three.js 809 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. // GL STATE CONSTANTS
  11. THREE.CullFaceNone = 0;
  12. THREE.CullFaceBack = 1;
  13. THREE.CullFaceFront = 2;
  14. THREE.CullFaceFrontBack = 3;
  15. THREE.FrontFaceDirectionCW = 0;
  16. THREE.FrontFaceDirectionCCW = 1;
  17. // SHADOWING TYPES
  18. THREE.BasicShadowMap = 0;
  19. THREE.PCFShadowMap = 1;
  20. THREE.PCFSoftShadowMap = 2;
  21. // MATERIAL CONSTANTS
  22. // side
  23. THREE.FrontSide = 0;
  24. THREE.BackSide = 1;
  25. THREE.DoubleSide = 2;
  26. // shading
  27. THREE.NoShading = 0;
  28. THREE.FlatShading = 1;
  29. THREE.SmoothShading = 2;
  30. // colors
  31. THREE.NoColors = 0;
  32. THREE.FaceColors = 1;
  33. THREE.VertexColors = 2;
  34. // blending modes
  35. THREE.NoBlending = 0;
  36. THREE.NormalBlending = 1;
  37. THREE.AdditiveBlending = 2;
  38. THREE.SubtractiveBlending = 3;
  39. THREE.MultiplyBlending = 4;
  40. THREE.CustomBlending = 5;
  41. // custom blending equations
  42. // (numbers start from 100 not to clash with other
  43. // mappings to OpenGL constants defined in Texture.js)
  44. THREE.AddEquation = 100;
  45. THREE.SubtractEquation = 101;
  46. THREE.ReverseSubtractEquation = 102;
  47. // custom blending destination factors
  48. THREE.ZeroFactor = 200;
  49. THREE.OneFactor = 201;
  50. THREE.SrcColorFactor = 202;
  51. THREE.OneMinusSrcColorFactor = 203;
  52. THREE.SrcAlphaFactor = 204;
  53. THREE.OneMinusSrcAlphaFactor = 205;
  54. THREE.DstAlphaFactor = 206;
  55. THREE.OneMinusDstAlphaFactor = 207;
  56. // custom blending source factors
  57. //THREE.ZeroFactor = 200;
  58. //THREE.OneFactor = 201;
  59. //THREE.SrcAlphaFactor = 204;
  60. //THREE.OneMinusSrcAlphaFactor = 205;
  61. //THREE.DstAlphaFactor = 206;
  62. //THREE.OneMinusDstAlphaFactor = 207;
  63. THREE.DstColorFactor = 208;
  64. THREE.OneMinusDstColorFactor = 209;
  65. THREE.SrcAlphaSaturateFactor = 210;
  66. // TEXTURE CONSTANTS
  67. THREE.MultiplyOperation = 0;
  68. THREE.MixOperation = 1;
  69. THREE.AddOperation = 2;
  70. // Mapping modes
  71. THREE.UVMapping = function () {};
  72. THREE.CubeReflectionMapping = function () {};
  73. THREE.CubeRefractionMapping = function () {};
  74. THREE.SphericalReflectionMapping = function () {};
  75. THREE.SphericalRefractionMapping = function () {};
  76. // Wrapping modes
  77. THREE.RepeatWrapping = 1000;
  78. THREE.ClampToEdgeWrapping = 1001;
  79. THREE.MirroredRepeatWrapping = 1002;
  80. // Filters
  81. THREE.NearestFilter = 1003;
  82. THREE.NearestMipMapNearestFilter = 1004;
  83. THREE.NearestMipMapLinearFilter = 1005;
  84. THREE.LinearFilter = 1006;
  85. THREE.LinearMipMapNearestFilter = 1007;
  86. THREE.LinearMipMapLinearFilter = 1008;
  87. // Data types
  88. THREE.UnsignedByteType = 1009;
  89. THREE.ByteType = 1010;
  90. THREE.ShortType = 1011;
  91. THREE.UnsignedShortType = 1012;
  92. THREE.IntType = 1013;
  93. THREE.UnsignedIntType = 1014;
  94. THREE.FloatType = 1015;
  95. // Pixel types
  96. //THREE.UnsignedByteType = 1009;
  97. THREE.UnsignedShort4444Type = 1016;
  98. THREE.UnsignedShort5551Type = 1017;
  99. THREE.UnsignedShort565Type = 1018;
  100. // Pixel formats
  101. THREE.AlphaFormat = 1019;
  102. THREE.RGBFormat = 1020;
  103. THREE.RGBAFormat = 1021;
  104. THREE.LuminanceFormat = 1022;
  105. THREE.LuminanceAlphaFormat = 1023;
  106. // Compressed texture formats
  107. THREE.RGB_S3TC_DXT1_Format = 2001;
  108. THREE.RGBA_S3TC_DXT1_Format = 2002;
  109. THREE.RGBA_S3TC_DXT3_Format = 2003;
  110. THREE.RGBA_S3TC_DXT5_Format = 2004;
  111. /*
  112. // Potential future PVRTC compressed texture formats
  113. THREE.RGB_PVRTC_4BPPV1_Format = 2100;
  114. THREE.RGB_PVRTC_2BPPV1_Format = 2101;
  115. THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
  116. THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
  117. */
  118. // File:src/math/Color.js
  119. /**
  120. * @author mrdoob / http://mrdoob.com/
  121. */
  122. THREE.Color = function ( color ) {
  123. if ( arguments.length === 3 ) {
  124. return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );
  125. }
  126. return this.set( color )
  127. };
  128. THREE.Color.prototype = {
  129. constructor: THREE.Color,
  130. r: 1, g: 1, b: 1,
  131. set: function ( value ) {
  132. if ( value instanceof THREE.Color ) {
  133. this.copy( value );
  134. } else if ( typeof value === 'number' ) {
  135. this.setHex( value );
  136. } else if ( typeof value === 'string' ) {
  137. this.setStyle( value );
  138. }
  139. return this;
  140. },
  141. setHex: function ( hex ) {
  142. hex = Math.floor( hex );
  143. this.r = ( hex >> 16 & 255 ) / 255;
  144. this.g = ( hex >> 8 & 255 ) / 255;
  145. this.b = ( hex & 255 ) / 255;
  146. return this;
  147. },
  148. setRGB: function ( r, g, b ) {
  149. this.r = r;
  150. this.g = g;
  151. this.b = b;
  152. return this;
  153. },
  154. setHSL: function ( h, s, l ) {
  155. // h,s,l ranges are in 0.0 - 1.0
  156. if ( s === 0 ) {
  157. this.r = this.g = this.b = l;
  158. } else {
  159. var hue2rgb = function ( p, q, t ) {
  160. if ( t < 0 ) t += 1;
  161. if ( t > 1 ) t -= 1;
  162. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  163. if ( t < 1 / 2 ) return q;
  164. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  165. return p;
  166. };
  167. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  168. var q = ( 2 * l ) - p;
  169. this.r = hue2rgb( q, p, h + 1 / 3 );
  170. this.g = hue2rgb( q, p, h );
  171. this.b = hue2rgb( q, p, h - 1 / 3 );
  172. }
  173. return this;
  174. },
  175. setStyle: function ( style ) {
  176. // rgb(255,0,0)
  177. if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) {
  178. var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style );
  179. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  180. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  181. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  182. return this;
  183. }
  184. // rgb(100%,0%,0%)
  185. if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) {
  186. var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style );
  187. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  188. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  189. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  190. return this;
  191. }
  192. // #ff0000
  193. if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
  194. var color = /^\#([0-9a-f]{6})$/i.exec( style );
  195. this.setHex( parseInt( color[ 1 ], 16 ) );
  196. return this;
  197. }
  198. // #f00
  199. if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
  200. var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
  201. this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
  202. return this;
  203. }
  204. // red
  205. if ( /^(\w+)$/i.test( style ) ) {
  206. this.setHex( THREE.ColorKeywords[ style ] );
  207. return this;
  208. }
  209. },
  210. copy: function ( color ) {
  211. this.r = color.r;
  212. this.g = color.g;
  213. this.b = color.b;
  214. return this;
  215. },
  216. copyGammaToLinear: function ( color ) {
  217. this.r = color.r * color.r;
  218. this.g = color.g * color.g;
  219. this.b = color.b * color.b;
  220. return this;
  221. },
  222. copyLinearToGamma: function ( color ) {
  223. this.r = Math.sqrt( color.r );
  224. this.g = Math.sqrt( color.g );
  225. this.b = Math.sqrt( color.b );
  226. return this;
  227. },
  228. convertGammaToLinear: function () {
  229. var r = this.r, g = this.g, b = this.b;
  230. this.r = r * r;
  231. this.g = g * g;
  232. this.b = b * b;
  233. return this;
  234. },
  235. convertLinearToGamma: function () {
  236. this.r = Math.sqrt( this.r );
  237. this.g = Math.sqrt( this.g );
  238. this.b = Math.sqrt( this.b );
  239. return this;
  240. },
  241. getHex: function () {
  242. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  243. },
  244. getHexString: function () {
  245. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  246. },
  247. getHSL: function ( optionalTarget ) {
  248. // h,s,l ranges are in 0.0 - 1.0
  249. var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
  250. var r = this.r, g = this.g, b = this.b;
  251. var max = Math.max( r, g, b );
  252. var min = Math.min( r, g, b );
  253. var hue, saturation;
  254. var lightness = ( min + max ) / 2.0;
  255. if ( min === max ) {
  256. hue = 0;
  257. saturation = 0;
  258. } else {
  259. var delta = max - min;
  260. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  261. switch ( max ) {
  262. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  263. case g: hue = ( b - r ) / delta + 2; break;
  264. case b: hue = ( r - g ) / delta + 4; break;
  265. }
  266. hue /= 6;
  267. }
  268. hsl.h = hue;
  269. hsl.s = saturation;
  270. hsl.l = lightness;
  271. return hsl;
  272. },
  273. getStyle: function () {
  274. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  275. },
  276. offsetHSL: function ( h, s, l ) {
  277. var hsl = this.getHSL();
  278. hsl.h += h; hsl.s += s; hsl.l += l;
  279. this.setHSL( hsl.h, hsl.s, hsl.l );
  280. return this;
  281. },
  282. add: function ( color ) {
  283. this.r += color.r;
  284. this.g += color.g;
  285. this.b += color.b;
  286. return this;
  287. },
  288. addColors: function ( color1, color2 ) {
  289. this.r = color1.r + color2.r;
  290. this.g = color1.g + color2.g;
  291. this.b = color1.b + color2.b;
  292. return this;
  293. },
  294. addScalar: function ( s ) {
  295. this.r += s;
  296. this.g += s;
  297. this.b += s;
  298. return this;
  299. },
  300. multiply: function ( color ) {
  301. this.r *= color.r;
  302. this.g *= color.g;
  303. this.b *= color.b;
  304. return this;
  305. },
  306. multiplyScalar: function ( s ) {
  307. this.r *= s;
  308. this.g *= s;
  309. this.b *= s;
  310. return this;
  311. },
  312. lerp: function ( color, alpha ) {
  313. this.r += ( color.r - this.r ) * alpha;
  314. this.g += ( color.g - this.g ) * alpha;
  315. this.b += ( color.b - this.b ) * alpha;
  316. return this;
  317. },
  318. equals: function ( c ) {
  319. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  320. },
  321. fromArray: function ( array ) {
  322. this.r = array[ 0 ];
  323. this.g = array[ 1 ];
  324. this.b = array[ 2 ];
  325. return this;
  326. },
  327. toArray: function () {
  328. return [ this.r, this.g, this.b ];
  329. },
  330. clone: function () {
  331. return new THREE.Color().setRGB( this.r, this.g, this.b );
  332. }
  333. };
  334. THREE.ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  335. 'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  336. 'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  337. 'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  338. 'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  339. 'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  340. 'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  341. 'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  342. 'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  343. 'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  344. 'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  345. 'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  346. 'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  347. 'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  348. 'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  349. 'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  350. 'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  351. 'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  352. 'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  353. 'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  354. 'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  355. 'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  356. 'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  357. 'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
  358. // File:src/math/Quaternion.js
  359. /**
  360. * @author mikael emtinger / http://gomo.se/
  361. * @author alteredq / http://alteredqualia.com/
  362. * @author WestLangley / http://github.com/WestLangley
  363. * @author bhouston / http://exocortex.com
  364. */
  365. THREE.Quaternion = function ( x, y, z, w ) {
  366. this._x = x || 0;
  367. this._y = y || 0;
  368. this._z = z || 0;
  369. this._w = ( w !== undefined ) ? w : 1;
  370. };
  371. THREE.Quaternion.prototype = {
  372. constructor: THREE.Quaternion,
  373. _x: 0,_y: 0, _z: 0, _w: 0,
  374. get x () {
  375. return this._x;
  376. },
  377. set x ( value ) {
  378. this._x = value;
  379. this.onChangeCallback();
  380. },
  381. get y () {
  382. return this._y;
  383. },
  384. set y ( value ) {
  385. this._y = value;
  386. this.onChangeCallback();
  387. },
  388. get z () {
  389. return this._z;
  390. },
  391. set z ( value ) {
  392. this._z = value;
  393. this.onChangeCallback();
  394. },
  395. get w () {
  396. return this._w;
  397. },
  398. set w ( value ) {
  399. this._w = value;
  400. this.onChangeCallback();
  401. },
  402. set: function ( x, y, z, w ) {
  403. this._x = x;
  404. this._y = y;
  405. this._z = z;
  406. this._w = w;
  407. this.onChangeCallback();
  408. return this;
  409. },
  410. copy: function ( quaternion ) {
  411. this._x = quaternion.x;
  412. this._y = quaternion.y;
  413. this._z = quaternion.z;
  414. this._w = quaternion.w;
  415. this.onChangeCallback();
  416. return this;
  417. },
  418. setFromEuler: function ( euler, update ) {
  419. if ( euler instanceof THREE.Euler === false ) {
  420. throw new Error( 'THREE.Quaternion: .setFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  421. }
  422. // http://www.mathworks.com/matlabcentral/fileexchange/
  423. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  424. // content/SpinCalc.m
  425. var c1 = Math.cos( euler._x / 2 );
  426. var c2 = Math.cos( euler._y / 2 );
  427. var c3 = Math.cos( euler._z / 2 );
  428. var s1 = Math.sin( euler._x / 2 );
  429. var s2 = Math.sin( euler._y / 2 );
  430. var s3 = Math.sin( euler._z / 2 );
  431. if ( euler.order === 'XYZ' ) {
  432. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  433. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  434. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  435. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  436. } else if ( euler.order === 'YXZ' ) {
  437. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  438. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  439. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  440. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  441. } else if ( euler.order === 'ZXY' ) {
  442. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  443. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  444. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  445. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  446. } else if ( euler.order === 'ZYX' ) {
  447. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  448. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  449. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  450. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  451. } else if ( euler.order === 'YZX' ) {
  452. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  453. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  454. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  455. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  456. } else if ( euler.order === 'XZY' ) {
  457. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  458. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  459. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  460. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  461. }
  462. if ( update !== false ) this.onChangeCallback();
  463. return this;
  464. },
  465. setFromAxisAngle: function ( axis, angle ) {
  466. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  467. // assumes axis is normalized
  468. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  469. this._x = axis.x * s;
  470. this._y = axis.y * s;
  471. this._z = axis.z * s;
  472. this._w = Math.cos( halfAngle );
  473. this.onChangeCallback();
  474. return this;
  475. },
  476. setFromRotationMatrix: function ( m ) {
  477. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  478. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  479. var te = m.elements,
  480. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  481. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  482. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
  483. trace = m11 + m22 + m33,
  484. s;
  485. if ( trace > 0 ) {
  486. s = 0.5 / Math.sqrt( trace + 1.0 );
  487. this._w = 0.25 / s;
  488. this._x = ( m32 - m23 ) * s;
  489. this._y = ( m13 - m31 ) * s;
  490. this._z = ( m21 - m12 ) * s;
  491. } else if ( m11 > m22 && m11 > m33 ) {
  492. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  493. this._w = ( m32 - m23 ) / s;
  494. this._x = 0.25 * s;
  495. this._y = ( m12 + m21 ) / s;
  496. this._z = ( m13 + m31 ) / s;
  497. } else if ( m22 > m33 ) {
  498. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  499. this._w = ( m13 - m31 ) / s;
  500. this._x = ( m12 + m21 ) / s;
  501. this._y = 0.25 * s;
  502. this._z = ( m23 + m32 ) / s;
  503. } else {
  504. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  505. this._w = ( m21 - m12 ) / s;
  506. this._x = ( m13 + m31 ) / s;
  507. this._y = ( m23 + m32 ) / s;
  508. this._z = 0.25 * s;
  509. }
  510. this.onChangeCallback();
  511. return this;
  512. },
  513. setFromUnitVectors: function () {
  514. // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
  515. // assumes direction vectors vFrom and vTo are normalized
  516. var v1, r;
  517. var EPS = 0.000001;
  518. return function ( vFrom, vTo ) {
  519. if ( v1 === undefined ) v1 = new THREE.Vector3();
  520. r = vFrom.dot( vTo ) + 1;
  521. if ( r < EPS ) {
  522. r = 0;
  523. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  524. v1.set( - vFrom.y, vFrom.x, 0 );
  525. } else {
  526. v1.set( 0, - vFrom.z, vFrom.y );
  527. }
  528. } else {
  529. v1.crossVectors( vFrom, vTo );
  530. }
  531. this._x = v1.x;
  532. this._y = v1.y;
  533. this._z = v1.z;
  534. this._w = r;
  535. this.normalize();
  536. return this;
  537. }
  538. }(),
  539. inverse: function () {
  540. this.conjugate().normalize();
  541. return this;
  542. },
  543. conjugate: function () {
  544. this._x *= - 1;
  545. this._y *= - 1;
  546. this._z *= - 1;
  547. this.onChangeCallback();
  548. return this;
  549. },
  550. dot: function ( v ) {
  551. return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
  552. },
  553. lengthSq: function () {
  554. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  555. },
  556. length: function () {
  557. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  558. },
  559. normalize: function () {
  560. var l = this.length();
  561. if ( l === 0 ) {
  562. this._x = 0;
  563. this._y = 0;
  564. this._z = 0;
  565. this._w = 1;
  566. } else {
  567. l = 1 / l;
  568. this._x = this._x * l;
  569. this._y = this._y * l;
  570. this._z = this._z * l;
  571. this._w = this._w * l;
  572. }
  573. this.onChangeCallback();
  574. return this;
  575. },
  576. multiply: function ( q, p ) {
  577. if ( p !== undefined ) {
  578. console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  579. return this.multiplyQuaternions( q, p );
  580. }
  581. return this.multiplyQuaternions( this, q );
  582. },
  583. multiplyQuaternions: function ( a, b ) {
  584. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  585. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  586. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  587. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  588. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  589. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  590. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  591. this.onChangeCallback();
  592. return this;
  593. },
  594. multiplyVector3: function ( vector ) {
  595. console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  596. return vector.applyQuaternion( this );
  597. },
  598. slerp: function ( qb, t ) {
  599. var x = this._x, y = this._y, z = this._z, w = this._w;
  600. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  601. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  602. if ( cosHalfTheta < 0 ) {
  603. this._w = - qb._w;
  604. this._x = - qb._x;
  605. this._y = - qb._y;
  606. this._z = - qb._z;
  607. cosHalfTheta = - cosHalfTheta;
  608. } else {
  609. this.copy( qb );
  610. }
  611. if ( cosHalfTheta >= 1.0 ) {
  612. this._w = w;
  613. this._x = x;
  614. this._y = y;
  615. this._z = z;
  616. return this;
  617. }
  618. var halfTheta = Math.acos( cosHalfTheta );
  619. var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
  620. if ( Math.abs( sinHalfTheta ) < 0.001 ) {
  621. this._w = 0.5 * ( w + this._w );
  622. this._x = 0.5 * ( x + this._x );
  623. this._y = 0.5 * ( y + this._y );
  624. this._z = 0.5 * ( z + this._z );
  625. return this;
  626. }
  627. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  628. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  629. this._w = ( w * ratioA + this._w * ratioB );
  630. this._x = ( x * ratioA + this._x * ratioB );
  631. this._y = ( y * ratioA + this._y * ratioB );
  632. this._z = ( z * ratioA + this._z * ratioB );
  633. this.onChangeCallback();
  634. return this;
  635. },
  636. equals: function ( quaternion ) {
  637. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  638. },
  639. fromArray: function ( array ) {
  640. this._x = array[ 0 ];
  641. this._y = array[ 1 ];
  642. this._z = array[ 2 ];
  643. this._w = array[ 3 ];
  644. this.onChangeCallback();
  645. return this;
  646. },
  647. toArray: function () {
  648. return [ this._x, this._y, this._z, this._w ];
  649. },
  650. onChange: function ( callback ) {
  651. this.onChangeCallback = callback;
  652. return this;
  653. },
  654. onChangeCallback: function () {},
  655. clone: function () {
  656. return new THREE.Quaternion( this._x, this._y, this._z, this._w );
  657. }
  658. };
  659. THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
  660. return qm.copy( qa ).slerp( qb, t );
  661. }
  662. // File:src/math/Vector2.js
  663. /**
  664. * @author mrdoob / http://mrdoob.com/
  665. * @author philogb / http://blog.thejit.org/
  666. * @author egraether / http://egraether.com/
  667. * @author zz85 / http://www.lab4games.net/zz85/blog
  668. */
  669. THREE.Vector2 = function ( x, y ) {
  670. this.x = x || 0;
  671. this.y = y || 0;
  672. };
  673. THREE.Vector2.prototype = {
  674. constructor: THREE.Vector2,
  675. set: function ( x, y ) {
  676. this.x = x;
  677. this.y = y;
  678. return this;
  679. },
  680. setX: function ( x ) {
  681. this.x = x;
  682. return this;
  683. },
  684. setY: function ( y ) {
  685. this.y = y;
  686. return this;
  687. },
  688. setComponent: function ( index, value ) {
  689. switch ( index ) {
  690. case 0: this.x = value; break;
  691. case 1: this.y = value; break;
  692. default: throw new Error( 'index is out of range: ' + index );
  693. }
  694. },
  695. getComponent: function ( index ) {
  696. switch ( index ) {
  697. case 0: return this.x;
  698. case 1: return this.y;
  699. default: throw new Error( 'index is out of range: ' + index );
  700. }
  701. },
  702. copy: function ( v ) {
  703. this.x = v.x;
  704. this.y = v.y;
  705. return this;
  706. },
  707. add: function ( v, w ) {
  708. if ( w !== undefined ) {
  709. console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  710. return this.addVectors( v, w );
  711. }
  712. this.x += v.x;
  713. this.y += v.y;
  714. return this;
  715. },
  716. addVectors: function ( a, b ) {
  717. this.x = a.x + b.x;
  718. this.y = a.y + b.y;
  719. return this;
  720. },
  721. addScalar: function ( s ) {
  722. this.x += s;
  723. this.y += s;
  724. return this;
  725. },
  726. sub: function ( v, w ) {
  727. if ( w !== undefined ) {
  728. console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  729. return this.subVectors( v, w );
  730. }
  731. this.x -= v.x;
  732. this.y -= v.y;
  733. return this;
  734. },
  735. subVectors: function ( a, b ) {
  736. this.x = a.x - b.x;
  737. this.y = a.y - b.y;
  738. return this;
  739. },
  740. multiply: function ( v ) {
  741. this.x *= v.x;
  742. this.y *= v.y;
  743. return this;
  744. },
  745. multiplyScalar: function ( s ) {
  746. this.x *= s;
  747. this.y *= s;
  748. return this;
  749. },
  750. divide: function ( v ) {
  751. this.x /= v.x;
  752. this.y /= v.y;
  753. return this;
  754. },
  755. divideScalar: function ( scalar ) {
  756. if ( scalar !== 0 ) {
  757. var invScalar = 1 / scalar;
  758. this.x *= invScalar;
  759. this.y *= invScalar;
  760. } else {
  761. this.x = 0;
  762. this.y = 0;
  763. }
  764. return this;
  765. },
  766. min: function ( v ) {
  767. if ( this.x > v.x ) {
  768. this.x = v.x;
  769. }
  770. if ( this.y > v.y ) {
  771. this.y = v.y;
  772. }
  773. return this;
  774. },
  775. max: function ( v ) {
  776. if ( this.x < v.x ) {
  777. this.x = v.x;
  778. }
  779. if ( this.y < v.y ) {
  780. this.y = v.y;
  781. }
  782. return this;
  783. },
  784. clamp: function ( min, max ) {
  785. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  786. if ( this.x < min.x ) {
  787. this.x = min.x;
  788. } else if ( this.x > max.x ) {
  789. this.x = max.x;
  790. }
  791. if ( this.y < min.y ) {
  792. this.y = min.y;
  793. } else if ( this.y > max.y ) {
  794. this.y = max.y;
  795. }
  796. return this;
  797. },
  798. clampScalar: ( function () {
  799. var min, max;
  800. return function ( minVal, maxVal ) {
  801. if ( min === undefined ) {
  802. min = new THREE.Vector2();
  803. max = new THREE.Vector2();
  804. }
  805. min.set( minVal, minVal );
  806. max.set( maxVal, maxVal );
  807. return this.clamp( min, max );
  808. };
  809. } )(),
  810. floor: function () {
  811. this.x = Math.floor( this.x );
  812. this.y = Math.floor( this.y );
  813. return this;
  814. },
  815. ceil: function () {
  816. this.x = Math.ceil( this.x );
  817. this.y = Math.ceil( this.y );
  818. return this;
  819. },
  820. round: function () {
  821. this.x = Math.round( this.x );
  822. this.y = Math.round( this.y );
  823. return this;
  824. },
  825. roundToZero: function () {
  826. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  827. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  828. return this;
  829. },
  830. negate: function () {
  831. this.x = - this.x;
  832. this.y = - this.y;
  833. return this;
  834. },
  835. dot: function ( v ) {
  836. return this.x * v.x + this.y * v.y;
  837. },
  838. lengthSq: function () {
  839. return this.x * this.x + this.y * this.y;
  840. },
  841. length: function () {
  842. return Math.sqrt( this.x * this.x + this.y * this.y );
  843. },
  844. normalize: function () {
  845. return this.divideScalar( this.length() );
  846. },
  847. distanceTo: function ( v ) {
  848. return Math.sqrt( this.distanceToSquared( v ) );
  849. },
  850. distanceToSquared: function ( v ) {
  851. var dx = this.x - v.x, dy = this.y - v.y;
  852. return dx * dx + dy * dy;
  853. },
  854. setLength: function ( l ) {
  855. var oldLength = this.length();
  856. if ( oldLength !== 0 && l !== oldLength ) {
  857. this.multiplyScalar( l / oldLength );
  858. }
  859. return this;
  860. },
  861. lerp: function ( v, alpha ) {
  862. this.x += ( v.x - this.x ) * alpha;
  863. this.y += ( v.y - this.y ) * alpha;
  864. return this;
  865. },
  866. equals: function ( v ) {
  867. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  868. },
  869. fromArray: function ( array ) {
  870. this.x = array[ 0 ];
  871. this.y = array[ 1 ];
  872. return this;
  873. },
  874. toArray: function () {
  875. return [ this.x, this.y ];
  876. },
  877. clone: function () {
  878. return new THREE.Vector2( this.x, this.y );
  879. }
  880. };
  881. // File:src/math/Vector3.js
  882. /**
  883. * @author mrdoob / http://mrdoob.com/
  884. * @author *kile / http://kile.stravaganza.org/
  885. * @author philogb / http://blog.thejit.org/
  886. * @author mikael emtinger / http://gomo.se/
  887. * @author egraether / http://egraether.com/
  888. * @author WestLangley / http://github.com/WestLangley
  889. */
  890. THREE.Vector3 = function ( x, y, z ) {
  891. this.x = x || 0;
  892. this.y = y || 0;
  893. this.z = z || 0;
  894. };
  895. THREE.Vector3.prototype = {
  896. constructor: THREE.Vector3,
  897. set: function ( x, y, z ) {
  898. this.x = x;
  899. this.y = y;
  900. this.z = z;
  901. return this;
  902. },
  903. setX: function ( x ) {
  904. this.x = x;
  905. return this;
  906. },
  907. setY: function ( y ) {
  908. this.y = y;
  909. return this;
  910. },
  911. setZ: function ( z ) {
  912. this.z = z;
  913. return this;
  914. },
  915. setComponent: function ( index, value ) {
  916. switch ( index ) {
  917. case 0: this.x = value; break;
  918. case 1: this.y = value; break;
  919. case 2: this.z = value; break;
  920. default: throw new Error( 'index is out of range: ' + index );
  921. }
  922. },
  923. getComponent: function ( index ) {
  924. switch ( index ) {
  925. case 0: return this.x;
  926. case 1: return this.y;
  927. case 2: return this.z;
  928. default: throw new Error( 'index is out of range: ' + index );
  929. }
  930. },
  931. copy: function ( v ) {
  932. this.x = v.x;
  933. this.y = v.y;
  934. this.z = v.z;
  935. return this;
  936. },
  937. add: function ( v, w ) {
  938. if ( w !== undefined ) {
  939. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  940. return this.addVectors( v, w );
  941. }
  942. this.x += v.x;
  943. this.y += v.y;
  944. this.z += v.z;
  945. return this;
  946. },
  947. addScalar: function ( s ) {
  948. this.x += s;
  949. this.y += s;
  950. this.z += s;
  951. return this;
  952. },
  953. addVectors: function ( a, b ) {
  954. this.x = a.x + b.x;
  955. this.y = a.y + b.y;
  956. this.z = a.z + b.z;
  957. return this;
  958. },
  959. sub: function ( v, w ) {
  960. if ( w !== undefined ) {
  961. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  962. return this.subVectors( v, w );
  963. }
  964. this.x -= v.x;
  965. this.y -= v.y;
  966. this.z -= v.z;
  967. return this;
  968. },
  969. subVectors: function ( a, b ) {
  970. this.x = a.x - b.x;
  971. this.y = a.y - b.y;
  972. this.z = a.z - b.z;
  973. return this;
  974. },
  975. multiply: function ( v, w ) {
  976. if ( w !== undefined ) {
  977. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  978. return this.multiplyVectors( v, w );
  979. }
  980. this.x *= v.x;
  981. this.y *= v.y;
  982. this.z *= v.z;
  983. return this;
  984. },
  985. multiplyScalar: function ( scalar ) {
  986. this.x *= scalar;
  987. this.y *= scalar;
  988. this.z *= scalar;
  989. return this;
  990. },
  991. multiplyVectors: function ( a, b ) {
  992. this.x = a.x * b.x;
  993. this.y = a.y * b.y;
  994. this.z = a.z * b.z;
  995. return this;
  996. },
  997. applyEuler: function () {
  998. var quaternion;
  999. return function ( euler ) {
  1000. if ( euler instanceof THREE.Euler === false ) {
  1001. console.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  1002. }
  1003. if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  1004. this.applyQuaternion( quaternion.setFromEuler( euler ) );
  1005. return this;
  1006. };
  1007. }(),
  1008. applyAxisAngle: function () {
  1009. var quaternion;
  1010. return function ( axis, angle ) {
  1011. if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  1012. this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  1013. return this;
  1014. };
  1015. }(),
  1016. applyMatrix3: function ( m ) {
  1017. var x = this.x;
  1018. var y = this.y;
  1019. var z = this.z;
  1020. var e = m.elements;
  1021. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1022. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1023. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1024. return this;
  1025. },
  1026. applyMatrix4: function ( m ) {
  1027. // input: THREE.Matrix4 affine matrix
  1028. var x = this.x, y = this.y, z = this.z;
  1029. var e = m.elements;
  1030. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ];
  1031. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ];
  1032. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
  1033. return this;
  1034. },
  1035. applyProjection: function ( m ) {
  1036. // input: THREE.Matrix4 projection matrix
  1037. var x = this.x, y = this.y, z = this.z;
  1038. var e = m.elements;
  1039. var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
  1040. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d;
  1041. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d;
  1042. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
  1043. return this;
  1044. },
  1045. applyQuaternion: function ( q ) {
  1046. var x = this.x;
  1047. var y = this.y;
  1048. var z = this.z;
  1049. var qx = q.x;
  1050. var qy = q.y;
  1051. var qz = q.z;
  1052. var qw = q.w;
  1053. // calculate quat * vector
  1054. var ix = qw * x + qy * z - qz * y;
  1055. var iy = qw * y + qz * x - qx * z;
  1056. var iz = qw * z + qx * y - qy * x;
  1057. var iw = - qx * x - qy * y - qz * z;
  1058. // calculate result * inverse quat
  1059. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1060. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1061. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1062. return this;
  1063. },
  1064. transformDirection: function ( m ) {
  1065. // input: THREE.Matrix4 affine matrix
  1066. // vector interpreted as a direction
  1067. var x = this.x, y = this.y, z = this.z;
  1068. var e = m.elements;
  1069. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1070. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1071. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1072. this.normalize();
  1073. return this;
  1074. },
  1075. divide: function ( v ) {
  1076. this.x /= v.x;
  1077. this.y /= v.y;
  1078. this.z /= v.z;
  1079. return this;
  1080. },
  1081. divideScalar: function ( scalar ) {
  1082. if ( scalar !== 0 ) {
  1083. var invScalar = 1 / scalar;
  1084. this.x *= invScalar;
  1085. this.y *= invScalar;
  1086. this.z *= invScalar;
  1087. } else {
  1088. this.x = 0;
  1089. this.y = 0;
  1090. this.z = 0;
  1091. }
  1092. return this;
  1093. },
  1094. min: function ( v ) {
  1095. if ( this.x > v.x ) {
  1096. this.x = v.x;
  1097. }
  1098. if ( this.y > v.y ) {
  1099. this.y = v.y;
  1100. }
  1101. if ( this.z > v.z ) {
  1102. this.z = v.z;
  1103. }
  1104. return this;
  1105. },
  1106. max: function ( v ) {
  1107. if ( this.x < v.x ) {
  1108. this.x = v.x;
  1109. }
  1110. if ( this.y < v.y ) {
  1111. this.y = v.y;
  1112. }
  1113. if ( this.z < v.z ) {
  1114. this.z = v.z;
  1115. }
  1116. return this;
  1117. },
  1118. clamp: function ( min, max ) {
  1119. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  1120. if ( this.x < min.x ) {
  1121. this.x = min.x;
  1122. } else if ( this.x > max.x ) {
  1123. this.x = max.x;
  1124. }
  1125. if ( this.y < min.y ) {
  1126. this.y = min.y;
  1127. } else if ( this.y > max.y ) {
  1128. this.y = max.y;
  1129. }
  1130. if ( this.z < min.z ) {
  1131. this.z = min.z;
  1132. } else if ( this.z > max.z ) {
  1133. this.z = max.z;
  1134. }
  1135. return this;
  1136. },
  1137. clampScalar: ( function () {
  1138. var min, max;
  1139. return function ( minVal, maxVal ) {
  1140. if ( min === undefined ) {
  1141. min = new THREE.Vector3();
  1142. max = new THREE.Vector3();
  1143. }
  1144. min.set( minVal, minVal, minVal );
  1145. max.set( maxVal, maxVal, maxVal );
  1146. return this.clamp( min, max );
  1147. };
  1148. } )(),
  1149. floor: function () {
  1150. this.x = Math.floor( this.x );
  1151. this.y = Math.floor( this.y );
  1152. this.z = Math.floor( this.z );
  1153. return this;
  1154. },
  1155. ceil: function () {
  1156. this.x = Math.ceil( this.x );
  1157. this.y = Math.ceil( this.y );
  1158. this.z = Math.ceil( this.z );
  1159. return this;
  1160. },
  1161. round: function () {
  1162. this.x = Math.round( this.x );
  1163. this.y = Math.round( this.y );
  1164. this.z = Math.round( this.z );
  1165. return this;
  1166. },
  1167. roundToZero: function () {
  1168. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1169. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1170. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1171. return this;
  1172. },
  1173. negate: function () {
  1174. this.x = - this.x;
  1175. this.y = - this.y;
  1176. this.z = - this.z;
  1177. return this;
  1178. },
  1179. dot: function ( v ) {
  1180. return this.x * v.x + this.y * v.y + this.z * v.z;
  1181. },
  1182. lengthSq: function () {
  1183. return this.x * this.x + this.y * this.y + this.z * this.z;
  1184. },
  1185. length: function () {
  1186. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1187. },
  1188. lengthManhattan: function () {
  1189. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1190. },
  1191. normalize: function () {
  1192. return this.divideScalar( this.length() );
  1193. },
  1194. setLength: function ( l ) {
  1195. var oldLength = this.length();
  1196. if ( oldLength !== 0 && l !== oldLength ) {
  1197. this.multiplyScalar( l / oldLength );
  1198. }
  1199. return this;
  1200. },
  1201. lerp: function ( v, alpha ) {
  1202. this.x += ( v.x - this.x ) * alpha;
  1203. this.y += ( v.y - this.y ) * alpha;
  1204. this.z += ( v.z - this.z ) * alpha;
  1205. return this;
  1206. },
  1207. cross: function ( v, w ) {
  1208. if ( w !== undefined ) {
  1209. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1210. return this.crossVectors( v, w );
  1211. }
  1212. var x = this.x, y = this.y, z = this.z;
  1213. this.x = y * v.z - z * v.y;
  1214. this.y = z * v.x - x * v.z;
  1215. this.z = x * v.y - y * v.x;
  1216. return this;
  1217. },
  1218. crossVectors: function ( a, b ) {
  1219. var ax = a.x, ay = a.y, az = a.z;
  1220. var bx = b.x, by = b.y, bz = b.z;
  1221. this.x = ay * bz - az * by;
  1222. this.y = az * bx - ax * bz;
  1223. this.z = ax * by - ay * bx;
  1224. return this;
  1225. },
  1226. projectOnVector: function () {
  1227. var v1, dot;
  1228. return function ( vector ) {
  1229. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1230. v1.copy( vector ).normalize();
  1231. dot = this.dot( v1 );
  1232. return this.copy( v1 ).multiplyScalar( dot );
  1233. };
  1234. }(),
  1235. projectOnPlane: function () {
  1236. var v1;
  1237. return function ( planeNormal ) {
  1238. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1239. v1.copy( this ).projectOnVector( planeNormal );
  1240. return this.sub( v1 );
  1241. }
  1242. }(),
  1243. reflect: function () {
  1244. // reflect incident vector off plane orthogonal to normal
  1245. // normal is assumed to have unit length
  1246. var v1;
  1247. return function ( normal ) {
  1248. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1249. return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1250. }
  1251. }(),
  1252. angleTo: function ( v ) {
  1253. var theta = this.dot( v ) / ( this.length() * v.length() );
  1254. // clamp, to handle numerical problems
  1255. return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
  1256. },
  1257. distanceTo: function ( v ) {
  1258. return Math.sqrt( this.distanceToSquared( v ) );
  1259. },
  1260. distanceToSquared: function ( v ) {
  1261. var dx = this.x - v.x;
  1262. var dy = this.y - v.y;
  1263. var dz = this.z - v.z;
  1264. return dx * dx + dy * dy + dz * dz;
  1265. },
  1266. setEulerFromRotationMatrix: function ( m, order ) {
  1267. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  1268. },
  1269. setEulerFromQuaternion: function ( q, order ) {
  1270. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  1271. },
  1272. getPositionFromMatrix: function ( m ) {
  1273. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  1274. return this.setFromMatrixPosition( m );
  1275. },
  1276. getScaleFromMatrix: function ( m ) {
  1277. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  1278. return this.setFromMatrixScale( m );
  1279. },
  1280. getColumnFromMatrix: function ( index, matrix ) {
  1281. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  1282. return this.setFromMatrixColumn( index, matrix );
  1283. },
  1284. setFromMatrixPosition: function ( m ) {
  1285. this.x = m.elements[ 12 ];
  1286. this.y = m.elements[ 13 ];
  1287. this.z = m.elements[ 14 ];
  1288. return this;
  1289. },
  1290. setFromMatrixScale: function ( m ) {
  1291. var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
  1292. var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
  1293. var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
  1294. this.x = sx;
  1295. this.y = sy;
  1296. this.z = sz;
  1297. return this;
  1298. },
  1299. setFromMatrixColumn: function ( index, matrix ) {
  1300. var offset = index * 4;
  1301. var me = matrix.elements;
  1302. this.x = me[ offset ];
  1303. this.y = me[ offset + 1 ];
  1304. this.z = me[ offset + 2 ];
  1305. return this;
  1306. },
  1307. equals: function ( v ) {
  1308. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1309. },
  1310. fromArray: function ( array ) {
  1311. this.x = array[ 0 ];
  1312. this.y = array[ 1 ];
  1313. this.z = array[ 2 ];
  1314. return this;
  1315. },
  1316. toArray: function () {
  1317. return [ this.x, this.y, this.z ];
  1318. },
  1319. clone: function () {
  1320. return new THREE.Vector3( this.x, this.y, this.z );
  1321. }
  1322. };
  1323. // File:src/math/Vector4.js
  1324. /**
  1325. * @author supereggbert / http://www.paulbrunt.co.uk/
  1326. * @author philogb / http://blog.thejit.org/
  1327. * @author mikael emtinger / http://gomo.se/
  1328. * @author egraether / http://egraether.com/
  1329. * @author WestLangley / http://github.com/WestLangley
  1330. */
  1331. THREE.Vector4 = function ( x, y, z, w ) {
  1332. this.x = x || 0;
  1333. this.y = y || 0;
  1334. this.z = z || 0;
  1335. this.w = ( w !== undefined ) ? w : 1;
  1336. };
  1337. THREE.Vector4.prototype = {
  1338. constructor: THREE.Vector4,
  1339. set: function ( x, y, z, w ) {
  1340. this.x = x;
  1341. this.y = y;
  1342. this.z = z;
  1343. this.w = w;
  1344. return this;
  1345. },
  1346. setX: function ( x ) {
  1347. this.x = x;
  1348. return this;
  1349. },
  1350. setY: function ( y ) {
  1351. this.y = y;
  1352. return this;
  1353. },
  1354. setZ: function ( z ) {
  1355. this.z = z;
  1356. return this;
  1357. },
  1358. setW: function ( w ) {
  1359. this.w = w;
  1360. return this;
  1361. },
  1362. setComponent: function ( index, value ) {
  1363. switch ( index ) {
  1364. case 0: this.x = value; break;
  1365. case 1: this.y = value; break;
  1366. case 2: this.z = value; break;
  1367. case 3: this.w = value; break;
  1368. default: throw new Error( 'index is out of range: ' + index );
  1369. }
  1370. },
  1371. getComponent: function ( index ) {
  1372. switch ( index ) {
  1373. case 0: return this.x;
  1374. case 1: return this.y;
  1375. case 2: return this.z;
  1376. case 3: return this.w;
  1377. default: throw new Error( 'index is out of range: ' + index );
  1378. }
  1379. },
  1380. copy: function ( v ) {
  1381. this.x = v.x;
  1382. this.y = v.y;
  1383. this.z = v.z;
  1384. this.w = ( v.w !== undefined ) ? v.w : 1;
  1385. return this;
  1386. },
  1387. add: function ( v, w ) {
  1388. if ( w !== undefined ) {
  1389. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1390. return this.addVectors( v, w );
  1391. }
  1392. this.x += v.x;
  1393. this.y += v.y;
  1394. this.z += v.z;
  1395. this.w += v.w;
  1396. return this;
  1397. },
  1398. addScalar: function ( s ) {
  1399. this.x += s;
  1400. this.y += s;
  1401. this.z += s;
  1402. this.w += s;
  1403. return this;
  1404. },
  1405. addVectors: function ( a, b ) {
  1406. this.x = a.x + b.x;
  1407. this.y = a.y + b.y;
  1408. this.z = a.z + b.z;
  1409. this.w = a.w + b.w;
  1410. return this;
  1411. },
  1412. sub: function ( v, w ) {
  1413. if ( w !== undefined ) {
  1414. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1415. return this.subVectors( v, w );
  1416. }
  1417. this.x -= v.x;
  1418. this.y -= v.y;
  1419. this.z -= v.z;
  1420. this.w -= v.w;
  1421. return this;
  1422. },
  1423. subVectors: function ( a, b ) {
  1424. this.x = a.x - b.x;
  1425. this.y = a.y - b.y;
  1426. this.z = a.z - b.z;
  1427. this.w = a.w - b.w;
  1428. return this;
  1429. },
  1430. multiplyScalar: function ( scalar ) {
  1431. this.x *= scalar;
  1432. this.y *= scalar;
  1433. this.z *= scalar;
  1434. this.w *= scalar;
  1435. return this;
  1436. },
  1437. applyMatrix4: function ( m ) {
  1438. var x = this.x;
  1439. var y = this.y;
  1440. var z = this.z;
  1441. var w = this.w;
  1442. var e = m.elements;
  1443. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1444. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1445. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1446. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1447. return this;
  1448. },
  1449. divideScalar: function ( scalar ) {
  1450. if ( scalar !== 0 ) {
  1451. var invScalar = 1 / scalar;
  1452. this.x *= invScalar;
  1453. this.y *= invScalar;
  1454. this.z *= invScalar;
  1455. this.w *= invScalar;
  1456. } else {
  1457. this.x = 0;
  1458. this.y = 0;
  1459. this.z = 0;
  1460. this.w = 1;
  1461. }
  1462. return this;
  1463. },
  1464. setAxisAngleFromQuaternion: function ( q ) {
  1465. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1466. // q is assumed to be normalized
  1467. this.w = 2 * Math.acos( q.w );
  1468. var s = Math.sqrt( 1 - q.w * q.w );
  1469. if ( s < 0.0001 ) {
  1470. this.x = 1;
  1471. this.y = 0;
  1472. this.z = 0;
  1473. } else {
  1474. this.x = q.x / s;
  1475. this.y = q.y / s;
  1476. this.z = q.z / s;
  1477. }
  1478. return this;
  1479. },
  1480. setAxisAngleFromRotationMatrix: function ( m ) {
  1481. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1482. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1483. var angle, x, y, z, // variables for result
  1484. epsilon = 0.01, // margin to allow for rounding errors
  1485. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1486. te = m.elements,
  1487. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1488. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1489. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1490. if ( ( Math.abs( m12 - m21 ) < epsilon )
  1491. && ( Math.abs( m13 - m31 ) < epsilon )
  1492. && ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1493. // singularity found
  1494. // first check for identity matrix which must have +1 for all terms
  1495. // in leading diagonal and zero in other terms
  1496. if ( ( Math.abs( m12 + m21 ) < epsilon2 )
  1497. && ( Math.abs( m13 + m31 ) < epsilon2 )
  1498. && ( Math.abs( m23 + m32 ) < epsilon2 )
  1499. && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1500. // this singularity is identity matrix so angle = 0
  1501. this.set( 1, 0, 0, 0 );
  1502. return this; // zero angle, arbitrary axis
  1503. }
  1504. // otherwise this singularity is angle = 180
  1505. angle = Math.PI;
  1506. var xx = ( m11 + 1 ) / 2;
  1507. var yy = ( m22 + 1 ) / 2;
  1508. var zz = ( m33 + 1 ) / 2;
  1509. var xy = ( m12 + m21 ) / 4;
  1510. var xz = ( m13 + m31 ) / 4;
  1511. var yz = ( m23 + m32 ) / 4;
  1512. if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
  1513. if ( xx < epsilon ) {
  1514. x = 0;
  1515. y = 0.707106781;
  1516. z = 0.707106781;
  1517. } else {
  1518. x = Math.sqrt( xx );
  1519. y = xy / x;
  1520. z = xz / x;
  1521. }
  1522. } else if ( yy > zz ) { // m22 is the largest diagonal term
  1523. if ( yy < epsilon ) {
  1524. x = 0.707106781;
  1525. y = 0;
  1526. z = 0.707106781;
  1527. } else {
  1528. y = Math.sqrt( yy );
  1529. x = xy / y;
  1530. z = yz / y;
  1531. }
  1532. } else { // m33 is the largest diagonal term so base result on this
  1533. if ( zz < epsilon ) {
  1534. x = 0.707106781;
  1535. y = 0.707106781;
  1536. z = 0;
  1537. } else {
  1538. z = Math.sqrt( zz );
  1539. x = xz / z;
  1540. y = yz / z;
  1541. }
  1542. }
  1543. this.set( x, y, z, angle );
  1544. return this; // return 180 deg rotation
  1545. }
  1546. // as we have reached here there are no singularities so we can handle normally
  1547. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
  1548. + ( m13 - m31 ) * ( m13 - m31 )
  1549. + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1550. if ( Math.abs( s ) < 0.001 ) s = 1;
  1551. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1552. // caught by singularity test above, but I've left it in just in case
  1553. this.x = ( m32 - m23 ) / s;
  1554. this.y = ( m13 - m31 ) / s;
  1555. this.z = ( m21 - m12 ) / s;
  1556. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1557. return this;
  1558. },
  1559. min: function ( v ) {
  1560. if ( this.x > v.x ) {
  1561. this.x = v.x;
  1562. }
  1563. if ( this.y > v.y ) {
  1564. this.y = v.y;
  1565. }
  1566. if ( this.z > v.z ) {
  1567. this.z = v.z;
  1568. }
  1569. if ( this.w > v.w ) {
  1570. this.w = v.w;
  1571. }
  1572. return this;
  1573. },
  1574. max: function ( v ) {
  1575. if ( this.x < v.x ) {
  1576. this.x = v.x;
  1577. }
  1578. if ( this.y < v.y ) {
  1579. this.y = v.y;
  1580. }
  1581. if ( this.z < v.z ) {
  1582. this.z = v.z;
  1583. }
  1584. if ( this.w < v.w ) {
  1585. this.w = v.w;
  1586. }
  1587. return this;
  1588. },
  1589. clamp: function ( min, max ) {
  1590. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  1591. if ( this.x < min.x ) {
  1592. this.x = min.x;
  1593. } else if ( this.x > max.x ) {
  1594. this.x = max.x;
  1595. }
  1596. if ( this.y < min.y ) {
  1597. this.y = min.y;
  1598. } else if ( this.y > max.y ) {
  1599. this.y = max.y;
  1600. }
  1601. if ( this.z < min.z ) {
  1602. this.z = min.z;
  1603. } else if ( this.z > max.z ) {
  1604. this.z = max.z;
  1605. }
  1606. if ( this.w < min.w ) {
  1607. this.w = min.w;
  1608. } else if ( this.w > max.w ) {
  1609. this.w = max.w;
  1610. }
  1611. return this;
  1612. },
  1613. clampScalar: ( function () {
  1614. var min, max;
  1615. return function ( minVal, maxVal ) {
  1616. if ( min === undefined ) {
  1617. min = new THREE.Vector4();
  1618. max = new THREE.Vector4();
  1619. }
  1620. min.set( minVal, minVal, minVal, minVal );
  1621. max.set( maxVal, maxVal, maxVal, maxVal );
  1622. return this.clamp( min, max );
  1623. };
  1624. } )(),
  1625. floor: function () {
  1626. this.x = Math.floor( this.x );
  1627. this.y = Math.floor( this.y );
  1628. this.z = Math.floor( this.z );
  1629. this.w = Math.floor( this.w );
  1630. return this;
  1631. },
  1632. ceil: function () {
  1633. this.x = Math.ceil( this.x );
  1634. this.y = Math.ceil( this.y );
  1635. this.z = Math.ceil( this.z );
  1636. this.w = Math.ceil( this.w );
  1637. return this;
  1638. },
  1639. round: function () {
  1640. this.x = Math.round( this.x );
  1641. this.y = Math.round( this.y );
  1642. this.z = Math.round( this.z );
  1643. this.w = Math.round( this.w );
  1644. return this;
  1645. },
  1646. roundToZero: function () {
  1647. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1648. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1649. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1650. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1651. return this;
  1652. },
  1653. negate: function () {
  1654. this.x = - this.x;
  1655. this.y = - this.y;
  1656. this.z = - this.z;
  1657. this.w = - this.w;
  1658. return this;
  1659. },
  1660. dot: function ( v ) {
  1661. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1662. },
  1663. lengthSq: function () {
  1664. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1665. },
  1666. length: function () {
  1667. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1668. },
  1669. lengthManhattan: function () {
  1670. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1671. },
  1672. normalize: function () {
  1673. return this.divideScalar( this.length() );
  1674. },
  1675. setLength: function ( l ) {
  1676. var oldLength = this.length();
  1677. if ( oldLength !== 0 && l !== oldLength ) {
  1678. this.multiplyScalar( l / oldLength );
  1679. }
  1680. return this;
  1681. },
  1682. lerp: function ( v, alpha ) {
  1683. this.x += ( v.x - this.x ) * alpha;
  1684. this.y += ( v.y - this.y ) * alpha;
  1685. this.z += ( v.z - this.z ) * alpha;
  1686. this.w += ( v.w - this.w ) * alpha;
  1687. return this;
  1688. },
  1689. equals: function ( v ) {
  1690. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1691. },
  1692. fromArray: function ( array ) {
  1693. this.x = array[ 0 ];
  1694. this.y = array[ 1 ];
  1695. this.z = array[ 2 ];
  1696. this.w = array[ 3 ];
  1697. return this;
  1698. },
  1699. toArray: function () {
  1700. return [ this.x, this.y, this.z, this.w ];
  1701. },
  1702. clone: function () {
  1703. return new THREE.Vector4( this.x, this.y, this.z, this.w );
  1704. }
  1705. };
  1706. // File:src/math/Euler.js
  1707. /**
  1708. * @author mrdoob / http://mrdoob.com/
  1709. * @author WestLangley / http://github.com/WestLangley
  1710. * @author bhouston / http://exocortex.com
  1711. */
  1712. THREE.Euler = function ( x, y, z, order ) {
  1713. this._x = x || 0;
  1714. this._y = y || 0;
  1715. this._z = z || 0;
  1716. this._order = order || THREE.Euler.DefaultOrder;
  1717. };
  1718. THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  1719. THREE.Euler.DefaultOrder = 'XYZ';
  1720. THREE.Euler.prototype = {
  1721. constructor: THREE.Euler,
  1722. _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
  1723. get x () {
  1724. return this._x;
  1725. },
  1726. set x ( value ) {
  1727. this._x = value;
  1728. this.onChangeCallback();
  1729. },
  1730. get y () {
  1731. return this._y;
  1732. },
  1733. set y ( value ) {
  1734. this._y = value;
  1735. this.onChangeCallback();
  1736. },
  1737. get z () {
  1738. return this._z;
  1739. },
  1740. set z ( value ) {
  1741. this._z = value;
  1742. this.onChangeCallback();
  1743. },
  1744. get order () {
  1745. return this._order;
  1746. },
  1747. set order ( value ) {
  1748. this._order = value;
  1749. this.onChangeCallback();
  1750. },
  1751. set: function ( x, y, z, order ) {
  1752. this._x = x;
  1753. this._y = y;
  1754. this._z = z;
  1755. this._order = order || this._order;
  1756. this.onChangeCallback();
  1757. return this;
  1758. },
  1759. copy: function ( euler ) {
  1760. this._x = euler._x;
  1761. this._y = euler._y;
  1762. this._z = euler._z;
  1763. this._order = euler._order;
  1764. this.onChangeCallback();
  1765. return this;
  1766. },
  1767. setFromRotationMatrix: function ( m, order ) {
  1768. var clamp = THREE.Math.clamp;
  1769. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1770. var te = m.elements;
  1771. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  1772. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  1773. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1774. order = order || this._order;
  1775. if ( order === 'XYZ' ) {
  1776. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  1777. if ( Math.abs( m13 ) < 0.99999 ) {
  1778. this._x = Math.atan2( - m23, m33 );
  1779. this._z = Math.atan2( - m12, m11 );
  1780. } else {
  1781. this._x = Math.atan2( m32, m22 );
  1782. this._z = 0;
  1783. }
  1784. } else if ( order === 'YXZ' ) {
  1785. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  1786. if ( Math.abs( m23 ) < 0.99999 ) {
  1787. this._y = Math.atan2( m13, m33 );
  1788. this._z = Math.atan2( m21, m22 );
  1789. } else {
  1790. this._y = Math.atan2( - m31, m11 );
  1791. this._z = 0;
  1792. }
  1793. } else if ( order === 'ZXY' ) {
  1794. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  1795. if ( Math.abs( m32 ) < 0.99999 ) {
  1796. this._y = Math.atan2( - m31, m33 );
  1797. this._z = Math.atan2( - m12, m22 );
  1798. } else {
  1799. this._y = 0;
  1800. this._z = Math.atan2( m21, m11 );
  1801. }
  1802. } else if ( order === 'ZYX' ) {
  1803. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  1804. if ( Math.abs( m31 ) < 0.99999 ) {
  1805. this._x = Math.atan2( m32, m33 );
  1806. this._z = Math.atan2( m21, m11 );
  1807. } else {
  1808. this._x = 0;
  1809. this._z = Math.atan2( - m12, m22 );
  1810. }
  1811. } else if ( order === 'YZX' ) {
  1812. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  1813. if ( Math.abs( m21 ) < 0.99999 ) {
  1814. this._x = Math.atan2( - m23, m22 );
  1815. this._y = Math.atan2( - m31, m11 );
  1816. } else {
  1817. this._x = 0;
  1818. this._y = Math.atan2( m13, m33 );
  1819. }
  1820. } else if ( order === 'XZY' ) {
  1821. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  1822. if ( Math.abs( m12 ) < 0.99999 ) {
  1823. this._x = Math.atan2( m32, m22 );
  1824. this._y = Math.atan2( m13, m11 );
  1825. } else {
  1826. this._x = Math.atan2( - m23, m33 );
  1827. this._y = 0;
  1828. }
  1829. } else {
  1830. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
  1831. }
  1832. this._order = order;
  1833. this.onChangeCallback();
  1834. return this;
  1835. },
  1836. setFromQuaternion: function ( q, order, update ) {
  1837. var clamp = THREE.Math.clamp;
  1838. // q is assumed to be normalized
  1839. // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
  1840. var sqx = q.x * q.x;
  1841. var sqy = q.y * q.y;
  1842. var sqz = q.z * q.z;
  1843. var sqw = q.w * q.w;
  1844. order = order || this._order;
  1845. if ( order === 'XYZ' ) {
  1846. this._x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
  1847. this._y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ), - 1, 1 ) );
  1848. this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
  1849. } else if ( order === 'YXZ' ) {
  1850. this._x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ), - 1, 1 ) );
  1851. this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
  1852. this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
  1853. } else if ( order === 'ZXY' ) {
  1854. this._x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ), - 1, 1 ) );
  1855. this._y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
  1856. this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
  1857. } else if ( order === 'ZYX' ) {
  1858. this._x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
  1859. this._y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ), - 1, 1 ) );
  1860. this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
  1861. } else if ( order === 'YZX' ) {
  1862. this._x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
  1863. this._y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
  1864. this._z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ), - 1, 1 ) );
  1865. } else if ( order === 'XZY' ) {
  1866. this._x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
  1867. this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
  1868. this._z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ), - 1, 1 ) );
  1869. } else {
  1870. console.warn( 'THREE.Euler: .setFromQuaternion() given unsupported order: ' + order )
  1871. }
  1872. this._order = order;
  1873. if ( update !== false ) this.onChangeCallback();
  1874. return this;
  1875. },
  1876. reorder: function () {
  1877. // WARNING: this discards revolution information -bhouston
  1878. var q = new THREE.Quaternion();
  1879. return function ( newOrder ) {
  1880. q.setFromEuler( this );
  1881. this.setFromQuaternion( q, newOrder );
  1882. };
  1883. }(),
  1884. equals: function ( euler ) {
  1885. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  1886. },
  1887. fromArray: function ( array ) {
  1888. this._x = array[ 0 ];
  1889. this._y = array[ 1 ];
  1890. this._z = array[ 2 ];
  1891. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  1892. this.onChangeCallback();
  1893. return this;
  1894. },
  1895. toArray: function () {
  1896. return [ this._x, this._y, this._z, this._order ];
  1897. },
  1898. onChange: function ( callback ) {
  1899. this.onChangeCallback = callback;
  1900. return this;
  1901. },
  1902. onChangeCallback: function () {},
  1903. clone: function () {
  1904. return new THREE.Euler( this._x, this._y, this._z, this._order );
  1905. }
  1906. };
  1907. // File:src/math/Line3.js
  1908. /**
  1909. * @author bhouston / http://exocortex.com
  1910. */
  1911. THREE.Line3 = function ( start, end ) {
  1912. this.start = ( start !== undefined ) ? start : new THREE.Vector3();
  1913. this.end = ( end !== undefined ) ? end : new THREE.Vector3();
  1914. };
  1915. THREE.Line3.prototype = {
  1916. constructor: THREE.Line3,
  1917. set: function ( start, end ) {
  1918. this.start.copy( start );
  1919. this.end.copy( end );
  1920. return this;
  1921. },
  1922. copy: function ( line ) {
  1923. this.start.copy( line.start );
  1924. this.end.copy( line.end );
  1925. return this;
  1926. },
  1927. center: function ( optionalTarget ) {
  1928. var result = optionalTarget || new THREE.Vector3();
  1929. return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  1930. },
  1931. delta: function ( optionalTarget ) {
  1932. var result = optionalTarget || new THREE.Vector3();
  1933. return result.subVectors( this.end, this.start );
  1934. },
  1935. distanceSq: function () {
  1936. return this.start.distanceToSquared( this.end );
  1937. },
  1938. distance: function () {
  1939. return this.start.distanceTo( this.end );
  1940. },
  1941. at: function ( t, optionalTarget ) {
  1942. var result = optionalTarget || new THREE.Vector3();
  1943. return this.delta( result ).multiplyScalar( t ).add( this.start );
  1944. },
  1945. closestPointToPointParameter: function () {
  1946. var startP = new THREE.Vector3();
  1947. var startEnd = new THREE.Vector3();
  1948. return function ( point, clampToLine ) {
  1949. startP.subVectors( point, this.start );
  1950. startEnd.subVectors( this.end, this.start );
  1951. var startEnd2 = startEnd.dot( startEnd );
  1952. var startEnd_startP = startEnd.dot( startP );
  1953. var t = startEnd_startP / startEnd2;
  1954. if ( clampToLine ) {
  1955. t = THREE.Math.clamp( t, 0, 1 );
  1956. }
  1957. return t;
  1958. };
  1959. }(),
  1960. closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
  1961. var t = this.closestPointToPointParameter( point, clampToLine );
  1962. var result = optionalTarget || new THREE.Vector3();
  1963. return this.delta( result ).multiplyScalar( t ).add( this.start );
  1964. },
  1965. applyMatrix4: function ( matrix ) {
  1966. this.start.applyMatrix4( matrix );
  1967. this.end.applyMatrix4( matrix );
  1968. return this;
  1969. },
  1970. equals: function ( line ) {
  1971. return line.start.equals( this.start ) && line.end.equals( this.end );
  1972. },
  1973. clone: function () {
  1974. return new THREE.Line3().copy( this );
  1975. }
  1976. };
  1977. // File:src/math/Box2.js
  1978. /**
  1979. * @author bhouston / http://exocortex.com
  1980. */
  1981. THREE.Box2 = function ( min, max ) {
  1982. this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
  1983. this.max = ( max !== undefined ) ? max : new THREE.Vector2( - Infinity, - Infinity );
  1984. };
  1985. THREE.Box2.prototype = {
  1986. constructor: THREE.Box2,
  1987. set: function ( min, max ) {
  1988. this.min.copy( min );
  1989. this.max.copy( max );
  1990. return this;
  1991. },
  1992. setFromPoints: function ( points ) {
  1993. this.makeEmpty();
  1994. for ( var i = 0, il = points.length; i < il; i ++ ) {
  1995. this.expandByPoint( points[ i ] )
  1996. }
  1997. return this;
  1998. },
  1999. setFromCenterAndSize: function () {
  2000. var v1 = new THREE.Vector2();
  2001. return function ( center, size ) {
  2002. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  2003. this.min.copy( center ).sub( halfSize );
  2004. this.max.copy( center ).add( halfSize );
  2005. return this;
  2006. };
  2007. }(),
  2008. copy: function ( box ) {
  2009. this.min.copy( box.min );
  2010. this.max.copy( box.max );
  2011. return this;
  2012. },
  2013. makeEmpty: function () {
  2014. this.min.x = this.min.y = Infinity;
  2015. this.max.x = this.max.y = - Infinity;
  2016. return this;
  2017. },
  2018. empty: function () {
  2019. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2020. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  2021. },
  2022. center: function ( optionalTarget ) {
  2023. var result = optionalTarget || new THREE.Vector2();
  2024. return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2025. },
  2026. size: function ( optionalTarget ) {
  2027. var result = optionalTarget || new THREE.Vector2();
  2028. return result.subVectors( this.max, this.min );
  2029. },
  2030. expandByPoint: function ( point ) {
  2031. this.min.min( point );
  2032. this.max.max( point );
  2033. return this;
  2034. },
  2035. expandByVector: function ( vector ) {
  2036. this.min.sub( vector );
  2037. this.max.add( vector );
  2038. return this;
  2039. },
  2040. expandByScalar: function ( scalar ) {
  2041. this.min.addScalar( - scalar );
  2042. this.max.addScalar( scalar );
  2043. return this;
  2044. },
  2045. containsPoint: function ( point ) {
  2046. if ( point.x < this.min.x || point.x > this.max.x ||
  2047. point.y < this.min.y || point.y > this.max.y ) {
  2048. return false;
  2049. }
  2050. return true;
  2051. },
  2052. containsBox: function ( box ) {
  2053. if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
  2054. ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
  2055. return true;
  2056. }
  2057. return false;
  2058. },
  2059. getParameter: function ( point, optionalTarget ) {
  2060. // This can potentially have a divide by zero if the box
  2061. // has a size dimension of 0.
  2062. var result = optionalTarget || new THREE.Vector2();
  2063. return result.set(
  2064. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2065. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  2066. );
  2067. },
  2068. isIntersectionBox: function ( box ) {
  2069. // using 6 splitting planes to rule out intersections.
  2070. if ( box.max.x < this.min.x || box.min.x > this.max.x ||
  2071. box.max.y < this.min.y || box.min.y > this.max.y ) {
  2072. return false;
  2073. }
  2074. return true;
  2075. },
  2076. clampPoint: function ( point, optionalTarget ) {
  2077. var result = optionalTarget || new THREE.Vector2();
  2078. return result.copy( point ).clamp( this.min, this.max );
  2079. },
  2080. distanceToPoint: function () {
  2081. var v1 = new THREE.Vector2();
  2082. return function ( point ) {
  2083. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  2084. return clampedPoint.sub( point ).length();
  2085. };
  2086. }(),
  2087. intersect: function ( box ) {
  2088. this.min.max( box.min );
  2089. this.max.min( box.max );
  2090. return this;
  2091. },
  2092. union: function ( box ) {
  2093. this.min.min( box.min );
  2094. this.max.max( box.max );
  2095. return this;
  2096. },
  2097. translate: function ( offset ) {
  2098. this.min.add( offset );
  2099. this.max.add( offset );
  2100. return this;
  2101. },
  2102. equals: function ( box ) {
  2103. return box.min.equals( this.min ) && box.max.equals( this.max );
  2104. },
  2105. clone: function () {
  2106. return new THREE.Box2().copy( this );
  2107. }
  2108. };
  2109. // File:src/math/Box3.js
  2110. /**
  2111. * @author bhouston / http://exocortex.com
  2112. * @author WestLangley / http://github.com/WestLangley
  2113. */
  2114. THREE.Box3 = function ( min, max ) {
  2115. this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
  2116. this.max = ( max !== undefined ) ? max : new THREE.Vector3( - Infinity, - Infinity, - Infinity );
  2117. };
  2118. THREE.Box3.prototype = {
  2119. constructor: THREE.Box3,
  2120. set: function ( min, max ) {
  2121. this.min.copy( min );
  2122. this.max.copy( max );
  2123. return this;
  2124. },
  2125. setFromPoints: function ( points ) {
  2126. this.makeEmpty();
  2127. for ( var i = 0, il = points.length; i < il; i ++ ) {
  2128. this.expandByPoint( points[ i ] )
  2129. }
  2130. return this;
  2131. },
  2132. setFromCenterAndSize: function () {
  2133. var v1 = new THREE.Vector3();
  2134. return function ( center, size ) {
  2135. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  2136. this.min.copy( center ).sub( halfSize );
  2137. this.max.copy( center ).add( halfSize );
  2138. return this;
  2139. };
  2140. }(),
  2141. setFromObject: function () {
  2142. // Computes the world-axis-aligned bounding box of an object (including its children),
  2143. // accounting for both the object's, and childrens', world transforms
  2144. var v1 = new THREE.Vector3();
  2145. return function ( object ) {
  2146. var scope = this;
  2147. object.updateMatrixWorld( true );
  2148. this.makeEmpty();
  2149. object.traverse( function ( node ) {
  2150. if ( node.geometry !== undefined && node.geometry.vertices !== undefined ) {
  2151. var vertices = node.geometry.vertices;
  2152. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  2153. v1.copy( vertices[ i ] );
  2154. v1.applyMatrix4( node.matrixWorld );
  2155. scope.expandByPoint( v1 );
  2156. }
  2157. }
  2158. } );
  2159. return this;
  2160. };
  2161. }(),
  2162. copy: function ( box ) {
  2163. this.min.copy( box.min );
  2164. this.max.copy( box.max );
  2165. return this;
  2166. },
  2167. makeEmpty: function () {
  2168. this.min.x = this.min.y = this.min.z = Infinity;
  2169. this.max.x = this.max.y = this.max.z = - Infinity;
  2170. return this;
  2171. },
  2172. empty: function () {
  2173. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2174. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  2175. },
  2176. center: function ( optionalTarget ) {
  2177. var result = optionalTarget || new THREE.Vector3();
  2178. return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2179. },
  2180. size: function ( optionalTarget ) {
  2181. var result = optionalTarget || new THREE.Vector3();
  2182. return result.subVectors( this.max, this.min );
  2183. },
  2184. expandByPoint: function ( point ) {
  2185. this.min.min( point );
  2186. this.max.max( point );
  2187. return this;
  2188. },
  2189. expandByVector: function ( vector ) {
  2190. this.min.sub( vector );
  2191. this.max.add( vector );
  2192. return this;
  2193. },
  2194. expandByScalar: function ( scalar ) {
  2195. this.min.addScalar( - scalar );
  2196. this.max.addScalar( scalar );
  2197. return this;
  2198. },
  2199. containsPoint: function ( point ) {
  2200. if ( point.x < this.min.x || point.x > this.max.x ||
  2201. point.y < this.min.y || point.y > this.max.y ||
  2202. point.z < this.min.z || point.z > this.max.z ) {
  2203. return false;
  2204. }
  2205. return true;
  2206. },
  2207. containsBox: function ( box ) {
  2208. if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
  2209. ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
  2210. ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
  2211. return true;
  2212. }
  2213. return false;
  2214. },
  2215. getParameter: function ( point, optionalTarget ) {
  2216. // This can potentially have a divide by zero if the box
  2217. // has a size dimension of 0.
  2218. var result = optionalTarget || new THREE.Vector3();
  2219. return result.set(
  2220. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2221. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  2222. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  2223. );
  2224. },
  2225. isIntersectionBox: function ( box ) {
  2226. // using 6 splitting planes to rule out intersections.
  2227. if ( box.max.x < this.min.x || box.min.x > this.max.x ||
  2228. box.max.y < this.min.y || box.min.y > this.max.y ||
  2229. box.max.z < this.min.z || box.min.z > this.max.z ) {
  2230. return false;
  2231. }
  2232. return true;
  2233. },
  2234. clampPoint: function ( point, optionalTarget ) {
  2235. var result = optionalTarget || new THREE.Vector3();
  2236. return result.copy( point ).clamp( this.min, this.max );
  2237. },
  2238. distanceToPoint: function () {
  2239. var v1 = new THREE.Vector3();
  2240. return function ( point ) {
  2241. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  2242. return clampedPoint.sub( point ).length();
  2243. };
  2244. }(),
  2245. getBoundingSphere: function () {
  2246. var v1 = new THREE.Vector3();
  2247. return function ( optionalTarget ) {
  2248. var result = optionalTarget || new THREE.Sphere();
  2249. result.center = this.center();
  2250. result.radius = this.size( v1 ).length() * 0.5;
  2251. return result;
  2252. };
  2253. }(),
  2254. intersect: function ( box ) {
  2255. this.min.max( box.min );
  2256. this.max.min( box.max );
  2257. return this;
  2258. },
  2259. union: function ( box ) {
  2260. this.min.min( box.min );
  2261. this.max.max( box.max );
  2262. return this;
  2263. },
  2264. applyMatrix4: function () {
  2265. var points = [
  2266. new THREE.Vector3(),
  2267. new THREE.Vector3(),
  2268. new THREE.Vector3(),
  2269. new THREE.Vector3(),
  2270. new THREE.Vector3(),
  2271. new THREE.Vector3(),
  2272. new THREE.Vector3(),
  2273. new THREE.Vector3()
  2274. ];
  2275. return function ( matrix ) {
  2276. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  2277. points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  2278. points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  2279. points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  2280. points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  2281. points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  2282. points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  2283. points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  2284. points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  2285. this.makeEmpty();
  2286. this.setFromPoints( points );
  2287. return this;
  2288. };
  2289. }(),
  2290. translate: function ( offset ) {
  2291. this.min.add( offset );
  2292. this.max.add( offset );
  2293. return this;
  2294. },
  2295. equals: function ( box ) {
  2296. return box.min.equals( this.min ) && box.max.equals( this.max );
  2297. },
  2298. clone: function () {
  2299. return new THREE.Box3().copy( this );
  2300. }
  2301. };
  2302. // File:src/math/Matrix3.js
  2303. /**
  2304. * @author alteredq / http://alteredqualia.com/
  2305. * @author WestLangley / http://github.com/WestLangley
  2306. * @author bhouston / http://exocortex.com
  2307. */
  2308. THREE.Matrix3 = function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2309. this.elements = new Float32Array( 9 );
  2310. var te = this.elements;
  2311. te[ 0 ] = ( n11 !== undefined ) ? n11 : 1; te[ 3 ] = n12 || 0; te[ 6 ] = n13 || 0;
  2312. te[ 1 ] = n21 || 0; te[ 4 ] = ( n22 !== undefined ) ? n22 : 1; te[ 7 ] = n23 || 0;
  2313. te[ 2 ] = n31 || 0; te[ 5 ] = n32 || 0; te[ 8 ] = ( n33 !== undefined ) ? n33 : 1;
  2314. };
  2315. THREE.Matrix3.prototype = {
  2316. constructor: THREE.Matrix3,
  2317. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2318. var te = this.elements;
  2319. te[ 0 ] = n11; te[ 3 ] = n12; te[ 6 ] = n13;
  2320. te[ 1 ] = n21; te[ 4 ] = n22; te[ 7 ] = n23;
  2321. te[ 2 ] = n31; te[ 5 ] = n32; te[ 8 ] = n33;
  2322. return this;
  2323. },
  2324. identity: function () {
  2325. this.set(
  2326. 1, 0, 0,
  2327. 0, 1, 0,
  2328. 0, 0, 1
  2329. );
  2330. return this;
  2331. },
  2332. copy: function ( m ) {
  2333. var me = m.elements;
  2334. this.set(
  2335. me[ 0 ], me[ 3 ], me[ 6 ],
  2336. me[ 1 ], me[ 4 ], me[ 7 ],
  2337. me[ 2 ], me[ 5 ], me[ 8 ]
  2338. );
  2339. return this;
  2340. },
  2341. multiplyVector3: function ( vector ) {
  2342. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  2343. return vector.applyMatrix3( this );
  2344. },
  2345. multiplyVector3Array: function ( a ) {
  2346. console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
  2347. return this.applyToVector3Array( a );
  2348. },
  2349. applyToVector3Array: function () {
  2350. var v1 = new THREE.Vector3();
  2351. return function ( array, offset, length ) {
  2352. if ( offset === undefined ) offset = 0;
  2353. if ( length === undefined ) length = array.length;
  2354. for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
  2355. v1.x = array[ j ];
  2356. v1.y = array[ j + 1 ];
  2357. v1.z = array[ j + 2 ];
  2358. v1.applyMatrix3( this );
  2359. array[ j ] = v1.x;
  2360. array[ j + 1 ] = v1.y;
  2361. array[ j + 2 ] = v1.z;
  2362. }
  2363. return array;
  2364. };
  2365. }(),
  2366. multiplyScalar: function ( s ) {
  2367. var te = this.elements;
  2368. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  2369. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  2370. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  2371. return this;
  2372. },
  2373. determinant: function () {
  2374. var te = this.elements;
  2375. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  2376. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  2377. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  2378. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  2379. },
  2380. getInverse: function ( matrix, throwOnInvertible ) {
  2381. // input: THREE.Matrix4
  2382. // ( based on http://code.google.com/p/webgl-mjs/ )
  2383. var me = matrix.elements;
  2384. var te = this.elements;
  2385. te[ 0 ] = me[ 10 ] * me[ 5 ] - me[ 6 ] * me[ 9 ];
  2386. te[ 1 ] = - me[ 10 ] * me[ 1 ] + me[ 2 ] * me[ 9 ];
  2387. te[ 2 ] = me[ 6 ] * me[ 1 ] - me[ 2 ] * me[ 5 ];
  2388. te[ 3 ] = - me[ 10 ] * me[ 4 ] + me[ 6 ] * me[ 8 ];
  2389. te[ 4 ] = me[ 10 ] * me[ 0 ] - me[ 2 ] * me[ 8 ];
  2390. te[ 5 ] = - me[ 6 ] * me[ 0 ] + me[ 2 ] * me[ 4 ];
  2391. te[ 6 ] = me[ 9 ] * me[ 4 ] - me[ 5 ] * me[ 8 ];
  2392. te[ 7 ] = - me[ 9 ] * me[ 0 ] + me[ 1 ] * me[ 8 ];
  2393. te[ 8 ] = me[ 5 ] * me[ 0 ] - me[ 1 ] * me[ 4 ];
  2394. var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
  2395. // no inverse
  2396. if ( det === 0 ) {
  2397. var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
  2398. if ( throwOnInvertible || false ) {
  2399. throw new Error( msg );
  2400. } else {
  2401. console.warn( msg );
  2402. }
  2403. this.identity();
  2404. return this;
  2405. }
  2406. this.multiplyScalar( 1.0 / det );
  2407. return this;
  2408. },
  2409. transpose: function () {
  2410. var tmp, m = this.elements;
  2411. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  2412. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  2413. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  2414. return this;
  2415. },
  2416. flattenToArrayOffset: function ( array, offset ) {
  2417. var te = this.elements;
  2418. array[ offset ] = te[ 0 ];
  2419. array[ offset + 1 ] = te[ 1 ];
  2420. array[ offset + 2 ] = te[ 2 ];
  2421. array[ offset + 3 ] = te[ 3 ];
  2422. array[ offset + 4 ] = te[ 4 ];
  2423. array[ offset + 5 ] = te[ 5 ];
  2424. array[ offset + 6 ] = te[ 6 ];
  2425. array[ offset + 7 ] = te[ 7 ];
  2426. array[ offset + 8 ] = te[ 8 ];
  2427. return array;
  2428. },
  2429. getNormalMatrix: function ( m ) {
  2430. // input: THREE.Matrix4
  2431. this.getInverse( m ).transpose();
  2432. return this;
  2433. },
  2434. transposeIntoArray: function ( r ) {
  2435. var m = this.elements;
  2436. r[ 0 ] = m[ 0 ];
  2437. r[ 1 ] = m[ 3 ];
  2438. r[ 2 ] = m[ 6 ];
  2439. r[ 3 ] = m[ 1 ];
  2440. r[ 4 ] = m[ 4 ];
  2441. r[ 5 ] = m[ 7 ];
  2442. r[ 6 ] = m[ 2 ];
  2443. r[ 7 ] = m[ 5 ];
  2444. r[ 8 ] = m[ 8 ];
  2445. return this;
  2446. },
  2447. fromArray: function ( array ) {
  2448. this.elements.set( array );
  2449. return this;
  2450. },
  2451. toArray: function () {
  2452. var te = this.elements;
  2453. return [
  2454. te[ 0 ], te[ 1 ], te[ 2 ],
  2455. te[ 3 ], te[ 4 ], te[ 5 ],
  2456. te[ 6 ], te[ 7 ], te[ 8 ]
  2457. ];
  2458. },
  2459. clone: function () {
  2460. var te = this.elements;
  2461. return new THREE.Matrix3(
  2462. te[ 0 ], te[ 3 ], te[ 6 ],
  2463. te[ 1 ], te[ 4 ], te[ 7 ],
  2464. te[ 2 ], te[ 5 ], te[ 8 ]
  2465. );
  2466. }
  2467. };
  2468. // File:src/math/Matrix4.js
  2469. /**
  2470. * @author mrdoob / http://mrdoob.com/
  2471. * @author supereggbert / http://www.paulbrunt.co.uk/
  2472. * @author philogb / http://blog.thejit.org/
  2473. * @author jordi_ros / http://plattsoft.com
  2474. * @author D1plo1d / http://github.com/D1plo1d
  2475. * @author alteredq / http://alteredqualia.com/
  2476. * @author mikael emtinger / http://gomo.se/
  2477. * @author timknip / http://www.floorplanner.com/
  2478. * @author bhouston / http://exocortex.com
  2479. * @author WestLangley / http://github.com/WestLangley
  2480. */
  2481. THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2482. this.elements = new Float32Array( 16 );
  2483. // TODO: if n11 is undefined, then just set to identity, otherwise copy all other values into matrix
  2484. // we should not support semi specification of Matrix4, it is just weird.
  2485. var te = this.elements;
  2486. te[ 0 ] = ( n11 !== undefined ) ? n11 : 1; te[ 4 ] = n12 || 0; te[ 8 ] = n13 || 0; te[ 12 ] = n14 || 0;
  2487. te[ 1 ] = n21 || 0; te[ 5 ] = ( n22 !== undefined ) ? n22 : 1; te[ 9 ] = n23 || 0; te[ 13 ] = n24 || 0;
  2488. te[ 2 ] = n31 || 0; te[ 6 ] = n32 || 0; te[ 10 ] = ( n33 !== undefined ) ? n33 : 1; te[ 14 ] = n34 || 0;
  2489. te[ 3 ] = n41 || 0; te[ 7 ] = n42 || 0; te[ 11 ] = n43 || 0; te[ 15 ] = ( n44 !== undefined ) ? n44 : 1;
  2490. };
  2491. THREE.Matrix4.prototype = {
  2492. constructor: THREE.Matrix4,
  2493. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2494. var te = this.elements;
  2495. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2496. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2497. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2498. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2499. return this;
  2500. },
  2501. identity: function () {
  2502. this.set(
  2503. 1, 0, 0, 0,
  2504. 0, 1, 0, 0,
  2505. 0, 0, 1, 0,
  2506. 0, 0, 0, 1
  2507. );
  2508. return this;
  2509. },
  2510. copy: function ( m ) {
  2511. this.elements.set( m.elements );
  2512. return this;
  2513. },
  2514. extractPosition: function ( m ) {
  2515. console.warn( 'THREEMatrix4: .extractPosition() has been renamed to .copyPosition().' );
  2516. return this.copyPosition( m );
  2517. },
  2518. copyPosition: function ( m ) {
  2519. var te = this.elements;
  2520. var me = m.elements;
  2521. te[ 12 ] = me[ 12 ];
  2522. te[ 13 ] = me[ 13 ];
  2523. te[ 14 ] = me[ 14 ];
  2524. return this;
  2525. },
  2526. extractRotation: function () {
  2527. var v1 = new THREE.Vector3();
  2528. return function ( m ) {
  2529. var te = this.elements;
  2530. var me = m.elements;
  2531. var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
  2532. var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
  2533. var scaleZ = 1 / v1.set( me[ 8 ], me[ 9 ], me[ 10 ] ).length();
  2534. te[ 0 ] = me[ 0 ] * scaleX;
  2535. te[ 1 ] = me[ 1 ] * scaleX;
  2536. te[ 2 ] = me[ 2 ] * scaleX;
  2537. te[ 4 ] = me[ 4 ] * scaleY;
  2538. te[ 5 ] = me[ 5 ] * scaleY;
  2539. te[ 6 ] = me[ 6 ] * scaleY;
  2540. te[ 8 ] = me[ 8 ] * scaleZ;
  2541. te[ 9 ] = me[ 9 ] * scaleZ;
  2542. te[ 10 ] = me[ 10 ] * scaleZ;
  2543. return this;
  2544. };
  2545. }(),
  2546. makeRotationFromEuler: function ( euler ) {
  2547. if ( euler instanceof THREE.Euler === false ) {
  2548. console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2549. }
  2550. var te = this.elements;
  2551. var x = euler.x, y = euler.y, z = euler.z;
  2552. var a = Math.cos( x ), b = Math.sin( x );
  2553. var c = Math.cos( y ), d = Math.sin( y );
  2554. var e = Math.cos( z ), f = Math.sin( z );
  2555. if ( euler.order === 'XYZ' ) {
  2556. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2557. te[ 0 ] = c * e;
  2558. te[ 4 ] = - c * f;
  2559. te[ 8 ] = d;
  2560. te[ 1 ] = af + be * d;
  2561. te[ 5 ] = ae - bf * d;
  2562. te[ 9 ] = - b * c;
  2563. te[ 2 ] = bf - ae * d;
  2564. te[ 6 ] = be + af * d;
  2565. te[ 10 ] = a * c;
  2566. } else if ( euler.order === 'YXZ' ) {
  2567. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2568. te[ 0 ] = ce + df * b;
  2569. te[ 4 ] = de * b - cf;
  2570. te[ 8 ] = a * d;
  2571. te[ 1 ] = a * f;
  2572. te[ 5 ] = a * e;
  2573. te[ 9 ] = - b;
  2574. te[ 2 ] = cf * b - de;
  2575. te[ 6 ] = df + ce * b;
  2576. te[ 10 ] = a * c;
  2577. } else if ( euler.order === 'ZXY' ) {
  2578. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2579. te[ 0 ] = ce - df * b;
  2580. te[ 4 ] = - a * f;
  2581. te[ 8 ] = de + cf * b;
  2582. te[ 1 ] = cf + de * b;
  2583. te[ 5 ] = a * e;
  2584. te[ 9 ] = df - ce * b;
  2585. te[ 2 ] = - a * d;
  2586. te[ 6 ] = b;
  2587. te[ 10 ] = a * c;
  2588. } else if ( euler.order === 'ZYX' ) {
  2589. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2590. te[ 0 ] = c * e;
  2591. te[ 4 ] = be * d - af;
  2592. te[ 8 ] = ae * d + bf;
  2593. te[ 1 ] = c * f;
  2594. te[ 5 ] = bf * d + ae;
  2595. te[ 9 ] = af * d - be;
  2596. te[ 2 ] = - d;
  2597. te[ 6 ] = b * c;
  2598. te[ 10 ] = a * c;
  2599. } else if ( euler.order === 'YZX' ) {
  2600. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2601. te[ 0 ] = c * e;
  2602. te[ 4 ] = bd - ac * f;
  2603. te[ 8 ] = bc * f + ad;
  2604. te[ 1 ] = f;
  2605. te[ 5 ] = a * e;
  2606. te[ 9 ] = - b * e;
  2607. te[ 2 ] = - d * e;
  2608. te[ 6 ] = ad * f + bc;
  2609. te[ 10 ] = ac - bd * f;
  2610. } else if ( euler.order === 'XZY' ) {
  2611. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2612. te[ 0 ] = c * e;
  2613. te[ 4 ] = - f;
  2614. te[ 8 ] = d * e;
  2615. te[ 1 ] = ac * f + bd;
  2616. te[ 5 ] = a * e;
  2617. te[ 9 ] = ad * f - bc;
  2618. te[ 2 ] = bc * f - ad;
  2619. te[ 6 ] = b * e;
  2620. te[ 10 ] = bd * f + ac;
  2621. }
  2622. // last column
  2623. te[ 3 ] = 0;
  2624. te[ 7 ] = 0;
  2625. te[ 11 ] = 0;
  2626. // bottom row
  2627. te[ 12 ] = 0;
  2628. te[ 13 ] = 0;
  2629. te[ 14 ] = 0;
  2630. te[ 15 ] = 1;
  2631. return this;
  2632. },
  2633. setRotationFromQuaternion: function ( q ) {
  2634. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  2635. return this.makeRotationFromQuaternion( q );
  2636. },
  2637. makeRotationFromQuaternion: function ( q ) {
  2638. var te = this.elements;
  2639. var x = q.x, y = q.y, z = q.z, w = q.w;
  2640. var x2 = x + x, y2 = y + y, z2 = z + z;
  2641. var xx = x * x2, xy = x * y2, xz = x * z2;
  2642. var yy = y * y2, yz = y * z2, zz = z * z2;
  2643. var wx = w * x2, wy = w * y2, wz = w * z2;
  2644. te[ 0 ] = 1 - ( yy + zz );
  2645. te[ 4 ] = xy - wz;
  2646. te[ 8 ] = xz + wy;
  2647. te[ 1 ] = xy + wz;
  2648. te[ 5 ] = 1 - ( xx + zz );
  2649. te[ 9 ] = yz - wx;
  2650. te[ 2 ] = xz - wy;
  2651. te[ 6 ] = yz + wx;
  2652. te[ 10 ] = 1 - ( xx + yy );
  2653. // last column
  2654. te[ 3 ] = 0;
  2655. te[ 7 ] = 0;
  2656. te[ 11 ] = 0;
  2657. // bottom row
  2658. te[ 12 ] = 0;
  2659. te[ 13 ] = 0;
  2660. te[ 14 ] = 0;
  2661. te[ 15 ] = 1;
  2662. return this;
  2663. },
  2664. lookAt: function () {
  2665. var x = new THREE.Vector3();
  2666. var y = new THREE.Vector3();
  2667. var z = new THREE.Vector3();
  2668. return function ( eye, target, up ) {
  2669. var te = this.elements;
  2670. z.subVectors( eye, target ).normalize();
  2671. if ( z.length() === 0 ) {
  2672. z.z = 1;
  2673. }
  2674. x.crossVectors( up, z ).normalize();
  2675. if ( x.length() === 0 ) {
  2676. z.x += 0.0001;
  2677. x.crossVectors( up, z ).normalize();
  2678. }
  2679. y.crossVectors( z, x );
  2680. te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
  2681. te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
  2682. te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
  2683. return this;
  2684. };
  2685. }(),
  2686. multiply: function ( m, n ) {
  2687. if ( n !== undefined ) {
  2688. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2689. return this.multiplyMatrices( m, n );
  2690. }
  2691. return this.multiplyMatrices( this, m );
  2692. },
  2693. multiplyMatrices: function ( a, b ) {
  2694. var ae = a.elements;
  2695. var be = b.elements;
  2696. var te = this.elements;
  2697. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2698. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2699. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2700. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2701. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2702. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2703. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2704. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2705. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2706. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2707. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2708. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2709. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2710. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2711. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2712. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2713. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2714. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2715. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2716. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2717. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2718. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2719. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2720. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2721. return this;
  2722. },
  2723. multiplyToArray: function ( a, b, r ) {
  2724. var te = this.elements;
  2725. this.multiplyMatrices( a, b );
  2726. r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
  2727. r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
  2728. r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
  2729. r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
  2730. return this;
  2731. },
  2732. multiplyScalar: function ( s ) {
  2733. var te = this.elements;
  2734. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2735. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2736. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2737. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2738. return this;
  2739. },
  2740. multiplyVector3: function ( vector ) {
  2741. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
  2742. return vector.applyProjection( this );
  2743. },
  2744. multiplyVector4: function ( vector ) {
  2745. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  2746. return vector.applyMatrix4( this );
  2747. },
  2748. multiplyVector3Array: function ( a ) {
  2749. console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
  2750. return this.applyToVector3Array( a );
  2751. },
  2752. applyToVector3Array: function () {
  2753. var v1 = new THREE.Vector3();
  2754. return function ( array, offset, length ) {
  2755. if ( offset === undefined ) offset = 0;
  2756. if ( length === undefined ) length = array.length;
  2757. for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
  2758. v1.x = array[ j ];
  2759. v1.y = array[ j + 1 ];
  2760. v1.z = array[ j + 2 ];
  2761. v1.applyMatrix4( this );
  2762. array[ j ] = v1.x;
  2763. array[ j + 1 ] = v1.y;
  2764. array[ j + 2 ] = v1.z;
  2765. }
  2766. return array;
  2767. };
  2768. }(),
  2769. rotateAxis: function ( v ) {
  2770. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  2771. v.transformDirection( this );
  2772. },
  2773. crossVector: function ( vector ) {
  2774. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  2775. return vector.applyMatrix4( this );
  2776. },
  2777. determinant: function () {
  2778. var te = this.elements;
  2779. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2780. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2781. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2782. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2783. //TODO: make this more efficient
  2784. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2785. return (
  2786. n41 * (
  2787. + n14 * n23 * n32
  2788. - n13 * n24 * n32
  2789. - n14 * n22 * n33
  2790. + n12 * n24 * n33
  2791. + n13 * n22 * n34
  2792. - n12 * n23 * n34
  2793. ) +
  2794. n42 * (
  2795. + n11 * n23 * n34
  2796. - n11 * n24 * n33
  2797. + n14 * n21 * n33
  2798. - n13 * n21 * n34
  2799. + n13 * n24 * n31
  2800. - n14 * n23 * n31
  2801. ) +
  2802. n43 * (
  2803. + n11 * n24 * n32
  2804. - n11 * n22 * n34
  2805. - n14 * n21 * n32
  2806. + n12 * n21 * n34
  2807. + n14 * n22 * n31
  2808. - n12 * n24 * n31
  2809. ) +
  2810. n44 * (
  2811. - n13 * n22 * n31
  2812. - n11 * n23 * n32
  2813. + n11 * n22 * n33
  2814. + n13 * n21 * n32
  2815. - n12 * n21 * n33
  2816. + n12 * n23 * n31
  2817. )
  2818. );
  2819. },
  2820. transpose: function () {
  2821. var te = this.elements;
  2822. var tmp;
  2823. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2824. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2825. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2826. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2827. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2828. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2829. return this;
  2830. },
  2831. flattenToArrayOffset: function ( array, offset ) {
  2832. var te = this.elements;
  2833. array[ offset ] = te[ 0 ];
  2834. array[ offset + 1 ] = te[ 1 ];
  2835. array[ offset + 2 ] = te[ 2 ];
  2836. array[ offset + 3 ] = te[ 3 ];
  2837. array[ offset + 4 ] = te[ 4 ];
  2838. array[ offset + 5 ] = te[ 5 ];
  2839. array[ offset + 6 ] = te[ 6 ];
  2840. array[ offset + 7 ] = te[ 7 ];
  2841. array[ offset + 8 ] = te[ 8 ];
  2842. array[ offset + 9 ] = te[ 9 ];
  2843. array[ offset + 10 ] = te[ 10 ];
  2844. array[ offset + 11 ] = te[ 11 ];
  2845. array[ offset + 12 ] = te[ 12 ];
  2846. array[ offset + 13 ] = te[ 13 ];
  2847. array[ offset + 14 ] = te[ 14 ];
  2848. array[ offset + 15 ] = te[ 15 ];
  2849. return array;
  2850. },
  2851. getPosition: function () {
  2852. var v1 = new THREE.Vector3();
  2853. return function () {
  2854. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  2855. var te = this.elements;
  2856. return v1.set( te[ 12 ], te[ 13 ], te[ 14 ] );
  2857. };
  2858. }(),
  2859. setPosition: function ( v ) {
  2860. var te = this.elements;
  2861. te[ 12 ] = v.x;
  2862. te[ 13 ] = v.y;
  2863. te[ 14 ] = v.z;
  2864. return this;
  2865. },
  2866. getInverse: function ( m, throwOnInvertible ) {
  2867. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2868. var te = this.elements;
  2869. var me = m.elements;
  2870. var n11 = me[ 0 ], n12 = me[ 4 ], n13 = me[ 8 ], n14 = me[ 12 ];
  2871. var n21 = me[ 1 ], n22 = me[ 5 ], n23 = me[ 9 ], n24 = me[ 13 ];
  2872. var n31 = me[ 2 ], n32 = me[ 6 ], n33 = me[ 10 ], n34 = me[ 14 ];
  2873. var n41 = me[ 3 ], n42 = me[ 7 ], n43 = me[ 11 ], n44 = me[ 15 ];
  2874. te[ 0 ] = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
  2875. te[ 4 ] = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
  2876. te[ 8 ] = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
  2877. te[ 12 ] = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2878. te[ 1 ] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44;
  2879. te[ 5 ] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44;
  2880. te[ 9 ] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44;
  2881. te[ 13 ] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;
  2882. te[ 2 ] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
  2883. te[ 6 ] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
  2884. te[ 10 ] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
  2885. te[ 14 ] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;
  2886. te[ 3 ] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
  2887. te[ 7 ] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
  2888. te[ 11 ] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
  2889. te[ 15 ] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;
  2890. var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
  2891. if ( det == 0 ) {
  2892. var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
  2893. if ( throwOnInvertible || false ) {
  2894. throw new Error( msg );
  2895. } else {
  2896. console.warn( msg );
  2897. }
  2898. this.identity();
  2899. return this;
  2900. }
  2901. this.multiplyScalar( 1 / det );
  2902. return this;
  2903. },
  2904. translate: function ( v ) {
  2905. console.warn( 'THREE.Matrix4: .translate() has been removed.' );
  2906. },
  2907. rotateX: function ( angle ) {
  2908. console.warn( 'THREE.Matrix4: .rotateX() has been removed.' );
  2909. },
  2910. rotateY: function ( angle ) {
  2911. console.warn( 'THREE.Matrix4: .rotateY() has been removed.' );
  2912. },
  2913. rotateZ: function ( angle ) {
  2914. console.warn( 'THREE.Matrix4: .rotateZ() has been removed.' );
  2915. },
  2916. rotateByAxis: function ( axis, angle ) {
  2917. console.warn( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  2918. },
  2919. scale: function ( v ) {
  2920. var te = this.elements;
  2921. var x = v.x, y = v.y, z = v.z;
  2922. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2923. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2924. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2925. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2926. return this;
  2927. },
  2928. getMaxScaleOnAxis: function () {
  2929. var te = this.elements;
  2930. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2931. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2932. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2933. return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
  2934. },
  2935. makeTranslation: function ( x, y, z ) {
  2936. this.set(
  2937. 1, 0, 0, x,
  2938. 0, 1, 0, y,
  2939. 0, 0, 1, z,
  2940. 0, 0, 0, 1
  2941. );
  2942. return this;
  2943. },
  2944. makeRotationX: function ( theta ) {
  2945. var c = Math.cos( theta ), s = Math.sin( theta );
  2946. this.set(
  2947. 1, 0, 0, 0,
  2948. 0, c, - s, 0,
  2949. 0, s, c, 0,
  2950. 0, 0, 0, 1
  2951. );
  2952. return this;
  2953. },
  2954. makeRotationY: function ( theta ) {
  2955. var c = Math.cos( theta ), s = Math.sin( theta );
  2956. this.set(
  2957. c, 0, s, 0,
  2958. 0, 1, 0, 0,
  2959. - s, 0, c, 0,
  2960. 0, 0, 0, 1
  2961. );
  2962. return this;
  2963. },
  2964. makeRotationZ: function ( theta ) {
  2965. var c = Math.cos( theta ), s = Math.sin( theta );
  2966. this.set(
  2967. c, - s, 0, 0,
  2968. s, c, 0, 0,
  2969. 0, 0, 1, 0,
  2970. 0, 0, 0, 1
  2971. );
  2972. return this;
  2973. },
  2974. makeRotationAxis: function ( axis, angle ) {
  2975. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2976. var c = Math.cos( angle );
  2977. var s = Math.sin( angle );
  2978. var t = 1 - c;
  2979. var x = axis.x, y = axis.y, z = axis.z;
  2980. var tx = t * x, ty = t * y;
  2981. this.set(
  2982. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2983. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2984. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2985. 0, 0, 0, 1
  2986. );
  2987. return this;
  2988. },
  2989. makeScale: function ( x, y, z ) {
  2990. this.set(
  2991. x, 0, 0, 0,
  2992. 0, y, 0, 0,
  2993. 0, 0, z, 0,
  2994. 0, 0, 0, 1
  2995. );
  2996. return this;
  2997. },
  2998. compose: function ( position, quaternion, scale ) {
  2999. this.makeRotationFromQuaternion( quaternion );
  3000. this.scale( scale );
  3001. this.setPosition( position );
  3002. return this;
  3003. },
  3004. decompose: function () {
  3005. var vector = new THREE.Vector3();
  3006. var matrix = new THREE.Matrix4();
  3007. return function ( position, quaternion, scale ) {
  3008. var te = this.elements;
  3009. var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  3010. var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  3011. var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  3012. // if determine is negative, we need to invert one scale
  3013. var det = this.determinant();
  3014. if ( det < 0 ) {
  3015. sx = - sx;
  3016. }
  3017. position.x = te[ 12 ];
  3018. position.y = te[ 13 ];
  3019. position.z = te[ 14 ];
  3020. // scale the rotation part
  3021. matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
  3022. var invSX = 1 / sx;
  3023. var invSY = 1 / sy;
  3024. var invSZ = 1 / sz;
  3025. matrix.elements[ 0 ] *= invSX;
  3026. matrix.elements[ 1 ] *= invSX;
  3027. matrix.elements[ 2 ] *= invSX;
  3028. matrix.elements[ 4 ] *= invSY;
  3029. matrix.elements[ 5 ] *= invSY;
  3030. matrix.elements[ 6 ] *= invSY;
  3031. matrix.elements[ 8 ] *= invSZ;
  3032. matrix.elements[ 9 ] *= invSZ;
  3033. matrix.elements[ 10 ] *= invSZ;
  3034. quaternion.setFromRotationMatrix( matrix );
  3035. scale.x = sx;
  3036. scale.y = sy;
  3037. scale.z = sz;
  3038. return this;
  3039. };
  3040. }(),
  3041. makeFrustum: function ( left, right, bottom, top, near, far ) {
  3042. var te = this.elements;
  3043. var x = 2 * near / ( right - left );
  3044. var y = 2 * near / ( top - bottom );
  3045. var a = ( right + left ) / ( right - left );
  3046. var b = ( top + bottom ) / ( top - bottom );
  3047. var c = - ( far + near ) / ( far - near );
  3048. var d = - 2 * far * near / ( far - near );
  3049. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  3050. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  3051. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  3052. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  3053. return this;
  3054. },
  3055. makePerspective: function ( fov, aspect, near, far ) {
  3056. var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
  3057. var ymin = - ymax;
  3058. var xmin = ymin * aspect;
  3059. var xmax = ymax * aspect;
  3060. return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
  3061. },
  3062. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  3063. var te = this.elements;
  3064. var w = right - left;
  3065. var h = top - bottom;
  3066. var p = far - near;
  3067. var x = ( right + left ) / w;
  3068. var y = ( top + bottom ) / h;
  3069. var z = ( far + near ) / p;
  3070. te[ 0 ] = 2 / w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  3071. te[ 1 ] = 0; te[ 5 ] = 2 / h; te[ 9 ] = 0; te[ 13 ] = - y;
  3072. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 / p; te[ 14 ] = - z;
  3073. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  3074. return this;
  3075. },
  3076. fromArray: function ( array ) {
  3077. this.elements.set( array );
  3078. return this;
  3079. },
  3080. toArray: function () {
  3081. var te = this.elements;
  3082. return [
  3083. te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
  3084. te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
  3085. te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
  3086. te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
  3087. ];
  3088. },
  3089. clone: function () {
  3090. var te = this.elements;
  3091. return new THREE.Matrix4(
  3092. te[ 0 ], te[ 4 ], te[ 8 ], te[ 12 ],
  3093. te[ 1 ], te[ 5 ], te[ 9 ], te[ 13 ],
  3094. te[ 2 ], te[ 6 ], te[ 10 ], te[ 14 ],
  3095. te[ 3 ], te[ 7 ], te[ 11 ], te[ 15 ]
  3096. );
  3097. }
  3098. };
  3099. // File:src/math/Ray.js
  3100. /**
  3101. * @author bhouston / http://exocortex.com
  3102. */
  3103. THREE.Ray = function ( origin, direction ) {
  3104. this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
  3105. this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
  3106. };
  3107. THREE.Ray.prototype = {
  3108. constructor: THREE.Ray,
  3109. set: function ( origin, direction ) {
  3110. this.origin.copy( origin );
  3111. this.direction.copy( direction );
  3112. return this;
  3113. },
  3114. copy: function ( ray ) {
  3115. this.origin.copy( ray.origin );
  3116. this.direction.copy( ray.direction );
  3117. return this;
  3118. },
  3119. at: function ( t, optionalTarget ) {
  3120. var result = optionalTarget || new THREE.Vector3();
  3121. return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  3122. },
  3123. recast: function () {
  3124. var v1 = new THREE.Vector3();
  3125. return function ( t ) {
  3126. this.origin.copy( this.at( t, v1 ) );
  3127. return this;
  3128. };
  3129. }(),
  3130. closestPointToPoint: function ( point, optionalTarget ) {
  3131. var result = optionalTarget || new THREE.Vector3();
  3132. result.subVectors( point, this.origin );
  3133. var directionDistance = result.dot( this.direction );
  3134. if ( directionDistance < 0 ) {
  3135. return result.copy( this.origin );
  3136. }
  3137. return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  3138. },
  3139. distanceToPoint: function () {
  3140. var v1 = new THREE.Vector3();
  3141. return function ( point ) {
  3142. var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  3143. // point behind the ray
  3144. if ( directionDistance < 0 ) {
  3145. return this.origin.distanceTo( point );
  3146. }
  3147. v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  3148. return v1.distanceTo( point );
  3149. };
  3150. }(),
  3151. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  3152. // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
  3153. // It returns the min distance between the ray and the segment
  3154. // defined by v0 and v1
  3155. // It can also set two optional targets :
  3156. // - The closest point on the ray
  3157. // - The closest point on the segment
  3158. var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
  3159. var segDir = v1.clone().sub( v0 ).normalize();
  3160. var segExtent = v0.distanceTo( v1 ) * 0.5;
  3161. var diff = this.origin.clone().sub( segCenter );
  3162. var a01 = - this.direction.dot( segDir );
  3163. var b0 = diff.dot( this.direction );
  3164. var b1 = - diff.dot( segDir );
  3165. var c = diff.lengthSq();
  3166. var det = Math.abs( 1 - a01 * a01 );
  3167. var s0, s1, sqrDist, extDet;
  3168. if ( det >= 0 ) {
  3169. // The ray and segment are not parallel.
  3170. s0 = a01 * b1 - b0;
  3171. s1 = a01 * b0 - b1;
  3172. extDet = segExtent * det;
  3173. if ( s0 >= 0 ) {
  3174. if ( s1 >= - extDet ) {
  3175. if ( s1 <= extDet ) {
  3176. // region 0
  3177. // Minimum at interior points of ray and segment.
  3178. var invDet = 1 / det;
  3179. s0 *= invDet;
  3180. s1 *= invDet;
  3181. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  3182. } else {
  3183. // region 1
  3184. s1 = segExtent;
  3185. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3186. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3187. }
  3188. } else {
  3189. // region 5
  3190. s1 = - segExtent;
  3191. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3192. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3193. }
  3194. } else {
  3195. if ( s1 <= - extDet ) {
  3196. // region 4
  3197. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  3198. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3199. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3200. } else if ( s1 <= extDet ) {
  3201. // region 3
  3202. s0 = 0;
  3203. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3204. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  3205. } else {
  3206. // region 2
  3207. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  3208. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3209. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3210. }
  3211. }
  3212. } else {
  3213. // Ray and segment are parallel.
  3214. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  3215. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3216. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3217. }
  3218. if ( optionalPointOnRay ) {
  3219. optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) );
  3220. }
  3221. if ( optionalPointOnSegment ) {
  3222. optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );
  3223. }
  3224. return sqrDist;
  3225. },
  3226. isIntersectionSphere: function ( sphere ) {
  3227. return this.distanceToPoint( sphere.center ) <= sphere.radius;
  3228. },
  3229. intersectSphere: function () {
  3230. // from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
  3231. var v1 = new THREE.Vector3();
  3232. return function ( sphere, optionalTarget ) {
  3233. v1.subVectors( sphere.center, this.origin );
  3234. var tca = v1.dot( this.direction );
  3235. var d2 = v1.dot( v1 ) - tca * tca;
  3236. var radius2 = sphere.radius * sphere.radius;
  3237. if ( d2 > radius2 ) return null;
  3238. var thc = Math.sqrt( radius2 - d2 );
  3239. // t0 = first intersect point - entrance on front of sphere
  3240. var t0 = tca - thc;
  3241. // t1 = second intersect point - exit point on back of sphere
  3242. var t1 = tca + thc;
  3243. // test to see if both t0 and t1 are behind the ray - if so, return null
  3244. if ( t0 < 0 && t1 < 0 ) return null;
  3245. // test to see if t0 is behind the ray:
  3246. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  3247. // in order to always return an intersect point that is in front of the ray.
  3248. if ( t0 < 0 ) return this.at( t1, optionalTarget );
  3249. // else t0 is in front of the ray, so return the first collision point scaled by t0
  3250. return this.at( t0, optionalTarget );
  3251. }
  3252. }(),
  3253. isIntersectionPlane: function ( plane ) {
  3254. // check if the ray lies on the plane first
  3255. var distToPoint = plane.distanceToPoint( this.origin );
  3256. if ( distToPoint === 0 ) {
  3257. return true;
  3258. }
  3259. var denominator = plane.normal.dot( this.direction );
  3260. if ( denominator * distToPoint < 0 ) {
  3261. return true;
  3262. }
  3263. // ray origin is behind the plane (and is pointing behind it)
  3264. return false;
  3265. },
  3266. distanceToPlane: function ( plane ) {
  3267. var denominator = plane.normal.dot( this.direction );
  3268. if ( denominator == 0 ) {
  3269. // line is coplanar, return origin
  3270. if ( plane.distanceToPoint( this.origin ) == 0 ) {
  3271. return 0;
  3272. }
  3273. // Null is preferable to undefined since undefined means.... it is undefined
  3274. return null;
  3275. }
  3276. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  3277. // Return if the ray never intersects the plane
  3278. return t >= 0 ? t : null;
  3279. },
  3280. intersectPlane: function ( plane, optionalTarget ) {
  3281. var t = this.distanceToPlane( plane );
  3282. if ( t === null ) {
  3283. return null;
  3284. }
  3285. return this.at( t, optionalTarget );
  3286. },
  3287. isIntersectionBox: function () {
  3288. var v = new THREE.Vector3();
  3289. return function ( box ) {
  3290. return this.intersectBox( box, v ) !== null;
  3291. };
  3292. }(),
  3293. intersectBox: function ( box , optionalTarget ) {
  3294. // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
  3295. var tmin,tmax,tymin,tymax,tzmin,tzmax;
  3296. var invdirx = 1 / this.direction.x,
  3297. invdiry = 1 / this.direction.y,
  3298. invdirz = 1 / this.direction.z;
  3299. var origin = this.origin;
  3300. if ( invdirx >= 0 ) {
  3301. tmin = ( box.min.x - origin.x ) * invdirx;
  3302. tmax = ( box.max.x - origin.x ) * invdirx;
  3303. } else {
  3304. tmin = ( box.max.x - origin.x ) * invdirx;
  3305. tmax = ( box.min.x - origin.x ) * invdirx;
  3306. }
  3307. if ( invdiry >= 0 ) {
  3308. tymin = ( box.min.y - origin.y ) * invdiry;
  3309. tymax = ( box.max.y - origin.y ) * invdiry;
  3310. } else {
  3311. tymin = ( box.max.y - origin.y ) * invdiry;
  3312. tymax = ( box.min.y - origin.y ) * invdiry;
  3313. }
  3314. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  3315. // These lines also handle the case where tmin or tmax is NaN
  3316. // (result of 0 * Infinity). x !== x returns true if x is NaN
  3317. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  3318. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  3319. if ( invdirz >= 0 ) {
  3320. tzmin = ( box.min.z - origin.z ) * invdirz;
  3321. tzmax = ( box.max.z - origin.z ) * invdirz;
  3322. } else {
  3323. tzmin = ( box.max.z - origin.z ) * invdirz;
  3324. tzmax = ( box.min.z - origin.z ) * invdirz;
  3325. }
  3326. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  3327. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  3328. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  3329. //return point closest to the ray (positive side)
  3330. if ( tmax < 0 ) return null;
  3331. return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
  3332. },
  3333. intersectTriangle: function () {
  3334. // Compute the offset origin, edges, and normal.
  3335. var diff = new THREE.Vector3();
  3336. var edge1 = new THREE.Vector3();
  3337. var edge2 = new THREE.Vector3();
  3338. var normal = new THREE.Vector3();
  3339. return function ( a, b, c, backfaceCulling, optionalTarget ) {
  3340. // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
  3341. edge1.subVectors( b, a );
  3342. edge2.subVectors( c, a );
  3343. normal.crossVectors( edge1, edge2 );
  3344. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  3345. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  3346. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  3347. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  3348. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  3349. var DdN = this.direction.dot( normal );
  3350. var sign;
  3351. if ( DdN > 0 ) {
  3352. if ( backfaceCulling ) return null;
  3353. sign = 1;
  3354. } else if ( DdN < 0 ) {
  3355. sign = - 1;
  3356. DdN = - DdN;
  3357. } else {
  3358. return null;
  3359. }
  3360. diff.subVectors( this.origin, a );
  3361. var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
  3362. // b1 < 0, no intersection
  3363. if ( DdQxE2 < 0 ) {
  3364. return null;
  3365. }
  3366. var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
  3367. // b2 < 0, no intersection
  3368. if ( DdE1xQ < 0 ) {
  3369. return null;
  3370. }
  3371. // b1+b2 > 1, no intersection
  3372. if ( DdQxE2 + DdE1xQ > DdN ) {
  3373. return null;
  3374. }
  3375. // Line intersects triangle, check if ray does.
  3376. var QdN = - sign * diff.dot( normal );
  3377. // t < 0, no intersection
  3378. if ( QdN < 0 ) {
  3379. return null;
  3380. }
  3381. // Ray intersects triangle.
  3382. return this.at( QdN / DdN, optionalTarget );
  3383. };
  3384. }(),
  3385. applyMatrix4: function ( matrix4 ) {
  3386. this.direction.add( this.origin ).applyMatrix4( matrix4 );
  3387. this.origin.applyMatrix4( matrix4 );
  3388. this.direction.sub( this.origin );
  3389. this.direction.normalize();
  3390. return this;
  3391. },
  3392. equals: function ( ray ) {
  3393. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  3394. },
  3395. clone: function () {
  3396. return new THREE.Ray().copy( this );
  3397. }
  3398. };
  3399. // File:src/math/Sphere.js
  3400. /**
  3401. * @author bhouston / http://exocortex.com
  3402. * @author mrdoob / http://mrdoob.com/
  3403. */
  3404. THREE.Sphere = function ( center, radius ) {
  3405. this.center = ( center !== undefined ) ? center : new THREE.Vector3();
  3406. this.radius = ( radius !== undefined ) ? radius : 0;
  3407. };
  3408. THREE.Sphere.prototype = {
  3409. constructor: THREE.Sphere,
  3410. set: function ( center, radius ) {
  3411. this.center.copy( center );
  3412. this.radius = radius;
  3413. return this;
  3414. },
  3415. setFromPoints: function () {
  3416. var box = new THREE.Box3();
  3417. return function ( points, optionalCenter ) {
  3418. var center = this.center;
  3419. if ( optionalCenter !== undefined ) {
  3420. center.copy( optionalCenter );
  3421. } else {
  3422. box.setFromPoints( points ).center( center );
  3423. }
  3424. var maxRadiusSq = 0;
  3425. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3426. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  3427. }
  3428. this.radius = Math.sqrt( maxRadiusSq );
  3429. return this;
  3430. };
  3431. }(),
  3432. copy: function ( sphere ) {
  3433. this.center.copy( sphere.center );
  3434. this.radius = sphere.radius;
  3435. return this;
  3436. },
  3437. empty: function () {
  3438. return ( this.radius <= 0 );
  3439. },
  3440. containsPoint: function ( point ) {
  3441. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  3442. },
  3443. distanceToPoint: function ( point ) {
  3444. return ( point.distanceTo( this.center ) - this.radius );
  3445. },
  3446. intersectsSphere: function ( sphere ) {
  3447. var radiusSum = this.radius + sphere.radius;
  3448. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  3449. },
  3450. clampPoint: function ( point, optionalTarget ) {
  3451. var deltaLengthSq = this.center.distanceToSquared( point );
  3452. var result = optionalTarget || new THREE.Vector3();
  3453. result.copy( point );
  3454. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  3455. result.sub( this.center ).normalize();
  3456. result.multiplyScalar( this.radius ).add( this.center );
  3457. }
  3458. return result;
  3459. },
  3460. getBoundingBox: function ( optionalTarget ) {
  3461. var box = optionalTarget || new THREE.Box3();
  3462. box.set( this.center, this.center );
  3463. box.expandByScalar( this.radius );
  3464. return box;
  3465. },
  3466. applyMatrix4: function ( matrix ) {
  3467. this.center.applyMatrix4( matrix );
  3468. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  3469. return this;
  3470. },
  3471. translate: function ( offset ) {
  3472. this.center.add( offset );
  3473. return this;
  3474. },
  3475. equals: function ( sphere ) {
  3476. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  3477. },
  3478. clone: function () {
  3479. return new THREE.Sphere().copy( this );
  3480. }
  3481. };
  3482. // File:src/math/Frustum.js
  3483. /**
  3484. * @author mrdoob / http://mrdoob.com/
  3485. * @author alteredq / http://alteredqualia.com/
  3486. * @author bhouston / http://exocortex.com
  3487. */
  3488. THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
  3489. this.planes = [
  3490. ( p0 !== undefined ) ? p0 : new THREE.Plane(),
  3491. ( p1 !== undefined ) ? p1 : new THREE.Plane(),
  3492. ( p2 !== undefined ) ? p2 : new THREE.Plane(),
  3493. ( p3 !== undefined ) ? p3 : new THREE.Plane(),
  3494. ( p4 !== undefined ) ? p4 : new THREE.Plane(),
  3495. ( p5 !== undefined ) ? p5 : new THREE.Plane()
  3496. ];
  3497. };
  3498. THREE.Frustum.prototype = {
  3499. constructor: THREE.Frustum,
  3500. set: function ( p0, p1, p2, p3, p4, p5 ) {
  3501. var planes = this.planes;
  3502. planes[ 0 ].copy( p0 );
  3503. planes[ 1 ].copy( p1 );
  3504. planes[ 2 ].copy( p2 );
  3505. planes[ 3 ].copy( p3 );
  3506. planes[ 4 ].copy( p4 );
  3507. planes[ 5 ].copy( p5 );
  3508. return this;
  3509. },
  3510. copy: function ( frustum ) {
  3511. var planes = this.planes;
  3512. for ( var i = 0; i < 6; i ++ ) {
  3513. planes[ i ].copy( frustum.planes[ i ] );
  3514. }
  3515. return this;
  3516. },
  3517. setFromMatrix: function ( m ) {
  3518. var planes = this.planes;
  3519. var me = m.elements;
  3520. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  3521. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  3522. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  3523. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  3524. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  3525. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  3526. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  3527. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  3528. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  3529. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  3530. return this;
  3531. },
  3532. intersectsObject: function () {
  3533. var sphere = new THREE.Sphere();
  3534. return function ( object ) {
  3535. var geometry = object.geometry;
  3536. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  3537. sphere.copy( geometry.boundingSphere );
  3538. sphere.applyMatrix4( object.matrixWorld );
  3539. return this.intersectsSphere( sphere );
  3540. };
  3541. }(),
  3542. intersectsSphere: function ( sphere ) {
  3543. var planes = this.planes;
  3544. var center = sphere.center;
  3545. var negRadius = - sphere.radius;
  3546. for ( var i = 0; i < 6; i ++ ) {
  3547. var distance = planes[ i ].distanceToPoint( center );
  3548. if ( distance < negRadius ) {
  3549. return false;
  3550. }
  3551. }
  3552. return true;
  3553. },
  3554. intersectsBox: function () {
  3555. var p1 = new THREE.Vector3(),
  3556. p2 = new THREE.Vector3();
  3557. return function ( box ) {
  3558. var planes = this.planes;
  3559. for ( var i = 0; i < 6 ; i ++ ) {
  3560. var plane = planes[ i ];
  3561. p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
  3562. p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  3563. p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
  3564. p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  3565. p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
  3566. p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  3567. var d1 = plane.distanceToPoint( p1 );
  3568. var d2 = plane.distanceToPoint( p2 );
  3569. // if both outside plane, no intersection
  3570. if ( d1 < 0 && d2 < 0 ) {
  3571. return false;
  3572. }
  3573. }
  3574. return true;
  3575. };
  3576. }(),
  3577. containsPoint: function ( point ) {
  3578. var planes = this.planes;
  3579. for ( var i = 0; i < 6; i ++ ) {
  3580. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  3581. return false;
  3582. }
  3583. }
  3584. return true;
  3585. },
  3586. clone: function () {
  3587. return new THREE.Frustum().copy( this );
  3588. }
  3589. };
  3590. // File:src/math/Plane.js
  3591. /**
  3592. * @author bhouston / http://exocortex.com
  3593. */
  3594. THREE.Plane = function ( normal, constant ) {
  3595. this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
  3596. this.constant = ( constant !== undefined ) ? constant : 0;
  3597. };
  3598. THREE.Plane.prototype = {
  3599. constructor: THREE.Plane,
  3600. set: function ( normal, constant ) {
  3601. this.normal.copy( normal );
  3602. this.constant = constant;
  3603. return this;
  3604. },
  3605. setComponents: function ( x, y, z, w ) {
  3606. this.normal.set( x, y, z );
  3607. this.constant = w;
  3608. return this;
  3609. },
  3610. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  3611. this.normal.copy( normal );
  3612. this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
  3613. return this;
  3614. },
  3615. setFromCoplanarPoints: function () {
  3616. var v1 = new THREE.Vector3();
  3617. var v2 = new THREE.Vector3();
  3618. return function ( a, b, c ) {
  3619. var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
  3620. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  3621. this.setFromNormalAndCoplanarPoint( normal, a );
  3622. return this;
  3623. };
  3624. }(),
  3625. copy: function ( plane ) {
  3626. this.normal.copy( plane.normal );
  3627. this.constant = plane.constant;
  3628. return this;
  3629. },
  3630. normalize: function () {
  3631. // Note: will lead to a divide by zero if the plane is invalid.
  3632. var inverseNormalLength = 1.0 / this.normal.length();
  3633. this.normal.multiplyScalar( inverseNormalLength );
  3634. this.constant *= inverseNormalLength;
  3635. return this;
  3636. },
  3637. negate: function () {
  3638. this.constant *= - 1;
  3639. this.normal.negate();
  3640. return this;
  3641. },
  3642. distanceToPoint: function ( point ) {
  3643. return this.normal.dot( point ) + this.constant;
  3644. },
  3645. distanceToSphere: function ( sphere ) {
  3646. return this.distanceToPoint( sphere.center ) - sphere.radius;
  3647. },
  3648. projectPoint: function ( point, optionalTarget ) {
  3649. return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
  3650. },
  3651. orthoPoint: function ( point, optionalTarget ) {
  3652. var perpendicularMagnitude = this.distanceToPoint( point );
  3653. var result = optionalTarget || new THREE.Vector3();
  3654. return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
  3655. },
  3656. isIntersectionLine: function ( line ) {
  3657. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  3658. var startSign = this.distanceToPoint( line.start );
  3659. var endSign = this.distanceToPoint( line.end );
  3660. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  3661. },
  3662. intersectLine: function () {
  3663. var v1 = new THREE.Vector3();
  3664. return function ( line, optionalTarget ) {
  3665. var result = optionalTarget || new THREE.Vector3();
  3666. var direction = line.delta( v1 );
  3667. var denominator = this.normal.dot( direction );
  3668. if ( denominator == 0 ) {
  3669. // line is coplanar, return origin
  3670. if ( this.distanceToPoint( line.start ) == 0 ) {
  3671. return result.copy( line.start );
  3672. }
  3673. // Unsure if this is the correct method to handle this case.
  3674. return undefined;
  3675. }
  3676. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  3677. if ( t < 0 || t > 1 ) {
  3678. return undefined;
  3679. }
  3680. return result.copy( direction ).multiplyScalar( t ).add( line.start );
  3681. };
  3682. }(),
  3683. coplanarPoint: function ( optionalTarget ) {
  3684. var result = optionalTarget || new THREE.Vector3();
  3685. return result.copy( this.normal ).multiplyScalar( - this.constant );
  3686. },
  3687. applyMatrix4: function () {
  3688. var v1 = new THREE.Vector3();
  3689. var v2 = new THREE.Vector3();
  3690. var m1 = new THREE.Matrix3();
  3691. return function ( matrix, optionalNormalMatrix ) {
  3692. // compute new normal based on theory here:
  3693. // http://www.songho.ca/opengl/gl_normaltransform.html
  3694. var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
  3695. var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
  3696. var newCoplanarPoint = this.coplanarPoint( v2 );
  3697. newCoplanarPoint.applyMatrix4( matrix );
  3698. this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
  3699. return this;
  3700. };
  3701. }(),
  3702. translate: function ( offset ) {
  3703. this.constant = this.constant - offset.dot( this.normal );
  3704. return this;
  3705. },
  3706. equals: function ( plane ) {
  3707. return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
  3708. },
  3709. clone: function () {
  3710. return new THREE.Plane().copy( this );
  3711. }
  3712. };
  3713. // File:src/math/Math.js
  3714. /**
  3715. * @author alteredq / http://alteredqualia.com/
  3716. * @author mrdoob / http://mrdoob.com/
  3717. */
  3718. THREE.Math = {
  3719. generateUUID: function () {
  3720. // http://www.broofa.com/Tools/Math.uuid.htm
  3721. var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
  3722. var uuid = new Array( 36 );
  3723. var rnd = 0, r;
  3724. return function () {
  3725. for ( var i = 0; i < 36; i ++ ) {
  3726. if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
  3727. uuid[ i ] = '-';
  3728. } else if ( i == 14 ) {
  3729. uuid[ i ] = '4';
  3730. } else {
  3731. if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
  3732. r = rnd & 0xf;
  3733. rnd = rnd >> 4;
  3734. uuid[ i ] = chars[ ( i == 19 ) ? ( r & 0x3 ) | 0x8 : r ];
  3735. }
  3736. }
  3737. return uuid.join( '' );
  3738. };
  3739. }(),
  3740. // Clamp value to range <a, b>
  3741. clamp: function ( x, a, b ) {
  3742. return ( x < a ) ? a : ( ( x > b ) ? b : x );
  3743. },
  3744. // Clamp value to range <a, inf)
  3745. clampBottom: function ( x, a ) {
  3746. return x < a ? a : x;
  3747. },
  3748. // Linear mapping from range <a1, a2> to range <b1, b2>
  3749. mapLinear: function ( x, a1, a2, b1, b2 ) {
  3750. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  3751. },
  3752. // http://en.wikipedia.org/wiki/Smoothstep
  3753. smoothstep: function ( x, min, max ) {
  3754. if ( x <= min ) return 0;
  3755. if ( x >= max ) return 1;
  3756. x = ( x - min ) / ( max - min );
  3757. return x * x * ( 3 - 2 * x );
  3758. },
  3759. smootherstep: function ( x, min, max ) {
  3760. if ( x <= min ) return 0;
  3761. if ( x >= max ) return 1;
  3762. x = ( x - min ) / ( max - min );
  3763. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  3764. },
  3765. // Random float from <0, 1> with 16 bits of randomness
  3766. // (standard Math.random() creates repetitive patterns when applied over larger space)
  3767. random16: function () {
  3768. return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
  3769. },
  3770. // Random integer from <low, high> interval
  3771. randInt: function ( low, high ) {
  3772. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  3773. },
  3774. // Random float from <low, high> interval
  3775. randFloat: function ( low, high ) {
  3776. return low + Math.random() * ( high - low );
  3777. },
  3778. // Random float from <-range/2, range/2> interval
  3779. randFloatSpread: function ( range ) {
  3780. return range * ( 0.5 - Math.random() );
  3781. },
  3782. sign: function ( x ) {
  3783. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0;
  3784. },
  3785. degToRad: function () {
  3786. var degreeToRadiansFactor = Math.PI / 180;
  3787. return function ( degrees ) {
  3788. return degrees * degreeToRadiansFactor;
  3789. };
  3790. }(),
  3791. radToDeg: function () {
  3792. var radianToDegreesFactor = 180 / Math.PI;
  3793. return function ( radians ) {
  3794. return radians * radianToDegreesFactor;
  3795. };
  3796. }(),
  3797. isPowerOfTwo: function ( value ) {
  3798. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  3799. }
  3800. };
  3801. // File:src/math/Spline.js
  3802. /**
  3803. * Spline from Tween.js, slightly optimized (and trashed)
  3804. * http://sole.github.com/tween.js/examples/05_spline.html
  3805. *
  3806. * @author mrdoob / http://mrdoob.com/
  3807. * @author alteredq / http://alteredqualia.com/
  3808. */
  3809. THREE.Spline = function ( points ) {
  3810. this.points = points;
  3811. var c = [], v3 = { x: 0, y: 0, z: 0 },
  3812. point, intPoint, weight, w2, w3,
  3813. pa, pb, pc, pd;
  3814. this.initFromArray = function ( a ) {
  3815. this.points = [];
  3816. for ( var i = 0; i < a.length; i ++ ) {
  3817. this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
  3818. }
  3819. };
  3820. this.getPoint = function ( k ) {
  3821. point = ( this.points.length - 1 ) * k;
  3822. intPoint = Math.floor( point );
  3823. weight = point - intPoint;
  3824. c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
  3825. c[ 1 ] = intPoint;
  3826. c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
  3827. c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
  3828. pa = this.points[ c[ 0 ] ];
  3829. pb = this.points[ c[ 1 ] ];
  3830. pc = this.points[ c[ 2 ] ];
  3831. pd = this.points[ c[ 3 ] ];
  3832. w2 = weight * weight;
  3833. w3 = weight * w2;
  3834. v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
  3835. v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
  3836. v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
  3837. return v3;
  3838. };
  3839. this.getControlPointsArray = function () {
  3840. var i, p, l = this.points.length,
  3841. coords = [];
  3842. for ( i = 0; i < l; i ++ ) {
  3843. p = this.points[ i ];
  3844. coords[ i ] = [ p.x, p.y, p.z ];
  3845. }
  3846. return coords;
  3847. };
  3848. // approximate length by summing linear segments
  3849. this.getLength = function ( nSubDivisions ) {
  3850. var i, index, nSamples, position,
  3851. point = 0, intPoint = 0, oldIntPoint = 0,
  3852. oldPosition = new THREE.Vector3(),
  3853. tmpVec = new THREE.Vector3(),
  3854. chunkLengths = [],
  3855. totalLength = 0;
  3856. // first point has 0 length
  3857. chunkLengths[ 0 ] = 0;
  3858. if ( ! nSubDivisions ) nSubDivisions = 100;
  3859. nSamples = this.points.length * nSubDivisions;
  3860. oldPosition.copy( this.points[ 0 ] );
  3861. for ( i = 1; i < nSamples; i ++ ) {
  3862. index = i / nSamples;
  3863. position = this.getPoint( index );
  3864. tmpVec.copy( position );
  3865. totalLength += tmpVec.distanceTo( oldPosition );
  3866. oldPosition.copy( position );
  3867. point = ( this.points.length - 1 ) * index;
  3868. intPoint = Math.floor( point );
  3869. if ( intPoint != oldIntPoint ) {
  3870. chunkLengths[ intPoint ] = totalLength;
  3871. oldIntPoint = intPoint;
  3872. }
  3873. }
  3874. // last point ends with total length
  3875. chunkLengths[ chunkLengths.length ] = totalLength;
  3876. return { chunks: chunkLengths, total: totalLength };
  3877. };
  3878. this.reparametrizeByArcLength = function ( samplingCoef ) {
  3879. var i, j,
  3880. index, indexCurrent, indexNext,
  3881. linearDistance, realDistance,
  3882. sampling, position,
  3883. newpoints = [],
  3884. tmpVec = new THREE.Vector3(),
  3885. sl = this.getLength();
  3886. newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
  3887. for ( i = 1; i < this.points.length; i ++ ) {
  3888. //tmpVec.copy( this.points[ i - 1 ] );
  3889. //linearDistance = tmpVec.distanceTo( this.points[ i ] );
  3890. realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
  3891. sampling = Math.ceil( samplingCoef * realDistance / sl.total );
  3892. indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
  3893. indexNext = i / ( this.points.length - 1 );
  3894. for ( j = 1; j < sampling - 1; j ++ ) {
  3895. index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
  3896. position = this.getPoint( index );
  3897. newpoints.push( tmpVec.copy( position ).clone() );
  3898. }
  3899. newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
  3900. }
  3901. this.points = newpoints;
  3902. };
  3903. // Catmull-Rom
  3904. function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
  3905. var v0 = ( p2 - p0 ) * 0.5,
  3906. v1 = ( p3 - p1 ) * 0.5;
  3907. return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  3908. };
  3909. };
  3910. // File:src/math/Triangle.js
  3911. /**
  3912. * @author bhouston / http://exocortex.com
  3913. * @author mrdoob / http://mrdoob.com/
  3914. */
  3915. THREE.Triangle = function ( a, b, c ) {
  3916. this.a = ( a !== undefined ) ? a : new THREE.Vector3();
  3917. this.b = ( b !== undefined ) ? b : new THREE.Vector3();
  3918. this.c = ( c !== undefined ) ? c : new THREE.Vector3();
  3919. };
  3920. THREE.Triangle.normal = function () {
  3921. var v0 = new THREE.Vector3();
  3922. return function ( a, b, c, optionalTarget ) {
  3923. var result = optionalTarget || new THREE.Vector3();
  3924. result.subVectors( c, b );
  3925. v0.subVectors( a, b );
  3926. result.cross( v0 );
  3927. var resultLengthSq = result.lengthSq();
  3928. if ( resultLengthSq > 0 ) {
  3929. return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
  3930. }
  3931. return result.set( 0, 0, 0 );
  3932. };
  3933. }();
  3934. // static/instance method to calculate barycoordinates
  3935. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  3936. THREE.Triangle.barycoordFromPoint = function () {
  3937. var v0 = new THREE.Vector3();
  3938. var v1 = new THREE.Vector3();
  3939. var v2 = new THREE.Vector3();
  3940. return function ( point, a, b, c, optionalTarget ) {
  3941. v0.subVectors( c, a );
  3942. v1.subVectors( b, a );
  3943. v2.subVectors( point, a );
  3944. var dot00 = v0.dot( v0 );
  3945. var dot01 = v0.dot( v1 );
  3946. var dot02 = v0.dot( v2 );
  3947. var dot11 = v1.dot( v1 );
  3948. var dot12 = v1.dot( v2 );
  3949. var denom = ( dot00 * dot11 - dot01 * dot01 );
  3950. var result = optionalTarget || new THREE.Vector3();
  3951. // colinear or singular triangle
  3952. if ( denom == 0 ) {
  3953. // arbitrary location outside of triangle?
  3954. // not sure if this is the best idea, maybe should be returning undefined
  3955. return result.set( - 2, - 1, - 1 );
  3956. }
  3957. var invDenom = 1 / denom;
  3958. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  3959. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  3960. // barycoordinates must always sum to 1
  3961. return result.set( 1 - u - v, v, u );
  3962. };
  3963. }();
  3964. THREE.Triangle.containsPoint = function () {
  3965. var v1 = new THREE.Vector3();
  3966. return function ( point, a, b, c ) {
  3967. var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
  3968. return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
  3969. };
  3970. }();
  3971. THREE.Triangle.prototype = {
  3972. constructor: THREE.Triangle,
  3973. set: function ( a, b, c ) {
  3974. this.a.copy( a );
  3975. this.b.copy( b );
  3976. this.c.copy( c );
  3977. return this;
  3978. },
  3979. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  3980. this.a.copy( points[ i0 ] );
  3981. this.b.copy( points[ i1 ] );
  3982. this.c.copy( points[ i2 ] );
  3983. return this;
  3984. },
  3985. copy: function ( triangle ) {
  3986. this.a.copy( triangle.a );
  3987. this.b.copy( triangle.b );
  3988. this.c.copy( triangle.c );
  3989. return this;
  3990. },
  3991. area: function () {
  3992. var v0 = new THREE.Vector3();
  3993. var v1 = new THREE.Vector3();
  3994. return function () {
  3995. v0.subVectors( this.c, this.b );
  3996. v1.subVectors( this.a, this.b );
  3997. return v0.cross( v1 ).length() * 0.5;
  3998. };
  3999. }(),
  4000. midpoint: function ( optionalTarget ) {
  4001. var result = optionalTarget || new THREE.Vector3();
  4002. return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  4003. },
  4004. normal: function ( optionalTarget ) {
  4005. return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
  4006. },
  4007. plane: function ( optionalTarget ) {
  4008. var result = optionalTarget || new THREE.Plane();
  4009. return result.setFromCoplanarPoints( this.a, this.b, this.c );
  4010. },
  4011. barycoordFromPoint: function ( point, optionalTarget ) {
  4012. return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
  4013. },
  4014. containsPoint: function ( point ) {
  4015. return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
  4016. },
  4017. equals: function ( triangle ) {
  4018. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4019. },
  4020. clone: function () {
  4021. return new THREE.Triangle().copy( this );
  4022. }
  4023. };
  4024. // File:src/core/Clock.js
  4025. /**
  4026. * @author alteredq / http://alteredqualia.com/
  4027. */
  4028. THREE.Clock = function ( autoStart ) {
  4029. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  4030. this.startTime = 0;
  4031. this.oldTime = 0;
  4032. this.elapsedTime = 0;
  4033. this.running = false;
  4034. };
  4035. THREE.Clock.prototype = {
  4036. constructor: THREE.Clock,
  4037. start: function () {
  4038. this.startTime = self.performance !== undefined && self.performance.now !== undefined
  4039. ? self.performance.now()
  4040. : Date.now();
  4041. this.oldTime = this.startTime;
  4042. this.running = true;
  4043. },
  4044. stop: function () {
  4045. this.getElapsedTime();
  4046. this.running = false;
  4047. },
  4048. getElapsedTime: function () {
  4049. this.getDelta();
  4050. return this.elapsedTime;
  4051. },
  4052. getDelta: function () {
  4053. var diff = 0;
  4054. if ( this.autoStart && ! this.running ) {
  4055. this.start();
  4056. }
  4057. if ( this.running ) {
  4058. var newTime = self.performance !== undefined && self.performance.now !== undefined
  4059. ? self.performance.now()
  4060. : Date.now();
  4061. diff = 0.001 * ( newTime - this.oldTime );
  4062. this.oldTime = newTime;
  4063. this.elapsedTime += diff;
  4064. }
  4065. return diff;
  4066. }
  4067. };
  4068. // File:src/core/EventDispatcher.js
  4069. /**
  4070. * https://github.com/mrdoob/eventdispatcher.js/
  4071. */
  4072. THREE.EventDispatcher = function () {}
  4073. THREE.EventDispatcher.prototype = {
  4074. constructor: THREE.EventDispatcher,
  4075. apply: function ( object ) {
  4076. object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
  4077. object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
  4078. object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
  4079. object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
  4080. },
  4081. addEventListener: function ( type, listener ) {
  4082. if ( this._listeners === undefined ) this._listeners = {};
  4083. var listeners = this._listeners;
  4084. if ( listeners[ type ] === undefined ) {
  4085. listeners[ type ] = [];
  4086. }
  4087. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  4088. listeners[ type ].push( listener );
  4089. }
  4090. },
  4091. hasEventListener: function ( type, listener ) {
  4092. if ( this._listeners === undefined ) return false;
  4093. var listeners = this._listeners;
  4094. if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
  4095. return true;
  4096. }
  4097. return false;
  4098. },
  4099. removeEventListener: function ( type, listener ) {
  4100. if ( this._listeners === undefined ) return;
  4101. var listeners = this._listeners;
  4102. var listenerArray = listeners[ type ];
  4103. if ( listenerArray !== undefined ) {
  4104. var index = listenerArray.indexOf( listener );
  4105. if ( index !== - 1 ) {
  4106. listenerArray.splice( index, 1 );
  4107. }
  4108. }
  4109. },
  4110. dispatchEvent: function ( event ) {
  4111. if ( this._listeners === undefined ) return;
  4112. var listeners = this._listeners;
  4113. var listenerArray = listeners[ event.type ];
  4114. if ( listenerArray !== undefined ) {
  4115. event.target = this;
  4116. var array = [];
  4117. var length = listenerArray.length;
  4118. for ( var i = 0; i < length; i ++ ) {
  4119. array[ i ] = listenerArray[ i ];
  4120. }
  4121. for ( var i = 0; i < length; i ++ ) {
  4122. array[ i ].call( this, event );
  4123. }
  4124. }
  4125. }
  4126. };
  4127. // File:src/core/Raycaster.js
  4128. /**
  4129. * @author mrdoob / http://mrdoob.com/
  4130. * @author bhouston / http://exocortex.com/
  4131. * @author stephomi / http://stephaneginier.com/
  4132. */
  4133. ( function ( THREE ) {
  4134. THREE.Raycaster = function ( origin, direction, near, far ) {
  4135. this.ray = new THREE.Ray( origin, direction );
  4136. // direction is assumed to be normalized (for accurate distance calculations)
  4137. this.near = near || 0;
  4138. this.far = far || Infinity;
  4139. this.params = {
  4140. Sprite: {},
  4141. Mesh: {},
  4142. PointCloud: { threshold: 1 },
  4143. LOD: {},
  4144. Line: {}
  4145. };
  4146. };
  4147. var descSort = function ( a, b ) {
  4148. return a.distance - b.distance;
  4149. };
  4150. var intersectObject = function ( object, raycaster, intersects, recursive ) {
  4151. object.raycast( raycaster, intersects );
  4152. if ( recursive === true ) {
  4153. var children = object.children;
  4154. for ( var i = 0, l = children.length; i < l; i ++ ) {
  4155. intersectObject( children[ i ], raycaster, intersects, true );
  4156. }
  4157. }
  4158. };
  4159. //
  4160. THREE.Raycaster.prototype = {
  4161. constructor: THREE.Raycaster,
  4162. precision: 0.0001,
  4163. linePrecision: 1,
  4164. set: function ( origin, direction ) {
  4165. this.ray.set( origin, direction );
  4166. // direction is assumed to be normalized (for accurate distance calculations)
  4167. },
  4168. intersectObject: function ( object, recursive ) {
  4169. var intersects = [];
  4170. intersectObject( object, this, intersects, recursive );
  4171. intersects.sort( descSort );
  4172. return intersects;
  4173. },
  4174. intersectObjects: function ( objects, recursive ) {
  4175. var intersects = [];
  4176. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  4177. intersectObject( objects[ i ], this, intersects, recursive );
  4178. }
  4179. intersects.sort( descSort );
  4180. return intersects;
  4181. }
  4182. };
  4183. }( THREE ) );
  4184. // File:src/core/Object3D.js
  4185. /**
  4186. * @author mrdoob / http://mrdoob.com/
  4187. * @author mikael emtinger / http://gomo.se/
  4188. * @author alteredq / http://alteredqualia.com/
  4189. * @author WestLangley / http://github.com/WestLangley
  4190. */
  4191. THREE.Object3D = function () {
  4192. this.id = THREE.Object3DIdCount ++;
  4193. this.uuid = THREE.Math.generateUUID();
  4194. this.name = '';
  4195. this.parent = undefined;
  4196. this.children = [];
  4197. this.up = THREE.Object3D.DefaultUp.clone();
  4198. var scope = this;
  4199. var position = new THREE.Vector3();
  4200. var rotation = new THREE.Euler();
  4201. var quaternion = new THREE.Quaternion();
  4202. var scale = new THREE.Vector3( 1, 1, 1 );
  4203. rotation.onChange( function () {
  4204. quaternion.setFromEuler( rotation, false );
  4205. } );
  4206. quaternion.onChange( function () {
  4207. rotation.setFromQuaternion( quaternion, undefined, false );
  4208. } );
  4209. Object.defineProperties( this, {
  4210. position: {
  4211. enumerable: true,
  4212. value: position
  4213. },
  4214. rotation: {
  4215. enumerable: true,
  4216. value: rotation
  4217. },
  4218. quaternion: {
  4219. enumerable: true,
  4220. value: quaternion
  4221. },
  4222. scale: {
  4223. enumerable: true,
  4224. value: scale
  4225. },
  4226. } );
  4227. this.renderDepth = null;
  4228. this.rotationAutoUpdate = true;
  4229. this.matrix = new THREE.Matrix4();
  4230. this.matrixWorld = new THREE.Matrix4();
  4231. this.matrixAutoUpdate = true;
  4232. this.matrixWorldNeedsUpdate = false;
  4233. this.visible = true;
  4234. this.castShadow = false;
  4235. this.receiveShadow = false;
  4236. this.frustumCulled = true;
  4237. this.userData = {};
  4238. };
  4239. THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 );
  4240. THREE.Object3D.prototype = {
  4241. constructor: THREE.Object3D,
  4242. get eulerOrder () {
  4243. console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
  4244. return this.rotation.order;
  4245. },
  4246. set eulerOrder ( value ) {
  4247. console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
  4248. this.rotation.order = value;
  4249. },
  4250. get useQuaternion () {
  4251. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  4252. },
  4253. set useQuaternion ( value ) {
  4254. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  4255. },
  4256. applyMatrix: function ( matrix ) {
  4257. this.matrix.multiplyMatrices( matrix, this.matrix );
  4258. this.matrix.decompose( this.position, this.quaternion, this.scale );
  4259. },
  4260. setRotationFromAxisAngle: function ( axis, angle ) {
  4261. // assumes axis is normalized
  4262. this.quaternion.setFromAxisAngle( axis, angle );
  4263. },
  4264. setRotationFromEuler: function ( euler ) {
  4265. this.quaternion.setFromEuler( euler, true );
  4266. },
  4267. setRotationFromMatrix: function ( m ) {
  4268. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4269. this.quaternion.setFromRotationMatrix( m );
  4270. },
  4271. setRotationFromQuaternion: function ( q ) {
  4272. // assumes q is normalized
  4273. this.quaternion.copy( q );
  4274. },
  4275. rotateOnAxis: function () {
  4276. // rotate object on axis in object space
  4277. // axis is assumed to be normalized
  4278. var q1 = new THREE.Quaternion();
  4279. return function ( axis, angle ) {
  4280. q1.setFromAxisAngle( axis, angle );
  4281. this.quaternion.multiply( q1 );
  4282. return this;
  4283. }
  4284. }(),
  4285. rotateX: function () {
  4286. var v1 = new THREE.Vector3( 1, 0, 0 );
  4287. return function ( angle ) {
  4288. return this.rotateOnAxis( v1, angle );
  4289. };
  4290. }(),
  4291. rotateY: function () {
  4292. var v1 = new THREE.Vector3( 0, 1, 0 );
  4293. return function ( angle ) {
  4294. return this.rotateOnAxis( v1, angle );
  4295. };
  4296. }(),
  4297. rotateZ: function () {
  4298. var v1 = new THREE.Vector3( 0, 0, 1 );
  4299. return function ( angle ) {
  4300. return this.rotateOnAxis( v1, angle );
  4301. };
  4302. }(),
  4303. translateOnAxis: function () {
  4304. // translate object by distance along axis in object space
  4305. // axis is assumed to be normalized
  4306. var v1 = new THREE.Vector3();
  4307. return function ( axis, distance ) {
  4308. v1.copy( axis ).applyQuaternion( this.quaternion );
  4309. this.position.add( v1.multiplyScalar( distance ) );
  4310. return this;
  4311. }
  4312. }(),
  4313. translate: function ( distance, axis ) {
  4314. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  4315. return this.translateOnAxis( axis, distance );
  4316. },
  4317. translateX: function () {
  4318. var v1 = new THREE.Vector3( 1, 0, 0 );
  4319. return function ( distance ) {
  4320. return this.translateOnAxis( v1, distance );
  4321. };
  4322. }(),
  4323. translateY: function () {
  4324. var v1 = new THREE.Vector3( 0, 1, 0 );
  4325. return function ( distance ) {
  4326. return this.translateOnAxis( v1, distance );
  4327. };
  4328. }(),
  4329. translateZ: function () {
  4330. var v1 = new THREE.Vector3( 0, 0, 1 );
  4331. return function ( distance ) {
  4332. return this.translateOnAxis( v1, distance );
  4333. };
  4334. }(),
  4335. localToWorld: function ( vector ) {
  4336. return vector.applyMatrix4( this.matrixWorld );
  4337. },
  4338. worldToLocal: function () {
  4339. var m1 = new THREE.Matrix4();
  4340. return function ( vector ) {
  4341. return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  4342. };
  4343. }(),
  4344. lookAt: function () {
  4345. // This routine does not support objects with rotated and/or translated parent(s)
  4346. var m1 = new THREE.Matrix4();
  4347. return function ( vector ) {
  4348. m1.lookAt( vector, this.position, this.up );
  4349. this.quaternion.setFromRotationMatrix( m1 );
  4350. };
  4351. }(),
  4352. add: function ( object ) {
  4353. if ( arguments.length > 1 ) {
  4354. for ( var i = 0; i < arguments.length; i++ ) {
  4355. this.add( arguments[ i ] );
  4356. }
  4357. return this;
  4358. };
  4359. if ( object === this ) {
  4360. console.error( "THREE.Object3D.add:", object, "can't be added as a child of itself." );
  4361. return this;
  4362. }
  4363. if ( object instanceof THREE.Object3D ) {
  4364. if ( object.parent !== undefined ) {
  4365. object.parent.remove( object );
  4366. }
  4367. object.parent = this;
  4368. object.dispatchEvent( { type: 'added' } );
  4369. this.children.push( object );
  4370. } else {
  4371. console.error( "THREE.Object3D.add:", object, "is not an instance of THREE.Object3D." );
  4372. }
  4373. return this;
  4374. },
  4375. remove: function ( object ) {
  4376. if ( arguments.length > 1 ) {
  4377. for ( var i = 0; i < arguments.length; i++ ) {
  4378. this.remove( arguments[ i ] );
  4379. }
  4380. };
  4381. var index = this.children.indexOf( object );
  4382. if ( index !== - 1 ) {
  4383. object.parent = undefined;
  4384. object.dispatchEvent( { type: 'removed' } );
  4385. this.children.splice( index, 1 );
  4386. }
  4387. },
  4388. raycast: function () {},
  4389. traverse: function ( callback ) {
  4390. callback( this );
  4391. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4392. this.children[ i ].traverse( callback );
  4393. }
  4394. },
  4395. traverseVisible: function ( callback ) {
  4396. if ( this.visible === false ) return;
  4397. callback( this );
  4398. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4399. this.children[ i ].traverseVisible( callback );
  4400. }
  4401. },
  4402. getObjectById: function ( id, recursive ) {
  4403. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4404. var child = this.children[ i ];
  4405. if ( child.id === id ) {
  4406. return child;
  4407. }
  4408. if ( recursive === true ) {
  4409. child = child.getObjectById( id, recursive );
  4410. if ( child !== undefined ) {
  4411. return child;
  4412. }
  4413. }
  4414. }
  4415. return undefined;
  4416. },
  4417. getObjectByName: function ( name, recursive ) {
  4418. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4419. var child = this.children[ i ];
  4420. if ( child.name === name ) {
  4421. return child;
  4422. }
  4423. if ( recursive === true ) {
  4424. child = child.getObjectByName( name, recursive );
  4425. if ( child !== undefined ) {
  4426. return child;
  4427. }
  4428. }
  4429. }
  4430. return undefined;
  4431. },
  4432. getChildByName: function ( name, recursive ) {
  4433. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  4434. return this.getObjectByName( name, recursive );
  4435. },
  4436. updateMatrix: function () {
  4437. this.matrix.compose( this.position, this.quaternion, this.scale );
  4438. this.matrixWorldNeedsUpdate = true;
  4439. },
  4440. updateMatrixWorld: function ( force ) {
  4441. if ( this.matrixAutoUpdate === true ) this.updateMatrix();
  4442. if ( this.matrixWorldNeedsUpdate === true || force === true ) {
  4443. if ( this.parent === undefined ) {
  4444. this.matrixWorld.copy( this.matrix );
  4445. } else {
  4446. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  4447. }
  4448. this.matrixWorldNeedsUpdate = false;
  4449. force = true;
  4450. }
  4451. // update children
  4452. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4453. this.children[ i ].updateMatrixWorld( force );
  4454. }
  4455. },
  4456. clone: function ( object, recursive ) {
  4457. if ( object === undefined ) object = new THREE.Object3D();
  4458. if ( recursive === undefined ) recursive = true;
  4459. object.name = this.name;
  4460. object.up.copy( this.up );
  4461. object.position.copy( this.position );
  4462. object.quaternion.copy( this.quaternion );
  4463. object.scale.copy( this.scale );
  4464. object.renderDepth = this.renderDepth;
  4465. object.rotationAutoUpdate = this.rotationAutoUpdate;
  4466. object.matrix.copy( this.matrix );
  4467. object.matrixWorld.copy( this.matrixWorld );
  4468. object.matrixAutoUpdate = this.matrixAutoUpdate;
  4469. object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
  4470. object.visible = this.visible;
  4471. object.castShadow = this.castShadow;
  4472. object.receiveShadow = this.receiveShadow;
  4473. object.frustumCulled = this.frustumCulled;
  4474. object.userData = JSON.parse( JSON.stringify( this.userData ) );
  4475. if ( recursive === true ) {
  4476. for ( var i = 0; i < this.children.length; i ++ ) {
  4477. var child = this.children[ i ];
  4478. object.add( child.clone() );
  4479. }
  4480. }
  4481. return object;
  4482. },
  4483. dispose: function () {
  4484. this.dispatchEvent( { type: 'dispose' } );
  4485. }
  4486. };
  4487. THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
  4488. THREE.Object3DIdCount = 0;
  4489. // File:src/core/Projector.js
  4490. /**
  4491. * @author mrdoob / http://mrdoob.com/
  4492. * @author supereggbert / http://www.paulbrunt.co.uk/
  4493. * @author julianwa / https://github.com/julianwa
  4494. */
  4495. THREE.Projector = function () {
  4496. var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
  4497. _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
  4498. _face, _faceCount, _facePool = [], _facePoolLength = 0,
  4499. _line, _lineCount, _linePool = [], _linePoolLength = 0,
  4500. _sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0,
  4501. _renderData = { objects: [], lights: [], elements: [] },
  4502. _vA = new THREE.Vector3(),
  4503. _vB = new THREE.Vector3(),
  4504. _vC = new THREE.Vector3(),
  4505. _vector3 = new THREE.Vector3(),
  4506. _vector4 = new THREE.Vector4(),
  4507. _clipBox = new THREE.Box3( new THREE.Vector3( - 1, - 1, - 1 ), new THREE.Vector3( 1, 1, 1 ) ),
  4508. _boundingBox = new THREE.Box3(),
  4509. _points3 = new Array( 3 ),
  4510. _points4 = new Array( 4 ),
  4511. _viewMatrix = new THREE.Matrix4(),
  4512. _viewProjectionMatrix = new THREE.Matrix4(),
  4513. _modelMatrix,
  4514. _modelViewProjectionMatrix = new THREE.Matrix4(),
  4515. _normalMatrix = new THREE.Matrix3(),
  4516. _frustum = new THREE.Frustum(),
  4517. _clippedVertex1PositionScreen = new THREE.Vector4(),
  4518. _clippedVertex2PositionScreen = new THREE.Vector4();
  4519. this.projectVector = function ( vector, camera ) {
  4520. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  4521. _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  4522. return vector.applyProjection( _viewProjectionMatrix );
  4523. };
  4524. this.unprojectVector = function () {
  4525. var projectionMatrixInverse = new THREE.Matrix4();
  4526. return function ( vector, camera ) {
  4527. projectionMatrixInverse.getInverse( camera.projectionMatrix );
  4528. _viewProjectionMatrix.multiplyMatrices( camera.matrixWorld, projectionMatrixInverse );
  4529. return vector.applyProjection( _viewProjectionMatrix );
  4530. };
  4531. }();
  4532. this.pickingRay = function ( vector, camera ) {
  4533. // set two vectors with opposing z values
  4534. vector.z = - 1.0;
  4535. var end = new THREE.Vector3( vector.x, vector.y, 1.0 );
  4536. this.unprojectVector( vector, camera );
  4537. this.unprojectVector( end, camera );
  4538. // find direction from vector to end
  4539. end.sub( vector ).normalize();
  4540. return new THREE.Raycaster( vector, end );
  4541. };
  4542. var RenderList = function () {
  4543. var normals = [];
  4544. var uvs = [];
  4545. var object = null;
  4546. var material = null;
  4547. var normalMatrix = new THREE.Matrix3();
  4548. var setObject = function ( value ) {
  4549. object = value;
  4550. material = object.material;
  4551. normalMatrix.getNormalMatrix( object.matrixWorld );
  4552. normals.length = 0;
  4553. uvs.length = 0;
  4554. };
  4555. var projectVertex = function ( vertex ) {
  4556. var position = vertex.position;
  4557. var positionWorld = vertex.positionWorld;
  4558. var positionScreen = vertex.positionScreen;
  4559. positionWorld.copy( position ).applyMatrix4( _modelMatrix );
  4560. positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
  4561. var invW = 1 / positionScreen.w;
  4562. positionScreen.x *= invW;
  4563. positionScreen.y *= invW;
  4564. positionScreen.z *= invW;
  4565. vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 &&
  4566. positionScreen.y >= - 1 && positionScreen.y <= 1 &&
  4567. positionScreen.z >= - 1 && positionScreen.z <= 1;
  4568. };
  4569. var pushVertex = function ( x, y, z ) {
  4570. _vertex = getNextVertexInPool();
  4571. _vertex.position.set( x, y, z );
  4572. projectVertex( _vertex );
  4573. };
  4574. var pushNormal = function ( x, y, z ) {
  4575. normals.push( x, y, z );
  4576. };
  4577. var pushUv = function ( x, y ) {
  4578. uvs.push( x, y );
  4579. };
  4580. var checkTriangleVisibility = function ( v1, v2, v3 ) {
  4581. if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
  4582. _points3[ 0 ] = v1.positionScreen;
  4583. _points3[ 1 ] = v2.positionScreen;
  4584. _points3[ 2 ] = v3.positionScreen;
  4585. return _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) );
  4586. };
  4587. var checkBackfaceCulling = function ( v1, v2, v3 ) {
  4588. return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
  4589. ( v2.positionScreen.y - v1.positionScreen.y ) -
  4590. ( v3.positionScreen.y - v1.positionScreen.y ) *
  4591. ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
  4592. };
  4593. var pushLine = function ( a, b ) {
  4594. var v1 = _vertexPool[ a ];
  4595. var v2 = _vertexPool[ b ];
  4596. _line = getNextLineInPool();
  4597. _line.id = object.id;
  4598. _line.v1.copy( v1 );
  4599. _line.v2.copy( v2 );
  4600. _line.z = ( v1.positionScreen.z + v2.positionScreen.z ) / 2;
  4601. _line.material = object.material;
  4602. _renderData.elements.push( _line );
  4603. };
  4604. var pushTriangle = function ( a, b, c ) {
  4605. var v1 = _vertexPool[ a ];
  4606. var v2 = _vertexPool[ b ];
  4607. var v3 = _vertexPool[ c ];
  4608. if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
  4609. if ( material.side === THREE.DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
  4610. _face = getNextFaceInPool();
  4611. _face.id = object.id;
  4612. _face.v1.copy( v1 );
  4613. _face.v2.copy( v2 );
  4614. _face.v3.copy( v3 );
  4615. _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  4616. for ( var i = 0; i < 3; i ++ ) {
  4617. var offset = arguments[ i ] * 3;
  4618. var normal = _face.vertexNormalsModel[ i ];
  4619. normal.set( normals[ offset ], normals[ offset + 1 ], normals[ offset + 2 ] );
  4620. normal.applyMatrix3( normalMatrix ).normalize();
  4621. var offset2 = arguments[ i ] * 2;
  4622. var uv = _face.uvs[ i ];
  4623. uv.set( uvs[ offset2 ], uvs[ offset2 + 1 ] );
  4624. }
  4625. _face.vertexNormalsLength = 3;
  4626. _face.material = object.material;
  4627. _renderData.elements.push( _face );
  4628. }
  4629. };
  4630. return {
  4631. setObject: setObject,
  4632. projectVertex: projectVertex,
  4633. checkTriangleVisibility: checkTriangleVisibility,
  4634. checkBackfaceCulling: checkBackfaceCulling,
  4635. pushVertex: pushVertex,
  4636. pushNormal: pushNormal,
  4637. pushUv: pushUv,
  4638. pushLine: pushLine,
  4639. pushTriangle: pushTriangle
  4640. }
  4641. };
  4642. var renderList = new RenderList();
  4643. this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
  4644. _faceCount = 0;
  4645. _lineCount = 0;
  4646. _spriteCount = 0;
  4647. _renderData.elements.length = 0;
  4648. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  4649. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  4650. _viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
  4651. _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
  4652. _frustum.setFromMatrix( _viewProjectionMatrix );
  4653. //
  4654. _objectCount = 0;
  4655. _renderData.objects.length = 0;
  4656. _renderData.lights.length = 0;
  4657. scene.traverseVisible( function ( object ) {
  4658. if ( object instanceof THREE.Light ) {
  4659. _renderData.lights.push( object );
  4660. } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Sprite ) {
  4661. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  4662. _object = getNextObjectInPool();
  4663. _object.id = object.id;
  4664. _object.object = object;
  4665. if ( object.renderDepth !== null ) {
  4666. _object.z = object.renderDepth;
  4667. } else {
  4668. _vector3.setFromMatrixPosition( object.matrixWorld );
  4669. _vector3.applyProjection( _viewProjectionMatrix );
  4670. _object.z = _vector3.z;
  4671. }
  4672. _renderData.objects.push( _object );
  4673. }
  4674. }
  4675. } );
  4676. if ( sortObjects === true ) {
  4677. _renderData.objects.sort( painterSort );
  4678. }
  4679. //
  4680. for ( var o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
  4681. var object = _renderData.objects[ o ].object;
  4682. var geometry = object.geometry;
  4683. renderList.setObject( object );
  4684. _modelMatrix = object.matrixWorld;
  4685. _vertexCount = 0;
  4686. if ( object instanceof THREE.Mesh ) {
  4687. if ( geometry instanceof THREE.BufferGeometry ) {
  4688. var attributes = geometry.attributes;
  4689. var offsets = geometry.offsets;
  4690. if ( attributes.position === undefined ) continue;
  4691. var positions = attributes.position.array;
  4692. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  4693. renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  4694. }
  4695. if ( attributes.normal !== undefined ) {
  4696. var normals = attributes.normal.array;
  4697. for ( var i = 0, l = normals.length; i < l; i += 3 ) {
  4698. renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
  4699. }
  4700. }
  4701. if ( attributes.uv !== undefined ) {
  4702. var uvs = attributes.uv.array;
  4703. for ( var i = 0, l = uvs.length; i < l; i += 2 ) {
  4704. renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
  4705. }
  4706. }
  4707. if ( attributes.index !== undefined ) {
  4708. var indices = attributes.index.array;
  4709. if ( offsets.length > 0 ) {
  4710. for ( var o = 0; o < offsets.length; o ++ ) {
  4711. var offset = offsets[ o ];
  4712. var index = offset.index;
  4713. for ( var i = offset.start, l = offset.start + offset.count; i < l; i += 3 ) {
  4714. renderList.pushTriangle( indices[ i ] + index, indices[ i + 1 ] + index, indices[ i + 2 ] + index );
  4715. }
  4716. }
  4717. } else {
  4718. for ( var i = 0, l = indices.length; i < l; i += 3 ) {
  4719. renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  4720. }
  4721. }
  4722. } else {
  4723. for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) {
  4724. renderList.pushTriangle( i, i + 1, i + 2 );
  4725. }
  4726. }
  4727. } else if ( geometry instanceof THREE.Geometry ) {
  4728. var vertices = geometry.vertices;
  4729. var faces = geometry.faces;
  4730. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  4731. _normalMatrix.getNormalMatrix( _modelMatrix );
  4732. var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
  4733. var objectMaterials = isFaceMaterial === true ? object.material : null;
  4734. for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
  4735. var vertex = vertices[ v ];
  4736. renderList.pushVertex( vertex.x, vertex.y, vertex.z );
  4737. }
  4738. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  4739. var face = faces[ f ];
  4740. var material = isFaceMaterial === true
  4741. ? objectMaterials.materials[ face.materialIndex ]
  4742. : object.material;
  4743. if ( material === undefined ) continue;
  4744. var side = material.side;
  4745. var v1 = _vertexPool[ face.a ];
  4746. var v2 = _vertexPool[ face.b ];
  4747. var v3 = _vertexPool[ face.c ];
  4748. if ( material.morphTargets === true ) {
  4749. var morphTargets = geometry.morphTargets;
  4750. var morphInfluences = object.morphTargetInfluences;
  4751. var v1p = v1.position;
  4752. var v2p = v2.position;
  4753. var v3p = v3.position;
  4754. _vA.set( 0, 0, 0 );
  4755. _vB.set( 0, 0, 0 );
  4756. _vC.set( 0, 0, 0 );
  4757. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  4758. var influence = morphInfluences[ t ];
  4759. if ( influence === 0 ) continue;
  4760. var targets = morphTargets[ t ].vertices;
  4761. _vA.x += ( targets[ face.a ].x - v1p.x ) * influence;
  4762. _vA.y += ( targets[ face.a ].y - v1p.y ) * influence;
  4763. _vA.z += ( targets[ face.a ].z - v1p.z ) * influence;
  4764. _vB.x += ( targets[ face.b ].x - v2p.x ) * influence;
  4765. _vB.y += ( targets[ face.b ].y - v2p.y ) * influence;
  4766. _vB.z += ( targets[ face.b ].z - v2p.z ) * influence;
  4767. _vC.x += ( targets[ face.c ].x - v3p.x ) * influence;
  4768. _vC.y += ( targets[ face.c ].y - v3p.y ) * influence;
  4769. _vC.z += ( targets[ face.c ].z - v3p.z ) * influence;
  4770. }
  4771. v1.position.add( _vA );
  4772. v2.position.add( _vB );
  4773. v3.position.add( _vC );
  4774. renderList.projectVertex( v1 );
  4775. renderList.projectVertex( v2 );
  4776. renderList.projectVertex( v3 );
  4777. }
  4778. if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue;
  4779. var visible = renderList.checkBackfaceCulling( v1, v2, v3 );
  4780. if ( side !== THREE.DoubleSide ) {
  4781. if ( side === THREE.FrontSide && visible === false ) continue;
  4782. if ( side === THREE.BackSide && visible === true ) continue;
  4783. }
  4784. _face = getNextFaceInPool();
  4785. _face.id = object.id;
  4786. _face.v1.copy( v1 );
  4787. _face.v2.copy( v2 );
  4788. _face.v3.copy( v3 );
  4789. _face.normalModel.copy( face.normal );
  4790. if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
  4791. _face.normalModel.negate();
  4792. }
  4793. _face.normalModel.applyMatrix3( _normalMatrix ).normalize();
  4794. var faceVertexNormals = face.vertexNormals;
  4795. for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) {
  4796. var normalModel = _face.vertexNormalsModel[ n ];
  4797. normalModel.copy( faceVertexNormals[ n ] );
  4798. if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
  4799. normalModel.negate();
  4800. }
  4801. normalModel.applyMatrix3( _normalMatrix ).normalize();
  4802. }
  4803. _face.vertexNormalsLength = faceVertexNormals.length;
  4804. var vertexUvs = faceVertexUvs[ f ];
  4805. if ( vertexUvs !== undefined ) {
  4806. for ( var u = 0; u < 3; u ++ ) {
  4807. _face.uvs[ u ].copy( vertexUvs[ u ] );
  4808. }
  4809. }
  4810. _face.color = face.color;
  4811. _face.material = material;
  4812. _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  4813. _renderData.elements.push( _face );
  4814. }
  4815. }
  4816. } else if ( object instanceof THREE.Line ) {
  4817. if ( geometry instanceof THREE.BufferGeometry ) {
  4818. var attributes = geometry.attributes;
  4819. if ( attributes.position !== undefined ) {
  4820. var positions = attributes.position.array;
  4821. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  4822. renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  4823. }
  4824. if ( attributes.index !== undefined ) {
  4825. var indices = attributes.index.array;
  4826. for ( var i = 0, l = indices.length; i < l; i += 2 ) {
  4827. renderList.pushLine( indices[ i ], indices[ i + 1 ] );
  4828. }
  4829. } else {
  4830. var step = object.type === THREE.LinePieces ? 2 : 1;
  4831. for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {
  4832. renderList.pushLine( i, i + 1 );
  4833. }
  4834. }
  4835. }
  4836. } else if ( geometry instanceof THREE.Geometry ) {
  4837. _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  4838. var vertices = object.geometry.vertices;
  4839. if ( vertices.length === 0 ) continue;
  4840. v1 = getNextVertexInPool();
  4841. v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
  4842. // Handle LineStrip and LinePieces
  4843. var step = object.type === THREE.LinePieces ? 2 : 1;
  4844. for ( var v = 1, vl = vertices.length; v < vl; v ++ ) {
  4845. v1 = getNextVertexInPool();
  4846. v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
  4847. if ( ( v + 1 ) % step > 0 ) continue;
  4848. v2 = _vertexPool[ _vertexCount - 2 ];
  4849. _clippedVertex1PositionScreen.copy( v1.positionScreen );
  4850. _clippedVertex2PositionScreen.copy( v2.positionScreen );
  4851. if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
  4852. // Perform the perspective divide
  4853. _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
  4854. _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
  4855. _line = getNextLineInPool();
  4856. _line.id = object.id;
  4857. _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
  4858. _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
  4859. _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
  4860. _line.material = object.material;
  4861. if ( object.material.vertexColors === THREE.VertexColors ) {
  4862. _line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
  4863. _line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );
  4864. }
  4865. _renderData.elements.push( _line );
  4866. }
  4867. }
  4868. }
  4869. } else if ( object instanceof THREE.Sprite ) {
  4870. _vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
  4871. _vector4.applyMatrix4( _viewProjectionMatrix );
  4872. var invW = 1 / _vector4.w;
  4873. _vector4.z *= invW;
  4874. if ( _vector4.z >= - 1 && _vector4.z <= 1 ) {
  4875. _sprite = getNextSpriteInPool();
  4876. _sprite.id = object.id;
  4877. _sprite.x = _vector4.x * invW;
  4878. _sprite.y = _vector4.y * invW;
  4879. _sprite.z = _vector4.z;
  4880. _sprite.object = object;
  4881. _sprite.rotation = object.rotation;
  4882. _sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[ 0 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 12 ] ) );
  4883. _sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[ 5 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 13 ] ) );
  4884. _sprite.material = object.material;
  4885. _renderData.elements.push( _sprite );
  4886. }
  4887. }
  4888. }
  4889. if ( sortElements === true ) _renderData.elements.sort( painterSort );
  4890. return _renderData;
  4891. };
  4892. // Pools
  4893. function getNextObjectInPool() {
  4894. if ( _objectCount === _objectPoolLength ) {
  4895. var object = new THREE.RenderableObject();
  4896. _objectPool.push( object );
  4897. _objectPoolLength ++;
  4898. _objectCount ++;
  4899. return object;
  4900. }
  4901. return _objectPool[ _objectCount ++ ];
  4902. }
  4903. function getNextVertexInPool() {
  4904. if ( _vertexCount === _vertexPoolLength ) {
  4905. var vertex = new THREE.RenderableVertex();
  4906. _vertexPool.push( vertex );
  4907. _vertexPoolLength ++;
  4908. _vertexCount ++;
  4909. return vertex;
  4910. }
  4911. return _vertexPool[ _vertexCount ++ ];
  4912. }
  4913. function getNextFaceInPool() {
  4914. if ( _faceCount === _facePoolLength ) {
  4915. var face = new THREE.RenderableFace();
  4916. _facePool.push( face );
  4917. _facePoolLength ++;
  4918. _faceCount ++;
  4919. return face;
  4920. }
  4921. return _facePool[ _faceCount ++ ];
  4922. }
  4923. function getNextLineInPool() {
  4924. if ( _lineCount === _linePoolLength ) {
  4925. var line = new THREE.RenderableLine();
  4926. _linePool.push( line );
  4927. _linePoolLength ++;
  4928. _lineCount ++
  4929. return line;
  4930. }
  4931. return _linePool[ _lineCount ++ ];
  4932. }
  4933. function getNextSpriteInPool() {
  4934. if ( _spriteCount === _spritePoolLength ) {
  4935. var sprite = new THREE.RenderableSprite();
  4936. _spritePool.push( sprite );
  4937. _spritePoolLength ++;
  4938. _spriteCount ++
  4939. return sprite;
  4940. }
  4941. return _spritePool[ _spriteCount ++ ];
  4942. }
  4943. //
  4944. function painterSort( a, b ) {
  4945. if ( a.z !== b.z ) {
  4946. return b.z - a.z;
  4947. } else if ( a.id !== b.id ) {
  4948. return a.id - b.id;
  4949. } else {
  4950. return 0;
  4951. }
  4952. }
  4953. function clipLine( s1, s2 ) {
  4954. var alpha1 = 0, alpha2 = 1,
  4955. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  4956. // Z = -1 and Z = +1, respectively.
  4957. bc1near = s1.z + s1.w,
  4958. bc2near = s2.z + s2.w,
  4959. bc1far = - s1.z + s1.w,
  4960. bc2far = - s2.z + s2.w;
  4961. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  4962. // Both vertices lie entirely within all clip planes.
  4963. return true;
  4964. } else if ( ( bc1near < 0 && bc2near < 0 ) || ( bc1far < 0 && bc2far < 0 ) ) {
  4965. // Both vertices lie entirely outside one of the clip planes.
  4966. return false;
  4967. } else {
  4968. // The line segment spans at least one clip plane.
  4969. if ( bc1near < 0 ) {
  4970. // v1 lies outside the near plane, v2 inside
  4971. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  4972. } else if ( bc2near < 0 ) {
  4973. // v2 lies outside the near plane, v1 inside
  4974. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  4975. }
  4976. if ( bc1far < 0 ) {
  4977. // v1 lies outside the far plane, v2 inside
  4978. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  4979. } else if ( bc2far < 0 ) {
  4980. // v2 lies outside the far plane, v2 inside
  4981. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  4982. }
  4983. if ( alpha2 < alpha1 ) {
  4984. // The line segment spans two boundaries, but is outside both of them.
  4985. // (This can't happen when we're only clipping against just near/far but good
  4986. // to leave the check here for future usage if other clip planes are added.)
  4987. return false;
  4988. } else {
  4989. // Update the s1 and s2 vertices to match the clipped line segment.
  4990. s1.lerp( s2, alpha1 );
  4991. s2.lerp( s1, 1 - alpha2 );
  4992. return true;
  4993. }
  4994. }
  4995. }
  4996. };
  4997. // File:src/core/Face3.js
  4998. /**
  4999. * @author mrdoob / http://mrdoob.com/
  5000. * @author alteredq / http://alteredqualia.com/
  5001. */
  5002. THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
  5003. this.a = a;
  5004. this.b = b;
  5005. this.c = c;
  5006. this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
  5007. this.vertexNormals = normal instanceof Array ? normal : [];
  5008. this.color = color instanceof THREE.Color ? color : new THREE.Color();
  5009. this.vertexColors = color instanceof Array ? color : [];
  5010. this.vertexTangents = [];
  5011. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5012. };
  5013. THREE.Face3.prototype = {
  5014. constructor: THREE.Face3,
  5015. clone: function () {
  5016. var face = new THREE.Face3( this.a, this.b, this.c );
  5017. face.normal.copy( this.normal );
  5018. face.color.copy( this.color );
  5019. face.materialIndex = this.materialIndex;
  5020. for ( var i = 0, il = this.vertexNormals.length; i < il; i ++ ) {
  5021. face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
  5022. }
  5023. for ( var i = 0, il = this.vertexColors.length; i < il; i ++ ) {
  5024. face.vertexColors[ i ] = this.vertexColors[ i ].clone();
  5025. }
  5026. for ( var i = 0, il = this.vertexTangents.length; i < il; i ++ ) {
  5027. face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
  5028. }
  5029. return face;
  5030. }
  5031. };
  5032. // File:src/core/Face4.js
  5033. /**
  5034. * @author mrdoob / http://mrdoob.com/
  5035. */
  5036. THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
  5037. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' )
  5038. return new THREE.Face3( a, b, c, normal, color, materialIndex );
  5039. };
  5040. // File:src/core/BufferAttribute.js
  5041. /**
  5042. * @author mrdoob / http://mrdoob.com/
  5043. */
  5044. THREE.BufferAttribute = function ( array, itemSize ) {
  5045. this.array = array;
  5046. this.itemSize = itemSize;
  5047. };
  5048. THREE.BufferAttribute.prototype = {
  5049. constructor: THREE.BufferAttribute,
  5050. get length () {
  5051. return this.array.length;
  5052. },
  5053. copyAt: function ( index1, attribute, index2 ) {
  5054. index1 *= this.itemSize;
  5055. index2 *= attribute.itemSize;
  5056. for ( var i = 0, l = this.itemSize; i < l; i ++ ) {
  5057. this.array[ index1 + i ] = attribute.array[ index2 + i ];
  5058. }
  5059. },
  5060. set: function ( value ) {
  5061. this.array.set( value );
  5062. return this;
  5063. },
  5064. setX: function ( index, x ) {
  5065. this.array[ index * this.itemSize ] = x;
  5066. return this;
  5067. },
  5068. setY: function ( index, y ) {
  5069. this.array[ index * this.itemSize + 1 ] = y;
  5070. return this;
  5071. },
  5072. setZ: function ( index, z ) {
  5073. this.array[ index * this.itemSize + 2 ] = z;
  5074. return this;
  5075. },
  5076. setXY: function ( index, x, y ) {
  5077. index *= this.itemSize;
  5078. this.array[ index ] = x;
  5079. this.array[ index + 1 ] = y;
  5080. return this;
  5081. },
  5082. setXYZ: function ( index, x, y, z ) {
  5083. index *= this.itemSize;
  5084. this.array[ index ] = x;
  5085. this.array[ index + 1 ] = y;
  5086. this.array[ index + 2 ] = z;
  5087. return this;
  5088. },
  5089. setXYZW: function ( index, x, y, z, w ) {
  5090. index *= this.itemSize;
  5091. this.array[ index ] = x;
  5092. this.array[ index + 1 ] = y;
  5093. this.array[ index + 2 ] = z;
  5094. this.array[ index + 3 ] = w;
  5095. return this;
  5096. }
  5097. };
  5098. //
  5099. THREE.Int8Attribute = function ( data, itemSize ) {
  5100. console.warn( 'THREE.Int8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5101. return new THREE.BufferAttribute( data, itemSize );
  5102. };
  5103. THREE.Uint8Attribute = function ( data, itemSize ) {
  5104. console.warn( 'THREE.Uint8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5105. return new THREE.BufferAttribute( data, itemSize );
  5106. };
  5107. THREE.Uint8ClampedAttribute = function ( data, itemSize ) {
  5108. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5109. return new THREE.BufferAttribute( data, itemSize );
  5110. };
  5111. THREE.Int16Attribute = function ( data, itemSize ) {
  5112. console.warn( 'THREE.Int16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5113. return new THREE.BufferAttribute( data, itemSize );
  5114. };
  5115. THREE.Uint16Attribute = function ( data, itemSize ) {
  5116. console.warn( 'THREE.Uint16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5117. return new THREE.BufferAttribute( data, itemSize );
  5118. };
  5119. THREE.Int32Attribute = function ( data, itemSize ) {
  5120. console.warn( 'THREE.Int32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5121. return new THREE.BufferAttribute( data, itemSize );
  5122. };
  5123. THREE.Uint32Attribute = function ( data, itemSize ) {
  5124. console.warn( 'THREE.Uint32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5125. return new THREE.BufferAttribute( data, itemSize );
  5126. };
  5127. THREE.Float32Attribute = function ( data, itemSize ) {
  5128. console.warn( 'THREE.Float32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5129. return new THREE.BufferAttribute( data, itemSize );
  5130. };
  5131. THREE.Float64Attribute = function ( data, itemSize ) {
  5132. console.warn( 'THREE.Float64Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5133. return new THREE.BufferAttribute( data, itemSize );
  5134. };
  5135. // File:src/core/BufferGeometry.js
  5136. /**
  5137. * @author alteredq / http://alteredqualia.com/
  5138. */
  5139. THREE.BufferGeometry = function () {
  5140. this.id = THREE.GeometryIdCount ++;
  5141. this.uuid = THREE.Math.generateUUID();
  5142. this.name = '';
  5143. this.attributes = {};
  5144. this.drawcalls = [];
  5145. this.offsets = this.drawcalls; // backwards compatibility
  5146. this.boundingBox = null;
  5147. this.boundingSphere = null;
  5148. };
  5149. THREE.BufferGeometry.prototype = {
  5150. constructor: THREE.BufferGeometry,
  5151. addAttribute: function ( name, attribute ) {
  5152. if ( attribute instanceof THREE.BufferAttribute === false ) {
  5153. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  5154. this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] };
  5155. return;
  5156. }
  5157. this.attributes[ name ] = attribute;
  5158. },
  5159. getAttribute: function ( name ) {
  5160. return this.attributes[ name ];
  5161. },
  5162. addDrawCall: function ( start, count, indexOffset ) {
  5163. this.drawcalls.push( {
  5164. start: start,
  5165. count: count,
  5166. index: indexOffset !== undefined ? indexOffset : 0
  5167. } );
  5168. },
  5169. applyMatrix: function ( matrix ) {
  5170. var position = this.attributes.position;
  5171. if ( position !== undefined ) {
  5172. matrix.applyToVector3Array( position.array );
  5173. position.needsUpdate = true;
  5174. }
  5175. var normal = this.attributes.normal;
  5176. if ( normal !== undefined ) {
  5177. var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  5178. normalMatrix.applyToVector3Array( normal.array );
  5179. normal.needsUpdate = true;
  5180. }
  5181. },
  5182. fromGeometry: function ( geometry, settings ) {
  5183. settings = settings || { 'vertexColors': THREE.NoColors };
  5184. var vertices = geometry.vertices;
  5185. var faces = geometry.faces;
  5186. var faceVertexUvs = geometry.faceVertexUvs;
  5187. var vertexColors = settings.vertexColors;
  5188. var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
  5189. var hasFaceVertexNormals = faces[ 0 ].vertexNormals.length == 3;
  5190. var positions = new Float32Array( faces.length * 3 * 3 );
  5191. this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  5192. var normals = new Float32Array( faces.length * 3 * 3 );
  5193. this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  5194. if ( vertexColors !== THREE.NoColors ) {
  5195. var colors = new Float32Array( faces.length * 3 * 3 );
  5196. this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  5197. }
  5198. if ( hasFaceVertexUv === true ) {
  5199. var uvs = new Float32Array( faces.length * 3 * 2 );
  5200. this.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
  5201. }
  5202. for ( var i = 0, i2 = 0, i3 = 0; i < faces.length; i ++, i2 += 6, i3 += 9 ) {
  5203. var face = faces[ i ];
  5204. var a = vertices[ face.a ];
  5205. var b = vertices[ face.b ];
  5206. var c = vertices[ face.c ];
  5207. positions[ i3 ] = a.x;
  5208. positions[ i3 + 1 ] = a.y;
  5209. positions[ i3 + 2 ] = a.z;
  5210. positions[ i3 + 3 ] = b.x;
  5211. positions[ i3 + 4 ] = b.y;
  5212. positions[ i3 + 5 ] = b.z;
  5213. positions[ i3 + 6 ] = c.x;
  5214. positions[ i3 + 7 ] = c.y;
  5215. positions[ i3 + 8 ] = c.z;
  5216. if ( hasFaceVertexNormals === true ) {
  5217. var na = face.vertexNormals[ 0 ];
  5218. var nb = face.vertexNormals[ 1 ];
  5219. var nc = face.vertexNormals[ 2 ];
  5220. normals[ i3 ] = na.x;
  5221. normals[ i3 + 1 ] = na.y;
  5222. normals[ i3 + 2 ] = na.z;
  5223. normals[ i3 + 3 ] = nb.x;
  5224. normals[ i3 + 4 ] = nb.y;
  5225. normals[ i3 + 5 ] = nb.z;
  5226. normals[ i3 + 6 ] = nc.x;
  5227. normals[ i3 + 7 ] = nc.y;
  5228. normals[ i3 + 8 ] = nc.z;
  5229. } else {
  5230. var n = face.normal;
  5231. normals[ i3 ] = n.x;
  5232. normals[ i3 + 1 ] = n.y;
  5233. normals[ i3 + 2 ] = n.z;
  5234. normals[ i3 + 3 ] = n.x;
  5235. normals[ i3 + 4 ] = n.y;
  5236. normals[ i3 + 5 ] = n.z;
  5237. normals[ i3 + 6 ] = n.x;
  5238. normals[ i3 + 7 ] = n.y;
  5239. normals[ i3 + 8 ] = n.z;
  5240. }
  5241. if ( vertexColors === THREE.FaceColors ) {
  5242. var fc = face.color;
  5243. colors[ i3 ] = fc.r;
  5244. colors[ i3 + 1 ] = fc.g;
  5245. colors[ i3 + 2 ] = fc.b;
  5246. colors[ i3 + 3 ] = fc.r;
  5247. colors[ i3 + 4 ] = fc.g;
  5248. colors[ i3 + 5 ] = fc.b;
  5249. colors[ i3 + 6 ] = fc.r;
  5250. colors[ i3 + 7 ] = fc.g;
  5251. colors[ i3 + 8 ] = fc.b;
  5252. } else if ( vertexColors === THREE.VertexColors ) {
  5253. var vca = face.vertexColors[ 0 ];
  5254. var vcb = face.vertexColors[ 1 ];
  5255. var vcc = face.vertexColors[ 2 ];
  5256. colors[ i3 ] = vca.r;
  5257. colors[ i3 + 1 ] = vca.g;
  5258. colors[ i3 + 2 ] = vca.b;
  5259. colors[ i3 + 3 ] = vcb.r;
  5260. colors[ i3 + 4 ] = vcb.g;
  5261. colors[ i3 + 5 ] = vcb.b;
  5262. colors[ i3 + 6 ] = vcc.r;
  5263. colors[ i3 + 7 ] = vcc.g;
  5264. colors[ i3 + 8 ] = vcc.b;
  5265. }
  5266. if ( hasFaceVertexUv === true ) {
  5267. var uva = faceVertexUvs[ 0 ][ i ][ 0 ];
  5268. var uvb = faceVertexUvs[ 0 ][ i ][ 1 ];
  5269. var uvc = faceVertexUvs[ 0 ][ i ][ 2 ];
  5270. uvs[ i2 ] = uva.x;
  5271. uvs[ i2 + 1 ] = uva.y;
  5272. uvs[ i2 + 2 ] = uvb.x;
  5273. uvs[ i2 + 3 ] = uvb.y;
  5274. uvs[ i2 + 4 ] = uvc.x;
  5275. uvs[ i2 + 5 ] = uvc.y;
  5276. }
  5277. }
  5278. this.computeBoundingSphere()
  5279. return this;
  5280. },
  5281. computeBoundingBox: function () {
  5282. var vector = new THREE.Vector3();
  5283. return function () {
  5284. if ( this.boundingBox === null ) {
  5285. this.boundingBox = new THREE.Box3();
  5286. }
  5287. var positions = this.attributes[ 'position' ].array;
  5288. if ( positions ) {
  5289. var bb = this.boundingBox;
  5290. bb.makeEmpty();
  5291. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  5292. vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  5293. bb.expandByPoint( vector );
  5294. }
  5295. }
  5296. if ( positions === undefined || positions.length === 0 ) {
  5297. this.boundingBox.min.set( 0, 0, 0 );
  5298. this.boundingBox.max.set( 0, 0, 0 );
  5299. }
  5300. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  5301. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.' );
  5302. }
  5303. }
  5304. }(),
  5305. computeBoundingSphere: function () {
  5306. var box = new THREE.Box3();
  5307. var vector = new THREE.Vector3();
  5308. return function () {
  5309. if ( this.boundingSphere === null ) {
  5310. this.boundingSphere = new THREE.Sphere();
  5311. }
  5312. var positions = this.attributes[ 'position' ].array;
  5313. if ( positions ) {
  5314. box.makeEmpty();
  5315. var center = this.boundingSphere.center;
  5316. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  5317. vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  5318. box.expandByPoint( vector );
  5319. }
  5320. box.center( center );
  5321. // hoping to find a boundingSphere with a radius smaller than the
  5322. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  5323. var maxRadiusSq = 0;
  5324. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  5325. vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  5326. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  5327. }
  5328. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  5329. if ( isNaN( this.boundingSphere.radius ) ) {
  5330. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.' );
  5331. }
  5332. }
  5333. }
  5334. }(),
  5335. computeFaceNormals: function () {
  5336. // backwards compatibility
  5337. },
  5338. computeVertexNormals: function () {
  5339. if ( this.attributes[ 'position' ] ) {
  5340. var i, il;
  5341. var j, jl;
  5342. var nVertexElements = this.attributes[ 'position' ].array.length;
  5343. if ( this.attributes[ 'normal' ] === undefined ) {
  5344. this.attributes[ 'normal' ] = {
  5345. itemSize: 3,
  5346. array: new Float32Array( nVertexElements )
  5347. };
  5348. } else {
  5349. // reset existing normals to zero
  5350. for ( i = 0, il = this.attributes[ 'normal' ].array.length; i < il; i ++ ) {
  5351. this.attributes[ 'normal' ].array[ i ] = 0;
  5352. }
  5353. }
  5354. var positions = this.attributes[ 'position' ].array;
  5355. var normals = this.attributes[ 'normal' ].array;
  5356. var vA, vB, vC, x, y, z,
  5357. pA = new THREE.Vector3(),
  5358. pB = new THREE.Vector3(),
  5359. pC = new THREE.Vector3(),
  5360. cb = new THREE.Vector3(),
  5361. ab = new THREE.Vector3();
  5362. // indexed elements
  5363. if ( this.attributes[ 'index' ] ) {
  5364. var indices = this.attributes[ 'index' ].array;
  5365. var offsets = ( this.offsets.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ] );
  5366. for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
  5367. var start = offsets[ j ].start;
  5368. var count = offsets[ j ].count;
  5369. var index = offsets[ j ].index;
  5370. for ( i = start, il = start + count; i < il; i += 3 ) {
  5371. vA = index + indices[ i ];
  5372. vB = index + indices[ i + 1 ];
  5373. vC = index + indices[ i + 2 ];
  5374. x = positions[ vA * 3 ];
  5375. y = positions[ vA * 3 + 1 ];
  5376. z = positions[ vA * 3 + 2 ];
  5377. pA.set( x, y, z );
  5378. x = positions[ vB * 3 ];
  5379. y = positions[ vB * 3 + 1 ];
  5380. z = positions[ vB * 3 + 2 ];
  5381. pB.set( x, y, z );
  5382. x = positions[ vC * 3 ];
  5383. y = positions[ vC * 3 + 1 ];
  5384. z = positions[ vC * 3 + 2 ];
  5385. pC.set( x, y, z );
  5386. cb.subVectors( pC, pB );
  5387. ab.subVectors( pA, pB );
  5388. cb.cross( ab );
  5389. normals[ vA * 3 ] += cb.x;
  5390. normals[ vA * 3 + 1 ] += cb.y;
  5391. normals[ vA * 3 + 2 ] += cb.z;
  5392. normals[ vB * 3 ] += cb.x;
  5393. normals[ vB * 3 + 1 ] += cb.y;
  5394. normals[ vB * 3 + 2 ] += cb.z;
  5395. normals[ vC * 3 ] += cb.x;
  5396. normals[ vC * 3 + 1 ] += cb.y;
  5397. normals[ vC * 3 + 2 ] += cb.z;
  5398. }
  5399. }
  5400. // non-indexed elements (unconnected triangle soup)
  5401. } else {
  5402. for ( i = 0, il = positions.length; i < il; i += 9 ) {
  5403. x = positions[ i ];
  5404. y = positions[ i + 1 ];
  5405. z = positions[ i + 2 ];
  5406. pA.set( x, y, z );
  5407. x = positions[ i + 3 ];
  5408. y = positions[ i + 4 ];
  5409. z = positions[ i + 5 ];
  5410. pB.set( x, y, z );
  5411. x = positions[ i + 6 ];
  5412. y = positions[ i + 7 ];
  5413. z = positions[ i + 8 ];
  5414. pC.set( x, y, z );
  5415. cb.subVectors( pC, pB );
  5416. ab.subVectors( pA, pB );
  5417. cb.cross( ab );
  5418. normals[ i ] = cb.x;
  5419. normals[ i + 1 ] = cb.y;
  5420. normals[ i + 2 ] = cb.z;
  5421. normals[ i + 3 ] = cb.x;
  5422. normals[ i + 4 ] = cb.y;
  5423. normals[ i + 5 ] = cb.z;
  5424. normals[ i + 6 ] = cb.x;
  5425. normals[ i + 7 ] = cb.y;
  5426. normals[ i + 8 ] = cb.z;
  5427. }
  5428. }
  5429. this.normalizeNormals();
  5430. this.normalsNeedUpdate = true;
  5431. }
  5432. },
  5433. computeTangents: function () {
  5434. // based on http://www.terathon.com/code/tangent.html
  5435. // (per vertex tangents)
  5436. if ( this.attributes[ 'index' ] === undefined ||
  5437. this.attributes[ 'position' ] === undefined ||
  5438. this.attributes[ 'normal' ] === undefined ||
  5439. this.attributes[ 'uv' ] === undefined ) {
  5440. console.warn( 'Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()' );
  5441. return;
  5442. }
  5443. var indices = this.attributes[ 'index' ].array;
  5444. var positions = this.attributes[ 'position' ].array;
  5445. var normals = this.attributes[ 'normal' ].array;
  5446. var uvs = this.attributes[ 'uv' ].array;
  5447. var nVertices = positions.length / 3;
  5448. if ( this.attributes[ 'tangent' ] === undefined ) {
  5449. var nTangentElements = 4 * nVertices;
  5450. this.attributes[ 'tangent' ] = {
  5451. itemSize: 4,
  5452. array: new Float32Array( nTangentElements )
  5453. };
  5454. }
  5455. var tangents = this.attributes[ 'tangent' ].array;
  5456. var tan1 = [], tan2 = [];
  5457. for ( var k = 0; k < nVertices; k ++ ) {
  5458. tan1[ k ] = new THREE.Vector3();
  5459. tan2[ k ] = new THREE.Vector3();
  5460. }
  5461. var xA, yA, zA,
  5462. xB, yB, zB,
  5463. xC, yC, zC,
  5464. uA, vA,
  5465. uB, vB,
  5466. uC, vC,
  5467. x1, x2, y1, y2, z1, z2,
  5468. s1, s2, t1, t2, r;
  5469. var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
  5470. function handleTriangle( a, b, c ) {
  5471. xA = positions[ a * 3 ];
  5472. yA = positions[ a * 3 + 1 ];
  5473. zA = positions[ a * 3 + 2 ];
  5474. xB = positions[ b * 3 ];
  5475. yB = positions[ b * 3 + 1 ];
  5476. zB = positions[ b * 3 + 2 ];
  5477. xC = positions[ c * 3 ];
  5478. yC = positions[ c * 3 + 1 ];
  5479. zC = positions[ c * 3 + 2 ];
  5480. uA = uvs[ a * 2 ];
  5481. vA = uvs[ a * 2 + 1 ];
  5482. uB = uvs[ b * 2 ];
  5483. vB = uvs[ b * 2 + 1 ];
  5484. uC = uvs[ c * 2 ];
  5485. vC = uvs[ c * 2 + 1 ];
  5486. x1 = xB - xA;
  5487. x2 = xC - xA;
  5488. y1 = yB - yA;
  5489. y2 = yC - yA;
  5490. z1 = zB - zA;
  5491. z2 = zC - zA;
  5492. s1 = uB - uA;
  5493. s2 = uC - uA;
  5494. t1 = vB - vA;
  5495. t2 = vC - vA;
  5496. r = 1.0 / ( s1 * t2 - s2 * t1 );
  5497. sdir.set(
  5498. ( t2 * x1 - t1 * x2 ) * r,
  5499. ( t2 * y1 - t1 * y2 ) * r,
  5500. ( t2 * z1 - t1 * z2 ) * r
  5501. );
  5502. tdir.set(
  5503. ( s1 * x2 - s2 * x1 ) * r,
  5504. ( s1 * y2 - s2 * y1 ) * r,
  5505. ( s1 * z2 - s2 * z1 ) * r
  5506. );
  5507. tan1[ a ].add( sdir );
  5508. tan1[ b ].add( sdir );
  5509. tan1[ c ].add( sdir );
  5510. tan2[ a ].add( tdir );
  5511. tan2[ b ].add( tdir );
  5512. tan2[ c ].add( tdir );
  5513. }
  5514. var i, il;
  5515. var j, jl;
  5516. var iA, iB, iC;
  5517. var offsets = this.offsets;
  5518. for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
  5519. var start = offsets[ j ].start;
  5520. var count = offsets[ j ].count;
  5521. var index = offsets[ j ].index;
  5522. for ( i = start, il = start + count; i < il; i += 3 ) {
  5523. iA = index + indices[ i ];
  5524. iB = index + indices[ i + 1 ];
  5525. iC = index + indices[ i + 2 ];
  5526. handleTriangle( iA, iB, iC );
  5527. }
  5528. }
  5529. var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
  5530. var n = new THREE.Vector3(), n2 = new THREE.Vector3();
  5531. var w, t, test;
  5532. function handleVertex( v ) {
  5533. n.x = normals[ v * 3 ];
  5534. n.y = normals[ v * 3 + 1 ];
  5535. n.z = normals[ v * 3 + 2 ];
  5536. n2.copy( n );
  5537. t = tan1[ v ];
  5538. // Gram-Schmidt orthogonalize
  5539. tmp.copy( t );
  5540. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  5541. // Calculate handedness
  5542. tmp2.crossVectors( n2, t );
  5543. test = tmp2.dot( tan2[ v ] );
  5544. w = ( test < 0.0 ) ? - 1.0 : 1.0;
  5545. tangents[ v * 4 ] = tmp.x;
  5546. tangents[ v * 4 + 1 ] = tmp.y;
  5547. tangents[ v * 4 + 2 ] = tmp.z;
  5548. tangents[ v * 4 + 3 ] = w;
  5549. }
  5550. for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
  5551. var start = offsets[ j ].start;
  5552. var count = offsets[ j ].count;
  5553. var index = offsets[ j ].index;
  5554. for ( i = start, il = start + count; i < il; i += 3 ) {
  5555. iA = index + indices[ i ];
  5556. iB = index + indices[ i + 1 ];
  5557. iC = index + indices[ i + 2 ];
  5558. handleVertex( iA );
  5559. handleVertex( iB );
  5560. handleVertex( iC );
  5561. }
  5562. }
  5563. },
  5564. /*
  5565. computeOffsets
  5566. Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
  5567. This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
  5568. WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
  5569. indexBufferSize - Defaults to 65535, but allows for larger or smaller chunks.
  5570. */
  5571. computeOffsets: function ( indexBufferSize ) {
  5572. var size = indexBufferSize;
  5573. if ( indexBufferSize === undefined )
  5574. size = 65535; //WebGL limits type of index buffer values to 16-bit.
  5575. var s = Date.now();
  5576. var indices = this.attributes[ 'index' ].array;
  5577. var vertices = this.attributes[ 'position' ].array;
  5578. var verticesCount = ( vertices.length / 3 );
  5579. var facesCount = ( indices.length / 3 );
  5580. /*
  5581. console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
  5582. console.log("Faces to process: "+(indices.length/3));
  5583. console.log("Reordering "+verticesCount+" vertices.");
  5584. */
  5585. var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers
  5586. var indexPtr = 0;
  5587. var vertexPtr = 0;
  5588. var offsets = [ { start:0, count:0, index:0 } ];
  5589. var offset = offsets[ 0 ];
  5590. var duplicatedVertices = 0;
  5591. var newVerticeMaps = 0;
  5592. var faceVertices = new Int32Array( 6 );
  5593. var vertexMap = new Int32Array( vertices.length );
  5594. var revVertexMap = new Int32Array( vertices.length );
  5595. for ( var j = 0; j < vertices.length; j ++ ) { vertexMap[ j ] = - 1; revVertexMap[ j ] = - 1; }
  5596. /*
  5597. Traverse every face and reorder vertices in the proper offsets of 65k.
  5598. We can have more than 65k entries in the index buffer per offset, but only reference 65k values.
  5599. */
  5600. for ( var findex = 0; findex < facesCount; findex ++ ) {
  5601. newVerticeMaps = 0;
  5602. for ( var vo = 0; vo < 3; vo ++ ) {
  5603. var vid = indices[ findex * 3 + vo ];
  5604. if ( vertexMap[ vid ] == - 1 ) {
  5605. //Unmapped vertice
  5606. faceVertices[ vo * 2 ] = vid;
  5607. faceVertices[ vo * 2 + 1 ] = - 1;
  5608. newVerticeMaps ++;
  5609. } else if ( vertexMap[ vid ] < offset.index ) {
  5610. //Reused vertices from previous block (duplicate)
  5611. faceVertices[ vo * 2 ] = vid;
  5612. faceVertices[ vo * 2 + 1 ] = - 1;
  5613. duplicatedVertices ++;
  5614. } else {
  5615. //Reused vertice in the current block
  5616. faceVertices[ vo * 2 ] = vid;
  5617. faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ];
  5618. }
  5619. }
  5620. var faceMax = vertexPtr + newVerticeMaps;
  5621. if ( faceMax > ( offset.index + size ) ) {
  5622. var new_offset = { start:indexPtr, count:0, index:vertexPtr };
  5623. offsets.push( new_offset );
  5624. offset = new_offset;
  5625. //Re-evaluate reused vertices in light of new offset.
  5626. for ( var v = 0; v < 6; v += 2 ) {
  5627. var new_vid = faceVertices[ v + 1 ];
  5628. if ( new_vid > - 1 && new_vid < offset.index )
  5629. faceVertices[ v + 1 ] = - 1;
  5630. }
  5631. }
  5632. //Reindex the face.
  5633. for ( var v = 0; v < 6; v += 2 ) {
  5634. var vid = faceVertices[ v ];
  5635. var new_vid = faceVertices[ v + 1 ];
  5636. if ( new_vid === - 1 )
  5637. new_vid = vertexPtr ++;
  5638. vertexMap[ vid ] = new_vid;
  5639. revVertexMap[ new_vid ] = vid;
  5640. sortedIndices[ indexPtr ++ ] = new_vid - offset.index; //XXX overflows at 16bit
  5641. offset.count ++;
  5642. }
  5643. }
  5644. /* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
  5645. this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr );
  5646. this.offsets = offsets;
  5647. /*
  5648. var orderTime = Date.now();
  5649. console.log("Reorder time: "+(orderTime-s)+"ms");
  5650. console.log("Duplicated "+duplicatedVertices+" vertices.");
  5651. console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
  5652. console.log("Draw offsets: "+offsets.length);
  5653. */
  5654. return offsets;
  5655. },
  5656. merge: function () {
  5657. console.log( 'BufferGeometry.merge(): TODO' );
  5658. },
  5659. normalizeNormals: function () {
  5660. var normals = this.attributes[ 'normal' ].array;
  5661. var x, y, z, n;
  5662. for ( var i = 0, il = normals.length; i < il; i += 3 ) {
  5663. x = normals[ i ];
  5664. y = normals[ i + 1 ];
  5665. z = normals[ i + 2 ];
  5666. n = 1.0 / Math.sqrt( x * x + y * y + z * z );
  5667. normals[ i ] *= n;
  5668. normals[ i + 1 ] *= n;
  5669. normals[ i + 2 ] *= n;
  5670. }
  5671. },
  5672. /*
  5673. reoderBuffers:
  5674. Reorder attributes based on a new indexBuffer and indexMap.
  5675. indexBuffer - Uint16Array of the new ordered indices.
  5676. indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
  5677. vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
  5678. */
  5679. reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
  5680. /* Create a copy of all attributes for reordering. */
  5681. var sortedAttributes = {};
  5682. var types = [ Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, Float64Array ];
  5683. for ( var attr in this.attributes ) {
  5684. if ( attr == 'index' )
  5685. continue;
  5686. var sourceArray = this.attributes[ attr ].array;
  5687. for ( var i = 0, il = types.length; i < il; i ++ ) {
  5688. var type = types[ i ];
  5689. if ( sourceArray instanceof type ) {
  5690. sortedAttributes[ attr ] = new type( this.attributes[ attr ].itemSize * vertexCount );
  5691. break;
  5692. }
  5693. }
  5694. }
  5695. /* Move attribute positions based on the new index map */
  5696. for ( var new_vid = 0; new_vid < vertexCount; new_vid ++ ) {
  5697. var vid = indexMap[ new_vid ];
  5698. for ( var attr in this.attributes ) {
  5699. if ( attr == 'index' )
  5700. continue;
  5701. var attrArray = this.attributes[ attr ].array;
  5702. var attrSize = this.attributes[ attr ].itemSize;
  5703. var sortedAttr = sortedAttributes[ attr ];
  5704. for ( var k = 0; k < attrSize; k ++ )
  5705. sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
  5706. }
  5707. }
  5708. /* Carry the new sorted buffers locally */
  5709. this.attributes[ 'index' ].array = indexBuffer;
  5710. for ( var attr in this.attributes ) {
  5711. if ( attr == 'index' )
  5712. continue;
  5713. this.attributes[ attr ].array = sortedAttributes[ attr ];
  5714. this.attributes[ attr ].numItems = this.attributes[ attr ].itemSize * vertexCount;
  5715. }
  5716. },
  5717. clone: function () {
  5718. var geometry = new THREE.BufferGeometry();
  5719. var types = [ Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, Float64Array ];
  5720. for ( var attr in this.attributes ) {
  5721. var sourceAttr = this.attributes[ attr ];
  5722. var sourceArray = sourceAttr.array;
  5723. var attribute = {
  5724. itemSize: sourceAttr.itemSize,
  5725. array: null
  5726. };
  5727. for ( var i = 0, il = types.length; i < il; i ++ ) {
  5728. var type = types[ i ];
  5729. if ( sourceArray instanceof type ) {
  5730. attribute.array = new type( sourceArray );
  5731. break;
  5732. }
  5733. }
  5734. geometry.attributes[ attr ] = attribute;
  5735. }
  5736. for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
  5737. var offset = this.offsets[ i ];
  5738. geometry.offsets.push( {
  5739. start: offset.start,
  5740. index: offset.index,
  5741. count: offset.count
  5742. } );
  5743. }
  5744. return geometry;
  5745. },
  5746. dispose: function () {
  5747. this.dispatchEvent( { type: 'dispose' } );
  5748. }
  5749. };
  5750. THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
  5751. // File:src/core/Geometry.js
  5752. /**
  5753. * @author mrdoob / http://mrdoob.com/
  5754. * @author kile / http://kile.stravaganza.org/
  5755. * @author alteredq / http://alteredqualia.com/
  5756. * @author mikael emtinger / http://gomo.se/
  5757. * @author zz85 / http://www.lab4games.net/zz85/blog
  5758. * @author bhouston / http://exocortex.com
  5759. */
  5760. THREE.Geometry = function () {
  5761. this.id = THREE.GeometryIdCount ++;
  5762. this.uuid = THREE.Math.generateUUID();
  5763. this.name = '';
  5764. this.vertices = [];
  5765. this.colors = []; // one-to-one vertex colors, used in Points and Line
  5766. this.faces = [];
  5767. this.faceVertexUvs = [ [] ];
  5768. this.morphTargets = [];
  5769. this.morphColors = [];
  5770. this.morphNormals = [];
  5771. this.skinWeights = [];
  5772. this.skinIndices = [];
  5773. this.lineDistances = [];
  5774. this.boundingBox = null;
  5775. this.boundingSphere = null;
  5776. this.hasTangents = false;
  5777. this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
  5778. // update flags
  5779. this.verticesNeedUpdate = false;
  5780. this.elementsNeedUpdate = false;
  5781. this.uvsNeedUpdate = false;
  5782. this.normalsNeedUpdate = false;
  5783. this.tangentsNeedUpdate = false;
  5784. this.colorsNeedUpdate = false;
  5785. this.lineDistancesNeedUpdate = false;
  5786. this.buffersNeedUpdate = false;
  5787. this.groupsNeedUpdate = false;
  5788. };
  5789. THREE.Geometry.prototype = {
  5790. constructor: THREE.Geometry,
  5791. applyMatrix: function ( matrix ) {
  5792. var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  5793. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  5794. var vertex = this.vertices[ i ];
  5795. vertex.applyMatrix4( matrix );
  5796. }
  5797. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  5798. var face = this.faces[ i ];
  5799. face.normal.applyMatrix3( normalMatrix ).normalize();
  5800. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  5801. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  5802. }
  5803. }
  5804. if ( this.boundingBox instanceof THREE.Box3 ) {
  5805. this.computeBoundingBox();
  5806. }
  5807. if ( this.boundingSphere instanceof THREE.Sphere ) {
  5808. this.computeBoundingSphere();
  5809. }
  5810. },
  5811. center: function () {
  5812. this.computeBoundingBox();
  5813. var offset = new THREE.Vector3();
  5814. offset.addVectors( this.boundingBox.min, this.boundingBox.max );
  5815. offset.multiplyScalar( - 0.5 );
  5816. this.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
  5817. this.computeBoundingBox();
  5818. return offset;
  5819. },
  5820. computeFaceNormals: function () {
  5821. var cb = new THREE.Vector3(), ab = new THREE.Vector3();
  5822. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5823. var face = this.faces[ f ];
  5824. var vA = this.vertices[ face.a ];
  5825. var vB = this.vertices[ face.b ];
  5826. var vC = this.vertices[ face.c ];
  5827. cb.subVectors( vC, vB );
  5828. ab.subVectors( vA, vB );
  5829. cb.cross( ab );
  5830. cb.normalize();
  5831. face.normal.copy( cb );
  5832. }
  5833. },
  5834. computeVertexNormals: function ( areaWeighted ) {
  5835. var v, vl, f, fl, face, vertices;
  5836. vertices = new Array( this.vertices.length );
  5837. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5838. vertices[ v ] = new THREE.Vector3();
  5839. }
  5840. if ( areaWeighted ) {
  5841. // vertex normals weighted by triangle areas
  5842. // http://www.iquilezles.org/www/articles/normals/normals.htm
  5843. var vA, vB, vC, vD;
  5844. var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
  5845. db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
  5846. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5847. face = this.faces[ f ];
  5848. vA = this.vertices[ face.a ];
  5849. vB = this.vertices[ face.b ];
  5850. vC = this.vertices[ face.c ];
  5851. cb.subVectors( vC, vB );
  5852. ab.subVectors( vA, vB );
  5853. cb.cross( ab );
  5854. vertices[ face.a ].add( cb );
  5855. vertices[ face.b ].add( cb );
  5856. vertices[ face.c ].add( cb );
  5857. }
  5858. } else {
  5859. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5860. face = this.faces[ f ];
  5861. vertices[ face.a ].add( face.normal );
  5862. vertices[ face.b ].add( face.normal );
  5863. vertices[ face.c ].add( face.normal );
  5864. }
  5865. }
  5866. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5867. vertices[ v ].normalize();
  5868. }
  5869. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5870. face = this.faces[ f ];
  5871. face.vertexNormals[ 0 ] = vertices[ face.a ].clone();
  5872. face.vertexNormals[ 1 ] = vertices[ face.b ].clone();
  5873. face.vertexNormals[ 2 ] = vertices[ face.c ].clone();
  5874. }
  5875. },
  5876. computeMorphNormals: function () {
  5877. var i, il, f, fl, face;
  5878. // save original normals
  5879. // - create temp variables on first access
  5880. // otherwise just copy (for faster repeated calls)
  5881. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5882. face = this.faces[ f ];
  5883. if ( ! face.__originalFaceNormal ) {
  5884. face.__originalFaceNormal = face.normal.clone();
  5885. } else {
  5886. face.__originalFaceNormal.copy( face.normal );
  5887. }
  5888. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  5889. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  5890. if ( ! face.__originalVertexNormals[ i ] ) {
  5891. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  5892. } else {
  5893. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  5894. }
  5895. }
  5896. }
  5897. // use temp geometry to compute face and vertex normals for each morph
  5898. var tmpGeo = new THREE.Geometry();
  5899. tmpGeo.faces = this.faces;
  5900. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  5901. // create on first access
  5902. if ( ! this.morphNormals[ i ] ) {
  5903. this.morphNormals[ i ] = {};
  5904. this.morphNormals[ i ].faceNormals = [];
  5905. this.morphNormals[ i ].vertexNormals = [];
  5906. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  5907. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  5908. var faceNormal, vertexNormals;
  5909. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5910. faceNormal = new THREE.Vector3();
  5911. vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
  5912. dstNormalsFace.push( faceNormal );
  5913. dstNormalsVertex.push( vertexNormals );
  5914. }
  5915. }
  5916. var morphNormals = this.morphNormals[ i ];
  5917. // set vertices to morph target
  5918. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  5919. // compute morph normals
  5920. tmpGeo.computeFaceNormals();
  5921. tmpGeo.computeVertexNormals();
  5922. // store morph normals
  5923. var faceNormal, vertexNormals;
  5924. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5925. face = this.faces[ f ];
  5926. faceNormal = morphNormals.faceNormals[ f ];
  5927. vertexNormals = morphNormals.vertexNormals[ f ];
  5928. faceNormal.copy( face.normal );
  5929. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  5930. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  5931. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  5932. }
  5933. }
  5934. // restore original normals
  5935. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5936. face = this.faces[ f ];
  5937. face.normal = face.__originalFaceNormal;
  5938. face.vertexNormals = face.__originalVertexNormals;
  5939. }
  5940. },
  5941. computeTangents: function () {
  5942. // based on http://www.terathon.com/code/tangent.html
  5943. // tangents go to vertices
  5944. var f, fl, v, vl, i, il, vertexIndex,
  5945. face, uv, vA, vB, vC, uvA, uvB, uvC,
  5946. x1, x2, y1, y2, z1, z2,
  5947. s1, s2, t1, t2, r, t, test,
  5948. tan1 = [], tan2 = [],
  5949. sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
  5950. tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
  5951. n = new THREE.Vector3(), w;
  5952. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5953. tan1[ v ] = new THREE.Vector3();
  5954. tan2[ v ] = new THREE.Vector3();
  5955. }
  5956. function handleTriangle( context, a, b, c, ua, ub, uc ) {
  5957. vA = context.vertices[ a ];
  5958. vB = context.vertices[ b ];
  5959. vC = context.vertices[ c ];
  5960. uvA = uv[ ua ];
  5961. uvB = uv[ ub ];
  5962. uvC = uv[ uc ];
  5963. x1 = vB.x - vA.x;
  5964. x2 = vC.x - vA.x;
  5965. y1 = vB.y - vA.y;
  5966. y2 = vC.y - vA.y;
  5967. z1 = vB.z - vA.z;
  5968. z2 = vC.z - vA.z;
  5969. s1 = uvB.x - uvA.x;
  5970. s2 = uvC.x - uvA.x;
  5971. t1 = uvB.y - uvA.y;
  5972. t2 = uvC.y - uvA.y;
  5973. r = 1.0 / ( s1 * t2 - s2 * t1 );
  5974. sdir.set( ( t2 * x1 - t1 * x2 ) * r,
  5975. ( t2 * y1 - t1 * y2 ) * r,
  5976. ( t2 * z1 - t1 * z2 ) * r );
  5977. tdir.set( ( s1 * x2 - s2 * x1 ) * r,
  5978. ( s1 * y2 - s2 * y1 ) * r,
  5979. ( s1 * z2 - s2 * z1 ) * r );
  5980. tan1[ a ].add( sdir );
  5981. tan1[ b ].add( sdir );
  5982. tan1[ c ].add( sdir );
  5983. tan2[ a ].add( tdir );
  5984. tan2[ b ].add( tdir );
  5985. tan2[ c ].add( tdir );
  5986. }
  5987. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5988. face = this.faces[ f ];
  5989. uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
  5990. handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
  5991. }
  5992. var faceIndex = [ 'a', 'b', 'c', 'd' ];
  5993. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5994. face = this.faces[ f ];
  5995. for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i ++ ) {
  5996. n.copy( face.vertexNormals[ i ] );
  5997. vertexIndex = face[ faceIndex[ i ] ];
  5998. t = tan1[ vertexIndex ];
  5999. // Gram-Schmidt orthogonalize
  6000. tmp.copy( t );
  6001. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  6002. // Calculate handedness
  6003. tmp2.crossVectors( face.vertexNormals[ i ], t );
  6004. test = tmp2.dot( tan2[ vertexIndex ] );
  6005. w = ( test < 0.0 ) ? - 1.0 : 1.0;
  6006. face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
  6007. }
  6008. }
  6009. this.hasTangents = true;
  6010. },
  6011. computeLineDistances: function () {
  6012. var d = 0;
  6013. var vertices = this.vertices;
  6014. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  6015. if ( i > 0 ) {
  6016. d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
  6017. }
  6018. this.lineDistances[ i ] = d;
  6019. }
  6020. },
  6021. computeBoundingBox: function () {
  6022. if ( this.boundingBox === null ) {
  6023. this.boundingBox = new THREE.Box3();
  6024. }
  6025. this.boundingBox.setFromPoints( this.vertices );
  6026. },
  6027. computeBoundingSphere: function () {
  6028. if ( this.boundingSphere === null ) {
  6029. this.boundingSphere = new THREE.Sphere();
  6030. }
  6031. this.boundingSphere.setFromPoints( this.vertices );
  6032. },
  6033. merge: function ( geometry, matrix, materialIndexOffset ) {
  6034. if ( geometry instanceof THREE.Geometry === false ) {
  6035. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  6036. return;
  6037. }
  6038. var normalMatrix,
  6039. vertexOffset = this.vertices.length,
  6040. uvPosition = this.faceVertexUvs[ 0 ].length,
  6041. vertices1 = this.vertices,
  6042. vertices2 = geometry.vertices,
  6043. faces1 = this.faces,
  6044. faces2 = geometry.faces,
  6045. uvs1 = this.faceVertexUvs[ 0 ],
  6046. uvs2 = geometry.faceVertexUvs[ 0 ];
  6047. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  6048. if ( matrix !== undefined ) {
  6049. normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  6050. }
  6051. // vertices
  6052. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  6053. var vertex = vertices2[ i ];
  6054. var vertexCopy = vertex.clone();
  6055. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  6056. vertices1.push( vertexCopy );
  6057. }
  6058. // faces
  6059. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  6060. var face = faces2[ i ], faceCopy, normal, color,
  6061. faceVertexNormals = face.vertexNormals,
  6062. faceVertexColors = face.vertexColors;
  6063. faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  6064. faceCopy.normal.copy( face.normal );
  6065. if ( normalMatrix !== undefined ) {
  6066. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  6067. }
  6068. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  6069. normal = faceVertexNormals[ j ].clone();
  6070. if ( normalMatrix !== undefined ) {
  6071. normal.applyMatrix3( normalMatrix ).normalize();
  6072. }
  6073. faceCopy.vertexNormals.push( normal );
  6074. }
  6075. faceCopy.color.copy( face.color );
  6076. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  6077. color = faceVertexColors[ j ];
  6078. faceCopy.vertexColors.push( color.clone() );
  6079. }
  6080. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  6081. faces1.push( faceCopy );
  6082. }
  6083. // uvs
  6084. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  6085. var uv = uvs2[ i ], uvCopy = [];
  6086. if ( uv === undefined ) {
  6087. continue;
  6088. }
  6089. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  6090. uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
  6091. }
  6092. uvs1.push( uvCopy );
  6093. }
  6094. },
  6095. /*
  6096. * Checks for duplicate vertices with hashmap.
  6097. * Duplicated vertices are removed
  6098. * and faces' vertices are updated.
  6099. */
  6100. mergeVertices: function () {
  6101. var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
  6102. var unique = [], changes = [];
  6103. var v, key;
  6104. var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
  6105. var precision = Math.pow( 10, precisionPoints );
  6106. var i,il, face;
  6107. var indices, k, j, jl, u;
  6108. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  6109. v = this.vertices[ i ];
  6110. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  6111. if ( verticesMap[ key ] === undefined ) {
  6112. verticesMap[ key ] = i;
  6113. unique.push( this.vertices[ i ] );
  6114. changes[ i ] = unique.length - 1;
  6115. } else {
  6116. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  6117. changes[ i ] = changes[ verticesMap[ key ] ];
  6118. }
  6119. };
  6120. // if faces are completely degenerate after merging vertices, we
  6121. // have to remove them from the geometry.
  6122. var faceIndicesToRemove = [];
  6123. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  6124. face = this.faces[ i ];
  6125. face.a = changes[ face.a ];
  6126. face.b = changes[ face.b ];
  6127. face.c = changes[ face.c ];
  6128. indices = [ face.a, face.b, face.c ];
  6129. var dupIndex = - 1;
  6130. // if any duplicate vertices are found in a Face3
  6131. // we have to remove the face as nothing can be saved
  6132. for ( var n = 0; n < 3; n ++ ) {
  6133. if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
  6134. dupIndex = n;
  6135. faceIndicesToRemove.push( i );
  6136. break;
  6137. }
  6138. }
  6139. }
  6140. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  6141. var idx = faceIndicesToRemove[ i ];
  6142. this.faces.splice( idx, 1 );
  6143. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  6144. this.faceVertexUvs[ j ].splice( idx, 1 );
  6145. }
  6146. }
  6147. // Use unique set of vertices
  6148. var diff = this.vertices.length - unique.length;
  6149. this.vertices = unique;
  6150. return diff;
  6151. },
  6152. // Geometry splitting
  6153. makeGroups: ( function () {
  6154. var geometryGroupCounter = 0;
  6155. return function ( usesFaceMaterial, maxVerticesInGroup ) {
  6156. var f, fl, face, materialIndex,
  6157. groupHash, hash_map = {},geometryGroup;
  6158. var numMorphTargets = this.morphTargets.length;
  6159. var numMorphNormals = this.morphNormals.length;
  6160. this.geometryGroups = {};
  6161. this.geometryGroupsList = [];
  6162. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6163. face = this.faces[ f ];
  6164. materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  6165. if ( ! ( materialIndex in hash_map ) ) {
  6166. hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
  6167. }
  6168. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  6169. if ( ! ( groupHash in this.geometryGroups ) ) {
  6170. geometryGroup = { 'id': geometryGroupCounter++, 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  6171. this.geometryGroups[ groupHash ] = geometryGroup;
  6172. this.geometryGroupsList.push(geometryGroup);
  6173. }
  6174. if ( this.geometryGroups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
  6175. hash_map[ materialIndex ].counter += 1;
  6176. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  6177. if ( ! ( groupHash in this.geometryGroups ) ) {
  6178. geometryGroup = { 'id': geometryGroupCounter++, 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  6179. this.geometryGroups[ groupHash ] = geometryGroup;
  6180. this.geometryGroupsList.push(geometryGroup);
  6181. }
  6182. }
  6183. this.geometryGroups[ groupHash ].faces3.push( f );
  6184. this.geometryGroups[ groupHash ].vertices += 3;
  6185. }
  6186. };
  6187. } )(),
  6188. clone: function () {
  6189. var geometry = new THREE.Geometry();
  6190. var vertices = this.vertices;
  6191. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  6192. geometry.vertices.push( vertices[ i ].clone() );
  6193. }
  6194. var faces = this.faces;
  6195. for ( var i = 0, il = faces.length; i < il; i ++ ) {
  6196. geometry.faces.push( faces[ i ].clone() );
  6197. }
  6198. var uvs = this.faceVertexUvs[ 0 ];
  6199. for ( var i = 0, il = uvs.length; i < il; i ++ ) {
  6200. var uv = uvs[ i ], uvCopy = [];
  6201. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  6202. uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
  6203. }
  6204. geometry.faceVertexUvs[ 0 ].push( uvCopy );
  6205. }
  6206. return geometry;
  6207. },
  6208. dispose: function () {
  6209. this.dispatchEvent( { type: 'dispose' } );
  6210. }
  6211. };
  6212. THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
  6213. THREE.GeometryIdCount = 0;
  6214. // File:src/cameras/Camera.js
  6215. /**
  6216. * @author mrdoob / http://mrdoob.com/
  6217. * @author mikael emtinger / http://gomo.se/
  6218. * @author WestLangley / http://github.com/WestLangley
  6219. */
  6220. THREE.Camera = function () {
  6221. THREE.Object3D.call( this );
  6222. this.matrixWorldInverse = new THREE.Matrix4();
  6223. this.projectionMatrix = new THREE.Matrix4();
  6224. };
  6225. THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
  6226. THREE.Camera.prototype.lookAt = function () {
  6227. // This routine does not support cameras with rotated and/or translated parent(s)
  6228. var m1 = new THREE.Matrix4();
  6229. return function ( vector ) {
  6230. m1.lookAt( this.position, vector, this.up );
  6231. this.quaternion.setFromRotationMatrix( m1 );
  6232. };
  6233. }();
  6234. THREE.Camera.prototype.clone = function ( camera ) {
  6235. if ( camera === undefined ) camera = new THREE.Camera();
  6236. THREE.Object3D.prototype.clone.call( this, camera );
  6237. camera.matrixWorldInverse.copy( this.matrixWorldInverse );
  6238. camera.projectionMatrix.copy( this.projectionMatrix );
  6239. return camera;
  6240. };
  6241. // File:src/cameras/CubeCamera.js
  6242. /**
  6243. * Camera for rendering cube maps
  6244. * - renders scene into axis-aligned cube
  6245. *
  6246. * @author alteredq / http://alteredqualia.com/
  6247. */
  6248. THREE.CubeCamera = function ( near, far, cubeResolution ) {
  6249. THREE.Object3D.call( this );
  6250. var fov = 90, aspect = 1;
  6251. var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6252. cameraPX.up.set( 0, - 1, 0 );
  6253. cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
  6254. this.add( cameraPX );
  6255. var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6256. cameraNX.up.set( 0, - 1, 0 );
  6257. cameraNX.lookAt( new THREE.Vector3( - 1, 0, 0 ) );
  6258. this.add( cameraNX );
  6259. var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6260. cameraPY.up.set( 0, 0, 1 );
  6261. cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
  6262. this.add( cameraPY );
  6263. var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6264. cameraNY.up.set( 0, 0, - 1 );
  6265. cameraNY.lookAt( new THREE.Vector3( 0, - 1, 0 ) );
  6266. this.add( cameraNY );
  6267. var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6268. cameraPZ.up.set( 0, - 1, 0 );
  6269. cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
  6270. this.add( cameraPZ );
  6271. var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6272. cameraNZ.up.set( 0, - 1, 0 );
  6273. cameraNZ.lookAt( new THREE.Vector3( 0, 0, - 1 ) );
  6274. this.add( cameraNZ );
  6275. this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
  6276. this.updateCubeMap = function ( renderer, scene ) {
  6277. var renderTarget = this.renderTarget;
  6278. var generateMipmaps = renderTarget.generateMipmaps;
  6279. renderTarget.generateMipmaps = false;
  6280. renderTarget.activeCubeFace = 0;
  6281. renderer.render( scene, cameraPX, renderTarget );
  6282. renderTarget.activeCubeFace = 1;
  6283. renderer.render( scene, cameraNX, renderTarget );
  6284. renderTarget.activeCubeFace = 2;
  6285. renderer.render( scene, cameraPY, renderTarget );
  6286. renderTarget.activeCubeFace = 3;
  6287. renderer.render( scene, cameraNY, renderTarget );
  6288. renderTarget.activeCubeFace = 4;
  6289. renderer.render( scene, cameraPZ, renderTarget );
  6290. renderTarget.generateMipmaps = generateMipmaps;
  6291. renderTarget.activeCubeFace = 5;
  6292. renderer.render( scene, cameraNZ, renderTarget );
  6293. };
  6294. };
  6295. THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
  6296. // File:src/cameras/OrthographicCamera.js
  6297. /**
  6298. * @author alteredq / http://alteredqualia.com/
  6299. */
  6300. THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
  6301. THREE.Camera.call( this );
  6302. this.left = left;
  6303. this.right = right;
  6304. this.top = top;
  6305. this.bottom = bottom;
  6306. this.near = ( near !== undefined ) ? near : 0.1;
  6307. this.far = ( far !== undefined ) ? far : 2000;
  6308. this.updateProjectionMatrix();
  6309. };
  6310. THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
  6311. THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
  6312. this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
  6313. };
  6314. THREE.OrthographicCamera.prototype.clone = function () {
  6315. var camera = new THREE.OrthographicCamera();
  6316. THREE.Camera.prototype.clone.call( this, camera );
  6317. camera.left = this.left;
  6318. camera.right = this.right;
  6319. camera.top = this.top;
  6320. camera.bottom = this.bottom;
  6321. camera.near = this.near;
  6322. camera.far = this.far;
  6323. return camera;
  6324. };
  6325. // File:src/cameras/PerspectiveCamera.js
  6326. /**
  6327. * @author mrdoob / http://mrdoob.com/
  6328. * @author greggman / http://games.greggman.com/
  6329. * @author zz85 / http://www.lab4games.net/zz85/blog
  6330. */
  6331. THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
  6332. THREE.Camera.call( this );
  6333. this.fov = fov !== undefined ? fov : 50;
  6334. this.aspect = aspect !== undefined ? aspect : 1;
  6335. this.near = near !== undefined ? near : 0.1;
  6336. this.far = far !== undefined ? far : 2000;
  6337. this.updateProjectionMatrix();
  6338. };
  6339. THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
  6340. /**
  6341. * Uses Focal Length (in mm) to estimate and set FOV
  6342. * 35mm (fullframe) camera is used if frame size is not specified;
  6343. * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
  6344. */
  6345. THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
  6346. if ( frameHeight === undefined ) frameHeight = 24;
  6347. this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
  6348. this.updateProjectionMatrix();
  6349. }
  6350. /**
  6351. * Sets an offset in a larger frustum. This is useful for multi-window or
  6352. * multi-monitor/multi-machine setups.
  6353. *
  6354. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  6355. * the monitors are in grid like this
  6356. *
  6357. * +---+---+---+
  6358. * | A | B | C |
  6359. * +---+---+---+
  6360. * | D | E | F |
  6361. * +---+---+---+
  6362. *
  6363. * then for each monitor you would call it like this
  6364. *
  6365. * var w = 1920;
  6366. * var h = 1080;
  6367. * var fullWidth = w * 3;
  6368. * var fullHeight = h * 2;
  6369. *
  6370. * --A--
  6371. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  6372. * --B--
  6373. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  6374. * --C--
  6375. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  6376. * --D--
  6377. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  6378. * --E--
  6379. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  6380. * --F--
  6381. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  6382. *
  6383. * Note there is no reason monitors have to be the same size or in a grid.
  6384. */
  6385. THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
  6386. this.fullWidth = fullWidth;
  6387. this.fullHeight = fullHeight;
  6388. this.x = x;
  6389. this.y = y;
  6390. this.width = width;
  6391. this.height = height;
  6392. this.updateProjectionMatrix();
  6393. };
  6394. THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
  6395. if ( this.fullWidth ) {
  6396. var aspect = this.fullWidth / this.fullHeight;
  6397. var top = Math.tan( THREE.Math.degToRad( this.fov * 0.5 ) ) * this.near;
  6398. var bottom = - top;
  6399. var left = aspect * bottom;
  6400. var right = aspect * top;
  6401. var width = Math.abs( right - left );
  6402. var height = Math.abs( top - bottom );
  6403. this.projectionMatrix.makeFrustum(
  6404. left + this.x * width / this.fullWidth,
  6405. left + ( this.x + this.width ) * width / this.fullWidth,
  6406. top - ( this.y + this.height ) * height / this.fullHeight,
  6407. top - this.y * height / this.fullHeight,
  6408. this.near,
  6409. this.far
  6410. );
  6411. } else {
  6412. this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
  6413. }
  6414. };
  6415. THREE.PerspectiveCamera.prototype.clone = function () {
  6416. var camera = new THREE.PerspectiveCamera();
  6417. THREE.Camera.prototype.clone.call( this, camera );
  6418. camera.fov = this.fov;
  6419. camera.aspect = this.aspect;
  6420. camera.near = this.near;
  6421. camera.far = this.far;
  6422. return camera;
  6423. };
  6424. // File:src/lights/Light.js
  6425. /**
  6426. * @author mrdoob / http://mrdoob.com/
  6427. * @author alteredq / http://alteredqualia.com/
  6428. */
  6429. THREE.Light = function ( color ) {
  6430. THREE.Object3D.call( this );
  6431. this.color = new THREE.Color( color );
  6432. };
  6433. THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
  6434. THREE.Light.prototype.clone = function ( light ) {
  6435. if ( light === undefined ) light = new THREE.Light();
  6436. THREE.Object3D.prototype.clone.call( this, light );
  6437. light.color.copy( this.color );
  6438. return light;
  6439. };
  6440. // File:src/lights/AmbientLight.js
  6441. /**
  6442. * @author mrdoob / http://mrdoob.com/
  6443. */
  6444. THREE.AmbientLight = function ( color ) {
  6445. THREE.Light.call( this, color );
  6446. };
  6447. THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
  6448. THREE.AmbientLight.prototype.clone = function () {
  6449. var light = new THREE.AmbientLight();
  6450. THREE.Light.prototype.clone.call( this, light );
  6451. return light;
  6452. };
  6453. // File:src/lights/AreaLight.js
  6454. /**
  6455. * @author MPanknin / http://www.redplant.de/
  6456. * @author alteredq / http://alteredqualia.com/
  6457. */
  6458. THREE.AreaLight = function ( color, intensity ) {
  6459. THREE.Light.call( this, color );
  6460. this.normal = new THREE.Vector3( 0, - 1, 0 );
  6461. this.right = new THREE.Vector3( 1, 0, 0 );
  6462. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6463. this.width = 1.0;
  6464. this.height = 1.0;
  6465. this.constantAttenuation = 1.5;
  6466. this.linearAttenuation = 0.5;
  6467. this.quadraticAttenuation = 0.1;
  6468. };
  6469. THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
  6470. // File:src/lights/DirectionalLight.js
  6471. /**
  6472. * @author mrdoob / http://mrdoob.com/
  6473. * @author alteredq / http://alteredqualia.com/
  6474. */
  6475. THREE.DirectionalLight = function ( color, intensity ) {
  6476. THREE.Light.call( this, color );
  6477. this.position.set( 0, 1, 0 );
  6478. this.target = new THREE.Object3D();
  6479. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6480. this.castShadow = false;
  6481. this.onlyShadow = false;
  6482. //
  6483. this.shadowCameraNear = 50;
  6484. this.shadowCameraFar = 5000;
  6485. this.shadowCameraLeft = - 500;
  6486. this.shadowCameraRight = 500;
  6487. this.shadowCameraTop = 500;
  6488. this.shadowCameraBottom = - 500;
  6489. this.shadowCameraVisible = false;
  6490. this.shadowBias = 0;
  6491. this.shadowDarkness = 0.5;
  6492. this.shadowMapWidth = 512;
  6493. this.shadowMapHeight = 512;
  6494. //
  6495. this.shadowCascade = false;
  6496. this.shadowCascadeOffset = new THREE.Vector3( 0, 0, - 1000 );
  6497. this.shadowCascadeCount = 2;
  6498. this.shadowCascadeBias = [ 0, 0, 0 ];
  6499. this.shadowCascadeWidth = [ 512, 512, 512 ];
  6500. this.shadowCascadeHeight = [ 512, 512, 512 ];
  6501. this.shadowCascadeNearZ = [ - 1.000, 0.990, 0.998 ];
  6502. this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ];
  6503. this.shadowCascadeArray = [];
  6504. //
  6505. this.shadowMap = null;
  6506. this.shadowMapSize = null;
  6507. this.shadowCamera = null;
  6508. this.shadowMatrix = null;
  6509. };
  6510. THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
  6511. THREE.DirectionalLight.prototype.clone = function () {
  6512. var light = new THREE.DirectionalLight();
  6513. THREE.Light.prototype.clone.call( this, light );
  6514. light.target = this.target.clone();
  6515. light.intensity = this.intensity;
  6516. light.castShadow = this.castShadow;
  6517. light.onlyShadow = this.onlyShadow;
  6518. //
  6519. light.shadowCameraNear = this.shadowCameraNear;
  6520. light.shadowCameraFar = this.shadowCameraFar;
  6521. light.shadowCameraLeft = this.shadowCameraLeft;
  6522. light.shadowCameraRight = this.shadowCameraRight;
  6523. light.shadowCameraTop = this.shadowCameraTop;
  6524. light.shadowCameraBottom = this.shadowCameraBottom;
  6525. light.shadowCameraVisible = this.shadowCameraVisible;
  6526. light.shadowBias = this.shadowBias;
  6527. light.shadowDarkness = this.shadowDarkness;
  6528. light.shadowMapWidth = this.shadowMapWidth;
  6529. light.shadowMapHeight = this.shadowMapHeight;
  6530. //
  6531. light.shadowCascade = this.shadowCascade;
  6532. light.shadowCascadeOffset.copy( this.shadowCascadeOffset );
  6533. light.shadowCascadeCount = this.shadowCascadeCount;
  6534. light.shadowCascadeBias = this.shadowCascadeBias.slice( 0 );
  6535. light.shadowCascadeWidth = this.shadowCascadeWidth.slice( 0 );
  6536. light.shadowCascadeHeight = this.shadowCascadeHeight.slice( 0 );
  6537. light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice( 0 );
  6538. light.shadowCascadeFarZ = this.shadowCascadeFarZ.slice( 0 );
  6539. return light;
  6540. };
  6541. // File:src/lights/HemisphereLight.js
  6542. /**
  6543. * @author alteredq / http://alteredqualia.com/
  6544. */
  6545. THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
  6546. THREE.Light.call( this, skyColor );
  6547. this.position.set( 0, 100, 0 );
  6548. this.groundColor = new THREE.Color( groundColor );
  6549. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6550. };
  6551. THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
  6552. THREE.HemisphereLight.prototype.clone = function () {
  6553. var light = new THREE.HemisphereLight();
  6554. THREE.Light.prototype.clone.call( this, light );
  6555. light.groundColor.copy( this.groundColor );
  6556. light.intensity = this.intensity;
  6557. return light;
  6558. };
  6559. // File:src/lights/PointLight.js
  6560. /**
  6561. * @author mrdoob / http://mrdoob.com/
  6562. */
  6563. THREE.PointLight = function ( color, intensity, distance ) {
  6564. THREE.Light.call( this, color );
  6565. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6566. this.distance = ( distance !== undefined ) ? distance : 0;
  6567. };
  6568. THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
  6569. THREE.PointLight.prototype.clone = function () {
  6570. var light = new THREE.PointLight();
  6571. THREE.Light.prototype.clone.call( this, light );
  6572. light.intensity = this.intensity;
  6573. light.distance = this.distance;
  6574. return light;
  6575. };
  6576. // File:src/lights/SpotLight.js
  6577. /**
  6578. * @author alteredq / http://alteredqualia.com/
  6579. */
  6580. THREE.SpotLight = function ( color, intensity, distance, angle, exponent ) {
  6581. THREE.Light.call( this, color );
  6582. this.position.set( 0, 1, 0 );
  6583. this.target = new THREE.Object3D();
  6584. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6585. this.distance = ( distance !== undefined ) ? distance : 0;
  6586. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  6587. this.exponent = ( exponent !== undefined ) ? exponent : 10;
  6588. this.castShadow = false;
  6589. this.onlyShadow = false;
  6590. //
  6591. this.shadowCameraNear = 50;
  6592. this.shadowCameraFar = 5000;
  6593. this.shadowCameraFov = 50;
  6594. this.shadowCameraVisible = false;
  6595. this.shadowBias = 0;
  6596. this.shadowDarkness = 0.5;
  6597. this.shadowMapWidth = 512;
  6598. this.shadowMapHeight = 512;
  6599. //
  6600. this.shadowMap = null;
  6601. this.shadowMapSize = null;
  6602. this.shadowCamera = null;
  6603. this.shadowMatrix = null;
  6604. };
  6605. THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
  6606. THREE.SpotLight.prototype.clone = function () {
  6607. var light = new THREE.SpotLight();
  6608. THREE.Light.prototype.clone.call( this, light );
  6609. light.target = this.target.clone();
  6610. light.intensity = this.intensity;
  6611. light.distance = this.distance;
  6612. light.angle = this.angle;
  6613. light.exponent = this.exponent;
  6614. light.castShadow = this.castShadow;
  6615. light.onlyShadow = this.onlyShadow;
  6616. //
  6617. light.shadowCameraNear = this.shadowCameraNear;
  6618. light.shadowCameraFar = this.shadowCameraFar;
  6619. light.shadowCameraFov = this.shadowCameraFov;
  6620. light.shadowCameraVisible = this.shadowCameraVisible;
  6621. light.shadowBias = this.shadowBias;
  6622. light.shadowDarkness = this.shadowDarkness;
  6623. light.shadowMapWidth = this.shadowMapWidth;
  6624. light.shadowMapHeight = this.shadowMapHeight;
  6625. return light;
  6626. };
  6627. // File:src/loaders/Cache.js
  6628. /**
  6629. * @author mrdoob / http://mrdoob.com/
  6630. */
  6631. THREE.Cache = function () {
  6632. this.files = {};
  6633. };
  6634. THREE.Cache.prototype = {
  6635. constructor: THREE.Cache,
  6636. add: function ( key, file ) {
  6637. // console.log( 'THREE.Cache', 'Adding key:', key );
  6638. this.files[ key ] = file;
  6639. },
  6640. get: function ( key ) {
  6641. // console.log( 'THREE.Cache', 'Checking key:', key );
  6642. return this.files[ key ];
  6643. },
  6644. remove: function ( key ) {
  6645. delete this.files[ key ];
  6646. },
  6647. clear: function () {
  6648. this.files = {}
  6649. }
  6650. };
  6651. // File:src/loaders/Loader.js
  6652. /**
  6653. * @author alteredq / http://alteredqualia.com/
  6654. */
  6655. THREE.Loader = function ( showStatus ) {
  6656. this.showStatus = showStatus;
  6657. this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
  6658. this.imageLoader = new THREE.ImageLoader();
  6659. this.onLoadStart = function () {};
  6660. this.onLoadProgress = function () {};
  6661. this.onLoadComplete = function () {};
  6662. };
  6663. THREE.Loader.prototype = {
  6664. constructor: THREE.Loader,
  6665. crossOrigin: undefined,
  6666. addStatusElement: function () {
  6667. var e = document.createElement( 'div' );
  6668. e.style.position = 'absolute';
  6669. e.style.right = '0px';
  6670. e.style.top = '0px';
  6671. e.style.fontSize = '0.8em';
  6672. e.style.textAlign = 'left';
  6673. e.style.background = 'rgba(0,0,0,0.25)';
  6674. e.style.color = '#fff';
  6675. e.style.width = '120px';
  6676. e.style.padding = '0.5em 0.5em 0.5em 0.5em';
  6677. e.style.zIndex = 1000;
  6678. e.innerHTML = 'Loading ...';
  6679. return e;
  6680. },
  6681. updateProgress: function ( progress ) {
  6682. var message = 'Loaded ';
  6683. if ( progress.total ) {
  6684. message += ( 100 * progress.loaded / progress.total ).toFixed( 0 ) + '%';
  6685. } else {
  6686. message += ( progress.loaded / 1024 ).toFixed( 2 ) + ' KB';
  6687. }
  6688. this.statusDomElement.innerHTML = message;
  6689. },
  6690. extractUrlBase: function ( url ) {
  6691. var parts = url.split( '/' );
  6692. if ( parts.length === 1 ) return './';
  6693. parts.pop();
  6694. return parts.join( '/' ) + '/';
  6695. },
  6696. initMaterials: function ( materials, texturePath ) {
  6697. var array = [];
  6698. for ( var i = 0; i < materials.length; ++ i ) {
  6699. array[ i ] = this.createMaterial( materials[ i ], texturePath );
  6700. }
  6701. return array;
  6702. },
  6703. needsTangents: function ( materials ) {
  6704. for ( var i = 0, il = materials.length; i < il; i ++ ) {
  6705. var m = materials[ i ];
  6706. if ( m instanceof THREE.ShaderMaterial ) return true;
  6707. }
  6708. return false;
  6709. },
  6710. createMaterial: function ( m, texturePath ) {
  6711. var scope = this;
  6712. function nearest_pow2( n ) {
  6713. var l = Math.log( n ) / Math.LN2;
  6714. return Math.pow( 2, Math.round( l ) );
  6715. }
  6716. function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
  6717. var fullPath = texturePath + sourceFile;
  6718. var texture;
  6719. var loader = THREE.Loader.Handlers.get( fullPath );
  6720. if ( loader !== null ) {
  6721. texture = loader.load( fullPath );
  6722. } else {
  6723. texture = new THREE.Texture();
  6724. loader = scope.imageLoader;
  6725. loader.crossOrigin = scope.crossOrigin;
  6726. loader.load( fullPath, function ( image ) {
  6727. if ( THREE.Math.isPowerOfTwo( image.width ) === false ||
  6728. THREE.Math.isPowerOfTwo( image.height ) === false ) {
  6729. var width = nearest_pow2( image.width );
  6730. var height = nearest_pow2( image.height );
  6731. var canvas = document.createElement( 'canvas' );
  6732. canvas.width = width;
  6733. canvas.height = height;
  6734. var context = canvas.getContext( '2d' );
  6735. context.drawImage( image, 0, 0, width, height );
  6736. texture.image = canvas;
  6737. } else {
  6738. texture.image = image;
  6739. }
  6740. texture.needsUpdate = true;
  6741. } );
  6742. }
  6743. texture.sourceFile = sourceFile;
  6744. if ( repeat ) {
  6745. texture.repeat.set( repeat[ 0 ], repeat[ 1 ] );
  6746. if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
  6747. if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
  6748. }
  6749. if ( offset ) {
  6750. texture.offset.set( offset[ 0 ], offset[ 1 ] );
  6751. }
  6752. if ( wrap ) {
  6753. var wrapMap = {
  6754. 'repeat': THREE.RepeatWrapping,
  6755. 'mirror': THREE.MirroredRepeatWrapping
  6756. }
  6757. if ( wrapMap[ wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ wrap[ 0 ] ];
  6758. if ( wrapMap[ wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ wrap[ 1 ] ];
  6759. }
  6760. if ( anisotropy ) {
  6761. texture.anisotropy = anisotropy;
  6762. }
  6763. where[ name ] = texture;
  6764. }
  6765. function rgb2hex( rgb ) {
  6766. return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
  6767. }
  6768. // defaults
  6769. var mtype = 'MeshLambertMaterial';
  6770. var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
  6771. // parameters from model file
  6772. if ( m.shading ) {
  6773. var shading = m.shading.toLowerCase();
  6774. if ( shading === 'phong' ) mtype = 'MeshPhongMaterial';
  6775. else if ( shading === 'basic' ) mtype = 'MeshBasicMaterial';
  6776. }
  6777. if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
  6778. mpars.blending = THREE[ m.blending ];
  6779. }
  6780. if ( m.transparent !== undefined || m.opacity < 1.0 ) {
  6781. mpars.transparent = m.transparent;
  6782. }
  6783. if ( m.depthTest !== undefined ) {
  6784. mpars.depthTest = m.depthTest;
  6785. }
  6786. if ( m.depthWrite !== undefined ) {
  6787. mpars.depthWrite = m.depthWrite;
  6788. }
  6789. if ( m.visible !== undefined ) {
  6790. mpars.visible = m.visible;
  6791. }
  6792. if ( m.flipSided !== undefined ) {
  6793. mpars.side = THREE.BackSide;
  6794. }
  6795. if ( m.doubleSided !== undefined ) {
  6796. mpars.side = THREE.DoubleSide;
  6797. }
  6798. if ( m.wireframe !== undefined ) {
  6799. mpars.wireframe = m.wireframe;
  6800. }
  6801. if ( m.vertexColors !== undefined ) {
  6802. if ( m.vertexColors === 'face' ) {
  6803. mpars.vertexColors = THREE.FaceColors;
  6804. } else if ( m.vertexColors ) {
  6805. mpars.vertexColors = THREE.VertexColors;
  6806. }
  6807. }
  6808. // colors
  6809. if ( m.colorDiffuse ) {
  6810. mpars.color = rgb2hex( m.colorDiffuse );
  6811. } else if ( m.DbgColor ) {
  6812. mpars.color = m.DbgColor;
  6813. }
  6814. if ( m.colorSpecular ) {
  6815. mpars.specular = rgb2hex( m.colorSpecular );
  6816. }
  6817. if ( m.colorAmbient ) {
  6818. mpars.ambient = rgb2hex( m.colorAmbient );
  6819. }
  6820. if ( m.colorEmissive ) {
  6821. mpars.emissive = rgb2hex( m.colorEmissive );
  6822. }
  6823. // modifiers
  6824. if ( m.transparency ) {
  6825. mpars.opacity = m.transparency;
  6826. }
  6827. if ( m.specularCoef ) {
  6828. mpars.shininess = m.specularCoef;
  6829. }
  6830. // textures
  6831. if ( m.mapDiffuse && texturePath ) {
  6832. create_texture( mpars, 'map', m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  6833. }
  6834. if ( m.mapLight && texturePath ) {
  6835. create_texture( mpars, 'lightMap', m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  6836. }
  6837. if ( m.mapBump && texturePath ) {
  6838. create_texture( mpars, 'bumpMap', m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  6839. }
  6840. if ( m.mapNormal && texturePath ) {
  6841. create_texture( mpars, 'normalMap', m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  6842. }
  6843. if ( m.mapSpecular && texturePath ) {
  6844. create_texture( mpars, 'specularMap', m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  6845. }
  6846. if ( m.mapAlpha && texturePath ) {
  6847. create_texture( mpars, 'alphaMap', m.mapAlpha, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
  6848. }
  6849. //
  6850. if ( m.mapBumpScale ) {
  6851. mpars.bumpScale = m.mapBumpScale;
  6852. }
  6853. // special case for normal mapped material
  6854. if ( m.mapNormal ) {
  6855. var shader = THREE.ShaderLib[ 'normalmap' ];
  6856. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  6857. uniforms[ 'tNormal' ].value = mpars.normalMap;
  6858. if ( m.mapNormalFactor ) {
  6859. uniforms[ 'uNormalScale' ].value.set( m.mapNormalFactor, m.mapNormalFactor );
  6860. }
  6861. if ( mpars.map ) {
  6862. uniforms[ 'tDiffuse' ].value = mpars.map;
  6863. uniforms[ 'enableDiffuse' ].value = true;
  6864. }
  6865. if ( mpars.specularMap ) {
  6866. uniforms[ 'tSpecular' ].value = mpars.specularMap;
  6867. uniforms[ 'enableSpecular' ].value = true;
  6868. }
  6869. if ( mpars.lightMap ) {
  6870. uniforms[ 'tAO' ].value = mpars.lightMap;
  6871. uniforms[ 'enableAO' ].value = true;
  6872. }
  6873. // for the moment don't handle displacement texture
  6874. uniforms[ 'diffuse' ].value.setHex( mpars.color );
  6875. uniforms[ 'specular' ].value.setHex( mpars.specular );
  6876. uniforms[ 'ambient' ].value.setHex( mpars.ambient );
  6877. uniforms[ 'shininess' ].value = mpars.shininess;
  6878. if ( mpars.opacity !== undefined ) {
  6879. uniforms[ 'opacity' ].value = mpars.opacity;
  6880. }
  6881. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
  6882. var material = new THREE.ShaderMaterial( parameters );
  6883. if ( mpars.transparent ) {
  6884. material.transparent = true;
  6885. }
  6886. } else {
  6887. var material = new THREE[ mtype ]( mpars );
  6888. }
  6889. if ( m.DbgName !== undefined ) material.name = m.DbgName;
  6890. return material;
  6891. }
  6892. };
  6893. THREE.Loader.Handlers = {
  6894. handlers: [],
  6895. add: function ( regex, loader ) {
  6896. this.handlers.push( regex, loader );
  6897. },
  6898. get: function ( file ) {
  6899. for ( var i = 0, l = this.handlers.length; i < l; i += 2 ) {
  6900. var regex = this.handlers[ i ];
  6901. var loader = this.handlers[ i + 1 ];
  6902. if ( regex.test( file ) ) {
  6903. return loader;
  6904. }
  6905. }
  6906. return null;
  6907. }
  6908. };
  6909. // File:src/loaders/XHRLoader.js
  6910. /**
  6911. * @author mrdoob / http://mrdoob.com/
  6912. */
  6913. THREE.XHRLoader = function ( manager ) {
  6914. this.cache = new THREE.Cache();
  6915. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  6916. };
  6917. THREE.XHRLoader.prototype = {
  6918. constructor: THREE.XHRLoader,
  6919. load: function ( url, onLoad, onProgress, onError ) {
  6920. var scope = this;
  6921. var cached = scope.cache.get( url );
  6922. if ( cached !== undefined ) {
  6923. if ( onLoad ) onLoad( cached );
  6924. return;
  6925. }
  6926. var request = new XMLHttpRequest();
  6927. request.open( 'GET', url, true );
  6928. request.addEventListener( 'load', function ( event ) {
  6929. scope.cache.add( url, this.response );
  6930. if ( onLoad ) onLoad( this.response );
  6931. scope.manager.itemEnd( url );
  6932. }, false );
  6933. if ( onProgress !== undefined ) {
  6934. request.addEventListener( 'progress', function ( event ) {
  6935. onProgress( event );
  6936. }, false );
  6937. }
  6938. if ( onError !== undefined ) {
  6939. request.addEventListener( 'error', function ( event ) {
  6940. onError( event );
  6941. }, false );
  6942. }
  6943. if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
  6944. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  6945. request.send( null );
  6946. scope.manager.itemStart( url );
  6947. },
  6948. setResponseType: function ( value ) {
  6949. this.responseType = value;
  6950. },
  6951. setCrossOrigin: function ( value ) {
  6952. this.crossOrigin = value;
  6953. }
  6954. };
  6955. // File:src/loaders/ImageLoader.js
  6956. /**
  6957. * @author mrdoob / http://mrdoob.com/
  6958. */
  6959. THREE.ImageLoader = function ( manager ) {
  6960. this.cache = new THREE.Cache();
  6961. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  6962. };
  6963. THREE.ImageLoader.prototype = {
  6964. constructor: THREE.ImageLoader,
  6965. load: function ( url, onLoad, onProgress, onError ) {
  6966. var scope = this;
  6967. var cached = scope.cache.get( url );
  6968. if ( cached !== undefined ) {
  6969. onLoad( cached );
  6970. return;
  6971. }
  6972. var image = document.createElement( 'img' );
  6973. if ( onLoad !== undefined ) {
  6974. image.addEventListener( 'load', function ( event ) {
  6975. scope.cache.add( url, this );
  6976. onLoad( this );
  6977. scope.manager.itemEnd( url );
  6978. }, false );
  6979. }
  6980. if ( onProgress !== undefined ) {
  6981. image.addEventListener( 'progress', function ( event ) {
  6982. onProgress( event );
  6983. }, false );
  6984. }
  6985. if ( onError !== undefined ) {
  6986. image.addEventListener( 'error', function ( event ) {
  6987. onError( event );
  6988. }, false );
  6989. }
  6990. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  6991. image.src = url;
  6992. scope.manager.itemStart( url );
  6993. return image;
  6994. },
  6995. setCrossOrigin: function ( value ) {
  6996. this.crossOrigin = value;
  6997. }
  6998. }
  6999. // File:src/loaders/JSONLoader.js
  7000. /**
  7001. * @author mrdoob / http://mrdoob.com/
  7002. * @author alteredq / http://alteredqualia.com/
  7003. */
  7004. THREE.JSONLoader = function ( showStatus ) {
  7005. THREE.Loader.call( this, showStatus );
  7006. this.withCredentials = false;
  7007. };
  7008. THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
  7009. THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
  7010. var scope = this;
  7011. // todo: unify load API to for easier SceneLoader use
  7012. texturePath = texturePath && ( typeof texturePath === 'string' ) ? texturePath : this.extractUrlBase( url );
  7013. this.onLoadStart();
  7014. this.loadAjaxJSON( this, url, callback, texturePath );
  7015. };
  7016. THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
  7017. var xhr = new XMLHttpRequest();
  7018. var length = 0;
  7019. xhr.onreadystatechange = function () {
  7020. if ( xhr.readyState === xhr.DONE ) {
  7021. if ( xhr.status === 200 || xhr.status === 0 ) {
  7022. if ( xhr.responseText ) {
  7023. var json = JSON.parse( xhr.responseText );
  7024. if ( json.metadata !== undefined && json.metadata.type === 'scene' ) {
  7025. console.error( 'THREE.JSONLoader: "' + url + '" seems to be a Scene. Use THREE.SceneLoader instead.' );
  7026. return;
  7027. }
  7028. var result = context.parse( json, texturePath );
  7029. callback( result.geometry, result.materials );
  7030. } else {
  7031. console.error( 'THREE.JSONLoader: "' + url + '" seems to be unreachable or the file is empty.' );
  7032. }
  7033. // in context of more complex asset initialization
  7034. // do not block on single failed file
  7035. // maybe should go even one more level up
  7036. context.onLoadComplete();
  7037. } else {
  7038. console.error( 'THREE.JSONLoader: Couldn\'t load "' + url + '" (' + xhr.status + ')' );
  7039. }
  7040. } else if ( xhr.readyState === xhr.LOADING ) {
  7041. if ( callbackProgress ) {
  7042. if ( length === 0 ) {
  7043. length = xhr.getResponseHeader( 'Content-Length' );
  7044. }
  7045. callbackProgress( { total: length, loaded: xhr.responseText.length } );
  7046. }
  7047. } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
  7048. if ( callbackProgress !== undefined ) {
  7049. length = xhr.getResponseHeader( 'Content-Length' );
  7050. }
  7051. }
  7052. };
  7053. xhr.open( 'GET', url, true );
  7054. xhr.withCredentials = this.withCredentials;
  7055. xhr.send( null );
  7056. };
  7057. THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
  7058. var scope = this,
  7059. geometry = new THREE.Geometry(),
  7060. scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
  7061. parseModel( scale );
  7062. parseSkin();
  7063. parseMorphing( scale );
  7064. geometry.computeFaceNormals();
  7065. geometry.computeBoundingSphere();
  7066. function parseModel( scale ) {
  7067. function isBitSet( value, position ) {
  7068. return value & ( 1 << position );
  7069. }
  7070. var i, j, fi,
  7071. offset, zLength,
  7072. colorIndex, normalIndex, uvIndex, materialIndex,
  7073. type,
  7074. isQuad,
  7075. hasMaterial,
  7076. hasFaceVertexUv,
  7077. hasFaceNormal, hasFaceVertexNormal,
  7078. hasFaceColor, hasFaceVertexColor,
  7079. vertex, face, faceA, faceB, color, hex, normal,
  7080. uvLayer, uv, u, v,
  7081. faces = json.faces,
  7082. vertices = json.vertices,
  7083. normals = json.normals,
  7084. colors = json.colors,
  7085. nUvLayers = 0;
  7086. if ( json.uvs !== undefined ) {
  7087. // disregard empty arrays
  7088. for ( i = 0; i < json.uvs.length; i ++ ) {
  7089. if ( json.uvs[ i ].length ) nUvLayers ++;
  7090. }
  7091. for ( i = 0; i < nUvLayers; i ++ ) {
  7092. geometry.faceVertexUvs[ i ] = [];
  7093. }
  7094. }
  7095. offset = 0;
  7096. zLength = vertices.length;
  7097. while ( offset < zLength ) {
  7098. vertex = new THREE.Vector3();
  7099. vertex.x = vertices[ offset ++ ] * scale;
  7100. vertex.y = vertices[ offset ++ ] * scale;
  7101. vertex.z = vertices[ offset ++ ] * scale;
  7102. geometry.vertices.push( vertex );
  7103. }
  7104. offset = 0;
  7105. zLength = faces.length;
  7106. while ( offset < zLength ) {
  7107. type = faces[ offset ++ ];
  7108. isQuad = isBitSet( type, 0 );
  7109. hasMaterial = isBitSet( type, 1 );
  7110. hasFaceVertexUv = isBitSet( type, 3 );
  7111. hasFaceNormal = isBitSet( type, 4 );
  7112. hasFaceVertexNormal = isBitSet( type, 5 );
  7113. hasFaceColor = isBitSet( type, 6 );
  7114. hasFaceVertexColor = isBitSet( type, 7 );
  7115. // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
  7116. if ( isQuad ) {
  7117. faceA = new THREE.Face3();
  7118. faceA.a = faces[ offset ];
  7119. faceA.b = faces[ offset + 1 ];
  7120. faceA.c = faces[ offset + 3 ];
  7121. faceB = new THREE.Face3();
  7122. faceB.a = faces[ offset + 1 ];
  7123. faceB.b = faces[ offset + 2 ];
  7124. faceB.c = faces[ offset + 3 ];
  7125. offset += 4;
  7126. if ( hasMaterial ) {
  7127. materialIndex = faces[ offset ++ ];
  7128. faceA.materialIndex = materialIndex;
  7129. faceB.materialIndex = materialIndex;
  7130. }
  7131. // to get face <=> uv index correspondence
  7132. fi = geometry.faces.length;
  7133. if ( hasFaceVertexUv ) {
  7134. for ( i = 0; i < nUvLayers; i ++ ) {
  7135. uvLayer = json.uvs[ i ];
  7136. geometry.faceVertexUvs[ i ][ fi ] = [];
  7137. geometry.faceVertexUvs[ i ][ fi + 1 ] = []
  7138. for ( j = 0; j < 4; j ++ ) {
  7139. uvIndex = faces[ offset ++ ];
  7140. u = uvLayer[ uvIndex * 2 ];
  7141. v = uvLayer[ uvIndex * 2 + 1 ];
  7142. uv = new THREE.Vector2( u, v );
  7143. if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
  7144. if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
  7145. }
  7146. }
  7147. }
  7148. if ( hasFaceNormal ) {
  7149. normalIndex = faces[ offset ++ ] * 3;
  7150. faceA.normal.set(
  7151. normals[ normalIndex ++ ],
  7152. normals[ normalIndex ++ ],
  7153. normals[ normalIndex ]
  7154. );
  7155. faceB.normal.copy( faceA.normal );
  7156. }
  7157. if ( hasFaceVertexNormal ) {
  7158. for ( i = 0; i < 4; i ++ ) {
  7159. normalIndex = faces[ offset ++ ] * 3;
  7160. normal = new THREE.Vector3(
  7161. normals[ normalIndex ++ ],
  7162. normals[ normalIndex ++ ],
  7163. normals[ normalIndex ]
  7164. );
  7165. if ( i !== 2 ) faceA.vertexNormals.push( normal );
  7166. if ( i !== 0 ) faceB.vertexNormals.push( normal );
  7167. }
  7168. }
  7169. if ( hasFaceColor ) {
  7170. colorIndex = faces[ offset ++ ];
  7171. hex = colors[ colorIndex ];
  7172. faceA.color.setHex( hex );
  7173. faceB.color.setHex( hex );
  7174. }
  7175. if ( hasFaceVertexColor ) {
  7176. for ( i = 0; i < 4; i ++ ) {
  7177. colorIndex = faces[ offset ++ ];
  7178. hex = colors[ colorIndex ];
  7179. if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
  7180. if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
  7181. }
  7182. }
  7183. geometry.faces.push( faceA );
  7184. geometry.faces.push( faceB );
  7185. } else {
  7186. face = new THREE.Face3();
  7187. face.a = faces[ offset ++ ];
  7188. face.b = faces[ offset ++ ];
  7189. face.c = faces[ offset ++ ];
  7190. if ( hasMaterial ) {
  7191. materialIndex = faces[ offset ++ ];
  7192. face.materialIndex = materialIndex;
  7193. }
  7194. // to get face <=> uv index correspondence
  7195. fi = geometry.faces.length;
  7196. if ( hasFaceVertexUv ) {
  7197. for ( i = 0; i < nUvLayers; i ++ ) {
  7198. uvLayer = json.uvs[ i ];
  7199. geometry.faceVertexUvs[ i ][ fi ] = [];
  7200. for ( j = 0; j < 3; j ++ ) {
  7201. uvIndex = faces[ offset ++ ];
  7202. u = uvLayer[ uvIndex * 2 ];
  7203. v = uvLayer[ uvIndex * 2 + 1 ];
  7204. uv = new THREE.Vector2( u, v );
  7205. geometry.faceVertexUvs[ i ][ fi ].push( uv );
  7206. }
  7207. }
  7208. }
  7209. if ( hasFaceNormal ) {
  7210. normalIndex = faces[ offset ++ ] * 3;
  7211. face.normal.set(
  7212. normals[ normalIndex ++ ],
  7213. normals[ normalIndex ++ ],
  7214. normals[ normalIndex ]
  7215. );
  7216. }
  7217. if ( hasFaceVertexNormal ) {
  7218. for ( i = 0; i < 3; i ++ ) {
  7219. normalIndex = faces[ offset ++ ] * 3;
  7220. normal = new THREE.Vector3(
  7221. normals[ normalIndex ++ ],
  7222. normals[ normalIndex ++ ],
  7223. normals[ normalIndex ]
  7224. );
  7225. face.vertexNormals.push( normal );
  7226. }
  7227. }
  7228. if ( hasFaceColor ) {
  7229. colorIndex = faces[ offset ++ ];
  7230. face.color.setHex( colors[ colorIndex ] );
  7231. }
  7232. if ( hasFaceVertexColor ) {
  7233. for ( i = 0; i < 3; i ++ ) {
  7234. colorIndex = faces[ offset ++ ];
  7235. face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
  7236. }
  7237. }
  7238. geometry.faces.push( face );
  7239. }
  7240. }
  7241. };
  7242. function parseSkin() {
  7243. var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
  7244. if ( json.skinWeights ) {
  7245. for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
  7246. var x = json.skinWeights[ i ];
  7247. var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
  7248. var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
  7249. var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
  7250. geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
  7251. }
  7252. }
  7253. if ( json.skinIndices ) {
  7254. for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
  7255. var a = json.skinIndices[ i ];
  7256. var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
  7257. var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
  7258. var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
  7259. geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
  7260. }
  7261. }
  7262. geometry.bones = json.bones;
  7263. if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
  7264. console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
  7265. geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
  7266. }
  7267. // could change this to json.animations[0] or remove completely
  7268. geometry.animation = json.animation;
  7269. geometry.animations = json.animations;
  7270. };
  7271. function parseMorphing( scale ) {
  7272. if ( json.morphTargets !== undefined ) {
  7273. var i, l, v, vl, dstVertices, srcVertices;
  7274. for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
  7275. geometry.morphTargets[ i ] = {};
  7276. geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
  7277. geometry.morphTargets[ i ].vertices = [];
  7278. dstVertices = geometry.morphTargets[ i ].vertices;
  7279. srcVertices = json.morphTargets [ i ].vertices;
  7280. for ( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
  7281. var vertex = new THREE.Vector3();
  7282. vertex.x = srcVertices[ v ] * scale;
  7283. vertex.y = srcVertices[ v + 1 ] * scale;
  7284. vertex.z = srcVertices[ v + 2 ] * scale;
  7285. dstVertices.push( vertex );
  7286. }
  7287. }
  7288. }
  7289. if ( json.morphColors !== undefined ) {
  7290. var i, l, c, cl, dstColors, srcColors, color;
  7291. for ( i = 0, l = json.morphColors.length; i < l; i ++ ) {
  7292. geometry.morphColors[ i ] = {};
  7293. geometry.morphColors[ i ].name = json.morphColors[ i ].name;
  7294. geometry.morphColors[ i ].colors = [];
  7295. dstColors = geometry.morphColors[ i ].colors;
  7296. srcColors = json.morphColors [ i ].colors;
  7297. for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
  7298. color = new THREE.Color( 0xffaa00 );
  7299. color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
  7300. dstColors.push( color );
  7301. }
  7302. }
  7303. }
  7304. };
  7305. if ( json.materials === undefined || json.materials.length === 0 ) {
  7306. return { geometry: geometry };
  7307. } else {
  7308. var materials = this.initMaterials( json.materials, texturePath );
  7309. if ( this.needsTangents( materials ) ) {
  7310. geometry.computeTangents();
  7311. }
  7312. return { geometry: geometry, materials: materials };
  7313. }
  7314. };
  7315. // File:src/loaders/LoadingManager.js
  7316. /**
  7317. * @author mrdoob / http://mrdoob.com/
  7318. */
  7319. THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
  7320. var scope = this;
  7321. var loaded = 0, total = 0;
  7322. this.onLoad = onLoad;
  7323. this.onProgress = onProgress;
  7324. this.onError = onError;
  7325. this.itemStart = function ( url ) {
  7326. total ++;
  7327. };
  7328. this.itemEnd = function ( url ) {
  7329. loaded ++;
  7330. if ( scope.onProgress !== undefined ) {
  7331. scope.onProgress( url, loaded, total );
  7332. }
  7333. if ( loaded === total && scope.onLoad !== undefined ) {
  7334. scope.onLoad();
  7335. }
  7336. };
  7337. };
  7338. THREE.DefaultLoadingManager = new THREE.LoadingManager();
  7339. // File:src/loaders/BufferGeometryLoader.js
  7340. /**
  7341. * @author mrdoob / http://mrdoob.com/
  7342. */
  7343. THREE.BufferGeometryLoader = function ( manager ) {
  7344. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7345. };
  7346. THREE.BufferGeometryLoader.prototype = {
  7347. constructor: THREE.BufferGeometryLoader,
  7348. load: function ( url, onLoad, onProgress, onError ) {
  7349. var scope = this;
  7350. var loader = new THREE.XHRLoader();
  7351. loader.setCrossOrigin( this.crossOrigin );
  7352. loader.load( url, function ( text ) {
  7353. onLoad( scope.parse( JSON.parse( text ) ) );
  7354. }, onProgress, onError );
  7355. },
  7356. setCrossOrigin: function ( value ) {
  7357. this.crossOrigin = value;
  7358. },
  7359. parse: function ( json ) {
  7360. var geometry = new THREE.BufferGeometry();
  7361. var attributes = json.attributes;
  7362. for ( var key in attributes ) {
  7363. var attribute = attributes[ key ];
  7364. geometry.attributes[ key ] = {
  7365. itemSize: attribute.itemSize,
  7366. array: new self[ attribute.type ]( attribute.array )
  7367. }
  7368. }
  7369. var offsets = json.offsets;
  7370. if ( offsets !== undefined ) {
  7371. geometry.offsets = JSON.parse( JSON.stringify( offsets ) );
  7372. }
  7373. var boundingSphere = json.boundingSphere;
  7374. if ( boundingSphere !== undefined ) {
  7375. geometry.boundingSphere = new THREE.Sphere(
  7376. new THREE.Vector3().fromArray( boundingSphere.center !== undefined ? boundingSphere.center : [ 0, 0, 0 ] ),
  7377. boundingSphere.radius
  7378. );
  7379. }
  7380. return geometry;
  7381. }
  7382. };
  7383. // File:src/loaders/MaterialLoader.js
  7384. /**
  7385. * @author mrdoob / http://mrdoob.com/
  7386. */
  7387. THREE.MaterialLoader = function ( manager ) {
  7388. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7389. };
  7390. THREE.MaterialLoader.prototype = {
  7391. constructor: THREE.MaterialLoader,
  7392. load: function ( url, onLoad, onProgress, onError ) {
  7393. var scope = this;
  7394. var loader = new THREE.XHRLoader();
  7395. loader.setCrossOrigin( this.crossOrigin );
  7396. loader.load( url, function ( text ) {
  7397. onLoad( scope.parse( JSON.parse( text ) ) );
  7398. }, onProgress, onError );
  7399. },
  7400. setCrossOrigin: function ( value ) {
  7401. this.crossOrigin = value;
  7402. },
  7403. parse: function ( json ) {
  7404. var material = new THREE[ json.type ];
  7405. if ( json.color !== undefined ) material.color.setHex( json.color );
  7406. if ( json.ambient !== undefined ) material.ambient.setHex( json.ambient );
  7407. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  7408. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  7409. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  7410. if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
  7411. if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
  7412. if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
  7413. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  7414. if ( json.blending !== undefined ) material.blending = json.blending;
  7415. if ( json.side !== undefined ) material.side = json.side;
  7416. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  7417. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  7418. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  7419. if ( json.materials !== undefined ) {
  7420. for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
  7421. material.materials.push( this.parse( json.materials[ i ] ) );
  7422. }
  7423. }
  7424. return material;
  7425. }
  7426. };
  7427. // File:src/loaders/ObjectLoader.js
  7428. /**
  7429. * @author mrdoob / http://mrdoob.com/
  7430. */
  7431. THREE.ObjectLoader = function ( manager ) {
  7432. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7433. };
  7434. THREE.ObjectLoader.prototype = {
  7435. constructor: THREE.ObjectLoader,
  7436. load: function ( url, onLoad, onProgress, onError ) {
  7437. var scope = this;
  7438. var loader = new THREE.XHRLoader( scope.manager );
  7439. loader.setCrossOrigin( this.crossOrigin );
  7440. loader.load( url, function ( text ) {
  7441. onLoad( scope.parse( JSON.parse( text ) ) );
  7442. }, onProgress, onError );
  7443. },
  7444. setCrossOrigin: function ( value ) {
  7445. this.crossOrigin = value;
  7446. },
  7447. parse: function ( json ) {
  7448. var geometries = this.parseGeometries( json.geometries );
  7449. var materials = this.parseMaterials( json.materials );
  7450. var object = this.parseObject( json.object, geometries, materials );
  7451. return object;
  7452. },
  7453. parseGeometries: function ( json ) {
  7454. var geometries = {};
  7455. if ( json !== undefined ) {
  7456. var geometryLoader = new THREE.JSONLoader();
  7457. var bufferGeometryLoader = new THREE.BufferGeometryLoader();
  7458. for ( var i = 0, l = json.length; i < l; i ++ ) {
  7459. var geometry;
  7460. var data = json[ i ];
  7461. switch ( data.type ) {
  7462. case 'PlaneGeometry':
  7463. geometry = new THREE.PlaneGeometry(
  7464. data.width,
  7465. data.height,
  7466. data.widthSegments,
  7467. data.heightSegments
  7468. );
  7469. break;
  7470. case 'BoxGeometry':
  7471. case 'CubeGeometry': // backwards compatible
  7472. geometry = new THREE.BoxGeometry(
  7473. data.width,
  7474. data.height,
  7475. data.depth,
  7476. data.widthSegments,
  7477. data.heightSegments,
  7478. data.depthSegments
  7479. );
  7480. break;
  7481. case 'CircleGeometry':
  7482. geometry = new THREE.CircleGeometry(
  7483. data.radius,
  7484. data.segments
  7485. );
  7486. break;
  7487. case 'CylinderGeometry':
  7488. geometry = new THREE.CylinderGeometry(
  7489. data.radiusTop,
  7490. data.radiusBottom,
  7491. data.height,
  7492. data.radialSegments,
  7493. data.heightSegments,
  7494. data.openEnded
  7495. );
  7496. break;
  7497. case 'SphereGeometry':
  7498. geometry = new THREE.SphereGeometry(
  7499. data.radius,
  7500. data.widthSegments,
  7501. data.heightSegments,
  7502. data.phiStart,
  7503. data.phiLength,
  7504. data.thetaStart,
  7505. data.thetaLength
  7506. );
  7507. break;
  7508. case 'IcosahedronGeometry':
  7509. geometry = new THREE.IcosahedronGeometry(
  7510. data.radius,
  7511. data.detail
  7512. );
  7513. break;
  7514. case 'TorusGeometry':
  7515. geometry = new THREE.TorusGeometry(
  7516. data.radius,
  7517. data.tube,
  7518. data.radialSegments,
  7519. data.tubularSegments,
  7520. data.arc
  7521. );
  7522. break;
  7523. case 'TorusKnotGeometry':
  7524. geometry = new THREE.TorusKnotGeometry(
  7525. data.radius,
  7526. data.tube,
  7527. data.radialSegments,
  7528. data.tubularSegments,
  7529. data.p,
  7530. data.q,
  7531. data.heightScale
  7532. );
  7533. break;
  7534. case 'BufferGeometry':
  7535. geometry = bufferGeometryLoader.parse( data.data );
  7536. break;
  7537. case 'Geometry':
  7538. geometry = geometryLoader.parse( data.data ).geometry;
  7539. break;
  7540. }
  7541. geometry.uuid = data.uuid;
  7542. if ( data.name !== undefined ) geometry.name = data.name;
  7543. geometries[ data.uuid ] = geometry;
  7544. }
  7545. }
  7546. return geometries;
  7547. },
  7548. parseMaterials: function ( json ) {
  7549. var materials = {};
  7550. if ( json !== undefined ) {
  7551. var loader = new THREE.MaterialLoader();
  7552. for ( var i = 0, l = json.length; i < l; i ++ ) {
  7553. var data = json[ i ];
  7554. var material = loader.parse( data );
  7555. material.uuid = data.uuid;
  7556. if ( data.name !== undefined ) material.name = data.name;
  7557. materials[ data.uuid ] = material;
  7558. }
  7559. }
  7560. return materials;
  7561. },
  7562. parseObject: function () {
  7563. var matrix = new THREE.Matrix4();
  7564. return function ( data, geometries, materials ) {
  7565. var object;
  7566. switch ( data.type ) {
  7567. case 'Scene':
  7568. object = new THREE.Scene();
  7569. break;
  7570. case 'PerspectiveCamera':
  7571. object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  7572. break;
  7573. case 'OrthographicCamera':
  7574. object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  7575. break;
  7576. case 'AmbientLight':
  7577. object = new THREE.AmbientLight( data.color );
  7578. break;
  7579. case 'DirectionalLight':
  7580. object = new THREE.DirectionalLight( data.color, data.intensity );
  7581. break;
  7582. case 'PointLight':
  7583. object = new THREE.PointLight( data.color, data.intensity, data.distance );
  7584. break;
  7585. case 'SpotLight':
  7586. object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent );
  7587. break;
  7588. case 'HemisphereLight':
  7589. object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
  7590. break;
  7591. case 'Mesh':
  7592. var geometry = geometries[ data.geometry ];
  7593. var material = materials[ data.material ];
  7594. if ( geometry === undefined ) {
  7595. console.error( 'THREE.ObjectLoader: Undefined geometry ' + data.geometry );
  7596. }
  7597. if ( material === undefined ) {
  7598. console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
  7599. }
  7600. object = new THREE.Mesh( geometry, material );
  7601. break;
  7602. case 'Sprite':
  7603. var material = materials[ data.material ];
  7604. if ( material === undefined ) {
  7605. console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
  7606. }
  7607. object = new THREE.Sprite( material );
  7608. break;
  7609. case 'Group':
  7610. object = new THREE.Group();
  7611. break;
  7612. default:
  7613. object = new THREE.Object3D();
  7614. }
  7615. object.uuid = data.uuid;
  7616. if ( data.name !== undefined ) object.name = data.name;
  7617. if ( data.matrix !== undefined ) {
  7618. matrix.fromArray( data.matrix );
  7619. matrix.decompose( object.position, object.quaternion, object.scale );
  7620. } else {
  7621. if ( data.position !== undefined ) object.position.fromArray( data.position );
  7622. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  7623. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  7624. }
  7625. if ( data.visible !== undefined ) object.visible = data.visible;
  7626. if ( data.userData !== undefined ) object.userData = data.userData;
  7627. if ( data.children !== undefined ) {
  7628. for ( var child in data.children ) {
  7629. object.add( this.parseObject( data.children[ child ], geometries, materials ) );
  7630. }
  7631. }
  7632. return object;
  7633. }
  7634. }()
  7635. };
  7636. // File:src/loaders/TextureLoader.js
  7637. /**
  7638. * @author mrdoob / http://mrdoob.com/
  7639. */
  7640. THREE.TextureLoader = function ( manager ) {
  7641. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7642. };
  7643. THREE.TextureLoader.prototype = {
  7644. constructor: THREE.TextureLoader,
  7645. load: function ( url, onLoad, onProgress, onError ) {
  7646. var scope = this;
  7647. var loader = new THREE.ImageLoader( scope.manager );
  7648. loader.setCrossOrigin( this.crossOrigin );
  7649. loader.load( url, function ( image ) {
  7650. var texture = new THREE.Texture( image );
  7651. texture.needsUpdate = true;
  7652. if ( onLoad !== undefined ) {
  7653. onLoad( texture );
  7654. }
  7655. }, onProgress, onError );
  7656. },
  7657. setCrossOrigin: function ( value ) {
  7658. this.crossOrigin = value;
  7659. }
  7660. };
  7661. // File:src/materials/Material.js
  7662. /**
  7663. * @author mrdoob / http://mrdoob.com/
  7664. * @author alteredq / http://alteredqualia.com/
  7665. */
  7666. THREE.Material = function () {
  7667. this.id = THREE.MaterialIdCount ++;
  7668. this.uuid = THREE.Math.generateUUID();
  7669. this.name = '';
  7670. this.side = THREE.FrontSide;
  7671. this.opacity = 1;
  7672. this.transparent = false;
  7673. this.blending = THREE.NormalBlending;
  7674. this.blendSrc = THREE.SrcAlphaFactor;
  7675. this.blendDst = THREE.OneMinusSrcAlphaFactor;
  7676. this.blendEquation = THREE.AddEquation;
  7677. this.depthTest = true;
  7678. this.depthWrite = true;
  7679. this.polygonOffset = false;
  7680. this.polygonOffsetFactor = 0;
  7681. this.polygonOffsetUnits = 0;
  7682. this.alphaTest = 0;
  7683. this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
  7684. this.needsUpdate = true;
  7685. };
  7686. THREE.Material.prototype = {
  7687. constructor: THREE.Material,
  7688. setValues: function ( values ) {
  7689. if ( values === undefined ) return;
  7690. for ( var key in values ) {
  7691. var newValue = values[ key ];
  7692. if ( newValue === undefined ) {
  7693. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  7694. continue;
  7695. }
  7696. if ( key in this ) {
  7697. var currentValue = this[ key ];
  7698. if ( currentValue instanceof THREE.Color ) {
  7699. currentValue.set( newValue );
  7700. } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
  7701. currentValue.copy( newValue );
  7702. } else if ( key == 'overdraw' ) {
  7703. // ensure overdraw is backwards-compatable with legacy boolean type
  7704. this[ key ] = Number( newValue );
  7705. } else {
  7706. this[ key ] = newValue;
  7707. }
  7708. }
  7709. }
  7710. },
  7711. clone: function ( material ) {
  7712. if ( material === undefined ) material = new THREE.Material();
  7713. material.name = this.name;
  7714. material.side = this.side;
  7715. material.opacity = this.opacity;
  7716. material.transparent = this.transparent;
  7717. material.blending = this.blending;
  7718. material.blendSrc = this.blendSrc;
  7719. material.blendDst = this.blendDst;
  7720. material.blendEquation = this.blendEquation;
  7721. material.depthTest = this.depthTest;
  7722. material.depthWrite = this.depthWrite;
  7723. material.polygonOffset = this.polygonOffset;
  7724. material.polygonOffsetFactor = this.polygonOffsetFactor;
  7725. material.polygonOffsetUnits = this.polygonOffsetUnits;
  7726. material.alphaTest = this.alphaTest;
  7727. material.overdraw = this.overdraw;
  7728. return material;
  7729. },
  7730. dispose: function () {
  7731. this.dispatchEvent( { type: 'dispose' } );
  7732. }
  7733. };
  7734. THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
  7735. THREE.MaterialIdCount = 0;
  7736. // File:src/materials/LineBasicMaterial.js
  7737. /**
  7738. * @author mrdoob / http://mrdoob.com/
  7739. * @author alteredq / http://alteredqualia.com/
  7740. *
  7741. * parameters = {
  7742. * color: <hex>,
  7743. * opacity: <float>,
  7744. *
  7745. * blending: THREE.NormalBlending,
  7746. * depthTest: <bool>,
  7747. * depthWrite: <bool>,
  7748. *
  7749. * linewidth: <float>,
  7750. * linecap: "round",
  7751. * linejoin: "round",
  7752. *
  7753. * vertexColors: <bool>
  7754. *
  7755. * fog: <bool>
  7756. * }
  7757. */
  7758. THREE.LineBasicMaterial = function ( parameters ) {
  7759. THREE.Material.call( this );
  7760. this.color = new THREE.Color( 0xffffff );
  7761. this.linewidth = 1;
  7762. this.linecap = 'round';
  7763. this.linejoin = 'round';
  7764. this.vertexColors = THREE.NoColors;
  7765. this.fog = true;
  7766. this.setValues( parameters );
  7767. };
  7768. THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  7769. THREE.LineBasicMaterial.prototype.clone = function () {
  7770. var material = new THREE.LineBasicMaterial();
  7771. THREE.Material.prototype.clone.call( this, material );
  7772. material.color.copy( this.color );
  7773. material.linewidth = this.linewidth;
  7774. material.linecap = this.linecap;
  7775. material.linejoin = this.linejoin;
  7776. material.vertexColors = this.vertexColors;
  7777. material.fog = this.fog;
  7778. return material;
  7779. };
  7780. // File:src/materials/LineDashedMaterial.js
  7781. /**
  7782. * @author alteredq / http://alteredqualia.com/
  7783. *
  7784. * parameters = {
  7785. * color: <hex>,
  7786. * opacity: <float>,
  7787. *
  7788. * blending: THREE.NormalBlending,
  7789. * depthTest: <bool>,
  7790. * depthWrite: <bool>,
  7791. *
  7792. * linewidth: <float>,
  7793. *
  7794. * scale: <float>,
  7795. * dashSize: <float>,
  7796. * gapSize: <float>,
  7797. *
  7798. * vertexColors: <bool>
  7799. *
  7800. * fog: <bool>
  7801. * }
  7802. */
  7803. THREE.LineDashedMaterial = function ( parameters ) {
  7804. THREE.Material.call( this );
  7805. this.color = new THREE.Color( 0xffffff );
  7806. this.linewidth = 1;
  7807. this.scale = 1;
  7808. this.dashSize = 3;
  7809. this.gapSize = 1;
  7810. this.vertexColors = false;
  7811. this.fog = true;
  7812. this.setValues( parameters );
  7813. };
  7814. THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
  7815. THREE.LineDashedMaterial.prototype.clone = function () {
  7816. var material = new THREE.LineDashedMaterial();
  7817. THREE.Material.prototype.clone.call( this, material );
  7818. material.color.copy( this.color );
  7819. material.linewidth = this.linewidth;
  7820. material.scale = this.scale;
  7821. material.dashSize = this.dashSize;
  7822. material.gapSize = this.gapSize;
  7823. material.vertexColors = this.vertexColors;
  7824. material.fog = this.fog;
  7825. return material;
  7826. };
  7827. // File:src/materials/MeshBasicMaterial.js
  7828. /**
  7829. * @author mrdoob / http://mrdoob.com/
  7830. * @author alteredq / http://alteredqualia.com/
  7831. *
  7832. * parameters = {
  7833. * color: <hex>,
  7834. * opacity: <float>,
  7835. * map: new THREE.Texture( <Image> ),
  7836. *
  7837. * lightMap: new THREE.Texture( <Image> ),
  7838. *
  7839. * specularMap: new THREE.Texture( <Image> ),
  7840. *
  7841. * alphaMap: new THREE.Texture( <Image> ),
  7842. *
  7843. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  7844. * combine: THREE.Multiply,
  7845. * reflectivity: <float>,
  7846. * refractionRatio: <float>,
  7847. *
  7848. * shading: THREE.SmoothShading,
  7849. * blending: THREE.NormalBlending,
  7850. * depthTest: <bool>,
  7851. * depthWrite: <bool>,
  7852. *
  7853. * wireframe: <boolean>,
  7854. * wireframeLinewidth: <float>,
  7855. *
  7856. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  7857. *
  7858. * skinning: <bool>,
  7859. * morphTargets: <bool>,
  7860. *
  7861. * fog: <bool>
  7862. * }
  7863. */
  7864. THREE.MeshBasicMaterial = function ( parameters ) {
  7865. THREE.Material.call( this );
  7866. this.color = new THREE.Color( 0xffffff ); // emissive
  7867. this.map = null;
  7868. this.lightMap = null;
  7869. this.specularMap = null;
  7870. this.alphaMap = null;
  7871. this.envMap = null;
  7872. this.combine = THREE.MultiplyOperation;
  7873. this.reflectivity = 1;
  7874. this.refractionRatio = 0.98;
  7875. this.fog = true;
  7876. this.shading = THREE.SmoothShading;
  7877. this.wireframe = false;
  7878. this.wireframeLinewidth = 1;
  7879. this.wireframeLinecap = 'round';
  7880. this.wireframeLinejoin = 'round';
  7881. this.vertexColors = THREE.NoColors;
  7882. this.skinning = false;
  7883. this.morphTargets = false;
  7884. this.setValues( parameters );
  7885. };
  7886. THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  7887. THREE.MeshBasicMaterial.prototype.clone = function () {
  7888. var material = new THREE.MeshBasicMaterial();
  7889. THREE.Material.prototype.clone.call( this, material );
  7890. material.color.copy( this.color );
  7891. material.map = this.map;
  7892. material.lightMap = this.lightMap;
  7893. material.specularMap = this.specularMap;
  7894. material.alphaMap = this.alphaMap;
  7895. material.envMap = this.envMap;
  7896. material.combine = this.combine;
  7897. material.reflectivity = this.reflectivity;
  7898. material.refractionRatio = this.refractionRatio;
  7899. material.fog = this.fog;
  7900. material.shading = this.shading;
  7901. material.wireframe = this.wireframe;
  7902. material.wireframeLinewidth = this.wireframeLinewidth;
  7903. material.wireframeLinecap = this.wireframeLinecap;
  7904. material.wireframeLinejoin = this.wireframeLinejoin;
  7905. material.vertexColors = this.vertexColors;
  7906. material.skinning = this.skinning;
  7907. material.morphTargets = this.morphTargets;
  7908. return material;
  7909. };
  7910. // File:src/materials/MeshLambertMaterial.js
  7911. /**
  7912. * @author mrdoob / http://mrdoob.com/
  7913. * @author alteredq / http://alteredqualia.com/
  7914. *
  7915. * parameters = {
  7916. * color: <hex>,
  7917. * ambient: <hex>,
  7918. * emissive: <hex>,
  7919. * opacity: <float>,
  7920. *
  7921. * map: new THREE.Texture( <Image> ),
  7922. *
  7923. * lightMap: new THREE.Texture( <Image> ),
  7924. *
  7925. * specularMap: new THREE.Texture( <Image> ),
  7926. *
  7927. * alphaMap: new THREE.Texture( <Image> ),
  7928. *
  7929. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  7930. * combine: THREE.Multiply,
  7931. * reflectivity: <float>,
  7932. * refractionRatio: <float>,
  7933. *
  7934. * shading: THREE.SmoothShading,
  7935. * blending: THREE.NormalBlending,
  7936. * depthTest: <bool>,
  7937. * depthWrite: <bool>,
  7938. *
  7939. * wireframe: <boolean>,
  7940. * wireframeLinewidth: <float>,
  7941. *
  7942. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  7943. *
  7944. * skinning: <bool>,
  7945. * morphTargets: <bool>,
  7946. * morphNormals: <bool>,
  7947. *
  7948. * fog: <bool>
  7949. * }
  7950. */
  7951. THREE.MeshLambertMaterial = function ( parameters ) {
  7952. THREE.Material.call( this );
  7953. this.color = new THREE.Color( 0xffffff ); // diffuse
  7954. this.ambient = new THREE.Color( 0xffffff );
  7955. this.emissive = new THREE.Color( 0x000000 );
  7956. this.wrapAround = false;
  7957. this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
  7958. this.map = null;
  7959. this.lightMap = null;
  7960. this.specularMap = null;
  7961. this.alphaMap = null;
  7962. this.envMap = null;
  7963. this.combine = THREE.MultiplyOperation;
  7964. this.reflectivity = 1;
  7965. this.refractionRatio = 0.98;
  7966. this.fog = true;
  7967. this.shading = THREE.SmoothShading;
  7968. this.wireframe = false;
  7969. this.wireframeLinewidth = 1;
  7970. this.wireframeLinecap = 'round';
  7971. this.wireframeLinejoin = 'round';
  7972. this.vertexColors = THREE.NoColors;
  7973. this.skinning = false;
  7974. this.morphTargets = false;
  7975. this.morphNormals = false;
  7976. this.setValues( parameters );
  7977. };
  7978. THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
  7979. THREE.MeshLambertMaterial.prototype.clone = function () {
  7980. var material = new THREE.MeshLambertMaterial();
  7981. THREE.Material.prototype.clone.call( this, material );
  7982. material.color.copy( this.color );
  7983. material.ambient.copy( this.ambient );
  7984. material.emissive.copy( this.emissive );
  7985. material.wrapAround = this.wrapAround;
  7986. material.wrapRGB.copy( this.wrapRGB );
  7987. material.map = this.map;
  7988. material.lightMap = this.lightMap;
  7989. material.specularMap = this.specularMap;
  7990. material.alphaMap = this.alphaMap;
  7991. material.envMap = this.envMap;
  7992. material.combine = this.combine;
  7993. material.reflectivity = this.reflectivity;
  7994. material.refractionRatio = this.refractionRatio;
  7995. material.fog = this.fog;
  7996. material.shading = this.shading;
  7997. material.wireframe = this.wireframe;
  7998. material.wireframeLinewidth = this.wireframeLinewidth;
  7999. material.wireframeLinecap = this.wireframeLinecap;
  8000. material.wireframeLinejoin = this.wireframeLinejoin;
  8001. material.vertexColors = this.vertexColors;
  8002. material.skinning = this.skinning;
  8003. material.morphTargets = this.morphTargets;
  8004. material.morphNormals = this.morphNormals;
  8005. return material;
  8006. };
  8007. // File:src/materials/MeshPhongMaterial.js
  8008. /**
  8009. * @author mrdoob / http://mrdoob.com/
  8010. * @author alteredq / http://alteredqualia.com/
  8011. *
  8012. * parameters = {
  8013. * color: <hex>,
  8014. * ambient: <hex>,
  8015. * emissive: <hex>,
  8016. * specular: <hex>,
  8017. * shininess: <float>,
  8018. * opacity: <float>,
  8019. *
  8020. * map: new THREE.Texture( <Image> ),
  8021. *
  8022. * lightMap: new THREE.Texture( <Image> ),
  8023. *
  8024. * bumpMap: new THREE.Texture( <Image> ),
  8025. * bumpScale: <float>,
  8026. *
  8027. * normalMap: new THREE.Texture( <Image> ),
  8028. * normalScale: <Vector2>,
  8029. *
  8030. * specularMap: new THREE.Texture( <Image> ),
  8031. *
  8032. * alphaMap: new THREE.Texture( <Image> ),
  8033. *
  8034. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  8035. * combine: THREE.Multiply,
  8036. * reflectivity: <float>,
  8037. * refractionRatio: <float>,
  8038. *
  8039. * shading: THREE.SmoothShading,
  8040. * blending: THREE.NormalBlending,
  8041. * depthTest: <bool>,
  8042. * depthWrite: <bool>,
  8043. *
  8044. * wireframe: <boolean>,
  8045. * wireframeLinewidth: <float>,
  8046. *
  8047. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  8048. *
  8049. * skinning: <bool>,
  8050. * morphTargets: <bool>,
  8051. * morphNormals: <bool>,
  8052. *
  8053. * fog: <bool>
  8054. * }
  8055. */
  8056. THREE.MeshPhongMaterial = function ( parameters ) {
  8057. THREE.Material.call( this );
  8058. this.color = new THREE.Color( 0xffffff ); // diffuse
  8059. this.ambient = new THREE.Color( 0xffffff );
  8060. this.emissive = new THREE.Color( 0x000000 );
  8061. this.specular = new THREE.Color( 0x111111 );
  8062. this.shininess = 30;
  8063. this.metal = false;
  8064. this.wrapAround = false;
  8065. this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
  8066. this.map = null;
  8067. this.lightMap = null;
  8068. this.bumpMap = null;
  8069. this.bumpScale = 1;
  8070. this.normalMap = null;
  8071. this.normalScale = new THREE.Vector2( 1, 1 );
  8072. this.specularMap = null;
  8073. this.alphaMap = null;
  8074. this.envMap = null;
  8075. this.combine = THREE.MultiplyOperation;
  8076. this.reflectivity = 1;
  8077. this.refractionRatio = 0.98;
  8078. this.fog = true;
  8079. this.shading = THREE.SmoothShading;
  8080. this.wireframe = false;
  8081. this.wireframeLinewidth = 1;
  8082. this.wireframeLinecap = 'round';
  8083. this.wireframeLinejoin = 'round';
  8084. this.vertexColors = THREE.NoColors;
  8085. this.skinning = false;
  8086. this.morphTargets = false;
  8087. this.morphNormals = false;
  8088. this.setValues( parameters );
  8089. };
  8090. THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
  8091. THREE.MeshPhongMaterial.prototype.clone = function () {
  8092. var material = new THREE.MeshPhongMaterial();
  8093. THREE.Material.prototype.clone.call( this, material );
  8094. material.color.copy( this.color );
  8095. material.ambient.copy( this.ambient );
  8096. material.emissive.copy( this.emissive );
  8097. material.specular.copy( this.specular );
  8098. material.shininess = this.shininess;
  8099. material.metal = this.metal;
  8100. material.wrapAround = this.wrapAround;
  8101. material.wrapRGB.copy( this.wrapRGB );
  8102. material.map = this.map;
  8103. material.lightMap = this.lightMap;
  8104. material.bumpMap = this.bumpMap;
  8105. material.bumpScale = this.bumpScale;
  8106. material.normalMap = this.normalMap;
  8107. material.normalScale.copy( this.normalScale );
  8108. material.specularMap = this.specularMap;
  8109. material.alphaMap = this.alphaMap;
  8110. material.envMap = this.envMap;
  8111. material.combine = this.combine;
  8112. material.reflectivity = this.reflectivity;
  8113. material.refractionRatio = this.refractionRatio;
  8114. material.fog = this.fog;
  8115. material.shading = this.shading;
  8116. material.wireframe = this.wireframe;
  8117. material.wireframeLinewidth = this.wireframeLinewidth;
  8118. material.wireframeLinecap = this.wireframeLinecap;
  8119. material.wireframeLinejoin = this.wireframeLinejoin;
  8120. material.vertexColors = this.vertexColors;
  8121. material.skinning = this.skinning;
  8122. material.morphTargets = this.morphTargets;
  8123. material.morphNormals = this.morphNormals;
  8124. return material;
  8125. };
  8126. // File:src/materials/MeshDepthMaterial.js
  8127. /**
  8128. * @author mrdoob / http://mrdoob.com/
  8129. * @author alteredq / http://alteredqualia.com/
  8130. *
  8131. * parameters = {
  8132. * opacity: <float>,
  8133. *
  8134. * blending: THREE.NormalBlending,
  8135. * depthTest: <bool>,
  8136. * depthWrite: <bool>,
  8137. *
  8138. * wireframe: <boolean>,
  8139. * wireframeLinewidth: <float>
  8140. * }
  8141. */
  8142. THREE.MeshDepthMaterial = function ( parameters ) {
  8143. THREE.Material.call( this );
  8144. this.morphTargets = false;
  8145. this.wireframe = false;
  8146. this.wireframeLinewidth = 1;
  8147. this.setValues( parameters );
  8148. };
  8149. THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
  8150. THREE.MeshDepthMaterial.prototype.clone = function () {
  8151. var material = new THREE.MeshDepthMaterial();
  8152. THREE.Material.prototype.clone.call( this, material );
  8153. material.wireframe = this.wireframe;
  8154. material.wireframeLinewidth = this.wireframeLinewidth;
  8155. return material;
  8156. };
  8157. // File:src/materials/MeshNormalMaterial.js
  8158. /**
  8159. * @author mrdoob / http://mrdoob.com/
  8160. *
  8161. * parameters = {
  8162. * opacity: <float>,
  8163. *
  8164. * shading: THREE.FlatShading,
  8165. * blending: THREE.NormalBlending,
  8166. * depthTest: <bool>,
  8167. * depthWrite: <bool>,
  8168. *
  8169. * wireframe: <boolean>,
  8170. * wireframeLinewidth: <float>
  8171. * }
  8172. */
  8173. THREE.MeshNormalMaterial = function ( parameters ) {
  8174. THREE.Material.call( this, parameters );
  8175. this.shading = THREE.FlatShading;
  8176. this.wireframe = false;
  8177. this.wireframeLinewidth = 1;
  8178. this.morphTargets = false;
  8179. this.setValues( parameters );
  8180. };
  8181. THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
  8182. THREE.MeshNormalMaterial.prototype.clone = function () {
  8183. var material = new THREE.MeshNormalMaterial();
  8184. THREE.Material.prototype.clone.call( this, material );
  8185. material.shading = this.shading;
  8186. material.wireframe = this.wireframe;
  8187. material.wireframeLinewidth = this.wireframeLinewidth;
  8188. return material;
  8189. };
  8190. // File:src/materials/MeshFaceMaterial.js
  8191. /**
  8192. * @author mrdoob / http://mrdoob.com/
  8193. */
  8194. THREE.MeshFaceMaterial = function ( materials ) {
  8195. this.materials = materials instanceof Array ? materials : [];
  8196. };
  8197. THREE.MeshFaceMaterial.prototype.clone = function () {
  8198. var material = new THREE.MeshFaceMaterial();
  8199. for ( var i = 0; i < this.materials.length; i ++ ) {
  8200. material.materials.push( this.materials[ i ].clone() );
  8201. }
  8202. return material;
  8203. };
  8204. // File:src/materials/PointCloudMaterial.js
  8205. /**
  8206. * @author mrdoob / http://mrdoob.com/
  8207. * @author alteredq / http://alteredqualia.com/
  8208. *
  8209. * parameters = {
  8210. * color: <hex>,
  8211. * opacity: <float>,
  8212. * map: new THREE.Texture( <Image> ),
  8213. *
  8214. * size: <float>,
  8215. *
  8216. * blending: THREE.NormalBlending,
  8217. * depthTest: <bool>,
  8218. * depthWrite: <bool>,
  8219. *
  8220. * vertexColors: <bool>,
  8221. *
  8222. * fog: <bool>
  8223. * }
  8224. */
  8225. THREE.PointCloudMaterial = function ( parameters ) {
  8226. THREE.Material.call( this );
  8227. this.color = new THREE.Color( 0xffffff );
  8228. this.map = null;
  8229. this.size = 1;
  8230. this.sizeAttenuation = true;
  8231. this.vertexColors = THREE.NoColors;
  8232. this.fog = true;
  8233. this.setValues( parameters );
  8234. };
  8235. THREE.PointCloudMaterial.prototype = Object.create( THREE.Material.prototype );
  8236. THREE.PointCloudMaterial.prototype.clone = function () {
  8237. var material = new THREE.PointCloudMaterial();
  8238. THREE.Material.prototype.clone.call( this, material );
  8239. material.color.copy( this.color );
  8240. material.map = this.map;
  8241. material.size = this.size;
  8242. material.sizeAttenuation = this.sizeAttenuation;
  8243. material.vertexColors = this.vertexColors;
  8244. material.fog = this.fog;
  8245. return material;
  8246. };
  8247. // backwards compatibility
  8248. THREE.ParticleBasicMaterial = function ( parameters ) {
  8249. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.' );
  8250. return new THREE.PointCloudMaterial( parameters );
  8251. };
  8252. THREE.ParticleSystemMaterial = function ( parameters ) {
  8253. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.' );
  8254. return new THREE.PointCloudMaterial( parameters );
  8255. };
  8256. // File:src/materials/ShaderMaterial.js
  8257. /**
  8258. * @author alteredq / http://alteredqualia.com/
  8259. *
  8260. * parameters = {
  8261. * defines: { "label" : "value" },
  8262. * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
  8263. *
  8264. * fragmentShader: <string>,
  8265. * vertexShader: <string>,
  8266. *
  8267. * shading: THREE.SmoothShading,
  8268. * blending: THREE.NormalBlending,
  8269. * depthTest: <bool>,
  8270. * depthWrite: <bool>,
  8271. *
  8272. * wireframe: <boolean>,
  8273. * wireframeLinewidth: <float>,
  8274. *
  8275. * lights: <bool>,
  8276. *
  8277. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  8278. *
  8279. * skinning: <bool>,
  8280. * morphTargets: <bool>,
  8281. * morphNormals: <bool>,
  8282. *
  8283. * fog: <bool>
  8284. * }
  8285. */
  8286. THREE.ShaderMaterial = function ( parameters ) {
  8287. THREE.Material.call( this );
  8288. this.defines = {};
  8289. this.uniforms = {};
  8290. this.attributes = null;
  8291. this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
  8292. this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
  8293. this.shading = THREE.SmoothShading;
  8294. this.linewidth = 1;
  8295. this.wireframe = false;
  8296. this.wireframeLinewidth = 1;
  8297. this.fog = false; // set to use scene fog
  8298. this.lights = false; // set to use scene lights
  8299. this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
  8300. this.skinning = false; // set to use skinning attribute streams
  8301. this.morphTargets = false; // set to use morph targets
  8302. this.morphNormals = false; // set to use morph normals
  8303. // When rendered geometry doesn't include these attributes but the material does,
  8304. // use these default values in WebGL. This avoids errors when buffer data is missing.
  8305. this.defaultAttributeValues = {
  8306. 'color': [ 1, 1, 1 ],
  8307. 'uv': [ 0, 0 ],
  8308. 'uv2': [ 0, 0 ]
  8309. };
  8310. this.index0AttributeName = undefined;
  8311. this.setValues( parameters );
  8312. };
  8313. THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
  8314. THREE.ShaderMaterial.prototype.clone = function () {
  8315. var material = new THREE.ShaderMaterial();
  8316. THREE.Material.prototype.clone.call( this, material );
  8317. material.fragmentShader = this.fragmentShader;
  8318. material.vertexShader = this.vertexShader;
  8319. material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
  8320. material.attributes = this.attributes;
  8321. material.defines = this.defines;
  8322. material.shading = this.shading;
  8323. material.wireframe = this.wireframe;
  8324. material.wireframeLinewidth = this.wireframeLinewidth;
  8325. material.fog = this.fog;
  8326. material.lights = this.lights;
  8327. material.vertexColors = this.vertexColors;
  8328. material.skinning = this.skinning;
  8329. material.morphTargets = this.morphTargets;
  8330. material.morphNormals = this.morphNormals;
  8331. return material;
  8332. };
  8333. // File:src/materials/RawShaderMaterial.js
  8334. /**
  8335. * @author mrdoob / http://mrdoob.com/
  8336. */
  8337. THREE.RawShaderMaterial = function ( parameters ) {
  8338. THREE.ShaderMaterial.call( this, parameters );
  8339. };
  8340. THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
  8341. THREE.RawShaderMaterial.prototype.clone = function () {
  8342. var material = new THREE.RawShaderMaterial();
  8343. THREE.ShaderMaterial.prototype.clone.call( this, material );
  8344. return material;
  8345. };
  8346. // File:src/materials/SpriteMaterial.js
  8347. /**
  8348. * @author alteredq / http://alteredqualia.com/
  8349. *
  8350. * parameters = {
  8351. * color: <hex>,
  8352. * opacity: <float>,
  8353. * map: new THREE.Texture( <Image> ),
  8354. *
  8355. * blending: THREE.NormalBlending,
  8356. * depthTest: <bool>,
  8357. * depthWrite: <bool>,
  8358. *
  8359. * uvOffset: new THREE.Vector2(),
  8360. * uvScale: new THREE.Vector2(),
  8361. *
  8362. * fog: <bool>
  8363. * }
  8364. */
  8365. THREE.SpriteMaterial = function ( parameters ) {
  8366. THREE.Material.call( this );
  8367. // defaults
  8368. this.color = new THREE.Color( 0xffffff );
  8369. this.map = null;
  8370. this.rotation = 0;
  8371. this.fog = false;
  8372. // set parameters
  8373. this.setValues( parameters );
  8374. };
  8375. THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
  8376. THREE.SpriteMaterial.prototype.clone = function () {
  8377. var material = new THREE.SpriteMaterial();
  8378. THREE.Material.prototype.clone.call( this, material );
  8379. material.color.copy( this.color );
  8380. material.map = this.map;
  8381. material.rotation = this.rotation;
  8382. material.fog = this.fog;
  8383. return material;
  8384. };
  8385. // File:src/materials/SpriteCanvasMaterial.js
  8386. /**
  8387. * @author mrdoob / http://mrdoob.com/
  8388. *
  8389. * parameters = {
  8390. * color: <hex>,
  8391. * program: <function>,
  8392. * opacity: <float>,
  8393. * blending: THREE.NormalBlending
  8394. * }
  8395. */
  8396. THREE.SpriteCanvasMaterial = function ( parameters ) {
  8397. THREE.Material.call( this );
  8398. this.color = new THREE.Color( 0xffffff );
  8399. this.program = function ( context, color ) {};
  8400. this.setValues( parameters );
  8401. };
  8402. THREE.SpriteCanvasMaterial.prototype = Object.create( THREE.Material.prototype );
  8403. THREE.SpriteCanvasMaterial.prototype.clone = function () {
  8404. var material = new THREE.SpriteCanvasMaterial();
  8405. THREE.Material.prototype.clone.call( this, material );
  8406. material.color.copy( this.color );
  8407. material.program = this.program;
  8408. return material;
  8409. };
  8410. // backwards compatibility
  8411. THREE.ParticleCanvasMaterial = THREE.SpriteCanvasMaterial;
  8412. // File:src/textures/Texture.js
  8413. /**
  8414. * @author mrdoob / http://mrdoob.com/
  8415. * @author alteredq / http://alteredqualia.com/
  8416. * @author szimek / https://github.com/szimek/
  8417. */
  8418. THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  8419. this.id = THREE.TextureIdCount ++;
  8420. this.uuid = THREE.Math.generateUUID();
  8421. this.name = '';
  8422. this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE;
  8423. this.mipmaps = [];
  8424. this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING;
  8425. this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
  8426. this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
  8427. this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
  8428. this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
  8429. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  8430. this.format = format !== undefined ? format : THREE.RGBAFormat;
  8431. this.type = type !== undefined ? type : THREE.UnsignedByteType;
  8432. this.offset = new THREE.Vector2( 0, 0 );
  8433. this.repeat = new THREE.Vector2( 1, 1 );
  8434. this.generateMipmaps = true;
  8435. this.premultiplyAlpha = false;
  8436. this.flipY = true;
  8437. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  8438. this._needsUpdate = false;
  8439. this.onUpdate = null;
  8440. };
  8441. THREE.Texture.DEFAULT_IMAGE = undefined;
  8442. THREE.Texture.DEFAULT_MAPPING = new THREE.UVMapping();
  8443. THREE.Texture.prototype = {
  8444. constructor: THREE.Texture,
  8445. get needsUpdate () {
  8446. return this._needsUpdate;
  8447. },
  8448. set needsUpdate ( value ) {
  8449. if ( value === true ) this.update();
  8450. this._needsUpdate = value;
  8451. },
  8452. clone: function ( texture ) {
  8453. if ( texture === undefined ) texture = new THREE.Texture();
  8454. texture.image = this.image;
  8455. texture.mipmaps = this.mipmaps.slice( 0 );
  8456. texture.mapping = this.mapping;
  8457. texture.wrapS = this.wrapS;
  8458. texture.wrapT = this.wrapT;
  8459. texture.magFilter = this.magFilter;
  8460. texture.minFilter = this.minFilter;
  8461. texture.anisotropy = this.anisotropy;
  8462. texture.format = this.format;
  8463. texture.type = this.type;
  8464. texture.offset.copy( this.offset );
  8465. texture.repeat.copy( this.repeat );
  8466. texture.generateMipmaps = this.generateMipmaps;
  8467. texture.premultiplyAlpha = this.premultiplyAlpha;
  8468. texture.flipY = this.flipY;
  8469. texture.unpackAlignment = this.unpackAlignment;
  8470. return texture;
  8471. },
  8472. update: function () {
  8473. this.dispatchEvent( { type: 'update' } );
  8474. },
  8475. dispose: function () {
  8476. this.dispatchEvent( { type: 'dispose' } );
  8477. }
  8478. };
  8479. THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
  8480. THREE.TextureIdCount = 0;
  8481. // File:src/textures/CubeTexture.js
  8482. /**
  8483. * @author mrdoob / http://mrdoob.com/
  8484. */
  8485. THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  8486. THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8487. this.images = images;
  8488. };
  8489. THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype );
  8490. THREE.CubeTexture.clone = function ( texture ) {
  8491. if ( texture === undefined ) texture = new THREE.CubeTexture();
  8492. THREE.Texture.prototype.clone.call( this, texture );
  8493. texture.images = this.images;
  8494. return texture;
  8495. };
  8496. // File:src/textures/CompressedTexture.js
  8497. /**
  8498. * @author alteredq / http://alteredqualia.com/
  8499. */
  8500. THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
  8501. THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8502. this.image = { width: width, height: height };
  8503. this.mipmaps = mipmaps;
  8504. this.generateMipmaps = false; // WebGL currently can't generate mipmaps for compressed textures, they must be embedded in DDS file
  8505. };
  8506. THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
  8507. THREE.CompressedTexture.prototype.clone = function () {
  8508. var texture = new THREE.CompressedTexture();
  8509. THREE.Texture.prototype.clone.call( this, texture );
  8510. return texture;
  8511. };
  8512. // File:src/textures/DataTexture.js
  8513. /**
  8514. * @author alteredq / http://alteredqualia.com/
  8515. */
  8516. THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
  8517. THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8518. this.image = { data: data, width: width, height: height };
  8519. };
  8520. THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
  8521. THREE.DataTexture.prototype.clone = function () {
  8522. var texture = new THREE.DataTexture();
  8523. THREE.Texture.prototype.clone.call( this, texture );
  8524. return texture;
  8525. };
  8526. // File:src/objects/Group.js
  8527. /**
  8528. * @author mrdoob / http://mrdoob.com/
  8529. */
  8530. THREE.Group = function () {
  8531. THREE.Object3D.call( this );
  8532. };
  8533. THREE.Group.prototype = Object.create( THREE.Object3D.prototype );
  8534. // File:src/objects/PointCloud.js
  8535. /**
  8536. * @author alteredq / http://alteredqualia.com/
  8537. */
  8538. THREE.PointCloud = function ( geometry, material ) {
  8539. THREE.Object3D.call( this );
  8540. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8541. this.material = material !== undefined ? material : new THREE.PointCloudMaterial( { color: Math.random() * 0xffffff } );
  8542. this.sortParticles = false;
  8543. };
  8544. THREE.PointCloud.prototype = Object.create( THREE.Object3D.prototype );
  8545. THREE.PointCloud.prototype.raycast = ( function () {
  8546. var inverseMatrix = new THREE.Matrix4();
  8547. var ray = new THREE.Ray();
  8548. return function ( raycaster, intersects ) {
  8549. var object = this;
  8550. var geometry = object.geometry;
  8551. var threshold = raycaster.params.PointCloud.threshold;
  8552. inverseMatrix.getInverse( this.matrixWorld );
  8553. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8554. if ( geometry.boundingBox !== null ) {
  8555. if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
  8556. return;
  8557. }
  8558. }
  8559. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  8560. var position = new THREE.Vector3();
  8561. var testPoint = function ( point, index ) {
  8562. var rayPointDistance = ray.distanceToPoint( point );
  8563. if ( rayPointDistance < localThreshold ) {
  8564. var intersectPoint = ray.closestPointToPoint( point );
  8565. intersectPoint.applyMatrix4( object.matrixWorld );
  8566. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  8567. intersects.push( {
  8568. distance: distance,
  8569. distanceToRay: rayPointDistance,
  8570. point: intersectPoint.clone(),
  8571. index: index,
  8572. face: null,
  8573. object: object
  8574. } );
  8575. }
  8576. };
  8577. if ( geometry instanceof THREE.BufferGeometry ) {
  8578. var attributes = geometry.attributes;
  8579. var positions = attributes.position.array;
  8580. if ( attributes.index !== undefined ) {
  8581. var indices = attributes.index.array;
  8582. var offsets = geometry.offsets;
  8583. if ( offsets.length === 0 ) {
  8584. var offset = {
  8585. start: 0,
  8586. count: indices.length,
  8587. index: 0
  8588. };
  8589. offsets = [ offset ];
  8590. }
  8591. for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
  8592. var start = offsets[ oi ].start;
  8593. var count = offsets[ oi ].count;
  8594. var index = offsets[ oi ].index;
  8595. for ( var i = start, il = start + count; i < il; i ++ ) {
  8596. var a = index + indices[ i ];
  8597. position.set(
  8598. positions[ a * 3 ],
  8599. positions[ a * 3 + 1 ],
  8600. positions[ a * 3 + 2 ]
  8601. );
  8602. testPoint( position, a );
  8603. }
  8604. }
  8605. } else {
  8606. var pointCount = positions.length / 3;
  8607. for ( var i = 0; i < pointCount; i ++ ) {
  8608. position.set(
  8609. positions[ 3 * i ],
  8610. positions[ 3 * i + 1 ],
  8611. positions[ 3 * i + 2 ]
  8612. );
  8613. testPoint( position, i );
  8614. }
  8615. }
  8616. } else {
  8617. var vertices = this.geometry.vertices;
  8618. for ( var i = 0; i < vertices.length; i ++ ) {
  8619. testPoint( vertices[ i ], i );
  8620. }
  8621. }
  8622. };
  8623. }() );
  8624. THREE.PointCloud.prototype.clone = function ( object ) {
  8625. if ( object === undefined ) object = new THREE.PointCloud( this.geometry, this.material );
  8626. object.sortParticles = this.sortParticles;
  8627. THREE.Object3D.prototype.clone.call( this, object );
  8628. return object;
  8629. };
  8630. // Backwards compatibility
  8631. THREE.ParticleSystem = function ( geometry, material ) {
  8632. console.warn( 'THREE.ParticleSystem has been renamed to THREE.PointCloud.' );
  8633. return new THREE.PointCloud( geometry, material );
  8634. };
  8635. // File:src/objects/Line.js
  8636. /**
  8637. * @author mrdoob / http://mrdoob.com/
  8638. */
  8639. THREE.Line = function ( geometry, material, type ) {
  8640. THREE.Object3D.call( this );
  8641. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8642. this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
  8643. this.type = ( type !== undefined ) ? type : THREE.LineStrip;
  8644. };
  8645. THREE.LineStrip = 0;
  8646. THREE.LinePieces = 1;
  8647. THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
  8648. THREE.Line.prototype.raycast = ( function () {
  8649. var inverseMatrix = new THREE.Matrix4();
  8650. var ray = new THREE.Ray();
  8651. var sphere = new THREE.Sphere();
  8652. return function ( raycaster, intersects ) {
  8653. var precision = raycaster.linePrecision;
  8654. var precisionSq = precision * precision;
  8655. var geometry = this.geometry;
  8656. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8657. // Checking boundingSphere distance to ray
  8658. sphere.copy( geometry.boundingSphere );
  8659. sphere.applyMatrix4( this.matrixWorld );
  8660. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  8661. return;
  8662. }
  8663. inverseMatrix.getInverse( this.matrixWorld );
  8664. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8665. /* if ( geometry instanceof THREE.BufferGeometry ) {
  8666. } else */ if ( geometry instanceof THREE.Geometry ) {
  8667. var vertices = geometry.vertices;
  8668. var nbVertices = vertices.length;
  8669. var interSegment = new THREE.Vector3();
  8670. var interRay = new THREE.Vector3();
  8671. var step = this.type === THREE.LineStrip ? 1 : 2;
  8672. for ( var i = 0; i < nbVertices - 1; i = i + step ) {
  8673. var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  8674. if ( distSq > precisionSq ) continue;
  8675. var distance = ray.origin.distanceTo( interRay );
  8676. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  8677. intersects.push( {
  8678. distance: distance,
  8679. // What do we want? intersection point on the ray or on the segment??
  8680. // point: raycaster.ray.at( distance ),
  8681. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  8682. face: null,
  8683. faceIndex: null,
  8684. object: this
  8685. } );
  8686. }
  8687. }
  8688. };
  8689. }() );
  8690. THREE.Line.prototype.clone = function ( object ) {
  8691. if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );
  8692. THREE.Object3D.prototype.clone.call( this, object );
  8693. return object;
  8694. };
  8695. // File:src/objects/Mesh.js
  8696. /**
  8697. * @author mrdoob / http://mrdoob.com/
  8698. * @author alteredq / http://alteredqualia.com/
  8699. * @author mikael emtinger / http://gomo.se/
  8700. * @author jonobr1 / http://jonobr1.com/
  8701. */
  8702. THREE.Mesh = function ( geometry, material ) {
  8703. THREE.Object3D.call( this );
  8704. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8705. this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  8706. this.updateMorphTargets();
  8707. };
  8708. THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
  8709. THREE.Mesh.prototype.updateMorphTargets = function () {
  8710. if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {
  8711. this.morphTargetBase = - 1;
  8712. this.morphTargetForcedOrder = [];
  8713. this.morphTargetInfluences = [];
  8714. this.morphTargetDictionary = {};
  8715. for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
  8716. this.morphTargetInfluences.push( 0 );
  8717. this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
  8718. }
  8719. }
  8720. };
  8721. THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
  8722. if ( this.morphTargetDictionary[ name ] !== undefined ) {
  8723. return this.morphTargetDictionary[ name ];
  8724. }
  8725. console.log( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' );
  8726. return 0;
  8727. };
  8728. THREE.Mesh.prototype.raycast = ( function () {
  8729. var inverseMatrix = new THREE.Matrix4();
  8730. var ray = new THREE.Ray();
  8731. var sphere = new THREE.Sphere();
  8732. var vA = new THREE.Vector3();
  8733. var vB = new THREE.Vector3();
  8734. var vC = new THREE.Vector3();
  8735. return function ( raycaster, intersects ) {
  8736. var geometry = this.geometry;
  8737. // Checking boundingSphere distance to ray
  8738. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8739. sphere.copy( geometry.boundingSphere );
  8740. sphere.applyMatrix4( this.matrixWorld );
  8741. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  8742. return;
  8743. }
  8744. // Check boundingBox before continuing
  8745. inverseMatrix.getInverse( this.matrixWorld );
  8746. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8747. if ( geometry.boundingBox !== null ) {
  8748. if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
  8749. return;
  8750. }
  8751. }
  8752. if ( geometry instanceof THREE.BufferGeometry ) {
  8753. var material = this.material;
  8754. if ( material === undefined ) return;
  8755. var attributes = geometry.attributes;
  8756. var a, b, c;
  8757. var precision = raycaster.precision;
  8758. if ( attributes.index !== undefined ) {
  8759. var indices = attributes.index.array;
  8760. var positions = attributes.position.array;
  8761. var offsets = geometry.offsets;
  8762. if ( offsets.length === 0 ) {
  8763. offsets = [ { start: 0, count: indices.length, index: 0 } ];
  8764. }
  8765. for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
  8766. var start = offsets[ oi ].start;
  8767. var count = offsets[ oi ].count;
  8768. var index = offsets[ oi ].index;
  8769. for ( var i = start, il = start + count; i < il; i += 3 ) {
  8770. a = index + indices[ i ];
  8771. b = index + indices[ i + 1 ];
  8772. c = index + indices[ i + 2 ];
  8773. vA.set(
  8774. positions[ a * 3 ],
  8775. positions[ a * 3 + 1 ],
  8776. positions[ a * 3 + 2 ]
  8777. );
  8778. vB.set(
  8779. positions[ b * 3 ],
  8780. positions[ b * 3 + 1 ],
  8781. positions[ b * 3 + 2 ]
  8782. );
  8783. vC.set(
  8784. positions[ c * 3 ],
  8785. positions[ c * 3 + 1 ],
  8786. positions[ c * 3 + 2 ]
  8787. );
  8788. if ( material.side === THREE.BackSide ) {
  8789. var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
  8790. } else {
  8791. var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
  8792. }
  8793. if ( intersectionPoint === null ) continue;
  8794. intersectionPoint.applyMatrix4( this.matrixWorld );
  8795. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  8796. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  8797. intersects.push( {
  8798. distance: distance,
  8799. point: intersectionPoint,
  8800. face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
  8801. faceIndex: null,
  8802. object: this
  8803. } );
  8804. }
  8805. }
  8806. } else {
  8807. var positions = attributes.position.array;
  8808. for ( var i = 0, j = 0, il = positions.length; i < il; i += 3, j += 9 ) {
  8809. a = i;
  8810. b = i + 1;
  8811. c = i + 2;
  8812. vA.set(
  8813. positions[ j ],
  8814. positions[ j + 1 ],
  8815. positions[ j + 2 ]
  8816. );
  8817. vB.set(
  8818. positions[ j + 3 ],
  8819. positions[ j + 4 ],
  8820. positions[ j + 5 ]
  8821. );
  8822. vC.set(
  8823. positions[ j + 6 ],
  8824. positions[ j + 7 ],
  8825. positions[ j + 8 ]
  8826. );
  8827. if ( material.side === THREE.BackSide ) {
  8828. var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
  8829. } else {
  8830. var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
  8831. }
  8832. if ( intersectionPoint === null ) continue;
  8833. intersectionPoint.applyMatrix4( this.matrixWorld );
  8834. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  8835. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  8836. intersects.push( {
  8837. distance: distance,
  8838. point: intersectionPoint,
  8839. face: new THREE.Face3( a, b, c, THREE.Triangle.normal( vA, vB, vC ) ),
  8840. faceIndex: null,
  8841. object: this
  8842. } );
  8843. }
  8844. }
  8845. } else if ( geometry instanceof THREE.Geometry ) {
  8846. var isFaceMaterial = this.material instanceof THREE.MeshFaceMaterial;
  8847. var objectMaterials = isFaceMaterial === true ? this.material.materials : null;
  8848. var a, b, c, d;
  8849. var precision = raycaster.precision;
  8850. var vertices = geometry.vertices;
  8851. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  8852. var face = geometry.faces[ f ];
  8853. var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : this.material;
  8854. if ( material === undefined ) continue;
  8855. a = vertices[ face.a ];
  8856. b = vertices[ face.b ];
  8857. c = vertices[ face.c ];
  8858. if ( material.morphTargets === true ) {
  8859. var morphTargets = geometry.morphTargets;
  8860. var morphInfluences = this.morphTargetInfluences;
  8861. vA.set( 0, 0, 0 );
  8862. vB.set( 0, 0, 0 );
  8863. vC.set( 0, 0, 0 );
  8864. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  8865. var influence = morphInfluences[ t ];
  8866. if ( influence === 0 ) continue;
  8867. var targets = morphTargets[ t ].vertices;
  8868. vA.x += ( targets[ face.a ].x - a.x ) * influence;
  8869. vA.y += ( targets[ face.a ].y - a.y ) * influence;
  8870. vA.z += ( targets[ face.a ].z - a.z ) * influence;
  8871. vB.x += ( targets[ face.b ].x - b.x ) * influence;
  8872. vB.y += ( targets[ face.b ].y - b.y ) * influence;
  8873. vB.z += ( targets[ face.b ].z - b.z ) * influence;
  8874. vC.x += ( targets[ face.c ].x - c.x ) * influence;
  8875. vC.y += ( targets[ face.c ].y - c.y ) * influence;
  8876. vC.z += ( targets[ face.c ].z - c.z ) * influence;
  8877. }
  8878. vA.add( a );
  8879. vB.add( b );
  8880. vC.add( c );
  8881. a = vA;
  8882. b = vB;
  8883. c = vC;
  8884. }
  8885. if ( material.side === THREE.BackSide ) {
  8886. var intersectionPoint = ray.intersectTriangle( c, b, a, true );
  8887. } else {
  8888. var intersectionPoint = ray.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
  8889. }
  8890. if ( intersectionPoint === null ) continue;
  8891. intersectionPoint.applyMatrix4( this.matrixWorld );
  8892. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  8893. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  8894. intersects.push( {
  8895. distance: distance,
  8896. point: intersectionPoint,
  8897. face: face,
  8898. faceIndex: f,
  8899. object: this
  8900. } );
  8901. }
  8902. }
  8903. };
  8904. }() );
  8905. THREE.Mesh.prototype.clone = function ( object, recursive ) {
  8906. if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
  8907. THREE.Object3D.prototype.clone.call( this, object, recursive );
  8908. return object;
  8909. };
  8910. // File:src/objects/Bone.js
  8911. /**
  8912. * @author mikael emtinger / http://gomo.se/
  8913. * @author alteredq / http://alteredqualia.com/
  8914. * @author ikerr / http://verold.com
  8915. */
  8916. THREE.Bone = function ( belongsToSkin ) {
  8917. THREE.Object3D.call( this );
  8918. this.skin = belongsToSkin;
  8919. };
  8920. THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
  8921. // File:src/objects/Skeleton.js
  8922. /**
  8923. * @author mikael emtinger / http://gomo.se/
  8924. * @author alteredq / http://alteredqualia.com/
  8925. * @author michael guerrero / http://realitymeltdown.com
  8926. * @author ikerr / http://verold.com
  8927. */
  8928. THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) {
  8929. this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
  8930. this.identityMatrix = new THREE.Matrix4();
  8931. // copy the bone array
  8932. bones = bones || [];
  8933. this.bones = bones.slice( 0 );
  8934. // create a bone texture or an array of floats
  8935. if ( this.useVertexTexture ) {
  8936. // layout (1 matrix = 4 pixels)
  8937. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  8938. // with 8x8 pixel texture max 16 bones (8 * 8 / 4)
  8939. // 16x16 pixel texture max 64 bones (16 * 16 / 4)
  8940. // 32x32 pixel texture max 256 bones (32 * 32 / 4)
  8941. // 64x64 pixel texture max 1024 bones (64 * 64 / 4)
  8942. var size;
  8943. if ( this.bones.length > 256 )
  8944. size = 64;
  8945. else if ( this.bones.length > 64 )
  8946. size = 32;
  8947. else if ( this.bones.length > 16 )
  8948. size = 16;
  8949. else
  8950. size = 8;
  8951. this.boneTextureWidth = size;
  8952. this.boneTextureHeight = size;
  8953. this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
  8954. this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
  8955. this.boneTexture.minFilter = THREE.NearestFilter;
  8956. this.boneTexture.magFilter = THREE.NearestFilter;
  8957. this.boneTexture.generateMipmaps = false;
  8958. this.boneTexture.flipY = false;
  8959. } else {
  8960. this.boneMatrices = new Float32Array( 16 * this.bones.length );
  8961. }
  8962. // use the supplied bone inverses or calculate the inverses
  8963. if ( boneInverses === undefined ) {
  8964. this.calculateInverses();
  8965. } else {
  8966. if ( this.bones.length === boneInverses.length ) {
  8967. this.boneInverses = boneInverses.slice( 0 );
  8968. } else {
  8969. console.warn( 'THREE.Skeleton bonInverses is the wrong length.' );
  8970. this.boneInverses = [];
  8971. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  8972. this.boneInverses.push( new THREE.Matrix4() );
  8973. }
  8974. }
  8975. }
  8976. };
  8977. THREE.Skeleton.prototype.calculateInverses = function () {
  8978. this.boneInverses = [];
  8979. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  8980. var inverse = new THREE.Matrix4();
  8981. if ( this.bones[ b ] ) {
  8982. inverse.getInverse( this.bones[ b ].matrixWorld );
  8983. }
  8984. this.boneInverses.push( inverse );
  8985. }
  8986. };
  8987. THREE.Skeleton.prototype.pose = function () {
  8988. var bone;
  8989. // recover the bind-time world matrices
  8990. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  8991. bone = this.bones[ b ];
  8992. if ( bone ) {
  8993. bone.matrixWorld.getInverse( this.boneInverses[ b ] );
  8994. }
  8995. }
  8996. // compute the local matrices, positions, rotations and scales
  8997. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  8998. bone = this.bones[ b ];
  8999. if ( bone ) {
  9000. if ( bone.parent ) {
  9001. bone.matrix.getInverse( bone.parent.matrixWorld );
  9002. bone.matrix.multiply( bone.matrixWorld );
  9003. } else {
  9004. bone.matrix.copy( bone.matrixWorld );
  9005. }
  9006. bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
  9007. }
  9008. }
  9009. };
  9010. THREE.Skeleton.prototype.update = ( function () {
  9011. var offsetMatrix = new THREE.Matrix4();
  9012. return function () {
  9013. // flatten bone matrices to array
  9014. for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
  9015. // compute the offset between the current and the original transform
  9016. var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;
  9017. offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
  9018. offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
  9019. }
  9020. if ( this.useVertexTexture ) {
  9021. this.boneTexture.needsUpdate = true;
  9022. }
  9023. };
  9024. } )();
  9025. // File:src/objects/SkinnedMesh.js
  9026. /**
  9027. * @author mikael emtinger / http://gomo.se/
  9028. * @author alteredq / http://alteredqualia.com/
  9029. * @author ikerr / http://verold.com
  9030. */
  9031. THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
  9032. THREE.Mesh.call( this, geometry, material );
  9033. this.bindMode = "attached";
  9034. this.bindMatrix = new THREE.Matrix4();
  9035. this.bindMatrixInverse = new THREE.Matrix4();
  9036. // init bones
  9037. // TODO: remove bone creation as there is no reason (other than
  9038. // convenience) for THREE.SkinnedMesh to do this.
  9039. var bones = [];
  9040. if ( this.geometry && this.geometry.bones !== undefined ) {
  9041. var bone, gbone, p, q, s;
  9042. for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++b ) {
  9043. gbone = this.geometry.bones[ b ];
  9044. p = gbone.pos;
  9045. q = gbone.rotq;
  9046. s = gbone.scl;
  9047. bone = new THREE.Bone( this );
  9048. bones.push( bone );
  9049. bone.name = gbone.name;
  9050. bone.position.set( p[ 0 ], p[ 1 ], p[ 2 ] );
  9051. bone.quaternion.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
  9052. if ( s !== undefined ) {
  9053. bone.scale.set( s[ 0 ], s[ 1 ], s[ 2 ] );
  9054. } else {
  9055. bone.scale.set( 1, 1, 1 );
  9056. }
  9057. }
  9058. for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++b ) {
  9059. gbone = this.geometry.bones[ b ];
  9060. if ( gbone.parent !== - 1 ) {
  9061. bones[ gbone.parent ].add( bones[ b ] );
  9062. } else {
  9063. this.add( bones[ b ] );
  9064. }
  9065. }
  9066. }
  9067. this.normalizeSkinWeights();
  9068. this.updateMatrixWorld( true );
  9069. this.bind( new THREE.Skeleton( bones, undefined, useVertexTexture ) );
  9070. };
  9071. THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
  9072. THREE.SkinnedMesh.prototype.bind = function( skeleton, bindMatrix ) {
  9073. this.skeleton = skeleton;
  9074. if ( bindMatrix === undefined ) {
  9075. this.updateMatrixWorld( true );
  9076. bindMatrix = this.matrixWorld;
  9077. }
  9078. this.bindMatrix.copy( bindMatrix );
  9079. this.bindMatrixInverse.getInverse( bindMatrix );
  9080. };
  9081. THREE.SkinnedMesh.prototype.pose = function () {
  9082. this.skeleton.pose();
  9083. };
  9084. THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {
  9085. if ( this.geometry instanceof THREE.Geometry ) {
  9086. for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
  9087. var sw = this.geometry.skinWeights[ i ];
  9088. var scale = 1.0 / sw.lengthManhattan();
  9089. if ( scale !== Infinity ) {
  9090. sw.multiplyScalar( scale );
  9091. } else {
  9092. sw.set( 1 ); // this will be normalized by the shader anyway
  9093. }
  9094. }
  9095. } else {
  9096. // skinning weights assumed to be normalized for THREE.BufferGeometry
  9097. }
  9098. };
  9099. THREE.SkinnedMesh.prototype.updateMatrixWorld = function( force ) {
  9100. THREE.Mesh.prototype.updateMatrixWorld.call( this, true );
  9101. if ( this.bindMode === "attached" ) {
  9102. this.bindMatrixInverse.getInverse( this.matrixWorld );
  9103. } else if ( this.bindMode === "detached" ) {
  9104. this.bindMatrixInverse.getInverse( this.bindMatrix );
  9105. } else {
  9106. console.warn( 'THREE.SkinnedMesh unreckognized bindMode: ' + this.bindMode );
  9107. }
  9108. };
  9109. THREE.SkinnedMesh.prototype.clone = function( object ) {
  9110. if ( object === undefined ) {
  9111. object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
  9112. }
  9113. THREE.Mesh.prototype.clone.call( this, object );
  9114. return object;
  9115. };
  9116. // File:src/objects/MorphAnimMesh.js
  9117. /**
  9118. * @author alteredq / http://alteredqualia.com/
  9119. */
  9120. THREE.MorphAnimMesh = function ( geometry, material ) {
  9121. THREE.Mesh.call( this, geometry, material );
  9122. // API
  9123. this.duration = 1000; // milliseconds
  9124. this.mirroredLoop = false;
  9125. this.time = 0;
  9126. // internals
  9127. this.lastKeyframe = 0;
  9128. this.currentKeyframe = 0;
  9129. this.direction = 1;
  9130. this.directionBackwards = false;
  9131. this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
  9132. };
  9133. THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
  9134. THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
  9135. this.startKeyframe = start;
  9136. this.endKeyframe = end;
  9137. this.length = this.endKeyframe - this.startKeyframe + 1;
  9138. };
  9139. THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
  9140. this.direction = 1;
  9141. this.directionBackwards = false;
  9142. };
  9143. THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
  9144. this.direction = - 1;
  9145. this.directionBackwards = true;
  9146. };
  9147. THREE.MorphAnimMesh.prototype.parseAnimations = function () {
  9148. var geometry = this.geometry;
  9149. if ( ! geometry.animations ) geometry.animations = {};
  9150. var firstAnimation, animations = geometry.animations;
  9151. var pattern = /([a-z]+)_?(\d+)/;
  9152. for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
  9153. var morph = geometry.morphTargets[ i ];
  9154. var parts = morph.name.match( pattern );
  9155. if ( parts && parts.length > 1 ) {
  9156. var label = parts[ 1 ];
  9157. var num = parts[ 2 ];
  9158. if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: - Infinity };
  9159. var animation = animations[ label ];
  9160. if ( i < animation.start ) animation.start = i;
  9161. if ( i > animation.end ) animation.end = i;
  9162. if ( ! firstAnimation ) firstAnimation = label;
  9163. }
  9164. }
  9165. geometry.firstAnimation = firstAnimation;
  9166. };
  9167. THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
  9168. if ( ! this.geometry.animations ) this.geometry.animations = {};
  9169. this.geometry.animations[ label ] = { start: start, end: end };
  9170. };
  9171. THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
  9172. var animation = this.geometry.animations[ label ];
  9173. if ( animation ) {
  9174. this.setFrameRange( animation.start, animation.end );
  9175. this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
  9176. this.time = 0;
  9177. } else {
  9178. console.warn( 'animation[' + label + '] undefined' );
  9179. }
  9180. };
  9181. THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
  9182. var frameTime = this.duration / this.length;
  9183. this.time += this.direction * delta;
  9184. if ( this.mirroredLoop ) {
  9185. if ( this.time > this.duration || this.time < 0 ) {
  9186. this.direction *= - 1;
  9187. if ( this.time > this.duration ) {
  9188. this.time = this.duration;
  9189. this.directionBackwards = true;
  9190. }
  9191. if ( this.time < 0 ) {
  9192. this.time = 0;
  9193. this.directionBackwards = false;
  9194. }
  9195. }
  9196. } else {
  9197. this.time = this.time % this.duration;
  9198. if ( this.time < 0 ) this.time += this.duration;
  9199. }
  9200. var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
  9201. if ( keyframe !== this.currentKeyframe ) {
  9202. this.morphTargetInfluences[ this.lastKeyframe ] = 0;
  9203. this.morphTargetInfluences[ this.currentKeyframe ] = 1;
  9204. this.morphTargetInfluences[ keyframe ] = 0;
  9205. this.lastKeyframe = this.currentKeyframe;
  9206. this.currentKeyframe = keyframe;
  9207. }
  9208. var mix = ( this.time % frameTime ) / frameTime;
  9209. if ( this.directionBackwards ) {
  9210. mix = 1 - mix;
  9211. }
  9212. this.morphTargetInfluences[ this.currentKeyframe ] = mix;
  9213. this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
  9214. };
  9215. THREE.MorphAnimMesh.prototype.interpolateTargets = function ( a, b, t ) {
  9216. var influences = this.morphTargetInfluences;
  9217. for ( var i = 0, l = influences.length; i < l; i ++ ) {
  9218. influences[ i ] = 0;
  9219. }
  9220. if ( a > -1 ) influences[ a ] = 1 - t;
  9221. if ( b > -1 ) influences[ b ] = t;
  9222. };
  9223. THREE.MorphAnimMesh.prototype.clone = function ( object ) {
  9224. if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
  9225. object.duration = this.duration;
  9226. object.mirroredLoop = this.mirroredLoop;
  9227. object.time = this.time;
  9228. object.lastKeyframe = this.lastKeyframe;
  9229. object.currentKeyframe = this.currentKeyframe;
  9230. object.direction = this.direction;
  9231. object.directionBackwards = this.directionBackwards;
  9232. THREE.Mesh.prototype.clone.call( this, object );
  9233. return object;
  9234. };
  9235. // File:src/objects/LOD.js
  9236. /**
  9237. * @author mikael emtinger / http://gomo.se/
  9238. * @author alteredq / http://alteredqualia.com/
  9239. * @author mrdoob / http://mrdoob.com/
  9240. */
  9241. THREE.LOD = function () {
  9242. THREE.Object3D.call( this );
  9243. this.objects = [];
  9244. };
  9245. THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
  9246. THREE.LOD.prototype.addLevel = function ( object, distance ) {
  9247. if ( distance === undefined ) distance = 0;
  9248. distance = Math.abs( distance );
  9249. for ( var l = 0; l < this.objects.length; l ++ ) {
  9250. if ( distance < this.objects[ l ].distance ) {
  9251. break;
  9252. }
  9253. }
  9254. this.objects.splice( l, 0, { distance: distance, object: object } );
  9255. this.add( object );
  9256. };
  9257. THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
  9258. for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
  9259. if ( distance < this.objects[ i ].distance ) {
  9260. break;
  9261. }
  9262. }
  9263. return this.objects[ i - 1 ].object;
  9264. };
  9265. THREE.LOD.prototype.raycast = ( function () {
  9266. var matrixPosition = new THREE.Vector3();
  9267. return function ( raycaster, intersects ) {
  9268. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  9269. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  9270. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  9271. };
  9272. }() );
  9273. THREE.LOD.prototype.update = function () {
  9274. var v1 = new THREE.Vector3();
  9275. var v2 = new THREE.Vector3();
  9276. return function ( camera ) {
  9277. if ( this.objects.length > 1 ) {
  9278. v1.setFromMatrixPosition( camera.matrixWorld );
  9279. v2.setFromMatrixPosition( this.matrixWorld );
  9280. var distance = v1.distanceTo( v2 );
  9281. this.objects[ 0 ].object.visible = true;
  9282. for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
  9283. if ( distance >= this.objects[ i ].distance ) {
  9284. this.objects[ i - 1 ].object.visible = false;
  9285. this.objects[ i ].object.visible = true;
  9286. } else {
  9287. break;
  9288. }
  9289. }
  9290. for ( ; i < l; i ++ ) {
  9291. this.objects[ i ].object.visible = false;
  9292. }
  9293. }
  9294. };
  9295. }();
  9296. THREE.LOD.prototype.clone = function ( object ) {
  9297. if ( object === undefined ) object = new THREE.LOD();
  9298. THREE.Object3D.prototype.clone.call( this, object );
  9299. for ( var i = 0, l = this.objects.length; i < l; i ++ ) {
  9300. var x = this.objects[ i ].object.clone();
  9301. x.visible = i === 0;
  9302. object.addLevel( x, this.objects[ i ].distance );
  9303. }
  9304. return object;
  9305. };
  9306. // File:src/objects/Sprite.js
  9307. /**
  9308. * @author mikael emtinger / http://gomo.se/
  9309. * @author alteredq / http://alteredqualia.com/
  9310. */
  9311. THREE.Sprite = ( function () {
  9312. var indices = new Uint16Array( [ 0, 1, 2, 0, 2, 3 ] );
  9313. var vertices = new Float32Array( [ - 0.5, - 0.5, 0, 0.5, - 0.5, 0, 0.5, 0.5, 0, - 0.5, 0.5, 0 ] );
  9314. var uvs = new Float32Array( [ 0, 0, 1, 0, 1, 1, 0, 1 ] );
  9315. var geometry = new THREE.BufferGeometry();
  9316. geometry.addAttribute( 'index', new THREE.BufferAttribute( indices, 1 ) );
  9317. geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  9318. geometry.addAttribute( 'uv', new THREE.BufferAttribute( uvs, 2 ) );
  9319. return function ( material ) {
  9320. THREE.Object3D.call( this );
  9321. this.geometry = geometry;
  9322. this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
  9323. };
  9324. } )();
  9325. THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
  9326. THREE.Sprite.prototype.raycast = ( function () {
  9327. var matrixPosition = new THREE.Vector3();
  9328. return function ( raycaster, intersects ) {
  9329. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  9330. var distance = raycaster.ray.distanceToPoint( matrixPosition );
  9331. if ( distance > this.scale.x ) {
  9332. return;
  9333. }
  9334. intersects.push( {
  9335. distance: distance,
  9336. point: this.position,
  9337. face: null,
  9338. object: this
  9339. } );
  9340. };
  9341. }() );
  9342. THREE.Sprite.prototype.clone = function ( object ) {
  9343. if ( object === undefined ) object = new THREE.Sprite( this.material );
  9344. THREE.Object3D.prototype.clone.call( this, object );
  9345. return object;
  9346. };
  9347. // Backwards compatibility
  9348. THREE.Particle = THREE.Sprite;
  9349. // File:src/scenes/Scene.js
  9350. /**
  9351. * @author mrdoob / http://mrdoob.com/
  9352. */
  9353. THREE.Scene = function () {
  9354. THREE.Object3D.call( this );
  9355. this.fog = null;
  9356. this.overrideMaterial = null;
  9357. this.autoUpdate = true; // checked by the renderer
  9358. this.matrixAutoUpdate = false;
  9359. };
  9360. THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
  9361. THREE.Scene.prototype.clone = function ( object ) {
  9362. if ( object === undefined ) object = new THREE.Scene();
  9363. THREE.Object3D.prototype.clone.call( this, object );
  9364. if ( this.fog !== null ) object.fog = this.fog.clone();
  9365. if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone();
  9366. object.autoUpdate = this.autoUpdate;
  9367. object.matrixAutoUpdate = this.matrixAutoUpdate;
  9368. return object;
  9369. };
  9370. // File:src/scenes/Fog.js
  9371. /**
  9372. * @author mrdoob / http://mrdoob.com/
  9373. * @author alteredq / http://alteredqualia.com/
  9374. */
  9375. THREE.Fog = function ( color, near, far ) {
  9376. this.name = '';
  9377. this.color = new THREE.Color( color );
  9378. this.near = ( near !== undefined ) ? near : 1;
  9379. this.far = ( far !== undefined ) ? far : 1000;
  9380. };
  9381. THREE.Fog.prototype.clone = function () {
  9382. return new THREE.Fog( this.color.getHex(), this.near, this.far );
  9383. };
  9384. // File:src/scenes/FogExp2.js
  9385. /**
  9386. * @author mrdoob / http://mrdoob.com/
  9387. * @author alteredq / http://alteredqualia.com/
  9388. */
  9389. THREE.FogExp2 = function ( color, density ) {
  9390. this.name = '';
  9391. this.color = new THREE.Color( color );
  9392. this.density = ( density !== undefined ) ? density : 0.00025;
  9393. };
  9394. THREE.FogExp2.prototype.clone = function () {
  9395. return new THREE.FogExp2( this.color.getHex(), this.density );
  9396. };
  9397. // File:src/renderers/CanvasRenderer.js
  9398. /**
  9399. * @author mrdoob / http://mrdoob.com/
  9400. */
  9401. THREE.CanvasRenderer = function ( parameters ) {
  9402. console.log( 'THREE.CanvasRenderer', THREE.REVISION );
  9403. var smoothstep = THREE.Math.smoothstep;
  9404. parameters = parameters || {};
  9405. var _this = this,
  9406. _renderData, _elements, _lights,
  9407. _projector = new THREE.Projector(),
  9408. _canvas = parameters.canvas !== undefined
  9409. ? parameters.canvas
  9410. : document.createElement( 'canvas' ),
  9411. _canvasWidth = _canvas.width,
  9412. _canvasHeight = _canvas.height,
  9413. _canvasWidthHalf = Math.floor( _canvasWidth / 2 ),
  9414. _canvasHeightHalf = Math.floor( _canvasHeight / 2 ),
  9415. _viewportX = 0,
  9416. _viewportY = 0,
  9417. _viewportWidth = _canvasWidth,
  9418. _viewportHeight = _canvasHeight,
  9419. _context = _canvas.getContext( '2d', {
  9420. alpha: parameters.alpha === true
  9421. } ),
  9422. _clearColor = new THREE.Color( 0x000000 ),
  9423. _clearAlpha = 0,
  9424. _contextGlobalAlpha = 1,
  9425. _contextGlobalCompositeOperation = 0,
  9426. _contextStrokeStyle = null,
  9427. _contextFillStyle = null,
  9428. _contextLineWidth = null,
  9429. _contextLineCap = null,
  9430. _contextLineJoin = null,
  9431. _contextLineDash = [],
  9432. _camera,
  9433. _v1, _v2, _v3, _v4,
  9434. _v5 = new THREE.RenderableVertex(),
  9435. _v6 = new THREE.RenderableVertex(),
  9436. _v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
  9437. _v4x, _v4y, _v5x, _v5y, _v6x, _v6y,
  9438. _color = new THREE.Color(),
  9439. _color1 = new THREE.Color(),
  9440. _color2 = new THREE.Color(),
  9441. _color3 = new THREE.Color(),
  9442. _color4 = new THREE.Color(),
  9443. _diffuseColor = new THREE.Color(),
  9444. _emissiveColor = new THREE.Color(),
  9445. _lightColor = new THREE.Color(),
  9446. _patterns = {},
  9447. _image, _uvs,
  9448. _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,
  9449. _clipBox = new THREE.Box2(),
  9450. _clearBox = new THREE.Box2(),
  9451. _elemBox = new THREE.Box2(),
  9452. _ambientLight = new THREE.Color(),
  9453. _directionalLights = new THREE.Color(),
  9454. _pointLights = new THREE.Color(),
  9455. _vector3 = new THREE.Vector3(), // Needed for PointLight
  9456. _centroid = new THREE.Vector3(),
  9457. _normal = new THREE.Vector3(),
  9458. _normalViewMatrix = new THREE.Matrix3();
  9459. // dash+gap fallbacks for Firefox and everything else
  9460. if ( _context.setLineDash === undefined ) {
  9461. _context.setLineDash = function () {}
  9462. }
  9463. this.domElement = _canvas;
  9464. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  9465. ? parameters.devicePixelRatio
  9466. : self.devicePixelRatio !== undefined
  9467. ? self.devicePixelRatio
  9468. : 1;
  9469. this.autoClear = true;
  9470. this.sortObjects = true;
  9471. this.sortElements = true;
  9472. this.info = {
  9473. render: {
  9474. vertices: 0,
  9475. faces: 0
  9476. }
  9477. }
  9478. // WebGLRenderer compatibility
  9479. this.supportsVertexTextures = function () {};
  9480. this.setFaceCulling = function () {};
  9481. this.setSize = function ( width, height, updateStyle ) {
  9482. _canvasWidth = width * this.devicePixelRatio;
  9483. _canvasHeight = height * this.devicePixelRatio;
  9484. _canvas.width = _canvasWidth;
  9485. _canvas.height = _canvasHeight;
  9486. _canvasWidthHalf = Math.floor( _canvasWidth / 2 );
  9487. _canvasHeightHalf = Math.floor( _canvasHeight / 2 );
  9488. if ( updateStyle !== false ) {
  9489. _canvas.style.width = width + 'px';
  9490. _canvas.style.height = height + 'px';
  9491. }
  9492. _clipBox.min.set( -_canvasWidthHalf, -_canvasHeightHalf ),
  9493. _clipBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
  9494. _clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
  9495. _clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
  9496. _contextGlobalAlpha = 1;
  9497. _contextGlobalCompositeOperation = 0;
  9498. _contextStrokeStyle = null;
  9499. _contextFillStyle = null;
  9500. _contextLineWidth = null;
  9501. _contextLineCap = null;
  9502. _contextLineJoin = null;
  9503. this.setViewport( 0, 0, width, height );
  9504. };
  9505. this.setViewport = function ( x, y, width, height ) {
  9506. _viewportX = x * this.devicePixelRatio;
  9507. _viewportY = y * this.devicePixelRatio;
  9508. _viewportWidth = width * this.devicePixelRatio;
  9509. _viewportHeight = height * this.devicePixelRatio;
  9510. };
  9511. this.setScissor = function () {};
  9512. this.enableScissorTest = function () {};
  9513. this.setClearColor = function ( color, alpha ) {
  9514. _clearColor.set( color );
  9515. _clearAlpha = alpha !== undefined ? alpha : 1;
  9516. _clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
  9517. _clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
  9518. };
  9519. this.setClearColorHex = function ( hex, alpha ) {
  9520. console.warn( 'THREE.CanvasRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  9521. this.setClearColor( hex, alpha );
  9522. };
  9523. this.getClearColor = function () {
  9524. return _clearColor;
  9525. };
  9526. this.getClearAlpha = function () {
  9527. return _clearAlpha;
  9528. };
  9529. this.getMaxAnisotropy = function () {
  9530. return 0;
  9531. };
  9532. this.clear = function () {
  9533. if ( _clearBox.empty() === false ) {
  9534. _clearBox.intersect( _clipBox );
  9535. _clearBox.expandByScalar( 2 );
  9536. _clearBox.min.x = _clearBox.min.x + _canvasWidthHalf;
  9537. _clearBox.min.y = - _clearBox.min.y + _canvasHeightHalf;
  9538. _clearBox.max.x = _clearBox.max.x + _canvasWidthHalf;
  9539. _clearBox.max.y = - _clearBox.max.y + _canvasHeightHalf;
  9540. if ( _clearAlpha < 1 ) {
  9541. _context.clearRect(
  9542. _clearBox.min.x | 0,
  9543. _clearBox.min.y | 0,
  9544. ( _clearBox.max.x - _clearBox.min.x ) | 0,
  9545. ( _clearBox.max.y - _clearBox.min.y ) | 0
  9546. );
  9547. }
  9548. if ( _clearAlpha > 0 ) {
  9549. setBlending( THREE.NormalBlending );
  9550. setOpacity( 1 );
  9551. setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearAlpha + ')' );
  9552. _context.fillRect(
  9553. _clearBox.min.x | 0,
  9554. _clearBox.min.y | 0,
  9555. ( _clearBox.max.x - _clearBox.min.x ) | 0,
  9556. ( _clearBox.max.y - _clearBox.min.y ) | 0
  9557. );
  9558. }
  9559. _clearBox.makeEmpty();
  9560. }
  9561. };
  9562. // compatibility
  9563. this.clearColor = function () {};
  9564. this.clearDepth = function () {};
  9565. this.clearStencil = function () {};
  9566. this.render = function ( scene, camera ) {
  9567. if ( camera instanceof THREE.Camera === false ) {
  9568. console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' );
  9569. return;
  9570. }
  9571. if ( this.autoClear === true ) this.clear();
  9572. _this.info.render.vertices = 0;
  9573. _this.info.render.faces = 0;
  9574. _context.setTransform( _viewportWidth / _canvasWidth, 0, 0, - _viewportHeight / _canvasHeight, _viewportX, _canvasHeight - _viewportY );
  9575. _context.translate( _canvasWidthHalf, _canvasHeightHalf );
  9576. _renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
  9577. _elements = _renderData.elements;
  9578. _lights = _renderData.lights;
  9579. _camera = camera;
  9580. _normalViewMatrix.getNormalMatrix( camera.matrixWorldInverse );
  9581. /* DEBUG
  9582. setFillStyle( 'rgba( 0, 255, 255, 0.5 )' );
  9583. _context.fillRect( _clipBox.min.x, _clipBox.min.y, _clipBox.max.x - _clipBox.min.x, _clipBox.max.y - _clipBox.min.y );
  9584. */
  9585. calculateLights();
  9586. for ( var e = 0, el = _elements.length; e < el; e ++ ) {
  9587. var element = _elements[ e ];
  9588. var material = element.material;
  9589. if ( material === undefined || material.opacity === 0 ) continue;
  9590. _elemBox.makeEmpty();
  9591. if ( element instanceof THREE.RenderableSprite ) {
  9592. _v1 = element;
  9593. _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;
  9594. renderSprite( _v1, element, material );
  9595. } else if ( element instanceof THREE.RenderableLine ) {
  9596. _v1 = element.v1; _v2 = element.v2;
  9597. _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
  9598. _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
  9599. _elemBox.setFromPoints( [
  9600. _v1.positionScreen,
  9601. _v2.positionScreen
  9602. ] );
  9603. if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
  9604. renderLine( _v1, _v2, element, material );
  9605. }
  9606. } else if ( element instanceof THREE.RenderableFace ) {
  9607. _v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
  9608. if ( _v1.positionScreen.z < - 1 || _v1.positionScreen.z > 1 ) continue;
  9609. if ( _v2.positionScreen.z < - 1 || _v2.positionScreen.z > 1 ) continue;
  9610. if ( _v3.positionScreen.z < - 1 || _v3.positionScreen.z > 1 ) continue;
  9611. _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
  9612. _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
  9613. _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
  9614. if ( material.overdraw > 0 ) {
  9615. expand( _v1.positionScreen, _v2.positionScreen, material.overdraw );
  9616. expand( _v2.positionScreen, _v3.positionScreen, material.overdraw );
  9617. expand( _v3.positionScreen, _v1.positionScreen, material.overdraw );
  9618. }
  9619. _elemBox.setFromPoints( [
  9620. _v1.positionScreen,
  9621. _v2.positionScreen,
  9622. _v3.positionScreen
  9623. ] );
  9624. if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
  9625. renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material );
  9626. }
  9627. }
  9628. /* DEBUG
  9629. setLineWidth( 1 );
  9630. setStrokeStyle( 'rgba( 0, 255, 0, 0.5 )' );
  9631. _context.strokeRect( _elemBox.min.x, _elemBox.min.y, _elemBox.max.x - _elemBox.min.x, _elemBox.max.y - _elemBox.min.y );
  9632. */
  9633. _clearBox.union( _elemBox );
  9634. }
  9635. /* DEBUG
  9636. setLineWidth( 1 );
  9637. setStrokeStyle( 'rgba( 255, 0, 0, 0.5 )' );
  9638. _context.strokeRect( _clearBox.min.x, _clearBox.min.y, _clearBox.max.x - _clearBox.min.x, _clearBox.max.y - _clearBox.min.y );
  9639. */
  9640. _context.setTransform( 1, 0, 0, 1, 0, 0 );
  9641. };
  9642. //
  9643. function calculateLights() {
  9644. _ambientLight.setRGB( 0, 0, 0 );
  9645. _directionalLights.setRGB( 0, 0, 0 );
  9646. _pointLights.setRGB( 0, 0, 0 );
  9647. for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
  9648. var light = _lights[ l ];
  9649. var lightColor = light.color;
  9650. if ( light instanceof THREE.AmbientLight ) {
  9651. _ambientLight.add( lightColor );
  9652. } else if ( light instanceof THREE.DirectionalLight ) {
  9653. // for sprites
  9654. _directionalLights.add( lightColor );
  9655. } else if ( light instanceof THREE.PointLight ) {
  9656. // for sprites
  9657. _pointLights.add( lightColor );
  9658. }
  9659. }
  9660. }
  9661. function calculateLight( position, normal, color ) {
  9662. for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
  9663. var light = _lights[ l ];
  9664. _lightColor.copy( light.color );
  9665. if ( light instanceof THREE.DirectionalLight ) {
  9666. var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld ).normalize();
  9667. var amount = normal.dot( lightPosition );
  9668. if ( amount <= 0 ) continue;
  9669. amount *= light.intensity;
  9670. color.add( _lightColor.multiplyScalar( amount ) );
  9671. } else if ( light instanceof THREE.PointLight ) {
  9672. var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld );
  9673. var amount = normal.dot( _vector3.subVectors( lightPosition, position ).normalize() );
  9674. if ( amount <= 0 ) continue;
  9675. amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
  9676. if ( amount == 0 ) continue;
  9677. amount *= light.intensity;
  9678. color.add( _lightColor.multiplyScalar( amount ) );
  9679. }
  9680. }
  9681. }
  9682. function renderSprite( v1, element, material ) {
  9683. setOpacity( material.opacity );
  9684. setBlending( material.blending );
  9685. var scaleX = element.scale.x * _canvasWidthHalf;
  9686. var scaleY = element.scale.y * _canvasHeightHalf;
  9687. var dist = 0.5 * Math.sqrt( scaleX * scaleX + scaleY * scaleY ); // allow for rotated sprite
  9688. _elemBox.min.set( v1.x - dist, v1.y - dist );
  9689. _elemBox.max.set( v1.x + dist, v1.y + dist );
  9690. if ( material instanceof THREE.SpriteMaterial ) {
  9691. var texture = material.map;
  9692. if ( texture !== null && texture.image !== undefined ) {
  9693. if ( texture.hasEventListener( 'update', onTextureUpdate ) === false ) {
  9694. if ( texture.image.width > 0 ) {
  9695. textureToPattern( texture );
  9696. }
  9697. texture.addEventListener( 'update', onTextureUpdate );
  9698. }
  9699. var pattern = _patterns[ texture.id ];
  9700. if ( pattern !== undefined ) {
  9701. setFillStyle( pattern );
  9702. } else {
  9703. setFillStyle( 'rgba( 0, 0, 0, 1 )' );
  9704. }
  9705. //
  9706. var bitmap = texture.image;
  9707. var ox = bitmap.width * texture.offset.x;
  9708. var oy = bitmap.height * texture.offset.y;
  9709. var sx = bitmap.width * texture.repeat.x;
  9710. var sy = bitmap.height * texture.repeat.y;
  9711. var cx = scaleX / sx;
  9712. var cy = scaleY / sy;
  9713. _context.save();
  9714. _context.translate( v1.x, v1.y );
  9715. if ( material.rotation !== 0 ) _context.rotate( material.rotation );
  9716. _context.translate( - scaleX / 2, - scaleY / 2 );
  9717. _context.scale( cx, cy );
  9718. _context.translate( - ox, - oy );
  9719. _context.fillRect( ox, oy, sx, sy );
  9720. _context.restore();
  9721. } else {
  9722. // no texture
  9723. setFillStyle( material.color.getStyle() );
  9724. _context.save();
  9725. _context.translate( v1.x, v1.y );
  9726. if ( material.rotation !== 0 ) _context.rotate( material.rotation );
  9727. _context.scale( scaleX, - scaleY );
  9728. _context.fillRect( - 0.5, - 0.5, 1, 1 );
  9729. _context.restore();
  9730. }
  9731. } else if ( material instanceof THREE.SpriteCanvasMaterial ) {
  9732. setStrokeStyle( material.color.getStyle() );
  9733. setFillStyle( material.color.getStyle() );
  9734. _context.save();
  9735. _context.translate( v1.x, v1.y );
  9736. if ( material.rotation !== 0 ) _context.rotate( material.rotation );
  9737. _context.scale( scaleX, scaleY );
  9738. material.program( _context );
  9739. _context.restore();
  9740. }
  9741. /* DEBUG
  9742. setStrokeStyle( 'rgb(255,255,0)' );
  9743. _context.beginPath();
  9744. _context.moveTo( v1.x - 10, v1.y );
  9745. _context.lineTo( v1.x + 10, v1.y );
  9746. _context.moveTo( v1.x, v1.y - 10 );
  9747. _context.lineTo( v1.x, v1.y + 10 );
  9748. _context.stroke();
  9749. */
  9750. }
  9751. function renderLine( v1, v2, element, material ) {
  9752. setOpacity( material.opacity );
  9753. setBlending( material.blending );
  9754. _context.beginPath();
  9755. _context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
  9756. _context.lineTo( v2.positionScreen.x, v2.positionScreen.y );
  9757. if ( material instanceof THREE.LineBasicMaterial ) {
  9758. setLineWidth( material.linewidth );
  9759. setLineCap( material.linecap );
  9760. setLineJoin( material.linejoin );
  9761. if ( material.vertexColors !== THREE.VertexColors ) {
  9762. setStrokeStyle( material.color.getStyle() );
  9763. } else {
  9764. var colorStyle1 = element.vertexColors[ 0 ].getStyle();
  9765. var colorStyle2 = element.vertexColors[ 1 ].getStyle();
  9766. if ( colorStyle1 === colorStyle2 ) {
  9767. setStrokeStyle( colorStyle1 );
  9768. } else {
  9769. try {
  9770. var grad = _context.createLinearGradient(
  9771. v1.positionScreen.x,
  9772. v1.positionScreen.y,
  9773. v2.positionScreen.x,
  9774. v2.positionScreen.y
  9775. );
  9776. grad.addColorStop( 0, colorStyle1 );
  9777. grad.addColorStop( 1, colorStyle2 );
  9778. } catch ( exception ) {
  9779. grad = colorStyle1;
  9780. }
  9781. setStrokeStyle( grad );
  9782. }
  9783. }
  9784. _context.stroke();
  9785. _elemBox.expandByScalar( material.linewidth * 2 );
  9786. } else if ( material instanceof THREE.LineDashedMaterial ) {
  9787. setLineWidth( material.linewidth );
  9788. setLineCap( material.linecap );
  9789. setLineJoin( material.linejoin );
  9790. setStrokeStyle( material.color.getStyle() );
  9791. setLineDash( [ material.dashSize, material.gapSize ] );
  9792. _context.stroke();
  9793. _elemBox.expandByScalar( material.linewidth * 2 );
  9794. setLineDash( [] );
  9795. }
  9796. }
  9797. function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material ) {
  9798. _this.info.render.vertices += 3;
  9799. _this.info.render.faces ++;
  9800. setOpacity( material.opacity );
  9801. setBlending( material.blending );
  9802. _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
  9803. _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
  9804. _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
  9805. drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y );
  9806. if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) && material.map === null ) {
  9807. _diffuseColor.copy( material.color );
  9808. _emissiveColor.copy( material.emissive );
  9809. if ( material.vertexColors === THREE.FaceColors ) {
  9810. _diffuseColor.multiply( element.color );
  9811. }
  9812. _color.copy( _ambientLight );
  9813. _centroid.copy( v1.positionWorld ).add( v2.positionWorld ).add( v3.positionWorld ).divideScalar( 3 );
  9814. calculateLight( _centroid, element.normalModel, _color );
  9815. _color.multiply( _diffuseColor ).add( _emissiveColor );
  9816. material.wireframe === true
  9817. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  9818. : fillPath( _color );
  9819. } else if ( material instanceof THREE.MeshBasicMaterial ||
  9820. material instanceof THREE.MeshLambertMaterial ||
  9821. material instanceof THREE.MeshPhongMaterial ) {
  9822. if ( material.map !== null ) {
  9823. if ( material.map.mapping instanceof THREE.UVMapping ) {
  9824. _uvs = element.uvs;
  9825. patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uvs[ uv1 ].x, _uvs[ uv1 ].y, _uvs[ uv2 ].x, _uvs[ uv2 ].y, _uvs[ uv3 ].x, _uvs[ uv3 ].y, material.map );
  9826. }
  9827. } else if ( material.envMap !== null ) {
  9828. if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {
  9829. _normal.copy( element.vertexNormalsModel[ uv1 ] ).applyMatrix3( _normalViewMatrix );
  9830. _uv1x = 0.5 * _normal.x + 0.5;
  9831. _uv1y = 0.5 * _normal.y + 0.5;
  9832. _normal.copy( element.vertexNormalsModel[ uv2 ] ).applyMatrix3( _normalViewMatrix );
  9833. _uv2x = 0.5 * _normal.x + 0.5;
  9834. _uv2y = 0.5 * _normal.y + 0.5;
  9835. _normal.copy( element.vertexNormalsModel[ uv3 ] ).applyMatrix3( _normalViewMatrix );
  9836. _uv3x = 0.5 * _normal.x + 0.5;
  9837. _uv3y = 0.5 * _normal.y + 0.5;
  9838. patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
  9839. } else if ( material.envMap.mapping instanceof THREE.SphericalRefractionMapping ) {
  9840. _normal.copy( element.vertexNormalsModel[ uv1 ] ).applyMatrix3( _normalViewMatrix );
  9841. _uv1x = - 0.5 * _normal.x + 0.5;
  9842. _uv1y = - 0.5 * _normal.y + 0.5;
  9843. _normal.copy( element.vertexNormalsModel[ uv2 ] ).applyMatrix3( _normalViewMatrix );
  9844. _uv2x = - 0.5 * _normal.x + 0.5;
  9845. _uv2y = - 0.5 * _normal.y + 0.5;
  9846. _normal.copy( element.vertexNormalsModel[ uv3 ] ).applyMatrix3( _normalViewMatrix );
  9847. _uv3x = - 0.5 * _normal.x + 0.5;
  9848. _uv3y = - 0.5 * _normal.y + 0.5;
  9849. patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
  9850. }
  9851. } else {
  9852. _color.copy( material.color );
  9853. if ( material.vertexColors === THREE.FaceColors ) {
  9854. _color.multiply( element.color );
  9855. }
  9856. material.wireframe === true
  9857. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  9858. : fillPath( _color );
  9859. }
  9860. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  9861. _color.r = _color.g = _color.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _camera.near, _camera.far );
  9862. material.wireframe === true
  9863. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  9864. : fillPath( _color );
  9865. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  9866. _normal.copy( element.normalModel ).applyMatrix3( _normalViewMatrix );
  9867. _color.setRGB( _normal.x, _normal.y, _normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
  9868. material.wireframe === true
  9869. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  9870. : fillPath( _color );
  9871. } else {
  9872. _color.setRGB( 1, 1, 1 );
  9873. material.wireframe === true
  9874. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  9875. : fillPath( _color );
  9876. }
  9877. }
  9878. //
  9879. function drawTriangle( x0, y0, x1, y1, x2, y2 ) {
  9880. _context.beginPath();
  9881. _context.moveTo( x0, y0 );
  9882. _context.lineTo( x1, y1 );
  9883. _context.lineTo( x2, y2 );
  9884. _context.closePath();
  9885. }
  9886. function strokePath( color, linewidth, linecap, linejoin ) {
  9887. setLineWidth( linewidth );
  9888. setLineCap( linecap );
  9889. setLineJoin( linejoin );
  9890. setStrokeStyle( color.getStyle() );
  9891. _context.stroke();
  9892. _elemBox.expandByScalar( linewidth * 2 );
  9893. }
  9894. function fillPath( color ) {
  9895. setFillStyle( color.getStyle() );
  9896. _context.fill();
  9897. }
  9898. function onTextureUpdate ( event ) {
  9899. textureToPattern( event.target );
  9900. }
  9901. function textureToPattern( texture ) {
  9902. if ( texture instanceof THREE.CompressedTexture ) return;
  9903. var repeatX = texture.wrapS === THREE.RepeatWrapping;
  9904. var repeatY = texture.wrapT === THREE.RepeatWrapping;
  9905. var image = texture.image;
  9906. var canvas = document.createElement( 'canvas' );
  9907. canvas.width = image.width;
  9908. canvas.height = image.height;
  9909. var context = canvas.getContext( '2d' );
  9910. context.setTransform( 1, 0, 0, - 1, 0, image.height );
  9911. context.drawImage( image, 0, 0 );
  9912. _patterns[ texture.id ] = _context.createPattern(
  9913. canvas, repeatX === true && repeatY === true
  9914. ? 'repeat'
  9915. : repeatX === true && repeatY === false
  9916. ? 'repeat-x'
  9917. : repeatX === false && repeatY === true
  9918. ? 'repeat-y'
  9919. : 'no-repeat'
  9920. );
  9921. }
  9922. function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {
  9923. if ( texture instanceof THREE.DataTexture ) return;
  9924. if ( texture.hasEventListener( 'update', onTextureUpdate ) === false ) {
  9925. if ( texture.image !== undefined && texture.image.width > 0 ) {
  9926. textureToPattern( texture );
  9927. }
  9928. texture.addEventListener( 'update', onTextureUpdate );
  9929. }
  9930. var pattern = _patterns[ texture.id ];
  9931. if ( pattern !== undefined ) {
  9932. setFillStyle( pattern );
  9933. } else {
  9934. setFillStyle( 'rgba(0,0,0,1)' );
  9935. _context.fill();
  9936. return;
  9937. }
  9938. // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
  9939. var a, b, c, d, e, f, det, idet,
  9940. offsetX = texture.offset.x / texture.repeat.x,
  9941. offsetY = texture.offset.y / texture.repeat.y,
  9942. width = texture.image.width * texture.repeat.x,
  9943. height = texture.image.height * texture.repeat.y;
  9944. u0 = ( u0 + offsetX ) * width;
  9945. v0 = ( v0 + offsetY ) * height;
  9946. u1 = ( u1 + offsetX ) * width;
  9947. v1 = ( v1 + offsetY ) * height;
  9948. u2 = ( u2 + offsetX ) * width;
  9949. v2 = ( v2 + offsetY ) * height;
  9950. x1 -= x0; y1 -= y0;
  9951. x2 -= x0; y2 -= y0;
  9952. u1 -= u0; v1 -= v0;
  9953. u2 -= u0; v2 -= v0;
  9954. det = u1 * v2 - u2 * v1;
  9955. if ( det === 0 ) return;
  9956. idet = 1 / det;
  9957. a = ( v2 * x1 - v1 * x2 ) * idet;
  9958. b = ( v2 * y1 - v1 * y2 ) * idet;
  9959. c = ( u1 * x2 - u2 * x1 ) * idet;
  9960. d = ( u1 * y2 - u2 * y1 ) * idet;
  9961. e = x0 - a * u0 - c * v0;
  9962. f = y0 - b * u0 - d * v0;
  9963. _context.save();
  9964. _context.transform( a, b, c, d, e, f );
  9965. _context.fill();
  9966. _context.restore();
  9967. }
  9968. function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {
  9969. // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
  9970. var a, b, c, d, e, f, det, idet,
  9971. width = image.width - 1,
  9972. height = image.height - 1;
  9973. u0 *= width; v0 *= height;
  9974. u1 *= width; v1 *= height;
  9975. u2 *= width; v2 *= height;
  9976. x1 -= x0; y1 -= y0;
  9977. x2 -= x0; y2 -= y0;
  9978. u1 -= u0; v1 -= v0;
  9979. u2 -= u0; v2 -= v0;
  9980. det = u1 * v2 - u2 * v1;
  9981. idet = 1 / det;
  9982. a = ( v2 * x1 - v1 * x2 ) * idet;
  9983. b = ( v2 * y1 - v1 * y2 ) * idet;
  9984. c = ( u1 * x2 - u2 * x1 ) * idet;
  9985. d = ( u1 * y2 - u2 * y1 ) * idet;
  9986. e = x0 - a * u0 - c * v0;
  9987. f = y0 - b * u0 - d * v0;
  9988. _context.save();
  9989. _context.transform( a, b, c, d, e, f );
  9990. _context.clip();
  9991. _context.drawImage( image, 0, 0 );
  9992. _context.restore();
  9993. }
  9994. // Hide anti-alias gaps
  9995. function expand( v1, v2, pixels ) {
  9996. var x = v2.x - v1.x, y = v2.y - v1.y,
  9997. det = x * x + y * y, idet;
  9998. if ( det === 0 ) return;
  9999. idet = pixels / Math.sqrt( det );
  10000. x *= idet; y *= idet;
  10001. v2.x += x; v2.y += y;
  10002. v1.x -= x; v1.y -= y;
  10003. }
  10004. // Context cached methods.
  10005. function setOpacity( value ) {
  10006. if ( _contextGlobalAlpha !== value ) {
  10007. _context.globalAlpha = value;
  10008. _contextGlobalAlpha = value;
  10009. }
  10010. }
  10011. function setBlending( value ) {
  10012. if ( _contextGlobalCompositeOperation !== value ) {
  10013. if ( value === THREE.NormalBlending ) {
  10014. _context.globalCompositeOperation = 'source-over';
  10015. } else if ( value === THREE.AdditiveBlending ) {
  10016. _context.globalCompositeOperation = 'lighter';
  10017. } else if ( value === THREE.SubtractiveBlending ) {
  10018. _context.globalCompositeOperation = 'darker';
  10019. }
  10020. _contextGlobalCompositeOperation = value;
  10021. }
  10022. }
  10023. function setLineWidth( value ) {
  10024. if ( _contextLineWidth !== value ) {
  10025. _context.lineWidth = value;
  10026. _contextLineWidth = value;
  10027. }
  10028. }
  10029. function setLineCap( value ) {
  10030. // "butt", "round", "square"
  10031. if ( _contextLineCap !== value ) {
  10032. _context.lineCap = value;
  10033. _contextLineCap = value;
  10034. }
  10035. }
  10036. function setLineJoin( value ) {
  10037. // "round", "bevel", "miter"
  10038. if ( _contextLineJoin !== value ) {
  10039. _context.lineJoin = value;
  10040. _contextLineJoin = value;
  10041. }
  10042. }
  10043. function setStrokeStyle( value ) {
  10044. if ( _contextStrokeStyle !== value ) {
  10045. _context.strokeStyle = value;
  10046. _contextStrokeStyle = value;
  10047. }
  10048. }
  10049. function setFillStyle( value ) {
  10050. if ( _contextFillStyle !== value ) {
  10051. _context.fillStyle = value;
  10052. _contextFillStyle = value;
  10053. }
  10054. }
  10055. function setLineDash( value ) {
  10056. if ( _contextLineDash.length !== value.length ) {
  10057. _context.setLineDash( value );
  10058. _contextLineDash = value;
  10059. }
  10060. }
  10061. };
  10062. // File:src/renderers/shaders/ShaderChunk.js
  10063. THREE.ShaderChunk = {};
  10064. // File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl
  10065. THREE.ShaderChunk[ 'alphatest_fragment'] = "#ifdef ALPHATEST\n\n if ( gl_FragColor.a < ALPHATEST ) discard;\n\n#endif\n";
  10066. // File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
  10067. 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";
  10068. // File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl
  10069. THREE.ShaderChunk[ 'map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif";
  10070. // File:src/renderers/shaders/ShaderChunk/default_vertex.glsl
  10071. 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;";
  10072. // File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
  10073. 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";
  10074. // File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl
  10075. 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";
  10076. // File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl
  10077. 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";
  10078. // File:src/renderers/shaders/ShaderChunk/lightmap_pars_vertex.glsl
  10079. THREE.ShaderChunk[ 'lightmap_pars_vertex'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n\n#endif";
  10080. // File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
  10081. 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";
  10082. // File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl
  10083. 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";
  10084. // File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl
  10085. 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";
  10086. // File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
  10087. 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";
  10088. // File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl
  10089. THREE.ShaderChunk[ 'logdepthbuf_fragment'] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif";
  10090. // File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl
  10091. 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";
  10092. // File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
  10093. 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";
  10094. // File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl
  10095. THREE.ShaderChunk[ 'lightmap_pars_fragment'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n uniform sampler2D lightMap;\n\n#endif";
  10096. // File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
  10097. 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";
  10098. // File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl
  10099. THREE.ShaderChunk[ 'lights_phong_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n vWorldPosition = worldPosition.xyz;\n\n#endif";
  10100. // File:src/renderers/shaders/ShaderChunk/map_fragment.glsl
  10101. 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";
  10102. // File:src/renderers/shaders/ShaderChunk/lightmap_vertex.glsl
  10103. THREE.ShaderChunk[ 'lightmap_vertex'] = "#ifdef USE_LIGHTMAP\n\n vUv2 = uv2;\n\n#endif";
  10104. // File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl
  10105. 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";
  10106. // File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl
  10107. THREE.ShaderChunk[ 'color_pars_fragment'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif\n";
  10108. // File:src/renderers/shaders/ShaderChunk/color_vertex.glsl
  10109. 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";
  10110. // File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl
  10111. 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";
  10112. // File:src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
  10113. 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";
  10114. // File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl
  10115. THREE.ShaderChunk[ 'linear_to_gamma_fragment'] = "#ifdef GAMMA_OUTPUT\n\n gl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n\n#endif";
  10116. // File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl
  10117. THREE.ShaderChunk[ 'color_pars_vertex'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif";
  10118. // File:src/renderers/shaders/ShaderChunk/lights_lambert_pars_vertex.glsl
  10119. 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";
  10120. // File:src/renderers/shaders/ShaderChunk/map_pars_vertex.glsl
  10121. 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";
  10122. // File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
  10123. 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";
  10124. // File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl
  10125. THREE.ShaderChunk[ 'specularmap_pars_fragment'] = "#ifdef USE_SPECULARMAP\n\n uniform sampler2D specularMap;\n\n#endif";
  10126. // File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl
  10127. 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";
  10128. // File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl
  10129. 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";
  10130. // File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl
  10131. 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";
  10132. // File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl
  10133. 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";
  10134. // File:src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl
  10135. 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";
  10136. // File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl
  10137. 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;";
  10138. // File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
  10139. 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;";
  10140. // File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl
  10141. 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";
  10142. // File:src/renderers/shaders/ShaderChunk/map_vertex.glsl
  10143. 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";
  10144. // File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl
  10145. THREE.ShaderChunk[ 'lightmap_fragment'] = "#ifdef USE_LIGHTMAP\n\n gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\n\n#endif";
  10146. // File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl
  10147. THREE.ShaderChunk[ 'shadowmap_pars_vertex'] = "#ifdef USE_SHADOWMAP\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n uniform mat4 shadowMatrix[ MAX_SHADOWS ];\n\n#endif";
  10148. // File:src/renderers/shaders/ShaderChunk/color_fragment.glsl
  10149. THREE.ShaderChunk[ 'color_fragment'] = "#ifdef USE_COLOR\n\n gl_FragColor = gl_FragColor * vec4( vColor, 1.0 );\n\n#endif";
  10150. // File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl
  10151. 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";
  10152. // File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
  10153. 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";
  10154. // File:src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl
  10155. 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";
  10156. // File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl
  10157. 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";
  10158. // File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl
  10159. 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";
  10160. // File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl
  10161. 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";
  10162. // File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl
  10163. 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";
  10164. // File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl
  10165. THREE.ShaderChunk[ 'alphamap_fragment'] = "#ifdef USE_ALPHAMAP\n\n gl_FragColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n";
  10166. // File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl
  10167. THREE.ShaderChunk[ 'alphamap_pars_fragment'] = "#ifdef USE_ALPHAMAP\n\n uniform sampler2D alphaMap;\n\n#endif\n";
  10168. // File:src/renderers/shaders/UniformsUtils.js
  10169. /**
  10170. * Uniform Utilities
  10171. */
  10172. THREE.UniformsUtils = {
  10173. merge: function ( uniforms ) {
  10174. var u, p, tmp, merged = {};
  10175. for ( u = 0; u < uniforms.length; u ++ ) {
  10176. tmp = this.clone( uniforms[ u ] );
  10177. for ( p in tmp ) {
  10178. merged[ p ] = tmp[ p ];
  10179. }
  10180. }
  10181. return merged;
  10182. },
  10183. clone: function ( uniforms_src ) {
  10184. var u, p, parameter, parameter_src, uniforms_dst = {};
  10185. for ( u in uniforms_src ) {
  10186. uniforms_dst[ u ] = {};
  10187. for ( p in uniforms_src[ u ] ) {
  10188. parameter_src = uniforms_src[ u ][ p ];
  10189. if ( parameter_src instanceof THREE.Color ||
  10190. parameter_src instanceof THREE.Vector2 ||
  10191. parameter_src instanceof THREE.Vector3 ||
  10192. parameter_src instanceof THREE.Vector4 ||
  10193. parameter_src instanceof THREE.Matrix4 ||
  10194. parameter_src instanceof THREE.Texture ) {
  10195. uniforms_dst[ u ][ p ] = parameter_src.clone();
  10196. } else if ( parameter_src instanceof Array ) {
  10197. uniforms_dst[ u ][ p ] = parameter_src.slice();
  10198. } else {
  10199. uniforms_dst[ u ][ p ] = parameter_src;
  10200. }
  10201. }
  10202. }
  10203. return uniforms_dst;
  10204. }
  10205. };
  10206. // File:src/renderers/shaders/UniformsLib.js
  10207. /**
  10208. * Uniforms library for shared webgl shaders
  10209. */
  10210. THREE.UniformsLib = {
  10211. common: {
  10212. "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  10213. "opacity" : { type: "f", value: 1.0 },
  10214. "map" : { type: "t", value: null },
  10215. "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
  10216. "lightMap" : { type: "t", value: null },
  10217. "specularMap" : { type: "t", value: null },
  10218. "alphaMap" : { type: "t", value: null },
  10219. "envMap" : { type: "t", value: null },
  10220. "flipEnvMap" : { type: "f", value: - 1 },
  10221. "useRefract" : { type: "i", value: 0 },
  10222. "reflectivity" : { type: "f", value: 1.0 },
  10223. "refractionRatio" : { type: "f", value: 0.98 },
  10224. "combine" : { type: "i", value: 0 },
  10225. "morphTargetInfluences" : { type: "f", value: 0 }
  10226. },
  10227. bump: {
  10228. "bumpMap" : { type: "t", value: null },
  10229. "bumpScale" : { type: "f", value: 1 }
  10230. },
  10231. normalmap: {
  10232. "normalMap" : { type: "t", value: null },
  10233. "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
  10234. },
  10235. fog : {
  10236. "fogDensity" : { type: "f", value: 0.00025 },
  10237. "fogNear" : { type: "f", value: 1 },
  10238. "fogFar" : { type: "f", value: 2000 },
  10239. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  10240. },
  10241. lights: {
  10242. "ambientLightColor" : { type: "fv", value: [] },
  10243. "directionalLightDirection" : { type: "fv", value: [] },
  10244. "directionalLightColor" : { type: "fv", value: [] },
  10245. "hemisphereLightDirection" : { type: "fv", value: [] },
  10246. "hemisphereLightSkyColor" : { type: "fv", value: [] },
  10247. "hemisphereLightGroundColor" : { type: "fv", value: [] },
  10248. "pointLightColor" : { type: "fv", value: [] },
  10249. "pointLightPosition" : { type: "fv", value: [] },
  10250. "pointLightDistance" : { type: "fv1", value: [] },
  10251. "spotLightColor" : { type: "fv", value: [] },
  10252. "spotLightPosition" : { type: "fv", value: [] },
  10253. "spotLightDirection" : { type: "fv", value: [] },
  10254. "spotLightDistance" : { type: "fv1", value: [] },
  10255. "spotLightAngleCos" : { type: "fv1", value: [] },
  10256. "spotLightExponent" : { type: "fv1", value: [] }
  10257. },
  10258. particle: {
  10259. "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  10260. "opacity" : { type: "f", value: 1.0 },
  10261. "size" : { type: "f", value: 1.0 },
  10262. "scale" : { type: "f", value: 1.0 },
  10263. "map" : { type: "t", value: null },
  10264. "fogDensity" : { type: "f", value: 0.00025 },
  10265. "fogNear" : { type: "f", value: 1 },
  10266. "fogFar" : { type: "f", value: 2000 },
  10267. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  10268. },
  10269. shadowmap: {
  10270. "shadowMap": { type: "tv", value: [] },
  10271. "shadowMapSize": { type: "v2v", value: [] },
  10272. "shadowBias" : { type: "fv1", value: [] },
  10273. "shadowDarkness": { type: "fv1", value: [] },
  10274. "shadowMatrix" : { type: "m4v", value: [] }
  10275. }
  10276. };
  10277. // File:src/renderers/shaders/ShaderLib.js
  10278. /**
  10279. * Webgl Shader Library for three.js
  10280. *
  10281. * @author alteredq / http://alteredqualia.com/
  10282. * @author mrdoob / http://mrdoob.com/
  10283. * @author mikael emtinger / http://gomo.se/
  10284. */
  10285. THREE.ShaderLib = {
  10286. 'basic': {
  10287. uniforms: THREE.UniformsUtils.merge( [
  10288. THREE.UniformsLib[ "common" ],
  10289. THREE.UniformsLib[ "fog" ],
  10290. THREE.UniformsLib[ "shadowmap" ]
  10291. ] ),
  10292. vertexShader: [
  10293. THREE.ShaderChunk[ "map_pars_vertex" ],
  10294. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  10295. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  10296. THREE.ShaderChunk[ "color_pars_vertex" ],
  10297. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10298. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  10299. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10300. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10301. "void main() {",
  10302. THREE.ShaderChunk[ "map_vertex" ],
  10303. THREE.ShaderChunk[ "lightmap_vertex" ],
  10304. THREE.ShaderChunk[ "color_vertex" ],
  10305. THREE.ShaderChunk[ "skinbase_vertex" ],
  10306. " #ifdef USE_ENVMAP",
  10307. THREE.ShaderChunk[ "morphnormal_vertex" ],
  10308. THREE.ShaderChunk[ "skinnormal_vertex" ],
  10309. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  10310. " #endif",
  10311. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10312. THREE.ShaderChunk[ "skinning_vertex" ],
  10313. THREE.ShaderChunk[ "default_vertex" ],
  10314. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10315. THREE.ShaderChunk[ "worldpos_vertex" ],
  10316. THREE.ShaderChunk[ "envmap_vertex" ],
  10317. THREE.ShaderChunk[ "shadowmap_vertex" ],
  10318. "}"
  10319. ].join("\n"),
  10320. fragmentShader: [
  10321. "uniform vec3 diffuse;",
  10322. "uniform float opacity;",
  10323. THREE.ShaderChunk[ "color_pars_fragment" ],
  10324. THREE.ShaderChunk[ "map_pars_fragment" ],
  10325. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  10326. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  10327. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  10328. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10329. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10330. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  10331. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10332. "void main() {",
  10333. " gl_FragColor = vec4( diffuse, opacity );",
  10334. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10335. THREE.ShaderChunk[ "map_fragment" ],
  10336. THREE.ShaderChunk[ "alphamap_fragment" ],
  10337. THREE.ShaderChunk[ "alphatest_fragment" ],
  10338. THREE.ShaderChunk[ "specularmap_fragment" ],
  10339. THREE.ShaderChunk[ "lightmap_fragment" ],
  10340. THREE.ShaderChunk[ "color_fragment" ],
  10341. THREE.ShaderChunk[ "envmap_fragment" ],
  10342. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10343. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  10344. THREE.ShaderChunk[ "fog_fragment" ],
  10345. "}"
  10346. ].join("\n")
  10347. },
  10348. 'lambert': {
  10349. uniforms: THREE.UniformsUtils.merge( [
  10350. THREE.UniformsLib[ "common" ],
  10351. THREE.UniformsLib[ "fog" ],
  10352. THREE.UniformsLib[ "lights" ],
  10353. THREE.UniformsLib[ "shadowmap" ],
  10354. {
  10355. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  10356. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  10357. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  10358. }
  10359. ] ),
  10360. vertexShader: [
  10361. "#define LAMBERT",
  10362. "varying vec3 vLightFront;",
  10363. "#ifdef DOUBLE_SIDED",
  10364. " varying vec3 vLightBack;",
  10365. "#endif",
  10366. THREE.ShaderChunk[ "map_pars_vertex" ],
  10367. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  10368. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  10369. THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
  10370. THREE.ShaderChunk[ "color_pars_vertex" ],
  10371. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10372. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  10373. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10374. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10375. "void main() {",
  10376. THREE.ShaderChunk[ "map_vertex" ],
  10377. THREE.ShaderChunk[ "lightmap_vertex" ],
  10378. THREE.ShaderChunk[ "color_vertex" ],
  10379. THREE.ShaderChunk[ "morphnormal_vertex" ],
  10380. THREE.ShaderChunk[ "skinbase_vertex" ],
  10381. THREE.ShaderChunk[ "skinnormal_vertex" ],
  10382. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  10383. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10384. THREE.ShaderChunk[ "skinning_vertex" ],
  10385. THREE.ShaderChunk[ "default_vertex" ],
  10386. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10387. THREE.ShaderChunk[ "worldpos_vertex" ],
  10388. THREE.ShaderChunk[ "envmap_vertex" ],
  10389. THREE.ShaderChunk[ "lights_lambert_vertex" ],
  10390. THREE.ShaderChunk[ "shadowmap_vertex" ],
  10391. "}"
  10392. ].join("\n"),
  10393. fragmentShader: [
  10394. "uniform float opacity;",
  10395. "varying vec3 vLightFront;",
  10396. "#ifdef DOUBLE_SIDED",
  10397. " varying vec3 vLightBack;",
  10398. "#endif",
  10399. THREE.ShaderChunk[ "color_pars_fragment" ],
  10400. THREE.ShaderChunk[ "map_pars_fragment" ],
  10401. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  10402. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  10403. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  10404. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10405. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10406. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  10407. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10408. "void main() {",
  10409. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  10410. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10411. THREE.ShaderChunk[ "map_fragment" ],
  10412. THREE.ShaderChunk[ "alphamap_fragment" ],
  10413. THREE.ShaderChunk[ "alphatest_fragment" ],
  10414. THREE.ShaderChunk[ "specularmap_fragment" ],
  10415. " #ifdef DOUBLE_SIDED",
  10416. //"float isFront = float( gl_FrontFacing );",
  10417. //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
  10418. " if ( gl_FrontFacing )",
  10419. " gl_FragColor.xyz *= vLightFront;",
  10420. " else",
  10421. " gl_FragColor.xyz *= vLightBack;",
  10422. " #else",
  10423. " gl_FragColor.xyz *= vLightFront;",
  10424. " #endif",
  10425. THREE.ShaderChunk[ "lightmap_fragment" ],
  10426. THREE.ShaderChunk[ "color_fragment" ],
  10427. THREE.ShaderChunk[ "envmap_fragment" ],
  10428. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10429. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  10430. THREE.ShaderChunk[ "fog_fragment" ],
  10431. "}"
  10432. ].join("\n")
  10433. },
  10434. 'phong': {
  10435. uniforms: THREE.UniformsUtils.merge( [
  10436. THREE.UniformsLib[ "common" ],
  10437. THREE.UniformsLib[ "bump" ],
  10438. THREE.UniformsLib[ "normalmap" ],
  10439. THREE.UniformsLib[ "fog" ],
  10440. THREE.UniformsLib[ "lights" ],
  10441. THREE.UniformsLib[ "shadowmap" ],
  10442. {
  10443. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  10444. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  10445. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  10446. "shininess": { type: "f", value: 30 },
  10447. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  10448. }
  10449. ] ),
  10450. vertexShader: [
  10451. "#define PHONG",
  10452. "varying vec3 vViewPosition;",
  10453. "varying vec3 vNormal;",
  10454. THREE.ShaderChunk[ "map_pars_vertex" ],
  10455. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  10456. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  10457. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  10458. THREE.ShaderChunk[ "color_pars_vertex" ],
  10459. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10460. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  10461. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10462. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10463. "void main() {",
  10464. THREE.ShaderChunk[ "map_vertex" ],
  10465. THREE.ShaderChunk[ "lightmap_vertex" ],
  10466. THREE.ShaderChunk[ "color_vertex" ],
  10467. THREE.ShaderChunk[ "morphnormal_vertex" ],
  10468. THREE.ShaderChunk[ "skinbase_vertex" ],
  10469. THREE.ShaderChunk[ "skinnormal_vertex" ],
  10470. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  10471. " vNormal = normalize( transformedNormal );",
  10472. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10473. THREE.ShaderChunk[ "skinning_vertex" ],
  10474. THREE.ShaderChunk[ "default_vertex" ],
  10475. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10476. " vViewPosition = -mvPosition.xyz;",
  10477. THREE.ShaderChunk[ "worldpos_vertex" ],
  10478. THREE.ShaderChunk[ "envmap_vertex" ],
  10479. THREE.ShaderChunk[ "lights_phong_vertex" ],
  10480. THREE.ShaderChunk[ "shadowmap_vertex" ],
  10481. "}"
  10482. ].join("\n"),
  10483. fragmentShader: [
  10484. "#define PHONG",
  10485. "uniform vec3 diffuse;",
  10486. "uniform float opacity;",
  10487. "uniform vec3 ambient;",
  10488. "uniform vec3 emissive;",
  10489. "uniform vec3 specular;",
  10490. "uniform float shininess;",
  10491. THREE.ShaderChunk[ "color_pars_fragment" ],
  10492. THREE.ShaderChunk[ "map_pars_fragment" ],
  10493. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  10494. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  10495. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  10496. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10497. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  10498. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10499. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  10500. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  10501. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  10502. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10503. "void main() {",
  10504. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  10505. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10506. THREE.ShaderChunk[ "map_fragment" ],
  10507. THREE.ShaderChunk[ "alphamap_fragment" ],
  10508. THREE.ShaderChunk[ "alphatest_fragment" ],
  10509. THREE.ShaderChunk[ "specularmap_fragment" ],
  10510. THREE.ShaderChunk[ "lights_phong_fragment" ],
  10511. THREE.ShaderChunk[ "lightmap_fragment" ],
  10512. THREE.ShaderChunk[ "color_fragment" ],
  10513. THREE.ShaderChunk[ "envmap_fragment" ],
  10514. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10515. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  10516. THREE.ShaderChunk[ "fog_fragment" ],
  10517. "}"
  10518. ].join("\n")
  10519. },
  10520. 'particle_basic': {
  10521. uniforms: THREE.UniformsUtils.merge( [
  10522. THREE.UniformsLib[ "particle" ],
  10523. THREE.UniformsLib[ "shadowmap" ]
  10524. ] ),
  10525. vertexShader: [
  10526. "uniform float size;",
  10527. "uniform float scale;",
  10528. THREE.ShaderChunk[ "color_pars_vertex" ],
  10529. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10530. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10531. "void main() {",
  10532. THREE.ShaderChunk[ "color_vertex" ],
  10533. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  10534. " #ifdef USE_SIZEATTENUATION",
  10535. " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  10536. " #else",
  10537. " gl_PointSize = size;",
  10538. " #endif",
  10539. " gl_Position = projectionMatrix * mvPosition;",
  10540. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10541. THREE.ShaderChunk[ "worldpos_vertex" ],
  10542. THREE.ShaderChunk[ "shadowmap_vertex" ],
  10543. "}"
  10544. ].join("\n"),
  10545. fragmentShader: [
  10546. "uniform vec3 psColor;",
  10547. "uniform float opacity;",
  10548. THREE.ShaderChunk[ "color_pars_fragment" ],
  10549. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  10550. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10551. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10552. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10553. "void main() {",
  10554. " gl_FragColor = vec4( psColor, opacity );",
  10555. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10556. THREE.ShaderChunk[ "map_particle_fragment" ],
  10557. THREE.ShaderChunk[ "alphatest_fragment" ],
  10558. THREE.ShaderChunk[ "color_fragment" ],
  10559. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10560. THREE.ShaderChunk[ "fog_fragment" ],
  10561. "}"
  10562. ].join("\n")
  10563. },
  10564. 'dashed': {
  10565. uniforms: THREE.UniformsUtils.merge( [
  10566. THREE.UniformsLib[ "common" ],
  10567. THREE.UniformsLib[ "fog" ],
  10568. {
  10569. "scale" : { type: "f", value: 1 },
  10570. "dashSize" : { type: "f", value: 1 },
  10571. "totalSize": { type: "f", value: 2 }
  10572. }
  10573. ] ),
  10574. vertexShader: [
  10575. "uniform float scale;",
  10576. "attribute float lineDistance;",
  10577. "varying float vLineDistance;",
  10578. THREE.ShaderChunk[ "color_pars_vertex" ],
  10579. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10580. "void main() {",
  10581. THREE.ShaderChunk[ "color_vertex" ],
  10582. " vLineDistance = scale * lineDistance;",
  10583. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  10584. " gl_Position = projectionMatrix * mvPosition;",
  10585. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10586. "}"
  10587. ].join("\n"),
  10588. fragmentShader: [
  10589. "uniform vec3 diffuse;",
  10590. "uniform float opacity;",
  10591. "uniform float dashSize;",
  10592. "uniform float totalSize;",
  10593. "varying float vLineDistance;",
  10594. THREE.ShaderChunk[ "color_pars_fragment" ],
  10595. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10596. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10597. "void main() {",
  10598. " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
  10599. " discard;",
  10600. " }",
  10601. " gl_FragColor = vec4( diffuse, opacity );",
  10602. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10603. THREE.ShaderChunk[ "color_fragment" ],
  10604. THREE.ShaderChunk[ "fog_fragment" ],
  10605. "}"
  10606. ].join("\n")
  10607. },
  10608. 'depth': {
  10609. uniforms: {
  10610. "mNear": { type: "f", value: 1.0 },
  10611. "mFar" : { type: "f", value: 2000.0 },
  10612. "opacity" : { type: "f", value: 1.0 }
  10613. },
  10614. vertexShader: [
  10615. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10616. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10617. "void main() {",
  10618. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10619. THREE.ShaderChunk[ "default_vertex" ],
  10620. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10621. "}"
  10622. ].join("\n"),
  10623. fragmentShader: [
  10624. "uniform float mNear;",
  10625. "uniform float mFar;",
  10626. "uniform float opacity;",
  10627. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10628. "void main() {",
  10629. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10630. " #ifdef USE_LOGDEPTHBUF_EXT",
  10631. " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  10632. " #else",
  10633. " float depth = gl_FragCoord.z / gl_FragCoord.w;",
  10634. " #endif",
  10635. " float color = 1.0 - smoothstep( mNear, mFar, depth );",
  10636. " gl_FragColor = vec4( vec3( color ), opacity );",
  10637. "}"
  10638. ].join("\n")
  10639. },
  10640. 'normal': {
  10641. uniforms: {
  10642. "opacity" : { type: "f", value: 1.0 }
  10643. },
  10644. vertexShader: [
  10645. "varying vec3 vNormal;",
  10646. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10647. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10648. "void main() {",
  10649. " vNormal = normalize( normalMatrix * normal );",
  10650. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10651. THREE.ShaderChunk[ "default_vertex" ],
  10652. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10653. "}"
  10654. ].join("\n"),
  10655. fragmentShader: [
  10656. "uniform float opacity;",
  10657. "varying vec3 vNormal;",
  10658. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10659. "void main() {",
  10660. " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  10661. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10662. "}"
  10663. ].join("\n")
  10664. },
  10665. /* -------------------------------------------------------------------------
  10666. // Normal map shader
  10667. // - Blinn-Phong
  10668. // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
  10669. // - point and directional lights (use with "lights: true" material option)
  10670. ------------------------------------------------------------------------- */
  10671. 'normalmap' : {
  10672. uniforms: THREE.UniformsUtils.merge( [
  10673. THREE.UniformsLib[ "fog" ],
  10674. THREE.UniformsLib[ "lights" ],
  10675. THREE.UniformsLib[ "shadowmap" ],
  10676. {
  10677. "enableAO" : { type: "i", value: 0 },
  10678. "enableDiffuse" : { type: "i", value: 0 },
  10679. "enableSpecular" : { type: "i", value: 0 },
  10680. "enableReflection" : { type: "i", value: 0 },
  10681. "enableDisplacement": { type: "i", value: 0 },
  10682. "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
  10683. "tDiffuse" : { type: "t", value: null },
  10684. "tCube" : { type: "t", value: null },
  10685. "tNormal" : { type: "t", value: null },
  10686. "tSpecular" : { type: "t", value: null },
  10687. "tAO" : { type: "t", value: null },
  10688. "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  10689. "uDisplacementBias": { type: "f", value: 0.0 },
  10690. "uDisplacementScale": { type: "f", value: 1.0 },
  10691. "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
  10692. "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
  10693. "ambient": { type: "c", value: new THREE.Color( 0xffffff ) },
  10694. "shininess": { type: "f", value: 30 },
  10695. "opacity": { type: "f", value: 1 },
  10696. "useRefract": { type: "i", value: 0 },
  10697. "refractionRatio": { type: "f", value: 0.98 },
  10698. "reflectivity": { type: "f", value: 0.5 },
  10699. "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
  10700. "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  10701. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  10702. }
  10703. ] ),
  10704. fragmentShader: [
  10705. "uniform vec3 ambient;",
  10706. "uniform vec3 diffuse;",
  10707. "uniform vec3 specular;",
  10708. "uniform float shininess;",
  10709. "uniform float opacity;",
  10710. "uniform bool enableDiffuse;",
  10711. "uniform bool enableSpecular;",
  10712. "uniform bool enableAO;",
  10713. "uniform bool enableReflection;",
  10714. "uniform sampler2D tDiffuse;",
  10715. "uniform sampler2D tNormal;",
  10716. "uniform sampler2D tSpecular;",
  10717. "uniform sampler2D tAO;",
  10718. "uniform samplerCube tCube;",
  10719. "uniform vec2 uNormalScale;",
  10720. "uniform bool useRefract;",
  10721. "uniform float refractionRatio;",
  10722. "uniform float reflectivity;",
  10723. "varying vec3 vTangent;",
  10724. "varying vec3 vBinormal;",
  10725. "varying vec3 vNormal;",
  10726. "varying vec2 vUv;",
  10727. "uniform vec3 ambientLightColor;",
  10728. "#if MAX_DIR_LIGHTS > 0",
  10729. " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  10730. " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  10731. "#endif",
  10732. "#if MAX_HEMI_LIGHTS > 0",
  10733. " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  10734. " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  10735. " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  10736. "#endif",
  10737. "#if MAX_POINT_LIGHTS > 0",
  10738. " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  10739. " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  10740. " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  10741. "#endif",
  10742. "#if MAX_SPOT_LIGHTS > 0",
  10743. " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  10744. " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  10745. " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  10746. " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  10747. " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  10748. " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  10749. "#endif",
  10750. "#ifdef WRAP_AROUND",
  10751. " uniform vec3 wrapRGB;",
  10752. "#endif",
  10753. "varying vec3 vWorldPosition;",
  10754. "varying vec3 vViewPosition;",
  10755. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10756. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10757. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10758. "void main() {",
  10759. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10760. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  10761. " vec3 specularTex = vec3( 1.0 );",
  10762. " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
  10763. " normalTex.xy *= uNormalScale;",
  10764. " normalTex = normalize( normalTex );",
  10765. " if( enableDiffuse ) {",
  10766. " #ifdef GAMMA_INPUT",
  10767. " vec4 texelColor = texture2D( tDiffuse, vUv );",
  10768. " texelColor.xyz *= texelColor.xyz;",
  10769. " gl_FragColor = gl_FragColor * texelColor;",
  10770. " #else",
  10771. " gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
  10772. " #endif",
  10773. " }",
  10774. " if( enableAO ) {",
  10775. " #ifdef GAMMA_INPUT",
  10776. " vec4 aoColor = texture2D( tAO, vUv );",
  10777. " aoColor.xyz *= aoColor.xyz;",
  10778. " gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
  10779. " #else",
  10780. " gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
  10781. " #endif",
  10782. " }",
  10783. THREE.ShaderChunk[ "alphatest_fragment" ],
  10784. " if( enableSpecular )",
  10785. " specularTex = texture2D( tSpecular, vUv ).xyz;",
  10786. " mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
  10787. " vec3 finalNormal = tsb * normalTex;",
  10788. " #ifdef FLIP_SIDED",
  10789. " finalNormal = -finalNormal;",
  10790. " #endif",
  10791. " vec3 normal = normalize( finalNormal );",
  10792. " vec3 viewPosition = normalize( vViewPosition );",
  10793. // point lights
  10794. " #if MAX_POINT_LIGHTS > 0",
  10795. " vec3 pointDiffuse = vec3( 0.0 );",
  10796. " vec3 pointSpecular = vec3( 0.0 );",
  10797. " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  10798. " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  10799. " vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
  10800. " float pointDistance = 1.0;",
  10801. " if ( pointLightDistance[ i ] > 0.0 )",
  10802. " pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
  10803. " pointVector = normalize( pointVector );",
  10804. // diffuse
  10805. " #ifdef WRAP_AROUND",
  10806. " float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
  10807. " float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
  10808. " vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
  10809. " #else",
  10810. " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
  10811. " #endif",
  10812. " pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
  10813. // specular
  10814. " vec3 pointHalfVector = normalize( pointVector + viewPosition );",
  10815. " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  10816. " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
  10817. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10818. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );",
  10819. " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
  10820. " }",
  10821. " #endif",
  10822. // spot lights
  10823. " #if MAX_SPOT_LIGHTS > 0",
  10824. " vec3 spotDiffuse = vec3( 0.0 );",
  10825. " vec3 spotSpecular = vec3( 0.0 );",
  10826. " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  10827. " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  10828. " vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
  10829. " float spotDistance = 1.0;",
  10830. " if ( spotLightDistance[ i ] > 0.0 )",
  10831. " spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
  10832. " spotVector = normalize( spotVector );",
  10833. " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
  10834. " if ( spotEffect > spotLightAngleCos[ i ] ) {",
  10835. " spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );",
  10836. // diffuse
  10837. " #ifdef WRAP_AROUND",
  10838. " float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
  10839. " float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
  10840. " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
  10841. " #else",
  10842. " float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
  10843. " #endif",
  10844. " spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;",
  10845. // specular
  10846. " vec3 spotHalfVector = normalize( spotVector + viewPosition );",
  10847. " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
  10848. " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
  10849. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10850. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );",
  10851. " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
  10852. " }",
  10853. " }",
  10854. " #endif",
  10855. // directional lights
  10856. " #if MAX_DIR_LIGHTS > 0",
  10857. " vec3 dirDiffuse = vec3( 0.0 );",
  10858. " vec3 dirSpecular = vec3( 0.0 );",
  10859. " for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  10860. " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  10861. " vec3 dirVector = normalize( lDirection.xyz );",
  10862. // diffuse
  10863. " #ifdef WRAP_AROUND",
  10864. " float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
  10865. " float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
  10866. " vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
  10867. " #else",
  10868. " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  10869. " #endif",
  10870. " dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
  10871. // specular
  10872. " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
  10873. " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  10874. " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
  10875. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10876. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
  10877. " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
  10878. " }",
  10879. " #endif",
  10880. // hemisphere lights
  10881. " #if MAX_HEMI_LIGHTS > 0",
  10882. " vec3 hemiDiffuse = vec3( 0.0 );",
  10883. " vec3 hemiSpecular = vec3( 0.0 );" ,
  10884. " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  10885. " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  10886. " vec3 lVector = normalize( lDirection.xyz );",
  10887. // diffuse
  10888. " float dotProduct = dot( normal, lVector );",
  10889. " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  10890. " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  10891. " hemiDiffuse += diffuse * hemiColor;",
  10892. // specular (sky light)
  10893. " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
  10894. " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  10895. " float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );",
  10896. // specular (ground light)
  10897. " vec3 lVectorGround = -lVector;",
  10898. " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
  10899. " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  10900. " float hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );",
  10901. " float dotProductGround = dot( normal, lVectorGround );",
  10902. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10903. " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
  10904. " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
  10905. " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
  10906. " }",
  10907. " #endif",
  10908. // all lights contribution summation
  10909. " vec3 totalDiffuse = vec3( 0.0 );",
  10910. " vec3 totalSpecular = vec3( 0.0 );",
  10911. " #if MAX_DIR_LIGHTS > 0",
  10912. " totalDiffuse += dirDiffuse;",
  10913. " totalSpecular += dirSpecular;",
  10914. " #endif",
  10915. " #if MAX_HEMI_LIGHTS > 0",
  10916. " totalDiffuse += hemiDiffuse;",
  10917. " totalSpecular += hemiSpecular;",
  10918. " #endif",
  10919. " #if MAX_POINT_LIGHTS > 0",
  10920. " totalDiffuse += pointDiffuse;",
  10921. " totalSpecular += pointSpecular;",
  10922. " #endif",
  10923. " #if MAX_SPOT_LIGHTS > 0",
  10924. " totalDiffuse += spotDiffuse;",
  10925. " totalSpecular += spotSpecular;",
  10926. " #endif",
  10927. " #ifdef METAL",
  10928. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
  10929. " #else",
  10930. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
  10931. " #endif",
  10932. " if ( enableReflection ) {",
  10933. " vec3 vReflect;",
  10934. " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
  10935. " if ( useRefract ) {",
  10936. " vReflect = refract( cameraToVertex, normal, refractionRatio );",
  10937. " } else {",
  10938. " vReflect = reflect( cameraToVertex, normal );",
  10939. " }",
  10940. " vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
  10941. " #ifdef GAMMA_INPUT",
  10942. " cubeColor.xyz *= cubeColor.xyz;",
  10943. " #endif",
  10944. " gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );",
  10945. " }",
  10946. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10947. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  10948. THREE.ShaderChunk[ "fog_fragment" ],
  10949. "}"
  10950. ].join("\n"),
  10951. vertexShader: [
  10952. "attribute vec4 tangent;",
  10953. "uniform vec2 uOffset;",
  10954. "uniform vec2 uRepeat;",
  10955. "uniform bool enableDisplacement;",
  10956. "#ifdef VERTEX_TEXTURES",
  10957. " uniform sampler2D tDisplacement;",
  10958. " uniform float uDisplacementScale;",
  10959. " uniform float uDisplacementBias;",
  10960. "#endif",
  10961. "varying vec3 vTangent;",
  10962. "varying vec3 vBinormal;",
  10963. "varying vec3 vNormal;",
  10964. "varying vec2 vUv;",
  10965. "varying vec3 vWorldPosition;",
  10966. "varying vec3 vViewPosition;",
  10967. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  10968. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10969. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10970. "void main() {",
  10971. THREE.ShaderChunk[ "skinbase_vertex" ],
  10972. THREE.ShaderChunk[ "skinnormal_vertex" ],
  10973. // normal, tangent and binormal vectors
  10974. " #ifdef USE_SKINNING",
  10975. " vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
  10976. " vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
  10977. " vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
  10978. " #else",
  10979. " vNormal = normalize( normalMatrix * normal );",
  10980. " vTangent = normalize( normalMatrix * tangent.xyz );",
  10981. " #endif",
  10982. " vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
  10983. " vUv = uv * uRepeat + uOffset;",
  10984. // displacement mapping
  10985. " vec3 displacedPosition;",
  10986. " #ifdef VERTEX_TEXTURES",
  10987. " if ( enableDisplacement ) {",
  10988. " vec3 dv = texture2D( tDisplacement, uv ).xyz;",
  10989. " float df = uDisplacementScale * dv.x + uDisplacementBias;",
  10990. " displacedPosition = position + normalize( normal ) * df;",
  10991. " } else {",
  10992. " #ifdef USE_SKINNING",
  10993. " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
  10994. " vec4 skinned = vec4( 0.0 );",
  10995. " skinned += boneMatX * skinVertex * skinWeight.x;",
  10996. " skinned += boneMatY * skinVertex * skinWeight.y;",
  10997. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  10998. " skinned += boneMatW * skinVertex * skinWeight.w;",
  10999. " skinned = bindMatrixInverse * skinned;",
  11000. " displacedPosition = skinned.xyz;",
  11001. " #else",
  11002. " displacedPosition = position;",
  11003. " #endif",
  11004. " }",
  11005. " #else",
  11006. " #ifdef USE_SKINNING",
  11007. " vec4 skinVertex = bindMatrix * vec4( position, 1.0 );",
  11008. " vec4 skinned = vec4( 0.0 );",
  11009. " skinned += boneMatX * skinVertex * skinWeight.x;",
  11010. " skinned += boneMatY * skinVertex * skinWeight.y;",
  11011. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  11012. " skinned += boneMatW * skinVertex * skinWeight.w;",
  11013. " skinned = bindMatrixInverse * skinned;",
  11014. " displacedPosition = skinned.xyz;",
  11015. " #else",
  11016. " displacedPosition = position;",
  11017. " #endif",
  11018. " #endif",
  11019. //
  11020. " vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
  11021. " vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
  11022. " gl_Position = projectionMatrix * mvPosition;",
  11023. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11024. //
  11025. " vWorldPosition = worldPosition.xyz;",
  11026. " vViewPosition = -mvPosition.xyz;",
  11027. // shadows
  11028. " #ifdef USE_SHADOWMAP",
  11029. " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  11030. " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
  11031. " }",
  11032. " #endif",
  11033. "}"
  11034. ].join("\n")
  11035. },
  11036. /* -------------------------------------------------------------------------
  11037. // Cube map shader
  11038. ------------------------------------------------------------------------- */
  11039. 'cube': {
  11040. uniforms: { "tCube": { type: "t", value: null },
  11041. "tFlip": { type: "f", value: - 1 } },
  11042. vertexShader: [
  11043. "varying vec3 vWorldPosition;",
  11044. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11045. "void main() {",
  11046. " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  11047. " vWorldPosition = worldPosition.xyz;",
  11048. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  11049. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11050. "}"
  11051. ].join("\n"),
  11052. fragmentShader: [
  11053. "uniform samplerCube tCube;",
  11054. "uniform float tFlip;",
  11055. "varying vec3 vWorldPosition;",
  11056. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11057. "void main() {",
  11058. " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  11059. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11060. "}"
  11061. ].join("\n")
  11062. },
  11063. /* Depth encoding into RGBA texture
  11064. *
  11065. * based on SpiderGL shadow map example
  11066. * http://spidergl.org/example.php?id=6
  11067. *
  11068. * originally from
  11069. * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  11070. *
  11071. * see also
  11072. * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  11073. */
  11074. 'depthRGBA': {
  11075. uniforms: {},
  11076. vertexShader: [
  11077. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  11078. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  11079. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11080. "void main() {",
  11081. THREE.ShaderChunk[ "skinbase_vertex" ],
  11082. THREE.ShaderChunk[ "morphtarget_vertex" ],
  11083. THREE.ShaderChunk[ "skinning_vertex" ],
  11084. THREE.ShaderChunk[ "default_vertex" ],
  11085. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11086. "}"
  11087. ].join("\n"),
  11088. fragmentShader: [
  11089. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11090. "vec4 pack_depth( const in float depth ) {",
  11091. " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  11092. " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  11093. " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
  11094. " res -= res.xxyz * bit_mask;",
  11095. " return res;",
  11096. "}",
  11097. "void main() {",
  11098. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11099. " #ifdef USE_LOGDEPTHBUF_EXT",
  11100. " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
  11101. " #else",
  11102. " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  11103. " #endif",
  11104. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  11105. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  11106. //"gl_FragData[ 0 ] = pack_depth( z );",
  11107. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  11108. "}"
  11109. ].join("\n")
  11110. }
  11111. };
  11112. // File:src/renderers/WebGLRenderer.js
  11113. /**
  11114. * @author supereggbert / http://www.paulbrunt.co.uk/
  11115. * @author mrdoob / http://mrdoob.com/
  11116. * @author alteredq / http://alteredqualia.com/
  11117. * @author szimek / https://github.com/szimek/
  11118. */
  11119. THREE.WebGLRenderer = function ( parameters ) {
  11120. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  11121. parameters = parameters || {};
  11122. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11123. _context = parameters.context !== undefined ? parameters.context : null,
  11124. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  11125. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  11126. _depth = parameters.depth !== undefined ? parameters.depth : true,
  11127. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  11128. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  11129. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  11130. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  11131. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  11132. _clearColor = new THREE.Color( 0x000000 ),
  11133. _clearAlpha = 0;
  11134. var lights = [];
  11135. var _webglObjects = {};
  11136. var _webglObjectsImmediate = [];
  11137. var opaqueObjects = [];
  11138. var transparentObjects = [];
  11139. // public properties
  11140. this.domElement = _canvas;
  11141. this.context = null;
  11142. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  11143. ? parameters.devicePixelRatio
  11144. : self.devicePixelRatio !== undefined
  11145. ? self.devicePixelRatio
  11146. : 1;
  11147. // clearing
  11148. this.autoClear = true;
  11149. this.autoClearColor = true;
  11150. this.autoClearDepth = true;
  11151. this.autoClearStencil = true;
  11152. // scene graph
  11153. this.sortObjects = true;
  11154. // physically based shading
  11155. this.gammaInput = false;
  11156. this.gammaOutput = false;
  11157. // shadow map
  11158. this.shadowMapEnabled = false;
  11159. this.shadowMapAutoUpdate = true;
  11160. this.shadowMapType = THREE.PCFShadowMap;
  11161. this.shadowMapCullFace = THREE.CullFaceFront;
  11162. this.shadowMapDebug = false;
  11163. this.shadowMapCascade = false;
  11164. // morphs
  11165. this.maxMorphTargets = 8;
  11166. this.maxMorphNormals = 4;
  11167. // flags
  11168. this.autoScaleCubemaps = true;
  11169. // custom render plugins
  11170. this.renderPluginsPre = [];
  11171. this.renderPluginsPost = [];
  11172. // info
  11173. this.info = {
  11174. memory: {
  11175. programs: 0,
  11176. geometries: 0,
  11177. textures: 0
  11178. },
  11179. render: {
  11180. calls: 0,
  11181. vertices: 0,
  11182. faces: 0,
  11183. points: 0
  11184. }
  11185. };
  11186. // internal properties
  11187. var _this = this,
  11188. _programs = [],
  11189. // internal state cache
  11190. _currentProgram = null,
  11191. _currentFramebuffer = null,
  11192. _currentMaterialId = - 1,
  11193. _currentGeometryGroupHash = null,
  11194. _currentCamera = null,
  11195. _usedTextureUnits = 0,
  11196. // GL state cache
  11197. _oldDoubleSided = - 1,
  11198. _oldFlipSided = - 1,
  11199. _oldBlending = - 1,
  11200. _oldBlendEquation = - 1,
  11201. _oldBlendSrc = - 1,
  11202. _oldBlendDst = - 1,
  11203. _oldDepthTest = - 1,
  11204. _oldDepthWrite = - 1,
  11205. _oldPolygonOffset = null,
  11206. _oldPolygonOffsetFactor = null,
  11207. _oldPolygonOffsetUnits = null,
  11208. _oldLineWidth = null,
  11209. _viewportX = 0,
  11210. _viewportY = 0,
  11211. _viewportWidth = _canvas.width,
  11212. _viewportHeight = _canvas.height,
  11213. _currentWidth = 0,
  11214. _currentHeight = 0,
  11215. _newAttributes = new Uint8Array( 16 ),
  11216. _enabledAttributes = new Uint8Array( 16 ),
  11217. // frustum
  11218. _frustum = new THREE.Frustum(),
  11219. // camera matrices cache
  11220. _projScreenMatrix = new THREE.Matrix4(),
  11221. _projScreenMatrixPS = new THREE.Matrix4(),
  11222. _vector3 = new THREE.Vector3(),
  11223. // light arrays cache
  11224. _direction = new THREE.Vector3(),
  11225. _lightsNeedUpdate = true,
  11226. _lights = {
  11227. ambient: [ 0, 0, 0 ],
  11228. directional: { length: 0, colors:[], positions: [] },
  11229. point: { length: 0, colors: [], positions: [], distances: [] },
  11230. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] },
  11231. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  11232. };
  11233. // initialize
  11234. var _gl;
  11235. var _glExtensionTextureFloat;
  11236. var _glExtensionTextureFloatLinear;
  11237. var _glExtensionStandardDerivatives;
  11238. var _glExtensionTextureFilterAnisotropic;
  11239. var _glExtensionCompressedTextureS3TC;
  11240. var _glExtensionElementIndexUint;
  11241. var _glExtensionFragDepth;
  11242. initGL();
  11243. setDefaultGLState();
  11244. this.context = _gl;
  11245. // GPU capabilities
  11246. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  11247. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  11248. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  11249. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  11250. var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  11251. var _supportsVertexTextures = ( _maxVertexTextures > 0 );
  11252. var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
  11253. var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
  11254. //
  11255. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  11256. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  11257. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  11258. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  11259. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  11260. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  11261. // clamp precision to maximum available
  11262. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  11263. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  11264. if ( _precision === 'highp' && ! highpAvailable ) {
  11265. if ( mediumpAvailable ) {
  11266. _precision = 'mediump';
  11267. console.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
  11268. } else {
  11269. _precision = 'lowp';
  11270. console.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
  11271. }
  11272. }
  11273. if ( _precision === 'mediump' && ! mediumpAvailable ) {
  11274. _precision = 'lowp';
  11275. console.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
  11276. }
  11277. // API
  11278. this.getContext = function () {
  11279. return _gl;
  11280. };
  11281. this.supportsVertexTextures = function () {
  11282. return _supportsVertexTextures;
  11283. };
  11284. this.supportsFloatTextures = function () {
  11285. return _glExtensionTextureFloat;
  11286. };
  11287. this.supportsStandardDerivatives = function () {
  11288. return _glExtensionStandardDerivatives;
  11289. };
  11290. this.supportsCompressedTextureS3TC = function () {
  11291. return _glExtensionCompressedTextureS3TC;
  11292. };
  11293. this.getMaxAnisotropy = function () {
  11294. return _maxAnisotropy;
  11295. };
  11296. this.getPrecision = function () {
  11297. return _precision;
  11298. };
  11299. this.setSize = function ( width, height, updateStyle ) {
  11300. _canvas.width = width * this.devicePixelRatio;
  11301. _canvas.height = height * this.devicePixelRatio;
  11302. if ( updateStyle !== false ) {
  11303. _canvas.style.width = width + 'px';
  11304. _canvas.style.height = height + 'px';
  11305. }
  11306. this.setViewport( 0, 0, width, height );
  11307. };
  11308. this.setViewport = function ( x, y, width, height ) {
  11309. _viewportX = x * this.devicePixelRatio;
  11310. _viewportY = y * this.devicePixelRatio;
  11311. _viewportWidth = width * this.devicePixelRatio;
  11312. _viewportHeight = height * this.devicePixelRatio;
  11313. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  11314. };
  11315. this.setScissor = function ( x, y, width, height ) {
  11316. _gl.scissor(
  11317. x * this.devicePixelRatio,
  11318. y * this.devicePixelRatio,
  11319. width * this.devicePixelRatio,
  11320. height * this.devicePixelRatio
  11321. );
  11322. };
  11323. this.enableScissorTest = function ( enable ) {
  11324. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  11325. };
  11326. // Clearing
  11327. this.setClearColor = function ( color, alpha ) {
  11328. _clearColor.set( color );
  11329. _clearAlpha = alpha !== undefined ? alpha : 1;
  11330. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  11331. };
  11332. this.setClearColorHex = function ( hex, alpha ) {
  11333. console.warn( 'THREE.WebGLRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  11334. this.setClearColor( hex, alpha );
  11335. };
  11336. this.getClearColor = function () {
  11337. return _clearColor;
  11338. };
  11339. this.getClearAlpha = function () {
  11340. return _clearAlpha;
  11341. };
  11342. this.clear = function ( color, depth, stencil ) {
  11343. var bits = 0;
  11344. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  11345. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  11346. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  11347. _gl.clear( bits );
  11348. };
  11349. this.clearColor = function () {
  11350. _gl.clear( _gl.COLOR_BUFFER_BIT );
  11351. };
  11352. this.clearDepth = function () {
  11353. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  11354. };
  11355. this.clearStencil = function () {
  11356. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  11357. };
  11358. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  11359. this.setRenderTarget( renderTarget );
  11360. this.clear( color, depth, stencil );
  11361. };
  11362. // Plugins
  11363. this.addPostPlugin = function ( plugin ) {
  11364. plugin.init( this, lights, _webglObjects, _webglObjectsImmediate );
  11365. this.renderPluginsPost.push( plugin );
  11366. };
  11367. this.addPrePlugin = function ( plugin ) {
  11368. plugin.init( this, lights, _webglObjects, _webglObjectsImmediate );
  11369. this.renderPluginsPre.push( plugin );
  11370. };
  11371. // Rendering
  11372. this.updateShadowMap = function ( scene, camera ) {
  11373. _currentProgram = null;
  11374. _oldBlending = - 1;
  11375. _oldDepthTest = - 1;
  11376. _oldDepthWrite = - 1;
  11377. _currentGeometryGroupHash = - 1;
  11378. _currentMaterialId = - 1;
  11379. _lightsNeedUpdate = true;
  11380. _oldDoubleSided = - 1;
  11381. _oldFlipSided = - 1;
  11382. this.shadowMapPlugin.update( scene, camera );
  11383. };
  11384. // Internal functions
  11385. // Buffer allocation
  11386. function createParticleBuffers ( geometry ) {
  11387. geometry.__webglVertexBuffer = _gl.createBuffer();
  11388. geometry.__webglColorBuffer = _gl.createBuffer();
  11389. _this.info.memory.geometries ++;
  11390. };
  11391. function createLineBuffers ( geometry ) {
  11392. geometry.__webglVertexBuffer = _gl.createBuffer();
  11393. geometry.__webglColorBuffer = _gl.createBuffer();
  11394. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  11395. _this.info.memory.geometries ++;
  11396. };
  11397. function createMeshBuffers ( geometryGroup ) {
  11398. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  11399. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  11400. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  11401. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  11402. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  11403. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  11404. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  11405. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  11406. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  11407. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  11408. var m, ml;
  11409. if ( geometryGroup.numMorphTargets ) {
  11410. geometryGroup.__webglMorphTargetsBuffers = [];
  11411. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  11412. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  11413. }
  11414. }
  11415. if ( geometryGroup.numMorphNormals ) {
  11416. geometryGroup.__webglMorphNormalsBuffers = [];
  11417. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  11418. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  11419. }
  11420. }
  11421. _this.info.memory.geometries ++;
  11422. };
  11423. // Events
  11424. var onObjectDispose = function ( event ) {
  11425. var object = event.target;
  11426. object.removeEventListener( 'dispose', onObjectDispose );
  11427. removeObject( object )
  11428. };
  11429. var onGeometryDispose = function ( event ) {
  11430. var geometry = event.target;
  11431. geometry.removeEventListener( 'dispose', onGeometryDispose );
  11432. deallocateGeometry( geometry );
  11433. };
  11434. var onTextureDispose = function ( event ) {
  11435. var texture = event.target;
  11436. texture.removeEventListener( 'dispose', onTextureDispose );
  11437. deallocateTexture( texture );
  11438. _this.info.memory.textures --;
  11439. };
  11440. var onRenderTargetDispose = function ( event ) {
  11441. var renderTarget = event.target;
  11442. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  11443. deallocateRenderTarget( renderTarget );
  11444. _this.info.memory.textures --;
  11445. };
  11446. var onMaterialDispose = function ( event ) {
  11447. var material = event.target;
  11448. material.removeEventListener( 'dispose', onMaterialDispose );
  11449. deallocateMaterial( material );
  11450. };
  11451. // Buffer deallocation
  11452. var deleteBuffers = function ( geometry ) {
  11453. if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
  11454. if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
  11455. if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
  11456. if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
  11457. if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
  11458. if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
  11459. if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
  11460. if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
  11461. if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
  11462. if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
  11463. if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
  11464. // custom attributes
  11465. if ( geometry.__webglCustomAttributesList !== undefined ) {
  11466. for ( var id in geometry.__webglCustomAttributesList ) {
  11467. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
  11468. }
  11469. }
  11470. _this.info.memory.geometries --;
  11471. };
  11472. var deallocateGeometry = function ( geometry ) {
  11473. geometry.__webglInit = undefined;
  11474. if ( geometry instanceof THREE.BufferGeometry ) {
  11475. var attributes = geometry.attributes;
  11476. for ( var key in attributes ) {
  11477. if ( attributes[ key ].buffer !== undefined ) {
  11478. _gl.deleteBuffer( attributes[ key ].buffer );
  11479. }
  11480. }
  11481. _this.info.memory.geometries --;
  11482. } else {
  11483. if ( geometry.geometryGroups !== undefined ) {
  11484. for ( var i = 0,l = geometry.geometryGroupsList.length; i<l;i++ ) {
  11485. var geometryGroup = geometry.geometryGroupsList[ i ];
  11486. if ( geometryGroup.numMorphTargets !== undefined ) {
  11487. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  11488. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  11489. }
  11490. }
  11491. if ( geometryGroup.numMorphNormals !== undefined ) {
  11492. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  11493. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  11494. }
  11495. }
  11496. deleteBuffers( geometryGroup );
  11497. }
  11498. } else {
  11499. deleteBuffers( geometry );
  11500. }
  11501. }
  11502. };
  11503. var deallocateTexture = function ( texture ) {
  11504. if ( texture.image && texture.image.__webglTextureCube ) {
  11505. // cube texture
  11506. _gl.deleteTexture( texture.image.__webglTextureCube );
  11507. } else {
  11508. // 2D texture
  11509. if ( ! texture.__webglInit ) return;
  11510. texture.__webglInit = false;
  11511. _gl.deleteTexture( texture.__webglTexture );
  11512. }
  11513. };
  11514. var deallocateRenderTarget = function ( renderTarget ) {
  11515. if ( ! renderTarget || ! renderTarget.__webglTexture ) return;
  11516. _gl.deleteTexture( renderTarget.__webglTexture );
  11517. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  11518. for ( var i = 0; i < 6; i ++ ) {
  11519. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  11520. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  11521. }
  11522. } else {
  11523. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  11524. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  11525. }
  11526. };
  11527. var deallocateMaterial = function ( material ) {
  11528. var program = material.program.program;
  11529. if ( program === undefined ) return;
  11530. material.program = undefined;
  11531. // only deallocate GL program if this was the last use of shared program
  11532. // assumed there is only single copy of any program in the _programs list
  11533. // (that's how it's constructed)
  11534. var i, il, programInfo;
  11535. var deleteProgram = false;
  11536. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  11537. programInfo = _programs[ i ];
  11538. if ( programInfo.program === program ) {
  11539. programInfo.usedTimes --;
  11540. if ( programInfo.usedTimes === 0 ) {
  11541. deleteProgram = true;
  11542. }
  11543. break;
  11544. }
  11545. }
  11546. if ( deleteProgram === true ) {
  11547. // avoid using array.splice, this is costlier than creating new array from scratch
  11548. var newPrograms = [];
  11549. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  11550. programInfo = _programs[ i ];
  11551. if ( programInfo.program !== program ) {
  11552. newPrograms.push( programInfo );
  11553. }
  11554. }
  11555. _programs = newPrograms;
  11556. _gl.deleteProgram( program );
  11557. _this.info.memory.programs --;
  11558. }
  11559. };
  11560. // Buffer initialization
  11561. function initCustomAttributes ( geometry, object ) {
  11562. var nvertices = geometry.vertices.length;
  11563. var material = object.material;
  11564. if ( material.attributes ) {
  11565. if ( geometry.__webglCustomAttributesList === undefined ) {
  11566. geometry.__webglCustomAttributesList = [];
  11567. }
  11568. for ( var a in material.attributes ) {
  11569. var attribute = material.attributes[ a ];
  11570. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  11571. attribute.__webglInitialized = true;
  11572. var size = 1; // "f" and "i"
  11573. if ( attribute.type === 'v2' ) size = 2;
  11574. else if ( attribute.type === 'v3' ) size = 3;
  11575. else if ( attribute.type === 'v4' ) size = 4;
  11576. else if ( attribute.type === 'c' ) size = 3;
  11577. attribute.size = size;
  11578. attribute.array = new Float32Array( nvertices * size );
  11579. attribute.buffer = _gl.createBuffer();
  11580. attribute.buffer.belongsToAttribute = a;
  11581. attribute.needsUpdate = true;
  11582. }
  11583. geometry.__webglCustomAttributesList.push( attribute );
  11584. }
  11585. }
  11586. };
  11587. function initParticleBuffers ( geometry, object ) {
  11588. var nvertices = geometry.vertices.length;
  11589. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  11590. geometry.__colorArray = new Float32Array( nvertices * 3 );
  11591. geometry.__sortArray = [];
  11592. geometry.__webglParticleCount = nvertices;
  11593. initCustomAttributes ( geometry, object );
  11594. };
  11595. function initLineBuffers ( geometry, object ) {
  11596. var nvertices = geometry.vertices.length;
  11597. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  11598. geometry.__colorArray = new Float32Array( nvertices * 3 );
  11599. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  11600. geometry.__webglLineCount = nvertices;
  11601. initCustomAttributes ( geometry, object );
  11602. };
  11603. function initMeshBuffers ( geometryGroup, object ) {
  11604. var geometry = object.geometry,
  11605. faces3 = geometryGroup.faces3,
  11606. nvertices = faces3.length * 3,
  11607. ntris = faces3.length * 1,
  11608. nlines = faces3.length * 3,
  11609. material = getBufferMaterial( object, geometryGroup );
  11610. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  11611. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  11612. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  11613. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  11614. if ( geometry.faceVertexUvs.length > 1 ) {
  11615. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  11616. }
  11617. if ( geometry.hasTangents ) {
  11618. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  11619. }
  11620. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  11621. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  11622. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  11623. }
  11624. var UintArray = _glExtensionElementIndexUint !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
  11625. geometryGroup.__typeArray = UintArray;
  11626. geometryGroup.__faceArray = new UintArray( ntris * 3 );
  11627. geometryGroup.__lineArray = new UintArray( nlines * 2 );
  11628. var m, ml;
  11629. if ( geometryGroup.numMorphTargets ) {
  11630. geometryGroup.__morphTargetsArrays = [];
  11631. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  11632. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  11633. }
  11634. }
  11635. if ( geometryGroup.numMorphNormals ) {
  11636. geometryGroup.__morphNormalsArrays = [];
  11637. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  11638. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  11639. }
  11640. }
  11641. geometryGroup.__webglFaceCount = ntris * 3;
  11642. geometryGroup.__webglLineCount = nlines * 2;
  11643. // custom attributes
  11644. if ( material.attributes ) {
  11645. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  11646. geometryGroup.__webglCustomAttributesList = [];
  11647. }
  11648. for ( var a in material.attributes ) {
  11649. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  11650. // attribute buffers which are correctly indexed in the setMeshBuffers function
  11651. var originalAttribute = material.attributes[ a ];
  11652. var attribute = {};
  11653. for ( var property in originalAttribute ) {
  11654. attribute[ property ] = originalAttribute[ property ];
  11655. }
  11656. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  11657. attribute.__webglInitialized = true;
  11658. var size = 1; // "f" and "i"
  11659. if ( attribute.type === 'v2' ) size = 2;
  11660. else if ( attribute.type === 'v3' ) size = 3;
  11661. else if ( attribute.type === 'v4' ) size = 4;
  11662. else if ( attribute.type === 'c' ) size = 3;
  11663. attribute.size = size;
  11664. attribute.array = new Float32Array( nvertices * size );
  11665. attribute.buffer = _gl.createBuffer();
  11666. attribute.buffer.belongsToAttribute = a;
  11667. originalAttribute.needsUpdate = true;
  11668. attribute.__original = originalAttribute;
  11669. }
  11670. geometryGroup.__webglCustomAttributesList.push( attribute );
  11671. }
  11672. }
  11673. geometryGroup.__inittedArrays = true;
  11674. };
  11675. function getBufferMaterial( object, geometryGroup ) {
  11676. return object.material instanceof THREE.MeshFaceMaterial
  11677. ? object.material.materials[ geometryGroup.materialIndex ]
  11678. : object.material;
  11679. };
  11680. function materialNeedsSmoothNormals ( material ) {
  11681. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  11682. };
  11683. //
  11684. function initDirectBuffers( geometry ) {
  11685. for ( var name in geometry.attributes ) {
  11686. var bufferType = ( name === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  11687. var attribute = geometry.attributes[ name ];
  11688. attribute.buffer = _gl.createBuffer();
  11689. _gl.bindBuffer( bufferType, attribute.buffer );
  11690. _gl.bufferData( bufferType, attribute.array, _gl.STATIC_DRAW );
  11691. }
  11692. }
  11693. // Buffer setting
  11694. function setParticleBuffers ( geometry, hint, object ) {
  11695. var v, c, vertex, offset, index, color,
  11696. vertices = geometry.vertices,
  11697. vl = vertices.length,
  11698. colors = geometry.colors,
  11699. cl = colors.length,
  11700. vertexArray = geometry.__vertexArray,
  11701. colorArray = geometry.__colorArray,
  11702. sortArray = geometry.__sortArray,
  11703. dirtyVertices = geometry.verticesNeedUpdate,
  11704. dirtyElements = geometry.elementsNeedUpdate,
  11705. dirtyColors = geometry.colorsNeedUpdate,
  11706. customAttributes = geometry.__webglCustomAttributesList,
  11707. i, il,
  11708. a, ca, cal, value,
  11709. customAttribute;
  11710. if ( object.sortParticles ) {
  11711. _projScreenMatrixPS.copy( _projScreenMatrix );
  11712. _projScreenMatrixPS.multiply( object.matrixWorld );
  11713. for ( v = 0; v < vl; v ++ ) {
  11714. vertex = vertices[ v ];
  11715. _vector3.copy( vertex );
  11716. _vector3.applyProjection( _projScreenMatrixPS );
  11717. sortArray[ v ] = [ _vector3.z, v ];
  11718. }
  11719. sortArray.sort( numericalSort );
  11720. for ( v = 0; v < vl; v ++ ) {
  11721. vertex = vertices[ sortArray[ v ][ 1 ] ];
  11722. offset = v * 3;
  11723. vertexArray[ offset ] = vertex.x;
  11724. vertexArray[ offset + 1 ] = vertex.y;
  11725. vertexArray[ offset + 2 ] = vertex.z;
  11726. }
  11727. for ( c = 0; c < cl; c ++ ) {
  11728. offset = c * 3;
  11729. color = colors[ sortArray[ c ][ 1 ] ];
  11730. colorArray[ offset ] = color.r;
  11731. colorArray[ offset + 1 ] = color.g;
  11732. colorArray[ offset + 2 ] = color.b;
  11733. }
  11734. if ( customAttributes ) {
  11735. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11736. customAttribute = customAttributes[ i ];
  11737. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) continue;
  11738. offset = 0;
  11739. cal = customAttribute.value.length;
  11740. if ( customAttribute.size === 1 ) {
  11741. for ( ca = 0; ca < cal; ca ++ ) {
  11742. index = sortArray[ ca ][ 1 ];
  11743. customAttribute.array[ ca ] = customAttribute.value[ index ];
  11744. }
  11745. } else if ( customAttribute.size === 2 ) {
  11746. for ( ca = 0; ca < cal; ca ++ ) {
  11747. index = sortArray[ ca ][ 1 ];
  11748. value = customAttribute.value[ index ];
  11749. customAttribute.array[ offset ] = value.x;
  11750. customAttribute.array[ offset + 1 ] = value.y;
  11751. offset += 2;
  11752. }
  11753. } else if ( customAttribute.size === 3 ) {
  11754. if ( customAttribute.type === 'c' ) {
  11755. for ( ca = 0; ca < cal; ca ++ ) {
  11756. index = sortArray[ ca ][ 1 ];
  11757. value = customAttribute.value[ index ];
  11758. customAttribute.array[ offset ] = value.r;
  11759. customAttribute.array[ offset + 1 ] = value.g;
  11760. customAttribute.array[ offset + 2 ] = value.b;
  11761. offset += 3;
  11762. }
  11763. } else {
  11764. for ( ca = 0; ca < cal; ca ++ ) {
  11765. index = sortArray[ ca ][ 1 ];
  11766. value = customAttribute.value[ index ];
  11767. customAttribute.array[ offset ] = value.x;
  11768. customAttribute.array[ offset + 1 ] = value.y;
  11769. customAttribute.array[ offset + 2 ] = value.z;
  11770. offset += 3;
  11771. }
  11772. }
  11773. } else if ( customAttribute.size === 4 ) {
  11774. for ( ca = 0; ca < cal; ca ++ ) {
  11775. index = sortArray[ ca ][ 1 ];
  11776. value = customAttribute.value[ index ];
  11777. customAttribute.array[ offset ] = value.x;
  11778. customAttribute.array[ offset + 1 ] = value.y;
  11779. customAttribute.array[ offset + 2 ] = value.z;
  11780. customAttribute.array[ offset + 3 ] = value.w;
  11781. offset += 4;
  11782. }
  11783. }
  11784. }
  11785. }
  11786. } else {
  11787. if ( dirtyVertices ) {
  11788. for ( v = 0; v < vl; v ++ ) {
  11789. vertex = vertices[ v ];
  11790. offset = v * 3;
  11791. vertexArray[ offset ] = vertex.x;
  11792. vertexArray[ offset + 1 ] = vertex.y;
  11793. vertexArray[ offset + 2 ] = vertex.z;
  11794. }
  11795. }
  11796. if ( dirtyColors ) {
  11797. for ( c = 0; c < cl; c ++ ) {
  11798. color = colors[ c ];
  11799. offset = c * 3;
  11800. colorArray[ offset ] = color.r;
  11801. colorArray[ offset + 1 ] = color.g;
  11802. colorArray[ offset + 2 ] = color.b;
  11803. }
  11804. }
  11805. if ( customAttributes ) {
  11806. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11807. customAttribute = customAttributes[ i ];
  11808. if ( customAttribute.needsUpdate &&
  11809. ( customAttribute.boundTo === undefined ||
  11810. customAttribute.boundTo === 'vertices' ) ) {
  11811. cal = customAttribute.value.length;
  11812. offset = 0;
  11813. if ( customAttribute.size === 1 ) {
  11814. for ( ca = 0; ca < cal; ca ++ ) {
  11815. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  11816. }
  11817. } else if ( customAttribute.size === 2 ) {
  11818. for ( ca = 0; ca < cal; ca ++ ) {
  11819. value = customAttribute.value[ ca ];
  11820. customAttribute.array[ offset ] = value.x;
  11821. customAttribute.array[ offset + 1 ] = value.y;
  11822. offset += 2;
  11823. }
  11824. } else if ( customAttribute.size === 3 ) {
  11825. if ( customAttribute.type === 'c' ) {
  11826. for ( ca = 0; ca < cal; ca ++ ) {
  11827. value = customAttribute.value[ ca ];
  11828. customAttribute.array[ offset ] = value.r;
  11829. customAttribute.array[ offset + 1 ] = value.g;
  11830. customAttribute.array[ offset + 2 ] = value.b;
  11831. offset += 3;
  11832. }
  11833. } else {
  11834. for ( ca = 0; ca < cal; ca ++ ) {
  11835. value = customAttribute.value[ ca ];
  11836. customAttribute.array[ offset ] = value.x;
  11837. customAttribute.array[ offset + 1 ] = value.y;
  11838. customAttribute.array[ offset + 2 ] = value.z;
  11839. offset += 3;
  11840. }
  11841. }
  11842. } else if ( customAttribute.size === 4 ) {
  11843. for ( ca = 0; ca < cal; ca ++ ) {
  11844. value = customAttribute.value[ ca ];
  11845. customAttribute.array[ offset ] = value.x;
  11846. customAttribute.array[ offset + 1 ] = value.y;
  11847. customAttribute.array[ offset + 2 ] = value.z;
  11848. customAttribute.array[ offset + 3 ] = value.w;
  11849. offset += 4;
  11850. }
  11851. }
  11852. }
  11853. }
  11854. }
  11855. }
  11856. if ( dirtyVertices || object.sortParticles ) {
  11857. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  11858. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  11859. }
  11860. if ( dirtyColors || object.sortParticles ) {
  11861. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  11862. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  11863. }
  11864. if ( customAttributes ) {
  11865. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11866. customAttribute = customAttributes[ i ];
  11867. if ( customAttribute.needsUpdate || object.sortParticles ) {
  11868. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  11869. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  11870. }
  11871. }
  11872. }
  11873. }
  11874. function setLineBuffers ( geometry, hint ) {
  11875. var v, c, d, vertex, offset, color,
  11876. vertices = geometry.vertices,
  11877. colors = geometry.colors,
  11878. lineDistances = geometry.lineDistances,
  11879. vl = vertices.length,
  11880. cl = colors.length,
  11881. dl = lineDistances.length,
  11882. vertexArray = geometry.__vertexArray,
  11883. colorArray = geometry.__colorArray,
  11884. lineDistanceArray = geometry.__lineDistanceArray,
  11885. dirtyVertices = geometry.verticesNeedUpdate,
  11886. dirtyColors = geometry.colorsNeedUpdate,
  11887. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  11888. customAttributes = geometry.__webglCustomAttributesList,
  11889. i, il,
  11890. a, ca, cal, value,
  11891. customAttribute;
  11892. if ( dirtyVertices ) {
  11893. for ( v = 0; v < vl; v ++ ) {
  11894. vertex = vertices[ v ];
  11895. offset = v * 3;
  11896. vertexArray[ offset ] = vertex.x;
  11897. vertexArray[ offset + 1 ] = vertex.y;
  11898. vertexArray[ offset + 2 ] = vertex.z;
  11899. }
  11900. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  11901. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  11902. }
  11903. if ( dirtyColors ) {
  11904. for ( c = 0; c < cl; c ++ ) {
  11905. color = colors[ c ];
  11906. offset = c * 3;
  11907. colorArray[ offset ] = color.r;
  11908. colorArray[ offset + 1 ] = color.g;
  11909. colorArray[ offset + 2 ] = color.b;
  11910. }
  11911. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  11912. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  11913. }
  11914. if ( dirtyLineDistances ) {
  11915. for ( d = 0; d < dl; d ++ ) {
  11916. lineDistanceArray[ d ] = lineDistances[ d ];
  11917. }
  11918. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  11919. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  11920. }
  11921. if ( customAttributes ) {
  11922. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11923. customAttribute = customAttributes[ i ];
  11924. if ( customAttribute.needsUpdate &&
  11925. ( customAttribute.boundTo === undefined ||
  11926. customAttribute.boundTo === 'vertices' ) ) {
  11927. offset = 0;
  11928. cal = customAttribute.value.length;
  11929. if ( customAttribute.size === 1 ) {
  11930. for ( ca = 0; ca < cal; ca ++ ) {
  11931. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  11932. }
  11933. } else if ( customAttribute.size === 2 ) {
  11934. for ( ca = 0; ca < cal; ca ++ ) {
  11935. value = customAttribute.value[ ca ];
  11936. customAttribute.array[ offset ] = value.x;
  11937. customAttribute.array[ offset + 1 ] = value.y;
  11938. offset += 2;
  11939. }
  11940. } else if ( customAttribute.size === 3 ) {
  11941. if ( customAttribute.type === 'c' ) {
  11942. for ( ca = 0; ca < cal; ca ++ ) {
  11943. value = customAttribute.value[ ca ];
  11944. customAttribute.array[ offset ] = value.r;
  11945. customAttribute.array[ offset + 1 ] = value.g;
  11946. customAttribute.array[ offset + 2 ] = value.b;
  11947. offset += 3;
  11948. }
  11949. } else {
  11950. for ( ca = 0; ca < cal; ca ++ ) {
  11951. value = customAttribute.value[ ca ];
  11952. customAttribute.array[ offset ] = value.x;
  11953. customAttribute.array[ offset + 1 ] = value.y;
  11954. customAttribute.array[ offset + 2 ] = value.z;
  11955. offset += 3;
  11956. }
  11957. }
  11958. } else if ( customAttribute.size === 4 ) {
  11959. for ( ca = 0; ca < cal; ca ++ ) {
  11960. value = customAttribute.value[ ca ];
  11961. customAttribute.array[ offset ] = value.x;
  11962. customAttribute.array[ offset + 1 ] = value.y;
  11963. customAttribute.array[ offset + 2 ] = value.z;
  11964. customAttribute.array[ offset + 3 ] = value.w;
  11965. offset += 4;
  11966. }
  11967. }
  11968. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  11969. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  11970. }
  11971. }
  11972. }
  11973. }
  11974. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  11975. if ( ! geometryGroup.__inittedArrays ) {
  11976. return;
  11977. }
  11978. var needsSmoothNormals = materialNeedsSmoothNormals( material );
  11979. var f, fl, fi, face,
  11980. vertexNormals, faceNormal, normal,
  11981. vertexColors, faceColor,
  11982. vertexTangents,
  11983. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  11984. c1, c2, c3,
  11985. sw1, sw2, sw3, sw4,
  11986. si1, si2, si3, si4,
  11987. sa1, sa2, sa3, sa4,
  11988. sb1, sb2, sb3, sb4,
  11989. m, ml, i, il,
  11990. vn, uvi, uv2i,
  11991. vk, vkl, vka,
  11992. nka, chf, faceVertexNormals,
  11993. a,
  11994. vertexIndex = 0,
  11995. offset = 0,
  11996. offset_uv = 0,
  11997. offset_uv2 = 0,
  11998. offset_face = 0,
  11999. offset_normal = 0,
  12000. offset_tangent = 0,
  12001. offset_line = 0,
  12002. offset_color = 0,
  12003. offset_skin = 0,
  12004. offset_morphTarget = 0,
  12005. offset_custom = 0,
  12006. offset_customSrc = 0,
  12007. value,
  12008. vertexArray = geometryGroup.__vertexArray,
  12009. uvArray = geometryGroup.__uvArray,
  12010. uv2Array = geometryGroup.__uv2Array,
  12011. normalArray = geometryGroup.__normalArray,
  12012. tangentArray = geometryGroup.__tangentArray,
  12013. colorArray = geometryGroup.__colorArray,
  12014. skinIndexArray = geometryGroup.__skinIndexArray,
  12015. skinWeightArray = geometryGroup.__skinWeightArray,
  12016. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  12017. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  12018. customAttributes = geometryGroup.__webglCustomAttributesList,
  12019. customAttribute,
  12020. faceArray = geometryGroup.__faceArray,
  12021. lineArray = geometryGroup.__lineArray,
  12022. geometry = object.geometry, // this is shared for all chunks
  12023. dirtyVertices = geometry.verticesNeedUpdate,
  12024. dirtyElements = geometry.elementsNeedUpdate,
  12025. dirtyUvs = geometry.uvsNeedUpdate,
  12026. dirtyNormals = geometry.normalsNeedUpdate,
  12027. dirtyTangents = geometry.tangentsNeedUpdate,
  12028. dirtyColors = geometry.colorsNeedUpdate,
  12029. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  12030. vertices = geometry.vertices,
  12031. chunk_faces3 = geometryGroup.faces3,
  12032. obj_faces = geometry.faces,
  12033. obj_uvs = geometry.faceVertexUvs[ 0 ],
  12034. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  12035. obj_colors = geometry.colors,
  12036. obj_skinIndices = geometry.skinIndices,
  12037. obj_skinWeights = geometry.skinWeights,
  12038. morphTargets = geometry.morphTargets,
  12039. morphNormals = geometry.morphNormals;
  12040. if ( dirtyVertices ) {
  12041. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12042. face = obj_faces[ chunk_faces3[ f ] ];
  12043. v1 = vertices[ face.a ];
  12044. v2 = vertices[ face.b ];
  12045. v3 = vertices[ face.c ];
  12046. vertexArray[ offset ] = v1.x;
  12047. vertexArray[ offset + 1 ] = v1.y;
  12048. vertexArray[ offset + 2 ] = v1.z;
  12049. vertexArray[ offset + 3 ] = v2.x;
  12050. vertexArray[ offset + 4 ] = v2.y;
  12051. vertexArray[ offset + 5 ] = v2.z;
  12052. vertexArray[ offset + 6 ] = v3.x;
  12053. vertexArray[ offset + 7 ] = v3.y;
  12054. vertexArray[ offset + 8 ] = v3.z;
  12055. offset += 9;
  12056. }
  12057. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  12058. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  12059. }
  12060. if ( dirtyMorphTargets ) {
  12061. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  12062. offset_morphTarget = 0;
  12063. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12064. chf = chunk_faces3[ f ];
  12065. face = obj_faces[ chf ];
  12066. // morph positions
  12067. v1 = morphTargets[ vk ].vertices[ face.a ];
  12068. v2 = morphTargets[ vk ].vertices[ face.b ];
  12069. v3 = morphTargets[ vk ].vertices[ face.c ];
  12070. vka = morphTargetsArrays[ vk ];
  12071. vka[ offset_morphTarget ] = v1.x;
  12072. vka[ offset_morphTarget + 1 ] = v1.y;
  12073. vka[ offset_morphTarget + 2 ] = v1.z;
  12074. vka[ offset_morphTarget + 3 ] = v2.x;
  12075. vka[ offset_morphTarget + 4 ] = v2.y;
  12076. vka[ offset_morphTarget + 5 ] = v2.z;
  12077. vka[ offset_morphTarget + 6 ] = v3.x;
  12078. vka[ offset_morphTarget + 7 ] = v3.y;
  12079. vka[ offset_morphTarget + 8 ] = v3.z;
  12080. // morph normals
  12081. if ( material.morphNormals ) {
  12082. if ( needsSmoothNormals ) {
  12083. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  12084. n1 = faceVertexNormals.a;
  12085. n2 = faceVertexNormals.b;
  12086. n3 = faceVertexNormals.c;
  12087. } else {
  12088. n1 = morphNormals[ vk ].faceNormals[ chf ];
  12089. n2 = n1;
  12090. n3 = n1;
  12091. }
  12092. nka = morphNormalsArrays[ vk ];
  12093. nka[ offset_morphTarget ] = n1.x;
  12094. nka[ offset_morphTarget + 1 ] = n1.y;
  12095. nka[ offset_morphTarget + 2 ] = n1.z;
  12096. nka[ offset_morphTarget + 3 ] = n2.x;
  12097. nka[ offset_morphTarget + 4 ] = n2.y;
  12098. nka[ offset_morphTarget + 5 ] = n2.z;
  12099. nka[ offset_morphTarget + 6 ] = n3.x;
  12100. nka[ offset_morphTarget + 7 ] = n3.y;
  12101. nka[ offset_morphTarget + 8 ] = n3.z;
  12102. }
  12103. //
  12104. offset_morphTarget += 9;
  12105. }
  12106. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  12107. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  12108. if ( material.morphNormals ) {
  12109. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  12110. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  12111. }
  12112. }
  12113. }
  12114. if ( obj_skinWeights.length ) {
  12115. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12116. face = obj_faces[ chunk_faces3[ f ] ];
  12117. // weights
  12118. sw1 = obj_skinWeights[ face.a ];
  12119. sw2 = obj_skinWeights[ face.b ];
  12120. sw3 = obj_skinWeights[ face.c ];
  12121. skinWeightArray[ offset_skin ] = sw1.x;
  12122. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  12123. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  12124. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  12125. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  12126. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  12127. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  12128. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  12129. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  12130. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  12131. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  12132. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  12133. // indices
  12134. si1 = obj_skinIndices[ face.a ];
  12135. si2 = obj_skinIndices[ face.b ];
  12136. si3 = obj_skinIndices[ face.c ];
  12137. skinIndexArray[ offset_skin ] = si1.x;
  12138. skinIndexArray[ offset_skin + 1 ] = si1.y;
  12139. skinIndexArray[ offset_skin + 2 ] = si1.z;
  12140. skinIndexArray[ offset_skin + 3 ] = si1.w;
  12141. skinIndexArray[ offset_skin + 4 ] = si2.x;
  12142. skinIndexArray[ offset_skin + 5 ] = si2.y;
  12143. skinIndexArray[ offset_skin + 6 ] = si2.z;
  12144. skinIndexArray[ offset_skin + 7 ] = si2.w;
  12145. skinIndexArray[ offset_skin + 8 ] = si3.x;
  12146. skinIndexArray[ offset_skin + 9 ] = si3.y;
  12147. skinIndexArray[ offset_skin + 10 ] = si3.z;
  12148. skinIndexArray[ offset_skin + 11 ] = si3.w;
  12149. offset_skin += 12;
  12150. }
  12151. if ( offset_skin > 0 ) {
  12152. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  12153. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  12154. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  12155. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  12156. }
  12157. }
  12158. if ( dirtyColors ) {
  12159. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12160. face = obj_faces[ chunk_faces3[ f ] ];
  12161. vertexColors = face.vertexColors;
  12162. faceColor = face.color;
  12163. if ( vertexColors.length === 3 && material.vertexColors === THREE.VertexColors ) {
  12164. c1 = vertexColors[ 0 ];
  12165. c2 = vertexColors[ 1 ];
  12166. c3 = vertexColors[ 2 ];
  12167. } else {
  12168. c1 = faceColor;
  12169. c2 = faceColor;
  12170. c3 = faceColor;
  12171. }
  12172. colorArray[ offset_color ] = c1.r;
  12173. colorArray[ offset_color + 1 ] = c1.g;
  12174. colorArray[ offset_color + 2 ] = c1.b;
  12175. colorArray[ offset_color + 3 ] = c2.r;
  12176. colorArray[ offset_color + 4 ] = c2.g;
  12177. colorArray[ offset_color + 5 ] = c2.b;
  12178. colorArray[ offset_color + 6 ] = c3.r;
  12179. colorArray[ offset_color + 7 ] = c3.g;
  12180. colorArray[ offset_color + 8 ] = c3.b;
  12181. offset_color += 9;
  12182. }
  12183. if ( offset_color > 0 ) {
  12184. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  12185. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  12186. }
  12187. }
  12188. if ( dirtyTangents && geometry.hasTangents ) {
  12189. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12190. face = obj_faces[ chunk_faces3[ f ] ];
  12191. vertexTangents = face.vertexTangents;
  12192. t1 = vertexTangents[ 0 ];
  12193. t2 = vertexTangents[ 1 ];
  12194. t3 = vertexTangents[ 2 ];
  12195. tangentArray[ offset_tangent ] = t1.x;
  12196. tangentArray[ offset_tangent + 1 ] = t1.y;
  12197. tangentArray[ offset_tangent + 2 ] = t1.z;
  12198. tangentArray[ offset_tangent + 3 ] = t1.w;
  12199. tangentArray[ offset_tangent + 4 ] = t2.x;
  12200. tangentArray[ offset_tangent + 5 ] = t2.y;
  12201. tangentArray[ offset_tangent + 6 ] = t2.z;
  12202. tangentArray[ offset_tangent + 7 ] = t2.w;
  12203. tangentArray[ offset_tangent + 8 ] = t3.x;
  12204. tangentArray[ offset_tangent + 9 ] = t3.y;
  12205. tangentArray[ offset_tangent + 10 ] = t3.z;
  12206. tangentArray[ offset_tangent + 11 ] = t3.w;
  12207. offset_tangent += 12;
  12208. }
  12209. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  12210. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  12211. }
  12212. if ( dirtyNormals ) {
  12213. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12214. face = obj_faces[ chunk_faces3[ f ] ];
  12215. vertexNormals = face.vertexNormals;
  12216. faceNormal = face.normal;
  12217. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  12218. for ( i = 0; i < 3; i ++ ) {
  12219. vn = vertexNormals[ i ];
  12220. normalArray[ offset_normal ] = vn.x;
  12221. normalArray[ offset_normal + 1 ] = vn.y;
  12222. normalArray[ offset_normal + 2 ] = vn.z;
  12223. offset_normal += 3;
  12224. }
  12225. } else {
  12226. for ( i = 0; i < 3; i ++ ) {
  12227. normalArray[ offset_normal ] = faceNormal.x;
  12228. normalArray[ offset_normal + 1 ] = faceNormal.y;
  12229. normalArray[ offset_normal + 2 ] = faceNormal.z;
  12230. offset_normal += 3;
  12231. }
  12232. }
  12233. }
  12234. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  12235. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  12236. }
  12237. if ( dirtyUvs && obj_uvs ) {
  12238. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12239. fi = chunk_faces3[ f ];
  12240. uv = obj_uvs[ fi ];
  12241. if ( uv === undefined ) continue;
  12242. for ( i = 0; i < 3; i ++ ) {
  12243. uvi = uv[ i ];
  12244. uvArray[ offset_uv ] = uvi.x;
  12245. uvArray[ offset_uv + 1 ] = uvi.y;
  12246. offset_uv += 2;
  12247. }
  12248. }
  12249. if ( offset_uv > 0 ) {
  12250. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  12251. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  12252. }
  12253. }
  12254. if ( dirtyUvs && obj_uvs2 ) {
  12255. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12256. fi = chunk_faces3[ f ];
  12257. uv2 = obj_uvs2[ fi ];
  12258. if ( uv2 === undefined ) continue;
  12259. for ( i = 0; i < 3; i ++ ) {
  12260. uv2i = uv2[ i ];
  12261. uv2Array[ offset_uv2 ] = uv2i.x;
  12262. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  12263. offset_uv2 += 2;
  12264. }
  12265. }
  12266. if ( offset_uv2 > 0 ) {
  12267. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  12268. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  12269. }
  12270. }
  12271. if ( dirtyElements ) {
  12272. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12273. faceArray[ offset_face ] = vertexIndex;
  12274. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  12275. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  12276. offset_face += 3;
  12277. lineArray[ offset_line ] = vertexIndex;
  12278. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  12279. lineArray[ offset_line + 2 ] = vertexIndex;
  12280. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  12281. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  12282. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  12283. offset_line += 6;
  12284. vertexIndex += 3;
  12285. }
  12286. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  12287. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  12288. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  12289. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  12290. }
  12291. if ( customAttributes ) {
  12292. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  12293. customAttribute = customAttributes[ i ];
  12294. if ( ! customAttribute.__original.needsUpdate ) continue;
  12295. offset_custom = 0;
  12296. offset_customSrc = 0;
  12297. if ( customAttribute.size === 1 ) {
  12298. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  12299. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12300. face = obj_faces[ chunk_faces3[ f ] ];
  12301. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  12302. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  12303. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  12304. offset_custom += 3;
  12305. }
  12306. } else if ( customAttribute.boundTo === 'faces' ) {
  12307. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12308. value = customAttribute.value[ chunk_faces3[ f ] ];
  12309. customAttribute.array[ offset_custom ] = value;
  12310. customAttribute.array[ offset_custom + 1 ] = value;
  12311. customAttribute.array[ offset_custom + 2 ] = value;
  12312. offset_custom += 3;
  12313. }
  12314. }
  12315. } else if ( customAttribute.size === 2 ) {
  12316. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  12317. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12318. face = obj_faces[ chunk_faces3[ f ] ];
  12319. v1 = customAttribute.value[ face.a ];
  12320. v2 = customAttribute.value[ face.b ];
  12321. v3 = customAttribute.value[ face.c ];
  12322. customAttribute.array[ offset_custom ] = v1.x;
  12323. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12324. customAttribute.array[ offset_custom + 2 ] = v2.x;
  12325. customAttribute.array[ offset_custom + 3 ] = v2.y;
  12326. customAttribute.array[ offset_custom + 4 ] = v3.x;
  12327. customAttribute.array[ offset_custom + 5 ] = v3.y;
  12328. offset_custom += 6;
  12329. }
  12330. } else if ( customAttribute.boundTo === 'faces' ) {
  12331. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12332. value = customAttribute.value[ chunk_faces3[ f ] ];
  12333. v1 = value;
  12334. v2 = value;
  12335. v3 = value;
  12336. customAttribute.array[ offset_custom ] = v1.x;
  12337. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12338. customAttribute.array[ offset_custom + 2 ] = v2.x;
  12339. customAttribute.array[ offset_custom + 3 ] = v2.y;
  12340. customAttribute.array[ offset_custom + 4 ] = v3.x;
  12341. customAttribute.array[ offset_custom + 5 ] = v3.y;
  12342. offset_custom += 6;
  12343. }
  12344. }
  12345. } else if ( customAttribute.size === 3 ) {
  12346. var pp;
  12347. if ( customAttribute.type === 'c' ) {
  12348. pp = [ 'r', 'g', 'b' ];
  12349. } else {
  12350. pp = [ 'x', 'y', 'z' ];
  12351. }
  12352. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  12353. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12354. face = obj_faces[ chunk_faces3[ f ] ];
  12355. v1 = customAttribute.value[ face.a ];
  12356. v2 = customAttribute.value[ face.b ];
  12357. v3 = customAttribute.value[ face.c ];
  12358. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  12359. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  12360. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  12361. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  12362. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  12363. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  12364. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  12365. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  12366. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  12367. offset_custom += 9;
  12368. }
  12369. } else if ( customAttribute.boundTo === 'faces' ) {
  12370. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12371. value = customAttribute.value[ chunk_faces3[ f ] ];
  12372. v1 = value;
  12373. v2 = value;
  12374. v3 = value;
  12375. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  12376. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  12377. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  12378. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  12379. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  12380. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  12381. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  12382. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  12383. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  12384. offset_custom += 9;
  12385. }
  12386. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  12387. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12388. value = customAttribute.value[ chunk_faces3[ f ] ];
  12389. v1 = value[ 0 ];
  12390. v2 = value[ 1 ];
  12391. v3 = value[ 2 ];
  12392. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  12393. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  12394. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  12395. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  12396. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  12397. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  12398. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  12399. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  12400. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  12401. offset_custom += 9;
  12402. }
  12403. }
  12404. } else if ( customAttribute.size === 4 ) {
  12405. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  12406. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12407. face = obj_faces[ chunk_faces3[ f ] ];
  12408. v1 = customAttribute.value[ face.a ];
  12409. v2 = customAttribute.value[ face.b ];
  12410. v3 = customAttribute.value[ face.c ];
  12411. customAttribute.array[ offset_custom ] = v1.x;
  12412. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12413. customAttribute.array[ offset_custom + 2 ] = v1.z;
  12414. customAttribute.array[ offset_custom + 3 ] = v1.w;
  12415. customAttribute.array[ offset_custom + 4 ] = v2.x;
  12416. customAttribute.array[ offset_custom + 5 ] = v2.y;
  12417. customAttribute.array[ offset_custom + 6 ] = v2.z;
  12418. customAttribute.array[ offset_custom + 7 ] = v2.w;
  12419. customAttribute.array[ offset_custom + 8 ] = v3.x;
  12420. customAttribute.array[ offset_custom + 9 ] = v3.y;
  12421. customAttribute.array[ offset_custom + 10 ] = v3.z;
  12422. customAttribute.array[ offset_custom + 11 ] = v3.w;
  12423. offset_custom += 12;
  12424. }
  12425. } else if ( customAttribute.boundTo === 'faces' ) {
  12426. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12427. value = customAttribute.value[ chunk_faces3[ f ] ];
  12428. v1 = value;
  12429. v2 = value;
  12430. v3 = value;
  12431. customAttribute.array[ offset_custom ] = v1.x;
  12432. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12433. customAttribute.array[ offset_custom + 2 ] = v1.z;
  12434. customAttribute.array[ offset_custom + 3 ] = v1.w;
  12435. customAttribute.array[ offset_custom + 4 ] = v2.x;
  12436. customAttribute.array[ offset_custom + 5 ] = v2.y;
  12437. customAttribute.array[ offset_custom + 6 ] = v2.z;
  12438. customAttribute.array[ offset_custom + 7 ] = v2.w;
  12439. customAttribute.array[ offset_custom + 8 ] = v3.x;
  12440. customAttribute.array[ offset_custom + 9 ] = v3.y;
  12441. customAttribute.array[ offset_custom + 10 ] = v3.z;
  12442. customAttribute.array[ offset_custom + 11 ] = v3.w;
  12443. offset_custom += 12;
  12444. }
  12445. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  12446. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12447. value = customAttribute.value[ chunk_faces3[ f ] ];
  12448. v1 = value[ 0 ];
  12449. v2 = value[ 1 ];
  12450. v3 = value[ 2 ];
  12451. customAttribute.array[ offset_custom ] = v1.x;
  12452. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12453. customAttribute.array[ offset_custom + 2 ] = v1.z;
  12454. customAttribute.array[ offset_custom + 3 ] = v1.w;
  12455. customAttribute.array[ offset_custom + 4 ] = v2.x;
  12456. customAttribute.array[ offset_custom + 5 ] = v2.y;
  12457. customAttribute.array[ offset_custom + 6 ] = v2.z;
  12458. customAttribute.array[ offset_custom + 7 ] = v2.w;
  12459. customAttribute.array[ offset_custom + 8 ] = v3.x;
  12460. customAttribute.array[ offset_custom + 9 ] = v3.y;
  12461. customAttribute.array[ offset_custom + 10 ] = v3.z;
  12462. customAttribute.array[ offset_custom + 11 ] = v3.w;
  12463. offset_custom += 12;
  12464. }
  12465. }
  12466. }
  12467. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  12468. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  12469. }
  12470. }
  12471. if ( dispose ) {
  12472. delete geometryGroup.__inittedArrays;
  12473. delete geometryGroup.__colorArray;
  12474. delete geometryGroup.__normalArray;
  12475. delete geometryGroup.__tangentArray;
  12476. delete geometryGroup.__uvArray;
  12477. delete geometryGroup.__uv2Array;
  12478. delete geometryGroup.__faceArray;
  12479. delete geometryGroup.__vertexArray;
  12480. delete geometryGroup.__lineArray;
  12481. delete geometryGroup.__skinIndexArray;
  12482. delete geometryGroup.__skinWeightArray;
  12483. }
  12484. };
  12485. function setDirectBuffers( geometry, hint ) {
  12486. var attributes = geometry.attributes;
  12487. var attributeName, attributeItem;
  12488. for ( attributeName in attributes ) {
  12489. attributeItem = attributes[ attributeName ];
  12490. if ( attributeItem.needsUpdate ) {
  12491. if ( attributeName === 'index' ) {
  12492. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
  12493. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
  12494. } else {
  12495. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  12496. _gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
  12497. }
  12498. attributeItem.needsUpdate = false;
  12499. }
  12500. }
  12501. }
  12502. // Buffer rendering
  12503. this.renderBufferImmediate = function ( object, program, material ) {
  12504. initAttributes();
  12505. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  12506. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  12507. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  12508. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  12509. if ( object.hasPositions ) {
  12510. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  12511. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  12512. enableAttribute( program.attributes.position );
  12513. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  12514. }
  12515. if ( object.hasNormals ) {
  12516. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  12517. if ( material.shading === THREE.FlatShading ) {
  12518. var nx, ny, nz,
  12519. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  12520. normalArray,
  12521. i, il = object.count * 3;
  12522. for ( i = 0; i < il; i += 9 ) {
  12523. normalArray = object.normalArray;
  12524. nax = normalArray[ i ];
  12525. nay = normalArray[ i + 1 ];
  12526. naz = normalArray[ i + 2 ];
  12527. nbx = normalArray[ i + 3 ];
  12528. nby = normalArray[ i + 4 ];
  12529. nbz = normalArray[ i + 5 ];
  12530. ncx = normalArray[ i + 6 ];
  12531. ncy = normalArray[ i + 7 ];
  12532. ncz = normalArray[ i + 8 ];
  12533. nx = ( nax + nbx + ncx ) / 3;
  12534. ny = ( nay + nby + ncy ) / 3;
  12535. nz = ( naz + nbz + ncz ) / 3;
  12536. normalArray[ i ] = nx;
  12537. normalArray[ i + 1 ] = ny;
  12538. normalArray[ i + 2 ] = nz;
  12539. normalArray[ i + 3 ] = nx;
  12540. normalArray[ i + 4 ] = ny;
  12541. normalArray[ i + 5 ] = nz;
  12542. normalArray[ i + 6 ] = nx;
  12543. normalArray[ i + 7 ] = ny;
  12544. normalArray[ i + 8 ] = nz;
  12545. }
  12546. }
  12547. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  12548. enableAttribute( program.attributes.normal );
  12549. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  12550. }
  12551. if ( object.hasUvs && material.map ) {
  12552. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  12553. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  12554. enableAttribute( program.attributes.uv );
  12555. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  12556. }
  12557. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  12558. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  12559. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  12560. enableAttribute( program.attributes.color );
  12561. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  12562. }
  12563. disableUnusedAttributes();
  12564. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  12565. object.count = 0;
  12566. };
  12567. function setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex ) {
  12568. for ( var attributeName in programAttributes ) {
  12569. var attributePointer = programAttributes[ attributeName ];
  12570. var attributeItem = geometryAttributes[ attributeName ];
  12571. if ( attributePointer >= 0 ) {
  12572. if ( attributeItem ) {
  12573. var attributeSize = attributeItem.itemSize;
  12574. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  12575. enableAttribute( attributePointer );
  12576. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
  12577. } else if ( material.defaultAttributeValues ) {
  12578. if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
  12579. _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  12580. } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
  12581. _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  12582. }
  12583. }
  12584. }
  12585. }
  12586. disableUnusedAttributes();
  12587. }
  12588. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  12589. var linewidth, a, attribute;
  12590. var attributeItem, attributeName, attributePointer, attributeSize;
  12591. var program = setProgram( camera, lights, fog, material, object );
  12592. var programAttributes = program.attributes;
  12593. var geometryAttributes = geometry.attributes;
  12594. var updateBuffers = false,
  12595. wireframeBit = material.wireframe ? 1 : 0,
  12596. geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  12597. if ( geometryHash !== _currentGeometryGroupHash ) {
  12598. _currentGeometryGroupHash = geometryHash;
  12599. updateBuffers = true;
  12600. }
  12601. if ( updateBuffers ) {
  12602. initAttributes();
  12603. }
  12604. // render mesh
  12605. if ( object instanceof THREE.Mesh ) {
  12606. var index = geometryAttributes[ 'index' ];
  12607. if ( index ) {
  12608. // indexed triangles
  12609. var type, size;
  12610. if ( index.array instanceof Uint32Array ) {
  12611. type = _gl.UNSIGNED_INT;
  12612. size = 4;
  12613. } else {
  12614. type = _gl.UNSIGNED_SHORT;
  12615. size = 2;
  12616. }
  12617. var offsets = geometry.offsets;
  12618. if ( offsets.length === 0 ) {
  12619. if ( updateBuffers ) {
  12620. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  12621. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12622. }
  12623. _gl.drawElements( _gl.TRIANGLES, index.array.length, type, 0 );
  12624. _this.info.render.calls ++;
  12625. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  12626. _this.info.render.faces += index.array.length / 3;
  12627. } else {
  12628. // if there is more than 1 chunk
  12629. // must set attribute pointers to use new offsets for each chunk
  12630. // even if geometry and materials didn't change
  12631. updateBuffers = true;
  12632. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  12633. var startIndex = offsets[ i ].index;
  12634. if ( updateBuffers ) {
  12635. setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
  12636. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12637. }
  12638. // render indexed triangles
  12639. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, type, offsets[ i ].start * size );
  12640. _this.info.render.calls ++;
  12641. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  12642. _this.info.render.faces += offsets[ i ].count / 3;
  12643. }
  12644. }
  12645. } else {
  12646. // non-indexed triangles
  12647. if ( updateBuffers ) {
  12648. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  12649. }
  12650. var position = geometry.attributes[ 'position' ];
  12651. // render non-indexed triangles
  12652. _gl.drawArrays( _gl.TRIANGLES, 0, position.array.length / 3 );
  12653. _this.info.render.calls ++;
  12654. _this.info.render.vertices += position.array.length / 3;
  12655. _this.info.render.faces += position.array.length / 9;
  12656. }
  12657. } else if ( object instanceof THREE.PointCloud ) {
  12658. // render particles
  12659. if ( updateBuffers ) {
  12660. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  12661. }
  12662. var position = geometryAttributes[ 'position' ];
  12663. // render particles
  12664. _gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
  12665. _this.info.render.calls ++;
  12666. _this.info.render.points += position.array.length / 3;
  12667. } else if ( object instanceof THREE.Line ) {
  12668. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  12669. setLineWidth( material.linewidth );
  12670. var index = geometryAttributes[ 'index' ];
  12671. if ( index ) {
  12672. // indexed lines
  12673. var type, size;
  12674. if ( index.array instanceof Uint32Array ) {
  12675. type = _gl.UNSIGNED_INT;
  12676. size = 4;
  12677. } else {
  12678. type = _gl.UNSIGNED_SHORT;
  12679. size = 2;
  12680. }
  12681. var offsets = geometry.offsets;
  12682. if ( offsets.length === 0 ) {
  12683. if ( updateBuffers ) {
  12684. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  12685. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12686. }
  12687. _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  12688. _this.info.render.calls ++;
  12689. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  12690. } else {
  12691. // if there is more than 1 chunk
  12692. // must set attribute pointers to use new offsets for each chunk
  12693. // even if geometry and materials didn't change
  12694. if ( offsets.length > 1 ) updateBuffers = true;
  12695. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  12696. var startIndex = offsets[ i ].index;
  12697. if ( updateBuffers ) {
  12698. setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
  12699. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12700. }
  12701. // render indexed lines
  12702. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  12703. _this.info.render.calls ++;
  12704. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  12705. }
  12706. }
  12707. } else {
  12708. // non-indexed lines
  12709. if ( updateBuffers ) {
  12710. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  12711. }
  12712. var position = geometryAttributes[ 'position' ];
  12713. _gl.drawArrays( mode, 0, position.array.length / 3 );
  12714. _this.info.render.calls ++;
  12715. _this.info.render.points += position.array.length / 3;
  12716. }
  12717. }
  12718. };
  12719. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  12720. var linewidth, a, attribute, i, il;
  12721. var program = setProgram( camera, lights, fog, material, object );
  12722. var attributes = program.attributes;
  12723. var updateBuffers = false,
  12724. wireframeBit = material.wireframe ? 1 : 0,
  12725. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  12726. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  12727. _currentGeometryGroupHash = geometryGroupHash;
  12728. updateBuffers = true;
  12729. }
  12730. if ( updateBuffers ) {
  12731. initAttributes();
  12732. }
  12733. // vertices
  12734. if ( ! material.morphTargets && attributes.position >= 0 ) {
  12735. if ( updateBuffers ) {
  12736. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  12737. enableAttribute( attributes.position );
  12738. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  12739. }
  12740. } else {
  12741. if ( object.morphTargetBase ) {
  12742. setupMorphTargets( material, geometryGroup, object );
  12743. }
  12744. }
  12745. if ( updateBuffers ) {
  12746. // custom attributes
  12747. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  12748. if ( geometryGroup.__webglCustomAttributesList ) {
  12749. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  12750. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  12751. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  12752. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  12753. enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  12754. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  12755. }
  12756. }
  12757. }
  12758. // colors
  12759. if ( attributes.color >= 0 ) {
  12760. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  12761. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  12762. enableAttribute( attributes.color );
  12763. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  12764. } else if ( material.defaultAttributeValues ) {
  12765. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  12766. }
  12767. }
  12768. // normals
  12769. if ( attributes.normal >= 0 ) {
  12770. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  12771. enableAttribute( attributes.normal );
  12772. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  12773. }
  12774. // tangents
  12775. if ( attributes.tangent >= 0 ) {
  12776. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  12777. enableAttribute( attributes.tangent );
  12778. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  12779. }
  12780. // uvs
  12781. if ( attributes.uv >= 0 ) {
  12782. if ( object.geometry.faceVertexUvs[ 0 ] ) {
  12783. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  12784. enableAttribute( attributes.uv );
  12785. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  12786. } else if ( material.defaultAttributeValues ) {
  12787. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  12788. }
  12789. }
  12790. if ( attributes.uv2 >= 0 ) {
  12791. if ( object.geometry.faceVertexUvs[ 1 ] ) {
  12792. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  12793. enableAttribute( attributes.uv2 );
  12794. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  12795. } else if ( material.defaultAttributeValues ) {
  12796. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  12797. }
  12798. }
  12799. if ( material.skinning &&
  12800. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  12801. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  12802. enableAttribute( attributes.skinIndex );
  12803. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  12804. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  12805. enableAttribute( attributes.skinWeight );
  12806. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  12807. }
  12808. // line distances
  12809. if ( attributes.lineDistance >= 0 ) {
  12810. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  12811. enableAttribute( attributes.lineDistance );
  12812. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  12813. }
  12814. }
  12815. disableUnusedAttributes();
  12816. // render mesh
  12817. if ( object instanceof THREE.Mesh ) {
  12818. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  12819. // wireframe
  12820. if ( material.wireframe ) {
  12821. setLineWidth( material.wireframeLinewidth );
  12822. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  12823. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  12824. // triangles
  12825. } else {
  12826. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  12827. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  12828. }
  12829. _this.info.render.calls ++;
  12830. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  12831. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  12832. // render lines
  12833. } else if ( object instanceof THREE.Line ) {
  12834. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  12835. setLineWidth( material.linewidth );
  12836. _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
  12837. _this.info.render.calls ++;
  12838. // render particles
  12839. } else if ( object instanceof THREE.PointCloud ) {
  12840. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  12841. _this.info.render.calls ++;
  12842. _this.info.render.points += geometryGroup.__webglParticleCount;
  12843. }
  12844. };
  12845. function initAttributes() {
  12846. for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) {
  12847. _newAttributes[ i ] = 0;
  12848. }
  12849. }
  12850. function enableAttribute( attribute ) {
  12851. _newAttributes[ attribute ] = 1;
  12852. if ( _enabledAttributes[ attribute ] === 0 ) {
  12853. _gl.enableVertexAttribArray( attribute );
  12854. _enabledAttributes[ attribute ] = 1;
  12855. }
  12856. }
  12857. function disableUnusedAttributes() {
  12858. for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
  12859. if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
  12860. _gl.disableVertexAttribArray( i );
  12861. _enabledAttributes[ i ] = 0;
  12862. }
  12863. }
  12864. }
  12865. function setupMorphTargets ( material, geometryGroup, object ) {
  12866. // set base
  12867. var attributes = material.program.attributes;
  12868. if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
  12869. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  12870. enableAttribute( attributes.position );
  12871. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  12872. } else if ( attributes.position >= 0 ) {
  12873. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  12874. enableAttribute( attributes.position );
  12875. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  12876. }
  12877. if ( object.morphTargetForcedOrder.length ) {
  12878. // set forced order
  12879. var m = 0;
  12880. var order = object.morphTargetForcedOrder;
  12881. var influences = object.morphTargetInfluences;
  12882. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  12883. if ( attributes[ 'morphTarget' + m ] >= 0 ) {
  12884. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  12885. enableAttribute( attributes[ 'morphTarget' + m ] );
  12886. _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
  12887. }
  12888. if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
  12889. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  12890. enableAttribute( attributes[ 'morphNormal' + m ] );
  12891. _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
  12892. }
  12893. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  12894. m ++;
  12895. }
  12896. } else {
  12897. // find the most influencing
  12898. var influence, activeInfluenceIndices = [];
  12899. var influences = object.morphTargetInfluences;
  12900. var i, il = influences.length;
  12901. for ( i = 0; i < il; i ++ ) {
  12902. influence = influences[ i ];
  12903. if ( influence > 0 ) {
  12904. activeInfluenceIndices.push( [ influence, i ] );
  12905. }
  12906. }
  12907. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  12908. activeInfluenceIndices.sort( numericalSort );
  12909. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  12910. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  12911. activeInfluenceIndices.sort( numericalSort );
  12912. } else if ( activeInfluenceIndices.length === 0 ) {
  12913. activeInfluenceIndices.push( [ 0, 0 ] );
  12914. };
  12915. var influenceIndex, m = 0;
  12916. while ( m < material.numSupportedMorphTargets ) {
  12917. if ( activeInfluenceIndices[ m ] ) {
  12918. influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  12919. if ( attributes[ 'morphTarget' + m ] >= 0 ) {
  12920. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  12921. enableAttribute( attributes[ 'morphTarget' + m ] );
  12922. _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
  12923. }
  12924. if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
  12925. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  12926. enableAttribute( attributes[ 'morphNormal' + m ] );
  12927. _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
  12928. }
  12929. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  12930. } else {
  12931. /*
  12932. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  12933. if ( material.morphNormals ) {
  12934. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  12935. }
  12936. */
  12937. object.__webglMorphTargetInfluences[ m ] = 0;
  12938. }
  12939. m ++;
  12940. }
  12941. }
  12942. // load updated influences uniform
  12943. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  12944. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  12945. }
  12946. };
  12947. // Sorting
  12948. function painterSortStable ( a, b ) {
  12949. if ( a.material.id !== b.material.id ) {
  12950. return b.material.id - a.material.id;
  12951. } else if ( a.z !== b.z ) {
  12952. return b.z - a.z;
  12953. } else {
  12954. return a.id - b.id;
  12955. }
  12956. };
  12957. function reversePainterSortStable ( a, b ) {
  12958. if ( a.z !== b.z ) {
  12959. return a.z - b.z;
  12960. } else {
  12961. return a.id - b.id;
  12962. }
  12963. };
  12964. function numericalSort ( a, b ) {
  12965. return b[ 0 ] - a[ 0 ];
  12966. };
  12967. // Rendering
  12968. this.render = function ( scene, camera, renderTarget, forceClear ) {
  12969. if ( camera instanceof THREE.Camera === false ) {
  12970. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  12971. return;
  12972. }
  12973. var i, il,
  12974. webglObject, object,
  12975. renderList,
  12976. fog = scene.fog;
  12977. // reset caching for this frame
  12978. _currentMaterialId = - 1;
  12979. _currentCamera = null;
  12980. _lightsNeedUpdate = true;
  12981. // update scene graph
  12982. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  12983. // update camera matrices and frustum
  12984. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  12985. // update Skeleton objects
  12986. scene.traverse( function ( object ) {
  12987. if ( object instanceof THREE.SkinnedMesh ) {
  12988. object.skeleton.update();
  12989. }
  12990. } );
  12991. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  12992. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  12993. _frustum.setFromMatrix( _projScreenMatrix );
  12994. lights.length = 0;
  12995. opaqueObjects.length = 0;
  12996. transparentObjects.length = 0;
  12997. projectObject( scene, scene, camera );
  12998. if ( _this.sortObjects === true ) {
  12999. opaqueObjects.sort( painterSortStable );
  13000. transparentObjects.sort( reversePainterSortStable );
  13001. }
  13002. // custom render plugins (pre pass)
  13003. renderPlugins( this.renderPluginsPre, scene, camera );
  13004. //
  13005. _this.info.render.calls = 0;
  13006. _this.info.render.vertices = 0;
  13007. _this.info.render.faces = 0;
  13008. _this.info.render.points = 0;
  13009. this.setRenderTarget( renderTarget );
  13010. if ( this.autoClear || forceClear ) {
  13011. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  13012. }
  13013. // set matrices for immediate objects
  13014. for ( i = 0, il = _webglObjectsImmediate.length; i < il; i ++ ) {
  13015. webglObject = _webglObjectsImmediate[ i ];
  13016. object = webglObject.object;
  13017. if ( object.visible ) {
  13018. setupMatrices( object, camera );
  13019. unrollImmediateBufferMaterial( webglObject );
  13020. }
  13021. }
  13022. if ( scene.overrideMaterial ) {
  13023. var material = scene.overrideMaterial;
  13024. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  13025. this.setDepthTest( material.depthTest );
  13026. this.setDepthWrite( material.depthWrite );
  13027. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13028. renderObjects( opaqueObjects, camera, lights, fog, true, material );
  13029. renderObjects( transparentObjects, camera, lights, fog, true, material );
  13030. renderObjectsImmediate( _webglObjectsImmediate, '', camera, lights, fog, false, material );
  13031. } else {
  13032. var material = null;
  13033. // opaque pass (front-to-back order)
  13034. this.setBlending( THREE.NoBlending );
  13035. renderObjects( opaqueObjects, camera, lights, fog, false, material );
  13036. renderObjectsImmediate( _webglObjectsImmediate, 'opaque', camera, lights, fog, false, material );
  13037. // transparent pass (back-to-front order)
  13038. renderObjects( transparentObjects, camera, lights, fog, true, material );
  13039. renderObjectsImmediate( _webglObjectsImmediate, 'transparent', camera, lights, fog, true, material );
  13040. }
  13041. // custom render plugins (post pass)
  13042. renderPlugins( this.renderPluginsPost, scene, camera );
  13043. // Generate mipmap if we're using any kind of mipmap filtering
  13044. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  13045. updateRenderTargetMipmap( renderTarget );
  13046. }
  13047. // Ensure depth buffer writing is enabled so it can be cleared on next render
  13048. this.setDepthTest( true );
  13049. this.setDepthWrite( true );
  13050. // _gl.finish();
  13051. };
  13052. function projectObject(scene, object,camera){
  13053. if ( object.visible === false ) return;
  13054. if ( object instanceof THREE.Light ) {
  13055. lights.push( object );
  13056. }
  13057. if ( object instanceof THREE.Scene ) {
  13058. //
  13059. } else {
  13060. initObject( object, scene );
  13061. var webglObjects = _webglObjects[ object.id ];
  13062. if ( webglObjects && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  13063. updateObject( object, scene );
  13064. for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
  13065. var webglObject = webglObjects[i];
  13066. unrollBufferMaterial( webglObject );
  13067. webglObject.render = true;
  13068. if ( _this.sortObjects === true ) {
  13069. if ( object.renderDepth !== null ) {
  13070. webglObject.z = object.renderDepth;
  13071. } else {
  13072. _vector3.setFromMatrixPosition( object.matrixWorld );
  13073. _vector3.applyProjection( _projScreenMatrix );
  13074. webglObject.z = _vector3.z;
  13075. }
  13076. }
  13077. }
  13078. }
  13079. }
  13080. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  13081. projectObject( scene, object.children[ i ], camera );
  13082. }
  13083. }
  13084. function renderPlugins( plugins, scene, camera ) {
  13085. if ( plugins.length === 0 ) return;
  13086. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  13087. // reset state for plugin (to start from clean slate)
  13088. _currentProgram = null;
  13089. _currentCamera = null;
  13090. _oldBlending = - 1;
  13091. _oldDepthTest = - 1;
  13092. _oldDepthWrite = - 1;
  13093. _oldDoubleSided = - 1;
  13094. _oldFlipSided = - 1;
  13095. _currentGeometryGroupHash = - 1;
  13096. _currentMaterialId = - 1;
  13097. _lightsNeedUpdate = true;
  13098. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  13099. // reset state after plugin (anything could have changed)
  13100. _currentProgram = null;
  13101. _currentCamera = null;
  13102. _oldBlending = - 1;
  13103. _oldDepthTest = - 1;
  13104. _oldDepthWrite = - 1;
  13105. _oldDoubleSided = - 1;
  13106. _oldFlipSided = - 1;
  13107. _currentGeometryGroupHash = - 1;
  13108. _currentMaterialId = - 1;
  13109. _lightsNeedUpdate = true;
  13110. }
  13111. };
  13112. function renderObjects( renderList, camera, lights, fog, useBlending, overrideMaterial ) {
  13113. var webglObject, object, buffer, material;
  13114. for ( var i = renderList.length - 1; i !== - 1; i -- ) {
  13115. webglObject = renderList[ i ];
  13116. object = webglObject.object;
  13117. buffer = webglObject.buffer;
  13118. setupMatrices( object, camera );
  13119. if ( overrideMaterial ) {
  13120. material = overrideMaterial;
  13121. } else {
  13122. material = webglObject.material;
  13123. if ( ! material ) continue;
  13124. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  13125. _this.setDepthTest( material.depthTest );
  13126. _this.setDepthWrite( material.depthWrite );
  13127. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13128. }
  13129. _this.setMaterialFaces( material );
  13130. if ( buffer instanceof THREE.BufferGeometry ) {
  13131. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  13132. } else {
  13133. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  13134. }
  13135. }
  13136. };
  13137. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  13138. var webglObject, object, material, program;
  13139. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  13140. webglObject = renderList[ i ];
  13141. object = webglObject.object;
  13142. if ( object.visible ) {
  13143. if ( overrideMaterial ) {
  13144. material = overrideMaterial;
  13145. } else {
  13146. material = webglObject[ materialType ];
  13147. if ( ! material ) continue;
  13148. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  13149. _this.setDepthTest( material.depthTest );
  13150. _this.setDepthWrite( material.depthWrite );
  13151. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13152. }
  13153. _this.renderImmediateObject( camera, lights, fog, material, object );
  13154. }
  13155. }
  13156. };
  13157. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  13158. var program = setProgram( camera, lights, fog, material, object );
  13159. _currentGeometryGroupHash = - 1;
  13160. _this.setMaterialFaces( material );
  13161. if ( object.immediateRenderCallback ) {
  13162. object.immediateRenderCallback( program, _gl, _frustum );
  13163. } else {
  13164. object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
  13165. }
  13166. };
  13167. function unrollImmediateBufferMaterial ( globject ) {
  13168. var object = globject.object,
  13169. material = object.material;
  13170. if ( material.transparent ) {
  13171. globject.transparent = material;
  13172. globject.opaque = null;
  13173. } else {
  13174. globject.opaque = material;
  13175. globject.transparent = null;
  13176. }
  13177. };
  13178. function unrollBufferMaterial ( globject ) {
  13179. var object = globject.object;
  13180. var buffer = globject.buffer;
  13181. var geometry = object.geometry;
  13182. var material = object.material;
  13183. if ( material instanceof THREE.MeshFaceMaterial ) {
  13184. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  13185. material = material.materials[ materialIndex ];
  13186. globject.material = material;
  13187. if ( material.transparent ) {
  13188. transparentObjects.push( globject );
  13189. } else {
  13190. opaqueObjects.push( globject );
  13191. }
  13192. } else if ( material ) {
  13193. globject.material = material;
  13194. if ( material.transparent ) {
  13195. transparentObjects.push( globject );
  13196. } else {
  13197. opaqueObjects.push( globject );
  13198. }
  13199. }
  13200. };
  13201. function initObject( object, scene ) {
  13202. if ( object.__webglInit === undefined ) {
  13203. object.__webglInit = true;
  13204. object.addEventListener( 'dispose', onObjectDispose );
  13205. object._modelViewMatrix = new THREE.Matrix4();
  13206. object._normalMatrix = new THREE.Matrix3();
  13207. }
  13208. var geometry = object.geometry;
  13209. if ( geometry === undefined ) {
  13210. // ImmediateRenderObject
  13211. } else if ( geometry.__webglInit === undefined ) {
  13212. geometry.__webglInit = true;
  13213. geometry.addEventListener( 'dispose', onGeometryDispose );
  13214. if ( geometry instanceof THREE.BufferGeometry ) {
  13215. initDirectBuffers( geometry );
  13216. } else if ( object instanceof THREE.Mesh ) {
  13217. if ( object.__webglActive !== undefined ) {
  13218. removeObject( object, scene );
  13219. }
  13220. initGeometryGroups(scene, object, geometry);
  13221. } else if ( object instanceof THREE.Line ) {
  13222. if ( ! geometry.__webglVertexBuffer ) {
  13223. createLineBuffers( geometry );
  13224. initLineBuffers( geometry, object );
  13225. geometry.verticesNeedUpdate = true;
  13226. geometry.colorsNeedUpdate = true;
  13227. geometry.lineDistancesNeedUpdate = true;
  13228. }
  13229. } else if ( object instanceof THREE.PointCloud ) {
  13230. if ( ! geometry.__webglVertexBuffer ) {
  13231. createParticleBuffers( geometry );
  13232. initParticleBuffers( geometry, object );
  13233. geometry.verticesNeedUpdate = true;
  13234. geometry.colorsNeedUpdate = true;
  13235. }
  13236. }
  13237. }
  13238. if ( object.__webglActive === undefined) {
  13239. if ( object instanceof THREE.Mesh ) {
  13240. if ( geometry instanceof THREE.BufferGeometry ) {
  13241. addBuffer( _webglObjects, geometry, object );
  13242. } else if ( geometry instanceof THREE.Geometry ) {
  13243. for ( var i = 0,l = geometry.geometryGroupsList.length; i<l;i++ ) {
  13244. var geometryGroup = geometry.geometryGroupsList[ i ];
  13245. addBuffer( _webglObjects, geometryGroup, object );
  13246. }
  13247. }
  13248. } else if ( object instanceof THREE.Line ||
  13249. object instanceof THREE.PointCloud ) {
  13250. addBuffer( _webglObjects, geometry, object );
  13251. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  13252. addBufferImmediate( _webglObjectsImmediate, object );
  13253. }
  13254. object.__webglActive = true;
  13255. }
  13256. };
  13257. function initGeometryGroups( scene, object, geometry ) {
  13258. var g, geometryGroup, material,addBuffers = false;
  13259. material = object.material;
  13260. if ( geometry.geometryGroups === undefined || geometry.groupsNeedUpdate ) {
  13261. delete _webglObjects[object.id];
  13262. geometry.makeGroups( material instanceof THREE.MeshFaceMaterial, _glExtensionElementIndexUint ? 4294967296 : 65535 );
  13263. geometry.groupsNeedUpdate = false;
  13264. }
  13265. // create separate VBOs per geometry chunk
  13266. for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  13267. geometryGroup = geometry.geometryGroupsList[ i ];
  13268. // initialise VBO on the first access
  13269. if ( ! geometryGroup.__webglVertexBuffer ) {
  13270. createMeshBuffers( geometryGroup );
  13271. initMeshBuffers( geometryGroup, object );
  13272. geometry.verticesNeedUpdate = true;
  13273. geometry.morphTargetsNeedUpdate = true;
  13274. geometry.elementsNeedUpdate = true;
  13275. geometry.uvsNeedUpdate = true;
  13276. geometry.normalsNeedUpdate = true;
  13277. geometry.tangentsNeedUpdate = true;
  13278. geometry.colorsNeedUpdate = true;
  13279. addBuffers = true;
  13280. } else {
  13281. addBuffers = false;
  13282. }
  13283. if ( addBuffers || object.__webglActive === undefined ) {
  13284. addBuffer( _webglObjects, geometryGroup, object );
  13285. }
  13286. }
  13287. object.__webglActive = true;
  13288. }
  13289. function addBuffer( objlist, buffer, object ) {
  13290. var id = object.id;
  13291. objlist[id] = objlist[id] || [];
  13292. objlist[id].push(
  13293. {
  13294. id: id,
  13295. buffer: buffer,
  13296. object: object,
  13297. material: null,
  13298. z: 0
  13299. }
  13300. );
  13301. };
  13302. function addBufferImmediate( objlist, object ) {
  13303. objlist.push(
  13304. {
  13305. id: null,
  13306. object: object,
  13307. opaque: null,
  13308. transparent: null,
  13309. z: 0
  13310. }
  13311. );
  13312. };
  13313. // Objects updates
  13314. function updateObject( object, scene ) {
  13315. var geometry = object.geometry,
  13316. geometryGroup, customAttributesDirty, material;
  13317. if ( geometry instanceof THREE.BufferGeometry ) {
  13318. setDirectBuffers( geometry, _gl.DYNAMIC_DRAW );
  13319. } else if ( object instanceof THREE.Mesh ) {
  13320. // check all geometry groups
  13321. if ( geometry.buffersNeedUpdate || geometry.groupsNeedUpdate ) {
  13322. if ( geometry instanceof THREE.BufferGeometry ) {
  13323. initDirectBuffers( geometry );
  13324. } else if ( object instanceof THREE.Mesh ) {
  13325. initGeometryGroups(scene, object,geometry);
  13326. }
  13327. }
  13328. for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  13329. geometryGroup = geometry.geometryGroupsList[ i ];
  13330. material = getBufferMaterial( object, geometryGroup );
  13331. if ( geometry.buffersNeedUpdate || geometry.groupsNeedUpdate) {
  13332. initMeshBuffers( geometryGroup, object );
  13333. }
  13334. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  13335. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  13336. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  13337. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  13338. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
  13339. }
  13340. }
  13341. geometry.verticesNeedUpdate = false;
  13342. geometry.morphTargetsNeedUpdate = false;
  13343. geometry.elementsNeedUpdate = false;
  13344. geometry.uvsNeedUpdate = false;
  13345. geometry.normalsNeedUpdate = false;
  13346. geometry.colorsNeedUpdate = false;
  13347. geometry.tangentsNeedUpdate = false;
  13348. geometry.buffersNeedUpdate = false;
  13349. material.attributes && clearCustomAttributes( material );
  13350. } else if ( object instanceof THREE.Line ) {
  13351. material = getBufferMaterial( object, geometry );
  13352. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  13353. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  13354. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  13355. }
  13356. geometry.verticesNeedUpdate = false;
  13357. geometry.colorsNeedUpdate = false;
  13358. geometry.lineDistancesNeedUpdate = false;
  13359. material.attributes && clearCustomAttributes( material );
  13360. } else if ( object instanceof THREE.PointCloud ) {
  13361. material = getBufferMaterial( object, geometry );
  13362. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  13363. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
  13364. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  13365. }
  13366. geometry.verticesNeedUpdate = false;
  13367. geometry.colorsNeedUpdate = false;
  13368. material.attributes && clearCustomAttributes( material );
  13369. }
  13370. };
  13371. // Objects updates - custom attributes check
  13372. function areCustomAttributesDirty( material ) {
  13373. for ( var a in material.attributes ) {
  13374. if ( material.attributes[ a ].needsUpdate ) return true;
  13375. }
  13376. return false;
  13377. };
  13378. function clearCustomAttributes( material ) {
  13379. for ( var a in material.attributes ) {
  13380. material.attributes[ a ].needsUpdate = false;
  13381. }
  13382. };
  13383. // Objects removal
  13384. function removeObject( object ) {
  13385. if ( object instanceof THREE.Mesh ||
  13386. object instanceof THREE.PointCloud ||
  13387. object instanceof THREE.Line ) {
  13388. delete _webglObjects[ object.id ];
  13389. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  13390. removeInstances( _webglObjectsImmediate, object );
  13391. }
  13392. delete object.__webglActive;
  13393. };
  13394. function removeInstances( objlist, object ) {
  13395. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  13396. if ( objlist[ o ].object === object ) {
  13397. objlist.splice( o, 1 );
  13398. }
  13399. }
  13400. };
  13401. // Materials
  13402. this.initMaterial = function () {
  13403. console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
  13404. };
  13405. function initMaterial( material, lights, fog, object ) {
  13406. material.addEventListener( 'dispose', onMaterialDispose );
  13407. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  13408. if ( material instanceof THREE.MeshDepthMaterial ) {
  13409. shaderID = 'depth';
  13410. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  13411. shaderID = 'normal';
  13412. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  13413. shaderID = 'basic';
  13414. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  13415. shaderID = 'lambert';
  13416. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  13417. shaderID = 'phong';
  13418. } else if ( material instanceof THREE.LineBasicMaterial ) {
  13419. shaderID = 'basic';
  13420. } else if ( material instanceof THREE.LineDashedMaterial ) {
  13421. shaderID = 'dashed';
  13422. } else if ( material instanceof THREE.PointCloudMaterial ) {
  13423. shaderID = 'particle_basic';
  13424. }
  13425. if ( shaderID ) {
  13426. var shader = THREE.ShaderLib[ shaderID ];
  13427. material.__webglShader = {
  13428. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  13429. vertexShader: shader.vertexShader,
  13430. fragmentShader: shader.fragmentShader
  13431. }
  13432. } else {
  13433. material.__webglShader = {
  13434. uniforms: material.uniforms,
  13435. vertexShader: material.vertexShader,
  13436. fragmentShader: material.fragmentShader
  13437. }
  13438. }
  13439. // heuristics to create shader parameters according to lights in the scene
  13440. // (not to blow over maxLights budget)
  13441. maxLightCount = allocateLights( lights );
  13442. maxShadows = allocateShadows( lights );
  13443. maxBones = allocateBones( object );
  13444. parameters = {
  13445. precision: _precision,
  13446. supportsVertexTextures: _supportsVertexTextures,
  13447. map: !! material.map,
  13448. envMap: !! material.envMap,
  13449. lightMap: !! material.lightMap,
  13450. bumpMap: !! material.bumpMap,
  13451. normalMap: !! material.normalMap,
  13452. specularMap: !! material.specularMap,
  13453. alphaMap: !! material.alphaMap,
  13454. vertexColors: material.vertexColors,
  13455. fog: fog,
  13456. useFog: material.fog,
  13457. fogExp: fog instanceof THREE.FogExp2,
  13458. sizeAttenuation: material.sizeAttenuation,
  13459. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  13460. skinning: material.skinning,
  13461. maxBones: maxBones,
  13462. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  13463. morphTargets: material.morphTargets,
  13464. morphNormals: material.morphNormals,
  13465. maxMorphTargets: _this.maxMorphTargets,
  13466. maxMorphNormals: _this.maxMorphNormals,
  13467. maxDirLights: maxLightCount.directional,
  13468. maxPointLights: maxLightCount.point,
  13469. maxSpotLights: maxLightCount.spot,
  13470. maxHemiLights: maxLightCount.hemi,
  13471. maxShadows: maxShadows,
  13472. shadowMapEnabled: _this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
  13473. shadowMapType: _this.shadowMapType,
  13474. shadowMapDebug: _this.shadowMapDebug,
  13475. shadowMapCascade: _this.shadowMapCascade,
  13476. alphaTest: material.alphaTest,
  13477. metal: material.metal,
  13478. wrapAround: material.wrapAround,
  13479. doubleSided: material.side === THREE.DoubleSide,
  13480. flipSided: material.side === THREE.BackSide
  13481. };
  13482. // Generate code
  13483. var chunks = [];
  13484. if ( shaderID ) {
  13485. chunks.push( shaderID );
  13486. } else {
  13487. chunks.push( material.fragmentShader );
  13488. chunks.push( material.vertexShader );
  13489. }
  13490. for ( var d in material.defines ) {
  13491. chunks.push( d );
  13492. chunks.push( material.defines[ d ] );
  13493. }
  13494. for ( var p in parameters ) {
  13495. chunks.push( p );
  13496. chunks.push( parameters[ p ] );
  13497. }
  13498. var code = chunks.join();
  13499. var program;
  13500. // Check if code has been already compiled
  13501. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  13502. var programInfo = _programs[ p ];
  13503. if ( programInfo.code === code ) {
  13504. program = programInfo;
  13505. program.usedTimes ++;
  13506. break;
  13507. }
  13508. }
  13509. if ( program === undefined ) {
  13510. program = new THREE.WebGLProgram( _this, code, material, parameters );
  13511. _programs.push( program );
  13512. _this.info.memory.programs = _programs.length;
  13513. }
  13514. material.program = program;
  13515. var attributes = material.program.attributes;
  13516. if ( material.morphTargets ) {
  13517. material.numSupportedMorphTargets = 0;
  13518. var id, base = 'morphTarget';
  13519. for ( i = 0; i < _this.maxMorphTargets; i ++ ) {
  13520. id = base + i;
  13521. if ( attributes[ id ] >= 0 ) {
  13522. material.numSupportedMorphTargets ++;
  13523. }
  13524. }
  13525. }
  13526. if ( material.morphNormals ) {
  13527. material.numSupportedMorphNormals = 0;
  13528. var id, base = 'morphNormal';
  13529. for ( i = 0; i < _this.maxMorphNormals; i ++ ) {
  13530. id = base + i;
  13531. if ( attributes[ id ] >= 0 ) {
  13532. material.numSupportedMorphNormals ++;
  13533. }
  13534. }
  13535. }
  13536. material.uniformsList = [];
  13537. for ( u in material.__webglShader.uniforms ) {
  13538. var location = material.program.uniforms[ u ];
  13539. if ( location ) {
  13540. material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
  13541. }
  13542. }
  13543. };
  13544. function setProgram( camera, lights, fog, material, object ) {
  13545. _usedTextureUnits = 0;
  13546. if ( material.needsUpdate ) {
  13547. if ( material.program ) deallocateMaterial( material );
  13548. initMaterial( material, lights, fog, object );
  13549. material.needsUpdate = false;
  13550. }
  13551. if ( material.morphTargets ) {
  13552. if ( ! object.__webglMorphTargetInfluences ) {
  13553. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  13554. }
  13555. }
  13556. var refreshProgram = false;
  13557. var refreshMaterial = false;
  13558. var refreshLights = false;
  13559. var program = material.program,
  13560. p_uniforms = program.uniforms,
  13561. m_uniforms = material.__webglShader.uniforms;
  13562. if ( program.id !== _currentProgram ) {
  13563. _gl.useProgram( program.program );
  13564. _currentProgram = program.id;
  13565. refreshProgram = true;
  13566. refreshMaterial = true;
  13567. refreshLights = true;
  13568. }
  13569. if ( material.id !== _currentMaterialId ) {
  13570. if ( _currentMaterialId === -1 ) refreshLights = true;
  13571. _currentMaterialId = material.id;
  13572. refreshMaterial = true;
  13573. }
  13574. if ( refreshProgram || camera !== _currentCamera ) {
  13575. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  13576. if ( _logarithmicDepthBuffer ) {
  13577. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  13578. }
  13579. if ( camera !== _currentCamera ) _currentCamera = camera;
  13580. // load material specific uniforms
  13581. // (shader material also gets them for the sake of genericity)
  13582. if ( material instanceof THREE.ShaderMaterial ||
  13583. material instanceof THREE.MeshPhongMaterial ||
  13584. material.envMap ) {
  13585. if ( p_uniforms.cameraPosition !== null ) {
  13586. _vector3.setFromMatrixPosition( camera.matrixWorld );
  13587. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  13588. }
  13589. }
  13590. if ( material instanceof THREE.MeshPhongMaterial ||
  13591. material instanceof THREE.MeshLambertMaterial ||
  13592. material instanceof THREE.ShaderMaterial ||
  13593. material.skinning ) {
  13594. if ( p_uniforms.viewMatrix !== null ) {
  13595. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  13596. }
  13597. }
  13598. }
  13599. // skinning uniforms must be set even if material didn't change
  13600. // auto-setting of texture unit for bone texture must go before other textures
  13601. // not sure why, but otherwise weird things happen
  13602. if ( material.skinning ) {
  13603. if ( object.bindMatrix && p_uniforms.bindMatrix !== null ) {
  13604. _gl.uniformMatrix4fv( p_uniforms.bindMatrix, false, object.bindMatrix.elements );
  13605. }
  13606. if ( object.bindMatrixInverse && p_uniforms.bindMatrixInverse !== null ) {
  13607. _gl.uniformMatrix4fv( p_uniforms.bindMatrixInverse, false, object.bindMatrixInverse.elements );
  13608. }
  13609. if ( _supportsBoneTextures && object.skeleton && object.skeleton.useVertexTexture ) {
  13610. if ( p_uniforms.boneTexture !== null ) {
  13611. var textureUnit = getTextureUnit();
  13612. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  13613. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  13614. }
  13615. if ( p_uniforms.boneTextureWidth !== null ) {
  13616. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  13617. }
  13618. if ( p_uniforms.boneTextureHeight !== null ) {
  13619. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  13620. }
  13621. } else if ( object.skeleton && object.skeleton.boneMatrices ) {
  13622. if ( p_uniforms.boneGlobalMatrices !== null ) {
  13623. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  13624. }
  13625. }
  13626. }
  13627. if ( refreshMaterial ) {
  13628. // refresh uniforms common to several materials
  13629. if ( fog && material.fog ) {
  13630. refreshUniformsFog( m_uniforms, fog );
  13631. }
  13632. if ( material instanceof THREE.MeshPhongMaterial ||
  13633. material instanceof THREE.MeshLambertMaterial ||
  13634. material.lights ) {
  13635. if ( _lightsNeedUpdate ) {
  13636. refreshLights = true;
  13637. setupLights( lights );
  13638. _lightsNeedUpdate = false;
  13639. }
  13640. if ( refreshLights ) {
  13641. refreshUniformsLights( m_uniforms, _lights );
  13642. markUniformsLightsNeedsUpdate( m_uniforms, true );
  13643. } else {
  13644. markUniformsLightsNeedsUpdate( m_uniforms, false );
  13645. }
  13646. }
  13647. if ( material instanceof THREE.MeshBasicMaterial ||
  13648. material instanceof THREE.MeshLambertMaterial ||
  13649. material instanceof THREE.MeshPhongMaterial ) {
  13650. refreshUniformsCommon( m_uniforms, material );
  13651. }
  13652. // refresh single material specific uniforms
  13653. if ( material instanceof THREE.LineBasicMaterial ) {
  13654. refreshUniformsLine( m_uniforms, material );
  13655. } else if ( material instanceof THREE.LineDashedMaterial ) {
  13656. refreshUniformsLine( m_uniforms, material );
  13657. refreshUniformsDash( m_uniforms, material );
  13658. } else if ( material instanceof THREE.PointCloudMaterial ) {
  13659. refreshUniformsParticle( m_uniforms, material );
  13660. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  13661. refreshUniformsPhong( m_uniforms, material );
  13662. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  13663. refreshUniformsLambert( m_uniforms, material );
  13664. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  13665. m_uniforms.mNear.value = camera.near;
  13666. m_uniforms.mFar.value = camera.far;
  13667. m_uniforms.opacity.value = material.opacity;
  13668. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  13669. m_uniforms.opacity.value = material.opacity;
  13670. }
  13671. if ( object.receiveShadow && ! material._shadowPass ) {
  13672. refreshUniformsShadow( m_uniforms, lights );
  13673. }
  13674. // load common uniforms
  13675. loadUniformsGeneric( material.uniformsList );
  13676. }
  13677. loadUniformsMatrices( p_uniforms, object );
  13678. if ( p_uniforms.modelMatrix !== null ) {
  13679. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  13680. }
  13681. return program;
  13682. };
  13683. // Uniforms (refresh uniforms objects)
  13684. function refreshUniformsCommon ( uniforms, material ) {
  13685. uniforms.opacity.value = material.opacity;
  13686. if ( _this.gammaInput ) {
  13687. uniforms.diffuse.value.copyGammaToLinear( material.color );
  13688. } else {
  13689. uniforms.diffuse.value = material.color;
  13690. }
  13691. uniforms.map.value = material.map;
  13692. uniforms.lightMap.value = material.lightMap;
  13693. uniforms.specularMap.value = material.specularMap;
  13694. uniforms.alphaMap.value = material.alphaMap;
  13695. if ( material.bumpMap ) {
  13696. uniforms.bumpMap.value = material.bumpMap;
  13697. uniforms.bumpScale.value = material.bumpScale;
  13698. }
  13699. if ( material.normalMap ) {
  13700. uniforms.normalMap.value = material.normalMap;
  13701. uniforms.normalScale.value.copy( material.normalScale );
  13702. }
  13703. // uv repeat and offset setting priorities
  13704. // 1. color map
  13705. // 2. specular map
  13706. // 3. normal map
  13707. // 4. bump map
  13708. // 5. alpha map
  13709. var uvScaleMap;
  13710. if ( material.map ) {
  13711. uvScaleMap = material.map;
  13712. } else if ( material.specularMap ) {
  13713. uvScaleMap = material.specularMap;
  13714. } else if ( material.normalMap ) {
  13715. uvScaleMap = material.normalMap;
  13716. } else if ( material.bumpMap ) {
  13717. uvScaleMap = material.bumpMap;
  13718. } else if ( material.alphaMap ) {
  13719. uvScaleMap = material.alphaMap;
  13720. }
  13721. if ( uvScaleMap !== undefined ) {
  13722. var offset = uvScaleMap.offset;
  13723. var repeat = uvScaleMap.repeat;
  13724. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  13725. }
  13726. uniforms.envMap.value = material.envMap;
  13727. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  13728. if ( _this.gammaInput ) {
  13729. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  13730. uniforms.reflectivity.value = material.reflectivity;
  13731. } else {
  13732. uniforms.reflectivity.value = material.reflectivity;
  13733. }
  13734. uniforms.refractionRatio.value = material.refractionRatio;
  13735. uniforms.combine.value = material.combine;
  13736. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  13737. };
  13738. function refreshUniformsLine ( uniforms, material ) {
  13739. uniforms.diffuse.value = material.color;
  13740. uniforms.opacity.value = material.opacity;
  13741. };
  13742. function refreshUniformsDash ( uniforms, material ) {
  13743. uniforms.dashSize.value = material.dashSize;
  13744. uniforms.totalSize.value = material.dashSize + material.gapSize;
  13745. uniforms.scale.value = material.scale;
  13746. };
  13747. function refreshUniformsParticle ( uniforms, material ) {
  13748. uniforms.psColor.value = material.color;
  13749. uniforms.opacity.value = material.opacity;
  13750. uniforms.size.value = material.size;
  13751. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  13752. uniforms.map.value = material.map;
  13753. };
  13754. function refreshUniformsFog ( uniforms, fog ) {
  13755. uniforms.fogColor.value = fog.color;
  13756. if ( fog instanceof THREE.Fog ) {
  13757. uniforms.fogNear.value = fog.near;
  13758. uniforms.fogFar.value = fog.far;
  13759. } else if ( fog instanceof THREE.FogExp2 ) {
  13760. uniforms.fogDensity.value = fog.density;
  13761. }
  13762. };
  13763. function refreshUniformsPhong ( uniforms, material ) {
  13764. uniforms.shininess.value = material.shininess;
  13765. if ( _this.gammaInput ) {
  13766. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  13767. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  13768. uniforms.specular.value.copyGammaToLinear( material.specular );
  13769. } else {
  13770. uniforms.ambient.value = material.ambient;
  13771. uniforms.emissive.value = material.emissive;
  13772. uniforms.specular.value = material.specular;
  13773. }
  13774. if ( material.wrapAround ) {
  13775. uniforms.wrapRGB.value.copy( material.wrapRGB );
  13776. }
  13777. };
  13778. function refreshUniformsLambert ( uniforms, material ) {
  13779. if ( _this.gammaInput ) {
  13780. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  13781. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  13782. } else {
  13783. uniforms.ambient.value = material.ambient;
  13784. uniforms.emissive.value = material.emissive;
  13785. }
  13786. if ( material.wrapAround ) {
  13787. uniforms.wrapRGB.value.copy( material.wrapRGB );
  13788. }
  13789. };
  13790. function refreshUniformsLights ( uniforms, lights ) {
  13791. uniforms.ambientLightColor.value = lights.ambient;
  13792. uniforms.directionalLightColor.value = lights.directional.colors;
  13793. uniforms.directionalLightDirection.value = lights.directional.positions;
  13794. uniforms.pointLightColor.value = lights.point.colors;
  13795. uniforms.pointLightPosition.value = lights.point.positions;
  13796. uniforms.pointLightDistance.value = lights.point.distances;
  13797. uniforms.spotLightColor.value = lights.spot.colors;
  13798. uniforms.spotLightPosition.value = lights.spot.positions;
  13799. uniforms.spotLightDistance.value = lights.spot.distances;
  13800. uniforms.spotLightDirection.value = lights.spot.directions;
  13801. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  13802. uniforms.spotLightExponent.value = lights.spot.exponents;
  13803. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  13804. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  13805. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  13806. };
  13807. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  13808. function markUniformsLightsNeedsUpdate ( uniforms, boolean ) {
  13809. uniforms.ambientLightColor.needsUpdate = boolean;
  13810. uniforms.directionalLightColor.needsUpdate = boolean;
  13811. uniforms.directionalLightDirection.needsUpdate = boolean;
  13812. uniforms.pointLightColor.needsUpdate = boolean;
  13813. uniforms.pointLightPosition.needsUpdate = boolean;
  13814. uniforms.pointLightDistance.needsUpdate = boolean;
  13815. uniforms.spotLightColor.needsUpdate = boolean;
  13816. uniforms.spotLightPosition.needsUpdate = boolean;
  13817. uniforms.spotLightDistance.needsUpdate = boolean;
  13818. uniforms.spotLightDirection.needsUpdate = boolean;
  13819. uniforms.spotLightAngleCos.needsUpdate = boolean;
  13820. uniforms.spotLightExponent.needsUpdate = boolean;
  13821. uniforms.hemisphereLightSkyColor.needsUpdate = boolean;
  13822. uniforms.hemisphereLightGroundColor.needsUpdate = boolean;
  13823. uniforms.hemisphereLightDirection.needsUpdate = boolean;
  13824. };
  13825. function refreshUniformsShadow ( uniforms, lights ) {
  13826. if ( uniforms.shadowMatrix ) {
  13827. var j = 0;
  13828. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  13829. var light = lights[ i ];
  13830. if ( ! light.castShadow ) continue;
  13831. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  13832. uniforms.shadowMap.value[ j ] = light.shadowMap;
  13833. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  13834. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  13835. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  13836. uniforms.shadowBias.value[ j ] = light.shadowBias;
  13837. j ++;
  13838. }
  13839. }
  13840. }
  13841. };
  13842. // Uniforms (load to GPU)
  13843. function loadUniformsMatrices ( uniforms, object ) {
  13844. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  13845. if ( uniforms.normalMatrix ) {
  13846. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  13847. }
  13848. };
  13849. function getTextureUnit() {
  13850. var textureUnit = _usedTextureUnits;
  13851. if ( textureUnit >= _maxTextures ) {
  13852. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  13853. }
  13854. _usedTextureUnits += 1;
  13855. return textureUnit;
  13856. };
  13857. function loadUniformsGeneric ( uniforms ) {
  13858. var texture, textureUnit, offset;
  13859. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  13860. var uniform = uniforms[ j ][ 0 ];
  13861. // needsUpdate property is not added to all uniforms.
  13862. if ( uniform.needsUpdate === false ) continue;
  13863. var type = uniform.type;
  13864. var value = uniform.value;
  13865. var location = uniforms[ j ][ 1 ];
  13866. switch ( type ) {
  13867. case '1i':
  13868. _gl.uniform1i( location, value );
  13869. break;
  13870. case '1f':
  13871. _gl.uniform1f( location, value );
  13872. break;
  13873. case '2f':
  13874. _gl.uniform2f( location, value[ 0 ], value[ 1 ] );
  13875. break;
  13876. case '3f':
  13877. _gl.uniform3f( location, value[ 0 ], value[ 1 ], value[ 2 ] );
  13878. break;
  13879. case '4f':
  13880. _gl.uniform4f( location, value[ 0 ], value[ 1 ], value[ 2 ], value[ 3 ] );
  13881. break;
  13882. case '1iv':
  13883. _gl.uniform1iv( location, value );
  13884. break;
  13885. case '3iv':
  13886. _gl.uniform3iv( location, value );
  13887. break;
  13888. case '1fv':
  13889. _gl.uniform1fv( location, value );
  13890. break;
  13891. case '2fv':
  13892. _gl.uniform2fv( location, value );
  13893. break;
  13894. case '3fv':
  13895. _gl.uniform3fv( location, value );
  13896. break;
  13897. case '4fv':
  13898. _gl.uniform4fv( location, value );
  13899. break;
  13900. case 'Matrix3fv':
  13901. _gl.uniformMatrix3fv( location, false, value );
  13902. break;
  13903. case 'Matrix4fv':
  13904. _gl.uniformMatrix4fv( location, false, value );
  13905. break;
  13906. //
  13907. case 'i':
  13908. // single integer
  13909. _gl.uniform1i( location, value );
  13910. break;
  13911. case 'f':
  13912. // single float
  13913. _gl.uniform1f( location, value );
  13914. break;
  13915. case 'v2':
  13916. // single THREE.Vector2
  13917. _gl.uniform2f( location, value.x, value.y );
  13918. break;
  13919. case 'v3':
  13920. // single THREE.Vector3
  13921. _gl.uniform3f( location, value.x, value.y, value.z );
  13922. break;
  13923. case 'v4':
  13924. // single THREE.Vector4
  13925. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  13926. break;
  13927. case 'c':
  13928. // single THREE.Color
  13929. _gl.uniform3f( location, value.r, value.g, value.b );
  13930. break;
  13931. case 'iv1':
  13932. // flat array of integers (JS or typed array)
  13933. _gl.uniform1iv( location, value );
  13934. break;
  13935. case 'iv':
  13936. // flat array of integers with 3 x N size (JS or typed array)
  13937. _gl.uniform3iv( location, value );
  13938. break;
  13939. case 'fv1':
  13940. // flat array of floats (JS or typed array)
  13941. _gl.uniform1fv( location, value );
  13942. break;
  13943. case 'fv':
  13944. // flat array of floats with 3 x N size (JS or typed array)
  13945. _gl.uniform3fv( location, value );
  13946. break;
  13947. case 'v2v':
  13948. // array of THREE.Vector2
  13949. if ( uniform._array === undefined ) {
  13950. uniform._array = new Float32Array( 2 * value.length );
  13951. }
  13952. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13953. offset = i * 2;
  13954. uniform._array[ offset ] = value[ i ].x;
  13955. uniform._array[ offset + 1 ] = value[ i ].y;
  13956. }
  13957. _gl.uniform2fv( location, uniform._array );
  13958. break;
  13959. case 'v3v':
  13960. // array of THREE.Vector3
  13961. if ( uniform._array === undefined ) {
  13962. uniform._array = new Float32Array( 3 * value.length );
  13963. }
  13964. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13965. offset = i * 3;
  13966. uniform._array[ offset ] = value[ i ].x;
  13967. uniform._array[ offset + 1 ] = value[ i ].y;
  13968. uniform._array[ offset + 2 ] = value[ i ].z;
  13969. }
  13970. _gl.uniform3fv( location, uniform._array );
  13971. break;
  13972. case 'v4v':
  13973. // array of THREE.Vector4
  13974. if ( uniform._array === undefined ) {
  13975. uniform._array = new Float32Array( 4 * value.length );
  13976. }
  13977. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13978. offset = i * 4;
  13979. uniform._array[ offset ] = value[ i ].x;
  13980. uniform._array[ offset + 1 ] = value[ i ].y;
  13981. uniform._array[ offset + 2 ] = value[ i ].z;
  13982. uniform._array[ offset + 3 ] = value[ i ].w;
  13983. }
  13984. _gl.uniform4fv( location, uniform._array );
  13985. break;
  13986. case 'm3':
  13987. // single THREE.Matrix3
  13988. _gl.uniformMatrix3fv( location, false, value.elements );
  13989. break;
  13990. case 'm3v':
  13991. // array of THREE.Matrix3
  13992. if ( uniform._array === undefined ) {
  13993. uniform._array = new Float32Array( 9 * value.length );
  13994. }
  13995. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13996. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  13997. }
  13998. _gl.uniformMatrix3fv( location, false, uniform._array );
  13999. break;
  14000. case 'm4':
  14001. // single THREE.Matrix4
  14002. _gl.uniformMatrix4fv( location, false, value.elements );
  14003. break;
  14004. case 'm4v':
  14005. // array of THREE.Matrix4
  14006. if ( uniform._array === undefined ) {
  14007. uniform._array = new Float32Array( 16 * value.length );
  14008. }
  14009. for ( var i = 0, il = value.length; i < il; i ++ ) {
  14010. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  14011. }
  14012. _gl.uniformMatrix4fv( location, false, uniform._array );
  14013. break;
  14014. case 't':
  14015. // single THREE.Texture (2d or cube)
  14016. texture = value;
  14017. textureUnit = getTextureUnit();
  14018. _gl.uniform1i( location, textureUnit );
  14019. if ( ! texture ) continue;
  14020. if ( texture instanceof THREE.CubeTexture ||
  14021. ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
  14022. setCubeTexture( texture, textureUnit );
  14023. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  14024. setCubeTextureDynamic( texture, textureUnit );
  14025. } else {
  14026. _this.setTexture( texture, textureUnit );
  14027. }
  14028. break;
  14029. case 'tv':
  14030. // array of THREE.Texture (2d)
  14031. if ( uniform._array === undefined ) {
  14032. uniform._array = [];
  14033. }
  14034. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  14035. uniform._array[ i ] = getTextureUnit();
  14036. }
  14037. _gl.uniform1iv( location, uniform._array );
  14038. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  14039. texture = uniform.value[ i ];
  14040. textureUnit = uniform._array[ i ];
  14041. if ( ! texture ) continue;
  14042. _this.setTexture( texture, textureUnit );
  14043. }
  14044. break;
  14045. default:
  14046. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  14047. }
  14048. }
  14049. };
  14050. function setupMatrices ( object, camera ) {
  14051. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14052. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  14053. };
  14054. //
  14055. function setColorGamma( array, offset, color, intensitySq ) {
  14056. array[ offset ] = color.r * color.r * intensitySq;
  14057. array[ offset + 1 ] = color.g * color.g * intensitySq;
  14058. array[ offset + 2 ] = color.b * color.b * intensitySq;
  14059. };
  14060. function setColorLinear( array, offset, color, intensity ) {
  14061. array[ offset ] = color.r * intensity;
  14062. array[ offset + 1 ] = color.g * intensity;
  14063. array[ offset + 2 ] = color.b * intensity;
  14064. };
  14065. function setupLights ( lights ) {
  14066. var l, ll, light, n,
  14067. r = 0, g = 0, b = 0,
  14068. color, skyColor, groundColor,
  14069. intensity, intensitySq,
  14070. position,
  14071. distance,
  14072. zlights = _lights,
  14073. dirColors = zlights.directional.colors,
  14074. dirPositions = zlights.directional.positions,
  14075. pointColors = zlights.point.colors,
  14076. pointPositions = zlights.point.positions,
  14077. pointDistances = zlights.point.distances,
  14078. spotColors = zlights.spot.colors,
  14079. spotPositions = zlights.spot.positions,
  14080. spotDistances = zlights.spot.distances,
  14081. spotDirections = zlights.spot.directions,
  14082. spotAnglesCos = zlights.spot.anglesCos,
  14083. spotExponents = zlights.spot.exponents,
  14084. hemiSkyColors = zlights.hemi.skyColors,
  14085. hemiGroundColors = zlights.hemi.groundColors,
  14086. hemiPositions = zlights.hemi.positions,
  14087. dirLength = 0,
  14088. pointLength = 0,
  14089. spotLength = 0,
  14090. hemiLength = 0,
  14091. dirCount = 0,
  14092. pointCount = 0,
  14093. spotCount = 0,
  14094. hemiCount = 0,
  14095. dirOffset = 0,
  14096. pointOffset = 0,
  14097. spotOffset = 0,
  14098. hemiOffset = 0;
  14099. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  14100. light = lights[ l ];
  14101. if ( light.onlyShadow ) continue;
  14102. color = light.color;
  14103. intensity = light.intensity;
  14104. distance = light.distance;
  14105. if ( light instanceof THREE.AmbientLight ) {
  14106. if ( ! light.visible ) continue;
  14107. if ( _this.gammaInput ) {
  14108. r += color.r * color.r;
  14109. g += color.g * color.g;
  14110. b += color.b * color.b;
  14111. } else {
  14112. r += color.r;
  14113. g += color.g;
  14114. b += color.b;
  14115. }
  14116. } else if ( light instanceof THREE.DirectionalLight ) {
  14117. dirCount += 1;
  14118. if ( ! light.visible ) continue;
  14119. _direction.setFromMatrixPosition( light.matrixWorld );
  14120. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  14121. _direction.sub( _vector3 );
  14122. _direction.normalize();
  14123. dirOffset = dirLength * 3;
  14124. dirPositions[ dirOffset ] = _direction.x;
  14125. dirPositions[ dirOffset + 1 ] = _direction.y;
  14126. dirPositions[ dirOffset + 2 ] = _direction.z;
  14127. if ( _this.gammaInput ) {
  14128. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  14129. } else {
  14130. setColorLinear( dirColors, dirOffset, color, intensity );
  14131. }
  14132. dirLength += 1;
  14133. } else if ( light instanceof THREE.PointLight ) {
  14134. pointCount += 1;
  14135. if ( ! light.visible ) continue;
  14136. pointOffset = pointLength * 3;
  14137. if ( _this.gammaInput ) {
  14138. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  14139. } else {
  14140. setColorLinear( pointColors, pointOffset, color, intensity );
  14141. }
  14142. _vector3.setFromMatrixPosition( light.matrixWorld );
  14143. pointPositions[ pointOffset ] = _vector3.x;
  14144. pointPositions[ pointOffset + 1 ] = _vector3.y;
  14145. pointPositions[ pointOffset + 2 ] = _vector3.z;
  14146. pointDistances[ pointLength ] = distance;
  14147. pointLength += 1;
  14148. } else if ( light instanceof THREE.SpotLight ) {
  14149. spotCount += 1;
  14150. if ( ! light.visible ) continue;
  14151. spotOffset = spotLength * 3;
  14152. if ( _this.gammaInput ) {
  14153. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  14154. } else {
  14155. setColorLinear( spotColors, spotOffset, color, intensity );
  14156. }
  14157. _direction.setFromMatrixPosition( light.matrixWorld );
  14158. spotPositions[ spotOffset ] = _direction.x;
  14159. spotPositions[ spotOffset + 1 ] = _direction.y;
  14160. spotPositions[ spotOffset + 2 ] = _direction.z;
  14161. spotDistances[ spotLength ] = distance;
  14162. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  14163. _direction.sub( _vector3 );
  14164. _direction.normalize();
  14165. spotDirections[ spotOffset ] = _direction.x;
  14166. spotDirections[ spotOffset + 1 ] = _direction.y;
  14167. spotDirections[ spotOffset + 2 ] = _direction.z;
  14168. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  14169. spotExponents[ spotLength ] = light.exponent;
  14170. spotLength += 1;
  14171. } else if ( light instanceof THREE.HemisphereLight ) {
  14172. hemiCount += 1;
  14173. if ( ! light.visible ) continue;
  14174. _direction.setFromMatrixPosition( light.matrixWorld );
  14175. _direction.normalize();
  14176. hemiOffset = hemiLength * 3;
  14177. hemiPositions[ hemiOffset ] = _direction.x;
  14178. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  14179. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  14180. skyColor = light.color;
  14181. groundColor = light.groundColor;
  14182. if ( _this.gammaInput ) {
  14183. intensitySq = intensity * intensity;
  14184. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  14185. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  14186. } else {
  14187. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  14188. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  14189. }
  14190. hemiLength += 1;
  14191. }
  14192. }
  14193. // null eventual remains from removed lights
  14194. // (this is to avoid if in shader)
  14195. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  14196. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  14197. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  14198. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  14199. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  14200. zlights.directional.length = dirLength;
  14201. zlights.point.length = pointLength;
  14202. zlights.spot.length = spotLength;
  14203. zlights.hemi.length = hemiLength;
  14204. zlights.ambient[ 0 ] = r;
  14205. zlights.ambient[ 1 ] = g;
  14206. zlights.ambient[ 2 ] = b;
  14207. };
  14208. // GL state setting
  14209. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  14210. if ( cullFace === THREE.CullFaceNone ) {
  14211. _gl.disable( _gl.CULL_FACE );
  14212. } else {
  14213. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  14214. _gl.frontFace( _gl.CW );
  14215. } else {
  14216. _gl.frontFace( _gl.CCW );
  14217. }
  14218. if ( cullFace === THREE.CullFaceBack ) {
  14219. _gl.cullFace( _gl.BACK );
  14220. } else if ( cullFace === THREE.CullFaceFront ) {
  14221. _gl.cullFace( _gl.FRONT );
  14222. } else {
  14223. _gl.cullFace( _gl.FRONT_AND_BACK );
  14224. }
  14225. _gl.enable( _gl.CULL_FACE );
  14226. }
  14227. };
  14228. this.setMaterialFaces = function ( material ) {
  14229. var doubleSided = material.side === THREE.DoubleSide;
  14230. var flipSided = material.side === THREE.BackSide;
  14231. if ( _oldDoubleSided !== doubleSided ) {
  14232. if ( doubleSided ) {
  14233. _gl.disable( _gl.CULL_FACE );
  14234. } else {
  14235. _gl.enable( _gl.CULL_FACE );
  14236. }
  14237. _oldDoubleSided = doubleSided;
  14238. }
  14239. if ( _oldFlipSided !== flipSided ) {
  14240. if ( flipSided ) {
  14241. _gl.frontFace( _gl.CW );
  14242. } else {
  14243. _gl.frontFace( _gl.CCW );
  14244. }
  14245. _oldFlipSided = flipSided;
  14246. }
  14247. };
  14248. this.setDepthTest = function ( depthTest ) {
  14249. if ( _oldDepthTest !== depthTest ) {
  14250. if ( depthTest ) {
  14251. _gl.enable( _gl.DEPTH_TEST );
  14252. } else {
  14253. _gl.disable( _gl.DEPTH_TEST );
  14254. }
  14255. _oldDepthTest = depthTest;
  14256. }
  14257. };
  14258. this.setDepthWrite = function ( depthWrite ) {
  14259. if ( _oldDepthWrite !== depthWrite ) {
  14260. _gl.depthMask( depthWrite );
  14261. _oldDepthWrite = depthWrite;
  14262. }
  14263. };
  14264. function setLineWidth ( width ) {
  14265. if ( width !== _oldLineWidth ) {
  14266. _gl.lineWidth( width );
  14267. _oldLineWidth = width;
  14268. }
  14269. };
  14270. function setPolygonOffset ( polygonoffset, factor, units ) {
  14271. if ( _oldPolygonOffset !== polygonoffset ) {
  14272. if ( polygonoffset ) {
  14273. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  14274. } else {
  14275. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  14276. }
  14277. _oldPolygonOffset = polygonoffset;
  14278. }
  14279. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  14280. _gl.polygonOffset( factor, units );
  14281. _oldPolygonOffsetFactor = factor;
  14282. _oldPolygonOffsetUnits = units;
  14283. }
  14284. };
  14285. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  14286. if ( blending !== _oldBlending ) {
  14287. if ( blending === THREE.NoBlending ) {
  14288. _gl.disable( _gl.BLEND );
  14289. } else if ( blending === THREE.AdditiveBlending ) {
  14290. _gl.enable( _gl.BLEND );
  14291. _gl.blendEquation( _gl.FUNC_ADD );
  14292. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  14293. } else if ( blending === THREE.SubtractiveBlending ) {
  14294. // TODO: Find blendFuncSeparate() combination
  14295. _gl.enable( _gl.BLEND );
  14296. _gl.blendEquation( _gl.FUNC_ADD );
  14297. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  14298. } else if ( blending === THREE.MultiplyBlending ) {
  14299. // TODO: Find blendFuncSeparate() combination
  14300. _gl.enable( _gl.BLEND );
  14301. _gl.blendEquation( _gl.FUNC_ADD );
  14302. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  14303. } else if ( blending === THREE.CustomBlending ) {
  14304. _gl.enable( _gl.BLEND );
  14305. } else {
  14306. _gl.enable( _gl.BLEND );
  14307. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  14308. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  14309. }
  14310. _oldBlending = blending;
  14311. }
  14312. if ( blending === THREE.CustomBlending ) {
  14313. if ( blendEquation !== _oldBlendEquation ) {
  14314. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  14315. _oldBlendEquation = blendEquation;
  14316. }
  14317. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  14318. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  14319. _oldBlendSrc = blendSrc;
  14320. _oldBlendDst = blendDst;
  14321. }
  14322. } else {
  14323. _oldBlendEquation = null;
  14324. _oldBlendSrc = null;
  14325. _oldBlendDst = null;
  14326. }
  14327. };
  14328. // Textures
  14329. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  14330. if ( isImagePowerOfTwo ) {
  14331. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  14332. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  14333. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  14334. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  14335. } else {
  14336. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  14337. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  14338. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  14339. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  14340. }
  14341. if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
  14342. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  14343. _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
  14344. texture.__oldAnisotropy = texture.anisotropy;
  14345. }
  14346. }
  14347. };
  14348. this.setTexture = function ( texture, slot ) {
  14349. if ( texture.needsUpdate ) {
  14350. if ( ! texture.__webglInit ) {
  14351. texture.__webglInit = true;
  14352. texture.addEventListener( 'dispose', onTextureDispose );
  14353. texture.__webglTexture = _gl.createTexture();
  14354. _this.info.memory.textures ++;
  14355. }
  14356. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14357. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  14358. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  14359. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  14360. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  14361. var image = texture.image,
  14362. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  14363. glFormat = paramThreeToGL( texture.format ),
  14364. glType = paramThreeToGL( texture.type );
  14365. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  14366. var mipmap, mipmaps = texture.mipmaps;
  14367. if ( texture instanceof THREE.DataTexture ) {
  14368. // use manually created mipmaps if available
  14369. // if there are no manual mipmaps
  14370. // set 0 level mipmap and then use GL to generate other mipmap levels
  14371. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  14372. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  14373. mipmap = mipmaps[ i ];
  14374. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  14375. }
  14376. texture.generateMipmaps = false;
  14377. } else {
  14378. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  14379. }
  14380. } else if ( texture instanceof THREE.CompressedTexture ) {
  14381. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  14382. mipmap = mipmaps[ i ];
  14383. if ( texture.format !== THREE.RGBAFormat ) {
  14384. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  14385. } else {
  14386. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  14387. }
  14388. }
  14389. } else { // regular Texture (image, video, canvas)
  14390. // use manually created mipmaps if available
  14391. // if there are no manual mipmaps
  14392. // set 0 level mipmap and then use GL to generate other mipmap levels
  14393. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  14394. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  14395. mipmap = mipmaps[ i ];
  14396. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  14397. }
  14398. texture.generateMipmaps = false;
  14399. } else {
  14400. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  14401. }
  14402. }
  14403. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  14404. texture.needsUpdate = false;
  14405. if ( texture.onUpdate ) texture.onUpdate();
  14406. } else {
  14407. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14408. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  14409. }
  14410. };
  14411. function clampToMaxSize ( image, maxSize ) {
  14412. if ( image.width <= maxSize && image.height <= maxSize ) {
  14413. return image;
  14414. }
  14415. // Warning: Scaling through the canvas will only work with images that use
  14416. // premultiplied alpha.
  14417. var maxDimension = Math.max( image.width, image.height );
  14418. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  14419. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  14420. var canvas = document.createElement( 'canvas' );
  14421. canvas.width = newWidth;
  14422. canvas.height = newHeight;
  14423. var ctx = canvas.getContext( '2d' );
  14424. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  14425. return canvas;
  14426. }
  14427. function setCubeTexture ( texture, slot ) {
  14428. if ( texture.image.length === 6 ) {
  14429. if ( texture.needsUpdate ) {
  14430. if ( ! texture.image.__webglTextureCube ) {
  14431. texture.addEventListener( 'dispose', onTextureDispose );
  14432. texture.image.__webglTextureCube = _gl.createTexture();
  14433. _this.info.memory.textures ++;
  14434. }
  14435. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14436. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  14437. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  14438. var isCompressed = texture instanceof THREE.CompressedTexture;
  14439. var cubeImage = [];
  14440. for ( var i = 0; i < 6; i ++ ) {
  14441. if ( _this.autoScaleCubemaps && ! isCompressed ) {
  14442. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  14443. } else {
  14444. cubeImage[ i ] = texture.image[ i ];
  14445. }
  14446. }
  14447. var image = cubeImage[ 0 ],
  14448. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  14449. glFormat = paramThreeToGL( texture.format ),
  14450. glType = paramThreeToGL( texture.type );
  14451. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  14452. for ( var i = 0; i < 6; i ++ ) {
  14453. if ( ! isCompressed ) {
  14454. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  14455. } else {
  14456. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  14457. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  14458. mipmap = mipmaps[ j ];
  14459. if ( texture.format !== THREE.RGBAFormat ) {
  14460. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  14461. } else {
  14462. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  14463. }
  14464. }
  14465. }
  14466. }
  14467. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  14468. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  14469. }
  14470. texture.needsUpdate = false;
  14471. if ( texture.onUpdate ) texture.onUpdate();
  14472. } else {
  14473. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14474. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  14475. }
  14476. }
  14477. };
  14478. function setCubeTextureDynamic ( texture, slot ) {
  14479. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14480. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  14481. };
  14482. // Render targets
  14483. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  14484. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  14485. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  14486. };
  14487. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  14488. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  14489. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  14490. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  14491. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  14492. /* For some reason this is not working. Defaulting to RGBA4.
  14493. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  14494. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  14495. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  14496. */
  14497. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  14498. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  14499. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  14500. } else {
  14501. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  14502. }
  14503. };
  14504. this.setRenderTarget = function ( renderTarget ) {
  14505. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  14506. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  14507. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  14508. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  14509. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  14510. renderTarget.__webglTexture = _gl.createTexture();
  14511. _this.info.memory.textures ++;
  14512. // Setup texture, create render and frame buffers
  14513. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  14514. glFormat = paramThreeToGL( renderTarget.format ),
  14515. glType = paramThreeToGL( renderTarget.type );
  14516. if ( isCube ) {
  14517. renderTarget.__webglFramebuffer = [];
  14518. renderTarget.__webglRenderbuffer = [];
  14519. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  14520. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  14521. for ( var i = 0; i < 6; i ++ ) {
  14522. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  14523. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  14524. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  14525. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  14526. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  14527. }
  14528. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  14529. } else {
  14530. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  14531. if ( renderTarget.shareDepthFrom ) {
  14532. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  14533. } else {
  14534. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  14535. }
  14536. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  14537. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  14538. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  14539. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  14540. if ( renderTarget.shareDepthFrom ) {
  14541. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  14542. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  14543. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  14544. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  14545. }
  14546. } else {
  14547. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  14548. }
  14549. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  14550. }
  14551. // Release everything
  14552. if ( isCube ) {
  14553. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  14554. } else {
  14555. _gl.bindTexture( _gl.TEXTURE_2D, null );
  14556. }
  14557. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  14558. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  14559. }
  14560. var framebuffer, width, height, vx, vy;
  14561. if ( renderTarget ) {
  14562. if ( isCube ) {
  14563. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  14564. } else {
  14565. framebuffer = renderTarget.__webglFramebuffer;
  14566. }
  14567. width = renderTarget.width;
  14568. height = renderTarget.height;
  14569. vx = 0;
  14570. vy = 0;
  14571. } else {
  14572. framebuffer = null;
  14573. width = _viewportWidth;
  14574. height = _viewportHeight;
  14575. vx = _viewportX;
  14576. vy = _viewportY;
  14577. }
  14578. if ( framebuffer !== _currentFramebuffer ) {
  14579. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  14580. _gl.viewport( vx, vy, width, height );
  14581. _currentFramebuffer = framebuffer;
  14582. }
  14583. _currentWidth = width;
  14584. _currentHeight = height;
  14585. };
  14586. function updateRenderTargetMipmap ( renderTarget ) {
  14587. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  14588. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  14589. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  14590. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  14591. } else {
  14592. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  14593. _gl.generateMipmap( _gl.TEXTURE_2D );
  14594. _gl.bindTexture( _gl.TEXTURE_2D, null );
  14595. }
  14596. };
  14597. // Fallback filters for non-power-of-2 textures
  14598. function filterFallback ( f ) {
  14599. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  14600. return _gl.NEAREST;
  14601. }
  14602. return _gl.LINEAR;
  14603. };
  14604. // Map three.js constants to WebGL constants
  14605. function paramThreeToGL ( p ) {
  14606. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  14607. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  14608. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  14609. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  14610. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  14611. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  14612. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  14613. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  14614. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  14615. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  14616. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  14617. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  14618. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  14619. if ( p === THREE.ByteType ) return _gl.BYTE;
  14620. if ( p === THREE.ShortType ) return _gl.SHORT;
  14621. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  14622. if ( p === THREE.IntType ) return _gl.INT;
  14623. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  14624. if ( p === THREE.FloatType ) return _gl.FLOAT;
  14625. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  14626. if ( p === THREE.RGBFormat ) return _gl.RGB;
  14627. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  14628. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  14629. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  14630. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  14631. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  14632. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  14633. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  14634. if ( p === THREE.OneFactor ) return _gl.ONE;
  14635. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  14636. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  14637. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  14638. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  14639. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  14640. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  14641. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  14642. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  14643. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  14644. if ( _glExtensionCompressedTextureS3TC !== undefined ) {
  14645. if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
  14646. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  14647. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  14648. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  14649. }
  14650. return 0;
  14651. };
  14652. // Allocations
  14653. function allocateBones ( object ) {
  14654. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  14655. return 1024;
  14656. } else {
  14657. // default for when object is not specified
  14658. // ( for example when prebuilding shader
  14659. // to be used with multiple objects )
  14660. //
  14661. // - leave some extra space for other uniforms
  14662. // - limit here is ANGLE's 254 max uniform vectors
  14663. // (up to 54 should be safe)
  14664. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  14665. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  14666. var maxBones = nVertexMatrices;
  14667. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  14668. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  14669. if ( maxBones < object.skeleton.bones.length ) {
  14670. console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  14671. }
  14672. }
  14673. return maxBones;
  14674. }
  14675. };
  14676. function allocateLights( lights ) {
  14677. var dirLights = 0;
  14678. var pointLights = 0;
  14679. var spotLights = 0;
  14680. var hemiLights = 0;
  14681. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  14682. var light = lights[ l ];
  14683. if ( light.onlyShadow || light.visible === false ) continue;
  14684. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  14685. if ( light instanceof THREE.PointLight ) pointLights ++;
  14686. if ( light instanceof THREE.SpotLight ) spotLights ++;
  14687. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  14688. }
  14689. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  14690. };
  14691. function allocateShadows( lights ) {
  14692. var maxShadows = 0;
  14693. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  14694. var light = lights[ l ];
  14695. if ( ! light.castShadow ) continue;
  14696. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  14697. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  14698. }
  14699. return maxShadows;
  14700. };
  14701. // Initialization
  14702. function initGL() {
  14703. try {
  14704. var attributes = {
  14705. alpha: _alpha,
  14706. depth: _depth,
  14707. stencil: _stencil,
  14708. antialias: _antialias,
  14709. premultipliedAlpha: _premultipliedAlpha,
  14710. preserveDrawingBuffer: _preserveDrawingBuffer
  14711. };
  14712. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  14713. if ( _gl === null ) {
  14714. throw 'Error creating WebGL context.';
  14715. }
  14716. } catch ( error ) {
  14717. console.error( error );
  14718. }
  14719. _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
  14720. _glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
  14721. _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
  14722. _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  14723. _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  14724. _glExtensionElementIndexUint = _gl.getExtension( 'OES_element_index_uint' );
  14725. if ( _glExtensionTextureFloat === null ) {
  14726. console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
  14727. }
  14728. if ( _glExtensionStandardDerivatives === null ) {
  14729. console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
  14730. }
  14731. if ( _glExtensionTextureFilterAnisotropic === null ) {
  14732. console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
  14733. }
  14734. if ( _glExtensionCompressedTextureS3TC === null ) {
  14735. console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
  14736. }
  14737. if ( _glExtensionElementIndexUint === null ) {
  14738. console.log( 'THREE.WebGLRenderer: elementindex as unsigned integer not supported.' );
  14739. }
  14740. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14741. _gl.getShaderPrecisionFormat = function () {
  14742. return {
  14743. 'rangeMin': 1,
  14744. 'rangeMax': 1,
  14745. 'precision': 1
  14746. };
  14747. }
  14748. }
  14749. if ( _logarithmicDepthBuffer ) {
  14750. _glExtensionFragDepth = _gl.getExtension( 'EXT_frag_depth' );
  14751. }
  14752. };
  14753. function setDefaultGLState () {
  14754. _gl.clearColor( 0, 0, 0, 1 );
  14755. _gl.clearDepth( 1 );
  14756. _gl.clearStencil( 0 );
  14757. _gl.enable( _gl.DEPTH_TEST );
  14758. _gl.depthFunc( _gl.LEQUAL );
  14759. _gl.frontFace( _gl.CCW );
  14760. _gl.cullFace( _gl.BACK );
  14761. _gl.enable( _gl.CULL_FACE );
  14762. _gl.enable( _gl.BLEND );
  14763. _gl.blendEquation( _gl.FUNC_ADD );
  14764. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  14765. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  14766. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  14767. };
  14768. // default plugins (order is important)
  14769. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  14770. this.addPrePlugin( this.shadowMapPlugin );
  14771. this.addPostPlugin( new THREE.SpritePlugin() );
  14772. this.addPostPlugin( new THREE.LensFlarePlugin() );
  14773. };
  14774. // File:src/renderers/WebGLRenderTarget.js
  14775. /**
  14776. * @author szimek / https://github.com/szimek/
  14777. * @author alteredq / http://alteredqualia.com/
  14778. */
  14779. THREE.WebGLRenderTarget = function ( width, height, options ) {
  14780. this.width = width;
  14781. this.height = height;
  14782. options = options || {};
  14783. this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
  14784. this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
  14785. this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
  14786. this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
  14787. this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
  14788. this.offset = new THREE.Vector2( 0, 0 );
  14789. this.repeat = new THREE.Vector2( 1, 1 );
  14790. this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
  14791. this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
  14792. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  14793. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  14794. this.generateMipmaps = true;
  14795. this.shareDepthFrom = null;
  14796. };
  14797. THREE.WebGLRenderTarget.prototype = {
  14798. constructor: THREE.WebGLRenderTarget,
  14799. setSize: function ( width, height ) {
  14800. this.width = width;
  14801. this.height = height;
  14802. },
  14803. clone: function () {
  14804. var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
  14805. tmp.wrapS = this.wrapS;
  14806. tmp.wrapT = this.wrapT;
  14807. tmp.magFilter = this.magFilter;
  14808. tmp.minFilter = this.minFilter;
  14809. tmp.anisotropy = this.anisotropy;
  14810. tmp.offset.copy( this.offset );
  14811. tmp.repeat.copy( this.repeat );
  14812. tmp.format = this.format;
  14813. tmp.type = this.type;
  14814. tmp.depthBuffer = this.depthBuffer;
  14815. tmp.stencilBuffer = this.stencilBuffer;
  14816. tmp.generateMipmaps = this.generateMipmaps;
  14817. tmp.shareDepthFrom = this.shareDepthFrom;
  14818. return tmp;
  14819. },
  14820. dispose: function () {
  14821. this.dispatchEvent( { type: 'dispose' } );
  14822. }
  14823. };
  14824. THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );
  14825. // File:src/renderers/WebGLRenderTargetCube.js
  14826. /**
  14827. * @author alteredq / http://alteredqualia.com
  14828. */
  14829. THREE.WebGLRenderTargetCube = function ( width, height, options ) {
  14830. THREE.WebGLRenderTarget.call( this, width, height, options );
  14831. this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
  14832. };
  14833. THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
  14834. // File:src/renderers/webgl/WebGLProgram.js
  14835. THREE.WebGLProgram = ( function () {
  14836. var programIdCount = 0;
  14837. var generateDefines = function ( defines ) {
  14838. var value, chunk, chunks = [];
  14839. for ( var d in defines ) {
  14840. value = defines[ d ];
  14841. if ( value === false ) continue;
  14842. chunk = "#define " + d + " " + value;
  14843. chunks.push( chunk );
  14844. }
  14845. return chunks.join( "\n" );
  14846. };
  14847. var cacheUniformLocations = function ( gl, program, identifiers ) {
  14848. var uniforms = {};
  14849. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  14850. var id = identifiers[ i ];
  14851. uniforms[ id ] = gl.getUniformLocation( program, id );
  14852. }
  14853. return uniforms;
  14854. };
  14855. var cacheAttributeLocations = function ( gl, program, identifiers ) {
  14856. var attributes = {};
  14857. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  14858. var id = identifiers[ i ];
  14859. attributes[ id ] = gl.getAttribLocation( program, id );
  14860. }
  14861. return attributes;
  14862. };
  14863. return function ( renderer, code, material, parameters ) {
  14864. var _this = renderer;
  14865. var _gl = _this.context;
  14866. var defines = material.defines;
  14867. var uniforms = material.__webglShader.uniforms;
  14868. var attributes = material.attributes;
  14869. var vertexShader = material.__webglShader.vertexShader;
  14870. var fragmentShader = material.__webglShader.fragmentShader;
  14871. var index0AttributeName = material.index0AttributeName;
  14872. if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
  14873. // programs with morphTargets displace position out of attribute 0
  14874. index0AttributeName = 'position';
  14875. }
  14876. var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
  14877. if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  14878. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
  14879. } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  14880. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
  14881. }
  14882. // console.log( "building new program " );
  14883. //
  14884. var customDefines = generateDefines( defines );
  14885. //
  14886. var program = _gl.createProgram();
  14887. var prefix_vertex, prefix_fragment;
  14888. if ( material instanceof THREE.RawShaderMaterial ) {
  14889. prefix_vertex = '';
  14890. prefix_fragment = '';
  14891. } else {
  14892. prefix_vertex = [
  14893. "precision " + parameters.precision + " float;",
  14894. "precision " + parameters.precision + " int;",
  14895. customDefines,
  14896. parameters.supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  14897. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  14898. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  14899. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  14900. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  14901. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  14902. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  14903. "#define MAX_SHADOWS " + parameters.maxShadows,
  14904. "#define MAX_BONES " + parameters.maxBones,
  14905. parameters.map ? "#define USE_MAP" : "",
  14906. parameters.envMap ? "#define USE_ENVMAP" : "",
  14907. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  14908. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  14909. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  14910. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  14911. parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
  14912. parameters.vertexColors ? "#define USE_COLOR" : "",
  14913. parameters.skinning ? "#define USE_SKINNING" : "",
  14914. parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
  14915. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  14916. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  14917. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  14918. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  14919. parameters.flipSided ? "#define FLIP_SIDED" : "",
  14920. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  14921. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  14922. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  14923. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  14924. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  14925. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  14926. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  14927. "uniform mat4 modelMatrix;",
  14928. "uniform mat4 modelViewMatrix;",
  14929. "uniform mat4 projectionMatrix;",
  14930. "uniform mat4 viewMatrix;",
  14931. "uniform mat3 normalMatrix;",
  14932. "uniform vec3 cameraPosition;",
  14933. "attribute vec3 position;",
  14934. "attribute vec3 normal;",
  14935. "attribute vec2 uv;",
  14936. "attribute vec2 uv2;",
  14937. "#ifdef USE_COLOR",
  14938. " attribute vec3 color;",
  14939. "#endif",
  14940. "#ifdef USE_MORPHTARGETS",
  14941. " attribute vec3 morphTarget0;",
  14942. " attribute vec3 morphTarget1;",
  14943. " attribute vec3 morphTarget2;",
  14944. " attribute vec3 morphTarget3;",
  14945. " #ifdef USE_MORPHNORMALS",
  14946. " attribute vec3 morphNormal0;",
  14947. " attribute vec3 morphNormal1;",
  14948. " attribute vec3 morphNormal2;",
  14949. " attribute vec3 morphNormal3;",
  14950. " #else",
  14951. " attribute vec3 morphTarget4;",
  14952. " attribute vec3 morphTarget5;",
  14953. " attribute vec3 morphTarget6;",
  14954. " attribute vec3 morphTarget7;",
  14955. " #endif",
  14956. "#endif",
  14957. "#ifdef USE_SKINNING",
  14958. " attribute vec4 skinIndex;",
  14959. " attribute vec4 skinWeight;",
  14960. "#endif",
  14961. ""
  14962. ].join( '\n' );
  14963. prefix_fragment = [
  14964. "precision " + parameters.precision + " float;",
  14965. "precision " + parameters.precision + " int;",
  14966. ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
  14967. customDefines,
  14968. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  14969. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  14970. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  14971. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  14972. "#define MAX_SHADOWS " + parameters.maxShadows,
  14973. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  14974. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  14975. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  14976. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  14977. ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
  14978. parameters.map ? "#define USE_MAP" : "",
  14979. parameters.envMap ? "#define USE_ENVMAP" : "",
  14980. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  14981. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  14982. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  14983. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  14984. parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
  14985. parameters.vertexColors ? "#define USE_COLOR" : "",
  14986. parameters.metal ? "#define METAL" : "",
  14987. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  14988. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  14989. parameters.flipSided ? "#define FLIP_SIDED" : "",
  14990. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  14991. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  14992. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  14993. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  14994. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  14995. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  14996. "uniform mat4 viewMatrix;",
  14997. "uniform vec3 cameraPosition;",
  14998. ""
  14999. ].join( '\n' );
  15000. }
  15001. var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader );
  15002. var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
  15003. _gl.attachShader( program, glVertexShader );
  15004. _gl.attachShader( program, glFragmentShader );
  15005. if ( index0AttributeName !== undefined ) {
  15006. // Force a particular attribute to index 0.
  15007. // because potentially expensive emulation is done by browser if attribute 0 is disabled.
  15008. // And, color, for example is often automatically bound to index 0 so disabling it
  15009. _gl.bindAttribLocation( program, 0, index0AttributeName );
  15010. }
  15011. _gl.linkProgram( program );
  15012. if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {
  15013. console.error( 'THREE.WebGLProgram: Could not initialise shader.' );
  15014. console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) );
  15015. console.error( 'gl.getError()', _gl.getError() );
  15016. }
  15017. if ( _gl.getProgramInfoLog( program ) !== '' ) {
  15018. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) );
  15019. }
  15020. // clean up
  15021. _gl.deleteShader( glVertexShader );
  15022. _gl.deleteShader( glFragmentShader );
  15023. // cache uniform locations
  15024. var identifiers = [
  15025. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition', 'morphTargetInfluences', 'bindMatrix', 'bindMatrixInverse'
  15026. ];
  15027. if ( parameters.useVertexTexture ) {
  15028. identifiers.push( 'boneTexture' );
  15029. identifiers.push( 'boneTextureWidth' );
  15030. identifiers.push( 'boneTextureHeight' );
  15031. } else {
  15032. identifiers.push( 'boneGlobalMatrices' );
  15033. }
  15034. if ( parameters.logarithmicDepthBuffer ) {
  15035. identifiers.push('logDepthBufFC');
  15036. }
  15037. for ( var u in uniforms ) {
  15038. identifiers.push( u );
  15039. }
  15040. this.uniforms = cacheUniformLocations( _gl, program, identifiers );
  15041. // cache attributes locations
  15042. identifiers = [
  15043. "position", "normal", "uv", "uv2", "tangent", "color",
  15044. "skinIndex", "skinWeight", "lineDistance"
  15045. ];
  15046. for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) {
  15047. identifiers.push( "morphTarget" + i );
  15048. }
  15049. for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) {
  15050. identifiers.push( "morphNormal" + i );
  15051. }
  15052. for ( var a in attributes ) {
  15053. identifiers.push( a );
  15054. }
  15055. this.attributes = cacheAttributeLocations( _gl, program, identifiers );
  15056. //
  15057. this.id = programIdCount ++;
  15058. this.code = code;
  15059. this.usedTimes = 1;
  15060. this.program = program;
  15061. this.vertexShader = glVertexShader;
  15062. this.fragmentShader = glFragmentShader;
  15063. return this;
  15064. };
  15065. } )();
  15066. // File:src/renderers/webgl/WebGLShader.js
  15067. THREE.WebGLShader = ( function () {
  15068. var addLineNumbers = function ( string ) {
  15069. var lines = string.split( '\n' );
  15070. for ( var i = 0; i < lines.length; i ++ ) {
  15071. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  15072. }
  15073. return lines.join( '\n' );
  15074. };
  15075. return function ( gl, type, string ) {
  15076. var shader = gl.createShader( type );
  15077. gl.shaderSource( shader, string );
  15078. gl.compileShader( shader );
  15079. if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
  15080. console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
  15081. }
  15082. if ( gl.getShaderInfoLog( shader ) !== '' ) {
  15083. console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', gl.getShaderInfoLog( shader ) );
  15084. console.warn( addLineNumbers( string ) );
  15085. }
  15086. // --enable-privileged-webgl-extension
  15087. // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  15088. return shader;
  15089. };
  15090. } )();
  15091. // File:src/renderers/renderables/RenderableVertex.js
  15092. /**
  15093. * @author mrdoob / http://mrdoob.com/
  15094. */
  15095. THREE.RenderableVertex = function () {
  15096. this.position = new THREE.Vector3();
  15097. this.positionWorld = new THREE.Vector3();
  15098. this.positionScreen = new THREE.Vector4();
  15099. this.visible = true;
  15100. };
  15101. THREE.RenderableVertex.prototype.copy = function ( vertex ) {
  15102. this.positionWorld.copy( vertex.positionWorld );
  15103. this.positionScreen.copy( vertex.positionScreen );
  15104. };
  15105. // File:src/renderers/renderables/RenderableFace.js
  15106. /**
  15107. * @author mrdoob / http://mrdoob.com/
  15108. */
  15109. THREE.RenderableFace = function () {
  15110. this.id = 0;
  15111. this.v1 = new THREE.RenderableVertex();
  15112. this.v2 = new THREE.RenderableVertex();
  15113. this.v3 = new THREE.RenderableVertex();
  15114. this.normalModel = new THREE.Vector3();
  15115. this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  15116. this.vertexNormalsLength = 0;
  15117. this.color = new THREE.Color();
  15118. this.material = null;
  15119. this.uvs = [ new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ];
  15120. this.z = 0;
  15121. };
  15122. // File:src/renderers/renderables/RenderableObject.js
  15123. /**
  15124. * @author mrdoob / http://mrdoob.com/
  15125. */
  15126. THREE.RenderableObject = function () {
  15127. this.id = 0;
  15128. this.object = null;
  15129. this.z = 0;
  15130. };
  15131. // File:src/renderers/renderables/RenderableSprite.js
  15132. /**
  15133. * @author mrdoob / http://mrdoob.com/
  15134. */
  15135. THREE.RenderableSprite = function () {
  15136. this.id = 0;
  15137. this.object = null;
  15138. this.x = 0;
  15139. this.y = 0;
  15140. this.z = 0;
  15141. this.rotation = 0;
  15142. this.scale = new THREE.Vector2();
  15143. this.material = null;
  15144. };
  15145. // File:src/renderers/renderables/RenderableLine.js
  15146. /**
  15147. * @author mrdoob / http://mrdoob.com/
  15148. */
  15149. THREE.RenderableLine = function () {
  15150. this.id = 0;
  15151. this.v1 = new THREE.RenderableVertex();
  15152. this.v2 = new THREE.RenderableVertex();
  15153. this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
  15154. this.material = null;
  15155. this.z = 0;
  15156. };
  15157. // File:src/extras/GeometryUtils.js
  15158. /**
  15159. * @author mrdoob / http://mrdoob.com/
  15160. */
  15161. THREE.GeometryUtils = {
  15162. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  15163. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  15164. var matrix;
  15165. if ( geometry2 instanceof THREE.Mesh ) {
  15166. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  15167. matrix = geometry2.matrix;
  15168. geometry2 = geometry2.geometry;
  15169. }
  15170. geometry1.merge( geometry2, matrix, materialIndexOffset );
  15171. },
  15172. center: function ( geometry ) {
  15173. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  15174. return geometry.center();
  15175. }
  15176. };
  15177. // File:src/extras/ImageUtils.js
  15178. /**
  15179. * @author alteredq / http://alteredqualia.com/
  15180. * @author mrdoob / http://mrdoob.com/
  15181. * @author Daosheng Mu / https://github.com/DaoshengMu/
  15182. */
  15183. THREE.ImageUtils = {
  15184. crossOrigin: undefined,
  15185. loadTexture: function ( url, mapping, onLoad, onError ) {
  15186. var loader = new THREE.ImageLoader();
  15187. loader.crossOrigin = this.crossOrigin;
  15188. var texture = new THREE.Texture( undefined, mapping );
  15189. loader.load( url, function ( image ) {
  15190. texture.image = image;
  15191. texture.needsUpdate = true;
  15192. if ( onLoad ) onLoad( texture );
  15193. }, undefined, function ( event ) {
  15194. if ( onError ) onError( event );
  15195. } );
  15196. texture.sourceFile = url;
  15197. return texture;
  15198. },
  15199. loadTextureCube: function ( array, mapping, onLoad, onError ) {
  15200. var images = [];
  15201. var loader = new THREE.ImageLoader();
  15202. loader.crossOrigin = this.crossOrigin;
  15203. var texture = new THREE.CubeTexture( images, mapping );
  15204. // no flipping needed for cube textures
  15205. texture.flipY = false;
  15206. var loaded = 0;
  15207. var loadTexture = function ( i ) {
  15208. loader.load( array[ i ], function ( image ) {
  15209. texture.images[ i ] = image;
  15210. loaded += 1;
  15211. if ( loaded === 6 ) {
  15212. texture.needsUpdate = true;
  15213. if ( onLoad ) onLoad( texture );
  15214. }
  15215. } );
  15216. }
  15217. for ( var i = 0, il = array.length; i < il; ++ i ) {
  15218. loadTexture( i );
  15219. }
  15220. return texture;
  15221. },
  15222. loadCompressedTexture: function () {
  15223. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' )
  15224. },
  15225. loadCompressedTextureCube: function () {
  15226. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' )
  15227. },
  15228. getNormalMap: function ( image, depth ) {
  15229. // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
  15230. var cross = function ( a, b ) {
  15231. 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 ] ];
  15232. }
  15233. var subtract = function ( a, b ) {
  15234. return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
  15235. }
  15236. var normalize = function ( a ) {
  15237. var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
  15238. return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
  15239. }
  15240. depth = depth | 1;
  15241. var width = image.width;
  15242. var height = image.height;
  15243. var canvas = document.createElement( 'canvas' );
  15244. canvas.width = width;
  15245. canvas.height = height;
  15246. var context = canvas.getContext( '2d' );
  15247. context.drawImage( image, 0, 0 );
  15248. var data = context.getImageData( 0, 0, width, height ).data;
  15249. var imageData = context.createImageData( width, height );
  15250. var output = imageData.data;
  15251. for ( var x = 0; x < width; x ++ ) {
  15252. for ( var y = 0; y < height; y ++ ) {
  15253. var ly = y - 1 < 0 ? 0 : y - 1;
  15254. var uy = y + 1 > height - 1 ? height - 1 : y + 1;
  15255. var lx = x - 1 < 0 ? 0 : x - 1;
  15256. var ux = x + 1 > width - 1 ? width - 1 : x + 1;
  15257. var points = [];
  15258. var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
  15259. points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
  15260. points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
  15261. points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
  15262. points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
  15263. points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
  15264. points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
  15265. points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
  15266. points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
  15267. var normals = [];
  15268. var num_points = points.length;
  15269. for ( var i = 0; i < num_points; i ++ ) {
  15270. var v1 = points[ i ];
  15271. var v2 = points[ ( i + 1 ) % num_points ];
  15272. v1 = subtract( v1, origin );
  15273. v2 = subtract( v2, origin );
  15274. normals.push( normalize( cross( v1, v2 ) ) );
  15275. }
  15276. var normal = [ 0, 0, 0 ];
  15277. for ( var i = 0; i < normals.length; i ++ ) {
  15278. normal[ 0 ] += normals[ i ][ 0 ];
  15279. normal[ 1 ] += normals[ i ][ 1 ];
  15280. normal[ 2 ] += normals[ i ][ 2 ];
  15281. }
  15282. normal[ 0 ] /= normals.length;
  15283. normal[ 1 ] /= normals.length;
  15284. normal[ 2 ] /= normals.length;
  15285. var idx = ( y * width + x ) * 4;
  15286. output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
  15287. output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
  15288. output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
  15289. output[ idx + 3 ] = 255;
  15290. }
  15291. }
  15292. context.putImageData( imageData, 0, 0 );
  15293. return canvas;
  15294. },
  15295. generateDataTexture: function ( width, height, color ) {
  15296. var size = width * height;
  15297. var data = new Uint8Array( 3 * size );
  15298. var r = Math.floor( color.r * 255 );
  15299. var g = Math.floor( color.g * 255 );
  15300. var b = Math.floor( color.b * 255 );
  15301. for ( var i = 0; i < size; i ++ ) {
  15302. data[ i * 3 ] = r;
  15303. data[ i * 3 + 1 ] = g;
  15304. data[ i * 3 + 2 ] = b;
  15305. }
  15306. var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
  15307. texture.needsUpdate = true;
  15308. return texture;
  15309. }
  15310. };
  15311. // File:src/extras/SceneUtils.js
  15312. /**
  15313. * @author alteredq / http://alteredqualia.com/
  15314. */
  15315. THREE.SceneUtils = {
  15316. createMultiMaterialObject: function ( geometry, materials ) {
  15317. var group = new THREE.Object3D();
  15318. for ( var i = 0, l = materials.length; i < l; i ++ ) {
  15319. group.add( new THREE.Mesh( geometry, materials[ i ] ) );
  15320. }
  15321. return group;
  15322. },
  15323. detach: function ( child, parent, scene ) {
  15324. child.applyMatrix( parent.matrixWorld );
  15325. parent.remove( child );
  15326. scene.add( child );
  15327. },
  15328. attach: function ( child, scene, parent ) {
  15329. var matrixWorldInverse = new THREE.Matrix4();
  15330. matrixWorldInverse.getInverse( parent.matrixWorld );
  15331. child.applyMatrix( matrixWorldInverse );
  15332. scene.remove( child );
  15333. parent.add( child );
  15334. }
  15335. };
  15336. // File:src/extras/FontUtils.js
  15337. /**
  15338. * @author zz85 / http://www.lab4games.net/zz85/blog
  15339. * @author alteredq / http://alteredqualia.com/
  15340. *
  15341. * For Text operations in three.js (See TextGeometry)
  15342. *
  15343. * It uses techniques used in:
  15344. *
  15345. * typeface.js and canvastext
  15346. * For converting fonts and rendering with javascript
  15347. * http://typeface.neocracy.org
  15348. *
  15349. * Triangulation ported from AS3
  15350. * Simple Polygon Triangulation
  15351. * http://actionsnippet.com/?p=1462
  15352. *
  15353. * A Method to triangulate shapes with holes
  15354. * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
  15355. *
  15356. */
  15357. THREE.FontUtils = {
  15358. faces: {},
  15359. // Just for now. face[weight][style]
  15360. face: 'helvetiker',
  15361. weight: 'normal',
  15362. style: 'normal',
  15363. size: 150,
  15364. divisions: 10,
  15365. getFace: function () {
  15366. try {
  15367. return this.faces[ this.face ][ this.weight ][ this.style ];
  15368. } catch (e) {
  15369. throw "The font " + this.face + " with " + this.weight + " weight and " + this.style + " style is missing."
  15370. };
  15371. },
  15372. loadFace: function ( data ) {
  15373. var family = data.familyName.toLowerCase();
  15374. var ThreeFont = this;
  15375. ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
  15376. ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
  15377. ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
  15378. var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
  15379. return data;
  15380. },
  15381. drawText: function ( text ) {
  15382. var characterPts = [], allPts = [];
  15383. // RenderText
  15384. var i, p,
  15385. face = this.getFace(),
  15386. scale = this.size / face.resolution,
  15387. offset = 0,
  15388. chars = String( text ).split( '' ),
  15389. length = chars.length;
  15390. var fontPaths = [];
  15391. for ( i = 0; i < length; i ++ ) {
  15392. var path = new THREE.Path();
  15393. var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
  15394. offset += ret.offset;
  15395. fontPaths.push( ret.path );
  15396. }
  15397. // get the width
  15398. var width = offset / 2;
  15399. //
  15400. // for ( p = 0; p < allPts.length; p++ ) {
  15401. //
  15402. // allPts[ p ].x -= width;
  15403. //
  15404. // }
  15405. //var extract = this.extractPoints( allPts, characterPts );
  15406. //extract.contour = allPts;
  15407. //extract.paths = fontPaths;
  15408. //extract.offset = width;
  15409. return { paths: fontPaths, offset: width };
  15410. },
  15411. extractGlyphPoints: function ( c, face, scale, offset, path ) {
  15412. var pts = [];
  15413. var i, i2, divisions,
  15414. outline, action, length,
  15415. scaleX, scaleY,
  15416. x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
  15417. laste,
  15418. glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
  15419. if ( ! glyph ) return;
  15420. if ( glyph.o ) {
  15421. outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  15422. length = outline.length;
  15423. scaleX = scale;
  15424. scaleY = scale;
  15425. for ( i = 0; i < length; ) {
  15426. action = outline[ i ++ ];
  15427. //console.log( action );
  15428. switch ( action ) {
  15429. case 'm':
  15430. // Move To
  15431. x = outline[ i ++ ] * scaleX + offset;
  15432. y = outline[ i ++ ] * scaleY;
  15433. path.moveTo( x, y );
  15434. break;
  15435. case 'l':
  15436. // Line To
  15437. x = outline[ i ++ ] * scaleX + offset;
  15438. y = outline[ i ++ ] * scaleY;
  15439. path.lineTo( x,y );
  15440. break;
  15441. case 'q':
  15442. // QuadraticCurveTo
  15443. cpx = outline[ i ++ ] * scaleX + offset;
  15444. cpy = outline[ i ++ ] * scaleY;
  15445. cpx1 = outline[ i ++ ] * scaleX + offset;
  15446. cpy1 = outline[ i ++ ] * scaleY;
  15447. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  15448. laste = pts[ pts.length - 1 ];
  15449. if ( laste ) {
  15450. cpx0 = laste.x;
  15451. cpy0 = laste.y;
  15452. for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
  15453. var t = i2 / divisions;
  15454. var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
  15455. var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
  15456. }
  15457. }
  15458. break;
  15459. case 'b':
  15460. // Cubic Bezier Curve
  15461. cpx = outline[ i ++ ] * scaleX + offset;
  15462. cpy = outline[ i ++ ] * scaleY;
  15463. cpx1 = outline[ i ++ ] * scaleX + offset;
  15464. cpy1 = outline[ i ++ ] * scaleY;
  15465. cpx2 = outline[ i ++ ] * scaleX + offset;
  15466. cpy2 = outline[ i ++ ] * scaleY;
  15467. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  15468. laste = pts[ pts.length - 1 ];
  15469. if ( laste ) {
  15470. cpx0 = laste.x;
  15471. cpy0 = laste.y;
  15472. for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
  15473. var t = i2 / divisions;
  15474. var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
  15475. var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
  15476. }
  15477. }
  15478. break;
  15479. }
  15480. }
  15481. }
  15482. return { offset: glyph.ha * scale, path:path };
  15483. }
  15484. };
  15485. THREE.FontUtils.generateShapes = function ( text, parameters ) {
  15486. // Parameters
  15487. parameters = parameters || {};
  15488. var size = parameters.size !== undefined ? parameters.size : 100;
  15489. var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments : 4;
  15490. var font = parameters.font !== undefined ? parameters.font : 'helvetiker';
  15491. var weight = parameters.weight !== undefined ? parameters.weight : 'normal';
  15492. var style = parameters.style !== undefined ? parameters.style : 'normal';
  15493. THREE.FontUtils.size = size;
  15494. THREE.FontUtils.divisions = curveSegments;
  15495. THREE.FontUtils.face = font;
  15496. THREE.FontUtils.weight = weight;
  15497. THREE.FontUtils.style = style;
  15498. // Get a Font data json object
  15499. var data = THREE.FontUtils.drawText( text );
  15500. var paths = data.paths;
  15501. var shapes = [];
  15502. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  15503. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  15504. }
  15505. return shapes;
  15506. };
  15507. /**
  15508. * This code is a quick port of code written in C++ which was submitted to
  15509. * flipcode.com by John W. Ratcliff // July 22, 2000
  15510. * See original code and more information here:
  15511. * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
  15512. *
  15513. * ported to actionscript by Zevan Rosser
  15514. * www.actionsnippet.com
  15515. *
  15516. * ported to javascript by Joshua Koo
  15517. * http://www.lab4games.net/zz85/blog
  15518. *
  15519. */
  15520. ( function ( namespace ) {
  15521. var EPSILON = 0.0000000001;
  15522. // takes in an contour array and returns
  15523. var process = function ( contour, indices ) {
  15524. var n = contour.length;
  15525. if ( n < 3 ) return null;
  15526. var result = [],
  15527. verts = [],
  15528. vertIndices = [];
  15529. /* we want a counter-clockwise polygon in verts */
  15530. var u, v, w;
  15531. if ( area( contour ) > 0.0 ) {
  15532. for ( v = 0; v < n; v ++ ) verts[ v ] = v;
  15533. } else {
  15534. for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;
  15535. }
  15536. var nv = n;
  15537. /* remove nv - 2 vertices, creating 1 triangle every time */
  15538. var count = 2 * nv; /* error detection */
  15539. for ( v = nv - 1; nv > 2; ) {
  15540. /* if we loop, it is probably a non-simple polygon */
  15541. if ( ( count -- ) <= 0 ) {
  15542. //** Triangulate: ERROR - probable bad polygon!
  15543. //throw ( "Warning, unable to triangulate polygon!" );
  15544. //return null;
  15545. // Sometimes warning is fine, especially polygons are triangulated in reverse.
  15546. console.log( 'Warning, unable to triangulate polygon!' );
  15547. if ( indices ) return vertIndices;
  15548. return result;
  15549. }
  15550. /* three consecutive vertices in current polygon, <u,v,w> */
  15551. u = v; if ( nv <= u ) u = 0; /* previous */
  15552. v = u + 1; if ( nv <= v ) v = 0; /* new v */
  15553. w = v + 1; if ( nv <= w ) w = 0; /* next */
  15554. if ( snip( contour, u, v, w, nv, verts ) ) {
  15555. var a, b, c, s, t;
  15556. /* true names of the vertices */
  15557. a = verts[ u ];
  15558. b = verts[ v ];
  15559. c = verts[ w ];
  15560. /* output Triangle */
  15561. result.push( [ contour[ a ],
  15562. contour[ b ],
  15563. contour[ c ] ] );
  15564. vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
  15565. /* remove v from the remaining polygon */
  15566. for ( s = v, t = v + 1; t < nv; s++, t++ ) {
  15567. verts[ s ] = verts[ t ];
  15568. }
  15569. nv --;
  15570. /* reset error detection counter */
  15571. count = 2 * nv;
  15572. }
  15573. }
  15574. if ( indices ) return vertIndices;
  15575. return result;
  15576. };
  15577. // calculate area of the contour polygon
  15578. var area = function ( contour ) {
  15579. var n = contour.length;
  15580. var a = 0.0;
  15581. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  15582. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  15583. }
  15584. return a * 0.5;
  15585. };
  15586. var snip = function ( contour, u, v, w, n, verts ) {
  15587. var p;
  15588. var ax, ay, bx, by;
  15589. var cx, cy, px, py;
  15590. ax = contour[ verts[ u ] ].x;
  15591. ay = contour[ verts[ u ] ].y;
  15592. bx = contour[ verts[ v ] ].x;
  15593. by = contour[ verts[ v ] ].y;
  15594. cx = contour[ verts[ w ] ].x;
  15595. cy = contour[ verts[ w ] ].y;
  15596. if ( EPSILON > ( ( ( bx - ax ) * ( cy - ay ) ) - ( ( by - ay ) * ( cx - ax ) ) ) ) return false;
  15597. var aX, aY, bX, bY, cX, cY;
  15598. var apx, apy, bpx, bpy, cpx, cpy;
  15599. var cCROSSap, bCROSScp, aCROSSbp;
  15600. aX = cx - bx; aY = cy - by;
  15601. bX = ax - cx; bY = ay - cy;
  15602. cX = bx - ax; cY = by - ay;
  15603. for ( p = 0; p < n; p ++ ) {
  15604. px = contour[ verts[ p ] ].x
  15605. py = contour[ verts[ p ] ].y
  15606. if ( ( ( px === ax ) && ( py === ay ) ) ||
  15607. ( ( px === bx ) && ( py === by ) ) ||
  15608. ( ( px === cx ) && ( py === cy ) ) ) continue;
  15609. apx = px - ax; apy = py - ay;
  15610. bpx = px - bx; bpy = py - by;
  15611. cpx = px - cx; cpy = py - cy;
  15612. // see if p is inside triangle abc
  15613. aCROSSbp = aX * bpy - aY * bpx;
  15614. cCROSSap = cX * apy - cY * apx;
  15615. bCROSScp = bX * cpy - bY * cpx;
  15616. if ( ( aCROSSbp >= - EPSILON ) && ( bCROSScp >= - EPSILON ) && ( cCROSSap >= - EPSILON ) ) return false;
  15617. }
  15618. return true;
  15619. };
  15620. namespace.Triangulate = process;
  15621. namespace.Triangulate.area = area;
  15622. return namespace;
  15623. } )( THREE.FontUtils );
  15624. // To use the typeface.js face files, hook up the API
  15625. self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };
  15626. THREE.typeface_js = self._typeface_js;
  15627. // File:src/extras/core/Curve.js
  15628. /**
  15629. * @author zz85 / http://www.lab4games.net/zz85/blog
  15630. * Extensible curve object
  15631. *
  15632. * Some common of Curve methods
  15633. * .getPoint(t), getTangent(t)
  15634. * .getPointAt(u), getTagentAt(u)
  15635. * .getPoints(), .getSpacedPoints()
  15636. * .getLength()
  15637. * .updateArcLengths()
  15638. *
  15639. * This following classes subclasses THREE.Curve:
  15640. *
  15641. * -- 2d classes --
  15642. * THREE.LineCurve
  15643. * THREE.QuadraticBezierCurve
  15644. * THREE.CubicBezierCurve
  15645. * THREE.SplineCurve
  15646. * THREE.ArcCurve
  15647. * THREE.EllipseCurve
  15648. *
  15649. * -- 3d classes --
  15650. * THREE.LineCurve3
  15651. * THREE.QuadraticBezierCurve3
  15652. * THREE.CubicBezierCurve3
  15653. * THREE.SplineCurve3
  15654. * THREE.ClosedSplineCurve3
  15655. *
  15656. * A series of curves can be represented as a THREE.CurvePath
  15657. *
  15658. **/
  15659. /**************************************************************
  15660. * Abstract Curve base class
  15661. **************************************************************/
  15662. THREE.Curve = function () {
  15663. };
  15664. // Virtual base class method to overwrite and implement in subclasses
  15665. // - t [0 .. 1]
  15666. THREE.Curve.prototype.getPoint = function ( t ) {
  15667. console.log( "Warning, getPoint() not implemented!" );
  15668. return null;
  15669. };
  15670. // Get point at relative position in curve according to arc length
  15671. // - u [0 .. 1]
  15672. THREE.Curve.prototype.getPointAt = function ( u ) {
  15673. var t = this.getUtoTmapping( u );
  15674. return this.getPoint( t );
  15675. };
  15676. // Get sequence of points using getPoint( t )
  15677. THREE.Curve.prototype.getPoints = function ( divisions ) {
  15678. if ( ! divisions ) divisions = 5;
  15679. var d, pts = [];
  15680. for ( d = 0; d <= divisions; d ++ ) {
  15681. pts.push( this.getPoint( d / divisions ) );
  15682. }
  15683. return pts;
  15684. };
  15685. // Get sequence of points using getPointAt( u )
  15686. THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
  15687. if ( ! divisions ) divisions = 5;
  15688. var d, pts = [];
  15689. for ( d = 0; d <= divisions; d ++ ) {
  15690. pts.push( this.getPointAt( d / divisions ) );
  15691. }
  15692. return pts;
  15693. };
  15694. // Get total curve arc length
  15695. THREE.Curve.prototype.getLength = function () {
  15696. var lengths = this.getLengths();
  15697. return lengths[ lengths.length - 1 ];
  15698. };
  15699. // Get list of cumulative segment lengths
  15700. THREE.Curve.prototype.getLengths = function ( divisions ) {
  15701. if ( ! divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
  15702. if ( this.cacheArcLengths
  15703. && ( this.cacheArcLengths.length == divisions + 1 )
  15704. && ! this.needsUpdate) {
  15705. //console.log( "cached", this.cacheArcLengths );
  15706. return this.cacheArcLengths;
  15707. }
  15708. this.needsUpdate = false;
  15709. var cache = [];
  15710. var current, last = this.getPoint( 0 );
  15711. var p, sum = 0;
  15712. cache.push( 0 );
  15713. for ( p = 1; p <= divisions; p ++ ) {
  15714. current = this.getPoint ( p / divisions );
  15715. sum += current.distanceTo( last );
  15716. cache.push( sum );
  15717. last = current;
  15718. }
  15719. this.cacheArcLengths = cache;
  15720. return cache; // { sums: cache, sum:sum }; Sum is in the last element.
  15721. };
  15722. THREE.Curve.prototype.updateArcLengths = function() {
  15723. this.needsUpdate = true;
  15724. this.getLengths();
  15725. };
  15726. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
  15727. THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
  15728. var arcLengths = this.getLengths();
  15729. var i = 0, il = arcLengths.length;
  15730. var targetArcLength; // The targeted u distance value to get
  15731. if ( distance ) {
  15732. targetArcLength = distance;
  15733. } else {
  15734. targetArcLength = u * arcLengths[ il - 1 ];
  15735. }
  15736. //var time = Date.now();
  15737. // binary search for the index with largest value smaller than target u distance
  15738. var low = 0, high = il - 1, comparison;
  15739. while ( low <= high ) {
  15740. 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
  15741. comparison = arcLengths[ i ] - targetArcLength;
  15742. if ( comparison < 0 ) {
  15743. low = i + 1;
  15744. continue;
  15745. } else if ( comparison > 0 ) {
  15746. high = i - 1;
  15747. continue;
  15748. } else {
  15749. high = i;
  15750. break;
  15751. // DONE
  15752. }
  15753. }
  15754. i = high;
  15755. //console.log('b' , i, low, high, Date.now()- time);
  15756. if ( arcLengths[ i ] == targetArcLength ) {
  15757. var t = i / ( il - 1 );
  15758. return t;
  15759. }
  15760. // we could get finer grain at lengths, or use simple interpolatation between two points
  15761. var lengthBefore = arcLengths[ i ];
  15762. var lengthAfter = arcLengths[ i + 1 ];
  15763. var segmentLength = lengthAfter - lengthBefore;
  15764. // determine where we are between the 'before' and 'after' points
  15765. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  15766. // add that fractional amount to t
  15767. var t = ( i + segmentFraction ) / ( il -1 );
  15768. return t;
  15769. };
  15770. // Returns a unit vector tangent at t
  15771. // In case any sub curve does not implement its tangent derivation,
  15772. // 2 points a small delta apart will be used to find its gradient
  15773. // which seems to give a reasonable approximation
  15774. THREE.Curve.prototype.getTangent = function( t ) {
  15775. var delta = 0.0001;
  15776. var t1 = t - delta;
  15777. var t2 = t + delta;
  15778. // Capping in case of danger
  15779. if ( t1 < 0 ) t1 = 0;
  15780. if ( t2 > 1 ) t2 = 1;
  15781. var pt1 = this.getPoint( t1 );
  15782. var pt2 = this.getPoint( t2 );
  15783. var vec = pt2.clone().sub(pt1);
  15784. return vec.normalize();
  15785. };
  15786. THREE.Curve.prototype.getTangentAt = function ( u ) {
  15787. var t = this.getUtoTmapping( u );
  15788. return this.getTangent( t );
  15789. };
  15790. /**************************************************************
  15791. * Utils
  15792. **************************************************************/
  15793. THREE.Curve.Utils = {
  15794. tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
  15795. return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
  15796. },
  15797. // Puay Bing, thanks for helping with this derivative!
  15798. tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
  15799. return - 3 * p0 * (1 - t) * (1 - t) +
  15800. 3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
  15801. 6 * t * p2 * (1-t) - 3 * t * t * p2 +
  15802. 3 * t * t * p3;
  15803. },
  15804. tangentSpline: function ( t, p0, p1, p2, p3 ) {
  15805. // To check if my formulas are correct
  15806. var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
  15807. var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
  15808. var h01 = - 6 * t * t + 6 * t; // − 2t3 + 3t2
  15809. var h11 = 3 * t * t - 2 * t; // t3 − t2
  15810. return h00 + h10 + h01 + h11;
  15811. },
  15812. // Catmull-Rom
  15813. interpolate: function( p0, p1, p2, p3, t ) {
  15814. var v0 = ( p2 - p0 ) * 0.5;
  15815. var v1 = ( p3 - p1 ) * 0.5;
  15816. var t2 = t * t;
  15817. var t3 = t * t2;
  15818. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  15819. }
  15820. };
  15821. // TODO: Transformation for Curves?
  15822. /**************************************************************
  15823. * 3D Curves
  15824. **************************************************************/
  15825. // A Factory method for creating new curve subclasses
  15826. THREE.Curve.create = function ( constructor, getPointFunc ) {
  15827. constructor.prototype = Object.create( THREE.Curve.prototype );
  15828. constructor.prototype.getPoint = getPointFunc;
  15829. return constructor;
  15830. };
  15831. // File:src/extras/core/CurvePath.js
  15832. /**
  15833. * @author zz85 / http://www.lab4games.net/zz85/blog
  15834. *
  15835. **/
  15836. /**************************************************************
  15837. * Curved Path - a curve path is simply a array of connected
  15838. * curves, but retains the api of a curve
  15839. **************************************************************/
  15840. THREE.CurvePath = function () {
  15841. this.curves = [];
  15842. this.bends = [];
  15843. this.autoClose = false; // Automatically closes the path
  15844. };
  15845. THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
  15846. THREE.CurvePath.prototype.add = function ( curve ) {
  15847. this.curves.push( curve );
  15848. };
  15849. THREE.CurvePath.prototype.checkConnection = function() {
  15850. // TODO
  15851. // If the ending of curve is not connected to the starting
  15852. // or the next curve, then, this is not a real path
  15853. };
  15854. THREE.CurvePath.prototype.closePath = function() {
  15855. // TODO Test
  15856. // and verify for vector3 (needs to implement equals)
  15857. // Add a line curve if start and end of lines are not connected
  15858. var startPoint = this.curves[0].getPoint(0);
  15859. var endPoint = this.curves[this.curves.length-1].getPoint(1);
  15860. if (! startPoint.equals(endPoint)) {
  15861. this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
  15862. }
  15863. };
  15864. // To get accurate point with reference to
  15865. // entire path distance at time t,
  15866. // following has to be done:
  15867. // 1. Length of each sub path have to be known
  15868. // 2. Locate and identify type of curve
  15869. // 3. Get t for the curve
  15870. // 4. Return curve.getPointAt(t')
  15871. THREE.CurvePath.prototype.getPoint = function( t ) {
  15872. var d = t * this.getLength();
  15873. var curveLengths = this.getCurveLengths();
  15874. var i = 0, diff, curve;
  15875. // To think about boundaries points.
  15876. while ( i < curveLengths.length ) {
  15877. if ( curveLengths[ i ] >= d ) {
  15878. diff = curveLengths[ i ] - d;
  15879. curve = this.curves[ i ];
  15880. var u = 1 - diff / curve.getLength();
  15881. return curve.getPointAt( u );
  15882. break;
  15883. }
  15884. i ++;
  15885. }
  15886. return null;
  15887. // loop where sum != 0, sum > d , sum+1 <d
  15888. };
  15889. /*
  15890. THREE.CurvePath.prototype.getTangent = function( t ) {
  15891. };*/
  15892. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  15893. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  15894. // getPoint() depends on getLength
  15895. THREE.CurvePath.prototype.getLength = function() {
  15896. var lens = this.getCurveLengths();
  15897. return lens[ lens.length - 1 ];
  15898. };
  15899. // Compute lengths and cache them
  15900. // We cannot overwrite getLengths() because UtoT mapping uses it.
  15901. THREE.CurvePath.prototype.getCurveLengths = function() {
  15902. // We use cache values if curves and cache array are same length
  15903. if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
  15904. return this.cacheLengths;
  15905. };
  15906. // Get length of subsurve
  15907. // Push sums into cached array
  15908. var lengths = [], sums = 0;
  15909. var i, il = this.curves.length;
  15910. for ( i = 0; i < il; i ++ ) {
  15911. sums += this.curves[ i ].getLength();
  15912. lengths.push( sums );
  15913. }
  15914. this.cacheLengths = lengths;
  15915. return lengths;
  15916. };
  15917. // Returns min and max coordinates
  15918. THREE.CurvePath.prototype.getBoundingBox = function () {
  15919. var points = this.getPoints();
  15920. var maxX, maxY, maxZ;
  15921. var minX, minY, minZ;
  15922. maxX = maxY = Number.NEGATIVE_INFINITY;
  15923. minX = minY = Number.POSITIVE_INFINITY;
  15924. var p, i, il, sum;
  15925. var v3 = points[0] instanceof THREE.Vector3;
  15926. sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
  15927. for ( i = 0, il = points.length; i < il; i ++ ) {
  15928. p = points[ i ];
  15929. if ( p.x > maxX ) maxX = p.x;
  15930. else if ( p.x < minX ) minX = p.x;
  15931. if ( p.y > maxY ) maxY = p.y;
  15932. else if ( p.y < minY ) minY = p.y;
  15933. if ( v3 ) {
  15934. if ( p.z > maxZ ) maxZ = p.z;
  15935. else if ( p.z < minZ ) minZ = p.z;
  15936. }
  15937. sum.add( p );
  15938. }
  15939. var ret = {
  15940. minX: minX,
  15941. minY: minY,
  15942. maxX: maxX,
  15943. maxY: maxY
  15944. };
  15945. if ( v3 ) {
  15946. ret.maxZ = maxZ;
  15947. ret.minZ = minZ;
  15948. }
  15949. return ret;
  15950. };
  15951. /**************************************************************
  15952. * Create Geometries Helpers
  15953. **************************************************************/
  15954. /// Generate geometry from path points (for Line or Points objects)
  15955. THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
  15956. var pts = this.getPoints( divisions, true );
  15957. return this.createGeometry( pts );
  15958. };
  15959. // Generate geometry from equidistance sampling along the path
  15960. THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
  15961. var pts = this.getSpacedPoints( divisions, true );
  15962. return this.createGeometry( pts );
  15963. };
  15964. THREE.CurvePath.prototype.createGeometry = function( points ) {
  15965. var geometry = new THREE.Geometry();
  15966. for ( var i = 0; i < points.length; i ++ ) {
  15967. geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
  15968. }
  15969. return geometry;
  15970. };
  15971. /**************************************************************
  15972. * Bend / Wrap Helper Methods
  15973. **************************************************************/
  15974. // Wrap path / Bend modifiers?
  15975. THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
  15976. this.bends.push( bendpath );
  15977. };
  15978. THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
  15979. var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
  15980. var i, il;
  15981. if ( ! bends ) {
  15982. bends = this.bends;
  15983. }
  15984. for ( i = 0, il = bends.length; i < il; i ++ ) {
  15985. oldPts = this.getWrapPoints( oldPts, bends[ i ] );
  15986. }
  15987. return oldPts;
  15988. };
  15989. THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
  15990. var oldPts = this.getSpacedPoints( segments );
  15991. var i, il;
  15992. if ( ! bends ) {
  15993. bends = this.bends;
  15994. }
  15995. for ( i = 0, il = bends.length; i < il; i ++ ) {
  15996. oldPts = this.getWrapPoints( oldPts, bends[ i ] );
  15997. }
  15998. return oldPts;
  15999. };
  16000. // This returns getPoints() bend/wrapped around the contour of a path.
  16001. // Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
  16002. THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
  16003. var bounds = this.getBoundingBox();
  16004. var i, il, p, oldX, oldY, xNorm;
  16005. for ( i = 0, il = oldPts.length; i < il; i ++ ) {
  16006. p = oldPts[ i ];
  16007. oldX = p.x;
  16008. oldY = p.y;
  16009. xNorm = oldX / bounds.maxX;
  16010. // If using actual distance, for length > path, requires line extrusions
  16011. //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
  16012. xNorm = path.getUtoTmapping( xNorm, oldX );
  16013. // check for out of bounds?
  16014. var pathPt = path.getPoint( xNorm );
  16015. var normal = path.getTangent( xNorm );
  16016. normal.set( - normal.y, normal.x ).multiplyScalar( oldY );
  16017. p.x = pathPt.x + normal.x;
  16018. p.y = pathPt.y + normal.y;
  16019. }
  16020. return oldPts;
  16021. };
  16022. // File:src/extras/core/Gyroscope.js
  16023. /**
  16024. * @author alteredq / http://alteredqualia.com/
  16025. */
  16026. THREE.Gyroscope = function () {
  16027. THREE.Object3D.call( this );
  16028. };
  16029. THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
  16030. THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {
  16031. this.matrixAutoUpdate && this.updateMatrix();
  16032. // update matrixWorld
  16033. if ( this.matrixWorldNeedsUpdate || force ) {
  16034. if ( this.parent ) {
  16035. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  16036. this.matrixWorld.decompose( this.translationWorld, this.quaternionWorld, this.scaleWorld );
  16037. this.matrix.decompose( this.translationObject, this.quaternionObject, this.scaleObject );
  16038. this.matrixWorld.compose( this.translationWorld, this.quaternionObject, this.scaleWorld );
  16039. } else {
  16040. this.matrixWorld.copy( this.matrix );
  16041. }
  16042. this.matrixWorldNeedsUpdate = false;
  16043. force = true;
  16044. }
  16045. // update children
  16046. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  16047. this.children[ i ].updateMatrixWorld( force );
  16048. }
  16049. };
  16050. THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
  16051. THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
  16052. THREE.Gyroscope.prototype.quaternionWorld = new THREE.Quaternion();
  16053. THREE.Gyroscope.prototype.quaternionObject = new THREE.Quaternion();
  16054. THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
  16055. THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
  16056. // File:src/extras/core/Path.js
  16057. /**
  16058. * @author zz85 / http://www.lab4games.net/zz85/blog
  16059. * Creates free form 2d path using series of points, lines or curves.
  16060. *
  16061. **/
  16062. THREE.Path = function ( points ) {
  16063. THREE.CurvePath.call(this);
  16064. this.actions = [];
  16065. if ( points ) {
  16066. this.fromPoints( points );
  16067. }
  16068. };
  16069. THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
  16070. THREE.PathActions = {
  16071. MOVE_TO: 'moveTo',
  16072. LINE_TO: 'lineTo',
  16073. QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
  16074. BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
  16075. CSPLINE_THRU: 'splineThru', // Catmull-rom spline
  16076. ARC: 'arc', // Circle
  16077. ELLIPSE: 'ellipse'
  16078. };
  16079. // TODO Clean up PATH API
  16080. // Create path using straight lines to connect all points
  16081. // - vectors: array of Vector2
  16082. THREE.Path.prototype.fromPoints = function ( vectors ) {
  16083. this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
  16084. for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
  16085. this.lineTo( vectors[ v ].x, vectors[ v ].y );
  16086. };
  16087. };
  16088. // startPath() endPath()?
  16089. THREE.Path.prototype.moveTo = function ( x, y ) {
  16090. var args = Array.prototype.slice.call( arguments );
  16091. this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
  16092. };
  16093. THREE.Path.prototype.lineTo = function ( x, y ) {
  16094. var args = Array.prototype.slice.call( arguments );
  16095. var lastargs = this.actions[ this.actions.length - 1 ].args;
  16096. var x0 = lastargs[ lastargs.length - 2 ];
  16097. var y0 = lastargs[ lastargs.length - 1 ];
  16098. var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
  16099. this.curves.push( curve );
  16100. this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
  16101. };
  16102. THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
  16103. var args = Array.prototype.slice.call( arguments );
  16104. var lastargs = this.actions[ this.actions.length - 1 ].args;
  16105. var x0 = lastargs[ lastargs.length - 2 ];
  16106. var y0 = lastargs[ lastargs.length - 1 ];
  16107. var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
  16108. new THREE.Vector2( aCPx, aCPy ),
  16109. new THREE.Vector2( aX, aY ) );
  16110. this.curves.push( curve );
  16111. this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
  16112. };
  16113. THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
  16114. aCP2x, aCP2y,
  16115. aX, aY ) {
  16116. var args = Array.prototype.slice.call( arguments );
  16117. var lastargs = this.actions[ this.actions.length - 1 ].args;
  16118. var x0 = lastargs[ lastargs.length - 2 ];
  16119. var y0 = lastargs[ lastargs.length - 1 ];
  16120. var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
  16121. new THREE.Vector2( aCP1x, aCP1y ),
  16122. new THREE.Vector2( aCP2x, aCP2y ),
  16123. new THREE.Vector2( aX, aY ) );
  16124. this.curves.push( curve );
  16125. this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
  16126. };
  16127. THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
  16128. var args = Array.prototype.slice.call( arguments );
  16129. var lastargs = this.actions[ this.actions.length - 1 ].args;
  16130. var x0 = lastargs[ lastargs.length - 2 ];
  16131. var y0 = lastargs[ lastargs.length - 1 ];
  16132. //---
  16133. var npts = [ new THREE.Vector2( x0, y0 ) ];
  16134. Array.prototype.push.apply( npts, pts );
  16135. var curve = new THREE.SplineCurve( npts );
  16136. this.curves.push( curve );
  16137. this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
  16138. };
  16139. // FUTURE: Change the API or follow canvas API?
  16140. THREE.Path.prototype.arc = function ( aX, aY, aRadius,
  16141. aStartAngle, aEndAngle, aClockwise ) {
  16142. var lastargs = this.actions[ this.actions.length - 1].args;
  16143. var x0 = lastargs[ lastargs.length - 2 ];
  16144. var y0 = lastargs[ lastargs.length - 1 ];
  16145. this.absarc(aX + x0, aY + y0, aRadius,
  16146. aStartAngle, aEndAngle, aClockwise );
  16147. };
  16148. THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
  16149. aStartAngle, aEndAngle, aClockwise ) {
  16150. this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
  16151. };
  16152. THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
  16153. aStartAngle, aEndAngle, aClockwise ) {
  16154. var lastargs = this.actions[ this.actions.length - 1].args;
  16155. var x0 = lastargs[ lastargs.length - 2 ];
  16156. var y0 = lastargs[ lastargs.length - 1 ];
  16157. this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
  16158. aStartAngle, aEndAngle, aClockwise );
  16159. };
  16160. THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
  16161. aStartAngle, aEndAngle, aClockwise ) {
  16162. var args = Array.prototype.slice.call( arguments );
  16163. var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
  16164. aStartAngle, aEndAngle, aClockwise );
  16165. this.curves.push( curve );
  16166. var lastPoint = curve.getPoint(1);
  16167. args.push(lastPoint.x);
  16168. args.push(lastPoint.y);
  16169. this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
  16170. };
  16171. THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
  16172. if ( ! divisions ) divisions = 40;
  16173. var points = [];
  16174. for ( var i = 0; i < divisions; i ++ ) {
  16175. points.push( this.getPoint( i / divisions ) );
  16176. //if( !this.getPoint( i / divisions ) ) throw "DIE";
  16177. }
  16178. // if ( closedPath ) {
  16179. //
  16180. // points.push( points[ 0 ] );
  16181. //
  16182. // }
  16183. return points;
  16184. };
  16185. /* Return an array of vectors based on contour of the path */
  16186. THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
  16187. if (this.useSpacedPoints) {
  16188. console.log('tata');
  16189. return this.getSpacedPoints( divisions, closedPath );
  16190. }
  16191. divisions = divisions || 12;
  16192. var points = [];
  16193. var i, il, item, action, args;
  16194. var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
  16195. laste, j,
  16196. t, tx, ty;
  16197. for ( i = 0, il = this.actions.length; i < il; i ++ ) {
  16198. item = this.actions[ i ];
  16199. action = item.action;
  16200. args = item.args;
  16201. switch( action ) {
  16202. case THREE.PathActions.MOVE_TO:
  16203. points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
  16204. break;
  16205. case THREE.PathActions.LINE_TO:
  16206. points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
  16207. break;
  16208. case THREE.PathActions.QUADRATIC_CURVE_TO:
  16209. cpx = args[ 2 ];
  16210. cpy = args[ 3 ];
  16211. cpx1 = args[ 0 ];
  16212. cpy1 = args[ 1 ];
  16213. if ( points.length > 0 ) {
  16214. laste = points[ points.length - 1 ];
  16215. cpx0 = laste.x;
  16216. cpy0 = laste.y;
  16217. } else {
  16218. laste = this.actions[ i - 1 ].args;
  16219. cpx0 = laste[ laste.length - 2 ];
  16220. cpy0 = laste[ laste.length - 1 ];
  16221. }
  16222. for ( j = 1; j <= divisions; j ++ ) {
  16223. t = j / divisions;
  16224. tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
  16225. ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
  16226. points.push( new THREE.Vector2( tx, ty ) );
  16227. }
  16228. break;
  16229. case THREE.PathActions.BEZIER_CURVE_TO:
  16230. cpx = args[ 4 ];
  16231. cpy = args[ 5 ];
  16232. cpx1 = args[ 0 ];
  16233. cpy1 = args[ 1 ];
  16234. cpx2 = args[ 2 ];
  16235. cpy2 = args[ 3 ];
  16236. if ( points.length > 0 ) {
  16237. laste = points[ points.length - 1 ];
  16238. cpx0 = laste.x;
  16239. cpy0 = laste.y;
  16240. } else {
  16241. laste = this.actions[ i - 1 ].args;
  16242. cpx0 = laste[ laste.length - 2 ];
  16243. cpy0 = laste[ laste.length - 1 ];
  16244. }
  16245. for ( j = 1; j <= divisions; j ++ ) {
  16246. t = j / divisions;
  16247. tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
  16248. ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
  16249. points.push( new THREE.Vector2( tx, ty ) );
  16250. }
  16251. break;
  16252. case THREE.PathActions.CSPLINE_THRU:
  16253. laste = this.actions[ i - 1 ].args;
  16254. var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
  16255. var spts = [ last ];
  16256. var n = divisions * args[ 0 ].length;
  16257. spts = spts.concat( args[ 0 ] );
  16258. var spline = new THREE.SplineCurve( spts );
  16259. for ( j = 1; j <= n; j ++ ) {
  16260. points.push( spline.getPointAt( j / n ) ) ;
  16261. }
  16262. break;
  16263. case THREE.PathActions.ARC:
  16264. var aX = args[ 0 ], aY = args[ 1 ],
  16265. aRadius = args[ 2 ],
  16266. aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
  16267. aClockwise = !! args[ 5 ];
  16268. var deltaAngle = aEndAngle - aStartAngle;
  16269. var angle;
  16270. var tdivisions = divisions * 2;
  16271. for ( j = 1; j <= tdivisions; j ++ ) {
  16272. t = j / tdivisions;
  16273. if ( ! aClockwise ) {
  16274. t = 1 - t;
  16275. }
  16276. angle = aStartAngle + t * deltaAngle;
  16277. tx = aX + aRadius * Math.cos( angle );
  16278. ty = aY + aRadius * Math.sin( angle );
  16279. //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
  16280. points.push( new THREE.Vector2( tx, ty ) );
  16281. }
  16282. //console.log(points);
  16283. break;
  16284. case THREE.PathActions.ELLIPSE:
  16285. var aX = args[ 0 ], aY = args[ 1 ],
  16286. xRadius = args[ 2 ],
  16287. yRadius = args[ 3 ],
  16288. aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
  16289. aClockwise = !! args[ 6 ];
  16290. var deltaAngle = aEndAngle - aStartAngle;
  16291. var angle;
  16292. var tdivisions = divisions * 2;
  16293. for ( j = 1; j <= tdivisions; j ++ ) {
  16294. t = j / tdivisions;
  16295. if ( ! aClockwise ) {
  16296. t = 1 - t;
  16297. }
  16298. angle = aStartAngle + t * deltaAngle;
  16299. tx = aX + xRadius * Math.cos( angle );
  16300. ty = aY + yRadius * Math.sin( angle );
  16301. //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
  16302. points.push( new THREE.Vector2( tx, ty ) );
  16303. }
  16304. //console.log(points);
  16305. break;
  16306. } // end switch
  16307. }
  16308. // Normalize to remove the closing point by default.
  16309. var lastPoint = points[ points.length - 1];
  16310. var EPSILON = 0.0000000001;
  16311. if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
  16312. Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
  16313. points.splice( points.length - 1, 1);
  16314. if ( closedPath ) {
  16315. points.push( points[ 0 ] );
  16316. }
  16317. return points;
  16318. };
  16319. //
  16320. // Breaks path into shapes
  16321. //
  16322. // Assumptions (if parameter isCCW==true the opposite holds):
  16323. // - solid shapes are defined clockwise (CW)
  16324. // - holes are defined counterclockwise (CCW)
  16325. //
  16326. // If parameter noHoles==true:
  16327. // - all subPaths are regarded as solid shapes
  16328. // - definition order CW/CCW has no relevance
  16329. //
  16330. THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
  16331. function extractSubpaths( inActions ) {
  16332. var i, il, item, action, args;
  16333. var subPaths = [], lastPath = new THREE.Path();
  16334. for ( i = 0, il = inActions.length; i < il; i ++ ) {
  16335. item = inActions[ i ];
  16336. args = item.args;
  16337. action = item.action;
  16338. if ( action == THREE.PathActions.MOVE_TO ) {
  16339. if ( lastPath.actions.length != 0 ) {
  16340. subPaths.push( lastPath );
  16341. lastPath = new THREE.Path();
  16342. }
  16343. }
  16344. lastPath[ action ].apply( lastPath, args );
  16345. }
  16346. if ( lastPath.actions.length != 0 ) {
  16347. subPaths.push( lastPath );
  16348. }
  16349. // console.log(subPaths);
  16350. return subPaths;
  16351. }
  16352. function toShapesNoHoles( inSubpaths ) {
  16353. var shapes = [];
  16354. for ( var i = 0, il = inSubpaths.length; i < il; i ++ ) {
  16355. var tmpPath = inSubpaths[ i ];
  16356. var tmpShape = new THREE.Shape();
  16357. tmpShape.actions = tmpPath.actions;
  16358. tmpShape.curves = tmpPath.curves;
  16359. shapes.push( tmpShape );
  16360. }
  16361. //console.log("shape", shapes);
  16362. return shapes;
  16363. };
  16364. function isPointInsidePolygon( inPt, inPolygon ) {
  16365. var EPSILON = 0.0000000001;
  16366. var polyLen = inPolygon.length;
  16367. // inPt on polygon contour => immediate success or
  16368. // toggling of inside/outside at every single! intersection point of an edge
  16369. // with the horizontal line through inPt, left of inPt
  16370. // not counting lowerY endpoints of edges and whole edges on that line
  16371. var inside = false;
  16372. for( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  16373. var edgeLowPt = inPolygon[ p ];
  16374. var edgeHighPt = inPolygon[ q ];
  16375. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  16376. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  16377. if ( Math.abs(edgeDy) > EPSILON ) { // not parallel
  16378. if ( edgeDy < 0 ) {
  16379. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  16380. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  16381. }
  16382. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  16383. if ( inPt.y == edgeLowPt.y ) {
  16384. if ( inPt.x == edgeLowPt.x ) return true; // inPt is on contour ?
  16385. // continue; // no intersection or edgeLowPt => doesn't count !!!
  16386. } else {
  16387. var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
  16388. if ( perpEdge == 0 ) return true; // inPt is on contour ?
  16389. if ( perpEdge < 0 ) continue;
  16390. inside = ! inside; // true intersection left of inPt
  16391. }
  16392. } else { // parallel or colinear
  16393. if ( inPt.y != edgeLowPt.y ) continue; // parallel
  16394. // egde lies on the same horizontal line as inPt
  16395. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  16396. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  16397. // continue;
  16398. }
  16399. }
  16400. return inside;
  16401. }
  16402. var subPaths = extractSubpaths( this.actions );
  16403. if ( subPaths.length == 0 ) return [];
  16404. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  16405. var solid, tmpPath, tmpShape, shapes = [];
  16406. if ( subPaths.length == 1) {
  16407. tmpPath = subPaths[0];
  16408. tmpShape = new THREE.Shape();
  16409. tmpShape.actions = tmpPath.actions;
  16410. tmpShape.curves = tmpPath.curves;
  16411. shapes.push( tmpShape );
  16412. return shapes;
  16413. }
  16414. var holesFirst = ! THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
  16415. holesFirst = isCCW ? ! holesFirst : holesFirst;
  16416. // console.log("Holes first", holesFirst);
  16417. var betterShapeHoles = [];
  16418. var newShapes = [];
  16419. var newShapeHoles = [];
  16420. var mainIdx = 0;
  16421. var tmpPoints;
  16422. newShapes[mainIdx] = undefined;
  16423. newShapeHoles[mainIdx] = [];
  16424. var i, il;
  16425. for ( i = 0, il = subPaths.length; i < il; i ++ ) {
  16426. tmpPath = subPaths[ i ];
  16427. tmpPoints = tmpPath.getPoints();
  16428. solid = THREE.Shape.Utils.isClockWise( tmpPoints );
  16429. solid = isCCW ? ! solid : solid;
  16430. if ( solid ) {
  16431. if ( (! holesFirst ) && ( newShapes[mainIdx] ) ) mainIdx ++;
  16432. newShapes[mainIdx] = { s: new THREE.Shape(), p: tmpPoints };
  16433. newShapes[mainIdx].s.actions = tmpPath.actions;
  16434. newShapes[mainIdx].s.curves = tmpPath.curves;
  16435. if ( holesFirst ) mainIdx ++;
  16436. newShapeHoles[mainIdx] = [];
  16437. //console.log('cw', i);
  16438. } else {
  16439. newShapeHoles[mainIdx].push( { h: tmpPath, p: tmpPoints[0] } );
  16440. //console.log('ccw', i);
  16441. }
  16442. }
  16443. // only Holes? -> probably all Shapes with wrong orientation
  16444. if ( ! newShapes[0] ) return toShapesNoHoles( subPaths );
  16445. if ( newShapes.length > 1 ) {
  16446. var ambigious = false;
  16447. var toChange = [];
  16448. for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  16449. betterShapeHoles[sIdx] = [];
  16450. }
  16451. for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  16452. var sh = newShapes[sIdx];
  16453. var sho = newShapeHoles[sIdx];
  16454. for (var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  16455. var ho = sho[hIdx];
  16456. var hole_unassigned = true;
  16457. for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  16458. if ( isPointInsidePolygon( ho.p, newShapes[s2Idx].p ) ) {
  16459. if ( sIdx != s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  16460. if ( hole_unassigned ) {
  16461. hole_unassigned = false;
  16462. betterShapeHoles[s2Idx].push( ho );
  16463. } else {
  16464. ambigious = true;
  16465. }
  16466. }
  16467. }
  16468. if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); }
  16469. }
  16470. }
  16471. // console.log("ambigious: ", ambigious);
  16472. if ( toChange.length > 0 ) {
  16473. // console.log("to change: ", toChange);
  16474. if (! ambigious) newShapeHoles = betterShapeHoles;
  16475. }
  16476. }
  16477. var tmpHoles, j, jl;
  16478. for ( i = 0, il = newShapes.length; i < il; i ++ ) {
  16479. tmpShape = newShapes[i].s;
  16480. shapes.push( tmpShape );
  16481. tmpHoles = newShapeHoles[i];
  16482. for ( j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  16483. tmpShape.holes.push( tmpHoles[j].h );
  16484. }
  16485. }
  16486. //console.log("shape", shapes);
  16487. return shapes;
  16488. };
  16489. // File:src/extras/core/Shape.js
  16490. /**
  16491. * @author zz85 / http://www.lab4games.net/zz85/blog
  16492. * Defines a 2d shape plane using paths.
  16493. **/
  16494. // STEP 1 Create a path.
  16495. // STEP 2 Turn path into shape.
  16496. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  16497. // STEP 3a - Extract points from each shape, turn to vertices
  16498. // STEP 3b - Triangulate each shape, add faces.
  16499. THREE.Shape = function () {
  16500. THREE.Path.apply( this, arguments );
  16501. this.holes = [];
  16502. };
  16503. THREE.Shape.prototype = Object.create( THREE.Path.prototype );
  16504. // Convenience method to return ExtrudeGeometry
  16505. THREE.Shape.prototype.extrude = function ( options ) {
  16506. var extruded = new THREE.ExtrudeGeometry( this, options );
  16507. return extruded;
  16508. };
  16509. // Convenience method to return ShapeGeometry
  16510. THREE.Shape.prototype.makeGeometry = function ( options ) {
  16511. var geometry = new THREE.ShapeGeometry( this, options );
  16512. return geometry;
  16513. };
  16514. // Get points of holes
  16515. THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
  16516. var i, il = this.holes.length, holesPts = [];
  16517. for ( i = 0; i < il; i ++ ) {
  16518. holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
  16519. }
  16520. return holesPts;
  16521. };
  16522. // Get points of holes (spaced by regular distance)
  16523. THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
  16524. var i, il = this.holes.length, holesPts = [];
  16525. for ( i = 0; i < il; i ++ ) {
  16526. holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
  16527. }
  16528. return holesPts;
  16529. };
  16530. // Get points of shape and holes (keypoints based on segments parameter)
  16531. THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
  16532. return {
  16533. shape: this.getTransformedPoints( divisions ),
  16534. holes: this.getPointsHoles( divisions )
  16535. };
  16536. };
  16537. THREE.Shape.prototype.extractPoints = function ( divisions ) {
  16538. if (this.useSpacedPoints) {
  16539. return this.extractAllSpacedPoints(divisions);
  16540. }
  16541. return this.extractAllPoints(divisions);
  16542. };
  16543. //
  16544. // THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
  16545. //
  16546. // return {
  16547. //
  16548. // shape: this.transform( bend, divisions ),
  16549. // holes: this.getPointsHoles( divisions, bend )
  16550. //
  16551. // };
  16552. //
  16553. // };
  16554. // Get points of shape and holes (spaced by regular distance)
  16555. THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
  16556. return {
  16557. shape: this.getTransformedSpacedPoints( divisions ),
  16558. holes: this.getSpacedPointsHoles( divisions )
  16559. };
  16560. };
  16561. /**************************************************************
  16562. * Utils
  16563. **************************************************************/
  16564. THREE.Shape.Utils = {
  16565. triangulateShape: function ( contour, holes ) {
  16566. function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
  16567. // inOtherPt needs to be colinear to the inSegment
  16568. if ( inSegPt1.x != inSegPt2.x ) {
  16569. if ( inSegPt1.x < inSegPt2.x ) {
  16570. return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
  16571. } else {
  16572. return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
  16573. }
  16574. } else {
  16575. if ( inSegPt1.y < inSegPt2.y ) {
  16576. return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
  16577. } else {
  16578. return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
  16579. }
  16580. }
  16581. }
  16582. function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
  16583. var EPSILON = 0.0000000001;
  16584. var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
  16585. var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
  16586. var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
  16587. var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
  16588. var limit = seg1dy * seg2dx - seg1dx * seg2dy;
  16589. var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
  16590. if ( Math.abs(limit) > EPSILON ) { // not parallel
  16591. var perpSeg2;
  16592. if ( limit > 0 ) {
  16593. if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return [];
  16594. perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
  16595. if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return [];
  16596. } else {
  16597. if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return [];
  16598. perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
  16599. if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return [];
  16600. }
  16601. // i.e. to reduce rounding errors
  16602. // intersection at endpoint of segment#1?
  16603. if ( perpSeg2 == 0 ) {
  16604. if ( ( inExcludeAdjacentSegs ) &&
  16605. ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
  16606. return [ inSeg1Pt1 ];
  16607. }
  16608. if ( perpSeg2 == limit ) {
  16609. if ( ( inExcludeAdjacentSegs ) &&
  16610. ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
  16611. return [ inSeg1Pt2 ];
  16612. }
  16613. // intersection at endpoint of segment#2?
  16614. if ( perpSeg1 == 0 ) return [ inSeg2Pt1 ];
  16615. if ( perpSeg1 == limit ) return [ inSeg2Pt2 ];
  16616. // return real intersection point
  16617. var factorSeg1 = perpSeg2 / limit;
  16618. return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
  16619. y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
  16620. } else { // parallel or colinear
  16621. if ( ( perpSeg1 != 0 ) ||
  16622. ( seg2dy * seg1seg2dx != seg2dx * seg1seg2dy ) ) return [];
  16623. // they are collinear or degenerate
  16624. var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) ); // segment1 ist just a point?
  16625. var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) ); // segment2 ist just a point?
  16626. // both segments are points
  16627. if ( seg1Pt && seg2Pt ) {
  16628. if ( (inSeg1Pt1.x != inSeg2Pt1.x) ||
  16629. (inSeg1Pt1.y != inSeg2Pt1.y) ) return []; // they are distinct points
  16630. return [ inSeg1Pt1 ]; // they are the same point
  16631. }
  16632. // segment#1 is a single point
  16633. if ( seg1Pt ) {
  16634. if (! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2
  16635. return [ inSeg1Pt1 ];
  16636. }
  16637. // segment#2 is a single point
  16638. if ( seg2Pt ) {
  16639. if (! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1
  16640. return [ inSeg2Pt1 ];
  16641. }
  16642. // they are collinear segments, which might overlap
  16643. var seg1min, seg1max, seg1minVal, seg1maxVal;
  16644. var seg2min, seg2max, seg2minVal, seg2maxVal;
  16645. if (seg1dx != 0) { // the segments are NOT on a vertical line
  16646. if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
  16647. seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
  16648. seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
  16649. } else {
  16650. seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
  16651. seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
  16652. }
  16653. if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
  16654. seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
  16655. seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
  16656. } else {
  16657. seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
  16658. seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
  16659. }
  16660. } else { // the segments are on a vertical line
  16661. if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
  16662. seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
  16663. seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
  16664. } else {
  16665. seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
  16666. seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
  16667. }
  16668. if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
  16669. seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
  16670. seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
  16671. } else {
  16672. seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
  16673. seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
  16674. }
  16675. }
  16676. if ( seg1minVal <= seg2minVal ) {
  16677. if ( seg1maxVal < seg2minVal ) return [];
  16678. if ( seg1maxVal == seg2minVal ) {
  16679. if ( inExcludeAdjacentSegs ) return [];
  16680. return [ seg2min ];
  16681. }
  16682. if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ];
  16683. return [ seg2min, seg2max ];
  16684. } else {
  16685. if ( seg1minVal > seg2maxVal ) return [];
  16686. if ( seg1minVal == seg2maxVal ) {
  16687. if ( inExcludeAdjacentSegs ) return [];
  16688. return [ seg1min ];
  16689. }
  16690. if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ];
  16691. return [ seg1min, seg2max ];
  16692. }
  16693. }
  16694. }
  16695. function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
  16696. // The order of legs is important
  16697. var EPSILON = 0.0000000001;
  16698. // translation of all points, so that Vertex is at (0,0)
  16699. var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
  16700. var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
  16701. var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y;
  16702. // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
  16703. var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
  16704. var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
  16705. if ( Math.abs(from2toAngle) > EPSILON ) { // angle != 180 deg.
  16706. var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
  16707. // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
  16708. if ( from2toAngle > 0 ) { // main angle < 180 deg.
  16709. return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
  16710. } else { // main angle > 180 deg.
  16711. return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
  16712. }
  16713. } else { // angle == 180 deg.
  16714. // console.log( "from2to: 180 deg., from2other: " + from2otherAngle );
  16715. return ( from2otherAngle > 0 );
  16716. }
  16717. }
  16718. function removeHoles( contour, holes ) {
  16719. var shape = contour.concat(); // work on this shape
  16720. var hole;
  16721. function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
  16722. // Check if hole point lies within angle around shape point
  16723. var lastShapeIdx = shape.length - 1;
  16724. var prevShapeIdx = inShapeIdx - 1;
  16725. if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx;
  16726. var nextShapeIdx = inShapeIdx + 1;
  16727. if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0;
  16728. var insideAngle = isPointInsideAngle( shape[inShapeIdx], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[inHoleIdx] );
  16729. if (! insideAngle ) {
  16730. // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
  16731. return false;
  16732. }
  16733. // Check if shape point lies within angle around hole point
  16734. var lastHoleIdx = hole.length - 1;
  16735. var prevHoleIdx = inHoleIdx - 1;
  16736. if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx;
  16737. var nextHoleIdx = inHoleIdx + 1;
  16738. if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0;
  16739. insideAngle = isPointInsideAngle( hole[inHoleIdx], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[inShapeIdx] );
  16740. if (! insideAngle ) {
  16741. // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
  16742. return false;
  16743. }
  16744. return true;
  16745. }
  16746. function intersectsShapeEdge( inShapePt, inHolePt ) {
  16747. // checks for intersections with shape edges
  16748. var sIdx, nextIdx, intersection;
  16749. for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
  16750. nextIdx = sIdx+1; nextIdx %= shape.length;
  16751. intersection = intersect_segments_2D( inShapePt, inHolePt, shape[sIdx], shape[nextIdx], true );
  16752. if ( intersection.length > 0 ) return true;
  16753. }
  16754. return false;
  16755. }
  16756. var indepHoles = [];
  16757. function intersectsHoleEdge( inShapePt, inHolePt ) {
  16758. // checks for intersections with hole edges
  16759. var ihIdx, chkHole,
  16760. hIdx, nextIdx, intersection;
  16761. for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
  16762. chkHole = holes[indepHoles[ihIdx]];
  16763. for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
  16764. nextIdx = hIdx+1; nextIdx %= chkHole.length;
  16765. intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[hIdx], chkHole[nextIdx], true );
  16766. if ( intersection.length > 0 ) return true;
  16767. }
  16768. }
  16769. return false;
  16770. }
  16771. var holeIndex, shapeIndex,
  16772. shapePt, holePt,
  16773. holeIdx, cutKey, failedCuts = [],
  16774. tmpShape1, tmpShape2,
  16775. tmpHole1, tmpHole2;
  16776. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  16777. indepHoles.push( h );
  16778. }
  16779. var minShapeIndex = 0;
  16780. var counter = indepHoles.length * 2;
  16781. while ( indepHoles.length > 0 ) {
  16782. counter --;
  16783. if ( counter < 0 ) {
  16784. console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
  16785. break;
  16786. }
  16787. // search for shape-vertex and hole-vertex,
  16788. // which can be connected without intersections
  16789. for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {
  16790. shapePt = shape[ shapeIndex ];
  16791. holeIndex = - 1;
  16792. // search for hole which can be reached without intersections
  16793. for ( var h = 0; h < indepHoles.length; h ++ ) {
  16794. holeIdx = indepHoles[h];
  16795. // prevent multiple checks
  16796. cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
  16797. if ( failedCuts[cutKey] !== undefined ) continue;
  16798. hole = holes[holeIdx];
  16799. for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
  16800. holePt = hole[ h2 ];
  16801. if (! isCutLineInsideAngles( shapeIndex, h2 ) ) continue;
  16802. if ( intersectsShapeEdge( shapePt, holePt ) ) continue;
  16803. if ( intersectsHoleEdge( shapePt, holePt ) ) continue;
  16804. holeIndex = h2;
  16805. indepHoles.splice(h,1);
  16806. tmpShape1 = shape.slice( 0, shapeIndex+1 );
  16807. tmpShape2 = shape.slice( shapeIndex );
  16808. tmpHole1 = hole.slice( holeIndex );
  16809. tmpHole2 = hole.slice( 0, holeIndex+1 );
  16810. shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
  16811. minShapeIndex = shapeIndex;
  16812. // Debug only, to show the selected cuts
  16813. // glob_CutLines.push( [ shapePt, holePt ] );
  16814. break;
  16815. }
  16816. if ( holeIndex >= 0 ) break; // hole-vertex found
  16817. failedCuts[cutKey] = true; // remember failure
  16818. }
  16819. if ( holeIndex >= 0 ) break; // hole-vertex found
  16820. }
  16821. }
  16822. return shape; /* shape with no holes */
  16823. }
  16824. var i, il, f, face,
  16825. key, index,
  16826. allPointsMap = {};
  16827. // 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.
  16828. var allpoints = contour.concat();
  16829. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  16830. Array.prototype.push.apply( allpoints, holes[h] );
  16831. }
  16832. //console.log( "allpoints",allpoints, allpoints.length );
  16833. // prepare all points map
  16834. for ( i = 0, il = allpoints.length; i < il; i ++ ) {
  16835. key = allpoints[ i ].x + ":" + allpoints[ i ].y;
  16836. if ( allPointsMap[ key ] !== undefined ) {
  16837. console.log( "Duplicate point", key );
  16838. }
  16839. allPointsMap[ key ] = i;
  16840. }
  16841. // remove holes by cutting paths to holes and adding them to the shape
  16842. var shapeWithoutHoles = removeHoles( contour, holes );
  16843. var triangles = THREE.FontUtils.Triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
  16844. //console.log( "triangles",triangles, triangles.length );
  16845. // check all face vertices against all points map
  16846. for ( i = 0, il = triangles.length; i < il; i ++ ) {
  16847. face = triangles[ i ];
  16848. for ( f = 0; f < 3; f ++ ) {
  16849. key = face[ f ].x + ":" + face[ f ].y;
  16850. index = allPointsMap[ key ];
  16851. if ( index !== undefined ) {
  16852. face[ f ] = index;
  16853. }
  16854. }
  16855. }
  16856. return triangles.concat();
  16857. },
  16858. isClockWise: function ( pts ) {
  16859. return THREE.FontUtils.Triangulate.area( pts ) < 0;
  16860. },
  16861. // Bezier Curves formulas obtained from
  16862. // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
  16863. // Quad Bezier Functions
  16864. b2p0: function ( t, p ) {
  16865. var k = 1 - t;
  16866. return k * k * p;
  16867. },
  16868. b2p1: function ( t, p ) {
  16869. return 2 * ( 1 - t ) * t * p;
  16870. },
  16871. b2p2: function ( t, p ) {
  16872. return t * t * p;
  16873. },
  16874. b2: function ( t, p0, p1, p2 ) {
  16875. return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
  16876. },
  16877. // Cubic Bezier Functions
  16878. b3p0: function ( t, p ) {
  16879. var k = 1 - t;
  16880. return k * k * k * p;
  16881. },
  16882. b3p1: function ( t, p ) {
  16883. var k = 1 - t;
  16884. return 3 * k * k * t * p;
  16885. },
  16886. b3p2: function ( t, p ) {
  16887. var k = 1 - t;
  16888. return 3 * k * t * t * p;
  16889. },
  16890. b3p3: function ( t, p ) {
  16891. return t * t * t * p;
  16892. },
  16893. b3: function ( t, p0, p1, p2, p3 ) {
  16894. return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
  16895. }
  16896. };
  16897. // File:src/extras/curves/LineCurve.js
  16898. /**************************************************************
  16899. * Line
  16900. **************************************************************/
  16901. THREE.LineCurve = function ( v1, v2 ) {
  16902. this.v1 = v1;
  16903. this.v2 = v2;
  16904. };
  16905. THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
  16906. THREE.LineCurve.prototype.getPoint = function ( t ) {
  16907. var point = this.v2.clone().sub(this.v1);
  16908. point.multiplyScalar( t ).add( this.v1 );
  16909. return point;
  16910. };
  16911. // Line curve is linear, so we can overwrite default getPointAt
  16912. THREE.LineCurve.prototype.getPointAt = function ( u ) {
  16913. return this.getPoint( u );
  16914. };
  16915. THREE.LineCurve.prototype.getTangent = function( t ) {
  16916. var tangent = this.v2.clone().sub(this.v1);
  16917. return tangent.normalize();
  16918. };
  16919. // File:src/extras/curves/QuadraticBezierCurve.js
  16920. /**************************************************************
  16921. * Quadratic Bezier curve
  16922. **************************************************************/
  16923. THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
  16924. this.v0 = v0;
  16925. this.v1 = v1;
  16926. this.v2 = v2;
  16927. };
  16928. THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
  16929. THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
  16930. var tx, ty;
  16931. tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
  16932. ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
  16933. return new THREE.Vector2( tx, ty );
  16934. };
  16935. THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
  16936. var tx, ty;
  16937. tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
  16938. ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
  16939. // returns unit vector
  16940. var tangent = new THREE.Vector2( tx, ty );
  16941. tangent.normalize();
  16942. return tangent;
  16943. };
  16944. // File:src/extras/curves/CubicBezierCurve.js
  16945. /**************************************************************
  16946. * Cubic Bezier curve
  16947. **************************************************************/
  16948. THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
  16949. this.v0 = v0;
  16950. this.v1 = v1;
  16951. this.v2 = v2;
  16952. this.v3 = v3;
  16953. };
  16954. THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
  16955. THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
  16956. var tx, ty;
  16957. tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  16958. ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  16959. return new THREE.Vector2( tx, ty );
  16960. };
  16961. THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
  16962. var tx, ty;
  16963. tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  16964. ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  16965. var tangent = new THREE.Vector2( tx, ty );
  16966. tangent.normalize();
  16967. return tangent;
  16968. };
  16969. // File:src/extras/curves/SplineCurve.js
  16970. /**************************************************************
  16971. * Spline curve
  16972. **************************************************************/
  16973. THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
  16974. this.points = (points == undefined) ? [] : points;
  16975. };
  16976. THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
  16977. THREE.SplineCurve.prototype.getPoint = function ( t ) {
  16978. var v = new THREE.Vector2();
  16979. var c = [];
  16980. var points = this.points, point, intPoint, weight;
  16981. point = ( points.length - 1 ) * t;
  16982. intPoint = Math.floor( point );
  16983. weight = point - intPoint;
  16984. c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  16985. c[ 1 ] = intPoint;
  16986. c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1;
  16987. c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2;
  16988. v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
  16989. v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
  16990. return v;
  16991. };
  16992. // File:src/extras/curves/EllipseCurve.js
  16993. /**************************************************************
  16994. * Ellipse curve
  16995. **************************************************************/
  16996. THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) {
  16997. this.aX = aX;
  16998. this.aY = aY;
  16999. this.xRadius = xRadius;
  17000. this.yRadius = yRadius;
  17001. this.aStartAngle = aStartAngle;
  17002. this.aEndAngle = aEndAngle;
  17003. this.aClockwise = aClockwise;
  17004. };
  17005. THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
  17006. THREE.EllipseCurve.prototype.getPoint = function ( t ) {
  17007. var angle;
  17008. var deltaAngle = this.aEndAngle - this.aStartAngle;
  17009. if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
  17010. if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
  17011. if ( this.aClockwise === true ) {
  17012. angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
  17013. } else {
  17014. angle = this.aStartAngle + t * deltaAngle;
  17015. }
  17016. var tx = this.aX + this.xRadius * Math.cos( angle );
  17017. var ty = this.aY + this.yRadius * Math.sin( angle );
  17018. return new THREE.Vector2( tx, ty );
  17019. };
  17020. // File:src/extras/curves/ArcCurve.js
  17021. /**************************************************************
  17022. * Arc curve
  17023. **************************************************************/
  17024. THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  17025. THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  17026. };
  17027. THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
  17028. // File:src/extras/curves/LineCurve3.js
  17029. /**************************************************************
  17030. * Line3D
  17031. **************************************************************/
  17032. THREE.LineCurve3 = THREE.Curve.create(
  17033. function ( v1, v2 ) {
  17034. this.v1 = v1;
  17035. this.v2 = v2;
  17036. },
  17037. function ( t ) {
  17038. var r = new THREE.Vector3();
  17039. r.subVectors( this.v2, this.v1 ); // diff
  17040. r.multiplyScalar( t );
  17041. r.add( this.v1 );
  17042. return r;
  17043. }
  17044. );
  17045. // File:src/extras/curves/QuadraticBezierCurve3.js
  17046. /**************************************************************
  17047. * Quadratic Bezier 3D curve
  17048. **************************************************************/
  17049. THREE.QuadraticBezierCurve3 = THREE.Curve.create(
  17050. function ( v0, v1, v2 ) {
  17051. this.v0 = v0;
  17052. this.v1 = v1;
  17053. this.v2 = v2;
  17054. },
  17055. function ( t ) {
  17056. var tx, ty, tz;
  17057. tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
  17058. ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
  17059. tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
  17060. return new THREE.Vector3( tx, ty, tz );
  17061. }
  17062. );
  17063. // File:src/extras/curves/CubicBezierCurve3.js
  17064. /**************************************************************
  17065. * Cubic Bezier 3D curve
  17066. **************************************************************/
  17067. THREE.CubicBezierCurve3 = THREE.Curve.create(
  17068. function ( v0, v1, v2, v3 ) {
  17069. this.v0 = v0;
  17070. this.v1 = v1;
  17071. this.v2 = v2;
  17072. this.v3 = v3;
  17073. },
  17074. function ( t ) {
  17075. var tx, ty, tz;
  17076. tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  17077. ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  17078. tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
  17079. return new THREE.Vector3( tx, ty, tz );
  17080. }
  17081. );
  17082. // File:src/extras/curves/SplineCurve3.js
  17083. /**************************************************************
  17084. * Spline 3D curve
  17085. **************************************************************/
  17086. THREE.SplineCurve3 = THREE.Curve.create(
  17087. function ( points /* array of Vector3 */) {
  17088. this.points = (points == undefined) ? [] : points;
  17089. },
  17090. function ( t ) {
  17091. var v = new THREE.Vector3();
  17092. var c = [];
  17093. var points = this.points, point, intPoint, weight;
  17094. point = ( points.length - 1 ) * t;
  17095. intPoint = Math.floor( point );
  17096. weight = point - intPoint;
  17097. c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  17098. c[ 1 ] = intPoint;
  17099. c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
  17100. c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
  17101. var pt0 = points[ c[0] ],
  17102. pt1 = points[ c[1] ],
  17103. pt2 = points[ c[2] ],
  17104. pt3 = points[ c[3] ];
  17105. v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
  17106. v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
  17107. v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
  17108. return v;
  17109. }
  17110. );
  17111. // THREE.SplineCurve3.prototype.getTangent = function(t) {
  17112. // var v = new THREE.Vector3();
  17113. // var c = [];
  17114. // var points = this.points, point, intPoint, weight;
  17115. // point = ( points.length - 1 ) * t;
  17116. // intPoint = Math.floor( point );
  17117. // weight = point - intPoint;
  17118. // c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  17119. // c[ 1 ] = intPoint;
  17120. // c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
  17121. // c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
  17122. // var pt0 = points[ c[0] ],
  17123. // pt1 = points[ c[1] ],
  17124. // pt2 = points[ c[2] ],
  17125. // pt3 = points[ c[3] ];
  17126. // // t = weight;
  17127. // v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
  17128. // v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
  17129. // v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
  17130. // return v;
  17131. // }
  17132. // File:src/extras/curves/ClosedSplineCurve3.js
  17133. /**************************************************************
  17134. * Closed Spline 3D curve
  17135. **************************************************************/
  17136. THREE.ClosedSplineCurve3 = THREE.Curve.create(
  17137. function ( points /* array of Vector3 */) {
  17138. this.points = (points == undefined) ? [] : points;
  17139. },
  17140. function ( t ) {
  17141. var v = new THREE.Vector3();
  17142. var c = [];
  17143. var points = this.points, point, intPoint, weight;
  17144. point = ( points.length - 0 ) * t;
  17145. // This needs to be from 0-length +1
  17146. intPoint = Math.floor( point );
  17147. weight = point - intPoint;
  17148. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
  17149. c[ 0 ] = ( intPoint - 1 ) % points.length;
  17150. c[ 1 ] = ( intPoint ) % points.length;
  17151. c[ 2 ] = ( intPoint + 1 ) % points.length;
  17152. c[ 3 ] = ( intPoint + 2 ) % points.length;
  17153. v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
  17154. v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
  17155. v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
  17156. return v;
  17157. }
  17158. );
  17159. // File:src/extras/animation/AnimationHandler.js
  17160. /**
  17161. * @author mikael emtinger / http://gomo.se/
  17162. */
  17163. THREE.AnimationHandler = {
  17164. LINEAR: 0,
  17165. CATMULLROM: 1,
  17166. CATMULLROM_FORWARD: 2,
  17167. //
  17168. add: function () { console.warn( 'THREE.AnimationHandler.add() has been deprecated.' ); },
  17169. get: function () { console.warn( 'THREE.AnimationHandler.get() has been deprecated.' ); },
  17170. remove: function () { console.warn( 'THREE.AnimationHandler.remove() has been deprecated.' ); },
  17171. //
  17172. animations: [],
  17173. init: function ( data ) {
  17174. if ( data.initialized === true ) return;
  17175. // loop through all keys
  17176. for ( var h = 0; h < data.hierarchy.length; h ++ ) {
  17177. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17178. // remove minus times
  17179. if ( data.hierarchy[ h ].keys[ k ].time < 0 ) {
  17180. data.hierarchy[ h ].keys[ k ].time = 0;
  17181. }
  17182. // create quaternions
  17183. if ( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
  17184. ! ( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
  17185. var quat = data.hierarchy[ h ].keys[ k ].rot;
  17186. data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion().fromArray( quat );
  17187. }
  17188. }
  17189. // prepare morph target keys
  17190. if ( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
  17191. // get all used
  17192. var usedMorphTargets = {};
  17193. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17194. for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
  17195. var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
  17196. usedMorphTargets[ morphTargetName ] = - 1;
  17197. }
  17198. }
  17199. data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
  17200. // set all used on all frames
  17201. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17202. var influences = {};
  17203. for ( var morphTargetName in usedMorphTargets ) {
  17204. for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
  17205. if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
  17206. influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
  17207. break;
  17208. }
  17209. }
  17210. if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
  17211. influences[ morphTargetName ] = 0;
  17212. }
  17213. }
  17214. data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
  17215. }
  17216. }
  17217. // remove all keys that are on the same time
  17218. for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17219. if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
  17220. data.hierarchy[ h ].keys.splice( k, 1 );
  17221. k --;
  17222. }
  17223. }
  17224. // set index
  17225. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17226. data.hierarchy[ h ].keys[ k ].index = k;
  17227. }
  17228. }
  17229. data.initialized = true;
  17230. return data;
  17231. },
  17232. parse: function ( root ) {
  17233. var parseRecurseHierarchy = function ( root, hierarchy ) {
  17234. hierarchy.push( root );
  17235. for ( var c = 0; c < root.children.length; c ++ )
  17236. parseRecurseHierarchy( root.children[ c ], hierarchy );
  17237. };
  17238. // setup hierarchy
  17239. var hierarchy = [];
  17240. if ( root instanceof THREE.SkinnedMesh ) {
  17241. for ( var b = 0; b < root.skeleton.bones.length; b ++ ) {
  17242. hierarchy.push( root.skeleton.bones[ b ] );
  17243. }
  17244. } else {
  17245. parseRecurseHierarchy( root, hierarchy );
  17246. }
  17247. return hierarchy;
  17248. },
  17249. play: function ( animation ) {
  17250. if ( this.animations.indexOf( animation ) === - 1 ) {
  17251. this.animations.push( animation );
  17252. }
  17253. },
  17254. stop: function ( animation ) {
  17255. var index = this.animations.indexOf( animation );
  17256. if ( index !== - 1 ) {
  17257. this.animations.splice( index, 1 );
  17258. }
  17259. },
  17260. update: function ( deltaTimeMS ) {
  17261. for ( var i = 0; i < this.animations.length; i ++ ) {
  17262. this.animations[ i ].resetBlendWeights( );
  17263. }
  17264. for ( var i = 0; i < this.animations.length; i ++ ) {
  17265. this.animations[ i ].update( deltaTimeMS );
  17266. }
  17267. }
  17268. };
  17269. // File:src/extras/animation/Animation.js
  17270. /**
  17271. * @author mikael emtinger / http://gomo.se/
  17272. * @author mrdoob / http://mrdoob.com/
  17273. * @author alteredq / http://alteredqualia.com/
  17274. */
  17275. THREE.Animation = function ( root, data ) {
  17276. this.root = root;
  17277. this.data = THREE.AnimationHandler.init( data );
  17278. this.hierarchy = THREE.AnimationHandler.parse( root );
  17279. this.currentTime = 0;
  17280. this.timeScale = 1;
  17281. this.isPlaying = false;
  17282. this.loop = true;
  17283. this.weight = 0;
  17284. this.interpolationType = THREE.AnimationHandler.LINEAR;
  17285. };
  17286. THREE.Animation.prototype.keyTypes = [ "pos", "rot", "scl" ];
  17287. THREE.Animation.prototype.play = function ( startTime, weight ) {
  17288. this.currentTime = startTime !== undefined ? startTime : 0;
  17289. this.weight = weight !== undefined ? weight: 1;
  17290. this.isPlaying = true;
  17291. this.reset();
  17292. THREE.AnimationHandler.play( this );
  17293. };
  17294. THREE.Animation.prototype.stop = function() {
  17295. this.isPlaying = false;
  17296. THREE.AnimationHandler.stop( this );
  17297. };
  17298. THREE.Animation.prototype.reset = function () {
  17299. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  17300. var object = this.hierarchy[ h ];
  17301. object.matrixAutoUpdate = true;
  17302. if ( object.animationCache === undefined ) {
  17303. object.animationCache = {
  17304. animations: {},
  17305. blending: {
  17306. positionWeight: 0.0,
  17307. quaternionWeight: 0.0,
  17308. scaleWeight: 0.0
  17309. }
  17310. };
  17311. }
  17312. if ( object.animationCache.animations[this.data.name] === undefined ) {
  17313. object.animationCache.animations[this.data.name] = {};
  17314. object.animationCache.animations[this.data.name].prevKey = { pos: 0, rot: 0, scl: 0 };
  17315. object.animationCache.animations[this.data.name].nextKey = { pos: 0, rot: 0, scl: 0 };
  17316. object.animationCache.animations[this.data.name].originalMatrix = object.matrix;
  17317. }
  17318. var animationCache = object.animationCache.animations[this.data.name];
  17319. // Get keys to match our current time
  17320. for ( var t = 0; t < 3; t ++ ) {
  17321. var type = this.keyTypes[ t ];
  17322. var prevKey = this.data.hierarchy[ h ].keys[ 0 ];
  17323. var nextKey = this.getNextKeyWith( type, h, 1 );
  17324. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  17325. prevKey = nextKey;
  17326. nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
  17327. }
  17328. animationCache.prevKey[ type ] = prevKey;
  17329. animationCache.nextKey[ type ] = nextKey;
  17330. }
  17331. }
  17332. };
  17333. THREE.Animation.prototype.resetBlendWeights = function () {
  17334. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  17335. var object = this.hierarchy[ h ];
  17336. if ( object.animationCache !== undefined ) {
  17337. object.animationCache.blending.positionWeight = 0.0;
  17338. object.animationCache.blending.quaternionWeight = 0.0;
  17339. object.animationCache.blending.scaleWeight = 0.0;
  17340. }
  17341. }
  17342. };
  17343. THREE.Animation.prototype.update = (function(){
  17344. var points = [];
  17345. var target = new THREE.Vector3();
  17346. var newVector = new THREE.Vector3();
  17347. var newQuat = new THREE.Quaternion();
  17348. // Catmull-Rom spline
  17349. var interpolateCatmullRom = function ( points, scale ) {
  17350. var c = [], v3 = [],
  17351. point, intPoint, weight, w2, w3,
  17352. pa, pb, pc, pd;
  17353. point = ( points.length - 1 ) * scale;
  17354. intPoint = Math.floor( point );
  17355. weight = point - intPoint;
  17356. c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
  17357. c[ 1 ] = intPoint;
  17358. c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
  17359. c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
  17360. pa = points[ c[ 0 ] ];
  17361. pb = points[ c[ 1 ] ];
  17362. pc = points[ c[ 2 ] ];
  17363. pd = points[ c[ 3 ] ];
  17364. w2 = weight * weight;
  17365. w3 = weight * w2;
  17366. v3[ 0 ] = interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
  17367. v3[ 1 ] = interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
  17368. v3[ 2 ] = interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
  17369. return v3;
  17370. };
  17371. var interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
  17372. var v0 = ( p2 - p0 ) * 0.5,
  17373. v1 = ( p3 - p1 ) * 0.5;
  17374. return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  17375. };
  17376. return function ( delta ) {
  17377. if ( this.isPlaying === false ) return;
  17378. this.currentTime += delta * this.timeScale;
  17379. if ( this.weight === 0 )
  17380. return;
  17381. //
  17382. var duration = this.data.length;
  17383. if ( this.loop === true && this.currentTime > duration ) {
  17384. this.currentTime %= duration;
  17385. this.reset();
  17386. } else if ( this.loop === false && this.currentTime > duration ) {
  17387. this.stop();
  17388. return;
  17389. }
  17390. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  17391. var object = this.hierarchy[ h ];
  17392. var animationCache = object.animationCache.animations[this.data.name];
  17393. var blending = object.animationCache.blending;
  17394. // loop through pos/rot/scl
  17395. for ( var t = 0; t < 3; t ++ ) {
  17396. // get keys
  17397. var type = this.keyTypes[ t ];
  17398. var prevKey = animationCache.prevKey[ type ];
  17399. var nextKey = animationCache.nextKey[ type ];
  17400. if ( nextKey.time <= this.currentTime ) {
  17401. prevKey = this.data.hierarchy[ h ].keys[ 0 ];
  17402. nextKey = this.getNextKeyWith( type, h, 1 );
  17403. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  17404. prevKey = nextKey;
  17405. nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
  17406. }
  17407. animationCache.prevKey[ type ] = prevKey;
  17408. animationCache.nextKey[ type ] = nextKey;
  17409. }
  17410. object.matrixAutoUpdate = true;
  17411. object.matrixWorldNeedsUpdate = true;
  17412. var scale = ( this.currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
  17413. var prevXYZ = prevKey[ type ];
  17414. var nextXYZ = nextKey[ type ];
  17415. if ( scale < 0 ) scale = 0;
  17416. if ( scale > 1 ) scale = 1;
  17417. // interpolate
  17418. if ( type === "pos" ) {
  17419. if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
  17420. newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
  17421. newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
  17422. newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
  17423. // blend
  17424. var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
  17425. object.position.lerp( newVector, proportionalWeight );
  17426. blending.positionWeight += this.weight;
  17427. } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  17428. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  17429. points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
  17430. points[ 1 ] = prevXYZ;
  17431. points[ 2 ] = nextXYZ;
  17432. points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
  17433. scale = scale * 0.33 + 0.33;
  17434. var currentPoint = interpolateCatmullRom( points, scale );
  17435. var proportionalWeight = this.weight / ( this.weight + blending.positionWeight );
  17436. blending.positionWeight += this.weight;
  17437. // blend
  17438. var vector = object.position;
  17439. vector.x = vector.x + ( currentPoint[ 0 ] - vector.x ) * proportionalWeight;
  17440. vector.y = vector.y + ( currentPoint[ 1 ] - vector.y ) * proportionalWeight;
  17441. vector.z = vector.z + ( currentPoint[ 2 ] - vector.z ) * proportionalWeight;
  17442. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  17443. var forwardPoint = interpolateCatmullRom( points, scale * 1.01 );
  17444. target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
  17445. target.sub( vector );
  17446. target.y = 0;
  17447. target.normalize();
  17448. var angle = Math.atan2( target.x, target.z );
  17449. object.rotation.set( 0, angle, 0 );
  17450. }
  17451. }
  17452. } else if ( type === "rot" ) {
  17453. THREE.Quaternion.slerp( prevXYZ, nextXYZ, newQuat, scale );
  17454. // Avoid paying the cost of an additional slerp if we don't have to
  17455. if ( blending.quaternionWeight === 0 ) {
  17456. object.quaternion.copy(newQuat);
  17457. blending.quaternionWeight = this.weight;
  17458. } else {
  17459. var proportionalWeight = this.weight / ( this.weight + blending.quaternionWeight );
  17460. THREE.Quaternion.slerp( object.quaternion, newQuat, object.quaternion, proportionalWeight );
  17461. blending.quaternionWeight += this.weight;
  17462. }
  17463. } else if ( type === "scl" ) {
  17464. newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
  17465. newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
  17466. newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
  17467. var proportionalWeight = this.weight / ( this.weight + blending.scaleWeight );
  17468. object.scale.lerp( newVector, proportionalWeight );
  17469. blending.scaleWeight += this.weight;
  17470. }
  17471. }
  17472. }
  17473. return true;
  17474. };
  17475. })();
  17476. // Get next key with
  17477. THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
  17478. var keys = this.data.hierarchy[ h ].keys;
  17479. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  17480. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  17481. key = key < keys.length - 1 ? key : keys.length - 1;
  17482. } else {
  17483. key = key % keys.length;
  17484. }
  17485. for ( ; key < keys.length; key ++ ) {
  17486. if ( keys[ key ][ type ] !== undefined ) {
  17487. return keys[ key ];
  17488. }
  17489. }
  17490. return this.data.hierarchy[ h ].keys[ 0 ];
  17491. };
  17492. // Get previous key with
  17493. THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
  17494. var keys = this.data.hierarchy[ h ].keys;
  17495. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  17496. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  17497. key = key > 0 ? key : 0;
  17498. } else {
  17499. key = key >= 0 ? key : key + keys.length;
  17500. }
  17501. for ( ; key >= 0; key -- ) {
  17502. if ( keys[ key ][ type ] !== undefined ) {
  17503. return keys[ key ];
  17504. }
  17505. }
  17506. return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
  17507. };
  17508. // File:src/extras/animation/KeyFrameAnimation.js
  17509. /**
  17510. * @author mikael emtinger / http://gomo.se/
  17511. * @author mrdoob / http://mrdoob.com/
  17512. * @author alteredq / http://alteredqualia.com/
  17513. * @author khang duong
  17514. * @author erik kitson
  17515. */
  17516. THREE.KeyFrameAnimation = function ( data ) {
  17517. this.root = data.node;
  17518. this.data = THREE.AnimationHandler.init( data );
  17519. this.hierarchy = THREE.AnimationHandler.parse( this.root );
  17520. this.currentTime = 0;
  17521. this.timeScale = 0.001;
  17522. this.isPlaying = false;
  17523. this.isPaused = true;
  17524. this.loop = true;
  17525. // initialize to first keyframes
  17526. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  17527. var keys = this.data.hierarchy[h].keys,
  17528. sids = this.data.hierarchy[h].sids,
  17529. obj = this.hierarchy[h];
  17530. if ( keys.length && sids ) {
  17531. for ( var s = 0; s < sids.length; s ++ ) {
  17532. var sid = sids[ s ],
  17533. next = this.getNextKeyWith( sid, h, 0 );
  17534. if ( next ) {
  17535. next.apply( sid );
  17536. }
  17537. }
  17538. obj.matrixAutoUpdate = false;
  17539. this.data.hierarchy[h].node.updateMatrix();
  17540. obj.matrixWorldNeedsUpdate = true;
  17541. }
  17542. }
  17543. };
  17544. THREE.KeyFrameAnimation.prototype.play = function ( startTime ) {
  17545. this.currentTime = startTime !== undefined ? startTime : 0;
  17546. if ( this.isPlaying === false ) {
  17547. this.isPlaying = true;
  17548. // reset key cache
  17549. var h, hl = this.hierarchy.length,
  17550. object,
  17551. node;
  17552. for ( h = 0; h < hl; h ++ ) {
  17553. object = this.hierarchy[ h ];
  17554. node = this.data.hierarchy[ h ];
  17555. if ( node.animationCache === undefined ) {
  17556. node.animationCache = {};
  17557. node.animationCache.prevKey = null;
  17558. node.animationCache.nextKey = null;
  17559. node.animationCache.originalMatrix = object.matrix;
  17560. }
  17561. var keys = this.data.hierarchy[h].keys;
  17562. if (keys.length) {
  17563. node.animationCache.prevKey = keys[ 0 ];
  17564. node.animationCache.nextKey = keys[ 1 ];
  17565. this.startTime = Math.min( keys[0].time, this.startTime );
  17566. this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
  17567. }
  17568. }
  17569. this.update( 0 );
  17570. }
  17571. this.isPaused = false;
  17572. THREE.AnimationHandler.play( this );
  17573. };
  17574. THREE.KeyFrameAnimation.prototype.stop = function() {
  17575. this.isPlaying = false;
  17576. this.isPaused = false;
  17577. THREE.AnimationHandler.stop( this );
  17578. // reset JIT matrix and remove cache
  17579. for ( var h = 0; h < this.data.hierarchy.length; h ++ ) {
  17580. var obj = this.hierarchy[ h ];
  17581. var node = this.data.hierarchy[ h ];
  17582. if ( node.animationCache !== undefined ) {
  17583. var original = node.animationCache.originalMatrix;
  17584. original.copy( obj.matrix );
  17585. obj.matrix = original;
  17586. delete node.animationCache;
  17587. }
  17588. }
  17589. };
  17590. // Update
  17591. THREE.KeyFrameAnimation.prototype.update = function ( delta ) {
  17592. if ( this.isPlaying === false ) return;
  17593. this.currentTime += delta * this.timeScale;
  17594. //
  17595. var duration = this.data.length;
  17596. if ( this.loop === true && this.currentTime > duration ) {
  17597. this.currentTime %= duration;
  17598. }
  17599. this.currentTime = Math.min( this.currentTime, duration );
  17600. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  17601. var object = this.hierarchy[ h ];
  17602. var node = this.data.hierarchy[ h ];
  17603. var keys = node.keys,
  17604. animationCache = node.animationCache;
  17605. if ( keys.length ) {
  17606. var prevKey = animationCache.prevKey;
  17607. var nextKey = animationCache.nextKey;
  17608. if ( nextKey.time <= this.currentTime ) {
  17609. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  17610. prevKey = nextKey;
  17611. nextKey = keys[ prevKey.index + 1 ];
  17612. }
  17613. animationCache.prevKey = prevKey;
  17614. animationCache.nextKey = nextKey;
  17615. }
  17616. if ( nextKey.time >= this.currentTime ) {
  17617. prevKey.interpolate( nextKey, this.currentTime );
  17618. } else {
  17619. prevKey.interpolate( nextKey, nextKey.time );
  17620. }
  17621. this.data.hierarchy[ h ].node.updateMatrix();
  17622. object.matrixWorldNeedsUpdate = true;
  17623. }
  17624. }
  17625. };
  17626. // Get next key with
  17627. THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
  17628. var keys = this.data.hierarchy[ h ].keys;
  17629. key = key % keys.length;
  17630. for ( ; key < keys.length; key ++ ) {
  17631. if ( keys[ key ].hasTarget( sid ) ) {
  17632. return keys[ key ];
  17633. }
  17634. }
  17635. return keys[ 0 ];
  17636. };
  17637. // Get previous key with
  17638. THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
  17639. var keys = this.data.hierarchy[ h ].keys;
  17640. key = key >= 0 ? key : key + keys.length;
  17641. for ( ; key >= 0; key -- ) {
  17642. if ( keys[ key ].hasTarget( sid ) ) {
  17643. return keys[ key ];
  17644. }
  17645. }
  17646. return keys[ keys.length - 1 ];
  17647. };
  17648. // File:src/extras/animation/MorphAnimation.js
  17649. /**
  17650. * @author mrdoob / http://mrdoob.com
  17651. */
  17652. THREE.MorphAnimation = function ( mesh ) {
  17653. this.mesh = mesh;
  17654. this.frames = mesh.morphTargetInfluences.length;
  17655. this.currentTime = 0;
  17656. this.duration = 1000;
  17657. this.loop = true;
  17658. this.isPlaying = false;
  17659. };
  17660. THREE.MorphAnimation.prototype = {
  17661. play: function () {
  17662. this.isPlaying = true;
  17663. },
  17664. pause: function () {
  17665. this.isPlaying = false;
  17666. },
  17667. update: ( function () {
  17668. var lastFrame = 0;
  17669. var currentFrame = 0;
  17670. return function ( delta ) {
  17671. if ( this.isPlaying === false ) return;
  17672. this.currentTime += delta;
  17673. if ( this.loop === true && this.currentTime > this.duration ) {
  17674. this.currentTime %= this.duration;
  17675. }
  17676. this.currentTime = Math.min( this.currentTime, this.duration );
  17677. var interpolation = this.duration / this.frames;
  17678. var frame = Math.floor( this.currentTime / interpolation );
  17679. if ( frame != currentFrame ) {
  17680. this.mesh.morphTargetInfluences[ lastFrame ] = 0;
  17681. this.mesh.morphTargetInfluences[ currentFrame ] = 1;
  17682. this.mesh.morphTargetInfluences[ frame ] = 0;
  17683. lastFrame = currentFrame;
  17684. currentFrame = frame;
  17685. }
  17686. this.mesh.morphTargetInfluences[ frame ] = ( this.currentTime % interpolation ) / interpolation;
  17687. this.mesh.morphTargetInfluences[ lastFrame ] = 1 - this.mesh.morphTargetInfluences[ frame ];
  17688. }
  17689. } )()
  17690. };
  17691. // File:src/extras/geometries/BoxGeometry.js
  17692. /**
  17693. * @author mrdoob / http://mrdoob.com/
  17694. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
  17695. */
  17696. THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  17697. THREE.Geometry.call( this );
  17698. this.parameters = {
  17699. width: width,
  17700. height: height,
  17701. depth: depth,
  17702. widthSegments: widthSegments,
  17703. heightSegments: heightSegments,
  17704. depthSegments: depthSegments
  17705. };
  17706. this.widthSegments = widthSegments || 1;
  17707. this.heightSegments = heightSegments || 1;
  17708. this.depthSegments = depthSegments || 1;
  17709. var scope = this;
  17710. var width_half = width / 2;
  17711. var height_half = height / 2;
  17712. var depth_half = depth / 2;
  17713. buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, 0 ); // px
  17714. buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, 1 ); // nx
  17715. buildPlane( 'x', 'z', 1, 1, width, depth, height_half, 2 ); // py
  17716. buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, 3 ); // ny
  17717. buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, 4 ); // pz
  17718. buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, 5 ); // nz
  17719. function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
  17720. var w, ix, iy,
  17721. gridX = scope.widthSegments,
  17722. gridY = scope.heightSegments,
  17723. width_half = width / 2,
  17724. height_half = height / 2,
  17725. offset = scope.vertices.length;
  17726. if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
  17727. w = 'z';
  17728. } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
  17729. w = 'y';
  17730. gridY = scope.depthSegments;
  17731. } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
  17732. w = 'x';
  17733. gridX = scope.depthSegments;
  17734. }
  17735. var gridX1 = gridX + 1,
  17736. gridY1 = gridY + 1,
  17737. segment_width = width / gridX,
  17738. segment_height = height / gridY,
  17739. normal = new THREE.Vector3();
  17740. normal[ w ] = depth > 0 ? 1 : - 1;
  17741. for ( iy = 0; iy < gridY1; iy ++ ) {
  17742. for ( ix = 0; ix < gridX1; ix ++ ) {
  17743. var vector = new THREE.Vector3();
  17744. vector[ u ] = ( ix * segment_width - width_half ) * udir;
  17745. vector[ v ] = ( iy * segment_height - height_half ) * vdir;
  17746. vector[ w ] = depth;
  17747. scope.vertices.push( vector );
  17748. }
  17749. }
  17750. for ( iy = 0; iy < gridY; iy ++ ) {
  17751. for ( ix = 0; ix < gridX; ix ++ ) {
  17752. var a = ix + gridX1 * iy;
  17753. var b = ix + gridX1 * ( iy + 1 );
  17754. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  17755. var d = ( ix + 1 ) + gridX1 * iy;
  17756. var uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY );
  17757. var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY );
  17758. var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY );
  17759. var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY );
  17760. var face = new THREE.Face3( a + offset, b + offset, d + offset );
  17761. face.normal.copy( normal );
  17762. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  17763. face.materialIndex = materialIndex;
  17764. scope.faces.push( face );
  17765. scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  17766. face = new THREE.Face3( b + offset, c + offset, d + offset );
  17767. face.normal.copy( normal );
  17768. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  17769. face.materialIndex = materialIndex;
  17770. scope.faces.push( face );
  17771. scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  17772. }
  17773. }
  17774. }
  17775. this.mergeVertices();
  17776. };
  17777. THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17778. // File:src/extras/geometries/CircleGeometry.js
  17779. /**
  17780. * @author hughes
  17781. */
  17782. THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
  17783. THREE.Geometry.call( this );
  17784. this.parameters = {
  17785. radius: radius,
  17786. segments: segments,
  17787. thetaStart: thetaStart,
  17788. thetaLength: thetaLength
  17789. };
  17790. radius = radius || 50;
  17791. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  17792. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  17793. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  17794. var i, uvs = [],
  17795. center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
  17796. this.vertices.push(center);
  17797. uvs.push( centerUV );
  17798. for ( i = 0; i <= segments; i ++ ) {
  17799. var vertex = new THREE.Vector3();
  17800. var segment = thetaStart + i / segments * thetaLength;
  17801. vertex.x = radius * Math.cos( segment );
  17802. vertex.y = radius * Math.sin( segment );
  17803. this.vertices.push( vertex );
  17804. uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );
  17805. }
  17806. var n = new THREE.Vector3( 0, 0, 1 );
  17807. for ( i = 1; i <= segments; i ++ ) {
  17808. this.faces.push( new THREE.Face3( i, i + 1, 0, [ n.clone(), n.clone(), n.clone() ] ) );
  17809. this.faceVertexUvs[ 0 ].push( [ uvs[ i ].clone(), uvs[ i + 1 ].clone(), centerUV.clone() ] );
  17810. }
  17811. this.computeFaceNormals();
  17812. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  17813. };
  17814. THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17815. // File:src/extras/geometries/CubeGeometry.js
  17816. /**
  17817. * @author mrdoob / http://mrdoob.com/
  17818. */
  17819. THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  17820. console.warn( 'THREE.CubeGeometry has been renamed to THREE.BoxGeometry.' );
  17821. return new THREE.BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments );
  17822. };
  17823. // File:src/extras/geometries/CylinderGeometry.js
  17824. /**
  17825. * @author mrdoob / http://mrdoob.com/
  17826. */
  17827. THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded ) {
  17828. THREE.Geometry.call( this );
  17829. this.parameters = {
  17830. radiusTop: radiusTop,
  17831. radiusBottom: radiusBottom,
  17832. height: height,
  17833. radialSegments: radialSegments,
  17834. heightSegments: heightSegments,
  17835. openEnded: openEnded
  17836. };
  17837. radiusTop = radiusTop !== undefined ? radiusTop : 20;
  17838. radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
  17839. height = height !== undefined ? height : 100;
  17840. radialSegments = radialSegments || 8;
  17841. heightSegments = heightSegments || 1;
  17842. openEnded = openEnded !== undefined ? openEnded : false;
  17843. var heightHalf = height / 2;
  17844. var x, y, vertices = [], uvs = [];
  17845. for ( y = 0; y <= heightSegments; y ++ ) {
  17846. var verticesRow = [];
  17847. var uvsRow = [];
  17848. var v = y / heightSegments;
  17849. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  17850. for ( x = 0; x <= radialSegments; x ++ ) {
  17851. var u = x / radialSegments;
  17852. var vertex = new THREE.Vector3();
  17853. vertex.x = radius * Math.sin( u * Math.PI * 2 );
  17854. vertex.y = - v * height + heightHalf;
  17855. vertex.z = radius * Math.cos( u * Math.PI * 2 );
  17856. this.vertices.push( vertex );
  17857. verticesRow.push( this.vertices.length - 1 );
  17858. uvsRow.push( new THREE.Vector2( u, 1 - v ) );
  17859. }
  17860. vertices.push( verticesRow );
  17861. uvs.push( uvsRow );
  17862. }
  17863. var tanTheta = ( radiusBottom - radiusTop ) / height;
  17864. var na, nb;
  17865. for ( x = 0; x < radialSegments; x ++ ) {
  17866. if ( radiusTop !== 0 ) {
  17867. na = this.vertices[ vertices[ 0 ][ x ] ].clone();
  17868. nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
  17869. } else {
  17870. na = this.vertices[ vertices[ 1 ][ x ] ].clone();
  17871. nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
  17872. }
  17873. na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
  17874. nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
  17875. for ( y = 0; y < heightSegments; y ++ ) {
  17876. var v1 = vertices[ y ][ x ];
  17877. var v2 = vertices[ y + 1 ][ x ];
  17878. var v3 = vertices[ y + 1 ][ x + 1 ];
  17879. var v4 = vertices[ y ][ x + 1 ];
  17880. var n1 = na.clone();
  17881. var n2 = na.clone();
  17882. var n3 = nb.clone();
  17883. var n4 = nb.clone();
  17884. var uv1 = uvs[ y ][ x ].clone();
  17885. var uv2 = uvs[ y + 1 ][ x ].clone();
  17886. var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
  17887. var uv4 = uvs[ y ][ x + 1 ].clone();
  17888. this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
  17889. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
  17890. this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
  17891. this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
  17892. }
  17893. }
  17894. // top cap
  17895. if ( openEnded === false && radiusTop > 0 ) {
  17896. this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
  17897. for ( x = 0; x < radialSegments; x ++ ) {
  17898. var v1 = vertices[ 0 ][ x ];
  17899. var v2 = vertices[ 0 ][ x + 1 ];
  17900. var v3 = this.vertices.length - 1;
  17901. var n1 = new THREE.Vector3( 0, 1, 0 );
  17902. var n2 = new THREE.Vector3( 0, 1, 0 );
  17903. var n3 = new THREE.Vector3( 0, 1, 0 );
  17904. var uv1 = uvs[ 0 ][ x ].clone();
  17905. var uv2 = uvs[ 0 ][ x + 1 ].clone();
  17906. var uv3 = new THREE.Vector2( uv2.x, 0 );
  17907. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  17908. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  17909. }
  17910. }
  17911. // bottom cap
  17912. if ( openEnded === false && radiusBottom > 0 ) {
  17913. this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
  17914. for ( x = 0; x < radialSegments; x ++ ) {
  17915. var v1 = vertices[ y ][ x + 1 ];
  17916. var v2 = vertices[ y ][ x ];
  17917. var v3 = this.vertices.length - 1;
  17918. var n1 = new THREE.Vector3( 0, - 1, 0 );
  17919. var n2 = new THREE.Vector3( 0, - 1, 0 );
  17920. var n3 = new THREE.Vector3( 0, - 1, 0 );
  17921. var uv1 = uvs[ y ][ x + 1 ].clone();
  17922. var uv2 = uvs[ y ][ x ].clone();
  17923. var uv3 = new THREE.Vector2( uv2.x, 1 );
  17924. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  17925. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  17926. }
  17927. }
  17928. this.computeFaceNormals();
  17929. }
  17930. THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17931. // File:src/extras/geometries/ExtrudeGeometry.js
  17932. /**
  17933. * @author zz85 / http://www.lab4games.net/zz85/blog
  17934. *
  17935. * Creates extruded geometry from a path shape.
  17936. *
  17937. * parameters = {
  17938. *
  17939. * curveSegments: <int>, // number of points on the curves
  17940. * steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
  17941. * amount: <int>, // Depth to extrude the shape
  17942. *
  17943. * bevelEnabled: <bool>, // turn on bevel
  17944. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17945. * bevelSize: <float>, // how far from shape outline is bevel
  17946. * bevelSegments: <int>, // number of bevel layers
  17947. *
  17948. * extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
  17949. * frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
  17950. *
  17951. * material: <int> // material index for front and back faces
  17952. * extrudeMaterial: <int> // material index for extrusion and beveled faces
  17953. * uvGenerator: <Object> // object that provides UV generator functions
  17954. *
  17955. * }
  17956. **/
  17957. THREE.ExtrudeGeometry = function ( shapes, options ) {
  17958. if ( typeof( shapes ) === "undefined" ) {
  17959. shapes = [];
  17960. return;
  17961. }
  17962. THREE.Geometry.call( this );
  17963. shapes = shapes instanceof Array ? shapes : [ shapes ];
  17964. this.addShapeList( shapes, options );
  17965. this.computeFaceNormals();
  17966. // can't really use automatic vertex normals
  17967. // as then front and back sides get smoothed too
  17968. // should do separate smoothing just for sides
  17969. //this.computeVertexNormals();
  17970. //console.log( "took", ( Date.now() - startTime ) );
  17971. };
  17972. THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17973. THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
  17974. var sl = shapes.length;
  17975. for ( var s = 0; s < sl; s ++ ) {
  17976. var shape = shapes[ s ];
  17977. this.addShape( shape, options );
  17978. }
  17979. };
  17980. THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
  17981. var amount = options.amount !== undefined ? options.amount : 100;
  17982. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
  17983. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
  17984. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17985. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
  17986. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17987. var steps = options.steps !== undefined ? options.steps : 1;
  17988. var extrudePath = options.extrudePath;
  17989. var extrudePts, extrudeByPath = false;
  17990. var material = options.material;
  17991. var extrudeMaterial = options.extrudeMaterial;
  17992. // Use default WorldUVGenerator if no UV generators are specified.
  17993. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
  17994. var splineTube, binormal, normal, position2;
  17995. if ( extrudePath ) {
  17996. extrudePts = extrudePath.getSpacedPoints( steps );
  17997. extrudeByPath = true;
  17998. bevelEnabled = false; // bevels not supported for path extrusion
  17999. // SETUP TNB variables
  18000. // Reuse TNB from TubeGeomtry for now.
  18001. // TODO1 - have a .isClosed in spline?
  18002. splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
  18003. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18004. binormal = new THREE.Vector3();
  18005. normal = new THREE.Vector3();
  18006. position2 = new THREE.Vector3();
  18007. }
  18008. // Safeguards if bevels are not enabled
  18009. if ( ! bevelEnabled ) {
  18010. bevelSegments = 0;
  18011. bevelThickness = 0;
  18012. bevelSize = 0;
  18013. }
  18014. // Variables initalization
  18015. var ahole, h, hl; // looping of holes
  18016. var scope = this;
  18017. var bevelPoints = [];
  18018. var shapesOffset = this.vertices.length;
  18019. var shapePoints = shape.extractPoints( curveSegments );
  18020. var vertices = shapePoints.shape;
  18021. var holes = shapePoints.holes;
  18022. var reverse = ! THREE.Shape.Utils.isClockWise( vertices ) ;
  18023. if ( reverse ) {
  18024. vertices = vertices.reverse();
  18025. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18026. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18027. ahole = holes[ h ];
  18028. if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
  18029. holes[ h ] = ahole.reverse();
  18030. }
  18031. }
  18032. reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
  18033. }
  18034. var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
  18035. /* Vertices */
  18036. var contour = vertices; // vertices has all points but contour has only points of circumference
  18037. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18038. ahole = holes[ h ];
  18039. vertices = vertices.concat( ahole );
  18040. }
  18041. function scalePt2 ( pt, vec, size ) {
  18042. if ( ! vec ) console.log( "die" );
  18043. return vec.clone().multiplyScalar( size ).add( pt );
  18044. }
  18045. var b, bs, t, z,
  18046. vert, vlen = vertices.length,
  18047. face, flen = faces.length,
  18048. cont, clen = contour.length;
  18049. // Find directions for point movement
  18050. var RAD_TO_DEGREES = 180 / Math.PI;
  18051. function getBevelVec( inPt, inPrev, inNext ) {
  18052. var EPSILON = 0.0000000001;
  18053. var sign = THREE.Math.sign;
  18054. // computes for inPt the corresponding point inPt' on a new contour
  18055. // shiftet by 1 unit (length of normalized vector) to the left
  18056. // if we walk along contour clockwise, this new contour is outside the old one
  18057. //
  18058. // inPt' is the intersection of the two lines parallel to the two
  18059. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18060. var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt
  18061. // good reading for geometry algorithms (here: line-line intersection)
  18062. // http://geomalgorithms.com/a05-_intersect-1.html
  18063. var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
  18064. var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
  18065. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18066. // check for colinear edges
  18067. var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18068. if ( Math.abs( colinear0 ) > EPSILON ) { // not colinear
  18069. // length of vectors for normalizing
  18070. var v_prev_len = Math.sqrt( v_prev_lensq );
  18071. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18072. // shift adjacent points by unit vectors to the left
  18073. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18074. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18075. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18076. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18077. // scaling factor for v_prev to intersection point
  18078. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18079. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18080. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18081. // vector from inPt to intersection point
  18082. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18083. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18084. // Don't normalize!, otherwise sharp corners become ugly
  18085. // but prevent crazy spikes
  18086. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y )
  18087. if ( v_trans_lensq <= 2 ) {
  18088. return new THREE.Vector2( v_trans_x, v_trans_y );
  18089. } else {
  18090. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18091. }
  18092. } else { // handle special case of colinear edges
  18093. var direction_eq = false; // assumes: opposite
  18094. if ( v_prev_x > EPSILON ) {
  18095. if ( v_next_x > EPSILON ) { direction_eq = true; }
  18096. } else {
  18097. if ( v_prev_x < - EPSILON ) {
  18098. if ( v_next_x < - EPSILON ) { direction_eq = true; }
  18099. } else {
  18100. if ( sign(v_prev_y) == sign(v_next_y) ) { direction_eq = true; }
  18101. }
  18102. }
  18103. if ( direction_eq ) {
  18104. // console.log("Warning: lines are a straight sequence");
  18105. v_trans_x = - v_prev_y;
  18106. v_trans_y = v_prev_x;
  18107. shrink_by = Math.sqrt( v_prev_lensq );
  18108. } else {
  18109. // console.log("Warning: lines are a straight spike");
  18110. v_trans_x = v_prev_x;
  18111. v_trans_y = v_prev_y;
  18112. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18113. }
  18114. }
  18115. return new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18116. }
  18117. var contourMovements = [];
  18118. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18119. if ( j === il ) j = 0;
  18120. if ( k === il ) k = 0;
  18121. // (j)---(i)---(k)
  18122. // console.log('i,j,k', i, j , k)
  18123. var pt_i = contour[ i ];
  18124. var pt_j = contour[ j ];
  18125. var pt_k = contour[ k ];
  18126. contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18127. }
  18128. var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
  18129. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18130. ahole = holes[ h ];
  18131. oneHoleMovements = [];
  18132. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18133. if ( j === il ) j = 0;
  18134. if ( k === il ) k = 0;
  18135. // (j)---(i)---(k)
  18136. oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18137. }
  18138. holesMovements.push( oneHoleMovements );
  18139. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18140. }
  18141. // Loop bevelSegments, 1 for the front, 1 for the back
  18142. for ( b = 0; b < bevelSegments; b ++ ) {
  18143. //for ( b = bevelSegments; b > 0; b -- ) {
  18144. t = b / bevelSegments;
  18145. z = bevelThickness * ( 1 - t );
  18146. //z = bevelThickness * t;
  18147. bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
  18148. //bs = bevelSize * t ; // linear
  18149. // contract shape
  18150. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18151. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18152. v( vert.x, vert.y, - z );
  18153. }
  18154. // expand holes
  18155. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18156. ahole = holes[ h ];
  18157. oneHoleMovements = holesMovements[ h ];
  18158. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18159. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18160. v( vert.x, vert.y, - z );
  18161. }
  18162. }
  18163. }
  18164. bs = bevelSize;
  18165. // Back facing vertices
  18166. for ( i = 0; i < vlen; i ++ ) {
  18167. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18168. if ( ! extrudeByPath ) {
  18169. v( vert.x, vert.y, 0 );
  18170. } else {
  18171. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18172. normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
  18173. binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
  18174. position2.copy( extrudePts[0] ).add(normal).add(binormal);
  18175. v( position2.x, position2.y, position2.z );
  18176. }
  18177. }
  18178. // Add stepped vertices...
  18179. // Including front facing vertices
  18180. var s;
  18181. for ( s = 1; s <= steps; s ++ ) {
  18182. for ( i = 0; i < vlen; i ++ ) {
  18183. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18184. if ( ! extrudeByPath ) {
  18185. v( vert.x, vert.y, amount / steps * s );
  18186. } else {
  18187. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18188. normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
  18189. binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
  18190. position2.copy( extrudePts[s] ).add( normal ).add( binormal );
  18191. v( position2.x, position2.y, position2.z );
  18192. }
  18193. }
  18194. }
  18195. // Add bevel segments planes
  18196. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18197. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18198. t = b / bevelSegments;
  18199. z = bevelThickness * ( 1 - t );
  18200. //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
  18201. bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
  18202. // contract shape
  18203. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18204. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18205. v( vert.x, vert.y, amount + z );
  18206. }
  18207. // expand holes
  18208. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18209. ahole = holes[ h ];
  18210. oneHoleMovements = holesMovements[ h ];
  18211. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18212. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18213. if ( ! extrudeByPath ) {
  18214. v( vert.x, vert.y, amount + z );
  18215. } else {
  18216. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18217. }
  18218. }
  18219. }
  18220. }
  18221. /* Faces */
  18222. // Top and bottom faces
  18223. buildLidFaces();
  18224. // Sides faces
  18225. buildSideFaces();
  18226. ///// Internal functions
  18227. function buildLidFaces() {
  18228. if ( bevelEnabled ) {
  18229. var layer = 0 ; // steps + 1
  18230. var offset = vlen * layer;
  18231. // Bottom faces
  18232. for ( i = 0; i < flen; i ++ ) {
  18233. face = faces[ i ];
  18234. f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );
  18235. }
  18236. layer = steps + bevelSegments * 2;
  18237. offset = vlen * layer;
  18238. // Top faces
  18239. for ( i = 0; i < flen; i ++ ) {
  18240. face = faces[ i ];
  18241. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );
  18242. }
  18243. } else {
  18244. // Bottom faces
  18245. for ( i = 0; i < flen; i ++ ) {
  18246. face = faces[ i ];
  18247. f3( face[ 2 ], face[ 1 ], face[ 0 ], true );
  18248. }
  18249. // Top faces
  18250. for ( i = 0; i < flen; i ++ ) {
  18251. face = faces[ i ];
  18252. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );
  18253. }
  18254. }
  18255. }
  18256. // Create faces for the z-sides of the shape
  18257. function buildSideFaces() {
  18258. var layeroffset = 0;
  18259. sidewalls( contour, layeroffset );
  18260. layeroffset += contour.length;
  18261. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18262. ahole = holes[ h ];
  18263. sidewalls( ahole, layeroffset );
  18264. //, true
  18265. layeroffset += ahole.length;
  18266. }
  18267. }
  18268. function sidewalls( contour, layeroffset ) {
  18269. var j, k;
  18270. i = contour.length;
  18271. while ( --i >= 0 ) {
  18272. j = i;
  18273. k = i - 1;
  18274. if ( k < 0 ) k = contour.length - 1;
  18275. //console.log('b', i,j, i-1, k,vertices.length);
  18276. var s = 0, sl = steps + bevelSegments * 2;
  18277. for ( s = 0; s < sl; s ++ ) {
  18278. var slen1 = vlen * s;
  18279. var slen2 = vlen * ( s + 1 );
  18280. var a = layeroffset + j + slen1,
  18281. b = layeroffset + k + slen1,
  18282. c = layeroffset + k + slen2,
  18283. d = layeroffset + j + slen2;
  18284. f4( a, b, c, d, contour, s, sl, j, k );
  18285. }
  18286. }
  18287. }
  18288. function v( x, y, z ) {
  18289. scope.vertices.push( new THREE.Vector3( x, y, z ) );
  18290. }
  18291. function f3( a, b, c, isBottom ) {
  18292. a += shapesOffset;
  18293. b += shapesOffset;
  18294. c += shapesOffset;
  18295. // normal, color, material
  18296. scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
  18297. var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );
  18298. scope.faceVertexUvs[ 0 ].push( uvs );
  18299. }
  18300. function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
  18301. a += shapesOffset;
  18302. b += shapesOffset;
  18303. c += shapesOffset;
  18304. d += shapesOffset;
  18305. scope.faces.push( new THREE.Face3( a, b, d, null, null, extrudeMaterial ) );
  18306. scope.faces.push( new THREE.Face3( b, c, d, null, null, extrudeMaterial ) );
  18307. var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
  18308. stepIndex, stepsLength, contourIndex1, contourIndex2 );
  18309. scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
  18310. scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
  18311. }
  18312. };
  18313. THREE.ExtrudeGeometry.WorldUVGenerator = {
  18314. generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
  18315. var ax = geometry.vertices[ indexA ].x,
  18316. ay = geometry.vertices[ indexA ].y,
  18317. bx = geometry.vertices[ indexB ].x,
  18318. by = geometry.vertices[ indexB ].y,
  18319. cx = geometry.vertices[ indexC ].x,
  18320. cy = geometry.vertices[ indexC ].y;
  18321. return [
  18322. new THREE.Vector2( ax, ay ),
  18323. new THREE.Vector2( bx, by ),
  18324. new THREE.Vector2( cx, cy )
  18325. ];
  18326. },
  18327. generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
  18328. return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );
  18329. },
  18330. generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
  18331. indexA, indexB, indexC, indexD, stepIndex, stepsLength,
  18332. contourIndex1, contourIndex2 ) {
  18333. var ax = geometry.vertices[ indexA ].x,
  18334. ay = geometry.vertices[ indexA ].y,
  18335. az = geometry.vertices[ indexA ].z,
  18336. bx = geometry.vertices[ indexB ].x,
  18337. by = geometry.vertices[ indexB ].y,
  18338. bz = geometry.vertices[ indexB ].z,
  18339. cx = geometry.vertices[ indexC ].x,
  18340. cy = geometry.vertices[ indexC ].y,
  18341. cz = geometry.vertices[ indexC ].z,
  18342. dx = geometry.vertices[ indexD ].x,
  18343. dy = geometry.vertices[ indexD ].y,
  18344. dz = geometry.vertices[ indexD ].z;
  18345. if ( Math.abs( ay - by ) < 0.01 ) {
  18346. return [
  18347. new THREE.Vector2( ax, 1 - az ),
  18348. new THREE.Vector2( bx, 1 - bz ),
  18349. new THREE.Vector2( cx, 1 - cz ),
  18350. new THREE.Vector2( dx, 1 - dz )
  18351. ];
  18352. } else {
  18353. return [
  18354. new THREE.Vector2( ay, 1 - az ),
  18355. new THREE.Vector2( by, 1 - bz ),
  18356. new THREE.Vector2( cy, 1 - cz ),
  18357. new THREE.Vector2( dy, 1 - dz )
  18358. ];
  18359. }
  18360. }
  18361. };
  18362. THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
  18363. THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
  18364. THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
  18365. THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
  18366. THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
  18367. THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
  18368. // File:src/extras/geometries/ShapeGeometry.js
  18369. /**
  18370. * @author jonobr1 / http://jonobr1.com
  18371. *
  18372. * Creates a one-sided polygonal geometry from a path shape. Similar to
  18373. * ExtrudeGeometry.
  18374. *
  18375. * parameters = {
  18376. *
  18377. * curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
  18378. *
  18379. * material: <int> // material index for front and back faces
  18380. * uvGenerator: <Object> // object that provides UV generator functions
  18381. *
  18382. * }
  18383. **/
  18384. THREE.ShapeGeometry = function ( shapes, options ) {
  18385. THREE.Geometry.call( this );
  18386. if ( shapes instanceof Array === false ) shapes = [ shapes ];
  18387. this.addShapeList( shapes, options );
  18388. this.computeFaceNormals();
  18389. };
  18390. THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18391. /**
  18392. * Add an array of shapes to THREE.ShapeGeometry.
  18393. */
  18394. THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
  18395. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18396. this.addShape( shapes[ i ], options );
  18397. }
  18398. return this;
  18399. };
  18400. /**
  18401. * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
  18402. */
  18403. THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
  18404. if ( options === undefined ) options = {};
  18405. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18406. var material = options.material;
  18407. var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
  18408. //
  18409. var i, l, hole, s;
  18410. var shapesOffset = this.vertices.length;
  18411. var shapePoints = shape.extractPoints( curveSegments );
  18412. var vertices = shapePoints.shape;
  18413. var holes = shapePoints.holes;
  18414. var reverse = ! THREE.Shape.Utils.isClockWise( vertices );
  18415. if ( reverse ) {
  18416. vertices = vertices.reverse();
  18417. // Maybe we should also check if holes are in the opposite direction, just to be safe...
  18418. for ( i = 0, l = holes.length; i < l; i ++ ) {
  18419. hole = holes[ i ];
  18420. if ( THREE.Shape.Utils.isClockWise( hole ) ) {
  18421. holes[ i ] = hole.reverse();
  18422. }
  18423. }
  18424. reverse = false;
  18425. }
  18426. var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
  18427. // Vertices
  18428. var contour = vertices;
  18429. for ( i = 0, l = holes.length; i < l; i ++ ) {
  18430. hole = holes[ i ];
  18431. vertices = vertices.concat( hole );
  18432. }
  18433. //
  18434. var vert, vlen = vertices.length;
  18435. var face, flen = faces.length;
  18436. var cont, clen = contour.length;
  18437. for ( i = 0; i < vlen; i ++ ) {
  18438. vert = vertices[ i ];
  18439. this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
  18440. }
  18441. for ( i = 0; i < flen; i ++ ) {
  18442. face = faces[ i ];
  18443. var a = face[ 0 ] + shapesOffset;
  18444. var b = face[ 1 ] + shapesOffset;
  18445. var c = face[ 2 ] + shapesOffset;
  18446. this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
  18447. this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );
  18448. }
  18449. };
  18450. // File:src/extras/geometries/LatheGeometry.js
  18451. /**
  18452. * @author astrodud / http://astrodud.isgreat.org/
  18453. * @author zz85 / https://github.com/zz85
  18454. * @author bhouston / http://exocortex.com
  18455. */
  18456. // points - to create a closed torus, one must use a set of points
  18457. // like so: [ a, b, c, d, a ], see first is the same as last.
  18458. // segments - the number of circumference segments to create
  18459. // phiStart - the starting radian
  18460. // phiLength - the radian (0 to 2*PI) range of the lathed section
  18461. // 2*pi is a closed lathe, less than 2PI is a portion.
  18462. THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
  18463. THREE.Geometry.call( this );
  18464. segments = segments || 12;
  18465. phiStart = phiStart || 0;
  18466. phiLength = phiLength || 2 * Math.PI;
  18467. var inversePointLength = 1.0 / ( points.length - 1 );
  18468. var inverseSegments = 1.0 / segments;
  18469. for ( var i = 0, il = segments; i <= il; i ++ ) {
  18470. var phi = phiStart + i * inverseSegments * phiLength;
  18471. var c = Math.cos( phi ),
  18472. s = Math.sin( phi );
  18473. for ( var j = 0, jl = points.length; j < jl; j ++ ) {
  18474. var pt = points[ j ];
  18475. var vertex = new THREE.Vector3();
  18476. vertex.x = c * pt.x - s * pt.y;
  18477. vertex.y = s * pt.x + c * pt.y;
  18478. vertex.z = pt.z;
  18479. this.vertices.push( vertex );
  18480. }
  18481. }
  18482. var np = points.length;
  18483. for ( var i = 0, il = segments; i < il; i ++ ) {
  18484. for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
  18485. var base = j + np * i;
  18486. var a = base;
  18487. var b = base + np;
  18488. var c = base + 1 + np;
  18489. var d = base + 1;
  18490. var u0 = i * inverseSegments;
  18491. var v0 = j * inversePointLength;
  18492. var u1 = u0 + inverseSegments;
  18493. var v1 = v0 + inversePointLength;
  18494. this.faces.push( new THREE.Face3( a, b, d ) );
  18495. this.faceVertexUvs[ 0 ].push( [
  18496. new THREE.Vector2( u0, v0 ),
  18497. new THREE.Vector2( u1, v0 ),
  18498. new THREE.Vector2( u0, v1 )
  18499. ] );
  18500. this.faces.push( new THREE.Face3( b, c, d ) );
  18501. this.faceVertexUvs[ 0 ].push( [
  18502. new THREE.Vector2( u1, v0 ),
  18503. new THREE.Vector2( u1, v1 ),
  18504. new THREE.Vector2( u0, v1 )
  18505. ] );
  18506. }
  18507. }
  18508. this.mergeVertices();
  18509. this.computeFaceNormals();
  18510. this.computeVertexNormals();
  18511. };
  18512. THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18513. // File:src/extras/geometries/PlaneGeometry.js
  18514. /**
  18515. * @author mrdoob / http://mrdoob.com/
  18516. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
  18517. */
  18518. THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
  18519. THREE.Geometry.call( this );
  18520. this.parameters = {
  18521. width: width,
  18522. height: height,
  18523. widthSegments: widthSegments,
  18524. heightSegments: heightSegments
  18525. };
  18526. var ix, iz;
  18527. var width_half = width / 2;
  18528. var height_half = height / 2;
  18529. var gridX = widthSegments || 1;
  18530. var gridZ = heightSegments || 1;
  18531. var gridX1 = gridX + 1;
  18532. var gridZ1 = gridZ + 1;
  18533. var segment_width = width / gridX;
  18534. var segment_height = height / gridZ;
  18535. var normal = new THREE.Vector3( 0, 0, 1 );
  18536. for ( iz = 0; iz < gridZ1; iz ++ ) {
  18537. var y = iz * segment_height - height_half;
  18538. for ( ix = 0; ix < gridX1; ix ++ ) {
  18539. var x = ix * segment_width - width_half;
  18540. this.vertices.push( new THREE.Vector3( x, - y, 0 ) );
  18541. }
  18542. }
  18543. for ( iz = 0; iz < gridZ; iz ++ ) {
  18544. for ( ix = 0; ix < gridX; ix ++ ) {
  18545. var a = ix + gridX1 * iz;
  18546. var b = ix + gridX1 * ( iz + 1 );
  18547. var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
  18548. var d = ( ix + 1 ) + gridX1 * iz;
  18549. var uva = new THREE.Vector2( ix / gridX, 1 - iz / gridZ );
  18550. var uvb = new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ );
  18551. var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ );
  18552. var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ );
  18553. var face = new THREE.Face3( a, b, d );
  18554. face.normal.copy( normal );
  18555. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  18556. this.faces.push( face );
  18557. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  18558. face = new THREE.Face3( b, c, d );
  18559. face.normal.copy( normal );
  18560. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  18561. this.faces.push( face );
  18562. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  18563. }
  18564. }
  18565. };
  18566. THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18567. // File:src/extras/geometries/RingGeometry.js
  18568. /**
  18569. * @author Kaleb Murphy
  18570. */
  18571. THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18572. THREE.Geometry.call( this );
  18573. innerRadius = innerRadius || 0;
  18574. outerRadius = outerRadius || 50;
  18575. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18576. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18577. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18578. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 8;
  18579. var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18580. for ( i = 0; i < phiSegments + 1; i ++ ) { // concentric circles inside ring
  18581. for ( o = 0; o < thetaSegments + 1; o ++ ) { // number of segments per circle
  18582. var vertex = new THREE.Vector3();
  18583. var segment = thetaStart + o / thetaSegments * thetaLength;
  18584. vertex.x = radius * Math.cos( segment );
  18585. vertex.y = radius * Math.sin( segment );
  18586. this.vertices.push( vertex );
  18587. uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) );
  18588. }
  18589. radius += radiusStep;
  18590. }
  18591. var n = new THREE.Vector3( 0, 0, 1 );
  18592. for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring
  18593. var thetaSegment = i * (thetaSegments + 1);
  18594. for ( o = 0; o < thetaSegments ; o ++ ) { // number of segments per circle
  18595. var segment = o + thetaSegment;
  18596. var v1 = segment;
  18597. var v2 = segment + thetaSegments + 1;
  18598. var v3 = segment + thetaSegments + 2;
  18599. this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
  18600. this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
  18601. v1 = segment;
  18602. v2 = segment + thetaSegments + 2;
  18603. v3 = segment + 1;
  18604. this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
  18605. this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
  18606. }
  18607. }
  18608. this.computeFaceNormals();
  18609. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  18610. };
  18611. THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18612. // File:src/extras/geometries/SphereGeometry.js
  18613. /**
  18614. * @author mrdoob / http://mrdoob.com/
  18615. */
  18616. THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18617. THREE.Geometry.call( this );
  18618. this.parameters = {
  18619. radius: radius,
  18620. widthSegments: widthSegments,
  18621. heightSegments: heightSegments,
  18622. phiStart: phiStart,
  18623. phiLength: phiLength,
  18624. thetaStart: thetaStart,
  18625. thetaLength: thetaLength
  18626. };
  18627. radius = radius || 50;
  18628. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18629. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18630. phiStart = phiStart !== undefined ? phiStart : 0;
  18631. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18632. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18633. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18634. var x, y, vertices = [], uvs = [];
  18635. for ( y = 0; y <= heightSegments; y ++ ) {
  18636. var verticesRow = [];
  18637. var uvsRow = [];
  18638. for ( x = 0; x <= widthSegments; x ++ ) {
  18639. var u = x / widthSegments;
  18640. var v = y / heightSegments;
  18641. var vertex = new THREE.Vector3();
  18642. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18643. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18644. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18645. this.vertices.push( vertex );
  18646. verticesRow.push( this.vertices.length - 1 );
  18647. uvsRow.push( new THREE.Vector2( u, 1 - v ) );
  18648. }
  18649. vertices.push( verticesRow );
  18650. uvs.push( uvsRow );
  18651. }
  18652. for ( y = 0; y < heightSegments; y ++ ) {
  18653. for ( x = 0; x < widthSegments; x ++ ) {
  18654. var v1 = vertices[ y ][ x + 1 ];
  18655. var v2 = vertices[ y ][ x ];
  18656. var v3 = vertices[ y + 1 ][ x ];
  18657. var v4 = vertices[ y + 1 ][ x + 1 ];
  18658. var n1 = this.vertices[ v1 ].clone().normalize();
  18659. var n2 = this.vertices[ v2 ].clone().normalize();
  18660. var n3 = this.vertices[ v3 ].clone().normalize();
  18661. var n4 = this.vertices[ v4 ].clone().normalize();
  18662. var uv1 = uvs[ y ][ x + 1 ].clone();
  18663. var uv2 = uvs[ y ][ x ].clone();
  18664. var uv3 = uvs[ y + 1 ][ x ].clone();
  18665. var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
  18666. if ( Math.abs( this.vertices[ v1 ].y ) === radius ) {
  18667. uv1.x = ( uv1.x + uv2.x ) / 2;
  18668. this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
  18669. this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
  18670. } else if ( Math.abs( this.vertices[ v3 ].y ) === radius ) {
  18671. uv3.x = ( uv3.x + uv4.x ) / 2;
  18672. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  18673. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  18674. } else {
  18675. this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
  18676. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
  18677. this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
  18678. this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
  18679. }
  18680. }
  18681. }
  18682. this.computeFaceNormals();
  18683. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  18684. };
  18685. THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18686. // File:src/extras/geometries/TextGeometry.js
  18687. /**
  18688. * @author zz85 / http://www.lab4games.net/zz85/blog
  18689. * @author alteredq / http://alteredqualia.com/
  18690. *
  18691. * For creating 3D text geometry in three.js
  18692. *
  18693. * Text = 3D Text
  18694. *
  18695. * parameters = {
  18696. * size: <float>, // size of the text
  18697. * height: <float>, // thickness to extrude text
  18698. * curveSegments: <int>, // number of points on the curves
  18699. *
  18700. * font: <string>, // font name
  18701. * weight: <string>, // font weight (normal, bold)
  18702. * style: <string>, // font style (normal, italics)
  18703. *
  18704. * bevelEnabled: <bool>, // turn on bevel
  18705. * bevelThickness: <float>, // how deep into text bevel goes
  18706. * bevelSize: <float>, // how far from text outline is bevel
  18707. * }
  18708. *
  18709. */
  18710. /* Usage Examples
  18711. // TextGeometry wrapper
  18712. var text3d = new TextGeometry( text, options );
  18713. // Complete manner
  18714. var textShapes = THREE.FontUtils.generateShapes( text, options );
  18715. var text3d = new ExtrudeGeometry( textShapes, options );
  18716. */
  18717. THREE.TextGeometry = function ( text, parameters ) {
  18718. parameters = parameters || {};
  18719. var textShapes = THREE.FontUtils.generateShapes( text, parameters );
  18720. // translate parameters to ExtrudeGeometry API
  18721. parameters.amount = parameters.height !== undefined ? parameters.height : 50;
  18722. // defaults
  18723. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  18724. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  18725. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  18726. THREE.ExtrudeGeometry.call( this, textShapes, parameters );
  18727. };
  18728. THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
  18729. // File:src/extras/geometries/TorusGeometry.js
  18730. /**
  18731. * @author oosmoxiecode
  18732. * @author mrdoob / http://mrdoob.com/
  18733. * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
  18734. */
  18735. THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
  18736. THREE.Geometry.call( this );
  18737. this.parameters = {
  18738. radius: radius,
  18739. tube: tube,
  18740. radialSegments: radialSegments,
  18741. tubularSegments: tubularSegments,
  18742. arc: arc
  18743. };
  18744. radius = radius || 100;
  18745. tube = tube || 40;
  18746. radialSegments = radialSegments || 8;
  18747. tubularSegments = tubularSegments || 6;
  18748. arc = arc || Math.PI * 2;
  18749. var center = new THREE.Vector3(), uvs = [], normals = [];
  18750. for ( var j = 0; j <= radialSegments; j ++ ) {
  18751. for ( var i = 0; i <= tubularSegments; i ++ ) {
  18752. var u = i / tubularSegments * arc;
  18753. var v = j / radialSegments * Math.PI * 2;
  18754. center.x = radius * Math.cos( u );
  18755. center.y = radius * Math.sin( u );
  18756. var vertex = new THREE.Vector3();
  18757. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  18758. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  18759. vertex.z = tube * Math.sin( v );
  18760. this.vertices.push( vertex );
  18761. uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) );
  18762. normals.push( vertex.clone().sub( center ).normalize() );
  18763. }
  18764. }
  18765. for ( var j = 1; j <= radialSegments; j ++ ) {
  18766. for ( var i = 1; i <= tubularSegments; i ++ ) {
  18767. var a = ( tubularSegments + 1 ) * j + i - 1;
  18768. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  18769. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  18770. var d = ( tubularSegments + 1 ) * j + i;
  18771. var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] );
  18772. this.faces.push( face );
  18773. this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] );
  18774. face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] );
  18775. this.faces.push( face );
  18776. this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
  18777. }
  18778. }
  18779. this.computeFaceNormals();
  18780. };
  18781. THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18782. // File:src/extras/geometries/TorusKnotGeometry.js
  18783. /**
  18784. * @author oosmoxiecode
  18785. * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  18786. */
  18787. THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
  18788. THREE.Geometry.call( this );
  18789. this.parameters = {
  18790. radius: radius,
  18791. tube: tube,
  18792. radialSegments: radialSegments,
  18793. tubularSegments: tubularSegments,
  18794. p: p,
  18795. q: q,
  18796. heightScale: heightScale
  18797. };
  18798. radius = radius || 100;
  18799. tube = tube || 40;
  18800. radialSegments = radialSegments || 64;
  18801. tubularSegments = tubularSegments || 8;
  18802. p = p || 2;
  18803. q = q || 3;
  18804. heightScale = heightScale || 1;
  18805. var grid = new Array( radialSegments );
  18806. var tang = new THREE.Vector3();
  18807. var n = new THREE.Vector3();
  18808. var bitan = new THREE.Vector3();
  18809. for ( var i = 0; i < radialSegments; ++ i ) {
  18810. grid[ i ] = new Array( tubularSegments );
  18811. var u = i / radialSegments * 2 * p * Math.PI;
  18812. var p1 = getPos( u, q, p, radius, heightScale );
  18813. var p2 = getPos( u + 0.01, q, p, radius, heightScale );
  18814. tang.subVectors( p2, p1 );
  18815. n.addVectors( p2, p1 );
  18816. bitan.crossVectors( tang, n );
  18817. n.crossVectors( bitan, tang );
  18818. bitan.normalize();
  18819. n.normalize();
  18820. for ( var j = 0; j < tubularSegments; ++ j ) {
  18821. var v = j / tubularSegments * 2 * Math.PI;
  18822. var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
  18823. var cy = tube * Math.sin( v );
  18824. var pos = new THREE.Vector3();
  18825. pos.x = p1.x + cx * n.x + cy * bitan.x;
  18826. pos.y = p1.y + cx * n.y + cy * bitan.y;
  18827. pos.z = p1.z + cx * n.z + cy * bitan.z;
  18828. grid[ i ][ j ] = this.vertices.push( pos ) - 1;
  18829. }
  18830. }
  18831. for ( var i = 0; i < radialSegments; ++ i ) {
  18832. for ( var j = 0; j < tubularSegments; ++ j ) {
  18833. var ip = ( i + 1 ) % radialSegments;
  18834. var jp = ( j + 1 ) % tubularSegments;
  18835. var a = grid[ i ][ j ];
  18836. var b = grid[ ip ][ j ];
  18837. var c = grid[ ip ][ jp ];
  18838. var d = grid[ i ][ jp ];
  18839. var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments );
  18840. var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments );
  18841. var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments );
  18842. var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments );
  18843. this.faces.push( new THREE.Face3( a, b, d ) );
  18844. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  18845. this.faces.push( new THREE.Face3( b, c, d ) );
  18846. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  18847. }
  18848. }
  18849. this.computeFaceNormals();
  18850. this.computeVertexNormals();
  18851. function getPos( u, in_q, in_p, radius, heightScale ) {
  18852. var cu = Math.cos( u );
  18853. var su = Math.sin( u );
  18854. var quOverP = in_q / in_p * u;
  18855. var cs = Math.cos( quOverP );
  18856. var tx = radius * ( 2 + cs ) * 0.5 * cu;
  18857. var ty = radius * ( 2 + cs ) * su * 0.5;
  18858. var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
  18859. return new THREE.Vector3( tx, ty, tz );
  18860. }
  18861. };
  18862. THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18863. // File:src/extras/geometries/TubeGeometry.js
  18864. /**
  18865. * @author WestLangley / https://github.com/WestLangley
  18866. * @author zz85 / https://github.com/zz85
  18867. * @author miningold / https://github.com/miningold
  18868. *
  18869. * Modified from the TorusKnotGeometry by @oosmoxiecode
  18870. *
  18871. * Creates a tube which extrudes along a 3d spline
  18872. *
  18873. * Uses parallel transport frames as described in
  18874. * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  18875. */
  18876. THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed ) {
  18877. THREE.Geometry.call( this );
  18878. this.parameters = {
  18879. path: path,
  18880. segments: segments,
  18881. radius: radius,
  18882. radialSegments: radialSegments,
  18883. closed: closed
  18884. };
  18885. segments = segments || 64;
  18886. radius = radius || 1;
  18887. radialSegments = radialSegments || 8;
  18888. closed = closed || false;
  18889. var grid = [];
  18890. var scope = this,
  18891. tangent,
  18892. normal,
  18893. binormal,
  18894. numpoints = segments + 1,
  18895. x, y, z,
  18896. tx, ty, tz,
  18897. u, v,
  18898. cx, cy,
  18899. pos, pos2 = new THREE.Vector3(),
  18900. i, j,
  18901. ip, jp,
  18902. a, b, c, d,
  18903. uva, uvb, uvc, uvd;
  18904. var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ),
  18905. tangents = frames.tangents,
  18906. normals = frames.normals,
  18907. binormals = frames.binormals;
  18908. // proxy internals
  18909. this.tangents = tangents;
  18910. this.normals = normals;
  18911. this.binormals = binormals;
  18912. function vert( x, y, z ) {
  18913. return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
  18914. }
  18915. // consruct the grid
  18916. for ( i = 0; i < numpoints; i ++ ) {
  18917. grid[ i ] = [];
  18918. u = i / ( numpoints - 1 );
  18919. pos = path.getPointAt( u );
  18920. tangent = tangents[ i ];
  18921. normal = normals[ i ];
  18922. binormal = binormals[ i ];
  18923. for ( j = 0; j < radialSegments; j ++ ) {
  18924. v = j / radialSegments * 2 * Math.PI;
  18925. cx = - radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
  18926. cy = radius * Math.sin( v );
  18927. pos2.copy( pos );
  18928. pos2.x += cx * normal.x + cy * binormal.x;
  18929. pos2.y += cx * normal.y + cy * binormal.y;
  18930. pos2.z += cx * normal.z + cy * binormal.z;
  18931. grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
  18932. }
  18933. }
  18934. // construct the mesh
  18935. for ( i = 0; i < segments; i ++ ) {
  18936. for ( j = 0; j < radialSegments; j ++ ) {
  18937. ip = ( closed ) ? (i + 1) % segments : i + 1;
  18938. jp = (j + 1) % radialSegments;
  18939. a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! ***
  18940. b = grid[ ip ][ j ];
  18941. c = grid[ ip ][ jp ];
  18942. d = grid[ i ][ jp ];
  18943. uva = new THREE.Vector2( i / segments, j / radialSegments );
  18944. uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments );
  18945. uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments );
  18946. uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments );
  18947. this.faces.push( new THREE.Face3( a, b, d ) );
  18948. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  18949. this.faces.push( new THREE.Face3( b, c, d ) );
  18950. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  18951. }
  18952. }
  18953. this.computeFaceNormals();
  18954. this.computeVertexNormals();
  18955. };
  18956. THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18957. // For computing of Frenet frames, exposing the tangents, normals and binormals the spline
  18958. THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
  18959. var tangent = new THREE.Vector3(),
  18960. normal = new THREE.Vector3(),
  18961. binormal = new THREE.Vector3(),
  18962. tangents = [],
  18963. normals = [],
  18964. binormals = [],
  18965. vec = new THREE.Vector3(),
  18966. mat = new THREE.Matrix4(),
  18967. numpoints = segments + 1,
  18968. theta,
  18969. epsilon = 0.0001,
  18970. smallest,
  18971. tx, ty, tz,
  18972. i, u, v;
  18973. // expose internals
  18974. this.tangents = tangents;
  18975. this.normals = normals;
  18976. this.binormals = binormals;
  18977. // compute the tangent vectors for each segment on the path
  18978. for ( i = 0; i < numpoints; i ++ ) {
  18979. u = i / ( numpoints - 1 );
  18980. tangents[ i ] = path.getTangentAt( u );
  18981. tangents[ i ].normalize();
  18982. }
  18983. initialNormal3();
  18984. /*
  18985. function initialNormal1(lastBinormal) {
  18986. // fixed start binormal. Has dangers of 0 vectors
  18987. normals[ 0 ] = new THREE.Vector3();
  18988. binormals[ 0 ] = new THREE.Vector3();
  18989. if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
  18990. normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
  18991. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  18992. }
  18993. function initialNormal2() {
  18994. // This uses the Frenet-Serret formula for deriving binormal
  18995. var t2 = path.getTangentAt( epsilon );
  18996. normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
  18997. binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
  18998. normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
  18999. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  19000. }
  19001. */
  19002. function initialNormal3() {
  19003. // select an initial normal vector perpenicular to the first tangent vector,
  19004. // and in the direction of the smallest tangent xyz component
  19005. normals[ 0 ] = new THREE.Vector3();
  19006. binormals[ 0 ] = new THREE.Vector3();
  19007. smallest = Number.MAX_VALUE;
  19008. tx = Math.abs( tangents[ 0 ].x );
  19009. ty = Math.abs( tangents[ 0 ].y );
  19010. tz = Math.abs( tangents[ 0 ].z );
  19011. if ( tx <= smallest ) {
  19012. smallest = tx;
  19013. normal.set( 1, 0, 0 );
  19014. }
  19015. if ( ty <= smallest ) {
  19016. smallest = ty;
  19017. normal.set( 0, 1, 0 );
  19018. }
  19019. if ( tz <= smallest ) {
  19020. normal.set( 0, 0, 1 );
  19021. }
  19022. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  19023. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  19024. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  19025. }
  19026. // compute the slowly-varying normal and binormal vectors for each segment on the path
  19027. for ( i = 1; i < numpoints; i ++ ) {
  19028. normals[ i ] = normals[ i-1 ].clone();
  19029. binormals[ i ] = binormals[ i-1 ].clone();
  19030. vec.crossVectors( tangents[ i-1 ], tangents[ i ] );
  19031. if ( vec.length() > epsilon ) {
  19032. vec.normalize();
  19033. theta = Math.acos( THREE.Math.clamp( tangents[ i-1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  19034. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  19035. }
  19036. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  19037. }
  19038. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  19039. if ( closed ) {
  19040. theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints-1 ] ), - 1, 1 ) );
  19041. theta /= ( numpoints - 1 );
  19042. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
  19043. theta = - theta;
  19044. }
  19045. for ( i = 1; i < numpoints; i ++ ) {
  19046. // twist a little...
  19047. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  19048. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  19049. }
  19050. }
  19051. };
  19052. // File:src/extras/geometries/PolyhedronGeometry.js
  19053. /**
  19054. * @author clockworkgeek / https://github.com/clockworkgeek
  19055. * @author timothypratley / https://github.com/timothypratley
  19056. * @author WestLangley / http://github.com/WestLangley
  19057. */
  19058. THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) {
  19059. THREE.Geometry.call( this );
  19060. radius = radius || 1;
  19061. detail = detail || 0;
  19062. var that = this;
  19063. for ( var i = 0, l = vertices.length; i < l; i += 3 ) {
  19064. prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
  19065. }
  19066. var midpoints = [], p = this.vertices;
  19067. var faces = [];
  19068. for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) {
  19069. var v1 = p[ indices[ i ] ];
  19070. var v2 = p[ indices[ i + 1 ] ];
  19071. var v3 = p[ indices[ i + 2 ] ];
  19072. faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
  19073. }
  19074. var centroid = new THREE.Vector3();
  19075. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19076. subdivide( faces[ i ], detail );
  19077. }
  19078. // Handle case when face straddles the seam
  19079. for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
  19080. var uvs = this.faceVertexUvs[ 0 ][ i ];
  19081. var x0 = uvs[ 0 ].x;
  19082. var x1 = uvs[ 1 ].x;
  19083. var x2 = uvs[ 2 ].x;
  19084. var max = Math.max( x0, Math.max( x1, x2 ) );
  19085. var min = Math.min( x0, Math.min( x1, x2 ) );
  19086. if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary
  19087. if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
  19088. if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
  19089. if ( x2 < 0.2 ) uvs[ 2 ].x += 1;
  19090. }
  19091. }
  19092. // Apply radius
  19093. for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
  19094. this.vertices[ i ].multiplyScalar( radius );
  19095. }
  19096. // Merge vertices
  19097. this.mergeVertices();
  19098. this.computeFaceNormals();
  19099. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  19100. // Project vector onto sphere's surface
  19101. function prepare( vector ) {
  19102. var vertex = vector.normalize().clone();
  19103. vertex.index = that.vertices.push( vertex ) - 1;
  19104. // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
  19105. var u = azimuth( vector ) / 2 / Math.PI + 0.5;
  19106. var v = inclination( vector ) / Math.PI + 0.5;
  19107. vertex.uv = new THREE.Vector2( u, 1 - v );
  19108. return vertex;
  19109. }
  19110. // Approximate a curved face with recursively sub-divided triangles.
  19111. function make( v1, v2, v3 ) {
  19112. var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
  19113. that.faces.push( face );
  19114. centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
  19115. var azi = azimuth( centroid );
  19116. that.faceVertexUvs[ 0 ].push( [
  19117. correctUV( v1.uv, v1, azi ),
  19118. correctUV( v2.uv, v2, azi ),
  19119. correctUV( v3.uv, v3, azi )
  19120. ] );
  19121. }
  19122. // Analytically subdivide a face to the required detail level.
  19123. function subdivide( face, detail ) {
  19124. var cols = Math.pow(2, detail);
  19125. var cells = Math.pow(4, detail);
  19126. var a = prepare( that.vertices[ face.a ] );
  19127. var b = prepare( that.vertices[ face.b ] );
  19128. var c = prepare( that.vertices[ face.c ] );
  19129. var v = [];
  19130. // Construct all of the vertices for this subdivision.
  19131. for ( var i = 0 ; i <= cols; i ++ ) {
  19132. v[ i ] = [];
  19133. var aj = prepare( a.clone().lerp( c, i / cols ) );
  19134. var bj = prepare( b.clone().lerp( c, i / cols ) );
  19135. var rows = cols - i;
  19136. for ( var j = 0; j <= rows; j ++) {
  19137. if ( j == 0 && i == cols ) {
  19138. v[ i ][ j ] = aj;
  19139. } else {
  19140. v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );
  19141. }
  19142. }
  19143. }
  19144. // Construct all of the faces.
  19145. for ( var i = 0; i < cols ; i ++ ) {
  19146. for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) {
  19147. var k = Math.floor( j / 2 );
  19148. if ( j % 2 == 0 ) {
  19149. make(
  19150. v[ i ][ k + 1],
  19151. v[ i + 1 ][ k ],
  19152. v[ i ][ k ]
  19153. );
  19154. } else {
  19155. make(
  19156. v[ i ][ k + 1 ],
  19157. v[ i + 1][ k + 1],
  19158. v[ i + 1 ][ k ]
  19159. );
  19160. }
  19161. }
  19162. }
  19163. }
  19164. // Angle around the Y axis, counter-clockwise when looking from above.
  19165. function azimuth( vector ) {
  19166. return Math.atan2( vector.z, - vector.x );
  19167. }
  19168. // Angle above the XZ plane.
  19169. function inclination( vector ) {
  19170. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  19171. }
  19172. // Texture fixing helper. Spheres have some odd behaviours.
  19173. function correctUV( uv, vector, azimuth ) {
  19174. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
  19175. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
  19176. return uv.clone();
  19177. }
  19178. };
  19179. THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19180. // File:src/extras/geometries/IcosahedronGeometry.js
  19181. /**
  19182. * @author timothypratley / https://github.com/timothypratley
  19183. */
  19184. THREE.IcosahedronGeometry = function ( radius, detail ) {
  19185. this.parameters = {
  19186. radius: radius,
  19187. detail: detail
  19188. };
  19189. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  19190. var vertices = [
  19191. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  19192. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  19193. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  19194. ];
  19195. var indices = [
  19196. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  19197. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  19198. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  19199. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  19200. ];
  19201. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  19202. };
  19203. THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19204. // File:src/extras/geometries/OctahedronGeometry.js
  19205. /**
  19206. * @author timothypratley / https://github.com/timothypratley
  19207. */
  19208. THREE.OctahedronGeometry = function ( radius, detail ) {
  19209. this.parameters = {
  19210. radius: radius,
  19211. detail: detail
  19212. };
  19213. var vertices = [
  19214. 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0,- 1, 0, 0, 0, 1, 0, 0,- 1
  19215. ];
  19216. var indices = [
  19217. 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2
  19218. ];
  19219. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  19220. };
  19221. THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19222. // File:src/extras/geometries/TetrahedronGeometry.js
  19223. /**
  19224. * @author timothypratley / https://github.com/timothypratley
  19225. */
  19226. THREE.TetrahedronGeometry = function ( radius, detail ) {
  19227. var vertices = [
  19228. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  19229. ];
  19230. var indices = [
  19231. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  19232. ];
  19233. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  19234. };
  19235. THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19236. // File:src/extras/geometries/ParametricGeometry.js
  19237. /**
  19238. * @author zz85 / https://github.com/zz85
  19239. * Parametric Surfaces Geometry
  19240. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  19241. *
  19242. * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements );
  19243. *
  19244. */
  19245. THREE.ParametricGeometry = function ( func, slices, stacks ) {
  19246. THREE.Geometry.call( this );
  19247. var verts = this.vertices;
  19248. var faces = this.faces;
  19249. var uvs = this.faceVertexUvs[ 0 ];
  19250. var i, il, j, p;
  19251. var u, v;
  19252. var stackCount = stacks + 1;
  19253. var sliceCount = slices + 1;
  19254. for ( i = 0; i <= stacks; i ++ ) {
  19255. v = i / stacks;
  19256. for ( j = 0; j <= slices; j ++ ) {
  19257. u = j / slices;
  19258. p = func( u, v );
  19259. verts.push( p );
  19260. }
  19261. }
  19262. var a, b, c, d;
  19263. var uva, uvb, uvc, uvd;
  19264. for ( i = 0; i < stacks; i ++ ) {
  19265. for ( j = 0; j < slices; j ++ ) {
  19266. a = i * sliceCount + j;
  19267. b = i * sliceCount + j + 1;
  19268. c = (i + 1) * sliceCount + j + 1;
  19269. d = (i + 1) * sliceCount + j;
  19270. uva = new THREE.Vector2( j / slices, i / stacks );
  19271. uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
  19272. uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
  19273. uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
  19274. faces.push( new THREE.Face3( a, b, d ) );
  19275. uvs.push( [ uva, uvb, uvd ] );
  19276. faces.push( new THREE.Face3( b, c, d ) );
  19277. uvs.push( [ uvb.clone(), uvc, uvd.clone() ] );
  19278. }
  19279. }
  19280. // console.log(this);
  19281. // magic bullet
  19282. // var diff = this.mergeVertices();
  19283. // console.log('removed ', diff, ' vertices by merging');
  19284. this.computeFaceNormals();
  19285. this.computeVertexNormals();
  19286. };
  19287. THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19288. // File:src/extras/helpers/AxisHelper.js
  19289. /**
  19290. * @author sroucheray / http://sroucheray.org/
  19291. * @author mrdoob / http://mrdoob.com/
  19292. */
  19293. THREE.AxisHelper = function ( size ) {
  19294. size = size || 1;
  19295. var vertices = new Float32Array( [
  19296. 0, 0, 0, size, 0, 0,
  19297. 0, 0, 0, 0, size, 0,
  19298. 0, 0, 0, 0, 0, size
  19299. ] );
  19300. var colors = new Float32Array( [
  19301. 1, 0, 0, 1, 0.6, 0,
  19302. 0, 1, 0, 0.6, 1, 0,
  19303. 0, 0, 1, 0, 0.6, 1
  19304. ] );
  19305. var geometry = new THREE.BufferGeometry();
  19306. geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  19307. geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  19308. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  19309. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  19310. };
  19311. THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
  19312. // File:src/extras/helpers/ArrowHelper.js
  19313. /**
  19314. * @author WestLangley / http://github.com/WestLangley
  19315. * @author zz85 / http://github.com/zz85
  19316. * @author bhouston / http://exocortex.com
  19317. *
  19318. * Creates an arrow for visualizing directions
  19319. *
  19320. * Parameters:
  19321. * dir - Vector3
  19322. * origin - Vector3
  19323. * length - Number
  19324. * color - color in hex value
  19325. * headLength - Number
  19326. * headWidth - Number
  19327. */
  19328. THREE.ArrowHelper = ( function () {
  19329. var lineGeometry = new THREE.Geometry();
  19330. lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
  19331. var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 );
  19332. coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
  19333. return function ( dir, origin, length, color, headLength, headWidth ) {
  19334. // dir is assumed to be normalized
  19335. THREE.Object3D.call( this );
  19336. if ( color === undefined ) color = 0xffff00;
  19337. if ( length === undefined ) length = 1;
  19338. if ( headLength === undefined ) headLength = 0.2 * length;
  19339. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  19340. this.position.copy( origin );
  19341. this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) );
  19342. this.line.matrixAutoUpdate = false;
  19343. this.add( this.line );
  19344. this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) );
  19345. this.cone.matrixAutoUpdate = false;
  19346. this.add( this.cone );
  19347. this.setDirection( dir );
  19348. this.setLength( length, headLength, headWidth );
  19349. }
  19350. }() );
  19351. THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
  19352. THREE.ArrowHelper.prototype.setDirection = ( function () {
  19353. var axis = new THREE.Vector3();
  19354. var radians;
  19355. return function ( dir ) {
  19356. // dir is assumed to be normalized
  19357. if ( dir.y > 0.99999 ) {
  19358. this.quaternion.set( 0, 0, 0, 1 );
  19359. } else if ( dir.y < - 0.99999 ) {
  19360. this.quaternion.set( 1, 0, 0, 0 );
  19361. } else {
  19362. axis.set( dir.z, 0, - dir.x ).normalize();
  19363. radians = Math.acos( dir.y );
  19364. this.quaternion.setFromAxisAngle( axis, radians );
  19365. }
  19366. };
  19367. }() );
  19368. THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  19369. if ( headLength === undefined ) headLength = 0.2 * length;
  19370. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  19371. this.line.scale.set( 1, length, 1 );
  19372. this.line.updateMatrix();
  19373. this.cone.scale.set( headWidth, headLength, headWidth );
  19374. this.cone.position.y = length;
  19375. this.cone.updateMatrix();
  19376. };
  19377. THREE.ArrowHelper.prototype.setColor = function ( color ) {
  19378. this.line.material.color.set( color );
  19379. this.cone.material.color.set( color );
  19380. };
  19381. // File:src/extras/helpers/BoxHelper.js
  19382. /**
  19383. * @author mrdoob / http://mrdoob.com/
  19384. */
  19385. THREE.BoxHelper = function ( object ) {
  19386. var geometry = new THREE.BufferGeometry();
  19387. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 72 ), 3 ) );
  19388. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ), THREE.LinePieces );
  19389. if ( object !== undefined ) {
  19390. this.update( object );
  19391. }
  19392. };
  19393. THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype );
  19394. THREE.BoxHelper.prototype.update = function ( object ) {
  19395. var geometry = object.geometry;
  19396. if ( geometry.boundingBox === null ) {
  19397. geometry.computeBoundingBox();
  19398. }
  19399. var min = geometry.boundingBox.min;
  19400. var max = geometry.boundingBox.max;
  19401. /*
  19402. 5____4
  19403. 1/___0/|
  19404. | 6__|_7
  19405. 2/___3/
  19406. 0: max.x, max.y, max.z
  19407. 1: min.x, max.y, max.z
  19408. 2: min.x, min.y, max.z
  19409. 3: max.x, min.y, max.z
  19410. 4: max.x, max.y, min.z
  19411. 5: min.x, max.y, min.z
  19412. 6: min.x, min.y, min.z
  19413. 7: max.x, min.y, min.z
  19414. */
  19415. var vertices = this.geometry.attributes.position.array;
  19416. vertices[ 0 ] = max.x; vertices[ 1 ] = max.y; vertices[ 2 ] = max.z;
  19417. vertices[ 3 ] = min.x; vertices[ 4 ] = max.y; vertices[ 5 ] = max.z;
  19418. vertices[ 6 ] = min.x; vertices[ 7 ] = max.y; vertices[ 8 ] = max.z;
  19419. vertices[ 9 ] = min.x; vertices[ 10 ] = min.y; vertices[ 11 ] = max.z;
  19420. vertices[ 12 ] = min.x; vertices[ 13 ] = min.y; vertices[ 14 ] = max.z;
  19421. vertices[ 15 ] = max.x; vertices[ 16 ] = min.y; vertices[ 17 ] = max.z;
  19422. vertices[ 18 ] = max.x; vertices[ 19 ] = min.y; vertices[ 20 ] = max.z;
  19423. vertices[ 21 ] = max.x; vertices[ 22 ] = max.y; vertices[ 23 ] = max.z;
  19424. //
  19425. vertices[ 24 ] = max.x; vertices[ 25 ] = max.y; vertices[ 26 ] = min.z;
  19426. vertices[ 27 ] = min.x; vertices[ 28 ] = max.y; vertices[ 29 ] = min.z;
  19427. vertices[ 30 ] = min.x; vertices[ 31 ] = max.y; vertices[ 32 ] = min.z;
  19428. vertices[ 33 ] = min.x; vertices[ 34 ] = min.y; vertices[ 35 ] = min.z;
  19429. vertices[ 36 ] = min.x; vertices[ 37 ] = min.y; vertices[ 38 ] = min.z;
  19430. vertices[ 39 ] = max.x; vertices[ 40 ] = min.y; vertices[ 41 ] = min.z;
  19431. vertices[ 42 ] = max.x; vertices[ 43 ] = min.y; vertices[ 44 ] = min.z;
  19432. vertices[ 45 ] = max.x; vertices[ 46 ] = max.y; vertices[ 47 ] = min.z;
  19433. //
  19434. vertices[ 48 ] = max.x; vertices[ 49 ] = max.y; vertices[ 50 ] = max.z;
  19435. vertices[ 51 ] = max.x; vertices[ 52 ] = max.y; vertices[ 53 ] = min.z;
  19436. vertices[ 54 ] = min.x; vertices[ 55 ] = max.y; vertices[ 56 ] = max.z;
  19437. vertices[ 57 ] = min.x; vertices[ 58 ] = max.y; vertices[ 59 ] = min.z;
  19438. vertices[ 60 ] = min.x; vertices[ 61 ] = min.y; vertices[ 62 ] = max.z;
  19439. vertices[ 63 ] = min.x; vertices[ 64 ] = min.y; vertices[ 65 ] = min.z;
  19440. vertices[ 66 ] = max.x; vertices[ 67 ] = min.y; vertices[ 68 ] = max.z;
  19441. vertices[ 69 ] = max.x; vertices[ 70 ] = min.y; vertices[ 71 ] = min.z;
  19442. this.geometry.attributes.position.needsUpdate = true;
  19443. this.geometry.computeBoundingSphere();
  19444. this.matrixAutoUpdate = false;
  19445. this.matrixWorld = object.matrixWorld;
  19446. };
  19447. // File:src/extras/helpers/BoundingBoxHelper.js
  19448. /**
  19449. * @author WestLangley / http://github.com/WestLangley
  19450. */
  19451. // a helper to show the world-axis-aligned bounding box for an object
  19452. THREE.BoundingBoxHelper = function ( object, hex ) {
  19453. var color = ( hex !== undefined ) ? hex : 0x888888;
  19454. this.object = object;
  19455. this.box = new THREE.Box3();
  19456. THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );
  19457. };
  19458. THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );
  19459. THREE.BoundingBoxHelper.prototype.update = function () {
  19460. this.box.setFromObject( this.object );
  19461. this.box.size( this.scale );
  19462. this.box.center( this.position );
  19463. };
  19464. // File:src/extras/helpers/CameraHelper.js
  19465. /**
  19466. * @author alteredq / http://alteredqualia.com/
  19467. *
  19468. * - shows frustum, line of sight and up of the camera
  19469. * - suitable for fast updates
  19470. * - based on frustum visualization in lightgl.js shadowmap example
  19471. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  19472. */
  19473. THREE.CameraHelper = function ( camera ) {
  19474. var geometry = new THREE.Geometry();
  19475. var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
  19476. var pointMap = {};
  19477. // colors
  19478. var hexFrustum = 0xffaa00;
  19479. var hexCone = 0xff0000;
  19480. var hexUp = 0x00aaff;
  19481. var hexTarget = 0xffffff;
  19482. var hexCross = 0x333333;
  19483. // near
  19484. addLine( "n1", "n2", hexFrustum );
  19485. addLine( "n2", "n4", hexFrustum );
  19486. addLine( "n4", "n3", hexFrustum );
  19487. addLine( "n3", "n1", hexFrustum );
  19488. // far
  19489. addLine( "f1", "f2", hexFrustum );
  19490. addLine( "f2", "f4", hexFrustum );
  19491. addLine( "f4", "f3", hexFrustum );
  19492. addLine( "f3", "f1", hexFrustum );
  19493. // sides
  19494. addLine( "n1", "f1", hexFrustum );
  19495. addLine( "n2", "f2", hexFrustum );
  19496. addLine( "n3", "f3", hexFrustum );
  19497. addLine( "n4", "f4", hexFrustum );
  19498. // cone
  19499. addLine( "p", "n1", hexCone );
  19500. addLine( "p", "n2", hexCone );
  19501. addLine( "p", "n3", hexCone );
  19502. addLine( "p", "n4", hexCone );
  19503. // up
  19504. addLine( "u1", "u2", hexUp );
  19505. addLine( "u2", "u3", hexUp );
  19506. addLine( "u3", "u1", hexUp );
  19507. // target
  19508. addLine( "c", "t", hexTarget );
  19509. addLine( "p", "c", hexCross );
  19510. // cross
  19511. addLine( "cn1", "cn2", hexCross );
  19512. addLine( "cn3", "cn4", hexCross );
  19513. addLine( "cf1", "cf2", hexCross );
  19514. addLine( "cf3", "cf4", hexCross );
  19515. function addLine( a, b, hex ) {
  19516. addPoint( a, hex );
  19517. addPoint( b, hex );
  19518. }
  19519. function addPoint( id, hex ) {
  19520. geometry.vertices.push( new THREE.Vector3() );
  19521. geometry.colors.push( new THREE.Color( hex ) );
  19522. if ( pointMap[ id ] === undefined ) {
  19523. pointMap[ id ] = [];
  19524. }
  19525. pointMap[ id ].push( geometry.vertices.length - 1 );
  19526. }
  19527. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  19528. this.camera = camera;
  19529. this.matrixWorld = camera.matrixWorld;
  19530. this.matrixAutoUpdate = false;
  19531. this.pointMap = pointMap;
  19532. this.update();
  19533. };
  19534. THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
  19535. THREE.CameraHelper.prototype.update = function () {
  19536. var vector = new THREE.Vector3();
  19537. var camera = new THREE.Camera();
  19538. var projector = new THREE.Projector();
  19539. return function () {
  19540. var scope = this;
  19541. var w = 1, h = 1;
  19542. // we need just camera projection matrix
  19543. // world matrix must be identity
  19544. camera.projectionMatrix.copy( this.camera.projectionMatrix );
  19545. // center / target
  19546. setPoint( "c", 0, 0, - 1 );
  19547. setPoint( "t", 0, 0, 1 );
  19548. // near
  19549. setPoint( "n1", - w, - h, - 1 );
  19550. setPoint( "n2", w, - h, - 1 );
  19551. setPoint( "n3", - w, h, - 1 );
  19552. setPoint( "n4", w, h, - 1 );
  19553. // far
  19554. setPoint( "f1", - w, - h, 1 );
  19555. setPoint( "f2", w, - h, 1 );
  19556. setPoint( "f3", - w, h, 1 );
  19557. setPoint( "f4", w, h, 1 );
  19558. // up
  19559. setPoint( "u1", w * 0.7, h * 1.1, - 1 );
  19560. setPoint( "u2", - w * 0.7, h * 1.1, - 1 );
  19561. setPoint( "u3", 0, h * 2, - 1 );
  19562. // cross
  19563. setPoint( "cf1", - w, 0, 1 );
  19564. setPoint( "cf2", w, 0, 1 );
  19565. setPoint( "cf3", 0, - h, 1 );
  19566. setPoint( "cf4", 0, h, 1 );
  19567. setPoint( "cn1", - w, 0, - 1 );
  19568. setPoint( "cn2", w, 0, - 1 );
  19569. setPoint( "cn3", 0, - h, - 1 );
  19570. setPoint( "cn4", 0, h, - 1 );
  19571. function setPoint( point, x, y, z ) {
  19572. vector.set( x, y, z );
  19573. projector.unprojectVector( vector, camera );
  19574. var points = scope.pointMap[ point ];
  19575. if ( points !== undefined ) {
  19576. for ( var i = 0, il = points.length; i < il; i ++ ) {
  19577. scope.geometry.vertices[ points[ i ] ].copy( vector );
  19578. }
  19579. }
  19580. }
  19581. this.geometry.verticesNeedUpdate = true;
  19582. };
  19583. }();
  19584. // File:src/extras/helpers/DirectionalLightHelper.js
  19585. /**
  19586. * @author alteredq / http://alteredqualia.com/
  19587. * @author mrdoob / http://mrdoob.com/
  19588. * @author WestLangley / http://github.com/WestLangley
  19589. */
  19590. THREE.DirectionalLightHelper = function ( light, size ) {
  19591. THREE.Object3D.call( this );
  19592. this.light = light;
  19593. this.light.updateMatrixWorld();
  19594. this.matrixWorld = light.matrixWorld;
  19595. this.matrixAutoUpdate = false;
  19596. size = size || 1;
  19597. var geometry = new THREE.Geometry();
  19598. geometry.vertices.push(
  19599. new THREE.Vector3( - size, size, 0 ),
  19600. new THREE.Vector3( size, size, 0 ),
  19601. new THREE.Vector3( size, - size, 0 ),
  19602. new THREE.Vector3( - size, - size, 0 ),
  19603. new THREE.Vector3( - size, size, 0 )
  19604. );
  19605. var material = new THREE.LineBasicMaterial( { fog: false } );
  19606. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19607. this.lightPlane = new THREE.Line( geometry, material );
  19608. this.add( this.lightPlane );
  19609. geometry = new THREE.Geometry();
  19610. geometry.vertices.push(
  19611. new THREE.Vector3(),
  19612. new THREE.Vector3()
  19613. );
  19614. material = new THREE.LineBasicMaterial( { fog: false } );
  19615. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19616. this.targetLine = new THREE.Line( geometry, material );
  19617. this.add( this.targetLine );
  19618. this.update();
  19619. };
  19620. THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  19621. THREE.DirectionalLightHelper.prototype.dispose = function () {
  19622. this.lightPlane.geometry.dispose();
  19623. this.lightPlane.material.dispose();
  19624. this.targetLine.geometry.dispose();
  19625. this.targetLine.material.dispose();
  19626. };
  19627. THREE.DirectionalLightHelper.prototype.update = function () {
  19628. var v1 = new THREE.Vector3();
  19629. var v2 = new THREE.Vector3();
  19630. var v3 = new THREE.Vector3();
  19631. return function () {
  19632. v1.setFromMatrixPosition( this.light.matrixWorld );
  19633. v2.setFromMatrixPosition( this.light.target.matrixWorld );
  19634. v3.subVectors( v2, v1 );
  19635. this.lightPlane.lookAt( v3 );
  19636. this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19637. this.targetLine.geometry.vertices[ 1 ].copy( v3 );
  19638. this.targetLine.geometry.verticesNeedUpdate = true;
  19639. this.targetLine.material.color.copy( this.lightPlane.material.color );
  19640. }
  19641. }();
  19642. // File:src/extras/helpers/EdgesHelper.js
  19643. /**
  19644. * @author WestLangley / http://github.com/WestLangley
  19645. */
  19646. THREE.EdgesHelper = function ( object, hex ) {
  19647. var color = ( hex !== undefined ) ? hex : 0xffffff;
  19648. var edge = [ 0, 0 ], hash = {};
  19649. var sortFunction = function ( a, b ) { return a - b };
  19650. var keys = [ 'a', 'b', 'c' ];
  19651. var geometry = new THREE.BufferGeometry();
  19652. var geometry2 = object.geometry.clone();
  19653. geometry2.mergeVertices();
  19654. geometry2.computeFaceNormals();
  19655. var vertices = geometry2.vertices;
  19656. var faces = geometry2.faces;
  19657. var numEdges = 0;
  19658. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19659. var face = faces[ i ];
  19660. for ( var j = 0; j < 3; j ++ ) {
  19661. edge[ 0 ] = face[ keys[ j ] ];
  19662. edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
  19663. edge.sort( sortFunction );
  19664. var key = edge.toString();
  19665. if ( hash[ key ] === undefined ) {
  19666. hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
  19667. numEdges ++;
  19668. } else {
  19669. hash[ key ].face2 = i;
  19670. }
  19671. }
  19672. }
  19673. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( numEdges * 2 * 3 ), 3 ) );
  19674. var coords = geometry.attributes.position.array;
  19675. var index = 0;
  19676. for ( var key in hash ) {
  19677. var h = hash[ key ];
  19678. if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) < 0.9999 ) { // hardwired const OK
  19679. var vertex = vertices[ h.vert1 ];
  19680. coords[ index ++ ] = vertex.x;
  19681. coords[ index ++ ] = vertex.y;
  19682. coords[ index ++ ] = vertex.z;
  19683. vertex = vertices[ h.vert2 ];
  19684. coords[ index ++ ] = vertex.x;
  19685. coords[ index ++ ] = vertex.y;
  19686. coords[ index ++ ] = vertex.z;
  19687. }
  19688. }
  19689. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
  19690. this.matrixAutoUpdate = false;
  19691. this.matrixWorld = object.matrixWorld;
  19692. };
  19693. THREE.EdgesHelper.prototype = Object.create( THREE.Line.prototype );
  19694. // File:src/extras/helpers/FaceNormalsHelper.js
  19695. /**
  19696. * @author mrdoob / http://mrdoob.com/
  19697. * @author WestLangley / http://github.com/WestLangley
  19698. */
  19699. THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {
  19700. this.object = object;
  19701. this.size = ( size !== undefined ) ? size : 1;
  19702. var color = ( hex !== undefined ) ? hex : 0xffff00;
  19703. var width = ( linewidth !== undefined ) ? linewidth : 1;
  19704. var geometry = new THREE.Geometry();
  19705. var faces = this.object.geometry.faces;
  19706. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19707. geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
  19708. }
  19709. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  19710. this.matrixAutoUpdate = false;
  19711. this.normalMatrix = new THREE.Matrix3();
  19712. this.update();
  19713. };
  19714. THREE.FaceNormalsHelper.prototype = Object.create( THREE.Line.prototype );
  19715. THREE.FaceNormalsHelper.prototype.update = function () {
  19716. var vertices = this.geometry.vertices;
  19717. var object = this.object;
  19718. var objectVertices = object.geometry.vertices;
  19719. var objectFaces = object.geometry.faces;
  19720. var objectWorldMatrix = object.matrixWorld;
  19721. object.updateMatrixWorld( true );
  19722. this.normalMatrix.getNormalMatrix( objectWorldMatrix );
  19723. for ( var i = 0, i2 = 0, l = objectFaces.length; i < l; i ++, i2 += 2 ) {
  19724. var face = objectFaces[ i ];
  19725. vertices[ i2 ].copy( objectVertices[ face.a ] )
  19726. .add( objectVertices[ face.b ] )
  19727. .add( objectVertices[ face.c ] )
  19728. .divideScalar( 3 )
  19729. .applyMatrix4( objectWorldMatrix );
  19730. vertices[ i2 + 1 ].copy( face.normal )
  19731. .applyMatrix3( this.normalMatrix )
  19732. .normalize()
  19733. .multiplyScalar( this.size )
  19734. .add( vertices[ i2 ] );
  19735. }
  19736. this.geometry.verticesNeedUpdate = true;
  19737. return this;
  19738. };
  19739. // File:src/extras/helpers/GridHelper.js
  19740. /**
  19741. * @author mrdoob / http://mrdoob.com/
  19742. */
  19743. THREE.GridHelper = function ( size, step ) {
  19744. var geometry = new THREE.Geometry();
  19745. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  19746. this.color1 = new THREE.Color( 0x444444 );
  19747. this.color2 = new THREE.Color( 0x888888 );
  19748. for ( var i = - size; i <= size; i += step ) {
  19749. geometry.vertices.push(
  19750. new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ),
  19751. new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size )
  19752. );
  19753. var color = i === 0 ? this.color1 : this.color2;
  19754. geometry.colors.push( color, color, color, color );
  19755. }
  19756. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  19757. };
  19758. THREE.GridHelper.prototype = Object.create( THREE.Line.prototype );
  19759. THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) {
  19760. this.color1.set( colorCenterLine );
  19761. this.color2.set( colorGrid );
  19762. this.geometry.colorsNeedUpdate = true;
  19763. }
  19764. // File:src/extras/helpers/HemisphereLightHelper.js
  19765. /**
  19766. * @author alteredq / http://alteredqualia.com/
  19767. * @author mrdoob / http://mrdoob.com/
  19768. */
  19769. THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
  19770. THREE.Object3D.call( this );
  19771. this.light = light;
  19772. this.light.updateMatrixWorld();
  19773. this.matrixWorld = light.matrixWorld;
  19774. this.matrixAutoUpdate = false;
  19775. this.colors = [ new THREE.Color(), new THREE.Color() ];
  19776. var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  19777. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  19778. for ( var i = 0, il = 8; i < il; i ++ ) {
  19779. geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];
  19780. }
  19781. var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );
  19782. this.lightSphere = new THREE.Mesh( geometry, material );
  19783. this.add( this.lightSphere );
  19784. this.update();
  19785. };
  19786. THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  19787. THREE.HemisphereLightHelper.prototype.dispose = function () {
  19788. this.lightSphere.geometry.dispose();
  19789. this.lightSphere.material.dispose();
  19790. };
  19791. THREE.HemisphereLightHelper.prototype.update = function () {
  19792. var vector = new THREE.Vector3();
  19793. return function () {
  19794. this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
  19795. this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
  19796. this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  19797. this.lightSphere.geometry.colorsNeedUpdate = true;
  19798. }
  19799. }();
  19800. // File:src/extras/helpers/PointLightHelper.js
  19801. /**
  19802. * @author alteredq / http://alteredqualia.com/
  19803. * @author mrdoob / http://mrdoob.com/
  19804. */
  19805. THREE.PointLightHelper = function ( light, sphereSize ) {
  19806. this.light = light;
  19807. this.light.updateMatrixWorld();
  19808. var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  19809. var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
  19810. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19811. THREE.Mesh.call( this, geometry, material );
  19812. this.matrixWorld = this.light.matrixWorld;
  19813. this.matrixAutoUpdate = false;
  19814. /*
  19815. var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  19816. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  19817. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  19818. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  19819. var d = light.distance;
  19820. if ( d === 0.0 ) {
  19821. this.lightDistance.visible = false;
  19822. } else {
  19823. this.lightDistance.scale.set( d, d, d );
  19824. }
  19825. this.add( this.lightDistance );
  19826. */
  19827. };
  19828. THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype );
  19829. THREE.PointLightHelper.prototype.dispose = function () {
  19830. this.geometry.dispose();
  19831. this.material.dispose();
  19832. };
  19833. THREE.PointLightHelper.prototype.update = function () {
  19834. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19835. /*
  19836. var d = this.light.distance;
  19837. if ( d === 0.0 ) {
  19838. this.lightDistance.visible = false;
  19839. } else {
  19840. this.lightDistance.visible = true;
  19841. this.lightDistance.scale.set( d, d, d );
  19842. }
  19843. */
  19844. };
  19845. // File:src/extras/helpers/SkeletonHelper.js
  19846. /**
  19847. * @author Sean Griffin / http://twitter.com/sgrif
  19848. * @author Michael Guerrero / http://realitymeltdown.com
  19849. * @author mrdoob / http://mrdoob.com/
  19850. * @author ikerr / http://verold.com
  19851. */
  19852. THREE.SkeletonHelper = function ( object ) {
  19853. this.bones = this.getBoneList( object );
  19854. var geometry = new THREE.Geometry();
  19855. for ( var i = 0; i < this.bones.length; i ++ ) {
  19856. var bone = this.bones[ i ];
  19857. if ( bone.parent instanceof THREE.Bone ) {
  19858. geometry.vertices.push( new THREE.Vector3() );
  19859. geometry.vertices.push( new THREE.Vector3() );
  19860. geometry.colors.push( new THREE.Color( 0, 0, 1 ) );
  19861. geometry.colors.push( new THREE.Color( 0, 1, 0 ) );
  19862. }
  19863. }
  19864. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors, depthTest: false, depthWrite: false, transparent: true } );
  19865. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  19866. this.root = object;
  19867. this.matrixWorld = object.matrixWorld;
  19868. this.matrixAutoUpdate = false;
  19869. this.update();
  19870. };
  19871. THREE.SkeletonHelper.prototype = Object.create( THREE.Line.prototype );
  19872. THREE.SkeletonHelper.prototype.getBoneList = function( object ) {
  19873. var boneList = [];
  19874. if ( object instanceof THREE.Bone ) {
  19875. boneList.push( object );
  19876. }
  19877. for ( var i = 0; i < object.children.length; i ++ ) {
  19878. boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) );
  19879. }
  19880. return boneList;
  19881. };
  19882. THREE.SkeletonHelper.prototype.update = function () {
  19883. var geometry = this.geometry;
  19884. var matrixWorldInv = new THREE.Matrix4().getInverse( this.root.matrixWorld );
  19885. var boneMatrix = new THREE.Matrix4();
  19886. var j = 0;
  19887. for ( var i = 0; i < this.bones.length; i ++ ) {
  19888. var bone = this.bones[ i ];
  19889. if ( bone.parent instanceof THREE.Bone ) {
  19890. boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
  19891. geometry.vertices[ j ].setFromMatrixPosition( boneMatrix );
  19892. boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
  19893. geometry.vertices[ j + 1 ].setFromMatrixPosition( boneMatrix );
  19894. j += 2;
  19895. }
  19896. }
  19897. geometry.verticesNeedUpdate = true;
  19898. geometry.computeBoundingSphere();
  19899. };
  19900. // File:src/extras/helpers/SpotLightHelper.js
  19901. /**
  19902. * @author alteredq / http://alteredqualia.com/
  19903. * @author mrdoob / http://mrdoob.com/
  19904. * @author WestLangley / http://github.com/WestLangley
  19905. */
  19906. THREE.SpotLightHelper = function ( light ) {
  19907. THREE.Object3D.call( this );
  19908. this.light = light;
  19909. this.light.updateMatrixWorld();
  19910. this.matrixWorld = light.matrixWorld;
  19911. this.matrixAutoUpdate = false;
  19912. var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true );
  19913. geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
  19914. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  19915. var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
  19916. this.cone = new THREE.Mesh( geometry, material );
  19917. this.add( this.cone );
  19918. this.update();
  19919. };
  19920. THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  19921. THREE.SpotLightHelper.prototype.dispose = function () {
  19922. this.cone.geometry.dispose();
  19923. this.cone.material.dispose();
  19924. };
  19925. THREE.SpotLightHelper.prototype.update = function () {
  19926. var vector = new THREE.Vector3();
  19927. var vector2 = new THREE.Vector3();
  19928. return function () {
  19929. var coneLength = this.light.distance ? this.light.distance : 10000;
  19930. var coneWidth = coneLength * Math.tan( this.light.angle );
  19931. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  19932. vector.setFromMatrixPosition( this.light.matrixWorld );
  19933. vector2.setFromMatrixPosition( this.light.target.matrixWorld );
  19934. this.cone.lookAt( vector2.sub( vector ) );
  19935. this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19936. };
  19937. }();
  19938. // File:src/extras/helpers/VertexNormalsHelper.js
  19939. /**
  19940. * @author mrdoob / http://mrdoob.com/
  19941. * @author WestLangley / http://github.com/WestLangley
  19942. */
  19943. THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {
  19944. this.object = object;
  19945. this.size = ( size !== undefined ) ? size : 1;
  19946. var color = ( hex !== undefined ) ? hex : 0xff0000;
  19947. var width = ( linewidth !== undefined ) ? linewidth : 1;
  19948. var geometry = new THREE.Geometry();
  19949. var vertices = object.geometry.vertices;
  19950. var faces = object.geometry.faces;
  19951. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19952. var face = faces[ i ];
  19953. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  19954. geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
  19955. }
  19956. }
  19957. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  19958. this.matrixAutoUpdate = false;
  19959. this.normalMatrix = new THREE.Matrix3();
  19960. this.update();
  19961. };
  19962. THREE.VertexNormalsHelper.prototype = Object.create( THREE.Line.prototype );
  19963. THREE.VertexNormalsHelper.prototype.update = ( function ( object ) {
  19964. var v1 = new THREE.Vector3();
  19965. return function( object ) {
  19966. var keys = [ 'a', 'b', 'c', 'd' ];
  19967. this.object.updateMatrixWorld( true );
  19968. this.normalMatrix.getNormalMatrix( this.object.matrixWorld );
  19969. var vertices = this.geometry.vertices;
  19970. var verts = this.object.geometry.vertices;
  19971. var faces = this.object.geometry.faces;
  19972. var worldMatrix = this.object.matrixWorld;
  19973. var idx = 0;
  19974. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19975. var face = faces[ i ];
  19976. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  19977. var vertexId = face[ keys[ j ] ];
  19978. var vertex = verts[ vertexId ];
  19979. var normal = face.vertexNormals[ j ];
  19980. vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
  19981. v1.copy( normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size );
  19982. v1.add( vertices[ idx ] );
  19983. idx = idx + 1;
  19984. vertices[ idx ].copy( v1 );
  19985. idx = idx + 1;
  19986. }
  19987. }
  19988. this.geometry.verticesNeedUpdate = true;
  19989. return this;
  19990. }
  19991. }());
  19992. // File:src/extras/helpers/VertexTangentsHelper.js
  19993. /**
  19994. * @author mrdoob / http://mrdoob.com/
  19995. * @author WestLangley / http://github.com/WestLangley
  19996. */
  19997. THREE.VertexTangentsHelper = function ( object, size, hex, linewidth ) {
  19998. this.object = object;
  19999. this.size = ( size !== undefined ) ? size : 1;
  20000. var color = ( hex !== undefined ) ? hex : 0x0000ff;
  20001. var width = ( linewidth !== undefined ) ? linewidth : 1;
  20002. var geometry = new THREE.Geometry();
  20003. var vertices = object.geometry.vertices;
  20004. var faces = object.geometry.faces;
  20005. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20006. var face = faces[ i ];
  20007. for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
  20008. geometry.vertices.push( new THREE.Vector3() );
  20009. geometry.vertices.push( new THREE.Vector3() );
  20010. }
  20011. }
  20012. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  20013. this.matrixAutoUpdate = false;
  20014. this.update();
  20015. };
  20016. THREE.VertexTangentsHelper.prototype = Object.create( THREE.Line.prototype );
  20017. THREE.VertexTangentsHelper.prototype.update = ( function ( object ) {
  20018. var v1 = new THREE.Vector3();
  20019. return function( object ) {
  20020. var keys = [ 'a', 'b', 'c', 'd' ];
  20021. this.object.updateMatrixWorld( true );
  20022. var vertices = this.geometry.vertices;
  20023. var verts = this.object.geometry.vertices;
  20024. var faces = this.object.geometry.faces;
  20025. var worldMatrix = this.object.matrixWorld;
  20026. var idx = 0;
  20027. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20028. var face = faces[ i ];
  20029. for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
  20030. var vertexId = face[ keys[ j ] ];
  20031. var vertex = verts[ vertexId ];
  20032. var tangent = face.vertexTangents[ j ];
  20033. vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
  20034. v1.copy( tangent ).transformDirection( worldMatrix ).multiplyScalar( this.size );
  20035. v1.add( vertices[ idx ] );
  20036. idx = idx + 1;
  20037. vertices[ idx ].copy( v1 );
  20038. idx = idx + 1;
  20039. }
  20040. }
  20041. this.geometry.verticesNeedUpdate = true;
  20042. return this;
  20043. }
  20044. }());
  20045. // File:src/extras/helpers/WireframeHelper.js
  20046. /**
  20047. * @author mrdoob / http://mrdoob.com/
  20048. */
  20049. THREE.WireframeHelper = function ( object, hex ) {
  20050. var color = ( hex !== undefined ) ? hex : 0xffffff;
  20051. var edge = [ 0, 0 ], hash = {};
  20052. var sortFunction = function ( a, b ) { return a - b };
  20053. var keys = [ 'a', 'b', 'c' ];
  20054. var geometry = new THREE.BufferGeometry();
  20055. if ( object.geometry instanceof THREE.Geometry ) {
  20056. var vertices = object.geometry.vertices;
  20057. var faces = object.geometry.faces;
  20058. var numEdges = 0;
  20059. // allocate maximal size
  20060. var edges = new Uint32Array( 6 * faces.length );
  20061. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20062. var face = faces[ i ];
  20063. for ( var j = 0; j < 3; j ++ ) {
  20064. edge[ 0 ] = face[ keys[ j ] ];
  20065. edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
  20066. edge.sort( sortFunction );
  20067. var key = edge.toString();
  20068. if ( hash[ key ] === undefined ) {
  20069. edges[ 2 * numEdges ] = edge[ 0 ];
  20070. edges[ 2 * numEdges + 1 ] = edge[ 1 ];
  20071. hash[ key ] = true;
  20072. numEdges ++;
  20073. }
  20074. }
  20075. }
  20076. var coords = new Float32Array( numEdges * 2 * 3 );
  20077. for ( var i = 0, l = numEdges; i < l; i ++ ) {
  20078. for ( var j = 0; j < 2; j ++ ) {
  20079. var vertex = vertices[ edges [ 2 * i + j] ];
  20080. var index = 6 * i + 3 * j;
  20081. coords[ index + 0 ] = vertex.x;
  20082. coords[ index + 1 ] = vertex.y;
  20083. coords[ index + 2 ] = vertex.z;
  20084. }
  20085. }
  20086. geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  20087. } else if ( object.geometry instanceof THREE.BufferGeometry ) {
  20088. if ( object.geometry.attributes.index !== undefined ) { // Indexed BufferGeometry
  20089. var vertices = object.geometry.attributes.position.array;
  20090. var indices = object.geometry.attributes.index.array;
  20091. var offsets = object.geometry.offsets;
  20092. var numEdges = 0;
  20093. // allocate maximal size
  20094. var edges = new Uint32Array( 2 * indices.length );
  20095. for ( var o = 0, ol = offsets.length; o < ol; ++ o ) {
  20096. var start = offsets[ o ].start;
  20097. var count = offsets[ o ].count;
  20098. var index = offsets[ o ].index;
  20099. for ( var i = start, il = start + count; i < il; i += 3 ) {
  20100. for ( var j = 0; j < 3; j ++ ) {
  20101. edge[ 0 ] = index + indices[ i + j ];
  20102. edge[ 1 ] = index + indices[ i + ( j + 1 ) % 3 ];
  20103. edge.sort( sortFunction );
  20104. var key = edge.toString();
  20105. if ( hash[ key ] === undefined ) {
  20106. edges[ 2 * numEdges ] = edge[ 0 ];
  20107. edges[ 2 * numEdges + 1 ] = edge[ 1 ];
  20108. hash[ key ] = true;
  20109. numEdges ++;
  20110. }
  20111. }
  20112. }
  20113. }
  20114. var coords = new Float32Array( numEdges * 2 * 3 );
  20115. for ( var i = 0, l = numEdges; i < l; i ++ ) {
  20116. for ( var j = 0; j < 2; j ++ ) {
  20117. var index = 6 * i + 3 * j;
  20118. var index2 = 3 * edges[ 2 * i + j];
  20119. coords[ index + 0 ] = vertices[ index2 ];
  20120. coords[ index + 1 ] = vertices[ index2 + 1 ];
  20121. coords[ index + 2 ] = vertices[ index2 + 2 ];
  20122. }
  20123. }
  20124. geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  20125. } else { // non-indexed BufferGeometry
  20126. var vertices = object.geometry.attributes.position.array;
  20127. var numEdges = vertices.length / 3;
  20128. var numTris = numEdges / 3;
  20129. var coords = new Float32Array( numEdges * 2 * 3 );
  20130. for ( var i = 0, l = numTris; i < l; i ++ ) {
  20131. for ( var j = 0; j < 3; j ++ ) {
  20132. var index = 18 * i + 6 * j;
  20133. var index1 = 9 * i + 3 * j;
  20134. coords[ index + 0 ] = vertices[ index1 ];
  20135. coords[ index + 1 ] = vertices[ index1 + 1 ];
  20136. coords[ index + 2 ] = vertices[ index1 + 2 ];
  20137. var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
  20138. coords[ index + 3 ] = vertices[ index2 ];
  20139. coords[ index + 4 ] = vertices[ index2 + 1 ];
  20140. coords[ index + 5 ] = vertices[ index2 + 2 ];
  20141. }
  20142. }
  20143. geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  20144. }
  20145. }
  20146. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
  20147. this.matrixAutoUpdate = false;
  20148. this.matrixWorld = object.matrixWorld;
  20149. };
  20150. THREE.WireframeHelper.prototype = Object.create( THREE.Line.prototype );
  20151. // File:src/extras/objects/ImmediateRenderObject.js
  20152. /**
  20153. * @author alteredq / http://alteredqualia.com/
  20154. */
  20155. THREE.ImmediateRenderObject = function () {
  20156. THREE.Object3D.call( this );
  20157. this.render = function ( renderCallback ) {};
  20158. };
  20159. THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
  20160. // File:src/extras/objects/LensFlare.js
  20161. /**
  20162. * @author mikael emtinger / http://gomo.se/
  20163. * @author alteredq / http://alteredqualia.com/
  20164. */
  20165. THREE.LensFlare = function ( texture, size, distance, blending, color ) {
  20166. THREE.Object3D.call( this );
  20167. this.lensFlares = [];
  20168. this.positionScreen = new THREE.Vector3();
  20169. this.customUpdateCallback = undefined;
  20170. if( texture !== undefined ) {
  20171. this.add( texture, size, distance, blending, color );
  20172. }
  20173. };
  20174. THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
  20175. /*
  20176. * Add: adds another flare
  20177. */
  20178. THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
  20179. if( size === undefined ) size = - 1;
  20180. if( distance === undefined ) distance = 0;
  20181. if( opacity === undefined ) opacity = 1;
  20182. if( color === undefined ) color = new THREE.Color( 0xffffff );
  20183. if( blending === undefined ) blending = THREE.NormalBlending;
  20184. distance = Math.min( distance, Math.max( 0, distance ) );
  20185. this.lensFlares.push( { texture: texture, // THREE.Texture
  20186. size: size, // size in pixels (-1 = use texture.width)
  20187. distance: distance, // distance (0-1) from light source (0=at light source)
  20188. x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
  20189. scale: 1, // scale
  20190. rotation: 1, // rotation
  20191. opacity: opacity, // opacity
  20192. color: color, // color
  20193. blending: blending } ); // blending
  20194. };
  20195. /*
  20196. * Update lens flares update positions on all flares based on the screen position
  20197. * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
  20198. */
  20199. THREE.LensFlare.prototype.updateLensFlares = function () {
  20200. var f, fl = this.lensFlares.length;
  20201. var flare;
  20202. var vecX = - this.positionScreen.x * 2;
  20203. var vecY = - this.positionScreen.y * 2;
  20204. for( f = 0; f < fl; f ++ ) {
  20205. flare = this.lensFlares[ f ];
  20206. flare.x = this.positionScreen.x + vecX * flare.distance;
  20207. flare.y = this.positionScreen.y + vecY * flare.distance;
  20208. flare.wantedRotation = flare.x * Math.PI * 0.25;
  20209. flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
  20210. }
  20211. };
  20212. // File:src/extras/objects/MorphBlendMesh.js
  20213. /**
  20214. * @author alteredq / http://alteredqualia.com/
  20215. */
  20216. THREE.MorphBlendMesh = function( geometry, material ) {
  20217. THREE.Mesh.call( this, geometry, material );
  20218. this.animationsMap = {};
  20219. this.animationsList = [];
  20220. // prepare default animation
  20221. // (all frames played together in 1 second)
  20222. var numFrames = this.geometry.morphTargets.length;
  20223. var name = "__default";
  20224. var startFrame = 0;
  20225. var endFrame = numFrames - 1;
  20226. var fps = numFrames / 1;
  20227. this.createAnimation( name, startFrame, endFrame, fps );
  20228. this.setAnimationWeight( name, 1 );
  20229. };
  20230. THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
  20231. THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
  20232. var animation = {
  20233. startFrame: start,
  20234. endFrame: end,
  20235. length: end - start + 1,
  20236. fps: fps,
  20237. duration: ( end - start ) / fps,
  20238. lastFrame: 0,
  20239. currentFrame: 0,
  20240. active: false,
  20241. time: 0,
  20242. direction: 1,
  20243. weight: 1,
  20244. directionBackwards: false,
  20245. mirroredLoop: false
  20246. };
  20247. this.animationsMap[ name ] = animation;
  20248. this.animationsList.push( animation );
  20249. };
  20250. THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
  20251. var pattern = /([a-z]+)_?(\d+)/;
  20252. var firstAnimation, frameRanges = {};
  20253. var geometry = this.geometry;
  20254. for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
  20255. var morph = geometry.morphTargets[ i ];
  20256. var chunks = morph.name.match( pattern );
  20257. if ( chunks && chunks.length > 1 ) {
  20258. var name = chunks[ 1 ];
  20259. var num = chunks[ 2 ];
  20260. if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };
  20261. var range = frameRanges[ name ];
  20262. if ( i < range.start ) range.start = i;
  20263. if ( i > range.end ) range.end = i;
  20264. if ( ! firstAnimation ) firstAnimation = name;
  20265. }
  20266. }
  20267. for ( var name in frameRanges ) {
  20268. var range = frameRanges[ name ];
  20269. this.createAnimation( name, range.start, range.end, fps );
  20270. }
  20271. this.firstAnimation = firstAnimation;
  20272. };
  20273. THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
  20274. var animation = this.animationsMap[ name ];
  20275. if ( animation ) {
  20276. animation.direction = 1;
  20277. animation.directionBackwards = false;
  20278. }
  20279. };
  20280. THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
  20281. var animation = this.animationsMap[ name ];
  20282. if ( animation ) {
  20283. animation.direction = - 1;
  20284. animation.directionBackwards = true;
  20285. }
  20286. };
  20287. THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
  20288. var animation = this.animationsMap[ name ];
  20289. if ( animation ) {
  20290. animation.fps = fps;
  20291. animation.duration = ( animation.end - animation.start ) / animation.fps;
  20292. }
  20293. };
  20294. THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
  20295. var animation = this.animationsMap[ name ];
  20296. if ( animation ) {
  20297. animation.duration = duration;
  20298. animation.fps = ( animation.end - animation.start ) / animation.duration;
  20299. }
  20300. };
  20301. THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
  20302. var animation = this.animationsMap[ name ];
  20303. if ( animation ) {
  20304. animation.weight = weight;
  20305. }
  20306. };
  20307. THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
  20308. var animation = this.animationsMap[ name ];
  20309. if ( animation ) {
  20310. animation.time = time;
  20311. }
  20312. };
  20313. THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
  20314. var time = 0;
  20315. var animation = this.animationsMap[ name ];
  20316. if ( animation ) {
  20317. time = animation.time;
  20318. }
  20319. return time;
  20320. };
  20321. THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
  20322. var duration = - 1;
  20323. var animation = this.animationsMap[ name ];
  20324. if ( animation ) {
  20325. duration = animation.duration;
  20326. }
  20327. return duration;
  20328. };
  20329. THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
  20330. var animation = this.animationsMap[ name ];
  20331. if ( animation ) {
  20332. animation.time = 0;
  20333. animation.active = true;
  20334. } else {
  20335. console.warn( "animation[" + name + "] undefined" );
  20336. }
  20337. };
  20338. THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
  20339. var animation = this.animationsMap[ name ];
  20340. if ( animation ) {
  20341. animation.active = false;
  20342. }
  20343. };
  20344. THREE.MorphBlendMesh.prototype.update = function ( delta ) {
  20345. for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
  20346. var animation = this.animationsList[ i ];
  20347. if ( ! animation.active ) continue;
  20348. var frameTime = animation.duration / animation.length;
  20349. animation.time += animation.direction * delta;
  20350. if ( animation.mirroredLoop ) {
  20351. if ( animation.time > animation.duration || animation.time < 0 ) {
  20352. animation.direction *= - 1;
  20353. if ( animation.time > animation.duration ) {
  20354. animation.time = animation.duration;
  20355. animation.directionBackwards = true;
  20356. }
  20357. if ( animation.time < 0 ) {
  20358. animation.time = 0;
  20359. animation.directionBackwards = false;
  20360. }
  20361. }
  20362. } else {
  20363. animation.time = animation.time % animation.duration;
  20364. if ( animation.time < 0 ) animation.time += animation.duration;
  20365. }
  20366. var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
  20367. var weight = animation.weight;
  20368. if ( keyframe !== animation.currentFrame ) {
  20369. this.morphTargetInfluences[ animation.lastFrame ] = 0;
  20370. this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
  20371. this.morphTargetInfluences[ keyframe ] = 0;
  20372. animation.lastFrame = animation.currentFrame;
  20373. animation.currentFrame = keyframe;
  20374. }
  20375. var mix = ( animation.time % frameTime ) / frameTime;
  20376. if ( animation.directionBackwards ) mix = 1 - mix;
  20377. this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
  20378. this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
  20379. }
  20380. };
  20381. // File:src/extras/renderers/plugins/LensFlarePlugin.js
  20382. /**
  20383. * @author mikael emtinger / http://gomo.se/
  20384. * @author alteredq / http://alteredqualia.com/
  20385. */
  20386. THREE.LensFlarePlugin = function () {
  20387. var flares = [];
  20388. var _gl, _renderer, _precision, _lensFlare = {};
  20389. this.init = function ( renderer ) {
  20390. _gl = renderer.context;
  20391. _renderer = renderer;
  20392. _precision = renderer.getPrecision();
  20393. _lensFlare.vertices = new Float32Array( 8 + 8 );
  20394. _lensFlare.faces = new Uint16Array( 6 );
  20395. var i = 0;
  20396. _lensFlare.vertices[ i ++ ] = - 1; _lensFlare.vertices[ i ++ ] = - 1; // vertex
  20397. _lensFlare.vertices[ i ++ ] = 0; _lensFlare.vertices[ i ++ ] = 0; // uv... etc.
  20398. _lensFlare.vertices[ i ++ ] = 1; _lensFlare.vertices[ i ++ ] = - 1;
  20399. _lensFlare.vertices[ i ++ ] = 1; _lensFlare.vertices[ i ++ ] = 0;
  20400. _lensFlare.vertices[ i ++ ] = 1; _lensFlare.vertices[ i ++ ] = 1;
  20401. _lensFlare.vertices[ i ++ ] = 1; _lensFlare.vertices[ i ++ ] = 1;
  20402. _lensFlare.vertices[ i ++ ] = - 1; _lensFlare.vertices[ i ++ ] = 1;
  20403. _lensFlare.vertices[ i ++ ] = 0; _lensFlare.vertices[ i ++ ] = 1;
  20404. i = 0;
  20405. _lensFlare.faces[ i ++ ] = 0; _lensFlare.faces[ i ++ ] = 1; _lensFlare.faces[ i ++ ] = 2;
  20406. _lensFlare.faces[ i ++ ] = 0; _lensFlare.faces[ i ++ ] = 2; _lensFlare.faces[ i ++ ] = 3;
  20407. // buffers
  20408. _lensFlare.vertexBuffer = _gl.createBuffer();
  20409. _lensFlare.elementBuffer = _gl.createBuffer();
  20410. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  20411. _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
  20412. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  20413. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
  20414. // textures
  20415. _lensFlare.tempTexture = _gl.createTexture();
  20416. _lensFlare.occlusionTexture = _gl.createTexture();
  20417. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  20418. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
  20419. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  20420. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  20421. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  20422. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  20423. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  20424. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  20425. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  20426. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  20427. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  20428. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  20429. if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
  20430. _lensFlare.hasVertexTexture = false;
  20431. _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ], _precision );
  20432. } else {
  20433. _lensFlare.hasVertexTexture = true;
  20434. _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ], _precision );
  20435. }
  20436. _lensFlare.attributes = {};
  20437. _lensFlare.uniforms = {};
  20438. _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
  20439. _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" );
  20440. _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
  20441. _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
  20442. _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
  20443. _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
  20444. _lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" );
  20445. _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
  20446. _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
  20447. _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
  20448. };
  20449. /*
  20450. * Render lens flares
  20451. * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  20452. * reads these back and calculates occlusion.
  20453. * Then _lensFlare.update_lensFlares() is called to re-position and
  20454. * update transparency of flares. Then they are rendered.
  20455. *
  20456. */
  20457. this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
  20458. flares.length = 0;
  20459. scene.traverseVisible( function ( child ) {
  20460. if ( child instanceof THREE.LensFlare ) {
  20461. flares.push( child );
  20462. }
  20463. } );
  20464. if ( flares.length === 0 ) return;
  20465. var tempPosition = new THREE.Vector3();
  20466. var invAspect = viewportHeight / viewportWidth,
  20467. halfViewportWidth = viewportWidth * 0.5,
  20468. halfViewportHeight = viewportHeight * 0.5;
  20469. var size = 16 / viewportHeight,
  20470. scale = new THREE.Vector2( size * invAspect, size );
  20471. var screenPosition = new THREE.Vector3( 1, 1, 0 ),
  20472. screenPositionPixels = new THREE.Vector2( 1, 1 );
  20473. var uniforms = _lensFlare.uniforms,
  20474. attributes = _lensFlare.attributes;
  20475. // set _lensFlare program and reset blending
  20476. _gl.useProgram( _lensFlare.program );
  20477. _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  20478. _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  20479. // loop through all lens flares to update their occlusion and positions
  20480. // setup gl and common used attribs/unforms
  20481. _gl.uniform1i( uniforms.occlusionMap, 0 );
  20482. _gl.uniform1i( uniforms.map, 1 );
  20483. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  20484. _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
  20485. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  20486. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  20487. _gl.disable( _gl.CULL_FACE );
  20488. _gl.depthMask( false );
  20489. for ( var i = 0, l = flares.length; i < l; i ++ ) {
  20490. size = 16 / viewportHeight;
  20491. scale.set( size * invAspect, size );
  20492. // calc object screen position
  20493. var flare = flares[ i ];
  20494. tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
  20495. tempPosition.applyMatrix4( camera.matrixWorldInverse );
  20496. tempPosition.applyProjection( camera.projectionMatrix );
  20497. // setup arrays for gl programs
  20498. screenPosition.copy( tempPosition )
  20499. screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
  20500. screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
  20501. // screen cull
  20502. if ( _lensFlare.hasVertexTexture || (
  20503. screenPositionPixels.x > 0 &&
  20504. screenPositionPixels.x < viewportWidth &&
  20505. screenPositionPixels.y > 0 &&
  20506. screenPositionPixels.y < viewportHeight ) ) {
  20507. // save current RGB to temp texture
  20508. _gl.activeTexture( _gl.TEXTURE1 );
  20509. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  20510. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
  20511. // render pink quad
  20512. _gl.uniform1i( uniforms.renderType, 0 );
  20513. _gl.uniform2f( uniforms.scale, scale.x, scale.y );
  20514. _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  20515. _gl.disable( _gl.BLEND );
  20516. _gl.enable( _gl.DEPTH_TEST );
  20517. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  20518. // copy result to occlusionMap
  20519. _gl.activeTexture( _gl.TEXTURE0 );
  20520. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  20521. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
  20522. // restore graphics
  20523. _gl.uniform1i( uniforms.renderType, 1 );
  20524. _gl.disable( _gl.DEPTH_TEST );
  20525. _gl.activeTexture( _gl.TEXTURE1 );
  20526. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  20527. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  20528. // update object positions
  20529. flare.positionScreen.copy( screenPosition )
  20530. if ( flare.customUpdateCallback ) {
  20531. flare.customUpdateCallback( flare );
  20532. } else {
  20533. flare.updateLensFlares();
  20534. }
  20535. // render flares
  20536. _gl.uniform1i( uniforms.renderType, 2 );
  20537. _gl.enable( _gl.BLEND );
  20538. for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
  20539. var sprite = flare.lensFlares[ j ];
  20540. if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
  20541. screenPosition.x = sprite.x;
  20542. screenPosition.y = sprite.y;
  20543. screenPosition.z = sprite.z;
  20544. size = sprite.size * sprite.scale / viewportHeight;
  20545. scale.x = size * invAspect;
  20546. scale.y = size;
  20547. _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  20548. _gl.uniform2f( uniforms.scale, scale.x, scale.y );
  20549. _gl.uniform1f( uniforms.rotation, sprite.rotation );
  20550. _gl.uniform1f( uniforms.opacity, sprite.opacity );
  20551. _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
  20552. _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
  20553. _renderer.setTexture( sprite.texture, 1 );
  20554. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  20555. }
  20556. }
  20557. }
  20558. }
  20559. // restore gl
  20560. _gl.enable( _gl.CULL_FACE );
  20561. _gl.enable( _gl.DEPTH_TEST );
  20562. _gl.depthMask( true );
  20563. };
  20564. function createProgram ( shader, precision ) {
  20565. var program = _gl.createProgram();
  20566. var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
  20567. var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
  20568. var prefix = "precision " + precision + " float;\n";
  20569. _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
  20570. _gl.shaderSource( vertexShader, prefix + shader.vertexShader );
  20571. _gl.compileShader( fragmentShader );
  20572. _gl.compileShader( vertexShader );
  20573. _gl.attachShader( program, fragmentShader );
  20574. _gl.attachShader( program, vertexShader );
  20575. _gl.linkProgram( program );
  20576. return program;
  20577. };
  20578. };
  20579. // File:src/extras/renderers/plugins/ShadowMapPlugin.js
  20580. /**
  20581. * @author alteredq / http://alteredqualia.com/
  20582. */
  20583. THREE.ShadowMapPlugin = function () {
  20584. var _gl,
  20585. _renderer,
  20586. _lights, _webglObjects, _webglObjectsImmediate,
  20587. _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
  20588. _frustum = new THREE.Frustum(),
  20589. _projScreenMatrix = new THREE.Matrix4(),
  20590. _min = new THREE.Vector3(),
  20591. _max = new THREE.Vector3(),
  20592. _matrixPosition = new THREE.Vector3(),
  20593. _renderList = [];
  20594. this.init = function ( renderer, lights, webglObjects, webglObjectsImmediate ) {
  20595. _gl = renderer.context;
  20596. _renderer = renderer;
  20597. _lights = lights;
  20598. _webglObjects = webglObjects;
  20599. _webglObjectsImmediate = webglObjectsImmediate;
  20600. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  20601. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  20602. _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  20603. _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  20604. _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
  20605. _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
  20606. _depthMaterial._shadowPass = true;
  20607. _depthMaterialMorph._shadowPass = true;
  20608. _depthMaterialSkin._shadowPass = true;
  20609. _depthMaterialMorphSkin._shadowPass = true;
  20610. };
  20611. this.render = function ( scene, camera ) {
  20612. if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
  20613. this.update( scene, camera );
  20614. };
  20615. this.update = function ( scene, camera ) {
  20616. var i, il, j, jl, n,
  20617. shadowMap, shadowMatrix, shadowCamera,
  20618. program, buffer, material,
  20619. webglObject, object, light,
  20620. lights = [],
  20621. k = 0,
  20622. fog = null;
  20623. // set GL state for depth map
  20624. _gl.clearColor( 1, 1, 1, 1 );
  20625. _gl.disable( _gl.BLEND );
  20626. _gl.enable( _gl.CULL_FACE );
  20627. _gl.frontFace( _gl.CCW );
  20628. if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
  20629. _gl.cullFace( _gl.FRONT );
  20630. } else {
  20631. _gl.cullFace( _gl.BACK );
  20632. }
  20633. _renderer.setDepthTest( true );
  20634. // preprocess lights
  20635. // - skip lights that are not casting shadows
  20636. // - create virtual lights for cascaded shadow maps
  20637. for ( i = 0, il = _lights.length; i < il; i ++ ) {
  20638. light = _lights[ i ];
  20639. if ( ! light.castShadow ) continue;
  20640. if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
  20641. for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
  20642. var virtualLight;
  20643. if ( ! light.shadowCascadeArray[ n ] ) {
  20644. virtualLight = createVirtualLight( light, n );
  20645. virtualLight.originalCamera = camera;
  20646. var gyro = new THREE.Gyroscope();
  20647. gyro.position.copy( light.shadowCascadeOffset );
  20648. gyro.add( virtualLight );
  20649. gyro.add( virtualLight.target );
  20650. camera.add( gyro );
  20651. light.shadowCascadeArray[ n ] = virtualLight;
  20652. console.log( "Created virtualLight", virtualLight );
  20653. } else {
  20654. virtualLight = light.shadowCascadeArray[ n ];
  20655. }
  20656. updateVirtualLight( light, n );
  20657. lights[ k ] = virtualLight;
  20658. k ++;
  20659. }
  20660. } else {
  20661. lights[ k ] = light;
  20662. k ++;
  20663. }
  20664. }
  20665. // render depth map
  20666. for ( i = 0, il = lights.length; i < il; i ++ ) {
  20667. light = lights[ i ];
  20668. if ( ! light.shadowMap ) {
  20669. var shadowFilter = THREE.LinearFilter;
  20670. if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
  20671. shadowFilter = THREE.NearestFilter;
  20672. }
  20673. var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
  20674. light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
  20675. light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
  20676. light.shadowMatrix = new THREE.Matrix4();
  20677. }
  20678. if ( ! light.shadowCamera ) {
  20679. if ( light instanceof THREE.SpotLight ) {
  20680. light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
  20681. } else if ( light instanceof THREE.DirectionalLight ) {
  20682. light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
  20683. } else {
  20684. console.error( "Unsupported light type for shadow" );
  20685. continue;
  20686. }
  20687. scene.add( light.shadowCamera );
  20688. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  20689. }
  20690. if ( light.shadowCameraVisible && ! light.cameraHelper ) {
  20691. light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
  20692. light.shadowCamera.add( light.cameraHelper );
  20693. }
  20694. if ( light.isVirtual && virtualLight.originalCamera == camera ) {
  20695. updateShadowCamera( camera, light );
  20696. }
  20697. shadowMap = light.shadowMap;
  20698. shadowMatrix = light.shadowMatrix;
  20699. shadowCamera = light.shadowCamera;
  20700. shadowCamera.position.setFromMatrixPosition( light.matrixWorld );
  20701. _matrixPosition.setFromMatrixPosition( light.target.matrixWorld );
  20702. shadowCamera.lookAt( _matrixPosition );
  20703. shadowCamera.updateMatrixWorld();
  20704. shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
  20705. if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
  20706. if ( light.shadowCameraVisible ) light.cameraHelper.update();
  20707. // compute shadow matrix
  20708. shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
  20709. 0.0, 0.5, 0.0, 0.5,
  20710. 0.0, 0.0, 0.5, 0.5,
  20711. 0.0, 0.0, 0.0, 1.0 );
  20712. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  20713. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  20714. // update camera matrices and frustum
  20715. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  20716. _frustum.setFromMatrix( _projScreenMatrix );
  20717. // render shadow map
  20718. _renderer.setRenderTarget( shadowMap );
  20719. _renderer.clear();
  20720. // set object matrices & frustum culling
  20721. _renderList.length = 0;
  20722. projectObject(scene,scene,shadowCamera);
  20723. // render regular objects
  20724. var objectMaterial, useMorphing, useSkinning;
  20725. for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
  20726. webglObject = _renderList[ j ];
  20727. object = webglObject.object;
  20728. buffer = webglObject.buffer;
  20729. // culling is overriden globally for all objects
  20730. // while rendering depth map
  20731. // need to deal with MeshFaceMaterial somehow
  20732. // in that case just use the first of material.materials for now
  20733. // (proper solution would require to break objects by materials
  20734. // similarly to regular rendering and then set corresponding
  20735. // depth materials per each chunk instead of just once per object)
  20736. objectMaterial = getObjectMaterial( object );
  20737. useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
  20738. useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
  20739. if ( object.customDepthMaterial ) {
  20740. material = object.customDepthMaterial;
  20741. } else if ( useSkinning ) {
  20742. material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
  20743. } else if ( useMorphing ) {
  20744. material = _depthMaterialMorph;
  20745. } else {
  20746. material = _depthMaterial;
  20747. }
  20748. _renderer.setMaterialFaces( objectMaterial );
  20749. if ( buffer instanceof THREE.BufferGeometry ) {
  20750. _renderer.renderBufferDirect( shadowCamera, _lights, fog, material, buffer, object );
  20751. } else {
  20752. _renderer.renderBuffer( shadowCamera, _lights, fog, material, buffer, object );
  20753. }
  20754. }
  20755. // set matrices and render immediate objects
  20756. for ( j = 0, jl = _webglObjectsImmediate.length; j < jl; j ++ ) {
  20757. webglObject = _webglObjectsImmediate[ j ];
  20758. object = webglObject.object;
  20759. if ( object.visible && object.castShadow ) {
  20760. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  20761. _renderer.renderImmediateObject( shadowCamera, _lights, fog, _depthMaterial, object );
  20762. }
  20763. }
  20764. }
  20765. // restore GL state
  20766. var clearColor = _renderer.getClearColor(),
  20767. clearAlpha = _renderer.getClearAlpha();
  20768. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  20769. _gl.enable( _gl.BLEND );
  20770. if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
  20771. _gl.cullFace( _gl.BACK );
  20772. }
  20773. };
  20774. function projectObject(scene, object,shadowCamera){
  20775. if ( object.visible ) {
  20776. var webglObjects = _webglObjects[object.id];
  20777. if (webglObjects && object.castShadow && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
  20778. for (var i = 0, l = webglObjects.length; i < l; i++){
  20779. var webglObject = webglObjects[i];
  20780. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  20781. _renderList.push(webglObject);
  20782. }
  20783. }
  20784. for(var i = 0, l = object.children.length; i < l; i++) {
  20785. projectObject(scene, object.children[i],shadowCamera);
  20786. }
  20787. }
  20788. }
  20789. function createVirtualLight( light, cascade ) {
  20790. var virtualLight = new THREE.DirectionalLight();
  20791. virtualLight.isVirtual = true;
  20792. virtualLight.onlyShadow = true;
  20793. virtualLight.castShadow = true;
  20794. virtualLight.shadowCameraNear = light.shadowCameraNear;
  20795. virtualLight.shadowCameraFar = light.shadowCameraFar;
  20796. virtualLight.shadowCameraLeft = light.shadowCameraLeft;
  20797. virtualLight.shadowCameraRight = light.shadowCameraRight;
  20798. virtualLight.shadowCameraBottom = light.shadowCameraBottom;
  20799. virtualLight.shadowCameraTop = light.shadowCameraTop;
  20800. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  20801. virtualLight.shadowDarkness = light.shadowDarkness;
  20802. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  20803. virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
  20804. virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
  20805. virtualLight.pointsWorld = [];
  20806. virtualLight.pointsFrustum = [];
  20807. var pointsWorld = virtualLight.pointsWorld,
  20808. pointsFrustum = virtualLight.pointsFrustum;
  20809. for ( var i = 0; i < 8; i ++ ) {
  20810. pointsWorld[ i ] = new THREE.Vector3();
  20811. pointsFrustum[ i ] = new THREE.Vector3();
  20812. }
  20813. var nearZ = light.shadowCascadeNearZ[ cascade ];
  20814. var farZ = light.shadowCascadeFarZ[ cascade ];
  20815. pointsFrustum[ 0 ].set( - 1, - 1, nearZ );
  20816. pointsFrustum[ 1 ].set( 1, - 1, nearZ );
  20817. pointsFrustum[ 2 ].set( - 1, 1, nearZ );
  20818. pointsFrustum[ 3 ].set( 1, 1, nearZ );
  20819. pointsFrustum[ 4 ].set( - 1, - 1, farZ );
  20820. pointsFrustum[ 5 ].set( 1, - 1, farZ );
  20821. pointsFrustum[ 6 ].set( - 1, 1, farZ );
  20822. pointsFrustum[ 7 ].set( 1, 1, farZ );
  20823. return virtualLight;
  20824. }
  20825. // Synchronize virtual light with the original light
  20826. function updateVirtualLight( light, cascade ) {
  20827. var virtualLight = light.shadowCascadeArray[ cascade ];
  20828. virtualLight.position.copy( light.position );
  20829. virtualLight.target.position.copy( light.target.position );
  20830. virtualLight.lookAt( virtualLight.target );
  20831. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  20832. virtualLight.shadowDarkness = light.shadowDarkness;
  20833. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  20834. var nearZ = light.shadowCascadeNearZ[ cascade ];
  20835. var farZ = light.shadowCascadeFarZ[ cascade ];
  20836. var pointsFrustum = virtualLight.pointsFrustum;
  20837. pointsFrustum[ 0 ].z = nearZ;
  20838. pointsFrustum[ 1 ].z = nearZ;
  20839. pointsFrustum[ 2 ].z = nearZ;
  20840. pointsFrustum[ 3 ].z = nearZ;
  20841. pointsFrustum[ 4 ].z = farZ;
  20842. pointsFrustum[ 5 ].z = farZ;
  20843. pointsFrustum[ 6 ].z = farZ;
  20844. pointsFrustum[ 7 ].z = farZ;
  20845. }
  20846. // Fit shadow camera's ortho frustum to camera frustum
  20847. function updateShadowCamera( camera, light ) {
  20848. var shadowCamera = light.shadowCamera,
  20849. pointsFrustum = light.pointsFrustum,
  20850. pointsWorld = light.pointsWorld;
  20851. _min.set( Infinity, Infinity, Infinity );
  20852. _max.set( - Infinity, - Infinity, - Infinity );
  20853. for ( var i = 0; i < 8; i ++ ) {
  20854. var p = pointsWorld[ i ];
  20855. p.copy( pointsFrustum[ i ] );
  20856. THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
  20857. p.applyMatrix4( shadowCamera.matrixWorldInverse );
  20858. if ( p.x < _min.x ) _min.x = p.x;
  20859. if ( p.x > _max.x ) _max.x = p.x;
  20860. if ( p.y < _min.y ) _min.y = p.y;
  20861. if ( p.y > _max.y ) _max.y = p.y;
  20862. if ( p.z < _min.z ) _min.z = p.z;
  20863. if ( p.z > _max.z ) _max.z = p.z;
  20864. }
  20865. shadowCamera.left = _min.x;
  20866. shadowCamera.right = _max.x;
  20867. shadowCamera.top = _max.y;
  20868. shadowCamera.bottom = _min.y;
  20869. // can't really fit near/far
  20870. //shadowCamera.near = _min.z;
  20871. //shadowCamera.far = _max.z;
  20872. shadowCamera.updateProjectionMatrix();
  20873. }
  20874. // For the moment just ignore objects that have multiple materials with different animation methods
  20875. // Only the first material will be taken into account for deciding which depth material to use for shadow maps
  20876. function getObjectMaterial( object ) {
  20877. return object.material instanceof THREE.MeshFaceMaterial
  20878. ? object.material.materials[ 0 ]
  20879. : object.material;
  20880. };
  20881. };
  20882. THREE.ShadowMapPlugin.__projector = new THREE.Projector();
  20883. // File:src/extras/renderers/plugins/SpritePlugin.js
  20884. /**
  20885. * @author mikael emtinger / http://gomo.se/
  20886. * @author alteredq / http://alteredqualia.com/
  20887. */
  20888. THREE.SpritePlugin = function () {
  20889. var _gl, _renderer, _texture;
  20890. var sprites = [];
  20891. var vertices, faces, vertexBuffer, elementBuffer;
  20892. var program, attributes, uniforms;
  20893. this.init = function ( renderer ) {
  20894. _gl = renderer.context;
  20895. _renderer = renderer;
  20896. vertices = new Float32Array( [
  20897. - 0.5, - 0.5, 0, 0,
  20898. 0.5, - 0.5, 1, 0,
  20899. 0.5, 0.5, 1, 1,
  20900. - 0.5, 0.5, 0, 1
  20901. ] );
  20902. faces = new Uint16Array( [
  20903. 0, 1, 2,
  20904. 0, 2, 3
  20905. ] );
  20906. vertexBuffer = _gl.createBuffer();
  20907. elementBuffer = _gl.createBuffer();
  20908. _gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
  20909. _gl.bufferData( _gl.ARRAY_BUFFER, vertices, _gl.STATIC_DRAW );
  20910. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  20911. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faces, _gl.STATIC_DRAW );
  20912. program = createProgram();
  20913. attributes = {
  20914. position: _gl.getAttribLocation ( program, 'position' ),
  20915. uv: _gl.getAttribLocation ( program, 'uv' )
  20916. };
  20917. uniforms = {
  20918. uvOffset: _gl.getUniformLocation( program, 'uvOffset' ),
  20919. uvScale: _gl.getUniformLocation( program, 'uvScale' ),
  20920. rotation: _gl.getUniformLocation( program, 'rotation' ),
  20921. scale: _gl.getUniformLocation( program, 'scale' ),
  20922. color: _gl.getUniformLocation( program, 'color' ),
  20923. map: _gl.getUniformLocation( program, 'map' ),
  20924. opacity: _gl.getUniformLocation( program, 'opacity' ),
  20925. modelViewMatrix: _gl.getUniformLocation( program, 'modelViewMatrix' ),
  20926. projectionMatrix: _gl.getUniformLocation( program, 'projectionMatrix' ),
  20927. fogType: _gl.getUniformLocation( program, 'fogType' ),
  20928. fogDensity: _gl.getUniformLocation( program, 'fogDensity' ),
  20929. fogNear: _gl.getUniformLocation( program, 'fogNear' ),
  20930. fogFar: _gl.getUniformLocation( program, 'fogFar' ),
  20931. fogColor: _gl.getUniformLocation( program, 'fogColor' ),
  20932. alphaTest: _gl.getUniformLocation( program, 'alphaTest' )
  20933. };
  20934. var canvas = document.createElement( 'canvas' );
  20935. canvas.width = 8;
  20936. canvas.height = 8;
  20937. var context = canvas.getContext( '2d' );
  20938. context.fillStyle = 'white';
  20939. context.fillRect( 0, 0, 8, 8 );
  20940. _texture = new THREE.Texture( canvas );
  20941. _texture.needsUpdate = true;
  20942. };
  20943. this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
  20944. sprites.length = 0;
  20945. scene.traverseVisible( function ( child ) {
  20946. if ( child instanceof THREE.Sprite ) {
  20947. sprites.push( child );
  20948. }
  20949. } );
  20950. if ( sprites.length === 0 ) return;
  20951. // setup gl
  20952. _gl.useProgram( program );
  20953. _gl.enableVertexAttribArray( attributes.position );
  20954. _gl.enableVertexAttribArray( attributes.uv );
  20955. _gl.disable( _gl.CULL_FACE );
  20956. _gl.enable( _gl.BLEND );
  20957. _gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
  20958. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  20959. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  20960. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  20961. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  20962. _gl.activeTexture( _gl.TEXTURE0 );
  20963. _gl.uniform1i( uniforms.map, 0 );
  20964. var oldFogType = 0;
  20965. var sceneFogType = 0;
  20966. var fog = scene.fog;
  20967. if ( fog ) {
  20968. _gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
  20969. if ( fog instanceof THREE.Fog ) {
  20970. _gl.uniform1f( uniforms.fogNear, fog.near );
  20971. _gl.uniform1f( uniforms.fogFar, fog.far );
  20972. _gl.uniform1i( uniforms.fogType, 1 );
  20973. oldFogType = 1;
  20974. sceneFogType = 1;
  20975. } else if ( fog instanceof THREE.FogExp2 ) {
  20976. _gl.uniform1f( uniforms.fogDensity, fog.density );
  20977. _gl.uniform1i( uniforms.fogType, 2 );
  20978. oldFogType = 2;
  20979. sceneFogType = 2;
  20980. }
  20981. } else {
  20982. _gl.uniform1i( uniforms.fogType, 0 );
  20983. oldFogType = 0;
  20984. sceneFogType = 0;
  20985. }
  20986. // update positions and sort
  20987. for ( var i = 0, l = sprites.length; i < l; i ++ ) {
  20988. var sprite = sprites[ i ];
  20989. var material = sprite.material;
  20990. sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
  20991. sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
  20992. }
  20993. sprites.sort( painterSortStable );
  20994. // render all sprites
  20995. var scale = [];
  20996. for ( var i = 0, l = sprites.length; i < l; i ++ ) {
  20997. var sprite = sprites[ i ];
  20998. var material = sprite.material;
  20999. _gl.uniform1f( uniforms.alphaTest, material.alphaTest );
  21000. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
  21001. scale[ 0 ] = sprite.scale.x;
  21002. scale[ 1 ] = sprite.scale.y;
  21003. var fogType = 0;
  21004. if ( scene.fog && material.fog ) {
  21005. fogType = sceneFogType;
  21006. }
  21007. if ( oldFogType !== fogType ) {
  21008. _gl.uniform1i( uniforms.fogType, fogType );
  21009. oldFogType = fogType;
  21010. }
  21011. if ( material.map !== null ) {
  21012. _gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
  21013. _gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
  21014. } else {
  21015. _gl.uniform2f( uniforms.uvOffset, 0, 0 );
  21016. _gl.uniform2f( uniforms.uvScale, 1, 1 );
  21017. }
  21018. _gl.uniform1f( uniforms.opacity, material.opacity );
  21019. _gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
  21020. _gl.uniform1f( uniforms.rotation, material.rotation );
  21021. _gl.uniform2fv( uniforms.scale, scale );
  21022. _renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  21023. _renderer.setDepthTest( material.depthTest );
  21024. _renderer.setDepthWrite( material.depthWrite );
  21025. if ( material.map && material.map.image && material.map.image.width ) {
  21026. _renderer.setTexture( material.map, 0 );
  21027. } else {
  21028. _renderer.setTexture( _texture, 0 );
  21029. }
  21030. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  21031. }
  21032. // restore gl
  21033. _gl.enable( _gl.CULL_FACE );
  21034. };
  21035. function createProgram () {
  21036. var program = _gl.createProgram();
  21037. var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
  21038. var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
  21039. _gl.shaderSource( vertexShader, [
  21040. 'precision ' + _renderer.getPrecision() + ' float;',
  21041. 'uniform mat4 modelViewMatrix;',
  21042. 'uniform mat4 projectionMatrix;',
  21043. 'uniform float rotation;',
  21044. 'uniform vec2 scale;',
  21045. 'uniform vec2 uvOffset;',
  21046. 'uniform vec2 uvScale;',
  21047. 'attribute vec2 position;',
  21048. 'attribute vec2 uv;',
  21049. 'varying vec2 vUV;',
  21050. 'void main() {',
  21051. 'vUV = uvOffset + uv * uvScale;',
  21052. 'vec2 alignedPosition = position * scale;',
  21053. 'vec2 rotatedPosition;',
  21054. 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
  21055. 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
  21056. 'vec4 finalPosition;',
  21057. 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
  21058. 'finalPosition.xy += rotatedPosition;',
  21059. 'finalPosition = projectionMatrix * finalPosition;',
  21060. 'gl_Position = finalPosition;',
  21061. '}'
  21062. ].join( '\n' ) );
  21063. _gl.shaderSource( fragmentShader, [
  21064. 'precision ' + _renderer.getPrecision() + ' float;',
  21065. 'uniform vec3 color;',
  21066. 'uniform sampler2D map;',
  21067. 'uniform float opacity;',
  21068. 'uniform int fogType;',
  21069. 'uniform vec3 fogColor;',
  21070. 'uniform float fogDensity;',
  21071. 'uniform float fogNear;',
  21072. 'uniform float fogFar;',
  21073. 'uniform float alphaTest;',
  21074. 'varying vec2 vUV;',
  21075. 'void main() {',
  21076. 'vec4 texture = texture2D( map, vUV );',
  21077. 'if ( texture.a < alphaTest ) discard;',
  21078. 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
  21079. 'if ( fogType > 0 ) {',
  21080. 'float depth = gl_FragCoord.z / gl_FragCoord.w;',
  21081. 'float fogFactor = 0.0;',
  21082. 'if ( fogType == 1 ) {',
  21083. 'fogFactor = smoothstep( fogNear, fogFar, depth );',
  21084. '} else {',
  21085. 'const float LOG2 = 1.442695;',
  21086. 'float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
  21087. 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
  21088. '}',
  21089. 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
  21090. '}',
  21091. '}'
  21092. ].join( '\n' ) );
  21093. _gl.compileShader( vertexShader );
  21094. _gl.compileShader( fragmentShader );
  21095. _gl.attachShader( program, vertexShader );
  21096. _gl.attachShader( program, fragmentShader );
  21097. _gl.linkProgram( program );
  21098. return program;
  21099. };
  21100. function painterSortStable ( a, b ) {
  21101. if ( a.z !== b.z ) {
  21102. return b.z - a.z;
  21103. } else {
  21104. return b.id - a.id;
  21105. }
  21106. };
  21107. };
  21108. // File:src/extras/renderers/plugins/DepthPassPlugin.js
  21109. /**
  21110. * @author alteredq / http://alteredqualia.com/
  21111. */
  21112. THREE.DepthPassPlugin = function () {
  21113. this.enabled = false;
  21114. this.renderTarget = null;
  21115. var _gl,
  21116. _renderer,
  21117. _lights, _webglObjects, _webglObjectsImmediate,
  21118. _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
  21119. _frustum = new THREE.Frustum(),
  21120. _projScreenMatrix = new THREE.Matrix4(),
  21121. _renderList = [];
  21122. this.init = function ( renderer, lights, webglObjects, webglObjectsImmediate ) {
  21123. _gl = renderer.context;
  21124. _renderer = renderer;
  21125. _lights = lights;
  21126. _webglObjects = webglObjects;
  21127. _webglObjectsImmediate = webglObjectsImmediate;
  21128. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  21129. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  21130. _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  21131. _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  21132. _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
  21133. _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
  21134. _depthMaterial._shadowPass = true;
  21135. _depthMaterialMorph._shadowPass = true;
  21136. _depthMaterialSkin._shadowPass = true;
  21137. _depthMaterialMorphSkin._shadowPass = true;
  21138. };
  21139. this.render = function ( scene, camera ) {
  21140. if ( ! this.enabled ) return;
  21141. this.update( scene, camera );
  21142. };
  21143. this.update = function ( scene, camera ) {
  21144. var i, il, j, jl, n,
  21145. program, buffer, material,
  21146. webglObject, object, light,
  21147. renderList,
  21148. fog = null;
  21149. // set GL state for depth map
  21150. _gl.clearColor( 1, 1, 1, 1 );
  21151. _gl.disable( _gl.BLEND );
  21152. _renderer.setDepthTest( true );
  21153. // update scene
  21154. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  21155. // update camera matrices and frustum
  21156. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  21157. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  21158. _frustum.setFromMatrix( _projScreenMatrix );
  21159. // render depth map
  21160. _renderer.setRenderTarget( this.renderTarget );
  21161. _renderer.clear();
  21162. // set object matrices & frustum culling
  21163. _renderList.length = 0;
  21164. projectObject(scene,scene,camera);
  21165. // render regular objects
  21166. var objectMaterial, useMorphing, useSkinning;
  21167. for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
  21168. webglObject = _renderList[ j ];
  21169. object = webglObject.object;
  21170. buffer = webglObject.buffer;
  21171. // todo: create proper depth material for particles
  21172. if ( object instanceof THREE.PointCloud && ! object.customDepthMaterial ) continue;
  21173. objectMaterial = getObjectMaterial( object );
  21174. if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
  21175. useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
  21176. useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
  21177. if ( object.customDepthMaterial ) {
  21178. material = object.customDepthMaterial;
  21179. } else if ( useSkinning ) {
  21180. material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
  21181. } else if ( useMorphing ) {
  21182. material = _depthMaterialMorph;
  21183. } else {
  21184. material = _depthMaterial;
  21185. }
  21186. if ( buffer instanceof THREE.BufferGeometry ) {
  21187. _renderer.renderBufferDirect( camera, _lights, fog, material, buffer, object );
  21188. } else {
  21189. _renderer.renderBuffer( camera, _lights, fog, material, buffer, object );
  21190. }
  21191. }
  21192. // set matrices and render immediate objects
  21193. for ( j = 0, jl = _webglObjectsImmediate.length; j < jl; j ++ ) {
  21194. webglObject = _webglObjectsImmediate[ j ];
  21195. object = webglObject.object;
  21196. if ( object.visible ) {
  21197. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  21198. _renderer.renderImmediateObject( camera, _lights, fog, _depthMaterial, object );
  21199. }
  21200. }
  21201. // restore GL state
  21202. var clearColor = _renderer.getClearColor(),
  21203. clearAlpha = _renderer.getClearAlpha();
  21204. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  21205. _gl.enable( _gl.BLEND );
  21206. };
  21207. function projectObject(scene, object,camera){
  21208. if ( object.visible ) {
  21209. var webglObjects = _webglObjects[object.id];
  21210. if (webglObjects && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
  21211. for (var i = 0, l = webglObjects.length; i < l; i++){
  21212. var webglObject = webglObjects[i];
  21213. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  21214. _renderList.push(webglObject);
  21215. }
  21216. }
  21217. for(var i = 0, l = object.children.length; i < l; i++) {
  21218. projectObject(scene, object.children[i], camera);
  21219. }
  21220. }
  21221. }
  21222. // For the moment just ignore objects that have multiple materials with different animation methods
  21223. // Only the first material will be taken into account for deciding which depth material to use
  21224. function getObjectMaterial( object ) {
  21225. return object.material instanceof THREE.MeshFaceMaterial
  21226. ? object.material.materials[ 0 ]
  21227. : object.material;
  21228. };
  21229. };
  21230. // File:src/extras/shaders/ShaderFlares.js
  21231. /**
  21232. * @author mikael emtinger / http://gomo.se/
  21233. */
  21234. THREE.ShaderFlares = {
  21235. 'lensFlareVertexTexture': {
  21236. vertexShader: [
  21237. "uniform lowp int renderType;",
  21238. "uniform vec3 screenPosition;",
  21239. "uniform vec2 scale;",
  21240. "uniform float rotation;",
  21241. "uniform sampler2D occlusionMap;",
  21242. "attribute vec2 position;",
  21243. "attribute vec2 uv;",
  21244. "varying vec2 vUV;",
  21245. "varying float vVisibility;",
  21246. "void main() {",
  21247. "vUV = uv;",
  21248. "vec2 pos = position;",
  21249. "if( renderType == 2 ) {",
  21250. "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
  21251. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
  21252. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
  21253. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
  21254. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
  21255. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
  21256. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
  21257. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
  21258. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
  21259. "vVisibility = visibility.r / 9.0;",
  21260. "vVisibility *= 1.0 - visibility.g / 9.0;",
  21261. "vVisibility *= visibility.b / 9.0;",
  21262. "vVisibility *= 1.0 - visibility.a / 9.0;",
  21263. "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  21264. "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  21265. "}",
  21266. "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  21267. "}"
  21268. ].join( "\n" ),
  21269. fragmentShader: [
  21270. "uniform lowp int renderType;",
  21271. "uniform sampler2D map;",
  21272. "uniform float opacity;",
  21273. "uniform vec3 color;",
  21274. "varying vec2 vUV;",
  21275. "varying float vVisibility;",
  21276. "void main() {",
  21277. // pink square
  21278. "if( renderType == 0 ) {",
  21279. "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
  21280. // restore
  21281. "} else if( renderType == 1 ) {",
  21282. "gl_FragColor = texture2D( map, vUV );",
  21283. // flare
  21284. "} else {",
  21285. "vec4 texture = texture2D( map, vUV );",
  21286. "texture.a *= opacity * vVisibility;",
  21287. "gl_FragColor = texture;",
  21288. "gl_FragColor.rgb *= color;",
  21289. "}",
  21290. "}"
  21291. ].join( "\n" )
  21292. },
  21293. 'lensFlare': {
  21294. vertexShader: [
  21295. "uniform lowp int renderType;",
  21296. "uniform vec3 screenPosition;",
  21297. "uniform vec2 scale;",
  21298. "uniform float rotation;",
  21299. "attribute vec2 position;",
  21300. "attribute vec2 uv;",
  21301. "varying vec2 vUV;",
  21302. "void main() {",
  21303. "vUV = uv;",
  21304. "vec2 pos = position;",
  21305. "if( renderType == 2 ) {",
  21306. "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  21307. "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  21308. "}",
  21309. "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  21310. "}"
  21311. ].join( "\n" ),
  21312. fragmentShader: [
  21313. "precision mediump float;",
  21314. "uniform lowp int renderType;",
  21315. "uniform sampler2D map;",
  21316. "uniform sampler2D occlusionMap;",
  21317. "uniform float opacity;",
  21318. "uniform vec3 color;",
  21319. "varying vec2 vUV;",
  21320. "void main() {",
  21321. // pink square
  21322. "if( renderType == 0 ) {",
  21323. "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
  21324. // restore
  21325. "} else if( renderType == 1 ) {",
  21326. "gl_FragColor = texture2D( map, vUV );",
  21327. // flare
  21328. "} else {",
  21329. "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
  21330. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
  21331. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
  21332. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
  21333. "visibility = ( 1.0 - visibility / 4.0 );",
  21334. "vec4 texture = texture2D( map, vUV );",
  21335. "texture.a *= opacity * visibility;",
  21336. "gl_FragColor = texture;",
  21337. "gl_FragColor.rgb *= color;",
  21338. "}",
  21339. "}"
  21340. ].join( "\n" )
  21341. }
  21342. };