three.js 786 KB

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  1. // File:src/Three.js
  2. /**
  3. * @author mrdoob / http://mrdoob.com/
  4. */
  5. var THREE = { REVISION: '69dev' };
  6. // browserify support
  7. if ( typeof module === 'object' ) {
  8. module.exports = THREE;
  9. }
  10. // polyfills
  11. if ( Math.sign === undefined ) {
  12. Math.sign = function ( x ) {
  13. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0;
  14. };
  15. }
  16. // https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent.button
  17. THREE.MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
  18. // GL STATE CONSTANTS
  19. THREE.CullFaceNone = 0;
  20. THREE.CullFaceBack = 1;
  21. THREE.CullFaceFront = 2;
  22. THREE.CullFaceFrontBack = 3;
  23. THREE.FrontFaceDirectionCW = 0;
  24. THREE.FrontFaceDirectionCCW = 1;
  25. // SHADOWING TYPES
  26. THREE.BasicShadowMap = 0;
  27. THREE.PCFShadowMap = 1;
  28. THREE.PCFSoftShadowMap = 2;
  29. // MATERIAL CONSTANTS
  30. // side
  31. THREE.FrontSide = 0;
  32. THREE.BackSide = 1;
  33. THREE.DoubleSide = 2;
  34. // shading
  35. THREE.NoShading = 0;
  36. THREE.FlatShading = 1;
  37. THREE.SmoothShading = 2;
  38. // colors
  39. THREE.NoColors = 0;
  40. THREE.FaceColors = 1;
  41. THREE.VertexColors = 2;
  42. // blending modes
  43. THREE.NoBlending = 0;
  44. THREE.NormalBlending = 1;
  45. THREE.AdditiveBlending = 2;
  46. THREE.SubtractiveBlending = 3;
  47. THREE.MultiplyBlending = 4;
  48. THREE.CustomBlending = 5;
  49. // custom blending equations
  50. // (numbers start from 100 not to clash with other
  51. // mappings to OpenGL constants defined in Texture.js)
  52. THREE.AddEquation = 100;
  53. THREE.SubtractEquation = 101;
  54. THREE.ReverseSubtractEquation = 102;
  55. THREE.MinEquation = 103;
  56. THREE.MaxEquation = 104;
  57. // custom blending destination factors
  58. THREE.ZeroFactor = 200;
  59. THREE.OneFactor = 201;
  60. THREE.SrcColorFactor = 202;
  61. THREE.OneMinusSrcColorFactor = 203;
  62. THREE.SrcAlphaFactor = 204;
  63. THREE.OneMinusSrcAlphaFactor = 205;
  64. THREE.DstAlphaFactor = 206;
  65. THREE.OneMinusDstAlphaFactor = 207;
  66. // custom blending source factors
  67. //THREE.ZeroFactor = 200;
  68. //THREE.OneFactor = 201;
  69. //THREE.SrcAlphaFactor = 204;
  70. //THREE.OneMinusSrcAlphaFactor = 205;
  71. //THREE.DstAlphaFactor = 206;
  72. //THREE.OneMinusDstAlphaFactor = 207;
  73. THREE.DstColorFactor = 208;
  74. THREE.OneMinusDstColorFactor = 209;
  75. THREE.SrcAlphaSaturateFactor = 210;
  76. // TEXTURE CONSTANTS
  77. THREE.MultiplyOperation = 0;
  78. THREE.MixOperation = 1;
  79. THREE.AddOperation = 2;
  80. // Mapping modes
  81. THREE.UVMapping = function () {};
  82. THREE.CubeReflectionMapping = function () {};
  83. THREE.CubeRefractionMapping = function () {};
  84. THREE.SphericalReflectionMapping = function () {};
  85. THREE.SphericalRefractionMapping = function () {};
  86. // Wrapping modes
  87. THREE.RepeatWrapping = 1000;
  88. THREE.ClampToEdgeWrapping = 1001;
  89. THREE.MirroredRepeatWrapping = 1002;
  90. // Filters
  91. THREE.NearestFilter = 1003;
  92. THREE.NearestMipMapNearestFilter = 1004;
  93. THREE.NearestMipMapLinearFilter = 1005;
  94. THREE.LinearFilter = 1006;
  95. THREE.LinearMipMapNearestFilter = 1007;
  96. THREE.LinearMipMapLinearFilter = 1008;
  97. // Data types
  98. THREE.UnsignedByteType = 1009;
  99. THREE.ByteType = 1010;
  100. THREE.ShortType = 1011;
  101. THREE.UnsignedShortType = 1012;
  102. THREE.IntType = 1013;
  103. THREE.UnsignedIntType = 1014;
  104. THREE.FloatType = 1015;
  105. // Pixel types
  106. //THREE.UnsignedByteType = 1009;
  107. THREE.UnsignedShort4444Type = 1016;
  108. THREE.UnsignedShort5551Type = 1017;
  109. THREE.UnsignedShort565Type = 1018;
  110. // Pixel formats
  111. THREE.AlphaFormat = 1019;
  112. THREE.RGBFormat = 1020;
  113. THREE.RGBAFormat = 1021;
  114. THREE.LuminanceFormat = 1022;
  115. THREE.LuminanceAlphaFormat = 1023;
  116. // DDS / ST3C Compressed texture formats
  117. THREE.RGB_S3TC_DXT1_Format = 2001;
  118. THREE.RGBA_S3TC_DXT1_Format = 2002;
  119. THREE.RGBA_S3TC_DXT3_Format = 2003;
  120. THREE.RGBA_S3TC_DXT5_Format = 2004;
  121. // PVRTC compressed texture formats
  122. THREE.RGB_PVRTC_4BPPV1_Format = 2100;
  123. THREE.RGB_PVRTC_2BPPV1_Format = 2101;
  124. THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
  125. THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
  126. // File:src/math/Color.js
  127. /**
  128. * @author mrdoob / http://mrdoob.com/
  129. */
  130. THREE.Color = function ( color ) {
  131. if ( arguments.length === 3 ) {
  132. return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );
  133. }
  134. return this.set( color )
  135. };
  136. THREE.Color.prototype = {
  137. constructor: THREE.Color,
  138. r: 1, g: 1, b: 1,
  139. set: function ( value ) {
  140. if ( value instanceof THREE.Color ) {
  141. this.copy( value );
  142. } else if ( typeof value === 'number' ) {
  143. this.setHex( value );
  144. } else if ( typeof value === 'string' ) {
  145. this.setStyle( value );
  146. }
  147. return this;
  148. },
  149. setHex: function ( hex ) {
  150. hex = Math.floor( hex );
  151. this.r = ( hex >> 16 & 255 ) / 255;
  152. this.g = ( hex >> 8 & 255 ) / 255;
  153. this.b = ( hex & 255 ) / 255;
  154. return this;
  155. },
  156. setRGB: function ( r, g, b ) {
  157. this.r = r;
  158. this.g = g;
  159. this.b = b;
  160. return this;
  161. },
  162. setHSL: function ( h, s, l ) {
  163. // h,s,l ranges are in 0.0 - 1.0
  164. if ( s === 0 ) {
  165. this.r = this.g = this.b = l;
  166. } else {
  167. var hue2rgb = function ( p, q, t ) {
  168. if ( t < 0 ) t += 1;
  169. if ( t > 1 ) t -= 1;
  170. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  171. if ( t < 1 / 2 ) return q;
  172. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  173. return p;
  174. };
  175. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  176. var q = ( 2 * l ) - p;
  177. this.r = hue2rgb( q, p, h + 1 / 3 );
  178. this.g = hue2rgb( q, p, h );
  179. this.b = hue2rgb( q, p, h - 1 / 3 );
  180. }
  181. return this;
  182. },
  183. setStyle: function ( style ) {
  184. // rgb(255,0,0)
  185. if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) {
  186. var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style );
  187. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  188. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  189. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  190. return this;
  191. }
  192. // rgb(100%,0%,0%)
  193. if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) {
  194. var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style );
  195. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  196. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  197. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  198. return this;
  199. }
  200. // #ff0000
  201. if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
  202. var color = /^\#([0-9a-f]{6})$/i.exec( style );
  203. this.setHex( parseInt( color[ 1 ], 16 ) );
  204. return this;
  205. }
  206. // #f00
  207. if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
  208. var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
  209. this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
  210. return this;
  211. }
  212. // red
  213. if ( /^(\w+)$/i.test( style ) ) {
  214. this.setHex( THREE.ColorKeywords[ style ] );
  215. return this;
  216. }
  217. },
  218. copy: function ( color ) {
  219. this.r = color.r;
  220. this.g = color.g;
  221. this.b = color.b;
  222. return this;
  223. },
  224. copyGammaToLinear: function ( color ) {
  225. this.r = color.r * color.r;
  226. this.g = color.g * color.g;
  227. this.b = color.b * color.b;
  228. return this;
  229. },
  230. copyLinearToGamma: function ( color ) {
  231. this.r = Math.sqrt( color.r );
  232. this.g = Math.sqrt( color.g );
  233. this.b = Math.sqrt( color.b );
  234. return this;
  235. },
  236. convertGammaToLinear: function () {
  237. var r = this.r, g = this.g, b = this.b;
  238. this.r = r * r;
  239. this.g = g * g;
  240. this.b = b * b;
  241. return this;
  242. },
  243. convertLinearToGamma: function () {
  244. this.r = Math.sqrt( this.r );
  245. this.g = Math.sqrt( this.g );
  246. this.b = Math.sqrt( this.b );
  247. return this;
  248. },
  249. getHex: function () {
  250. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  251. },
  252. getHexString: function () {
  253. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  254. },
  255. getHSL: function ( optionalTarget ) {
  256. // h,s,l ranges are in 0.0 - 1.0
  257. var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
  258. var r = this.r, g = this.g, b = this.b;
  259. var max = Math.max( r, g, b );
  260. var min = Math.min( r, g, b );
  261. var hue, saturation;
  262. var lightness = ( min + max ) / 2.0;
  263. if ( min === max ) {
  264. hue = 0;
  265. saturation = 0;
  266. } else {
  267. var delta = max - min;
  268. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  269. switch ( max ) {
  270. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  271. case g: hue = ( b - r ) / delta + 2; break;
  272. case b: hue = ( r - g ) / delta + 4; break;
  273. }
  274. hue /= 6;
  275. }
  276. hsl.h = hue;
  277. hsl.s = saturation;
  278. hsl.l = lightness;
  279. return hsl;
  280. },
  281. getStyle: function () {
  282. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  283. },
  284. offsetHSL: function ( h, s, l ) {
  285. var hsl = this.getHSL();
  286. hsl.h += h; hsl.s += s; hsl.l += l;
  287. this.setHSL( hsl.h, hsl.s, hsl.l );
  288. return this;
  289. },
  290. add: function ( color ) {
  291. this.r += color.r;
  292. this.g += color.g;
  293. this.b += color.b;
  294. return this;
  295. },
  296. addColors: function ( color1, color2 ) {
  297. this.r = color1.r + color2.r;
  298. this.g = color1.g + color2.g;
  299. this.b = color1.b + color2.b;
  300. return this;
  301. },
  302. addScalar: function ( s ) {
  303. this.r += s;
  304. this.g += s;
  305. this.b += s;
  306. return this;
  307. },
  308. multiply: function ( color ) {
  309. this.r *= color.r;
  310. this.g *= color.g;
  311. this.b *= color.b;
  312. return this;
  313. },
  314. multiplyScalar: function ( s ) {
  315. this.r *= s;
  316. this.g *= s;
  317. this.b *= s;
  318. return this;
  319. },
  320. lerp: function ( color, alpha ) {
  321. this.r += ( color.r - this.r ) * alpha;
  322. this.g += ( color.g - this.g ) * alpha;
  323. this.b += ( color.b - this.b ) * alpha;
  324. return this;
  325. },
  326. equals: function ( c ) {
  327. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  328. },
  329. fromArray: function ( array ) {
  330. this.r = array[ 0 ];
  331. this.g = array[ 1 ];
  332. this.b = array[ 2 ];
  333. return this;
  334. },
  335. toArray: function () {
  336. return [ this.r, this.g, this.b ];
  337. },
  338. clone: function () {
  339. return new THREE.Color().setRGB( this.r, this.g, this.b );
  340. }
  341. };
  342. THREE.ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  343. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  344. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  345. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  346. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  347. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  348. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  349. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  350. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  351. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  352. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  353. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  354. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  355. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  356. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  357. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  358. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  359. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  360. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  361. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  362. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  363. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  364. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  365. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  366. // File:src/math/Quaternion.js
  367. /**
  368. * @author mikael emtinger / http://gomo.se/
  369. * @author alteredq / http://alteredqualia.com/
  370. * @author WestLangley / http://github.com/WestLangley
  371. * @author bhouston / http://exocortex.com
  372. */
  373. THREE.Quaternion = function ( x, y, z, w ) {
  374. this._x = x || 0;
  375. this._y = y || 0;
  376. this._z = z || 0;
  377. this._w = ( w !== undefined ) ? w : 1;
  378. };
  379. THREE.Quaternion.prototype = {
  380. constructor: THREE.Quaternion,
  381. _x: 0,_y: 0, _z: 0, _w: 0,
  382. get x () {
  383. return this._x;
  384. },
  385. set x ( value ) {
  386. this._x = value;
  387. this.onChangeCallback();
  388. },
  389. get y () {
  390. return this._y;
  391. },
  392. set y ( value ) {
  393. this._y = value;
  394. this.onChangeCallback();
  395. },
  396. get z () {
  397. return this._z;
  398. },
  399. set z ( value ) {
  400. this._z = value;
  401. this.onChangeCallback();
  402. },
  403. get w () {
  404. return this._w;
  405. },
  406. set w ( value ) {
  407. this._w = value;
  408. this.onChangeCallback();
  409. },
  410. set: function ( x, y, z, w ) {
  411. this._x = x;
  412. this._y = y;
  413. this._z = z;
  414. this._w = w;
  415. this.onChangeCallback();
  416. return this;
  417. },
  418. copy: function ( quaternion ) {
  419. this._x = quaternion.x;
  420. this._y = quaternion.y;
  421. this._z = quaternion.z;
  422. this._w = quaternion.w;
  423. this.onChangeCallback();
  424. return this;
  425. },
  426. setFromEuler: function ( euler, update ) {
  427. if ( euler instanceof THREE.Euler === false ) {
  428. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  429. }
  430. // http://www.mathworks.com/matlabcentral/fileexchange/
  431. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  432. // content/SpinCalc.m
  433. var c1 = Math.cos( euler._x / 2 );
  434. var c2 = Math.cos( euler._y / 2 );
  435. var c3 = Math.cos( euler._z / 2 );
  436. var s1 = Math.sin( euler._x / 2 );
  437. var s2 = Math.sin( euler._y / 2 );
  438. var s3 = Math.sin( euler._z / 2 );
  439. if ( euler.order === 'XYZ' ) {
  440. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  441. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  442. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  443. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  444. } else if ( euler.order === 'YXZ' ) {
  445. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  446. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  447. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  448. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  449. } else if ( euler.order === 'ZXY' ) {
  450. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  451. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  452. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  453. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  454. } else if ( euler.order === 'ZYX' ) {
  455. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  456. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  457. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  458. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  459. } else if ( euler.order === 'YZX' ) {
  460. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  461. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  462. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  463. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  464. } else if ( euler.order === 'XZY' ) {
  465. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  466. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  467. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  468. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  469. }
  470. if ( update !== false ) this.onChangeCallback();
  471. return this;
  472. },
  473. setFromAxisAngle: function ( axis, angle ) {
  474. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  475. // assumes axis is normalized
  476. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  477. this._x = axis.x * s;
  478. this._y = axis.y * s;
  479. this._z = axis.z * s;
  480. this._w = Math.cos( halfAngle );
  481. this.onChangeCallback();
  482. return this;
  483. },
  484. setFromRotationMatrix: function ( m ) {
  485. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  486. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  487. var te = m.elements,
  488. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  489. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  490. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  491. trace = m11 + m22 + m33,
  492. s;
  493. if ( trace > 0 ) {
  494. s = 0.5 / Math.sqrt( trace + 1.0 );
  495. this._w = 0.25 / s;
  496. this._x = ( m32 - m23 ) * s;
  497. this._y = ( m13 - m31 ) * s;
  498. this._z = ( m21 - m12 ) * s;
  499. } else if ( m11 > m22 && m11 > m33 ) {
  500. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  501. this._w = ( m32 - m23 ) / s;
  502. this._x = 0.25 * s;
  503. this._y = ( m12 + m21 ) / s;
  504. this._z = ( m13 + m31 ) / s;
  505. } else if ( m22 > m33 ) {
  506. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  507. this._w = ( m13 - m31 ) / s;
  508. this._x = ( m12 + m21 ) / s;
  509. this._y = 0.25 * s;
  510. this._z = ( m23 + m32 ) / s;
  511. } else {
  512. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  513. this._w = ( m21 - m12 ) / s;
  514. this._x = ( m13 + m31 ) / s;
  515. this._y = ( m23 + m32 ) / s;
  516. this._z = 0.25 * s;
  517. }
  518. this.onChangeCallback();
  519. return this;
  520. },
  521. setFromUnitVectors: function () {
  522. // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
  523. // assumes direction vectors vFrom and vTo are normalized
  524. var v1, r;
  525. var EPS = 0.000001;
  526. return function ( vFrom, vTo ) {
  527. if ( v1 === undefined ) v1 = new THREE.Vector3();
  528. r = vFrom.dot( vTo ) + 1;
  529. if ( r < EPS ) {
  530. r = 0;
  531. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  532. v1.set( - vFrom.y, vFrom.x, 0 );
  533. } else {
  534. v1.set( 0, - vFrom.z, vFrom.y );
  535. }
  536. } else {
  537. v1.crossVectors( vFrom, vTo );
  538. }
  539. this._x = v1.x;
  540. this._y = v1.y;
  541. this._z = v1.z;
  542. this._w = r;
  543. this.normalize();
  544. return this;
  545. }
  546. }(),
  547. inverse: function () {
  548. this.conjugate().normalize();
  549. return this;
  550. },
  551. conjugate: function () {
  552. this._x *= - 1;
  553. this._y *= - 1;
  554. this._z *= - 1;
  555. this.onChangeCallback();
  556. return this;
  557. },
  558. dot: function ( v ) {
  559. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  560. },
  561. lengthSq: function () {
  562. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  563. },
  564. length: function () {
  565. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  566. },
  567. normalize: function () {
  568. var l = this.length();
  569. if ( l === 0 ) {
  570. this._x = 0;
  571. this._y = 0;
  572. this._z = 0;
  573. this._w = 1;
  574. } else {
  575. l = 1 / l;
  576. this._x = this._x * l;
  577. this._y = this._y * l;
  578. this._z = this._z * l;
  579. this._w = this._w * l;
  580. }
  581. this.onChangeCallback();
  582. return this;
  583. },
  584. multiply: function ( q, p ) {
  585. if ( p !== undefined ) {
  586. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  587. return this.multiplyQuaternions( q, p );
  588. }
  589. return this.multiplyQuaternions( this, q );
  590. },
  591. multiplyQuaternions: function ( a, b ) {
  592. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  593. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  594. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  595. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  596. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  597. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  598. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  599. this.onChangeCallback();
  600. return this;
  601. },
  602. multiplyVector3: function ( vector ) {
  603. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  604. return vector.applyQuaternion( this );
  605. },
  606. slerp: function ( qb, t ) {
  607. if ( t === 0 ) return this;
  608. if ( t === 1 ) return this.copy( qb );
  609. var x = this._x, y = this._y, z = this._z, w = this._w;
  610. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  611. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  612. if ( cosHalfTheta < 0 ) {
  613. this._w = - qb._w;
  614. this._x = - qb._x;
  615. this._y = - qb._y;
  616. this._z = - qb._z;
  617. cosHalfTheta = - cosHalfTheta;
  618. } else {
  619. this.copy( qb );
  620. }
  621. if ( cosHalfTheta >= 1.0 ) {
  622. this._w = w;
  623. this._x = x;
  624. this._y = y;
  625. this._z = z;
  626. return this;
  627. }
  628. var halfTheta = Math.acos( cosHalfTheta );
  629. var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
  630. if ( Math.abs( sinHalfTheta ) < 0.001 ) {
  631. this._w = 0.5 * ( w + this._w );
  632. this._x = 0.5 * ( x + this._x );
  633. this._y = 0.5 * ( y + this._y );
  634. this._z = 0.5 * ( z + this._z );
  635. return this;
  636. }
  637. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  638. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  639. this._w = ( w * ratioA + this._w * ratioB );
  640. this._x = ( x * ratioA + this._x * ratioB );
  641. this._y = ( y * ratioA + this._y * ratioB );
  642. this._z = ( z * ratioA + this._z * ratioB );
  643. this.onChangeCallback();
  644. return this;
  645. },
  646. equals: function ( quaternion ) {
  647. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  648. },
  649. fromArray: function ( array ) {
  650. this._x = array[ 0 ];
  651. this._y = array[ 1 ];
  652. this._z = array[ 2 ];
  653. this._w = array[ 3 ];
  654. this.onChangeCallback();
  655. return this;
  656. },
  657. toArray: function () {
  658. return [ this._x, this._y, this._z, this._w ];
  659. },
  660. onChange: function ( callback ) {
  661. this.onChangeCallback = callback;
  662. return this;
  663. },
  664. onChangeCallback: function () {},
  665. clone: function () {
  666. return new THREE.Quaternion( this._x, this._y, this._z, this._w );
  667. }
  668. };
  669. THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
  670. return qm.copy( qa ).slerp( qb, t );
  671. }
  672. // File:src/math/Vector2.js
  673. /**
  674. * @author mrdoob / http://mrdoob.com/
  675. * @author philogb / http://blog.thejit.org/
  676. * @author egraether / http://egraether.com/
  677. * @author zz85 / http://www.lab4games.net/zz85/blog
  678. */
  679. THREE.Vector2 = function ( x, y ) {
  680. this.x = x || 0;
  681. this.y = y || 0;
  682. };
  683. THREE.Vector2.prototype = {
  684. constructor: THREE.Vector2,
  685. set: function ( x, y ) {
  686. this.x = x;
  687. this.y = y;
  688. return this;
  689. },
  690. setX: function ( x ) {
  691. this.x = x;
  692. return this;
  693. },
  694. setY: function ( y ) {
  695. this.y = y;
  696. return this;
  697. },
  698. setComponent: function ( index, value ) {
  699. switch ( index ) {
  700. case 0: this.x = value; break;
  701. case 1: this.y = value; break;
  702. default: throw new Error( 'index is out of range: ' + index );
  703. }
  704. },
  705. getComponent: function ( index ) {
  706. switch ( index ) {
  707. case 0: return this.x;
  708. case 1: return this.y;
  709. default: throw new Error( 'index is out of range: ' + index );
  710. }
  711. },
  712. copy: function ( v ) {
  713. this.x = v.x;
  714. this.y = v.y;
  715. return this;
  716. },
  717. add: function ( v, w ) {
  718. if ( w !== undefined ) {
  719. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  720. return this.addVectors( v, w );
  721. }
  722. this.x += v.x;
  723. this.y += v.y;
  724. return this;
  725. },
  726. addVectors: function ( a, b ) {
  727. this.x = a.x + b.x;
  728. this.y = a.y + b.y;
  729. return this;
  730. },
  731. addScalar: function ( s ) {
  732. this.x += s;
  733. this.y += s;
  734. return this;
  735. },
  736. sub: function ( v, w ) {
  737. if ( w !== undefined ) {
  738. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  739. return this.subVectors( v, w );
  740. }
  741. this.x -= v.x;
  742. this.y -= v.y;
  743. return this;
  744. },
  745. subVectors: function ( a, b ) {
  746. this.x = a.x - b.x;
  747. this.y = a.y - b.y;
  748. return this;
  749. },
  750. multiply: function ( v ) {
  751. this.x *= v.x;
  752. this.y *= v.y;
  753. return this;
  754. },
  755. multiplyScalar: function ( s ) {
  756. this.x *= s;
  757. this.y *= s;
  758. return this;
  759. },
  760. divide: function ( v ) {
  761. this.x /= v.x;
  762. this.y /= v.y;
  763. return this;
  764. },
  765. divideScalar: function ( scalar ) {
  766. if ( scalar !== 0 ) {
  767. var invScalar = 1 / scalar;
  768. this.x *= invScalar;
  769. this.y *= invScalar;
  770. } else {
  771. this.x = 0;
  772. this.y = 0;
  773. }
  774. return this;
  775. },
  776. min: function ( v ) {
  777. if ( this.x > v.x ) {
  778. this.x = v.x;
  779. }
  780. if ( this.y > v.y ) {
  781. this.y = v.y;
  782. }
  783. return this;
  784. },
  785. max: function ( v ) {
  786. if ( this.x < v.x ) {
  787. this.x = v.x;
  788. }
  789. if ( this.y < v.y ) {
  790. this.y = v.y;
  791. }
  792. return this;
  793. },
  794. clamp: function ( min, max ) {
  795. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  796. if ( this.x < min.x ) {
  797. this.x = min.x;
  798. } else if ( this.x > max.x ) {
  799. this.x = max.x;
  800. }
  801. if ( this.y < min.y ) {
  802. this.y = min.y;
  803. } else if ( this.y > max.y ) {
  804. this.y = max.y;
  805. }
  806. return this;
  807. },
  808. clampScalar: ( function () {
  809. var min, max;
  810. return function ( minVal, maxVal ) {
  811. if ( min === undefined ) {
  812. min = new THREE.Vector2();
  813. max = new THREE.Vector2();
  814. }
  815. min.set( minVal, minVal );
  816. max.set( maxVal, maxVal );
  817. return this.clamp( min, max );
  818. };
  819. } )(),
  820. floor: function () {
  821. this.x = Math.floor( this.x );
  822. this.y = Math.floor( this.y );
  823. return this;
  824. },
  825. ceil: function () {
  826. this.x = Math.ceil( this.x );
  827. this.y = Math.ceil( this.y );
  828. return this;
  829. },
  830. round: function () {
  831. this.x = Math.round( this.x );
  832. this.y = Math.round( this.y );
  833. return this;
  834. },
  835. roundToZero: function () {
  836. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  837. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  838. return this;
  839. },
  840. negate: function () {
  841. this.x = - this.x;
  842. this.y = - this.y;
  843. return this;
  844. },
  845. dot: function ( v ) {
  846. return this.x * v.x + this.y * v.y;
  847. },
  848. lengthSq: function () {
  849. return this.x * this.x + this.y * this.y;
  850. },
  851. length: function () {
  852. return Math.sqrt( this.x * this.x + this.y * this.y );
  853. },
  854. normalize: function () {
  855. return this.divideScalar( this.length() );
  856. },
  857. distanceTo: function ( v ) {
  858. return Math.sqrt( this.distanceToSquared( v ) );
  859. },
  860. distanceToSquared: function ( v ) {
  861. var dx = this.x - v.x, dy = this.y - v.y;
  862. return dx * dx + dy * dy;
  863. },
  864. setLength: function ( l ) {
  865. var oldLength = this.length();
  866. if ( oldLength !== 0 && l !== oldLength ) {
  867. this.multiplyScalar( l / oldLength );
  868. }
  869. return this;
  870. },
  871. lerp: function ( v, alpha ) {
  872. this.x += ( v.x - this.x ) * alpha;
  873. this.y += ( v.y - this.y ) * alpha;
  874. return this;
  875. },
  876. equals: function ( v ) {
  877. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  878. },
  879. fromArray: function ( array ) {
  880. this.x = array[ 0 ];
  881. this.y = array[ 1 ];
  882. return this;
  883. },
  884. toArray: function () {
  885. return [ this.x, this.y ];
  886. },
  887. clone: function () {
  888. return new THREE.Vector2( this.x, this.y );
  889. }
  890. };
  891. // File:src/math/Vector3.js
  892. /**
  893. * @author mrdoob / http://mrdoob.com/
  894. * @author *kile / http://kile.stravaganza.org/
  895. * @author philogb / http://blog.thejit.org/
  896. * @author mikael emtinger / http://gomo.se/
  897. * @author egraether / http://egraether.com/
  898. * @author WestLangley / http://github.com/WestLangley
  899. */
  900. THREE.Vector3 = function ( x, y, z ) {
  901. this.x = x || 0;
  902. this.y = y || 0;
  903. this.z = z || 0;
  904. };
  905. THREE.Vector3.prototype = {
  906. constructor: THREE.Vector3,
  907. set: function ( x, y, z ) {
  908. this.x = x;
  909. this.y = y;
  910. this.z = z;
  911. return this;
  912. },
  913. setX: function ( x ) {
  914. this.x = x;
  915. return this;
  916. },
  917. setY: function ( y ) {
  918. this.y = y;
  919. return this;
  920. },
  921. setZ: function ( z ) {
  922. this.z = z;
  923. return this;
  924. },
  925. setComponent: function ( index, value ) {
  926. switch ( index ) {
  927. case 0: this.x = value; break;
  928. case 1: this.y = value; break;
  929. case 2: this.z = value; break;
  930. default: throw new Error( 'index is out of range: ' + index );
  931. }
  932. },
  933. getComponent: function ( index ) {
  934. switch ( index ) {
  935. case 0: return this.x;
  936. case 1: return this.y;
  937. case 2: return this.z;
  938. default: throw new Error( 'index is out of range: ' + index );
  939. }
  940. },
  941. copy: function ( v ) {
  942. this.x = v.x;
  943. this.y = v.y;
  944. this.z = v.z;
  945. return this;
  946. },
  947. add: function ( v, w ) {
  948. if ( w !== undefined ) {
  949. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  950. return this.addVectors( v, w );
  951. }
  952. this.x += v.x;
  953. this.y += v.y;
  954. this.z += v.z;
  955. return this;
  956. },
  957. addScalar: function ( s ) {
  958. this.x += s;
  959. this.y += s;
  960. this.z += s;
  961. return this;
  962. },
  963. addVectors: function ( a, b ) {
  964. this.x = a.x + b.x;
  965. this.y = a.y + b.y;
  966. this.z = a.z + b.z;
  967. return this;
  968. },
  969. sub: function ( v, w ) {
  970. if ( w !== undefined ) {
  971. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  972. return this.subVectors( v, w );
  973. }
  974. this.x -= v.x;
  975. this.y -= v.y;
  976. this.z -= v.z;
  977. return this;
  978. },
  979. subVectors: function ( a, b ) {
  980. this.x = a.x - b.x;
  981. this.y = a.y - b.y;
  982. this.z = a.z - b.z;
  983. return this;
  984. },
  985. multiply: function ( v, w ) {
  986. if ( w !== undefined ) {
  987. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  988. return this.multiplyVectors( v, w );
  989. }
  990. this.x *= v.x;
  991. this.y *= v.y;
  992. this.z *= v.z;
  993. return this;
  994. },
  995. multiplyScalar: function ( scalar ) {
  996. this.x *= scalar;
  997. this.y *= scalar;
  998. this.z *= scalar;
  999. return this;
  1000. },
  1001. multiplyVectors: function ( a, b ) {
  1002. this.x = a.x * b.x;
  1003. this.y = a.y * b.y;
  1004. this.z = a.z * b.z;
  1005. return this;
  1006. },
  1007. applyEuler: function () {
  1008. var quaternion;
  1009. return function ( euler ) {
  1010. if ( euler instanceof THREE.Euler === false ) {
  1011. console.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  1012. }
  1013. if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  1014. this.applyQuaternion( quaternion.setFromEuler( euler ) );
  1015. return this;
  1016. };
  1017. }(),
  1018. applyAxisAngle: function () {
  1019. var quaternion;
  1020. return function ( axis, angle ) {
  1021. if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  1022. this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  1023. return this;
  1024. };
  1025. }(),
  1026. applyMatrix3: function ( m ) {
  1027. var x = this.x;
  1028. var y = this.y;
  1029. var z = this.z;
  1030. var e = m.elements;
  1031. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1032. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1033. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1034. return this;
  1035. },
  1036. applyMatrix4: function ( m ) {
  1037. // input: THREE.Matrix4 affine matrix
  1038. var x = this.x, y = this.y, z = this.z;
  1039. var e = m.elements;
  1040. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ];
  1041. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ];
  1042. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
  1043. return this;
  1044. },
  1045. applyProjection: function ( m ) {
  1046. // input: THREE.Matrix4 projection matrix
  1047. var x = this.x, y = this.y, z = this.z;
  1048. var e = m.elements;
  1049. var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
  1050. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d;
  1051. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d;
  1052. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
  1053. return this;
  1054. },
  1055. applyQuaternion: function ( q ) {
  1056. var x = this.x;
  1057. var y = this.y;
  1058. var z = this.z;
  1059. var qx = q.x;
  1060. var qy = q.y;
  1061. var qz = q.z;
  1062. var qw = q.w;
  1063. // calculate quat * vector
  1064. var ix = qw * x + qy * z - qz * y;
  1065. var iy = qw * y + qz * x - qx * z;
  1066. var iz = qw * z + qx * y - qy * x;
  1067. var iw = - qx * x - qy * y - qz * z;
  1068. // calculate result * inverse quat
  1069. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1070. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1071. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1072. return this;
  1073. },
  1074. project: function () {
  1075. var matrix;
  1076. return function ( camera ) {
  1077. if ( matrix === undefined ) matrix = new THREE.Matrix4();
  1078. matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
  1079. return this.applyProjection( matrix );
  1080. };
  1081. }(),
  1082. unproject: function () {
  1083. var matrix;
  1084. return function ( camera ) {
  1085. if ( matrix === undefined ) matrix = new THREE.Matrix4();
  1086. matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
  1087. return this.applyProjection( matrix );
  1088. };
  1089. }(),
  1090. transformDirection: function ( m ) {
  1091. // input: THREE.Matrix4 affine matrix
  1092. // vector interpreted as a direction
  1093. var x = this.x, y = this.y, z = this.z;
  1094. var e = m.elements;
  1095. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1096. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1097. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1098. this.normalize();
  1099. return this;
  1100. },
  1101. divide: function ( v ) {
  1102. this.x /= v.x;
  1103. this.y /= v.y;
  1104. this.z /= v.z;
  1105. return this;
  1106. },
  1107. divideScalar: function ( scalar ) {
  1108. if ( scalar !== 0 ) {
  1109. var invScalar = 1 / scalar;
  1110. this.x *= invScalar;
  1111. this.y *= invScalar;
  1112. this.z *= invScalar;
  1113. } else {
  1114. this.x = 0;
  1115. this.y = 0;
  1116. this.z = 0;
  1117. }
  1118. return this;
  1119. },
  1120. min: function ( v ) {
  1121. if ( this.x > v.x ) {
  1122. this.x = v.x;
  1123. }
  1124. if ( this.y > v.y ) {
  1125. this.y = v.y;
  1126. }
  1127. if ( this.z > v.z ) {
  1128. this.z = v.z;
  1129. }
  1130. return this;
  1131. },
  1132. max: function ( v ) {
  1133. if ( this.x < v.x ) {
  1134. this.x = v.x;
  1135. }
  1136. if ( this.y < v.y ) {
  1137. this.y = v.y;
  1138. }
  1139. if ( this.z < v.z ) {
  1140. this.z = v.z;
  1141. }
  1142. return this;
  1143. },
  1144. clamp: function ( min, max ) {
  1145. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  1146. if ( this.x < min.x ) {
  1147. this.x = min.x;
  1148. } else if ( this.x > max.x ) {
  1149. this.x = max.x;
  1150. }
  1151. if ( this.y < min.y ) {
  1152. this.y = min.y;
  1153. } else if ( this.y > max.y ) {
  1154. this.y = max.y;
  1155. }
  1156. if ( this.z < min.z ) {
  1157. this.z = min.z;
  1158. } else if ( this.z > max.z ) {
  1159. this.z = max.z;
  1160. }
  1161. return this;
  1162. },
  1163. clampScalar: ( function () {
  1164. var min, max;
  1165. return function ( minVal, maxVal ) {
  1166. if ( min === undefined ) {
  1167. min = new THREE.Vector3();
  1168. max = new THREE.Vector3();
  1169. }
  1170. min.set( minVal, minVal, minVal );
  1171. max.set( maxVal, maxVal, maxVal );
  1172. return this.clamp( min, max );
  1173. };
  1174. } )(),
  1175. floor: function () {
  1176. this.x = Math.floor( this.x );
  1177. this.y = Math.floor( this.y );
  1178. this.z = Math.floor( this.z );
  1179. return this;
  1180. },
  1181. ceil: function () {
  1182. this.x = Math.ceil( this.x );
  1183. this.y = Math.ceil( this.y );
  1184. this.z = Math.ceil( this.z );
  1185. return this;
  1186. },
  1187. round: function () {
  1188. this.x = Math.round( this.x );
  1189. this.y = Math.round( this.y );
  1190. this.z = Math.round( this.z );
  1191. return this;
  1192. },
  1193. roundToZero: function () {
  1194. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1195. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1196. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1197. return this;
  1198. },
  1199. negate: function () {
  1200. this.x = - this.x;
  1201. this.y = - this.y;
  1202. this.z = - this.z;
  1203. return this;
  1204. },
  1205. dot: function ( v ) {
  1206. return this.x * v.x + this.y * v.y + this.z * v.z;
  1207. },
  1208. lengthSq: function () {
  1209. return this.x * this.x + this.y * this.y + this.z * this.z;
  1210. },
  1211. length: function () {
  1212. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1213. },
  1214. lengthManhattan: function () {
  1215. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1216. },
  1217. normalize: function () {
  1218. return this.divideScalar( this.length() );
  1219. },
  1220. setLength: function ( l ) {
  1221. var oldLength = this.length();
  1222. if ( oldLength !== 0 && l !== oldLength ) {
  1223. this.multiplyScalar( l / oldLength );
  1224. }
  1225. return this;
  1226. },
  1227. lerp: function ( v, alpha ) {
  1228. this.x += ( v.x - this.x ) * alpha;
  1229. this.y += ( v.y - this.y ) * alpha;
  1230. this.z += ( v.z - this.z ) * alpha;
  1231. return this;
  1232. },
  1233. cross: function ( v, w ) {
  1234. if ( w !== undefined ) {
  1235. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1236. return this.crossVectors( v, w );
  1237. }
  1238. var x = this.x, y = this.y, z = this.z;
  1239. this.x = y * v.z - z * v.y;
  1240. this.y = z * v.x - x * v.z;
  1241. this.z = x * v.y - y * v.x;
  1242. return this;
  1243. },
  1244. crossVectors: function ( a, b ) {
  1245. var ax = a.x, ay = a.y, az = a.z;
  1246. var bx = b.x, by = b.y, bz = b.z;
  1247. this.x = ay * bz - az * by;
  1248. this.y = az * bx - ax * bz;
  1249. this.z = ax * by - ay * bx;
  1250. return this;
  1251. },
  1252. projectOnVector: function () {
  1253. var v1, dot;
  1254. return function ( vector ) {
  1255. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1256. v1.copy( vector ).normalize();
  1257. dot = this.dot( v1 );
  1258. return this.copy( v1 ).multiplyScalar( dot );
  1259. };
  1260. }(),
  1261. projectOnPlane: function () {
  1262. var v1;
  1263. return function ( planeNormal ) {
  1264. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1265. v1.copy( this ).projectOnVector( planeNormal );
  1266. return this.sub( v1 );
  1267. }
  1268. }(),
  1269. reflect: function () {
  1270. // reflect incident vector off plane orthogonal to normal
  1271. // normal is assumed to have unit length
  1272. var v1;
  1273. return function ( normal ) {
  1274. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1275. return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1276. }
  1277. }(),
  1278. angleTo: function ( v ) {
  1279. var theta = this.dot( v ) / ( this.length() * v.length() );
  1280. // clamp, to handle numerical problems
  1281. return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
  1282. },
  1283. distanceTo: function ( v ) {
  1284. return Math.sqrt( this.distanceToSquared( v ) );
  1285. },
  1286. distanceToSquared: function ( v ) {
  1287. var dx = this.x - v.x;
  1288. var dy = this.y - v.y;
  1289. var dz = this.z - v.z;
  1290. return dx * dx + dy * dy + dz * dz;
  1291. },
  1292. setEulerFromRotationMatrix: function ( m, order ) {
  1293. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  1294. },
  1295. setEulerFromQuaternion: function ( q, order ) {
  1296. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  1297. },
  1298. getPositionFromMatrix: function ( m ) {
  1299. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  1300. return this.setFromMatrixPosition( m );
  1301. },
  1302. getScaleFromMatrix: function ( m ) {
  1303. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  1304. return this.setFromMatrixScale( m );
  1305. },
  1306. getColumnFromMatrix: function ( index, matrix ) {
  1307. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  1308. return this.setFromMatrixColumn( index, matrix );
  1309. },
  1310. setFromMatrixPosition: function ( m ) {
  1311. this.x = m.elements[ 12 ];
  1312. this.y = m.elements[ 13 ];
  1313. this.z = m.elements[ 14 ];
  1314. return this;
  1315. },
  1316. setFromMatrixScale: function ( m ) {
  1317. var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
  1318. var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
  1319. var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
  1320. this.x = sx;
  1321. this.y = sy;
  1322. this.z = sz;
  1323. return this;
  1324. },
  1325. setFromMatrixColumn: function ( index, matrix ) {
  1326. var offset = index * 4;
  1327. var me = matrix.elements;
  1328. this.x = me[ offset ];
  1329. this.y = me[ offset + 1 ];
  1330. this.z = me[ offset + 2 ];
  1331. return this;
  1332. },
  1333. equals: function ( v ) {
  1334. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1335. },
  1336. fromArray: function ( array ) {
  1337. this.x = array[ 0 ];
  1338. this.y = array[ 1 ];
  1339. this.z = array[ 2 ];
  1340. return this;
  1341. },
  1342. toArray: function () {
  1343. return [ this.x, this.y, this.z ];
  1344. },
  1345. clone: function () {
  1346. return new THREE.Vector3( this.x, this.y, this.z );
  1347. }
  1348. };
  1349. // File:src/math/Vector4.js
  1350. /**
  1351. * @author supereggbert / http://www.paulbrunt.co.uk/
  1352. * @author philogb / http://blog.thejit.org/
  1353. * @author mikael emtinger / http://gomo.se/
  1354. * @author egraether / http://egraether.com/
  1355. * @author WestLangley / http://github.com/WestLangley
  1356. */
  1357. THREE.Vector4 = function ( x, y, z, w ) {
  1358. this.x = x || 0;
  1359. this.y = y || 0;
  1360. this.z = z || 0;
  1361. this.w = ( w !== undefined ) ? w : 1;
  1362. };
  1363. THREE.Vector4.prototype = {
  1364. constructor: THREE.Vector4,
  1365. set: function ( x, y, z, w ) {
  1366. this.x = x;
  1367. this.y = y;
  1368. this.z = z;
  1369. this.w = w;
  1370. return this;
  1371. },
  1372. setX: function ( x ) {
  1373. this.x = x;
  1374. return this;
  1375. },
  1376. setY: function ( y ) {
  1377. this.y = y;
  1378. return this;
  1379. },
  1380. setZ: function ( z ) {
  1381. this.z = z;
  1382. return this;
  1383. },
  1384. setW: function ( w ) {
  1385. this.w = w;
  1386. return this;
  1387. },
  1388. setComponent: function ( index, value ) {
  1389. switch ( index ) {
  1390. case 0: this.x = value; break;
  1391. case 1: this.y = value; break;
  1392. case 2: this.z = value; break;
  1393. case 3: this.w = value; break;
  1394. default: throw new Error( 'index is out of range: ' + index );
  1395. }
  1396. },
  1397. getComponent: function ( index ) {
  1398. switch ( index ) {
  1399. case 0: return this.x;
  1400. case 1: return this.y;
  1401. case 2: return this.z;
  1402. case 3: return this.w;
  1403. default: throw new Error( 'index is out of range: ' + index );
  1404. }
  1405. },
  1406. copy: function ( v ) {
  1407. this.x = v.x;
  1408. this.y = v.y;
  1409. this.z = v.z;
  1410. this.w = ( v.w !== undefined ) ? v.w : 1;
  1411. return this;
  1412. },
  1413. add: function ( v, w ) {
  1414. if ( w !== undefined ) {
  1415. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1416. return this.addVectors( v, w );
  1417. }
  1418. this.x += v.x;
  1419. this.y += v.y;
  1420. this.z += v.z;
  1421. this.w += v.w;
  1422. return this;
  1423. },
  1424. addScalar: function ( s ) {
  1425. this.x += s;
  1426. this.y += s;
  1427. this.z += s;
  1428. this.w += s;
  1429. return this;
  1430. },
  1431. addVectors: function ( a, b ) {
  1432. this.x = a.x + b.x;
  1433. this.y = a.y + b.y;
  1434. this.z = a.z + b.z;
  1435. this.w = a.w + b.w;
  1436. return this;
  1437. },
  1438. sub: function ( v, w ) {
  1439. if ( w !== undefined ) {
  1440. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1441. return this.subVectors( v, w );
  1442. }
  1443. this.x -= v.x;
  1444. this.y -= v.y;
  1445. this.z -= v.z;
  1446. this.w -= v.w;
  1447. return this;
  1448. },
  1449. subVectors: function ( a, b ) {
  1450. this.x = a.x - b.x;
  1451. this.y = a.y - b.y;
  1452. this.z = a.z - b.z;
  1453. this.w = a.w - b.w;
  1454. return this;
  1455. },
  1456. multiplyScalar: function ( scalar ) {
  1457. this.x *= scalar;
  1458. this.y *= scalar;
  1459. this.z *= scalar;
  1460. this.w *= scalar;
  1461. return this;
  1462. },
  1463. applyMatrix4: function ( m ) {
  1464. var x = this.x;
  1465. var y = this.y;
  1466. var z = this.z;
  1467. var w = this.w;
  1468. var e = m.elements;
  1469. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1470. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1471. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1472. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1473. return this;
  1474. },
  1475. divideScalar: function ( scalar ) {
  1476. if ( scalar !== 0 ) {
  1477. var invScalar = 1 / scalar;
  1478. this.x *= invScalar;
  1479. this.y *= invScalar;
  1480. this.z *= invScalar;
  1481. this.w *= invScalar;
  1482. } else {
  1483. this.x = 0;
  1484. this.y = 0;
  1485. this.z = 0;
  1486. this.w = 1;
  1487. }
  1488. return this;
  1489. },
  1490. setAxisAngleFromQuaternion: function ( q ) {
  1491. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1492. // q is assumed to be normalized
  1493. this.w = 2 * Math.acos( q.w );
  1494. var s = Math.sqrt( 1 - q.w * q.w );
  1495. if ( s < 0.0001 ) {
  1496. this.x = 1;
  1497. this.y = 0;
  1498. this.z = 0;
  1499. } else {
  1500. this.x = q.x / s;
  1501. this.y = q.y / s;
  1502. this.z = q.z / s;
  1503. }
  1504. return this;
  1505. },
  1506. setAxisAngleFromRotationMatrix: function ( m ) {
  1507. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1508. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1509. var angle, x, y, z, // variables for result
  1510. epsilon = 0.01, // margin to allow for rounding errors
  1511. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1512. te = m.elements,
  1513. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1514. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1515. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1516. if ( ( Math.abs( m12 - m21 ) < epsilon )
  1517. && ( Math.abs( m13 - m31 ) < epsilon )
  1518. && ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1519. // singularity found
  1520. // first check for identity matrix which must have +1 for all terms
  1521. // in leading diagonal and zero in other terms
  1522. if ( ( Math.abs( m12 + m21 ) < epsilon2 )
  1523. && ( Math.abs( m13 + m31 ) < epsilon2 )
  1524. && ( Math.abs( m23 + m32 ) < epsilon2 )
  1525. && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1526. // this singularity is identity matrix so angle = 0
  1527. this.set( 1, 0, 0, 0 );
  1528. return this; // zero angle, arbitrary axis
  1529. }
  1530. // otherwise this singularity is angle = 180
  1531. angle = Math.PI;
  1532. var xx = ( m11 + 1 ) / 2;
  1533. var yy = ( m22 + 1 ) / 2;
  1534. var zz = ( m33 + 1 ) / 2;
  1535. var xy = ( m12 + m21 ) / 4;
  1536. var xz = ( m13 + m31 ) / 4;
  1537. var yz = ( m23 + m32 ) / 4;
  1538. if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
  1539. if ( xx < epsilon ) {
  1540. x = 0;
  1541. y = 0.707106781;
  1542. z = 0.707106781;
  1543. } else {
  1544. x = Math.sqrt( xx );
  1545. y = xy / x;
  1546. z = xz / x;
  1547. }
  1548. } else if ( yy > zz ) { // m22 is the largest diagonal term
  1549. if ( yy < epsilon ) {
  1550. x = 0.707106781;
  1551. y = 0;
  1552. z = 0.707106781;
  1553. } else {
  1554. y = Math.sqrt( yy );
  1555. x = xy / y;
  1556. z = yz / y;
  1557. }
  1558. } else { // m33 is the largest diagonal term so base result on this
  1559. if ( zz < epsilon ) {
  1560. x = 0.707106781;
  1561. y = 0.707106781;
  1562. z = 0;
  1563. } else {
  1564. z = Math.sqrt( zz );
  1565. x = xz / z;
  1566. y = yz / z;
  1567. }
  1568. }
  1569. this.set( x, y, z, angle );
  1570. return this; // return 180 deg rotation
  1571. }
  1572. // as we have reached here there are no singularities so we can handle normally
  1573. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
  1574. + ( m13 - m31 ) * ( m13 - m31 )
  1575. + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1576. if ( Math.abs( s ) < 0.001 ) s = 1;
  1577. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1578. // caught by singularity test above, but I've left it in just in case
  1579. this.x = ( m32 - m23 ) / s;
  1580. this.y = ( m13 - m31 ) / s;
  1581. this.z = ( m21 - m12 ) / s;
  1582. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1583. return this;
  1584. },
  1585. min: function ( v ) {
  1586. if ( this.x > v.x ) {
  1587. this.x = v.x;
  1588. }
  1589. if ( this.y > v.y ) {
  1590. this.y = v.y;
  1591. }
  1592. if ( this.z > v.z ) {
  1593. this.z = v.z;
  1594. }
  1595. if ( this.w > v.w ) {
  1596. this.w = v.w;
  1597. }
  1598. return this;
  1599. },
  1600. max: function ( v ) {
  1601. if ( this.x < v.x ) {
  1602. this.x = v.x;
  1603. }
  1604. if ( this.y < v.y ) {
  1605. this.y = v.y;
  1606. }
  1607. if ( this.z < v.z ) {
  1608. this.z = v.z;
  1609. }
  1610. if ( this.w < v.w ) {
  1611. this.w = v.w;
  1612. }
  1613. return this;
  1614. },
  1615. clamp: function ( min, max ) {
  1616. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  1617. if ( this.x < min.x ) {
  1618. this.x = min.x;
  1619. } else if ( this.x > max.x ) {
  1620. this.x = max.x;
  1621. }
  1622. if ( this.y < min.y ) {
  1623. this.y = min.y;
  1624. } else if ( this.y > max.y ) {
  1625. this.y = max.y;
  1626. }
  1627. if ( this.z < min.z ) {
  1628. this.z = min.z;
  1629. } else if ( this.z > max.z ) {
  1630. this.z = max.z;
  1631. }
  1632. if ( this.w < min.w ) {
  1633. this.w = min.w;
  1634. } else if ( this.w > max.w ) {
  1635. this.w = max.w;
  1636. }
  1637. return this;
  1638. },
  1639. clampScalar: ( function () {
  1640. var min, max;
  1641. return function ( minVal, maxVal ) {
  1642. if ( min === undefined ) {
  1643. min = new THREE.Vector4();
  1644. max = new THREE.Vector4();
  1645. }
  1646. min.set( minVal, minVal, minVal, minVal );
  1647. max.set( maxVal, maxVal, maxVal, maxVal );
  1648. return this.clamp( min, max );
  1649. };
  1650. } )(),
  1651. floor: function () {
  1652. this.x = Math.floor( this.x );
  1653. this.y = Math.floor( this.y );
  1654. this.z = Math.floor( this.z );
  1655. this.w = Math.floor( this.w );
  1656. return this;
  1657. },
  1658. ceil: function () {
  1659. this.x = Math.ceil( this.x );
  1660. this.y = Math.ceil( this.y );
  1661. this.z = Math.ceil( this.z );
  1662. this.w = Math.ceil( this.w );
  1663. return this;
  1664. },
  1665. round: function () {
  1666. this.x = Math.round( this.x );
  1667. this.y = Math.round( this.y );
  1668. this.z = Math.round( this.z );
  1669. this.w = Math.round( this.w );
  1670. return this;
  1671. },
  1672. roundToZero: function () {
  1673. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1674. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1675. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1676. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1677. return this;
  1678. },
  1679. negate: function () {
  1680. this.x = - this.x;
  1681. this.y = - this.y;
  1682. this.z = - this.z;
  1683. this.w = - this.w;
  1684. return this;
  1685. },
  1686. dot: function ( v ) {
  1687. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1688. },
  1689. lengthSq: function () {
  1690. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1691. },
  1692. length: function () {
  1693. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1694. },
  1695. lengthManhattan: function () {
  1696. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1697. },
  1698. normalize: function () {
  1699. return this.divideScalar( this.length() );
  1700. },
  1701. setLength: function ( l ) {
  1702. var oldLength = this.length();
  1703. if ( oldLength !== 0 && l !== oldLength ) {
  1704. this.multiplyScalar( l / oldLength );
  1705. }
  1706. return this;
  1707. },
  1708. lerp: function ( v, alpha ) {
  1709. this.x += ( v.x - this.x ) * alpha;
  1710. this.y += ( v.y - this.y ) * alpha;
  1711. this.z += ( v.z - this.z ) * alpha;
  1712. this.w += ( v.w - this.w ) * alpha;
  1713. return this;
  1714. },
  1715. equals: function ( v ) {
  1716. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1717. },
  1718. fromArray: function ( array ) {
  1719. this.x = array[ 0 ];
  1720. this.y = array[ 1 ];
  1721. this.z = array[ 2 ];
  1722. this.w = array[ 3 ];
  1723. return this;
  1724. },
  1725. toArray: function () {
  1726. return [ this.x, this.y, this.z, this.w ];
  1727. },
  1728. clone: function () {
  1729. return new THREE.Vector4( this.x, this.y, this.z, this.w );
  1730. }
  1731. };
  1732. // File:src/math/Euler.js
  1733. /**
  1734. * @author mrdoob / http://mrdoob.com/
  1735. * @author WestLangley / http://github.com/WestLangley
  1736. * @author bhouston / http://exocortex.com
  1737. */
  1738. THREE.Euler = function ( x, y, z, order ) {
  1739. this._x = x || 0;
  1740. this._y = y || 0;
  1741. this._z = z || 0;
  1742. this._order = order || THREE.Euler.DefaultOrder;
  1743. };
  1744. THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  1745. THREE.Euler.DefaultOrder = 'XYZ';
  1746. THREE.Euler.prototype = {
  1747. constructor: THREE.Euler,
  1748. _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
  1749. get x () {
  1750. return this._x;
  1751. },
  1752. set x ( value ) {
  1753. this._x = value;
  1754. this.onChangeCallback();
  1755. },
  1756. get y () {
  1757. return this._y;
  1758. },
  1759. set y ( value ) {
  1760. this._y = value;
  1761. this.onChangeCallback();
  1762. },
  1763. get z () {
  1764. return this._z;
  1765. },
  1766. set z ( value ) {
  1767. this._z = value;
  1768. this.onChangeCallback();
  1769. },
  1770. get order () {
  1771. return this._order;
  1772. },
  1773. set order ( value ) {
  1774. this._order = value;
  1775. this.onChangeCallback();
  1776. },
  1777. set: function ( x, y, z, order ) {
  1778. this._x = x;
  1779. this._y = y;
  1780. this._z = z;
  1781. this._order = order || this._order;
  1782. this.onChangeCallback();
  1783. return this;
  1784. },
  1785. copy: function ( euler ) {
  1786. this._x = euler._x;
  1787. this._y = euler._y;
  1788. this._z = euler._z;
  1789. this._order = euler._order;
  1790. this.onChangeCallback();
  1791. return this;
  1792. },
  1793. setFromRotationMatrix: function ( m, order ) {
  1794. var clamp = THREE.Math.clamp;
  1795. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1796. var te = m.elements;
  1797. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  1798. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  1799. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1800. order = order || this._order;
  1801. if ( order === 'XYZ' ) {
  1802. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  1803. if ( Math.abs( m13 ) < 0.99999 ) {
  1804. this._x = Math.atan2( - m23, m33 );
  1805. this._z = Math.atan2( - m12, m11 );
  1806. } else {
  1807. this._x = Math.atan2( m32, m22 );
  1808. this._z = 0;
  1809. }
  1810. } else if ( order === 'YXZ' ) {
  1811. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  1812. if ( Math.abs( m23 ) < 0.99999 ) {
  1813. this._y = Math.atan2( m13, m33 );
  1814. this._z = Math.atan2( m21, m22 );
  1815. } else {
  1816. this._y = Math.atan2( - m31, m11 );
  1817. this._z = 0;
  1818. }
  1819. } else if ( order === 'ZXY' ) {
  1820. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  1821. if ( Math.abs( m32 ) < 0.99999 ) {
  1822. this._y = Math.atan2( - m31, m33 );
  1823. this._z = Math.atan2( - m12, m22 );
  1824. } else {
  1825. this._y = 0;
  1826. this._z = Math.atan2( m21, m11 );
  1827. }
  1828. } else if ( order === 'ZYX' ) {
  1829. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  1830. if ( Math.abs( m31 ) < 0.99999 ) {
  1831. this._x = Math.atan2( m32, m33 );
  1832. this._z = Math.atan2( m21, m11 );
  1833. } else {
  1834. this._x = 0;
  1835. this._z = Math.atan2( - m12, m22 );
  1836. }
  1837. } else if ( order === 'YZX' ) {
  1838. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  1839. if ( Math.abs( m21 ) < 0.99999 ) {
  1840. this._x = Math.atan2( - m23, m22 );
  1841. this._y = Math.atan2( - m31, m11 );
  1842. } else {
  1843. this._x = 0;
  1844. this._y = Math.atan2( m13, m33 );
  1845. }
  1846. } else if ( order === 'XZY' ) {
  1847. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  1848. if ( Math.abs( m12 ) < 0.99999 ) {
  1849. this._x = Math.atan2( m32, m22 );
  1850. this._y = Math.atan2( m13, m11 );
  1851. } else {
  1852. this._x = Math.atan2( - m23, m33 );
  1853. this._y = 0;
  1854. }
  1855. } else {
  1856. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
  1857. }
  1858. this._order = order;
  1859. this.onChangeCallback();
  1860. return this;
  1861. },
  1862. setFromQuaternion: function ( q, order, update ) {
  1863. var clamp = THREE.Math.clamp;
  1864. // q is assumed to be normalized
  1865. // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
  1866. var sqx = q.x * q.x;
  1867. var sqy = q.y * q.y;
  1868. var sqz = q.z * q.z;
  1869. var sqw = q.w * q.w;
  1870. order = order || this._order;
  1871. if ( order === 'XYZ' ) {
  1872. this._x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
  1873. this._y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ), - 1, 1 ) );
  1874. this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
  1875. } else if ( order === 'YXZ' ) {
  1876. this._x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ), - 1, 1 ) );
  1877. this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
  1878. this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
  1879. } else if ( order === 'ZXY' ) {
  1880. this._x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ), - 1, 1 ) );
  1881. this._y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
  1882. this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
  1883. } else if ( order === 'ZYX' ) {
  1884. this._x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
  1885. this._y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ), - 1, 1 ) );
  1886. this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
  1887. } else if ( order === 'YZX' ) {
  1888. this._x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
  1889. this._y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
  1890. this._z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ), - 1, 1 ) );
  1891. } else if ( order === 'XZY' ) {
  1892. this._x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
  1893. this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
  1894. this._z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ), - 1, 1 ) );
  1895. } else {
  1896. console.warn( 'THREE.Euler: .setFromQuaternion() given unsupported order: ' + order )
  1897. }
  1898. this._order = order;
  1899. if ( update !== false ) this.onChangeCallback();
  1900. return this;
  1901. },
  1902. reorder: function () {
  1903. // WARNING: this discards revolution information -bhouston
  1904. var q = new THREE.Quaternion();
  1905. return function ( newOrder ) {
  1906. q.setFromEuler( this );
  1907. this.setFromQuaternion( q, newOrder );
  1908. };
  1909. }(),
  1910. equals: function ( euler ) {
  1911. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  1912. },
  1913. fromArray: function ( array ) {
  1914. this._x = array[ 0 ];
  1915. this._y = array[ 1 ];
  1916. this._z = array[ 2 ];
  1917. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  1918. this.onChangeCallback();
  1919. return this;
  1920. },
  1921. toArray: function () {
  1922. return [ this._x, this._y, this._z, this._order ];
  1923. },
  1924. onChange: function ( callback ) {
  1925. this.onChangeCallback = callback;
  1926. return this;
  1927. },
  1928. onChangeCallback: function () {},
  1929. clone: function () {
  1930. return new THREE.Euler( this._x, this._y, this._z, this._order );
  1931. }
  1932. };
  1933. // File:src/math/Line3.js
  1934. /**
  1935. * @author bhouston / http://exocortex.com
  1936. */
  1937. THREE.Line3 = function ( start, end ) {
  1938. this.start = ( start !== undefined ) ? start : new THREE.Vector3();
  1939. this.end = ( end !== undefined ) ? end : new THREE.Vector3();
  1940. };
  1941. THREE.Line3.prototype = {
  1942. constructor: THREE.Line3,
  1943. set: function ( start, end ) {
  1944. this.start.copy( start );
  1945. this.end.copy( end );
  1946. return this;
  1947. },
  1948. copy: function ( line ) {
  1949. this.start.copy( line.start );
  1950. this.end.copy( line.end );
  1951. return this;
  1952. },
  1953. center: function ( optionalTarget ) {
  1954. var result = optionalTarget || new THREE.Vector3();
  1955. return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  1956. },
  1957. delta: function ( optionalTarget ) {
  1958. var result = optionalTarget || new THREE.Vector3();
  1959. return result.subVectors( this.end, this.start );
  1960. },
  1961. distanceSq: function () {
  1962. return this.start.distanceToSquared( this.end );
  1963. },
  1964. distance: function () {
  1965. return this.start.distanceTo( this.end );
  1966. },
  1967. at: function ( t, optionalTarget ) {
  1968. var result = optionalTarget || new THREE.Vector3();
  1969. return this.delta( result ).multiplyScalar( t ).add( this.start );
  1970. },
  1971. closestPointToPointParameter: function () {
  1972. var startP = new THREE.Vector3();
  1973. var startEnd = new THREE.Vector3();
  1974. return function ( point, clampToLine ) {
  1975. startP.subVectors( point, this.start );
  1976. startEnd.subVectors( this.end, this.start );
  1977. var startEnd2 = startEnd.dot( startEnd );
  1978. var startEnd_startP = startEnd.dot( startP );
  1979. var t = startEnd_startP / startEnd2;
  1980. if ( clampToLine ) {
  1981. t = THREE.Math.clamp( t, 0, 1 );
  1982. }
  1983. return t;
  1984. };
  1985. }(),
  1986. closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
  1987. var t = this.closestPointToPointParameter( point, clampToLine );
  1988. var result = optionalTarget || new THREE.Vector3();
  1989. return this.delta( result ).multiplyScalar( t ).add( this.start );
  1990. },
  1991. applyMatrix4: function ( matrix ) {
  1992. this.start.applyMatrix4( matrix );
  1993. this.end.applyMatrix4( matrix );
  1994. return this;
  1995. },
  1996. equals: function ( line ) {
  1997. return line.start.equals( this.start ) && line.end.equals( this.end );
  1998. },
  1999. clone: function () {
  2000. return new THREE.Line3().copy( this );
  2001. }
  2002. };
  2003. // File:src/math/Box2.js
  2004. /**
  2005. * @author bhouston / http://exocortex.com
  2006. */
  2007. THREE.Box2 = function ( min, max ) {
  2008. this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
  2009. this.max = ( max !== undefined ) ? max : new THREE.Vector2( - Infinity, - Infinity );
  2010. };
  2011. THREE.Box2.prototype = {
  2012. constructor: THREE.Box2,
  2013. set: function ( min, max ) {
  2014. this.min.copy( min );
  2015. this.max.copy( max );
  2016. return this;
  2017. },
  2018. setFromPoints: function ( points ) {
  2019. this.makeEmpty();
  2020. for ( var i = 0, il = points.length; i < il; i ++ ) {
  2021. this.expandByPoint( points[ i ] )
  2022. }
  2023. return this;
  2024. },
  2025. setFromCenterAndSize: function () {
  2026. var v1 = new THREE.Vector2();
  2027. return function ( center, size ) {
  2028. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  2029. this.min.copy( center ).sub( halfSize );
  2030. this.max.copy( center ).add( halfSize );
  2031. return this;
  2032. };
  2033. }(),
  2034. copy: function ( box ) {
  2035. this.min.copy( box.min );
  2036. this.max.copy( box.max );
  2037. return this;
  2038. },
  2039. makeEmpty: function () {
  2040. this.min.x = this.min.y = Infinity;
  2041. this.max.x = this.max.y = - Infinity;
  2042. return this;
  2043. },
  2044. empty: function () {
  2045. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2046. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  2047. },
  2048. center: function ( optionalTarget ) {
  2049. var result = optionalTarget || new THREE.Vector2();
  2050. return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2051. },
  2052. size: function ( optionalTarget ) {
  2053. var result = optionalTarget || new THREE.Vector2();
  2054. return result.subVectors( this.max, this.min );
  2055. },
  2056. expandByPoint: function ( point ) {
  2057. this.min.min( point );
  2058. this.max.max( point );
  2059. return this;
  2060. },
  2061. expandByVector: function ( vector ) {
  2062. this.min.sub( vector );
  2063. this.max.add( vector );
  2064. return this;
  2065. },
  2066. expandByScalar: function ( scalar ) {
  2067. this.min.addScalar( - scalar );
  2068. this.max.addScalar( scalar );
  2069. return this;
  2070. },
  2071. containsPoint: function ( point ) {
  2072. if ( point.x < this.min.x || point.x > this.max.x ||
  2073. point.y < this.min.y || point.y > this.max.y ) {
  2074. return false;
  2075. }
  2076. return true;
  2077. },
  2078. containsBox: function ( box ) {
  2079. if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
  2080. ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
  2081. return true;
  2082. }
  2083. return false;
  2084. },
  2085. getParameter: function ( point, optionalTarget ) {
  2086. // This can potentially have a divide by zero if the box
  2087. // has a size dimension of 0.
  2088. var result = optionalTarget || new THREE.Vector2();
  2089. return result.set(
  2090. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2091. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  2092. );
  2093. },
  2094. isIntersectionBox: function ( box ) {
  2095. // using 6 splitting planes to rule out intersections.
  2096. if ( box.max.x < this.min.x || box.min.x > this.max.x ||
  2097. box.max.y < this.min.y || box.min.y > this.max.y ) {
  2098. return false;
  2099. }
  2100. return true;
  2101. },
  2102. clampPoint: function ( point, optionalTarget ) {
  2103. var result = optionalTarget || new THREE.Vector2();
  2104. return result.copy( point ).clamp( this.min, this.max );
  2105. },
  2106. distanceToPoint: function () {
  2107. var v1 = new THREE.Vector2();
  2108. return function ( point ) {
  2109. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  2110. return clampedPoint.sub( point ).length();
  2111. };
  2112. }(),
  2113. intersect: function ( box ) {
  2114. this.min.max( box.min );
  2115. this.max.min( box.max );
  2116. return this;
  2117. },
  2118. union: function ( box ) {
  2119. this.min.min( box.min );
  2120. this.max.max( box.max );
  2121. return this;
  2122. },
  2123. translate: function ( offset ) {
  2124. this.min.add( offset );
  2125. this.max.add( offset );
  2126. return this;
  2127. },
  2128. equals: function ( box ) {
  2129. return box.min.equals( this.min ) && box.max.equals( this.max );
  2130. },
  2131. clone: function () {
  2132. return new THREE.Box2().copy( this );
  2133. }
  2134. };
  2135. // File:src/math/Box3.js
  2136. /**
  2137. * @author bhouston / http://exocortex.com
  2138. * @author WestLangley / http://github.com/WestLangley
  2139. */
  2140. THREE.Box3 = function ( min, max ) {
  2141. this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
  2142. this.max = ( max !== undefined ) ? max : new THREE.Vector3( - Infinity, - Infinity, - Infinity );
  2143. };
  2144. THREE.Box3.prototype = {
  2145. constructor: THREE.Box3,
  2146. set: function ( min, max ) {
  2147. this.min.copy( min );
  2148. this.max.copy( max );
  2149. return this;
  2150. },
  2151. setFromPoints: function ( points ) {
  2152. this.makeEmpty();
  2153. for ( var i = 0, il = points.length; i < il; i ++ ) {
  2154. this.expandByPoint( points[ i ] )
  2155. }
  2156. return this;
  2157. },
  2158. setFromCenterAndSize: function () {
  2159. var v1 = new THREE.Vector3();
  2160. return function ( center, size ) {
  2161. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  2162. this.min.copy( center ).sub( halfSize );
  2163. this.max.copy( center ).add( halfSize );
  2164. return this;
  2165. };
  2166. }(),
  2167. setFromObject: function () {
  2168. // Computes the world-axis-aligned bounding box of an object (including its children),
  2169. // accounting for both the object's, and childrens', world transforms
  2170. var v1 = new THREE.Vector3();
  2171. return function ( object ) {
  2172. var scope = this;
  2173. object.updateMatrixWorld( true );
  2174. this.makeEmpty();
  2175. object.traverse( function ( node ) {
  2176. var geometry = node.geometry;
  2177. if ( geometry !== undefined ) {
  2178. if ( geometry instanceof THREE.Geometry ) {
  2179. var vertices = geometry.vertices;
  2180. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  2181. v1.copy( vertices[ i ] );
  2182. v1.applyMatrix4( node.matrixWorld );
  2183. scope.expandByPoint( v1 );
  2184. }
  2185. } else if ( geometry instanceof THREE.BufferGeometry && geometry.attributes[ 'position' ] !== undefined ) {
  2186. var positions = geometry.attributes[ 'position' ].array;
  2187. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  2188. v1.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  2189. v1.applyMatrix4( node.matrixWorld );
  2190. scope.expandByPoint( v1 );
  2191. }
  2192. }
  2193. }
  2194. } );
  2195. return this;
  2196. };
  2197. }(),
  2198. copy: function ( box ) {
  2199. this.min.copy( box.min );
  2200. this.max.copy( box.max );
  2201. return this;
  2202. },
  2203. makeEmpty: function () {
  2204. this.min.x = this.min.y = this.min.z = Infinity;
  2205. this.max.x = this.max.y = this.max.z = - Infinity;
  2206. return this;
  2207. },
  2208. empty: function () {
  2209. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2210. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  2211. },
  2212. center: function ( optionalTarget ) {
  2213. var result = optionalTarget || new THREE.Vector3();
  2214. return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2215. },
  2216. size: function ( optionalTarget ) {
  2217. var result = optionalTarget || new THREE.Vector3();
  2218. return result.subVectors( this.max, this.min );
  2219. },
  2220. expandByPoint: function ( point ) {
  2221. this.min.min( point );
  2222. this.max.max( point );
  2223. return this;
  2224. },
  2225. expandByVector: function ( vector ) {
  2226. this.min.sub( vector );
  2227. this.max.add( vector );
  2228. return this;
  2229. },
  2230. expandByScalar: function ( scalar ) {
  2231. this.min.addScalar( - scalar );
  2232. this.max.addScalar( scalar );
  2233. return this;
  2234. },
  2235. containsPoint: function ( point ) {
  2236. if ( point.x < this.min.x || point.x > this.max.x ||
  2237. point.y < this.min.y || point.y > this.max.y ||
  2238. point.z < this.min.z || point.z > this.max.z ) {
  2239. return false;
  2240. }
  2241. return true;
  2242. },
  2243. containsBox: function ( box ) {
  2244. if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
  2245. ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
  2246. ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
  2247. return true;
  2248. }
  2249. return false;
  2250. },
  2251. getParameter: function ( point, optionalTarget ) {
  2252. // This can potentially have a divide by zero if the box
  2253. // has a size dimension of 0.
  2254. var result = optionalTarget || new THREE.Vector3();
  2255. return result.set(
  2256. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2257. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  2258. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  2259. );
  2260. },
  2261. isIntersectionBox: function ( box ) {
  2262. // using 6 splitting planes to rule out intersections.
  2263. if ( box.max.x < this.min.x || box.min.x > this.max.x ||
  2264. box.max.y < this.min.y || box.min.y > this.max.y ||
  2265. box.max.z < this.min.z || box.min.z > this.max.z ) {
  2266. return false;
  2267. }
  2268. return true;
  2269. },
  2270. clampPoint: function ( point, optionalTarget ) {
  2271. var result = optionalTarget || new THREE.Vector3();
  2272. return result.copy( point ).clamp( this.min, this.max );
  2273. },
  2274. distanceToPoint: function () {
  2275. var v1 = new THREE.Vector3();
  2276. return function ( point ) {
  2277. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  2278. return clampedPoint.sub( point ).length();
  2279. };
  2280. }(),
  2281. getBoundingSphere: function () {
  2282. var v1 = new THREE.Vector3();
  2283. return function ( optionalTarget ) {
  2284. var result = optionalTarget || new THREE.Sphere();
  2285. result.center = this.center();
  2286. result.radius = this.size( v1 ).length() * 0.5;
  2287. return result;
  2288. };
  2289. }(),
  2290. intersect: function ( box ) {
  2291. this.min.max( box.min );
  2292. this.max.min( box.max );
  2293. return this;
  2294. },
  2295. union: function ( box ) {
  2296. this.min.min( box.min );
  2297. this.max.max( box.max );
  2298. return this;
  2299. },
  2300. applyMatrix4: function () {
  2301. var points = [
  2302. new THREE.Vector3(),
  2303. new THREE.Vector3(),
  2304. new THREE.Vector3(),
  2305. new THREE.Vector3(),
  2306. new THREE.Vector3(),
  2307. new THREE.Vector3(),
  2308. new THREE.Vector3(),
  2309. new THREE.Vector3()
  2310. ];
  2311. return function ( matrix ) {
  2312. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  2313. points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  2314. points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  2315. points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  2316. points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  2317. points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  2318. points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  2319. points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  2320. points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  2321. this.makeEmpty();
  2322. this.setFromPoints( points );
  2323. return this;
  2324. };
  2325. }(),
  2326. translate: function ( offset ) {
  2327. this.min.add( offset );
  2328. this.max.add( offset );
  2329. return this;
  2330. },
  2331. equals: function ( box ) {
  2332. return box.min.equals( this.min ) && box.max.equals( this.max );
  2333. },
  2334. clone: function () {
  2335. return new THREE.Box3().copy( this );
  2336. }
  2337. };
  2338. // File:src/math/Matrix3.js
  2339. /**
  2340. * @author alteredq / http://alteredqualia.com/
  2341. * @author WestLangley / http://github.com/WestLangley
  2342. * @author bhouston / http://exocortex.com
  2343. */
  2344. THREE.Matrix3 = function () {
  2345. this.elements = new Float32Array( [
  2346. 1, 0, 0,
  2347. 0, 1, 0,
  2348. 0, 0, 1
  2349. ] );
  2350. if ( arguments.length > 0 ) {
  2351. console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
  2352. }
  2353. };
  2354. THREE.Matrix3.prototype = {
  2355. constructor: THREE.Matrix3,
  2356. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2357. var te = this.elements;
  2358. te[ 0 ] = n11; te[ 3 ] = n12; te[ 6 ] = n13;
  2359. te[ 1 ] = n21; te[ 4 ] = n22; te[ 7 ] = n23;
  2360. te[ 2 ] = n31; te[ 5 ] = n32; te[ 8 ] = n33;
  2361. return this;
  2362. },
  2363. identity: function () {
  2364. this.set(
  2365. 1, 0, 0,
  2366. 0, 1, 0,
  2367. 0, 0, 1
  2368. );
  2369. return this;
  2370. },
  2371. copy: function ( m ) {
  2372. var me = m.elements;
  2373. this.set(
  2374. me[ 0 ], me[ 3 ], me[ 6 ],
  2375. me[ 1 ], me[ 4 ], me[ 7 ],
  2376. me[ 2 ], me[ 5 ], me[ 8 ]
  2377. );
  2378. return this;
  2379. },
  2380. multiplyVector3: function ( vector ) {
  2381. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  2382. return vector.applyMatrix3( this );
  2383. },
  2384. multiplyVector3Array: function ( a ) {
  2385. console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
  2386. return this.applyToVector3Array( a );
  2387. },
  2388. applyToVector3Array: function () {
  2389. var v1 = new THREE.Vector3();
  2390. return function ( array, offset, length ) {
  2391. if ( offset === undefined ) offset = 0;
  2392. if ( length === undefined ) length = array.length;
  2393. for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
  2394. v1.x = array[ j ];
  2395. v1.y = array[ j + 1 ];
  2396. v1.z = array[ j + 2 ];
  2397. v1.applyMatrix3( this );
  2398. array[ j ] = v1.x;
  2399. array[ j + 1 ] = v1.y;
  2400. array[ j + 2 ] = v1.z;
  2401. }
  2402. return array;
  2403. };
  2404. }(),
  2405. multiplyScalar: function ( s ) {
  2406. var te = this.elements;
  2407. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  2408. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  2409. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  2410. return this;
  2411. },
  2412. determinant: function () {
  2413. var te = this.elements;
  2414. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  2415. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  2416. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  2417. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  2418. },
  2419. getInverse: function ( matrix, throwOnInvertible ) {
  2420. // input: THREE.Matrix4
  2421. // ( based on http://code.google.com/p/webgl-mjs/ )
  2422. var me = matrix.elements;
  2423. var te = this.elements;
  2424. te[ 0 ] = me[ 10 ] * me[ 5 ] - me[ 6 ] * me[ 9 ];
  2425. te[ 1 ] = - me[ 10 ] * me[ 1 ] + me[ 2 ] * me[ 9 ];
  2426. te[ 2 ] = me[ 6 ] * me[ 1 ] - me[ 2 ] * me[ 5 ];
  2427. te[ 3 ] = - me[ 10 ] * me[ 4 ] + me[ 6 ] * me[ 8 ];
  2428. te[ 4 ] = me[ 10 ] * me[ 0 ] - me[ 2 ] * me[ 8 ];
  2429. te[ 5 ] = - me[ 6 ] * me[ 0 ] + me[ 2 ] * me[ 4 ];
  2430. te[ 6 ] = me[ 9 ] * me[ 4 ] - me[ 5 ] * me[ 8 ];
  2431. te[ 7 ] = - me[ 9 ] * me[ 0 ] + me[ 1 ] * me[ 8 ];
  2432. te[ 8 ] = me[ 5 ] * me[ 0 ] - me[ 1 ] * me[ 4 ];
  2433. var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
  2434. // no inverse
  2435. if ( det === 0 ) {
  2436. var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
  2437. if ( throwOnInvertible || false ) {
  2438. throw new Error( msg );
  2439. } else {
  2440. console.warn( msg );
  2441. }
  2442. this.identity();
  2443. return this;
  2444. }
  2445. this.multiplyScalar( 1.0 / det );
  2446. return this;
  2447. },
  2448. transpose: function () {
  2449. var tmp, m = this.elements;
  2450. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  2451. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  2452. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  2453. return this;
  2454. },
  2455. flattenToArrayOffset: function ( array, offset ) {
  2456. var te = this.elements;
  2457. array[ offset ] = te[ 0 ];
  2458. array[ offset + 1 ] = te[ 1 ];
  2459. array[ offset + 2 ] = te[ 2 ];
  2460. array[ offset + 3 ] = te[ 3 ];
  2461. array[ offset + 4 ] = te[ 4 ];
  2462. array[ offset + 5 ] = te[ 5 ];
  2463. array[ offset + 6 ] = te[ 6 ];
  2464. array[ offset + 7 ] = te[ 7 ];
  2465. array[ offset + 8 ] = te[ 8 ];
  2466. return array;
  2467. },
  2468. getNormalMatrix: function ( m ) {
  2469. // input: THREE.Matrix4
  2470. this.getInverse( m ).transpose();
  2471. return this;
  2472. },
  2473. transposeIntoArray: function ( r ) {
  2474. var m = this.elements;
  2475. r[ 0 ] = m[ 0 ];
  2476. r[ 1 ] = m[ 3 ];
  2477. r[ 2 ] = m[ 6 ];
  2478. r[ 3 ] = m[ 1 ];
  2479. r[ 4 ] = m[ 4 ];
  2480. r[ 5 ] = m[ 7 ];
  2481. r[ 6 ] = m[ 2 ];
  2482. r[ 7 ] = m[ 5 ];
  2483. r[ 8 ] = m[ 8 ];
  2484. return this;
  2485. },
  2486. fromArray: function ( array ) {
  2487. this.elements.set( array );
  2488. return this;
  2489. },
  2490. toArray: function () {
  2491. var te = this.elements;
  2492. return [
  2493. te[ 0 ], te[ 1 ], te[ 2 ],
  2494. te[ 3 ], te[ 4 ], te[ 5 ],
  2495. te[ 6 ], te[ 7 ], te[ 8 ]
  2496. ];
  2497. },
  2498. clone: function () {
  2499. return new THREE.Matrix3().fromArray( this.elements );
  2500. }
  2501. };
  2502. // File:src/math/Matrix4.js
  2503. /**
  2504. * @author mrdoob / http://mrdoob.com/
  2505. * @author supereggbert / http://www.paulbrunt.co.uk/
  2506. * @author philogb / http://blog.thejit.org/
  2507. * @author jordi_ros / http://plattsoft.com
  2508. * @author D1plo1d / http://github.com/D1plo1d
  2509. * @author alteredq / http://alteredqualia.com/
  2510. * @author mikael emtinger / http://gomo.se/
  2511. * @author timknip / http://www.floorplanner.com/
  2512. * @author bhouston / http://exocortex.com
  2513. * @author WestLangley / http://github.com/WestLangley
  2514. */
  2515. THREE.Matrix4 = function () {
  2516. this.elements = new Float32Array( [
  2517. 1, 0, 0, 0,
  2518. 0, 1, 0, 0,
  2519. 0, 0, 1, 0,
  2520. 0, 0, 0, 1
  2521. ] );
  2522. if ( arguments.length > 0 ) {
  2523. console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
  2524. }
  2525. };
  2526. THREE.Matrix4.prototype = {
  2527. constructor: THREE.Matrix4,
  2528. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2529. var te = this.elements;
  2530. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2531. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2532. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2533. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2534. return this;
  2535. },
  2536. identity: function () {
  2537. this.set(
  2538. 1, 0, 0, 0,
  2539. 0, 1, 0, 0,
  2540. 0, 0, 1, 0,
  2541. 0, 0, 0, 1
  2542. );
  2543. return this;
  2544. },
  2545. copy: function ( m ) {
  2546. this.elements.set( m.elements );
  2547. return this;
  2548. },
  2549. extractPosition: function ( m ) {
  2550. console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
  2551. return this.copyPosition( m );
  2552. },
  2553. copyPosition: function ( m ) {
  2554. var te = this.elements;
  2555. var me = m.elements;
  2556. te[ 12 ] = me[ 12 ];
  2557. te[ 13 ] = me[ 13 ];
  2558. te[ 14 ] = me[ 14 ];
  2559. return this;
  2560. },
  2561. extractRotation: function () {
  2562. var v1 = new THREE.Vector3();
  2563. return function ( m ) {
  2564. var te = this.elements;
  2565. var me = m.elements;
  2566. var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
  2567. var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
  2568. var scaleZ = 1 / v1.set( me[ 8 ], me[ 9 ], me[ 10 ] ).length();
  2569. te[ 0 ] = me[ 0 ] * scaleX;
  2570. te[ 1 ] = me[ 1 ] * scaleX;
  2571. te[ 2 ] = me[ 2 ] * scaleX;
  2572. te[ 4 ] = me[ 4 ] * scaleY;
  2573. te[ 5 ] = me[ 5 ] * scaleY;
  2574. te[ 6 ] = me[ 6 ] * scaleY;
  2575. te[ 8 ] = me[ 8 ] * scaleZ;
  2576. te[ 9 ] = me[ 9 ] * scaleZ;
  2577. te[ 10 ] = me[ 10 ] * scaleZ;
  2578. return this;
  2579. };
  2580. }(),
  2581. makeRotationFromEuler: function ( euler ) {
  2582. if ( euler instanceof THREE.Euler === false ) {
  2583. console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2584. }
  2585. var te = this.elements;
  2586. var x = euler.x, y = euler.y, z = euler.z;
  2587. var a = Math.cos( x ), b = Math.sin( x );
  2588. var c = Math.cos( y ), d = Math.sin( y );
  2589. var e = Math.cos( z ), f = Math.sin( z );
  2590. if ( euler.order === 'XYZ' ) {
  2591. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2592. te[ 0 ] = c * e;
  2593. te[ 4 ] = - c * f;
  2594. te[ 8 ] = d;
  2595. te[ 1 ] = af + be * d;
  2596. te[ 5 ] = ae - bf * d;
  2597. te[ 9 ] = - b * c;
  2598. te[ 2 ] = bf - ae * d;
  2599. te[ 6 ] = be + af * d;
  2600. te[ 10 ] = a * c;
  2601. } else if ( euler.order === 'YXZ' ) {
  2602. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2603. te[ 0 ] = ce + df * b;
  2604. te[ 4 ] = de * b - cf;
  2605. te[ 8 ] = a * d;
  2606. te[ 1 ] = a * f;
  2607. te[ 5 ] = a * e;
  2608. te[ 9 ] = - b;
  2609. te[ 2 ] = cf * b - de;
  2610. te[ 6 ] = df + ce * b;
  2611. te[ 10 ] = a * c;
  2612. } else if ( euler.order === 'ZXY' ) {
  2613. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2614. te[ 0 ] = ce - df * b;
  2615. te[ 4 ] = - a * f;
  2616. te[ 8 ] = de + cf * b;
  2617. te[ 1 ] = cf + de * b;
  2618. te[ 5 ] = a * e;
  2619. te[ 9 ] = df - ce * b;
  2620. te[ 2 ] = - a * d;
  2621. te[ 6 ] = b;
  2622. te[ 10 ] = a * c;
  2623. } else if ( euler.order === 'ZYX' ) {
  2624. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2625. te[ 0 ] = c * e;
  2626. te[ 4 ] = be * d - af;
  2627. te[ 8 ] = ae * d + bf;
  2628. te[ 1 ] = c * f;
  2629. te[ 5 ] = bf * d + ae;
  2630. te[ 9 ] = af * d - be;
  2631. te[ 2 ] = - d;
  2632. te[ 6 ] = b * c;
  2633. te[ 10 ] = a * c;
  2634. } else if ( euler.order === 'YZX' ) {
  2635. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2636. te[ 0 ] = c * e;
  2637. te[ 4 ] = bd - ac * f;
  2638. te[ 8 ] = bc * f + ad;
  2639. te[ 1 ] = f;
  2640. te[ 5 ] = a * e;
  2641. te[ 9 ] = - b * e;
  2642. te[ 2 ] = - d * e;
  2643. te[ 6 ] = ad * f + bc;
  2644. te[ 10 ] = ac - bd * f;
  2645. } else if ( euler.order === 'XZY' ) {
  2646. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2647. te[ 0 ] = c * e;
  2648. te[ 4 ] = - f;
  2649. te[ 8 ] = d * e;
  2650. te[ 1 ] = ac * f + bd;
  2651. te[ 5 ] = a * e;
  2652. te[ 9 ] = ad * f - bc;
  2653. te[ 2 ] = bc * f - ad;
  2654. te[ 6 ] = b * e;
  2655. te[ 10 ] = bd * f + ac;
  2656. }
  2657. // last column
  2658. te[ 3 ] = 0;
  2659. te[ 7 ] = 0;
  2660. te[ 11 ] = 0;
  2661. // bottom row
  2662. te[ 12 ] = 0;
  2663. te[ 13 ] = 0;
  2664. te[ 14 ] = 0;
  2665. te[ 15 ] = 1;
  2666. return this;
  2667. },
  2668. setRotationFromQuaternion: function ( q ) {
  2669. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  2670. return this.makeRotationFromQuaternion( q );
  2671. },
  2672. makeRotationFromQuaternion: function ( q ) {
  2673. var te = this.elements;
  2674. var x = q.x, y = q.y, z = q.z, w = q.w;
  2675. var x2 = x + x, y2 = y + y, z2 = z + z;
  2676. var xx = x * x2, xy = x * y2, xz = x * z2;
  2677. var yy = y * y2, yz = y * z2, zz = z * z2;
  2678. var wx = w * x2, wy = w * y2, wz = w * z2;
  2679. te[ 0 ] = 1 - ( yy + zz );
  2680. te[ 4 ] = xy - wz;
  2681. te[ 8 ] = xz + wy;
  2682. te[ 1 ] = xy + wz;
  2683. te[ 5 ] = 1 - ( xx + zz );
  2684. te[ 9 ] = yz - wx;
  2685. te[ 2 ] = xz - wy;
  2686. te[ 6 ] = yz + wx;
  2687. te[ 10 ] = 1 - ( xx + yy );
  2688. // last column
  2689. te[ 3 ] = 0;
  2690. te[ 7 ] = 0;
  2691. te[ 11 ] = 0;
  2692. // bottom row
  2693. te[ 12 ] = 0;
  2694. te[ 13 ] = 0;
  2695. te[ 14 ] = 0;
  2696. te[ 15 ] = 1;
  2697. return this;
  2698. },
  2699. lookAt: function () {
  2700. var x = new THREE.Vector3();
  2701. var y = new THREE.Vector3();
  2702. var z = new THREE.Vector3();
  2703. return function ( eye, target, up ) {
  2704. var te = this.elements;
  2705. z.subVectors( eye, target ).normalize();
  2706. if ( z.length() === 0 ) {
  2707. z.z = 1;
  2708. }
  2709. x.crossVectors( up, z ).normalize();
  2710. if ( x.length() === 0 ) {
  2711. z.x += 0.0001;
  2712. x.crossVectors( up, z ).normalize();
  2713. }
  2714. y.crossVectors( z, x );
  2715. te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
  2716. te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
  2717. te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
  2718. return this;
  2719. };
  2720. }(),
  2721. multiply: function ( m, n ) {
  2722. if ( n !== undefined ) {
  2723. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2724. return this.multiplyMatrices( m, n );
  2725. }
  2726. return this.multiplyMatrices( this, m );
  2727. },
  2728. multiplyMatrices: function ( a, b ) {
  2729. var ae = a.elements;
  2730. var be = b.elements;
  2731. var te = this.elements;
  2732. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2733. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2734. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2735. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2736. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2737. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2738. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2739. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2740. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2741. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2742. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2743. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2744. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2745. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2746. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2747. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2748. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2749. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2750. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2751. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2752. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2753. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2754. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2755. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2756. return this;
  2757. },
  2758. multiplyToArray: function ( a, b, r ) {
  2759. var te = this.elements;
  2760. this.multiplyMatrices( a, b );
  2761. r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
  2762. r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
  2763. r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
  2764. r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
  2765. return this;
  2766. },
  2767. multiplyScalar: function ( s ) {
  2768. var te = this.elements;
  2769. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2770. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2771. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2772. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2773. return this;
  2774. },
  2775. multiplyVector3: function ( vector ) {
  2776. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
  2777. return vector.applyProjection( this );
  2778. },
  2779. multiplyVector4: function ( vector ) {
  2780. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  2781. return vector.applyMatrix4( this );
  2782. },
  2783. multiplyVector3Array: function ( a ) {
  2784. console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
  2785. return this.applyToVector3Array( a );
  2786. },
  2787. applyToVector3Array: function () {
  2788. var v1 = new THREE.Vector3();
  2789. return function ( array, offset, length ) {
  2790. if ( offset === undefined ) offset = 0;
  2791. if ( length === undefined ) length = array.length;
  2792. for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
  2793. v1.x = array[ j ];
  2794. v1.y = array[ j + 1 ];
  2795. v1.z = array[ j + 2 ];
  2796. v1.applyMatrix4( this );
  2797. array[ j ] = v1.x;
  2798. array[ j + 1 ] = v1.y;
  2799. array[ j + 2 ] = v1.z;
  2800. }
  2801. return array;
  2802. };
  2803. }(),
  2804. rotateAxis: function ( v ) {
  2805. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  2806. v.transformDirection( this );
  2807. },
  2808. crossVector: function ( vector ) {
  2809. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  2810. return vector.applyMatrix4( this );
  2811. },
  2812. determinant: function () {
  2813. var te = this.elements;
  2814. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2815. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2816. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2817. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2818. //TODO: make this more efficient
  2819. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2820. return (
  2821. n41 * (
  2822. + n14 * n23 * n32
  2823. - n13 * n24 * n32
  2824. - n14 * n22 * n33
  2825. + n12 * n24 * n33
  2826. + n13 * n22 * n34
  2827. - n12 * n23 * n34
  2828. ) +
  2829. n42 * (
  2830. + n11 * n23 * n34
  2831. - n11 * n24 * n33
  2832. + n14 * n21 * n33
  2833. - n13 * n21 * n34
  2834. + n13 * n24 * n31
  2835. - n14 * n23 * n31
  2836. ) +
  2837. n43 * (
  2838. + n11 * n24 * n32
  2839. - n11 * n22 * n34
  2840. - n14 * n21 * n32
  2841. + n12 * n21 * n34
  2842. + n14 * n22 * n31
  2843. - n12 * n24 * n31
  2844. ) +
  2845. n44 * (
  2846. - n13 * n22 * n31
  2847. - n11 * n23 * n32
  2848. + n11 * n22 * n33
  2849. + n13 * n21 * n32
  2850. - n12 * n21 * n33
  2851. + n12 * n23 * n31
  2852. )
  2853. );
  2854. },
  2855. transpose: function () {
  2856. var te = this.elements;
  2857. var tmp;
  2858. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2859. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2860. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2861. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2862. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2863. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2864. return this;
  2865. },
  2866. flattenToArrayOffset: function ( array, offset ) {
  2867. var te = this.elements;
  2868. array[ offset ] = te[ 0 ];
  2869. array[ offset + 1 ] = te[ 1 ];
  2870. array[ offset + 2 ] = te[ 2 ];
  2871. array[ offset + 3 ] = te[ 3 ];
  2872. array[ offset + 4 ] = te[ 4 ];
  2873. array[ offset + 5 ] = te[ 5 ];
  2874. array[ offset + 6 ] = te[ 6 ];
  2875. array[ offset + 7 ] = te[ 7 ];
  2876. array[ offset + 8 ] = te[ 8 ];
  2877. array[ offset + 9 ] = te[ 9 ];
  2878. array[ offset + 10 ] = te[ 10 ];
  2879. array[ offset + 11 ] = te[ 11 ];
  2880. array[ offset + 12 ] = te[ 12 ];
  2881. array[ offset + 13 ] = te[ 13 ];
  2882. array[ offset + 14 ] = te[ 14 ];
  2883. array[ offset + 15 ] = te[ 15 ];
  2884. return array;
  2885. },
  2886. getPosition: function () {
  2887. var v1 = new THREE.Vector3();
  2888. return function () {
  2889. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  2890. var te = this.elements;
  2891. return v1.set( te[ 12 ], te[ 13 ], te[ 14 ] );
  2892. };
  2893. }(),
  2894. setPosition: function ( v ) {
  2895. var te = this.elements;
  2896. te[ 12 ] = v.x;
  2897. te[ 13 ] = v.y;
  2898. te[ 14 ] = v.z;
  2899. return this;
  2900. },
  2901. getInverse: function ( m, throwOnInvertible ) {
  2902. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2903. var te = this.elements;
  2904. var me = m.elements;
  2905. var n11 = me[ 0 ], n12 = me[ 4 ], n13 = me[ 8 ], n14 = me[ 12 ];
  2906. var n21 = me[ 1 ], n22 = me[ 5 ], n23 = me[ 9 ], n24 = me[ 13 ];
  2907. var n31 = me[ 2 ], n32 = me[ 6 ], n33 = me[ 10 ], n34 = me[ 14 ];
  2908. var n41 = me[ 3 ], n42 = me[ 7 ], n43 = me[ 11 ], n44 = me[ 15 ];
  2909. te[ 0 ] = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
  2910. te[ 4 ] = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
  2911. te[ 8 ] = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
  2912. te[ 12 ] = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2913. te[ 1 ] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44;
  2914. te[ 5 ] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44;
  2915. te[ 9 ] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44;
  2916. te[ 13 ] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;
  2917. te[ 2 ] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
  2918. te[ 6 ] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
  2919. te[ 10 ] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
  2920. te[ 14 ] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;
  2921. te[ 3 ] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
  2922. te[ 7 ] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
  2923. te[ 11 ] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
  2924. te[ 15 ] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;
  2925. var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
  2926. if ( det == 0 ) {
  2927. var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
  2928. if ( throwOnInvertible || false ) {
  2929. throw new Error( msg );
  2930. } else {
  2931. console.warn( msg );
  2932. }
  2933. this.identity();
  2934. return this;
  2935. }
  2936. this.multiplyScalar( 1 / det );
  2937. return this;
  2938. },
  2939. translate: function ( v ) {
  2940. console.warn( 'THREE.Matrix4: .translate() has been removed.' );
  2941. },
  2942. rotateX: function ( angle ) {
  2943. console.warn( 'THREE.Matrix4: .rotateX() has been removed.' );
  2944. },
  2945. rotateY: function ( angle ) {
  2946. console.warn( 'THREE.Matrix4: .rotateY() has been removed.' );
  2947. },
  2948. rotateZ: function ( angle ) {
  2949. console.warn( 'THREE.Matrix4: .rotateZ() has been removed.' );
  2950. },
  2951. rotateByAxis: function ( axis, angle ) {
  2952. console.warn( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  2953. },
  2954. scale: function ( v ) {
  2955. var te = this.elements;
  2956. var x = v.x, y = v.y, z = v.z;
  2957. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2958. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2959. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2960. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2961. return this;
  2962. },
  2963. getMaxScaleOnAxis: function () {
  2964. var te = this.elements;
  2965. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2966. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2967. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2968. return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
  2969. },
  2970. makeTranslation: function ( x, y, z ) {
  2971. this.set(
  2972. 1, 0, 0, x,
  2973. 0, 1, 0, y,
  2974. 0, 0, 1, z,
  2975. 0, 0, 0, 1
  2976. );
  2977. return this;
  2978. },
  2979. makeRotationX: function ( theta ) {
  2980. var c = Math.cos( theta ), s = Math.sin( theta );
  2981. this.set(
  2982. 1, 0, 0, 0,
  2983. 0, c, - s, 0,
  2984. 0, s, c, 0,
  2985. 0, 0, 0, 1
  2986. );
  2987. return this;
  2988. },
  2989. makeRotationY: function ( theta ) {
  2990. var c = Math.cos( theta ), s = Math.sin( theta );
  2991. this.set(
  2992. c, 0, s, 0,
  2993. 0, 1, 0, 0,
  2994. - s, 0, c, 0,
  2995. 0, 0, 0, 1
  2996. );
  2997. return this;
  2998. },
  2999. makeRotationZ: function ( theta ) {
  3000. var c = Math.cos( theta ), s = Math.sin( theta );
  3001. this.set(
  3002. c, - s, 0, 0,
  3003. s, c, 0, 0,
  3004. 0, 0, 1, 0,
  3005. 0, 0, 0, 1
  3006. );
  3007. return this;
  3008. },
  3009. makeRotationAxis: function ( axis, angle ) {
  3010. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  3011. var c = Math.cos( angle );
  3012. var s = Math.sin( angle );
  3013. var t = 1 - c;
  3014. var x = axis.x, y = axis.y, z = axis.z;
  3015. var tx = t * x, ty = t * y;
  3016. this.set(
  3017. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  3018. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  3019. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  3020. 0, 0, 0, 1
  3021. );
  3022. return this;
  3023. },
  3024. makeScale: function ( x, y, z ) {
  3025. this.set(
  3026. x, 0, 0, 0,
  3027. 0, y, 0, 0,
  3028. 0, 0, z, 0,
  3029. 0, 0, 0, 1
  3030. );
  3031. return this;
  3032. },
  3033. compose: function ( position, quaternion, scale ) {
  3034. this.makeRotationFromQuaternion( quaternion );
  3035. this.scale( scale );
  3036. this.setPosition( position );
  3037. return this;
  3038. },
  3039. decompose: function () {
  3040. var vector = new THREE.Vector3();
  3041. var matrix = new THREE.Matrix4();
  3042. return function ( position, quaternion, scale ) {
  3043. var te = this.elements;
  3044. var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  3045. var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  3046. var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  3047. // if determine is negative, we need to invert one scale
  3048. var det = this.determinant();
  3049. if ( det < 0 ) {
  3050. sx = - sx;
  3051. }
  3052. position.x = te[ 12 ];
  3053. position.y = te[ 13 ];
  3054. position.z = te[ 14 ];
  3055. // scale the rotation part
  3056. matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
  3057. var invSX = 1 / sx;
  3058. var invSY = 1 / sy;
  3059. var invSZ = 1 / sz;
  3060. matrix.elements[ 0 ] *= invSX;
  3061. matrix.elements[ 1 ] *= invSX;
  3062. matrix.elements[ 2 ] *= invSX;
  3063. matrix.elements[ 4 ] *= invSY;
  3064. matrix.elements[ 5 ] *= invSY;
  3065. matrix.elements[ 6 ] *= invSY;
  3066. matrix.elements[ 8 ] *= invSZ;
  3067. matrix.elements[ 9 ] *= invSZ;
  3068. matrix.elements[ 10 ] *= invSZ;
  3069. quaternion.setFromRotationMatrix( matrix );
  3070. scale.x = sx;
  3071. scale.y = sy;
  3072. scale.z = sz;
  3073. return this;
  3074. };
  3075. }(),
  3076. makeFrustum: function ( left, right, bottom, top, near, far ) {
  3077. var te = this.elements;
  3078. var x = 2 * near / ( right - left );
  3079. var y = 2 * near / ( top - bottom );
  3080. var a = ( right + left ) / ( right - left );
  3081. var b = ( top + bottom ) / ( top - bottom );
  3082. var c = - ( far + near ) / ( far - near );
  3083. var d = - 2 * far * near / ( far - near );
  3084. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  3085. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  3086. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  3087. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  3088. return this;
  3089. },
  3090. makePerspective: function ( fov, aspect, near, far ) {
  3091. var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
  3092. var ymin = - ymax;
  3093. var xmin = ymin * aspect;
  3094. var xmax = ymax * aspect;
  3095. return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
  3096. },
  3097. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  3098. var te = this.elements;
  3099. var w = right - left;
  3100. var h = top - bottom;
  3101. var p = far - near;
  3102. var x = ( right + left ) / w;
  3103. var y = ( top + bottom ) / h;
  3104. var z = ( far + near ) / p;
  3105. te[ 0 ] = 2 / w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  3106. te[ 1 ] = 0; te[ 5 ] = 2 / h; te[ 9 ] = 0; te[ 13 ] = - y;
  3107. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 / p; te[ 14 ] = - z;
  3108. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  3109. return this;
  3110. },
  3111. fromArray: function ( array ) {
  3112. this.elements.set( array );
  3113. return this;
  3114. },
  3115. toArray: function () {
  3116. var te = this.elements;
  3117. return [
  3118. te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
  3119. te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
  3120. te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
  3121. te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
  3122. ];
  3123. },
  3124. clone: function () {
  3125. return new THREE.Matrix4().fromArray( this.elements );
  3126. }
  3127. };
  3128. // File:src/math/Ray.js
  3129. /**
  3130. * @author bhouston / http://exocortex.com
  3131. */
  3132. THREE.Ray = function ( origin, direction ) {
  3133. this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
  3134. this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
  3135. };
  3136. THREE.Ray.prototype = {
  3137. constructor: THREE.Ray,
  3138. set: function ( origin, direction ) {
  3139. this.origin.copy( origin );
  3140. this.direction.copy( direction );
  3141. return this;
  3142. },
  3143. copy: function ( ray ) {
  3144. this.origin.copy( ray.origin );
  3145. this.direction.copy( ray.direction );
  3146. return this;
  3147. },
  3148. at: function ( t, optionalTarget ) {
  3149. var result = optionalTarget || new THREE.Vector3();
  3150. return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  3151. },
  3152. recast: function () {
  3153. var v1 = new THREE.Vector3();
  3154. return function ( t ) {
  3155. this.origin.copy( this.at( t, v1 ) );
  3156. return this;
  3157. };
  3158. }(),
  3159. closestPointToPoint: function ( point, optionalTarget ) {
  3160. var result = optionalTarget || new THREE.Vector3();
  3161. result.subVectors( point, this.origin );
  3162. var directionDistance = result.dot( this.direction );
  3163. if ( directionDistance < 0 ) {
  3164. return result.copy( this.origin );
  3165. }
  3166. return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  3167. },
  3168. distanceToPoint: function () {
  3169. var v1 = new THREE.Vector3();
  3170. return function ( point ) {
  3171. var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  3172. // point behind the ray
  3173. if ( directionDistance < 0 ) {
  3174. return this.origin.distanceTo( point );
  3175. }
  3176. v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  3177. return v1.distanceTo( point );
  3178. };
  3179. }(),
  3180. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  3181. // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
  3182. // It returns the min distance between the ray and the segment
  3183. // defined by v0 and v1
  3184. // It can also set two optional targets :
  3185. // - The closest point on the ray
  3186. // - The closest point on the segment
  3187. var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
  3188. var segDir = v1.clone().sub( v0 ).normalize();
  3189. var segExtent = v0.distanceTo( v1 ) * 0.5;
  3190. var diff = this.origin.clone().sub( segCenter );
  3191. var a01 = - this.direction.dot( segDir );
  3192. var b0 = diff.dot( this.direction );
  3193. var b1 = - diff.dot( segDir );
  3194. var c = diff.lengthSq();
  3195. var det = Math.abs( 1 - a01 * a01 );
  3196. var s0, s1, sqrDist, extDet;
  3197. if ( det >= 0 ) {
  3198. // The ray and segment are not parallel.
  3199. s0 = a01 * b1 - b0;
  3200. s1 = a01 * b0 - b1;
  3201. extDet = segExtent * det;
  3202. if ( s0 >= 0 ) {
  3203. if ( s1 >= - extDet ) {
  3204. if ( s1 <= extDet ) {
  3205. // region 0
  3206. // Minimum at interior points of ray and segment.
  3207. var invDet = 1 / det;
  3208. s0 *= invDet;
  3209. s1 *= invDet;
  3210. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  3211. } else {
  3212. // region 1
  3213. s1 = segExtent;
  3214. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3215. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3216. }
  3217. } else {
  3218. // region 5
  3219. s1 = - segExtent;
  3220. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3221. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3222. }
  3223. } else {
  3224. if ( s1 <= - extDet ) {
  3225. // region 4
  3226. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  3227. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3228. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3229. } else if ( s1 <= extDet ) {
  3230. // region 3
  3231. s0 = 0;
  3232. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3233. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  3234. } else {
  3235. // region 2
  3236. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  3237. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3238. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3239. }
  3240. }
  3241. } else {
  3242. // Ray and segment are parallel.
  3243. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  3244. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3245. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3246. }
  3247. if ( optionalPointOnRay ) {
  3248. optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) );
  3249. }
  3250. if ( optionalPointOnSegment ) {
  3251. optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );
  3252. }
  3253. return sqrDist;
  3254. },
  3255. isIntersectionSphere: function ( sphere ) {
  3256. return this.distanceToPoint( sphere.center ) <= sphere.radius;
  3257. },
  3258. intersectSphere: function () {
  3259. // from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
  3260. var v1 = new THREE.Vector3();
  3261. return function ( sphere, optionalTarget ) {
  3262. v1.subVectors( sphere.center, this.origin );
  3263. var tca = v1.dot( this.direction );
  3264. var d2 = v1.dot( v1 ) - tca * tca;
  3265. var radius2 = sphere.radius * sphere.radius;
  3266. if ( d2 > radius2 ) return null;
  3267. var thc = Math.sqrt( radius2 - d2 );
  3268. // t0 = first intersect point - entrance on front of sphere
  3269. var t0 = tca - thc;
  3270. // t1 = second intersect point - exit point on back of sphere
  3271. var t1 = tca + thc;
  3272. // test to see if both t0 and t1 are behind the ray - if so, return null
  3273. if ( t0 < 0 && t1 < 0 ) return null;
  3274. // test to see if t0 is behind the ray:
  3275. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  3276. // in order to always return an intersect point that is in front of the ray.
  3277. if ( t0 < 0 ) return this.at( t1, optionalTarget );
  3278. // else t0 is in front of the ray, so return the first collision point scaled by t0
  3279. return this.at( t0, optionalTarget );
  3280. }
  3281. }(),
  3282. isIntersectionPlane: function ( plane ) {
  3283. // check if the ray lies on the plane first
  3284. var distToPoint = plane.distanceToPoint( this.origin );
  3285. if ( distToPoint === 0 ) {
  3286. return true;
  3287. }
  3288. var denominator = plane.normal.dot( this.direction );
  3289. if ( denominator * distToPoint < 0 ) {
  3290. return true;
  3291. }
  3292. // ray origin is behind the plane (and is pointing behind it)
  3293. return false;
  3294. },
  3295. distanceToPlane: function ( plane ) {
  3296. var denominator = plane.normal.dot( this.direction );
  3297. if ( denominator == 0 ) {
  3298. // line is coplanar, return origin
  3299. if ( plane.distanceToPoint( this.origin ) == 0 ) {
  3300. return 0;
  3301. }
  3302. // Null is preferable to undefined since undefined means.... it is undefined
  3303. return null;
  3304. }
  3305. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  3306. // Return if the ray never intersects the plane
  3307. return t >= 0 ? t : null;
  3308. },
  3309. intersectPlane: function ( plane, optionalTarget ) {
  3310. var t = this.distanceToPlane( plane );
  3311. if ( t === null ) {
  3312. return null;
  3313. }
  3314. return this.at( t, optionalTarget );
  3315. },
  3316. isIntersectionBox: function () {
  3317. var v = new THREE.Vector3();
  3318. return function ( box ) {
  3319. return this.intersectBox( box, v ) !== null;
  3320. };
  3321. }(),
  3322. intersectBox: function ( box , optionalTarget ) {
  3323. // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
  3324. var tmin,tmax,tymin,tymax,tzmin,tzmax;
  3325. var invdirx = 1 / this.direction.x,
  3326. invdiry = 1 / this.direction.y,
  3327. invdirz = 1 / this.direction.z;
  3328. var origin = this.origin;
  3329. if ( invdirx >= 0 ) {
  3330. tmin = ( box.min.x - origin.x ) * invdirx;
  3331. tmax = ( box.max.x - origin.x ) * invdirx;
  3332. } else {
  3333. tmin = ( box.max.x - origin.x ) * invdirx;
  3334. tmax = ( box.min.x - origin.x ) * invdirx;
  3335. }
  3336. if ( invdiry >= 0 ) {
  3337. tymin = ( box.min.y - origin.y ) * invdiry;
  3338. tymax = ( box.max.y - origin.y ) * invdiry;
  3339. } else {
  3340. tymin = ( box.max.y - origin.y ) * invdiry;
  3341. tymax = ( box.min.y - origin.y ) * invdiry;
  3342. }
  3343. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  3344. // These lines also handle the case where tmin or tmax is NaN
  3345. // (result of 0 * Infinity). x !== x returns true if x is NaN
  3346. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  3347. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  3348. if ( invdirz >= 0 ) {
  3349. tzmin = ( box.min.z - origin.z ) * invdirz;
  3350. tzmax = ( box.max.z - origin.z ) * invdirz;
  3351. } else {
  3352. tzmin = ( box.max.z - origin.z ) * invdirz;
  3353. tzmax = ( box.min.z - origin.z ) * invdirz;
  3354. }
  3355. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  3356. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  3357. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  3358. //return point closest to the ray (positive side)
  3359. if ( tmax < 0 ) return null;
  3360. return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
  3361. },
  3362. intersectTriangle: function () {
  3363. // Compute the offset origin, edges, and normal.
  3364. var diff = new THREE.Vector3();
  3365. var edge1 = new THREE.Vector3();
  3366. var edge2 = new THREE.Vector3();
  3367. var normal = new THREE.Vector3();
  3368. return function ( a, b, c, backfaceCulling, optionalTarget ) {
  3369. // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
  3370. edge1.subVectors( b, a );
  3371. edge2.subVectors( c, a );
  3372. normal.crossVectors( edge1, edge2 );
  3373. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  3374. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  3375. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  3376. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  3377. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  3378. var DdN = this.direction.dot( normal );
  3379. var sign;
  3380. if ( DdN > 0 ) {
  3381. if ( backfaceCulling ) return null;
  3382. sign = 1;
  3383. } else if ( DdN < 0 ) {
  3384. sign = - 1;
  3385. DdN = - DdN;
  3386. } else {
  3387. return null;
  3388. }
  3389. diff.subVectors( this.origin, a );
  3390. var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
  3391. // b1 < 0, no intersection
  3392. if ( DdQxE2 < 0 ) {
  3393. return null;
  3394. }
  3395. var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
  3396. // b2 < 0, no intersection
  3397. if ( DdE1xQ < 0 ) {
  3398. return null;
  3399. }
  3400. // b1+b2 > 1, no intersection
  3401. if ( DdQxE2 + DdE1xQ > DdN ) {
  3402. return null;
  3403. }
  3404. // Line intersects triangle, check if ray does.
  3405. var QdN = - sign * diff.dot( normal );
  3406. // t < 0, no intersection
  3407. if ( QdN < 0 ) {
  3408. return null;
  3409. }
  3410. // Ray intersects triangle.
  3411. return this.at( QdN / DdN, optionalTarget );
  3412. };
  3413. }(),
  3414. applyMatrix4: function ( matrix4 ) {
  3415. this.direction.add( this.origin ).applyMatrix4( matrix4 );
  3416. this.origin.applyMatrix4( matrix4 );
  3417. this.direction.sub( this.origin );
  3418. this.direction.normalize();
  3419. return this;
  3420. },
  3421. equals: function ( ray ) {
  3422. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  3423. },
  3424. clone: function () {
  3425. return new THREE.Ray().copy( this );
  3426. }
  3427. };
  3428. // File:src/math/Sphere.js
  3429. /**
  3430. * @author bhouston / http://exocortex.com
  3431. * @author mrdoob / http://mrdoob.com/
  3432. */
  3433. THREE.Sphere = function ( center, radius ) {
  3434. this.center = ( center !== undefined ) ? center : new THREE.Vector3();
  3435. this.radius = ( radius !== undefined ) ? radius : 0;
  3436. };
  3437. THREE.Sphere.prototype = {
  3438. constructor: THREE.Sphere,
  3439. set: function ( center, radius ) {
  3440. this.center.copy( center );
  3441. this.radius = radius;
  3442. return this;
  3443. },
  3444. setFromPoints: function () {
  3445. var box = new THREE.Box3();
  3446. return function ( points, optionalCenter ) {
  3447. var center = this.center;
  3448. if ( optionalCenter !== undefined ) {
  3449. center.copy( optionalCenter );
  3450. } else {
  3451. box.setFromPoints( points ).center( center );
  3452. }
  3453. var maxRadiusSq = 0;
  3454. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3455. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  3456. }
  3457. this.radius = Math.sqrt( maxRadiusSq );
  3458. return this;
  3459. };
  3460. }(),
  3461. copy: function ( sphere ) {
  3462. this.center.copy( sphere.center );
  3463. this.radius = sphere.radius;
  3464. return this;
  3465. },
  3466. empty: function () {
  3467. return ( this.radius <= 0 );
  3468. },
  3469. containsPoint: function ( point ) {
  3470. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  3471. },
  3472. distanceToPoint: function ( point ) {
  3473. return ( point.distanceTo( this.center ) - this.radius );
  3474. },
  3475. intersectsSphere: function ( sphere ) {
  3476. var radiusSum = this.radius + sphere.radius;
  3477. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  3478. },
  3479. clampPoint: function ( point, optionalTarget ) {
  3480. var deltaLengthSq = this.center.distanceToSquared( point );
  3481. var result = optionalTarget || new THREE.Vector3();
  3482. result.copy( point );
  3483. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  3484. result.sub( this.center ).normalize();
  3485. result.multiplyScalar( this.radius ).add( this.center );
  3486. }
  3487. return result;
  3488. },
  3489. getBoundingBox: function ( optionalTarget ) {
  3490. var box = optionalTarget || new THREE.Box3();
  3491. box.set( this.center, this.center );
  3492. box.expandByScalar( this.radius );
  3493. return box;
  3494. },
  3495. applyMatrix4: function ( matrix ) {
  3496. this.center.applyMatrix4( matrix );
  3497. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  3498. return this;
  3499. },
  3500. translate: function ( offset ) {
  3501. this.center.add( offset );
  3502. return this;
  3503. },
  3504. equals: function ( sphere ) {
  3505. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  3506. },
  3507. clone: function () {
  3508. return new THREE.Sphere().copy( this );
  3509. }
  3510. };
  3511. // File:src/math/Frustum.js
  3512. /**
  3513. * @author mrdoob / http://mrdoob.com/
  3514. * @author alteredq / http://alteredqualia.com/
  3515. * @author bhouston / http://exocortex.com
  3516. */
  3517. THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
  3518. this.planes = [
  3519. ( p0 !== undefined ) ? p0 : new THREE.Plane(),
  3520. ( p1 !== undefined ) ? p1 : new THREE.Plane(),
  3521. ( p2 !== undefined ) ? p2 : new THREE.Plane(),
  3522. ( p3 !== undefined ) ? p3 : new THREE.Plane(),
  3523. ( p4 !== undefined ) ? p4 : new THREE.Plane(),
  3524. ( p5 !== undefined ) ? p5 : new THREE.Plane()
  3525. ];
  3526. };
  3527. THREE.Frustum.prototype = {
  3528. constructor: THREE.Frustum,
  3529. set: function ( p0, p1, p2, p3, p4, p5 ) {
  3530. var planes = this.planes;
  3531. planes[ 0 ].copy( p0 );
  3532. planes[ 1 ].copy( p1 );
  3533. planes[ 2 ].copy( p2 );
  3534. planes[ 3 ].copy( p3 );
  3535. planes[ 4 ].copy( p4 );
  3536. planes[ 5 ].copy( p5 );
  3537. return this;
  3538. },
  3539. copy: function ( frustum ) {
  3540. var planes = this.planes;
  3541. for ( var i = 0; i < 6; i ++ ) {
  3542. planes[ i ].copy( frustum.planes[ i ] );
  3543. }
  3544. return this;
  3545. },
  3546. setFromMatrix: function ( m ) {
  3547. var planes = this.planes;
  3548. var me = m.elements;
  3549. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  3550. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  3551. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  3552. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  3553. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  3554. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  3555. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  3556. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  3557. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  3558. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  3559. return this;
  3560. },
  3561. intersectsObject: function () {
  3562. var sphere = new THREE.Sphere();
  3563. return function ( object ) {
  3564. var geometry = object.geometry;
  3565. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  3566. sphere.copy( geometry.boundingSphere );
  3567. sphere.applyMatrix4( object.matrixWorld );
  3568. return this.intersectsSphere( sphere );
  3569. };
  3570. }(),
  3571. intersectsSphere: function ( sphere ) {
  3572. var planes = this.planes;
  3573. var center = sphere.center;
  3574. var negRadius = - sphere.radius;
  3575. for ( var i = 0; i < 6; i ++ ) {
  3576. var distance = planes[ i ].distanceToPoint( center );
  3577. if ( distance < negRadius ) {
  3578. return false;
  3579. }
  3580. }
  3581. return true;
  3582. },
  3583. intersectsBox: function () {
  3584. var p1 = new THREE.Vector3(),
  3585. p2 = new THREE.Vector3();
  3586. return function ( box ) {
  3587. var planes = this.planes;
  3588. for ( var i = 0; i < 6 ; i ++ ) {
  3589. var plane = planes[ i ];
  3590. p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
  3591. p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  3592. p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
  3593. p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  3594. p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
  3595. p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  3596. var d1 = plane.distanceToPoint( p1 );
  3597. var d2 = plane.distanceToPoint( p2 );
  3598. // if both outside plane, no intersection
  3599. if ( d1 < 0 && d2 < 0 ) {
  3600. return false;
  3601. }
  3602. }
  3603. return true;
  3604. };
  3605. }(),
  3606. containsPoint: function ( point ) {
  3607. var planes = this.planes;
  3608. for ( var i = 0; i < 6; i ++ ) {
  3609. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  3610. return false;
  3611. }
  3612. }
  3613. return true;
  3614. },
  3615. clone: function () {
  3616. return new THREE.Frustum().copy( this );
  3617. }
  3618. };
  3619. // File:src/math/Plane.js
  3620. /**
  3621. * @author bhouston / http://exocortex.com
  3622. */
  3623. THREE.Plane = function ( normal, constant ) {
  3624. this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
  3625. this.constant = ( constant !== undefined ) ? constant : 0;
  3626. };
  3627. THREE.Plane.prototype = {
  3628. constructor: THREE.Plane,
  3629. set: function ( normal, constant ) {
  3630. this.normal.copy( normal );
  3631. this.constant = constant;
  3632. return this;
  3633. },
  3634. setComponents: function ( x, y, z, w ) {
  3635. this.normal.set( x, y, z );
  3636. this.constant = w;
  3637. return this;
  3638. },
  3639. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  3640. this.normal.copy( normal );
  3641. this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
  3642. return this;
  3643. },
  3644. setFromCoplanarPoints: function () {
  3645. var v1 = new THREE.Vector3();
  3646. var v2 = new THREE.Vector3();
  3647. return function ( a, b, c ) {
  3648. var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
  3649. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  3650. this.setFromNormalAndCoplanarPoint( normal, a );
  3651. return this;
  3652. };
  3653. }(),
  3654. copy: function ( plane ) {
  3655. this.normal.copy( plane.normal );
  3656. this.constant = plane.constant;
  3657. return this;
  3658. },
  3659. normalize: function () {
  3660. // Note: will lead to a divide by zero if the plane is invalid.
  3661. var inverseNormalLength = 1.0 / this.normal.length();
  3662. this.normal.multiplyScalar( inverseNormalLength );
  3663. this.constant *= inverseNormalLength;
  3664. return this;
  3665. },
  3666. negate: function () {
  3667. this.constant *= - 1;
  3668. this.normal.negate();
  3669. return this;
  3670. },
  3671. distanceToPoint: function ( point ) {
  3672. return this.normal.dot( point ) + this.constant;
  3673. },
  3674. distanceToSphere: function ( sphere ) {
  3675. return this.distanceToPoint( sphere.center ) - sphere.radius;
  3676. },
  3677. projectPoint: function ( point, optionalTarget ) {
  3678. return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
  3679. },
  3680. orthoPoint: function ( point, optionalTarget ) {
  3681. var perpendicularMagnitude = this.distanceToPoint( point );
  3682. var result = optionalTarget || new THREE.Vector3();
  3683. return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
  3684. },
  3685. isIntersectionLine: function ( line ) {
  3686. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  3687. var startSign = this.distanceToPoint( line.start );
  3688. var endSign = this.distanceToPoint( line.end );
  3689. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  3690. },
  3691. intersectLine: function () {
  3692. var v1 = new THREE.Vector3();
  3693. return function ( line, optionalTarget ) {
  3694. var result = optionalTarget || new THREE.Vector3();
  3695. var direction = line.delta( v1 );
  3696. var denominator = this.normal.dot( direction );
  3697. if ( denominator == 0 ) {
  3698. // line is coplanar, return origin
  3699. if ( this.distanceToPoint( line.start ) == 0 ) {
  3700. return result.copy( line.start );
  3701. }
  3702. // Unsure if this is the correct method to handle this case.
  3703. return undefined;
  3704. }
  3705. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  3706. if ( t < 0 || t > 1 ) {
  3707. return undefined;
  3708. }
  3709. return result.copy( direction ).multiplyScalar( t ).add( line.start );
  3710. };
  3711. }(),
  3712. coplanarPoint: function ( optionalTarget ) {
  3713. var result = optionalTarget || new THREE.Vector3();
  3714. return result.copy( this.normal ).multiplyScalar( - this.constant );
  3715. },
  3716. applyMatrix4: function () {
  3717. var v1 = new THREE.Vector3();
  3718. var v2 = new THREE.Vector3();
  3719. var m1 = new THREE.Matrix3();
  3720. return function ( matrix, optionalNormalMatrix ) {
  3721. // compute new normal based on theory here:
  3722. // http://www.songho.ca/opengl/gl_normaltransform.html
  3723. var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
  3724. var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
  3725. var newCoplanarPoint = this.coplanarPoint( v2 );
  3726. newCoplanarPoint.applyMatrix4( matrix );
  3727. this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
  3728. return this;
  3729. };
  3730. }(),
  3731. translate: function ( offset ) {
  3732. this.constant = this.constant - offset.dot( this.normal );
  3733. return this;
  3734. },
  3735. equals: function ( plane ) {
  3736. return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
  3737. },
  3738. clone: function () {
  3739. return new THREE.Plane().copy( this );
  3740. }
  3741. };
  3742. // File:src/math/Math.js
  3743. /**
  3744. * @author alteredq / http://alteredqualia.com/
  3745. * @author mrdoob / http://mrdoob.com/
  3746. */
  3747. THREE.Math = {
  3748. generateUUID: function () {
  3749. // http://www.broofa.com/Tools/Math.uuid.htm
  3750. var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
  3751. var uuid = new Array( 36 );
  3752. var rnd = 0, r;
  3753. return function () {
  3754. for ( var i = 0; i < 36; i ++ ) {
  3755. if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
  3756. uuid[ i ] = '-';
  3757. } else if ( i == 14 ) {
  3758. uuid[ i ] = '4';
  3759. } else {
  3760. if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
  3761. r = rnd & 0xf;
  3762. rnd = rnd >> 4;
  3763. uuid[ i ] = chars[ ( i == 19 ) ? ( r & 0x3 ) | 0x8 : r ];
  3764. }
  3765. }
  3766. return uuid.join( '' );
  3767. };
  3768. }(),
  3769. // Clamp value to range <a, b>
  3770. clamp: function ( x, a, b ) {
  3771. return ( x < a ) ? a : ( ( x > b ) ? b : x );
  3772. },
  3773. // Clamp value to range <a, inf)
  3774. clampBottom: function ( x, a ) {
  3775. return x < a ? a : x;
  3776. },
  3777. // Linear mapping from range <a1, a2> to range <b1, b2>
  3778. mapLinear: function ( x, a1, a2, b1, b2 ) {
  3779. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  3780. },
  3781. // http://en.wikipedia.org/wiki/Smoothstep
  3782. smoothstep: function ( x, min, max ) {
  3783. if ( x <= min ) return 0;
  3784. if ( x >= max ) return 1;
  3785. x = ( x - min ) / ( max - min );
  3786. return x * x * ( 3 - 2 * x );
  3787. },
  3788. smootherstep: function ( x, min, max ) {
  3789. if ( x <= min ) return 0;
  3790. if ( x >= max ) return 1;
  3791. x = ( x - min ) / ( max - min );
  3792. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  3793. },
  3794. // Random float from <0, 1> with 16 bits of randomness
  3795. // (standard Math.random() creates repetitive patterns when applied over larger space)
  3796. random16: function () {
  3797. return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
  3798. },
  3799. // Random integer from <low, high> interval
  3800. randInt: function ( low, high ) {
  3801. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  3802. },
  3803. // Random float from <low, high> interval
  3804. randFloat: function ( low, high ) {
  3805. return low + Math.random() * ( high - low );
  3806. },
  3807. // Random float from <-range/2, range/2> interval
  3808. randFloatSpread: function ( range ) {
  3809. return range * ( 0.5 - Math.random() );
  3810. },
  3811. degToRad: function () {
  3812. var degreeToRadiansFactor = Math.PI / 180;
  3813. return function ( degrees ) {
  3814. return degrees * degreeToRadiansFactor;
  3815. };
  3816. }(),
  3817. radToDeg: function () {
  3818. var radianToDegreesFactor = 180 / Math.PI;
  3819. return function ( radians ) {
  3820. return radians * radianToDegreesFactor;
  3821. };
  3822. }(),
  3823. isPowerOfTwo: function ( value ) {
  3824. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  3825. }
  3826. };
  3827. // File:src/math/Spline.js
  3828. /**
  3829. * Spline from Tween.js, slightly optimized (and trashed)
  3830. * http://sole.github.com/tween.js/examples/05_spline.html
  3831. *
  3832. * @author mrdoob / http://mrdoob.com/
  3833. * @author alteredq / http://alteredqualia.com/
  3834. */
  3835. THREE.Spline = function ( points ) {
  3836. this.points = points;
  3837. var c = [], v3 = { x: 0, y: 0, z: 0 },
  3838. point, intPoint, weight, w2, w3,
  3839. pa, pb, pc, pd;
  3840. this.initFromArray = function ( a ) {
  3841. this.points = [];
  3842. for ( var i = 0; i < a.length; i ++ ) {
  3843. this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
  3844. }
  3845. };
  3846. this.getPoint = function ( k ) {
  3847. point = ( this.points.length - 1 ) * k;
  3848. intPoint = Math.floor( point );
  3849. weight = point - intPoint;
  3850. c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
  3851. c[ 1 ] = intPoint;
  3852. c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
  3853. c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
  3854. pa = this.points[ c[ 0 ] ];
  3855. pb = this.points[ c[ 1 ] ];
  3856. pc = this.points[ c[ 2 ] ];
  3857. pd = this.points[ c[ 3 ] ];
  3858. w2 = weight * weight;
  3859. w3 = weight * w2;
  3860. v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
  3861. v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
  3862. v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
  3863. return v3;
  3864. };
  3865. this.getControlPointsArray = function () {
  3866. var i, p, l = this.points.length,
  3867. coords = [];
  3868. for ( i = 0; i < l; i ++ ) {
  3869. p = this.points[ i ];
  3870. coords[ i ] = [ p.x, p.y, p.z ];
  3871. }
  3872. return coords;
  3873. };
  3874. // approximate length by summing linear segments
  3875. this.getLength = function ( nSubDivisions ) {
  3876. var i, index, nSamples, position,
  3877. point = 0, intPoint = 0, oldIntPoint = 0,
  3878. oldPosition = new THREE.Vector3(),
  3879. tmpVec = new THREE.Vector3(),
  3880. chunkLengths = [],
  3881. totalLength = 0;
  3882. // first point has 0 length
  3883. chunkLengths[ 0 ] = 0;
  3884. if ( ! nSubDivisions ) nSubDivisions = 100;
  3885. nSamples = this.points.length * nSubDivisions;
  3886. oldPosition.copy( this.points[ 0 ] );
  3887. for ( i = 1; i < nSamples; i ++ ) {
  3888. index = i / nSamples;
  3889. position = this.getPoint( index );
  3890. tmpVec.copy( position );
  3891. totalLength += tmpVec.distanceTo( oldPosition );
  3892. oldPosition.copy( position );
  3893. point = ( this.points.length - 1 ) * index;
  3894. intPoint = Math.floor( point );
  3895. if ( intPoint != oldIntPoint ) {
  3896. chunkLengths[ intPoint ] = totalLength;
  3897. oldIntPoint = intPoint;
  3898. }
  3899. }
  3900. // last point ends with total length
  3901. chunkLengths[ chunkLengths.length ] = totalLength;
  3902. return { chunks: chunkLengths, total: totalLength };
  3903. };
  3904. this.reparametrizeByArcLength = function ( samplingCoef ) {
  3905. var i, j,
  3906. index, indexCurrent, indexNext,
  3907. linearDistance, realDistance,
  3908. sampling, position,
  3909. newpoints = [],
  3910. tmpVec = new THREE.Vector3(),
  3911. sl = this.getLength();
  3912. newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
  3913. for ( i = 1; i < this.points.length; i ++ ) {
  3914. //tmpVec.copy( this.points[ i - 1 ] );
  3915. //linearDistance = tmpVec.distanceTo( this.points[ i ] );
  3916. realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
  3917. sampling = Math.ceil( samplingCoef * realDistance / sl.total );
  3918. indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
  3919. indexNext = i / ( this.points.length - 1 );
  3920. for ( j = 1; j < sampling - 1; j ++ ) {
  3921. index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
  3922. position = this.getPoint( index );
  3923. newpoints.push( tmpVec.copy( position ).clone() );
  3924. }
  3925. newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
  3926. }
  3927. this.points = newpoints;
  3928. };
  3929. // Catmull-Rom
  3930. function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
  3931. var v0 = ( p2 - p0 ) * 0.5,
  3932. v1 = ( p3 - p1 ) * 0.5;
  3933. return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  3934. };
  3935. };
  3936. // File:src/math/Triangle.js
  3937. /**
  3938. * @author bhouston / http://exocortex.com
  3939. * @author mrdoob / http://mrdoob.com/
  3940. */
  3941. THREE.Triangle = function ( a, b, c ) {
  3942. this.a = ( a !== undefined ) ? a : new THREE.Vector3();
  3943. this.b = ( b !== undefined ) ? b : new THREE.Vector3();
  3944. this.c = ( c !== undefined ) ? c : new THREE.Vector3();
  3945. };
  3946. THREE.Triangle.normal = function () {
  3947. var v0 = new THREE.Vector3();
  3948. return function ( a, b, c, optionalTarget ) {
  3949. var result = optionalTarget || new THREE.Vector3();
  3950. result.subVectors( c, b );
  3951. v0.subVectors( a, b );
  3952. result.cross( v0 );
  3953. var resultLengthSq = result.lengthSq();
  3954. if ( resultLengthSq > 0 ) {
  3955. return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
  3956. }
  3957. return result.set( 0, 0, 0 );
  3958. };
  3959. }();
  3960. // static/instance method to calculate barycoordinates
  3961. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  3962. THREE.Triangle.barycoordFromPoint = function () {
  3963. var v0 = new THREE.Vector3();
  3964. var v1 = new THREE.Vector3();
  3965. var v2 = new THREE.Vector3();
  3966. return function ( point, a, b, c, optionalTarget ) {
  3967. v0.subVectors( c, a );
  3968. v1.subVectors( b, a );
  3969. v2.subVectors( point, a );
  3970. var dot00 = v0.dot( v0 );
  3971. var dot01 = v0.dot( v1 );
  3972. var dot02 = v0.dot( v2 );
  3973. var dot11 = v1.dot( v1 );
  3974. var dot12 = v1.dot( v2 );
  3975. var denom = ( dot00 * dot11 - dot01 * dot01 );
  3976. var result = optionalTarget || new THREE.Vector3();
  3977. // colinear or singular triangle
  3978. if ( denom == 0 ) {
  3979. // arbitrary location outside of triangle?
  3980. // not sure if this is the best idea, maybe should be returning undefined
  3981. return result.set( - 2, - 1, - 1 );
  3982. }
  3983. var invDenom = 1 / denom;
  3984. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  3985. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  3986. // barycoordinates must always sum to 1
  3987. return result.set( 1 - u - v, v, u );
  3988. };
  3989. }();
  3990. THREE.Triangle.containsPoint = function () {
  3991. var v1 = new THREE.Vector3();
  3992. return function ( point, a, b, c ) {
  3993. var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
  3994. return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
  3995. };
  3996. }();
  3997. THREE.Triangle.prototype = {
  3998. constructor: THREE.Triangle,
  3999. set: function ( a, b, c ) {
  4000. this.a.copy( a );
  4001. this.b.copy( b );
  4002. this.c.copy( c );
  4003. return this;
  4004. },
  4005. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  4006. this.a.copy( points[ i0 ] );
  4007. this.b.copy( points[ i1 ] );
  4008. this.c.copy( points[ i2 ] );
  4009. return this;
  4010. },
  4011. copy: function ( triangle ) {
  4012. this.a.copy( triangle.a );
  4013. this.b.copy( triangle.b );
  4014. this.c.copy( triangle.c );
  4015. return this;
  4016. },
  4017. area: function () {
  4018. var v0 = new THREE.Vector3();
  4019. var v1 = new THREE.Vector3();
  4020. return function () {
  4021. v0.subVectors( this.c, this.b );
  4022. v1.subVectors( this.a, this.b );
  4023. return v0.cross( v1 ).length() * 0.5;
  4024. };
  4025. }(),
  4026. midpoint: function ( optionalTarget ) {
  4027. var result = optionalTarget || new THREE.Vector3();
  4028. return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4029. },
  4030. normal: function ( optionalTarget ) {
  4031. return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
  4032. },
  4033. plane: function ( optionalTarget ) {
  4034. var result = optionalTarget || new THREE.Plane();
  4035. return result.setFromCoplanarPoints( this.a, this.b, this.c );
  4036. },
  4037. barycoordFromPoint: function ( point, optionalTarget ) {
  4038. return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
  4039. },
  4040. containsPoint: function ( point ) {
  4041. return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
  4042. },
  4043. equals: function ( triangle ) {
  4044. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4045. },
  4046. clone: function () {
  4047. return new THREE.Triangle().copy( this );
  4048. }
  4049. };
  4050. // File:src/core/Clock.js
  4051. /**
  4052. * @author alteredq / http://alteredqualia.com/
  4053. */
  4054. THREE.Clock = function ( autoStart ) {
  4055. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  4056. this.startTime = 0;
  4057. this.oldTime = 0;
  4058. this.elapsedTime = 0;
  4059. this.running = false;
  4060. };
  4061. THREE.Clock.prototype = {
  4062. constructor: THREE.Clock,
  4063. start: function () {
  4064. this.startTime = self.performance !== undefined && self.performance.now !== undefined
  4065. ? self.performance.now()
  4066. : Date.now();
  4067. this.oldTime = this.startTime;
  4068. this.running = true;
  4069. },
  4070. stop: function () {
  4071. this.getElapsedTime();
  4072. this.running = false;
  4073. },
  4074. getElapsedTime: function () {
  4075. this.getDelta();
  4076. return this.elapsedTime;
  4077. },
  4078. getDelta: function () {
  4079. var diff = 0;
  4080. if ( this.autoStart && ! this.running ) {
  4081. this.start();
  4082. }
  4083. if ( this.running ) {
  4084. var newTime = self.performance !== undefined && self.performance.now !== undefined
  4085. ? self.performance.now()
  4086. : Date.now();
  4087. diff = 0.001 * ( newTime - this.oldTime );
  4088. this.oldTime = newTime;
  4089. this.elapsedTime += diff;
  4090. }
  4091. return diff;
  4092. }
  4093. };
  4094. // File:src/core/EventDispatcher.js
  4095. /**
  4096. * https://github.com/mrdoob/eventdispatcher.js/
  4097. */
  4098. THREE.EventDispatcher = function () {}
  4099. THREE.EventDispatcher.prototype = {
  4100. constructor: THREE.EventDispatcher,
  4101. apply: function ( object ) {
  4102. object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
  4103. object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
  4104. object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
  4105. object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
  4106. },
  4107. addEventListener: function ( type, listener ) {
  4108. if ( this._listeners === undefined ) this._listeners = {};
  4109. var listeners = this._listeners;
  4110. if ( listeners[ type ] === undefined ) {
  4111. listeners[ type ] = [];
  4112. }
  4113. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  4114. listeners[ type ].push( listener );
  4115. }
  4116. },
  4117. hasEventListener: function ( type, listener ) {
  4118. if ( this._listeners === undefined ) return false;
  4119. var listeners = this._listeners;
  4120. if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
  4121. return true;
  4122. }
  4123. return false;
  4124. },
  4125. removeEventListener: function ( type, listener ) {
  4126. if ( this._listeners === undefined ) return;
  4127. var listeners = this._listeners;
  4128. var listenerArray = listeners[ type ];
  4129. if ( listenerArray !== undefined ) {
  4130. var index = listenerArray.indexOf( listener );
  4131. if ( index !== - 1 ) {
  4132. listenerArray.splice( index, 1 );
  4133. }
  4134. }
  4135. },
  4136. dispatchEvent: function ( event ) {
  4137. if ( this._listeners === undefined ) return;
  4138. var listeners = this._listeners;
  4139. var listenerArray = listeners[ event.type ];
  4140. if ( listenerArray !== undefined ) {
  4141. event.target = this;
  4142. var array = [];
  4143. var length = listenerArray.length;
  4144. for ( var i = 0; i < length; i ++ ) {
  4145. array[ i ] = listenerArray[ i ];
  4146. }
  4147. for ( var i = 0; i < length; i ++ ) {
  4148. array[ i ].call( this, event );
  4149. }
  4150. }
  4151. }
  4152. };
  4153. // File:src/core/Raycaster.js
  4154. /**
  4155. * @author mrdoob / http://mrdoob.com/
  4156. * @author bhouston / http://exocortex.com/
  4157. * @author stephomi / http://stephaneginier.com/
  4158. */
  4159. ( function ( THREE ) {
  4160. THREE.Raycaster = function ( origin, direction, near, far ) {
  4161. this.ray = new THREE.Ray( origin, direction );
  4162. // direction is assumed to be normalized (for accurate distance calculations)
  4163. this.near = near || 0;
  4164. this.far = far || Infinity;
  4165. this.params = {
  4166. Sprite: {},
  4167. Mesh: {},
  4168. PointCloud: { threshold: 1 },
  4169. LOD: {},
  4170. Line: {}
  4171. };
  4172. };
  4173. var descSort = function ( a, b ) {
  4174. return a.distance - b.distance;
  4175. };
  4176. var intersectObject = function ( object, raycaster, intersects, recursive ) {
  4177. object.raycast( raycaster, intersects );
  4178. if ( recursive === true ) {
  4179. var children = object.children;
  4180. for ( var i = 0, l = children.length; i < l; i ++ ) {
  4181. intersectObject( children[ i ], raycaster, intersects, true );
  4182. }
  4183. }
  4184. };
  4185. //
  4186. THREE.Raycaster.prototype = {
  4187. constructor: THREE.Raycaster,
  4188. precision: 0.0001,
  4189. linePrecision: 1,
  4190. set: function ( origin, direction ) {
  4191. this.ray.set( origin, direction );
  4192. // direction is assumed to be normalized (for accurate distance calculations)
  4193. },
  4194. intersectObject: function ( object, recursive ) {
  4195. var intersects = [];
  4196. intersectObject( object, this, intersects, recursive );
  4197. intersects.sort( descSort );
  4198. return intersects;
  4199. },
  4200. intersectObjects: function ( objects, recursive ) {
  4201. var intersects = [];
  4202. if ( objects instanceof Array === false ) {
  4203. console.log( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
  4204. return intersects;
  4205. }
  4206. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  4207. intersectObject( objects[ i ], this, intersects, recursive );
  4208. }
  4209. intersects.sort( descSort );
  4210. return intersects;
  4211. }
  4212. };
  4213. }( THREE ) );
  4214. // File:src/core/Object3D.js
  4215. /**
  4216. * @author mrdoob / http://mrdoob.com/
  4217. * @author mikael emtinger / http://gomo.se/
  4218. * @author alteredq / http://alteredqualia.com/
  4219. * @author WestLangley / http://github.com/WestLangley
  4220. */
  4221. THREE.Object3D = function () {
  4222. Object.defineProperty( this, 'id', { value: THREE.Object3DIdCount ++ } );
  4223. this.uuid = THREE.Math.generateUUID();
  4224. this.name = '';
  4225. this.type = 'Object3D';
  4226. this.parent = undefined;
  4227. this.children = [];
  4228. this.up = THREE.Object3D.DefaultUp.clone();
  4229. var scope = this;
  4230. var position = new THREE.Vector3();
  4231. var rotation = new THREE.Euler();
  4232. var quaternion = new THREE.Quaternion();
  4233. var scale = new THREE.Vector3( 1, 1, 1 );
  4234. var onRotationChange = function () {
  4235. quaternion.setFromEuler( rotation, false );
  4236. };
  4237. var onQuaternionChange = function () {
  4238. rotation.setFromQuaternion( quaternion, undefined, false );
  4239. };
  4240. rotation.onChange( onRotationChange );
  4241. quaternion.onChange( onQuaternionChange );
  4242. Object.defineProperties( this, {
  4243. position: {
  4244. enumerable: true,
  4245. value: position
  4246. },
  4247. rotation: {
  4248. enumerable: true,
  4249. value: rotation
  4250. },
  4251. quaternion: {
  4252. enumerable: true,
  4253. value: quaternion
  4254. },
  4255. scale: {
  4256. enumerable: true,
  4257. value: scale
  4258. },
  4259. } );
  4260. this.renderDepth = null;
  4261. this.rotationAutoUpdate = true;
  4262. this.matrix = new THREE.Matrix4();
  4263. this.matrixWorld = new THREE.Matrix4();
  4264. this.matrixAutoUpdate = true;
  4265. this.matrixWorldNeedsUpdate = false;
  4266. this.visible = true;
  4267. this.castShadow = false;
  4268. this.receiveShadow = false;
  4269. this.frustumCulled = true;
  4270. this.userData = {};
  4271. };
  4272. THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 );
  4273. THREE.Object3D.prototype = {
  4274. constructor: THREE.Object3D,
  4275. get eulerOrder () {
  4276. console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
  4277. return this.rotation.order;
  4278. },
  4279. set eulerOrder ( value ) {
  4280. console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
  4281. this.rotation.order = value;
  4282. },
  4283. get useQuaternion () {
  4284. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  4285. },
  4286. set useQuaternion ( value ) {
  4287. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  4288. },
  4289. applyMatrix: function ( matrix ) {
  4290. this.matrix.multiplyMatrices( matrix, this.matrix );
  4291. this.matrix.decompose( this.position, this.quaternion, this.scale );
  4292. },
  4293. setRotationFromAxisAngle: function ( axis, angle ) {
  4294. // assumes axis is normalized
  4295. this.quaternion.setFromAxisAngle( axis, angle );
  4296. },
  4297. setRotationFromEuler: function ( euler ) {
  4298. this.quaternion.setFromEuler( euler, true );
  4299. },
  4300. setRotationFromMatrix: function ( m ) {
  4301. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4302. this.quaternion.setFromRotationMatrix( m );
  4303. },
  4304. setRotationFromQuaternion: function ( q ) {
  4305. // assumes q is normalized
  4306. this.quaternion.copy( q );
  4307. },
  4308. rotateOnAxis: function () {
  4309. // rotate object on axis in object space
  4310. // axis is assumed to be normalized
  4311. var q1 = new THREE.Quaternion();
  4312. return function ( axis, angle ) {
  4313. q1.setFromAxisAngle( axis, angle );
  4314. this.quaternion.multiply( q1 );
  4315. return this;
  4316. }
  4317. }(),
  4318. rotateX: function () {
  4319. var v1 = new THREE.Vector3( 1, 0, 0 );
  4320. return function ( angle ) {
  4321. return this.rotateOnAxis( v1, angle );
  4322. };
  4323. }(),
  4324. rotateY: function () {
  4325. var v1 = new THREE.Vector3( 0, 1, 0 );
  4326. return function ( angle ) {
  4327. return this.rotateOnAxis( v1, angle );
  4328. };
  4329. }(),
  4330. rotateZ: function () {
  4331. var v1 = new THREE.Vector3( 0, 0, 1 );
  4332. return function ( angle ) {
  4333. return this.rotateOnAxis( v1, angle );
  4334. };
  4335. }(),
  4336. translateOnAxis: function () {
  4337. // translate object by distance along axis in object space
  4338. // axis is assumed to be normalized
  4339. var v1 = new THREE.Vector3();
  4340. return function ( axis, distance ) {
  4341. v1.copy( axis ).applyQuaternion( this.quaternion );
  4342. this.position.add( v1.multiplyScalar( distance ) );
  4343. return this;
  4344. }
  4345. }(),
  4346. translate: function ( distance, axis ) {
  4347. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  4348. return this.translateOnAxis( axis, distance );
  4349. },
  4350. translateX: function () {
  4351. var v1 = new THREE.Vector3( 1, 0, 0 );
  4352. return function ( distance ) {
  4353. return this.translateOnAxis( v1, distance );
  4354. };
  4355. }(),
  4356. translateY: function () {
  4357. var v1 = new THREE.Vector3( 0, 1, 0 );
  4358. return function ( distance ) {
  4359. return this.translateOnAxis( v1, distance );
  4360. };
  4361. }(),
  4362. translateZ: function () {
  4363. var v1 = new THREE.Vector3( 0, 0, 1 );
  4364. return function ( distance ) {
  4365. return this.translateOnAxis( v1, distance );
  4366. };
  4367. }(),
  4368. localToWorld: function ( vector ) {
  4369. return vector.applyMatrix4( this.matrixWorld );
  4370. },
  4371. worldToLocal: function () {
  4372. var m1 = new THREE.Matrix4();
  4373. return function ( vector ) {
  4374. return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  4375. };
  4376. }(),
  4377. lookAt: function () {
  4378. // This routine does not support objects with rotated and/or translated parent(s)
  4379. var m1 = new THREE.Matrix4();
  4380. return function ( vector ) {
  4381. m1.lookAt( vector, this.position, this.up );
  4382. this.quaternion.setFromRotationMatrix( m1 );
  4383. };
  4384. }(),
  4385. add: function ( object ) {
  4386. if ( arguments.length > 1 ) {
  4387. for ( var i = 0; i < arguments.length; i++ ) {
  4388. this.add( arguments[ i ] );
  4389. }
  4390. return this;
  4391. };
  4392. if ( object === this ) {
  4393. console.error( "THREE.Object3D.add:", object, "can't be added as a child of itself." );
  4394. return this;
  4395. }
  4396. if ( object instanceof THREE.Object3D ) {
  4397. if ( object.parent !== undefined ) {
  4398. object.parent.remove( object );
  4399. }
  4400. object.parent = this;
  4401. object.dispatchEvent( { type: 'added' } );
  4402. this.children.push( object );
  4403. } else {
  4404. console.error( "THREE.Object3D.add:", object, "is not an instance of THREE.Object3D." );
  4405. }
  4406. return this;
  4407. },
  4408. remove: function ( object ) {
  4409. if ( arguments.length > 1 ) {
  4410. for ( var i = 0; i < arguments.length; i++ ) {
  4411. this.remove( arguments[ i ] );
  4412. }
  4413. };
  4414. var index = this.children.indexOf( object );
  4415. if ( index !== - 1 ) {
  4416. object.parent = undefined;
  4417. object.dispatchEvent( { type: 'removed' } );
  4418. this.children.splice( index, 1 );
  4419. }
  4420. },
  4421. getChildByName: function ( name, recursive ) {
  4422. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  4423. return this.getObjectByName( name, recursive );
  4424. },
  4425. getObjectById: function ( id, recursive ) {
  4426. if ( this.id === id ) return this;
  4427. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4428. var child = this.children[ i ];
  4429. var object = child.getObjectById( id, recursive );
  4430. if ( object !== undefined ) {
  4431. return object;
  4432. }
  4433. }
  4434. return undefined;
  4435. },
  4436. getObjectByName: function ( name, recursive ) {
  4437. if ( this.name === name ) return this;
  4438. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4439. var child = this.children[ i ];
  4440. var object = child.getObjectByName( name, recursive );
  4441. if ( object !== undefined ) {
  4442. return object;
  4443. }
  4444. }
  4445. return undefined;
  4446. },
  4447. getWorldPosition: function ( optionalTarget ) {
  4448. var result = optionalTarget || new THREE.Vector3();
  4449. this.updateMatrixWorld( true );
  4450. return result.setFromMatrixPosition( this.matrixWorld );
  4451. },
  4452. getWorldQuaternion: function () {
  4453. var position = new THREE.Vector3();
  4454. var scale = new THREE.Vector3();
  4455. return function ( optionalTarget ) {
  4456. var result = optionalTarget || new THREE.Quaternion();
  4457. this.updateMatrixWorld( true );
  4458. this.matrixWorld.decompose( position, result, scale );
  4459. return result;
  4460. }
  4461. }(),
  4462. getWorldRotation: function () {
  4463. var quaternion = new THREE.Quaternion();
  4464. return function ( optionalTarget ) {
  4465. var result = optionalTarget || new THREE.Euler();
  4466. this.getWorldQuaternion( quaternion );
  4467. return result.setFromQuaternion( quaternion, this.rotation.order, false );
  4468. }
  4469. }(),
  4470. getWorldScale: function () {
  4471. var position = new THREE.Vector3();
  4472. var quaternion = new THREE.Quaternion();
  4473. return function ( optionalTarget ) {
  4474. var result = optionalTarget || new THREE.Vector3();
  4475. this.updateMatrixWorld( true );
  4476. this.matrixWorld.decompose( position, quaternion, result );
  4477. return result;
  4478. }
  4479. }(),
  4480. getWorldDirection: function () {
  4481. var quaternion = new THREE.Quaternion();
  4482. return function ( optionalTarget ) {
  4483. var result = optionalTarget || new THREE.Vector3();
  4484. this.getWorldQuaternion( quaternion );
  4485. return result.set( 0, 0, 1 ).applyQuaternion( quaternion );
  4486. }
  4487. }(),
  4488. raycast: function () {},
  4489. traverse: function ( callback ) {
  4490. callback( this );
  4491. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4492. this.children[ i ].traverse( callback );
  4493. }
  4494. },
  4495. traverseVisible: function ( callback ) {
  4496. if ( this.visible === false ) return;
  4497. callback( this );
  4498. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4499. this.children[ i ].traverseVisible( callback );
  4500. }
  4501. },
  4502. updateMatrix: function () {
  4503. this.matrix.compose( this.position, this.quaternion, this.scale );
  4504. this.matrixWorldNeedsUpdate = true;
  4505. },
  4506. updateMatrixWorld: function ( force ) {
  4507. if ( this.matrixAutoUpdate === true ) this.updateMatrix();
  4508. if ( this.matrixWorldNeedsUpdate === true || force === true ) {
  4509. if ( this.parent === undefined ) {
  4510. this.matrixWorld.copy( this.matrix );
  4511. } else {
  4512. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  4513. }
  4514. this.matrixWorldNeedsUpdate = false;
  4515. force = true;
  4516. }
  4517. // update children
  4518. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4519. this.children[ i ].updateMatrixWorld( force );
  4520. }
  4521. },
  4522. toJSON: function () {
  4523. var output = {
  4524. metadata: {
  4525. version: 4.3,
  4526. type: 'Object',
  4527. generator: 'ObjectExporter'
  4528. }
  4529. };
  4530. //
  4531. var geometries = {};
  4532. var parseGeometry = function ( geometry ) {
  4533. if ( output.geometries === undefined ) {
  4534. output.geometries = [];
  4535. }
  4536. if ( geometries[ geometry.uuid ] === undefined ) {
  4537. var json = geometry.toJSON();
  4538. delete json.metadata;
  4539. geometries[ geometry.uuid ] = json;
  4540. output.geometries.push( json );
  4541. }
  4542. return geometry.uuid;
  4543. };
  4544. //
  4545. var materials = {};
  4546. var parseMaterial = function ( material ) {
  4547. if ( output.materials === undefined ) {
  4548. output.materials = [];
  4549. }
  4550. if ( materials[ material.uuid ] === undefined ) {
  4551. var json = material.toJSON();
  4552. delete json.metadata;
  4553. materials[ material.uuid ] = json;
  4554. output.materials.push( json );
  4555. }
  4556. return material.uuid;
  4557. };
  4558. //
  4559. var parseObject = function ( object ) {
  4560. var data = {};
  4561. data.uuid = object.uuid;
  4562. data.type = object.type;
  4563. if ( object.name !== '' ) data.name = object.name;
  4564. if ( JSON.stringify( object.userData ) !== '{}' ) data.userData = object.userData;
  4565. if ( object.visible !== true ) data.visible = object.visible;
  4566. if ( object instanceof THREE.PerspectiveCamera ) {
  4567. data.fov = object.fov;
  4568. data.aspect = object.aspect;
  4569. data.near = object.near;
  4570. data.far = object.far;
  4571. } else if ( object instanceof THREE.OrthographicCamera ) {
  4572. data.left = object.left;
  4573. data.right = object.right;
  4574. data.top = object.top;
  4575. data.bottom = object.bottom;
  4576. data.near = object.near;
  4577. data.far = object.far;
  4578. } else if ( object instanceof THREE.AmbientLight ) {
  4579. data.color = object.color.getHex();
  4580. } else if ( object instanceof THREE.DirectionalLight ) {
  4581. data.color = object.color.getHex();
  4582. data.intensity = object.intensity;
  4583. } else if ( object instanceof THREE.PointLight ) {
  4584. data.color = object.color.getHex();
  4585. data.intensity = object.intensity;
  4586. data.distance = object.distance;
  4587. } else if ( object instanceof THREE.SpotLight ) {
  4588. data.color = object.color.getHex();
  4589. data.intensity = object.intensity;
  4590. data.distance = object.distance;
  4591. data.angle = object.angle;
  4592. data.exponent = object.exponent;
  4593. } else if ( object instanceof THREE.HemisphereLight ) {
  4594. data.color = object.color.getHex();
  4595. data.groundColor = object.groundColor.getHex();
  4596. } else if ( object instanceof THREE.Mesh ) {
  4597. data.geometry = parseGeometry( object.geometry );
  4598. data.material = parseMaterial( object.material );
  4599. } else if ( object instanceof THREE.Sprite ) {
  4600. data.material = parseMaterial( object.material );
  4601. }
  4602. data.matrix = object.matrix.toArray();
  4603. if ( object.children.length > 0 ) {
  4604. data.children = [];
  4605. for ( var i = 0; i < object.children.length; i ++ ) {
  4606. data.children.push( parseObject( object.children[ i ] ) );
  4607. }
  4608. }
  4609. return data;
  4610. }
  4611. output.object = parseObject( this );
  4612. return output;
  4613. },
  4614. clone: function ( object, recursive ) {
  4615. if ( object === undefined ) object = new THREE.Object3D();
  4616. if ( recursive === undefined ) recursive = true;
  4617. object.name = this.name;
  4618. object.up.copy( this.up );
  4619. object.position.copy( this.position );
  4620. object.quaternion.copy( this.quaternion );
  4621. object.scale.copy( this.scale );
  4622. object.renderDepth = this.renderDepth;
  4623. object.rotationAutoUpdate = this.rotationAutoUpdate;
  4624. object.matrix.copy( this.matrix );
  4625. object.matrixWorld.copy( this.matrixWorld );
  4626. object.matrixAutoUpdate = this.matrixAutoUpdate;
  4627. object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
  4628. object.visible = this.visible;
  4629. object.castShadow = this.castShadow;
  4630. object.receiveShadow = this.receiveShadow;
  4631. object.frustumCulled = this.frustumCulled;
  4632. object.userData = JSON.parse( JSON.stringify( this.userData ) );
  4633. if ( recursive === true ) {
  4634. for ( var i = 0; i < this.children.length; i ++ ) {
  4635. var child = this.children[ i ];
  4636. object.add( child.clone() );
  4637. }
  4638. }
  4639. return object;
  4640. }
  4641. };
  4642. THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
  4643. THREE.Object3DIdCount = 0;
  4644. // File:src/core/Projector.js
  4645. /**
  4646. * @author mrdoob / http://mrdoob.com/
  4647. */
  4648. THREE.Projector = function () {
  4649. console.warn( 'THREE.Projector has been moved to /examples/renderers/Projector.js.' );
  4650. this.projectVector = function ( vector, camera ) {
  4651. console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
  4652. vector.project( camera );
  4653. };
  4654. this.unprojectVector = function ( vector, camera ) {
  4655. console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
  4656. vector.unproject( camera );
  4657. };
  4658. this.pickingRay = function ( vector, camera ) {
  4659. console.error( 'THREE.Projector: .pickingRay() has been removed.' );
  4660. };
  4661. };
  4662. // File:src/core/Face3.js
  4663. /**
  4664. * @author mrdoob / http://mrdoob.com/
  4665. * @author alteredq / http://alteredqualia.com/
  4666. */
  4667. THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
  4668. this.a = a;
  4669. this.b = b;
  4670. this.c = c;
  4671. this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
  4672. this.vertexNormals = normal instanceof Array ? normal : [];
  4673. this.color = color instanceof THREE.Color ? color : new THREE.Color();
  4674. this.vertexColors = color instanceof Array ? color : [];
  4675. this.vertexTangents = [];
  4676. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  4677. };
  4678. THREE.Face3.prototype = {
  4679. constructor: THREE.Face3,
  4680. clone: function () {
  4681. var face = new THREE.Face3( this.a, this.b, this.c );
  4682. face.normal.copy( this.normal );
  4683. face.color.copy( this.color );
  4684. face.materialIndex = this.materialIndex;
  4685. for ( var i = 0, il = this.vertexNormals.length; i < il; i ++ ) {
  4686. face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
  4687. }
  4688. for ( var i = 0, il = this.vertexColors.length; i < il; i ++ ) {
  4689. face.vertexColors[ i ] = this.vertexColors[ i ].clone();
  4690. }
  4691. for ( var i = 0, il = this.vertexTangents.length; i < il; i ++ ) {
  4692. face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
  4693. }
  4694. return face;
  4695. }
  4696. };
  4697. // File:src/core/Face4.js
  4698. /**
  4699. * @author mrdoob / http://mrdoob.com/
  4700. */
  4701. THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
  4702. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' )
  4703. return new THREE.Face3( a, b, c, normal, color, materialIndex );
  4704. };
  4705. // File:src/core/BufferAttribute.js
  4706. /**
  4707. * @author mrdoob / http://mrdoob.com/
  4708. */
  4709. THREE.BufferAttribute = function ( array, itemSize ) {
  4710. this.array = array;
  4711. this.itemSize = itemSize;
  4712. this.needsUpdate = false;
  4713. };
  4714. THREE.BufferAttribute.prototype = {
  4715. constructor: THREE.BufferAttribute,
  4716. get length () {
  4717. return this.array.length;
  4718. },
  4719. copyAt: function ( index1, attribute, index2 ) {
  4720. index1 *= this.itemSize;
  4721. index2 *= attribute.itemSize;
  4722. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  4723. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  4724. }
  4725. },
  4726. set: function ( value ) {
  4727. this.array.set( value );
  4728. return this;
  4729. },
  4730. setX: function ( index, x ) {
  4731. this.array[ index * this.itemSize ] = x;
  4732. return this;
  4733. },
  4734. setY: function ( index, y ) {
  4735. this.array[ index * this.itemSize + 1 ] = y;
  4736. return this;
  4737. },
  4738. setZ: function ( index, z ) {
  4739. this.array[ index * this.itemSize + 2 ] = z;
  4740. return this;
  4741. },
  4742. setXY: function ( index, x, y ) {
  4743. index *= this.itemSize;
  4744. this.array[ index ] = x;
  4745. this.array[ index + 1 ] = y;
  4746. return this;
  4747. },
  4748. setXYZ: function ( index, x, y, z ) {
  4749. index *= this.itemSize;
  4750. this.array[ index ] = x;
  4751. this.array[ index + 1 ] = y;
  4752. this.array[ index + 2 ] = z;
  4753. return this;
  4754. },
  4755. setXYZW: function ( index, x, y, z, w ) {
  4756. index *= this.itemSize;
  4757. this.array[ index ] = x;
  4758. this.array[ index + 1 ] = y;
  4759. this.array[ index + 2 ] = z;
  4760. this.array[ index + 3 ] = w;
  4761. return this;
  4762. },
  4763. clone: function () {
  4764. return new THREE.BufferAttribute( new this.array.constructor( this.array ), this.itemSize );
  4765. }
  4766. };
  4767. //
  4768. THREE.Int8Attribute = function ( data, itemSize ) {
  4769. console.warn( 'THREE.Int8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4770. return new THREE.BufferAttribute( data, itemSize );
  4771. };
  4772. THREE.Uint8Attribute = function ( data, itemSize ) {
  4773. console.warn( 'THREE.Uint8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4774. return new THREE.BufferAttribute( data, itemSize );
  4775. };
  4776. THREE.Uint8ClampedAttribute = function ( data, itemSize ) {
  4777. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4778. return new THREE.BufferAttribute( data, itemSize );
  4779. };
  4780. THREE.Int16Attribute = function ( data, itemSize ) {
  4781. console.warn( 'THREE.Int16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4782. return new THREE.BufferAttribute( data, itemSize );
  4783. };
  4784. THREE.Uint16Attribute = function ( data, itemSize ) {
  4785. console.warn( 'THREE.Uint16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4786. return new THREE.BufferAttribute( data, itemSize );
  4787. };
  4788. THREE.Int32Attribute = function ( data, itemSize ) {
  4789. console.warn( 'THREE.Int32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4790. return new THREE.BufferAttribute( data, itemSize );
  4791. };
  4792. THREE.Uint32Attribute = function ( data, itemSize ) {
  4793. console.warn( 'THREE.Uint32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4794. return new THREE.BufferAttribute( data, itemSize );
  4795. };
  4796. THREE.Float32Attribute = function ( data, itemSize ) {
  4797. console.warn( 'THREE.Float32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4798. return new THREE.BufferAttribute( data, itemSize );
  4799. };
  4800. THREE.Float64Attribute = function ( data, itemSize ) {
  4801. console.warn( 'THREE.Float64Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  4802. return new THREE.BufferAttribute( data, itemSize );
  4803. };
  4804. // File:src/core/BufferGeometry.js
  4805. /**
  4806. * @author alteredq / http://alteredqualia.com/
  4807. * @author mrdoob / http://mrdoob.com/
  4808. */
  4809. THREE.BufferGeometry = function () {
  4810. Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
  4811. this.uuid = THREE.Math.generateUUID();
  4812. this.name = '';
  4813. this.type = 'BufferGeometry';
  4814. this.attributes = {};
  4815. this.attributesKeys = [];
  4816. this.drawcalls = [];
  4817. this.offsets = this.drawcalls; // backwards compatibility
  4818. this.boundingBox = null;
  4819. this.boundingSphere = null;
  4820. };
  4821. THREE.BufferGeometry.prototype = {
  4822. constructor: THREE.BufferGeometry,
  4823. addAttribute: function ( name, attribute ) {
  4824. if ( attribute instanceof THREE.BufferAttribute === false ) {
  4825. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  4826. this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] };
  4827. return;
  4828. }
  4829. this.attributes[ name ] = attribute;
  4830. this.attributesKeys = Object.keys( this.attributes );
  4831. },
  4832. getAttribute: function ( name ) {
  4833. return this.attributes[ name ];
  4834. },
  4835. addDrawCall: function ( start, count, indexOffset ) {
  4836. this.drawcalls.push( {
  4837. start: start,
  4838. count: count,
  4839. index: indexOffset !== undefined ? indexOffset : 0
  4840. } );
  4841. },
  4842. applyMatrix: function ( matrix ) {
  4843. var position = this.attributes.position;
  4844. if ( position !== undefined ) {
  4845. matrix.applyToVector3Array( position.array );
  4846. position.needsUpdate = true;
  4847. }
  4848. var normal = this.attributes.normal;
  4849. if ( normal !== undefined ) {
  4850. var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  4851. normalMatrix.applyToVector3Array( normal.array );
  4852. normal.needsUpdate = true;
  4853. }
  4854. },
  4855. center: function () {
  4856. // TODO
  4857. },
  4858. fromGeometry: function ( geometry, settings ) {
  4859. settings = settings || { 'vertexColors': THREE.NoColors };
  4860. var vertices = geometry.vertices;
  4861. var faces = geometry.faces;
  4862. var faceVertexUvs = geometry.faceVertexUvs;
  4863. var vertexColors = settings.vertexColors;
  4864. var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
  4865. var hasFaceVertexNormals = faces[ 0 ].vertexNormals.length == 3;
  4866. var positions = new Float32Array( faces.length * 3 * 3 );
  4867. this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  4868. var normals = new Float32Array( faces.length * 3 * 3 );
  4869. this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  4870. if ( vertexColors !== THREE.NoColors ) {
  4871. var colors = new Float32Array( faces.length * 3 * 3 );
  4872. this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  4873. }
  4874. if ( hasFaceVertexUv === true ) {
  4875. var uvs = new Float32Array( faces.length * 3 * 2 );
  4876. this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
  4877. }
  4878. for ( var i = 0, i2 = 0, i3 = 0; i < faces.length; i ++, i2 += 6, i3 += 9 ) {
  4879. var face = faces[ i ];
  4880. var a = vertices[ face.a ];
  4881. var b = vertices[ face.b ];
  4882. var c = vertices[ face.c ];
  4883. positions[ i3 ] = a.x;
  4884. positions[ i3 + 1 ] = a.y;
  4885. positions[ i3 + 2 ] = a.z;
  4886. positions[ i3 + 3 ] = b.x;
  4887. positions[ i3 + 4 ] = b.y;
  4888. positions[ i3 + 5 ] = b.z;
  4889. positions[ i3 + 6 ] = c.x;
  4890. positions[ i3 + 7 ] = c.y;
  4891. positions[ i3 + 8 ] = c.z;
  4892. if ( hasFaceVertexNormals === true ) {
  4893. var na = face.vertexNormals[ 0 ];
  4894. var nb = face.vertexNormals[ 1 ];
  4895. var nc = face.vertexNormals[ 2 ];
  4896. normals[ i3 ] = na.x;
  4897. normals[ i3 + 1 ] = na.y;
  4898. normals[ i3 + 2 ] = na.z;
  4899. normals[ i3 + 3 ] = nb.x;
  4900. normals[ i3 + 4 ] = nb.y;
  4901. normals[ i3 + 5 ] = nb.z;
  4902. normals[ i3 + 6 ] = nc.x;
  4903. normals[ i3 + 7 ] = nc.y;
  4904. normals[ i3 + 8 ] = nc.z;
  4905. } else {
  4906. var n = face.normal;
  4907. normals[ i3 ] = n.x;
  4908. normals[ i3 + 1 ] = n.y;
  4909. normals[ i3 + 2 ] = n.z;
  4910. normals[ i3 + 3 ] = n.x;
  4911. normals[ i3 + 4 ] = n.y;
  4912. normals[ i3 + 5 ] = n.z;
  4913. normals[ i3 + 6 ] = n.x;
  4914. normals[ i3 + 7 ] = n.y;
  4915. normals[ i3 + 8 ] = n.z;
  4916. }
  4917. if ( vertexColors === THREE.FaceColors ) {
  4918. var fc = face.color;
  4919. colors[ i3 ] = fc.r;
  4920. colors[ i3 + 1 ] = fc.g;
  4921. colors[ i3 + 2 ] = fc.b;
  4922. colors[ i3 + 3 ] = fc.r;
  4923. colors[ i3 + 4 ] = fc.g;
  4924. colors[ i3 + 5 ] = fc.b;
  4925. colors[ i3 + 6 ] = fc.r;
  4926. colors[ i3 + 7 ] = fc.g;
  4927. colors[ i3 + 8 ] = fc.b;
  4928. } else if ( vertexColors === THREE.VertexColors ) {
  4929. var vca = face.vertexColors[ 0 ];
  4930. var vcb = face.vertexColors[ 1 ];
  4931. var vcc = face.vertexColors[ 2 ];
  4932. colors[ i3 ] = vca.r;
  4933. colors[ i3 + 1 ] = vca.g;
  4934. colors[ i3 + 2 ] = vca.b;
  4935. colors[ i3 + 3 ] = vcb.r;
  4936. colors[ i3 + 4 ] = vcb.g;
  4937. colors[ i3 + 5 ] = vcb.b;
  4938. colors[ i3 + 6 ] = vcc.r;
  4939. colors[ i3 + 7 ] = vcc.g;
  4940. colors[ i3 + 8 ] = vcc.b;
  4941. }
  4942. if ( hasFaceVertexUv === true ) {
  4943. var uva = faceVertexUvs[ 0 ][ i ][ 0 ];
  4944. var uvb = faceVertexUvs[ 0 ][ i ][ 1 ];
  4945. var uvc = faceVertexUvs[ 0 ][ i ][ 2 ];
  4946. uvs[ i2 ] = uva.x;
  4947. uvs[ i2 + 1 ] = uva.y;
  4948. uvs[ i2 + 2 ] = uvb.x;
  4949. uvs[ i2 + 3 ] = uvb.y;
  4950. uvs[ i2 + 4 ] = uvc.x;
  4951. uvs[ i2 + 5 ] = uvc.y;
  4952. }
  4953. }
  4954. this.computeBoundingSphere()
  4955. return this;
  4956. },
  4957. computeBoundingBox: function () {
  4958. var vector = new THREE.Vector3();
  4959. return function () {
  4960. if ( this.boundingBox === null ) {
  4961. this.boundingBox = new THREE.Box3();
  4962. }
  4963. var positions = this.attributes.position.array;
  4964. if ( positions ) {
  4965. var bb = this.boundingBox;
  4966. bb.makeEmpty();
  4967. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  4968. vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  4969. bb.expandByPoint( vector );
  4970. }
  4971. }
  4972. if ( positions === undefined || positions.length === 0 ) {
  4973. this.boundingBox.min.set( 0, 0, 0 );
  4974. this.boundingBox.max.set( 0, 0, 0 );
  4975. }
  4976. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  4977. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.' );
  4978. }
  4979. }
  4980. }(),
  4981. computeBoundingSphere: function () {
  4982. var box = new THREE.Box3();
  4983. var vector = new THREE.Vector3();
  4984. return function () {
  4985. if ( this.boundingSphere === null ) {
  4986. this.boundingSphere = new THREE.Sphere();
  4987. }
  4988. var positions = this.attributes.position.array;
  4989. if ( positions ) {
  4990. box.makeEmpty();
  4991. var center = this.boundingSphere.center;
  4992. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  4993. vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  4994. box.expandByPoint( vector );
  4995. }
  4996. box.center( center );
  4997. // hoping to find a boundingSphere with a radius smaller than the
  4998. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  4999. var maxRadiusSq = 0;
  5000. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  5001. vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  5002. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  5003. }
  5004. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  5005. if ( isNaN( this.boundingSphere.radius ) ) {
  5006. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.' );
  5007. }
  5008. }
  5009. }
  5010. }(),
  5011. computeFaceNormals: function () {
  5012. // backwards compatibility
  5013. },
  5014. computeVertexNormals: function () {
  5015. var attributes = this.attributes;
  5016. if ( attributes.position ) {
  5017. var positions = attributes.position.array;
  5018. if ( attributes.normal === undefined ) {
  5019. this.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( positions.length ), 3 ) );
  5020. } else {
  5021. // reset existing normals to zero
  5022. var normals = attributes.normal.array;
  5023. for ( var i = 0, il = normals.length; i < il; i ++ ) {
  5024. normals[ i ] = 0;
  5025. }
  5026. }
  5027. var normals = attributes.normal.array;
  5028. var vA, vB, vC, x, y, z,
  5029. pA = new THREE.Vector3(),
  5030. pB = new THREE.Vector3(),
  5031. pC = new THREE.Vector3(),
  5032. cb = new THREE.Vector3(),
  5033. ab = new THREE.Vector3();
  5034. // indexed elements
  5035. if ( attributes.index ) {
  5036. var indices = attributes.index.array;
  5037. var offsets = ( this.offsets.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ] );
  5038. for ( var j = 0, jl = offsets.length; j < jl; ++ j ) {
  5039. var start = offsets[ j ].start;
  5040. var count = offsets[ j ].count;
  5041. var index = offsets[ j ].index;
  5042. for ( var i = start, il = start + count; i < il; i += 3 ) {
  5043. vA = ( index + indices[ i ] ) * 3;
  5044. vB = ( index + indices[ i + 1 ] ) * 3;
  5045. vC = ( index + indices[ i + 2 ] ) * 3;
  5046. x = positions[ vA ];
  5047. y = positions[ vA + 1 ];
  5048. z = positions[ vA + 2 ];
  5049. pA.set( x, y, z );
  5050. x = positions[ vB ];
  5051. y = positions[ vB + 1 ];
  5052. z = positions[ vB + 2 ];
  5053. pB.set( x, y, z );
  5054. x = positions[ vC ];
  5055. y = positions[ vC + 1 ];
  5056. z = positions[ vC + 2 ];
  5057. pC.set( x, y, z );
  5058. cb.subVectors( pC, pB );
  5059. ab.subVectors( pA, pB );
  5060. cb.cross( ab );
  5061. normals[ vA ] += cb.x;
  5062. normals[ vA + 1 ] += cb.y;
  5063. normals[ vA + 2 ] += cb.z;
  5064. normals[ vB ] += cb.x;
  5065. normals[ vB + 1 ] += cb.y;
  5066. normals[ vB + 2 ] += cb.z;
  5067. normals[ vC ] += cb.x;
  5068. normals[ vC + 1 ] += cb.y;
  5069. normals[ vC + 2 ] += cb.z;
  5070. }
  5071. }
  5072. } else {
  5073. // non-indexed elements (unconnected triangle soup)
  5074. for ( var i = 0, il = positions.length; i < il; i += 9 ) {
  5075. x = positions[ i ];
  5076. y = positions[ i + 1 ];
  5077. z = positions[ i + 2 ];
  5078. pA.set( x, y, z );
  5079. x = positions[ i + 3 ];
  5080. y = positions[ i + 4 ];
  5081. z = positions[ i + 5 ];
  5082. pB.set( x, y, z );
  5083. x = positions[ i + 6 ];
  5084. y = positions[ i + 7 ];
  5085. z = positions[ i + 8 ];
  5086. pC.set( x, y, z );
  5087. cb.subVectors( pC, pB );
  5088. ab.subVectors( pA, pB );
  5089. cb.cross( ab );
  5090. normals[ i ] = cb.x;
  5091. normals[ i + 1 ] = cb.y;
  5092. normals[ i + 2 ] = cb.z;
  5093. normals[ i + 3 ] = cb.x;
  5094. normals[ i + 4 ] = cb.y;
  5095. normals[ i + 5 ] = cb.z;
  5096. normals[ i + 6 ] = cb.x;
  5097. normals[ i + 7 ] = cb.y;
  5098. normals[ i + 8 ] = cb.z;
  5099. }
  5100. }
  5101. this.normalizeNormals();
  5102. attributes.normal.needsUpdate = true;
  5103. }
  5104. },
  5105. computeTangents: function () {
  5106. // based on http://www.terathon.com/code/tangent.html
  5107. // (per vertex tangents)
  5108. if ( this.attributes.index === undefined ||
  5109. this.attributes.position === undefined ||
  5110. this.attributes.normal === undefined ||
  5111. this.attributes.uv === undefined ) {
  5112. console.warn( 'Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()' );
  5113. return;
  5114. }
  5115. var indices = this.attributes.index.array;
  5116. var positions = this.attributes.position.array;
  5117. var normals = this.attributes.normal.array;
  5118. var uvs = this.attributes.uv.array;
  5119. var nVertices = positions.length / 3;
  5120. if ( this.attributes.tangent === undefined ) {
  5121. this.addAttribute( 'tangent', new THREE.BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );
  5122. }
  5123. var tangents = this.attributes.tangent.array;
  5124. var tan1 = [], tan2 = [];
  5125. for ( var k = 0; k < nVertices; k ++ ) {
  5126. tan1[ k ] = new THREE.Vector3();
  5127. tan2[ k ] = new THREE.Vector3();
  5128. }
  5129. var xA, yA, zA,
  5130. xB, yB, zB,
  5131. xC, yC, zC,
  5132. uA, vA,
  5133. uB, vB,
  5134. uC, vC,
  5135. x1, x2, y1, y2, z1, z2,
  5136. s1, s2, t1, t2, r;
  5137. var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
  5138. function handleTriangle( a, b, c ) {
  5139. xA = positions[ a * 3 ];
  5140. yA = positions[ a * 3 + 1 ];
  5141. zA = positions[ a * 3 + 2 ];
  5142. xB = positions[ b * 3 ];
  5143. yB = positions[ b * 3 + 1 ];
  5144. zB = positions[ b * 3 + 2 ];
  5145. xC = positions[ c * 3 ];
  5146. yC = positions[ c * 3 + 1 ];
  5147. zC = positions[ c * 3 + 2 ];
  5148. uA = uvs[ a * 2 ];
  5149. vA = uvs[ a * 2 + 1 ];
  5150. uB = uvs[ b * 2 ];
  5151. vB = uvs[ b * 2 + 1 ];
  5152. uC = uvs[ c * 2 ];
  5153. vC = uvs[ c * 2 + 1 ];
  5154. x1 = xB - xA;
  5155. x2 = xC - xA;
  5156. y1 = yB - yA;
  5157. y2 = yC - yA;
  5158. z1 = zB - zA;
  5159. z2 = zC - zA;
  5160. s1 = uB - uA;
  5161. s2 = uC - uA;
  5162. t1 = vB - vA;
  5163. t2 = vC - vA;
  5164. r = 1.0 / ( s1 * t2 - s2 * t1 );
  5165. sdir.set(
  5166. ( t2 * x1 - t1 * x2 ) * r,
  5167. ( t2 * y1 - t1 * y2 ) * r,
  5168. ( t2 * z1 - t1 * z2 ) * r
  5169. );
  5170. tdir.set(
  5171. ( s1 * x2 - s2 * x1 ) * r,
  5172. ( s1 * y2 - s2 * y1 ) * r,
  5173. ( s1 * z2 - s2 * z1 ) * r
  5174. );
  5175. tan1[ a ].add( sdir );
  5176. tan1[ b ].add( sdir );
  5177. tan1[ c ].add( sdir );
  5178. tan2[ a ].add( tdir );
  5179. tan2[ b ].add( tdir );
  5180. tan2[ c ].add( tdir );
  5181. }
  5182. var i, il;
  5183. var j, jl;
  5184. var iA, iB, iC;
  5185. if ( this.drawcalls.length === 0 ) {
  5186. this.addDrawCall( 0, indices.length, 0 );
  5187. }
  5188. var drawcalls = this.drawcalls;
  5189. for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {
  5190. var start = drawcalls[ j ].start;
  5191. var count = drawcalls[ j ].count;
  5192. var index = drawcalls[ j ].index;
  5193. for ( i = start, il = start + count; i < il; i += 3 ) {
  5194. iA = index + indices[ i ];
  5195. iB = index + indices[ i + 1 ];
  5196. iC = index + indices[ i + 2 ];
  5197. handleTriangle( iA, iB, iC );
  5198. }
  5199. }
  5200. var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
  5201. var n = new THREE.Vector3(), n2 = new THREE.Vector3();
  5202. var w, t, test;
  5203. function handleVertex( v ) {
  5204. n.x = normals[ v * 3 ];
  5205. n.y = normals[ v * 3 + 1 ];
  5206. n.z = normals[ v * 3 + 2 ];
  5207. n2.copy( n );
  5208. t = tan1[ v ];
  5209. // Gram-Schmidt orthogonalize
  5210. tmp.copy( t );
  5211. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  5212. // Calculate handedness
  5213. tmp2.crossVectors( n2, t );
  5214. test = tmp2.dot( tan2[ v ] );
  5215. w = ( test < 0.0 ) ? - 1.0 : 1.0;
  5216. tangents[ v * 4 ] = tmp.x;
  5217. tangents[ v * 4 + 1 ] = tmp.y;
  5218. tangents[ v * 4 + 2 ] = tmp.z;
  5219. tangents[ v * 4 + 3 ] = w;
  5220. }
  5221. for ( j = 0, jl = drawcalls.length; j < jl; ++ j ) {
  5222. var start = drawcalls[ j ].start;
  5223. var count = drawcalls[ j ].count;
  5224. var index = drawcalls[ j ].index;
  5225. for ( i = start, il = start + count; i < il; i += 3 ) {
  5226. iA = index + indices[ i ];
  5227. iB = index + indices[ i + 1 ];
  5228. iC = index + indices[ i + 2 ];
  5229. handleVertex( iA );
  5230. handleVertex( iB );
  5231. handleVertex( iC );
  5232. }
  5233. }
  5234. },
  5235. /*
  5236. computeOffsets
  5237. Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
  5238. This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
  5239. WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
  5240. indexBufferSize - Defaults to 65535, but allows for larger or smaller chunks.
  5241. */
  5242. computeOffsets: function ( indexBufferSize ) {
  5243. var size = indexBufferSize;
  5244. if ( indexBufferSize === undefined )
  5245. size = 65535; //WebGL limits type of index buffer values to 16-bit.
  5246. var s = Date.now();
  5247. var indices = this.attributes.index.array;
  5248. var vertices = this.attributes.position.array;
  5249. var verticesCount = ( vertices.length / 3 );
  5250. var facesCount = ( indices.length / 3 );
  5251. /*
  5252. console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
  5253. console.log("Faces to process: "+(indices.length/3));
  5254. console.log("Reordering "+verticesCount+" vertices.");
  5255. */
  5256. var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers
  5257. var indexPtr = 0;
  5258. var vertexPtr = 0;
  5259. var offsets = [ { start:0, count:0, index:0 } ];
  5260. var offset = offsets[ 0 ];
  5261. var duplicatedVertices = 0;
  5262. var newVerticeMaps = 0;
  5263. var faceVertices = new Int32Array( 6 );
  5264. var vertexMap = new Int32Array( vertices.length );
  5265. var revVertexMap = new Int32Array( vertices.length );
  5266. for ( var j = 0; j < vertices.length; j ++ ) { vertexMap[ j ] = - 1; revVertexMap[ j ] = - 1; }
  5267. /*
  5268. Traverse every face and reorder vertices in the proper offsets of 65k.
  5269. We can have more than 65k entries in the index buffer per offset, but only reference 65k values.
  5270. */
  5271. for ( var findex = 0; findex < facesCount; findex ++ ) {
  5272. newVerticeMaps = 0;
  5273. for ( var vo = 0; vo < 3; vo ++ ) {
  5274. var vid = indices[ findex * 3 + vo ];
  5275. if ( vertexMap[ vid ] == - 1 ) {
  5276. //Unmapped vertice
  5277. faceVertices[ vo * 2 ] = vid;
  5278. faceVertices[ vo * 2 + 1 ] = - 1;
  5279. newVerticeMaps ++;
  5280. } else if ( vertexMap[ vid ] < offset.index ) {
  5281. //Reused vertices from previous block (duplicate)
  5282. faceVertices[ vo * 2 ] = vid;
  5283. faceVertices[ vo * 2 + 1 ] = - 1;
  5284. duplicatedVertices ++;
  5285. } else {
  5286. //Reused vertice in the current block
  5287. faceVertices[ vo * 2 ] = vid;
  5288. faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ];
  5289. }
  5290. }
  5291. var faceMax = vertexPtr + newVerticeMaps;
  5292. if ( faceMax > ( offset.index + size ) ) {
  5293. var new_offset = { start:indexPtr, count:0, index:vertexPtr };
  5294. offsets.push( new_offset );
  5295. offset = new_offset;
  5296. //Re-evaluate reused vertices in light of new offset.
  5297. for ( var v = 0; v < 6; v += 2 ) {
  5298. var new_vid = faceVertices[ v + 1 ];
  5299. if ( new_vid > - 1 && new_vid < offset.index )
  5300. faceVertices[ v + 1 ] = - 1;
  5301. }
  5302. }
  5303. //Reindex the face.
  5304. for ( var v = 0; v < 6; v += 2 ) {
  5305. var vid = faceVertices[ v ];
  5306. var new_vid = faceVertices[ v + 1 ];
  5307. if ( new_vid === - 1 )
  5308. new_vid = vertexPtr ++;
  5309. vertexMap[ vid ] = new_vid;
  5310. revVertexMap[ new_vid ] = vid;
  5311. sortedIndices[ indexPtr ++ ] = new_vid - offset.index; //XXX overflows at 16bit
  5312. offset.count ++;
  5313. }
  5314. }
  5315. /* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
  5316. this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr );
  5317. this.offsets = offsets;
  5318. /*
  5319. var orderTime = Date.now();
  5320. console.log("Reorder time: "+(orderTime-s)+"ms");
  5321. console.log("Duplicated "+duplicatedVertices+" vertices.");
  5322. console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
  5323. console.log("Draw offsets: "+offsets.length);
  5324. */
  5325. return offsets;
  5326. },
  5327. merge: function () {
  5328. console.log( 'BufferGeometry.merge(): TODO' );
  5329. },
  5330. normalizeNormals: function () {
  5331. var normals = this.attributes.normal.array;
  5332. var x, y, z, n;
  5333. for ( var i = 0, il = normals.length; i < il; i += 3 ) {
  5334. x = normals[ i ];
  5335. y = normals[ i + 1 ];
  5336. z = normals[ i + 2 ];
  5337. n = 1.0 / Math.sqrt( x * x + y * y + z * z );
  5338. normals[ i ] *= n;
  5339. normals[ i + 1 ] *= n;
  5340. normals[ i + 2 ] *= n;
  5341. }
  5342. },
  5343. /*
  5344. reoderBuffers:
  5345. Reorder attributes based on a new indexBuffer and indexMap.
  5346. indexBuffer - Uint16Array of the new ordered indices.
  5347. indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
  5348. vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
  5349. */
  5350. reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
  5351. /* Create a copy of all attributes for reordering. */
  5352. var sortedAttributes = {};
  5353. for ( var attr in this.attributes ) {
  5354. if ( attr == 'index' )
  5355. continue;
  5356. var sourceArray = this.attributes[ attr ].array;
  5357. sortedAttributes[ attr ] = new sourceArray.constructor( this.attributes[ attr ].itemSize * vertexCount );
  5358. }
  5359. /* Move attribute positions based on the new index map */
  5360. for ( var new_vid = 0; new_vid < vertexCount; new_vid ++ ) {
  5361. var vid = indexMap[ new_vid ];
  5362. for ( var attr in this.attributes ) {
  5363. if ( attr == 'index' )
  5364. continue;
  5365. var attrArray = this.attributes[ attr ].array;
  5366. var attrSize = this.attributes[ attr ].itemSize;
  5367. var sortedAttr = sortedAttributes[ attr ];
  5368. for ( var k = 0; k < attrSize; k ++ )
  5369. sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
  5370. }
  5371. }
  5372. /* Carry the new sorted buffers locally */
  5373. this.attributes[ 'index' ].array = indexBuffer;
  5374. for ( var attr in this.attributes ) {
  5375. if ( attr == 'index' )
  5376. continue;
  5377. this.attributes[ attr ].array = sortedAttributes[ attr ];
  5378. this.attributes[ attr ].numItems = this.attributes[ attr ].itemSize * vertexCount;
  5379. }
  5380. },
  5381. toJSON: function () {
  5382. var output = {
  5383. metadata: {
  5384. version: 4.0,
  5385. type: 'BufferGeometry',
  5386. generator: 'BufferGeometryExporter'
  5387. },
  5388. uuid: this.uuid,
  5389. type: this.type,
  5390. data: {
  5391. attributes: {}
  5392. }
  5393. };
  5394. var attributes = this.attributes;
  5395. var offsets = this.offsets;
  5396. var boundingSphere = this.boundingSphere;
  5397. for ( var key in attributes ) {
  5398. var attribute = attributes[ key ];
  5399. var array = [], typeArray = attribute.array;
  5400. for ( var i = 0, l = typeArray.length; i < l; i ++ ) {
  5401. array[ i ] = typeArray[ i ];
  5402. }
  5403. output.data.attributes[ key ] = {
  5404. itemSize: attribute.itemSize,
  5405. type: attribute.array.constructor.name,
  5406. array: array
  5407. }
  5408. }
  5409. if ( offsets.length > 0 ) {
  5410. output.data.offsets = JSON.parse( JSON.stringify( offsets ) );
  5411. }
  5412. if ( boundingSphere !== null ) {
  5413. output.data.boundingSphere = {
  5414. center: boundingSphere.center.toArray(),
  5415. radius: boundingSphere.radius
  5416. }
  5417. }
  5418. return output;
  5419. },
  5420. clone: function () {
  5421. var geometry = new THREE.BufferGeometry();
  5422. for ( var attr in this.attributes ) {
  5423. var sourceAttr = this.attributes[ attr ];
  5424. geometry.addAttribute( attr, sourceAttr.clone() );
  5425. }
  5426. for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
  5427. var offset = this.offsets[ i ];
  5428. geometry.offsets.push( {
  5429. start: offset.start,
  5430. index: offset.index,
  5431. count: offset.count
  5432. } );
  5433. }
  5434. return geometry;
  5435. },
  5436. dispose: function () {
  5437. this.dispatchEvent( { type: 'dispose' } );
  5438. }
  5439. };
  5440. THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
  5441. // File:src/core/Geometry.js
  5442. /**
  5443. * @author mrdoob / http://mrdoob.com/
  5444. * @author kile / http://kile.stravaganza.org/
  5445. * @author alteredq / http://alteredqualia.com/
  5446. * @author mikael emtinger / http://gomo.se/
  5447. * @author zz85 / http://www.lab4games.net/zz85/blog
  5448. * @author bhouston / http://exocortex.com
  5449. */
  5450. THREE.Geometry = function () {
  5451. Object.defineProperty( this, 'id', { value: THREE.GeometryIdCount ++ } );
  5452. this.uuid = THREE.Math.generateUUID();
  5453. this.name = '';
  5454. this.type = 'Geometry';
  5455. this.vertices = [];
  5456. this.colors = []; // one-to-one vertex colors, used in Points and Line
  5457. this.faces = [];
  5458. this.faceVertexUvs = [ [] ];
  5459. this.morphTargets = [];
  5460. this.morphColors = [];
  5461. this.morphNormals = [];
  5462. this.skinWeights = [];
  5463. this.skinIndices = [];
  5464. this.lineDistances = [];
  5465. this.boundingBox = null;
  5466. this.boundingSphere = null;
  5467. this.hasTangents = false;
  5468. this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
  5469. // update flags
  5470. this.verticesNeedUpdate = false;
  5471. this.elementsNeedUpdate = false;
  5472. this.uvsNeedUpdate = false;
  5473. this.normalsNeedUpdate = false;
  5474. this.tangentsNeedUpdate = false;
  5475. this.colorsNeedUpdate = false;
  5476. this.lineDistancesNeedUpdate = false;
  5477. this.groupsNeedUpdate = false;
  5478. };
  5479. THREE.Geometry.prototype = {
  5480. constructor: THREE.Geometry,
  5481. applyMatrix: function ( matrix ) {
  5482. var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  5483. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  5484. var vertex = this.vertices[ i ];
  5485. vertex.applyMatrix4( matrix );
  5486. }
  5487. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  5488. var face = this.faces[ i ];
  5489. face.normal.applyMatrix3( normalMatrix ).normalize();
  5490. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  5491. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  5492. }
  5493. }
  5494. if ( this.boundingBox instanceof THREE.Box3 ) {
  5495. this.computeBoundingBox();
  5496. }
  5497. if ( this.boundingSphere instanceof THREE.Sphere ) {
  5498. this.computeBoundingSphere();
  5499. }
  5500. },
  5501. fromBufferGeometry: function ( geometry ) {
  5502. var scope = this;
  5503. var attributes = geometry.attributes;
  5504. var vertices = attributes.position.array;
  5505. var indices = attributes.index !== undefined ? attributes.index.array : undefined;
  5506. var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
  5507. var colors = attributes.color !== undefined ? attributes.color.array : undefined;
  5508. var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
  5509. var tempNormals = [];
  5510. var tempUVs = [];
  5511. for ( var i = 0, j = 0; i < vertices.length; i += 3, j += 2 ) {
  5512. scope.vertices.push( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
  5513. if ( normals !== undefined ) {
  5514. tempNormals.push( new THREE.Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );
  5515. }
  5516. if ( colors !== undefined ) {
  5517. scope.colors.push( new THREE.Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );
  5518. }
  5519. if ( uvs !== undefined ) {
  5520. tempUVs.push( new THREE.Vector2( uvs[ j ], uvs[ j + 1 ] ) );
  5521. }
  5522. }
  5523. var addFace = function ( a, b, c ) {
  5524. var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
  5525. var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];
  5526. scope.faces.push( new THREE.Face3( a, b, c, vertexNormals, vertexColors ) );
  5527. scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ], tempUVs[ b ], tempUVs[ c ] ] );
  5528. };
  5529. if ( indices !== undefined ) {
  5530. for ( var i = 0; i < indices.length; i += 3 ) {
  5531. addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  5532. }
  5533. } else {
  5534. for ( var i = 0; i < vertices.length / 3; i += 3 ) {
  5535. addFace( i, i + 1, i + 2 );
  5536. }
  5537. }
  5538. this.computeFaceNormals();
  5539. if ( geometry.boundingBox !== null ) {
  5540. this.boundingBox = geometry.boundingBox.clone();
  5541. }
  5542. if ( geometry.boundingSphere !== null ) {
  5543. this.boundingSphere = geometry.boundingSphere.clone();
  5544. }
  5545. return this;
  5546. },
  5547. center: function () {
  5548. this.computeBoundingBox();
  5549. var offset = new THREE.Vector3();
  5550. offset.addVectors( this.boundingBox.min, this.boundingBox.max );
  5551. offset.multiplyScalar( - 0.5 );
  5552. this.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
  5553. this.computeBoundingBox();
  5554. return offset;
  5555. },
  5556. computeFaceNormals: function () {
  5557. var cb = new THREE.Vector3(), ab = new THREE.Vector3();
  5558. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5559. var face = this.faces[ f ];
  5560. var vA = this.vertices[ face.a ];
  5561. var vB = this.vertices[ face.b ];
  5562. var vC = this.vertices[ face.c ];
  5563. cb.subVectors( vC, vB );
  5564. ab.subVectors( vA, vB );
  5565. cb.cross( ab );
  5566. cb.normalize();
  5567. face.normal.copy( cb );
  5568. }
  5569. },
  5570. computeVertexNormals: function ( areaWeighted ) {
  5571. var v, vl, f, fl, face, vertices;
  5572. vertices = new Array( this.vertices.length );
  5573. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5574. vertices[ v ] = new THREE.Vector3();
  5575. }
  5576. if ( areaWeighted ) {
  5577. // vertex normals weighted by triangle areas
  5578. // http://www.iquilezles.org/www/articles/normals/normals.htm
  5579. var vA, vB, vC, vD;
  5580. var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
  5581. db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
  5582. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5583. face = this.faces[ f ];
  5584. vA = this.vertices[ face.a ];
  5585. vB = this.vertices[ face.b ];
  5586. vC = this.vertices[ face.c ];
  5587. cb.subVectors( vC, vB );
  5588. ab.subVectors( vA, vB );
  5589. cb.cross( ab );
  5590. vertices[ face.a ].add( cb );
  5591. vertices[ face.b ].add( cb );
  5592. vertices[ face.c ].add( cb );
  5593. }
  5594. } else {
  5595. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5596. face = this.faces[ f ];
  5597. vertices[ face.a ].add( face.normal );
  5598. vertices[ face.b ].add( face.normal );
  5599. vertices[ face.c ].add( face.normal );
  5600. }
  5601. }
  5602. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5603. vertices[ v ].normalize();
  5604. }
  5605. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5606. face = this.faces[ f ];
  5607. face.vertexNormals[ 0 ] = vertices[ face.a ].clone();
  5608. face.vertexNormals[ 1 ] = vertices[ face.b ].clone();
  5609. face.vertexNormals[ 2 ] = vertices[ face.c ].clone();
  5610. }
  5611. },
  5612. computeMorphNormals: function () {
  5613. var i, il, f, fl, face;
  5614. // save original normals
  5615. // - create temp variables on first access
  5616. // otherwise just copy (for faster repeated calls)
  5617. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5618. face = this.faces[ f ];
  5619. if ( ! face.__originalFaceNormal ) {
  5620. face.__originalFaceNormal = face.normal.clone();
  5621. } else {
  5622. face.__originalFaceNormal.copy( face.normal );
  5623. }
  5624. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  5625. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  5626. if ( ! face.__originalVertexNormals[ i ] ) {
  5627. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  5628. } else {
  5629. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  5630. }
  5631. }
  5632. }
  5633. // use temp geometry to compute face and vertex normals for each morph
  5634. var tmpGeo = new THREE.Geometry();
  5635. tmpGeo.faces = this.faces;
  5636. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  5637. // create on first access
  5638. if ( ! this.morphNormals[ i ] ) {
  5639. this.morphNormals[ i ] = {};
  5640. this.morphNormals[ i ].faceNormals = [];
  5641. this.morphNormals[ i ].vertexNormals = [];
  5642. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  5643. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  5644. var faceNormal, vertexNormals;
  5645. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5646. faceNormal = new THREE.Vector3();
  5647. vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
  5648. dstNormalsFace.push( faceNormal );
  5649. dstNormalsVertex.push( vertexNormals );
  5650. }
  5651. }
  5652. var morphNormals = this.morphNormals[ i ];
  5653. // set vertices to morph target
  5654. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  5655. // compute morph normals
  5656. tmpGeo.computeFaceNormals();
  5657. tmpGeo.computeVertexNormals();
  5658. // store morph normals
  5659. var faceNormal, vertexNormals;
  5660. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5661. face = this.faces[ f ];
  5662. faceNormal = morphNormals.faceNormals[ f ];
  5663. vertexNormals = morphNormals.vertexNormals[ f ];
  5664. faceNormal.copy( face.normal );
  5665. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  5666. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  5667. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  5668. }
  5669. }
  5670. // restore original normals
  5671. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5672. face = this.faces[ f ];
  5673. face.normal = face.__originalFaceNormal;
  5674. face.vertexNormals = face.__originalVertexNormals;
  5675. }
  5676. },
  5677. computeTangents: function () {
  5678. // based on http://www.terathon.com/code/tangent.html
  5679. // tangents go to vertices
  5680. var f, fl, v, vl, i, il, vertexIndex,
  5681. face, uv, vA, vB, vC, uvA, uvB, uvC,
  5682. x1, x2, y1, y2, z1, z2,
  5683. s1, s2, t1, t2, r, t, test,
  5684. tan1 = [], tan2 = [],
  5685. sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
  5686. tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
  5687. n = new THREE.Vector3(), w;
  5688. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5689. tan1[ v ] = new THREE.Vector3();
  5690. tan2[ v ] = new THREE.Vector3();
  5691. }
  5692. function handleTriangle( context, a, b, c, ua, ub, uc ) {
  5693. vA = context.vertices[ a ];
  5694. vB = context.vertices[ b ];
  5695. vC = context.vertices[ c ];
  5696. uvA = uv[ ua ];
  5697. uvB = uv[ ub ];
  5698. uvC = uv[ uc ];
  5699. x1 = vB.x - vA.x;
  5700. x2 = vC.x - vA.x;
  5701. y1 = vB.y - vA.y;
  5702. y2 = vC.y - vA.y;
  5703. z1 = vB.z - vA.z;
  5704. z2 = vC.z - vA.z;
  5705. s1 = uvB.x - uvA.x;
  5706. s2 = uvC.x - uvA.x;
  5707. t1 = uvB.y - uvA.y;
  5708. t2 = uvC.y - uvA.y;
  5709. r = 1.0 / ( s1 * t2 - s2 * t1 );
  5710. sdir.set( ( t2 * x1 - t1 * x2 ) * r,
  5711. ( t2 * y1 - t1 * y2 ) * r,
  5712. ( t2 * z1 - t1 * z2 ) * r );
  5713. tdir.set( ( s1 * x2 - s2 * x1 ) * r,
  5714. ( s1 * y2 - s2 * y1 ) * r,
  5715. ( s1 * z2 - s2 * z1 ) * r );
  5716. tan1[ a ].add( sdir );
  5717. tan1[ b ].add( sdir );
  5718. tan1[ c ].add( sdir );
  5719. tan2[ a ].add( tdir );
  5720. tan2[ b ].add( tdir );
  5721. tan2[ c ].add( tdir );
  5722. }
  5723. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5724. face = this.faces[ f ];
  5725. uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
  5726. handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
  5727. }
  5728. var faceIndex = [ 'a', 'b', 'c', 'd' ];
  5729. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5730. face = this.faces[ f ];
  5731. for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i ++ ) {
  5732. n.copy( face.vertexNormals[ i ] );
  5733. vertexIndex = face[ faceIndex[ i ] ];
  5734. t = tan1[ vertexIndex ];
  5735. // Gram-Schmidt orthogonalize
  5736. tmp.copy( t );
  5737. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  5738. // Calculate handedness
  5739. tmp2.crossVectors( face.vertexNormals[ i ], t );
  5740. test = tmp2.dot( tan2[ vertexIndex ] );
  5741. w = ( test < 0.0 ) ? - 1.0 : 1.0;
  5742. face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
  5743. }
  5744. }
  5745. this.hasTangents = true;
  5746. },
  5747. computeLineDistances: function () {
  5748. var d = 0;
  5749. var vertices = this.vertices;
  5750. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  5751. if ( i > 0 ) {
  5752. d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
  5753. }
  5754. this.lineDistances[ i ] = d;
  5755. }
  5756. },
  5757. computeBoundingBox: function () {
  5758. if ( this.boundingBox === null ) {
  5759. this.boundingBox = new THREE.Box3();
  5760. }
  5761. this.boundingBox.setFromPoints( this.vertices );
  5762. },
  5763. computeBoundingSphere: function () {
  5764. if ( this.boundingSphere === null ) {
  5765. this.boundingSphere = new THREE.Sphere();
  5766. }
  5767. this.boundingSphere.setFromPoints( this.vertices );
  5768. },
  5769. merge: function ( geometry, matrix, materialIndexOffset ) {
  5770. if ( geometry instanceof THREE.Geometry === false ) {
  5771. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  5772. return;
  5773. }
  5774. var normalMatrix,
  5775. vertexOffset = this.vertices.length,
  5776. vertices1 = this.vertices,
  5777. vertices2 = geometry.vertices,
  5778. faces1 = this.faces,
  5779. faces2 = geometry.faces,
  5780. uvs1 = this.faceVertexUvs[ 0 ],
  5781. uvs2 = geometry.faceVertexUvs[ 0 ];
  5782. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  5783. if ( matrix !== undefined ) {
  5784. normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  5785. }
  5786. // vertices
  5787. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  5788. var vertex = vertices2[ i ];
  5789. var vertexCopy = vertex.clone();
  5790. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  5791. vertices1.push( vertexCopy );
  5792. }
  5793. // faces
  5794. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  5795. var face = faces2[ i ], faceCopy, normal, color,
  5796. faceVertexNormals = face.vertexNormals,
  5797. faceVertexColors = face.vertexColors;
  5798. faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  5799. faceCopy.normal.copy( face.normal );
  5800. if ( normalMatrix !== undefined ) {
  5801. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  5802. }
  5803. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  5804. normal = faceVertexNormals[ j ].clone();
  5805. if ( normalMatrix !== undefined ) {
  5806. normal.applyMatrix3( normalMatrix ).normalize();
  5807. }
  5808. faceCopy.vertexNormals.push( normal );
  5809. }
  5810. faceCopy.color.copy( face.color );
  5811. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  5812. color = faceVertexColors[ j ];
  5813. faceCopy.vertexColors.push( color.clone() );
  5814. }
  5815. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  5816. faces1.push( faceCopy );
  5817. }
  5818. // uvs
  5819. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  5820. var uv = uvs2[ i ], uvCopy = [];
  5821. if ( uv === undefined ) {
  5822. continue;
  5823. }
  5824. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  5825. uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
  5826. }
  5827. uvs1.push( uvCopy );
  5828. }
  5829. },
  5830. /*
  5831. * Checks for duplicate vertices with hashmap.
  5832. * Duplicated vertices are removed
  5833. * and faces' vertices are updated.
  5834. */
  5835. mergeVertices: function () {
  5836. var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
  5837. var unique = [], changes = [];
  5838. var v, key;
  5839. var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
  5840. var precision = Math.pow( 10, precisionPoints );
  5841. var i,il, face;
  5842. var indices, k, j, jl, u;
  5843. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  5844. v = this.vertices[ i ];
  5845. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  5846. if ( verticesMap[ key ] === undefined ) {
  5847. verticesMap[ key ] = i;
  5848. unique.push( this.vertices[ i ] );
  5849. changes[ i ] = unique.length - 1;
  5850. } else {
  5851. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  5852. changes[ i ] = changes[ verticesMap[ key ] ];
  5853. }
  5854. };
  5855. // if faces are completely degenerate after merging vertices, we
  5856. // have to remove them from the geometry.
  5857. var faceIndicesToRemove = [];
  5858. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  5859. face = this.faces[ i ];
  5860. face.a = changes[ face.a ];
  5861. face.b = changes[ face.b ];
  5862. face.c = changes[ face.c ];
  5863. indices = [ face.a, face.b, face.c ];
  5864. var dupIndex = - 1;
  5865. // if any duplicate vertices are found in a Face3
  5866. // we have to remove the face as nothing can be saved
  5867. for ( var n = 0; n < 3; n ++ ) {
  5868. if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
  5869. dupIndex = n;
  5870. faceIndicesToRemove.push( i );
  5871. break;
  5872. }
  5873. }
  5874. }
  5875. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  5876. var idx = faceIndicesToRemove[ i ];
  5877. this.faces.splice( idx, 1 );
  5878. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  5879. this.faceVertexUvs[ j ].splice( idx, 1 );
  5880. }
  5881. }
  5882. // Use unique set of vertices
  5883. var diff = this.vertices.length - unique.length;
  5884. this.vertices = unique;
  5885. return diff;
  5886. },
  5887. toJSON: function () {
  5888. var output = {
  5889. metadata: {
  5890. version: 4.0,
  5891. type: 'BufferGeometry',
  5892. generator: 'BufferGeometryExporter'
  5893. },
  5894. uuid: this.uuid,
  5895. type: this.type
  5896. };
  5897. if ( this.name !== "" ) output.name = this.name;
  5898. if ( this.parameters !== undefined ) {
  5899. var parameters = this.parameters;
  5900. for ( var key in parameters ) {
  5901. if ( parameters[ key ] !== undefined ) output[ key ] = parameters[ key ];
  5902. }
  5903. return output;
  5904. }
  5905. var vertices = [];
  5906. for ( var i = 0; i < this.vertices.length; i ++ ) {
  5907. var vertex = this.vertices[ i ];
  5908. vertices.push( vertex.x, vertex.y, vertex.z );
  5909. }
  5910. var faces = [];
  5911. var normals = [];
  5912. var normalsHash = {};
  5913. var colors = [];
  5914. var colorsHash = {};
  5915. var uvs = [];
  5916. var uvsHash = {};
  5917. for ( var i = 0; i < this.faces.length; i ++ ) {
  5918. var face = this.faces[ i ];
  5919. var hasMaterial = false; // face.materialIndex !== undefined;
  5920. var hasFaceUv = false; // deprecated
  5921. var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
  5922. var hasFaceNormal = face.normal.length() > 0;
  5923. var hasFaceVertexNormal = face.vertexNormals.length > 0;
  5924. var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
  5925. var hasFaceVertexColor = face.vertexColors.length > 0;
  5926. var faceType = 0;
  5927. faceType = setBit( faceType, 0, 0 );
  5928. faceType = setBit( faceType, 1, hasMaterial );
  5929. faceType = setBit( faceType, 2, hasFaceUv );
  5930. faceType = setBit( faceType, 3, hasFaceVertexUv );
  5931. faceType = setBit( faceType, 4, hasFaceNormal );
  5932. faceType = setBit( faceType, 5, hasFaceVertexNormal );
  5933. faceType = setBit( faceType, 6, hasFaceColor );
  5934. faceType = setBit( faceType, 7, hasFaceVertexColor );
  5935. faces.push( faceType );
  5936. faces.push( face.a, face.b, face.c );
  5937. /*
  5938. if ( hasMaterial ) {
  5939. faces.push( face.materialIndex );
  5940. }
  5941. */
  5942. if ( hasFaceVertexUv ) {
  5943. var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
  5944. faces.push(
  5945. getUvIndex( faceVertexUvs[ 0 ] ),
  5946. getUvIndex( faceVertexUvs[ 1 ] ),
  5947. getUvIndex( faceVertexUvs[ 2 ] )
  5948. );
  5949. }
  5950. if ( hasFaceNormal ) {
  5951. faces.push( getNormalIndex( face.normal ) );
  5952. }
  5953. if ( hasFaceVertexNormal ) {
  5954. var vertexNormals = face.vertexNormals;
  5955. faces.push(
  5956. getNormalIndex( vertexNormals[ 0 ] ),
  5957. getNormalIndex( vertexNormals[ 1 ] ),
  5958. getNormalIndex( vertexNormals[ 2 ] )
  5959. );
  5960. }
  5961. if ( hasFaceColor ) {
  5962. faces.push( getColorIndex( face.color ) );
  5963. }
  5964. if ( hasFaceVertexColor ) {
  5965. var vertexColors = face.vertexColors;
  5966. faces.push(
  5967. getColorIndex( vertexColors[ 0 ] ),
  5968. getColorIndex( vertexColors[ 1 ] ),
  5969. getColorIndex( vertexColors[ 2 ] )
  5970. );
  5971. }
  5972. }
  5973. function setBit( value, position, enabled ) {
  5974. return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position) );
  5975. }
  5976. function getNormalIndex( normal ) {
  5977. var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
  5978. if ( normalsHash[ hash ] !== undefined ) {
  5979. return normalsHash[ hash ];
  5980. }
  5981. normalsHash[ hash ] = normals.length / 3;
  5982. normals.push( normal.x, normal.y, normal.z );
  5983. return normalsHash[ hash ];
  5984. }
  5985. function getColorIndex( color ) {
  5986. var hash = color.r.toString() + color.g.toString() + color.b.toString();
  5987. if ( colorsHash[ hash ] !== undefined ) {
  5988. return colorsHash[ hash ];
  5989. }
  5990. colorsHash[ hash ] = colors.length;
  5991. colors.push( color.getHex() );
  5992. return colorsHash[ hash ];
  5993. }
  5994. function getUvIndex( uv ) {
  5995. var hash = uv.x.toString() + uv.y.toString();
  5996. if ( uvsHash[ hash ] !== undefined ) {
  5997. return uvsHash[ hash ];
  5998. }
  5999. uvsHash[ hash ] = uvs.length / 2;
  6000. uvs.push( uv.x, uv.y );
  6001. return uvsHash[ hash ];
  6002. }
  6003. output.data = {};
  6004. output.data.vertices = vertices;
  6005. output.data.normals = normals;
  6006. if ( colors.length > 0 ) output.data.colors = colors;
  6007. if ( uvs.length > 0 ) output.data.uvs = [ uvs ]; // temporal backward compatibility
  6008. output.data.faces = faces;
  6009. //
  6010. return output;
  6011. },
  6012. clone: function () {
  6013. var geometry = new THREE.Geometry();
  6014. var vertices = this.vertices;
  6015. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  6016. geometry.vertices.push( vertices[ i ].clone() );
  6017. }
  6018. var faces = this.faces;
  6019. for ( var i = 0, il = faces.length; i < il; i ++ ) {
  6020. geometry.faces.push( faces[ i ].clone() );
  6021. }
  6022. var uvs = this.faceVertexUvs[ 0 ];
  6023. for ( var i = 0, il = uvs.length; i < il; i ++ ) {
  6024. var uv = uvs[ i ], uvCopy = [];
  6025. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  6026. uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
  6027. }
  6028. geometry.faceVertexUvs[ 0 ].push( uvCopy );
  6029. }
  6030. return geometry;
  6031. },
  6032. dispose: function () {
  6033. this.dispatchEvent( { type: 'dispose' } );
  6034. }
  6035. };
  6036. THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
  6037. THREE.GeometryIdCount = 0;
  6038. // File:src/cameras/Camera.js
  6039. /**
  6040. * @author mrdoob / http://mrdoob.com/
  6041. * @author mikael emtinger / http://gomo.se/
  6042. * @author WestLangley / http://github.com/WestLangley
  6043. */
  6044. THREE.Camera = function () {
  6045. THREE.Object3D.call( this );
  6046. this.type = 'Camera';
  6047. this.matrixWorldInverse = new THREE.Matrix4();
  6048. this.projectionMatrix = new THREE.Matrix4();
  6049. };
  6050. THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
  6051. THREE.Camera.prototype.getWorldDirection = function () {
  6052. var quaternion = new THREE.Quaternion();
  6053. return function ( optionalTarget ) {
  6054. var result = optionalTarget || new THREE.Vector3();
  6055. this.getWorldQuaternion( quaternion );
  6056. return result.set( 0, 0, - 1 ).applyQuaternion( quaternion );
  6057. }
  6058. }();
  6059. THREE.Camera.prototype.lookAt = function () {
  6060. // This routine does not support cameras with rotated and/or translated parent(s)
  6061. var m1 = new THREE.Matrix4();
  6062. return function ( vector ) {
  6063. m1.lookAt( this.position, vector, this.up );
  6064. this.quaternion.setFromRotationMatrix( m1 );
  6065. };
  6066. }();
  6067. THREE.Camera.prototype.clone = function ( camera ) {
  6068. if ( camera === undefined ) camera = new THREE.Camera();
  6069. THREE.Object3D.prototype.clone.call( this, camera );
  6070. camera.matrixWorldInverse.copy( this.matrixWorldInverse );
  6071. camera.projectionMatrix.copy( this.projectionMatrix );
  6072. return camera;
  6073. };
  6074. // File:src/cameras/CubeCamera.js
  6075. /**
  6076. * Camera for rendering cube maps
  6077. * - renders scene into axis-aligned cube
  6078. *
  6079. * @author alteredq / http://alteredqualia.com/
  6080. */
  6081. THREE.CubeCamera = function ( near, far, cubeResolution ) {
  6082. THREE.Object3D.call( this );
  6083. this.type = 'CubeCamera';
  6084. var fov = 90, aspect = 1;
  6085. var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6086. cameraPX.up.set( 0, - 1, 0 );
  6087. cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
  6088. this.add( cameraPX );
  6089. var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6090. cameraNX.up.set( 0, - 1, 0 );
  6091. cameraNX.lookAt( new THREE.Vector3( - 1, 0, 0 ) );
  6092. this.add( cameraNX );
  6093. var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6094. cameraPY.up.set( 0, 0, 1 );
  6095. cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
  6096. this.add( cameraPY );
  6097. var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6098. cameraNY.up.set( 0, 0, - 1 );
  6099. cameraNY.lookAt( new THREE.Vector3( 0, - 1, 0 ) );
  6100. this.add( cameraNY );
  6101. var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6102. cameraPZ.up.set( 0, - 1, 0 );
  6103. cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
  6104. this.add( cameraPZ );
  6105. var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6106. cameraNZ.up.set( 0, - 1, 0 );
  6107. cameraNZ.lookAt( new THREE.Vector3( 0, 0, - 1 ) );
  6108. this.add( cameraNZ );
  6109. this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
  6110. this.updateCubeMap = function ( renderer, scene ) {
  6111. var renderTarget = this.renderTarget;
  6112. var generateMipmaps = renderTarget.generateMipmaps;
  6113. renderTarget.generateMipmaps = false;
  6114. renderTarget.activeCubeFace = 0;
  6115. renderer.render( scene, cameraPX, renderTarget );
  6116. renderTarget.activeCubeFace = 1;
  6117. renderer.render( scene, cameraNX, renderTarget );
  6118. renderTarget.activeCubeFace = 2;
  6119. renderer.render( scene, cameraPY, renderTarget );
  6120. renderTarget.activeCubeFace = 3;
  6121. renderer.render( scene, cameraNY, renderTarget );
  6122. renderTarget.activeCubeFace = 4;
  6123. renderer.render( scene, cameraPZ, renderTarget );
  6124. renderTarget.generateMipmaps = generateMipmaps;
  6125. renderTarget.activeCubeFace = 5;
  6126. renderer.render( scene, cameraNZ, renderTarget );
  6127. };
  6128. };
  6129. THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
  6130. // File:src/cameras/OrthographicCamera.js
  6131. /**
  6132. * @author alteredq / http://alteredqualia.com/
  6133. */
  6134. THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
  6135. THREE.Camera.call( this );
  6136. this.type = 'OrthographicCamera';
  6137. this.zoom = 1;
  6138. this.left = left;
  6139. this.right = right;
  6140. this.top = top;
  6141. this.bottom = bottom;
  6142. this.near = ( near !== undefined ) ? near : 0.1;
  6143. this.far = ( far !== undefined ) ? far : 2000;
  6144. this.updateProjectionMatrix();
  6145. };
  6146. THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
  6147. THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
  6148. var dx = ( this.right - this.left ) / ( 2 * this.zoom );
  6149. var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
  6150. var cx = ( this.right + this.left ) / 2;
  6151. var cy = ( this.top + this.bottom ) / 2;
  6152. this.projectionMatrix.makeOrthographic( cx - dx, cx + dx, cy + dy, cy - dy, this.near, this.far );
  6153. };
  6154. THREE.OrthographicCamera.prototype.clone = function () {
  6155. var camera = new THREE.OrthographicCamera();
  6156. THREE.Camera.prototype.clone.call( this, camera );
  6157. camera.zoom = this.zoom;
  6158. camera.left = this.left;
  6159. camera.right = this.right;
  6160. camera.top = this.top;
  6161. camera.bottom = this.bottom;
  6162. camera.near = this.near;
  6163. camera.far = this.far;
  6164. camera.projectionMatrix.copy( this.projectionMatrix );
  6165. return camera;
  6166. };
  6167. // File:src/cameras/PerspectiveCamera.js
  6168. /**
  6169. * @author mrdoob / http://mrdoob.com/
  6170. * @author greggman / http://games.greggman.com/
  6171. * @author zz85 / http://www.lab4games.net/zz85/blog
  6172. */
  6173. THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
  6174. THREE.Camera.call( this );
  6175. this.type = 'PerspectiveCamera';
  6176. this.zoom = 1;
  6177. this.fov = fov !== undefined ? fov : 50;
  6178. this.aspect = aspect !== undefined ? aspect : 1;
  6179. this.near = near !== undefined ? near : 0.1;
  6180. this.far = far !== undefined ? far : 2000;
  6181. this.updateProjectionMatrix();
  6182. };
  6183. THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
  6184. /**
  6185. * Uses Focal Length (in mm) to estimate and set FOV
  6186. * 35mm (fullframe) camera is used if frame size is not specified;
  6187. * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
  6188. */
  6189. THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
  6190. if ( frameHeight === undefined ) frameHeight = 24;
  6191. this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
  6192. this.updateProjectionMatrix();
  6193. }
  6194. /**
  6195. * Sets an offset in a larger frustum. This is useful for multi-window or
  6196. * multi-monitor/multi-machine setups.
  6197. *
  6198. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  6199. * the monitors are in grid like this
  6200. *
  6201. * +---+---+---+
  6202. * | A | B | C |
  6203. * +---+---+---+
  6204. * | D | E | F |
  6205. * +---+---+---+
  6206. *
  6207. * then for each monitor you would call it like this
  6208. *
  6209. * var w = 1920;
  6210. * var h = 1080;
  6211. * var fullWidth = w * 3;
  6212. * var fullHeight = h * 2;
  6213. *
  6214. * --A--
  6215. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  6216. * --B--
  6217. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  6218. * --C--
  6219. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  6220. * --D--
  6221. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  6222. * --E--
  6223. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  6224. * --F--
  6225. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  6226. *
  6227. * Note there is no reason monitors have to be the same size or in a grid.
  6228. */
  6229. THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
  6230. this.fullWidth = fullWidth;
  6231. this.fullHeight = fullHeight;
  6232. this.x = x;
  6233. this.y = y;
  6234. this.width = width;
  6235. this.height = height;
  6236. this.updateProjectionMatrix();
  6237. };
  6238. THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
  6239. var fov = THREE.Math.radToDeg( 2 * Math.atan( Math.tan( THREE.Math.degToRad( this.fov ) * 0.5 ) / this.zoom ) );
  6240. if ( this.fullWidth ) {
  6241. var aspect = this.fullWidth / this.fullHeight;
  6242. var top = Math.tan( THREE.Math.degToRad( fov * 0.5 ) ) * this.near;
  6243. var bottom = - top;
  6244. var left = aspect * bottom;
  6245. var right = aspect * top;
  6246. var width = Math.abs( right - left );
  6247. var height = Math.abs( top - bottom );
  6248. this.projectionMatrix.makeFrustum(
  6249. left + this.x * width / this.fullWidth,
  6250. left + ( this.x + this.width ) * width / this.fullWidth,
  6251. top - ( this.y + this.height ) * height / this.fullHeight,
  6252. top - this.y * height / this.fullHeight,
  6253. this.near,
  6254. this.far
  6255. );
  6256. } else {
  6257. this.projectionMatrix.makePerspective( fov, this.aspect, this.near, this.far );
  6258. }
  6259. };
  6260. THREE.PerspectiveCamera.prototype.clone = function () {
  6261. var camera = new THREE.PerspectiveCamera();
  6262. THREE.Camera.prototype.clone.call( this, camera );
  6263. camera.zoom = this.zoom;
  6264. camera.fov = this.fov;
  6265. camera.aspect = this.aspect;
  6266. camera.near = this.near;
  6267. camera.far = this.far;
  6268. camera.projectionMatrix.copy( this.projectionMatrix );
  6269. return camera;
  6270. };
  6271. // File:src/lights/Light.js
  6272. /**
  6273. * @author mrdoob / http://mrdoob.com/
  6274. * @author alteredq / http://alteredqualia.com/
  6275. */
  6276. THREE.Light = function ( color ) {
  6277. THREE.Object3D.call( this );
  6278. this.type = 'Light';
  6279. this.color = new THREE.Color( color );
  6280. };
  6281. THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
  6282. THREE.Light.prototype.clone = function ( light ) {
  6283. if ( light === undefined ) light = new THREE.Light();
  6284. THREE.Object3D.prototype.clone.call( this, light );
  6285. light.color.copy( this.color );
  6286. return light;
  6287. };
  6288. // File:src/lights/AmbientLight.js
  6289. /**
  6290. * @author mrdoob / http://mrdoob.com/
  6291. */
  6292. THREE.AmbientLight = function ( color ) {
  6293. THREE.Light.call( this, color );
  6294. this.type = 'AmbientLight';
  6295. };
  6296. THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
  6297. THREE.AmbientLight.prototype.clone = function () {
  6298. var light = new THREE.AmbientLight();
  6299. THREE.Light.prototype.clone.call( this, light );
  6300. return light;
  6301. };
  6302. // File:src/lights/AreaLight.js
  6303. /**
  6304. * @author MPanknin / http://www.redplant.de/
  6305. * @author alteredq / http://alteredqualia.com/
  6306. */
  6307. THREE.AreaLight = function ( color, intensity ) {
  6308. THREE.Light.call( this, color );
  6309. this.type = 'AreaLight';
  6310. this.normal = new THREE.Vector3( 0, - 1, 0 );
  6311. this.right = new THREE.Vector3( 1, 0, 0 );
  6312. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6313. this.width = 1.0;
  6314. this.height = 1.0;
  6315. this.constantAttenuation = 1.5;
  6316. this.linearAttenuation = 0.5;
  6317. this.quadraticAttenuation = 0.1;
  6318. };
  6319. THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
  6320. // File:src/lights/DirectionalLight.js
  6321. /**
  6322. * @author mrdoob / http://mrdoob.com/
  6323. * @author alteredq / http://alteredqualia.com/
  6324. */
  6325. THREE.DirectionalLight = function ( color, intensity ) {
  6326. THREE.Light.call( this, color );
  6327. this.type = 'DirectionalLight';
  6328. this.position.set( 0, 1, 0 );
  6329. this.target = new THREE.Object3D();
  6330. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6331. this.castShadow = false;
  6332. this.onlyShadow = false;
  6333. //
  6334. this.shadowCameraNear = 50;
  6335. this.shadowCameraFar = 5000;
  6336. this.shadowCameraLeft = - 500;
  6337. this.shadowCameraRight = 500;
  6338. this.shadowCameraTop = 500;
  6339. this.shadowCameraBottom = - 500;
  6340. this.shadowCameraVisible = false;
  6341. this.shadowBias = 0;
  6342. this.shadowDarkness = 0.5;
  6343. this.shadowMapWidth = 512;
  6344. this.shadowMapHeight = 512;
  6345. //
  6346. this.shadowCascade = false;
  6347. this.shadowCascadeOffset = new THREE.Vector3( 0, 0, - 1000 );
  6348. this.shadowCascadeCount = 2;
  6349. this.shadowCascadeBias = [ 0, 0, 0 ];
  6350. this.shadowCascadeWidth = [ 512, 512, 512 ];
  6351. this.shadowCascadeHeight = [ 512, 512, 512 ];
  6352. this.shadowCascadeNearZ = [ - 1.000, 0.990, 0.998 ];
  6353. this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ];
  6354. this.shadowCascadeArray = [];
  6355. //
  6356. this.shadowMap = null;
  6357. this.shadowMapSize = null;
  6358. this.shadowCamera = null;
  6359. this.shadowMatrix = null;
  6360. };
  6361. THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
  6362. THREE.DirectionalLight.prototype.clone = function () {
  6363. var light = new THREE.DirectionalLight();
  6364. THREE.Light.prototype.clone.call( this, light );
  6365. light.target = this.target.clone();
  6366. light.intensity = this.intensity;
  6367. light.castShadow = this.castShadow;
  6368. light.onlyShadow = this.onlyShadow;
  6369. //
  6370. light.shadowCameraNear = this.shadowCameraNear;
  6371. light.shadowCameraFar = this.shadowCameraFar;
  6372. light.shadowCameraLeft = this.shadowCameraLeft;
  6373. light.shadowCameraRight = this.shadowCameraRight;
  6374. light.shadowCameraTop = this.shadowCameraTop;
  6375. light.shadowCameraBottom = this.shadowCameraBottom;
  6376. light.shadowCameraVisible = this.shadowCameraVisible;
  6377. light.shadowBias = this.shadowBias;
  6378. light.shadowDarkness = this.shadowDarkness;
  6379. light.shadowMapWidth = this.shadowMapWidth;
  6380. light.shadowMapHeight = this.shadowMapHeight;
  6381. //
  6382. light.shadowCascade = this.shadowCascade;
  6383. light.shadowCascadeOffset.copy( this.shadowCascadeOffset );
  6384. light.shadowCascadeCount = this.shadowCascadeCount;
  6385. light.shadowCascadeBias = this.shadowCascadeBias.slice( 0 );
  6386. light.shadowCascadeWidth = this.shadowCascadeWidth.slice( 0 );
  6387. light.shadowCascadeHeight = this.shadowCascadeHeight.slice( 0 );
  6388. light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice( 0 );
  6389. light.shadowCascadeFarZ = this.shadowCascadeFarZ.slice( 0 );
  6390. return light;
  6391. };
  6392. // File:src/lights/HemisphereLight.js
  6393. /**
  6394. * @author alteredq / http://alteredqualia.com/
  6395. */
  6396. THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
  6397. THREE.Light.call( this, skyColor );
  6398. this.type = 'HemisphereLight';
  6399. this.position.set( 0, 100, 0 );
  6400. this.groundColor = new THREE.Color( groundColor );
  6401. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6402. };
  6403. THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
  6404. THREE.HemisphereLight.prototype.clone = function () {
  6405. var light = new THREE.HemisphereLight();
  6406. THREE.Light.prototype.clone.call( this, light );
  6407. light.groundColor.copy( this.groundColor );
  6408. light.intensity = this.intensity;
  6409. return light;
  6410. };
  6411. // File:src/lights/PointLight.js
  6412. /**
  6413. * @author mrdoob / http://mrdoob.com/
  6414. */
  6415. THREE.PointLight = function ( color, intensity, distance ) {
  6416. THREE.Light.call( this, color );
  6417. this.type = 'PointLight';
  6418. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6419. this.distance = ( distance !== undefined ) ? distance : 0;
  6420. };
  6421. THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
  6422. THREE.PointLight.prototype.clone = function () {
  6423. var light = new THREE.PointLight();
  6424. THREE.Light.prototype.clone.call( this, light );
  6425. light.intensity = this.intensity;
  6426. light.distance = this.distance;
  6427. return light;
  6428. };
  6429. // File:src/lights/SpotLight.js
  6430. /**
  6431. * @author alteredq / http://alteredqualia.com/
  6432. */
  6433. THREE.SpotLight = function ( color, intensity, distance, angle, exponent ) {
  6434. THREE.Light.call( this, color );
  6435. this.type = 'SpotLight';
  6436. this.position.set( 0, 1, 0 );
  6437. this.target = new THREE.Object3D();
  6438. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6439. this.distance = ( distance !== undefined ) ? distance : 0;
  6440. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  6441. this.exponent = ( exponent !== undefined ) ? exponent : 10;
  6442. this.castShadow = false;
  6443. this.onlyShadow = false;
  6444. //
  6445. this.shadowCameraNear = 50;
  6446. this.shadowCameraFar = 5000;
  6447. this.shadowCameraFov = 50;
  6448. this.shadowCameraVisible = false;
  6449. this.shadowBias = 0;
  6450. this.shadowDarkness = 0.5;
  6451. this.shadowMapWidth = 512;
  6452. this.shadowMapHeight = 512;
  6453. //
  6454. this.shadowMap = null;
  6455. this.shadowMapSize = null;
  6456. this.shadowCamera = null;
  6457. this.shadowMatrix = null;
  6458. };
  6459. THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
  6460. THREE.SpotLight.prototype.clone = function () {
  6461. var light = new THREE.SpotLight();
  6462. THREE.Light.prototype.clone.call( this, light );
  6463. light.target = this.target.clone();
  6464. light.intensity = this.intensity;
  6465. light.distance = this.distance;
  6466. light.angle = this.angle;
  6467. light.exponent = this.exponent;
  6468. light.castShadow = this.castShadow;
  6469. light.onlyShadow = this.onlyShadow;
  6470. //
  6471. light.shadowCameraNear = this.shadowCameraNear;
  6472. light.shadowCameraFar = this.shadowCameraFar;
  6473. light.shadowCameraFov = this.shadowCameraFov;
  6474. light.shadowCameraVisible = this.shadowCameraVisible;
  6475. light.shadowBias = this.shadowBias;
  6476. light.shadowDarkness = this.shadowDarkness;
  6477. light.shadowMapWidth = this.shadowMapWidth;
  6478. light.shadowMapHeight = this.shadowMapHeight;
  6479. return light;
  6480. };
  6481. // File:src/loaders/Cache.js
  6482. /**
  6483. * @author mrdoob / http://mrdoob.com/
  6484. */
  6485. THREE.Cache = function () {
  6486. this.files = {};
  6487. };
  6488. THREE.Cache.prototype = {
  6489. constructor: THREE.Cache,
  6490. add: function ( key, file ) {
  6491. // console.log( 'THREE.Cache', 'Adding key:', key );
  6492. this.files[ key ] = file;
  6493. },
  6494. get: function ( key ) {
  6495. // console.log( 'THREE.Cache', 'Checking key:', key );
  6496. return this.files[ key ];
  6497. },
  6498. remove: function ( key ) {
  6499. delete this.files[ key ];
  6500. },
  6501. clear: function () {
  6502. this.files = {}
  6503. }
  6504. };
  6505. // File:src/loaders/Loader.js
  6506. /**
  6507. * @author alteredq / http://alteredqualia.com/
  6508. */
  6509. THREE.Loader = function ( showStatus ) {
  6510. this.showStatus = showStatus;
  6511. this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
  6512. this.imageLoader = new THREE.ImageLoader();
  6513. this.onLoadStart = function () {};
  6514. this.onLoadProgress = function () {};
  6515. this.onLoadComplete = function () {};
  6516. };
  6517. THREE.Loader.prototype = {
  6518. constructor: THREE.Loader,
  6519. crossOrigin: undefined,
  6520. addStatusElement: function () {
  6521. var e = document.createElement( 'div' );
  6522. e.style.position = 'absolute';
  6523. e.style.right = '0px';
  6524. e.style.top = '0px';
  6525. e.style.fontSize = '0.8em';
  6526. e.style.textAlign = 'left';
  6527. e.style.background = 'rgba(0,0,0,0.25)';
  6528. e.style.color = '#fff';
  6529. e.style.width = '120px';
  6530. e.style.padding = '0.5em 0.5em 0.5em 0.5em';
  6531. e.style.zIndex = 1000;
  6532. e.innerHTML = 'Loading ...';
  6533. return e;
  6534. },
  6535. updateProgress: function ( progress ) {
  6536. var message = 'Loaded ';
  6537. if ( progress.total ) {
  6538. message += ( 100 * progress.loaded / progress.total ).toFixed( 0 ) + '%';
  6539. } else {
  6540. message += ( progress.loaded / 1024 ).toFixed( 2 ) + ' KB';
  6541. }
  6542. this.statusDomElement.innerHTML = message;
  6543. },
  6544. extractUrlBase: function ( url ) {
  6545. var parts = url.split( '/' );
  6546. if ( parts.length === 1 ) return './';
  6547. parts.pop();
  6548. return parts.join( '/' ) + '/';
  6549. },
  6550. initMaterials: function ( materials, texturePath ) {
  6551. var array = [];
  6552. for ( var i = 0; i < materials.length; ++ i ) {
  6553. array[ i ] = this.createMaterial( materials[ i ], texturePath );
  6554. }
  6555. return array;
  6556. },
  6557. needsTangents: function ( materials ) {
  6558. for ( var i = 0, il = materials.length; i < il; i ++ ) {
  6559. var m = materials[ i ];
  6560. if ( m instanceof THREE.ShaderMaterial ) return true;
  6561. }
  6562. return false;
  6563. },
  6564. createMaterial: function ( m, texturePath ) {
  6565. var scope = this;
  6566. function nearest_pow2( n ) {
  6567. var l = Math.log( n ) / Math.LN2;
  6568. return Math.pow( 2, Math.round( l ) );
  6569. }
  6570. function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
  6571. var fullPath = texturePath + sourceFile;
  6572. var texture;
  6573. var loader = THREE.Loader.Handlers.get( fullPath );
  6574. if ( loader !== null ) {
  6575. texture = loader.load( fullPath );
  6576. } else {
  6577. texture = new THREE.Texture();
  6578. loader = scope.imageLoader;
  6579. loader.crossOrigin = scope.crossOrigin;
  6580. loader.load( fullPath, function ( image ) {
  6581. if ( THREE.Math.isPowerOfTwo( image.width ) === false ||
  6582. THREE.Math.isPowerOfTwo( image.height ) === false ) {
  6583. var width = nearest_pow2( image.width );
  6584. var height = nearest_pow2( image.height );
  6585. var canvas = document.createElement( 'canvas' );
  6586. canvas.width = width;
  6587. canvas.height = height;
  6588. var context = canvas.getContext( '2d' );
  6589. context.drawImage( image, 0, 0, width, height );
  6590. texture.image = canvas;
  6591. } else {
  6592. texture.image = image;
  6593. }
  6594. texture.needsUpdate = true;
  6595. } );
  6596. }
  6597. texture.sourceFile = sourceFile;
  6598. if ( repeat ) {
  6599. texture.repeat.set( repeat[ 0 ], repeat[ 1 ] );
  6600. if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
  6601. if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
  6602. }
  6603. if ( offset ) {
  6604. texture.offset.set( offset[ 0 ], offset[ 1 ] );
  6605. }
  6606. if ( wrap ) {
  6607. var wrapMap = {
  6608. 'repeat': THREE.RepeatWrapping,
  6609. 'mirror': THREE.MirroredRepeatWrapping
  6610. }
  6611. if ( wrapMap[ wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ wrap[ 0 ] ];
  6612. if ( wrapMap[ wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ wrap[ 1 ] ];
  6613. }
  6614. if ( anisotropy ) {
  6615. texture.anisotropy = anisotropy;
  6616. }
  6617. where[ name ] = texture;
  6618. }
  6619. function rgb2hex( rgb ) {
  6620. return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
  6621. }
  6622. // defaults
  6623. var mtype = 'MeshLambertMaterial';
  6624. var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
  6625. // parameters from model file
  6626. if ( m.shading ) {
  6627. var shading = m.shading.toLowerCase();
  6628. if ( shading === 'phong' ) mtype = 'MeshPhongMaterial';
  6629. else if ( shading === 'basic' ) mtype = 'MeshBasicMaterial';
  6630. }
  6631. if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
  6632. mpars.blending = THREE[ m.blending ];
  6633. }
  6634. if ( m.transparent !== undefined || m.opacity < 1.0 ) {
  6635. mpars.transparent = m.transparent;
  6636. }
  6637. if ( m.depthTest !== undefined ) {
  6638. mpars.depthTest = m.depthTest;
  6639. }
  6640. if ( m.depthWrite !== undefined ) {
  6641. mpars.depthWrite = m.depthWrite;
  6642. }
  6643. if ( m.visible !== undefined ) {
  6644. mpars.visible = m.visible;
  6645. }
  6646. if ( m.flipSided !== undefined ) {
  6647. mpars.side = THREE.BackSide;
  6648. }
  6649. if ( m.doubleSided !== undefined ) {
  6650. mpars.side = THREE.DoubleSide;
  6651. }
  6652. if ( m.wireframe !== undefined ) {
  6653. mpars.wireframe = m.wireframe;
  6654. }
  6655. if ( m.vertexColors !== undefined ) {
  6656. if ( m.vertexColors === 'face' ) {
  6657. mpars.vertexColors = THREE.FaceColors;
  6658. } else if ( m.vertexColors ) {
  6659. mpars.vertexColors = THREE.VertexColors;
  6660. }
  6661. }
  6662. // colors
  6663. if ( m.colorDiffuse ) {
  6664. mpars.color = rgb2hex( m.colorDiffuse );
  6665. } else if ( m.DbgColor ) {
  6666. mpars.color = m.DbgColor;
  6667. }
  6668. if ( m.colorSpecular ) {
  6669. mpars.specular = rgb2hex( m.colorSpecular );
  6670. }
  6671. if ( m.colorAmbient ) {
  6672. mpars.ambient = rgb2hex( m.colorAmbient );
  6673. }
  6674. if ( m.colorEmissive ) {
  6675. mpars.emissive = rgb2hex( m.colorEmissive );
  6676. }
  6677. // modifiers
  6678. if ( m.transparency ) {
  6679. mpars.opacity = m.transparency;
  6680. }
  6681. if ( m.specularCoef ) {
  6682. mpars.shininess = m.specularCoef;
  6683. }
  6684. // textures
  6685. if ( m.mapDiffuse && texturePath ) {
  6686. create_texture( mpars, 'map', m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  6687. }
  6688. if ( m.mapLight && texturePath ) {
  6689. create_texture( mpars, 'lightMap', m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  6690. }
  6691. if ( m.mapBump && texturePath ) {
  6692. create_texture( mpars, 'bumpMap', m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  6693. }
  6694. if ( m.mapNormal && texturePath ) {
  6695. create_texture( mpars, 'normalMap', m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  6696. }
  6697. if ( m.mapSpecular && texturePath ) {
  6698. create_texture( mpars, 'specularMap', m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  6699. }
  6700. if ( m.mapAlpha && texturePath ) {
  6701. create_texture( mpars, 'alphaMap', m.mapAlpha, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
  6702. }
  6703. //
  6704. if ( m.mapBumpScale ) {
  6705. mpars.bumpScale = m.mapBumpScale;
  6706. }
  6707. // special case for normal mapped material
  6708. if ( m.mapNormal ) {
  6709. var shader = THREE.ShaderLib[ 'normalmap' ];
  6710. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  6711. uniforms[ 'tNormal' ].value = mpars.normalMap;
  6712. if ( m.mapNormalFactor ) {
  6713. uniforms[ 'uNormalScale' ].value.set( m.mapNormalFactor, m.mapNormalFactor );
  6714. }
  6715. if ( mpars.map ) {
  6716. uniforms[ 'tDiffuse' ].value = mpars.map;
  6717. uniforms[ 'enableDiffuse' ].value = true;
  6718. }
  6719. if ( mpars.specularMap ) {
  6720. uniforms[ 'tSpecular' ].value = mpars.specularMap;
  6721. uniforms[ 'enableSpecular' ].value = true;
  6722. }
  6723. if ( mpars.lightMap ) {
  6724. uniforms[ 'tAO' ].value = mpars.lightMap;
  6725. uniforms[ 'enableAO' ].value = true;
  6726. }
  6727. // for the moment don't handle displacement texture
  6728. uniforms[ 'diffuse' ].value.setHex( mpars.color );
  6729. uniforms[ 'specular' ].value.setHex( mpars.specular );
  6730. uniforms[ 'ambient' ].value.setHex( mpars.ambient );
  6731. uniforms[ 'shininess' ].value = mpars.shininess;
  6732. if ( mpars.opacity !== undefined ) {
  6733. uniforms[ 'opacity' ].value = mpars.opacity;
  6734. }
  6735. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
  6736. var material = new THREE.ShaderMaterial( parameters );
  6737. if ( mpars.transparent ) {
  6738. material.transparent = true;
  6739. }
  6740. } else {
  6741. var material = new THREE[ mtype ]( mpars );
  6742. }
  6743. if ( m.DbgName !== undefined ) material.name = m.DbgName;
  6744. return material;
  6745. }
  6746. };
  6747. THREE.Loader.Handlers = {
  6748. handlers: [],
  6749. add: function ( regex, loader ) {
  6750. this.handlers.push( regex, loader );
  6751. },
  6752. get: function ( file ) {
  6753. for ( var i = 0, l = this.handlers.length; i < l; i += 2 ) {
  6754. var regex = this.handlers[ i ];
  6755. var loader = this.handlers[ i + 1 ];
  6756. if ( regex.test( file ) ) {
  6757. return loader;
  6758. }
  6759. }
  6760. return null;
  6761. }
  6762. };
  6763. // File:src/loaders/XHRLoader.js
  6764. /**
  6765. * @author mrdoob / http://mrdoob.com/
  6766. */
  6767. THREE.XHRLoader = function ( manager ) {
  6768. this.cache = new THREE.Cache();
  6769. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  6770. };
  6771. THREE.XHRLoader.prototype = {
  6772. constructor: THREE.XHRLoader,
  6773. load: function ( url, onLoad, onProgress, onError ) {
  6774. var scope = this;
  6775. var cached = scope.cache.get( url );
  6776. if ( cached !== undefined ) {
  6777. if ( onLoad ) onLoad( cached );
  6778. return;
  6779. }
  6780. var request = new XMLHttpRequest();
  6781. request.open( 'GET', url, true );
  6782. request.addEventListener( 'load', function ( event ) {
  6783. scope.cache.add( url, this.response );
  6784. if ( onLoad ) onLoad( this.response );
  6785. scope.manager.itemEnd( url );
  6786. }, false );
  6787. if ( onProgress !== undefined ) {
  6788. request.addEventListener( 'progress', function ( event ) {
  6789. onProgress( event );
  6790. }, false );
  6791. }
  6792. if ( onError !== undefined ) {
  6793. request.addEventListener( 'error', function ( event ) {
  6794. onError( event );
  6795. }, false );
  6796. }
  6797. if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
  6798. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  6799. request.send( null );
  6800. scope.manager.itemStart( url );
  6801. },
  6802. setResponseType: function ( value ) {
  6803. this.responseType = value;
  6804. },
  6805. setCrossOrigin: function ( value ) {
  6806. this.crossOrigin = value;
  6807. }
  6808. };
  6809. // File:src/loaders/ImageLoader.js
  6810. /**
  6811. * @author mrdoob / http://mrdoob.com/
  6812. */
  6813. THREE.ImageLoader = function ( manager ) {
  6814. this.cache = new THREE.Cache();
  6815. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  6816. };
  6817. THREE.ImageLoader.prototype = {
  6818. constructor: THREE.ImageLoader,
  6819. load: function ( url, onLoad, onProgress, onError ) {
  6820. var scope = this;
  6821. var cached = scope.cache.get( url );
  6822. if ( cached !== undefined ) {
  6823. onLoad( cached );
  6824. return;
  6825. }
  6826. var image = document.createElement( 'img' );
  6827. if ( onLoad !== undefined ) {
  6828. image.addEventListener( 'load', function ( event ) {
  6829. scope.cache.add( url, this );
  6830. onLoad( this );
  6831. scope.manager.itemEnd( url );
  6832. }, false );
  6833. }
  6834. if ( onProgress !== undefined ) {
  6835. image.addEventListener( 'progress', function ( event ) {
  6836. onProgress( event );
  6837. }, false );
  6838. }
  6839. if ( onError !== undefined ) {
  6840. image.addEventListener( 'error', function ( event ) {
  6841. onError( event );
  6842. }, false );
  6843. }
  6844. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  6845. image.src = url;
  6846. scope.manager.itemStart( url );
  6847. return image;
  6848. },
  6849. setCrossOrigin: function ( value ) {
  6850. this.crossOrigin = value;
  6851. }
  6852. }
  6853. // File:src/loaders/JSONLoader.js
  6854. /**
  6855. * @author mrdoob / http://mrdoob.com/
  6856. * @author alteredq / http://alteredqualia.com/
  6857. */
  6858. THREE.JSONLoader = function ( showStatus ) {
  6859. THREE.Loader.call( this, showStatus );
  6860. this.withCredentials = false;
  6861. };
  6862. THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
  6863. THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
  6864. var scope = this;
  6865. // todo: unify load API to for easier SceneLoader use
  6866. texturePath = texturePath && ( typeof texturePath === 'string' ) ? texturePath : this.extractUrlBase( url );
  6867. this.onLoadStart();
  6868. this.loadAjaxJSON( this, url, callback, texturePath );
  6869. };
  6870. THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
  6871. var xhr = new XMLHttpRequest();
  6872. var length = 0;
  6873. xhr.onreadystatechange = function () {
  6874. if ( xhr.readyState === xhr.DONE ) {
  6875. if ( xhr.status === 200 || xhr.status === 0 ) {
  6876. if ( xhr.responseText ) {
  6877. var json = JSON.parse( xhr.responseText );
  6878. if ( json.metadata !== undefined && json.metadata.type === 'scene' ) {
  6879. console.error( 'THREE.JSONLoader: "' + url + '" seems to be a Scene. Use THREE.SceneLoader instead.' );
  6880. return;
  6881. }
  6882. var result = context.parse( json, texturePath );
  6883. callback( result.geometry, result.materials );
  6884. } else {
  6885. console.error( 'THREE.JSONLoader: "' + url + '" seems to be unreachable or the file is empty.' );
  6886. }
  6887. // in context of more complex asset initialization
  6888. // do not block on single failed file
  6889. // maybe should go even one more level up
  6890. context.onLoadComplete();
  6891. } else {
  6892. console.error( 'THREE.JSONLoader: Couldn\'t load "' + url + '" (' + xhr.status + ')' );
  6893. }
  6894. } else if ( xhr.readyState === xhr.LOADING ) {
  6895. if ( callbackProgress ) {
  6896. if ( length === 0 ) {
  6897. length = xhr.getResponseHeader( 'Content-Length' );
  6898. }
  6899. callbackProgress( { total: length, loaded: xhr.responseText.length } );
  6900. }
  6901. } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
  6902. if ( callbackProgress !== undefined ) {
  6903. length = xhr.getResponseHeader( 'Content-Length' );
  6904. }
  6905. }
  6906. };
  6907. xhr.open( 'GET', url, true );
  6908. xhr.withCredentials = this.withCredentials;
  6909. xhr.send( null );
  6910. };
  6911. THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
  6912. var scope = this,
  6913. geometry = new THREE.Geometry(),
  6914. scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
  6915. parseModel( scale );
  6916. parseSkin();
  6917. parseMorphing( scale );
  6918. geometry.computeFaceNormals();
  6919. geometry.computeBoundingSphere();
  6920. function parseModel( scale ) {
  6921. function isBitSet( value, position ) {
  6922. return value & ( 1 << position );
  6923. }
  6924. var i, j, fi,
  6925. offset, zLength,
  6926. colorIndex, normalIndex, uvIndex, materialIndex,
  6927. type,
  6928. isQuad,
  6929. hasMaterial,
  6930. hasFaceVertexUv,
  6931. hasFaceNormal, hasFaceVertexNormal,
  6932. hasFaceColor, hasFaceVertexColor,
  6933. vertex, face, faceA, faceB, color, hex, normal,
  6934. uvLayer, uv, u, v,
  6935. faces = json.faces,
  6936. vertices = json.vertices,
  6937. normals = json.normals,
  6938. colors = json.colors,
  6939. nUvLayers = 0;
  6940. if ( json.uvs !== undefined ) {
  6941. // disregard empty arrays
  6942. for ( i = 0; i < json.uvs.length; i ++ ) {
  6943. if ( json.uvs[ i ].length ) nUvLayers ++;
  6944. }
  6945. for ( i = 0; i < nUvLayers; i ++ ) {
  6946. geometry.faceVertexUvs[ i ] = [];
  6947. }
  6948. }
  6949. offset = 0;
  6950. zLength = vertices.length;
  6951. while ( offset < zLength ) {
  6952. vertex = new THREE.Vector3();
  6953. vertex.x = vertices[ offset ++ ] * scale;
  6954. vertex.y = vertices[ offset ++ ] * scale;
  6955. vertex.z = vertices[ offset ++ ] * scale;
  6956. geometry.vertices.push( vertex );
  6957. }
  6958. offset = 0;
  6959. zLength = faces.length;
  6960. while ( offset < zLength ) {
  6961. type = faces[ offset ++ ];
  6962. isQuad = isBitSet( type, 0 );
  6963. hasMaterial = isBitSet( type, 1 );
  6964. hasFaceVertexUv = isBitSet( type, 3 );
  6965. hasFaceNormal = isBitSet( type, 4 );
  6966. hasFaceVertexNormal = isBitSet( type, 5 );
  6967. hasFaceColor = isBitSet( type, 6 );
  6968. hasFaceVertexColor = isBitSet( type, 7 );
  6969. // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
  6970. if ( isQuad ) {
  6971. faceA = new THREE.Face3();
  6972. faceA.a = faces[ offset ];
  6973. faceA.b = faces[ offset + 1 ];
  6974. faceA.c = faces[ offset + 3 ];
  6975. faceB = new THREE.Face3();
  6976. faceB.a = faces[ offset + 1 ];
  6977. faceB.b = faces[ offset + 2 ];
  6978. faceB.c = faces[ offset + 3 ];
  6979. offset += 4;
  6980. if ( hasMaterial ) {
  6981. materialIndex = faces[ offset ++ ];
  6982. faceA.materialIndex = materialIndex;
  6983. faceB.materialIndex = materialIndex;
  6984. }
  6985. // to get face <=> uv index correspondence
  6986. fi = geometry.faces.length;
  6987. if ( hasFaceVertexUv ) {
  6988. for ( i = 0; i < nUvLayers; i ++ ) {
  6989. uvLayer = json.uvs[ i ];
  6990. geometry.faceVertexUvs[ i ][ fi ] = [];
  6991. geometry.faceVertexUvs[ i ][ fi + 1 ] = []
  6992. for ( j = 0; j < 4; j ++ ) {
  6993. uvIndex = faces[ offset ++ ];
  6994. u = uvLayer[ uvIndex * 2 ];
  6995. v = uvLayer[ uvIndex * 2 + 1 ];
  6996. uv = new THREE.Vector2( u, v );
  6997. if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
  6998. if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
  6999. }
  7000. }
  7001. }
  7002. if ( hasFaceNormal ) {
  7003. normalIndex = faces[ offset ++ ] * 3;
  7004. faceA.normal.set(
  7005. normals[ normalIndex ++ ],
  7006. normals[ normalIndex ++ ],
  7007. normals[ normalIndex ]
  7008. );
  7009. faceB.normal.copy( faceA.normal );
  7010. }
  7011. if ( hasFaceVertexNormal ) {
  7012. for ( i = 0; i < 4; i ++ ) {
  7013. normalIndex = faces[ offset ++ ] * 3;
  7014. normal = new THREE.Vector3(
  7015. normals[ normalIndex ++ ],
  7016. normals[ normalIndex ++ ],
  7017. normals[ normalIndex ]
  7018. );
  7019. if ( i !== 2 ) faceA.vertexNormals.push( normal );
  7020. if ( i !== 0 ) faceB.vertexNormals.push( normal );
  7021. }
  7022. }
  7023. if ( hasFaceColor ) {
  7024. colorIndex = faces[ offset ++ ];
  7025. hex = colors[ colorIndex ];
  7026. faceA.color.setHex( hex );
  7027. faceB.color.setHex( hex );
  7028. }
  7029. if ( hasFaceVertexColor ) {
  7030. for ( i = 0; i < 4; i ++ ) {
  7031. colorIndex = faces[ offset ++ ];
  7032. hex = colors[ colorIndex ];
  7033. if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
  7034. if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
  7035. }
  7036. }
  7037. geometry.faces.push( faceA );
  7038. geometry.faces.push( faceB );
  7039. } else {
  7040. face = new THREE.Face3();
  7041. face.a = faces[ offset ++ ];
  7042. face.b = faces[ offset ++ ];
  7043. face.c = faces[ offset ++ ];
  7044. if ( hasMaterial ) {
  7045. materialIndex = faces[ offset ++ ];
  7046. face.materialIndex = materialIndex;
  7047. }
  7048. // to get face <=> uv index correspondence
  7049. fi = geometry.faces.length;
  7050. if ( hasFaceVertexUv ) {
  7051. for ( i = 0; i < nUvLayers; i ++ ) {
  7052. uvLayer = json.uvs[ i ];
  7053. geometry.faceVertexUvs[ i ][ fi ] = [];
  7054. for ( j = 0; j < 3; j ++ ) {
  7055. uvIndex = faces[ offset ++ ];
  7056. u = uvLayer[ uvIndex * 2 ];
  7057. v = uvLayer[ uvIndex * 2 + 1 ];
  7058. uv = new THREE.Vector2( u, v );
  7059. geometry.faceVertexUvs[ i ][ fi ].push( uv );
  7060. }
  7061. }
  7062. }
  7063. if ( hasFaceNormal ) {
  7064. normalIndex = faces[ offset ++ ] * 3;
  7065. face.normal.set(
  7066. normals[ normalIndex ++ ],
  7067. normals[ normalIndex ++ ],
  7068. normals[ normalIndex ]
  7069. );
  7070. }
  7071. if ( hasFaceVertexNormal ) {
  7072. for ( i = 0; i < 3; i ++ ) {
  7073. normalIndex = faces[ offset ++ ] * 3;
  7074. normal = new THREE.Vector3(
  7075. normals[ normalIndex ++ ],
  7076. normals[ normalIndex ++ ],
  7077. normals[ normalIndex ]
  7078. );
  7079. face.vertexNormals.push( normal );
  7080. }
  7081. }
  7082. if ( hasFaceColor ) {
  7083. colorIndex = faces[ offset ++ ];
  7084. face.color.setHex( colors[ colorIndex ] );
  7085. }
  7086. if ( hasFaceVertexColor ) {
  7087. for ( i = 0; i < 3; i ++ ) {
  7088. colorIndex = faces[ offset ++ ];
  7089. face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
  7090. }
  7091. }
  7092. geometry.faces.push( face );
  7093. }
  7094. }
  7095. };
  7096. function parseSkin() {
  7097. var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
  7098. if ( json.skinWeights ) {
  7099. for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
  7100. var x = json.skinWeights[ i ];
  7101. var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
  7102. var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
  7103. var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
  7104. geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
  7105. }
  7106. }
  7107. if ( json.skinIndices ) {
  7108. for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
  7109. var a = json.skinIndices[ i ];
  7110. var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
  7111. var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
  7112. var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
  7113. geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
  7114. }
  7115. }
  7116. geometry.bones = json.bones;
  7117. if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
  7118. console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
  7119. geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
  7120. }
  7121. // could change this to json.animations[0] or remove completely
  7122. geometry.animation = json.animation;
  7123. geometry.animations = json.animations;
  7124. };
  7125. function parseMorphing( scale ) {
  7126. if ( json.morphTargets !== undefined ) {
  7127. var i, l, v, vl, dstVertices, srcVertices;
  7128. for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
  7129. geometry.morphTargets[ i ] = {};
  7130. geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
  7131. geometry.morphTargets[ i ].vertices = [];
  7132. dstVertices = geometry.morphTargets[ i ].vertices;
  7133. srcVertices = json.morphTargets [ i ].vertices;
  7134. for ( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
  7135. var vertex = new THREE.Vector3();
  7136. vertex.x = srcVertices[ v ] * scale;
  7137. vertex.y = srcVertices[ v + 1 ] * scale;
  7138. vertex.z = srcVertices[ v + 2 ] * scale;
  7139. dstVertices.push( vertex );
  7140. }
  7141. }
  7142. }
  7143. if ( json.morphColors !== undefined ) {
  7144. var i, l, c, cl, dstColors, srcColors, color;
  7145. for ( i = 0, l = json.morphColors.length; i < l; i ++ ) {
  7146. geometry.morphColors[ i ] = {};
  7147. geometry.morphColors[ i ].name = json.morphColors[ i ].name;
  7148. geometry.morphColors[ i ].colors = [];
  7149. dstColors = geometry.morphColors[ i ].colors;
  7150. srcColors = json.morphColors [ i ].colors;
  7151. for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
  7152. color = new THREE.Color( 0xffaa00 );
  7153. color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
  7154. dstColors.push( color );
  7155. }
  7156. }
  7157. }
  7158. };
  7159. if ( json.materials === undefined || json.materials.length === 0 ) {
  7160. return { geometry: geometry };
  7161. } else {
  7162. var materials = this.initMaterials( json.materials, texturePath );
  7163. if ( this.needsTangents( materials ) ) {
  7164. geometry.computeTangents();
  7165. }
  7166. return { geometry: geometry, materials: materials };
  7167. }
  7168. };
  7169. // File:src/loaders/LoadingManager.js
  7170. /**
  7171. * @author mrdoob / http://mrdoob.com/
  7172. */
  7173. THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
  7174. var scope = this;
  7175. var loaded = 0, total = 0;
  7176. this.onLoad = onLoad;
  7177. this.onProgress = onProgress;
  7178. this.onError = onError;
  7179. this.itemStart = function ( url ) {
  7180. total ++;
  7181. };
  7182. this.itemEnd = function ( url ) {
  7183. loaded ++;
  7184. if ( scope.onProgress !== undefined ) {
  7185. scope.onProgress( url, loaded, total );
  7186. }
  7187. if ( loaded === total && scope.onLoad !== undefined ) {
  7188. scope.onLoad();
  7189. }
  7190. };
  7191. };
  7192. THREE.DefaultLoadingManager = new THREE.LoadingManager();
  7193. // File:src/loaders/BufferGeometryLoader.js
  7194. /**
  7195. * @author mrdoob / http://mrdoob.com/
  7196. */
  7197. THREE.BufferGeometryLoader = function ( manager ) {
  7198. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7199. };
  7200. THREE.BufferGeometryLoader.prototype = {
  7201. constructor: THREE.BufferGeometryLoader,
  7202. load: function ( url, onLoad, onProgress, onError ) {
  7203. var scope = this;
  7204. var loader = new THREE.XHRLoader();
  7205. loader.setCrossOrigin( this.crossOrigin );
  7206. loader.load( url, function ( text ) {
  7207. onLoad( scope.parse( JSON.parse( text ) ) );
  7208. }, onProgress, onError );
  7209. },
  7210. setCrossOrigin: function ( value ) {
  7211. this.crossOrigin = value;
  7212. },
  7213. parse: function ( json ) {
  7214. var geometry = new THREE.BufferGeometry();
  7215. var attributes = json.attributes;
  7216. for ( var key in attributes ) {
  7217. var attribute = attributes[ key ];
  7218. var typedArray = new self[ attribute.type ]( attribute.array );
  7219. geometry.addAttribute( key, new THREE.BufferAttribute( typedArray, attribute.itemSize ) );
  7220. }
  7221. var offsets = json.offsets;
  7222. if ( offsets !== undefined ) {
  7223. geometry.offsets = JSON.parse( JSON.stringify( offsets ) );
  7224. }
  7225. var boundingSphere = json.boundingSphere;
  7226. if ( boundingSphere !== undefined ) {
  7227. geometry.boundingSphere = new THREE.Sphere(
  7228. new THREE.Vector3().fromArray( boundingSphere.center !== undefined ? boundingSphere.center : [ 0, 0, 0 ] ),
  7229. boundingSphere.radius
  7230. );
  7231. }
  7232. return geometry;
  7233. }
  7234. };
  7235. // File:src/loaders/MaterialLoader.js
  7236. /**
  7237. * @author mrdoob / http://mrdoob.com/
  7238. */
  7239. THREE.MaterialLoader = function ( manager ) {
  7240. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7241. };
  7242. THREE.MaterialLoader.prototype = {
  7243. constructor: THREE.MaterialLoader,
  7244. load: function ( url, onLoad, onProgress, onError ) {
  7245. var scope = this;
  7246. var loader = new THREE.XHRLoader();
  7247. loader.setCrossOrigin( this.crossOrigin );
  7248. loader.load( url, function ( text ) {
  7249. onLoad( scope.parse( JSON.parse( text ) ) );
  7250. }, onProgress, onError );
  7251. },
  7252. setCrossOrigin: function ( value ) {
  7253. this.crossOrigin = value;
  7254. },
  7255. parse: function ( json ) {
  7256. var material = new THREE[ json.type ];
  7257. if ( json.color !== undefined ) material.color.setHex( json.color );
  7258. if ( json.ambient !== undefined ) material.ambient.setHex( json.ambient );
  7259. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  7260. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  7261. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  7262. if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
  7263. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  7264. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  7265. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  7266. if ( json.shading !== undefined ) material.shading = json.shading;
  7267. if ( json.blending !== undefined ) material.blending = json.blending;
  7268. if ( json.side !== undefined ) material.side = json.side;
  7269. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  7270. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  7271. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  7272. if ( json.materials !== undefined ) {
  7273. for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
  7274. material.materials.push( this.parse( json.materials[ i ] ) );
  7275. }
  7276. }
  7277. return material;
  7278. }
  7279. };
  7280. // File:src/loaders/ObjectLoader.js
  7281. /**
  7282. * @author mrdoob / http://mrdoob.com/
  7283. */
  7284. THREE.ObjectLoader = function ( manager ) {
  7285. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7286. };
  7287. THREE.ObjectLoader.prototype = {
  7288. constructor: THREE.ObjectLoader,
  7289. load: function ( url, onLoad, onProgress, onError ) {
  7290. var scope = this;
  7291. var loader = new THREE.XHRLoader( scope.manager );
  7292. loader.setCrossOrigin( this.crossOrigin );
  7293. loader.load( url, function ( text ) {
  7294. onLoad( scope.parse( JSON.parse( text ) ) );
  7295. }, onProgress, onError );
  7296. },
  7297. setCrossOrigin: function ( value ) {
  7298. this.crossOrigin = value;
  7299. },
  7300. parse: function ( json ) {
  7301. var geometries = this.parseGeometries( json.geometries );
  7302. var materials = this.parseMaterials( json.materials );
  7303. var object = this.parseObject( json.object, geometries, materials );
  7304. return object;
  7305. },
  7306. parseGeometries: function ( json ) {
  7307. var geometries = {};
  7308. if ( json !== undefined ) {
  7309. var geometryLoader = new THREE.JSONLoader();
  7310. var bufferGeometryLoader = new THREE.BufferGeometryLoader();
  7311. for ( var i = 0, l = json.length; i < l; i ++ ) {
  7312. var geometry;
  7313. var data = json[ i ];
  7314. switch ( data.type ) {
  7315. case 'PlaneGeometry':
  7316. geometry = new THREE.PlaneGeometry(
  7317. data.width,
  7318. data.height,
  7319. data.widthSegments,
  7320. data.heightSegments
  7321. );
  7322. break;
  7323. case 'BoxGeometry':
  7324. case 'CubeGeometry': // backwards compatible
  7325. geometry = new THREE.BoxGeometry(
  7326. data.width,
  7327. data.height,
  7328. data.depth,
  7329. data.widthSegments,
  7330. data.heightSegments,
  7331. data.depthSegments
  7332. );
  7333. break;
  7334. case 'CircleGeometry':
  7335. geometry = new THREE.CircleGeometry(
  7336. data.radius,
  7337. data.segments
  7338. );
  7339. break;
  7340. case 'CylinderGeometry':
  7341. geometry = new THREE.CylinderGeometry(
  7342. data.radiusTop,
  7343. data.radiusBottom,
  7344. data.height,
  7345. data.radialSegments,
  7346. data.heightSegments,
  7347. data.openEnded
  7348. );
  7349. break;
  7350. case 'SphereGeometry':
  7351. geometry = new THREE.SphereGeometry(
  7352. data.radius,
  7353. data.widthSegments,
  7354. data.heightSegments,
  7355. data.phiStart,
  7356. data.phiLength,
  7357. data.thetaStart,
  7358. data.thetaLength
  7359. );
  7360. break;
  7361. case 'IcosahedronGeometry':
  7362. geometry = new THREE.IcosahedronGeometry(
  7363. data.radius,
  7364. data.detail
  7365. );
  7366. break;
  7367. case 'TorusGeometry':
  7368. geometry = new THREE.TorusGeometry(
  7369. data.radius,
  7370. data.tube,
  7371. data.radialSegments,
  7372. data.tubularSegments,
  7373. data.arc
  7374. );
  7375. break;
  7376. case 'TorusKnotGeometry':
  7377. geometry = new THREE.TorusKnotGeometry(
  7378. data.radius,
  7379. data.tube,
  7380. data.radialSegments,
  7381. data.tubularSegments,
  7382. data.p,
  7383. data.q,
  7384. data.heightScale
  7385. );
  7386. break;
  7387. case 'BufferGeometry':
  7388. geometry = bufferGeometryLoader.parse( data.data );
  7389. break;
  7390. case 'Geometry':
  7391. geometry = geometryLoader.parse( data.data ).geometry;
  7392. break;
  7393. }
  7394. geometry.uuid = data.uuid;
  7395. if ( data.name !== undefined ) geometry.name = data.name;
  7396. geometries[ data.uuid ] = geometry;
  7397. }
  7398. }
  7399. return geometries;
  7400. },
  7401. parseMaterials: function ( json ) {
  7402. var materials = {};
  7403. if ( json !== undefined ) {
  7404. var loader = new THREE.MaterialLoader();
  7405. for ( var i = 0, l = json.length; i < l; i ++ ) {
  7406. var data = json[ i ];
  7407. var material = loader.parse( data );
  7408. material.uuid = data.uuid;
  7409. if ( data.name !== undefined ) material.name = data.name;
  7410. materials[ data.uuid ] = material;
  7411. }
  7412. }
  7413. return materials;
  7414. },
  7415. parseObject: function () {
  7416. var matrix = new THREE.Matrix4();
  7417. return function ( data, geometries, materials ) {
  7418. var object;
  7419. switch ( data.type ) {
  7420. case 'Scene':
  7421. object = new THREE.Scene();
  7422. break;
  7423. case 'PerspectiveCamera':
  7424. object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  7425. break;
  7426. case 'OrthographicCamera':
  7427. object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  7428. break;
  7429. case 'AmbientLight':
  7430. object = new THREE.AmbientLight( data.color );
  7431. break;
  7432. case 'DirectionalLight':
  7433. object = new THREE.DirectionalLight( data.color, data.intensity );
  7434. break;
  7435. case 'PointLight':
  7436. object = new THREE.PointLight( data.color, data.intensity, data.distance );
  7437. break;
  7438. case 'SpotLight':
  7439. object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent );
  7440. break;
  7441. case 'HemisphereLight':
  7442. object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
  7443. break;
  7444. case 'Mesh':
  7445. var geometry = geometries[ data.geometry ];
  7446. var material = materials[ data.material ];
  7447. if ( geometry === undefined ) {
  7448. console.error( 'THREE.ObjectLoader: Undefined geometry ' + data.geometry );
  7449. }
  7450. if ( material === undefined ) {
  7451. console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
  7452. }
  7453. object = new THREE.Mesh( geometry, material );
  7454. break;
  7455. case 'Sprite':
  7456. var material = materials[ data.material ];
  7457. if ( material === undefined ) {
  7458. console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
  7459. }
  7460. object = new THREE.Sprite( material );
  7461. break;
  7462. case 'Group':
  7463. object = new THREE.Group();
  7464. break;
  7465. default:
  7466. object = new THREE.Object3D();
  7467. }
  7468. object.uuid = data.uuid;
  7469. if ( data.name !== undefined ) object.name = data.name;
  7470. if ( data.matrix !== undefined ) {
  7471. matrix.fromArray( data.matrix );
  7472. matrix.decompose( object.position, object.quaternion, object.scale );
  7473. } else {
  7474. if ( data.position !== undefined ) object.position.fromArray( data.position );
  7475. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  7476. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  7477. }
  7478. if ( data.visible !== undefined ) object.visible = data.visible;
  7479. if ( data.userData !== undefined ) object.userData = data.userData;
  7480. if ( data.children !== undefined ) {
  7481. for ( var child in data.children ) {
  7482. object.add( this.parseObject( data.children[ child ], geometries, materials ) );
  7483. }
  7484. }
  7485. return object;
  7486. }
  7487. }()
  7488. };
  7489. // File:src/loaders/TextureLoader.js
  7490. /**
  7491. * @author mrdoob / http://mrdoob.com/
  7492. */
  7493. THREE.TextureLoader = function ( manager ) {
  7494. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7495. };
  7496. THREE.TextureLoader.prototype = {
  7497. constructor: THREE.TextureLoader,
  7498. load: function ( url, onLoad, onProgress, onError ) {
  7499. var scope = this;
  7500. var loader = new THREE.ImageLoader( scope.manager );
  7501. loader.setCrossOrigin( this.crossOrigin );
  7502. loader.load( url, function ( image ) {
  7503. var texture = new THREE.Texture( image );
  7504. texture.needsUpdate = true;
  7505. if ( onLoad !== undefined ) {
  7506. onLoad( texture );
  7507. }
  7508. }, onProgress, onError );
  7509. },
  7510. setCrossOrigin: function ( value ) {
  7511. this.crossOrigin = value;
  7512. }
  7513. };
  7514. // File:src/loaders/CompressedTextureLoader.js
  7515. /**
  7516. * @author mrdoob / http://mrdoob.com/
  7517. *
  7518. * Abstract Base class to block based textures loader (dds, pvr, ...)
  7519. */
  7520. THREE.CompressedTextureLoader = function () {
  7521. // override in sub classes
  7522. this._parser = null;
  7523. };
  7524. THREE.CompressedTextureLoader.prototype = {
  7525. constructor: THREE.CompressedTextureLoader,
  7526. load: function ( url, onLoad, onError ) {
  7527. var scope = this;
  7528. var images = [];
  7529. var texture = new THREE.CompressedTexture();
  7530. texture.image = images;
  7531. var loader = new THREE.XHRLoader();
  7532. loader.setResponseType( 'arraybuffer' );
  7533. if ( url instanceof Array ) {
  7534. var loaded = 0;
  7535. var loadTexture = function ( i ) {
  7536. loader.load( url[ i ], function ( buffer ) {
  7537. var texDatas = scope._parser( buffer, true );
  7538. images[ i ] = {
  7539. width: texDatas.width,
  7540. height: texDatas.height,
  7541. format: texDatas.format,
  7542. mipmaps: texDatas.mipmaps
  7543. };
  7544. loaded += 1;
  7545. if ( loaded === 6 ) {
  7546. if (texDatas.mipmapCount == 1)
  7547. texture.minFilter = THREE.LinearFilter;
  7548. texture.format = texDatas.format;
  7549. texture.needsUpdate = true;
  7550. if ( onLoad ) onLoad( texture );
  7551. }
  7552. } );
  7553. };
  7554. for ( var i = 0, il = url.length; i < il; ++ i ) {
  7555. loadTexture( i );
  7556. }
  7557. } else {
  7558. // compressed cubemap texture stored in a single DDS file
  7559. loader.load( url, function ( buffer ) {
  7560. var texDatas = scope._parser( buffer, true );
  7561. if ( texDatas.isCubemap ) {
  7562. var faces = texDatas.mipmaps.length / texDatas.mipmapCount;
  7563. for ( var f = 0; f < faces; f ++ ) {
  7564. images[ f ] = { mipmaps : [] };
  7565. for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {
  7566. images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
  7567. images[ f ].format = texDatas.format;
  7568. images[ f ].width = texDatas.width;
  7569. images[ f ].height = texDatas.height;
  7570. }
  7571. }
  7572. } else {
  7573. texture.image.width = texDatas.width;
  7574. texture.image.height = texDatas.height;
  7575. texture.mipmaps = texDatas.mipmaps;
  7576. }
  7577. if ( texDatas.mipmapCount === 1 ) {
  7578. texture.minFilter = THREE.LinearFilter;
  7579. }
  7580. texture.format = texDatas.format;
  7581. texture.needsUpdate = true;
  7582. if ( onLoad ) onLoad( texture );
  7583. } );
  7584. }
  7585. return texture;
  7586. }
  7587. };
  7588. // File:src/materials/Material.js
  7589. /**
  7590. * @author mrdoob / http://mrdoob.com/
  7591. * @author alteredq / http://alteredqualia.com/
  7592. */
  7593. THREE.Material = function () {
  7594. Object.defineProperty( this, 'id', { value: THREE.MaterialIdCount ++ } );
  7595. this.uuid = THREE.Math.generateUUID();
  7596. this.name = '';
  7597. this.type = 'Material';
  7598. this.side = THREE.FrontSide;
  7599. this.opacity = 1;
  7600. this.transparent = false;
  7601. this.blending = THREE.NormalBlending;
  7602. this.blendSrc = THREE.SrcAlphaFactor;
  7603. this.blendDst = THREE.OneMinusSrcAlphaFactor;
  7604. this.blendEquation = THREE.AddEquation;
  7605. this.depthTest = true;
  7606. this.depthWrite = true;
  7607. this.polygonOffset = false;
  7608. this.polygonOffsetFactor = 0;
  7609. this.polygonOffsetUnits = 0;
  7610. this.alphaTest = 0;
  7611. this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
  7612. this.visible = true;
  7613. this.needsUpdate = true;
  7614. };
  7615. THREE.Material.prototype = {
  7616. constructor: THREE.Material,
  7617. setValues: function ( values ) {
  7618. if ( values === undefined ) return;
  7619. for ( var key in values ) {
  7620. var newValue = values[ key ];
  7621. if ( newValue === undefined ) {
  7622. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  7623. continue;
  7624. }
  7625. if ( key in this ) {
  7626. var currentValue = this[ key ];
  7627. if ( currentValue instanceof THREE.Color ) {
  7628. currentValue.set( newValue );
  7629. } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
  7630. currentValue.copy( newValue );
  7631. } else if ( key == 'overdraw' ) {
  7632. // ensure overdraw is backwards-compatable with legacy boolean type
  7633. this[ key ] = Number( newValue );
  7634. } else {
  7635. this[ key ] = newValue;
  7636. }
  7637. }
  7638. }
  7639. },
  7640. toJSON: function () {
  7641. var output = {
  7642. metadata: {
  7643. version: 4.2,
  7644. type: 'material',
  7645. generator: 'MaterialExporter'
  7646. },
  7647. uuid: this.uuid,
  7648. type: this.type
  7649. };
  7650. if ( this.name !== "" ) output.name = this.name;
  7651. if ( this instanceof THREE.MeshBasicMaterial ) {
  7652. output.color = this.color.getHex();
  7653. if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
  7654. if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
  7655. if ( this.side !== THREE.FrontSide ) output.side = this.side;
  7656. } else if ( this instanceof THREE.MeshLambertMaterial ) {
  7657. output.color = this.color.getHex();
  7658. output.ambient = this.ambient.getHex();
  7659. output.emissive = this.emissive.getHex();
  7660. if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
  7661. if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
  7662. if ( this.side !== THREE.FrontSide ) output.side = this.side;
  7663. } else if ( this instanceof THREE.MeshPhongMaterial ) {
  7664. output.color = this.color.getHex();
  7665. output.ambient = this.ambient.getHex();
  7666. output.emissive = this.emissive.getHex();
  7667. output.specular = this.specular.getHex();
  7668. output.shininess = this.shininess;
  7669. if ( this.vertexColors !== THREE.NoColors ) output.vertexColors = this.vertexColors;
  7670. if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
  7671. if ( this.side !== THREE.FrontSide ) output.side = this.side;
  7672. } else if ( this instanceof THREE.MeshNormalMaterial ) {
  7673. if ( this.shading !== THREE.FlatShading ) output.shading = this.shading;
  7674. if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
  7675. if ( this.side !== THREE.FrontSide ) output.side = this.side;
  7676. } else if ( this instanceof THREE.MeshDepthMaterial ) {
  7677. if ( this.blending !== THREE.NormalBlending ) output.blending = this.blending;
  7678. if ( this.side !== THREE.FrontSide ) output.side = this.side;
  7679. } else if ( this instanceof THREE.ShaderMaterial ) {
  7680. output.uniforms = this.uniforms;
  7681. output.vertexShader = this.vertexShader;
  7682. output.fragmentShader = this.fragmentShader;
  7683. } else if ( this instanceof THREE.SpriteMaterial ) {
  7684. output.color = this.color.getHex();
  7685. }
  7686. if ( this.opacity < 1 ) output.opacity = this.opacity;
  7687. if ( this.transparent !== false ) output.transparent = this.transparent;
  7688. if ( this.wireframe !== false ) output.wireframe = this.wireframe;
  7689. return output;
  7690. },
  7691. clone: function ( material ) {
  7692. if ( material === undefined ) material = new THREE.Material();
  7693. material.name = this.name;
  7694. material.side = this.side;
  7695. material.opacity = this.opacity;
  7696. material.transparent = this.transparent;
  7697. material.blending = this.blending;
  7698. material.blendSrc = this.blendSrc;
  7699. material.blendDst = this.blendDst;
  7700. material.blendEquation = this.blendEquation;
  7701. material.depthTest = this.depthTest;
  7702. material.depthWrite = this.depthWrite;
  7703. material.polygonOffset = this.polygonOffset;
  7704. material.polygonOffsetFactor = this.polygonOffsetFactor;
  7705. material.polygonOffsetUnits = this.polygonOffsetUnits;
  7706. material.alphaTest = this.alphaTest;
  7707. material.overdraw = this.overdraw;
  7708. material.visible = this.visible;
  7709. return material;
  7710. },
  7711. dispose: function () {
  7712. this.dispatchEvent( { type: 'dispose' } );
  7713. }
  7714. };
  7715. THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
  7716. THREE.MaterialIdCount = 0;
  7717. // File:src/materials/LineBasicMaterial.js
  7718. /**
  7719. * @author mrdoob / http://mrdoob.com/
  7720. * @author alteredq / http://alteredqualia.com/
  7721. *
  7722. * parameters = {
  7723. * color: <hex>,
  7724. * opacity: <float>,
  7725. *
  7726. * blending: THREE.NormalBlending,
  7727. * depthTest: <bool>,
  7728. * depthWrite: <bool>,
  7729. *
  7730. * linewidth: <float>,
  7731. * linecap: "round",
  7732. * linejoin: "round",
  7733. *
  7734. * vertexColors: <bool>
  7735. *
  7736. * fog: <bool>
  7737. * }
  7738. */
  7739. THREE.LineBasicMaterial = function ( parameters ) {
  7740. THREE.Material.call( this );
  7741. this.type = 'LineBasicMaterial';
  7742. this.color = new THREE.Color( 0xffffff );
  7743. this.linewidth = 1;
  7744. this.linecap = 'round';
  7745. this.linejoin = 'round';
  7746. this.vertexColors = THREE.NoColors;
  7747. this.fog = true;
  7748. this.setValues( parameters );
  7749. };
  7750. THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  7751. THREE.LineBasicMaterial.prototype.clone = function () {
  7752. var material = new THREE.LineBasicMaterial();
  7753. THREE.Material.prototype.clone.call( this, material );
  7754. material.color.copy( this.color );
  7755. material.linewidth = this.linewidth;
  7756. material.linecap = this.linecap;
  7757. material.linejoin = this.linejoin;
  7758. material.vertexColors = this.vertexColors;
  7759. material.fog = this.fog;
  7760. return material;
  7761. };
  7762. // File:src/materials/LineDashedMaterial.js
  7763. /**
  7764. * @author alteredq / http://alteredqualia.com/
  7765. *
  7766. * parameters = {
  7767. * color: <hex>,
  7768. * opacity: <float>,
  7769. *
  7770. * blending: THREE.NormalBlending,
  7771. * depthTest: <bool>,
  7772. * depthWrite: <bool>,
  7773. *
  7774. * linewidth: <float>,
  7775. *
  7776. * scale: <float>,
  7777. * dashSize: <float>,
  7778. * gapSize: <float>,
  7779. *
  7780. * vertexColors: <bool>
  7781. *
  7782. * fog: <bool>
  7783. * }
  7784. */
  7785. THREE.LineDashedMaterial = function ( parameters ) {
  7786. THREE.Material.call( this );
  7787. this.type = 'LineDashedMaterial';
  7788. this.color = new THREE.Color( 0xffffff );
  7789. this.linewidth = 1;
  7790. this.scale = 1;
  7791. this.dashSize = 3;
  7792. this.gapSize = 1;
  7793. this.vertexColors = false;
  7794. this.fog = true;
  7795. this.setValues( parameters );
  7796. };
  7797. THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
  7798. THREE.LineDashedMaterial.prototype.clone = function () {
  7799. var material = new THREE.LineDashedMaterial();
  7800. THREE.Material.prototype.clone.call( this, material );
  7801. material.color.copy( this.color );
  7802. material.linewidth = this.linewidth;
  7803. material.scale = this.scale;
  7804. material.dashSize = this.dashSize;
  7805. material.gapSize = this.gapSize;
  7806. material.vertexColors = this.vertexColors;
  7807. material.fog = this.fog;
  7808. return material;
  7809. };
  7810. // File:src/materials/MeshBasicMaterial.js
  7811. /**
  7812. * @author mrdoob / http://mrdoob.com/
  7813. * @author alteredq / http://alteredqualia.com/
  7814. *
  7815. * parameters = {
  7816. * color: <hex>,
  7817. * opacity: <float>,
  7818. * map: new THREE.Texture( <Image> ),
  7819. *
  7820. * lightMap: new THREE.Texture( <Image> ),
  7821. *
  7822. * specularMap: new THREE.Texture( <Image> ),
  7823. *
  7824. * alphaMap: new THREE.Texture( <Image> ),
  7825. *
  7826. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  7827. * combine: THREE.Multiply,
  7828. * reflectivity: <float>,
  7829. * refractionRatio: <float>,
  7830. *
  7831. * shading: THREE.SmoothShading,
  7832. * blending: THREE.NormalBlending,
  7833. * depthTest: <bool>,
  7834. * depthWrite: <bool>,
  7835. *
  7836. * wireframe: <boolean>,
  7837. * wireframeLinewidth: <float>,
  7838. *
  7839. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  7840. *
  7841. * skinning: <bool>,
  7842. * morphTargets: <bool>,
  7843. *
  7844. * fog: <bool>
  7845. * }
  7846. */
  7847. THREE.MeshBasicMaterial = function ( parameters ) {
  7848. THREE.Material.call( this );
  7849. this.type = 'MeshBasicMaterial';
  7850. this.color = new THREE.Color( 0xffffff ); // emissive
  7851. this.map = null;
  7852. this.lightMap = null;
  7853. this.specularMap = null;
  7854. this.alphaMap = null;
  7855. this.envMap = null;
  7856. this.combine = THREE.MultiplyOperation;
  7857. this.reflectivity = 1;
  7858. this.refractionRatio = 0.98;
  7859. this.fog = true;
  7860. this.shading = THREE.SmoothShading;
  7861. this.wireframe = false;
  7862. this.wireframeLinewidth = 1;
  7863. this.wireframeLinecap = 'round';
  7864. this.wireframeLinejoin = 'round';
  7865. this.vertexColors = THREE.NoColors;
  7866. this.skinning = false;
  7867. this.morphTargets = false;
  7868. this.setValues( parameters );
  7869. };
  7870. THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  7871. THREE.MeshBasicMaterial.prototype.clone = function () {
  7872. var material = new THREE.MeshBasicMaterial();
  7873. THREE.Material.prototype.clone.call( this, material );
  7874. material.color.copy( this.color );
  7875. material.map = this.map;
  7876. material.lightMap = this.lightMap;
  7877. material.specularMap = this.specularMap;
  7878. material.alphaMap = this.alphaMap;
  7879. material.envMap = this.envMap;
  7880. material.combine = this.combine;
  7881. material.reflectivity = this.reflectivity;
  7882. material.refractionRatio = this.refractionRatio;
  7883. material.fog = this.fog;
  7884. material.shading = this.shading;
  7885. material.wireframe = this.wireframe;
  7886. material.wireframeLinewidth = this.wireframeLinewidth;
  7887. material.wireframeLinecap = this.wireframeLinecap;
  7888. material.wireframeLinejoin = this.wireframeLinejoin;
  7889. material.vertexColors = this.vertexColors;
  7890. material.skinning = this.skinning;
  7891. material.morphTargets = this.morphTargets;
  7892. return material;
  7893. };
  7894. // File:src/materials/MeshLambertMaterial.js
  7895. /**
  7896. * @author mrdoob / http://mrdoob.com/
  7897. * @author alteredq / http://alteredqualia.com/
  7898. *
  7899. * parameters = {
  7900. * color: <hex>,
  7901. * ambient: <hex>,
  7902. * emissive: <hex>,
  7903. * opacity: <float>,
  7904. *
  7905. * map: new THREE.Texture( <Image> ),
  7906. *
  7907. * lightMap: new THREE.Texture( <Image> ),
  7908. *
  7909. * specularMap: new THREE.Texture( <Image> ),
  7910. *
  7911. * alphaMap: new THREE.Texture( <Image> ),
  7912. *
  7913. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  7914. * combine: THREE.Multiply,
  7915. * reflectivity: <float>,
  7916. * refractionRatio: <float>,
  7917. *
  7918. * shading: THREE.SmoothShading,
  7919. * blending: THREE.NormalBlending,
  7920. * depthTest: <bool>,
  7921. * depthWrite: <bool>,
  7922. *
  7923. * wireframe: <boolean>,
  7924. * wireframeLinewidth: <float>,
  7925. *
  7926. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  7927. *
  7928. * skinning: <bool>,
  7929. * morphTargets: <bool>,
  7930. * morphNormals: <bool>,
  7931. *
  7932. * fog: <bool>
  7933. * }
  7934. */
  7935. THREE.MeshLambertMaterial = function ( parameters ) {
  7936. THREE.Material.call( this );
  7937. this.type = 'MeshLambertMaterial';
  7938. this.color = new THREE.Color( 0xffffff ); // diffuse
  7939. this.ambient = new THREE.Color( 0xffffff );
  7940. this.emissive = new THREE.Color( 0x000000 );
  7941. this.wrapAround = false;
  7942. this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
  7943. this.map = null;
  7944. this.lightMap = null;
  7945. this.specularMap = null;
  7946. this.alphaMap = null;
  7947. this.envMap = null;
  7948. this.combine = THREE.MultiplyOperation;
  7949. this.reflectivity = 1;
  7950. this.refractionRatio = 0.98;
  7951. this.fog = true;
  7952. this.shading = THREE.SmoothShading;
  7953. this.wireframe = false;
  7954. this.wireframeLinewidth = 1;
  7955. this.wireframeLinecap = 'round';
  7956. this.wireframeLinejoin = 'round';
  7957. this.vertexColors = THREE.NoColors;
  7958. this.skinning = false;
  7959. this.morphTargets = false;
  7960. this.morphNormals = false;
  7961. this.setValues( parameters );
  7962. };
  7963. THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
  7964. THREE.MeshLambertMaterial.prototype.clone = function () {
  7965. var material = new THREE.MeshLambertMaterial();
  7966. THREE.Material.prototype.clone.call( this, material );
  7967. material.color.copy( this.color );
  7968. material.ambient.copy( this.ambient );
  7969. material.emissive.copy( this.emissive );
  7970. material.wrapAround = this.wrapAround;
  7971. material.wrapRGB.copy( this.wrapRGB );
  7972. material.map = this.map;
  7973. material.lightMap = this.lightMap;
  7974. material.specularMap = this.specularMap;
  7975. material.alphaMap = this.alphaMap;
  7976. material.envMap = this.envMap;
  7977. material.combine = this.combine;
  7978. material.reflectivity = this.reflectivity;
  7979. material.refractionRatio = this.refractionRatio;
  7980. material.fog = this.fog;
  7981. material.shading = this.shading;
  7982. material.wireframe = this.wireframe;
  7983. material.wireframeLinewidth = this.wireframeLinewidth;
  7984. material.wireframeLinecap = this.wireframeLinecap;
  7985. material.wireframeLinejoin = this.wireframeLinejoin;
  7986. material.vertexColors = this.vertexColors;
  7987. material.skinning = this.skinning;
  7988. material.morphTargets = this.morphTargets;
  7989. material.morphNormals = this.morphNormals;
  7990. return material;
  7991. };
  7992. // File:src/materials/MeshPhongMaterial.js
  7993. /**
  7994. * @author mrdoob / http://mrdoob.com/
  7995. * @author alteredq / http://alteredqualia.com/
  7996. *
  7997. * parameters = {
  7998. * color: <hex>,
  7999. * ambient: <hex>,
  8000. * emissive: <hex>,
  8001. * specular: <hex>,
  8002. * shininess: <float>,
  8003. * opacity: <float>,
  8004. *
  8005. * map: new THREE.Texture( <Image> ),
  8006. *
  8007. * lightMap: new THREE.Texture( <Image> ),
  8008. *
  8009. * bumpMap: new THREE.Texture( <Image> ),
  8010. * bumpScale: <float>,
  8011. *
  8012. * normalMap: new THREE.Texture( <Image> ),
  8013. * normalScale: <Vector2>,
  8014. *
  8015. * specularMap: new THREE.Texture( <Image> ),
  8016. *
  8017. * alphaMap: new THREE.Texture( <Image> ),
  8018. *
  8019. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  8020. * combine: THREE.Multiply,
  8021. * reflectivity: <float>,
  8022. * refractionRatio: <float>,
  8023. *
  8024. * shading: THREE.SmoothShading,
  8025. * blending: THREE.NormalBlending,
  8026. * depthTest: <bool>,
  8027. * depthWrite: <bool>,
  8028. *
  8029. * wireframe: <boolean>,
  8030. * wireframeLinewidth: <float>,
  8031. *
  8032. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  8033. *
  8034. * skinning: <bool>,
  8035. * morphTargets: <bool>,
  8036. * morphNormals: <bool>,
  8037. *
  8038. * fog: <bool>
  8039. * }
  8040. */
  8041. THREE.MeshPhongMaterial = function ( parameters ) {
  8042. THREE.Material.call( this );
  8043. this.type = 'MeshPhongMaterial';
  8044. this.color = new THREE.Color( 0xffffff ); // diffuse
  8045. this.ambient = new THREE.Color( 0xffffff );
  8046. this.emissive = new THREE.Color( 0x000000 );
  8047. this.specular = new THREE.Color( 0x111111 );
  8048. this.shininess = 30;
  8049. this.metal = false;
  8050. this.wrapAround = false;
  8051. this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
  8052. this.map = null;
  8053. this.lightMap = null;
  8054. this.bumpMap = null;
  8055. this.bumpScale = 1;
  8056. this.normalMap = null;
  8057. this.normalScale = new THREE.Vector2( 1, 1 );
  8058. this.specularMap = null;
  8059. this.alphaMap = null;
  8060. this.envMap = null;
  8061. this.combine = THREE.MultiplyOperation;
  8062. this.reflectivity = 1;
  8063. this.refractionRatio = 0.98;
  8064. this.fog = true;
  8065. this.shading = THREE.SmoothShading;
  8066. this.wireframe = false;
  8067. this.wireframeLinewidth = 1;
  8068. this.wireframeLinecap = 'round';
  8069. this.wireframeLinejoin = 'round';
  8070. this.vertexColors = THREE.NoColors;
  8071. this.skinning = false;
  8072. this.morphTargets = false;
  8073. this.morphNormals = false;
  8074. this.setValues( parameters );
  8075. };
  8076. THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
  8077. THREE.MeshPhongMaterial.prototype.clone = function () {
  8078. var material = new THREE.MeshPhongMaterial();
  8079. THREE.Material.prototype.clone.call( this, material );
  8080. material.color.copy( this.color );
  8081. material.ambient.copy( this.ambient );
  8082. material.emissive.copy( this.emissive );
  8083. material.specular.copy( this.specular );
  8084. material.shininess = this.shininess;
  8085. material.metal = this.metal;
  8086. material.wrapAround = this.wrapAround;
  8087. material.wrapRGB.copy( this.wrapRGB );
  8088. material.map = this.map;
  8089. material.lightMap = this.lightMap;
  8090. material.bumpMap = this.bumpMap;
  8091. material.bumpScale = this.bumpScale;
  8092. material.normalMap = this.normalMap;
  8093. material.normalScale.copy( this.normalScale );
  8094. material.specularMap = this.specularMap;
  8095. material.alphaMap = this.alphaMap;
  8096. material.envMap = this.envMap;
  8097. material.combine = this.combine;
  8098. material.reflectivity = this.reflectivity;
  8099. material.refractionRatio = this.refractionRatio;
  8100. material.fog = this.fog;
  8101. material.shading = this.shading;
  8102. material.wireframe = this.wireframe;
  8103. material.wireframeLinewidth = this.wireframeLinewidth;
  8104. material.wireframeLinecap = this.wireframeLinecap;
  8105. material.wireframeLinejoin = this.wireframeLinejoin;
  8106. material.vertexColors = this.vertexColors;
  8107. material.skinning = this.skinning;
  8108. material.morphTargets = this.morphTargets;
  8109. material.morphNormals = this.morphNormals;
  8110. return material;
  8111. };
  8112. // File:src/materials/MeshDepthMaterial.js
  8113. /**
  8114. * @author mrdoob / http://mrdoob.com/
  8115. * @author alteredq / http://alteredqualia.com/
  8116. *
  8117. * parameters = {
  8118. * opacity: <float>,
  8119. *
  8120. * blending: THREE.NormalBlending,
  8121. * depthTest: <bool>,
  8122. * depthWrite: <bool>,
  8123. *
  8124. * wireframe: <boolean>,
  8125. * wireframeLinewidth: <float>
  8126. * }
  8127. */
  8128. THREE.MeshDepthMaterial = function ( parameters ) {
  8129. THREE.Material.call( this );
  8130. this.type = 'MeshDepthMaterial';
  8131. this.morphTargets = false;
  8132. this.wireframe = false;
  8133. this.wireframeLinewidth = 1;
  8134. this.setValues( parameters );
  8135. };
  8136. THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
  8137. THREE.MeshDepthMaterial.prototype.clone = function () {
  8138. var material = new THREE.MeshDepthMaterial();
  8139. THREE.Material.prototype.clone.call( this, material );
  8140. material.wireframe = this.wireframe;
  8141. material.wireframeLinewidth = this.wireframeLinewidth;
  8142. return material;
  8143. };
  8144. // File:src/materials/MeshNormalMaterial.js
  8145. /**
  8146. * @author mrdoob / http://mrdoob.com/
  8147. *
  8148. * parameters = {
  8149. * opacity: <float>,
  8150. *
  8151. * shading: THREE.FlatShading,
  8152. * blending: THREE.NormalBlending,
  8153. * depthTest: <bool>,
  8154. * depthWrite: <bool>,
  8155. *
  8156. * wireframe: <boolean>,
  8157. * wireframeLinewidth: <float>
  8158. * }
  8159. */
  8160. THREE.MeshNormalMaterial = function ( parameters ) {
  8161. THREE.Material.call( this, parameters );
  8162. this.type = 'MeshNormalMaterial';
  8163. this.shading = THREE.FlatShading;
  8164. this.wireframe = false;
  8165. this.wireframeLinewidth = 1;
  8166. this.morphTargets = false;
  8167. this.setValues( parameters );
  8168. };
  8169. THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
  8170. THREE.MeshNormalMaterial.prototype.clone = function () {
  8171. var material = new THREE.MeshNormalMaterial();
  8172. THREE.Material.prototype.clone.call( this, material );
  8173. material.shading = this.shading;
  8174. material.wireframe = this.wireframe;
  8175. material.wireframeLinewidth = this.wireframeLinewidth;
  8176. return material;
  8177. };
  8178. // File:src/materials/MeshFaceMaterial.js
  8179. /**
  8180. * @author mrdoob / http://mrdoob.com/
  8181. */
  8182. THREE.MeshFaceMaterial = function ( materials ) {
  8183. this.uuid = THREE.Math.generateUUID();
  8184. this.type = 'MeshFaceMaterial';
  8185. this.materials = materials instanceof Array ? materials : [];
  8186. };
  8187. THREE.MeshFaceMaterial.prototype = {
  8188. constructor: THREE.MeshFaceMaterial,
  8189. toJSON: function () {
  8190. var output = {
  8191. metadata: {
  8192. version: 4.2,
  8193. type: 'material',
  8194. generator: 'MaterialExporter'
  8195. },
  8196. uuid: this.uuid,
  8197. type: this.type,
  8198. materials: []
  8199. };
  8200. for ( var i = 0, l = this.materials.length; i < l; i ++ ) {
  8201. output.materials.push( this.materials[ i ].toJSON() );
  8202. }
  8203. return output;
  8204. },
  8205. clone: function () {
  8206. var material = new THREE.MeshFaceMaterial();
  8207. for ( var i = 0; i < this.materials.length; i ++ ) {
  8208. material.materials.push( this.materials[ i ].clone() );
  8209. }
  8210. return material;
  8211. }
  8212. };
  8213. // File:src/materials/PointCloudMaterial.js
  8214. /**
  8215. * @author mrdoob / http://mrdoob.com/
  8216. * @author alteredq / http://alteredqualia.com/
  8217. *
  8218. * parameters = {
  8219. * color: <hex>,
  8220. * opacity: <float>,
  8221. * map: new THREE.Texture( <Image> ),
  8222. *
  8223. * size: <float>,
  8224. *
  8225. * blending: THREE.NormalBlending,
  8226. * depthTest: <bool>,
  8227. * depthWrite: <bool>,
  8228. *
  8229. * vertexColors: <bool>,
  8230. *
  8231. * fog: <bool>
  8232. * }
  8233. */
  8234. THREE.PointCloudMaterial = function ( parameters ) {
  8235. THREE.Material.call( this );
  8236. this.type = 'PointCloudMaterial';
  8237. this.color = new THREE.Color( 0xffffff );
  8238. this.map = null;
  8239. this.size = 1;
  8240. this.sizeAttenuation = true;
  8241. this.vertexColors = THREE.NoColors;
  8242. this.fog = true;
  8243. this.setValues( parameters );
  8244. };
  8245. THREE.PointCloudMaterial.prototype = Object.create( THREE.Material.prototype );
  8246. THREE.PointCloudMaterial.prototype.clone = function () {
  8247. var material = new THREE.PointCloudMaterial();
  8248. THREE.Material.prototype.clone.call( this, material );
  8249. material.color.copy( this.color );
  8250. material.map = this.map;
  8251. material.size = this.size;
  8252. material.sizeAttenuation = this.sizeAttenuation;
  8253. material.vertexColors = this.vertexColors;
  8254. material.fog = this.fog;
  8255. return material;
  8256. };
  8257. // backwards compatibility
  8258. THREE.ParticleBasicMaterial = function ( parameters ) {
  8259. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.' );
  8260. return new THREE.PointCloudMaterial( parameters );
  8261. };
  8262. THREE.ParticleSystemMaterial = function ( parameters ) {
  8263. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.' );
  8264. return new THREE.PointCloudMaterial( parameters );
  8265. };
  8266. // File:src/materials/ShaderMaterial.js
  8267. /**
  8268. * @author alteredq / http://alteredqualia.com/
  8269. *
  8270. * parameters = {
  8271. * defines: { "label" : "value" },
  8272. * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
  8273. *
  8274. * fragmentShader: <string>,
  8275. * vertexShader: <string>,
  8276. *
  8277. * shading: THREE.SmoothShading,
  8278. * blending: THREE.NormalBlending,
  8279. * depthTest: <bool>,
  8280. * depthWrite: <bool>,
  8281. *
  8282. * wireframe: <boolean>,
  8283. * wireframeLinewidth: <float>,
  8284. *
  8285. * lights: <bool>,
  8286. *
  8287. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  8288. *
  8289. * skinning: <bool>,
  8290. * morphTargets: <bool>,
  8291. * morphNormals: <bool>,
  8292. *
  8293. * fog: <bool>
  8294. * }
  8295. */
  8296. THREE.ShaderMaterial = function ( parameters ) {
  8297. THREE.Material.call( this );
  8298. this.type = 'ShaderMaterial';
  8299. this.defines = {};
  8300. this.uniforms = {};
  8301. this.attributes = null;
  8302. this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
  8303. this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
  8304. this.shading = THREE.SmoothShading;
  8305. this.linewidth = 1;
  8306. this.wireframe = false;
  8307. this.wireframeLinewidth = 1;
  8308. this.fog = false; // set to use scene fog
  8309. this.lights = false; // set to use scene lights
  8310. this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
  8311. this.skinning = false; // set to use skinning attribute streams
  8312. this.morphTargets = false; // set to use morph targets
  8313. this.morphNormals = false; // set to use morph normals
  8314. // When rendered geometry doesn't include these attributes but the material does,
  8315. // use these default values in WebGL. This avoids errors when buffer data is missing.
  8316. this.defaultAttributeValues = {
  8317. 'color': [ 1, 1, 1 ],
  8318. 'uv': [ 0, 0 ],
  8319. 'uv2': [ 0, 0 ]
  8320. };
  8321. this.index0AttributeName = undefined;
  8322. this.setValues( parameters );
  8323. };
  8324. THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
  8325. THREE.ShaderMaterial.prototype.clone = function () {
  8326. var material = new THREE.ShaderMaterial();
  8327. THREE.Material.prototype.clone.call( this, material );
  8328. material.fragmentShader = this.fragmentShader;
  8329. material.vertexShader = this.vertexShader;
  8330. material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
  8331. material.attributes = this.attributes;
  8332. material.defines = this.defines;
  8333. material.shading = this.shading;
  8334. material.wireframe = this.wireframe;
  8335. material.wireframeLinewidth = this.wireframeLinewidth;
  8336. material.fog = this.fog;
  8337. material.lights = this.lights;
  8338. material.vertexColors = this.vertexColors;
  8339. material.skinning = this.skinning;
  8340. material.morphTargets = this.morphTargets;
  8341. material.morphNormals = this.morphNormals;
  8342. return material;
  8343. };
  8344. // File:src/materials/RawShaderMaterial.js
  8345. /**
  8346. * @author mrdoob / http://mrdoob.com/
  8347. */
  8348. THREE.RawShaderMaterial = function ( parameters ) {
  8349. THREE.ShaderMaterial.call( this, parameters );
  8350. this.type = 'RawShaderMaterial';
  8351. };
  8352. THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
  8353. THREE.RawShaderMaterial.prototype.clone = function () {
  8354. var material = new THREE.RawShaderMaterial();
  8355. THREE.ShaderMaterial.prototype.clone.call( this, material );
  8356. return material;
  8357. };
  8358. // File:src/materials/SpriteMaterial.js
  8359. /**
  8360. * @author alteredq / http://alteredqualia.com/
  8361. *
  8362. * parameters = {
  8363. * color: <hex>,
  8364. * opacity: <float>,
  8365. * map: new THREE.Texture( <Image> ),
  8366. *
  8367. * blending: THREE.NormalBlending,
  8368. * depthTest: <bool>,
  8369. * depthWrite: <bool>,
  8370. *
  8371. * uvOffset: new THREE.Vector2(),
  8372. * uvScale: new THREE.Vector2(),
  8373. *
  8374. * fog: <bool>
  8375. * }
  8376. */
  8377. THREE.SpriteMaterial = function ( parameters ) {
  8378. THREE.Material.call( this );
  8379. this.type = 'SpriteMaterial';
  8380. this.color = new THREE.Color( 0xffffff );
  8381. this.map = null;
  8382. this.rotation = 0;
  8383. this.fog = false;
  8384. // set parameters
  8385. this.setValues( parameters );
  8386. };
  8387. THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
  8388. THREE.SpriteMaterial.prototype.clone = function () {
  8389. var material = new THREE.SpriteMaterial();
  8390. THREE.Material.prototype.clone.call( this, material );
  8391. material.color.copy( this.color );
  8392. material.map = this.map;
  8393. material.rotation = this.rotation;
  8394. material.fog = this.fog;
  8395. return material;
  8396. };
  8397. // File:src/textures/Texture.js
  8398. /**
  8399. * @author mrdoob / http://mrdoob.com/
  8400. * @author alteredq / http://alteredqualia.com/
  8401. * @author szimek / https://github.com/szimek/
  8402. */
  8403. THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  8404. Object.defineProperty( this, 'id', { value: THREE.TextureIdCount ++ } );
  8405. this.uuid = THREE.Math.generateUUID();
  8406. this.name = '';
  8407. this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE;
  8408. this.mipmaps = [];
  8409. this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING;
  8410. this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
  8411. this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
  8412. this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
  8413. this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
  8414. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  8415. this.format = format !== undefined ? format : THREE.RGBAFormat;
  8416. this.type = type !== undefined ? type : THREE.UnsignedByteType;
  8417. this.offset = new THREE.Vector2( 0, 0 );
  8418. this.repeat = new THREE.Vector2( 1, 1 );
  8419. this.generateMipmaps = true;
  8420. this.premultiplyAlpha = false;
  8421. this.flipY = true;
  8422. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  8423. this._needsUpdate = false;
  8424. this.onUpdate = null;
  8425. };
  8426. THREE.Texture.DEFAULT_IMAGE = undefined;
  8427. THREE.Texture.DEFAULT_MAPPING = new THREE.UVMapping();
  8428. THREE.Texture.prototype = {
  8429. constructor: THREE.Texture,
  8430. get needsUpdate () {
  8431. return this._needsUpdate;
  8432. },
  8433. set needsUpdate ( value ) {
  8434. if ( value === true ) this.update();
  8435. this._needsUpdate = value;
  8436. },
  8437. clone: function ( texture ) {
  8438. if ( texture === undefined ) texture = new THREE.Texture();
  8439. texture.image = this.image;
  8440. texture.mipmaps = this.mipmaps.slice( 0 );
  8441. texture.mapping = this.mapping;
  8442. texture.wrapS = this.wrapS;
  8443. texture.wrapT = this.wrapT;
  8444. texture.magFilter = this.magFilter;
  8445. texture.minFilter = this.minFilter;
  8446. texture.anisotropy = this.anisotropy;
  8447. texture.format = this.format;
  8448. texture.type = this.type;
  8449. texture.offset.copy( this.offset );
  8450. texture.repeat.copy( this.repeat );
  8451. texture.generateMipmaps = this.generateMipmaps;
  8452. texture.premultiplyAlpha = this.premultiplyAlpha;
  8453. texture.flipY = this.flipY;
  8454. texture.unpackAlignment = this.unpackAlignment;
  8455. return texture;
  8456. },
  8457. update: function () {
  8458. this.dispatchEvent( { type: 'update' } );
  8459. },
  8460. dispose: function () {
  8461. this.dispatchEvent( { type: 'dispose' } );
  8462. }
  8463. };
  8464. THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
  8465. THREE.TextureIdCount = 0;
  8466. // File:src/textures/CubeTexture.js
  8467. /**
  8468. * @author mrdoob / http://mrdoob.com/
  8469. */
  8470. THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  8471. THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8472. this.images = images;
  8473. };
  8474. THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype );
  8475. THREE.CubeTexture.clone = function ( texture ) {
  8476. if ( texture === undefined ) texture = new THREE.CubeTexture();
  8477. THREE.Texture.prototype.clone.call( this, texture );
  8478. texture.images = this.images;
  8479. return texture;
  8480. };
  8481. // File:src/textures/CompressedTexture.js
  8482. /**
  8483. * @author alteredq / http://alteredqualia.com/
  8484. */
  8485. THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
  8486. THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8487. this.image = { width: width, height: height };
  8488. this.mipmaps = mipmaps;
  8489. // no flipping for cube textures
  8490. // (also flipping doesn't work for compressed textures )
  8491. this.flipY = false;
  8492. // can't generate mipmaps for compressed textures
  8493. // mips must be embedded in DDS files
  8494. this.generateMipmaps = false;
  8495. };
  8496. THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
  8497. THREE.CompressedTexture.prototype.clone = function () {
  8498. var texture = new THREE.CompressedTexture();
  8499. THREE.Texture.prototype.clone.call( this, texture );
  8500. return texture;
  8501. };
  8502. // File:src/textures/DataTexture.js
  8503. /**
  8504. * @author alteredq / http://alteredqualia.com/
  8505. */
  8506. THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
  8507. THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8508. this.image = { data: data, width: width, height: height };
  8509. };
  8510. THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
  8511. THREE.DataTexture.prototype.clone = function () {
  8512. var texture = new THREE.DataTexture();
  8513. THREE.Texture.prototype.clone.call( this, texture );
  8514. return texture;
  8515. };
  8516. // File:src/textures/VideoTexture.js
  8517. /**
  8518. * @author mrdoob / http://mrdoob.com/
  8519. */
  8520. THREE.VideoTexture = function ( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  8521. THREE.Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8522. this.generateMipmaps = false;
  8523. var scope = this;
  8524. var update = function () {
  8525. requestAnimationFrame( update );
  8526. if ( video.readyState === video.HAVE_ENOUGH_DATA ) {
  8527. scope.needsUpdate = true;
  8528. }
  8529. };
  8530. update();
  8531. };
  8532. THREE.VideoTexture.prototype = Object.create( THREE.Texture.prototype );
  8533. // File:src/objects/Group.js
  8534. /**
  8535. * @author mrdoob / http://mrdoob.com/
  8536. */
  8537. THREE.Group = function () {
  8538. THREE.Object3D.call( this );
  8539. this.type = 'Group';
  8540. };
  8541. THREE.Group.prototype = Object.create( THREE.Object3D.prototype );
  8542. // File:src/objects/PointCloud.js
  8543. /**
  8544. * @author alteredq / http://alteredqualia.com/
  8545. */
  8546. THREE.PointCloud = function ( geometry, material ) {
  8547. THREE.Object3D.call( this );
  8548. this.type = 'PointCloud';
  8549. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8550. this.material = material !== undefined ? material : new THREE.PointCloudMaterial( { color: Math.random() * 0xffffff } );
  8551. this.sortParticles = false;
  8552. };
  8553. THREE.PointCloud.prototype = Object.create( THREE.Object3D.prototype );
  8554. THREE.PointCloud.prototype.raycast = ( function () {
  8555. var inverseMatrix = new THREE.Matrix4();
  8556. var ray = new THREE.Ray();
  8557. return function ( raycaster, intersects ) {
  8558. var object = this;
  8559. var geometry = object.geometry;
  8560. var threshold = raycaster.params.PointCloud.threshold;
  8561. inverseMatrix.getInverse( this.matrixWorld );
  8562. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8563. if ( geometry.boundingBox !== null ) {
  8564. if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
  8565. return;
  8566. }
  8567. }
  8568. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  8569. var position = new THREE.Vector3();
  8570. var testPoint = function ( point, index ) {
  8571. var rayPointDistance = ray.distanceToPoint( point );
  8572. if ( rayPointDistance < localThreshold ) {
  8573. var intersectPoint = ray.closestPointToPoint( point );
  8574. intersectPoint.applyMatrix4( object.matrixWorld );
  8575. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  8576. intersects.push( {
  8577. distance: distance,
  8578. distanceToRay: rayPointDistance,
  8579. point: intersectPoint.clone(),
  8580. index: index,
  8581. face: null,
  8582. object: object
  8583. } );
  8584. }
  8585. };
  8586. if ( geometry instanceof THREE.BufferGeometry ) {
  8587. var attributes = geometry.attributes;
  8588. var positions = attributes.position.array;
  8589. if ( attributes.index !== undefined ) {
  8590. var indices = attributes.index.array;
  8591. var offsets = geometry.offsets;
  8592. if ( offsets.length === 0 ) {
  8593. var offset = {
  8594. start: 0,
  8595. count: indices.length,
  8596. index: 0
  8597. };
  8598. offsets = [ offset ];
  8599. }
  8600. for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
  8601. var start = offsets[ oi ].start;
  8602. var count = offsets[ oi ].count;
  8603. var index = offsets[ oi ].index;
  8604. for ( var i = start, il = start + count; i < il; i ++ ) {
  8605. var a = index + indices[ i ];
  8606. position.set(
  8607. positions[ a * 3 ],
  8608. positions[ a * 3 + 1 ],
  8609. positions[ a * 3 + 2 ]
  8610. );
  8611. testPoint( position, a );
  8612. }
  8613. }
  8614. } else {
  8615. var pointCount = positions.length / 3;
  8616. for ( var i = 0; i < pointCount; i ++ ) {
  8617. position.set(
  8618. positions[ 3 * i ],
  8619. positions[ 3 * i + 1 ],
  8620. positions[ 3 * i + 2 ]
  8621. );
  8622. testPoint( position, i );
  8623. }
  8624. }
  8625. } else {
  8626. var vertices = this.geometry.vertices;
  8627. for ( var i = 0; i < vertices.length; i ++ ) {
  8628. testPoint( vertices[ i ], i );
  8629. }
  8630. }
  8631. };
  8632. }() );
  8633. THREE.PointCloud.prototype.clone = function ( object ) {
  8634. if ( object === undefined ) object = new THREE.PointCloud( this.geometry, this.material );
  8635. object.sortParticles = this.sortParticles;
  8636. THREE.Object3D.prototype.clone.call( this, object );
  8637. return object;
  8638. };
  8639. // Backwards compatibility
  8640. THREE.ParticleSystem = function ( geometry, material ) {
  8641. console.warn( 'THREE.ParticleSystem has been renamed to THREE.PointCloud.' );
  8642. return new THREE.PointCloud( geometry, material );
  8643. };
  8644. // File:src/objects/Line.js
  8645. /**
  8646. * @author mrdoob / http://mrdoob.com/
  8647. */
  8648. THREE.Line = function ( geometry, material, type ) {
  8649. THREE.Object3D.call( this );
  8650. this.type = 'Line';
  8651. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8652. this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
  8653. this.type = ( type !== undefined ) ? type : THREE.LineStrip;
  8654. };
  8655. THREE.LineStrip = 0;
  8656. THREE.LinePieces = 1;
  8657. THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
  8658. THREE.Line.prototype.raycast = ( function () {
  8659. var inverseMatrix = new THREE.Matrix4();
  8660. var ray = new THREE.Ray();
  8661. var sphere = new THREE.Sphere();
  8662. return function ( raycaster, intersects ) {
  8663. var precision = raycaster.linePrecision;
  8664. var precisionSq = precision * precision;
  8665. var geometry = this.geometry;
  8666. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8667. // Checking boundingSphere distance to ray
  8668. sphere.copy( geometry.boundingSphere );
  8669. sphere.applyMatrix4( this.matrixWorld );
  8670. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  8671. return;
  8672. }
  8673. inverseMatrix.getInverse( this.matrixWorld );
  8674. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8675. /* if ( geometry instanceof THREE.BufferGeometry ) {
  8676. } else */ if ( geometry instanceof THREE.Geometry ) {
  8677. var vertices = geometry.vertices;
  8678. var nbVertices = vertices.length;
  8679. var interSegment = new THREE.Vector3();
  8680. var interRay = new THREE.Vector3();
  8681. var step = this.type === THREE.LineStrip ? 1 : 2;
  8682. for ( var i = 0; i < nbVertices - 1; i = i + step ) {
  8683. var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  8684. if ( distSq > precisionSq ) continue;
  8685. var distance = ray.origin.distanceTo( interRay );
  8686. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  8687. intersects.push( {
  8688. distance: distance,
  8689. // What do we want? intersection point on the ray or on the segment??
  8690. // point: raycaster.ray.at( distance ),
  8691. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  8692. face: null,
  8693. faceIndex: null,
  8694. object: this
  8695. } );
  8696. }
  8697. }
  8698. };
  8699. }() );
  8700. THREE.Line.prototype.clone = function ( object ) {
  8701. if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );
  8702. THREE.Object3D.prototype.clone.call( this, object );
  8703. return object;
  8704. };
  8705. // File:src/objects/Mesh.js
  8706. /**
  8707. * @author mrdoob / http://mrdoob.com/
  8708. * @author alteredq / http://alteredqualia.com/
  8709. * @author mikael emtinger / http://gomo.se/
  8710. * @author jonobr1 / http://jonobr1.com/
  8711. */
  8712. THREE.Mesh = function ( geometry, material ) {
  8713. THREE.Object3D.call( this );
  8714. this.type = 'Mesh';
  8715. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8716. this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  8717. this.updateMorphTargets();
  8718. };
  8719. THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
  8720. THREE.Mesh.prototype.updateMorphTargets = function () {
  8721. if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {
  8722. this.morphTargetBase = - 1;
  8723. this.morphTargetForcedOrder = [];
  8724. this.morphTargetInfluences = [];
  8725. this.morphTargetDictionary = {};
  8726. for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
  8727. this.morphTargetInfluences.push( 0 );
  8728. this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
  8729. }
  8730. }
  8731. };
  8732. THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
  8733. if ( this.morphTargetDictionary[ name ] !== undefined ) {
  8734. return this.morphTargetDictionary[ name ];
  8735. }
  8736. console.log( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' );
  8737. return 0;
  8738. };
  8739. THREE.Mesh.prototype.raycast = ( function () {
  8740. var inverseMatrix = new THREE.Matrix4();
  8741. var ray = new THREE.Ray();
  8742. var sphere = new THREE.Sphere();
  8743. var vA = new THREE.Vector3();
  8744. var vB = new THREE.Vector3();
  8745. var vC = new THREE.Vector3();
  8746. return function ( raycaster, intersects ) {
  8747. var geometry = this.geometry;
  8748. // Checking boundingSphere distance to ray
  8749. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8750. sphere.copy( geometry.boundingSphere );
  8751. sphere.applyMatrix4( this.matrixWorld );
  8752. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  8753. return;
  8754. }
  8755. // Check boundingBox before continuing
  8756. inverseMatrix.getInverse( this.matrixWorld );
  8757. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8758. if ( geometry.boundingBox !== null ) {
  8759. if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
  8760. return;
  8761. }
  8762. }
  8763. if ( geometry instanceof THREE.BufferGeometry ) {
  8764. var material = this.material;
  8765. if ( material === undefined ) return;
  8766. var attributes = geometry.attributes;
  8767. var a, b, c;
  8768. var precision = raycaster.precision;
  8769. if ( attributes.index !== undefined ) {
  8770. var indices = attributes.index.array;
  8771. var positions = attributes.position.array;
  8772. var offsets = geometry.offsets;
  8773. if ( offsets.length === 0 ) {
  8774. offsets = [ { start: 0, count: indices.length, index: 0 } ];
  8775. }
  8776. for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
  8777. var start = offsets[ oi ].start;
  8778. var count = offsets[ oi ].count;
  8779. var index = offsets[ oi ].index;
  8780. for ( var i = start, il = start + count; i < il; i += 3 ) {
  8781. a = index + indices[ i ];
  8782. b = index + indices[ i + 1 ];
  8783. c = index + indices[ i + 2 ];
  8784. vA.set(
  8785. positions[ a * 3 ],
  8786. positions[ a * 3 + 1 ],
  8787. positions[ a * 3 + 2 ]
  8788. );
  8789. vB.set(
  8790. positions[ b * 3 ],
  8791. positions[ b * 3 + 1 ],
  8792. positions[ b * 3 + 2 ]
  8793. );
  8794. vC.set(
  8795. positions[ c * 3 ],
  8796. positions[ c * 3 + 1 ],
  8797. positions[ c * 3 + 2 ]
  8798. );
  8799. if ( material.side === THREE.BackSide ) {
  8800. var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
  8801. } else {
  8802. var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
  8803. }
  8804. if ( intersectionPoint === null ) continue;
  8805. intersectionPoint.applyMatrix4( this.matrixWorld );
  8806. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  8807. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  8808. intersects.push( {
  8809. distance: distance,
  8810. point: intersectionPoint,
  8811. face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
  8812. faceIndex: null,
  8813. object: this
  8814. } );
  8815. }
  8816. }
  8817. } else {
  8818. var positions = attributes.position.array;
  8819. for ( var i = 0, j = 0, il = positions.length; i < il; i += 3, j += 9 ) {
  8820. a = i;
  8821. b = i + 1;
  8822. c = i + 2;
  8823. vA.set(
  8824. positions[ j ],
  8825. positions[ j + 1 ],
  8826. positions[ j + 2 ]
  8827. );
  8828. vB.set(
  8829. positions[ j + 3 ],
  8830. positions[ j + 4 ],
  8831. positions[ j + 5 ]
  8832. );
  8833. vC.set(
  8834. positions[ j + 6 ],
  8835. positions[ j + 7 ],
  8836. positions[ j + 8 ]
  8837. );
  8838. if ( material.side === THREE.BackSide ) {
  8839. var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
  8840. } else {
  8841. var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
  8842. }
  8843. if ( intersectionPoint === null ) continue;
  8844. intersectionPoint.applyMatrix4( this.matrixWorld );
  8845. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  8846. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  8847. intersects.push( {
  8848. distance: distance,
  8849. point: intersectionPoint,
  8850. face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
  8851. faceIndex: null,
  8852. object: this
  8853. } );
  8854. }
  8855. }
  8856. } else if ( geometry instanceof THREE.Geometry ) {
  8857. var isFaceMaterial = this.material instanceof THREE.MeshFaceMaterial;
  8858. var objectMaterials = isFaceMaterial === true ? this.material.materials : null;
  8859. var a, b, c, d;
  8860. var precision = raycaster.precision;
  8861. var vertices = geometry.vertices;
  8862. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  8863. var face = geometry.faces[ f ];
  8864. var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : this.material;
  8865. if ( material === undefined ) continue;
  8866. a = vertices[ face.a ];
  8867. b = vertices[ face.b ];
  8868. c = vertices[ face.c ];
  8869. if ( material.morphTargets === true ) {
  8870. var morphTargets = geometry.morphTargets;
  8871. var morphInfluences = this.morphTargetInfluences;
  8872. vA.set( 0, 0, 0 );
  8873. vB.set( 0, 0, 0 );
  8874. vC.set( 0, 0, 0 );
  8875. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  8876. var influence = morphInfluences[ t ];
  8877. if ( influence === 0 ) continue;
  8878. var targets = morphTargets[ t ].vertices;
  8879. vA.x += ( targets[ face.a ].x - a.x ) * influence;
  8880. vA.y += ( targets[ face.a ].y - a.y ) * influence;
  8881. vA.z += ( targets[ face.a ].z - a.z ) * influence;
  8882. vB.x += ( targets[ face.b ].x - b.x ) * influence;
  8883. vB.y += ( targets[ face.b ].y - b.y ) * influence;
  8884. vB.z += ( targets[ face.b ].z - b.z ) * influence;
  8885. vC.x += ( targets[ face.c ].x - c.x ) * influence;
  8886. vC.y += ( targets[ face.c ].y - c.y ) * influence;
  8887. vC.z += ( targets[ face.c ].z - c.z ) * influence;
  8888. }
  8889. vA.add( a );
  8890. vB.add( b );
  8891. vC.add( c );
  8892. a = vA;
  8893. b = vB;
  8894. c = vC;
  8895. }
  8896. if ( material.side === THREE.BackSide ) {
  8897. var intersectionPoint = ray.intersectTriangle( c, b, a, true );
  8898. } else {
  8899. var intersectionPoint = ray.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
  8900. }
  8901. if ( intersectionPoint === null ) continue;
  8902. intersectionPoint.applyMatrix4( this.matrixWorld );
  8903. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  8904. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  8905. intersects.push( {
  8906. distance: distance,
  8907. point: intersectionPoint,
  8908. face: face,
  8909. faceIndex: f,
  8910. object: this
  8911. } );
  8912. }
  8913. }
  8914. };
  8915. }() );
  8916. THREE.Mesh.prototype.clone = function ( object, recursive ) {
  8917. if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
  8918. THREE.Object3D.prototype.clone.call( this, object, recursive );
  8919. return object;
  8920. };
  8921. // File:src/objects/Bone.js
  8922. /**
  8923. * @author mikael emtinger / http://gomo.se/
  8924. * @author alteredq / http://alteredqualia.com/
  8925. * @author ikerr / http://verold.com
  8926. */
  8927. THREE.Bone = function ( belongsToSkin ) {
  8928. THREE.Object3D.call( this );
  8929. this.skin = belongsToSkin;
  8930. };
  8931. THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
  8932. // File:src/objects/Skeleton.js
  8933. /**
  8934. * @author mikael emtinger / http://gomo.se/
  8935. * @author alteredq / http://alteredqualia.com/
  8936. * @author michael guerrero / http://realitymeltdown.com
  8937. * @author ikerr / http://verold.com
  8938. */
  8939. THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) {
  8940. this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
  8941. this.identityMatrix = new THREE.Matrix4();
  8942. // copy the bone array
  8943. bones = bones || [];
  8944. this.bones = bones.slice( 0 );
  8945. // create a bone texture or an array of floats
  8946. if ( this.useVertexTexture ) {
  8947. // layout (1 matrix = 4 pixels)
  8948. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  8949. // with 8x8 pixel texture max 16 bones (8 * 8 / 4)
  8950. // 16x16 pixel texture max 64 bones (16 * 16 / 4)
  8951. // 32x32 pixel texture max 256 bones (32 * 32 / 4)
  8952. // 64x64 pixel texture max 1024 bones (64 * 64 / 4)
  8953. var size;
  8954. if ( this.bones.length > 256 )
  8955. size = 64;
  8956. else if ( this.bones.length > 64 )
  8957. size = 32;
  8958. else if ( this.bones.length > 16 )
  8959. size = 16;
  8960. else
  8961. size = 8;
  8962. this.boneTextureWidth = size;
  8963. this.boneTextureHeight = size;
  8964. this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
  8965. this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
  8966. this.boneTexture.minFilter = THREE.NearestFilter;
  8967. this.boneTexture.magFilter = THREE.NearestFilter;
  8968. this.boneTexture.generateMipmaps = false;
  8969. this.boneTexture.flipY = false;
  8970. } else {
  8971. this.boneMatrices = new Float32Array( 16 * this.bones.length );
  8972. }
  8973. // use the supplied bone inverses or calculate the inverses
  8974. if ( boneInverses === undefined ) {
  8975. this.calculateInverses();
  8976. } else {
  8977. if ( this.bones.length === boneInverses.length ) {
  8978. this.boneInverses = boneInverses.slice( 0 );
  8979. } else {
  8980. console.warn( 'THREE.Skeleton bonInverses is the wrong length.' );
  8981. this.boneInverses = [];
  8982. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  8983. this.boneInverses.push( new THREE.Matrix4() );
  8984. }
  8985. }
  8986. }
  8987. };
  8988. THREE.Skeleton.prototype.calculateInverses = function () {
  8989. this.boneInverses = [];
  8990. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  8991. var inverse = new THREE.Matrix4();
  8992. if ( this.bones[ b ] ) {
  8993. inverse.getInverse( this.bones[ b ].matrixWorld );
  8994. }
  8995. this.boneInverses.push( inverse );
  8996. }
  8997. };
  8998. THREE.Skeleton.prototype.pose = function () {
  8999. var bone;
  9000. // recover the bind-time world matrices
  9001. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  9002. bone = this.bones[ b ];
  9003. if ( bone ) {
  9004. bone.matrixWorld.getInverse( this.boneInverses[ b ] );
  9005. }
  9006. }
  9007. // compute the local matrices, positions, rotations and scales
  9008. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  9009. bone = this.bones[ b ];
  9010. if ( bone ) {
  9011. if ( bone.parent ) {
  9012. bone.matrix.getInverse( bone.parent.matrixWorld );
  9013. bone.matrix.multiply( bone.matrixWorld );
  9014. } else {
  9015. bone.matrix.copy( bone.matrixWorld );
  9016. }
  9017. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  9018. }
  9019. }
  9020. };
  9021. THREE.Skeleton.prototype.update = ( function () {
  9022. var offsetMatrix = new THREE.Matrix4();
  9023. return function () {
  9024. // flatten bone matrices to array
  9025. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  9026. // compute the offset between the current and the original transform
  9027. var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;
  9028. offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
  9029. offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
  9030. }
  9031. if ( this.useVertexTexture ) {
  9032. this.boneTexture.needsUpdate = true;
  9033. }
  9034. };
  9035. } )();
  9036. // File:src/objects/SkinnedMesh.js
  9037. /**
  9038. * @author mikael emtinger / http://gomo.se/
  9039. * @author alteredq / http://alteredqualia.com/
  9040. * @author ikerr / http://verold.com
  9041. */
  9042. THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
  9043. THREE.Mesh.call( this, geometry, material );
  9044. this.type = 'SkinnedMesh';
  9045. this.bindMode = "attached";
  9046. this.bindMatrix = new THREE.Matrix4();
  9047. this.bindMatrixInverse = new THREE.Matrix4();
  9048. // init bones
  9049. // TODO: remove bone creation as there is no reason (other than
  9050. // convenience) for THREE.SkinnedMesh to do this.
  9051. var bones = [];
  9052. if ( this.geometry && this.geometry.bones !== undefined ) {
  9053. var bone, gbone, p, q, s;
  9054. for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++b ) {
  9055. gbone = this.geometry.bones[ b ];
  9056. p = gbone.pos;
  9057. q = gbone.rotq;
  9058. s = gbone.scl;
  9059. bone = new THREE.Bone( this );
  9060. bones.push( bone );
  9061. bone.name = gbone.name;
  9062. bone.position.set( p[ 0 ], p[ 1 ], p[ 2 ] );
  9063. bone.quaternion.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
  9064. if ( s !== undefined ) {
  9065. bone.scale.set( s[ 0 ], s[ 1 ], s[ 2 ] );
  9066. } else {
  9067. bone.scale.set( 1, 1, 1 );
  9068. }
  9069. }
  9070. for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++b ) {
  9071. gbone = this.geometry.bones[ b ];
  9072. if ( gbone.parent !== - 1 ) {
  9073. bones[ gbone.parent ].add( bones[ b ] );
  9074. } else {
  9075. this.add( bones[ b ] );
  9076. }
  9077. }
  9078. }
  9079. this.normalizeSkinWeights();
  9080. this.updateMatrixWorld( true );
  9081. this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ) );
  9082. };
  9083. THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
  9084. THREE.SkinnedMesh.prototype.bind = function( skeleton, bindMatrix ) {
  9085. this.skeleton = skeleton;
  9086. if ( bindMatrix === undefined ) {
  9087. this.updateMatrixWorld( true );
  9088. bindMatrix = this.matrixWorld;
  9089. }
  9090. this.bindMatrix.copy( bindMatrix );
  9091. this.bindMatrixInverse.getInverse( bindMatrix );
  9092. };
  9093. THREE.SkinnedMesh.prototype.pose = function () {
  9094. this.skeleton.pose();
  9095. };
  9096. THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {
  9097. if ( this.geometry instanceof THREE.Geometry ) {
  9098. for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
  9099. var sw = this.geometry.skinWeights[ i ];
  9100. var scale = 1.0 / sw.lengthManhattan();
  9101. if ( scale !== Infinity ) {
  9102. sw.multiplyScalar( scale );
  9103. } else {
  9104. sw.set( 1 ); // this will be normalized by the shader anyway
  9105. }
  9106. }
  9107. } else {
  9108. // skinning weights assumed to be normalized for THREE.BufferGeometry
  9109. }
  9110. };
  9111. THREE.SkinnedMesh.prototype.updateMatrixWorld = function( force ) {
  9112. THREE.Mesh.prototype.updateMatrixWorld.call( this, true );
  9113. if ( this.bindMode === "attached" ) {
  9114. this.bindMatrixInverse.getInverse( this.matrixWorld );
  9115. } else if ( this.bindMode === "detached" ) {
  9116. this.bindMatrixInverse.getInverse( this.bindMatrix );
  9117. } else {
  9118. console.warn( 'THREE.SkinnedMesh unreckognized bindMode: ' + this.bindMode );
  9119. }
  9120. };
  9121. THREE.SkinnedMesh.prototype.clone = function( object ) {
  9122. if ( object === undefined ) {
  9123. object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
  9124. }
  9125. THREE.Mesh.prototype.clone.call( this, object );
  9126. return object;
  9127. };
  9128. // File:src/objects/MorphAnimMesh.js
  9129. /**
  9130. * @author alteredq / http://alteredqualia.com/
  9131. */
  9132. THREE.MorphAnimMesh = function ( geometry, material ) {
  9133. THREE.Mesh.call( this, geometry, material );
  9134. this.type = 'MorphAnimMesh';
  9135. // API
  9136. this.duration = 1000; // milliseconds
  9137. this.mirroredLoop = false;
  9138. this.time = 0;
  9139. // internals
  9140. this.lastKeyframe = 0;
  9141. this.currentKeyframe = 0;
  9142. this.direction = 1;
  9143. this.directionBackwards = false;
  9144. this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
  9145. };
  9146. THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
  9147. THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
  9148. this.startKeyframe = start;
  9149. this.endKeyframe = end;
  9150. this.length = this.endKeyframe - this.startKeyframe + 1;
  9151. };
  9152. THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
  9153. this.direction = 1;
  9154. this.directionBackwards = false;
  9155. };
  9156. THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
  9157. this.direction = - 1;
  9158. this.directionBackwards = true;
  9159. };
  9160. THREE.MorphAnimMesh.prototype.parseAnimations = function () {
  9161. var geometry = this.geometry;
  9162. if ( ! geometry.animations ) geometry.animations = {};
  9163. var firstAnimation, animations = geometry.animations;
  9164. var pattern = /([a-z]+)_?(\d+)/;
  9165. for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
  9166. var morph = geometry.morphTargets[ i ];
  9167. var parts = morph.name.match( pattern );
  9168. if ( parts && parts.length > 1 ) {
  9169. var label = parts[ 1 ];
  9170. var num = parts[ 2 ];
  9171. if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: - Infinity };
  9172. var animation = animations[ label ];
  9173. if ( i < animation.start ) animation.start = i;
  9174. if ( i > animation.end ) animation.end = i;
  9175. if ( ! firstAnimation ) firstAnimation = label;
  9176. }
  9177. }
  9178. geometry.firstAnimation = firstAnimation;
  9179. };
  9180. THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
  9181. if ( ! this.geometry.animations ) this.geometry.animations = {};
  9182. this.geometry.animations[ label ] = { start: start, end: end };
  9183. };
  9184. THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
  9185. var animation = this.geometry.animations[ label ];
  9186. if ( animation ) {
  9187. this.setFrameRange( animation.start, animation.end );
  9188. this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
  9189. this.time = 0;
  9190. } else {
  9191. console.warn( 'animation[' + label + '] undefined' );
  9192. }
  9193. };
  9194. THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
  9195. var frameTime = this.duration / this.length;
  9196. this.time += this.direction * delta;
  9197. if ( this.mirroredLoop ) {
  9198. if ( this.time > this.duration || this.time < 0 ) {
  9199. this.direction *= - 1;
  9200. if ( this.time > this.duration ) {
  9201. this.time = this.duration;
  9202. this.directionBackwards = true;
  9203. }
  9204. if ( this.time < 0 ) {
  9205. this.time = 0;
  9206. this.directionBackwards = false;
  9207. }
  9208. }
  9209. } else {
  9210. this.time = this.time % this.duration;
  9211. if ( this.time < 0 ) this.time += this.duration;
  9212. }
  9213. var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
  9214. if ( keyframe !== this.currentKeyframe ) {
  9215. this.morphTargetInfluences[ this.lastKeyframe ] = 0;
  9216. this.morphTargetInfluences[ this.currentKeyframe ] = 1;
  9217. this.morphTargetInfluences[ keyframe ] = 0;
  9218. this.lastKeyframe = this.currentKeyframe;
  9219. this.currentKeyframe = keyframe;
  9220. }
  9221. var mix = ( this.time % frameTime ) / frameTime;
  9222. if ( this.directionBackwards ) {
  9223. mix = 1 - mix;
  9224. }
  9225. this.morphTargetInfluences[ this.currentKeyframe ] = mix;
  9226. this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
  9227. };
  9228. THREE.MorphAnimMesh.prototype.interpolateTargets = function ( a, b, t ) {
  9229. var influences = this.morphTargetInfluences;
  9230. for ( var i = 0, l = influences.length; i < l; i ++ ) {
  9231. influences[ i ] = 0;
  9232. }
  9233. if ( a > -1 ) influences[ a ] = 1 - t;
  9234. if ( b > -1 ) influences[ b ] = t;
  9235. };
  9236. THREE.MorphAnimMesh.prototype.clone = function ( object ) {
  9237. if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
  9238. object.duration = this.duration;
  9239. object.mirroredLoop = this.mirroredLoop;
  9240. object.time = this.time;
  9241. object.lastKeyframe = this.lastKeyframe;
  9242. object.currentKeyframe = this.currentKeyframe;
  9243. object.direction = this.direction;
  9244. object.directionBackwards = this.directionBackwards;
  9245. THREE.Mesh.prototype.clone.call( this, object );
  9246. return object;
  9247. };
  9248. // File:src/objects/LOD.js
  9249. /**
  9250. * @author mikael emtinger / http://gomo.se/
  9251. * @author alteredq / http://alteredqualia.com/
  9252. * @author mrdoob / http://mrdoob.com/
  9253. */
  9254. THREE.LOD = function () {
  9255. THREE.Object3D.call( this );
  9256. this.objects = [];
  9257. };
  9258. THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
  9259. THREE.LOD.prototype.addLevel = function ( object, distance ) {
  9260. if ( distance === undefined ) distance = 0;
  9261. distance = Math.abs( distance );
  9262. for ( var l = 0; l < this.objects.length; l ++ ) {
  9263. if ( distance < this.objects[ l ].distance ) {
  9264. break;
  9265. }
  9266. }
  9267. this.objects.splice( l, 0, { distance: distance, object: object } );
  9268. this.add( object );
  9269. };
  9270. THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
  9271. for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
  9272. if ( distance < this.objects[ i ].distance ) {
  9273. break;
  9274. }
  9275. }
  9276. return this.objects[ i - 1 ].object;
  9277. };
  9278. THREE.LOD.prototype.raycast = ( function () {
  9279. var matrixPosition = new THREE.Vector3();
  9280. return function ( raycaster, intersects ) {
  9281. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  9282. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  9283. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  9284. };
  9285. }() );
  9286. THREE.LOD.prototype.update = function () {
  9287. var v1 = new THREE.Vector3();
  9288. var v2 = new THREE.Vector3();
  9289. return function ( camera ) {
  9290. if ( this.objects.length > 1 ) {
  9291. v1.setFromMatrixPosition( camera.matrixWorld );
  9292. v2.setFromMatrixPosition( this.matrixWorld );
  9293. var distance = v1.distanceTo( v2 );
  9294. this.objects[ 0 ].object.visible = true;
  9295. for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
  9296. if ( distance >= this.objects[ i ].distance ) {
  9297. this.objects[ i - 1 ].object.visible = false;
  9298. this.objects[ i ].object.visible = true;
  9299. } else {
  9300. break;
  9301. }
  9302. }
  9303. for ( ; i < l; i ++ ) {
  9304. this.objects[ i ].object.visible = false;
  9305. }
  9306. }
  9307. };
  9308. }();
  9309. THREE.LOD.prototype.clone = function ( object ) {
  9310. if ( object === undefined ) object = new THREE.LOD();
  9311. THREE.Object3D.prototype.clone.call( this, object );
  9312. for ( var i = 0, l = this.objects.length; i < l; i ++ ) {
  9313. var x = this.objects[ i ].object.clone();
  9314. x.visible = i === 0;
  9315. object.addLevel( x, this.objects[ i ].distance );
  9316. }
  9317. return object;
  9318. };
  9319. // File:src/objects/Sprite.js
  9320. /**
  9321. * @author mikael emtinger / http://gomo.se/
  9322. * @author alteredq / http://alteredqualia.com/
  9323. */
  9324. THREE.Sprite = ( function () {
  9325. var indices = new Uint16Array( [ 0, 1, 2, 0, 2, 3 ] );
  9326. var vertices = new Float32Array( [ - 0.5, - 0.5, 0, 0.5, - 0.5, 0, 0.5, 0.5, 0, - 0.5, 0.5, 0 ] );
  9327. var uvs = new Float32Array( [ 0, 0, 1, 0, 1, 1, 0, 1 ] );
  9328. var geometry = new THREE.BufferGeometry();
  9329. geometry.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
  9330. geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  9331. geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
  9332. return function ( material ) {
  9333. THREE.Object3D.call( this );
  9334. this.type = 'Sprite';
  9335. this.geometry = geometry;
  9336. this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
  9337. };
  9338. } )();
  9339. THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
  9340. THREE.Sprite.prototype.raycast = ( function () {
  9341. var matrixPosition = new THREE.Vector3();
  9342. return function ( raycaster, intersects ) {
  9343. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  9344. var distance = raycaster.ray.distanceToPoint( matrixPosition );
  9345. if ( distance > this.scale.x ) {
  9346. return;
  9347. }
  9348. intersects.push( {
  9349. distance: distance,
  9350. point: this.position,
  9351. face: null,
  9352. object: this
  9353. } );
  9354. };
  9355. }() );
  9356. THREE.Sprite.prototype.clone = function ( object ) {
  9357. if ( object === undefined ) object = new THREE.Sprite( this.material );
  9358. THREE.Object3D.prototype.clone.call( this, object );
  9359. return object;
  9360. };
  9361. // Backwards compatibility
  9362. THREE.Particle = THREE.Sprite;
  9363. // File:src/scenes/Scene.js
  9364. /**
  9365. * @author mrdoob / http://mrdoob.com/
  9366. */
  9367. THREE.Scene = function () {
  9368. THREE.Object3D.call( this );
  9369. this.type = 'Scene';
  9370. this.fog = null;
  9371. this.overrideMaterial = null;
  9372. this.autoUpdate = true; // checked by the renderer
  9373. };
  9374. THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
  9375. THREE.Scene.prototype.clone = function ( object ) {
  9376. if ( object === undefined ) object = new THREE.Scene();
  9377. THREE.Object3D.prototype.clone.call( this, object );
  9378. if ( this.fog !== null ) object.fog = this.fog.clone();
  9379. if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone();
  9380. object.autoUpdate = this.autoUpdate;
  9381. object.matrixAutoUpdate = this.matrixAutoUpdate;
  9382. return object;
  9383. };
  9384. // File:src/scenes/Fog.js
  9385. /**
  9386. * @author mrdoob / http://mrdoob.com/
  9387. * @author alteredq / http://alteredqualia.com/
  9388. */
  9389. THREE.Fog = function ( color, near, far ) {
  9390. this.name = '';
  9391. this.color = new THREE.Color( color );
  9392. this.near = ( near !== undefined ) ? near : 1;
  9393. this.far = ( far !== undefined ) ? far : 1000;
  9394. };
  9395. THREE.Fog.prototype.clone = function () {
  9396. return new THREE.Fog( this.color.getHex(), this.near, this.far );
  9397. };
  9398. // File:src/scenes/FogExp2.js
  9399. /**
  9400. * @author mrdoob / http://mrdoob.com/
  9401. * @author alteredq / http://alteredqualia.com/
  9402. */
  9403. THREE.FogExp2 = function ( color, density ) {
  9404. this.name = '';
  9405. this.color = new THREE.Color( color );
  9406. this.density = ( density !== undefined ) ? density : 0.00025;
  9407. };
  9408. THREE.FogExp2.prototype.clone = function () {
  9409. return new THREE.FogExp2( this.color.getHex(), this.density );
  9410. };
  9411. // File:src/renderers/shaders/ShaderChunk.js
  9412. THREE.ShaderChunk = {};
  9413. // File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl
  9414. THREE.ShaderChunk[ 'alphatest_fragment'] = "#ifdef ALPHATEST\n\n if ( gl_FragColor.a < ALPHATEST ) discard;\n\n#endif\n";
  9415. // File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
  9416. THREE.ShaderChunk[ 'lights_lambert_vertex'] = "vLightFront = vec3( 0.0 );\n\n#ifdef DOUBLE_SIDED\n\n vLightBack = vec3( 0.0 );\n\n#endif\n\ntransformedNormal = normalize( transformedNormal );\n\n#if MAX_DIR_LIGHTS > 0\n\nfor( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n vec3 dirVector = normalize( lDirection.xyz );\n\n float dotProduct = dot( transformedNormal, dirVector );\n vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += directionalLightColor[ i ] * directionalLightWeighting;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;\n\n #endif\n\n}\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n float lDistance = 1.0;\n if ( pointLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n float dotProduct = dot( transformedNormal, lVector );\n\n vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;\n\n #endif\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz - mvPosition.xyz;\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n float lDistance = 1.0;\n if ( spotLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n float dotProduct = dot( transformedNormal, lVector );\n vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );\n\n #ifdef DOUBLE_SIDED\n\n vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );\n\n #ifdef WRAP_AROUND\n\n vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );\n\n #endif\n\n #endif\n\n #ifdef WRAP_AROUND\n\n vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );\n spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );\n\n #ifdef DOUBLE_SIDED\n\n spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );\n\n #endif\n\n #endif\n\n vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;\n\n #endif\n\n }\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n vec3 lVector = normalize( lDirection.xyz );\n\n float dotProduct = dot( transformedNormal, lVector );\n\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;\n\n vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n #ifdef DOUBLE_SIDED\n\n vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );\n\n #endif\n\n }\n\n#endif\n\nvLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;\n\n#ifdef DOUBLE_SIDED\n\n vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;\n\n#endif";
  9417. // File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl
  9418. THREE.ShaderChunk[ 'map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif";
  9419. // File:src/renderers/shaders/ShaderChunk/default_vertex.glsl
  9420. THREE.ShaderChunk[ 'default_vertex'] = "vec4 mvPosition;\n\n#ifdef USE_SKINNING\n\n mvPosition = modelViewMatrix * skinned;\n\n#endif\n\n#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )\n\n mvPosition = modelViewMatrix * vec4( morphed, 1.0 );\n\n#endif\n\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )\n\n mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\n#endif\n\ngl_Position = projectionMatrix * mvPosition;";
  9421. // File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
  9422. THREE.ShaderChunk[ 'map_pars_fragment'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n varying vec2 vUv;\n\n#endif\n\n#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif";
  9423. // File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl
  9424. THREE.ShaderChunk[ 'skinnormal_vertex'] = "#ifdef USE_SKINNING\n\n mat4 skinMatrix = mat4( 0.0 );\n skinMatrix += skinWeight.x * boneMatX;\n skinMatrix += skinWeight.y * boneMatY;\n skinMatrix += skinWeight.z * boneMatZ;\n skinMatrix += skinWeight.w * boneMatW;\n skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\n #ifdef USE_MORPHNORMALS\n\n vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );\n\n #else\n\n vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );\n\n #endif\n\n#endif\n";
  9425. // File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl
  9426. THREE.ShaderChunk[ 'logdepthbuf_pars_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n varying float vFragDepth;\n\n #endif\n\n uniform float logDepthBufFC;\n\n#endif";
  9427. // File:src/renderers/shaders/ShaderChunk/lightmap_pars_vertex.glsl
  9428. THREE.ShaderChunk[ 'lightmap_pars_vertex'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n\n#endif";
  9429. // File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
  9430. THREE.ShaderChunk[ 'lights_phong_fragment'] = "vec3 normal = normalize( vNormal );\nvec3 viewPosition = normalize( vViewPosition );\n\n#ifdef DOUBLE_SIDED\n\n normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n\n#endif\n\n#ifdef USE_NORMALMAP\n\n normal = perturbNormal2Arb( -vViewPosition, normal );\n\n#elif defined( USE_BUMPMAP )\n\n normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n vec3 pointDiffuse = vec3( 0.0 );\n vec3 pointSpecular = vec3( 0.0 );\n\n for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n float lDistance = 1.0;\n if ( pointLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n\n #ifdef WRAP_AROUND\n\n float pointDiffuseWeightFull = max( dotProduct, 0.0 );\n float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float pointDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;\n\n // specular\n\n vec3 pointHalfVector = normalize( lVector + viewPosition );\n float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );\n float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );\n pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;\n\n }\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n vec3 spotDiffuse = vec3( 0.0 );\n vec3 spotSpecular = vec3( 0.0 );\n\n for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {\n\n vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );\n vec3 lVector = lPosition.xyz + vViewPosition.xyz;\n\n float lDistance = 1.0;\n if ( spotLightDistance[ i ] > 0.0 )\n lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );\n\n lVector = normalize( lVector );\n\n float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );\n\n if ( spotEffect > spotLightAngleCos[ i ] ) {\n\n spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n\n #ifdef WRAP_AROUND\n\n float spotDiffuseWeightFull = max( dotProduct, 0.0 );\n float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float spotDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;\n\n // specular\n\n vec3 spotHalfVector = normalize( lVector + viewPosition );\n float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );\n float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );\n spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;\n\n }\n\n }\n\n#endif\n\n#if MAX_DIR_LIGHTS > 0\n\n vec3 dirDiffuse = vec3( 0.0 );\n vec3 dirSpecular = vec3( 0.0 );\n\n for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );\n vec3 dirVector = normalize( lDirection.xyz );\n\n // diffuse\n\n float dotProduct = dot( normal, dirVector );\n\n #ifdef WRAP_AROUND\n\n float dirDiffuseWeightFull = max( dotProduct, 0.0 );\n float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );\n\n vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );\n\n #else\n\n float dirDiffuseWeight = max( dotProduct, 0.0 );\n\n #endif\n\n dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;\n\n // specular\n\n vec3 dirHalfVector = normalize( dirVector + viewPosition );\n float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );\n float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );\n\n /*\n // fresnel term from skin shader\n const float F0 = 0.128;\n\n float base = 1.0 - dot( viewPosition, dirHalfVector );\n float exponential = pow( base, 5.0 );\n\n float fresnel = exponential + F0 * ( 1.0 - exponential );\n */\n\n /*\n // fresnel term from fresnel shader\n const float mFresnelBias = 0.08;\n const float mFresnelScale = 0.3;\n const float mFresnelPower = 5.0;\n\n float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );\n */\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n // dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;\n\n vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );\n dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;\n\n\n }\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n vec3 hemiDiffuse = vec3( 0.0 );\n vec3 hemiSpecular = vec3( 0.0 );\n\n for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {\n\n vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );\n vec3 lVector = normalize( lDirection.xyz );\n\n // diffuse\n\n float dotProduct = dot( normal, lVector );\n float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;\n\n vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );\n\n hemiDiffuse += diffuse * hemiColor;\n\n // specular (sky light)\n\n vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );\n float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;\n float hemiSpecularWeightSky = specularStrength * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );\n\n // specular (ground light)\n\n vec3 lVectorGround = -lVector;\n\n vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );\n float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;\n float hemiSpecularWeightGround = specularStrength * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );\n\n float dotProductGround = dot( normal, lVectorGround );\n\n float specularNormalization = ( shininess + 2.0 ) / 8.0;\n\n vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );\n vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );\n hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );\n\n }\n\n#endif\n\nvec3 totalDiffuse = vec3( 0.0 );\nvec3 totalSpecular = vec3( 0.0 );\n\n#if MAX_DIR_LIGHTS > 0\n\n totalDiffuse += dirDiffuse;\n totalSpecular += dirSpecular;\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n totalDiffuse += hemiDiffuse;\n totalSpecular += hemiSpecular;\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n totalDiffuse += pointDiffuse;\n totalSpecular += pointSpecular;\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n totalDiffuse += spotDiffuse;\n totalSpecular += spotSpecular;\n\n#endif\n\n#ifdef METAL\n\n gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );\n\n#else\n\n gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;\n\n#endif";
  9431. // File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl
  9432. THREE.ShaderChunk[ 'fog_pars_fragment'] = "#ifdef USE_FOG\n\n uniform vec3 fogColor;\n\n #ifdef FOG_EXP2\n\n uniform float fogDensity;\n\n #else\n\n uniform float fogNear;\n uniform float fogFar;\n #endif\n\n#endif";
  9433. // File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl
  9434. THREE.ShaderChunk[ 'morphnormal_vertex'] = "#ifdef USE_MORPHNORMALS\n\n vec3 morphedNormal = vec3( 0.0 );\n\n morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n\n morphedNormal += normal;\n\n#endif";
  9435. // File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
  9436. THREE.ShaderChunk[ 'envmap_pars_fragment'] = "#ifdef USE_ENVMAP\n\n uniform float reflectivity;\n uniform samplerCube envMap;\n uniform float flipEnvMap;\n uniform int combine;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n uniform bool useRefract;\n uniform float refractionRatio;\n\n #else\n\n varying vec3 vReflect;\n\n #endif\n\n#endif";
  9437. // File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl
  9438. THREE.ShaderChunk[ 'logdepthbuf_fragment'] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif";
  9439. // File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl
  9440. THREE.ShaderChunk[ 'normalmap_pars_fragment'] = "#ifdef USE_NORMALMAP\n\n uniform sampler2D normalMap;\n uniform vec2 normalScale;\n\n // Per-Pixel Tangent Space Normal Mapping\n // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html\n\n vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\n vec3 q0 = dFdx( eye_pos.xyz );\n vec3 q1 = dFdy( eye_pos.xyz );\n vec2 st0 = dFdx( vUv.st );\n vec2 st1 = dFdy( vUv.st );\n\n vec3 S = normalize( q0 * st1.t - q1 * st0.t );\n vec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n vec3 N = normalize( surf_norm );\n\n vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n mapN.xy = normalScale * mapN.xy;\n mat3 tsn = mat3( S, T, N );\n return normalize( tsn * mapN );\n\n }\n\n#endif\n";
  9441. // File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
  9442. THREE.ShaderChunk[ 'lights_phong_pars_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n";
  9443. // File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl
  9444. THREE.ShaderChunk[ 'lightmap_pars_fragment'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n uniform sampler2D lightMap;\n\n#endif";
  9445. // File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
  9446. THREE.ShaderChunk[ 'shadowmap_vertex'] = "#ifdef USE_SHADOWMAP\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;\n\n }\n\n#endif";
  9447. // File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl
  9448. THREE.ShaderChunk[ 'lights_phong_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n vWorldPosition = worldPosition.xyz;\n\n#endif";
  9449. // File:src/renderers/shaders/ShaderChunk/map_fragment.glsl
  9450. THREE.ShaderChunk[ 'map_fragment'] = "#ifdef USE_MAP\n\n vec4 texelColor = texture2D( map, vUv );\n\n #ifdef GAMMA_INPUT\n\n texelColor.xyz *= texelColor.xyz;\n\n #endif\n\n gl_FragColor = gl_FragColor * texelColor;\n\n#endif";
  9451. // File:src/renderers/shaders/ShaderChunk/lightmap_vertex.glsl
  9452. THREE.ShaderChunk[ 'lightmap_vertex'] = "#ifdef USE_LIGHTMAP\n\n vUv2 = uv2;\n\n#endif";
  9453. // File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl
  9454. THREE.ShaderChunk[ 'map_particle_fragment'] = "#ifdef USE_MAP\n\n gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );\n\n#endif";
  9455. // File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl
  9456. THREE.ShaderChunk[ 'color_pars_fragment'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif\n";
  9457. // File:src/renderers/shaders/ShaderChunk/color_vertex.glsl
  9458. THREE.ShaderChunk[ 'color_vertex'] = "#ifdef USE_COLOR\n\n #ifdef GAMMA_INPUT\n\n vColor = color * color;\n\n #else\n\n vColor = color;\n\n #endif\n\n#endif";
  9459. // File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl
  9460. THREE.ShaderChunk[ 'skinning_vertex'] = "#ifdef USE_SKINNING\n\n #ifdef USE_MORPHTARGETS\n\n vec4 skinVertex = bindMatrix * vec4( morphed, 1.0 );\n\n #else\n\n vec4 skinVertex = bindMatrix * vec4( position, 1.0 );\n\n #endif\n\n vec4 skinned = vec4( 0.0 );\n skinned += boneMatX * skinVertex * skinWeight.x;\n skinned += boneMatY * skinVertex * skinWeight.y;\n skinned += boneMatZ * skinVertex * skinWeight.z;\n skinned += boneMatW * skinVertex * skinWeight.w;\n skinned = bindMatrixInverse * skinned;\n\n#endif\n";
  9461. // File:src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
  9462. THREE.ShaderChunk[ 'envmap_pars_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n varying vec3 vReflect;\n\n uniform float refractionRatio;\n uniform bool useRefract;\n\n#endif\n";
  9463. // File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl
  9464. THREE.ShaderChunk[ 'linear_to_gamma_fragment'] = "#ifdef GAMMA_OUTPUT\n\n gl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n\n#endif";
  9465. // File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl
  9466. THREE.ShaderChunk[ 'color_pars_vertex'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif";
  9467. // File:src/renderers/shaders/ShaderChunk/lights_lambert_pars_vertex.glsl
  9468. THREE.ShaderChunk[ 'lights_lambert_pars_vertex'] = "uniform vec3 ambient;\nuniform vec3 diffuse;\nuniform vec3 emissive;\n\nuniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#ifdef WRAP_AROUND\n\n uniform vec3 wrapRGB;\n\n#endif\n";
  9469. // File:src/renderers/shaders/ShaderChunk/map_pars_vertex.glsl
  9470. THREE.ShaderChunk[ 'map_pars_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n varying vec2 vUv;\n uniform vec4 offsetRepeat;\n\n#endif\n";
  9471. // File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
  9472. THREE.ShaderChunk[ 'envmap_fragment'] = "#ifdef USE_ENVMAP\n\n vec3 reflectVec;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\n vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\n // http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations\n // Transforming Normal Vectors with the Inverse Transformation\n\n vec3 worldNormal = normalize( vec3( vec4( normal, 0.0 ) * viewMatrix ) );\n\n if ( useRefract ) {\n\n reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\n } else { \n\n reflectVec = reflect( cameraToVertex, worldNormal );\n\n }\n\n #else\n\n reflectVec = vReflect;\n\n #endif\n\n #ifdef DOUBLE_SIDED\n\n float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );\n vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n #else\n\n vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\n #endif\n\n #ifdef GAMMA_INPUT\n\n cubeColor.xyz *= cubeColor.xyz;\n\n #endif\n\n if ( combine == 1 ) {\n\n gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );\n\n } else if ( combine == 2 ) {\n\n gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;\n\n } else {\n\n gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );\n\n }\n\n#endif";
  9473. // File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl
  9474. THREE.ShaderChunk[ 'specularmap_pars_fragment'] = "#ifdef USE_SPECULARMAP\n\n uniform sampler2D specularMap;\n\n#endif";
  9475. // File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl
  9476. THREE.ShaderChunk[ 'logdepthbuf_vertex'] = "#ifdef USE_LOGDEPTHBUF\n\n gl_Position.z = log2(max(1e-6, gl_Position.w + 1.0)) * logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n vFragDepth = 1.0 + gl_Position.w;\n\n#else\n\n gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\n #endif\n\n#endif";
  9477. // File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl
  9478. THREE.ShaderChunk[ 'morphtarget_pars_vertex'] = "#ifdef USE_MORPHTARGETS\n\n #ifndef USE_MORPHNORMALS\n\n uniform float morphTargetInfluences[ 8 ];\n\n #else\n\n uniform float morphTargetInfluences[ 4 ];\n\n #endif\n\n#endif";
  9479. // File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl
  9480. THREE.ShaderChunk[ 'specularmap_fragment'] = "float specularStrength;\n\n#ifdef USE_SPECULARMAP\n\n vec4 texelSpecular = texture2D( specularMap, vUv );\n specularStrength = texelSpecular.r;\n\n#else\n\n specularStrength = 1.0;\n\n#endif";
  9481. // File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl
  9482. THREE.ShaderChunk[ 'fog_fragment'] = "#ifdef USE_FOG\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n float depth = gl_FragDepthEXT / gl_FragCoord.w;\n\n #else\n\n float depth = gl_FragCoord.z / gl_FragCoord.w;\n\n #endif\n\n #ifdef FOG_EXP2\n\n const float LOG2 = 1.442695;\n float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );\n fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );\n\n #else\n\n float fogFactor = smoothstep( fogNear, fogFar, depth );\n\n #endif\n \n gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );\n\n#endif";
  9483. // File:src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl
  9484. THREE.ShaderChunk[ 'bumpmap_pars_fragment'] = "#ifdef USE_BUMPMAP\n\n uniform sampler2D bumpMap;\n uniform float bumpScale;\n\n // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen\n // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html\n\n // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)\n\n vec2 dHdxy_fwd() {\n\n vec2 dSTdx = dFdx( vUv );\n vec2 dSTdy = dFdy( vUv );\n\n float Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\n return vec2( dBx, dBy );\n\n }\n\n vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\n vec3 vSigmaX = dFdx( surf_pos );\n vec3 vSigmaY = dFdy( surf_pos );\n vec3 vN = surf_norm; // normalized\n\n vec3 R1 = cross( vSigmaY, vN );\n vec3 R2 = cross( vN, vSigmaX );\n\n float fDet = dot( vSigmaX, R1 );\n\n vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n return normalize( abs( fDet ) * surf_norm - vGrad );\n\n }\n\n#endif";
  9485. // File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl
  9486. THREE.ShaderChunk[ 'defaultnormal_vertex'] = "vec3 objectNormal;\n\n#ifdef USE_SKINNING\n\n objectNormal = skinnedNormal.xyz;\n\n#endif\n\n#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )\n\n objectNormal = morphedNormal;\n\n#endif\n\n#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )\n\n objectNormal = normal;\n\n#endif\n\n#ifdef FLIP_SIDED\n\n objectNormal = -objectNormal;\n\n#endif\n\nvec3 transformedNormal = normalMatrix * objectNormal;";
  9487. // File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
  9488. THREE.ShaderChunk[ 'lights_phong_pars_fragment'] = "uniform vec3 ambientLightColor;\n\n#if MAX_DIR_LIGHTS > 0\n\n uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];\n uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];\n\n#endif\n\n#if MAX_HEMI_LIGHTS > 0\n\n uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];\n uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];\n\n#endif\n\n#if MAX_POINT_LIGHTS > 0\n\n uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];\n\n uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];\n uniform float pointLightDistance[ MAX_POINT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0\n\n uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];\n uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];\n uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];\n uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];\n\n uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];\n\n#endif\n\n#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n varying vec3 vWorldPosition;\n\n#endif\n\n#ifdef WRAP_AROUND\n\n uniform vec3 wrapRGB;\n\n#endif\n\nvarying vec3 vViewPosition;\nvarying vec3 vNormal;";
  9489. // File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl
  9490. THREE.ShaderChunk[ 'skinbase_vertex'] = "#ifdef USE_SKINNING\n\n mat4 boneMatX = getBoneMatrix( skinIndex.x );\n mat4 boneMatY = getBoneMatrix( skinIndex.y );\n mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n mat4 boneMatW = getBoneMatrix( skinIndex.w );\n\n#endif";
  9491. // File:src/renderers/shaders/ShaderChunk/map_vertex.glsl
  9492. THREE.ShaderChunk[ 'map_vertex'] = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP )\n\n vUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n\n#endif";
  9493. // File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl
  9494. THREE.ShaderChunk[ 'lightmap_fragment'] = "#ifdef USE_LIGHTMAP\n\n gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\n\n#endif";
  9495. // File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl
  9496. THREE.ShaderChunk[ 'shadowmap_pars_vertex'] = "#ifdef USE_SHADOWMAP\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n uniform mat4 shadowMatrix[ MAX_SHADOWS ];\n\n#endif";
  9497. // File:src/renderers/shaders/ShaderChunk/color_fragment.glsl
  9498. THREE.ShaderChunk[ 'color_fragment'] = "#ifdef USE_COLOR\n\n gl_FragColor = gl_FragColor * vec4( vColor, 1.0 );\n\n#endif";
  9499. // File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl
  9500. THREE.ShaderChunk[ 'morphtarget_vertex'] = "#ifdef USE_MORPHTARGETS\n\n vec3 morphed = vec3( 0.0 );\n morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\n #ifndef USE_MORPHNORMALS\n\n morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\n #endif\n\n morphed += position;\n\n#endif";
  9501. // File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
  9502. THREE.ShaderChunk[ 'envmap_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP ) && ! defined( PHONG )\n\n vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;\n worldNormal = normalize( worldNormal );\n\n vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\n if ( useRefract ) {\n\n vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\n } else {\n\n vReflect = reflect( cameraToVertex, worldNormal );\n\n }\n\n#endif";
  9503. // File:src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl
  9504. THREE.ShaderChunk[ 'shadowmap_fragment'] = "#ifdef USE_SHADOWMAP\n\n #ifdef SHADOWMAP_DEBUG\n\n vec3 frustumColors[3];\n frustumColors[0] = vec3( 1.0, 0.5, 0.0 );\n frustumColors[1] = vec3( 0.0, 1.0, 0.8 );\n frustumColors[2] = vec3( 0.0, 0.5, 1.0 );\n\n #endif\n\n #ifdef SHADOWMAP_CASCADE\n\n int inFrustumCount = 0;\n\n #endif\n\n float fDepth;\n vec3 shadowColor = vec3( 1.0 );\n\n for( int i = 0; i < MAX_SHADOWS; i ++ ) {\n\n vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;\n\n // if ( something && something ) breaks ATI OpenGL shader compiler\n // if ( all( something, something ) ) using this instead\n\n bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n bool inFrustum = all( inFrustumVec );\n\n // don't shadow pixels outside of light frustum\n // use just first frustum (for cascades)\n // don't shadow pixels behind far plane of light frustum\n\n #ifdef SHADOWMAP_CASCADE\n\n inFrustumCount += int( inFrustum );\n bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );\n\n #else\n\n bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\n #endif\n\n bool frustumTest = all( frustumTestVec );\n\n if ( frustumTest ) {\n\n shadowCoord.z += shadowBias[ i ];\n\n #if defined( SHADOWMAP_TYPE_PCF )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n /*\n // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL\n // must enroll loop manually\n\n for ( float y = -1.25; y <= 1.25; y += 1.25 )\n for ( float x = -1.25; x <= 1.25; x += 1.25 ) {\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );\n\n // doesn't seem to produce any noticeable visual difference compared to simple texture2D lookup\n //vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );\n\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n shadow += 1.0;\n\n }\n\n shadow /= 9.0;\n\n */\n\n const float shadowDelta = 1.0 / 9.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.25 * xPixelOffset;\n float dy0 = -1.25 * yPixelOffset;\n float dx1 = 1.25 * xPixelOffset;\n float dy1 = 1.25 * yPixelOffset;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n if ( fDepth < shadowCoord.z ) shadow += shadowDelta;\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\n // Percentage-close filtering\n // (9 pixel kernel)\n // http://fabiensanglard.net/shadowmappingPCF/\n\n float shadow = 0.0;\n\n float xPixelOffset = 1.0 / shadowMapSize[ i ].x;\n float yPixelOffset = 1.0 / shadowMapSize[ i ].y;\n\n float dx0 = -1.0 * xPixelOffset;\n float dy0 = -1.0 * yPixelOffset;\n float dx1 = 1.0 * xPixelOffset;\n float dy1 = 1.0 * yPixelOffset;\n\n mat3 shadowKernel;\n mat3 depthKernel;\n\n depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );\n depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );\n depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );\n depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );\n depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );\n depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );\n depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );\n depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );\n depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );\n\n vec3 shadowZ = vec3( shadowCoord.z );\n shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));\n shadowKernel[0] *= vec3(0.25);\n\n shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));\n shadowKernel[1] *= vec3(0.25);\n\n shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));\n shadowKernel[2] *= vec3(0.25);\n\n vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );\n\n shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );\n shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );\n\n vec4 shadowValues;\n shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );\n shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );\n shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );\n shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );\n\n shadow = dot( shadowValues, vec4( 1.0 ) );\n\n shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );\n\n #else\n\n vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );\n float fDepth = unpackDepth( rgbaDepth );\n\n if ( fDepth < shadowCoord.z )\n\n // spot with multiple shadows is darker\n\n shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );\n\n // spot with multiple shadows has the same color as single shadow spot\n\n // shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );\n\n #endif\n\n }\n\n\n #ifdef SHADOWMAP_DEBUG\n\n #ifdef SHADOWMAP_CASCADE\n\n if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];\n\n #else\n\n if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];\n\n #endif\n\n #endif\n\n }\n\n #ifdef GAMMA_OUTPUT\n\n shadowColor *= shadowColor;\n\n #endif\n\n gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;\n\n#endif\n";
  9505. // File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl
  9506. THREE.ShaderChunk[ 'worldpos_vertex'] = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\n #ifdef USE_SKINNING\n\n vec4 worldPosition = modelMatrix * skinned;\n\n #endif\n\n #if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\n vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );\n\n #endif\n\n #if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )\n\n vec4 worldPosition = modelMatrix * vec4( position, 1.0 );\n\n #endif\n\n#endif";
  9507. // File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl
  9508. THREE.ShaderChunk[ 'shadowmap_pars_fragment'] = "#ifdef USE_SHADOWMAP\n\n uniform sampler2D shadowMap[ MAX_SHADOWS ];\n uniform vec2 shadowMapSize[ MAX_SHADOWS ];\n\n uniform float shadowDarkness[ MAX_SHADOWS ];\n uniform float shadowBias[ MAX_SHADOWS ];\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n\n float unpackDepth( const in vec4 rgba_depth ) {\n\n 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 );\n float depth = dot( rgba_depth, bit_shift );\n return depth;\n\n }\n\n#endif";
  9509. // File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl
  9510. THREE.ShaderChunk[ 'skinning_pars_vertex'] = "#ifdef USE_SKINNING\n\n uniform mat4 bindMatrix;\n uniform mat4 bindMatrixInverse;\n\n #ifdef BONE_TEXTURE\n\n uniform sampler2D boneTexture;\n uniform int boneTextureWidth;\n uniform int boneTextureHeight;\n\n mat4 getBoneMatrix( const in float i ) {\n\n float j = i * 4.0;\n float x = mod( j, float( boneTextureWidth ) );\n float y = floor( j / float( boneTextureWidth ) );\n\n float dx = 1.0 / float( boneTextureWidth );\n float dy = 1.0 / float( boneTextureHeight );\n\n y = dy * ( y + 0.5 );\n\n vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\n mat4 bone = mat4( v1, v2, v3, v4 );\n\n return bone;\n\n }\n\n #else\n\n uniform mat4 boneGlobalMatrices[ MAX_BONES ];\n\n mat4 getBoneMatrix( const in float i ) {\n\n mat4 bone = boneGlobalMatrices[ int(i) ];\n return bone;\n\n }\n\n #endif\n\n#endif\n";
  9511. // File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl
  9512. THREE.ShaderChunk[ 'logdepthbuf_pars_fragment'] = "#ifdef USE_LOGDEPTHBUF\n\n uniform float logDepthBufFC;\n\n #ifdef USE_LOGDEPTHBUF_EXT\n\n #extension GL_EXT_frag_depth : enable\n varying float vFragDepth;\n\n #endif\n\n#endif";
  9513. // File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl
  9514. THREE.ShaderChunk[ 'alphamap_fragment'] = "#ifdef USE_ALPHAMAP\n\n gl_FragColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n";
  9515. // File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl
  9516. THREE.ShaderChunk[ 'alphamap_pars_fragment'] = "#ifdef USE_ALPHAMAP\n\n uniform sampler2D alphaMap;\n\n#endif\n";
  9517. // File:src/renderers/shaders/UniformsUtils.js
  9518. /**
  9519. * Uniform Utilities
  9520. */
  9521. THREE.UniformsUtils = {
  9522. merge: function ( uniforms ) {
  9523. var merged = {};
  9524. for ( var u = 0; u < uniforms.length; u ++ ) {
  9525. var tmp = this.clone( uniforms[ u ] );
  9526. for ( var p in tmp ) {
  9527. merged[ p ] = tmp[ p ];
  9528. }
  9529. }
  9530. return merged;
  9531. },
  9532. clone: function ( uniforms_src ) {
  9533. var uniforms_dst = {};
  9534. for ( var u in uniforms_src ) {
  9535. uniforms_dst[ u ] = {};
  9536. for ( var p in uniforms_src[ u ] ) {
  9537. var parameter_src = uniforms_src[ u ][ p ];
  9538. if ( parameter_src instanceof THREE.Color ||
  9539. parameter_src instanceof THREE.Vector2 ||
  9540. parameter_src instanceof THREE.Vector3 ||
  9541. parameter_src instanceof THREE.Vector4 ||
  9542. parameter_src instanceof THREE.Matrix4 ||
  9543. parameter_src instanceof THREE.Texture ) {
  9544. uniforms_dst[ u ][ p ] = parameter_src.clone();
  9545. } else if ( parameter_src instanceof Array ) {
  9546. uniforms_dst[ u ][ p ] = parameter_src.slice();
  9547. } else {
  9548. uniforms_dst[ u ][ p ] = parameter_src;
  9549. }
  9550. }
  9551. }
  9552. return uniforms_dst;
  9553. }
  9554. };
  9555. // File:src/renderers/shaders/UniformsLib.js
  9556. /**
  9557. * Uniforms library for shared webgl shaders
  9558. */
  9559. THREE.UniformsLib = {
  9560. common: {
  9561. "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  9562. "opacity" : { type: "f", value: 1.0 },
  9563. "map" : { type: "t", value: null },
  9564. "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
  9565. "lightMap" : { type: "t", value: null },
  9566. "specularMap" : { type: "t", value: null },
  9567. "alphaMap" : { type: "t", value: null },
  9568. "envMap" : { type: "t", value: null },
  9569. "flipEnvMap" : { type: "f", value: - 1 },
  9570. "useRefract" : { type: "i", value: 0 },
  9571. "reflectivity" : { type: "f", value: 1.0 },
  9572. "refractionRatio" : { type: "f", value: 0.98 },
  9573. "combine" : { type: "i", value: 0 },
  9574. "morphTargetInfluences" : { type: "f", value: 0 }
  9575. },
  9576. bump: {
  9577. "bumpMap" : { type: "t", value: null },
  9578. "bumpScale" : { type: "f", value: 1 }
  9579. },
  9580. normalmap: {
  9581. "normalMap" : { type: "t", value: null },
  9582. "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
  9583. },
  9584. fog : {
  9585. "fogDensity" : { type: "f", value: 0.00025 },
  9586. "fogNear" : { type: "f", value: 1 },
  9587. "fogFar" : { type: "f", value: 2000 },
  9588. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  9589. },
  9590. lights: {
  9591. "ambientLightColor" : { type: "fv", value: [] },
  9592. "directionalLightDirection" : { type: "fv", value: [] },
  9593. "directionalLightColor" : { type: "fv", value: [] },
  9594. "hemisphereLightDirection" : { type: "fv", value: [] },
  9595. "hemisphereLightSkyColor" : { type: "fv", value: [] },
  9596. "hemisphereLightGroundColor" : { type: "fv", value: [] },
  9597. "pointLightColor" : { type: "fv", value: [] },
  9598. "pointLightPosition" : { type: "fv", value: [] },
  9599. "pointLightDistance" : { type: "fv1", value: [] },
  9600. "spotLightColor" : { type: "fv", value: [] },
  9601. "spotLightPosition" : { type: "fv", value: [] },
  9602. "spotLightDirection" : { type: "fv", value: [] },
  9603. "spotLightDistance" : { type: "fv1", value: [] },
  9604. "spotLightAngleCos" : { type: "fv1", value: [] },
  9605. "spotLightExponent" : { type: "fv1", value: [] }
  9606. },
  9607. particle: {
  9608. "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  9609. "opacity" : { type: "f", value: 1.0 },
  9610. "size" : { type: "f", value: 1.0 },
  9611. "scale" : { type: "f", value: 1.0 },
  9612. "map" : { type: "t", value: null },
  9613. "fogDensity" : { type: "f", value: 0.00025 },
  9614. "fogNear" : { type: "f", value: 1 },
  9615. "fogFar" : { type: "f", value: 2000 },
  9616. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  9617. },
  9618. shadowmap: {
  9619. "shadowMap": { type: "tv", value: [] },
  9620. "shadowMapSize": { type: "v2v", value: [] },
  9621. "shadowBias" : { type: "fv1", value: [] },
  9622. "shadowDarkness": { type: "fv1", value: [] },
  9623. "shadowMatrix" : { type: "m4v", value: [] }
  9624. }
  9625. };
  9626. // File:src/renderers/shaders/ShaderLib.js
  9627. /**
  9628. * Webgl Shader Library for three.js
  9629. *
  9630. * @author alteredq / http://alteredqualia.com/
  9631. * @author mrdoob / http://mrdoob.com/
  9632. * @author mikael emtinger / http://gomo.se/
  9633. */
  9634. THREE.ShaderLib = {
  9635. 'basic': {
  9636. uniforms: THREE.UniformsUtils.merge( [
  9637. THREE.UniformsLib[ "common" ],
  9638. THREE.UniformsLib[ "fog" ],
  9639. THREE.UniformsLib[ "shadowmap" ]
  9640. ] ),
  9641. vertexShader: [
  9642. THREE.ShaderChunk[ "map_pars_vertex" ],
  9643. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  9644. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  9645. THREE.ShaderChunk[ "color_pars_vertex" ],
  9646. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  9647. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  9648. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  9649. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  9650. "void main() {",
  9651. THREE.ShaderChunk[ "map_vertex" ],
  9652. THREE.ShaderChunk[ "lightmap_vertex" ],
  9653. THREE.ShaderChunk[ "color_vertex" ],
  9654. THREE.ShaderChunk[ "skinbase_vertex" ],
  9655. " #ifdef USE_ENVMAP",
  9656. THREE.ShaderChunk[ "morphnormal_vertex" ],
  9657. THREE.ShaderChunk[ "skinnormal_vertex" ],
  9658. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  9659. " #endif",
  9660. THREE.ShaderChunk[ "morphtarget_vertex" ],
  9661. THREE.ShaderChunk[ "skinning_vertex" ],
  9662. THREE.ShaderChunk[ "default_vertex" ],
  9663. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  9664. THREE.ShaderChunk[ "worldpos_vertex" ],
  9665. THREE.ShaderChunk[ "envmap_vertex" ],
  9666. THREE.ShaderChunk[ "shadowmap_vertex" ],
  9667. "}"
  9668. ].join("\n"),
  9669. fragmentShader: [
  9670. "uniform vec3 diffuse;",
  9671. "uniform float opacity;",
  9672. THREE.ShaderChunk[ "color_pars_fragment" ],
  9673. THREE.ShaderChunk[ "map_pars_fragment" ],
  9674. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  9675. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  9676. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  9677. THREE.ShaderChunk[ "fog_pars_fragment" ],
  9678. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  9679. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  9680. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  9681. "void main() {",
  9682. " gl_FragColor = vec4( diffuse, opacity );",
  9683. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  9684. THREE.ShaderChunk[ "map_fragment" ],
  9685. THREE.ShaderChunk[ "alphamap_fragment" ],
  9686. THREE.ShaderChunk[ "alphatest_fragment" ],
  9687. THREE.ShaderChunk[ "specularmap_fragment" ],
  9688. THREE.ShaderChunk[ "lightmap_fragment" ],
  9689. THREE.ShaderChunk[ "color_fragment" ],
  9690. THREE.ShaderChunk[ "envmap_fragment" ],
  9691. THREE.ShaderChunk[ "shadowmap_fragment" ],
  9692. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  9693. THREE.ShaderChunk[ "fog_fragment" ],
  9694. "}"
  9695. ].join("\n")
  9696. },
  9697. 'lambert': {
  9698. uniforms: THREE.UniformsUtils.merge( [
  9699. THREE.UniformsLib[ "common" ],
  9700. THREE.UniformsLib[ "fog" ],
  9701. THREE.UniformsLib[ "lights" ],
  9702. THREE.UniformsLib[ "shadowmap" ],
  9703. {
  9704. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  9705. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  9706. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  9707. }
  9708. ] ),
  9709. vertexShader: [
  9710. "#define LAMBERT",
  9711. "varying vec3 vLightFront;",
  9712. "#ifdef DOUBLE_SIDED",
  9713. " varying vec3 vLightBack;",
  9714. "#endif",
  9715. THREE.ShaderChunk[ "map_pars_vertex" ],
  9716. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  9717. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  9718. THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
  9719. THREE.ShaderChunk[ "color_pars_vertex" ],
  9720. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  9721. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  9722. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  9723. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  9724. "void main() {",
  9725. THREE.ShaderChunk[ "map_vertex" ],
  9726. THREE.ShaderChunk[ "lightmap_vertex" ],
  9727. THREE.ShaderChunk[ "color_vertex" ],
  9728. THREE.ShaderChunk[ "morphnormal_vertex" ],
  9729. THREE.ShaderChunk[ "skinbase_vertex" ],
  9730. THREE.ShaderChunk[ "skinnormal_vertex" ],
  9731. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  9732. THREE.ShaderChunk[ "morphtarget_vertex" ],
  9733. THREE.ShaderChunk[ "skinning_vertex" ],
  9734. THREE.ShaderChunk[ "default_vertex" ],
  9735. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  9736. THREE.ShaderChunk[ "worldpos_vertex" ],
  9737. THREE.ShaderChunk[ "envmap_vertex" ],
  9738. THREE.ShaderChunk[ "lights_lambert_vertex" ],
  9739. THREE.ShaderChunk[ "shadowmap_vertex" ],
  9740. "}"
  9741. ].join("\n"),
  9742. fragmentShader: [
  9743. "uniform float opacity;",
  9744. "varying vec3 vLightFront;",
  9745. "#ifdef DOUBLE_SIDED",
  9746. " varying vec3 vLightBack;",
  9747. "#endif",
  9748. THREE.ShaderChunk[ "color_pars_fragment" ],
  9749. THREE.ShaderChunk[ "map_pars_fragment" ],
  9750. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  9751. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  9752. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  9753. THREE.ShaderChunk[ "fog_pars_fragment" ],
  9754. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  9755. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  9756. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  9757. "void main() {",
  9758. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  9759. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  9760. THREE.ShaderChunk[ "map_fragment" ],
  9761. THREE.ShaderChunk[ "alphamap_fragment" ],
  9762. THREE.ShaderChunk[ "alphatest_fragment" ],
  9763. THREE.ShaderChunk[ "specularmap_fragment" ],
  9764. " #ifdef DOUBLE_SIDED",
  9765. //"float isFront = float( gl_FrontFacing );",
  9766. //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
  9767. " if ( gl_FrontFacing )",
  9768. " gl_FragColor.xyz *= vLightFront;",
  9769. " else",
  9770. " gl_FragColor.xyz *= vLightBack;",
  9771. " #else",
  9772. " gl_FragColor.xyz *= vLightFront;",
  9773. " #endif",
  9774. THREE.ShaderChunk[ "lightmap_fragment" ],
  9775. THREE.ShaderChunk[ "color_fragment" ],
  9776. THREE.ShaderChunk[ "envmap_fragment" ],
  9777. THREE.ShaderChunk[ "shadowmap_fragment" ],
  9778. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  9779. THREE.ShaderChunk[ "fog_fragment" ],
  9780. "}"
  9781. ].join("\n")
  9782. },
  9783. 'phong': {
  9784. uniforms: THREE.UniformsUtils.merge( [
  9785. THREE.UniformsLib[ "common" ],
  9786. THREE.UniformsLib[ "bump" ],
  9787. THREE.UniformsLib[ "normalmap" ],
  9788. THREE.UniformsLib[ "fog" ],
  9789. THREE.UniformsLib[ "lights" ],
  9790. THREE.UniformsLib[ "shadowmap" ],
  9791. {
  9792. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  9793. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  9794. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  9795. "shininess": { type: "f", value: 30 },
  9796. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  9797. }
  9798. ] ),
  9799. vertexShader: [
  9800. "#define PHONG",
  9801. "varying vec3 vViewPosition;",
  9802. "varying vec3 vNormal;",
  9803. THREE.ShaderChunk[ "map_pars_vertex" ],
  9804. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  9805. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  9806. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  9807. THREE.ShaderChunk[ "color_pars_vertex" ],
  9808. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  9809. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  9810. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  9811. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  9812. "void main() {",
  9813. THREE.ShaderChunk[ "map_vertex" ],
  9814. THREE.ShaderChunk[ "lightmap_vertex" ],
  9815. THREE.ShaderChunk[ "color_vertex" ],
  9816. THREE.ShaderChunk[ "morphnormal_vertex" ],
  9817. THREE.ShaderChunk[ "skinbase_vertex" ],
  9818. THREE.ShaderChunk[ "skinnormal_vertex" ],
  9819. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  9820. " vNormal = normalize( transformedNormal );",
  9821. THREE.ShaderChunk[ "morphtarget_vertex" ],
  9822. THREE.ShaderChunk[ "skinning_vertex" ],
  9823. THREE.ShaderChunk[ "default_vertex" ],
  9824. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  9825. " vViewPosition = -mvPosition.xyz;",
  9826. THREE.ShaderChunk[ "worldpos_vertex" ],
  9827. THREE.ShaderChunk[ "envmap_vertex" ],
  9828. THREE.ShaderChunk[ "lights_phong_vertex" ],
  9829. THREE.ShaderChunk[ "shadowmap_vertex" ],
  9830. "}"
  9831. ].join("\n"),
  9832. fragmentShader: [
  9833. "#define PHONG",
  9834. "uniform vec3 diffuse;",
  9835. "uniform float opacity;",
  9836. "uniform vec3 ambient;",
  9837. "uniform vec3 emissive;",
  9838. "uniform vec3 specular;",
  9839. "uniform float shininess;",
  9840. THREE.ShaderChunk[ "color_pars_fragment" ],
  9841. THREE.ShaderChunk[ "map_pars_fragment" ],
  9842. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  9843. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  9844. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  9845. THREE.ShaderChunk[ "fog_pars_fragment" ],
  9846. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  9847. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  9848. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  9849. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  9850. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  9851. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  9852. "void main() {",
  9853. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  9854. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  9855. THREE.ShaderChunk[ "map_fragment" ],
  9856. THREE.ShaderChunk[ "alphamap_fragment" ],
  9857. THREE.ShaderChunk[ "alphatest_fragment" ],
  9858. THREE.ShaderChunk[ "specularmap_fragment" ],
  9859. THREE.ShaderChunk[ "lights_phong_fragment" ],
  9860. THREE.ShaderChunk[ "lightmap_fragment" ],
  9861. THREE.ShaderChunk[ "color_fragment" ],
  9862. THREE.ShaderChunk[ "envmap_fragment" ],
  9863. THREE.ShaderChunk[ "shadowmap_fragment" ],
  9864. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  9865. THREE.ShaderChunk[ "fog_fragment" ],
  9866. "}"
  9867. ].join("\n")
  9868. },
  9869. 'particle_basic': {
  9870. uniforms: THREE.UniformsUtils.merge( [
  9871. THREE.UniformsLib[ "particle" ],
  9872. THREE.UniformsLib[ "shadowmap" ]
  9873. ] ),
  9874. vertexShader: [
  9875. "uniform float size;",
  9876. "uniform float scale;",
  9877. THREE.ShaderChunk[ "color_pars_vertex" ],
  9878. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  9879. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  9880. "void main() {",
  9881. THREE.ShaderChunk[ "color_vertex" ],
  9882. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  9883. " #ifdef USE_SIZEATTENUATION",
  9884. " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  9885. " #else",
  9886. " gl_PointSize = size;",
  9887. " #endif",
  9888. " gl_Position = projectionMatrix * mvPosition;",
  9889. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  9890. THREE.ShaderChunk[ "worldpos_vertex" ],
  9891. THREE.ShaderChunk[ "shadowmap_vertex" ],
  9892. "}"
  9893. ].join("\n"),
  9894. fragmentShader: [
  9895. "uniform vec3 psColor;",
  9896. "uniform float opacity;",
  9897. THREE.ShaderChunk[ "color_pars_fragment" ],
  9898. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  9899. THREE.ShaderChunk[ "fog_pars_fragment" ],
  9900. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  9901. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  9902. "void main() {",
  9903. " gl_FragColor = vec4( psColor, opacity );",
  9904. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  9905. THREE.ShaderChunk[ "map_particle_fragment" ],
  9906. THREE.ShaderChunk[ "alphatest_fragment" ],
  9907. THREE.ShaderChunk[ "color_fragment" ],
  9908. THREE.ShaderChunk[ "shadowmap_fragment" ],
  9909. THREE.ShaderChunk[ "fog_fragment" ],
  9910. "}"
  9911. ].join("\n")
  9912. },
  9913. 'dashed': {
  9914. uniforms: THREE.UniformsUtils.merge( [
  9915. THREE.UniformsLib[ "common" ],
  9916. THREE.UniformsLib[ "fog" ],
  9917. {
  9918. "scale" : { type: "f", value: 1 },
  9919. "dashSize" : { type: "f", value: 1 },
  9920. "totalSize": { type: "f", value: 2 }
  9921. }
  9922. ] ),
  9923. vertexShader: [
  9924. "uniform float scale;",
  9925. "attribute float lineDistance;",
  9926. "varying float vLineDistance;",
  9927. THREE.ShaderChunk[ "color_pars_vertex" ],
  9928. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  9929. "void main() {",
  9930. THREE.ShaderChunk[ "color_vertex" ],
  9931. " vLineDistance = scale * lineDistance;",
  9932. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  9933. " gl_Position = projectionMatrix * mvPosition;",
  9934. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  9935. "}"
  9936. ].join("\n"),
  9937. fragmentShader: [
  9938. "uniform vec3 diffuse;",
  9939. "uniform float opacity;",
  9940. "uniform float dashSize;",
  9941. "uniform float totalSize;",
  9942. "varying float vLineDistance;",
  9943. THREE.ShaderChunk[ "color_pars_fragment" ],
  9944. THREE.ShaderChunk[ "fog_pars_fragment" ],
  9945. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  9946. "void main() {",
  9947. " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
  9948. " discard;",
  9949. " }",
  9950. " gl_FragColor = vec4( diffuse, opacity );",
  9951. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  9952. THREE.ShaderChunk[ "color_fragment" ],
  9953. THREE.ShaderChunk[ "fog_fragment" ],
  9954. "}"
  9955. ].join("\n")
  9956. },
  9957. 'depth': {
  9958. uniforms: {
  9959. "mNear": { type: "f", value: 1.0 },
  9960. "mFar" : { type: "f", value: 2000.0 },
  9961. "opacity" : { type: "f", value: 1.0 }
  9962. },
  9963. vertexShader: [
  9964. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  9965. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  9966. "void main() {",
  9967. THREE.ShaderChunk[ "morphtarget_vertex" ],
  9968. THREE.ShaderChunk[ "default_vertex" ],
  9969. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  9970. "}"
  9971. ].join("\n"),
  9972. fragmentShader: [
  9973. "uniform float mNear;",
  9974. "uniform float mFar;",
  9975. "uniform float opacity;",
  9976. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  9977. "void main() {",
  9978. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  9979. " #ifdef USE_LOGDEPTHBUF_EXT",
  9980. " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  9981. " #else",
  9982. " float depth = gl_FragCoord.z / gl_FragCoord.w;",
  9983. " #endif",
  9984. " float color = 1.0 - smoothstep( mNear, mFar, depth );",
  9985. " gl_FragColor = vec4( vec3( color ), opacity );",
  9986. "}"
  9987. ].join("\n")
  9988. },
  9989. 'normal': {
  9990. uniforms: {
  9991. "opacity" : { type: "f", value: 1.0 }
  9992. },
  9993. vertexShader: [
  9994. "varying vec3 vNormal;",
  9995. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  9996. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  9997. "void main() {",
  9998. " vNormal = normalize( normalMatrix * normal );",
  9999. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10000. THREE.ShaderChunk[ "default_vertex" ],
  10001. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10002. "}"
  10003. ].join("\n"),
  10004. fragmentShader: [
  10005. "uniform float opacity;",
  10006. "varying vec3 vNormal;",
  10007. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10008. "void main() {",
  10009. " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  10010. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10011. "}"
  10012. ].join("\n")
  10013. },
  10014. /* -------------------------------------------------------------------------
  10015. // Normal map shader
  10016. // - Blinn-Phong
  10017. // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
  10018. // - point and directional lights (use with "lights: true" material option)
  10019. ------------------------------------------------------------------------- */
  10020. 'normalmap' : {
  10021. uniforms: THREE.UniformsUtils.merge( [
  10022. THREE.UniformsLib[ "fog" ],
  10023. THREE.UniformsLib[ "lights" ],
  10024. THREE.UniformsLib[ "shadowmap" ],
  10025. {
  10026. "enableAO" : { type: "i", value: 0 },
  10027. "enableDiffuse" : { type: "i", value: 0 },
  10028. "enableSpecular" : { type: "i", value: 0 },
  10029. "enableReflection" : { type: "i", value: 0 },
  10030. "enableDisplacement": { type: "i", value: 0 },
  10031. "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
  10032. "tDiffuse" : { type: "t", value: null },
  10033. "tCube" : { type: "t", value: null },
  10034. "tNormal" : { type: "t", value: null },
  10035. "tSpecular" : { type: "t", value: null },
  10036. "tAO" : { type: "t", value: null },
  10037. "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  10038. "uDisplacementBias": { type: "f", value: 0.0 },
  10039. "uDisplacementScale": { type: "f", value: 1.0 },
  10040. "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
  10041. "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
  10042. "ambient": { type: "c", value: new THREE.Color( 0xffffff ) },
  10043. "shininess": { type: "f", value: 30 },
  10044. "opacity": { type: "f", value: 1 },
  10045. "useRefract": { type: "i", value: 0 },
  10046. "refractionRatio": { type: "f", value: 0.98 },
  10047. "reflectivity": { type: "f", value: 0.5 },
  10048. "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
  10049. "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  10050. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  10051. }
  10052. ] ),
  10053. fragmentShader: [
  10054. "uniform vec3 ambient;",
  10055. "uniform vec3 diffuse;",
  10056. "uniform vec3 specular;",
  10057. "uniform float shininess;",
  10058. "uniform float opacity;",
  10059. "uniform bool enableDiffuse;",
  10060. "uniform bool enableSpecular;",
  10061. "uniform bool enableAO;",
  10062. "uniform bool enableReflection;",
  10063. "uniform sampler2D tDiffuse;",
  10064. "uniform sampler2D tNormal;",
  10065. "uniform sampler2D tSpecular;",
  10066. "uniform sampler2D tAO;",
  10067. "uniform samplerCube tCube;",
  10068. "uniform vec2 uNormalScale;",
  10069. "uniform bool useRefract;",
  10070. "uniform float refractionRatio;",
  10071. "uniform float reflectivity;",
  10072. "varying vec3 vTangent;",
  10073. "varying vec3 vBinormal;",
  10074. "varying vec3 vNormal;",
  10075. "varying vec2 vUv;",
  10076. "uniform vec3 ambientLightColor;",
  10077. "#if MAX_DIR_LIGHTS > 0",
  10078. " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  10079. " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  10080. "#endif",
  10081. "#if MAX_HEMI_LIGHTS > 0",
  10082. " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  10083. " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  10084. " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  10085. "#endif",
  10086. "#if MAX_POINT_LIGHTS > 0",
  10087. " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  10088. " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  10089. " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  10090. "#endif",
  10091. "#if MAX_SPOT_LIGHTS > 0",
  10092. " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  10093. " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  10094. " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  10095. " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  10096. " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  10097. " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  10098. "#endif",
  10099. "#ifdef WRAP_AROUND",
  10100. " uniform vec3 wrapRGB;",
  10101. "#endif",
  10102. "varying vec3 vWorldPosition;",
  10103. "varying vec3 vViewPosition;",
  10104. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10105. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10106. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10107. "void main() {",
  10108. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10109. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  10110. " vec3 specularTex = vec3( 1.0 );",
  10111. " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
  10112. " normalTex.xy *= uNormalScale;",
  10113. " normalTex = normalize( normalTex );",
  10114. " if( enableDiffuse ) {",
  10115. " #ifdef GAMMA_INPUT",
  10116. " vec4 texelColor = texture2D( tDiffuse, vUv );",
  10117. " texelColor.xyz *= texelColor.xyz;",
  10118. " gl_FragColor = gl_FragColor * texelColor;",
  10119. " #else",
  10120. " gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
  10121. " #endif",
  10122. " }",
  10123. " if( enableAO ) {",
  10124. " #ifdef GAMMA_INPUT",
  10125. " vec4 aoColor = texture2D( tAO, vUv );",
  10126. " aoColor.xyz *= aoColor.xyz;",
  10127. " gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
  10128. " #else",
  10129. " gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
  10130. " #endif",
  10131. " }",
  10132. THREE.ShaderChunk[ "alphatest_fragment" ],
  10133. " if( enableSpecular )",
  10134. " specularTex = texture2D( tSpecular, vUv ).xyz;",
  10135. " mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
  10136. " vec3 finalNormal = tsb * normalTex;",
  10137. " #ifdef FLIP_SIDED",
  10138. " finalNormal = -finalNormal;",
  10139. " #endif",
  10140. " vec3 normal = normalize( finalNormal );",
  10141. " vec3 viewPosition = normalize( vViewPosition );",
  10142. // point lights
  10143. " #if MAX_POINT_LIGHTS > 0",
  10144. " vec3 pointDiffuse = vec3( 0.0 );",
  10145. " vec3 pointSpecular = vec3( 0.0 );",
  10146. " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  10147. " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  10148. " vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
  10149. " float pointDistance = 1.0;",
  10150. " if ( pointLightDistance[ i ] > 0.0 )",
  10151. " pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
  10152. " pointVector = normalize( pointVector );",
  10153. // diffuse
  10154. " #ifdef WRAP_AROUND",
  10155. " float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
  10156. " float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
  10157. " vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
  10158. " #else",
  10159. " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
  10160. " #endif",
  10161. " pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
  10162. // specular
  10163. " vec3 pointHalfVector = normalize( pointVector + viewPosition );",
  10164. " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  10165. " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
  10166. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10167. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );",
  10168. " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
  10169. " }",
  10170. " #endif",
  10171. // spot lights
  10172. " #if MAX_SPOT_LIGHTS > 0",
  10173. " vec3 spotDiffuse = vec3( 0.0 );",
  10174. " vec3 spotSpecular = vec3( 0.0 );",
  10175. " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  10176. " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  10177. " vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
  10178. " float spotDistance = 1.0;",
  10179. " if ( spotLightDistance[ i ] > 0.0 )",
  10180. " spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
  10181. " spotVector = normalize( spotVector );",
  10182. " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
  10183. " if ( spotEffect > spotLightAngleCos[ i ] ) {",
  10184. " spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );",
  10185. // diffuse
  10186. " #ifdef WRAP_AROUND",
  10187. " float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
  10188. " float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
  10189. " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
  10190. " #else",
  10191. " float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
  10192. " #endif",
  10193. " spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;",
  10194. // specular
  10195. " vec3 spotHalfVector = normalize( spotVector + viewPosition );",
  10196. " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
  10197. " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
  10198. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10199. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );",
  10200. " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
  10201. " }",
  10202. " }",
  10203. " #endif",
  10204. // directional lights
  10205. " #if MAX_DIR_LIGHTS > 0",
  10206. " vec3 dirDiffuse = vec3( 0.0 );",
  10207. " vec3 dirSpecular = vec3( 0.0 );",
  10208. " for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  10209. " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  10210. " vec3 dirVector = normalize( lDirection.xyz );",
  10211. // diffuse
  10212. " #ifdef WRAP_AROUND",
  10213. " float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
  10214. " float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
  10215. " vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
  10216. " #else",
  10217. " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  10218. " #endif",
  10219. " dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
  10220. // specular
  10221. " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
  10222. " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  10223. " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
  10224. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10225. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
  10226. " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
  10227. " }",
  10228. " #endif",
  10229. // hemisphere lights
  10230. " #if MAX_HEMI_LIGHTS > 0",
  10231. " vec3 hemiDiffuse = vec3( 0.0 );",
  10232. " vec3 hemiSpecular = vec3( 0.0 );" ,
  10233. " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  10234. " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  10235. " vec3 lVector = normalize( lDirection.xyz );",
  10236. // diffuse
  10237. " float dotProduct = dot( normal, lVector );",
  10238. " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  10239. " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  10240. " hemiDiffuse += diffuse * hemiColor;",
  10241. // specular (sky light)
  10242. " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
  10243. " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  10244. " float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );",
  10245. // specular (ground light)
  10246. " vec3 lVectorGround = -lVector;",
  10247. " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
  10248. " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  10249. " float hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );",
  10250. " float dotProductGround = dot( normal, lVectorGround );",
  10251. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10252. " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
  10253. " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
  10254. " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
  10255. " }",
  10256. " #endif",
  10257. // all lights contribution summation
  10258. " vec3 totalDiffuse = vec3( 0.0 );",
  10259. " vec3 totalSpecular = vec3( 0.0 );",
  10260. " #if MAX_DIR_LIGHTS > 0",
  10261. " totalDiffuse += dirDiffuse;",
  10262. " totalSpecular += dirSpecular;",
  10263. " #endif",
  10264. " #if MAX_HEMI_LIGHTS > 0",
  10265. " totalDiffuse += hemiDiffuse;",
  10266. " totalSpecular += hemiSpecular;",
  10267. " #endif",
  10268. " #if MAX_POINT_LIGHTS > 0",
  10269. " totalDiffuse += pointDiffuse;",
  10270. " totalSpecular += pointSpecular;",
  10271. " #endif",
  10272. " #if MAX_SPOT_LIGHTS > 0",
  10273. " totalDiffuse += spotDiffuse;",
  10274. " totalSpecular += spotSpecular;",
  10275. " #endif",
  10276. " #ifdef METAL",
  10277. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
  10278. " #else",
  10279. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
  10280. " #endif",
  10281. " if ( enableReflection ) {",
  10282. " vec3 vReflect;",
  10283. " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
  10284. " if ( useRefract ) {",
  10285. " vReflect = refract( cameraToVertex, normal, refractionRatio );",
  10286. " } else {",
  10287. " vReflect = reflect( cameraToVertex, normal );",
  10288. " }",
  10289. " vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
  10290. " #ifdef GAMMA_INPUT",
  10291. " cubeColor.xyz *= cubeColor.xyz;",
  10292. " #endif",
  10293. " gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );",
  10294. " }",
  10295. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10296. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  10297. THREE.ShaderChunk[ "fog_fragment" ],
  10298. "}"
  10299. ].join("\n"),
  10300. vertexShader: [
  10301. "attribute vec4 tangent;",
  10302. "uniform vec2 uOffset;",
  10303. "uniform vec2 uRepeat;",
  10304. "uniform bool enableDisplacement;",
  10305. "#ifdef VERTEX_TEXTURES",
  10306. " uniform sampler2D tDisplacement;",
  10307. " uniform float uDisplacementScale;",
  10308. " uniform float uDisplacementBias;",
  10309. "#endif",
  10310. "varying vec3 vTangent;",
  10311. "varying vec3 vBinormal;",
  10312. "varying vec3 vNormal;",
  10313. "varying vec2 vUv;",
  10314. "varying vec3 vWorldPosition;",
  10315. "varying vec3 vViewPosition;",
  10316. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  10317. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10318. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10319. "void main() {",
  10320. THREE.ShaderChunk[ "skinbase_vertex" ],
  10321. THREE.ShaderChunk[ "skinnormal_vertex" ],
  10322. // normal, tangent and binormal vectors
  10323. " #ifdef USE_SKINNING",
  10324. " vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
  10325. " vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
  10326. " vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
  10327. " #else",
  10328. " vNormal = normalize( normalMatrix * normal );",
  10329. " vTangent = normalize( normalMatrix * tangent.xyz );",
  10330. " #endif",
  10331. " vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
  10332. " vUv = uv * uRepeat + uOffset;",
  10333. // displacement mapping
  10334. " vec3 displacedPosition;",
  10335. " #ifdef VERTEX_TEXTURES",
  10336. " if ( enableDisplacement ) {",
  10337. " vec3 dv = texture2D( tDisplacement, uv ).xyz;",
  10338. " float df = uDisplacementScale * dv.x + uDisplacementBias;",
  10339. " displacedPosition = position + normalize( normal ) * df;",
  10340. " } else {",
  10341. " #ifdef USE_SKINNING",
  10342. " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
  10343. " vec4 skinned = vec4( 0.0 );",
  10344. " skinned += boneMatX * skinVertex * skinWeight.x;",
  10345. " skinned += boneMatY * skinVertex * skinWeight.y;",
  10346. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  10347. " skinned += boneMatW * skinVertex * skinWeight.w;",
  10348. " skinned = bindMatrixInverse * skinned;",
  10349. " displacedPosition = skinned.xyz;",
  10350. " #else",
  10351. " displacedPosition = position;",
  10352. " #endif",
  10353. " }",
  10354. " #else",
  10355. " #ifdef USE_SKINNING",
  10356. " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
  10357. " vec4 skinned = vec4( 0.0 );",
  10358. " skinned += boneMatX * skinVertex * skinWeight.x;",
  10359. " skinned += boneMatY * skinVertex * skinWeight.y;",
  10360. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  10361. " skinned += boneMatW * skinVertex * skinWeight.w;",
  10362. " skinned = bindMatrixInverse * skinned;",
  10363. " displacedPosition = skinned.xyz;",
  10364. " #else",
  10365. " displacedPosition = position;",
  10366. " #endif",
  10367. " #endif",
  10368. //
  10369. " vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
  10370. " vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
  10371. " gl_Position = projectionMatrix * mvPosition;",
  10372. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10373. //
  10374. " vWorldPosition = worldPosition.xyz;",
  10375. " vViewPosition = -mvPosition.xyz;",
  10376. // shadows
  10377. " #ifdef USE_SHADOWMAP",
  10378. " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  10379. " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
  10380. " }",
  10381. " #endif",
  10382. "}"
  10383. ].join("\n")
  10384. },
  10385. /* -------------------------------------------------------------------------
  10386. // Cube map shader
  10387. ------------------------------------------------------------------------- */
  10388. 'cube': {
  10389. uniforms: { "tCube": { type: "t", value: null },
  10390. "tFlip": { type: "f", value: - 1 } },
  10391. vertexShader: [
  10392. "varying vec3 vWorldPosition;",
  10393. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10394. "void main() {",
  10395. " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  10396. " vWorldPosition = worldPosition.xyz;",
  10397. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  10398. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10399. "}"
  10400. ].join("\n"),
  10401. fragmentShader: [
  10402. "uniform samplerCube tCube;",
  10403. "uniform float tFlip;",
  10404. "varying vec3 vWorldPosition;",
  10405. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10406. "void main() {",
  10407. " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  10408. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10409. "}"
  10410. ].join("\n")
  10411. },
  10412. /* Depth encoding into RGBA texture
  10413. *
  10414. * based on SpiderGL shadow map example
  10415. * http://spidergl.org/example.php?id=6
  10416. *
  10417. * originally from
  10418. * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  10419. *
  10420. * see also
  10421. * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  10422. */
  10423. 'depthRGBA': {
  10424. uniforms: {},
  10425. vertexShader: [
  10426. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10427. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  10428. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10429. "void main() {",
  10430. THREE.ShaderChunk[ "skinbase_vertex" ],
  10431. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10432. THREE.ShaderChunk[ "skinning_vertex" ],
  10433. THREE.ShaderChunk[ "default_vertex" ],
  10434. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10435. "}"
  10436. ].join("\n"),
  10437. fragmentShader: [
  10438. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10439. "vec4 pack_depth( const in float depth ) {",
  10440. " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  10441. " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  10442. " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
  10443. " res -= res.xxyz * bit_mask;",
  10444. " return res;",
  10445. "}",
  10446. "void main() {",
  10447. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10448. " #ifdef USE_LOGDEPTHBUF_EXT",
  10449. " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
  10450. " #else",
  10451. " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  10452. " #endif",
  10453. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  10454. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  10455. //"gl_FragData[ 0 ] = pack_depth( z );",
  10456. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  10457. "}"
  10458. ].join("\n")
  10459. }
  10460. };
  10461. // File:src/renderers/WebGLRenderer.js
  10462. /**
  10463. * @author supereggbert / http://www.paulbrunt.co.uk/
  10464. * @author mrdoob / http://mrdoob.com/
  10465. * @author alteredq / http://alteredqualia.com/
  10466. * @author szimek / https://github.com/szimek/
  10467. */
  10468. THREE.WebGLRenderer = function ( parameters ) {
  10469. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  10470. parameters = parameters || {};
  10471. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  10472. _context = parameters.context !== undefined ? parameters.context : null,
  10473. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  10474. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  10475. _depth = parameters.depth !== undefined ? parameters.depth : true,
  10476. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  10477. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  10478. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  10479. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  10480. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  10481. _clearColor = new THREE.Color( 0x000000 ),
  10482. _clearAlpha = 0;
  10483. var lights = [];
  10484. var _webglObjects = {};
  10485. var _webglObjectsImmediate = [];
  10486. var opaqueObjects = [];
  10487. var transparentObjects = [];
  10488. // public properties
  10489. this.domElement = _canvas;
  10490. this.context = null;
  10491. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  10492. ? parameters.devicePixelRatio
  10493. : self.devicePixelRatio !== undefined
  10494. ? self.devicePixelRatio
  10495. : 1;
  10496. // clearing
  10497. this.autoClear = true;
  10498. this.autoClearColor = true;
  10499. this.autoClearDepth = true;
  10500. this.autoClearStencil = true;
  10501. // scene graph
  10502. this.sortObjects = true;
  10503. // physically based shading
  10504. this.gammaInput = false;
  10505. this.gammaOutput = false;
  10506. // shadow map
  10507. this.shadowMapEnabled = false;
  10508. this.shadowMapAutoUpdate = true;
  10509. this.shadowMapType = THREE.PCFShadowMap;
  10510. this.shadowMapCullFace = THREE.CullFaceFront;
  10511. this.shadowMapDebug = false;
  10512. this.shadowMapCascade = false;
  10513. // morphs
  10514. this.maxMorphTargets = 8;
  10515. this.maxMorphNormals = 4;
  10516. // flags
  10517. this.autoScaleCubemaps = true;
  10518. // custom render plugins
  10519. this.renderPluginsPre = [];
  10520. this.renderPluginsPost = [];
  10521. // info
  10522. this.info = {
  10523. memory: {
  10524. programs: 0,
  10525. geometries: 0,
  10526. textures: 0
  10527. },
  10528. render: {
  10529. calls: 0,
  10530. vertices: 0,
  10531. faces: 0,
  10532. points: 0
  10533. }
  10534. };
  10535. // internal properties
  10536. var _this = this,
  10537. _programs = [],
  10538. // internal state cache
  10539. _currentProgram = null,
  10540. _currentFramebuffer = null,
  10541. _currentMaterialId = - 1,
  10542. _currentGeometryGroupHash = null,
  10543. _currentCamera = null,
  10544. _usedTextureUnits = 0,
  10545. // GL state cache
  10546. _oldDoubleSided = - 1,
  10547. _oldFlipSided = - 1,
  10548. _oldBlending = - 1,
  10549. _oldBlendEquation = - 1,
  10550. _oldBlendSrc = - 1,
  10551. _oldBlendDst = - 1,
  10552. _oldDepthTest = - 1,
  10553. _oldDepthWrite = - 1,
  10554. _oldPolygonOffset = null,
  10555. _oldPolygonOffsetFactor = null,
  10556. _oldPolygonOffsetUnits = null,
  10557. _oldLineWidth = null,
  10558. _viewportX = 0,
  10559. _viewportY = 0,
  10560. _viewportWidth = _canvas.width,
  10561. _viewportHeight = _canvas.height,
  10562. _currentWidth = 0,
  10563. _currentHeight = 0,
  10564. _newAttributes = new Uint8Array( 16 ),
  10565. _enabledAttributes = new Uint8Array( 16 ),
  10566. // frustum
  10567. _frustum = new THREE.Frustum(),
  10568. // camera matrices cache
  10569. _projScreenMatrix = new THREE.Matrix4(),
  10570. _projScreenMatrixPS = new THREE.Matrix4(),
  10571. _vector3 = new THREE.Vector3(),
  10572. // light arrays cache
  10573. _direction = new THREE.Vector3(),
  10574. _lightsNeedUpdate = true,
  10575. _lights = {
  10576. ambient: [ 0, 0, 0 ],
  10577. directional: { length: 0, colors:[], positions: [] },
  10578. point: { length: 0, colors: [], positions: [], distances: [] },
  10579. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] },
  10580. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  10581. };
  10582. // initialize
  10583. var _gl;
  10584. var _glExtensionTextureFloat;
  10585. var _glExtensionTextureFloatLinear;
  10586. var _glExtensionStandardDerivatives;
  10587. var _glExtensionTextureFilterAnisotropic;
  10588. var _glExtensionCompressedTextureS3TC;
  10589. var _glExtensionCompressedTexturePVRTC;
  10590. var _glExtensionElementIndexUint;
  10591. var _glExtensionFragDepth;
  10592. var _glExtensionBlendMinMax;
  10593. initGL();
  10594. setDefaultGLState();
  10595. this.context = _gl;
  10596. // GPU capabilities
  10597. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  10598. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  10599. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  10600. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  10601. var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  10602. var _supportsVertexTextures = ( _maxVertexTextures > 0 );
  10603. var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
  10604. // COMPRESSED_TEXTURE_FORMATS return IntArray
  10605. // but we need Array.indexOf to test formats availabilities
  10606. var _compressedTextureFormats = [];
  10607. if( _glExtensionCompressedTexturePVRTC || _glExtensionCompressedTextureS3TC ) {
  10608. var compressedfmts = _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS );
  10609. for( var i = 0; i < compressedfmts.length; i++ ){
  10610. _compressedTextureFormats.push( compressedfmts[i] );
  10611. }
  10612. }
  10613. //
  10614. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  10615. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  10616. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  10617. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  10618. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  10619. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  10620. // clamp precision to maximum available
  10621. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  10622. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  10623. if ( _precision === 'highp' && ! highpAvailable ) {
  10624. if ( mediumpAvailable ) {
  10625. _precision = 'mediump';
  10626. console.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
  10627. } else {
  10628. _precision = 'lowp';
  10629. console.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
  10630. }
  10631. }
  10632. if ( _precision === 'mediump' && ! mediumpAvailable ) {
  10633. _precision = 'lowp';
  10634. console.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
  10635. }
  10636. // API
  10637. this.getContext = function () {
  10638. return _gl;
  10639. };
  10640. this.supportsVertexTextures = function () {
  10641. return _supportsVertexTextures;
  10642. };
  10643. this.supportsFloatTextures = function () {
  10644. return _glExtensionTextureFloat;
  10645. };
  10646. this.supportsStandardDerivatives = function () {
  10647. return _glExtensionStandardDerivatives;
  10648. };
  10649. this.supportsCompressedTextureS3TC = function () {
  10650. return _glExtensionCompressedTextureS3TC;
  10651. };
  10652. this.supportsCompressedTexturePVRTC = function () {
  10653. return _glExtensionCompressedTexturePVRTC;
  10654. };
  10655. this.supportsBlendMinMax = function () {
  10656. return _glExtensionBlendMinMax;
  10657. };
  10658. this.getMaxAnisotropy = function () {
  10659. return _maxAnisotropy;
  10660. };
  10661. this.getPrecision = function () {
  10662. return _precision;
  10663. };
  10664. this.setSize = function ( width, height, updateStyle ) {
  10665. _canvas.width = width * this.devicePixelRatio;
  10666. _canvas.height = height * this.devicePixelRatio;
  10667. if ( updateStyle !== false ) {
  10668. _canvas.style.width = width + 'px';
  10669. _canvas.style.height = height + 'px';
  10670. }
  10671. this.setViewport( 0, 0, width, height );
  10672. };
  10673. this.setViewport = function ( x, y, width, height ) {
  10674. _viewportX = x * this.devicePixelRatio;
  10675. _viewportY = y * this.devicePixelRatio;
  10676. _viewportWidth = width * this.devicePixelRatio;
  10677. _viewportHeight = height * this.devicePixelRatio;
  10678. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  10679. };
  10680. this.setScissor = function ( x, y, width, height ) {
  10681. _gl.scissor(
  10682. x * this.devicePixelRatio,
  10683. y * this.devicePixelRatio,
  10684. width * this.devicePixelRatio,
  10685. height * this.devicePixelRatio
  10686. );
  10687. };
  10688. this.enableScissorTest = function ( enable ) {
  10689. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  10690. };
  10691. // Clearing
  10692. this.setClearColor = function ( color, alpha ) {
  10693. _clearColor.set( color );
  10694. _clearAlpha = alpha !== undefined ? alpha : 1;
  10695. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  10696. };
  10697. this.setClearColorHex = function ( hex, alpha ) {
  10698. console.warn( 'THREE.WebGLRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  10699. this.setClearColor( hex, alpha );
  10700. };
  10701. this.getClearColor = function () {
  10702. return _clearColor;
  10703. };
  10704. this.getClearAlpha = function () {
  10705. return _clearAlpha;
  10706. };
  10707. this.clear = function ( color, depth, stencil ) {
  10708. var bits = 0;
  10709. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  10710. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  10711. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  10712. _gl.clear( bits );
  10713. };
  10714. this.clearColor = function () {
  10715. _gl.clear( _gl.COLOR_BUFFER_BIT );
  10716. };
  10717. this.clearDepth = function () {
  10718. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  10719. };
  10720. this.clearStencil = function () {
  10721. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  10722. };
  10723. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  10724. this.setRenderTarget( renderTarget );
  10725. this.clear( color, depth, stencil );
  10726. };
  10727. // Plugins
  10728. this.addPostPlugin = function ( plugin ) {
  10729. plugin.init( this, lights, _webglObjects, _webglObjectsImmediate );
  10730. this.renderPluginsPost.push( plugin );
  10731. };
  10732. this.addPrePlugin = function ( plugin ) {
  10733. plugin.init( this, lights, _webglObjects, _webglObjectsImmediate );
  10734. this.renderPluginsPre.push( plugin );
  10735. };
  10736. // Rendering
  10737. this.updateShadowMap = function ( scene, camera ) {
  10738. _currentProgram = null;
  10739. _oldBlending = - 1;
  10740. _oldDepthTest = - 1;
  10741. _oldDepthWrite = - 1;
  10742. _currentGeometryGroupHash = - 1;
  10743. _currentMaterialId = - 1;
  10744. _lightsNeedUpdate = true;
  10745. _oldDoubleSided = - 1;
  10746. _oldFlipSided = - 1;
  10747. this.shadowMapPlugin.update( scene, camera );
  10748. };
  10749. // Internal functions
  10750. // Buffer allocation
  10751. function createParticleBuffers ( geometry ) {
  10752. geometry.__webglVertexBuffer = _gl.createBuffer();
  10753. geometry.__webglColorBuffer = _gl.createBuffer();
  10754. _this.info.memory.geometries ++;
  10755. };
  10756. function createLineBuffers ( geometry ) {
  10757. geometry.__webglVertexBuffer = _gl.createBuffer();
  10758. geometry.__webglColorBuffer = _gl.createBuffer();
  10759. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  10760. _this.info.memory.geometries ++;
  10761. };
  10762. function createMeshBuffers ( geometryGroup ) {
  10763. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  10764. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  10765. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  10766. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  10767. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  10768. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  10769. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  10770. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  10771. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  10772. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  10773. var m, ml;
  10774. if ( geometryGroup.numMorphTargets ) {
  10775. geometryGroup.__webglMorphTargetsBuffers = [];
  10776. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  10777. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  10778. }
  10779. }
  10780. if ( geometryGroup.numMorphNormals ) {
  10781. geometryGroup.__webglMorphNormalsBuffers = [];
  10782. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  10783. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  10784. }
  10785. }
  10786. _this.info.memory.geometries ++;
  10787. };
  10788. // Events
  10789. var onObjectRemoved = function ( event ) {
  10790. var object = event.target;
  10791. object.traverse( function ( child ) {
  10792. child.removeEventListener( 'remove', onObjectRemoved );
  10793. removeObject( child );
  10794. } );
  10795. };
  10796. var onGeometryDispose = function ( event ) {
  10797. var geometry = event.target;
  10798. geometry.removeEventListener( 'dispose', onGeometryDispose );
  10799. deallocateGeometry( geometry );
  10800. };
  10801. var onTextureDispose = function ( event ) {
  10802. var texture = event.target;
  10803. texture.removeEventListener( 'dispose', onTextureDispose );
  10804. deallocateTexture( texture );
  10805. _this.info.memory.textures --;
  10806. };
  10807. var onRenderTargetDispose = function ( event ) {
  10808. var renderTarget = event.target;
  10809. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  10810. deallocateRenderTarget( renderTarget );
  10811. _this.info.memory.textures --;
  10812. };
  10813. var onMaterialDispose = function ( event ) {
  10814. var material = event.target;
  10815. material.removeEventListener( 'dispose', onMaterialDispose );
  10816. deallocateMaterial( material );
  10817. };
  10818. // Buffer deallocation
  10819. var deleteBuffers = function ( geometry ) {
  10820. var buffers = [
  10821. '__webglVertexBuffer',
  10822. '__webglNormalBuffer',
  10823. '__webglTangentBuffer',
  10824. '__webglColorBuffer',
  10825. '__webglUVBuffer',
  10826. '__webglUV2Buffer',
  10827. '__webglSkinIndicesBuffer',
  10828. '__webglSkinWeightsBuffer',
  10829. '__webglFaceBuffer',
  10830. '__webglLineBuffer',
  10831. '__webglLineDistanceBuffer'
  10832. ];
  10833. for ( var i = 0, l = buffers.length; i < l; i ++ ) {
  10834. var name = buffers[ i ];
  10835. if ( geometry[ name ] !== undefined ) {
  10836. _gl.deleteBuffer( geometry[ name ] );
  10837. delete geometry[ name ];
  10838. }
  10839. }
  10840. // custom attributes
  10841. if ( geometry.__webglCustomAttributesList !== undefined ) {
  10842. for ( var name in geometry.__webglCustomAttributesList ) {
  10843. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ name ].buffer );
  10844. }
  10845. delete geometry.__webglCustomAttributesList;
  10846. }
  10847. _this.info.memory.geometries --;
  10848. };
  10849. var deallocateGeometry = function ( geometry ) {
  10850. delete geometry.__webglInit;
  10851. if ( geometry instanceof THREE.BufferGeometry ) {
  10852. for ( var name in geometry.attributes ) {
  10853. var attribute = geometry.attributes[ name ];
  10854. if ( attribute.buffer !== undefined ) {
  10855. _gl.deleteBuffer( attribute.buffer );
  10856. delete attribute.buffer;
  10857. }
  10858. }
  10859. _this.info.memory.geometries --;
  10860. } else {
  10861. var geometryGroupsList = geometryGroups[ geometry.id ];
  10862. if ( geometryGroupsList !== undefined ) {
  10863. for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {
  10864. var geometryGroup = geometryGroupsList[ i ];
  10865. if ( geometryGroup.numMorphTargets !== undefined ) {
  10866. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  10867. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  10868. }
  10869. delete geometryGroup.__webglMorphTargetsBuffers;
  10870. }
  10871. if ( geometryGroup.numMorphNormals !== undefined ) {
  10872. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  10873. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  10874. }
  10875. delete geometryGroup.__webglMorphNormalsBuffers;
  10876. }
  10877. deleteBuffers( geometryGroup );
  10878. }
  10879. delete geometryGroups[ geometry.id ];
  10880. } else {
  10881. deleteBuffers( geometry );
  10882. }
  10883. }
  10884. // TOFIX: Workaround for deleted geometry being currently bound
  10885. _currentGeometryGroupHash = -1;
  10886. };
  10887. var deallocateTexture = function ( texture ) {
  10888. if ( texture.image && texture.image.__webglTextureCube ) {
  10889. // cube texture
  10890. _gl.deleteTexture( texture.image.__webglTextureCube );
  10891. delete texture.image.__webglTextureCube;
  10892. } else {
  10893. // 2D texture
  10894. if ( texture.__webglInit === undefined ) return;
  10895. _gl.deleteTexture( texture.__webglTexture );
  10896. delete texture.__webglTexture;
  10897. delete texture.__webglInit;
  10898. }
  10899. };
  10900. var deallocateRenderTarget = function ( renderTarget ) {
  10901. if ( ! renderTarget || renderTarget.__webglTexture === undefined ) return;
  10902. _gl.deleteTexture( renderTarget.__webglTexture );
  10903. delete renderTarget.__webglTexture;
  10904. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  10905. for ( var i = 0; i < 6; i ++ ) {
  10906. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  10907. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  10908. }
  10909. } else {
  10910. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  10911. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  10912. }
  10913. delete renderTarget.__webglFramebuffer;
  10914. delete renderTarget.__webglRenderbuffer;
  10915. };
  10916. var deallocateMaterial = function ( material ) {
  10917. var program = material.program.program;
  10918. if ( program === undefined ) return;
  10919. material.program = undefined;
  10920. // only deallocate GL program if this was the last use of shared program
  10921. // assumed there is only single copy of any program in the _programs list
  10922. // (that's how it's constructed)
  10923. var i, il, programInfo;
  10924. var deleteProgram = false;
  10925. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  10926. programInfo = _programs[ i ];
  10927. if ( programInfo.program === program ) {
  10928. programInfo.usedTimes --;
  10929. if ( programInfo.usedTimes === 0 ) {
  10930. deleteProgram = true;
  10931. }
  10932. break;
  10933. }
  10934. }
  10935. if ( deleteProgram === true ) {
  10936. // avoid using array.splice, this is costlier than creating new array from scratch
  10937. var newPrograms = [];
  10938. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  10939. programInfo = _programs[ i ];
  10940. if ( programInfo.program !== program ) {
  10941. newPrograms.push( programInfo );
  10942. }
  10943. }
  10944. _programs = newPrograms;
  10945. _gl.deleteProgram( program );
  10946. _this.info.memory.programs --;
  10947. }
  10948. };
  10949. // Buffer initialization
  10950. function initCustomAttributes ( object ) {
  10951. var geometry = object.geometry;
  10952. var material = object.material;
  10953. var nvertices = geometry.vertices.length;
  10954. if ( material.attributes ) {
  10955. if ( geometry.__webglCustomAttributesList === undefined ) {
  10956. geometry.__webglCustomAttributesList = [];
  10957. }
  10958. for ( var name in material.attributes ) {
  10959. var attribute = material.attributes[ name ];
  10960. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  10961. attribute.__webglInitialized = true;
  10962. var size = 1; // "f" and "i"
  10963. if ( attribute.type === 'v2' ) size = 2;
  10964. else if ( attribute.type === 'v3' ) size = 3;
  10965. else if ( attribute.type === 'v4' ) size = 4;
  10966. else if ( attribute.type === 'c' ) size = 3;
  10967. attribute.size = size;
  10968. attribute.array = new Float32Array( nvertices * size );
  10969. attribute.buffer = _gl.createBuffer();
  10970. attribute.buffer.belongsToAttribute = name;
  10971. attribute.needsUpdate = true;
  10972. }
  10973. geometry.__webglCustomAttributesList.push( attribute );
  10974. }
  10975. }
  10976. };
  10977. function initParticleBuffers ( geometry, object ) {
  10978. var nvertices = geometry.vertices.length;
  10979. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  10980. geometry.__colorArray = new Float32Array( nvertices * 3 );
  10981. geometry.__sortArray = [];
  10982. geometry.__webglParticleCount = nvertices;
  10983. initCustomAttributes( object );
  10984. };
  10985. function initLineBuffers ( geometry, object ) {
  10986. var nvertices = geometry.vertices.length;
  10987. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  10988. geometry.__colorArray = new Float32Array( nvertices * 3 );
  10989. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  10990. geometry.__webglLineCount = nvertices;
  10991. initCustomAttributes( object );
  10992. };
  10993. function initMeshBuffers ( geometryGroup, object ) {
  10994. var geometry = object.geometry,
  10995. faces3 = geometryGroup.faces3,
  10996. nvertices = faces3.length * 3,
  10997. ntris = faces3.length * 1,
  10998. nlines = faces3.length * 3,
  10999. material = getBufferMaterial( object, geometryGroup );
  11000. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  11001. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  11002. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  11003. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  11004. if ( geometry.faceVertexUvs.length > 1 ) {
  11005. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  11006. }
  11007. if ( geometry.hasTangents ) {
  11008. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  11009. }
  11010. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  11011. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  11012. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  11013. }
  11014. var UintArray = _glExtensionElementIndexUint !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
  11015. geometryGroup.__typeArray = UintArray;
  11016. geometryGroup.__faceArray = new UintArray( ntris * 3 );
  11017. geometryGroup.__lineArray = new UintArray( nlines * 2 );
  11018. var m, ml;
  11019. if ( geometryGroup.numMorphTargets ) {
  11020. geometryGroup.__morphTargetsArrays = [];
  11021. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  11022. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  11023. }
  11024. }
  11025. if ( geometryGroup.numMorphNormals ) {
  11026. geometryGroup.__morphNormalsArrays = [];
  11027. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  11028. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  11029. }
  11030. }
  11031. geometryGroup.__webglFaceCount = ntris * 3;
  11032. geometryGroup.__webglLineCount = nlines * 2;
  11033. // custom attributes
  11034. if ( material.attributes ) {
  11035. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  11036. geometryGroup.__webglCustomAttributesList = [];
  11037. }
  11038. for ( var name in material.attributes ) {
  11039. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  11040. // attribute buffers which are correctly indexed in the setMeshBuffers function
  11041. var originalAttribute = material.attributes[ name ];
  11042. var attribute = {};
  11043. for ( var property in originalAttribute ) {
  11044. attribute[ property ] = originalAttribute[ property ];
  11045. }
  11046. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  11047. attribute.__webglInitialized = true;
  11048. var size = 1; // "f" and "i"
  11049. if ( attribute.type === 'v2' ) size = 2;
  11050. else if ( attribute.type === 'v3' ) size = 3;
  11051. else if ( attribute.type === 'v4' ) size = 4;
  11052. else if ( attribute.type === 'c' ) size = 3;
  11053. attribute.size = size;
  11054. attribute.array = new Float32Array( nvertices * size );
  11055. attribute.buffer = _gl.createBuffer();
  11056. attribute.buffer.belongsToAttribute = name;
  11057. originalAttribute.needsUpdate = true;
  11058. attribute.__original = originalAttribute;
  11059. }
  11060. geometryGroup.__webglCustomAttributesList.push( attribute );
  11061. }
  11062. }
  11063. geometryGroup.__inittedArrays = true;
  11064. };
  11065. function getBufferMaterial( object, geometryGroup ) {
  11066. return object.material instanceof THREE.MeshFaceMaterial
  11067. ? object.material.materials[ geometryGroup.materialIndex ]
  11068. : object.material;
  11069. };
  11070. function materialNeedsSmoothNormals ( material ) {
  11071. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  11072. };
  11073. // Buffer setting
  11074. function setParticleBuffers ( geometry, hint, object ) {
  11075. var v, c, vertex, offset, index, color,
  11076. vertices = geometry.vertices,
  11077. vl = vertices.length,
  11078. colors = geometry.colors,
  11079. cl = colors.length,
  11080. vertexArray = geometry.__vertexArray,
  11081. colorArray = geometry.__colorArray,
  11082. sortArray = geometry.__sortArray,
  11083. dirtyVertices = geometry.verticesNeedUpdate,
  11084. dirtyElements = geometry.elementsNeedUpdate,
  11085. dirtyColors = geometry.colorsNeedUpdate,
  11086. customAttributes = geometry.__webglCustomAttributesList,
  11087. i, il,
  11088. a, ca, cal, value,
  11089. customAttribute;
  11090. if ( object.sortParticles ) {
  11091. _projScreenMatrixPS.copy( _projScreenMatrix );
  11092. _projScreenMatrixPS.multiply( object.matrixWorld );
  11093. for ( v = 0; v < vl; v ++ ) {
  11094. vertex = vertices[ v ];
  11095. _vector3.copy( vertex );
  11096. _vector3.applyProjection( _projScreenMatrixPS );
  11097. sortArray[ v ] = [ _vector3.z, v ];
  11098. }
  11099. sortArray.sort( numericalSort );
  11100. for ( v = 0; v < vl; v ++ ) {
  11101. vertex = vertices[ sortArray[ v ][ 1 ] ];
  11102. offset = v * 3;
  11103. vertexArray[ offset ] = vertex.x;
  11104. vertexArray[ offset + 1 ] = vertex.y;
  11105. vertexArray[ offset + 2 ] = vertex.z;
  11106. }
  11107. for ( c = 0; c < cl; c ++ ) {
  11108. offset = c * 3;
  11109. color = colors[ sortArray[ c ][ 1 ] ];
  11110. colorArray[ offset ] = color.r;
  11111. colorArray[ offset + 1 ] = color.g;
  11112. colorArray[ offset + 2 ] = color.b;
  11113. }
  11114. if ( customAttributes ) {
  11115. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11116. customAttribute = customAttributes[ i ];
  11117. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) continue;
  11118. offset = 0;
  11119. cal = customAttribute.value.length;
  11120. if ( customAttribute.size === 1 ) {
  11121. for ( ca = 0; ca < cal; ca ++ ) {
  11122. index = sortArray[ ca ][ 1 ];
  11123. customAttribute.array[ ca ] = customAttribute.value[ index ];
  11124. }
  11125. } else if ( customAttribute.size === 2 ) {
  11126. for ( ca = 0; ca < cal; ca ++ ) {
  11127. index = sortArray[ ca ][ 1 ];
  11128. value = customAttribute.value[ index ];
  11129. customAttribute.array[ offset ] = value.x;
  11130. customAttribute.array[ offset + 1 ] = value.y;
  11131. offset += 2;
  11132. }
  11133. } else if ( customAttribute.size === 3 ) {
  11134. if ( customAttribute.type === 'c' ) {
  11135. for ( ca = 0; ca < cal; ca ++ ) {
  11136. index = sortArray[ ca ][ 1 ];
  11137. value = customAttribute.value[ index ];
  11138. customAttribute.array[ offset ] = value.r;
  11139. customAttribute.array[ offset + 1 ] = value.g;
  11140. customAttribute.array[ offset + 2 ] = value.b;
  11141. offset += 3;
  11142. }
  11143. } else {
  11144. for ( ca = 0; ca < cal; ca ++ ) {
  11145. index = sortArray[ ca ][ 1 ];
  11146. value = customAttribute.value[ index ];
  11147. customAttribute.array[ offset ] = value.x;
  11148. customAttribute.array[ offset + 1 ] = value.y;
  11149. customAttribute.array[ offset + 2 ] = value.z;
  11150. offset += 3;
  11151. }
  11152. }
  11153. } else if ( customAttribute.size === 4 ) {
  11154. for ( ca = 0; ca < cal; ca ++ ) {
  11155. index = sortArray[ ca ][ 1 ];
  11156. value = customAttribute.value[ index ];
  11157. customAttribute.array[ offset ] = value.x;
  11158. customAttribute.array[ offset + 1 ] = value.y;
  11159. customAttribute.array[ offset + 2 ] = value.z;
  11160. customAttribute.array[ offset + 3 ] = value.w;
  11161. offset += 4;
  11162. }
  11163. }
  11164. }
  11165. }
  11166. } else {
  11167. if ( dirtyVertices ) {
  11168. for ( v = 0; v < vl; v ++ ) {
  11169. vertex = vertices[ v ];
  11170. offset = v * 3;
  11171. vertexArray[ offset ] = vertex.x;
  11172. vertexArray[ offset + 1 ] = vertex.y;
  11173. vertexArray[ offset + 2 ] = vertex.z;
  11174. }
  11175. }
  11176. if ( dirtyColors ) {
  11177. for ( c = 0; c < cl; c ++ ) {
  11178. color = colors[ c ];
  11179. offset = c * 3;
  11180. colorArray[ offset ] = color.r;
  11181. colorArray[ offset + 1 ] = color.g;
  11182. colorArray[ offset + 2 ] = color.b;
  11183. }
  11184. }
  11185. if ( customAttributes ) {
  11186. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11187. customAttribute = customAttributes[ i ];
  11188. if ( customAttribute.needsUpdate &&
  11189. ( customAttribute.boundTo === undefined ||
  11190. customAttribute.boundTo === 'vertices' ) ) {
  11191. cal = customAttribute.value.length;
  11192. offset = 0;
  11193. if ( customAttribute.size === 1 ) {
  11194. for ( ca = 0; ca < cal; ca ++ ) {
  11195. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  11196. }
  11197. } else if ( customAttribute.size === 2 ) {
  11198. for ( ca = 0; ca < cal; ca ++ ) {
  11199. value = customAttribute.value[ ca ];
  11200. customAttribute.array[ offset ] = value.x;
  11201. customAttribute.array[ offset + 1 ] = value.y;
  11202. offset += 2;
  11203. }
  11204. } else if ( customAttribute.size === 3 ) {
  11205. if ( customAttribute.type === 'c' ) {
  11206. for ( ca = 0; ca < cal; ca ++ ) {
  11207. value = customAttribute.value[ ca ];
  11208. customAttribute.array[ offset ] = value.r;
  11209. customAttribute.array[ offset + 1 ] = value.g;
  11210. customAttribute.array[ offset + 2 ] = value.b;
  11211. offset += 3;
  11212. }
  11213. } else {
  11214. for ( ca = 0; ca < cal; ca ++ ) {
  11215. value = customAttribute.value[ ca ];
  11216. customAttribute.array[ offset ] = value.x;
  11217. customAttribute.array[ offset + 1 ] = value.y;
  11218. customAttribute.array[ offset + 2 ] = value.z;
  11219. offset += 3;
  11220. }
  11221. }
  11222. } else if ( customAttribute.size === 4 ) {
  11223. for ( ca = 0; ca < cal; ca ++ ) {
  11224. value = customAttribute.value[ ca ];
  11225. customAttribute.array[ offset ] = value.x;
  11226. customAttribute.array[ offset + 1 ] = value.y;
  11227. customAttribute.array[ offset + 2 ] = value.z;
  11228. customAttribute.array[ offset + 3 ] = value.w;
  11229. offset += 4;
  11230. }
  11231. }
  11232. }
  11233. }
  11234. }
  11235. }
  11236. if ( dirtyVertices || object.sortParticles ) {
  11237. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  11238. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  11239. }
  11240. if ( dirtyColors || object.sortParticles ) {
  11241. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  11242. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  11243. }
  11244. if ( customAttributes ) {
  11245. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11246. customAttribute = customAttributes[ i ];
  11247. if ( customAttribute.needsUpdate || object.sortParticles ) {
  11248. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  11249. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  11250. }
  11251. }
  11252. }
  11253. }
  11254. function setLineBuffers ( geometry, hint ) {
  11255. var v, c, d, vertex, offset, color,
  11256. vertices = geometry.vertices,
  11257. colors = geometry.colors,
  11258. lineDistances = geometry.lineDistances,
  11259. vl = vertices.length,
  11260. cl = colors.length,
  11261. dl = lineDistances.length,
  11262. vertexArray = geometry.__vertexArray,
  11263. colorArray = geometry.__colorArray,
  11264. lineDistanceArray = geometry.__lineDistanceArray,
  11265. dirtyVertices = geometry.verticesNeedUpdate,
  11266. dirtyColors = geometry.colorsNeedUpdate,
  11267. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  11268. customAttributes = geometry.__webglCustomAttributesList,
  11269. i, il,
  11270. a, ca, cal, value,
  11271. customAttribute;
  11272. if ( dirtyVertices ) {
  11273. for ( v = 0; v < vl; v ++ ) {
  11274. vertex = vertices[ v ];
  11275. offset = v * 3;
  11276. vertexArray[ offset ] = vertex.x;
  11277. vertexArray[ offset + 1 ] = vertex.y;
  11278. vertexArray[ offset + 2 ] = vertex.z;
  11279. }
  11280. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  11281. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  11282. }
  11283. if ( dirtyColors ) {
  11284. for ( c = 0; c < cl; c ++ ) {
  11285. color = colors[ c ];
  11286. offset = c * 3;
  11287. colorArray[ offset ] = color.r;
  11288. colorArray[ offset + 1 ] = color.g;
  11289. colorArray[ offset + 2 ] = color.b;
  11290. }
  11291. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  11292. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  11293. }
  11294. if ( dirtyLineDistances ) {
  11295. for ( d = 0; d < dl; d ++ ) {
  11296. lineDistanceArray[ d ] = lineDistances[ d ];
  11297. }
  11298. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  11299. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  11300. }
  11301. if ( customAttributes ) {
  11302. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11303. customAttribute = customAttributes[ i ];
  11304. if ( customAttribute.needsUpdate &&
  11305. ( customAttribute.boundTo === undefined ||
  11306. customAttribute.boundTo === 'vertices' ) ) {
  11307. offset = 0;
  11308. cal = customAttribute.value.length;
  11309. if ( customAttribute.size === 1 ) {
  11310. for ( ca = 0; ca < cal; ca ++ ) {
  11311. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  11312. }
  11313. } else if ( customAttribute.size === 2 ) {
  11314. for ( ca = 0; ca < cal; ca ++ ) {
  11315. value = customAttribute.value[ ca ];
  11316. customAttribute.array[ offset ] = value.x;
  11317. customAttribute.array[ offset + 1 ] = value.y;
  11318. offset += 2;
  11319. }
  11320. } else if ( customAttribute.size === 3 ) {
  11321. if ( customAttribute.type === 'c' ) {
  11322. for ( ca = 0; ca < cal; ca ++ ) {
  11323. value = customAttribute.value[ ca ];
  11324. customAttribute.array[ offset ] = value.r;
  11325. customAttribute.array[ offset + 1 ] = value.g;
  11326. customAttribute.array[ offset + 2 ] = value.b;
  11327. offset += 3;
  11328. }
  11329. } else {
  11330. for ( ca = 0; ca < cal; ca ++ ) {
  11331. value = customAttribute.value[ ca ];
  11332. customAttribute.array[ offset ] = value.x;
  11333. customAttribute.array[ offset + 1 ] = value.y;
  11334. customAttribute.array[ offset + 2 ] = value.z;
  11335. offset += 3;
  11336. }
  11337. }
  11338. } else if ( customAttribute.size === 4 ) {
  11339. for ( ca = 0; ca < cal; ca ++ ) {
  11340. value = customAttribute.value[ ca ];
  11341. customAttribute.array[ offset ] = value.x;
  11342. customAttribute.array[ offset + 1 ] = value.y;
  11343. customAttribute.array[ offset + 2 ] = value.z;
  11344. customAttribute.array[ offset + 3 ] = value.w;
  11345. offset += 4;
  11346. }
  11347. }
  11348. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  11349. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  11350. }
  11351. }
  11352. }
  11353. }
  11354. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  11355. if ( ! geometryGroup.__inittedArrays ) {
  11356. return;
  11357. }
  11358. var needsSmoothNormals = materialNeedsSmoothNormals( material );
  11359. var f, fl, fi, face,
  11360. vertexNormals, faceNormal, normal,
  11361. vertexColors, faceColor,
  11362. vertexTangents,
  11363. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  11364. c1, c2, c3,
  11365. sw1, sw2, sw3, sw4,
  11366. si1, si2, si3, si4,
  11367. sa1, sa2, sa3, sa4,
  11368. sb1, sb2, sb3, sb4,
  11369. m, ml, i, il,
  11370. vn, uvi, uv2i,
  11371. vk, vkl, vka,
  11372. nka, chf, faceVertexNormals,
  11373. a,
  11374. vertexIndex = 0,
  11375. offset = 0,
  11376. offset_uv = 0,
  11377. offset_uv2 = 0,
  11378. offset_face = 0,
  11379. offset_normal = 0,
  11380. offset_tangent = 0,
  11381. offset_line = 0,
  11382. offset_color = 0,
  11383. offset_skin = 0,
  11384. offset_morphTarget = 0,
  11385. offset_custom = 0,
  11386. offset_customSrc = 0,
  11387. value,
  11388. vertexArray = geometryGroup.__vertexArray,
  11389. uvArray = geometryGroup.__uvArray,
  11390. uv2Array = geometryGroup.__uv2Array,
  11391. normalArray = geometryGroup.__normalArray,
  11392. tangentArray = geometryGroup.__tangentArray,
  11393. colorArray = geometryGroup.__colorArray,
  11394. skinIndexArray = geometryGroup.__skinIndexArray,
  11395. skinWeightArray = geometryGroup.__skinWeightArray,
  11396. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  11397. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  11398. customAttributes = geometryGroup.__webglCustomAttributesList,
  11399. customAttribute,
  11400. faceArray = geometryGroup.__faceArray,
  11401. lineArray = geometryGroup.__lineArray,
  11402. geometry = object.geometry, // this is shared for all chunks
  11403. dirtyVertices = geometry.verticesNeedUpdate,
  11404. dirtyElements = geometry.elementsNeedUpdate,
  11405. dirtyUvs = geometry.uvsNeedUpdate,
  11406. dirtyNormals = geometry.normalsNeedUpdate,
  11407. dirtyTangents = geometry.tangentsNeedUpdate,
  11408. dirtyColors = geometry.colorsNeedUpdate,
  11409. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  11410. vertices = geometry.vertices,
  11411. chunk_faces3 = geometryGroup.faces3,
  11412. obj_faces = geometry.faces,
  11413. obj_uvs = geometry.faceVertexUvs[ 0 ],
  11414. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  11415. obj_colors = geometry.colors,
  11416. obj_skinIndices = geometry.skinIndices,
  11417. obj_skinWeights = geometry.skinWeights,
  11418. morphTargets = geometry.morphTargets,
  11419. morphNormals = geometry.morphNormals;
  11420. if ( dirtyVertices ) {
  11421. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11422. face = obj_faces[ chunk_faces3[ f ] ];
  11423. v1 = vertices[ face.a ];
  11424. v2 = vertices[ face.b ];
  11425. v3 = vertices[ face.c ];
  11426. vertexArray[ offset ] = v1.x;
  11427. vertexArray[ offset + 1 ] = v1.y;
  11428. vertexArray[ offset + 2 ] = v1.z;
  11429. vertexArray[ offset + 3 ] = v2.x;
  11430. vertexArray[ offset + 4 ] = v2.y;
  11431. vertexArray[ offset + 5 ] = v2.z;
  11432. vertexArray[ offset + 6 ] = v3.x;
  11433. vertexArray[ offset + 7 ] = v3.y;
  11434. vertexArray[ offset + 8 ] = v3.z;
  11435. offset += 9;
  11436. }
  11437. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  11438. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  11439. }
  11440. if ( dirtyMorphTargets ) {
  11441. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  11442. offset_morphTarget = 0;
  11443. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11444. chf = chunk_faces3[ f ];
  11445. face = obj_faces[ chf ];
  11446. // morph positions
  11447. v1 = morphTargets[ vk ].vertices[ face.a ];
  11448. v2 = morphTargets[ vk ].vertices[ face.b ];
  11449. v3 = morphTargets[ vk ].vertices[ face.c ];
  11450. vka = morphTargetsArrays[ vk ];
  11451. vka[ offset_morphTarget ] = v1.x;
  11452. vka[ offset_morphTarget + 1 ] = v1.y;
  11453. vka[ offset_morphTarget + 2 ] = v1.z;
  11454. vka[ offset_morphTarget + 3 ] = v2.x;
  11455. vka[ offset_morphTarget + 4 ] = v2.y;
  11456. vka[ offset_morphTarget + 5 ] = v2.z;
  11457. vka[ offset_morphTarget + 6 ] = v3.x;
  11458. vka[ offset_morphTarget + 7 ] = v3.y;
  11459. vka[ offset_morphTarget + 8 ] = v3.z;
  11460. // morph normals
  11461. if ( material.morphNormals ) {
  11462. if ( needsSmoothNormals ) {
  11463. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  11464. n1 = faceVertexNormals.a;
  11465. n2 = faceVertexNormals.b;
  11466. n3 = faceVertexNormals.c;
  11467. } else {
  11468. n1 = morphNormals[ vk ].faceNormals[ chf ];
  11469. n2 = n1;
  11470. n3 = n1;
  11471. }
  11472. nka = morphNormalsArrays[ vk ];
  11473. nka[ offset_morphTarget ] = n1.x;
  11474. nka[ offset_morphTarget + 1 ] = n1.y;
  11475. nka[ offset_morphTarget + 2 ] = n1.z;
  11476. nka[ offset_morphTarget + 3 ] = n2.x;
  11477. nka[ offset_morphTarget + 4 ] = n2.y;
  11478. nka[ offset_morphTarget + 5 ] = n2.z;
  11479. nka[ offset_morphTarget + 6 ] = n3.x;
  11480. nka[ offset_morphTarget + 7 ] = n3.y;
  11481. nka[ offset_morphTarget + 8 ] = n3.z;
  11482. }
  11483. //
  11484. offset_morphTarget += 9;
  11485. }
  11486. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  11487. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  11488. if ( material.morphNormals ) {
  11489. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  11490. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  11491. }
  11492. }
  11493. }
  11494. if ( obj_skinWeights.length ) {
  11495. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11496. face = obj_faces[ chunk_faces3[ f ] ];
  11497. // weights
  11498. sw1 = obj_skinWeights[ face.a ];
  11499. sw2 = obj_skinWeights[ face.b ];
  11500. sw3 = obj_skinWeights[ face.c ];
  11501. skinWeightArray[ offset_skin ] = sw1.x;
  11502. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  11503. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  11504. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  11505. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  11506. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  11507. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  11508. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  11509. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  11510. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  11511. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  11512. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  11513. // indices
  11514. si1 = obj_skinIndices[ face.a ];
  11515. si2 = obj_skinIndices[ face.b ];
  11516. si3 = obj_skinIndices[ face.c ];
  11517. skinIndexArray[ offset_skin ] = si1.x;
  11518. skinIndexArray[ offset_skin + 1 ] = si1.y;
  11519. skinIndexArray[ offset_skin + 2 ] = si1.z;
  11520. skinIndexArray[ offset_skin + 3 ] = si1.w;
  11521. skinIndexArray[ offset_skin + 4 ] = si2.x;
  11522. skinIndexArray[ offset_skin + 5 ] = si2.y;
  11523. skinIndexArray[ offset_skin + 6 ] = si2.z;
  11524. skinIndexArray[ offset_skin + 7 ] = si2.w;
  11525. skinIndexArray[ offset_skin + 8 ] = si3.x;
  11526. skinIndexArray[ offset_skin + 9 ] = si3.y;
  11527. skinIndexArray[ offset_skin + 10 ] = si3.z;
  11528. skinIndexArray[ offset_skin + 11 ] = si3.w;
  11529. offset_skin += 12;
  11530. }
  11531. if ( offset_skin > 0 ) {
  11532. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  11533. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  11534. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  11535. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  11536. }
  11537. }
  11538. if ( dirtyColors ) {
  11539. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11540. face = obj_faces[ chunk_faces3[ f ] ];
  11541. vertexColors = face.vertexColors;
  11542. faceColor = face.color;
  11543. if ( vertexColors.length === 3 && material.vertexColors === THREE.VertexColors ) {
  11544. c1 = vertexColors[ 0 ];
  11545. c2 = vertexColors[ 1 ];
  11546. c3 = vertexColors[ 2 ];
  11547. } else {
  11548. c1 = faceColor;
  11549. c2 = faceColor;
  11550. c3 = faceColor;
  11551. }
  11552. colorArray[ offset_color ] = c1.r;
  11553. colorArray[ offset_color + 1 ] = c1.g;
  11554. colorArray[ offset_color + 2 ] = c1.b;
  11555. colorArray[ offset_color + 3 ] = c2.r;
  11556. colorArray[ offset_color + 4 ] = c2.g;
  11557. colorArray[ offset_color + 5 ] = c2.b;
  11558. colorArray[ offset_color + 6 ] = c3.r;
  11559. colorArray[ offset_color + 7 ] = c3.g;
  11560. colorArray[ offset_color + 8 ] = c3.b;
  11561. offset_color += 9;
  11562. }
  11563. if ( offset_color > 0 ) {
  11564. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  11565. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  11566. }
  11567. }
  11568. if ( dirtyTangents && geometry.hasTangents ) {
  11569. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11570. face = obj_faces[ chunk_faces3[ f ] ];
  11571. vertexTangents = face.vertexTangents;
  11572. t1 = vertexTangents[ 0 ];
  11573. t2 = vertexTangents[ 1 ];
  11574. t3 = vertexTangents[ 2 ];
  11575. tangentArray[ offset_tangent ] = t1.x;
  11576. tangentArray[ offset_tangent + 1 ] = t1.y;
  11577. tangentArray[ offset_tangent + 2 ] = t1.z;
  11578. tangentArray[ offset_tangent + 3 ] = t1.w;
  11579. tangentArray[ offset_tangent + 4 ] = t2.x;
  11580. tangentArray[ offset_tangent + 5 ] = t2.y;
  11581. tangentArray[ offset_tangent + 6 ] = t2.z;
  11582. tangentArray[ offset_tangent + 7 ] = t2.w;
  11583. tangentArray[ offset_tangent + 8 ] = t3.x;
  11584. tangentArray[ offset_tangent + 9 ] = t3.y;
  11585. tangentArray[ offset_tangent + 10 ] = t3.z;
  11586. tangentArray[ offset_tangent + 11 ] = t3.w;
  11587. offset_tangent += 12;
  11588. }
  11589. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  11590. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  11591. }
  11592. if ( dirtyNormals ) {
  11593. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11594. face = obj_faces[ chunk_faces3[ f ] ];
  11595. vertexNormals = face.vertexNormals;
  11596. faceNormal = face.normal;
  11597. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  11598. for ( i = 0; i < 3; i ++ ) {
  11599. vn = vertexNormals[ i ];
  11600. normalArray[ offset_normal ] = vn.x;
  11601. normalArray[ offset_normal + 1 ] = vn.y;
  11602. normalArray[ offset_normal + 2 ] = vn.z;
  11603. offset_normal += 3;
  11604. }
  11605. } else {
  11606. for ( i = 0; i < 3; i ++ ) {
  11607. normalArray[ offset_normal ] = faceNormal.x;
  11608. normalArray[ offset_normal + 1 ] = faceNormal.y;
  11609. normalArray[ offset_normal + 2 ] = faceNormal.z;
  11610. offset_normal += 3;
  11611. }
  11612. }
  11613. }
  11614. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  11615. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  11616. }
  11617. if ( dirtyUvs && obj_uvs ) {
  11618. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11619. fi = chunk_faces3[ f ];
  11620. uv = obj_uvs[ fi ];
  11621. if ( uv === undefined ) continue;
  11622. for ( i = 0; i < 3; i ++ ) {
  11623. uvi = uv[ i ];
  11624. uvArray[ offset_uv ] = uvi.x;
  11625. uvArray[ offset_uv + 1 ] = uvi.y;
  11626. offset_uv += 2;
  11627. }
  11628. }
  11629. if ( offset_uv > 0 ) {
  11630. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  11631. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  11632. }
  11633. }
  11634. if ( dirtyUvs && obj_uvs2 ) {
  11635. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11636. fi = chunk_faces3[ f ];
  11637. uv2 = obj_uvs2[ fi ];
  11638. if ( uv2 === undefined ) continue;
  11639. for ( i = 0; i < 3; i ++ ) {
  11640. uv2i = uv2[ i ];
  11641. uv2Array[ offset_uv2 ] = uv2i.x;
  11642. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  11643. offset_uv2 += 2;
  11644. }
  11645. }
  11646. if ( offset_uv2 > 0 ) {
  11647. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  11648. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  11649. }
  11650. }
  11651. if ( dirtyElements ) {
  11652. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11653. faceArray[ offset_face ] = vertexIndex;
  11654. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  11655. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  11656. offset_face += 3;
  11657. lineArray[ offset_line ] = vertexIndex;
  11658. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  11659. lineArray[ offset_line + 2 ] = vertexIndex;
  11660. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  11661. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  11662. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  11663. offset_line += 6;
  11664. vertexIndex += 3;
  11665. }
  11666. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  11667. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  11668. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  11669. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  11670. }
  11671. if ( customAttributes ) {
  11672. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11673. customAttribute = customAttributes[ i ];
  11674. if ( ! customAttribute.__original.needsUpdate ) continue;
  11675. offset_custom = 0;
  11676. offset_customSrc = 0;
  11677. if ( customAttribute.size === 1 ) {
  11678. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  11679. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11680. face = obj_faces[ chunk_faces3[ f ] ];
  11681. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  11682. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  11683. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  11684. offset_custom += 3;
  11685. }
  11686. } else if ( customAttribute.boundTo === 'faces' ) {
  11687. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11688. value = customAttribute.value[ chunk_faces3[ f ] ];
  11689. customAttribute.array[ offset_custom ] = value;
  11690. customAttribute.array[ offset_custom + 1 ] = value;
  11691. customAttribute.array[ offset_custom + 2 ] = value;
  11692. offset_custom += 3;
  11693. }
  11694. }
  11695. } else if ( customAttribute.size === 2 ) {
  11696. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  11697. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11698. face = obj_faces[ chunk_faces3[ f ] ];
  11699. v1 = customAttribute.value[ face.a ];
  11700. v2 = customAttribute.value[ face.b ];
  11701. v3 = customAttribute.value[ face.c ];
  11702. customAttribute.array[ offset_custom ] = v1.x;
  11703. customAttribute.array[ offset_custom + 1 ] = v1.y;
  11704. customAttribute.array[ offset_custom + 2 ] = v2.x;
  11705. customAttribute.array[ offset_custom + 3 ] = v2.y;
  11706. customAttribute.array[ offset_custom + 4 ] = v3.x;
  11707. customAttribute.array[ offset_custom + 5 ] = v3.y;
  11708. offset_custom += 6;
  11709. }
  11710. } else if ( customAttribute.boundTo === 'faces' ) {
  11711. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11712. value = customAttribute.value[ chunk_faces3[ f ] ];
  11713. v1 = value;
  11714. v2 = value;
  11715. v3 = value;
  11716. customAttribute.array[ offset_custom ] = v1.x;
  11717. customAttribute.array[ offset_custom + 1 ] = v1.y;
  11718. customAttribute.array[ offset_custom + 2 ] = v2.x;
  11719. customAttribute.array[ offset_custom + 3 ] = v2.y;
  11720. customAttribute.array[ offset_custom + 4 ] = v3.x;
  11721. customAttribute.array[ offset_custom + 5 ] = v3.y;
  11722. offset_custom += 6;
  11723. }
  11724. }
  11725. } else if ( customAttribute.size === 3 ) {
  11726. var pp;
  11727. if ( customAttribute.type === 'c' ) {
  11728. pp = [ 'r', 'g', 'b' ];
  11729. } else {
  11730. pp = [ 'x', 'y', 'z' ];
  11731. }
  11732. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  11733. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11734. face = obj_faces[ chunk_faces3[ f ] ];
  11735. v1 = customAttribute.value[ face.a ];
  11736. v2 = customAttribute.value[ face.b ];
  11737. v3 = customAttribute.value[ face.c ];
  11738. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  11739. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  11740. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  11741. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  11742. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  11743. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  11744. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  11745. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  11746. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  11747. offset_custom += 9;
  11748. }
  11749. } else if ( customAttribute.boundTo === 'faces' ) {
  11750. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11751. value = customAttribute.value[ chunk_faces3[ f ] ];
  11752. v1 = value;
  11753. v2 = value;
  11754. v3 = value;
  11755. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  11756. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  11757. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  11758. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  11759. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  11760. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  11761. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  11762. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  11763. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  11764. offset_custom += 9;
  11765. }
  11766. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  11767. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11768. value = customAttribute.value[ chunk_faces3[ f ] ];
  11769. v1 = value[ 0 ];
  11770. v2 = value[ 1 ];
  11771. v3 = value[ 2 ];
  11772. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  11773. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  11774. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  11775. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  11776. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  11777. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  11778. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  11779. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  11780. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  11781. offset_custom += 9;
  11782. }
  11783. }
  11784. } else if ( customAttribute.size === 4 ) {
  11785. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  11786. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11787. face = obj_faces[ chunk_faces3[ f ] ];
  11788. v1 = customAttribute.value[ face.a ];
  11789. v2 = customAttribute.value[ face.b ];
  11790. v3 = customAttribute.value[ face.c ];
  11791. customAttribute.array[ offset_custom ] = v1.x;
  11792. customAttribute.array[ offset_custom + 1 ] = v1.y;
  11793. customAttribute.array[ offset_custom + 2 ] = v1.z;
  11794. customAttribute.array[ offset_custom + 3 ] = v1.w;
  11795. customAttribute.array[ offset_custom + 4 ] = v2.x;
  11796. customAttribute.array[ offset_custom + 5 ] = v2.y;
  11797. customAttribute.array[ offset_custom + 6 ] = v2.z;
  11798. customAttribute.array[ offset_custom + 7 ] = v2.w;
  11799. customAttribute.array[ offset_custom + 8 ] = v3.x;
  11800. customAttribute.array[ offset_custom + 9 ] = v3.y;
  11801. customAttribute.array[ offset_custom + 10 ] = v3.z;
  11802. customAttribute.array[ offset_custom + 11 ] = v3.w;
  11803. offset_custom += 12;
  11804. }
  11805. } else if ( customAttribute.boundTo === 'faces' ) {
  11806. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11807. value = customAttribute.value[ chunk_faces3[ f ] ];
  11808. v1 = value;
  11809. v2 = value;
  11810. v3 = value;
  11811. customAttribute.array[ offset_custom ] = v1.x;
  11812. customAttribute.array[ offset_custom + 1 ] = v1.y;
  11813. customAttribute.array[ offset_custom + 2 ] = v1.z;
  11814. customAttribute.array[ offset_custom + 3 ] = v1.w;
  11815. customAttribute.array[ offset_custom + 4 ] = v2.x;
  11816. customAttribute.array[ offset_custom + 5 ] = v2.y;
  11817. customAttribute.array[ offset_custom + 6 ] = v2.z;
  11818. customAttribute.array[ offset_custom + 7 ] = v2.w;
  11819. customAttribute.array[ offset_custom + 8 ] = v3.x;
  11820. customAttribute.array[ offset_custom + 9 ] = v3.y;
  11821. customAttribute.array[ offset_custom + 10 ] = v3.z;
  11822. customAttribute.array[ offset_custom + 11 ] = v3.w;
  11823. offset_custom += 12;
  11824. }
  11825. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  11826. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  11827. value = customAttribute.value[ chunk_faces3[ f ] ];
  11828. v1 = value[ 0 ];
  11829. v2 = value[ 1 ];
  11830. v3 = value[ 2 ];
  11831. customAttribute.array[ offset_custom ] = v1.x;
  11832. customAttribute.array[ offset_custom + 1 ] = v1.y;
  11833. customAttribute.array[ offset_custom + 2 ] = v1.z;
  11834. customAttribute.array[ offset_custom + 3 ] = v1.w;
  11835. customAttribute.array[ offset_custom + 4 ] = v2.x;
  11836. customAttribute.array[ offset_custom + 5 ] = v2.y;
  11837. customAttribute.array[ offset_custom + 6 ] = v2.z;
  11838. customAttribute.array[ offset_custom + 7 ] = v2.w;
  11839. customAttribute.array[ offset_custom + 8 ] = v3.x;
  11840. customAttribute.array[ offset_custom + 9 ] = v3.y;
  11841. customAttribute.array[ offset_custom + 10 ] = v3.z;
  11842. customAttribute.array[ offset_custom + 11 ] = v3.w;
  11843. offset_custom += 12;
  11844. }
  11845. }
  11846. }
  11847. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  11848. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  11849. }
  11850. }
  11851. if ( dispose ) {
  11852. delete geometryGroup.__inittedArrays;
  11853. delete geometryGroup.__colorArray;
  11854. delete geometryGroup.__normalArray;
  11855. delete geometryGroup.__tangentArray;
  11856. delete geometryGroup.__uvArray;
  11857. delete geometryGroup.__uv2Array;
  11858. delete geometryGroup.__faceArray;
  11859. delete geometryGroup.__vertexArray;
  11860. delete geometryGroup.__lineArray;
  11861. delete geometryGroup.__skinIndexArray;
  11862. delete geometryGroup.__skinWeightArray;
  11863. }
  11864. };
  11865. function setDirectBuffers( geometry ) {
  11866. var attributes = geometry.attributes;
  11867. var attributesKeys = geometry.attributesKeys;
  11868. for ( var i = 0, l = attributesKeys.length; i < l; i ++ ) {
  11869. var attributeName = attributesKeys[ i ];
  11870. var attributeItem = attributes[ attributeName ];
  11871. if ( attributeItem.buffer === undefined ) {
  11872. attributeItem.buffer = _gl.createBuffer();
  11873. attributeItem.needsUpdate = true;
  11874. }
  11875. if ( attributeItem.needsUpdate === true ) {
  11876. var bufferType = ( attributeName === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  11877. _gl.bindBuffer( bufferType, attributeItem.buffer );
  11878. _gl.bufferData( bufferType, attributeItem.array, _gl.STATIC_DRAW );
  11879. attributeItem.needsUpdate = false;
  11880. }
  11881. }
  11882. }
  11883. // Buffer rendering
  11884. this.renderBufferImmediate = function ( object, program, material ) {
  11885. initAttributes();
  11886. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  11887. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  11888. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  11889. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  11890. if ( object.hasPositions ) {
  11891. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  11892. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  11893. enableAttribute( program.attributes.position );
  11894. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  11895. }
  11896. if ( object.hasNormals ) {
  11897. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  11898. if ( material.shading === THREE.FlatShading ) {
  11899. var nx, ny, nz,
  11900. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  11901. normalArray,
  11902. i, il = object.count * 3;
  11903. for ( i = 0; i < il; i += 9 ) {
  11904. normalArray = object.normalArray;
  11905. nax = normalArray[ i ];
  11906. nay = normalArray[ i + 1 ];
  11907. naz = normalArray[ i + 2 ];
  11908. nbx = normalArray[ i + 3 ];
  11909. nby = normalArray[ i + 4 ];
  11910. nbz = normalArray[ i + 5 ];
  11911. ncx = normalArray[ i + 6 ];
  11912. ncy = normalArray[ i + 7 ];
  11913. ncz = normalArray[ i + 8 ];
  11914. nx = ( nax + nbx + ncx ) / 3;
  11915. ny = ( nay + nby + ncy ) / 3;
  11916. nz = ( naz + nbz + ncz ) / 3;
  11917. normalArray[ i ] = nx;
  11918. normalArray[ i + 1 ] = ny;
  11919. normalArray[ i + 2 ] = nz;
  11920. normalArray[ i + 3 ] = nx;
  11921. normalArray[ i + 4 ] = ny;
  11922. normalArray[ i + 5 ] = nz;
  11923. normalArray[ i + 6 ] = nx;
  11924. normalArray[ i + 7 ] = ny;
  11925. normalArray[ i + 8 ] = nz;
  11926. }
  11927. }
  11928. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  11929. enableAttribute( program.attributes.normal );
  11930. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  11931. }
  11932. if ( object.hasUvs && material.map ) {
  11933. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  11934. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  11935. enableAttribute( program.attributes.uv );
  11936. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  11937. }
  11938. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  11939. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  11940. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  11941. enableAttribute( program.attributes.color );
  11942. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  11943. }
  11944. disableUnusedAttributes();
  11945. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  11946. object.count = 0;
  11947. };
  11948. function setupVertexAttributes( material, program, geometry, startIndex ) {
  11949. var geometryAttributes = geometry.attributes;
  11950. var programAttributes = program.attributes;
  11951. var programAttributesKeys = program.attributesKeys;
  11952. for ( var i = 0, l = programAttributesKeys.length; i < l; i ++ ) {
  11953. var attributeName = programAttributesKeys[ i ];
  11954. var attributePointer = programAttributes[ attributeName ];
  11955. if ( attributePointer >= 0 ) {
  11956. var attributeItem = geometryAttributes[ attributeName ];
  11957. if ( attributeItem !== undefined ) {
  11958. var attributeSize = attributeItem.itemSize;
  11959. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  11960. enableAttribute( attributePointer );
  11961. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
  11962. } else if ( material.defaultAttributeValues !== undefined ) {
  11963. if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
  11964. _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  11965. } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
  11966. _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  11967. }
  11968. }
  11969. }
  11970. }
  11971. disableUnusedAttributes();
  11972. }
  11973. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  11974. if ( material.visible === false ) return;
  11975. var linewidth, a, attribute;
  11976. var attributeItem, attributeName, attributePointer, attributeSize;
  11977. var program = setProgram( camera, lights, fog, material, object );
  11978. var updateBuffers = false,
  11979. wireframeBit = material.wireframe ? 1 : 0,
  11980. geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  11981. if ( geometryHash !== _currentGeometryGroupHash ) {
  11982. _currentGeometryGroupHash = geometryHash;
  11983. updateBuffers = true;
  11984. }
  11985. if ( updateBuffers ) {
  11986. initAttributes();
  11987. }
  11988. // render mesh
  11989. if ( object instanceof THREE.Mesh ) {
  11990. var mode = material.wireframe === true ? _gl.LINES : _gl.TRIANGLES;
  11991. var index = geometry.attributes.index;
  11992. if ( index ) {
  11993. // indexed triangles
  11994. var type, size;
  11995. if ( index.array instanceof Uint32Array ) {
  11996. type = _gl.UNSIGNED_INT;
  11997. size = 4;
  11998. } else {
  11999. type = _gl.UNSIGNED_SHORT;
  12000. size = 2;
  12001. }
  12002. var offsets = geometry.offsets;
  12003. if ( offsets.length === 0 ) {
  12004. if ( updateBuffers ) {
  12005. setupVertexAttributes( material, program, geometry, 0 );
  12006. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12007. }
  12008. _gl.drawElements( mode, index.array.length, type, 0 );
  12009. _this.info.render.calls ++;
  12010. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  12011. _this.info.render.faces += index.array.length / 3;
  12012. } else {
  12013. // if there is more than 1 chunk
  12014. // must set attribute pointers to use new offsets for each chunk
  12015. // even if geometry and materials didn't change
  12016. updateBuffers = true;
  12017. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  12018. var startIndex = offsets[ i ].index;
  12019. if ( updateBuffers ) {
  12020. setupVertexAttributes( material, program, geometry, startIndex );
  12021. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12022. }
  12023. // render indexed triangles
  12024. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size );
  12025. _this.info.render.calls ++;
  12026. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  12027. _this.info.render.faces += offsets[ i ].count / 3;
  12028. }
  12029. }
  12030. } else {
  12031. // non-indexed triangles
  12032. if ( updateBuffers ) {
  12033. setupVertexAttributes( material, program, geometry, 0 );
  12034. }
  12035. var position = geometry.attributes[ 'position' ];
  12036. // render non-indexed triangles
  12037. _gl.drawArrays( mode, 0, position.array.length / 3 );
  12038. _this.info.render.calls ++;
  12039. _this.info.render.vertices += position.array.length / 3;
  12040. _this.info.render.faces += position.array.length / 9;
  12041. }
  12042. } else if ( object instanceof THREE.PointCloud ) {
  12043. // render particles
  12044. if ( updateBuffers ) {
  12045. setupVertexAttributes( material, program, geometry, 0 );
  12046. }
  12047. var position = geometry.attributes.position;
  12048. // render particles
  12049. _gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
  12050. _this.info.render.calls ++;
  12051. _this.info.render.points += position.array.length / 3;
  12052. } else if ( object instanceof THREE.Line ) {
  12053. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  12054. setLineWidth( material.linewidth );
  12055. var index = geometry.attributes.index;
  12056. if ( index ) {
  12057. // indexed lines
  12058. var type, size;
  12059. if ( index.array instanceof Uint32Array ) {
  12060. type = _gl.UNSIGNED_INT;
  12061. size = 4;
  12062. } else {
  12063. type = _gl.UNSIGNED_SHORT;
  12064. size = 2;
  12065. }
  12066. var offsets = geometry.offsets;
  12067. if ( offsets.length === 0 ) {
  12068. if ( updateBuffers ) {
  12069. setupVertexAttributes( material, program, geometry, 0 );
  12070. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12071. }
  12072. _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  12073. _this.info.render.calls ++;
  12074. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  12075. } else {
  12076. // if there is more than 1 chunk
  12077. // must set attribute pointers to use new offsets for each chunk
  12078. // even if geometry and materials didn't change
  12079. if ( offsets.length > 1 ) updateBuffers = true;
  12080. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  12081. var startIndex = offsets[ i ].index;
  12082. if ( updateBuffers ) {
  12083. setupVertexAttributes( material, program, geometry, startIndex );
  12084. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12085. }
  12086. // render indexed lines
  12087. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  12088. _this.info.render.calls ++;
  12089. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  12090. }
  12091. }
  12092. } else {
  12093. // non-indexed lines
  12094. if ( updateBuffers ) {
  12095. setupVertexAttributes( material, program, geometry, 0 );
  12096. }
  12097. var position = geometry.attributes.position;
  12098. _gl.drawArrays( mode, 0, position.array.length / 3 );
  12099. _this.info.render.calls ++;
  12100. _this.info.render.points += position.array.length / 3;
  12101. }
  12102. }
  12103. };
  12104. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  12105. if ( material.visible === false ) return;
  12106. var linewidth, a, attribute, i, il;
  12107. var program = setProgram( camera, lights, fog, material, object );
  12108. var attributes = program.attributes;
  12109. var updateBuffers = false,
  12110. wireframeBit = material.wireframe ? 1 : 0,
  12111. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  12112. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  12113. _currentGeometryGroupHash = geometryGroupHash;
  12114. updateBuffers = true;
  12115. }
  12116. if ( updateBuffers ) {
  12117. initAttributes();
  12118. }
  12119. // vertices
  12120. if ( ! material.morphTargets && attributes.position >= 0 ) {
  12121. if ( updateBuffers ) {
  12122. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  12123. enableAttribute( attributes.position );
  12124. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  12125. }
  12126. } else {
  12127. if ( object.morphTargetBase ) {
  12128. setupMorphTargets( material, geometryGroup, object );
  12129. }
  12130. }
  12131. if ( updateBuffers ) {
  12132. // custom attributes
  12133. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  12134. if ( geometryGroup.__webglCustomAttributesList ) {
  12135. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  12136. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  12137. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  12138. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  12139. enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  12140. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  12141. }
  12142. }
  12143. }
  12144. // colors
  12145. if ( attributes.color >= 0 ) {
  12146. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  12147. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  12148. enableAttribute( attributes.color );
  12149. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  12150. } else if ( material.defaultAttributeValues !== undefined ) {
  12151. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  12152. }
  12153. }
  12154. // normals
  12155. if ( attributes.normal >= 0 ) {
  12156. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  12157. enableAttribute( attributes.normal );
  12158. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  12159. }
  12160. // tangents
  12161. if ( attributes.tangent >= 0 ) {
  12162. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  12163. enableAttribute( attributes.tangent );
  12164. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  12165. }
  12166. // uvs
  12167. if ( attributes.uv >= 0 ) {
  12168. if ( object.geometry.faceVertexUvs[ 0 ] ) {
  12169. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  12170. enableAttribute( attributes.uv );
  12171. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  12172. } else if ( material.defaultAttributeValues !== undefined ) {
  12173. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  12174. }
  12175. }
  12176. if ( attributes.uv2 >= 0 ) {
  12177. if ( object.geometry.faceVertexUvs[ 1 ] ) {
  12178. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  12179. enableAttribute( attributes.uv2 );
  12180. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  12181. } else if ( material.defaultAttributeValues !== undefined ) {
  12182. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  12183. }
  12184. }
  12185. if ( material.skinning &&
  12186. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  12187. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  12188. enableAttribute( attributes.skinIndex );
  12189. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  12190. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  12191. enableAttribute( attributes.skinWeight );
  12192. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  12193. }
  12194. // line distances
  12195. if ( attributes.lineDistance >= 0 ) {
  12196. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  12197. enableAttribute( attributes.lineDistance );
  12198. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  12199. }
  12200. }
  12201. disableUnusedAttributes();
  12202. // render mesh
  12203. if ( object instanceof THREE.Mesh ) {
  12204. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  12205. // wireframe
  12206. if ( material.wireframe ) {
  12207. setLineWidth( material.wireframeLinewidth );
  12208. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  12209. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  12210. // triangles
  12211. } else {
  12212. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  12213. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  12214. }
  12215. _this.info.render.calls ++;
  12216. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  12217. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  12218. // render lines
  12219. } else if ( object instanceof THREE.Line ) {
  12220. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  12221. setLineWidth( material.linewidth );
  12222. _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
  12223. _this.info.render.calls ++;
  12224. // render particles
  12225. } else if ( object instanceof THREE.PointCloud ) {
  12226. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  12227. _this.info.render.calls ++;
  12228. _this.info.render.points += geometryGroup.__webglParticleCount;
  12229. }
  12230. };
  12231. function initAttributes() {
  12232. for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) {
  12233. _newAttributes[ i ] = 0;
  12234. }
  12235. }
  12236. function enableAttribute( attribute ) {
  12237. _newAttributes[ attribute ] = 1;
  12238. if ( _enabledAttributes[ attribute ] === 0 ) {
  12239. _gl.enableVertexAttribArray( attribute );
  12240. _enabledAttributes[ attribute ] = 1;
  12241. }
  12242. }
  12243. function disableUnusedAttributes() {
  12244. for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
  12245. if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
  12246. _gl.disableVertexAttribArray( i );
  12247. _enabledAttributes[ i ] = 0;
  12248. }
  12249. }
  12250. }
  12251. function setupMorphTargets ( material, geometryGroup, object ) {
  12252. // set base
  12253. var attributes = material.program.attributes;
  12254. if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
  12255. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  12256. enableAttribute( attributes.position );
  12257. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  12258. } else if ( attributes.position >= 0 ) {
  12259. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  12260. enableAttribute( attributes.position );
  12261. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  12262. }
  12263. if ( object.morphTargetForcedOrder.length ) {
  12264. // set forced order
  12265. var m = 0;
  12266. var order = object.morphTargetForcedOrder;
  12267. var influences = object.morphTargetInfluences;
  12268. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  12269. if ( attributes[ 'morphTarget' + m ] >= 0 ) {
  12270. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  12271. enableAttribute( attributes[ 'morphTarget' + m ] );
  12272. _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
  12273. }
  12274. if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
  12275. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  12276. enableAttribute( attributes[ 'morphNormal' + m ] );
  12277. _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
  12278. }
  12279. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  12280. m ++;
  12281. }
  12282. } else {
  12283. // find the most influencing
  12284. var influence, activeInfluenceIndices = [];
  12285. var influences = object.morphTargetInfluences;
  12286. var i, il = influences.length;
  12287. for ( i = 0; i < il; i ++ ) {
  12288. influence = influences[ i ];
  12289. if ( influence > 0 ) {
  12290. activeInfluenceIndices.push( [ influence, i ] );
  12291. }
  12292. }
  12293. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  12294. activeInfluenceIndices.sort( numericalSort );
  12295. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  12296. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  12297. activeInfluenceIndices.sort( numericalSort );
  12298. } else if ( activeInfluenceIndices.length === 0 ) {
  12299. activeInfluenceIndices.push( [ 0, 0 ] );
  12300. };
  12301. var influenceIndex, m = 0;
  12302. while ( m < material.numSupportedMorphTargets ) {
  12303. if ( activeInfluenceIndices[ m ] ) {
  12304. influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  12305. if ( attributes[ 'morphTarget' + m ] >= 0 ) {
  12306. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  12307. enableAttribute( attributes[ 'morphTarget' + m ] );
  12308. _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
  12309. }
  12310. if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
  12311. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  12312. enableAttribute( attributes[ 'morphNormal' + m ] );
  12313. _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
  12314. }
  12315. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  12316. } else {
  12317. /*
  12318. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  12319. if ( material.morphNormals ) {
  12320. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  12321. }
  12322. */
  12323. object.__webglMorphTargetInfluences[ m ] = 0;
  12324. }
  12325. m ++;
  12326. }
  12327. }
  12328. // load updated influences uniform
  12329. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  12330. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  12331. }
  12332. }
  12333. // Sorting
  12334. function painterSortStable ( a, b ) {
  12335. if ( a.material.id !== b.material.id ) {
  12336. return b.material.id - a.material.id;
  12337. } else if ( a.z !== b.z ) {
  12338. return b.z - a.z;
  12339. } else {
  12340. return a.id - b.id;
  12341. }
  12342. }
  12343. function reversePainterSortStable ( a, b ) {
  12344. if ( a.z !== b.z ) {
  12345. return a.z - b.z;
  12346. } else {
  12347. return a.id - b.id;
  12348. }
  12349. }
  12350. function numericalSort ( a, b ) {
  12351. return b[ 0 ] - a[ 0 ];
  12352. }
  12353. // Rendering
  12354. this.render = function ( scene, camera, renderTarget, forceClear ) {
  12355. if ( camera instanceof THREE.Camera === false ) {
  12356. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  12357. return;
  12358. }
  12359. var i, il,
  12360. webglObject, object,
  12361. renderList,
  12362. fog = scene.fog;
  12363. // reset caching for this frame
  12364. _currentMaterialId = - 1;
  12365. _currentCamera = null;
  12366. _lightsNeedUpdate = true;
  12367. // update scene graph
  12368. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  12369. // update camera matrices and frustum
  12370. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  12371. // update Skeleton objects
  12372. scene.traverse( function ( object ) {
  12373. if ( object instanceof THREE.SkinnedMesh ) {
  12374. object.skeleton.update();
  12375. }
  12376. } );
  12377. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  12378. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  12379. _frustum.setFromMatrix( _projScreenMatrix );
  12380. lights.length = 0;
  12381. opaqueObjects.length = 0;
  12382. transparentObjects.length = 0;
  12383. projectObject( scene, scene );
  12384. if ( _this.sortObjects === true ) {
  12385. opaqueObjects.sort( painterSortStable );
  12386. transparentObjects.sort( reversePainterSortStable );
  12387. }
  12388. // custom render plugins (pre pass)
  12389. renderPlugins( this.renderPluginsPre, scene, camera );
  12390. //
  12391. _this.info.render.calls = 0;
  12392. _this.info.render.vertices = 0;
  12393. _this.info.render.faces = 0;
  12394. _this.info.render.points = 0;
  12395. this.setRenderTarget( renderTarget );
  12396. if ( this.autoClear || forceClear ) {
  12397. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  12398. }
  12399. // set matrices for immediate objects
  12400. for ( i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) {
  12401. webglObject = _webglObjectsImmediate[ i ];
  12402. object = webglObject.object;
  12403. if ( object.visible ) {
  12404. setupMatrices( object, camera );
  12405. unrollImmediateBufferMaterial( webglObject );
  12406. }
  12407. }
  12408. if ( scene.overrideMaterial ) {
  12409. var material = scene.overrideMaterial;
  12410. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  12411. this.setDepthTest( material.depthTest );
  12412. this.setDepthWrite( material.depthWrite );
  12413. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12414. renderObjects( opaqueObjects, camera, lights, fog, true, material );
  12415. renderObjects( transparentObjects, camera, lights, fog, true, material );
  12416. renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, false, material );
  12417. } else {
  12418. var material = null;
  12419. // opaque pass (front-to-back order)
  12420. this.setBlending( THREE.NoBlending );
  12421. renderObjects( opaqueObjects, camera, lights, fog, false, material );
  12422. renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, false, material );
  12423. // transparent pass (back-to-front order)
  12424. renderObjects( transparentObjects, camera, lights, fog, true, material );
  12425. renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, true, material );
  12426. }
  12427. // custom render plugins (post pass)
  12428. renderPlugins( this.renderPluginsPost, scene, camera );
  12429. // Generate mipmap if we're using any kind of mipmap filtering
  12430. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  12431. updateRenderTargetMipmap( renderTarget );
  12432. }
  12433. // Ensure depth buffer writing is enabled so it can be cleared on next render
  12434. this.setDepthTest( true );
  12435. this.setDepthWrite( true );
  12436. // _gl.finish();
  12437. };
  12438. function projectObject( scene, object ) {
  12439. if ( object.visible === false ) return;
  12440. if ( object instanceof THREE.Light ) {
  12441. lights.push( object );
  12442. }
  12443. if ( object instanceof THREE.Scene || object instanceof THREE.Group ) {
  12444. // skip
  12445. } else {
  12446. initObject( object, scene );
  12447. var webglObjects = _webglObjects[ object.id ];
  12448. if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  12449. updateObject( object, scene );
  12450. for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
  12451. var webglObject = webglObjects[i];
  12452. unrollBufferMaterial( webglObject );
  12453. webglObject.render = true;
  12454. if ( _this.sortObjects === true ) {
  12455. if ( object.renderDepth !== null ) {
  12456. webglObject.z = object.renderDepth;
  12457. } else {
  12458. _vector3.setFromMatrixPosition( object.matrixWorld );
  12459. _vector3.applyProjection( _projScreenMatrix );
  12460. webglObject.z = _vector3.z;
  12461. }
  12462. }
  12463. }
  12464. }
  12465. }
  12466. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  12467. projectObject( scene, object.children[ i ] );
  12468. }
  12469. }
  12470. function renderPlugins( plugins, scene, camera ) {
  12471. if ( plugins.length === 0 ) return;
  12472. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  12473. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  12474. }
  12475. }
  12476. function renderObjects( renderList, camera, lights, fog, useBlending, overrideMaterial ) {
  12477. var webglObject, object, buffer, material;
  12478. for ( var i = renderList.length - 1; i !== - 1; i -- ) {
  12479. webglObject = renderList[ i ];
  12480. object = webglObject.object;
  12481. buffer = webglObject.buffer;
  12482. setupMatrices( object, camera );
  12483. if ( overrideMaterial ) {
  12484. material = overrideMaterial;
  12485. } else {
  12486. material = webglObject.material;
  12487. if ( ! material ) continue;
  12488. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  12489. _this.setDepthTest( material.depthTest );
  12490. _this.setDepthWrite( material.depthWrite );
  12491. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12492. }
  12493. _this.setMaterialFaces( material );
  12494. if ( buffer instanceof THREE.BufferGeometry ) {
  12495. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  12496. } else {
  12497. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  12498. }
  12499. }
  12500. }
  12501. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  12502. var webglObject, object, material, program;
  12503. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  12504. webglObject = renderList[ i ];
  12505. object = webglObject.object;
  12506. if ( object.visible ) {
  12507. if ( overrideMaterial ) {
  12508. material = overrideMaterial;
  12509. } else {
  12510. material = webglObject[ materialType ];
  12511. if ( ! material ) continue;
  12512. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  12513. _this.setDepthTest( material.depthTest );
  12514. _this.setDepthWrite( material.depthWrite );
  12515. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  12516. }
  12517. _this.renderImmediateObject( camera, lights, fog, material, object );
  12518. }
  12519. }
  12520. }
  12521. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  12522. var program = setProgram( camera, lights, fog, material, object );
  12523. _currentGeometryGroupHash = - 1;
  12524. _this.setMaterialFaces( material );
  12525. if ( object.immediateRenderCallback ) {
  12526. object.immediateRenderCallback( program, _gl, _frustum );
  12527. } else {
  12528. object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
  12529. }
  12530. };
  12531. function unrollImmediateBufferMaterial ( globject ) {
  12532. var object = globject.object,
  12533. material = object.material;
  12534. if ( material.transparent ) {
  12535. globject.transparent = material;
  12536. globject.opaque = null;
  12537. } else {
  12538. globject.opaque = material;
  12539. globject.transparent = null;
  12540. }
  12541. }
  12542. function unrollBufferMaterial ( globject ) {
  12543. var object = globject.object;
  12544. var buffer = globject.buffer;
  12545. var geometry = object.geometry;
  12546. var material = object.material;
  12547. if ( material instanceof THREE.MeshFaceMaterial ) {
  12548. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  12549. material = material.materials[ materialIndex ];
  12550. globject.material = material;
  12551. if ( material.transparent ) {
  12552. transparentObjects.push( globject );
  12553. } else {
  12554. opaqueObjects.push( globject );
  12555. }
  12556. } else if ( material ) {
  12557. globject.material = material;
  12558. if ( material.transparent ) {
  12559. transparentObjects.push( globject );
  12560. } else {
  12561. opaqueObjects.push( globject );
  12562. }
  12563. }
  12564. }
  12565. function initObject( object, scene ) {
  12566. if ( object.__webglInit === undefined ) {
  12567. object.__webglInit = true;
  12568. object._modelViewMatrix = new THREE.Matrix4();
  12569. object._normalMatrix = new THREE.Matrix3();
  12570. object.addEventListener( 'removed', onObjectRemoved );
  12571. }
  12572. var geometry = object.geometry;
  12573. if ( geometry === undefined ) {
  12574. // ImmediateRenderObject
  12575. } else if ( geometry.__webglInit === undefined ) {
  12576. geometry.__webglInit = true;
  12577. geometry.addEventListener( 'dispose', onGeometryDispose );
  12578. if ( geometry instanceof THREE.BufferGeometry ) {
  12579. //
  12580. } else if ( object instanceof THREE.Mesh ) {
  12581. initGeometryGroups( scene, object, geometry );
  12582. } else if ( object instanceof THREE.Line ) {
  12583. if ( geometry.__webglVertexBuffer === undefined ) {
  12584. createLineBuffers( geometry );
  12585. initLineBuffers( geometry, object );
  12586. geometry.verticesNeedUpdate = true;
  12587. geometry.colorsNeedUpdate = true;
  12588. geometry.lineDistancesNeedUpdate = true;
  12589. }
  12590. } else if ( object instanceof THREE.PointCloud ) {
  12591. if ( geometry.__webglVertexBuffer === undefined ) {
  12592. createParticleBuffers( geometry );
  12593. initParticleBuffers( geometry, object );
  12594. geometry.verticesNeedUpdate = true;
  12595. geometry.colorsNeedUpdate = true;
  12596. }
  12597. }
  12598. }
  12599. if ( object.__webglActive === undefined) {
  12600. object.__webglActive = true;
  12601. if ( object instanceof THREE.Mesh ) {
  12602. if ( geometry instanceof THREE.BufferGeometry ) {
  12603. addBuffer( _webglObjects, geometry, object );
  12604. } else if ( geometry instanceof THREE.Geometry ) {
  12605. var geometryGroupsList = geometryGroups[ geometry.id ];
  12606. for ( var i = 0,l = geometryGroupsList.length; i < l; i ++ ) {
  12607. addBuffer( _webglObjects, geometryGroupsList[ i ], object );
  12608. }
  12609. }
  12610. } else if ( object instanceof THREE.Line || object instanceof THREE.PointCloud ) {
  12611. addBuffer( _webglObjects, geometry, object );
  12612. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  12613. addBufferImmediate( _webglObjectsImmediate, object );
  12614. }
  12615. }
  12616. }
  12617. // Geometry splitting
  12618. var geometryGroups = {};
  12619. var geometryGroupCounter = 0;
  12620. function makeGroups( geometry, usesFaceMaterial, maxVerticesInGroup ) {
  12621. var groupHash, hash_map = {};
  12622. var numMorphTargets = geometry.morphTargets.length;
  12623. var numMorphNormals = geometry.morphNormals.length;
  12624. var group;
  12625. var groups = {};
  12626. var groupsList = [];
  12627. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  12628. var face = geometry.faces[ f ];
  12629. var materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  12630. if ( ! ( materialIndex in hash_map ) ) {
  12631. hash_map[ materialIndex ] = { hash: materialIndex, counter: 0 };
  12632. }
  12633. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  12634. if ( ! ( groupHash in groups ) ) {
  12635. group = {
  12636. id: geometryGroupCounter ++,
  12637. faces3: [],
  12638. materialIndex: materialIndex,
  12639. vertices: 0,
  12640. numMorphTargets: numMorphTargets,
  12641. numMorphNormals: numMorphNormals
  12642. };
  12643. groups[ groupHash ] = group;
  12644. groupsList.push( group );
  12645. }
  12646. if ( groups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
  12647. hash_map[ materialIndex ].counter += 1;
  12648. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  12649. if ( ! ( groupHash in groups ) ) {
  12650. group = {
  12651. id: geometryGroupCounter ++,
  12652. faces3: [],
  12653. materialIndex: materialIndex,
  12654. vertices: 0,
  12655. numMorphTargets: numMorphTargets,
  12656. numMorphNormals: numMorphNormals
  12657. };
  12658. groups[ groupHash ] = group;
  12659. groupsList.push( group );
  12660. }
  12661. }
  12662. groups[ groupHash ].faces3.push( f );
  12663. groups[ groupHash ].vertices += 3;
  12664. }
  12665. return groupsList;
  12666. }
  12667. function initGeometryGroups( scene, object, geometry ) {
  12668. var material = object.material, addBuffers = false;
  12669. if ( geometryGroups[ geometry.id ] === undefined || geometry.groupsNeedUpdate === true ) {
  12670. delete _webglObjects[ object.id ];
  12671. geometryGroups[ geometry.id ] = makeGroups( geometry, material instanceof THREE.MeshFaceMaterial, _glExtensionElementIndexUint ? 4294967296 : 65535 );
  12672. geometry.groupsNeedUpdate = false;
  12673. }
  12674. var geometryGroupsList = geometryGroups[ geometry.id ];
  12675. // create separate VBOs per geometry chunk
  12676. for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
  12677. var geometryGroup = geometryGroupsList[ i ];
  12678. // initialise VBO on the first access
  12679. if ( geometryGroup.__webglVertexBuffer === undefined ) {
  12680. createMeshBuffers( geometryGroup );
  12681. initMeshBuffers( geometryGroup, object );
  12682. geometry.verticesNeedUpdate = true;
  12683. geometry.morphTargetsNeedUpdate = true;
  12684. geometry.elementsNeedUpdate = true;
  12685. geometry.uvsNeedUpdate = true;
  12686. geometry.normalsNeedUpdate = true;
  12687. geometry.tangentsNeedUpdate = true;
  12688. geometry.colorsNeedUpdate = true;
  12689. addBuffers = true;
  12690. } else {
  12691. addBuffers = false;
  12692. }
  12693. if ( addBuffers || object.__webglActive === undefined ) {
  12694. addBuffer( _webglObjects, geometryGroup, object );
  12695. }
  12696. }
  12697. object.__webglActive = true;
  12698. }
  12699. function addBuffer( objlist, buffer, object ) {
  12700. var id = object.id;
  12701. objlist[id] = objlist[id] || [];
  12702. objlist[id].push(
  12703. {
  12704. id: id,
  12705. buffer: buffer,
  12706. object: object,
  12707. material: null,
  12708. z: 0
  12709. }
  12710. );
  12711. };
  12712. function addBufferImmediate( objlist, object ) {
  12713. objlist.push(
  12714. {
  12715. id: null,
  12716. object: object,
  12717. opaque: null,
  12718. transparent: null,
  12719. z: 0
  12720. }
  12721. );
  12722. };
  12723. // Objects updates
  12724. function updateObject( object, scene ) {
  12725. var geometry = object.geometry, customAttributesDirty, material;
  12726. if ( geometry instanceof THREE.BufferGeometry ) {
  12727. setDirectBuffers( geometry );
  12728. } else if ( object instanceof THREE.Mesh ) {
  12729. // check all geometry groups
  12730. if ( geometry.groupsNeedUpdate === true ) {
  12731. initGeometryGroups( scene, object, geometry );
  12732. }
  12733. var geometryGroupsList = geometryGroups[ geometry.id ];
  12734. for ( var i = 0, il = geometryGroupsList.length; i < il; i ++ ) {
  12735. var geometryGroup = geometryGroupsList[ i ];
  12736. material = getBufferMaterial( object, geometryGroup );
  12737. if ( geometry.groupsNeedUpdate === true ) {
  12738. initMeshBuffers( geometryGroup, object );
  12739. }
  12740. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  12741. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  12742. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  12743. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  12744. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
  12745. }
  12746. }
  12747. geometry.verticesNeedUpdate = false;
  12748. geometry.morphTargetsNeedUpdate = false;
  12749. geometry.elementsNeedUpdate = false;
  12750. geometry.uvsNeedUpdate = false;
  12751. geometry.normalsNeedUpdate = false;
  12752. geometry.colorsNeedUpdate = false;
  12753. geometry.tangentsNeedUpdate = false;
  12754. material.attributes && clearCustomAttributes( material );
  12755. } else if ( object instanceof THREE.Line ) {
  12756. material = getBufferMaterial( object, geometry );
  12757. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  12758. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  12759. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  12760. }
  12761. geometry.verticesNeedUpdate = false;
  12762. geometry.colorsNeedUpdate = false;
  12763. geometry.lineDistancesNeedUpdate = false;
  12764. material.attributes && clearCustomAttributes( material );
  12765. } else if ( object instanceof THREE.PointCloud ) {
  12766. material = getBufferMaterial( object, geometry );
  12767. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  12768. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
  12769. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  12770. }
  12771. geometry.verticesNeedUpdate = false;
  12772. geometry.colorsNeedUpdate = false;
  12773. material.attributes && clearCustomAttributes( material );
  12774. }
  12775. };
  12776. // Objects updates - custom attributes check
  12777. function areCustomAttributesDirty( material ) {
  12778. for ( var name in material.attributes ) {
  12779. if ( material.attributes[ name ].needsUpdate ) return true;
  12780. }
  12781. return false;
  12782. };
  12783. function clearCustomAttributes( material ) {
  12784. for ( var name in material.attributes ) {
  12785. material.attributes[ name ].needsUpdate = false;
  12786. }
  12787. };
  12788. // Objects removal
  12789. function removeObject( object ) {
  12790. if ( object instanceof THREE.Mesh ||
  12791. object instanceof THREE.PointCloud ||
  12792. object instanceof THREE.Line ) {
  12793. delete _webglObjects[ object.id ];
  12794. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  12795. removeInstances( _webglObjectsImmediate, object );
  12796. }
  12797. delete object.__webglInit;
  12798. delete object._modelViewMatrix;
  12799. delete object._normalMatrix;
  12800. delete object.__webglActive;
  12801. };
  12802. function removeInstances( objlist, object ) {
  12803. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  12804. if ( objlist[ o ].object === object ) {
  12805. objlist.splice( o, 1 );
  12806. }
  12807. }
  12808. };
  12809. // Materials
  12810. this.initMaterial = function () {
  12811. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  12812. };
  12813. function initMaterial( material, lights, fog, object ) {
  12814. material.addEventListener( 'dispose', onMaterialDispose );
  12815. var shaderID;
  12816. if ( material instanceof THREE.MeshDepthMaterial ) {
  12817. shaderID = 'depth';
  12818. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  12819. shaderID = 'normal';
  12820. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  12821. shaderID = 'basic';
  12822. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  12823. shaderID = 'lambert';
  12824. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  12825. shaderID = 'phong';
  12826. } else if ( material instanceof THREE.LineBasicMaterial ) {
  12827. shaderID = 'basic';
  12828. } else if ( material instanceof THREE.LineDashedMaterial ) {
  12829. shaderID = 'dashed';
  12830. } else if ( material instanceof THREE.PointCloudMaterial ) {
  12831. shaderID = 'particle_basic';
  12832. }
  12833. if ( shaderID ) {
  12834. var shader = THREE.ShaderLib[ shaderID ];
  12835. material.__webglShader = {
  12836. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  12837. vertexShader: shader.vertexShader,
  12838. fragmentShader: shader.fragmentShader
  12839. }
  12840. } else {
  12841. material.__webglShader = {
  12842. uniforms: material.uniforms,
  12843. vertexShader: material.vertexShader,
  12844. fragmentShader: material.fragmentShader
  12845. }
  12846. }
  12847. // heuristics to create shader parameters according to lights in the scene
  12848. // (not to blow over maxLights budget)
  12849. var maxLightCount = allocateLights( lights );
  12850. var maxShadows = allocateShadows( lights );
  12851. var maxBones = allocateBones( object );
  12852. var parameters = {
  12853. precision: _precision,
  12854. supportsVertexTextures: _supportsVertexTextures,
  12855. map: !! material.map,
  12856. envMap: !! material.envMap,
  12857. lightMap: !! material.lightMap,
  12858. bumpMap: !! material.bumpMap,
  12859. normalMap: !! material.normalMap,
  12860. specularMap: !! material.specularMap,
  12861. alphaMap: !! material.alphaMap,
  12862. vertexColors: material.vertexColors,
  12863. fog: fog,
  12864. useFog: material.fog,
  12865. fogExp: fog instanceof THREE.FogExp2,
  12866. sizeAttenuation: material.sizeAttenuation,
  12867. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  12868. skinning: material.skinning,
  12869. maxBones: maxBones,
  12870. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  12871. morphTargets: material.morphTargets,
  12872. morphNormals: material.morphNormals,
  12873. maxMorphTargets: _this.maxMorphTargets,
  12874. maxMorphNormals: _this.maxMorphNormals,
  12875. maxDirLights: maxLightCount.directional,
  12876. maxPointLights: maxLightCount.point,
  12877. maxSpotLights: maxLightCount.spot,
  12878. maxHemiLights: maxLightCount.hemi,
  12879. maxShadows: maxShadows,
  12880. shadowMapEnabled: _this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
  12881. shadowMapType: _this.shadowMapType,
  12882. shadowMapDebug: _this.shadowMapDebug,
  12883. shadowMapCascade: _this.shadowMapCascade,
  12884. alphaTest: material.alphaTest,
  12885. metal: material.metal,
  12886. wrapAround: material.wrapAround,
  12887. doubleSided: material.side === THREE.DoubleSide,
  12888. flipSided: material.side === THREE.BackSide
  12889. };
  12890. // Generate code
  12891. var chunks = [];
  12892. if ( shaderID ) {
  12893. chunks.push( shaderID );
  12894. } else {
  12895. chunks.push( material.fragmentShader );
  12896. chunks.push( material.vertexShader );
  12897. }
  12898. if ( material.defines !== undefined ) {
  12899. for ( var name in material.defines ) {
  12900. chunks.push( name );
  12901. chunks.push( material.defines[ name ] );
  12902. }
  12903. }
  12904. for ( var name in parameters ) {
  12905. chunks.push( name );
  12906. chunks.push( parameters[ name ] );
  12907. }
  12908. var code = chunks.join();
  12909. var program;
  12910. // Check if code has been already compiled
  12911. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  12912. var programInfo = _programs[ p ];
  12913. if ( programInfo.code === code ) {
  12914. program = programInfo;
  12915. program.usedTimes ++;
  12916. break;
  12917. }
  12918. }
  12919. if ( program === undefined ) {
  12920. program = new THREE.WebGLProgram( _this, code, material, parameters );
  12921. _programs.push( program );
  12922. _this.info.memory.programs = _programs.length;
  12923. }
  12924. material.program = program;
  12925. var attributes = program.attributes;
  12926. if ( material.morphTargets ) {
  12927. material.numSupportedMorphTargets = 0;
  12928. var id, base = 'morphTarget';
  12929. for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
  12930. id = base + i;
  12931. if ( attributes[ id ] >= 0 ) {
  12932. material.numSupportedMorphTargets ++;
  12933. }
  12934. }
  12935. }
  12936. if ( material.morphNormals ) {
  12937. material.numSupportedMorphNormals = 0;
  12938. var id, base = 'morphNormal';
  12939. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  12940. id = base + i;
  12941. if ( attributes[ id ] >= 0 ) {
  12942. material.numSupportedMorphNormals ++;
  12943. }
  12944. }
  12945. }
  12946. material.uniformsList = [];
  12947. for ( var u in material.__webglShader.uniforms ) {
  12948. var location = material.program.uniforms[ u ];
  12949. if ( location ) {
  12950. material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
  12951. }
  12952. }
  12953. };
  12954. function setProgram( camera, lights, fog, material, object ) {
  12955. _usedTextureUnits = 0;
  12956. if ( material.needsUpdate ) {
  12957. if ( material.program ) deallocateMaterial( material );
  12958. initMaterial( material, lights, fog, object );
  12959. material.needsUpdate = false;
  12960. }
  12961. if ( material.morphTargets ) {
  12962. if ( ! object.__webglMorphTargetInfluences ) {
  12963. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  12964. }
  12965. }
  12966. var refreshProgram = false;
  12967. var refreshMaterial = false;
  12968. var refreshLights = false;
  12969. var program = material.program,
  12970. p_uniforms = program.uniforms,
  12971. m_uniforms = material.__webglShader.uniforms;
  12972. if ( program.id !== _currentProgram ) {
  12973. _gl.useProgram( program.program );
  12974. _currentProgram = program.id;
  12975. refreshProgram = true;
  12976. refreshMaterial = true;
  12977. refreshLights = true;
  12978. }
  12979. if ( material.id !== _currentMaterialId ) {
  12980. if ( _currentMaterialId === -1 ) refreshLights = true;
  12981. _currentMaterialId = material.id;
  12982. refreshMaterial = true;
  12983. }
  12984. if ( refreshProgram || camera !== _currentCamera ) {
  12985. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  12986. if ( _logarithmicDepthBuffer ) {
  12987. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  12988. }
  12989. if ( camera !== _currentCamera ) _currentCamera = camera;
  12990. // load material specific uniforms
  12991. // (shader material also gets them for the sake of genericity)
  12992. if ( material instanceof THREE.ShaderMaterial ||
  12993. material instanceof THREE.MeshPhongMaterial ||
  12994. material.envMap ) {
  12995. if ( p_uniforms.cameraPosition !== null ) {
  12996. _vector3.setFromMatrixPosition( camera.matrixWorld );
  12997. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  12998. }
  12999. }
  13000. if ( material instanceof THREE.MeshPhongMaterial ||
  13001. material instanceof THREE.MeshLambertMaterial ||
  13002. material instanceof THREE.ShaderMaterial ||
  13003. material.skinning ) {
  13004. if ( p_uniforms.viewMatrix !== null ) {
  13005. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  13006. }
  13007. }
  13008. }
  13009. // skinning uniforms must be set even if material didn't change
  13010. // auto-setting of texture unit for bone texture must go before other textures
  13011. // not sure why, but otherwise weird things happen
  13012. if ( material.skinning ) {
  13013. if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
  13014. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  13015. }
  13016. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
  13017. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  13018. }
  13019. if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  13020. if ( p_uniforms.boneTexture !== null ) {
  13021. var textureUnit = getTextureUnit();
  13022. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  13023. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  13024. }
  13025. if ( p_uniforms.boneTextureWidth !== null ) {
  13026. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  13027. }
  13028. if ( p_uniforms.boneTextureHeight !== null ) {
  13029. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  13030. }
  13031. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  13032. if ( p_uniforms.boneGlobalMatrices !== null ) {
  13033. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  13034. }
  13035. }
  13036. }
  13037. if ( refreshMaterial ) {
  13038. // refresh uniforms common to several materials
  13039. if ( fog && material.fog ) {
  13040. refreshUniformsFog( m_uniforms, fog );
  13041. }
  13042. if ( material instanceof THREE.MeshPhongMaterial ||
  13043. material instanceof THREE.MeshLambertMaterial ||
  13044. material.lights ) {
  13045. if ( _lightsNeedUpdate ) {
  13046. refreshLights = true;
  13047. setupLights( lights );
  13048. _lightsNeedUpdate = false;
  13049. }
  13050. if ( refreshLights ) {
  13051. refreshUniformsLights( m_uniforms, _lights );
  13052. markUniformsLightsNeedsUpdate( m_uniforms, true );
  13053. } else {
  13054. markUniformsLightsNeedsUpdate( m_uniforms, false );
  13055. }
  13056. }
  13057. if ( material instanceof THREE.MeshBasicMaterial ||
  13058. material instanceof THREE.MeshLambertMaterial ||
  13059. material instanceof THREE.MeshPhongMaterial ) {
  13060. refreshUniformsCommon( m_uniforms, material );
  13061. }
  13062. // refresh single material specific uniforms
  13063. if ( material instanceof THREE.LineBasicMaterial ) {
  13064. refreshUniformsLine( m_uniforms, material );
  13065. } else if ( material instanceof THREE.LineDashedMaterial ) {
  13066. refreshUniformsLine( m_uniforms, material );
  13067. refreshUniformsDash( m_uniforms, material );
  13068. } else if ( material instanceof THREE.PointCloudMaterial ) {
  13069. refreshUniformsParticle( m_uniforms, material );
  13070. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  13071. refreshUniformsPhong( m_uniforms, material );
  13072. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  13073. refreshUniformsLambert( m_uniforms, material );
  13074. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  13075. m_uniforms.mNear.value = camera.near;
  13076. m_uniforms.mFar.value = camera.far;
  13077. m_uniforms.opacity.value = material.opacity;
  13078. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  13079. m_uniforms.opacity.value = material.opacity;
  13080. }
  13081. if ( object.receiveShadow && ! material._shadowPass ) {
  13082. refreshUniformsShadow( m_uniforms, lights );
  13083. }
  13084. // load common uniforms
  13085. loadUniformsGeneric( material.uniformsList );
  13086. }
  13087. loadUniformsMatrices( p_uniforms, object );
  13088. if ( p_uniforms.modelMatrix !== null ) {
  13089. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  13090. }
  13091. return program;
  13092. };
  13093. // Uniforms (refresh uniforms objects)
  13094. function refreshUniformsCommon ( uniforms, material ) {
  13095. uniforms.opacity.value = material.opacity;
  13096. if ( _this.gammaInput ) {
  13097. uniforms.diffuse.value.copyGammaToLinear( material.color );
  13098. } else {
  13099. uniforms.diffuse.value = material.color;
  13100. }
  13101. uniforms.map.value = material.map;
  13102. uniforms.lightMap.value = material.lightMap;
  13103. uniforms.specularMap.value = material.specularMap;
  13104. uniforms.alphaMap.value = material.alphaMap;
  13105. if ( material.bumpMap ) {
  13106. uniforms.bumpMap.value = material.bumpMap;
  13107. uniforms.bumpScale.value = material.bumpScale;
  13108. }
  13109. if ( material.normalMap ) {
  13110. uniforms.normalMap.value = material.normalMap;
  13111. uniforms.normalScale.value.copy( material.normalScale );
  13112. }
  13113. // uv repeat and offset setting priorities
  13114. // 1. color map
  13115. // 2. specular map
  13116. // 3. normal map
  13117. // 4. bump map
  13118. // 5. alpha map
  13119. var uvScaleMap;
  13120. if ( material.map ) {
  13121. uvScaleMap = material.map;
  13122. } else if ( material.specularMap ) {
  13123. uvScaleMap = material.specularMap;
  13124. } else if ( material.normalMap ) {
  13125. uvScaleMap = material.normalMap;
  13126. } else if ( material.bumpMap ) {
  13127. uvScaleMap = material.bumpMap;
  13128. } else if ( material.alphaMap ) {
  13129. uvScaleMap = material.alphaMap;
  13130. }
  13131. if ( uvScaleMap !== undefined ) {
  13132. var offset = uvScaleMap.offset;
  13133. var repeat = uvScaleMap.repeat;
  13134. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  13135. }
  13136. uniforms.envMap.value = material.envMap;
  13137. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  13138. if ( _this.gammaInput ) {
  13139. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  13140. uniforms.reflectivity.value = material.reflectivity;
  13141. } else {
  13142. uniforms.reflectivity.value = material.reflectivity;
  13143. }
  13144. uniforms.refractionRatio.value = material.refractionRatio;
  13145. uniforms.combine.value = material.combine;
  13146. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  13147. };
  13148. function refreshUniformsLine ( uniforms, material ) {
  13149. uniforms.diffuse.value = material.color;
  13150. uniforms.opacity.value = material.opacity;
  13151. };
  13152. function refreshUniformsDash ( uniforms, material ) {
  13153. uniforms.dashSize.value = material.dashSize;
  13154. uniforms.totalSize.value = material.dashSize + material.gapSize;
  13155. uniforms.scale.value = material.scale;
  13156. };
  13157. function refreshUniformsParticle ( uniforms, material ) {
  13158. uniforms.psColor.value = material.color;
  13159. uniforms.opacity.value = material.opacity;
  13160. uniforms.size.value = material.size;
  13161. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  13162. uniforms.map.value = material.map;
  13163. };
  13164. function refreshUniformsFog ( uniforms, fog ) {
  13165. uniforms.fogColor.value = fog.color;
  13166. if ( fog instanceof THREE.Fog ) {
  13167. uniforms.fogNear.value = fog.near;
  13168. uniforms.fogFar.value = fog.far;
  13169. } else if ( fog instanceof THREE.FogExp2 ) {
  13170. uniforms.fogDensity.value = fog.density;
  13171. }
  13172. };
  13173. function refreshUniformsPhong ( uniforms, material ) {
  13174. uniforms.shininess.value = material.shininess;
  13175. if ( _this.gammaInput ) {
  13176. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  13177. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  13178. uniforms.specular.value.copyGammaToLinear( material.specular );
  13179. } else {
  13180. uniforms.ambient.value = material.ambient;
  13181. uniforms.emissive.value = material.emissive;
  13182. uniforms.specular.value = material.specular;
  13183. }
  13184. if ( material.wrapAround ) {
  13185. uniforms.wrapRGB.value.copy( material.wrapRGB );
  13186. }
  13187. };
  13188. function refreshUniformsLambert ( uniforms, material ) {
  13189. if ( _this.gammaInput ) {
  13190. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  13191. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  13192. } else {
  13193. uniforms.ambient.value = material.ambient;
  13194. uniforms.emissive.value = material.emissive;
  13195. }
  13196. if ( material.wrapAround ) {
  13197. uniforms.wrapRGB.value.copy( material.wrapRGB );
  13198. }
  13199. };
  13200. function refreshUniformsLights ( uniforms, lights ) {
  13201. uniforms.ambientLightColor.value = lights.ambient;
  13202. uniforms.directionalLightColor.value = lights.directional.colors;
  13203. uniforms.directionalLightDirection.value = lights.directional.positions;
  13204. uniforms.pointLightColor.value = lights.point.colors;
  13205. uniforms.pointLightPosition.value = lights.point.positions;
  13206. uniforms.pointLightDistance.value = lights.point.distances;
  13207. uniforms.spotLightColor.value = lights.spot.colors;
  13208. uniforms.spotLightPosition.value = lights.spot.positions;
  13209. uniforms.spotLightDistance.value = lights.spot.distances;
  13210. uniforms.spotLightDirection.value = lights.spot.directions;
  13211. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  13212. uniforms.spotLightExponent.value = lights.spot.exponents;
  13213. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  13214. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  13215. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  13216. };
  13217. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  13218. function markUniformsLightsNeedsUpdate ( uniforms, boolean ) {
  13219. uniforms.ambientLightColor.needsUpdate = boolean;
  13220. uniforms.directionalLightColor.needsUpdate = boolean;
  13221. uniforms.directionalLightDirection.needsUpdate = boolean;
  13222. uniforms.pointLightColor.needsUpdate = boolean;
  13223. uniforms.pointLightPosition.needsUpdate = boolean;
  13224. uniforms.pointLightDistance.needsUpdate = boolean;
  13225. uniforms.spotLightColor.needsUpdate = boolean;
  13226. uniforms.spotLightPosition.needsUpdate = boolean;
  13227. uniforms.spotLightDistance.needsUpdate = boolean;
  13228. uniforms.spotLightDirection.needsUpdate = boolean;
  13229. uniforms.spotLightAngleCos.needsUpdate = boolean;
  13230. uniforms.spotLightExponent.needsUpdate = boolean;
  13231. uniforms.hemisphereLightSkyColor.needsUpdate = boolean;
  13232. uniforms.hemisphereLightGroundColor.needsUpdate = boolean;
  13233. uniforms.hemisphereLightDirection.needsUpdate = boolean;
  13234. };
  13235. function refreshUniformsShadow ( uniforms, lights ) {
  13236. if ( uniforms.shadowMatrix ) {
  13237. var j = 0;
  13238. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  13239. var light = lights[ i ];
  13240. if ( ! light.castShadow ) continue;
  13241. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  13242. uniforms.shadowMap.value[ j ] = light.shadowMap;
  13243. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  13244. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  13245. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  13246. uniforms.shadowBias.value[ j ] = light.shadowBias;
  13247. j ++;
  13248. }
  13249. }
  13250. }
  13251. };
  13252. // Uniforms (load to GPU)
  13253. function loadUniformsMatrices ( uniforms, object ) {
  13254. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  13255. if ( uniforms.normalMatrix ) {
  13256. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  13257. }
  13258. };
  13259. function getTextureUnit() {
  13260. var textureUnit = _usedTextureUnits;
  13261. if ( textureUnit >= _maxTextures ) {
  13262. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  13263. }
  13264. _usedTextureUnits += 1;
  13265. return textureUnit;
  13266. };
  13267. function loadUniformsGeneric ( uniforms ) {
  13268. var texture, textureUnit, offset;
  13269. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  13270. var uniform = uniforms[ j ][ 0 ];
  13271. // needsUpdate property is not added to all uniforms.
  13272. if ( uniform.needsUpdate === false ) continue;
  13273. var type = uniform.type;
  13274. var value = uniform.value;
  13275. var location = uniforms[ j ][ 1 ];
  13276. switch ( type ) {
  13277. case '1i':
  13278. _gl.uniform1i( location, value );
  13279. break;
  13280. case '1f':
  13281. _gl.uniform1f( location, value );
  13282. break;
  13283. case '2f':
  13284. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  13285. break;
  13286. case '3f':
  13287. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  13288. break;
  13289. case '4f':
  13290. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  13291. break;
  13292. case '1iv':
  13293. _gl.uniform1iv( location, value );
  13294. break;
  13295. case '3iv':
  13296. _gl.uniform3iv( location, value );
  13297. break;
  13298. case '1fv':
  13299. _gl.uniform1fv( location, value );
  13300. break;
  13301. case '2fv':
  13302. _gl.uniform2fv( location, value );
  13303. break;
  13304. case '3fv':
  13305. _gl.uniform3fv( location, value );
  13306. break;
  13307. case '4fv':
  13308. _gl.uniform4fv( location, value );
  13309. break;
  13310. case 'Matrix3fv':
  13311. _gl.uniformMatrix3fv( location, false, value );
  13312. break;
  13313. case 'Matrix4fv':
  13314. _gl.uniformMatrix4fv( location, false, value );
  13315. break;
  13316. //
  13317. case 'i':
  13318. // single integer
  13319. _gl.uniform1i( location, value );
  13320. break;
  13321. case 'f':
  13322. // single float
  13323. _gl.uniform1f( location, value );
  13324. break;
  13325. case 'v2':
  13326. // single THREE.Vector2
  13327. _gl.uniform2f( location, value.x, value.y );
  13328. break;
  13329. case 'v3':
  13330. // single THREE.Vector3
  13331. _gl.uniform3f( location, value.x, value.y, value.z );
  13332. break;
  13333. case 'v4':
  13334. // single THREE.Vector4
  13335. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  13336. break;
  13337. case 'c':
  13338. // single THREE.Color
  13339. _gl.uniform3f( location, value.r, value.g, value.b );
  13340. break;
  13341. case 'iv1':
  13342. // flat array of integers (JS or typed array)
  13343. _gl.uniform1iv( location, value );
  13344. break;
  13345. case 'iv':
  13346. // flat array of integers with 3 x N size (JS or typed array)
  13347. _gl.uniform3iv( location, value );
  13348. break;
  13349. case 'fv1':
  13350. // flat array of floats (JS or typed array)
  13351. _gl.uniform1fv( location, value );
  13352. break;
  13353. case 'fv':
  13354. // flat array of floats with 3 x N size (JS or typed array)
  13355. _gl.uniform3fv( location, value );
  13356. break;
  13357. case 'v2v':
  13358. // array of THREE.Vector2
  13359. if ( uniform._array === undefined ) {
  13360. uniform._array = new Float32Array( 2 * value.length );
  13361. }
  13362. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13363. offset = i * 2;
  13364. uniform._array[ offset ] = value[ i ].x;
  13365. uniform._array[ offset + 1 ] = value[ i ].y;
  13366. }
  13367. _gl.uniform2fv( location, uniform._array );
  13368. break;
  13369. case 'v3v':
  13370. // array of THREE.Vector3
  13371. if ( uniform._array === undefined ) {
  13372. uniform._array = new Float32Array( 3 * value.length );
  13373. }
  13374. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13375. offset = i * 3;
  13376. uniform._array[ offset ] = value[ i ].x;
  13377. uniform._array[ offset + 1 ] = value[ i ].y;
  13378. uniform._array[ offset + 2 ] = value[ i ].z;
  13379. }
  13380. _gl.uniform3fv( location, uniform._array );
  13381. break;
  13382. case 'v4v':
  13383. // array of THREE.Vector4
  13384. if ( uniform._array === undefined ) {
  13385. uniform._array = new Float32Array( 4 * value.length );
  13386. }
  13387. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13388. offset = i * 4;
  13389. uniform._array[ offset ] = value[ i ].x;
  13390. uniform._array[ offset + 1 ] = value[ i ].y;
  13391. uniform._array[ offset + 2 ] = value[ i ].z;
  13392. uniform._array[ offset + 3 ] = value[ i ].w;
  13393. }
  13394. _gl.uniform4fv( location, uniform._array );
  13395. break;
  13396. case 'm3':
  13397. // single THREE.Matrix3
  13398. _gl.uniformMatrix3fv( location, false, value.elements );
  13399. break;
  13400. case 'm3v':
  13401. // array of THREE.Matrix3
  13402. if ( uniform._array === undefined ) {
  13403. uniform._array = new Float32Array( 9 * value.length );
  13404. }
  13405. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13406. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  13407. }
  13408. _gl.uniformMatrix3fv( location, false, uniform._array );
  13409. break;
  13410. case 'm4':
  13411. // single THREE.Matrix4
  13412. _gl.uniformMatrix4fv( location, false, value.elements );
  13413. break;
  13414. case 'm4v':
  13415. // array of THREE.Matrix4
  13416. if ( uniform._array === undefined ) {
  13417. uniform._array = new Float32Array( 16 * value.length );
  13418. }
  13419. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13420. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  13421. }
  13422. _gl.uniformMatrix4fv( location, false, uniform._array );
  13423. break;
  13424. case 't':
  13425. // single THREE.Texture (2d or cube)
  13426. texture = value;
  13427. textureUnit = getTextureUnit();
  13428. _gl.uniform1i( location, textureUnit );
  13429. if ( ! texture ) continue;
  13430. if ( texture instanceof THREE.CubeTexture ||
  13431. ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
  13432. setCubeTexture( texture, textureUnit );
  13433. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  13434. setCubeTextureDynamic( texture, textureUnit );
  13435. } else {
  13436. _this.setTexture( texture, textureUnit );
  13437. }
  13438. break;
  13439. case 'tv':
  13440. // array of THREE.Texture (2d)
  13441. if ( uniform._array === undefined ) {
  13442. uniform._array = [];
  13443. }
  13444. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  13445. uniform._array[ i ] = getTextureUnit();
  13446. }
  13447. _gl.uniform1iv( location, uniform._array );
  13448. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  13449. texture = uniform.value[ i ];
  13450. textureUnit = uniform._array[ i ];
  13451. if ( ! texture ) continue;
  13452. _this.setTexture( texture, textureUnit );
  13453. }
  13454. break;
  13455. default:
  13456. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  13457. }
  13458. }
  13459. };
  13460. function setupMatrices ( object, camera ) {
  13461. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  13462. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  13463. };
  13464. //
  13465. function setColorGamma( array, offset, color, intensitySq ) {
  13466. array[ offset ] = color.r * color.r * intensitySq;
  13467. array[ offset + 1 ] = color.g * color.g * intensitySq;
  13468. array[ offset + 2 ] = color.b * color.b * intensitySq;
  13469. };
  13470. function setColorLinear( array, offset, color, intensity ) {
  13471. array[ offset ] = color.r * intensity;
  13472. array[ offset + 1 ] = color.g * intensity;
  13473. array[ offset + 2 ] = color.b * intensity;
  13474. };
  13475. function setupLights ( lights ) {
  13476. var l, ll, light, n,
  13477. r = 0, g = 0, b = 0,
  13478. color, skyColor, groundColor,
  13479. intensity, intensitySq,
  13480. position,
  13481. distance,
  13482. zlights = _lights,
  13483. dirColors = zlights.directional.colors,
  13484. dirPositions = zlights.directional.positions,
  13485. pointColors = zlights.point.colors,
  13486. pointPositions = zlights.point.positions,
  13487. pointDistances = zlights.point.distances,
  13488. spotColors = zlights.spot.colors,
  13489. spotPositions = zlights.spot.positions,
  13490. spotDistances = zlights.spot.distances,
  13491. spotDirections = zlights.spot.directions,
  13492. spotAnglesCos = zlights.spot.anglesCos,
  13493. spotExponents = zlights.spot.exponents,
  13494. hemiSkyColors = zlights.hemi.skyColors,
  13495. hemiGroundColors = zlights.hemi.groundColors,
  13496. hemiPositions = zlights.hemi.positions,
  13497. dirLength = 0,
  13498. pointLength = 0,
  13499. spotLength = 0,
  13500. hemiLength = 0,
  13501. dirCount = 0,
  13502. pointCount = 0,
  13503. spotCount = 0,
  13504. hemiCount = 0,
  13505. dirOffset = 0,
  13506. pointOffset = 0,
  13507. spotOffset = 0,
  13508. hemiOffset = 0;
  13509. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  13510. light = lights[ l ];
  13511. if ( light.onlyShadow ) continue;
  13512. color = light.color;
  13513. intensity = light.intensity;
  13514. distance = light.distance;
  13515. if ( light instanceof THREE.AmbientLight ) {
  13516. if ( ! light.visible ) continue;
  13517. if ( _this.gammaInput ) {
  13518. r += color.r * color.r;
  13519. g += color.g * color.g;
  13520. b += color.b * color.b;
  13521. } else {
  13522. r += color.r;
  13523. g += color.g;
  13524. b += color.b;
  13525. }
  13526. } else if ( light instanceof THREE.DirectionalLight ) {
  13527. dirCount += 1;
  13528. if ( ! light.visible ) continue;
  13529. _direction.setFromMatrixPosition( light.matrixWorld );
  13530. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  13531. _direction.sub( _vector3 );
  13532. _direction.normalize();
  13533. dirOffset = dirLength * 3;
  13534. dirPositions[ dirOffset ] = _direction.x;
  13535. dirPositions[ dirOffset + 1 ] = _direction.y;
  13536. dirPositions[ dirOffset + 2 ] = _direction.z;
  13537. if ( _this.gammaInput ) {
  13538. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  13539. } else {
  13540. setColorLinear( dirColors, dirOffset, color, intensity );
  13541. }
  13542. dirLength += 1;
  13543. } else if ( light instanceof THREE.PointLight ) {
  13544. pointCount += 1;
  13545. if ( ! light.visible ) continue;
  13546. pointOffset = pointLength * 3;
  13547. if ( _this.gammaInput ) {
  13548. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  13549. } else {
  13550. setColorLinear( pointColors, pointOffset, color, intensity );
  13551. }
  13552. _vector3.setFromMatrixPosition( light.matrixWorld );
  13553. pointPositions[ pointOffset ] = _vector3.x;
  13554. pointPositions[ pointOffset + 1 ] = _vector3.y;
  13555. pointPositions[ pointOffset + 2 ] = _vector3.z;
  13556. pointDistances[ pointLength ] = distance;
  13557. pointLength += 1;
  13558. } else if ( light instanceof THREE.SpotLight ) {
  13559. spotCount += 1;
  13560. if ( ! light.visible ) continue;
  13561. spotOffset = spotLength * 3;
  13562. if ( _this.gammaInput ) {
  13563. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  13564. } else {
  13565. setColorLinear( spotColors, spotOffset, color, intensity );
  13566. }
  13567. _direction.setFromMatrixPosition( light.matrixWorld );
  13568. spotPositions[ spotOffset ] = _direction.x;
  13569. spotPositions[ spotOffset + 1 ] = _direction.y;
  13570. spotPositions[ spotOffset + 2 ] = _direction.z;
  13571. spotDistances[ spotLength ] = distance;
  13572. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  13573. _direction.sub( _vector3 );
  13574. _direction.normalize();
  13575. spotDirections[ spotOffset ] = _direction.x;
  13576. spotDirections[ spotOffset + 1 ] = _direction.y;
  13577. spotDirections[ spotOffset + 2 ] = _direction.z;
  13578. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  13579. spotExponents[ spotLength ] = light.exponent;
  13580. spotLength += 1;
  13581. } else if ( light instanceof THREE.HemisphereLight ) {
  13582. hemiCount += 1;
  13583. if ( ! light.visible ) continue;
  13584. _direction.setFromMatrixPosition( light.matrixWorld );
  13585. _direction.normalize();
  13586. hemiOffset = hemiLength * 3;
  13587. hemiPositions[ hemiOffset ] = _direction.x;
  13588. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  13589. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  13590. skyColor = light.color;
  13591. groundColor = light.groundColor;
  13592. if ( _this.gammaInput ) {
  13593. intensitySq = intensity * intensity;
  13594. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  13595. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  13596. } else {
  13597. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  13598. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  13599. }
  13600. hemiLength += 1;
  13601. }
  13602. }
  13603. // null eventual remains from removed lights
  13604. // (this is to avoid if in shader)
  13605. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  13606. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  13607. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  13608. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  13609. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  13610. zlights.directional.length = dirLength;
  13611. zlights.point.length = pointLength;
  13612. zlights.spot.length = spotLength;
  13613. zlights.hemi.length = hemiLength;
  13614. zlights.ambient[ 0 ] = r;
  13615. zlights.ambient[ 1 ] = g;
  13616. zlights.ambient[ 2 ] = b;
  13617. };
  13618. // GL state setting
  13619. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  13620. if ( cullFace === THREE.CullFaceNone ) {
  13621. _gl.disable( _gl.CULL_FACE );
  13622. } else {
  13623. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  13624. _gl.frontFace( _gl.CW );
  13625. } else {
  13626. _gl.frontFace( _gl.CCW );
  13627. }
  13628. if ( cullFace === THREE.CullFaceBack ) {
  13629. _gl.cullFace( _gl.BACK );
  13630. } else if ( cullFace === THREE.CullFaceFront ) {
  13631. _gl.cullFace( _gl.FRONT );
  13632. } else {
  13633. _gl.cullFace( _gl.FRONT_AND_BACK );
  13634. }
  13635. _gl.enable( _gl.CULL_FACE );
  13636. }
  13637. };
  13638. this.setMaterialFaces = function ( material ) {
  13639. var doubleSided = material.side === THREE.DoubleSide;
  13640. var flipSided = material.side === THREE.BackSide;
  13641. if ( _oldDoubleSided !== doubleSided ) {
  13642. if ( doubleSided ) {
  13643. _gl.disable( _gl.CULL_FACE );
  13644. } else {
  13645. _gl.enable( _gl.CULL_FACE );
  13646. }
  13647. _oldDoubleSided = doubleSided;
  13648. }
  13649. if ( _oldFlipSided !== flipSided ) {
  13650. if ( flipSided ) {
  13651. _gl.frontFace( _gl.CW );
  13652. } else {
  13653. _gl.frontFace( _gl.CCW );
  13654. }
  13655. _oldFlipSided = flipSided;
  13656. }
  13657. };
  13658. this.setDepthTest = function ( depthTest ) {
  13659. if ( _oldDepthTest !== depthTest ) {
  13660. if ( depthTest ) {
  13661. _gl.enable( _gl.DEPTH_TEST );
  13662. } else {
  13663. _gl.disable( _gl.DEPTH_TEST );
  13664. }
  13665. _oldDepthTest = depthTest;
  13666. }
  13667. };
  13668. this.setDepthWrite = function ( depthWrite ) {
  13669. if ( _oldDepthWrite !== depthWrite ) {
  13670. _gl.depthMask( depthWrite );
  13671. _oldDepthWrite = depthWrite;
  13672. }
  13673. };
  13674. function setLineWidth ( width ) {
  13675. if ( width !== _oldLineWidth ) {
  13676. _gl.lineWidth( width );
  13677. _oldLineWidth = width;
  13678. }
  13679. };
  13680. function setPolygonOffset ( polygonoffset, factor, units ) {
  13681. if ( _oldPolygonOffset !== polygonoffset ) {
  13682. if ( polygonoffset ) {
  13683. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  13684. } else {
  13685. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  13686. }
  13687. _oldPolygonOffset = polygonoffset;
  13688. }
  13689. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  13690. _gl.polygonOffset( factor, units );
  13691. _oldPolygonOffsetFactor = factor;
  13692. _oldPolygonOffsetUnits = units;
  13693. }
  13694. };
  13695. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  13696. if ( blending !== _oldBlending ) {
  13697. if ( blending === THREE.NoBlending ) {
  13698. _gl.disable( _gl.BLEND );
  13699. } else if ( blending === THREE.AdditiveBlending ) {
  13700. _gl.enable( _gl.BLEND );
  13701. _gl.blendEquation( _gl.FUNC_ADD );
  13702. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  13703. } else if ( blending === THREE.SubtractiveBlending ) {
  13704. // TODO: Find blendFuncSeparate() combination
  13705. _gl.enable( _gl.BLEND );
  13706. _gl.blendEquation( _gl.FUNC_ADD );
  13707. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  13708. } else if ( blending === THREE.MultiplyBlending ) {
  13709. // TODO: Find blendFuncSeparate() combination
  13710. _gl.enable( _gl.BLEND );
  13711. _gl.blendEquation( _gl.FUNC_ADD );
  13712. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  13713. } else if ( blending === THREE.CustomBlending ) {
  13714. _gl.enable( _gl.BLEND );
  13715. } else {
  13716. _gl.enable( _gl.BLEND );
  13717. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  13718. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  13719. }
  13720. _oldBlending = blending;
  13721. }
  13722. if ( blending === THREE.CustomBlending ) {
  13723. if ( blendEquation !== _oldBlendEquation ) {
  13724. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  13725. _oldBlendEquation = blendEquation;
  13726. }
  13727. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  13728. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  13729. _oldBlendSrc = blendSrc;
  13730. _oldBlendDst = blendDst;
  13731. }
  13732. } else {
  13733. _oldBlendEquation = null;
  13734. _oldBlendSrc = null;
  13735. _oldBlendDst = null;
  13736. }
  13737. };
  13738. // Textures
  13739. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  13740. if ( isImagePowerOfTwo ) {
  13741. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  13742. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  13743. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  13744. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  13745. } else {
  13746. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  13747. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  13748. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  13749. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  13750. }
  13751. if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
  13752. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  13753. _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
  13754. texture.__oldAnisotropy = texture.anisotropy;
  13755. }
  13756. }
  13757. };
  13758. this.uploadTexture = function ( texture ) {
  13759. if ( texture.__webglInit === undefined ) {
  13760. texture.__webglInit = true;
  13761. texture.addEventListener( 'dispose', onTextureDispose );
  13762. texture.__webglTexture = _gl.createTexture();
  13763. _this.info.memory.textures ++;
  13764. }
  13765. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  13766. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  13767. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  13768. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  13769. texture.image = clampToMaxSize( texture.image, _maxTextureSize );
  13770. var image = texture.image,
  13771. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  13772. glFormat = paramThreeToGL( texture.format ),
  13773. glType = paramThreeToGL( texture.type );
  13774. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  13775. var mipmap, mipmaps = texture.mipmaps;
  13776. if ( texture instanceof THREE.DataTexture ) {
  13777. // use manually created mipmaps if available
  13778. // if there are no manual mipmaps
  13779. // set 0 level mipmap and then use GL to generate other mipmap levels
  13780. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  13781. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13782. mipmap = mipmaps[ i ];
  13783. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13784. }
  13785. texture.generateMipmaps = false;
  13786. } else {
  13787. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  13788. }
  13789. } else if ( texture instanceof THREE.CompressedTexture ) {
  13790. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13791. mipmap = mipmaps[ i ];
  13792. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  13793. if ( _compressedTextureFormats.indexOf( glFormat ) > -1 ) {
  13794. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13795. } else {
  13796. console.warn( "Attempt to load unsupported compressed texture format" );
  13797. }
  13798. } else {
  13799. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13800. }
  13801. }
  13802. } else { // regular Texture (image, video, canvas)
  13803. // use manually created mipmaps if available
  13804. // if there are no manual mipmaps
  13805. // set 0 level mipmap and then use GL to generate other mipmap levels
  13806. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  13807. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  13808. mipmap = mipmaps[ i ];
  13809. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  13810. }
  13811. texture.generateMipmaps = false;
  13812. } else {
  13813. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  13814. }
  13815. }
  13816. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  13817. texture.needsUpdate = false;
  13818. if ( texture.onUpdate ) texture.onUpdate();
  13819. };
  13820. this.setTexture = function ( texture, slot ) {
  13821. _gl.activeTexture( _gl.TEXTURE0 + slot );
  13822. if ( texture.needsUpdate ) {
  13823. _this.uploadTexture( texture );
  13824. } else {
  13825. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  13826. }
  13827. };
  13828. function clampToMaxSize ( image, maxSize ) {
  13829. if ( image.width > maxSize || image.height > maxSize ) {
  13830. // Warning: Scaling through the canvas will only work with images that use
  13831. // premultiplied alpha.
  13832. var scale = maxSize / Math.max( image.width, image.height );
  13833. var canvas = document.createElement( 'canvas' );
  13834. canvas.width = Math.floor( image.width * scale );
  13835. canvas.height = Math.floor( image.height * scale );
  13836. var context = canvas.getContext( '2d' );
  13837. context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );
  13838. console.log( 'THREE.WebGLRenderer:', image, 'is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height + '.' );
  13839. return canvas;
  13840. }
  13841. return image;
  13842. }
  13843. function setCubeTexture ( texture, slot ) {
  13844. if ( texture.image.length === 6 ) {
  13845. if ( texture.needsUpdate ) {
  13846. if ( ! texture.image.__webglTextureCube ) {
  13847. texture.addEventListener( 'dispose', onTextureDispose );
  13848. texture.image.__webglTextureCube = _gl.createTexture();
  13849. _this.info.memory.textures ++;
  13850. }
  13851. _gl.activeTexture( _gl.TEXTURE0 + slot );
  13852. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  13853. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  13854. var isCompressed = texture instanceof THREE.CompressedTexture;
  13855. var isDataTexture = texture.image[ 0 ] instanceof THREE.DataTexture;
  13856. var cubeImage = [];
  13857. for ( var i = 0; i < 6; i ++ ) {
  13858. if ( _this.autoScaleCubemaps && ! isCompressed && ! isDataTexture ) {
  13859. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  13860. } else {
  13861. cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
  13862. }
  13863. }
  13864. var image = cubeImage[ 0 ],
  13865. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  13866. glFormat = paramThreeToGL( texture.format ),
  13867. glType = paramThreeToGL( texture.type );
  13868. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  13869. for ( var i = 0; i < 6; i ++ ) {
  13870. if ( ! isCompressed ) {
  13871. if ( isDataTexture ) {
  13872. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
  13873. } else {
  13874. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  13875. }
  13876. } else {
  13877. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  13878. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  13879. mipmap = mipmaps[ j ];
  13880. if ( texture.format !== THREE.RGBAFormat && texture.format !== THREE.RGBFormat ) {
  13881. if ( _compressedTextureFormats.indexOf( glFormat ) > -1 ) {
  13882. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  13883. } else {
  13884. console.warn( "Attempt to load unsupported compressed texture format" );
  13885. }
  13886. } else {
  13887. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  13888. }
  13889. }
  13890. }
  13891. }
  13892. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  13893. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  13894. }
  13895. texture.needsUpdate = false;
  13896. if ( texture.onUpdate ) texture.onUpdate();
  13897. } else {
  13898. _gl.activeTexture( _gl.TEXTURE0 + slot );
  13899. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  13900. }
  13901. }
  13902. }
  13903. function setCubeTextureDynamic ( texture, slot ) {
  13904. _gl.activeTexture( _gl.TEXTURE0 + slot );
  13905. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  13906. }
  13907. // Render targets
  13908. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  13909. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  13910. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  13911. }
  13912. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  13913. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  13914. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13915. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  13916. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  13917. /* For some reason this is not working. Defaulting to RGBA4.
  13918. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13919. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  13920. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  13921. */
  13922. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13923. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  13924. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  13925. } else {
  13926. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  13927. }
  13928. }
  13929. this.setRenderTarget = function ( renderTarget ) {
  13930. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  13931. if ( renderTarget && renderTarget.__webglFramebuffer === undefined ) {
  13932. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  13933. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  13934. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  13935. renderTarget.__webglTexture = _gl.createTexture();
  13936. _this.info.memory.textures ++;
  13937. // Setup texture, create render and frame buffers
  13938. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  13939. glFormat = paramThreeToGL( renderTarget.format ),
  13940. glType = paramThreeToGL( renderTarget.type );
  13941. if ( isCube ) {
  13942. renderTarget.__webglFramebuffer = [];
  13943. renderTarget.__webglRenderbuffer = [];
  13944. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  13945. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  13946. for ( var i = 0; i < 6; i ++ ) {
  13947. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  13948. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  13949. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13950. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  13951. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  13952. }
  13953. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  13954. } else {
  13955. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  13956. if ( renderTarget.shareDepthFrom ) {
  13957. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  13958. } else {
  13959. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  13960. }
  13961. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  13962. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  13963. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  13964. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  13965. if ( renderTarget.shareDepthFrom ) {
  13966. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  13967. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  13968. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  13969. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  13970. }
  13971. } else {
  13972. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  13973. }
  13974. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  13975. }
  13976. // Release everything
  13977. if ( isCube ) {
  13978. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  13979. } else {
  13980. _gl.bindTexture( _gl.TEXTURE_2D, null );
  13981. }
  13982. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  13983. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  13984. }
  13985. var framebuffer, width, height, vx, vy;
  13986. if ( renderTarget ) {
  13987. if ( isCube ) {
  13988. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  13989. } else {
  13990. framebuffer = renderTarget.__webglFramebuffer;
  13991. }
  13992. width = renderTarget.width;
  13993. height = renderTarget.height;
  13994. vx = 0;
  13995. vy = 0;
  13996. } else {
  13997. framebuffer = null;
  13998. width = _viewportWidth;
  13999. height = _viewportHeight;
  14000. vx = _viewportX;
  14001. vy = _viewportY;
  14002. }
  14003. if ( framebuffer !== _currentFramebuffer ) {
  14004. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  14005. _gl.viewport( vx, vy, width, height );
  14006. _currentFramebuffer = framebuffer;
  14007. }
  14008. _currentWidth = width;
  14009. _currentHeight = height;
  14010. };
  14011. function updateRenderTargetMipmap ( renderTarget ) {
  14012. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  14013. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  14014. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  14015. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  14016. } else {
  14017. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  14018. _gl.generateMipmap( _gl.TEXTURE_2D );
  14019. _gl.bindTexture( _gl.TEXTURE_2D, null );
  14020. }
  14021. };
  14022. // Fallback filters for non-power-of-2 textures
  14023. function filterFallback ( f ) {
  14024. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  14025. return _gl.NEAREST;
  14026. }
  14027. return _gl.LINEAR;
  14028. };
  14029. // Map three.js constants to WebGL constants
  14030. function paramThreeToGL ( p ) {
  14031. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  14032. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  14033. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  14034. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  14035. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  14036. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  14037. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  14038. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  14039. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  14040. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  14041. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  14042. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  14043. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  14044. if ( p === THREE.ByteType ) return _gl.BYTE;
  14045. if ( p === THREE.ShortType ) return _gl.SHORT;
  14046. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  14047. if ( p === THREE.IntType ) return _gl.INT;
  14048. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  14049. if ( p === THREE.FloatType ) return _gl.FLOAT;
  14050. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  14051. if ( p === THREE.RGBFormat ) return _gl.RGB;
  14052. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  14053. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  14054. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  14055. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  14056. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  14057. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  14058. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  14059. if ( p === THREE.OneFactor ) return _gl.ONE;
  14060. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  14061. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  14062. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  14063. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  14064. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  14065. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  14066. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  14067. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  14068. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  14069. if ( _glExtensionCompressedTextureS3TC !== null ) {
  14070. if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
  14071. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  14072. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  14073. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  14074. }
  14075. if ( _glExtensionCompressedTexturePVRTC !== null ) {
  14076. if ( p === THREE.RGB_PVRTC_4BPPV1_Format ) return _glExtensionCompressedTexturePVRTC.COMPRESSED_RGB_PVRTC_4BPPV1_IMG ;
  14077. if ( p === THREE.RGB_PVRTC_2BPPV1_Format ) return _glExtensionCompressedTexturePVRTC.COMPRESSED_RGB_PVRTC_2BPPV1_IMG ;
  14078. if ( p === THREE.RGBA_PVRTC_4BPPV1_Format ) return _glExtensionCompressedTexturePVRTC.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG ;
  14079. if ( p === THREE.RGBA_PVRTC_2BPPV1_Format ) return _glExtensionCompressedTexturePVRTC.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG ;
  14080. }
  14081. if ( _glExtensionBlendMinMax !== undefined ) {
  14082. if ( p === THREE.MinEquation ) return _glExtensionBlendMinMax.MIN_EXT;
  14083. if ( p === THREE.MaxEquation ) return _glExtensionBlendMinMax.MAX_EXT;
  14084. }
  14085. return 0;
  14086. };
  14087. // Allocations
  14088. function allocateBones ( object ) {
  14089. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  14090. return 1024;
  14091. } else {
  14092. // default for when object is not specified
  14093. // ( for example when prebuilding shader
  14094. // to be used with multiple objects )
  14095. //
  14096. // - leave some extra space for other uniforms
  14097. // - limit here is ANGLE's 254 max uniform vectors
  14098. // (up to 54 should be safe)
  14099. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  14100. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  14101. var maxBones = nVertexMatrices;
  14102. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  14103. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  14104. if ( maxBones < object.skeleton.bones.length ) {
  14105. console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  14106. }
  14107. }
  14108. return maxBones;
  14109. }
  14110. };
  14111. function allocateLights( lights ) {
  14112. var dirLights = 0;
  14113. var pointLights = 0;
  14114. var spotLights = 0;
  14115. var hemiLights = 0;
  14116. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  14117. var light = lights[ l ];
  14118. if ( light.onlyShadow || light.visible === false ) continue;
  14119. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  14120. if ( light instanceof THREE.PointLight ) pointLights ++;
  14121. if ( light instanceof THREE.SpotLight ) spotLights ++;
  14122. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  14123. }
  14124. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  14125. };
  14126. function allocateShadows( lights ) {
  14127. var maxShadows = 0;
  14128. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  14129. var light = lights[ l ];
  14130. if ( ! light.castShadow ) continue;
  14131. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  14132. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  14133. }
  14134. return maxShadows;
  14135. };
  14136. // Initialization
  14137. function initGL() {
  14138. try {
  14139. var attributes = {
  14140. alpha: _alpha,
  14141. depth: _depth,
  14142. stencil: _stencil,
  14143. antialias: _antialias,
  14144. premultipliedAlpha: _premultipliedAlpha,
  14145. preserveDrawingBuffer: _preserveDrawingBuffer
  14146. };
  14147. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  14148. if ( _gl === null ) {
  14149. throw 'Error creating WebGL context.';
  14150. }
  14151. } catch ( error ) {
  14152. console.error( error );
  14153. }
  14154. _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
  14155. _glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
  14156. if ( _glExtensionTextureFloat === null ) {
  14157. console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
  14158. }
  14159. _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
  14160. if ( _glExtensionStandardDerivatives === null ) {
  14161. console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
  14162. }
  14163. _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  14164. if ( _glExtensionTextureFilterAnisotropic === null ) {
  14165. console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
  14166. }
  14167. _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  14168. if ( _glExtensionCompressedTextureS3TC === null ) {
  14169. console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
  14170. }
  14171. _glExtensionCompressedTexturePVRTC = _gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  14172. if ( _glExtensionCompressedTexturePVRTC === null ) {
  14173. console.log( 'THREE.WebGLRenderer: PVRTC compressed textures not supported.' );
  14174. }
  14175. _glExtensionElementIndexUint = _gl.getExtension( 'OES_element_index_uint' );
  14176. if ( _glExtensionElementIndexUint === null ) {
  14177. console.log( 'THREE.WebGLRenderer: elementindex as unsigned integer not supported.' );
  14178. }
  14179. _glExtensionBlendMinMax = _gl.getExtension( 'EXT_blend_minmax' );
  14180. if ( _glExtensionBlendMinMax === null ) {
  14181. console.log( 'THREE.WebGLRenderer: min max blend equations not supported.' );
  14182. }
  14183. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14184. _gl.getShaderPrecisionFormat = function () {
  14185. return {
  14186. 'rangeMin': 1,
  14187. 'rangeMax': 1,
  14188. 'precision': 1
  14189. };
  14190. }
  14191. }
  14192. if ( _logarithmicDepthBuffer ) {
  14193. _glExtensionFragDepth = _gl.getExtension( 'EXT_frag_depth' );
  14194. }
  14195. }
  14196. function setDefaultGLState () {
  14197. _gl.clearColor( 0, 0, 0, 1 );
  14198. _gl.clearDepth( 1 );
  14199. _gl.clearStencil( 0 );
  14200. _gl.enable( _gl.DEPTH_TEST );
  14201. _gl.depthFunc( _gl.LEQUAL );
  14202. _gl.frontFace( _gl.CCW );
  14203. _gl.cullFace( _gl.BACK );
  14204. _gl.enable( _gl.CULL_FACE );
  14205. _gl.enable( _gl.BLEND );
  14206. _gl.blendEquation( _gl.FUNC_ADD );
  14207. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  14208. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  14209. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  14210. }
  14211. function resetGLState() {
  14212. _currentProgram = null;
  14213. _currentCamera = null;
  14214. _oldBlending = - 1;
  14215. _oldDepthTest = - 1;
  14216. _oldDepthWrite = - 1;
  14217. _oldDoubleSided = - 1;
  14218. _oldFlipSided = - 1;
  14219. _currentGeometryGroupHash = - 1;
  14220. _currentMaterialId = - 1;
  14221. _lightsNeedUpdate = true;
  14222. }
  14223. this.resetGLState = resetGLState;
  14224. // default plugins (order is important)
  14225. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  14226. this.addPrePlugin( this.shadowMapPlugin );
  14227. this.addPostPlugin( new THREE.SpritePlugin() );
  14228. this.addPostPlugin( new THREE.LensFlarePlugin() );
  14229. };
  14230. // File:src/renderers/WebGLRenderTarget.js
  14231. /**
  14232. * @author szimek / https://github.com/szimek/
  14233. * @author alteredq / http://alteredqualia.com/
  14234. */
  14235. THREE.WebGLRenderTarget = function ( width, height, options ) {
  14236. this.width = width;
  14237. this.height = height;
  14238. options = options || {};
  14239. this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
  14240. this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
  14241. this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
  14242. this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
  14243. this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
  14244. this.offset = new THREE.Vector2( 0, 0 );
  14245. this.repeat = new THREE.Vector2( 1, 1 );
  14246. this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
  14247. this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
  14248. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  14249. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  14250. this.generateMipmaps = true;
  14251. this.shareDepthFrom = null;
  14252. };
  14253. THREE.WebGLRenderTarget.prototype = {
  14254. constructor: THREE.WebGLRenderTarget,
  14255. setSize: function ( width, height ) {
  14256. this.width = width;
  14257. this.height = height;
  14258. },
  14259. clone: function () {
  14260. var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
  14261. tmp.wrapS = this.wrapS;
  14262. tmp.wrapT = this.wrapT;
  14263. tmp.magFilter = this.magFilter;
  14264. tmp.minFilter = this.minFilter;
  14265. tmp.anisotropy = this.anisotropy;
  14266. tmp.offset.copy( this.offset );
  14267. tmp.repeat.copy( this.repeat );
  14268. tmp.format = this.format;
  14269. tmp.type = this.type;
  14270. tmp.depthBuffer = this.depthBuffer;
  14271. tmp.stencilBuffer = this.stencilBuffer;
  14272. tmp.generateMipmaps = this.generateMipmaps;
  14273. tmp.shareDepthFrom = this.shareDepthFrom;
  14274. return tmp;
  14275. },
  14276. dispose: function () {
  14277. this.dispatchEvent( { type: 'dispose' } );
  14278. }
  14279. };
  14280. THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );
  14281. // File:src/renderers/WebGLRenderTargetCube.js
  14282. /**
  14283. * @author alteredq / http://alteredqualia.com
  14284. */
  14285. THREE.WebGLRenderTargetCube = function ( width, height, options ) {
  14286. THREE.WebGLRenderTarget.call( this, width, height, options );
  14287. this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
  14288. };
  14289. THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
  14290. // File:src/renderers/webgl/WebGLProgram.js
  14291. THREE.WebGLProgram = ( function () {
  14292. var programIdCount = 0;
  14293. var generateDefines = function ( defines ) {
  14294. var value, chunk, chunks = [];
  14295. for ( var d in defines ) {
  14296. value = defines[ d ];
  14297. if ( value === false ) continue;
  14298. chunk = "#define " + d + " " + value;
  14299. chunks.push( chunk );
  14300. }
  14301. return chunks.join( "\n" );
  14302. };
  14303. var cacheUniformLocations = function ( gl, program, identifiers ) {
  14304. var uniforms = {};
  14305. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  14306. var id = identifiers[ i ];
  14307. uniforms[ id ] = gl.getUniformLocation( program, id );
  14308. }
  14309. return uniforms;
  14310. };
  14311. var cacheAttributeLocations = function ( gl, program, identifiers ) {
  14312. var attributes = {};
  14313. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  14314. var id = identifiers[ i ];
  14315. attributes[ id ] = gl.getAttribLocation( program, id );
  14316. }
  14317. return attributes;
  14318. };
  14319. return function ( renderer, code, material, parameters ) {
  14320. var _this = renderer;
  14321. var _gl = _this.context;
  14322. var defines = material.defines;
  14323. var uniforms = material.__webglShader.uniforms;
  14324. var attributes = material.attributes;
  14325. var vertexShader = material.__webglShader.vertexShader;
  14326. var fragmentShader = material.__webglShader.fragmentShader;
  14327. var index0AttributeName = material.index0AttributeName;
  14328. if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
  14329. // programs with morphTargets displace position out of attribute 0
  14330. index0AttributeName = 'position';
  14331. }
  14332. var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
  14333. if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  14334. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
  14335. } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  14336. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
  14337. }
  14338. // console.log( "building new program " );
  14339. //
  14340. var customDefines = generateDefines( defines );
  14341. //
  14342. var program = _gl.createProgram();
  14343. var prefix_vertex, prefix_fragment;
  14344. if ( material instanceof THREE.RawShaderMaterial ) {
  14345. prefix_vertex = '';
  14346. prefix_fragment = '';
  14347. } else {
  14348. prefix_vertex = [
  14349. "precision " + parameters.precision + " float;",
  14350. "precision " + parameters.precision + " int;",
  14351. customDefines,
  14352. parameters.supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  14353. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  14354. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  14355. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  14356. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  14357. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  14358. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  14359. "#define MAX_SHADOWS " + parameters.maxShadows,
  14360. "#define MAX_BONES " + parameters.maxBones,
  14361. parameters.map ? "#define USE_MAP" : "",
  14362. parameters.envMap ? "#define USE_ENVMAP" : "",
  14363. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  14364. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  14365. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  14366. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  14367. parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
  14368. parameters.vertexColors ? "#define USE_COLOR" : "",
  14369. parameters.skinning ? "#define USE_SKINNING" : "",
  14370. parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
  14371. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  14372. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  14373. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  14374. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  14375. parameters.flipSided ? "#define FLIP_SIDED" : "",
  14376. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  14377. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  14378. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  14379. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  14380. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  14381. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  14382. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  14383. "uniform mat4 modelMatrix;",
  14384. "uniform mat4 modelViewMatrix;",
  14385. "uniform mat4 projectionMatrix;",
  14386. "uniform mat4 viewMatrix;",
  14387. "uniform mat3 normalMatrix;",
  14388. "uniform vec3 cameraPosition;",
  14389. "attribute vec3 position;",
  14390. "attribute vec3 normal;",
  14391. "attribute vec2 uv;",
  14392. "attribute vec2 uv2;",
  14393. "#ifdef USE_COLOR",
  14394. " attribute vec3 color;",
  14395. "#endif",
  14396. "#ifdef USE_MORPHTARGETS",
  14397. " attribute vec3 morphTarget0;",
  14398. " attribute vec3 morphTarget1;",
  14399. " attribute vec3 morphTarget2;",
  14400. " attribute vec3 morphTarget3;",
  14401. " #ifdef USE_MORPHNORMALS",
  14402. " attribute vec3 morphNormal0;",
  14403. " attribute vec3 morphNormal1;",
  14404. " attribute vec3 morphNormal2;",
  14405. " attribute vec3 morphNormal3;",
  14406. " #else",
  14407. " attribute vec3 morphTarget4;",
  14408. " attribute vec3 morphTarget5;",
  14409. " attribute vec3 morphTarget6;",
  14410. " attribute vec3 morphTarget7;",
  14411. " #endif",
  14412. "#endif",
  14413. "#ifdef USE_SKINNING",
  14414. " attribute vec4 skinIndex;",
  14415. " attribute vec4 skinWeight;",
  14416. "#endif",
  14417. ""
  14418. ].join( '\n' );
  14419. prefix_fragment = [
  14420. "precision " + parameters.precision + " float;",
  14421. "precision " + parameters.precision + " int;",
  14422. ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
  14423. customDefines,
  14424. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  14425. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  14426. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  14427. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  14428. "#define MAX_SHADOWS " + parameters.maxShadows,
  14429. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  14430. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  14431. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  14432. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  14433. ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
  14434. parameters.map ? "#define USE_MAP" : "",
  14435. parameters.envMap ? "#define USE_ENVMAP" : "",
  14436. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  14437. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  14438. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  14439. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  14440. parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
  14441. parameters.vertexColors ? "#define USE_COLOR" : "",
  14442. parameters.metal ? "#define METAL" : "",
  14443. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  14444. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  14445. parameters.flipSided ? "#define FLIP_SIDED" : "",
  14446. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  14447. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  14448. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  14449. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  14450. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  14451. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  14452. "uniform mat4 viewMatrix;",
  14453. "uniform vec3 cameraPosition;",
  14454. ""
  14455. ].join( '\n' );
  14456. }
  14457. var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader );
  14458. var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
  14459. _gl.attachShader( program, glVertexShader );
  14460. _gl.attachShader( program, glFragmentShader );
  14461. if ( index0AttributeName !== undefined ) {
  14462. // Force a particular attribute to index 0.
  14463. // because potentially expensive emulation is done by browser if attribute 0 is disabled.
  14464. // And, color, for example is often automatically bound to index 0 so disabling it
  14465. _gl.bindAttribLocation( program, 0, index0AttributeName );
  14466. }
  14467. _gl.linkProgram( program );
  14468. if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {
  14469. console.error( 'THREE.WebGLProgram: Could not initialise shader.' );
  14470. console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) );
  14471. console.error( 'gl.getError()', _gl.getError() );
  14472. }
  14473. if ( _gl.getProgramInfoLog( program ) !== '' ) {
  14474. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) );
  14475. }
  14476. // clean up
  14477. _gl.deleteShader( glVertexShader );
  14478. _gl.deleteShader( glFragmentShader );
  14479. // cache uniform locations
  14480. var identifiers = [
  14481. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition', 'morphTargetInfluences', 'bindMatrix', 'bindMatrixInverse'
  14482. ];
  14483. if ( parameters.useVertexTexture ) {
  14484. identifiers.push( 'boneTexture' );
  14485. identifiers.push( 'boneTextureWidth' );
  14486. identifiers.push( 'boneTextureHeight' );
  14487. } else {
  14488. identifiers.push( 'boneGlobalMatrices' );
  14489. }
  14490. if ( parameters.logarithmicDepthBuffer ) {
  14491. identifiers.push('logDepthBufFC');
  14492. }
  14493. for ( var u in uniforms ) {
  14494. identifiers.push( u );
  14495. }
  14496. this.uniforms = cacheUniformLocations( _gl, program, identifiers );
  14497. // cache attributes locations
  14498. identifiers = [
  14499. "position", "normal", "uv", "uv2", "tangent", "color",
  14500. "skinIndex", "skinWeight", "lineDistance"
  14501. ];
  14502. for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) {
  14503. identifiers.push( "morphTarget" + i );
  14504. }
  14505. for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) {
  14506. identifiers.push( "morphNormal" + i );
  14507. }
  14508. for ( var a in attributes ) {
  14509. identifiers.push( a );
  14510. }
  14511. this.attributes = cacheAttributeLocations( _gl, program, identifiers );
  14512. this.attributesKeys = Object.keys( this.attributes );
  14513. //
  14514. this.id = programIdCount ++;
  14515. this.code = code;
  14516. this.usedTimes = 1;
  14517. this.program = program;
  14518. this.vertexShader = glVertexShader;
  14519. this.fragmentShader = glFragmentShader;
  14520. return this;
  14521. };
  14522. } )();
  14523. // File:src/renderers/webgl/WebGLShader.js
  14524. THREE.WebGLShader = ( function () {
  14525. var addLineNumbers = function ( string ) {
  14526. var lines = string.split( '\n' );
  14527. for ( var i = 0; i < lines.length; i ++ ) {
  14528. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  14529. }
  14530. return lines.join( '\n' );
  14531. };
  14532. return function ( gl, type, string ) {
  14533. var shader = gl.createShader( type );
  14534. gl.shaderSource( shader, string );
  14535. gl.compileShader( shader );
  14536. if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
  14537. console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
  14538. }
  14539. if ( gl.getShaderInfoLog( shader ) !== '' ) {
  14540. console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', gl.getShaderInfoLog( shader ) );
  14541. console.warn( addLineNumbers( string ) );
  14542. }
  14543. // --enable-privileged-webgl-extension
  14544. // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  14545. return shader;
  14546. };
  14547. } )();
  14548. // File:src/extras/GeometryUtils.js
  14549. /**
  14550. * @author mrdoob / http://mrdoob.com/
  14551. */
  14552. THREE.GeometryUtils = {
  14553. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  14554. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  14555. var matrix;
  14556. if ( geometry2 instanceof THREE.Mesh ) {
  14557. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  14558. matrix = geometry2.matrix;
  14559. geometry2 = geometry2.geometry;
  14560. }
  14561. geometry1.merge( geometry2, matrix, materialIndexOffset );
  14562. },
  14563. center: function ( geometry ) {
  14564. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  14565. return geometry.center();
  14566. }
  14567. };
  14568. // File:src/extras/ImageUtils.js
  14569. /**
  14570. * @author alteredq / http://alteredqualia.com/
  14571. * @author mrdoob / http://mrdoob.com/
  14572. * @author Daosheng Mu / https://github.com/DaoshengMu/
  14573. */
  14574. THREE.ImageUtils = {
  14575. crossOrigin: undefined,
  14576. loadTexture: function ( url, mapping, onLoad, onError ) {
  14577. var loader = new THREE.ImageLoader();
  14578. loader.crossOrigin = this.crossOrigin;
  14579. var texture = new THREE.Texture( undefined, mapping );
  14580. loader.load( url, function ( image ) {
  14581. texture.image = image;
  14582. texture.needsUpdate = true;
  14583. if ( onLoad ) onLoad( texture );
  14584. }, undefined, function ( event ) {
  14585. if ( onError ) onError( event );
  14586. } );
  14587. texture.sourceFile = url;
  14588. return texture;
  14589. },
  14590. loadTextureCube: function ( array, mapping, onLoad, onError ) {
  14591. var images = [];
  14592. var loader = new THREE.ImageLoader();
  14593. loader.crossOrigin = this.crossOrigin;
  14594. var texture = new THREE.CubeTexture( images, mapping );
  14595. // no flipping needed for cube textures
  14596. texture.flipY = false;
  14597. var loaded = 0;
  14598. var loadTexture = function ( i ) {
  14599. loader.load( array[ i ], function ( image ) {
  14600. texture.images[ i ] = image;
  14601. loaded += 1;
  14602. if ( loaded === 6 ) {
  14603. texture.needsUpdate = true;
  14604. if ( onLoad ) onLoad( texture );
  14605. }
  14606. } );
  14607. }
  14608. for ( var i = 0, il = array.length; i < il; ++ i ) {
  14609. loadTexture( i );
  14610. }
  14611. return texture;
  14612. },
  14613. loadCompressedTexture: function () {
  14614. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' )
  14615. },
  14616. loadCompressedTextureCube: function () {
  14617. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' )
  14618. },
  14619. getNormalMap: function ( image, depth ) {
  14620. // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
  14621. var cross = function ( a, b ) {
  14622. 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 ] ];
  14623. }
  14624. var subtract = function ( a, b ) {
  14625. return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
  14626. }
  14627. var normalize = function ( a ) {
  14628. var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
  14629. return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
  14630. }
  14631. depth = depth | 1;
  14632. var width = image.width;
  14633. var height = image.height;
  14634. var canvas = document.createElement( 'canvas' );
  14635. canvas.width = width;
  14636. canvas.height = height;
  14637. var context = canvas.getContext( '2d' );
  14638. context.drawImage( image, 0, 0 );
  14639. var data = context.getImageData( 0, 0, width, height ).data;
  14640. var imageData = context.createImageData( width, height );
  14641. var output = imageData.data;
  14642. for ( var x = 0; x < width; x ++ ) {
  14643. for ( var y = 0; y < height; y ++ ) {
  14644. var ly = y - 1 < 0 ? 0 : y - 1;
  14645. var uy = y + 1 > height - 1 ? height - 1 : y + 1;
  14646. var lx = x - 1 < 0 ? 0 : x - 1;
  14647. var ux = x + 1 > width - 1 ? width - 1 : x + 1;
  14648. var points = [];
  14649. var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
  14650. points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
  14651. points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
  14652. points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
  14653. points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
  14654. points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
  14655. points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
  14656. points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
  14657. points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
  14658. var normals = [];
  14659. var num_points = points.length;
  14660. for ( var i = 0; i < num_points; i ++ ) {
  14661. var v1 = points[ i ];
  14662. var v2 = points[ ( i + 1 ) % num_points ];
  14663. v1 = subtract( v1, origin );
  14664. v2 = subtract( v2, origin );
  14665. normals.push( normalize( cross( v1, v2 ) ) );
  14666. }
  14667. var normal = [ 0, 0, 0 ];
  14668. for ( var i = 0; i < normals.length; i ++ ) {
  14669. normal[ 0 ] += normals[ i ][ 0 ];
  14670. normal[ 1 ] += normals[ i ][ 1 ];
  14671. normal[ 2 ] += normals[ i ][ 2 ];
  14672. }
  14673. normal[ 0 ] /= normals.length;
  14674. normal[ 1 ] /= normals.length;
  14675. normal[ 2 ] /= normals.length;
  14676. var idx = ( y * width + x ) * 4;
  14677. output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
  14678. output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
  14679. output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
  14680. output[ idx + 3 ] = 255;
  14681. }
  14682. }
  14683. context.putImageData( imageData, 0, 0 );
  14684. return canvas;
  14685. },
  14686. generateDataTexture: function ( width, height, color ) {
  14687. var size = width * height;
  14688. var data = new Uint8Array( 3 * size );
  14689. var r = Math.floor( color.r * 255 );
  14690. var g = Math.floor( color.g * 255 );
  14691. var b = Math.floor( color.b * 255 );
  14692. for ( var i = 0; i < size; i ++ ) {
  14693. data[ i * 3 ] = r;
  14694. data[ i * 3 + 1 ] = g;
  14695. data[ i * 3 + 2 ] = b;
  14696. }
  14697. var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
  14698. texture.needsUpdate = true;
  14699. return texture;
  14700. }
  14701. };
  14702. // File:src/extras/SceneUtils.js
  14703. /**
  14704. * @author alteredq / http://alteredqualia.com/
  14705. */
  14706. THREE.SceneUtils = {
  14707. createMultiMaterialObject: function ( geometry, materials ) {
  14708. var group = new THREE.Object3D();
  14709. for ( var i = 0, l = materials.length; i < l; i ++ ) {
  14710. group.add( new THREE.Mesh( geometry, materials[ i ] ) );
  14711. }
  14712. return group;
  14713. },
  14714. detach: function ( child, parent, scene ) {
  14715. child.applyMatrix( parent.matrixWorld );
  14716. parent.remove( child );
  14717. scene.add( child );
  14718. },
  14719. attach: function ( child, scene, parent ) {
  14720. var matrixWorldInverse = new THREE.Matrix4();
  14721. matrixWorldInverse.getInverse( parent.matrixWorld );
  14722. child.applyMatrix( matrixWorldInverse );
  14723. scene.remove( child );
  14724. parent.add( child );
  14725. }
  14726. };
  14727. // File:src/extras/FontUtils.js
  14728. /**
  14729. * @author zz85 / http://www.lab4games.net/zz85/blog
  14730. * @author alteredq / http://alteredqualia.com/
  14731. *
  14732. * For Text operations in three.js (See TextGeometry)
  14733. *
  14734. * It uses techniques used in:
  14735. *
  14736. * typeface.js and canvastext
  14737. * For converting fonts and rendering with javascript
  14738. * http://typeface.neocracy.org
  14739. *
  14740. * Triangulation ported from AS3
  14741. * Simple Polygon Triangulation
  14742. * http://actionsnippet.com/?p=1462
  14743. *
  14744. * A Method to triangulate shapes with holes
  14745. * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
  14746. *
  14747. */
  14748. THREE.FontUtils = {
  14749. faces: {},
  14750. // Just for now. face[weight][style]
  14751. face: 'helvetiker',
  14752. weight: 'normal',
  14753. style: 'normal',
  14754. size: 150,
  14755. divisions: 10,
  14756. getFace: function () {
  14757. try {
  14758. return this.faces[ this.face ][ this.weight ][ this.style ];
  14759. } catch (e) {
  14760. throw "The font " + this.face + " with " + this.weight + " weight and " + this.style + " style is missing."
  14761. };
  14762. },
  14763. loadFace: function ( data ) {
  14764. var family = data.familyName.toLowerCase();
  14765. var ThreeFont = this;
  14766. ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
  14767. ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
  14768. ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
  14769. var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
  14770. return data;
  14771. },
  14772. drawText: function ( text ) {
  14773. var characterPts = [], allPts = [];
  14774. // RenderText
  14775. var i, p,
  14776. face = this.getFace(),
  14777. scale = this.size / face.resolution,
  14778. offset = 0,
  14779. chars = String( text ).split( '' ),
  14780. length = chars.length;
  14781. var fontPaths = [];
  14782. for ( i = 0; i < length; i ++ ) {
  14783. var path = new THREE.Path();
  14784. var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
  14785. offset += ret.offset;
  14786. fontPaths.push( ret.path );
  14787. }
  14788. // get the width
  14789. var width = offset / 2;
  14790. //
  14791. // for ( p = 0; p < allPts.length; p++ ) {
  14792. //
  14793. // allPts[ p ].x -= width;
  14794. //
  14795. // }
  14796. //var extract = this.extractPoints( allPts, characterPts );
  14797. //extract.contour = allPts;
  14798. //extract.paths = fontPaths;
  14799. //extract.offset = width;
  14800. return { paths: fontPaths, offset: width };
  14801. },
  14802. extractGlyphPoints: function ( c, face, scale, offset, path ) {
  14803. var pts = [];
  14804. var i, i2, divisions,
  14805. outline, action, length,
  14806. scaleX, scaleY,
  14807. x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
  14808. laste,
  14809. glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
  14810. if ( ! glyph ) return;
  14811. if ( glyph.o ) {
  14812. outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  14813. length = outline.length;
  14814. scaleX = scale;
  14815. scaleY = scale;
  14816. for ( i = 0; i < length; ) {
  14817. action = outline[ i ++ ];
  14818. //console.log( action );
  14819. switch ( action ) {
  14820. case 'm':
  14821. // Move To
  14822. x = outline[ i ++ ] * scaleX + offset;
  14823. y = outline[ i ++ ] * scaleY;
  14824. path.moveTo( x, y );
  14825. break;
  14826. case 'l':
  14827. // Line To
  14828. x = outline[ i ++ ] * scaleX + offset;
  14829. y = outline[ i ++ ] * scaleY;
  14830. path.lineTo( x,y );
  14831. break;
  14832. case 'q':
  14833. // QuadraticCurveTo
  14834. cpx = outline[ i ++ ] * scaleX + offset;
  14835. cpy = outline[ i ++ ] * scaleY;
  14836. cpx1 = outline[ i ++ ] * scaleX + offset;
  14837. cpy1 = outline[ i ++ ] * scaleY;
  14838. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  14839. laste = pts[ pts.length - 1 ];
  14840. if ( laste ) {
  14841. cpx0 = laste.x;
  14842. cpy0 = laste.y;
  14843. for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
  14844. var t = i2 / divisions;
  14845. var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
  14846. var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
  14847. }
  14848. }
  14849. break;
  14850. case 'b':
  14851. // Cubic Bezier Curve
  14852. cpx = outline[ i ++ ] * scaleX + offset;
  14853. cpy = outline[ i ++ ] * scaleY;
  14854. cpx1 = outline[ i ++ ] * scaleX + offset;
  14855. cpy1 = outline[ i ++ ] * scaleY;
  14856. cpx2 = outline[ i ++ ] * scaleX + offset;
  14857. cpy2 = outline[ i ++ ] * scaleY;
  14858. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  14859. laste = pts[ pts.length - 1 ];
  14860. if ( laste ) {
  14861. cpx0 = laste.x;
  14862. cpy0 = laste.y;
  14863. for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
  14864. var t = i2 / divisions;
  14865. var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
  14866. var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
  14867. }
  14868. }
  14869. break;
  14870. }
  14871. }
  14872. }
  14873. return { offset: glyph.ha * scale, path:path };
  14874. }
  14875. };
  14876. THREE.FontUtils.generateShapes = function ( text, parameters ) {
  14877. // Parameters
  14878. parameters = parameters || {};
  14879. var size = parameters.size !== undefined ? parameters.size : 100;
  14880. var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments : 4;
  14881. var font = parameters.font !== undefined ? parameters.font : 'helvetiker';
  14882. var weight = parameters.weight !== undefined ? parameters.weight : 'normal';
  14883. var style = parameters.style !== undefined ? parameters.style : 'normal';
  14884. THREE.FontUtils.size = size;
  14885. THREE.FontUtils.divisions = curveSegments;
  14886. THREE.FontUtils.face = font;
  14887. THREE.FontUtils.weight = weight;
  14888. THREE.FontUtils.style = style;
  14889. // Get a Font data json object
  14890. var data = THREE.FontUtils.drawText( text );
  14891. var paths = data.paths;
  14892. var shapes = [];
  14893. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  14894. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  14895. }
  14896. return shapes;
  14897. };
  14898. /**
  14899. * This code is a quick port of code written in C++ which was submitted to
  14900. * flipcode.com by John W. Ratcliff // July 22, 2000
  14901. * See original code and more information here:
  14902. * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
  14903. *
  14904. * ported to actionscript by Zevan Rosser
  14905. * www.actionsnippet.com
  14906. *
  14907. * ported to javascript by Joshua Koo
  14908. * http://www.lab4games.net/zz85/blog
  14909. *
  14910. */
  14911. ( function ( namespace ) {
  14912. var EPSILON = 0.0000000001;
  14913. // takes in an contour array and returns
  14914. var process = function ( contour, indices ) {
  14915. var n = contour.length;
  14916. if ( n < 3 ) return null;
  14917. var result = [],
  14918. verts = [],
  14919. vertIndices = [];
  14920. /* we want a counter-clockwise polygon in verts */
  14921. var u, v, w;
  14922. if ( area( contour ) > 0.0 ) {
  14923. for ( v = 0; v < n; v ++ ) verts[ v ] = v;
  14924. } else {
  14925. for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;
  14926. }
  14927. var nv = n;
  14928. /* remove nv - 2 vertices, creating 1 triangle every time */
  14929. var count = 2 * nv; /* error detection */
  14930. for ( v = nv - 1; nv > 2; ) {
  14931. /* if we loop, it is probably a non-simple polygon */
  14932. if ( ( count -- ) <= 0 ) {
  14933. //** Triangulate: ERROR - probable bad polygon!
  14934. //throw ( "Warning, unable to triangulate polygon!" );
  14935. //return null;
  14936. // Sometimes warning is fine, especially polygons are triangulated in reverse.
  14937. console.log( 'Warning, unable to triangulate polygon!' );
  14938. if ( indices ) return vertIndices;
  14939. return result;
  14940. }
  14941. /* three consecutive vertices in current polygon, <u,v,w> */
  14942. u = v; if ( nv <= u ) u = 0; /* previous */
  14943. v = u + 1; if ( nv <= v ) v = 0; /* new v */
  14944. w = v + 1; if ( nv <= w ) w = 0; /* next */
  14945. if ( snip( contour, u, v, w, nv, verts ) ) {
  14946. var a, b, c, s, t;
  14947. /* true names of the vertices */
  14948. a = verts[ u ];
  14949. b = verts[ v ];
  14950. c = verts[ w ];
  14951. /* output Triangle */
  14952. result.push( [ contour[ a ],
  14953. contour[ b ],
  14954. contour[ c ] ] );
  14955. vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
  14956. /* remove v from the remaining polygon */
  14957. for ( s = v, t = v + 1; t < nv; s++, t++ ) {
  14958. verts[ s ] = verts[ t ];
  14959. }
  14960. nv --;
  14961. /* reset error detection counter */
  14962. count = 2 * nv;
  14963. }
  14964. }
  14965. if ( indices ) return vertIndices;
  14966. return result;
  14967. };
  14968. // calculate area of the contour polygon
  14969. var area = function ( contour ) {
  14970. var n = contour.length;
  14971. var a = 0.0;
  14972. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  14973. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  14974. }
  14975. return a * 0.5;
  14976. };
  14977. var snip = function ( contour, u, v, w, n, verts ) {
  14978. var p;
  14979. var ax, ay, bx, by;
  14980. var cx, cy, px, py;
  14981. ax = contour[ verts[ u ] ].x;
  14982. ay = contour[ verts[ u ] ].y;
  14983. bx = contour[ verts[ v ] ].x;
  14984. by = contour[ verts[ v ] ].y;
  14985. cx = contour[ verts[ w ] ].x;
  14986. cy = contour[ verts[ w ] ].y;
  14987. if ( EPSILON > ( ( ( bx - ax ) * ( cy - ay ) ) - ( ( by - ay ) * ( cx - ax ) ) ) ) return false;
  14988. var aX, aY, bX, bY, cX, cY;
  14989. var apx, apy, bpx, bpy, cpx, cpy;
  14990. var cCROSSap, bCROSScp, aCROSSbp;
  14991. aX = cx - bx; aY = cy - by;
  14992. bX = ax - cx; bY = ay - cy;
  14993. cX = bx - ax; cY = by - ay;
  14994. for ( p = 0; p < n; p ++ ) {
  14995. px = contour[ verts[ p ] ].x
  14996. py = contour[ verts[ p ] ].y
  14997. if ( ( ( px === ax ) && ( py === ay ) ) ||
  14998. ( ( px === bx ) && ( py === by ) ) ||
  14999. ( ( px === cx ) && ( py === cy ) ) ) continue;
  15000. apx = px - ax; apy = py - ay;
  15001. bpx = px - bx; bpy = py - by;
  15002. cpx = px - cx; cpy = py - cy;
  15003. // see if p is inside triangle abc
  15004. aCROSSbp = aX * bpy - aY * bpx;
  15005. cCROSSap = cX * apy - cY * apx;
  15006. bCROSScp = bX * cpy - bY * cpx;
  15007. if ( ( aCROSSbp >= - EPSILON ) && ( bCROSScp >= - EPSILON ) && ( cCROSSap >= - EPSILON ) ) return false;
  15008. }
  15009. return true;
  15010. };
  15011. namespace.Triangulate = process;
  15012. namespace.Triangulate.area = area;
  15013. return namespace;
  15014. } )( THREE.FontUtils );
  15015. // To use the typeface.js face files, hook up the API
  15016. self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };
  15017. THREE.typeface_js = self._typeface_js;
  15018. // File:src/extras/audio/Audio.js
  15019. /**
  15020. * @author mrdoob / http://mrdoob.com/
  15021. */
  15022. THREE.Audio = function ( listener ) {
  15023. THREE.Object3D.call( this );
  15024. this.type = 'Audio';
  15025. this.context = listener.context;
  15026. this.source = this.context.createBufferSource();
  15027. this.gain = this.context.createGain();
  15028. this.gain.connect( this.context.destination );
  15029. this.panner = this.context.createPanner();
  15030. this.panner.connect( this.gain );
  15031. };
  15032. THREE.Audio.prototype = Object.create( THREE.Object3D.prototype );
  15033. THREE.Audio.prototype.load = function ( file ) {
  15034. var scope = this;
  15035. var request = new XMLHttpRequest();
  15036. request.open( 'GET', file, true );
  15037. request.responseType = 'arraybuffer';
  15038. request.onload = function ( e ) {
  15039. scope.context.decodeAudioData( this.response, function ( buffer ) {
  15040. scope.source.buffer = buffer;
  15041. scope.source.connect( scope.panner );
  15042. scope.source.start( 0 );
  15043. } );
  15044. };
  15045. request.send();
  15046. return this;
  15047. };
  15048. THREE.Audio.prototype.setLoop = function ( value ) {
  15049. this.source.loop = value;
  15050. };
  15051. THREE.Audio.prototype.setRefDistance = function ( value ) {
  15052. this.panner.refDistance = value;
  15053. };
  15054. THREE.Audio.prototype.setRolloffFactor = function ( value ) {
  15055. this.panner.rolloffFactor = value;
  15056. };
  15057. THREE.Audio.prototype.updateMatrixWorld = ( function () {
  15058. var position = new THREE.Vector3();
  15059. return function ( force ) {
  15060. THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
  15061. position.setFromMatrixPosition( this.matrixWorld );
  15062. this.panner.setPosition( position.x, position.y, position.z );
  15063. };
  15064. } )();
  15065. // File:src/extras/audio/AudioListener.js
  15066. /**
  15067. * @author mrdoob / http://mrdoob.com/
  15068. */
  15069. THREE.AudioListener = function () {
  15070. THREE.Object3D.call( this );
  15071. this.type = 'AudioListener';
  15072. this.context = new ( window.AudioContext || window.webkitAudioContext )();
  15073. };
  15074. THREE.AudioListener.prototype = Object.create( THREE.Object3D.prototype );
  15075. THREE.AudioListener.prototype.updateMatrixWorld = ( function () {
  15076. var position = new THREE.Vector3();
  15077. var quaternion = new THREE.Quaternion();
  15078. var scale = new THREE.Vector3();
  15079. var orientation = new THREE.Vector3();
  15080. var velocity = new THREE.Vector3();
  15081. var positionPrev = new THREE.Vector3();
  15082. return function ( force ) {
  15083. THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
  15084. var listener = this.context.listener;
  15085. this.matrixWorld.decompose( position, quaternion, scale );
  15086. orientation.set( 0, 0, -1 ).applyQuaternion( quaternion );
  15087. velocity.subVectors( position, positionPrev );
  15088. listener.setPosition( position.x, position.y, position.z );
  15089. listener.setOrientation( orientation.x, orientation.y, orientation.z, this.up.x, this.up.y, this.up.z );
  15090. listener.setVelocity( velocity.x, velocity.y, velocity.z );
  15091. positionPrev.copy( position );
  15092. };
  15093. } )();
  15094. // File:src/extras/core/Curve.js
  15095. /**
  15096. * @author zz85 / http://www.lab4games.net/zz85/blog
  15097. * Extensible curve object
  15098. *
  15099. * Some common of Curve methods
  15100. * .getPoint(t), getTangent(t)
  15101. * .getPointAt(u), getTagentAt(u)
  15102. * .getPoints(), .getSpacedPoints()
  15103. * .getLength()
  15104. * .updateArcLengths()
  15105. *
  15106. * This following classes subclasses THREE.Curve:
  15107. *
  15108. * -- 2d classes --
  15109. * THREE.LineCurve
  15110. * THREE.QuadraticBezierCurve
  15111. * THREE.CubicBezierCurve
  15112. * THREE.SplineCurve
  15113. * THREE.ArcCurve
  15114. * THREE.EllipseCurve
  15115. *
  15116. * -- 3d classes --
  15117. * THREE.LineCurve3
  15118. * THREE.QuadraticBezierCurve3
  15119. * THREE.CubicBezierCurve3
  15120. * THREE.SplineCurve3
  15121. * THREE.ClosedSplineCurve3
  15122. *
  15123. * A series of curves can be represented as a THREE.CurvePath
  15124. *
  15125. **/
  15126. /**************************************************************
  15127. * Abstract Curve base class
  15128. **************************************************************/
  15129. THREE.Curve = function () {
  15130. };
  15131. // Virtual base class method to overwrite and implement in subclasses
  15132. // - t [0 .. 1]
  15133. THREE.Curve.prototype.getPoint = function ( t ) {
  15134. console.log( "Warning, getPoint() not implemented!" );
  15135. return null;
  15136. };
  15137. // Get point at relative position in curve according to arc length
  15138. // - u [0 .. 1]
  15139. THREE.Curve.prototype.getPointAt = function ( u ) {
  15140. var t = this.getUtoTmapping( u );
  15141. return this.getPoint( t );
  15142. };
  15143. // Get sequence of points using getPoint( t )
  15144. THREE.Curve.prototype.getPoints = function ( divisions ) {
  15145. if ( ! divisions ) divisions = 5;
  15146. var d, pts = [];
  15147. for ( d = 0; d <= divisions; d ++ ) {
  15148. pts.push( this.getPoint( d / divisions ) );
  15149. }
  15150. return pts;
  15151. };
  15152. // Get sequence of points using getPointAt( u )
  15153. THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
  15154. if ( ! divisions ) divisions = 5;
  15155. var d, pts = [];
  15156. for ( d = 0; d <= divisions; d ++ ) {
  15157. pts.push( this.getPointAt( d / divisions ) );
  15158. }
  15159. return pts;
  15160. };
  15161. // Get total curve arc length
  15162. THREE.Curve.prototype.getLength = function () {
  15163. var lengths = this.getLengths();
  15164. return lengths[ lengths.length - 1 ];
  15165. };
  15166. // Get list of cumulative segment lengths
  15167. THREE.Curve.prototype.getLengths = function ( divisions ) {
  15168. if ( ! divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
  15169. if ( this.cacheArcLengths
  15170. && ( this.cacheArcLengths.length == divisions + 1 )
  15171. && ! this.needsUpdate) {
  15172. //console.log( "cached", this.cacheArcLengths );
  15173. return this.cacheArcLengths;
  15174. }
  15175. this.needsUpdate = false;
  15176. var cache = [];
  15177. var current, last = this.getPoint( 0 );
  15178. var p, sum = 0;
  15179. cache.push( 0 );
  15180. for ( p = 1; p <= divisions; p ++ ) {
  15181. current = this.getPoint ( p / divisions );
  15182. sum += current.distanceTo( last );
  15183. cache.push( sum );
  15184. last = current;
  15185. }
  15186. this.cacheArcLengths = cache;
  15187. return cache; // { sums: cache, sum:sum }; Sum is in the last element.
  15188. };
  15189. THREE.Curve.prototype.updateArcLengths = function() {
  15190. this.needsUpdate = true;
  15191. this.getLengths();
  15192. };
  15193. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
  15194. THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
  15195. var arcLengths = this.getLengths();
  15196. var i = 0, il = arcLengths.length;
  15197. var targetArcLength; // The targeted u distance value to get
  15198. if ( distance ) {
  15199. targetArcLength = distance;
  15200. } else {
  15201. targetArcLength = u * arcLengths[ il - 1 ];
  15202. }
  15203. //var time = Date.now();
  15204. // binary search for the index with largest value smaller than target u distance
  15205. var low = 0, high = il - 1, comparison;
  15206. while ( low <= high ) {
  15207. 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
  15208. comparison = arcLengths[ i ] - targetArcLength;
  15209. if ( comparison < 0 ) {
  15210. low = i + 1;
  15211. continue;
  15212. } else if ( comparison > 0 ) {
  15213. high = i - 1;
  15214. continue;
  15215. } else {
  15216. high = i;
  15217. break;
  15218. // DONE
  15219. }
  15220. }
  15221. i = high;
  15222. //console.log('b' , i, low, high, Date.now()- time);
  15223. if ( arcLengths[ i ] == targetArcLength ) {
  15224. var t = i / ( il - 1 );
  15225. return t;
  15226. }
  15227. // we could get finer grain at lengths, or use simple interpolatation between two points
  15228. var lengthBefore = arcLengths[ i ];
  15229. var lengthAfter = arcLengths[ i + 1 ];
  15230. var segmentLength = lengthAfter - lengthBefore;
  15231. // determine where we are between the 'before' and 'after' points
  15232. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  15233. // add that fractional amount to t
  15234. var t = ( i + segmentFraction ) / ( il -1 );
  15235. return t;
  15236. };
  15237. // Returns a unit vector tangent at t
  15238. // In case any sub curve does not implement its tangent derivation,
  15239. // 2 points a small delta apart will be used to find its gradient
  15240. // which seems to give a reasonable approximation
  15241. THREE.Curve.prototype.getTangent = function( t ) {
  15242. var delta = 0.0001;
  15243. var t1 = t - delta;
  15244. var t2 = t + delta;
  15245. // Capping in case of danger
  15246. if ( t1 < 0 ) t1 = 0;
  15247. if ( t2 > 1 ) t2 = 1;
  15248. var pt1 = this.getPoint( t1 );
  15249. var pt2 = this.getPoint( t2 );
  15250. var vec = pt2.clone().sub(pt1);
  15251. return vec.normalize();
  15252. };
  15253. THREE.Curve.prototype.getTangentAt = function ( u ) {
  15254. var t = this.getUtoTmapping( u );
  15255. return this.getTangent( t );
  15256. };
  15257. /**************************************************************
  15258. * Utils
  15259. **************************************************************/
  15260. THREE.Curve.Utils = {
  15261. tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
  15262. return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
  15263. },
  15264. // Puay Bing, thanks for helping with this derivative!
  15265. tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
  15266. return - 3 * p0 * (1 - t) * (1 - t) +
  15267. 3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
  15268. 6 * t * p2 * (1-t) - 3 * t * t * p2 +
  15269. 3 * t * t * p3;
  15270. },
  15271. tangentSpline: function ( t, p0, p1, p2, p3 ) {
  15272. // To check if my formulas are correct
  15273. var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
  15274. var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
  15275. var h01 = - 6 * t * t + 6 * t; // − 2t3 + 3t2
  15276. var h11 = 3 * t * t - 2 * t; // t3 − t2
  15277. return h00 + h10 + h01 + h11;
  15278. },
  15279. // Catmull-Rom
  15280. interpolate: function( p0, p1, p2, p3, t ) {
  15281. var v0 = ( p2 - p0 ) * 0.5;
  15282. var v1 = ( p3 - p1 ) * 0.5;
  15283. var t2 = t * t;
  15284. var t3 = t * t2;
  15285. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  15286. }
  15287. };
  15288. // TODO: Transformation for Curves?
  15289. /**************************************************************
  15290. * 3D Curves
  15291. **************************************************************/
  15292. // A Factory method for creating new curve subclasses
  15293. THREE.Curve.create = function ( constructor, getPointFunc ) {
  15294. constructor.prototype = Object.create( THREE.Curve.prototype );
  15295. constructor.prototype.getPoint = getPointFunc;
  15296. return constructor;
  15297. };
  15298. // File:src/extras/core/CurvePath.js
  15299. /**
  15300. * @author zz85 / http://www.lab4games.net/zz85/blog
  15301. *
  15302. **/
  15303. /**************************************************************
  15304. * Curved Path - a curve path is simply a array of connected
  15305. * curves, but retains the api of a curve
  15306. **************************************************************/
  15307. THREE.CurvePath = function () {
  15308. this.curves = [];
  15309. this.bends = [];
  15310. this.autoClose = false; // Automatically closes the path
  15311. };
  15312. THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
  15313. THREE.CurvePath.prototype.add = function ( curve ) {
  15314. this.curves.push( curve );
  15315. };
  15316. THREE.CurvePath.prototype.checkConnection = function() {
  15317. // TODO
  15318. // If the ending of curve is not connected to the starting
  15319. // or the next curve, then, this is not a real path
  15320. };
  15321. THREE.CurvePath.prototype.closePath = function() {
  15322. // TODO Test
  15323. // and verify for vector3 (needs to implement equals)
  15324. // Add a line curve if start and end of lines are not connected
  15325. var startPoint = this.curves[0].getPoint(0);
  15326. var endPoint = this.curves[this.curves.length-1].getPoint(1);
  15327. if (! startPoint.equals(endPoint)) {
  15328. this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
  15329. }
  15330. };
  15331. // To get accurate point with reference to
  15332. // entire path distance at time t,
  15333. // following has to be done:
  15334. // 1. Length of each sub path have to be known
  15335. // 2. Locate and identify type of curve
  15336. // 3. Get t for the curve
  15337. // 4. Return curve.getPointAt(t')
  15338. THREE.CurvePath.prototype.getPoint = function( t ) {
  15339. var d = t * this.getLength();
  15340. var curveLengths = this.getCurveLengths();
  15341. var i = 0, diff, curve;
  15342. // To think about boundaries points.
  15343. while ( i < curveLengths.length ) {
  15344. if ( curveLengths[ i ] >= d ) {
  15345. diff = curveLengths[ i ] - d;
  15346. curve = this.curves[ i ];
  15347. var u = 1 - diff / curve.getLength();
  15348. return curve.getPointAt( u );
  15349. break;
  15350. }
  15351. i ++;
  15352. }
  15353. return null;
  15354. // loop where sum != 0, sum > d , sum+1 <d
  15355. };
  15356. /*
  15357. THREE.CurvePath.prototype.getTangent = function( t ) {
  15358. };*/
  15359. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  15360. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  15361. // getPoint() depends on getLength
  15362. THREE.CurvePath.prototype.getLength = function() {
  15363. var lens = this.getCurveLengths();
  15364. return lens[ lens.length - 1 ];
  15365. };
  15366. // Compute lengths and cache them
  15367. // We cannot overwrite getLengths() because UtoT mapping uses it.
  15368. THREE.CurvePath.prototype.getCurveLengths = function() {
  15369. // We use cache values if curves and cache array are same length
  15370. if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
  15371. return this.cacheLengths;
  15372. };
  15373. // Get length of subsurve
  15374. // Push sums into cached array
  15375. var lengths = [], sums = 0;
  15376. var i, il = this.curves.length;
  15377. for ( i = 0; i < il; i ++ ) {
  15378. sums += this.curves[ i ].getLength();
  15379. lengths.push( sums );
  15380. }
  15381. this.cacheLengths = lengths;
  15382. return lengths;
  15383. };
  15384. // Returns min and max coordinates
  15385. THREE.CurvePath.prototype.getBoundingBox = function () {
  15386. var points = this.getPoints();
  15387. var maxX, maxY, maxZ;
  15388. var minX, minY, minZ;
  15389. maxX = maxY = Number.NEGATIVE_INFINITY;
  15390. minX = minY = Number.POSITIVE_INFINITY;
  15391. var p, i, il, sum;
  15392. var v3 = points[0] instanceof THREE.Vector3;
  15393. sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
  15394. for ( i = 0, il = points.length; i < il; i ++ ) {
  15395. p = points[ i ];
  15396. if ( p.x > maxX ) maxX = p.x;
  15397. else if ( p.x < minX ) minX = p.x;
  15398. if ( p.y > maxY ) maxY = p.y;
  15399. else if ( p.y < minY ) minY = p.y;
  15400. if ( v3 ) {
  15401. if ( p.z > maxZ ) maxZ = p.z;
  15402. else if ( p.z < minZ ) minZ = p.z;
  15403. }
  15404. sum.add( p );
  15405. }
  15406. var ret = {
  15407. minX: minX,
  15408. minY: minY,
  15409. maxX: maxX,
  15410. maxY: maxY
  15411. };
  15412. if ( v3 ) {
  15413. ret.maxZ = maxZ;
  15414. ret.minZ = minZ;
  15415. }
  15416. return ret;
  15417. };
  15418. /**************************************************************
  15419. * Create Geometries Helpers
  15420. **************************************************************/
  15421. /// Generate geometry from path points (for Line or Points objects)
  15422. THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
  15423. var pts = this.getPoints( divisions, true );
  15424. return this.createGeometry( pts );
  15425. };
  15426. // Generate geometry from equidistance sampling along the path
  15427. THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
  15428. var pts = this.getSpacedPoints( divisions, true );
  15429. return this.createGeometry( pts );
  15430. };
  15431. THREE.CurvePath.prototype.createGeometry = function( points ) {
  15432. var geometry = new THREE.Geometry();
  15433. for ( var i = 0; i < points.length; i ++ ) {
  15434. geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
  15435. }
  15436. return geometry;
  15437. };
  15438. /**************************************************************
  15439. * Bend / Wrap Helper Methods
  15440. **************************************************************/
  15441. // Wrap path / Bend modifiers?
  15442. THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
  15443. this.bends.push( bendpath );
  15444. };
  15445. THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
  15446. var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
  15447. var i, il;
  15448. if ( ! bends ) {
  15449. bends = this.bends;
  15450. }
  15451. for ( i = 0, il = bends.length; i < il; i ++ ) {
  15452. oldPts = this.getWrapPoints( oldPts, bends[ i ] );
  15453. }
  15454. return oldPts;
  15455. };
  15456. THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
  15457. var oldPts = this.getSpacedPoints( segments );
  15458. var i, il;
  15459. if ( ! bends ) {
  15460. bends = this.bends;
  15461. }
  15462. for ( i = 0, il = bends.length; i < il; i ++ ) {
  15463. oldPts = this.getWrapPoints( oldPts, bends[ i ] );
  15464. }
  15465. return oldPts;
  15466. };
  15467. // This returns getPoints() bend/wrapped around the contour of a path.
  15468. // Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
  15469. THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
  15470. var bounds = this.getBoundingBox();
  15471. var i, il, p, oldX, oldY, xNorm;
  15472. for ( i = 0, il = oldPts.length; i < il; i ++ ) {
  15473. p = oldPts[ i ];
  15474. oldX = p.x;
  15475. oldY = p.y;
  15476. xNorm = oldX / bounds.maxX;
  15477. // If using actual distance, for length > path, requires line extrusions
  15478. //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
  15479. xNorm = path.getUtoTmapping( xNorm, oldX );
  15480. // check for out of bounds?
  15481. var pathPt = path.getPoint( xNorm );
  15482. var normal = path.getTangent( xNorm );
  15483. normal.set( - normal.y, normal.x ).multiplyScalar( oldY );
  15484. p.x = pathPt.x + normal.x;
  15485. p.y = pathPt.y + normal.y;
  15486. }
  15487. return oldPts;
  15488. };
  15489. // File:src/extras/core/Gyroscope.js
  15490. /**
  15491. * @author alteredq / http://alteredqualia.com/
  15492. */
  15493. THREE.Gyroscope = function () {
  15494. THREE.Object3D.call( this );
  15495. };
  15496. THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
  15497. THREE.Gyroscope.prototype.updateMatrixWorld = ( function () {
  15498. var translationObject = new THREE.Vector3();
  15499. var quaternionObject = new THREE.Quaternion();
  15500. var scaleObject = new THREE.Vector3();
  15501. var translationWorld = new THREE.Vector3();
  15502. var quaternionWorld = new THREE.Quaternion();
  15503. var scaleWorld = new THREE.Vector3();
  15504. return function ( force ) {
  15505. this.matrixAutoUpdate && this.updateMatrix();
  15506. // update matrixWorld
  15507. if ( this.matrixWorldNeedsUpdate || force ) {
  15508. if ( this.parent ) {
  15509. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  15510. this.matrixWorld.decompose( translationWorld, quaternionWorld, scaleWorld );
  15511. this.matrix.decompose( translationObject, quaternionObject, scaleObject );
  15512. this.matrixWorld.compose( translationWorld, quaternionObject, scaleWorld );
  15513. } else {
  15514. this.matrixWorld.copy( this.matrix );
  15515. }
  15516. this.matrixWorldNeedsUpdate = false;
  15517. force = true;
  15518. }
  15519. // update children
  15520. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  15521. this.children[ i ].updateMatrixWorld( force );
  15522. }
  15523. };
  15524. }() );
  15525. // File:src/extras/core/Path.js
  15526. /**
  15527. * @author zz85 / http://www.lab4games.net/zz85/blog
  15528. * Creates free form 2d path using series of points, lines or curves.
  15529. *
  15530. **/
  15531. THREE.Path = function ( points ) {
  15532. THREE.CurvePath.call(this);
  15533. this.actions = [];
  15534. if ( points ) {
  15535. this.fromPoints( points );
  15536. }
  15537. };
  15538. THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
  15539. THREE.PathActions = {
  15540. MOVE_TO: 'moveTo',
  15541. LINE_TO: 'lineTo',
  15542. QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
  15543. BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
  15544. CSPLINE_THRU: 'splineThru', // Catmull-rom spline
  15545. ARC: 'arc', // Circle
  15546. ELLIPSE: 'ellipse'
  15547. };
  15548. // TODO Clean up PATH API
  15549. // Create path using straight lines to connect all points
  15550. // - vectors: array of Vector2
  15551. THREE.Path.prototype.fromPoints = function ( vectors ) {
  15552. this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
  15553. for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
  15554. this.lineTo( vectors[ v ].x, vectors[ v ].y );
  15555. };
  15556. };
  15557. // startPath() endPath()?
  15558. THREE.Path.prototype.moveTo = function ( x, y ) {
  15559. var args = Array.prototype.slice.call( arguments );
  15560. this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
  15561. };
  15562. THREE.Path.prototype.lineTo = function ( x, y ) {
  15563. var args = Array.prototype.slice.call( arguments );
  15564. var lastargs = this.actions[ this.actions.length - 1 ].args;
  15565. var x0 = lastargs[ lastargs.length - 2 ];
  15566. var y0 = lastargs[ lastargs.length - 1 ];
  15567. var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
  15568. this.curves.push( curve );
  15569. this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
  15570. };
  15571. THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
  15572. var args = Array.prototype.slice.call( arguments );
  15573. var lastargs = this.actions[ this.actions.length - 1 ].args;
  15574. var x0 = lastargs[ lastargs.length - 2 ];
  15575. var y0 = lastargs[ lastargs.length - 1 ];
  15576. var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
  15577. new THREE.Vector2( aCPx, aCPy ),
  15578. new THREE.Vector2( aX, aY ) );
  15579. this.curves.push( curve );
  15580. this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
  15581. };
  15582. THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
  15583. aCP2x, aCP2y,
  15584. aX, aY ) {
  15585. var args = Array.prototype.slice.call( arguments );
  15586. var lastargs = this.actions[ this.actions.length - 1 ].args;
  15587. var x0 = lastargs[ lastargs.length - 2 ];
  15588. var y0 = lastargs[ lastargs.length - 1 ];
  15589. var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
  15590. new THREE.Vector2( aCP1x, aCP1y ),
  15591. new THREE.Vector2( aCP2x, aCP2y ),
  15592. new THREE.Vector2( aX, aY ) );
  15593. this.curves.push( curve );
  15594. this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
  15595. };
  15596. THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
  15597. var args = Array.prototype.slice.call( arguments );
  15598. var lastargs = this.actions[ this.actions.length - 1 ].args;
  15599. var x0 = lastargs[ lastargs.length - 2 ];
  15600. var y0 = lastargs[ lastargs.length - 1 ];
  15601. //---
  15602. var npts = [ new THREE.Vector2( x0, y0 ) ];
  15603. Array.prototype.push.apply( npts, pts );
  15604. var curve = new THREE.SplineCurve( npts );
  15605. this.curves.push( curve );
  15606. this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
  15607. };
  15608. // FUTURE: Change the API or follow canvas API?
  15609. THREE.Path.prototype.arc = function ( aX, aY, aRadius,
  15610. aStartAngle, aEndAngle, aClockwise ) {
  15611. var lastargs = this.actions[ this.actions.length - 1].args;
  15612. var x0 = lastargs[ lastargs.length - 2 ];
  15613. var y0 = lastargs[ lastargs.length - 1 ];
  15614. this.absarc(aX + x0, aY + y0, aRadius,
  15615. aStartAngle, aEndAngle, aClockwise );
  15616. };
  15617. THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
  15618. aStartAngle, aEndAngle, aClockwise ) {
  15619. this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
  15620. };
  15621. THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
  15622. aStartAngle, aEndAngle, aClockwise ) {
  15623. var lastargs = this.actions[ this.actions.length - 1].args;
  15624. var x0 = lastargs[ lastargs.length - 2 ];
  15625. var y0 = lastargs[ lastargs.length - 1 ];
  15626. this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
  15627. aStartAngle, aEndAngle, aClockwise );
  15628. };
  15629. THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
  15630. aStartAngle, aEndAngle, aClockwise ) {
  15631. var args = Array.prototype.slice.call( arguments );
  15632. var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
  15633. aStartAngle, aEndAngle, aClockwise );
  15634. this.curves.push( curve );
  15635. var lastPoint = curve.getPoint(1);
  15636. args.push(lastPoint.x);
  15637. args.push(lastPoint.y);
  15638. this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
  15639. };
  15640. THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
  15641. if ( ! divisions ) divisions = 40;
  15642. var points = [];
  15643. for ( var i = 0; i < divisions; i ++ ) {
  15644. points.push( this.getPoint( i / divisions ) );
  15645. //if( !this.getPoint( i / divisions ) ) throw "DIE";
  15646. }
  15647. // if ( closedPath ) {
  15648. //
  15649. // points.push( points[ 0 ] );
  15650. //
  15651. // }
  15652. return points;
  15653. };
  15654. /* Return an array of vectors based on contour of the path */
  15655. THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
  15656. if (this.useSpacedPoints) {
  15657. console.log('tata');
  15658. return this.getSpacedPoints( divisions, closedPath );
  15659. }
  15660. divisions = divisions || 12;
  15661. var points = [];
  15662. var i, il, item, action, args;
  15663. var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
  15664. laste, j,
  15665. t, tx, ty;
  15666. for ( i = 0, il = this.actions.length; i < il; i ++ ) {
  15667. item = this.actions[ i ];
  15668. action = item.action;
  15669. args = item.args;
  15670. switch( action ) {
  15671. case THREE.PathActions.MOVE_TO:
  15672. points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
  15673. break;
  15674. case THREE.PathActions.LINE_TO:
  15675. points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
  15676. break;
  15677. case THREE.PathActions.QUADRATIC_CURVE_TO:
  15678. cpx = args[ 2 ];
  15679. cpy = args[ 3 ];
  15680. cpx1 = args[ 0 ];
  15681. cpy1 = args[ 1 ];
  15682. if ( points.length > 0 ) {
  15683. laste = points[ points.length - 1 ];
  15684. cpx0 = laste.x;
  15685. cpy0 = laste.y;
  15686. } else {
  15687. laste = this.actions[ i - 1 ].args;
  15688. cpx0 = laste[ laste.length - 2 ];
  15689. cpy0 = laste[ laste.length - 1 ];
  15690. }
  15691. for ( j = 1; j <= divisions; j ++ ) {
  15692. t = j / divisions;
  15693. tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
  15694. ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
  15695. points.push( new THREE.Vector2( tx, ty ) );
  15696. }
  15697. break;
  15698. case THREE.PathActions.BEZIER_CURVE_TO:
  15699. cpx = args[ 4 ];
  15700. cpy = args[ 5 ];
  15701. cpx1 = args[ 0 ];
  15702. cpy1 = args[ 1 ];
  15703. cpx2 = args[ 2 ];
  15704. cpy2 = args[ 3 ];
  15705. if ( points.length > 0 ) {
  15706. laste = points[ points.length - 1 ];
  15707. cpx0 = laste.x;
  15708. cpy0 = laste.y;
  15709. } else {
  15710. laste = this.actions[ i - 1 ].args;
  15711. cpx0 = laste[ laste.length - 2 ];
  15712. cpy0 = laste[ laste.length - 1 ];
  15713. }
  15714. for ( j = 1; j <= divisions; j ++ ) {
  15715. t = j / divisions;
  15716. tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
  15717. ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
  15718. points.push( new THREE.Vector2( tx, ty ) );
  15719. }
  15720. break;
  15721. case THREE.PathActions.CSPLINE_THRU:
  15722. laste = this.actions[ i - 1 ].args;
  15723. var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
  15724. var spts = [ last ];
  15725. var n = divisions * args[ 0 ].length;
  15726. spts = spts.concat( args[ 0 ] );
  15727. var spline = new THREE.SplineCurve( spts );
  15728. for ( j = 1; j <= n; j ++ ) {
  15729. points.push( spline.getPointAt( j / n ) ) ;
  15730. }
  15731. break;
  15732. case THREE.PathActions.ARC:
  15733. var aX = args[ 0 ], aY = args[ 1 ],
  15734. aRadius = args[ 2 ],
  15735. aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
  15736. aClockwise = !! args[ 5 ];
  15737. var deltaAngle = aEndAngle - aStartAngle;
  15738. var angle;
  15739. var tdivisions = divisions * 2;
  15740. for ( j = 1; j <= tdivisions; j ++ ) {
  15741. t = j / tdivisions;
  15742. if ( ! aClockwise ) {
  15743. t = 1 - t;
  15744. }
  15745. angle = aStartAngle + t * deltaAngle;
  15746. tx = aX + aRadius * Math.cos( angle );
  15747. ty = aY + aRadius * Math.sin( angle );
  15748. //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
  15749. points.push( new THREE.Vector2( tx, ty ) );
  15750. }
  15751. //console.log(points);
  15752. break;
  15753. case THREE.PathActions.ELLIPSE:
  15754. var aX = args[ 0 ], aY = args[ 1 ],
  15755. xRadius = args[ 2 ],
  15756. yRadius = args[ 3 ],
  15757. aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
  15758. aClockwise = !! args[ 6 ];
  15759. var deltaAngle = aEndAngle - aStartAngle;
  15760. var angle;
  15761. var tdivisions = divisions * 2;
  15762. for ( j = 1; j <= tdivisions; j ++ ) {
  15763. t = j / tdivisions;
  15764. if ( ! aClockwise ) {
  15765. t = 1 - t;
  15766. }
  15767. angle = aStartAngle + t * deltaAngle;
  15768. tx = aX + xRadius * Math.cos( angle );
  15769. ty = aY + yRadius * Math.sin( angle );
  15770. //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
  15771. points.push( new THREE.Vector2( tx, ty ) );
  15772. }
  15773. //console.log(points);
  15774. break;
  15775. } // end switch
  15776. }
  15777. // Normalize to remove the closing point by default.
  15778. var lastPoint = points[ points.length - 1];
  15779. var EPSILON = 0.0000000001;
  15780. if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
  15781. Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
  15782. points.splice( points.length - 1, 1);
  15783. if ( closedPath ) {
  15784. points.push( points[ 0 ] );
  15785. }
  15786. return points;
  15787. };
  15788. //
  15789. // Breaks path into shapes
  15790. //
  15791. // Assumptions (if parameter isCCW==true the opposite holds):
  15792. // - solid shapes are defined clockwise (CW)
  15793. // - holes are defined counterclockwise (CCW)
  15794. //
  15795. // If parameter noHoles==true:
  15796. // - all subPaths are regarded as solid shapes
  15797. // - definition order CW/CCW has no relevance
  15798. //
  15799. THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
  15800. function extractSubpaths( inActions ) {
  15801. var i, il, item, action, args;
  15802. var subPaths = [], lastPath = new THREE.Path();
  15803. for ( i = 0, il = inActions.length; i < il; i ++ ) {
  15804. item = inActions[ i ];
  15805. args = item.args;
  15806. action = item.action;
  15807. if ( action == THREE.PathActions.MOVE_TO ) {
  15808. if ( lastPath.actions.length != 0 ) {
  15809. subPaths.push( lastPath );
  15810. lastPath = new THREE.Path();
  15811. }
  15812. }
  15813. lastPath[ action ].apply( lastPath, args );
  15814. }
  15815. if ( lastPath.actions.length != 0 ) {
  15816. subPaths.push( lastPath );
  15817. }
  15818. // console.log(subPaths);
  15819. return subPaths;
  15820. }
  15821. function toShapesNoHoles( inSubpaths ) {
  15822. var shapes = [];
  15823. for ( var i = 0, il = inSubpaths.length; i < il; i ++ ) {
  15824. var tmpPath = inSubpaths[ i ];
  15825. var tmpShape = new THREE.Shape();
  15826. tmpShape.actions = tmpPath.actions;
  15827. tmpShape.curves = tmpPath.curves;
  15828. shapes.push( tmpShape );
  15829. }
  15830. //console.log("shape", shapes);
  15831. return shapes;
  15832. };
  15833. function isPointInsidePolygon( inPt, inPolygon ) {
  15834. var EPSILON = 0.0000000001;
  15835. var polyLen = inPolygon.length;
  15836. // inPt on polygon contour => immediate success or
  15837. // toggling of inside/outside at every single! intersection point of an edge
  15838. // with the horizontal line through inPt, left of inPt
  15839. // not counting lowerY endpoints of edges and whole edges on that line
  15840. var inside = false;
  15841. for( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  15842. var edgeLowPt = inPolygon[ p ];
  15843. var edgeHighPt = inPolygon[ q ];
  15844. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  15845. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  15846. if ( Math.abs(edgeDy) > EPSILON ) { // not parallel
  15847. if ( edgeDy < 0 ) {
  15848. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  15849. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  15850. }
  15851. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  15852. if ( inPt.y == edgeLowPt.y ) {
  15853. if ( inPt.x == edgeLowPt.x ) return true; // inPt is on contour ?
  15854. // continue; // no intersection or edgeLowPt => doesn't count !!!
  15855. } else {
  15856. var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
  15857. if ( perpEdge == 0 ) return true; // inPt is on contour ?
  15858. if ( perpEdge < 0 ) continue;
  15859. inside = ! inside; // true intersection left of inPt
  15860. }
  15861. } else { // parallel or colinear
  15862. if ( inPt.y != edgeLowPt.y ) continue; // parallel
  15863. // egde lies on the same horizontal line as inPt
  15864. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  15865. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  15866. // continue;
  15867. }
  15868. }
  15869. return inside;
  15870. }
  15871. var subPaths = extractSubpaths( this.actions );
  15872. if ( subPaths.length == 0 ) return [];
  15873. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  15874. var solid, tmpPath, tmpShape, shapes = [];
  15875. if ( subPaths.length == 1) {
  15876. tmpPath = subPaths[0];
  15877. tmpShape = new THREE.Shape();
  15878. tmpShape.actions = tmpPath.actions;
  15879. tmpShape.curves = tmpPath.curves;
  15880. shapes.push( tmpShape );
  15881. return shapes;
  15882. }
  15883. var holesFirst = ! THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
  15884. holesFirst = isCCW ? ! holesFirst : holesFirst;
  15885. // console.log("Holes first", holesFirst);
  15886. var betterShapeHoles = [];
  15887. var newShapes = [];
  15888. var newShapeHoles = [];
  15889. var mainIdx = 0;
  15890. var tmpPoints;
  15891. newShapes[mainIdx] = undefined;
  15892. newShapeHoles[mainIdx] = [];
  15893. var i, il;
  15894. for ( i = 0, il = subPaths.length; i < il; i ++ ) {
  15895. tmpPath = subPaths[ i ];
  15896. tmpPoints = tmpPath.getPoints();
  15897. solid = THREE.Shape.Utils.isClockWise( tmpPoints );
  15898. solid = isCCW ? ! solid : solid;
  15899. if ( solid ) {
  15900. if ( (! holesFirst ) && ( newShapes[mainIdx] ) ) mainIdx ++;
  15901. newShapes[mainIdx] = { s: new THREE.Shape(), p: tmpPoints };
  15902. newShapes[mainIdx].s.actions = tmpPath.actions;
  15903. newShapes[mainIdx].s.curves = tmpPath.curves;
  15904. if ( holesFirst ) mainIdx ++;
  15905. newShapeHoles[mainIdx] = [];
  15906. //console.log('cw', i);
  15907. } else {
  15908. newShapeHoles[mainIdx].push( { h: tmpPath, p: tmpPoints[0] } );
  15909. //console.log('ccw', i);
  15910. }
  15911. }
  15912. // only Holes? -> probably all Shapes with wrong orientation
  15913. if ( ! newShapes[0] ) return toShapesNoHoles( subPaths );
  15914. if ( newShapes.length > 1 ) {
  15915. var ambigious = false;
  15916. var toChange = [];
  15917. for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  15918. betterShapeHoles[sIdx] = [];
  15919. }
  15920. for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  15921. var sh = newShapes[sIdx];
  15922. var sho = newShapeHoles[sIdx];
  15923. for (var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  15924. var ho = sho[hIdx];
  15925. var hole_unassigned = true;
  15926. for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  15927. if ( isPointInsidePolygon( ho.p, newShapes[s2Idx].p ) ) {
  15928. if ( sIdx != s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  15929. if ( hole_unassigned ) {
  15930. hole_unassigned = false;
  15931. betterShapeHoles[s2Idx].push( ho );
  15932. } else {
  15933. ambigious = true;
  15934. }
  15935. }
  15936. }
  15937. if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); }
  15938. }
  15939. }
  15940. // console.log("ambigious: ", ambigious);
  15941. if ( toChange.length > 0 ) {
  15942. // console.log("to change: ", toChange);
  15943. if (! ambigious) newShapeHoles = betterShapeHoles;
  15944. }
  15945. }
  15946. var tmpHoles, j, jl;
  15947. for ( i = 0, il = newShapes.length; i < il; i ++ ) {
  15948. tmpShape = newShapes[i].s;
  15949. shapes.push( tmpShape );
  15950. tmpHoles = newShapeHoles[i];
  15951. for ( j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  15952. tmpShape.holes.push( tmpHoles[j].h );
  15953. }
  15954. }
  15955. //console.log("shape", shapes);
  15956. return shapes;
  15957. };
  15958. // File:src/extras/core/Shape.js
  15959. /**
  15960. * @author zz85 / http://www.lab4games.net/zz85/blog
  15961. * Defines a 2d shape plane using paths.
  15962. **/
  15963. // STEP 1 Create a path.
  15964. // STEP 2 Turn path into shape.
  15965. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  15966. // STEP 3a - Extract points from each shape, turn to vertices
  15967. // STEP 3b - Triangulate each shape, add faces.
  15968. THREE.Shape = function () {
  15969. THREE.Path.apply( this, arguments );
  15970. this.holes = [];
  15971. };
  15972. THREE.Shape.prototype = Object.create( THREE.Path.prototype );
  15973. // Convenience method to return ExtrudeGeometry
  15974. THREE.Shape.prototype.extrude = function ( options ) {
  15975. var extruded = new THREE.ExtrudeGeometry( this, options );
  15976. return extruded;
  15977. };
  15978. // Convenience method to return ShapeGeometry
  15979. THREE.Shape.prototype.makeGeometry = function ( options ) {
  15980. var geometry = new THREE.ShapeGeometry( this, options );
  15981. return geometry;
  15982. };
  15983. // Get points of holes
  15984. THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
  15985. var i, il = this.holes.length, holesPts = [];
  15986. for ( i = 0; i < il; i ++ ) {
  15987. holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
  15988. }
  15989. return holesPts;
  15990. };
  15991. // Get points of holes (spaced by regular distance)
  15992. THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
  15993. var i, il = this.holes.length, holesPts = [];
  15994. for ( i = 0; i < il; i ++ ) {
  15995. holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
  15996. }
  15997. return holesPts;
  15998. };
  15999. // Get points of shape and holes (keypoints based on segments parameter)
  16000. THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
  16001. return {
  16002. shape: this.getTransformedPoints( divisions ),
  16003. holes: this.getPointsHoles( divisions )
  16004. };
  16005. };
  16006. THREE.Shape.prototype.extractPoints = function ( divisions ) {
  16007. if (this.useSpacedPoints) {
  16008. return this.extractAllSpacedPoints(divisions);
  16009. }
  16010. return this.extractAllPoints(divisions);
  16011. };
  16012. //
  16013. // THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
  16014. //
  16015. // return {
  16016. //
  16017. // shape: this.transform( bend, divisions ),
  16018. // holes: this.getPointsHoles( divisions, bend )
  16019. //
  16020. // };
  16021. //
  16022. // };
  16023. // Get points of shape and holes (spaced by regular distance)
  16024. THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
  16025. return {
  16026. shape: this.getTransformedSpacedPoints( divisions ),
  16027. holes: this.getSpacedPointsHoles( divisions )
  16028. };
  16029. };
  16030. /**************************************************************
  16031. * Utils
  16032. **************************************************************/
  16033. THREE.Shape.Utils = {
  16034. triangulateShape: function ( contour, holes ) {
  16035. function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
  16036. // inOtherPt needs to be colinear to the inSegment
  16037. if ( inSegPt1.x != inSegPt2.x ) {
  16038. if ( inSegPt1.x < inSegPt2.x ) {
  16039. return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
  16040. } else {
  16041. return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
  16042. }
  16043. } else {
  16044. if ( inSegPt1.y < inSegPt2.y ) {
  16045. return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
  16046. } else {
  16047. return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
  16048. }
  16049. }
  16050. }
  16051. function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
  16052. var EPSILON = 0.0000000001;
  16053. var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
  16054. var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
  16055. var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
  16056. var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
  16057. var limit = seg1dy * seg2dx - seg1dx * seg2dy;
  16058. var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
  16059. if ( Math.abs(limit) > EPSILON ) { // not parallel
  16060. var perpSeg2;
  16061. if ( limit > 0 ) {
  16062. if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return [];
  16063. perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
  16064. if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return [];
  16065. } else {
  16066. if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return [];
  16067. perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
  16068. if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return [];
  16069. }
  16070. // i.e. to reduce rounding errors
  16071. // intersection at endpoint of segment#1?
  16072. if ( perpSeg2 == 0 ) {
  16073. if ( ( inExcludeAdjacentSegs ) &&
  16074. ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
  16075. return [ inSeg1Pt1 ];
  16076. }
  16077. if ( perpSeg2 == limit ) {
  16078. if ( ( inExcludeAdjacentSegs ) &&
  16079. ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
  16080. return [ inSeg1Pt2 ];
  16081. }
  16082. // intersection at endpoint of segment#2?
  16083. if ( perpSeg1 == 0 ) return [ inSeg2Pt1 ];
  16084. if ( perpSeg1 == limit ) return [ inSeg2Pt2 ];
  16085. // return real intersection point
  16086. var factorSeg1 = perpSeg2 / limit;
  16087. return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
  16088. y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
  16089. } else { // parallel or colinear
  16090. if ( ( perpSeg1 != 0 ) ||
  16091. ( seg2dy * seg1seg2dx != seg2dx * seg1seg2dy ) ) return [];
  16092. // they are collinear or degenerate
  16093. var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) ); // segment1 ist just a point?
  16094. var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) ); // segment2 ist just a point?
  16095. // both segments are points
  16096. if ( seg1Pt && seg2Pt ) {
  16097. if ( (inSeg1Pt1.x != inSeg2Pt1.x) ||
  16098. (inSeg1Pt1.y != inSeg2Pt1.y) ) return []; // they are distinct points
  16099. return [ inSeg1Pt1 ]; // they are the same point
  16100. }
  16101. // segment#1 is a single point
  16102. if ( seg1Pt ) {
  16103. if (! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2
  16104. return [ inSeg1Pt1 ];
  16105. }
  16106. // segment#2 is a single point
  16107. if ( seg2Pt ) {
  16108. if (! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1
  16109. return [ inSeg2Pt1 ];
  16110. }
  16111. // they are collinear segments, which might overlap
  16112. var seg1min, seg1max, seg1minVal, seg1maxVal;
  16113. var seg2min, seg2max, seg2minVal, seg2maxVal;
  16114. if (seg1dx != 0) { // the segments are NOT on a vertical line
  16115. if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
  16116. seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
  16117. seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
  16118. } else {
  16119. seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
  16120. seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
  16121. }
  16122. if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
  16123. seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
  16124. seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
  16125. } else {
  16126. seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
  16127. seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
  16128. }
  16129. } else { // the segments are on a vertical line
  16130. if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
  16131. seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
  16132. seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
  16133. } else {
  16134. seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
  16135. seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
  16136. }
  16137. if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
  16138. seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
  16139. seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
  16140. } else {
  16141. seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
  16142. seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
  16143. }
  16144. }
  16145. if ( seg1minVal <= seg2minVal ) {
  16146. if ( seg1maxVal < seg2minVal ) return [];
  16147. if ( seg1maxVal == seg2minVal ) {
  16148. if ( inExcludeAdjacentSegs ) return [];
  16149. return [ seg2min ];
  16150. }
  16151. if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ];
  16152. return [ seg2min, seg2max ];
  16153. } else {
  16154. if ( seg1minVal > seg2maxVal ) return [];
  16155. if ( seg1minVal == seg2maxVal ) {
  16156. if ( inExcludeAdjacentSegs ) return [];
  16157. return [ seg1min ];
  16158. }
  16159. if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ];
  16160. return [ seg1min, seg2max ];
  16161. }
  16162. }
  16163. }
  16164. function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
  16165. // The order of legs is important
  16166. var EPSILON = 0.0000000001;
  16167. // translation of all points, so that Vertex is at (0,0)
  16168. var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
  16169. var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
  16170. var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y;
  16171. // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
  16172. var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
  16173. var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
  16174. if ( Math.abs(from2toAngle) > EPSILON ) { // angle != 180 deg.
  16175. var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
  16176. // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
  16177. if ( from2toAngle > 0 ) { // main angle < 180 deg.
  16178. return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
  16179. } else { // main angle > 180 deg.
  16180. return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
  16181. }
  16182. } else { // angle == 180 deg.
  16183. // console.log( "from2to: 180 deg., from2other: " + from2otherAngle );
  16184. return ( from2otherAngle > 0 );
  16185. }
  16186. }
  16187. function removeHoles( contour, holes ) {
  16188. var shape = contour.concat(); // work on this shape
  16189. var hole;
  16190. function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
  16191. // Check if hole point lies within angle around shape point
  16192. var lastShapeIdx = shape.length - 1;
  16193. var prevShapeIdx = inShapeIdx - 1;
  16194. if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx;
  16195. var nextShapeIdx = inShapeIdx + 1;
  16196. if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0;
  16197. var insideAngle = isPointInsideAngle( shape[inShapeIdx], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[inHoleIdx] );
  16198. if (! insideAngle ) {
  16199. // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
  16200. return false;
  16201. }
  16202. // Check if shape point lies within angle around hole point
  16203. var lastHoleIdx = hole.length - 1;
  16204. var prevHoleIdx = inHoleIdx - 1;
  16205. if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx;
  16206. var nextHoleIdx = inHoleIdx + 1;
  16207. if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0;
  16208. insideAngle = isPointInsideAngle( hole[inHoleIdx], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[inShapeIdx] );
  16209. if (! insideAngle ) {
  16210. // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
  16211. return false;
  16212. }
  16213. return true;
  16214. }
  16215. function intersectsShapeEdge( inShapePt, inHolePt ) {
  16216. // checks for intersections with shape edges
  16217. var sIdx, nextIdx, intersection;
  16218. for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
  16219. nextIdx = sIdx+1; nextIdx %= shape.length;
  16220. intersection = intersect_segments_2D( inShapePt, inHolePt, shape[sIdx], shape[nextIdx], true );
  16221. if ( intersection.length > 0 ) return true;
  16222. }
  16223. return false;
  16224. }
  16225. var indepHoles = [];
  16226. function intersectsHoleEdge( inShapePt, inHolePt ) {
  16227. // checks for intersections with hole edges
  16228. var ihIdx, chkHole,
  16229. hIdx, nextIdx, intersection;
  16230. for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
  16231. chkHole = holes[indepHoles[ihIdx]];
  16232. for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
  16233. nextIdx = hIdx+1; nextIdx %= chkHole.length;
  16234. intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[hIdx], chkHole[nextIdx], true );
  16235. if ( intersection.length > 0 ) return true;
  16236. }
  16237. }
  16238. return false;
  16239. }
  16240. var holeIndex, shapeIndex,
  16241. shapePt, holePt,
  16242. holeIdx, cutKey, failedCuts = [],
  16243. tmpShape1, tmpShape2,
  16244. tmpHole1, tmpHole2;
  16245. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  16246. indepHoles.push( h );
  16247. }
  16248. var minShapeIndex = 0;
  16249. var counter = indepHoles.length * 2;
  16250. while ( indepHoles.length > 0 ) {
  16251. counter --;
  16252. if ( counter < 0 ) {
  16253. console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
  16254. break;
  16255. }
  16256. // search for shape-vertex and hole-vertex,
  16257. // which can be connected without intersections
  16258. for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {
  16259. shapePt = shape[ shapeIndex ];
  16260. holeIndex = - 1;
  16261. // search for hole which can be reached without intersections
  16262. for ( var h = 0; h < indepHoles.length; h ++ ) {
  16263. holeIdx = indepHoles[h];
  16264. // prevent multiple checks
  16265. cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
  16266. if ( failedCuts[cutKey] !== undefined ) continue;
  16267. hole = holes[holeIdx];
  16268. for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
  16269. holePt = hole[ h2 ];
  16270. if (! isCutLineInsideAngles( shapeIndex, h2 ) ) continue;
  16271. if ( intersectsShapeEdge( shapePt, holePt ) ) continue;
  16272. if ( intersectsHoleEdge( shapePt, holePt ) ) continue;
  16273. holeIndex = h2;
  16274. indepHoles.splice(h,1);
  16275. tmpShape1 = shape.slice( 0, shapeIndex+1 );
  16276. tmpShape2 = shape.slice( shapeIndex );
  16277. tmpHole1 = hole.slice( holeIndex );
  16278. tmpHole2 = hole.slice( 0, holeIndex+1 );
  16279. shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
  16280. minShapeIndex = shapeIndex;
  16281. // Debug only, to show the selected cuts
  16282. // glob_CutLines.push( [ shapePt, holePt ] );
  16283. break;
  16284. }
  16285. if ( holeIndex >= 0 ) break; // hole-vertex found
  16286. failedCuts[cutKey] = true; // remember failure
  16287. }
  16288. if ( holeIndex >= 0 ) break; // hole-vertex found
  16289. }
  16290. }
  16291. return shape; /* shape with no holes */
  16292. }
  16293. var i, il, f, face,
  16294. key, index,
  16295. allPointsMap = {};
  16296. // 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.
  16297. var allpoints = contour.concat();
  16298. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  16299. Array.prototype.push.apply( allpoints, holes[h] );
  16300. }
  16301. //console.log( "allpoints",allpoints, allpoints.length );
  16302. // prepare all points map
  16303. for ( i = 0, il = allpoints.length; i < il; i ++ ) {
  16304. key = allpoints[ i ].x + ":" + allpoints[ i ].y;
  16305. if ( allPointsMap[ key ] !== undefined ) {
  16306. console.log( "Duplicate point", key );
  16307. }
  16308. allPointsMap[ key ] = i;
  16309. }
  16310. // remove holes by cutting paths to holes and adding them to the shape
  16311. var shapeWithoutHoles = removeHoles( contour, holes );
  16312. var triangles = THREE.FontUtils.Triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
  16313. //console.log( "triangles",triangles, triangles.length );
  16314. // check all face vertices against all points map
  16315. for ( i = 0, il = triangles.length; i < il; i ++ ) {
  16316. face = triangles[ i ];
  16317. for ( f = 0; f < 3; f ++ ) {
  16318. key = face[ f ].x + ":" + face[ f ].y;
  16319. index = allPointsMap[ key ];
  16320. if ( index !== undefined ) {
  16321. face[ f ] = index;
  16322. }
  16323. }
  16324. }
  16325. return triangles.concat();
  16326. },
  16327. isClockWise: function ( pts ) {
  16328. return THREE.FontUtils.Triangulate.area( pts ) < 0;
  16329. },
  16330. // Bezier Curves formulas obtained from
  16331. // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
  16332. // Quad Bezier Functions
  16333. b2p0: function ( t, p ) {
  16334. var k = 1 - t;
  16335. return k * k * p;
  16336. },
  16337. b2p1: function ( t, p ) {
  16338. return 2 * ( 1 - t ) * t * p;
  16339. },
  16340. b2p2: function ( t, p ) {
  16341. return t * t * p;
  16342. },
  16343. b2: function ( t, p0, p1, p2 ) {
  16344. return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
  16345. },
  16346. // Cubic Bezier Functions
  16347. b3p0: function ( t, p ) {
  16348. var k = 1 - t;
  16349. return k * k * k * p;
  16350. },
  16351. b3p1: function ( t, p ) {
  16352. var k = 1 - t;
  16353. return 3 * k * k * t * p;
  16354. },
  16355. b3p2: function ( t, p ) {
  16356. var k = 1 - t;
  16357. return 3 * k * t * t * p;
  16358. },
  16359. b3p3: function ( t, p ) {
  16360. return t * t * t * p;
  16361. },
  16362. b3: function ( t, p0, p1, p2, p3 ) {
  16363. return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
  16364. }
  16365. };
  16366. // File:src/extras/curves/LineCurve.js
  16367. /**************************************************************
  16368. * Line
  16369. **************************************************************/
  16370. THREE.LineCurve = function ( v1, v2 ) {
  16371. this.v1 = v1;
  16372. this.v2 = v2;
  16373. };
  16374. THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
  16375. THREE.LineCurve.prototype.getPoint = function ( t ) {
  16376. var point = this.v2.clone().sub(this.v1);
  16377. point.multiplyScalar( t ).add( this.v1 );
  16378. return point;
  16379. };
  16380. // Line curve is linear, so we can overwrite default getPointAt
  16381. THREE.LineCurve.prototype.getPointAt = function ( u ) {
  16382. return this.getPoint( u );
  16383. };
  16384. THREE.LineCurve.prototype.getTangent = function( t ) {
  16385. var tangent = this.v2.clone().sub(this.v1);
  16386. return tangent.normalize();
  16387. };
  16388. // File:src/extras/curves/QuadraticBezierCurve.js
  16389. /**************************************************************
  16390. * Quadratic Bezier curve
  16391. **************************************************************/
  16392. THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
  16393. this.v0 = v0;
  16394. this.v1 = v1;
  16395. this.v2 = v2;
  16396. };
  16397. THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
  16398. THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
  16399. var tx, ty;
  16400. tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
  16401. ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
  16402. return new THREE.Vector2( tx, ty );
  16403. };
  16404. THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
  16405. var tx, ty;
  16406. tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
  16407. ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
  16408. // returns unit vector
  16409. var tangent = new THREE.Vector2( tx, ty );
  16410. tangent.normalize();
  16411. return tangent;
  16412. };
  16413. // File:src/extras/curves/CubicBezierCurve.js
  16414. /**************************************************************
  16415. * Cubic Bezier curve
  16416. **************************************************************/
  16417. THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
  16418. this.v0 = v0;
  16419. this.v1 = v1;
  16420. this.v2 = v2;
  16421. this.v3 = v3;
  16422. };
  16423. THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
  16424. THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
  16425. var tx, ty;
  16426. tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  16427. ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  16428. return new THREE.Vector2( tx, ty );
  16429. };
  16430. THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
  16431. var tx, ty;
  16432. tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  16433. ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  16434. var tangent = new THREE.Vector2( tx, ty );
  16435. tangent.normalize();
  16436. return tangent;
  16437. };
  16438. // File:src/extras/curves/SplineCurve.js
  16439. /**************************************************************
  16440. * Spline curve
  16441. **************************************************************/
  16442. THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
  16443. this.points = (points == undefined) ? [] : points;
  16444. };
  16445. THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
  16446. THREE.SplineCurve.prototype.getPoint = function ( t ) {
  16447. var v = new THREE.Vector2();
  16448. var c = [];
  16449. var points = this.points, point, intPoint, weight;
  16450. point = ( points.length - 1 ) * t;
  16451. intPoint = Math.floor( point );
  16452. weight = point - intPoint;
  16453. c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  16454. c[ 1 ] = intPoint;
  16455. c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1;
  16456. c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2;
  16457. v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
  16458. v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
  16459. return v;
  16460. };
  16461. // File:src/extras/curves/EllipseCurve.js
  16462. /**************************************************************
  16463. * Ellipse curve
  16464. **************************************************************/
  16465. THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) {
  16466. this.aX = aX;
  16467. this.aY = aY;
  16468. this.xRadius = xRadius;
  16469. this.yRadius = yRadius;
  16470. this.aStartAngle = aStartAngle;
  16471. this.aEndAngle = aEndAngle;
  16472. this.aClockwise = aClockwise;
  16473. };
  16474. THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
  16475. THREE.EllipseCurve.prototype.getPoint = function ( t ) {
  16476. var angle;
  16477. var deltaAngle = this.aEndAngle - this.aStartAngle;
  16478. if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
  16479. if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
  16480. if ( this.aClockwise === true ) {
  16481. angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
  16482. } else {
  16483. angle = this.aStartAngle + t * deltaAngle;
  16484. }
  16485. var tx = this.aX + this.xRadius * Math.cos( angle );
  16486. var ty = this.aY + this.yRadius * Math.sin( angle );
  16487. return new THREE.Vector2( tx, ty );
  16488. };
  16489. // File:src/extras/curves/ArcCurve.js
  16490. /**************************************************************
  16491. * Arc curve
  16492. **************************************************************/
  16493. THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  16494. THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  16495. };
  16496. THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
  16497. // File:src/extras/curves/LineCurve3.js
  16498. /**************************************************************
  16499. * Line3D
  16500. **************************************************************/
  16501. THREE.LineCurve3 = THREE.Curve.create(
  16502. function ( v1, v2 ) {
  16503. this.v1 = v1;
  16504. this.v2 = v2;
  16505. },
  16506. function ( t ) {
  16507. var r = new THREE.Vector3();
  16508. r.subVectors( this.v2, this.v1 ); // diff
  16509. r.multiplyScalar( t );
  16510. r.add( this.v1 );
  16511. return r;
  16512. }
  16513. );
  16514. // File:src/extras/curves/QuadraticBezierCurve3.js
  16515. /**************************************************************
  16516. * Quadratic Bezier 3D curve
  16517. **************************************************************/
  16518. THREE.QuadraticBezierCurve3 = THREE.Curve.create(
  16519. function ( v0, v1, v2 ) {
  16520. this.v0 = v0;
  16521. this.v1 = v1;
  16522. this.v2 = v2;
  16523. },
  16524. function ( t ) {
  16525. var tx, ty, tz;
  16526. tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
  16527. ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
  16528. tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
  16529. return new THREE.Vector3( tx, ty, tz );
  16530. }
  16531. );
  16532. // File:src/extras/curves/CubicBezierCurve3.js
  16533. /**************************************************************
  16534. * Cubic Bezier 3D curve
  16535. **************************************************************/
  16536. THREE.CubicBezierCurve3 = THREE.Curve.create(
  16537. function ( v0, v1, v2, v3 ) {
  16538. this.v0 = v0;
  16539. this.v1 = v1;
  16540. this.v2 = v2;
  16541. this.v3 = v3;
  16542. },
  16543. function ( t ) {
  16544. var tx, ty, tz;
  16545. tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  16546. ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  16547. tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
  16548. return new THREE.Vector3( tx, ty, tz );
  16549. }
  16550. );
  16551. // File:src/extras/curves/SplineCurve3.js
  16552. /**************************************************************
  16553. * Spline 3D curve
  16554. **************************************************************/
  16555. THREE.SplineCurve3 = THREE.Curve.create(
  16556. function ( points /* array of Vector3 */) {
  16557. this.points = (points == undefined) ? [] : points;
  16558. },
  16559. function ( t ) {
  16560. var v = new THREE.Vector3();
  16561. var c = [];
  16562. var points = this.points, point, intPoint, weight;
  16563. point = ( points.length - 1 ) * t;
  16564. intPoint = Math.floor( point );
  16565. weight = point - intPoint;
  16566. c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  16567. c[ 1 ] = intPoint;
  16568. c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
  16569. c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
  16570. var pt0 = points[ c[0] ],
  16571. pt1 = points[ c[1] ],
  16572. pt2 = points[ c[2] ],
  16573. pt3 = points[ c[3] ];
  16574. v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
  16575. v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
  16576. v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
  16577. return v;
  16578. }
  16579. );
  16580. // THREE.SplineCurve3.prototype.getTangent = function(t) {
  16581. // var v = new THREE.Vector3();
  16582. // var c = [];
  16583. // var points = this.points, point, intPoint, weight;
  16584. // point = ( points.length - 1 ) * t;
  16585. // intPoint = Math.floor( point );
  16586. // weight = point - intPoint;
  16587. // c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  16588. // c[ 1 ] = intPoint;
  16589. // c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
  16590. // c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
  16591. // var pt0 = points[ c[0] ],
  16592. // pt1 = points[ c[1] ],
  16593. // pt2 = points[ c[2] ],
  16594. // pt3 = points[ c[3] ];
  16595. // // t = weight;
  16596. // v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
  16597. // v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
  16598. // v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
  16599. // return v;
  16600. // }
  16601. // File:src/extras/curves/ClosedSplineCurve3.js
  16602. /**************************************************************
  16603. * Closed Spline 3D curve
  16604. **************************************************************/
  16605. THREE.ClosedSplineCurve3 = THREE.Curve.create(
  16606. function ( points /* array of Vector3 */) {
  16607. this.points = (points == undefined) ? [] : points;
  16608. },
  16609. function ( t ) {
  16610. var v = new THREE.Vector3();
  16611. var c = [];
  16612. var points = this.points, point, intPoint, weight;
  16613. point = ( points.length - 0 ) * t;
  16614. // This needs to be from 0-length +1
  16615. intPoint = Math.floor( point );
  16616. weight = point - intPoint;
  16617. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
  16618. c[ 0 ] = ( intPoint - 1 ) % points.length;
  16619. c[ 1 ] = ( intPoint ) % points.length;
  16620. c[ 2 ] = ( intPoint + 1 ) % points.length;
  16621. c[ 3 ] = ( intPoint + 2 ) % points.length;
  16622. v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
  16623. v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
  16624. v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
  16625. return v;
  16626. }
  16627. );
  16628. // File:src/extras/animation/AnimationHandler.js
  16629. /**
  16630. * @author mikael emtinger / http://gomo.se/
  16631. */
  16632. THREE.AnimationHandler = {
  16633. LINEAR: 0,
  16634. CATMULLROM: 1,
  16635. CATMULLROM_FORWARD: 2,
  16636. //
  16637. add: function () { console.warn( 'THREE.AnimationHandler.add() has been deprecated.' ); },
  16638. get: function () { console.warn( 'THREE.AnimationHandler.get() has been deprecated.' ); },
  16639. remove: function () { console.warn( 'THREE.AnimationHandler.remove() has been deprecated.' ); },
  16640. //
  16641. animations: [],
  16642. init: function ( data ) {
  16643. if ( data.initialized === true ) return;
  16644. // loop through all keys
  16645. for ( var h = 0; h < data.hierarchy.length; h ++ ) {
  16646. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  16647. // remove minus times
  16648. if ( data.hierarchy[ h ].keys[ k ].time < 0 ) {
  16649. data.hierarchy[ h ].keys[ k ].time = 0;
  16650. }
  16651. // create quaternions
  16652. if ( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
  16653. ! ( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
  16654. var quat = data.hierarchy[ h ].keys[ k ].rot;
  16655. data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion().fromArray( quat );
  16656. }
  16657. }
  16658. // prepare morph target keys
  16659. if ( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
  16660. // get all used
  16661. var usedMorphTargets = {};
  16662. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  16663. for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
  16664. var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
  16665. usedMorphTargets[ morphTargetName ] = - 1;
  16666. }
  16667. }
  16668. data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
  16669. // set all used on all frames
  16670. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  16671. var influences = {};
  16672. for ( var morphTargetName in usedMorphTargets ) {
  16673. for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
  16674. if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
  16675. influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
  16676. break;
  16677. }
  16678. }
  16679. if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
  16680. influences[ morphTargetName ] = 0;
  16681. }
  16682. }
  16683. data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
  16684. }
  16685. }
  16686. // remove all keys that are on the same time
  16687. for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
  16688. if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
  16689. data.hierarchy[ h ].keys.splice( k, 1 );
  16690. k --;
  16691. }
  16692. }
  16693. // set index
  16694. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  16695. data.hierarchy[ h ].keys[ k ].index = k;
  16696. }
  16697. }
  16698. data.initialized = true;
  16699. return data;
  16700. },
  16701. parse: function ( root ) {
  16702. var parseRecurseHierarchy = function ( root, hierarchy ) {
  16703. hierarchy.push( root );
  16704. for ( var c = 0; c < root.children.length; c ++ )
  16705. parseRecurseHierarchy( root.children[ c ], hierarchy );
  16706. };
  16707. // setup hierarchy
  16708. var hierarchy = [];
  16709. if ( root instanceof THREE.SkinnedMesh ) {
  16710. for ( var b = 0; b < root.skeleton.bones.length; b ++ ) {
  16711. hierarchy.push( root.skeleton.bones[ b ] );
  16712. }
  16713. } else {
  16714. parseRecurseHierarchy( root, hierarchy );
  16715. }
  16716. return hierarchy;
  16717. },
  16718. play: function ( animation ) {
  16719. if ( this.animations.indexOf( animation ) === - 1 ) {
  16720. this.animations.push( animation );
  16721. }
  16722. },
  16723. stop: function ( animation ) {
  16724. var index = this.animations.indexOf( animation );
  16725. if ( index !== - 1 ) {
  16726. this.animations.splice( index, 1 );
  16727. }
  16728. },
  16729. update: function ( deltaTimeMS ) {
  16730. for ( var i = 0; i < this.animations.length; i ++ ) {
  16731. this.animations[ i ].resetBlendWeights( );
  16732. }
  16733. for ( var i = 0; i < this.animations.length; i ++ ) {
  16734. this.animations[ i ].update( deltaTimeMS );
  16735. }
  16736. }
  16737. };
  16738. // File:src/extras/animation/Animation.js
  16739. /**
  16740. * @author mikael emtinger / http://gomo.se/
  16741. * @author mrdoob / http://mrdoob.com/
  16742. * @author alteredq / http://alteredqualia.com/
  16743. */
  16744. THREE.Animation = function ( root, data ) {
  16745. this.root = root;
  16746. this.data = THREE.AnimationHandler.init( data );
  16747. this.hierarchy = THREE.AnimationHandler.parse( root );
  16748. this.currentTime = 0;
  16749. this.timeScale = 1;
  16750. this.isPlaying = false;
  16751. this.loop = true;
  16752. this.weight = 0;
  16753. this.interpolationType = THREE.AnimationHandler.LINEAR;
  16754. };
  16755. THREE.Animation.prototype.keyTypes = [ "pos", "rot", "scl" ];
  16756. THREE.Animation.prototype.play = function ( startTime, weight ) {
  16757. this.currentTime = startTime !== undefined ? startTime : 0;
  16758. this.weight = weight !== undefined ? weight: 1;
  16759. this.isPlaying = true;
  16760. this.reset();
  16761. THREE.AnimationHandler.play( this );
  16762. };
  16763. THREE.Animation.prototype.stop = function() {
  16764. this.isPlaying = false;
  16765. THREE.AnimationHandler.stop( this );
  16766. };
  16767. THREE.Animation.prototype.reset = function () {
  16768. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  16769. var object = this.hierarchy[ h ];
  16770. object.matrixAutoUpdate = true;
  16771. if ( object.animationCache === undefined ) {
  16772. object.animationCache = {
  16773. animations: {},
  16774. blending: {
  16775. positionWeight: 0.0,
  16776. quaternionWeight: 0.0,
  16777. scaleWeight: 0.0
  16778. }
  16779. };
  16780. }
  16781. if ( object.animationCache.animations[this.data.name] === undefined ) {
  16782. object.animationCache.animations[this.data.name] = {};
  16783. object.animationCache.animations[this.data.name].prevKey = { pos: 0, rot: 0, scl: 0 };
  16784. object.animationCache.animations[this.data.name].nextKey = { pos: 0, rot: 0, scl: 0 };
  16785. object.animationCache.animations[this.data.name].originalMatrix = object.matrix;
  16786. }
  16787. var animationCache = object.animationCache.animations[this.data.name];
  16788. // Get keys to match our current time
  16789. for ( var t = 0; t < 3; t ++ ) {
  16790. var type = this.keyTypes[ t ];
  16791. var prevKey = this.data.hierarchy[ h ].keys[ 0 ];
  16792. var nextKey = this.getNextKeyWith( type, h, 1 );
  16793. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  16794. prevKey = nextKey;
  16795. nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
  16796. }
  16797. animationCache.prevKey[ type ] = prevKey;
  16798. animationCache.nextKey[ type ] = nextKey;
  16799. }
  16800. }
  16801. };
  16802. THREE.Animation.prototype.resetBlendWeights = function () {
  16803. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  16804. var object = this.hierarchy[ h ];
  16805. if ( object.animationCache !== undefined ) {
  16806. object.animationCache.blending.positionWeight = 0.0;
  16807. object.animationCache.blending.quaternionWeight = 0.0;
  16808. object.animationCache.blending.scaleWeight = 0.0;
  16809. }
  16810. }
  16811. };
  16812. THREE.Animation.prototype.update = (function(){
  16813. var points = [];
  16814. var target = new THREE.Vector3();
  16815. var newVector = new THREE.Vector3();
  16816. var newQuat = new THREE.Quaternion();
  16817. // Catmull-Rom spline
  16818. var interpolateCatmullRom = function ( points, scale ) {
  16819. var c = [], v3 = [],
  16820. point, intPoint, weight, w2, w3,
  16821. pa, pb, pc, pd;
  16822. point = ( points.length - 1 ) * scale;
  16823. intPoint = Math.floor( point );
  16824. weight = point - intPoint;
  16825. c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
  16826. c[ 1 ] = intPoint;
  16827. c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
  16828. c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
  16829. pa = points[ c[ 0 ] ];
  16830. pb = points[ c[ 1 ] ];
  16831. pc = points[ c[ 2 ] ];
  16832. pd = points[ c[ 3 ] ];
  16833. w2 = weight * weight;
  16834. w3 = weight * w2;
  16835. v3[ 0 ] = interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
  16836. v3[ 1 ] = interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
  16837. v3[ 2 ] = interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
  16838. return v3;
  16839. };
  16840. var interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
  16841. var v0 = ( p2 - p0 ) * 0.5,
  16842. v1 = ( p3 - p1 ) * 0.5;
  16843. return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  16844. };
  16845. return function ( delta ) {
  16846. if ( this.isPlaying === false ) return;
  16847. this.currentTime += delta * this.timeScale;
  16848. if ( this.weight === 0 )
  16849. return;
  16850. //
  16851. var duration = this.data.length;
  16852. if ( this.currentTime > duration || this.currentTime < 0 ) {
  16853. if ( this.loop ) {
  16854. this.currentTime %= duration;
  16855. if ( this.currentTime < 0 )
  16856. this.currentTime += duration;
  16857. this.reset();
  16858. } else {
  16859. this.stop();
  16860. return;
  16861. }
  16862. }
  16863. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  16864. var object = this.hierarchy[ h ];
  16865. var animationCache = object.animationCache.animations[this.data.name];
  16866. var blending = object.animationCache.blending;
  16867. // loop through pos/rot/scl
  16868. for ( var t = 0; t < 3; t ++ ) {
  16869. // get keys
  16870. var type = this.keyTypes[ t ];
  16871. var prevKey = animationCache.prevKey[ type ];
  16872. var nextKey = animationCache.nextKey[ type ];
  16873. if ( ( this.timeScale > 0 && nextKey.time <= this.currentTime ) ||
  16874. ( this.timeScale < 0 && prevKey.time >= this.currentTime ) ) {
  16875. prevKey = this.data.hierarchy[ h ].keys[ 0 ];
  16876. nextKey = this.getNextKeyWith( type, h, 1 );
  16877. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  16878. prevKey = nextKey;
  16879. nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
  16880. }
  16881. animationCache.prevKey[ type ] = prevKey;
  16882. animationCache.nextKey[ type ] = nextKey;
  16883. }
  16884. object.matrixAutoUpdate = true;
  16885. object.matrixWorldNeedsUpdate = true;
  16886. var scale = ( this.currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
  16887. var prevXYZ = prevKey[ type ];
  16888. var nextXYZ = nextKey[ type ];
  16889. if ( scale < 0 ) scale = 0;
  16890. if ( scale > 1 ) scale = 1;
  16891. // interpolate
  16892. if ( type === "pos" ) {
  16893. if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
  16894. newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
  16895. newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
  16896. newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
  16897. // blend
  16898. var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
  16899. object.position.lerp( newVector, proportionalWeight );
  16900. blending.positionWeight += this.weight;
  16901. } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  16902. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  16903. points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
  16904. points[ 1 ] = prevXYZ;
  16905. points[ 2 ] = nextXYZ;
  16906. points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
  16907. scale = scale * 0.33 + 0.33;
  16908. var currentPoint = interpolateCatmullRom( points, scale );
  16909. var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
  16910. blending.positionWeight += this.weight;
  16911. // blend
  16912. var vector = object.position;
  16913. vector.x = vector.x + ( currentPoint[ 0 ] - vector.x ) * proportionalWeight;
  16914. vector.y = vector.y + ( currentPoint[ 1 ] - vector.y ) * proportionalWeight;
  16915. vector.z = vector.z + ( currentPoint[ 2 ] - vector.z ) * proportionalWeight;
  16916. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  16917. var forwardPoint = interpolateCatmullRom( points, scale * 1.01 );
  16918. target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
  16919. target.sub( vector );
  16920. target.y = 0;
  16921. target.normalize();
  16922. var angle = Math.atan2( target.x, target.z );
  16923. object.rotation.set( 0, angle, 0 );
  16924. }
  16925. }
  16926. } else if ( type === "rot" ) {
  16927. THREE.Quaternion.slerp( prevXYZ, nextXYZ, newQuat, scale );
  16928. // Avoid paying the cost of an additional slerp if we don't have to
  16929. if ( blending.quaternionWeight === 0 ) {
  16930. object.quaternion.copy(newQuat);
  16931. blending.quaternionWeight = this.weight;
  16932. } else {
  16933. var proportionalWeight = this.weight / ( this.weight + blending.quaternionWeight );
  16934. THREE.Quaternion.slerp( object.quaternion, newQuat, object.quaternion, proportionalWeight );
  16935. blending.quaternionWeight += this.weight;
  16936. }
  16937. } else if ( type === "scl" ) {
  16938. newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
  16939. newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
  16940. newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
  16941. var proportionalWeight = this.weight / ( this.weight + blending.scaleWeight );
  16942. object.scale.lerp( newVector, proportionalWeight );
  16943. blending.scaleWeight += this.weight;
  16944. }
  16945. }
  16946. }
  16947. return true;
  16948. };
  16949. })();
  16950. // Get next key with
  16951. THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
  16952. var keys = this.data.hierarchy[ h ].keys;
  16953. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  16954. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  16955. key = key < keys.length - 1 ? key : keys.length - 1;
  16956. } else {
  16957. key = key % keys.length;
  16958. }
  16959. for ( ; key < keys.length; key ++ ) {
  16960. if ( keys[ key ][ type ] !== undefined ) {
  16961. return keys[ key ];
  16962. }
  16963. }
  16964. return this.data.hierarchy[ h ].keys[ 0 ];
  16965. };
  16966. // Get previous key with
  16967. THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
  16968. var keys = this.data.hierarchy[ h ].keys;
  16969. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  16970. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  16971. key = key > 0 ? key : 0;
  16972. } else {
  16973. key = key >= 0 ? key : key + keys.length;
  16974. }
  16975. for ( ; key >= 0; key -- ) {
  16976. if ( keys[ key ][ type ] !== undefined ) {
  16977. return keys[ key ];
  16978. }
  16979. }
  16980. return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
  16981. };
  16982. // File:src/extras/animation/KeyFrameAnimation.js
  16983. /**
  16984. * @author mikael emtinger / http://gomo.se/
  16985. * @author mrdoob / http://mrdoob.com/
  16986. * @author alteredq / http://alteredqualia.com/
  16987. * @author khang duong
  16988. * @author erik kitson
  16989. */
  16990. THREE.KeyFrameAnimation = function ( data ) {
  16991. this.root = data.node;
  16992. this.data = THREE.AnimationHandler.init( data );
  16993. this.hierarchy = THREE.AnimationHandler.parse( this.root );
  16994. this.currentTime = 0;
  16995. this.timeScale = 0.001;
  16996. this.isPlaying = false;
  16997. this.isPaused = true;
  16998. this.loop = true;
  16999. // initialize to first keyframes
  17000. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  17001. var keys = this.data.hierarchy[h].keys,
  17002. sids = this.data.hierarchy[h].sids,
  17003. obj = this.hierarchy[h];
  17004. if ( keys.length && sids ) {
  17005. for ( var s = 0; s < sids.length; s ++ ) {
  17006. var sid = sids[ s ],
  17007. next = this.getNextKeyWith( sid, h, 0 );
  17008. if ( next ) {
  17009. next.apply( sid );
  17010. }
  17011. }
  17012. obj.matrixAutoUpdate = false;
  17013. this.data.hierarchy[h].node.updateMatrix();
  17014. obj.matrixWorldNeedsUpdate = true;
  17015. }
  17016. }
  17017. };
  17018. THREE.KeyFrameAnimation.prototype.play = function ( startTime ) {
  17019. this.currentTime = startTime !== undefined ? startTime : 0;
  17020. if ( this.isPlaying === false ) {
  17021. this.isPlaying = true;
  17022. // reset key cache
  17023. var h, hl = this.hierarchy.length,
  17024. object,
  17025. node;
  17026. for ( h = 0; h < hl; h ++ ) {
  17027. object = this.hierarchy[ h ];
  17028. node = this.data.hierarchy[ h ];
  17029. if ( node.animationCache === undefined ) {
  17030. node.animationCache = {};
  17031. node.animationCache.prevKey = null;
  17032. node.animationCache.nextKey = null;
  17033. node.animationCache.originalMatrix = object.matrix;
  17034. }
  17035. var keys = this.data.hierarchy[h].keys;
  17036. if (keys.length) {
  17037. node.animationCache.prevKey = keys[ 0 ];
  17038. node.animationCache.nextKey = keys[ 1 ];
  17039. this.startTime = Math.min( keys[0].time, this.startTime );
  17040. this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
  17041. }
  17042. }
  17043. this.update( 0 );
  17044. }
  17045. this.isPaused = false;
  17046. THREE.AnimationHandler.play( this );
  17047. };
  17048. THREE.KeyFrameAnimation.prototype.stop = function() {
  17049. this.isPlaying = false;
  17050. this.isPaused = false;
  17051. THREE.AnimationHandler.stop( this );
  17052. // reset JIT matrix and remove cache
  17053. for ( var h = 0; h < this.data.hierarchy.length; h ++ ) {
  17054. var obj = this.hierarchy[ h ];
  17055. var node = this.data.hierarchy[ h ];
  17056. if ( node.animationCache !== undefined ) {
  17057. var original = node.animationCache.originalMatrix;
  17058. original.copy( obj.matrix );
  17059. obj.matrix = original;
  17060. delete node.animationCache;
  17061. }
  17062. }
  17063. };
  17064. // Update
  17065. THREE.KeyFrameAnimation.prototype.update = function ( delta ) {
  17066. if ( this.isPlaying === false ) return;
  17067. this.currentTime += delta * this.timeScale;
  17068. //
  17069. var duration = this.data.length;
  17070. if ( this.loop === true && this.currentTime > duration ) {
  17071. this.currentTime %= duration;
  17072. }
  17073. this.currentTime = Math.min( this.currentTime, duration );
  17074. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  17075. var object = this.hierarchy[ h ];
  17076. var node = this.data.hierarchy[ h ];
  17077. var keys = node.keys,
  17078. animationCache = node.animationCache;
  17079. if ( keys.length ) {
  17080. var prevKey = animationCache.prevKey;
  17081. var nextKey = animationCache.nextKey;
  17082. if ( nextKey.time <= this.currentTime ) {
  17083. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  17084. prevKey = nextKey;
  17085. nextKey = keys[ prevKey.index + 1 ];
  17086. }
  17087. animationCache.prevKey = prevKey;
  17088. animationCache.nextKey = nextKey;
  17089. }
  17090. if ( nextKey.time >= this.currentTime ) {
  17091. prevKey.interpolate( nextKey, this.currentTime );
  17092. } else {
  17093. prevKey.interpolate( nextKey, nextKey.time );
  17094. }
  17095. this.data.hierarchy[ h ].node.updateMatrix();
  17096. object.matrixWorldNeedsUpdate = true;
  17097. }
  17098. }
  17099. };
  17100. // Get next key with
  17101. THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
  17102. var keys = this.data.hierarchy[ h ].keys;
  17103. key = key % keys.length;
  17104. for ( ; key < keys.length; key ++ ) {
  17105. if ( keys[ key ].hasTarget( sid ) ) {
  17106. return keys[ key ];
  17107. }
  17108. }
  17109. return keys[ 0 ];
  17110. };
  17111. // Get previous key with
  17112. THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
  17113. var keys = this.data.hierarchy[ h ].keys;
  17114. key = key >= 0 ? key : key + keys.length;
  17115. for ( ; key >= 0; key -- ) {
  17116. if ( keys[ key ].hasTarget( sid ) ) {
  17117. return keys[ key ];
  17118. }
  17119. }
  17120. return keys[ keys.length - 1 ];
  17121. };
  17122. // File:src/extras/animation/MorphAnimation.js
  17123. /**
  17124. * @author mrdoob / http://mrdoob.com
  17125. */
  17126. THREE.MorphAnimation = function ( mesh ) {
  17127. this.mesh = mesh;
  17128. this.frames = mesh.morphTargetInfluences.length;
  17129. this.currentTime = 0;
  17130. this.duration = 1000;
  17131. this.loop = true;
  17132. this.isPlaying = false;
  17133. };
  17134. THREE.MorphAnimation.prototype = {
  17135. play: function () {
  17136. this.isPlaying = true;
  17137. },
  17138. pause: function () {
  17139. this.isPlaying = false;
  17140. },
  17141. update: ( function () {
  17142. var lastFrame = 0;
  17143. var currentFrame = 0;
  17144. return function ( delta ) {
  17145. if ( this.isPlaying === false ) return;
  17146. this.currentTime += delta;
  17147. if ( this.loop === true && this.currentTime > this.duration ) {
  17148. this.currentTime %= this.duration;
  17149. }
  17150. this.currentTime = Math.min( this.currentTime, this.duration );
  17151. var interpolation = this.duration / this.frames;
  17152. var frame = Math.floor( this.currentTime / interpolation );
  17153. if ( frame != currentFrame ) {
  17154. this.mesh.morphTargetInfluences[ lastFrame ] = 0;
  17155. this.mesh.morphTargetInfluences[ currentFrame ] = 1;
  17156. this.mesh.morphTargetInfluences[ frame ] = 0;
  17157. lastFrame = currentFrame;
  17158. currentFrame = frame;
  17159. }
  17160. this.mesh.morphTargetInfluences[ frame ] = ( this.currentTime % interpolation ) / interpolation;
  17161. this.mesh.morphTargetInfluences[ lastFrame ] = 1 - this.mesh.morphTargetInfluences[ frame ];
  17162. }
  17163. } )()
  17164. };
  17165. // File:src/extras/geometries/BoxGeometry.js
  17166. /**
  17167. * @author mrdoob / http://mrdoob.com/
  17168. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
  17169. */
  17170. THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  17171. THREE.Geometry.call( this );
  17172. this.type = 'BoxGeometry';
  17173. this.parameters = {
  17174. width: width,
  17175. height: height,
  17176. depth: depth,
  17177. widthSegments: widthSegments,
  17178. heightSegments: heightSegments,
  17179. depthSegments: depthSegments
  17180. };
  17181. this.widthSegments = widthSegments || 1;
  17182. this.heightSegments = heightSegments || 1;
  17183. this.depthSegments = depthSegments || 1;
  17184. var scope = this;
  17185. var width_half = width / 2;
  17186. var height_half = height / 2;
  17187. var depth_half = depth / 2;
  17188. buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, 0 ); // px
  17189. buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, 1 ); // nx
  17190. buildPlane( 'x', 'z', 1, 1, width, depth, height_half, 2 ); // py
  17191. buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, 3 ); // ny
  17192. buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, 4 ); // pz
  17193. buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, 5 ); // nz
  17194. function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
  17195. var w, ix, iy,
  17196. gridX = scope.widthSegments,
  17197. gridY = scope.heightSegments,
  17198. width_half = width / 2,
  17199. height_half = height / 2,
  17200. offset = scope.vertices.length;
  17201. if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
  17202. w = 'z';
  17203. } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
  17204. w = 'y';
  17205. gridY = scope.depthSegments;
  17206. } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
  17207. w = 'x';
  17208. gridX = scope.depthSegments;
  17209. }
  17210. var gridX1 = gridX + 1,
  17211. gridY1 = gridY + 1,
  17212. segment_width = width / gridX,
  17213. segment_height = height / gridY,
  17214. normal = new THREE.Vector3();
  17215. normal[ w ] = depth > 0 ? 1 : - 1;
  17216. for ( iy = 0; iy < gridY1; iy ++ ) {
  17217. for ( ix = 0; ix < gridX1; ix ++ ) {
  17218. var vector = new THREE.Vector3();
  17219. vector[ u ] = ( ix * segment_width - width_half ) * udir;
  17220. vector[ v ] = ( iy * segment_height - height_half ) * vdir;
  17221. vector[ w ] = depth;
  17222. scope.vertices.push( vector );
  17223. }
  17224. }
  17225. for ( iy = 0; iy < gridY; iy ++ ) {
  17226. for ( ix = 0; ix < gridX; ix ++ ) {
  17227. var a = ix + gridX1 * iy;
  17228. var b = ix + gridX1 * ( iy + 1 );
  17229. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  17230. var d = ( ix + 1 ) + gridX1 * iy;
  17231. var uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY );
  17232. var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY );
  17233. var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY );
  17234. var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY );
  17235. var face = new THREE.Face3( a + offset, b + offset, d + offset );
  17236. face.normal.copy( normal );
  17237. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  17238. face.materialIndex = materialIndex;
  17239. scope.faces.push( face );
  17240. scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  17241. face = new THREE.Face3( b + offset, c + offset, d + offset );
  17242. face.normal.copy( normal );
  17243. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  17244. face.materialIndex = materialIndex;
  17245. scope.faces.push( face );
  17246. scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  17247. }
  17248. }
  17249. }
  17250. this.mergeVertices();
  17251. };
  17252. THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17253. // File:src/extras/geometries/CircleGeometry.js
  17254. /**
  17255. * @author hughes
  17256. */
  17257. THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
  17258. THREE.Geometry.call( this );
  17259. this.type = 'CircleGeometry';
  17260. this.parameters = {
  17261. radius: radius,
  17262. segments: segments,
  17263. thetaStart: thetaStart,
  17264. thetaLength: thetaLength
  17265. };
  17266. radius = radius || 50;
  17267. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  17268. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  17269. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  17270. var i, uvs = [],
  17271. center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
  17272. this.vertices.push(center);
  17273. uvs.push( centerUV );
  17274. for ( i = 0; i <= segments; i ++ ) {
  17275. var vertex = new THREE.Vector3();
  17276. var segment = thetaStart + i / segments * thetaLength;
  17277. vertex.x = radius * Math.cos( segment );
  17278. vertex.y = radius * Math.sin( segment );
  17279. this.vertices.push( vertex );
  17280. uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );
  17281. }
  17282. var n = new THREE.Vector3( 0, 0, 1 );
  17283. for ( i = 1; i <= segments; i ++ ) {
  17284. this.faces.push( new THREE.Face3( i, i + 1, 0, [ n.clone(), n.clone(), n.clone() ] ) );
  17285. this.faceVertexUvs[ 0 ].push( [ uvs[ i ].clone(), uvs[ i + 1 ].clone(), centerUV.clone() ] );
  17286. }
  17287. this.computeFaceNormals();
  17288. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  17289. };
  17290. THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17291. // File:src/extras/geometries/CubeGeometry.js
  17292. /**
  17293. * @author mrdoob / http://mrdoob.com/
  17294. */
  17295. THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  17296. console.warn( 'THREE.CubeGeometry has been renamed to THREE.BoxGeometry.' );
  17297. return new THREE.BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments );
  17298. };
  17299. // File:src/extras/geometries/CylinderGeometry.js
  17300. /**
  17301. * @author mrdoob / http://mrdoob.com/
  17302. */
  17303. THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded ) {
  17304. THREE.Geometry.call( this );
  17305. this.type = 'CylinderGeometry';
  17306. this.parameters = {
  17307. radiusTop: radiusTop,
  17308. radiusBottom: radiusBottom,
  17309. height: height,
  17310. radialSegments: radialSegments,
  17311. heightSegments: heightSegments,
  17312. openEnded: openEnded
  17313. };
  17314. radiusTop = radiusTop !== undefined ? radiusTop : 20;
  17315. radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
  17316. height = height !== undefined ? height : 100;
  17317. radialSegments = radialSegments || 8;
  17318. heightSegments = heightSegments || 1;
  17319. openEnded = openEnded !== undefined ? openEnded : false;
  17320. var heightHalf = height / 2;
  17321. var x, y, vertices = [], uvs = [];
  17322. for ( y = 0; y <= heightSegments; y ++ ) {
  17323. var verticesRow = [];
  17324. var uvsRow = [];
  17325. var v = y / heightSegments;
  17326. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  17327. for ( x = 0; x <= radialSegments; x ++ ) {
  17328. var u = x / radialSegments;
  17329. var vertex = new THREE.Vector3();
  17330. vertex.x = radius * Math.sin( u * Math.PI * 2 );
  17331. vertex.y = - v * height + heightHalf;
  17332. vertex.z = radius * Math.cos( u * Math.PI * 2 );
  17333. this.vertices.push( vertex );
  17334. verticesRow.push( this.vertices.length - 1 );
  17335. uvsRow.push( new THREE.Vector2( u, 1 - v ) );
  17336. }
  17337. vertices.push( verticesRow );
  17338. uvs.push( uvsRow );
  17339. }
  17340. var tanTheta = ( radiusBottom - radiusTop ) / height;
  17341. var na, nb;
  17342. for ( x = 0; x < radialSegments; x ++ ) {
  17343. if ( radiusTop !== 0 ) {
  17344. na = this.vertices[ vertices[ 0 ][ x ] ].clone();
  17345. nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
  17346. } else {
  17347. na = this.vertices[ vertices[ 1 ][ x ] ].clone();
  17348. nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
  17349. }
  17350. na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
  17351. nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
  17352. for ( y = 0; y < heightSegments; y ++ ) {
  17353. var v1 = vertices[ y ][ x ];
  17354. var v2 = vertices[ y + 1 ][ x ];
  17355. var v3 = vertices[ y + 1 ][ x + 1 ];
  17356. var v4 = vertices[ y ][ x + 1 ];
  17357. var n1 = na.clone();
  17358. var n2 = na.clone();
  17359. var n3 = nb.clone();
  17360. var n4 = nb.clone();
  17361. var uv1 = uvs[ y ][ x ].clone();
  17362. var uv2 = uvs[ y + 1 ][ x ].clone();
  17363. var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
  17364. var uv4 = uvs[ y ][ x + 1 ].clone();
  17365. this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
  17366. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
  17367. this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
  17368. this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
  17369. }
  17370. }
  17371. // top cap
  17372. if ( openEnded === false && radiusTop > 0 ) {
  17373. this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
  17374. for ( x = 0; x < radialSegments; x ++ ) {
  17375. var v1 = vertices[ 0 ][ x ];
  17376. var v2 = vertices[ 0 ][ x + 1 ];
  17377. var v3 = this.vertices.length - 1;
  17378. var n1 = new THREE.Vector3( 0, 1, 0 );
  17379. var n2 = new THREE.Vector3( 0, 1, 0 );
  17380. var n3 = new THREE.Vector3( 0, 1, 0 );
  17381. var uv1 = uvs[ 0 ][ x ].clone();
  17382. var uv2 = uvs[ 0 ][ x + 1 ].clone();
  17383. var uv3 = new THREE.Vector2( uv2.x, 0 );
  17384. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  17385. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  17386. }
  17387. }
  17388. // bottom cap
  17389. if ( openEnded === false && radiusBottom > 0 ) {
  17390. this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
  17391. for ( x = 0; x < radialSegments; x ++ ) {
  17392. var v1 = vertices[ y ][ x + 1 ];
  17393. var v2 = vertices[ y ][ x ];
  17394. var v3 = this.vertices.length - 1;
  17395. var n1 = new THREE.Vector3( 0, - 1, 0 );
  17396. var n2 = new THREE.Vector3( 0, - 1, 0 );
  17397. var n3 = new THREE.Vector3( 0, - 1, 0 );
  17398. var uv1 = uvs[ y ][ x + 1 ].clone();
  17399. var uv2 = uvs[ y ][ x ].clone();
  17400. var uv3 = new THREE.Vector2( uv2.x, 1 );
  17401. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  17402. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  17403. }
  17404. }
  17405. this.computeFaceNormals();
  17406. }
  17407. THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17408. // File:src/extras/geometries/ExtrudeGeometry.js
  17409. /**
  17410. * @author zz85 / http://www.lab4games.net/zz85/blog
  17411. *
  17412. * Creates extruded geometry from a path shape.
  17413. *
  17414. * parameters = {
  17415. *
  17416. * curveSegments: <int>, // number of points on the curves
  17417. * steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
  17418. * amount: <int>, // Depth to extrude the shape
  17419. *
  17420. * bevelEnabled: <bool>, // turn on bevel
  17421. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17422. * bevelSize: <float>, // how far from shape outline is bevel
  17423. * bevelSegments: <int>, // number of bevel layers
  17424. *
  17425. * extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
  17426. * frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
  17427. *
  17428. * material: <int> // material index for front and back faces
  17429. * extrudeMaterial: <int> // material index for extrusion and beveled faces
  17430. * uvGenerator: <Object> // object that provides UV generator functions
  17431. *
  17432. * }
  17433. **/
  17434. THREE.ExtrudeGeometry = function ( shapes, options ) {
  17435. if ( typeof( shapes ) === "undefined" ) {
  17436. shapes = [];
  17437. return;
  17438. }
  17439. THREE.Geometry.call( this );
  17440. this.type = 'ExtrudeGeometry';
  17441. shapes = shapes instanceof Array ? shapes : [ shapes ];
  17442. this.addShapeList( shapes, options );
  17443. this.computeFaceNormals();
  17444. // can't really use automatic vertex normals
  17445. // as then front and back sides get smoothed too
  17446. // should do separate smoothing just for sides
  17447. //this.computeVertexNormals();
  17448. //console.log( "took", ( Date.now() - startTime ) );
  17449. };
  17450. THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17451. THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
  17452. var sl = shapes.length;
  17453. for ( var s = 0; s < sl; s ++ ) {
  17454. var shape = shapes[ s ];
  17455. this.addShape( shape, options );
  17456. }
  17457. };
  17458. THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
  17459. var amount = options.amount !== undefined ? options.amount : 100;
  17460. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
  17461. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
  17462. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17463. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
  17464. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17465. var steps = options.steps !== undefined ? options.steps : 1;
  17466. var extrudePath = options.extrudePath;
  17467. var extrudePts, extrudeByPath = false;
  17468. var material = options.material;
  17469. var extrudeMaterial = options.extrudeMaterial;
  17470. // Use default WorldUVGenerator if no UV generators are specified.
  17471. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
  17472. var splineTube, binormal, normal, position2;
  17473. if ( extrudePath ) {
  17474. extrudePts = extrudePath.getSpacedPoints( steps );
  17475. extrudeByPath = true;
  17476. bevelEnabled = false; // bevels not supported for path extrusion
  17477. // SETUP TNB variables
  17478. // Reuse TNB from TubeGeomtry for now.
  17479. // TODO1 - have a .isClosed in spline?
  17480. splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
  17481. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  17482. binormal = new THREE.Vector3();
  17483. normal = new THREE.Vector3();
  17484. position2 = new THREE.Vector3();
  17485. }
  17486. // Safeguards if bevels are not enabled
  17487. if ( ! bevelEnabled ) {
  17488. bevelSegments = 0;
  17489. bevelThickness = 0;
  17490. bevelSize = 0;
  17491. }
  17492. // Variables initalization
  17493. var ahole, h, hl; // looping of holes
  17494. var scope = this;
  17495. var bevelPoints = [];
  17496. var shapesOffset = this.vertices.length;
  17497. var shapePoints = shape.extractPoints( curveSegments );
  17498. var vertices = shapePoints.shape;
  17499. var holes = shapePoints.holes;
  17500. var reverse = ! THREE.Shape.Utils.isClockWise( vertices ) ;
  17501. if ( reverse ) {
  17502. vertices = vertices.reverse();
  17503. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  17504. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17505. ahole = holes[ h ];
  17506. if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
  17507. holes[ h ] = ahole.reverse();
  17508. }
  17509. }
  17510. reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
  17511. }
  17512. var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
  17513. /* Vertices */
  17514. var contour = vertices; // vertices has all points but contour has only points of circumference
  17515. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17516. ahole = holes[ h ];
  17517. vertices = vertices.concat( ahole );
  17518. }
  17519. function scalePt2 ( pt, vec, size ) {
  17520. if ( ! vec ) console.log( "die" );
  17521. return vec.clone().multiplyScalar( size ).add( pt );
  17522. }
  17523. var b, bs, t, z,
  17524. vert, vlen = vertices.length,
  17525. face, flen = faces.length,
  17526. cont, clen = contour.length;
  17527. // Find directions for point movement
  17528. var RAD_TO_DEGREES = 180 / Math.PI;
  17529. function getBevelVec( inPt, inPrev, inNext ) {
  17530. var EPSILON = 0.0000000001;
  17531. // computes for inPt the corresponding point inPt' on a new contour
  17532. // shiftet by 1 unit (length of normalized vector) to the left
  17533. // if we walk along contour clockwise, this new contour is outside the old one
  17534. //
  17535. // inPt' is the intersection of the two lines parallel to the two
  17536. // adjacent edges of inPt at a distance of 1 unit on the left side.
  17537. var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt
  17538. // good reading for geometry algorithms (here: line-line intersection)
  17539. // http://geomalgorithms.com/a05-_intersect-1.html
  17540. var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
  17541. var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
  17542. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  17543. // check for colinear edges
  17544. var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17545. if ( Math.abs( colinear0 ) > EPSILON ) { // not colinear
  17546. // length of vectors for normalizing
  17547. var v_prev_len = Math.sqrt( v_prev_lensq );
  17548. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  17549. // shift adjacent points by unit vectors to the left
  17550. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  17551. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  17552. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  17553. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  17554. // scaling factor for v_prev to intersection point
  17555. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  17556. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  17557. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  17558. // vector from inPt to intersection point
  17559. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  17560. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  17561. // Don't normalize!, otherwise sharp corners become ugly
  17562. // but prevent crazy spikes
  17563. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y )
  17564. if ( v_trans_lensq <= 2 ) {
  17565. return new THREE.Vector2( v_trans_x, v_trans_y );
  17566. } else {
  17567. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  17568. }
  17569. } else { // handle special case of colinear edges
  17570. var direction_eq = false; // assumes: opposite
  17571. if ( v_prev_x > EPSILON ) {
  17572. if ( v_next_x > EPSILON ) { direction_eq = true; }
  17573. } else {
  17574. if ( v_prev_x < - EPSILON ) {
  17575. if ( v_next_x < - EPSILON ) { direction_eq = true; }
  17576. } else {
  17577. if ( Math.sign(v_prev_y) == Math.sign(v_next_y) ) { direction_eq = true; }
  17578. }
  17579. }
  17580. if ( direction_eq ) {
  17581. // console.log("Warning: lines are a straight sequence");
  17582. v_trans_x = - v_prev_y;
  17583. v_trans_y = v_prev_x;
  17584. shrink_by = Math.sqrt( v_prev_lensq );
  17585. } else {
  17586. // console.log("Warning: lines are a straight spike");
  17587. v_trans_x = v_prev_x;
  17588. v_trans_y = v_prev_y;
  17589. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  17590. }
  17591. }
  17592. return new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  17593. }
  17594. var contourMovements = [];
  17595. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17596. if ( j === il ) j = 0;
  17597. if ( k === il ) k = 0;
  17598. // (j)---(i)---(k)
  17599. // console.log('i,j,k', i, j , k)
  17600. var pt_i = contour[ i ];
  17601. var pt_j = contour[ j ];
  17602. var pt_k = contour[ k ];
  17603. contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  17604. }
  17605. var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
  17606. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17607. ahole = holes[ h ];
  17608. oneHoleMovements = [];
  17609. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  17610. if ( j === il ) j = 0;
  17611. if ( k === il ) k = 0;
  17612. // (j)---(i)---(k)
  17613. oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  17614. }
  17615. holesMovements.push( oneHoleMovements );
  17616. verticesMovements = verticesMovements.concat( oneHoleMovements );
  17617. }
  17618. // Loop bevelSegments, 1 for the front, 1 for the back
  17619. for ( b = 0; b < bevelSegments; b ++ ) {
  17620. //for ( b = bevelSegments; b > 0; b -- ) {
  17621. t = b / bevelSegments;
  17622. z = bevelThickness * ( 1 - t );
  17623. //z = bevelThickness * t;
  17624. bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
  17625. //bs = bevelSize * t ; // linear
  17626. // contract shape
  17627. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17628. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17629. v( vert.x, vert.y, - z );
  17630. }
  17631. // expand holes
  17632. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17633. ahole = holes[ h ];
  17634. oneHoleMovements = holesMovements[ h ];
  17635. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17636. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17637. v( vert.x, vert.y, - z );
  17638. }
  17639. }
  17640. }
  17641. bs = bevelSize;
  17642. // Back facing vertices
  17643. for ( i = 0; i < vlen; i ++ ) {
  17644. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17645. if ( ! extrudeByPath ) {
  17646. v( vert.x, vert.y, 0 );
  17647. } else {
  17648. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  17649. normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
  17650. binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
  17651. position2.copy( extrudePts[0] ).add(normal).add(binormal);
  17652. v( position2.x, position2.y, position2.z );
  17653. }
  17654. }
  17655. // Add stepped vertices...
  17656. // Including front facing vertices
  17657. var s;
  17658. for ( s = 1; s <= steps; s ++ ) {
  17659. for ( i = 0; i < vlen; i ++ ) {
  17660. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  17661. if ( ! extrudeByPath ) {
  17662. v( vert.x, vert.y, amount / steps * s );
  17663. } else {
  17664. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  17665. normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
  17666. binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
  17667. position2.copy( extrudePts[s] ).add( normal ).add( binormal );
  17668. v( position2.x, position2.y, position2.z );
  17669. }
  17670. }
  17671. }
  17672. // Add bevel segments planes
  17673. //for ( b = 1; b <= bevelSegments; b ++ ) {
  17674. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  17675. t = b / bevelSegments;
  17676. z = bevelThickness * ( 1 - t );
  17677. //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
  17678. bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
  17679. // contract shape
  17680. for ( i = 0, il = contour.length; i < il; i ++ ) {
  17681. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  17682. v( vert.x, vert.y, amount + z );
  17683. }
  17684. // expand holes
  17685. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17686. ahole = holes[ h ];
  17687. oneHoleMovements = holesMovements[ h ];
  17688. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  17689. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  17690. if ( ! extrudeByPath ) {
  17691. v( vert.x, vert.y, amount + z );
  17692. } else {
  17693. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  17694. }
  17695. }
  17696. }
  17697. }
  17698. /* Faces */
  17699. // Top and bottom faces
  17700. buildLidFaces();
  17701. // Sides faces
  17702. buildSideFaces();
  17703. ///// Internal functions
  17704. function buildLidFaces() {
  17705. if ( bevelEnabled ) {
  17706. var layer = 0 ; // steps + 1
  17707. var offset = vlen * layer;
  17708. // Bottom faces
  17709. for ( i = 0; i < flen; i ++ ) {
  17710. face = faces[ i ];
  17711. f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );
  17712. }
  17713. layer = steps + bevelSegments * 2;
  17714. offset = vlen * layer;
  17715. // Top faces
  17716. for ( i = 0; i < flen; i ++ ) {
  17717. face = faces[ i ];
  17718. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );
  17719. }
  17720. } else {
  17721. // Bottom faces
  17722. for ( i = 0; i < flen; i ++ ) {
  17723. face = faces[ i ];
  17724. f3( face[ 2 ], face[ 1 ], face[ 0 ], true );
  17725. }
  17726. // Top faces
  17727. for ( i = 0; i < flen; i ++ ) {
  17728. face = faces[ i ];
  17729. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );
  17730. }
  17731. }
  17732. }
  17733. // Create faces for the z-sides of the shape
  17734. function buildSideFaces() {
  17735. var layeroffset = 0;
  17736. sidewalls( contour, layeroffset );
  17737. layeroffset += contour.length;
  17738. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  17739. ahole = holes[ h ];
  17740. sidewalls( ahole, layeroffset );
  17741. //, true
  17742. layeroffset += ahole.length;
  17743. }
  17744. }
  17745. function sidewalls( contour, layeroffset ) {
  17746. var j, k;
  17747. i = contour.length;
  17748. while ( --i >= 0 ) {
  17749. j = i;
  17750. k = i - 1;
  17751. if ( k < 0 ) k = contour.length - 1;
  17752. //console.log('b', i,j, i-1, k,vertices.length);
  17753. var s = 0, sl = steps + bevelSegments * 2;
  17754. for ( s = 0; s < sl; s ++ ) {
  17755. var slen1 = vlen * s;
  17756. var slen2 = vlen * ( s + 1 );
  17757. var a = layeroffset + j + slen1,
  17758. b = layeroffset + k + slen1,
  17759. c = layeroffset + k + slen2,
  17760. d = layeroffset + j + slen2;
  17761. f4( a, b, c, d, contour, s, sl, j, k );
  17762. }
  17763. }
  17764. }
  17765. function v( x, y, z ) {
  17766. scope.vertices.push( new THREE.Vector3( x, y, z ) );
  17767. }
  17768. function f3( a, b, c, isBottom ) {
  17769. a += shapesOffset;
  17770. b += shapesOffset;
  17771. c += shapesOffset;
  17772. // normal, color, material
  17773. scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
  17774. var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );
  17775. scope.faceVertexUvs[ 0 ].push( uvs );
  17776. }
  17777. function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
  17778. a += shapesOffset;
  17779. b += shapesOffset;
  17780. c += shapesOffset;
  17781. d += shapesOffset;
  17782. scope.faces.push( new THREE.Face3( a, b, d, null, null, extrudeMaterial ) );
  17783. scope.faces.push( new THREE.Face3( b, c, d, null, null, extrudeMaterial ) );
  17784. var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
  17785. stepIndex, stepsLength, contourIndex1, contourIndex2 );
  17786. scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
  17787. scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
  17788. }
  17789. };
  17790. THREE.ExtrudeGeometry.WorldUVGenerator = {
  17791. generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
  17792. var a = geometry.vertices[ indexA ];
  17793. var b = geometry.vertices[ indexB ];
  17794. var c = geometry.vertices[ indexC ];
  17795. return [
  17796. new THREE.Vector2( a.x, a.y ),
  17797. new THREE.Vector2( b.x, b.y ),
  17798. new THREE.Vector2( c.x, c.y )
  17799. ];
  17800. },
  17801. generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
  17802. return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );
  17803. },
  17804. generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
  17805. indexA, indexB, indexC, indexD, stepIndex, stepsLength,
  17806. contourIndex1, contourIndex2 ) {
  17807. var a = geometry.vertices[ indexA ];
  17808. var b = geometry.vertices[ indexB ];
  17809. var c = geometry.vertices[ indexC ];
  17810. var d = geometry.vertices[ indexD ];
  17811. if ( Math.abs( a.y - b.y ) < 0.01 ) {
  17812. return [
  17813. new THREE.Vector2( a.x, 1 - a.z ),
  17814. new THREE.Vector2( b.x, 1 - b.z ),
  17815. new THREE.Vector2( c.x, 1 - c.z ),
  17816. new THREE.Vector2( d.x, 1 - d.z )
  17817. ];
  17818. } else {
  17819. return [
  17820. new THREE.Vector2( a.y, 1 - a.z ),
  17821. new THREE.Vector2( b.y, 1 - b.z ),
  17822. new THREE.Vector2( c.y, 1 - c.z ),
  17823. new THREE.Vector2( d.y, 1 - d.z )
  17824. ];
  17825. }
  17826. }
  17827. };
  17828. // File:src/extras/geometries/ShapeGeometry.js
  17829. /**
  17830. * @author jonobr1 / http://jonobr1.com
  17831. *
  17832. * Creates a one-sided polygonal geometry from a path shape. Similar to
  17833. * ExtrudeGeometry.
  17834. *
  17835. * parameters = {
  17836. *
  17837. * curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
  17838. *
  17839. * material: <int> // material index for front and back faces
  17840. * uvGenerator: <Object> // object that provides UV generator functions
  17841. *
  17842. * }
  17843. **/
  17844. THREE.ShapeGeometry = function ( shapes, options ) {
  17845. THREE.Geometry.call( this );
  17846. this.type = 'ShapeGeometry';
  17847. if ( shapes instanceof Array === false ) shapes = [ shapes ];
  17848. this.addShapeList( shapes, options );
  17849. this.computeFaceNormals();
  17850. };
  17851. THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17852. /**
  17853. * Add an array of shapes to THREE.ShapeGeometry.
  17854. */
  17855. THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
  17856. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  17857. this.addShape( shapes[ i ], options );
  17858. }
  17859. return this;
  17860. };
  17861. /**
  17862. * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
  17863. */
  17864. THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
  17865. if ( options === undefined ) options = {};
  17866. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17867. var material = options.material;
  17868. var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
  17869. //
  17870. var i, l, hole, s;
  17871. var shapesOffset = this.vertices.length;
  17872. var shapePoints = shape.extractPoints( curveSegments );
  17873. var vertices = shapePoints.shape;
  17874. var holes = shapePoints.holes;
  17875. var reverse = ! THREE.Shape.Utils.isClockWise( vertices );
  17876. if ( reverse ) {
  17877. vertices = vertices.reverse();
  17878. // Maybe we should also check if holes are in the opposite direction, just to be safe...
  17879. for ( i = 0, l = holes.length; i < l; i ++ ) {
  17880. hole = holes[ i ];
  17881. if ( THREE.Shape.Utils.isClockWise( hole ) ) {
  17882. holes[ i ] = hole.reverse();
  17883. }
  17884. }
  17885. reverse = false;
  17886. }
  17887. var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
  17888. // Vertices
  17889. var contour = vertices;
  17890. for ( i = 0, l = holes.length; i < l; i ++ ) {
  17891. hole = holes[ i ];
  17892. vertices = vertices.concat( hole );
  17893. }
  17894. //
  17895. var vert, vlen = vertices.length;
  17896. var face, flen = faces.length;
  17897. var cont, clen = contour.length;
  17898. for ( i = 0; i < vlen; i ++ ) {
  17899. vert = vertices[ i ];
  17900. this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
  17901. }
  17902. for ( i = 0; i < flen; i ++ ) {
  17903. face = faces[ i ];
  17904. var a = face[ 0 ] + shapesOffset;
  17905. var b = face[ 1 ] + shapesOffset;
  17906. var c = face[ 2 ] + shapesOffset;
  17907. this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
  17908. this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );
  17909. }
  17910. };
  17911. // File:src/extras/geometries/LatheGeometry.js
  17912. /**
  17913. * @author astrodud / http://astrodud.isgreat.org/
  17914. * @author zz85 / https://github.com/zz85
  17915. * @author bhouston / http://exocortex.com
  17916. */
  17917. // points - to create a closed torus, one must use a set of points
  17918. // like so: [ a, b, c, d, a ], see first is the same as last.
  17919. // segments - the number of circumference segments to create
  17920. // phiStart - the starting radian
  17921. // phiLength - the radian (0 to 2*PI) range of the lathed section
  17922. // 2*pi is a closed lathe, less than 2PI is a portion.
  17923. THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
  17924. THREE.Geometry.call( this );
  17925. this.type = 'LatheGeometry';
  17926. this.parameters = {
  17927. points: points,
  17928. segments: segments,
  17929. phiStart: phiStart,
  17930. phiLength: phiLength
  17931. };
  17932. segments = segments || 12;
  17933. phiStart = phiStart || 0;
  17934. phiLength = phiLength || 2 * Math.PI;
  17935. var inversePointLength = 1.0 / ( points.length - 1 );
  17936. var inverseSegments = 1.0 / segments;
  17937. for ( var i = 0, il = segments; i <= il; i ++ ) {
  17938. var phi = phiStart + i * inverseSegments * phiLength;
  17939. var c = Math.cos( phi ),
  17940. s = Math.sin( phi );
  17941. for ( var j = 0, jl = points.length; j < jl; j ++ ) {
  17942. var pt = points[ j ];
  17943. var vertex = new THREE.Vector3();
  17944. vertex.x = c * pt.x - s * pt.y;
  17945. vertex.y = s * pt.x + c * pt.y;
  17946. vertex.z = pt.z;
  17947. this.vertices.push( vertex );
  17948. }
  17949. }
  17950. var np = points.length;
  17951. for ( var i = 0, il = segments; i < il; i ++ ) {
  17952. for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
  17953. var base = j + np * i;
  17954. var a = base;
  17955. var b = base + np;
  17956. var c = base + 1 + np;
  17957. var d = base + 1;
  17958. var u0 = i * inverseSegments;
  17959. var v0 = j * inversePointLength;
  17960. var u1 = u0 + inverseSegments;
  17961. var v1 = v0 + inversePointLength;
  17962. this.faces.push( new THREE.Face3( a, b, d ) );
  17963. this.faceVertexUvs[ 0 ].push( [
  17964. new THREE.Vector2( u0, v0 ),
  17965. new THREE.Vector2( u1, v0 ),
  17966. new THREE.Vector2( u0, v1 )
  17967. ] );
  17968. this.faces.push( new THREE.Face3( b, c, d ) );
  17969. this.faceVertexUvs[ 0 ].push( [
  17970. new THREE.Vector2( u1, v0 ),
  17971. new THREE.Vector2( u1, v1 ),
  17972. new THREE.Vector2( u0, v1 )
  17973. ] );
  17974. }
  17975. }
  17976. this.mergeVertices();
  17977. this.computeFaceNormals();
  17978. this.computeVertexNormals();
  17979. };
  17980. THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17981. // File:src/extras/geometries/PlaneGeometry.js
  17982. /**
  17983. * @author mrdoob / http://mrdoob.com/
  17984. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
  17985. */
  17986. THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
  17987. console.info( 'THREE.PlaneGeometry: Consider using THREE.PlaneBufferGeometry for lower memory footprint.' );
  17988. THREE.Geometry.call( this );
  17989. this.type = 'PlaneGeometry';
  17990. this.parameters = {
  17991. width: width,
  17992. height: height,
  17993. widthSegments: widthSegments,
  17994. heightSegments: heightSegments
  17995. };
  17996. this.fromBufferGeometry( new THREE.PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
  17997. };
  17998. THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17999. // File:src/extras/geometries/PlaneBufferGeometry.js
  18000. /**
  18001. * @author mrdoob / http://mrdoob.com/
  18002. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
  18003. */
  18004. THREE.PlaneBufferGeometry = function ( width, height, widthSegments, heightSegments ) {
  18005. THREE.BufferGeometry.call( this );
  18006. this.type = 'PlaneBufferGeometry';
  18007. this.parameters = {
  18008. width: width,
  18009. height: height,
  18010. widthSegments: widthSegments,
  18011. heightSegments: heightSegments
  18012. };
  18013. var width_half = width / 2;
  18014. var height_half = height / 2;
  18015. var gridX = widthSegments || 1;
  18016. var gridY = heightSegments || 1;
  18017. var gridX1 = gridX + 1;
  18018. var gridY1 = gridY + 1;
  18019. var segment_width = width / gridX;
  18020. var segment_height = height / gridY;
  18021. var vertices = new Float32Array( gridX1 * gridY1 * 3 );
  18022. var normals = new Float32Array( gridX1 * gridY1 * 3 );
  18023. var uvs = new Float32Array( gridX1 * gridY1 * 2 );
  18024. var offset = 0;
  18025. var offset2 = 0;
  18026. for ( var iy = 0; iy < gridY1; iy ++ ) {
  18027. var y = iy * segment_height - height_half;
  18028. for ( var ix = 0; ix < gridX1; ix ++ ) {
  18029. var x = ix * segment_width - width_half;
  18030. vertices[ offset ] = x;
  18031. vertices[ offset + 1 ] = - y;
  18032. normals[ offset + 2 ] = 1;
  18033. uvs[ offset2 ] = ix / gridX;
  18034. uvs[ offset2 + 1 ] = 1 - ( iy / gridY );
  18035. offset += 3;
  18036. offset2 += 2;
  18037. }
  18038. }
  18039. offset = 0;
  18040. var indices = new ( ( vertices.length / 3 ) > 65535 ? Uint32Array : Uint16Array )( gridX * gridY * 6 );
  18041. for ( var iy = 0; iy < gridY; iy ++ ) {
  18042. for ( var ix = 0; ix < gridX; ix ++ ) {
  18043. var a = ix + gridX1 * iy;
  18044. var b = ix + gridX1 * ( iy + 1 );
  18045. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  18046. var d = ( ix + 1 ) + gridX1 * iy;
  18047. indices[ offset ] = a;
  18048. indices[ offset + 1 ] = b;
  18049. indices[ offset + 2 ] = d;
  18050. indices[ offset + 3 ] = b;
  18051. indices[ offset + 4 ] = c;
  18052. indices[ offset + 5 ] = d;
  18053. offset += 6;
  18054. }
  18055. }
  18056. this.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
  18057. this.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  18058. this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  18059. this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
  18060. };
  18061. THREE.PlaneBufferGeometry.prototype = Object.create( THREE.BufferGeometry.prototype );
  18062. // File:src/extras/geometries/RingGeometry.js
  18063. /**
  18064. * @author Kaleb Murphy
  18065. */
  18066. THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18067. THREE.Geometry.call( this );
  18068. this.type = 'RingGeometry';
  18069. this.parameters = {
  18070. innerRadius: innerRadius,
  18071. outerRadius: outerRadius,
  18072. thetaSegments: thetaSegments,
  18073. phiSegments: phiSegments,
  18074. thetaStart: thetaStart,
  18075. thetaLength: thetaLength
  18076. };
  18077. innerRadius = innerRadius || 0;
  18078. outerRadius = outerRadius || 50;
  18079. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18080. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18081. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18082. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 8;
  18083. var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18084. for ( i = 0; i < phiSegments + 1; i ++ ) { // concentric circles inside ring
  18085. for ( o = 0; o < thetaSegments + 1; o ++ ) { // number of segments per circle
  18086. var vertex = new THREE.Vector3();
  18087. var segment = thetaStart + o / thetaSegments * thetaLength;
  18088. vertex.x = radius * Math.cos( segment );
  18089. vertex.y = radius * Math.sin( segment );
  18090. this.vertices.push( vertex );
  18091. uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) );
  18092. }
  18093. radius += radiusStep;
  18094. }
  18095. var n = new THREE.Vector3( 0, 0, 1 );
  18096. for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring
  18097. var thetaSegment = i * (thetaSegments + 1);
  18098. for ( o = 0; o < thetaSegments ; o ++ ) { // number of segments per circle
  18099. var segment = o + thetaSegment;
  18100. var v1 = segment;
  18101. var v2 = segment + thetaSegments + 1;
  18102. var v3 = segment + thetaSegments + 2;
  18103. this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
  18104. this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
  18105. v1 = segment;
  18106. v2 = segment + thetaSegments + 2;
  18107. v3 = segment + 1;
  18108. this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
  18109. this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
  18110. }
  18111. }
  18112. this.computeFaceNormals();
  18113. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  18114. };
  18115. THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18116. // File:src/extras/geometries/SphereGeometry.js
  18117. /**
  18118. * @author mrdoob / http://mrdoob.com/
  18119. */
  18120. THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18121. THREE.Geometry.call( this );
  18122. this.type = 'SphereGeometry';
  18123. this.parameters = {
  18124. radius: radius,
  18125. widthSegments: widthSegments,
  18126. heightSegments: heightSegments,
  18127. phiStart: phiStart,
  18128. phiLength: phiLength,
  18129. thetaStart: thetaStart,
  18130. thetaLength: thetaLength
  18131. };
  18132. radius = radius || 50;
  18133. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18134. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18135. phiStart = phiStart !== undefined ? phiStart : 0;
  18136. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18137. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18138. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18139. var x, y, vertices = [], uvs = [];
  18140. for ( y = 0; y <= heightSegments; y ++ ) {
  18141. var verticesRow = [];
  18142. var uvsRow = [];
  18143. for ( x = 0; x <= widthSegments; x ++ ) {
  18144. var u = x / widthSegments;
  18145. var v = y / heightSegments;
  18146. var vertex = new THREE.Vector3();
  18147. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18148. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18149. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18150. this.vertices.push( vertex );
  18151. verticesRow.push( this.vertices.length - 1 );
  18152. uvsRow.push( new THREE.Vector2( u, 1 - v ) );
  18153. }
  18154. vertices.push( verticesRow );
  18155. uvs.push( uvsRow );
  18156. }
  18157. for ( y = 0; y < heightSegments; y ++ ) {
  18158. for ( x = 0; x < widthSegments; x ++ ) {
  18159. var v1 = vertices[ y ][ x + 1 ];
  18160. var v2 = vertices[ y ][ x ];
  18161. var v3 = vertices[ y + 1 ][ x ];
  18162. var v4 = vertices[ y + 1 ][ x + 1 ];
  18163. var n1 = this.vertices[ v1 ].clone().normalize();
  18164. var n2 = this.vertices[ v2 ].clone().normalize();
  18165. var n3 = this.vertices[ v3 ].clone().normalize();
  18166. var n4 = this.vertices[ v4 ].clone().normalize();
  18167. var uv1 = uvs[ y ][ x + 1 ].clone();
  18168. var uv2 = uvs[ y ][ x ].clone();
  18169. var uv3 = uvs[ y + 1 ][ x ].clone();
  18170. var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
  18171. if ( Math.abs( this.vertices[ v1 ].y ) === radius ) {
  18172. uv1.x = ( uv1.x + uv2.x ) / 2;
  18173. this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
  18174. this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
  18175. } else if ( Math.abs( this.vertices[ v3 ].y ) === radius ) {
  18176. uv3.x = ( uv3.x + uv4.x ) / 2;
  18177. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  18178. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  18179. } else {
  18180. this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
  18181. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
  18182. this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
  18183. this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
  18184. }
  18185. }
  18186. }
  18187. this.computeFaceNormals();
  18188. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  18189. };
  18190. THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18191. // File:src/extras/geometries/TextGeometry.js
  18192. /**
  18193. * @author zz85 / http://www.lab4games.net/zz85/blog
  18194. * @author alteredq / http://alteredqualia.com/
  18195. *
  18196. * For creating 3D text geometry in three.js
  18197. *
  18198. * Text = 3D Text
  18199. *
  18200. * parameters = {
  18201. * size: <float>, // size of the text
  18202. * height: <float>, // thickness to extrude text
  18203. * curveSegments: <int>, // number of points on the curves
  18204. *
  18205. * font: <string>, // font name
  18206. * weight: <string>, // font weight (normal, bold)
  18207. * style: <string>, // font style (normal, italics)
  18208. *
  18209. * bevelEnabled: <bool>, // turn on bevel
  18210. * bevelThickness: <float>, // how deep into text bevel goes
  18211. * bevelSize: <float>, // how far from text outline is bevel
  18212. * }
  18213. *
  18214. */
  18215. /* Usage Examples
  18216. // TextGeometry wrapper
  18217. var text3d = new TextGeometry( text, options );
  18218. // Complete manner
  18219. var textShapes = THREE.FontUtils.generateShapes( text, options );
  18220. var text3d = new ExtrudeGeometry( textShapes, options );
  18221. */
  18222. THREE.TextGeometry = function ( text, parameters ) {
  18223. parameters = parameters || {};
  18224. var textShapes = THREE.FontUtils.generateShapes( text, parameters );
  18225. // translate parameters to ExtrudeGeometry API
  18226. parameters.amount = parameters.height !== undefined ? parameters.height : 50;
  18227. // defaults
  18228. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  18229. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  18230. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  18231. THREE.ExtrudeGeometry.call( this, textShapes, parameters );
  18232. this.type = 'TextGeometry';
  18233. };
  18234. THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
  18235. // File:src/extras/geometries/TorusGeometry.js
  18236. /**
  18237. * @author oosmoxiecode
  18238. * @author mrdoob / http://mrdoob.com/
  18239. * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
  18240. */
  18241. THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
  18242. THREE.Geometry.call( this );
  18243. this.type = 'TorusGeometry';
  18244. this.parameters = {
  18245. radius: radius,
  18246. tube: tube,
  18247. radialSegments: radialSegments,
  18248. tubularSegments: tubularSegments,
  18249. arc: arc
  18250. };
  18251. radius = radius || 100;
  18252. tube = tube || 40;
  18253. radialSegments = radialSegments || 8;
  18254. tubularSegments = tubularSegments || 6;
  18255. arc = arc || Math.PI * 2;
  18256. var center = new THREE.Vector3(), uvs = [], normals = [];
  18257. for ( var j = 0; j <= radialSegments; j ++ ) {
  18258. for ( var i = 0; i <= tubularSegments; i ++ ) {
  18259. var u = i / tubularSegments * arc;
  18260. var v = j / radialSegments * Math.PI * 2;
  18261. center.x = radius * Math.cos( u );
  18262. center.y = radius * Math.sin( u );
  18263. var vertex = new THREE.Vector3();
  18264. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  18265. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  18266. vertex.z = tube * Math.sin( v );
  18267. this.vertices.push( vertex );
  18268. uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) );
  18269. normals.push( vertex.clone().sub( center ).normalize() );
  18270. }
  18271. }
  18272. for ( var j = 1; j <= radialSegments; j ++ ) {
  18273. for ( var i = 1; i <= tubularSegments; i ++ ) {
  18274. var a = ( tubularSegments + 1 ) * j + i - 1;
  18275. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  18276. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  18277. var d = ( tubularSegments + 1 ) * j + i;
  18278. var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] );
  18279. this.faces.push( face );
  18280. this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] );
  18281. face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] );
  18282. this.faces.push( face );
  18283. this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
  18284. }
  18285. }
  18286. this.computeFaceNormals();
  18287. };
  18288. THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18289. // File:src/extras/geometries/TorusKnotGeometry.js
  18290. /**
  18291. * @author oosmoxiecode
  18292. * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  18293. */
  18294. THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
  18295. THREE.Geometry.call( this );
  18296. this.type = 'TorusKnotGeometry';
  18297. this.parameters = {
  18298. radius: radius,
  18299. tube: tube,
  18300. radialSegments: radialSegments,
  18301. tubularSegments: tubularSegments,
  18302. p: p,
  18303. q: q,
  18304. heightScale: heightScale
  18305. };
  18306. radius = radius || 100;
  18307. tube = tube || 40;
  18308. radialSegments = radialSegments || 64;
  18309. tubularSegments = tubularSegments || 8;
  18310. p = p || 2;
  18311. q = q || 3;
  18312. heightScale = heightScale || 1;
  18313. var grid = new Array( radialSegments );
  18314. var tang = new THREE.Vector3();
  18315. var n = new THREE.Vector3();
  18316. var bitan = new THREE.Vector3();
  18317. for ( var i = 0; i < radialSegments; ++ i ) {
  18318. grid[ i ] = new Array( tubularSegments );
  18319. var u = i / radialSegments * 2 * p * Math.PI;
  18320. var p1 = getPos( u, q, p, radius, heightScale );
  18321. var p2 = getPos( u + 0.01, q, p, radius, heightScale );
  18322. tang.subVectors( p2, p1 );
  18323. n.addVectors( p2, p1 );
  18324. bitan.crossVectors( tang, n );
  18325. n.crossVectors( bitan, tang );
  18326. bitan.normalize();
  18327. n.normalize();
  18328. for ( var j = 0; j < tubularSegments; ++ j ) {
  18329. var v = j / tubularSegments * 2 * Math.PI;
  18330. var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
  18331. var cy = tube * Math.sin( v );
  18332. var pos = new THREE.Vector3();
  18333. pos.x = p1.x + cx * n.x + cy * bitan.x;
  18334. pos.y = p1.y + cx * n.y + cy * bitan.y;
  18335. pos.z = p1.z + cx * n.z + cy * bitan.z;
  18336. grid[ i ][ j ] = this.vertices.push( pos ) - 1;
  18337. }
  18338. }
  18339. for ( var i = 0; i < radialSegments; ++ i ) {
  18340. for ( var j = 0; j < tubularSegments; ++ j ) {
  18341. var ip = ( i + 1 ) % radialSegments;
  18342. var jp = ( j + 1 ) % tubularSegments;
  18343. var a = grid[ i ][ j ];
  18344. var b = grid[ ip ][ j ];
  18345. var c = grid[ ip ][ jp ];
  18346. var d = grid[ i ][ jp ];
  18347. var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments );
  18348. var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments );
  18349. var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments );
  18350. var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments );
  18351. this.faces.push( new THREE.Face3( a, b, d ) );
  18352. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  18353. this.faces.push( new THREE.Face3( b, c, d ) );
  18354. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  18355. }
  18356. }
  18357. this.computeFaceNormals();
  18358. this.computeVertexNormals();
  18359. function getPos( u, in_q, in_p, radius, heightScale ) {
  18360. var cu = Math.cos( u );
  18361. var su = Math.sin( u );
  18362. var quOverP = in_q / in_p * u;
  18363. var cs = Math.cos( quOverP );
  18364. var tx = radius * ( 2 + cs ) * 0.5 * cu;
  18365. var ty = radius * ( 2 + cs ) * su * 0.5;
  18366. var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
  18367. return new THREE.Vector3( tx, ty, tz );
  18368. }
  18369. };
  18370. THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18371. // File:src/extras/geometries/TubeGeometry.js
  18372. /**
  18373. * @author WestLangley / https://github.com/WestLangley
  18374. * @author zz85 / https://github.com/zz85
  18375. * @author miningold / https://github.com/miningold
  18376. *
  18377. * Modified from the TorusKnotGeometry by @oosmoxiecode
  18378. *
  18379. * Creates a tube which extrudes along a 3d spline
  18380. *
  18381. * Uses parallel transport frames as described in
  18382. * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  18383. */
  18384. THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed ) {
  18385. THREE.Geometry.call( this );
  18386. this.type = 'TubeGeometry';
  18387. this.parameters = {
  18388. path: path,
  18389. segments: segments,
  18390. radius: radius,
  18391. radialSegments: radialSegments,
  18392. closed: closed
  18393. };
  18394. segments = segments || 64;
  18395. radius = radius || 1;
  18396. radialSegments = radialSegments || 8;
  18397. closed = closed || false;
  18398. var grid = [];
  18399. var scope = this,
  18400. tangent,
  18401. normal,
  18402. binormal,
  18403. numpoints = segments + 1,
  18404. x, y, z,
  18405. tx, ty, tz,
  18406. u, v,
  18407. cx, cy,
  18408. pos, pos2 = new THREE.Vector3(),
  18409. i, j,
  18410. ip, jp,
  18411. a, b, c, d,
  18412. uva, uvb, uvc, uvd;
  18413. var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ),
  18414. tangents = frames.tangents,
  18415. normals = frames.normals,
  18416. binormals = frames.binormals;
  18417. // proxy internals
  18418. this.tangents = tangents;
  18419. this.normals = normals;
  18420. this.binormals = binormals;
  18421. function vert( x, y, z ) {
  18422. return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
  18423. }
  18424. // consruct the grid
  18425. for ( i = 0; i < numpoints; i ++ ) {
  18426. grid[ i ] = [];
  18427. u = i / ( numpoints - 1 );
  18428. pos = path.getPointAt( u );
  18429. tangent = tangents[ i ];
  18430. normal = normals[ i ];
  18431. binormal = binormals[ i ];
  18432. for ( j = 0; j < radialSegments; j ++ ) {
  18433. v = j / radialSegments * 2 * Math.PI;
  18434. cx = - radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
  18435. cy = radius * Math.sin( v );
  18436. pos2.copy( pos );
  18437. pos2.x += cx * normal.x + cy * binormal.x;
  18438. pos2.y += cx * normal.y + cy * binormal.y;
  18439. pos2.z += cx * normal.z + cy * binormal.z;
  18440. grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
  18441. }
  18442. }
  18443. // construct the mesh
  18444. for ( i = 0; i < segments; i ++ ) {
  18445. for ( j = 0; j < radialSegments; j ++ ) {
  18446. ip = ( closed ) ? (i + 1) % segments : i + 1;
  18447. jp = (j + 1) % radialSegments;
  18448. a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! ***
  18449. b = grid[ ip ][ j ];
  18450. c = grid[ ip ][ jp ];
  18451. d = grid[ i ][ jp ];
  18452. uva = new THREE.Vector2( i / segments, j / radialSegments );
  18453. uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments );
  18454. uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments );
  18455. uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments );
  18456. this.faces.push( new THREE.Face3( a, b, d ) );
  18457. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  18458. this.faces.push( new THREE.Face3( b, c, d ) );
  18459. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  18460. }
  18461. }
  18462. this.computeFaceNormals();
  18463. this.computeVertexNormals();
  18464. };
  18465. THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18466. // For computing of Frenet frames, exposing the tangents, normals and binormals the spline
  18467. THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
  18468. var tangent = new THREE.Vector3(),
  18469. normal = new THREE.Vector3(),
  18470. binormal = new THREE.Vector3(),
  18471. tangents = [],
  18472. normals = [],
  18473. binormals = [],
  18474. vec = new THREE.Vector3(),
  18475. mat = new THREE.Matrix4(),
  18476. numpoints = segments + 1,
  18477. theta,
  18478. epsilon = 0.0001,
  18479. smallest,
  18480. tx, ty, tz,
  18481. i, u, v;
  18482. // expose internals
  18483. this.tangents = tangents;
  18484. this.normals = normals;
  18485. this.binormals = binormals;
  18486. // compute the tangent vectors for each segment on the path
  18487. for ( i = 0; i < numpoints; i ++ ) {
  18488. u = i / ( numpoints - 1 );
  18489. tangents[ i ] = path.getTangentAt( u );
  18490. tangents[ i ].normalize();
  18491. }
  18492. initialNormal3();
  18493. /*
  18494. function initialNormal1(lastBinormal) {
  18495. // fixed start binormal. Has dangers of 0 vectors
  18496. normals[ 0 ] = new THREE.Vector3();
  18497. binormals[ 0 ] = new THREE.Vector3();
  18498. if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
  18499. normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
  18500. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  18501. }
  18502. function initialNormal2() {
  18503. // This uses the Frenet-Serret formula for deriving binormal
  18504. var t2 = path.getTangentAt( epsilon );
  18505. normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
  18506. binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
  18507. normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
  18508. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  18509. }
  18510. */
  18511. function initialNormal3() {
  18512. // select an initial normal vector perpenicular to the first tangent vector,
  18513. // and in the direction of the smallest tangent xyz component
  18514. normals[ 0 ] = new THREE.Vector3();
  18515. binormals[ 0 ] = new THREE.Vector3();
  18516. smallest = Number.MAX_VALUE;
  18517. tx = Math.abs( tangents[ 0 ].x );
  18518. ty = Math.abs( tangents[ 0 ].y );
  18519. tz = Math.abs( tangents[ 0 ].z );
  18520. if ( tx <= smallest ) {
  18521. smallest = tx;
  18522. normal.set( 1, 0, 0 );
  18523. }
  18524. if ( ty <= smallest ) {
  18525. smallest = ty;
  18526. normal.set( 0, 1, 0 );
  18527. }
  18528. if ( tz <= smallest ) {
  18529. normal.set( 0, 0, 1 );
  18530. }
  18531. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  18532. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  18533. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  18534. }
  18535. // compute the slowly-varying normal and binormal vectors for each segment on the path
  18536. for ( i = 1; i < numpoints; i ++ ) {
  18537. normals[ i ] = normals[ i-1 ].clone();
  18538. binormals[ i ] = binormals[ i-1 ].clone();
  18539. vec.crossVectors( tangents[ i-1 ], tangents[ i ] );
  18540. if ( vec.length() > epsilon ) {
  18541. vec.normalize();
  18542. theta = Math.acos( THREE.Math.clamp( tangents[ i-1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  18543. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  18544. }
  18545. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  18546. }
  18547. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  18548. if ( closed ) {
  18549. theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints-1 ] ), - 1, 1 ) );
  18550. theta /= ( numpoints - 1 );
  18551. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
  18552. theta = - theta;
  18553. }
  18554. for ( i = 1; i < numpoints; i ++ ) {
  18555. // twist a little...
  18556. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  18557. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  18558. }
  18559. }
  18560. };
  18561. // File:src/extras/geometries/PolyhedronGeometry.js
  18562. /**
  18563. * @author clockworkgeek / https://github.com/clockworkgeek
  18564. * @author timothypratley / https://github.com/timothypratley
  18565. * @author WestLangley / http://github.com/WestLangley
  18566. */
  18567. THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) {
  18568. THREE.Geometry.call( this );
  18569. this.type = 'PolyhedronGeometry';
  18570. this.parameters = {
  18571. vertices: vertices,
  18572. indices: indices,
  18573. radius: radius,
  18574. detail: detail
  18575. };
  18576. radius = radius || 1;
  18577. detail = detail || 0;
  18578. var that = this;
  18579. for ( var i = 0, l = vertices.length; i < l; i += 3 ) {
  18580. prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
  18581. }
  18582. var midpoints = [], p = this.vertices;
  18583. var faces = [];
  18584. for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) {
  18585. var v1 = p[ indices[ i ] ];
  18586. var v2 = p[ indices[ i + 1 ] ];
  18587. var v3 = p[ indices[ i + 2 ] ];
  18588. faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
  18589. }
  18590. var centroid = new THREE.Vector3();
  18591. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  18592. subdivide( faces[ i ], detail );
  18593. }
  18594. // Handle case when face straddles the seam
  18595. for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
  18596. var uvs = this.faceVertexUvs[ 0 ][ i ];
  18597. var x0 = uvs[ 0 ].x;
  18598. var x1 = uvs[ 1 ].x;
  18599. var x2 = uvs[ 2 ].x;
  18600. var max = Math.max( x0, Math.max( x1, x2 ) );
  18601. var min = Math.min( x0, Math.min( x1, x2 ) );
  18602. if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary
  18603. if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
  18604. if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
  18605. if ( x2 < 0.2 ) uvs[ 2 ].x += 1;
  18606. }
  18607. }
  18608. // Apply radius
  18609. for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
  18610. this.vertices[ i ].multiplyScalar( radius );
  18611. }
  18612. // Merge vertices
  18613. this.mergeVertices();
  18614. this.computeFaceNormals();
  18615. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  18616. // Project vector onto sphere's surface
  18617. function prepare( vector ) {
  18618. var vertex = vector.normalize().clone();
  18619. vertex.index = that.vertices.push( vertex ) - 1;
  18620. // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
  18621. var u = azimuth( vector ) / 2 / Math.PI + 0.5;
  18622. var v = inclination( vector ) / Math.PI + 0.5;
  18623. vertex.uv = new THREE.Vector2( u, 1 - v );
  18624. return vertex;
  18625. }
  18626. // Approximate a curved face with recursively sub-divided triangles.
  18627. function make( v1, v2, v3 ) {
  18628. var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
  18629. that.faces.push( face );
  18630. centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
  18631. var azi = azimuth( centroid );
  18632. that.faceVertexUvs[ 0 ].push( [
  18633. correctUV( v1.uv, v1, azi ),
  18634. correctUV( v2.uv, v2, azi ),
  18635. correctUV( v3.uv, v3, azi )
  18636. ] );
  18637. }
  18638. // Analytically subdivide a face to the required detail level.
  18639. function subdivide( face, detail ) {
  18640. var cols = Math.pow(2, detail);
  18641. var cells = Math.pow(4, detail);
  18642. var a = prepare( that.vertices[ face.a ] );
  18643. var b = prepare( that.vertices[ face.b ] );
  18644. var c = prepare( that.vertices[ face.c ] );
  18645. var v = [];
  18646. // Construct all of the vertices for this subdivision.
  18647. for ( var i = 0 ; i <= cols; i ++ ) {
  18648. v[ i ] = [];
  18649. var aj = prepare( a.clone().lerp( c, i / cols ) );
  18650. var bj = prepare( b.clone().lerp( c, i / cols ) );
  18651. var rows = cols - i;
  18652. for ( var j = 0; j <= rows; j ++) {
  18653. if ( j == 0 && i == cols ) {
  18654. v[ i ][ j ] = aj;
  18655. } else {
  18656. v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );
  18657. }
  18658. }
  18659. }
  18660. // Construct all of the faces.
  18661. for ( var i = 0; i < cols ; i ++ ) {
  18662. for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) {
  18663. var k = Math.floor( j / 2 );
  18664. if ( j % 2 == 0 ) {
  18665. make(
  18666. v[ i ][ k + 1],
  18667. v[ i + 1 ][ k ],
  18668. v[ i ][ k ]
  18669. );
  18670. } else {
  18671. make(
  18672. v[ i ][ k + 1 ],
  18673. v[ i + 1][ k + 1],
  18674. v[ i + 1 ][ k ]
  18675. );
  18676. }
  18677. }
  18678. }
  18679. }
  18680. // Angle around the Y axis, counter-clockwise when looking from above.
  18681. function azimuth( vector ) {
  18682. return Math.atan2( vector.z, - vector.x );
  18683. }
  18684. // Angle above the XZ plane.
  18685. function inclination( vector ) {
  18686. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  18687. }
  18688. // Texture fixing helper. Spheres have some odd behaviours.
  18689. function correctUV( uv, vector, azimuth ) {
  18690. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
  18691. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
  18692. return uv.clone();
  18693. }
  18694. };
  18695. THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18696. // File:src/extras/geometries/DodecahedronGeometry.js
  18697. /**
  18698. * @author Abe Pazos / https://hamoid.com
  18699. */
  18700. THREE.DodecahedronGeometry = function ( radius, detail ) {
  18701. this.parameters = {
  18702. radius: radius,
  18703. detail: detail
  18704. };
  18705. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  18706. var r = 1 / t;
  18707. var vertices = [
  18708. // (±1, ±1, ±1)
  18709. -1, -1, -1, -1, -1, 1,
  18710. -1, 1, -1, -1, 1, 1,
  18711. 1, -1, -1, 1, -1, 1,
  18712. 1, 1, -1, 1, 1, 1,
  18713. // (0, ±1/φ, ±φ)
  18714. 0, -r, -t, 0, -r, t,
  18715. 0, r, -t, 0, r, t,
  18716. // (±1/φ, ±φ, 0)
  18717. -r, -t, 0, -r, t, 0,
  18718. r, -t, 0, r, t, 0,
  18719. // (±φ, 0, ±1/φ)
  18720. -t, 0, -r, t, 0, -r,
  18721. -t, 0, r, t, 0, r
  18722. ];
  18723. var indices = [
  18724. 3, 11, 7, 3, 7, 15, 3, 15, 13,
  18725. 7, 19, 17, 7, 17, 6, 7, 6, 15,
  18726. 17, 4, 8, 17, 8, 10, 17, 10, 6,
  18727. 8, 0, 16, 8, 16, 2, 8, 2, 10,
  18728. 0, 12, 1, 0, 1, 18, 0, 18, 16,
  18729. 6, 10, 2, 6, 2, 13, 6, 13, 15,
  18730. 2, 16, 18, 2, 18, 3, 2, 3, 13,
  18731. 18, 1, 9, 18, 9, 11, 18, 11, 3,
  18732. 4, 14, 12, 4, 12, 0, 4, 0, 8,
  18733. 11, 9, 5, 11, 5, 19, 11, 19, 7,
  18734. 19, 5, 14, 19, 14, 4, 19, 4, 17,
  18735. 1, 12, 14, 1, 14, 5, 1, 5, 9
  18736. ];
  18737. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  18738. };
  18739. THREE.DodecahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18740. // File:src/extras/geometries/IcosahedronGeometry.js
  18741. /**
  18742. * @author timothypratley / https://github.com/timothypratley
  18743. */
  18744. THREE.IcosahedronGeometry = function ( radius, detail ) {
  18745. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  18746. var vertices = [
  18747. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  18748. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  18749. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  18750. ];
  18751. var indices = [
  18752. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  18753. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  18754. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  18755. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  18756. ];
  18757. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  18758. this.type = 'IcosahedronGeometry';
  18759. this.parameters = {
  18760. radius: radius,
  18761. detail: detail
  18762. };
  18763. };
  18764. THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18765. // File:src/extras/geometries/OctahedronGeometry.js
  18766. /**
  18767. * @author timothypratley / https://github.com/timothypratley
  18768. */
  18769. THREE.OctahedronGeometry = function ( radius, detail ) {
  18770. this.parameters = {
  18771. radius: radius,
  18772. detail: detail
  18773. };
  18774. var vertices = [
  18775. 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0,- 1, 0, 0, 0, 1, 0, 0,- 1
  18776. ];
  18777. var indices = [
  18778. 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2
  18779. ];
  18780. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  18781. this.type = 'OctahedronGeometry';
  18782. this.parameters = {
  18783. radius: radius,
  18784. detail: detail
  18785. };
  18786. };
  18787. THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18788. // File:src/extras/geometries/TetrahedronGeometry.js
  18789. /**
  18790. * @author timothypratley / https://github.com/timothypratley
  18791. */
  18792. THREE.TetrahedronGeometry = function ( radius, detail ) {
  18793. var vertices = [
  18794. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  18795. ];
  18796. var indices = [
  18797. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  18798. ];
  18799. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  18800. this.type = 'TetrahedronGeometry';
  18801. this.parameters = {
  18802. radius: radius,
  18803. detail: detail
  18804. };
  18805. };
  18806. THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18807. // File:src/extras/geometries/ParametricGeometry.js
  18808. /**
  18809. * @author zz85 / https://github.com/zz85
  18810. * Parametric Surfaces Geometry
  18811. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  18812. *
  18813. * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements );
  18814. *
  18815. */
  18816. THREE.ParametricGeometry = function ( func, slices, stacks ) {
  18817. THREE.Geometry.call( this );
  18818. this.type = 'ParametricGeometry';
  18819. this.parameters = {
  18820. func: func,
  18821. slices: slices,
  18822. stacks: stacks
  18823. };
  18824. var verts = this.vertices;
  18825. var faces = this.faces;
  18826. var uvs = this.faceVertexUvs[ 0 ];
  18827. var i, il, j, p;
  18828. var u, v;
  18829. var stackCount = stacks + 1;
  18830. var sliceCount = slices + 1;
  18831. for ( i = 0; i <= stacks; i ++ ) {
  18832. v = i / stacks;
  18833. for ( j = 0; j <= slices; j ++ ) {
  18834. u = j / slices;
  18835. p = func( u, v );
  18836. verts.push( p );
  18837. }
  18838. }
  18839. var a, b, c, d;
  18840. var uva, uvb, uvc, uvd;
  18841. for ( i = 0; i < stacks; i ++ ) {
  18842. for ( j = 0; j < slices; j ++ ) {
  18843. a = i * sliceCount + j;
  18844. b = i * sliceCount + j + 1;
  18845. c = (i + 1) * sliceCount + j + 1;
  18846. d = (i + 1) * sliceCount + j;
  18847. uva = new THREE.Vector2( j / slices, i / stacks );
  18848. uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
  18849. uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
  18850. uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
  18851. faces.push( new THREE.Face3( a, b, d ) );
  18852. uvs.push( [ uva, uvb, uvd ] );
  18853. faces.push( new THREE.Face3( b, c, d ) );
  18854. uvs.push( [ uvb.clone(), uvc, uvd.clone() ] );
  18855. }
  18856. }
  18857. // console.log(this);
  18858. // magic bullet
  18859. // var diff = this.mergeVertices();
  18860. // console.log('removed ', diff, ' vertices by merging');
  18861. this.computeFaceNormals();
  18862. this.computeVertexNormals();
  18863. };
  18864. THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18865. // File:src/extras/helpers/AxisHelper.js
  18866. /**
  18867. * @author sroucheray / http://sroucheray.org/
  18868. * @author mrdoob / http://mrdoob.com/
  18869. */
  18870. THREE.AxisHelper = function ( size ) {
  18871. size = size || 1;
  18872. var vertices = new Float32Array( [
  18873. 0, 0, 0, size, 0, 0,
  18874. 0, 0, 0, 0, size, 0,
  18875. 0, 0, 0, 0, 0, size
  18876. ] );
  18877. var colors = new Float32Array( [
  18878. 1, 0, 0, 1, 0.6, 0,
  18879. 0, 1, 0, 0.6, 1, 0,
  18880. 0, 0, 1, 0, 0.6, 1
  18881. ] );
  18882. var geometry = new THREE.BufferGeometry();
  18883. geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  18884. geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  18885. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  18886. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  18887. };
  18888. THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
  18889. // File:src/extras/helpers/ArrowHelper.js
  18890. /**
  18891. * @author WestLangley / http://github.com/WestLangley
  18892. * @author zz85 / http://github.com/zz85
  18893. * @author bhouston / http://exocortex.com
  18894. *
  18895. * Creates an arrow for visualizing directions
  18896. *
  18897. * Parameters:
  18898. * dir - Vector3
  18899. * origin - Vector3
  18900. * length - Number
  18901. * color - color in hex value
  18902. * headLength - Number
  18903. * headWidth - Number
  18904. */
  18905. THREE.ArrowHelper = ( function () {
  18906. var lineGeometry = new THREE.Geometry();
  18907. lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
  18908. var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 );
  18909. coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
  18910. return function ( dir, origin, length, color, headLength, headWidth ) {
  18911. // dir is assumed to be normalized
  18912. THREE.Object3D.call( this );
  18913. if ( color === undefined ) color = 0xffff00;
  18914. if ( length === undefined ) length = 1;
  18915. if ( headLength === undefined ) headLength = 0.2 * length;
  18916. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  18917. this.position.copy( origin );
  18918. this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) );
  18919. this.line.matrixAutoUpdate = false;
  18920. this.add( this.line );
  18921. this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) );
  18922. this.cone.matrixAutoUpdate = false;
  18923. this.add( this.cone );
  18924. this.setDirection( dir );
  18925. this.setLength( length, headLength, headWidth );
  18926. }
  18927. }() );
  18928. THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
  18929. THREE.ArrowHelper.prototype.setDirection = ( function () {
  18930. var axis = new THREE.Vector3();
  18931. var radians;
  18932. return function ( dir ) {
  18933. // dir is assumed to be normalized
  18934. if ( dir.y > 0.99999 ) {
  18935. this.quaternion.set( 0, 0, 0, 1 );
  18936. } else if ( dir.y < - 0.99999 ) {
  18937. this.quaternion.set( 1, 0, 0, 0 );
  18938. } else {
  18939. axis.set( dir.z, 0, - dir.x ).normalize();
  18940. radians = Math.acos( dir.y );
  18941. this.quaternion.setFromAxisAngle( axis, radians );
  18942. }
  18943. };
  18944. }() );
  18945. THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  18946. if ( headLength === undefined ) headLength = 0.2 * length;
  18947. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  18948. this.line.scale.set( 1, length, 1 );
  18949. this.line.updateMatrix();
  18950. this.cone.scale.set( headWidth, headLength, headWidth );
  18951. this.cone.position.y = length;
  18952. this.cone.updateMatrix();
  18953. };
  18954. THREE.ArrowHelper.prototype.setColor = function ( color ) {
  18955. this.line.material.color.set( color );
  18956. this.cone.material.color.set( color );
  18957. };
  18958. // File:src/extras/helpers/BoxHelper.js
  18959. /**
  18960. * @author mrdoob / http://mrdoob.com/
  18961. */
  18962. THREE.BoxHelper = function ( object ) {
  18963. var geometry = new THREE.BufferGeometry();
  18964. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 72 ), 3 ) );
  18965. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ), THREE.LinePieces );
  18966. if ( object !== undefined ) {
  18967. this.update( object );
  18968. }
  18969. };
  18970. THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype );
  18971. THREE.BoxHelper.prototype.update = function ( object ) {
  18972. var geometry = object.geometry;
  18973. if ( geometry.boundingBox === null ) {
  18974. geometry.computeBoundingBox();
  18975. }
  18976. var min = geometry.boundingBox.min;
  18977. var max = geometry.boundingBox.max;
  18978. /*
  18979. 5____4
  18980. 1/___0/|
  18981. | 6__|_7
  18982. 2/___3/
  18983. 0: max.x, max.y, max.z
  18984. 1: min.x, max.y, max.z
  18985. 2: min.x, min.y, max.z
  18986. 3: max.x, min.y, max.z
  18987. 4: max.x, max.y, min.z
  18988. 5: min.x, max.y, min.z
  18989. 6: min.x, min.y, min.z
  18990. 7: max.x, min.y, min.z
  18991. */
  18992. var vertices = this.geometry.attributes.position.array;
  18993. vertices[ 0 ] = max.x; vertices[ 1 ] = max.y; vertices[ 2 ] = max.z;
  18994. vertices[ 3 ] = min.x; vertices[ 4 ] = max.y; vertices[ 5 ] = max.z;
  18995. vertices[ 6 ] = min.x; vertices[ 7 ] = max.y; vertices[ 8 ] = max.z;
  18996. vertices[ 9 ] = min.x; vertices[ 10 ] = min.y; vertices[ 11 ] = max.z;
  18997. vertices[ 12 ] = min.x; vertices[ 13 ] = min.y; vertices[ 14 ] = max.z;
  18998. vertices[ 15 ] = max.x; vertices[ 16 ] = min.y; vertices[ 17 ] = max.z;
  18999. vertices[ 18 ] = max.x; vertices[ 19 ] = min.y; vertices[ 20 ] = max.z;
  19000. vertices[ 21 ] = max.x; vertices[ 22 ] = max.y; vertices[ 23 ] = max.z;
  19001. //
  19002. vertices[ 24 ] = max.x; vertices[ 25 ] = max.y; vertices[ 26 ] = min.z;
  19003. vertices[ 27 ] = min.x; vertices[ 28 ] = max.y; vertices[ 29 ] = min.z;
  19004. vertices[ 30 ] = min.x; vertices[ 31 ] = max.y; vertices[ 32 ] = min.z;
  19005. vertices[ 33 ] = min.x; vertices[ 34 ] = min.y; vertices[ 35 ] = min.z;
  19006. vertices[ 36 ] = min.x; vertices[ 37 ] = min.y; vertices[ 38 ] = min.z;
  19007. vertices[ 39 ] = max.x; vertices[ 40 ] = min.y; vertices[ 41 ] = min.z;
  19008. vertices[ 42 ] = max.x; vertices[ 43 ] = min.y; vertices[ 44 ] = min.z;
  19009. vertices[ 45 ] = max.x; vertices[ 46 ] = max.y; vertices[ 47 ] = min.z;
  19010. //
  19011. vertices[ 48 ] = max.x; vertices[ 49 ] = max.y; vertices[ 50 ] = max.z;
  19012. vertices[ 51 ] = max.x; vertices[ 52 ] = max.y; vertices[ 53 ] = min.z;
  19013. vertices[ 54 ] = min.x; vertices[ 55 ] = max.y; vertices[ 56 ] = max.z;
  19014. vertices[ 57 ] = min.x; vertices[ 58 ] = max.y; vertices[ 59 ] = min.z;
  19015. vertices[ 60 ] = min.x; vertices[ 61 ] = min.y; vertices[ 62 ] = max.z;
  19016. vertices[ 63 ] = min.x; vertices[ 64 ] = min.y; vertices[ 65 ] = min.z;
  19017. vertices[ 66 ] = max.x; vertices[ 67 ] = min.y; vertices[ 68 ] = max.z;
  19018. vertices[ 69 ] = max.x; vertices[ 70 ] = min.y; vertices[ 71 ] = min.z;
  19019. this.geometry.attributes.position.needsUpdate = true;
  19020. this.geometry.computeBoundingSphere();
  19021. this.matrix = object.matrixWorld;
  19022. this.matrixAutoUpdate = false;
  19023. };
  19024. // File:src/extras/helpers/BoundingBoxHelper.js
  19025. /**
  19026. * @author WestLangley / http://github.com/WestLangley
  19027. */
  19028. // a helper to show the world-axis-aligned bounding box for an object
  19029. THREE.BoundingBoxHelper = function ( object, hex ) {
  19030. var color = ( hex !== undefined ) ? hex : 0x888888;
  19031. this.object = object;
  19032. this.box = new THREE.Box3();
  19033. THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );
  19034. };
  19035. THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );
  19036. THREE.BoundingBoxHelper.prototype.update = function () {
  19037. this.box.setFromObject( this.object );
  19038. this.box.size( this.scale );
  19039. this.box.center( this.position );
  19040. };
  19041. // File:src/extras/helpers/CameraHelper.js
  19042. /**
  19043. * @author alteredq / http://alteredqualia.com/
  19044. *
  19045. * - shows frustum, line of sight and up of the camera
  19046. * - suitable for fast updates
  19047. * - based on frustum visualization in lightgl.js shadowmap example
  19048. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  19049. */
  19050. THREE.CameraHelper = function ( camera ) {
  19051. var geometry = new THREE.Geometry();
  19052. var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
  19053. var pointMap = {};
  19054. // colors
  19055. var hexFrustum = 0xffaa00;
  19056. var hexCone = 0xff0000;
  19057. var hexUp = 0x00aaff;
  19058. var hexTarget = 0xffffff;
  19059. var hexCross = 0x333333;
  19060. // near
  19061. addLine( "n1", "n2", hexFrustum );
  19062. addLine( "n2", "n4", hexFrustum );
  19063. addLine( "n4", "n3", hexFrustum );
  19064. addLine( "n3", "n1", hexFrustum );
  19065. // far
  19066. addLine( "f1", "f2", hexFrustum );
  19067. addLine( "f2", "f4", hexFrustum );
  19068. addLine( "f4", "f3", hexFrustum );
  19069. addLine( "f3", "f1", hexFrustum );
  19070. // sides
  19071. addLine( "n1", "f1", hexFrustum );
  19072. addLine( "n2", "f2", hexFrustum );
  19073. addLine( "n3", "f3", hexFrustum );
  19074. addLine( "n4", "f4", hexFrustum );
  19075. // cone
  19076. addLine( "p", "n1", hexCone );
  19077. addLine( "p", "n2", hexCone );
  19078. addLine( "p", "n3", hexCone );
  19079. addLine( "p", "n4", hexCone );
  19080. // up
  19081. addLine( "u1", "u2", hexUp );
  19082. addLine( "u2", "u3", hexUp );
  19083. addLine( "u3", "u1", hexUp );
  19084. // target
  19085. addLine( "c", "t", hexTarget );
  19086. addLine( "p", "c", hexCross );
  19087. // cross
  19088. addLine( "cn1", "cn2", hexCross );
  19089. addLine( "cn3", "cn4", hexCross );
  19090. addLine( "cf1", "cf2", hexCross );
  19091. addLine( "cf3", "cf4", hexCross );
  19092. function addLine( a, b, hex ) {
  19093. addPoint( a, hex );
  19094. addPoint( b, hex );
  19095. }
  19096. function addPoint( id, hex ) {
  19097. geometry.vertices.push( new THREE.Vector3() );
  19098. geometry.colors.push( new THREE.Color( hex ) );
  19099. if ( pointMap[ id ] === undefined ) {
  19100. pointMap[ id ] = [];
  19101. }
  19102. pointMap[ id ].push( geometry.vertices.length - 1 );
  19103. }
  19104. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  19105. this.camera = camera;
  19106. this.matrix = camera.matrixWorld;
  19107. this.matrixAutoUpdate = false;
  19108. this.pointMap = pointMap;
  19109. this.update();
  19110. };
  19111. THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
  19112. THREE.CameraHelper.prototype.update = function () {
  19113. var vector = new THREE.Vector3();
  19114. var camera = new THREE.Camera();
  19115. return function () {
  19116. var scope = this;
  19117. var w = 1, h = 1;
  19118. // we need just camera projection matrix
  19119. // world matrix must be identity
  19120. camera.projectionMatrix.copy( this.camera.projectionMatrix );
  19121. // center / target
  19122. setPoint( "c", 0, 0, - 1 );
  19123. setPoint( "t", 0, 0, 1 );
  19124. // near
  19125. setPoint( "n1", - w, - h, - 1 );
  19126. setPoint( "n2", w, - h, - 1 );
  19127. setPoint( "n3", - w, h, - 1 );
  19128. setPoint( "n4", w, h, - 1 );
  19129. // far
  19130. setPoint( "f1", - w, - h, 1 );
  19131. setPoint( "f2", w, - h, 1 );
  19132. setPoint( "f3", - w, h, 1 );
  19133. setPoint( "f4", w, h, 1 );
  19134. // up
  19135. setPoint( "u1", w * 0.7, h * 1.1, - 1 );
  19136. setPoint( "u2", - w * 0.7, h * 1.1, - 1 );
  19137. setPoint( "u3", 0, h * 2, - 1 );
  19138. // cross
  19139. setPoint( "cf1", - w, 0, 1 );
  19140. setPoint( "cf2", w, 0, 1 );
  19141. setPoint( "cf3", 0, - h, 1 );
  19142. setPoint( "cf4", 0, h, 1 );
  19143. setPoint( "cn1", - w, 0, - 1 );
  19144. setPoint( "cn2", w, 0, - 1 );
  19145. setPoint( "cn3", 0, - h, - 1 );
  19146. setPoint( "cn4", 0, h, - 1 );
  19147. function setPoint( point, x, y, z ) {
  19148. vector.set( x, y, z ).unproject( camera );
  19149. var points = scope.pointMap[ point ];
  19150. if ( points !== undefined ) {
  19151. for ( var i = 0, il = points.length; i < il; i ++ ) {
  19152. scope.geometry.vertices[ points[ i ] ].copy( vector );
  19153. }
  19154. }
  19155. }
  19156. this.geometry.verticesNeedUpdate = true;
  19157. };
  19158. }();
  19159. // File:src/extras/helpers/DirectionalLightHelper.js
  19160. /**
  19161. * @author alteredq / http://alteredqualia.com/
  19162. * @author mrdoob / http://mrdoob.com/
  19163. * @author WestLangley / http://github.com/WestLangley
  19164. */
  19165. THREE.DirectionalLightHelper = function ( light, size ) {
  19166. THREE.Object3D.call( this );
  19167. this.light = light;
  19168. this.light.updateMatrixWorld();
  19169. this.matrix = light.matrixWorld;
  19170. this.matrixAutoUpdate = false;
  19171. size = size || 1;
  19172. var geometry = new THREE.Geometry();
  19173. geometry.vertices.push(
  19174. new THREE.Vector3( - size, size, 0 ),
  19175. new THREE.Vector3( size, size, 0 ),
  19176. new THREE.Vector3( size, - size, 0 ),
  19177. new THREE.Vector3( - size, - size, 0 ),
  19178. new THREE.Vector3( - size, size, 0 )
  19179. );
  19180. var material = new THREE.LineBasicMaterial( { fog: false } );
  19181. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19182. this.lightPlane = new THREE.Line( geometry, material );
  19183. this.add( this.lightPlane );
  19184. geometry = new THREE.Geometry();
  19185. geometry.vertices.push(
  19186. new THREE.Vector3(),
  19187. new THREE.Vector3()
  19188. );
  19189. material = new THREE.LineBasicMaterial( { fog: false } );
  19190. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19191. this.targetLine = new THREE.Line( geometry, material );
  19192. this.add( this.targetLine );
  19193. this.update();
  19194. };
  19195. THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  19196. THREE.DirectionalLightHelper.prototype.dispose = function () {
  19197. this.lightPlane.geometry.dispose();
  19198. this.lightPlane.material.dispose();
  19199. this.targetLine.geometry.dispose();
  19200. this.targetLine.material.dispose();
  19201. };
  19202. THREE.DirectionalLightHelper.prototype.update = function () {
  19203. var v1 = new THREE.Vector3();
  19204. var v2 = new THREE.Vector3();
  19205. var v3 = new THREE.Vector3();
  19206. return function () {
  19207. v1.setFromMatrixPosition( this.light.matrixWorld );
  19208. v2.setFromMatrixPosition( this.light.target.matrixWorld );
  19209. v3.subVectors( v2, v1 );
  19210. this.lightPlane.lookAt( v3 );
  19211. this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19212. this.targetLine.geometry.vertices[ 1 ].copy( v3 );
  19213. this.targetLine.geometry.verticesNeedUpdate = true;
  19214. this.targetLine.material.color.copy( this.lightPlane.material.color );
  19215. };
  19216. }();
  19217. // File:src/extras/helpers/EdgesHelper.js
  19218. /**
  19219. * @author WestLangley / http://github.com/WestLangley
  19220. */
  19221. THREE.EdgesHelper = function ( object, hex ) {
  19222. var color = ( hex !== undefined ) ? hex : 0xffffff;
  19223. var edge = [ 0, 0 ], hash = {};
  19224. var sortFunction = function ( a, b ) { return a - b };
  19225. var keys = [ 'a', 'b', 'c' ];
  19226. var geometry = new THREE.BufferGeometry();
  19227. var geometry2 = object.geometry.clone();
  19228. geometry2.mergeVertices();
  19229. geometry2.computeFaceNormals();
  19230. var vertices = geometry2.vertices;
  19231. var faces = geometry2.faces;
  19232. var numEdges = 0;
  19233. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19234. var face = faces[ i ];
  19235. for ( var j = 0; j < 3; j ++ ) {
  19236. edge[ 0 ] = face[ keys[ j ] ];
  19237. edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
  19238. edge.sort( sortFunction );
  19239. var key = edge.toString();
  19240. if ( hash[ key ] === undefined ) {
  19241. hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
  19242. numEdges ++;
  19243. } else {
  19244. hash[ key ].face2 = i;
  19245. }
  19246. }
  19247. }
  19248. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( numEdges * 2 * 3 ), 3 ) );
  19249. var coords = geometry.attributes.position.array;
  19250. var index = 0;
  19251. for ( var key in hash ) {
  19252. var h = hash[ key ];
  19253. if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) < 0.9999 ) { // hardwired const OK
  19254. var vertex = vertices[ h.vert1 ];
  19255. coords[ index ++ ] = vertex.x;
  19256. coords[ index ++ ] = vertex.y;
  19257. coords[ index ++ ] = vertex.z;
  19258. vertex = vertices[ h.vert2 ];
  19259. coords[ index ++ ] = vertex.x;
  19260. coords[ index ++ ] = vertex.y;
  19261. coords[ index ++ ] = vertex.z;
  19262. }
  19263. }
  19264. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
  19265. this.matrix = object.matrixWorld;
  19266. this.matrixAutoUpdate = false;
  19267. };
  19268. THREE.EdgesHelper.prototype = Object.create( THREE.Line.prototype );
  19269. // File:src/extras/helpers/FaceNormalsHelper.js
  19270. /**
  19271. * @author mrdoob / http://mrdoob.com/
  19272. * @author WestLangley / http://github.com/WestLangley
  19273. */
  19274. THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {
  19275. this.object = object;
  19276. this.size = ( size !== undefined ) ? size : 1;
  19277. var color = ( hex !== undefined ) ? hex : 0xffff00;
  19278. var width = ( linewidth !== undefined ) ? linewidth : 1;
  19279. var geometry = new THREE.Geometry();
  19280. var faces = this.object.geometry.faces;
  19281. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19282. geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
  19283. }
  19284. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  19285. this.matrixAutoUpdate = false;
  19286. this.normalMatrix = new THREE.Matrix3();
  19287. this.update();
  19288. };
  19289. THREE.FaceNormalsHelper.prototype = Object.create( THREE.Line.prototype );
  19290. THREE.FaceNormalsHelper.prototype.update = function () {
  19291. var vertices = this.geometry.vertices;
  19292. var object = this.object;
  19293. var objectVertices = object.geometry.vertices;
  19294. var objectFaces = object.geometry.faces;
  19295. var objectWorldMatrix = object.matrixWorld;
  19296. object.updateMatrixWorld( true );
  19297. this.normalMatrix.getNormalMatrix( objectWorldMatrix );
  19298. for ( var i = 0, i2 = 0, l = objectFaces.length; i < l; i ++, i2 += 2 ) {
  19299. var face = objectFaces[ i ];
  19300. vertices[ i2 ].copy( objectVertices[ face.a ] )
  19301. .add( objectVertices[ face.b ] )
  19302. .add( objectVertices[ face.c ] )
  19303. .divideScalar( 3 )
  19304. .applyMatrix4( objectWorldMatrix );
  19305. vertices[ i2 + 1 ].copy( face.normal )
  19306. .applyMatrix3( this.normalMatrix )
  19307. .normalize()
  19308. .multiplyScalar( this.size )
  19309. .add( vertices[ i2 ] );
  19310. }
  19311. this.geometry.verticesNeedUpdate = true;
  19312. return this;
  19313. };
  19314. // File:src/extras/helpers/GridHelper.js
  19315. /**
  19316. * @author mrdoob / http://mrdoob.com/
  19317. */
  19318. THREE.GridHelper = function ( size, step ) {
  19319. var geometry = new THREE.Geometry();
  19320. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  19321. this.color1 = new THREE.Color( 0x444444 );
  19322. this.color2 = new THREE.Color( 0x888888 );
  19323. for ( var i = - size; i <= size; i += step ) {
  19324. geometry.vertices.push(
  19325. new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ),
  19326. new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size )
  19327. );
  19328. var color = i === 0 ? this.color1 : this.color2;
  19329. geometry.colors.push( color, color, color, color );
  19330. }
  19331. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  19332. };
  19333. THREE.GridHelper.prototype = Object.create( THREE.Line.prototype );
  19334. THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) {
  19335. this.color1.set( colorCenterLine );
  19336. this.color2.set( colorGrid );
  19337. this.geometry.colorsNeedUpdate = true;
  19338. }
  19339. // File:src/extras/helpers/HemisphereLightHelper.js
  19340. /**
  19341. * @author alteredq / http://alteredqualia.com/
  19342. * @author mrdoob / http://mrdoob.com/
  19343. */
  19344. THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
  19345. THREE.Object3D.call( this );
  19346. this.light = light;
  19347. this.light.updateMatrixWorld();
  19348. this.matrix = light.matrixWorld;
  19349. this.matrixAutoUpdate = false;
  19350. this.colors = [ new THREE.Color(), new THREE.Color() ];
  19351. var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  19352. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  19353. for ( var i = 0, il = 8; i < il; i ++ ) {
  19354. geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];
  19355. }
  19356. var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );
  19357. this.lightSphere = new THREE.Mesh( geometry, material );
  19358. this.add( this.lightSphere );
  19359. this.update();
  19360. };
  19361. THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  19362. THREE.HemisphereLightHelper.prototype.dispose = function () {
  19363. this.lightSphere.geometry.dispose();
  19364. this.lightSphere.material.dispose();
  19365. };
  19366. THREE.HemisphereLightHelper.prototype.update = function () {
  19367. var vector = new THREE.Vector3();
  19368. return function () {
  19369. this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
  19370. this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
  19371. this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  19372. this.lightSphere.geometry.colorsNeedUpdate = true;
  19373. }
  19374. }();
  19375. // File:src/extras/helpers/PointLightHelper.js
  19376. /**
  19377. * @author alteredq / http://alteredqualia.com/
  19378. * @author mrdoob / http://mrdoob.com/
  19379. */
  19380. THREE.PointLightHelper = function ( light, sphereSize ) {
  19381. this.light = light;
  19382. this.light.updateMatrixWorld();
  19383. var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  19384. var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
  19385. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19386. THREE.Mesh.call( this, geometry, material );
  19387. this.matrix = this.light.matrixWorld;
  19388. this.matrixAutoUpdate = false;
  19389. /*
  19390. var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  19391. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  19392. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  19393. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  19394. var d = light.distance;
  19395. if ( d === 0.0 ) {
  19396. this.lightDistance.visible = false;
  19397. } else {
  19398. this.lightDistance.scale.set( d, d, d );
  19399. }
  19400. this.add( this.lightDistance );
  19401. */
  19402. };
  19403. THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype );
  19404. THREE.PointLightHelper.prototype.dispose = function () {
  19405. this.geometry.dispose();
  19406. this.material.dispose();
  19407. };
  19408. THREE.PointLightHelper.prototype.update = function () {
  19409. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19410. /*
  19411. var d = this.light.distance;
  19412. if ( d === 0.0 ) {
  19413. this.lightDistance.visible = false;
  19414. } else {
  19415. this.lightDistance.visible = true;
  19416. this.lightDistance.scale.set( d, d, d );
  19417. }
  19418. */
  19419. };
  19420. // File:src/extras/helpers/SkeletonHelper.js
  19421. /**
  19422. * @author Sean Griffin / http://twitter.com/sgrif
  19423. * @author Michael Guerrero / http://realitymeltdown.com
  19424. * @author mrdoob / http://mrdoob.com/
  19425. * @author ikerr / http://verold.com
  19426. */
  19427. THREE.SkeletonHelper = function ( object ) {
  19428. this.bones = this.getBoneList( object );
  19429. var geometry = new THREE.Geometry();
  19430. for ( var i = 0; i < this.bones.length; i ++ ) {
  19431. var bone = this.bones[ i ];
  19432. if ( bone.parent instanceof THREE.Bone ) {
  19433. geometry.vertices.push( new THREE.Vector3() );
  19434. geometry.vertices.push( new THREE.Vector3() );
  19435. geometry.colors.push( new THREE.Color( 0, 0, 1 ) );
  19436. geometry.colors.push( new THREE.Color( 0, 1, 0 ) );
  19437. }
  19438. }
  19439. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  19440. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  19441. this.root = object;
  19442. this.matrix = object.matrixWorld;
  19443. this.matrixAutoUpdate = false;
  19444. this.update();
  19445. };
  19446. THREE.SkeletonHelper.prototype = Object.create( THREE.Line.prototype );
  19447. THREE.SkeletonHelper.prototype.getBoneList = function( object ) {
  19448. var boneList = [];
  19449. if ( object instanceof THREE.Bone ) {
  19450. boneList.push( object );
  19451. }
  19452. for ( var i = 0; i < object.children.length; i ++ ) {
  19453. boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) );
  19454. }
  19455. return boneList;
  19456. };
  19457. THREE.SkeletonHelper.prototype.update = function () {
  19458. var geometry = this.geometry;
  19459. var matrixWorldInv = new THREE.Matrix4().getInverse( this.root.matrixWorld );
  19460. var boneMatrix = new THREE.Matrix4();
  19461. var j = 0;
  19462. for ( var i = 0; i < this.bones.length; i ++ ) {
  19463. var bone = this.bones[ i ];
  19464. if ( bone.parent instanceof THREE.Bone ) {
  19465. boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
  19466. geometry.vertices[ j ].setFromMatrixPosition( boneMatrix );
  19467. boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
  19468. geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix );
  19469. j += 2;
  19470. }
  19471. }
  19472. geometry.verticesNeedUpdate = true;
  19473. geometry.computeBoundingSphere();
  19474. };
  19475. // File:src/extras/helpers/SpotLightHelper.js
  19476. /**
  19477. * @author alteredq / http://alteredqualia.com/
  19478. * @author mrdoob / http://mrdoob.com/
  19479. * @author WestLangley / http://github.com/WestLangley
  19480. */
  19481. THREE.SpotLightHelper = function ( light ) {
  19482. THREE.Object3D.call( this );
  19483. this.light = light;
  19484. this.light.updateMatrixWorld();
  19485. this.matrix = light.matrixWorld;
  19486. this.matrixAutoUpdate = false;
  19487. var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true );
  19488. geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
  19489. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  19490. var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
  19491. this.cone = new THREE.Mesh( geometry, material );
  19492. this.add( this.cone );
  19493. this.update();
  19494. };
  19495. THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  19496. THREE.SpotLightHelper.prototype.dispose = function () {
  19497. this.cone.geometry.dispose();
  19498. this.cone.material.dispose();
  19499. };
  19500. THREE.SpotLightHelper.prototype.update = function () {
  19501. var vector = new THREE.Vector3();
  19502. var vector2 = new THREE.Vector3();
  19503. return function () {
  19504. var coneLength = this.light.distance ? this.light.distance : 10000;
  19505. var coneWidth = coneLength * Math.tan( this.light.angle );
  19506. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  19507. vector.setFromMatrixPosition( this.light.matrixWorld );
  19508. vector2.setFromMatrixPosition( this.light.target.matrixWorld );
  19509. this.cone.lookAt( vector2.sub( vector ) );
  19510. this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19511. };
  19512. }();
  19513. // File:src/extras/helpers/VertexNormalsHelper.js
  19514. /**
  19515. * @author mrdoob / http://mrdoob.com/
  19516. * @author WestLangley / http://github.com/WestLangley
  19517. */
  19518. THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {
  19519. this.object = object;
  19520. this.size = ( size !== undefined ) ? size : 1;
  19521. var color = ( hex !== undefined ) ? hex : 0xff0000;
  19522. var width = ( linewidth !== undefined ) ? linewidth : 1;
  19523. var geometry = new THREE.Geometry();
  19524. var vertices = object.geometry.vertices;
  19525. var faces = object.geometry.faces;
  19526. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19527. var face = faces[ i ];
  19528. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  19529. geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
  19530. }
  19531. }
  19532. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  19533. this.matrixAutoUpdate = false;
  19534. this.normalMatrix = new THREE.Matrix3();
  19535. this.update();
  19536. };
  19537. THREE.VertexNormalsHelper.prototype = Object.create( THREE.Line.prototype );
  19538. THREE.VertexNormalsHelper.prototype.update = ( function ( object ) {
  19539. var v1 = new THREE.Vector3();
  19540. return function( object ) {
  19541. var keys = [ 'a', 'b', 'c', 'd' ];
  19542. this.object.updateMatrixWorld( true );
  19543. this.normalMatrix.getNormalMatrix( this.object.matrixWorld );
  19544. var vertices = this.geometry.vertices;
  19545. var verts = this.object.geometry.vertices;
  19546. var faces = this.object.geometry.faces;
  19547. var worldMatrix = this.object.matrixWorld;
  19548. var idx = 0;
  19549. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19550. var face = faces[ i ];
  19551. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  19552. var vertexId = face[ keys[ j ] ];
  19553. var vertex = verts[ vertexId ];
  19554. var normal = face.vertexNormals[ j ];
  19555. vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
  19556. v1.copy( normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size );
  19557. v1.add( vertices[ idx ] );
  19558. idx = idx + 1;
  19559. vertices[ idx ].copy( v1 );
  19560. idx = idx + 1;
  19561. }
  19562. }
  19563. this.geometry.verticesNeedUpdate = true;
  19564. return this;
  19565. }
  19566. }());
  19567. // File:src/extras/helpers/VertexTangentsHelper.js
  19568. /**
  19569. * @author mrdoob / http://mrdoob.com/
  19570. * @author WestLangley / http://github.com/WestLangley
  19571. */
  19572. THREE.VertexTangentsHelper = function ( object, size, hex, linewidth ) {
  19573. this.object = object;
  19574. this.size = ( size !== undefined ) ? size : 1;
  19575. var color = ( hex !== undefined ) ? hex : 0x0000ff;
  19576. var width = ( linewidth !== undefined ) ? linewidth : 1;
  19577. var geometry = new THREE.Geometry();
  19578. var vertices = object.geometry.vertices;
  19579. var faces = object.geometry.faces;
  19580. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19581. var face = faces[ i ];
  19582. for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
  19583. geometry.vertices.push( new THREE.Vector3() );
  19584. geometry.vertices.push( new THREE.Vector3() );
  19585. }
  19586. }
  19587. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  19588. this.matrixAutoUpdate = false;
  19589. this.update();
  19590. };
  19591. THREE.VertexTangentsHelper.prototype = Object.create( THREE.Line.prototype );
  19592. THREE.VertexTangentsHelper.prototype.update = ( function ( object ) {
  19593. var v1 = new THREE.Vector3();
  19594. return function( object ) {
  19595. var keys = [ 'a', 'b', 'c', 'd' ];
  19596. this.object.updateMatrixWorld( true );
  19597. var vertices = this.geometry.vertices;
  19598. var verts = this.object.geometry.vertices;
  19599. var faces = this.object.geometry.faces;
  19600. var worldMatrix = this.object.matrixWorld;
  19601. var idx = 0;
  19602. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19603. var face = faces[ i ];
  19604. for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
  19605. var vertexId = face[ keys[ j ] ];
  19606. var vertex = verts[ vertexId ];
  19607. var tangent = face.vertexTangents[ j ];
  19608. vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
  19609. v1.copy( tangent ).transformDirection( worldMatrix ).multiplyScalar( this.size );
  19610. v1.add( vertices[ idx ] );
  19611. idx = idx + 1;
  19612. vertices[ idx ].copy( v1 );
  19613. idx = idx + 1;
  19614. }
  19615. }
  19616. this.geometry.verticesNeedUpdate = true;
  19617. return this;
  19618. }
  19619. }());
  19620. // File:src/extras/helpers/WireframeHelper.js
  19621. /**
  19622. * @author mrdoob / http://mrdoob.com/
  19623. */
  19624. THREE.WireframeHelper = function ( object, hex ) {
  19625. var color = ( hex !== undefined ) ? hex : 0xffffff;
  19626. var edge = [ 0, 0 ], hash = {};
  19627. var sortFunction = function ( a, b ) { return a - b };
  19628. var keys = [ 'a', 'b', 'c' ];
  19629. var geometry = new THREE.BufferGeometry();
  19630. if ( object.geometry instanceof THREE.Geometry ) {
  19631. var vertices = object.geometry.vertices;
  19632. var faces = object.geometry.faces;
  19633. var numEdges = 0;
  19634. // allocate maximal size
  19635. var edges = new Uint32Array( 6 * faces.length );
  19636. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19637. var face = faces[ i ];
  19638. for ( var j = 0; j < 3; j ++ ) {
  19639. edge[ 0 ] = face[ keys[ j ] ];
  19640. edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
  19641. edge.sort( sortFunction );
  19642. var key = edge.toString();
  19643. if ( hash[ key ] === undefined ) {
  19644. edges[ 2 * numEdges ] = edge[ 0 ];
  19645. edges[ 2 * numEdges + 1 ] = edge[ 1 ];
  19646. hash[ key ] = true;
  19647. numEdges ++;
  19648. }
  19649. }
  19650. }
  19651. var coords = new Float32Array( numEdges * 2 * 3 );
  19652. for ( var i = 0, l = numEdges; i < l; i ++ ) {
  19653. for ( var j = 0; j < 2; j ++ ) {
  19654. var vertex = vertices[ edges [ 2 * i + j] ];
  19655. var index = 6 * i + 3 * j;
  19656. coords[ index + 0 ] = vertex.x;
  19657. coords[ index + 1 ] = vertex.y;
  19658. coords[ index + 2 ] = vertex.z;
  19659. }
  19660. }
  19661. geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  19662. } else if ( object.geometry instanceof THREE.BufferGeometry ) {
  19663. if ( object.geometry.attributes.index !== undefined ) { // Indexed BufferGeometry
  19664. var vertices = object.geometry.attributes.position.array;
  19665. var indices = object.geometry.attributes.index.array;
  19666. var offsets = object.geometry.offsets;
  19667. var numEdges = 0;
  19668. // allocate maximal size
  19669. var edges = new Uint32Array( 2 * indices.length );
  19670. for ( var o = 0, ol = offsets.length; o < ol; ++ o ) {
  19671. var start = offsets[ o ].start;
  19672. var count = offsets[ o ].count;
  19673. var index = offsets[ o ].index;
  19674. for ( var i = start, il = start + count; i < il; i += 3 ) {
  19675. for ( var j = 0; j < 3; j ++ ) {
  19676. edge[ 0 ] = index + indices[ i + j ];
  19677. edge[ 1 ] = index + indices[ i + ( j + 1 ) % 3 ];
  19678. edge.sort( sortFunction );
  19679. var key = edge.toString();
  19680. if ( hash[ key ] === undefined ) {
  19681. edges[ 2 * numEdges ] = edge[ 0 ];
  19682. edges[ 2 * numEdges + 1 ] = edge[ 1 ];
  19683. hash[ key ] = true;
  19684. numEdges ++;
  19685. }
  19686. }
  19687. }
  19688. }
  19689. var coords = new Float32Array( numEdges * 2 * 3 );
  19690. for ( var i = 0, l = numEdges; i < l; i ++ ) {
  19691. for ( var j = 0; j < 2; j ++ ) {
  19692. var index = 6 * i + 3 * j;
  19693. var index2 = 3 * edges[ 2 * i + j];
  19694. coords[ index + 0 ] = vertices[ index2 ];
  19695. coords[ index + 1 ] = vertices[ index2 + 1 ];
  19696. coords[ index + 2 ] = vertices[ index2 + 2 ];
  19697. }
  19698. }
  19699. geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  19700. } else { // non-indexed BufferGeometry
  19701. var vertices = object.geometry.attributes.position.array;
  19702. var numEdges = vertices.length / 3;
  19703. var numTris = numEdges / 3;
  19704. var coords = new Float32Array( numEdges * 2 * 3 );
  19705. for ( var i = 0, l = numTris; i < l; i ++ ) {
  19706. for ( var j = 0; j < 3; j ++ ) {
  19707. var index = 18 * i + 6 * j;
  19708. var index1 = 9 * i + 3 * j;
  19709. coords[ index + 0 ] = vertices[ index1 ];
  19710. coords[ index + 1 ] = vertices[ index1 + 1 ];
  19711. coords[ index + 2 ] = vertices[ index1 + 2 ];
  19712. var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
  19713. coords[ index + 3 ] = vertices[ index2 ];
  19714. coords[ index + 4 ] = vertices[ index2 + 1 ];
  19715. coords[ index + 5 ] = vertices[ index2 + 2 ];
  19716. }
  19717. }
  19718. geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  19719. }
  19720. }
  19721. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
  19722. this.matrix = object.matrixWorld;
  19723. this.matrixAutoUpdate = false;
  19724. };
  19725. THREE.WireframeHelper.prototype = Object.create( THREE.Line.prototype );
  19726. // File:src/extras/objects/ImmediateRenderObject.js
  19727. /**
  19728. * @author alteredq / http://alteredqualia.com/
  19729. */
  19730. THREE.ImmediateRenderObject = function () {
  19731. THREE.Object3D.call( this );
  19732. this.render = function ( renderCallback ) {};
  19733. };
  19734. THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
  19735. // File:src/extras/objects/LensFlare.js
  19736. /**
  19737. * @author mikael emtinger / http://gomo.se/
  19738. * @author alteredq / http://alteredqualia.com/
  19739. */
  19740. THREE.LensFlare = function ( texture, size, distance, blending, color ) {
  19741. THREE.Object3D.call( this );
  19742. this.lensFlares = [];
  19743. this.positionScreen = new THREE.Vector3();
  19744. this.customUpdateCallback = undefined;
  19745. if( texture !== undefined ) {
  19746. this.add( texture, size, distance, blending, color );
  19747. }
  19748. };
  19749. THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
  19750. /*
  19751. * Add: adds another flare
  19752. */
  19753. THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
  19754. if ( size === undefined ) size = - 1;
  19755. if ( distance === undefined ) distance = 0;
  19756. if ( opacity === undefined ) opacity = 1;
  19757. if ( color === undefined ) color = new THREE.Color( 0xffffff );
  19758. if ( blending === undefined ) blending = THREE.NormalBlending;
  19759. distance = Math.min( distance, Math.max( 0, distance ) );
  19760. this.lensFlares.push( {
  19761. texture: texture, // THREE.Texture
  19762. size: size, // size in pixels (-1 = use texture.width)
  19763. distance: distance, // distance (0-1) from light source (0=at light source)
  19764. x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
  19765. scale: 1, // scale
  19766. rotation: 1, // rotation
  19767. opacity: opacity, // opacity
  19768. color: color, // color
  19769. blending: blending // blending
  19770. } );
  19771. };
  19772. /*
  19773. * Update lens flares update positions on all flares based on the screen position
  19774. * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
  19775. */
  19776. THREE.LensFlare.prototype.updateLensFlares = function () {
  19777. var f, fl = this.lensFlares.length;
  19778. var flare;
  19779. var vecX = - this.positionScreen.x * 2;
  19780. var vecY = - this.positionScreen.y * 2;
  19781. for( f = 0; f < fl; f ++ ) {
  19782. flare = this.lensFlares[ f ];
  19783. flare.x = this.positionScreen.x + vecX * flare.distance;
  19784. flare.y = this.positionScreen.y + vecY * flare.distance;
  19785. flare.wantedRotation = flare.x * Math.PI * 0.25;
  19786. flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
  19787. }
  19788. };
  19789. // File:src/extras/objects/MorphBlendMesh.js
  19790. /**
  19791. * @author alteredq / http://alteredqualia.com/
  19792. */
  19793. THREE.MorphBlendMesh = function( geometry, material ) {
  19794. THREE.Mesh.call( this, geometry, material );
  19795. this.animationsMap = {};
  19796. this.animationsList = [];
  19797. // prepare default animation
  19798. // (all frames played together in 1 second)
  19799. var numFrames = this.geometry.morphTargets.length;
  19800. var name = "__default";
  19801. var startFrame = 0;
  19802. var endFrame = numFrames - 1;
  19803. var fps = numFrames / 1;
  19804. this.createAnimation( name, startFrame, endFrame, fps );
  19805. this.setAnimationWeight( name, 1 );
  19806. };
  19807. THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
  19808. THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
  19809. var animation = {
  19810. startFrame: start,
  19811. endFrame: end,
  19812. length: end - start + 1,
  19813. fps: fps,
  19814. duration: ( end - start ) / fps,
  19815. lastFrame: 0,
  19816. currentFrame: 0,
  19817. active: false,
  19818. time: 0,
  19819. direction: 1,
  19820. weight: 1,
  19821. directionBackwards: false,
  19822. mirroredLoop: false
  19823. };
  19824. this.animationsMap[ name ] = animation;
  19825. this.animationsList.push( animation );
  19826. };
  19827. THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
  19828. var pattern = /([a-z]+)_?(\d+)/;
  19829. var firstAnimation, frameRanges = {};
  19830. var geometry = this.geometry;
  19831. for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
  19832. var morph = geometry.morphTargets[ i ];
  19833. var chunks = morph.name.match( pattern );
  19834. if ( chunks && chunks.length > 1 ) {
  19835. var name = chunks[ 1 ];
  19836. var num = chunks[ 2 ];
  19837. if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };
  19838. var range = frameRanges[ name ];
  19839. if ( i < range.start ) range.start = i;
  19840. if ( i > range.end ) range.end = i;
  19841. if ( ! firstAnimation ) firstAnimation = name;
  19842. }
  19843. }
  19844. for ( var name in frameRanges ) {
  19845. var range = frameRanges[ name ];
  19846. this.createAnimation( name, range.start, range.end, fps );
  19847. }
  19848. this.firstAnimation = firstAnimation;
  19849. };
  19850. THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
  19851. var animation = this.animationsMap[ name ];
  19852. if ( animation ) {
  19853. animation.direction = 1;
  19854. animation.directionBackwards = false;
  19855. }
  19856. };
  19857. THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
  19858. var animation = this.animationsMap[ name ];
  19859. if ( animation ) {
  19860. animation.direction = - 1;
  19861. animation.directionBackwards = true;
  19862. }
  19863. };
  19864. THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
  19865. var animation = this.animationsMap[ name ];
  19866. if ( animation ) {
  19867. animation.fps = fps;
  19868. animation.duration = ( animation.end - animation.start ) / animation.fps;
  19869. }
  19870. };
  19871. THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
  19872. var animation = this.animationsMap[ name ];
  19873. if ( animation ) {
  19874. animation.duration = duration;
  19875. animation.fps = ( animation.end - animation.start ) / animation.duration;
  19876. }
  19877. };
  19878. THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
  19879. var animation = this.animationsMap[ name ];
  19880. if ( animation ) {
  19881. animation.weight = weight;
  19882. }
  19883. };
  19884. THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
  19885. var animation = this.animationsMap[ name ];
  19886. if ( animation ) {
  19887. animation.time = time;
  19888. }
  19889. };
  19890. THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
  19891. var time = 0;
  19892. var animation = this.animationsMap[ name ];
  19893. if ( animation ) {
  19894. time = animation.time;
  19895. }
  19896. return time;
  19897. };
  19898. THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
  19899. var duration = - 1;
  19900. var animation = this.animationsMap[ name ];
  19901. if ( animation ) {
  19902. duration = animation.duration;
  19903. }
  19904. return duration;
  19905. };
  19906. THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
  19907. var animation = this.animationsMap[ name ];
  19908. if ( animation ) {
  19909. animation.time = 0;
  19910. animation.active = true;
  19911. } else {
  19912. console.warn( "animation[" + name + "] undefined" );
  19913. }
  19914. };
  19915. THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
  19916. var animation = this.animationsMap[ name ];
  19917. if ( animation ) {
  19918. animation.active = false;
  19919. }
  19920. };
  19921. THREE.MorphBlendMesh.prototype.update = function ( delta ) {
  19922. for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
  19923. var animation = this.animationsList[ i ];
  19924. if ( ! animation.active ) continue;
  19925. var frameTime = animation.duration / animation.length;
  19926. animation.time += animation.direction * delta;
  19927. if ( animation.mirroredLoop ) {
  19928. if ( animation.time > animation.duration || animation.time < 0 ) {
  19929. animation.direction *= - 1;
  19930. if ( animation.time > animation.duration ) {
  19931. animation.time = animation.duration;
  19932. animation.directionBackwards = true;
  19933. }
  19934. if ( animation.time < 0 ) {
  19935. animation.time = 0;
  19936. animation.directionBackwards = false;
  19937. }
  19938. }
  19939. } else {
  19940. animation.time = animation.time % animation.duration;
  19941. if ( animation.time < 0 ) animation.time += animation.duration;
  19942. }
  19943. var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
  19944. var weight = animation.weight;
  19945. if ( keyframe !== animation.currentFrame ) {
  19946. this.morphTargetInfluences[ animation.lastFrame ] = 0;
  19947. this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
  19948. this.morphTargetInfluences[ keyframe ] = 0;
  19949. animation.lastFrame = animation.currentFrame;
  19950. animation.currentFrame = keyframe;
  19951. }
  19952. var mix = ( animation.time % frameTime ) / frameTime;
  19953. if ( animation.directionBackwards ) mix = 1 - mix;
  19954. this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
  19955. this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
  19956. }
  19957. };
  19958. // File:src/extras/renderers/plugins/LensFlarePlugin.js
  19959. /**
  19960. * @author mikael emtinger / http://gomo.se/
  19961. * @author alteredq / http://alteredqualia.com/
  19962. */
  19963. THREE.LensFlarePlugin = function () {
  19964. var _gl, _renderer, _precision;
  19965. var flares = [];
  19966. var vertexBuffer, elementBuffer;
  19967. var program, attributes, uniforms;
  19968. var hasVertexTexture;
  19969. var tempTexture, occlusionTexture;
  19970. this.init = function ( renderer ) {
  19971. _gl = renderer.context;
  19972. _renderer = renderer;
  19973. _precision = renderer.getPrecision();
  19974. var vertices = new Float32Array( [
  19975. -1, -1, 0, 0,
  19976. 1, -1, 1, 0,
  19977. 1, 1, 1, 1,
  19978. -1, 1, 0, 1
  19979. ] );
  19980. var faces = new Uint16Array( [
  19981. 0, 1, 2,
  19982. 0, 2, 3
  19983. ] );
  19984. // buffers
  19985. vertexBuffer = _gl.createBuffer();
  19986. elementBuffer = _gl.createBuffer();
  19987. _gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
  19988. _gl.bufferData( _gl.ARRAY_BUFFER, vertices, _gl.STATIC_DRAW );
  19989. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  19990. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faces, _gl.STATIC_DRAW );
  19991. // textures
  19992. tempTexture = _gl.createTexture();
  19993. occlusionTexture = _gl.createTexture();
  19994. _gl.bindTexture( _gl.TEXTURE_2D, tempTexture );
  19995. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
  19996. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  19997. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  19998. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  19999. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  20000. _gl.bindTexture( _gl.TEXTURE_2D, occlusionTexture );
  20001. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  20002. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  20003. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  20004. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  20005. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  20006. hasVertexTexture = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) > 0;
  20007. if ( hasVertexTexture ) {
  20008. program = createProgram( THREE.ShaderFlares[ "lensFlare" ], _precision );
  20009. } else {
  20010. program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ], _precision );
  20011. }
  20012. attributes = {
  20013. vertex: _gl.getAttribLocation ( program, "position" ),
  20014. uv: _gl.getAttribLocation ( program, "uv" )
  20015. }
  20016. uniforms = {
  20017. renderType: _gl.getUniformLocation( program, "renderType" ),
  20018. map: _gl.getUniformLocation( program, "map" ),
  20019. occlusionMap: _gl.getUniformLocation( program, "occlusionMap" ),
  20020. opacity: _gl.getUniformLocation( program, "opacity" ),
  20021. color: _gl.getUniformLocation( program, "color" ),
  20022. scale: _gl.getUniformLocation( program, "scale" ),
  20023. rotation: _gl.getUniformLocation( program, "rotation" ),
  20024. screenPosition: _gl.getUniformLocation( program, "screenPosition" )
  20025. };
  20026. };
  20027. /*
  20028. * Render lens flares
  20029. * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  20030. * reads these back and calculates occlusion.
  20031. */
  20032. this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
  20033. flares.length = 0;
  20034. scene.traverseVisible( function ( child ) {
  20035. if ( child instanceof THREE.LensFlare ) {
  20036. flares.push( child );
  20037. }
  20038. } );
  20039. if ( flares.length === 0 ) return;
  20040. var tempPosition = new THREE.Vector3();
  20041. var invAspect = viewportHeight / viewportWidth,
  20042. halfViewportWidth = viewportWidth * 0.5,
  20043. halfViewportHeight = viewportHeight * 0.5;
  20044. var size = 16 / viewportHeight,
  20045. scale = new THREE.Vector2( size * invAspect, size );
  20046. var screenPosition = new THREE.Vector3( 1, 1, 0 ),
  20047. screenPositionPixels = new THREE.Vector2( 1, 1 );
  20048. _gl.useProgram( program );
  20049. _gl.enableVertexAttribArray( attributes.vertex );
  20050. _gl.enableVertexAttribArray( attributes.uv );
  20051. // loop through all lens flares to update their occlusion and positions
  20052. // setup gl and common used attribs/unforms
  20053. _gl.uniform1i( uniforms.occlusionMap, 0 );
  20054. _gl.uniform1i( uniforms.map, 1 );
  20055. _gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
  20056. _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
  20057. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  20058. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  20059. _gl.disable( _gl.CULL_FACE );
  20060. _gl.depthMask( false );
  20061. for ( var i = 0, l = flares.length; i < l; i ++ ) {
  20062. size = 16 / viewportHeight;
  20063. scale.set( size * invAspect, size );
  20064. // calc object screen position
  20065. var flare = flares[ i ];
  20066. tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
  20067. tempPosition.applyMatrix4( camera.matrixWorldInverse );
  20068. tempPosition.applyProjection( camera.projectionMatrix );
  20069. // setup arrays for gl programs
  20070. screenPosition.copy( tempPosition )
  20071. screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
  20072. screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
  20073. // screen cull
  20074. if ( hasVertexTexture || (
  20075. screenPositionPixels.x > 0 &&
  20076. screenPositionPixels.x < viewportWidth &&
  20077. screenPositionPixels.y > 0 &&
  20078. screenPositionPixels.y < viewportHeight ) ) {
  20079. // save current RGB to temp texture
  20080. _gl.activeTexture( _gl.TEXTURE1 );
  20081. _gl.bindTexture( _gl.TEXTURE_2D, tempTexture );
  20082. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
  20083. // render pink quad
  20084. _gl.uniform1i( uniforms.renderType, 0 );
  20085. _gl.uniform2f( uniforms.scale, scale.x, scale.y );
  20086. _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  20087. _gl.disable( _gl.BLEND );
  20088. _gl.enable( _gl.DEPTH_TEST );
  20089. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  20090. // copy result to occlusionMap
  20091. _gl.activeTexture( _gl.TEXTURE0 );
  20092. _gl.bindTexture( _gl.TEXTURE_2D, occlusionTexture );
  20093. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
  20094. // restore graphics
  20095. _gl.uniform1i( uniforms.renderType, 1 );
  20096. _gl.disable( _gl.DEPTH_TEST );
  20097. _gl.activeTexture( _gl.TEXTURE1 );
  20098. _gl.bindTexture( _gl.TEXTURE_2D, tempTexture );
  20099. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  20100. // update object positions
  20101. flare.positionScreen.copy( screenPosition )
  20102. if ( flare.customUpdateCallback ) {
  20103. flare.customUpdateCallback( flare );
  20104. } else {
  20105. flare.updateLensFlares();
  20106. }
  20107. // render flares
  20108. _gl.uniform1i( uniforms.renderType, 2 );
  20109. _gl.enable( _gl.BLEND );
  20110. for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
  20111. var sprite = flare.lensFlares[ j ];
  20112. if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
  20113. screenPosition.x = sprite.x;
  20114. screenPosition.y = sprite.y;
  20115. screenPosition.z = sprite.z;
  20116. size = sprite.size * sprite.scale / viewportHeight;
  20117. scale.x = size * invAspect;
  20118. scale.y = size;
  20119. _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  20120. _gl.uniform2f( uniforms.scale, scale.x, scale.y );
  20121. _gl.uniform1f( uniforms.rotation, sprite.rotation );
  20122. _gl.uniform1f( uniforms.opacity, sprite.opacity );
  20123. _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
  20124. _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
  20125. _renderer.setTexture( sprite.texture, 1 );
  20126. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  20127. }
  20128. }
  20129. }
  20130. }
  20131. // restore gl
  20132. _gl.enable( _gl.CULL_FACE );
  20133. _gl.enable( _gl.DEPTH_TEST );
  20134. _gl.depthMask( true );
  20135. _renderer.resetGLState();
  20136. };
  20137. function createProgram ( shader, precision ) {
  20138. var program = _gl.createProgram();
  20139. var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
  20140. var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
  20141. var prefix = "precision " + precision + " float;\n";
  20142. _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
  20143. _gl.shaderSource( vertexShader, prefix + shader.vertexShader );
  20144. _gl.compileShader( fragmentShader );
  20145. _gl.compileShader( vertexShader );
  20146. _gl.attachShader( program, fragmentShader );
  20147. _gl.attachShader( program, vertexShader );
  20148. _gl.linkProgram( program );
  20149. return program;
  20150. };
  20151. };
  20152. // File:src/extras/renderers/plugins/ShadowMapPlugin.js
  20153. /**
  20154. * @author alteredq / http://alteredqualia.com/
  20155. */
  20156. THREE.ShadowMapPlugin = function () {
  20157. var _gl,
  20158. _renderer,
  20159. _lights, _webglObjects, _webglObjectsImmediate,
  20160. _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
  20161. _frustum = new THREE.Frustum(),
  20162. _projScreenMatrix = new THREE.Matrix4(),
  20163. _min = new THREE.Vector3(),
  20164. _max = new THREE.Vector3(),
  20165. _matrixPosition = new THREE.Vector3(),
  20166. _renderList = [];
  20167. this.init = function ( renderer, lights, webglObjects, webglObjectsImmediate ) {
  20168. _gl = renderer.context;
  20169. _renderer = renderer;
  20170. _lights = lights;
  20171. _webglObjects = webglObjects;
  20172. _webglObjectsImmediate = webglObjectsImmediate;
  20173. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  20174. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  20175. _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  20176. _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  20177. _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
  20178. _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
  20179. _depthMaterial._shadowPass = true;
  20180. _depthMaterialMorph._shadowPass = true;
  20181. _depthMaterialSkin._shadowPass = true;
  20182. _depthMaterialMorphSkin._shadowPass = true;
  20183. };
  20184. this.render = function ( scene, camera ) {
  20185. if ( _renderer.shadowMapEnabled === false || _renderer.shadowMapAutoUpdate === false ) return;
  20186. this.update( scene, camera );
  20187. };
  20188. this.update = function ( scene, camera ) {
  20189. var i, il, j, jl, n,
  20190. shadowMap, shadowMatrix, shadowCamera,
  20191. program, buffer, material,
  20192. webglObject, object, light,
  20193. lights = [],
  20194. k = 0,
  20195. fog = null;
  20196. // set GL state for depth map
  20197. _gl.clearColor( 1, 1, 1, 1 );
  20198. _gl.disable( _gl.BLEND );
  20199. _gl.enable( _gl.CULL_FACE );
  20200. _gl.frontFace( _gl.CCW );
  20201. if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
  20202. _gl.cullFace( _gl.FRONT );
  20203. } else {
  20204. _gl.cullFace( _gl.BACK );
  20205. }
  20206. _renderer.setDepthTest( true );
  20207. // preprocess lights
  20208. // - skip lights that are not casting shadows
  20209. // - create virtual lights for cascaded shadow maps
  20210. for ( i = 0, il = _lights.length; i < il; i ++ ) {
  20211. light = _lights[ i ];
  20212. if ( ! light.castShadow ) continue;
  20213. if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
  20214. for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
  20215. var virtualLight;
  20216. if ( ! light.shadowCascadeArray[ n ] ) {
  20217. virtualLight = createVirtualLight( light, n );
  20218. virtualLight.originalCamera = camera;
  20219. var gyro = new THREE.Gyroscope();
  20220. gyro.position.copy( light.shadowCascadeOffset );
  20221. gyro.add( virtualLight );
  20222. gyro.add( virtualLight.target );
  20223. camera.add( gyro );
  20224. light.shadowCascadeArray[ n ] = virtualLight;
  20225. console.log( "Created virtualLight", virtualLight );
  20226. } else {
  20227. virtualLight = light.shadowCascadeArray[ n ];
  20228. }
  20229. updateVirtualLight( light, n );
  20230. lights[ k ] = virtualLight;
  20231. k ++;
  20232. }
  20233. } else {
  20234. lights[ k ] = light;
  20235. k ++;
  20236. }
  20237. }
  20238. // render depth map
  20239. for ( i = 0, il = lights.length; i < il; i ++ ) {
  20240. light = lights[ i ];
  20241. if ( ! light.shadowMap ) {
  20242. var shadowFilter = THREE.LinearFilter;
  20243. if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
  20244. shadowFilter = THREE.NearestFilter;
  20245. }
  20246. var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
  20247. light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
  20248. light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
  20249. light.shadowMatrix = new THREE.Matrix4();
  20250. }
  20251. if ( ! light.shadowCamera ) {
  20252. if ( light instanceof THREE.SpotLight ) {
  20253. light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
  20254. } else if ( light instanceof THREE.DirectionalLight ) {
  20255. light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
  20256. } else {
  20257. console.error( "Unsupported light type for shadow" );
  20258. continue;
  20259. }
  20260. scene.add( light.shadowCamera );
  20261. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  20262. }
  20263. if ( light.shadowCameraVisible && ! light.cameraHelper ) {
  20264. light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
  20265. light.shadowCamera.add( light.cameraHelper );
  20266. }
  20267. if ( light.isVirtual && virtualLight.originalCamera == camera ) {
  20268. updateShadowCamera( camera, light );
  20269. }
  20270. shadowMap = light.shadowMap;
  20271. shadowMatrix = light.shadowMatrix;
  20272. shadowCamera = light.shadowCamera;
  20273. shadowCamera.position.setFromMatrixPosition( light.matrixWorld );
  20274. _matrixPosition.setFromMatrixPosition( light.target.matrixWorld );
  20275. shadowCamera.lookAt( _matrixPosition );
  20276. shadowCamera.updateMatrixWorld();
  20277. shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
  20278. if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
  20279. if ( light.shadowCameraVisible ) light.cameraHelper.update();
  20280. // compute shadow matrix
  20281. shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
  20282. 0.0, 0.5, 0.0, 0.5,
  20283. 0.0, 0.0, 0.5, 0.5,
  20284. 0.0, 0.0, 0.0, 1.0 );
  20285. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  20286. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  20287. // update camera matrices and frustum
  20288. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  20289. _frustum.setFromMatrix( _projScreenMatrix );
  20290. // render shadow map
  20291. _renderer.setRenderTarget( shadowMap );
  20292. _renderer.clear();
  20293. // set object matrices & frustum culling
  20294. _renderList.length = 0;
  20295. projectObject(scene,scene,shadowCamera);
  20296. // render regular objects
  20297. var objectMaterial, useMorphing, useSkinning;
  20298. for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
  20299. webglObject = _renderList[ j ];
  20300. object = webglObject.object;
  20301. buffer = webglObject.buffer;
  20302. // culling is overriden globally for all objects
  20303. // while rendering depth map
  20304. // need to deal with MeshFaceMaterial somehow
  20305. // in that case just use the first of material.materials for now
  20306. // (proper solution would require to break objects by materials
  20307. // similarly to regular rendering and then set corresponding
  20308. // depth materials per each chunk instead of just once per object)
  20309. objectMaterial = getObjectMaterial( object );
  20310. useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
  20311. useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
  20312. if ( object.customDepthMaterial ) {
  20313. material = object.customDepthMaterial;
  20314. } else if ( useSkinning ) {
  20315. material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
  20316. } else if ( useMorphing ) {
  20317. material = _depthMaterialMorph;
  20318. } else {
  20319. material = _depthMaterial;
  20320. }
  20321. _renderer.setMaterialFaces( objectMaterial );
  20322. if ( buffer instanceof THREE.BufferGeometry ) {
  20323. _renderer.renderBufferDirect( shadowCamera, _lights, fog, material, buffer, object );
  20324. } else {
  20325. _renderer.renderBuffer( shadowCamera, _lights, fog, material, buffer, object );
  20326. }
  20327. }
  20328. // set matrices and render immediate objects
  20329. for ( j = 0, jl = _webglObjectsImmediate.length; j < jl; j ++ ) {
  20330. webglObject = _webglObjectsImmediate[ j ];
  20331. object = webglObject.object;
  20332. if ( object.visible && object.castShadow ) {
  20333. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  20334. _renderer.renderImmediateObject( shadowCamera, _lights, fog, _depthMaterial, object );
  20335. }
  20336. }
  20337. }
  20338. // restore GL state
  20339. var clearColor = _renderer.getClearColor(),
  20340. clearAlpha = _renderer.getClearAlpha();
  20341. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  20342. _gl.enable( _gl.BLEND );
  20343. if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
  20344. _gl.cullFace( _gl.BACK );
  20345. }
  20346. _renderer.resetGLState();
  20347. };
  20348. function projectObject(scene, object,shadowCamera){
  20349. if ( object.visible ) {
  20350. var webglObjects = _webglObjects[object.id];
  20351. if (webglObjects && object.castShadow && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
  20352. for (var i = 0, l = webglObjects.length; i < l; i++){
  20353. var webglObject = webglObjects[i];
  20354. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  20355. _renderList.push(webglObject);
  20356. }
  20357. }
  20358. for(var i = 0, l = object.children.length; i < l; i++) {
  20359. projectObject(scene, object.children[i],shadowCamera);
  20360. }
  20361. }
  20362. }
  20363. function createVirtualLight( light, cascade ) {
  20364. var virtualLight = new THREE.DirectionalLight();
  20365. virtualLight.isVirtual = true;
  20366. virtualLight.onlyShadow = true;
  20367. virtualLight.castShadow = true;
  20368. virtualLight.shadowCameraNear = light.shadowCameraNear;
  20369. virtualLight.shadowCameraFar = light.shadowCameraFar;
  20370. virtualLight.shadowCameraLeft = light.shadowCameraLeft;
  20371. virtualLight.shadowCameraRight = light.shadowCameraRight;
  20372. virtualLight.shadowCameraBottom = light.shadowCameraBottom;
  20373. virtualLight.shadowCameraTop = light.shadowCameraTop;
  20374. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  20375. virtualLight.shadowDarkness = light.shadowDarkness;
  20376. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  20377. virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
  20378. virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
  20379. virtualLight.pointsWorld = [];
  20380. virtualLight.pointsFrustum = [];
  20381. var pointsWorld = virtualLight.pointsWorld,
  20382. pointsFrustum = virtualLight.pointsFrustum;
  20383. for ( var i = 0; i < 8; i ++ ) {
  20384. pointsWorld[ i ] = new THREE.Vector3();
  20385. pointsFrustum[ i ] = new THREE.Vector3();
  20386. }
  20387. var nearZ = light.shadowCascadeNearZ[ cascade ];
  20388. var farZ = light.shadowCascadeFarZ[ cascade ];
  20389. pointsFrustum[ 0 ].set( - 1, - 1, nearZ );
  20390. pointsFrustum[ 1 ].set( 1, - 1, nearZ );
  20391. pointsFrustum[ 2 ].set( - 1, 1, nearZ );
  20392. pointsFrustum[ 3 ].set( 1, 1, nearZ );
  20393. pointsFrustum[ 4 ].set( - 1, - 1, farZ );
  20394. pointsFrustum[ 5 ].set( 1, - 1, farZ );
  20395. pointsFrustum[ 6 ].set( - 1, 1, farZ );
  20396. pointsFrustum[ 7 ].set( 1, 1, farZ );
  20397. return virtualLight;
  20398. }
  20399. // Synchronize virtual light with the original light
  20400. function updateVirtualLight( light, cascade ) {
  20401. var virtualLight = light.shadowCascadeArray[ cascade ];
  20402. virtualLight.position.copy( light.position );
  20403. virtualLight.target.position.copy( light.target.position );
  20404. virtualLight.lookAt( virtualLight.target );
  20405. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  20406. virtualLight.shadowDarkness = light.shadowDarkness;
  20407. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  20408. var nearZ = light.shadowCascadeNearZ[ cascade ];
  20409. var farZ = light.shadowCascadeFarZ[ cascade ];
  20410. var pointsFrustum = virtualLight.pointsFrustum;
  20411. pointsFrustum[ 0 ].z = nearZ;
  20412. pointsFrustum[ 1 ].z = nearZ;
  20413. pointsFrustum[ 2 ].z = nearZ;
  20414. pointsFrustum[ 3 ].z = nearZ;
  20415. pointsFrustum[ 4 ].z = farZ;
  20416. pointsFrustum[ 5 ].z = farZ;
  20417. pointsFrustum[ 6 ].z = farZ;
  20418. pointsFrustum[ 7 ].z = farZ;
  20419. }
  20420. // Fit shadow camera's ortho frustum to camera frustum
  20421. function updateShadowCamera( camera, light ) {
  20422. var shadowCamera = light.shadowCamera,
  20423. pointsFrustum = light.pointsFrustum,
  20424. pointsWorld = light.pointsWorld;
  20425. _min.set( Infinity, Infinity, Infinity );
  20426. _max.set( - Infinity, - Infinity, - Infinity );
  20427. for ( var i = 0; i < 8; i ++ ) {
  20428. var p = pointsWorld[ i ];
  20429. p.copy( pointsFrustum[ i ] );
  20430. p.unproject( camera );
  20431. p.applyMatrix4( shadowCamera.matrixWorldInverse );
  20432. if ( p.x < _min.x ) _min.x = p.x;
  20433. if ( p.x > _max.x ) _max.x = p.x;
  20434. if ( p.y < _min.y ) _min.y = p.y;
  20435. if ( p.y > _max.y ) _max.y = p.y;
  20436. if ( p.z < _min.z ) _min.z = p.z;
  20437. if ( p.z > _max.z ) _max.z = p.z;
  20438. }
  20439. shadowCamera.left = _min.x;
  20440. shadowCamera.right = _max.x;
  20441. shadowCamera.top = _max.y;
  20442. shadowCamera.bottom = _min.y;
  20443. // can't really fit near/far
  20444. //shadowCamera.near = _min.z;
  20445. //shadowCamera.far = _max.z;
  20446. shadowCamera.updateProjectionMatrix();
  20447. }
  20448. // For the moment just ignore objects that have multiple materials with different animation methods
  20449. // Only the first material will be taken into account for deciding which depth material to use for shadow maps
  20450. function getObjectMaterial( object ) {
  20451. return object.material instanceof THREE.MeshFaceMaterial
  20452. ? object.material.materials[ 0 ]
  20453. : object.material;
  20454. };
  20455. };
  20456. // File:src/extras/renderers/plugins/SpritePlugin.js
  20457. /**
  20458. * @author mikael emtinger / http://gomo.se/
  20459. * @author alteredq / http://alteredqualia.com/
  20460. */
  20461. THREE.SpritePlugin = function () {
  20462. var _gl, _renderer, _texture;
  20463. var sprites = [];
  20464. var vertexBuffer, elementBuffer;
  20465. var program, attributes, uniforms;
  20466. this.init = function ( renderer ) {
  20467. _gl = renderer.context;
  20468. _renderer = renderer;
  20469. var vertices = new Float32Array( [
  20470. - 0.5, - 0.5, 0, 0,
  20471. 0.5, - 0.5, 1, 0,
  20472. 0.5, 0.5, 1, 1,
  20473. - 0.5, 0.5, 0, 1
  20474. ] );
  20475. var faces = new Uint16Array( [
  20476. 0, 1, 2,
  20477. 0, 2, 3
  20478. ] );
  20479. vertexBuffer = _gl.createBuffer();
  20480. elementBuffer = _gl.createBuffer();
  20481. _gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
  20482. _gl.bufferData( _gl.ARRAY_BUFFER, vertices, _gl.STATIC_DRAW );
  20483. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  20484. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faces, _gl.STATIC_DRAW );
  20485. program = createProgram();
  20486. attributes = {
  20487. position: _gl.getAttribLocation ( program, 'position' ),
  20488. uv: _gl.getAttribLocation ( program, 'uv' )
  20489. };
  20490. uniforms = {
  20491. uvOffset: _gl.getUniformLocation( program, 'uvOffset' ),
  20492. uvScale: _gl.getUniformLocation( program, 'uvScale' ),
  20493. rotation: _gl.getUniformLocation( program, 'rotation' ),
  20494. scale: _gl.getUniformLocation( program, 'scale' ),
  20495. color: _gl.getUniformLocation( program, 'color' ),
  20496. map: _gl.getUniformLocation( program, 'map' ),
  20497. opacity: _gl.getUniformLocation( program, 'opacity' ),
  20498. modelViewMatrix: _gl.getUniformLocation( program, 'modelViewMatrix' ),
  20499. projectionMatrix: _gl.getUniformLocation( program, 'projectionMatrix' ),
  20500. fogType: _gl.getUniformLocation( program, 'fogType' ),
  20501. fogDensity: _gl.getUniformLocation( program, 'fogDensity' ),
  20502. fogNear: _gl.getUniformLocation( program, 'fogNear' ),
  20503. fogFar: _gl.getUniformLocation( program, 'fogFar' ),
  20504. fogColor: _gl.getUniformLocation( program, 'fogColor' ),
  20505. alphaTest: _gl.getUniformLocation( program, 'alphaTest' )
  20506. };
  20507. var canvas = document.createElement( 'canvas' );
  20508. canvas.width = 8;
  20509. canvas.height = 8;
  20510. var context = canvas.getContext( '2d' );
  20511. context.fillStyle = 'white';
  20512. context.fillRect( 0, 0, 8, 8 );
  20513. _texture = new THREE.Texture( canvas );
  20514. _texture.needsUpdate = true;
  20515. };
  20516. this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
  20517. sprites.length = 0;
  20518. scene.traverseVisible( function ( child ) {
  20519. if ( child instanceof THREE.Sprite ) {
  20520. sprites.push( child );
  20521. }
  20522. } );
  20523. if ( sprites.length === 0 ) return;
  20524. // setup gl
  20525. _gl.useProgram( program );
  20526. _gl.enableVertexAttribArray( attributes.position );
  20527. _gl.enableVertexAttribArray( attributes.uv );
  20528. _gl.disable( _gl.CULL_FACE );
  20529. _gl.enable( _gl.BLEND );
  20530. _gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
  20531. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  20532. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  20533. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  20534. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  20535. _gl.activeTexture( _gl.TEXTURE0 );
  20536. _gl.uniform1i( uniforms.map, 0 );
  20537. var oldFogType = 0;
  20538. var sceneFogType = 0;
  20539. var fog = scene.fog;
  20540. if ( fog ) {
  20541. _gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
  20542. if ( fog instanceof THREE.Fog ) {
  20543. _gl.uniform1f( uniforms.fogNear, fog.near );
  20544. _gl.uniform1f( uniforms.fogFar, fog.far );
  20545. _gl.uniform1i( uniforms.fogType, 1 );
  20546. oldFogType = 1;
  20547. sceneFogType = 1;
  20548. } else if ( fog instanceof THREE.FogExp2 ) {
  20549. _gl.uniform1f( uniforms.fogDensity, fog.density );
  20550. _gl.uniform1i( uniforms.fogType, 2 );
  20551. oldFogType = 2;
  20552. sceneFogType = 2;
  20553. }
  20554. } else {
  20555. _gl.uniform1i( uniforms.fogType, 0 );
  20556. oldFogType = 0;
  20557. sceneFogType = 0;
  20558. }
  20559. // update positions and sort
  20560. for ( var i = 0, l = sprites.length; i < l; i ++ ) {
  20561. var sprite = sprites[ i ];
  20562. var material = sprite.material;
  20563. sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
  20564. sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
  20565. }
  20566. sprites.sort( painterSortStable );
  20567. // render all sprites
  20568. var scale = [];
  20569. for ( var i = 0, l = sprites.length; i < l; i ++ ) {
  20570. var sprite = sprites[ i ];
  20571. var material = sprite.material;
  20572. _gl.uniform1f( uniforms.alphaTest, material.alphaTest );
  20573. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
  20574. scale[ 0 ] = sprite.scale.x;
  20575. scale[ 1 ] = sprite.scale.y;
  20576. var fogType = 0;
  20577. if ( scene.fog && material.fog ) {
  20578. fogType = sceneFogType;
  20579. }
  20580. if ( oldFogType !== fogType ) {
  20581. _gl.uniform1i( uniforms.fogType, fogType );
  20582. oldFogType = fogType;
  20583. }
  20584. if ( material.map !== null ) {
  20585. _gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
  20586. _gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
  20587. } else {
  20588. _gl.uniform2f( uniforms.uvOffset, 0, 0 );
  20589. _gl.uniform2f( uniforms.uvScale, 1, 1 );
  20590. }
  20591. _gl.uniform1f( uniforms.opacity, material.opacity );
  20592. _gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
  20593. _gl.uniform1f( uniforms.rotation, material.rotation );
  20594. _gl.uniform2fv( uniforms.scale, scale );
  20595. _renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  20596. _renderer.setDepthTest( material.depthTest );
  20597. _renderer.setDepthWrite( material.depthWrite );
  20598. if ( material.map && material.map.image && material.map.image.width ) {
  20599. _renderer.setTexture( material.map, 0 );
  20600. } else {
  20601. _renderer.setTexture( _texture, 0 );
  20602. }
  20603. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  20604. }
  20605. // restore gl
  20606. _gl.enable( _gl.CULL_FACE );
  20607. _renderer.resetGLState();
  20608. };
  20609. function createProgram () {
  20610. var program = _gl.createProgram();
  20611. var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
  20612. var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
  20613. _gl.shaderSource( vertexShader, [
  20614. 'precision ' + _renderer.getPrecision() + ' float;',
  20615. 'uniform mat4 modelViewMatrix;',
  20616. 'uniform mat4 projectionMatrix;',
  20617. 'uniform float rotation;',
  20618. 'uniform vec2 scale;',
  20619. 'uniform vec2 uvOffset;',
  20620. 'uniform vec2 uvScale;',
  20621. 'attribute vec2 position;',
  20622. 'attribute vec2 uv;',
  20623. 'varying vec2 vUV;',
  20624. 'void main() {',
  20625. 'vUV = uvOffset + uv * uvScale;',
  20626. 'vec2 alignedPosition = position * scale;',
  20627. 'vec2 rotatedPosition;',
  20628. 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
  20629. 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
  20630. 'vec4 finalPosition;',
  20631. 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
  20632. 'finalPosition.xy += rotatedPosition;',
  20633. 'finalPosition = projectionMatrix * finalPosition;',
  20634. 'gl_Position = finalPosition;',
  20635. '}'
  20636. ].join( '\n' ) );
  20637. _gl.shaderSource( fragmentShader, [
  20638. 'precision ' + _renderer.getPrecision() + ' float;',
  20639. 'uniform vec3 color;',
  20640. 'uniform sampler2D map;',
  20641. 'uniform float opacity;',
  20642. 'uniform int fogType;',
  20643. 'uniform vec3 fogColor;',
  20644. 'uniform float fogDensity;',
  20645. 'uniform float fogNear;',
  20646. 'uniform float fogFar;',
  20647. 'uniform float alphaTest;',
  20648. 'varying vec2 vUV;',
  20649. 'void main() {',
  20650. 'vec4 texture = texture2D( map, vUV );',
  20651. 'if ( texture.a < alphaTest ) discard;',
  20652. 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
  20653. 'if ( fogType > 0 ) {',
  20654. 'float depth = gl_FragCoord.z / gl_FragCoord.w;',
  20655. 'float fogFactor = 0.0;',
  20656. 'if ( fogType == 1 ) {',
  20657. 'fogFactor = smoothstep( fogNear, fogFar, depth );',
  20658. '} else {',
  20659. 'const float LOG2 = 1.442695;',
  20660. 'float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
  20661. 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
  20662. '}',
  20663. 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
  20664. '}',
  20665. '}'
  20666. ].join( '\n' ) );
  20667. _gl.compileShader( vertexShader );
  20668. _gl.compileShader( fragmentShader );
  20669. _gl.attachShader( program, vertexShader );
  20670. _gl.attachShader( program, fragmentShader );
  20671. _gl.linkProgram( program );
  20672. return program;
  20673. };
  20674. function painterSortStable ( a, b ) {
  20675. if ( a.z !== b.z ) {
  20676. return b.z - a.z;
  20677. } else {
  20678. return b.id - a.id;
  20679. }
  20680. };
  20681. };
  20682. // File:src/extras/renderers/plugins/DepthPassPlugin.js
  20683. /**
  20684. * @author alteredq / http://alteredqualia.com/
  20685. */
  20686. THREE.DepthPassPlugin = function () {
  20687. this.enabled = false;
  20688. this.renderTarget = null;
  20689. var _gl,
  20690. _renderer,
  20691. _lights, _webglObjects, _webglObjectsImmediate,
  20692. _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
  20693. _frustum = new THREE.Frustum(),
  20694. _projScreenMatrix = new THREE.Matrix4(),
  20695. _renderList = [];
  20696. this.init = function ( renderer, lights, webglObjects, webglObjectsImmediate ) {
  20697. _gl = renderer.context;
  20698. _renderer = renderer;
  20699. _lights = lights;
  20700. _webglObjects = webglObjects;
  20701. _webglObjectsImmediate = webglObjectsImmediate;
  20702. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  20703. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  20704. _depthMaterial = new THREE.ShaderMaterial( {
  20705. fragmentShader: depthShader.fragmentShader,
  20706. vertexShader: depthShader.vertexShader,
  20707. uniforms: depthUniforms
  20708. } );
  20709. _depthMaterialMorph = new THREE.ShaderMaterial( {
  20710. fragmentShader: depthShader.fragmentShader,
  20711. vertexShader: depthShader.vertexShader,
  20712. uniforms: depthUniforms,
  20713. morphTargets: true
  20714. } );
  20715. _depthMaterialSkin = new THREE.ShaderMaterial( {
  20716. fragmentShader: depthShader.fragmentShader,
  20717. vertexShader: depthShader.vertexShader,
  20718. uniforms: depthUniforms,
  20719. skinning: true
  20720. } );
  20721. _depthMaterialMorphSkin = new THREE.ShaderMaterial( {
  20722. fragmentShader: depthShader.fragmentShader,
  20723. vertexShader: depthShader.vertexShader,
  20724. uniforms: depthUniforms,
  20725. morphTargets: true,
  20726. skinning: true
  20727. } );
  20728. _depthMaterial._shadowPass = true;
  20729. _depthMaterialMorph._shadowPass = true;
  20730. _depthMaterialSkin._shadowPass = true;
  20731. _depthMaterialMorphSkin._shadowPass = true;
  20732. };
  20733. this.render = function ( scene, camera ) {
  20734. if ( ! this.enabled ) return;
  20735. this.update( scene, camera );
  20736. };
  20737. this.update = function ( scene, camera ) {
  20738. var i, il, j, jl, n,
  20739. program, buffer, material,
  20740. webglObject, object, light,
  20741. renderList,
  20742. fog = null;
  20743. // set GL state for depth map
  20744. _gl.clearColor( 1, 1, 1, 1 );
  20745. _gl.disable( _gl.BLEND );
  20746. _renderer.setDepthTest( true );
  20747. // update scene
  20748. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  20749. // update camera matrices and frustum
  20750. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  20751. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  20752. _frustum.setFromMatrix( _projScreenMatrix );
  20753. // render depth map
  20754. _renderer.setRenderTarget( this.renderTarget );
  20755. _renderer.clear();
  20756. // set object matrices & frustum culling
  20757. _renderList.length = 0;
  20758. projectObject(scene,scene,camera);
  20759. // render regular objects
  20760. var objectMaterial, useMorphing, useSkinning;
  20761. for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
  20762. webglObject = _renderList[ j ];
  20763. object = webglObject.object;
  20764. buffer = webglObject.buffer;
  20765. // todo: create proper depth material for particles
  20766. if ( object instanceof THREE.PointCloud && ! object.customDepthMaterial ) continue;
  20767. objectMaterial = getObjectMaterial( object );
  20768. if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
  20769. useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
  20770. useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
  20771. if ( object.customDepthMaterial ) {
  20772. material = object.customDepthMaterial;
  20773. } else if ( useSkinning ) {
  20774. material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
  20775. } else if ( useMorphing ) {
  20776. material = _depthMaterialMorph;
  20777. } else {
  20778. material = _depthMaterial;
  20779. }
  20780. if ( buffer instanceof THREE.BufferGeometry ) {
  20781. _renderer.renderBufferDirect( camera, _lights, fog, material, buffer, object );
  20782. } else {
  20783. _renderer.renderBuffer( camera, _lights, fog, material, buffer, object );
  20784. }
  20785. }
  20786. // set matrices and render immediate objects
  20787. for ( j = 0, jl = _webglObjectsImmediate.length; j < jl; j ++ ) {
  20788. webglObject = _webglObjectsImmediate[ j ];
  20789. object = webglObject.object;
  20790. if ( object.visible ) {
  20791. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  20792. _renderer.renderImmediateObject( camera, _lights, fog, _depthMaterial, object );
  20793. }
  20794. }
  20795. // restore GL state
  20796. var clearColor = _renderer.getClearColor(),
  20797. clearAlpha = _renderer.getClearAlpha();
  20798. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  20799. _gl.enable( _gl.BLEND );
  20800. };
  20801. function projectObject(scene, object,camera){
  20802. if ( object.visible ) {
  20803. var webglObjects = _webglObjects[object.id];
  20804. if (webglObjects && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
  20805. for (var i = 0, l = webglObjects.length; i < l; i++){
  20806. var webglObject = webglObjects[i];
  20807. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  20808. _renderList.push(webglObject);
  20809. }
  20810. }
  20811. for(var i = 0, l = object.children.length; i < l; i++) {
  20812. projectObject(scene, object.children[i], camera);
  20813. }
  20814. }
  20815. }
  20816. // For the moment just ignore objects that have multiple materials with different animation methods
  20817. // Only the first material will be taken into account for deciding which depth material to use
  20818. function getObjectMaterial( object ) {
  20819. return object.material instanceof THREE.MeshFaceMaterial
  20820. ? object.material.materials[ 0 ]
  20821. : object.material;
  20822. };
  20823. };
  20824. // File:src/extras/shaders/ShaderFlares.js
  20825. /**
  20826. * @author mikael emtinger / http://gomo.se/
  20827. */
  20828. THREE.ShaderFlares = {
  20829. 'lensFlareVertexTexture': {
  20830. vertexShader: [
  20831. "uniform lowp int renderType;",
  20832. "uniform vec3 screenPosition;",
  20833. "uniform vec2 scale;",
  20834. "uniform float rotation;",
  20835. "uniform sampler2D occlusionMap;",
  20836. "attribute vec2 position;",
  20837. "attribute vec2 uv;",
  20838. "varying vec2 vUV;",
  20839. "varying float vVisibility;",
  20840. "void main() {",
  20841. "vUV = uv;",
  20842. "vec2 pos = position;",
  20843. "if( renderType == 2 ) {",
  20844. "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
  20845. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
  20846. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
  20847. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
  20848. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
  20849. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
  20850. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
  20851. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
  20852. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
  20853. "vVisibility = visibility.r / 9.0;",
  20854. "vVisibility *= 1.0 - visibility.g / 9.0;",
  20855. "vVisibility *= visibility.b / 9.0;",
  20856. "vVisibility *= 1.0 - visibility.a / 9.0;",
  20857. "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  20858. "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  20859. "}",
  20860. "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  20861. "}"
  20862. ].join( "\n" ),
  20863. fragmentShader: [
  20864. "uniform lowp int renderType;",
  20865. "uniform sampler2D map;",
  20866. "uniform float opacity;",
  20867. "uniform vec3 color;",
  20868. "varying vec2 vUV;",
  20869. "varying float vVisibility;",
  20870. "void main() {",
  20871. // pink square
  20872. "if( renderType == 0 ) {",
  20873. "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
  20874. // restore
  20875. "} else if( renderType == 1 ) {",
  20876. "gl_FragColor = texture2D( map, vUV );",
  20877. // flare
  20878. "} else {",
  20879. "vec4 texture = texture2D( map, vUV );",
  20880. "texture.a *= opacity * vVisibility;",
  20881. "gl_FragColor = texture;",
  20882. "gl_FragColor.rgb *= color;",
  20883. "}",
  20884. "}"
  20885. ].join( "\n" )
  20886. },
  20887. 'lensFlare': {
  20888. vertexShader: [
  20889. "uniform lowp int renderType;",
  20890. "uniform vec3 screenPosition;",
  20891. "uniform vec2 scale;",
  20892. "uniform float rotation;",
  20893. "attribute vec2 position;",
  20894. "attribute vec2 uv;",
  20895. "varying vec2 vUV;",
  20896. "void main() {",
  20897. "vUV = uv;",
  20898. "vec2 pos = position;",
  20899. "if( renderType == 2 ) {",
  20900. "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  20901. "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  20902. "}",
  20903. "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  20904. "}"
  20905. ].join( "\n" ),
  20906. fragmentShader: [
  20907. "precision mediump float;",
  20908. "uniform lowp int renderType;",
  20909. "uniform sampler2D map;",
  20910. "uniform sampler2D occlusionMap;",
  20911. "uniform float opacity;",
  20912. "uniform vec3 color;",
  20913. "varying vec2 vUV;",
  20914. "void main() {",
  20915. // pink square
  20916. "if( renderType == 0 ) {",
  20917. "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
  20918. // restore
  20919. "} else if( renderType == 1 ) {",
  20920. "gl_FragColor = texture2D( map, vUV );",
  20921. // flare
  20922. "} else {",
  20923. "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
  20924. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
  20925. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
  20926. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
  20927. "visibility = ( 1.0 - visibility / 4.0 );",
  20928. "vec4 texture = texture2D( map, vUV );",
  20929. "texture.a *= opacity * visibility;",
  20930. "gl_FragColor = texture;",
  20931. "gl_FragColor.rgb *= color;",
  20932. "}",
  20933. "}"
  20934. ].join( "\n" )
  20935. }
  20936. };