinger / http://gomo.se/
  2456. * @author timknip / http://www.floorplanner.com/
  2457. * @author bhouston / http://exocortex.com
  2458. * @author WestLangley / http://github.com/WestLangley
  2459. */
  2460. THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2461. this.elements = new Float32Array( 16 );
  2462. // TODO: if n11 is undefined, then just set to identity, otherwise copy all other values into matrix
  2463. // we should not support semi specification of Matrix4, it is just weird.
  2464. var te = this.elements;
  2465. te[ 0 ] = ( n11 !== undefined ) ? n11 : 1; te[ 4 ] = n12 || 0; te[ 8 ] = n13 || 0; te[ 12 ] = n14 || 0;
  2466. te[ 1 ] = n21 || 0; te[ 5 ] = ( n22 !== undefined ) ? n22 : 1; te[ 9 ] = n23 || 0; te[ 13 ] = n24 || 0;
  2467. te[ 2 ] = n31 || 0; te[ 6 ] = n32 || 0; te[ 10 ] = ( n33 !== undefined ) ? n33 : 1; te[ 14 ] = n34 || 0;
  2468. te[ 3 ] = n41 || 0; te[ 7 ] = n42 || 0; te[ 11 ] = n43 || 0; te[ 15 ] = ( n44 !== undefined ) ? n44 : 1;
  2469. };
  2470. THREE.Matrix4.prototype = {
  2471. constructor: THREE.Matrix4,
  2472. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2473. var te = this.elements;
  2474. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2475. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2476. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2477. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2478. return this;
  2479. },
  2480. identity: function () {
  2481. this.set(
  2482. 1, 0, 0, 0,
  2483. 0, 1, 0, 0,
  2484. 0, 0, 1, 0,
  2485. 0, 0, 0, 1
  2486. );
  2487. return this;
  2488. },
  2489. copy: function ( m ) {
  2490. this.elements.set( m.elements );
  2491. return this;
  2492. },
  2493. extractPosition: function ( m ) {
  2494. console.warn( 'THREEMatrix4: .extractPosition() has been renamed to .copyPosition().' );
  2495. return this.copyPosition( m );
  2496. },
  2497. copyPosition: function ( m ) {
  2498. var te = this.elements;
  2499. var me = m.elements;
  2500. te[ 12 ] = me[ 12 ];
  2501. te[ 13 ] = me[ 13 ];
  2502. te[ 14 ] = me[ 14 ];
  2503. return this;
  2504. },
  2505. extractRotation: function () {
  2506. var v1 = new THREE.Vector3();
  2507. return function ( m ) {
  2508. var te = this.elements;
  2509. var me = m.elements;
  2510. var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
  2511. var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
  2512. var scaleZ = 1 / v1.set( me[ 8 ], me[ 9 ], me[ 10 ] ).length();
  2513. te[ 0 ] = me[ 0 ] * scaleX;
  2514. te[ 1 ] = me[ 1 ] * scaleX;
  2515. te[ 2 ] = me[ 2 ] * scaleX;
  2516. te[ 4 ] = me[ 4 ] * scaleY;
  2517. te[ 5 ] = me[ 5 ] * scaleY;
  2518. te[ 6 ] = me[ 6 ] * scaleY;
  2519. te[ 8 ] = me[ 8 ] * scaleZ;
  2520. te[ 9 ] = me[ 9 ] * scaleZ;
  2521. te[ 10 ] = me[ 10 ] * scaleZ;
  2522. return this;
  2523. };
  2524. }(),
  2525. makeRotationFromEuler: function ( euler ) {
  2526. if ( euler instanceof THREE.Euler === false ) {
  2527. console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2528. }
  2529. var te = this.elements;
  2530. var x = euler.x, y = euler.y, z = euler.z;
  2531. var a = Math.cos( x ), b = Math.sin( x );
  2532. var c = Math.cos( y ), d = Math.sin( y );
  2533. var e = Math.cos( z ), f = Math.sin( z );
  2534. if ( euler.order === 'XYZ' ) {
  2535. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2536. te[ 0 ] = c * e;
  2537. te[ 4 ] = - c * f;
  2538. te[ 8 ] = d;
  2539. te[ 1 ] = af + be * d;
  2540. te[ 5 ] = ae - bf * d;
  2541. te[ 9 ] = - b * c;
  2542. te[ 2 ] = bf - ae * d;
  2543. te[ 6 ] = be + af * d;
  2544. te[ 10 ] = a * c;
  2545. } else if ( euler.order === 'YXZ' ) {
  2546. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2547. te[ 0 ] = ce + df * b;
  2548. te[ 4 ] = de * b - cf;
  2549. te[ 8 ] = a * d;
  2550. te[ 1 ] = a * f;
  2551. te[ 5 ] = a * e;
  2552. te[ 9 ] = - b;
  2553. te[ 2 ] = cf * b - de;
  2554. te[ 6 ] = df + ce * b;
  2555. te[ 10 ] = a * c;
  2556. } else if ( euler.order === 'ZXY' ) {
  2557. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2558. te[ 0 ] = ce - df * b;
  2559. te[ 4 ] = - a * f;
  2560. te[ 8 ] = de + cf * b;
  2561. te[ 1 ] = cf + de * b;
  2562. te[ 5 ] = a * e;
  2563. te[ 9 ] = df - ce * b;
  2564. te[ 2 ] = - a * d;
  2565. te[ 6 ] = b;
  2566. te[ 10 ] = a * c;
  2567. } else if ( euler.order === 'ZYX' ) {
  2568. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2569. te[ 0 ] = c * e;
  2570. te[ 4 ] = be * d - af;
  2571. te[ 8 ] = ae * d + bf;
  2572. te[ 1 ] = c * f;
  2573. te[ 5 ] = bf * d + ae;
  2574. te[ 9 ] = af * d - be;
  2575. te[ 2 ] = - d;
  2576. te[ 6 ] = b * c;
  2577. te[ 10 ] = a * c;
  2578. } else if ( euler.order === 'YZX' ) {
  2579. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2580. te[ 0 ] = c * e;
  2581. te[ 4 ] = bd - ac * f;
  2582. te[ 8 ] = bc * f + ad;
  2583. te[ 1 ] = f;
  2584. te[ 5 ] = a * e;
  2585. te[ 9 ] = - b * e;
  2586. te[ 2 ] = - d * e;
  2587. te[ 6 ] = ad * f + bc;
  2588. te[ 10 ] = ac - bd * f;
  2589. } else if ( euler.order === 'XZY' ) {
  2590. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2591. te[ 0 ] = c * e;
  2592. te[ 4 ] = - f;
  2593. te[ 8 ] = d * e;
  2594. te[ 1 ] = ac * f + bd;
  2595. te[ 5 ] = a * e;
  2596. te[ 9 ] = ad * f - bc;
  2597. te[ 2 ] = bc * f - ad;
  2598. te[ 6 ] = b * e;
  2599. te[ 10 ] = bd * f + ac;
  2600. }
  2601. // last column
  2602. te[ 3 ] = 0;
  2603. te[ 7 ] = 0;
  2604. te[ 11 ] = 0;
  2605. // bottom row
  2606. te[ 12 ] = 0;
  2607. te[ 13 ] = 0;
  2608. te[ 14 ] = 0;
  2609. te[ 15 ] = 1;
  2610. return this;
  2611. },
  2612. setRotationFromQuaternion: function ( q ) {
  2613. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  2614. return this.makeRotationFromQuaternion( q );
  2615. },
  2616. makeRotationFromQuaternion: function ( q ) {
  2617. var te = this.elements;
  2618. var x = q.x, y = q.y, z = q.z, w = q.w;
  2619. var x2 = x + x, y2 = y + y, z2 = z + z;
  2620. var xx = x * x2, xy = x * y2, xz = x * z2;
  2621. var yy = y * y2, yz = y * z2, zz = z * z2;
  2622. var wx = w * x2, wy = w * y2, wz = w * z2;
  2623. te[ 0 ] = 1 - ( yy + zz );
  2624. te[ 4 ] = xy - wz;
  2625. te[ 8 ] = xz + wy;
  2626. te[ 1 ] = xy + wz;
  2627. te[ 5 ] = 1 - ( xx + zz );
  2628. te[ 9 ] = yz - wx;
  2629. te[ 2 ] = xz - wy;
  2630. te[ 6 ] = yz + wx;
  2631. te[ 10 ] = 1 - ( xx + yy );
  2632. // last column
  2633. te[ 3 ] = 0;
  2634. te[ 7 ] = 0;
  2635. te[ 11 ] = 0;
  2636. // bottom row
  2637. te[ 12 ] = 0;
  2638. te[ 13 ] = 0;
  2639. te[ 14 ] = 0;
  2640. te[ 15 ] = 1;
  2641. return this;
  2642. },
  2643. lookAt: function () {
  2644. var x = new THREE.Vector3();
  2645. var y = new THREE.Vector3();
  2646. var z = new THREE.Vector3();
  2647. return function ( eye, target, up ) {
  2648. var te = this.elements;
  2649. z.subVectors( eye, target ).normalize();
  2650. if ( z.length() === 0 ) {
  2651. z.z = 1;
  2652. }
  2653. x.crossVectors( up, z ).normalize();
  2654. if ( x.length() === 0 ) {
  2655. z.x += 0.0001;
  2656. x.crossVectors( up, z ).normalize();
  2657. }
  2658. y.crossVectors( z, x );
  2659. te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
  2660. te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
  2661. te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
  2662. return this;
  2663. };
  2664. }(),
  2665. multiply: function ( m, n ) {
  2666. if ( n !== undefined ) {
  2667. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2668. return this.multiplyMatrices( m, n );
  2669. }
  2670. return this.multiplyMatrices( this, m );
  2671. },
  2672. multiplyMatrices: function ( a, b ) {
  2673. var ae = a.elements;
  2674. var be = b.elements;
  2675. var te = this.elements;
  2676. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2677. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2678. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2679. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2680. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2681. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2682. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2683. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2684. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2685. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2686. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2687. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2688. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2689. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2690. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2691. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2692. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2693. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2694. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2695. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2696. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2697. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2698. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2699. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2700. return this;
  2701. },
  2702. multiplyToArray: function ( a, b, r ) {
  2703. var te = this.elements;
  2704. this.multiplyMatrices( a, b );
  2705. r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
  2706. r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
  2707. r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
  2708. r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
  2709. return this;
  2710. },
  2711. multiplyScalar: function ( s ) {
  2712. var te = this.elements;
  2713. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2714. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2715. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2716. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2717. return this;
  2718. },
  2719. multiplyVector3: function ( vector ) {
  2720. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
  2721. return vector.applyProjection( this );
  2722. },
  2723. multiplyVector4: function ( vector ) {
  2724. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  2725. return vector.applyMatrix4( this );
  2726. },
  2727. multiplyVector3Array: function ( a ) {
  2728. console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
  2729. return this.applyToVector3Array( a );
  2730. },
  2731. applyToVector3Array: function () {
  2732. var v1 = new THREE.Vector3();
  2733. return function ( array, offset, length ) {
  2734. if ( offset === undefined ) offset = 0;
  2735. if ( length === undefined ) length = array.length;
  2736. for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
  2737. v1.x = array[ j ];
  2738. v1.y = array[ j + 1 ];
  2739. v1.z = array[ j + 2 ];
  2740. v1.applyMatrix4( this );
  2741. array[ j ] = v1.x;
  2742. array[ j + 1 ] = v1.y;
  2743. array[ j + 2 ] = v1.z;
  2744. }
  2745. return array;
  2746. };
  2747. }(),
  2748. rotateAxis: function ( v ) {
  2749. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  2750. v.transformDirection( this );
  2751. },
  2752. crossVector: function ( vector ) {
  2753. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  2754. return vector.applyMatrix4( this );
  2755. },
  2756. determinant: function () {
  2757. var te = this.elements;
  2758. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2759. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2760. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2761. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2762. //TODO: make this more efficient
  2763. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2764. return (
  2765. n41 * (
  2766. + n14 * n23 * n32
  2767. - n13 * n24 * n32
  2768. - n14 * n22 * n33
  2769. + n12 * n24 * n33
  2770. + n13 * n22 * n34
  2771. - n12 * n23 * n34
  2772. ) +
  2773. n42 * (
  2774. + n11 * n23 * n34
  2775. - n11 * n24 * n33
  2776. + n14 * n21 * n33
  2777. - n13 * n21 * n34
  2778. + n13 * n24 * n31
  2779. - n14 * n23 * n31
  2780. ) +
  2781. n43 * (
  2782. + n11 * n24 * n32
  2783. - n11 * n22 * n34
  2784. - n14 * n21 * n32
  2785. + n12 * n21 * n34
  2786. + n14 * n22 * n31
  2787. - n12 * n24 * n31
  2788. ) +
  2789. n44 * (
  2790. - n13 * n22 * n31
  2791. - n11 * n23 * n32
  2792. + n11 * n22 * n33
  2793. + n13 * n21 * n32
  2794. - n12 * n21 * n33
  2795. + n12 * n23 * n31
  2796. )
  2797. );
  2798. },
  2799. transpose: function () {
  2800. var te = this.elements;
  2801. var tmp;
  2802. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2803. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2804. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2805. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2806. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2807. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2808. return this;
  2809. },
  2810. flattenToArrayOffset: function ( array, offset ) {
  2811. var te = this.elements;
  2812. array[ offset ] = te[ 0 ];
  2813. array[ offset + 1 ] = te[ 1 ];
  2814. array[ offset + 2 ] = te[ 2 ];
  2815. array[ offset + 3 ] = te[ 3 ];
  2816. array[ offset + 4 ] = te[ 4 ];
  2817. array[ offset + 5 ] = te[ 5 ];
  2818. array[ offset + 6 ] = te[ 6 ];
  2819. array[ offset + 7 ] = te[ 7 ];
  2820. array[ offset + 8 ] = te[ 8 ];
  2821. array[ offset + 9 ] = te[ 9 ];
  2822. array[ offset + 10 ] = te[ 10 ];
  2823. array[ offset + 11 ] = te[ 11 ];
  2824. array[ offset + 12 ] = te[ 12 ];
  2825. array[ offset + 13 ] = te[ 13 ];
  2826. array[ offset + 14 ] = te[ 14 ];
  2827. array[ offset + 15 ] = te[ 15 ];
  2828. return array;
  2829. },
  2830. getPosition: function () {
  2831. var v1 = new THREE.Vector3();
  2832. return function () {
  2833. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  2834. var te = this.elements;
  2835. return v1.set( te[ 12 ], te[ 13 ], te[ 14 ] );
  2836. };
  2837. }(),
  2838. setPosition: function ( v ) {
  2839. var te = this.elements;
  2840. te[ 12 ] = v.x;
  2841. te[ 13 ] = v.y;
  2842. te[ 14 ] = v.z;
  2843. return this;
  2844. },
  2845. getInverse: function ( m, throwOnInvertible ) {
  2846. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2847. var te = this.elements;
  2848. var me = m.elements;
  2849. var n11 = me[ 0 ], n12 = me[ 4 ], n13 = me[ 8 ], n14 = me[ 12 ];
  2850. var n21 = me[ 1 ], n22 = me[ 5 ], n23 = me[ 9 ], n24 = me[ 13 ];
  2851. var n31 = me[ 2 ], n32 = me[ 6 ], n33 = me[ 10 ], n34 = me[ 14 ];
  2852. var n41 = me[ 3 ], n42 = me[ 7 ], n43 = me[ 11 ], n44 = me[ 15 ];
  2853. te[ 0 ] = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
  2854. te[ 4 ] = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
  2855. te[ 8 ] = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
  2856. te[ 12 ] = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2857. te[ 1 ] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44;
  2858. te[ 5 ] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44;
  2859. te[ 9 ] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44;
  2860. te[ 13 ] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;
  2861. te[ 2 ] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
  2862. te[ 6 ] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
  2863. te[ 10 ] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
  2864. te[ 14 ] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;
  2865. te[ 3 ] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
  2866. te[ 7 ] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
  2867. te[ 11 ] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
  2868. te[ 15 ] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;
  2869. var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
  2870. if ( det == 0 ) {
  2871. var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
  2872. if ( throwOnInvertible || false ) {
  2873. throw new Error( msg );
  2874. } else {
  2875. console.warn( msg );
  2876. }
  2877. this.identity();
  2878. return this;
  2879. }
  2880. this.multiplyScalar( 1 / det );
  2881. return this;
  2882. },
  2883. translate: function ( v ) {
  2884. console.warn( 'THREE.Matrix4: .translate() has been removed.' );
  2885. },
  2886. rotateX: function ( angle ) {
  2887. console.warn( 'THREE.Matrix4: .rotateX() has been removed.' );
  2888. },
  2889. rotateY: function ( angle ) {
  2890. console.warn( 'THREE.Matrix4: .rotateY() has been removed.' );
  2891. },
  2892. rotateZ: function ( angle ) {
  2893. console.warn( 'THREE.Matrix4: .rotateZ() has been removed.' );
  2894. },
  2895. rotateByAxis: function ( axis, angle ) {
  2896. console.warn( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  2897. },
  2898. scale: function ( v ) {
  2899. var te = this.elements;
  2900. var x = v.x, y = v.y, z = v.z;
  2901. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2902. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2903. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2904. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2905. return this;
  2906. },
  2907. getMaxScaleOnAxis: function () {
  2908. var te = this.elements;
  2909. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2910. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2911. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2912. return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
  2913. },
  2914. makeTranslation: function ( x, y, z ) {
  2915. this.set(
  2916. 1, 0, 0, x,
  2917. 0, 1, 0, y,
  2918. 0, 0, 1, z,
  2919. 0, 0, 0, 1
  2920. );
  2921. return this;
  2922. },
  2923. makeRotationX: function ( theta ) {
  2924. var c = Math.cos( theta ), s = Math.sin( theta );
  2925. this.set(
  2926. 1, 0, 0, 0,
  2927. 0, c, - s, 0,
  2928. 0, s, c, 0,
  2929. 0, 0, 0, 1
  2930. );
  2931. return this;
  2932. },
  2933. makeRotationY: function ( theta ) {
  2934. var c = Math.cos( theta ), s = Math.sin( theta );
  2935. this.set(
  2936. c, 0, s, 0,
  2937. 0, 1, 0, 0,
  2938. - s, 0, c, 0,
  2939. 0, 0, 0, 1
  2940. );
  2941. return this;
  2942. },
  2943. makeRotationZ: function ( theta ) {
  2944. var c = Math.cos( theta ), s = Math.sin( theta );
  2945. this.set(
  2946. c, - s, 0, 0,
  2947. s, c, 0, 0,
  2948. 0, 0, 1, 0,
  2949. 0, 0, 0, 1
  2950. );
  2951. return this;
  2952. },
  2953. makeRotationAxis: function ( axis, angle ) {
  2954. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2955. var c = Math.cos( angle );
  2956. var s = Math.sin( angle );
  2957. var t = 1 - c;
  2958. var x = axis.x, y = axis.y, z = axis.z;
  2959. var tx = t * x, ty = t * y;
  2960. this.set(
  2961. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2962. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2963. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2964. 0, 0, 0, 1
  2965. );
  2966. return this;
  2967. },
  2968. makeScale: function ( x, y, z ) {
  2969. this.set(
  2970. x, 0, 0, 0,
  2971. 0, y, 0, 0,
  2972. 0, 0, z, 0,
  2973. 0, 0, 0, 1
  2974. );
  2975. return this;
  2976. },
  2977. compose: function ( position, quaternion, scale ) {
  2978. this.makeRotationFromQuaternion( quaternion );
  2979. this.scale( scale );
  2980. this.setPosition( position );
  2981. return this;
  2982. },
  2983. decompose: function () {
  2984. var vector = new THREE.Vector3();
  2985. var matrix = new THREE.Matrix4();
  2986. return function ( position, quaternion, scale ) {
  2987. var te = this.elements;
  2988. var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  2989. var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  2990. var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  2991. // if determine is negative, we need to invert one scale
  2992. var det = this.determinant();
  2993. if ( det < 0 ) {
  2994. sx = - sx;
  2995. }
  2996. position.x = te[ 12 ];
  2997. position.y = te[ 13 ];
  2998. position.z = te[ 14 ];
  2999. // scale the rotation part
  3000. matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
  3001. var invSX = 1 / sx;
  3002. var invSY = 1 / sy;
  3003. var invSZ = 1 / sz;
  3004. matrix.elements[ 0 ] *= invSX;
  3005. matrix.elements[ 1 ] *= invSX;
  3006. matrix.elements[ 2 ] *= invSX;
  3007. matrix.elements[ 4 ] *= invSY;
  3008. matrix.elements[ 5 ] *= invSY;
  3009. matrix.elements[ 6 ] *= invSY;
  3010. matrix.elements[ 8 ] *= invSZ;
  3011. matrix.elements[ 9 ] *= invSZ;
  3012. matrix.elements[ 10 ] *= invSZ;
  3013. quaternion.setFromRotationMatrix( matrix );
  3014. scale.x = sx;
  3015. scale.y = sy;
  3016. scale.z = sz;
  3017. return this;
  3018. };
  3019. }(),
  3020. makeFrustum: function ( left, right, bottom, top, near, far ) {
  3021. var te = this.elements;
  3022. var x = 2 * near / ( right - left );
  3023. var y = 2 * near / ( top - bottom );
  3024. var a = ( right + left ) / ( right - left );
  3025. var b = ( top + bottom ) / ( top - bottom );
  3026. var c = - ( far + near ) / ( far - near );
  3027. var d = - 2 * far * near / ( far - near );
  3028. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  3029. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  3030. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  3031. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  3032. return this;
  3033. },
  3034. makePerspective: function ( fov, aspect, near, far ) {
  3035. var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
  3036. var ymin = - ymax;
  3037. var xmin = ymin * aspect;
  3038. var xmax = ymax * aspect;
  3039. return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
  3040. },
  3041. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  3042. var te = this.elements;
  3043. var w = right - left;
  3044. var h = top - bottom;
  3045. var p = far - near;
  3046. var x = ( right + left ) / w;
  3047. var y = ( top + bottom ) / h;
  3048. var z = ( far + near ) / p;
  3049. te[ 0 ] = 2 / w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  3050. te[ 1 ] = 0; te[ 5 ] = 2 / h; te[ 9 ] = 0; te[ 13 ] = - y;
  3051. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 / p; te[ 14 ] = - z;
  3052. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  3053. return this;
  3054. },
  3055. fromArray: function ( array ) {
  3056. this.elements.set( array );
  3057. return this;
  3058. },
  3059. toArray: function () {
  3060. var te = this.elements;
  3061. return [
  3062. te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
  3063. te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
  3064. te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
  3065. te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
  3066. ];
  3067. },
  3068. clone: function () {
  3069. var te = this.elements;
  3070. return new THREE.Matrix4(
  3071. te[ 0 ], te[ 4 ], te[ 8 ], te[ 12 ],
  3072. te[ 1 ], te[ 5 ], te[ 9 ], te[ 13 ],
  3073. te[ 2 ], te[ 6 ], te[ 10 ], te[ 14 ],
  3074. te[ 3 ], te[ 7 ], te[ 11 ], te[ 15 ]
  3075. );
  3076. }
  3077. };
  3078. /**
  3079. * @author bhouston / http://exocortex.com
  3080. */
  3081. THREE.Ray = function ( origin, direction ) {
  3082. this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
  3083. this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
  3084. };
  3085. THREE.Ray.prototype = {
  3086. constructor: THREE.Ray,
  3087. set: function ( origin, direction ) {
  3088. this.origin.copy( origin );
  3089. this.direction.copy( direction );
  3090. return this;
  3091. },
  3092. copy: function ( ray ) {
  3093. this.origin.copy( ray.origin );
  3094. this.direction.copy( ray.direction );
  3095. return this;
  3096. },
  3097. at: function ( t, optionalTarget ) {
  3098. var result = optionalTarget || new THREE.Vector3();
  3099. return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  3100. },
  3101. recast: function () {
  3102. var v1 = new THREE.Vector3();
  3103. return function ( t ) {
  3104. this.origin.copy( this.at( t, v1 ) );
  3105. return this;
  3106. };
  3107. }(),
  3108. closestPointToPoint: function ( point, optionalTarget ) {
  3109. var result = optionalTarget || new THREE.Vector3();
  3110. result.subVectors( point, this.origin );
  3111. var directionDistance = result.dot( this.direction );
  3112. if ( directionDistance < 0 ) {
  3113. return result.copy( this.origin );
  3114. }
  3115. return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  3116. },
  3117. distanceToPoint: function () {
  3118. var v1 = new THREE.Vector3();
  3119. return function ( point ) {
  3120. var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  3121. // point behind the ray
  3122. if ( directionDistance < 0 ) {
  3123. return this.origin.distanceTo( point );
  3124. }
  3125. v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  3126. return v1.distanceTo( point );
  3127. };
  3128. }(),
  3129. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  3130. // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
  3131. // It returns the min distance between the ray and the segment
  3132. // defined by v0 and v1
  3133. // It can also set two optional targets :
  3134. // - The closest point on the ray
  3135. // - The closest point on the segment
  3136. var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
  3137. var segDir = v1.clone().sub( v0 ).normalize();
  3138. var segExtent = v0.distanceTo( v1 ) * 0.5;
  3139. var diff = this.origin.clone().sub( segCenter );
  3140. var a01 = - this.direction.dot( segDir );
  3141. var b0 = diff.dot( this.direction );
  3142. var b1 = - diff.dot( segDir );
  3143. var c = diff.lengthSq();
  3144. var det = Math.abs( 1 - a01 * a01 );
  3145. var s0, s1, sqrDist, extDet;
  3146. if ( det >= 0 ) {
  3147. // The ray and segment are not parallel.
  3148. s0 = a01 * b1 - b0;
  3149. s1 = a01 * b0 - b1;
  3150. extDet = segExtent * det;
  3151. if ( s0 >= 0 ) {
  3152. if ( s1 >= - extDet ) {
  3153. if ( s1 <= extDet ) {
  3154. // region 0
  3155. // Minimum at interior points of ray and segment.
  3156. var invDet = 1 / det;
  3157. s0 *= invDet;
  3158. s1 *= invDet;
  3159. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  3160. } else {
  3161. // region 1
  3162. s1 = segExtent;
  3163. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3164. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3165. }
  3166. } else {
  3167. // region 5
  3168. s1 = - segExtent;
  3169. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3170. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3171. }
  3172. } else {
  3173. if ( s1 <= - extDet ) {
  3174. // region 4
  3175. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  3176. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3177. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3178. } else if ( s1 <= extDet ) {
  3179. // region 3
  3180. s0 = 0;
  3181. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3182. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  3183. } else {
  3184. // region 2
  3185. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  3186. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3187. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3188. }
  3189. }
  3190. } else {
  3191. // Ray and segment are parallel.
  3192. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  3193. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3194. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3195. }
  3196. if ( optionalPointOnRay ) {
  3197. optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) );
  3198. }
  3199. if ( optionalPointOnSegment ) {
  3200. optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );
  3201. }
  3202. return sqrDist;
  3203. },
  3204. isIntersectionSphere: function ( sphere ) {
  3205. return this.distanceToPoint( sphere.center ) <= sphere.radius;
  3206. },
  3207. intersectSphere: function () {
  3208. // from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
  3209. var v1 = new THREE.Vector3();
  3210. return function ( sphere, optionalTarget ) {
  3211. v1.subVectors( sphere.center, this.origin );
  3212. var tca = v1.dot( this.direction );
  3213. var d2 = v1.dot( v1 ) - tca * tca;
  3214. var radius2 = sphere.radius * sphere.radius;
  3215. if ( d2 > radius2 ) return null;
  3216. var thc = Math.sqrt( radius2 - d2 );
  3217. // t0 = first intersect point - entrance on front of sphere
  3218. var t0 = tca - thc;
  3219. // t1 = second intersect point - exit point on back of sphere
  3220. var t1 = tca + thc;
  3221. // test to see if both t0 and t1 are behind the ray - if so, return null
  3222. if ( t0 < 0 && t1 < 0 ) return null;
  3223. // test to see if t0 is behind the ray:
  3224. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  3225. // in order to always return an intersect point that is in front of the ray.
  3226. if ( t0 < 0 ) return this.at( t1, optionalTarget );
  3227. // else t0 is in front of the ray, so return the first collision point scaled by t0
  3228. return this.at( t0, optionalTarget );
  3229. }
  3230. }(),
  3231. isIntersectionPlane: function ( plane ) {
  3232. // check if the ray lies on the plane first
  3233. var distToPoint = plane.distanceToPoint( this.origin );
  3234. if ( distToPoint === 0 ) {
  3235. return true;
  3236. }
  3237. var denominator = plane.normal.dot( this.direction );
  3238. if ( denominator * distToPoint < 0 ) {
  3239. return true;
  3240. }
  3241. // ray origin is behind the plane (and is pointing behind it)
  3242. return false;
  3243. },
  3244. distanceToPlane: function ( plane ) {
  3245. var denominator = plane.normal.dot( this.direction );
  3246. if ( denominator == 0 ) {
  3247. // line is coplanar, return origin
  3248. if ( plane.distanceToPoint( this.origin ) == 0 ) {
  3249. return 0;
  3250. }
  3251. // Null is preferable to undefined since undefined means.... it is undefined
  3252. return null;
  3253. }
  3254. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  3255. // Return if the ray never intersects the plane
  3256. return t >= 0 ? t : null;
  3257. },
  3258. intersectPlane: function ( plane, optionalTarget ) {
  3259. var t = this.distanceToPlane( plane );
  3260. if ( t === null ) {
  3261. return null;
  3262. }
  3263. return this.at( t, optionalTarget );
  3264. },
  3265. isIntersectionBox: function () {
  3266. var v = new THREE.Vector3();
  3267. return function ( box ) {
  3268. return this.intersectBox( box, v ) !== null;
  3269. };
  3270. }(),
  3271. intersectBox: function ( box , optionalTarget ) {
  3272. // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
  3273. var tmin,tmax,tymin,tymax,tzmin,tzmax;
  3274. var invdirx = 1 / this.direction.x,
  3275. invdiry = 1 / this.direction.y,
  3276. invdirz = 1 / this.direction.z;
  3277. var origin = this.origin;
  3278. if ( invdirx >= 0 ) {
  3279. tmin = ( box.min.x - origin.x ) * invdirx;
  3280. tmax = ( box.max.x - origin.x ) * invdirx;
  3281. } else {
  3282. tmin = ( box.max.x - origin.x ) * invdirx;
  3283. tmax = ( box.min.x - origin.x ) * invdirx;
  3284. }
  3285. if ( invdiry >= 0 ) {
  3286. tymin = ( box.min.y - origin.y ) * invdiry;
  3287. tymax = ( box.max.y - origin.y ) * invdiry;
  3288. } else {
  3289. tymin = ( box.max.y - origin.y ) * invdiry;
  3290. tymax = ( box.min.y - origin.y ) * invdiry;
  3291. }
  3292. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  3293. // These lines also handle the case where tmin or tmax is NaN
  3294. // (result of 0 * Infinity). x !== x returns true if x is NaN
  3295. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  3296. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  3297. if ( invdirz >= 0 ) {
  3298. tzmin = ( box.min.z - origin.z ) * invdirz;
  3299. tzmax = ( box.max.z - origin.z ) * invdirz;
  3300. } else {
  3301. tzmin = ( box.max.z - origin.z ) * invdirz;
  3302. tzmax = ( box.min.z - origin.z ) * invdirz;
  3303. }
  3304. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  3305. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  3306. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  3307. //return point closest to the ray (positive side)
  3308. if ( tmax < 0 ) return null;
  3309. return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
  3310. },
  3311. intersectTriangle: function () {
  3312. // Compute the offset origin, edges, and normal.
  3313. var diff = new THREE.Vector3();
  3314. var edge1 = new THREE.Vector3();
  3315. var edge2 = new THREE.Vector3();
  3316. var normal = new THREE.Vector3();
  3317. return function ( a, b, c, backfaceCulling, optionalTarget ) {
  3318. // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
  3319. edge1.subVectors( b, a );
  3320. edge2.subVectors( c, a );
  3321. normal.crossVectors( edge1, edge2 );
  3322. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  3323. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  3324. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  3325. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  3326. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  3327. var DdN = this.direction.dot( normal );
  3328. var sign;
  3329. if ( DdN > 0 ) {
  3330. if ( backfaceCulling ) return null;
  3331. sign = 1;
  3332. } else if ( DdN < 0 ) {
  3333. sign = - 1;
  3334. DdN = - DdN;
  3335. } else {
  3336. return null;
  3337. }
  3338. diff.subVectors( this.origin, a );
  3339. var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
  3340. // b1 < 0, no intersection
  3341. if ( DdQxE2 < 0 ) {
  3342. return null;
  3343. }
  3344. var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
  3345. // b2 < 0, no intersection
  3346. if ( DdE1xQ < 0 ) {
  3347. return null;
  3348. }
  3349. // b1+b2 > 1, no intersection
  3350. if ( DdQxE2 + DdE1xQ > DdN ) {
  3351. return null;
  3352. }
  3353. // Line intersects triangle, check if ray does.
  3354. var QdN = - sign * diff.dot( normal );
  3355. // t < 0, no intersection
  3356. if ( QdN < 0 ) {
  3357. return null;
  3358. }
  3359. // Ray intersects triangle.
  3360. return this.at( QdN / DdN, optionalTarget );
  3361. };
  3362. }(),
  3363. applyMatrix4: function ( matrix4 ) {
  3364. this.direction.add( this.origin ).applyMatrix4( matrix4 );
  3365. this.origin.applyMatrix4( matrix4 );
  3366. this.direction.sub( this.origin );
  3367. this.direction.normalize();
  3368. return this;
  3369. },
  3370. equals: function ( ray ) {
  3371. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  3372. },
  3373. clone: function () {
  3374. return new THREE.Ray().copy( this );
  3375. }
  3376. };
  3377. /**
  3378. * @author bhouston / http://exocortex.com
  3379. * @author mrdoob / http://mrdoob.com/
  3380. */
  3381. THREE.Sphere = function ( center, radius ) {
  3382. this.center = ( center !== undefined ) ? center : new THREE.Vector3();
  3383. this.radius = ( radius !== undefined ) ? radius : 0;
  3384. };
  3385. THREE.Sphere.prototype = {
  3386. constructor: THREE.Sphere,
  3387. set: function ( center, radius ) {
  3388. this.center.copy( center );
  3389. this.radius = radius;
  3390. return this;
  3391. },
  3392. setFromPoints: function () {
  3393. var box = new THREE.Box3();
  3394. return function ( points, optionalCenter ) {
  3395. var center = this.center;
  3396. if ( optionalCenter !== undefined ) {
  3397. center.copy( optionalCenter );
  3398. } else {
  3399. box.setFromPoints( points ).center( center );
  3400. }
  3401. var maxRadiusSq = 0;
  3402. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3403. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  3404. }
  3405. this.radius = Math.sqrt( maxRadiusSq );
  3406. return this;
  3407. };
  3408. }(),
  3409. copy: function ( sphere ) {
  3410. this.center.copy( sphere.center );
  3411. this.radius = sphere.radius;
  3412. return this;
  3413. },
  3414. empty: function () {
  3415. return ( this.radius <= 0 );
  3416. },
  3417. containsPoint: function ( point ) {
  3418. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  3419. },
  3420. distanceToPoint: function ( point ) {
  3421. return ( point.distanceTo( this.center ) - this.radius );
  3422. },
  3423. intersectsSphere: function ( sphere ) {
  3424. var radiusSum = this.radius + sphere.radius;
  3425. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  3426. },
  3427. clampPoint: function ( point, optionalTarget ) {
  3428. var deltaLengthSq = this.center.distanceToSquared( point );
  3429. var result = optionalTarget || new THREE.Vector3();
  3430. result.copy( point );
  3431. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  3432. result.sub( this.center ).normalize();
  3433. result.multiplyScalar( this.radius ).add( this.center );
  3434. }
  3435. return result;
  3436. },
  3437. getBoundingBox: function ( optionalTarget ) {
  3438. var box = optionalTarget || new THREE.Box3();
  3439. box.set( this.center, this.center );
  3440. box.expandByScalar( this.radius );
  3441. return box;
  3442. },
  3443. applyMatrix4: function ( matrix ) {
  3444. this.center.applyMatrix4( matrix );
  3445. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  3446. return this;
  3447. },
  3448. translate: function ( offset ) {
  3449. this.center.add( offset );
  3450. return this;
  3451. },
  3452. equals: function ( sphere ) {
  3453. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  3454. },
  3455. clone: function () {
  3456. return new THREE.Sphere().copy( this );
  3457. }
  3458. };
  3459. /**
  3460. * @author mrdoob / http://mrdoob.com/
  3461. * @author alteredq / http://alteredqualia.com/
  3462. * @author bhouston / http://exocortex.com
  3463. */
  3464. THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
  3465. this.planes = [
  3466. ( p0 !== undefined ) ? p0 : new THREE.Plane(),
  3467. ( p1 !== undefined ) ? p1 : new THREE.Plane(),
  3468. ( p2 !== undefined ) ? p2 : new THREE.Plane(),
  3469. ( p3 !== undefined ) ? p3 : new THREE.Plane(),
  3470. ( p4 !== undefined ) ? p4 : new THREE.Plane(),
  3471. ( p5 !== undefined ) ? p5 : new THREE.Plane()
  3472. ];
  3473. };
  3474. THREE.Frustum.prototype = {
  3475. constructor: THREE.Frustum,
  3476. set: function ( p0, p1, p2, p3, p4, p5 ) {
  3477. var planes = this.planes;
  3478. planes[ 0 ].copy( p0 );
  3479. planes[ 1 ].copy( p1 );
  3480. planes[ 2 ].copy( p2 );
  3481. planes[ 3 ].copy( p3 );
  3482. planes[ 4 ].copy( p4 );
  3483. planes[ 5 ].copy( p5 );
  3484. return this;
  3485. },
  3486. copy: function ( frustum ) {
  3487. var planes = this.planes;
  3488. for ( var i = 0; i < 6; i ++ ) {
  3489. planes[ i ].copy( frustum.planes[ i ] );
  3490. }
  3491. return this;
  3492. },
  3493. setFromMatrix: function ( m ) {
  3494. var planes = this.planes;
  3495. var me = m.elements;
  3496. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  3497. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  3498. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  3499. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  3500. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  3501. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  3502. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  3503. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  3504. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  3505. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  3506. return this;
  3507. },
  3508. intersectsObject: function () {
  3509. var sphere = new THREE.Sphere();
  3510. return function ( object ) {
  3511. var geometry = object.geometry;
  3512. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  3513. sphere.copy( geometry.boundingSphere );
  3514. sphere.applyMatrix4( object.matrixWorld );
  3515. return this.intersectsSphere( sphere );
  3516. };
  3517. }(),
  3518. intersectsSphere: function ( sphere ) {
  3519. var planes = this.planes;
  3520. var center = sphere.center;
  3521. var negRadius = - sphere.radius;
  3522. for ( var i = 0; i < 6; i ++ ) {
  3523. var distance = planes[ i ].distanceToPoint( center );
  3524. if ( distance < negRadius ) {
  3525. return false;
  3526. }
  3527. }
  3528. return true;
  3529. },
  3530. intersectsBox: function () {
  3531. var p1 = new THREE.Vector3(),
  3532. p2 = new THREE.Vector3();
  3533. return function ( box ) {
  3534. var planes = this.planes;
  3535. for ( var i = 0; i < 6 ; i ++ ) {
  3536. var plane = planes[ i ];
  3537. p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
  3538. p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  3539. p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
  3540. p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  3541. p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
  3542. p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  3543. var d1 = plane.distanceToPoint( p1 );
  3544. var d2 = plane.distanceToPoint( p2 );
  3545. // if both outside plane, no intersection
  3546. if ( d1 < 0 && d2 < 0 ) {
  3547. return false;
  3548. }
  3549. }
  3550. return true;
  3551. };
  3552. }(),
  3553. containsPoint: function ( point ) {
  3554. var planes = this.planes;
  3555. for ( var i = 0; i < 6; i ++ ) {
  3556. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  3557. return false;
  3558. }
  3559. }
  3560. return true;
  3561. },
  3562. clone: function () {
  3563. return new THREE.Frustum().copy( this );
  3564. }
  3565. };
  3566. /**
  3567. * @author bhouston / http://exocortex.com
  3568. */
  3569. THREE.Plane = function ( normal, constant ) {
  3570. this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
  3571. this.constant = ( constant !== undefined ) ? constant : 0;
  3572. };
  3573. THREE.Plane.prototype = {
  3574. constructor: THREE.Plane,
  3575. set: function ( normal, constant ) {
  3576. this.normal.copy( normal );
  3577. this.constant = constant;
  3578. return this;
  3579. },
  3580. setComponents: function ( x, y, z, w ) {
  3581. this.normal.set( x, y, z );
  3582. this.constant = w;
  3583. return this;
  3584. },
  3585. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  3586. this.normal.copy( normal );
  3587. this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
  3588. return this;
  3589. },
  3590. setFromCoplanarPoints: function () {
  3591. var v1 = new THREE.Vector3();
  3592. var v2 = new THREE.Vector3();
  3593. return function ( a, b, c ) {
  3594. var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
  3595. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  3596. this.setFromNormalAndCoplanarPoint( normal, a );
  3597. return this;
  3598. };
  3599. }(),
  3600. copy: function ( plane ) {
  3601. this.normal.copy( plane.normal );
  3602. this.constant = plane.constant;
  3603. return this;
  3604. },
  3605. normalize: function () {
  3606. // Note: will lead to a divide by zero if the plane is invalid.
  3607. var inverseNormalLength = 1.0 / this.normal.length();
  3608. this.normal.multiplyScalar( inverseNormalLength );
  3609. this.constant *= inverseNormalLength;
  3610. return this;
  3611. },
  3612. negate: function () {
  3613. this.constant *= - 1;
  3614. this.normal.negate();
  3615. return this;
  3616. },
  3617. distanceToPoint: function ( point ) {
  3618. return this.normal.dot( point ) + this.constant;
  3619. },
  3620. distanceToSphere: function ( sphere ) {
  3621. return this.distanceToPoint( sphere.center ) - sphere.radius;
  3622. },
  3623. projectPoint: function ( point, optionalTarget ) {
  3624. return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
  3625. },
  3626. orthoPoint: function ( point, optionalTarget ) {
  3627. var perpendicularMagnitude = this.distanceToPoint( point );
  3628. var result = optionalTarget || new THREE.Vector3();
  3629. return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
  3630. },
  3631. isIntersectionLine: function ( line ) {
  3632. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  3633. var startSign = this.distanceToPoint( line.start );
  3634. var endSign = this.distanceToPoint( line.end );
  3635. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  3636. },
  3637. intersectLine: function () {
  3638. var v1 = new THREE.Vector3();
  3639. return function ( line, optionalTarget ) {
  3640. var result = optionalTarget || new THREE.Vector3();
  3641. var direction = line.delta( v1 );
  3642. var denominator = this.normal.dot( direction );
  3643. if ( denominator == 0 ) {
  3644. // line is coplanar, return origin
  3645. if ( this.distanceToPoint( line.start ) == 0 ) {
  3646. return result.copy( line.start );
  3647. }
  3648. // Unsure if this is the correct method to handle this case.
  3649. return undefined;
  3650. }
  3651. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  3652. if ( t < 0 || t > 1 ) {
  3653. return undefined;
  3654. }
  3655. return result.copy( direction ).multiplyScalar( t ).add( line.start );
  3656. };
  3657. }(),
  3658. coplanarPoint: function ( optionalTarget ) {
  3659. var result = optionalTarget || new THREE.Vector3();
  3660. return result.copy( this.normal ).multiplyScalar( - this.constant );
  3661. },
  3662. applyMatrix4: function () {
  3663. var v1 = new THREE.Vector3();
  3664. var v2 = new THREE.Vector3();
  3665. var m1 = new THREE.Matrix3();
  3666. return function ( matrix, optionalNormalMatrix ) {
  3667. // compute new normal based on theory here:
  3668. // http://www.songho.ca/opengl/gl_normaltransform.html
  3669. var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
  3670. var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
  3671. var newCoplanarPoint = this.coplanarPoint( v2 );
  3672. newCoplanarPoint.applyMatrix4( matrix );
  3673. this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
  3674. return this;
  3675. };
  3676. }(),
  3677. translate: function ( offset ) {
  3678. this.constant = this.constant - offset.dot( this.normal );
  3679. return this;
  3680. },
  3681. equals: function ( plane ) {
  3682. return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
  3683. },
  3684. clone: function () {
  3685. return new THREE.Plane().copy( this );
  3686. }
  3687. };
  3688. /**
  3689. * @author alteredq / http://alteredqualia.com/
  3690. * @author mrdoob / http://mrdoob.com/
  3691. */
  3692. THREE.Math = {
  3693. generateUUID: function () {
  3694. // http://www.broofa.com/Tools/Math.uuid.htm
  3695. var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
  3696. var uuid = new Array( 36 );
  3697. var rnd = 0, r;
  3698. return function () {
  3699. for ( var i = 0; i < 36; i ++ ) {
  3700. if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
  3701. uuid[ i ] = '-';
  3702. } else if ( i == 14 ) {
  3703. uuid[ i ] = '4';
  3704. } else {
  3705. if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
  3706. r = rnd & 0xf;
  3707. rnd = rnd >> 4;
  3708. uuid[ i ] = chars[ ( i == 19 ) ? ( r & 0x3 ) | 0x8 : r ];
  3709. }
  3710. }
  3711. return uuid.join( '' );
  3712. };
  3713. }(),
  3714. // Clamp value to range <a, b>
  3715. clamp: function ( x, a, b ) {
  3716. return ( x < a ) ? a : ( ( x > b ) ? b : x );
  3717. },
  3718. // Clamp value to range <a, inf)
  3719. clampBottom: function ( x, a ) {
  3720. return x < a ? a : x;
  3721. },
  3722. // Linear mapping from range <a1, a2> to range <b1, b2>
  3723. mapLinear: function ( x, a1, a2, b1, b2 ) {
  3724. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  3725. },
  3726. // http://en.wikipedia.org/wiki/Smoothstep
  3727. smoothstep: function ( x, min, max ) {
  3728. if ( x <= min ) return 0;
  3729. if ( x >= max ) return 1;
  3730. x = ( x - min ) / ( max - min );
  3731. return x * x * ( 3 - 2 * x );
  3732. },
  3733. smootherstep: function ( x, min, max ) {
  3734. if ( x <= min ) return 0;
  3735. if ( x >= max ) return 1;
  3736. x = ( x - min ) / ( max - min );
  3737. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  3738. },
  3739. // Random float from <0, 1> with 16 bits of randomness
  3740. // (standard Math.random() creates repetitive patterns when applied over larger space)
  3741. random16: function () {
  3742. return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
  3743. },
  3744. // Random integer from <low, high> interval
  3745. randInt: function ( low, high ) {
  3746. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  3747. },
  3748. // Random float from <low, high> interval
  3749. randFloat: function ( low, high ) {
  3750. return low + Math.random() * ( high - low );
  3751. },
  3752. // Random float from <-range/2, range/2> interval
  3753. randFloatSpread: function ( range ) {
  3754. return range * ( 0.5 - Math.random() );
  3755. },
  3756. sign: function ( x ) {
  3757. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0;
  3758. },
  3759. degToRad: function () {
  3760. var degreeToRadiansFactor = Math.PI / 180;
  3761. return function ( degrees ) {
  3762. return degrees * degreeToRadiansFactor;
  3763. };
  3764. }(),
  3765. radToDeg: function () {
  3766. var radianToDegreesFactor = 180 / Math.PI;
  3767. return function ( radians ) {
  3768. return radians * radianToDegreesFactor;
  3769. };
  3770. }(),
  3771. isPowerOfTwo: function ( value ) {
  3772. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  3773. }
  3774. };
  3775. /**
  3776. * Spline from Tween.js, slightly optimized (and trashed)
  3777. * http://sole.github.com/tween.js/examples/05_spline.html
  3778. *
  3779. * @author mrdoob / http://mrdoob.com/
  3780. * @author alteredq / http://alteredqualia.com/
  3781. */
  3782. THREE.Spline = function ( points ) {
  3783. this.points = points;
  3784. var c = [], v3 = { x: 0, y: 0, z: 0 },
  3785. point, intPoint, weight, w2, w3,
  3786. pa, pb, pc, pd;
  3787. this.initFromArray = function ( a ) {
  3788. this.points = [];
  3789. for ( var i = 0; i < a.length; i ++ ) {
  3790. this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
  3791. }
  3792. };
  3793. this.getPoint = function ( k ) {
  3794. point = ( this.points.length - 1 ) * k;
  3795. intPoint = Math.floor( point );
  3796. weight = point - intPoint;
  3797. c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
  3798. c[ 1 ] = intPoint;
  3799. c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
  3800. c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
  3801. pa = this.points[ c[ 0 ] ];
  3802. pb = this.points[ c[ 1 ] ];
  3803. pc = this.points[ c[ 2 ] ];
  3804. pd = this.points[ c[ 3 ] ];
  3805. w2 = weight * weight;
  3806. w3 = weight * w2;
  3807. v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
  3808. v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
  3809. v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
  3810. return v3;
  3811. };
  3812. this.getControlPointsArray = function () {
  3813. var i, p, l = this.points.length,
  3814. coords = [];
  3815. for ( i = 0; i < l; i ++ ) {
  3816. p = this.points[ i ];
  3817. coords[ i ] = [ p.x, p.y, p.z ];
  3818. }
  3819. return coords;
  3820. };
  3821. // approximate length by summing linear segments
  3822. this.getLength = function ( nSubDivisions ) {
  3823. var i, index, nSamples, position,
  3824. point = 0, intPoint = 0, oldIntPoint = 0,
  3825. oldPosition = new THREE.Vector3(),
  3826. tmpVec = new THREE.Vector3(),
  3827. chunkLengths = [],
  3828. totalLength = 0;
  3829. // first point has 0 length
  3830. chunkLengths[ 0 ] = 0;
  3831. if ( ! nSubDivisions ) nSubDivisions = 100;
  3832. nSamples = this.points.length * nSubDivisions;
  3833. oldPosition.copy( this.points[ 0 ] );
  3834. for ( i = 1; i < nSamples; i ++ ) {
  3835. index = i / nSamples;
  3836. position = this.getPoint( index );
  3837. tmpVec.copy( position );
  3838. totalLength += tmpVec.distanceTo( oldPosition );
  3839. oldPosition.copy( position );
  3840. point = ( this.points.length - 1 ) * index;
  3841. intPoint = Math.floor( point );
  3842. if ( intPoint != oldIntPoint ) {
  3843. chunkLengths[ intPoint ] = totalLength;
  3844. oldIntPoint = intPoint;
  3845. }
  3846. }
  3847. // last point ends with total length
  3848. chunkLengths[ chunkLengths.length ] = totalLength;
  3849. return { chunks: chunkLengths, total: totalLength };
  3850. };
  3851. this.reparametrizeByArcLength = function ( samplingCoef ) {
  3852. var i, j,
  3853. index, indexCurrent, indexNext,
  3854. linearDistance, realDistance,
  3855. sampling, position,
  3856. newpoints = [],
  3857. tmpVec = new THREE.Vector3(),
  3858. sl = this.getLength();
  3859. newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
  3860. for ( i = 1; i < this.points.length; i ++ ) {
  3861. //tmpVec.copy( this.points[ i - 1 ] );
  3862. //linearDistance = tmpVec.distanceTo( this.points[ i ] );
  3863. realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
  3864. sampling = Math.ceil( samplingCoef * realDistance / sl.total );
  3865. indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
  3866. indexNext = i / ( this.points.length - 1 );
  3867. for ( j = 1; j < sampling - 1; j ++ ) {
  3868. index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
  3869. position = this.getPoint( index );
  3870. newpoints.push( tmpVec.copy( position ).clone() );
  3871. }
  3872. newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
  3873. }
  3874. this.points = newpoints;
  3875. };
  3876. // Catmull-Rom
  3877. function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
  3878. var v0 = ( p2 - p0 ) * 0.5,
  3879. v1 = ( p3 - p1 ) * 0.5;
  3880. return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  3881. };
  3882. };
  3883. /**
  3884. * @author bhouston / http://exocortex.com
  3885. * @author mrdoob / http://mrdoob.com/
  3886. */
  3887. THREE.Triangle = function ( a, b, c ) {
  3888. this.a = ( a !== undefined ) ? a : new THREE.Vector3();
  3889. this.b = ( b !== undefined ) ? b : new THREE.Vector3();
  3890. this.c = ( c !== undefined ) ? c : new THREE.Vector3();
  3891. };
  3892. THREE.Triangle.normal = function () {
  3893. var v0 = new THREE.Vector3();
  3894. return function ( a, b, c, optionalTarget ) {
  3895. var result = optionalTarget || new THREE.Vector3();
  3896. result.subVectors( c, b );
  3897. v0.subVectors( a, b );
  3898. result.cross( v0 );
  3899. var resultLengthSq = result.lengthSq();
  3900. if ( resultLengthSq > 0 ) {
  3901. return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
  3902. }
  3903. return result.set( 0, 0, 0 );
  3904. };
  3905. }();
  3906. // static/instance method to calculate barycoordinates
  3907. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  3908. THREE.Triangle.barycoordFromPoint = function () {
  3909. var v0 = new THREE.Vector3();
  3910. var v1 = new THREE.Vector3();
  3911. var v2 = new THREE.Vector3();
  3912. return function ( point, a, b, c, optionalTarget ) {
  3913. v0.subVectors( c, a );
  3914. v1.subVectors( b, a );
  3915. v2.subVectors( point, a );
  3916. var dot00 = v0.dot( v0 );
  3917. var dot01 = v0.dot( v1 );
  3918. var dot02 = v0.dot( v2 );
  3919. var dot11 = v1.dot( v1 );
  3920. var dot12 = v1.dot( v2 );
  3921. var denom = ( dot00 * dot11 - dot01 * dot01 );
  3922. var result = optionalTarget || new THREE.Vector3();
  3923. // colinear or singular triangle
  3924. if ( denom == 0 ) {
  3925. // arbitrary location outside of triangle?
  3926. // not sure if this is the best idea, maybe should be returning undefined
  3927. return result.set( - 2, - 1, - 1 );
  3928. }
  3929. var invDenom = 1 / denom;
  3930. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  3931. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  3932. // barycoordinates must always sum to 1
  3933. return result.set( 1 - u - v, v, u );
  3934. };
  3935. }();
  3936. THREE.Triangle.containsPoint = function () {
  3937. var v1 = new THREE.Vector3();
  3938. return function ( point, a, b, c ) {
  3939. var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
  3940. return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
  3941. };
  3942. }();
  3943. THREE.Triangle.prototype = {
  3944. constructor: THREE.Triangle,
  3945. set: function ( a, b, c ) {
  3946. this.a.copy( a );
  3947. this.b.copy( b );
  3948. this.c.copy( c );
  3949. return this;
  3950. },
  3951. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  3952. this.a.copy( points[ i0 ] );
  3953. this.b.copy( points[ i1 ] );
  3954. this.c.copy( points[ i2 ] );
  3955. return this;
  3956. },
  3957. copy: function ( triangle ) {
  3958. this.a.copy( triangle.a );
  3959. this.b.copy( triangle.b );
  3960. this.c.copy( triangle.c );
  3961. return this;
  3962. },
  3963. area: function () {
  3964. var v0 = new THREE.Vector3();
  3965. var v1 = new THREE.Vector3();
  3966. return function () {
  3967. v0.subVectors( this.c, this.b );
  3968. v1.subVectors( this.a, this.b );
  3969. return v0.cross( v1 ).length() * 0.5;
  3970. };
  3971. }(),
  3972. midpoint: function ( optionalTarget ) {
  3973. var result = optionalTarget || new THREE.Vector3();
  3974. return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  3975. },
  3976. normal: function ( optionalTarget ) {
  3977. return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
  3978. },
  3979. plane: function ( optionalTarget ) {
  3980. var result = optionalTarget || new THREE.Plane();
  3981. return result.setFromCoplanarPoints( this.a, this.b, this.c );
  3982. },
  3983. barycoordFromPoint: function ( point, optionalTarget ) {
  3984. return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
  3985. },
  3986. containsPoint: function ( point ) {
  3987. return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
  3988. },
  3989. equals: function ( triangle ) {
  3990. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  3991. },
  3992. clone: function () {
  3993. return new THREE.Triangle().copy( this );
  3994. }
  3995. };
  3996. /**
  3997. * @author alteredq / http://alteredqualia.com/
  3998. */
  3999. THREE.Clock = function ( autoStart ) {
  4000. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  4001. this.startTime = 0;
  4002. this.oldTime = 0;
  4003. this.elapsedTime = 0;
  4004. this.running = false;
  4005. };
  4006. THREE.Clock.prototype = {
  4007. constructor: THREE.Clock,
  4008. start: function () {
  4009. this.startTime = self.performance !== undefined && self.performance.now !== undefined
  4010. ? self.performance.now()
  4011. : Date.now();
  4012. this.oldTime = this.startTime;
  4013. this.running = true;
  4014. },
  4015. stop: function () {
  4016. this.getElapsedTime();
  4017. this.running = false;
  4018. },
  4019. getElapsedTime: function () {
  4020. this.getDelta();
  4021. return this.elapsedTime;
  4022. },
  4023. getDelta: function () {
  4024. var diff = 0;
  4025. if ( this.autoStart && ! this.running ) {
  4026. this.start();
  4027. }
  4028. if ( this.running ) {
  4029. var newTime = self.performance !== undefined && self.performance.now !== undefined
  4030. ? self.performance.now()
  4031. : Date.now();
  4032. diff = 0.001 * ( newTime - this.oldTime );
  4033. this.oldTime = newTime;
  4034. this.elapsedTime += diff;
  4035. }
  4036. return diff;
  4037. }
  4038. };
  4039. /**
  4040. * https://github.com/mrdoob/eventdispatcher.js/
  4041. */
  4042. THREE.EventDispatcher = function () {}
  4043. THREE.EventDispatcher.prototype = {
  4044. constructor: THREE.EventDispatcher,
  4045. apply: function ( object ) {
  4046. object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
  4047. object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
  4048. object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
  4049. object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
  4050. },
  4051. addEventListener: function ( type, listener ) {
  4052. if ( this._listeners === undefined ) this._listeners = {};
  4053. var listeners = this._listeners;
  4054. if ( listeners[ type ] === undefined ) {
  4055. listeners[ type ] = [];
  4056. }
  4057. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  4058. listeners[ type ].push( listener );
  4059. }
  4060. },
  4061. hasEventListener: function ( type, listener ) {
  4062. if ( this._listeners === undefined ) return false;
  4063. var listeners = this._listeners;
  4064. if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
  4065. return true;
  4066. }
  4067. return false;
  4068. },
  4069. removeEventListener: function ( type, listener ) {
  4070. if ( this._listeners === undefined ) return;
  4071. var listeners = this._listeners;
  4072. var listenerArray = listeners[ type ];
  4073. if ( listenerArray !== undefined ) {
  4074. var index = listenerArray.indexOf( listener );
  4075. if ( index !== - 1 ) {
  4076. listenerArray.splice( index, 1 );
  4077. }
  4078. }
  4079. },
  4080. dispatchEvent: function ( event ) {
  4081. if ( this._listeners === undefined ) return;
  4082. var listeners = this._listeners;
  4083. var listenerArray = listeners[ event.type ];
  4084. if ( listenerArray !== undefined ) {
  4085. event.target = this;
  4086. var array = [];
  4087. var length = listenerArray.length;
  4088. for ( var i = 0; i < length; i ++ ) {
  4089. array[ i ] = listenerArray[ i ];
  4090. }
  4091. for ( var i = 0; i < length; i ++ ) {
  4092. array[ i ].call( this, event );
  4093. }
  4094. }
  4095. }
  4096. };
  4097. /**
  4098. * @author mrdoob / http://mrdoob.com/
  4099. * @author bhouston / http://exocortex.com/
  4100. * @author stephomi / http://stephaneginier.com/
  4101. */
  4102. ( function ( THREE ) {
  4103. THREE.Raycaster = function ( origin, direction, near, far ) {
  4104. this.ray = new THREE.Ray( origin, direction );
  4105. // direction is assumed to be normalized (for accurate distance calculations)
  4106. this.near = near || 0;
  4107. this.far = far || Infinity;
  4108. this.params = {
  4109. Sprite: {},
  4110. Mesh: {},
  4111. PointCloud: { threshold: 1 },
  4112. LOD: {},
  4113. Line: {}
  4114. };
  4115. };
  4116. var descSort = function ( a, b ) {
  4117. return a.distance - b.distance;
  4118. };
  4119. var intersectObject = function ( object, raycaster, intersects, recursive ) {
  4120. object.raycast( raycaster, intersects );
  4121. if ( recursive === true ) {
  4122. var children = object.children;
  4123. for ( var i = 0, l = children.length; i < l; i ++ ) {
  4124. intersectObject( children[ i ], raycaster, intersects, true );
  4125. }
  4126. }
  4127. };
  4128. //
  4129. THREE.Raycaster.prototype = {
  4130. constructor: THREE.Raycaster,
  4131. precision: 0.0001,
  4132. linePrecision: 1,
  4133. set: function ( origin, direction ) {
  4134. this.ray.set( origin, direction );
  4135. // direction is assumed to be normalized (for accurate distance calculations)
  4136. },
  4137. intersectObject: function ( object, recursive ) {
  4138. var intersects = [];
  4139. intersectObject( object, this, intersects, recursive );
  4140. intersects.sort( descSort );
  4141. return intersects;
  4142. },
  4143. intersectObjects: function ( objects, recursive ) {
  4144. var intersects = [];
  4145. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  4146. intersectObject( objects[ i ], this, intersects, recursive );
  4147. }
  4148. intersects.sort( descSort );
  4149. return intersects;
  4150. }
  4151. };
  4152. }( THREE ) );
  4153. /**
  4154. * @author mrdoob / http://mrdoob.com/
  4155. * @author mikael emtinger / http://gomo.se/
  4156. * @author alteredq / http://alteredqualia.com/
  4157. * @author WestLangley / http://github.com/WestLangley
  4158. */
  4159. THREE.Object3D = function () {
  4160. this.id = THREE.Object3DIdCount ++;
  4161. this.uuid = THREE.Math.generateUUID();
  4162. this.name = '';
  4163. this.parent = undefined;
  4164. this.children = [];
  4165. this.up = THREE.Object3D.DefaultUp.clone();
  4166. var scope = this;
  4167. var position = new THREE.Vector3();
  4168. var rotation = new THREE.Euler();
  4169. var quaternion = new THREE.Quaternion();
  4170. var scale = new THREE.Vector3( 1, 1, 1 );
  4171. rotation.onChange( function () {
  4172. quaternion.setFromEuler( rotation, false );
  4173. } );
  4174. quaternion.onChange( function () {
  4175. rotation.setFromQuaternion( quaternion, undefined, false );
  4176. } );
  4177. Object.defineProperties( this, {
  4178. position: {
  4179. enumerable: true,
  4180. value: position
  4181. },
  4182. rotation: {
  4183. enumerable: true,
  4184. value: rotation
  4185. },
  4186. quaternion: {
  4187. enumerable: true,
  4188. value: quaternion
  4189. },
  4190. scale: {
  4191. enumerable: true,
  4192. value: scale
  4193. },
  4194. } );
  4195. this.renderDepth = null;
  4196. this.rotationAutoUpdate = true;
  4197. this.matrix = new THREE.Matrix4();
  4198. this.matrixWorld = new THREE.Matrix4();
  4199. this.matrixAutoUpdate = true;
  4200. this.matrixWorldNeedsUpdate = false;
  4201. this.visible = true;
  4202. this.castShadow = false;
  4203. this.receiveShadow = false;
  4204. this.frustumCulled = true;
  4205. this.userData = {};
  4206. };
  4207. THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 );
  4208. THREE.Object3D.prototype = {
  4209. constructor: THREE.Object3D,
  4210. get eulerOrder () {
  4211. console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
  4212. return this.rotation.order;
  4213. },
  4214. set eulerOrder ( value ) {
  4215. console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
  4216. this.rotation.order = value;
  4217. },
  4218. get useQuaternion () {
  4219. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  4220. },
  4221. set useQuaternion ( value ) {
  4222. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  4223. },
  4224. applyMatrix: function ( matrix ) {
  4225. this.matrix.multiplyMatrices( matrix, this.matrix );
  4226. this.matrix.decompose( this.position, this.quaternion, this.scale );
  4227. },
  4228. setRotationFromAxisAngle: function ( axis, angle ) {
  4229. // assumes axis is normalized
  4230. this.quaternion.setFromAxisAngle( axis, angle );
  4231. },
  4232. setRotationFromEuler: function ( euler ) {
  4233. this.quaternion.setFromEuler( euler, true );
  4234. },
  4235. setRotationFromMatrix: function ( m ) {
  4236. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4237. this.quaternion.setFromRotationMatrix( m );
  4238. },
  4239. setRotationFromQuaternion: function ( q ) {
  4240. // assumes q is normalized
  4241. this.quaternion.copy( q );
  4242. },
  4243. rotateOnAxis: function () {
  4244. // rotate object on axis in object space
  4245. // axis is assumed to be normalized
  4246. var q1 = new THREE.Quaternion();
  4247. return function ( axis, angle ) {
  4248. q1.setFromAxisAngle( axis, angle );
  4249. this.quaternion.multiply( q1 );
  4250. return this;
  4251. }
  4252. }(),
  4253. rotateX: function () {
  4254. var v1 = new THREE.Vector3( 1, 0, 0 );
  4255. return function ( angle ) {
  4256. return this.rotateOnAxis( v1, angle );
  4257. };
  4258. }(),
  4259. rotateY: function () {
  4260. var v1 = new THREE.Vector3( 0, 1, 0 );
  4261. return function ( angle ) {
  4262. return this.rotateOnAxis( v1, angle );
  4263. };
  4264. }(),
  4265. rotateZ: function () {
  4266. var v1 = new THREE.Vector3( 0, 0, 1 );
  4267. return function ( angle ) {
  4268. return this.rotateOnAxis( v1, angle );
  4269. };
  4270. }(),
  4271. translateOnAxis: function () {
  4272. // translate object by distance along axis in object space
  4273. // axis is assumed to be normalized
  4274. var v1 = new THREE.Vector3();
  4275. return function ( axis, distance ) {
  4276. v1.copy( axis ).applyQuaternion( this.quaternion );
  4277. this.position.add( v1.multiplyScalar( distance ) );
  4278. return this;
  4279. }
  4280. }(),
  4281. translate: function ( distance, axis ) {
  4282. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  4283. return this.translateOnAxis( axis, distance );
  4284. },
  4285. translateX: function () {
  4286. var v1 = new THREE.Vector3( 1, 0, 0 );
  4287. return function ( distance ) {
  4288. return this.translateOnAxis( v1, distance );
  4289. };
  4290. }(),
  4291. translateY: function () {
  4292. var v1 = new THREE.Vector3( 0, 1, 0 );
  4293. return function ( distance ) {
  4294. return this.translateOnAxis( v1, distance );
  4295. };
  4296. }(),
  4297. translateZ: function () {
  4298. var v1 = new THREE.Vector3( 0, 0, 1 );
  4299. return function ( distance ) {
  4300. return this.translateOnAxis( v1, distance );
  4301. };
  4302. }(),
  4303. localToWorld: function ( vector ) {
  4304. return vector.applyMatrix4( this.matrixWorld );
  4305. },
  4306. worldToLocal: function () {
  4307. var m1 = new THREE.Matrix4();
  4308. return function ( vector ) {
  4309. return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  4310. };
  4311. }(),
  4312. lookAt: function () {
  4313. // This routine does not support objects with rotated and/or translated parent(s)
  4314. var m1 = new THREE.Matrix4();
  4315. return function ( vector ) {
  4316. m1.lookAt( vector, this.position, this.up );
  4317. this.quaternion.setFromRotationMatrix( m1 );
  4318. };
  4319. }(),
  4320. add: function ( object ) {
  4321. if ( object === this ) {
  4322. console.warn( "THREE.Object3D.add: An object can't be added as a child of itself." );
  4323. return;
  4324. }
  4325. if ( object instanceof THREE.Object3D ) {
  4326. if ( object.parent !== undefined ) {
  4327. object.parent.remove( object );
  4328. }
  4329. object.parent = this;
  4330. object.dispatchEvent( { type: 'added' } );
  4331. this.children.push( object );
  4332. // add to scene
  4333. var scene = this;
  4334. while ( scene.parent !== undefined ) {
  4335. scene = scene.parent;
  4336. }
  4337. if ( scene !== undefined && scene instanceof THREE.Scene ) {
  4338. scene.__addObject( object );
  4339. }
  4340. }
  4341. },
  4342. remove: function ( object ) {
  4343. var index = this.children.indexOf( object );
  4344. if ( index !== - 1 ) {
  4345. object.parent = undefined;
  4346. object.dispatchEvent( { type: 'removed' } );
  4347. this.children.splice( index, 1 );
  4348. // remove from scene
  4349. var scene = this;
  4350. while ( scene.parent !== undefined ) {
  4351. scene = scene.parent;
  4352. }
  4353. if ( scene !== undefined && scene instanceof THREE.Scene ) {
  4354. scene.__removeObject( object );
  4355. }
  4356. }
  4357. },
  4358. raycast: function () {},
  4359. traverse: function ( callback ) {
  4360. callback( this );
  4361. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4362. this.children[ i ].traverse( callback );
  4363. }
  4364. },
  4365. getObjectById: function ( id, recursive ) {
  4366. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4367. var child = this.children[ i ];
  4368. if ( child.id === id ) {
  4369. return child;
  4370. }
  4371. if ( recursive === true ) {
  4372. child = child.getObjectById( id, recursive );
  4373. if ( child !== undefined ) {
  4374. return child;
  4375. }
  4376. }
  4377. }
  4378. return undefined;
  4379. },
  4380. getObjectByName: function ( name, recursive ) {
  4381. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4382. var child = this.children[ i ];
  4383. if ( child.name === name ) {
  4384. return child;
  4385. }
  4386. if ( recursive === true ) {
  4387. child = child.getObjectByName( name, recursive );
  4388. if ( child !== undefined ) {
  4389. return child;
  4390. }
  4391. }
  4392. }
  4393. return undefined;
  4394. },
  4395. getChildByName: function ( name, recursive ) {
  4396. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  4397. return this.getObjectByName( name, recursive );
  4398. },
  4399. updateMatrix: function () {
  4400. this.matrix.compose( this.position, this.quaternion, this.scale );
  4401. this.matrixWorldNeedsUpdate = true;
  4402. },
  4403. updateMatrixWorld: function ( force ) {
  4404. if ( this.matrixAutoUpdate === true ) this.updateMatrix();
  4405. if ( this.matrixWorldNeedsUpdate === true || force === true ) {
  4406. if ( this.parent === undefined ) {
  4407. this.matrixWorld.copy( this.matrix );
  4408. } else {
  4409. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  4410. }
  4411. this.matrixWorldNeedsUpdate = false;
  4412. force = true;
  4413. }
  4414. // update children
  4415. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4416. this.children[ i ].updateMatrixWorld( force );
  4417. }
  4418. },
  4419. clone: function ( object, recursive ) {
  4420. if ( object === undefined ) object = new THREE.Object3D();
  4421. if ( recursive === undefined ) recursive = true;
  4422. object.name = this.name;
  4423. object.up.copy( this.up );
  4424. object.position.copy( this.position );
  4425. object.quaternion.copy( this.quaternion );
  4426. object.scale.copy( this.scale );
  4427. object.renderDepth = this.renderDepth;
  4428. object.rotationAutoUpdate = this.rotationAutoUpdate;
  4429. object.matrix.copy( this.matrix );
  4430. object.matrixWorld.copy( this.matrixWorld );
  4431. object.matrixAutoUpdate = this.matrixAutoUpdate;
  4432. object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
  4433. object.visible = this.visible;
  4434. object.castShadow = this.castShadow;
  4435. object.receiveShadow = this.receiveShadow;
  4436. object.frustumCulled = this.frustumCulled;
  4437. object.userData = JSON.parse( JSON.stringify( this.userData ) );
  4438. if ( recursive === true ) {
  4439. for ( var i = 0; i < this.children.length; i ++ ) {
  4440. var child = this.children[ i ];
  4441. object.add( child.clone() );
  4442. }
  4443. }
  4444. return object;
  4445. }
  4446. };
  4447. THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
  4448. THREE.Object3DIdCount = 0;
  4449. /**
  4450. * @author mrdoob / http://mrdoob.com/
  4451. * @author supereggbert / http://www.paulbrunt.co.uk/
  4452. * @author julianwa / https://github.com/julianwa
  4453. */
  4454. THREE.Projector = function () {
  4455. var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
  4456. _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
  4457. _face, _faceCount, _facePool = [], _facePoolLength = 0,
  4458. _line, _lineCount, _linePool = [], _linePoolLength = 0,
  4459. _sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0,
  4460. _renderData = { objects: [], lights: [], elements: [] },
  4461. _vA = new THREE.Vector3(),
  4462. _vB = new THREE.Vector3(),
  4463. _vC = new THREE.Vector3(),
  4464. _vector3 = new THREE.Vector3(),
  4465. _vector4 = new THREE.Vector4(),
  4466. _clipBox = new THREE.Box3( new THREE.Vector3( - 1, - 1, - 1 ), new THREE.Vector3( 1, 1, 1 ) ),
  4467. _boundingBox = new THREE.Box3(),
  4468. _points3 = new Array( 3 ),
  4469. _points4 = new Array( 4 ),
  4470. _viewMatrix = new THREE.Matrix4(),
  4471. _viewProjectionMatrix = new THREE.Matrix4(),
  4472. _modelMatrix,
  4473. _modelViewProjectionMatrix = new THREE.Matrix4(),
  4474. _normalMatrix = new THREE.Matrix3(),
  4475. _frustum = new THREE.Frustum(),
  4476. _clippedVertex1PositionScreen = new THREE.Vector4(),
  4477. _clippedVertex2PositionScreen = new THREE.Vector4();
  4478. this.projectVector = function ( vector, camera ) {
  4479. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  4480. _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  4481. return vector.applyProjection( _viewProjectionMatrix );
  4482. };
  4483. this.unprojectVector = function () {
  4484. var projectionMatrixInverse = new THREE.Matrix4();
  4485. return function ( vector, camera ) {
  4486. projectionMatrixInverse.getInverse( camera.projectionMatrix );
  4487. _viewProjectionMatrix.multiplyMatrices( camera.matrixWorld, projectionMatrixInverse );
  4488. return vector.applyProjection( _viewProjectionMatrix );
  4489. };
  4490. }();
  4491. this.pickingRay = function ( vector, camera ) {
  4492. // set two vectors with opposing z values
  4493. vector.z = - 1.0;
  4494. var end = new THREE.Vector3( vector.x, vector.y, 1.0 );
  4495. this.unprojectVector( vector, camera );
  4496. this.unprojectVector( end, camera );
  4497. // find direction from vector to end
  4498. end.sub( vector ).normalize();
  4499. return new THREE.Raycaster( vector, end );
  4500. };
  4501. var projectObject = function ( object ) {
  4502. if ( object.visible === false ) return;
  4503. if ( object instanceof THREE.Light ) {
  4504. _renderData.lights.push( object );
  4505. } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Sprite ) {
  4506. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  4507. _object = getNextObjectInPool();
  4508. _object.id = object.id;
  4509. _object.object = object;
  4510. if ( object.renderDepth !== null ) {
  4511. _object.z = object.renderDepth;
  4512. } else {
  4513. _vector3.setFromMatrixPosition( object.matrixWorld );
  4514. _vector3.applyProjection( _viewProjectionMatrix );
  4515. _object.z = _vector3.z;
  4516. }
  4517. _renderData.objects.push( _object );
  4518. }
  4519. }
  4520. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  4521. projectObject( object.children[ i ] );
  4522. }
  4523. };
  4524. var projectGraph = function ( root, sortObjects ) {
  4525. _objectCount = 0;
  4526. _renderData.objects.length = 0;
  4527. _renderData.lights.length = 0;
  4528. projectObject( root );
  4529. if ( sortObjects === true ) {
  4530. _renderData.objects.sort( painterSort );
  4531. }
  4532. };
  4533. var RenderList = function () {
  4534. var normals = [];
  4535. var uvs = [];
  4536. var object = null;
  4537. var material = null;
  4538. var normalMatrix = new THREE.Matrix3();
  4539. var setObject = function ( value ) {
  4540. object = value;
  4541. material = object.material;
  4542. normalMatrix.getNormalMatrix( object.matrixWorld );
  4543. normals.length = 0;
  4544. uvs.length = 0;
  4545. };
  4546. var projectVertex = function ( vertex ) {
  4547. var position = vertex.position;
  4548. var positionWorld = vertex.positionWorld;
  4549. var positionScreen = vertex.positionScreen;
  4550. positionWorld.copy( position ).applyMatrix4( _modelMatrix );
  4551. positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
  4552. var invW = 1 / positionScreen.w;
  4553. positionScreen.x *= invW;
  4554. positionScreen.y *= invW;
  4555. positionScreen.z *= invW;
  4556. vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 &&
  4557. positionScreen.y >= - 1 && positionScreen.y <= 1 &&
  4558. positionScreen.z >= - 1 && positionScreen.z <= 1;
  4559. };
  4560. var pushVertex = function ( x, y, z ) {
  4561. _vertex = getNextVertexInPool();
  4562. _vertex.position.set( x, y, z );
  4563. projectVertex( _vertex );
  4564. };
  4565. var pushNormal = function ( x, y, z ) {
  4566. normals.push( x, y, z );
  4567. };
  4568. var pushUv = function ( x, y ) {
  4569. uvs.push( x, y );
  4570. };
  4571. var checkTriangleVisibility = function ( v1, v2, v3 ) {
  4572. if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
  4573. _points3[ 0 ] = v1.positionScreen;
  4574. _points3[ 1 ] = v2.positionScreen;
  4575. _points3[ 2 ] = v3.positionScreen;
  4576. return _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) );
  4577. };
  4578. var checkBackfaceCulling = function ( v1, v2, v3 ) {
  4579. return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
  4580. ( v2.positionScreen.y - v1.positionScreen.y ) -
  4581. ( v3.positionScreen.y - v1.positionScreen.y ) *
  4582. ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
  4583. };
  4584. var pushLine = function ( a, b ) {
  4585. var v1 = _vertexPool[ a ];
  4586. var v2 = _vertexPool[ b ];
  4587. _line = getNextLineInPool();
  4588. _line.id = object.id;
  4589. _line.v1.copy( v1 );
  4590. _line.v2.copy( v2 );
  4591. _line.z = ( v1.positionScreen.z + v2.positionScreen.z ) / 2;
  4592. _line.material = object.material;
  4593. _renderData.elements.push( _line );
  4594. };
  4595. var pushTriangle = function ( a, b, c ) {
  4596. var v1 = _vertexPool[ a ];
  4597. var v2 = _vertexPool[ b ];
  4598. var v3 = _vertexPool[ c ];
  4599. if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
  4600. if ( material.side === THREE.DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
  4601. _face = getNextFaceInPool();
  4602. _face.id = object.id;
  4603. _face.v1.copy( v1 );
  4604. _face.v2.copy( v2 );
  4605. _face.v3.copy( v3 );
  4606. _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  4607. for ( var i = 0; i < 3; i ++ ) {
  4608. var offset = arguments[ i ] * 3;
  4609. var normal = _face.vertexNormalsModel[ i ];
  4610. normal.set( normals[ offset ], normals[ offset + 1 ], normals[ offset + 2 ] );
  4611. normal.applyMatrix3( normalMatrix ).normalize();
  4612. var offset2 = arguments[ i ] * 2;
  4613. var uv = _face.uvs[ i ];
  4614. uv.set( uvs[ offset2 ], uvs[ offset2 + 1 ] );
  4615. }
  4616. _face.vertexNormalsLength = 3;
  4617. _face.material = object.material;
  4618. _renderData.elements.push( _face );
  4619. }
  4620. };
  4621. return {
  4622. setObject: setObject,
  4623. projectVertex: projectVertex,
  4624. checkTriangleVisibility: checkTriangleVisibility,
  4625. checkBackfaceCulling: checkBackfaceCulling,
  4626. pushVertex: pushVertex,
  4627. pushNormal: pushNormal,
  4628. pushUv: pushUv,
  4629. pushLine: pushLine,
  4630. pushTriangle: pushTriangle
  4631. }
  4632. };
  4633. var renderList = new RenderList();
  4634. this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
  4635. var object, geometry, vertices, faces, face, faceVertexNormals, faceVertexUvs,
  4636. isFaceMaterial, objectMaterials;
  4637. _faceCount = 0;
  4638. _lineCount = 0;
  4639. _spriteCount = 0;
  4640. _renderData.elements.length = 0;
  4641. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  4642. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  4643. _viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
  4644. _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
  4645. _frustum.setFromMatrix( _viewProjectionMatrix );
  4646. projectGraph( scene, sortObjects );
  4647. for ( var o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
  4648. object = _renderData.objects[ o ].object;
  4649. geometry = object.geometry;
  4650. renderList.setObject( object );
  4651. _modelMatrix = object.matrixWorld;
  4652. _vertexCount = 0;
  4653. if ( object instanceof THREE.Mesh ) {
  4654. if ( geometry instanceof THREE.BufferGeometry ) {
  4655. var attributes = geometry.attributes;
  4656. var offsets = geometry.offsets;
  4657. if ( attributes.position === undefined ) continue;
  4658. var positions = attributes.position.array;
  4659. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  4660. renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  4661. }
  4662. if ( attributes.normal !== undefined ) {
  4663. var normals = attributes.normal.array;
  4664. for ( var i = 0, l = normals.length; i < l; i += 3 ) {
  4665. renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
  4666. }
  4667. }
  4668. if ( attributes.uv !== undefined ) {
  4669. var uvs = attributes.uv.array;
  4670. for ( var i = 0, l = uvs.length; i < l; i += 2 ) {
  4671. renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
  4672. }
  4673. }
  4674. if ( attributes.index !== undefined ) {
  4675. var indices = attributes.index.array;
  4676. if ( offsets.length > 0 ) {
  4677. for ( var o = 0; o < offsets.length; o ++ ) {
  4678. var offset = offsets[ o ];
  4679. var index = offset.index;
  4680. for ( var i = offset.start, l = offset.start + offset.count; i < l; i += 3 ) {
  4681. renderList.pushTriangle( indices[ i ] + index, indices[ i + 1 ] + index, indices[ i + 2 ] + index );
  4682. }
  4683. }
  4684. } else {
  4685. for ( var i = 0, l = indices.length; i < l; i += 3 ) {
  4686. renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  4687. }
  4688. }
  4689. } else {
  4690. for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) {
  4691. renderList.pushTriangle( i, i + 1, i + 2 );
  4692. }
  4693. }
  4694. } else if ( geometry instanceof THREE.Geometry ) {
  4695. vertices = geometry.vertices;
  4696. faces = geometry.faces;
  4697. faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  4698. _normalMatrix.getNormalMatrix( _modelMatrix );
  4699. isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
  4700. objectMaterials = isFaceMaterial === true ? object.material : null;
  4701. for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
  4702. var vertex = vertices[ v ];
  4703. renderList.pushVertex( vertex.x, vertex.y, vertex.z );
  4704. }
  4705. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  4706. face = faces[ f ];
  4707. var material = isFaceMaterial === true
  4708. ? objectMaterials.materials[ face.materialIndex ]
  4709. : object.material;
  4710. if ( material === undefined ) continue;
  4711. var side = material.side;
  4712. var v1 = _vertexPool[ face.a ];
  4713. var v2 = _vertexPool[ face.b ];
  4714. var v3 = _vertexPool[ face.c ];
  4715. if ( material.morphTargets === true ) {
  4716. var morphTargets = geometry.morphTargets;
  4717. var morphInfluences = object.morphTargetInfluences;
  4718. var v1p = v1.position;
  4719. var v2p = v2.position;
  4720. var v3p = v3.position;
  4721. _vA.set( 0, 0, 0 );
  4722. _vB.set( 0, 0, 0 );
  4723. _vC.set( 0, 0, 0 );
  4724. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  4725. var influence = morphInfluences[ t ];
  4726. if ( influence === 0 ) continue;
  4727. var targets = morphTargets[ t ].vertices;
  4728. _vA.x += ( targets[ face.a ].x - v1p.x ) * influence;
  4729. _vA.y += ( targets[ face.a ].y - v1p.y ) * influence;
  4730. _vA.z += ( targets[ face.a ].z - v1p.z ) * influence;
  4731. _vB.x += ( targets[ face.b ].x - v2p.x ) * influence;
  4732. _vB.y += ( targets[ face.b ].y - v2p.y ) * influence;
  4733. _vB.z += ( targets[ face.b ].z - v2p.z ) * influence;
  4734. _vC.x += ( targets[ face.c ].x - v3p.x ) * influence;
  4735. _vC.y += ( targets[ face.c ].y - v3p.y ) * influence;
  4736. _vC.z += ( targets[ face.c ].z - v3p.z ) * influence;
  4737. }
  4738. v1.position.add( _vA );
  4739. v2.position.add( _vB );
  4740. v3.position.add( _vC );
  4741. renderList.projectVertex( v1 );
  4742. renderList.projectVertex( v2 );
  4743. renderList.projectVertex( v3 );
  4744. }
  4745. if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue;
  4746. var visible = renderList.checkBackfaceCulling( v1, v2, v3 );
  4747. if ( side !== THREE.DoubleSide ) {
  4748. if ( side === THREE.FrontSide && visible === false ) continue;
  4749. if ( side === THREE.BackSide && visible === true ) continue;
  4750. }
  4751. _face = getNextFaceInPool();
  4752. _face.id = object.id;
  4753. _face.v1.copy( v1 );
  4754. _face.v2.copy( v2 );
  4755. _face.v3.copy( v3 );
  4756. _face.normalModel.copy( face.normal );
  4757. if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
  4758. _face.normalModel.negate();
  4759. }
  4760. _face.normalModel.applyMatrix3( _normalMatrix ).normalize();
  4761. faceVertexNormals = face.vertexNormals;
  4762. for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) {
  4763. var normalModel = _face.vertexNormalsModel[ n ];
  4764. normalModel.copy( faceVertexNormals[ n ] );
  4765. if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
  4766. normalModel.negate();
  4767. }
  4768. normalModel.applyMatrix3( _normalMatrix ).normalize();
  4769. }
  4770. _face.vertexNormalsLength = faceVertexNormals.length;
  4771. var vertexUvs = faceVertexUvs[ f ];
  4772. if ( vertexUvs !== undefined ) {
  4773. for ( var u = 0; u < 3; u ++ ) {
  4774. _face.uvs[ u ].copy( vertexUvs[ u ] );
  4775. }
  4776. }
  4777. _face.color = face.color;
  4778. _face.material = material;
  4779. _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  4780. _renderData.elements.push( _face );
  4781. }
  4782. }
  4783. } else if ( object instanceof THREE.Line ) {
  4784. if ( geometry instanceof THREE.BufferGeometry ) {
  4785. var attributes = geometry.attributes;
  4786. if ( attributes.position !== undefined ) {
  4787. var positions = attributes.position.array;
  4788. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  4789. renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  4790. }
  4791. if ( attributes.index !== undefined ) {
  4792. var indices = attributes.index.array;
  4793. for ( var i = 0, l = indices.length; i < l; i += 2 ) {
  4794. renderList.pushLine( indices[ i ], indices[ i + 1 ] );
  4795. }
  4796. } else {
  4797. var step = object.type === THREE.LinePieces ? 2 : 1;
  4798. for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {
  4799. renderList.pushLine( i, i + 1 );
  4800. }
  4801. }
  4802. }
  4803. } else if ( geometry instanceof THREE.Geometry ) {
  4804. _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  4805. vertices = object.geometry.vertices;
  4806. if ( vertices.length === 0 ) continue;
  4807. v1 = getNextVertexInPool();
  4808. v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
  4809. // Handle LineStrip and LinePieces
  4810. var step = object.type === THREE.LinePieces ? 2 : 1;
  4811. for ( var v = 1, vl = vertices.length; v < vl; v ++ ) {
  4812. v1 = getNextVertexInPool();
  4813. v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
  4814. if ( ( v + 1 ) % step > 0 ) continue;
  4815. v2 = _vertexPool[ _vertexCount - 2 ];
  4816. _clippedVertex1PositionScreen.copy( v1.positionScreen );
  4817. _clippedVertex2PositionScreen.copy( v2.positionScreen );
  4818. if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
  4819. // Perform the perspective divide
  4820. _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
  4821. _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
  4822. _line = getNextLineInPool();
  4823. _line.id = object.id;
  4824. _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
  4825. _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
  4826. _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
  4827. _line.material = object.material;
  4828. if ( object.material.vertexColors === THREE.VertexColors ) {
  4829. _line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
  4830. _line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );
  4831. }
  4832. _renderData.elements.push( _line );
  4833. }
  4834. }
  4835. }
  4836. } else if ( object instanceof THREE.Sprite ) {
  4837. _vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
  4838. _vector4.applyMatrix4( _viewProjectionMatrix );
  4839. var invW = 1 / _vector4.w;
  4840. _vector4.z *= invW;
  4841. if ( _vector4.z >= - 1 && _vector4.z <= 1 ) {
  4842. _sprite = getNextSpriteInPool();
  4843. _sprite.id = object.id;
  4844. _sprite.x = _vector4.x * invW;
  4845. _sprite.y = _vector4.y * invW;
  4846. _sprite.z = _vector4.z;
  4847. _sprite.object = object;
  4848. _sprite.rotation = object.rotation;
  4849. _sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[ 0 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 12 ] ) );
  4850. _sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[ 5 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 13 ] ) );
  4851. _sprite.material = object.material;
  4852. _renderData.elements.push( _sprite );
  4853. }
  4854. }
  4855. }
  4856. if ( sortElements === true ) _renderData.elements.sort( painterSort );
  4857. return _renderData;
  4858. };
  4859. // Pools
  4860. function getNextObjectInPool() {
  4861. if ( _objectCount === _objectPoolLength ) {
  4862. var object = new THREE.RenderableObject();
  4863. _objectPool.push( object );
  4864. _objectPoolLength ++;
  4865. _objectCount ++;
  4866. return object;
  4867. }
  4868. return _objectPool[ _objectCount ++ ];
  4869. }
  4870. function getNextVertexInPool() {
  4871. if ( _vertexCount === _vertexPoolLength ) {
  4872. var vertex = new THREE.RenderableVertex();
  4873. _vertexPool.push( vertex );
  4874. _vertexPoolLength ++;
  4875. _vertexCount ++;
  4876. return vertex;
  4877. }
  4878. return _vertexPool[ _vertexCount ++ ];
  4879. }
  4880. function getNextFaceInPool() {
  4881. if ( _faceCount === _facePoolLength ) {
  4882. var face = new THREE.RenderableFace();
  4883. _facePool.push( face );
  4884. _facePoolLength ++;
  4885. _faceCount ++;
  4886. return face;
  4887. }
  4888. return _facePool[ _faceCount ++ ];
  4889. }
  4890. function getNextLineInPool() {
  4891. if ( _lineCount === _linePoolLength ) {
  4892. var line = new THREE.RenderableLine();
  4893. _linePool.push( line );
  4894. _linePoolLength ++;
  4895. _lineCount ++
  4896. return line;
  4897. }
  4898. return _linePool[ _lineCount ++ ];
  4899. }
  4900. function getNextSpriteInPool() {
  4901. if ( _spriteCount === _spritePoolLength ) {
  4902. var sprite = new THREE.RenderableSprite();
  4903. _spritePool.push( sprite );
  4904. _spritePoolLength ++;
  4905. _spriteCount ++
  4906. return sprite;
  4907. }
  4908. return _spritePool[ _spriteCount ++ ];
  4909. }
  4910. //
  4911. function painterSort( a, b ) {
  4912. if ( a.z !== b.z ) {
  4913. return b.z - a.z;
  4914. } else if ( a.id !== b.id ) {
  4915. return a.id - b.id;
  4916. } else {
  4917. return 0;
  4918. }
  4919. }
  4920. function clipLine( s1, s2 ) {
  4921. var alpha1 = 0, alpha2 = 1,
  4922. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  4923. // Z = -1 and Z = +1, respectively.
  4924. bc1near = s1.z + s1.w,
  4925. bc2near = s2.z + s2.w,
  4926. bc1far = - s1.z + s1.w,
  4927. bc2far = - s2.z + s2.w;
  4928. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  4929. // Both vertices lie entirely within all clip planes.
  4930. return true;
  4931. } else if ( ( bc1near < 0 && bc2near < 0 ) || ( bc1far < 0 && bc2far < 0 ) ) {
  4932. // Both vertices lie entirely outside one of the clip planes.
  4933. return false;
  4934. } else {
  4935. // The line segment spans at least one clip plane.
  4936. if ( bc1near < 0 ) {
  4937. // v1 lies outside the near plane, v2 inside
  4938. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  4939. } else if ( bc2near < 0 ) {
  4940. // v2 lies outside the near plane, v1 inside
  4941. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  4942. }
  4943. if ( bc1far < 0 ) {
  4944. // v1 lies outside the far plane, v2 inside
  4945. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  4946. } else if ( bc2far < 0 ) {
  4947. // v2 lies outside the far plane, v2 inside
  4948. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  4949. }
  4950. if ( alpha2 < alpha1 ) {
  4951. // The line segment spans two boundaries, but is outside both of them.
  4952. // (This can't happen when we're only clipping against just near/far but good
  4953. // to leave the check here for future usage if other clip planes are added.)
  4954. return false;
  4955. } else {
  4956. // Update the s1 and s2 vertices to match the clipped line segment.
  4957. s1.lerp( s2, alpha1 );
  4958. s2.lerp( s1, 1 - alpha2 );
  4959. return true;
  4960. }
  4961. }
  4962. }
  4963. };
  4964. /**
  4965. * @author mrdoob / http://mrdoob.com/
  4966. * @author alteredq / http://alteredqualia.com/
  4967. */
  4968. THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
  4969. this.a = a;
  4970. this.b = b;
  4971. this.c = c;
  4972. this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
  4973. this.vertexNormals = normal instanceof Array ? normal : [];
  4974. this.color = color instanceof THREE.Color ? color : new THREE.Color();
  4975. this.vertexColors = color instanceof Array ? color : [];
  4976. this.vertexTangents = [];
  4977. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4978. };
  4979. THREE.Face3.prototype = {
  4980. constructor: THREE.Face3,
  4981. clone: function () {
  4982. var face = new THREE.Face3( this.a, this.b, this.c );
  4983. face.normal.copy( this.normal );
  4984. face.color.copy( this.color );
  4985. face.materialIndex = this.materialIndex;
  4986. for ( var i = 0, il = this.vertexNormals.length; i < il; i ++ ) {
  4987. face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
  4988. }
  4989. for ( var i = 0, il = this.vertexColors.length; i < il; i ++ ) {
  4990. face.vertexColors[ i ] = this.vertexColors[ i ].clone();
  4991. }
  4992. for ( var i = 0, il = this.vertexTangents.length; i < il; i ++ ) {
  4993. face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
  4994. }
  4995. return face;
  4996. }
  4997. };
  4998. /**
  4999. * @author mrdoob / http://mrdoob.com/
  5000. */
  5001. THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
  5002. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' )
  5003. return new THREE.Face3( a, b, c, normal, color, materialIndex );
  5004. };
  5005. /**
  5006. * @author mrdoob / http://mrdoob.com/
  5007. */
  5008. THREE.BufferAttribute = function ( array, itemSize ) {
  5009. this.array = array;
  5010. this.itemSize = itemSize;
  5011. };
  5012. THREE.BufferAttribute.prototype = {
  5013. constructor: THREE.BufferAttribute,
  5014. get length () {
  5015. return this.array.length;
  5016. },
  5017. set: function ( value ) {
  5018. this.array.set( value );
  5019. return this;
  5020. },
  5021. setX: function ( index, x ) {
  5022. this.array[ index * this.itemSize ] = x;
  5023. return this;
  5024. },
  5025. setY: function ( index, y ) {
  5026. this.array[ index * this.itemSize + 1 ] = y;
  5027. return this;
  5028. },
  5029. setZ: function ( index, z ) {
  5030. this.array[ index * this.itemSize + 2 ] = z;
  5031. return this;
  5032. },
  5033. setXY: function ( index, x, y ) {
  5034. index *= this.itemSize;
  5035. this.array[ index ] = x;
  5036. this.array[ index + 1 ] = y;
  5037. return this;
  5038. },
  5039. setXYZ: function ( index, x, y, z ) {
  5040. index *= this.itemSize;
  5041. this.array[ index ] = x;
  5042. this.array[ index + 1 ] = y;
  5043. this.array[ index + 2 ] = z;
  5044. return this;
  5045. },
  5046. setXYZW: function ( index, x, y, z, w ) {
  5047. index *= this.itemSize;
  5048. this.array[ index ] = x;
  5049. this.array[ index + 1 ] = y;
  5050. this.array[ index + 2 ] = z;
  5051. this.array[ index + 3 ] = w;
  5052. return this;
  5053. }
  5054. };
  5055. //
  5056. THREE.Int8Attribute = function ( data, itemSize ) {
  5057. console.warn( 'THREE.Int8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5058. return new THREE.BufferAttribute( data, itemSize );
  5059. };
  5060. THREE.Uint8Attribute = function ( data, itemSize ) {
  5061. console.warn( 'THREE.Uint8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5062. return new THREE.BufferAttribute( data, itemSize );
  5063. };
  5064. THREE.Uint8ClampedAttribute = function ( data, itemSize ) {
  5065. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5066. return new THREE.BufferAttribute( data, itemSize );
  5067. };
  5068. THREE.Int16Attribute = function ( data, itemSize ) {
  5069. console.warn( 'THREE.Int16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5070. return new THREE.BufferAttribute( data, itemSize );
  5071. };
  5072. THREE.Uint16Attribute = function ( data, itemSize ) {
  5073. console.warn( 'THREE.Uint16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5074. return new THREE.BufferAttribute( data, itemSize );
  5075. };
  5076. THREE.Int32Attribute = function ( data, itemSize ) {
  5077. console.warn( 'THREE.Int32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5078. return new THREE.BufferAttribute( data, itemSize );
  5079. };
  5080. THREE.Uint32Attribute = function ( data, itemSize ) {
  5081. console.warn( 'THREE.Uint32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5082. return new THREE.BufferAttribute( data, itemSize );
  5083. };
  5084. THREE.Float32Attribute = function ( data, itemSize ) {
  5085. console.warn( 'THREE.Float32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5086. return new THREE.BufferAttribute( data, itemSize );
  5087. };
  5088. THREE.Float64Attribute = function ( data, itemSize ) {
  5089. console.warn( 'THREE.Float64Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5090. return new THREE.BufferAttribute( data, itemSize );
  5091. };
  5092. /**
  5093. * @author alteredq / http://alteredqualia.com/
  5094. */
  5095. THREE.BufferGeometry = function () {
  5096. this.id = THREE.GeometryIdCount ++;
  5097. this.uuid = THREE.Math.generateUUID();
  5098. this.name = '';
  5099. this.attributes = {};
  5100. this.drawcalls = [];
  5101. this.offsets = this.drawcalls; // backwards compatibility
  5102. this.boundingBox = null;
  5103. this.boundingSphere = null;
  5104. };
  5105. THREE.BufferGeometry.prototype = {
  5106. constructor: THREE.BufferGeometry,
  5107. addAttribute: function ( name, attribute ) {
  5108. if ( attribute instanceof THREE.BufferAttribute === false ) {
  5109. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  5110. this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] };
  5111. return;
  5112. }
  5113. this.attributes[ name ] = attribute;
  5114. },
  5115. getAttribute: function ( name ) {
  5116. return this.attributes[ name ];
  5117. },
  5118. addDrawCall: function ( start, count, indexOffset ) {
  5119. this.drawcalls.push( {
  5120. start: start,
  5121. count: count,
  5122. index: indexOffset !== undefined ? indexOffset : 0
  5123. } );
  5124. },
  5125. applyMatrix: function ( matrix ) {
  5126. var position = this.attributes.position;
  5127. if ( position !== undefined ) {
  5128. matrix.applyToVector3Array( position.array );
  5129. position.needsUpdate = true;
  5130. }
  5131. var normal = this.attributes.normal;
  5132. if ( normal !== undefined ) {
  5133. var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  5134. normalMatrix.applyToVector3Array( normal.array );
  5135. normal.needsUpdate = true;
  5136. }
  5137. },
  5138. fromGeometry: function ( geometry, settings ) {
  5139. settings = settings || { 'vertexColors': THREE.NoColors };
  5140. var vertices = geometry.vertices;
  5141. var faces = geometry.faces;
  5142. var faceVertexUvs = geometry.faceVertexUvs;
  5143. var vertexColors = settings.vertexColors;
  5144. var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
  5145. var hasFaceVertexNormals = faces[ 0 ].vertexNormals.length == 3;
  5146. var positions = new Float32Array( faces.length * 3 * 3 );
  5147. this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  5148. var normals = new Float32Array( faces.length * 3 * 3 );
  5149. this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  5150. if ( vertexColors !== THREE.NoColors ) {
  5151. var colors = new Float32Array( faces.length * 3 * 3 );
  5152. this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  5153. }
  5154. if ( hasFaceVertexUv === true ) {
  5155. var uvs = new Float32Array( faces.length * 3 * 2 );
  5156. this.addAttribute( 'uvs', new THREE.BufferAttribute( uvs, 2 ) );
  5157. }
  5158. for ( var i = 0, i2 = 0, i3 = 0; i < faces.length; i ++, i2 += 6, i3 += 9 ) {
  5159. var face = faces[ i ];
  5160. var a = vertices[ face.a ];
  5161. var b = vertices[ face.b ];
  5162. var c = vertices[ face.c ];
  5163. positions[ i3 ] = a.x;
  5164. positions[ i3 + 1 ] = a.y;
  5165. positions[ i3 + 2 ] = a.z;
  5166. positions[ i3 + 3 ] = b.x;
  5167. positions[ i3 + 4 ] = b.y;
  5168. positions[ i3 + 5 ] = b.z;
  5169. positions[ i3 + 6 ] = c.x;
  5170. positions[ i3 + 7 ] = c.y;
  5171. positions[ i3 + 8 ] = c.z;
  5172. if ( hasFaceVertexNormals === true ) {
  5173. var na = face.vertexNormals[ 0 ];
  5174. var nb = face.vertexNormals[ 1 ];
  5175. var nc = face.vertexNormals[ 2 ];
  5176. normals[ i3 ] = na.x;
  5177. normals[ i3 + 1 ] = na.y;
  5178. normals[ i3 + 2 ] = na.z;
  5179. normals[ i3 + 3 ] = nb.x;
  5180. normals[ i3 + 4 ] = nb.y;
  5181. normals[ i3 + 5 ] = nb.z;
  5182. normals[ i3 + 6 ] = nc.x;
  5183. normals[ i3 + 7 ] = nc.y;
  5184. normals[ i3 + 8 ] = nc.z;
  5185. } else {
  5186. var n = face.normal;
  5187. normals[ i3 ] = n.x;
  5188. normals[ i3 + 1 ] = n.y;
  5189. normals[ i3 + 2 ] = n.z;
  5190. normals[ i3 + 3 ] = n.x;
  5191. normals[ i3 + 4 ] = n.y;
  5192. normals[ i3 + 5 ] = n.z;
  5193. normals[ i3 + 6 ] = n.x;
  5194. normals[ i3 + 7 ] = n.y;
  5195. normals[ i3 + 8 ] = n.z;
  5196. }
  5197. if ( vertexColors === THREE.FaceColors ) {
  5198. var fc = face.color;
  5199. colors[ i3 ] = fc.r;
  5200. colors[ i3 + 1 ] = fc.g;
  5201. colors[ i3 + 2 ] = fc.b;
  5202. colors[ i3 + 3 ] = fc.r;
  5203. colors[ i3 + 4 ] = fc.g;
  5204. colors[ i3 + 5 ] = fc.b;
  5205. colors[ i3 + 6 ] = fc.r;
  5206. colors[ i3 + 7 ] = fc.g;
  5207. colors[ i3 + 8 ] = fc.b;
  5208. } else if ( vertexColors === THREE.VertexColors ) {
  5209. var vca = face.vertexColors[ 0 ];
  5210. var vcb = face.vertexColors[ 1 ];
  5211. var vcc = face.vertexColors[ 2 ];
  5212. colors[ i3 ] = vca.r;
  5213. colors[ i3 + 1 ] = vca.g;
  5214. colors[ i3 + 2 ] = vca.b;
  5215. colors[ i3 + 3 ] = vcb.r;
  5216. colors[ i3 + 4 ] = vcb.g;
  5217. colors[ i3 + 5 ] = vcb.b;
  5218. colors[ i3 + 6 ] = vcc.r;
  5219. colors[ i3 + 7 ] = vcc.g;
  5220. colors[ i3 + 8 ] = vcc.b;
  5221. }
  5222. if ( hasFaceVertexUv === true ) {
  5223. var uva = faceVertexUvs[ 0 ][ i ][ 0 ];
  5224. var uvb = faceVertexUvs[ 0 ][ i ][ 1 ];
  5225. var uvc = faceVertexUvs[ 0 ][ i ][ 2 ];
  5226. uvs[ i2 ] = uva.x;
  5227. uvs[ i2 + 1 ] = uva.y;
  5228. uvs[ i2 + 2 ] = uvb.x;
  5229. uvs[ i2 + 3 ] = uvb.y;
  5230. uvs[ i2 + 4 ] = uvc.x;
  5231. uvs[ i2 + 5 ] = uvc.y;
  5232. }
  5233. }
  5234. this.computeBoundingSphere()
  5235. return this;
  5236. },
  5237. computeBoundingBox: function () {
  5238. if ( this.boundingBox === null ) {
  5239. this.boundingBox = new THREE.Box3();
  5240. }
  5241. var positions = this.attributes[ 'position' ].array;
  5242. if ( positions ) {
  5243. var bb = this.boundingBox;
  5244. if ( positions.length >= 3 ) {
  5245. bb.min.x = bb.max.x = positions[ 0 ];
  5246. bb.min.y = bb.max.y = positions[ 1 ];
  5247. bb.min.z = bb.max.z = positions[ 2 ];
  5248. }
  5249. for ( var i = 3, il = positions.length; i < il; i += 3 ) {
  5250. var x = positions[ i ];
  5251. var y = positions[ i + 1 ];
  5252. var z = positions[ i + 2 ];
  5253. // bounding box
  5254. if ( x < bb.min.x ) {
  5255. bb.min.x = x;
  5256. } else if ( x > bb.max.x ) {
  5257. bb.max.x = x;
  5258. }
  5259. if ( y < bb.min.y ) {
  5260. bb.min.y = y;
  5261. } else if ( y > bb.max.y ) {
  5262. bb.max.y = y;
  5263. }
  5264. if ( z < bb.min.z ) {
  5265. bb.min.z = z;
  5266. } else if ( z > bb.max.z ) {
  5267. bb.max.z = z;
  5268. }
  5269. }
  5270. }
  5271. if ( positions === undefined || positions.length === 0 ) {
  5272. this.boundingBox.min.set( 0, 0, 0 );
  5273. this.boundingBox.max.set( 0, 0, 0 );
  5274. }
  5275. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  5276. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.' );
  5277. }
  5278. },
  5279. computeBoundingSphere: function () {
  5280. var box = new THREE.Box3();
  5281. var vector = new THREE.Vector3();
  5282. return function () {
  5283. if ( this.boundingSphere === null ) {
  5284. this.boundingSphere = new THREE.Sphere();
  5285. }
  5286. var positions = this.attributes[ 'position' ].array;
  5287. if ( positions ) {
  5288. box.makeEmpty();
  5289. var center = this.boundingSphere.center;
  5290. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  5291. vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  5292. box.expandByPoint( vector );
  5293. }
  5294. box.center( center );
  5295. // hoping to find a boundingSphere with a radius smaller than the
  5296. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  5297. var maxRadiusSq = 0;
  5298. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  5299. vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  5300. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  5301. }
  5302. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  5303. if ( isNaN( this.boundingSphere.radius ) ) {
  5304. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.' );
  5305. }
  5306. }
  5307. }
  5308. }(),
  5309. computeFaceNormals: function () {
  5310. // backwards compatibility
  5311. },
  5312. computeVertexNormals: function () {
  5313. if ( this.attributes[ 'position' ] ) {
  5314. var i, il;
  5315. var j, jl;
  5316. var nVertexElements = this.attributes[ 'position' ].array.length;
  5317. if ( this.attributes[ 'normal' ] === undefined ) {
  5318. this.attributes[ 'normal' ] = {
  5319. itemSize: 3,
  5320. array: new Float32Array( nVertexElements )
  5321. };
  5322. } else {
  5323. // reset existing normals to zero
  5324. for ( i = 0, il = this.attributes[ 'normal' ].array.length; i < il; i ++ ) {
  5325. this.attributes[ 'normal' ].array[ i ] = 0;
  5326. }
  5327. }
  5328. var positions = this.attributes[ 'position' ].array;
  5329. var normals = this.attributes[ 'normal' ].array;
  5330. var vA, vB, vC, x, y, z,
  5331. pA = new THREE.Vector3(),
  5332. pB = new THREE.Vector3(),
  5333. pC = new THREE.Vector3(),
  5334. cb = new THREE.Vector3(),
  5335. ab = new THREE.Vector3();
  5336. // indexed elements
  5337. if ( this.attributes[ 'index' ] ) {
  5338. var indices = this.attributes[ 'index' ].array;
  5339. var offsets = ( this.offsets.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ] );
  5340. for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
  5341. var start = offsets[ j ].start;
  5342. var count = offsets[ j ].count;
  5343. var index = offsets[ j ].index;
  5344. for ( i = start, il = start + count; i < il; i += 3 ) {
  5345. vA = index + indices[ i ];
  5346. vB = index + indices[ i + 1 ];
  5347. vC = index + indices[ i + 2 ];
  5348. x = positions[ vA * 3 ];
  5349. y = positions[ vA * 3 + 1 ];
  5350. z = positions[ vA * 3 + 2 ];
  5351. pA.set( x, y, z );
  5352. x = positions[ vB * 3 ];
  5353. y = positions[ vB * 3 + 1 ];
  5354. z = positions[ vB * 3 + 2 ];
  5355. pB.set( x, y, z );
  5356. x = positions[ vC * 3 ];
  5357. y = positions[ vC * 3 + 1 ];
  5358. z = positions[ vC * 3 + 2 ];
  5359. pC.set( x, y, z );
  5360. cb.subVectors( pC, pB );
  5361. ab.subVectors( pA, pB );
  5362. cb.cross( ab );
  5363. normals[ vA * 3 ] += cb.x;
  5364. normals[ vA * 3 + 1 ] += cb.y;
  5365. normals[ vA * 3 + 2 ] += cb.z;
  5366. normals[ vB * 3 ] += cb.x;
  5367. normals[ vB * 3 + 1 ] += cb.y;
  5368. normals[ vB * 3 + 2 ] += cb.z;
  5369. normals[ vC * 3 ] += cb.x;
  5370. normals[ vC * 3 + 1 ] += cb.y;
  5371. normals[ vC * 3 + 2 ] += cb.z;
  5372. }
  5373. }
  5374. // non-indexed elements (unconnected triangle soup)
  5375. } else {
  5376. for ( i = 0, il = positions.length; i < il; i += 9 ) {
  5377. x = positions[ i ];
  5378. y = positions[ i + 1 ];
  5379. z = positions[ i + 2 ];
  5380. pA.set( x, y, z );
  5381. x = positions[ i + 3 ];
  5382. y = positions[ i + 4 ];
  5383. z = positions[ i + 5 ];
  5384. pB.set( x, y, z );
  5385. x = positions[ i + 6 ];
  5386. y = positions[ i + 7 ];
  5387. z = positions[ i + 8 ];
  5388. pC.set( x, y, z );
  5389. cb.subVectors( pC, pB );
  5390. ab.subVectors( pA, pB );
  5391. cb.cross( ab );
  5392. normals[ i ] = cb.x;
  5393. normals[ i + 1 ] = cb.y;
  5394. normals[ i + 2 ] = cb.z;
  5395. normals[ i + 3 ] = cb.x;
  5396. normals[ i + 4 ] = cb.y;
  5397. normals[ i + 5 ] = cb.z;
  5398. normals[ i + 6 ] = cb.x;
  5399. normals[ i + 7 ] = cb.y;
  5400. normals[ i + 8 ] = cb.z;
  5401. }
  5402. }
  5403. this.normalizeNormals();
  5404. this.normalsNeedUpdate = true;
  5405. }
  5406. },
  5407. computeTangents: function () {
  5408. // based on http://www.terathon.com/code/tangent.html
  5409. // (per vertex tangents)
  5410. if ( this.attributes[ 'index' ] === undefined ||
  5411. this.attributes[ 'position' ] === undefined ||
  5412. this.attributes[ 'normal' ] === undefined ||
  5413. this.attributes[ 'uv' ] === undefined ) {
  5414. console.warn( 'Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()' );
  5415. return;
  5416. }
  5417. var indices = this.attributes[ 'index' ].array;
  5418. var positions = this.attributes[ 'position' ].array;
  5419. var normals = this.attributes[ 'normal' ].array;
  5420. var uvs = this.attributes[ 'uv' ].array;
  5421. var nVertices = positions.length / 3;
  5422. if ( this.attributes[ 'tangent' ] === undefined ) {
  5423. var nTangentElements = 4 * nVertices;
  5424. this.attributes[ 'tangent' ] = {
  5425. itemSize: 4,
  5426. array: new Float32Array( nTangentElements )
  5427. };
  5428. }
  5429. var tangents = this.attributes[ 'tangent' ].array;
  5430. var tan1 = [], tan2 = [];
  5431. for ( var k = 0; k < nVertices; k ++ ) {
  5432. tan1[ k ] = new THREE.Vector3();
  5433. tan2[ k ] = new THREE.Vector3();
  5434. }
  5435. var xA, yA, zA,
  5436. xB, yB, zB,
  5437. xC, yC, zC,
  5438. uA, vA,
  5439. uB, vB,
  5440. uC, vC,
  5441. x1, x2, y1, y2, z1, z2,
  5442. s1, s2, t1, t2, r;
  5443. var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
  5444. function handleTriangle( a, b, c ) {
  5445. xA = positions[ a * 3 ];
  5446. yA = positions[ a * 3 + 1 ];
  5447. zA = positions[ a * 3 + 2 ];
  5448. xB = positions[ b * 3 ];
  5449. yB = positions[ b * 3 + 1 ];
  5450. zB = positions[ b * 3 + 2 ];
  5451. xC = positions[ c * 3 ];
  5452. yC = positions[ c * 3 + 1 ];
  5453. zC = positions[ c * 3 + 2 ];
  5454. uA = uvs[ a * 2 ];
  5455. vA = uvs[ a * 2 + 1 ];
  5456. uB = uvs[ b * 2 ];
  5457. vB = uvs[ b * 2 + 1 ];
  5458. uC = uvs[ c * 2 ];
  5459. vC = uvs[ c * 2 + 1 ];
  5460. x1 = xB - xA;
  5461. x2 = xC - xA;
  5462. y1 = yB - yA;
  5463. y2 = yC - yA;
  5464. z1 = zB - zA;
  5465. z2 = zC - zA;
  5466. s1 = uB - uA;
  5467. s2 = uC - uA;
  5468. t1 = vB - vA;
  5469. t2 = vC - vA;
  5470. r = 1.0 / ( s1 * t2 - s2 * t1 );
  5471. sdir.set(
  5472. ( t2 * x1 - t1 * x2 ) * r,
  5473. ( t2 * y1 - t1 * y2 ) * r,
  5474. ( t2 * z1 - t1 * z2 ) * r
  5475. );
  5476. tdir.set(
  5477. ( s1 * x2 - s2 * x1 ) * r,
  5478. ( s1 * y2 - s2 * y1 ) * r,
  5479. ( s1 * z2 - s2 * z1 ) * r
  5480. );
  5481. tan1[ a ].add( sdir );
  5482. tan1[ b ].add( sdir );
  5483. tan1[ c ].add( sdir );
  5484. tan2[ a ].add( tdir );
  5485. tan2[ b ].add( tdir );
  5486. tan2[ c ].add( tdir );
  5487. }
  5488. var i, il;
  5489. var j, jl;
  5490. var iA, iB, iC;
  5491. var offsets = this.offsets;
  5492. for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
  5493. var start = offsets[ j ].start;
  5494. var count = offsets[ j ].count;
  5495. var index = offsets[ j ].index;
  5496. for ( i = start, il = start + count; i < il; i += 3 ) {
  5497. iA = index + indices[ i ];
  5498. iB = index + indices[ i + 1 ];
  5499. iC = index + indices[ i + 2 ];
  5500. handleTriangle( iA, iB, iC );
  5501. }
  5502. }
  5503. var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
  5504. var n = new THREE.Vector3(), n2 = new THREE.Vector3();
  5505. var w, t, test;
  5506. function handleVertex( v ) {
  5507. n.x = normals[ v * 3 ];
  5508. n.y = normals[ v * 3 + 1 ];
  5509. n.z = normals[ v * 3 + 2 ];
  5510. n2.copy( n );
  5511. t = tan1[ v ];
  5512. // Gram-Schmidt orthogonalize
  5513. tmp.copy( t );
  5514. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  5515. // Calculate handedness
  5516. tmp2.crossVectors( n2, t );
  5517. test = tmp2.dot( tan2[ v ] );
  5518. w = ( test < 0.0 ) ? - 1.0 : 1.0;
  5519. tangents[ v * 4 ] = tmp.x;
  5520. tangents[ v * 4 + 1 ] = tmp.y;
  5521. tangents[ v * 4 + 2 ] = tmp.z;
  5522. tangents[ v * 4 + 3 ] = w;
  5523. }
  5524. for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
  5525. var start = offsets[ j ].start;
  5526. var count = offsets[ j ].count;
  5527. var index = offsets[ j ].index;
  5528. for ( i = start, il = start + count; i < il; i += 3 ) {
  5529. iA = index + indices[ i ];
  5530. iB = index + indices[ i + 1 ];
  5531. iC = index + indices[ i + 2 ];
  5532. handleVertex( iA );
  5533. handleVertex( iB );
  5534. handleVertex( iC );
  5535. }
  5536. }
  5537. },
  5538. /*
  5539. computeOffsets
  5540. Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
  5541. This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
  5542. WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
  5543. indexBufferSize - Defaults to 65535, but allows for larger or smaller chunks.
  5544. */
  5545. computeOffsets: function ( indexBufferSize ) {
  5546. var size = indexBufferSize;
  5547. if ( indexBufferSize === undefined )
  5548. size = 65535; //WebGL limits type of index buffer values to 16-bit.
  5549. var s = Date.now();
  5550. var indices = this.attributes[ 'index' ].array;
  5551. var vertices = this.attributes[ 'position' ].array;
  5552. var verticesCount = ( vertices.length / 3 );
  5553. var facesCount = ( indices.length / 3 );
  5554. /*
  5555. console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
  5556. console.log("Faces to process: "+(indices.length/3));
  5557. console.log("Reordering "+verticesCount+" vertices.");
  5558. */
  5559. var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers
  5560. var indexPtr = 0;
  5561. var vertexPtr = 0;
  5562. var offsets = [ { start:0, count:0, index:0 } ];
  5563. var offset = offsets[ 0 ];
  5564. var duplicatedVertices = 0;
  5565. var newVerticeMaps = 0;
  5566. var faceVertices = new Int32Array( 6 );
  5567. var vertexMap = new Int32Array( vertices.length );
  5568. var revVertexMap = new Int32Array( vertices.length );
  5569. for ( var j = 0; j < vertices.length; j ++ ) { vertexMap[ j ] = - 1; revVertexMap[ j ] = - 1; }
  5570. /*
  5571. Traverse every face and reorder vertices in the proper offsets of 65k.
  5572. We can have more than 65k entries in the index buffer per offset, but only reference 65k values.
  5573. */
  5574. for ( var findex = 0; findex < facesCount; findex ++ ) {
  5575. newVerticeMaps = 0;
  5576. for ( var vo = 0; vo < 3; vo ++ ) {
  5577. var vid = indices[ findex * 3 + vo ];
  5578. if ( vertexMap[ vid ] == - 1 ) {
  5579. //Unmapped vertice
  5580. faceVertices[ vo * 2 ] = vid;
  5581. faceVertices[ vo * 2 + 1 ] = - 1;
  5582. newVerticeMaps ++;
  5583. } else if ( vertexMap[ vid ] < offset.index ) {
  5584. //Reused vertices from previous block (duplicate)
  5585. faceVertices[ vo * 2 ] = vid;
  5586. faceVertices[ vo * 2 + 1 ] = - 1;
  5587. duplicatedVertices ++;
  5588. } else {
  5589. //Reused vertice in the current block
  5590. faceVertices[ vo * 2 ] = vid;
  5591. faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ];
  5592. }
  5593. }
  5594. var faceMax = vertexPtr + newVerticeMaps;
  5595. if ( faceMax > ( offset.index + size ) ) {
  5596. var new_offset = { start:indexPtr, count:0, index:vertexPtr };
  5597. offsets.push( new_offset );
  5598. offset = new_offset;
  5599. //Re-evaluate reused vertices in light of new offset.
  5600. for ( var v = 0; v < 6; v += 2 ) {
  5601. var new_vid = faceVertices[ v + 1 ];
  5602. if ( new_vid > - 1 && new_vid < offset.index )
  5603. faceVertices[ v + 1 ] = - 1;
  5604. }
  5605. }
  5606. //Reindex the face.
  5607. for ( var v = 0; v < 6; v += 2 ) {
  5608. var vid = faceVertices[ v ];
  5609. var new_vid = faceVertices[ v + 1 ];
  5610. if ( new_vid === - 1 )
  5611. new_vid = vertexPtr ++;
  5612. vertexMap[ vid ] = new_vid;
  5613. revVertexMap[ new_vid ] = vid;
  5614. sortedIndices[ indexPtr ++ ] = new_vid - offset.index; //XXX overflows at 16bit
  5615. offset.count ++;
  5616. }
  5617. }
  5618. /* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
  5619. this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr );
  5620. this.offsets = offsets;
  5621. /*
  5622. var orderTime = Date.now();
  5623. console.log("Reorder time: "+(orderTime-s)+"ms");
  5624. console.log("Duplicated "+duplicatedVertices+" vertices.");
  5625. console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
  5626. console.log("Draw offsets: "+offsets.length);
  5627. */
  5628. return offsets;
  5629. },
  5630. merge: function () {
  5631. console.log( 'BufferGeometry.merge(): TODO' );
  5632. },
  5633. normalizeNormals: function () {
  5634. var normals = this.attributes[ 'normal' ].array;
  5635. var x, y, z, n;
  5636. for ( var i = 0, il = normals.length; i < il; i += 3 ) {
  5637. x = normals[ i ];
  5638. y = normals[ i + 1 ];
  5639. z = normals[ i + 2 ];
  5640. n = 1.0 / Math.sqrt( x * x + y * y + z * z );
  5641. normals[ i ] *= n;
  5642. normals[ i + 1 ] *= n;
  5643. normals[ i + 2 ] *= n;
  5644. }
  5645. },
  5646. /*
  5647. reoderBuffers:
  5648. Reorder attributes based on a new indexBuffer and indexMap.
  5649. indexBuffer - Uint16Array of the new ordered indices.
  5650. indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
  5651. vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
  5652. */
  5653. reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
  5654. /* Create a copy of all attributes for reordering. */
  5655. var sortedAttributes = {};
  5656. var types = [ Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, Float64Array ];
  5657. for ( var attr in this.attributes ) {
  5658. if ( attr == 'index' )
  5659. continue;
  5660. var sourceArray = this.attributes[ attr ].array;
  5661. for ( var i = 0, il = types.length; i < il; i ++ ) {
  5662. var type = types[ i ];
  5663. if ( sourceArray instanceof type ) {
  5664. sortedAttributes[ attr ] = new type( this.attributes[ attr ].itemSize * vertexCount );
  5665. break;
  5666. }
  5667. }
  5668. }
  5669. /* Move attribute positions based on the new index map */
  5670. for ( var new_vid = 0; new_vid < vertexCount; new_vid ++ ) {
  5671. var vid = indexMap[ new_vid ];
  5672. for ( var attr in this.attributes ) {
  5673. if ( attr == 'index' )
  5674. continue;
  5675. var attrArray = this.attributes[ attr ].array;
  5676. var attrSize = this.attributes[ attr ].itemSize;
  5677. var sortedAttr = sortedAttributes[ attr ];
  5678. for ( var k = 0; k < attrSize; k ++ )
  5679. sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
  5680. }
  5681. }
  5682. /* Carry the new sorted buffers locally */
  5683. this.attributes[ 'index' ].array = indexBuffer;
  5684. for ( var attr in this.attributes ) {
  5685. if ( attr == 'index' )
  5686. continue;
  5687. this.attributes[ attr ].array = sortedAttributes[ attr ];
  5688. this.attributes[ attr ].numItems = this.attributes[ attr ].itemSize * vertexCount;
  5689. }
  5690. },
  5691. clone: function () {
  5692. var geometry = new THREE.BufferGeometry();
  5693. var types = [ Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, Float64Array ];
  5694. for ( var attr in this.attributes ) {
  5695. var sourceAttr = this.attributes[ attr ];
  5696. var sourceArray = sourceAttr.array;
  5697. var attribute = {
  5698. itemSize: sourceAttr.itemSize,
  5699. array: null
  5700. };
  5701. for ( var i = 0, il = types.length; i < il; i ++ ) {
  5702. var type = types[ i ];
  5703. if ( sourceArray instanceof type ) {
  5704. attribute.array = new type( sourceArray );
  5705. break;
  5706. }
  5707. }
  5708. geometry.attributes[ attr ] = attribute;
  5709. }
  5710. for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
  5711. var offset = this.offsets[ i ];
  5712. geometry.offsets.push( {
  5713. start: offset.start,
  5714. index: offset.index,
  5715. count: offset.count
  5716. } );
  5717. }
  5718. return geometry;
  5719. },
  5720. dispose: function () {
  5721. this.dispatchEvent( { type: 'dispose' } );
  5722. }
  5723. };
  5724. THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
  5725. /**
  5726. * @author mrdoob / http://mrdoob.com/
  5727. * @author kile / http://kile.stravaganza.org/
  5728. * @author alteredq / http://alteredqualia.com/
  5729. * @author mikael emtinger / http://gomo.se/
  5730. * @author zz85 / http://www.lab4games.net/zz85/blog
  5731. * @author bhouston / http://exocortex.com
  5732. */
  5733. THREE.Geometry = function () {
  5734. this.id = THREE.GeometryIdCount ++;
  5735. this.uuid = THREE.Math.generateUUID();
  5736. this.name = '';
  5737. this.vertices = [];
  5738. this.colors = []; // one-to-one vertex colors, used in Points and Line
  5739. this.faces = [];
  5740. this.faceVertexUvs = [ [] ];
  5741. this.morphTargets = [];
  5742. this.morphColors = [];
  5743. this.morphNormals = [];
  5744. this.skinWeights = [];
  5745. this.skinIndices = [];
  5746. this.lineDistances = [];
  5747. this.boundingBox = null;
  5748. this.boundingSphere = null;
  5749. this.hasTangents = false;
  5750. this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
  5751. // update flags
  5752. this.verticesNeedUpdate = false;
  5753. this.elementsNeedUpdate = false;
  5754. this.uvsNeedUpdate = false;
  5755. this.normalsNeedUpdate = false;
  5756. this.tangentsNeedUpdate = false;
  5757. this.colorsNeedUpdate = false;
  5758. this.lineDistancesNeedUpdate = false;
  5759. this.buffersNeedUpdate = false;
  5760. };
  5761. THREE.Geometry.prototype = {
  5762. constructor: THREE.Geometry,
  5763. applyMatrix: function ( matrix ) {
  5764. var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  5765. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  5766. var vertex = this.vertices[ i ];
  5767. vertex.applyMatrix4( matrix );
  5768. }
  5769. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  5770. var face = this.faces[ i ];
  5771. face.normal.applyMatrix3( normalMatrix ).normalize();
  5772. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  5773. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  5774. }
  5775. }
  5776. if ( this.boundingBox instanceof THREE.Box3 ) {
  5777. this.computeBoundingBox();
  5778. }
  5779. if ( this.boundingSphere instanceof THREE.Sphere ) {
  5780. this.computeBoundingSphere();
  5781. }
  5782. },
  5783. center: function () {
  5784. this.computeBoundingBox();
  5785. var offset = new THREE.Vector3();
  5786. offset.addVectors( this.boundingBox.min, this.boundingBox.max );
  5787. offset.multiplyScalar( - 0.5 );
  5788. this.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
  5789. this.computeBoundingBox();
  5790. return offset;
  5791. },
  5792. computeFaceNormals: function () {
  5793. var cb = new THREE.Vector3(), ab = new THREE.Vector3();
  5794. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5795. var face = this.faces[ f ];
  5796. var vA = this.vertices[ face.a ];
  5797. var vB = this.vertices[ face.b ];
  5798. var vC = this.vertices[ face.c ];
  5799. cb.subVectors( vC, vB );
  5800. ab.subVectors( vA, vB );
  5801. cb.cross( ab );
  5802. cb.normalize();
  5803. face.normal.copy( cb );
  5804. }
  5805. },
  5806. computeVertexNormals: function ( areaWeighted ) {
  5807. var v, vl, f, fl, face, vertices;
  5808. vertices = new Array( this.vertices.length );
  5809. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5810. vertices[ v ] = new THREE.Vector3();
  5811. }
  5812. if ( areaWeighted ) {
  5813. // vertex normals weighted by triangle areas
  5814. // http://www.iquilezles.org/www/articles/normals/normals.htm
  5815. var vA, vB, vC, vD;
  5816. var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
  5817. db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
  5818. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5819. face = this.faces[ f ];
  5820. vA = this.vertices[ face.a ];
  5821. vB = this.vertices[ face.b ];
  5822. vC = this.vertices[ face.c ];
  5823. cb.subVectors( vC, vB );
  5824. ab.subVectors( vA, vB );
  5825. cb.cross( ab );
  5826. vertices[ face.a ].add( cb );
  5827. vertices[ face.b ].add( cb );
  5828. vertices[ face.c ].add( cb );
  5829. }
  5830. } else {
  5831. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5832. face = this.faces[ f ];
  5833. vertices[ face.a ].add( face.normal );
  5834. vertices[ face.b ].add( face.normal );
  5835. vertices[ face.c ].add( face.normal );
  5836. }
  5837. }
  5838. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5839. vertices[ v ].normalize();
  5840. }
  5841. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5842. face = this.faces[ f ];
  5843. face.vertexNormals[ 0 ] = vertices[ face.a ].clone();
  5844. face.vertexNormals[ 1 ] = vertices[ face.b ].clone();
  5845. face.vertexNormals[ 2 ] = vertices[ face.c ].clone();
  5846. }
  5847. },
  5848. computeMorphNormals: function () {
  5849. var i, il, f, fl, face;
  5850. // save original normals
  5851. // - create temp variables on first access
  5852. // otherwise just copy (for faster repeated calls)
  5853. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5854. face = this.faces[ f ];
  5855. if ( ! face.__originalFaceNormal ) {
  5856. face.__originalFaceNormal = face.normal.clone();
  5857. } else {
  5858. face.__originalFaceNormal.copy( face.normal );
  5859. }
  5860. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  5861. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  5862. if ( ! face.__originalVertexNormals[ i ] ) {
  5863. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  5864. } else {
  5865. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  5866. }
  5867. }
  5868. }
  5869. // use temp geometry to compute face and vertex normals for each morph
  5870. var tmpGeo = new THREE.Geometry();
  5871. tmpGeo.faces = this.faces;
  5872. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  5873. // create on first access
  5874. if ( ! this.morphNormals[ i ] ) {
  5875. this.morphNormals[ i ] = {};
  5876. this.morphNormals[ i ].faceNormals = [];
  5877. this.morphNormals[ i ].vertexNormals = [];
  5878. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  5879. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  5880. var faceNormal, vertexNormals;
  5881. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5882. faceNormal = new THREE.Vector3();
  5883. vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
  5884. dstNormalsFace.push( faceNormal );
  5885. dstNormalsVertex.push( vertexNormals );
  5886. }
  5887. }
  5888. var morphNormals = this.morphNormals[ i ];
  5889. // set vertices to morph target
  5890. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  5891. // compute morph normals
  5892. tmpGeo.computeFaceNormals();
  5893. tmpGeo.computeVertexNormals();
  5894. // store morph normals
  5895. var faceNormal, vertexNormals;
  5896. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5897. face = this.faces[ f ];
  5898. faceNormal = morphNormals.faceNormals[ f ];
  5899. vertexNormals = morphNormals.vertexNormals[ f ];
  5900. faceNormal.copy( face.normal );
  5901. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  5902. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  5903. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  5904. }
  5905. }
  5906. // restore original normals
  5907. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5908. face = this.faces[ f ];
  5909. face.normal = face.__originalFaceNormal;
  5910. face.vertexNormals = face.__originalVertexNormals;
  5911. }
  5912. },
  5913. computeTangents: function () {
  5914. // based on http://www.terathon.com/code/tangent.html
  5915. // tangents go to vertices
  5916. var f, fl, v, vl, i, il, vertexIndex,
  5917. face, uv, vA, vB, vC, uvA, uvB, uvC,
  5918. x1, x2, y1, y2, z1, z2,
  5919. s1, s2, t1, t2, r, t, test,
  5920. tan1 = [], tan2 = [],
  5921. sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
  5922. tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
  5923. n = new THREE.Vector3(), w;
  5924. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5925. tan1[ v ] = new THREE.Vector3();
  5926. tan2[ v ] = new THREE.Vector3();
  5927. }
  5928. function handleTriangle( context, a, b, c, ua, ub, uc ) {
  5929. vA = context.vertices[ a ];
  5930. vB = context.vertices[ b ];
  5931. vC = context.vertices[ c ];
  5932. uvA = uv[ ua ];
  5933. uvB = uv[ ub ];
  5934. uvC = uv[ uc ];
  5935. x1 = vB.x - vA.x;
  5936. x2 = vC.x - vA.x;
  5937. y1 = vB.y - vA.y;
  5938. y2 = vC.y - vA.y;
  5939. z1 = vB.z - vA.z;
  5940. z2 = vC.z - vA.z;
  5941. s1 = uvB.x - uvA.x;
  5942. s2 = uvC.x - uvA.x;
  5943. t1 = uvB.y - uvA.y;
  5944. t2 = uvC.y - uvA.y;
  5945. r = 1.0 / ( s1 * t2 - s2 * t1 );
  5946. sdir.set( ( t2 * x1 - t1 * x2 ) * r,
  5947. ( t2 * y1 - t1 * y2 ) * r,
  5948. ( t2 * z1 - t1 * z2 ) * r );
  5949. tdir.set( ( s1 * x2 - s2 * x1 ) * r,
  5950. ( s1 * y2 - s2 * y1 ) * r,
  5951. ( s1 * z2 - s2 * z1 ) * r );
  5952. tan1[ a ].add( sdir );
  5953. tan1[ b ].add( sdir );
  5954. tan1[ c ].add( sdir );
  5955. tan2[ a ].add( tdir );
  5956. tan2[ b ].add( tdir );
  5957. tan2[ c ].add( tdir );
  5958. }
  5959. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5960. face = this.faces[ f ];
  5961. uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
  5962. handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
  5963. }
  5964. var faceIndex = [ 'a', 'b', 'c', 'd' ];
  5965. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5966. face = this.faces[ f ];
  5967. for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i ++ ) {
  5968. n.copy( face.vertexNormals[ i ] );
  5969. vertexIndex = face[ faceIndex[ i ] ];
  5970. t = tan1[ vertexIndex ];
  5971. // Gram-Schmidt orthogonalize
  5972. tmp.copy( t );
  5973. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  5974. // Calculate handedness
  5975. tmp2.crossVectors( face.vertexNormals[ i ], t );
  5976. test = tmp2.dot( tan2[ vertexIndex ] );
  5977. w = ( test < 0.0 ) ? - 1.0 : 1.0;
  5978. face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
  5979. }
  5980. }
  5981. this.hasTangents = true;
  5982. },
  5983. computeLineDistances: function () {
  5984. var d = 0;
  5985. var vertices = this.vertices;
  5986. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  5987. if ( i > 0 ) {
  5988. d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
  5989. }
  5990. this.lineDistances[ i ] = d;
  5991. }
  5992. },
  5993. computeBoundingBox: function () {
  5994. if ( this.boundingBox === null ) {
  5995. this.boundingBox = new THREE.Box3();
  5996. }
  5997. this.boundingBox.setFromPoints( this.vertices );
  5998. },
  5999. computeBoundingSphere: function () {
  6000. if ( this.boundingSphere === null ) {
  6001. this.boundingSphere = new THREE.Sphere();
  6002. }
  6003. this.boundingSphere.setFromPoints( this.vertices );
  6004. },
  6005. merge: function ( geometry, matrix, materialIndexOffset ) {
  6006. if ( geometry instanceof THREE.Geometry === false ) {
  6007. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  6008. return;
  6009. }
  6010. var normalMatrix,
  6011. vertexOffset = this.vertices.length,
  6012. uvPosition = this.faceVertexUvs[ 0 ].length,
  6013. vertices1 = this.vertices,
  6014. vertices2 = geometry.vertices,
  6015. faces1 = this.faces,
  6016. faces2 = geometry.faces,
  6017. uvs1 = this.faceVertexUvs[ 0 ],
  6018. uvs2 = geometry.faceVertexUvs[ 0 ];
  6019. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  6020. if ( matrix !== undefined ) {
  6021. normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  6022. }
  6023. // vertices
  6024. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  6025. var vertex = vertices2[ i ];
  6026. var vertexCopy = vertex.clone();
  6027. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  6028. vertices1.push( vertexCopy );
  6029. }
  6030. // faces
  6031. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  6032. var face = faces2[ i ], faceCopy, normal, color,
  6033. faceVertexNormals = face.vertexNormals,
  6034. faceVertexColors = face.vertexColors;
  6035. faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  6036. faceCopy.normal.copy( face.normal );
  6037. if ( normalMatrix !== undefined ) {
  6038. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  6039. }
  6040. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  6041. normal = faceVertexNormals[ j ].clone();
  6042. if ( normalMatrix !== undefined ) {
  6043. normal.applyMatrix3( normalMatrix ).normalize();
  6044. }
  6045. faceCopy.vertexNormals.push( normal );
  6046. }
  6047. faceCopy.color.copy( face.color );
  6048. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  6049. color = faceVertexColors[ j ];
  6050. faceCopy.vertexColors.push( color.clone() );
  6051. }
  6052. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  6053. faces1.push( faceCopy );
  6054. }
  6055. // uvs
  6056. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  6057. var uv = uvs2[ i ], uvCopy = [];
  6058. if ( uv === undefined ) {
  6059. continue;
  6060. }
  6061. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  6062. uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
  6063. }
  6064. uvs1.push( uvCopy );
  6065. }
  6066. },
  6067. /*
  6068. * Checks for duplicate vertices with hashmap.
  6069. * Duplicated vertices are removed
  6070. * and faces' vertices are updated.
  6071. */
  6072. mergeVertices: function () {
  6073. var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
  6074. var unique = [], changes = [];
  6075. var v, key;
  6076. var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
  6077. var precision = Math.pow( 10, precisionPoints );
  6078. var i,il, face;
  6079. var indices, k, j, jl, u;
  6080. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  6081. v = this.vertices[ i ];
  6082. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  6083. if ( verticesMap[ key ] === undefined ) {
  6084. verticesMap[ key ] = i;
  6085. unique.push( this.vertices[ i ] );
  6086. changes[ i ] = unique.length - 1;
  6087. } else {
  6088. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  6089. changes[ i ] = changes[ verticesMap[ key ] ];
  6090. }
  6091. };
  6092. // if faces are completely degenerate after merging vertices, we
  6093. // have to remove them from the geometry.
  6094. var faceIndicesToRemove = [];
  6095. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  6096. face = this.faces[ i ];
  6097. face.a = changes[ face.a ];
  6098. face.b = changes[ face.b ];
  6099. face.c = changes[ face.c ];
  6100. indices = [ face.a, face.b, face.c ];
  6101. var dupIndex = - 1;
  6102. // if any duplicate vertices are found in a Face3
  6103. // we have to remove the face as nothing can be saved
  6104. for ( var n = 0; n < 3; n ++ ) {
  6105. if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
  6106. dupIndex = n;
  6107. faceIndicesToRemove.push( i );
  6108. break;
  6109. }
  6110. }
  6111. }
  6112. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  6113. var idx = faceIndicesToRemove[ i ];
  6114. this.faces.splice( idx, 1 );
  6115. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  6116. this.faceVertexUvs[ j ].splice( idx, 1 );
  6117. }
  6118. }
  6119. // Use unique set of vertices
  6120. var diff = this.vertices.length - unique.length;
  6121. this.vertices = unique;
  6122. return diff;
  6123. },
  6124. // Geometry splitting
  6125. makeGroups: ( function () {
  6126. var geometryGroupCounter = 0;
  6127. return function ( usesFaceMaterial, maxVerticesInGroup ) {
  6128. var f, fl, face, materialIndex,
  6129. groupHash, hash_map = {};
  6130. var numMorphTargets = this.morphTargets.length;
  6131. var numMorphNormals = this.morphNormals.length;
  6132. this.geometryGroups = {};
  6133. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6134. face = this.faces[ f ];
  6135. materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  6136. if ( ! ( materialIndex in hash_map ) ) {
  6137. hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
  6138. }
  6139. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  6140. if ( ! ( groupHash in this.geometryGroups ) ) {
  6141. this.geometryGroups[ groupHash ] = { 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  6142. }
  6143. if ( this.geometryGroups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
  6144. hash_map[ materialIndex ].counter += 1;
  6145. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  6146. if ( ! ( groupHash in this.geometryGroups ) ) {
  6147. this.geometryGroups[ groupHash ] = { 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  6148. }
  6149. }
  6150. this.geometryGroups[ groupHash ].faces3.push( f );
  6151. this.geometryGroups[ groupHash ].vertices += 3;
  6152. }
  6153. this.geometryGroupsList = [];
  6154. for ( var g in this.geometryGroups ) {
  6155. this.geometryGroups[ g ].id = geometryGroupCounter ++;
  6156. this.geometryGroupsList.push( this.geometryGroups[ g ] );
  6157. }
  6158. };
  6159. } )(),
  6160. clone: function () {
  6161. var geometry = new THREE.Geometry();
  6162. var vertices = this.vertices;
  6163. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  6164. geometry.vertices.push( vertices[ i ].clone() );
  6165. }
  6166. var faces = this.faces;
  6167. for ( var i = 0, il = faces.length; i < il; i ++ ) {
  6168. geometry.faces.push( faces[ i ].clone() );
  6169. }
  6170. var uvs = this.faceVertexUvs[ 0 ];
  6171. for ( var i = 0, il = uvs.length; i < il; i ++ ) {
  6172. var uv = uvs[ i ], uvCopy = [];
  6173. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  6174. uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
  6175. }
  6176. geometry.faceVertexUvs[ 0 ].push( uvCopy );
  6177. }
  6178. return geometry;
  6179. },
  6180. dispose: function () {
  6181. this.dispatchEvent( { type: 'dispose' } );
  6182. }
  6183. };
  6184. THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
  6185. THREE.GeometryIdCount = 0;
  6186. /**
  6187. * @author mrdoob / http://mrdoob.com/
  6188. * @author mikael emtinger / http://gomo.se/
  6189. * @author WestLangley / http://github.com/WestLangley
  6190. */
  6191. THREE.Camera = function () {
  6192. THREE.Object3D.call( this );
  6193. this.matrixWorldInverse = new THREE.Matrix4();
  6194. this.projectionMatrix = new THREE.Matrix4();
  6195. };
  6196. THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
  6197. THREE.Camera.prototype.lookAt = function () {
  6198. // This routine does not support cameras with rotated and/or translated parent(s)
  6199. var m1 = new THREE.Matrix4();
  6200. return function ( vector ) {
  6201. m1.lookAt( this.position, vector, this.up );
  6202. this.quaternion.setFromRotationMatrix( m1 );
  6203. };
  6204. }();
  6205. THREE.Camera.prototype.clone = function ( camera ) {
  6206. if ( camera === undefined ) camera = new THREE.Camera();
  6207. THREE.Object3D.prototype.clone.call( this, camera );
  6208. camera.matrixWorldInverse.copy( this.matrixWorldInverse );
  6209. camera.projectionMatrix.copy( this.projectionMatrix );
  6210. return camera;
  6211. };
  6212. /**
  6213. * Camera for rendering cube maps
  6214. * - renders scene into axis-aligned cube
  6215. *
  6216. * @author alteredq / http://alteredqualia.com/
  6217. */
  6218. THREE.CubeCamera = function ( near, far, cubeResolution ) {
  6219. THREE.Object3D.call( this );
  6220. var fov = 90, aspect = 1;
  6221. var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6222. cameraPX.up.set( 0, - 1, 0 );
  6223. cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
  6224. this.add( cameraPX );
  6225. var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6226. cameraNX.up.set( 0, - 1, 0 );
  6227. cameraNX.lookAt( new THREE.Vector3( - 1, 0, 0 ) );
  6228. this.add( cameraNX );
  6229. var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6230. cameraPY.up.set( 0, 0, 1 );
  6231. cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
  6232. this.add( cameraPY );
  6233. var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6234. cameraNY.up.set( 0, 0, - 1 );
  6235. cameraNY.lookAt( new THREE.Vector3( 0, - 1, 0 ) );
  6236. this.add( cameraNY );
  6237. var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6238. cameraPZ.up.set( 0, - 1, 0 );
  6239. cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
  6240. this.add( cameraPZ );
  6241. var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6242. cameraNZ.up.set( 0, - 1, 0 );
  6243. cameraNZ.lookAt( new THREE.Vector3( 0, 0, - 1 ) );
  6244. this.add( cameraNZ );
  6245. this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
  6246. this.updateCubeMap = function ( renderer, scene ) {
  6247. var renderTarget = this.renderTarget;
  6248. var generateMipmaps = renderTarget.generateMipmaps;
  6249. renderTarget.generateMipmaps = false;
  6250. renderTarget.activeCubeFace = 0;
  6251. renderer.render( scene, cameraPX, renderTarget );
  6252. renderTarget.activeCubeFace = 1;
  6253. renderer.render( scene, cameraNX, renderTarget );
  6254. renderTarget.activeCubeFace = 2;
  6255. renderer.render( scene, cameraPY, renderTarget );
  6256. renderTarget.activeCubeFace = 3;
  6257. renderer.render( scene, cameraNY, renderTarget );
  6258. renderTarget.activeCubeFace = 4;
  6259. renderer.render( scene, cameraPZ, renderTarget );
  6260. renderTarget.generateMipmaps = generateMipmaps;
  6261. renderTarget.activeCubeFace = 5;
  6262. renderer.render( scene, cameraNZ, renderTarget );
  6263. };
  6264. };
  6265. THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
  6266. /**
  6267. * @author alteredq / http://alteredqualia.com/
  6268. */
  6269. THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
  6270. THREE.Camera.call( this );
  6271. this.left = left;
  6272. this.right = right;
  6273. this.top = top;
  6274. this.bottom = bottom;
  6275. this.near = ( near !== undefined ) ? near : 0.1;
  6276. this.far = ( far !== undefined ) ? far : 2000;
  6277. this.updateProjectionMatrix();
  6278. };
  6279. THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
  6280. THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
  6281. this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
  6282. };
  6283. THREE.OrthographicCamera.prototype.clone = function () {
  6284. var camera = new THREE.OrthographicCamera();
  6285. THREE.Camera.prototype.clone.call( this, camera );
  6286. camera.left = this.left;
  6287. camera.right = this.right;
  6288. camera.top = this.top;
  6289. camera.bottom = this.bottom;
  6290. camera.near = this.near;
  6291. camera.far = this.far;
  6292. return camera;
  6293. };
  6294. /**
  6295. * @author mrdoob / http://mrdoob.com/
  6296. * @author greggman / http://games.greggman.com/
  6297. * @author zz85 / http://www.lab4games.net/zz85/blog
  6298. */
  6299. THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
  6300. THREE.Camera.call( this );
  6301. this.fov = fov !== undefined ? fov : 50;
  6302. this.aspect = aspect !== undefined ? aspect : 1;
  6303. this.near = near !== undefined ? near : 0.1;
  6304. this.far = far !== undefined ? far : 2000;
  6305. this.updateProjectionMatrix();
  6306. };
  6307. THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
  6308. /**
  6309. * Uses Focal Length (in mm) to estimate and set FOV
  6310. * 35mm (fullframe) camera is used if frame size is not specified;
  6311. * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
  6312. */
  6313. THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
  6314. if ( frameHeight === undefined ) frameHeight = 24;
  6315. this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
  6316. this.updateProjectionMatrix();
  6317. }
  6318. /**
  6319. * Sets an offset in a larger frustum. This is useful for multi-window or
  6320. * multi-monitor/multi-machine setups.
  6321. *
  6322. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  6323. * the monitors are in grid like this
  6324. *
  6325. * +---+---+---+
  6326. * | A | B | C |
  6327. * +---+---+---+
  6328. * | D | E | F |
  6329. * +---+---+---+
  6330. *
  6331. * then for each monitor you would call it like this
  6332. *
  6333. * var w = 1920;
  6334. * var h = 1080;
  6335. * var fullWidth = w * 3;
  6336. * var fullHeight = h * 2;
  6337. *
  6338. * --A--
  6339. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  6340. * --B--
  6341. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  6342. * --C--
  6343. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  6344. * --D--
  6345. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  6346. * --E--
  6347. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  6348. * --F--
  6349. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  6350. *
  6351. * Note there is no reason monitors have to be the same size or in a grid.
  6352. */
  6353. THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
  6354. this.fullWidth = fullWidth;
  6355. this.fullHeight = fullHeight;
  6356. this.x = x;
  6357. this.y = y;
  6358. this.width = width;
  6359. this.height = height;
  6360. this.updateProjectionMatrix();
  6361. };
  6362. THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
  6363. if ( this.fullWidth ) {
  6364. var aspect = this.fullWidth / this.fullHeight;
  6365. var top = Math.tan( THREE.Math.degToRad( this.fov * 0.5 ) ) * this.near;
  6366. var bottom = - top;
  6367. var left = aspect * bottom;
  6368. var right = aspect * top;
  6369. var width = Math.abs( right - left );
  6370. var height = Math.abs( top - bottom );
  6371. this.projectionMatrix.makeFrustum(
  6372. left + this.x * width / this.fullWidth,
  6373. left + ( this.x + this.width ) * width / this.fullWidth,
  6374. top - ( this.y + this.height ) * height / this.fullHeight,
  6375. top - this.y * height / this.fullHeight,
  6376. this.near,
  6377. this.far
  6378. );
  6379. } else {
  6380. this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
  6381. }
  6382. };
  6383. THREE.PerspectiveCamera.prototype.clone = function () {
  6384. var camera = new THREE.PerspectiveCamera();
  6385. THREE.Camera.prototype.clone.call( this, camera );
  6386. camera.fov = this.fov;
  6387. camera.aspect = this.aspect;
  6388. camera.near = this.near;
  6389. camera.far = this.far;
  6390. return camera;
  6391. };
  6392. /**
  6393. * @author mrdoob / http://mrdoob.com/
  6394. * @author alteredq / http://alteredqualia.com/
  6395. */
  6396. THREE.Light = function ( color ) {
  6397. THREE.Object3D.call( this );
  6398. this.color = new THREE.Color( color );
  6399. };
  6400. THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
  6401. THREE.Light.prototype.clone = function ( light ) {
  6402. if ( light === undefined ) light = new THREE.Light();
  6403. THREE.Object3D.prototype.clone.call( this, light );
  6404. light.color.copy( this.color );
  6405. return light;
  6406. };
  6407. /**
  6408. * @author mrdoob / http://mrdoob.com/
  6409. */
  6410. THREE.AmbientLight = function ( color ) {
  6411. THREE.Light.call( this, color );
  6412. };
  6413. THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
  6414. THREE.AmbientLight.prototype.clone = function () {
  6415. var light = new THREE.AmbientLight();
  6416. THREE.Light.prototype.clone.call( this, light );
  6417. return light;
  6418. };
  6419. /**
  6420. * @author MPanknin / http://www.redplant.de/
  6421. * @author alteredq / http://alteredqualia.com/
  6422. */
  6423. THREE.AreaLight = function ( color, intensity ) {
  6424. THREE.Light.call( this, color );
  6425. this.normal = new THREE.Vector3( 0, - 1, 0 );
  6426. this.right = new THREE.Vector3( 1, 0, 0 );
  6427. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6428. this.width = 1.0;
  6429. this.height = 1.0;
  6430. this.constantAttenuation = 1.5;
  6431. this.linearAttenuation = 0.5;
  6432. this.quadraticAttenuation = 0.1;
  6433. };
  6434. THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
  6435. /**
  6436. * @author mrdoob / http://mrdoob.com/
  6437. * @author alteredq / http://alteredqualia.com/
  6438. */
  6439. THREE.DirectionalLight = function ( color, intensity ) {
  6440. THREE.Light.call( this, color );
  6441. this.position.set( 0, 1, 0 );
  6442. this.target = new THREE.Object3D();
  6443. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6444. this.castShadow = false;
  6445. this.onlyShadow = false;
  6446. //
  6447. this.shadowCameraNear = 50;
  6448. this.shadowCameraFar = 5000;
  6449. this.shadowCameraLeft = - 500;
  6450. this.shadowCameraRight = 500;
  6451. this.shadowCameraTop = 500;
  6452. this.shadowCameraBottom = - 500;
  6453. this.shadowCameraVisible = false;
  6454. this.shadowBias = 0;
  6455. this.shadowDarkness = 0.5;
  6456. this.shadowMapWidth = 512;
  6457. this.shadowMapHeight = 512;
  6458. //
  6459. this.shadowCascade = false;
  6460. this.shadowCascadeOffset = new THREE.Vector3( 0, 0, - 1000 );
  6461. this.shadowCascadeCount = 2;
  6462. this.shadowCascadeBias = [ 0, 0, 0 ];
  6463. this.shadowCascadeWidth = [ 512, 512, 512 ];
  6464. this.shadowCascadeHeight = [ 512, 512, 512 ];
  6465. this.shadowCascadeNearZ = [ - 1.000, 0.990, 0.998 ];
  6466. this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ];
  6467. this.shadowCascadeArray = [];
  6468. //
  6469. this.shadowMap = null;
  6470. this.shadowMapSize = null;
  6471. this.shadowCamera = null;
  6472. this.shadowMatrix = null;
  6473. };
  6474. THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
  6475. THREE.DirectionalLight.prototype.clone = function () {
  6476. var light = new THREE.DirectionalLight();
  6477. THREE.Light.prototype.clone.call( this, light );
  6478. light.target = this.target.clone();
  6479. light.intensity = this.intensity;
  6480. light.castShadow = this.castShadow;
  6481. light.onlyShadow = this.onlyShadow;
  6482. //
  6483. light.shadowCameraNear = this.shadowCameraNear;
  6484. light.shadowCameraFar = this.shadowCameraFar;
  6485. light.shadowCameraLeft = this.shadowCameraLeft;
  6486. light.shadowCameraRight = this.shadowCameraRight;
  6487. light.shadowCameraTop = this.shadowCameraTop;
  6488. light.shadowCameraBottom = this.shadowCameraBottom;
  6489. light.shadowCameraVisible = this.shadowCameraVisible;
  6490. light.shadowBias = this.shadowBias;
  6491. light.shadowDarkness = this.shadowDarkness;
  6492. light.shadowMapWidth = this.shadowMapWidth;
  6493. light.shadowMapHeight = this.shadowMapHeight;
  6494. //
  6495. light.shadowCascade = this.shadowCascade;
  6496. light.shadowCascadeOffset.copy( this.shadowCascadeOffset );
  6497. light.shadowCascadeCount = this.shadowCascadeCount;
  6498. light.shadowCascadeBias = this.shadowCascadeBias.slice( 0 );
  6499. light.shadowCascadeWidth = this.shadowCascadeWidth.slice( 0 );
  6500. light.shadowCascadeHeight = this.shadowCascadeHeight.slice( 0 );
  6501. light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice( 0 );
  6502. light.shadowCascadeFarZ = this.shadowCascadeFarZ.slice( 0 );
  6503. return light;
  6504. };
  6505. /**
  6506. * @author alteredq / http://alteredqualia.com/
  6507. */
  6508. THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
  6509. THREE.Light.call( this, skyColor );
  6510. this.position.set( 0, 100, 0 );
  6511. this.groundColor = new THREE.Color( groundColor );
  6512. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6513. };
  6514. THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
  6515. THREE.HemisphereLight.prototype.clone = function () {
  6516. var light = new THREE.HemisphereLight();
  6517. THREE.Light.prototype.clone.call( this, light );
  6518. light.groundColor.copy( this.groundColor );
  6519. light.intensity = this.intensity;
  6520. return light;
  6521. };
  6522. /**
  6523. * @author mrdoob / http://mrdoob.com/
  6524. */
  6525. THREE.PointLight = function ( color, intensity, distance ) {
  6526. THREE.Light.call( this, color );
  6527. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6528. this.distance = ( distance !== undefined ) ? distance : 0;
  6529. };
  6530. THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
  6531. THREE.PointLight.prototype.clone = function () {
  6532. var light = new THREE.PointLight();
  6533. THREE.Light.prototype.clone.call( this, light );
  6534. light.intensity = this.intensity;
  6535. light.distance = this.distance;
  6536. return light;
  6537. };
  6538. /**
  6539. * @author alteredq / http://alteredqualia.com/
  6540. */
  6541. THREE.SpotLight = function ( color, intensity, distance, angle, exponent ) {
  6542. THREE.Light.call( this, color );
  6543. this.position.set( 0, 1, 0 );
  6544. this.target = new THREE.Object3D();
  6545. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6546. this.distance = ( distance !== undefined ) ? distance : 0;
  6547. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  6548. this.exponent = ( exponent !== undefined ) ? exponent : 10;
  6549. this.castShadow = false;
  6550. this.onlyShadow = false;
  6551. //
  6552. this.shadowCameraNear = 50;
  6553. this.shadowCameraFar = 5000;
  6554. this.shadowCameraFov = 50;
  6555. this.shadowCameraVisible = false;
  6556. this.shadowBias = 0;
  6557. this.shadowDarkness = 0.5;
  6558. this.shadowMapWidth = 512;
  6559. this.shadowMapHeight = 512;
  6560. //
  6561. this.shadowMap = null;
  6562. this.shadowMapSize = null;
  6563. this.shadowCamera = null;
  6564. this.shadowMatrix = null;
  6565. };
  6566. THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
  6567. THREE.SpotLight.prototype.clone = function () {
  6568. var light = new THREE.SpotLight();
  6569. THREE.Light.prototype.clone.call( this, light );
  6570. light.target = this.target.clone();
  6571. light.intensity = this.intensity;
  6572. light.distance = this.distance;
  6573. light.angle = this.angle;
  6574. light.exponent = this.exponent;
  6575. light.castShadow = this.castShadow;
  6576. light.onlyShadow = this.onlyShadow;
  6577. //
  6578. light.shadowCameraNear = this.shadowCameraNear;
  6579. light.shadowCameraFar = this.shadowCameraFar;
  6580. light.shadowCameraFov = this.shadowCameraFov;
  6581. light.shadowCameraVisible = this.shadowCameraVisible;
  6582. light.shadowBias = this.shadowBias;
  6583. light.shadowDarkness = this.shadowDarkness;
  6584. light.shadowMapWidth = this.shadowMapWidth;
  6585. light.shadowMapHeight = this.shadowMapHeight;
  6586. return light;
  6587. };
  6588. /**
  6589. * @author mrdoob / http://mrdoob.com/
  6590. */
  6591. THREE.Cache = function () {
  6592. this.files = {};
  6593. };
  6594. THREE.Cache.prototype = {
  6595. constructor: THREE.Cache,
  6596. add: function ( key, file ) {
  6597. // console.log( 'THREE.Cache', 'Adding key:', key );
  6598. this.files[ key ] = file;
  6599. },
  6600. get: function ( key ) {
  6601. // console.log( 'THREE.Cache', 'Checking key:', key );
  6602. return this.files[ key ];
  6603. },
  6604. remove: function ( key ) {
  6605. delete this.files[ key ];
  6606. },
  6607. clear: function () {
  6608. this.files = {}
  6609. }
  6610. };
  6611. /**
  6612. * @author alteredq / http://alteredqualia.com/
  6613. */
  6614. THREE.Loader = function ( showStatus ) {
  6615. this.showStatus = showStatus;
  6616. this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
  6617. this.imageLoader = new THREE.ImageLoader();
  6618. this.onLoadStart = function () {};
  6619. this.onLoadProgress = function () {};
  6620. this.onLoadComplete = function () {};
  6621. };
  6622. THREE.Loader.prototype = {
  6623. constructor: THREE.Loader,
  6624. crossOrigin: undefined,
  6625. addStatusElement: function () {
  6626. var e = document.createElement( 'div' );
  6627. e.style.position = 'absolute';
  6628. e.style.right = '0px';
  6629. e.style.top = '0px';
  6630. e.style.fontSize = '0.8em';
  6631. e.style.textAlign = 'left';
  6632. e.style.background = 'rgba(0,0,0,0.25)';
  6633. e.style.color = '#fff';
  6634. e.style.width = '120px';
  6635. e.style.padding = '0.5em 0.5em 0.5em 0.5em';
  6636. e.style.zIndex = 1000;
  6637. e.innerHTML = 'Loading ...';
  6638. return e;
  6639. },
  6640. updateProgress: function ( progress ) {
  6641. var message = 'Loaded ';
  6642. if ( progress.total ) {
  6643. message += ( 100 * progress.loaded / progress.total ).toFixed( 0 ) + '%';
  6644. } else {
  6645. message += ( progress.loaded / 1024 ).toFixed( 2 ) + ' KB';
  6646. }
  6647. this.statusDomElement.innerHTML = message;
  6648. },
  6649. extractUrlBase: function ( url ) {
  6650. var parts = url.split( '/' );
  6651. if ( parts.length === 1 ) return './';
  6652. parts.pop();
  6653. return parts.join( '/' ) + '/';
  6654. },
  6655. initMaterials: function ( materials, texturePath ) {
  6656. var array = [];
  6657. for ( var i = 0; i < materials.length; ++ i ) {
  6658. array[ i ] = this.createMaterial( materials[ i ], texturePath );
  6659. }
  6660. return array;
  6661. },
  6662. needsTangents: function ( materials ) {
  6663. for ( var i = 0, il = materials.length; i < il; i ++ ) {
  6664. var m = materials[ i ];
  6665. if ( m instanceof THREE.ShaderMaterial ) return true;
  6666. }
  6667. return false;
  6668. },
  6669. createMaterial: function ( m, texturePath ) {
  6670. var scope = this;
  6671. function nearest_pow2( n ) {
  6672. var l = Math.log( n ) / Math.LN2;
  6673. return Math.pow( 2, Math.round( l ) );
  6674. }
  6675. function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
  6676. var fullPath = texturePath + sourceFile;
  6677. var texture;
  6678. var loader = THREE.Loader.Handlers.get( fullPath );
  6679. if ( loader !== null ) {
  6680. texture = loader.load( fullPath );
  6681. } else {
  6682. texture = new THREE.Texture();
  6683. loader = scope.imageLoader;
  6684. loader.crossOrigin = scope.crossOrigin;
  6685. loader.load( fullPath, function ( image ) {
  6686. if ( THREE.Math.isPowerOfTwo( image.width ) === false ||
  6687. THREE.Math.isPowerOfTwo( image.height ) === false ) {
  6688. var width = nearest_pow2( image.width );
  6689. var height = nearest_pow2( image.height );
  6690. var canvas = document.createElement( 'canvas' );
  6691. canvas.width = width;
  6692. canvas.height = height;
  6693. var context = canvas.getContext( '2d' );
  6694. context.drawImage( image, 0, 0, width, height );
  6695. texture.image = canvas;
  6696. } else {
  6697. texture.image = image;
  6698. }
  6699. texture.needsUpdate = true;
  6700. } );
  6701. }
  6702. texture.sourceFile = sourceFile;
  6703. if ( repeat ) {
  6704. texture.repeat.set( repeat[ 0 ], repeat[ 1 ] );
  6705. if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
  6706. if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
  6707. }
  6708. if ( offset ) {
  6709. texture.offset.set( offset[ 0 ], offset[ 1 ] );
  6710. }
  6711. if ( wrap ) {
  6712. var wrapMap = {
  6713. 'repeat': THREE.RepeatWrapping,
  6714. 'mirror': THREE.MirroredRepeatWrapping
  6715. }
  6716. if ( wrapMap[ wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ wrap[ 0 ] ];
  6717. if ( wrapMap[ wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ wrap[ 1 ] ];
  6718. }
  6719. if ( anisotropy ) {
  6720. texture.anisotropy = anisotropy;
  6721. }
  6722. where[ name ] = texture;
  6723. }
  6724. function rgb2hex( rgb ) {
  6725. return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
  6726. }
  6727. // defaults
  6728. var mtype = 'MeshLambertMaterial';
  6729. var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
  6730. // parameters from model file
  6731. if ( m.shading ) {
  6732. var shading = m.shading.toLowerCase();
  6733. if ( shading === 'phong' ) mtype = 'MeshPhongMaterial';
  6734. else if ( shading === 'basic' ) mtype = 'MeshBasicMaterial';
  6735. }
  6736. if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
  6737. mpars.blending = THREE[ m.blending ];
  6738. }
  6739. if ( m.transparent !== undefined || m.opacity < 1.0 ) {
  6740. mpars.transparent = m.transparent;
  6741. }
  6742. if ( m.depthTest !== undefined ) {
  6743. mpars.depthTest = m.depthTest;
  6744. }
  6745. if ( m.depthWrite !== undefined ) {
  6746. mpars.depthWrite = m.depthWrite;
  6747. }
  6748. if ( m.visible !== undefined ) {
  6749. mpars.visible = m.visible;
  6750. }
  6751. if ( m.flipSided !== undefined ) {
  6752. mpars.side = THREE.BackSide;
  6753. }
  6754. if ( m.doubleSided !== undefined ) {
  6755. mpars.side = THREE.DoubleSide;
  6756. }
  6757. if ( m.wireframe !== undefined ) {
  6758. mpars.wireframe = m.wireframe;
  6759. }
  6760. if ( m.vertexColors !== undefined ) {
  6761. if ( m.vertexColors === 'face' ) {
  6762. mpars.vertexColors = THREE.FaceColors;
  6763. } else if ( m.vertexColors ) {
  6764. mpars.vertexColors = THREE.VertexColors;
  6765. }
  6766. }
  6767. // colors
  6768. if ( m.colorDiffuse ) {
  6769. mpars.color = rgb2hex( m.colorDiffuse );
  6770. } else if ( m.DbgColor ) {
  6771. mpars.color = m.DbgColor;
  6772. }
  6773. if ( m.colorSpecular ) {
  6774. mpars.specular = rgb2hex( m.colorSpecular );
  6775. }
  6776. if ( m.colorAmbient ) {
  6777. mpars.ambient = rgb2hex( m.colorAmbient );
  6778. }
  6779. if ( m.colorEmissive ) {
  6780. mpars.emissive = rgb2hex( m.colorEmissive );
  6781. }
  6782. // modifiers
  6783. if ( m.transparency ) {
  6784. mpars.opacity = m.transparency;
  6785. }
  6786. if ( m.specularCoef ) {
  6787. mpars.shininess = m.specularCoef;
  6788. }
  6789. // textures
  6790. if ( m.mapDiffuse && texturePath ) {
  6791. create_texture( mpars, 'map', m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  6792. }
  6793. if ( m.mapLight && texturePath ) {
  6794. create_texture( mpars, 'lightMap', m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  6795. }
  6796. if ( m.mapBump && texturePath ) {
  6797. create_texture( mpars, 'bumpMap', m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  6798. }
  6799. if ( m.mapNormal && texturePath ) {
  6800. create_texture( mpars, 'normalMap', m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  6801. }
  6802. if ( m.mapSpecular && texturePath ) {
  6803. create_texture( mpars, 'specularMap', m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  6804. }
  6805. //
  6806. if ( m.mapBumpScale ) {
  6807. mpars.bumpScale = m.mapBumpScale;
  6808. }
  6809. // special case for normal mapped material
  6810. if ( m.mapNormal ) {
  6811. var shader = THREE.ShaderLib[ 'normalmap' ];
  6812. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  6813. uniforms[ 'tNormal' ].value = mpars.normalMap;
  6814. if ( m.mapNormalFactor ) {
  6815. uniforms[ 'uNormalScale' ].value.set( m.mapNormalFactor, m.mapNormalFactor );
  6816. }
  6817. if ( mpars.map ) {
  6818. uniforms[ 'tDiffuse' ].value = mpars.map;
  6819. uniforms[ 'enableDiffuse' ].value = true;
  6820. }
  6821. if ( mpars.specularMap ) {
  6822. uniforms[ 'tSpecular' ].value = mpars.specularMap;
  6823. uniforms[ 'enableSpecular' ].value = true;
  6824. }
  6825. if ( mpars.lightMap ) {
  6826. uniforms[ 'tAO' ].value = mpars.lightMap;
  6827. uniforms[ 'enableAO' ].value = true;
  6828. }
  6829. // for the moment don't handle displacement texture
  6830. uniforms[ 'diffuse' ].value.setHex( mpars.color );
  6831. uniforms[ 'specular' ].value.setHex( mpars.specular );
  6832. uniforms[ 'ambient' ].value.setHex( mpars.ambient );
  6833. uniforms[ 'shininess' ].value = mpars.shininess;
  6834. if ( mpars.opacity !== undefined ) {
  6835. uniforms[ 'opacity' ].value = mpars.opacity;
  6836. }
  6837. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
  6838. var material = new THREE.ShaderMaterial( parameters );
  6839. if ( mpars.transparent ) {
  6840. material.transparent = true;
  6841. }
  6842. } else {
  6843. var material = new THREE[ mtype ]( mpars );
  6844. }
  6845. if ( m.DbgName !== undefined ) material.name = m.DbgName;
  6846. return material;
  6847. }
  6848. };
  6849. THREE.Loader.Handlers = {
  6850. handlers: [],
  6851. add: function ( regex, loader ) {
  6852. this.handlers.push( regex, loader );
  6853. },
  6854. get: function ( file ) {
  6855. for ( var i = 0, l = this.handlers.length; i < l; i += 2 ) {
  6856. var regex = this.handlers[ i ];
  6857. var loader = this.handlers[ i + 1 ];
  6858. if ( regex.test( file ) ) {
  6859. return loader;
  6860. }
  6861. }
  6862. return null;
  6863. }
  6864. };
  6865. /**
  6866. * @author mrdoob / http://mrdoob.com/
  6867. */
  6868. THREE.XHRLoader = function ( manager ) {
  6869. this.cache = new THREE.Cache();
  6870. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  6871. };
  6872. THREE.XHRLoader.prototype = {
  6873. constructor: THREE.XHRLoader,
  6874. load: function ( url, onLoad, onProgress, onError ) {
  6875. var scope = this;
  6876. var cached = scope.cache.get( url );
  6877. if ( cached !== undefined ) {
  6878. if ( onLoad ) onLoad( cached );
  6879. return;
  6880. }
  6881. var request = new XMLHttpRequest();
  6882. request.open( 'GET', url, true );
  6883. request.addEventListener( 'load', function ( event ) {
  6884. scope.cache.add( url, this.response );
  6885. if ( onLoad ) onLoad( this.response );
  6886. scope.manager.itemEnd( url );
  6887. }, false );
  6888. if ( onProgress !== undefined ) {
  6889. request.addEventListener( 'progress', function ( event ) {
  6890. onProgress( event );
  6891. }, false );
  6892. }
  6893. if ( onError !== undefined ) {
  6894. request.addEventListener( 'error', function ( event ) {
  6895. onError( event );
  6896. }, false );
  6897. }
  6898. if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
  6899. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  6900. request.send( null );
  6901. scope.manager.itemStart( url );
  6902. },
  6903. setResponseType: function ( value ) {
  6904. this.responseType = value;
  6905. },
  6906. setCrossOrigin: function ( value ) {
  6907. this.crossOrigin = value;
  6908. }
  6909. };
  6910. /**
  6911. * @author mrdoob / http://mrdoob.com/
  6912. */
  6913. THREE.ImageLoader = function ( manager ) {
  6914. this.cache = new THREE.Cache();
  6915. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  6916. };
  6917. THREE.ImageLoader.prototype = {
  6918. constructor: THREE.ImageLoader,
  6919. load: function ( url, onLoad, onProgress, onError ) {
  6920. var scope = this;
  6921. var cached = scope.cache.get( url );
  6922. if ( cached !== undefined ) {
  6923. onLoad( cached );
  6924. return;
  6925. }
  6926. var image = document.createElement( 'img' );
  6927. if ( onLoad !== undefined ) {
  6928. image.addEventListener( 'load', function ( event ) {
  6929. scope.cache.add( url, this );
  6930. onLoad( this );
  6931. scope.manager.itemEnd( url );
  6932. }, false );
  6933. }
  6934. if ( onProgress !== undefined ) {
  6935. image.addEventListener( 'progress', function ( event ) {
  6936. onProgress( event );
  6937. }, false );
  6938. }
  6939. if ( onError !== undefined ) {
  6940. image.addEventListener( 'error', function ( event ) {
  6941. onError( event );
  6942. }, false );
  6943. }
  6944. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  6945. image.src = url;
  6946. scope.manager.itemStart( url );
  6947. return image;
  6948. },
  6949. setCrossOrigin: function ( value ) {
  6950. this.crossOrigin = value;
  6951. }
  6952. }
  6953. /**
  6954. * @author mrdoob / http://mrdoob.com/
  6955. * @author alteredq / http://alteredqualia.com/
  6956. */
  6957. THREE.JSONLoader = function ( showStatus ) {
  6958. THREE.Loader.call( this, showStatus );
  6959. this.withCredentials = false;
  6960. };
  6961. THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
  6962. THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
  6963. var scope = this;
  6964. // todo: unify load API to for easier SceneLoader use
  6965. texturePath = texturePath && ( typeof texturePath === 'string' ) ? texturePath : this.extractUrlBase( url );
  6966. this.onLoadStart();
  6967. this.loadAjaxJSON( this, url, callback, texturePath );
  6968. };
  6969. THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
  6970. var xhr = new XMLHttpRequest();
  6971. var length = 0;
  6972. xhr.onreadystatechange = function () {
  6973. if ( xhr.readyState === xhr.DONE ) {
  6974. if ( xhr.status === 200 || xhr.status === 0 ) {
  6975. if ( xhr.responseText ) {
  6976. var json = JSON.parse( xhr.responseText );
  6977. if ( json.metadata !== undefined && json.metadata.type === 'scene' ) {
  6978. console.error( 'THREE.JSONLoader: "' + url + '" seems to be a Scene. Use THREE.SceneLoader instead.' );
  6979. return;
  6980. }
  6981. var result = context.parse( json, texturePath );
  6982. callback( result.geometry, result.materials );
  6983. } else {
  6984. console.error( 'THREE.JSONLoader: "' + url + '" seems to be unreachable or the file is empty.' );
  6985. }
  6986. // in context of more complex asset initialization
  6987. // do not block on single failed file
  6988. // maybe should go even one more level up
  6989. context.onLoadComplete();
  6990. } else {
  6991. console.error( 'THREE.JSONLoader: Couldn\'t load "' + url + '" (' + xhr.status + ')' );
  6992. }
  6993. } else if ( xhr.readyState === xhr.LOADING ) {
  6994. if ( callbackProgress ) {
  6995. if ( length === 0 ) {
  6996. length = xhr.getResponseHeader( 'Content-Length' );
  6997. }
  6998. callbackProgress( { total: length, loaded: xhr.responseText.length } );
  6999. }
  7000. } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
  7001. if ( callbackProgress !== undefined ) {
  7002. length = xhr.getResponseHeader( 'Content-Length' );
  7003. }
  7004. }
  7005. };
  7006. xhr.open( 'GET', url, true );
  7007. xhr.withCredentials = this.withCredentials;
  7008. xhr.send( null );
  7009. };
  7010. THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
  7011. var scope = this,
  7012. geometry = new THREE.Geometry(),
  7013. scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
  7014. parseModel( scale );
  7015. parseSkin();
  7016. parseMorphing( scale );
  7017. geometry.computeFaceNormals();
  7018. geometry.computeBoundingSphere();
  7019. function parseModel( scale ) {
  7020. function isBitSet( value, position ) {
  7021. return value & ( 1 << position );
  7022. }
  7023. var i, j, fi,
  7024. offset, zLength,
  7025. colorIndex, normalIndex, uvIndex, materialIndex,
  7026. type,
  7027. isQuad,
  7028. hasMaterial,
  7029. hasFaceVertexUv,
  7030. hasFaceNormal, hasFaceVertexNormal,
  7031. hasFaceColor, hasFaceVertexColor,
  7032. vertex, face, faceA, faceB, color, hex, normal,
  7033. uvLayer, uv, u, v,
  7034. faces = json.faces,
  7035. vertices = json.vertices,
  7036. normals = json.normals,
  7037. colors = json.colors,
  7038. nUvLayers = 0;
  7039. if ( json.uvs !== undefined ) {
  7040. // disregard empty arrays
  7041. for ( i = 0; i < json.uvs.length; i ++ ) {
  7042. if ( json.uvs[ i ].length ) nUvLayers ++;
  7043. }
  7044. for ( i = 0; i < nUvLayers; i ++ ) {
  7045. geometry.faceVertexUvs[ i ] = [];
  7046. }
  7047. }
  7048. offset = 0;
  7049. zLength = vertices.length;
  7050. while ( offset < zLength ) {
  7051. vertex = new THREE.Vector3();
  7052. vertex.x = vertices[ offset ++ ] * scale;
  7053. vertex.y = vertices[ offset ++ ] * scale;
  7054. vertex.z = vertices[ offset ++ ] * scale;
  7055. geometry.vertices.push( vertex );
  7056. }
  7057. offset = 0;
  7058. zLength = faces.length;
  7059. while ( offset < zLength ) {
  7060. type = faces[ offset ++ ];
  7061. isQuad = isBitSet( type, 0 );
  7062. hasMaterial = isBitSet( type, 1 );
  7063. hasFaceVertexUv = isBitSet( type, 3 );
  7064. hasFaceNormal = isBitSet( type, 4 );
  7065. hasFaceVertexNormal = isBitSet( type, 5 );
  7066. hasFaceColor = isBitSet( type, 6 );
  7067. hasFaceVertexColor = isBitSet( type, 7 );
  7068. // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
  7069. if ( isQuad ) {
  7070. faceA = new THREE.Face3();
  7071. faceA.a = faces[ offset ];
  7072. faceA.b = faces[ offset + 1 ];
  7073. faceA.c = faces[ offset + 3 ];
  7074. faceB = new THREE.Face3();
  7075. faceB.a = faces[ offset + 1 ];
  7076. faceB.b = faces[ offset + 2 ];
  7077. faceB.c = faces[ offset + 3 ];
  7078. offset += 4;
  7079. if ( hasMaterial ) {
  7080. materialIndex = faces[ offset ++ ];
  7081. faceA.materialIndex = materialIndex;
  7082. faceB.materialIndex = materialIndex;
  7083. }
  7084. // to get face <=> uv index correspondence
  7085. fi = geometry.faces.length;
  7086. if ( hasFaceVertexUv ) {
  7087. for ( i = 0; i < nUvLayers; i ++ ) {
  7088. uvLayer = json.uvs[ i ];
  7089. geometry.faceVertexUvs[ i ][ fi ] = [];
  7090. geometry.faceVertexUvs[ i ][ fi + 1 ] = []
  7091. for ( j = 0; j < 4; j ++ ) {
  7092. uvIndex = faces[ offset ++ ];
  7093. u = uvLayer[ uvIndex * 2 ];
  7094. v = uvLayer[ uvIndex * 2 + 1 ];
  7095. uv = new THREE.Vector2( u, v );
  7096. if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
  7097. if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
  7098. }
  7099. }
  7100. }
  7101. if ( hasFaceNormal ) {
  7102. normalIndex = faces[ offset ++ ] * 3;
  7103. faceA.normal.set(
  7104. normals[ normalIndex ++ ],
  7105. normals[ normalIndex ++ ],
  7106. normals[ normalIndex ]
  7107. );
  7108. faceB.normal.copy( faceA.normal );
  7109. }
  7110. if ( hasFaceVertexNormal ) {
  7111. for ( i = 0; i < 4; i ++ ) {
  7112. normalIndex = faces[ offset ++ ] * 3;
  7113. normal = new THREE.Vector3(
  7114. normals[ normalIndex ++ ],
  7115. normals[ normalIndex ++ ],
  7116. normals[ normalIndex ]
  7117. );
  7118. if ( i !== 2 ) faceA.vertexNormals.push( normal );
  7119. if ( i !== 0 ) faceB.vertexNormals.push( normal );
  7120. }
  7121. }
  7122. if ( hasFaceColor ) {
  7123. colorIndex = faces[ offset ++ ];
  7124. hex = colors[ colorIndex ];
  7125. faceA.color.setHex( hex );
  7126. faceB.color.setHex( hex );
  7127. }
  7128. if ( hasFaceVertexColor ) {
  7129. for ( i = 0; i < 4; i ++ ) {
  7130. colorIndex = faces[ offset ++ ];
  7131. hex = colors[ colorIndex ];
  7132. if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
  7133. if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
  7134. }
  7135. }
  7136. geometry.faces.push( faceA );
  7137. geometry.faces.push( faceB );
  7138. } else {
  7139. face = new THREE.Face3();
  7140. face.a = faces[ offset ++ ];
  7141. face.b = faces[ offset ++ ];
  7142. face.c = faces[ offset ++ ];
  7143. if ( hasMaterial ) {
  7144. materialIndex = faces[ offset ++ ];
  7145. face.materialIndex = materialIndex;
  7146. }
  7147. // to get face <=> uv index correspondence
  7148. fi = geometry.faces.length;
  7149. if ( hasFaceVertexUv ) {
  7150. for ( i = 0; i < nUvLayers; i ++ ) {
  7151. uvLayer = json.uvs[ i ];
  7152. geometry.faceVertexUvs[ i ][ fi ] = [];
  7153. for ( j = 0; j < 3; j ++ ) {
  7154. uvIndex = faces[ offset ++ ];
  7155. u = uvLayer[ uvIndex * 2 ];
  7156. v = uvLayer[ uvIndex * 2 + 1 ];
  7157. uv = new THREE.Vector2( u, v );
  7158. geometry.faceVertexUvs[ i ][ fi ].push( uv );
  7159. }
  7160. }
  7161. }
  7162. if ( hasFaceNormal ) {
  7163. normalIndex = faces[ offset ++ ] * 3;
  7164. face.normal.set(
  7165. normals[ normalIndex ++ ],
  7166. normals[ normalIndex ++ ],
  7167. normals[ normalIndex ]
  7168. );
  7169. }
  7170. if ( hasFaceVertexNormal ) {
  7171. for ( i = 0; i < 3; i ++ ) {
  7172. normalIndex = faces[ offset ++ ] * 3;
  7173. normal = new THREE.Vector3(
  7174. normals[ normalIndex ++ ],
  7175. normals[ normalIndex ++ ],
  7176. normals[ normalIndex ]
  7177. );
  7178. face.vertexNormals.push( normal );
  7179. }
  7180. }
  7181. if ( hasFaceColor ) {
  7182. colorIndex = faces[ offset ++ ];
  7183. face.color.setHex( colors[ colorIndex ] );
  7184. }
  7185. if ( hasFaceVertexColor ) {
  7186. for ( i = 0; i < 3; i ++ ) {
  7187. colorIndex = faces[ offset ++ ];
  7188. face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
  7189. }
  7190. }
  7191. geometry.faces.push( face );
  7192. }
  7193. }
  7194. };
  7195. function parseSkin() {
  7196. var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
  7197. if ( json.skinWeights ) {
  7198. for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
  7199. var x = json.skinWeights[ i ];
  7200. var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
  7201. var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
  7202. var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
  7203. geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
  7204. }
  7205. }
  7206. if ( json.skinIndices ) {
  7207. for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
  7208. var a = json.skinIndices[ i ];
  7209. var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
  7210. var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
  7211. var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
  7212. geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
  7213. }
  7214. }
  7215. geometry.bones = json.bones;
  7216. if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
  7217. console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
  7218. geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
  7219. }
  7220. // could change this to json.animations[0] or remove completely
  7221. geometry.animation = json.animation;
  7222. geometry.animations = json.animations;
  7223. };
  7224. function parseMorphing( scale ) {
  7225. if ( json.morphTargets !== undefined ) {
  7226. var i, l, v, vl, dstVertices, srcVertices;
  7227. for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
  7228. geometry.morphTargets[ i ] = {};
  7229. geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
  7230. geometry.morphTargets[ i ].vertices = [];
  7231. dstVertices = geometry.morphTargets[ i ].vertices;
  7232. srcVertices = json.morphTargets [ i ].vertices;
  7233. for ( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
  7234. var vertex = new THREE.Vector3();
  7235. vertex.x = srcVertices[ v ] * scale;
  7236. vertex.y = srcVertices[ v + 1 ] * scale;
  7237. vertex.z = srcVertices[ v + 2 ] * scale;
  7238. dstVertices.push( vertex );
  7239. }
  7240. }
  7241. }
  7242. if ( json.morphColors !== undefined ) {
  7243. var i, l, c, cl, dstColors, srcColors, color;
  7244. for ( i = 0, l = json.morphColors.length; i < l; i ++ ) {
  7245. geometry.morphColors[ i ] = {};
  7246. geometry.morphColors[ i ].name = json.morphColors[ i ].name;
  7247. geometry.morphColors[ i ].colors = [];
  7248. dstColors = geometry.morphColors[ i ].colors;
  7249. srcColors = json.morphColors [ i ].colors;
  7250. for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
  7251. color = new THREE.Color( 0xffaa00 );
  7252. color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
  7253. dstColors.push( color );
  7254. }
  7255. }
  7256. }
  7257. };
  7258. if ( json.materials === undefined || json.materials.length === 0 ) {
  7259. return { geometry: geometry };
  7260. } else {
  7261. var materials = this.initMaterials( json.materials, texturePath );
  7262. if ( this.needsTangents( materials ) ) {
  7263. geometry.computeTangents();
  7264. }
  7265. return { geometry: geometry, materials: materials };
  7266. }
  7267. };
  7268. /**
  7269. * @author mrdoob / http://mrdoob.com/
  7270. */
  7271. THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
  7272. var scope = this;
  7273. var loaded = 0, total = 0;
  7274. this.onLoad = onLoad;
  7275. this.onProgress = onProgress;
  7276. this.onError = onError;
  7277. this.itemStart = function ( url ) {
  7278. total ++;
  7279. };
  7280. this.itemEnd = function ( url ) {
  7281. loaded ++;
  7282. if ( scope.onProgress !== undefined ) {
  7283. scope.onProgress( url, loaded, total );
  7284. }
  7285. if ( loaded === total && scope.onLoad !== undefined ) {
  7286. scope.onLoad();
  7287. }
  7288. };
  7289. };
  7290. THREE.DefaultLoadingManager = new THREE.LoadingManager();
  7291. /**
  7292. * @author mrdoob / http://mrdoob.com/
  7293. */
  7294. THREE.BufferGeometryLoader = function ( manager ) {
  7295. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7296. };
  7297. THREE.BufferGeometryLoader.prototype = {
  7298. constructor: THREE.BufferGeometryLoader,
  7299. load: function ( url, onLoad, onProgress, onError ) {
  7300. var scope = this;
  7301. var loader = new THREE.XHRLoader();
  7302. loader.setCrossOrigin( this.crossOrigin );
  7303. loader.load( url, function ( text ) {
  7304. onLoad( scope.parse( JSON.parse( text ) ) );
  7305. }, onProgress, onError );
  7306. },
  7307. setCrossOrigin: function ( value ) {
  7308. this.crossOrigin = value;
  7309. },
  7310. parse: function ( json ) {
  7311. var geometry = new THREE.BufferGeometry();
  7312. var attributes = json.attributes;
  7313. for ( var key in attributes ) {
  7314. var attribute = attributes[ key ];
  7315. geometry.attributes[ key ] = {
  7316. itemSize: attribute.itemSize,
  7317. array: new self[ attribute.type ]( attribute.array )
  7318. }
  7319. }
  7320. var offsets = json.offsets;
  7321. if ( offsets !== undefined ) {
  7322. geometry.offsets = JSON.parse( JSON.stringify( offsets ) );
  7323. }
  7324. var boundingSphere = json.boundingSphere;
  7325. if ( boundingSphere !== undefined ) {
  7326. geometry.boundingSphere = new THREE.Sphere(
  7327. new THREE.Vector3().fromArray( boundingSphere.center !== undefined ? boundingSphere.center : [ 0, 0, 0 ] ),
  7328. boundingSphere.radius
  7329. );
  7330. }
  7331. return geometry;
  7332. }
  7333. };
  7334. /**
  7335. * @author mrdoob / http://mrdoob.com/
  7336. */
  7337. THREE.MaterialLoader = function ( manager ) {
  7338. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7339. };
  7340. THREE.MaterialLoader.prototype = {
  7341. constructor: THREE.MaterialLoader,
  7342. load: function ( url, onLoad, onProgress, onError ) {
  7343. var scope = this;
  7344. var loader = new THREE.XHRLoader();
  7345. loader.setCrossOrigin( this.crossOrigin );
  7346. loader.load( url, function ( text ) {
  7347. onLoad( scope.parse( JSON.parse( text ) ) );
  7348. }, onProgress, onError );
  7349. },
  7350. setCrossOrigin: function ( value ) {
  7351. this.crossOrigin = value;
  7352. },
  7353. parse: function ( json ) {
  7354. var material = new THREE[ json.type ];
  7355. if ( json.color !== undefined ) material.color.setHex( json.color );
  7356. if ( json.ambient !== undefined ) material.ambient.setHex( json.ambient );
  7357. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  7358. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  7359. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  7360. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  7361. if ( json.blending !== undefined ) material.blending = json.blending;
  7362. if ( json.side !== undefined ) material.side = json.side;
  7363. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  7364. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  7365. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  7366. if ( json.materials !== undefined ) {
  7367. for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
  7368. material.materials.push( this.parse( json.materials[ i ] ) );
  7369. }
  7370. }
  7371. return material;
  7372. }
  7373. };
  7374. /**
  7375. * @author mrdoob / http://mrdoob.com/
  7376. */
  7377. THREE.ObjectLoader = function ( manager ) {
  7378. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7379. };
  7380. THREE.ObjectLoader.prototype = {
  7381. constructor: THREE.ObjectLoader,
  7382. load: function ( url, onLoad, onProgress, onError ) {
  7383. var scope = this;
  7384. var loader = new THREE.XHRLoader( scope.manager );
  7385. loader.setCrossOrigin( this.crossOrigin );
  7386. loader.load( url, function ( text ) {
  7387. onLoad( scope.parse( JSON.parse( text ) ) );
  7388. }, onProgress, onError );
  7389. },
  7390. setCrossOrigin: function ( value ) {
  7391. this.crossOrigin = value;
  7392. },
  7393. parse: function ( json ) {
  7394. var geometries = this.parseGeometries( json.geometries );
  7395. var materials = this.parseMaterials( json.materials );
  7396. var object = this.parseObject( json.object, geometries, materials );
  7397. return object;
  7398. },
  7399. parseGeometries: function ( json ) {
  7400. var geometries = {};
  7401. if ( json !== undefined ) {
  7402. var geometryLoader = new THREE.JSONLoader();
  7403. var bufferGeometryLoader = new THREE.BufferGeometryLoader();
  7404. for ( var i = 0, l = json.length; i < l; i ++ ) {
  7405. var geometry;
  7406. var data = json[ i ];
  7407. switch ( data.type ) {
  7408. case 'PlaneGeometry':
  7409. geometry = new THREE.PlaneGeometry(
  7410. data.width,
  7411. data.height,
  7412. data.widthSegments,
  7413. data.heightSegments
  7414. );
  7415. break;
  7416. case 'BoxGeometry':
  7417. case 'CubeGeometry': // backwards compatible
  7418. geometry = new THREE.BoxGeometry(
  7419. data.width,
  7420. data.height,
  7421. data.depth,
  7422. data.widthSegments,
  7423. data.heightSegments,
  7424. data.depthSegments
  7425. );
  7426. break;
  7427. case 'CircleGeometry':
  7428. geometry = new THREE.CircleGeometry(
  7429. data.radius,
  7430. data.segments
  7431. );
  7432. break;
  7433. case 'CylinderGeometry':
  7434. geometry = new THREE.CylinderGeometry(
  7435. data.radiusTop,
  7436. data.radiusBottom,
  7437. data.height,
  7438. data.radialSegments,
  7439. data.heightSegments,
  7440. data.openEnded
  7441. );
  7442. break;
  7443. case 'SphereGeometry':
  7444. geometry = new THREE.SphereGeometry(
  7445. data.radius,
  7446. data.widthSegments,
  7447. data.heightSegments,
  7448. data.phiStart,
  7449. data.phiLength,
  7450. data.thetaStart,
  7451. data.thetaLength
  7452. );
  7453. break;
  7454. case 'IcosahedronGeometry':
  7455. geometry = new THREE.IcosahedronGeometry(
  7456. data.radius,
  7457. data.detail
  7458. );
  7459. break;
  7460. case 'TorusGeometry':
  7461. geometry = new THREE.TorusGeometry(
  7462. data.radius,
  7463. data.tube,
  7464. data.radialSegments,
  7465. data.tubularSegments,
  7466. data.arc
  7467. );
  7468. break;
  7469. case 'TorusKnotGeometry':
  7470. geometry = new THREE.TorusKnotGeometry(
  7471. data.radius,
  7472. data.tube,
  7473. data.radialSegments,
  7474. data.tubularSegments,
  7475. data.p,
  7476. data.q,
  7477. data.heightScale
  7478. );
  7479. break;
  7480. case 'BufferGeometry':
  7481. geometry = bufferGeometryLoader.parse( data.data );
  7482. break;
  7483. case 'Geometry':
  7484. geometry = geometryLoader.parse( data.data ).geometry;
  7485. break;
  7486. }
  7487. geometry.uuid = data.uuid;
  7488. if ( data.name !== undefined ) geometry.name = data.name;
  7489. geometries[ data.uuid ] = geometry;
  7490. }
  7491. }
  7492. return geometries;
  7493. },
  7494. parseMaterials: function ( json ) {
  7495. var materials = {};
  7496. if ( json !== undefined ) {
  7497. var loader = new THREE.MaterialLoader();
  7498. for ( var i = 0, l = json.length; i < l; i ++ ) {
  7499. var data = json[ i ];
  7500. var material = loader.parse( data );
  7501. material.uuid = data.uuid;
  7502. if ( data.name !== undefined ) material.name = data.name;
  7503. materials[ data.uuid ] = material;
  7504. }
  7505. }
  7506. return materials;
  7507. },
  7508. parseObject: function () {
  7509. var matrix = new THREE.Matrix4();
  7510. return function ( data, geometries, materials ) {
  7511. var object;
  7512. switch ( data.type ) {
  7513. case 'Scene':
  7514. object = new THREE.Scene();
  7515. break;
  7516. case 'PerspectiveCamera':
  7517. object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  7518. break;
  7519. case 'OrthographicCamera':
  7520. object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  7521. break;
  7522. case 'AmbientLight':
  7523. object = new THREE.AmbientLight( data.color );
  7524. break;
  7525. case 'DirectionalLight':
  7526. object = new THREE.DirectionalLight( data.color, data.intensity );
  7527. break;
  7528. case 'PointLight':
  7529. object = new THREE.PointLight( data.color, data.intensity, data.distance );
  7530. break;
  7531. case 'SpotLight':
  7532. object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent );
  7533. break;
  7534. case 'HemisphereLight':
  7535. object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
  7536. break;
  7537. case 'Mesh':
  7538. var geometry = geometries[ data.geometry ];
  7539. var material = materials[ data.material ];
  7540. if ( geometry === undefined ) {
  7541. console.error( 'THREE.ObjectLoader: Undefined geometry ' + data.geometry );
  7542. }
  7543. if ( material === undefined ) {
  7544. console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
  7545. }
  7546. object = new THREE.Mesh( geometry, material );
  7547. break;
  7548. case 'Sprite':
  7549. var material = materials[ data.material ];
  7550. if ( material === undefined ) {
  7551. console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
  7552. }
  7553. object = new THREE.Sprite( material );
  7554. break;
  7555. default:
  7556. object = new THREE.Object3D();
  7557. }
  7558. object.uuid = data.uuid;
  7559. if ( data.name !== undefined ) object.name = data.name;
  7560. if ( data.matrix !== undefined ) {
  7561. matrix.fromArray( data.matrix );
  7562. matrix.decompose( object.position, object.quaternion, object.scale );
  7563. } else {
  7564. if ( data.position !== undefined ) object.position.fromArray( data.position );
  7565. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  7566. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  7567. }
  7568. if ( data.visible !== undefined ) object.visible = data.visible;
  7569. if ( data.userData !== undefined ) object.userData = data.userData;
  7570. if ( data.children !== undefined ) {
  7571. for ( var child in data.children ) {
  7572. object.add( this.parseObject( data.children[ child ], geometries, materials ) );
  7573. }
  7574. }
  7575. return object;
  7576. }
  7577. }()
  7578. };
  7579. /**
  7580. * @author mrdoob / http://mrdoob.com/
  7581. */
  7582. THREE.TextureLoader = function ( manager ) {
  7583. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7584. };
  7585. THREE.TextureLoader.prototype = {
  7586. constructor: THREE.TextureLoader,
  7587. load: function ( url, onLoad, onProgress, onError ) {
  7588. var scope = this;
  7589. var loader = new THREE.ImageLoader( scope.manager );
  7590. loader.setCrossOrigin( this.crossOrigin );
  7591. loader.load( url, function ( image ) {
  7592. var texture = new THREE.Texture( image );
  7593. texture.needsUpdate = true;
  7594. if ( onLoad !== undefined ) {
  7595. onLoad( texture );
  7596. }
  7597. }, onProgress, onError );
  7598. },
  7599. setCrossOrigin: function ( value ) {
  7600. this.crossOrigin = value;
  7601. }
  7602. };
  7603. /**
  7604. * @author mrdoob / http://mrdoob.com/
  7605. * @author alteredq / http://alteredqualia.com/
  7606. */
  7607. THREE.Material = function () {
  7608. this.id = THREE.MaterialIdCount ++;
  7609. this.uuid = THREE.Math.generateUUID();
  7610. this.name = '';
  7611. this.side = THREE.FrontSide;
  7612. this.opacity = 1;
  7613. this.transparent = false;
  7614. this.blending = THREE.NormalBlending;
  7615. this.blendSrc = THREE.SrcAlphaFactor;
  7616. this.blendDst = THREE.OneMinusSrcAlphaFactor;
  7617. this.blendEquation = THREE.AddEquation;
  7618. this.depthTest = true;
  7619. this.depthWrite = true;
  7620. this.polygonOffset = false;
  7621. this.polygonOffsetFactor = 0;
  7622. this.polygonOffsetUnits = 0;
  7623. this.alphaTest = 0;
  7624. this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
  7625. this.visible = true;
  7626. this.needsUpdate = true;
  7627. };
  7628. THREE.Material.prototype = {
  7629. constructor: THREE.Material,
  7630. setValues: function ( values ) {
  7631. if ( values === undefined ) return;
  7632. for ( var key in values ) {
  7633. var newValue = values[ key ];
  7634. if ( newValue === undefined ) {
  7635. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  7636. continue;
  7637. }
  7638. if ( key in this ) {
  7639. var currentValue = this[ key ];
  7640. if ( currentValue instanceof THREE.Color ) {
  7641. currentValue.set( newValue );
  7642. } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
  7643. currentValue.copy( newValue );
  7644. } else if ( key == 'overdraw' ) {
  7645. // ensure overdraw is backwards-compatable with legacy boolean type
  7646. this[ key ] = Number( newValue );
  7647. } else {
  7648. this[ key ] = newValue;
  7649. }
  7650. }
  7651. }
  7652. },
  7653. clone: function ( material ) {
  7654. if ( material === undefined ) material = new THREE.Material();
  7655. material.name = this.name;
  7656. material.side = this.side;
  7657. material.opacity = this.opacity;
  7658. material.transparent = this.transparent;
  7659. material.blending = this.blending;
  7660. material.blendSrc = this.blendSrc;
  7661. material.blendDst = this.blendDst;
  7662. material.blendEquation = this.blendEquation;
  7663. material.depthTest = this.depthTest;
  7664. material.depthWrite = this.depthWrite;
  7665. material.polygonOffset = this.polygonOffset;
  7666. material.polygonOffsetFactor = this.polygonOffsetFactor;
  7667. material.polygonOffsetUnits = this.polygonOffsetUnits;
  7668. material.alphaTest = this.alphaTest;
  7669. material.overdraw = this.overdraw;
  7670. material.visible = this.visible;
  7671. return material;
  7672. },
  7673. dispose: function () {
  7674. this.dispatchEvent( { type: 'dispose' } );
  7675. }
  7676. };
  7677. THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
  7678. THREE.MaterialIdCount = 0;
  7679. /**
  7680. * @author mrdoob / http://mrdoob.com/
  7681. * @author alteredq / http://alteredqualia.com/
  7682. *
  7683. * parameters = {
  7684. * color: <hex>,
  7685. * opacity: <float>,
  7686. *
  7687. * blending: THREE.NormalBlending,
  7688. * depthTest: <bool>,
  7689. * depthWrite: <bool>,
  7690. *
  7691. * linewidth: <float>,
  7692. * linecap: "round",
  7693. * linejoin: "round",
  7694. *
  7695. * vertexColors: <bool>
  7696. *
  7697. * fog: <bool>
  7698. * }
  7699. */
  7700. THREE.LineBasicMaterial = function ( parameters ) {
  7701. THREE.Material.call( this );
  7702. this.color = new THREE.Color( 0xffffff );
  7703. this.linewidth = 1;
  7704. this.linecap = 'round';
  7705. this.linejoin = 'round';
  7706. this.vertexColors = THREE.NoColors;
  7707. this.fog = true;
  7708. this.setValues( parameters );
  7709. };
  7710. THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  7711. THREE.LineBasicMaterial.prototype.clone = function () {
  7712. var material = new THREE.LineBasicMaterial();
  7713. THREE.Material.prototype.clone.call( this, material );
  7714. material.color.copy( this.color );
  7715. material.linewidth = this.linewidth;
  7716. material.linecap = this.linecap;
  7717. material.linejoin = this.linejoin;
  7718. material.vertexColors = this.vertexColors;
  7719. material.fog = this.fog;
  7720. return material;
  7721. };
  7722. /**
  7723. * @author alteredq / http://alteredqualia.com/
  7724. *
  7725. * parameters = {
  7726. * color: <hex>,
  7727. * opacity: <float>,
  7728. *
  7729. * blending: THREE.NormalBlending,
  7730. * depthTest: <bool>,
  7731. * depthWrite: <bool>,
  7732. *
  7733. * linewidth: <float>,
  7734. *
  7735. * scale: <float>,
  7736. * dashSize: <float>,
  7737. * gapSize: <float>,
  7738. *
  7739. * vertexColors: <bool>
  7740. *
  7741. * fog: <bool>
  7742. * }
  7743. */
  7744. THREE.LineDashedMaterial = function ( parameters ) {
  7745. THREE.Material.call( this );
  7746. this.color = new THREE.Color( 0xffffff );
  7747. this.linewidth = 1;
  7748. this.scale = 1;
  7749. this.dashSize = 3;
  7750. this.gapSize = 1;
  7751. this.vertexColors = false;
  7752. this.fog = true;
  7753. this.setValues( parameters );
  7754. };
  7755. THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
  7756. THREE.LineDashedMaterial.prototype.clone = function () {
  7757. var material = new THREE.LineDashedMaterial();
  7758. THREE.Material.prototype.clone.call( this, material );
  7759. material.color.copy( this.color );
  7760. material.linewidth = this.linewidth;
  7761. material.scale = this.scale;
  7762. material.dashSize = this.dashSize;
  7763. material.gapSize = this.gapSize;
  7764. material.vertexColors = this.vertexColors;
  7765. material.fog = this.fog;
  7766. return material;
  7767. };
  7768. /**
  7769. * @author mrdoob / http://mrdoob.com/
  7770. * @author alteredq / http://alteredqualia.com/
  7771. *
  7772. * parameters = {
  7773. * color: <hex>,
  7774. * opacity: <float>,
  7775. * map: new THREE.Texture( <Image> ),
  7776. *
  7777. * lightMap: new THREE.Texture( <Image> ),
  7778. *
  7779. * specularMap: new THREE.Texture( <Image> ),
  7780. *
  7781. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  7782. * combine: THREE.Multiply,
  7783. * reflectivity: <float>,
  7784. * refractionRatio: <float>,
  7785. *
  7786. * shading: THREE.SmoothShading,
  7787. * blending: THREE.NormalBlending,
  7788. * depthTest: <bool>,
  7789. * depthWrite: <bool>,
  7790. *
  7791. * wireframe: <boolean>,
  7792. * wireframeLinewidth: <float>,
  7793. *
  7794. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  7795. *
  7796. * skinning: <bool>,
  7797. * morphTargets: <bool>,
  7798. *
  7799. * fog: <bool>
  7800. * }
  7801. */
  7802. THREE.MeshBasicMaterial = function ( parameters ) {
  7803. THREE.Material.call( this );
  7804. this.color = new THREE.Color( 0xffffff ); // emissive
  7805. this.map = null;
  7806. this.lightMap = null;
  7807. this.specularMap = null;
  7808. this.envMap = null;
  7809. this.combine = THREE.MultiplyOperation;
  7810. this.reflectivity = 1;
  7811. this.refractionRatio = 0.98;
  7812. this.fog = true;
  7813. this.shading = THREE.SmoothShading;
  7814. this.wireframe = false;
  7815. this.wireframeLinewidth = 1;
  7816. this.wireframeLinecap = 'round';
  7817. this.wireframeLinejoin = 'round';
  7818. this.vertexColors = THREE.NoColors;
  7819. this.skinning = false;
  7820. this.morphTargets = false;
  7821. this.setValues( parameters );
  7822. };
  7823. THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  7824. THREE.MeshBasicMaterial.prototype.clone = function () {
  7825. var material = new THREE.MeshBasicMaterial();
  7826. THREE.Material.prototype.clone.call( this, material );
  7827. material.color.copy( this.color );
  7828. material.map = this.map;
  7829. material.lightMap = this.lightMap;
  7830. material.specularMap = this.specularMap;
  7831. material.envMap = this.envMap;
  7832. material.combine = this.combine;
  7833. material.reflectivity = this.reflectivity;
  7834. material.refractionRatio = this.refractionRatio;
  7835. material.fog = this.fog;
  7836. material.shading = this.shading;
  7837. material.wireframe = this.wireframe;
  7838. material.wireframeLinewidth = this.wireframeLinewidth;
  7839. material.wireframeLinecap = this.wireframeLinecap;
  7840. material.wireframeLinejoin = this.wireframeLinejoin;
  7841. material.vertexColors = this.vertexColors;
  7842. material.skinning = this.skinning;
  7843. material.morphTargets = this.morphTargets;
  7844. return material;
  7845. };
  7846. /**
  7847. * @author mrdoob / http://mrdoob.com/
  7848. * @author alteredq / http://alteredqualia.com/
  7849. *
  7850. * parameters = {
  7851. * color: <hex>,
  7852. * ambient: <hex>,
  7853. * emissive: <hex>,
  7854. * opacity: <float>,
  7855. *
  7856. * map: new THREE.Texture( <Image> ),
  7857. *
  7858. * lightMap: new THREE.Texture( <Image> ),
  7859. *
  7860. * specularMap: new THREE.Texture( <Image> ),
  7861. *
  7862. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  7863. * combine: THREE.Multiply,
  7864. * reflectivity: <float>,
  7865. * refractionRatio: <float>,
  7866. *
  7867. * shading: THREE.SmoothShading,
  7868. * blending: THREE.NormalBlending,
  7869. * depthTest: <bool>,
  7870. * depthWrite: <bool>,
  7871. *
  7872. * wireframe: <boolean>,
  7873. * wireframeLinewidth: <float>,
  7874. *
  7875. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  7876. *
  7877. * skinning: <bool>,
  7878. * morphTargets: <bool>,
  7879. * morphNormals: <bool>,
  7880. *
  7881. * fog: <bool>
  7882. * }
  7883. */
  7884. THREE.MeshLambertMaterial = function ( parameters ) {
  7885. THREE.Material.call( this );
  7886. this.color = new THREE.Color( 0xffffff ); // diffuse
  7887. this.ambient = new THREE.Color( 0xffffff );
  7888. this.emissive = new THREE.Color( 0x000000 );
  7889. this.wrapAround = false;
  7890. this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
  7891. this.map = null;
  7892. this.lightMap = null;
  7893. this.specularMap = null;
  7894. this.envMap = null;
  7895. this.combine = THREE.MultiplyOperation;
  7896. this.reflectivity = 1;
  7897. this.refractionRatio = 0.98;
  7898. this.fog = true;
  7899. this.shading = THREE.SmoothShading;
  7900. this.wireframe = false;
  7901. this.wireframeLinewidth = 1;
  7902. this.wireframeLinecap = 'round';
  7903. this.wireframeLinejoin = 'round';
  7904. this.vertexColors = THREE.NoColors;
  7905. this.skinning = false;
  7906. this.morphTargets = false;
  7907. this.morphNormals = false;
  7908. this.setValues( parameters );
  7909. };
  7910. THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
  7911. THREE.MeshLambertMaterial.prototype.clone = function () {
  7912. var material = new THREE.MeshLambertMaterial();
  7913. THREE.Material.prototype.clone.call( this, material );
  7914. material.color.copy( this.color );
  7915. material.ambient.copy( this.ambient );
  7916. material.emissive.copy( this.emissive );
  7917. material.wrapAround = this.wrapAround;
  7918. material.wrapRGB.copy( this.wrapRGB );
  7919. material.map = this.map;
  7920. material.lightMap = this.lightMap;
  7921. material.specularMap = this.specularMap;
  7922. material.envMap = this.envMap;
  7923. material.combine = this.combine;
  7924. material.reflectivity = this.reflectivity;
  7925. material.refractionRatio = this.refractionRatio;
  7926. material.fog = this.fog;
  7927. material.shading = this.shading;
  7928. material.wireframe = this.wireframe;
  7929. material.wireframeLinewidth = this.wireframeLinewidth;
  7930. material.wireframeLinecap = this.wireframeLinecap;
  7931. material.wireframeLinejoin = this.wireframeLinejoin;
  7932. material.vertexColors = this.vertexColors;
  7933. material.skinning = this.skinning;
  7934. material.morphTargets = this.morphTargets;
  7935. material.morphNormals = this.morphNormals;
  7936. return material;
  7937. };
  7938. /**
  7939. * @author mrdoob / http://mrdoob.com/
  7940. * @author alteredq / http://alteredqualia.com/
  7941. *
  7942. * parameters = {
  7943. * color: <hex>,
  7944. * ambient: <hex>,
  7945. * emissive: <hex>,
  7946. * specular: <hex>,
  7947. * shininess: <float>,
  7948. * opacity: <float>,
  7949. *
  7950. * map: new THREE.Texture( <Image> ),
  7951. *
  7952. * lightMap: new THREE.Texture( <Image> ),
  7953. *
  7954. * bumpMap: new THREE.Texture( <Image> ),
  7955. * bumpScale: <float>,
  7956. *
  7957. * normalMap: new THREE.Texture( <Image> ),
  7958. * normalScale: <Vector2>,
  7959. *
  7960. * specularMap: new THREE.Texture( <Image> ),
  7961. *
  7962. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  7963. * combine: THREE.Multiply,
  7964. * reflectivity: <float>,
  7965. * refractionRatio: <float>,
  7966. *
  7967. * shading: THREE.SmoothShading,
  7968. * blending: THREE.NormalBlending,
  7969. * depthTest: <bool>,
  7970. * depthWrite: <bool>,
  7971. *
  7972. * wireframe: <boolean>,
  7973. * wireframeLinewidth: <float>,
  7974. *
  7975. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  7976. *
  7977. * skinning: <bool>,
  7978. * morphTargets: <bool>,
  7979. * morphNormals: <bool>,
  7980. *
  7981. * fog: <bool>
  7982. * }
  7983. */
  7984. THREE.MeshPhongMaterial = function ( parameters ) {
  7985. THREE.Material.call( this );
  7986. this.color = new THREE.Color( 0xffffff ); // diffuse
  7987. this.ambient = new THREE.Color( 0xffffff );
  7988. this.emissive = new THREE.Color( 0x000000 );
  7989. this.specular = new THREE.Color( 0x111111 );
  7990. this.shininess = 30;
  7991. this.metal = false;
  7992. this.wrapAround = false;
  7993. this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
  7994. this.map = null;
  7995. this.lightMap = null;
  7996. this.bumpMap = null;
  7997. this.bumpScale = 1;
  7998. this.normalMap = null;
  7999. this.normalScale = new THREE.Vector2( 1, 1 );
  8000. this.specularMap = null;
  8001. this.envMap = null;
  8002. this.combine = THREE.MultiplyOperation;
  8003. this.reflectivity = 1;
  8004. this.refractionRatio = 0.98;
  8005. this.fog = true;
  8006. this.shading = THREE.SmoothShading;
  8007. this.wireframe = false;
  8008. this.wireframeLinewidth = 1;
  8009. this.wireframeLinecap = 'round';
  8010. this.wireframeLinejoin = 'round';
  8011. this.vertexColors = THREE.NoColors;
  8012. this.skinning = false;
  8013. this.morphTargets = false;
  8014. this.morphNormals = false;
  8015. this.setValues( parameters );
  8016. };
  8017. THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
  8018. THREE.MeshPhongMaterial.prototype.clone = function () {
  8019. var material = new THREE.MeshPhongMaterial();
  8020. THREE.Material.prototype.clone.call( this, material );
  8021. material.color.copy( this.color );
  8022. material.ambient.copy( this.ambient );
  8023. material.emissive.copy( this.emissive );
  8024. material.specular.copy( this.specular );
  8025. material.shininess = this.shininess;
  8026. material.metal = this.metal;
  8027. material.wrapAround = this.wrapAround;
  8028. material.wrapRGB.copy( this.wrapRGB );
  8029. material.map = this.map;
  8030. material.lightMap = this.lightMap;
  8031. material.bumpMap = this.bumpMap;
  8032. material.bumpScale = this.bumpScale;
  8033. material.normalMap = this.normalMap;
  8034. material.normalScale.copy( this.normalScale );
  8035. material.specularMap = this.specularMap;
  8036. material.envMap = this.envMap;
  8037. material.combine = this.combine;
  8038. material.reflectivity = this.reflectivity;
  8039. material.refractionRatio = this.refractionRatio;
  8040. material.fog = this.fog;
  8041. material.shading = this.shading;
  8042. material.wireframe = this.wireframe;
  8043. material.wireframeLinewidth = this.wireframeLinewidth;
  8044. material.wireframeLinecap = this.wireframeLinecap;
  8045. material.wireframeLinejoin = this.wireframeLinejoin;
  8046. material.vertexColors = this.vertexColors;
  8047. material.skinning = this.skinning;
  8048. material.morphTargets = this.morphTargets;
  8049. material.morphNormals = this.morphNormals;
  8050. return material;
  8051. };
  8052. /**
  8053. * @author mrdoob / http://mrdoob.com/
  8054. * @author alteredq / http://alteredqualia.com/
  8055. *
  8056. * parameters = {
  8057. * opacity: <float>,
  8058. *
  8059. * blending: THREE.NormalBlending,
  8060. * depthTest: <bool>,
  8061. * depthWrite: <bool>,
  8062. *
  8063. * wireframe: <boolean>,
  8064. * wireframeLinewidth: <float>
  8065. * }
  8066. */
  8067. THREE.MeshDepthMaterial = function ( parameters ) {
  8068. THREE.Material.call( this );
  8069. this.morphTargets = false;
  8070. this.wireframe = false;
  8071. this.wireframeLinewidth = 1;
  8072. this.setValues( parameters );
  8073. };
  8074. THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
  8075. THREE.MeshDepthMaterial.prototype.clone = function () {
  8076. var material = new THREE.MeshDepthMaterial();
  8077. THREE.Material.prototype.clone.call( this, material );
  8078. material.wireframe = this.wireframe;
  8079. material.wireframeLinewidth = this.wireframeLinewidth;
  8080. return material;
  8081. };
  8082. /**
  8083. * @author mrdoob / http://mrdoob.com/
  8084. *
  8085. * parameters = {
  8086. * opacity: <float>,
  8087. *
  8088. * shading: THREE.FlatShading,
  8089. * blending: THREE.NormalBlending,
  8090. * depthTest: <bool>,
  8091. * depthWrite: <bool>,
  8092. *
  8093. * wireframe: <boolean>,
  8094. * wireframeLinewidth: <float>
  8095. * }
  8096. */
  8097. THREE.MeshNormalMaterial = function ( parameters ) {
  8098. THREE.Material.call( this, parameters );
  8099. this.shading = THREE.FlatShading;
  8100. this.wireframe = false;
  8101. this.wireframeLinewidth = 1;
  8102. this.morphTargets = false;
  8103. this.setValues( parameters );
  8104. };
  8105. THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
  8106. THREE.MeshNormalMaterial.prototype.clone = function () {
  8107. var material = new THREE.MeshNormalMaterial();
  8108. THREE.Material.prototype.clone.call( this, material );
  8109. material.shading = this.shading;
  8110. material.wireframe = this.wireframe;
  8111. material.wireframeLinewidth = this.wireframeLinewidth;
  8112. return material;
  8113. };
  8114. /**
  8115. * @author mrdoob / http://mrdoob.com/
  8116. */
  8117. THREE.MeshFaceMaterial = function ( materials ) {
  8118. this.materials = materials instanceof Array ? materials : [];
  8119. };
  8120. THREE.MeshFaceMaterial.prototype.clone = function () {
  8121. var material = new THREE.MeshFaceMaterial();
  8122. for ( var i = 0; i < this.materials.length; i ++ ) {
  8123. material.materials.push( this.materials[ i ].clone() );
  8124. }
  8125. return material;
  8126. };
  8127. /**
  8128. * @author mrdoob / http://mrdoob.com/
  8129. * @author alteredq / http://alteredqualia.com/
  8130. *
  8131. * parameters = {
  8132. * color: <hex>,
  8133. * opacity: <float>,
  8134. * map: new THREE.Texture( <Image> ),
  8135. *
  8136. * size: <float>,
  8137. *
  8138. * blending: THREE.NormalBlending,
  8139. * depthTest: <bool>,
  8140. * depthWrite: <bool>,
  8141. *
  8142. * vertexColors: <bool>,
  8143. *
  8144. * fog: <bool>
  8145. * }
  8146. */
  8147. THREE.PointCloudMaterial = function ( parameters ) {
  8148. THREE.Material.call( this );
  8149. this.color = new THREE.Color( 0xffffff );
  8150. this.map = null;
  8151. this.size = 1;
  8152. this.sizeAttenuation = true;
  8153. this.vertexColors = THREE.NoColors;
  8154. this.fog = true;
  8155. this.setValues( parameters );
  8156. };
  8157. THREE.PointCloudMaterial.prototype = Object.create( THREE.Material.prototype );
  8158. THREE.PointCloudMaterial.prototype.clone = function () {
  8159. var material = new THREE.PointCloudMaterial();
  8160. THREE.Material.prototype.clone.call( this, material );
  8161. material.color.copy( this.color );
  8162. material.map = this.map;
  8163. material.size = this.size;
  8164. material.sizeAttenuation = this.sizeAttenuation;
  8165. material.vertexColors = this.vertexColors;
  8166. material.fog = this.fog;
  8167. return material;
  8168. };
  8169. // backwards compatibility
  8170. THREE.ParticleSystemMaterial = function ( parameters ) {
  8171. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.' );
  8172. return new THREE.PointCloudMaterial( parameters );
  8173. }
  8174. /**
  8175. * @author alteredq / http://alteredqualia.com/
  8176. *
  8177. * parameters = {
  8178. * fragmentShader: <string>,
  8179. * vertexShader: <string>,
  8180. *
  8181. * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
  8182. *
  8183. * defines: { "label" : "value" },
  8184. *
  8185. * shading: THREE.SmoothShading,
  8186. * blending: THREE.NormalBlending,
  8187. * depthTest: <bool>,
  8188. * depthWrite: <bool>,
  8189. *
  8190. * wireframe: <boolean>,
  8191. * wireframeLinewidth: <float>,
  8192. *
  8193. * lights: <bool>,
  8194. *
  8195. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  8196. *
  8197. * skinning: <bool>,
  8198. * morphTargets: <bool>,
  8199. * morphNormals: <bool>,
  8200. *
  8201. * fog: <bool>
  8202. * }
  8203. */
  8204. THREE.ShaderMaterial = function ( parameters ) {
  8205. THREE.Material.call( this );
  8206. this.fragmentShader = 'void main() {}';
  8207. this.vertexShader = 'void main() {}';
  8208. this.uniforms = {};
  8209. this.defines = {};
  8210. this.attributes = null;
  8211. this.shading = THREE.SmoothShading;
  8212. this.linewidth = 1;
  8213. this.wireframe = false;
  8214. this.wireframeLinewidth = 1;
  8215. this.fog = false; // set to use scene fog
  8216. this.lights = false; // set to use scene lights
  8217. this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
  8218. this.skinning = false; // set to use skinning attribute streams
  8219. this.morphTargets = false; // set to use morph targets
  8220. this.morphNormals = false; // set to use morph normals
  8221. // When rendered geometry doesn't include these attributes but the material does,
  8222. // use these default values in WebGL. This avoids errors when buffer data is missing.
  8223. this.defaultAttributeValues = {
  8224. 'color': [ 1, 1, 1 ],
  8225. 'uv': [ 0, 0 ],
  8226. 'uv2': [ 0, 0 ]
  8227. };
  8228. this.index0AttributeName = undefined;
  8229. this.setValues( parameters );
  8230. };
  8231. THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
  8232. THREE.ShaderMaterial.prototype.clone = function () {
  8233. var material = new THREE.ShaderMaterial();
  8234. THREE.Material.prototype.clone.call( this, material );
  8235. material.fragmentShader = this.fragmentShader;
  8236. material.vertexShader = this.vertexShader;
  8237. material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
  8238. material.attributes = this.attributes;
  8239. material.defines = this.defines;
  8240. material.shading = this.shading;
  8241. material.wireframe = this.wireframe;
  8242. material.wireframeLinewidth = this.wireframeLinewidth;
  8243. material.fog = this.fog;
  8244. material.lights = this.lights;
  8245. material.vertexColors = this.vertexColors;
  8246. material.skinning = this.skinning;
  8247. material.morphTargets = this.morphTargets;
  8248. material.morphNormals = this.morphNormals;
  8249. return material;
  8250. };
  8251. /**
  8252. * @author mrdoob / http://mrdoob.com/
  8253. */
  8254. THREE.RawShaderMaterial = function ( parameters ) {
  8255. THREE.ShaderMaterial.call( this, parameters );
  8256. };
  8257. THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
  8258. THREE.RawShaderMaterial.prototype.clone = function () {
  8259. var material = new THREE.RawShaderMaterial();
  8260. THREE.ShaderMaterial.prototype.clone.call( this, material );
  8261. return material;
  8262. };
  8263. /**
  8264. * @author alteredq / http://alteredqualia.com/
  8265. *
  8266. * parameters = {
  8267. * color: <hex>,
  8268. * opacity: <float>,
  8269. * map: new THREE.Texture( <Image> ),
  8270. *
  8271. * blending: THREE.NormalBlending,
  8272. * depthTest: <bool>,
  8273. * depthWrite: <bool>,
  8274. *
  8275. * uvOffset: new THREE.Vector2(),
  8276. * uvScale: new THREE.Vector2(),
  8277. *
  8278. * fog: <bool>
  8279. * }
  8280. */
  8281. THREE.SpriteMaterial = function ( parameters ) {
  8282. THREE.Material.call( this );
  8283. // defaults
  8284. this.color = new THREE.Color( 0xffffff );
  8285. this.map = null;
  8286. this.rotation = 0;
  8287. this.fog = false;
  8288. // set parameters
  8289. this.setValues( parameters );
  8290. };
  8291. THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
  8292. THREE.SpriteMaterial.prototype.clone = function () {
  8293. var material = new THREE.SpriteMaterial();
  8294. THREE.Material.prototype.clone.call( this, material );
  8295. material.color.copy( this.color );
  8296. material.map = this.map;
  8297. material.rotation = this.rotation;
  8298. material.fog = this.fog;
  8299. return material;
  8300. };
  8301. /**
  8302. * @author mrdoob / http://mrdoob.com/
  8303. *
  8304. * parameters = {
  8305. * color: <hex>,
  8306. * program: <function>,
  8307. * opacity: <float>,
  8308. * blending: THREE.NormalBlending
  8309. * }
  8310. */
  8311. THREE.SpriteCanvasMaterial = function ( parameters ) {
  8312. THREE.Material.call( this );
  8313. this.color = new THREE.Color( 0xffffff );
  8314. this.program = function ( context, color ) {};
  8315. this.setValues( parameters );
  8316. };
  8317. THREE.SpriteCanvasMaterial.prototype = Object.create( THREE.Material.prototype );
  8318. THREE.SpriteCanvasMaterial.prototype.clone = function () {
  8319. var material = new THREE.SpriteCanvasMaterial();
  8320. THREE.Material.prototype.clone.call( this, material );
  8321. material.color.copy( this.color );
  8322. material.program = this.program;
  8323. return material;
  8324. };
  8325. // backwards compatibility
  8326. THREE.ParticleCanvasMaterial = THREE.SpriteCanvasMaterial;
  8327. /**
  8328. * @author mrdoob / http://mrdoob.com/
  8329. * @author alteredq / http://alteredqualia.com/
  8330. * @author szimek / https://github.com/szimek/
  8331. */
  8332. THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  8333. this.id = THREE.TextureIdCount ++;
  8334. this.uuid = THREE.Math.generateUUID();
  8335. this.name = '';
  8336. this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE;
  8337. this.mipmaps = [];
  8338. this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING;
  8339. this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
  8340. this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
  8341. this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
  8342. this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
  8343. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  8344. this.format = format !== undefined ? format : THREE.RGBAFormat;
  8345. this.type = type !== undefined ? type : THREE.UnsignedByteType;
  8346. this.offset = new THREE.Vector2( 0, 0 );
  8347. this.repeat = new THREE.Vector2( 1, 1 );
  8348. this.generateMipmaps = true;
  8349. this.premultiplyAlpha = false;
  8350. this.flipY = true;
  8351. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  8352. this._needsUpdate = false;
  8353. this.onUpdate = null;
  8354. };
  8355. THREE.Texture.DEFAULT_IMAGE = undefined;
  8356. THREE.Texture.DEFAULT_MAPPING = new THREE.UVMapping();
  8357. THREE.Texture.prototype = {
  8358. constructor: THREE.Texture,
  8359. get needsUpdate () {
  8360. return this._needsUpdate;
  8361. },
  8362. set needsUpdate ( value ) {
  8363. if ( value === true ) this.update();
  8364. this._needsUpdate = value;
  8365. },
  8366. clone: function ( texture ) {
  8367. if ( texture === undefined ) texture = new THREE.Texture();
  8368. texture.image = this.image;
  8369. texture.mipmaps = this.mipmaps.slice( 0 );
  8370. texture.mapping = this.mapping;
  8371. texture.wrapS = this.wrapS;
  8372. texture.wrapT = this.wrapT;
  8373. texture.magFilter = this.magFilter;
  8374. texture.minFilter = this.minFilter;
  8375. texture.anisotropy = this.anisotropy;
  8376. texture.format = this.format;
  8377. texture.type = this.type;
  8378. texture.offset.copy( this.offset );
  8379. texture.repeat.copy( this.repeat );
  8380. texture.generateMipmaps = this.generateMipmaps;
  8381. texture.premultiplyAlpha = this.premultiplyAlpha;
  8382. texture.flipY = this.flipY;
  8383. texture.unpackAlignment = this.unpackAlignment;
  8384. return texture;
  8385. },
  8386. update: function () {
  8387. this.dispatchEvent( { type: 'update' } );
  8388. },
  8389. dispose: function () {
  8390. this.dispatchEvent( { type: 'dispose' } );
  8391. }
  8392. };
  8393. THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
  8394. THREE.TextureIdCount = 0;
  8395. /**
  8396. * @author mrdoob / http://mrdoob.com/
  8397. */
  8398. THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  8399. THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8400. this.images = images;
  8401. };
  8402. THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype );
  8403. THREE.CubeTexture.clone = function ( texture ) {
  8404. if ( texture === undefined ) texture = new THREE.CubeTexture();
  8405. THREE.Texture.prototype.clone.call( this, texture );
  8406. texture.images = this.images;
  8407. return texture;
  8408. };
  8409. /**
  8410. * @author alteredq / http://alteredqualia.com/
  8411. */
  8412. THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
  8413. THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8414. this.image = { width: width, height: height };
  8415. this.mipmaps = mipmaps;
  8416. this.generateMipmaps = false; // WebGL currently can't generate mipmaps for compressed textures, they must be embedded in DDS file
  8417. };
  8418. THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
  8419. THREE.CompressedTexture.prototype.clone = function () {
  8420. var texture = new THREE.CompressedTexture();
  8421. THREE.Texture.prototype.clone.call( this, texture );
  8422. return texture;
  8423. };
  8424. /**
  8425. * @author alteredq / http://alteredqualia.com/
  8426. */
  8427. THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
  8428. THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8429. this.image = { data: data, width: width, height: height };
  8430. };
  8431. THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
  8432. THREE.DataTexture.prototype.clone = function () {
  8433. var texture = new THREE.DataTexture();
  8434. THREE.Texture.prototype.clone.call( this, texture );
  8435. return texture;
  8436. };
  8437. /**
  8438. * @author alteredq / http://alteredqualia.com/
  8439. */
  8440. THREE.PointCloud = function ( geometry, material ) {
  8441. THREE.Object3D.call( this );
  8442. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8443. this.material = material !== undefined ? material : new THREE.PointCloudMaterial( { color: Math.random() * 0xffffff } );
  8444. this.sortParticles = false;
  8445. };
  8446. THREE.PointCloud.prototype = Object.create( THREE.Object3D.prototype );
  8447. THREE.PointCloud.prototype.raycast = ( function () {
  8448. var inverseMatrix = new THREE.Matrix4();
  8449. var ray = new THREE.Ray();
  8450. return function ( raycaster, intersects ) {
  8451. var object = this;
  8452. var geometry = object.geometry;
  8453. var threshold = raycaster.params.PointCloud.threshold;
  8454. inverseMatrix.getInverse( this.matrixWorld );
  8455. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8456. if ( geometry.boundingBox !== null ) {
  8457. if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
  8458. return;
  8459. }
  8460. }
  8461. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  8462. var position = new THREE.Vector3();
  8463. var testPoint = function ( point, index ) {
  8464. var rayPointDistance = ray.distanceToPoint( point );
  8465. if ( rayPointDistance < localThreshold ) {
  8466. var intersectPoint = ray.closestPointToPoint( point );
  8467. intersectPoint.applyMatrix4( object.matrixWorld );
  8468. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  8469. intersects.push( {
  8470. distance: distance,
  8471. distanceToRay: rayPointDistance,
  8472. point: intersectPoint.clone(),
  8473. index: index,
  8474. face: null,
  8475. object: object
  8476. } );
  8477. }
  8478. };
  8479. if ( geometry instanceof THREE.BufferGeometry ) {
  8480. var attributes = geometry.attributes;
  8481. var positions = attributes.position.array;
  8482. if ( attributes.index !== undefined ) {
  8483. var indices = attributes.index.array;
  8484. var offsets = geometry.offsets;
  8485. if ( offsets.length === 0 ) {
  8486. var offset = {
  8487. start: 0,
  8488. count: indices.length,
  8489. index: 0
  8490. };
  8491. offsets = [ offset ];
  8492. }
  8493. for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
  8494. var start = offsets[ oi ].start;
  8495. var count = offsets[ oi ].count;
  8496. var index = offsets[ oi ].index;
  8497. for ( var i = start, il = start + count; i < il; i ++ ) {
  8498. var a = index + indices[ i ];
  8499. position.set(
  8500. positions[ a * 3 ],
  8501. positions[ a * 3 + 1 ],
  8502. positions[ a * 3 + 2 ]
  8503. );
  8504. testPoint( position, a );
  8505. }
  8506. }
  8507. } else {
  8508. var pointCount = positions.length / 3;
  8509. for ( var i = 0; i < pointCount; i ++ ) {
  8510. position.set(
  8511. positions[ 3 * i ],
  8512. positions[ 3 * i + 1 ],
  8513. positions[ 3 * i + 2 ]
  8514. );
  8515. testPoint( position, i );
  8516. }
  8517. }
  8518. } else {
  8519. var vertices = this.geometry.vertices;
  8520. for ( var i = 0; i < vertices.length; i ++ ) {
  8521. testPoint( vertices[ i ], i );
  8522. }
  8523. }
  8524. };
  8525. }() );
  8526. THREE.PointCloud.prototype.clone = function ( object ) {
  8527. if ( object === undefined ) object = new THREE.PointCloud( this.geometry, this.material );
  8528. object.sortParticles = this.sortParticles;
  8529. THREE.Object3D.prototype.clone.call( this, object );
  8530. return object;
  8531. };
  8532. // Backwards compatibility
  8533. THREE.ParticleSystem = function ( geometry, material ) {
  8534. console.warn( 'THREE.ParticleSystem has been renamed to THREE.PointCloud.' );
  8535. return new THREE.PointCloud( geometry, material );
  8536. };
  8537. /**
  8538. * @author mrdoob / http://mrdoob.com/
  8539. */
  8540. THREE.Line = function ( geometry, material, type ) {
  8541. THREE.Object3D.call( this );
  8542. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8543. this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
  8544. this.type = ( type !== undefined ) ? type : THREE.LineStrip;
  8545. };
  8546. THREE.LineStrip = 0;
  8547. THREE.LinePieces = 1;
  8548. THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
  8549. THREE.Line.prototype.raycast = ( function () {
  8550. var inverseMatrix = new THREE.Matrix4();
  8551. var ray = new THREE.Ray();
  8552. var sphere = new THREE.Sphere();
  8553. return function ( raycaster, intersects ) {
  8554. var precision = raycaster.linePrecision;
  8555. var precisionSq = precision * precision;
  8556. var geometry = this.geometry;
  8557. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8558. // Checking boundingSphere distance to ray
  8559. sphere.copy( geometry.boundingSphere );
  8560. sphere.applyMatrix4( this.matrixWorld );
  8561. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  8562. return;
  8563. }
  8564. inverseMatrix.getInverse( this.matrixWorld );
  8565. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8566. /* if ( geometry instanceof THREE.BufferGeometry ) {
  8567. } else */ if ( geometry instanceof THREE.Geometry ) {
  8568. var vertices = geometry.vertices;
  8569. var nbVertices = vertices.length;
  8570. var interSegment = new THREE.Vector3();
  8571. var interRay = new THREE.Vector3();
  8572. var step = this.type === THREE.LineStrip ? 1 : 2;
  8573. for ( var i = 0; i < nbVertices - 1; i = i + step ) {
  8574. var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  8575. if ( distSq > precisionSq ) continue;
  8576. var distance = ray.origin.distanceTo( interRay );
  8577. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  8578. intersects.push( {
  8579. distance: distance,
  8580. // What do we want? intersection point on the ray or on the segment??
  8581. // point: raycaster.ray.at( distance ),
  8582. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  8583. face: null,
  8584. faceIndex: null,
  8585. object: this
  8586. } );
  8587. }
  8588. }
  8589. };
  8590. }() );
  8591. THREE.Line.prototype.clone = function ( object ) {
  8592. if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );
  8593. THREE.Object3D.prototype.clone.call( this, object );
  8594. return object;
  8595. };
  8596. /**
  8597. * @author mrdoob / http://mrdoob.com/
  8598. * @author alteredq / http://alteredqualia.com/
  8599. * @author mikael emtinger / http://gomo.se/
  8600. * @author jonobr1 / http://jonobr1.com/
  8601. */
  8602. THREE.Mesh = function ( geometry, material ) {
  8603. THREE.Object3D.call( this );
  8604. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8605. this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  8606. this.updateMorphTargets();
  8607. };
  8608. THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
  8609. THREE.Mesh.prototype.updateMorphTargets = function () {
  8610. if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {
  8611. this.morphTargetBase = - 1;
  8612. this.morphTargetForcedOrder = [];
  8613. this.morphTargetInfluences = [];
  8614. this.morphTargetDictionary = {};
  8615. for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
  8616. this.morphTargetInfluences.push( 0 );
  8617. this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
  8618. }
  8619. }
  8620. };
  8621. THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
  8622. if ( this.morphTargetDictionary[ name ] !== undefined ) {
  8623. return this.morphTargetDictionary[ name ];
  8624. }
  8625. console.log( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' );
  8626. return 0;
  8627. };
  8628. THREE.Mesh.prototype.raycast = ( function () {
  8629. var inverseMatrix = new THREE.Matrix4();
  8630. var ray = new THREE.Ray();
  8631. var sphere = new THREE.Sphere();
  8632. var vA = new THREE.Vector3();
  8633. var vB = new THREE.Vector3();
  8634. var vC = new THREE.Vector3();
  8635. return function ( raycaster, intersects ) {
  8636. var geometry = this.geometry;
  8637. // Checking boundingSphere distance to ray
  8638. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8639. sphere.copy( geometry.boundingSphere );
  8640. sphere.applyMatrix4( this.matrixWorld );
  8641. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  8642. return;
  8643. }
  8644. // Check boundingBox before continuing
  8645. inverseMatrix.getInverse( this.matrixWorld );
  8646. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8647. if ( geometry.boundingBox !== null ) {
  8648. if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
  8649. return;
  8650. }
  8651. }
  8652. if ( geometry instanceof THREE.BufferGeometry ) {
  8653. var material = this.material;
  8654. if ( material === undefined ) return;
  8655. var attributes = geometry.attributes;
  8656. var a, b, c;
  8657. var precision = raycaster.precision;
  8658. if ( attributes.index !== undefined ) {
  8659. var indices = attributes.index.array;
  8660. var positions = attributes.position.array;
  8661. var offsets = geometry.offsets;
  8662. if ( offsets.length === 0 ) {
  8663. offsets = [ { start: 0, count: indices.length, index: 0 } ];
  8664. }
  8665. for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
  8666. var start = offsets[ oi ].start;
  8667. var count = offsets[ oi ].count;
  8668. var index = offsets[ oi ].index;
  8669. for ( var i = start, il = start + count; i < il; i += 3 ) {
  8670. a = index + indices[ i ];
  8671. b = index + indices[ i + 1 ];
  8672. c = index + indices[ i + 2 ];
  8673. vA.set(
  8674. positions[ a * 3 ],
  8675. positions[ a * 3 + 1 ],
  8676. positions[ a * 3 + 2 ]
  8677. );
  8678. vB.set(
  8679. positions[ b * 3 ],
  8680. positions[ b * 3 + 1 ],
  8681. positions[ b * 3 + 2 ]
  8682. );
  8683. vC.set(
  8684. positions[ c * 3 ],
  8685. positions[ c * 3 + 1 ],
  8686. positions[ c * 3 + 2 ]
  8687. );
  8688. if ( material.side === THREE.BackSide ) {
  8689. var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
  8690. } else {
  8691. var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
  8692. }
  8693. if ( intersectionPoint === null ) continue;
  8694. intersectionPoint.applyMatrix4( this.matrixWorld );
  8695. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  8696. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  8697. intersects.push( {
  8698. distance: distance,
  8699. point: intersectionPoint,
  8700. indices: [ a, b, c ],
  8701. face: null,
  8702. faceIndex: null,
  8703. object: this
  8704. } );
  8705. }
  8706. }
  8707. } else {
  8708. var positions = attributes.position.array;
  8709. for ( var i = 0, j = 0, il = positions.length; i < il; i += 3, j += 9 ) {
  8710. a = i;
  8711. b = i + 1;
  8712. c = i + 2;
  8713. vA.set(
  8714. positions[ j ],
  8715. positions[ j + 1 ],
  8716. positions[ j + 2 ]
  8717. );
  8718. vB.set(
  8719. positions[ j + 3 ],
  8720. positions[ j + 4 ],
  8721. positions[ j + 5 ]
  8722. );
  8723. vC.set(
  8724. positions[ j + 6 ],
  8725. positions[ j + 7 ],
  8726. positions[ j + 8 ]
  8727. );
  8728. if ( material.side === THREE.BackSide ) {
  8729. var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
  8730. } else {
  8731. var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
  8732. }
  8733. if ( intersectionPoint === null ) continue;
  8734. intersectionPoint.applyMatrix4( this.matrixWorld );
  8735. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  8736. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  8737. intersects.push( {
  8738. distance: distance,
  8739. point: intersectionPoint,
  8740. indices: [ a, b, c ],
  8741. face: null,
  8742. faceIndex: null,
  8743. object: this
  8744. } );
  8745. }
  8746. }
  8747. } else if ( geometry instanceof THREE.Geometry ) {
  8748. var isFaceMaterial = this.material instanceof THREE.MeshFaceMaterial;
  8749. var objectMaterials = isFaceMaterial === true ? this.material.materials : null;
  8750. var a, b, c, d;
  8751. var precision = raycaster.precision;
  8752. var vertices = geometry.vertices;
  8753. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  8754. var face = geometry.faces[ f ];
  8755. var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : this.material;
  8756. if ( material === undefined ) continue;
  8757. a = vertices[ face.a ];
  8758. b = vertices[ face.b ];
  8759. c = vertices[ face.c ];
  8760. if ( material.morphTargets === true ) {
  8761. var morphTargets = geometry.morphTargets;
  8762. var morphInfluences = this.morphTargetInfluences;
  8763. vA.set( 0, 0, 0 );
  8764. vB.set( 0, 0, 0 );
  8765. vC.set( 0, 0, 0 );
  8766. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  8767. var influence = morphInfluences[ t ];
  8768. if ( influence === 0 ) continue;
  8769. var targets = morphTargets[ t ].vertices;
  8770. vA.x += ( targets[ face.a ].x - a.x ) * influence;
  8771. vA.y += ( targets[ face.a ].y - a.y ) * influence;
  8772. vA.z += ( targets[ face.a ].z - a.z ) * influence;
  8773. vB.x += ( targets[ face.b ].x - b.x ) * influence;
  8774. vB.y += ( targets[ face.b ].y - b.y ) * influence;
  8775. vB.z += ( targets[ face.b ].z - b.z ) * influence;
  8776. vC.x += ( targets[ face.c ].x - c.x ) * influence;
  8777. vC.y += ( targets[ face.c ].y - c.y ) * influence;
  8778. vC.z += ( targets[ face.c ].z - c.z ) * influence;
  8779. }
  8780. vA.add( a );
  8781. vB.add( b );
  8782. vC.add( c );
  8783. a = vA;
  8784. b = vB;
  8785. c = vC;
  8786. }
  8787. if ( material.side === THREE.BackSide ) {
  8788. var intersectionPoint = ray.intersectTriangle( c, b, a, true );
  8789. } else {
  8790. var intersectionPoint = ray.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
  8791. }
  8792. if ( intersectionPoint === null ) continue;
  8793. intersectionPoint.applyMatrix4( this.matrixWorld );
  8794. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  8795. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  8796. intersects.push( {
  8797. distance: distance,
  8798. point: intersectionPoint,
  8799. face: face,
  8800. faceIndex: f,
  8801. object: this
  8802. } );
  8803. }
  8804. }
  8805. };
  8806. }() );
  8807. THREE.Mesh.prototype.clone = function ( object, recursive ) {
  8808. if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
  8809. THREE.Object3D.prototype.clone.call( this, object, recursive );
  8810. return object;
  8811. };
  8812. /**
  8813. * @author mikael emtinger / http://gomo.se/
  8814. * @author alteredq / http://alteredqualia.com/
  8815. */
  8816. THREE.Bone = function ( belongsToSkin ) {
  8817. THREE.Object3D.call( this );
  8818. this.skin = belongsToSkin;
  8819. this.skinMatrix = new THREE.Matrix4();
  8820. this.accumulatedRotWeight = 0;
  8821. this.accumulatedPosWeight = 0;
  8822. this.accumulatedSclWeight = 0;
  8823. };
  8824. THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
  8825. THREE.Bone.prototype.update = function ( parentSkinMatrix, forceUpdate ) {
  8826. // update local
  8827. if ( this.matrixAutoUpdate ) {
  8828. forceUpdate |= this.updateMatrix();
  8829. }
  8830. // update skin matrix
  8831. if ( forceUpdate || this.matrixWorldNeedsUpdate ) {
  8832. if ( parentSkinMatrix ) {
  8833. this.skinMatrix.multiplyMatrices( parentSkinMatrix, this.matrix );
  8834. } else {
  8835. this.skinMatrix.copy( this.matrix );
  8836. }
  8837. this.matrixWorldNeedsUpdate = false;
  8838. forceUpdate = true;
  8839. // Reset weights to be re-accumulated in the next frame
  8840. this.accumulatedRotWeight = 0;
  8841. this.accumulatedPosWeight = 0;
  8842. this.accumulatedSclWeight = 0;
  8843. }
  8844. // update children
  8845. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  8846. this.children[ i ].update( this.skinMatrix, forceUpdate );
  8847. }
  8848. };
  8849. /**
  8850. * @author mikael emtinger / http://gomo.se/
  8851. * @author alteredq / http://alteredqualia.com/
  8852. * @author michael guerrero / http://realitymeltdown.com
  8853. */
  8854. THREE.Skeleton = function ( boneList, useVertexTexture ) {
  8855. this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
  8856. // init bones
  8857. this.bones = [];
  8858. this.boneMatrices = [];
  8859. var bone, gbone, p, q, s;
  8860. if ( boneList !== undefined ) {
  8861. for ( var b = 0; b < boneList.length; ++b ) {
  8862. gbone = boneList[ b ];
  8863. p = gbone.pos;
  8864. q = gbone.rotq;
  8865. s = gbone.scl;
  8866. bone = this.addBone();
  8867. bone.name = gbone.name;
  8868. bone.position.set( p[ 0 ], p[ 1 ], p[ 2 ] );
  8869. bone.quaternion.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
  8870. if ( s !== undefined ) {
  8871. bone.scale.set( s[ 0 ], s[ 1 ], s[ 2 ] );
  8872. } else {
  8873. bone.scale.set( 1, 1, 1 );
  8874. }
  8875. }
  8876. for ( var b = 0; b < boneList.length; ++b ) {
  8877. gbone = boneList[ b ];
  8878. if ( gbone.parent !== - 1 ) {
  8879. this.bones[ gbone.parent ].add( this.bones[ b ] );
  8880. }
  8881. }
  8882. //
  8883. var nBones = this.bones.length;
  8884. if ( this.useVertexTexture ) {
  8885. // layout (1 matrix = 4 pixels)
  8886. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  8887. // with 8x8 pixel texture max 16 bones (8 * 8 / 4)
  8888. // 16x16 pixel texture max 64 bones (16 * 16 / 4)
  8889. // 32x32 pixel texture max 256 bones (32 * 32 / 4)
  8890. // 64x64 pixel texture max 1024 bones (64 * 64 / 4)
  8891. var size;
  8892. if ( nBones > 256 )
  8893. size = 64;
  8894. else if ( nBones > 64 )
  8895. size = 32;
  8896. else if ( nBones > 16 )
  8897. size = 16;
  8898. else
  8899. size = 8;
  8900. this.boneTextureWidth = size;
  8901. this.boneTextureHeight = size;
  8902. this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
  8903. this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
  8904. this.boneTexture.minFilter = THREE.NearestFilter;
  8905. this.boneTexture.magFilter = THREE.NearestFilter;
  8906. this.boneTexture.generateMipmaps = false;
  8907. this.boneTexture.flipY = false;
  8908. } else {
  8909. this.boneMatrices = new Float32Array( 16 * nBones );
  8910. }
  8911. }
  8912. };
  8913. THREE.Skeleton.prototype = Object.create( THREE.Mesh.prototype );
  8914. THREE.Skeleton.prototype.addBone = function ( bone ) {
  8915. if ( bone === undefined ) {
  8916. bone = new THREE.Bone( this );
  8917. }
  8918. this.bones.push( bone );
  8919. return bone;
  8920. };
  8921. THREE.Skeleton.prototype.calculateInverses = function ( bone ) {
  8922. this.boneInverses = [];
  8923. for ( var b = 0, bl = this.bones.length; b < bl; ++b ) {
  8924. var inverse = new THREE.Matrix4();
  8925. inverse.getInverse( this.bones[ b ].skinMatrix );
  8926. this.boneInverses.push( inverse );
  8927. }
  8928. };
  8929. /**
  8930. * @author mikael emtinger / http://gomo.se/
  8931. * @author alteredq / http://alteredqualia.com/
  8932. */
  8933. THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
  8934. THREE.Mesh.call( this, geometry, material );
  8935. this.skeleton = new THREE.Skeleton( this.geometry && this.geometry.bones, useVertexTexture );
  8936. // Add root level bones as children of the mesh
  8937. for ( var b = 0; b < this.skeleton.bones.length; ++b ) {
  8938. var bone = this.skeleton.bones[ b ];
  8939. if ( bone.parent === undefined ) {
  8940. this.add( bone );
  8941. }
  8942. }
  8943. this.identityMatrix = new THREE.Matrix4();
  8944. this.pose();
  8945. };
  8946. THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
  8947. THREE.SkinnedMesh.prototype.updateMatrixWorld = function () {
  8948. var offsetMatrix = new THREE.Matrix4();
  8949. return function ( force ) {
  8950. this.matrixAutoUpdate && this.updateMatrix();
  8951. // update matrixWorld
  8952. if ( this.matrixWorldNeedsUpdate || force ) {
  8953. if ( this.parent ) {
  8954. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  8955. } else {
  8956. this.matrixWorld.copy( this.matrix );
  8957. }
  8958. this.matrixWorldNeedsUpdate = false;
  8959. force = true;
  8960. }
  8961. // update children
  8962. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  8963. var child = this.children[ i ];
  8964. if ( child instanceof THREE.Bone ) {
  8965. child.update( this.identityMatrix, false );
  8966. } else {
  8967. child.updateMatrixWorld( true );
  8968. }
  8969. }
  8970. // make a snapshot of the bones' rest position
  8971. if ( this.skeleton.boneInverses === undefined ) {
  8972. this.skeleton.calculateInverses();
  8973. }
  8974. // flatten bone matrices to array
  8975. for ( var b = 0, bl = this.skeleton.bones.length; b < bl; b ++ ) {
  8976. // compute the offset between the current and the original transform;
  8977. // TODO: we could get rid of this multiplication step if the skinMatrix
  8978. // was already representing the offset; however, this requires some
  8979. // major changes to the animation system
  8980. offsetMatrix.multiplyMatrices( this.skeleton.bones[ b ].skinMatrix, this.skeleton.boneInverses[ b ] );
  8981. offsetMatrix.flattenToArrayOffset( this.skeleton.boneMatrices, b * 16 );
  8982. }
  8983. if ( this.skeleton.useVertexTexture ) {
  8984. this.skeleton.boneTexture.needsUpdate = true;
  8985. }
  8986. };
  8987. }();
  8988. THREE.SkinnedMesh.prototype.pose = function () {
  8989. this.updateMatrixWorld( true );
  8990. this.normalizeSkinWeights();
  8991. };
  8992. THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {
  8993. if ( this.geometry instanceof THREE.Geometry ) {
  8994. for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
  8995. var sw = this.geometry.skinWeights[ i ];
  8996. var scale = 1.0 / sw.lengthManhattan();
  8997. if ( scale !== Infinity ) {
  8998. sw.multiplyScalar( scale );
  8999. } else {
  9000. sw.set( 1 ); // this will be normalized by the shader anyway
  9001. }
  9002. }
  9003. } else {
  9004. // skinning weights assumed to be normalized for THREE.BufferGeometry
  9005. }
  9006. };
  9007. THREE.SkinnedMesh.prototype.clone = function ( object ) {
  9008. if ( object === undefined ) {
  9009. object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
  9010. }
  9011. THREE.Mesh.prototype.clone.call( this, object );
  9012. return object;
  9013. };
  9014. /**
  9015. * @author alteredq / http://alteredqualia.com/
  9016. */
  9017. THREE.MorphAnimMesh = function ( geometry, material ) {
  9018. THREE.Mesh.call( this, geometry, material );
  9019. // API
  9020. this.duration = 1000; // milliseconds
  9021. this.mirroredLoop = false;
  9022. this.time = 0;
  9023. // internals
  9024. this.lastKeyframe = 0;
  9025. this.currentKeyframe = 0;
  9026. this.direction = 1;
  9027. this.directionBackwards = false;
  9028. this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
  9029. };
  9030. THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
  9031. THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
  9032. this.startKeyframe = start;
  9033. this.endKeyframe = end;
  9034. this.length = this.endKeyframe - this.startKeyframe + 1;
  9035. };
  9036. THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
  9037. this.direction = 1;
  9038. this.directionBackwards = false;
  9039. };
  9040. THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
  9041. this.direction = - 1;
  9042. this.directionBackwards = true;
  9043. };
  9044. THREE.MorphAnimMesh.prototype.parseAnimations = function () {
  9045. var geometry = this.geometry;
  9046. if ( ! geometry.animations ) geometry.animations = {};
  9047. var firstAnimation, animations = geometry.animations;
  9048. var pattern = /([a-z]+)_?(\d+)/;
  9049. for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
  9050. var morph = geometry.morphTargets[ i ];
  9051. var parts = morph.name.match( pattern );
  9052. if ( parts && parts.length > 1 ) {
  9053. var label = parts[ 1 ];
  9054. var num = parts[ 2 ];
  9055. if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: - Infinity };
  9056. var animation = animations[ label ];
  9057. if ( i < animation.start ) animation.start = i;
  9058. if ( i > animation.end ) animation.end = i;
  9059. if ( ! firstAnimation ) firstAnimation = label;
  9060. }
  9061. }
  9062. geometry.firstAnimation = firstAnimation;
  9063. };
  9064. THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
  9065. if ( ! this.geometry.animations ) this.geometry.animations = {};
  9066. this.geometry.animations[ label ] = { start: start, end: end };
  9067. };
  9068. THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
  9069. var animation = this.geometry.animations[ label ];
  9070. if ( animation ) {
  9071. this.setFrameRange( animation.start, animation.end );
  9072. this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
  9073. this.time = 0;
  9074. } else {
  9075. console.warn( 'animation[' + label + '] undefined' );
  9076. }
  9077. };
  9078. THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
  9079. var frameTime = this.duration / this.length;
  9080. this.time += this.direction * delta;
  9081. if ( this.mirroredLoop ) {
  9082. if ( this.time > this.duration || this.time < 0 ) {
  9083. this.direction *= - 1;
  9084. if ( this.time > this.duration ) {
  9085. this.time = this.duration;
  9086. this.directionBackwards = true;
  9087. }
  9088. if ( this.time < 0 ) {
  9089. this.time = 0;
  9090. this.directionBackwards = false;
  9091. }
  9092. }
  9093. } else {
  9094. this.time = this.time % this.duration;
  9095. if ( this.time < 0 ) this.time += this.duration;
  9096. }
  9097. var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
  9098. if ( keyframe !== this.currentKeyframe ) {
  9099. this.morphTargetInfluences[ this.lastKeyframe ] = 0;
  9100. this.morphTargetInfluences[ this.currentKeyframe ] = 1;
  9101. this.morphTargetInfluences[ keyframe ] = 0;
  9102. this.lastKeyframe = this.currentKeyframe;
  9103. this.currentKeyframe = keyframe;
  9104. }
  9105. var mix = ( this.time % frameTime ) / frameTime;
  9106. if ( this.directionBackwards ) {
  9107. mix = 1 - mix;
  9108. }
  9109. this.morphTargetInfluences[ this.currentKeyframe ] = mix;
  9110. this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
  9111. };
  9112. THREE.MorphAnimMesh.prototype.clone = function ( object ) {
  9113. if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
  9114. object.duration = this.duration;
  9115. object.mirroredLoop = this.mirroredLoop;
  9116. object.time = this.time;
  9117. object.lastKeyframe = this.lastKeyframe;
  9118. object.currentKeyframe = this.currentKeyframe;
  9119. object.direction = this.direction;
  9120. object.directionBackwards = this.directionBackwards;
  9121. THREE.Mesh.prototype.clone.call( this, object );
  9122. return object;
  9123. };
  9124. /**
  9125. * @author mikael emtinger / http://gomo.se/
  9126. * @author alteredq / http://alteredqualia.com/
  9127. * @author mrdoob / http://mrdoob.com/
  9128. */
  9129. THREE.LOD = function () {
  9130. THREE.Object3D.call( this );
  9131. this.objects = [];
  9132. };
  9133. THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
  9134. THREE.LOD.prototype.addLevel = function ( object, distance ) {
  9135. if ( distance === undefined ) distance = 0;
  9136. distance = Math.abs( distance );
  9137. for ( var l = 0; l < this.objects.length; l ++ ) {
  9138. if ( distance < this.objects[ l ].distance ) {
  9139. break;
  9140. }
  9141. }
  9142. this.objects.splice( l, 0, { distance: distance, object: object } );
  9143. this.add( object );
  9144. };
  9145. THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
  9146. for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
  9147. if ( distance < this.objects[ i ].distance ) {
  9148. break;
  9149. }
  9150. }
  9151. return this.objects[ i - 1 ].object;
  9152. };
  9153. THREE.LOD.prototype.raycast = ( function () {
  9154. var matrixPosition = new THREE.Vector3();
  9155. return function ( raycaster, intersects ) {
  9156. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  9157. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  9158. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  9159. };
  9160. }() );
  9161. THREE.LOD.prototype.update = function () {
  9162. var v1 = new THREE.Vector3();
  9163. var v2 = new THREE.Vector3();
  9164. return function ( camera ) {
  9165. if ( this.objects.length > 1 ) {
  9166. v1.setFromMatrixPosition( camera.matrixWorld );
  9167. v2.setFromMatrixPosition( this.matrixWorld );
  9168. var distance = v1.distanceTo( v2 );
  9169. this.objects[ 0 ].object.visible = true;
  9170. for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
  9171. if ( distance >= this.objects[ i ].distance ) {
  9172. this.objects[ i - 1 ].object.visible = false;
  9173. this.objects[ i ].object.visible = true;
  9174. } else {
  9175. break;
  9176. }
  9177. }
  9178. for ( ; i < l; i ++ ) {
  9179. this.objects[ i ].object.visible = false;
  9180. }
  9181. }
  9182. };
  9183. }();
  9184. THREE.LOD.prototype.clone = function ( object ) {
  9185. if ( object === undefined ) object = new THREE.LOD();
  9186. THREE.Object3D.prototype.clone.call( this, object );
  9187. for ( var i = 0, l = this.objects.length; i < l; i ++ ) {
  9188. var x = this.objects[ i ].object.clone();
  9189. x.visible = i === 0;
  9190. object.addLevel( x, this.objects[ i ].distance );
  9191. }
  9192. return object;
  9193. };
  9194. /**
  9195. * @author mikael emtinger / http://gomo.se/
  9196. * @author alteredq / http://alteredqualia.com/
  9197. */
  9198. THREE.Sprite = ( function () {
  9199. var vertices = new Float32Array( [ - 0.5, - 0.5, 0, 0.5, - 0.5, 0, 0.5, 0.5, 0 ] );
  9200. var geometry = new THREE.BufferGeometry();
  9201. geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  9202. return function ( material ) {
  9203. THREE.Object3D.call( this );
  9204. this.geometry = geometry;
  9205. this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
  9206. };
  9207. } )();
  9208. THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
  9209. THREE.Sprite.prototype.raycast = ( function () {
  9210. var matrixPosition = new THREE.Vector3();
  9211. return function ( raycaster, intersects ) {
  9212. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  9213. var distance = raycaster.ray.distanceToPoint( matrixPosition );
  9214. if ( distance > this.scale.x ) {
  9215. return;
  9216. }
  9217. intersects.push( {
  9218. distance: distance,
  9219. point: this.position,
  9220. face: null,
  9221. object: this
  9222. } );
  9223. };
  9224. }() );
  9225. THREE.Sprite.prototype.updateMatrix = function () {
  9226. this.matrix.compose( this.position, this.quaternion, this.scale );
  9227. this.matrixWorldNeedsUpdate = true;
  9228. };
  9229. THREE.Sprite.prototype.clone = function ( object ) {
  9230. if ( object === undefined ) object = new THREE.Sprite( this.material );
  9231. THREE.Object3D.prototype.clone.call( this, object );
  9232. return object;
  9233. };
  9234. // Backwards compatibility
  9235. THREE.Particle = THREE.Sprite;
  9236. /**
  9237. * @author mrdoob / http://mrdoob.com/
  9238. */
  9239. THREE.Scene = function () {
  9240. THREE.Object3D.call( this );
  9241. this.fog = null;
  9242. this.overrideMaterial = null;
  9243. this.autoUpdate = true; // checked by the renderer
  9244. this.matrixAutoUpdate = false;
  9245. this.__lights = [];
  9246. this.__objectsAdded = [];
  9247. this.__objectsRemoved = [];
  9248. };
  9249. THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
  9250. THREE.Scene.prototype.__addObject = function ( object ) {
  9251. if ( object instanceof THREE.Light ) {
  9252. if ( this.__lights.indexOf( object ) === - 1 ) {
  9253. this.__lights.push( object );
  9254. }
  9255. if ( object.target && object.target.parent === undefined ) {
  9256. this.add( object.target );
  9257. }
  9258. } else if ( ! ( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {
  9259. this.__objectsAdded.push( object );
  9260. // check if previously removed
  9261. var i = this.__objectsRemoved.indexOf( object );
  9262. if ( i !== - 1 ) {
  9263. this.__objectsRemoved.splice( i, 1 );
  9264. }
  9265. }
  9266. this.dispatchEvent( { type: 'objectAdded', object: object } );
  9267. object.dispatchEvent( { type: 'addedToScene', scene: this } );
  9268. for ( var c = 0; c < object.children.length; c ++ ) {
  9269. this.__addObject( object.children[ c ] );
  9270. }
  9271. };
  9272. THREE.Scene.prototype.__removeObject = function ( object ) {
  9273. if ( object instanceof THREE.Light ) {
  9274. var i = this.__lights.indexOf( object );
  9275. if ( i !== - 1 ) {
  9276. this.__lights.splice( i, 1 );
  9277. }
  9278. if ( object.shadowCascadeArray ) {
  9279. for ( var x = 0; x < object.shadowCascadeArray.length; x ++ ) {
  9280. this.__removeObject( object.shadowCascadeArray[ x ] );
  9281. }
  9282. }
  9283. } else if ( ! ( object instanceof THREE.Camera ) ) {
  9284. this.__objectsRemoved.push( object );
  9285. // check if previously added
  9286. var i = this.__objectsAdded.indexOf( object );
  9287. if ( i !== - 1 ) {
  9288. this.__objectsAdded.splice( i, 1 );
  9289. }
  9290. }
  9291. this.dispatchEvent( { type: 'objectRemoved', object: object } );
  9292. object.dispatchEvent( { type: 'removedFromScene', scene: this } );
  9293. for ( var c = 0; c < object.children.length; c ++ ) {
  9294. this.__removeObject( object.children[ c ] );
  9295. }
  9296. };
  9297. THREE.Scene.prototype.clone = function ( object ) {
  9298. if ( object === undefined ) object = new THREE.Scene();
  9299. THREE.Object3D.prototype.clone.call( this, object );
  9300. if ( this.fog !== null ) object.fog = this.fog.clone();
  9301. if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone();
  9302. object.autoUpdate = this.autoUpdate;
  9303. object.matrixAutoUpdate = this.matrixAutoUpdate;
  9304. return object;
  9305. };
  9306. /**
  9307. * @author mrdoob / http://mrdoob.com/
  9308. * @author alteredq / http://alteredqualia.com/
  9309. */
  9310. THREE.Fog = function ( color, near, far ) {
  9311. this.name = '';
  9312. this.color = new THREE.Color( color );
  9313. this.near = ( near !== undefined ) ? near : 1;
  9314. this.far = ( far !== undefined ) ? far : 1000;
  9315. };
  9316. THREE.Fog.prototype.clone = function () {
  9317. return new THREE.Fog( this.color.getHex(), this.near, this.far );
  9318. };
  9319. /**
  9320. * @author mrdoob / http://mrdoob.com/
  9321. * @author alteredq / http://alteredqualia.com/
  9322. */
  9323. THREE.FogExp2 = function ( color, density ) {
  9324. this.name = '';
  9325. this.color = new THREE.Color( color );
  9326. this.density = ( density !== undefined ) ? density : 0.00025;
  9327. };
  9328. THREE.FogExp2.prototype.clone = function () {
  9329. return new THREE.FogExp2( this.color.getHex(), this.density );
  9330. };
  9331. /**
  9332. * @author mrdoob / http://mrdoob.com/
  9333. */
  9334. THREE.CanvasRenderer = function ( parameters ) {
  9335. console.log( 'THREE.CanvasRenderer', THREE.REVISION );
  9336. var smoothstep = THREE.Math.smoothstep;
  9337. parameters = parameters || {};
  9338. var _this = this,
  9339. _renderData, _elements, _lights,
  9340. _projector = new THREE.Projector(),
  9341. _canvas = parameters.canvas !== undefined
  9342. ? parameters.canvas
  9343. : document.createElement( 'canvas' ),
  9344. _canvasWidth = _canvas.width,
  9345. _canvasHeight = _canvas.height,
  9346. _canvasWidthHalf = Math.floor( _canvasWidth / 2 ),
  9347. _canvasHeightHalf = Math.floor( _canvasHeight / 2 ),
  9348. _context = _canvas.getContext( '2d', {
  9349. alpha: parameters.alpha === true
  9350. } ),
  9351. _clearColor = new THREE.Color( 0x000000 ),
  9352. _clearAlpha = 0,
  9353. _contextGlobalAlpha = 1,
  9354. _contextGlobalCompositeOperation = 0,
  9355. _contextStrokeStyle = null,
  9356. _contextFillStyle = null,
  9357. _contextLineWidth = null,
  9358. _contextLineCap = null,
  9359. _contextLineJoin = null,
  9360. _contextLineDash = [],
  9361. _camera,
  9362. _v1, _v2, _v3, _v4,
  9363. _v5 = new THREE.RenderableVertex(),
  9364. _v6 = new THREE.RenderableVertex(),
  9365. _v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
  9366. _v4x, _v4y, _v5x, _v5y, _v6x, _v6y,
  9367. _color = new THREE.Color(),
  9368. _color1 = new THREE.Color(),
  9369. _color2 = new THREE.Color(),
  9370. _color3 = new THREE.Color(),
  9371. _color4 = new THREE.Color(),
  9372. _diffuseColor = new THREE.Color(),
  9373. _emissiveColor = new THREE.Color(),
  9374. _lightColor = new THREE.Color(),
  9375. _patterns = {},
  9376. _image, _uvs,
  9377. _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,
  9378. _clipBox = new THREE.Box2(),
  9379. _clearBox = new THREE.Box2(),
  9380. _elemBox = new THREE.Box2(),
  9381. _ambientLight = new THREE.Color(),
  9382. _directionalLights = new THREE.Color(),
  9383. _pointLights = new THREE.Color(),
  9384. _vector3 = new THREE.Vector3(), // Needed for PointLight
  9385. _centroid = new THREE.Vector3(),
  9386. _normal = new THREE.Vector3(),
  9387. _normalViewMatrix = new THREE.Matrix3();
  9388. // dash+gap fallbacks for Firefox and everything else
  9389. if ( _context.setLineDash === undefined ) {
  9390. _context.setLineDash = function () {}
  9391. }
  9392. this.domElement = _canvas;
  9393. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  9394. ? parameters.devicePixelRatio
  9395. : self.devicePixelRatio !== undefined
  9396. ? self.devicePixelRatio
  9397. : 1;
  9398. this.autoClear = true;
  9399. this.sortObjects = true;
  9400. this.sortElements = true;
  9401. this.info = {
  9402. render: {
  9403. vertices: 0,
  9404. faces: 0
  9405. }
  9406. }
  9407. // WebGLRenderer compatibility
  9408. this.supportsVertexTextures = function () {};
  9409. this.setFaceCulling = function () {};
  9410. this.setSize = function ( width, height, updateStyle ) {
  9411. _canvasWidth = width * this.devicePixelRatio;
  9412. _canvasHeight = height * this.devicePixelRatio;
  9413. _canvas.width = _canvasWidth;
  9414. _canvas.height = _canvasHeight;
  9415. _canvasWidthHalf = Math.floor( _canvasWidth / 2 );
  9416. _canvasHeightHalf = Math.floor( _canvasHeight / 2 );
  9417. if ( updateStyle !== false ) {
  9418. _canvas.style.width = width + 'px';
  9419. _canvas.style.height = height + 'px';
  9420. }
  9421. _clipBox.min.set( -_canvasWidthHalf, -_canvasHeightHalf ),
  9422. _clipBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
  9423. _clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
  9424. _clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
  9425. _contextGlobalAlpha = 1;
  9426. _contextGlobalCompositeOperation = 0;
  9427. _contextStrokeStyle = null;
  9428. _contextFillStyle = null;
  9429. _contextLineWidth = null;
  9430. _contextLineCap = null;
  9431. _contextLineJoin = null;
  9432. this.setViewport( 0, 0, width, height );
  9433. };
  9434. this.setViewport = function ( x, y, width, height ) {
  9435. var viewportX = x * this.devicePixelRatio;
  9436. var viewportY = y * this.devicePixelRatio;
  9437. var viewportWidth = width * this.devicePixelRatio;
  9438. var viewportHeight = height * this.devicePixelRatio;
  9439. _context.setTransform( viewportWidth / _canvasWidth, 0, 0, - viewportHeight / _canvasHeight, viewportX, _canvasHeight - viewportY );
  9440. _context.translate( _canvasWidthHalf, _canvasHeightHalf );
  9441. };
  9442. this.setScissor = function () {};
  9443. this.enableScissorTest = function () {};
  9444. this.setClearColor = function ( color, alpha ) {
  9445. _clearColor.set( color );
  9446. _clearAlpha = alpha !== undefined ? alpha : 1;
  9447. _clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
  9448. _clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
  9449. };
  9450. this.setClearColorHex = function ( hex, alpha ) {
  9451. console.warn( 'THREE.CanvasRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  9452. this.setClearColor( hex, alpha );
  9453. };
  9454. this.getMaxAnisotropy = function () {
  9455. return 0;
  9456. };
  9457. this.clear = function () {
  9458. if ( _clearBox.empty() === false ) {
  9459. _clearBox.intersect( _clipBox );
  9460. _clearBox.expandByScalar( 2 );
  9461. if ( _clearAlpha < 1 ) {
  9462. _context.clearRect(
  9463. _clearBox.min.x | 0,
  9464. _clearBox.min.y | 0,
  9465. ( _clearBox.max.x - _clearBox.min.x ) | 0,
  9466. ( _clearBox.max.y - _clearBox.min.y ) | 0
  9467. );
  9468. }
  9469. if ( _clearAlpha > 0 ) {
  9470. setBlending( THREE.NormalBlending );
  9471. setOpacity( 1 );
  9472. setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearAlpha + ')' );
  9473. _context.fillRect(
  9474. _clearBox.min.x | 0,
  9475. _clearBox.min.y | 0,
  9476. ( _clearBox.max.x - _clearBox.min.x ) | 0,
  9477. ( _clearBox.max.y - _clearBox.min.y ) | 0
  9478. );
  9479. }
  9480. _clearBox.makeEmpty();
  9481. }
  9482. };
  9483. // compatibility
  9484. this.clearColor = function () {};
  9485. this.clearDepth = function () {};
  9486. this.clearStencil = function () {};
  9487. this.render = function ( scene, camera ) {
  9488. if ( camera instanceof THREE.Camera === false ) {
  9489. console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' );
  9490. return;
  9491. }
  9492. if ( this.autoClear === true ) this.clear();
  9493. _this.info.render.vertices = 0;
  9494. _this.info.render.faces = 0;
  9495. _renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
  9496. _elements = _renderData.elements;
  9497. _lights = _renderData.lights;
  9498. _camera = camera;
  9499. _normalViewMatrix.getNormalMatrix( camera.matrixWorldInverse );
  9500. /* DEBUG
  9501. setFillStyle( 'rgba( 0, 255, 255, 0.5 )' );
  9502. _context.fillRect( _clipBox.min.x, _clipBox.min.y, _clipBox.max.x - _clipBox.min.x, _clipBox.max.y - _clipBox.min.y );
  9503. */
  9504. calculateLights();
  9505. for ( var e = 0, el = _elements.length; e < el; e ++ ) {
  9506. var element = _elements[ e ];
  9507. var material = element.material;
  9508. if ( material === undefined || material.opacity === 0 ) continue;
  9509. _elemBox.makeEmpty();
  9510. if ( element instanceof THREE.RenderableSprite ) {
  9511. _v1 = element;
  9512. _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;
  9513. renderSprite( _v1, element, material );
  9514. } else if ( element instanceof THREE.RenderableLine ) {
  9515. _v1 = element.v1; _v2 = element.v2;
  9516. _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
  9517. _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
  9518. _elemBox.setFromPoints( [
  9519. _v1.positionScreen,
  9520. _v2.positionScreen
  9521. ] );
  9522. if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
  9523. renderLine( _v1, _v2, element, material );
  9524. }
  9525. } else if ( element instanceof THREE.RenderableFace ) {
  9526. _v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
  9527. if ( _v1.positionScreen.z < - 1 || _v1.positionScreen.z > 1 ) continue;
  9528. if ( _v2.positionScreen.z < - 1 || _v2.positionScreen.z > 1 ) continue;
  9529. if ( _v3.positionScreen.z < - 1 || _v3.positionScreen.z > 1 ) continue;
  9530. _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
  9531. _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
  9532. _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
  9533. if ( material.overdraw > 0 ) {
  9534. expand( _v1.positionScreen, _v2.positionScreen, material.overdraw );
  9535. expand( _v2.positionScreen, _v3.positionScreen, material.overdraw );
  9536. expand( _v3.positionScreen, _v1.positionScreen, material.overdraw );
  9537. }
  9538. _elemBox.setFromPoints( [
  9539. _v1.positionScreen,
  9540. _v2.positionScreen,
  9541. _v3.positionScreen
  9542. ] );
  9543. if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
  9544. renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material );
  9545. }
  9546. }
  9547. /* DEBUG
  9548. setLineWidth( 1 );
  9549. setStrokeStyle( 'rgba( 0, 255, 0, 0.5 )' );
  9550. _context.strokeRect( _elemBox.min.x, _elemBox.min.y, _elemBox.max.x - _elemBox.min.x, _elemBox.max.y - _elemBox.min.y );
  9551. */
  9552. _clearBox.union( _elemBox );
  9553. }
  9554. /* DEBUG
  9555. setLineWidth( 1 );
  9556. setStrokeStyle( 'rgba( 255, 0, 0, 0.5 )' );
  9557. _context.strokeRect( _clearBox.min.x, _clearBox.min.y, _clearBox.max.x - _clearBox.min.x, _clearBox.max.y - _clearBox.min.y );
  9558. */
  9559. // _context.setTransform( 1, 0, 0, 1, 0, 0 );
  9560. };
  9561. //
  9562. function calculateLights() {
  9563. _ambientLight.setRGB( 0, 0, 0 );
  9564. _directionalLights.setRGB( 0, 0, 0 );
  9565. _pointLights.setRGB( 0, 0, 0 );
  9566. for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
  9567. var light = _lights[ l ];
  9568. var lightColor = light.color;
  9569. if ( light instanceof THREE.AmbientLight ) {
  9570. _ambientLight.add( lightColor );
  9571. } else if ( light instanceof THREE.DirectionalLight ) {
  9572. // for sprites
  9573. _directionalLights.add( lightColor );
  9574. } else if ( light instanceof THREE.PointLight ) {
  9575. // for sprites
  9576. _pointLights.add( lightColor );
  9577. }
  9578. }
  9579. }
  9580. function calculateLight( position, normal, color ) {
  9581. for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
  9582. var light = _lights[ l ];
  9583. _lightColor.copy( light.color );
  9584. if ( light instanceof THREE.DirectionalLight ) {
  9585. var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld ).normalize();
  9586. var amount = normal.dot( lightPosition );
  9587. if ( amount <= 0 ) continue;
  9588. amount *= light.intensity;
  9589. color.add( _lightColor.multiplyScalar( amount ) );
  9590. } else if ( light instanceof THREE.PointLight ) {
  9591. var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld );
  9592. var amount = normal.dot( _vector3.subVectors( lightPosition, position ).normalize() );
  9593. if ( amount <= 0 ) continue;
  9594. amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
  9595. if ( amount == 0 ) continue;
  9596. amount *= light.intensity;
  9597. color.add( _lightColor.multiplyScalar( amount ) );
  9598. }
  9599. }
  9600. }
  9601. function renderSprite( v1, element, material ) {
  9602. setOpacity( material.opacity );
  9603. setBlending( material.blending );
  9604. var scaleX = element.scale.x * _canvasWidthHalf;
  9605. var scaleY = element.scale.y * _canvasHeightHalf;
  9606. var dist = 0.5 * Math.sqrt( scaleX * scaleX + scaleY * scaleY ); // allow for rotated sprite
  9607. _elemBox.min.set( v1.x - dist, v1.y - dist );
  9608. _elemBox.max.set( v1.x + dist, v1.y + dist );
  9609. if ( material instanceof THREE.SpriteMaterial ) {
  9610. var texture = material.map;
  9611. if ( texture !== null && texture.image !== undefined ) {
  9612. if ( texture.hasEventListener( 'update', onTextureUpdate ) === false ) {
  9613. if ( texture.image.width > 0 ) {
  9614. textureToPattern( texture );
  9615. }
  9616. texture.addEventListener( 'update', onTextureUpdate );
  9617. }
  9618. var pattern = _patterns[ texture.id ];
  9619. if ( pattern !== undefined ) {
  9620. setFillStyle( pattern );
  9621. } else {
  9622. setFillStyle( 'rgba( 0, 0, 0, 1 )' );
  9623. }
  9624. //
  9625. var bitmap = texture.image;
  9626. var ox = bitmap.width * texture.offset.x;
  9627. var oy = bitmap.height * texture.offset.y;
  9628. var sx = bitmap.width * texture.repeat.x;
  9629. var sy = bitmap.height * texture.repeat.y;
  9630. var cx = scaleX / sx;
  9631. var cy = scaleY / sy;
  9632. _context.save();
  9633. _context.translate( v1.x, v1.y );
  9634. if ( material.rotation !== 0 ) _context.rotate( material.rotation );
  9635. _context.translate( - scaleX / 2, - scaleY / 2 );
  9636. _context.scale( cx, cy );
  9637. _context.translate( - ox, - oy );
  9638. _context.fillRect( ox, oy, sx, sy );
  9639. _context.restore();
  9640. } else {
  9641. // no texture
  9642. setFillStyle( material.color.getStyle() );
  9643. _context.save();
  9644. _context.translate( v1.x, v1.y );
  9645. if ( material.rotation !== 0 ) _context.rotate( material.rotation );
  9646. _context.scale( scaleX, - scaleY );
  9647. _context.fillRect( - 0.5, - 0.5, 1, 1 );
  9648. _context.restore();
  9649. }
  9650. } else if ( material instanceof THREE.SpriteCanvasMaterial ) {
  9651. setStrokeStyle( material.color.getStyle() );
  9652. setFillStyle( material.color.getStyle() );
  9653. _context.save();
  9654. _context.translate( v1.x, v1.y );
  9655. if ( material.rotation !== 0 ) _context.rotate( material.rotation );
  9656. _context.scale( scaleX, scaleY );
  9657. material.program( _context );
  9658. _context.restore();
  9659. }
  9660. /* DEBUG
  9661. setStrokeStyle( 'rgb(255,255,0)' );
  9662. _context.beginPath();
  9663. _context.moveTo( v1.x - 10, v1.y );
  9664. _context.lineTo( v1.x + 10, v1.y );
  9665. _context.moveTo( v1.x, v1.y - 10 );
  9666. _context.lineTo( v1.x, v1.y + 10 );
  9667. _context.stroke();
  9668. */
  9669. }
  9670. function renderLine( v1, v2, element, material ) {
  9671. setOpacity( material.opacity );
  9672. setBlending( material.blending );
  9673. _context.beginPath();
  9674. _context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
  9675. _context.lineTo( v2.positionScreen.x, v2.positionScreen.y );
  9676. if ( material instanceof THREE.LineBasicMaterial ) {
  9677. setLineWidth( material.linewidth );
  9678. setLineCap( material.linecap );
  9679. setLineJoin( material.linejoin );
  9680. if ( material.vertexColors !== THREE.VertexColors ) {
  9681. setStrokeStyle( material.color.getStyle() );
  9682. } else {
  9683. var colorStyle1 = element.vertexColors[ 0 ].getStyle();
  9684. var colorStyle2 = element.vertexColors[ 1 ].getStyle();
  9685. if ( colorStyle1 === colorStyle2 ) {
  9686. setStrokeStyle( colorStyle1 );
  9687. } else {
  9688. try {
  9689. var grad = _context.createLinearGradient(
  9690. v1.positionScreen.x,
  9691. v1.positionScreen.y,
  9692. v2.positionScreen.x,
  9693. v2.positionScreen.y
  9694. );
  9695. grad.addColorStop( 0, colorStyle1 );
  9696. grad.addColorStop( 1, colorStyle2 );
  9697. } catch ( exception ) {
  9698. grad = colorStyle1;
  9699. }
  9700. setStrokeStyle( grad );
  9701. }
  9702. }
  9703. _context.stroke();
  9704. _elemBox.expandByScalar( material.linewidth * 2 );
  9705. } else if ( material instanceof THREE.LineDashedMaterial ) {
  9706. setLineWidth( material.linewidth );
  9707. setLineCap( material.linecap );
  9708. setLineJoin( material.linejoin );
  9709. setStrokeStyle( material.color.getStyle() );
  9710. setLineDash( [ material.dashSize, material.gapSize ] );
  9711. _context.stroke();
  9712. _elemBox.expandByScalar( material.linewidth * 2 );
  9713. setLineDash( [] );
  9714. }
  9715. }
  9716. function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material ) {
  9717. _this.info.render.vertices += 3;
  9718. _this.info.render.faces ++;
  9719. setOpacity( material.opacity );
  9720. setBlending( material.blending );
  9721. _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
  9722. _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
  9723. _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
  9724. drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y );
  9725. if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) && material.map === null ) {
  9726. _diffuseColor.copy( material.color );
  9727. _emissiveColor.copy( material.emissive );
  9728. if ( material.vertexColors === THREE.FaceColors ) {
  9729. _diffuseColor.multiply( element.color );
  9730. }
  9731. _color.copy( _ambientLight );
  9732. _centroid.copy( v1.positionWorld ).add( v2.positionWorld ).add( v3.positionWorld ).divideScalar( 3 );
  9733. calculateLight( _centroid, element.normalModel, _color );
  9734. _color.multiply( _diffuseColor ).add( _emissiveColor );
  9735. material.wireframe === true
  9736. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  9737. : fillPath( _color );
  9738. } else if ( material instanceof THREE.MeshBasicMaterial ||
  9739. material instanceof THREE.MeshLambertMaterial ||
  9740. material instanceof THREE.MeshPhongMaterial ) {
  9741. if ( material.map !== null ) {
  9742. if ( material.map.mapping instanceof THREE.UVMapping ) {
  9743. _uvs = element.uvs;
  9744. patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].x, _uvs[ uv1 ].y, _uvs[ uv2 ].x, _uvs[ uv2 ].y, _uvs[ uv3 ].x, _uvs[ uv3 ].y, material.map );
  9745. }
  9746. } else if ( material.envMap !== null ) {
  9747. if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {
  9748. _normal.copy( element.vertexNormalsModel[ uv1 ] ).applyMatrix3( _normalViewMatrix );
  9749. _uv1x = 0.5 * _normal.x + 0.5;
  9750. _uv1y = 0.5 * _normal.y + 0.5;
  9751. _normal.copy( element.vertexNormalsModel[ uv2 ] ).applyMatrix3( _normalViewMatrix );
  9752. _uv2x = 0.5 * _normal.x + 0.5;
  9753. _uv2y = 0.5 * _normal.y + 0.5;
  9754. _normal.copy( element.vertexNormalsModel[ uv3 ] ).applyMatrix3( _normalViewMatrix );
  9755. _uv3x = 0.5 * _normal.x + 0.5;
  9756. _uv3y = 0.5 * _normal.y + 0.5;
  9757. patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
  9758. } else if ( material.envMap.mapping instanceof THREE.SphericalRefractionMapping ) {
  9759. _normal.copy( element.vertexNormalsModel[ uv1 ] ).applyMatrix3( _normalViewMatrix );
  9760. _uv1x = - 0.5 * _normal.x + 0.5;
  9761. _uv1y = - 0.5 * _normal.y + 0.5;
  9762. _normal.copy( element.vertexNormalsModel[ uv2 ] ).applyMatrix3( _normalViewMatrix );
  9763. _uv2x = - 0.5 * _normal.x + 0.5;
  9764. _uv2y = - 0.5 * _normal.y + 0.5;
  9765. _normal.copy( element.vertexNormalsModel[ uv3 ] ).applyMatrix3( _normalViewMatrix );
  9766. _uv3x = - 0.5 * _normal.x + 0.5;
  9767. _uv3y = - 0.5 * _normal.y + 0.5;
  9768. patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
  9769. }
  9770. } else {
  9771. _color.copy( material.color );
  9772. if ( material.vertexColors === THREE.FaceColors ) {
  9773. _color.multiply( element.color );
  9774. }
  9775. material.wireframe === true
  9776. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  9777. : fillPath( _color );
  9778. }
  9779. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  9780. _color.r = _color.g = _color.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _camera.near, _camera.far );
  9781. material.wireframe === true
  9782. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  9783. : fillPath( _color );
  9784. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  9785. _normal.copy( element.normalModel ).applyMatrix3( _normalViewMatrix );
  9786. _color.setRGB( _normal.x, _normal.y, _normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
  9787. material.wireframe === true
  9788. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  9789. : fillPath( _color );
  9790. } else {
  9791. _color.setRGB( 1, 1, 1 );
  9792. material.wireframe === true
  9793. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  9794. : fillPath( _color );
  9795. }
  9796. }
  9797. //
  9798. function drawTriangle( x0, y0, x1, y1, x2, y2 ) {
  9799. _context.beginPath();
  9800. _context.moveTo( x0, y0 );
  9801. _context.lineTo( x1, y1 );
  9802. _context.lineTo( x2, y2 );
  9803. _context.closePath();
  9804. }
  9805. function strokePath( color, linewidth, linecap, linejoin ) {
  9806. setLineWidth( linewidth );
  9807. setLineCap( linecap );
  9808. setLineJoin( linejoin );
  9809. setStrokeStyle( color.getStyle() );
  9810. _context.stroke();
  9811. _elemBox.expandByScalar( linewidth * 2 );
  9812. }
  9813. function fillPath( color ) {
  9814. setFillStyle( color.getStyle() );
  9815. _context.fill();
  9816. }
  9817. function onTextureUpdate ( event ) {
  9818. textureToPattern( event.target );
  9819. }
  9820. function textureToPattern( texture ) {
  9821. var repeatX = texture.wrapS === THREE.RepeatWrapping;
  9822. var repeatY = texture.wrapT === THREE.RepeatWrapping;
  9823. var image = texture.image;
  9824. var canvas = document.createElement( 'canvas' );
  9825. canvas.width = image.width;
  9826. canvas.height = image.height;
  9827. var context = canvas.getContext( '2d' );
  9828. context.setTransform( 1, 0, 0, - 1, 0, image.height );
  9829. context.drawImage( image, 0, 0 );
  9830. _patterns[ texture.id ] = _context.createPattern(
  9831. canvas, repeatX === true && repeatY === true
  9832. ? 'repeat'
  9833. : repeatX === true && repeatY === false
  9834. ? 'repeat-x'
  9835. : repeatX === false && repeatY === true
  9836. ? 'repeat-y'
  9837. : 'no-repeat'
  9838. );
  9839. }
  9840. function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {
  9841. if ( texture instanceof THREE.DataTexture ) return;
  9842. if ( texture.hasEventListener( 'update', onTextureUpdate ) === false ) {
  9843. if ( texture.image !== undefined && texture.image.width > 0 ) {
  9844. textureToPattern( texture );
  9845. }
  9846. texture.addEventListener( 'update', onTextureUpdate );
  9847. }
  9848. var pattern = _patterns[ texture.id ];
  9849. if ( pattern !== undefined ) {
  9850. setFillStyle( pattern );
  9851. } else {
  9852. setFillStyle( 'rgba(0,0,0,1)' );
  9853. _context.fill();
  9854. return;
  9855. }
  9856. // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
  9857. var a, b, c, d, e, f, det, idet,
  9858. offsetX = texture.offset.x / texture.repeat.x,
  9859. offsetY = texture.offset.y / texture.repeat.y,
  9860. width = texture.image.width * texture.repeat.x,
  9861. height = texture.image.height * texture.repeat.y;
  9862. u0 = ( u0 + offsetX ) * width;
  9863. v0 = ( v0 + offsetY ) * height;
  9864. u1 = ( u1 + offsetX ) * width;
  9865. v1 = ( v1 + offsetY ) * height;
  9866. u2 = ( u2 + offsetX ) * width;
  9867. v2 = ( v2 + offsetY ) * height;
  9868. x1 -= x0; y1 -= y0;
  9869. x2 -= x0; y2 -= y0;
  9870. u1 -= u0; v1 -= v0;
  9871. u2 -= u0; v2 -= v0;
  9872. det = u1 * v2 - u2 * v1;
  9873. if ( det === 0 ) return;
  9874. idet = 1 / det;
  9875. a = ( v2 * x1 - v1 * x2 ) * idet;
  9876. b = ( v2 * y1 - v1 * y2 ) * idet;
  9877. c = ( u1 * x2 - u2 * x1 ) * idet;
  9878. d = ( u1 * y2 - u2 * y1 ) * idet;
  9879. e = x0 - a * u0 - c * v0;
  9880. f = y0 - b * u0 - d * v0;
  9881. _context.save();
  9882. _context.transform( a, b, c, d, e, f );
  9883. _context.fill();
  9884. _context.restore();
  9885. }
  9886. function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {
  9887. // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
  9888. var a, b, c, d, e, f, det, idet,
  9889. width = image.width - 1,
  9890. height = image.height - 1;
  9891. u0 *= width; v0 *= height;
  9892. u1 *= width; v1 *= height;
  9893. u2 *= width; v2 *= height;
  9894. x1 -= x0; y1 -= y0;
  9895. x2 -= x0; y2 -= y0;
  9896. u1 -= u0; v1 -= v0;
  9897. u2 -= u0; v2 -= v0;
  9898. det = u1 * v2 - u2 * v1;
  9899. idet = 1 / det;
  9900. a = ( v2 * x1 - v1 * x2 ) * idet;
  9901. b = ( v2 * y1 - v1 * y2 ) * idet;
  9902. c = ( u1 * x2 - u2 * x1 ) * idet;
  9903. d = ( u1 * y2 - u2 * y1 ) * idet;
  9904. e = x0 - a * u0 - c * v0;
  9905. f = y0 - b * u0 - d * v0;
  9906. _context.save();
  9907. _context.transform( a, b, c, d, e, f );
  9908. _context.clip();
  9909. _context.drawImage( image, 0, 0 );
  9910. _context.restore();
  9911. }
  9912. // Hide anti-alias gaps
  9913. function expand( v1, v2, pixels ) {
  9914. var x = v2.x - v1.x, y = v2.y - v1.y,
  9915. det = x * x + y * y, idet;
  9916. if ( det === 0 ) return;
  9917. idet = pixels / Math.sqrt( det );
  9918. x *= idet; y *= idet;
  9919. v2.x += x; v2.y += y;
  9920. v1.x -= x; v1.y -= y;
  9921. }
  9922. // Context cached methods.
  9923. function setOpacity( value ) {
  9924. if ( _contextGlobalAlpha !== value ) {
  9925. _context.globalAlpha = value;
  9926. _contextGlobalAlpha = value;
  9927. }
  9928. }
  9929. function setBlending( value ) {
  9930. if ( _contextGlobalCompositeOperation !== value ) {
  9931. if ( value === THREE.NormalBlending ) {
  9932. _context.globalCompositeOperation = 'source-over';
  9933. } else if ( value === THREE.AdditiveBlending ) {
  9934. _context.globalCompositeOperation = 'lighter';
  9935. } else if ( value === THREE.SubtractiveBlending ) {
  9936. _context.globalCompositeOperation = 'darker';
  9937. }
  9938. _contextGlobalCompositeOperation = value;
  9939. }
  9940. }
  9941. function setLineWidth( value ) {
  9942. if ( _contextLineWidth !== value ) {
  9943. _context.lineWidth = value;
  9944. _contextLineWidth = value;
  9945. }
  9946. }
  9947. function setLineCap( value ) {
  9948. // "butt", "round", "square"
  9949. if ( _contextLineCap !== value ) {
  9950. _context.lineCap = value;
  9951. _contextLineCap = value;
  9952. }
  9953. }
  9954. function setLineJoin( value ) {
  9955. // "round", "bevel", "miter"
  9956. if ( _contextLineJoin !== value ) {
  9957. _context.lineJoin = value;
  9958. _contextLineJoin = value;
  9959. }
  9960. }
  9961. function setStrokeStyle( value ) {
  9962. if ( _contextStrokeStyle !== value ) {
  9963. _context.strokeStyle = value;
  9964. _contextStrokeStyle = value;
  9965. }
  9966. }
  9967. function setFillStyle( value ) {
  9968. if ( _contextFillStyle !== value ) {
  9969. _context.fillStyle = value;
  9970. _contextFillStyle = value;
  9971. }
  9972. }
  9973. function setLineDash( value ) {
  9974. if ( _contextLineDash.length !== value.length ) {
  9975. _context.setLineDash( value );
  9976. _contextLineDash = value;
  9977. }
  9978. }
  9979. };
  9980. /**
  9981. * Shader chunks for WebLG Shader library
  9982. *
  9983. * @author alteredq / http://alteredqualia.com/
  9984. * @author mrdoob / http://mrdoob.com/
  9985. * @author mikael emtinger / http://gomo.se/
  9986. */
  9987. THREE.ShaderChunk = {
  9988. // FOG
  9989. fog_pars_fragment: [
  9990. "#ifdef USE_FOG",
  9991. " uniform vec3 fogColor;",
  9992. " #ifdef FOG_EXP2",
  9993. " uniform float fogDensity;",
  9994. " #else",
  9995. " uniform float fogNear;",
  9996. " uniform float fogFar;",
  9997. " #endif",
  9998. "#endif"
  9999. ].join("\n"),
  10000. fog_fragment: [
  10001. "#ifdef USE_FOG",
  10002. " #ifdef USE_LOGDEPTHBUF_EXT",
  10003. " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  10004. " #else",
  10005. " float depth = gl_FragCoord.z / gl_FragCoord.w;",
  10006. " #endif",
  10007. " #ifdef FOG_EXP2",
  10008. " const float LOG2 = 1.442695;",
  10009. " float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
  10010. " fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
  10011. " #else",
  10012. " float fogFactor = smoothstep( fogNear, fogFar, depth );",
  10013. " #endif",
  10014. " gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
  10015. "#endif"
  10016. ].join("\n"),
  10017. // ENVIRONMENT MAP
  10018. envmap_pars_fragment: [
  10019. "#ifdef USE_ENVMAP",
  10020. " uniform float reflectivity;",
  10021. " uniform samplerCube envMap;",
  10022. " uniform float flipEnvMap;",
  10023. " uniform int combine;",
  10024. " #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
  10025. " uniform bool useRefract;",
  10026. " uniform float refractionRatio;",
  10027. " #else",
  10028. " varying vec3 vReflect;",
  10029. " #endif",
  10030. "#endif"
  10031. ].join("\n"),
  10032. envmap_fragment: [
  10033. "#ifdef USE_ENVMAP",
  10034. " vec3 reflectVec;",
  10035. " #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
  10036. " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
  10037. // http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations
  10038. // "Transforming Normal Vectors with the Inverse Transformation"
  10039. " vec3 worldNormal = normalize( vec3( vec4( normal, 0.0 ) * viewMatrix ) );",
  10040. " if ( useRefract ) {",
  10041. " reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );",
  10042. " } else { ",
  10043. " reflectVec = reflect( cameraToVertex, worldNormal );",
  10044. " }",
  10045. " #else",
  10046. " reflectVec = vReflect;",
  10047. " #endif",
  10048. " #ifdef DOUBLE_SIDED",
  10049. " float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
  10050. " vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
  10051. " #else",
  10052. " vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
  10053. " #endif",
  10054. " #ifdef GAMMA_INPUT",
  10055. " cubeColor.xyz *= cubeColor.xyz;",
  10056. " #endif",
  10057. " if ( combine == 1 ) {",
  10058. " gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",
  10059. " } else if ( combine == 2 ) {",
  10060. " gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;",
  10061. " } else {",
  10062. " gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
  10063. " }",
  10064. "#endif"
  10065. ].join("\n"),
  10066. envmap_pars_vertex: [
  10067. "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
  10068. " varying vec3 vReflect;",
  10069. " uniform float refractionRatio;",
  10070. " uniform bool useRefract;",
  10071. "#endif"
  10072. ].join("\n"),
  10073. worldpos_vertex : [
  10074. "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )",
  10075. " #ifdef USE_SKINNING",
  10076. " vec4 worldPosition = modelMatrix * skinned;",
  10077. " #endif",
  10078. " #if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
  10079. " vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",
  10080. " #endif",
  10081. " #if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
  10082. " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  10083. " #endif",
  10084. "#endif"
  10085. ].join("\n"),
  10086. envmap_vertex : [
  10087. "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
  10088. " vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;",
  10089. " worldNormal = normalize( worldNormal );",
  10090. " vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );",
  10091. " if ( useRefract ) {",
  10092. " vReflect = refract( cameraToVertex, worldNormal, refractionRatio );",
  10093. " } else {",
  10094. " vReflect = reflect( cameraToVertex, worldNormal );",
  10095. " }",
  10096. "#endif"
  10097. ].join("\n"),
  10098. // COLOR MAP (particles)
  10099. map_particle_pars_fragment: [
  10100. "#ifdef USE_MAP",
  10101. " uniform sampler2D map;",
  10102. "#endif"
  10103. ].join("\n"),
  10104. map_particle_fragment: [
  10105. "#ifdef USE_MAP",
  10106. " gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );",
  10107. "#endif"
  10108. ].join("\n"),
  10109. // COLOR MAP (triangles)
  10110. map_pars_vertex: [
  10111. "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
  10112. " varying vec2 vUv;",
  10113. " uniform vec4 offsetRepeat;",
  10114. "#endif"
  10115. ].join("\n"),
  10116. map_pars_fragment: [
  10117. "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
  10118. " varying vec2 vUv;",
  10119. "#endif",
  10120. "#ifdef USE_MAP",
  10121. " uniform sampler2D map;",
  10122. "#endif"
  10123. ].join("\n"),
  10124. map_vertex: [
  10125. "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
  10126. " vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
  10127. "#endif"
  10128. ].join("\n"),
  10129. map_fragment: [
  10130. "#ifdef USE_MAP",
  10131. " vec4 texelColor = texture2D( map, vUv );",
  10132. " #ifdef GAMMA_INPUT",
  10133. " texelColor.xyz *= texelColor.xyz;",
  10134. " #endif",
  10135. " gl_FragColor = gl_FragColor * texelColor;",
  10136. "#endif"
  10137. ].join("\n"),
  10138. // LIGHT MAP
  10139. lightmap_pars_fragment: [
  10140. "#ifdef USE_LIGHTMAP",
  10141. " varying vec2 vUv2;",
  10142. " uniform sampler2D lightMap;",
  10143. "#endif"
  10144. ].join("\n"),
  10145. lightmap_pars_vertex: [
  10146. "#ifdef USE_LIGHTMAP",
  10147. " varying vec2 vUv2;",
  10148. "#endif"
  10149. ].join("\n"),
  10150. lightmap_fragment: [
  10151. "#ifdef USE_LIGHTMAP",
  10152. " gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
  10153. "#endif"
  10154. ].join("\n"),
  10155. lightmap_vertex: [
  10156. "#ifdef USE_LIGHTMAP",
  10157. " vUv2 = uv2;",
  10158. "#endif"
  10159. ].join("\n"),
  10160. // BUMP MAP
  10161. bumpmap_pars_fragment: [
  10162. "#ifdef USE_BUMPMAP",
  10163. " uniform sampler2D bumpMap;",
  10164. " uniform float bumpScale;",
  10165. // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
  10166. // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html
  10167. // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
  10168. " vec2 dHdxy_fwd() {",
  10169. " vec2 dSTdx = dFdx( vUv );",
  10170. " vec2 dSTdy = dFdy( vUv );",
  10171. " float Hll = bumpScale * texture2D( bumpMap, vUv ).x;",
  10172. " float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;",
  10173. " float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;",
  10174. " return vec2( dBx, dBy );",
  10175. " }",
  10176. " vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {",
  10177. " vec3 vSigmaX = dFdx( surf_pos );",
  10178. " vec3 vSigmaY = dFdy( surf_pos );",
  10179. " vec3 vN = surf_norm;", // normalized
  10180. " vec3 R1 = cross( vSigmaY, vN );",
  10181. " vec3 R2 = cross( vN, vSigmaX );",
  10182. " float fDet = dot( vSigmaX, R1 );",
  10183. " vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );",
  10184. " return normalize( abs( fDet ) * surf_norm - vGrad );",
  10185. " }",
  10186. "#endif"
  10187. ].join("\n"),
  10188. // NORMAL MAP
  10189. normalmap_pars_fragment: [
  10190. "#ifdef USE_NORMALMAP",
  10191. " uniform sampler2D normalMap;",
  10192. " uniform vec2 normalScale;",
  10193. // Per-Pixel Tangent Space Normal Mapping
  10194. // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
  10195. " vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {",
  10196. " vec3 q0 = dFdx( eye_pos.xyz );",
  10197. " vec3 q1 = dFdy( eye_pos.xyz );",
  10198. " vec2 st0 = dFdx( vUv.st );",
  10199. " vec2 st1 = dFdy( vUv.st );",
  10200. " vec3 S = normalize( q0 * st1.t - q1 * st0.t );",
  10201. " vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
  10202. " vec3 N = normalize( surf_norm );",
  10203. " vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;",
  10204. " mapN.xy = normalScale * mapN.xy;",
  10205. " mat3 tsn = mat3( S, T, N );",
  10206. " return normalize( tsn * mapN );",
  10207. " }",
  10208. "#endif"
  10209. ].join("\n"),
  10210. // SPECULAR MAP
  10211. specularmap_pars_fragment: [
  10212. "#ifdef USE_SPECULARMAP",
  10213. " uniform sampler2D specularMap;",
  10214. "#endif"
  10215. ].join("\n"),
  10216. specularmap_fragment: [
  10217. "float specularStrength;",
  10218. "#ifdef USE_SPECULARMAP",
  10219. " vec4 texelSpecular = texture2D( specularMap, vUv );",
  10220. " specularStrength = texelSpecular.r;",
  10221. "#else",
  10222. " specularStrength = 1.0;",
  10223. "#endif"
  10224. ].join("\n"),
  10225. // LIGHTS LAMBERT
  10226. lights_lambert_pars_vertex: [
  10227. "uniform vec3 ambient;",
  10228. "uniform vec3 diffuse;",
  10229. "uniform vec3 emissive;",
  10230. "uniform vec3 ambientLightColor;",
  10231. "#if MAX_DIR_LIGHTS > 0",
  10232. " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  10233. " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  10234. "#endif",
  10235. "#if MAX_HEMI_LIGHTS > 0",
  10236. " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  10237. " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  10238. " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  10239. "#endif",
  10240. "#if MAX_POINT_LIGHTS > 0",
  10241. " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  10242. " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  10243. " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  10244. "#endif",
  10245. "#if MAX_SPOT_LIGHTS > 0",
  10246. " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  10247. " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  10248. " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  10249. " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  10250. " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  10251. " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  10252. "#endif",
  10253. "#ifdef WRAP_AROUND",
  10254. " uniform vec3 wrapRGB;",
  10255. "#endif"
  10256. ].join("\n"),
  10257. lights_lambert_vertex: [
  10258. "vLightFront = vec3( 0.0 );",
  10259. "#ifdef DOUBLE_SIDED",
  10260. " vLightBack = vec3( 0.0 );",
  10261. "#endif",
  10262. "transformedNormal = normalize( transformedNormal );",
  10263. "#if MAX_DIR_LIGHTS > 0",
  10264. "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
  10265. " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  10266. " vec3 dirVector = normalize( lDirection.xyz );",
  10267. " float dotProduct = dot( transformedNormal, dirVector );",
  10268. " vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );",
  10269. " #ifdef DOUBLE_SIDED",
  10270. " vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
  10271. " #ifdef WRAP_AROUND",
  10272. " vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
  10273. " #endif",
  10274. " #endif",
  10275. " #ifdef WRAP_AROUND",
  10276. " vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
  10277. " directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );",
  10278. " #ifdef DOUBLE_SIDED",
  10279. " directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );",
  10280. " #endif",
  10281. " #endif",
  10282. " vLightFront += directionalLightColor[ i ] * directionalLightWeighting;",
  10283. " #ifdef DOUBLE_SIDED",
  10284. " vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;",
  10285. " #endif",
  10286. "}",
  10287. "#endif",
  10288. "#if MAX_POINT_LIGHTS > 0",
  10289. " for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  10290. " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  10291. " vec3 lVector = lPosition.xyz - mvPosition.xyz;",
  10292. " float lDistance = 1.0;",
  10293. " if ( pointLightDistance[ i ] > 0.0 )",
  10294. " lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
  10295. " lVector = normalize( lVector );",
  10296. " float dotProduct = dot( transformedNormal, lVector );",
  10297. " vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );",
  10298. " #ifdef DOUBLE_SIDED",
  10299. " vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
  10300. " #ifdef WRAP_AROUND",
  10301. " vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
  10302. " #endif",
  10303. " #endif",
  10304. " #ifdef WRAP_AROUND",
  10305. " vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
  10306. " pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );",
  10307. " #ifdef DOUBLE_SIDED",
  10308. " pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );",
  10309. " #endif",
  10310. " #endif",
  10311. " vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;",
  10312. " #ifdef DOUBLE_SIDED",
  10313. " vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;",
  10314. " #endif",
  10315. " }",
  10316. "#endif",
  10317. "#if MAX_SPOT_LIGHTS > 0",
  10318. " for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  10319. " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  10320. " vec3 lVector = lPosition.xyz - mvPosition.xyz;",
  10321. " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",
  10322. " if ( spotEffect > spotLightAngleCos[ i ] ) {",
  10323. " spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );",
  10324. " float lDistance = 1.0;",
  10325. " if ( spotLightDistance[ i ] > 0.0 )",
  10326. " lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
  10327. " lVector = normalize( lVector );",
  10328. " float dotProduct = dot( transformedNormal, lVector );",
  10329. " vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );",
  10330. " #ifdef DOUBLE_SIDED",
  10331. " vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
  10332. " #ifdef WRAP_AROUND",
  10333. " vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
  10334. " #endif",
  10335. " #endif",
  10336. " #ifdef WRAP_AROUND",
  10337. " vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
  10338. " spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );",
  10339. " #ifdef DOUBLE_SIDED",
  10340. " spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );",
  10341. " #endif",
  10342. " #endif",
  10343. " vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;",
  10344. " #ifdef DOUBLE_SIDED",
  10345. " vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;",
  10346. " #endif",
  10347. " }",
  10348. " }",
  10349. "#endif",
  10350. "#if MAX_HEMI_LIGHTS > 0",
  10351. " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  10352. " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  10353. " vec3 lVector = normalize( lDirection.xyz );",
  10354. " float dotProduct = dot( transformedNormal, lVector );",
  10355. " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  10356. " float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;",
  10357. " vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  10358. " #ifdef DOUBLE_SIDED",
  10359. " vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );",
  10360. " #endif",
  10361. " }",
  10362. "#endif",
  10363. "vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;",
  10364. "#ifdef DOUBLE_SIDED",
  10365. " vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;",
  10366. "#endif"
  10367. ].join("\n"),
  10368. // LIGHTS PHONG
  10369. lights_phong_pars_vertex: [
  10370. "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )",
  10371. " varying vec3 vWorldPosition;",
  10372. "#endif"
  10373. ].join("\n"),
  10374. lights_phong_vertex: [
  10375. "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )",
  10376. " vWorldPosition = worldPosition.xyz;",
  10377. "#endif"
  10378. ].join("\n"),
  10379. lights_phong_pars_fragment: [
  10380. "uniform vec3 ambientLightColor;",
  10381. "#if MAX_DIR_LIGHTS > 0",
  10382. " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  10383. " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  10384. "#endif",
  10385. "#if MAX_HEMI_LIGHTS > 0",
  10386. " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  10387. " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  10388. " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  10389. "#endif",
  10390. "#if MAX_POINT_LIGHTS > 0",
  10391. " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  10392. " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  10393. " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  10394. "#endif",
  10395. "#if MAX_SPOT_LIGHTS > 0",
  10396. " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  10397. " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  10398. " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  10399. " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  10400. " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  10401. " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  10402. "#endif",
  10403. "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )",
  10404. " varying vec3 vWorldPosition;",
  10405. "#endif",
  10406. "#ifdef WRAP_AROUND",
  10407. " uniform vec3 wrapRGB;",
  10408. "#endif",
  10409. "varying vec3 vViewPosition;",
  10410. "varying vec3 vNormal;"
  10411. ].join("\n"),
  10412. lights_phong_fragment: [
  10413. "vec3 normal = normalize( vNormal );",
  10414. "vec3 viewPosition = normalize( vViewPosition );",
  10415. "#ifdef DOUBLE_SIDED",
  10416. " normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
  10417. "#endif",
  10418. "#ifdef USE_NORMALMAP",
  10419. " normal = perturbNormal2Arb( -vViewPosition, normal );",
  10420. "#elif defined( USE_BUMPMAP )",
  10421. " normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
  10422. "#endif",
  10423. "#if MAX_POINT_LIGHTS > 0",
  10424. " vec3 pointDiffuse = vec3( 0.0 );",
  10425. " vec3 pointSpecular = vec3( 0.0 );",
  10426. " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  10427. " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  10428. " vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
  10429. " float lDistance = 1.0;",
  10430. " if ( pointLightDistance[ i ] > 0.0 )",
  10431. " lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
  10432. " lVector = normalize( lVector );",
  10433. // diffuse
  10434. " float dotProduct = dot( normal, lVector );",
  10435. " #ifdef WRAP_AROUND",
  10436. " float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
  10437. " float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
  10438. " vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
  10439. " #else",
  10440. " float pointDiffuseWeight = max( dotProduct, 0.0 );",
  10441. " #endif",
  10442. " pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",
  10443. // specular
  10444. " vec3 pointHalfVector = normalize( lVector + viewPosition );",
  10445. " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  10446. " float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
  10447. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10448. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );",
  10449. " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",
  10450. " }",
  10451. "#endif",
  10452. "#if MAX_SPOT_LIGHTS > 0",
  10453. " vec3 spotDiffuse = vec3( 0.0 );",
  10454. " vec3 spotSpecular = vec3( 0.0 );",
  10455. " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  10456. " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  10457. " vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
  10458. " float lDistance = 1.0;",
  10459. " if ( spotLightDistance[ i ] > 0.0 )",
  10460. " lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
  10461. " lVector = normalize( lVector );",
  10462. " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
  10463. " if ( spotEffect > spotLightAngleCos[ i ] ) {",
  10464. " spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );",
  10465. // diffuse
  10466. " float dotProduct = dot( normal, lVector );",
  10467. " #ifdef WRAP_AROUND",
  10468. " float spotDiffuseWeightFull = max( dotProduct, 0.0 );",
  10469. " float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
  10470. " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
  10471. " #else",
  10472. " float spotDiffuseWeight = max( dotProduct, 0.0 );",
  10473. " #endif",
  10474. " spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;",
  10475. // specular
  10476. " vec3 spotHalfVector = normalize( lVector + viewPosition );",
  10477. " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
  10478. " float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
  10479. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10480. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );",
  10481. " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",
  10482. " }",
  10483. " }",
  10484. "#endif",
  10485. "#if MAX_DIR_LIGHTS > 0",
  10486. " vec3 dirDiffuse = vec3( 0.0 );",
  10487. " vec3 dirSpecular = vec3( 0.0 );" ,
  10488. " for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
  10489. " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  10490. " vec3 dirVector = normalize( lDirection.xyz );",
  10491. // diffuse
  10492. " float dotProduct = dot( normal, dirVector );",
  10493. " #ifdef WRAP_AROUND",
  10494. " float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
  10495. " float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
  10496. " vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",
  10497. " #else",
  10498. " float dirDiffuseWeight = max( dotProduct, 0.0 );",
  10499. " #endif",
  10500. " dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",
  10501. // specular
  10502. " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
  10503. " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  10504. " float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
  10505. /*
  10506. // fresnel term from skin shader
  10507. " const float F0 = 0.128;",
  10508. " float base = 1.0 - dot( viewPosition, dirHalfVector );",
  10509. " float exponential = pow( base, 5.0 );",
  10510. " float fresnel = exponential + F0 * ( 1.0 - exponential );",
  10511. */
  10512. /*
  10513. // fresnel term from fresnel shader
  10514. " const float mFresnelBias = 0.08;",
  10515. " const float mFresnelScale = 0.3;",
  10516. " const float mFresnelPower = 5.0;",
  10517. " float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
  10518. */
  10519. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10520. // " dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",
  10521. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
  10522. " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
  10523. " }",
  10524. "#endif",
  10525. "#if MAX_HEMI_LIGHTS > 0",
  10526. " vec3 hemiDiffuse = vec3( 0.0 );",
  10527. " vec3 hemiSpecular = vec3( 0.0 );" ,
  10528. " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  10529. " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  10530. " vec3 lVector = normalize( lDirection.xyz );",
  10531. // diffuse
  10532. " float dotProduct = dot( normal, lVector );",
  10533. " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  10534. " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  10535. " hemiDiffuse += diffuse * hemiColor;",
  10536. // specular (sky light)
  10537. " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
  10538. " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  10539. " float hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );",
  10540. // specular (ground light)
  10541. " vec3 lVectorGround = -lVector;",
  10542. " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
  10543. " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  10544. " float hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );",
  10545. " float dotProductGround = dot( normal, lVectorGround );",
  10546. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10547. " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
  10548. " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
  10549. " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
  10550. " }",
  10551. "#endif",
  10552. "vec3 totalDiffuse = vec3( 0.0 );",
  10553. "vec3 totalSpecular = vec3( 0.0 );",
  10554. "#if MAX_DIR_LIGHTS > 0",
  10555. " totalDiffuse += dirDiffuse;",
  10556. " totalSpecular += dirSpecular;",
  10557. "#endif",
  10558. "#if MAX_HEMI_LIGHTS > 0",
  10559. " totalDiffuse += hemiDiffuse;",
  10560. " totalSpecular += hemiSpecular;",
  10561. "#endif",
  10562. "#if MAX_POINT_LIGHTS > 0",
  10563. " totalDiffuse += pointDiffuse;",
  10564. " totalSpecular += pointSpecular;",
  10565. "#endif",
  10566. "#if MAX_SPOT_LIGHTS > 0",
  10567. " totalDiffuse += spotDiffuse;",
  10568. " totalSpecular += spotSpecular;",
  10569. "#endif",
  10570. "#ifdef METAL",
  10571. " gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",
  10572. "#else",
  10573. " gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
  10574. "#endif"
  10575. ].join("\n"),
  10576. // VERTEX COLORS
  10577. color_pars_fragment: [
  10578. "#ifdef USE_COLOR",
  10579. " varying vec3 vColor;",
  10580. "#endif"
  10581. ].join("\n"),
  10582. color_fragment: [
  10583. "#ifdef USE_COLOR",
  10584. " gl_FragColor = gl_FragColor * vec4( vColor, 1.0 );",
  10585. "#endif"
  10586. ].join("\n"),
  10587. color_pars_vertex: [
  10588. "#ifdef USE_COLOR",
  10589. " varying vec3 vColor;",
  10590. "#endif"
  10591. ].join("\n"),
  10592. color_vertex: [
  10593. "#ifdef USE_COLOR",
  10594. " #ifdef GAMMA_INPUT",
  10595. " vColor = color * color;",
  10596. " #else",
  10597. " vColor = color;",
  10598. " #endif",
  10599. "#endif"
  10600. ].join("\n"),
  10601. // SKINNING
  10602. skinning_pars_vertex: [
  10603. "#ifdef USE_SKINNING",
  10604. " #ifdef BONE_TEXTURE",
  10605. " uniform sampler2D boneTexture;",
  10606. " uniform int boneTextureWidth;",
  10607. " uniform int boneTextureHeight;",
  10608. " mat4 getBoneMatrix( const in float i ) {",
  10609. " float j = i * 4.0;",
  10610. " float x = mod( j, float( boneTextureWidth ) );",
  10611. " float y = floor( j / float( boneTextureWidth ) );",
  10612. " float dx = 1.0 / float( boneTextureWidth );",
  10613. " float dy = 1.0 / float( boneTextureHeight );",
  10614. " y = dy * ( y + 0.5 );",
  10615. " vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );",
  10616. " vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );",
  10617. " vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );",
  10618. " vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );",
  10619. " mat4 bone = mat4( v1, v2, v3, v4 );",
  10620. " return bone;",
  10621. " }",
  10622. " #else",
  10623. " uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
  10624. " mat4 getBoneMatrix( const in float i ) {",
  10625. " mat4 bone = boneGlobalMatrices[ int(i) ];",
  10626. " return bone;",
  10627. " }",
  10628. " #endif",
  10629. "#endif"
  10630. ].join("\n"),
  10631. skinbase_vertex: [
  10632. "#ifdef USE_SKINNING",
  10633. " mat4 boneMatX = getBoneMatrix( skinIndex.x );",
  10634. " mat4 boneMatY = getBoneMatrix( skinIndex.y );",
  10635. " mat4 boneMatZ = getBoneMatrix( skinIndex.z );",
  10636. " mat4 boneMatW = getBoneMatrix( skinIndex.w );",
  10637. "#endif"
  10638. ].join("\n"),
  10639. skinning_vertex: [
  10640. "#ifdef USE_SKINNING",
  10641. " #ifdef USE_MORPHTARGETS",
  10642. " vec4 skinVertex = vec4( morphed, 1.0 );",
  10643. " #else",
  10644. " vec4 skinVertex = vec4( position, 1.0 );",
  10645. " #endif",
  10646. " vec4 skinned = vec4( 0.0 );",
  10647. " skinned += boneMatX * skinVertex * skinWeight.x;",
  10648. " skinned += boneMatY * skinVertex * skinWeight.y;",
  10649. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  10650. " skinned += boneMatW * skinVertex * skinWeight.w;",
  10651. "#endif"
  10652. ].join("\n"),
  10653. // MORPHING
  10654. morphtarget_pars_vertex: [
  10655. "#ifdef USE_MORPHTARGETS",
  10656. " #ifndef USE_MORPHNORMALS",
  10657. " uniform float morphTargetInfluences[ 8 ];",
  10658. " #else",
  10659. " uniform float morphTargetInfluences[ 4 ];",
  10660. " #endif",
  10661. "#endif"
  10662. ].join("\n"),
  10663. morphtarget_vertex: [
  10664. "#ifdef USE_MORPHTARGETS",
  10665. " vec3 morphed = vec3( 0.0 );",
  10666. " morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
  10667. " morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
  10668. " morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
  10669. " morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
  10670. " #ifndef USE_MORPHNORMALS",
  10671. " morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
  10672. " morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
  10673. " morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
  10674. " morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
  10675. " #endif",
  10676. " morphed += position;",
  10677. "#endif"
  10678. ].join("\n"),
  10679. default_vertex : [
  10680. "vec4 mvPosition;",
  10681. "#ifdef USE_SKINNING",
  10682. " mvPosition = modelViewMatrix * skinned;",
  10683. "#endif",
  10684. "#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )",
  10685. " mvPosition = modelViewMatrix * vec4( morphed, 1.0 );",
  10686. "#endif",
  10687. "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )",
  10688. " mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  10689. "#endif",
  10690. "gl_Position = projectionMatrix * mvPosition;"
  10691. ].join("\n"),
  10692. morphnormal_vertex: [
  10693. "#ifdef USE_MORPHNORMALS",
  10694. " vec3 morphedNormal = vec3( 0.0 );",
  10695. " morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
  10696. " morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
  10697. " morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
  10698. " morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",
  10699. " morphedNormal += normal;",
  10700. "#endif"
  10701. ].join("\n"),
  10702. skinnormal_vertex: [
  10703. "#ifdef USE_SKINNING",
  10704. " mat4 skinMatrix = mat4( 0.0 );",
  10705. " skinMatrix += skinWeight.x * boneMatX;",
  10706. " skinMatrix += skinWeight.y * boneMatY;",
  10707. " skinMatrix += skinWeight.z * boneMatZ;",
  10708. " skinMatrix += skinWeight.w * boneMatW;",
  10709. " #ifdef USE_MORPHNORMALS",
  10710. " vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );",
  10711. " #else",
  10712. " vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );",
  10713. " #endif",
  10714. "#endif"
  10715. ].join("\n"),
  10716. defaultnormal_vertex: [
  10717. "vec3 objectNormal;",
  10718. "#ifdef USE_SKINNING",
  10719. " objectNormal = skinnedNormal.xyz;",
  10720. "#endif",
  10721. "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
  10722. " objectNormal = morphedNormal;",
  10723. "#endif",
  10724. "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
  10725. " objectNormal = normal;",
  10726. "#endif",
  10727. "#ifdef FLIP_SIDED",
  10728. " objectNormal = -objectNormal;",
  10729. "#endif",
  10730. "vec3 transformedNormal = normalMatrix * objectNormal;"
  10731. ].join("\n"),
  10732. // SHADOW MAP
  10733. // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
  10734. // http://spidergl.org/example.php?id=6
  10735. // http://fabiensanglard.net/shadowmapping
  10736. shadowmap_pars_fragment: [
  10737. "#ifdef USE_SHADOWMAP",
  10738. " uniform sampler2D shadowMap[ MAX_SHADOWS ];",
  10739. " uniform vec2 shadowMapSize[ MAX_SHADOWS ];",
  10740. " uniform float shadowDarkness[ MAX_SHADOWS ];",
  10741. " uniform float shadowBias[ MAX_SHADOWS ];",
  10742. " varying vec4 vShadowCoord[ MAX_SHADOWS ];",
  10743. " float unpackDepth( const in vec4 rgba_depth ) {",
  10744. " const vec4 bit_shift = vec4( 1.0 / ( 256.0 * 256.0 * 256.0 ), 1.0 / ( 256.0 * 256.0 ), 1.0 / 256.0, 1.0 );",
  10745. " float depth = dot( rgba_depth, bit_shift );",
  10746. " return depth;",
  10747. " }",
  10748. "#endif"
  10749. ].join("\n"),
  10750. shadowmap_fragment: [
  10751. "#ifdef USE_SHADOWMAP",
  10752. " #ifdef SHADOWMAP_DEBUG",
  10753. " vec3 frustumColors[3];",
  10754. " frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
  10755. " frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
  10756. " frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",
  10757. " #endif",
  10758. " #ifdef SHADOWMAP_CASCADE",
  10759. " int inFrustumCount = 0;",
  10760. " #endif",
  10761. " float fDepth;",
  10762. " vec3 shadowColor = vec3( 1.0 );",
  10763. " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  10764. " vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
  10765. // "if ( something && something )" breaks ATI OpenGL shader compiler
  10766. // "if ( all( something, something ) )" using this instead
  10767. " bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
  10768. " bool inFrustum = all( inFrustumVec );",
  10769. // don't shadow pixels outside of light frustum
  10770. // use just first frustum (for cascades)
  10771. // don't shadow pixels behind far plane of light frustum
  10772. " #ifdef SHADOWMAP_CASCADE",
  10773. " inFrustumCount += int( inFrustum );",
  10774. " bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",
  10775. " #else",
  10776. " bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",
  10777. " #endif",
  10778. " bool frustumTest = all( frustumTestVec );",
  10779. " if ( frustumTest ) {",
  10780. " shadowCoord.z += shadowBias[ i ];",
  10781. " #if defined( SHADOWMAP_TYPE_PCF )",
  10782. // Percentage-close filtering
  10783. // (9 pixel kernel)
  10784. // http://fabiensanglard.net/shadowmappingPCF/
  10785. " float shadow = 0.0;",
  10786. /*
  10787. // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
  10788. // must enroll loop manually
  10789. " for ( float y = -1.25; y <= 1.25; y += 1.25 )",
  10790. " for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
  10791. " vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
  10792. // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
  10793. //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
  10794. " float fDepth = unpackDepth( rgbaDepth );",
  10795. " if ( fDepth < shadowCoord.z )",
  10796. " shadow += 1.0;",
  10797. " }",
  10798. " shadow /= 9.0;",
  10799. */
  10800. " const float shadowDelta = 1.0 / 9.0;",
  10801. " float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
  10802. " float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
  10803. " float dx0 = -1.25 * xPixelOffset;",
  10804. " float dy0 = -1.25 * yPixelOffset;",
  10805. " float dx1 = 1.25 * xPixelOffset;",
  10806. " float dy1 = 1.25 * yPixelOffset;",
  10807. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
  10808. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  10809. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
  10810. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  10811. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
  10812. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  10813. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
  10814. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  10815. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
  10816. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  10817. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
  10818. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  10819. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
  10820. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  10821. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
  10822. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  10823. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
  10824. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  10825. " shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
  10826. " #elif defined( SHADOWMAP_TYPE_PCF_SOFT )",
  10827. // Percentage-close filtering
  10828. // (9 pixel kernel)
  10829. // http://fabiensanglard.net/shadowmappingPCF/
  10830. " float shadow = 0.0;",
  10831. " float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
  10832. " float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
  10833. " float dx0 = -1.0 * xPixelOffset;",
  10834. " float dy0 = -1.0 * yPixelOffset;",
  10835. " float dx1 = 1.0 * xPixelOffset;",
  10836. " float dy1 = 1.0 * yPixelOffset;",
  10837. " mat3 shadowKernel;",
  10838. " mat3 depthKernel;",
  10839. " depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
  10840. " depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
  10841. " depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
  10842. " depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
  10843. " depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
  10844. " depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
  10845. " depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
  10846. " depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
  10847. " depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
  10848. " vec3 shadowZ = vec3( shadowCoord.z );",
  10849. " shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));",
  10850. " shadowKernel[0] *= vec3(0.25);",
  10851. " shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));",
  10852. " shadowKernel[1] *= vec3(0.25);",
  10853. " shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));",
  10854. " shadowKernel[2] *= vec3(0.25);",
  10855. " vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );",
  10856. " shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );",
  10857. " shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );",
  10858. " vec4 shadowValues;",
  10859. " shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );",
  10860. " shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );",
  10861. " shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );",
  10862. " shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );",
  10863. " shadow = dot( shadowValues, vec4( 1.0 ) );",
  10864. " shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
  10865. " #else",
  10866. " vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
  10867. " float fDepth = unpackDepth( rgbaDepth );",
  10868. " if ( fDepth < shadowCoord.z )",
  10869. // spot with multiple shadows is darker
  10870. " shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );",
  10871. // spot with multiple shadows has the same color as single shadow spot
  10872. // " shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );",
  10873. " #endif",
  10874. " }",
  10875. " #ifdef SHADOWMAP_DEBUG",
  10876. " #ifdef SHADOWMAP_CASCADE",
  10877. " if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];",
  10878. " #else",
  10879. " if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];",
  10880. " #endif",
  10881. " #endif",
  10882. " }",
  10883. " #ifdef GAMMA_OUTPUT",
  10884. " shadowColor *= shadowColor;",
  10885. " #endif",
  10886. " gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",
  10887. "#endif"
  10888. ].join("\n"),
  10889. shadowmap_pars_vertex: [
  10890. "#ifdef USE_SHADOWMAP",
  10891. " varying vec4 vShadowCoord[ MAX_SHADOWS ];",
  10892. " uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
  10893. "#endif"
  10894. ].join("\n"),
  10895. shadowmap_vertex: [
  10896. "#ifdef USE_SHADOWMAP",
  10897. " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  10898. " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
  10899. " }",
  10900. "#endif"
  10901. ].join("\n"),
  10902. // ALPHATEST
  10903. alphatest_fragment: [
  10904. "#ifdef ALPHATEST",
  10905. " if ( gl_FragColor.a < ALPHATEST ) discard;",
  10906. "#endif"
  10907. ].join("\n"),
  10908. // LINEAR SPACE
  10909. linear_to_gamma_fragment: [
  10910. "#ifdef GAMMA_OUTPUT",
  10911. " gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
  10912. "#endif"
  10913. ].join("\n"),
  10914. // LOGARITHMIC DEPTH BUFFER
  10915. // http://outerra.blogspot.com/2012/11/maximizing-depth-buffer-range-and.html
  10916. // WebGL doesn't support gl_FragDepth out of the box, unless the EXT_frag_depth extension is available. On platforms
  10917. // without EXT_frag_depth, we have to fall back on linear z-buffer in the fragment shader, which means that some long
  10918. // faces close to the camera may have issues. This can be worked around by tesselating the model more finely when
  10919. // the camera is near the surface.
  10920. logdepthbuf_pars_vertex: [
  10921. "#ifdef USE_LOGDEPTHBUF",
  10922. " #ifdef USE_LOGDEPTHBUF_EXT",
  10923. " varying float vFragDepth;",
  10924. " #endif",
  10925. " uniform float logDepthBufFC;",
  10926. "#endif",
  10927. ].join('\n'),
  10928. logdepthbuf_vertex: [
  10929. "#ifdef USE_LOGDEPTHBUF",
  10930. " gl_Position.z = log2(max(1e-6, gl_Position.w + 1.0)) * logDepthBufFC;",
  10931. " #ifdef USE_LOGDEPTHBUF_EXT",
  10932. " vFragDepth = 1.0 + gl_Position.w;",
  10933. "#else",
  10934. " gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;",
  10935. " #endif",
  10936. "#endif"
  10937. ].join("\n"),
  10938. logdepthbuf_pars_fragment: [
  10939. "#ifdef USE_LOGDEPTHBUF",
  10940. " uniform float logDepthBufFC;",
  10941. " #ifdef USE_LOGDEPTHBUF_EXT",
  10942. " #extension GL_EXT_frag_depth : enable",
  10943. " varying float vFragDepth;",
  10944. " #endif",
  10945. "#endif"
  10946. ].join('\n'),
  10947. logdepthbuf_fragment: [
  10948. "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)",
  10949. " gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;",
  10950. "#endif"
  10951. ].join("\n")
  10952. };
  10953. /**
  10954. * Uniform Utilities
  10955. */
  10956. THREE.UniformsUtils = {
  10957. merge: function ( uniforms ) {
  10958. var u, p, tmp, merged = {};
  10959. for ( u = 0; u < uniforms.length; u ++ ) {
  10960. tmp = this.clone( uniforms[ u ] );
  10961. for ( p in tmp ) {
  10962. merged[ p ] = tmp[ p ];
  10963. }
  10964. }
  10965. return merged;
  10966. },
  10967. clone: function ( uniforms_src ) {
  10968. var u, p, parameter, parameter_src, uniforms_dst = {};
  10969. for ( u in uniforms_src ) {
  10970. uniforms_dst[ u ] = {};
  10971. for ( p in uniforms_src[ u ] ) {
  10972. parameter_src = uniforms_src[ u ][ p ];
  10973. if ( parameter_src instanceof THREE.Color ||
  10974. parameter_src instanceof THREE.Vector2 ||
  10975. parameter_src instanceof THREE.Vector3 ||
  10976. parameter_src instanceof THREE.Vector4 ||
  10977. parameter_src instanceof THREE.Matrix4 ||
  10978. parameter_src instanceof THREE.Texture ) {
  10979. uniforms_dst[ u ][ p ] = parameter_src.clone();
  10980. } else if ( parameter_src instanceof Array ) {
  10981. uniforms_dst[ u ][ p ] = parameter_src.slice();
  10982. } else {
  10983. uniforms_dst[ u ][ p ] = parameter_src;
  10984. }
  10985. }
  10986. }
  10987. return uniforms_dst;
  10988. }
  10989. };
  10990. /**
  10991. * Uniforms library for shared webgl shaders
  10992. */
  10993. THREE.UniformsLib = {
  10994. common: {
  10995. "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  10996. "opacity" : { type: "f", value: 1.0 },
  10997. "map" : { type: "t", value: null },
  10998. "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
  10999. "lightMap" : { type: "t", value: null },
  11000. "specularMap" : { type: "t", value: null },
  11001. "envMap" : { type: "t", value: null },
  11002. "flipEnvMap" : { type: "f", value: - 1 },
  11003. "useRefract" : { type: "i", value: 0 },
  11004. "reflectivity" : { type: "f", value: 1.0 },
  11005. "refractionRatio" : { type: "f", value: 0.98 },
  11006. "combine" : { type: "i", value: 0 },
  11007. "morphTargetInfluences" : { type: "f", value: 0 }
  11008. },
  11009. bump: {
  11010. "bumpMap" : { type: "t", value: null },
  11011. "bumpScale" : { type: "f", value: 1 }
  11012. },
  11013. normalmap: {
  11014. "normalMap" : { type: "t", value: null },
  11015. "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
  11016. },
  11017. fog : {
  11018. "fogDensity" : { type: "f", value: 0.00025 },
  11019. "fogNear" : { type: "f", value: 1 },
  11020. "fogFar" : { type: "f", value: 2000 },
  11021. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  11022. },
  11023. lights: {
  11024. "ambientLightColor" : { type: "fv", value: [] },
  11025. "directionalLightDirection" : { type: "fv", value: [] },
  11026. "directionalLightColor" : { type: "fv", value: [] },
  11027. "hemisphereLightDirection" : { type: "fv", value: [] },
  11028. "hemisphereLightSkyColor" : { type: "fv", value: [] },
  11029. "hemisphereLightGroundColor" : { type: "fv", value: [] },
  11030. "pointLightColor" : { type: "fv", value: [] },
  11031. "pointLightPosition" : { type: "fv", value: [] },
  11032. "pointLightDistance" : { type: "fv1", value: [] },
  11033. "spotLightColor" : { type: "fv", value: [] },
  11034. "spotLightPosition" : { type: "fv", value: [] },
  11035. "spotLightDirection" : { type: "fv", value: [] },
  11036. "spotLightDistance" : { type: "fv1", value: [] },
  11037. "spotLightAngleCos" : { type: "fv1", value: [] },
  11038. "spotLightExponent" : { type: "fv1", value: [] }
  11039. },
  11040. particle: {
  11041. "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  11042. "opacity" : { type: "f", value: 1.0 },
  11043. "size" : { type: "f", value: 1.0 },
  11044. "scale" : { type: "f", value: 1.0 },
  11045. "map" : { type: "t", value: null },
  11046. "fogDensity" : { type: "f", value: 0.00025 },
  11047. "fogNear" : { type: "f", value: 1 },
  11048. "fogFar" : { type: "f", value: 2000 },
  11049. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  11050. },
  11051. shadowmap: {
  11052. "shadowMap": { type: "tv", value: [] },
  11053. "shadowMapSize": { type: "v2v", value: [] },
  11054. "shadowBias" : { type: "fv1", value: [] },
  11055. "shadowDarkness": { type: "fv1", value: [] },
  11056. "shadowMatrix" : { type: "m4v", value: [] }
  11057. }
  11058. };
  11059. /**
  11060. * Webgl Shader Library for three.js
  11061. *
  11062. * @author alteredq / http://alteredqualia.com/
  11063. * @author mrdoob / http://mrdoob.com/
  11064. * @author mikael emtinger / http://gomo.se/
  11065. */
  11066. THREE.ShaderLib = {
  11067. 'basic': {
  11068. uniforms: THREE.UniformsUtils.merge( [
  11069. THREE.UniformsLib[ "common" ],
  11070. THREE.UniformsLib[ "fog" ],
  11071. THREE.UniformsLib[ "shadowmap" ]
  11072. ] ),
  11073. vertexShader: [
  11074. THREE.ShaderChunk[ "map_pars_vertex" ],
  11075. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  11076. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  11077. THREE.ShaderChunk[ "color_pars_vertex" ],
  11078. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  11079. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  11080. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  11081. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11082. "void main() {",
  11083. THREE.ShaderChunk[ "map_vertex" ],
  11084. THREE.ShaderChunk[ "lightmap_vertex" ],
  11085. THREE.ShaderChunk[ "color_vertex" ],
  11086. THREE.ShaderChunk[ "skinbase_vertex" ],
  11087. " #ifdef USE_ENVMAP",
  11088. THREE.ShaderChunk[ "morphnormal_vertex" ],
  11089. THREE.ShaderChunk[ "skinnormal_vertex" ],
  11090. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  11091. " #endif",
  11092. THREE.ShaderChunk[ "morphtarget_vertex" ],
  11093. THREE.ShaderChunk[ "skinning_vertex" ],
  11094. THREE.ShaderChunk[ "default_vertex" ],
  11095. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11096. THREE.ShaderChunk[ "worldpos_vertex" ],
  11097. THREE.ShaderChunk[ "envmap_vertex" ],
  11098. THREE.ShaderChunk[ "shadowmap_vertex" ],
  11099. "}"
  11100. ].join("\n"),
  11101. fragmentShader: [
  11102. "uniform vec3 diffuse;",
  11103. "uniform float opacity;",
  11104. THREE.ShaderChunk[ "color_pars_fragment" ],
  11105. THREE.ShaderChunk[ "map_pars_fragment" ],
  11106. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  11107. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  11108. THREE.ShaderChunk[ "fog_pars_fragment" ],
  11109. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  11110. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  11111. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11112. "void main() {",
  11113. " gl_FragColor = vec4( diffuse, opacity );",
  11114. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11115. THREE.ShaderChunk[ "map_fragment" ],
  11116. THREE.ShaderChunk[ "alphatest_fragment" ],
  11117. THREE.ShaderChunk[ "specularmap_fragment" ],
  11118. THREE.ShaderChunk[ "lightmap_fragment" ],
  11119. THREE.ShaderChunk[ "color_fragment" ],
  11120. THREE.ShaderChunk[ "envmap_fragment" ],
  11121. THREE.ShaderChunk[ "shadowmap_fragment" ],
  11122. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  11123. THREE.ShaderChunk[ "fog_fragment" ],
  11124. "}"
  11125. ].join("\n")
  11126. },
  11127. 'lambert': {
  11128. uniforms: THREE.UniformsUtils.merge( [
  11129. THREE.UniformsLib[ "common" ],
  11130. THREE.UniformsLib[ "fog" ],
  11131. THREE.UniformsLib[ "lights" ],
  11132. THREE.UniformsLib[ "shadowmap" ],
  11133. {
  11134. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  11135. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  11136. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  11137. }
  11138. ] ),
  11139. vertexShader: [
  11140. "#define LAMBERT",
  11141. "varying vec3 vLightFront;",
  11142. "#ifdef DOUBLE_SIDED",
  11143. " varying vec3 vLightBack;",
  11144. "#endif",
  11145. THREE.ShaderChunk[ "map_pars_vertex" ],
  11146. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  11147. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  11148. THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
  11149. THREE.ShaderChunk[ "color_pars_vertex" ],
  11150. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  11151. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  11152. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  11153. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11154. "void main() {",
  11155. THREE.ShaderChunk[ "map_vertex" ],
  11156. THREE.ShaderChunk[ "lightmap_vertex" ],
  11157. THREE.ShaderChunk[ "color_vertex" ],
  11158. THREE.ShaderChunk[ "morphnormal_vertex" ],
  11159. THREE.ShaderChunk[ "skinbase_vertex" ],
  11160. THREE.ShaderChunk[ "skinnormal_vertex" ],
  11161. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  11162. THREE.ShaderChunk[ "morphtarget_vertex" ],
  11163. THREE.ShaderChunk[ "skinning_vertex" ],
  11164. THREE.ShaderChunk[ "default_vertex" ],
  11165. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11166. THREE.ShaderChunk[ "worldpos_vertex" ],
  11167. THREE.ShaderChunk[ "envmap_vertex" ],
  11168. THREE.ShaderChunk[ "lights_lambert_vertex" ],
  11169. THREE.ShaderChunk[ "shadowmap_vertex" ],
  11170. "}"
  11171. ].join("\n"),
  11172. fragmentShader: [
  11173. "uniform float opacity;",
  11174. "varying vec3 vLightFront;",
  11175. "#ifdef DOUBLE_SIDED",
  11176. " varying vec3 vLightBack;",
  11177. "#endif",
  11178. THREE.ShaderChunk[ "color_pars_fragment" ],
  11179. THREE.ShaderChunk[ "map_pars_fragment" ],
  11180. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  11181. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  11182. THREE.ShaderChunk[ "fog_pars_fragment" ],
  11183. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  11184. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  11185. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11186. "void main() {",
  11187. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  11188. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11189. THREE.ShaderChunk[ "map_fragment" ],
  11190. THREE.ShaderChunk[ "alphatest_fragment" ],
  11191. THREE.ShaderChunk[ "specularmap_fragment" ],
  11192. " #ifdef DOUBLE_SIDED",
  11193. //"float isFront = float( gl_FrontFacing );",
  11194. //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
  11195. " if ( gl_FrontFacing )",
  11196. " gl_FragColor.xyz *= vLightFront;",
  11197. " else",
  11198. " gl_FragColor.xyz *= vLightBack;",
  11199. " #else",
  11200. " gl_FragColor.xyz *= vLightFront;",
  11201. " #endif",
  11202. THREE.ShaderChunk[ "lightmap_fragment" ],
  11203. THREE.ShaderChunk[ "color_fragment" ],
  11204. THREE.ShaderChunk[ "envmap_fragment" ],
  11205. THREE.ShaderChunk[ "shadowmap_fragment" ],
  11206. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  11207. THREE.ShaderChunk[ "fog_fragment" ],
  11208. "}"
  11209. ].join("\n")
  11210. },
  11211. 'phong': {
  11212. uniforms: THREE.UniformsUtils.merge( [
  11213. THREE.UniformsLib[ "common" ],
  11214. THREE.UniformsLib[ "bump" ],
  11215. THREE.UniformsLib[ "normalmap" ],
  11216. THREE.UniformsLib[ "fog" ],
  11217. THREE.UniformsLib[ "lights" ],
  11218. THREE.UniformsLib[ "shadowmap" ],
  11219. {
  11220. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  11221. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  11222. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  11223. "shininess": { type: "f", value: 30 },
  11224. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  11225. }
  11226. ] ),
  11227. vertexShader: [
  11228. "#define PHONG",
  11229. "varying vec3 vViewPosition;",
  11230. "varying vec3 vNormal;",
  11231. THREE.ShaderChunk[ "map_pars_vertex" ],
  11232. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  11233. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  11234. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  11235. THREE.ShaderChunk[ "color_pars_vertex" ],
  11236. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  11237. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  11238. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  11239. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11240. "void main() {",
  11241. THREE.ShaderChunk[ "map_vertex" ],
  11242. THREE.ShaderChunk[ "lightmap_vertex" ],
  11243. THREE.ShaderChunk[ "color_vertex" ],
  11244. THREE.ShaderChunk[ "morphnormal_vertex" ],
  11245. THREE.ShaderChunk[ "skinbase_vertex" ],
  11246. THREE.ShaderChunk[ "skinnormal_vertex" ],
  11247. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  11248. " vNormal = normalize( transformedNormal );",
  11249. THREE.ShaderChunk[ "morphtarget_vertex" ],
  11250. THREE.ShaderChunk[ "skinning_vertex" ],
  11251. THREE.ShaderChunk[ "default_vertex" ],
  11252. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11253. " vViewPosition = -mvPosition.xyz;",
  11254. THREE.ShaderChunk[ "worldpos_vertex" ],
  11255. THREE.ShaderChunk[ "envmap_vertex" ],
  11256. THREE.ShaderChunk[ "lights_phong_vertex" ],
  11257. THREE.ShaderChunk[ "shadowmap_vertex" ],
  11258. "}"
  11259. ].join("\n"),
  11260. fragmentShader: [
  11261. "uniform vec3 diffuse;",
  11262. "uniform float opacity;",
  11263. "uniform vec3 ambient;",
  11264. "uniform vec3 emissive;",
  11265. "uniform vec3 specular;",
  11266. "uniform float shininess;",
  11267. THREE.ShaderChunk[ "color_pars_fragment" ],
  11268. THREE.ShaderChunk[ "map_pars_fragment" ],
  11269. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  11270. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  11271. THREE.ShaderChunk[ "fog_pars_fragment" ],
  11272. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  11273. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  11274. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  11275. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  11276. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  11277. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11278. "void main() {",
  11279. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  11280. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11281. THREE.ShaderChunk[ "map_fragment" ],
  11282. THREE.ShaderChunk[ "alphatest_fragment" ],
  11283. THREE.ShaderChunk[ "specularmap_fragment" ],
  11284. THREE.ShaderChunk[ "lights_phong_fragment" ],
  11285. THREE.ShaderChunk[ "lightmap_fragment" ],
  11286. THREE.ShaderChunk[ "color_fragment" ],
  11287. THREE.ShaderChunk[ "envmap_fragment" ],
  11288. THREE.ShaderChunk[ "shadowmap_fragment" ],
  11289. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  11290. THREE.ShaderChunk[ "fog_fragment" ],
  11291. "}"
  11292. ].join("\n")
  11293. },
  11294. 'particle_basic': {
  11295. uniforms: THREE.UniformsUtils.merge( [
  11296. THREE.UniformsLib[ "particle" ],
  11297. THREE.UniformsLib[ "shadowmap" ]
  11298. ] ),
  11299. vertexShader: [
  11300. "uniform float size;",
  11301. "uniform float scale;",
  11302. THREE.ShaderChunk[ "color_pars_vertex" ],
  11303. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  11304. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11305. "void main() {",
  11306. THREE.ShaderChunk[ "color_vertex" ],
  11307. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  11308. " #ifdef USE_SIZEATTENUATION",
  11309. " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  11310. " #else",
  11311. " gl_PointSize = size;",
  11312. " #endif",
  11313. " gl_Position = projectionMatrix * mvPosition;",
  11314. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11315. THREE.ShaderChunk[ "worldpos_vertex" ],
  11316. THREE.ShaderChunk[ "shadowmap_vertex" ],
  11317. "}"
  11318. ].join("\n"),
  11319. fragmentShader: [
  11320. "uniform vec3 psColor;",
  11321. "uniform float opacity;",
  11322. THREE.ShaderChunk[ "color_pars_fragment" ],
  11323. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  11324. THREE.ShaderChunk[ "fog_pars_fragment" ],
  11325. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  11326. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11327. "void main() {",
  11328. " gl_FragColor = vec4( psColor, opacity );",
  11329. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11330. THREE.ShaderChunk[ "map_particle_fragment" ],
  11331. THREE.ShaderChunk[ "alphatest_fragment" ],
  11332. THREE.ShaderChunk[ "color_fragment" ],
  11333. THREE.ShaderChunk[ "shadowmap_fragment" ],
  11334. THREE.ShaderChunk[ "fog_fragment" ],
  11335. "}"
  11336. ].join("\n")
  11337. },
  11338. 'dashed': {
  11339. uniforms: THREE.UniformsUtils.merge( [
  11340. THREE.UniformsLib[ "common" ],
  11341. THREE.UniformsLib[ "fog" ],
  11342. {
  11343. "scale" : { type: "f", value: 1 },
  11344. "dashSize" : { type: "f", value: 1 },
  11345. "totalSize": { type: "f", value: 2 }
  11346. }
  11347. ] ),
  11348. vertexShader: [
  11349. "uniform float scale;",
  11350. "attribute float lineDistance;",
  11351. "varying float vLineDistance;",
  11352. THREE.ShaderChunk[ "color_pars_vertex" ],
  11353. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11354. "void main() {",
  11355. THREE.ShaderChunk[ "color_vertex" ],
  11356. " vLineDistance = scale * lineDistance;",
  11357. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  11358. " gl_Position = projectionMatrix * mvPosition;",
  11359. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11360. "}"
  11361. ].join("\n"),
  11362. fragmentShader: [
  11363. "uniform vec3 diffuse;",
  11364. "uniform float opacity;",
  11365. "uniform float dashSize;",
  11366. "uniform float totalSize;",
  11367. "varying float vLineDistance;",
  11368. THREE.ShaderChunk[ "color_pars_fragment" ],
  11369. THREE.ShaderChunk[ "fog_pars_fragment" ],
  11370. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11371. "void main() {",
  11372. " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
  11373. " discard;",
  11374. " }",
  11375. " gl_FragColor = vec4( diffuse, opacity );",
  11376. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11377. THREE.ShaderChunk[ "color_fragment" ],
  11378. THREE.ShaderChunk[ "fog_fragment" ],
  11379. "}"
  11380. ].join("\n")
  11381. },
  11382. 'depth': {
  11383. uniforms: {
  11384. "mNear": { type: "f", value: 1.0 },
  11385. "mFar" : { type: "f", value: 2000.0 },
  11386. "opacity" : { type: "f", value: 1.0 }
  11387. },
  11388. vertexShader: [
  11389. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  11390. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11391. "void main() {",
  11392. THREE.ShaderChunk[ "morphtarget_vertex" ],
  11393. THREE.ShaderChunk[ "default_vertex" ],
  11394. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11395. "}"
  11396. ].join("\n"),
  11397. fragmentShader: [
  11398. "uniform float mNear;",
  11399. "uniform float mFar;",
  11400. "uniform float opacity;",
  11401. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11402. "void main() {",
  11403. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11404. " #ifdef USE_LOGDEPTHBUF_EXT",
  11405. " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  11406. " #else",
  11407. " float depth = gl_FragCoord.z / gl_FragCoord.w;",
  11408. " #endif",
  11409. " float color = 1.0 - smoothstep( mNear, mFar, depth );",
  11410. " gl_FragColor = vec4( vec3( color ), opacity );",
  11411. "}"
  11412. ].join("\n")
  11413. },
  11414. 'normal': {
  11415. uniforms: {
  11416. "opacity" : { type: "f", value: 1.0 }
  11417. },
  11418. vertexShader: [
  11419. "varying vec3 vNormal;",
  11420. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  11421. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11422. "void main() {",
  11423. " vNormal = normalize( normalMatrix * normal );",
  11424. THREE.ShaderChunk[ "morphtarget_vertex" ],
  11425. THREE.ShaderChunk[ "default_vertex" ],
  11426. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11427. "}"
  11428. ].join("\n"),
  11429. fragmentShader: [
  11430. "uniform float opacity;",
  11431. "varying vec3 vNormal;",
  11432. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11433. "void main() {",
  11434. " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  11435. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11436. "}"
  11437. ].join("\n")
  11438. },
  11439. /* -------------------------------------------------------------------------
  11440. // Normal map shader
  11441. // - Blinn-Phong
  11442. // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
  11443. // - point and directional lights (use with "lights: true" material option)
  11444. ------------------------------------------------------------------------- */
  11445. 'normalmap' : {
  11446. uniforms: THREE.UniformsUtils.merge( [
  11447. THREE.UniformsLib[ "fog" ],
  11448. THREE.UniformsLib[ "lights" ],
  11449. THREE.UniformsLib[ "shadowmap" ],
  11450. {
  11451. "enableAO" : { type: "i", value: 0 },
  11452. "enableDiffuse" : { type: "i", value: 0 },
  11453. "enableSpecular" : { type: "i", value: 0 },
  11454. "enableReflection" : { type: "i", value: 0 },
  11455. "enableDisplacement": { type: "i", value: 0 },
  11456. "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
  11457. "tDiffuse" : { type: "t", value: null },
  11458. "tCube" : { type: "t", value: null },
  11459. "tNormal" : { type: "t", value: null },
  11460. "tSpecular" : { type: "t", value: null },
  11461. "tAO" : { type: "t", value: null },
  11462. "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  11463. "uDisplacementBias": { type: "f", value: 0.0 },
  11464. "uDisplacementScale": { type: "f", value: 1.0 },
  11465. "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
  11466. "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
  11467. "ambient": { type: "c", value: new THREE.Color( 0xffffff ) },
  11468. "shininess": { type: "f", value: 30 },
  11469. "opacity": { type: "f", value: 1 },
  11470. "useRefract": { type: "i", value: 0 },
  11471. "refractionRatio": { type: "f", value: 0.98 },
  11472. "reflectivity": { type: "f", value: 0.5 },
  11473. "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
  11474. "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  11475. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  11476. }
  11477. ] ),
  11478. fragmentShader: [
  11479. "uniform vec3 ambient;",
  11480. "uniform vec3 diffuse;",
  11481. "uniform vec3 specular;",
  11482. "uniform float shininess;",
  11483. "uniform float opacity;",
  11484. "uniform bool enableDiffuse;",
  11485. "uniform bool enableSpecular;",
  11486. "uniform bool enableAO;",
  11487. "uniform bool enableReflection;",
  11488. "uniform sampler2D tDiffuse;",
  11489. "uniform sampler2D tNormal;",
  11490. "uniform sampler2D tSpecular;",
  11491. "uniform sampler2D tAO;",
  11492. "uniform samplerCube tCube;",
  11493. "uniform vec2 uNormalScale;",
  11494. "uniform bool useRefract;",
  11495. "uniform float refractionRatio;",
  11496. "uniform float reflectivity;",
  11497. "varying vec3 vTangent;",
  11498. "varying vec3 vBinormal;",
  11499. "varying vec3 vNormal;",
  11500. "varying vec2 vUv;",
  11501. "uniform vec3 ambientLightColor;",
  11502. "#if MAX_DIR_LIGHTS > 0",
  11503. " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  11504. " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  11505. "#endif",
  11506. "#if MAX_HEMI_LIGHTS > 0",
  11507. " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  11508. " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  11509. " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  11510. "#endif",
  11511. "#if MAX_POINT_LIGHTS > 0",
  11512. " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  11513. " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  11514. " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  11515. "#endif",
  11516. "#if MAX_SPOT_LIGHTS > 0",
  11517. " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  11518. " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  11519. " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  11520. " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  11521. " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  11522. " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  11523. "#endif",
  11524. "#ifdef WRAP_AROUND",
  11525. " uniform vec3 wrapRGB;",
  11526. "#endif",
  11527. "varying vec3 vWorldPosition;",
  11528. "varying vec3 vViewPosition;",
  11529. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  11530. THREE.ShaderChunk[ "fog_pars_fragment" ],
  11531. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11532. "void main() {",
  11533. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11534. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  11535. " vec3 specularTex = vec3( 1.0 );",
  11536. " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
  11537. " normalTex.xy *= uNormalScale;",
  11538. " normalTex = normalize( normalTex );",
  11539. " if( enableDiffuse ) {",
  11540. " #ifdef GAMMA_INPUT",
  11541. " vec4 texelColor = texture2D( tDiffuse, vUv );",
  11542. " texelColor.xyz *= texelColor.xyz;",
  11543. " gl_FragColor = gl_FragColor * texelColor;",
  11544. " #else",
  11545. " gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
  11546. " #endif",
  11547. " }",
  11548. " if( enableAO ) {",
  11549. " #ifdef GAMMA_INPUT",
  11550. " vec4 aoColor = texture2D( tAO, vUv );",
  11551. " aoColor.xyz *= aoColor.xyz;",
  11552. " gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
  11553. " #else",
  11554. " gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
  11555. " #endif",
  11556. " }",
  11557. " if( enableSpecular )",
  11558. " specularTex = texture2D( tSpecular, vUv ).xyz;",
  11559. " mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
  11560. " vec3 finalNormal = tsb * normalTex;",
  11561. " #ifdef FLIP_SIDED",
  11562. " finalNormal = -finalNormal;",
  11563. " #endif",
  11564. " vec3 normal = normalize( finalNormal );",
  11565. " vec3 viewPosition = normalize( vViewPosition );",
  11566. // point lights
  11567. " #if MAX_POINT_LIGHTS > 0",
  11568. " vec3 pointDiffuse = vec3( 0.0 );",
  11569. " vec3 pointSpecular = vec3( 0.0 );",
  11570. " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  11571. " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  11572. " vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
  11573. " float pointDistance = 1.0;",
  11574. " if ( pointLightDistance[ i ] > 0.0 )",
  11575. " pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
  11576. " pointVector = normalize( pointVector );",
  11577. // diffuse
  11578. " #ifdef WRAP_AROUND",
  11579. " float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
  11580. " float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
  11581. " vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
  11582. " #else",
  11583. " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
  11584. " #endif",
  11585. " pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
  11586. // specular
  11587. " vec3 pointHalfVector = normalize( pointVector + viewPosition );",
  11588. " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  11589. " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
  11590. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  11591. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );",
  11592. " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
  11593. " }",
  11594. " #endif",
  11595. // spot lights
  11596. " #if MAX_SPOT_LIGHTS > 0",
  11597. " vec3 spotDiffuse = vec3( 0.0 );",
  11598. " vec3 spotSpecular = vec3( 0.0 );",
  11599. " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  11600. " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  11601. " vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
  11602. " float spotDistance = 1.0;",
  11603. " if ( spotLightDistance[ i ] > 0.0 )",
  11604. " spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
  11605. " spotVector = normalize( spotVector );",
  11606. " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
  11607. " if ( spotEffect > spotLightAngleCos[ i ] ) {",
  11608. " spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );",
  11609. // diffuse
  11610. " #ifdef WRAP_AROUND",
  11611. " float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
  11612. " float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
  11613. " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
  11614. " #else",
  11615. " float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
  11616. " #endif",
  11617. " spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;",
  11618. // specular
  11619. " vec3 spotHalfVector = normalize( spotVector + viewPosition );",
  11620. " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
  11621. " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
  11622. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  11623. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );",
  11624. " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
  11625. " }",
  11626. " }",
  11627. " #endif",
  11628. // directional lights
  11629. " #if MAX_DIR_LIGHTS > 0",
  11630. " vec3 dirDiffuse = vec3( 0.0 );",
  11631. " vec3 dirSpecular = vec3( 0.0 );",
  11632. " for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  11633. " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  11634. " vec3 dirVector = normalize( lDirection.xyz );",
  11635. // diffuse
  11636. " #ifdef WRAP_AROUND",
  11637. " float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
  11638. " float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
  11639. " vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
  11640. " #else",
  11641. " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  11642. " #endif",
  11643. " dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
  11644. // specular
  11645. " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
  11646. " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  11647. " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
  11648. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  11649. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
  11650. " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
  11651. " }",
  11652. " #endif",
  11653. // hemisphere lights
  11654. " #if MAX_HEMI_LIGHTS > 0",
  11655. " vec3 hemiDiffuse = vec3( 0.0 );",
  11656. " vec3 hemiSpecular = vec3( 0.0 );" ,
  11657. " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  11658. " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  11659. " vec3 lVector = normalize( lDirection.xyz );",
  11660. // diffuse
  11661. " float dotProduct = dot( normal, lVector );",
  11662. " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  11663. " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  11664. " hemiDiffuse += diffuse * hemiColor;",
  11665. // specular (sky light)
  11666. " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
  11667. " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  11668. " float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );",
  11669. // specular (ground light)
  11670. " vec3 lVectorGround = -lVector;",
  11671. " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
  11672. " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  11673. " float hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );",
  11674. " float dotProductGround = dot( normal, lVectorGround );",
  11675. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  11676. " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
  11677. " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
  11678. " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
  11679. " }",
  11680. " #endif",
  11681. // all lights contribution summation
  11682. " vec3 totalDiffuse = vec3( 0.0 );",
  11683. " vec3 totalSpecular = vec3( 0.0 );",
  11684. " #if MAX_DIR_LIGHTS > 0",
  11685. " totalDiffuse += dirDiffuse;",
  11686. " totalSpecular += dirSpecular;",
  11687. " #endif",
  11688. " #if MAX_HEMI_LIGHTS > 0",
  11689. " totalDiffuse += hemiDiffuse;",
  11690. " totalSpecular += hemiSpecular;",
  11691. " #endif",
  11692. " #if MAX_POINT_LIGHTS > 0",
  11693. " totalDiffuse += pointDiffuse;",
  11694. " totalSpecular += pointSpecular;",
  11695. " #endif",
  11696. " #if MAX_SPOT_LIGHTS > 0",
  11697. " totalDiffuse += spotDiffuse;",
  11698. " totalSpecular += spotSpecular;",
  11699. " #endif",
  11700. " #ifdef METAL",
  11701. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
  11702. " #else",
  11703. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
  11704. " #endif",
  11705. " if ( enableReflection ) {",
  11706. " vec3 vReflect;",
  11707. " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
  11708. " if ( useRefract ) {",
  11709. " vReflect = refract( cameraToVertex, normal, refractionRatio );",
  11710. " } else {",
  11711. " vReflect = reflect( cameraToVertex, normal );",
  11712. " }",
  11713. " vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
  11714. " #ifdef GAMMA_INPUT",
  11715. " cubeColor.xyz *= cubeColor.xyz;",
  11716. " #endif",
  11717. " gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );",
  11718. " }",
  11719. THREE.ShaderChunk[ "shadowmap_fragment" ],
  11720. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  11721. THREE.ShaderChunk[ "fog_fragment" ],
  11722. "}"
  11723. ].join("\n"),
  11724. vertexShader: [
  11725. "attribute vec4 tangent;",
  11726. "uniform vec2 uOffset;",
  11727. "uniform vec2 uRepeat;",
  11728. "uniform bool enableDisplacement;",
  11729. "#ifdef VERTEX_TEXTURES",
  11730. " uniform sampler2D tDisplacement;",
  11731. " uniform float uDisplacementScale;",
  11732. " uniform float uDisplacementBias;",
  11733. "#endif",
  11734. "varying vec3 vTangent;",
  11735. "varying vec3 vBinormal;",
  11736. "varying vec3 vNormal;",
  11737. "varying vec2 vUv;",
  11738. "varying vec3 vWorldPosition;",
  11739. "varying vec3 vViewPosition;",
  11740. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  11741. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  11742. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11743. "void main() {",
  11744. THREE.ShaderChunk[ "skinbase_vertex" ],
  11745. THREE.ShaderChunk[ "skinnormal_vertex" ],
  11746. // normal, tangent and binormal vectors
  11747. " #ifdef USE_SKINNING",
  11748. " vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
  11749. " vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
  11750. " vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
  11751. " #else",
  11752. " vNormal = normalize( normalMatrix * normal );",
  11753. " vTangent = normalize( normalMatrix * tangent.xyz );",
  11754. " #endif",
  11755. " vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
  11756. " vUv = uv * uRepeat + uOffset;",
  11757. // displacement mapping
  11758. " vec3 displacedPosition;",
  11759. " #ifdef VERTEX_TEXTURES",
  11760. " if ( enableDisplacement ) {",
  11761. " vec3 dv = texture2D( tDisplacement, uv ).xyz;",
  11762. " float df = uDisplacementScale * dv.x + uDisplacementBias;",
  11763. " displacedPosition = position + normalize( normal ) * df;",
  11764. " } else {",
  11765. " #ifdef USE_SKINNING",
  11766. " vec4 skinVertex = vec4( position, 1.0 );",
  11767. " vec4 skinned = vec4( 0.0 );",
  11768. " skinned += boneMatX * skinVertex * skinWeight.x;",
  11769. " skinned += boneMatY * skinVertex * skinWeight.y;",
  11770. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  11771. " skinned += boneMatW * skinVertex * skinWeight.w;",
  11772. " displacedPosition = skinned.xyz;",
  11773. " #else",
  11774. " displacedPosition = position;",
  11775. " #endif",
  11776. " }",
  11777. " #else",
  11778. " #ifdef USE_SKINNING",
  11779. " vec4 skinVertex = vec4( position, 1.0 );",
  11780. " vec4 skinned = vec4( 0.0 );",
  11781. " skinned += boneMatX * skinVertex * skinWeight.x;",
  11782. " skinned += boneMatY * skinVertex * skinWeight.y;",
  11783. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  11784. " skinned += boneMatW * skinVertex * skinWeight.w;",
  11785. " displacedPosition = skinned.xyz;",
  11786. " #else",
  11787. " displacedPosition = position;",
  11788. " #endif",
  11789. " #endif",
  11790. //
  11791. " vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
  11792. " vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
  11793. " gl_Position = projectionMatrix * mvPosition;",
  11794. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11795. //
  11796. " vWorldPosition = worldPosition.xyz;",
  11797. " vViewPosition = -mvPosition.xyz;",
  11798. // shadows
  11799. " #ifdef USE_SHADOWMAP",
  11800. " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  11801. " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
  11802. " }",
  11803. " #endif",
  11804. "}"
  11805. ].join("\n")
  11806. },
  11807. /* -------------------------------------------------------------------------
  11808. // Cube map shader
  11809. ------------------------------------------------------------------------- */
  11810. 'cube': {
  11811. uniforms: { "tCube": { type: "t", value: null },
  11812. "tFlip": { type: "f", value: - 1 } },
  11813. vertexShader: [
  11814. "varying vec3 vWorldPosition;",
  11815. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11816. "void main() {",
  11817. " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  11818. " vWorldPosition = worldPosition.xyz;",
  11819. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  11820. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11821. "}"
  11822. ].join("\n"),
  11823. fragmentShader: [
  11824. "uniform samplerCube tCube;",
  11825. "uniform float tFlip;",
  11826. "varying vec3 vWorldPosition;",
  11827. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11828. "void main() {",
  11829. " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  11830. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11831. "}"
  11832. ].join("\n")
  11833. },
  11834. /* Depth encoding into RGBA texture
  11835. *
  11836. * based on SpiderGL shadow map example
  11837. * http://spidergl.org/example.php?id=6
  11838. *
  11839. * originally from
  11840. * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  11841. *
  11842. * see also
  11843. * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  11844. */
  11845. 'depthRGBA': {
  11846. uniforms: {},
  11847. vertexShader: [
  11848. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  11849. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  11850. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11851. "void main() {",
  11852. THREE.ShaderChunk[ "skinbase_vertex" ],
  11853. THREE.ShaderChunk[ "morphtarget_vertex" ],
  11854. THREE.ShaderChunk[ "skinning_vertex" ],
  11855. THREE.ShaderChunk[ "default_vertex" ],
  11856. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11857. "}"
  11858. ].join("\n"),
  11859. fragmentShader: [
  11860. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11861. "vec4 pack_depth( const in float depth ) {",
  11862. " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  11863. " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  11864. " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
  11865. " res -= res.xxyz * bit_mask;",
  11866. " return res;",
  11867. "}",
  11868. "void main() {",
  11869. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11870. " #ifdef USE_LOGDEPTHBUF_EXT",
  11871. " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
  11872. " #else",
  11873. " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  11874. " #endif",
  11875. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  11876. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  11877. //"gl_FragData[ 0 ] = pack_depth( z );",
  11878. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  11879. "}"
  11880. ].join("\n")
  11881. }
  11882. };
  11883. /**
  11884. * @author supereggbert / http://www.paulbrunt.co.uk/
  11885. * @author mrdoob / http://mrdoob.com/
  11886. * @author alteredq / http://alteredqualia.com/
  11887. * @author szimek / https://github.com/szimek/
  11888. */
  11889. THREE.WebGLRenderer = function ( parameters ) {
  11890. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  11891. parameters = parameters || {};
  11892. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11893. _context = parameters.context !== undefined ? parameters.context : null,
  11894. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  11895. _buffers = {},
  11896. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  11897. _depth = parameters.depth !== undefined ? parameters.depth : true,
  11898. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  11899. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  11900. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  11901. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  11902. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  11903. _clearColor = new THREE.Color( 0x000000 ),
  11904. _clearAlpha = 0;
  11905. // public properties
  11906. this.domElement = _canvas;
  11907. this.context = null;
  11908. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  11909. ? parameters.devicePixelRatio
  11910. : self.devicePixelRatio !== undefined
  11911. ? self.devicePixelRatio
  11912. : 1;
  11913. // clearing
  11914. this.autoClear = true;
  11915. this.autoClearColor = true;
  11916. this.autoClearDepth = true;
  11917. this.autoClearStencil = true;
  11918. // scene graph
  11919. this.sortObjects = true;
  11920. this.autoUpdateObjects = true;
  11921. // physically based shading
  11922. this.gammaInput = false;
  11923. this.gammaOutput = false;
  11924. // shadow map
  11925. this.shadowMapEnabled = false;
  11926. this.shadowMapAutoUpdate = true;
  11927. this.shadowMapType = THREE.PCFShadowMap;
  11928. this.shadowMapCullFace = THREE.CullFaceFront;
  11929. this.shadowMapDebug = false;
  11930. this.shadowMapCascade = false;
  11931. // morphs
  11932. this.maxMorphTargets = 8;
  11933. this.maxMorphNormals = 4;
  11934. // flags
  11935. this.autoScaleCubemaps = true;
  11936. // custom render plugins
  11937. this.renderPluginsPre = [];
  11938. this.renderPluginsPost = [];
  11939. // info
  11940. this.info = {
  11941. memory: {
  11942. programs: 0,
  11943. geometries: 0,
  11944. textures: 0
  11945. },
  11946. render: {
  11947. calls: 0,
  11948. vertices: 0,
  11949. faces: 0,
  11950. points: 0
  11951. }
  11952. };
  11953. // internal properties
  11954. var _this = this,
  11955. _programs = [],
  11956. // internal state cache
  11957. _currentProgram = null,
  11958. _currentFramebuffer = null,
  11959. _currentMaterialId = - 1,
  11960. _currentGeometryGroupHash = null,
  11961. _currentCamera = null,
  11962. _usedTextureUnits = 0,
  11963. // GL state cache
  11964. _oldDoubleSided = - 1,
  11965. _oldFlipSided = - 1,
  11966. _oldBlending = - 1,
  11967. _oldBlendEquation = - 1,
  11968. _oldBlendSrc = - 1,
  11969. _oldBlendDst = - 1,
  11970. _oldDepthTest = - 1,
  11971. _oldDepthWrite = - 1,
  11972. _oldPolygonOffset = null,
  11973. _oldPolygonOffsetFactor = null,
  11974. _oldPolygonOffsetUnits = null,
  11975. _oldLineWidth = null,
  11976. _viewportX = 0,
  11977. _viewportY = 0,
  11978. _viewportWidth = _canvas.width,
  11979. _viewportHeight = _canvas.height,
  11980. _currentWidth = 0,
  11981. _currentHeight = 0,
  11982. _newAttributes = new Uint8Array( 16 ),
  11983. _enabledAttributes = new Uint8Array( 16 ),
  11984. // frustum
  11985. _frustum = new THREE.Frustum(),
  11986. // camera matrices cache
  11987. _projScreenMatrix = new THREE.Matrix4(),
  11988. _projScreenMatrixPS = new THREE.Matrix4(),
  11989. _vector3 = new THREE.Vector3(),
  11990. // light arrays cache
  11991. _direction = new THREE.Vector3(),
  11992. _lightsNeedUpdate = true,
  11993. _lights = {
  11994. ambient: [ 0, 0, 0 ],
  11995. directional: { length: 0, colors: new Array(), positions: new Array() },
  11996. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
  11997. spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
  11998. hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
  11999. };
  12000. // initialize
  12001. var _gl;
  12002. var _glExtensionTextureFloat;
  12003. var _glExtensionTextureFloatLinear;
  12004. var _glExtensionStandardDerivatives;
  12005. var _glExtensionTextureFilterAnisotropic;
  12006. var _glExtensionCompressedTextureS3TC;
  12007. var _glExtensionElementIndexUint;
  12008. var _glExtensionFragDepth;
  12009. initGL();
  12010. setDefaultGLState();
  12011. this.context = _gl;
  12012. // GPU capabilities
  12013. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  12014. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  12015. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  12016. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  12017. var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  12018. var _supportsVertexTextures = ( _maxVertexTextures > 0 );
  12019. var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
  12020. var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
  12021. //
  12022. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  12023. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  12024. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  12025. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  12026. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  12027. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  12028. /*
  12029. var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
  12030. var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
  12031. var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
  12032. var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
  12033. var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
  12034. var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
  12035. */
  12036. // clamp precision to maximum available
  12037. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  12038. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  12039. if ( _precision === 'highp' && ! highpAvailable ) {
  12040. if ( mediumpAvailable ) {
  12041. _precision = 'mediump';
  12042. console.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
  12043. } else {
  12044. _precision = 'lowp';
  12045. console.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
  12046. }
  12047. }
  12048. if ( _precision === 'mediump' && ! mediumpAvailable ) {
  12049. _precision = 'lowp';
  12050. console.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
  12051. }
  12052. // API
  12053. this.getContext = function () {
  12054. return _gl;
  12055. };
  12056. this.supportsVertexTextures = function () {
  12057. return _supportsVertexTextures;
  12058. };
  12059. this.supportsFloatTextures = function () {
  12060. return _glExtensionTextureFloat;
  12061. };
  12062. this.supportsStandardDerivatives = function () {
  12063. return _glExtensionStandardDerivatives;
  12064. };
  12065. this.supportsCompressedTextureS3TC = function () {
  12066. return _glExtensionCompressedTextureS3TC;
  12067. };
  12068. this.getMaxAnisotropy = function () {
  12069. return _maxAnisotropy;
  12070. };
  12071. this.getPrecision = function () {
  12072. return _precision;
  12073. };
  12074. this.setSize = function ( width, height, updateStyle ) {
  12075. _canvas.width = width * this.devicePixelRatio;
  12076. _canvas.height = height * this.devicePixelRatio;
  12077. if ( updateStyle !== false ) {
  12078. _canvas.style.width = width + 'px';
  12079. _canvas.style.height = height + 'px';
  12080. }
  12081. this.setViewport( 0, 0, width, height );
  12082. };
  12083. this.setViewport = function ( x, y, width, height ) {
  12084. _viewportX = x * this.devicePixelRatio;
  12085. _viewportY = y * this.devicePixelRatio;
  12086. _viewportWidth = width * this.devicePixelRatio;
  12087. _viewportHeight = height * this.devicePixelRatio;
  12088. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  12089. };
  12090. this.setScissor = function ( x, y, width, height ) {
  12091. _gl.scissor(
  12092. x * this.devicePixelRatio,
  12093. y * this.devicePixelRatio,
  12094. width * this.devicePixelRatio,
  12095. height * this.devicePixelRatio
  12096. );
  12097. };
  12098. this.enableScissorTest = function ( enable ) {
  12099. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  12100. };
  12101. // Clearing
  12102. this.setClearColor = function ( color, alpha ) {
  12103. _clearColor.set( color );
  12104. _clearAlpha = alpha !== undefined ? alpha : 1;
  12105. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  12106. };
  12107. this.setClearColorHex = function ( hex, alpha ) {
  12108. console.warn( 'THREE.WebGLRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  12109. this.setClearColor( hex, alpha );
  12110. };
  12111. this.getClearColor = function () {
  12112. return _clearColor;
  12113. };
  12114. this.getClearAlpha = function () {
  12115. return _clearAlpha;
  12116. };
  12117. this.clear = function ( color, depth, stencil ) {
  12118. var bits = 0;
  12119. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  12120. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  12121. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  12122. _gl.clear( bits );
  12123. };
  12124. this.clearColor = function () {
  12125. _gl.clear( _gl.COLOR_BUFFER_BIT );
  12126. };
  12127. this.clearDepth = function () {
  12128. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  12129. };
  12130. this.clearStencil = function () {
  12131. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  12132. };
  12133. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  12134. this.setRenderTarget( renderTarget );
  12135. this.clear( color, depth, stencil );
  12136. };
  12137. // Plugins
  12138. this.addPostPlugin = function ( plugin ) {
  12139. plugin.init( this );
  12140. this.renderPluginsPost.push( plugin );
  12141. };
  12142. this.addPrePlugin = function ( plugin ) {
  12143. plugin.init( this );
  12144. this.renderPluginsPre.push( plugin );
  12145. };
  12146. // Rendering
  12147. this.updateShadowMap = function ( scene, camera ) {
  12148. _currentProgram = null;
  12149. _oldBlending = - 1;
  12150. _oldDepthTest = - 1;
  12151. _oldDepthWrite = - 1;
  12152. _currentGeometryGroupHash = - 1;
  12153. _currentMaterialId = - 1;
  12154. _lightsNeedUpdate = true;
  12155. _oldDoubleSided = - 1;
  12156. _oldFlipSided = - 1;
  12157. this.shadowMapPlugin.update( scene, camera );
  12158. };
  12159. // Internal functions
  12160. // Buffer allocation
  12161. function createParticleBuffers ( geometry ) {
  12162. geometry.__webglVertexBuffer = _gl.createBuffer();
  12163. geometry.__webglColorBuffer = _gl.createBuffer();
  12164. _this.info.memory.geometries ++;
  12165. };
  12166. function createLineBuffers ( geometry ) {
  12167. geometry.__webglVertexBuffer = _gl.createBuffer();
  12168. geometry.__webglColorBuffer = _gl.createBuffer();
  12169. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  12170. _this.info.memory.geometries ++;
  12171. };
  12172. function createMeshBuffers ( geometryGroup ) {
  12173. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  12174. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  12175. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  12176. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  12177. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  12178. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  12179. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  12180. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  12181. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  12182. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  12183. var m, ml;
  12184. if ( geometryGroup.numMorphTargets ) {
  12185. geometryGroup.__webglMorphTargetsBuffers = [];
  12186. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  12187. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  12188. }
  12189. }
  12190. if ( geometryGroup.numMorphNormals ) {
  12191. geometryGroup.__webglMorphNormalsBuffers = [];
  12192. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  12193. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  12194. }
  12195. }
  12196. _this.info.memory.geometries ++;
  12197. };
  12198. // Events
  12199. var onGeometryDispose = function ( event ) {
  12200. var geometry = event.target;
  12201. geometry.removeEventListener( 'dispose', onGeometryDispose );
  12202. deallocateGeometry( geometry );
  12203. };
  12204. var onTextureDispose = function ( event ) {
  12205. var texture = event.target;
  12206. texture.removeEventListener( 'dispose', onTextureDispose );
  12207. deallocateTexture( texture );
  12208. _this.info.memory.textures --;
  12209. };
  12210. var onRenderTargetDispose = function ( event ) {
  12211. var renderTarget = event.target;
  12212. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12213. deallocateRenderTarget( renderTarget );
  12214. _this.info.memory.textures --;
  12215. };
  12216. var onMaterialDispose = function ( event ) {
  12217. var material = event.target;
  12218. material.removeEventListener( 'dispose', onMaterialDispose );
  12219. deallocateMaterial( material );
  12220. };
  12221. // Buffer deallocation
  12222. var deleteBuffers = function ( geometry ) {
  12223. if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
  12224. if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
  12225. if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
  12226. if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
  12227. if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
  12228. if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
  12229. if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
  12230. if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
  12231. if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
  12232. if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
  12233. if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
  12234. // custom attributes
  12235. if ( geometry.__webglCustomAttributesList !== undefined ) {
  12236. for ( var id in geometry.__webglCustomAttributesList ) {
  12237. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
  12238. }
  12239. }
  12240. _this.info.memory.geometries --;
  12241. };
  12242. var deallocateGeometry = function ( geometry ) {
  12243. geometry.__webglInit = undefined;
  12244. if ( geometry instanceof THREE.BufferGeometry ) {
  12245. var attributes = geometry.attributes;
  12246. for ( var key in attributes ) {
  12247. if ( attributes[ key ].buffer !== undefined ) {
  12248. _gl.deleteBuffer( attributes[ key ].buffer );
  12249. }
  12250. }
  12251. _this.info.memory.geometries --;
  12252. } else {
  12253. if ( geometry.geometryGroups !== undefined ) {
  12254. for ( var g in geometry.geometryGroups ) {
  12255. var geometryGroup = geometry.geometryGroups[ g ];
  12256. if ( geometryGroup.numMorphTargets !== undefined ) {
  12257. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  12258. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  12259. }
  12260. }
  12261. if ( geometryGroup.numMorphNormals !== undefined ) {
  12262. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  12263. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  12264. }
  12265. }
  12266. deleteBuffers( geometryGroup );
  12267. }
  12268. } else {
  12269. deleteBuffers( geometry );
  12270. }
  12271. }
  12272. };
  12273. var deallocateTexture = function ( texture ) {
  12274. if ( texture.image && texture.image.__webglTextureCube ) {
  12275. // cube texture
  12276. _gl.deleteTexture( texture.image.__webglTextureCube );
  12277. } else {
  12278. // 2D texture
  12279. if ( ! texture.__webglInit ) return;
  12280. texture.__webglInit = false;
  12281. _gl.deleteTexture( texture.__webglTexture );
  12282. }
  12283. };
  12284. var deallocateRenderTarget = function ( renderTarget ) {
  12285. if ( ! renderTarget || ! renderTarget.__webglTexture ) return;
  12286. _gl.deleteTexture( renderTarget.__webglTexture );
  12287. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  12288. for ( var i = 0; i < 6; i ++ ) {
  12289. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  12290. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  12291. }
  12292. } else {
  12293. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  12294. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  12295. }
  12296. };
  12297. var deallocateMaterial = function ( material ) {
  12298. var program = material.program.program;
  12299. if ( program === undefined ) return;
  12300. material.program = undefined;
  12301. // only deallocate GL program if this was the last use of shared program
  12302. // assumed there is only single copy of any program in the _programs list
  12303. // (that's how it's constructed)
  12304. var i, il, programInfo;
  12305. var deleteProgram = false;
  12306. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  12307. programInfo = _programs[ i ];
  12308. if ( programInfo.program === program ) {
  12309. programInfo.usedTimes --;
  12310. if ( programInfo.usedTimes === 0 ) {
  12311. deleteProgram = true;
  12312. }
  12313. break;
  12314. }
  12315. }
  12316. if ( deleteProgram === true ) {
  12317. // avoid using array.splice, this is costlier than creating new array from scratch
  12318. var newPrograms = [];
  12319. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  12320. programInfo = _programs[ i ];
  12321. if ( programInfo.program !== program ) {
  12322. newPrograms.push( programInfo );
  12323. }
  12324. }
  12325. _programs = newPrograms;
  12326. _gl.deleteProgram( program );
  12327. _this.info.memory.programs --;
  12328. }
  12329. };
  12330. // Buffer initialization
  12331. function initCustomAttributes ( geometry, object ) {
  12332. var nvertices = geometry.vertices.length;
  12333. var material = object.material;
  12334. if ( material.attributes ) {
  12335. if ( geometry.__webglCustomAttributesList === undefined ) {
  12336. geometry.__webglCustomAttributesList = [];
  12337. }
  12338. for ( var a in material.attributes ) {
  12339. var attribute = material.attributes[ a ];
  12340. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  12341. attribute.__webglInitialized = true;
  12342. var size = 1; // "f" and "i"
  12343. if ( attribute.type === 'v2' ) size = 2;
  12344. else if ( attribute.type === 'v3' ) size = 3;
  12345. else if ( attribute.type === 'v4' ) size = 4;
  12346. else if ( attribute.type === 'c' ) size = 3;
  12347. attribute.size = size;
  12348. attribute.array = new Float32Array( nvertices * size );
  12349. attribute.buffer = _gl.createBuffer();
  12350. attribute.buffer.belongsToAttribute = a;
  12351. attribute.needsUpdate = true;
  12352. }
  12353. geometry.__webglCustomAttributesList.push( attribute );
  12354. }
  12355. }
  12356. };
  12357. function initParticleBuffers ( geometry, object ) {
  12358. var nvertices = geometry.vertices.length;
  12359. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  12360. geometry.__colorArray = new Float32Array( nvertices * 3 );
  12361. geometry.__sortArray = [];
  12362. geometry.__webglParticleCount = nvertices;
  12363. initCustomAttributes ( geometry, object );
  12364. };
  12365. function initLineBuffers ( geometry, object ) {
  12366. var nvertices = geometry.vertices.length;
  12367. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  12368. geometry.__colorArray = new Float32Array( nvertices * 3 );
  12369. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  12370. geometry.__webglLineCount = nvertices;
  12371. initCustomAttributes ( geometry, object );
  12372. };
  12373. function initMeshBuffers ( geometryGroup, object ) {
  12374. var geometry = object.geometry,
  12375. faces3 = geometryGroup.faces3,
  12376. nvertices = faces3.length * 3,
  12377. ntris = faces3.length * 1,
  12378. nlines = faces3.length * 3,
  12379. material = getBufferMaterial( object, geometryGroup ),
  12380. uvType = bufferGuessUVType( material ),
  12381. normalType = bufferGuessNormalType( material ),
  12382. vertexColorType = bufferGuessVertexColorType( material );
  12383. // console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  12384. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  12385. if ( normalType ) {
  12386. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  12387. }
  12388. if ( geometry.hasTangents ) {
  12389. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  12390. }
  12391. if ( vertexColorType ) {
  12392. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  12393. }
  12394. if ( uvType ) {
  12395. if ( geometry.faceVertexUvs.length > 0 ) {
  12396. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  12397. }
  12398. if ( geometry.faceVertexUvs.length > 1 ) {
  12399. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  12400. }
  12401. }
  12402. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  12403. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  12404. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  12405. }
  12406. var UintArray = _glExtensionElementIndexUint !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
  12407. geometryGroup.__typeArray = UintArray;
  12408. geometryGroup.__faceArray = new UintArray( ntris * 3 );
  12409. geometryGroup.__lineArray = new UintArray( nlines * 2 );
  12410. var m, ml;
  12411. if ( geometryGroup.numMorphTargets ) {
  12412. geometryGroup.__morphTargetsArrays = [];
  12413. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  12414. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  12415. }
  12416. }
  12417. if ( geometryGroup.numMorphNormals ) {
  12418. geometryGroup.__morphNormalsArrays = [];
  12419. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  12420. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  12421. }
  12422. }
  12423. geometryGroup.__webglFaceCount = ntris * 3;
  12424. geometryGroup.__webglLineCount = nlines * 2;
  12425. // custom attributes
  12426. if ( material.attributes ) {
  12427. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  12428. geometryGroup.__webglCustomAttributesList = [];
  12429. }
  12430. for ( var a in material.attributes ) {
  12431. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  12432. // attribute buffers which are correctly indexed in the setMeshBuffers function
  12433. var originalAttribute = material.attributes[ a ];
  12434. var attribute = {};
  12435. for ( var property in originalAttribute ) {
  12436. attribute[ property ] = originalAttribute[ property ];
  12437. }
  12438. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  12439. attribute.__webglInitialized = true;
  12440. var size = 1; // "f" and "i"
  12441. if ( attribute.type === 'v2' ) size = 2;
  12442. else if ( attribute.type === 'v3' ) size = 3;
  12443. else if ( attribute.type === 'v4' ) size = 4;
  12444. else if ( attribute.type === 'c' ) size = 3;
  12445. attribute.size = size;
  12446. attribute.array = new Float32Array( nvertices * size );
  12447. attribute.buffer = _gl.createBuffer();
  12448. attribute.buffer.belongsToAttribute = a;
  12449. originalAttribute.needsUpdate = true;
  12450. attribute.__original = originalAttribute;
  12451. }
  12452. geometryGroup.__webglCustomAttributesList.push( attribute );
  12453. }
  12454. }
  12455. geometryGroup.__inittedArrays = true;
  12456. };
  12457. function getBufferMaterial( object, geometryGroup ) {
  12458. return object.material instanceof THREE.MeshFaceMaterial
  12459. ? object.material.materials[ geometryGroup.materialIndex ]
  12460. : object.material;
  12461. };
  12462. function materialNeedsSmoothNormals ( material ) {
  12463. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  12464. };
  12465. function bufferGuessNormalType ( material ) {
  12466. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  12467. if ( ( material instanceof THREE.MeshBasicMaterial && ! material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  12468. return false;
  12469. }
  12470. if ( materialNeedsSmoothNormals( material ) ) {
  12471. return THREE.SmoothShading;
  12472. } else {
  12473. return THREE.FlatShading;
  12474. }
  12475. };
  12476. function bufferGuessVertexColorType( material ) {
  12477. if ( material.vertexColors ) {
  12478. return material.vertexColors;
  12479. }
  12480. return false;
  12481. };
  12482. function bufferGuessUVType( material ) {
  12483. // material must use some texture to require uvs
  12484. if ( material.map ||
  12485. material.lightMap ||
  12486. material.bumpMap ||
  12487. material.normalMap ||
  12488. material.specularMap ||
  12489. material instanceof THREE.ShaderMaterial ) {
  12490. return true;
  12491. }
  12492. return false;
  12493. };
  12494. //
  12495. function initDirectBuffers( geometry ) {
  12496. for ( var name in geometry.attributes ) {
  12497. var bufferType = ( name === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  12498. var attribute = geometry.attributes[ name ];
  12499. attribute.buffer = _gl.createBuffer();
  12500. _gl.bindBuffer( bufferType, attribute.buffer );
  12501. _gl.bufferData( bufferType, attribute.array, _gl.STATIC_DRAW );
  12502. }
  12503. }
  12504. // Buffer setting
  12505. function setParticleBuffers ( geometry, hint, object ) {
  12506. var v, c, vertex, offset, index, color,
  12507. vertices = geometry.vertices,
  12508. vl = vertices.length,
  12509. colors = geometry.colors,
  12510. cl = colors.length,
  12511. vertexArray = geometry.__vertexArray,
  12512. colorArray = geometry.__colorArray,
  12513. sortArray = geometry.__sortArray,
  12514. dirtyVertices = geometry.verticesNeedUpdate,
  12515. dirtyElements = geometry.elementsNeedUpdate,
  12516. dirtyColors = geometry.colorsNeedUpdate,
  12517. customAttributes = geometry.__webglCustomAttributesList,
  12518. i, il,
  12519. a, ca, cal, value,
  12520. customAttribute;
  12521. if ( object.sortParticles ) {
  12522. _projScreenMatrixPS.copy( _projScreenMatrix );
  12523. _projScreenMatrixPS.multiply( object.matrixWorld );
  12524. for ( v = 0; v < vl; v ++ ) {
  12525. vertex = vertices[ v ];
  12526. _vector3.copy( vertex );
  12527. _vector3.applyProjection( _projScreenMatrixPS );
  12528. sortArray[ v ] = [ _vector3.z, v ];
  12529. }
  12530. sortArray.sort( numericalSort );
  12531. for ( v = 0; v < vl; v ++ ) {
  12532. vertex = vertices[ sortArray[ v ][ 1 ] ];
  12533. offset = v * 3;
  12534. vertexArray[ offset ] = vertex.x;
  12535. vertexArray[ offset + 1 ] = vertex.y;
  12536. vertexArray[ offset + 2 ] = vertex.z;
  12537. }
  12538. for ( c = 0; c < cl; c ++ ) {
  12539. offset = c * 3;
  12540. color = colors[ sortArray[ c ][ 1 ] ];
  12541. colorArray[ offset ] = color.r;
  12542. colorArray[ offset + 1 ] = color.g;
  12543. colorArray[ offset + 2 ] = color.b;
  12544. }
  12545. if ( customAttributes ) {
  12546. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  12547. customAttribute = customAttributes[ i ];
  12548. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) continue;
  12549. offset = 0;
  12550. cal = customAttribute.value.length;
  12551. if ( customAttribute.size === 1 ) {
  12552. for ( ca = 0; ca < cal; ca ++ ) {
  12553. index = sortArray[ ca ][ 1 ];
  12554. customAttribute.array[ ca ] = customAttribute.value[ index ];
  12555. }
  12556. } else if ( customAttribute.size === 2 ) {
  12557. for ( ca = 0; ca < cal; ca ++ ) {
  12558. index = sortArray[ ca ][ 1 ];
  12559. value = customAttribute.value[ index ];
  12560. customAttribute.array[ offset ] = value.x;
  12561. customAttribute.array[ offset + 1 ] = value.y;
  12562. offset += 2;
  12563. }
  12564. } else if ( customAttribute.size === 3 ) {
  12565. if ( customAttribute.type === 'c' ) {
  12566. for ( ca = 0; ca < cal; ca ++ ) {
  12567. index = sortArray[ ca ][ 1 ];
  12568. value = customAttribute.value[ index ];
  12569. customAttribute.array[ offset ] = value.r;
  12570. customAttribute.array[ offset + 1 ] = value.g;
  12571. customAttribute.array[ offset + 2 ] = value.b;
  12572. offset += 3;
  12573. }
  12574. } else {
  12575. for ( ca = 0; ca < cal; ca ++ ) {
  12576. index = sortArray[ ca ][ 1 ];
  12577. value = customAttribute.value[ index ];
  12578. customAttribute.array[ offset ] = value.x;
  12579. customAttribute.array[ offset + 1 ] = value.y;
  12580. customAttribute.array[ offset + 2 ] = value.z;
  12581. offset += 3;
  12582. }
  12583. }
  12584. } else if ( customAttribute.size === 4 ) {
  12585. for ( ca = 0; ca < cal; ca ++ ) {
  12586. index = sortArray[ ca ][ 1 ];
  12587. value = customAttribute.value[ index ];
  12588. customAttribute.array[ offset ] = value.x;
  12589. customAttribute.array[ offset + 1 ] = value.y;
  12590. customAttribute.array[ offset + 2 ] = value.z;
  12591. customAttribute.array[ offset + 3 ] = value.w;
  12592. offset += 4;
  12593. }
  12594. }
  12595. }
  12596. }
  12597. } else {
  12598. if ( dirtyVertices ) {
  12599. for ( v = 0; v < vl; v ++ ) {
  12600. vertex = vertices[ v ];
  12601. offset = v * 3;
  12602. vertexArray[ offset ] = vertex.x;
  12603. vertexArray[ offset + 1 ] = vertex.y;
  12604. vertexArray[ offset + 2 ] = vertex.z;
  12605. }
  12606. }
  12607. if ( dirtyColors ) {
  12608. for ( c = 0; c < cl; c ++ ) {
  12609. color = colors[ c ];
  12610. offset = c * 3;
  12611. colorArray[ offset ] = color.r;
  12612. colorArray[ offset + 1 ] = color.g;
  12613. colorArray[ offset + 2 ] = color.b;
  12614. }
  12615. }
  12616. if ( customAttributes ) {
  12617. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  12618. customAttribute = customAttributes[ i ];
  12619. if ( customAttribute.needsUpdate &&
  12620. ( customAttribute.boundTo === undefined ||
  12621. customAttribute.boundTo === 'vertices' ) ) {
  12622. cal = customAttribute.value.length;
  12623. offset = 0;
  12624. if ( customAttribute.size === 1 ) {
  12625. for ( ca = 0; ca < cal; ca ++ ) {
  12626. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  12627. }
  12628. } else if ( customAttribute.size === 2 ) {
  12629. for ( ca = 0; ca < cal; ca ++ ) {
  12630. value = customAttribute.value[ ca ];
  12631. customAttribute.array[ offset ] = value.x;
  12632. customAttribute.array[ offset + 1 ] = value.y;
  12633. offset += 2;
  12634. }
  12635. } else if ( customAttribute.size === 3 ) {
  12636. if ( customAttribute.type === 'c' ) {
  12637. for ( ca = 0; ca < cal; ca ++ ) {
  12638. value = customAttribute.value[ ca ];
  12639. customAttribute.array[ offset ] = value.r;
  12640. customAttribute.array[ offset + 1 ] = value.g;
  12641. customAttribute.array[ offset + 2 ] = value.b;
  12642. offset += 3;
  12643. }
  12644. } else {
  12645. for ( ca = 0; ca < cal; ca ++ ) {
  12646. value = customAttribute.value[ ca ];
  12647. customAttribute.array[ offset ] = value.x;
  12648. customAttribute.array[ offset + 1 ] = value.y;
  12649. customAttribute.array[ offset + 2 ] = value.z;
  12650. offset += 3;
  12651. }
  12652. }
  12653. } else if ( customAttribute.size === 4 ) {
  12654. for ( ca = 0; ca < cal; ca ++ ) {
  12655. value = customAttribute.value[ ca ];
  12656. customAttribute.array[ offset ] = value.x;
  12657. customAttribute.array[ offset + 1 ] = value.y;
  12658. customAttribute.array[ offset + 2 ] = value.z;
  12659. customAttribute.array[ offset + 3 ] = value.w;
  12660. offset += 4;
  12661. }
  12662. }
  12663. }
  12664. }
  12665. }
  12666. }
  12667. if ( dirtyVertices || object.sortParticles ) {
  12668. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  12669. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  12670. }
  12671. if ( dirtyColors || object.sortParticles ) {
  12672. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  12673. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  12674. }
  12675. if ( customAttributes ) {
  12676. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  12677. customAttribute = customAttributes[ i ];
  12678. if ( customAttribute.needsUpdate || object.sortParticles ) {
  12679. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  12680. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  12681. }
  12682. }
  12683. }
  12684. }
  12685. function setLineBuffers ( geometry, hint ) {
  12686. var v, c, d, vertex, offset, color,
  12687. vertices = geometry.vertices,
  12688. colors = geometry.colors,
  12689. lineDistances = geometry.lineDistances,
  12690. vl = vertices.length,
  12691. cl = colors.length,
  12692. dl = lineDistances.length,
  12693. vertexArray = geometry.__vertexArray,
  12694. colorArray = geometry.__colorArray,
  12695. lineDistanceArray = geometry.__lineDistanceArray,
  12696. dirtyVertices = geometry.verticesNeedUpdate,
  12697. dirtyColors = geometry.colorsNeedUpdate,
  12698. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  12699. customAttributes = geometry.__webglCustomAttributesList,
  12700. i, il,
  12701. a, ca, cal, value,
  12702. customAttribute;
  12703. if ( dirtyVertices ) {
  12704. for ( v = 0; v < vl; v ++ ) {
  12705. vertex = vertices[ v ];
  12706. offset = v * 3;
  12707. vertexArray[ offset ] = vertex.x;
  12708. vertexArray[ offset + 1 ] = vertex.y;
  12709. vertexArray[ offset + 2 ] = vertex.z;
  12710. }
  12711. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  12712. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  12713. }
  12714. if ( dirtyColors ) {
  12715. for ( c = 0; c < cl; c ++ ) {
  12716. color = colors[ c ];
  12717. offset = c * 3;
  12718. colorArray[ offset ] = color.r;
  12719. colorArray[ offset + 1 ] = color.g;
  12720. colorArray[ offset + 2 ] = color.b;
  12721. }
  12722. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  12723. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  12724. }
  12725. if ( dirtyLineDistances ) {
  12726. for ( d = 0; d < dl; d ++ ) {
  12727. lineDistanceArray[ d ] = lineDistances[ d ];
  12728. }
  12729. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  12730. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  12731. }
  12732. if ( customAttributes ) {
  12733. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  12734. customAttribute = customAttributes[ i ];
  12735. if ( customAttribute.needsUpdate &&
  12736. ( customAttribute.boundTo === undefined ||
  12737. customAttribute.boundTo === 'vertices' ) ) {
  12738. offset = 0;
  12739. cal = customAttribute.value.length;
  12740. if ( customAttribute.size === 1 ) {
  12741. for ( ca = 0; ca < cal; ca ++ ) {
  12742. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  12743. }
  12744. } else if ( customAttribute.size === 2 ) {
  12745. for ( ca = 0; ca < cal; ca ++ ) {
  12746. value = customAttribute.value[ ca ];
  12747. customAttribute.array[ offset ] = value.x;
  12748. customAttribute.array[ offset + 1 ] = value.y;
  12749. offset += 2;
  12750. }
  12751. } else if ( customAttribute.size === 3 ) {
  12752. if ( customAttribute.type === 'c' ) {
  12753. for ( ca = 0; ca < cal; ca ++ ) {
  12754. value = customAttribute.value[ ca ];
  12755. customAttribute.array[ offset ] = value.r;
  12756. customAttribute.array[ offset + 1 ] = value.g;
  12757. customAttribute.array[ offset + 2 ] = value.b;
  12758. offset += 3;
  12759. }
  12760. } else {
  12761. for ( ca = 0; ca < cal; ca ++ ) {
  12762. value = customAttribute.value[ ca ];
  12763. customAttribute.array[ offset ] = value.x;
  12764. customAttribute.array[ offset + 1 ] = value.y;
  12765. customAttribute.array[ offset + 2 ] = value.z;
  12766. offset += 3;
  12767. }
  12768. }
  12769. } else if ( customAttribute.size === 4 ) {
  12770. for ( ca = 0; ca < cal; ca ++ ) {
  12771. value = customAttribute.value[ ca ];
  12772. customAttribute.array[ offset ] = value.x;
  12773. customAttribute.array[ offset + 1 ] = value.y;
  12774. customAttribute.array[ offset + 2 ] = value.z;
  12775. customAttribute.array[ offset + 3 ] = value.w;
  12776. offset += 4;
  12777. }
  12778. }
  12779. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  12780. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  12781. }
  12782. }
  12783. }
  12784. }
  12785. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  12786. if ( ! geometryGroup.__inittedArrays ) {
  12787. return;
  12788. }
  12789. var normalType = bufferGuessNormalType( material ),
  12790. vertexColorType = bufferGuessVertexColorType( material ),
  12791. uvType = bufferGuessUVType( material ),
  12792. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  12793. var f, fl, fi, face,
  12794. vertexNormals, faceNormal, normal,
  12795. vertexColors, faceColor,
  12796. vertexTangents,
  12797. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  12798. c1, c2, c3,
  12799. sw1, sw2, sw3, sw4,
  12800. si1, si2, si3, si4,
  12801. sa1, sa2, sa3, sa4,
  12802. sb1, sb2, sb3, sb4,
  12803. m, ml, i, il,
  12804. vn, uvi, uv2i,
  12805. vk, vkl, vka,
  12806. nka, chf, faceVertexNormals,
  12807. a,
  12808. vertexIndex = 0,
  12809. offset = 0,
  12810. offset_uv = 0,
  12811. offset_uv2 = 0,
  12812. offset_face = 0,
  12813. offset_normal = 0,
  12814. offset_tangent = 0,
  12815. offset_line = 0,
  12816. offset_color = 0,
  12817. offset_skin = 0,
  12818. offset_morphTarget = 0,
  12819. offset_custom = 0,
  12820. offset_customSrc = 0,
  12821. value,
  12822. vertexArray = geometryGroup.__vertexArray,
  12823. uvArray = geometryGroup.__uvArray,
  12824. uv2Array = geometryGroup.__uv2Array,
  12825. normalArray = geometryGroup.__normalArray,
  12826. tangentArray = geometryGroup.__tangentArray,
  12827. colorArray = geometryGroup.__colorArray,
  12828. skinIndexArray = geometryGroup.__skinIndexArray,
  12829. skinWeightArray = geometryGroup.__skinWeightArray,
  12830. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  12831. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  12832. customAttributes = geometryGroup.__webglCustomAttributesList,
  12833. customAttribute,
  12834. faceArray = geometryGroup.__faceArray,
  12835. lineArray = geometryGroup.__lineArray,
  12836. geometry = object.geometry, // this is shared for all chunks
  12837. dirtyVertices = geometry.verticesNeedUpdate,
  12838. dirtyElements = geometry.elementsNeedUpdate,
  12839. dirtyUvs = geometry.uvsNeedUpdate,
  12840. dirtyNormals = geometry.normalsNeedUpdate,
  12841. dirtyTangents = geometry.tangentsNeedUpdate,
  12842. dirtyColors = geometry.colorsNeedUpdate,
  12843. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  12844. vertices = geometry.vertices,
  12845. chunk_faces3 = geometryGroup.faces3,
  12846. obj_faces = geometry.faces,
  12847. obj_uvs = geometry.faceVertexUvs[ 0 ],
  12848. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  12849. obj_colors = geometry.colors,
  12850. obj_skinIndices = geometry.skinIndices,
  12851. obj_skinWeights = geometry.skinWeights,
  12852. morphTargets = geometry.morphTargets,
  12853. morphNormals = geometry.morphNormals;
  12854. if ( dirtyVertices ) {
  12855. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12856. face = obj_faces[ chunk_faces3[ f ] ];
  12857. v1 = vertices[ face.a ];
  12858. v2 = vertices[ face.b ];
  12859. v3 = vertices[ face.c ];
  12860. vertexArray[ offset ] = v1.x;
  12861. vertexArray[ offset + 1 ] = v1.y;
  12862. vertexArray[ offset + 2 ] = v1.z;
  12863. vertexArray[ offset + 3 ] = v2.x;
  12864. vertexArray[ offset + 4 ] = v2.y;
  12865. vertexArray[ offset + 5 ] = v2.z;
  12866. vertexArray[ offset + 6 ] = v3.x;
  12867. vertexArray[ offset + 7 ] = v3.y;
  12868. vertexArray[ offset + 8 ] = v3.z;
  12869. offset += 9;
  12870. }
  12871. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  12872. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  12873. }
  12874. if ( dirtyMorphTargets ) {
  12875. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  12876. offset_morphTarget = 0;
  12877. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12878. chf = chunk_faces3[ f ];
  12879. face = obj_faces[ chf ];
  12880. // morph positions
  12881. v1 = morphTargets[ vk ].vertices[ face.a ];
  12882. v2 = morphTargets[ vk ].vertices[ face.b ];
  12883. v3 = morphTargets[ vk ].vertices[ face.c ];
  12884. vka = morphTargetsArrays[ vk ];
  12885. vka[ offset_morphTarget ] = v1.x;
  12886. vka[ offset_morphTarget + 1 ] = v1.y;
  12887. vka[ offset_morphTarget + 2 ] = v1.z;
  12888. vka[ offset_morphTarget + 3 ] = v2.x;
  12889. vka[ offset_morphTarget + 4 ] = v2.y;
  12890. vka[ offset_morphTarget + 5 ] = v2.z;
  12891. vka[ offset_morphTarget + 6 ] = v3.x;
  12892. vka[ offset_morphTarget + 7 ] = v3.y;
  12893. vka[ offset_morphTarget + 8 ] = v3.z;
  12894. // morph normals
  12895. if ( material.morphNormals ) {
  12896. if ( needsSmoothNormals ) {
  12897. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  12898. n1 = faceVertexNormals.a;
  12899. n2 = faceVertexNormals.b;
  12900. n3 = faceVertexNormals.c;
  12901. } else {
  12902. n1 = morphNormals[ vk ].faceNormals[ chf ];
  12903. n2 = n1;
  12904. n3 = n1;
  12905. }
  12906. nka = morphNormalsArrays[ vk ];
  12907. nka[ offset_morphTarget ] = n1.x;
  12908. nka[ offset_morphTarget + 1 ] = n1.y;
  12909. nka[ offset_morphTarget + 2 ] = n1.z;
  12910. nka[ offset_morphTarget + 3 ] = n2.x;
  12911. nka[ offset_morphTarget + 4 ] = n2.y;
  12912. nka[ offset_morphTarget + 5 ] = n2.z;
  12913. nka[ offset_morphTarget + 6 ] = n3.x;
  12914. nka[ offset_morphTarget + 7 ] = n3.y;
  12915. nka[ offset_morphTarget + 8 ] = n3.z;
  12916. }
  12917. //
  12918. offset_morphTarget += 9;
  12919. }
  12920. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  12921. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  12922. if ( material.morphNormals ) {
  12923. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  12924. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  12925. }
  12926. }
  12927. }
  12928. if ( obj_skinWeights.length ) {
  12929. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12930. face = obj_faces[ chunk_faces3[ f ] ];
  12931. // weights
  12932. sw1 = obj_skinWeights[ face.a ];
  12933. sw2 = obj_skinWeights[ face.b ];
  12934. sw3 = obj_skinWeights[ face.c ];
  12935. skinWeightArray[ offset_skin ] = sw1.x;
  12936. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  12937. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  12938. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  12939. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  12940. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  12941. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  12942. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  12943. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  12944. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  12945. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  12946. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  12947. // indices
  12948. si1 = obj_skinIndices[ face.a ];
  12949. si2 = obj_skinIndices[ face.b ];
  12950. si3 = obj_skinIndices[ face.c ];
  12951. skinIndexArray[ offset_skin ] = si1.x;
  12952. skinIndexArray[ offset_skin + 1 ] = si1.y;
  12953. skinIndexArray[ offset_skin + 2 ] = si1.z;
  12954. skinIndexArray[ offset_skin + 3 ] = si1.w;
  12955. skinIndexArray[ offset_skin + 4 ] = si2.x;
  12956. skinIndexArray[ offset_skin + 5 ] = si2.y;
  12957. skinIndexArray[ offset_skin + 6 ] = si2.z;
  12958. skinIndexArray[ offset_skin + 7 ] = si2.w;
  12959. skinIndexArray[ offset_skin + 8 ] = si3.x;
  12960. skinIndexArray[ offset_skin + 9 ] = si3.y;
  12961. skinIndexArray[ offset_skin + 10 ] = si3.z;
  12962. skinIndexArray[ offset_skin + 11 ] = si3.w;
  12963. offset_skin += 12;
  12964. }
  12965. if ( offset_skin > 0 ) {
  12966. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  12967. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  12968. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  12969. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  12970. }
  12971. }
  12972. if ( dirtyColors && vertexColorType ) {
  12973. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12974. face = obj_faces[ chunk_faces3[ f ] ];
  12975. vertexColors = face.vertexColors;
  12976. faceColor = face.color;
  12977. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  12978. c1 = vertexColors[ 0 ];
  12979. c2 = vertexColors[ 1 ];
  12980. c3 = vertexColors[ 2 ];
  12981. } else {
  12982. c1 = faceColor;
  12983. c2 = faceColor;
  12984. c3 = faceColor;
  12985. }
  12986. colorArray[ offset_color ] = c1.r;
  12987. colorArray[ offset_color + 1 ] = c1.g;
  12988. colorArray[ offset_color + 2 ] = c1.b;
  12989. colorArray[ offset_color + 3 ] = c2.r;
  12990. colorArray[ offset_color + 4 ] = c2.g;
  12991. colorArray[ offset_color + 5 ] = c2.b;
  12992. colorArray[ offset_color + 6 ] = c3.r;
  12993. colorArray[ offset_color + 7 ] = c3.g;
  12994. colorArray[ offset_color + 8 ] = c3.b;
  12995. offset_color += 9;
  12996. }
  12997. if ( offset_color > 0 ) {
  12998. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  12999. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  13000. }
  13001. }
  13002. if ( dirtyTangents && geometry.hasTangents ) {
  13003. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13004. face = obj_faces[ chunk_faces3[ f ] ];
  13005. vertexTangents = face.vertexTangents;
  13006. t1 = vertexTangents[ 0 ];
  13007. t2 = vertexTangents[ 1 ];
  13008. t3 = vertexTangents[ 2 ];
  13009. tangentArray[ offset_tangent ] = t1.x;
  13010. tangentArray[ offset_tangent + 1 ] = t1.y;
  13011. tangentArray[ offset_tangent + 2 ] = t1.z;
  13012. tangentArray[ offset_tangent + 3 ] = t1.w;
  13013. tangentArray[ offset_tangent + 4 ] = t2.x;
  13014. tangentArray[ offset_tangent + 5 ] = t2.y;
  13015. tangentArray[ offset_tangent + 6 ] = t2.z;
  13016. tangentArray[ offset_tangent + 7 ] = t2.w;
  13017. tangentArray[ offset_tangent + 8 ] = t3.x;
  13018. tangentArray[ offset_tangent + 9 ] = t3.y;
  13019. tangentArray[ offset_tangent + 10 ] = t3.z;
  13020. tangentArray[ offset_tangent + 11 ] = t3.w;
  13021. offset_tangent += 12;
  13022. }
  13023. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  13024. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  13025. }
  13026. if ( dirtyNormals && normalType ) {
  13027. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13028. face = obj_faces[ chunk_faces3[ f ] ];
  13029. vertexNormals = face.vertexNormals;
  13030. faceNormal = face.normal;
  13031. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  13032. for ( i = 0; i < 3; i ++ ) {
  13033. vn = vertexNormals[ i ];
  13034. normalArray[ offset_normal ] = vn.x;
  13035. normalArray[ offset_normal + 1 ] = vn.y;
  13036. normalArray[ offset_normal + 2 ] = vn.z;
  13037. offset_normal += 3;
  13038. }
  13039. } else {
  13040. for ( i = 0; i < 3; i ++ ) {
  13041. normalArray[ offset_normal ] = faceNormal.x;
  13042. normalArray[ offset_normal + 1 ] = faceNormal.y;
  13043. normalArray[ offset_normal + 2 ] = faceNormal.z;
  13044. offset_normal += 3;
  13045. }
  13046. }
  13047. }
  13048. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  13049. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  13050. }
  13051. if ( dirtyUvs && obj_uvs && uvType ) {
  13052. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13053. fi = chunk_faces3[ f ];
  13054. uv = obj_uvs[ fi ];
  13055. if ( uv === undefined ) continue;
  13056. for ( i = 0; i < 3; i ++ ) {
  13057. uvi = uv[ i ];
  13058. uvArray[ offset_uv ] = uvi.x;
  13059. uvArray[ offset_uv + 1 ] = uvi.y;
  13060. offset_uv += 2;
  13061. }
  13062. }
  13063. if ( offset_uv > 0 ) {
  13064. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  13065. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  13066. }
  13067. }
  13068. if ( dirtyUvs && obj_uvs2 && uvType ) {
  13069. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13070. fi = chunk_faces3[ f ];
  13071. uv2 = obj_uvs2[ fi ];
  13072. if ( uv2 === undefined ) continue;
  13073. for ( i = 0; i < 3; i ++ ) {
  13074. uv2i = uv2[ i ];
  13075. uv2Array[ offset_uv2 ] = uv2i.x;
  13076. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  13077. offset_uv2 += 2;
  13078. }
  13079. }
  13080. if ( offset_uv2 > 0 ) {
  13081. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  13082. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  13083. }
  13084. }
  13085. if ( dirtyElements ) {
  13086. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13087. faceArray[ offset_face ] = vertexIndex;
  13088. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  13089. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  13090. offset_face += 3;
  13091. lineArray[ offset_line ] = vertexIndex;
  13092. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  13093. lineArray[ offset_line + 2 ] = vertexIndex;
  13094. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  13095. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  13096. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  13097. offset_line += 6;
  13098. vertexIndex += 3;
  13099. }
  13100. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  13101. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  13102. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  13103. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  13104. }
  13105. if ( customAttributes ) {
  13106. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  13107. customAttribute = customAttributes[ i ];
  13108. if ( ! customAttribute.__original.needsUpdate ) continue;
  13109. offset_custom = 0;
  13110. offset_customSrc = 0;
  13111. if ( customAttribute.size === 1 ) {
  13112. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  13113. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13114. face = obj_faces[ chunk_faces3[ f ] ];
  13115. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  13116. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  13117. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  13118. offset_custom += 3;
  13119. }
  13120. } else if ( customAttribute.boundTo === 'faces' ) {
  13121. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13122. value = customAttribute.value[ chunk_faces3[ f ] ];
  13123. customAttribute.array[ offset_custom ] = value;
  13124. customAttribute.array[ offset_custom + 1 ] = value;
  13125. customAttribute.array[ offset_custom + 2 ] = value;
  13126. offset_custom += 3;
  13127. }
  13128. }
  13129. } else if ( customAttribute.size === 2 ) {
  13130. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  13131. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13132. face = obj_faces[ chunk_faces3[ f ] ];
  13133. v1 = customAttribute.value[ face.a ];
  13134. v2 = customAttribute.value[ face.b ];
  13135. v3 = customAttribute.value[ face.c ];
  13136. customAttribute.array[ offset_custom ] = v1.x;
  13137. customAttribute.array[ offset_custom + 1 ] = v1.y;
  13138. customAttribute.array[ offset_custom + 2 ] = v2.x;
  13139. customAttribute.array[ offset_custom + 3 ] = v2.y;
  13140. customAttribute.array[ offset_custom + 4 ] = v3.x;
  13141. customAttribute.array[ offset_custom + 5 ] = v3.y;
  13142. offset_custom += 6;
  13143. }
  13144. } else if ( customAttribute.boundTo === 'faces' ) {
  13145. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13146. value = customAttribute.value[ chunk_faces3[ f ] ];
  13147. v1 = value;
  13148. v2 = value;
  13149. v3 = value;
  13150. customAttribute.array[ offset_custom ] = v1.x;
  13151. customAttribute.array[ offset_custom + 1 ] = v1.y;
  13152. customAttribute.array[ offset_custom + 2 ] = v2.x;
  13153. customAttribute.array[ offset_custom + 3 ] = v2.y;
  13154. customAttribute.array[ offset_custom + 4 ] = v3.x;
  13155. customAttribute.array[ offset_custom + 5 ] = v3.y;
  13156. offset_custom += 6;
  13157. }
  13158. }
  13159. } else if ( customAttribute.size === 3 ) {
  13160. var pp;
  13161. if ( customAttribute.type === 'c' ) {
  13162. pp = [ 'r', 'g', 'b' ];
  13163. } else {
  13164. pp = [ 'x', 'y', 'z' ];
  13165. }
  13166. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  13167. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13168. face = obj_faces[ chunk_faces3[ f ] ];
  13169. v1 = customAttribute.value[ face.a ];
  13170. v2 = customAttribute.value[ face.b ];
  13171. v3 = customAttribute.value[ face.c ];
  13172. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  13173. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  13174. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  13175. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  13176. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  13177. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  13178. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  13179. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  13180. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  13181. offset_custom += 9;
  13182. }
  13183. } else if ( customAttribute.boundTo === 'faces' ) {
  13184. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13185. value = customAttribute.value[ chunk_faces3[ f ] ];
  13186. v1 = value;
  13187. v2 = value;
  13188. v3 = value;
  13189. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  13190. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  13191. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  13192. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  13193. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  13194. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  13195. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  13196. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  13197. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  13198. offset_custom += 9;
  13199. }
  13200. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  13201. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13202. value = customAttribute.value[ chunk_faces3[ f ] ];
  13203. v1 = value[ 0 ];
  13204. v2 = value[ 1 ];
  13205. v3 = value[ 2 ];
  13206. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  13207. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  13208. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  13209. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  13210. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  13211. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  13212. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  13213. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  13214. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  13215. offset_custom += 9;
  13216. }
  13217. }
  13218. } else if ( customAttribute.size === 4 ) {
  13219. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  13220. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13221. face = obj_faces[ chunk_faces3[ f ] ];
  13222. v1 = customAttribute.value[ face.a ];
  13223. v2 = customAttribute.value[ face.b ];
  13224. v3 = customAttribute.value[ face.c ];
  13225. customAttribute.array[ offset_custom ] = v1.x;
  13226. customAttribute.array[ offset_custom + 1 ] = v1.y;
  13227. customAttribute.array[ offset_custom + 2 ] = v1.z;
  13228. customAttribute.array[ offset_custom + 3 ] = v1.w;
  13229. customAttribute.array[ offset_custom + 4 ] = v2.x;
  13230. customAttribute.array[ offset_custom + 5 ] = v2.y;
  13231. customAttribute.array[ offset_custom + 6 ] = v2.z;
  13232. customAttribute.array[ offset_custom + 7 ] = v2.w;
  13233. customAttribute.array[ offset_custom + 8 ] = v3.x;
  13234. customAttribute.array[ offset_custom + 9 ] = v3.y;
  13235. customAttribute.array[ offset_custom + 10 ] = v3.z;
  13236. customAttribute.array[ offset_custom + 11 ] = v3.w;
  13237. offset_custom += 12;
  13238. }
  13239. } else if ( customAttribute.boundTo === 'faces' ) {
  13240. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13241. value = customAttribute.value[ chunk_faces3[ f ] ];
  13242. v1 = value;
  13243. v2 = value;
  13244. v3 = value;
  13245. customAttribute.array[ offset_custom ] = v1.x;
  13246. customAttribute.array[ offset_custom + 1 ] = v1.y;
  13247. customAttribute.array[ offset_custom + 2 ] = v1.z;
  13248. customAttribute.array[ offset_custom + 3 ] = v1.w;
  13249. customAttribute.array[ offset_custom + 4 ] = v2.x;
  13250. customAttribute.array[ offset_custom + 5 ] = v2.y;
  13251. customAttribute.array[ offset_custom + 6 ] = v2.z;
  13252. customAttribute.array[ offset_custom + 7 ] = v2.w;
  13253. customAttribute.array[ offset_custom + 8 ] = v3.x;
  13254. customAttribute.array[ offset_custom + 9 ] = v3.y;
  13255. customAttribute.array[ offset_custom + 10 ] = v3.z;
  13256. customAttribute.array[ offset_custom + 11 ] = v3.w;
  13257. offset_custom += 12;
  13258. }
  13259. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  13260. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13261. value = customAttribute.value[ chunk_faces3[ f ] ];
  13262. v1 = value[ 0 ];
  13263. v2 = value[ 1 ];
  13264. v3 = value[ 2 ];
  13265. customAttribute.array[ offset_custom ] = v1.x;
  13266. customAttribute.array[ offset_custom + 1 ] = v1.y;
  13267. customAttribute.array[ offset_custom + 2 ] = v1.z;
  13268. customAttribute.array[ offset_custom + 3 ] = v1.w;
  13269. customAttribute.array[ offset_custom + 4 ] = v2.x;
  13270. customAttribute.array[ offset_custom + 5 ] = v2.y;
  13271. customAttribute.array[ offset_custom + 6 ] = v2.z;
  13272. customAttribute.array[ offset_custom + 7 ] = v2.w;
  13273. customAttribute.array[ offset_custom + 8 ] = v3.x;
  13274. customAttribute.array[ offset_custom + 9 ] = v3.y;
  13275. customAttribute.array[ offset_custom + 10 ] = v3.z;
  13276. customAttribute.array[ offset_custom + 11 ] = v3.w;
  13277. offset_custom += 12;
  13278. }
  13279. }
  13280. }
  13281. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  13282. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  13283. }
  13284. }
  13285. if ( dispose ) {
  13286. delete geometryGroup.__inittedArrays;
  13287. delete geometryGroup.__colorArray;
  13288. delete geometryGroup.__normalArray;
  13289. delete geometryGroup.__tangentArray;
  13290. delete geometryGroup.__uvArray;
  13291. delete geometryGroup.__uv2Array;
  13292. delete geometryGroup.__faceArray;
  13293. delete geometryGroup.__vertexArray;
  13294. delete geometryGroup.__lineArray;
  13295. delete geometryGroup.__skinIndexArray;
  13296. delete geometryGroup.__skinWeightArray;
  13297. }
  13298. };
  13299. function setDirectBuffers( geometry, hint ) {
  13300. var attributes = geometry.attributes;
  13301. var attributeName, attributeItem;
  13302. for ( attributeName in attributes ) {
  13303. attributeItem = attributes[ attributeName ];
  13304. if ( attributeItem.needsUpdate ) {
  13305. if ( attributeName === 'index' ) {
  13306. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
  13307. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
  13308. } else {
  13309. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  13310. _gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
  13311. }
  13312. attributeItem.needsUpdate = false;
  13313. }
  13314. }
  13315. }
  13316. // Buffer rendering
  13317. this.renderBufferImmediate = function ( object, program, material ) {
  13318. initAttributes();
  13319. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  13320. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  13321. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  13322. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  13323. if ( object.hasPositions ) {
  13324. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  13325. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  13326. enableAttribute( program.attributes.position );
  13327. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  13328. }
  13329. if ( object.hasNormals ) {
  13330. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  13331. if ( material.shading === THREE.FlatShading ) {
  13332. var nx, ny, nz,
  13333. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  13334. normalArray,
  13335. i, il = object.count * 3;
  13336. for ( i = 0; i < il; i += 9 ) {
  13337. normalArray = object.normalArray;
  13338. nax = normalArray[ i ];
  13339. nay = normalArray[ i + 1 ];
  13340. naz = normalArray[ i + 2 ];
  13341. nbx = normalArray[ i + 3 ];
  13342. nby = normalArray[ i + 4 ];
  13343. nbz = normalArray[ i + 5 ];
  13344. ncx = normalArray[ i + 6 ];
  13345. ncy = normalArray[ i + 7 ];
  13346. ncz = normalArray[ i + 8 ];
  13347. nx = ( nax + nbx + ncx ) / 3;
  13348. ny = ( nay + nby + ncy ) / 3;
  13349. nz = ( naz + nbz + ncz ) / 3;
  13350. normalArray[ i ] = nx;
  13351. normalArray[ i + 1 ] = ny;
  13352. normalArray[ i + 2 ] = nz;
  13353. normalArray[ i + 3 ] = nx;
  13354. normalArray[ i + 4 ] = ny;
  13355. normalArray[ i + 5 ] = nz;
  13356. normalArray[ i + 6 ] = nx;
  13357. normalArray[ i + 7 ] = ny;
  13358. normalArray[ i + 8 ] = nz;
  13359. }
  13360. }
  13361. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  13362. enableAttribute( program.attributes.normal );
  13363. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  13364. }
  13365. if ( object.hasUvs && material.map ) {
  13366. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  13367. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  13368. enableAttribute( program.attributes.uv );
  13369. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  13370. }
  13371. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  13372. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  13373. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  13374. enableAttribute( program.attributes.color );
  13375. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  13376. }
  13377. disableUnusedAttributes();
  13378. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  13379. object.count = 0;
  13380. };
  13381. function setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex ) {
  13382. for ( var attributeName in programAttributes ) {
  13383. var attributePointer = programAttributes[ attributeName ];
  13384. var attributeItem = geometryAttributes[ attributeName ];
  13385. if ( attributePointer >= 0 ) {
  13386. if ( attributeItem ) {
  13387. var attributeSize = attributeItem.itemSize;
  13388. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  13389. enableAttribute( attributePointer );
  13390. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
  13391. } else if ( material.defaultAttributeValues ) {
  13392. if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
  13393. _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  13394. } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
  13395. _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  13396. }
  13397. }
  13398. }
  13399. }
  13400. disableUnusedAttributes();
  13401. }
  13402. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  13403. if ( material.visible === false ) return;
  13404. var linewidth, a, attribute;
  13405. var attributeItem, attributeName, attributePointer, attributeSize;
  13406. var program = setProgram( camera, lights, fog, material, object );
  13407. var programAttributes = program.attributes;
  13408. var geometryAttributes = geometry.attributes;
  13409. var updateBuffers = false,
  13410. wireframeBit = material.wireframe ? 1 : 0,
  13411. geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  13412. if ( geometryHash !== _currentGeometryGroupHash ) {
  13413. _currentGeometryGroupHash = geometryHash;
  13414. updateBuffers = true;
  13415. }
  13416. if ( updateBuffers ) {
  13417. initAttributes();
  13418. }
  13419. // render mesh
  13420. if ( object instanceof THREE.Mesh ) {
  13421. var index = geometryAttributes[ 'index' ];
  13422. if ( index ) {
  13423. // indexed triangles
  13424. var type, size;
  13425. if ( index.array instanceof Uint32Array ) {
  13426. type = _gl.UNSIGNED_INT;
  13427. size = 4;
  13428. } else {
  13429. type = _gl.UNSIGNED_SHORT;
  13430. size = 2;
  13431. }
  13432. var offsets = geometry.offsets;
  13433. if ( offsets.length === 0 ) {
  13434. if ( updateBuffers ) {
  13435. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  13436. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  13437. }
  13438. _gl.drawElements( _gl.TRIANGLES, index.array.length, type, 0 );
  13439. _this.info.render.calls ++;
  13440. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  13441. _this.info.render.faces += index.array.length / 3;
  13442. } else {
  13443. // if there is more than 1 chunk
  13444. // must set attribute pointers to use new offsets for each chunk
  13445. // even if geometry and materials didn't change
  13446. updateBuffers = true;
  13447. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  13448. var startIndex = offsets[ i ].index;
  13449. if ( updateBuffers ) {
  13450. setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
  13451. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  13452. }
  13453. // render indexed triangles
  13454. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, type, offsets[ i ].start * size );
  13455. _this.info.render.calls ++;
  13456. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  13457. _this.info.render.faces += offsets[ i ].count / 3;
  13458. }
  13459. }
  13460. } else {
  13461. // non-indexed triangles
  13462. if ( updateBuffers ) {
  13463. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  13464. }
  13465. var position = geometry.attributes[ 'position' ];
  13466. // render non-indexed triangles
  13467. _gl.drawArrays( _gl.TRIANGLES, 0, position.array.length / 3 );
  13468. _this.info.render.calls ++;
  13469. _this.info.render.vertices += position.array.length / 3;
  13470. _this.info.render.faces += position.array.length / 9;
  13471. }
  13472. } else if ( object instanceof THREE.PointCloud ) {
  13473. // render particles
  13474. if ( updateBuffers ) {
  13475. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  13476. }
  13477. var position = geometryAttributes[ 'position' ];
  13478. // render particles
  13479. _gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
  13480. _this.info.render.calls ++;
  13481. _this.info.render.points += position.array.length / 3;
  13482. } else if ( object instanceof THREE.Line ) {
  13483. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  13484. setLineWidth( material.linewidth );
  13485. var index = geometryAttributes[ 'index' ];
  13486. if ( index ) {
  13487. // indexed lines
  13488. var type, size;
  13489. if ( index.array instanceof Uint32Array ) {
  13490. type = _gl.UNSIGNED_INT;
  13491. size = 4;
  13492. } else {
  13493. type = _gl.UNSIGNED_SHORT;
  13494. size = 2;
  13495. }
  13496. var offsets = geometry.offsets;
  13497. if ( offsets.length === 0 ) {
  13498. if ( updateBuffers ) {
  13499. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  13500. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  13501. }
  13502. _gl.drawElements( _gl.LINES, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  13503. _this.info.render.calls ++;
  13504. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  13505. } else {
  13506. // if there is more than 1 chunk
  13507. // must set attribute pointers to use new offsets for each chunk
  13508. // even if geometry and materials didn't change
  13509. if ( offsets.length > 1 ) updateBuffers = true;
  13510. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  13511. var startIndex = offsets[ i ].index;
  13512. if ( updateBuffers ) {
  13513. setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
  13514. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  13515. }
  13516. // render indexed lines
  13517. _gl.drawElements( _gl.LINES, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  13518. _this.info.render.calls ++;
  13519. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  13520. }
  13521. }
  13522. } else {
  13523. // non-indexed lines
  13524. if ( updateBuffers ) {
  13525. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  13526. }
  13527. var position = geometryAttributes[ 'position' ];
  13528. _gl.drawArrays( mode, 0, position.array.length / 3 );
  13529. _this.info.render.calls ++;
  13530. _this.info.render.points += position.array.length / 3;
  13531. }
  13532. }
  13533. };
  13534. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  13535. if ( material.visible === false ) return;
  13536. var linewidth, a, attribute, i, il;
  13537. var program = setProgram( camera, lights, fog, material, object );
  13538. var attributes = program.attributes;
  13539. var updateBuffers = false,
  13540. wireframeBit = material.wireframe ? 1 : 0,
  13541. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  13542. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  13543. _currentGeometryGroupHash = geometryGroupHash;
  13544. updateBuffers = true;
  13545. }
  13546. if ( updateBuffers ) {
  13547. initAttributes();
  13548. }
  13549. // vertices
  13550. if ( ! material.morphTargets && attributes.position >= 0 ) {
  13551. if ( updateBuffers ) {
  13552. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  13553. enableAttribute( attributes.position );
  13554. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  13555. }
  13556. } else {
  13557. if ( object.morphTargetBase ) {
  13558. setupMorphTargets( material, geometryGroup, object );
  13559. }
  13560. }
  13561. if ( updateBuffers ) {
  13562. // custom attributes
  13563. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  13564. if ( geometryGroup.__webglCustomAttributesList ) {
  13565. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  13566. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  13567. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  13568. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  13569. enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  13570. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  13571. }
  13572. }
  13573. }
  13574. // colors
  13575. if ( attributes.color >= 0 ) {
  13576. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  13577. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  13578. enableAttribute( attributes.color );
  13579. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  13580. } else if ( material.defaultAttributeValues ) {
  13581. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  13582. }
  13583. }
  13584. // normals
  13585. if ( attributes.normal >= 0 ) {
  13586. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  13587. enableAttribute( attributes.normal );
  13588. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  13589. }
  13590. // tangents
  13591. if ( attributes.tangent >= 0 ) {
  13592. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  13593. enableAttribute( attributes.tangent );
  13594. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  13595. }
  13596. // uvs
  13597. if ( attributes.uv >= 0 ) {
  13598. if ( object.geometry.faceVertexUvs[ 0 ] ) {
  13599. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  13600. enableAttribute( attributes.uv );
  13601. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  13602. } else if ( material.defaultAttributeValues ) {
  13603. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  13604. }
  13605. }
  13606. if ( attributes.uv2 >= 0 ) {
  13607. if ( object.geometry.faceVertexUvs[ 1 ] ) {
  13608. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  13609. enableAttribute( attributes.uv2 );
  13610. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  13611. } else if ( material.defaultAttributeValues ) {
  13612. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  13613. }
  13614. }
  13615. if ( material.skinning &&
  13616. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  13617. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  13618. enableAttribute( attributes.skinIndex );
  13619. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  13620. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  13621. enableAttribute( attributes.skinWeight );
  13622. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  13623. }
  13624. // line distances
  13625. if ( attributes.lineDistance >= 0 ) {
  13626. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  13627. enableAttribute( attributes.lineDistance );
  13628. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  13629. }
  13630. }
  13631. disableUnusedAttributes();
  13632. // render mesh
  13633. if ( object instanceof THREE.Mesh ) {
  13634. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  13635. // wireframe
  13636. if ( material.wireframe ) {
  13637. setLineWidth( material.wireframeLinewidth );
  13638. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  13639. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  13640. // triangles
  13641. } else {
  13642. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  13643. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  13644. }
  13645. _this.info.render.calls ++;
  13646. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  13647. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  13648. // render lines
  13649. } else if ( object instanceof THREE.Line ) {
  13650. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  13651. setLineWidth( material.linewidth );
  13652. _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
  13653. _this.info.render.calls ++;
  13654. // render particles
  13655. } else if ( object instanceof THREE.PointCloud ) {
  13656. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  13657. _this.info.render.calls ++;
  13658. _this.info.render.points += geometryGroup.__webglParticleCount;
  13659. }
  13660. };
  13661. function initAttributes() {
  13662. for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) {
  13663. _newAttributes[ i ] = 0;
  13664. }
  13665. }
  13666. function enableAttribute( attribute ) {
  13667. _newAttributes[ attribute ] = 1;
  13668. if ( _enabledAttributes[ attribute ] === 0 ) {
  13669. _gl.enableVertexAttribArray( attribute );
  13670. _enabledAttributes[ attribute ] = 1;
  13671. }
  13672. }
  13673. function disableUnusedAttributes() {
  13674. for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
  13675. if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
  13676. _gl.disableVertexAttribArray( i );
  13677. _enabledAttributes[ i ] = 0;
  13678. }
  13679. }
  13680. }
  13681. function setupMorphTargets ( material, geometryGroup, object ) {
  13682. // set base
  13683. var attributes = material.program.attributes;
  13684. if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
  13685. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  13686. enableAttribute( attributes.position );
  13687. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  13688. } else if ( attributes.position >= 0 ) {
  13689. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  13690. enableAttribute( attributes.position );
  13691. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  13692. }
  13693. if ( object.morphTargetForcedOrder.length ) {
  13694. // set forced order
  13695. var m = 0;
  13696. var order = object.morphTargetForcedOrder;
  13697. var influences = object.morphTargetInfluences;
  13698. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  13699. if ( attributes[ 'morphTarget' + m ] >= 0 ) {
  13700. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  13701. enableAttribute( attributes[ 'morphTarget' + m ] );
  13702. _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
  13703. }
  13704. if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
  13705. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  13706. enableAttribute( attributes[ 'morphNormal' + m ] );
  13707. _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
  13708. }
  13709. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  13710. m ++;
  13711. }
  13712. } else {
  13713. // find the most influencing
  13714. var influence, activeInfluenceIndices = [];
  13715. var influences = object.morphTargetInfluences;
  13716. var i, il = influences.length;
  13717. for ( i = 0; i < il; i ++ ) {
  13718. influence = influences[ i ];
  13719. if ( influence > 0 ) {
  13720. activeInfluenceIndices.push( [ influence, i ] );
  13721. }
  13722. }
  13723. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  13724. activeInfluenceIndices.sort( numericalSort );
  13725. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  13726. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  13727. activeInfluenceIndices.sort( numericalSort );
  13728. } else if ( activeInfluenceIndices.length === 0 ) {
  13729. activeInfluenceIndices.push( [ 0, 0 ] );
  13730. };
  13731. var influenceIndex, m = 0;
  13732. while ( m < material.numSupportedMorphTargets ) {
  13733. if ( activeInfluenceIndices[ m ] ) {
  13734. influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  13735. if ( attributes[ 'morphTarget' + m ] >= 0 ) {
  13736. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  13737. enableAttribute( attributes[ 'morphTarget' + m ] );
  13738. _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
  13739. }
  13740. if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
  13741. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  13742. enableAttribute( attributes[ 'morphNormal' + m ] );
  13743. _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
  13744. }
  13745. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  13746. } else {
  13747. /*
  13748. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  13749. if ( material.morphNormals ) {
  13750. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  13751. }
  13752. */
  13753. object.__webglMorphTargetInfluences[ m ] = 0;
  13754. }
  13755. m ++;
  13756. }
  13757. }
  13758. // load updated influences uniform
  13759. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  13760. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  13761. }
  13762. };
  13763. // Sorting
  13764. function painterSortStable ( a, b ) {
  13765. if ( a.z !== b.z ) {
  13766. return b.z - a.z;
  13767. } else {
  13768. return a.id - b.id;
  13769. }
  13770. };
  13771. function numericalSort ( a, b ) {
  13772. return b[ 0 ] - a[ 0 ];
  13773. };
  13774. // Rendering
  13775. this.render = function ( scene, camera, renderTarget, forceClear ) {
  13776. if ( camera instanceof THREE.Camera === false ) {
  13777. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  13778. return;
  13779. }
  13780. var i, il,
  13781. webglObject, object,
  13782. renderList,
  13783. lights = scene.__lights,
  13784. fog = scene.fog;
  13785. // reset caching for this frame
  13786. _currentMaterialId = - 1;
  13787. _lightsNeedUpdate = true;
  13788. // update scene graph
  13789. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  13790. // update camera matrices and frustum
  13791. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  13792. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13793. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  13794. _frustum.setFromMatrix( _projScreenMatrix );
  13795. // update WebGL objects
  13796. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  13797. // custom render plugins (pre pass)
  13798. renderPlugins( this.renderPluginsPre, scene, camera );
  13799. //
  13800. _this.info.render.calls = 0;
  13801. _this.info.render.vertices = 0;
  13802. _this.info.render.faces = 0;
  13803. _this.info.render.points = 0;
  13804. this.setRenderTarget( renderTarget );
  13805. if ( this.autoClear || forceClear ) {
  13806. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  13807. }
  13808. // set matrices for regular objects (frustum culled)
  13809. renderList = scene.__webglObjects;
  13810. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  13811. webglObject = renderList[ i ];
  13812. object = webglObject.object;
  13813. webglObject.id = i;
  13814. webglObject.render = false;
  13815. if ( object.visible ) {
  13816. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  13817. setupMatrices( object, camera );
  13818. unrollBufferMaterial( webglObject );
  13819. webglObject.render = true;
  13820. if ( this.sortObjects === true ) {
  13821. if ( object.renderDepth !== null ) {
  13822. webglObject.z = object.renderDepth;
  13823. } else {
  13824. _vector3.setFromMatrixPosition( object.matrixWorld );
  13825. _vector3.applyProjection( _projScreenMatrix );
  13826. webglObject.z = _vector3.z;
  13827. }
  13828. }
  13829. }
  13830. }
  13831. }
  13832. if ( this.sortObjects ) {
  13833. renderList.sort( painterSortStable );
  13834. }
  13835. // set matrices for immediate objects
  13836. renderList = scene.__webglObjectsImmediate;
  13837. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  13838. webglObject = renderList[ i ];
  13839. object = webglObject.object;
  13840. if ( object.visible ) {
  13841. setupMatrices( object, camera );
  13842. unrollImmediateBufferMaterial( webglObject );
  13843. }
  13844. }
  13845. if ( scene.overrideMaterial ) {
  13846. var material = scene.overrideMaterial;
  13847. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  13848. this.setDepthTest( material.depthTest );
  13849. this.setDepthWrite( material.depthWrite );
  13850. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13851. renderObjects( scene.__webglObjects, false, '', camera, lights, fog, true, material );
  13852. renderObjectsImmediate( scene.__webglObjectsImmediate, '', camera, lights, fog, false, material );
  13853. } else {
  13854. var material = null;
  13855. // opaque pass (front-to-back order)
  13856. this.setBlending( THREE.NoBlending );
  13857. renderObjects( scene.__webglObjects, true, 'opaque', camera, lights, fog, false, material );
  13858. renderObjectsImmediate( scene.__webglObjectsImmediate, 'opaque', camera, lights, fog, false, material );
  13859. // transparent pass (back-to-front order)
  13860. renderObjects( scene.__webglObjects, false, 'transparent', camera, lights, fog, true, material );
  13861. renderObjectsImmediate( scene.__webglObjectsImmediate, 'transparent', camera, lights, fog, true, material );
  13862. }
  13863. // custom render plugins (post pass)
  13864. renderPlugins( this.renderPluginsPost, scene, camera );
  13865. // Generate mipmap if we're using any kind of mipmap filtering
  13866. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  13867. updateRenderTargetMipmap( renderTarget );
  13868. }
  13869. // Ensure depth buffer writing is enabled so it can be cleared on next render
  13870. this.setDepthTest( true );
  13871. this.setDepthWrite( true );
  13872. // _gl.finish();
  13873. };
  13874. function renderPlugins( plugins, scene, camera ) {
  13875. if ( ! plugins.length ) return;
  13876. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  13877. // reset state for plugin (to start from clean slate)
  13878. _currentProgram = null;
  13879. _currentCamera = null;
  13880. _oldBlending = - 1;
  13881. _oldDepthTest = - 1;
  13882. _oldDepthWrite = - 1;
  13883. _oldDoubleSided = - 1;
  13884. _oldFlipSided = - 1;
  13885. _currentGeometryGroupHash = - 1;
  13886. _currentMaterialId = - 1;
  13887. _lightsNeedUpdate = true;
  13888. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  13889. // reset state after plugin (anything could have changed)
  13890. _currentProgram = null;
  13891. _currentCamera = null;
  13892. _oldBlending = - 1;
  13893. _oldDepthTest = - 1;
  13894. _oldDepthWrite = - 1;
  13895. _oldDoubleSided = - 1;
  13896. _oldFlipSided = - 1;
  13897. _currentGeometryGroupHash = - 1;
  13898. _currentMaterialId = - 1;
  13899. _lightsNeedUpdate = true;
  13900. }
  13901. };
  13902. function renderObjects( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  13903. var webglObject, object, buffer, material, start, end, delta;
  13904. if ( reverse ) {
  13905. start = renderList.length - 1;
  13906. end = - 1;
  13907. delta = - 1;
  13908. } else {
  13909. start = 0;
  13910. end = renderList.length;
  13911. delta = 1;
  13912. }
  13913. for ( var i = start; i !== end; i += delta ) {
  13914. webglObject = renderList[ i ];
  13915. if ( webglObject.render ) {
  13916. object = webglObject.object;
  13917. buffer = webglObject.buffer;
  13918. if ( overrideMaterial ) {
  13919. material = overrideMaterial;
  13920. } else {
  13921. material = webglObject[ materialType ];
  13922. if ( ! material ) continue;
  13923. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  13924. _this.setDepthTest( material.depthTest );
  13925. _this.setDepthWrite( material.depthWrite );
  13926. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13927. }
  13928. _this.setMaterialFaces( material );
  13929. if ( buffer instanceof THREE.BufferGeometry ) {
  13930. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  13931. } else {
  13932. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  13933. }
  13934. }
  13935. }
  13936. };
  13937. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  13938. var webglObject, object, material, program;
  13939. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  13940. webglObject = renderList[ i ];
  13941. object = webglObject.object;
  13942. if ( object.visible ) {
  13943. if ( overrideMaterial ) {
  13944. material = overrideMaterial;
  13945. } else {
  13946. material = webglObject[ materialType ];
  13947. if ( ! material ) continue;
  13948. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  13949. _this.setDepthTest( material.depthTest );
  13950. _this.setDepthWrite( material.depthWrite );
  13951. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13952. }
  13953. _this.renderImmediateObject( camera, lights, fog, material, object );
  13954. }
  13955. }
  13956. };
  13957. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  13958. var program = setProgram( camera, lights, fog, material, object );
  13959. _currentGeometryGroupHash = - 1;
  13960. _this.setMaterialFaces( material );
  13961. if ( object.immediateRenderCallback ) {
  13962. object.immediateRenderCallback( program, _gl, _frustum );
  13963. } else {
  13964. object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
  13965. }
  13966. };
  13967. function unrollImmediateBufferMaterial ( globject ) {
  13968. var object = globject.object,
  13969. material = object.material;
  13970. if ( material.transparent ) {
  13971. globject.transparent = material;
  13972. globject.opaque = null;
  13973. } else {
  13974. globject.opaque = material;
  13975. globject.transparent = null;
  13976. }
  13977. };
  13978. function unrollBufferMaterial ( globject ) {
  13979. var object = globject.object;
  13980. var buffer = globject.buffer;
  13981. var geometry = object.geometry;
  13982. var material = object.material;
  13983. if ( material instanceof THREE.MeshFaceMaterial ) {
  13984. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  13985. material = material.materials[ materialIndex ];
  13986. if ( material.transparent ) {
  13987. globject.transparent = material;
  13988. globject.opaque = null;
  13989. } else {
  13990. globject.opaque = material;
  13991. globject.transparent = null;
  13992. }
  13993. } else {
  13994. if ( material ) {
  13995. if ( material.transparent ) {
  13996. globject.transparent = material;
  13997. globject.opaque = null;
  13998. } else {
  13999. globject.opaque = material;
  14000. globject.transparent = null;
  14001. }
  14002. }
  14003. }
  14004. };
  14005. // Objects refresh
  14006. this.initWebGLObjects = function ( scene ) {
  14007. if ( ! scene.__webglObjects ) {
  14008. scene.__webglObjects = [];
  14009. scene.__webglObjectsImmediate = [];
  14010. scene.__webglSprites = [];
  14011. scene.__webglFlares = [];
  14012. }
  14013. while ( scene.__objectsAdded.length ) {
  14014. addObject( scene.__objectsAdded[ 0 ], scene );
  14015. scene.__objectsAdded.splice( 0, 1 );
  14016. }
  14017. while ( scene.__objectsRemoved.length ) {
  14018. removeObject( scene.__objectsRemoved[ 0 ], scene );
  14019. scene.__objectsRemoved.splice( 0, 1 );
  14020. }
  14021. // update must be called after objects adding / removal
  14022. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  14023. var object = scene.__webglObjects[ o ].object;
  14024. // TODO: Remove this hack (WebGLRenderer refactoring)
  14025. if ( object.__webglInit === undefined ) {
  14026. if ( object.__webglActive !== undefined ) {
  14027. removeObject( object, scene );
  14028. }
  14029. addObject( object, scene );
  14030. }
  14031. updateObject( object );
  14032. }
  14033. };
  14034. // Objects adding
  14035. function addObject( object, scene ) {
  14036. var g, geometry, material, geometryGroup;
  14037. if ( object.__webglInit === undefined ) {
  14038. object.__webglInit = true;
  14039. object._modelViewMatrix = new THREE.Matrix4();
  14040. object._normalMatrix = new THREE.Matrix3();
  14041. geometry = object.geometry;
  14042. if ( geometry === undefined ) {
  14043. // ImmediateRenderObject
  14044. } else if ( geometry.__webglInit === undefined ) {
  14045. geometry.__webglInit = true;
  14046. geometry.addEventListener( 'dispose', onGeometryDispose );
  14047. if ( geometry instanceof THREE.BufferGeometry ) {
  14048. initDirectBuffers( geometry );
  14049. } else if ( object instanceof THREE.Mesh ) {
  14050. material = object.material;
  14051. if ( geometry.geometryGroups === undefined ) {
  14052. geometry.makeGroups( material instanceof THREE.MeshFaceMaterial, _glExtensionElementIndexUint ? 4294967296 : 65535 );
  14053. }
  14054. // create separate VBOs per geometry chunk
  14055. for ( g in geometry.geometryGroups ) {
  14056. geometryGroup = geometry.geometryGroups[ g ];
  14057. // initialise VBO on the first access
  14058. if ( ! geometryGroup.__webglVertexBuffer ) {
  14059. createMeshBuffers( geometryGroup );
  14060. initMeshBuffers( geometryGroup, object );
  14061. geometry.verticesNeedUpdate = true;
  14062. geometry.morphTargetsNeedUpdate = true;
  14063. geometry.elementsNeedUpdate = true;
  14064. geometry.uvsNeedUpdate = true;
  14065. geometry.normalsNeedUpdate = true;
  14066. geometry.tangentsNeedUpdate = true;
  14067. geometry.colorsNeedUpdate = true;
  14068. }
  14069. }
  14070. } else if ( object instanceof THREE.Line ) {
  14071. if ( ! geometry.__webglVertexBuffer ) {
  14072. createLineBuffers( geometry );
  14073. initLineBuffers( geometry, object );
  14074. geometry.verticesNeedUpdate = true;
  14075. geometry.colorsNeedUpdate = true;
  14076. geometry.lineDistancesNeedUpdate = true;
  14077. }
  14078. } else if ( object instanceof THREE.PointCloud ) {
  14079. if ( ! geometry.__webglVertexBuffer ) {
  14080. createParticleBuffers( geometry );
  14081. initParticleBuffers( geometry, object );
  14082. geometry.verticesNeedUpdate = true;
  14083. geometry.colorsNeedUpdate = true;
  14084. }
  14085. }
  14086. }
  14087. }
  14088. if ( object.__webglActive === undefined ) {
  14089. if ( object instanceof THREE.Mesh ) {
  14090. geometry = object.geometry;
  14091. if ( geometry instanceof THREE.BufferGeometry ) {
  14092. addBuffer( scene.__webglObjects, geometry, object );
  14093. } else if ( geometry instanceof THREE.Geometry ) {
  14094. for ( g in geometry.geometryGroups ) {
  14095. geometryGroup = geometry.geometryGroups[ g ];
  14096. addBuffer( scene.__webglObjects, geometryGroup, object );
  14097. }
  14098. }
  14099. } else if ( object instanceof THREE.Line ||
  14100. object instanceof THREE.PointCloud ) {
  14101. geometry = object.geometry;
  14102. addBuffer( scene.__webglObjects, geometry, object );
  14103. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  14104. addBufferImmediate( scene.__webglObjectsImmediate, object );
  14105. } else if ( object instanceof THREE.Sprite ) {
  14106. scene.__webglSprites.push( object );
  14107. } else if ( object instanceof THREE.LensFlare ) {
  14108. scene.__webglFlares.push( object );
  14109. }
  14110. object.__webglActive = true;
  14111. }
  14112. };
  14113. function addBuffer( objlist, buffer, object ) {
  14114. objlist.push(
  14115. {
  14116. id: null,
  14117. buffer: buffer,
  14118. object: object,
  14119. opaque: null,
  14120. transparent: null,
  14121. z: 0
  14122. }
  14123. );
  14124. };
  14125. function addBufferImmediate( objlist, object ) {
  14126. objlist.push(
  14127. {
  14128. id: null,
  14129. object: object,
  14130. opaque: null,
  14131. transparent: null,
  14132. z: 0
  14133. }
  14134. );
  14135. };
  14136. // Objects updates
  14137. function updateObject( object ) {
  14138. var geometry = object.geometry,
  14139. geometryGroup, customAttributesDirty, material;
  14140. if ( geometry instanceof THREE.BufferGeometry ) {
  14141. setDirectBuffers( geometry, _gl.DYNAMIC_DRAW );
  14142. } else if ( object instanceof THREE.Mesh ) {
  14143. // check all geometry groups
  14144. for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  14145. geometryGroup = geometry.geometryGroupsList[ i ];
  14146. material = getBufferMaterial( object, geometryGroup );
  14147. if ( geometry.buffersNeedUpdate ) {
  14148. initMeshBuffers( geometryGroup, object );
  14149. }
  14150. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  14151. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  14152. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  14153. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  14154. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
  14155. }
  14156. }
  14157. geometry.verticesNeedUpdate = false;
  14158. geometry.morphTargetsNeedUpdate = false;
  14159. geometry.elementsNeedUpdate = false;
  14160. geometry.uvsNeedUpdate = false;
  14161. geometry.normalsNeedUpdate = false;
  14162. geometry.colorsNeedUpdate = false;
  14163. geometry.tangentsNeedUpdate = false;
  14164. geometry.buffersNeedUpdate = false;
  14165. material.attributes && clearCustomAttributes( material );
  14166. } else if ( object instanceof THREE.Line ) {
  14167. material = getBufferMaterial( object, geometry );
  14168. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  14169. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  14170. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  14171. }
  14172. geometry.verticesNeedUpdate = false;
  14173. geometry.colorsNeedUpdate = false;
  14174. geometry.lineDistancesNeedUpdate = false;
  14175. material.attributes && clearCustomAttributes( material );
  14176. } else if ( object instanceof THREE.PointCloud ) {
  14177. material = getBufferMaterial( object, geometry );
  14178. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  14179. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
  14180. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  14181. }
  14182. geometry.verticesNeedUpdate = false;
  14183. geometry.colorsNeedUpdate = false;
  14184. material.attributes && clearCustomAttributes( material );
  14185. }
  14186. };
  14187. // Objects updates - custom attributes check
  14188. function areCustomAttributesDirty( material ) {
  14189. for ( var a in material.attributes ) {
  14190. if ( material.attributes[ a ].needsUpdate ) return true;
  14191. }
  14192. return false;
  14193. };
  14194. function clearCustomAttributes( material ) {
  14195. for ( var a in material.attributes ) {
  14196. material.attributes[ a ].needsUpdate = false;
  14197. }
  14198. };
  14199. // Objects removal
  14200. function removeObject( object, scene ) {
  14201. if ( object instanceof THREE.Mesh ||
  14202. object instanceof THREE.PointCloud ||
  14203. object instanceof THREE.Line ) {
  14204. removeInstances( scene.__webglObjects, object );
  14205. } else if ( object instanceof THREE.Sprite ) {
  14206. removeInstancesDirect( scene.__webglSprites, object );
  14207. } else if ( object instanceof THREE.LensFlare ) {
  14208. removeInstancesDirect( scene.__webglFlares, object );
  14209. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  14210. removeInstances( scene.__webglObjectsImmediate, object );
  14211. }
  14212. delete object.__webglActive;
  14213. };
  14214. function removeInstances( objlist, object ) {
  14215. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  14216. if ( objlist[ o ].object === object ) {
  14217. objlist.splice( o, 1 );
  14218. }
  14219. }
  14220. };
  14221. function removeInstancesDirect( objlist, object ) {
  14222. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  14223. if ( objlist[ o ] === object ) {
  14224. objlist.splice( o, 1 );
  14225. }
  14226. }
  14227. };
  14228. // Materials
  14229. this.initMaterial = function ( material, lights, fog, object ) {
  14230. material.addEventListener( 'dispose', onMaterialDispose );
  14231. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  14232. if ( material instanceof THREE.MeshDepthMaterial ) {
  14233. shaderID = 'depth';
  14234. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  14235. shaderID = 'normal';
  14236. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  14237. shaderID = 'basic';
  14238. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  14239. shaderID = 'lambert';
  14240. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  14241. shaderID = 'phong';
  14242. } else if ( material instanceof THREE.LineBasicMaterial ) {
  14243. shaderID = 'basic';
  14244. } else if ( material instanceof THREE.LineDashedMaterial ) {
  14245. shaderID = 'dashed';
  14246. } else if ( material instanceof THREE.PointCloudMaterial ) {
  14247. shaderID = 'particle_basic';
  14248. }
  14249. if ( shaderID ) {
  14250. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  14251. }
  14252. // heuristics to create shader parameters according to lights in the scene
  14253. // (not to blow over maxLights budget)
  14254. maxLightCount = allocateLights( lights );
  14255. maxShadows = allocateShadows( lights );
  14256. maxBones = allocateBones( object );
  14257. parameters = {
  14258. precision: _precision,
  14259. supportsVertexTextures: _supportsVertexTextures,
  14260. map: !! material.map,
  14261. envMap: !! material.envMap,
  14262. lightMap: !! material.lightMap,
  14263. bumpMap: !! material.bumpMap,
  14264. normalMap: !! material.normalMap,
  14265. specularMap: !! material.specularMap,
  14266. vertexColors: material.vertexColors,
  14267. fog: fog,
  14268. useFog: material.fog,
  14269. fogExp: fog instanceof THREE.FogExp2,
  14270. sizeAttenuation: material.sizeAttenuation,
  14271. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  14272. skinning: material.skinning,
  14273. maxBones: maxBones,
  14274. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  14275. morphTargets: material.morphTargets,
  14276. morphNormals: material.morphNormals,
  14277. maxMorphTargets: this.maxMorphTargets,
  14278. maxMorphNormals: this.maxMorphNormals,
  14279. maxDirLights: maxLightCount.directional,
  14280. maxPointLights: maxLightCount.point,
  14281. maxSpotLights: maxLightCount.spot,
  14282. maxHemiLights: maxLightCount.hemi,
  14283. maxShadows: maxShadows,
  14284. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
  14285. shadowMapType: this.shadowMapType,
  14286. shadowMapDebug: this.shadowMapDebug,
  14287. shadowMapCascade: this.shadowMapCascade,
  14288. alphaTest: material.alphaTest,
  14289. metal: material.metal,
  14290. wrapAround: material.wrapAround,
  14291. doubleSided: material.side === THREE.DoubleSide,
  14292. flipSided: material.side === THREE.BackSide
  14293. };
  14294. // Generate code
  14295. var chunks = [];
  14296. if ( shaderID ) {
  14297. chunks.push( shaderID );
  14298. } else {
  14299. chunks.push( material.fragmentShader );
  14300. chunks.push( material.vertexShader );
  14301. }
  14302. for ( var d in material.defines ) {
  14303. chunks.push( d );
  14304. chunks.push( material.defines[ d ] );
  14305. }
  14306. for ( var p in parameters ) {
  14307. chunks.push( p );
  14308. chunks.push( parameters[ p ] );
  14309. }
  14310. var code = chunks.join();
  14311. var program;
  14312. // Check if code has been already compiled
  14313. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  14314. var programInfo = _programs[ p ];
  14315. if ( programInfo.code === code ) {
  14316. program = programInfo;
  14317. program.usedTimes ++;
  14318. break;
  14319. }
  14320. }
  14321. if ( program === undefined ) {
  14322. program = new THREE.WebGLProgram( this, code, material, parameters );
  14323. _programs.push( program );
  14324. _this.info.memory.programs = _programs.length;
  14325. }
  14326. material.program = program;
  14327. var attributes = material.program.attributes;
  14328. if ( material.morphTargets ) {
  14329. material.numSupportedMorphTargets = 0;
  14330. var id, base = 'morphTarget';
  14331. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  14332. id = base + i;
  14333. if ( attributes[ id ] >= 0 ) {
  14334. material.numSupportedMorphTargets ++;
  14335. }
  14336. }
  14337. }
  14338. if ( material.morphNormals ) {
  14339. material.numSupportedMorphNormals = 0;
  14340. var id, base = 'morphNormal';
  14341. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  14342. id = base + i;
  14343. if ( attributes[ id ] >= 0 ) {
  14344. material.numSupportedMorphNormals ++;
  14345. }
  14346. }
  14347. }
  14348. material.uniformsList = [];
  14349. for ( u in material.uniforms ) {
  14350. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  14351. }
  14352. };
  14353. function setMaterialShaders( material, shaders ) {
  14354. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  14355. material.vertexShader = shaders.vertexShader;
  14356. material.fragmentShader = shaders.fragmentShader;
  14357. };
  14358. function setProgram( camera, lights, fog, material, object ) {
  14359. _usedTextureUnits = 0;
  14360. if ( material.needsUpdate ) {
  14361. if ( material.program ) deallocateMaterial( material );
  14362. _this.initMaterial( material, lights, fog, object );
  14363. material.needsUpdate = false;
  14364. }
  14365. if ( material.morphTargets ) {
  14366. if ( ! object.__webglMorphTargetInfluences ) {
  14367. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  14368. }
  14369. }
  14370. var refreshMaterial = false;
  14371. var program = material.program,
  14372. p_uniforms = program.uniforms,
  14373. m_uniforms = material.uniforms;
  14374. if ( program.id !== _currentProgram ) {
  14375. _gl.useProgram( program.program );
  14376. _currentProgram = program.id;
  14377. refreshMaterial = true;
  14378. }
  14379. if ( material.id !== _currentMaterialId ) {
  14380. _currentMaterialId = material.id;
  14381. refreshMaterial = true;
  14382. }
  14383. if ( refreshMaterial || camera !== _currentCamera ) {
  14384. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  14385. if ( _logarithmicDepthBuffer ) {
  14386. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  14387. }
  14388. if ( camera !== _currentCamera ) _currentCamera = camera;
  14389. }
  14390. // skinning uniforms must be set even if material didn't change
  14391. // auto-setting of texture unit for bone texture must go before other textures
  14392. // not sure why, but otherwise weird things happen
  14393. if ( material.skinning ) {
  14394. if ( _supportsBoneTextures && object.skeleton.useVertexTexture ) {
  14395. if ( p_uniforms.boneTexture !== null ) {
  14396. var textureUnit = getTextureUnit();
  14397. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  14398. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  14399. }
  14400. if ( p_uniforms.boneTextureWidth !== null ) {
  14401. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  14402. }
  14403. if ( p_uniforms.boneTextureHeight !== null ) {
  14404. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  14405. }
  14406. } else {
  14407. if ( p_uniforms.boneGlobalMatrices !== null ) {
  14408. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  14409. }
  14410. }
  14411. }
  14412. if ( refreshMaterial ) {
  14413. // refresh uniforms common to several materials
  14414. if ( fog && material.fog ) {
  14415. refreshUniformsFog( m_uniforms, fog );
  14416. }
  14417. if ( material instanceof THREE.MeshPhongMaterial ||
  14418. material instanceof THREE.MeshLambertMaterial ||
  14419. material.lights ) {
  14420. if ( _lightsNeedUpdate ) {
  14421. setupLights( program, lights );
  14422. _lightsNeedUpdate = false;
  14423. }
  14424. refreshUniformsLights( m_uniforms, _lights );
  14425. }
  14426. if ( material instanceof THREE.MeshBasicMaterial ||
  14427. material instanceof THREE.MeshLambertMaterial ||
  14428. material instanceof THREE.MeshPhongMaterial ) {
  14429. refreshUniformsCommon( m_uniforms, material );
  14430. }
  14431. // refresh single material specific uniforms
  14432. if ( material instanceof THREE.LineBasicMaterial ) {
  14433. refreshUniformsLine( m_uniforms, material );
  14434. } else if ( material instanceof THREE.LineDashedMaterial ) {
  14435. refreshUniformsLine( m_uniforms, material );
  14436. refreshUniformsDash( m_uniforms, material );
  14437. } else if ( material instanceof THREE.PointCloudMaterial ) {
  14438. refreshUniformsParticle( m_uniforms, material );
  14439. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  14440. refreshUniformsPhong( m_uniforms, material );
  14441. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  14442. refreshUniformsLambert( m_uniforms, material );
  14443. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  14444. m_uniforms.mNear.value = camera.near;
  14445. m_uniforms.mFar.value = camera.far;
  14446. m_uniforms.opacity.value = material.opacity;
  14447. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  14448. m_uniforms.opacity.value = material.opacity;
  14449. }
  14450. if ( object.receiveShadow && ! material._shadowPass ) {
  14451. refreshUniformsShadow( m_uniforms, lights );
  14452. }
  14453. // load common uniforms
  14454. loadUniformsGeneric( program, material.uniformsList );
  14455. // load material specific uniforms
  14456. // (shader material also gets them for the sake of genericity)
  14457. if ( material instanceof THREE.ShaderMaterial ||
  14458. material instanceof THREE.MeshPhongMaterial ||
  14459. material.envMap ) {
  14460. if ( p_uniforms.cameraPosition !== null ) {
  14461. _vector3.setFromMatrixPosition( camera.matrixWorld );
  14462. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  14463. }
  14464. }
  14465. if ( material instanceof THREE.MeshPhongMaterial ||
  14466. material instanceof THREE.MeshLambertMaterial ||
  14467. material instanceof THREE.ShaderMaterial ||
  14468. material.skinning ) {
  14469. if ( p_uniforms.viewMatrix !== null ) {
  14470. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  14471. }
  14472. }
  14473. }
  14474. loadUniformsMatrices( p_uniforms, object );
  14475. if ( p_uniforms.modelMatrix !== null ) {
  14476. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  14477. }
  14478. return program;
  14479. };
  14480. // Uniforms (refresh uniforms objects)
  14481. function refreshUniformsCommon ( uniforms, material ) {
  14482. uniforms.opacity.value = material.opacity;
  14483. if ( _this.gammaInput ) {
  14484. uniforms.diffuse.value.copyGammaToLinear( material.color );
  14485. } else {
  14486. uniforms.diffuse.value = material.color;
  14487. }
  14488. uniforms.map.value = material.map;
  14489. uniforms.lightMap.value = material.lightMap;
  14490. uniforms.specularMap.value = material.specularMap;
  14491. if ( material.bumpMap ) {
  14492. uniforms.bumpMap.value = material.bumpMap;
  14493. uniforms.bumpScale.value = material.bumpScale;
  14494. }
  14495. if ( material.normalMap ) {
  14496. uniforms.normalMap.value = material.normalMap;
  14497. uniforms.normalScale.value.copy( material.normalScale );
  14498. }
  14499. // uv repeat and offset setting priorities
  14500. // 1. color map
  14501. // 2. specular map
  14502. // 3. normal map
  14503. // 4. bump map
  14504. var uvScaleMap;
  14505. if ( material.map ) {
  14506. uvScaleMap = material.map;
  14507. } else if ( material.specularMap ) {
  14508. uvScaleMap = material.specularMap;
  14509. } else if ( material.normalMap ) {
  14510. uvScaleMap = material.normalMap;
  14511. } else if ( material.bumpMap ) {
  14512. uvScaleMap = material.bumpMap;
  14513. }
  14514. if ( uvScaleMap !== undefined ) {
  14515. var offset = uvScaleMap.offset;
  14516. var repeat = uvScaleMap.repeat;
  14517. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  14518. }
  14519. uniforms.envMap.value = material.envMap;
  14520. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  14521. if ( _this.gammaInput ) {
  14522. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  14523. uniforms.reflectivity.value = material.reflectivity;
  14524. } else {
  14525. uniforms.reflectivity.value = material.reflectivity;
  14526. }
  14527. uniforms.refractionRatio.value = material.refractionRatio;
  14528. uniforms.combine.value = material.combine;
  14529. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  14530. };
  14531. function refreshUniformsLine ( uniforms, material ) {
  14532. uniforms.diffuse.value = material.color;
  14533. uniforms.opacity.value = material.opacity;
  14534. };
  14535. function refreshUniformsDash ( uniforms, material ) {
  14536. uniforms.dashSize.value = material.dashSize;
  14537. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14538. uniforms.scale.value = material.scale;
  14539. };
  14540. function refreshUniformsParticle ( uniforms, material ) {
  14541. uniforms.psColor.value = material.color;
  14542. uniforms.opacity.value = material.opacity;
  14543. uniforms.size.value = material.size;
  14544. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  14545. uniforms.map.value = material.map;
  14546. };
  14547. function refreshUniformsFog ( uniforms, fog ) {
  14548. uniforms.fogColor.value = fog.color;
  14549. if ( fog instanceof THREE.Fog ) {
  14550. uniforms.fogNear.value = fog.near;
  14551. uniforms.fogFar.value = fog.far;
  14552. } else if ( fog instanceof THREE.FogExp2 ) {
  14553. uniforms.fogDensity.value = fog.density;
  14554. }
  14555. };
  14556. function refreshUniformsPhong ( uniforms, material ) {
  14557. uniforms.shininess.value = material.shininess;
  14558. if ( _this.gammaInput ) {
  14559. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  14560. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  14561. uniforms.specular.value.copyGammaToLinear( material.specular );
  14562. } else {
  14563. uniforms.ambient.value = material.ambient;
  14564. uniforms.emissive.value = material.emissive;
  14565. uniforms.specular.value = material.specular;
  14566. }
  14567. if ( material.wrapAround ) {
  14568. uniforms.wrapRGB.value.copy( material.wrapRGB );
  14569. }
  14570. };
  14571. function refreshUniformsLambert ( uniforms, material ) {
  14572. if ( _this.gammaInput ) {
  14573. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  14574. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  14575. } else {
  14576. uniforms.ambient.value = material.ambient;
  14577. uniforms.emissive.value = material.emissive;
  14578. }
  14579. if ( material.wrapAround ) {
  14580. uniforms.wrapRGB.value.copy( material.wrapRGB );
  14581. }
  14582. };
  14583. function refreshUniformsLights ( uniforms, lights ) {
  14584. uniforms.ambientLightColor.value = lights.ambient;
  14585. uniforms.directionalLightColor.value = lights.directional.colors;
  14586. uniforms.directionalLightDirection.value = lights.directional.positions;
  14587. uniforms.pointLightColor.value = lights.point.colors;
  14588. uniforms.pointLightPosition.value = lights.point.positions;
  14589. uniforms.pointLightDistance.value = lights.point.distances;
  14590. uniforms.spotLightColor.value = lights.spot.colors;
  14591. uniforms.spotLightPosition.value = lights.spot.positions;
  14592. uniforms.spotLightDistance.value = lights.spot.distances;
  14593. uniforms.spotLightDirection.value = lights.spot.directions;
  14594. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  14595. uniforms.spotLightExponent.value = lights.spot.exponents;
  14596. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  14597. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  14598. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  14599. };
  14600. function refreshUniformsShadow ( uniforms, lights ) {
  14601. if ( uniforms.shadowMatrix ) {
  14602. var j = 0;
  14603. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  14604. var light = lights[ i ];
  14605. if ( ! light.castShadow ) continue;
  14606. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  14607. uniforms.shadowMap.value[ j ] = light.shadowMap;
  14608. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  14609. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  14610. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  14611. uniforms.shadowBias.value[ j ] = light.shadowBias;
  14612. j ++;
  14613. }
  14614. }
  14615. }
  14616. };
  14617. // Uniforms (load to GPU)
  14618. function loadUniformsMatrices ( uniforms, object ) {
  14619. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  14620. if ( uniforms.normalMatrix ) {
  14621. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  14622. }
  14623. };
  14624. function getTextureUnit() {
  14625. var textureUnit = _usedTextureUnits;
  14626. if ( textureUnit >= _maxTextures ) {
  14627. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  14628. }
  14629. _usedTextureUnits += 1;
  14630. return textureUnit;
  14631. };
  14632. function loadUniformsGeneric ( program, uniforms ) {
  14633. var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
  14634. for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  14635. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  14636. if ( ! location ) continue;
  14637. uniform = uniforms[ j ][ 0 ];
  14638. type = uniform.type;
  14639. value = uniform.value;
  14640. if ( type === 'i' ) { // single integer
  14641. _gl.uniform1i( location, value );
  14642. } else if ( type === 'f' ) { // single float
  14643. _gl.uniform1f( location, value );
  14644. } else if ( type === 'v2' ) { // single THREE.Vector2
  14645. _gl.uniform2f( location, value.x, value.y );
  14646. } else if ( type === 'v3' ) { // single THREE.Vector3
  14647. _gl.uniform3f( location, value.x, value.y, value.z );
  14648. } else if ( type === 'v4' ) { // single THREE.Vector4
  14649. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  14650. } else if ( type === 'c' ) { // single THREE.Color
  14651. _gl.uniform3f( location, value.r, value.g, value.b );
  14652. } else if ( type === 'iv1' ) { // flat array of integers (JS or typed array)
  14653. _gl.uniform1iv( location, value );
  14654. } else if ( type === 'iv' ) { // flat array of integers with 3 x N size (JS or typed array)
  14655. _gl.uniform3iv( location, value );
  14656. } else if ( type === 'fv1' ) { // flat array of floats (JS or typed array)
  14657. _gl.uniform1fv( location, value );
  14658. } else if ( type === 'fv' ) { // flat array of floats with 3 x N size (JS or typed array)
  14659. _gl.uniform3fv( location, value );
  14660. } else if ( type === 'v2v' ) { // array of THREE.Vector2
  14661. if ( uniform._array === undefined ) {
  14662. uniform._array = new Float32Array( 2 * value.length );
  14663. }
  14664. for ( i = 0, il = value.length; i < il; i ++ ) {
  14665. offset = i * 2;
  14666. uniform._array[ offset ] = value[ i ].x;
  14667. uniform._array[ offset + 1 ] = value[ i ].y;
  14668. }
  14669. _gl.uniform2fv( location, uniform._array );
  14670. } else if ( type === 'v3v' ) { // array of THREE.Vector3
  14671. if ( uniform._array === undefined ) {
  14672. uniform._array = new Float32Array( 3 * value.length );
  14673. }
  14674. for ( i = 0, il = value.length; i < il; i ++ ) {
  14675. offset = i * 3;
  14676. uniform._array[ offset ] = value[ i ].x;
  14677. uniform._array[ offset + 1 ] = value[ i ].y;
  14678. uniform._array[ offset + 2 ] = value[ i ].z;
  14679. }
  14680. _gl.uniform3fv( location, uniform._array );
  14681. } else if ( type === 'v4v' ) { // array of THREE.Vector4
  14682. if ( uniform._array === undefined ) {
  14683. uniform._array = new Float32Array( 4 * value.length );
  14684. }
  14685. for ( i = 0, il = value.length; i < il; i ++ ) {
  14686. offset = i * 4;
  14687. uniform._array[ offset ] = value[ i ].x;
  14688. uniform._array[ offset + 1 ] = value[ i ].y;
  14689. uniform._array[ offset + 2 ] = value[ i ].z;
  14690. uniform._array[ offset + 3 ] = value[ i ].w;
  14691. }
  14692. _gl.uniform4fv( location, uniform._array );
  14693. } else if ( type === 'm3' ) { // single THREE.Matrix3
  14694. _gl.uniformMatrix3fv( location, false, value.elements );
  14695. } else if ( type === 'm3v' ) { // array of THREE.Matrix3
  14696. if ( uniform._array === undefined ) {
  14697. uniform._array = new Float32Array( 9 * value.length );
  14698. }
  14699. for ( i = 0, il = value.length; i < il; i ++ ) {
  14700. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  14701. }
  14702. _gl.uniformMatrix3fv( location, false, uniform._array );
  14703. } else if ( type === 'm4' ) { // single THREE.Matrix4
  14704. _gl.uniformMatrix4fv( location, false, value.elements );
  14705. } else if ( type === 'm4v' ) { // array of THREE.Matrix4
  14706. if ( uniform._array === undefined ) {
  14707. uniform._array = new Float32Array( 16 * value.length );
  14708. }
  14709. for ( i = 0, il = value.length; i < il; i ++ ) {
  14710. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  14711. }
  14712. _gl.uniformMatrix4fv( location, false, uniform._array );
  14713. } else if ( type === 't' ) { // single THREE.Texture (2d or cube)
  14714. texture = value;
  14715. textureUnit = getTextureUnit();
  14716. _gl.uniform1i( location, textureUnit );
  14717. if ( ! texture ) continue;
  14718. if ( texture instanceof THREE.CubeTexture ||
  14719. ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
  14720. setCubeTexture( texture, textureUnit );
  14721. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  14722. setCubeTextureDynamic( texture, textureUnit );
  14723. } else {
  14724. _this.setTexture( texture, textureUnit );
  14725. }
  14726. } else if ( type === 'tv' ) { // array of THREE.Texture (2d)
  14727. if ( uniform._array === undefined ) {
  14728. uniform._array = [];
  14729. }
  14730. for ( i = 0, il = uniform.value.length; i < il; i ++ ) {
  14731. uniform._array[ i ] = getTextureUnit();
  14732. }
  14733. _gl.uniform1iv( location, uniform._array );
  14734. for ( i = 0, il = uniform.value.length; i < il; i ++ ) {
  14735. texture = uniform.value[ i ];
  14736. textureUnit = uniform._array[ i ];
  14737. if ( ! texture ) continue;
  14738. _this.setTexture( texture, textureUnit );
  14739. }
  14740. } else {
  14741. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  14742. }
  14743. }
  14744. };
  14745. function setupMatrices ( object, camera ) {
  14746. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14747. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  14748. };
  14749. //
  14750. function setColorGamma( array, offset, color, intensitySq ) {
  14751. array[ offset ] = color.r * color.r * intensitySq;
  14752. array[ offset + 1 ] = color.g * color.g * intensitySq;
  14753. array[ offset + 2 ] = color.b * color.b * intensitySq;
  14754. };
  14755. function setColorLinear( array, offset, color, intensity ) {
  14756. array[ offset ] = color.r * intensity;
  14757. array[ offset + 1 ] = color.g * intensity;
  14758. array[ offset + 2 ] = color.b * intensity;
  14759. };
  14760. function setupLights ( program, lights ) {
  14761. var l, ll, light, n,
  14762. r = 0, g = 0, b = 0,
  14763. color, skyColor, groundColor,
  14764. intensity, intensitySq,
  14765. position,
  14766. distance,
  14767. zlights = _lights,
  14768. dirColors = zlights.directional.colors,
  14769. dirPositions = zlights.directional.positions,
  14770. pointColors = zlights.point.colors,
  14771. pointPositions = zlights.point.positions,
  14772. pointDistances = zlights.point.distances,
  14773. spotColors = zlights.spot.colors,
  14774. spotPositions = zlights.spot.positions,
  14775. spotDistances = zlights.spot.distances,
  14776. spotDirections = zlights.spot.directions,
  14777. spotAnglesCos = zlights.spot.anglesCos,
  14778. spotExponents = zlights.spot.exponents,
  14779. hemiSkyColors = zlights.hemi.skyColors,
  14780. hemiGroundColors = zlights.hemi.groundColors,
  14781. hemiPositions = zlights.hemi.positions,
  14782. dirLength = 0,
  14783. pointLength = 0,
  14784. spotLength = 0,
  14785. hemiLength = 0,
  14786. dirCount = 0,
  14787. pointCount = 0,
  14788. spotCount = 0,
  14789. hemiCount = 0,
  14790. dirOffset = 0,
  14791. pointOffset = 0,
  14792. spotOffset = 0,
  14793. hemiOffset = 0;
  14794. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  14795. light = lights[ l ];
  14796. if ( light.onlyShadow ) continue;
  14797. color = light.color;
  14798. intensity = light.intensity;
  14799. distance = light.distance;
  14800. if ( light instanceof THREE.AmbientLight ) {
  14801. if ( ! light.visible ) continue;
  14802. if ( _this.gammaInput ) {
  14803. r += color.r * color.r;
  14804. g += color.g * color.g;
  14805. b += color.b * color.b;
  14806. } else {
  14807. r += color.r;
  14808. g += color.g;
  14809. b += color.b;
  14810. }
  14811. } else if ( light instanceof THREE.DirectionalLight ) {
  14812. dirCount += 1;
  14813. if ( ! light.visible ) continue;
  14814. _direction.setFromMatrixPosition( light.matrixWorld );
  14815. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  14816. _direction.sub( _vector3 );
  14817. _direction.normalize();
  14818. // skip lights with undefined direction
  14819. // these create troubles in OpenGL (making pixel black)
  14820. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  14821. dirOffset = dirLength * 3;
  14822. dirPositions[ dirOffset ] = _direction.x;
  14823. dirPositions[ dirOffset + 1 ] = _direction.y;
  14824. dirPositions[ dirOffset + 2 ] = _direction.z;
  14825. if ( _this.gammaInput ) {
  14826. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  14827. } else {
  14828. setColorLinear( dirColors, dirOffset, color, intensity );
  14829. }
  14830. dirLength += 1;
  14831. } else if ( light instanceof THREE.PointLight ) {
  14832. pointCount += 1;
  14833. if ( ! light.visible ) continue;
  14834. pointOffset = pointLength * 3;
  14835. if ( _this.gammaInput ) {
  14836. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  14837. } else {
  14838. setColorLinear( pointColors, pointOffset, color, intensity );
  14839. }
  14840. _vector3.setFromMatrixPosition( light.matrixWorld );
  14841. pointPositions[ pointOffset ] = _vector3.x;
  14842. pointPositions[ pointOffset + 1 ] = _vector3.y;
  14843. pointPositions[ pointOffset + 2 ] = _vector3.z;
  14844. pointDistances[ pointLength ] = distance;
  14845. pointLength += 1;
  14846. } else if ( light instanceof THREE.SpotLight ) {
  14847. spotCount += 1;
  14848. if ( ! light.visible ) continue;
  14849. spotOffset = spotLength * 3;
  14850. if ( _this.gammaInput ) {
  14851. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  14852. } else {
  14853. setColorLinear( spotColors, spotOffset, color, intensity );
  14854. }
  14855. _vector3.setFromMatrixPosition( light.matrixWorld );
  14856. spotPositions[ spotOffset ] = _vector3.x;
  14857. spotPositions[ spotOffset + 1 ] = _vector3.y;
  14858. spotPositions[ spotOffset + 2 ] = _vector3.z;
  14859. spotDistances[ spotLength ] = distance;
  14860. _direction.copy( _vector3 );
  14861. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  14862. _direction.sub( _vector3 );
  14863. _direction.normalize();
  14864. spotDirections[ spotOffset ] = _direction.x;
  14865. spotDirections[ spotOffset + 1 ] = _direction.y;
  14866. spotDirections[ spotOffset + 2 ] = _direction.z;
  14867. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  14868. spotExponents[ spotLength ] = light.exponent;
  14869. spotLength += 1;
  14870. } else if ( light instanceof THREE.HemisphereLight ) {
  14871. hemiCount += 1;
  14872. if ( ! light.visible ) continue;
  14873. _direction.setFromMatrixPosition( light.matrixWorld );
  14874. _direction.normalize();
  14875. // skip lights with undefined direction
  14876. // these create troubles in OpenGL (making pixel black)
  14877. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  14878. hemiOffset = hemiLength * 3;
  14879. hemiPositions[ hemiOffset ] = _direction.x;
  14880. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  14881. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  14882. skyColor = light.color;
  14883. groundColor = light.groundColor;
  14884. if ( _this.gammaInput ) {
  14885. intensitySq = intensity * intensity;
  14886. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  14887. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  14888. } else {
  14889. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  14890. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  14891. }
  14892. hemiLength += 1;
  14893. }
  14894. }
  14895. // null eventual remains from removed lights
  14896. // (this is to avoid if in shader)
  14897. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  14898. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  14899. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  14900. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  14901. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  14902. zlights.directional.length = dirLength;
  14903. zlights.point.length = pointLength;
  14904. zlights.spot.length = spotLength;
  14905. zlights.hemi.length = hemiLength;
  14906. zlights.ambient[ 0 ] = r;
  14907. zlights.ambient[ 1 ] = g;
  14908. zlights.ambient[ 2 ] = b;
  14909. };
  14910. // GL state setting
  14911. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  14912. if ( cullFace === THREE.CullFaceNone ) {
  14913. _gl.disable( _gl.CULL_FACE );
  14914. } else {
  14915. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  14916. _gl.frontFace( _gl.CW );
  14917. } else {
  14918. _gl.frontFace( _gl.CCW );
  14919. }
  14920. if ( cullFace === THREE.CullFaceBack ) {
  14921. _gl.cullFace( _gl.BACK );
  14922. } else if ( cullFace === THREE.CullFaceFront ) {
  14923. _gl.cullFace( _gl.FRONT );
  14924. } else {
  14925. _gl.cullFace( _gl.FRONT_AND_BACK );
  14926. }
  14927. _gl.enable( _gl.CULL_FACE );
  14928. }
  14929. };
  14930. this.setMaterialFaces = function ( material ) {
  14931. var doubleSided = material.side === THREE.DoubleSide;
  14932. var flipSided = material.side === THREE.BackSide;
  14933. if ( _oldDoubleSided !== doubleSided ) {
  14934. if ( doubleSided ) {
  14935. _gl.disable( _gl.CULL_FACE );
  14936. } else {
  14937. _gl.enable( _gl.CULL_FACE );
  14938. }
  14939. _oldDoubleSided = doubleSided;
  14940. }
  14941. if ( _oldFlipSided !== flipSided ) {
  14942. if ( flipSided ) {
  14943. _gl.frontFace( _gl.CW );
  14944. } else {
  14945. _gl.frontFace( _gl.CCW );
  14946. }
  14947. _oldFlipSided = flipSided;
  14948. }
  14949. };
  14950. this.setDepthTest = function ( depthTest ) {
  14951. if ( _oldDepthTest !== depthTest ) {
  14952. if ( depthTest ) {
  14953. _gl.enable( _gl.DEPTH_TEST );
  14954. } else {
  14955. _gl.disable( _gl.DEPTH_TEST );
  14956. }
  14957. _oldDepthTest = depthTest;
  14958. }
  14959. };
  14960. this.setDepthWrite = function ( depthWrite ) {
  14961. if ( _oldDepthWrite !== depthWrite ) {
  14962. _gl.depthMask( depthWrite );
  14963. _oldDepthWrite = depthWrite;
  14964. }
  14965. };
  14966. function setLineWidth ( width ) {
  14967. if ( width !== _oldLineWidth ) {
  14968. _gl.lineWidth( width );
  14969. _oldLineWidth = width;
  14970. }
  14971. };
  14972. function setPolygonOffset ( polygonoffset, factor, units ) {
  14973. if ( _oldPolygonOffset !== polygonoffset ) {
  14974. if ( polygonoffset ) {
  14975. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  14976. } else {
  14977. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  14978. }
  14979. _oldPolygonOffset = polygonoffset;
  14980. }
  14981. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  14982. _gl.polygonOffset( factor, units );
  14983. _oldPolygonOffsetFactor = factor;
  14984. _oldPolygonOffsetUnits = units;
  14985. }
  14986. };
  14987. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  14988. if ( blending !== _oldBlending ) {
  14989. if ( blending === THREE.NoBlending ) {
  14990. _gl.disable( _gl.BLEND );
  14991. } else if ( blending === THREE.AdditiveBlending ) {
  14992. _gl.enable( _gl.BLEND );
  14993. _gl.blendEquation( _gl.FUNC_ADD );
  14994. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  14995. } else if ( blending === THREE.SubtractiveBlending ) {
  14996. // TODO: Find blendFuncSeparate() combination
  14997. _gl.enable( _gl.BLEND );
  14998. _gl.blendEquation( _gl.FUNC_ADD );
  14999. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  15000. } else if ( blending === THREE.MultiplyBlending ) {
  15001. // TODO: Find blendFuncSeparate() combination
  15002. _gl.enable( _gl.BLEND );
  15003. _gl.blendEquation( _gl.FUNC_ADD );
  15004. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  15005. } else if ( blending === THREE.CustomBlending ) {
  15006. _gl.enable( _gl.BLEND );
  15007. } else {
  15008. _gl.enable( _gl.BLEND );
  15009. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  15010. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  15011. }
  15012. _oldBlending = blending;
  15013. }
  15014. if ( blending === THREE.CustomBlending ) {
  15015. if ( blendEquation !== _oldBlendEquation ) {
  15016. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  15017. _oldBlendEquation = blendEquation;
  15018. }
  15019. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  15020. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  15021. _oldBlendSrc = blendSrc;
  15022. _oldBlendDst = blendDst;
  15023. }
  15024. } else {
  15025. _oldBlendEquation = null;
  15026. _oldBlendSrc = null;
  15027. _oldBlendDst = null;
  15028. }
  15029. };
  15030. // Textures
  15031. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  15032. if ( isImagePowerOfTwo ) {
  15033. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  15034. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  15035. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  15036. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  15037. } else {
  15038. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  15039. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  15040. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  15041. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  15042. }
  15043. if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
  15044. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  15045. _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
  15046. texture.__oldAnisotropy = texture.anisotropy;
  15047. }
  15048. }
  15049. };
  15050. this.setTexture = function ( texture, slot ) {
  15051. if ( texture.needsUpdate ) {
  15052. if ( ! texture.__webglInit ) {
  15053. texture.__webglInit = true;
  15054. texture.addEventListener( 'dispose', onTextureDispose );
  15055. texture.__webglTexture = _gl.createTexture();
  15056. _this.info.memory.textures ++;
  15057. }
  15058. _gl.activeTexture( _gl.TEXTURE0 + slot );
  15059. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  15060. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  15061. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  15062. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  15063. var image = texture.image,
  15064. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  15065. glFormat = paramThreeToGL( texture.format ),
  15066. glType = paramThreeToGL( texture.type );
  15067. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  15068. var mipmap, mipmaps = texture.mipmaps;
  15069. if ( texture instanceof THREE.DataTexture ) {
  15070. // use manually created mipmaps if available
  15071. // if there are no manual mipmaps
  15072. // set 0 level mipmap and then use GL to generate other mipmap levels
  15073. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  15074. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  15075. mipmap = mipmaps[ i ];
  15076. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  15077. }
  15078. texture.generateMipmaps = false;
  15079. } else {
  15080. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  15081. }
  15082. } else if ( texture instanceof THREE.CompressedTexture ) {
  15083. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  15084. mipmap = mipmaps[ i ];
  15085. if ( texture.format !== THREE.RGBAFormat ) {
  15086. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  15087. } else {
  15088. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  15089. }
  15090. }
  15091. } else { // regular Texture (image, video, canvas)
  15092. // use manually created mipmaps if available
  15093. // if there are no manual mipmaps
  15094. // set 0 level mipmap and then use GL to generate other mipmap levels
  15095. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  15096. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  15097. mipmap = mipmaps[ i ];
  15098. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  15099. }
  15100. texture.generateMipmaps = false;
  15101. } else {
  15102. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  15103. }
  15104. }
  15105. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  15106. texture.needsUpdate = false;
  15107. if ( texture.onUpdate ) texture.onUpdate();
  15108. } else {
  15109. _gl.activeTexture( _gl.TEXTURE0 + slot );
  15110. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  15111. }
  15112. };
  15113. function clampToMaxSize ( image, maxSize ) {
  15114. if ( image.width <= maxSize && image.height <= maxSize ) {
  15115. return image;
  15116. }
  15117. // Warning: Scaling through the canvas will only work with images that use
  15118. // premultiplied alpha.
  15119. var maxDimension = Math.max( image.width, image.height );
  15120. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  15121. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  15122. var canvas = document.createElement( 'canvas' );
  15123. canvas.width = newWidth;
  15124. canvas.height = newHeight;
  15125. var ctx = canvas.getContext( '2d' );
  15126. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  15127. return canvas;
  15128. }
  15129. function setCubeTexture ( texture, slot ) {
  15130. if ( texture.image.length === 6 ) {
  15131. if ( texture.needsUpdate ) {
  15132. if ( ! texture.image.__webglTextureCube ) {
  15133. texture.addEventListener( 'dispose', onTextureDispose );
  15134. texture.image.__webglTextureCube = _gl.createTexture();
  15135. _this.info.memory.textures ++;
  15136. }
  15137. _gl.activeTexture( _gl.TEXTURE0 + slot );
  15138. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  15139. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  15140. var isCompressed = texture instanceof THREE.CompressedTexture;
  15141. var cubeImage = [];
  15142. for ( var i = 0; i < 6; i ++ ) {
  15143. if ( _this.autoScaleCubemaps && ! isCompressed ) {
  15144. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  15145. } else {
  15146. cubeImage[ i ] = texture.image[ i ];
  15147. }
  15148. }
  15149. var image = cubeImage[ 0 ],
  15150. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  15151. glFormat = paramThreeToGL( texture.format ),
  15152. glType = paramThreeToGL( texture.type );
  15153. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  15154. for ( var i = 0; i < 6; i ++ ) {
  15155. if ( ! isCompressed ) {
  15156. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  15157. } else {
  15158. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  15159. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  15160. mipmap = mipmaps[ j ];
  15161. if ( texture.format !== THREE.RGBAFormat ) {
  15162. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  15163. } else {
  15164. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  15165. }
  15166. }
  15167. }
  15168. }
  15169. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  15170. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  15171. }
  15172. texture.needsUpdate = false;
  15173. if ( texture.onUpdate ) texture.onUpdate();
  15174. } else {
  15175. _gl.activeTexture( _gl.TEXTURE0 + slot );
  15176. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  15177. }
  15178. }
  15179. };
  15180. function setCubeTextureDynamic ( texture, slot ) {
  15181. _gl.activeTexture( _gl.TEXTURE0 + slot );
  15182. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  15183. };
  15184. // Render targets
  15185. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  15186. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  15187. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  15188. };
  15189. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  15190. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  15191. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  15192. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  15193. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  15194. /* For some reason this is not working. Defaulting to RGBA4.
  15195. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  15196. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  15197. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  15198. */
  15199. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  15200. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  15201. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  15202. } else {
  15203. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  15204. }
  15205. };
  15206. this.setRenderTarget = function ( renderTarget ) {
  15207. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  15208. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  15209. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  15210. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  15211. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  15212. renderTarget.__webglTexture = _gl.createTexture();
  15213. _this.info.memory.textures ++;
  15214. // Setup texture, create render and frame buffers
  15215. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  15216. glFormat = paramThreeToGL( renderTarget.format ),
  15217. glType = paramThreeToGL( renderTarget.type );
  15218. if ( isCube ) {
  15219. renderTarget.__webglFramebuffer = [];
  15220. renderTarget.__webglRenderbuffer = [];
  15221. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  15222. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  15223. for ( var i = 0; i < 6; i ++ ) {
  15224. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  15225. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  15226. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  15227. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  15228. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  15229. }
  15230. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  15231. } else {
  15232. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  15233. if ( renderTarget.shareDepthFrom ) {
  15234. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  15235. } else {
  15236. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  15237. }
  15238. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  15239. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  15240. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  15241. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  15242. if ( renderTarget.shareDepthFrom ) {
  15243. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  15244. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  15245. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  15246. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  15247. }
  15248. } else {
  15249. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  15250. }
  15251. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  15252. }
  15253. // Release everything
  15254. if ( isCube ) {
  15255. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  15256. } else {
  15257. _gl.bindTexture( _gl.TEXTURE_2D, null );
  15258. }
  15259. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  15260. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  15261. }
  15262. var framebuffer, width, height, vx, vy;
  15263. if ( renderTarget ) {
  15264. if ( isCube ) {
  15265. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  15266. } else {
  15267. framebuffer = renderTarget.__webglFramebuffer;
  15268. }
  15269. width = renderTarget.width;
  15270. height = renderTarget.height;
  15271. vx = 0;
  15272. vy = 0;
  15273. } else {
  15274. framebuffer = null;
  15275. width = _viewportWidth;
  15276. height = _viewportHeight;
  15277. vx = _viewportX;
  15278. vy = _viewportY;
  15279. }
  15280. if ( framebuffer !== _currentFramebuffer ) {
  15281. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  15282. _gl.viewport( vx, vy, width, height );
  15283. _currentFramebuffer = framebuffer;
  15284. }
  15285. _currentWidth = width;
  15286. _currentHeight = height;
  15287. };
  15288. function updateRenderTargetMipmap ( renderTarget ) {
  15289. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  15290. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  15291. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  15292. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  15293. } else {
  15294. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  15295. _gl.generateMipmap( _gl.TEXTURE_2D );
  15296. _gl.bindTexture( _gl.TEXTURE_2D, null );
  15297. }
  15298. };
  15299. // Fallback filters for non-power-of-2 textures
  15300. function filterFallback ( f ) {
  15301. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  15302. return _gl.NEAREST;
  15303. }
  15304. return _gl.LINEAR;
  15305. };
  15306. // Map three.js constants to WebGL constants
  15307. function paramThreeToGL ( p ) {
  15308. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  15309. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  15310. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  15311. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  15312. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  15313. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  15314. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  15315. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  15316. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  15317. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  15318. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  15319. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  15320. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  15321. if ( p === THREE.ByteType ) return _gl.BYTE;
  15322. if ( p === THREE.ShortType ) return _gl.SHORT;
  15323. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  15324. if ( p === THREE.IntType ) return _gl.INT;
  15325. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  15326. if ( p === THREE.FloatType ) return _gl.FLOAT;
  15327. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  15328. if ( p === THREE.RGBFormat ) return _gl.RGB;
  15329. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  15330. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  15331. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  15332. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  15333. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  15334. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  15335. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  15336. if ( p === THREE.OneFactor ) return _gl.ONE;
  15337. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  15338. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  15339. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  15340. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  15341. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  15342. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  15343. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  15344. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  15345. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  15346. if ( _glExtensionCompressedTextureS3TC !== undefined ) {
  15347. if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
  15348. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  15349. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  15350. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  15351. }
  15352. return 0;
  15353. };
  15354. // Allocations
  15355. function allocateBones ( object ) {
  15356. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  15357. return 1024;
  15358. } else {
  15359. // default for when object is not specified
  15360. // ( for example when prebuilding shader
  15361. // to be used with multiple objects )
  15362. //
  15363. // - leave some extra space for other uniforms
  15364. // - limit here is ANGLE's 254 max uniform vectors
  15365. // (up to 54 should be safe)
  15366. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  15367. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  15368. var maxBones = nVertexMatrices;
  15369. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  15370. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  15371. if ( maxBones < object.skeleton.bones.length ) {
  15372. console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  15373. }
  15374. }
  15375. return maxBones;
  15376. }
  15377. };
  15378. function allocateLights( lights ) {
  15379. var dirLights = 0;
  15380. var pointLights = 0;
  15381. var spotLights = 0;
  15382. var hemiLights = 0;
  15383. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  15384. var light = lights[ l ];
  15385. if ( light.onlyShadow || light.visible === false ) continue;
  15386. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  15387. if ( light instanceof THREE.PointLight ) pointLights ++;
  15388. if ( light instanceof THREE.SpotLight ) spotLights ++;
  15389. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  15390. }
  15391. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  15392. };
  15393. function allocateShadows( lights ) {
  15394. var maxShadows = 0;
  15395. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  15396. var light = lights[ l ];
  15397. if ( ! light.castShadow ) continue;
  15398. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  15399. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  15400. }
  15401. return maxShadows;
  15402. };
  15403. // Initialization
  15404. function initGL() {
  15405. try {
  15406. var attributes = {
  15407. alpha: _alpha,
  15408. depth: _depth,
  15409. stencil: _stencil,
  15410. antialias: _antialias,
  15411. premultipliedAlpha: _premultipliedAlpha,
  15412. preserveDrawingBuffer: _preserveDrawingBuffer
  15413. };
  15414. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  15415. if ( _gl === null ) {
  15416. throw 'Error creating WebGL context.';
  15417. }
  15418. } catch ( error ) {
  15419. console.error( error );
  15420. }
  15421. _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
  15422. _glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
  15423. _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
  15424. _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  15425. _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  15426. _glExtensionElementIndexUint = _gl.getExtension( 'OES_element_index_uint' );
  15427. if ( _glExtensionTextureFloat === null ) {
  15428. console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
  15429. }
  15430. if ( _glExtensionStandardDerivatives === null ) {
  15431. console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
  15432. }
  15433. if ( _glExtensionTextureFilterAnisotropic === null ) {
  15434. console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
  15435. }
  15436. if ( _glExtensionCompressedTextureS3TC === null ) {
  15437. console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
  15438. }
  15439. if ( _glExtensionElementIndexUint === null ) {
  15440. console.log( 'THREE.WebGLRenderer: elementindex as unsigned integer not supported.' );
  15441. }
  15442. if ( _gl.getShaderPrecisionFormat === undefined ) {
  15443. _gl.getShaderPrecisionFormat = function () {
  15444. return {
  15445. 'rangeMin': 1,
  15446. 'rangeMax': 1,
  15447. 'precision': 1
  15448. };
  15449. }
  15450. }
  15451. if ( _logarithmicDepthBuffer ) {
  15452. _glExtensionFragDepth = _gl.getExtension( 'EXT_frag_depth' );
  15453. }
  15454. };
  15455. function setDefaultGLState () {
  15456. _gl.clearColor( 0, 0, 0, 1 );
  15457. _gl.clearDepth( 1 );
  15458. _gl.clearStencil( 0 );
  15459. _gl.enable( _gl.DEPTH_TEST );
  15460. _gl.depthFunc( _gl.LEQUAL );
  15461. _gl.frontFace( _gl.CCW );
  15462. _gl.cullFace( _gl.BACK );
  15463. _gl.enable( _gl.CULL_FACE );
  15464. _gl.enable( _gl.BLEND );
  15465. _gl.blendEquation( _gl.FUNC_ADD );
  15466. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  15467. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  15468. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  15469. };
  15470. // default plugins (order is important)
  15471. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  15472. this.addPrePlugin( this.shadowMapPlugin );
  15473. this.addPostPlugin( new THREE.SpritePlugin() );
  15474. this.addPostPlugin( new THREE.LensFlarePlugin() );
  15475. };
  15476. /**
  15477. * @author szimek / https://github.com/szimek/
  15478. * @author alteredq / http://alteredqualia.com/
  15479. */
  15480. THREE.WebGLRenderTarget = function ( width, height, options ) {
  15481. this.width = width;
  15482. this.height = height;
  15483. options = options || {};
  15484. this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
  15485. this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
  15486. this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
  15487. this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
  15488. this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
  15489. this.offset = new THREE.Vector2( 0, 0 );
  15490. this.repeat = new THREE.Vector2( 1, 1 );
  15491. this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
  15492. this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
  15493. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  15494. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  15495. this.generateMipmaps = true;
  15496. this.shareDepthFrom = null;
  15497. };
  15498. THREE.WebGLRenderTarget.prototype = {
  15499. constructor: THREE.WebGLRenderTarget,
  15500. setSize: function ( width, height ) {
  15501. this.width = width;
  15502. this.height = height;
  15503. },
  15504. clone: function () {
  15505. var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
  15506. tmp.wrapS = this.wrapS;
  15507. tmp.wrapT = this.wrapT;
  15508. tmp.magFilter = this.magFilter;
  15509. tmp.minFilter = this.minFilter;
  15510. tmp.anisotropy = this.anisotropy;
  15511. tmp.offset.copy( this.offset );
  15512. tmp.repeat.copy( this.repeat );
  15513. tmp.format = this.format;
  15514. tmp.type = this.type;
  15515. tmp.depthBuffer = this.depthBuffer;
  15516. tmp.stencilBuffer = this.stencilBuffer;
  15517. tmp.generateMipmaps = this.generateMipmaps;
  15518. tmp.shareDepthFrom = this.shareDepthFrom;
  15519. return tmp;
  15520. },
  15521. dispose: function () {
  15522. this.dispatchEvent( { type: 'dispose' } );
  15523. }
  15524. };
  15525. THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );
  15526. /**
  15527. * @author alteredq / http://alteredqualia.com
  15528. */
  15529. THREE.WebGLRenderTargetCube = function ( width, height, options ) {
  15530. THREE.WebGLRenderTarget.call( this, width, height, options );
  15531. this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
  15532. };
  15533. THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
  15534. THREE.WebGLProgram = ( function () {
  15535. var programIdCount = 0;
  15536. var generateDefines = function ( defines ) {
  15537. var value, chunk, chunks = [];
  15538. for ( var d in defines ) {
  15539. value = defines[ d ];
  15540. if ( value === false ) continue;
  15541. chunk = "#define " + d + " " + value;
  15542. chunks.push( chunk );
  15543. }
  15544. return chunks.join( "\n" );
  15545. };
  15546. var cacheUniformLocations = function ( gl, program, identifiers ) {
  15547. var uniforms = {};
  15548. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  15549. var id = identifiers[ i ];
  15550. uniforms[ id ] = gl.getUniformLocation( program, id );
  15551. }
  15552. return uniforms;
  15553. };
  15554. var cacheAttributeLocations = function ( gl, program, identifiers ) {
  15555. var attributes = {};
  15556. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  15557. var id = identifiers[ i ];
  15558. attributes[ id ] = gl.getAttribLocation( program, id );
  15559. }
  15560. return attributes;
  15561. };
  15562. return function ( renderer, code, material, parameters ) {
  15563. var _this = renderer;
  15564. var _gl = _this.context;
  15565. var fragmentShader = material.fragmentShader;
  15566. var vertexShader = material.vertexShader;
  15567. var uniforms = material.uniforms;
  15568. var attributes = material.attributes;
  15569. var defines = material.defines;
  15570. var index0AttributeName = material.index0AttributeName;
  15571. if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
  15572. // programs with morphTargets displace position out of attribute 0
  15573. index0AttributeName = 'position';
  15574. }
  15575. var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
  15576. if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  15577. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
  15578. } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  15579. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
  15580. }
  15581. // console.log( "building new program " );
  15582. //
  15583. var customDefines = generateDefines( defines );
  15584. //
  15585. var program = _gl.createProgram();
  15586. var prefix_vertex, prefix_fragment;
  15587. if ( material instanceof THREE.RawShaderMaterial ) {
  15588. prefix_vertex = '';
  15589. prefix_fragment = '';
  15590. } else {
  15591. prefix_vertex = [
  15592. "precision " + parameters.precision + " float;",
  15593. "precision " + parameters.precision + " int;",
  15594. customDefines,
  15595. parameters.supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  15596. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  15597. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  15598. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  15599. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  15600. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  15601. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  15602. "#define MAX_SHADOWS " + parameters.maxShadows,
  15603. "#define MAX_BONES " + parameters.maxBones,
  15604. parameters.map ? "#define USE_MAP" : "",
  15605. parameters.envMap ? "#define USE_ENVMAP" : "",
  15606. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  15607. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  15608. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  15609. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  15610. parameters.vertexColors ? "#define USE_COLOR" : "",
  15611. parameters.skinning ? "#define USE_SKINNING" : "",
  15612. parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
  15613. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  15614. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  15615. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  15616. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  15617. parameters.flipSided ? "#define FLIP_SIDED" : "",
  15618. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  15619. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  15620. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  15621. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  15622. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  15623. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  15624. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  15625. "uniform mat4 modelMatrix;",
  15626. "uniform mat4 modelViewMatrix;",
  15627. "uniform mat4 projectionMatrix;",
  15628. "uniform mat4 viewMatrix;",
  15629. "uniform mat3 normalMatrix;",
  15630. "uniform vec3 cameraPosition;",
  15631. "attribute vec3 position;",
  15632. "attribute vec3 normal;",
  15633. "attribute vec2 uv;",
  15634. "attribute vec2 uv2;",
  15635. "#ifdef USE_COLOR",
  15636. " attribute vec3 color;",
  15637. "#endif",
  15638. "#ifdef USE_MORPHTARGETS",
  15639. " attribute vec3 morphTarget0;",
  15640. " attribute vec3 morphTarget1;",
  15641. " attribute vec3 morphTarget2;",
  15642. " attribute vec3 morphTarget3;",
  15643. " #ifdef USE_MORPHNORMALS",
  15644. " attribute vec3 morphNormal0;",
  15645. " attribute vec3 morphNormal1;",
  15646. " attribute vec3 morphNormal2;",
  15647. " attribute vec3 morphNormal3;",
  15648. " #else",
  15649. " attribute vec3 morphTarget4;",
  15650. " attribute vec3 morphTarget5;",
  15651. " attribute vec3 morphTarget6;",
  15652. " attribute vec3 morphTarget7;",
  15653. " #endif",
  15654. "#endif",
  15655. "#ifdef USE_SKINNING",
  15656. " attribute vec4 skinIndex;",
  15657. " attribute vec4 skinWeight;",
  15658. "#endif",
  15659. ""
  15660. ].join( '\n' );
  15661. prefix_fragment = [
  15662. "precision " + parameters.precision + " float;",
  15663. "precision " + parameters.precision + " int;",
  15664. ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
  15665. customDefines,
  15666. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  15667. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  15668. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  15669. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  15670. "#define MAX_SHADOWS " + parameters.maxShadows,
  15671. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  15672. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  15673. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  15674. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  15675. ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
  15676. parameters.map ? "#define USE_MAP" : "",
  15677. parameters.envMap ? "#define USE_ENVMAP" : "",
  15678. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  15679. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  15680. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  15681. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  15682. parameters.vertexColors ? "#define USE_COLOR" : "",
  15683. parameters.metal ? "#define METAL" : "",
  15684. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  15685. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  15686. parameters.flipSided ? "#define FLIP_SIDED" : "",
  15687. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  15688. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  15689. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  15690. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  15691. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  15692. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  15693. "uniform mat4 viewMatrix;",
  15694. "uniform vec3 cameraPosition;",
  15695. ""
  15696. ].join( '\n' );
  15697. }
  15698. var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader );
  15699. var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
  15700. _gl.attachShader( program, glVertexShader );
  15701. _gl.attachShader( program, glFragmentShader );
  15702. if ( index0AttributeName !== undefined ) {
  15703. // Force a particular attribute to index 0.
  15704. // because potentially expensive emulation is done by browser if attribute 0 is disabled.
  15705. // And, color, for example is often automatically bound to index 0 so disabling it
  15706. _gl.bindAttribLocation( program, 0, index0AttributeName );
  15707. }
  15708. _gl.linkProgram( program );
  15709. if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {
  15710. console.error( 'THREE.WebGLProgram: Could not initialise shader.' );
  15711. console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) );
  15712. console.error( 'gl.getError()', _gl.getError() );
  15713. }
  15714. if ( _gl.getProgramInfoLog( program ) !== '' ) {
  15715. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) );
  15716. }
  15717. // clean up
  15718. _gl.deleteShader( glVertexShader );
  15719. _gl.deleteShader( glFragmentShader );
  15720. // cache uniform locations
  15721. var identifiers = [
  15722. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
  15723. 'morphTargetInfluences'
  15724. ];
  15725. if ( parameters.useVertexTexture ) {
  15726. identifiers.push( 'boneTexture' );
  15727. identifiers.push( 'boneTextureWidth' );
  15728. identifiers.push( 'boneTextureHeight' );
  15729. } else {
  15730. identifiers.push( 'boneGlobalMatrices' );
  15731. }
  15732. if ( parameters.logarithmicDepthBuffer ) {
  15733. identifiers.push('logDepthBufFC');
  15734. }
  15735. for ( var u in uniforms ) {
  15736. identifiers.push( u );
  15737. }
  15738. this.uniforms = cacheUniformLocations( _gl, program, identifiers );
  15739. // cache attributes locations
  15740. identifiers = [
  15741. "position", "normal", "uv", "uv2", "tangent", "color",
  15742. "skinIndex", "skinWeight", "lineDistance"
  15743. ];
  15744. for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) {
  15745. identifiers.push( "morphTarget" + i );
  15746. }
  15747. for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) {
  15748. identifiers.push( "morphNormal" + i );
  15749. }
  15750. for ( var a in attributes ) {
  15751. identifiers.push( a );
  15752. }
  15753. this.attributes = cacheAttributeLocations( _gl, program, identifiers );
  15754. //
  15755. this.id = programIdCount ++;
  15756. this.code = code;
  15757. this.usedTimes = 1;
  15758. this.program = program;
  15759. this.vertexShader = glVertexShader;
  15760. this.fragmentShader = glFragmentShader;
  15761. return this;
  15762. };
  15763. } )();
  15764. THREE.WebGLShader = ( function () {
  15765. var addLineNumbers = function ( string ) {
  15766. var lines = string.split( '\n' );
  15767. for ( var i = 0; i < lines.length; i ++ ) {
  15768. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  15769. }
  15770. return lines.join( '\n' );
  15771. };
  15772. return function ( gl, type, string ) {
  15773. var shader = gl.createShader( type );
  15774. gl.shaderSource( shader, string );
  15775. gl.compileShader( shader );
  15776. if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
  15777. console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
  15778. }
  15779. if ( gl.getShaderInfoLog( shader ) !== '' ) {
  15780. console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', gl.getShaderInfoLog( shader ) );
  15781. console.warn( addLineNumbers( string ) );
  15782. }
  15783. // --enable-privileged-webgl-extension
  15784. // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  15785. return shader;
  15786. };
  15787. } )();
  15788. /**
  15789. * @author mrdoob / http://mrdoob.com/
  15790. */
  15791. THREE.RenderableVertex = function () {
  15792. this.position = new THREE.Vector3();
  15793. this.positionWorld = new THREE.Vector3();
  15794. this.positionScreen = new THREE.Vector4();
  15795. this.visible = true;
  15796. };
  15797. THREE.RenderableVertex.prototype.copy = function ( vertex ) {
  15798. this.positionWorld.copy( vertex.positionWorld );
  15799. this.positionScreen.copy( vertex.positionScreen );
  15800. };
  15801. /**
  15802. * @author mrdoob / http://mrdoob.com/
  15803. */
  15804. THREE.RenderableFace = function () {
  15805. this.id = 0;
  15806. this.v1 = new THREE.RenderableVertex();
  15807. this.v2 = new THREE.RenderableVertex();
  15808. this.v3 = new THREE.RenderableVertex();
  15809. this.normalModel = new THREE.Vector3();
  15810. this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  15811. this.vertexNormalsLength = 0;
  15812. this.color = new THREE.Color();
  15813. this.material = null;
  15814. this.uvs = [ new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ];
  15815. this.z = 0;
  15816. };
  15817. /**
  15818. * @author mrdoob / http://mrdoob.com/
  15819. */
  15820. THREE.RenderableObject = function () {
  15821. this.id = 0;
  15822. this.object = null;
  15823. this.z = 0;
  15824. };
  15825. /**
  15826. * @author mrdoob / http://mrdoob.com/
  15827. */
  15828. THREE.RenderableSprite = function () {
  15829. this.id = 0;
  15830. this.object = null;
  15831. this.x = 0;
  15832. this.y = 0;
  15833. this.z = 0;
  15834. this.rotation = 0;
  15835. this.scale = new THREE.Vector2();
  15836. this.material = null;
  15837. };
  15838. /**
  15839. * @author mrdoob / http://mrdoob.com/
  15840. */
  15841. THREE.RenderableLine = function () {
  15842. this.id = 0;
  15843. this.v1 = new THREE.RenderableVertex();
  15844. this.v2 = new THREE.RenderableVertex();
  15845. this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
  15846. this.material = null;
  15847. this.z = 0;
  15848. };
  15849. /**
  15850. * @author mrdoob / http://mrdoob.com/
  15851. */
  15852. THREE.GeometryUtils = {
  15853. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  15854. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  15855. var matrix;
  15856. if ( geometry2 instanceof THREE.Mesh ) {
  15857. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  15858. matrix = geometry2.matrix;
  15859. geometry2 = geometry2.geometry;
  15860. }
  15861. geometry1.merge( geometry2, matrix, materialIndexOffset );
  15862. },
  15863. center: function ( geometry ) {
  15864. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  15865. return geometry.center();
  15866. }
  15867. };
  15868. /**
  15869. * @author alteredq / http://alteredqualia.com/
  15870. * @author mrdoob / http://mrdoob.com/
  15871. * @author Daosheng Mu / https://github.com/DaoshengMu/
  15872. */
  15873. THREE.ImageUtils = {
  15874. crossOrigin: undefined,
  15875. loadTexture: function ( url, mapping, onLoad, onError ) {
  15876. var loader = new THREE.ImageLoader();
  15877. loader.crossOrigin = this.crossOrigin;
  15878. var texture = new THREE.Texture( undefined, mapping );
  15879. loader.load( url, function ( image ) {
  15880. texture.image = image;
  15881. texture.needsUpdate = true;
  15882. if ( onLoad ) onLoad( texture );
  15883. }, undefined, function ( event ) {
  15884. if ( onError ) onError( event );
  15885. } );
  15886. texture.sourceFile = url;
  15887. return texture;
  15888. },
  15889. loadTextureCube: function ( array, mapping, onLoad, onError ) {
  15890. var images = [];
  15891. var loader = new THREE.ImageLoader();
  15892. loader.crossOrigin = this.crossOrigin;
  15893. var texture = new THREE.CubeTexture( images, mapping );
  15894. // no flipping needed for cube textures
  15895. texture.flipY = false;
  15896. var loaded = 0;
  15897. var loadTexture = function ( i ) {
  15898. loader.load( array[ i ], function ( image ) {
  15899. texture.images[ i ] = image;
  15900. loaded += 1;
  15901. if ( loaded === 6 ) {
  15902. texture.needsUpdate = true;
  15903. if ( onLoad ) onLoad( texture );
  15904. }
  15905. } );
  15906. }
  15907. for ( var i = 0, il = array.length; i < il; ++ i ) {
  15908. loadTexture( i );
  15909. }
  15910. return texture;
  15911. },
  15912. loadCompressedTexture: function () {
  15913. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' )
  15914. },
  15915. loadCompressedTextureCube: function () {
  15916. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' )
  15917. },
  15918. getNormalMap: function ( image, depth ) {
  15919. // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
  15920. var cross = function ( a, b ) {
  15921. return [ a[ 1 ] * b[ 2 ] - a[ 2 ] * b[ 1 ], a[ 2 ] * b[ 0 ] - a[ 0 ] * b[ 2 ], a[ 0 ] * b[ 1 ] - a[ 1 ] * b[ 0 ] ];
  15922. }
  15923. var subtract = function ( a, b ) {
  15924. return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
  15925. }
  15926. var normalize = function ( a ) {
  15927. var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
  15928. return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
  15929. }
  15930. depth = depth | 1;
  15931. var width = image.width;
  15932. var height = image.height;
  15933. var canvas = document.createElement( 'canvas' );
  15934. canvas.width = width;
  15935. canvas.height = height;
  15936. var context = canvas.getContext( '2d' );
  15937. context.drawImage( image, 0, 0 );
  15938. var data = context.getImageData( 0, 0, width, height ).data;
  15939. var imageData = context.createImageData( width, height );
  15940. var output = imageData.data;
  15941. for ( var x = 0; x < width; x ++ ) {
  15942. for ( var y = 0; y < height; y ++ ) {
  15943. var ly = y - 1 < 0 ? 0 : y - 1;
  15944. var uy = y + 1 > height - 1 ? height - 1 : y + 1;
  15945. var lx = x - 1 < 0 ? 0 : x - 1;
  15946. var ux = x + 1 > width - 1 ? width - 1 : x + 1;
  15947. var points = [];
  15948. var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
  15949. points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
  15950. points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
  15951. points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
  15952. points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
  15953. points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
  15954. points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
  15955. points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
  15956. points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
  15957. var normals = [];
  15958. var num_points = points.length;
  15959. for ( var i = 0; i < num_points; i ++ ) {
  15960. var v1 = points[ i ];
  15961. var v2 = points[ ( i + 1 ) % num_points ];
  15962. v1 = subtract( v1, origin );
  15963. v2 = subtract( v2, origin );
  15964. normals.push( normalize( cross( v1, v2 ) ) );
  15965. }
  15966. var normal = [ 0, 0, 0 ];
  15967. for ( var i = 0; i < normals.length; i ++ ) {
  15968. normal[ 0 ] += normals[ i ][ 0 ];
  15969. normal[ 1 ] += normals[ i ][ 1 ];
  15970. normal[ 2 ] += normals[ i ][ 2 ];
  15971. }
  15972. normal[ 0 ] /= normals.length;
  15973. normal[ 1 ] /= normals.length;
  15974. normal[ 2 ] /= normals.length;
  15975. var idx = ( y * width + x ) * 4;
  15976. output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
  15977. output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
  15978. output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
  15979. output[ idx + 3 ] = 255;
  15980. }
  15981. }
  15982. context.putImageData( imageData, 0, 0 );
  15983. return canvas;
  15984. },
  15985. generateDataTexture: function ( width, height, color ) {
  15986. var size = width * height;
  15987. var data = new Uint8Array( 3 * size );
  15988. var r = Math.floor( color.r * 255 );
  15989. var g = Math.floor( color.g * 255 );
  15990. var b = Math.floor( color.b * 255 );
  15991. for ( var i = 0; i < size; i ++ ) {
  15992. data[ i * 3 ] = r;
  15993. data[ i * 3 + 1 ] = g;
  15994. data[ i * 3 + 2 ] = b;
  15995. }
  15996. var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
  15997. texture.needsUpdate = true;
  15998. return texture;
  15999. }
  16000. };
  16001. /**
  16002. * @author alteredq / http://alteredqualia.com/
  16003. */
  16004. THREE.SceneUtils = {
  16005. createMultiMaterialObject: function ( geometry, materials ) {
  16006. var group = new THREE.Object3D();
  16007. for ( var i = 0, l = materials.length; i < l; i ++ ) {
  16008. group.add( new THREE.Mesh( geometry, materials[ i ] ) );
  16009. }
  16010. return group;
  16011. },
  16012. detach: function ( child, parent, scene ) {
  16013. child.applyMatrix( parent.matrixWorld );
  16014. parent.remove( child );
  16015. scene.add( child );
  16016. },
  16017. attach: function ( child, scene, parent ) {
  16018. var matrixWorldInverse = new THREE.Matrix4();
  16019. matrixWorldInverse.getInverse( parent.matrixWorld );
  16020. child.applyMatrix( matrixWorldInverse );
  16021. scene.remove( child );
  16022. parent.add( child );
  16023. }
  16024. };
  16025. /**
  16026. * @author zz85 / http://www.lab4games.net/zz85/blog
  16027. * @author alteredq / http://alteredqualia.com/
  16028. *
  16029. * For Text operations in three.js (See TextGeometry)
  16030. *
  16031. * It uses techniques used in:
  16032. *
  16033. * typeface.js and canvastext
  16034. * For converting fonts and rendering with javascript
  16035. * http://typeface.neocracy.org
  16036. *
  16037. * Triangulation ported from AS3
  16038. * Simple Polygon Triangulation
  16039. * http://actionsnippet.com/?p=1462
  16040. *
  16041. * A Method to triangulate shapes with holes
  16042. * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
  16043. *
  16044. */
  16045. THREE.FontUtils = {
  16046. faces: {},
  16047. // Just for now. face[weight][style]
  16048. face: 'helvetiker',
  16049. weight: 'normal',
  16050. style: 'normal',
  16051. size: 150,
  16052. divisions: 10,
  16053. getFace: function () {
  16054. return this.faces[ this.face ][ this.weight ][ this.style ];
  16055. },
  16056. loadFace: function ( data ) {
  16057. var family = data.familyName.toLowerCase();
  16058. var ThreeFont = this;
  16059. ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
  16060. ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
  16061. ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
  16062. var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
  16063. return data;
  16064. },
  16065. drawText: function ( text ) {
  16066. var characterPts = [], allPts = [];
  16067. // RenderText
  16068. var i, p,
  16069. face = this.getFace(),
  16070. scale = this.size / face.resolution,
  16071. offset = 0,
  16072. chars = String( text ).split( '' ),
  16073. length = chars.length;
  16074. var fontPaths = [];
  16075. for ( i = 0; i < length; i ++ ) {
  16076. var path = new THREE.Path();
  16077. var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
  16078. offset += ret.offset;
  16079. fontPaths.push( ret.path );
  16080. }
  16081. // get the width
  16082. var width = offset / 2;
  16083. //
  16084. // for ( p = 0; p < allPts.length; p++ ) {
  16085. //
  16086. // allPts[ p ].x -= width;
  16087. //
  16088. // }
  16089. //var extract = this.extractPoints( allPts, characterPts );
  16090. //extract.contour = allPts;
  16091. //extract.paths = fontPaths;
  16092. //extract.offset = width;
  16093. return { paths: fontPaths, offset: width };
  16094. },
  16095. extractGlyphPoints: function ( c, face, scale, offset, path ) {
  16096. var pts = [];
  16097. var i, i2, divisions,
  16098. outline, action, length,
  16099. scaleX, scaleY,
  16100. x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
  16101. laste,
  16102. glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
  16103. if ( ! glyph ) return;
  16104. if ( glyph.o ) {
  16105. outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  16106. length = outline.length;
  16107. scaleX = scale;
  16108. scaleY = scale;
  16109. for ( i = 0; i < length; ) {
  16110. action = outline[ i ++ ];
  16111. //console.log( action );
  16112. switch ( action ) {
  16113. case 'm':
  16114. // Move To
  16115. x = outline[ i ++ ] * scaleX + offset;
  16116. y = outline[ i ++ ] * scaleY;
  16117. path.moveTo( x, y );
  16118. break;
  16119. case 'l':
  16120. // Line To
  16121. x = outline[ i ++ ] * scaleX + offset;
  16122. y = outline[ i ++ ] * scaleY;
  16123. path.lineTo( x,y );
  16124. break;
  16125. case 'q':
  16126. // QuadraticCurveTo
  16127. cpx = outline[ i ++ ] * scaleX + offset;
  16128. cpy = outline[ i ++ ] * scaleY;
  16129. cpx1 = outline[ i ++ ] * scaleX + offset;
  16130. cpy1 = outline[ i ++ ] * scaleY;
  16131. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  16132. laste = pts[ pts.length - 1 ];
  16133. if ( laste ) {
  16134. cpx0 = laste.x;
  16135. cpy0 = laste.y;
  16136. for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
  16137. var t = i2 / divisions;
  16138. var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
  16139. var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
  16140. }
  16141. }
  16142. break;
  16143. case 'b':
  16144. // Cubic Bezier Curve
  16145. cpx = outline[ i ++ ] * scaleX + offset;
  16146. cpy = outline[ i ++ ] * scaleY;
  16147. cpx1 = outline[ i ++ ] * scaleX + offset;
  16148. cpy1 = outline[ i ++ ] * scaleY;
  16149. cpx2 = outline[ i ++ ] * scaleX + offset;
  16150. cpy2 = outline[ i ++ ] * scaleY;
  16151. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  16152. laste = pts[ pts.length - 1 ];
  16153. if ( laste ) {
  16154. cpx0 = laste.x;
  16155. cpy0 = laste.y;
  16156. for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
  16157. var t = i2 / divisions;
  16158. var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
  16159. var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
  16160. }
  16161. }
  16162. break;
  16163. }
  16164. }
  16165. }
  16166. return { offset: glyph.ha * scale, path:path };
  16167. }
  16168. };
  16169. THREE.FontUtils.generateShapes = function ( text, parameters ) {
  16170. // Parameters
  16171. parameters = parameters || {};
  16172. var size = parameters.size !== undefined ? parameters.size : 100;
  16173. var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments : 4;
  16174. var font = parameters.font !== undefined ? parameters.font : 'helvetiker';
  16175. var weight = parameters.weight !== undefined ? parameters.weight : 'normal';
  16176. var style = parameters.style !== undefined ? parameters.style : 'normal';
  16177. THREE.FontUtils.size = size;
  16178. THREE.FontUtils.divisions = curveSegments;
  16179. THREE.FontUtils.face = font;
  16180. THREE.FontUtils.weight = weight;
  16181. THREE.FontUtils.style = style;
  16182. // Get a Font data json object
  16183. var data = THREE.FontUtils.drawText( text );
  16184. var paths = data.paths;
  16185. var shapes = [];
  16186. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  16187. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  16188. }
  16189. return shapes;
  16190. };
  16191. /**
  16192. * This code is a quick port of code written in C++ which was submitted to
  16193. * flipcode.com by John W. Ratcliff // July 22, 2000
  16194. * See original code and more information here:
  16195. * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
  16196. *
  16197. * ported to actionscript by Zevan Rosser
  16198. * www.actionsnippet.com
  16199. *
  16200. * ported to javascript by Joshua Koo
  16201. * http://www.lab4games.net/zz85/blog
  16202. *
  16203. */
  16204. ( function ( namespace ) {
  16205. var EPSILON = 0.0000000001;
  16206. // takes in an contour array and returns
  16207. var process = function ( contour, indices ) {
  16208. var n = contour.length;
  16209. if ( n < 3 ) return null;
  16210. var result = [],
  16211. verts = [],
  16212. vertIndices = [];
  16213. /* we want a counter-clockwise polygon in verts */
  16214. var u, v, w;
  16215. if ( area( contour ) > 0.0 ) {
  16216. for ( v = 0; v < n; v ++ ) verts[ v ] = v;
  16217. } else {
  16218. for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;
  16219. }
  16220. var nv = n;
  16221. /* remove nv - 2 vertices, creating 1 triangle every time */
  16222. var count = 2 * nv; /* error detection */
  16223. for ( v = nv - 1; nv > 2; ) {
  16224. /* if we loop, it is probably a non-simple polygon */
  16225. if ( ( count -- ) <= 0 ) {
  16226. //** Triangulate: ERROR - probable bad polygon!
  16227. //throw ( "Warning, unable to triangulate polygon!" );
  16228. //return null;
  16229. // Sometimes warning is fine, especially polygons are triangulated in reverse.
  16230. console.log( 'Warning, unable to triangulate polygon!' );
  16231. if ( indices ) return vertIndices;
  16232. return result;
  16233. }
  16234. /* three consecutive vertices in current polygon, <u,v,w> */
  16235. u = v; if ( nv <= u ) u = 0; /* previous */
  16236. v = u + 1; if ( nv <= v ) v = 0; /* new v */
  16237. w = v + 1; if ( nv <= w ) w = 0; /* next */
  16238. if ( snip( contour, u, v, w, nv, verts ) ) {
  16239. var a, b, c, s, t;
  16240. /* true names of the vertices */
  16241. a = verts[ u ];
  16242. b = verts[ v ];
  16243. c = verts[ w ];
  16244. /* output Triangle */
  16245. result.push( [ contour[ a ],
  16246. contour[ b ],
  16247. contour[ c ] ] );
  16248. vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
  16249. /* remove v from the remaining polygon */
  16250. for ( s = v, t = v + 1; t < nv; s++, t++ ) {
  16251. verts[ s ] = verts[ t ];
  16252. }
  16253. nv --;
  16254. /* reset error detection counter */
  16255. count = 2 * nv;
  16256. }
  16257. }
  16258. if ( indices ) return vertIndices;
  16259. return result;
  16260. };
  16261. // calculate area of the contour polygon
  16262. var area = function ( contour ) {
  16263. var n = contour.length;
  16264. var a = 0.0;
  16265. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  16266. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  16267. }
  16268. return a * 0.5;
  16269. };
  16270. var snip = function ( contour, u, v, w, n, verts ) {
  16271. var p;
  16272. var ax, ay, bx, by;
  16273. var cx, cy, px, py;
  16274. ax = contour[ verts[ u ] ].x;
  16275. ay = contour[ verts[ u ] ].y;
  16276. bx = contour[ verts[ v ] ].x;
  16277. by = contour[ verts[ v ] ].y;
  16278. cx = contour[ verts[ w ] ].x;
  16279. cy = contour[ verts[ w ] ].y;
  16280. if ( EPSILON > ( ( ( bx - ax ) * ( cy - ay ) ) - ( ( by - ay ) * ( cx - ax ) ) ) ) return false;
  16281. var aX, aY, bX, bY, cX, cY;
  16282. var apx, apy, bpx, bpy, cpx, cpy;
  16283. var cCROSSap, bCROSScp, aCROSSbp;
  16284. aX = cx - bx; aY = cy - by;
  16285. bX = ax - cx; bY = ay - cy;
  16286. cX = bx - ax; cY = by - ay;
  16287. for ( p = 0; p < n; p ++ ) {
  16288. px = contour[ verts[ p ] ].x
  16289. py = contour[ verts[ p ] ].y
  16290. if ( ( ( px === ax ) && ( py === ay ) ) ||
  16291. ( ( px === bx ) && ( py === by ) ) ||
  16292. ( ( px === cx ) && ( py === cy ) ) ) continue;
  16293. apx = px - ax; apy = py - ay;
  16294. bpx = px - bx; bpy = py - by;
  16295. cpx = px - cx; cpy = py - cy;
  16296. // see if p is inside triangle abc
  16297. aCROSSbp = aX * bpy - aY * bpx;
  16298. cCROSSap = cX * apy - cY * apx;
  16299. bCROSScp = bX * cpy - bY * cpx;
  16300. if ( ( aCROSSbp >= - EPSILON ) && ( bCROSScp >= - EPSILON ) && ( cCROSSap >= - EPSILON ) ) return false;
  16301. }
  16302. return true;
  16303. };
  16304. namespace.Triangulate = process;
  16305. namespace.Triangulate.area = area;
  16306. return namespace;
  16307. } )( THREE.FontUtils );
  16308. // To use the typeface.js face files, hook up the API
  16309. self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };
  16310. THREE.typeface_js = self._typeface_js;
  16311. /**
  16312. * @author zz85 / http://www.lab4games.net/zz85/blog
  16313. * Extensible curve object
  16314. *
  16315. * Some common of Curve methods
  16316. * .getPoint(t), getTangent(t)
  16317. * .getPointAt(u), getTagentAt(u)
  16318. * .getPoints(), .getSpacedPoints()
  16319. * .getLength()
  16320. * .updateArcLengths()
  16321. *
  16322. * This following classes subclasses THREE.Curve:
  16323. *
  16324. * -- 2d classes --
  16325. * THREE.LineCurve
  16326. * THREE.QuadraticBezierCurve
  16327. * THREE.CubicBezierCurve
  16328. * THREE.SplineCurve
  16329. * THREE.ArcCurve
  16330. * THREE.EllipseCurve
  16331. *
  16332. * -- 3d classes --
  16333. * THREE.LineCurve3
  16334. * THREE.QuadraticBezierCurve3
  16335. * THREE.CubicBezierCurve3
  16336. * THREE.SplineCurve3
  16337. * THREE.ClosedSplineCurve3
  16338. *
  16339. * A series of curves can be represented as a THREE.CurvePath
  16340. *
  16341. **/
  16342. /**************************************************************
  16343. * Abstract Curve base class
  16344. **************************************************************/
  16345. THREE.Curve = function () {
  16346. };
  16347. // Virtual base class method to overwrite and implement in subclasses
  16348. // - t [0 .. 1]
  16349. THREE.Curve.prototype.getPoint = function ( t ) {
  16350. console.log( "Warning, getPoint() not implemented!" );
  16351. return null;
  16352. };
  16353. // Get point at relative position in curve according to arc length
  16354. // - u [0 .. 1]
  16355. THREE.Curve.prototype.getPointAt = function ( u ) {
  16356. var t = this.getUtoTmapping( u );
  16357. return this.getPoint( t );
  16358. };
  16359. // Get sequence of points using getPoint( t )
  16360. THREE.Curve.prototype.getPoints = function ( divisions ) {
  16361. if ( ! divisions ) divisions = 5;
  16362. var d, pts = [];
  16363. for ( d = 0; d <= divisions; d ++ ) {
  16364. pts.push( this.getPoint( d / divisions ) );
  16365. }
  16366. return pts;
  16367. };
  16368. // Get sequence of points using getPointAt( u )
  16369. THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
  16370. if ( ! divisions ) divisions = 5;
  16371. var d, pts = [];
  16372. for ( d = 0; d <= divisions; d ++ ) {
  16373. pts.push( this.getPointAt( d / divisions ) );
  16374. }
  16375. return pts;
  16376. };
  16377. // Get total curve arc length
  16378. THREE.Curve.prototype.getLength = function () {
  16379. var lengths = this.getLengths();
  16380. return lengths[ lengths.length - 1 ];
  16381. };
  16382. // Get list of cumulative segment lengths
  16383. THREE.Curve.prototype.getLengths = function ( divisions ) {
  16384. if ( ! divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
  16385. if ( this.cacheArcLengths
  16386. && ( this.cacheArcLengths.length == divisions + 1 )
  16387. && ! this.needsUpdate) {
  16388. //console.log( "cached", this.cacheArcLengths );
  16389. return this.cacheArcLengths;
  16390. }
  16391. this.needsUpdate = false;
  16392. var cache = [];
  16393. var current, last = this.getPoint( 0 );
  16394. var p, sum = 0;
  16395. cache.push( 0 );
  16396. for ( p = 1; p <= divisions; p ++ ) {
  16397. current = this.getPoint ( p / divisions );
  16398. sum += current.distanceTo( last );
  16399. cache.push( sum );
  16400. last = current;
  16401. }
  16402. this.cacheArcLengths = cache;
  16403. return cache; // { sums: cache, sum:sum }; Sum is in the last element.
  16404. };
  16405. THREE.Curve.prototype.updateArcLengths = function() {
  16406. this.needsUpdate = true;
  16407. this.getLengths();
  16408. };
  16409. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
  16410. THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
  16411. var arcLengths = this.getLengths();
  16412. var i = 0, il = arcLengths.length;
  16413. var targetArcLength; // The targeted u distance value to get
  16414. if ( distance ) {
  16415. targetArcLength = distance;
  16416. } else {
  16417. targetArcLength = u * arcLengths[ il - 1 ];
  16418. }
  16419. //var time = Date.now();
  16420. // binary search for the index with largest value smaller than target u distance
  16421. var low = 0, high = il - 1, comparison;
  16422. while ( low <= high ) {
  16423. i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
  16424. comparison = arcLengths[ i ] - targetArcLength;
  16425. if ( comparison < 0 ) {
  16426. low = i + 1;
  16427. continue;
  16428. } else if ( comparison > 0 ) {
  16429. high = i - 1;
  16430. continue;
  16431. } else {
  16432. high = i;
  16433. break;
  16434. // DONE
  16435. }
  16436. }
  16437. i = high;
  16438. //console.log('b' , i, low, high, Date.now()- time);
  16439. if ( arcLengths[ i ] == targetArcLength ) {
  16440. var t = i / ( il - 1 );
  16441. return t;
  16442. }
  16443. // we could get finer grain at lengths, or use simple interpolatation between two points
  16444. var lengthBefore = arcLengths[ i ];
  16445. var lengthAfter = arcLengths[ i + 1 ];
  16446. var segmentLength = lengthAfter - lengthBefore;
  16447. // determine where we are between the 'before' and 'after' points
  16448. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  16449. // add that fractional amount to t
  16450. var t = ( i + segmentFraction ) / ( il -1 );
  16451. return t;
  16452. };
  16453. // Returns a unit vector tangent at t
  16454. // In case any sub curve does not implement its tangent derivation,
  16455. // 2 points a small delta apart will be used to find its gradient
  16456. // which seems to give a reasonable approximation
  16457. THREE.Curve.prototype.getTangent = function( t ) {
  16458. var delta = 0.0001;
  16459. var t1 = t - delta;
  16460. var t2 = t + delta;
  16461. // Capping in case of danger
  16462. if ( t1 < 0 ) t1 = 0;
  16463. if ( t2 > 1 ) t2 = 1;
  16464. var pt1 = this.getPoint( t1 );
  16465. var pt2 = this.getPoint( t2 );
  16466. var vec = pt2.clone().sub(pt1);
  16467. return vec.normalize();
  16468. };
  16469. THREE.Curve.prototype.getTangentAt = function ( u ) {
  16470. var t = this.getUtoTmapping( u );
  16471. return this.getTangent( t );
  16472. };
  16473. /**************************************************************
  16474. * Utils
  16475. **************************************************************/
  16476. THREE.Curve.Utils = {
  16477. tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
  16478. return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
  16479. },
  16480. // Puay Bing, thanks for helping with this derivative!
  16481. tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
  16482. return - 3 * p0 * (1 - t) * (1 - t) +
  16483. 3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
  16484. 6 * t * p2 * (1-t) - 3 * t * t * p2 +
  16485. 3 * t * t * p3;
  16486. },
  16487. tangentSpline: function ( t, p0, p1, p2, p3 ) {
  16488. // To check if my formulas are correct
  16489. var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
  16490. var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
  16491. var h01 = - 6 * t * t + 6 * t; // − 2t3 + 3t2
  16492. var h11 = 3 * t * t - 2 * t; // t3 − t2
  16493. return h00 + h10 + h01 + h11;
  16494. },
  16495. // Catmull-Rom
  16496. interpolate: function( p0, p1, p2, p3, t ) {
  16497. var v0 = ( p2 - p0 ) * 0.5;
  16498. var v1 = ( p3 - p1 ) * 0.5;
  16499. var t2 = t * t;
  16500. var t3 = t * t2;
  16501. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  16502. }
  16503. };
  16504. // TODO: Transformation for Curves?
  16505. /**************************************************************
  16506. * 3D Curves
  16507. **************************************************************/
  16508. // A Factory method for creating new curve subclasses
  16509. THREE.Curve.create = function ( constructor, getPointFunc ) {
  16510. constructor.prototype = Object.create( THREE.Curve.prototype );
  16511. constructor.prototype.getPoint = getPointFunc;
  16512. return constructor;
  16513. };
  16514. /**
  16515. * @author zz85 / http://www.lab4games.net/zz85/blog
  16516. *
  16517. **/
  16518. /**************************************************************
  16519. * Curved Path - a curve path is simply a array of connected
  16520. * curves, but retains the api of a curve
  16521. **************************************************************/
  16522. THREE.CurvePath = function () {
  16523. this.curves = [];
  16524. this.bends = [];
  16525. this.autoClose = false; // Automatically closes the path
  16526. };
  16527. THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
  16528. THREE.CurvePath.prototype.add = function ( curve ) {
  16529. this.curves.push( curve );
  16530. };
  16531. THREE.CurvePath.prototype.checkConnection = function() {
  16532. // TODO
  16533. // If the ending of curve is not connected to the starting
  16534. // or the next curve, then, this is not a real path
  16535. };
  16536. THREE.CurvePath.prototype.closePath = function() {
  16537. // TODO Test
  16538. // and verify for vector3 (needs to implement equals)
  16539. // Add a line curve if start and end of lines are not connected
  16540. var startPoint = this.curves[0].getPoint(0);
  16541. var endPoint = this.curves[this.curves.length-1].getPoint(1);
  16542. if (! startPoint.equals(endPoint)) {
  16543. this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
  16544. }
  16545. };
  16546. // To get accurate point with reference to
  16547. // entire path distance at time t,
  16548. // following has to be done:
  16549. // 1. Length of each sub path have to be known
  16550. // 2. Locate and identify type of curve
  16551. // 3. Get t for the curve
  16552. // 4. Return curve.getPointAt(t')
  16553. THREE.CurvePath.prototype.getPoint = function( t ) {
  16554. var d = t * this.getLength();
  16555. var curveLengths = this.getCurveLengths();
  16556. var i = 0, diff, curve;
  16557. // To think about boundaries points.
  16558. while ( i < curveLengths.length ) {
  16559. if ( curveLengths[ i ] >= d ) {
  16560. diff = curveLengths[ i ] - d;
  16561. curve = this.curves[ i ];
  16562. var u = 1 - diff / curve.getLength();
  16563. return curve.getPointAt( u );
  16564. break;
  16565. }
  16566. i ++;
  16567. }
  16568. return null;
  16569. // loop where sum != 0, sum > d , sum+1 <d
  16570. };
  16571. /*
  16572. THREE.CurvePath.prototype.getTangent = function( t ) {
  16573. };*/
  16574. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  16575. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  16576. // getPoint() depends on getLength
  16577. THREE.CurvePath.prototype.getLength = function() {
  16578. var lens = this.getCurveLengths();
  16579. return lens[ lens.length - 1 ];
  16580. };
  16581. // Compute lengths and cache them
  16582. // We cannot overwrite getLengths() because UtoT mapping uses it.
  16583. THREE.CurvePath.prototype.getCurveLengths = function() {
  16584. // We use cache values if curves and cache array are same length
  16585. if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
  16586. return this.cacheLengths;
  16587. };
  16588. // Get length of subsurve
  16589. // Push sums into cached array
  16590. var lengths = [], sums = 0;
  16591. var i, il = this.curves.length;
  16592. for ( i = 0; i < il; i ++ ) {
  16593. sums += this.curves[ i ].getLength();
  16594. lengths.push( sums );
  16595. }
  16596. this.cacheLengths = lengths;
  16597. return lengths;
  16598. };
  16599. // Returns min and max coordinates
  16600. THREE.CurvePath.prototype.getBoundingBox = function () {
  16601. var points = this.getPoints();
  16602. var maxX, maxY, maxZ;
  16603. var minX, minY, minZ;
  16604. maxX = maxY = Number.NEGATIVE_INFINITY;
  16605. minX = minY = Number.POSITIVE_INFINITY;
  16606. var p, i, il, sum;
  16607. var v3 = points[0] instanceof THREE.Vector3;
  16608. sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
  16609. for ( i = 0, il = points.length; i < il; i ++ ) {
  16610. p = points[ i ];
  16611. if ( p.x > maxX ) maxX = p.x;
  16612. else if ( p.x < minX ) minX = p.x;
  16613. if ( p.y > maxY ) maxY = p.y;
  16614. else if ( p.y < minY ) minY = p.y;
  16615. if ( v3 ) {
  16616. if ( p.z > maxZ ) maxZ = p.z;
  16617. else if ( p.z < minZ ) minZ = p.z;
  16618. }
  16619. sum.add( p );
  16620. }
  16621. var ret = {
  16622. minX: minX,
  16623. minY: minY,
  16624. maxX: maxX,
  16625. maxY: maxY
  16626. };
  16627. if ( v3 ) {
  16628. ret.maxZ = maxZ;
  16629. ret.minZ = minZ;
  16630. }
  16631. return ret;
  16632. };
  16633. /**************************************************************
  16634. * Create Geometries Helpers
  16635. **************************************************************/
  16636. /// Generate geometry from path points (for Line or Points objects)
  16637. THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
  16638. var pts = this.getPoints( divisions, true );
  16639. return this.createGeometry( pts );
  16640. };
  16641. // Generate geometry from equidistance sampling along the path
  16642. THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
  16643. var pts = this.getSpacedPoints( divisions, true );
  16644. return this.createGeometry( pts );
  16645. };
  16646. THREE.CurvePath.prototype.createGeometry = function( points ) {
  16647. var geometry = new THREE.Geometry();
  16648. for ( var i = 0; i < points.length; i ++ ) {
  16649. geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
  16650. }
  16651. return geometry;
  16652. };
  16653. /**************************************************************
  16654. * Bend / Wrap Helper Methods
  16655. **************************************************************/
  16656. // Wrap path / Bend modifiers?
  16657. THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
  16658. this.bends.push( bendpath );
  16659. };
  16660. THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
  16661. var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
  16662. var i, il;
  16663. if ( ! bends ) {
  16664. bends = this.bends;
  16665. }
  16666. for ( i = 0, il = bends.length; i < il; i ++ ) {
  16667. oldPts = this.getWrapPoints( oldPts, bends[ i ] );
  16668. }
  16669. return oldPts;
  16670. };
  16671. THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
  16672. var oldPts = this.getSpacedPoints( segments );
  16673. var i, il;
  16674. if ( ! bends ) {
  16675. bends = this.bends;
  16676. }
  16677. for ( i = 0, il = bends.length; i < il; i ++ ) {
  16678. oldPts = this.getWrapPoints( oldPts, bends[ i ] );
  16679. }
  16680. return oldPts;
  16681. };
  16682. // This returns getPoints() bend/wrapped around the contour of a path.
  16683. // Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
  16684. THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
  16685. var bounds = this.getBoundingBox();
  16686. var i, il, p, oldX, oldY, xNorm;
  16687. for ( i = 0, il = oldPts.length; i < il; i ++ ) {
  16688. p = oldPts[ i ];
  16689. oldX = p.x;
  16690. oldY = p.y;
  16691. xNorm = oldX / bounds.maxX;
  16692. // If using actual distance, for length > path, requires line extrusions
  16693. //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
  16694. xNorm = path.getUtoTmapping( xNorm, oldX );
  16695. // check for out of bounds?
  16696. var pathPt = path.getPoint( xNorm );
  16697. var normal = path.getTangent( xNorm );
  16698. normal.set( - normal.y, normal.x ).multiplyScalar( oldY );
  16699. p.x = pathPt.x + normal.x;
  16700. p.y = pathPt.y + normal.y;
  16701. }
  16702. return oldPts;
  16703. };
  16704. /**
  16705. * @author alteredq / http://alteredqualia.com/
  16706. */
  16707. THREE.Gyroscope = function () {
  16708. THREE.Object3D.call( this );
  16709. };
  16710. THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
  16711. THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {
  16712. this.matrixAutoUpdate && this.updateMatrix();
  16713. // update matrixWorld
  16714. if ( this.matrixWorldNeedsUpdate || force ) {
  16715. if ( this.parent ) {
  16716. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  16717. this.matrixWorld.decompose( this.translationWorld, this.quaternionWorld, this.scaleWorld );
  16718. this.matrix.decompose( this.translationObject, this.quaternionObject, this.scaleObject );
  16719. this.matrixWorld.compose( this.translationWorld, this.quaternionObject, this.scaleWorld );
  16720. } else {
  16721. this.matrixWorld.copy( this.matrix );
  16722. }
  16723. this.matrixWorldNeedsUpdate = false;
  16724. force = true;
  16725. }
  16726. // update children
  16727. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  16728. this.children[ i ].updateMatrixWorld( force );
  16729. }
  16730. };
  16731. THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
  16732. THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
  16733. THREE.Gyroscope.prototype.quaternionWorld = new THREE.Quaternion();
  16734. THREE.Gyroscope.prototype.quaternionObject = new THREE.Quaternion();
  16735. THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
  16736. THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
  16737. /**
  16738. * @author zz85 / http://www.lab4games.net/zz85/blog
  16739. * Creates free form 2d path using series of points, lines or curves.
  16740. *
  16741. **/
  16742. THREE.Path = function ( points ) {
  16743. THREE.CurvePath.call(this);
  16744. this.actions = [];
  16745. if ( points ) {
  16746. this.fromPoints( points );
  16747. }
  16748. };
  16749. THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
  16750. THREE.PathActions = {
  16751. MOVE_TO: 'moveTo',
  16752. LINE_TO: 'lineTo',
  16753. QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
  16754. BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
  16755. CSPLINE_THRU: 'splineThru', // Catmull-rom spline
  16756. ARC: 'arc', // Circle
  16757. ELLIPSE: 'ellipse'
  16758. };
  16759. // TODO Clean up PATH API
  16760. // Create path using straight lines to connect all points
  16761. // - vectors: array of Vector2
  16762. THREE.Path.prototype.fromPoints = function ( vectors ) {
  16763. this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
  16764. for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
  16765. this.lineTo( vectors[ v ].x, vectors[ v ].y );
  16766. };
  16767. };
  16768. // startPath() endPath()?
  16769. THREE.Path.prototype.moveTo = function ( x, y ) {
  16770. var args = Array.prototype.slice.call( arguments );
  16771. this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
  16772. };
  16773. THREE.Path.prototype.lineTo = function ( x, y ) {
  16774. var args = Array.prototype.slice.call( arguments );
  16775. var lastargs = this.actions[ this.actions.length - 1 ].args;
  16776. var x0 = lastargs[ lastargs.length - 2 ];
  16777. var y0 = lastargs[ lastargs.length - 1 ];
  16778. var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
  16779. this.curves.push( curve );
  16780. this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
  16781. };
  16782. THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
  16783. var args = Array.prototype.slice.call( arguments );
  16784. var lastargs = this.actions[ this.actions.length - 1 ].args;
  16785. var x0 = lastargs[ lastargs.length - 2 ];
  16786. var y0 = lastargs[ lastargs.length - 1 ];
  16787. var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
  16788. new THREE.Vector2( aCPx, aCPy ),
  16789. new THREE.Vector2( aX, aY ) );
  16790. this.curves.push( curve );
  16791. this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
  16792. };
  16793. THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
  16794. aCP2x, aCP2y,
  16795. aX, aY ) {
  16796. var args = Array.prototype.slice.call( arguments );
  16797. var lastargs = this.actions[ this.actions.length - 1 ].args;
  16798. var x0 = lastargs[ lastargs.length - 2 ];
  16799. var y0 = lastargs[ lastargs.length - 1 ];
  16800. var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
  16801. new THREE.Vector2( aCP1x, aCP1y ),
  16802. new THREE.Vector2( aCP2x, aCP2y ),
  16803. new THREE.Vector2( aX, aY ) );
  16804. this.curves.push( curve );
  16805. this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
  16806. };
  16807. THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
  16808. var args = Array.prototype.slice.call( arguments );
  16809. var lastargs = this.actions[ this.actions.length - 1 ].args;
  16810. var x0 = lastargs[ lastargs.length - 2 ];
  16811. var y0 = lastargs[ lastargs.length - 1 ];
  16812. //---
  16813. var npts = [ new THREE.Vector2( x0, y0 ) ];
  16814. Array.prototype.push.apply( npts, pts );
  16815. var curve = new THREE.SplineCurve( npts );
  16816. this.curves.push( curve );
  16817. this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
  16818. };
  16819. // FUTURE: Change the API or follow canvas API?
  16820. THREE.Path.prototype.arc = function ( aX, aY, aRadius,
  16821. aStartAngle, aEndAngle, aClockwise ) {
  16822. var lastargs = this.actions[ this.actions.length - 1].args;
  16823. var x0 = lastargs[ lastargs.length - 2 ];
  16824. var y0 = lastargs[ lastargs.length - 1 ];
  16825. this.absarc(aX + x0, aY + y0, aRadius,
  16826. aStartAngle, aEndAngle, aClockwise );
  16827. };
  16828. THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
  16829. aStartAngle, aEndAngle, aClockwise ) {
  16830. this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
  16831. };
  16832. THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
  16833. aStartAngle, aEndAngle, aClockwise ) {
  16834. var lastargs = this.actions[ this.actions.length - 1].args;
  16835. var x0 = lastargs[ lastargs.length - 2 ];
  16836. var y0 = lastargs[ lastargs.length - 1 ];
  16837. this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
  16838. aStartAngle, aEndAngle, aClockwise );
  16839. };
  16840. THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
  16841. aStartAngle, aEndAngle, aClockwise ) {
  16842. var args = Array.prototype.slice.call( arguments );
  16843. var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
  16844. aStartAngle, aEndAngle, aClockwise );
  16845. this.curves.push( curve );
  16846. var lastPoint = curve.getPoint(1);
  16847. args.push(lastPoint.x);
  16848. args.push(lastPoint.y);
  16849. this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
  16850. };
  16851. THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
  16852. if ( ! divisions ) divisions = 40;
  16853. var points = [];
  16854. for ( var i = 0; i < divisions; i ++ ) {
  16855. points.push( this.getPoint( i / divisions ) );
  16856. //if( !this.getPoint( i / divisions ) ) throw "DIE";
  16857. }
  16858. // if ( closedPath ) {
  16859. //
  16860. // points.push( points[ 0 ] );
  16861. //
  16862. // }
  16863. return points;
  16864. };
  16865. /* Return an array of vectors based on contour of the path */
  16866. THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
  16867. if (this.useSpacedPoints) {
  16868. console.log('tata');
  16869. return this.getSpacedPoints( divisions, closedPath );
  16870. }
  16871. divisions = divisions || 12;
  16872. var points = [];
  16873. var i, il, item, action, args;
  16874. var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
  16875. laste, j,
  16876. t, tx, ty;
  16877. for ( i = 0, il = this.actions.length; i < il; i ++ ) {
  16878. item = this.actions[ i ];
  16879. action = item.action;
  16880. args = item.args;
  16881. switch( action ) {
  16882. case THREE.PathActions.MOVE_TO:
  16883. points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
  16884. break;
  16885. case THREE.PathActions.LINE_TO:
  16886. points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
  16887. break;
  16888. case THREE.PathActions.QUADRATIC_CURVE_TO:
  16889. cpx = args[ 2 ];
  16890. cpy = args[ 3 ];
  16891. cpx1 = args[ 0 ];
  16892. cpy1 = args[ 1 ];
  16893. if ( points.length > 0 ) {
  16894. laste = points[ points.length - 1 ];
  16895. cpx0 = laste.x;
  16896. cpy0 = laste.y;
  16897. } else {
  16898. laste = this.actions[ i - 1 ].args;
  16899. cpx0 = laste[ laste.length - 2 ];
  16900. cpy0 = laste[ laste.length - 1 ];
  16901. }
  16902. for ( j = 1; j <= divisions; j ++ ) {
  16903. t = j / divisions;
  16904. tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
  16905. ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
  16906. points.push( new THREE.Vector2( tx, ty ) );
  16907. }
  16908. break;
  16909. case THREE.PathActions.BEZIER_CURVE_TO:
  16910. cpx = args[ 4 ];
  16911. cpy = args[ 5 ];
  16912. cpx1 = args[ 0 ];
  16913. cpy1 = args[ 1 ];
  16914. cpx2 = args[ 2 ];
  16915. cpy2 = args[ 3 ];
  16916. if ( points.length > 0 ) {
  16917. laste = points[ points.length - 1 ];
  16918. cpx0 = laste.x;
  16919. cpy0 = laste.y;
  16920. } else {
  16921. laste = this.actions[ i - 1 ].args;
  16922. cpx0 = laste[ laste.length - 2 ];
  16923. cpy0 = laste[ laste.length - 1 ];
  16924. }
  16925. for ( j = 1; j <= divisions; j ++ ) {
  16926. t = j / divisions;
  16927. tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
  16928. ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
  16929. points.push( new THREE.Vector2( tx, ty ) );
  16930. }
  16931. break;
  16932. case THREE.PathActions.CSPLINE_THRU:
  16933. laste = this.actions[ i - 1 ].args;
  16934. var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
  16935. var spts = [ last ];
  16936. var n = divisions * args[ 0 ].length;
  16937. spts = spts.concat( args[ 0 ] );
  16938. var spline = new THREE.SplineCurve( spts );
  16939. for ( j = 1; j <= n; j ++ ) {
  16940. points.push( spline.getPointAt( j / n ) ) ;
  16941. }
  16942. break;
  16943. case THREE.PathActions.ARC:
  16944. var aX = args[ 0 ], aY = args[ 1 ],
  16945. aRadius = args[ 2 ],
  16946. aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
  16947. aClockwise = !! args[ 5 ];
  16948. var deltaAngle = aEndAngle - aStartAngle;
  16949. var angle;
  16950. var tdivisions = divisions * 2;
  16951. for ( j = 1; j <= tdivisions; j ++ ) {
  16952. t = j / tdivisions;
  16953. if ( ! aClockwise ) {
  16954. t = 1 - t;
  16955. }
  16956. angle = aStartAngle + t * deltaAngle;
  16957. tx = aX + aRadius * Math.cos( angle );
  16958. ty = aY + aRadius * Math.sin( angle );
  16959. //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
  16960. points.push( new THREE.Vector2( tx, ty ) );
  16961. }
  16962. //console.log(points);
  16963. break;
  16964. case THREE.PathActions.ELLIPSE:
  16965. var aX = args[ 0 ], aY = args[ 1 ],
  16966. xRadius = args[ 2 ],
  16967. yRadius = args[ 3 ],
  16968. aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
  16969. aClockwise = !! args[ 6 ];
  16970. var deltaAngle = aEndAngle - aStartAngle;
  16971. var angle;
  16972. var tdivisions = divisions * 2;
  16973. for ( j = 1; j <= tdivisions; j ++ ) {
  16974. t = j / tdivisions;
  16975. if ( ! aClockwise ) {
  16976. t = 1 - t;
  16977. }
  16978. angle = aStartAngle + t * deltaAngle;
  16979. tx = aX + xRadius * Math.cos( angle );
  16980. ty = aY + yRadius * Math.sin( angle );
  16981. //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
  16982. points.push( new THREE.Vector2( tx, ty ) );
  16983. }
  16984. //console.log(points);
  16985. break;
  16986. } // end switch
  16987. }
  16988. // Normalize to remove the closing point by default.
  16989. var lastPoint = points[ points.length - 1];
  16990. var EPSILON = 0.0000000001;
  16991. if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
  16992. Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
  16993. points.splice( points.length - 1, 1);
  16994. if ( closedPath ) {
  16995. points.push( points[ 0 ] );
  16996. }
  16997. return points;
  16998. };
  16999. //
  17000. // Breaks path into shapes
  17001. //
  17002. // Assumptions (if parameter isCCW==true the opposite holds):
  17003. // - solid shapes are defined clockwise (CW)
  17004. // - holes are defined counterclockwise (CCW)
  17005. //
  17006. // If parameter noHoles==true:
  17007. // - all subPaths are regarded as solid shapes
  17008. // - definition order CW/CCW has no relevance
  17009. //
  17010. THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
  17011. function extractSubpaths( inActions ) {
  17012. var i, il, item, action, args;
  17013. var subPaths = [], lastPath = new THREE.Path();
  17014. for ( i = 0, il = inActions.length; i < il; i ++ ) {
  17015. item = inActions[ i ];
  17016. args = item.args;
  17017. action = item.action;
  17018. if ( action == THREE.PathActions.MOVE_TO ) {
  17019. if ( lastPath.actions.length != 0 ) {
  17020. subPaths.push( lastPath );
  17021. lastPath = new THREE.Path();
  17022. }
  17023. }
  17024. lastPath[ action ].apply( lastPath, args );
  17025. }
  17026. if ( lastPath.actions.length != 0 ) {
  17027. subPaths.push( lastPath );
  17028. }
  17029. // console.log(subPaths);
  17030. return subPaths;
  17031. }
  17032. function toShapesNoHoles( inSubpaths ) {
  17033. var shapes = [];
  17034. for ( var i = 0, il = inSubpaths.length; i < il; i ++ ) {
  17035. var tmpPath = inSubpaths[ i ];
  17036. var tmpShape = new THREE.Shape();
  17037. tmpShape.actions = tmpPath.actions;
  17038. tmpShape.curves = tmpPath.curves;
  17039. shapes.push( tmpShape );
  17040. }
  17041. //console.log("shape", shapes);
  17042. return shapes;
  17043. };
  17044. function isPointInsidePolygon( inPt, inPolygon ) {
  17045. var EPSILON = 0.0000000001;
  17046. var polyLen = inPolygon.length;
  17047. // inPt on polygon contour => immediate success or
  17048. // toggling of inside/outside at every single! intersection point of an edge
  17049. // with the horizontal line through inPt, left of inPt
  17050. // not counting lowerY endpoints of edges and whole edges on that line
  17051. var inside = false;
  17052. for( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  17053. var edgeLowPt = inPolygon[ p ];
  17054. var edgeHighPt = inPolygon[ q ];
  17055. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  17056. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  17057. if ( Math.abs(edgeDy) > EPSILON ) { // not parallel
  17058. if ( edgeDy < 0 ) {
  17059. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  17060. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  17061. }
  17062. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  17063. if ( inPt.y == edgeLowPt.y ) {
  17064. if ( inPt.x == edgeLowPt.x ) return true; // inPt is on contour ?
  17065. // continue; // no intersection or edgeLowPt => doesn't count !!!
  17066. } else {
  17067. var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
  17068. if ( perpEdge == 0 ) return true; // inPt is on contour ?
  17069. if ( perpEdge < 0 ) continue;
  17070. inside = ! inside; // true intersection left of inPt
  17071. }
  17072. } else { // parallel or colinear
  17073. if ( inPt.y != edgeLowPt.y ) continue; // parallel
  17074. // egde lies on the same horizontal line as inPt
  17075. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  17076. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  17077. // continue;
  17078. }
  17079. }
  17080. return inside;
  17081. }
  17082. var subPaths = extractSubpaths( this.actions );
  17083. if ( subPaths.length == 0 ) return [];
  17084. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  17085. var solid, tmpPath, tmpShape, shapes = [];
  17086. if ( subPaths.length == 1) {
  17087. tmpPath = subPaths[0];
  17088. tmpShape = new THREE.Shape();
  17089. tmpShape.actions = tmpPath.actions;
  17090. tmpShape.curves = tmpPath.curves;
  17091. shapes.push( tmpShape );
  17092. return shapes;
  17093. }
  17094. var holesFirst = ! THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
  17095. holesFirst = isCCW ? ! holesFirst : holesFirst;
  17096. // console.log("Holes first", holesFirst);
  17097. var betterShapeHoles = [];
  17098. var newShapes = [];
  17099. var newShapeHoles = [];
  17100. var mainIdx = 0;
  17101. var tmpPoints;
  17102. newShapes[mainIdx] = undefined;
  17103. newShapeHoles[mainIdx] = [];
  17104. var i, il;
  17105. for ( i = 0, il = subPaths.length; i < il; i ++ ) {
  17106. tmpPath = subPaths[ i ];
  17107. tmpPoints = tmpPath.getPoints();
  17108. solid = THREE.Shape.Utils.isClockWise( tmpPoints );
  17109. solid = isCCW ? ! solid : solid;
  17110. if ( solid ) {
  17111. if ( (! holesFirst ) && ( newShapes[mainIdx] ) ) mainIdx ++;
  17112. newShapes[mainIdx] = { s: new THREE.Shape(), p: tmpPoints };
  17113. newShapes[mainIdx].s.actions = tmpPath.actions;
  17114. newShapes[mainIdx].s.curves = tmpPath.curves;
  17115. if ( holesFirst ) mainIdx ++;
  17116. newShapeHoles[mainIdx] = [];
  17117. //console.log('cw', i);
  17118. } else {
  17119. newShapeHoles[mainIdx].push( { h: tmpPath, p: tmpPoints[0] } );
  17120. //console.log('ccw', i);
  17121. }
  17122. }
  17123. // only Holes? -> probably all Shapes with wrong orientation
  17124. if ( ! newShapes[0] ) return toShapesNoHoles( subPaths );
  17125. if ( newShapes.length > 1 ) {
  17126. var ambigious = false;
  17127. var toChange = [];
  17128. for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  17129. betterShapeHoles[sIdx] = [];
  17130. }
  17131. for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  17132. var sh = newShapes[sIdx];
  17133. var sho = newShapeHoles[sIdx];
  17134. for (var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  17135. var ho = sho[hIdx];
  17136. var hole_unassigned = true;
  17137. for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  17138. if ( isPointInsidePolygon( ho.p, newShapes[s2Idx].p ) ) {
  17139. if ( sIdx != s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  17140. if ( hole_unassigned ) {
  17141. hole_unassigned = false;
  17142. betterShapeHoles[s2Idx].push( ho );
  17143. } else {
  17144. ambigious = true;
  17145. }
  17146. }
  17147. }
  17148. if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); }
  17149. }
  17150. }
  17151. // console.log("ambigious: ", ambigious);
  17152. if ( toChange.length > 0 ) {
  17153. // console.log("to change: ", toChange);
  17154. if (! ambigious) newShapeHoles = betterShapeHoles;
  17155. }
  17156. }
  17157. var tmpHoles, j, jl;
  17158. for ( i = 0, il = newShapes.length; i < il; i ++ ) {
  17159. tmpShape = newShapes[i].s;
  17160. shapes.push( tmpShape );
  17161. tmpHoles = newShapeHoles[i];
  17162. for ( j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  17163. tmpShape.holes.push( tmpHoles[j].h );
  17164. }
  17165. }
  17166. //console.log("shape", shapes);
  17167. return shapes;
  17168. };
  17169. /**
  17170. * @author zz85 / http://www.lab4games.net/zz85/blog
  17171. * Defines a 2d shape plane using paths.
  17172. **/
  17173. // STEP 1 Create a path.
  17174. // STEP 2 Turn path into shape.
  17175. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  17176. // STEP 3a - Extract points from each shape, turn to vertices
  17177. // STEP 3b - Triangulate each shape, add faces.
  17178. THREE.Shape = function () {
  17179. THREE.Path.apply( this, arguments );
  17180. this.holes = [];
  17181. };
  17182. THREE.Shape.prototype = Object.create( THREE.Path.prototype );
  17183. // Convenience method to return ExtrudeGeometry
  17184. THREE.Shape.prototype.extrude = function ( options ) {
  17185. var extruded = new THREE.ExtrudeGeometry( this, options );
  17186. return extruded;
  17187. };
  17188. // Convenience method to return ShapeGeometry
  17189. THREE.Shape.prototype.makeGeometry = function ( options ) {
  17190. var geometry = new THREE.ShapeGeometry( this, options );
  17191. return geometry;
  17192. };
  17193. // Get points of holes
  17194. THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
  17195. var i, il = this.holes.length, holesPts = [];
  17196. for ( i = 0; i < il; i ++ ) {
  17197. holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
  17198. }
  17199. return holesPts;
  17200. };
  17201. // Get points of holes (spaced by regular distance)
  17202. THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
  17203. var i, il = this.holes.length, holesPts = [];
  17204. for ( i = 0; i < il; i ++ ) {
  17205. holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
  17206. }
  17207. return holesPts;
  17208. };
  17209. // Get points of shape and holes (keypoints based on segments parameter)
  17210. THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
  17211. return {
  17212. shape: this.getTransformedPoints( divisions ),
  17213. holes: this.getPointsHoles( divisions )
  17214. };
  17215. };
  17216. THREE.Shape.prototype.extractPoints = function ( divisions ) {
  17217. if (this.useSpacedPoints) {
  17218. return this.extractAllSpacedPoints(divisions);
  17219. }
  17220. return this.extractAllPoints(divisions);
  17221. };
  17222. //
  17223. // THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
  17224. //
  17225. // return {
  17226. //
  17227. // shape: this.transform( bend, divisions ),
  17228. // holes: this.getPointsHoles( divisions, bend )
  17229. //
  17230. // };
  17231. //
  17232. // };
  17233. // Get points of shape and holes (spaced by regular distance)
  17234. THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
  17235. return {
  17236. shape: this.getTransformedSpacedPoints( divisions ),
  17237. holes: this.getSpacedPointsHoles( divisions )
  17238. };
  17239. };
  17240. /**************************************************************
  17241. * Utils
  17242. **************************************************************/
  17243. THREE.Shape.Utils = {
  17244. triangulateShape: function ( contour, holes ) {
  17245. function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
  17246. // inOtherPt needs to be colinear to the inSegment
  17247. if ( inSegPt1.x != inSegPt2.x ) {
  17248. if ( inSegPt1.x < inSegPt2.x ) {
  17249. return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
  17250. } else {
  17251. return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
  17252. }
  17253. } else {
  17254. if ( inSegPt1.y < inSegPt2.y ) {
  17255. return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
  17256. } else {
  17257. return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
  17258. }
  17259. }
  17260. }
  17261. function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
  17262. var EPSILON = 0.0000000001;
  17263. var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
  17264. var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
  17265. var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
  17266. var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
  17267. var limit = seg1dy * seg2dx - seg1dx * seg2dy;
  17268. var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
  17269. if ( Math.abs(limit) > EPSILON ) { // not parallel
  17270. var perpSeg2;
  17271. if ( limit > 0 ) {
  17272. if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return [];
  17273. perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
  17274. if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return [];
  17275. } else {
  17276. if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return [];
  17277. perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
  17278. if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return [];
  17279. }
  17280. // i.e. to reduce rounding errors
  17281. // intersection at endpoint of segment#1?
  17282. if ( perpSeg2 == 0 ) {
  17283. if ( ( inExcludeAdjacentSegs ) &&
  17284. ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
  17285. return [ inSeg1Pt1 ];
  17286. }
  17287. if ( perpSeg2 == limit ) {
  17288. if ( ( inExcludeAdjacentSegs ) &&
  17289. ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
  17290. return [ inSeg1Pt2 ];
  17291. }
  17292. // intersection at endpoint of segment#2?
  17293. if ( perpSeg1 == 0 ) return [ inSeg2Pt1 ];
  17294. if ( perpSeg1 == limit ) return [ inSeg2Pt2 ];
  17295. // return real intersection point
  17296. var factorSeg1 = perpSeg2 / limit;
  17297. return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
  17298. y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
  17299. } else { // parallel or colinear
  17300. if ( ( perpSeg1 != 0 ) ||
  17301. ( seg2dy * seg1seg2dx != seg2dx * seg1seg2dy ) ) return [];
  17302. // they are collinear or degenerate
  17303. var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) ); // segment1 ist just a point?
  17304. var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) ); // segment2 ist just a point?
  17305. // both segments are points
  17306. if ( seg1Pt && seg2Pt ) {
  17307. if ( (inSeg1Pt1.x != inSeg2Pt1.x) ||
  17308. (inSeg1Pt1.y != inSeg2Pt1.y) ) return []; // they are distinct points
  17309. return [ inSeg1Pt1 ]; // they are the same point
  17310. }
  17311. // segment#1 is a single point
  17312. if ( seg1Pt ) {
  17313. if (! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2
  17314. return [ inSeg1Pt1 ];
  17315. }
  17316. // segment#2 is a single point
  17317. if ( seg2Pt ) {
  17318. if (! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1
  17319. return [ inSeg2Pt1 ];
  17320. }
  17321. // they are collinear segments, which might overlap
  17322. var seg1min, seg1max, seg1minVal, seg1maxVal;
  17323. var seg2min, seg2max, seg2minVal, seg2maxVal;
  17324. if (seg1dx != 0) { // the segments are NOT on a vertical line
  17325. if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
  17326. seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
  17327. seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
  17328. } else {
  17329. seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
  17330. seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
  17331. }
  17332. if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
  17333. seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
  17334. seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
  17335. } else {
  17336. seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
  17337. seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
  17338. }
  17339. } else { // the segments are on a vertical line
  17340. if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
  17341. seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
  17342. seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
  17343. } else {
  17344. seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
  17345. seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
  17346. }
  17347. if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
  17348. seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
  17349. seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
  17350. } else {
  17351. seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
  17352. seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
  17353. }
  17354. }
  17355. if ( seg1minVal <= seg2minVal ) {
  17356. if ( seg1maxVal < seg2minVal ) return [];
  17357. if ( seg1maxVal == seg2minVal ) {
  17358. if ( inExcludeAdjacentSegs ) return [];
  17359. return [ seg2min ];
  17360. }
  17361. if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ];
  17362. return [ seg2min, seg2max ];
  17363. } else {
  17364. if ( seg1minVal > seg2maxVal ) return [];
  17365. if ( seg1minVal == seg2maxVal ) {
  17366. if ( inExcludeAdjacentSegs ) return [];
  17367. return [ seg1min ];
  17368. }
  17369. if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ];
  17370. return [ seg1min, seg2max ];
  17371. }
  17372. }
  17373. }
  17374. function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
  17375. // The order of legs is important
  17376. var EPSILON = 0.0000000001;
  17377. // translation of all points, so that Vertex is at (0,0)
  17378. var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
  17379. var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
  17380. var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y;
  17381. // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
  17382. var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
  17383. var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
  17384. if ( Math.abs(from2toAngle) > EPSILON ) { // angle != 180 deg.
  17385. var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
  17386. // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
  17387. if ( from2toAngle > 0 ) { // main angle < 180 deg.
  17388. return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
  17389. } else { // main angle > 180 deg.
  17390. return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
  17391. }
  17392. } else { // angle == 180 deg.
  17393. // console.log( "from2to: 180 deg., from2other: " + from2otherAngle );
  17394. return ( from2otherAngle > 0 );
  17395. }
  17396. }
  17397. function removeHoles( contour, holes ) {
  17398. var shape = contour.concat(); // work on this shape
  17399. var hole;
  17400. function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
  17401. // Check if hole point lies within angle around shape point
  17402. var lastShapeIdx = shape.length - 1;
  17403. var prevShapeIdx = inShapeIdx - 1;
  17404. if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx;
  17405. var nextShapeIdx = inShapeIdx + 1;
  17406. if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0;
  17407. var insideAngle = isPointInsideAngle( shape[inShapeIdx], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[inHoleIdx] );
  17408. if (! insideAngle ) {
  17409. // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
  17410. return false;
  17411. }
  17412. // Check if shape point lies within angle around hole point
  17413. var lastHoleIdx = hole.length - 1;
  17414. var prevHoleIdx = inHoleIdx - 1;
  17415. if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx;
  17416. var nextHoleIdx = inHoleIdx + 1;
  17417. if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0;
  17418. insideAngle = isPointInsideAngle( hole[inHoleIdx], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[inShapeIdx] );
  17419. if (! insideAngle ) {
  17420. // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
  17421. return false;
  17422. }
  17423. return true;
  17424. }
  17425. function intersectsShapeEdge( inShapePt, inHolePt ) {
  17426. // checks for intersections with shape edges
  17427. var sIdx, nextIdx, intersection;
  17428. for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
  17429. nextIdx = sIdx+1; nextIdx %= shape.length;
  17430. intersection = intersect_segments_2D( inShapePt, inHolePt, shape[sIdx], shape[nextIdx], true );
  17431. if ( intersection.length > 0 ) return true;
  17432. }
  17433. return false;
  17434. }
  17435. var indepHoles = [];
  17436. function intersectsHoleEdge( inShapePt, inHolePt ) {
  17437. // checks for intersections with hole edges
  17438. var ihIdx, chkHole,
  17439. hIdx, nextIdx, intersection;
  17440. for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
  17441. chkHole = holes[indepHoles[ihIdx]];
  17442. for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
  17443. nextIdx = hIdx+1; nextIdx %= chkHole.length;
  17444. intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[hIdx], chkHole[nextIdx], true );
  17445. if ( intersection.length > 0 ) return true;
  17446. }
  17447. }
  17448. return false;
  17449. }
  17450. var holeIndex, shapeIndex,
  17451. shapePt, holePt,
  17452. holeIdx, cutKey, failedCuts = [],
  17453. tmpShape1, tmpShape2,
  17454. tmpHole1, tmpHole2;
  17455. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  17456. indepHoles.push( h );
  17457. }
  17458. var minShapeIndex = 0;
  17459. var counter = indepHoles.length * 2;
  17460. while ( indepHoles.length > 0 ) {
  17461. counter --;
  17462. if ( counter < 0 ) {
  17463. console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
  17464. break;
  17465. }
  17466. // search for shape-vertex and hole-vertex,
  17467. // which can be connected without intersections
  17468. for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {
  17469. shapePt = shape[ shapeIndex ];
  17470. holeIndex = - 1;
  17471. // search for hole which can be reached without intersections
  17472. for ( var h = 0; h < indepHoles.length; h ++ ) {
  17473. holeIdx = indepHoles[h];
  17474. // prevent multiple checks
  17475. cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
  17476. if ( failedCuts[cutKey] !== undefined ) continue;
  17477. hole = holes[holeIdx];
  17478. for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
  17479. holePt = hole[ h2 ];
  17480. if (! isCutLineInsideAngles( shapeIndex, h2 ) ) continue;
  17481. if ( intersectsShapeEdge( shapePt, holePt ) ) continue;
  17482. if ( intersectsHoleEdge( shapePt, holePt ) ) continue;
  17483. holeIndex = h2;
  17484. indepHoles.splice(h,1);
  17485. tmpShape1 = shape.slice( 0, shapeIndex+1 );
  17486. tmpShape2 = shape.slice( shapeIndex );
  17487. tmpHole1 = hole.slice( holeIndex );
  17488. tmpHole2 = hole.slice( 0, holeIndex+1 );
  17489. shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
  17490. minShapeIndex = shapeIndex;
  17491. // Debug only, to show the selected cuts
  17492. // glob_CutLines.push( [ shapePt, holePt ] );
  17493. break;
  17494. }
  17495. if ( holeIndex >= 0 ) break; // hole-vertex found
  17496. failedCuts[cutKey] = true; // remember failure
  17497. }
  17498. if ( holeIndex >= 0 ) break; // hole-vertex found
  17499. }
  17500. }
  17501. return shape; /* shape with no holes */
  17502. }
  17503. var i, il, f, face,
  17504. key, index,
  17505. allPointsMap = {};
  17506. // To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.
  17507. var allpoints = contour.concat();
  17508. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  17509. Array.prototype.push.apply( allpoints, holes[h] );
  17510. }
  17511. //console.log( "allpoints",allpoints, allpoints.length );
  17512. // prepare all points map
  17513. for ( i = 0, il = allpoints.length; i < il; i ++ ) {
  17514. key = allpoints[ i ].x + ":" + allpoints[ i ].y;
  17515. if ( allPointsMap[ key ] !== undefined ) {
  17516. console.log( "Duplicate point", key );
  17517. }
  17518. allPointsMap[ key ] = i;
  17519. }
  17520. // remove holes by cutting paths to holes and adding them to the shape
  17521. var shapeWithoutHoles = removeHoles( contour, holes );
  17522. var triangles = THREE.FontUtils.Triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
  17523. //console.log( "triangles",triangles, triangles.length );
  17524. // check all face vertices against all points map
  17525. for ( i = 0, il = triangles.length; i < il; i ++ ) {
  17526. face = triangles[ i ];
  17527. for ( f = 0; f < 3; f ++ ) {
  17528. key = face[ f ].x + ":" + face[ f ].y;
  17529. index = allPointsMap[ key ];
  17530. if ( index !== undefined ) {
  17531. face[ f ] = index;
  17532. }
  17533. }
  17534. }
  17535. return triangles.concat();
  17536. },
  17537. isClockWise: function ( pts ) {
  17538. return THREE.FontUtils.Triangulate.area( pts ) < 0;
  17539. },
  17540. // Bezier Curves formulas obtained from
  17541. // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
  17542. // Quad Bezier Functions
  17543. b2p0: function ( t, p ) {
  17544. var k = 1 - t;
  17545. return k * k * p;
  17546. },
  17547. b2p1: function ( t, p ) {
  17548. return 2 * ( 1 - t ) * t * p;
  17549. },
  17550. b2p2: function ( t, p ) {
  17551. return t * t * p;
  17552. },
  17553. b2: function ( t, p0, p1, p2 ) {
  17554. return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
  17555. },
  17556. // Cubic Bezier Functions
  17557. b3p0: function ( t, p ) {
  17558. var k = 1 - t;
  17559. return k * k * k * p;
  17560. },
  17561. b3p1: function ( t, p ) {
  17562. var k = 1 - t;
  17563. return 3 * k * k * t * p;
  17564. },
  17565. b3p2: function ( t, p ) {
  17566. var k = 1 - t;
  17567. return 3 * k * t * t * p;
  17568. },
  17569. b3p3: function ( t, p ) {
  17570. return t * t * t * p;
  17571. },
  17572. b3: function ( t, p0, p1, p2, p3 ) {
  17573. return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
  17574. }
  17575. };
  17576. /**************************************************************
  17577. * Line
  17578. **************************************************************/
  17579. THREE.LineCurve = function ( v1, v2 ) {
  17580. this.v1 = v1;
  17581. this.v2 = v2;
  17582. };
  17583. THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
  17584. THREE.LineCurve.prototype.getPoint = function ( t ) {
  17585. var point = this.v2.clone().sub(this.v1);
  17586. point.multiplyScalar( t ).add( this.v1 );
  17587. return point;
  17588. };
  17589. // Line curve is linear, so we can overwrite default getPointAt
  17590. THREE.LineCurve.prototype.getPointAt = function ( u ) {
  17591. return this.getPoint( u );
  17592. };
  17593. THREE.LineCurve.prototype.getTangent = function( t ) {
  17594. var tangent = this.v2.clone().sub(this.v1);
  17595. return tangent.normalize();
  17596. };
  17597. /**************************************************************
  17598. * Quadratic Bezier curve
  17599. **************************************************************/
  17600. THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
  17601. this.v0 = v0;
  17602. this.v1 = v1;
  17603. this.v2 = v2;
  17604. };
  17605. THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
  17606. THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
  17607. var tx, ty;
  17608. tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
  17609. ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
  17610. return new THREE.Vector2( tx, ty );
  17611. };
  17612. THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
  17613. var tx, ty;
  17614. tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
  17615. ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
  17616. // returns unit vector
  17617. var tangent = new THREE.Vector2( tx, ty );
  17618. tangent.normalize();
  17619. return tangent;
  17620. };
  17621. /**************************************************************
  17622. * Cubic Bezier curve
  17623. **************************************************************/
  17624. THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
  17625. this.v0 = v0;
  17626. this.v1 = v1;
  17627. this.v2 = v2;
  17628. this.v3 = v3;
  17629. };
  17630. THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
  17631. THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
  17632. var tx, ty;
  17633. tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  17634. ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  17635. return new THREE.Vector2( tx, ty );
  17636. };
  17637. THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
  17638. var tx, ty;
  17639. tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  17640. ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  17641. var tangent = new THREE.Vector2( tx, ty );
  17642. tangent.normalize();
  17643. return tangent;
  17644. };
  17645. /**************************************************************
  17646. * Spline curve
  17647. **************************************************************/
  17648. THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
  17649. this.points = (points == undefined) ? [] : points;
  17650. };
  17651. THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
  17652. THREE.SplineCurve.prototype.getPoint = function ( t ) {
  17653. var v = new THREE.Vector2();
  17654. var c = [];
  17655. var points = this.points, point, intPoint, weight;
  17656. point = ( points.length - 1 ) * t;
  17657. intPoint = Math.floor( point );
  17658. weight = point - intPoint;
  17659. c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  17660. c[ 1 ] = intPoint;
  17661. c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1;
  17662. c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2;
  17663. v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
  17664. v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
  17665. return v;
  17666. };
  17667. /**************************************************************
  17668. * Ellipse curve
  17669. **************************************************************/
  17670. THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) {
  17671. this.aX = aX;
  17672. this.aY = aY;
  17673. this.xRadius = xRadius;
  17674. this.yRadius = yRadius;
  17675. this.aStartAngle = aStartAngle;
  17676. this.aEndAngle = aEndAngle;
  17677. this.aClockwise = aClockwise;
  17678. };
  17679. THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
  17680. THREE.EllipseCurve.prototype.getPoint = function ( t ) {
  17681. var angle;
  17682. var deltaAngle = this.aEndAngle - this.aStartAngle;
  17683. if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
  17684. if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
  17685. if ( this.aClockwise === true ) {
  17686. angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
  17687. } else {
  17688. angle = this.aStartAngle + t * deltaAngle;
  17689. }
  17690. var tx = this.aX + this.xRadius * Math.cos( angle );
  17691. var ty = this.aY + this.yRadius * Math.sin( angle );
  17692. return new THREE.Vector2( tx, ty );
  17693. };
  17694. /**************************************************************
  17695. * Arc curve
  17696. **************************************************************/
  17697. THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  17698. THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  17699. };
  17700. THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
  17701. /**************************************************************
  17702. * Line3D
  17703. **************************************************************/
  17704. THREE.LineCurve3 = THREE.Curve.create(
  17705. function ( v1, v2 ) {
  17706. this.v1 = v1;
  17707. this.v2 = v2;
  17708. },
  17709. function ( t ) {
  17710. var r = new THREE.Vector3();
  17711. r.subVectors( this.v2, this.v1 ); // diff
  17712. r.multiplyScalar( t );
  17713. r.add( this.v1 );
  17714. return r;
  17715. }
  17716. );
  17717. /**************************************************************
  17718. * Quadratic Bezier 3D curve
  17719. **************************************************************/
  17720. THREE.QuadraticBezierCurve3 = THREE.Curve.create(
  17721. function ( v0, v1, v2 ) {
  17722. this.v0 = v0;
  17723. this.v1 = v1;
  17724. this.v2 = v2;
  17725. },
  17726. function ( t ) {
  17727. var tx, ty, tz;
  17728. tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
  17729. ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
  17730. tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
  17731. return new THREE.Vector3( tx, ty, tz );
  17732. }
  17733. );
  17734. /**************************************************************
  17735. * Cubic Bezier 3D curve
  17736. **************************************************************/
  17737. THREE.CubicBezierCurve3 = THREE.Curve.create(
  17738. function ( v0, v1, v2, v3 ) {
  17739. this.v0 = v0;
  17740. this.v1 = v1;
  17741. this.v2 = v2;
  17742. this.v3 = v3;
  17743. },
  17744. function ( t ) {
  17745. var tx, ty, tz;
  17746. tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  17747. ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  17748. tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
  17749. return new THREE.Vector3( tx, ty, tz );
  17750. }
  17751. );
  17752. /**************************************************************
  17753. * Spline 3D curve
  17754. **************************************************************/
  17755. THREE.SplineCurve3 = THREE.Curve.create(
  17756. function ( points /* array of Vector3 */) {
  17757. this.points = (points == undefined) ? [] : points;
  17758. },
  17759. function ( t ) {
  17760. var v = new THREE.Vector3();
  17761. var c = [];
  17762. var points = this.points, point, intPoint, weight;
  17763. point = ( points.length - 1 ) * t;
  17764. intPoint = Math.floor( point );
  17765. weight = point - intPoint;
  17766. c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  17767. c[ 1 ] = intPoint;
  17768. c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
  17769. c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
  17770. var pt0 = points[ c[0] ],
  17771. pt1 = points[ c[1] ],
  17772. pt2 = points[ c[2] ],
  17773. pt3 = points[ c[3] ];
  17774. v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
  17775. v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
  17776. v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
  17777. return v;
  17778. }
  17779. );
  17780. // THREE.SplineCurve3.prototype.getTangent = function(t) {
  17781. // var v = new THREE.Vector3();
  17782. // var c = [];
  17783. // var points = this.points, point, intPoint, weight;
  17784. // point = ( points.length - 1 ) * t;
  17785. // intPoint = Math.floor( point );
  17786. // weight = point - intPoint;
  17787. // c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  17788. // c[ 1 ] = intPoint;
  17789. // c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
  17790. // c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
  17791. // var pt0 = points[ c[0] ],
  17792. // pt1 = points[ c[1] ],
  17793. // pt2 = points[ c[2] ],
  17794. // pt3 = points[ c[3] ];
  17795. // // t = weight;
  17796. // v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
  17797. // v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
  17798. // v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
  17799. // return v;
  17800. // }
  17801. /**************************************************************
  17802. * Closed Spline 3D curve
  17803. **************************************************************/
  17804. THREE.ClosedSplineCurve3 = THREE.Curve.create(
  17805. function ( points /* array of Vector3 */) {
  17806. this.points = (points == undefined) ? [] : points;
  17807. },
  17808. function ( t ) {
  17809. var v = new THREE.Vector3();
  17810. var c = [];
  17811. var points = this.points, point, intPoint, weight;
  17812. point = ( points.length - 0 ) * t;
  17813. // This needs to be from 0-length +1
  17814. intPoint = Math.floor( point );
  17815. weight = point - intPoint;
  17816. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
  17817. c[ 0 ] = ( intPoint - 1 ) % points.length;
  17818. c[ 1 ] = ( intPoint ) % points.length;
  17819. c[ 2 ] = ( intPoint + 1 ) % points.length;
  17820. c[ 3 ] = ( intPoint + 2 ) % points.length;
  17821. v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
  17822. v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
  17823. v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
  17824. return v;
  17825. }
  17826. );
  17827. /**
  17828. * @author mikael emtinger / http://gomo.se/
  17829. */
  17830. THREE.AnimationHandler = {
  17831. LINEAR: 0,
  17832. CATMULLROM: 1,
  17833. CATMULLROM_FORWARD: 2,
  17834. //
  17835. add: function () { console.warn( 'THREE.AnimationHandler.add() has been deprecated.' ); },
  17836. get: function () { console.warn( 'THREE.AnimationHandler.get() has been deprecated.' ); },
  17837. remove: function () { console.warn( 'THREE.AnimationHandler.remove() has been deprecated.' ); },
  17838. //
  17839. animations: [],
  17840. init: function ( data ) {
  17841. if ( data.initialized === true ) return;
  17842. // loop through all keys
  17843. for ( var h = 0; h < data.hierarchy.length; h ++ ) {
  17844. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17845. // remove minus times
  17846. if ( data.hierarchy[ h ].keys[ k ].time < 0 ) {
  17847. data.hierarchy[ h ].keys[ k ].time = 0;
  17848. }
  17849. // create quaternions
  17850. if ( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
  17851. ! ( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
  17852. var quat = data.hierarchy[ h ].keys[ k ].rot;
  17853. data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion().fromArray( quat );
  17854. }
  17855. }
  17856. // prepare morph target keys
  17857. if ( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
  17858. // get all used
  17859. var usedMorphTargets = {};
  17860. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17861. for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
  17862. var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
  17863. usedMorphTargets[ morphTargetName ] = - 1;
  17864. }
  17865. }
  17866. data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
  17867. // set all used on all frames
  17868. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17869. var influences = {};
  17870. for ( var morphTargetName in usedMorphTargets ) {
  17871. for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
  17872. if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
  17873. influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
  17874. break;
  17875. }
  17876. }
  17877. if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
  17878. influences[ morphTargetName ] = 0;
  17879. }
  17880. }
  17881. data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
  17882. }
  17883. }
  17884. // remove all keys that are on the same time
  17885. for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17886. if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
  17887. data.hierarchy[ h ].keys.splice( k, 1 );
  17888. k --;
  17889. }
  17890. }
  17891. // set index
  17892. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17893. data.hierarchy[ h ].keys[ k ].index = k;
  17894. }
  17895. }
  17896. data.initialized = true;
  17897. return data;
  17898. },
  17899. parse: function ( root ) {
  17900. var parseRecurseHierarchy = function ( root, hierarchy ) {
  17901. hierarchy.push( root );
  17902. for ( var c = 0; c < root.children.length; c ++ )
  17903. parseRecurseHierarchy( root.children[ c ], hierarchy );
  17904. };
  17905. // setup hierarchy
  17906. var hierarchy = [];
  17907. if ( root instanceof THREE.SkinnedMesh ) {
  17908. for ( var b = 0; b < root.skeleton.bones.length; b ++ ) {
  17909. hierarchy.push( root.skeleton.bones[ b ] );
  17910. }
  17911. } else {
  17912. parseRecurseHierarchy( root, hierarchy );
  17913. }
  17914. return hierarchy;
  17915. },
  17916. play: function ( animation ) {
  17917. if ( this.animations.indexOf( animation ) === - 1 ) {
  17918. this.animations.push( animation );
  17919. }
  17920. },
  17921. stop: function ( animation ) {
  17922. var index = this.animations.indexOf( animation );
  17923. if ( index !== - 1 ) {
  17924. this.animations.splice( index, 1 );
  17925. }
  17926. },
  17927. update: function ( deltaTimeMS ) {
  17928. for ( var i = 0; i < this.animations.length; i ++ ) {
  17929. this.animations[ i ].update( deltaTimeMS );
  17930. }
  17931. }
  17932. };
  17933. /**
  17934. * @author mikael emtinger / http://gomo.se/
  17935. * @author mrdoob / http://mrdoob.com/
  17936. * @author alteredq / http://alteredqualia.com/
  17937. */
  17938. THREE.Animation = function ( root, data ) {
  17939. this.root = root;
  17940. this.data = THREE.AnimationHandler.init( data );
  17941. this.hierarchy = THREE.AnimationHandler.parse( root );
  17942. this.currentTime = 0;
  17943. this.timeScale = 1;
  17944. this.isPlaying = false;
  17945. this.loop = true;
  17946. this.weight = 0;
  17947. this.interpolationType = THREE.AnimationHandler.LINEAR;
  17948. };
  17949. THREE.Animation.prototype.keyTypes = [ "pos", "rot", "scl" ];
  17950. THREE.Animation.prototype.play = function ( startTime, weight ) {
  17951. this.currentTime = startTime !== undefined ? startTime : 0;
  17952. this.weight = weight !== undefined ? weight: 1;
  17953. this.isPlaying = true;
  17954. this.reset();
  17955. THREE.AnimationHandler.play( this );
  17956. };
  17957. THREE.Animation.prototype.stop = function() {
  17958. this.isPlaying = false;
  17959. THREE.AnimationHandler.stop( this );
  17960. };
  17961. THREE.Animation.prototype.reset = function () {
  17962. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  17963. var object = this.hierarchy[ h ];
  17964. object.matrixAutoUpdate = true;
  17965. if ( object.animationCache === undefined ) {
  17966. object.animationCache = {};
  17967. }
  17968. if ( object.animationCache[this.data.name] === undefined ) {
  17969. object.animationCache[this.data.name] = {};
  17970. object.animationCache[this.data.name].prevKey = { pos: 0, rot: 0, scl: 0 };
  17971. object.animationCache[this.data.name].nextKey = { pos: 0, rot: 0, scl: 0 };
  17972. object.animationCache[this.data.name].originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
  17973. }
  17974. var animationCache = object.animationCache[this.data.name];
  17975. // Get keys to match our current time
  17976. for ( var t = 0; t < 3; t ++ ) {
  17977. var type = this.keyTypes[ t ];
  17978. var prevKey = this.data.hierarchy[ h ].keys[ 0 ];
  17979. var nextKey = this.getNextKeyWith( type, h, 1 );
  17980. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  17981. prevKey = nextKey;
  17982. nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
  17983. }
  17984. animationCache.prevKey[ type ] = prevKey;
  17985. animationCache.nextKey[ type ] = nextKey;
  17986. }
  17987. }
  17988. };
  17989. THREE.Animation.prototype.update = (function(){
  17990. var points = [];
  17991. var target = new THREE.Vector3();
  17992. var newVector = new THREE.Vector3();
  17993. var newQuat = new THREE.Quaternion();
  17994. // Catmull-Rom spline
  17995. var interpolateCatmullRom = function ( points, scale ) {
  17996. var c = [], v3 = [],
  17997. point, intPoint, weight, w2, w3,
  17998. pa, pb, pc, pd;
  17999. point = ( points.length - 1 ) * scale;
  18000. intPoint = Math.floor( point );
  18001. weight = point - intPoint;
  18002. c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
  18003. c[ 1 ] = intPoint;
  18004. c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
  18005. c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
  18006. pa = points[ c[ 0 ] ];
  18007. pb = points[ c[ 1 ] ];
  18008. pc = points[ c[ 2 ] ];
  18009. pd = points[ c[ 3 ] ];
  18010. w2 = weight * weight;
  18011. w3 = weight * w2;
  18012. v3[ 0 ] = interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
  18013. v3[ 1 ] = interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
  18014. v3[ 2 ] = interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
  18015. return v3;
  18016. };
  18017. var interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
  18018. var v0 = ( p2 - p0 ) * 0.5,
  18019. v1 = ( p3 - p1 ) * 0.5;
  18020. return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  18021. };
  18022. return function ( delta ) {
  18023. if ( this.isPlaying === false ) return;
  18024. this.currentTime += delta * this.timeScale;
  18025. if ( this.weight === 0 )
  18026. return;
  18027. //
  18028. var duration = this.data.length;
  18029. if ( this.loop === true && this.currentTime > duration ) {
  18030. this.currentTime %= duration;
  18031. this.reset();
  18032. } else if ( this.loop === false && this.currentTime > duration ) {
  18033. this.stop();
  18034. return;
  18035. }
  18036. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  18037. var object = this.hierarchy[ h ];
  18038. var animationCache = object.animationCache[this.data.name];
  18039. // loop through pos/rot/scl
  18040. for ( var t = 0; t < 3; t ++ ) {
  18041. // get keys
  18042. var type = this.keyTypes[ t ];
  18043. var prevKey = animationCache.prevKey[ type ];
  18044. var nextKey = animationCache.nextKey[ type ];
  18045. if ( nextKey.time <= this.currentTime ) {
  18046. prevKey = this.data.hierarchy[ h ].keys[ 0 ];
  18047. nextKey = this.getNextKeyWith( type, h, 1 );
  18048. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  18049. prevKey = nextKey;
  18050. nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
  18051. }
  18052. animationCache.prevKey[ type ] = prevKey;
  18053. animationCache.nextKey[ type ] = nextKey;
  18054. }
  18055. object.matrixAutoUpdate = true;
  18056. object.matrixWorldNeedsUpdate = true;
  18057. var scale = ( this.currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
  18058. var prevXYZ = prevKey[ type ];
  18059. var nextXYZ = nextKey[ type ];
  18060. if ( scale < 0 ) scale = 0;
  18061. if ( scale > 1 ) scale = 1;
  18062. // interpolate
  18063. if ( type === "pos" ) {
  18064. if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
  18065. newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
  18066. newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
  18067. newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
  18068. // blend
  18069. if ( object instanceof THREE.Bone ) {
  18070. var proportionalWeight = this.weight / ( this.weight + object.accumulatedPosWeight );
  18071. object.position.lerp( newVector, proportionalWeight );
  18072. object.accumulatedPosWeight += this.weight;
  18073. } else {
  18074. object.position.copy( newVector );
  18075. }
  18076. } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  18077. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  18078. points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
  18079. points[ 1 ] = prevXYZ;
  18080. points[ 2 ] = nextXYZ;
  18081. points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
  18082. scale = scale * 0.33 + 0.33;
  18083. var currentPoint = interpolateCatmullRom( points, scale );
  18084. var proportionalWeight = 1;
  18085. if ( object instanceof THREE.Bone ) {
  18086. proportionalWeight = this.weight / ( this.weight + object.accumulatedPosWeight );
  18087. object.accumulatedPosWeight += this.weight;
  18088. }
  18089. // blend
  18090. var vector = object.position;
  18091. vector.x = vector.x + ( currentPoint[ 0 ] - vector.x ) * proportionalWeight;
  18092. vector.y = vector.y + ( currentPoint[ 1 ] - vector.y ) * proportionalWeight;
  18093. vector.z = vector.z + ( currentPoint[ 2 ] - vector.z ) * proportionalWeight;
  18094. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  18095. var forwardPoint = interpolateCatmullRom( points, scale * 1.01 );
  18096. target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
  18097. target.sub( vector );
  18098. target.y = 0;
  18099. target.normalize();
  18100. var angle = Math.atan2( target.x, target.z );
  18101. object.rotation.set( 0, angle, 0 );
  18102. }
  18103. }
  18104. } else if ( type === "rot" ) {
  18105. THREE.Quaternion.slerp( prevXYZ, nextXYZ, newQuat, scale );
  18106. // Avoid paying the cost of an additional slerp if we don't have to
  18107. if ( ! ( object instanceof THREE.Bone ) ) {
  18108. object.quaternion.copy(newQuat);
  18109. } else if ( object.accumulatedRotWeight === 0 ) {
  18110. object.quaternion.copy(newQuat);
  18111. object.accumulatedRotWeight = this.weight;
  18112. } else {
  18113. var proportionalWeight = this.weight / ( this.weight + object.accumulatedRotWeight );
  18114. THREE.Quaternion.slerp( object.quaternion, newQuat, object.quaternion, proportionalWeight );
  18115. object.accumulatedRotWeight += this.weight;
  18116. }
  18117. } else if ( type === "scl" ) {
  18118. newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
  18119. newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
  18120. newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
  18121. if ( object instanceof THREE.Bone ) {
  18122. var proportionalWeight = this.weight / ( this.weight + object.accumulatedSclWeight);
  18123. object.scale.lerp( newVector, proportionalWeight );
  18124. object.accumulatedSclWeight += this.weight;
  18125. } else {
  18126. object.scale.copy( newVector );
  18127. }
  18128. }
  18129. }
  18130. }
  18131. return true;
  18132. };
  18133. })();
  18134. // Get next key with
  18135. THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
  18136. var keys = this.data.hierarchy[ h ].keys;
  18137. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  18138. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  18139. key = key < keys.length - 1 ? key : keys.length - 1;
  18140. } else {
  18141. key = key % keys.length;
  18142. }
  18143. for ( ; key < keys.length; key ++ ) {
  18144. if ( keys[ key ][ type ] !== undefined ) {
  18145. return keys[ key ];
  18146. }
  18147. }
  18148. return this.data.hierarchy[ h ].keys[ 0 ];
  18149. };
  18150. // Get previous key with
  18151. THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
  18152. var keys = this.data.hierarchy[ h ].keys;
  18153. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  18154. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  18155. key = key > 0 ? key : 0;
  18156. } else {
  18157. key = key >= 0 ? key : key + keys.length;
  18158. }
  18159. for ( ; key >= 0; key -- ) {
  18160. if ( keys[ key ][ type ] !== undefined ) {
  18161. return keys[ key ];
  18162. }
  18163. }
  18164. return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
  18165. };
  18166. /**
  18167. * @author mikael emtinger / http://gomo.se/
  18168. * @author mrdoob / http://mrdoob.com/
  18169. * @author alteredq / http://alteredqualia.com/
  18170. * @author khang duong
  18171. * @author erik kitson
  18172. */
  18173. THREE.KeyFrameAnimation = function ( data ) {
  18174. this.root = data.node;
  18175. this.data = THREE.AnimationHandler.init( data );
  18176. this.hierarchy = THREE.AnimationHandler.parse( this.root );
  18177. this.currentTime = 0;
  18178. this.timeScale = 0.001;
  18179. this.isPlaying = false;
  18180. this.isPaused = true;
  18181. this.loop = true;
  18182. // initialize to first keyframes
  18183. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  18184. var keys = this.data.hierarchy[h].keys,
  18185. sids = this.data.hierarchy[h].sids,
  18186. obj = this.hierarchy[h];
  18187. if ( keys.length && sids ) {
  18188. for ( var s = 0; s < sids.length; s ++ ) {
  18189. var sid = sids[ s ],
  18190. next = this.getNextKeyWith( sid, h, 0 );
  18191. if ( next ) {
  18192. next.apply( sid );
  18193. }
  18194. }
  18195. obj.matrixAutoUpdate = false;
  18196. this.data.hierarchy[h].node.updateMatrix();
  18197. obj.matrixWorldNeedsUpdate = true;
  18198. }
  18199. }
  18200. };
  18201. THREE.KeyFrameAnimation.prototype.play = function ( startTime ) {
  18202. this.currentTime = startTime !== undefined ? startTime : 0;
  18203. if ( this.isPlaying === false ) {
  18204. this.isPlaying = true;
  18205. // reset key cache
  18206. var h, hl = this.hierarchy.length,
  18207. object,
  18208. node;
  18209. for ( h = 0; h < hl; h ++ ) {
  18210. object = this.hierarchy[ h ];
  18211. node = this.data.hierarchy[ h ];
  18212. if ( node.animationCache === undefined ) {
  18213. node.animationCache = {};
  18214. node.animationCache.prevKey = null;
  18215. node.animationCache.nextKey = null;
  18216. node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
  18217. }
  18218. var keys = this.data.hierarchy[h].keys;
  18219. if (keys.length) {
  18220. node.animationCache.prevKey = keys[ 0 ];
  18221. node.animationCache.nextKey = keys[ 1 ];
  18222. this.startTime = Math.min( keys[0].time, this.startTime );
  18223. this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
  18224. }
  18225. }
  18226. this.update( 0 );
  18227. }
  18228. this.isPaused = false;
  18229. THREE.AnimationHandler.play( this );
  18230. };
  18231. THREE.KeyFrameAnimation.prototype.stop = function() {
  18232. this.isPlaying = false;
  18233. this.isPaused = false;
  18234. THREE.AnimationHandler.stop( this );
  18235. // reset JIT matrix and remove cache
  18236. for ( var h = 0; h < this.data.hierarchy.length; h ++ ) {
  18237. var obj = this.hierarchy[ h ];
  18238. var node = this.data.hierarchy[ h ];
  18239. if ( node.animationCache !== undefined ) {
  18240. var original = node.animationCache.originalMatrix;
  18241. if( obj instanceof THREE.Bone ) {
  18242. original.copy( obj.skinMatrix );
  18243. obj.skinMatrix = original;
  18244. } else {
  18245. original.copy( obj.matrix );
  18246. obj.matrix = original;
  18247. }
  18248. delete node.animationCache;
  18249. }
  18250. }
  18251. };
  18252. // Update
  18253. THREE.KeyFrameAnimation.prototype.update = function ( delta ) {
  18254. if ( this.isPlaying === false ) return;
  18255. this.currentTime += delta * this.timeScale;
  18256. //
  18257. var duration = this.data.length;
  18258. if ( this.loop === true && this.currentTime > duration ) {
  18259. this.currentTime %= duration;
  18260. }
  18261. this.currentTime = Math.min( this.currentTime, duration );
  18262. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  18263. var object = this.hierarchy[ h ];
  18264. var node = this.data.hierarchy[ h ];
  18265. var keys = node.keys,
  18266. animationCache = node.animationCache;
  18267. if ( keys.length ) {
  18268. var prevKey = animationCache.prevKey;
  18269. var nextKey = animationCache.nextKey;
  18270. if ( nextKey.time <= this.currentTime ) {
  18271. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  18272. prevKey = nextKey;
  18273. nextKey = keys[ prevKey.index + 1 ];
  18274. }
  18275. animationCache.prevKey = prevKey;
  18276. animationCache.nextKey = nextKey;
  18277. }
  18278. if ( nextKey.time >= this.currentTime ) {
  18279. prevKey.interpolate( nextKey, this.currentTime );
  18280. } else {
  18281. prevKey.interpolate( nextKey, nextKey.time );
  18282. }
  18283. this.data.hierarchy[ h ].node.updateMatrix();
  18284. object.matrixWorldNeedsUpdate = true;
  18285. }
  18286. }
  18287. };
  18288. // Get next key with
  18289. THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
  18290. var keys = this.data.hierarchy[ h ].keys;
  18291. key = key % keys.length;
  18292. for ( ; key < keys.length; key ++ ) {
  18293. if ( keys[ key ].hasTarget( sid ) ) {
  18294. return keys[ key ];
  18295. }
  18296. }
  18297. return keys[ 0 ];
  18298. };
  18299. // Get previous key with
  18300. THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
  18301. var keys = this.data.hierarchy[ h ].keys;
  18302. key = key >= 0 ? key : key + keys.length;
  18303. for ( ; key >= 0; key -- ) {
  18304. if ( keys[ key ].hasTarget( sid ) ) {
  18305. return keys[ key ];
  18306. }
  18307. }
  18308. return keys[ keys.length - 1 ];
  18309. };
  18310. /**
  18311. * @author mrdoob / http://mrdoob.com
  18312. */
  18313. THREE.MorphAnimation = function ( mesh ) {
  18314. this.mesh = mesh;
  18315. this.frames = mesh.morphTargetInfluences.length;
  18316. this.currentTime = 0;
  18317. this.duration = 1000;
  18318. this.loop = true;
  18319. this.isPlaying = false;
  18320. };
  18321. THREE.MorphAnimation.prototype = {
  18322. play: function () {
  18323. this.isPlaying = true;
  18324. },
  18325. pause: function () {
  18326. this.isPlaying = false;
  18327. },
  18328. update: ( function () {
  18329. var lastFrame = 0;
  18330. var currentFrame = 0;
  18331. return function ( delta ) {
  18332. if ( this.isPlaying === false ) return;
  18333. this.currentTime += delta;
  18334. if ( this.loop === true && this.currentTime > this.duration ) {
  18335. this.currentTime %= this.duration;
  18336. }
  18337. this.currentTime = Math.min( this.currentTime, this.duration );
  18338. var interpolation = this.duration / this.frames;
  18339. var frame = Math.floor( this.currentTime / interpolation );
  18340. if ( frame != currentFrame ) {
  18341. this.mesh.morphTargetInfluences[ lastFrame ] = 0;
  18342. this.mesh.morphTargetInfluences[ currentFrame ] = 1;
  18343. this.mesh.morphTargetInfluences[ frame ] = 0;
  18344. lastFrame = currentFrame;
  18345. currentFrame = frame;
  18346. }
  18347. this.mesh.morphTargetInfluences[ frame ] = ( this.currentTime % interpolation ) / interpolation;
  18348. this.mesh.morphTargetInfluences[ lastFrame ] = 1 - this.mesh.morphTargetInfluences[ frame ];
  18349. }
  18350. } )()
  18351. };
  18352. /**
  18353. * @author mrdoob / http://mrdoob.com/
  18354. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
  18355. */
  18356. THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  18357. THREE.Geometry.call( this );
  18358. this.parameters = {
  18359. width: width,
  18360. height: height,
  18361. depth: depth,
  18362. widthSegments: widthSegments,
  18363. heightSegments: heightSegments,
  18364. depthSegments: depthSegments
  18365. };
  18366. this.widthSegments = widthSegments || 1;
  18367. this.heightSegments = heightSegments || 1;
  18368. this.depthSegments = depthSegments || 1;
  18369. var scope = this;
  18370. var width_half = width / 2;
  18371. var height_half = height / 2;
  18372. var depth_half = depth / 2;
  18373. buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, 0 ); // px
  18374. buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, 1 ); // nx
  18375. buildPlane( 'x', 'z', 1, 1, width, depth, height_half, 2 ); // py
  18376. buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, 3 ); // ny
  18377. buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, 4 ); // pz
  18378. buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, 5 ); // nz
  18379. function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
  18380. var w, ix, iy,
  18381. gridX = scope.widthSegments,
  18382. gridY = scope.heightSegments,
  18383. width_half = width / 2,
  18384. height_half = height / 2,
  18385. offset = scope.vertices.length;
  18386. if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
  18387. w = 'z';
  18388. } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
  18389. w = 'y';
  18390. gridY = scope.depthSegments;
  18391. } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
  18392. w = 'x';
  18393. gridX = scope.depthSegments;
  18394. }
  18395. var gridX1 = gridX + 1,
  18396. gridY1 = gridY + 1,
  18397. segment_width = width / gridX,
  18398. segment_height = height / gridY,
  18399. normal = new THREE.Vector3();
  18400. normal[ w ] = depth > 0 ? 1 : - 1;
  18401. for ( iy = 0; iy < gridY1; iy ++ ) {
  18402. for ( ix = 0; ix < gridX1; ix ++ ) {
  18403. var vector = new THREE.Vector3();
  18404. vector[ u ] = ( ix * segment_width - width_half ) * udir;
  18405. vector[ v ] = ( iy * segment_height - height_half ) * vdir;
  18406. vector[ w ] = depth;
  18407. scope.vertices.push( vector );
  18408. }
  18409. }
  18410. for ( iy = 0; iy < gridY; iy ++ ) {
  18411. for ( ix = 0; ix < gridX; ix ++ ) {
  18412. var a = ix + gridX1 * iy;
  18413. var b = ix + gridX1 * ( iy + 1 );
  18414. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  18415. var d = ( ix + 1 ) + gridX1 * iy;
  18416. var uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY );
  18417. var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY );
  18418. var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY );
  18419. var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY );
  18420. var face = new THREE.Face3( a + offset, b + offset, d + offset );
  18421. face.normal.copy( normal );
  18422. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  18423. face.materialIndex = materialIndex;
  18424. scope.faces.push( face );
  18425. scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  18426. face = new THREE.Face3( b + offset, c + offset, d + offset );
  18427. face.normal.copy( normal );
  18428. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  18429. face.materialIndex = materialIndex;
  18430. scope.faces.push( face );
  18431. scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  18432. }
  18433. }
  18434. }
  18435. this.mergeVertices();
  18436. };
  18437. THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18438. /**
  18439. * @author hughes
  18440. */
  18441. THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
  18442. THREE.Geometry.call( this );
  18443. this.parameters = {
  18444. radius: radius,
  18445. segments: segments,
  18446. thetaStart: thetaStart,
  18447. thetaLength: thetaLength
  18448. };
  18449. radius = radius || 50;
  18450. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  18451. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18452. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18453. var i, uvs = [],
  18454. center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
  18455. this.vertices.push(center);
  18456. uvs.push( centerUV );
  18457. for ( i = 0; i <= segments; i ++ ) {
  18458. var vertex = new THREE.Vector3();
  18459. var segment = thetaStart + i / segments * thetaLength;
  18460. vertex.x = radius * Math.cos( segment );
  18461. vertex.y = radius * Math.sin( segment );
  18462. this.vertices.push( vertex );
  18463. uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );
  18464. }
  18465. var n = new THREE.Vector3( 0, 0, 1 );
  18466. for ( i = 1; i <= segments; i ++ ) {
  18467. this.faces.push( new THREE.Face3( i, i + 1, 0, [ n.clone(), n.clone(), n.clone() ] ) );
  18468. this.faceVertexUvs[ 0 ].push( [ uvs[ i ].clone(), uvs[ i + 1 ].clone(), centerUV.clone() ] );
  18469. }
  18470. this.computeFaceNormals();
  18471. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  18472. };
  18473. THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18474. /**
  18475. * @author mrdoob / http://mrdoob.com/
  18476. */
  18477. THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  18478. console.warn( 'THEE.CubeGeometry has been renamed to THREE.BoxGeometry.' );
  18479. return new THREE.BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments );
  18480. };
  18481. /**
  18482. * @author mrdoob / http://mrdoob.com/
  18483. */
  18484. THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded ) {
  18485. THREE.Geometry.call( this );
  18486. this.parameters = {
  18487. radiusTop: radiusTop,
  18488. radiusBottom: radiusBottom,
  18489. height: height,
  18490. radialSegments: radialSegments,
  18491. heightSegments: heightSegments,
  18492. openEnded: openEnded
  18493. };
  18494. radiusTop = radiusTop !== undefined ? radiusTop : 20;
  18495. radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
  18496. height = height !== undefined ? height : 100;
  18497. radialSegments = radialSegments || 8;
  18498. heightSegments = heightSegments || 1;
  18499. openEnded = openEnded !== undefined ? openEnded : false;
  18500. var heightHalf = height / 2;
  18501. var x, y, vertices = [], uvs = [];
  18502. for ( y = 0; y <= heightSegments; y ++ ) {
  18503. var verticesRow = [];
  18504. var uvsRow = [];
  18505. var v = y / heightSegments;
  18506. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18507. for ( x = 0; x <= radialSegments; x ++ ) {
  18508. var u = x / radialSegments;
  18509. var vertex = new THREE.Vector3();
  18510. vertex.x = radius * Math.sin( u * Math.PI * 2 );
  18511. vertex.y = - v * height + heightHalf;
  18512. vertex.z = radius * Math.cos( u * Math.PI * 2 );
  18513. this.vertices.push( vertex );
  18514. verticesRow.push( this.vertices.length - 1 );
  18515. uvsRow.push( new THREE.Vector2( u, 1 - v ) );
  18516. }
  18517. vertices.push( verticesRow );
  18518. uvs.push( uvsRow );
  18519. }
  18520. var tanTheta = ( radiusBottom - radiusTop ) / height;
  18521. var na, nb;
  18522. for ( x = 0; x < radialSegments; x ++ ) {
  18523. if ( radiusTop !== 0 ) {
  18524. na = this.vertices[ vertices[ 0 ][ x ] ].clone();
  18525. nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
  18526. } else {
  18527. na = this.vertices[ vertices[ 1 ][ x ] ].clone();
  18528. nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
  18529. }
  18530. na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
  18531. nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
  18532. for ( y = 0; y < heightSegments; y ++ ) {
  18533. var v1 = vertices[ y ][ x ];
  18534. var v2 = vertices[ y + 1 ][ x ];
  18535. var v3 = vertices[ y + 1 ][ x + 1 ];
  18536. var v4 = vertices[ y ][ x + 1 ];
  18537. var n1 = na.clone();
  18538. var n2 = na.clone();
  18539. var n3 = nb.clone();
  18540. var n4 = nb.clone();
  18541. var uv1 = uvs[ y ][ x ].clone();
  18542. var uv2 = uvs[ y + 1 ][ x ].clone();
  18543. var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
  18544. var uv4 = uvs[ y ][ x + 1 ].clone();
  18545. this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
  18546. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
  18547. this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
  18548. this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
  18549. }
  18550. }
  18551. // top cap
  18552. if ( openEnded === false && radiusTop > 0 ) {
  18553. this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
  18554. for ( x = 0; x < radialSegments; x ++ ) {
  18555. var v1 = vertices[ 0 ][ x ];
  18556. var v2 = vertices[ 0 ][ x + 1 ];
  18557. var v3 = this.vertices.length - 1;
  18558. var n1 = new THREE.Vector3( 0, 1, 0 );
  18559. var n2 = new THREE.Vector3( 0, 1, 0 );
  18560. var n3 = new THREE.Vector3( 0, 1, 0 );
  18561. var uv1 = uvs[ 0 ][ x ].clone();
  18562. var uv2 = uvs[ 0 ][ x + 1 ].clone();
  18563. var uv3 = new THREE.Vector2( uv2.x, 0 );
  18564. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  18565. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  18566. }
  18567. }
  18568. // bottom cap
  18569. if ( openEnded === false && radiusBottom > 0 ) {
  18570. this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
  18571. for ( x = 0; x < radialSegments; x ++ ) {
  18572. var v1 = vertices[ y ][ x + 1 ];
  18573. var v2 = vertices[ y ][ x ];
  18574. var v3 = this.vertices.length - 1;
  18575. var n1 = new THREE.Vector3( 0, - 1, 0 );
  18576. var n2 = new THREE.Vector3( 0, - 1, 0 );
  18577. var n3 = new THREE.Vector3( 0, - 1, 0 );
  18578. var uv1 = uvs[ y ][ x + 1 ].clone();
  18579. var uv2 = uvs[ y ][ x ].clone();
  18580. var uv3 = new THREE.Vector2( uv2.x, 1 );
  18581. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  18582. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  18583. }
  18584. }
  18585. this.computeFaceNormals();
  18586. }
  18587. THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18588. /**
  18589. * @author zz85 / http://www.lab4games.net/zz85/blog
  18590. *
  18591. * Creates extruded geometry from a path shape.
  18592. *
  18593. * parameters = {
  18594. *
  18595. * curveSegments: <int>, // number of points on the curves
  18596. * steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
  18597. * amount: <int>, // Depth to extrude the shape
  18598. *
  18599. * bevelEnabled: <bool>, // turn on bevel
  18600. * bevelThickness: <float>, // how deep into the original shape bevel goes
  18601. * bevelSize: <float>, // how far from shape outline is bevel
  18602. * bevelSegments: <int>, // number of bevel layers
  18603. *
  18604. * extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
  18605. * frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
  18606. *
  18607. * material: <int> // material index for front and back faces
  18608. * extrudeMaterial: <int> // material index for extrusion and beveled faces
  18609. * uvGenerator: <Object> // object that provides UV generator functions
  18610. *
  18611. * }
  18612. **/
  18613. THREE.ExtrudeGeometry = function ( shapes, options ) {
  18614. if ( typeof( shapes ) === "undefined" ) {
  18615. shapes = [];
  18616. return;
  18617. }
  18618. THREE.Geometry.call( this );
  18619. shapes = shapes instanceof Array ? shapes : [ shapes ];
  18620. this.addShapeList( shapes, options );
  18621. this.computeFaceNormals();
  18622. // can't really use automatic vertex normals
  18623. // as then front and back sides get smoothed too
  18624. // should do separate smoothing just for sides
  18625. //this.computeVertexNormals();
  18626. //console.log( "took", ( Date.now() - startTime ) );
  18627. };
  18628. THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18629. THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
  18630. var sl = shapes.length;
  18631. for ( var s = 0; s < sl; s ++ ) {
  18632. var shape = shapes[ s ];
  18633. this.addShape( shape, options );
  18634. }
  18635. };
  18636. THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
  18637. var amount = options.amount !== undefined ? options.amount : 100;
  18638. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
  18639. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
  18640. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  18641. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
  18642. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18643. var steps = options.steps !== undefined ? options.steps : 1;
  18644. var extrudePath = options.extrudePath;
  18645. var extrudePts, extrudeByPath = false;
  18646. var material = options.material;
  18647. var extrudeMaterial = options.extrudeMaterial;
  18648. // Use default WorldUVGenerator if no UV generators are specified.
  18649. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
  18650. var splineTube, binormal, normal, position2;
  18651. if ( extrudePath ) {
  18652. extrudePts = extrudePath.getSpacedPoints( steps );
  18653. extrudeByPath = true;
  18654. bevelEnabled = false; // bevels not supported for path extrusion
  18655. // SETUP TNB variables
  18656. // Reuse TNB from TubeGeomtry for now.
  18657. // TODO1 - have a .isClosed in spline?
  18658. splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
  18659. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18660. binormal = new THREE.Vector3();
  18661. normal = new THREE.Vector3();
  18662. position2 = new THREE.Vector3();
  18663. }
  18664. // Safeguards if bevels are not enabled
  18665. if ( ! bevelEnabled ) {
  18666. bevelSegments = 0;
  18667. bevelThickness = 0;
  18668. bevelSize = 0;
  18669. }
  18670. // Variables initalization
  18671. var ahole, h, hl; // looping of holes
  18672. var scope = this;
  18673. var bevelPoints = [];
  18674. var shapesOffset = this.vertices.length;
  18675. var shapePoints = shape.extractPoints( curveSegments );
  18676. var vertices = shapePoints.shape;
  18677. var holes = shapePoints.holes;
  18678. var reverse = ! THREE.Shape.Utils.isClockWise( vertices ) ;
  18679. if ( reverse ) {
  18680. vertices = vertices.reverse();
  18681. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18682. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18683. ahole = holes[ h ];
  18684. if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
  18685. holes[ h ] = ahole.reverse();
  18686. }
  18687. }
  18688. reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
  18689. }
  18690. var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
  18691. /* Vertices */
  18692. var contour = vertices; // vertices has all points but contour has only points of circumference
  18693. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18694. ahole = holes[ h ];
  18695. vertices = vertices.concat( ahole );
  18696. }
  18697. function scalePt2 ( pt, vec, size ) {
  18698. if ( ! vec ) console.log( "die" );
  18699. return vec.clone().multiplyScalar( size ).add( pt );
  18700. }
  18701. var b, bs, t, z,
  18702. vert, vlen = vertices.length,
  18703. face, flen = faces.length,
  18704. cont, clen = contour.length;
  18705. // Find directions for point movement
  18706. var RAD_TO_DEGREES = 180 / Math.PI;
  18707. function getBevelVec( inPt, inPrev, inNext ) {
  18708. var EPSILON = 0.0000000001;
  18709. var sign = THREE.Math.sign;
  18710. // computes for inPt the corresponding point inPt' on a new contour
  18711. // shiftet by 1 unit (length of normalized vector) to the left
  18712. // if we walk along contour clockwise, this new contour is outside the old one
  18713. //
  18714. // inPt' is the intersection of the two lines parallel to the two
  18715. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18716. var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt
  18717. // good reading for geometry algorithms (here: line-line intersection)
  18718. // http://geomalgorithms.com/a05-_intersect-1.html
  18719. var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
  18720. var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
  18721. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18722. // check for colinear edges
  18723. var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18724. if ( Math.abs( colinear0 ) > EPSILON ) { // not colinear
  18725. // length of vectors for normalizing
  18726. var v_prev_len = Math.sqrt( v_prev_lensq );
  18727. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18728. // shift adjacent points by unit vectors to the left
  18729. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18730. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18731. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18732. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18733. // scaling factor for v_prev to intersection point
  18734. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18735. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18736. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18737. // vector from inPt to intersection point
  18738. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18739. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18740. // Don't normalize!, otherwise sharp corners become ugly
  18741. // but prevent crazy spikes
  18742. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y )
  18743. if ( v_trans_lensq <= 2 ) {
  18744. return new THREE.Vector2( v_trans_x, v_trans_y );
  18745. } else {
  18746. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18747. }
  18748. } else { // handle special case of colinear edges
  18749. var direction_eq = false; // assumes: opposite
  18750. if ( v_prev_x > EPSILON ) {
  18751. if ( v_next_x > EPSILON ) { direction_eq = true; }
  18752. } else {
  18753. if ( v_prev_x < - EPSILON ) {
  18754. if ( v_next_x < - EPSILON ) { direction_eq = true; }
  18755. } else {
  18756. if ( sign(v_prev_y) == sign(v_next_y) ) { direction_eq = true; }
  18757. }
  18758. }
  18759. if ( direction_eq ) {
  18760. // console.log("Warning: lines are a straight sequence");
  18761. v_trans_x = - v_prev_y;
  18762. v_trans_y = v_prev_x;
  18763. shrink_by = Math.sqrt( v_prev_lensq );
  18764. } else {
  18765. // console.log("Warning: lines are a straight spike");
  18766. v_trans_x = v_prev_x;
  18767. v_trans_y = v_prev_y;
  18768. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18769. }
  18770. }
  18771. return new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18772. }
  18773. var contourMovements = [];
  18774. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18775. if ( j === il ) j = 0;
  18776. if ( k === il ) k = 0;
  18777. // (j)---(i)---(k)
  18778. // console.log('i,j,k', i, j , k)
  18779. var pt_i = contour[ i ];
  18780. var pt_j = contour[ j ];
  18781. var pt_k = contour[ k ];
  18782. contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18783. }
  18784. var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
  18785. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18786. ahole = holes[ h ];
  18787. oneHoleMovements = [];
  18788. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18789. if ( j === il ) j = 0;
  18790. if ( k === il ) k = 0;
  18791. // (j)---(i)---(k)
  18792. oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18793. }
  18794. holesMovements.push( oneHoleMovements );
  18795. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18796. }
  18797. // Loop bevelSegments, 1 for the front, 1 for the back
  18798. for ( b = 0; b < bevelSegments; b ++ ) {
  18799. //for ( b = bevelSegments; b > 0; b -- ) {
  18800. t = b / bevelSegments;
  18801. z = bevelThickness * ( 1 - t );
  18802. //z = bevelThickness * t;
  18803. bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
  18804. //bs = bevelSize * t ; // linear
  18805. // contract shape
  18806. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18807. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18808. v( vert.x, vert.y, - z );
  18809. }
  18810. // expand holes
  18811. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18812. ahole = holes[ h ];
  18813. oneHoleMovements = holesMovements[ h ];
  18814. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18815. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18816. v( vert.x, vert.y, - z );
  18817. }
  18818. }
  18819. }
  18820. bs = bevelSize;
  18821. // Back facing vertices
  18822. for ( i = 0; i < vlen; i ++ ) {
  18823. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18824. if ( ! extrudeByPath ) {
  18825. v( vert.x, vert.y, 0 );
  18826. } else {
  18827. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18828. normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
  18829. binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
  18830. position2.copy( extrudePts[0] ).add(normal).add(binormal);
  18831. v( position2.x, position2.y, position2.z );
  18832. }
  18833. }
  18834. // Add stepped vertices...
  18835. // Including front facing vertices
  18836. var s;
  18837. for ( s = 1; s <= steps; s ++ ) {
  18838. for ( i = 0; i < vlen; i ++ ) {
  18839. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18840. if ( ! extrudeByPath ) {
  18841. v( vert.x, vert.y, amount / steps * s );
  18842. } else {
  18843. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18844. normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
  18845. binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
  18846. position2.copy( extrudePts[s] ).add( normal ).add( binormal );
  18847. v( position2.x, position2.y, position2.z );
  18848. }
  18849. }
  18850. }
  18851. // Add bevel segments planes
  18852. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18853. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18854. t = b / bevelSegments;
  18855. z = bevelThickness * ( 1 - t );
  18856. //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
  18857. bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
  18858. // contract shape
  18859. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18860. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18861. v( vert.x, vert.y, amount + z );
  18862. }
  18863. // expand holes
  18864. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18865. ahole = holes[ h ];
  18866. oneHoleMovements = holesMovements[ h ];
  18867. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18868. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18869. if ( ! extrudeByPath ) {
  18870. v( vert.x, vert.y, amount + z );
  18871. } else {
  18872. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18873. }
  18874. }
  18875. }
  18876. }
  18877. /* Faces */
  18878. // Top and bottom faces
  18879. buildLidFaces();
  18880. // Sides faces
  18881. buildSideFaces();
  18882. ///// Internal functions
  18883. function buildLidFaces() {
  18884. if ( bevelEnabled ) {
  18885. var layer = 0 ; // steps + 1
  18886. var offset = vlen * layer;
  18887. // Bottom faces
  18888. for ( i = 0; i < flen; i ++ ) {
  18889. face = faces[ i ];
  18890. f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );
  18891. }
  18892. layer = steps + bevelSegments * 2;
  18893. offset = vlen * layer;
  18894. // Top faces
  18895. for ( i = 0; i < flen; i ++ ) {
  18896. face = faces[ i ];
  18897. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );
  18898. }
  18899. } else {
  18900. // Bottom faces
  18901. for ( i = 0; i < flen; i ++ ) {
  18902. face = faces[ i ];
  18903. f3( face[ 2 ], face[ 1 ], face[ 0 ], true );
  18904. }
  18905. // Top faces
  18906. for ( i = 0; i < flen; i ++ ) {
  18907. face = faces[ i ];
  18908. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );
  18909. }
  18910. }
  18911. }
  18912. // Create faces for the z-sides of the shape
  18913. function buildSideFaces() {
  18914. var layeroffset = 0;
  18915. sidewalls( contour, layeroffset );
  18916. layeroffset += contour.length;
  18917. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18918. ahole = holes[ h ];
  18919. sidewalls( ahole, layeroffset );
  18920. //, true
  18921. layeroffset += ahole.length;
  18922. }
  18923. }
  18924. function sidewalls( contour, layeroffset ) {
  18925. var j, k;
  18926. i = contour.length;
  18927. while ( --i >= 0 ) {
  18928. j = i;
  18929. k = i - 1;
  18930. if ( k < 0 ) k = contour.length - 1;
  18931. //console.log('b', i,j, i-1, k,vertices.length);
  18932. var s = 0, sl = steps + bevelSegments * 2;
  18933. for ( s = 0; s < sl; s ++ ) {
  18934. var slen1 = vlen * s;
  18935. var slen2 = vlen * ( s + 1 );
  18936. var a = layeroffset + j + slen1,
  18937. b = layeroffset + k + slen1,
  18938. c = layeroffset + k + slen2,
  18939. d = layeroffset + j + slen2;
  18940. f4( a, b, c, d, contour, s, sl, j, k );
  18941. }
  18942. }
  18943. }
  18944. function v( x, y, z ) {
  18945. scope.vertices.push( new THREE.Vector3( x, y, z ) );
  18946. }
  18947. function f3( a, b, c, isBottom ) {
  18948. a += shapesOffset;
  18949. b += shapesOffset;
  18950. c += shapesOffset;
  18951. // normal, color, material
  18952. scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
  18953. var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );
  18954. scope.faceVertexUvs[ 0 ].push( uvs );
  18955. }
  18956. function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
  18957. a += shapesOffset;
  18958. b += shapesOffset;
  18959. c += shapesOffset;
  18960. d += shapesOffset;
  18961. scope.faces.push( new THREE.Face3( a, b, d, null, null, extrudeMaterial ) );
  18962. scope.faces.push( new THREE.Face3( b, c, d, null, null, extrudeMaterial ) );
  18963. var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
  18964. stepIndex, stepsLength, contourIndex1, contourIndex2 );
  18965. scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
  18966. scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
  18967. }
  18968. };
  18969. THREE.ExtrudeGeometry.WorldUVGenerator = {
  18970. generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
  18971. var ax = geometry.vertices[ indexA ].x,
  18972. ay = geometry.vertices[ indexA ].y,
  18973. bx = geometry.vertices[ indexB ].x,
  18974. by = geometry.vertices[ indexB ].y,
  18975. cx = geometry.vertices[ indexC ].x,
  18976. cy = geometry.vertices[ indexC ].y;
  18977. return [
  18978. new THREE.Vector2( ax, ay ),
  18979. new THREE.Vector2( bx, by ),
  18980. new THREE.Vector2( cx, cy )
  18981. ];
  18982. },
  18983. generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
  18984. return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );
  18985. },
  18986. generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
  18987. indexA, indexB, indexC, indexD, stepIndex, stepsLength,
  18988. contourIndex1, contourIndex2 ) {
  18989. var ax = geometry.vertices[ indexA ].x,
  18990. ay = geometry.vertices[ indexA ].y,
  18991. az = geometry.vertices[ indexA ].z,
  18992. bx = geometry.vertices[ indexB ].x,
  18993. by = geometry.vertices[ indexB ].y,
  18994. bz = geometry.vertices[ indexB ].z,
  18995. cx = geometry.vertices[ indexC ].x,
  18996. cy = geometry.vertices[ indexC ].y,
  18997. cz = geometry.vertices[ indexC ].z,
  18998. dx = geometry.vertices[ indexD ].x,
  18999. dy = geometry.vertices[ indexD ].y,
  19000. dz = geometry.vertices[ indexD ].z;
  19001. if ( Math.abs( ay - by ) < 0.01 ) {
  19002. return [
  19003. new THREE.Vector2( ax, 1 - az ),
  19004. new THREE.Vector2( bx, 1 - bz ),
  19005. new THREE.Vector2( cx, 1 - cz ),
  19006. new THREE.Vector2( dx, 1 - dz )
  19007. ];
  19008. } else {
  19009. return [
  19010. new THREE.Vector2( ay, 1 - az ),
  19011. new THREE.Vector2( by, 1 - bz ),
  19012. new THREE.Vector2( cy, 1 - cz ),
  19013. new THREE.Vector2( dy, 1 - dz )
  19014. ];
  19015. }
  19016. }
  19017. };
  19018. THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
  19019. THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
  19020. THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
  19021. THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
  19022. THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
  19023. THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
  19024. /**
  19025. * @author jonobr1 / http://jonobr1.com
  19026. *
  19027. * Creates a one-sided polygonal geometry from a path shape. Similar to
  19028. * ExtrudeGeometry.
  19029. *
  19030. * parameters = {
  19031. *
  19032. * curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
  19033. *
  19034. * material: <int> // material index for front and back faces
  19035. * uvGenerator: <Object> // object that provides UV generator functions
  19036. *
  19037. * }
  19038. **/
  19039. THREE.ShapeGeometry = function ( shapes, options ) {
  19040. THREE.Geometry.call( this );
  19041. if ( shapes instanceof Array === false ) shapes = [ shapes ];
  19042. this.addShapeList( shapes, options );
  19043. this.computeFaceNormals();
  19044. };
  19045. THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19046. /**
  19047. * Add an array of shapes to THREE.ShapeGeometry.
  19048. */
  19049. THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
  19050. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  19051. this.addShape( shapes[ i ], options );
  19052. }
  19053. return this;
  19054. };
  19055. /**
  19056. * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
  19057. */
  19058. THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
  19059. if ( options === undefined ) options = {};
  19060. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  19061. var material = options.material;
  19062. var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
  19063. //
  19064. var i, l, hole, s;
  19065. var shapesOffset = this.vertices.length;
  19066. var shapePoints = shape.extractPoints( curveSegments );
  19067. var vertices = shapePoints.shape;
  19068. var holes = shapePoints.holes;
  19069. var reverse = ! THREE.Shape.Utils.isClockWise( vertices );
  19070. if ( reverse ) {
  19071. vertices = vertices.reverse();
  19072. // Maybe we should also check if holes are in the opposite direction, just to be safe...
  19073. for ( i = 0, l = holes.length; i < l; i ++ ) {
  19074. hole = holes[ i ];
  19075. if ( THREE.Shape.Utils.isClockWise( hole ) ) {
  19076. holes[ i ] = hole.reverse();
  19077. }
  19078. }
  19079. reverse = false;
  19080. }
  19081. var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
  19082. // Vertices
  19083. var contour = vertices;
  19084. for ( i = 0, l = holes.length; i < l; i ++ ) {
  19085. hole = holes[ i ];
  19086. vertices = vertices.concat( hole );
  19087. }
  19088. //
  19089. var vert, vlen = vertices.length;
  19090. var face, flen = faces.length;
  19091. var cont, clen = contour.length;
  19092. for ( i = 0; i < vlen; i ++ ) {
  19093. vert = vertices[ i ];
  19094. this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
  19095. }
  19096. for ( i = 0; i < flen; i ++ ) {
  19097. face = faces[ i ];
  19098. var a = face[ 0 ] + shapesOffset;
  19099. var b = face[ 1 ] + shapesOffset;
  19100. var c = face[ 2 ] + shapesOffset;
  19101. this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
  19102. this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );
  19103. }
  19104. };
  19105. /**
  19106. * @author astrodud / http://astrodud.isgreat.org/
  19107. * @author zz85 / https://github.com/zz85
  19108. * @author bhouston / http://exocortex.com
  19109. */
  19110. // points - to create a closed torus, one must use a set of points
  19111. // like so: [ a, b, c, d, a ], see first is the same as last.
  19112. // segments - the number of circumference segments to create
  19113. // phiStart - the starting radian
  19114. // phiLength - the radian (0 to 2*PI) range of the lathed section
  19115. // 2*pi is a closed lathe, less than 2PI is a portion.
  19116. THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
  19117. THREE.Geometry.call( this );
  19118. segments = segments || 12;
  19119. phiStart = phiStart || 0;
  19120. phiLength = phiLength || 2 * Math.PI;
  19121. var inversePointLength = 1.0 / ( points.length - 1 );
  19122. var inverseSegments = 1.0 / segments;
  19123. for ( var i = 0, il = segments; i <= il; i ++ ) {
  19124. var phi = phiStart + i * inverseSegments * phiLength;
  19125. var c = Math.cos( phi ),
  19126. s = Math.sin( phi );
  19127. for ( var j = 0, jl = points.length; j < jl; j ++ ) {
  19128. var pt = points[ j ];
  19129. var vertex = new THREE.Vector3();
  19130. vertex.x = c * pt.x - s * pt.y;
  19131. vertex.y = s * pt.x + c * pt.y;
  19132. vertex.z = pt.z;
  19133. this.vertices.push( vertex );
  19134. }
  19135. }
  19136. var np = points.length;
  19137. for ( var i = 0, il = segments; i < il; i ++ ) {
  19138. for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
  19139. var base = j + np * i;
  19140. var a = base;
  19141. var b = base + np;
  19142. var c = base + 1 + np;
  19143. var d = base + 1;
  19144. var u0 = i * inverseSegments;
  19145. var v0 = j * inversePointLength;
  19146. var u1 = u0 + inverseSegments;
  19147. var v1 = v0 + inversePointLength;
  19148. this.faces.push( new THREE.Face3( a, b, d ) );
  19149. this.faceVertexUvs[ 0 ].push( [
  19150. new THREE.Vector2( u0, v0 ),
  19151. new THREE.Vector2( u1, v0 ),
  19152. new THREE.Vector2( u0, v1 )
  19153. ] );
  19154. this.faces.push( new THREE.Face3( b, c, d ) );
  19155. this.faceVertexUvs[ 0 ].push( [
  19156. new THREE.Vector2( u1, v0 ),
  19157. new THREE.Vector2( u1, v1 ),
  19158. new THREE.Vector2( u0, v1 )
  19159. ] );
  19160. }
  19161. }
  19162. this.mergeVertices();
  19163. this.computeFaceNormals();
  19164. this.computeVertexNormals();
  19165. };
  19166. THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19167. /**
  19168. * @author mrdoob / http://mrdoob.com/
  19169. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
  19170. */
  19171. THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
  19172. THREE.Geometry.call( this );
  19173. this.parameters = {
  19174. width: width,
  19175. height: height,
  19176. widthSegments: widthSegments,
  19177. heightSegments: heightSegments
  19178. };
  19179. var ix, iz;
  19180. var width_half = width / 2;
  19181. var height_half = height / 2;
  19182. var gridX = widthSegments || 1;
  19183. var gridZ = heightSegments || 1;
  19184. var gridX1 = gridX + 1;
  19185. var gridZ1 = gridZ + 1;
  19186. var segment_width = width / gridX;
  19187. var segment_height = height / gridZ;
  19188. var normal = new THREE.Vector3( 0, 0, 1 );
  19189. for ( iz = 0; iz < gridZ1; iz ++ ) {
  19190. var y = iz * segment_height - height_half;
  19191. for ( ix = 0; ix < gridX1; ix ++ ) {
  19192. var x = ix * segment_width - width_half;
  19193. this.vertices.push( new THREE.Vector3( x, - y, 0 ) );
  19194. }
  19195. }
  19196. for ( iz = 0; iz < gridZ; iz ++ ) {
  19197. for ( ix = 0; ix < gridX; ix ++ ) {
  19198. var a = ix + gridX1 * iz;
  19199. var b = ix + gridX1 * ( iz + 1 );
  19200. var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
  19201. var d = ( ix + 1 ) + gridX1 * iz;
  19202. var uva = new THREE.Vector2( ix / gridX, 1 - iz / gridZ );
  19203. var uvb = new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ );
  19204. var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ );
  19205. var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ );
  19206. var face = new THREE.Face3( a, b, d );
  19207. face.normal.copy( normal );
  19208. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  19209. this.faces.push( face );
  19210. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  19211. face = new THREE.Face3( b, c, d );
  19212. face.normal.copy( normal );
  19213. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  19214. this.faces.push( face );
  19215. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  19216. }
  19217. }
  19218. };
  19219. THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19220. /**
  19221. * @author Kaleb Murphy
  19222. */
  19223. THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19224. THREE.Geometry.call( this );
  19225. innerRadius = innerRadius || 0;
  19226. outerRadius = outerRadius || 50;
  19227. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19228. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19229. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  19230. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 8;
  19231. var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  19232. for ( i = 0; i < phiSegments + 1; i ++ ) { // concentric circles inside ring
  19233. for ( o = 0; o < thetaSegments + 1; o ++ ) { // number of segments per circle
  19234. var vertex = new THREE.Vector3();
  19235. var segment = thetaStart + o / thetaSegments * thetaLength;
  19236. vertex.x = radius * Math.cos( segment );
  19237. vertex.y = radius * Math.sin( segment );
  19238. this.vertices.push( vertex );
  19239. uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) );
  19240. }
  19241. radius += radiusStep;
  19242. }
  19243. var n = new THREE.Vector3( 0, 0, 1 );
  19244. for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring
  19245. var thetaSegment = i * (thetaSegments + 1);
  19246. for ( o = 0; o < thetaSegments ; o ++ ) { // number of segments per circle
  19247. var segment = o + thetaSegment;
  19248. var v1 = segment;
  19249. var v2 = segment + thetaSegments + 1;
  19250. var v3 = segment + thetaSegments + 2;
  19251. this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
  19252. this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
  19253. v1 = segment;
  19254. v2 = segment + thetaSegments + 2;
  19255. v3 = segment + 1;
  19256. this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
  19257. this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
  19258. }
  19259. }
  19260. this.computeFaceNormals();
  19261. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  19262. };
  19263. THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19264. /**
  19265. * @author mrdoob / http://mrdoob.com/
  19266. */
  19267. THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  19268. THREE.Geometry.call( this );
  19269. this.parameters = {
  19270. radius: radius,
  19271. widthSegments: widthSegments,
  19272. heightSegments: heightSegments,
  19273. phiStart: phiStart,
  19274. phiLength: phiLength,
  19275. thetaStart: thetaStart,
  19276. thetaLength: thetaLength
  19277. };
  19278. radius = radius || 50;
  19279. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  19280. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  19281. phiStart = phiStart !== undefined ? phiStart : 0;
  19282. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  19283. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19284. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  19285. var x, y, vertices = [], uvs = [];
  19286. for ( y = 0; y <= heightSegments; y ++ ) {
  19287. var verticesRow = [];
  19288. var uvsRow = [];
  19289. for ( x = 0; x <= widthSegments; x ++ ) {
  19290. var u = x / widthSegments;
  19291. var v = y / heightSegments;
  19292. var vertex = new THREE.Vector3();
  19293. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19294. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  19295. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19296. this.vertices.push( vertex );
  19297. verticesRow.push( this.vertices.length - 1 );
  19298. uvsRow.push( new THREE.Vector2( u, 1 - v ) );
  19299. }
  19300. vertices.push( verticesRow );
  19301. uvs.push( uvsRow );
  19302. }
  19303. for ( y = 0; y < heightSegments; y ++ ) {
  19304. for ( x = 0; x < widthSegments; x ++ ) {
  19305. var v1 = vertices[ y ][ x + 1 ];
  19306. var v2 = vertices[ y ][ x ];
  19307. var v3 = vertices[ y + 1 ][ x ];
  19308. var v4 = vertices[ y + 1 ][ x + 1 ];
  19309. var n1 = this.vertices[ v1 ].clone().normalize();
  19310. var n2 = this.vertices[ v2 ].clone().normalize();
  19311. var n3 = this.vertices[ v3 ].clone().normalize();
  19312. var n4 = this.vertices[ v4 ].clone().normalize();
  19313. var uv1 = uvs[ y ][ x + 1 ].clone();
  19314. var uv2 = uvs[ y ][ x ].clone();
  19315. var uv3 = uvs[ y + 1 ][ x ].clone();
  19316. var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
  19317. if ( Math.abs( this.vertices[ v1 ].y ) === radius ) {
  19318. uv1.x = ( uv1.x + uv2.x ) / 2;
  19319. this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
  19320. this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
  19321. } else if ( Math.abs( this.vertices[ v3 ].y ) === radius ) {
  19322. uv3.x = ( uv3.x + uv4.x ) / 2;
  19323. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  19324. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  19325. } else {
  19326. this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
  19327. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
  19328. this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
  19329. this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
  19330. }
  19331. }
  19332. }
  19333. this.computeFaceNormals();
  19334. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  19335. };
  19336. THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19337. /**
  19338. * @author zz85 / http://www.lab4games.net/zz85/blog
  19339. * @author alteredq / http://alteredqualia.com/
  19340. *
  19341. * For creating 3D text geometry in three.js
  19342. *
  19343. * Text = 3D Text
  19344. *
  19345. * parameters = {
  19346. * size: <float>, // size of the text
  19347. * height: <float>, // thickness to extrude text
  19348. * curveSegments: <int>, // number of points on the curves
  19349. *
  19350. * font: <string>, // font name
  19351. * weight: <string>, // font weight (normal, bold)
  19352. * style: <string>, // font style (normal, italics)
  19353. *
  19354. * bevelEnabled: <bool>, // turn on bevel
  19355. * bevelThickness: <float>, // how deep into text bevel goes
  19356. * bevelSize: <float>, // how far from text outline is bevel
  19357. * }
  19358. *
  19359. */
  19360. /* Usage Examples
  19361. // TextGeometry wrapper
  19362. var text3d = new TextGeometry( text, options );
  19363. // Complete manner
  19364. var textShapes = THREE.FontUtils.generateShapes( text, options );
  19365. var text3d = new ExtrudeGeometry( textShapes, options );
  19366. */
  19367. THREE.TextGeometry = function ( text, parameters ) {
  19368. parameters = parameters || {};
  19369. var textShapes = THREE.FontUtils.generateShapes( text, parameters );
  19370. // translate parameters to ExtrudeGeometry API
  19371. parameters.amount = parameters.height !== undefined ? parameters.height : 50;
  19372. // defaults
  19373. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  19374. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  19375. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  19376. THREE.ExtrudeGeometry.call( this, textShapes, parameters );
  19377. };
  19378. THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
  19379. /**
  19380. * @author oosmoxiecode
  19381. * @author mrdoob / http://mrdoob.com/
  19382. * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
  19383. */
  19384. THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
  19385. THREE.Geometry.call( this );
  19386. this.parameters = {
  19387. radius: radius,
  19388. tube: tube,
  19389. radialSegments: radialSegments,
  19390. tubularSegments: tubularSegments,
  19391. arc: arc
  19392. };
  19393. radius = radius || 100;
  19394. tube = tube || 40;
  19395. radialSegments = radialSegments || 8;
  19396. tubularSegments = tubularSegments || 6;
  19397. arc = arc || Math.PI * 2;
  19398. var center = new THREE.Vector3(), uvs = [], normals = [];
  19399. for ( var j = 0; j <= radialSegments; j ++ ) {
  19400. for ( var i = 0; i <= tubularSegments; i ++ ) {
  19401. var u = i / tubularSegments * arc;
  19402. var v = j / radialSegments * Math.PI * 2;
  19403. center.x = radius * Math.cos( u );
  19404. center.y = radius * Math.sin( u );
  19405. var vertex = new THREE.Vector3();
  19406. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  19407. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  19408. vertex.z = tube * Math.sin( v );
  19409. this.vertices.push( vertex );
  19410. uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) );
  19411. normals.push( vertex.clone().sub( center ).normalize() );
  19412. }
  19413. }
  19414. for ( var j = 1; j <= radialSegments; j ++ ) {
  19415. for ( var i = 1; i <= tubularSegments; i ++ ) {
  19416. var a = ( tubularSegments + 1 ) * j + i - 1;
  19417. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  19418. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  19419. var d = ( tubularSegments + 1 ) * j + i;
  19420. var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] );
  19421. this.faces.push( face );
  19422. this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] );
  19423. face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] );
  19424. this.faces.push( face );
  19425. this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
  19426. }
  19427. }
  19428. this.computeFaceNormals();
  19429. };
  19430. THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19431. /**
  19432. * @author oosmoxiecode
  19433. * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  19434. */
  19435. THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
  19436. THREE.Geometry.call( this );
  19437. this.parameters = {
  19438. radius: radius,
  19439. tube: tube,
  19440. radialSegments: radialSegments,
  19441. tubularSegments: tubularSegments,
  19442. p: p,
  19443. q: q,
  19444. heightScale: heightScale
  19445. };
  19446. radius = radius || 100;
  19447. tube = tube || 40;
  19448. radialSegments = radialSegments || 64;
  19449. tubularSegments = tubularSegments || 8;
  19450. p = p || 2;
  19451. q = q || 3;
  19452. heightScale = heightScale || 1;
  19453. var grid = new Array( radialSegments );
  19454. var tang = new THREE.Vector3();
  19455. var n = new THREE.Vector3();
  19456. var bitan = new THREE.Vector3();
  19457. for ( var i = 0; i < radialSegments; ++ i ) {
  19458. grid[ i ] = new Array( tubularSegments );
  19459. var u = i / radialSegments * 2 * p * Math.PI;
  19460. var p1 = getPos( u, q, p, radius, heightScale );
  19461. var p2 = getPos( u + 0.01, q, p, radius, heightScale );
  19462. tang.subVectors( p2, p1 );
  19463. n.addVectors( p2, p1 );
  19464. bitan.crossVectors( tang, n );
  19465. n.crossVectors( bitan, tang );
  19466. bitan.normalize();
  19467. n.normalize();
  19468. for ( var j = 0; j < tubularSegments; ++ j ) {
  19469. var v = j / tubularSegments * 2 * Math.PI;
  19470. var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
  19471. var cy = tube * Math.sin( v );
  19472. var pos = new THREE.Vector3();
  19473. pos.x = p1.x + cx * n.x + cy * bitan.x;
  19474. pos.y = p1.y + cx * n.y + cy * bitan.y;
  19475. pos.z = p1.z + cx * n.z + cy * bitan.z;
  19476. grid[ i ][ j ] = this.vertices.push( pos ) - 1;
  19477. }
  19478. }
  19479. for ( var i = 0; i < radialSegments; ++ i ) {
  19480. for ( var j = 0; j < tubularSegments; ++ j ) {
  19481. var ip = ( i + 1 ) % radialSegments;
  19482. var jp = ( j + 1 ) % tubularSegments;
  19483. var a = grid[ i ][ j ];
  19484. var b = grid[ ip ][ j ];
  19485. var c = grid[ ip ][ jp ];
  19486. var d = grid[ i ][ jp ];
  19487. var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments );
  19488. var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments );
  19489. var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments );
  19490. var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments );
  19491. this.faces.push( new THREE.Face3( a, b, d ) );
  19492. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  19493. this.faces.push( new THREE.Face3( b, c, d ) );
  19494. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  19495. }
  19496. }
  19497. this.computeFaceNormals();
  19498. this.computeVertexNormals();
  19499. function getPos( u, in_q, in_p, radius, heightScale ) {
  19500. var cu = Math.cos( u );
  19501. var su = Math.sin( u );
  19502. var quOverP = in_q / in_p * u;
  19503. var cs = Math.cos( quOverP );
  19504. var tx = radius * ( 2 + cs ) * 0.5 * cu;
  19505. var ty = radius * ( 2 + cs ) * su * 0.5;
  19506. var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
  19507. return new THREE.Vector3( tx, ty, tz );
  19508. }
  19509. };
  19510. THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19511. /**
  19512. * @author WestLangley / https://github.com/WestLangley
  19513. * @author zz85 / https://github.com/zz85
  19514. * @author miningold / https://github.com/miningold
  19515. *
  19516. * Modified from the TorusKnotGeometry by @oosmoxiecode
  19517. *
  19518. * Creates a tube which extrudes along a 3d spline
  19519. *
  19520. * Uses parallel transport frames as described in
  19521. * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  19522. */
  19523. THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed ) {
  19524. THREE.Geometry.call( this );
  19525. this.parameters = {
  19526. path: path,
  19527. segments: segments,
  19528. radius: radius,
  19529. radialSegments: radialSegments,
  19530. closed: closed
  19531. };
  19532. segments = segments || 64;
  19533. radius = radius || 1;
  19534. radialSegments = radialSegments || 8;
  19535. closed = closed || false;
  19536. var grid = [];
  19537. var scope = this,
  19538. tangent,
  19539. normal,
  19540. binormal,
  19541. numpoints = segments + 1,
  19542. x, y, z,
  19543. tx, ty, tz,
  19544. u, v,
  19545. cx, cy,
  19546. pos, pos2 = new THREE.Vector3(),
  19547. i, j,
  19548. ip, jp,
  19549. a, b, c, d,
  19550. uva, uvb, uvc, uvd;
  19551. var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ),
  19552. tangents = frames.tangents,
  19553. normals = frames.normals,
  19554. binormals = frames.binormals;
  19555. // proxy internals
  19556. this.tangents = tangents;
  19557. this.normals = normals;
  19558. this.binormals = binormals;
  19559. function vert( x, y, z ) {
  19560. return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
  19561. }
  19562. // consruct the grid
  19563. for ( i = 0; i < numpoints; i ++ ) {
  19564. grid[ i ] = [];
  19565. u = i / ( numpoints - 1 );
  19566. pos = path.getPointAt( u );
  19567. tangent = tangents[ i ];
  19568. normal = normals[ i ];
  19569. binormal = binormals[ i ];
  19570. for ( j = 0; j < radialSegments; j ++ ) {
  19571. v = j / radialSegments * 2 * Math.PI;
  19572. cx = - radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
  19573. cy = radius * Math.sin( v );
  19574. pos2.copy( pos );
  19575. pos2.x += cx * normal.x + cy * binormal.x;
  19576. pos2.y += cx * normal.y + cy * binormal.y;
  19577. pos2.z += cx * normal.z + cy * binormal.z;
  19578. grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
  19579. }
  19580. }
  19581. // construct the mesh
  19582. for ( i = 0; i < segments; i ++ ) {
  19583. for ( j = 0; j < radialSegments; j ++ ) {
  19584. ip = ( closed ) ? (i + 1) % segments : i + 1;
  19585. jp = (j + 1) % radialSegments;
  19586. a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! ***
  19587. b = grid[ ip ][ j ];
  19588. c = grid[ ip ][ jp ];
  19589. d = grid[ i ][ jp ];
  19590. uva = new THREE.Vector2( i / segments, j / radialSegments );
  19591. uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments );
  19592. uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments );
  19593. uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments );
  19594. this.faces.push( new THREE.Face3( a, b, d ) );
  19595. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  19596. this.faces.push( new THREE.Face3( b, c, d ) );
  19597. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  19598. }
  19599. }
  19600. this.computeFaceNormals();
  19601. this.computeVertexNormals();
  19602. };
  19603. THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19604. // For computing of Frenet frames, exposing the tangents, normals and binormals the spline
  19605. THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
  19606. var tangent = new THREE.Vector3(),
  19607. normal = new THREE.Vector3(),
  19608. binormal = new THREE.Vector3(),
  19609. tangents = [],
  19610. normals = [],
  19611. binormals = [],
  19612. vec = new THREE.Vector3(),
  19613. mat = new THREE.Matrix4(),
  19614. numpoints = segments + 1,
  19615. theta,
  19616. epsilon = 0.0001,
  19617. smallest,
  19618. tx, ty, tz,
  19619. i, u, v;
  19620. // expose internals
  19621. this.tangents = tangents;
  19622. this.normals = normals;
  19623. this.binormals = binormals;
  19624. // compute the tangent vectors for each segment on the path
  19625. for ( i = 0; i < numpoints; i ++ ) {
  19626. u = i / ( numpoints - 1 );
  19627. tangents[ i ] = path.getTangentAt( u );
  19628. tangents[ i ].normalize();
  19629. }
  19630. initialNormal3();
  19631. /*
  19632. function initialNormal1(lastBinormal) {
  19633. // fixed start binormal. Has dangers of 0 vectors
  19634. normals[ 0 ] = new THREE.Vector3();
  19635. binormals[ 0 ] = new THREE.Vector3();
  19636. if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
  19637. normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
  19638. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  19639. }
  19640. function initialNormal2() {
  19641. // This uses the Frenet-Serret formula for deriving binormal
  19642. var t2 = path.getTangentAt( epsilon );
  19643. normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
  19644. binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
  19645. normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
  19646. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  19647. }
  19648. */
  19649. function initialNormal3() {
  19650. // select an initial normal vector perpenicular to the first tangent vector,
  19651. // and in the direction of the smallest tangent xyz component
  19652. normals[ 0 ] = new THREE.Vector3();
  19653. binormals[ 0 ] = new THREE.Vector3();
  19654. smallest = Number.MAX_VALUE;
  19655. tx = Math.abs( tangents[ 0 ].x );
  19656. ty = Math.abs( tangents[ 0 ].y );
  19657. tz = Math.abs( tangents[ 0 ].z );
  19658. if ( tx <= smallest ) {
  19659. smallest = tx;
  19660. normal.set( 1, 0, 0 );
  19661. }
  19662. if ( ty <= smallest ) {
  19663. smallest = ty;
  19664. normal.set( 0, 1, 0 );
  19665. }
  19666. if ( tz <= smallest ) {
  19667. normal.set( 0, 0, 1 );
  19668. }
  19669. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  19670. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  19671. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  19672. }
  19673. // compute the slowly-varying normal and binormal vectors for each segment on the path
  19674. for ( i = 1; i < numpoints; i ++ ) {
  19675. normals[ i ] = normals[ i-1 ].clone();
  19676. binormals[ i ] = binormals[ i-1 ].clone();
  19677. vec.crossVectors( tangents[ i-1 ], tangents[ i ] );
  19678. if ( vec.length() > epsilon ) {
  19679. vec.normalize();
  19680. theta = Math.acos( THREE.Math.clamp( tangents[ i-1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  19681. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  19682. }
  19683. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  19684. }
  19685. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  19686. if ( closed ) {
  19687. theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints-1 ] ), - 1, 1 ) );
  19688. theta /= ( numpoints - 1 );
  19689. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
  19690. theta = - theta;
  19691. }
  19692. for ( i = 1; i < numpoints; i ++ ) {
  19693. // twist a little...
  19694. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  19695. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  19696. }
  19697. }
  19698. };
  19699. /**
  19700. * @author clockworkgeek / https://github.com/clockworkgeek
  19701. * @author timothypratley / https://github.com/timothypratley
  19702. * @author WestLangley / http://github.com/WestLangley
  19703. */
  19704. THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) {
  19705. THREE.Geometry.call( this );
  19706. radius = radius || 1;
  19707. detail = detail || 0;
  19708. var that = this;
  19709. for ( var i = 0, l = vertices.length; i < l; i += 3 ) {
  19710. prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
  19711. }
  19712. var midpoints = [], p = this.vertices;
  19713. var faces = [];
  19714. for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) {
  19715. var v1 = p[ indices[ i ] ];
  19716. var v2 = p[ indices[ i + 1 ] ];
  19717. var v3 = p[ indices[ i + 2 ] ];
  19718. faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
  19719. }
  19720. var centroid = new THREE.Vector3();
  19721. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19722. subdivide( faces[ i ], detail );
  19723. }
  19724. // Handle case when face straddles the seam
  19725. for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
  19726. var uvs = this.faceVertexUvs[ 0 ][ i ];
  19727. var x0 = uvs[ 0 ].x;
  19728. var x1 = uvs[ 1 ].x;
  19729. var x2 = uvs[ 2 ].x;
  19730. var max = Math.max( x0, Math.max( x1, x2 ) );
  19731. var min = Math.min( x0, Math.min( x1, x2 ) );
  19732. if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary
  19733. if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
  19734. if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
  19735. if ( x2 < 0.2 ) uvs[ 2 ].x += 1;
  19736. }
  19737. }
  19738. // Apply radius
  19739. for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
  19740. this.vertices[ i ].multiplyScalar( radius );
  19741. }
  19742. // Merge vertices
  19743. this.mergeVertices();
  19744. this.computeFaceNormals();
  19745. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  19746. // Project vector onto sphere's surface
  19747. function prepare( vector ) {
  19748. var vertex = vector.normalize().clone();
  19749. vertex.index = that.vertices.push( vertex ) - 1;
  19750. // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
  19751. var u = azimuth( vector ) / 2 / Math.PI + 0.5;
  19752. var v = inclination( vector ) / Math.PI + 0.5;
  19753. vertex.uv = new THREE.Vector2( u, 1 - v );
  19754. return vertex;
  19755. }
  19756. // Approximate a curved face with recursively sub-divided triangles.
  19757. function make( v1, v2, v3 ) {
  19758. var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
  19759. that.faces.push( face );
  19760. centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
  19761. var azi = azimuth( centroid );
  19762. that.faceVertexUvs[ 0 ].push( [
  19763. correctUV( v1.uv, v1, azi ),
  19764. correctUV( v2.uv, v2, azi ),
  19765. correctUV( v3.uv, v3, azi )
  19766. ] );
  19767. }
  19768. // Analytically subdivide a face to the required detail level.
  19769. function subdivide( face, detail ) {
  19770. var cols = Math.pow(2, detail);
  19771. var cells = Math.pow(4, detail);
  19772. var a = prepare( that.vertices[ face.a ] );
  19773. var b = prepare( that.vertices[ face.b ] );
  19774. var c = prepare( that.vertices[ face.c ] );
  19775. var v = [];
  19776. // Construct all of the vertices for this subdivision.
  19777. for ( var i = 0 ; i <= cols; i ++ ) {
  19778. v[ i ] = [];
  19779. var aj = prepare( a.clone().lerp( c, i / cols ) );
  19780. var bj = prepare( b.clone().lerp( c, i / cols ) );
  19781. var rows = cols - i;
  19782. for ( var j = 0; j <= rows; j ++) {
  19783. if ( j == 0 && i == cols ) {
  19784. v[ i ][ j ] = aj;
  19785. } else {
  19786. v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );
  19787. }
  19788. }
  19789. }
  19790. // Construct all of the faces.
  19791. for ( var i = 0; i < cols ; i ++ ) {
  19792. for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) {
  19793. var k = Math.floor( j / 2 );
  19794. if ( j % 2 == 0 ) {
  19795. make(
  19796. v[ i ][ k + 1],
  19797. v[ i + 1 ][ k ],
  19798. v[ i ][ k ]
  19799. );
  19800. } else {
  19801. make(
  19802. v[ i ][ k + 1 ],
  19803. v[ i + 1][ k + 1],
  19804. v[ i + 1 ][ k ]
  19805. );
  19806. }
  19807. }
  19808. }
  19809. }
  19810. // Angle around the Y axis, counter-clockwise when looking from above.
  19811. function azimuth( vector ) {
  19812. return Math.atan2( vector.z, - vector.x );
  19813. }
  19814. // Angle above the XZ plane.
  19815. function inclination( vector ) {
  19816. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  19817. }
  19818. // Texture fixing helper. Spheres have some odd behaviours.
  19819. function correctUV( uv, vector, azimuth ) {
  19820. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
  19821. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
  19822. return uv.clone();
  19823. }
  19824. };
  19825. THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19826. /**
  19827. * @author timothypratley / https://github.com/timothypratley
  19828. */
  19829. THREE.IcosahedronGeometry = function ( radius, detail ) {
  19830. this.parameters = {
  19831. radius: radius,
  19832. detail: detail
  19833. };
  19834. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  19835. var vertices = [
  19836. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  19837. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  19838. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  19839. ];
  19840. var indices = [
  19841. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  19842. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  19843. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  19844. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  19845. ];
  19846. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  19847. };
  19848. THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19849. /**
  19850. * @author timothypratley / https://github.com/timothypratley
  19851. */
  19852. THREE.OctahedronGeometry = function ( radius, detail ) {
  19853. this.parameters = {
  19854. radius: radius,
  19855. detail: detail
  19856. };
  19857. var vertices = [
  19858. 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0,- 1, 0, 0, 0, 1, 0, 0,- 1
  19859. ];
  19860. var indices = [
  19861. 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2
  19862. ];
  19863. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  19864. };
  19865. THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19866. /**
  19867. * @author timothypratley / https://github.com/timothypratley
  19868. */
  19869. THREE.TetrahedronGeometry = function ( radius, detail ) {
  19870. var vertices = [
  19871. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  19872. ];
  19873. var indices = [
  19874. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  19875. ];
  19876. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  19877. };
  19878. THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19879. /**
  19880. * @author zz85 / https://github.com/zz85
  19881. * Parametric Surfaces Geometry
  19882. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  19883. *
  19884. * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements );
  19885. *
  19886. */
  19887. THREE.ParametricGeometry = function ( func, slices, stacks ) {
  19888. THREE.Geometry.call( this );
  19889. var verts = this.vertices;
  19890. var faces = this.faces;
  19891. var uvs = this.faceVertexUvs[ 0 ];
  19892. var i, il, j, p;
  19893. var u, v;
  19894. var stackCount = stacks + 1;
  19895. var sliceCount = slices + 1;
  19896. for ( i = 0; i <= stacks; i ++ ) {
  19897. v = i / stacks;
  19898. for ( j = 0; j <= slices; j ++ ) {
  19899. u = j / slices;
  19900. p = func( u, v );
  19901. verts.push( p );
  19902. }
  19903. }
  19904. var a, b, c, d;
  19905. var uva, uvb, uvc, uvd;
  19906. for ( i = 0; i < stacks; i ++ ) {
  19907. for ( j = 0; j < slices; j ++ ) {
  19908. a = i * sliceCount + j;
  19909. b = i * sliceCount + j + 1;
  19910. c = (i + 1) * sliceCount + j + 1;
  19911. d = (i + 1) * sliceCount + j;
  19912. uva = new THREE.Vector2( j / slices, i / stacks );
  19913. uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
  19914. uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
  19915. uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
  19916. faces.push( new THREE.Face3( a, b, d ) );
  19917. uvs.push( [ uva, uvb, uvd ] );
  19918. faces.push( new THREE.Face3( b, c, d ) );
  19919. uvs.push( [ uvb.clone(), uvc, uvd.clone() ] );
  19920. }
  19921. }
  19922. // console.log(this);
  19923. // magic bullet
  19924. // var diff = this.mergeVertices();
  19925. // console.log('removed ', diff, ' vertices by merging');
  19926. this.computeFaceNormals();
  19927. this.computeVertexNormals();
  19928. };
  19929. THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19930. /**
  19931. * @author sroucheray / http://sroucheray.org/
  19932. * @author mrdoob / http://mrdoob.com/
  19933. */
  19934. THREE.AxisHelper = function ( size ) {
  19935. size = size || 1;
  19936. var vertices = new Float32Array( [
  19937. 0, 0, 0, size, 0, 0,
  19938. 0, 0, 0, 0, size, 0,
  19939. 0, 0, 0, 0, 0, size
  19940. ] );
  19941. var colors = new Float32Array( [
  19942. 1, 0, 0, 1, 0.6, 0,
  19943. 0, 1, 0, 0.6, 1, 0,
  19944. 0, 0, 1, 0, 0.6, 1
  19945. ] );
  19946. var geometry = new THREE.BufferGeometry();
  19947. geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  19948. geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  19949. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  19950. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  19951. };
  19952. THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
  19953. /**
  19954. * @author WestLangley / http://github.com/WestLangley
  19955. * @author zz85 / http://github.com/zz85
  19956. * @author bhouston / http://exocortex.com
  19957. *
  19958. * Creates an arrow for visualizing directions
  19959. *
  19960. * Parameters:
  19961. * dir - Vector3
  19962. * origin - Vector3
  19963. * length - Number
  19964. * color - color in hex value
  19965. * headLength - Number
  19966. * headWidth - Number
  19967. */
  19968. THREE.ArrowHelper = ( function () {
  19969. var lineGeometry = new THREE.Geometry();
  19970. lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
  19971. var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 );
  19972. coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
  19973. return function ( dir, origin, length, color, headLength, headWidth ) {
  19974. // dir is assumed to be normalized
  19975. THREE.Object3D.call( this );
  19976. if ( color === undefined ) color = 0xffff00;
  19977. if ( length === undefined ) length = 1;
  19978. if ( headLength === undefined ) headLength = 0.2 * length;
  19979. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  19980. this.position.copy( origin );
  19981. this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) );
  19982. this.line.matrixAutoUpdate = false;
  19983. this.add( this.line );
  19984. this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) );
  19985. this.cone.matrixAutoUpdate = false;
  19986. this.add( this.cone );
  19987. this.setDirection( dir );
  19988. this.setLength( length, headLength, headWidth );
  19989. }
  19990. }() );
  19991. THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
  19992. THREE.ArrowHelper.prototype.setDirection = ( function () {
  19993. var axis = new THREE.Vector3();
  19994. var radians;
  19995. return function ( dir ) {
  19996. // dir is assumed to be normalized
  19997. if ( dir.y > 0.99999 ) {
  19998. this.quaternion.set( 0, 0, 0, 1 );
  19999. } else if ( dir.y < - 0.99999 ) {
  20000. this.quaternion.set( 1, 0, 0, 0 );
  20001. } else {
  20002. axis.set( dir.z, 0, - dir.x ).normalize();
  20003. radians = Math.acos( dir.y );
  20004. this.quaternion.setFromAxisAngle( axis, radians );
  20005. }
  20006. };
  20007. }() );
  20008. THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  20009. if ( headLength === undefined ) headLength = 0.2 * length;
  20010. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  20011. this.line.scale.set( 1, length, 1 );
  20012. this.line.updateMatrix();
  20013. this.cone.scale.set( headWidth, headLength, headWidth );
  20014. this.cone.position.y = length;
  20015. this.cone.updateMatrix();
  20016. };
  20017. THREE.ArrowHelper.prototype.setColor = function ( color ) {
  20018. this.line.material.color.set( color );
  20019. this.cone.material.color.set( color );
  20020. };
  20021. /**
  20022. * @author mrdoob / http://mrdoob.com/
  20023. */
  20024. THREE.BoxHelper = function ( object ) {
  20025. var geometry = new THREE.BufferGeometry();
  20026. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 72 ), 3 ) );
  20027. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ), THREE.LinePieces );
  20028. if ( object !== undefined ) {
  20029. this.update( object );
  20030. }
  20031. };
  20032. THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype );
  20033. THREE.BoxHelper.prototype.update = function ( object ) {
  20034. var geometry = object.geometry;
  20035. if ( geometry.boundingBox === null ) {
  20036. geometry.computeBoundingBox();
  20037. }
  20038. var min = geometry.boundingBox.min;
  20039. var max = geometry.boundingBox.max;
  20040. /*
  20041. 5____4
  20042. 1/___0/|
  20043. | 6__|_7
  20044. 2/___3/
  20045. 0: max.x, max.y, max.z
  20046. 1: min.x, max.y, max.z
  20047. 2: min.x, min.y, max.z
  20048. 3: max.x, min.y, max.z
  20049. 4: max.x, max.y, min.z
  20050. 5: min.x, max.y, min.z
  20051. 6: min.x, min.y, min.z
  20052. 7: max.x, min.y, min.z
  20053. */
  20054. var vertices = this.geometry.attributes.position.array;
  20055. vertices[ 0 ] = max.x; vertices[ 1 ] = max.y; vertices[ 2 ] = max.z;
  20056. vertices[ 3 ] = min.x; vertices[ 4 ] = max.y; vertices[ 5 ] = max.z;
  20057. vertices[ 6 ] = min.x; vertices[ 7 ] = max.y; vertices[ 8 ] = max.z;
  20058. vertices[ 9 ] = min.x; vertices[ 10 ] = min.y; vertices[ 11 ] = max.z;
  20059. vertices[ 12 ] = min.x; vertices[ 13 ] = min.y; vertices[ 14 ] = max.z;
  20060. vertices[ 15 ] = max.x; vertices[ 16 ] = min.y; vertices[ 17 ] = max.z;
  20061. vertices[ 18 ] = max.x; vertices[ 19 ] = min.y; vertices[ 20 ] = max.z;
  20062. vertices[ 21 ] = max.x; vertices[ 22 ] = max.y; vertices[ 23 ] = max.z;
  20063. //
  20064. vertices[ 24 ] = max.x; vertices[ 25 ] = max.y; vertices[ 26 ] = min.z;
  20065. vertices[ 27 ] = min.x; vertices[ 28 ] = max.y; vertices[ 29 ] = min.z;
  20066. vertices[ 30 ] = min.x; vertices[ 31 ] = max.y; vertices[ 32 ] = min.z;
  20067. vertices[ 33 ] = min.x; vertices[ 34 ] = min.y; vertices[ 35 ] = min.z;
  20068. vertices[ 36 ] = min.x; vertices[ 37 ] = min.y; vertices[ 38 ] = min.z;
  20069. vertices[ 39 ] = max.x; vertices[ 40 ] = min.y; vertices[ 41 ] = min.z;
  20070. vertices[ 42 ] = max.x; vertices[ 43 ] = min.y; vertices[ 44 ] = min.z;
  20071. vertices[ 45 ] = max.x; vertices[ 46 ] = max.y; vertices[ 47 ] = min.z;
  20072. //
  20073. vertices[ 48 ] = max.x; vertices[ 49 ] = max.y; vertices[ 50 ] = max.z;
  20074. vertices[ 51 ] = max.x; vertices[ 52 ] = max.y; vertices[ 53 ] = min.z;
  20075. vertices[ 54 ] = min.x; vertices[ 55 ] = max.y; vertices[ 56 ] = max.z;
  20076. vertices[ 57 ] = min.x; vertices[ 58 ] = max.y; vertices[ 59 ] = min.z;
  20077. vertices[ 60 ] = min.x; vertices[ 61 ] = min.y; vertices[ 62 ] = max.z;
  20078. vertices[ 63 ] = min.x; vertices[ 64 ] = min.y; vertices[ 65 ] = min.z;
  20079. vertices[ 66 ] = max.x; vertices[ 67 ] = min.y; vertices[ 68 ] = max.z;
  20080. vertices[ 69 ] = max.x; vertices[ 70 ] = min.y; vertices[ 71 ] = min.z;
  20081. this.geometry.attributes.position.needsUpdate = true;
  20082. this.geometry.computeBoundingSphere();
  20083. this.matrixAutoUpdate = false;
  20084. this.matrixWorld = object.matrixWorld;
  20085. };
  20086. /**
  20087. * @author WestLangley / http://github.com/WestLangley
  20088. */
  20089. // a helper to show the world-axis-aligned bounding box for an object
  20090. THREE.BoundingBoxHelper = function ( object, hex ) {
  20091. var color = ( hex !== undefined ) ? hex : 0x888888;
  20092. this.object = object;
  20093. this.box = new THREE.Box3();
  20094. THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );
  20095. };
  20096. THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );
  20097. THREE.BoundingBoxHelper.prototype.update = function () {
  20098. this.box.setFromObject( this.object );
  20099. this.box.size( this.scale );
  20100. this.box.center( this.position );
  20101. };
  20102. /**
  20103. * @author alteredq / http://alteredqualia.com/
  20104. *
  20105. * - shows frustum, line of sight and up of the camera
  20106. * - suitable for fast updates
  20107. * - based on frustum visualization in lightgl.js shadowmap example
  20108. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  20109. */
  20110. THREE.CameraHelper = function ( camera ) {
  20111. var geometry = new THREE.Geometry();
  20112. var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
  20113. var pointMap = {};
  20114. // colors
  20115. var hexFrustum = 0xffaa00;
  20116. var hexCone = 0xff0000;
  20117. var hexUp = 0x00aaff;
  20118. var hexTarget = 0xffffff;
  20119. var hexCross = 0x333333;
  20120. // near
  20121. addLine( "n1", "n2", hexFrustum );
  20122. addLine( "n2", "n4", hexFrustum );
  20123. addLine( "n4", "n3", hexFrustum );
  20124. addLine( "n3", "n1", hexFrustum );
  20125. // far
  20126. addLine( "f1", "f2", hexFrustum );
  20127. addLine( "f2", "f4", hexFrustum );
  20128. addLine( "f4", "f3", hexFrustum );
  20129. addLine( "f3", "f1", hexFrustum );
  20130. // sides
  20131. addLine( "n1", "f1", hexFrustum );
  20132. addLine( "n2", "f2", hexFrustum );
  20133. addLine( "n3", "f3", hexFrustum );
  20134. addLine( "n4", "f4", hexFrustum );
  20135. // cone
  20136. addLine( "p", "n1", hexCone );
  20137. addLine( "p", "n2", hexCone );
  20138. addLine( "p", "n3", hexCone );
  20139. addLine( "p", "n4", hexCone );
  20140. // up
  20141. addLine( "u1", "u2", hexUp );
  20142. addLine( "u2", "u3", hexUp );
  20143. addLine( "u3", "u1", hexUp );
  20144. // target
  20145. addLine( "c", "t", hexTarget );
  20146. addLine( "p", "c", hexCross );
  20147. // cross
  20148. addLine( "cn1", "cn2", hexCross );
  20149. addLine( "cn3", "cn4", hexCross );
  20150. addLine( "cf1", "cf2", hexCross );
  20151. addLine( "cf3", "cf4", hexCross );
  20152. function addLine( a, b, hex ) {
  20153. addPoint( a, hex );
  20154. addPoint( b, hex );
  20155. }
  20156. function addPoint( id, hex ) {
  20157. geometry.vertices.push( new THREE.Vector3() );
  20158. geometry.colors.push( new THREE.Color( hex ) );
  20159. if ( pointMap[ id ] === undefined ) {
  20160. pointMap[ id ] = [];
  20161. }
  20162. pointMap[ id ].push( geometry.vertices.length - 1 );
  20163. }
  20164. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  20165. this.camera = camera;
  20166. this.matrixWorld = camera.matrixWorld;
  20167. this.matrixAutoUpdate = false;
  20168. this.pointMap = pointMap;
  20169. this.update();
  20170. };
  20171. THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
  20172. THREE.CameraHelper.prototype.update = function () {
  20173. var vector = new THREE.Vector3();
  20174. var camera = new THREE.Camera();
  20175. var projector = new THREE.Projector();
  20176. return function () {
  20177. var scope = this;
  20178. var w = 1, h = 1;
  20179. // we need just camera projection matrix
  20180. // world matrix must be identity
  20181. camera.projectionMatrix.copy( this.camera.projectionMatrix );
  20182. // center / target
  20183. setPoint( "c", 0, 0, - 1 );
  20184. setPoint( "t", 0, 0, 1 );
  20185. // near
  20186. setPoint( "n1", - w, - h, - 1 );
  20187. setPoint( "n2", w, - h, - 1 );
  20188. setPoint( "n3", - w, h, - 1 );
  20189. setPoint( "n4", w, h, - 1 );
  20190. // far
  20191. setPoint( "f1", - w, - h, 1 );
  20192. setPoint( "f2", w, - h, 1 );
  20193. setPoint( "f3", - w, h, 1 );
  20194. setPoint( "f4", w, h, 1 );
  20195. // up
  20196. setPoint( "u1", w * 0.7, h * 1.1, - 1 );
  20197. setPoint( "u2", - w * 0.7, h * 1.1, - 1 );
  20198. setPoint( "u3", 0, h * 2, - 1 );
  20199. // cross
  20200. setPoint( "cf1", - w, 0, 1 );
  20201. setPoint( "cf2", w, 0, 1 );
  20202. setPoint( "cf3", 0, - h, 1 );
  20203. setPoint( "cf4", 0, h, 1 );
  20204. setPoint( "cn1", - w, 0, - 1 );
  20205. setPoint( "cn2", w, 0, - 1 );
  20206. setPoint( "cn3", 0, - h, - 1 );
  20207. setPoint( "cn4", 0, h, - 1 );
  20208. function setPoint( point, x, y, z ) {
  20209. vector.set( x, y, z );
  20210. projector.unprojectVector( vector, camera );
  20211. var points = scope.pointMap[ point ];
  20212. if ( points !== undefined ) {
  20213. for ( var i = 0, il = points.length; i < il; i ++ ) {
  20214. scope.geometry.vertices[ points[ i ] ].copy( vector );
  20215. }
  20216. }
  20217. }
  20218. this.geometry.verticesNeedUpdate = true;
  20219. };
  20220. }();
  20221. /**
  20222. * @author alteredq / http://alteredqualia.com/
  20223. * @author mrdoob / http://mrdoob.com/
  20224. * @author WestLangley / http://github.com/WestLangley
  20225. */
  20226. THREE.DirectionalLightHelper = function ( light, size ) {
  20227. THREE.Object3D.call( this );
  20228. this.light = light;
  20229. this.light.updateMatrixWorld();
  20230. this.matrixWorld = light.matrixWorld;
  20231. this.matrixAutoUpdate = false;
  20232. size = size || 1;
  20233. var geometry = new THREE.Geometry();
  20234. geometry.vertices.push(
  20235. new THREE.Vector3( - size, size, 0 ),
  20236. new THREE.Vector3( size, size, 0 ),
  20237. new THREE.Vector3( size, - size, 0 ),
  20238. new THREE.Vector3( - size, - size, 0 ),
  20239. new THREE.Vector3( - size, size, 0 )
  20240. );
  20241. var material = new THREE.LineBasicMaterial( { fog: false } );
  20242. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20243. this.lightPlane = new THREE.Line( geometry, material );
  20244. this.add( this.lightPlane );
  20245. geometry = new THREE.Geometry();
  20246. geometry.vertices.push(
  20247. new THREE.Vector3(),
  20248. new THREE.Vector3()
  20249. );
  20250. material = new THREE.LineBasicMaterial( { fog: false } );
  20251. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20252. this.targetLine = new THREE.Line( geometry, material );
  20253. this.add( this.targetLine );
  20254. this.update();
  20255. };
  20256. THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  20257. THREE.DirectionalLightHelper.prototype.dispose = function () {
  20258. this.lightPlane.geometry.dispose();
  20259. this.lightPlane.material.dispose();
  20260. this.targetLine.geometry.dispose();
  20261. this.targetLine.material.dispose();
  20262. };
  20263. THREE.DirectionalLightHelper.prototype.update = function () {
  20264. var v1 = new THREE.Vector3();
  20265. var v2 = new THREE.Vector3();
  20266. var v3 = new THREE.Vector3();
  20267. return function () {
  20268. v1.setFromMatrixPosition( this.light.matrixWorld );
  20269. v2.setFromMatrixPosition( this.light.target.matrixWorld );
  20270. v3.subVectors( v2, v1 );
  20271. this.lightPlane.lookAt( v3 );
  20272. this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20273. this.targetLine.geometry.vertices[ 1 ].copy( v3 );
  20274. this.targetLine.geometry.verticesNeedUpdate = true;
  20275. this.targetLine.material.color.copy( this.lightPlane.material.color );
  20276. }
  20277. }();
  20278. /**
  20279. * @author WestLangley / http://github.com/WestLangley
  20280. */
  20281. THREE.EdgesHelper = function ( object, hex ) {
  20282. var color = ( hex !== undefined ) ? hex : 0xffffff;
  20283. var edge = [ 0, 0 ], hash = {};
  20284. var sortFunction = function ( a, b ) { return a - b };
  20285. var keys = [ 'a', 'b', 'c' ];
  20286. var geometry = new THREE.BufferGeometry();
  20287. var geometry2 = object.geometry.clone();
  20288. geometry2.mergeVertices();
  20289. geometry2.computeFaceNormals();
  20290. var vertices = geometry2.vertices;
  20291. var faces = geometry2.faces;
  20292. var numEdges = 0;
  20293. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20294. var face = faces[ i ];
  20295. for ( var j = 0; j < 3; j ++ ) {
  20296. edge[ 0 ] = face[ keys[ j ] ];
  20297. edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
  20298. edge.sort( sortFunction );
  20299. var key = edge.toString();
  20300. if ( hash[ key ] === undefined ) {
  20301. hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
  20302. numEdges ++;
  20303. } else {
  20304. hash[ key ].face2 = i;
  20305. }
  20306. }
  20307. }
  20308. geometry.addAttribute( 'position', new THREE.Float32Attribute( numEdges * 2 * 3, 3 ) );
  20309. var coords = geometry.attributes.position.array;
  20310. var index = 0;
  20311. for ( var key in hash ) {
  20312. var h = hash[ key ];
  20313. if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) < 0.9999 ) { // hardwired const OK
  20314. var vertex = vertices[ h.vert1 ];
  20315. coords[ index ++ ] = vertex.x;
  20316. coords[ index ++ ] = vertex.y;
  20317. coords[ index ++ ] = vertex.z;
  20318. vertex = vertices[ h.vert2 ];
  20319. coords[ index ++ ] = vertex.x;
  20320. coords[ index ++ ] = vertex.y;
  20321. coords[ index ++ ] = vertex.z;
  20322. }
  20323. }
  20324. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
  20325. this.matrixAutoUpdate = false;
  20326. this.matrixWorld = object.matrixWorld;
  20327. };
  20328. THREE.EdgesHelper.prototype = Object.create( THREE.Line.prototype );
  20329. /**
  20330. * @author mrdoob / http://mrdoob.com/
  20331. * @author WestLangley / http://github.com/WestLangley
  20332. */
  20333. THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {
  20334. this.object = object;
  20335. this.size = ( size !== undefined ) ? size : 1;
  20336. var color = ( hex !== undefined ) ? hex : 0xffff00;
  20337. var width = ( linewidth !== undefined ) ? linewidth : 1;
  20338. var geometry = new THREE.Geometry();
  20339. var faces = this.object.geometry.faces;
  20340. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20341. geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
  20342. }
  20343. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  20344. this.matrixAutoUpdate = false;
  20345. this.normalMatrix = new THREE.Matrix3();
  20346. this.update();
  20347. };
  20348. THREE.FaceNormalsHelper.prototype = Object.create( THREE.Line.prototype );
  20349. THREE.FaceNormalsHelper.prototype.update = function () {
  20350. var vertices = this.geometry.vertices;
  20351. var object = this.object;
  20352. var objectVertices = object.geometry.vertices;
  20353. var objectFaces = object.geometry.faces;
  20354. var objectWorldMatrix = object.matrixWorld;
  20355. object.updateMatrixWorld( true );
  20356. this.normalMatrix.getNormalMatrix( objectWorldMatrix );
  20357. for ( var i = 0, i2 = 0, l = objectFaces.length; i < l; i ++, i2 += 2 ) {
  20358. var face = objectFaces[ i ];
  20359. vertices[ i2 ].copy( objectVertices[ face.a ] )
  20360. .add( objectVertices[ face.b ] )
  20361. .add( objectVertices[ face.c ] )
  20362. .divideScalar( 3 )
  20363. .applyMatrix4( objectWorldMatrix );
  20364. vertices[ i2 + 1 ].copy( face.normal )
  20365. .applyMatrix3( this.normalMatrix )
  20366. .normalize()
  20367. .multiplyScalar( this.size )
  20368. .add( vertices[ i2 ] );
  20369. }
  20370. this.geometry.verticesNeedUpdate = true;
  20371. return this;
  20372. };
  20373. /**
  20374. * @author mrdoob / http://mrdoob.com/
  20375. */
  20376. THREE.GridHelper = function ( size, step ) {
  20377. var geometry = new THREE.Geometry();
  20378. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  20379. this.color1 = new THREE.Color( 0x444444 );
  20380. this.color2 = new THREE.Color( 0x888888 );
  20381. for ( var i = - size; i <= size; i += step ) {
  20382. geometry.vertices.push(
  20383. new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ),
  20384. new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size )
  20385. );
  20386. var color = i === 0 ? this.color1 : this.color2;
  20387. geometry.colors.push( color, color, color, color );
  20388. }
  20389. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  20390. };
  20391. THREE.GridHelper.prototype = Object.create( THREE.Line.prototype );
  20392. THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) {
  20393. this.color1.set( colorCenterLine );
  20394. this.color2.set( colorGrid );
  20395. this.geometry.colorsNeedUpdate = true;
  20396. }
  20397. /**
  20398. * @author alteredq / http://alteredqualia.com/
  20399. * @author mrdoob / http://mrdoob.com/
  20400. */
  20401. THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
  20402. THREE.Object3D.call( this );
  20403. this.light = light;
  20404. this.light.updateMatrixWorld();
  20405. this.matrixWorld = light.matrixWorld;
  20406. this.matrixAutoUpdate = false;
  20407. this.colors = [ new THREE.Color(), new THREE.Color() ];
  20408. var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  20409. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  20410. for ( var i = 0, il = 8; i < il; i ++ ) {
  20411. geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];
  20412. }
  20413. var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );
  20414. this.lightSphere = new THREE.Mesh( geometry, material );
  20415. this.add( this.lightSphere );
  20416. this.update();
  20417. };
  20418. THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  20419. THREE.HemisphereLightHelper.prototype.dispose = function () {
  20420. this.lightSphere.geometry.dispose();
  20421. this.lightSphere.material.dispose();
  20422. };
  20423. THREE.HemisphereLightHelper.prototype.update = function () {
  20424. var vector = new THREE.Vector3();
  20425. return function () {
  20426. this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
  20427. this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
  20428. this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  20429. this.lightSphere.geometry.colorsNeedUpdate = true;
  20430. }
  20431. }();
  20432. /**
  20433. * @author alteredq / http://alteredqualia.com/
  20434. * @author mrdoob / http://mrdoob.com/
  20435. */
  20436. THREE.PointLightHelper = function ( light, sphereSize ) {
  20437. this.light = light;
  20438. this.light.updateMatrixWorld();
  20439. var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  20440. var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
  20441. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20442. THREE.Mesh.call( this, geometry, material );
  20443. this.matrixWorld = this.light.matrixWorld;
  20444. this.matrixAutoUpdate = false;
  20445. /*
  20446. var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  20447. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  20448. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  20449. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  20450. var d = light.distance;
  20451. if ( d === 0.0 ) {
  20452. this.lightDistance.visible = false;
  20453. } else {
  20454. this.lightDistance.scale.set( d, d, d );
  20455. }
  20456. this.add( this.lightDistance );
  20457. */
  20458. };
  20459. THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype );
  20460. THREE.PointLightHelper.prototype.dispose = function () {
  20461. this.geometry.dispose();
  20462. this.material.dispose();
  20463. };
  20464. THREE.PointLightHelper.prototype.update = function () {
  20465. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20466. /*
  20467. var d = this.light.distance;
  20468. if ( d === 0.0 ) {
  20469. this.lightDistance.visible = false;
  20470. } else {
  20471. this.lightDistance.visible = true;
  20472. this.lightDistance.scale.set( d, d, d );
  20473. }
  20474. */
  20475. };
  20476. /**
  20477. * @author Sean Griffin / http://twitter.com/sgrif
  20478. * @author Michael Guerrero / http://realitymeltdown.com
  20479. * @author mrdoob / http://mrdoob.com/
  20480. */
  20481. THREE.SkeletonHelper = function ( object ) {
  20482. var skeleton = object.skeleton;
  20483. var geometry = new THREE.Geometry();
  20484. for ( var i = 0; i < skeleton.bones.length; i ++ ) {
  20485. var bone = skeleton.bones[ i ];
  20486. if ( bone.parent instanceof THREE.Bone ) {
  20487. geometry.vertices.push( new THREE.Vector3() );
  20488. geometry.vertices.push( new THREE.Vector3() );
  20489. geometry.colors.push( new THREE.Color( 0, 0, 1 ) );
  20490. geometry.colors.push( new THREE.Color( 0, 1, 0 ) );
  20491. }
  20492. }
  20493. var material = new THREE.LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, transparent: true } );
  20494. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  20495. this.skeleton = skeleton;
  20496. this.matrixWorld = object.matrixWorld;
  20497. this.matrixAutoUpdate = false;
  20498. this.update();
  20499. };
  20500. THREE.SkeletonHelper.prototype = Object.create( THREE.Line.prototype );
  20501. THREE.SkeletonHelper.prototype.update = function () {
  20502. var geometry = this.geometry;
  20503. var j = 0;
  20504. for ( var i = 0; i < this.skeleton.bones.length; i ++ ) {
  20505. var bone = this.skeleton.bones[ i ];
  20506. if ( bone.parent instanceof THREE.Bone ) {
  20507. geometry.vertices[ j ].setFromMatrixPosition( bone.skinMatrix );
  20508. geometry.vertices[ j + 1 ].setFromMatrixPosition( bone.parent.skinMatrix );
  20509. j += 2;
  20510. }
  20511. }
  20512. geometry.verticesNeedUpdate = true;
  20513. geometry.computeBoundingSphere();
  20514. };
  20515. /**
  20516. * @author alteredq / http://alteredqualia.com/
  20517. * @author mrdoob / http://mrdoob.com/
  20518. * @author WestLangley / http://github.com/WestLangley
  20519. */
  20520. THREE.SpotLightHelper = function ( light ) {
  20521. THREE.Object3D.call( this );
  20522. this.light = light;
  20523. this.light.updateMatrixWorld();
  20524. this.matrixWorld = light.matrixWorld;
  20525. this.matrixAutoUpdate = false;
  20526. var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true );
  20527. geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
  20528. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  20529. var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
  20530. this.cone = new THREE.Mesh( geometry, material );
  20531. this.add( this.cone );
  20532. this.update();
  20533. };
  20534. THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  20535. THREE.SpotLightHelper.prototype.dispose = function () {
  20536. this.cone.geometry.dispose();
  20537. this.cone.material.dispose();
  20538. };
  20539. THREE.SpotLightHelper.prototype.update = function () {
  20540. var vector = new THREE.Vector3();
  20541. var vector2 = new THREE.Vector3();
  20542. return function () {
  20543. var coneLength = this.light.distance ? this.light.distance : 10000;
  20544. var coneWidth = coneLength * Math.tan( this.light.angle );
  20545. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  20546. vector.setFromMatrixPosition( this.light.matrixWorld );
  20547. vector2.setFromMatrixPosition( this.light.target.matrixWorld );
  20548. this.cone.lookAt( vector2.sub( vector ) );
  20549. this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20550. };
  20551. }();
  20552. /**
  20553. * @author mrdoob / http://mrdoob.com/
  20554. * @author WestLangley / http://github.com/WestLangley
  20555. */
  20556. THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {
  20557. this.object = object;
  20558. this.size = ( size !== undefined ) ? size : 1;
  20559. var color = ( hex !== undefined ) ? hex : 0xff0000;
  20560. var width = ( linewidth !== undefined ) ? linewidth : 1;
  20561. var geometry = new THREE.Geometry();
  20562. var vertices = object.geometry.vertices;
  20563. var faces = object.geometry.faces;
  20564. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20565. var face = faces[ i ];
  20566. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  20567. geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
  20568. }
  20569. }
  20570. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  20571. this.matrixAutoUpdate = false;
  20572. this.normalMatrix = new THREE.Matrix3();
  20573. this.update();
  20574. };
  20575. THREE.VertexNormalsHelper.prototype = Object.create( THREE.Line.prototype );
  20576. THREE.VertexNormalsHelper.prototype.update = ( function ( object ) {
  20577. var v1 = new THREE.Vector3();
  20578. return function( object ) {
  20579. var keys = [ 'a', 'b', 'c', 'd' ];
  20580. this.object.updateMatrixWorld( true );
  20581. this.normalMatrix.getNormalMatrix( this.object.matrixWorld );
  20582. var vertices = this.geometry.vertices;
  20583. var verts = this.object.geometry.vertices;
  20584. var faces = this.object.geometry.faces;
  20585. var worldMatrix = this.object.matrixWorld;
  20586. var idx = 0;
  20587. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20588. var face = faces[ i ];
  20589. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  20590. var vertexId = face[ keys[ j ] ];
  20591. var vertex = verts[ vertexId ];
  20592. var normal = face.vertexNormals[ j ];
  20593. vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
  20594. v1.copy( normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size );
  20595. v1.add( vertices[ idx ] );
  20596. idx = idx + 1;
  20597. vertices[ idx ].copy( v1 );
  20598. idx = idx + 1;
  20599. }
  20600. }
  20601. this.geometry.verticesNeedUpdate = true;
  20602. return this;
  20603. }
  20604. }());
  20605. /**
  20606. * @author mrdoob / http://mrdoob.com/
  20607. * @author WestLangley / http://github.com/WestLangley
  20608. */
  20609. THREE.VertexTangentsHelper = function ( object, size, hex, linewidth ) {
  20610. this.object = object;
  20611. this.size = ( size !== undefined ) ? size : 1;
  20612. var color = ( hex !== undefined ) ? hex : 0x0000ff;
  20613. var width = ( linewidth !== undefined ) ? linewidth : 1;
  20614. var geometry = new THREE.Geometry();
  20615. var vertices = object.geometry.vertices;
  20616. var faces = object.geometry.faces;
  20617. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20618. var face = faces[ i ];
  20619. for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
  20620. geometry.vertices.push( new THREE.Vector3() );
  20621. geometry.vertices.push( new THREE.Vector3() );
  20622. }
  20623. }
  20624. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  20625. this.matrixAutoUpdate = false;
  20626. this.update();
  20627. };
  20628. THREE.VertexTangentsHelper.prototype = Object.create( THREE.Line.prototype );
  20629. THREE.VertexTangentsHelper.prototype.update = ( function ( object ) {
  20630. var v1 = new THREE.Vector3();
  20631. return function( object ) {
  20632. var keys = [ 'a', 'b', 'c', 'd' ];
  20633. this.object.updateMatrixWorld( true );
  20634. var vertices = this.geometry.vertices;
  20635. var verts = this.object.geometry.vertices;
  20636. var faces = this.object.geometry.faces;
  20637. var worldMatrix = this.object.matrixWorld;
  20638. var idx = 0;
  20639. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20640. var face = faces[ i ];
  20641. for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
  20642. var vertexId = face[ keys[ j ] ];
  20643. var vertex = verts[ vertexId ];
  20644. var tangent = face.vertexTangents[ j ];
  20645. vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
  20646. v1.copy( tangent ).transformDirection( worldMatrix ).multiplyScalar( this.size );
  20647. v1.add( vertices[ idx ] );
  20648. idx = idx + 1;
  20649. vertices[ idx ].copy( v1 );
  20650. idx = idx + 1;
  20651. }
  20652. }
  20653. this.geometry.verticesNeedUpdate = true;
  20654. return this;
  20655. }
  20656. }());
  20657. /**
  20658. * @author mrdoob / http://mrdoob.com/
  20659. */
  20660. THREE.WireframeHelper = function ( object, hex ) {
  20661. var color = ( hex !== undefined ) ? hex : 0xffffff;
  20662. var edge = [ 0, 0 ], hash = {};
  20663. var sortFunction = function ( a, b ) { return a - b };
  20664. var keys = [ 'a', 'b', 'c' ];
  20665. var geometry = new THREE.BufferGeometry();
  20666. if ( object.geometry instanceof THREE.Geometry ) {
  20667. var vertices = object.geometry.vertices;
  20668. var faces = object.geometry.faces;
  20669. var numEdges = 0;
  20670. // allocate maximal size
  20671. var edges = new Uint32Array( 6 * faces.length );
  20672. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20673. var face = faces[ i ];
  20674. for ( var j = 0; j < 3; j ++ ) {
  20675. edge[ 0 ] = face[ keys[ j ] ];
  20676. edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
  20677. edge.sort( sortFunction );
  20678. var key = edge.toString();
  20679. if ( hash[ key ] === undefined ) {
  20680. edges[ 2 * numEdges ] = edge[ 0 ];
  20681. edges[ 2 * numEdges + 1 ] = edge[ 1 ];
  20682. hash[ key ] = true;
  20683. numEdges ++;
  20684. }
  20685. }
  20686. }
  20687. var coords = new Float32Array( numEdges * 2 * 3 );
  20688. for ( var i = 0, l = numEdges; i < l; i ++ ) {
  20689. for ( var j = 0; j < 2; j ++ ) {
  20690. var vertex = vertices[ edges [ 2 * i + j] ];
  20691. var index = 6 * i + 3 * j;
  20692. coords[ index + 0 ] = vertex.x;
  20693. coords[ index + 1 ] = vertex.y;
  20694. coords[ index + 2 ] = vertex.z;
  20695. }
  20696. }
  20697. geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  20698. } else if ( object.geometry instanceof THREE.BufferGeometry ) {
  20699. if ( object.geometry.attributes.index !== undefined ) { // Indexed BufferGeometry
  20700. var vertices = object.geometry.attributes.position.array;
  20701. var indices = object.geometry.attributes.index.array;
  20702. var offsets = object.geometry.offsets;
  20703. var numEdges = 0;
  20704. // allocate maximal size
  20705. var edges = new Uint32Array( 2 * indices.length );
  20706. for ( var o = 0, ol = offsets.length; o < ol; ++ o ) {
  20707. var start = offsets[ o ].start;
  20708. var count = offsets[ o ].count;
  20709. var index = offsets[ o ].index;
  20710. for ( var i = start, il = start + count; i < il; i += 3 ) {
  20711. for ( var j = 0; j < 3; j ++ ) {
  20712. edge[ 0 ] = index + indices[ i + j ];
  20713. edge[ 1 ] = index + indices[ i + ( j + 1 ) % 3 ];
  20714. edge.sort( sortFunction );
  20715. var key = edge.toString();
  20716. if ( hash[ key ] === undefined ) {
  20717. edges[ 2 * numEdges ] = edge[ 0 ];
  20718. edges[ 2 * numEdges + 1 ] = edge[ 1 ];
  20719. hash[ key ] = true;
  20720. numEdges ++;
  20721. }
  20722. }
  20723. }
  20724. }
  20725. var coords = new Float32Array( numEdges * 2 * 3 );
  20726. for ( var i = 0, l = numEdges; i < l; i ++ ) {
  20727. for ( var j = 0; j < 2; j ++ ) {
  20728. var index = 6 * i + 3 * j;
  20729. var index2 = 3 * edges[ 2 * i + j];
  20730. coords[ index + 0 ] = vertices[ index2 ];
  20731. coords[ index + 1 ] = vertices[ index2 + 1 ];
  20732. coords[ index + 2 ] = vertices[ index2 + 2 ];
  20733. }
  20734. }
  20735. geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  20736. } else { // non-indexed BufferGeometry
  20737. var vertices = object.geometry.attributes.position.array;
  20738. var numEdges = vertices.length / 3;
  20739. var numTris = numEdges / 3;
  20740. var coords = new Float32Array( numEdges * 2 * 3 );
  20741. for ( var i = 0, l = numTris; i < l; i ++ ) {
  20742. for ( var j = 0; j < 3; j ++ ) {
  20743. var index = 18 * i + 6 * j;
  20744. var index1 = 9 * i + 3 * j;
  20745. coords[ index + 0 ] = vertices[ index1 ];
  20746. coords[ index + 1 ] = vertices[ index1 + 1 ];
  20747. coords[ index + 2 ] = vertices[ index1 + 2 ];
  20748. var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
  20749. coords[ index + 3 ] = vertices[ index2 ];
  20750. coords[ index + 4 ] = vertices[ index2 + 1 ];
  20751. coords[ index + 5 ] = vertices[ index2 + 2 ];
  20752. }
  20753. }
  20754. geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  20755. }
  20756. }
  20757. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
  20758. this.matrixAutoUpdate = false;
  20759. this.matrixWorld = object.matrixWorld;
  20760. };
  20761. THREE.WireframeHelper.prototype = Object.create( THREE.Line.prototype );
  20762. /**
  20763. * @author alteredq / http://alteredqualia.com/
  20764. */
  20765. THREE.ImmediateRenderObject = function () {
  20766. THREE.Object3D.call( this );
  20767. this.render = function ( renderCallback ) {};
  20768. };
  20769. THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
  20770. /**
  20771. * @author mikael emtinger / http://gomo.se/
  20772. * @author alteredq / http://alteredqualia.com/
  20773. */
  20774. THREE.LensFlare = function ( texture, size, distance, blending, color ) {
  20775. THREE.Object3D.call( this );
  20776. this.lensFlares = [];
  20777. this.positionScreen = new THREE.Vector3();
  20778. this.customUpdateCallback = undefined;
  20779. if( texture !== undefined ) {
  20780. this.add( texture, size, distance, blending, color );
  20781. }
  20782. };
  20783. THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
  20784. /*
  20785. * Add: adds another flare
  20786. */
  20787. THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
  20788. if( size === undefined ) size = - 1;
  20789. if( distance === undefined ) distance = 0;
  20790. if( opacity === undefined ) opacity = 1;
  20791. if( color === undefined ) color = new THREE.Color( 0xffffff );
  20792. if( blending === undefined ) blending = THREE.NormalBlending;
  20793. distance = Math.min( distance, Math.max( 0, distance ) );
  20794. this.lensFlares.push( { texture: texture, // THREE.Texture
  20795. size: size, // size in pixels (-1 = use texture.width)
  20796. distance: distance, // distance (0-1) from light source (0=at light source)
  20797. x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
  20798. scale: 1, // scale
  20799. rotation: 1, // rotation
  20800. opacity: opacity, // opacity
  20801. color: color, // color
  20802. blending: blending } ); // blending
  20803. };
  20804. /*
  20805. * Update lens flares update positions on all flares based on the screen position
  20806. * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
  20807. */
  20808. THREE.LensFlare.prototype.updateLensFlares = function () {
  20809. var f, fl = this.lensFlares.length;
  20810. var flare;
  20811. var vecX = - this.positionScreen.x * 2;
  20812. var vecY = - this.positionScreen.y * 2;
  20813. for( f = 0; f < fl; f ++ ) {
  20814. flare = this.lensFlares[ f ];
  20815. flare.x = this.positionScreen.x + vecX * flare.distance;
  20816. flare.y = this.positionScreen.y + vecY * flare.distance;
  20817. flare.wantedRotation = flare.x * Math.PI * 0.25;
  20818. flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
  20819. }
  20820. };
  20821. /**
  20822. * @author alteredq / http://alteredqualia.com/
  20823. */
  20824. THREE.MorphBlendMesh = function( geometry, material ) {
  20825. THREE.Mesh.call( this, geometry, material );
  20826. this.animationsMap = {};
  20827. this.animationsList = [];
  20828. // prepare default animation
  20829. // (all frames played together in 1 second)
  20830. var numFrames = this.geometry.morphTargets.length;
  20831. var name = "__default";
  20832. var startFrame = 0;
  20833. var endFrame = numFrames - 1;
  20834. var fps = numFrames / 1;
  20835. this.createAnimation( name, startFrame, endFrame, fps );
  20836. this.setAnimationWeight( name, 1 );
  20837. };
  20838. THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
  20839. THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
  20840. var animation = {
  20841. startFrame: start,
  20842. endFrame: end,
  20843. length: end - start + 1,
  20844. fps: fps,
  20845. duration: ( end - start ) / fps,
  20846. lastFrame: 0,
  20847. currentFrame: 0,
  20848. active: false,
  20849. time: 0,
  20850. direction: 1,
  20851. weight: 1,
  20852. directionBackwards: false,
  20853. mirroredLoop: false
  20854. };
  20855. this.animationsMap[ name ] = animation;
  20856. this.animationsList.push( animation );
  20857. };
  20858. THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
  20859. var pattern = /([a-z]+)_?(\d+)/;
  20860. var firstAnimation, frameRanges = {};
  20861. var geometry = this.geometry;
  20862. for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
  20863. var morph = geometry.morphTargets[ i ];
  20864. var chunks = morph.name.match( pattern );
  20865. if ( chunks && chunks.length > 1 ) {
  20866. var name = chunks[ 1 ];
  20867. var num = chunks[ 2 ];
  20868. if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };
  20869. var range = frameRanges[ name ];
  20870. if ( i < range.start ) range.start = i;
  20871. if ( i > range.end ) range.end = i;
  20872. if ( ! firstAnimation ) firstAnimation = name;
  20873. }
  20874. }
  20875. for ( var name in frameRanges ) {
  20876. var range = frameRanges[ name ];
  20877. this.createAnimation( name, range.start, range.end, fps );
  20878. }
  20879. this.firstAnimation = firstAnimation;
  20880. };
  20881. THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
  20882. var animation = this.animationsMap[ name ];
  20883. if ( animation ) {
  20884. animation.direction = 1;
  20885. animation.directionBackwards = false;
  20886. }
  20887. };
  20888. THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
  20889. var animation = this.animationsMap[ name ];
  20890. if ( animation ) {
  20891. animation.direction = - 1;
  20892. animation.directionBackwards = true;
  20893. }
  20894. };
  20895. THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
  20896. var animation = this.animationsMap[ name ];
  20897. if ( animation ) {
  20898. animation.fps = fps;
  20899. animation.duration = ( animation.end - animation.start ) / animation.fps;
  20900. }
  20901. };
  20902. THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
  20903. var animation = this.animationsMap[ name ];
  20904. if ( animation ) {
  20905. animation.duration = duration;
  20906. animation.fps = ( animation.end - animation.start ) / animation.duration;
  20907. }
  20908. };
  20909. THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
  20910. var animation = this.animationsMap[ name ];
  20911. if ( animation ) {
  20912. animation.weight = weight;
  20913. }
  20914. };
  20915. THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
  20916. var animation = this.animationsMap[ name ];
  20917. if ( animation ) {
  20918. animation.time = time;
  20919. }
  20920. };
  20921. THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
  20922. var time = 0;
  20923. var animation = this.animationsMap[ name ];
  20924. if ( animation ) {
  20925. time = animation.time;
  20926. }
  20927. return time;
  20928. };
  20929. THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
  20930. var duration = - 1;
  20931. var animation = this.animationsMap[ name ];
  20932. if ( animation ) {
  20933. duration = animation.duration;
  20934. }
  20935. return duration;
  20936. };
  20937. THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
  20938. var animation = this.animationsMap[ name ];
  20939. if ( animation ) {
  20940. animation.time = 0;
  20941. animation.active = true;
  20942. } else {
  20943. console.warn( "animation[" + name + "] undefined" );
  20944. }
  20945. };
  20946. THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
  20947. var animation = this.animationsMap[ name ];
  20948. if ( animation ) {
  20949. animation.active = false;
  20950. }
  20951. };
  20952. THREE.MorphBlendMesh.prototype.update = function ( delta ) {
  20953. for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
  20954. var animation = this.animationsList[ i ];
  20955. if ( ! animation.active ) continue;
  20956. var frameTime = animation.duration / animation.length;
  20957. animation.time += animation.direction * delta;
  20958. if ( animation.mirroredLoop ) {
  20959. if ( animation.time > animation.duration || animation.time < 0 ) {
  20960. animation.direction *= - 1;
  20961. if ( animation.time > animation.duration ) {
  20962. animation.time = animation.duration;
  20963. animation.directionBackwards = true;
  20964. }
  20965. if ( animation.time < 0 ) {
  20966. animation.time = 0;
  20967. animation.directionBackwards = false;
  20968. }
  20969. }
  20970. } else {
  20971. animation.time = animation.time % animation.duration;
  20972. if ( animation.time < 0 ) animation.time += animation.duration;
  20973. }
  20974. var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
  20975. var weight = animation.weight;
  20976. if ( keyframe !== animation.currentFrame ) {
  20977. this.morphTargetInfluences[ animation.lastFrame ] = 0;
  20978. this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
  20979. this.morphTargetInfluences[ keyframe ] = 0;
  20980. animation.lastFrame = animation.currentFrame;
  20981. animation.currentFrame = keyframe;
  20982. }
  20983. var mix = ( animation.time % frameTime ) / frameTime;
  20984. if ( animation.directionBackwards ) mix = 1 - mix;
  20985. this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
  20986. this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
  20987. }
  20988. };
  20989. /**
  20990. * @author mikael emtinger / http://gomo.se/
  20991. * @author alteredq / http://alteredqualia.com/
  20992. */
  20993. THREE.LensFlarePlugin = function () {
  20994. var _gl, _renderer, _precision, _lensFlare = {};
  20995. this.init = function ( renderer ) {
  20996. _gl = renderer.context;
  20997. _renderer = renderer;
  20998. _precision = renderer.getPrecision();
  20999. _lensFlare.vertices = new Float32Array( 8 + 8 );
  21000. _lensFlare.faces = new Uint16Array( 6 );
  21001. var i = 0;
  21002. _lensFlare.vertices[ i ++ ] = - 1; _lensFlare.vertices[ i ++ ] = - 1; // vertex
  21003. _lensFlare.vertices[ i ++ ] = 0; _lensFlare.vertices[ i ++ ] = 0; // uv... etc.
  21004. _lensFlare.vertices[ i ++ ] = 1; _lensFlare.vertices[ i ++ ] = - 1;
  21005. _lensFlare.vertices[ i ++ ] = 1; _lensFlare.vertices[ i ++ ] = 0;
  21006. _lensFlare.vertices[ i ++ ] = 1; _lensFlare.vertices[ i ++ ] = 1;
  21007. _lensFlare.vertices[ i ++ ] = 1; _lensFlare.vertices[ i ++ ] = 1;
  21008. _lensFlare.vertices[ i ++ ] = - 1; _lensFlare.vertices[ i ++ ] = 1;
  21009. _lensFlare.vertices[ i ++ ] = 0; _lensFlare.vertices[ i ++ ] = 1;
  21010. i = 0;
  21011. _lensFlare.faces[ i ++ ] = 0; _lensFlare.faces[ i ++ ] = 1; _lensFlare.faces[ i ++ ] = 2;
  21012. _lensFlare.faces[ i ++ ] = 0; _lensFlare.faces[ i ++ ] = 2; _lensFlare.faces[ i ++ ] = 3;
  21013. // buffers
  21014. _lensFlare.vertexBuffer = _gl.createBuffer();
  21015. _lensFlare.elementBuffer = _gl.createBuffer();
  21016. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  21017. _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
  21018. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  21019. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
  21020. // textures
  21021. _lensFlare.tempTexture = _gl.createTexture();
  21022. _lensFlare.occlusionTexture = _gl.createTexture();
  21023. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  21024. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
  21025. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  21026. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  21027. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  21028. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  21029. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  21030. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  21031. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  21032. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  21033. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  21034. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  21035. if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
  21036. _lensFlare.hasVertexTexture = false;
  21037. _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ], _precision );
  21038. } else {
  21039. _lensFlare.hasVertexTexture = true;
  21040. _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ], _precision );
  21041. }
  21042. _lensFlare.attributes = {};
  21043. _lensFlare.uniforms = {};
  21044. _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
  21045. _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" );
  21046. _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
  21047. _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
  21048. _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
  21049. _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
  21050. _lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" );
  21051. _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
  21052. _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
  21053. _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
  21054. };
  21055. /*
  21056. * Render lens flares
  21057. * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  21058. * reads these back and calculates occlusion.
  21059. * Then _lensFlare.update_lensFlares() is called to re-position and
  21060. * update transparency of flares. Then they are rendered.
  21061. *
  21062. */
  21063. this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
  21064. var flares = scene.__webglFlares,
  21065. nFlares = flares.length;
  21066. if ( ! nFlares ) return;
  21067. var tempPosition = new THREE.Vector3();
  21068. var invAspect = viewportHeight / viewportWidth,
  21069. halfViewportWidth = viewportWidth * 0.5,
  21070. halfViewportHeight = viewportHeight * 0.5;
  21071. var size = 16 / viewportHeight,
  21072. scale = new THREE.Vector2( size * invAspect, size );
  21073. var screenPosition = new THREE.Vector3( 1, 1, 0 ),
  21074. screenPositionPixels = new THREE.Vector2( 1, 1 );
  21075. var uniforms = _lensFlare.uniforms,
  21076. attributes = _lensFlare.attributes;
  21077. // set _lensFlare program and reset blending
  21078. _gl.useProgram( _lensFlare.program );
  21079. _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  21080. _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  21081. // loop through all lens flares to update their occlusion and positions
  21082. // setup gl and common used attribs/unforms
  21083. _gl.uniform1i( uniforms.occlusionMap, 0 );
  21084. _gl.uniform1i( uniforms.map, 1 );
  21085. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  21086. _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
  21087. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  21088. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  21089. _gl.disable( _gl.CULL_FACE );
  21090. _gl.depthMask( false );
  21091. var i, j, jl, flare, sprite;
  21092. for ( i = 0; i < nFlares; i ++ ) {
  21093. size = 16 / viewportHeight;
  21094. scale.set( size * invAspect, size );
  21095. // calc object screen position
  21096. flare = flares[ i ];
  21097. if ( flare.visible === false ) continue;
  21098. tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
  21099. tempPosition.applyMatrix4( camera.matrixWorldInverse );
  21100. tempPosition.applyProjection( camera.projectionMatrix );
  21101. // setup arrays for gl programs
  21102. screenPosition.copy( tempPosition )
  21103. screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
  21104. screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
  21105. // screen cull
  21106. if ( _lensFlare.hasVertexTexture || (
  21107. screenPositionPixels.x > 0 &&
  21108. screenPositionPixels.x < viewportWidth &&
  21109. screenPositionPixels.y > 0 &&
  21110. screenPositionPixels.y < viewportHeight ) ) {
  21111. // save current RGB to temp texture
  21112. _gl.activeTexture( _gl.TEXTURE1 );
  21113. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  21114. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
  21115. // render pink quad
  21116. _gl.uniform1i( uniforms.renderType, 0 );
  21117. _gl.uniform2f( uniforms.scale, scale.x, scale.y );
  21118. _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  21119. _gl.disable( _gl.BLEND );
  21120. _gl.enable( _gl.DEPTH_TEST );
  21121. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  21122. // copy result to occlusionMap
  21123. _gl.activeTexture( _gl.TEXTURE0 );
  21124. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  21125. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
  21126. // restore graphics
  21127. _gl.uniform1i( uniforms.renderType, 1 );
  21128. _gl.disable( _gl.DEPTH_TEST );
  21129. _gl.activeTexture( _gl.TEXTURE1 );
  21130. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  21131. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  21132. // update object positions
  21133. flare.positionScreen.copy( screenPosition )
  21134. if ( flare.customUpdateCallback ) {
  21135. flare.customUpdateCallback( flare );
  21136. } else {
  21137. flare.updateLensFlares();
  21138. }
  21139. // render flares
  21140. _gl.uniform1i( uniforms.renderType, 2 );
  21141. _gl.enable( _gl.BLEND );
  21142. for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
  21143. sprite = flare.lensFlares[ j ];
  21144. if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
  21145. screenPosition.x = sprite.x;
  21146. screenPosition.y = sprite.y;
  21147. screenPosition.z = sprite.z;
  21148. size = sprite.size * sprite.scale / viewportHeight;
  21149. scale.x = size * invAspect;
  21150. scale.y = size;
  21151. _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  21152. _gl.uniform2f( uniforms.scale, scale.x, scale.y );
  21153. _gl.uniform1f( uniforms.rotation, sprite.rotation );
  21154. _gl.uniform1f( uniforms.opacity, sprite.opacity );
  21155. _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
  21156. _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
  21157. _renderer.setTexture( sprite.texture, 1 );
  21158. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  21159. }
  21160. }
  21161. }
  21162. }
  21163. // restore gl
  21164. _gl.enable( _gl.CULL_FACE );
  21165. _gl.enable( _gl.DEPTH_TEST );
  21166. _gl.depthMask( true );
  21167. };
  21168. function createProgram ( shader, precision ) {
  21169. var program = _gl.createProgram();
  21170. var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
  21171. var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
  21172. var prefix = "precision " + precision + " float;\n";
  21173. _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
  21174. _gl.shaderSource( vertexShader, prefix + shader.vertexShader );
  21175. _gl.compileShader( fragmentShader );
  21176. _gl.compileShader( vertexShader );
  21177. _gl.attachShader( program, fragmentShader );
  21178. _gl.attachShader( program, vertexShader );
  21179. _gl.linkProgram( program );
  21180. return program;
  21181. };
  21182. };
  21183. /**
  21184. * @author alteredq / http://alteredqualia.com/
  21185. */
  21186. THREE.ShadowMapPlugin = function () {
  21187. var _gl,
  21188. _renderer,
  21189. _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
  21190. _frustum = new THREE.Frustum(),
  21191. _projScreenMatrix = new THREE.Matrix4(),
  21192. _min = new THREE.Vector3(),
  21193. _max = new THREE.Vector3(),
  21194. _matrixPosition = new THREE.Vector3();
  21195. this.init = function ( renderer ) {
  21196. _gl = renderer.context;
  21197. _renderer = renderer;
  21198. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  21199. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  21200. _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  21201. _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  21202. _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
  21203. _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
  21204. _depthMaterial._shadowPass = true;
  21205. _depthMaterialMorph._shadowPass = true;
  21206. _depthMaterialSkin._shadowPass = true;
  21207. _depthMaterialMorphSkin._shadowPass = true;
  21208. };
  21209. this.render = function ( scene, camera ) {
  21210. if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
  21211. this.update( scene, camera );
  21212. };
  21213. this.update = function ( scene, camera ) {
  21214. var i, il, j, jl, n,
  21215. shadowMap, shadowMatrix, shadowCamera,
  21216. program, buffer, material,
  21217. webglObject, object, light,
  21218. renderList,
  21219. lights = [],
  21220. k = 0,
  21221. fog = null;
  21222. // set GL state for depth map
  21223. _gl.clearColor( 1, 1, 1, 1 );
  21224. _gl.disable( _gl.BLEND );
  21225. _gl.enable( _gl.CULL_FACE );
  21226. _gl.frontFace( _gl.CCW );
  21227. if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
  21228. _gl.cullFace( _gl.FRONT );
  21229. } else {
  21230. _gl.cullFace( _gl.BACK );
  21231. }
  21232. _renderer.setDepthTest( true );
  21233. // preprocess lights
  21234. // - skip lights that are not casting shadows
  21235. // - create virtual lights for cascaded shadow maps
  21236. for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {
  21237. light = scene.__lights[ i ];
  21238. if ( ! light.castShadow ) continue;
  21239. if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
  21240. for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
  21241. var virtualLight;
  21242. if ( ! light.shadowCascadeArray[ n ] ) {
  21243. virtualLight = createVirtualLight( light, n );
  21244. virtualLight.originalCamera = camera;
  21245. var gyro = new THREE.Gyroscope();
  21246. gyro.position.copy( light.shadowCascadeOffset );
  21247. gyro.add( virtualLight );
  21248. gyro.add( virtualLight.target );
  21249. camera.add( gyro );
  21250. light.shadowCascadeArray[ n ] = virtualLight;
  21251. console.log( "Created virtualLight", virtualLight );
  21252. } else {
  21253. virtualLight = light.shadowCascadeArray[ n ];
  21254. }
  21255. updateVirtualLight( light, n );
  21256. lights[ k ] = virtualLight;
  21257. k ++;
  21258. }
  21259. } else {
  21260. lights[ k ] = light;
  21261. k ++;
  21262. }
  21263. }
  21264. // render depth map
  21265. for ( i = 0, il = lights.length; i < il; i ++ ) {
  21266. light = lights[ i ];
  21267. if ( ! light.shadowMap ) {
  21268. var shadowFilter = THREE.LinearFilter;
  21269. if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
  21270. shadowFilter = THREE.NearestFilter;
  21271. }
  21272. var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
  21273. light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
  21274. light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
  21275. light.shadowMatrix = new THREE.Matrix4();
  21276. }
  21277. if ( ! light.shadowCamera ) {
  21278. if ( light instanceof THREE.SpotLight ) {
  21279. light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
  21280. } else if ( light instanceof THREE.DirectionalLight ) {
  21281. light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
  21282. } else {
  21283. console.error( "Unsupported light type for shadow" );
  21284. continue;
  21285. }
  21286. scene.add( light.shadowCamera );
  21287. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  21288. }
  21289. if ( light.shadowCameraVisible && ! light.cameraHelper ) {
  21290. light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
  21291. light.shadowCamera.add( light.cameraHelper );
  21292. }
  21293. if ( light.isVirtual && virtualLight.originalCamera == camera ) {
  21294. updateShadowCamera( camera, light );
  21295. }
  21296. shadowMap = light.shadowMap;
  21297. shadowMatrix = light.shadowMatrix;
  21298. shadowCamera = light.shadowCamera;
  21299. shadowCamera.position.setFromMatrixPosition( light.matrixWorld );
  21300. _matrixPosition.setFromMatrixPosition( light.target.matrixWorld );
  21301. shadowCamera.lookAt( _matrixPosition );
  21302. shadowCamera.updateMatrixWorld();
  21303. shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
  21304. if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
  21305. if ( light.shadowCameraVisible ) light.cameraHelper.update();
  21306. // compute shadow matrix
  21307. shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
  21308. 0.0, 0.5, 0.0, 0.5,
  21309. 0.0, 0.0, 0.5, 0.5,
  21310. 0.0, 0.0, 0.0, 1.0 );
  21311. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  21312. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  21313. // update camera matrices and frustum
  21314. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  21315. _frustum.setFromMatrix( _projScreenMatrix );
  21316. // render shadow map
  21317. _renderer.setRenderTarget( shadowMap );
  21318. _renderer.clear();
  21319. // set object matrices & frustum culling
  21320. renderList = scene.__webglObjects;
  21321. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  21322. webglObject = renderList[ j ];
  21323. object = webglObject.object;
  21324. webglObject.render = false;
  21325. if ( object.visible && object.castShadow ) {
  21326. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  21327. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  21328. webglObject.render = true;
  21329. }
  21330. }
  21331. }
  21332. // render regular objects
  21333. var objectMaterial, useMorphing, useSkinning;
  21334. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  21335. webglObject = renderList[ j ];
  21336. if ( webglObject.render ) {
  21337. object = webglObject.object;
  21338. buffer = webglObject.buffer;
  21339. // culling is overriden globally for all objects
  21340. // while rendering depth map
  21341. // need to deal with MeshFaceMaterial somehow
  21342. // in that case just use the first of material.materials for now
  21343. // (proper solution would require to break objects by materials
  21344. // similarly to regular rendering and then set corresponding
  21345. // depth materials per each chunk instead of just once per object)
  21346. objectMaterial = getObjectMaterial( object );
  21347. useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
  21348. useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
  21349. if ( object.customDepthMaterial ) {
  21350. material = object.customDepthMaterial;
  21351. } else if ( useSkinning ) {
  21352. material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
  21353. } else if ( useMorphing ) {
  21354. material = _depthMaterialMorph;
  21355. } else {
  21356. material = _depthMaterial;
  21357. }
  21358. _renderer.setMaterialFaces( objectMaterial );
  21359. if ( buffer instanceof THREE.BufferGeometry ) {
  21360. _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
  21361. } else {
  21362. _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
  21363. }
  21364. }
  21365. }
  21366. // set matrices and render immediate objects
  21367. renderList = scene.__webglObjectsImmediate;
  21368. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  21369. webglObject = renderList[ j ];
  21370. object = webglObject.object;
  21371. if ( object.visible && object.castShadow ) {
  21372. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  21373. _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
  21374. }
  21375. }
  21376. }
  21377. // restore GL state
  21378. var clearColor = _renderer.getClearColor(),
  21379. clearAlpha = _renderer.getClearAlpha();
  21380. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  21381. _gl.enable( _gl.BLEND );
  21382. if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
  21383. _gl.cullFace( _gl.BACK );
  21384. }
  21385. };
  21386. function createVirtualLight( light, cascade ) {
  21387. var virtualLight = new THREE.DirectionalLight();
  21388. virtualLight.isVirtual = true;
  21389. virtualLight.onlyShadow = true;
  21390. virtualLight.castShadow = true;
  21391. virtualLight.shadowCameraNear = light.shadowCameraNear;
  21392. virtualLight.shadowCameraFar = light.shadowCameraFar;
  21393. virtualLight.shadowCameraLeft = light.shadowCameraLeft;
  21394. virtualLight.shadowCameraRight = light.shadowCameraRight;
  21395. virtualLight.shadowCameraBottom = light.shadowCameraBottom;
  21396. virtualLight.shadowCameraTop = light.shadowCameraTop;
  21397. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  21398. virtualLight.shadowDarkness = light.shadowDarkness;
  21399. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  21400. virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
  21401. virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
  21402. virtualLight.pointsWorld = [];
  21403. virtualLight.pointsFrustum = [];
  21404. var pointsWorld = virtualLight.pointsWorld,
  21405. pointsFrustum = virtualLight.pointsFrustum;
  21406. for ( var i = 0; i < 8; i ++ ) {
  21407. pointsWorld[ i ] = new THREE.Vector3();
  21408. pointsFrustum[ i ] = new THREE.Vector3();
  21409. }
  21410. var nearZ = light.shadowCascadeNearZ[ cascade ];
  21411. var farZ = light.shadowCascadeFarZ[ cascade ];
  21412. pointsFrustum[ 0 ].set( - 1, - 1, nearZ );
  21413. pointsFrustum[ 1 ].set( 1, - 1, nearZ );
  21414. pointsFrustum[ 2 ].set( - 1, 1, nearZ );
  21415. pointsFrustum[ 3 ].set( 1, 1, nearZ );
  21416. pointsFrustum[ 4 ].set( - 1, - 1, farZ );
  21417. pointsFrustum[ 5 ].set( 1, - 1, farZ );
  21418. pointsFrustum[ 6 ].set( - 1, 1, farZ );
  21419. pointsFrustum[ 7 ].set( 1, 1, farZ );
  21420. return virtualLight;
  21421. }
  21422. // Synchronize virtual light with the original light
  21423. function updateVirtualLight( light, cascade ) {
  21424. var virtualLight = light.shadowCascadeArray[ cascade ];
  21425. virtualLight.position.copy( light.position );
  21426. virtualLight.target.position.copy( light.target.position );
  21427. virtualLight.lookAt( virtualLight.target );
  21428. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  21429. virtualLight.shadowDarkness = light.shadowDarkness;
  21430. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  21431. var nearZ = light.shadowCascadeNearZ[ cascade ];
  21432. var farZ = light.shadowCascadeFarZ[ cascade ];
  21433. var pointsFrustum = virtualLight.pointsFrustum;
  21434. pointsFrustum[ 0 ].z = nearZ;
  21435. pointsFrustum[ 1 ].z = nearZ;
  21436. pointsFrustum[ 2 ].z = nearZ;
  21437. pointsFrustum[ 3 ].z = nearZ;
  21438. pointsFrustum[ 4 ].z = farZ;
  21439. pointsFrustum[ 5 ].z = farZ;
  21440. pointsFrustum[ 6 ].z = farZ;
  21441. pointsFrustum[ 7 ].z = farZ;
  21442. }
  21443. // Fit shadow camera's ortho frustum to camera frustum
  21444. function updateShadowCamera( camera, light ) {
  21445. var shadowCamera = light.shadowCamera,
  21446. pointsFrustum = light.pointsFrustum,
  21447. pointsWorld = light.pointsWorld;
  21448. _min.set( Infinity, Infinity, Infinity );
  21449. _max.set( - Infinity, - Infinity, - Infinity );
  21450. for ( var i = 0; i < 8; i ++ ) {
  21451. var p = pointsWorld[ i ];
  21452. p.copy( pointsFrustum[ i ] );
  21453. THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
  21454. p.applyMatrix4( shadowCamera.matrixWorldInverse );
  21455. if ( p.x < _min.x ) _min.x = p.x;
  21456. if ( p.x > _max.x ) _max.x = p.x;
  21457. if ( p.y < _min.y ) _min.y = p.y;
  21458. if ( p.y > _max.y ) _max.y = p.y;
  21459. if ( p.z < _min.z ) _min.z = p.z;
  21460. if ( p.z > _max.z ) _max.z = p.z;
  21461. }
  21462. shadowCamera.left = _min.x;
  21463. shadowCamera.right = _max.x;
  21464. shadowCamera.top = _max.y;
  21465. shadowCamera.bottom = _min.y;
  21466. // can't really fit near/far
  21467. //shadowCamera.near = _min.z;
  21468. //shadowCamera.far = _max.z;
  21469. shadowCamera.updateProjectionMatrix();
  21470. }
  21471. // For the moment just ignore objects that have multiple materials with different animation methods
  21472. // Only the first material will be taken into account for deciding which depth material to use for shadow maps
  21473. function getObjectMaterial( object ) {
  21474. return object.material instanceof THREE.MeshFaceMaterial
  21475. ? object.material.materials[ 0 ]
  21476. : object.material;
  21477. };
  21478. };
  21479. THREE.ShadowMapPlugin.__projector = new THREE.Projector();
  21480. /**
  21481. * @author mikael emtinger / http://gomo.se/
  21482. * @author alteredq / http://alteredqualia.com/
  21483. */
  21484. THREE.SpritePlugin = function () {
  21485. var _gl, _renderer, _texture;
  21486. var vertices, faces, vertexBuffer, elementBuffer;
  21487. var program, attributes, uniforms;
  21488. this.init = function ( renderer ) {
  21489. _gl = renderer.context;
  21490. _renderer = renderer;
  21491. vertices = new Float32Array( [
  21492. - 0.5, - 0.5, 0, 0,
  21493. 0.5, - 0.5, 1, 0,
  21494. 0.5, 0.5, 1, 1,
  21495. - 0.5, 0.5, 0, 1
  21496. ] );
  21497. faces = new Uint16Array( [
  21498. 0, 1, 2,
  21499. 0, 2, 3
  21500. ] );
  21501. vertexBuffer = _gl.createBuffer();
  21502. elementBuffer = _gl.createBuffer();
  21503. _gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
  21504. _gl.bufferData( _gl.ARRAY_BUFFER, vertices, _gl.STATIC_DRAW );
  21505. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  21506. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faces, _gl.STATIC_DRAW );
  21507. program = createProgram();
  21508. attributes = {
  21509. position: _gl.getAttribLocation ( program, 'position' ),
  21510. uv: _gl.getAttribLocation ( program, 'uv' )
  21511. };
  21512. uniforms = {
  21513. uvOffset: _gl.getUniformLocation( program, 'uvOffset' ),
  21514. uvScale: _gl.getUniformLocation( program, 'uvScale' ),
  21515. rotation: _gl.getUniformLocation( program, 'rotation' ),
  21516. scale: _gl.getUniformLocation( program, 'scale' ),
  21517. color: _gl.getUniformLocation( program, 'color' ),
  21518. map: _gl.getUniformLocation( program, 'map' ),
  21519. opacity: _gl.getUniformLocation( program, 'opacity' ),
  21520. modelViewMatrix: _gl.getUniformLocation( program, 'modelViewMatrix' ),
  21521. projectionMatrix: _gl.getUniformLocation( program, 'projectionMatrix' ),
  21522. fogType: _gl.getUniformLocation( program, 'fogType' ),
  21523. fogDensity: _gl.getUniformLocation( program, 'fogDensity' ),
  21524. fogNear: _gl.getUniformLocation( program, 'fogNear' ),
  21525. fogFar: _gl.getUniformLocation( program, 'fogFar' ),
  21526. fogColor: _gl.getUniformLocation( program, 'fogColor' ),
  21527. alphaTest: _gl.getUniformLocation( program, 'alphaTest' )
  21528. };
  21529. var canvas = document.createElement( 'canvas' );
  21530. canvas.width = 8;
  21531. canvas.height = 8;
  21532. var context = canvas.getContext( '2d' );
  21533. context.fillStyle = 'white';
  21534. context.fillRect( 0, 0, 8, 8 );
  21535. _texture = new THREE.Texture( canvas );
  21536. _texture.needsUpdate = true;
  21537. };
  21538. this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
  21539. var sprites = scene.__webglSprites,
  21540. nSprites = sprites.length;
  21541. if ( ! nSprites ) return;
  21542. // setup gl
  21543. _gl.useProgram( program );
  21544. _gl.enableVertexAttribArray( attributes.position );
  21545. _gl.enableVertexAttribArray( attributes.uv );
  21546. _gl.disable( _gl.CULL_FACE );
  21547. _gl.enable( _gl.BLEND );
  21548. _gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
  21549. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  21550. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  21551. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  21552. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  21553. _gl.activeTexture( _gl.TEXTURE0 );
  21554. _gl.uniform1i( uniforms.map, 0 );
  21555. var oldFogType = 0;
  21556. var sceneFogType = 0;
  21557. var fog = scene.fog;
  21558. if ( fog ) {
  21559. _gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
  21560. if ( fog instanceof THREE.Fog ) {
  21561. _gl.uniform1f( uniforms.fogNear, fog.near );
  21562. _gl.uniform1f( uniforms.fogFar, fog.far );
  21563. _gl.uniform1i( uniforms.fogType, 1 );
  21564. oldFogType = 1;
  21565. sceneFogType = 1;
  21566. } else if ( fog instanceof THREE.FogExp2 ) {
  21567. _gl.uniform1f( uniforms.fogDensity, fog.density );
  21568. _gl.uniform1i( uniforms.fogType, 2 );
  21569. oldFogType = 2;
  21570. sceneFogType = 2;
  21571. }
  21572. } else {
  21573. _gl.uniform1i( uniforms.fogType, 0 );
  21574. oldFogType = 0;
  21575. sceneFogType = 0;
  21576. }
  21577. // update positions and sort
  21578. var i, sprite, material, fogType, scale = [];
  21579. for( i = 0; i < nSprites; i ++ ) {
  21580. sprite = sprites[ i ];
  21581. material = sprite.material;
  21582. if ( sprite.visible === false ) continue;
  21583. sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
  21584. sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
  21585. }
  21586. sprites.sort( painterSortStable );
  21587. // render all sprites
  21588. for( i = 0; i < nSprites; i ++ ) {
  21589. sprite = sprites[ i ];
  21590. if ( sprite.visible === false ) continue;
  21591. material = sprite.material;
  21592. _gl.uniform1f( uniforms.alphaTest, material.alphaTest );
  21593. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
  21594. scale[ 0 ] = sprite.scale.x;
  21595. scale[ 1 ] = sprite.scale.y;
  21596. if ( scene.fog && material.fog ) {
  21597. fogType = sceneFogType;
  21598. } else {
  21599. fogType = 0;
  21600. }
  21601. if ( oldFogType !== fogType ) {
  21602. _gl.uniform1i( uniforms.fogType, fogType );
  21603. oldFogType = fogType;
  21604. }
  21605. if ( material.map !== null ) {
  21606. _gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
  21607. _gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
  21608. } else {
  21609. _gl.uniform2f( uniforms.uvOffset, 0, 0 );
  21610. _gl.uniform2f( uniforms.uvScale, 1, 1 );
  21611. }
  21612. _gl.uniform1f( uniforms.opacity, material.opacity );
  21613. _gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
  21614. _gl.uniform1f( uniforms.rotation, material.rotation );
  21615. _gl.uniform2fv( uniforms.scale, scale );
  21616. _renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  21617. _renderer.setDepthTest( material.depthTest );
  21618. _renderer.setDepthWrite( material.depthWrite );
  21619. if ( material.map && material.map.image && material.map.image.width ) {
  21620. _renderer.setTexture( material.map, 0 );
  21621. } else {
  21622. _renderer.setTexture( _texture, 0 );
  21623. }
  21624. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  21625. }
  21626. // restore gl
  21627. _gl.enable( _gl.CULL_FACE );
  21628. };
  21629. function createProgram () {
  21630. var program = _gl.createProgram();
  21631. var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
  21632. var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
  21633. _gl.shaderSource( vertexShader, [
  21634. 'precision ' + _renderer.getPrecision() + ' float;',
  21635. 'uniform mat4 modelViewMatrix;',
  21636. 'uniform mat4 projectionMatrix;',
  21637. 'uniform float rotation;',
  21638. 'uniform vec2 scale;',
  21639. 'uniform vec2 uvOffset;',
  21640. 'uniform vec2 uvScale;',
  21641. 'attribute vec2 position;',
  21642. 'attribute vec2 uv;',
  21643. 'varying vec2 vUV;',
  21644. 'void main() {',
  21645. 'vUV = uvOffset + uv * uvScale;',
  21646. 'vec2 alignedPosition = position * scale;',
  21647. 'vec2 rotatedPosition;',
  21648. 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
  21649. 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
  21650. 'vec4 finalPosition;',
  21651. 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
  21652. 'finalPosition.xy += rotatedPosition;',
  21653. 'finalPosition = projectionMatrix * finalPosition;',
  21654. 'gl_Position = finalPosition;',
  21655. '}'
  21656. ].join( '\n' ) );
  21657. _gl.shaderSource( fragmentShader, [
  21658. 'precision ' + _renderer.getPrecision() + ' float;',
  21659. 'uniform vec3 color;',
  21660. 'uniform sampler2D map;',
  21661. 'uniform float opacity;',
  21662. 'uniform int fogType;',
  21663. 'uniform vec3 fogColor;',
  21664. 'uniform float fogDensity;',
  21665. 'uniform float fogNear;',
  21666. 'uniform float fogFar;',
  21667. 'uniform float alphaTest;',
  21668. 'varying vec2 vUV;',
  21669. 'void main() {',
  21670. 'vec4 texture = texture2D( map, vUV );',
  21671. 'if ( texture.a < alphaTest ) discard;',
  21672. 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
  21673. 'if ( fogType > 0 ) {',
  21674. 'float depth = gl_FragCoord.z / gl_FragCoord.w;',
  21675. 'float fogFactor = 0.0;',
  21676. 'if ( fogType == 1 ) {',
  21677. 'fogFactor = smoothstep( fogNear, fogFar, depth );',
  21678. '} else {',
  21679. 'const float LOG2 = 1.442695;',
  21680. 'float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
  21681. 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
  21682. '}',
  21683. 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
  21684. '}',
  21685. '}'
  21686. ].join( '\n' ) );
  21687. _gl.compileShader( vertexShader );
  21688. _gl.compileShader( fragmentShader );
  21689. _gl.attachShader( program, vertexShader );
  21690. _gl.attachShader( program, fragmentShader );
  21691. _gl.linkProgram( program );
  21692. return program;
  21693. };
  21694. function painterSortStable ( a, b ) {
  21695. if ( a.z !== b.z ) {
  21696. return b.z - a.z;
  21697. } else {
  21698. return b.id - a.id;
  21699. }
  21700. };
  21701. };
  21702. /**
  21703. * @author alteredq / http://alteredqualia.com/
  21704. */
  21705. THREE.DepthPassPlugin = function () {
  21706. this.enabled = false;
  21707. this.renderTarget = null;
  21708. var _gl,
  21709. _renderer,
  21710. _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
  21711. _frustum = new THREE.Frustum(),
  21712. _projScreenMatrix = new THREE.Matrix4();
  21713. this.init = function ( renderer ) {
  21714. _gl = renderer.context;
  21715. _renderer = renderer;
  21716. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  21717. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  21718. _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  21719. _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  21720. _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
  21721. _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
  21722. _depthMaterial._shadowPass = true;
  21723. _depthMaterialMorph._shadowPass = true;
  21724. _depthMaterialSkin._shadowPass = true;
  21725. _depthMaterialMorphSkin._shadowPass = true;
  21726. };
  21727. this.render = function ( scene, camera ) {
  21728. if ( ! this.enabled ) return;
  21729. this.update( scene, camera );
  21730. };
  21731. this.update = function ( scene, camera ) {
  21732. var i, il, j, jl, n,
  21733. program, buffer, material,
  21734. webglObject, object, light,
  21735. renderList,
  21736. fog = null;
  21737. // set GL state for depth map
  21738. _gl.clearColor( 1, 1, 1, 1 );
  21739. _gl.disable( _gl.BLEND );
  21740. _renderer.setDepthTest( true );
  21741. // update scene
  21742. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  21743. // update camera matrices and frustum
  21744. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  21745. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  21746. _frustum.setFromMatrix( _projScreenMatrix );
  21747. // render depth map
  21748. _renderer.setRenderTarget( this.renderTarget );
  21749. _renderer.clear();
  21750. // set object matrices & frustum culling
  21751. renderList = scene.__webglObjects;
  21752. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  21753. webglObject = renderList[ j ];
  21754. object = webglObject.object;
  21755. webglObject.render = false;
  21756. if ( object.visible ) {
  21757. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  21758. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  21759. webglObject.render = true;
  21760. }
  21761. }
  21762. }
  21763. // render regular objects
  21764. var objectMaterial, useMorphing, useSkinning;
  21765. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  21766. webglObject = renderList[ j ];
  21767. if ( webglObject.render ) {
  21768. object = webglObject.object;
  21769. buffer = webglObject.buffer;
  21770. // todo: create proper depth material for particles
  21771. if ( object instanceof THREE.PointCloud && ! object.customDepthMaterial ) continue;
  21772. objectMaterial = getObjectMaterial( object );
  21773. if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
  21774. useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
  21775. useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
  21776. if ( object.customDepthMaterial ) {
  21777. material = object.customDepthMaterial;
  21778. } else if ( useSkinning ) {
  21779. material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
  21780. } else if ( useMorphing ) {
  21781. material = _depthMaterialMorph;
  21782. } else {
  21783. material = _depthMaterial;
  21784. }
  21785. if ( buffer instanceof THREE.BufferGeometry ) {
  21786. _renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object );
  21787. } else {
  21788. _renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object );
  21789. }
  21790. }
  21791. }
  21792. // set matrices and render immediate objects
  21793. renderList = scene.__webglObjectsImmediate;
  21794. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  21795. webglObject = renderList[ j ];
  21796. object = webglObject.object;
  21797. if ( object.visible ) {
  21798. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  21799. _renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );
  21800. }
  21801. }
  21802. // restore GL state
  21803. var clearColor = _renderer.getClearColor(),
  21804. clearAlpha = _renderer.getClearAlpha();
  21805. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  21806. _gl.enable( _gl.BLEND );
  21807. };
  21808. // For the moment just ignore objects that have multiple materials with different animation methods
  21809. // Only the first material will be taken into account for deciding which depth material to use
  21810. function getObjectMaterial( object ) {
  21811. return object.material instanceof THREE.MeshFaceMaterial
  21812. ? object.material.materials[ 0 ]
  21813. : object.material;
  21814. };
  21815. };
  21816. /**
  21817. * @author mikael emtinger / http://gomo.se/
  21818. */
  21819. THREE.ShaderFlares = {
  21820. 'lensFlareVertexTexture': {
  21821. vertexShader: [
  21822. "uniform lowp int renderType;",
  21823. "uniform vec3 screenPosition;",
  21824. "uniform vec2 scale;",
  21825. "uniform float rotation;",
  21826. "uniform sampler2D occlusionMap;",
  21827. "attribute vec2 position;",
  21828. "attribute vec2 uv;",
  21829. "varying vec2 vUV;",
  21830. "varying float vVisibility;",
  21831. "void main() {",
  21832. "vUV = uv;",
  21833. "vec2 pos = position;",
  21834. "if( renderType == 2 ) {",
  21835. "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
  21836. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
  21837. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
  21838. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
  21839. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
  21840. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
  21841. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
  21842. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
  21843. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
  21844. "vVisibility = visibility.r / 9.0;",
  21845. "vVisibility *= 1.0 - visibility.g / 9.0;",
  21846. "vVisibility *= visibility.b / 9.0;",
  21847. "vVisibility *= 1.0 - visibility.a / 9.0;",
  21848. "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  21849. "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  21850. "}",
  21851. "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  21852. "}"
  21853. ].join( "\n" ),
  21854. fragmentShader: [
  21855. "uniform lowp int renderType;",
  21856. "uniform sampler2D map;",
  21857. "uniform float opacity;",
  21858. "uniform vec3 color;",
  21859. "varying vec2 vUV;",
  21860. "varying float vVisibility;",
  21861. "void main() {",
  21862. // pink square
  21863. "if( renderType == 0 ) {",
  21864. "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
  21865. // restore
  21866. "} else if( renderType == 1 ) {",
  21867. "gl_FragColor = texture2D( map, vUV );",
  21868. // flare
  21869. "} else {",
  21870. "vec4 texture = texture2D( map, vUV );",
  21871. "texture.a *= opacity * vVisibility;",
  21872. "gl_FragColor = texture;",
  21873. "gl_FragColor.rgb *= color;",
  21874. "}",
  21875. "}"
  21876. ].join( "\n" )
  21877. },
  21878. 'lensFlare': {
  21879. vertexShader: [
  21880. "uniform lowp int renderType;",
  21881. "uniform vec3 screenPosition;",
  21882. "uniform vec2 scale;",
  21883. "uniform float rotation;",
  21884. "attribute vec2 position;",
  21885. "attribute vec2 uv;",
  21886. "varying vec2 vUV;",
  21887. "void main() {",
  21888. "vUV = uv;",
  21889. "vec2 pos = position;",
  21890. "if( renderType == 2 ) {",
  21891. "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  21892. "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  21893. "}",
  21894. "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  21895. "}"
  21896. ].join( "\n" ),
  21897. fragmentShader: [
  21898. "precision mediump float;",
  21899. "uniform lowp int renderType;",
  21900. "uniform sampler2D map;",
  21901. "uniform sampler2D occlusionMap;",
  21902. "uniform float opacity;",
  21903. "uniform vec3 color;",
  21904. "varying vec2 vUV;",
  21905. "void main() {",
  21906. // pink square
  21907. "if( renderType == 0 ) {",
  21908. "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
  21909. // restore
  21910. "} else if( renderType == 1 ) {",
  21911. "gl_FragColor = texture2D( map, vUV );",
  21912. // flare
  21913. "} else {",
  21914. "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
  21915. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
  21916. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
  21917. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
  21918. "visibility = ( 1.0 - visibility / 4.0 );",
  21919. "vec4 texture = texture2D( map, vUV );",
  21920. "texture.a *= opacity * visibility;",
  21921. "gl_FragColor = texture;",
  21922. "gl_FragColor.rgb *= color;",
  21923. "}",
  21924. "}"
  21925. ].join( "\n" )
  21926. }
  21927. };