three.js 808 KB

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  1. // File:src/Three.js
  2. /**
  3. * @author mrdoob / http://mrdoob.com/
  4. */
  5. var THREE = { REVISION: '68dev' };
  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. return this.multiplyScalar( - 1 );
  832. },
  833. dot: function ( v ) {
  834. return this.x * v.x + this.y * v.y;
  835. },
  836. lengthSq: function () {
  837. return this.x * this.x + this.y * this.y;
  838. },
  839. length: function () {
  840. return Math.sqrt( this.x * this.x + this.y * this.y );
  841. },
  842. normalize: function () {
  843. return this.divideScalar( this.length() );
  844. },
  845. distanceTo: function ( v ) {
  846. return Math.sqrt( this.distanceToSquared( v ) );
  847. },
  848. distanceToSquared: function ( v ) {
  849. var dx = this.x - v.x, dy = this.y - v.y;
  850. return dx * dx + dy * dy;
  851. },
  852. setLength: function ( l ) {
  853. var oldLength = this.length();
  854. if ( oldLength !== 0 && l !== oldLength ) {
  855. this.multiplyScalar( l / oldLength );
  856. }
  857. return this;
  858. },
  859. lerp: function ( v, alpha ) {
  860. this.x += ( v.x - this.x ) * alpha;
  861. this.y += ( v.y - this.y ) * alpha;
  862. return this;
  863. },
  864. equals: function ( v ) {
  865. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  866. },
  867. fromArray: function ( array ) {
  868. this.x = array[ 0 ];
  869. this.y = array[ 1 ];
  870. return this;
  871. },
  872. toArray: function () {
  873. return [ this.x, this.y ];
  874. },
  875. clone: function () {
  876. return new THREE.Vector2( this.x, this.y );
  877. }
  878. };
  879. // File:src/math/Vector3.js
  880. /**
  881. * @author mrdoob / http://mrdoob.com/
  882. * @author *kile / http://kile.stravaganza.org/
  883. * @author philogb / http://blog.thejit.org/
  884. * @author mikael emtinger / http://gomo.se/
  885. * @author egraether / http://egraether.com/
  886. * @author WestLangley / http://github.com/WestLangley
  887. */
  888. THREE.Vector3 = function ( x, y, z ) {
  889. this.x = x || 0;
  890. this.y = y || 0;
  891. this.z = z || 0;
  892. };
  893. THREE.Vector3.prototype = {
  894. constructor: THREE.Vector3,
  895. set: function ( x, y, z ) {
  896. this.x = x;
  897. this.y = y;
  898. this.z = z;
  899. return this;
  900. },
  901. setX: function ( x ) {
  902. this.x = x;
  903. return this;
  904. },
  905. setY: function ( y ) {
  906. this.y = y;
  907. return this;
  908. },
  909. setZ: function ( z ) {
  910. this.z = z;
  911. return this;
  912. },
  913. setComponent: function ( index, value ) {
  914. switch ( index ) {
  915. case 0: this.x = value; break;
  916. case 1: this.y = value; break;
  917. case 2: this.z = value; break;
  918. default: throw new Error( 'index is out of range: ' + index );
  919. }
  920. },
  921. getComponent: function ( index ) {
  922. switch ( index ) {
  923. case 0: return this.x;
  924. case 1: return this.y;
  925. case 2: return this.z;
  926. default: throw new Error( 'index is out of range: ' + index );
  927. }
  928. },
  929. copy: function ( v ) {
  930. this.x = v.x;
  931. this.y = v.y;
  932. this.z = v.z;
  933. return this;
  934. },
  935. add: function ( v, w ) {
  936. if ( w !== undefined ) {
  937. console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  938. return this.addVectors( v, w );
  939. }
  940. this.x += v.x;
  941. this.y += v.y;
  942. this.z += v.z;
  943. return this;
  944. },
  945. addScalar: function ( s ) {
  946. this.x += s;
  947. this.y += s;
  948. this.z += s;
  949. return this;
  950. },
  951. addVectors: function ( a, b ) {
  952. this.x = a.x + b.x;
  953. this.y = a.y + b.y;
  954. this.z = a.z + b.z;
  955. return this;
  956. },
  957. sub: function ( v, w ) {
  958. if ( w !== undefined ) {
  959. console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  960. return this.subVectors( v, w );
  961. }
  962. this.x -= v.x;
  963. this.y -= v.y;
  964. this.z -= v.z;
  965. return this;
  966. },
  967. subVectors: function ( a, b ) {
  968. this.x = a.x - b.x;
  969. this.y = a.y - b.y;
  970. this.z = a.z - b.z;
  971. return this;
  972. },
  973. multiply: function ( v, w ) {
  974. if ( w !== undefined ) {
  975. console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  976. return this.multiplyVectors( v, w );
  977. }
  978. this.x *= v.x;
  979. this.y *= v.y;
  980. this.z *= v.z;
  981. return this;
  982. },
  983. multiplyScalar: function ( scalar ) {
  984. this.x *= scalar;
  985. this.y *= scalar;
  986. this.z *= scalar;
  987. return this;
  988. },
  989. multiplyVectors: function ( a, b ) {
  990. this.x = a.x * b.x;
  991. this.y = a.y * b.y;
  992. this.z = a.z * b.z;
  993. return this;
  994. },
  995. applyEuler: function () {
  996. var quaternion;
  997. return function ( euler ) {
  998. if ( euler instanceof THREE.Euler === false ) {
  999. console.error( 'THREE.Vector3: .applyEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  1000. }
  1001. if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  1002. this.applyQuaternion( quaternion.setFromEuler( euler ) );
  1003. return this;
  1004. };
  1005. }(),
  1006. applyAxisAngle: function () {
  1007. var quaternion;
  1008. return function ( axis, angle ) {
  1009. if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  1010. this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  1011. return this;
  1012. };
  1013. }(),
  1014. applyMatrix3: function ( m ) {
  1015. var x = this.x;
  1016. var y = this.y;
  1017. var z = this.z;
  1018. var e = m.elements;
  1019. this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
  1020. this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
  1021. this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
  1022. return this;
  1023. },
  1024. applyMatrix4: function ( m ) {
  1025. // input: THREE.Matrix4 affine matrix
  1026. var x = this.x, y = this.y, z = this.z;
  1027. var e = m.elements;
  1028. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ];
  1029. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ];
  1030. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
  1031. return this;
  1032. },
  1033. applyProjection: function ( m ) {
  1034. // input: THREE.Matrix4 projection matrix
  1035. var x = this.x, y = this.y, z = this.z;
  1036. var e = m.elements;
  1037. var d = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] ); // perspective divide
  1038. this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * d;
  1039. this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * d;
  1040. this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * d;
  1041. return this;
  1042. },
  1043. applyQuaternion: function ( q ) {
  1044. var x = this.x;
  1045. var y = this.y;
  1046. var z = this.z;
  1047. var qx = q.x;
  1048. var qy = q.y;
  1049. var qz = q.z;
  1050. var qw = q.w;
  1051. // calculate quat * vector
  1052. var ix = qw * x + qy * z - qz * y;
  1053. var iy = qw * y + qz * x - qx * z;
  1054. var iz = qw * z + qx * y - qy * x;
  1055. var iw = - qx * x - qy * y - qz * z;
  1056. // calculate result * inverse quat
  1057. this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
  1058. this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
  1059. this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
  1060. return this;
  1061. },
  1062. transformDirection: function ( m ) {
  1063. // input: THREE.Matrix4 affine matrix
  1064. // vector interpreted as a direction
  1065. var x = this.x, y = this.y, z = this.z;
  1066. var e = m.elements;
  1067. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
  1068. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
  1069. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
  1070. this.normalize();
  1071. return this;
  1072. },
  1073. divide: function ( v ) {
  1074. this.x /= v.x;
  1075. this.y /= v.y;
  1076. this.z /= v.z;
  1077. return this;
  1078. },
  1079. divideScalar: function ( scalar ) {
  1080. if ( scalar !== 0 ) {
  1081. var invScalar = 1 / scalar;
  1082. this.x *= invScalar;
  1083. this.y *= invScalar;
  1084. this.z *= invScalar;
  1085. } else {
  1086. this.x = 0;
  1087. this.y = 0;
  1088. this.z = 0;
  1089. }
  1090. return this;
  1091. },
  1092. min: function ( v ) {
  1093. if ( this.x > v.x ) {
  1094. this.x = v.x;
  1095. }
  1096. if ( this.y > v.y ) {
  1097. this.y = v.y;
  1098. }
  1099. if ( this.z > v.z ) {
  1100. this.z = v.z;
  1101. }
  1102. return this;
  1103. },
  1104. max: function ( v ) {
  1105. if ( this.x < v.x ) {
  1106. this.x = v.x;
  1107. }
  1108. if ( this.y < v.y ) {
  1109. this.y = v.y;
  1110. }
  1111. if ( this.z < v.z ) {
  1112. this.z = v.z;
  1113. }
  1114. return this;
  1115. },
  1116. clamp: function ( min, max ) {
  1117. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  1118. if ( this.x < min.x ) {
  1119. this.x = min.x;
  1120. } else if ( this.x > max.x ) {
  1121. this.x = max.x;
  1122. }
  1123. if ( this.y < min.y ) {
  1124. this.y = min.y;
  1125. } else if ( this.y > max.y ) {
  1126. this.y = max.y;
  1127. }
  1128. if ( this.z < min.z ) {
  1129. this.z = min.z;
  1130. } else if ( this.z > max.z ) {
  1131. this.z = max.z;
  1132. }
  1133. return this;
  1134. },
  1135. clampScalar: ( function () {
  1136. var min, max;
  1137. return function ( minVal, maxVal ) {
  1138. if ( min === undefined ) {
  1139. min = new THREE.Vector3();
  1140. max = new THREE.Vector3();
  1141. }
  1142. min.set( minVal, minVal, minVal );
  1143. max.set( maxVal, maxVal, maxVal );
  1144. return this.clamp( min, max );
  1145. };
  1146. } )(),
  1147. floor: function () {
  1148. this.x = Math.floor( this.x );
  1149. this.y = Math.floor( this.y );
  1150. this.z = Math.floor( this.z );
  1151. return this;
  1152. },
  1153. ceil: function () {
  1154. this.x = Math.ceil( this.x );
  1155. this.y = Math.ceil( this.y );
  1156. this.z = Math.ceil( this.z );
  1157. return this;
  1158. },
  1159. round: function () {
  1160. this.x = Math.round( this.x );
  1161. this.y = Math.round( this.y );
  1162. this.z = Math.round( this.z );
  1163. return this;
  1164. },
  1165. roundToZero: function () {
  1166. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1167. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1168. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1169. return this;
  1170. },
  1171. negate: function () {
  1172. return this.multiplyScalar( - 1 );
  1173. },
  1174. dot: function ( v ) {
  1175. return this.x * v.x + this.y * v.y + this.z * v.z;
  1176. },
  1177. lengthSq: function () {
  1178. return this.x * this.x + this.y * this.y + this.z * this.z;
  1179. },
  1180. length: function () {
  1181. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1182. },
  1183. lengthManhattan: function () {
  1184. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1185. },
  1186. normalize: function () {
  1187. return this.divideScalar( this.length() );
  1188. },
  1189. setLength: function ( l ) {
  1190. var oldLength = this.length();
  1191. if ( oldLength !== 0 && l !== oldLength ) {
  1192. this.multiplyScalar( l / oldLength );
  1193. }
  1194. return this;
  1195. },
  1196. lerp: function ( v, alpha ) {
  1197. this.x += ( v.x - this.x ) * alpha;
  1198. this.y += ( v.y - this.y ) * alpha;
  1199. this.z += ( v.z - this.z ) * alpha;
  1200. return this;
  1201. },
  1202. cross: function ( v, w ) {
  1203. if ( w !== undefined ) {
  1204. console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1205. return this.crossVectors( v, w );
  1206. }
  1207. var x = this.x, y = this.y, z = this.z;
  1208. this.x = y * v.z - z * v.y;
  1209. this.y = z * v.x - x * v.z;
  1210. this.z = x * v.y - y * v.x;
  1211. return this;
  1212. },
  1213. crossVectors: function ( a, b ) {
  1214. var ax = a.x, ay = a.y, az = a.z;
  1215. var bx = b.x, by = b.y, bz = b.z;
  1216. this.x = ay * bz - az * by;
  1217. this.y = az * bx - ax * bz;
  1218. this.z = ax * by - ay * bx;
  1219. return this;
  1220. },
  1221. projectOnVector: function () {
  1222. var v1, dot;
  1223. return function ( vector ) {
  1224. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1225. v1.copy( vector ).normalize();
  1226. dot = this.dot( v1 );
  1227. return this.copy( v1 ).multiplyScalar( dot );
  1228. };
  1229. }(),
  1230. projectOnPlane: function () {
  1231. var v1;
  1232. return function ( planeNormal ) {
  1233. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1234. v1.copy( this ).projectOnVector( planeNormal );
  1235. return this.sub( v1 );
  1236. }
  1237. }(),
  1238. reflect: function () {
  1239. // reflect incident vector off plane orthogonal to normal
  1240. // normal is assumed to have unit length
  1241. var v1;
  1242. return function ( normal ) {
  1243. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1244. return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1245. }
  1246. }(),
  1247. angleTo: function ( v ) {
  1248. var theta = this.dot( v ) / ( this.length() * v.length() );
  1249. // clamp, to handle numerical problems
  1250. return Math.acos( THREE.Math.clamp( theta, - 1, 1 ) );
  1251. },
  1252. distanceTo: function ( v ) {
  1253. return Math.sqrt( this.distanceToSquared( v ) );
  1254. },
  1255. distanceToSquared: function ( v ) {
  1256. var dx = this.x - v.x;
  1257. var dy = this.y - v.y;
  1258. var dz = this.z - v.z;
  1259. return dx * dx + dy * dy + dz * dz;
  1260. },
  1261. setEulerFromRotationMatrix: function ( m, order ) {
  1262. console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
  1263. },
  1264. setEulerFromQuaternion: function ( q, order ) {
  1265. console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
  1266. },
  1267. getPositionFromMatrix: function ( m ) {
  1268. console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
  1269. return this.setFromMatrixPosition( m );
  1270. },
  1271. getScaleFromMatrix: function ( m ) {
  1272. console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
  1273. return this.setFromMatrixScale( m );
  1274. },
  1275. getColumnFromMatrix: function ( index, matrix ) {
  1276. console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
  1277. return this.setFromMatrixColumn( index, matrix );
  1278. },
  1279. setFromMatrixPosition: function ( m ) {
  1280. this.x = m.elements[ 12 ];
  1281. this.y = m.elements[ 13 ];
  1282. this.z = m.elements[ 14 ];
  1283. return this;
  1284. },
  1285. setFromMatrixScale: function ( m ) {
  1286. var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
  1287. var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
  1288. var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
  1289. this.x = sx;
  1290. this.y = sy;
  1291. this.z = sz;
  1292. return this;
  1293. },
  1294. setFromMatrixColumn: function ( index, matrix ) {
  1295. var offset = index * 4;
  1296. var me = matrix.elements;
  1297. this.x = me[ offset ];
  1298. this.y = me[ offset + 1 ];
  1299. this.z = me[ offset + 2 ];
  1300. return this;
  1301. },
  1302. equals: function ( v ) {
  1303. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1304. },
  1305. fromArray: function ( array ) {
  1306. this.x = array[ 0 ];
  1307. this.y = array[ 1 ];
  1308. this.z = array[ 2 ];
  1309. return this;
  1310. },
  1311. toArray: function () {
  1312. return [ this.x, this.y, this.z ];
  1313. },
  1314. clone: function () {
  1315. return new THREE.Vector3( this.x, this.y, this.z );
  1316. }
  1317. };
  1318. // File:src/math/Vector4.js
  1319. /**
  1320. * @author supereggbert / http://www.paulbrunt.co.uk/
  1321. * @author philogb / http://blog.thejit.org/
  1322. * @author mikael emtinger / http://gomo.se/
  1323. * @author egraether / http://egraether.com/
  1324. * @author WestLangley / http://github.com/WestLangley
  1325. */
  1326. THREE.Vector4 = function ( x, y, z, w ) {
  1327. this.x = x || 0;
  1328. this.y = y || 0;
  1329. this.z = z || 0;
  1330. this.w = ( w !== undefined ) ? w : 1;
  1331. };
  1332. THREE.Vector4.prototype = {
  1333. constructor: THREE.Vector4,
  1334. set: function ( x, y, z, w ) {
  1335. this.x = x;
  1336. this.y = y;
  1337. this.z = z;
  1338. this.w = w;
  1339. return this;
  1340. },
  1341. setX: function ( x ) {
  1342. this.x = x;
  1343. return this;
  1344. },
  1345. setY: function ( y ) {
  1346. this.y = y;
  1347. return this;
  1348. },
  1349. setZ: function ( z ) {
  1350. this.z = z;
  1351. return this;
  1352. },
  1353. setW: function ( w ) {
  1354. this.w = w;
  1355. return this;
  1356. },
  1357. setComponent: function ( index, value ) {
  1358. switch ( index ) {
  1359. case 0: this.x = value; break;
  1360. case 1: this.y = value; break;
  1361. case 2: this.z = value; break;
  1362. case 3: this.w = value; break;
  1363. default: throw new Error( 'index is out of range: ' + index );
  1364. }
  1365. },
  1366. getComponent: function ( index ) {
  1367. switch ( index ) {
  1368. case 0: return this.x;
  1369. case 1: return this.y;
  1370. case 2: return this.z;
  1371. case 3: return this.w;
  1372. default: throw new Error( 'index is out of range: ' + index );
  1373. }
  1374. },
  1375. copy: function ( v ) {
  1376. this.x = v.x;
  1377. this.y = v.y;
  1378. this.z = v.z;
  1379. this.w = ( v.w !== undefined ) ? v.w : 1;
  1380. return this;
  1381. },
  1382. add: function ( v, w ) {
  1383. if ( w !== undefined ) {
  1384. console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1385. return this.addVectors( v, w );
  1386. }
  1387. this.x += v.x;
  1388. this.y += v.y;
  1389. this.z += v.z;
  1390. this.w += v.w;
  1391. return this;
  1392. },
  1393. addScalar: function ( s ) {
  1394. this.x += s;
  1395. this.y += s;
  1396. this.z += s;
  1397. this.w += s;
  1398. return this;
  1399. },
  1400. addVectors: function ( a, b ) {
  1401. this.x = a.x + b.x;
  1402. this.y = a.y + b.y;
  1403. this.z = a.z + b.z;
  1404. this.w = a.w + b.w;
  1405. return this;
  1406. },
  1407. sub: function ( v, w ) {
  1408. if ( w !== undefined ) {
  1409. console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1410. return this.subVectors( v, w );
  1411. }
  1412. this.x -= v.x;
  1413. this.y -= v.y;
  1414. this.z -= v.z;
  1415. this.w -= v.w;
  1416. return this;
  1417. },
  1418. subVectors: function ( a, b ) {
  1419. this.x = a.x - b.x;
  1420. this.y = a.y - b.y;
  1421. this.z = a.z - b.z;
  1422. this.w = a.w - b.w;
  1423. return this;
  1424. },
  1425. multiplyScalar: function ( scalar ) {
  1426. this.x *= scalar;
  1427. this.y *= scalar;
  1428. this.z *= scalar;
  1429. this.w *= scalar;
  1430. return this;
  1431. },
  1432. applyMatrix4: function ( m ) {
  1433. var x = this.x;
  1434. var y = this.y;
  1435. var z = this.z;
  1436. var w = this.w;
  1437. var e = m.elements;
  1438. this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
  1439. this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
  1440. this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
  1441. this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
  1442. return this;
  1443. },
  1444. divideScalar: function ( scalar ) {
  1445. if ( scalar !== 0 ) {
  1446. var invScalar = 1 / scalar;
  1447. this.x *= invScalar;
  1448. this.y *= invScalar;
  1449. this.z *= invScalar;
  1450. this.w *= invScalar;
  1451. } else {
  1452. this.x = 0;
  1453. this.y = 0;
  1454. this.z = 0;
  1455. this.w = 1;
  1456. }
  1457. return this;
  1458. },
  1459. setAxisAngleFromQuaternion: function ( q ) {
  1460. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1461. // q is assumed to be normalized
  1462. this.w = 2 * Math.acos( q.w );
  1463. var s = Math.sqrt( 1 - q.w * q.w );
  1464. if ( s < 0.0001 ) {
  1465. this.x = 1;
  1466. this.y = 0;
  1467. this.z = 0;
  1468. } else {
  1469. this.x = q.x / s;
  1470. this.y = q.y / s;
  1471. this.z = q.z / s;
  1472. }
  1473. return this;
  1474. },
  1475. setAxisAngleFromRotationMatrix: function ( m ) {
  1476. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1477. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1478. var angle, x, y, z, // variables for result
  1479. epsilon = 0.01, // margin to allow for rounding errors
  1480. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1481. te = m.elements,
  1482. m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
  1483. m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
  1484. m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1485. if ( ( Math.abs( m12 - m21 ) < epsilon )
  1486. && ( Math.abs( m13 - m31 ) < epsilon )
  1487. && ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1488. // singularity found
  1489. // first check for identity matrix which must have +1 for all terms
  1490. // in leading diagonal and zero in other terms
  1491. if ( ( Math.abs( m12 + m21 ) < epsilon2 )
  1492. && ( Math.abs( m13 + m31 ) < epsilon2 )
  1493. && ( Math.abs( m23 + m32 ) < epsilon2 )
  1494. && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1495. // this singularity is identity matrix so angle = 0
  1496. this.set( 1, 0, 0, 0 );
  1497. return this; // zero angle, arbitrary axis
  1498. }
  1499. // otherwise this singularity is angle = 180
  1500. angle = Math.PI;
  1501. var xx = ( m11 + 1 ) / 2;
  1502. var yy = ( m22 + 1 ) / 2;
  1503. var zz = ( m33 + 1 ) / 2;
  1504. var xy = ( m12 + m21 ) / 4;
  1505. var xz = ( m13 + m31 ) / 4;
  1506. var yz = ( m23 + m32 ) / 4;
  1507. if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
  1508. if ( xx < epsilon ) {
  1509. x = 0;
  1510. y = 0.707106781;
  1511. z = 0.707106781;
  1512. } else {
  1513. x = Math.sqrt( xx );
  1514. y = xy / x;
  1515. z = xz / x;
  1516. }
  1517. } else if ( yy > zz ) { // m22 is the largest diagonal term
  1518. if ( yy < epsilon ) {
  1519. x = 0.707106781;
  1520. y = 0;
  1521. z = 0.707106781;
  1522. } else {
  1523. y = Math.sqrt( yy );
  1524. x = xy / y;
  1525. z = yz / y;
  1526. }
  1527. } else { // m33 is the largest diagonal term so base result on this
  1528. if ( zz < epsilon ) {
  1529. x = 0.707106781;
  1530. y = 0.707106781;
  1531. z = 0;
  1532. } else {
  1533. z = Math.sqrt( zz );
  1534. x = xz / z;
  1535. y = yz / z;
  1536. }
  1537. }
  1538. this.set( x, y, z, angle );
  1539. return this; // return 180 deg rotation
  1540. }
  1541. // as we have reached here there are no singularities so we can handle normally
  1542. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
  1543. + ( m13 - m31 ) * ( m13 - m31 )
  1544. + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1545. if ( Math.abs( s ) < 0.001 ) s = 1;
  1546. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1547. // caught by singularity test above, but I've left it in just in case
  1548. this.x = ( m32 - m23 ) / s;
  1549. this.y = ( m13 - m31 ) / s;
  1550. this.z = ( m21 - m12 ) / s;
  1551. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1552. return this;
  1553. },
  1554. min: function ( v ) {
  1555. if ( this.x > v.x ) {
  1556. this.x = v.x;
  1557. }
  1558. if ( this.y > v.y ) {
  1559. this.y = v.y;
  1560. }
  1561. if ( this.z > v.z ) {
  1562. this.z = v.z;
  1563. }
  1564. if ( this.w > v.w ) {
  1565. this.w = v.w;
  1566. }
  1567. return this;
  1568. },
  1569. max: function ( v ) {
  1570. if ( this.x < v.x ) {
  1571. this.x = v.x;
  1572. }
  1573. if ( this.y < v.y ) {
  1574. this.y = v.y;
  1575. }
  1576. if ( this.z < v.z ) {
  1577. this.z = v.z;
  1578. }
  1579. if ( this.w < v.w ) {
  1580. this.w = v.w;
  1581. }
  1582. return this;
  1583. },
  1584. clamp: function ( min, max ) {
  1585. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  1586. if ( this.x < min.x ) {
  1587. this.x = min.x;
  1588. } else if ( this.x > max.x ) {
  1589. this.x = max.x;
  1590. }
  1591. if ( this.y < min.y ) {
  1592. this.y = min.y;
  1593. } else if ( this.y > max.y ) {
  1594. this.y = max.y;
  1595. }
  1596. if ( this.z < min.z ) {
  1597. this.z = min.z;
  1598. } else if ( this.z > max.z ) {
  1599. this.z = max.z;
  1600. }
  1601. if ( this.w < min.w ) {
  1602. this.w = min.w;
  1603. } else if ( this.w > max.w ) {
  1604. this.w = max.w;
  1605. }
  1606. return this;
  1607. },
  1608. clampScalar: ( function () {
  1609. var min, max;
  1610. return function ( minVal, maxVal ) {
  1611. if ( min === undefined ) {
  1612. min = new THREE.Vector4();
  1613. max = new THREE.Vector4();
  1614. }
  1615. min.set( minVal, minVal, minVal, minVal );
  1616. max.set( maxVal, maxVal, maxVal, maxVal );
  1617. return this.clamp( min, max );
  1618. };
  1619. } )(),
  1620. floor: function () {
  1621. this.x = Math.floor( this.x );
  1622. this.y = Math.floor( this.y );
  1623. this.z = Math.floor( this.z );
  1624. this.w = Math.floor( this.w );
  1625. return this;
  1626. },
  1627. ceil: function () {
  1628. this.x = Math.ceil( this.x );
  1629. this.y = Math.ceil( this.y );
  1630. this.z = Math.ceil( this.z );
  1631. this.w = Math.ceil( this.w );
  1632. return this;
  1633. },
  1634. round: function () {
  1635. this.x = Math.round( this.x );
  1636. this.y = Math.round( this.y );
  1637. this.z = Math.round( this.z );
  1638. this.w = Math.round( this.w );
  1639. return this;
  1640. },
  1641. roundToZero: function () {
  1642. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1643. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1644. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1645. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1646. return this;
  1647. },
  1648. negate: function () {
  1649. return this.multiplyScalar( - 1 );
  1650. },
  1651. dot: function ( v ) {
  1652. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1653. },
  1654. lengthSq: function () {
  1655. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1656. },
  1657. length: function () {
  1658. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1659. },
  1660. lengthManhattan: function () {
  1661. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1662. },
  1663. normalize: function () {
  1664. return this.divideScalar( this.length() );
  1665. },
  1666. setLength: function ( l ) {
  1667. var oldLength = this.length();
  1668. if ( oldLength !== 0 && l !== oldLength ) {
  1669. this.multiplyScalar( l / oldLength );
  1670. }
  1671. return this;
  1672. },
  1673. lerp: function ( v, alpha ) {
  1674. this.x += ( v.x - this.x ) * alpha;
  1675. this.y += ( v.y - this.y ) * alpha;
  1676. this.z += ( v.z - this.z ) * alpha;
  1677. this.w += ( v.w - this.w ) * alpha;
  1678. return this;
  1679. },
  1680. equals: function ( v ) {
  1681. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1682. },
  1683. fromArray: function ( array ) {
  1684. this.x = array[ 0 ];
  1685. this.y = array[ 1 ];
  1686. this.z = array[ 2 ];
  1687. this.w = array[ 3 ];
  1688. return this;
  1689. },
  1690. toArray: function () {
  1691. return [ this.x, this.y, this.z, this.w ];
  1692. },
  1693. clone: function () {
  1694. return new THREE.Vector4( this.x, this.y, this.z, this.w );
  1695. }
  1696. };
  1697. // File:src/math/Euler.js
  1698. /**
  1699. * @author mrdoob / http://mrdoob.com/
  1700. * @author WestLangley / http://github.com/WestLangley
  1701. * @author bhouston / http://exocortex.com
  1702. */
  1703. THREE.Euler = function ( x, y, z, order ) {
  1704. this._x = x || 0;
  1705. this._y = y || 0;
  1706. this._z = z || 0;
  1707. this._order = order || THREE.Euler.DefaultOrder;
  1708. };
  1709. THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  1710. THREE.Euler.DefaultOrder = 'XYZ';
  1711. THREE.Euler.prototype = {
  1712. constructor: THREE.Euler,
  1713. _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
  1714. get x () {
  1715. return this._x;
  1716. },
  1717. set x ( value ) {
  1718. this._x = value;
  1719. this.onChangeCallback();
  1720. },
  1721. get y () {
  1722. return this._y;
  1723. },
  1724. set y ( value ) {
  1725. this._y = value;
  1726. this.onChangeCallback();
  1727. },
  1728. get z () {
  1729. return this._z;
  1730. },
  1731. set z ( value ) {
  1732. this._z = value;
  1733. this.onChangeCallback();
  1734. },
  1735. get order () {
  1736. return this._order;
  1737. },
  1738. set order ( value ) {
  1739. this._order = value;
  1740. this.onChangeCallback();
  1741. },
  1742. set: function ( x, y, z, order ) {
  1743. this._x = x;
  1744. this._y = y;
  1745. this._z = z;
  1746. this._order = order || this._order;
  1747. this.onChangeCallback();
  1748. return this;
  1749. },
  1750. copy: function ( euler ) {
  1751. this._x = euler._x;
  1752. this._y = euler._y;
  1753. this._z = euler._z;
  1754. this._order = euler._order;
  1755. this.onChangeCallback();
  1756. return this;
  1757. },
  1758. setFromRotationMatrix: function ( m, order ) {
  1759. var clamp = THREE.Math.clamp;
  1760. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1761. var te = m.elements;
  1762. var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
  1763. var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
  1764. var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
  1765. order = order || this._order;
  1766. if ( order === 'XYZ' ) {
  1767. this._y = Math.asin( clamp( m13, - 1, 1 ) );
  1768. if ( Math.abs( m13 ) < 0.99999 ) {
  1769. this._x = Math.atan2( - m23, m33 );
  1770. this._z = Math.atan2( - m12, m11 );
  1771. } else {
  1772. this._x = Math.atan2( m32, m22 );
  1773. this._z = 0;
  1774. }
  1775. } else if ( order === 'YXZ' ) {
  1776. this._x = Math.asin( - clamp( m23, - 1, 1 ) );
  1777. if ( Math.abs( m23 ) < 0.99999 ) {
  1778. this._y = Math.atan2( m13, m33 );
  1779. this._z = Math.atan2( m21, m22 );
  1780. } else {
  1781. this._y = Math.atan2( - m31, m11 );
  1782. this._z = 0;
  1783. }
  1784. } else if ( order === 'ZXY' ) {
  1785. this._x = Math.asin( clamp( m32, - 1, 1 ) );
  1786. if ( Math.abs( m32 ) < 0.99999 ) {
  1787. this._y = Math.atan2( - m31, m33 );
  1788. this._z = Math.atan2( - m12, m22 );
  1789. } else {
  1790. this._y = 0;
  1791. this._z = Math.atan2( m21, m11 );
  1792. }
  1793. } else if ( order === 'ZYX' ) {
  1794. this._y = Math.asin( - clamp( m31, - 1, 1 ) );
  1795. if ( Math.abs( m31 ) < 0.99999 ) {
  1796. this._x = Math.atan2( m32, m33 );
  1797. this._z = Math.atan2( m21, m11 );
  1798. } else {
  1799. this._x = 0;
  1800. this._z = Math.atan2( - m12, m22 );
  1801. }
  1802. } else if ( order === 'YZX' ) {
  1803. this._z = Math.asin( clamp( m21, - 1, 1 ) );
  1804. if ( Math.abs( m21 ) < 0.99999 ) {
  1805. this._x = Math.atan2( - m23, m22 );
  1806. this._y = Math.atan2( - m31, m11 );
  1807. } else {
  1808. this._x = 0;
  1809. this._y = Math.atan2( m13, m33 );
  1810. }
  1811. } else if ( order === 'XZY' ) {
  1812. this._z = Math.asin( - clamp( m12, - 1, 1 ) );
  1813. if ( Math.abs( m12 ) < 0.99999 ) {
  1814. this._x = Math.atan2( m32, m22 );
  1815. this._y = Math.atan2( m13, m11 );
  1816. } else {
  1817. this._x = Math.atan2( - m23, m33 );
  1818. this._y = 0;
  1819. }
  1820. } else {
  1821. console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order )
  1822. }
  1823. this._order = order;
  1824. this.onChangeCallback();
  1825. return this;
  1826. },
  1827. setFromQuaternion: function ( q, order, update ) {
  1828. var clamp = THREE.Math.clamp;
  1829. // q is assumed to be normalized
  1830. // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
  1831. var sqx = q.x * q.x;
  1832. var sqy = q.y * q.y;
  1833. var sqz = q.z * q.z;
  1834. var sqw = q.w * q.w;
  1835. order = order || this._order;
  1836. if ( order === 'XYZ' ) {
  1837. this._x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
  1838. this._y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ), - 1, 1 ) );
  1839. this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
  1840. } else if ( order === 'YXZ' ) {
  1841. this._x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ), - 1, 1 ) );
  1842. this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
  1843. this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
  1844. } else if ( order === 'ZXY' ) {
  1845. this._x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ), - 1, 1 ) );
  1846. this._y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
  1847. this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
  1848. } else if ( order === 'ZYX' ) {
  1849. this._x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
  1850. this._y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ), - 1, 1 ) );
  1851. this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
  1852. } else if ( order === 'YZX' ) {
  1853. this._x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
  1854. this._y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
  1855. this._z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ), - 1, 1 ) );
  1856. } else if ( order === 'XZY' ) {
  1857. this._x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
  1858. this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
  1859. this._z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ), - 1, 1 ) );
  1860. } else {
  1861. console.warn( 'THREE.Euler: .setFromQuaternion() given unsupported order: ' + order )
  1862. }
  1863. this._order = order;
  1864. if ( update !== false ) this.onChangeCallback();
  1865. return this;
  1866. },
  1867. reorder: function () {
  1868. // WARNING: this discards revolution information -bhouston
  1869. var q = new THREE.Quaternion();
  1870. return function ( newOrder ) {
  1871. q.setFromEuler( this );
  1872. this.setFromQuaternion( q, newOrder );
  1873. };
  1874. }(),
  1875. equals: function ( euler ) {
  1876. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  1877. },
  1878. fromArray: function ( array ) {
  1879. this._x = array[ 0 ];
  1880. this._y = array[ 1 ];
  1881. this._z = array[ 2 ];
  1882. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  1883. this.onChangeCallback();
  1884. return this;
  1885. },
  1886. toArray: function () {
  1887. return [ this._x, this._y, this._z, this._order ];
  1888. },
  1889. onChange: function ( callback ) {
  1890. this.onChangeCallback = callback;
  1891. return this;
  1892. },
  1893. onChangeCallback: function () {},
  1894. clone: function () {
  1895. return new THREE.Euler( this._x, this._y, this._z, this._order );
  1896. }
  1897. };
  1898. // File:src/math/Line3.js
  1899. /**
  1900. * @author bhouston / http://exocortex.com
  1901. */
  1902. THREE.Line3 = function ( start, end ) {
  1903. this.start = ( start !== undefined ) ? start : new THREE.Vector3();
  1904. this.end = ( end !== undefined ) ? end : new THREE.Vector3();
  1905. };
  1906. THREE.Line3.prototype = {
  1907. constructor: THREE.Line3,
  1908. set: function ( start, end ) {
  1909. this.start.copy( start );
  1910. this.end.copy( end );
  1911. return this;
  1912. },
  1913. copy: function ( line ) {
  1914. this.start.copy( line.start );
  1915. this.end.copy( line.end );
  1916. return this;
  1917. },
  1918. center: function ( optionalTarget ) {
  1919. var result = optionalTarget || new THREE.Vector3();
  1920. return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  1921. },
  1922. delta: function ( optionalTarget ) {
  1923. var result = optionalTarget || new THREE.Vector3();
  1924. return result.subVectors( this.end, this.start );
  1925. },
  1926. distanceSq: function () {
  1927. return this.start.distanceToSquared( this.end );
  1928. },
  1929. distance: function () {
  1930. return this.start.distanceTo( this.end );
  1931. },
  1932. at: function ( t, optionalTarget ) {
  1933. var result = optionalTarget || new THREE.Vector3();
  1934. return this.delta( result ).multiplyScalar( t ).add( this.start );
  1935. },
  1936. closestPointToPointParameter: function () {
  1937. var startP = new THREE.Vector3();
  1938. var startEnd = new THREE.Vector3();
  1939. return function ( point, clampToLine ) {
  1940. startP.subVectors( point, this.start );
  1941. startEnd.subVectors( this.end, this.start );
  1942. var startEnd2 = startEnd.dot( startEnd );
  1943. var startEnd_startP = startEnd.dot( startP );
  1944. var t = startEnd_startP / startEnd2;
  1945. if ( clampToLine ) {
  1946. t = THREE.Math.clamp( t, 0, 1 );
  1947. }
  1948. return t;
  1949. };
  1950. }(),
  1951. closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
  1952. var t = this.closestPointToPointParameter( point, clampToLine );
  1953. var result = optionalTarget || new THREE.Vector3();
  1954. return this.delta( result ).multiplyScalar( t ).add( this.start );
  1955. },
  1956. applyMatrix4: function ( matrix ) {
  1957. this.start.applyMatrix4( matrix );
  1958. this.end.applyMatrix4( matrix );
  1959. return this;
  1960. },
  1961. equals: function ( line ) {
  1962. return line.start.equals( this.start ) && line.end.equals( this.end );
  1963. },
  1964. clone: function () {
  1965. return new THREE.Line3().copy( this );
  1966. }
  1967. };
  1968. // File:src/math/Box2.js
  1969. /**
  1970. * @author bhouston / http://exocortex.com
  1971. */
  1972. THREE.Box2 = function ( min, max ) {
  1973. this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
  1974. this.max = ( max !== undefined ) ? max : new THREE.Vector2( - Infinity, - Infinity );
  1975. };
  1976. THREE.Box2.prototype = {
  1977. constructor: THREE.Box2,
  1978. set: function ( min, max ) {
  1979. this.min.copy( min );
  1980. this.max.copy( max );
  1981. return this;
  1982. },
  1983. setFromPoints: function ( points ) {
  1984. this.makeEmpty();
  1985. for ( var i = 0, il = points.length; i < il; i ++ ) {
  1986. this.expandByPoint( points[ i ] )
  1987. }
  1988. return this;
  1989. },
  1990. setFromCenterAndSize: function () {
  1991. var v1 = new THREE.Vector2();
  1992. return function ( center, size ) {
  1993. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  1994. this.min.copy( center ).sub( halfSize );
  1995. this.max.copy( center ).add( halfSize );
  1996. return this;
  1997. };
  1998. }(),
  1999. copy: function ( box ) {
  2000. this.min.copy( box.min );
  2001. this.max.copy( box.max );
  2002. return this;
  2003. },
  2004. makeEmpty: function () {
  2005. this.min.x = this.min.y = Infinity;
  2006. this.max.x = this.max.y = - Infinity;
  2007. return this;
  2008. },
  2009. empty: function () {
  2010. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2011. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  2012. },
  2013. center: function ( optionalTarget ) {
  2014. var result = optionalTarget || new THREE.Vector2();
  2015. return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2016. },
  2017. size: function ( optionalTarget ) {
  2018. var result = optionalTarget || new THREE.Vector2();
  2019. return result.subVectors( this.max, this.min );
  2020. },
  2021. expandByPoint: function ( point ) {
  2022. this.min.min( point );
  2023. this.max.max( point );
  2024. return this;
  2025. },
  2026. expandByVector: function ( vector ) {
  2027. this.min.sub( vector );
  2028. this.max.add( vector );
  2029. return this;
  2030. },
  2031. expandByScalar: function ( scalar ) {
  2032. this.min.addScalar( - scalar );
  2033. this.max.addScalar( scalar );
  2034. return this;
  2035. },
  2036. containsPoint: function ( point ) {
  2037. if ( point.x < this.min.x || point.x > this.max.x ||
  2038. point.y < this.min.y || point.y > this.max.y ) {
  2039. return false;
  2040. }
  2041. return true;
  2042. },
  2043. containsBox: function ( box ) {
  2044. if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
  2045. ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
  2046. return true;
  2047. }
  2048. return false;
  2049. },
  2050. getParameter: function ( point, optionalTarget ) {
  2051. // This can potentially have a divide by zero if the box
  2052. // has a size dimension of 0.
  2053. var result = optionalTarget || new THREE.Vector2();
  2054. return result.set(
  2055. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2056. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  2057. );
  2058. },
  2059. isIntersectionBox: function ( box ) {
  2060. // using 6 splitting planes to rule out intersections.
  2061. if ( box.max.x < this.min.x || box.min.x > this.max.x ||
  2062. box.max.y < this.min.y || box.min.y > this.max.y ) {
  2063. return false;
  2064. }
  2065. return true;
  2066. },
  2067. clampPoint: function ( point, optionalTarget ) {
  2068. var result = optionalTarget || new THREE.Vector2();
  2069. return result.copy( point ).clamp( this.min, this.max );
  2070. },
  2071. distanceToPoint: function () {
  2072. var v1 = new THREE.Vector2();
  2073. return function ( point ) {
  2074. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  2075. return clampedPoint.sub( point ).length();
  2076. };
  2077. }(),
  2078. intersect: function ( box ) {
  2079. this.min.max( box.min );
  2080. this.max.min( box.max );
  2081. return this;
  2082. },
  2083. union: function ( box ) {
  2084. this.min.min( box.min );
  2085. this.max.max( box.max );
  2086. return this;
  2087. },
  2088. translate: function ( offset ) {
  2089. this.min.add( offset );
  2090. this.max.add( offset );
  2091. return this;
  2092. },
  2093. equals: function ( box ) {
  2094. return box.min.equals( this.min ) && box.max.equals( this.max );
  2095. },
  2096. clone: function () {
  2097. return new THREE.Box2().copy( this );
  2098. }
  2099. };
  2100. // File:src/math/Box3.js
  2101. /**
  2102. * @author bhouston / http://exocortex.com
  2103. * @author WestLangley / http://github.com/WestLangley
  2104. */
  2105. THREE.Box3 = function ( min, max ) {
  2106. this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
  2107. this.max = ( max !== undefined ) ? max : new THREE.Vector3( - Infinity, - Infinity, - Infinity );
  2108. };
  2109. THREE.Box3.prototype = {
  2110. constructor: THREE.Box3,
  2111. set: function ( min, max ) {
  2112. this.min.copy( min );
  2113. this.max.copy( max );
  2114. return this;
  2115. },
  2116. setFromPoints: function ( points ) {
  2117. this.makeEmpty();
  2118. for ( var i = 0, il = points.length; i < il; i ++ ) {
  2119. this.expandByPoint( points[ i ] )
  2120. }
  2121. return this;
  2122. },
  2123. setFromCenterAndSize: function () {
  2124. var v1 = new THREE.Vector3();
  2125. return function ( center, size ) {
  2126. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  2127. this.min.copy( center ).sub( halfSize );
  2128. this.max.copy( center ).add( halfSize );
  2129. return this;
  2130. };
  2131. }(),
  2132. setFromObject: function () {
  2133. // Computes the world-axis-aligned bounding box of an object (including its children),
  2134. // accounting for both the object's, and childrens', world transforms
  2135. var v1 = new THREE.Vector3();
  2136. return function ( object ) {
  2137. var scope = this;
  2138. object.updateMatrixWorld( true );
  2139. this.makeEmpty();
  2140. object.traverse( function ( node ) {
  2141. if ( node.geometry !== undefined && node.geometry.vertices !== undefined ) {
  2142. var vertices = node.geometry.vertices;
  2143. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  2144. v1.copy( vertices[ i ] );
  2145. v1.applyMatrix4( node.matrixWorld );
  2146. scope.expandByPoint( v1 );
  2147. }
  2148. }
  2149. } );
  2150. return this;
  2151. };
  2152. }(),
  2153. copy: function ( box ) {
  2154. this.min.copy( box.min );
  2155. this.max.copy( box.max );
  2156. return this;
  2157. },
  2158. makeEmpty: function () {
  2159. this.min.x = this.min.y = this.min.z = Infinity;
  2160. this.max.x = this.max.y = this.max.z = - Infinity;
  2161. return this;
  2162. },
  2163. empty: function () {
  2164. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2165. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  2166. },
  2167. center: function ( optionalTarget ) {
  2168. var result = optionalTarget || new THREE.Vector3();
  2169. return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2170. },
  2171. size: function ( optionalTarget ) {
  2172. var result = optionalTarget || new THREE.Vector3();
  2173. return result.subVectors( this.max, this.min );
  2174. },
  2175. expandByPoint: function ( point ) {
  2176. this.min.min( point );
  2177. this.max.max( point );
  2178. return this;
  2179. },
  2180. expandByVector: function ( vector ) {
  2181. this.min.sub( vector );
  2182. this.max.add( vector );
  2183. return this;
  2184. },
  2185. expandByScalar: function ( scalar ) {
  2186. this.min.addScalar( - scalar );
  2187. this.max.addScalar( scalar );
  2188. return this;
  2189. },
  2190. containsPoint: function ( point ) {
  2191. if ( point.x < this.min.x || point.x > this.max.x ||
  2192. point.y < this.min.y || point.y > this.max.y ||
  2193. point.z < this.min.z || point.z > this.max.z ) {
  2194. return false;
  2195. }
  2196. return true;
  2197. },
  2198. containsBox: function ( box ) {
  2199. if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
  2200. ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
  2201. ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
  2202. return true;
  2203. }
  2204. return false;
  2205. },
  2206. getParameter: function ( point, optionalTarget ) {
  2207. // This can potentially have a divide by zero if the box
  2208. // has a size dimension of 0.
  2209. var result = optionalTarget || new THREE.Vector3();
  2210. return result.set(
  2211. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2212. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  2213. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  2214. );
  2215. },
  2216. isIntersectionBox: function ( box ) {
  2217. // using 6 splitting planes to rule out intersections.
  2218. if ( box.max.x < this.min.x || box.min.x > this.max.x ||
  2219. box.max.y < this.min.y || box.min.y > this.max.y ||
  2220. box.max.z < this.min.z || box.min.z > this.max.z ) {
  2221. return false;
  2222. }
  2223. return true;
  2224. },
  2225. clampPoint: function ( point, optionalTarget ) {
  2226. var result = optionalTarget || new THREE.Vector3();
  2227. return result.copy( point ).clamp( this.min, this.max );
  2228. },
  2229. distanceToPoint: function () {
  2230. var v1 = new THREE.Vector3();
  2231. return function ( point ) {
  2232. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  2233. return clampedPoint.sub( point ).length();
  2234. };
  2235. }(),
  2236. getBoundingSphere: function () {
  2237. var v1 = new THREE.Vector3();
  2238. return function ( optionalTarget ) {
  2239. var result = optionalTarget || new THREE.Sphere();
  2240. result.center = this.center();
  2241. result.radius = this.size( v1 ).length() * 0.5;
  2242. return result;
  2243. };
  2244. }(),
  2245. intersect: function ( box ) {
  2246. this.min.max( box.min );
  2247. this.max.min( box.max );
  2248. return this;
  2249. },
  2250. union: function ( box ) {
  2251. this.min.min( box.min );
  2252. this.max.max( box.max );
  2253. return this;
  2254. },
  2255. applyMatrix4: function () {
  2256. var points = [
  2257. new THREE.Vector3(),
  2258. new THREE.Vector3(),
  2259. new THREE.Vector3(),
  2260. new THREE.Vector3(),
  2261. new THREE.Vector3(),
  2262. new THREE.Vector3(),
  2263. new THREE.Vector3(),
  2264. new THREE.Vector3()
  2265. ];
  2266. return function ( matrix ) {
  2267. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  2268. points[ 0 ].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  2269. points[ 1 ].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  2270. points[ 2 ].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  2271. points[ 3 ].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  2272. points[ 4 ].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  2273. points[ 5 ].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  2274. points[ 6 ].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  2275. points[ 7 ].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  2276. this.makeEmpty();
  2277. this.setFromPoints( points );
  2278. return this;
  2279. };
  2280. }(),
  2281. translate: function ( offset ) {
  2282. this.min.add( offset );
  2283. this.max.add( offset );
  2284. return this;
  2285. },
  2286. equals: function ( box ) {
  2287. return box.min.equals( this.min ) && box.max.equals( this.max );
  2288. },
  2289. clone: function () {
  2290. return new THREE.Box3().copy( this );
  2291. }
  2292. };
  2293. // File:src/math/Matrix3.js
  2294. /**
  2295. * @author alteredq / http://alteredqualia.com/
  2296. * @author WestLangley / http://github.com/WestLangley
  2297. * @author bhouston / http://exocortex.com
  2298. */
  2299. THREE.Matrix3 = function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2300. this.elements = new Float32Array( 9 );
  2301. var te = this.elements;
  2302. te[ 0 ] = ( n11 !== undefined ) ? n11 : 1; te[ 3 ] = n12 || 0; te[ 6 ] = n13 || 0;
  2303. te[ 1 ] = n21 || 0; te[ 4 ] = ( n22 !== undefined ) ? n22 : 1; te[ 7 ] = n23 || 0;
  2304. te[ 2 ] = n31 || 0; te[ 5 ] = n32 || 0; te[ 8 ] = ( n33 !== undefined ) ? n33 : 1;
  2305. };
  2306. THREE.Matrix3.prototype = {
  2307. constructor: THREE.Matrix3,
  2308. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2309. var te = this.elements;
  2310. te[ 0 ] = n11; te[ 3 ] = n12; te[ 6 ] = n13;
  2311. te[ 1 ] = n21; te[ 4 ] = n22; te[ 7 ] = n23;
  2312. te[ 2 ] = n31; te[ 5 ] = n32; te[ 8 ] = n33;
  2313. return this;
  2314. },
  2315. identity: function () {
  2316. this.set(
  2317. 1, 0, 0,
  2318. 0, 1, 0,
  2319. 0, 0, 1
  2320. );
  2321. return this;
  2322. },
  2323. copy: function ( m ) {
  2324. var me = m.elements;
  2325. this.set(
  2326. me[ 0 ], me[ 3 ], me[ 6 ],
  2327. me[ 1 ], me[ 4 ], me[ 7 ],
  2328. me[ 2 ], me[ 5 ], me[ 8 ]
  2329. );
  2330. return this;
  2331. },
  2332. multiplyVector3: function ( vector ) {
  2333. console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  2334. return vector.applyMatrix3( this );
  2335. },
  2336. multiplyVector3Array: function ( a ) {
  2337. console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
  2338. return this.applyToVector3Array( a );
  2339. },
  2340. applyToVector3Array: function () {
  2341. var v1 = new THREE.Vector3();
  2342. return function ( array, offset, length ) {
  2343. if ( offset === undefined ) offset = 0;
  2344. if ( length === undefined ) length = array.length;
  2345. for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
  2346. v1.x = array[ j ];
  2347. v1.y = array[ j + 1 ];
  2348. v1.z = array[ j + 2 ];
  2349. v1.applyMatrix3( this );
  2350. array[ j ] = v1.x;
  2351. array[ j + 1 ] = v1.y;
  2352. array[ j + 2 ] = v1.z;
  2353. }
  2354. return array;
  2355. };
  2356. }(),
  2357. multiplyScalar: function ( s ) {
  2358. var te = this.elements;
  2359. te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
  2360. te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
  2361. te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
  2362. return this;
  2363. },
  2364. determinant: function () {
  2365. var te = this.elements;
  2366. var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
  2367. d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
  2368. g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
  2369. return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
  2370. },
  2371. getInverse: function ( matrix, throwOnInvertible ) {
  2372. // input: THREE.Matrix4
  2373. // ( based on http://code.google.com/p/webgl-mjs/ )
  2374. var me = matrix.elements;
  2375. var te = this.elements;
  2376. te[ 0 ] = me[ 10 ] * me[ 5 ] - me[ 6 ] * me[ 9 ];
  2377. te[ 1 ] = - me[ 10 ] * me[ 1 ] + me[ 2 ] * me[ 9 ];
  2378. te[ 2 ] = me[ 6 ] * me[ 1 ] - me[ 2 ] * me[ 5 ];
  2379. te[ 3 ] = - me[ 10 ] * me[ 4 ] + me[ 6 ] * me[ 8 ];
  2380. te[ 4 ] = me[ 10 ] * me[ 0 ] - me[ 2 ] * me[ 8 ];
  2381. te[ 5 ] = - me[ 6 ] * me[ 0 ] + me[ 2 ] * me[ 4 ];
  2382. te[ 6 ] = me[ 9 ] * me[ 4 ] - me[ 5 ] * me[ 8 ];
  2383. te[ 7 ] = - me[ 9 ] * me[ 0 ] + me[ 1 ] * me[ 8 ];
  2384. te[ 8 ] = me[ 5 ] * me[ 0 ] - me[ 1 ] * me[ 4 ];
  2385. var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
  2386. // no inverse
  2387. if ( det === 0 ) {
  2388. var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
  2389. if ( throwOnInvertible || false ) {
  2390. throw new Error( msg );
  2391. } else {
  2392. console.warn( msg );
  2393. }
  2394. this.identity();
  2395. return this;
  2396. }
  2397. this.multiplyScalar( 1.0 / det );
  2398. return this;
  2399. },
  2400. transpose: function () {
  2401. var tmp, m = this.elements;
  2402. tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
  2403. tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
  2404. tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
  2405. return this;
  2406. },
  2407. flattenToArrayOffset: function ( array, offset ) {
  2408. var te = this.elements;
  2409. array[ offset ] = te[ 0 ];
  2410. array[ offset + 1 ] = te[ 1 ];
  2411. array[ offset + 2 ] = te[ 2 ];
  2412. array[ offset + 3 ] = te[ 3 ];
  2413. array[ offset + 4 ] = te[ 4 ];
  2414. array[ offset + 5 ] = te[ 5 ];
  2415. array[ offset + 6 ] = te[ 6 ];
  2416. array[ offset + 7 ] = te[ 7 ];
  2417. array[ offset + 8 ] = te[ 8 ];
  2418. return array;
  2419. },
  2420. getNormalMatrix: function ( m ) {
  2421. // input: THREE.Matrix4
  2422. this.getInverse( m ).transpose();
  2423. return this;
  2424. },
  2425. transposeIntoArray: function ( r ) {
  2426. var m = this.elements;
  2427. r[ 0 ] = m[ 0 ];
  2428. r[ 1 ] = m[ 3 ];
  2429. r[ 2 ] = m[ 6 ];
  2430. r[ 3 ] = m[ 1 ];
  2431. r[ 4 ] = m[ 4 ];
  2432. r[ 5 ] = m[ 7 ];
  2433. r[ 6 ] = m[ 2 ];
  2434. r[ 7 ] = m[ 5 ];
  2435. r[ 8 ] = m[ 8 ];
  2436. return this;
  2437. },
  2438. fromArray: function ( array ) {
  2439. this.elements.set( array );
  2440. return this;
  2441. },
  2442. toArray: function () {
  2443. var te = this.elements;
  2444. return [
  2445. te[ 0 ], te[ 1 ], te[ 2 ],
  2446. te[ 3 ], te[ 4 ], te[ 5 ],
  2447. te[ 6 ], te[ 7 ], te[ 8 ]
  2448. ];
  2449. },
  2450. clone: function () {
  2451. var te = this.elements;
  2452. return new THREE.Matrix3(
  2453. te[ 0 ], te[ 3 ], te[ 6 ],
  2454. te[ 1 ], te[ 4 ], te[ 7 ],
  2455. te[ 2 ], te[ 5 ], te[ 8 ]
  2456. );
  2457. }
  2458. };
  2459. // File:src/math/Matrix4.js
  2460. /**
  2461. * @author mrdoob / http://mrdoob.com/
  2462. * @author supereggbert / http://www.paulbrunt.co.uk/
  2463. * @author philogb / http://blog.thejit.org/
  2464. * @author jordi_ros / http://plattsoft.com
  2465. * @author D1plo1d / http://github.com/D1plo1d
  2466. * @author alteredq / http://alteredqualia.com/
  2467. * @author mikael emtinger / http://gomo.se/
  2468. * @author timknip / http://www.floorplanner.com/
  2469. * @author bhouston / http://exocortex.com
  2470. * @author WestLangley / http://github.com/WestLangley
  2471. */
  2472. THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2473. this.elements = new Float32Array( 16 );
  2474. // TODO: if n11 is undefined, then just set to identity, otherwise copy all other values into matrix
  2475. // we should not support semi specification of Matrix4, it is just weird.
  2476. var te = this.elements;
  2477. te[ 0 ] = ( n11 !== undefined ) ? n11 : 1; te[ 4 ] = n12 || 0; te[ 8 ] = n13 || 0; te[ 12 ] = n14 || 0;
  2478. te[ 1 ] = n21 || 0; te[ 5 ] = ( n22 !== undefined ) ? n22 : 1; te[ 9 ] = n23 || 0; te[ 13 ] = n24 || 0;
  2479. te[ 2 ] = n31 || 0; te[ 6 ] = n32 || 0; te[ 10 ] = ( n33 !== undefined ) ? n33 : 1; te[ 14 ] = n34 || 0;
  2480. te[ 3 ] = n41 || 0; te[ 7 ] = n42 || 0; te[ 11 ] = n43 || 0; te[ 15 ] = ( n44 !== undefined ) ? n44 : 1;
  2481. };
  2482. THREE.Matrix4.prototype = {
  2483. constructor: THREE.Matrix4,
  2484. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2485. var te = this.elements;
  2486. te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
  2487. te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
  2488. te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
  2489. te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
  2490. return this;
  2491. },
  2492. identity: function () {
  2493. this.set(
  2494. 1, 0, 0, 0,
  2495. 0, 1, 0, 0,
  2496. 0, 0, 1, 0,
  2497. 0, 0, 0, 1
  2498. );
  2499. return this;
  2500. },
  2501. copy: function ( m ) {
  2502. this.elements.set( m.elements );
  2503. return this;
  2504. },
  2505. extractPosition: function ( m ) {
  2506. console.warn( 'THREEMatrix4: .extractPosition() has been renamed to .copyPosition().' );
  2507. return this.copyPosition( m );
  2508. },
  2509. copyPosition: function ( m ) {
  2510. var te = this.elements;
  2511. var me = m.elements;
  2512. te[ 12 ] = me[ 12 ];
  2513. te[ 13 ] = me[ 13 ];
  2514. te[ 14 ] = me[ 14 ];
  2515. return this;
  2516. },
  2517. extractRotation: function () {
  2518. var v1 = new THREE.Vector3();
  2519. return function ( m ) {
  2520. var te = this.elements;
  2521. var me = m.elements;
  2522. var scaleX = 1 / v1.set( me[ 0 ], me[ 1 ], me[ 2 ] ).length();
  2523. var scaleY = 1 / v1.set( me[ 4 ], me[ 5 ], me[ 6 ] ).length();
  2524. var scaleZ = 1 / v1.set( me[ 8 ], me[ 9 ], me[ 10 ] ).length();
  2525. te[ 0 ] = me[ 0 ] * scaleX;
  2526. te[ 1 ] = me[ 1 ] * scaleX;
  2527. te[ 2 ] = me[ 2 ] * scaleX;
  2528. te[ 4 ] = me[ 4 ] * scaleY;
  2529. te[ 5 ] = me[ 5 ] * scaleY;
  2530. te[ 6 ] = me[ 6 ] * scaleY;
  2531. te[ 8 ] = me[ 8 ] * scaleZ;
  2532. te[ 9 ] = me[ 9 ] * scaleZ;
  2533. te[ 10 ] = me[ 10 ] * scaleZ;
  2534. return this;
  2535. };
  2536. }(),
  2537. makeRotationFromEuler: function ( euler ) {
  2538. if ( euler instanceof THREE.Euler === false ) {
  2539. console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
  2540. }
  2541. var te = this.elements;
  2542. var x = euler.x, y = euler.y, z = euler.z;
  2543. var a = Math.cos( x ), b = Math.sin( x );
  2544. var c = Math.cos( y ), d = Math.sin( y );
  2545. var e = Math.cos( z ), f = Math.sin( z );
  2546. if ( euler.order === 'XYZ' ) {
  2547. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2548. te[ 0 ] = c * e;
  2549. te[ 4 ] = - c * f;
  2550. te[ 8 ] = d;
  2551. te[ 1 ] = af + be * d;
  2552. te[ 5 ] = ae - bf * d;
  2553. te[ 9 ] = - b * c;
  2554. te[ 2 ] = bf - ae * d;
  2555. te[ 6 ] = be + af * d;
  2556. te[ 10 ] = a * c;
  2557. } else if ( euler.order === 'YXZ' ) {
  2558. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2559. te[ 0 ] = ce + df * b;
  2560. te[ 4 ] = de * b - cf;
  2561. te[ 8 ] = a * d;
  2562. te[ 1 ] = a * f;
  2563. te[ 5 ] = a * e;
  2564. te[ 9 ] = - b;
  2565. te[ 2 ] = cf * b - de;
  2566. te[ 6 ] = df + ce * b;
  2567. te[ 10 ] = a * c;
  2568. } else if ( euler.order === 'ZXY' ) {
  2569. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2570. te[ 0 ] = ce - df * b;
  2571. te[ 4 ] = - a * f;
  2572. te[ 8 ] = de + cf * b;
  2573. te[ 1 ] = cf + de * b;
  2574. te[ 5 ] = a * e;
  2575. te[ 9 ] = df - ce * b;
  2576. te[ 2 ] = - a * d;
  2577. te[ 6 ] = b;
  2578. te[ 10 ] = a * c;
  2579. } else if ( euler.order === 'ZYX' ) {
  2580. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2581. te[ 0 ] = c * e;
  2582. te[ 4 ] = be * d - af;
  2583. te[ 8 ] = ae * d + bf;
  2584. te[ 1 ] = c * f;
  2585. te[ 5 ] = bf * d + ae;
  2586. te[ 9 ] = af * d - be;
  2587. te[ 2 ] = - d;
  2588. te[ 6 ] = b * c;
  2589. te[ 10 ] = a * c;
  2590. } else if ( euler.order === 'YZX' ) {
  2591. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2592. te[ 0 ] = c * e;
  2593. te[ 4 ] = bd - ac * f;
  2594. te[ 8 ] = bc * f + ad;
  2595. te[ 1 ] = f;
  2596. te[ 5 ] = a * e;
  2597. te[ 9 ] = - b * e;
  2598. te[ 2 ] = - d * e;
  2599. te[ 6 ] = ad * f + bc;
  2600. te[ 10 ] = ac - bd * f;
  2601. } else if ( euler.order === 'XZY' ) {
  2602. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2603. te[ 0 ] = c * e;
  2604. te[ 4 ] = - f;
  2605. te[ 8 ] = d * e;
  2606. te[ 1 ] = ac * f + bd;
  2607. te[ 5 ] = a * e;
  2608. te[ 9 ] = ad * f - bc;
  2609. te[ 2 ] = bc * f - ad;
  2610. te[ 6 ] = b * e;
  2611. te[ 10 ] = bd * f + ac;
  2612. }
  2613. // last column
  2614. te[ 3 ] = 0;
  2615. te[ 7 ] = 0;
  2616. te[ 11 ] = 0;
  2617. // bottom row
  2618. te[ 12 ] = 0;
  2619. te[ 13 ] = 0;
  2620. te[ 14 ] = 0;
  2621. te[ 15 ] = 1;
  2622. return this;
  2623. },
  2624. setRotationFromQuaternion: function ( q ) {
  2625. console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
  2626. return this.makeRotationFromQuaternion( q );
  2627. },
  2628. makeRotationFromQuaternion: function ( q ) {
  2629. var te = this.elements;
  2630. var x = q.x, y = q.y, z = q.z, w = q.w;
  2631. var x2 = x + x, y2 = y + y, z2 = z + z;
  2632. var xx = x * x2, xy = x * y2, xz = x * z2;
  2633. var yy = y * y2, yz = y * z2, zz = z * z2;
  2634. var wx = w * x2, wy = w * y2, wz = w * z2;
  2635. te[ 0 ] = 1 - ( yy + zz );
  2636. te[ 4 ] = xy - wz;
  2637. te[ 8 ] = xz + wy;
  2638. te[ 1 ] = xy + wz;
  2639. te[ 5 ] = 1 - ( xx + zz );
  2640. te[ 9 ] = yz - wx;
  2641. te[ 2 ] = xz - wy;
  2642. te[ 6 ] = yz + wx;
  2643. te[ 10 ] = 1 - ( xx + yy );
  2644. // last column
  2645. te[ 3 ] = 0;
  2646. te[ 7 ] = 0;
  2647. te[ 11 ] = 0;
  2648. // bottom row
  2649. te[ 12 ] = 0;
  2650. te[ 13 ] = 0;
  2651. te[ 14 ] = 0;
  2652. te[ 15 ] = 1;
  2653. return this;
  2654. },
  2655. lookAt: function () {
  2656. var x = new THREE.Vector3();
  2657. var y = new THREE.Vector3();
  2658. var z = new THREE.Vector3();
  2659. return function ( eye, target, up ) {
  2660. var te = this.elements;
  2661. z.subVectors( eye, target ).normalize();
  2662. if ( z.length() === 0 ) {
  2663. z.z = 1;
  2664. }
  2665. x.crossVectors( up, z ).normalize();
  2666. if ( x.length() === 0 ) {
  2667. z.x += 0.0001;
  2668. x.crossVectors( up, z ).normalize();
  2669. }
  2670. y.crossVectors( z, x );
  2671. te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
  2672. te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
  2673. te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
  2674. return this;
  2675. };
  2676. }(),
  2677. multiply: function ( m, n ) {
  2678. if ( n !== undefined ) {
  2679. console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2680. return this.multiplyMatrices( m, n );
  2681. }
  2682. return this.multiplyMatrices( this, m );
  2683. },
  2684. multiplyMatrices: function ( a, b ) {
  2685. var ae = a.elements;
  2686. var be = b.elements;
  2687. var te = this.elements;
  2688. var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
  2689. var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
  2690. var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
  2691. var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
  2692. var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
  2693. var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
  2694. var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
  2695. var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
  2696. te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2697. te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2698. te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2699. te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2700. te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2701. te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2702. te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2703. te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2704. te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2705. te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2706. te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2707. te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2708. te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2709. te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2710. te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2711. te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2712. return this;
  2713. },
  2714. multiplyToArray: function ( a, b, r ) {
  2715. var te = this.elements;
  2716. this.multiplyMatrices( a, b );
  2717. r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
  2718. r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
  2719. r[ 8 ] = te[ 8 ]; r[ 9 ] = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
  2720. r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];
  2721. return this;
  2722. },
  2723. multiplyScalar: function ( s ) {
  2724. var te = this.elements;
  2725. te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
  2726. te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
  2727. te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
  2728. te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
  2729. return this;
  2730. },
  2731. multiplyVector3: function ( vector ) {
  2732. console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
  2733. return vector.applyProjection( this );
  2734. },
  2735. multiplyVector4: function ( vector ) {
  2736. console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  2737. return vector.applyMatrix4( this );
  2738. },
  2739. multiplyVector3Array: function ( a ) {
  2740. console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
  2741. return this.applyToVector3Array( a );
  2742. },
  2743. applyToVector3Array: function () {
  2744. var v1 = new THREE.Vector3();
  2745. return function ( array, offset, length ) {
  2746. if ( offset === undefined ) offset = 0;
  2747. if ( length === undefined ) length = array.length;
  2748. for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
  2749. v1.x = array[ j ];
  2750. v1.y = array[ j + 1 ];
  2751. v1.z = array[ j + 2 ];
  2752. v1.applyMatrix4( this );
  2753. array[ j ] = v1.x;
  2754. array[ j + 1 ] = v1.y;
  2755. array[ j + 2 ] = v1.z;
  2756. }
  2757. return array;
  2758. };
  2759. }(),
  2760. rotateAxis: function ( v ) {
  2761. console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  2762. v.transformDirection( this );
  2763. },
  2764. crossVector: function ( vector ) {
  2765. console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  2766. return vector.applyMatrix4( this );
  2767. },
  2768. determinant: function () {
  2769. var te = this.elements;
  2770. var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
  2771. var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
  2772. var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
  2773. var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
  2774. //TODO: make this more efficient
  2775. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2776. return (
  2777. n41 * (
  2778. + n14 * n23 * n32
  2779. - n13 * n24 * n32
  2780. - n14 * n22 * n33
  2781. + n12 * n24 * n33
  2782. + n13 * n22 * n34
  2783. - n12 * n23 * n34
  2784. ) +
  2785. n42 * (
  2786. + n11 * n23 * n34
  2787. - n11 * n24 * n33
  2788. + n14 * n21 * n33
  2789. - n13 * n21 * n34
  2790. + n13 * n24 * n31
  2791. - n14 * n23 * n31
  2792. ) +
  2793. n43 * (
  2794. + n11 * n24 * n32
  2795. - n11 * n22 * n34
  2796. - n14 * n21 * n32
  2797. + n12 * n21 * n34
  2798. + n14 * n22 * n31
  2799. - n12 * n24 * n31
  2800. ) +
  2801. n44 * (
  2802. - n13 * n22 * n31
  2803. - n11 * n23 * n32
  2804. + n11 * n22 * n33
  2805. + n13 * n21 * n32
  2806. - n12 * n21 * n33
  2807. + n12 * n23 * n31
  2808. )
  2809. );
  2810. },
  2811. transpose: function () {
  2812. var te = this.elements;
  2813. var tmp;
  2814. tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
  2815. tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
  2816. tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
  2817. tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
  2818. tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
  2819. tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
  2820. return this;
  2821. },
  2822. flattenToArrayOffset: function ( array, offset ) {
  2823. var te = this.elements;
  2824. array[ offset ] = te[ 0 ];
  2825. array[ offset + 1 ] = te[ 1 ];
  2826. array[ offset + 2 ] = te[ 2 ];
  2827. array[ offset + 3 ] = te[ 3 ];
  2828. array[ offset + 4 ] = te[ 4 ];
  2829. array[ offset + 5 ] = te[ 5 ];
  2830. array[ offset + 6 ] = te[ 6 ];
  2831. array[ offset + 7 ] = te[ 7 ];
  2832. array[ offset + 8 ] = te[ 8 ];
  2833. array[ offset + 9 ] = te[ 9 ];
  2834. array[ offset + 10 ] = te[ 10 ];
  2835. array[ offset + 11 ] = te[ 11 ];
  2836. array[ offset + 12 ] = te[ 12 ];
  2837. array[ offset + 13 ] = te[ 13 ];
  2838. array[ offset + 14 ] = te[ 14 ];
  2839. array[ offset + 15 ] = te[ 15 ];
  2840. return array;
  2841. },
  2842. getPosition: function () {
  2843. var v1 = new THREE.Vector3();
  2844. return function () {
  2845. console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  2846. var te = this.elements;
  2847. return v1.set( te[ 12 ], te[ 13 ], te[ 14 ] );
  2848. };
  2849. }(),
  2850. setPosition: function ( v ) {
  2851. var te = this.elements;
  2852. te[ 12 ] = v.x;
  2853. te[ 13 ] = v.y;
  2854. te[ 14 ] = v.z;
  2855. return this;
  2856. },
  2857. getInverse: function ( m, throwOnInvertible ) {
  2858. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2859. var te = this.elements;
  2860. var me = m.elements;
  2861. var n11 = me[ 0 ], n12 = me[ 4 ], n13 = me[ 8 ], n14 = me[ 12 ];
  2862. var n21 = me[ 1 ], n22 = me[ 5 ], n23 = me[ 9 ], n24 = me[ 13 ];
  2863. var n31 = me[ 2 ], n32 = me[ 6 ], n33 = me[ 10 ], n34 = me[ 14 ];
  2864. var n41 = me[ 3 ], n42 = me[ 7 ], n43 = me[ 11 ], n44 = me[ 15 ];
  2865. te[ 0 ] = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
  2866. te[ 4 ] = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
  2867. te[ 8 ] = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
  2868. te[ 12 ] = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
  2869. te[ 1 ] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44;
  2870. te[ 5 ] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44;
  2871. te[ 9 ] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44;
  2872. te[ 13 ] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;
  2873. te[ 2 ] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
  2874. te[ 6 ] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
  2875. te[ 10 ] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
  2876. te[ 14 ] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;
  2877. te[ 3 ] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
  2878. te[ 7 ] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
  2879. te[ 11 ] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
  2880. te[ 15 ] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;
  2881. var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
  2882. if ( det == 0 ) {
  2883. var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
  2884. if ( throwOnInvertible || false ) {
  2885. throw new Error( msg );
  2886. } else {
  2887. console.warn( msg );
  2888. }
  2889. this.identity();
  2890. return this;
  2891. }
  2892. this.multiplyScalar( 1 / det );
  2893. return this;
  2894. },
  2895. translate: function ( v ) {
  2896. console.warn( 'THREE.Matrix4: .translate() has been removed.' );
  2897. },
  2898. rotateX: function ( angle ) {
  2899. console.warn( 'THREE.Matrix4: .rotateX() has been removed.' );
  2900. },
  2901. rotateY: function ( angle ) {
  2902. console.warn( 'THREE.Matrix4: .rotateY() has been removed.' );
  2903. },
  2904. rotateZ: function ( angle ) {
  2905. console.warn( 'THREE.Matrix4: .rotateZ() has been removed.' );
  2906. },
  2907. rotateByAxis: function ( axis, angle ) {
  2908. console.warn( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
  2909. },
  2910. scale: function ( v ) {
  2911. var te = this.elements;
  2912. var x = v.x, y = v.y, z = v.z;
  2913. te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
  2914. te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
  2915. te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
  2916. te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;
  2917. return this;
  2918. },
  2919. getMaxScaleOnAxis: function () {
  2920. var te = this.elements;
  2921. var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
  2922. var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
  2923. var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];
  2924. return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
  2925. },
  2926. makeTranslation: function ( x, y, z ) {
  2927. this.set(
  2928. 1, 0, 0, x,
  2929. 0, 1, 0, y,
  2930. 0, 0, 1, z,
  2931. 0, 0, 0, 1
  2932. );
  2933. return this;
  2934. },
  2935. makeRotationX: function ( theta ) {
  2936. var c = Math.cos( theta ), s = Math.sin( theta );
  2937. this.set(
  2938. 1, 0, 0, 0,
  2939. 0, c, - s, 0,
  2940. 0, s, c, 0,
  2941. 0, 0, 0, 1
  2942. );
  2943. return this;
  2944. },
  2945. makeRotationY: function ( theta ) {
  2946. var c = Math.cos( theta ), s = Math.sin( theta );
  2947. this.set(
  2948. c, 0, s, 0,
  2949. 0, 1, 0, 0,
  2950. - s, 0, c, 0,
  2951. 0, 0, 0, 1
  2952. );
  2953. return this;
  2954. },
  2955. makeRotationZ: function ( theta ) {
  2956. var c = Math.cos( theta ), s = Math.sin( theta );
  2957. this.set(
  2958. c, - s, 0, 0,
  2959. s, c, 0, 0,
  2960. 0, 0, 1, 0,
  2961. 0, 0, 0, 1
  2962. );
  2963. return this;
  2964. },
  2965. makeRotationAxis: function ( axis, angle ) {
  2966. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2967. var c = Math.cos( angle );
  2968. var s = Math.sin( angle );
  2969. var t = 1 - c;
  2970. var x = axis.x, y = axis.y, z = axis.z;
  2971. var tx = t * x, ty = t * y;
  2972. this.set(
  2973. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2974. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  2975. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  2976. 0, 0, 0, 1
  2977. );
  2978. return this;
  2979. },
  2980. makeScale: function ( x, y, z ) {
  2981. this.set(
  2982. x, 0, 0, 0,
  2983. 0, y, 0, 0,
  2984. 0, 0, z, 0,
  2985. 0, 0, 0, 1
  2986. );
  2987. return this;
  2988. },
  2989. compose: function ( position, quaternion, scale ) {
  2990. this.makeRotationFromQuaternion( quaternion );
  2991. this.scale( scale );
  2992. this.setPosition( position );
  2993. return this;
  2994. },
  2995. decompose: function () {
  2996. var vector = new THREE.Vector3();
  2997. var matrix = new THREE.Matrix4();
  2998. return function ( position, quaternion, scale ) {
  2999. var te = this.elements;
  3000. var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  3001. var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  3002. var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();
  3003. // if determine is negative, we need to invert one scale
  3004. var det = this.determinant();
  3005. if ( det < 0 ) {
  3006. sx = - sx;
  3007. }
  3008. position.x = te[ 12 ];
  3009. position.y = te[ 13 ];
  3010. position.z = te[ 14 ];
  3011. // scale the rotation part
  3012. matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
  3013. var invSX = 1 / sx;
  3014. var invSY = 1 / sy;
  3015. var invSZ = 1 / sz;
  3016. matrix.elements[ 0 ] *= invSX;
  3017. matrix.elements[ 1 ] *= invSX;
  3018. matrix.elements[ 2 ] *= invSX;
  3019. matrix.elements[ 4 ] *= invSY;
  3020. matrix.elements[ 5 ] *= invSY;
  3021. matrix.elements[ 6 ] *= invSY;
  3022. matrix.elements[ 8 ] *= invSZ;
  3023. matrix.elements[ 9 ] *= invSZ;
  3024. matrix.elements[ 10 ] *= invSZ;
  3025. quaternion.setFromRotationMatrix( matrix );
  3026. scale.x = sx;
  3027. scale.y = sy;
  3028. scale.z = sz;
  3029. return this;
  3030. };
  3031. }(),
  3032. makeFrustum: function ( left, right, bottom, top, near, far ) {
  3033. var te = this.elements;
  3034. var x = 2 * near / ( right - left );
  3035. var y = 2 * near / ( top - bottom );
  3036. var a = ( right + left ) / ( right - left );
  3037. var b = ( top + bottom ) / ( top - bottom );
  3038. var c = - ( far + near ) / ( far - near );
  3039. var d = - 2 * far * near / ( far - near );
  3040. te[ 0 ] = x; te[ 4 ] = 0; te[ 8 ] = a; te[ 12 ] = 0;
  3041. te[ 1 ] = 0; te[ 5 ] = y; te[ 9 ] = b; te[ 13 ] = 0;
  3042. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = c; te[ 14 ] = d;
  3043. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = - 1; te[ 15 ] = 0;
  3044. return this;
  3045. },
  3046. makePerspective: function ( fov, aspect, near, far ) {
  3047. var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
  3048. var ymin = - ymax;
  3049. var xmin = ymin * aspect;
  3050. var xmax = ymax * aspect;
  3051. return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
  3052. },
  3053. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  3054. var te = this.elements;
  3055. var w = right - left;
  3056. var h = top - bottom;
  3057. var p = far - near;
  3058. var x = ( right + left ) / w;
  3059. var y = ( top + bottom ) / h;
  3060. var z = ( far + near ) / p;
  3061. te[ 0 ] = 2 / w; te[ 4 ] = 0; te[ 8 ] = 0; te[ 12 ] = - x;
  3062. te[ 1 ] = 0; te[ 5 ] = 2 / h; te[ 9 ] = 0; te[ 13 ] = - y;
  3063. te[ 2 ] = 0; te[ 6 ] = 0; te[ 10 ] = - 2 / p; te[ 14 ] = - z;
  3064. te[ 3 ] = 0; te[ 7 ] = 0; te[ 11 ] = 0; te[ 15 ] = 1;
  3065. return this;
  3066. },
  3067. fromArray: function ( array ) {
  3068. this.elements.set( array );
  3069. return this;
  3070. },
  3071. toArray: function () {
  3072. var te = this.elements;
  3073. return [
  3074. te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
  3075. te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
  3076. te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
  3077. te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
  3078. ];
  3079. },
  3080. clone: function () {
  3081. var te = this.elements;
  3082. return new THREE.Matrix4(
  3083. te[ 0 ], te[ 4 ], te[ 8 ], te[ 12 ],
  3084. te[ 1 ], te[ 5 ], te[ 9 ], te[ 13 ],
  3085. te[ 2 ], te[ 6 ], te[ 10 ], te[ 14 ],
  3086. te[ 3 ], te[ 7 ], te[ 11 ], te[ 15 ]
  3087. );
  3088. }
  3089. };
  3090. // File:src/math/Ray.js
  3091. /**
  3092. * @author bhouston / http://exocortex.com
  3093. */
  3094. THREE.Ray = function ( origin, direction ) {
  3095. this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
  3096. this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
  3097. };
  3098. THREE.Ray.prototype = {
  3099. constructor: THREE.Ray,
  3100. set: function ( origin, direction ) {
  3101. this.origin.copy( origin );
  3102. this.direction.copy( direction );
  3103. return this;
  3104. },
  3105. copy: function ( ray ) {
  3106. this.origin.copy( ray.origin );
  3107. this.direction.copy( ray.direction );
  3108. return this;
  3109. },
  3110. at: function ( t, optionalTarget ) {
  3111. var result = optionalTarget || new THREE.Vector3();
  3112. return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  3113. },
  3114. recast: function () {
  3115. var v1 = new THREE.Vector3();
  3116. return function ( t ) {
  3117. this.origin.copy( this.at( t, v1 ) );
  3118. return this;
  3119. };
  3120. }(),
  3121. closestPointToPoint: function ( point, optionalTarget ) {
  3122. var result = optionalTarget || new THREE.Vector3();
  3123. result.subVectors( point, this.origin );
  3124. var directionDistance = result.dot( this.direction );
  3125. if ( directionDistance < 0 ) {
  3126. return result.copy( this.origin );
  3127. }
  3128. return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  3129. },
  3130. distanceToPoint: function () {
  3131. var v1 = new THREE.Vector3();
  3132. return function ( point ) {
  3133. var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  3134. // point behind the ray
  3135. if ( directionDistance < 0 ) {
  3136. return this.origin.distanceTo( point );
  3137. }
  3138. v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  3139. return v1.distanceTo( point );
  3140. };
  3141. }(),
  3142. distanceSqToSegment: function ( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  3143. // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
  3144. // It returns the min distance between the ray and the segment
  3145. // defined by v0 and v1
  3146. // It can also set two optional targets :
  3147. // - The closest point on the ray
  3148. // - The closest point on the segment
  3149. var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
  3150. var segDir = v1.clone().sub( v0 ).normalize();
  3151. var segExtent = v0.distanceTo( v1 ) * 0.5;
  3152. var diff = this.origin.clone().sub( segCenter );
  3153. var a01 = - this.direction.dot( segDir );
  3154. var b0 = diff.dot( this.direction );
  3155. var b1 = - diff.dot( segDir );
  3156. var c = diff.lengthSq();
  3157. var det = Math.abs( 1 - a01 * a01 );
  3158. var s0, s1, sqrDist, extDet;
  3159. if ( det >= 0 ) {
  3160. // The ray and segment are not parallel.
  3161. s0 = a01 * b1 - b0;
  3162. s1 = a01 * b0 - b1;
  3163. extDet = segExtent * det;
  3164. if ( s0 >= 0 ) {
  3165. if ( s1 >= - extDet ) {
  3166. if ( s1 <= extDet ) {
  3167. // region 0
  3168. // Minimum at interior points of ray and segment.
  3169. var invDet = 1 / det;
  3170. s0 *= invDet;
  3171. s1 *= invDet;
  3172. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  3173. } else {
  3174. // region 1
  3175. s1 = segExtent;
  3176. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3177. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3178. }
  3179. } else {
  3180. // region 5
  3181. s1 = - segExtent;
  3182. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3183. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3184. }
  3185. } else {
  3186. if ( s1 <= - extDet ) {
  3187. // region 4
  3188. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  3189. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3190. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3191. } else if ( s1 <= extDet ) {
  3192. // region 3
  3193. s0 = 0;
  3194. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3195. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  3196. } else {
  3197. // region 2
  3198. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  3199. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3200. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3201. }
  3202. }
  3203. } else {
  3204. // Ray and segment are parallel.
  3205. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  3206. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3207. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3208. }
  3209. if ( optionalPointOnRay ) {
  3210. optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) );
  3211. }
  3212. if ( optionalPointOnSegment ) {
  3213. optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );
  3214. }
  3215. return sqrDist;
  3216. },
  3217. isIntersectionSphere: function ( sphere ) {
  3218. return this.distanceToPoint( sphere.center ) <= sphere.radius;
  3219. },
  3220. intersectSphere: function () {
  3221. // from http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-sphere-intersection/
  3222. var v1 = new THREE.Vector3();
  3223. return function ( sphere, optionalTarget ) {
  3224. v1.subVectors( sphere.center, this.origin );
  3225. var tca = v1.dot( this.direction );
  3226. var d2 = v1.dot( v1 ) - tca * tca;
  3227. var radius2 = sphere.radius * sphere.radius;
  3228. if ( d2 > radius2 ) return null;
  3229. var thc = Math.sqrt( radius2 - d2 );
  3230. // t0 = first intersect point - entrance on front of sphere
  3231. var t0 = tca - thc;
  3232. // t1 = second intersect point - exit point on back of sphere
  3233. var t1 = tca + thc;
  3234. // test to see if both t0 and t1 are behind the ray - if so, return null
  3235. if ( t0 < 0 && t1 < 0 ) return null;
  3236. // test to see if t0 is behind the ray:
  3237. // if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  3238. // in order to always return an intersect point that is in front of the ray.
  3239. if ( t0 < 0 ) return this.at( t1, optionalTarget );
  3240. // else t0 is in front of the ray, so return the first collision point scaled by t0
  3241. return this.at( t0, optionalTarget );
  3242. }
  3243. }(),
  3244. isIntersectionPlane: function ( plane ) {
  3245. // check if the ray lies on the plane first
  3246. var distToPoint = plane.distanceToPoint( this.origin );
  3247. if ( distToPoint === 0 ) {
  3248. return true;
  3249. }
  3250. var denominator = plane.normal.dot( this.direction );
  3251. if ( denominator * distToPoint < 0 ) {
  3252. return true;
  3253. }
  3254. // ray origin is behind the plane (and is pointing behind it)
  3255. return false;
  3256. },
  3257. distanceToPlane: function ( plane ) {
  3258. var denominator = plane.normal.dot( this.direction );
  3259. if ( denominator == 0 ) {
  3260. // line is coplanar, return origin
  3261. if ( plane.distanceToPoint( this.origin ) == 0 ) {
  3262. return 0;
  3263. }
  3264. // Null is preferable to undefined since undefined means.... it is undefined
  3265. return null;
  3266. }
  3267. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  3268. // Return if the ray never intersects the plane
  3269. return t >= 0 ? t : null;
  3270. },
  3271. intersectPlane: function ( plane, optionalTarget ) {
  3272. var t = this.distanceToPlane( plane );
  3273. if ( t === null ) {
  3274. return null;
  3275. }
  3276. return this.at( t, optionalTarget );
  3277. },
  3278. isIntersectionBox: function () {
  3279. var v = new THREE.Vector3();
  3280. return function ( box ) {
  3281. return this.intersectBox( box, v ) !== null;
  3282. };
  3283. }(),
  3284. intersectBox: function ( box , optionalTarget ) {
  3285. // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
  3286. var tmin,tmax,tymin,tymax,tzmin,tzmax;
  3287. var invdirx = 1 / this.direction.x,
  3288. invdiry = 1 / this.direction.y,
  3289. invdirz = 1 / this.direction.z;
  3290. var origin = this.origin;
  3291. if ( invdirx >= 0 ) {
  3292. tmin = ( box.min.x - origin.x ) * invdirx;
  3293. tmax = ( box.max.x - origin.x ) * invdirx;
  3294. } else {
  3295. tmin = ( box.max.x - origin.x ) * invdirx;
  3296. tmax = ( box.min.x - origin.x ) * invdirx;
  3297. }
  3298. if ( invdiry >= 0 ) {
  3299. tymin = ( box.min.y - origin.y ) * invdiry;
  3300. tymax = ( box.max.y - origin.y ) * invdiry;
  3301. } else {
  3302. tymin = ( box.max.y - origin.y ) * invdiry;
  3303. tymax = ( box.min.y - origin.y ) * invdiry;
  3304. }
  3305. if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
  3306. // These lines also handle the case where tmin or tmax is NaN
  3307. // (result of 0 * Infinity). x !== x returns true if x is NaN
  3308. if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
  3309. if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
  3310. if ( invdirz >= 0 ) {
  3311. tzmin = ( box.min.z - origin.z ) * invdirz;
  3312. tzmax = ( box.max.z - origin.z ) * invdirz;
  3313. } else {
  3314. tzmin = ( box.max.z - origin.z ) * invdirz;
  3315. tzmax = ( box.min.z - origin.z ) * invdirz;
  3316. }
  3317. if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
  3318. if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  3319. if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  3320. //return point closest to the ray (positive side)
  3321. if ( tmax < 0 ) return null;
  3322. return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
  3323. },
  3324. intersectTriangle: function () {
  3325. // Compute the offset origin, edges, and normal.
  3326. var diff = new THREE.Vector3();
  3327. var edge1 = new THREE.Vector3();
  3328. var edge2 = new THREE.Vector3();
  3329. var normal = new THREE.Vector3();
  3330. return function ( a, b, c, backfaceCulling, optionalTarget ) {
  3331. // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
  3332. edge1.subVectors( b, a );
  3333. edge2.subVectors( c, a );
  3334. normal.crossVectors( edge1, edge2 );
  3335. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  3336. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  3337. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  3338. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  3339. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  3340. var DdN = this.direction.dot( normal );
  3341. var sign;
  3342. if ( DdN > 0 ) {
  3343. if ( backfaceCulling ) return null;
  3344. sign = 1;
  3345. } else if ( DdN < 0 ) {
  3346. sign = - 1;
  3347. DdN = - DdN;
  3348. } else {
  3349. return null;
  3350. }
  3351. diff.subVectors( this.origin, a );
  3352. var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
  3353. // b1 < 0, no intersection
  3354. if ( DdQxE2 < 0 ) {
  3355. return null;
  3356. }
  3357. var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
  3358. // b2 < 0, no intersection
  3359. if ( DdE1xQ < 0 ) {
  3360. return null;
  3361. }
  3362. // b1+b2 > 1, no intersection
  3363. if ( DdQxE2 + DdE1xQ > DdN ) {
  3364. return null;
  3365. }
  3366. // Line intersects triangle, check if ray does.
  3367. var QdN = - sign * diff.dot( normal );
  3368. // t < 0, no intersection
  3369. if ( QdN < 0 ) {
  3370. return null;
  3371. }
  3372. // Ray intersects triangle.
  3373. return this.at( QdN / DdN, optionalTarget );
  3374. };
  3375. }(),
  3376. applyMatrix4: function ( matrix4 ) {
  3377. this.direction.add( this.origin ).applyMatrix4( matrix4 );
  3378. this.origin.applyMatrix4( matrix4 );
  3379. this.direction.sub( this.origin );
  3380. this.direction.normalize();
  3381. return this;
  3382. },
  3383. equals: function ( ray ) {
  3384. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  3385. },
  3386. clone: function () {
  3387. return new THREE.Ray().copy( this );
  3388. }
  3389. };
  3390. // File:src/math/Sphere.js
  3391. /**
  3392. * @author bhouston / http://exocortex.com
  3393. * @author mrdoob / http://mrdoob.com/
  3394. */
  3395. THREE.Sphere = function ( center, radius ) {
  3396. this.center = ( center !== undefined ) ? center : new THREE.Vector3();
  3397. this.radius = ( radius !== undefined ) ? radius : 0;
  3398. };
  3399. THREE.Sphere.prototype = {
  3400. constructor: THREE.Sphere,
  3401. set: function ( center, radius ) {
  3402. this.center.copy( center );
  3403. this.radius = radius;
  3404. return this;
  3405. },
  3406. setFromPoints: function () {
  3407. var box = new THREE.Box3();
  3408. return function ( points, optionalCenter ) {
  3409. var center = this.center;
  3410. if ( optionalCenter !== undefined ) {
  3411. center.copy( optionalCenter );
  3412. } else {
  3413. box.setFromPoints( points ).center( center );
  3414. }
  3415. var maxRadiusSq = 0;
  3416. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3417. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  3418. }
  3419. this.radius = Math.sqrt( maxRadiusSq );
  3420. return this;
  3421. };
  3422. }(),
  3423. copy: function ( sphere ) {
  3424. this.center.copy( sphere.center );
  3425. this.radius = sphere.radius;
  3426. return this;
  3427. },
  3428. empty: function () {
  3429. return ( this.radius <= 0 );
  3430. },
  3431. containsPoint: function ( point ) {
  3432. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  3433. },
  3434. distanceToPoint: function ( point ) {
  3435. return ( point.distanceTo( this.center ) - this.radius );
  3436. },
  3437. intersectsSphere: function ( sphere ) {
  3438. var radiusSum = this.radius + sphere.radius;
  3439. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  3440. },
  3441. clampPoint: function ( point, optionalTarget ) {
  3442. var deltaLengthSq = this.center.distanceToSquared( point );
  3443. var result = optionalTarget || new THREE.Vector3();
  3444. result.copy( point );
  3445. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  3446. result.sub( this.center ).normalize();
  3447. result.multiplyScalar( this.radius ).add( this.center );
  3448. }
  3449. return result;
  3450. },
  3451. getBoundingBox: function ( optionalTarget ) {
  3452. var box = optionalTarget || new THREE.Box3();
  3453. box.set( this.center, this.center );
  3454. box.expandByScalar( this.radius );
  3455. return box;
  3456. },
  3457. applyMatrix4: function ( matrix ) {
  3458. this.center.applyMatrix4( matrix );
  3459. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  3460. return this;
  3461. },
  3462. translate: function ( offset ) {
  3463. this.center.add( offset );
  3464. return this;
  3465. },
  3466. equals: function ( sphere ) {
  3467. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  3468. },
  3469. clone: function () {
  3470. return new THREE.Sphere().copy( this );
  3471. }
  3472. };
  3473. // File:src/math/Frustum.js
  3474. /**
  3475. * @author mrdoob / http://mrdoob.com/
  3476. * @author alteredq / http://alteredqualia.com/
  3477. * @author bhouston / http://exocortex.com
  3478. */
  3479. THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
  3480. this.planes = [
  3481. ( p0 !== undefined ) ? p0 : new THREE.Plane(),
  3482. ( p1 !== undefined ) ? p1 : new THREE.Plane(),
  3483. ( p2 !== undefined ) ? p2 : new THREE.Plane(),
  3484. ( p3 !== undefined ) ? p3 : new THREE.Plane(),
  3485. ( p4 !== undefined ) ? p4 : new THREE.Plane(),
  3486. ( p5 !== undefined ) ? p5 : new THREE.Plane()
  3487. ];
  3488. };
  3489. THREE.Frustum.prototype = {
  3490. constructor: THREE.Frustum,
  3491. set: function ( p0, p1, p2, p3, p4, p5 ) {
  3492. var planes = this.planes;
  3493. planes[ 0 ].copy( p0 );
  3494. planes[ 1 ].copy( p1 );
  3495. planes[ 2 ].copy( p2 );
  3496. planes[ 3 ].copy( p3 );
  3497. planes[ 4 ].copy( p4 );
  3498. planes[ 5 ].copy( p5 );
  3499. return this;
  3500. },
  3501. copy: function ( frustum ) {
  3502. var planes = this.planes;
  3503. for ( var i = 0; i < 6; i ++ ) {
  3504. planes[ i ].copy( frustum.planes[ i ] );
  3505. }
  3506. return this;
  3507. },
  3508. setFromMatrix: function ( m ) {
  3509. var planes = this.planes;
  3510. var me = m.elements;
  3511. var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
  3512. var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
  3513. var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
  3514. var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
  3515. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  3516. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  3517. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  3518. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  3519. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  3520. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  3521. return this;
  3522. },
  3523. intersectsObject: function () {
  3524. var sphere = new THREE.Sphere();
  3525. return function ( object ) {
  3526. var geometry = object.geometry;
  3527. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  3528. sphere.copy( geometry.boundingSphere );
  3529. sphere.applyMatrix4( object.matrixWorld );
  3530. return this.intersectsSphere( sphere );
  3531. };
  3532. }(),
  3533. intersectsSphere: function ( sphere ) {
  3534. var planes = this.planes;
  3535. var center = sphere.center;
  3536. var negRadius = - sphere.radius;
  3537. for ( var i = 0; i < 6; i ++ ) {
  3538. var distance = planes[ i ].distanceToPoint( center );
  3539. if ( distance < negRadius ) {
  3540. return false;
  3541. }
  3542. }
  3543. return true;
  3544. },
  3545. intersectsBox: function () {
  3546. var p1 = new THREE.Vector3(),
  3547. p2 = new THREE.Vector3();
  3548. return function ( box ) {
  3549. var planes = this.planes;
  3550. for ( var i = 0; i < 6 ; i ++ ) {
  3551. var plane = planes[ i ];
  3552. p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
  3553. p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  3554. p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
  3555. p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  3556. p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
  3557. p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  3558. var d1 = plane.distanceToPoint( p1 );
  3559. var d2 = plane.distanceToPoint( p2 );
  3560. // if both outside plane, no intersection
  3561. if ( d1 < 0 && d2 < 0 ) {
  3562. return false;
  3563. }
  3564. }
  3565. return true;
  3566. };
  3567. }(),
  3568. containsPoint: function ( point ) {
  3569. var planes = this.planes;
  3570. for ( var i = 0; i < 6; i ++ ) {
  3571. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  3572. return false;
  3573. }
  3574. }
  3575. return true;
  3576. },
  3577. clone: function () {
  3578. return new THREE.Frustum().copy( this );
  3579. }
  3580. };
  3581. // File:src/math/Plane.js
  3582. /**
  3583. * @author bhouston / http://exocortex.com
  3584. */
  3585. THREE.Plane = function ( normal, constant ) {
  3586. this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
  3587. this.constant = ( constant !== undefined ) ? constant : 0;
  3588. };
  3589. THREE.Plane.prototype = {
  3590. constructor: THREE.Plane,
  3591. set: function ( normal, constant ) {
  3592. this.normal.copy( normal );
  3593. this.constant = constant;
  3594. return this;
  3595. },
  3596. setComponents: function ( x, y, z, w ) {
  3597. this.normal.set( x, y, z );
  3598. this.constant = w;
  3599. return this;
  3600. },
  3601. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  3602. this.normal.copy( normal );
  3603. this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
  3604. return this;
  3605. },
  3606. setFromCoplanarPoints: function () {
  3607. var v1 = new THREE.Vector3();
  3608. var v2 = new THREE.Vector3();
  3609. return function ( a, b, c ) {
  3610. var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
  3611. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  3612. this.setFromNormalAndCoplanarPoint( normal, a );
  3613. return this;
  3614. };
  3615. }(),
  3616. copy: function ( plane ) {
  3617. this.normal.copy( plane.normal );
  3618. this.constant = plane.constant;
  3619. return this;
  3620. },
  3621. normalize: function () {
  3622. // Note: will lead to a divide by zero if the plane is invalid.
  3623. var inverseNormalLength = 1.0 / this.normal.length();
  3624. this.normal.multiplyScalar( inverseNormalLength );
  3625. this.constant *= inverseNormalLength;
  3626. return this;
  3627. },
  3628. negate: function () {
  3629. this.constant *= - 1;
  3630. this.normal.negate();
  3631. return this;
  3632. },
  3633. distanceToPoint: function ( point ) {
  3634. return this.normal.dot( point ) + this.constant;
  3635. },
  3636. distanceToSphere: function ( sphere ) {
  3637. return this.distanceToPoint( sphere.center ) - sphere.radius;
  3638. },
  3639. projectPoint: function ( point, optionalTarget ) {
  3640. return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
  3641. },
  3642. orthoPoint: function ( point, optionalTarget ) {
  3643. var perpendicularMagnitude = this.distanceToPoint( point );
  3644. var result = optionalTarget || new THREE.Vector3();
  3645. return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
  3646. },
  3647. isIntersectionLine: function ( line ) {
  3648. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  3649. var startSign = this.distanceToPoint( line.start );
  3650. var endSign = this.distanceToPoint( line.end );
  3651. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  3652. },
  3653. intersectLine: function () {
  3654. var v1 = new THREE.Vector3();
  3655. return function ( line, optionalTarget ) {
  3656. var result = optionalTarget || new THREE.Vector3();
  3657. var direction = line.delta( v1 );
  3658. var denominator = this.normal.dot( direction );
  3659. if ( denominator == 0 ) {
  3660. // line is coplanar, return origin
  3661. if ( this.distanceToPoint( line.start ) == 0 ) {
  3662. return result.copy( line.start );
  3663. }
  3664. // Unsure if this is the correct method to handle this case.
  3665. return undefined;
  3666. }
  3667. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  3668. if ( t < 0 || t > 1 ) {
  3669. return undefined;
  3670. }
  3671. return result.copy( direction ).multiplyScalar( t ).add( line.start );
  3672. };
  3673. }(),
  3674. coplanarPoint: function ( optionalTarget ) {
  3675. var result = optionalTarget || new THREE.Vector3();
  3676. return result.copy( this.normal ).multiplyScalar( - this.constant );
  3677. },
  3678. applyMatrix4: function () {
  3679. var v1 = new THREE.Vector3();
  3680. var v2 = new THREE.Vector3();
  3681. var m1 = new THREE.Matrix3();
  3682. return function ( matrix, optionalNormalMatrix ) {
  3683. // compute new normal based on theory here:
  3684. // http://www.songho.ca/opengl/gl_normaltransform.html
  3685. var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
  3686. var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
  3687. var newCoplanarPoint = this.coplanarPoint( v2 );
  3688. newCoplanarPoint.applyMatrix4( matrix );
  3689. this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
  3690. return this;
  3691. };
  3692. }(),
  3693. translate: function ( offset ) {
  3694. this.constant = this.constant - offset.dot( this.normal );
  3695. return this;
  3696. },
  3697. equals: function ( plane ) {
  3698. return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
  3699. },
  3700. clone: function () {
  3701. return new THREE.Plane().copy( this );
  3702. }
  3703. };
  3704. // File:src/math/Math.js
  3705. /**
  3706. * @author alteredq / http://alteredqualia.com/
  3707. * @author mrdoob / http://mrdoob.com/
  3708. */
  3709. THREE.Math = {
  3710. generateUUID: function () {
  3711. // http://www.broofa.com/Tools/Math.uuid.htm
  3712. var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
  3713. var uuid = new Array( 36 );
  3714. var rnd = 0, r;
  3715. return function () {
  3716. for ( var i = 0; i < 36; i ++ ) {
  3717. if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
  3718. uuid[ i ] = '-';
  3719. } else if ( i == 14 ) {
  3720. uuid[ i ] = '4';
  3721. } else {
  3722. if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
  3723. r = rnd & 0xf;
  3724. rnd = rnd >> 4;
  3725. uuid[ i ] = chars[ ( i == 19 ) ? ( r & 0x3 ) | 0x8 : r ];
  3726. }
  3727. }
  3728. return uuid.join( '' );
  3729. };
  3730. }(),
  3731. // Clamp value to range <a, b>
  3732. clamp: function ( x, a, b ) {
  3733. return ( x < a ) ? a : ( ( x > b ) ? b : x );
  3734. },
  3735. // Clamp value to range <a, inf)
  3736. clampBottom: function ( x, a ) {
  3737. return x < a ? a : x;
  3738. },
  3739. // Linear mapping from range <a1, a2> to range <b1, b2>
  3740. mapLinear: function ( x, a1, a2, b1, b2 ) {
  3741. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  3742. },
  3743. // http://en.wikipedia.org/wiki/Smoothstep
  3744. smoothstep: function ( x, min, max ) {
  3745. if ( x <= min ) return 0;
  3746. if ( x >= max ) return 1;
  3747. x = ( x - min ) / ( max - min );
  3748. return x * x * ( 3 - 2 * x );
  3749. },
  3750. smootherstep: function ( x, min, max ) {
  3751. if ( x <= min ) return 0;
  3752. if ( x >= max ) return 1;
  3753. x = ( x - min ) / ( max - min );
  3754. return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
  3755. },
  3756. // Random float from <0, 1> with 16 bits of randomness
  3757. // (standard Math.random() creates repetitive patterns when applied over larger space)
  3758. random16: function () {
  3759. return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
  3760. },
  3761. // Random integer from <low, high> interval
  3762. randInt: function ( low, high ) {
  3763. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  3764. },
  3765. // Random float from <low, high> interval
  3766. randFloat: function ( low, high ) {
  3767. return low + Math.random() * ( high - low );
  3768. },
  3769. // Random float from <-range/2, range/2> interval
  3770. randFloatSpread: function ( range ) {
  3771. return range * ( 0.5 - Math.random() );
  3772. },
  3773. sign: function ( x ) {
  3774. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0;
  3775. },
  3776. degToRad: function () {
  3777. var degreeToRadiansFactor = Math.PI / 180;
  3778. return function ( degrees ) {
  3779. return degrees * degreeToRadiansFactor;
  3780. };
  3781. }(),
  3782. radToDeg: function () {
  3783. var radianToDegreesFactor = 180 / Math.PI;
  3784. return function ( radians ) {
  3785. return radians * radianToDegreesFactor;
  3786. };
  3787. }(),
  3788. isPowerOfTwo: function ( value ) {
  3789. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  3790. }
  3791. };
  3792. // File:src/math/Spline.js
  3793. /**
  3794. * Spline from Tween.js, slightly optimized (and trashed)
  3795. * http://sole.github.com/tween.js/examples/05_spline.html
  3796. *
  3797. * @author mrdoob / http://mrdoob.com/
  3798. * @author alteredq / http://alteredqualia.com/
  3799. */
  3800. THREE.Spline = function ( points ) {
  3801. this.points = points;
  3802. var c = [], v3 = { x: 0, y: 0, z: 0 },
  3803. point, intPoint, weight, w2, w3,
  3804. pa, pb, pc, pd;
  3805. this.initFromArray = function ( a ) {
  3806. this.points = [];
  3807. for ( var i = 0; i < a.length; i ++ ) {
  3808. this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
  3809. }
  3810. };
  3811. this.getPoint = function ( k ) {
  3812. point = ( this.points.length - 1 ) * k;
  3813. intPoint = Math.floor( point );
  3814. weight = point - intPoint;
  3815. c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
  3816. c[ 1 ] = intPoint;
  3817. c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
  3818. c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
  3819. pa = this.points[ c[ 0 ] ];
  3820. pb = this.points[ c[ 1 ] ];
  3821. pc = this.points[ c[ 2 ] ];
  3822. pd = this.points[ c[ 3 ] ];
  3823. w2 = weight * weight;
  3824. w3 = weight * w2;
  3825. v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
  3826. v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
  3827. v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
  3828. return v3;
  3829. };
  3830. this.getControlPointsArray = function () {
  3831. var i, p, l = this.points.length,
  3832. coords = [];
  3833. for ( i = 0; i < l; i ++ ) {
  3834. p = this.points[ i ];
  3835. coords[ i ] = [ p.x, p.y, p.z ];
  3836. }
  3837. return coords;
  3838. };
  3839. // approximate length by summing linear segments
  3840. this.getLength = function ( nSubDivisions ) {
  3841. var i, index, nSamples, position,
  3842. point = 0, intPoint = 0, oldIntPoint = 0,
  3843. oldPosition = new THREE.Vector3(),
  3844. tmpVec = new THREE.Vector3(),
  3845. chunkLengths = [],
  3846. totalLength = 0;
  3847. // first point has 0 length
  3848. chunkLengths[ 0 ] = 0;
  3849. if ( ! nSubDivisions ) nSubDivisions = 100;
  3850. nSamples = this.points.length * nSubDivisions;
  3851. oldPosition.copy( this.points[ 0 ] );
  3852. for ( i = 1; i < nSamples; i ++ ) {
  3853. index = i / nSamples;
  3854. position = this.getPoint( index );
  3855. tmpVec.copy( position );
  3856. totalLength += tmpVec.distanceTo( oldPosition );
  3857. oldPosition.copy( position );
  3858. point = ( this.points.length - 1 ) * index;
  3859. intPoint = Math.floor( point );
  3860. if ( intPoint != oldIntPoint ) {
  3861. chunkLengths[ intPoint ] = totalLength;
  3862. oldIntPoint = intPoint;
  3863. }
  3864. }
  3865. // last point ends with total length
  3866. chunkLengths[ chunkLengths.length ] = totalLength;
  3867. return { chunks: chunkLengths, total: totalLength };
  3868. };
  3869. this.reparametrizeByArcLength = function ( samplingCoef ) {
  3870. var i, j,
  3871. index, indexCurrent, indexNext,
  3872. linearDistance, realDistance,
  3873. sampling, position,
  3874. newpoints = [],
  3875. tmpVec = new THREE.Vector3(),
  3876. sl = this.getLength();
  3877. newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
  3878. for ( i = 1; i < this.points.length; i ++ ) {
  3879. //tmpVec.copy( this.points[ i - 1 ] );
  3880. //linearDistance = tmpVec.distanceTo( this.points[ i ] );
  3881. realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
  3882. sampling = Math.ceil( samplingCoef * realDistance / sl.total );
  3883. indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
  3884. indexNext = i / ( this.points.length - 1 );
  3885. for ( j = 1; j < sampling - 1; j ++ ) {
  3886. index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
  3887. position = this.getPoint( index );
  3888. newpoints.push( tmpVec.copy( position ).clone() );
  3889. }
  3890. newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
  3891. }
  3892. this.points = newpoints;
  3893. };
  3894. // Catmull-Rom
  3895. function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
  3896. var v0 = ( p2 - p0 ) * 0.5,
  3897. v1 = ( p3 - p1 ) * 0.5;
  3898. return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  3899. };
  3900. };
  3901. // File:src/math/Triangle.js
  3902. /**
  3903. * @author bhouston / http://exocortex.com
  3904. * @author mrdoob / http://mrdoob.com/
  3905. */
  3906. THREE.Triangle = function ( a, b, c ) {
  3907. this.a = ( a !== undefined ) ? a : new THREE.Vector3();
  3908. this.b = ( b !== undefined ) ? b : new THREE.Vector3();
  3909. this.c = ( c !== undefined ) ? c : new THREE.Vector3();
  3910. };
  3911. THREE.Triangle.normal = function () {
  3912. var v0 = new THREE.Vector3();
  3913. return function ( a, b, c, optionalTarget ) {
  3914. var result = optionalTarget || new THREE.Vector3();
  3915. result.subVectors( c, b );
  3916. v0.subVectors( a, b );
  3917. result.cross( v0 );
  3918. var resultLengthSq = result.lengthSq();
  3919. if ( resultLengthSq > 0 ) {
  3920. return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
  3921. }
  3922. return result.set( 0, 0, 0 );
  3923. };
  3924. }();
  3925. // static/instance method to calculate barycoordinates
  3926. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  3927. THREE.Triangle.barycoordFromPoint = function () {
  3928. var v0 = new THREE.Vector3();
  3929. var v1 = new THREE.Vector3();
  3930. var v2 = new THREE.Vector3();
  3931. return function ( point, a, b, c, optionalTarget ) {
  3932. v0.subVectors( c, a );
  3933. v1.subVectors( b, a );
  3934. v2.subVectors( point, a );
  3935. var dot00 = v0.dot( v0 );
  3936. var dot01 = v0.dot( v1 );
  3937. var dot02 = v0.dot( v2 );
  3938. var dot11 = v1.dot( v1 );
  3939. var dot12 = v1.dot( v2 );
  3940. var denom = ( dot00 * dot11 - dot01 * dot01 );
  3941. var result = optionalTarget || new THREE.Vector3();
  3942. // colinear or singular triangle
  3943. if ( denom == 0 ) {
  3944. // arbitrary location outside of triangle?
  3945. // not sure if this is the best idea, maybe should be returning undefined
  3946. return result.set( - 2, - 1, - 1 );
  3947. }
  3948. var invDenom = 1 / denom;
  3949. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  3950. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  3951. // barycoordinates must always sum to 1
  3952. return result.set( 1 - u - v, v, u );
  3953. };
  3954. }();
  3955. THREE.Triangle.containsPoint = function () {
  3956. var v1 = new THREE.Vector3();
  3957. return function ( point, a, b, c ) {
  3958. var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
  3959. return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
  3960. };
  3961. }();
  3962. THREE.Triangle.prototype = {
  3963. constructor: THREE.Triangle,
  3964. set: function ( a, b, c ) {
  3965. this.a.copy( a );
  3966. this.b.copy( b );
  3967. this.c.copy( c );
  3968. return this;
  3969. },
  3970. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  3971. this.a.copy( points[ i0 ] );
  3972. this.b.copy( points[ i1 ] );
  3973. this.c.copy( points[ i2 ] );
  3974. return this;
  3975. },
  3976. copy: function ( triangle ) {
  3977. this.a.copy( triangle.a );
  3978. this.b.copy( triangle.b );
  3979. this.c.copy( triangle.c );
  3980. return this;
  3981. },
  3982. area: function () {
  3983. var v0 = new THREE.Vector3();
  3984. var v1 = new THREE.Vector3();
  3985. return function () {
  3986. v0.subVectors( this.c, this.b );
  3987. v1.subVectors( this.a, this.b );
  3988. return v0.cross( v1 ).length() * 0.5;
  3989. };
  3990. }(),
  3991. midpoint: function ( optionalTarget ) {
  3992. var result = optionalTarget || new THREE.Vector3();
  3993. return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  3994. },
  3995. normal: function ( optionalTarget ) {
  3996. return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
  3997. },
  3998. plane: function ( optionalTarget ) {
  3999. var result = optionalTarget || new THREE.Plane();
  4000. return result.setFromCoplanarPoints( this.a, this.b, this.c );
  4001. },
  4002. barycoordFromPoint: function ( point, optionalTarget ) {
  4003. return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
  4004. },
  4005. containsPoint: function ( point ) {
  4006. return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
  4007. },
  4008. equals: function ( triangle ) {
  4009. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4010. },
  4011. clone: function () {
  4012. return new THREE.Triangle().copy( this );
  4013. }
  4014. };
  4015. // File:src/core/Clock.js
  4016. /**
  4017. * @author alteredq / http://alteredqualia.com/
  4018. */
  4019. THREE.Clock = function ( autoStart ) {
  4020. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  4021. this.startTime = 0;
  4022. this.oldTime = 0;
  4023. this.elapsedTime = 0;
  4024. this.running = false;
  4025. };
  4026. THREE.Clock.prototype = {
  4027. constructor: THREE.Clock,
  4028. start: function () {
  4029. this.startTime = self.performance !== undefined && self.performance.now !== undefined
  4030. ? self.performance.now()
  4031. : Date.now();
  4032. this.oldTime = this.startTime;
  4033. this.running = true;
  4034. },
  4035. stop: function () {
  4036. this.getElapsedTime();
  4037. this.running = false;
  4038. },
  4039. getElapsedTime: function () {
  4040. this.getDelta();
  4041. return this.elapsedTime;
  4042. },
  4043. getDelta: function () {
  4044. var diff = 0;
  4045. if ( this.autoStart && ! this.running ) {
  4046. this.start();
  4047. }
  4048. if ( this.running ) {
  4049. var newTime = self.performance !== undefined && self.performance.now !== undefined
  4050. ? self.performance.now()
  4051. : Date.now();
  4052. diff = 0.001 * ( newTime - this.oldTime );
  4053. this.oldTime = newTime;
  4054. this.elapsedTime += diff;
  4055. }
  4056. return diff;
  4057. }
  4058. };
  4059. // File:src/core/EventDispatcher.js
  4060. /**
  4061. * https://github.com/mrdoob/eventdispatcher.js/
  4062. */
  4063. THREE.EventDispatcher = function () {}
  4064. THREE.EventDispatcher.prototype = {
  4065. constructor: THREE.EventDispatcher,
  4066. apply: function ( object ) {
  4067. object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
  4068. object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
  4069. object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
  4070. object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
  4071. },
  4072. addEventListener: function ( type, listener ) {
  4073. if ( this._listeners === undefined ) this._listeners = {};
  4074. var listeners = this._listeners;
  4075. if ( listeners[ type ] === undefined ) {
  4076. listeners[ type ] = [];
  4077. }
  4078. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  4079. listeners[ type ].push( listener );
  4080. }
  4081. },
  4082. hasEventListener: function ( type, listener ) {
  4083. if ( this._listeners === undefined ) return false;
  4084. var listeners = this._listeners;
  4085. if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
  4086. return true;
  4087. }
  4088. return false;
  4089. },
  4090. removeEventListener: function ( type, listener ) {
  4091. if ( this._listeners === undefined ) return;
  4092. var listeners = this._listeners;
  4093. var listenerArray = listeners[ type ];
  4094. if ( listenerArray !== undefined ) {
  4095. var index = listenerArray.indexOf( listener );
  4096. if ( index !== - 1 ) {
  4097. listenerArray.splice( index, 1 );
  4098. }
  4099. }
  4100. },
  4101. dispatchEvent: function ( event ) {
  4102. if ( this._listeners === undefined ) return;
  4103. var listeners = this._listeners;
  4104. var listenerArray = listeners[ event.type ];
  4105. if ( listenerArray !== undefined ) {
  4106. event.target = this;
  4107. var array = [];
  4108. var length = listenerArray.length;
  4109. for ( var i = 0; i < length; i ++ ) {
  4110. array[ i ] = listenerArray[ i ];
  4111. }
  4112. for ( var i = 0; i < length; i ++ ) {
  4113. array[ i ].call( this, event );
  4114. }
  4115. }
  4116. }
  4117. };
  4118. // File:src/core/Raycaster.js
  4119. /**
  4120. * @author mrdoob / http://mrdoob.com/
  4121. * @author bhouston / http://exocortex.com/
  4122. * @author stephomi / http://stephaneginier.com/
  4123. */
  4124. ( function ( THREE ) {
  4125. THREE.Raycaster = function ( origin, direction, near, far ) {
  4126. this.ray = new THREE.Ray( origin, direction );
  4127. // direction is assumed to be normalized (for accurate distance calculations)
  4128. this.near = near || 0;
  4129. this.far = far || Infinity;
  4130. this.params = {
  4131. Sprite: {},
  4132. Mesh: {},
  4133. PointCloud: { threshold: 1 },
  4134. LOD: {},
  4135. Line: {}
  4136. };
  4137. };
  4138. var descSort = function ( a, b ) {
  4139. return a.distance - b.distance;
  4140. };
  4141. var intersectObject = function ( object, raycaster, intersects, recursive ) {
  4142. object.raycast( raycaster, intersects );
  4143. if ( recursive === true ) {
  4144. var children = object.children;
  4145. for ( var i = 0, l = children.length; i < l; i ++ ) {
  4146. intersectObject( children[ i ], raycaster, intersects, true );
  4147. }
  4148. }
  4149. };
  4150. //
  4151. THREE.Raycaster.prototype = {
  4152. constructor: THREE.Raycaster,
  4153. precision: 0.0001,
  4154. linePrecision: 1,
  4155. set: function ( origin, direction ) {
  4156. this.ray.set( origin, direction );
  4157. // direction is assumed to be normalized (for accurate distance calculations)
  4158. },
  4159. intersectObject: function ( object, recursive ) {
  4160. var intersects = [];
  4161. intersectObject( object, this, intersects, recursive );
  4162. intersects.sort( descSort );
  4163. return intersects;
  4164. },
  4165. intersectObjects: function ( objects, recursive ) {
  4166. var intersects = [];
  4167. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  4168. intersectObject( objects[ i ], this, intersects, recursive );
  4169. }
  4170. intersects.sort( descSort );
  4171. return intersects;
  4172. }
  4173. };
  4174. }( THREE ) );
  4175. // File:src/core/Object3D.js
  4176. /**
  4177. * @author mrdoob / http://mrdoob.com/
  4178. * @author mikael emtinger / http://gomo.se/
  4179. * @author alteredq / http://alteredqualia.com/
  4180. * @author WestLangley / http://github.com/WestLangley
  4181. */
  4182. THREE.Object3D = function () {
  4183. this.id = THREE.Object3DIdCount ++;
  4184. this.uuid = THREE.Math.generateUUID();
  4185. this.name = '';
  4186. this.parent = undefined;
  4187. this.children = [];
  4188. this.up = THREE.Object3D.DefaultUp.clone();
  4189. var scope = this;
  4190. var position = new THREE.Vector3();
  4191. var rotation = new THREE.Euler();
  4192. var quaternion = new THREE.Quaternion();
  4193. var scale = new THREE.Vector3( 1, 1, 1 );
  4194. rotation.onChange( function () {
  4195. quaternion.setFromEuler( rotation, false );
  4196. } );
  4197. quaternion.onChange( function () {
  4198. rotation.setFromQuaternion( quaternion, undefined, false );
  4199. } );
  4200. Object.defineProperties( this, {
  4201. position: {
  4202. enumerable: true,
  4203. value: position
  4204. },
  4205. rotation: {
  4206. enumerable: true,
  4207. value: rotation
  4208. },
  4209. quaternion: {
  4210. enumerable: true,
  4211. value: quaternion
  4212. },
  4213. scale: {
  4214. enumerable: true,
  4215. value: scale
  4216. },
  4217. } );
  4218. this.renderDepth = null;
  4219. this.rotationAutoUpdate = true;
  4220. this.matrix = new THREE.Matrix4();
  4221. this.matrixWorld = new THREE.Matrix4();
  4222. this.matrixAutoUpdate = true;
  4223. this.matrixWorldNeedsUpdate = false;
  4224. this.visible = true;
  4225. this.castShadow = false;
  4226. this.receiveShadow = false;
  4227. this.frustumCulled = true;
  4228. this.userData = {};
  4229. };
  4230. THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 );
  4231. THREE.Object3D.prototype = {
  4232. constructor: THREE.Object3D,
  4233. get eulerOrder () {
  4234. console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
  4235. return this.rotation.order;
  4236. },
  4237. set eulerOrder ( value ) {
  4238. console.warn( 'THREE.Object3D: .eulerOrder has been moved to .rotation.order.' );
  4239. this.rotation.order = value;
  4240. },
  4241. get useQuaternion () {
  4242. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  4243. },
  4244. set useQuaternion ( value ) {
  4245. console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
  4246. },
  4247. applyMatrix: function ( matrix ) {
  4248. this.matrix.multiplyMatrices( matrix, this.matrix );
  4249. this.matrix.decompose( this.position, this.quaternion, this.scale );
  4250. },
  4251. setRotationFromAxisAngle: function ( axis, angle ) {
  4252. // assumes axis is normalized
  4253. this.quaternion.setFromAxisAngle( axis, angle );
  4254. },
  4255. setRotationFromEuler: function ( euler ) {
  4256. this.quaternion.setFromEuler( euler, true );
  4257. },
  4258. setRotationFromMatrix: function ( m ) {
  4259. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4260. this.quaternion.setFromRotationMatrix( m );
  4261. },
  4262. setRotationFromQuaternion: function ( q ) {
  4263. // assumes q is normalized
  4264. this.quaternion.copy( q );
  4265. },
  4266. rotateOnAxis: function () {
  4267. // rotate object on axis in object space
  4268. // axis is assumed to be normalized
  4269. var q1 = new THREE.Quaternion();
  4270. return function ( axis, angle ) {
  4271. q1.setFromAxisAngle( axis, angle );
  4272. this.quaternion.multiply( q1 );
  4273. return this;
  4274. }
  4275. }(),
  4276. rotateX: function () {
  4277. var v1 = new THREE.Vector3( 1, 0, 0 );
  4278. return function ( angle ) {
  4279. return this.rotateOnAxis( v1, angle );
  4280. };
  4281. }(),
  4282. rotateY: function () {
  4283. var v1 = new THREE.Vector3( 0, 1, 0 );
  4284. return function ( angle ) {
  4285. return this.rotateOnAxis( v1, angle );
  4286. };
  4287. }(),
  4288. rotateZ: function () {
  4289. var v1 = new THREE.Vector3( 0, 0, 1 );
  4290. return function ( angle ) {
  4291. return this.rotateOnAxis( v1, angle );
  4292. };
  4293. }(),
  4294. translateOnAxis: function () {
  4295. // translate object by distance along axis in object space
  4296. // axis is assumed to be normalized
  4297. var v1 = new THREE.Vector3();
  4298. return function ( axis, distance ) {
  4299. v1.copy( axis ).applyQuaternion( this.quaternion );
  4300. this.position.add( v1.multiplyScalar( distance ) );
  4301. return this;
  4302. }
  4303. }(),
  4304. translate: function ( distance, axis ) {
  4305. console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
  4306. return this.translateOnAxis( axis, distance );
  4307. },
  4308. translateX: function () {
  4309. var v1 = new THREE.Vector3( 1, 0, 0 );
  4310. return function ( distance ) {
  4311. return this.translateOnAxis( v1, distance );
  4312. };
  4313. }(),
  4314. translateY: function () {
  4315. var v1 = new THREE.Vector3( 0, 1, 0 );
  4316. return function ( distance ) {
  4317. return this.translateOnAxis( v1, distance );
  4318. };
  4319. }(),
  4320. translateZ: function () {
  4321. var v1 = new THREE.Vector3( 0, 0, 1 );
  4322. return function ( distance ) {
  4323. return this.translateOnAxis( v1, distance );
  4324. };
  4325. }(),
  4326. localToWorld: function ( vector ) {
  4327. return vector.applyMatrix4( this.matrixWorld );
  4328. },
  4329. worldToLocal: function () {
  4330. var m1 = new THREE.Matrix4();
  4331. return function ( vector ) {
  4332. return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  4333. };
  4334. }(),
  4335. lookAt: function () {
  4336. // This routine does not support objects with rotated and/or translated parent(s)
  4337. var m1 = new THREE.Matrix4();
  4338. return function ( vector ) {
  4339. m1.lookAt( vector, this.position, this.up );
  4340. this.quaternion.setFromRotationMatrix( m1 );
  4341. };
  4342. }(),
  4343. add: function ( object ) {
  4344. if ( arguments.length > 1 ) {
  4345. for ( var i = 0; i < arguments.length; i++ ) {
  4346. this.add( arguments[ i ] );
  4347. }
  4348. return this;
  4349. };
  4350. if ( object === this ) {
  4351. console.warn( "THREE.Object3D.add: An object can't be added as a child of itself." );
  4352. return this;
  4353. }
  4354. if ( object instanceof THREE.Object3D ) {
  4355. if ( object.parent !== undefined ) {
  4356. object.parent.remove( object );
  4357. }
  4358. object.parent = this;
  4359. object.dispatchEvent( { type: 'added' } );
  4360. this.children.push( object );
  4361. // add to scene
  4362. var scene = this;
  4363. while ( scene.parent !== undefined ) {
  4364. scene = scene.parent;
  4365. }
  4366. if ( scene !== undefined && scene instanceof THREE.Scene ) {
  4367. scene.__addObject( object );
  4368. }
  4369. }
  4370. return this;
  4371. },
  4372. remove: function ( object ) {
  4373. if ( arguments.length > 1 ) {
  4374. for ( var i = 0; i < arguments.length; i++ ) {
  4375. this.remove( arguments[ i ] );
  4376. }
  4377. };
  4378. var index = this.children.indexOf( object );
  4379. if ( index !== - 1 ) {
  4380. object.parent = undefined;
  4381. object.dispatchEvent( { type: 'removed' } );
  4382. this.children.splice( index, 1 );
  4383. // remove from scene
  4384. var scene = this;
  4385. while ( scene.parent !== undefined ) {
  4386. scene = scene.parent;
  4387. }
  4388. if ( scene !== undefined && scene instanceof THREE.Scene ) {
  4389. scene.__removeObject( object );
  4390. }
  4391. }
  4392. },
  4393. raycast: function () {},
  4394. traverse: function ( callback ) {
  4395. callback( this );
  4396. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4397. this.children[ i ].traverse( callback );
  4398. }
  4399. },
  4400. traverseVisible: function ( callback ) {
  4401. if ( this.visible === false ) return;
  4402. callback( this );
  4403. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4404. this.children[ i ].traverseVisible( callback );
  4405. }
  4406. },
  4407. getObjectById: function ( id, recursive ) {
  4408. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4409. var child = this.children[ i ];
  4410. if ( child.id === id ) {
  4411. return child;
  4412. }
  4413. if ( recursive === true ) {
  4414. child = child.getObjectById( id, recursive );
  4415. if ( child !== undefined ) {
  4416. return child;
  4417. }
  4418. }
  4419. }
  4420. return undefined;
  4421. },
  4422. getObjectByName: function ( name, recursive ) {
  4423. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4424. var child = this.children[ i ];
  4425. if ( child.name === name ) {
  4426. return child;
  4427. }
  4428. if ( recursive === true ) {
  4429. child = child.getObjectByName( name, recursive );
  4430. if ( child !== undefined ) {
  4431. return child;
  4432. }
  4433. }
  4434. }
  4435. return undefined;
  4436. },
  4437. getChildByName: function ( name, recursive ) {
  4438. console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
  4439. return this.getObjectByName( name, recursive );
  4440. },
  4441. updateMatrix: function () {
  4442. this.matrix.compose( this.position, this.quaternion, this.scale );
  4443. this.matrixWorldNeedsUpdate = true;
  4444. },
  4445. updateMatrixWorld: function ( force ) {
  4446. if ( this.matrixAutoUpdate === true ) this.updateMatrix();
  4447. if ( this.matrixWorldNeedsUpdate === true || force === true ) {
  4448. if ( this.parent === undefined ) {
  4449. this.matrixWorld.copy( this.matrix );
  4450. } else {
  4451. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  4452. }
  4453. this.matrixWorldNeedsUpdate = false;
  4454. force = true;
  4455. }
  4456. // update children
  4457. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4458. this.children[ i ].updateMatrixWorld( force );
  4459. }
  4460. },
  4461. clone: function ( object, recursive ) {
  4462. if ( object === undefined ) object = new THREE.Object3D();
  4463. if ( recursive === undefined ) recursive = true;
  4464. object.name = this.name;
  4465. object.up.copy( this.up );
  4466. object.position.copy( this.position );
  4467. object.quaternion.copy( this.quaternion );
  4468. object.scale.copy( this.scale );
  4469. object.renderDepth = this.renderDepth;
  4470. object.rotationAutoUpdate = this.rotationAutoUpdate;
  4471. object.matrix.copy( this.matrix );
  4472. object.matrixWorld.copy( this.matrixWorld );
  4473. object.matrixAutoUpdate = this.matrixAutoUpdate;
  4474. object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
  4475. object.visible = this.visible;
  4476. object.castShadow = this.castShadow;
  4477. object.receiveShadow = this.receiveShadow;
  4478. object.frustumCulled = this.frustumCulled;
  4479. object.userData = JSON.parse( JSON.stringify( this.userData ) );
  4480. if ( recursive === true ) {
  4481. for ( var i = 0; i < this.children.length; i ++ ) {
  4482. var child = this.children[ i ];
  4483. object.add( child.clone() );
  4484. }
  4485. }
  4486. return object;
  4487. }
  4488. };
  4489. THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
  4490. THREE.Object3DIdCount = 0;
  4491. // File:src/core/Projector.js
  4492. /**
  4493. * @author mrdoob / http://mrdoob.com/
  4494. * @author supereggbert / http://www.paulbrunt.co.uk/
  4495. * @author julianwa / https://github.com/julianwa
  4496. */
  4497. THREE.Projector = function () {
  4498. var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
  4499. _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
  4500. _face, _faceCount, _facePool = [], _facePoolLength = 0,
  4501. _line, _lineCount, _linePool = [], _linePoolLength = 0,
  4502. _sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0,
  4503. _renderData = { objects: [], lights: [], elements: [] },
  4504. _vA = new THREE.Vector3(),
  4505. _vB = new THREE.Vector3(),
  4506. _vC = new THREE.Vector3(),
  4507. _vector3 = new THREE.Vector3(),
  4508. _vector4 = new THREE.Vector4(),
  4509. _clipBox = new THREE.Box3( new THREE.Vector3( - 1, - 1, - 1 ), new THREE.Vector3( 1, 1, 1 ) ),
  4510. _boundingBox = new THREE.Box3(),
  4511. _points3 = new Array( 3 ),
  4512. _points4 = new Array( 4 ),
  4513. _viewMatrix = new THREE.Matrix4(),
  4514. _viewProjectionMatrix = new THREE.Matrix4(),
  4515. _modelMatrix,
  4516. _modelViewProjectionMatrix = new THREE.Matrix4(),
  4517. _normalMatrix = new THREE.Matrix3(),
  4518. _frustum = new THREE.Frustum(),
  4519. _clippedVertex1PositionScreen = new THREE.Vector4(),
  4520. _clippedVertex2PositionScreen = new THREE.Vector4();
  4521. this.projectVector = function ( vector, camera ) {
  4522. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  4523. _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  4524. return vector.applyProjection( _viewProjectionMatrix );
  4525. };
  4526. this.unprojectVector = function () {
  4527. var projectionMatrixInverse = new THREE.Matrix4();
  4528. return function ( vector, camera ) {
  4529. projectionMatrixInverse.getInverse( camera.projectionMatrix );
  4530. _viewProjectionMatrix.multiplyMatrices( camera.matrixWorld, projectionMatrixInverse );
  4531. return vector.applyProjection( _viewProjectionMatrix );
  4532. };
  4533. }();
  4534. this.pickingRay = function ( vector, camera ) {
  4535. // set two vectors with opposing z values
  4536. vector.z = - 1.0;
  4537. var end = new THREE.Vector3( vector.x, vector.y, 1.0 );
  4538. this.unprojectVector( vector, camera );
  4539. this.unprojectVector( end, camera );
  4540. // find direction from vector to end
  4541. end.sub( vector ).normalize();
  4542. return new THREE.Raycaster( vector, end );
  4543. };
  4544. var RenderList = function () {
  4545. var normals = [];
  4546. var uvs = [];
  4547. var object = null;
  4548. var material = null;
  4549. var normalMatrix = new THREE.Matrix3();
  4550. var setObject = function ( value ) {
  4551. object = value;
  4552. material = object.material;
  4553. normalMatrix.getNormalMatrix( object.matrixWorld );
  4554. normals.length = 0;
  4555. uvs.length = 0;
  4556. };
  4557. var projectVertex = function ( vertex ) {
  4558. var position = vertex.position;
  4559. var positionWorld = vertex.positionWorld;
  4560. var positionScreen = vertex.positionScreen;
  4561. positionWorld.copy( position ).applyMatrix4( _modelMatrix );
  4562. positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
  4563. var invW = 1 / positionScreen.w;
  4564. positionScreen.x *= invW;
  4565. positionScreen.y *= invW;
  4566. positionScreen.z *= invW;
  4567. vertex.visible = positionScreen.x >= - 1 && positionScreen.x <= 1 &&
  4568. positionScreen.y >= - 1 && positionScreen.y <= 1 &&
  4569. positionScreen.z >= - 1 && positionScreen.z <= 1;
  4570. };
  4571. var pushVertex = function ( x, y, z ) {
  4572. _vertex = getNextVertexInPool();
  4573. _vertex.position.set( x, y, z );
  4574. projectVertex( _vertex );
  4575. };
  4576. var pushNormal = function ( x, y, z ) {
  4577. normals.push( x, y, z );
  4578. };
  4579. var pushUv = function ( x, y ) {
  4580. uvs.push( x, y );
  4581. };
  4582. var checkTriangleVisibility = function ( v1, v2, v3 ) {
  4583. if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
  4584. _points3[ 0 ] = v1.positionScreen;
  4585. _points3[ 1 ] = v2.positionScreen;
  4586. _points3[ 2 ] = v3.positionScreen;
  4587. return _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) );
  4588. };
  4589. var checkBackfaceCulling = function ( v1, v2, v3 ) {
  4590. return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
  4591. ( v2.positionScreen.y - v1.positionScreen.y ) -
  4592. ( v3.positionScreen.y - v1.positionScreen.y ) *
  4593. ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
  4594. };
  4595. var pushLine = function ( a, b ) {
  4596. var v1 = _vertexPool[ a ];
  4597. var v2 = _vertexPool[ b ];
  4598. _line = getNextLineInPool();
  4599. _line.id = object.id;
  4600. _line.v1.copy( v1 );
  4601. _line.v2.copy( v2 );
  4602. _line.z = ( v1.positionScreen.z + v2.positionScreen.z ) / 2;
  4603. _line.material = object.material;
  4604. _renderData.elements.push( _line );
  4605. };
  4606. var pushTriangle = function ( a, b, c ) {
  4607. var v1 = _vertexPool[ a ];
  4608. var v2 = _vertexPool[ b ];
  4609. var v3 = _vertexPool[ c ];
  4610. if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
  4611. if ( material.side === THREE.DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
  4612. _face = getNextFaceInPool();
  4613. _face.id = object.id;
  4614. _face.v1.copy( v1 );
  4615. _face.v2.copy( v2 );
  4616. _face.v3.copy( v3 );
  4617. _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  4618. for ( var i = 0; i < 3; i ++ ) {
  4619. var offset = arguments[ i ] * 3;
  4620. var normal = _face.vertexNormalsModel[ i ];
  4621. normal.set( normals[ offset ], normals[ offset + 1 ], normals[ offset + 2 ] );
  4622. normal.applyMatrix3( normalMatrix ).normalize();
  4623. var offset2 = arguments[ i ] * 2;
  4624. var uv = _face.uvs[ i ];
  4625. uv.set( uvs[ offset2 ], uvs[ offset2 + 1 ] );
  4626. }
  4627. _face.vertexNormalsLength = 3;
  4628. _face.material = object.material;
  4629. _renderData.elements.push( _face );
  4630. }
  4631. };
  4632. return {
  4633. setObject: setObject,
  4634. projectVertex: projectVertex,
  4635. checkTriangleVisibility: checkTriangleVisibility,
  4636. checkBackfaceCulling: checkBackfaceCulling,
  4637. pushVertex: pushVertex,
  4638. pushNormal: pushNormal,
  4639. pushUv: pushUv,
  4640. pushLine: pushLine,
  4641. pushTriangle: pushTriangle
  4642. }
  4643. };
  4644. var renderList = new RenderList();
  4645. this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
  4646. _faceCount = 0;
  4647. _lineCount = 0;
  4648. _spriteCount = 0;
  4649. _renderData.elements.length = 0;
  4650. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  4651. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  4652. _viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
  4653. _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
  4654. _frustum.setFromMatrix( _viewProjectionMatrix );
  4655. //
  4656. _objectCount = 0;
  4657. _renderData.objects.length = 0;
  4658. _renderData.lights.length = 0;
  4659. scene.traverseVisible( function ( object ) {
  4660. if ( object instanceof THREE.Light ) {
  4661. _renderData.lights.push( object );
  4662. } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Sprite ) {
  4663. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  4664. _object = getNextObjectInPool();
  4665. _object.id = object.id;
  4666. _object.object = object;
  4667. if ( object.renderDepth !== null ) {
  4668. _object.z = object.renderDepth;
  4669. } else {
  4670. _vector3.setFromMatrixPosition( object.matrixWorld );
  4671. _vector3.applyProjection( _viewProjectionMatrix );
  4672. _object.z = _vector3.z;
  4673. }
  4674. _renderData.objects.push( _object );
  4675. }
  4676. }
  4677. } );
  4678. if ( sortObjects === true ) {
  4679. _renderData.objects.sort( painterSort );
  4680. }
  4681. //
  4682. for ( var o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
  4683. var object = _renderData.objects[ o ].object;
  4684. var geometry = object.geometry;
  4685. renderList.setObject( object );
  4686. _modelMatrix = object.matrixWorld;
  4687. _vertexCount = 0;
  4688. if ( object instanceof THREE.Mesh ) {
  4689. if ( geometry instanceof THREE.BufferGeometry ) {
  4690. var attributes = geometry.attributes;
  4691. var offsets = geometry.offsets;
  4692. if ( attributes.position === undefined ) continue;
  4693. var positions = attributes.position.array;
  4694. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  4695. renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  4696. }
  4697. if ( attributes.normal !== undefined ) {
  4698. var normals = attributes.normal.array;
  4699. for ( var i = 0, l = normals.length; i < l; i += 3 ) {
  4700. renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
  4701. }
  4702. }
  4703. if ( attributes.uv !== undefined ) {
  4704. var uvs = attributes.uv.array;
  4705. for ( var i = 0, l = uvs.length; i < l; i += 2 ) {
  4706. renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
  4707. }
  4708. }
  4709. if ( attributes.index !== undefined ) {
  4710. var indices = attributes.index.array;
  4711. if ( offsets.length > 0 ) {
  4712. for ( var o = 0; o < offsets.length; o ++ ) {
  4713. var offset = offsets[ o ];
  4714. var index = offset.index;
  4715. for ( var i = offset.start, l = offset.start + offset.count; i < l; i += 3 ) {
  4716. renderList.pushTriangle( indices[ i ] + index, indices[ i + 1 ] + index, indices[ i + 2 ] + index );
  4717. }
  4718. }
  4719. } else {
  4720. for ( var i = 0, l = indices.length; i < l; i += 3 ) {
  4721. renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  4722. }
  4723. }
  4724. } else {
  4725. for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) {
  4726. renderList.pushTriangle( i, i + 1, i + 2 );
  4727. }
  4728. }
  4729. } else if ( geometry instanceof THREE.Geometry ) {
  4730. var vertices = geometry.vertices;
  4731. var faces = geometry.faces;
  4732. var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  4733. _normalMatrix.getNormalMatrix( _modelMatrix );
  4734. var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
  4735. var objectMaterials = isFaceMaterial === true ? object.material : null;
  4736. for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
  4737. var vertex = vertices[ v ];
  4738. renderList.pushVertex( vertex.x, vertex.y, vertex.z );
  4739. }
  4740. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  4741. var face = faces[ f ];
  4742. var material = isFaceMaterial === true
  4743. ? objectMaterials.materials[ face.materialIndex ]
  4744. : object.material;
  4745. if ( material === undefined ) continue;
  4746. var side = material.side;
  4747. var v1 = _vertexPool[ face.a ];
  4748. var v2 = _vertexPool[ face.b ];
  4749. var v3 = _vertexPool[ face.c ];
  4750. if ( material.morphTargets === true ) {
  4751. var morphTargets = geometry.morphTargets;
  4752. var morphInfluences = object.morphTargetInfluences;
  4753. var v1p = v1.position;
  4754. var v2p = v2.position;
  4755. var v3p = v3.position;
  4756. _vA.set( 0, 0, 0 );
  4757. _vB.set( 0, 0, 0 );
  4758. _vC.set( 0, 0, 0 );
  4759. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  4760. var influence = morphInfluences[ t ];
  4761. if ( influence === 0 ) continue;
  4762. var targets = morphTargets[ t ].vertices;
  4763. _vA.x += ( targets[ face.a ].x - v1p.x ) * influence;
  4764. _vA.y += ( targets[ face.a ].y - v1p.y ) * influence;
  4765. _vA.z += ( targets[ face.a ].z - v1p.z ) * influence;
  4766. _vB.x += ( targets[ face.b ].x - v2p.x ) * influence;
  4767. _vB.y += ( targets[ face.b ].y - v2p.y ) * influence;
  4768. _vB.z += ( targets[ face.b ].z - v2p.z ) * influence;
  4769. _vC.x += ( targets[ face.c ].x - v3p.x ) * influence;
  4770. _vC.y += ( targets[ face.c ].y - v3p.y ) * influence;
  4771. _vC.z += ( targets[ face.c ].z - v3p.z ) * influence;
  4772. }
  4773. v1.position.add( _vA );
  4774. v2.position.add( _vB );
  4775. v3.position.add( _vC );
  4776. renderList.projectVertex( v1 );
  4777. renderList.projectVertex( v2 );
  4778. renderList.projectVertex( v3 );
  4779. }
  4780. if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue;
  4781. var visible = renderList.checkBackfaceCulling( v1, v2, v3 );
  4782. if ( side !== THREE.DoubleSide ) {
  4783. if ( side === THREE.FrontSide && visible === false ) continue;
  4784. if ( side === THREE.BackSide && visible === true ) continue;
  4785. }
  4786. _face = getNextFaceInPool();
  4787. _face.id = object.id;
  4788. _face.v1.copy( v1 );
  4789. _face.v2.copy( v2 );
  4790. _face.v3.copy( v3 );
  4791. _face.normalModel.copy( face.normal );
  4792. if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
  4793. _face.normalModel.negate();
  4794. }
  4795. _face.normalModel.applyMatrix3( _normalMatrix ).normalize();
  4796. var faceVertexNormals = face.vertexNormals;
  4797. for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) {
  4798. var normalModel = _face.vertexNormalsModel[ n ];
  4799. normalModel.copy( faceVertexNormals[ n ] );
  4800. if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
  4801. normalModel.negate();
  4802. }
  4803. normalModel.applyMatrix3( _normalMatrix ).normalize();
  4804. }
  4805. _face.vertexNormalsLength = faceVertexNormals.length;
  4806. var vertexUvs = faceVertexUvs[ f ];
  4807. if ( vertexUvs !== undefined ) {
  4808. for ( var u = 0; u < 3; u ++ ) {
  4809. _face.uvs[ u ].copy( vertexUvs[ u ] );
  4810. }
  4811. }
  4812. _face.color = face.color;
  4813. _face.material = material;
  4814. _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  4815. _renderData.elements.push( _face );
  4816. }
  4817. }
  4818. } else if ( object instanceof THREE.Line ) {
  4819. if ( geometry instanceof THREE.BufferGeometry ) {
  4820. var attributes = geometry.attributes;
  4821. if ( attributes.position !== undefined ) {
  4822. var positions = attributes.position.array;
  4823. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  4824. renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  4825. }
  4826. if ( attributes.index !== undefined ) {
  4827. var indices = attributes.index.array;
  4828. for ( var i = 0, l = indices.length; i < l; i += 2 ) {
  4829. renderList.pushLine( indices[ i ], indices[ i + 1 ] );
  4830. }
  4831. } else {
  4832. var step = object.type === THREE.LinePieces ? 2 : 1;
  4833. for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i += step ) {
  4834. renderList.pushLine( i, i + 1 );
  4835. }
  4836. }
  4837. }
  4838. } else if ( geometry instanceof THREE.Geometry ) {
  4839. _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  4840. var vertices = object.geometry.vertices;
  4841. if ( vertices.length === 0 ) continue;
  4842. v1 = getNextVertexInPool();
  4843. v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
  4844. // Handle LineStrip and LinePieces
  4845. var step = object.type === THREE.LinePieces ? 2 : 1;
  4846. for ( var v = 1, vl = vertices.length; v < vl; v ++ ) {
  4847. v1 = getNextVertexInPool();
  4848. v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
  4849. if ( ( v + 1 ) % step > 0 ) continue;
  4850. v2 = _vertexPool[ _vertexCount - 2 ];
  4851. _clippedVertex1PositionScreen.copy( v1.positionScreen );
  4852. _clippedVertex2PositionScreen.copy( v2.positionScreen );
  4853. if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
  4854. // Perform the perspective divide
  4855. _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
  4856. _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
  4857. _line = getNextLineInPool();
  4858. _line.id = object.id;
  4859. _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
  4860. _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
  4861. _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
  4862. _line.material = object.material;
  4863. if ( object.material.vertexColors === THREE.VertexColors ) {
  4864. _line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
  4865. _line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );
  4866. }
  4867. _renderData.elements.push( _line );
  4868. }
  4869. }
  4870. }
  4871. } else if ( object instanceof THREE.Sprite ) {
  4872. _vector4.set( _modelMatrix.elements[ 12 ], _modelMatrix.elements[ 13 ], _modelMatrix.elements[ 14 ], 1 );
  4873. _vector4.applyMatrix4( _viewProjectionMatrix );
  4874. var invW = 1 / _vector4.w;
  4875. _vector4.z *= invW;
  4876. if ( _vector4.z >= - 1 && _vector4.z <= 1 ) {
  4877. _sprite = getNextSpriteInPool();
  4878. _sprite.id = object.id;
  4879. _sprite.x = _vector4.x * invW;
  4880. _sprite.y = _vector4.y * invW;
  4881. _sprite.z = _vector4.z;
  4882. _sprite.object = object;
  4883. _sprite.rotation = object.rotation;
  4884. _sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[ 0 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 12 ] ) );
  4885. _sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[ 5 ] ) / ( _vector4.w + camera.projectionMatrix.elements[ 13 ] ) );
  4886. _sprite.material = object.material;
  4887. _renderData.elements.push( _sprite );
  4888. }
  4889. }
  4890. }
  4891. if ( sortElements === true ) _renderData.elements.sort( painterSort );
  4892. return _renderData;
  4893. };
  4894. // Pools
  4895. function getNextObjectInPool() {
  4896. if ( _objectCount === _objectPoolLength ) {
  4897. var object = new THREE.RenderableObject();
  4898. _objectPool.push( object );
  4899. _objectPoolLength ++;
  4900. _objectCount ++;
  4901. return object;
  4902. }
  4903. return _objectPool[ _objectCount ++ ];
  4904. }
  4905. function getNextVertexInPool() {
  4906. if ( _vertexCount === _vertexPoolLength ) {
  4907. var vertex = new THREE.RenderableVertex();
  4908. _vertexPool.push( vertex );
  4909. _vertexPoolLength ++;
  4910. _vertexCount ++;
  4911. return vertex;
  4912. }
  4913. return _vertexPool[ _vertexCount ++ ];
  4914. }
  4915. function getNextFaceInPool() {
  4916. if ( _faceCount === _facePoolLength ) {
  4917. var face = new THREE.RenderableFace();
  4918. _facePool.push( face );
  4919. _facePoolLength ++;
  4920. _faceCount ++;
  4921. return face;
  4922. }
  4923. return _facePool[ _faceCount ++ ];
  4924. }
  4925. function getNextLineInPool() {
  4926. if ( _lineCount === _linePoolLength ) {
  4927. var line = new THREE.RenderableLine();
  4928. _linePool.push( line );
  4929. _linePoolLength ++;
  4930. _lineCount ++
  4931. return line;
  4932. }
  4933. return _linePool[ _lineCount ++ ];
  4934. }
  4935. function getNextSpriteInPool() {
  4936. if ( _spriteCount === _spritePoolLength ) {
  4937. var sprite = new THREE.RenderableSprite();
  4938. _spritePool.push( sprite );
  4939. _spritePoolLength ++;
  4940. _spriteCount ++
  4941. return sprite;
  4942. }
  4943. return _spritePool[ _spriteCount ++ ];
  4944. }
  4945. //
  4946. function painterSort( a, b ) {
  4947. if ( a.z !== b.z ) {
  4948. return b.z - a.z;
  4949. } else if ( a.id !== b.id ) {
  4950. return a.id - b.id;
  4951. } else {
  4952. return 0;
  4953. }
  4954. }
  4955. function clipLine( s1, s2 ) {
  4956. var alpha1 = 0, alpha2 = 1,
  4957. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  4958. // Z = -1 and Z = +1, respectively.
  4959. bc1near = s1.z + s1.w,
  4960. bc2near = s2.z + s2.w,
  4961. bc1far = - s1.z + s1.w,
  4962. bc2far = - s2.z + s2.w;
  4963. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  4964. // Both vertices lie entirely within all clip planes.
  4965. return true;
  4966. } else if ( ( bc1near < 0 && bc2near < 0 ) || ( bc1far < 0 && bc2far < 0 ) ) {
  4967. // Both vertices lie entirely outside one of the clip planes.
  4968. return false;
  4969. } else {
  4970. // The line segment spans at least one clip plane.
  4971. if ( bc1near < 0 ) {
  4972. // v1 lies outside the near plane, v2 inside
  4973. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  4974. } else if ( bc2near < 0 ) {
  4975. // v2 lies outside the near plane, v1 inside
  4976. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  4977. }
  4978. if ( bc1far < 0 ) {
  4979. // v1 lies outside the far plane, v2 inside
  4980. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  4981. } else if ( bc2far < 0 ) {
  4982. // v2 lies outside the far plane, v2 inside
  4983. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  4984. }
  4985. if ( alpha2 < alpha1 ) {
  4986. // The line segment spans two boundaries, but is outside both of them.
  4987. // (This can't happen when we're only clipping against just near/far but good
  4988. // to leave the check here for future usage if other clip planes are added.)
  4989. return false;
  4990. } else {
  4991. // Update the s1 and s2 vertices to match the clipped line segment.
  4992. s1.lerp( s2, alpha1 );
  4993. s2.lerp( s1, 1 - alpha2 );
  4994. return true;
  4995. }
  4996. }
  4997. }
  4998. };
  4999. // File:src/core/Face3.js
  5000. /**
  5001. * @author mrdoob / http://mrdoob.com/
  5002. * @author alteredq / http://alteredqualia.com/
  5003. */
  5004. THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
  5005. this.a = a;
  5006. this.b = b;
  5007. this.c = c;
  5008. this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
  5009. this.vertexNormals = normal instanceof Array ? normal : [];
  5010. this.color = color instanceof THREE.Color ? color : new THREE.Color();
  5011. this.vertexColors = color instanceof Array ? color : [];
  5012. this.vertexTangents = [];
  5013. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5014. };
  5015. THREE.Face3.prototype = {
  5016. constructor: THREE.Face3,
  5017. clone: function () {
  5018. var face = new THREE.Face3( this.a, this.b, this.c );
  5019. face.normal.copy( this.normal );
  5020. face.color.copy( this.color );
  5021. face.materialIndex = this.materialIndex;
  5022. for ( var i = 0, il = this.vertexNormals.length; i < il; i ++ ) {
  5023. face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
  5024. }
  5025. for ( var i = 0, il = this.vertexColors.length; i < il; i ++ ) {
  5026. face.vertexColors[ i ] = this.vertexColors[ i ].clone();
  5027. }
  5028. for ( var i = 0, il = this.vertexTangents.length; i < il; i ++ ) {
  5029. face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
  5030. }
  5031. return face;
  5032. }
  5033. };
  5034. // File:src/core/Face4.js
  5035. /**
  5036. * @author mrdoob / http://mrdoob.com/
  5037. */
  5038. THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
  5039. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' )
  5040. return new THREE.Face3( a, b, c, normal, color, materialIndex );
  5041. };
  5042. // File:src/core/BufferAttribute.js
  5043. /**
  5044. * @author mrdoob / http://mrdoob.com/
  5045. */
  5046. THREE.BufferAttribute = function ( array, itemSize ) {
  5047. this.array = array;
  5048. this.itemSize = itemSize;
  5049. };
  5050. THREE.BufferAttribute.prototype = {
  5051. constructor: THREE.BufferAttribute,
  5052. get length () {
  5053. return this.array.length;
  5054. },
  5055. set: function ( value ) {
  5056. this.array.set( value );
  5057. return this;
  5058. },
  5059. setX: function ( index, x ) {
  5060. this.array[ index * this.itemSize ] = x;
  5061. return this;
  5062. },
  5063. setY: function ( index, y ) {
  5064. this.array[ index * this.itemSize + 1 ] = y;
  5065. return this;
  5066. },
  5067. setZ: function ( index, z ) {
  5068. this.array[ index * this.itemSize + 2 ] = z;
  5069. return this;
  5070. },
  5071. setXY: function ( index, x, y ) {
  5072. index *= this.itemSize;
  5073. this.array[ index ] = x;
  5074. this.array[ index + 1 ] = y;
  5075. return this;
  5076. },
  5077. setXYZ: function ( index, x, y, z ) {
  5078. index *= this.itemSize;
  5079. this.array[ index ] = x;
  5080. this.array[ index + 1 ] = y;
  5081. this.array[ index + 2 ] = z;
  5082. return this;
  5083. },
  5084. setXYZW: function ( index, x, y, z, w ) {
  5085. index *= this.itemSize;
  5086. this.array[ index ] = x;
  5087. this.array[ index + 1 ] = y;
  5088. this.array[ index + 2 ] = z;
  5089. this.array[ index + 3 ] = w;
  5090. return this;
  5091. }
  5092. };
  5093. //
  5094. THREE.Int8Attribute = function ( data, itemSize ) {
  5095. console.warn( 'THREE.Int8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5096. return new THREE.BufferAttribute( data, itemSize );
  5097. };
  5098. THREE.Uint8Attribute = function ( data, itemSize ) {
  5099. console.warn( 'THREE.Uint8Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5100. return new THREE.BufferAttribute( data, itemSize );
  5101. };
  5102. THREE.Uint8ClampedAttribute = function ( data, itemSize ) {
  5103. console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5104. return new THREE.BufferAttribute( data, itemSize );
  5105. };
  5106. THREE.Int16Attribute = function ( data, itemSize ) {
  5107. console.warn( 'THREE.Int16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5108. return new THREE.BufferAttribute( data, itemSize );
  5109. };
  5110. THREE.Uint16Attribute = function ( data, itemSize ) {
  5111. console.warn( 'THREE.Uint16Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5112. return new THREE.BufferAttribute( data, itemSize );
  5113. };
  5114. THREE.Int32Attribute = function ( data, itemSize ) {
  5115. console.warn( 'THREE.Int32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5116. return new THREE.BufferAttribute( data, itemSize );
  5117. };
  5118. THREE.Uint32Attribute = function ( data, itemSize ) {
  5119. console.warn( 'THREE.Uint32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5120. return new THREE.BufferAttribute( data, itemSize );
  5121. };
  5122. THREE.Float32Attribute = function ( data, itemSize ) {
  5123. console.warn( 'THREE.Float32Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5124. return new THREE.BufferAttribute( data, itemSize );
  5125. };
  5126. THREE.Float64Attribute = function ( data, itemSize ) {
  5127. console.warn( 'THREE.Float64Attribute has been removed. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5128. return new THREE.BufferAttribute( data, itemSize );
  5129. };
  5130. // File:src/core/BufferGeometry.js
  5131. /**
  5132. * @author alteredq / http://alteredqualia.com/
  5133. */
  5134. THREE.BufferGeometry = function () {
  5135. this.id = THREE.GeometryIdCount ++;
  5136. this.uuid = THREE.Math.generateUUID();
  5137. this.name = '';
  5138. this.attributes = {};
  5139. this.drawcalls = [];
  5140. this.offsets = this.drawcalls; // backwards compatibility
  5141. this.boundingBox = null;
  5142. this.boundingSphere = null;
  5143. };
  5144. THREE.BufferGeometry.prototype = {
  5145. constructor: THREE.BufferGeometry,
  5146. addAttribute: function ( name, attribute ) {
  5147. if ( attribute instanceof THREE.BufferAttribute === false ) {
  5148. console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
  5149. this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] };
  5150. return;
  5151. }
  5152. this.attributes[ name ] = attribute;
  5153. },
  5154. getAttribute: function ( name ) {
  5155. return this.attributes[ name ];
  5156. },
  5157. addDrawCall: function ( start, count, indexOffset ) {
  5158. this.drawcalls.push( {
  5159. start: start,
  5160. count: count,
  5161. index: indexOffset !== undefined ? indexOffset : 0
  5162. } );
  5163. },
  5164. applyMatrix: function ( matrix ) {
  5165. var position = this.attributes.position;
  5166. if ( position !== undefined ) {
  5167. matrix.applyToVector3Array( position.array );
  5168. position.needsUpdate = true;
  5169. }
  5170. var normal = this.attributes.normal;
  5171. if ( normal !== undefined ) {
  5172. var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  5173. normalMatrix.applyToVector3Array( normal.array );
  5174. normal.needsUpdate = true;
  5175. }
  5176. },
  5177. fromGeometry: function ( geometry, settings ) {
  5178. settings = settings || { 'vertexColors': THREE.NoColors };
  5179. var vertices = geometry.vertices;
  5180. var faces = geometry.faces;
  5181. var faceVertexUvs = geometry.faceVertexUvs;
  5182. var vertexColors = settings.vertexColors;
  5183. var hasFaceVertexUv = faceVertexUvs[ 0 ].length > 0;
  5184. var hasFaceVertexNormals = faces[ 0 ].vertexNormals.length == 3;
  5185. var positions = new Float32Array( faces.length * 3 * 3 );
  5186. this.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  5187. var normals = new Float32Array( faces.length * 3 * 3 );
  5188. this.addAttribute( 'normal', new THREE.BufferAttribute( normals, 3 ) );
  5189. if ( vertexColors !== THREE.NoColors ) {
  5190. var colors = new Float32Array( faces.length * 3 * 3 );
  5191. this.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  5192. }
  5193. if ( hasFaceVertexUv === true ) {
  5194. var uvs = new Float32Array( faces.length * 3 * 2 );
  5195. this.addAttribute( 'uvs', new THREE.BufferAttribute( uvs, 2 ) );
  5196. }
  5197. for ( var i = 0, i2 = 0, i3 = 0; i < faces.length; i ++, i2 += 6, i3 += 9 ) {
  5198. var face = faces[ i ];
  5199. var a = vertices[ face.a ];
  5200. var b = vertices[ face.b ];
  5201. var c = vertices[ face.c ];
  5202. positions[ i3 ] = a.x;
  5203. positions[ i3 + 1 ] = a.y;
  5204. positions[ i3 + 2 ] = a.z;
  5205. positions[ i3 + 3 ] = b.x;
  5206. positions[ i3 + 4 ] = b.y;
  5207. positions[ i3 + 5 ] = b.z;
  5208. positions[ i3 + 6 ] = c.x;
  5209. positions[ i3 + 7 ] = c.y;
  5210. positions[ i3 + 8 ] = c.z;
  5211. if ( hasFaceVertexNormals === true ) {
  5212. var na = face.vertexNormals[ 0 ];
  5213. var nb = face.vertexNormals[ 1 ];
  5214. var nc = face.vertexNormals[ 2 ];
  5215. normals[ i3 ] = na.x;
  5216. normals[ i3 + 1 ] = na.y;
  5217. normals[ i3 + 2 ] = na.z;
  5218. normals[ i3 + 3 ] = nb.x;
  5219. normals[ i3 + 4 ] = nb.y;
  5220. normals[ i3 + 5 ] = nb.z;
  5221. normals[ i3 + 6 ] = nc.x;
  5222. normals[ i3 + 7 ] = nc.y;
  5223. normals[ i3 + 8 ] = nc.z;
  5224. } else {
  5225. var n = face.normal;
  5226. normals[ i3 ] = n.x;
  5227. normals[ i3 + 1 ] = n.y;
  5228. normals[ i3 + 2 ] = n.z;
  5229. normals[ i3 + 3 ] = n.x;
  5230. normals[ i3 + 4 ] = n.y;
  5231. normals[ i3 + 5 ] = n.z;
  5232. normals[ i3 + 6 ] = n.x;
  5233. normals[ i3 + 7 ] = n.y;
  5234. normals[ i3 + 8 ] = n.z;
  5235. }
  5236. if ( vertexColors === THREE.FaceColors ) {
  5237. var fc = face.color;
  5238. colors[ i3 ] = fc.r;
  5239. colors[ i3 + 1 ] = fc.g;
  5240. colors[ i3 + 2 ] = fc.b;
  5241. colors[ i3 + 3 ] = fc.r;
  5242. colors[ i3 + 4 ] = fc.g;
  5243. colors[ i3 + 5 ] = fc.b;
  5244. colors[ i3 + 6 ] = fc.r;
  5245. colors[ i3 + 7 ] = fc.g;
  5246. colors[ i3 + 8 ] = fc.b;
  5247. } else if ( vertexColors === THREE.VertexColors ) {
  5248. var vca = face.vertexColors[ 0 ];
  5249. var vcb = face.vertexColors[ 1 ];
  5250. var vcc = face.vertexColors[ 2 ];
  5251. colors[ i3 ] = vca.r;
  5252. colors[ i3 + 1 ] = vca.g;
  5253. colors[ i3 + 2 ] = vca.b;
  5254. colors[ i3 + 3 ] = vcb.r;
  5255. colors[ i3 + 4 ] = vcb.g;
  5256. colors[ i3 + 5 ] = vcb.b;
  5257. colors[ i3 + 6 ] = vcc.r;
  5258. colors[ i3 + 7 ] = vcc.g;
  5259. colors[ i3 + 8 ] = vcc.b;
  5260. }
  5261. if ( hasFaceVertexUv === true ) {
  5262. var uva = faceVertexUvs[ 0 ][ i ][ 0 ];
  5263. var uvb = faceVertexUvs[ 0 ][ i ][ 1 ];
  5264. var uvc = faceVertexUvs[ 0 ][ i ][ 2 ];
  5265. uvs[ i2 ] = uva.x;
  5266. uvs[ i2 + 1 ] = uva.y;
  5267. uvs[ i2 + 2 ] = uvb.x;
  5268. uvs[ i2 + 3 ] = uvb.y;
  5269. uvs[ i2 + 4 ] = uvc.x;
  5270. uvs[ i2 + 5 ] = uvc.y;
  5271. }
  5272. }
  5273. this.computeBoundingSphere()
  5274. return this;
  5275. },
  5276. computeBoundingBox: function () {
  5277. if ( this.boundingBox === null ) {
  5278. this.boundingBox = new THREE.Box3();
  5279. }
  5280. var positions = this.attributes[ 'position' ].array;
  5281. if ( positions ) {
  5282. var bb = this.boundingBox;
  5283. if ( positions.length >= 3 ) {
  5284. bb.min.x = bb.max.x = positions[ 0 ];
  5285. bb.min.y = bb.max.y = positions[ 1 ];
  5286. bb.min.z = bb.max.z = positions[ 2 ];
  5287. }
  5288. for ( var i = 3, il = positions.length; i < il; i += 3 ) {
  5289. var x = positions[ i ];
  5290. var y = positions[ i + 1 ];
  5291. var z = positions[ i + 2 ];
  5292. // bounding box
  5293. if ( x < bb.min.x ) {
  5294. bb.min.x = x;
  5295. } else if ( x > bb.max.x ) {
  5296. bb.max.x = x;
  5297. }
  5298. if ( y < bb.min.y ) {
  5299. bb.min.y = y;
  5300. } else if ( y > bb.max.y ) {
  5301. bb.max.y = y;
  5302. }
  5303. if ( z < bb.min.z ) {
  5304. bb.min.z = z;
  5305. } else if ( z > bb.max.z ) {
  5306. bb.max.z = z;
  5307. }
  5308. }
  5309. }
  5310. if ( positions === undefined || positions.length === 0 ) {
  5311. this.boundingBox.min.set( 0, 0, 0 );
  5312. this.boundingBox.max.set( 0, 0, 0 );
  5313. }
  5314. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  5315. console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.' );
  5316. }
  5317. },
  5318. computeBoundingSphere: function () {
  5319. var box = new THREE.Box3();
  5320. var vector = new THREE.Vector3();
  5321. return function () {
  5322. if ( this.boundingSphere === null ) {
  5323. this.boundingSphere = new THREE.Sphere();
  5324. }
  5325. var positions = this.attributes[ 'position' ].array;
  5326. if ( positions ) {
  5327. box.makeEmpty();
  5328. var center = this.boundingSphere.center;
  5329. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  5330. vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  5331. box.expandByPoint( vector );
  5332. }
  5333. box.center( center );
  5334. // hoping to find a boundingSphere with a radius smaller than the
  5335. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  5336. var maxRadiusSq = 0;
  5337. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  5338. vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  5339. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  5340. }
  5341. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  5342. if ( isNaN( this.boundingSphere.radius ) ) {
  5343. console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.' );
  5344. }
  5345. }
  5346. }
  5347. }(),
  5348. computeFaceNormals: function () {
  5349. // backwards compatibility
  5350. },
  5351. computeVertexNormals: function () {
  5352. if ( this.attributes[ 'position' ] ) {
  5353. var i, il;
  5354. var j, jl;
  5355. var nVertexElements = this.attributes[ 'position' ].array.length;
  5356. if ( this.attributes[ 'normal' ] === undefined ) {
  5357. this.attributes[ 'normal' ] = {
  5358. itemSize: 3,
  5359. array: new Float32Array( nVertexElements )
  5360. };
  5361. } else {
  5362. // reset existing normals to zero
  5363. for ( i = 0, il = this.attributes[ 'normal' ].array.length; i < il; i ++ ) {
  5364. this.attributes[ 'normal' ].array[ i ] = 0;
  5365. }
  5366. }
  5367. var positions = this.attributes[ 'position' ].array;
  5368. var normals = this.attributes[ 'normal' ].array;
  5369. var vA, vB, vC, x, y, z,
  5370. pA = new THREE.Vector3(),
  5371. pB = new THREE.Vector3(),
  5372. pC = new THREE.Vector3(),
  5373. cb = new THREE.Vector3(),
  5374. ab = new THREE.Vector3();
  5375. // indexed elements
  5376. if ( this.attributes[ 'index' ] ) {
  5377. var indices = this.attributes[ 'index' ].array;
  5378. var offsets = ( this.offsets.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ] );
  5379. for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
  5380. var start = offsets[ j ].start;
  5381. var count = offsets[ j ].count;
  5382. var index = offsets[ j ].index;
  5383. for ( i = start, il = start + count; i < il; i += 3 ) {
  5384. vA = index + indices[ i ];
  5385. vB = index + indices[ i + 1 ];
  5386. vC = index + indices[ i + 2 ];
  5387. x = positions[ vA * 3 ];
  5388. y = positions[ vA * 3 + 1 ];
  5389. z = positions[ vA * 3 + 2 ];
  5390. pA.set( x, y, z );
  5391. x = positions[ vB * 3 ];
  5392. y = positions[ vB * 3 + 1 ];
  5393. z = positions[ vB * 3 + 2 ];
  5394. pB.set( x, y, z );
  5395. x = positions[ vC * 3 ];
  5396. y = positions[ vC * 3 + 1 ];
  5397. z = positions[ vC * 3 + 2 ];
  5398. pC.set( x, y, z );
  5399. cb.subVectors( pC, pB );
  5400. ab.subVectors( pA, pB );
  5401. cb.cross( ab );
  5402. normals[ vA * 3 ] += cb.x;
  5403. normals[ vA * 3 + 1 ] += cb.y;
  5404. normals[ vA * 3 + 2 ] += cb.z;
  5405. normals[ vB * 3 ] += cb.x;
  5406. normals[ vB * 3 + 1 ] += cb.y;
  5407. normals[ vB * 3 + 2 ] += cb.z;
  5408. normals[ vC * 3 ] += cb.x;
  5409. normals[ vC * 3 + 1 ] += cb.y;
  5410. normals[ vC * 3 + 2 ] += cb.z;
  5411. }
  5412. }
  5413. // non-indexed elements (unconnected triangle soup)
  5414. } else {
  5415. for ( i = 0, il = positions.length; i < il; i += 9 ) {
  5416. x = positions[ i ];
  5417. y = positions[ i + 1 ];
  5418. z = positions[ i + 2 ];
  5419. pA.set( x, y, z );
  5420. x = positions[ i + 3 ];
  5421. y = positions[ i + 4 ];
  5422. z = positions[ i + 5 ];
  5423. pB.set( x, y, z );
  5424. x = positions[ i + 6 ];
  5425. y = positions[ i + 7 ];
  5426. z = positions[ i + 8 ];
  5427. pC.set( x, y, z );
  5428. cb.subVectors( pC, pB );
  5429. ab.subVectors( pA, pB );
  5430. cb.cross( ab );
  5431. normals[ i ] = cb.x;
  5432. normals[ i + 1 ] = cb.y;
  5433. normals[ i + 2 ] = cb.z;
  5434. normals[ i + 3 ] = cb.x;
  5435. normals[ i + 4 ] = cb.y;
  5436. normals[ i + 5 ] = cb.z;
  5437. normals[ i + 6 ] = cb.x;
  5438. normals[ i + 7 ] = cb.y;
  5439. normals[ i + 8 ] = cb.z;
  5440. }
  5441. }
  5442. this.normalizeNormals();
  5443. this.normalsNeedUpdate = true;
  5444. }
  5445. },
  5446. computeTangents: function () {
  5447. // based on http://www.terathon.com/code/tangent.html
  5448. // (per vertex tangents)
  5449. if ( this.attributes[ 'index' ] === undefined ||
  5450. this.attributes[ 'position' ] === undefined ||
  5451. this.attributes[ 'normal' ] === undefined ||
  5452. this.attributes[ 'uv' ] === undefined ) {
  5453. console.warn( 'Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()' );
  5454. return;
  5455. }
  5456. var indices = this.attributes[ 'index' ].array;
  5457. var positions = this.attributes[ 'position' ].array;
  5458. var normals = this.attributes[ 'normal' ].array;
  5459. var uvs = this.attributes[ 'uv' ].array;
  5460. var nVertices = positions.length / 3;
  5461. if ( this.attributes[ 'tangent' ] === undefined ) {
  5462. var nTangentElements = 4 * nVertices;
  5463. this.attributes[ 'tangent' ] = {
  5464. itemSize: 4,
  5465. array: new Float32Array( nTangentElements )
  5466. };
  5467. }
  5468. var tangents = this.attributes[ 'tangent' ].array;
  5469. var tan1 = [], tan2 = [];
  5470. for ( var k = 0; k < nVertices; k ++ ) {
  5471. tan1[ k ] = new THREE.Vector3();
  5472. tan2[ k ] = new THREE.Vector3();
  5473. }
  5474. var xA, yA, zA,
  5475. xB, yB, zB,
  5476. xC, yC, zC,
  5477. uA, vA,
  5478. uB, vB,
  5479. uC, vC,
  5480. x1, x2, y1, y2, z1, z2,
  5481. s1, s2, t1, t2, r;
  5482. var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
  5483. function handleTriangle( a, b, c ) {
  5484. xA = positions[ a * 3 ];
  5485. yA = positions[ a * 3 + 1 ];
  5486. zA = positions[ a * 3 + 2 ];
  5487. xB = positions[ b * 3 ];
  5488. yB = positions[ b * 3 + 1 ];
  5489. zB = positions[ b * 3 + 2 ];
  5490. xC = positions[ c * 3 ];
  5491. yC = positions[ c * 3 + 1 ];
  5492. zC = positions[ c * 3 + 2 ];
  5493. uA = uvs[ a * 2 ];
  5494. vA = uvs[ a * 2 + 1 ];
  5495. uB = uvs[ b * 2 ];
  5496. vB = uvs[ b * 2 + 1 ];
  5497. uC = uvs[ c * 2 ];
  5498. vC = uvs[ c * 2 + 1 ];
  5499. x1 = xB - xA;
  5500. x2 = xC - xA;
  5501. y1 = yB - yA;
  5502. y2 = yC - yA;
  5503. z1 = zB - zA;
  5504. z2 = zC - zA;
  5505. s1 = uB - uA;
  5506. s2 = uC - uA;
  5507. t1 = vB - vA;
  5508. t2 = vC - vA;
  5509. r = 1.0 / ( s1 * t2 - s2 * t1 );
  5510. sdir.set(
  5511. ( t2 * x1 - t1 * x2 ) * r,
  5512. ( t2 * y1 - t1 * y2 ) * r,
  5513. ( t2 * z1 - t1 * z2 ) * r
  5514. );
  5515. tdir.set(
  5516. ( s1 * x2 - s2 * x1 ) * r,
  5517. ( s1 * y2 - s2 * y1 ) * r,
  5518. ( s1 * z2 - s2 * z1 ) * r
  5519. );
  5520. tan1[ a ].add( sdir );
  5521. tan1[ b ].add( sdir );
  5522. tan1[ c ].add( sdir );
  5523. tan2[ a ].add( tdir );
  5524. tan2[ b ].add( tdir );
  5525. tan2[ c ].add( tdir );
  5526. }
  5527. var i, il;
  5528. var j, jl;
  5529. var iA, iB, iC;
  5530. var offsets = this.offsets;
  5531. for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
  5532. var start = offsets[ j ].start;
  5533. var count = offsets[ j ].count;
  5534. var index = offsets[ j ].index;
  5535. for ( i = start, il = start + count; i < il; i += 3 ) {
  5536. iA = index + indices[ i ];
  5537. iB = index + indices[ i + 1 ];
  5538. iC = index + indices[ i + 2 ];
  5539. handleTriangle( iA, iB, iC );
  5540. }
  5541. }
  5542. var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
  5543. var n = new THREE.Vector3(), n2 = new THREE.Vector3();
  5544. var w, t, test;
  5545. function handleVertex( v ) {
  5546. n.x = normals[ v * 3 ];
  5547. n.y = normals[ v * 3 + 1 ];
  5548. n.z = normals[ v * 3 + 2 ];
  5549. n2.copy( n );
  5550. t = tan1[ v ];
  5551. // Gram-Schmidt orthogonalize
  5552. tmp.copy( t );
  5553. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  5554. // Calculate handedness
  5555. tmp2.crossVectors( n2, t );
  5556. test = tmp2.dot( tan2[ v ] );
  5557. w = ( test < 0.0 ) ? - 1.0 : 1.0;
  5558. tangents[ v * 4 ] = tmp.x;
  5559. tangents[ v * 4 + 1 ] = tmp.y;
  5560. tangents[ v * 4 + 2 ] = tmp.z;
  5561. tangents[ v * 4 + 3 ] = w;
  5562. }
  5563. for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
  5564. var start = offsets[ j ].start;
  5565. var count = offsets[ j ].count;
  5566. var index = offsets[ j ].index;
  5567. for ( i = start, il = start + count; i < il; i += 3 ) {
  5568. iA = index + indices[ i ];
  5569. iB = index + indices[ i + 1 ];
  5570. iC = index + indices[ i + 2 ];
  5571. handleVertex( iA );
  5572. handleVertex( iB );
  5573. handleVertex( iC );
  5574. }
  5575. }
  5576. },
  5577. /*
  5578. computeOffsets
  5579. Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
  5580. This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
  5581. WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
  5582. indexBufferSize - Defaults to 65535, but allows for larger or smaller chunks.
  5583. */
  5584. computeOffsets: function ( indexBufferSize ) {
  5585. var size = indexBufferSize;
  5586. if ( indexBufferSize === undefined )
  5587. size = 65535; //WebGL limits type of index buffer values to 16-bit.
  5588. var s = Date.now();
  5589. var indices = this.attributes[ 'index' ].array;
  5590. var vertices = this.attributes[ 'position' ].array;
  5591. var verticesCount = ( vertices.length / 3 );
  5592. var facesCount = ( indices.length / 3 );
  5593. /*
  5594. console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
  5595. console.log("Faces to process: "+(indices.length/3));
  5596. console.log("Reordering "+verticesCount+" vertices.");
  5597. */
  5598. var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers
  5599. var indexPtr = 0;
  5600. var vertexPtr = 0;
  5601. var offsets = [ { start:0, count:0, index:0 } ];
  5602. var offset = offsets[ 0 ];
  5603. var duplicatedVertices = 0;
  5604. var newVerticeMaps = 0;
  5605. var faceVertices = new Int32Array( 6 );
  5606. var vertexMap = new Int32Array( vertices.length );
  5607. var revVertexMap = new Int32Array( vertices.length );
  5608. for ( var j = 0; j < vertices.length; j ++ ) { vertexMap[ j ] = - 1; revVertexMap[ j ] = - 1; }
  5609. /*
  5610. Traverse every face and reorder vertices in the proper offsets of 65k.
  5611. We can have more than 65k entries in the index buffer per offset, but only reference 65k values.
  5612. */
  5613. for ( var findex = 0; findex < facesCount; findex ++ ) {
  5614. newVerticeMaps = 0;
  5615. for ( var vo = 0; vo < 3; vo ++ ) {
  5616. var vid = indices[ findex * 3 + vo ];
  5617. if ( vertexMap[ vid ] == - 1 ) {
  5618. //Unmapped vertice
  5619. faceVertices[ vo * 2 ] = vid;
  5620. faceVertices[ vo * 2 + 1 ] = - 1;
  5621. newVerticeMaps ++;
  5622. } else if ( vertexMap[ vid ] < offset.index ) {
  5623. //Reused vertices from previous block (duplicate)
  5624. faceVertices[ vo * 2 ] = vid;
  5625. faceVertices[ vo * 2 + 1 ] = - 1;
  5626. duplicatedVertices ++;
  5627. } else {
  5628. //Reused vertice in the current block
  5629. faceVertices[ vo * 2 ] = vid;
  5630. faceVertices[ vo * 2 + 1 ] = vertexMap[ vid ];
  5631. }
  5632. }
  5633. var faceMax = vertexPtr + newVerticeMaps;
  5634. if ( faceMax > ( offset.index + size ) ) {
  5635. var new_offset = { start:indexPtr, count:0, index:vertexPtr };
  5636. offsets.push( new_offset );
  5637. offset = new_offset;
  5638. //Re-evaluate reused vertices in light of new offset.
  5639. for ( var v = 0; v < 6; v += 2 ) {
  5640. var new_vid = faceVertices[ v + 1 ];
  5641. if ( new_vid > - 1 && new_vid < offset.index )
  5642. faceVertices[ v + 1 ] = - 1;
  5643. }
  5644. }
  5645. //Reindex the face.
  5646. for ( var v = 0; v < 6; v += 2 ) {
  5647. var vid = faceVertices[ v ];
  5648. var new_vid = faceVertices[ v + 1 ];
  5649. if ( new_vid === - 1 )
  5650. new_vid = vertexPtr ++;
  5651. vertexMap[ vid ] = new_vid;
  5652. revVertexMap[ new_vid ] = vid;
  5653. sortedIndices[ indexPtr ++ ] = new_vid - offset.index; //XXX overflows at 16bit
  5654. offset.count ++;
  5655. }
  5656. }
  5657. /* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
  5658. this.reorderBuffers( sortedIndices, revVertexMap, vertexPtr );
  5659. this.offsets = offsets;
  5660. /*
  5661. var orderTime = Date.now();
  5662. console.log("Reorder time: "+(orderTime-s)+"ms");
  5663. console.log("Duplicated "+duplicatedVertices+" vertices.");
  5664. console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
  5665. console.log("Draw offsets: "+offsets.length);
  5666. */
  5667. return offsets;
  5668. },
  5669. merge: function () {
  5670. console.log( 'BufferGeometry.merge(): TODO' );
  5671. },
  5672. normalizeNormals: function () {
  5673. var normals = this.attributes[ 'normal' ].array;
  5674. var x, y, z, n;
  5675. for ( var i = 0, il = normals.length; i < il; i += 3 ) {
  5676. x = normals[ i ];
  5677. y = normals[ i + 1 ];
  5678. z = normals[ i + 2 ];
  5679. n = 1.0 / Math.sqrt( x * x + y * y + z * z );
  5680. normals[ i ] *= n;
  5681. normals[ i + 1 ] *= n;
  5682. normals[ i + 2 ] *= n;
  5683. }
  5684. },
  5685. /*
  5686. reoderBuffers:
  5687. Reorder attributes based on a new indexBuffer and indexMap.
  5688. indexBuffer - Uint16Array of the new ordered indices.
  5689. indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
  5690. vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
  5691. */
  5692. reorderBuffers: function ( indexBuffer, indexMap, vertexCount ) {
  5693. /* Create a copy of all attributes for reordering. */
  5694. var sortedAttributes = {};
  5695. var types = [ Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, Float64Array ];
  5696. for ( var attr in this.attributes ) {
  5697. if ( attr == 'index' )
  5698. continue;
  5699. var sourceArray = this.attributes[ attr ].array;
  5700. for ( var i = 0, il = types.length; i < il; i ++ ) {
  5701. var type = types[ i ];
  5702. if ( sourceArray instanceof type ) {
  5703. sortedAttributes[ attr ] = new type( this.attributes[ attr ].itemSize * vertexCount );
  5704. break;
  5705. }
  5706. }
  5707. }
  5708. /* Move attribute positions based on the new index map */
  5709. for ( var new_vid = 0; new_vid < vertexCount; new_vid ++ ) {
  5710. var vid = indexMap[ new_vid ];
  5711. for ( var attr in this.attributes ) {
  5712. if ( attr == 'index' )
  5713. continue;
  5714. var attrArray = this.attributes[ attr ].array;
  5715. var attrSize = this.attributes[ attr ].itemSize;
  5716. var sortedAttr = sortedAttributes[ attr ];
  5717. for ( var k = 0; k < attrSize; k ++ )
  5718. sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
  5719. }
  5720. }
  5721. /* Carry the new sorted buffers locally */
  5722. this.attributes[ 'index' ].array = indexBuffer;
  5723. for ( var attr in this.attributes ) {
  5724. if ( attr == 'index' )
  5725. continue;
  5726. this.attributes[ attr ].array = sortedAttributes[ attr ];
  5727. this.attributes[ attr ].numItems = this.attributes[ attr ].itemSize * vertexCount;
  5728. }
  5729. },
  5730. clone: function () {
  5731. var geometry = new THREE.BufferGeometry();
  5732. var types = [ Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, Float64Array ];
  5733. for ( var attr in this.attributes ) {
  5734. var sourceAttr = this.attributes[ attr ];
  5735. var sourceArray = sourceAttr.array;
  5736. var attribute = {
  5737. itemSize: sourceAttr.itemSize,
  5738. array: null
  5739. };
  5740. for ( var i = 0, il = types.length; i < il; i ++ ) {
  5741. var type = types[ i ];
  5742. if ( sourceArray instanceof type ) {
  5743. attribute.array = new type( sourceArray );
  5744. break;
  5745. }
  5746. }
  5747. geometry.attributes[ attr ] = attribute;
  5748. }
  5749. for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
  5750. var offset = this.offsets[ i ];
  5751. geometry.offsets.push( {
  5752. start: offset.start,
  5753. index: offset.index,
  5754. count: offset.count
  5755. } );
  5756. }
  5757. return geometry;
  5758. },
  5759. dispose: function () {
  5760. this.dispatchEvent( { type: 'dispose' } );
  5761. }
  5762. };
  5763. THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
  5764. // File:src/core/Geometry.js
  5765. /**
  5766. * @author mrdoob / http://mrdoob.com/
  5767. * @author kile / http://kile.stravaganza.org/
  5768. * @author alteredq / http://alteredqualia.com/
  5769. * @author mikael emtinger / http://gomo.se/
  5770. * @author zz85 / http://www.lab4games.net/zz85/blog
  5771. * @author bhouston / http://exocortex.com
  5772. */
  5773. THREE.Geometry = function () {
  5774. this.id = THREE.GeometryIdCount ++;
  5775. this.uuid = THREE.Math.generateUUID();
  5776. this.name = '';
  5777. this.vertices = [];
  5778. this.colors = []; // one-to-one vertex colors, used in Points and Line
  5779. this.faces = [];
  5780. this.faceVertexUvs = [ [] ];
  5781. this.morphTargets = [];
  5782. this.morphColors = [];
  5783. this.morphNormals = [];
  5784. this.skinWeights = [];
  5785. this.skinIndices = [];
  5786. this.lineDistances = [];
  5787. this.boundingBox = null;
  5788. this.boundingSphere = null;
  5789. this.hasTangents = false;
  5790. this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
  5791. // update flags
  5792. this.verticesNeedUpdate = false;
  5793. this.elementsNeedUpdate = false;
  5794. this.uvsNeedUpdate = false;
  5795. this.normalsNeedUpdate = false;
  5796. this.tangentsNeedUpdate = false;
  5797. this.colorsNeedUpdate = false;
  5798. this.lineDistancesNeedUpdate = false;
  5799. this.buffersNeedUpdate = false;
  5800. this.groupsNeedUpdate = false;
  5801. };
  5802. THREE.Geometry.prototype = {
  5803. constructor: THREE.Geometry,
  5804. applyMatrix: function ( matrix ) {
  5805. var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  5806. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  5807. var vertex = this.vertices[ i ];
  5808. vertex.applyMatrix4( matrix );
  5809. }
  5810. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  5811. var face = this.faces[ i ];
  5812. face.normal.applyMatrix3( normalMatrix ).normalize();
  5813. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  5814. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  5815. }
  5816. }
  5817. if ( this.boundingBox instanceof THREE.Box3 ) {
  5818. this.computeBoundingBox();
  5819. }
  5820. if ( this.boundingSphere instanceof THREE.Sphere ) {
  5821. this.computeBoundingSphere();
  5822. }
  5823. },
  5824. center: function () {
  5825. this.computeBoundingBox();
  5826. var offset = new THREE.Vector3();
  5827. offset.addVectors( this.boundingBox.min, this.boundingBox.max );
  5828. offset.multiplyScalar( - 0.5 );
  5829. this.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
  5830. this.computeBoundingBox();
  5831. return offset;
  5832. },
  5833. computeFaceNormals: function () {
  5834. var cb = new THREE.Vector3(), ab = new THREE.Vector3();
  5835. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5836. var face = this.faces[ f ];
  5837. var vA = this.vertices[ face.a ];
  5838. var vB = this.vertices[ face.b ];
  5839. var vC = this.vertices[ face.c ];
  5840. cb.subVectors( vC, vB );
  5841. ab.subVectors( vA, vB );
  5842. cb.cross( ab );
  5843. cb.normalize();
  5844. face.normal.copy( cb );
  5845. }
  5846. },
  5847. computeVertexNormals: function ( areaWeighted ) {
  5848. var v, vl, f, fl, face, vertices;
  5849. vertices = new Array( this.vertices.length );
  5850. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5851. vertices[ v ] = new THREE.Vector3();
  5852. }
  5853. if ( areaWeighted ) {
  5854. // vertex normals weighted by triangle areas
  5855. // http://www.iquilezles.org/www/articles/normals/normals.htm
  5856. var vA, vB, vC, vD;
  5857. var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
  5858. db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
  5859. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5860. face = this.faces[ f ];
  5861. vA = this.vertices[ face.a ];
  5862. vB = this.vertices[ face.b ];
  5863. vC = this.vertices[ face.c ];
  5864. cb.subVectors( vC, vB );
  5865. ab.subVectors( vA, vB );
  5866. cb.cross( ab );
  5867. vertices[ face.a ].add( cb );
  5868. vertices[ face.b ].add( cb );
  5869. vertices[ face.c ].add( cb );
  5870. }
  5871. } else {
  5872. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5873. face = this.faces[ f ];
  5874. vertices[ face.a ].add( face.normal );
  5875. vertices[ face.b ].add( face.normal );
  5876. vertices[ face.c ].add( face.normal );
  5877. }
  5878. }
  5879. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5880. vertices[ v ].normalize();
  5881. }
  5882. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5883. face = this.faces[ f ];
  5884. face.vertexNormals[ 0 ] = vertices[ face.a ].clone();
  5885. face.vertexNormals[ 1 ] = vertices[ face.b ].clone();
  5886. face.vertexNormals[ 2 ] = vertices[ face.c ].clone();
  5887. }
  5888. },
  5889. computeMorphNormals: function () {
  5890. var i, il, f, fl, face;
  5891. // save original normals
  5892. // - create temp variables on first access
  5893. // otherwise just copy (for faster repeated calls)
  5894. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5895. face = this.faces[ f ];
  5896. if ( ! face.__originalFaceNormal ) {
  5897. face.__originalFaceNormal = face.normal.clone();
  5898. } else {
  5899. face.__originalFaceNormal.copy( face.normal );
  5900. }
  5901. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  5902. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  5903. if ( ! face.__originalVertexNormals[ i ] ) {
  5904. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  5905. } else {
  5906. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  5907. }
  5908. }
  5909. }
  5910. // use temp geometry to compute face and vertex normals for each morph
  5911. var tmpGeo = new THREE.Geometry();
  5912. tmpGeo.faces = this.faces;
  5913. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  5914. // create on first access
  5915. if ( ! this.morphNormals[ i ] ) {
  5916. this.morphNormals[ i ] = {};
  5917. this.morphNormals[ i ].faceNormals = [];
  5918. this.morphNormals[ i ].vertexNormals = [];
  5919. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  5920. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  5921. var faceNormal, vertexNormals;
  5922. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5923. faceNormal = new THREE.Vector3();
  5924. vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
  5925. dstNormalsFace.push( faceNormal );
  5926. dstNormalsVertex.push( vertexNormals );
  5927. }
  5928. }
  5929. var morphNormals = this.morphNormals[ i ];
  5930. // set vertices to morph target
  5931. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  5932. // compute morph normals
  5933. tmpGeo.computeFaceNormals();
  5934. tmpGeo.computeVertexNormals();
  5935. // store morph normals
  5936. var faceNormal, vertexNormals;
  5937. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5938. face = this.faces[ f ];
  5939. faceNormal = morphNormals.faceNormals[ f ];
  5940. vertexNormals = morphNormals.vertexNormals[ f ];
  5941. faceNormal.copy( face.normal );
  5942. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  5943. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  5944. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  5945. }
  5946. }
  5947. // restore original normals
  5948. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  5949. face = this.faces[ f ];
  5950. face.normal = face.__originalFaceNormal;
  5951. face.vertexNormals = face.__originalVertexNormals;
  5952. }
  5953. },
  5954. computeTangents: function () {
  5955. // based on http://www.terathon.com/code/tangent.html
  5956. // tangents go to vertices
  5957. var f, fl, v, vl, i, il, vertexIndex,
  5958. face, uv, vA, vB, vC, uvA, uvB, uvC,
  5959. x1, x2, y1, y2, z1, z2,
  5960. s1, s2, t1, t2, r, t, test,
  5961. tan1 = [], tan2 = [],
  5962. sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
  5963. tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
  5964. n = new THREE.Vector3(), w;
  5965. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  5966. tan1[ v ] = new THREE.Vector3();
  5967. tan2[ v ] = new THREE.Vector3();
  5968. }
  5969. function handleTriangle( context, a, b, c, ua, ub, uc ) {
  5970. vA = context.vertices[ a ];
  5971. vB = context.vertices[ b ];
  5972. vC = context.vertices[ c ];
  5973. uvA = uv[ ua ];
  5974. uvB = uv[ ub ];
  5975. uvC = uv[ uc ];
  5976. x1 = vB.x - vA.x;
  5977. x2 = vC.x - vA.x;
  5978. y1 = vB.y - vA.y;
  5979. y2 = vC.y - vA.y;
  5980. z1 = vB.z - vA.z;
  5981. z2 = vC.z - vA.z;
  5982. s1 = uvB.x - uvA.x;
  5983. s2 = uvC.x - uvA.x;
  5984. t1 = uvB.y - uvA.y;
  5985. t2 = uvC.y - uvA.y;
  5986. r = 1.0 / ( s1 * t2 - s2 * t1 );
  5987. sdir.set( ( t2 * x1 - t1 * x2 ) * r,
  5988. ( t2 * y1 - t1 * y2 ) * r,
  5989. ( t2 * z1 - t1 * z2 ) * r );
  5990. tdir.set( ( s1 * x2 - s2 * x1 ) * r,
  5991. ( s1 * y2 - s2 * y1 ) * r,
  5992. ( s1 * z2 - s2 * z1 ) * r );
  5993. tan1[ a ].add( sdir );
  5994. tan1[ b ].add( sdir );
  5995. tan1[ c ].add( sdir );
  5996. tan2[ a ].add( tdir );
  5997. tan2[ b ].add( tdir );
  5998. tan2[ c ].add( tdir );
  5999. }
  6000. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6001. face = this.faces[ f ];
  6002. uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
  6003. handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
  6004. }
  6005. var faceIndex = [ 'a', 'b', 'c', 'd' ];
  6006. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6007. face = this.faces[ f ];
  6008. for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i ++ ) {
  6009. n.copy( face.vertexNormals[ i ] );
  6010. vertexIndex = face[ faceIndex[ i ] ];
  6011. t = tan1[ vertexIndex ];
  6012. // Gram-Schmidt orthogonalize
  6013. tmp.copy( t );
  6014. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  6015. // Calculate handedness
  6016. tmp2.crossVectors( face.vertexNormals[ i ], t );
  6017. test = tmp2.dot( tan2[ vertexIndex ] );
  6018. w = ( test < 0.0 ) ? - 1.0 : 1.0;
  6019. face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
  6020. }
  6021. }
  6022. this.hasTangents = true;
  6023. },
  6024. computeLineDistances: function () {
  6025. var d = 0;
  6026. var vertices = this.vertices;
  6027. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  6028. if ( i > 0 ) {
  6029. d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
  6030. }
  6031. this.lineDistances[ i ] = d;
  6032. }
  6033. },
  6034. computeBoundingBox: function () {
  6035. if ( this.boundingBox === null ) {
  6036. this.boundingBox = new THREE.Box3();
  6037. }
  6038. this.boundingBox.setFromPoints( this.vertices );
  6039. },
  6040. computeBoundingSphere: function () {
  6041. if ( this.boundingSphere === null ) {
  6042. this.boundingSphere = new THREE.Sphere();
  6043. }
  6044. this.boundingSphere.setFromPoints( this.vertices );
  6045. },
  6046. merge: function ( geometry, matrix, materialIndexOffset ) {
  6047. if ( geometry instanceof THREE.Geometry === false ) {
  6048. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  6049. return;
  6050. }
  6051. var normalMatrix,
  6052. vertexOffset = this.vertices.length,
  6053. uvPosition = this.faceVertexUvs[ 0 ].length,
  6054. vertices1 = this.vertices,
  6055. vertices2 = geometry.vertices,
  6056. faces1 = this.faces,
  6057. faces2 = geometry.faces,
  6058. uvs1 = this.faceVertexUvs[ 0 ],
  6059. uvs2 = geometry.faceVertexUvs[ 0 ];
  6060. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  6061. if ( matrix !== undefined ) {
  6062. normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  6063. }
  6064. // vertices
  6065. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  6066. var vertex = vertices2[ i ];
  6067. var vertexCopy = vertex.clone();
  6068. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  6069. vertices1.push( vertexCopy );
  6070. }
  6071. // faces
  6072. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  6073. var face = faces2[ i ], faceCopy, normal, color,
  6074. faceVertexNormals = face.vertexNormals,
  6075. faceVertexColors = face.vertexColors;
  6076. faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  6077. faceCopy.normal.copy( face.normal );
  6078. if ( normalMatrix !== undefined ) {
  6079. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  6080. }
  6081. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  6082. normal = faceVertexNormals[ j ].clone();
  6083. if ( normalMatrix !== undefined ) {
  6084. normal.applyMatrix3( normalMatrix ).normalize();
  6085. }
  6086. faceCopy.vertexNormals.push( normal );
  6087. }
  6088. faceCopy.color.copy( face.color );
  6089. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  6090. color = faceVertexColors[ j ];
  6091. faceCopy.vertexColors.push( color.clone() );
  6092. }
  6093. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  6094. faces1.push( faceCopy );
  6095. }
  6096. // uvs
  6097. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  6098. var uv = uvs2[ i ], uvCopy = [];
  6099. if ( uv === undefined ) {
  6100. continue;
  6101. }
  6102. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  6103. uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
  6104. }
  6105. uvs1.push( uvCopy );
  6106. }
  6107. },
  6108. /*
  6109. * Checks for duplicate vertices with hashmap.
  6110. * Duplicated vertices are removed
  6111. * and faces' vertices are updated.
  6112. */
  6113. mergeVertices: function () {
  6114. var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
  6115. var unique = [], changes = [];
  6116. var v, key;
  6117. var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
  6118. var precision = Math.pow( 10, precisionPoints );
  6119. var i,il, face;
  6120. var indices, k, j, jl, u;
  6121. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  6122. v = this.vertices[ i ];
  6123. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  6124. if ( verticesMap[ key ] === undefined ) {
  6125. verticesMap[ key ] = i;
  6126. unique.push( this.vertices[ i ] );
  6127. changes[ i ] = unique.length - 1;
  6128. } else {
  6129. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  6130. changes[ i ] = changes[ verticesMap[ key ] ];
  6131. }
  6132. };
  6133. // if faces are completely degenerate after merging vertices, we
  6134. // have to remove them from the geometry.
  6135. var faceIndicesToRemove = [];
  6136. for ( i = 0, il = this.faces.length; i < il; i ++ ) {
  6137. face = this.faces[ i ];
  6138. face.a = changes[ face.a ];
  6139. face.b = changes[ face.b ];
  6140. face.c = changes[ face.c ];
  6141. indices = [ face.a, face.b, face.c ];
  6142. var dupIndex = - 1;
  6143. // if any duplicate vertices are found in a Face3
  6144. // we have to remove the face as nothing can be saved
  6145. for ( var n = 0; n < 3; n ++ ) {
  6146. if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
  6147. dupIndex = n;
  6148. faceIndicesToRemove.push( i );
  6149. break;
  6150. }
  6151. }
  6152. }
  6153. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  6154. var idx = faceIndicesToRemove[ i ];
  6155. this.faces.splice( idx, 1 );
  6156. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  6157. this.faceVertexUvs[ j ].splice( idx, 1 );
  6158. }
  6159. }
  6160. // Use unique set of vertices
  6161. var diff = this.vertices.length - unique.length;
  6162. this.vertices = unique;
  6163. return diff;
  6164. },
  6165. // Geometry splitting
  6166. makeGroups: ( function () {
  6167. var geometryGroupCounter = 0;
  6168. return function ( usesFaceMaterial, maxVerticesInGroup ) {
  6169. var f, fl, face, materialIndex,
  6170. groupHash, hash_map = {},geometryGroup;
  6171. var numMorphTargets = this.morphTargets.length;
  6172. var numMorphNormals = this.morphNormals.length;
  6173. this.geometryGroups = {};
  6174. this.geometryGroupsList = [];
  6175. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6176. face = this.faces[ f ];
  6177. materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  6178. if ( ! ( materialIndex in hash_map ) ) {
  6179. hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
  6180. }
  6181. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  6182. if ( ! ( groupHash in this.geometryGroups ) ) {
  6183. geometryGroup = { 'id': geometryGroupCounter++, 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  6184. this.geometryGroups[ groupHash ] = geometryGroup;
  6185. this.geometryGroupsList.push(geometryGroup);
  6186. }
  6187. if ( this.geometryGroups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
  6188. hash_map[ materialIndex ].counter += 1;
  6189. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  6190. if ( ! ( groupHash in this.geometryGroups ) ) {
  6191. geometryGroup = { 'id': geometryGroupCounter++, 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  6192. this.geometryGroups[ groupHash ] = geometryGroup;
  6193. this.geometryGroupsList.push(geometryGroup);
  6194. }
  6195. }
  6196. this.geometryGroups[ groupHash ].faces3.push( f );
  6197. this.geometryGroups[ groupHash ].vertices += 3;
  6198. }
  6199. };
  6200. } )(),
  6201. clone: function () {
  6202. var geometry = new THREE.Geometry();
  6203. var vertices = this.vertices;
  6204. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  6205. geometry.vertices.push( vertices[ i ].clone() );
  6206. }
  6207. var faces = this.faces;
  6208. for ( var i = 0, il = faces.length; i < il; i ++ ) {
  6209. geometry.faces.push( faces[ i ].clone() );
  6210. }
  6211. var uvs = this.faceVertexUvs[ 0 ];
  6212. for ( var i = 0, il = uvs.length; i < il; i ++ ) {
  6213. var uv = uvs[ i ], uvCopy = [];
  6214. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  6215. uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
  6216. }
  6217. geometry.faceVertexUvs[ 0 ].push( uvCopy );
  6218. }
  6219. return geometry;
  6220. },
  6221. dispose: function () {
  6222. this.dispatchEvent( { type: 'dispose' } );
  6223. }
  6224. };
  6225. THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
  6226. THREE.GeometryIdCount = 0;
  6227. // File:src/cameras/Camera.js
  6228. /**
  6229. * @author mrdoob / http://mrdoob.com/
  6230. * @author mikael emtinger / http://gomo.se/
  6231. * @author WestLangley / http://github.com/WestLangley
  6232. */
  6233. THREE.Camera = function () {
  6234. THREE.Object3D.call( this );
  6235. this.matrixWorldInverse = new THREE.Matrix4();
  6236. this.projectionMatrix = new THREE.Matrix4();
  6237. };
  6238. THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
  6239. THREE.Camera.prototype.lookAt = function () {
  6240. // This routine does not support cameras with rotated and/or translated parent(s)
  6241. var m1 = new THREE.Matrix4();
  6242. return function ( vector ) {
  6243. m1.lookAt( this.position, vector, this.up );
  6244. this.quaternion.setFromRotationMatrix( m1 );
  6245. };
  6246. }();
  6247. THREE.Camera.prototype.clone = function ( camera ) {
  6248. if ( camera === undefined ) camera = new THREE.Camera();
  6249. THREE.Object3D.prototype.clone.call( this, camera );
  6250. camera.matrixWorldInverse.copy( this.matrixWorldInverse );
  6251. camera.projectionMatrix.copy( this.projectionMatrix );
  6252. return camera;
  6253. };
  6254. // File:src/cameras/CubeCamera.js
  6255. /**
  6256. * Camera for rendering cube maps
  6257. * - renders scene into axis-aligned cube
  6258. *
  6259. * @author alteredq / http://alteredqualia.com/
  6260. */
  6261. THREE.CubeCamera = function ( near, far, cubeResolution ) {
  6262. THREE.Object3D.call( this );
  6263. var fov = 90, aspect = 1;
  6264. var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6265. cameraPX.up.set( 0, - 1, 0 );
  6266. cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
  6267. this.add( cameraPX );
  6268. var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6269. cameraNX.up.set( 0, - 1, 0 );
  6270. cameraNX.lookAt( new THREE.Vector3( - 1, 0, 0 ) );
  6271. this.add( cameraNX );
  6272. var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6273. cameraPY.up.set( 0, 0, 1 );
  6274. cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
  6275. this.add( cameraPY );
  6276. var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6277. cameraNY.up.set( 0, 0, - 1 );
  6278. cameraNY.lookAt( new THREE.Vector3( 0, - 1, 0 ) );
  6279. this.add( cameraNY );
  6280. var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6281. cameraPZ.up.set( 0, - 1, 0 );
  6282. cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
  6283. this.add( cameraPZ );
  6284. var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  6285. cameraNZ.up.set( 0, - 1, 0 );
  6286. cameraNZ.lookAt( new THREE.Vector3( 0, 0, - 1 ) );
  6287. this.add( cameraNZ );
  6288. this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
  6289. this.updateCubeMap = function ( renderer, scene ) {
  6290. var renderTarget = this.renderTarget;
  6291. var generateMipmaps = renderTarget.generateMipmaps;
  6292. renderTarget.generateMipmaps = false;
  6293. renderTarget.activeCubeFace = 0;
  6294. renderer.render( scene, cameraPX, renderTarget );
  6295. renderTarget.activeCubeFace = 1;
  6296. renderer.render( scene, cameraNX, renderTarget );
  6297. renderTarget.activeCubeFace = 2;
  6298. renderer.render( scene, cameraPY, renderTarget );
  6299. renderTarget.activeCubeFace = 3;
  6300. renderer.render( scene, cameraNY, renderTarget );
  6301. renderTarget.activeCubeFace = 4;
  6302. renderer.render( scene, cameraPZ, renderTarget );
  6303. renderTarget.generateMipmaps = generateMipmaps;
  6304. renderTarget.activeCubeFace = 5;
  6305. renderer.render( scene, cameraNZ, renderTarget );
  6306. };
  6307. };
  6308. THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
  6309. // File:src/cameras/OrthographicCamera.js
  6310. /**
  6311. * @author alteredq / http://alteredqualia.com/
  6312. */
  6313. THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
  6314. THREE.Camera.call( this );
  6315. this.left = left;
  6316. this.right = right;
  6317. this.top = top;
  6318. this.bottom = bottom;
  6319. this.near = ( near !== undefined ) ? near : 0.1;
  6320. this.far = ( far !== undefined ) ? far : 2000;
  6321. this.updateProjectionMatrix();
  6322. };
  6323. THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
  6324. THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
  6325. this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
  6326. };
  6327. THREE.OrthographicCamera.prototype.clone = function () {
  6328. var camera = new THREE.OrthographicCamera();
  6329. THREE.Camera.prototype.clone.call( this, camera );
  6330. camera.left = this.left;
  6331. camera.right = this.right;
  6332. camera.top = this.top;
  6333. camera.bottom = this.bottom;
  6334. camera.near = this.near;
  6335. camera.far = this.far;
  6336. return camera;
  6337. };
  6338. // File:src/cameras/PerspectiveCamera.js
  6339. /**
  6340. * @author mrdoob / http://mrdoob.com/
  6341. * @author greggman / http://games.greggman.com/
  6342. * @author zz85 / http://www.lab4games.net/zz85/blog
  6343. */
  6344. THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
  6345. THREE.Camera.call( this );
  6346. this.fov = fov !== undefined ? fov : 50;
  6347. this.aspect = aspect !== undefined ? aspect : 1;
  6348. this.near = near !== undefined ? near : 0.1;
  6349. this.far = far !== undefined ? far : 2000;
  6350. this.updateProjectionMatrix();
  6351. };
  6352. THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
  6353. /**
  6354. * Uses Focal Length (in mm) to estimate and set FOV
  6355. * 35mm (fullframe) camera is used if frame size is not specified;
  6356. * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
  6357. */
  6358. THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
  6359. if ( frameHeight === undefined ) frameHeight = 24;
  6360. this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
  6361. this.updateProjectionMatrix();
  6362. }
  6363. /**
  6364. * Sets an offset in a larger frustum. This is useful for multi-window or
  6365. * multi-monitor/multi-machine setups.
  6366. *
  6367. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  6368. * the monitors are in grid like this
  6369. *
  6370. * +---+---+---+
  6371. * | A | B | C |
  6372. * +---+---+---+
  6373. * | D | E | F |
  6374. * +---+---+---+
  6375. *
  6376. * then for each monitor you would call it like this
  6377. *
  6378. * var w = 1920;
  6379. * var h = 1080;
  6380. * var fullWidth = w * 3;
  6381. * var fullHeight = h * 2;
  6382. *
  6383. * --A--
  6384. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  6385. * --B--
  6386. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  6387. * --C--
  6388. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  6389. * --D--
  6390. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  6391. * --E--
  6392. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  6393. * --F--
  6394. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  6395. *
  6396. * Note there is no reason monitors have to be the same size or in a grid.
  6397. */
  6398. THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
  6399. this.fullWidth = fullWidth;
  6400. this.fullHeight = fullHeight;
  6401. this.x = x;
  6402. this.y = y;
  6403. this.width = width;
  6404. this.height = height;
  6405. this.updateProjectionMatrix();
  6406. };
  6407. THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
  6408. if ( this.fullWidth ) {
  6409. var aspect = this.fullWidth / this.fullHeight;
  6410. var top = Math.tan( THREE.Math.degToRad( this.fov * 0.5 ) ) * this.near;
  6411. var bottom = - top;
  6412. var left = aspect * bottom;
  6413. var right = aspect * top;
  6414. var width = Math.abs( right - left );
  6415. var height = Math.abs( top - bottom );
  6416. this.projectionMatrix.makeFrustum(
  6417. left + this.x * width / this.fullWidth,
  6418. left + ( this.x + this.width ) * width / this.fullWidth,
  6419. top - ( this.y + this.height ) * height / this.fullHeight,
  6420. top - this.y * height / this.fullHeight,
  6421. this.near,
  6422. this.far
  6423. );
  6424. } else {
  6425. this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
  6426. }
  6427. };
  6428. THREE.PerspectiveCamera.prototype.clone = function () {
  6429. var camera = new THREE.PerspectiveCamera();
  6430. THREE.Camera.prototype.clone.call( this, camera );
  6431. camera.fov = this.fov;
  6432. camera.aspect = this.aspect;
  6433. camera.near = this.near;
  6434. camera.far = this.far;
  6435. return camera;
  6436. };
  6437. // File:src/lights/Light.js
  6438. /**
  6439. * @author mrdoob / http://mrdoob.com/
  6440. * @author alteredq / http://alteredqualia.com/
  6441. */
  6442. THREE.Light = function ( color ) {
  6443. THREE.Object3D.call( this );
  6444. this.color = new THREE.Color( color );
  6445. };
  6446. THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
  6447. THREE.Light.prototype.clone = function ( light ) {
  6448. if ( light === undefined ) light = new THREE.Light();
  6449. THREE.Object3D.prototype.clone.call( this, light );
  6450. light.color.copy( this.color );
  6451. return light;
  6452. };
  6453. // File:src/lights/AmbientLight.js
  6454. /**
  6455. * @author mrdoob / http://mrdoob.com/
  6456. */
  6457. THREE.AmbientLight = function ( color ) {
  6458. THREE.Light.call( this, color );
  6459. };
  6460. THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
  6461. THREE.AmbientLight.prototype.clone = function () {
  6462. var light = new THREE.AmbientLight();
  6463. THREE.Light.prototype.clone.call( this, light );
  6464. return light;
  6465. };
  6466. // File:src/lights/AreaLight.js
  6467. /**
  6468. * @author MPanknin / http://www.redplant.de/
  6469. * @author alteredq / http://alteredqualia.com/
  6470. */
  6471. THREE.AreaLight = function ( color, intensity ) {
  6472. THREE.Light.call( this, color );
  6473. this.normal = new THREE.Vector3( 0, - 1, 0 );
  6474. this.right = new THREE.Vector3( 1, 0, 0 );
  6475. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6476. this.width = 1.0;
  6477. this.height = 1.0;
  6478. this.constantAttenuation = 1.5;
  6479. this.linearAttenuation = 0.5;
  6480. this.quadraticAttenuation = 0.1;
  6481. };
  6482. THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
  6483. // File:src/lights/DirectionalLight.js
  6484. /**
  6485. * @author mrdoob / http://mrdoob.com/
  6486. * @author alteredq / http://alteredqualia.com/
  6487. */
  6488. THREE.DirectionalLight = function ( color, intensity ) {
  6489. THREE.Light.call( this, color );
  6490. this.position.set( 0, 1, 0 );
  6491. this.target = new THREE.Object3D();
  6492. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6493. this.castShadow = false;
  6494. this.onlyShadow = false;
  6495. //
  6496. this.shadowCameraNear = 50;
  6497. this.shadowCameraFar = 5000;
  6498. this.shadowCameraLeft = - 500;
  6499. this.shadowCameraRight = 500;
  6500. this.shadowCameraTop = 500;
  6501. this.shadowCameraBottom = - 500;
  6502. this.shadowCameraVisible = false;
  6503. this.shadowBias = 0;
  6504. this.shadowDarkness = 0.5;
  6505. this.shadowMapWidth = 512;
  6506. this.shadowMapHeight = 512;
  6507. //
  6508. this.shadowCascade = false;
  6509. this.shadowCascadeOffset = new THREE.Vector3( 0, 0, - 1000 );
  6510. this.shadowCascadeCount = 2;
  6511. this.shadowCascadeBias = [ 0, 0, 0 ];
  6512. this.shadowCascadeWidth = [ 512, 512, 512 ];
  6513. this.shadowCascadeHeight = [ 512, 512, 512 ];
  6514. this.shadowCascadeNearZ = [ - 1.000, 0.990, 0.998 ];
  6515. this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ];
  6516. this.shadowCascadeArray = [];
  6517. //
  6518. this.shadowMap = null;
  6519. this.shadowMapSize = null;
  6520. this.shadowCamera = null;
  6521. this.shadowMatrix = null;
  6522. };
  6523. THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
  6524. THREE.DirectionalLight.prototype.clone = function () {
  6525. var light = new THREE.DirectionalLight();
  6526. THREE.Light.prototype.clone.call( this, light );
  6527. light.target = this.target.clone();
  6528. light.intensity = this.intensity;
  6529. light.castShadow = this.castShadow;
  6530. light.onlyShadow = this.onlyShadow;
  6531. //
  6532. light.shadowCameraNear = this.shadowCameraNear;
  6533. light.shadowCameraFar = this.shadowCameraFar;
  6534. light.shadowCameraLeft = this.shadowCameraLeft;
  6535. light.shadowCameraRight = this.shadowCameraRight;
  6536. light.shadowCameraTop = this.shadowCameraTop;
  6537. light.shadowCameraBottom = this.shadowCameraBottom;
  6538. light.shadowCameraVisible = this.shadowCameraVisible;
  6539. light.shadowBias = this.shadowBias;
  6540. light.shadowDarkness = this.shadowDarkness;
  6541. light.shadowMapWidth = this.shadowMapWidth;
  6542. light.shadowMapHeight = this.shadowMapHeight;
  6543. //
  6544. light.shadowCascade = this.shadowCascade;
  6545. light.shadowCascadeOffset.copy( this.shadowCascadeOffset );
  6546. light.shadowCascadeCount = this.shadowCascadeCount;
  6547. light.shadowCascadeBias = this.shadowCascadeBias.slice( 0 );
  6548. light.shadowCascadeWidth = this.shadowCascadeWidth.slice( 0 );
  6549. light.shadowCascadeHeight = this.shadowCascadeHeight.slice( 0 );
  6550. light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice( 0 );
  6551. light.shadowCascadeFarZ = this.shadowCascadeFarZ.slice( 0 );
  6552. return light;
  6553. };
  6554. // File:src/lights/HemisphereLight.js
  6555. /**
  6556. * @author alteredq / http://alteredqualia.com/
  6557. */
  6558. THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
  6559. THREE.Light.call( this, skyColor );
  6560. this.position.set( 0, 100, 0 );
  6561. this.groundColor = new THREE.Color( groundColor );
  6562. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6563. };
  6564. THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
  6565. THREE.HemisphereLight.prototype.clone = function () {
  6566. var light = new THREE.HemisphereLight();
  6567. THREE.Light.prototype.clone.call( this, light );
  6568. light.groundColor.copy( this.groundColor );
  6569. light.intensity = this.intensity;
  6570. return light;
  6571. };
  6572. // File:src/lights/PointLight.js
  6573. /**
  6574. * @author mrdoob / http://mrdoob.com/
  6575. */
  6576. THREE.PointLight = function ( color, intensity, distance ) {
  6577. THREE.Light.call( this, color );
  6578. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6579. this.distance = ( distance !== undefined ) ? distance : 0;
  6580. };
  6581. THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
  6582. THREE.PointLight.prototype.clone = function () {
  6583. var light = new THREE.PointLight();
  6584. THREE.Light.prototype.clone.call( this, light );
  6585. light.intensity = this.intensity;
  6586. light.distance = this.distance;
  6587. return light;
  6588. };
  6589. // File:src/lights/SpotLight.js
  6590. /**
  6591. * @author alteredq / http://alteredqualia.com/
  6592. */
  6593. THREE.SpotLight = function ( color, intensity, distance, angle, exponent ) {
  6594. THREE.Light.call( this, color );
  6595. this.position.set( 0, 1, 0 );
  6596. this.target = new THREE.Object3D();
  6597. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6598. this.distance = ( distance !== undefined ) ? distance : 0;
  6599. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  6600. this.exponent = ( exponent !== undefined ) ? exponent : 10;
  6601. this.castShadow = false;
  6602. this.onlyShadow = false;
  6603. //
  6604. this.shadowCameraNear = 50;
  6605. this.shadowCameraFar = 5000;
  6606. this.shadowCameraFov = 50;
  6607. this.shadowCameraVisible = false;
  6608. this.shadowBias = 0;
  6609. this.shadowDarkness = 0.5;
  6610. this.shadowMapWidth = 512;
  6611. this.shadowMapHeight = 512;
  6612. //
  6613. this.shadowMap = null;
  6614. this.shadowMapSize = null;
  6615. this.shadowCamera = null;
  6616. this.shadowMatrix = null;
  6617. };
  6618. THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
  6619. THREE.SpotLight.prototype.clone = function () {
  6620. var light = new THREE.SpotLight();
  6621. THREE.Light.prototype.clone.call( this, light );
  6622. light.target = this.target.clone();
  6623. light.intensity = this.intensity;
  6624. light.distance = this.distance;
  6625. light.angle = this.angle;
  6626. light.exponent = this.exponent;
  6627. light.castShadow = this.castShadow;
  6628. light.onlyShadow = this.onlyShadow;
  6629. //
  6630. light.shadowCameraNear = this.shadowCameraNear;
  6631. light.shadowCameraFar = this.shadowCameraFar;
  6632. light.shadowCameraFov = this.shadowCameraFov;
  6633. light.shadowCameraVisible = this.shadowCameraVisible;
  6634. light.shadowBias = this.shadowBias;
  6635. light.shadowDarkness = this.shadowDarkness;
  6636. light.shadowMapWidth = this.shadowMapWidth;
  6637. light.shadowMapHeight = this.shadowMapHeight;
  6638. return light;
  6639. };
  6640. // File:src/loaders/Cache.js
  6641. /**
  6642. * @author mrdoob / http://mrdoob.com/
  6643. */
  6644. THREE.Cache = function () {
  6645. this.files = {};
  6646. };
  6647. THREE.Cache.prototype = {
  6648. constructor: THREE.Cache,
  6649. add: function ( key, file ) {
  6650. // console.log( 'THREE.Cache', 'Adding key:', key );
  6651. this.files[ key ] = file;
  6652. },
  6653. get: function ( key ) {
  6654. // console.log( 'THREE.Cache', 'Checking key:', key );
  6655. return this.files[ key ];
  6656. },
  6657. remove: function ( key ) {
  6658. delete this.files[ key ];
  6659. },
  6660. clear: function () {
  6661. this.files = {}
  6662. }
  6663. };
  6664. // File:src/loaders/Loader.js
  6665. /**
  6666. * @author alteredq / http://alteredqualia.com/
  6667. */
  6668. THREE.Loader = function ( showStatus ) {
  6669. this.showStatus = showStatus;
  6670. this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
  6671. this.imageLoader = new THREE.ImageLoader();
  6672. this.onLoadStart = function () {};
  6673. this.onLoadProgress = function () {};
  6674. this.onLoadComplete = function () {};
  6675. };
  6676. THREE.Loader.prototype = {
  6677. constructor: THREE.Loader,
  6678. crossOrigin: undefined,
  6679. addStatusElement: function () {
  6680. var e = document.createElement( 'div' );
  6681. e.style.position = 'absolute';
  6682. e.style.right = '0px';
  6683. e.style.top = '0px';
  6684. e.style.fontSize = '0.8em';
  6685. e.style.textAlign = 'left';
  6686. e.style.background = 'rgba(0,0,0,0.25)';
  6687. e.style.color = '#fff';
  6688. e.style.width = '120px';
  6689. e.style.padding = '0.5em 0.5em 0.5em 0.5em';
  6690. e.style.zIndex = 1000;
  6691. e.innerHTML = 'Loading ...';
  6692. return e;
  6693. },
  6694. updateProgress: function ( progress ) {
  6695. var message = 'Loaded ';
  6696. if ( progress.total ) {
  6697. message += ( 100 * progress.loaded / progress.total ).toFixed( 0 ) + '%';
  6698. } else {
  6699. message += ( progress.loaded / 1024 ).toFixed( 2 ) + ' KB';
  6700. }
  6701. this.statusDomElement.innerHTML = message;
  6702. },
  6703. extractUrlBase: function ( url ) {
  6704. var parts = url.split( '/' );
  6705. if ( parts.length === 1 ) return './';
  6706. parts.pop();
  6707. return parts.join( '/' ) + '/';
  6708. },
  6709. initMaterials: function ( materials, texturePath ) {
  6710. var array = [];
  6711. for ( var i = 0; i < materials.length; ++ i ) {
  6712. array[ i ] = this.createMaterial( materials[ i ], texturePath );
  6713. }
  6714. return array;
  6715. },
  6716. needsTangents: function ( materials ) {
  6717. for ( var i = 0, il = materials.length; i < il; i ++ ) {
  6718. var m = materials[ i ];
  6719. if ( m instanceof THREE.ShaderMaterial ) return true;
  6720. }
  6721. return false;
  6722. },
  6723. createMaterial: function ( m, texturePath ) {
  6724. var scope = this;
  6725. function nearest_pow2( n ) {
  6726. var l = Math.log( n ) / Math.LN2;
  6727. return Math.pow( 2, Math.round( l ) );
  6728. }
  6729. function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
  6730. var fullPath = texturePath + sourceFile;
  6731. var texture;
  6732. var loader = THREE.Loader.Handlers.get( fullPath );
  6733. if ( loader !== null ) {
  6734. texture = loader.load( fullPath );
  6735. } else {
  6736. texture = new THREE.Texture();
  6737. loader = scope.imageLoader;
  6738. loader.crossOrigin = scope.crossOrigin;
  6739. loader.load( fullPath, function ( image ) {
  6740. if ( THREE.Math.isPowerOfTwo( image.width ) === false ||
  6741. THREE.Math.isPowerOfTwo( image.height ) === false ) {
  6742. var width = nearest_pow2( image.width );
  6743. var height = nearest_pow2( image.height );
  6744. var canvas = document.createElement( 'canvas' );
  6745. canvas.width = width;
  6746. canvas.height = height;
  6747. var context = canvas.getContext( '2d' );
  6748. context.drawImage( image, 0, 0, width, height );
  6749. texture.image = canvas;
  6750. } else {
  6751. texture.image = image;
  6752. }
  6753. texture.needsUpdate = true;
  6754. } );
  6755. }
  6756. texture.sourceFile = sourceFile;
  6757. if ( repeat ) {
  6758. texture.repeat.set( repeat[ 0 ], repeat[ 1 ] );
  6759. if ( repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
  6760. if ( repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
  6761. }
  6762. if ( offset ) {
  6763. texture.offset.set( offset[ 0 ], offset[ 1 ] );
  6764. }
  6765. if ( wrap ) {
  6766. var wrapMap = {
  6767. 'repeat': THREE.RepeatWrapping,
  6768. 'mirror': THREE.MirroredRepeatWrapping
  6769. }
  6770. if ( wrapMap[ wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ wrap[ 0 ] ];
  6771. if ( wrapMap[ wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ wrap[ 1 ] ];
  6772. }
  6773. if ( anisotropy ) {
  6774. texture.anisotropy = anisotropy;
  6775. }
  6776. where[ name ] = texture;
  6777. }
  6778. function rgb2hex( rgb ) {
  6779. return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
  6780. }
  6781. // defaults
  6782. var mtype = 'MeshLambertMaterial';
  6783. var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
  6784. // parameters from model file
  6785. if ( m.shading ) {
  6786. var shading = m.shading.toLowerCase();
  6787. if ( shading === 'phong' ) mtype = 'MeshPhongMaterial';
  6788. else if ( shading === 'basic' ) mtype = 'MeshBasicMaterial';
  6789. }
  6790. if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
  6791. mpars.blending = THREE[ m.blending ];
  6792. }
  6793. if ( m.transparent !== undefined || m.opacity < 1.0 ) {
  6794. mpars.transparent = m.transparent;
  6795. }
  6796. if ( m.depthTest !== undefined ) {
  6797. mpars.depthTest = m.depthTest;
  6798. }
  6799. if ( m.depthWrite !== undefined ) {
  6800. mpars.depthWrite = m.depthWrite;
  6801. }
  6802. if ( m.visible !== undefined ) {
  6803. mpars.visible = m.visible;
  6804. }
  6805. if ( m.flipSided !== undefined ) {
  6806. mpars.side = THREE.BackSide;
  6807. }
  6808. if ( m.doubleSided !== undefined ) {
  6809. mpars.side = THREE.DoubleSide;
  6810. }
  6811. if ( m.wireframe !== undefined ) {
  6812. mpars.wireframe = m.wireframe;
  6813. }
  6814. if ( m.vertexColors !== undefined ) {
  6815. if ( m.vertexColors === 'face' ) {
  6816. mpars.vertexColors = THREE.FaceColors;
  6817. } else if ( m.vertexColors ) {
  6818. mpars.vertexColors = THREE.VertexColors;
  6819. }
  6820. }
  6821. // colors
  6822. if ( m.colorDiffuse ) {
  6823. mpars.color = rgb2hex( m.colorDiffuse );
  6824. } else if ( m.DbgColor ) {
  6825. mpars.color = m.DbgColor;
  6826. }
  6827. if ( m.colorSpecular ) {
  6828. mpars.specular = rgb2hex( m.colorSpecular );
  6829. }
  6830. if ( m.colorAmbient ) {
  6831. mpars.ambient = rgb2hex( m.colorAmbient );
  6832. }
  6833. if ( m.colorEmissive ) {
  6834. mpars.emissive = rgb2hex( m.colorEmissive );
  6835. }
  6836. // modifiers
  6837. if ( m.transparency ) {
  6838. mpars.opacity = m.transparency;
  6839. }
  6840. if ( m.specularCoef ) {
  6841. mpars.shininess = m.specularCoef;
  6842. }
  6843. // textures
  6844. if ( m.mapDiffuse && texturePath ) {
  6845. create_texture( mpars, 'map', m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  6846. }
  6847. if ( m.mapLight && texturePath ) {
  6848. create_texture( mpars, 'lightMap', m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  6849. }
  6850. if ( m.mapBump && texturePath ) {
  6851. create_texture( mpars, 'bumpMap', m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  6852. }
  6853. if ( m.mapNormal && texturePath ) {
  6854. create_texture( mpars, 'normalMap', m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  6855. }
  6856. if ( m.mapSpecular && texturePath ) {
  6857. create_texture( mpars, 'specularMap', m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  6858. }
  6859. if ( m.mapAlpha && texturePath ) {
  6860. create_texture( mpars, 'alphaMap', m.mapAlpha, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
  6861. }
  6862. //
  6863. if ( m.mapBumpScale ) {
  6864. mpars.bumpScale = m.mapBumpScale;
  6865. }
  6866. // special case for normal mapped material
  6867. if ( m.mapNormal ) {
  6868. var shader = THREE.ShaderLib[ 'normalmap' ];
  6869. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  6870. uniforms[ 'tNormal' ].value = mpars.normalMap;
  6871. if ( m.mapNormalFactor ) {
  6872. uniforms[ 'uNormalScale' ].value.set( m.mapNormalFactor, m.mapNormalFactor );
  6873. }
  6874. if ( mpars.map ) {
  6875. uniforms[ 'tDiffuse' ].value = mpars.map;
  6876. uniforms[ 'enableDiffuse' ].value = true;
  6877. }
  6878. if ( mpars.specularMap ) {
  6879. uniforms[ 'tSpecular' ].value = mpars.specularMap;
  6880. uniforms[ 'enableSpecular' ].value = true;
  6881. }
  6882. if ( mpars.lightMap ) {
  6883. uniforms[ 'tAO' ].value = mpars.lightMap;
  6884. uniforms[ 'enableAO' ].value = true;
  6885. }
  6886. // for the moment don't handle displacement texture
  6887. uniforms[ 'diffuse' ].value.setHex( mpars.color );
  6888. uniforms[ 'specular' ].value.setHex( mpars.specular );
  6889. uniforms[ 'ambient' ].value.setHex( mpars.ambient );
  6890. uniforms[ 'shininess' ].value = mpars.shininess;
  6891. if ( mpars.opacity !== undefined ) {
  6892. uniforms[ 'opacity' ].value = mpars.opacity;
  6893. }
  6894. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
  6895. var material = new THREE.ShaderMaterial( parameters );
  6896. if ( mpars.transparent ) {
  6897. material.transparent = true;
  6898. }
  6899. } else {
  6900. var material = new THREE[ mtype ]( mpars );
  6901. }
  6902. if ( m.DbgName !== undefined ) material.name = m.DbgName;
  6903. return material;
  6904. }
  6905. };
  6906. THREE.Loader.Handlers = {
  6907. handlers: [],
  6908. add: function ( regex, loader ) {
  6909. this.handlers.push( regex, loader );
  6910. },
  6911. get: function ( file ) {
  6912. for ( var i = 0, l = this.handlers.length; i < l; i += 2 ) {
  6913. var regex = this.handlers[ i ];
  6914. var loader = this.handlers[ i + 1 ];
  6915. if ( regex.test( file ) ) {
  6916. return loader;
  6917. }
  6918. }
  6919. return null;
  6920. }
  6921. };
  6922. // File:src/loaders/XHRLoader.js
  6923. /**
  6924. * @author mrdoob / http://mrdoob.com/
  6925. */
  6926. THREE.XHRLoader = function ( manager ) {
  6927. this.cache = new THREE.Cache();
  6928. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  6929. };
  6930. THREE.XHRLoader.prototype = {
  6931. constructor: THREE.XHRLoader,
  6932. load: function ( url, onLoad, onProgress, onError ) {
  6933. var scope = this;
  6934. var cached = scope.cache.get( url );
  6935. if ( cached !== undefined ) {
  6936. if ( onLoad ) onLoad( cached );
  6937. return;
  6938. }
  6939. var request = new XMLHttpRequest();
  6940. request.open( 'GET', url, true );
  6941. request.addEventListener( 'load', function ( event ) {
  6942. scope.cache.add( url, this.response );
  6943. if ( onLoad ) onLoad( this.response );
  6944. scope.manager.itemEnd( url );
  6945. }, false );
  6946. if ( onProgress !== undefined ) {
  6947. request.addEventListener( 'progress', function ( event ) {
  6948. onProgress( event );
  6949. }, false );
  6950. }
  6951. if ( onError !== undefined ) {
  6952. request.addEventListener( 'error', function ( event ) {
  6953. onError( event );
  6954. }, false );
  6955. }
  6956. if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
  6957. if ( this.responseType !== undefined ) request.responseType = this.responseType;
  6958. request.send( null );
  6959. scope.manager.itemStart( url );
  6960. },
  6961. setResponseType: function ( value ) {
  6962. this.responseType = value;
  6963. },
  6964. setCrossOrigin: function ( value ) {
  6965. this.crossOrigin = value;
  6966. }
  6967. };
  6968. // File:src/loaders/ImageLoader.js
  6969. /**
  6970. * @author mrdoob / http://mrdoob.com/
  6971. */
  6972. THREE.ImageLoader = function ( manager ) {
  6973. this.cache = new THREE.Cache();
  6974. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  6975. };
  6976. THREE.ImageLoader.prototype = {
  6977. constructor: THREE.ImageLoader,
  6978. load: function ( url, onLoad, onProgress, onError ) {
  6979. var scope = this;
  6980. var cached = scope.cache.get( url );
  6981. if ( cached !== undefined ) {
  6982. onLoad( cached );
  6983. return;
  6984. }
  6985. var image = document.createElement( 'img' );
  6986. if ( onLoad !== undefined ) {
  6987. image.addEventListener( 'load', function ( event ) {
  6988. scope.cache.add( url, this );
  6989. onLoad( this );
  6990. scope.manager.itemEnd( url );
  6991. }, false );
  6992. }
  6993. if ( onProgress !== undefined ) {
  6994. image.addEventListener( 'progress', function ( event ) {
  6995. onProgress( event );
  6996. }, false );
  6997. }
  6998. if ( onError !== undefined ) {
  6999. image.addEventListener( 'error', function ( event ) {
  7000. onError( event );
  7001. }, false );
  7002. }
  7003. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  7004. image.src = url;
  7005. scope.manager.itemStart( url );
  7006. return image;
  7007. },
  7008. setCrossOrigin: function ( value ) {
  7009. this.crossOrigin = value;
  7010. }
  7011. }
  7012. // File:src/loaders/JSONLoader.js
  7013. /**
  7014. * @author mrdoob / http://mrdoob.com/
  7015. * @author alteredq / http://alteredqualia.com/
  7016. */
  7017. THREE.JSONLoader = function ( showStatus ) {
  7018. THREE.Loader.call( this, showStatus );
  7019. this.withCredentials = false;
  7020. };
  7021. THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
  7022. THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
  7023. var scope = this;
  7024. // todo: unify load API to for easier SceneLoader use
  7025. texturePath = texturePath && ( typeof texturePath === 'string' ) ? texturePath : this.extractUrlBase( url );
  7026. this.onLoadStart();
  7027. this.loadAjaxJSON( this, url, callback, texturePath );
  7028. };
  7029. THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
  7030. var xhr = new XMLHttpRequest();
  7031. var length = 0;
  7032. xhr.onreadystatechange = function () {
  7033. if ( xhr.readyState === xhr.DONE ) {
  7034. if ( xhr.status === 200 || xhr.status === 0 ) {
  7035. if ( xhr.responseText ) {
  7036. var json = JSON.parse( xhr.responseText );
  7037. if ( json.metadata !== undefined && json.metadata.type === 'scene' ) {
  7038. console.error( 'THREE.JSONLoader: "' + url + '" seems to be a Scene. Use THREE.SceneLoader instead.' );
  7039. return;
  7040. }
  7041. var result = context.parse( json, texturePath );
  7042. callback( result.geometry, result.materials );
  7043. } else {
  7044. console.error( 'THREE.JSONLoader: "' + url + '" seems to be unreachable or the file is empty.' );
  7045. }
  7046. // in context of more complex asset initialization
  7047. // do not block on single failed file
  7048. // maybe should go even one more level up
  7049. context.onLoadComplete();
  7050. } else {
  7051. console.error( 'THREE.JSONLoader: Couldn\'t load "' + url + '" (' + xhr.status + ')' );
  7052. }
  7053. } else if ( xhr.readyState === xhr.LOADING ) {
  7054. if ( callbackProgress ) {
  7055. if ( length === 0 ) {
  7056. length = xhr.getResponseHeader( 'Content-Length' );
  7057. }
  7058. callbackProgress( { total: length, loaded: xhr.responseText.length } );
  7059. }
  7060. } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
  7061. if ( callbackProgress !== undefined ) {
  7062. length = xhr.getResponseHeader( 'Content-Length' );
  7063. }
  7064. }
  7065. };
  7066. xhr.open( 'GET', url, true );
  7067. xhr.withCredentials = this.withCredentials;
  7068. xhr.send( null );
  7069. };
  7070. THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
  7071. var scope = this,
  7072. geometry = new THREE.Geometry(),
  7073. scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
  7074. parseModel( scale );
  7075. parseSkin();
  7076. parseMorphing( scale );
  7077. geometry.computeFaceNormals();
  7078. geometry.computeBoundingSphere();
  7079. function parseModel( scale ) {
  7080. function isBitSet( value, position ) {
  7081. return value & ( 1 << position );
  7082. }
  7083. var i, j, fi,
  7084. offset, zLength,
  7085. colorIndex, normalIndex, uvIndex, materialIndex,
  7086. type,
  7087. isQuad,
  7088. hasMaterial,
  7089. hasFaceVertexUv,
  7090. hasFaceNormal, hasFaceVertexNormal,
  7091. hasFaceColor, hasFaceVertexColor,
  7092. vertex, face, faceA, faceB, color, hex, normal,
  7093. uvLayer, uv, u, v,
  7094. faces = json.faces,
  7095. vertices = json.vertices,
  7096. normals = json.normals,
  7097. colors = json.colors,
  7098. nUvLayers = 0;
  7099. if ( json.uvs !== undefined ) {
  7100. // disregard empty arrays
  7101. for ( i = 0; i < json.uvs.length; i ++ ) {
  7102. if ( json.uvs[ i ].length ) nUvLayers ++;
  7103. }
  7104. for ( i = 0; i < nUvLayers; i ++ ) {
  7105. geometry.faceVertexUvs[ i ] = [];
  7106. }
  7107. }
  7108. offset = 0;
  7109. zLength = vertices.length;
  7110. while ( offset < zLength ) {
  7111. vertex = new THREE.Vector3();
  7112. vertex.x = vertices[ offset ++ ] * scale;
  7113. vertex.y = vertices[ offset ++ ] * scale;
  7114. vertex.z = vertices[ offset ++ ] * scale;
  7115. geometry.vertices.push( vertex );
  7116. }
  7117. offset = 0;
  7118. zLength = faces.length;
  7119. while ( offset < zLength ) {
  7120. type = faces[ offset ++ ];
  7121. isQuad = isBitSet( type, 0 );
  7122. hasMaterial = isBitSet( type, 1 );
  7123. hasFaceVertexUv = isBitSet( type, 3 );
  7124. hasFaceNormal = isBitSet( type, 4 );
  7125. hasFaceVertexNormal = isBitSet( type, 5 );
  7126. hasFaceColor = isBitSet( type, 6 );
  7127. hasFaceVertexColor = isBitSet( type, 7 );
  7128. // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
  7129. if ( isQuad ) {
  7130. faceA = new THREE.Face3();
  7131. faceA.a = faces[ offset ];
  7132. faceA.b = faces[ offset + 1 ];
  7133. faceA.c = faces[ offset + 3 ];
  7134. faceB = new THREE.Face3();
  7135. faceB.a = faces[ offset + 1 ];
  7136. faceB.b = faces[ offset + 2 ];
  7137. faceB.c = faces[ offset + 3 ];
  7138. offset += 4;
  7139. if ( hasMaterial ) {
  7140. materialIndex = faces[ offset ++ ];
  7141. faceA.materialIndex = materialIndex;
  7142. faceB.materialIndex = materialIndex;
  7143. }
  7144. // to get face <=> uv index correspondence
  7145. fi = geometry.faces.length;
  7146. if ( hasFaceVertexUv ) {
  7147. for ( i = 0; i < nUvLayers; i ++ ) {
  7148. uvLayer = json.uvs[ i ];
  7149. geometry.faceVertexUvs[ i ][ fi ] = [];
  7150. geometry.faceVertexUvs[ i ][ fi + 1 ] = []
  7151. for ( j = 0; j < 4; j ++ ) {
  7152. uvIndex = faces[ offset ++ ];
  7153. u = uvLayer[ uvIndex * 2 ];
  7154. v = uvLayer[ uvIndex * 2 + 1 ];
  7155. uv = new THREE.Vector2( u, v );
  7156. if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
  7157. if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
  7158. }
  7159. }
  7160. }
  7161. if ( hasFaceNormal ) {
  7162. normalIndex = faces[ offset ++ ] * 3;
  7163. faceA.normal.set(
  7164. normals[ normalIndex ++ ],
  7165. normals[ normalIndex ++ ],
  7166. normals[ normalIndex ]
  7167. );
  7168. faceB.normal.copy( faceA.normal );
  7169. }
  7170. if ( hasFaceVertexNormal ) {
  7171. for ( i = 0; i < 4; i ++ ) {
  7172. normalIndex = faces[ offset ++ ] * 3;
  7173. normal = new THREE.Vector3(
  7174. normals[ normalIndex ++ ],
  7175. normals[ normalIndex ++ ],
  7176. normals[ normalIndex ]
  7177. );
  7178. if ( i !== 2 ) faceA.vertexNormals.push( normal );
  7179. if ( i !== 0 ) faceB.vertexNormals.push( normal );
  7180. }
  7181. }
  7182. if ( hasFaceColor ) {
  7183. colorIndex = faces[ offset ++ ];
  7184. hex = colors[ colorIndex ];
  7185. faceA.color.setHex( hex );
  7186. faceB.color.setHex( hex );
  7187. }
  7188. if ( hasFaceVertexColor ) {
  7189. for ( i = 0; i < 4; i ++ ) {
  7190. colorIndex = faces[ offset ++ ];
  7191. hex = colors[ colorIndex ];
  7192. if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
  7193. if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
  7194. }
  7195. }
  7196. geometry.faces.push( faceA );
  7197. geometry.faces.push( faceB );
  7198. } else {
  7199. face = new THREE.Face3();
  7200. face.a = faces[ offset ++ ];
  7201. face.b = faces[ offset ++ ];
  7202. face.c = faces[ offset ++ ];
  7203. if ( hasMaterial ) {
  7204. materialIndex = faces[ offset ++ ];
  7205. face.materialIndex = materialIndex;
  7206. }
  7207. // to get face <=> uv index correspondence
  7208. fi = geometry.faces.length;
  7209. if ( hasFaceVertexUv ) {
  7210. for ( i = 0; i < nUvLayers; i ++ ) {
  7211. uvLayer = json.uvs[ i ];
  7212. geometry.faceVertexUvs[ i ][ fi ] = [];
  7213. for ( j = 0; j < 3; j ++ ) {
  7214. uvIndex = faces[ offset ++ ];
  7215. u = uvLayer[ uvIndex * 2 ];
  7216. v = uvLayer[ uvIndex * 2 + 1 ];
  7217. uv = new THREE.Vector2( u, v );
  7218. geometry.faceVertexUvs[ i ][ fi ].push( uv );
  7219. }
  7220. }
  7221. }
  7222. if ( hasFaceNormal ) {
  7223. normalIndex = faces[ offset ++ ] * 3;
  7224. face.normal.set(
  7225. normals[ normalIndex ++ ],
  7226. normals[ normalIndex ++ ],
  7227. normals[ normalIndex ]
  7228. );
  7229. }
  7230. if ( hasFaceVertexNormal ) {
  7231. for ( i = 0; i < 3; i ++ ) {
  7232. normalIndex = faces[ offset ++ ] * 3;
  7233. normal = new THREE.Vector3(
  7234. normals[ normalIndex ++ ],
  7235. normals[ normalIndex ++ ],
  7236. normals[ normalIndex ]
  7237. );
  7238. face.vertexNormals.push( normal );
  7239. }
  7240. }
  7241. if ( hasFaceColor ) {
  7242. colorIndex = faces[ offset ++ ];
  7243. face.color.setHex( colors[ colorIndex ] );
  7244. }
  7245. if ( hasFaceVertexColor ) {
  7246. for ( i = 0; i < 3; i ++ ) {
  7247. colorIndex = faces[ offset ++ ];
  7248. face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
  7249. }
  7250. }
  7251. geometry.faces.push( face );
  7252. }
  7253. }
  7254. };
  7255. function parseSkin() {
  7256. var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
  7257. if ( json.skinWeights ) {
  7258. for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
  7259. var x = json.skinWeights[ i ];
  7260. var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
  7261. var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
  7262. var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
  7263. geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
  7264. }
  7265. }
  7266. if ( json.skinIndices ) {
  7267. for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
  7268. var a = json.skinIndices[ i ];
  7269. var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
  7270. var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
  7271. var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
  7272. geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
  7273. }
  7274. }
  7275. geometry.bones = json.bones;
  7276. if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
  7277. console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
  7278. geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
  7279. }
  7280. // could change this to json.animations[0] or remove completely
  7281. geometry.animation = json.animation;
  7282. geometry.animations = json.animations;
  7283. };
  7284. function parseMorphing( scale ) {
  7285. if ( json.morphTargets !== undefined ) {
  7286. var i, l, v, vl, dstVertices, srcVertices;
  7287. for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
  7288. geometry.morphTargets[ i ] = {};
  7289. geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
  7290. geometry.morphTargets[ i ].vertices = [];
  7291. dstVertices = geometry.morphTargets[ i ].vertices;
  7292. srcVertices = json.morphTargets [ i ].vertices;
  7293. for ( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
  7294. var vertex = new THREE.Vector3();
  7295. vertex.x = srcVertices[ v ] * scale;
  7296. vertex.y = srcVertices[ v + 1 ] * scale;
  7297. vertex.z = srcVertices[ v + 2 ] * scale;
  7298. dstVertices.push( vertex );
  7299. }
  7300. }
  7301. }
  7302. if ( json.morphColors !== undefined ) {
  7303. var i, l, c, cl, dstColors, srcColors, color;
  7304. for ( i = 0, l = json.morphColors.length; i < l; i ++ ) {
  7305. geometry.morphColors[ i ] = {};
  7306. geometry.morphColors[ i ].name = json.morphColors[ i ].name;
  7307. geometry.morphColors[ i ].colors = [];
  7308. dstColors = geometry.morphColors[ i ].colors;
  7309. srcColors = json.morphColors [ i ].colors;
  7310. for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
  7311. color = new THREE.Color( 0xffaa00 );
  7312. color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
  7313. dstColors.push( color );
  7314. }
  7315. }
  7316. }
  7317. };
  7318. if ( json.materials === undefined || json.materials.length === 0 ) {
  7319. return { geometry: geometry };
  7320. } else {
  7321. var materials = this.initMaterials( json.materials, texturePath );
  7322. if ( this.needsTangents( materials ) ) {
  7323. geometry.computeTangents();
  7324. }
  7325. return { geometry: geometry, materials: materials };
  7326. }
  7327. };
  7328. // File:src/loaders/LoadingManager.js
  7329. /**
  7330. * @author mrdoob / http://mrdoob.com/
  7331. */
  7332. THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
  7333. var scope = this;
  7334. var loaded = 0, total = 0;
  7335. this.onLoad = onLoad;
  7336. this.onProgress = onProgress;
  7337. this.onError = onError;
  7338. this.itemStart = function ( url ) {
  7339. total ++;
  7340. };
  7341. this.itemEnd = function ( url ) {
  7342. loaded ++;
  7343. if ( scope.onProgress !== undefined ) {
  7344. scope.onProgress( url, loaded, total );
  7345. }
  7346. if ( loaded === total && scope.onLoad !== undefined ) {
  7347. scope.onLoad();
  7348. }
  7349. };
  7350. };
  7351. THREE.DefaultLoadingManager = new THREE.LoadingManager();
  7352. // File:src/loaders/BufferGeometryLoader.js
  7353. /**
  7354. * @author mrdoob / http://mrdoob.com/
  7355. */
  7356. THREE.BufferGeometryLoader = function ( manager ) {
  7357. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7358. };
  7359. THREE.BufferGeometryLoader.prototype = {
  7360. constructor: THREE.BufferGeometryLoader,
  7361. load: function ( url, onLoad, onProgress, onError ) {
  7362. var scope = this;
  7363. var loader = new THREE.XHRLoader();
  7364. loader.setCrossOrigin( this.crossOrigin );
  7365. loader.load( url, function ( text ) {
  7366. onLoad( scope.parse( JSON.parse( text ) ) );
  7367. }, onProgress, onError );
  7368. },
  7369. setCrossOrigin: function ( value ) {
  7370. this.crossOrigin = value;
  7371. },
  7372. parse: function ( json ) {
  7373. var geometry = new THREE.BufferGeometry();
  7374. var attributes = json.attributes;
  7375. for ( var key in attributes ) {
  7376. var attribute = attributes[ key ];
  7377. geometry.attributes[ key ] = {
  7378. itemSize: attribute.itemSize,
  7379. array: new self[ attribute.type ]( attribute.array )
  7380. }
  7381. }
  7382. var offsets = json.offsets;
  7383. if ( offsets !== undefined ) {
  7384. geometry.offsets = JSON.parse( JSON.stringify( offsets ) );
  7385. }
  7386. var boundingSphere = json.boundingSphere;
  7387. if ( boundingSphere !== undefined ) {
  7388. geometry.boundingSphere = new THREE.Sphere(
  7389. new THREE.Vector3().fromArray( boundingSphere.center !== undefined ? boundingSphere.center : [ 0, 0, 0 ] ),
  7390. boundingSphere.radius
  7391. );
  7392. }
  7393. return geometry;
  7394. }
  7395. };
  7396. // File:src/loaders/MaterialLoader.js
  7397. /**
  7398. * @author mrdoob / http://mrdoob.com/
  7399. */
  7400. THREE.MaterialLoader = function ( manager ) {
  7401. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7402. };
  7403. THREE.MaterialLoader.prototype = {
  7404. constructor: THREE.MaterialLoader,
  7405. load: function ( url, onLoad, onProgress, onError ) {
  7406. var scope = this;
  7407. var loader = new THREE.XHRLoader();
  7408. loader.setCrossOrigin( this.crossOrigin );
  7409. loader.load( url, function ( text ) {
  7410. onLoad( scope.parse( JSON.parse( text ) ) );
  7411. }, onProgress, onError );
  7412. },
  7413. setCrossOrigin: function ( value ) {
  7414. this.crossOrigin = value;
  7415. },
  7416. parse: function ( json ) {
  7417. var material = new THREE[ json.type ];
  7418. if ( json.color !== undefined ) material.color.setHex( json.color );
  7419. if ( json.ambient !== undefined ) material.ambient.setHex( json.ambient );
  7420. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  7421. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  7422. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  7423. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  7424. if ( json.blending !== undefined ) material.blending = json.blending;
  7425. if ( json.side !== undefined ) material.side = json.side;
  7426. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  7427. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  7428. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  7429. if ( json.materials !== undefined ) {
  7430. for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
  7431. material.materials.push( this.parse( json.materials[ i ] ) );
  7432. }
  7433. }
  7434. return material;
  7435. }
  7436. };
  7437. // File:src/loaders/ObjectLoader.js
  7438. /**
  7439. * @author mrdoob / http://mrdoob.com/
  7440. */
  7441. THREE.ObjectLoader = function ( manager ) {
  7442. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7443. };
  7444. THREE.ObjectLoader.prototype = {
  7445. constructor: THREE.ObjectLoader,
  7446. load: function ( url, onLoad, onProgress, onError ) {
  7447. var scope = this;
  7448. var loader = new THREE.XHRLoader( scope.manager );
  7449. loader.setCrossOrigin( this.crossOrigin );
  7450. loader.load( url, function ( text ) {
  7451. onLoad( scope.parse( JSON.parse( text ) ) );
  7452. }, onProgress, onError );
  7453. },
  7454. setCrossOrigin: function ( value ) {
  7455. this.crossOrigin = value;
  7456. },
  7457. parse: function ( json ) {
  7458. var geometries = this.parseGeometries( json.geometries );
  7459. var materials = this.parseMaterials( json.materials );
  7460. var object = this.parseObject( json.object, geometries, materials );
  7461. return object;
  7462. },
  7463. parseGeometries: function ( json ) {
  7464. var geometries = {};
  7465. if ( json !== undefined ) {
  7466. var geometryLoader = new THREE.JSONLoader();
  7467. var bufferGeometryLoader = new THREE.BufferGeometryLoader();
  7468. for ( var i = 0, l = json.length; i < l; i ++ ) {
  7469. var geometry;
  7470. var data = json[ i ];
  7471. switch ( data.type ) {
  7472. case 'PlaneGeometry':
  7473. geometry = new THREE.PlaneGeometry(
  7474. data.width,
  7475. data.height,
  7476. data.widthSegments,
  7477. data.heightSegments
  7478. );
  7479. break;
  7480. case 'BoxGeometry':
  7481. case 'CubeGeometry': // backwards compatible
  7482. geometry = new THREE.BoxGeometry(
  7483. data.width,
  7484. data.height,
  7485. data.depth,
  7486. data.widthSegments,
  7487. data.heightSegments,
  7488. data.depthSegments
  7489. );
  7490. break;
  7491. case 'CircleGeometry':
  7492. geometry = new THREE.CircleGeometry(
  7493. data.radius,
  7494. data.segments
  7495. );
  7496. break;
  7497. case 'CylinderGeometry':
  7498. geometry = new THREE.CylinderGeometry(
  7499. data.radiusTop,
  7500. data.radiusBottom,
  7501. data.height,
  7502. data.radialSegments,
  7503. data.heightSegments,
  7504. data.openEnded
  7505. );
  7506. break;
  7507. case 'SphereGeometry':
  7508. geometry = new THREE.SphereGeometry(
  7509. data.radius,
  7510. data.widthSegments,
  7511. data.heightSegments,
  7512. data.phiStart,
  7513. data.phiLength,
  7514. data.thetaStart,
  7515. data.thetaLength
  7516. );
  7517. break;
  7518. case 'IcosahedronGeometry':
  7519. geometry = new THREE.IcosahedronGeometry(
  7520. data.radius,
  7521. data.detail
  7522. );
  7523. break;
  7524. case 'TorusGeometry':
  7525. geometry = new THREE.TorusGeometry(
  7526. data.radius,
  7527. data.tube,
  7528. data.radialSegments,
  7529. data.tubularSegments,
  7530. data.arc
  7531. );
  7532. break;
  7533. case 'TorusKnotGeometry':
  7534. geometry = new THREE.TorusKnotGeometry(
  7535. data.radius,
  7536. data.tube,
  7537. data.radialSegments,
  7538. data.tubularSegments,
  7539. data.p,
  7540. data.q,
  7541. data.heightScale
  7542. );
  7543. break;
  7544. case 'BufferGeometry':
  7545. geometry = bufferGeometryLoader.parse( data.data );
  7546. break;
  7547. case 'Geometry':
  7548. geometry = geometryLoader.parse( data.data ).geometry;
  7549. break;
  7550. }
  7551. geometry.uuid = data.uuid;
  7552. if ( data.name !== undefined ) geometry.name = data.name;
  7553. geometries[ data.uuid ] = geometry;
  7554. }
  7555. }
  7556. return geometries;
  7557. },
  7558. parseMaterials: function ( json ) {
  7559. var materials = {};
  7560. if ( json !== undefined ) {
  7561. var loader = new THREE.MaterialLoader();
  7562. for ( var i = 0, l = json.length; i < l; i ++ ) {
  7563. var data = json[ i ];
  7564. var material = loader.parse( data );
  7565. material.uuid = data.uuid;
  7566. if ( data.name !== undefined ) material.name = data.name;
  7567. materials[ data.uuid ] = material;
  7568. }
  7569. }
  7570. return materials;
  7571. },
  7572. parseObject: function () {
  7573. var matrix = new THREE.Matrix4();
  7574. return function ( data, geometries, materials ) {
  7575. var object;
  7576. switch ( data.type ) {
  7577. case 'Scene':
  7578. object = new THREE.Scene();
  7579. break;
  7580. case 'PerspectiveCamera':
  7581. object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  7582. break;
  7583. case 'OrthographicCamera':
  7584. object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  7585. break;
  7586. case 'AmbientLight':
  7587. object = new THREE.AmbientLight( data.color );
  7588. break;
  7589. case 'DirectionalLight':
  7590. object = new THREE.DirectionalLight( data.color, data.intensity );
  7591. break;
  7592. case 'PointLight':
  7593. object = new THREE.PointLight( data.color, data.intensity, data.distance );
  7594. break;
  7595. case 'SpotLight':
  7596. object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent );
  7597. break;
  7598. case 'HemisphereLight':
  7599. object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
  7600. break;
  7601. case 'Mesh':
  7602. var geometry = geometries[ data.geometry ];
  7603. var material = materials[ data.material ];
  7604. if ( geometry === undefined ) {
  7605. console.error( 'THREE.ObjectLoader: Undefined geometry ' + data.geometry );
  7606. }
  7607. if ( material === undefined ) {
  7608. console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
  7609. }
  7610. object = new THREE.Mesh( geometry, material );
  7611. break;
  7612. case 'Sprite':
  7613. var material = materials[ data.material ];
  7614. if ( material === undefined ) {
  7615. console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
  7616. }
  7617. object = new THREE.Sprite( material );
  7618. break;
  7619. default:
  7620. object = new THREE.Object3D();
  7621. }
  7622. object.uuid = data.uuid;
  7623. if ( data.name !== undefined ) object.name = data.name;
  7624. if ( data.matrix !== undefined ) {
  7625. matrix.fromArray( data.matrix );
  7626. matrix.decompose( object.position, object.quaternion, object.scale );
  7627. } else {
  7628. if ( data.position !== undefined ) object.position.fromArray( data.position );
  7629. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  7630. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  7631. }
  7632. if ( data.visible !== undefined ) object.visible = data.visible;
  7633. if ( data.userData !== undefined ) object.userData = data.userData;
  7634. if ( data.children !== undefined ) {
  7635. for ( var child in data.children ) {
  7636. object.add( this.parseObject( data.children[ child ], geometries, materials ) );
  7637. }
  7638. }
  7639. return object;
  7640. }
  7641. }()
  7642. };
  7643. // File:src/loaders/TextureLoader.js
  7644. /**
  7645. * @author mrdoob / http://mrdoob.com/
  7646. */
  7647. THREE.TextureLoader = function ( manager ) {
  7648. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7649. };
  7650. THREE.TextureLoader.prototype = {
  7651. constructor: THREE.TextureLoader,
  7652. load: function ( url, onLoad, onProgress, onError ) {
  7653. var scope = this;
  7654. var loader = new THREE.ImageLoader( scope.manager );
  7655. loader.setCrossOrigin( this.crossOrigin );
  7656. loader.load( url, function ( image ) {
  7657. var texture = new THREE.Texture( image );
  7658. texture.needsUpdate = true;
  7659. if ( onLoad !== undefined ) {
  7660. onLoad( texture );
  7661. }
  7662. }, onProgress, onError );
  7663. },
  7664. setCrossOrigin: function ( value ) {
  7665. this.crossOrigin = value;
  7666. }
  7667. };
  7668. // File:src/materials/Material.js
  7669. /**
  7670. * @author mrdoob / http://mrdoob.com/
  7671. * @author alteredq / http://alteredqualia.com/
  7672. */
  7673. THREE.Material = function () {
  7674. this.id = THREE.MaterialIdCount ++;
  7675. this.uuid = THREE.Math.generateUUID();
  7676. this.name = '';
  7677. this.side = THREE.FrontSide;
  7678. this.opacity = 1;
  7679. this.transparent = false;
  7680. this.blending = THREE.NormalBlending;
  7681. this.blendSrc = THREE.SrcAlphaFactor;
  7682. this.blendDst = THREE.OneMinusSrcAlphaFactor;
  7683. this.blendEquation = THREE.AddEquation;
  7684. this.depthTest = true;
  7685. this.depthWrite = true;
  7686. this.polygonOffset = false;
  7687. this.polygonOffsetFactor = 0;
  7688. this.polygonOffsetUnits = 0;
  7689. this.alphaTest = 0;
  7690. this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
  7691. this.visible = true;
  7692. this.needsUpdate = true;
  7693. };
  7694. THREE.Material.prototype = {
  7695. constructor: THREE.Material,
  7696. setValues: function ( values ) {
  7697. if ( values === undefined ) return;
  7698. for ( var key in values ) {
  7699. var newValue = values[ key ];
  7700. if ( newValue === undefined ) {
  7701. console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
  7702. continue;
  7703. }
  7704. if ( key in this ) {
  7705. var currentValue = this[ key ];
  7706. if ( currentValue instanceof THREE.Color ) {
  7707. currentValue.set( newValue );
  7708. } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
  7709. currentValue.copy( newValue );
  7710. } else if ( key == 'overdraw' ) {
  7711. // ensure overdraw is backwards-compatable with legacy boolean type
  7712. this[ key ] = Number( newValue );
  7713. } else {
  7714. this[ key ] = newValue;
  7715. }
  7716. }
  7717. }
  7718. },
  7719. clone: function ( material ) {
  7720. if ( material === undefined ) material = new THREE.Material();
  7721. material.name = this.name;
  7722. material.side = this.side;
  7723. material.opacity = this.opacity;
  7724. material.transparent = this.transparent;
  7725. material.blending = this.blending;
  7726. material.blendSrc = this.blendSrc;
  7727. material.blendDst = this.blendDst;
  7728. material.blendEquation = this.blendEquation;
  7729. material.depthTest = this.depthTest;
  7730. material.depthWrite = this.depthWrite;
  7731. material.polygonOffset = this.polygonOffset;
  7732. material.polygonOffsetFactor = this.polygonOffsetFactor;
  7733. material.polygonOffsetUnits = this.polygonOffsetUnits;
  7734. material.alphaTest = this.alphaTest;
  7735. material.overdraw = this.overdraw;
  7736. material.visible = this.visible;
  7737. return material;
  7738. },
  7739. dispose: function () {
  7740. this.dispatchEvent( { type: 'dispose' } );
  7741. }
  7742. };
  7743. THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
  7744. THREE.MaterialIdCount = 0;
  7745. // File:src/materials/LineBasicMaterial.js
  7746. /**
  7747. * @author mrdoob / http://mrdoob.com/
  7748. * @author alteredq / http://alteredqualia.com/
  7749. *
  7750. * parameters = {
  7751. * color: <hex>,
  7752. * opacity: <float>,
  7753. *
  7754. * blending: THREE.NormalBlending,
  7755. * depthTest: <bool>,
  7756. * depthWrite: <bool>,
  7757. *
  7758. * linewidth: <float>,
  7759. * linecap: "round",
  7760. * linejoin: "round",
  7761. *
  7762. * vertexColors: <bool>
  7763. *
  7764. * fog: <bool>
  7765. * }
  7766. */
  7767. THREE.LineBasicMaterial = function ( parameters ) {
  7768. THREE.Material.call( this );
  7769. this.color = new THREE.Color( 0xffffff );
  7770. this.linewidth = 1;
  7771. this.linecap = 'round';
  7772. this.linejoin = 'round';
  7773. this.vertexColors = THREE.NoColors;
  7774. this.fog = true;
  7775. this.setValues( parameters );
  7776. };
  7777. THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  7778. THREE.LineBasicMaterial.prototype.clone = function () {
  7779. var material = new THREE.LineBasicMaterial();
  7780. THREE.Material.prototype.clone.call( this, material );
  7781. material.color.copy( this.color );
  7782. material.linewidth = this.linewidth;
  7783. material.linecap = this.linecap;
  7784. material.linejoin = this.linejoin;
  7785. material.vertexColors = this.vertexColors;
  7786. material.fog = this.fog;
  7787. return material;
  7788. };
  7789. // File:src/materials/LineDashedMaterial.js
  7790. /**
  7791. * @author alteredq / http://alteredqualia.com/
  7792. *
  7793. * parameters = {
  7794. * color: <hex>,
  7795. * opacity: <float>,
  7796. *
  7797. * blending: THREE.NormalBlending,
  7798. * depthTest: <bool>,
  7799. * depthWrite: <bool>,
  7800. *
  7801. * linewidth: <float>,
  7802. *
  7803. * scale: <float>,
  7804. * dashSize: <float>,
  7805. * gapSize: <float>,
  7806. *
  7807. * vertexColors: <bool>
  7808. *
  7809. * fog: <bool>
  7810. * }
  7811. */
  7812. THREE.LineDashedMaterial = function ( parameters ) {
  7813. THREE.Material.call( this );
  7814. this.color = new THREE.Color( 0xffffff );
  7815. this.linewidth = 1;
  7816. this.scale = 1;
  7817. this.dashSize = 3;
  7818. this.gapSize = 1;
  7819. this.vertexColors = false;
  7820. this.fog = true;
  7821. this.setValues( parameters );
  7822. };
  7823. THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
  7824. THREE.LineDashedMaterial.prototype.clone = function () {
  7825. var material = new THREE.LineDashedMaterial();
  7826. THREE.Material.prototype.clone.call( this, material );
  7827. material.color.copy( this.color );
  7828. material.linewidth = this.linewidth;
  7829. material.scale = this.scale;
  7830. material.dashSize = this.dashSize;
  7831. material.gapSize = this.gapSize;
  7832. material.vertexColors = this.vertexColors;
  7833. material.fog = this.fog;
  7834. return material;
  7835. };
  7836. // File:src/materials/MeshBasicMaterial.js
  7837. /**
  7838. * @author mrdoob / http://mrdoob.com/
  7839. * @author alteredq / http://alteredqualia.com/
  7840. *
  7841. * parameters = {
  7842. * color: <hex>,
  7843. * opacity: <float>,
  7844. * map: new THREE.Texture( <Image> ),
  7845. *
  7846. * lightMap: new THREE.Texture( <Image> ),
  7847. *
  7848. * specularMap: new THREE.Texture( <Image> ),
  7849. *
  7850. * alphaMap: new THREE.Texture( <Image> ),
  7851. *
  7852. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  7853. * combine: THREE.Multiply,
  7854. * reflectivity: <float>,
  7855. * refractionRatio: <float>,
  7856. *
  7857. * shading: THREE.SmoothShading,
  7858. * blending: THREE.NormalBlending,
  7859. * depthTest: <bool>,
  7860. * depthWrite: <bool>,
  7861. *
  7862. * wireframe: <boolean>,
  7863. * wireframeLinewidth: <float>,
  7864. *
  7865. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  7866. *
  7867. * skinning: <bool>,
  7868. * morphTargets: <bool>,
  7869. *
  7870. * fog: <bool>
  7871. * }
  7872. */
  7873. THREE.MeshBasicMaterial = function ( parameters ) {
  7874. THREE.Material.call( this );
  7875. this.color = new THREE.Color( 0xffffff ); // emissive
  7876. this.map = null;
  7877. this.lightMap = null;
  7878. this.specularMap = null;
  7879. this.alphaMap = null;
  7880. this.envMap = null;
  7881. this.combine = THREE.MultiplyOperation;
  7882. this.reflectivity = 1;
  7883. this.refractionRatio = 0.98;
  7884. this.fog = true;
  7885. this.shading = THREE.SmoothShading;
  7886. this.wireframe = false;
  7887. this.wireframeLinewidth = 1;
  7888. this.wireframeLinecap = 'round';
  7889. this.wireframeLinejoin = 'round';
  7890. this.vertexColors = THREE.NoColors;
  7891. this.skinning = false;
  7892. this.morphTargets = false;
  7893. this.setValues( parameters );
  7894. };
  7895. THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  7896. THREE.MeshBasicMaterial.prototype.clone = function () {
  7897. var material = new THREE.MeshBasicMaterial();
  7898. THREE.Material.prototype.clone.call( this, material );
  7899. material.color.copy( this.color );
  7900. material.map = this.map;
  7901. material.lightMap = this.lightMap;
  7902. material.specularMap = this.specularMap;
  7903. material.alphaMap = this.alphaMap;
  7904. material.envMap = this.envMap;
  7905. material.combine = this.combine;
  7906. material.reflectivity = this.reflectivity;
  7907. material.refractionRatio = this.refractionRatio;
  7908. material.fog = this.fog;
  7909. material.shading = this.shading;
  7910. material.wireframe = this.wireframe;
  7911. material.wireframeLinewidth = this.wireframeLinewidth;
  7912. material.wireframeLinecap = this.wireframeLinecap;
  7913. material.wireframeLinejoin = this.wireframeLinejoin;
  7914. material.vertexColors = this.vertexColors;
  7915. material.skinning = this.skinning;
  7916. material.morphTargets = this.morphTargets;
  7917. return material;
  7918. };
  7919. // File:src/materials/MeshLambertMaterial.js
  7920. /**
  7921. * @author mrdoob / http://mrdoob.com/
  7922. * @author alteredq / http://alteredqualia.com/
  7923. *
  7924. * parameters = {
  7925. * color: <hex>,
  7926. * ambient: <hex>,
  7927. * emissive: <hex>,
  7928. * opacity: <float>,
  7929. *
  7930. * map: new THREE.Texture( <Image> ),
  7931. *
  7932. * lightMap: new THREE.Texture( <Image> ),
  7933. *
  7934. * specularMap: new THREE.Texture( <Image> ),
  7935. *
  7936. * alphaMap: new THREE.Texture( <Image> ),
  7937. *
  7938. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  7939. * combine: THREE.Multiply,
  7940. * reflectivity: <float>,
  7941. * refractionRatio: <float>,
  7942. *
  7943. * shading: THREE.SmoothShading,
  7944. * blending: THREE.NormalBlending,
  7945. * depthTest: <bool>,
  7946. * depthWrite: <bool>,
  7947. *
  7948. * wireframe: <boolean>,
  7949. * wireframeLinewidth: <float>,
  7950. *
  7951. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  7952. *
  7953. * skinning: <bool>,
  7954. * morphTargets: <bool>,
  7955. * morphNormals: <bool>,
  7956. *
  7957. * fog: <bool>
  7958. * }
  7959. */
  7960. THREE.MeshLambertMaterial = function ( parameters ) {
  7961. THREE.Material.call( this );
  7962. this.color = new THREE.Color( 0xffffff ); // diffuse
  7963. this.ambient = new THREE.Color( 0xffffff );
  7964. this.emissive = new THREE.Color( 0x000000 );
  7965. this.wrapAround = false;
  7966. this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
  7967. this.map = null;
  7968. this.lightMap = null;
  7969. this.specularMap = null;
  7970. this.alphaMap = null;
  7971. this.envMap = null;
  7972. this.combine = THREE.MultiplyOperation;
  7973. this.reflectivity = 1;
  7974. this.refractionRatio = 0.98;
  7975. this.fog = true;
  7976. this.shading = THREE.SmoothShading;
  7977. this.wireframe = false;
  7978. this.wireframeLinewidth = 1;
  7979. this.wireframeLinecap = 'round';
  7980. this.wireframeLinejoin = 'round';
  7981. this.vertexColors = THREE.NoColors;
  7982. this.skinning = false;
  7983. this.morphTargets = false;
  7984. this.morphNormals = false;
  7985. this.setValues( parameters );
  7986. };
  7987. THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
  7988. THREE.MeshLambertMaterial.prototype.clone = function () {
  7989. var material = new THREE.MeshLambertMaterial();
  7990. THREE.Material.prototype.clone.call( this, material );
  7991. material.color.copy( this.color );
  7992. material.ambient.copy( this.ambient );
  7993. material.emissive.copy( this.emissive );
  7994. material.wrapAround = this.wrapAround;
  7995. material.wrapRGB.copy( this.wrapRGB );
  7996. material.map = this.map;
  7997. material.lightMap = this.lightMap;
  7998. material.specularMap = this.specularMap;
  7999. material.alphaMap = this.alphaMap;
  8000. material.envMap = this.envMap;
  8001. material.combine = this.combine;
  8002. material.reflectivity = this.reflectivity;
  8003. material.refractionRatio = this.refractionRatio;
  8004. material.fog = this.fog;
  8005. material.shading = this.shading;
  8006. material.wireframe = this.wireframe;
  8007. material.wireframeLinewidth = this.wireframeLinewidth;
  8008. material.wireframeLinecap = this.wireframeLinecap;
  8009. material.wireframeLinejoin = this.wireframeLinejoin;
  8010. material.vertexColors = this.vertexColors;
  8011. material.skinning = this.skinning;
  8012. material.morphTargets = this.morphTargets;
  8013. material.morphNormals = this.morphNormals;
  8014. return material;
  8015. };
  8016. // File:src/materials/MeshPhongMaterial.js
  8017. /**
  8018. * @author mrdoob / http://mrdoob.com/
  8019. * @author alteredq / http://alteredqualia.com/
  8020. *
  8021. * parameters = {
  8022. * color: <hex>,
  8023. * ambient: <hex>,
  8024. * emissive: <hex>,
  8025. * specular: <hex>,
  8026. * shininess: <float>,
  8027. * opacity: <float>,
  8028. *
  8029. * map: new THREE.Texture( <Image> ),
  8030. *
  8031. * lightMap: new THREE.Texture( <Image> ),
  8032. *
  8033. * bumpMap: new THREE.Texture( <Image> ),
  8034. * bumpScale: <float>,
  8035. *
  8036. * normalMap: new THREE.Texture( <Image> ),
  8037. * normalScale: <Vector2>,
  8038. *
  8039. * specularMap: new THREE.Texture( <Image> ),
  8040. *
  8041. * alphaMap: new THREE.Texture( <Image> ),
  8042. *
  8043. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  8044. * combine: THREE.Multiply,
  8045. * reflectivity: <float>,
  8046. * refractionRatio: <float>,
  8047. *
  8048. * shading: THREE.SmoothShading,
  8049. * blending: THREE.NormalBlending,
  8050. * depthTest: <bool>,
  8051. * depthWrite: <bool>,
  8052. *
  8053. * wireframe: <boolean>,
  8054. * wireframeLinewidth: <float>,
  8055. *
  8056. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  8057. *
  8058. * skinning: <bool>,
  8059. * morphTargets: <bool>,
  8060. * morphNormals: <bool>,
  8061. *
  8062. * fog: <bool>
  8063. * }
  8064. */
  8065. THREE.MeshPhongMaterial = function ( parameters ) {
  8066. THREE.Material.call( this );
  8067. this.color = new THREE.Color( 0xffffff ); // diffuse
  8068. this.ambient = new THREE.Color( 0xffffff );
  8069. this.emissive = new THREE.Color( 0x000000 );
  8070. this.specular = new THREE.Color( 0x111111 );
  8071. this.shininess = 30;
  8072. this.metal = false;
  8073. this.wrapAround = false;
  8074. this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
  8075. this.map = null;
  8076. this.lightMap = null;
  8077. this.bumpMap = null;
  8078. this.bumpScale = 1;
  8079. this.normalMap = null;
  8080. this.normalScale = new THREE.Vector2( 1, 1 );
  8081. this.specularMap = null;
  8082. this.alphaMap = null;
  8083. this.envMap = null;
  8084. this.combine = THREE.MultiplyOperation;
  8085. this.reflectivity = 1;
  8086. this.refractionRatio = 0.98;
  8087. this.fog = true;
  8088. this.shading = THREE.SmoothShading;
  8089. this.wireframe = false;
  8090. this.wireframeLinewidth = 1;
  8091. this.wireframeLinecap = 'round';
  8092. this.wireframeLinejoin = 'round';
  8093. this.vertexColors = THREE.NoColors;
  8094. this.skinning = false;
  8095. this.morphTargets = false;
  8096. this.morphNormals = false;
  8097. this.setValues( parameters );
  8098. };
  8099. THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
  8100. THREE.MeshPhongMaterial.prototype.clone = function () {
  8101. var material = new THREE.MeshPhongMaterial();
  8102. THREE.Material.prototype.clone.call( this, material );
  8103. material.color.copy( this.color );
  8104. material.ambient.copy( this.ambient );
  8105. material.emissive.copy( this.emissive );
  8106. material.specular.copy( this.specular );
  8107. material.shininess = this.shininess;
  8108. material.metal = this.metal;
  8109. material.wrapAround = this.wrapAround;
  8110. material.wrapRGB.copy( this.wrapRGB );
  8111. material.map = this.map;
  8112. material.lightMap = this.lightMap;
  8113. material.bumpMap = this.bumpMap;
  8114. material.bumpScale = this.bumpScale;
  8115. material.normalMap = this.normalMap;
  8116. material.normalScale.copy( this.normalScale );
  8117. material.specularMap = this.specularMap;
  8118. material.alphaMap = this.alphaMap;
  8119. material.envMap = this.envMap;
  8120. material.combine = this.combine;
  8121. material.reflectivity = this.reflectivity;
  8122. material.refractionRatio = this.refractionRatio;
  8123. material.fog = this.fog;
  8124. material.shading = this.shading;
  8125. material.wireframe = this.wireframe;
  8126. material.wireframeLinewidth = this.wireframeLinewidth;
  8127. material.wireframeLinecap = this.wireframeLinecap;
  8128. material.wireframeLinejoin = this.wireframeLinejoin;
  8129. material.vertexColors = this.vertexColors;
  8130. material.skinning = this.skinning;
  8131. material.morphTargets = this.morphTargets;
  8132. material.morphNormals = this.morphNormals;
  8133. return material;
  8134. };
  8135. // File:src/materials/MeshDepthMaterial.js
  8136. /**
  8137. * @author mrdoob / http://mrdoob.com/
  8138. * @author alteredq / http://alteredqualia.com/
  8139. *
  8140. * parameters = {
  8141. * opacity: <float>,
  8142. *
  8143. * blending: THREE.NormalBlending,
  8144. * depthTest: <bool>,
  8145. * depthWrite: <bool>,
  8146. *
  8147. * wireframe: <boolean>,
  8148. * wireframeLinewidth: <float>
  8149. * }
  8150. */
  8151. THREE.MeshDepthMaterial = function ( parameters ) {
  8152. THREE.Material.call( this );
  8153. this.morphTargets = false;
  8154. this.wireframe = false;
  8155. this.wireframeLinewidth = 1;
  8156. this.setValues( parameters );
  8157. };
  8158. THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
  8159. THREE.MeshDepthMaterial.prototype.clone = function () {
  8160. var material = new THREE.MeshDepthMaterial();
  8161. THREE.Material.prototype.clone.call( this, material );
  8162. material.wireframe = this.wireframe;
  8163. material.wireframeLinewidth = this.wireframeLinewidth;
  8164. return material;
  8165. };
  8166. // File:src/materials/MeshNormalMaterial.js
  8167. /**
  8168. * @author mrdoob / http://mrdoob.com/
  8169. *
  8170. * parameters = {
  8171. * opacity: <float>,
  8172. *
  8173. * shading: THREE.FlatShading,
  8174. * blending: THREE.NormalBlending,
  8175. * depthTest: <bool>,
  8176. * depthWrite: <bool>,
  8177. *
  8178. * wireframe: <boolean>,
  8179. * wireframeLinewidth: <float>
  8180. * }
  8181. */
  8182. THREE.MeshNormalMaterial = function ( parameters ) {
  8183. THREE.Material.call( this, parameters );
  8184. this.shading = THREE.FlatShading;
  8185. this.wireframe = false;
  8186. this.wireframeLinewidth = 1;
  8187. this.morphTargets = false;
  8188. this.setValues( parameters );
  8189. };
  8190. THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
  8191. THREE.MeshNormalMaterial.prototype.clone = function () {
  8192. var material = new THREE.MeshNormalMaterial();
  8193. THREE.Material.prototype.clone.call( this, material );
  8194. material.shading = this.shading;
  8195. material.wireframe = this.wireframe;
  8196. material.wireframeLinewidth = this.wireframeLinewidth;
  8197. return material;
  8198. };
  8199. // File:src/materials/MeshFaceMaterial.js
  8200. /**
  8201. * @author mrdoob / http://mrdoob.com/
  8202. */
  8203. THREE.MeshFaceMaterial = function ( materials ) {
  8204. this.materials = materials instanceof Array ? materials : [];
  8205. };
  8206. THREE.MeshFaceMaterial.prototype.clone = function () {
  8207. var material = new THREE.MeshFaceMaterial();
  8208. for ( var i = 0; i < this.materials.length; i ++ ) {
  8209. material.materials.push( this.materials[ i ].clone() );
  8210. }
  8211. return material;
  8212. };
  8213. // File:src/materials/PointCloudMaterial.js
  8214. /**
  8215. * @author mrdoob / http://mrdoob.com/
  8216. * @author alteredq / http://alteredqualia.com/
  8217. *
  8218. * parameters = {
  8219. * color: <hex>,
  8220. * opacity: <float>,
  8221. * map: new THREE.Texture( <Image> ),
  8222. *
  8223. * size: <float>,
  8224. *
  8225. * blending: THREE.NormalBlending,
  8226. * depthTest: <bool>,
  8227. * depthWrite: <bool>,
  8228. *
  8229. * vertexColors: <bool>,
  8230. *
  8231. * fog: <bool>
  8232. * }
  8233. */
  8234. THREE.PointCloudMaterial = function ( parameters ) {
  8235. THREE.Material.call( this );
  8236. this.color = new THREE.Color( 0xffffff );
  8237. this.map = null;
  8238. this.size = 1;
  8239. this.sizeAttenuation = true;
  8240. this.vertexColors = THREE.NoColors;
  8241. this.fog = true;
  8242. this.setValues( parameters );
  8243. };
  8244. THREE.PointCloudMaterial.prototype = Object.create( THREE.Material.prototype );
  8245. THREE.PointCloudMaterial.prototype.clone = function () {
  8246. var material = new THREE.PointCloudMaterial();
  8247. THREE.Material.prototype.clone.call( this, material );
  8248. material.color.copy( this.color );
  8249. material.map = this.map;
  8250. material.size = this.size;
  8251. material.sizeAttenuation = this.sizeAttenuation;
  8252. material.vertexColors = this.vertexColors;
  8253. material.fog = this.fog;
  8254. return material;
  8255. };
  8256. // backwards compatibility
  8257. THREE.ParticleBasicMaterial = function ( parameters ) {
  8258. console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointCloudMaterial.' );
  8259. return new THREE.PointCloudMaterial( parameters );
  8260. };
  8261. THREE.ParticleSystemMaterial = function ( parameters ) {
  8262. console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointCloudMaterial.' );
  8263. return new THREE.PointCloudMaterial( parameters );
  8264. };
  8265. // File:src/materials/ShaderMaterial.js
  8266. /**
  8267. * @author alteredq / http://alteredqualia.com/
  8268. *
  8269. * parameters = {
  8270. * defines: { "label" : "value" },
  8271. * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
  8272. *
  8273. * fragmentShader: <string>,
  8274. * vertexShader: <string>,
  8275. *
  8276. * shading: THREE.SmoothShading,
  8277. * blending: THREE.NormalBlending,
  8278. * depthTest: <bool>,
  8279. * depthWrite: <bool>,
  8280. *
  8281. * wireframe: <boolean>,
  8282. * wireframeLinewidth: <float>,
  8283. *
  8284. * lights: <bool>,
  8285. *
  8286. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  8287. *
  8288. * skinning: <bool>,
  8289. * morphTargets: <bool>,
  8290. * morphNormals: <bool>,
  8291. *
  8292. * fog: <bool>
  8293. * }
  8294. */
  8295. THREE.ShaderMaterial = function ( parameters ) {
  8296. THREE.Material.call( this );
  8297. this.defines = {};
  8298. this.uniforms = {};
  8299. this.attributes = null;
  8300. this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
  8301. this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';
  8302. this.shading = THREE.SmoothShading;
  8303. this.linewidth = 1;
  8304. this.wireframe = false;
  8305. this.wireframeLinewidth = 1;
  8306. this.fog = false; // set to use scene fog
  8307. this.lights = false; // set to use scene lights
  8308. this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
  8309. this.skinning = false; // set to use skinning attribute streams
  8310. this.morphTargets = false; // set to use morph targets
  8311. this.morphNormals = false; // set to use morph normals
  8312. // When rendered geometry doesn't include these attributes but the material does,
  8313. // use these default values in WebGL. This avoids errors when buffer data is missing.
  8314. this.defaultAttributeValues = {
  8315. 'color': [ 1, 1, 1 ],
  8316. 'uv': [ 0, 0 ],
  8317. 'uv2': [ 0, 0 ]
  8318. };
  8319. this.index0AttributeName = undefined;
  8320. this.setValues( parameters );
  8321. };
  8322. THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
  8323. THREE.ShaderMaterial.prototype.clone = function () {
  8324. var material = new THREE.ShaderMaterial();
  8325. THREE.Material.prototype.clone.call( this, material );
  8326. material.fragmentShader = this.fragmentShader;
  8327. material.vertexShader = this.vertexShader;
  8328. material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
  8329. material.attributes = this.attributes;
  8330. material.defines = this.defines;
  8331. material.shading = this.shading;
  8332. material.wireframe = this.wireframe;
  8333. material.wireframeLinewidth = this.wireframeLinewidth;
  8334. material.fog = this.fog;
  8335. material.lights = this.lights;
  8336. material.vertexColors = this.vertexColors;
  8337. material.skinning = this.skinning;
  8338. material.morphTargets = this.morphTargets;
  8339. material.morphNormals = this.morphNormals;
  8340. return material;
  8341. };
  8342. // File:src/materials/RawShaderMaterial.js
  8343. /**
  8344. * @author mrdoob / http://mrdoob.com/
  8345. */
  8346. THREE.RawShaderMaterial = function ( parameters ) {
  8347. THREE.ShaderMaterial.call( this, parameters );
  8348. };
  8349. THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
  8350. THREE.RawShaderMaterial.prototype.clone = function () {
  8351. var material = new THREE.RawShaderMaterial();
  8352. THREE.ShaderMaterial.prototype.clone.call( this, material );
  8353. return material;
  8354. };
  8355. // File:src/materials/SpriteMaterial.js
  8356. /**
  8357. * @author alteredq / http://alteredqualia.com/
  8358. *
  8359. * parameters = {
  8360. * color: <hex>,
  8361. * opacity: <float>,
  8362. * map: new THREE.Texture( <Image> ),
  8363. *
  8364. * blending: THREE.NormalBlending,
  8365. * depthTest: <bool>,
  8366. * depthWrite: <bool>,
  8367. *
  8368. * uvOffset: new THREE.Vector2(),
  8369. * uvScale: new THREE.Vector2(),
  8370. *
  8371. * fog: <bool>
  8372. * }
  8373. */
  8374. THREE.SpriteMaterial = function ( parameters ) {
  8375. THREE.Material.call( this );
  8376. // defaults
  8377. this.color = new THREE.Color( 0xffffff );
  8378. this.map = null;
  8379. this.rotation = 0;
  8380. this.fog = false;
  8381. // set parameters
  8382. this.setValues( parameters );
  8383. };
  8384. THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
  8385. THREE.SpriteMaterial.prototype.clone = function () {
  8386. var material = new THREE.SpriteMaterial();
  8387. THREE.Material.prototype.clone.call( this, material );
  8388. material.color.copy( this.color );
  8389. material.map = this.map;
  8390. material.rotation = this.rotation;
  8391. material.fog = this.fog;
  8392. return material;
  8393. };
  8394. // File:src/materials/SpriteCanvasMaterial.js
  8395. /**
  8396. * @author mrdoob / http://mrdoob.com/
  8397. *
  8398. * parameters = {
  8399. * color: <hex>,
  8400. * program: <function>,
  8401. * opacity: <float>,
  8402. * blending: THREE.NormalBlending
  8403. * }
  8404. */
  8405. THREE.SpriteCanvasMaterial = function ( parameters ) {
  8406. THREE.Material.call( this );
  8407. this.color = new THREE.Color( 0xffffff );
  8408. this.program = function ( context, color ) {};
  8409. this.setValues( parameters );
  8410. };
  8411. THREE.SpriteCanvasMaterial.prototype = Object.create( THREE.Material.prototype );
  8412. THREE.SpriteCanvasMaterial.prototype.clone = function () {
  8413. var material = new THREE.SpriteCanvasMaterial();
  8414. THREE.Material.prototype.clone.call( this, material );
  8415. material.color.copy( this.color );
  8416. material.program = this.program;
  8417. return material;
  8418. };
  8419. // backwards compatibility
  8420. THREE.ParticleCanvasMaterial = THREE.SpriteCanvasMaterial;
  8421. // File:src/textures/Texture.js
  8422. /**
  8423. * @author mrdoob / http://mrdoob.com/
  8424. * @author alteredq / http://alteredqualia.com/
  8425. * @author szimek / https://github.com/szimek/
  8426. */
  8427. THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  8428. this.id = THREE.TextureIdCount ++;
  8429. this.uuid = THREE.Math.generateUUID();
  8430. this.name = '';
  8431. this.image = image !== undefined ? image : THREE.Texture.DEFAULT_IMAGE;
  8432. this.mipmaps = [];
  8433. this.mapping = mapping !== undefined ? mapping : THREE.Texture.DEFAULT_MAPPING;
  8434. this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
  8435. this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
  8436. this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
  8437. this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
  8438. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  8439. this.format = format !== undefined ? format : THREE.RGBAFormat;
  8440. this.type = type !== undefined ? type : THREE.UnsignedByteType;
  8441. this.offset = new THREE.Vector2( 0, 0 );
  8442. this.repeat = new THREE.Vector2( 1, 1 );
  8443. this.generateMipmaps = true;
  8444. this.premultiplyAlpha = false;
  8445. this.flipY = true;
  8446. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  8447. this._needsUpdate = false;
  8448. this.onUpdate = null;
  8449. };
  8450. THREE.Texture.DEFAULT_IMAGE = undefined;
  8451. THREE.Texture.DEFAULT_MAPPING = new THREE.UVMapping();
  8452. THREE.Texture.prototype = {
  8453. constructor: THREE.Texture,
  8454. get needsUpdate () {
  8455. return this._needsUpdate;
  8456. },
  8457. set needsUpdate ( value ) {
  8458. if ( value === true ) this.update();
  8459. this._needsUpdate = value;
  8460. },
  8461. clone: function ( texture ) {
  8462. if ( texture === undefined ) texture = new THREE.Texture();
  8463. texture.image = this.image;
  8464. texture.mipmaps = this.mipmaps.slice( 0 );
  8465. texture.mapping = this.mapping;
  8466. texture.wrapS = this.wrapS;
  8467. texture.wrapT = this.wrapT;
  8468. texture.magFilter = this.magFilter;
  8469. texture.minFilter = this.minFilter;
  8470. texture.anisotropy = this.anisotropy;
  8471. texture.format = this.format;
  8472. texture.type = this.type;
  8473. texture.offset.copy( this.offset );
  8474. texture.repeat.copy( this.repeat );
  8475. texture.generateMipmaps = this.generateMipmaps;
  8476. texture.premultiplyAlpha = this.premultiplyAlpha;
  8477. texture.flipY = this.flipY;
  8478. texture.unpackAlignment = this.unpackAlignment;
  8479. return texture;
  8480. },
  8481. update: function () {
  8482. this.dispatchEvent( { type: 'update' } );
  8483. },
  8484. dispose: function () {
  8485. this.dispatchEvent( { type: 'dispose' } );
  8486. }
  8487. };
  8488. THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
  8489. THREE.TextureIdCount = 0;
  8490. // File:src/textures/CubeTexture.js
  8491. /**
  8492. * @author mrdoob / http://mrdoob.com/
  8493. */
  8494. THREE.CubeTexture = function ( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  8495. THREE.Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8496. this.images = images;
  8497. };
  8498. THREE.CubeTexture.prototype = Object.create( THREE.Texture.prototype );
  8499. THREE.CubeTexture.clone = function ( texture ) {
  8500. if ( texture === undefined ) texture = new THREE.CubeTexture();
  8501. THREE.Texture.prototype.clone.call( this, texture );
  8502. texture.images = this.images;
  8503. return texture;
  8504. };
  8505. // File:src/textures/CompressedTexture.js
  8506. /**
  8507. * @author alteredq / http://alteredqualia.com/
  8508. */
  8509. THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
  8510. THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8511. this.image = { width: width, height: height };
  8512. this.mipmaps = mipmaps;
  8513. this.generateMipmaps = false; // WebGL currently can't generate mipmaps for compressed textures, they must be embedded in DDS file
  8514. };
  8515. THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
  8516. THREE.CompressedTexture.prototype.clone = function () {
  8517. var texture = new THREE.CompressedTexture();
  8518. THREE.Texture.prototype.clone.call( this, texture );
  8519. return texture;
  8520. };
  8521. // File:src/textures/DataTexture.js
  8522. /**
  8523. * @author alteredq / http://alteredqualia.com/
  8524. */
  8525. THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
  8526. THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8527. this.image = { data: data, width: width, height: height };
  8528. };
  8529. THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
  8530. THREE.DataTexture.prototype.clone = function () {
  8531. var texture = new THREE.DataTexture();
  8532. THREE.Texture.prototype.clone.call( this, texture );
  8533. return texture;
  8534. };
  8535. // File:src/objects/PointCloud.js
  8536. /**
  8537. * @author alteredq / http://alteredqualia.com/
  8538. */
  8539. THREE.PointCloud = function ( geometry, material ) {
  8540. THREE.Object3D.call( this );
  8541. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8542. this.material = material !== undefined ? material : new THREE.PointCloudMaterial( { color: Math.random() * 0xffffff } );
  8543. this.sortParticles = false;
  8544. };
  8545. THREE.PointCloud.prototype = Object.create( THREE.Object3D.prototype );
  8546. THREE.PointCloud.prototype.raycast = ( function () {
  8547. var inverseMatrix = new THREE.Matrix4();
  8548. var ray = new THREE.Ray();
  8549. return function ( raycaster, intersects ) {
  8550. var object = this;
  8551. var geometry = object.geometry;
  8552. var threshold = raycaster.params.PointCloud.threshold;
  8553. inverseMatrix.getInverse( this.matrixWorld );
  8554. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8555. if ( geometry.boundingBox !== null ) {
  8556. if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
  8557. return;
  8558. }
  8559. }
  8560. var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
  8561. var position = new THREE.Vector3();
  8562. var testPoint = function ( point, index ) {
  8563. var rayPointDistance = ray.distanceToPoint( point );
  8564. if ( rayPointDistance < localThreshold ) {
  8565. var intersectPoint = ray.closestPointToPoint( point );
  8566. intersectPoint.applyMatrix4( object.matrixWorld );
  8567. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  8568. intersects.push( {
  8569. distance: distance,
  8570. distanceToRay: rayPointDistance,
  8571. point: intersectPoint.clone(),
  8572. index: index,
  8573. face: null,
  8574. object: object
  8575. } );
  8576. }
  8577. };
  8578. if ( geometry instanceof THREE.BufferGeometry ) {
  8579. var attributes = geometry.attributes;
  8580. var positions = attributes.position.array;
  8581. if ( attributes.index !== undefined ) {
  8582. var indices = attributes.index.array;
  8583. var offsets = geometry.offsets;
  8584. if ( offsets.length === 0 ) {
  8585. var offset = {
  8586. start: 0,
  8587. count: indices.length,
  8588. index: 0
  8589. };
  8590. offsets = [ offset ];
  8591. }
  8592. for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
  8593. var start = offsets[ oi ].start;
  8594. var count = offsets[ oi ].count;
  8595. var index = offsets[ oi ].index;
  8596. for ( var i = start, il = start + count; i < il; i ++ ) {
  8597. var a = index + indices[ i ];
  8598. position.set(
  8599. positions[ a * 3 ],
  8600. positions[ a * 3 + 1 ],
  8601. positions[ a * 3 + 2 ]
  8602. );
  8603. testPoint( position, a );
  8604. }
  8605. }
  8606. } else {
  8607. var pointCount = positions.length / 3;
  8608. for ( var i = 0; i < pointCount; i ++ ) {
  8609. position.set(
  8610. positions[ 3 * i ],
  8611. positions[ 3 * i + 1 ],
  8612. positions[ 3 * i + 2 ]
  8613. );
  8614. testPoint( position, i );
  8615. }
  8616. }
  8617. } else {
  8618. var vertices = this.geometry.vertices;
  8619. for ( var i = 0; i < vertices.length; i ++ ) {
  8620. testPoint( vertices[ i ], i );
  8621. }
  8622. }
  8623. };
  8624. }() );
  8625. THREE.PointCloud.prototype.clone = function ( object ) {
  8626. if ( object === undefined ) object = new THREE.PointCloud( this.geometry, this.material );
  8627. object.sortParticles = this.sortParticles;
  8628. THREE.Object3D.prototype.clone.call( this, object );
  8629. return object;
  8630. };
  8631. // Backwards compatibility
  8632. THREE.ParticleSystem = function ( geometry, material ) {
  8633. console.warn( 'THREE.ParticleSystem has been renamed to THREE.PointCloud.' );
  8634. return new THREE.PointCloud( geometry, material );
  8635. };
  8636. // File:src/objects/Line.js
  8637. /**
  8638. * @author mrdoob / http://mrdoob.com/
  8639. */
  8640. THREE.Line = function ( geometry, material, type ) {
  8641. THREE.Object3D.call( this );
  8642. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8643. this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
  8644. this.type = ( type !== undefined ) ? type : THREE.LineStrip;
  8645. };
  8646. THREE.LineStrip = 0;
  8647. THREE.LinePieces = 1;
  8648. THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
  8649. THREE.Line.prototype.raycast = ( function () {
  8650. var inverseMatrix = new THREE.Matrix4();
  8651. var ray = new THREE.Ray();
  8652. var sphere = new THREE.Sphere();
  8653. return function ( raycaster, intersects ) {
  8654. var precision = raycaster.linePrecision;
  8655. var precisionSq = precision * precision;
  8656. var geometry = this.geometry;
  8657. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8658. // Checking boundingSphere distance to ray
  8659. sphere.copy( geometry.boundingSphere );
  8660. sphere.applyMatrix4( this.matrixWorld );
  8661. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  8662. return;
  8663. }
  8664. inverseMatrix.getInverse( this.matrixWorld );
  8665. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8666. /* if ( geometry instanceof THREE.BufferGeometry ) {
  8667. } else */ if ( geometry instanceof THREE.Geometry ) {
  8668. var vertices = geometry.vertices;
  8669. var nbVertices = vertices.length;
  8670. var interSegment = new THREE.Vector3();
  8671. var interRay = new THREE.Vector3();
  8672. var step = this.type === THREE.LineStrip ? 1 : 2;
  8673. for ( var i = 0; i < nbVertices - 1; i = i + step ) {
  8674. var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  8675. if ( distSq > precisionSq ) continue;
  8676. var distance = ray.origin.distanceTo( interRay );
  8677. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  8678. intersects.push( {
  8679. distance: distance,
  8680. // What do we want? intersection point on the ray or on the segment??
  8681. // point: raycaster.ray.at( distance ),
  8682. point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  8683. face: null,
  8684. faceIndex: null,
  8685. object: this
  8686. } );
  8687. }
  8688. }
  8689. };
  8690. }() );
  8691. THREE.Line.prototype.clone = function ( object ) {
  8692. if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );
  8693. THREE.Object3D.prototype.clone.call( this, object );
  8694. return object;
  8695. };
  8696. // File:src/objects/Mesh.js
  8697. /**
  8698. * @author mrdoob / http://mrdoob.com/
  8699. * @author alteredq / http://alteredqualia.com/
  8700. * @author mikael emtinger / http://gomo.se/
  8701. * @author jonobr1 / http://jonobr1.com/
  8702. */
  8703. THREE.Mesh = function ( geometry, material ) {
  8704. THREE.Object3D.call( this );
  8705. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8706. this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  8707. this.updateMorphTargets();
  8708. };
  8709. THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
  8710. THREE.Mesh.prototype.updateMorphTargets = function () {
  8711. if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {
  8712. this.morphTargetBase = - 1;
  8713. this.morphTargetForcedOrder = [];
  8714. this.morphTargetInfluences = [];
  8715. this.morphTargetDictionary = {};
  8716. for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
  8717. this.morphTargetInfluences.push( 0 );
  8718. this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
  8719. }
  8720. }
  8721. };
  8722. THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
  8723. if ( this.morphTargetDictionary[ name ] !== undefined ) {
  8724. return this.morphTargetDictionary[ name ];
  8725. }
  8726. console.log( 'THREE.Mesh.getMorphTargetIndexByName: morph target ' + name + ' does not exist. Returning 0.' );
  8727. return 0;
  8728. };
  8729. THREE.Mesh.prototype.raycast = ( function () {
  8730. var inverseMatrix = new THREE.Matrix4();
  8731. var ray = new THREE.Ray();
  8732. var sphere = new THREE.Sphere();
  8733. var vA = new THREE.Vector3();
  8734. var vB = new THREE.Vector3();
  8735. var vC = new THREE.Vector3();
  8736. return function ( raycaster, intersects ) {
  8737. var geometry = this.geometry;
  8738. // Checking boundingSphere distance to ray
  8739. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  8740. sphere.copy( geometry.boundingSphere );
  8741. sphere.applyMatrix4( this.matrixWorld );
  8742. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  8743. return;
  8744. }
  8745. // Check boundingBox before continuing
  8746. inverseMatrix.getInverse( this.matrixWorld );
  8747. ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  8748. if ( geometry.boundingBox !== null ) {
  8749. if ( ray.isIntersectionBox( geometry.boundingBox ) === false ) {
  8750. return;
  8751. }
  8752. }
  8753. if ( geometry instanceof THREE.BufferGeometry ) {
  8754. var material = this.material;
  8755. if ( material === undefined ) return;
  8756. var attributes = geometry.attributes;
  8757. var a, b, c;
  8758. var precision = raycaster.precision;
  8759. if ( attributes.index !== undefined ) {
  8760. var indices = attributes.index.array;
  8761. var positions = attributes.position.array;
  8762. var offsets = geometry.offsets;
  8763. if ( offsets.length === 0 ) {
  8764. offsets = [ { start: 0, count: indices.length, index: 0 } ];
  8765. }
  8766. for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
  8767. var start = offsets[ oi ].start;
  8768. var count = offsets[ oi ].count;
  8769. var index = offsets[ oi ].index;
  8770. for ( var i = start, il = start + count; i < il; i += 3 ) {
  8771. a = index + indices[ i ];
  8772. b = index + indices[ i + 1 ];
  8773. c = index + indices[ i + 2 ];
  8774. vA.set(
  8775. positions[ a * 3 ],
  8776. positions[ a * 3 + 1 ],
  8777. positions[ a * 3 + 2 ]
  8778. );
  8779. vB.set(
  8780. positions[ b * 3 ],
  8781. positions[ b * 3 + 1 ],
  8782. positions[ b * 3 + 2 ]
  8783. );
  8784. vC.set(
  8785. positions[ c * 3 ],
  8786. positions[ c * 3 + 1 ],
  8787. positions[ c * 3 + 2 ]
  8788. );
  8789. if ( material.side === THREE.BackSide ) {
  8790. var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
  8791. } else {
  8792. var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
  8793. }
  8794. if ( intersectionPoint === null ) continue;
  8795. intersectionPoint.applyMatrix4( this.matrixWorld );
  8796. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  8797. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  8798. intersects.push( {
  8799. distance: distance,
  8800. point: intersectionPoint,
  8801. indices: [ a, b, c ],
  8802. face: null,
  8803. faceIndex: null,
  8804. object: this
  8805. } );
  8806. }
  8807. }
  8808. } else {
  8809. var positions = attributes.position.array;
  8810. for ( var i = 0, j = 0, il = positions.length; i < il; i += 3, j += 9 ) {
  8811. a = i;
  8812. b = i + 1;
  8813. c = i + 2;
  8814. vA.set(
  8815. positions[ j ],
  8816. positions[ j + 1 ],
  8817. positions[ j + 2 ]
  8818. );
  8819. vB.set(
  8820. positions[ j + 3 ],
  8821. positions[ j + 4 ],
  8822. positions[ j + 5 ]
  8823. );
  8824. vC.set(
  8825. positions[ j + 6 ],
  8826. positions[ j + 7 ],
  8827. positions[ j + 8 ]
  8828. );
  8829. if ( material.side === THREE.BackSide ) {
  8830. var intersectionPoint = ray.intersectTriangle( vC, vB, vA, true );
  8831. } else {
  8832. var intersectionPoint = ray.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
  8833. }
  8834. if ( intersectionPoint === null ) continue;
  8835. intersectionPoint.applyMatrix4( this.matrixWorld );
  8836. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  8837. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  8838. intersects.push( {
  8839. distance: distance,
  8840. point: intersectionPoint,
  8841. indices: [ a, b, c ],
  8842. face: null,
  8843. faceIndex: null,
  8844. object: this
  8845. } );
  8846. }
  8847. }
  8848. } else if ( geometry instanceof THREE.Geometry ) {
  8849. var isFaceMaterial = this.material instanceof THREE.MeshFaceMaterial;
  8850. var objectMaterials = isFaceMaterial === true ? this.material.materials : null;
  8851. var a, b, c, d;
  8852. var precision = raycaster.precision;
  8853. var vertices = geometry.vertices;
  8854. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  8855. var face = geometry.faces[ f ];
  8856. var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : this.material;
  8857. if ( material === undefined ) continue;
  8858. a = vertices[ face.a ];
  8859. b = vertices[ face.b ];
  8860. c = vertices[ face.c ];
  8861. if ( material.morphTargets === true ) {
  8862. var morphTargets = geometry.morphTargets;
  8863. var morphInfluences = this.morphTargetInfluences;
  8864. vA.set( 0, 0, 0 );
  8865. vB.set( 0, 0, 0 );
  8866. vC.set( 0, 0, 0 );
  8867. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  8868. var influence = morphInfluences[ t ];
  8869. if ( influence === 0 ) continue;
  8870. var targets = morphTargets[ t ].vertices;
  8871. vA.x += ( targets[ face.a ].x - a.x ) * influence;
  8872. vA.y += ( targets[ face.a ].y - a.y ) * influence;
  8873. vA.z += ( targets[ face.a ].z - a.z ) * influence;
  8874. vB.x += ( targets[ face.b ].x - b.x ) * influence;
  8875. vB.y += ( targets[ face.b ].y - b.y ) * influence;
  8876. vB.z += ( targets[ face.b ].z - b.z ) * influence;
  8877. vC.x += ( targets[ face.c ].x - c.x ) * influence;
  8878. vC.y += ( targets[ face.c ].y - c.y ) * influence;
  8879. vC.z += ( targets[ face.c ].z - c.z ) * influence;
  8880. }
  8881. vA.add( a );
  8882. vB.add( b );
  8883. vC.add( c );
  8884. a = vA;
  8885. b = vB;
  8886. c = vC;
  8887. }
  8888. if ( material.side === THREE.BackSide ) {
  8889. var intersectionPoint = ray.intersectTriangle( c, b, a, true );
  8890. } else {
  8891. var intersectionPoint = ray.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
  8892. }
  8893. if ( intersectionPoint === null ) continue;
  8894. intersectionPoint.applyMatrix4( this.matrixWorld );
  8895. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  8896. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  8897. intersects.push( {
  8898. distance: distance,
  8899. point: intersectionPoint,
  8900. face: face,
  8901. faceIndex: f,
  8902. object: this
  8903. } );
  8904. }
  8905. }
  8906. };
  8907. }() );
  8908. THREE.Mesh.prototype.clone = function ( object, recursive ) {
  8909. if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
  8910. THREE.Object3D.prototype.clone.call( this, object, recursive );
  8911. return object;
  8912. };
  8913. // File:src/objects/Bone.js
  8914. /**
  8915. * @author mikael emtinger / http://gomo.se/
  8916. * @author alteredq / http://alteredqualia.com/
  8917. */
  8918. THREE.Bone = function ( belongsToSkin ) {
  8919. THREE.Object3D.call( this );
  8920. this.skin = belongsToSkin;
  8921. this.skinMatrix = new THREE.Matrix4();
  8922. this.accumulatedRotWeight = 0;
  8923. this.accumulatedPosWeight = 0;
  8924. this.accumulatedSclWeight = 0;
  8925. };
  8926. THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
  8927. THREE.Bone.prototype.update = function ( parentSkinMatrix, forceUpdate ) {
  8928. // update local
  8929. if ( this.matrixAutoUpdate ) {
  8930. forceUpdate |= this.updateMatrix();
  8931. }
  8932. // update skin matrix
  8933. if ( forceUpdate || this.matrixWorldNeedsUpdate ) {
  8934. if ( parentSkinMatrix ) {
  8935. this.skinMatrix.multiplyMatrices( parentSkinMatrix, this.matrix );
  8936. } else {
  8937. this.skinMatrix.copy( this.matrix );
  8938. }
  8939. this.matrixWorldNeedsUpdate = false;
  8940. forceUpdate = true;
  8941. // Reset weights to be re-accumulated in the next frame
  8942. this.accumulatedRotWeight = 0;
  8943. this.accumulatedPosWeight = 0;
  8944. this.accumulatedSclWeight = 0;
  8945. }
  8946. // update children
  8947. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  8948. this.children[ i ].update( this.skinMatrix, forceUpdate );
  8949. }
  8950. };
  8951. // File:src/objects/Skeleton.js
  8952. /**
  8953. * @author mikael emtinger / http://gomo.se/
  8954. * @author alteredq / http://alteredqualia.com/
  8955. * @author michael guerrero / http://realitymeltdown.com
  8956. */
  8957. THREE.Skeleton = function ( boneList, useVertexTexture ) {
  8958. this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
  8959. // init bones
  8960. this.bones = [];
  8961. this.boneMatrices = [];
  8962. var bone, gbone, p, q, s;
  8963. if ( boneList !== undefined ) {
  8964. for ( var b = 0; b < boneList.length; ++b ) {
  8965. gbone = boneList[ b ];
  8966. p = gbone.pos;
  8967. q = gbone.rotq;
  8968. s = gbone.scl;
  8969. bone = this.addBone();
  8970. bone.name = gbone.name;
  8971. bone.position.set( p[ 0 ], p[ 1 ], p[ 2 ] );
  8972. bone.quaternion.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
  8973. if ( s !== undefined ) {
  8974. bone.scale.set( s[ 0 ], s[ 1 ], s[ 2 ] );
  8975. } else {
  8976. bone.scale.set( 1, 1, 1 );
  8977. }
  8978. }
  8979. for ( var b = 0; b < boneList.length; ++b ) {
  8980. gbone = boneList[ b ];
  8981. if ( gbone.parent !== - 1 ) {
  8982. this.bones[ gbone.parent ].add( this.bones[ b ] );
  8983. }
  8984. }
  8985. //
  8986. var nBones = this.bones.length;
  8987. if ( this.useVertexTexture ) {
  8988. // layout (1 matrix = 4 pixels)
  8989. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  8990. // with 8x8 pixel texture max 16 bones (8 * 8 / 4)
  8991. // 16x16 pixel texture max 64 bones (16 * 16 / 4)
  8992. // 32x32 pixel texture max 256 bones (32 * 32 / 4)
  8993. // 64x64 pixel texture max 1024 bones (64 * 64 / 4)
  8994. var size;
  8995. if ( nBones > 256 )
  8996. size = 64;
  8997. else if ( nBones > 64 )
  8998. size = 32;
  8999. else if ( nBones > 16 )
  9000. size = 16;
  9001. else
  9002. size = 8;
  9003. this.boneTextureWidth = size;
  9004. this.boneTextureHeight = size;
  9005. this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
  9006. this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
  9007. this.boneTexture.minFilter = THREE.NearestFilter;
  9008. this.boneTexture.magFilter = THREE.NearestFilter;
  9009. this.boneTexture.generateMipmaps = false;
  9010. this.boneTexture.flipY = false;
  9011. } else {
  9012. this.boneMatrices = new Float32Array( 16 * nBones );
  9013. }
  9014. }
  9015. };
  9016. THREE.Skeleton.prototype = Object.create( THREE.Mesh.prototype );
  9017. THREE.Skeleton.prototype.addBone = function ( bone ) {
  9018. if ( bone === undefined ) {
  9019. bone = new THREE.Bone( this );
  9020. }
  9021. this.bones.push( bone );
  9022. return bone;
  9023. };
  9024. THREE.Skeleton.prototype.calculateInverses = function () {
  9025. this.boneInverses = [];
  9026. for ( var b = 0, bl = this.bones.length; b < bl; ++b ) {
  9027. var inverse = new THREE.Matrix4();
  9028. inverse.getInverse( this.bones[ b ].skinMatrix );
  9029. this.boneInverses.push( inverse );
  9030. }
  9031. };
  9032. // File:src/objects/SkinnedMesh.js
  9033. /**
  9034. * @author mikael emtinger / http://gomo.se/
  9035. * @author alteredq / http://alteredqualia.com/
  9036. */
  9037. THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
  9038. THREE.Mesh.call( this, geometry, material );
  9039. this.skeleton = new THREE.Skeleton( this.geometry && this.geometry.bones, useVertexTexture );
  9040. // Add root level bones as children of the mesh
  9041. for ( var b = 0; b < this.skeleton.bones.length; ++b ) {
  9042. var bone = this.skeleton.bones[ b ];
  9043. if ( bone.parent === undefined ) {
  9044. this.add( bone );
  9045. }
  9046. }
  9047. this.identityMatrix = new THREE.Matrix4();
  9048. this.pose();
  9049. };
  9050. THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
  9051. THREE.SkinnedMesh.prototype.updateMatrixWorld = function () {
  9052. var offsetMatrix = new THREE.Matrix4();
  9053. return function ( force ) {
  9054. this.matrixAutoUpdate && this.updateMatrix();
  9055. // update matrixWorld
  9056. if ( this.matrixWorldNeedsUpdate || force ) {
  9057. if ( this.parent ) {
  9058. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  9059. } else {
  9060. this.matrixWorld.copy( this.matrix );
  9061. }
  9062. this.matrixWorldNeedsUpdate = false;
  9063. force = true;
  9064. }
  9065. // update children
  9066. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  9067. var child = this.children[ i ];
  9068. if ( child instanceof THREE.Bone ) {
  9069. child.update( this.identityMatrix, false );
  9070. } else {
  9071. child.updateMatrixWorld( true );
  9072. }
  9073. }
  9074. // make a snapshot of the bones' rest position
  9075. if ( this.skeleton.boneInverses === undefined ) {
  9076. this.skeleton.calculateInverses();
  9077. }
  9078. // flatten bone matrices to array
  9079. for ( var b = 0, bl = this.skeleton.bones.length; b < bl; b ++ ) {
  9080. // compute the offset between the current and the original transform;
  9081. // TODO: we could get rid of this multiplication step if the skinMatrix
  9082. // was already representing the offset; however, this requires some
  9083. // major changes to the animation system
  9084. offsetMatrix.multiplyMatrices( this.skeleton.bones[ b ].skinMatrix, this.skeleton.boneInverses[ b ] );
  9085. offsetMatrix.flattenToArrayOffset( this.skeleton.boneMatrices, b * 16 );
  9086. }
  9087. if ( this.skeleton.useVertexTexture ) {
  9088. this.skeleton.boneTexture.needsUpdate = true;
  9089. }
  9090. };
  9091. }();
  9092. THREE.SkinnedMesh.prototype.pose = function () {
  9093. this.updateMatrixWorld( true );
  9094. this.normalizeSkinWeights();
  9095. };
  9096. THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {
  9097. if ( this.geometry instanceof THREE.Geometry ) {
  9098. for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
  9099. var sw = this.geometry.skinWeights[ i ];
  9100. var scale = 1.0 / sw.lengthManhattan();
  9101. if ( scale !== Infinity ) {
  9102. sw.multiplyScalar( scale );
  9103. } else {
  9104. sw.set( 1 ); // this will be normalized by the shader anyway
  9105. }
  9106. }
  9107. } else {
  9108. // skinning weights assumed to be normalized for THREE.BufferGeometry
  9109. }
  9110. };
  9111. THREE.SkinnedMesh.prototype.clone = function ( object ) {
  9112. if ( object === undefined ) {
  9113. object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
  9114. }
  9115. THREE.Mesh.prototype.clone.call( this, object );
  9116. return object;
  9117. };
  9118. // File:src/objects/MorphAnimMesh.js
  9119. /**
  9120. * @author alteredq / http://alteredqualia.com/
  9121. */
  9122. THREE.MorphAnimMesh = function ( geometry, material ) {
  9123. THREE.Mesh.call( this, geometry, material );
  9124. // API
  9125. this.duration = 1000; // milliseconds
  9126. this.mirroredLoop = false;
  9127. this.time = 0;
  9128. // internals
  9129. this.lastKeyframe = 0;
  9130. this.currentKeyframe = 0;
  9131. this.direction = 1;
  9132. this.directionBackwards = false;
  9133. this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
  9134. };
  9135. THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
  9136. THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
  9137. this.startKeyframe = start;
  9138. this.endKeyframe = end;
  9139. this.length = this.endKeyframe - this.startKeyframe + 1;
  9140. };
  9141. THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
  9142. this.direction = 1;
  9143. this.directionBackwards = false;
  9144. };
  9145. THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
  9146. this.direction = - 1;
  9147. this.directionBackwards = true;
  9148. };
  9149. THREE.MorphAnimMesh.prototype.parseAnimations = function () {
  9150. var geometry = this.geometry;
  9151. if ( ! geometry.animations ) geometry.animations = {};
  9152. var firstAnimation, animations = geometry.animations;
  9153. var pattern = /([a-z]+)_?(\d+)/;
  9154. for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
  9155. var morph = geometry.morphTargets[ i ];
  9156. var parts = morph.name.match( pattern );
  9157. if ( parts && parts.length > 1 ) {
  9158. var label = parts[ 1 ];
  9159. var num = parts[ 2 ];
  9160. if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: - Infinity };
  9161. var animation = animations[ label ];
  9162. if ( i < animation.start ) animation.start = i;
  9163. if ( i > animation.end ) animation.end = i;
  9164. if ( ! firstAnimation ) firstAnimation = label;
  9165. }
  9166. }
  9167. geometry.firstAnimation = firstAnimation;
  9168. };
  9169. THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
  9170. if ( ! this.geometry.animations ) this.geometry.animations = {};
  9171. this.geometry.animations[ label ] = { start: start, end: end };
  9172. };
  9173. THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
  9174. var animation = this.geometry.animations[ label ];
  9175. if ( animation ) {
  9176. this.setFrameRange( animation.start, animation.end );
  9177. this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
  9178. this.time = 0;
  9179. } else {
  9180. console.warn( 'animation[' + label + '] undefined' );
  9181. }
  9182. };
  9183. THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
  9184. var frameTime = this.duration / this.length;
  9185. this.time += this.direction * delta;
  9186. if ( this.mirroredLoop ) {
  9187. if ( this.time > this.duration || this.time < 0 ) {
  9188. this.direction *= - 1;
  9189. if ( this.time > this.duration ) {
  9190. this.time = this.duration;
  9191. this.directionBackwards = true;
  9192. }
  9193. if ( this.time < 0 ) {
  9194. this.time = 0;
  9195. this.directionBackwards = false;
  9196. }
  9197. }
  9198. } else {
  9199. this.time = this.time % this.duration;
  9200. if ( this.time < 0 ) this.time += this.duration;
  9201. }
  9202. var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
  9203. if ( keyframe !== this.currentKeyframe ) {
  9204. this.morphTargetInfluences[ this.lastKeyframe ] = 0;
  9205. this.morphTargetInfluences[ this.currentKeyframe ] = 1;
  9206. this.morphTargetInfluences[ keyframe ] = 0;
  9207. this.lastKeyframe = this.currentKeyframe;
  9208. this.currentKeyframe = keyframe;
  9209. }
  9210. var mix = ( this.time % frameTime ) / frameTime;
  9211. if ( this.directionBackwards ) {
  9212. mix = 1 - mix;
  9213. }
  9214. this.morphTargetInfluences[ this.currentKeyframe ] = mix;
  9215. this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
  9216. };
  9217. THREE.MorphAnimMesh.prototype.interpolateTargets = function ( a, b, t ) {
  9218. var influences = this.morphTargetInfluences;
  9219. for ( var i = 0, l = influences.length; i < l; i ++ ) {
  9220. influences[ i ] = 0;
  9221. }
  9222. if ( a > -1 ) influences[ a ] = 1 - t;
  9223. if ( b > -1 ) influences[ b ] = t;
  9224. };
  9225. THREE.MorphAnimMesh.prototype.clone = function ( object ) {
  9226. if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
  9227. object.duration = this.duration;
  9228. object.mirroredLoop = this.mirroredLoop;
  9229. object.time = this.time;
  9230. object.lastKeyframe = this.lastKeyframe;
  9231. object.currentKeyframe = this.currentKeyframe;
  9232. object.direction = this.direction;
  9233. object.directionBackwards = this.directionBackwards;
  9234. THREE.Mesh.prototype.clone.call( this, object );
  9235. return object;
  9236. };
  9237. // File:src/objects/LOD.js
  9238. /**
  9239. * @author mikael emtinger / http://gomo.se/
  9240. * @author alteredq / http://alteredqualia.com/
  9241. * @author mrdoob / http://mrdoob.com/
  9242. */
  9243. THREE.LOD = function () {
  9244. THREE.Object3D.call( this );
  9245. this.objects = [];
  9246. };
  9247. THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
  9248. THREE.LOD.prototype.addLevel = function ( object, distance ) {
  9249. if ( distance === undefined ) distance = 0;
  9250. distance = Math.abs( distance );
  9251. for ( var l = 0; l < this.objects.length; l ++ ) {
  9252. if ( distance < this.objects[ l ].distance ) {
  9253. break;
  9254. }
  9255. }
  9256. this.objects.splice( l, 0, { distance: distance, object: object } );
  9257. this.add( object );
  9258. };
  9259. THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
  9260. for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
  9261. if ( distance < this.objects[ i ].distance ) {
  9262. break;
  9263. }
  9264. }
  9265. return this.objects[ i - 1 ].object;
  9266. };
  9267. THREE.LOD.prototype.raycast = ( function () {
  9268. var matrixPosition = new THREE.Vector3();
  9269. return function ( raycaster, intersects ) {
  9270. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  9271. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  9272. this.getObjectForDistance( distance ).raycast( raycaster, intersects );
  9273. };
  9274. }() );
  9275. THREE.LOD.prototype.update = function () {
  9276. var v1 = new THREE.Vector3();
  9277. var v2 = new THREE.Vector3();
  9278. return function ( camera ) {
  9279. if ( this.objects.length > 1 ) {
  9280. v1.setFromMatrixPosition( camera.matrixWorld );
  9281. v2.setFromMatrixPosition( this.matrixWorld );
  9282. var distance = v1.distanceTo( v2 );
  9283. this.objects[ 0 ].object.visible = true;
  9284. for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
  9285. if ( distance >= this.objects[ i ].distance ) {
  9286. this.objects[ i - 1 ].object.visible = false;
  9287. this.objects[ i ].object.visible = true;
  9288. } else {
  9289. break;
  9290. }
  9291. }
  9292. for ( ; i < l; i ++ ) {
  9293. this.objects[ i ].object.visible = false;
  9294. }
  9295. }
  9296. };
  9297. }();
  9298. THREE.LOD.prototype.clone = function ( object ) {
  9299. if ( object === undefined ) object = new THREE.LOD();
  9300. THREE.Object3D.prototype.clone.call( this, object );
  9301. for ( var i = 0, l = this.objects.length; i < l; i ++ ) {
  9302. var x = this.objects[ i ].object.clone();
  9303. x.visible = i === 0;
  9304. object.addLevel( x, this.objects[ i ].distance );
  9305. }
  9306. return object;
  9307. };
  9308. // File:src/objects/Sprite.js
  9309. /**
  9310. * @author mikael emtinger / http://gomo.se/
  9311. * @author alteredq / http://alteredqualia.com/
  9312. */
  9313. THREE.Sprite = ( function () {
  9314. var vertices = new Float32Array( [ - 0.5, - 0.5, 0, 0.5, - 0.5, 0, 0.5, 0.5, 0 ] );
  9315. var geometry = new THREE.BufferGeometry();
  9316. geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  9317. return function ( material ) {
  9318. THREE.Object3D.call( this );
  9319. this.geometry = geometry;
  9320. this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
  9321. };
  9322. } )();
  9323. THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
  9324. THREE.Sprite.prototype.raycast = ( function () {
  9325. var matrixPosition = new THREE.Vector3();
  9326. return function ( raycaster, intersects ) {
  9327. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  9328. var distance = raycaster.ray.distanceToPoint( matrixPosition );
  9329. if ( distance > this.scale.x ) {
  9330. return;
  9331. }
  9332. intersects.push( {
  9333. distance: distance,
  9334. point: this.position,
  9335. face: null,
  9336. object: this
  9337. } );
  9338. };
  9339. }() );
  9340. THREE.Sprite.prototype.updateMatrix = function () {
  9341. this.matrix.compose( this.position, this.quaternion, this.scale );
  9342. this.matrixWorldNeedsUpdate = true;
  9343. };
  9344. THREE.Sprite.prototype.clone = function ( object ) {
  9345. if ( object === undefined ) object = new THREE.Sprite( this.material );
  9346. THREE.Object3D.prototype.clone.call( this, object );
  9347. return object;
  9348. };
  9349. // Backwards compatibility
  9350. THREE.Particle = THREE.Sprite;
  9351. // File:src/scenes/Scene.js
  9352. /**
  9353. * @author mrdoob / http://mrdoob.com/
  9354. */
  9355. THREE.Scene = function () {
  9356. THREE.Object3D.call( this );
  9357. this.fog = null;
  9358. this.overrideMaterial = null;
  9359. this.autoUpdate = true; // checked by the renderer
  9360. this.matrixAutoUpdate = false;
  9361. this.__lights = [];
  9362. this.__objectsAdded = [];
  9363. this.__objectsRemoved = [];
  9364. };
  9365. THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
  9366. THREE.Scene.prototype.__addObject = function ( object ) {
  9367. if ( object instanceof THREE.Light ) {
  9368. if ( this.__lights.indexOf( object ) === - 1 ) {
  9369. this.__lights.push( object );
  9370. }
  9371. if ( object.target && object.target.parent === undefined ) {
  9372. this.add( object.target );
  9373. }
  9374. } else if ( ! ( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {
  9375. this.__objectsAdded.push( object );
  9376. // check if previously removed
  9377. var i = this.__objectsRemoved.indexOf( object );
  9378. if ( i !== - 1 ) {
  9379. this.__objectsRemoved.splice( i, 1 );
  9380. }
  9381. }
  9382. this.dispatchEvent( { type: 'objectAdded', object: object } );
  9383. object.dispatchEvent( { type: 'addedToScene', scene: this } );
  9384. for ( var c = 0; c < object.children.length; c ++ ) {
  9385. this.__addObject( object.children[ c ] );
  9386. }
  9387. };
  9388. THREE.Scene.prototype.__removeObject = function ( object ) {
  9389. if ( object instanceof THREE.Light ) {
  9390. var i = this.__lights.indexOf( object );
  9391. if ( i !== - 1 ) {
  9392. this.__lights.splice( i, 1 );
  9393. }
  9394. if ( object.shadowCascadeArray ) {
  9395. for ( var x = 0; x < object.shadowCascadeArray.length; x ++ ) {
  9396. this.__removeObject( object.shadowCascadeArray[ x ] );
  9397. }
  9398. }
  9399. } else if ( ! ( object instanceof THREE.Camera ) ) {
  9400. this.__objectsRemoved.push( object );
  9401. // check if previously added
  9402. var i = this.__objectsAdded.indexOf( object );
  9403. if ( i !== - 1 ) {
  9404. this.__objectsAdded.splice( i, 1 );
  9405. }
  9406. }
  9407. this.dispatchEvent( { type: 'objectRemoved', object: object } );
  9408. object.dispatchEvent( { type: 'removedFromScene', scene: this } );
  9409. for ( var c = 0; c < object.children.length; c ++ ) {
  9410. this.__removeObject( object.children[ c ] );
  9411. }
  9412. };
  9413. THREE.Scene.prototype.clone = function ( object ) {
  9414. if ( object === undefined ) object = new THREE.Scene();
  9415. THREE.Object3D.prototype.clone.call( this, object );
  9416. if ( this.fog !== null ) object.fog = this.fog.clone();
  9417. if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone();
  9418. object.autoUpdate = this.autoUpdate;
  9419. object.matrixAutoUpdate = this.matrixAutoUpdate;
  9420. return object;
  9421. };
  9422. // File:src/scenes/Fog.js
  9423. /**
  9424. * @author mrdoob / http://mrdoob.com/
  9425. * @author alteredq / http://alteredqualia.com/
  9426. */
  9427. THREE.Fog = function ( color, near, far ) {
  9428. this.name = '';
  9429. this.color = new THREE.Color( color );
  9430. this.near = ( near !== undefined ) ? near : 1;
  9431. this.far = ( far !== undefined ) ? far : 1000;
  9432. };
  9433. THREE.Fog.prototype.clone = function () {
  9434. return new THREE.Fog( this.color.getHex(), this.near, this.far );
  9435. };
  9436. // File:src/scenes/FogExp2.js
  9437. /**
  9438. * @author mrdoob / http://mrdoob.com/
  9439. * @author alteredq / http://alteredqualia.com/
  9440. */
  9441. THREE.FogExp2 = function ( color, density ) {
  9442. this.name = '';
  9443. this.color = new THREE.Color( color );
  9444. this.density = ( density !== undefined ) ? density : 0.00025;
  9445. };
  9446. THREE.FogExp2.prototype.clone = function () {
  9447. return new THREE.FogExp2( this.color.getHex(), this.density );
  9448. };
  9449. // File:src/renderers/CanvasRenderer.js
  9450. /**
  9451. * @author mrdoob / http://mrdoob.com/
  9452. */
  9453. THREE.CanvasRenderer = function ( parameters ) {
  9454. console.log( 'THREE.CanvasRenderer', THREE.REVISION );
  9455. var smoothstep = THREE.Math.smoothstep;
  9456. parameters = parameters || {};
  9457. var _this = this,
  9458. _renderData, _elements, _lights,
  9459. _projector = new THREE.Projector(),
  9460. _canvas = parameters.canvas !== undefined
  9461. ? parameters.canvas
  9462. : document.createElement( 'canvas' ),
  9463. _canvasWidth = _canvas.width,
  9464. _canvasHeight = _canvas.height,
  9465. _canvasWidthHalf = Math.floor( _canvasWidth / 2 ),
  9466. _canvasHeightHalf = Math.floor( _canvasHeight / 2 ),
  9467. _context = _canvas.getContext( '2d', {
  9468. alpha: parameters.alpha === true
  9469. } ),
  9470. _clearColor = new THREE.Color( 0x000000 ),
  9471. _clearAlpha = 0,
  9472. _contextGlobalAlpha = 1,
  9473. _contextGlobalCompositeOperation = 0,
  9474. _contextStrokeStyle = null,
  9475. _contextFillStyle = null,
  9476. _contextLineWidth = null,
  9477. _contextLineCap = null,
  9478. _contextLineJoin = null,
  9479. _contextLineDash = [],
  9480. _camera,
  9481. _v1, _v2, _v3, _v4,
  9482. _v5 = new THREE.RenderableVertex(),
  9483. _v6 = new THREE.RenderableVertex(),
  9484. _v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
  9485. _v4x, _v4y, _v5x, _v5y, _v6x, _v6y,
  9486. _color = new THREE.Color(),
  9487. _color1 = new THREE.Color(),
  9488. _color2 = new THREE.Color(),
  9489. _color3 = new THREE.Color(),
  9490. _color4 = new THREE.Color(),
  9491. _diffuseColor = new THREE.Color(),
  9492. _emissiveColor = new THREE.Color(),
  9493. _lightColor = new THREE.Color(),
  9494. _patterns = {},
  9495. _image, _uvs,
  9496. _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,
  9497. _clipBox = new THREE.Box2(),
  9498. _clearBox = new THREE.Box2(),
  9499. _elemBox = new THREE.Box2(),
  9500. _ambientLight = new THREE.Color(),
  9501. _directionalLights = new THREE.Color(),
  9502. _pointLights = new THREE.Color(),
  9503. _vector3 = new THREE.Vector3(), // Needed for PointLight
  9504. _centroid = new THREE.Vector3(),
  9505. _normal = new THREE.Vector3(),
  9506. _normalViewMatrix = new THREE.Matrix3();
  9507. // dash+gap fallbacks for Firefox and everything else
  9508. if ( _context.setLineDash === undefined ) {
  9509. _context.setLineDash = function () {}
  9510. }
  9511. this.domElement = _canvas;
  9512. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  9513. ? parameters.devicePixelRatio
  9514. : self.devicePixelRatio !== undefined
  9515. ? self.devicePixelRatio
  9516. : 1;
  9517. this.autoClear = true;
  9518. this.sortObjects = true;
  9519. this.sortElements = true;
  9520. this.info = {
  9521. render: {
  9522. vertices: 0,
  9523. faces: 0
  9524. }
  9525. }
  9526. // WebGLRenderer compatibility
  9527. this.supportsVertexTextures = function () {};
  9528. this.setFaceCulling = function () {};
  9529. this.setSize = function ( width, height, updateStyle ) {
  9530. _canvasWidth = width * this.devicePixelRatio;
  9531. _canvasHeight = height * this.devicePixelRatio;
  9532. _canvas.width = _canvasWidth;
  9533. _canvas.height = _canvasHeight;
  9534. _canvasWidthHalf = Math.floor( _canvasWidth / 2 );
  9535. _canvasHeightHalf = Math.floor( _canvasHeight / 2 );
  9536. if ( updateStyle !== false ) {
  9537. _canvas.style.width = width + 'px';
  9538. _canvas.style.height = height + 'px';
  9539. }
  9540. _clipBox.min.set( -_canvasWidthHalf, -_canvasHeightHalf ),
  9541. _clipBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
  9542. _clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
  9543. _clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
  9544. _contextGlobalAlpha = 1;
  9545. _contextGlobalCompositeOperation = 0;
  9546. _contextStrokeStyle = null;
  9547. _contextFillStyle = null;
  9548. _contextLineWidth = null;
  9549. _contextLineCap = null;
  9550. _contextLineJoin = null;
  9551. this.setViewport( 0, 0, width, height );
  9552. };
  9553. this.setViewport = function ( x, y, width, height ) {
  9554. var viewportX = x * this.devicePixelRatio;
  9555. var viewportY = y * this.devicePixelRatio;
  9556. var viewportWidth = width * this.devicePixelRatio;
  9557. var viewportHeight = height * this.devicePixelRatio;
  9558. _context.setTransform( viewportWidth / _canvasWidth, 0, 0, - viewportHeight / _canvasHeight, viewportX, _canvasHeight - viewportY );
  9559. _context.translate( _canvasWidthHalf, _canvasHeightHalf );
  9560. };
  9561. this.setScissor = function () {};
  9562. this.enableScissorTest = function () {};
  9563. this.setClearColor = function ( color, alpha ) {
  9564. _clearColor.set( color );
  9565. _clearAlpha = alpha !== undefined ? alpha : 1;
  9566. _clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
  9567. _clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
  9568. };
  9569. this.setClearColorHex = function ( hex, alpha ) {
  9570. console.warn( 'THREE.CanvasRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  9571. this.setClearColor( hex, alpha );
  9572. };
  9573. this.getMaxAnisotropy = function () {
  9574. return 0;
  9575. };
  9576. this.clear = function () {
  9577. if ( _clearBox.empty() === false ) {
  9578. _clearBox.intersect( _clipBox );
  9579. _clearBox.expandByScalar( 2 );
  9580. if ( _clearAlpha < 1 ) {
  9581. _context.clearRect(
  9582. _clearBox.min.x | 0,
  9583. _clearBox.min.y | 0,
  9584. ( _clearBox.max.x - _clearBox.min.x ) | 0,
  9585. ( _clearBox.max.y - _clearBox.min.y ) | 0
  9586. );
  9587. }
  9588. if ( _clearAlpha > 0 ) {
  9589. setBlending( THREE.NormalBlending );
  9590. setOpacity( 1 );
  9591. setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearAlpha + ')' );
  9592. _context.fillRect(
  9593. _clearBox.min.x | 0,
  9594. _clearBox.min.y | 0,
  9595. ( _clearBox.max.x - _clearBox.min.x ) | 0,
  9596. ( _clearBox.max.y - _clearBox.min.y ) | 0
  9597. );
  9598. }
  9599. _clearBox.makeEmpty();
  9600. }
  9601. };
  9602. // compatibility
  9603. this.clearColor = function () {};
  9604. this.clearDepth = function () {};
  9605. this.clearStencil = function () {};
  9606. this.render = function ( scene, camera ) {
  9607. if ( camera instanceof THREE.Camera === false ) {
  9608. console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' );
  9609. return;
  9610. }
  9611. if ( this.autoClear === true ) this.clear();
  9612. _this.info.render.vertices = 0;
  9613. _this.info.render.faces = 0;
  9614. _renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
  9615. _elements = _renderData.elements;
  9616. _lights = _renderData.lights;
  9617. _camera = camera;
  9618. _normalViewMatrix.getNormalMatrix( camera.matrixWorldInverse );
  9619. /* DEBUG
  9620. setFillStyle( 'rgba( 0, 255, 255, 0.5 )' );
  9621. _context.fillRect( _clipBox.min.x, _clipBox.min.y, _clipBox.max.x - _clipBox.min.x, _clipBox.max.y - _clipBox.min.y );
  9622. */
  9623. calculateLights();
  9624. for ( var e = 0, el = _elements.length; e < el; e ++ ) {
  9625. var element = _elements[ e ];
  9626. var material = element.material;
  9627. if ( material === undefined || material.opacity === 0 ) continue;
  9628. _elemBox.makeEmpty();
  9629. if ( element instanceof THREE.RenderableSprite ) {
  9630. _v1 = element;
  9631. _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;
  9632. renderSprite( _v1, element, material );
  9633. } else if ( element instanceof THREE.RenderableLine ) {
  9634. _v1 = element.v1; _v2 = element.v2;
  9635. _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
  9636. _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
  9637. _elemBox.setFromPoints( [
  9638. _v1.positionScreen,
  9639. _v2.positionScreen
  9640. ] );
  9641. if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
  9642. renderLine( _v1, _v2, element, material );
  9643. }
  9644. } else if ( element instanceof THREE.RenderableFace ) {
  9645. _v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
  9646. if ( _v1.positionScreen.z < - 1 || _v1.positionScreen.z > 1 ) continue;
  9647. if ( _v2.positionScreen.z < - 1 || _v2.positionScreen.z > 1 ) continue;
  9648. if ( _v3.positionScreen.z < - 1 || _v3.positionScreen.z > 1 ) continue;
  9649. _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
  9650. _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
  9651. _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
  9652. if ( material.overdraw > 0 ) {
  9653. expand( _v1.positionScreen, _v2.positionScreen, material.overdraw );
  9654. expand( _v2.positionScreen, _v3.positionScreen, material.overdraw );
  9655. expand( _v3.positionScreen, _v1.positionScreen, material.overdraw );
  9656. }
  9657. _elemBox.setFromPoints( [
  9658. _v1.positionScreen,
  9659. _v2.positionScreen,
  9660. _v3.positionScreen
  9661. ] );
  9662. if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
  9663. renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material );
  9664. }
  9665. }
  9666. /* DEBUG
  9667. setLineWidth( 1 );
  9668. setStrokeStyle( 'rgba( 0, 255, 0, 0.5 )' );
  9669. _context.strokeRect( _elemBox.min.x, _elemBox.min.y, _elemBox.max.x - _elemBox.min.x, _elemBox.max.y - _elemBox.min.y );
  9670. */
  9671. _clearBox.union( _elemBox );
  9672. }
  9673. /* DEBUG
  9674. setLineWidth( 1 );
  9675. setStrokeStyle( 'rgba( 255, 0, 0, 0.5 )' );
  9676. _context.strokeRect( _clearBox.min.x, _clearBox.min.y, _clearBox.max.x - _clearBox.min.x, _clearBox.max.y - _clearBox.min.y );
  9677. */
  9678. // _context.setTransform( 1, 0, 0, 1, 0, 0 );
  9679. };
  9680. //
  9681. function calculateLights() {
  9682. _ambientLight.setRGB( 0, 0, 0 );
  9683. _directionalLights.setRGB( 0, 0, 0 );
  9684. _pointLights.setRGB( 0, 0, 0 );
  9685. for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
  9686. var light = _lights[ l ];
  9687. var lightColor = light.color;
  9688. if ( light instanceof THREE.AmbientLight ) {
  9689. _ambientLight.add( lightColor );
  9690. } else if ( light instanceof THREE.DirectionalLight ) {
  9691. // for sprites
  9692. _directionalLights.add( lightColor );
  9693. } else if ( light instanceof THREE.PointLight ) {
  9694. // for sprites
  9695. _pointLights.add( lightColor );
  9696. }
  9697. }
  9698. }
  9699. function calculateLight( position, normal, color ) {
  9700. for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
  9701. var light = _lights[ l ];
  9702. _lightColor.copy( light.color );
  9703. if ( light instanceof THREE.DirectionalLight ) {
  9704. var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld ).normalize();
  9705. var amount = normal.dot( lightPosition );
  9706. if ( amount <= 0 ) continue;
  9707. amount *= light.intensity;
  9708. color.add( _lightColor.multiplyScalar( amount ) );
  9709. } else if ( light instanceof THREE.PointLight ) {
  9710. var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld );
  9711. var amount = normal.dot( _vector3.subVectors( lightPosition, position ).normalize() );
  9712. if ( amount <= 0 ) continue;
  9713. amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
  9714. if ( amount == 0 ) continue;
  9715. amount *= light.intensity;
  9716. color.add( _lightColor.multiplyScalar( amount ) );
  9717. }
  9718. }
  9719. }
  9720. function renderSprite( v1, element, material ) {
  9721. setOpacity( material.opacity );
  9722. setBlending( material.blending );
  9723. var scaleX = element.scale.x * _canvasWidthHalf;
  9724. var scaleY = element.scale.y * _canvasHeightHalf;
  9725. var dist = 0.5 * Math.sqrt( scaleX * scaleX + scaleY * scaleY ); // allow for rotated sprite
  9726. _elemBox.min.set( v1.x - dist, v1.y - dist );
  9727. _elemBox.max.set( v1.x + dist, v1.y + dist );
  9728. if ( material instanceof THREE.SpriteMaterial ) {
  9729. var texture = material.map;
  9730. if ( texture !== null && texture.image !== undefined ) {
  9731. if ( texture.hasEventListener( 'update', onTextureUpdate ) === false ) {
  9732. if ( texture.image.width > 0 ) {
  9733. textureToPattern( texture );
  9734. }
  9735. texture.addEventListener( 'update', onTextureUpdate );
  9736. }
  9737. var pattern = _patterns[ texture.id ];
  9738. if ( pattern !== undefined ) {
  9739. setFillStyle( pattern );
  9740. } else {
  9741. setFillStyle( 'rgba( 0, 0, 0, 1 )' );
  9742. }
  9743. //
  9744. var bitmap = texture.image;
  9745. var ox = bitmap.width * texture.offset.x;
  9746. var oy = bitmap.height * texture.offset.y;
  9747. var sx = bitmap.width * texture.repeat.x;
  9748. var sy = bitmap.height * texture.repeat.y;
  9749. var cx = scaleX / sx;
  9750. var cy = scaleY / sy;
  9751. _context.save();
  9752. _context.translate( v1.x, v1.y );
  9753. if ( material.rotation !== 0 ) _context.rotate( material.rotation );
  9754. _context.translate( - scaleX / 2, - scaleY / 2 );
  9755. _context.scale( cx, cy );
  9756. _context.translate( - ox, - oy );
  9757. _context.fillRect( ox, oy, sx, sy );
  9758. _context.restore();
  9759. } else {
  9760. // no texture
  9761. setFillStyle( material.color.getStyle() );
  9762. _context.save();
  9763. _context.translate( v1.x, v1.y );
  9764. if ( material.rotation !== 0 ) _context.rotate( material.rotation );
  9765. _context.scale( scaleX, - scaleY );
  9766. _context.fillRect( - 0.5, - 0.5, 1, 1 );
  9767. _context.restore();
  9768. }
  9769. } else if ( material instanceof THREE.SpriteCanvasMaterial ) {
  9770. setStrokeStyle( material.color.getStyle() );
  9771. setFillStyle( material.color.getStyle() );
  9772. _context.save();
  9773. _context.translate( v1.x, v1.y );
  9774. if ( material.rotation !== 0 ) _context.rotate( material.rotation );
  9775. _context.scale( scaleX, scaleY );
  9776. material.program( _context );
  9777. _context.restore();
  9778. }
  9779. /* DEBUG
  9780. setStrokeStyle( 'rgb(255,255,0)' );
  9781. _context.beginPath();
  9782. _context.moveTo( v1.x - 10, v1.y );
  9783. _context.lineTo( v1.x + 10, v1.y );
  9784. _context.moveTo( v1.x, v1.y - 10 );
  9785. _context.lineTo( v1.x, v1.y + 10 );
  9786. _context.stroke();
  9787. */
  9788. }
  9789. function renderLine( v1, v2, element, material ) {
  9790. setOpacity( material.opacity );
  9791. setBlending( material.blending );
  9792. _context.beginPath();
  9793. _context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
  9794. _context.lineTo( v2.positionScreen.x, v2.positionScreen.y );
  9795. if ( material instanceof THREE.LineBasicMaterial ) {
  9796. setLineWidth( material.linewidth );
  9797. setLineCap( material.linecap );
  9798. setLineJoin( material.linejoin );
  9799. if ( material.vertexColors !== THREE.VertexColors ) {
  9800. setStrokeStyle( material.color.getStyle() );
  9801. } else {
  9802. var colorStyle1 = element.vertexColors[ 0 ].getStyle();
  9803. var colorStyle2 = element.vertexColors[ 1 ].getStyle();
  9804. if ( colorStyle1 === colorStyle2 ) {
  9805. setStrokeStyle( colorStyle1 );
  9806. } else {
  9807. try {
  9808. var grad = _context.createLinearGradient(
  9809. v1.positionScreen.x,
  9810. v1.positionScreen.y,
  9811. v2.positionScreen.x,
  9812. v2.positionScreen.y
  9813. );
  9814. grad.addColorStop( 0, colorStyle1 );
  9815. grad.addColorStop( 1, colorStyle2 );
  9816. } catch ( exception ) {
  9817. grad = colorStyle1;
  9818. }
  9819. setStrokeStyle( grad );
  9820. }
  9821. }
  9822. _context.stroke();
  9823. _elemBox.expandByScalar( material.linewidth * 2 );
  9824. } else if ( material instanceof THREE.LineDashedMaterial ) {
  9825. setLineWidth( material.linewidth );
  9826. setLineCap( material.linecap );
  9827. setLineJoin( material.linejoin );
  9828. setStrokeStyle( material.color.getStyle() );
  9829. setLineDash( [ material.dashSize, material.gapSize ] );
  9830. _context.stroke();
  9831. _elemBox.expandByScalar( material.linewidth * 2 );
  9832. setLineDash( [] );
  9833. }
  9834. }
  9835. function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material ) {
  9836. _this.info.render.vertices += 3;
  9837. _this.info.render.faces ++;
  9838. setOpacity( material.opacity );
  9839. setBlending( material.blending );
  9840. _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
  9841. _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
  9842. _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
  9843. drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y );
  9844. if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) && material.map === null ) {
  9845. _diffuseColor.copy( material.color );
  9846. _emissiveColor.copy( material.emissive );
  9847. if ( material.vertexColors === THREE.FaceColors ) {
  9848. _diffuseColor.multiply( element.color );
  9849. }
  9850. _color.copy( _ambientLight );
  9851. _centroid.copy( v1.positionWorld ).add( v2.positionWorld ).add( v3.positionWorld ).divideScalar( 3 );
  9852. calculateLight( _centroid, element.normalModel, _color );
  9853. _color.multiply( _diffuseColor ).add( _emissiveColor );
  9854. material.wireframe === true
  9855. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  9856. : fillPath( _color );
  9857. } else if ( material instanceof THREE.MeshBasicMaterial ||
  9858. material instanceof THREE.MeshLambertMaterial ||
  9859. material instanceof THREE.MeshPhongMaterial ) {
  9860. if ( material.map !== null ) {
  9861. if ( material.map.mapping instanceof THREE.UVMapping ) {
  9862. _uvs = element.uvs;
  9863. 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 );
  9864. }
  9865. } else if ( material.envMap !== null ) {
  9866. if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {
  9867. _normal.copy( element.vertexNormalsModel[ uv1 ] ).applyMatrix3( _normalViewMatrix );
  9868. _uv1x = 0.5 * _normal.x + 0.5;
  9869. _uv1y = 0.5 * _normal.y + 0.5;
  9870. _normal.copy( element.vertexNormalsModel[ uv2 ] ).applyMatrix3( _normalViewMatrix );
  9871. _uv2x = 0.5 * _normal.x + 0.5;
  9872. _uv2y = 0.5 * _normal.y + 0.5;
  9873. _normal.copy( element.vertexNormalsModel[ uv3 ] ).applyMatrix3( _normalViewMatrix );
  9874. _uv3x = 0.5 * _normal.x + 0.5;
  9875. _uv3y = 0.5 * _normal.y + 0.5;
  9876. patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
  9877. } else if ( material.envMap.mapping instanceof THREE.SphericalRefractionMapping ) {
  9878. _normal.copy( element.vertexNormalsModel[ uv1 ] ).applyMatrix3( _normalViewMatrix );
  9879. _uv1x = - 0.5 * _normal.x + 0.5;
  9880. _uv1y = - 0.5 * _normal.y + 0.5;
  9881. _normal.copy( element.vertexNormalsModel[ uv2 ] ).applyMatrix3( _normalViewMatrix );
  9882. _uv2x = - 0.5 * _normal.x + 0.5;
  9883. _uv2y = - 0.5 * _normal.y + 0.5;
  9884. _normal.copy( element.vertexNormalsModel[ uv3 ] ).applyMatrix3( _normalViewMatrix );
  9885. _uv3x = - 0.5 * _normal.x + 0.5;
  9886. _uv3y = - 0.5 * _normal.y + 0.5;
  9887. patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
  9888. }
  9889. } else {
  9890. _color.copy( material.color );
  9891. if ( material.vertexColors === THREE.FaceColors ) {
  9892. _color.multiply( element.color );
  9893. }
  9894. material.wireframe === true
  9895. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  9896. : fillPath( _color );
  9897. }
  9898. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  9899. _color.r = _color.g = _color.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _camera.near, _camera.far );
  9900. material.wireframe === true
  9901. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  9902. : fillPath( _color );
  9903. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  9904. _normal.copy( element.normalModel ).applyMatrix3( _normalViewMatrix );
  9905. _color.setRGB( _normal.x, _normal.y, _normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
  9906. material.wireframe === true
  9907. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  9908. : fillPath( _color );
  9909. } else {
  9910. _color.setRGB( 1, 1, 1 );
  9911. material.wireframe === true
  9912. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  9913. : fillPath( _color );
  9914. }
  9915. }
  9916. //
  9917. function drawTriangle( x0, y0, x1, y1, x2, y2 ) {
  9918. _context.beginPath();
  9919. _context.moveTo( x0, y0 );
  9920. _context.lineTo( x1, y1 );
  9921. _context.lineTo( x2, y2 );
  9922. _context.closePath();
  9923. }
  9924. function strokePath( color, linewidth, linecap, linejoin ) {
  9925. setLineWidth( linewidth );
  9926. setLineCap( linecap );
  9927. setLineJoin( linejoin );
  9928. setStrokeStyle( color.getStyle() );
  9929. _context.stroke();
  9930. _elemBox.expandByScalar( linewidth * 2 );
  9931. }
  9932. function fillPath( color ) {
  9933. setFillStyle( color.getStyle() );
  9934. _context.fill();
  9935. }
  9936. function onTextureUpdate ( event ) {
  9937. textureToPattern( event.target );
  9938. }
  9939. function textureToPattern( texture ) {
  9940. if ( texture instanceof THREE.CompressedTexture ) return;
  9941. var repeatX = texture.wrapS === THREE.RepeatWrapping;
  9942. var repeatY = texture.wrapT === THREE.RepeatWrapping;
  9943. var image = texture.image;
  9944. var canvas = document.createElement( 'canvas' );
  9945. canvas.width = image.width;
  9946. canvas.height = image.height;
  9947. var context = canvas.getContext( '2d' );
  9948. context.setTransform( 1, 0, 0, - 1, 0, image.height );
  9949. context.drawImage( image, 0, 0 );
  9950. _patterns[ texture.id ] = _context.createPattern(
  9951. canvas, repeatX === true && repeatY === true
  9952. ? 'repeat'
  9953. : repeatX === true && repeatY === false
  9954. ? 'repeat-x'
  9955. : repeatX === false && repeatY === true
  9956. ? 'repeat-y'
  9957. : 'no-repeat'
  9958. );
  9959. }
  9960. function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {
  9961. if ( texture instanceof THREE.DataTexture ) return;
  9962. if ( texture.hasEventListener( 'update', onTextureUpdate ) === false ) {
  9963. if ( texture.image !== undefined && texture.image.width > 0 ) {
  9964. textureToPattern( texture );
  9965. }
  9966. texture.addEventListener( 'update', onTextureUpdate );
  9967. }
  9968. var pattern = _patterns[ texture.id ];
  9969. if ( pattern !== undefined ) {
  9970. setFillStyle( pattern );
  9971. } else {
  9972. setFillStyle( 'rgba(0,0,0,1)' );
  9973. _context.fill();
  9974. return;
  9975. }
  9976. // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
  9977. var a, b, c, d, e, f, det, idet,
  9978. offsetX = texture.offset.x / texture.repeat.x,
  9979. offsetY = texture.offset.y / texture.repeat.y,
  9980. width = texture.image.width * texture.repeat.x,
  9981. height = texture.image.height * texture.repeat.y;
  9982. u0 = ( u0 + offsetX ) * width;
  9983. v0 = ( v0 + offsetY ) * height;
  9984. u1 = ( u1 + offsetX ) * width;
  9985. v1 = ( v1 + offsetY ) * height;
  9986. u2 = ( u2 + offsetX ) * width;
  9987. v2 = ( v2 + offsetY ) * height;
  9988. x1 -= x0; y1 -= y0;
  9989. x2 -= x0; y2 -= y0;
  9990. u1 -= u0; v1 -= v0;
  9991. u2 -= u0; v2 -= v0;
  9992. det = u1 * v2 - u2 * v1;
  9993. if ( det === 0 ) return;
  9994. idet = 1 / det;
  9995. a = ( v2 * x1 - v1 * x2 ) * idet;
  9996. b = ( v2 * y1 - v1 * y2 ) * idet;
  9997. c = ( u1 * x2 - u2 * x1 ) * idet;
  9998. d = ( u1 * y2 - u2 * y1 ) * idet;
  9999. e = x0 - a * u0 - c * v0;
  10000. f = y0 - b * u0 - d * v0;
  10001. _context.save();
  10002. _context.transform( a, b, c, d, e, f );
  10003. _context.fill();
  10004. _context.restore();
  10005. }
  10006. function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {
  10007. // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
  10008. var a, b, c, d, e, f, det, idet,
  10009. width = image.width - 1,
  10010. height = image.height - 1;
  10011. u0 *= width; v0 *= height;
  10012. u1 *= width; v1 *= height;
  10013. u2 *= width; v2 *= height;
  10014. x1 -= x0; y1 -= y0;
  10015. x2 -= x0; y2 -= y0;
  10016. u1 -= u0; v1 -= v0;
  10017. u2 -= u0; v2 -= v0;
  10018. det = u1 * v2 - u2 * v1;
  10019. idet = 1 / det;
  10020. a = ( v2 * x1 - v1 * x2 ) * idet;
  10021. b = ( v2 * y1 - v1 * y2 ) * idet;
  10022. c = ( u1 * x2 - u2 * x1 ) * idet;
  10023. d = ( u1 * y2 - u2 * y1 ) * idet;
  10024. e = x0 - a * u0 - c * v0;
  10025. f = y0 - b * u0 - d * v0;
  10026. _context.save();
  10027. _context.transform( a, b, c, d, e, f );
  10028. _context.clip();
  10029. _context.drawImage( image, 0, 0 );
  10030. _context.restore();
  10031. }
  10032. // Hide anti-alias gaps
  10033. function expand( v1, v2, pixels ) {
  10034. var x = v2.x - v1.x, y = v2.y - v1.y,
  10035. det = x * x + y * y, idet;
  10036. if ( det === 0 ) return;
  10037. idet = pixels / Math.sqrt( det );
  10038. x *= idet; y *= idet;
  10039. v2.x += x; v2.y += y;
  10040. v1.x -= x; v1.y -= y;
  10041. }
  10042. // Context cached methods.
  10043. function setOpacity( value ) {
  10044. if ( _contextGlobalAlpha !== value ) {
  10045. _context.globalAlpha = value;
  10046. _contextGlobalAlpha = value;
  10047. }
  10048. }
  10049. function setBlending( value ) {
  10050. if ( _contextGlobalCompositeOperation !== value ) {
  10051. if ( value === THREE.NormalBlending ) {
  10052. _context.globalCompositeOperation = 'source-over';
  10053. } else if ( value === THREE.AdditiveBlending ) {
  10054. _context.globalCompositeOperation = 'lighter';
  10055. } else if ( value === THREE.SubtractiveBlending ) {
  10056. _context.globalCompositeOperation = 'darker';
  10057. }
  10058. _contextGlobalCompositeOperation = value;
  10059. }
  10060. }
  10061. function setLineWidth( value ) {
  10062. if ( _contextLineWidth !== value ) {
  10063. _context.lineWidth = value;
  10064. _contextLineWidth = value;
  10065. }
  10066. }
  10067. function setLineCap( value ) {
  10068. // "butt", "round", "square"
  10069. if ( _contextLineCap !== value ) {
  10070. _context.lineCap = value;
  10071. _contextLineCap = value;
  10072. }
  10073. }
  10074. function setLineJoin( value ) {
  10075. // "round", "bevel", "miter"
  10076. if ( _contextLineJoin !== value ) {
  10077. _context.lineJoin = value;
  10078. _contextLineJoin = value;
  10079. }
  10080. }
  10081. function setStrokeStyle( value ) {
  10082. if ( _contextStrokeStyle !== value ) {
  10083. _context.strokeStyle = value;
  10084. _contextStrokeStyle = value;
  10085. }
  10086. }
  10087. function setFillStyle( value ) {
  10088. if ( _contextFillStyle !== value ) {
  10089. _context.fillStyle = value;
  10090. _contextFillStyle = value;
  10091. }
  10092. }
  10093. function setLineDash( value ) {
  10094. if ( _contextLineDash.length !== value.length ) {
  10095. _context.setLineDash( value );
  10096. _contextLineDash = value;
  10097. }
  10098. }
  10099. };
  10100. // File:src/renderers/shaders/ShaderChunk.js
  10101. THREE.ShaderChunk = {};
  10102. // File:src/renderers/shaders/ShaderChunk/alphatest_fragment.glsl
  10103. THREE.ShaderChunk[ 'alphatest_fragment'] = "#ifdef ALPHATEST\n\n if ( gl_FragColor.a < ALPHATEST ) discard;\n\n#endif\n";
  10104. // File:src/renderers/shaders/ShaderChunk/lights_lambert_vertex.glsl
  10105. 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";
  10106. // File:src/renderers/shaders/ShaderChunk/map_particle_pars_fragment.glsl
  10107. THREE.ShaderChunk[ 'map_particle_pars_fragment'] = "#ifdef USE_MAP\n\n uniform sampler2D map;\n\n#endif";
  10108. // File:src/renderers/shaders/ShaderChunk/default_vertex.glsl
  10109. 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;";
  10110. // File:src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
  10111. 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";
  10112. // File:src/renderers/shaders/ShaderChunk/skinnormal_vertex.glsl
  10113. 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\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";
  10114. // File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_vertex.glsl
  10115. 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";
  10116. // File:src/renderers/shaders/ShaderChunk/lightmap_pars_vertex.glsl
  10117. THREE.ShaderChunk[ 'lightmap_pars_vertex'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n\n#endif";
  10118. // File:src/renderers/shaders/ShaderChunk/lights_phong_fragment.glsl
  10119. 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";
  10120. // File:src/renderers/shaders/ShaderChunk/fog_pars_fragment.glsl
  10121. 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";
  10122. // File:src/renderers/shaders/ShaderChunk/morphnormal_vertex.glsl
  10123. 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";
  10124. // File:src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
  10125. 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 )\n\n uniform bool useRefract;\n uniform float refractionRatio;\n\n #else\n\n varying vec3 vReflect;\n\n #endif\n\n#endif";
  10126. // File:src/renderers/shaders/ShaderChunk/logdepthbuf_fragment.glsl
  10127. THREE.ShaderChunk[ 'logdepthbuf_fragment'] = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\n gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n\n#endif";
  10128. // File:src/renderers/shaders/ShaderChunk/normalmap_pars_fragment.glsl
  10129. 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";
  10130. // File:src/renderers/shaders/ShaderChunk/lights_phong_pars_vertex.glsl
  10131. 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";
  10132. // File:src/renderers/shaders/ShaderChunk/lightmap_pars_fragment.glsl
  10133. THREE.ShaderChunk[ 'lightmap_pars_fragment'] = "#ifdef USE_LIGHTMAP\n\n varying vec2 vUv2;\n uniform sampler2D lightMap;\n\n#endif";
  10134. // File:src/renderers/shaders/ShaderChunk/shadowmap_vertex.glsl
  10135. 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";
  10136. // File:src/renderers/shaders/ShaderChunk/lights_phong_vertex.glsl
  10137. THREE.ShaderChunk[ 'lights_phong_vertex'] = "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )\n\n vWorldPosition = worldPosition.xyz;\n\n#endif";
  10138. // File:src/renderers/shaders/ShaderChunk/map_fragment.glsl
  10139. 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";
  10140. // File:src/renderers/shaders/ShaderChunk/lightmap_vertex.glsl
  10141. THREE.ShaderChunk[ 'lightmap_vertex'] = "#ifdef USE_LIGHTMAP\n\n vUv2 = uv2;\n\n#endif";
  10142. // File:src/renderers/shaders/ShaderChunk/map_particle_fragment.glsl
  10143. 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";
  10144. // File:src/renderers/shaders/ShaderChunk/color_pars_fragment.glsl
  10145. THREE.ShaderChunk[ 'color_pars_fragment'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif\n";
  10146. // File:src/renderers/shaders/ShaderChunk/color_vertex.glsl
  10147. 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";
  10148. // File:src/renderers/shaders/ShaderChunk/skinning_vertex.glsl
  10149. THREE.ShaderChunk[ 'skinning_vertex'] = "#ifdef USE_SKINNING\n\n #ifdef USE_MORPHTARGETS\n\n vec4 skinVertex = vec4( morphed, 1.0 );\n\n #else\n\n vec4 skinVertex = 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\n#endif";
  10150. // File:src/renderers/shaders/ShaderChunk/envmap_pars_vertex.glsl
  10151. THREE.ShaderChunk[ 'envmap_pars_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )\n\n varying vec3 vReflect;\n\n uniform float refractionRatio;\n uniform bool useRefract;\n\n#endif\n";
  10152. // File:src/renderers/shaders/ShaderChunk/linear_to_gamma_fragment.glsl
  10153. THREE.ShaderChunk[ 'linear_to_gamma_fragment'] = "#ifdef GAMMA_OUTPUT\n\n gl_FragColor.xyz = sqrt( gl_FragColor.xyz );\n\n#endif";
  10154. // File:src/renderers/shaders/ShaderChunk/color_pars_vertex.glsl
  10155. THREE.ShaderChunk[ 'color_pars_vertex'] = "#ifdef USE_COLOR\n\n varying vec3 vColor;\n\n#endif";
  10156. // File:src/renderers/shaders/ShaderChunk/lights_lambert_pars_vertex.glsl
  10157. 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";
  10158. // File:src/renderers/shaders/ShaderChunk/map_pars_vertex.glsl
  10159. 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";
  10160. // File:src/renderers/shaders/ShaderChunk/envmap_fragment.glsl
  10161. THREE.ShaderChunk[ 'envmap_fragment'] = "#ifdef USE_ENVMAP\n\n vec3 reflectVec;\n\n #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\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";
  10162. // File:src/renderers/shaders/ShaderChunk/specularmap_pars_fragment.glsl
  10163. THREE.ShaderChunk[ 'specularmap_pars_fragment'] = "#ifdef USE_SPECULARMAP\n\n uniform sampler2D specularMap;\n\n#endif";
  10164. // File:src/renderers/shaders/ShaderChunk/logdepthbuf_vertex.glsl
  10165. 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";
  10166. // File:src/renderers/shaders/ShaderChunk/morphtarget_pars_vertex.glsl
  10167. 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";
  10168. // File:src/renderers/shaders/ShaderChunk/specularmap_fragment.glsl
  10169. 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";
  10170. // File:src/renderers/shaders/ShaderChunk/fog_fragment.glsl
  10171. 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";
  10172. // File:src/renderers/shaders/ShaderChunk/bumpmap_pars_fragment.glsl
  10173. 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";
  10174. // File:src/renderers/shaders/ShaderChunk/defaultnormal_vertex.glsl
  10175. 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;";
  10176. // File:src/renderers/shaders/ShaderChunk/lights_phong_pars_fragment.glsl
  10177. 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;";
  10178. // File:src/renderers/shaders/ShaderChunk/skinbase_vertex.glsl
  10179. 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";
  10180. // File:src/renderers/shaders/ShaderChunk/map_vertex.glsl
  10181. 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";
  10182. // File:src/renderers/shaders/ShaderChunk/lightmap_fragment.glsl
  10183. THREE.ShaderChunk[ 'lightmap_fragment'] = "#ifdef USE_LIGHTMAP\n\n gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );\n\n#endif";
  10184. // File:src/renderers/shaders/ShaderChunk/shadowmap_pars_vertex.glsl
  10185. THREE.ShaderChunk[ 'shadowmap_pars_vertex'] = "#ifdef USE_SHADOWMAP\n\n varying vec4 vShadowCoord[ MAX_SHADOWS ];\n uniform mat4 shadowMatrix[ MAX_SHADOWS ];\n\n#endif";
  10186. // File:src/renderers/shaders/ShaderChunk/color_fragment.glsl
  10187. THREE.ShaderChunk[ 'color_fragment'] = "#ifdef USE_COLOR\n\n gl_FragColor = gl_FragColor * vec4( vColor, 1.0 );\n\n#endif";
  10188. // File:src/renderers/shaders/ShaderChunk/morphtarget_vertex.glsl
  10189. 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";
  10190. // File:src/renderers/shaders/ShaderChunk/envmap_vertex.glsl
  10191. THREE.ShaderChunk[ 'envmap_vertex'] = "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )\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";
  10192. // File:src/renderers/shaders/ShaderChunk/shadowmap_fragment.glsl
  10193. 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";
  10194. // File:src/renderers/shaders/ShaderChunk/worldpos_vertex.glsl
  10195. 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";
  10196. // File:src/renderers/shaders/ShaderChunk/shadowmap_pars_fragment.glsl
  10197. 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";
  10198. // File:src/renderers/shaders/ShaderChunk/skinning_pars_vertex.glsl
  10199. THREE.ShaderChunk[ 'skinning_pars_vertex'] = "#ifdef USE_SKINNING\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";
  10200. // File:src/renderers/shaders/ShaderChunk/logdepthbuf_pars_fragment.glsl
  10201. 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";
  10202. // File:src/renderers/shaders/ShaderChunk/alphamap_fragment.glsl
  10203. THREE.ShaderChunk[ 'alphamap_fragment'] = "#ifdef USE_ALPHAMAP\n\n gl_FragColor.a *= texture2D( alphaMap, vUv ).g;\n\n#endif\n";
  10204. // File:src/renderers/shaders/ShaderChunk/alphamap_pars_fragment.glsl
  10205. THREE.ShaderChunk[ 'alphamap_pars_fragment'] = "#ifdef USE_ALPHAMAP\n\n uniform sampler2D alphaMap;\n\n#endif\n";
  10206. // File:src/renderers/shaders/UniformsUtils.js
  10207. /**
  10208. * Uniform Utilities
  10209. */
  10210. THREE.UniformsUtils = {
  10211. merge: function ( uniforms ) {
  10212. var u, p, tmp, merged = {};
  10213. for ( u = 0; u < uniforms.length; u ++ ) {
  10214. tmp = this.clone( uniforms[ u ] );
  10215. for ( p in tmp ) {
  10216. merged[ p ] = tmp[ p ];
  10217. }
  10218. }
  10219. return merged;
  10220. },
  10221. clone: function ( uniforms_src ) {
  10222. var u, p, parameter, parameter_src, uniforms_dst = {};
  10223. for ( u in uniforms_src ) {
  10224. uniforms_dst[ u ] = {};
  10225. for ( p in uniforms_src[ u ] ) {
  10226. parameter_src = uniforms_src[ u ][ p ];
  10227. if ( parameter_src instanceof THREE.Color ||
  10228. parameter_src instanceof THREE.Vector2 ||
  10229. parameter_src instanceof THREE.Vector3 ||
  10230. parameter_src instanceof THREE.Vector4 ||
  10231. parameter_src instanceof THREE.Matrix4 ||
  10232. parameter_src instanceof THREE.Texture ) {
  10233. uniforms_dst[ u ][ p ] = parameter_src.clone();
  10234. } else if ( parameter_src instanceof Array ) {
  10235. uniforms_dst[ u ][ p ] = parameter_src.slice();
  10236. } else {
  10237. uniforms_dst[ u ][ p ] = parameter_src;
  10238. }
  10239. }
  10240. }
  10241. return uniforms_dst;
  10242. }
  10243. };
  10244. // File:src/renderers/shaders/UniformsLib.js
  10245. /**
  10246. * Uniforms library for shared webgl shaders
  10247. */
  10248. THREE.UniformsLib = {
  10249. common: {
  10250. "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  10251. "opacity" : { type: "f", value: 1.0 },
  10252. "map" : { type: "t", value: null },
  10253. "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
  10254. "lightMap" : { type: "t", value: null },
  10255. "specularMap" : { type: "t", value: null },
  10256. "alphaMap" : { type: "t", value: null },
  10257. "envMap" : { type: "t", value: null },
  10258. "flipEnvMap" : { type: "f", value: - 1 },
  10259. "useRefract" : { type: "i", value: 0 },
  10260. "reflectivity" : { type: "f", value: 1.0 },
  10261. "refractionRatio" : { type: "f", value: 0.98 },
  10262. "combine" : { type: "i", value: 0 },
  10263. "morphTargetInfluences" : { type: "f", value: 0 }
  10264. },
  10265. bump: {
  10266. "bumpMap" : { type: "t", value: null },
  10267. "bumpScale" : { type: "f", value: 1 }
  10268. },
  10269. normalmap: {
  10270. "normalMap" : { type: "t", value: null },
  10271. "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
  10272. },
  10273. fog : {
  10274. "fogDensity" : { type: "f", value: 0.00025 },
  10275. "fogNear" : { type: "f", value: 1 },
  10276. "fogFar" : { type: "f", value: 2000 },
  10277. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  10278. },
  10279. lights: {
  10280. "ambientLightColor" : { type: "fv", value: [] },
  10281. "directionalLightDirection" : { type: "fv", value: [] },
  10282. "directionalLightColor" : { type: "fv", value: [] },
  10283. "hemisphereLightDirection" : { type: "fv", value: [] },
  10284. "hemisphereLightSkyColor" : { type: "fv", value: [] },
  10285. "hemisphereLightGroundColor" : { type: "fv", value: [] },
  10286. "pointLightColor" : { type: "fv", value: [] },
  10287. "pointLightPosition" : { type: "fv", value: [] },
  10288. "pointLightDistance" : { type: "fv1", value: [] },
  10289. "spotLightColor" : { type: "fv", value: [] },
  10290. "spotLightPosition" : { type: "fv", value: [] },
  10291. "spotLightDirection" : { type: "fv", value: [] },
  10292. "spotLightDistance" : { type: "fv1", value: [] },
  10293. "spotLightAngleCos" : { type: "fv1", value: [] },
  10294. "spotLightExponent" : { type: "fv1", value: [] }
  10295. },
  10296. particle: {
  10297. "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  10298. "opacity" : { type: "f", value: 1.0 },
  10299. "size" : { type: "f", value: 1.0 },
  10300. "scale" : { type: "f", value: 1.0 },
  10301. "map" : { type: "t", value: null },
  10302. "fogDensity" : { type: "f", value: 0.00025 },
  10303. "fogNear" : { type: "f", value: 1 },
  10304. "fogFar" : { type: "f", value: 2000 },
  10305. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  10306. },
  10307. shadowmap: {
  10308. "shadowMap": { type: "tv", value: [] },
  10309. "shadowMapSize": { type: "v2v", value: [] },
  10310. "shadowBias" : { type: "fv1", value: [] },
  10311. "shadowDarkness": { type: "fv1", value: [] },
  10312. "shadowMatrix" : { type: "m4v", value: [] }
  10313. }
  10314. };
  10315. // File:src/renderers/shaders/ShaderLib.js
  10316. /**
  10317. * Webgl Shader Library for three.js
  10318. *
  10319. * @author alteredq / http://alteredqualia.com/
  10320. * @author mrdoob / http://mrdoob.com/
  10321. * @author mikael emtinger / http://gomo.se/
  10322. */
  10323. THREE.ShaderLib = {
  10324. 'basic': {
  10325. uniforms: THREE.UniformsUtils.merge( [
  10326. THREE.UniformsLib[ "common" ],
  10327. THREE.UniformsLib[ "fog" ],
  10328. THREE.UniformsLib[ "shadowmap" ]
  10329. ] ),
  10330. vertexShader: [
  10331. THREE.ShaderChunk[ "map_pars_vertex" ],
  10332. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  10333. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  10334. THREE.ShaderChunk[ "color_pars_vertex" ],
  10335. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10336. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  10337. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10338. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10339. "void main() {",
  10340. THREE.ShaderChunk[ "map_vertex" ],
  10341. THREE.ShaderChunk[ "lightmap_vertex" ],
  10342. THREE.ShaderChunk[ "color_vertex" ],
  10343. THREE.ShaderChunk[ "skinbase_vertex" ],
  10344. " #ifdef USE_ENVMAP",
  10345. THREE.ShaderChunk[ "morphnormal_vertex" ],
  10346. THREE.ShaderChunk[ "skinnormal_vertex" ],
  10347. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  10348. " #endif",
  10349. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10350. THREE.ShaderChunk[ "skinning_vertex" ],
  10351. THREE.ShaderChunk[ "default_vertex" ],
  10352. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10353. THREE.ShaderChunk[ "worldpos_vertex" ],
  10354. THREE.ShaderChunk[ "envmap_vertex" ],
  10355. THREE.ShaderChunk[ "shadowmap_vertex" ],
  10356. "}"
  10357. ].join("\n"),
  10358. fragmentShader: [
  10359. "uniform vec3 diffuse;",
  10360. "uniform float opacity;",
  10361. THREE.ShaderChunk[ "color_pars_fragment" ],
  10362. THREE.ShaderChunk[ "map_pars_fragment" ],
  10363. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  10364. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  10365. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  10366. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10367. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10368. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  10369. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10370. "void main() {",
  10371. " gl_FragColor = vec4( diffuse, opacity );",
  10372. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10373. THREE.ShaderChunk[ "map_fragment" ],
  10374. THREE.ShaderChunk[ "alphamap_fragment" ],
  10375. THREE.ShaderChunk[ "alphatest_fragment" ],
  10376. THREE.ShaderChunk[ "specularmap_fragment" ],
  10377. THREE.ShaderChunk[ "lightmap_fragment" ],
  10378. THREE.ShaderChunk[ "color_fragment" ],
  10379. THREE.ShaderChunk[ "envmap_fragment" ],
  10380. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10381. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  10382. THREE.ShaderChunk[ "fog_fragment" ],
  10383. "}"
  10384. ].join("\n")
  10385. },
  10386. 'lambert': {
  10387. uniforms: THREE.UniformsUtils.merge( [
  10388. THREE.UniformsLib[ "common" ],
  10389. THREE.UniformsLib[ "fog" ],
  10390. THREE.UniformsLib[ "lights" ],
  10391. THREE.UniformsLib[ "shadowmap" ],
  10392. {
  10393. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  10394. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  10395. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  10396. }
  10397. ] ),
  10398. vertexShader: [
  10399. "#define LAMBERT",
  10400. "varying vec3 vLightFront;",
  10401. "#ifdef DOUBLE_SIDED",
  10402. " varying vec3 vLightBack;",
  10403. "#endif",
  10404. THREE.ShaderChunk[ "map_pars_vertex" ],
  10405. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  10406. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  10407. THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
  10408. THREE.ShaderChunk[ "color_pars_vertex" ],
  10409. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10410. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  10411. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10412. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10413. "void main() {",
  10414. THREE.ShaderChunk[ "map_vertex" ],
  10415. THREE.ShaderChunk[ "lightmap_vertex" ],
  10416. THREE.ShaderChunk[ "color_vertex" ],
  10417. THREE.ShaderChunk[ "morphnormal_vertex" ],
  10418. THREE.ShaderChunk[ "skinbase_vertex" ],
  10419. THREE.ShaderChunk[ "skinnormal_vertex" ],
  10420. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  10421. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10422. THREE.ShaderChunk[ "skinning_vertex" ],
  10423. THREE.ShaderChunk[ "default_vertex" ],
  10424. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10425. THREE.ShaderChunk[ "worldpos_vertex" ],
  10426. THREE.ShaderChunk[ "envmap_vertex" ],
  10427. THREE.ShaderChunk[ "lights_lambert_vertex" ],
  10428. THREE.ShaderChunk[ "shadowmap_vertex" ],
  10429. "}"
  10430. ].join("\n"),
  10431. fragmentShader: [
  10432. "uniform float opacity;",
  10433. "varying vec3 vLightFront;",
  10434. "#ifdef DOUBLE_SIDED",
  10435. " varying vec3 vLightBack;",
  10436. "#endif",
  10437. THREE.ShaderChunk[ "color_pars_fragment" ],
  10438. THREE.ShaderChunk[ "map_pars_fragment" ],
  10439. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  10440. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  10441. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  10442. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10443. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10444. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  10445. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10446. "void main() {",
  10447. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  10448. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10449. THREE.ShaderChunk[ "map_fragment" ],
  10450. THREE.ShaderChunk[ "alphamap_fragment" ],
  10451. THREE.ShaderChunk[ "alphatest_fragment" ],
  10452. THREE.ShaderChunk[ "specularmap_fragment" ],
  10453. " #ifdef DOUBLE_SIDED",
  10454. //"float isFront = float( gl_FrontFacing );",
  10455. //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
  10456. " if ( gl_FrontFacing )",
  10457. " gl_FragColor.xyz *= vLightFront;",
  10458. " else",
  10459. " gl_FragColor.xyz *= vLightBack;",
  10460. " #else",
  10461. " gl_FragColor.xyz *= vLightFront;",
  10462. " #endif",
  10463. THREE.ShaderChunk[ "lightmap_fragment" ],
  10464. THREE.ShaderChunk[ "color_fragment" ],
  10465. THREE.ShaderChunk[ "envmap_fragment" ],
  10466. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10467. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  10468. THREE.ShaderChunk[ "fog_fragment" ],
  10469. "}"
  10470. ].join("\n")
  10471. },
  10472. 'phong': {
  10473. uniforms: THREE.UniformsUtils.merge( [
  10474. THREE.UniformsLib[ "common" ],
  10475. THREE.UniformsLib[ "bump" ],
  10476. THREE.UniformsLib[ "normalmap" ],
  10477. THREE.UniformsLib[ "fog" ],
  10478. THREE.UniformsLib[ "lights" ],
  10479. THREE.UniformsLib[ "shadowmap" ],
  10480. {
  10481. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  10482. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  10483. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  10484. "shininess": { type: "f", value: 30 },
  10485. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  10486. }
  10487. ] ),
  10488. vertexShader: [
  10489. "#define PHONG",
  10490. "varying vec3 vViewPosition;",
  10491. "varying vec3 vNormal;",
  10492. THREE.ShaderChunk[ "map_pars_vertex" ],
  10493. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  10494. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  10495. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  10496. THREE.ShaderChunk[ "color_pars_vertex" ],
  10497. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10498. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  10499. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10500. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10501. "void main() {",
  10502. THREE.ShaderChunk[ "map_vertex" ],
  10503. THREE.ShaderChunk[ "lightmap_vertex" ],
  10504. THREE.ShaderChunk[ "color_vertex" ],
  10505. THREE.ShaderChunk[ "morphnormal_vertex" ],
  10506. THREE.ShaderChunk[ "skinbase_vertex" ],
  10507. THREE.ShaderChunk[ "skinnormal_vertex" ],
  10508. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  10509. " vNormal = normalize( transformedNormal );",
  10510. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10511. THREE.ShaderChunk[ "skinning_vertex" ],
  10512. THREE.ShaderChunk[ "default_vertex" ],
  10513. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10514. " vViewPosition = -mvPosition.xyz;",
  10515. THREE.ShaderChunk[ "worldpos_vertex" ],
  10516. THREE.ShaderChunk[ "envmap_vertex" ],
  10517. THREE.ShaderChunk[ "lights_phong_vertex" ],
  10518. THREE.ShaderChunk[ "shadowmap_vertex" ],
  10519. "}"
  10520. ].join("\n"),
  10521. fragmentShader: [
  10522. "uniform vec3 diffuse;",
  10523. "uniform float opacity;",
  10524. "uniform vec3 ambient;",
  10525. "uniform vec3 emissive;",
  10526. "uniform vec3 specular;",
  10527. "uniform float shininess;",
  10528. THREE.ShaderChunk[ "color_pars_fragment" ],
  10529. THREE.ShaderChunk[ "map_pars_fragment" ],
  10530. THREE.ShaderChunk[ "alphamap_pars_fragment" ],
  10531. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  10532. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  10533. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10534. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  10535. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10536. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  10537. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  10538. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  10539. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10540. "void main() {",
  10541. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  10542. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10543. THREE.ShaderChunk[ "map_fragment" ],
  10544. THREE.ShaderChunk[ "alphamap_fragment" ],
  10545. THREE.ShaderChunk[ "alphatest_fragment" ],
  10546. THREE.ShaderChunk[ "specularmap_fragment" ],
  10547. THREE.ShaderChunk[ "lights_phong_fragment" ],
  10548. THREE.ShaderChunk[ "lightmap_fragment" ],
  10549. THREE.ShaderChunk[ "color_fragment" ],
  10550. THREE.ShaderChunk[ "envmap_fragment" ],
  10551. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10552. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  10553. THREE.ShaderChunk[ "fog_fragment" ],
  10554. "}"
  10555. ].join("\n")
  10556. },
  10557. 'particle_basic': {
  10558. uniforms: THREE.UniformsUtils.merge( [
  10559. THREE.UniformsLib[ "particle" ],
  10560. THREE.UniformsLib[ "shadowmap" ]
  10561. ] ),
  10562. vertexShader: [
  10563. "uniform float size;",
  10564. "uniform float scale;",
  10565. THREE.ShaderChunk[ "color_pars_vertex" ],
  10566. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10567. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10568. "void main() {",
  10569. THREE.ShaderChunk[ "color_vertex" ],
  10570. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  10571. " #ifdef USE_SIZEATTENUATION",
  10572. " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  10573. " #else",
  10574. " gl_PointSize = size;",
  10575. " #endif",
  10576. " gl_Position = projectionMatrix * mvPosition;",
  10577. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10578. THREE.ShaderChunk[ "worldpos_vertex" ],
  10579. THREE.ShaderChunk[ "shadowmap_vertex" ],
  10580. "}"
  10581. ].join("\n"),
  10582. fragmentShader: [
  10583. "uniform vec3 psColor;",
  10584. "uniform float opacity;",
  10585. THREE.ShaderChunk[ "color_pars_fragment" ],
  10586. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  10587. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10588. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10589. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10590. "void main() {",
  10591. " gl_FragColor = vec4( psColor, opacity );",
  10592. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10593. THREE.ShaderChunk[ "map_particle_fragment" ],
  10594. THREE.ShaderChunk[ "alphatest_fragment" ],
  10595. THREE.ShaderChunk[ "color_fragment" ],
  10596. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10597. THREE.ShaderChunk[ "fog_fragment" ],
  10598. "}"
  10599. ].join("\n")
  10600. },
  10601. 'dashed': {
  10602. uniforms: THREE.UniformsUtils.merge( [
  10603. THREE.UniformsLib[ "common" ],
  10604. THREE.UniformsLib[ "fog" ],
  10605. {
  10606. "scale" : { type: "f", value: 1 },
  10607. "dashSize" : { type: "f", value: 1 },
  10608. "totalSize": { type: "f", value: 2 }
  10609. }
  10610. ] ),
  10611. vertexShader: [
  10612. "uniform float scale;",
  10613. "attribute float lineDistance;",
  10614. "varying float vLineDistance;",
  10615. THREE.ShaderChunk[ "color_pars_vertex" ],
  10616. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10617. "void main() {",
  10618. THREE.ShaderChunk[ "color_vertex" ],
  10619. " vLineDistance = scale * lineDistance;",
  10620. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  10621. " gl_Position = projectionMatrix * mvPosition;",
  10622. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10623. "}"
  10624. ].join("\n"),
  10625. fragmentShader: [
  10626. "uniform vec3 diffuse;",
  10627. "uniform float opacity;",
  10628. "uniform float dashSize;",
  10629. "uniform float totalSize;",
  10630. "varying float vLineDistance;",
  10631. THREE.ShaderChunk[ "color_pars_fragment" ],
  10632. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10633. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10634. "void main() {",
  10635. " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
  10636. " discard;",
  10637. " }",
  10638. " gl_FragColor = vec4( diffuse, opacity );",
  10639. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10640. THREE.ShaderChunk[ "color_fragment" ],
  10641. THREE.ShaderChunk[ "fog_fragment" ],
  10642. "}"
  10643. ].join("\n")
  10644. },
  10645. 'depth': {
  10646. uniforms: {
  10647. "mNear": { type: "f", value: 1.0 },
  10648. "mFar" : { type: "f", value: 2000.0 },
  10649. "opacity" : { type: "f", value: 1.0 }
  10650. },
  10651. vertexShader: [
  10652. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10653. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10654. "void main() {",
  10655. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10656. THREE.ShaderChunk[ "default_vertex" ],
  10657. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10658. "}"
  10659. ].join("\n"),
  10660. fragmentShader: [
  10661. "uniform float mNear;",
  10662. "uniform float mFar;",
  10663. "uniform float opacity;",
  10664. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10665. "void main() {",
  10666. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10667. " #ifdef USE_LOGDEPTHBUF_EXT",
  10668. " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  10669. " #else",
  10670. " float depth = gl_FragCoord.z / gl_FragCoord.w;",
  10671. " #endif",
  10672. " float color = 1.0 - smoothstep( mNear, mFar, depth );",
  10673. " gl_FragColor = vec4( vec3( color ), opacity );",
  10674. "}"
  10675. ].join("\n")
  10676. },
  10677. 'normal': {
  10678. uniforms: {
  10679. "opacity" : { type: "f", value: 1.0 }
  10680. },
  10681. vertexShader: [
  10682. "varying vec3 vNormal;",
  10683. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10684. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10685. "void main() {",
  10686. " vNormal = normalize( normalMatrix * normal );",
  10687. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10688. THREE.ShaderChunk[ "default_vertex" ],
  10689. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10690. "}"
  10691. ].join("\n"),
  10692. fragmentShader: [
  10693. "uniform float opacity;",
  10694. "varying vec3 vNormal;",
  10695. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10696. "void main() {",
  10697. " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  10698. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10699. "}"
  10700. ].join("\n")
  10701. },
  10702. /* -------------------------------------------------------------------------
  10703. // Normal map shader
  10704. // - Blinn-Phong
  10705. // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
  10706. // - point and directional lights (use with "lights: true" material option)
  10707. ------------------------------------------------------------------------- */
  10708. 'normalmap' : {
  10709. uniforms: THREE.UniformsUtils.merge( [
  10710. THREE.UniformsLib[ "fog" ],
  10711. THREE.UniformsLib[ "lights" ],
  10712. THREE.UniformsLib[ "shadowmap" ],
  10713. {
  10714. "enableAO" : { type: "i", value: 0 },
  10715. "enableDiffuse" : { type: "i", value: 0 },
  10716. "enableSpecular" : { type: "i", value: 0 },
  10717. "enableReflection" : { type: "i", value: 0 },
  10718. "enableDisplacement": { type: "i", value: 0 },
  10719. "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
  10720. "tDiffuse" : { type: "t", value: null },
  10721. "tCube" : { type: "t", value: null },
  10722. "tNormal" : { type: "t", value: null },
  10723. "tSpecular" : { type: "t", value: null },
  10724. "tAO" : { type: "t", value: null },
  10725. "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  10726. "uDisplacementBias": { type: "f", value: 0.0 },
  10727. "uDisplacementScale": { type: "f", value: 1.0 },
  10728. "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
  10729. "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
  10730. "ambient": { type: "c", value: new THREE.Color( 0xffffff ) },
  10731. "shininess": { type: "f", value: 30 },
  10732. "opacity": { type: "f", value: 1 },
  10733. "useRefract": { type: "i", value: 0 },
  10734. "refractionRatio": { type: "f", value: 0.98 },
  10735. "reflectivity": { type: "f", value: 0.5 },
  10736. "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
  10737. "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  10738. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  10739. }
  10740. ] ),
  10741. fragmentShader: [
  10742. "uniform vec3 ambient;",
  10743. "uniform vec3 diffuse;",
  10744. "uniform vec3 specular;",
  10745. "uniform float shininess;",
  10746. "uniform float opacity;",
  10747. "uniform bool enableDiffuse;",
  10748. "uniform bool enableSpecular;",
  10749. "uniform bool enableAO;",
  10750. "uniform bool enableReflection;",
  10751. "uniform sampler2D tDiffuse;",
  10752. "uniform sampler2D tNormal;",
  10753. "uniform sampler2D tSpecular;",
  10754. "uniform sampler2D tAO;",
  10755. "uniform samplerCube tCube;",
  10756. "uniform vec2 uNormalScale;",
  10757. "uniform bool useRefract;",
  10758. "uniform float refractionRatio;",
  10759. "uniform float reflectivity;",
  10760. "varying vec3 vTangent;",
  10761. "varying vec3 vBinormal;",
  10762. "varying vec3 vNormal;",
  10763. "varying vec2 vUv;",
  10764. "uniform vec3 ambientLightColor;",
  10765. "#if MAX_DIR_LIGHTS > 0",
  10766. " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  10767. " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  10768. "#endif",
  10769. "#if MAX_HEMI_LIGHTS > 0",
  10770. " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  10771. " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  10772. " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  10773. "#endif",
  10774. "#if MAX_POINT_LIGHTS > 0",
  10775. " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  10776. " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  10777. " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  10778. "#endif",
  10779. "#if MAX_SPOT_LIGHTS > 0",
  10780. " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  10781. " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  10782. " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  10783. " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  10784. " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  10785. " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  10786. "#endif",
  10787. "#ifdef WRAP_AROUND",
  10788. " uniform vec3 wrapRGB;",
  10789. "#endif",
  10790. "varying vec3 vWorldPosition;",
  10791. "varying vec3 vViewPosition;",
  10792. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10793. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10794. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10795. "void main() {",
  10796. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10797. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  10798. " vec3 specularTex = vec3( 1.0 );",
  10799. " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
  10800. " normalTex.xy *= uNormalScale;",
  10801. " normalTex = normalize( normalTex );",
  10802. " if( enableDiffuse ) {",
  10803. " #ifdef GAMMA_INPUT",
  10804. " vec4 texelColor = texture2D( tDiffuse, vUv );",
  10805. " texelColor.xyz *= texelColor.xyz;",
  10806. " gl_FragColor = gl_FragColor * texelColor;",
  10807. " #else",
  10808. " gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
  10809. " #endif",
  10810. " }",
  10811. " if( enableAO ) {",
  10812. " #ifdef GAMMA_INPUT",
  10813. " vec4 aoColor = texture2D( tAO, vUv );",
  10814. " aoColor.xyz *= aoColor.xyz;",
  10815. " gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
  10816. " #else",
  10817. " gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
  10818. " #endif",
  10819. " }",
  10820. THREE.ShaderChunk[ "alphatest_fragment" ],
  10821. " if( enableSpecular )",
  10822. " specularTex = texture2D( tSpecular, vUv ).xyz;",
  10823. " mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
  10824. " vec3 finalNormal = tsb * normalTex;",
  10825. " #ifdef FLIP_SIDED",
  10826. " finalNormal = -finalNormal;",
  10827. " #endif",
  10828. " vec3 normal = normalize( finalNormal );",
  10829. " vec3 viewPosition = normalize( vViewPosition );",
  10830. // point lights
  10831. " #if MAX_POINT_LIGHTS > 0",
  10832. " vec3 pointDiffuse = vec3( 0.0 );",
  10833. " vec3 pointSpecular = vec3( 0.0 );",
  10834. " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  10835. " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  10836. " vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
  10837. " float pointDistance = 1.0;",
  10838. " if ( pointLightDistance[ i ] > 0.0 )",
  10839. " pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
  10840. " pointVector = normalize( pointVector );",
  10841. // diffuse
  10842. " #ifdef WRAP_AROUND",
  10843. " float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
  10844. " float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
  10845. " vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
  10846. " #else",
  10847. " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
  10848. " #endif",
  10849. " pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
  10850. // specular
  10851. " vec3 pointHalfVector = normalize( pointVector + viewPosition );",
  10852. " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  10853. " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
  10854. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10855. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( pointVector, pointHalfVector ), 0.0 ), 5.0 );",
  10856. " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
  10857. " }",
  10858. " #endif",
  10859. // spot lights
  10860. " #if MAX_SPOT_LIGHTS > 0",
  10861. " vec3 spotDiffuse = vec3( 0.0 );",
  10862. " vec3 spotSpecular = vec3( 0.0 );",
  10863. " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  10864. " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  10865. " vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
  10866. " float spotDistance = 1.0;",
  10867. " if ( spotLightDistance[ i ] > 0.0 )",
  10868. " spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
  10869. " spotVector = normalize( spotVector );",
  10870. " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
  10871. " if ( spotEffect > spotLightAngleCos[ i ] ) {",
  10872. " spotEffect = max( pow( max( spotEffect, 0.0 ), spotLightExponent[ i ] ), 0.0 );",
  10873. // diffuse
  10874. " #ifdef WRAP_AROUND",
  10875. " float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
  10876. " float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
  10877. " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
  10878. " #else",
  10879. " float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
  10880. " #endif",
  10881. " spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;",
  10882. // specular
  10883. " vec3 spotHalfVector = normalize( spotVector + viewPosition );",
  10884. " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
  10885. " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
  10886. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10887. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( spotVector, spotHalfVector ), 0.0 ), 5.0 );",
  10888. " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
  10889. " }",
  10890. " }",
  10891. " #endif",
  10892. // directional lights
  10893. " #if MAX_DIR_LIGHTS > 0",
  10894. " vec3 dirDiffuse = vec3( 0.0 );",
  10895. " vec3 dirSpecular = vec3( 0.0 );",
  10896. " for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  10897. " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  10898. " vec3 dirVector = normalize( lDirection.xyz );",
  10899. // diffuse
  10900. " #ifdef WRAP_AROUND",
  10901. " float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
  10902. " float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
  10903. " vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
  10904. " #else",
  10905. " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  10906. " #endif",
  10907. " dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
  10908. // specular
  10909. " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
  10910. " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  10911. " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
  10912. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10913. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
  10914. " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
  10915. " }",
  10916. " #endif",
  10917. // hemisphere lights
  10918. " #if MAX_HEMI_LIGHTS > 0",
  10919. " vec3 hemiDiffuse = vec3( 0.0 );",
  10920. " vec3 hemiSpecular = vec3( 0.0 );" ,
  10921. " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  10922. " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  10923. " vec3 lVector = normalize( lDirection.xyz );",
  10924. // diffuse
  10925. " float dotProduct = dot( normal, lVector );",
  10926. " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  10927. " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  10928. " hemiDiffuse += diffuse * hemiColor;",
  10929. // specular (sky light)
  10930. " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
  10931. " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  10932. " float hemiSpecularWeightSky = specularTex.r * max( pow( max( hemiDotNormalHalfSky, 0.0 ), shininess ), 0.0 );",
  10933. // specular (ground light)
  10934. " vec3 lVectorGround = -lVector;",
  10935. " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
  10936. " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  10937. " float hemiSpecularWeightGround = specularTex.r * max( pow( max( hemiDotNormalHalfGround, 0.0 ), shininess ), 0.0 );",
  10938. " float dotProductGround = dot( normal, lVectorGround );",
  10939. " float specularNormalization = ( shininess + 2.0 ) / 8.0;",
  10940. " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
  10941. " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
  10942. " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
  10943. " }",
  10944. " #endif",
  10945. // all lights contribution summation
  10946. " vec3 totalDiffuse = vec3( 0.0 );",
  10947. " vec3 totalSpecular = vec3( 0.0 );",
  10948. " #if MAX_DIR_LIGHTS > 0",
  10949. " totalDiffuse += dirDiffuse;",
  10950. " totalSpecular += dirSpecular;",
  10951. " #endif",
  10952. " #if MAX_HEMI_LIGHTS > 0",
  10953. " totalDiffuse += hemiDiffuse;",
  10954. " totalSpecular += hemiSpecular;",
  10955. " #endif",
  10956. " #if MAX_POINT_LIGHTS > 0",
  10957. " totalDiffuse += pointDiffuse;",
  10958. " totalSpecular += pointSpecular;",
  10959. " #endif",
  10960. " #if MAX_SPOT_LIGHTS > 0",
  10961. " totalDiffuse += spotDiffuse;",
  10962. " totalSpecular += spotSpecular;",
  10963. " #endif",
  10964. " #ifdef METAL",
  10965. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
  10966. " #else",
  10967. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
  10968. " #endif",
  10969. " if ( enableReflection ) {",
  10970. " vec3 vReflect;",
  10971. " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
  10972. " if ( useRefract ) {",
  10973. " vReflect = refract( cameraToVertex, normal, refractionRatio );",
  10974. " } else {",
  10975. " vReflect = reflect( cameraToVertex, normal );",
  10976. " }",
  10977. " vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
  10978. " #ifdef GAMMA_INPUT",
  10979. " cubeColor.xyz *= cubeColor.xyz;",
  10980. " #endif",
  10981. " gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );",
  10982. " }",
  10983. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10984. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  10985. THREE.ShaderChunk[ "fog_fragment" ],
  10986. "}"
  10987. ].join("\n"),
  10988. vertexShader: [
  10989. "attribute vec4 tangent;",
  10990. "uniform vec2 uOffset;",
  10991. "uniform vec2 uRepeat;",
  10992. "uniform bool enableDisplacement;",
  10993. "#ifdef VERTEX_TEXTURES",
  10994. " uniform sampler2D tDisplacement;",
  10995. " uniform float uDisplacementScale;",
  10996. " uniform float uDisplacementBias;",
  10997. "#endif",
  10998. "varying vec3 vTangent;",
  10999. "varying vec3 vBinormal;",
  11000. "varying vec3 vNormal;",
  11001. "varying vec2 vUv;",
  11002. "varying vec3 vWorldPosition;",
  11003. "varying vec3 vViewPosition;",
  11004. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  11005. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  11006. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11007. "void main() {",
  11008. THREE.ShaderChunk[ "skinbase_vertex" ],
  11009. THREE.ShaderChunk[ "skinnormal_vertex" ],
  11010. // normal, tangent and binormal vectors
  11011. " #ifdef USE_SKINNING",
  11012. " vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
  11013. " vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
  11014. " vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
  11015. " #else",
  11016. " vNormal = normalize( normalMatrix * normal );",
  11017. " vTangent = normalize( normalMatrix * tangent.xyz );",
  11018. " #endif",
  11019. " vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
  11020. " vUv = uv * uRepeat + uOffset;",
  11021. // displacement mapping
  11022. " vec3 displacedPosition;",
  11023. " #ifdef VERTEX_TEXTURES",
  11024. " if ( enableDisplacement ) {",
  11025. " vec3 dv = texture2D( tDisplacement, uv ).xyz;",
  11026. " float df = uDisplacementScale * dv.x + uDisplacementBias;",
  11027. " displacedPosition = position + normalize( normal ) * df;",
  11028. " } else {",
  11029. " #ifdef USE_SKINNING",
  11030. " vec4 skinVertex = vec4( position, 1.0 );",
  11031. " vec4 skinned = vec4( 0.0 );",
  11032. " skinned += boneMatX * skinVertex * skinWeight.x;",
  11033. " skinned += boneMatY * skinVertex * skinWeight.y;",
  11034. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  11035. " skinned += boneMatW * skinVertex * skinWeight.w;",
  11036. " displacedPosition = skinned.xyz;",
  11037. " #else",
  11038. " displacedPosition = position;",
  11039. " #endif",
  11040. " }",
  11041. " #else",
  11042. " #ifdef USE_SKINNING",
  11043. " vec4 skinVertex = vec4( position, 1.0 );",
  11044. " vec4 skinned = vec4( 0.0 );",
  11045. " skinned += boneMatX * skinVertex * skinWeight.x;",
  11046. " skinned += boneMatY * skinVertex * skinWeight.y;",
  11047. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  11048. " skinned += boneMatW * skinVertex * skinWeight.w;",
  11049. " displacedPosition = skinned.xyz;",
  11050. " #else",
  11051. " displacedPosition = position;",
  11052. " #endif",
  11053. " #endif",
  11054. //
  11055. " vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
  11056. " vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
  11057. " gl_Position = projectionMatrix * mvPosition;",
  11058. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11059. //
  11060. " vWorldPosition = worldPosition.xyz;",
  11061. " vViewPosition = -mvPosition.xyz;",
  11062. // shadows
  11063. " #ifdef USE_SHADOWMAP",
  11064. " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  11065. " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
  11066. " }",
  11067. " #endif",
  11068. "}"
  11069. ].join("\n")
  11070. },
  11071. /* -------------------------------------------------------------------------
  11072. // Cube map shader
  11073. ------------------------------------------------------------------------- */
  11074. 'cube': {
  11075. uniforms: { "tCube": { type: "t", value: null },
  11076. "tFlip": { type: "f", value: - 1 } },
  11077. vertexShader: [
  11078. "varying vec3 vWorldPosition;",
  11079. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11080. "void main() {",
  11081. " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  11082. " vWorldPosition = worldPosition.xyz;",
  11083. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  11084. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11085. "}"
  11086. ].join("\n"),
  11087. fragmentShader: [
  11088. "uniform samplerCube tCube;",
  11089. "uniform float tFlip;",
  11090. "varying vec3 vWorldPosition;",
  11091. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11092. "void main() {",
  11093. " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  11094. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11095. "}"
  11096. ].join("\n")
  11097. },
  11098. /* Depth encoding into RGBA texture
  11099. *
  11100. * based on SpiderGL shadow map example
  11101. * http://spidergl.org/example.php?id=6
  11102. *
  11103. * originally from
  11104. * http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  11105. *
  11106. * see also
  11107. * http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  11108. */
  11109. 'depthRGBA': {
  11110. uniforms: {},
  11111. vertexShader: [
  11112. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  11113. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  11114. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11115. "void main() {",
  11116. THREE.ShaderChunk[ "skinbase_vertex" ],
  11117. THREE.ShaderChunk[ "morphtarget_vertex" ],
  11118. THREE.ShaderChunk[ "skinning_vertex" ],
  11119. THREE.ShaderChunk[ "default_vertex" ],
  11120. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11121. "}"
  11122. ].join("\n"),
  11123. fragmentShader: [
  11124. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11125. "vec4 pack_depth( const in float depth ) {",
  11126. " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  11127. " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  11128. " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
  11129. " res -= res.xxyz * bit_mask;",
  11130. " return res;",
  11131. "}",
  11132. "void main() {",
  11133. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11134. " #ifdef USE_LOGDEPTHBUF_EXT",
  11135. " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
  11136. " #else",
  11137. " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  11138. " #endif",
  11139. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  11140. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  11141. //"gl_FragData[ 0 ] = pack_depth( z );",
  11142. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  11143. "}"
  11144. ].join("\n")
  11145. }
  11146. };
  11147. // File:src/renderers/WebGLRenderer.js
  11148. /**
  11149. * @author supereggbert / http://www.paulbrunt.co.uk/
  11150. * @author mrdoob / http://mrdoob.com/
  11151. * @author alteredq / http://alteredqualia.com/
  11152. * @author szimek / https://github.com/szimek/
  11153. */
  11154. THREE.WebGLRenderer = function ( parameters ) {
  11155. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  11156. parameters = parameters || {};
  11157. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11158. _context = parameters.context !== undefined ? parameters.context : null,
  11159. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  11160. _buffers = {},
  11161. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  11162. _depth = parameters.depth !== undefined ? parameters.depth : true,
  11163. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  11164. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  11165. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  11166. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  11167. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  11168. _clearColor = new THREE.Color( 0x000000 ),
  11169. _clearAlpha = 0;
  11170. var opaqueObjects = [];
  11171. var transparentObjects = [];
  11172. var _sortObjects = true;
  11173. // public properties
  11174. this.domElement = _canvas;
  11175. this.context = null;
  11176. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  11177. ? parameters.devicePixelRatio
  11178. : self.devicePixelRatio !== undefined
  11179. ? self.devicePixelRatio
  11180. : 1;
  11181. // clearing
  11182. this.autoClear = true;
  11183. this.autoClearColor = true;
  11184. this.autoClearDepth = true;
  11185. this.autoClearStencil = true;
  11186. // scene graph
  11187. this.sortObjects = true;
  11188. // physically based shading
  11189. this.gammaInput = false;
  11190. this.gammaOutput = false;
  11191. // shadow map
  11192. this.shadowMapEnabled = false;
  11193. this.shadowMapAutoUpdate = true;
  11194. this.shadowMapType = THREE.PCFShadowMap;
  11195. this.shadowMapCullFace = THREE.CullFaceFront;
  11196. this.shadowMapDebug = false;
  11197. this.shadowMapCascade = false;
  11198. // morphs
  11199. this.maxMorphTargets = 8;
  11200. this.maxMorphNormals = 4;
  11201. // flags
  11202. this.autoScaleCubemaps = true;
  11203. // custom render plugins
  11204. this.renderPluginsPre = [];
  11205. this.renderPluginsPost = [];
  11206. // info
  11207. this.info = {
  11208. memory: {
  11209. programs: 0,
  11210. geometries: 0,
  11211. textures: 0
  11212. },
  11213. render: {
  11214. calls: 0,
  11215. vertices: 0,
  11216. faces: 0,
  11217. points: 0
  11218. }
  11219. };
  11220. // internal properties
  11221. var _this = this,
  11222. _programs = [],
  11223. // internal state cache
  11224. _currentProgram = null,
  11225. _currentFramebuffer = null,
  11226. _currentMaterialId = - 1,
  11227. _currentGeometryGroupHash = null,
  11228. _currentCamera = null,
  11229. _usedTextureUnits = 0,
  11230. // GL state cache
  11231. _oldDoubleSided = - 1,
  11232. _oldFlipSided = - 1,
  11233. _oldBlending = - 1,
  11234. _oldBlendEquation = - 1,
  11235. _oldBlendSrc = - 1,
  11236. _oldBlendDst = - 1,
  11237. _oldDepthTest = - 1,
  11238. _oldDepthWrite = - 1,
  11239. _oldPolygonOffset = null,
  11240. _oldPolygonOffsetFactor = null,
  11241. _oldPolygonOffsetUnits = null,
  11242. _oldLineWidth = null,
  11243. _viewportX = 0,
  11244. _viewportY = 0,
  11245. _viewportWidth = _canvas.width,
  11246. _viewportHeight = _canvas.height,
  11247. _currentWidth = 0,
  11248. _currentHeight = 0,
  11249. _newAttributes = new Uint8Array( 16 ),
  11250. _enabledAttributes = new Uint8Array( 16 ),
  11251. // frustum
  11252. _frustum = new THREE.Frustum(),
  11253. // camera matrices cache
  11254. _projScreenMatrix = new THREE.Matrix4(),
  11255. _projScreenMatrixPS = new THREE.Matrix4(),
  11256. _vector3 = new THREE.Vector3(),
  11257. // light arrays cache
  11258. _direction = new THREE.Vector3(),
  11259. _lightsNeedUpdate = true,
  11260. _lights = {
  11261. ambient: [ 0, 0, 0 ],
  11262. directional: { length: 0, colors:[], positions: [] },
  11263. point: { length: 0, colors: [], positions: [], distances: [] },
  11264. spot: { length: 0, colors: [], positions: [], distances: [], directions: [], anglesCos: [], exponents: [] },
  11265. hemi: { length: 0, skyColors: [], groundColors: [], positions: [] }
  11266. };
  11267. // initialize
  11268. var _gl;
  11269. var _glExtensionTextureFloat;
  11270. var _glExtensionTextureFloatLinear;
  11271. var _glExtensionStandardDerivatives;
  11272. var _glExtensionTextureFilterAnisotropic;
  11273. var _glExtensionCompressedTextureS3TC;
  11274. var _glExtensionElementIndexUint;
  11275. var _glExtensionFragDepth;
  11276. initGL();
  11277. setDefaultGLState();
  11278. this.context = _gl;
  11279. // GPU capabilities
  11280. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  11281. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  11282. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  11283. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  11284. var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  11285. var _supportsVertexTextures = ( _maxVertexTextures > 0 );
  11286. var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
  11287. var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
  11288. //
  11289. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  11290. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  11291. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  11292. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  11293. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  11294. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  11295. // clamp precision to maximum available
  11296. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  11297. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  11298. if ( _precision === 'highp' && ! highpAvailable ) {
  11299. if ( mediumpAvailable ) {
  11300. _precision = 'mediump';
  11301. console.warn( 'THREE.WebGLRenderer: highp not supported, using mediump.' );
  11302. } else {
  11303. _precision = 'lowp';
  11304. console.warn( 'THREE.WebGLRenderer: highp and mediump not supported, using lowp.' );
  11305. }
  11306. }
  11307. if ( _precision === 'mediump' && ! mediumpAvailable ) {
  11308. _precision = 'lowp';
  11309. console.warn( 'THREE.WebGLRenderer: mediump not supported, using lowp.' );
  11310. }
  11311. // API
  11312. this.getContext = function () {
  11313. return _gl;
  11314. };
  11315. this.supportsVertexTextures = function () {
  11316. return _supportsVertexTextures;
  11317. };
  11318. this.supportsFloatTextures = function () {
  11319. return _glExtensionTextureFloat;
  11320. };
  11321. this.supportsStandardDerivatives = function () {
  11322. return _glExtensionStandardDerivatives;
  11323. };
  11324. this.supportsCompressedTextureS3TC = function () {
  11325. return _glExtensionCompressedTextureS3TC;
  11326. };
  11327. this.getMaxAnisotropy = function () {
  11328. return _maxAnisotropy;
  11329. };
  11330. this.getPrecision = function () {
  11331. return _precision;
  11332. };
  11333. this.setSize = function ( width, height, updateStyle ) {
  11334. _canvas.width = width * this.devicePixelRatio;
  11335. _canvas.height = height * this.devicePixelRatio;
  11336. if ( updateStyle !== false ) {
  11337. _canvas.style.width = width + 'px';
  11338. _canvas.style.height = height + 'px';
  11339. }
  11340. this.setViewport( 0, 0, width, height );
  11341. };
  11342. this.setViewport = function ( x, y, width, height ) {
  11343. _viewportX = x * this.devicePixelRatio;
  11344. _viewportY = y * this.devicePixelRatio;
  11345. _viewportWidth = width * this.devicePixelRatio;
  11346. _viewportHeight = height * this.devicePixelRatio;
  11347. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  11348. };
  11349. this.setScissor = function ( x, y, width, height ) {
  11350. _gl.scissor(
  11351. x * this.devicePixelRatio,
  11352. y * this.devicePixelRatio,
  11353. width * this.devicePixelRatio,
  11354. height * this.devicePixelRatio
  11355. );
  11356. };
  11357. this.enableScissorTest = function ( enable ) {
  11358. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  11359. };
  11360. // Clearing
  11361. this.setClearColor = function ( color, alpha ) {
  11362. _clearColor.set( color );
  11363. _clearAlpha = alpha !== undefined ? alpha : 1;
  11364. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  11365. };
  11366. this.setClearColorHex = function ( hex, alpha ) {
  11367. console.warn( 'THREE.WebGLRenderer: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  11368. this.setClearColor( hex, alpha );
  11369. };
  11370. this.getClearColor = function () {
  11371. return _clearColor;
  11372. };
  11373. this.getClearAlpha = function () {
  11374. return _clearAlpha;
  11375. };
  11376. this.clear = function ( color, depth, stencil ) {
  11377. var bits = 0;
  11378. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  11379. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  11380. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  11381. _gl.clear( bits );
  11382. };
  11383. this.clearColor = function () {
  11384. _gl.clear( _gl.COLOR_BUFFER_BIT );
  11385. };
  11386. this.clearDepth = function () {
  11387. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  11388. };
  11389. this.clearStencil = function () {
  11390. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  11391. };
  11392. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  11393. this.setRenderTarget( renderTarget );
  11394. this.clear( color, depth, stencil );
  11395. };
  11396. // Plugins
  11397. this.addPostPlugin = function ( plugin ) {
  11398. plugin.init( this );
  11399. this.renderPluginsPost.push( plugin );
  11400. };
  11401. this.addPrePlugin = function ( plugin ) {
  11402. plugin.init( this );
  11403. this.renderPluginsPre.push( plugin );
  11404. };
  11405. // Rendering
  11406. this.updateShadowMap = function ( scene, camera ) {
  11407. _currentProgram = null;
  11408. _oldBlending = - 1;
  11409. _oldDepthTest = - 1;
  11410. _oldDepthWrite = - 1;
  11411. _currentGeometryGroupHash = - 1;
  11412. _currentMaterialId = - 1;
  11413. _lightsNeedUpdate = true;
  11414. _oldDoubleSided = - 1;
  11415. _oldFlipSided = - 1;
  11416. initObjects( scene );
  11417. this.shadowMapPlugin.update( scene, camera );
  11418. };
  11419. // Internal functions
  11420. // Buffer allocation
  11421. function createParticleBuffers ( geometry ) {
  11422. geometry.__webglVertexBuffer = _gl.createBuffer();
  11423. geometry.__webglColorBuffer = _gl.createBuffer();
  11424. _this.info.memory.geometries ++;
  11425. };
  11426. function createLineBuffers ( geometry ) {
  11427. geometry.__webglVertexBuffer = _gl.createBuffer();
  11428. geometry.__webglColorBuffer = _gl.createBuffer();
  11429. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  11430. _this.info.memory.geometries ++;
  11431. };
  11432. function createMeshBuffers ( geometryGroup ) {
  11433. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  11434. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  11435. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  11436. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  11437. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  11438. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  11439. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  11440. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  11441. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  11442. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  11443. var m, ml;
  11444. if ( geometryGroup.numMorphTargets ) {
  11445. geometryGroup.__webglMorphTargetsBuffers = [];
  11446. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  11447. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  11448. }
  11449. }
  11450. if ( geometryGroup.numMorphNormals ) {
  11451. geometryGroup.__webglMorphNormalsBuffers = [];
  11452. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  11453. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  11454. }
  11455. }
  11456. _this.info.memory.geometries ++;
  11457. };
  11458. // Events
  11459. var onGeometryDispose = function ( event ) {
  11460. var geometry = event.target;
  11461. geometry.removeEventListener( 'dispose', onGeometryDispose );
  11462. deallocateGeometry( geometry );
  11463. };
  11464. var onTextureDispose = function ( event ) {
  11465. var texture = event.target;
  11466. texture.removeEventListener( 'dispose', onTextureDispose );
  11467. deallocateTexture( texture );
  11468. _this.info.memory.textures --;
  11469. };
  11470. var onRenderTargetDispose = function ( event ) {
  11471. var renderTarget = event.target;
  11472. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  11473. deallocateRenderTarget( renderTarget );
  11474. _this.info.memory.textures --;
  11475. };
  11476. var onMaterialDispose = function ( event ) {
  11477. var material = event.target;
  11478. material.removeEventListener( 'dispose', onMaterialDispose );
  11479. deallocateMaterial( material );
  11480. };
  11481. // Buffer deallocation
  11482. var deleteBuffers = function ( geometry ) {
  11483. if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
  11484. if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
  11485. if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
  11486. if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
  11487. if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
  11488. if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
  11489. if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
  11490. if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
  11491. if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
  11492. if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
  11493. if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
  11494. // custom attributes
  11495. if ( geometry.__webglCustomAttributesList !== undefined ) {
  11496. for ( var id in geometry.__webglCustomAttributesList ) {
  11497. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
  11498. }
  11499. }
  11500. _this.info.memory.geometries --;
  11501. };
  11502. var deallocateGeometry = function ( geometry ) {
  11503. geometry.__webglInit = undefined;
  11504. if ( geometry instanceof THREE.BufferGeometry ) {
  11505. var attributes = geometry.attributes;
  11506. for ( var key in attributes ) {
  11507. if ( attributes[ key ].buffer !== undefined ) {
  11508. _gl.deleteBuffer( attributes[ key ].buffer );
  11509. }
  11510. }
  11511. _this.info.memory.geometries --;
  11512. } else {
  11513. if ( geometry.geometryGroups !== undefined ) {
  11514. for ( var i = 0,l = geometry.geometryGroupsList.length; i<l;i++ ) {
  11515. var geometryGroup = geometry.geometryGroupsList[ i ];
  11516. if ( geometryGroup.numMorphTargets !== undefined ) {
  11517. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  11518. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  11519. }
  11520. }
  11521. if ( geometryGroup.numMorphNormals !== undefined ) {
  11522. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  11523. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  11524. }
  11525. }
  11526. deleteBuffers( geometryGroup );
  11527. }
  11528. } else {
  11529. deleteBuffers( geometry );
  11530. }
  11531. }
  11532. };
  11533. var deallocateTexture = function ( texture ) {
  11534. if ( texture.image && texture.image.__webglTextureCube ) {
  11535. // cube texture
  11536. _gl.deleteTexture( texture.image.__webglTextureCube );
  11537. } else {
  11538. // 2D texture
  11539. if ( ! texture.__webglInit ) return;
  11540. texture.__webglInit = false;
  11541. _gl.deleteTexture( texture.__webglTexture );
  11542. }
  11543. };
  11544. var deallocateRenderTarget = function ( renderTarget ) {
  11545. if ( ! renderTarget || ! renderTarget.__webglTexture ) return;
  11546. _gl.deleteTexture( renderTarget.__webglTexture );
  11547. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  11548. for ( var i = 0; i < 6; i ++ ) {
  11549. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  11550. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  11551. }
  11552. } else {
  11553. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  11554. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  11555. }
  11556. };
  11557. var deallocateMaterial = function ( material ) {
  11558. var program = material.program.program;
  11559. if ( program === undefined ) return;
  11560. material.program = undefined;
  11561. // only deallocate GL program if this was the last use of shared program
  11562. // assumed there is only single copy of any program in the _programs list
  11563. // (that's how it's constructed)
  11564. var i, il, programInfo;
  11565. var deleteProgram = false;
  11566. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  11567. programInfo = _programs[ i ];
  11568. if ( programInfo.program === program ) {
  11569. programInfo.usedTimes --;
  11570. if ( programInfo.usedTimes === 0 ) {
  11571. deleteProgram = true;
  11572. }
  11573. break;
  11574. }
  11575. }
  11576. if ( deleteProgram === true ) {
  11577. // avoid using array.splice, this is costlier than creating new array from scratch
  11578. var newPrograms = [];
  11579. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  11580. programInfo = _programs[ i ];
  11581. if ( programInfo.program !== program ) {
  11582. newPrograms.push( programInfo );
  11583. }
  11584. }
  11585. _programs = newPrograms;
  11586. _gl.deleteProgram( program );
  11587. _this.info.memory.programs --;
  11588. }
  11589. };
  11590. // Buffer initialization
  11591. function initCustomAttributes ( geometry, object ) {
  11592. var nvertices = geometry.vertices.length;
  11593. var material = object.material;
  11594. if ( material.attributes ) {
  11595. if ( geometry.__webglCustomAttributesList === undefined ) {
  11596. geometry.__webglCustomAttributesList = [];
  11597. }
  11598. for ( var a in material.attributes ) {
  11599. var attribute = material.attributes[ a ];
  11600. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  11601. attribute.__webglInitialized = true;
  11602. var size = 1; // "f" and "i"
  11603. if ( attribute.type === 'v2' ) size = 2;
  11604. else if ( attribute.type === 'v3' ) size = 3;
  11605. else if ( attribute.type === 'v4' ) size = 4;
  11606. else if ( attribute.type === 'c' ) size = 3;
  11607. attribute.size = size;
  11608. attribute.array = new Float32Array( nvertices * size );
  11609. attribute.buffer = _gl.createBuffer();
  11610. attribute.buffer.belongsToAttribute = a;
  11611. attribute.needsUpdate = true;
  11612. }
  11613. geometry.__webglCustomAttributesList.push( attribute );
  11614. }
  11615. }
  11616. };
  11617. function initParticleBuffers ( geometry, object ) {
  11618. var nvertices = geometry.vertices.length;
  11619. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  11620. geometry.__colorArray = new Float32Array( nvertices * 3 );
  11621. geometry.__sortArray = [];
  11622. geometry.__webglParticleCount = nvertices;
  11623. initCustomAttributes ( geometry, object );
  11624. };
  11625. function initLineBuffers ( geometry, object ) {
  11626. var nvertices = geometry.vertices.length;
  11627. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  11628. geometry.__colorArray = new Float32Array( nvertices * 3 );
  11629. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  11630. geometry.__webglLineCount = nvertices;
  11631. initCustomAttributes ( geometry, object );
  11632. };
  11633. function initMeshBuffers ( geometryGroup, object ) {
  11634. var geometry = object.geometry,
  11635. faces3 = geometryGroup.faces3,
  11636. nvertices = faces3.length * 3,
  11637. ntris = faces3.length * 1,
  11638. nlines = faces3.length * 3,
  11639. material = getBufferMaterial( object, geometryGroup ),
  11640. uvType = bufferGuessUVType( material ),
  11641. normalType = bufferGuessNormalType( material ),
  11642. vertexColorType = bufferGuessVertexColorType( material );
  11643. // console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  11644. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  11645. if ( normalType ) {
  11646. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  11647. }
  11648. if ( geometry.hasTangents ) {
  11649. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  11650. }
  11651. if ( vertexColorType ) {
  11652. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  11653. }
  11654. if ( uvType ) {
  11655. if ( geometry.faceVertexUvs.length > 0 ) {
  11656. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  11657. }
  11658. if ( geometry.faceVertexUvs.length > 1 ) {
  11659. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  11660. }
  11661. }
  11662. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  11663. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  11664. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  11665. }
  11666. var UintArray = _glExtensionElementIndexUint !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
  11667. geometryGroup.__typeArray = UintArray;
  11668. geometryGroup.__faceArray = new UintArray( ntris * 3 );
  11669. geometryGroup.__lineArray = new UintArray( nlines * 2 );
  11670. var m, ml;
  11671. if ( geometryGroup.numMorphTargets ) {
  11672. geometryGroup.__morphTargetsArrays = [];
  11673. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  11674. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  11675. }
  11676. }
  11677. if ( geometryGroup.numMorphNormals ) {
  11678. geometryGroup.__morphNormalsArrays = [];
  11679. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  11680. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  11681. }
  11682. }
  11683. geometryGroup.__webglFaceCount = ntris * 3;
  11684. geometryGroup.__webglLineCount = nlines * 2;
  11685. // custom attributes
  11686. if ( material.attributes ) {
  11687. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  11688. geometryGroup.__webglCustomAttributesList = [];
  11689. }
  11690. for ( var a in material.attributes ) {
  11691. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  11692. // attribute buffers which are correctly indexed in the setMeshBuffers function
  11693. var originalAttribute = material.attributes[ a ];
  11694. var attribute = {};
  11695. for ( var property in originalAttribute ) {
  11696. attribute[ property ] = originalAttribute[ property ];
  11697. }
  11698. if ( ! attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  11699. attribute.__webglInitialized = true;
  11700. var size = 1; // "f" and "i"
  11701. if ( attribute.type === 'v2' ) size = 2;
  11702. else if ( attribute.type === 'v3' ) size = 3;
  11703. else if ( attribute.type === 'v4' ) size = 4;
  11704. else if ( attribute.type === 'c' ) size = 3;
  11705. attribute.size = size;
  11706. attribute.array = new Float32Array( nvertices * size );
  11707. attribute.buffer = _gl.createBuffer();
  11708. attribute.buffer.belongsToAttribute = a;
  11709. originalAttribute.needsUpdate = true;
  11710. attribute.__original = originalAttribute;
  11711. }
  11712. geometryGroup.__webglCustomAttributesList.push( attribute );
  11713. }
  11714. }
  11715. geometryGroup.__inittedArrays = true;
  11716. };
  11717. function getBufferMaterial( object, geometryGroup ) {
  11718. return object.material instanceof THREE.MeshFaceMaterial
  11719. ? object.material.materials[ geometryGroup.materialIndex ]
  11720. : object.material;
  11721. };
  11722. function materialNeedsSmoothNormals ( material ) {
  11723. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  11724. };
  11725. function bufferGuessNormalType ( material ) {
  11726. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  11727. if ( ( material instanceof THREE.MeshBasicMaterial && ! material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  11728. return false;
  11729. }
  11730. if ( materialNeedsSmoothNormals( material ) ) {
  11731. return THREE.SmoothShading;
  11732. } else {
  11733. return THREE.FlatShading;
  11734. }
  11735. };
  11736. function bufferGuessVertexColorType( material ) {
  11737. if ( material.vertexColors ) {
  11738. return material.vertexColors;
  11739. }
  11740. return false;
  11741. };
  11742. function bufferGuessUVType( material ) {
  11743. // material must use some texture to require uvs
  11744. if ( material.map ||
  11745. material.lightMap ||
  11746. material.bumpMap ||
  11747. material.normalMap ||
  11748. material.specularMap ||
  11749. material.alphaMap ||
  11750. material instanceof THREE.ShaderMaterial ) {
  11751. return true;
  11752. }
  11753. return false;
  11754. };
  11755. //
  11756. function initDirectBuffers( geometry ) {
  11757. for ( var name in geometry.attributes ) {
  11758. var bufferType = ( name === 'index' ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  11759. var attribute = geometry.attributes[ name ];
  11760. attribute.buffer = _gl.createBuffer();
  11761. _gl.bindBuffer( bufferType, attribute.buffer );
  11762. _gl.bufferData( bufferType, attribute.array, _gl.STATIC_DRAW );
  11763. }
  11764. }
  11765. // Buffer setting
  11766. function setParticleBuffers ( geometry, hint, object ) {
  11767. var v, c, vertex, offset, index, color,
  11768. vertices = geometry.vertices,
  11769. vl = vertices.length,
  11770. colors = geometry.colors,
  11771. cl = colors.length,
  11772. vertexArray = geometry.__vertexArray,
  11773. colorArray = geometry.__colorArray,
  11774. sortArray = geometry.__sortArray,
  11775. dirtyVertices = geometry.verticesNeedUpdate,
  11776. dirtyElements = geometry.elementsNeedUpdate,
  11777. dirtyColors = geometry.colorsNeedUpdate,
  11778. customAttributes = geometry.__webglCustomAttributesList,
  11779. i, il,
  11780. a, ca, cal, value,
  11781. customAttribute;
  11782. if ( object.sortParticles ) {
  11783. _projScreenMatrixPS.copy( _projScreenMatrix );
  11784. _projScreenMatrixPS.multiply( object.matrixWorld );
  11785. for ( v = 0; v < vl; v ++ ) {
  11786. vertex = vertices[ v ];
  11787. _vector3.copy( vertex );
  11788. _vector3.applyProjection( _projScreenMatrixPS );
  11789. sortArray[ v ] = [ _vector3.z, v ];
  11790. }
  11791. sortArray.sort( numericalSort );
  11792. for ( v = 0; v < vl; v ++ ) {
  11793. vertex = vertices[ sortArray[ v ][ 1 ] ];
  11794. offset = v * 3;
  11795. vertexArray[ offset ] = vertex.x;
  11796. vertexArray[ offset + 1 ] = vertex.y;
  11797. vertexArray[ offset + 2 ] = vertex.z;
  11798. }
  11799. for ( c = 0; c < cl; c ++ ) {
  11800. offset = c * 3;
  11801. color = colors[ sortArray[ c ][ 1 ] ];
  11802. colorArray[ offset ] = color.r;
  11803. colorArray[ offset + 1 ] = color.g;
  11804. colorArray[ offset + 2 ] = color.b;
  11805. }
  11806. if ( customAttributes ) {
  11807. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11808. customAttribute = customAttributes[ i ];
  11809. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) ) continue;
  11810. offset = 0;
  11811. cal = customAttribute.value.length;
  11812. if ( customAttribute.size === 1 ) {
  11813. for ( ca = 0; ca < cal; ca ++ ) {
  11814. index = sortArray[ ca ][ 1 ];
  11815. customAttribute.array[ ca ] = customAttribute.value[ index ];
  11816. }
  11817. } else if ( customAttribute.size === 2 ) {
  11818. for ( ca = 0; ca < cal; ca ++ ) {
  11819. index = sortArray[ ca ][ 1 ];
  11820. value = customAttribute.value[ index ];
  11821. customAttribute.array[ offset ] = value.x;
  11822. customAttribute.array[ offset + 1 ] = value.y;
  11823. offset += 2;
  11824. }
  11825. } else if ( customAttribute.size === 3 ) {
  11826. if ( customAttribute.type === 'c' ) {
  11827. for ( ca = 0; ca < cal; ca ++ ) {
  11828. index = sortArray[ ca ][ 1 ];
  11829. value = customAttribute.value[ index ];
  11830. customAttribute.array[ offset ] = value.r;
  11831. customAttribute.array[ offset + 1 ] = value.g;
  11832. customAttribute.array[ offset + 2 ] = value.b;
  11833. offset += 3;
  11834. }
  11835. } else {
  11836. for ( ca = 0; ca < cal; ca ++ ) {
  11837. index = sortArray[ ca ][ 1 ];
  11838. value = customAttribute.value[ index ];
  11839. customAttribute.array[ offset ] = value.x;
  11840. customAttribute.array[ offset + 1 ] = value.y;
  11841. customAttribute.array[ offset + 2 ] = value.z;
  11842. offset += 3;
  11843. }
  11844. }
  11845. } else if ( customAttribute.size === 4 ) {
  11846. for ( ca = 0; ca < cal; ca ++ ) {
  11847. index = sortArray[ ca ][ 1 ];
  11848. value = customAttribute.value[ index ];
  11849. customAttribute.array[ offset ] = value.x;
  11850. customAttribute.array[ offset + 1 ] = value.y;
  11851. customAttribute.array[ offset + 2 ] = value.z;
  11852. customAttribute.array[ offset + 3 ] = value.w;
  11853. offset += 4;
  11854. }
  11855. }
  11856. }
  11857. }
  11858. } else {
  11859. if ( dirtyVertices ) {
  11860. for ( v = 0; v < vl; v ++ ) {
  11861. vertex = vertices[ v ];
  11862. offset = v * 3;
  11863. vertexArray[ offset ] = vertex.x;
  11864. vertexArray[ offset + 1 ] = vertex.y;
  11865. vertexArray[ offset + 2 ] = vertex.z;
  11866. }
  11867. }
  11868. if ( dirtyColors ) {
  11869. for ( c = 0; c < cl; c ++ ) {
  11870. color = colors[ c ];
  11871. offset = c * 3;
  11872. colorArray[ offset ] = color.r;
  11873. colorArray[ offset + 1 ] = color.g;
  11874. colorArray[ offset + 2 ] = color.b;
  11875. }
  11876. }
  11877. if ( customAttributes ) {
  11878. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11879. customAttribute = customAttributes[ i ];
  11880. if ( customAttribute.needsUpdate &&
  11881. ( customAttribute.boundTo === undefined ||
  11882. customAttribute.boundTo === 'vertices' ) ) {
  11883. cal = customAttribute.value.length;
  11884. offset = 0;
  11885. if ( customAttribute.size === 1 ) {
  11886. for ( ca = 0; ca < cal; ca ++ ) {
  11887. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  11888. }
  11889. } else if ( customAttribute.size === 2 ) {
  11890. for ( ca = 0; ca < cal; ca ++ ) {
  11891. value = customAttribute.value[ ca ];
  11892. customAttribute.array[ offset ] = value.x;
  11893. customAttribute.array[ offset + 1 ] = value.y;
  11894. offset += 2;
  11895. }
  11896. } else if ( customAttribute.size === 3 ) {
  11897. if ( customAttribute.type === 'c' ) {
  11898. for ( ca = 0; ca < cal; ca ++ ) {
  11899. value = customAttribute.value[ ca ];
  11900. customAttribute.array[ offset ] = value.r;
  11901. customAttribute.array[ offset + 1 ] = value.g;
  11902. customAttribute.array[ offset + 2 ] = value.b;
  11903. offset += 3;
  11904. }
  11905. } else {
  11906. for ( ca = 0; ca < cal; ca ++ ) {
  11907. value = customAttribute.value[ ca ];
  11908. customAttribute.array[ offset ] = value.x;
  11909. customAttribute.array[ offset + 1 ] = value.y;
  11910. customAttribute.array[ offset + 2 ] = value.z;
  11911. offset += 3;
  11912. }
  11913. }
  11914. } else if ( customAttribute.size === 4 ) {
  11915. for ( ca = 0; ca < cal; ca ++ ) {
  11916. value = customAttribute.value[ ca ];
  11917. customAttribute.array[ offset ] = value.x;
  11918. customAttribute.array[ offset + 1 ] = value.y;
  11919. customAttribute.array[ offset + 2 ] = value.z;
  11920. customAttribute.array[ offset + 3 ] = value.w;
  11921. offset += 4;
  11922. }
  11923. }
  11924. }
  11925. }
  11926. }
  11927. }
  11928. if ( dirtyVertices || object.sortParticles ) {
  11929. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  11930. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  11931. }
  11932. if ( dirtyColors || object.sortParticles ) {
  11933. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  11934. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  11935. }
  11936. if ( customAttributes ) {
  11937. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11938. customAttribute = customAttributes[ i ];
  11939. if ( customAttribute.needsUpdate || object.sortParticles ) {
  11940. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  11941. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  11942. }
  11943. }
  11944. }
  11945. }
  11946. function setLineBuffers ( geometry, hint ) {
  11947. var v, c, d, vertex, offset, color,
  11948. vertices = geometry.vertices,
  11949. colors = geometry.colors,
  11950. lineDistances = geometry.lineDistances,
  11951. vl = vertices.length,
  11952. cl = colors.length,
  11953. dl = lineDistances.length,
  11954. vertexArray = geometry.__vertexArray,
  11955. colorArray = geometry.__colorArray,
  11956. lineDistanceArray = geometry.__lineDistanceArray,
  11957. dirtyVertices = geometry.verticesNeedUpdate,
  11958. dirtyColors = geometry.colorsNeedUpdate,
  11959. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  11960. customAttributes = geometry.__webglCustomAttributesList,
  11961. i, il,
  11962. a, ca, cal, value,
  11963. customAttribute;
  11964. if ( dirtyVertices ) {
  11965. for ( v = 0; v < vl; v ++ ) {
  11966. vertex = vertices[ v ];
  11967. offset = v * 3;
  11968. vertexArray[ offset ] = vertex.x;
  11969. vertexArray[ offset + 1 ] = vertex.y;
  11970. vertexArray[ offset + 2 ] = vertex.z;
  11971. }
  11972. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  11973. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  11974. }
  11975. if ( dirtyColors ) {
  11976. for ( c = 0; c < cl; c ++ ) {
  11977. color = colors[ c ];
  11978. offset = c * 3;
  11979. colorArray[ offset ] = color.r;
  11980. colorArray[ offset + 1 ] = color.g;
  11981. colorArray[ offset + 2 ] = color.b;
  11982. }
  11983. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  11984. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  11985. }
  11986. if ( dirtyLineDistances ) {
  11987. for ( d = 0; d < dl; d ++ ) {
  11988. lineDistanceArray[ d ] = lineDistances[ d ];
  11989. }
  11990. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  11991. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  11992. }
  11993. if ( customAttributes ) {
  11994. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  11995. customAttribute = customAttributes[ i ];
  11996. if ( customAttribute.needsUpdate &&
  11997. ( customAttribute.boundTo === undefined ||
  11998. customAttribute.boundTo === 'vertices' ) ) {
  11999. offset = 0;
  12000. cal = customAttribute.value.length;
  12001. if ( customAttribute.size === 1 ) {
  12002. for ( ca = 0; ca < cal; ca ++ ) {
  12003. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  12004. }
  12005. } else if ( customAttribute.size === 2 ) {
  12006. for ( ca = 0; ca < cal; ca ++ ) {
  12007. value = customAttribute.value[ ca ];
  12008. customAttribute.array[ offset ] = value.x;
  12009. customAttribute.array[ offset + 1 ] = value.y;
  12010. offset += 2;
  12011. }
  12012. } else if ( customAttribute.size === 3 ) {
  12013. if ( customAttribute.type === 'c' ) {
  12014. for ( ca = 0; ca < cal; ca ++ ) {
  12015. value = customAttribute.value[ ca ];
  12016. customAttribute.array[ offset ] = value.r;
  12017. customAttribute.array[ offset + 1 ] = value.g;
  12018. customAttribute.array[ offset + 2 ] = value.b;
  12019. offset += 3;
  12020. }
  12021. } else {
  12022. for ( ca = 0; ca < cal; ca ++ ) {
  12023. value = customAttribute.value[ ca ];
  12024. customAttribute.array[ offset ] = value.x;
  12025. customAttribute.array[ offset + 1 ] = value.y;
  12026. customAttribute.array[ offset + 2 ] = value.z;
  12027. offset += 3;
  12028. }
  12029. }
  12030. } else if ( customAttribute.size === 4 ) {
  12031. for ( ca = 0; ca < cal; ca ++ ) {
  12032. value = customAttribute.value[ ca ];
  12033. customAttribute.array[ offset ] = value.x;
  12034. customAttribute.array[ offset + 1 ] = value.y;
  12035. customAttribute.array[ offset + 2 ] = value.z;
  12036. customAttribute.array[ offset + 3 ] = value.w;
  12037. offset += 4;
  12038. }
  12039. }
  12040. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  12041. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  12042. }
  12043. }
  12044. }
  12045. }
  12046. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  12047. if ( ! geometryGroup.__inittedArrays ) {
  12048. return;
  12049. }
  12050. var normalType = bufferGuessNormalType( material ),
  12051. vertexColorType = bufferGuessVertexColorType( material ),
  12052. uvType = bufferGuessUVType( material ),
  12053. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  12054. var f, fl, fi, face,
  12055. vertexNormals, faceNormal, normal,
  12056. vertexColors, faceColor,
  12057. vertexTangents,
  12058. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  12059. c1, c2, c3,
  12060. sw1, sw2, sw3, sw4,
  12061. si1, si2, si3, si4,
  12062. sa1, sa2, sa3, sa4,
  12063. sb1, sb2, sb3, sb4,
  12064. m, ml, i, il,
  12065. vn, uvi, uv2i,
  12066. vk, vkl, vka,
  12067. nka, chf, faceVertexNormals,
  12068. a,
  12069. vertexIndex = 0,
  12070. offset = 0,
  12071. offset_uv = 0,
  12072. offset_uv2 = 0,
  12073. offset_face = 0,
  12074. offset_normal = 0,
  12075. offset_tangent = 0,
  12076. offset_line = 0,
  12077. offset_color = 0,
  12078. offset_skin = 0,
  12079. offset_morphTarget = 0,
  12080. offset_custom = 0,
  12081. offset_customSrc = 0,
  12082. value,
  12083. vertexArray = geometryGroup.__vertexArray,
  12084. uvArray = geometryGroup.__uvArray,
  12085. uv2Array = geometryGroup.__uv2Array,
  12086. normalArray = geometryGroup.__normalArray,
  12087. tangentArray = geometryGroup.__tangentArray,
  12088. colorArray = geometryGroup.__colorArray,
  12089. skinIndexArray = geometryGroup.__skinIndexArray,
  12090. skinWeightArray = geometryGroup.__skinWeightArray,
  12091. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  12092. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  12093. customAttributes = geometryGroup.__webglCustomAttributesList,
  12094. customAttribute,
  12095. faceArray = geometryGroup.__faceArray,
  12096. lineArray = geometryGroup.__lineArray,
  12097. geometry = object.geometry, // this is shared for all chunks
  12098. dirtyVertices = geometry.verticesNeedUpdate,
  12099. dirtyElements = geometry.elementsNeedUpdate,
  12100. dirtyUvs = geometry.uvsNeedUpdate,
  12101. dirtyNormals = geometry.normalsNeedUpdate,
  12102. dirtyTangents = geometry.tangentsNeedUpdate,
  12103. dirtyColors = geometry.colorsNeedUpdate,
  12104. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  12105. vertices = geometry.vertices,
  12106. chunk_faces3 = geometryGroup.faces3,
  12107. obj_faces = geometry.faces,
  12108. obj_uvs = geometry.faceVertexUvs[ 0 ],
  12109. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  12110. obj_colors = geometry.colors,
  12111. obj_skinIndices = geometry.skinIndices,
  12112. obj_skinWeights = geometry.skinWeights,
  12113. morphTargets = geometry.morphTargets,
  12114. morphNormals = geometry.morphNormals;
  12115. if ( dirtyVertices ) {
  12116. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12117. face = obj_faces[ chunk_faces3[ f ] ];
  12118. v1 = vertices[ face.a ];
  12119. v2 = vertices[ face.b ];
  12120. v3 = vertices[ face.c ];
  12121. vertexArray[ offset ] = v1.x;
  12122. vertexArray[ offset + 1 ] = v1.y;
  12123. vertexArray[ offset + 2 ] = v1.z;
  12124. vertexArray[ offset + 3 ] = v2.x;
  12125. vertexArray[ offset + 4 ] = v2.y;
  12126. vertexArray[ offset + 5 ] = v2.z;
  12127. vertexArray[ offset + 6 ] = v3.x;
  12128. vertexArray[ offset + 7 ] = v3.y;
  12129. vertexArray[ offset + 8 ] = v3.z;
  12130. offset += 9;
  12131. }
  12132. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  12133. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  12134. }
  12135. if ( dirtyMorphTargets ) {
  12136. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  12137. offset_morphTarget = 0;
  12138. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12139. chf = chunk_faces3[ f ];
  12140. face = obj_faces[ chf ];
  12141. // morph positions
  12142. v1 = morphTargets[ vk ].vertices[ face.a ];
  12143. v2 = morphTargets[ vk ].vertices[ face.b ];
  12144. v3 = morphTargets[ vk ].vertices[ face.c ];
  12145. vka = morphTargetsArrays[ vk ];
  12146. vka[ offset_morphTarget ] = v1.x;
  12147. vka[ offset_morphTarget + 1 ] = v1.y;
  12148. vka[ offset_morphTarget + 2 ] = v1.z;
  12149. vka[ offset_morphTarget + 3 ] = v2.x;
  12150. vka[ offset_morphTarget + 4 ] = v2.y;
  12151. vka[ offset_morphTarget + 5 ] = v2.z;
  12152. vka[ offset_morphTarget + 6 ] = v3.x;
  12153. vka[ offset_morphTarget + 7 ] = v3.y;
  12154. vka[ offset_morphTarget + 8 ] = v3.z;
  12155. // morph normals
  12156. if ( material.morphNormals ) {
  12157. if ( needsSmoothNormals ) {
  12158. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  12159. n1 = faceVertexNormals.a;
  12160. n2 = faceVertexNormals.b;
  12161. n3 = faceVertexNormals.c;
  12162. } else {
  12163. n1 = morphNormals[ vk ].faceNormals[ chf ];
  12164. n2 = n1;
  12165. n3 = n1;
  12166. }
  12167. nka = morphNormalsArrays[ vk ];
  12168. nka[ offset_morphTarget ] = n1.x;
  12169. nka[ offset_morphTarget + 1 ] = n1.y;
  12170. nka[ offset_morphTarget + 2 ] = n1.z;
  12171. nka[ offset_morphTarget + 3 ] = n2.x;
  12172. nka[ offset_morphTarget + 4 ] = n2.y;
  12173. nka[ offset_morphTarget + 5 ] = n2.z;
  12174. nka[ offset_morphTarget + 6 ] = n3.x;
  12175. nka[ offset_morphTarget + 7 ] = n3.y;
  12176. nka[ offset_morphTarget + 8 ] = n3.z;
  12177. }
  12178. //
  12179. offset_morphTarget += 9;
  12180. }
  12181. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  12182. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  12183. if ( material.morphNormals ) {
  12184. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  12185. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  12186. }
  12187. }
  12188. }
  12189. if ( obj_skinWeights.length ) {
  12190. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12191. face = obj_faces[ chunk_faces3[ f ] ];
  12192. // weights
  12193. sw1 = obj_skinWeights[ face.a ];
  12194. sw2 = obj_skinWeights[ face.b ];
  12195. sw3 = obj_skinWeights[ face.c ];
  12196. skinWeightArray[ offset_skin ] = sw1.x;
  12197. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  12198. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  12199. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  12200. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  12201. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  12202. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  12203. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  12204. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  12205. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  12206. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  12207. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  12208. // indices
  12209. si1 = obj_skinIndices[ face.a ];
  12210. si2 = obj_skinIndices[ face.b ];
  12211. si3 = obj_skinIndices[ face.c ];
  12212. skinIndexArray[ offset_skin ] = si1.x;
  12213. skinIndexArray[ offset_skin + 1 ] = si1.y;
  12214. skinIndexArray[ offset_skin + 2 ] = si1.z;
  12215. skinIndexArray[ offset_skin + 3 ] = si1.w;
  12216. skinIndexArray[ offset_skin + 4 ] = si2.x;
  12217. skinIndexArray[ offset_skin + 5 ] = si2.y;
  12218. skinIndexArray[ offset_skin + 6 ] = si2.z;
  12219. skinIndexArray[ offset_skin + 7 ] = si2.w;
  12220. skinIndexArray[ offset_skin + 8 ] = si3.x;
  12221. skinIndexArray[ offset_skin + 9 ] = si3.y;
  12222. skinIndexArray[ offset_skin + 10 ] = si3.z;
  12223. skinIndexArray[ offset_skin + 11 ] = si3.w;
  12224. offset_skin += 12;
  12225. }
  12226. if ( offset_skin > 0 ) {
  12227. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  12228. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  12229. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  12230. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  12231. }
  12232. }
  12233. if ( dirtyColors && vertexColorType ) {
  12234. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12235. face = obj_faces[ chunk_faces3[ f ] ];
  12236. vertexColors = face.vertexColors;
  12237. faceColor = face.color;
  12238. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  12239. c1 = vertexColors[ 0 ];
  12240. c2 = vertexColors[ 1 ];
  12241. c3 = vertexColors[ 2 ];
  12242. } else {
  12243. c1 = faceColor;
  12244. c2 = faceColor;
  12245. c3 = faceColor;
  12246. }
  12247. colorArray[ offset_color ] = c1.r;
  12248. colorArray[ offset_color + 1 ] = c1.g;
  12249. colorArray[ offset_color + 2 ] = c1.b;
  12250. colorArray[ offset_color + 3 ] = c2.r;
  12251. colorArray[ offset_color + 4 ] = c2.g;
  12252. colorArray[ offset_color + 5 ] = c2.b;
  12253. colorArray[ offset_color + 6 ] = c3.r;
  12254. colorArray[ offset_color + 7 ] = c3.g;
  12255. colorArray[ offset_color + 8 ] = c3.b;
  12256. offset_color += 9;
  12257. }
  12258. if ( offset_color > 0 ) {
  12259. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  12260. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  12261. }
  12262. }
  12263. if ( dirtyTangents && geometry.hasTangents ) {
  12264. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12265. face = obj_faces[ chunk_faces3[ f ] ];
  12266. vertexTangents = face.vertexTangents;
  12267. t1 = vertexTangents[ 0 ];
  12268. t2 = vertexTangents[ 1 ];
  12269. t3 = vertexTangents[ 2 ];
  12270. tangentArray[ offset_tangent ] = t1.x;
  12271. tangentArray[ offset_tangent + 1 ] = t1.y;
  12272. tangentArray[ offset_tangent + 2 ] = t1.z;
  12273. tangentArray[ offset_tangent + 3 ] = t1.w;
  12274. tangentArray[ offset_tangent + 4 ] = t2.x;
  12275. tangentArray[ offset_tangent + 5 ] = t2.y;
  12276. tangentArray[ offset_tangent + 6 ] = t2.z;
  12277. tangentArray[ offset_tangent + 7 ] = t2.w;
  12278. tangentArray[ offset_tangent + 8 ] = t3.x;
  12279. tangentArray[ offset_tangent + 9 ] = t3.y;
  12280. tangentArray[ offset_tangent + 10 ] = t3.z;
  12281. tangentArray[ offset_tangent + 11 ] = t3.w;
  12282. offset_tangent += 12;
  12283. }
  12284. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  12285. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  12286. }
  12287. if ( dirtyNormals && normalType ) {
  12288. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12289. face = obj_faces[ chunk_faces3[ f ] ];
  12290. vertexNormals = face.vertexNormals;
  12291. faceNormal = face.normal;
  12292. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  12293. for ( i = 0; i < 3; i ++ ) {
  12294. vn = vertexNormals[ i ];
  12295. normalArray[ offset_normal ] = vn.x;
  12296. normalArray[ offset_normal + 1 ] = vn.y;
  12297. normalArray[ offset_normal + 2 ] = vn.z;
  12298. offset_normal += 3;
  12299. }
  12300. } else {
  12301. for ( i = 0; i < 3; i ++ ) {
  12302. normalArray[ offset_normal ] = faceNormal.x;
  12303. normalArray[ offset_normal + 1 ] = faceNormal.y;
  12304. normalArray[ offset_normal + 2 ] = faceNormal.z;
  12305. offset_normal += 3;
  12306. }
  12307. }
  12308. }
  12309. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  12310. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  12311. }
  12312. if ( dirtyUvs && obj_uvs && uvType ) {
  12313. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12314. fi = chunk_faces3[ f ];
  12315. uv = obj_uvs[ fi ];
  12316. if ( uv === undefined ) continue;
  12317. for ( i = 0; i < 3; i ++ ) {
  12318. uvi = uv[ i ];
  12319. uvArray[ offset_uv ] = uvi.x;
  12320. uvArray[ offset_uv + 1 ] = uvi.y;
  12321. offset_uv += 2;
  12322. }
  12323. }
  12324. if ( offset_uv > 0 ) {
  12325. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  12326. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  12327. }
  12328. }
  12329. if ( dirtyUvs && obj_uvs2 && uvType ) {
  12330. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12331. fi = chunk_faces3[ f ];
  12332. uv2 = obj_uvs2[ fi ];
  12333. if ( uv2 === undefined ) continue;
  12334. for ( i = 0; i < 3; i ++ ) {
  12335. uv2i = uv2[ i ];
  12336. uv2Array[ offset_uv2 ] = uv2i.x;
  12337. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  12338. offset_uv2 += 2;
  12339. }
  12340. }
  12341. if ( offset_uv2 > 0 ) {
  12342. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  12343. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  12344. }
  12345. }
  12346. if ( dirtyElements ) {
  12347. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12348. faceArray[ offset_face ] = vertexIndex;
  12349. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  12350. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  12351. offset_face += 3;
  12352. lineArray[ offset_line ] = vertexIndex;
  12353. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  12354. lineArray[ offset_line + 2 ] = vertexIndex;
  12355. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  12356. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  12357. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  12358. offset_line += 6;
  12359. vertexIndex += 3;
  12360. }
  12361. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  12362. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  12363. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  12364. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  12365. }
  12366. if ( customAttributes ) {
  12367. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  12368. customAttribute = customAttributes[ i ];
  12369. if ( ! customAttribute.__original.needsUpdate ) continue;
  12370. offset_custom = 0;
  12371. offset_customSrc = 0;
  12372. if ( customAttribute.size === 1 ) {
  12373. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  12374. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12375. face = obj_faces[ chunk_faces3[ f ] ];
  12376. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  12377. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  12378. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  12379. offset_custom += 3;
  12380. }
  12381. } else if ( customAttribute.boundTo === 'faces' ) {
  12382. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12383. value = customAttribute.value[ chunk_faces3[ f ] ];
  12384. customAttribute.array[ offset_custom ] = value;
  12385. customAttribute.array[ offset_custom + 1 ] = value;
  12386. customAttribute.array[ offset_custom + 2 ] = value;
  12387. offset_custom += 3;
  12388. }
  12389. }
  12390. } else if ( customAttribute.size === 2 ) {
  12391. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  12392. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12393. face = obj_faces[ chunk_faces3[ f ] ];
  12394. v1 = customAttribute.value[ face.a ];
  12395. v2 = customAttribute.value[ face.b ];
  12396. v3 = customAttribute.value[ face.c ];
  12397. customAttribute.array[ offset_custom ] = v1.x;
  12398. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12399. customAttribute.array[ offset_custom + 2 ] = v2.x;
  12400. customAttribute.array[ offset_custom + 3 ] = v2.y;
  12401. customAttribute.array[ offset_custom + 4 ] = v3.x;
  12402. customAttribute.array[ offset_custom + 5 ] = v3.y;
  12403. offset_custom += 6;
  12404. }
  12405. } else if ( customAttribute.boundTo === 'faces' ) {
  12406. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12407. value = customAttribute.value[ chunk_faces3[ f ] ];
  12408. v1 = value;
  12409. v2 = value;
  12410. v3 = value;
  12411. customAttribute.array[ offset_custom ] = v1.x;
  12412. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12413. customAttribute.array[ offset_custom + 2 ] = v2.x;
  12414. customAttribute.array[ offset_custom + 3 ] = v2.y;
  12415. customAttribute.array[ offset_custom + 4 ] = v3.x;
  12416. customAttribute.array[ offset_custom + 5 ] = v3.y;
  12417. offset_custom += 6;
  12418. }
  12419. }
  12420. } else if ( customAttribute.size === 3 ) {
  12421. var pp;
  12422. if ( customAttribute.type === 'c' ) {
  12423. pp = [ 'r', 'g', 'b' ];
  12424. } else {
  12425. pp = [ 'x', 'y', 'z' ];
  12426. }
  12427. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  12428. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12429. face = obj_faces[ chunk_faces3[ f ] ];
  12430. v1 = customAttribute.value[ face.a ];
  12431. v2 = customAttribute.value[ face.b ];
  12432. v3 = customAttribute.value[ face.c ];
  12433. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  12434. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  12435. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  12436. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  12437. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  12438. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  12439. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  12440. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  12441. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  12442. offset_custom += 9;
  12443. }
  12444. } else if ( customAttribute.boundTo === 'faces' ) {
  12445. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12446. value = customAttribute.value[ chunk_faces3[ f ] ];
  12447. v1 = value;
  12448. v2 = value;
  12449. v3 = value;
  12450. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  12451. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  12452. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  12453. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  12454. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  12455. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  12456. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  12457. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  12458. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  12459. offset_custom += 9;
  12460. }
  12461. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  12462. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12463. value = customAttribute.value[ chunk_faces3[ f ] ];
  12464. v1 = value[ 0 ];
  12465. v2 = value[ 1 ];
  12466. v3 = value[ 2 ];
  12467. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  12468. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  12469. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  12470. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  12471. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  12472. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  12473. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  12474. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  12475. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  12476. offset_custom += 9;
  12477. }
  12478. }
  12479. } else if ( customAttribute.size === 4 ) {
  12480. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === 'vertices' ) {
  12481. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12482. face = obj_faces[ chunk_faces3[ f ] ];
  12483. v1 = customAttribute.value[ face.a ];
  12484. v2 = customAttribute.value[ face.b ];
  12485. v3 = customAttribute.value[ face.c ];
  12486. customAttribute.array[ offset_custom ] = v1.x;
  12487. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12488. customAttribute.array[ offset_custom + 2 ] = v1.z;
  12489. customAttribute.array[ offset_custom + 3 ] = v1.w;
  12490. customAttribute.array[ offset_custom + 4 ] = v2.x;
  12491. customAttribute.array[ offset_custom + 5 ] = v2.y;
  12492. customAttribute.array[ offset_custom + 6 ] = v2.z;
  12493. customAttribute.array[ offset_custom + 7 ] = v2.w;
  12494. customAttribute.array[ offset_custom + 8 ] = v3.x;
  12495. customAttribute.array[ offset_custom + 9 ] = v3.y;
  12496. customAttribute.array[ offset_custom + 10 ] = v3.z;
  12497. customAttribute.array[ offset_custom + 11 ] = v3.w;
  12498. offset_custom += 12;
  12499. }
  12500. } else if ( customAttribute.boundTo === 'faces' ) {
  12501. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12502. value = customAttribute.value[ chunk_faces3[ f ] ];
  12503. v1 = value;
  12504. v2 = value;
  12505. v3 = value;
  12506. customAttribute.array[ offset_custom ] = v1.x;
  12507. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12508. customAttribute.array[ offset_custom + 2 ] = v1.z;
  12509. customAttribute.array[ offset_custom + 3 ] = v1.w;
  12510. customAttribute.array[ offset_custom + 4 ] = v2.x;
  12511. customAttribute.array[ offset_custom + 5 ] = v2.y;
  12512. customAttribute.array[ offset_custom + 6 ] = v2.z;
  12513. customAttribute.array[ offset_custom + 7 ] = v2.w;
  12514. customAttribute.array[ offset_custom + 8 ] = v3.x;
  12515. customAttribute.array[ offset_custom + 9 ] = v3.y;
  12516. customAttribute.array[ offset_custom + 10 ] = v3.z;
  12517. customAttribute.array[ offset_custom + 11 ] = v3.w;
  12518. offset_custom += 12;
  12519. }
  12520. } else if ( customAttribute.boundTo === 'faceVertices' ) {
  12521. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12522. value = customAttribute.value[ chunk_faces3[ f ] ];
  12523. v1 = value[ 0 ];
  12524. v2 = value[ 1 ];
  12525. v3 = value[ 2 ];
  12526. customAttribute.array[ offset_custom ] = v1.x;
  12527. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12528. customAttribute.array[ offset_custom + 2 ] = v1.z;
  12529. customAttribute.array[ offset_custom + 3 ] = v1.w;
  12530. customAttribute.array[ offset_custom + 4 ] = v2.x;
  12531. customAttribute.array[ offset_custom + 5 ] = v2.y;
  12532. customAttribute.array[ offset_custom + 6 ] = v2.z;
  12533. customAttribute.array[ offset_custom + 7 ] = v2.w;
  12534. customAttribute.array[ offset_custom + 8 ] = v3.x;
  12535. customAttribute.array[ offset_custom + 9 ] = v3.y;
  12536. customAttribute.array[ offset_custom + 10 ] = v3.z;
  12537. customAttribute.array[ offset_custom + 11 ] = v3.w;
  12538. offset_custom += 12;
  12539. }
  12540. }
  12541. }
  12542. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  12543. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  12544. }
  12545. }
  12546. if ( dispose ) {
  12547. delete geometryGroup.__inittedArrays;
  12548. delete geometryGroup.__colorArray;
  12549. delete geometryGroup.__normalArray;
  12550. delete geometryGroup.__tangentArray;
  12551. delete geometryGroup.__uvArray;
  12552. delete geometryGroup.__uv2Array;
  12553. delete geometryGroup.__faceArray;
  12554. delete geometryGroup.__vertexArray;
  12555. delete geometryGroup.__lineArray;
  12556. delete geometryGroup.__skinIndexArray;
  12557. delete geometryGroup.__skinWeightArray;
  12558. }
  12559. };
  12560. function setDirectBuffers( geometry, hint ) {
  12561. var attributes = geometry.attributes;
  12562. var attributeName, attributeItem;
  12563. for ( attributeName in attributes ) {
  12564. attributeItem = attributes[ attributeName ];
  12565. if ( attributeItem.needsUpdate ) {
  12566. if ( attributeName === 'index' ) {
  12567. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
  12568. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
  12569. } else {
  12570. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  12571. _gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
  12572. }
  12573. attributeItem.needsUpdate = false;
  12574. }
  12575. }
  12576. }
  12577. // Buffer rendering
  12578. this.renderBufferImmediate = function ( object, program, material ) {
  12579. initAttributes();
  12580. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  12581. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  12582. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  12583. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  12584. if ( object.hasPositions ) {
  12585. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  12586. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  12587. enableAttribute( program.attributes.position );
  12588. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  12589. }
  12590. if ( object.hasNormals ) {
  12591. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  12592. if ( material.shading === THREE.FlatShading ) {
  12593. var nx, ny, nz,
  12594. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  12595. normalArray,
  12596. i, il = object.count * 3;
  12597. for ( i = 0; i < il; i += 9 ) {
  12598. normalArray = object.normalArray;
  12599. nax = normalArray[ i ];
  12600. nay = normalArray[ i + 1 ];
  12601. naz = normalArray[ i + 2 ];
  12602. nbx = normalArray[ i + 3 ];
  12603. nby = normalArray[ i + 4 ];
  12604. nbz = normalArray[ i + 5 ];
  12605. ncx = normalArray[ i + 6 ];
  12606. ncy = normalArray[ i + 7 ];
  12607. ncz = normalArray[ i + 8 ];
  12608. nx = ( nax + nbx + ncx ) / 3;
  12609. ny = ( nay + nby + ncy ) / 3;
  12610. nz = ( naz + nbz + ncz ) / 3;
  12611. normalArray[ i ] = nx;
  12612. normalArray[ i + 1 ] = ny;
  12613. normalArray[ i + 2 ] = nz;
  12614. normalArray[ i + 3 ] = nx;
  12615. normalArray[ i + 4 ] = ny;
  12616. normalArray[ i + 5 ] = nz;
  12617. normalArray[ i + 6 ] = nx;
  12618. normalArray[ i + 7 ] = ny;
  12619. normalArray[ i + 8 ] = nz;
  12620. }
  12621. }
  12622. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  12623. enableAttribute( program.attributes.normal );
  12624. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  12625. }
  12626. if ( object.hasUvs && material.map ) {
  12627. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  12628. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  12629. enableAttribute( program.attributes.uv );
  12630. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  12631. }
  12632. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  12633. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  12634. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  12635. enableAttribute( program.attributes.color );
  12636. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  12637. }
  12638. disableUnusedAttributes();
  12639. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  12640. object.count = 0;
  12641. };
  12642. function setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex ) {
  12643. for ( var attributeName in programAttributes ) {
  12644. var attributePointer = programAttributes[ attributeName ];
  12645. var attributeItem = geometryAttributes[ attributeName ];
  12646. if ( attributePointer >= 0 ) {
  12647. if ( attributeItem ) {
  12648. var attributeSize = attributeItem.itemSize;
  12649. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  12650. enableAttribute( attributePointer );
  12651. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
  12652. } else if ( material.defaultAttributeValues ) {
  12653. if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
  12654. _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  12655. } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
  12656. _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  12657. }
  12658. }
  12659. }
  12660. }
  12661. disableUnusedAttributes();
  12662. }
  12663. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  12664. if ( material.visible === false ) return;
  12665. var linewidth, a, attribute;
  12666. var attributeItem, attributeName, attributePointer, attributeSize;
  12667. var program = setProgram( camera, lights, fog, material, object );
  12668. var programAttributes = program.attributes;
  12669. var geometryAttributes = geometry.attributes;
  12670. var updateBuffers = false,
  12671. wireframeBit = material.wireframe ? 1 : 0,
  12672. geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  12673. if ( geometryHash !== _currentGeometryGroupHash ) {
  12674. _currentGeometryGroupHash = geometryHash;
  12675. updateBuffers = true;
  12676. }
  12677. if ( updateBuffers ) {
  12678. initAttributes();
  12679. }
  12680. // render mesh
  12681. if ( object instanceof THREE.Mesh ) {
  12682. var index = geometryAttributes[ 'index' ];
  12683. if ( index ) {
  12684. // indexed triangles
  12685. var type, size;
  12686. if ( index.array instanceof Uint32Array ) {
  12687. type = _gl.UNSIGNED_INT;
  12688. size = 4;
  12689. } else {
  12690. type = _gl.UNSIGNED_SHORT;
  12691. size = 2;
  12692. }
  12693. var offsets = geometry.offsets;
  12694. if ( offsets.length === 0 ) {
  12695. if ( updateBuffers ) {
  12696. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  12697. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12698. }
  12699. _gl.drawElements( _gl.TRIANGLES, index.array.length, type, 0 );
  12700. _this.info.render.calls ++;
  12701. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  12702. _this.info.render.faces += index.array.length / 3;
  12703. } else {
  12704. // if there is more than 1 chunk
  12705. // must set attribute pointers to use new offsets for each chunk
  12706. // even if geometry and materials didn't change
  12707. updateBuffers = true;
  12708. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  12709. var startIndex = offsets[ i ].index;
  12710. if ( updateBuffers ) {
  12711. setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
  12712. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12713. }
  12714. // render indexed triangles
  12715. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, type, offsets[ i ].start * size );
  12716. _this.info.render.calls ++;
  12717. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  12718. _this.info.render.faces += offsets[ i ].count / 3;
  12719. }
  12720. }
  12721. } else {
  12722. // non-indexed triangles
  12723. if ( updateBuffers ) {
  12724. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  12725. }
  12726. var position = geometry.attributes[ 'position' ];
  12727. // render non-indexed triangles
  12728. _gl.drawArrays( _gl.TRIANGLES, 0, position.array.length / 3 );
  12729. _this.info.render.calls ++;
  12730. _this.info.render.vertices += position.array.length / 3;
  12731. _this.info.render.faces += position.array.length / 9;
  12732. }
  12733. } else if ( object instanceof THREE.PointCloud ) {
  12734. // render particles
  12735. if ( updateBuffers ) {
  12736. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  12737. }
  12738. var position = geometryAttributes[ 'position' ];
  12739. // render particles
  12740. _gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
  12741. _this.info.render.calls ++;
  12742. _this.info.render.points += position.array.length / 3;
  12743. } else if ( object instanceof THREE.Line ) {
  12744. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  12745. setLineWidth( material.linewidth );
  12746. var index = geometryAttributes[ 'index' ];
  12747. if ( index ) {
  12748. // indexed lines
  12749. var type, size;
  12750. if ( index.array instanceof Uint32Array ) {
  12751. type = _gl.UNSIGNED_INT;
  12752. size = 4;
  12753. } else {
  12754. type = _gl.UNSIGNED_SHORT;
  12755. size = 2;
  12756. }
  12757. var offsets = geometry.offsets;
  12758. if ( offsets.length === 0 ) {
  12759. if ( updateBuffers ) {
  12760. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  12761. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12762. }
  12763. _gl.drawElements( mode, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  12764. _this.info.render.calls ++;
  12765. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  12766. } else {
  12767. // if there is more than 1 chunk
  12768. // must set attribute pointers to use new offsets for each chunk
  12769. // even if geometry and materials didn't change
  12770. if ( offsets.length > 1 ) updateBuffers = true;
  12771. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  12772. var startIndex = offsets[ i ].index;
  12773. if ( updateBuffers ) {
  12774. setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
  12775. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  12776. }
  12777. // render indexed lines
  12778. _gl.drawElements( mode, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  12779. _this.info.render.calls ++;
  12780. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  12781. }
  12782. }
  12783. } else {
  12784. // non-indexed lines
  12785. if ( updateBuffers ) {
  12786. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  12787. }
  12788. var position = geometryAttributes[ 'position' ];
  12789. _gl.drawArrays( mode, 0, position.array.length / 3 );
  12790. _this.info.render.calls ++;
  12791. _this.info.render.points += position.array.length / 3;
  12792. }
  12793. }
  12794. };
  12795. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  12796. if ( material.visible === false ) return;
  12797. var linewidth, a, attribute, i, il;
  12798. var program = setProgram( camera, lights, fog, material, object );
  12799. var attributes = program.attributes;
  12800. var updateBuffers = false,
  12801. wireframeBit = material.wireframe ? 1 : 0,
  12802. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  12803. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  12804. _currentGeometryGroupHash = geometryGroupHash;
  12805. updateBuffers = true;
  12806. }
  12807. if ( updateBuffers ) {
  12808. initAttributes();
  12809. }
  12810. // vertices
  12811. if ( ! material.morphTargets && attributes.position >= 0 ) {
  12812. if ( updateBuffers ) {
  12813. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  12814. enableAttribute( attributes.position );
  12815. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  12816. }
  12817. } else {
  12818. if ( object.morphTargetBase ) {
  12819. setupMorphTargets( material, geometryGroup, object );
  12820. }
  12821. }
  12822. if ( updateBuffers ) {
  12823. // custom attributes
  12824. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  12825. if ( geometryGroup.__webglCustomAttributesList ) {
  12826. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  12827. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  12828. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  12829. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  12830. enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  12831. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  12832. }
  12833. }
  12834. }
  12835. // colors
  12836. if ( attributes.color >= 0 ) {
  12837. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  12838. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  12839. enableAttribute( attributes.color );
  12840. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  12841. } else if ( material.defaultAttributeValues ) {
  12842. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  12843. }
  12844. }
  12845. // normals
  12846. if ( attributes.normal >= 0 ) {
  12847. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  12848. enableAttribute( attributes.normal );
  12849. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  12850. }
  12851. // tangents
  12852. if ( attributes.tangent >= 0 ) {
  12853. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  12854. enableAttribute( attributes.tangent );
  12855. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  12856. }
  12857. // uvs
  12858. if ( attributes.uv >= 0 ) {
  12859. if ( object.geometry.faceVertexUvs[ 0 ] ) {
  12860. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  12861. enableAttribute( attributes.uv );
  12862. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  12863. } else if ( material.defaultAttributeValues ) {
  12864. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  12865. }
  12866. }
  12867. if ( attributes.uv2 >= 0 ) {
  12868. if ( object.geometry.faceVertexUvs[ 1 ] ) {
  12869. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  12870. enableAttribute( attributes.uv2 );
  12871. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  12872. } else if ( material.defaultAttributeValues ) {
  12873. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  12874. }
  12875. }
  12876. if ( material.skinning &&
  12877. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  12878. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  12879. enableAttribute( attributes.skinIndex );
  12880. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  12881. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  12882. enableAttribute( attributes.skinWeight );
  12883. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  12884. }
  12885. // line distances
  12886. if ( attributes.lineDistance >= 0 ) {
  12887. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  12888. enableAttribute( attributes.lineDistance );
  12889. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  12890. }
  12891. }
  12892. disableUnusedAttributes();
  12893. // render mesh
  12894. if ( object instanceof THREE.Mesh ) {
  12895. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  12896. // wireframe
  12897. if ( material.wireframe ) {
  12898. setLineWidth( material.wireframeLinewidth );
  12899. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  12900. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  12901. // triangles
  12902. } else {
  12903. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  12904. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  12905. }
  12906. _this.info.render.calls ++;
  12907. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  12908. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  12909. // render lines
  12910. } else if ( object instanceof THREE.Line ) {
  12911. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  12912. setLineWidth( material.linewidth );
  12913. _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
  12914. _this.info.render.calls ++;
  12915. // render particles
  12916. } else if ( object instanceof THREE.PointCloud ) {
  12917. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  12918. _this.info.render.calls ++;
  12919. _this.info.render.points += geometryGroup.__webglParticleCount;
  12920. }
  12921. };
  12922. function initAttributes() {
  12923. for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) {
  12924. _newAttributes[ i ] = 0;
  12925. }
  12926. }
  12927. function enableAttribute( attribute ) {
  12928. _newAttributes[ attribute ] = 1;
  12929. if ( _enabledAttributes[ attribute ] === 0 ) {
  12930. _gl.enableVertexAttribArray( attribute );
  12931. _enabledAttributes[ attribute ] = 1;
  12932. }
  12933. }
  12934. function disableUnusedAttributes() {
  12935. for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
  12936. if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
  12937. _gl.disableVertexAttribArray( i );
  12938. _enabledAttributes[ i ] = 0;
  12939. }
  12940. }
  12941. }
  12942. function setupMorphTargets ( material, geometryGroup, object ) {
  12943. // set base
  12944. var attributes = material.program.attributes;
  12945. if ( object.morphTargetBase !== - 1 && attributes.position >= 0 ) {
  12946. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  12947. enableAttribute( attributes.position );
  12948. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  12949. } else if ( attributes.position >= 0 ) {
  12950. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  12951. enableAttribute( attributes.position );
  12952. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  12953. }
  12954. if ( object.morphTargetForcedOrder.length ) {
  12955. // set forced order
  12956. var m = 0;
  12957. var order = object.morphTargetForcedOrder;
  12958. var influences = object.morphTargetInfluences;
  12959. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  12960. if ( attributes[ 'morphTarget' + m ] >= 0 ) {
  12961. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  12962. enableAttribute( attributes[ 'morphTarget' + m ] );
  12963. _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
  12964. }
  12965. if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
  12966. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  12967. enableAttribute( attributes[ 'morphNormal' + m ] );
  12968. _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
  12969. }
  12970. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  12971. m ++;
  12972. }
  12973. } else {
  12974. // find the most influencing
  12975. var influence, activeInfluenceIndices = [];
  12976. var influences = object.morphTargetInfluences;
  12977. var i, il = influences.length;
  12978. for ( i = 0; i < il; i ++ ) {
  12979. influence = influences[ i ];
  12980. if ( influence > 0 ) {
  12981. activeInfluenceIndices.push( [ influence, i ] );
  12982. }
  12983. }
  12984. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  12985. activeInfluenceIndices.sort( numericalSort );
  12986. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  12987. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  12988. activeInfluenceIndices.sort( numericalSort );
  12989. } else if ( activeInfluenceIndices.length === 0 ) {
  12990. activeInfluenceIndices.push( [ 0, 0 ] );
  12991. };
  12992. var influenceIndex, m = 0;
  12993. while ( m < material.numSupportedMorphTargets ) {
  12994. if ( activeInfluenceIndices[ m ] ) {
  12995. influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  12996. if ( attributes[ 'morphTarget' + m ] >= 0 ) {
  12997. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  12998. enableAttribute( attributes[ 'morphTarget' + m ] );
  12999. _gl.vertexAttribPointer( attributes[ 'morphTarget' + m ], 3, _gl.FLOAT, false, 0, 0 );
  13000. }
  13001. if ( attributes[ 'morphNormal' + m ] >= 0 && material.morphNormals ) {
  13002. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  13003. enableAttribute( attributes[ 'morphNormal' + m ] );
  13004. _gl.vertexAttribPointer( attributes[ 'morphNormal' + m ], 3, _gl.FLOAT, false, 0, 0 );
  13005. }
  13006. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  13007. } else {
  13008. /*
  13009. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  13010. if ( material.morphNormals ) {
  13011. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  13012. }
  13013. */
  13014. object.__webglMorphTargetInfluences[ m ] = 0;
  13015. }
  13016. m ++;
  13017. }
  13018. }
  13019. // load updated influences uniform
  13020. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  13021. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  13022. }
  13023. };
  13024. // Sorting
  13025. function painterSortStable ( a, b ) {
  13026. if ( a.z !== b.z ) {
  13027. return b.z - a.z;
  13028. } else {
  13029. return a.id - b.id;
  13030. }
  13031. };
  13032. function reversePainterSortStable ( a, b ) {
  13033. if ( a.z !== b.z ) {
  13034. return a.z - b.z;
  13035. } else {
  13036. return a.id - b.id;
  13037. }
  13038. };
  13039. function numericalSort ( a, b ) {
  13040. return b[ 0 ] - a[ 0 ];
  13041. };
  13042. // Rendering
  13043. this.render = function ( scene, camera, renderTarget, forceClear ) {
  13044. if ( camera instanceof THREE.Camera === false ) {
  13045. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  13046. return;
  13047. }
  13048. var i, il,
  13049. webglObject, object,
  13050. renderList,
  13051. lights = scene.__lights,
  13052. fog = scene.fog;
  13053. // reset caching for this frame
  13054. _currentMaterialId = - 1;
  13055. _currentCamera = null;
  13056. _lightsNeedUpdate = true;
  13057. // update scene graph
  13058. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  13059. // update camera matrices and frustum
  13060. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  13061. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13062. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  13063. _frustum.setFromMatrix( _projScreenMatrix );
  13064. initObjects( scene );
  13065. opaqueObjects.length = 0;
  13066. transparentObjects.length = 0;
  13067. _sortObjects = this.sortObjects;
  13068. projectObject(scene,scene,camera);
  13069. if ( this.sortObjects ) {
  13070. opaqueObjects.sort( painterSortStable );
  13071. transparentObjects.sort( reversePainterSortStable );
  13072. }
  13073. // custom render plugins (pre pass)
  13074. renderPlugins( this.renderPluginsPre, scene, camera );
  13075. //
  13076. _this.info.render.calls = 0;
  13077. _this.info.render.vertices = 0;
  13078. _this.info.render.faces = 0;
  13079. _this.info.render.points = 0;
  13080. this.setRenderTarget( renderTarget );
  13081. if ( this.autoClear || forceClear ) {
  13082. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  13083. }
  13084. // set matrices for regular objects (frustum culled)
  13085. // set matrices for immediate objects
  13086. renderList = scene.__webglObjectsImmediate;
  13087. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  13088. webglObject = renderList[ i ];
  13089. object = webglObject.object;
  13090. if ( object.visible ) {
  13091. setupMatrices( object, camera );
  13092. unrollImmediateBufferMaterial( webglObject );
  13093. }
  13094. }
  13095. if ( scene.overrideMaterial ) {
  13096. var material = scene.overrideMaterial;
  13097. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  13098. this.setDepthTest( material.depthTest );
  13099. this.setDepthWrite( material.depthWrite );
  13100. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13101. renderObjects( opaqueObjects, camera, lights, fog, true, material );
  13102. renderObjects( transparentObjects, camera, lights, fog, true, material );
  13103. renderObjectsImmediate( scene.__webglObjectsImmediate, '', camera, lights, fog, false, material );
  13104. } else {
  13105. var material = null;
  13106. // opaque pass (front-to-back order)
  13107. this.setBlending( THREE.NoBlending );
  13108. renderObjects( opaqueObjects, camera, lights, fog, false, material );
  13109. renderObjectsImmediate( scene.__webglObjectsImmediate, 'opaque', camera, lights, fog, false, material );
  13110. // transparent pass (back-to-front order)
  13111. renderObjects( transparentObjects, camera, lights, fog, true, material );
  13112. renderObjectsImmediate( scene.__webglObjectsImmediate, 'transparent', camera, lights, fog, true, material );
  13113. }
  13114. // custom render plugins (post pass)
  13115. renderPlugins( this.renderPluginsPost, scene, camera );
  13116. // Generate mipmap if we're using any kind of mipmap filtering
  13117. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  13118. updateRenderTargetMipmap( renderTarget );
  13119. }
  13120. // Ensure depth buffer writing is enabled so it can be cleared on next render
  13121. this.setDepthTest( true );
  13122. this.setDepthWrite( true );
  13123. // _gl.finish();
  13124. };
  13125. function projectObject(scene, object,camera){
  13126. if ( object.visible === false ) return;
  13127. var webglObjects = scene.__webglObjects[ object.id ];
  13128. if ( webglObjects && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {
  13129. updateObject( scene, object );
  13130. for ( var i = 0, l = webglObjects.length; i < l; i ++ ) {
  13131. var webglObject = webglObjects[i];
  13132. unrollBufferMaterial( webglObject );
  13133. webglObject.render = true;
  13134. if ( _sortObjects === true ) {
  13135. if ( object.renderDepth !== null ) {
  13136. webglObject.z = object.renderDepth;
  13137. } else {
  13138. _vector3.setFromMatrixPosition( object.matrixWorld );
  13139. _vector3.applyProjection( _projScreenMatrix );
  13140. webglObject.z = _vector3.z;
  13141. }
  13142. }
  13143. }
  13144. }
  13145. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  13146. projectObject( scene, object.children[ i ], camera );
  13147. }
  13148. }
  13149. function renderPlugins( plugins, scene, camera ) {
  13150. if ( plugins.length === 0 ) return;
  13151. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  13152. // reset state for plugin (to start from clean slate)
  13153. _currentProgram = null;
  13154. _currentCamera = null;
  13155. _oldBlending = - 1;
  13156. _oldDepthTest = - 1;
  13157. _oldDepthWrite = - 1;
  13158. _oldDoubleSided = - 1;
  13159. _oldFlipSided = - 1;
  13160. _currentGeometryGroupHash = - 1;
  13161. _currentMaterialId = - 1;
  13162. _lightsNeedUpdate = true;
  13163. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  13164. // reset state after plugin (anything could have changed)
  13165. _currentProgram = null;
  13166. _currentCamera = null;
  13167. _oldBlending = - 1;
  13168. _oldDepthTest = - 1;
  13169. _oldDepthWrite = - 1;
  13170. _oldDoubleSided = - 1;
  13171. _oldFlipSided = - 1;
  13172. _currentGeometryGroupHash = - 1;
  13173. _currentMaterialId = - 1;
  13174. _lightsNeedUpdate = true;
  13175. }
  13176. };
  13177. function renderObjects( renderList, camera, lights, fog, useBlending, overrideMaterial ) {
  13178. var webglObject, object, buffer, material;
  13179. for ( var i = renderList.length - 1; i !== - 1; i -- ) {
  13180. webglObject = renderList[ i ];
  13181. object = webglObject.object;
  13182. buffer = webglObject.buffer;
  13183. setupMatrices( object, camera );
  13184. if ( overrideMaterial ) {
  13185. material = overrideMaterial;
  13186. } else {
  13187. material = webglObject.material;
  13188. if ( ! material ) continue;
  13189. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  13190. _this.setDepthTest( material.depthTest );
  13191. _this.setDepthWrite( material.depthWrite );
  13192. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13193. }
  13194. _this.setMaterialFaces( material );
  13195. if ( buffer instanceof THREE.BufferGeometry ) {
  13196. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  13197. } else {
  13198. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  13199. }
  13200. }
  13201. };
  13202. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  13203. var webglObject, object, material, program;
  13204. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  13205. webglObject = renderList[ i ];
  13206. object = webglObject.object;
  13207. if ( object.visible ) {
  13208. if ( overrideMaterial ) {
  13209. material = overrideMaterial;
  13210. } else {
  13211. material = webglObject[ materialType ];
  13212. if ( ! material ) continue;
  13213. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  13214. _this.setDepthTest( material.depthTest );
  13215. _this.setDepthWrite( material.depthWrite );
  13216. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13217. }
  13218. _this.renderImmediateObject( camera, lights, fog, material, object );
  13219. }
  13220. }
  13221. };
  13222. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  13223. var program = setProgram( camera, lights, fog, material, object );
  13224. _currentGeometryGroupHash = - 1;
  13225. _this.setMaterialFaces( material );
  13226. if ( object.immediateRenderCallback ) {
  13227. object.immediateRenderCallback( program, _gl, _frustum );
  13228. } else {
  13229. object.render( function ( object ) { _this.renderBufferImmediate( object, program, material ); } );
  13230. }
  13231. };
  13232. function unrollImmediateBufferMaterial ( globject ) {
  13233. var object = globject.object,
  13234. material = object.material;
  13235. if ( material.transparent ) {
  13236. globject.transparent = material;
  13237. globject.opaque = null;
  13238. } else {
  13239. globject.opaque = material;
  13240. globject.transparent = null;
  13241. }
  13242. };
  13243. function unrollBufferMaterial ( globject ) {
  13244. var object = globject.object;
  13245. var buffer = globject.buffer;
  13246. var geometry = object.geometry;
  13247. var material = object.material;
  13248. if ( material instanceof THREE.MeshFaceMaterial ) {
  13249. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  13250. material = material.materials[ materialIndex ];
  13251. if ( material.transparent ) {
  13252. globject.material = material;
  13253. transparentObjects.push(globject);
  13254. } else {
  13255. globject.material = material;
  13256. opaqueObjects.push(globject);
  13257. }
  13258. } else {
  13259. if ( material ) {
  13260. if ( material.transparent ) {
  13261. globject.material = material;
  13262. transparentObjects.push(globject);
  13263. } else {
  13264. globject.material = material;
  13265. opaqueObjects.push(globject);
  13266. }
  13267. }
  13268. }
  13269. };
  13270. // Objects refresh
  13271. var initObjects = function ( scene ) {
  13272. if ( ! scene.__webglObjects ) {
  13273. scene.__webglObjects = {};
  13274. scene.__webglObjectsImmediate = [];
  13275. }
  13276. while ( scene.__objectsAdded.length ) {
  13277. addObject( scene.__objectsAdded[ 0 ], scene );
  13278. scene.__objectsAdded.splice( 0, 1 );
  13279. }
  13280. while ( scene.__objectsRemoved.length ) {
  13281. removeObject( scene.__objectsRemoved[ 0 ], scene );
  13282. scene.__objectsRemoved.splice( 0, 1 );
  13283. }
  13284. };
  13285. // Objects adding
  13286. function addObject( object, scene ) {
  13287. var g, geometry, geometryGroup;
  13288. if ( object.__webglInit === undefined ) {
  13289. object.__webglInit = true;
  13290. object._modelViewMatrix = new THREE.Matrix4();
  13291. object._normalMatrix = new THREE.Matrix3();
  13292. }
  13293. geometry = object.geometry;
  13294. if ( geometry === undefined ) {
  13295. // ImmediateRenderObject
  13296. } else if ( geometry.__webglInit === undefined ) {
  13297. geometry.__webglInit = true;
  13298. geometry.addEventListener( 'dispose', onGeometryDispose );
  13299. if ( geometry instanceof THREE.BufferGeometry ) {
  13300. initDirectBuffers( geometry );
  13301. } else if ( object instanceof THREE.Mesh ) {
  13302. if ( object.__webglActive !== undefined ) {
  13303. removeObject( object, scene );
  13304. }
  13305. initGeometryGroups(scene, object, geometry);
  13306. } else if ( object instanceof THREE.Line ) {
  13307. if ( ! geometry.__webglVertexBuffer ) {
  13308. createLineBuffers( geometry );
  13309. initLineBuffers( geometry, object );
  13310. geometry.verticesNeedUpdate = true;
  13311. geometry.colorsNeedUpdate = true;
  13312. geometry.lineDistancesNeedUpdate = true;
  13313. }
  13314. } else if ( object instanceof THREE.PointCloud ) {
  13315. if ( ! geometry.__webglVertexBuffer ) {
  13316. createParticleBuffers( geometry );
  13317. initParticleBuffers( geometry, object );
  13318. geometry.verticesNeedUpdate = true;
  13319. geometry.colorsNeedUpdate = true;
  13320. }
  13321. }
  13322. }
  13323. if ( object.__webglActive === undefined) {
  13324. if ( object instanceof THREE.Mesh ) {
  13325. geometry = object.geometry;
  13326. if ( geometry instanceof THREE.BufferGeometry ) {
  13327. addBuffer( scene.__webglObjects, geometry, object );
  13328. } else if ( geometry instanceof THREE.Geometry ) {
  13329. for ( var i = 0,l = geometry.geometryGroupsList.length; i<l;i++ ) {
  13330. geometryGroup = geometry.geometryGroupsList[ i ];
  13331. addBuffer( scene.__webglObjects, geometryGroup, object );
  13332. }
  13333. }
  13334. } else if ( object instanceof THREE.Line ||
  13335. object instanceof THREE.PointCloud ) {
  13336. geometry = object.geometry;
  13337. addBuffer( scene.__webglObjects, geometry, object );
  13338. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  13339. addBufferImmediate( scene.__webglObjectsImmediate, object );
  13340. }
  13341. object.__webglActive = true;
  13342. }
  13343. };
  13344. function initGeometryGroups( scene, object, geometry ) {
  13345. var g, geometryGroup, material,addBuffers = false;
  13346. material = object.material;
  13347. if ( geometry.geometryGroups === undefined || geometry.groupsNeedUpdate ) {
  13348. delete scene.__webglObjects[object.id];
  13349. geometry.makeGroups( material instanceof THREE.MeshFaceMaterial, _glExtensionElementIndexUint ? 4294967296 : 65535 );
  13350. geometry.groupsNeedUpdate = false;
  13351. }
  13352. // create separate VBOs per geometry chunk
  13353. for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  13354. geometryGroup = geometry.geometryGroupsList[ i ];
  13355. // initialise VBO on the first access
  13356. if ( ! geometryGroup.__webglVertexBuffer ) {
  13357. createMeshBuffers( geometryGroup );
  13358. initMeshBuffers( geometryGroup, object );
  13359. geometry.verticesNeedUpdate = true;
  13360. geometry.morphTargetsNeedUpdate = true;
  13361. geometry.elementsNeedUpdate = true;
  13362. geometry.uvsNeedUpdate = true;
  13363. geometry.normalsNeedUpdate = true;
  13364. geometry.tangentsNeedUpdate = true;
  13365. geometry.colorsNeedUpdate = true;
  13366. addBuffers = true;
  13367. } else {
  13368. addBuffers = false;
  13369. }
  13370. if ( addBuffers || object.__webglActive === undefined ) {
  13371. addBuffer( scene.__webglObjects, geometryGroup, object );
  13372. }
  13373. }
  13374. object.__webglActive = true;
  13375. }
  13376. function addBuffer( objlist, buffer, object ) {
  13377. var id = object.id;
  13378. objlist[id] = objlist[id] || [];
  13379. objlist[id].push(
  13380. {
  13381. id: id,
  13382. buffer: buffer,
  13383. object: object,
  13384. material: null,
  13385. z: 0
  13386. }
  13387. );
  13388. };
  13389. function addBufferImmediate( objlist, object ) {
  13390. objlist.push(
  13391. {
  13392. id: null,
  13393. object: object,
  13394. opaque: null,
  13395. transparent: null,
  13396. z: 0
  13397. }
  13398. );
  13399. };
  13400. // Objects updates
  13401. function updateObject(scene, object ) {
  13402. var geometry = object.geometry,
  13403. geometryGroup, customAttributesDirty, material;
  13404. if ( geometry instanceof THREE.BufferGeometry ) {
  13405. setDirectBuffers( geometry, _gl.DYNAMIC_DRAW );
  13406. } else if ( object instanceof THREE.Mesh ) {
  13407. // check all geometry groups
  13408. if ( geometry.buffersNeedUpdate || geometry.groupsNeedUpdate ) {
  13409. if ( geometry instanceof THREE.BufferGeometry ) {
  13410. initDirectBuffers( geometry );
  13411. } else if ( object instanceof THREE.Mesh ) {
  13412. initGeometryGroups(scene, object,geometry);
  13413. }
  13414. }
  13415. for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  13416. geometryGroup = geometry.geometryGroupsList[ i ];
  13417. material = getBufferMaterial( object, geometryGroup );
  13418. if ( geometry.buffersNeedUpdate || geometry.groupsNeedUpdate) {
  13419. initMeshBuffers( geometryGroup, object );
  13420. }
  13421. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  13422. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  13423. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  13424. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  13425. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, ! geometry.dynamic, material );
  13426. }
  13427. }
  13428. geometry.verticesNeedUpdate = false;
  13429. geometry.morphTargetsNeedUpdate = false;
  13430. geometry.elementsNeedUpdate = false;
  13431. geometry.uvsNeedUpdate = false;
  13432. geometry.normalsNeedUpdate = false;
  13433. geometry.colorsNeedUpdate = false;
  13434. geometry.tangentsNeedUpdate = false;
  13435. geometry.buffersNeedUpdate = false;
  13436. material.attributes && clearCustomAttributes( material );
  13437. } else if ( object instanceof THREE.Line ) {
  13438. material = getBufferMaterial( object, geometry );
  13439. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  13440. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  13441. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  13442. }
  13443. geometry.verticesNeedUpdate = false;
  13444. geometry.colorsNeedUpdate = false;
  13445. geometry.lineDistancesNeedUpdate = false;
  13446. material.attributes && clearCustomAttributes( material );
  13447. } else if ( object instanceof THREE.PointCloud ) {
  13448. material = getBufferMaterial( object, geometry );
  13449. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  13450. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
  13451. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  13452. }
  13453. geometry.verticesNeedUpdate = false;
  13454. geometry.colorsNeedUpdate = false;
  13455. material.attributes && clearCustomAttributes( material );
  13456. }
  13457. };
  13458. // Objects updates - custom attributes check
  13459. function areCustomAttributesDirty( material ) {
  13460. for ( var a in material.attributes ) {
  13461. if ( material.attributes[ a ].needsUpdate ) return true;
  13462. }
  13463. return false;
  13464. };
  13465. function clearCustomAttributes( material ) {
  13466. for ( var a in material.attributes ) {
  13467. material.attributes[ a ].needsUpdate = false;
  13468. }
  13469. };
  13470. // Objects removal
  13471. function removeObject( object, scene ) {
  13472. if ( object instanceof THREE.Mesh ||
  13473. object instanceof THREE.PointCloud ||
  13474. object instanceof THREE.Line ) {
  13475. removeInstancesWebglObjects( scene.__webglObjects, object );
  13476. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  13477. removeInstances( scene.__webglObjectsImmediate, object );
  13478. }
  13479. delete object.__webglActive;
  13480. };
  13481. function removeInstancesWebglObjects( objlist, object ) {
  13482. delete objlist[ object.id ];
  13483. };
  13484. function removeInstances( objlist, object ) {
  13485. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  13486. if ( objlist[ o ].object === object ) {
  13487. objlist.splice( o, 1 );
  13488. }
  13489. }
  13490. };
  13491. // Materials
  13492. this.initMaterial = function ( material, lights, fog, object ) {
  13493. material.addEventListener( 'dispose', onMaterialDispose );
  13494. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  13495. if ( material instanceof THREE.MeshDepthMaterial ) {
  13496. shaderID = 'depth';
  13497. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  13498. shaderID = 'normal';
  13499. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  13500. shaderID = 'basic';
  13501. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  13502. shaderID = 'lambert';
  13503. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  13504. shaderID = 'phong';
  13505. } else if ( material instanceof THREE.LineBasicMaterial ) {
  13506. shaderID = 'basic';
  13507. } else if ( material instanceof THREE.LineDashedMaterial ) {
  13508. shaderID = 'dashed';
  13509. } else if ( material instanceof THREE.PointCloudMaterial ) {
  13510. shaderID = 'particle_basic';
  13511. }
  13512. if ( shaderID ) {
  13513. var shader = THREE.ShaderLib[ shaderID ];
  13514. material.__webglShader = {
  13515. uniforms: THREE.UniformsUtils.clone( shader.uniforms ),
  13516. vertexShader: shader.vertexShader,
  13517. fragmentShader: shader.fragmentShader
  13518. }
  13519. } else {
  13520. material.__webglShader = {
  13521. uniforms: material.uniforms,
  13522. vertexShader: material.vertexShader,
  13523. fragmentShader: material.fragmentShader
  13524. }
  13525. }
  13526. // heuristics to create shader parameters according to lights in the scene
  13527. // (not to blow over maxLights budget)
  13528. maxLightCount = allocateLights( lights );
  13529. maxShadows = allocateShadows( lights );
  13530. maxBones = allocateBones( object );
  13531. parameters = {
  13532. precision: _precision,
  13533. supportsVertexTextures: _supportsVertexTextures,
  13534. map: !! material.map,
  13535. envMap: !! material.envMap,
  13536. lightMap: !! material.lightMap,
  13537. bumpMap: !! material.bumpMap,
  13538. normalMap: !! material.normalMap,
  13539. specularMap: !! material.specularMap,
  13540. alphaMap: !! material.alphaMap,
  13541. vertexColors: material.vertexColors,
  13542. fog: fog,
  13543. useFog: material.fog,
  13544. fogExp: fog instanceof THREE.FogExp2,
  13545. sizeAttenuation: material.sizeAttenuation,
  13546. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  13547. skinning: material.skinning,
  13548. maxBones: maxBones,
  13549. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  13550. morphTargets: material.morphTargets,
  13551. morphNormals: material.morphNormals,
  13552. maxMorphTargets: this.maxMorphTargets,
  13553. maxMorphNormals: this.maxMorphNormals,
  13554. maxDirLights: maxLightCount.directional,
  13555. maxPointLights: maxLightCount.point,
  13556. maxSpotLights: maxLightCount.spot,
  13557. maxHemiLights: maxLightCount.hemi,
  13558. maxShadows: maxShadows,
  13559. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
  13560. shadowMapType: this.shadowMapType,
  13561. shadowMapDebug: this.shadowMapDebug,
  13562. shadowMapCascade: this.shadowMapCascade,
  13563. alphaTest: material.alphaTest,
  13564. metal: material.metal,
  13565. wrapAround: material.wrapAround,
  13566. doubleSided: material.side === THREE.DoubleSide,
  13567. flipSided: material.side === THREE.BackSide
  13568. };
  13569. // Generate code
  13570. var chunks = [];
  13571. if ( shaderID ) {
  13572. chunks.push( shaderID );
  13573. } else {
  13574. chunks.push( material.fragmentShader );
  13575. chunks.push( material.vertexShader );
  13576. }
  13577. for ( var d in material.defines ) {
  13578. chunks.push( d );
  13579. chunks.push( material.defines[ d ] );
  13580. }
  13581. for ( var p in parameters ) {
  13582. chunks.push( p );
  13583. chunks.push( parameters[ p ] );
  13584. }
  13585. var code = chunks.join();
  13586. var program;
  13587. // Check if code has been already compiled
  13588. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  13589. var programInfo = _programs[ p ];
  13590. if ( programInfo.code === code ) {
  13591. program = programInfo;
  13592. program.usedTimes ++;
  13593. break;
  13594. }
  13595. }
  13596. if ( program === undefined ) {
  13597. program = new THREE.WebGLProgram( this, code, material, parameters );
  13598. _programs.push( program );
  13599. _this.info.memory.programs = _programs.length;
  13600. }
  13601. material.program = program;
  13602. var attributes = material.program.attributes;
  13603. if ( material.morphTargets ) {
  13604. material.numSupportedMorphTargets = 0;
  13605. var id, base = 'morphTarget';
  13606. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  13607. id = base + i;
  13608. if ( attributes[ id ] >= 0 ) {
  13609. material.numSupportedMorphTargets ++;
  13610. }
  13611. }
  13612. }
  13613. if ( material.morphNormals ) {
  13614. material.numSupportedMorphNormals = 0;
  13615. var id, base = 'morphNormal';
  13616. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  13617. id = base + i;
  13618. if ( attributes[ id ] >= 0 ) {
  13619. material.numSupportedMorphNormals ++;
  13620. }
  13621. }
  13622. }
  13623. material.uniformsList = [];
  13624. for ( u in material.__webglShader.uniforms ) {
  13625. var location = material.program.uniforms[ u ];
  13626. if ( location ) {
  13627. material.uniformsList.push( [ material.__webglShader.uniforms[ u ], location ] );
  13628. }
  13629. }
  13630. };
  13631. function setProgram( camera, lights, fog, material, object ) {
  13632. _usedTextureUnits = 0;
  13633. if ( material.needsUpdate ) {
  13634. if ( material.program ) deallocateMaterial( material );
  13635. _this.initMaterial( material, lights, fog, object );
  13636. material.needsUpdate = false;
  13637. }
  13638. if ( material.morphTargets ) {
  13639. if ( ! object.__webglMorphTargetInfluences ) {
  13640. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  13641. }
  13642. }
  13643. var refreshProgram = false;
  13644. var refreshMaterial = false;
  13645. var refreshLights = false;
  13646. var program = material.program,
  13647. p_uniforms = program.uniforms,
  13648. m_uniforms = material.__webglShader.uniforms;
  13649. if ( program.id !== _currentProgram ) {
  13650. _gl.useProgram( program.program );
  13651. _currentProgram = program.id;
  13652. refreshProgram = true;
  13653. refreshMaterial = true;
  13654. refreshLights = true;
  13655. }
  13656. if ( material.id !== _currentMaterialId ) {
  13657. if ( _currentMaterialId === -1 ) refreshLights = true;
  13658. _currentMaterialId = material.id;
  13659. refreshMaterial = true;
  13660. }
  13661. if ( refreshProgram || camera !== _currentCamera ) {
  13662. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  13663. if ( _logarithmicDepthBuffer ) {
  13664. _gl.uniform1f( p_uniforms.logDepthBufFC, 2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
  13665. }
  13666. if ( camera !== _currentCamera ) _currentCamera = camera;
  13667. // load material specific uniforms
  13668. // (shader material also gets them for the sake of genericity)
  13669. if ( material instanceof THREE.ShaderMaterial ||
  13670. material instanceof THREE.MeshPhongMaterial ||
  13671. material.envMap ) {
  13672. if ( p_uniforms.cameraPosition !== null ) {
  13673. _vector3.setFromMatrixPosition( camera.matrixWorld );
  13674. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  13675. }
  13676. }
  13677. if ( material instanceof THREE.MeshPhongMaterial ||
  13678. material instanceof THREE.MeshLambertMaterial ||
  13679. material instanceof THREE.ShaderMaterial ||
  13680. material.skinning ) {
  13681. if ( p_uniforms.viewMatrix !== null ) {
  13682. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  13683. }
  13684. }
  13685. }
  13686. // skinning uniforms must be set even if material didn't change
  13687. // auto-setting of texture unit for bone texture must go before other textures
  13688. // not sure why, but otherwise weird things happen
  13689. if ( material.skinning ) {
  13690. if ( _supportsBoneTextures && object.skeleton.useVertexTexture ) {
  13691. if ( p_uniforms.boneTexture !== null ) {
  13692. var textureUnit = getTextureUnit();
  13693. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  13694. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  13695. }
  13696. if ( p_uniforms.boneTextureWidth !== null ) {
  13697. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  13698. }
  13699. if ( p_uniforms.boneTextureHeight !== null ) {
  13700. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  13701. }
  13702. } else {
  13703. if ( p_uniforms.boneGlobalMatrices !== null ) {
  13704. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  13705. }
  13706. }
  13707. }
  13708. if ( refreshMaterial ) {
  13709. // refresh uniforms common to several materials
  13710. if ( fog && material.fog ) {
  13711. refreshUniformsFog( m_uniforms, fog );
  13712. }
  13713. if ( material instanceof THREE.MeshPhongMaterial ||
  13714. material instanceof THREE.MeshLambertMaterial ||
  13715. material.lights ) {
  13716. if ( _lightsNeedUpdate ) {
  13717. refreshLights = true;
  13718. setupLights( lights );
  13719. _lightsNeedUpdate = false;
  13720. }
  13721. if ( refreshLights ) {
  13722. refreshUniformsLights( m_uniforms, _lights );
  13723. markUniformsLightsNeedsUpdate( m_uniforms, true );
  13724. } else {
  13725. markUniformsLightsNeedsUpdate( m_uniforms, false );
  13726. }
  13727. }
  13728. if ( material instanceof THREE.MeshBasicMaterial ||
  13729. material instanceof THREE.MeshLambertMaterial ||
  13730. material instanceof THREE.MeshPhongMaterial ) {
  13731. refreshUniformsCommon( m_uniforms, material );
  13732. }
  13733. // refresh single material specific uniforms
  13734. if ( material instanceof THREE.LineBasicMaterial ) {
  13735. refreshUniformsLine( m_uniforms, material );
  13736. } else if ( material instanceof THREE.LineDashedMaterial ) {
  13737. refreshUniformsLine( m_uniforms, material );
  13738. refreshUniformsDash( m_uniforms, material );
  13739. } else if ( material instanceof THREE.PointCloudMaterial ) {
  13740. refreshUniformsParticle( m_uniforms, material );
  13741. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  13742. refreshUniformsPhong( m_uniforms, material );
  13743. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  13744. refreshUniformsLambert( m_uniforms, material );
  13745. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  13746. m_uniforms.mNear.value = camera.near;
  13747. m_uniforms.mFar.value = camera.far;
  13748. m_uniforms.opacity.value = material.opacity;
  13749. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  13750. m_uniforms.opacity.value = material.opacity;
  13751. }
  13752. if ( object.receiveShadow && ! material._shadowPass ) {
  13753. refreshUniformsShadow( m_uniforms, lights );
  13754. }
  13755. // load common uniforms
  13756. loadUniformsGeneric( material.uniformsList );
  13757. }
  13758. loadUniformsMatrices( p_uniforms, object );
  13759. if ( p_uniforms.modelMatrix !== null ) {
  13760. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  13761. }
  13762. return program;
  13763. };
  13764. // Uniforms (refresh uniforms objects)
  13765. function refreshUniformsCommon ( uniforms, material ) {
  13766. uniforms.opacity.value = material.opacity;
  13767. if ( _this.gammaInput ) {
  13768. uniforms.diffuse.value.copyGammaToLinear( material.color );
  13769. } else {
  13770. uniforms.diffuse.value = material.color;
  13771. }
  13772. uniforms.map.value = material.map;
  13773. uniforms.lightMap.value = material.lightMap;
  13774. uniforms.specularMap.value = material.specularMap;
  13775. uniforms.alphaMap.value = material.alphaMap;
  13776. if ( material.bumpMap ) {
  13777. uniforms.bumpMap.value = material.bumpMap;
  13778. uniforms.bumpScale.value = material.bumpScale;
  13779. }
  13780. if ( material.normalMap ) {
  13781. uniforms.normalMap.value = material.normalMap;
  13782. uniforms.normalScale.value.copy( material.normalScale );
  13783. }
  13784. // uv repeat and offset setting priorities
  13785. // 1. color map
  13786. // 2. specular map
  13787. // 3. normal map
  13788. // 4. bump map
  13789. // 5. alpha map
  13790. var uvScaleMap;
  13791. if ( material.map ) {
  13792. uvScaleMap = material.map;
  13793. } else if ( material.specularMap ) {
  13794. uvScaleMap = material.specularMap;
  13795. } else if ( material.normalMap ) {
  13796. uvScaleMap = material.normalMap;
  13797. } else if ( material.bumpMap ) {
  13798. uvScaleMap = material.bumpMap;
  13799. } else if ( material.alphaMap ) {
  13800. uvScaleMap = material.alphaMap;
  13801. }
  13802. if ( uvScaleMap !== undefined ) {
  13803. var offset = uvScaleMap.offset;
  13804. var repeat = uvScaleMap.repeat;
  13805. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  13806. }
  13807. uniforms.envMap.value = material.envMap;
  13808. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : - 1;
  13809. if ( _this.gammaInput ) {
  13810. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  13811. uniforms.reflectivity.value = material.reflectivity;
  13812. } else {
  13813. uniforms.reflectivity.value = material.reflectivity;
  13814. }
  13815. uniforms.refractionRatio.value = material.refractionRatio;
  13816. uniforms.combine.value = material.combine;
  13817. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  13818. };
  13819. function refreshUniformsLine ( uniforms, material ) {
  13820. uniforms.diffuse.value = material.color;
  13821. uniforms.opacity.value = material.opacity;
  13822. };
  13823. function refreshUniformsDash ( uniforms, material ) {
  13824. uniforms.dashSize.value = material.dashSize;
  13825. uniforms.totalSize.value = material.dashSize + material.gapSize;
  13826. uniforms.scale.value = material.scale;
  13827. };
  13828. function refreshUniformsParticle ( uniforms, material ) {
  13829. uniforms.psColor.value = material.color;
  13830. uniforms.opacity.value = material.opacity;
  13831. uniforms.size.value = material.size;
  13832. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  13833. uniforms.map.value = material.map;
  13834. };
  13835. function refreshUniformsFog ( uniforms, fog ) {
  13836. uniforms.fogColor.value = fog.color;
  13837. if ( fog instanceof THREE.Fog ) {
  13838. uniforms.fogNear.value = fog.near;
  13839. uniforms.fogFar.value = fog.far;
  13840. } else if ( fog instanceof THREE.FogExp2 ) {
  13841. uniforms.fogDensity.value = fog.density;
  13842. }
  13843. };
  13844. function refreshUniformsPhong ( uniforms, material ) {
  13845. uniforms.shininess.value = material.shininess;
  13846. if ( _this.gammaInput ) {
  13847. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  13848. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  13849. uniforms.specular.value.copyGammaToLinear( material.specular );
  13850. } else {
  13851. uniforms.ambient.value = material.ambient;
  13852. uniforms.emissive.value = material.emissive;
  13853. uniforms.specular.value = material.specular;
  13854. }
  13855. if ( material.wrapAround ) {
  13856. uniforms.wrapRGB.value.copy( material.wrapRGB );
  13857. }
  13858. };
  13859. function refreshUniformsLambert ( uniforms, material ) {
  13860. if ( _this.gammaInput ) {
  13861. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  13862. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  13863. } else {
  13864. uniforms.ambient.value = material.ambient;
  13865. uniforms.emissive.value = material.emissive;
  13866. }
  13867. if ( material.wrapAround ) {
  13868. uniforms.wrapRGB.value.copy( material.wrapRGB );
  13869. }
  13870. };
  13871. function refreshUniformsLights ( uniforms, lights ) {
  13872. uniforms.ambientLightColor.value = lights.ambient;
  13873. uniforms.directionalLightColor.value = lights.directional.colors;
  13874. uniforms.directionalLightDirection.value = lights.directional.positions;
  13875. uniforms.pointLightColor.value = lights.point.colors;
  13876. uniforms.pointLightPosition.value = lights.point.positions;
  13877. uniforms.pointLightDistance.value = lights.point.distances;
  13878. uniforms.spotLightColor.value = lights.spot.colors;
  13879. uniforms.spotLightPosition.value = lights.spot.positions;
  13880. uniforms.spotLightDistance.value = lights.spot.distances;
  13881. uniforms.spotLightDirection.value = lights.spot.directions;
  13882. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  13883. uniforms.spotLightExponent.value = lights.spot.exponents;
  13884. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  13885. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  13886. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  13887. };
  13888. // If uniforms are marked as clean, they don't need to be loaded to the GPU.
  13889. function markUniformsLightsNeedsUpdate ( uniforms, boolean ) {
  13890. uniforms.ambientLightColor.needsUpdate = boolean;
  13891. uniforms.directionalLightColor.needsUpdate = boolean;
  13892. uniforms.directionalLightDirection.needsUpdate = boolean;
  13893. uniforms.pointLightColor.needsUpdate = boolean;
  13894. uniforms.pointLightPosition.needsUpdate = boolean;
  13895. uniforms.pointLightDistance.needsUpdate = boolean;
  13896. uniforms.spotLightColor.needsUpdate = boolean;
  13897. uniforms.spotLightPosition.needsUpdate = boolean;
  13898. uniforms.spotLightDistance.needsUpdate = boolean;
  13899. uniforms.spotLightDirection.needsUpdate = boolean;
  13900. uniforms.spotLightAngleCos.needsUpdate = boolean;
  13901. uniforms.spotLightExponent.needsUpdate = boolean;
  13902. uniforms.hemisphereLightSkyColor.needsUpdate = boolean;
  13903. uniforms.hemisphereLightGroundColor.needsUpdate = boolean;
  13904. uniforms.hemisphereLightDirection.needsUpdate = boolean;
  13905. };
  13906. function refreshUniformsShadow ( uniforms, lights ) {
  13907. if ( uniforms.shadowMatrix ) {
  13908. var j = 0;
  13909. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  13910. var light = lights[ i ];
  13911. if ( ! light.castShadow ) continue;
  13912. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  13913. uniforms.shadowMap.value[ j ] = light.shadowMap;
  13914. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  13915. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  13916. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  13917. uniforms.shadowBias.value[ j ] = light.shadowBias;
  13918. j ++;
  13919. }
  13920. }
  13921. }
  13922. };
  13923. // Uniforms (load to GPU)
  13924. function loadUniformsMatrices ( uniforms, object ) {
  13925. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  13926. if ( uniforms.normalMatrix ) {
  13927. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  13928. }
  13929. };
  13930. function getTextureUnit() {
  13931. var textureUnit = _usedTextureUnits;
  13932. if ( textureUnit >= _maxTextures ) {
  13933. console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + _maxTextures );
  13934. }
  13935. _usedTextureUnits += 1;
  13936. return textureUnit;
  13937. };
  13938. function loadUniformsGeneric ( uniforms ) {
  13939. var texture, textureUnit, offset;
  13940. for ( var j = 0, jl = uniforms.length; j < jl; j ++ ) {
  13941. var location = uniforms[ j ][ 1 ];
  13942. var uniform = uniforms[ j ][ 0 ];
  13943. // needsUpdate property is not added to all uniforms.
  13944. if ( uniform.needsUpdate === false ) continue;
  13945. var type = uniform.type;
  13946. var value = uniform.value;
  13947. if ( type === 'i' ) { // single integer
  13948. _gl.uniform1i( location, value );
  13949. } else if ( type === 'f' ) { // single float
  13950. _gl.uniform1f( location, value );
  13951. } else if ( type === 'v2' ) { // single THREE.Vector2
  13952. _gl.uniform2f( location, value.x, value.y );
  13953. } else if ( type === 'v3' ) { // single THREE.Vector3
  13954. _gl.uniform3f( location, value.x, value.y, value.z );
  13955. } else if ( type === 'v4' ) { // single THREE.Vector4
  13956. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  13957. } else if ( type === 'c' ) { // single THREE.Color
  13958. _gl.uniform3f( location, value.r, value.g, value.b );
  13959. } else if ( type === 'iv1' ) { // flat array of integers (JS or typed array)
  13960. _gl.uniform1iv( location, value );
  13961. } else if ( type === 'iv' ) { // flat array of integers with 3 x N size (JS or typed array)
  13962. _gl.uniform3iv( location, value );
  13963. } else if ( type === 'fv1' ) { // flat array of floats (JS or typed array)
  13964. _gl.uniform1fv( location, value );
  13965. } else if ( type === 'fv' ) { // flat array of floats with 3 x N size (JS or typed array)
  13966. _gl.uniform3fv( location, value );
  13967. } else if ( type === 'v2v' ) { // array of THREE.Vector2
  13968. if ( uniform._array === undefined ) {
  13969. uniform._array = new Float32Array( 2 * value.length );
  13970. }
  13971. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13972. offset = i * 2;
  13973. uniform._array[ offset ] = value[ i ].x;
  13974. uniform._array[ offset + 1 ] = value[ i ].y;
  13975. }
  13976. _gl.uniform2fv( location, uniform._array );
  13977. } else if ( type === 'v3v' ) { // array of THREE.Vector3
  13978. if ( uniform._array === undefined ) {
  13979. uniform._array = new Float32Array( 3 * value.length );
  13980. }
  13981. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13982. offset = i * 3;
  13983. uniform._array[ offset ] = value[ i ].x;
  13984. uniform._array[ offset + 1 ] = value[ i ].y;
  13985. uniform._array[ offset + 2 ] = value[ i ].z;
  13986. }
  13987. _gl.uniform3fv( location, uniform._array );
  13988. } else if ( type === 'v4v' ) { // array of THREE.Vector4
  13989. if ( uniform._array === undefined ) {
  13990. uniform._array = new Float32Array( 4 * value.length );
  13991. }
  13992. for ( var i = 0, il = value.length; i < il; i ++ ) {
  13993. offset = i * 4;
  13994. uniform._array[ offset ] = value[ i ].x;
  13995. uniform._array[ offset + 1 ] = value[ i ].y;
  13996. uniform._array[ offset + 2 ] = value[ i ].z;
  13997. uniform._array[ offset + 3 ] = value[ i ].w;
  13998. }
  13999. _gl.uniform4fv( location, uniform._array );
  14000. } else if ( type === 'm3' ) { // single THREE.Matrix3
  14001. _gl.uniformMatrix3fv( location, false, value.elements );
  14002. } else if ( type === 'm3v' ) { // array of THREE.Matrix3
  14003. if ( uniform._array === undefined ) {
  14004. uniform._array = new Float32Array( 9 * value.length );
  14005. }
  14006. for ( var i = 0, il = value.length; i < il; i ++ ) {
  14007. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  14008. }
  14009. _gl.uniformMatrix3fv( location, false, uniform._array );
  14010. } else if ( type === 'm4' ) { // single THREE.Matrix4
  14011. _gl.uniformMatrix4fv( location, false, value.elements );
  14012. } else if ( type === 'm4v' ) { // array of THREE.Matrix4
  14013. if ( uniform._array === undefined ) {
  14014. uniform._array = new Float32Array( 16 * value.length );
  14015. }
  14016. for ( var i = 0, il = value.length; i < il; i ++ ) {
  14017. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  14018. }
  14019. _gl.uniformMatrix4fv( location, false, uniform._array );
  14020. } else if ( type === 't' ) { // single THREE.Texture (2d or cube)
  14021. texture = value;
  14022. textureUnit = getTextureUnit();
  14023. _gl.uniform1i( location, textureUnit );
  14024. if ( ! texture ) continue;
  14025. if ( texture instanceof THREE.CubeTexture ||
  14026. ( texture.image instanceof Array && texture.image.length === 6 ) ) { // CompressedTexture can have Array in image :/
  14027. setCubeTexture( texture, textureUnit );
  14028. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  14029. setCubeTextureDynamic( texture, textureUnit );
  14030. } else {
  14031. _this.setTexture( texture, textureUnit );
  14032. }
  14033. } else if ( type === 'tv' ) { // array of THREE.Texture (2d)
  14034. if ( uniform._array === undefined ) {
  14035. uniform._array = [];
  14036. }
  14037. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  14038. uniform._array[ i ] = getTextureUnit();
  14039. }
  14040. _gl.uniform1iv( location, uniform._array );
  14041. for ( var i = 0, il = uniform.value.length; i < il; i ++ ) {
  14042. texture = uniform.value[ i ];
  14043. textureUnit = uniform._array[ i ];
  14044. if ( ! texture ) continue;
  14045. _this.setTexture( texture, textureUnit );
  14046. }
  14047. } else {
  14048. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  14049. }
  14050. }
  14051. };
  14052. function setupMatrices ( object, camera ) {
  14053. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14054. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  14055. };
  14056. //
  14057. function setColorGamma( array, offset, color, intensitySq ) {
  14058. array[ offset ] = color.r * color.r * intensitySq;
  14059. array[ offset + 1 ] = color.g * color.g * intensitySq;
  14060. array[ offset + 2 ] = color.b * color.b * intensitySq;
  14061. };
  14062. function setColorLinear( array, offset, color, intensity ) {
  14063. array[ offset ] = color.r * intensity;
  14064. array[ offset + 1 ] = color.g * intensity;
  14065. array[ offset + 2 ] = color.b * intensity;
  14066. };
  14067. function setupLights ( lights ) {
  14068. var l, ll, light, n,
  14069. r = 0, g = 0, b = 0,
  14070. color, skyColor, groundColor,
  14071. intensity, intensitySq,
  14072. position,
  14073. distance,
  14074. zlights = _lights,
  14075. dirColors = zlights.directional.colors,
  14076. dirPositions = zlights.directional.positions,
  14077. pointColors = zlights.point.colors,
  14078. pointPositions = zlights.point.positions,
  14079. pointDistances = zlights.point.distances,
  14080. spotColors = zlights.spot.colors,
  14081. spotPositions = zlights.spot.positions,
  14082. spotDistances = zlights.spot.distances,
  14083. spotDirections = zlights.spot.directions,
  14084. spotAnglesCos = zlights.spot.anglesCos,
  14085. spotExponents = zlights.spot.exponents,
  14086. hemiSkyColors = zlights.hemi.skyColors,
  14087. hemiGroundColors = zlights.hemi.groundColors,
  14088. hemiPositions = zlights.hemi.positions,
  14089. dirLength = 0,
  14090. pointLength = 0,
  14091. spotLength = 0,
  14092. hemiLength = 0,
  14093. dirCount = 0,
  14094. pointCount = 0,
  14095. spotCount = 0,
  14096. hemiCount = 0,
  14097. dirOffset = 0,
  14098. pointOffset = 0,
  14099. spotOffset = 0,
  14100. hemiOffset = 0;
  14101. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  14102. light = lights[ l ];
  14103. if ( light.onlyShadow ) continue;
  14104. color = light.color;
  14105. intensity = light.intensity;
  14106. distance = light.distance;
  14107. if ( light instanceof THREE.AmbientLight ) {
  14108. if ( ! light.visible ) continue;
  14109. if ( _this.gammaInput ) {
  14110. r += color.r * color.r;
  14111. g += color.g * color.g;
  14112. b += color.b * color.b;
  14113. } else {
  14114. r += color.r;
  14115. g += color.g;
  14116. b += color.b;
  14117. }
  14118. } else if ( light instanceof THREE.DirectionalLight ) {
  14119. dirCount += 1;
  14120. if ( ! light.visible ) continue;
  14121. _direction.setFromMatrixPosition( light.matrixWorld );
  14122. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  14123. _direction.sub( _vector3 );
  14124. _direction.normalize();
  14125. dirOffset = dirLength * 3;
  14126. dirPositions[ dirOffset ] = _direction.x;
  14127. dirPositions[ dirOffset + 1 ] = _direction.y;
  14128. dirPositions[ dirOffset + 2 ] = _direction.z;
  14129. if ( _this.gammaInput ) {
  14130. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  14131. } else {
  14132. setColorLinear( dirColors, dirOffset, color, intensity );
  14133. }
  14134. dirLength += 1;
  14135. } else if ( light instanceof THREE.PointLight ) {
  14136. pointCount += 1;
  14137. if ( ! light.visible ) continue;
  14138. pointOffset = pointLength * 3;
  14139. if ( _this.gammaInput ) {
  14140. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  14141. } else {
  14142. setColorLinear( pointColors, pointOffset, color, intensity );
  14143. }
  14144. _vector3.setFromMatrixPosition( light.matrixWorld );
  14145. pointPositions[ pointOffset ] = _vector3.x;
  14146. pointPositions[ pointOffset + 1 ] = _vector3.y;
  14147. pointPositions[ pointOffset + 2 ] = _vector3.z;
  14148. pointDistances[ pointLength ] = distance;
  14149. pointLength += 1;
  14150. } else if ( light instanceof THREE.SpotLight ) {
  14151. spotCount += 1;
  14152. if ( ! light.visible ) continue;
  14153. spotOffset = spotLength * 3;
  14154. if ( _this.gammaInput ) {
  14155. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  14156. } else {
  14157. setColorLinear( spotColors, spotOffset, color, intensity );
  14158. }
  14159. _vector3.setFromMatrixPosition( light.matrixWorld );
  14160. spotPositions[ spotOffset ] = _vector3.x;
  14161. spotPositions[ spotOffset + 1 ] = _vector3.y;
  14162. spotPositions[ spotOffset + 2 ] = _vector3.z;
  14163. spotDistances[ spotLength ] = distance;
  14164. _direction.copy( _vector3 );
  14165. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  14166. _direction.sub( _vector3 );
  14167. _direction.normalize();
  14168. spotDirections[ spotOffset ] = _direction.x;
  14169. spotDirections[ spotOffset + 1 ] = _direction.y;
  14170. spotDirections[ spotOffset + 2 ] = _direction.z;
  14171. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  14172. spotExponents[ spotLength ] = light.exponent;
  14173. spotLength += 1;
  14174. } else if ( light instanceof THREE.HemisphereLight ) {
  14175. hemiCount += 1;
  14176. if ( ! light.visible ) continue;
  14177. _direction.setFromMatrixPosition( light.matrixWorld );
  14178. _direction.normalize();
  14179. hemiOffset = hemiLength * 3;
  14180. hemiPositions[ hemiOffset ] = _direction.x;
  14181. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  14182. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  14183. skyColor = light.color;
  14184. groundColor = light.groundColor;
  14185. if ( _this.gammaInput ) {
  14186. intensitySq = intensity * intensity;
  14187. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  14188. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  14189. } else {
  14190. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  14191. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  14192. }
  14193. hemiLength += 1;
  14194. }
  14195. }
  14196. // null eventual remains from removed lights
  14197. // (this is to avoid if in shader)
  14198. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  14199. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  14200. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  14201. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  14202. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  14203. zlights.directional.length = dirLength;
  14204. zlights.point.length = pointLength;
  14205. zlights.spot.length = spotLength;
  14206. zlights.hemi.length = hemiLength;
  14207. zlights.ambient[ 0 ] = r;
  14208. zlights.ambient[ 1 ] = g;
  14209. zlights.ambient[ 2 ] = b;
  14210. };
  14211. // GL state setting
  14212. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  14213. if ( cullFace === THREE.CullFaceNone ) {
  14214. _gl.disable( _gl.CULL_FACE );
  14215. } else {
  14216. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  14217. _gl.frontFace( _gl.CW );
  14218. } else {
  14219. _gl.frontFace( _gl.CCW );
  14220. }
  14221. if ( cullFace === THREE.CullFaceBack ) {
  14222. _gl.cullFace( _gl.BACK );
  14223. } else if ( cullFace === THREE.CullFaceFront ) {
  14224. _gl.cullFace( _gl.FRONT );
  14225. } else {
  14226. _gl.cullFace( _gl.FRONT_AND_BACK );
  14227. }
  14228. _gl.enable( _gl.CULL_FACE );
  14229. }
  14230. };
  14231. this.setMaterialFaces = function ( material ) {
  14232. var doubleSided = material.side === THREE.DoubleSide;
  14233. var flipSided = material.side === THREE.BackSide;
  14234. if ( _oldDoubleSided !== doubleSided ) {
  14235. if ( doubleSided ) {
  14236. _gl.disable( _gl.CULL_FACE );
  14237. } else {
  14238. _gl.enable( _gl.CULL_FACE );
  14239. }
  14240. _oldDoubleSided = doubleSided;
  14241. }
  14242. if ( _oldFlipSided !== flipSided ) {
  14243. if ( flipSided ) {
  14244. _gl.frontFace( _gl.CW );
  14245. } else {
  14246. _gl.frontFace( _gl.CCW );
  14247. }
  14248. _oldFlipSided = flipSided;
  14249. }
  14250. };
  14251. this.setDepthTest = function ( depthTest ) {
  14252. if ( _oldDepthTest !== depthTest ) {
  14253. if ( depthTest ) {
  14254. _gl.enable( _gl.DEPTH_TEST );
  14255. } else {
  14256. _gl.disable( _gl.DEPTH_TEST );
  14257. }
  14258. _oldDepthTest = depthTest;
  14259. }
  14260. };
  14261. this.setDepthWrite = function ( depthWrite ) {
  14262. if ( _oldDepthWrite !== depthWrite ) {
  14263. _gl.depthMask( depthWrite );
  14264. _oldDepthWrite = depthWrite;
  14265. }
  14266. };
  14267. function setLineWidth ( width ) {
  14268. if ( width !== _oldLineWidth ) {
  14269. _gl.lineWidth( width );
  14270. _oldLineWidth = width;
  14271. }
  14272. };
  14273. function setPolygonOffset ( polygonoffset, factor, units ) {
  14274. if ( _oldPolygonOffset !== polygonoffset ) {
  14275. if ( polygonoffset ) {
  14276. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  14277. } else {
  14278. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  14279. }
  14280. _oldPolygonOffset = polygonoffset;
  14281. }
  14282. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  14283. _gl.polygonOffset( factor, units );
  14284. _oldPolygonOffsetFactor = factor;
  14285. _oldPolygonOffsetUnits = units;
  14286. }
  14287. };
  14288. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  14289. if ( blending !== _oldBlending ) {
  14290. if ( blending === THREE.NoBlending ) {
  14291. _gl.disable( _gl.BLEND );
  14292. } else if ( blending === THREE.AdditiveBlending ) {
  14293. _gl.enable( _gl.BLEND );
  14294. _gl.blendEquation( _gl.FUNC_ADD );
  14295. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  14296. } else if ( blending === THREE.SubtractiveBlending ) {
  14297. // TODO: Find blendFuncSeparate() combination
  14298. _gl.enable( _gl.BLEND );
  14299. _gl.blendEquation( _gl.FUNC_ADD );
  14300. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  14301. } else if ( blending === THREE.MultiplyBlending ) {
  14302. // TODO: Find blendFuncSeparate() combination
  14303. _gl.enable( _gl.BLEND );
  14304. _gl.blendEquation( _gl.FUNC_ADD );
  14305. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  14306. } else if ( blending === THREE.CustomBlending ) {
  14307. _gl.enable( _gl.BLEND );
  14308. } else {
  14309. _gl.enable( _gl.BLEND );
  14310. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  14311. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  14312. }
  14313. _oldBlending = blending;
  14314. }
  14315. if ( blending === THREE.CustomBlending ) {
  14316. if ( blendEquation !== _oldBlendEquation ) {
  14317. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  14318. _oldBlendEquation = blendEquation;
  14319. }
  14320. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  14321. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  14322. _oldBlendSrc = blendSrc;
  14323. _oldBlendDst = blendDst;
  14324. }
  14325. } else {
  14326. _oldBlendEquation = null;
  14327. _oldBlendSrc = null;
  14328. _oldBlendDst = null;
  14329. }
  14330. };
  14331. // Textures
  14332. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  14333. if ( isImagePowerOfTwo ) {
  14334. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  14335. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  14336. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  14337. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  14338. } else {
  14339. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  14340. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  14341. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  14342. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  14343. }
  14344. if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
  14345. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  14346. _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
  14347. texture.__oldAnisotropy = texture.anisotropy;
  14348. }
  14349. }
  14350. };
  14351. this.setTexture = function ( texture, slot ) {
  14352. if ( texture.needsUpdate ) {
  14353. if ( ! texture.__webglInit ) {
  14354. texture.__webglInit = true;
  14355. texture.addEventListener( 'dispose', onTextureDispose );
  14356. texture.__webglTexture = _gl.createTexture();
  14357. _this.info.memory.textures ++;
  14358. }
  14359. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14360. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  14361. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  14362. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  14363. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  14364. var image = texture.image,
  14365. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  14366. glFormat = paramThreeToGL( texture.format ),
  14367. glType = paramThreeToGL( texture.type );
  14368. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  14369. var mipmap, mipmaps = texture.mipmaps;
  14370. if ( texture instanceof THREE.DataTexture ) {
  14371. // use manually created mipmaps if available
  14372. // if there are no manual mipmaps
  14373. // set 0 level mipmap and then use GL to generate other mipmap levels
  14374. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  14375. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  14376. mipmap = mipmaps[ i ];
  14377. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  14378. }
  14379. texture.generateMipmaps = false;
  14380. } else {
  14381. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  14382. }
  14383. } else if ( texture instanceof THREE.CompressedTexture ) {
  14384. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  14385. mipmap = mipmaps[ i ];
  14386. if ( texture.format !== THREE.RGBAFormat ) {
  14387. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  14388. } else {
  14389. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  14390. }
  14391. }
  14392. } else { // regular Texture (image, video, canvas)
  14393. // use manually created mipmaps if available
  14394. // if there are no manual mipmaps
  14395. // set 0 level mipmap and then use GL to generate other mipmap levels
  14396. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  14397. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  14398. mipmap = mipmaps[ i ];
  14399. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  14400. }
  14401. texture.generateMipmaps = false;
  14402. } else {
  14403. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  14404. }
  14405. }
  14406. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  14407. texture.needsUpdate = false;
  14408. if ( texture.onUpdate ) texture.onUpdate();
  14409. } else {
  14410. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14411. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  14412. }
  14413. };
  14414. function clampToMaxSize ( image, maxSize ) {
  14415. if ( image.width <= maxSize && image.height <= maxSize ) {
  14416. return image;
  14417. }
  14418. // Warning: Scaling through the canvas will only work with images that use
  14419. // premultiplied alpha.
  14420. var maxDimension = Math.max( image.width, image.height );
  14421. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  14422. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  14423. var canvas = document.createElement( 'canvas' );
  14424. canvas.width = newWidth;
  14425. canvas.height = newHeight;
  14426. var ctx = canvas.getContext( '2d' );
  14427. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  14428. return canvas;
  14429. }
  14430. function setCubeTexture ( texture, slot ) {
  14431. if ( texture.image.length === 6 ) {
  14432. if ( texture.needsUpdate ) {
  14433. if ( ! texture.image.__webglTextureCube ) {
  14434. texture.addEventListener( 'dispose', onTextureDispose );
  14435. texture.image.__webglTextureCube = _gl.createTexture();
  14436. _this.info.memory.textures ++;
  14437. }
  14438. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14439. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  14440. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  14441. var isCompressed = texture instanceof THREE.CompressedTexture;
  14442. var cubeImage = [];
  14443. for ( var i = 0; i < 6; i ++ ) {
  14444. if ( _this.autoScaleCubemaps && ! isCompressed ) {
  14445. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  14446. } else {
  14447. cubeImage[ i ] = texture.image[ i ];
  14448. }
  14449. }
  14450. var image = cubeImage[ 0 ],
  14451. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  14452. glFormat = paramThreeToGL( texture.format ),
  14453. glType = paramThreeToGL( texture.type );
  14454. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  14455. for ( var i = 0; i < 6; i ++ ) {
  14456. if ( ! isCompressed ) {
  14457. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  14458. } else {
  14459. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  14460. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  14461. mipmap = mipmaps[ j ];
  14462. if ( texture.format !== THREE.RGBAFormat ) {
  14463. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  14464. } else {
  14465. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  14466. }
  14467. }
  14468. }
  14469. }
  14470. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  14471. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  14472. }
  14473. texture.needsUpdate = false;
  14474. if ( texture.onUpdate ) texture.onUpdate();
  14475. } else {
  14476. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14477. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  14478. }
  14479. }
  14480. };
  14481. function setCubeTextureDynamic ( texture, slot ) {
  14482. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14483. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  14484. };
  14485. // Render targets
  14486. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  14487. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  14488. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  14489. };
  14490. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  14491. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  14492. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  14493. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  14494. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  14495. /* For some reason this is not working. Defaulting to RGBA4.
  14496. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  14497. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  14498. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  14499. */
  14500. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  14501. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  14502. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  14503. } else {
  14504. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  14505. }
  14506. };
  14507. this.setRenderTarget = function ( renderTarget ) {
  14508. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  14509. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  14510. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  14511. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  14512. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  14513. renderTarget.__webglTexture = _gl.createTexture();
  14514. _this.info.memory.textures ++;
  14515. // Setup texture, create render and frame buffers
  14516. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  14517. glFormat = paramThreeToGL( renderTarget.format ),
  14518. glType = paramThreeToGL( renderTarget.type );
  14519. if ( isCube ) {
  14520. renderTarget.__webglFramebuffer = [];
  14521. renderTarget.__webglRenderbuffer = [];
  14522. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  14523. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  14524. for ( var i = 0; i < 6; i ++ ) {
  14525. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  14526. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  14527. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  14528. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  14529. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  14530. }
  14531. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  14532. } else {
  14533. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  14534. if ( renderTarget.shareDepthFrom ) {
  14535. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  14536. } else {
  14537. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  14538. }
  14539. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  14540. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  14541. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  14542. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  14543. if ( renderTarget.shareDepthFrom ) {
  14544. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  14545. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  14546. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  14547. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  14548. }
  14549. } else {
  14550. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  14551. }
  14552. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  14553. }
  14554. // Release everything
  14555. if ( isCube ) {
  14556. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  14557. } else {
  14558. _gl.bindTexture( _gl.TEXTURE_2D, null );
  14559. }
  14560. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  14561. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  14562. }
  14563. var framebuffer, width, height, vx, vy;
  14564. if ( renderTarget ) {
  14565. if ( isCube ) {
  14566. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  14567. } else {
  14568. framebuffer = renderTarget.__webglFramebuffer;
  14569. }
  14570. width = renderTarget.width;
  14571. height = renderTarget.height;
  14572. vx = 0;
  14573. vy = 0;
  14574. } else {
  14575. framebuffer = null;
  14576. width = _viewportWidth;
  14577. height = _viewportHeight;
  14578. vx = _viewportX;
  14579. vy = _viewportY;
  14580. }
  14581. if ( framebuffer !== _currentFramebuffer ) {
  14582. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  14583. _gl.viewport( vx, vy, width, height );
  14584. _currentFramebuffer = framebuffer;
  14585. }
  14586. _currentWidth = width;
  14587. _currentHeight = height;
  14588. };
  14589. function updateRenderTargetMipmap ( renderTarget ) {
  14590. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  14591. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  14592. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  14593. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  14594. } else {
  14595. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  14596. _gl.generateMipmap( _gl.TEXTURE_2D );
  14597. _gl.bindTexture( _gl.TEXTURE_2D, null );
  14598. }
  14599. };
  14600. // Fallback filters for non-power-of-2 textures
  14601. function filterFallback ( f ) {
  14602. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  14603. return _gl.NEAREST;
  14604. }
  14605. return _gl.LINEAR;
  14606. };
  14607. // Map three.js constants to WebGL constants
  14608. function paramThreeToGL ( p ) {
  14609. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  14610. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  14611. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  14612. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  14613. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  14614. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  14615. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  14616. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  14617. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  14618. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  14619. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  14620. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  14621. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  14622. if ( p === THREE.ByteType ) return _gl.BYTE;
  14623. if ( p === THREE.ShortType ) return _gl.SHORT;
  14624. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  14625. if ( p === THREE.IntType ) return _gl.INT;
  14626. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  14627. if ( p === THREE.FloatType ) return _gl.FLOAT;
  14628. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  14629. if ( p === THREE.RGBFormat ) return _gl.RGB;
  14630. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  14631. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  14632. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  14633. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  14634. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  14635. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  14636. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  14637. if ( p === THREE.OneFactor ) return _gl.ONE;
  14638. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  14639. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  14640. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  14641. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  14642. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  14643. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  14644. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  14645. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  14646. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  14647. if ( _glExtensionCompressedTextureS3TC !== undefined ) {
  14648. if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
  14649. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  14650. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  14651. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  14652. }
  14653. return 0;
  14654. };
  14655. // Allocations
  14656. function allocateBones ( object ) {
  14657. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  14658. return 1024;
  14659. } else {
  14660. // default for when object is not specified
  14661. // ( for example when prebuilding shader
  14662. // to be used with multiple objects )
  14663. //
  14664. // - leave some extra space for other uniforms
  14665. // - limit here is ANGLE's 254 max uniform vectors
  14666. // (up to 54 should be safe)
  14667. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  14668. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  14669. var maxBones = nVertexMatrices;
  14670. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  14671. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  14672. if ( maxBones < object.skeleton.bones.length ) {
  14673. console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );
  14674. }
  14675. }
  14676. return maxBones;
  14677. }
  14678. };
  14679. function allocateLights( lights ) {
  14680. var dirLights = 0;
  14681. var pointLights = 0;
  14682. var spotLights = 0;
  14683. var hemiLights = 0;
  14684. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  14685. var light = lights[ l ];
  14686. if ( light.onlyShadow || light.visible === false ) continue;
  14687. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  14688. if ( light instanceof THREE.PointLight ) pointLights ++;
  14689. if ( light instanceof THREE.SpotLight ) spotLights ++;
  14690. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  14691. }
  14692. return { 'directional': dirLights, 'point': pointLights, 'spot': spotLights, 'hemi': hemiLights };
  14693. };
  14694. function allocateShadows( lights ) {
  14695. var maxShadows = 0;
  14696. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  14697. var light = lights[ l ];
  14698. if ( ! light.castShadow ) continue;
  14699. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  14700. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  14701. }
  14702. return maxShadows;
  14703. };
  14704. // Initialization
  14705. function initGL() {
  14706. try {
  14707. var attributes = {
  14708. alpha: _alpha,
  14709. depth: _depth,
  14710. stencil: _stencil,
  14711. antialias: _antialias,
  14712. premultipliedAlpha: _premultipliedAlpha,
  14713. preserveDrawingBuffer: _preserveDrawingBuffer
  14714. };
  14715. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  14716. if ( _gl === null ) {
  14717. throw 'Error creating WebGL context.';
  14718. }
  14719. } catch ( error ) {
  14720. console.error( error );
  14721. }
  14722. _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
  14723. _glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
  14724. _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
  14725. _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  14726. _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  14727. _glExtensionElementIndexUint = _gl.getExtension( 'OES_element_index_uint' );
  14728. if ( _glExtensionTextureFloat === null ) {
  14729. console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
  14730. }
  14731. if ( _glExtensionStandardDerivatives === null ) {
  14732. console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
  14733. }
  14734. if ( _glExtensionTextureFilterAnisotropic === null ) {
  14735. console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
  14736. }
  14737. if ( _glExtensionCompressedTextureS3TC === null ) {
  14738. console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
  14739. }
  14740. if ( _glExtensionElementIndexUint === null ) {
  14741. console.log( 'THREE.WebGLRenderer: elementindex as unsigned integer not supported.' );
  14742. }
  14743. if ( _gl.getShaderPrecisionFormat === undefined ) {
  14744. _gl.getShaderPrecisionFormat = function () {
  14745. return {
  14746. 'rangeMin': 1,
  14747. 'rangeMax': 1,
  14748. 'precision': 1
  14749. };
  14750. }
  14751. }
  14752. if ( _logarithmicDepthBuffer ) {
  14753. _glExtensionFragDepth = _gl.getExtension( 'EXT_frag_depth' );
  14754. }
  14755. };
  14756. function setDefaultGLState () {
  14757. _gl.clearColor( 0, 0, 0, 1 );
  14758. _gl.clearDepth( 1 );
  14759. _gl.clearStencil( 0 );
  14760. _gl.enable( _gl.DEPTH_TEST );
  14761. _gl.depthFunc( _gl.LEQUAL );
  14762. _gl.frontFace( _gl.CCW );
  14763. _gl.cullFace( _gl.BACK );
  14764. _gl.enable( _gl.CULL_FACE );
  14765. _gl.enable( _gl.BLEND );
  14766. _gl.blendEquation( _gl.FUNC_ADD );
  14767. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  14768. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  14769. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  14770. };
  14771. // default plugins (order is important)
  14772. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  14773. this.addPrePlugin( this.shadowMapPlugin );
  14774. this.addPostPlugin( new THREE.SpritePlugin() );
  14775. this.addPostPlugin( new THREE.LensFlarePlugin() );
  14776. };
  14777. // File:src/renderers/WebGLRenderTarget.js
  14778. /**
  14779. * @author szimek / https://github.com/szimek/
  14780. * @author alteredq / http://alteredqualia.com/
  14781. */
  14782. THREE.WebGLRenderTarget = function ( width, height, options ) {
  14783. this.width = width;
  14784. this.height = height;
  14785. options = options || {};
  14786. this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
  14787. this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
  14788. this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
  14789. this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
  14790. this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
  14791. this.offset = new THREE.Vector2( 0, 0 );
  14792. this.repeat = new THREE.Vector2( 1, 1 );
  14793. this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
  14794. this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
  14795. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  14796. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  14797. this.generateMipmaps = true;
  14798. this.shareDepthFrom = null;
  14799. };
  14800. THREE.WebGLRenderTarget.prototype = {
  14801. constructor: THREE.WebGLRenderTarget,
  14802. setSize: function ( width, height ) {
  14803. this.width = width;
  14804. this.height = height;
  14805. },
  14806. clone: function () {
  14807. var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
  14808. tmp.wrapS = this.wrapS;
  14809. tmp.wrapT = this.wrapT;
  14810. tmp.magFilter = this.magFilter;
  14811. tmp.minFilter = this.minFilter;
  14812. tmp.anisotropy = this.anisotropy;
  14813. tmp.offset.copy( this.offset );
  14814. tmp.repeat.copy( this.repeat );
  14815. tmp.format = this.format;
  14816. tmp.type = this.type;
  14817. tmp.depthBuffer = this.depthBuffer;
  14818. tmp.stencilBuffer = this.stencilBuffer;
  14819. tmp.generateMipmaps = this.generateMipmaps;
  14820. tmp.shareDepthFrom = this.shareDepthFrom;
  14821. return tmp;
  14822. },
  14823. dispose: function () {
  14824. this.dispatchEvent( { type: 'dispose' } );
  14825. }
  14826. };
  14827. THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );
  14828. // File:src/renderers/WebGLRenderTargetCube.js
  14829. /**
  14830. * @author alteredq / http://alteredqualia.com
  14831. */
  14832. THREE.WebGLRenderTargetCube = function ( width, height, options ) {
  14833. THREE.WebGLRenderTarget.call( this, width, height, options );
  14834. this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
  14835. };
  14836. THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
  14837. // File:src/renderers/webgl/WebGLProgram.js
  14838. THREE.WebGLProgram = ( function () {
  14839. var programIdCount = 0;
  14840. var generateDefines = function ( defines ) {
  14841. var value, chunk, chunks = [];
  14842. for ( var d in defines ) {
  14843. value = defines[ d ];
  14844. if ( value === false ) continue;
  14845. chunk = "#define " + d + " " + value;
  14846. chunks.push( chunk );
  14847. }
  14848. return chunks.join( "\n" );
  14849. };
  14850. var cacheUniformLocations = function ( gl, program, identifiers ) {
  14851. var uniforms = {};
  14852. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  14853. var id = identifiers[ i ];
  14854. uniforms[ id ] = gl.getUniformLocation( program, id );
  14855. }
  14856. return uniforms;
  14857. };
  14858. var cacheAttributeLocations = function ( gl, program, identifiers ) {
  14859. var attributes = {};
  14860. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  14861. var id = identifiers[ i ];
  14862. attributes[ id ] = gl.getAttribLocation( program, id );
  14863. }
  14864. return attributes;
  14865. };
  14866. return function ( renderer, code, material, parameters ) {
  14867. var _this = renderer;
  14868. var _gl = _this.context;
  14869. var defines = material.defines;
  14870. var uniforms = material.__webglShader.uniforms;
  14871. var attributes = material.attributes;
  14872. var vertexShader = material.__webglShader.vertexShader;
  14873. var fragmentShader = material.__webglShader.fragmentShader;
  14874. var index0AttributeName = material.index0AttributeName;
  14875. if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
  14876. // programs with morphTargets displace position out of attribute 0
  14877. index0AttributeName = 'position';
  14878. }
  14879. var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
  14880. if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  14881. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
  14882. } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  14883. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
  14884. }
  14885. // console.log( "building new program " );
  14886. //
  14887. var customDefines = generateDefines( defines );
  14888. //
  14889. var program = _gl.createProgram();
  14890. var prefix_vertex, prefix_fragment;
  14891. if ( material instanceof THREE.RawShaderMaterial ) {
  14892. prefix_vertex = '';
  14893. prefix_fragment = '';
  14894. } else {
  14895. prefix_vertex = [
  14896. "precision " + parameters.precision + " float;",
  14897. "precision " + parameters.precision + " int;",
  14898. customDefines,
  14899. parameters.supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  14900. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  14901. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  14902. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  14903. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  14904. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  14905. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  14906. "#define MAX_SHADOWS " + parameters.maxShadows,
  14907. "#define MAX_BONES " + parameters.maxBones,
  14908. parameters.map ? "#define USE_MAP" : "",
  14909. parameters.envMap ? "#define USE_ENVMAP" : "",
  14910. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  14911. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  14912. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  14913. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  14914. parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
  14915. parameters.vertexColors ? "#define USE_COLOR" : "",
  14916. parameters.skinning ? "#define USE_SKINNING" : "",
  14917. parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
  14918. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  14919. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  14920. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  14921. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  14922. parameters.flipSided ? "#define FLIP_SIDED" : "",
  14923. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  14924. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  14925. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  14926. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  14927. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  14928. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  14929. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  14930. "uniform mat4 modelMatrix;",
  14931. "uniform mat4 modelViewMatrix;",
  14932. "uniform mat4 projectionMatrix;",
  14933. "uniform mat4 viewMatrix;",
  14934. "uniform mat3 normalMatrix;",
  14935. "uniform vec3 cameraPosition;",
  14936. "attribute vec3 position;",
  14937. "attribute vec3 normal;",
  14938. "attribute vec2 uv;",
  14939. "attribute vec2 uv2;",
  14940. "#ifdef USE_COLOR",
  14941. " attribute vec3 color;",
  14942. "#endif",
  14943. "#ifdef USE_MORPHTARGETS",
  14944. " attribute vec3 morphTarget0;",
  14945. " attribute vec3 morphTarget1;",
  14946. " attribute vec3 morphTarget2;",
  14947. " attribute vec3 morphTarget3;",
  14948. " #ifdef USE_MORPHNORMALS",
  14949. " attribute vec3 morphNormal0;",
  14950. " attribute vec3 morphNormal1;",
  14951. " attribute vec3 morphNormal2;",
  14952. " attribute vec3 morphNormal3;",
  14953. " #else",
  14954. " attribute vec3 morphTarget4;",
  14955. " attribute vec3 morphTarget5;",
  14956. " attribute vec3 morphTarget6;",
  14957. " attribute vec3 morphTarget7;",
  14958. " #endif",
  14959. "#endif",
  14960. "#ifdef USE_SKINNING",
  14961. " attribute vec4 skinIndex;",
  14962. " attribute vec4 skinWeight;",
  14963. "#endif",
  14964. ""
  14965. ].join( '\n' );
  14966. prefix_fragment = [
  14967. "precision " + parameters.precision + " float;",
  14968. "precision " + parameters.precision + " int;",
  14969. ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
  14970. customDefines,
  14971. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  14972. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  14973. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  14974. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  14975. "#define MAX_SHADOWS " + parameters.maxShadows,
  14976. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  14977. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  14978. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  14979. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  14980. ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
  14981. parameters.map ? "#define USE_MAP" : "",
  14982. parameters.envMap ? "#define USE_ENVMAP" : "",
  14983. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  14984. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  14985. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  14986. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  14987. parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
  14988. parameters.vertexColors ? "#define USE_COLOR" : "",
  14989. parameters.metal ? "#define METAL" : "",
  14990. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  14991. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  14992. parameters.flipSided ? "#define FLIP_SIDED" : "",
  14993. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  14994. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  14995. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  14996. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  14997. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  14998. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  14999. "uniform mat4 viewMatrix;",
  15000. "uniform vec3 cameraPosition;",
  15001. ""
  15002. ].join( '\n' );
  15003. }
  15004. var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader );
  15005. var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
  15006. _gl.attachShader( program, glVertexShader );
  15007. _gl.attachShader( program, glFragmentShader );
  15008. if ( index0AttributeName !== undefined ) {
  15009. // Force a particular attribute to index 0.
  15010. // because potentially expensive emulation is done by browser if attribute 0 is disabled.
  15011. // And, color, for example is often automatically bound to index 0 so disabling it
  15012. _gl.bindAttribLocation( program, 0, index0AttributeName );
  15013. }
  15014. _gl.linkProgram( program );
  15015. if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {
  15016. console.error( 'THREE.WebGLProgram: Could not initialise shader.' );
  15017. console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) );
  15018. console.error( 'gl.getError()', _gl.getError() );
  15019. }
  15020. if ( _gl.getProgramInfoLog( program ) !== '' ) {
  15021. console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) );
  15022. }
  15023. // clean up
  15024. _gl.deleteShader( glVertexShader );
  15025. _gl.deleteShader( glFragmentShader );
  15026. // cache uniform locations
  15027. var identifiers = [
  15028. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
  15029. 'morphTargetInfluences'
  15030. ];
  15031. if ( parameters.useVertexTexture ) {
  15032. identifiers.push( 'boneTexture' );
  15033. identifiers.push( 'boneTextureWidth' );
  15034. identifiers.push( 'boneTextureHeight' );
  15035. } else {
  15036. identifiers.push( 'boneGlobalMatrices' );
  15037. }
  15038. if ( parameters.logarithmicDepthBuffer ) {
  15039. identifiers.push('logDepthBufFC');
  15040. }
  15041. for ( var u in uniforms ) {
  15042. identifiers.push( u );
  15043. }
  15044. this.uniforms = cacheUniformLocations( _gl, program, identifiers );
  15045. // cache attributes locations
  15046. identifiers = [
  15047. "position", "normal", "uv", "uv2", "tangent", "color",
  15048. "skinIndex", "skinWeight", "lineDistance"
  15049. ];
  15050. for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) {
  15051. identifiers.push( "morphTarget" + i );
  15052. }
  15053. for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) {
  15054. identifiers.push( "morphNormal" + i );
  15055. }
  15056. for ( var a in attributes ) {
  15057. identifiers.push( a );
  15058. }
  15059. this.attributes = cacheAttributeLocations( _gl, program, identifiers );
  15060. //
  15061. this.id = programIdCount ++;
  15062. this.code = code;
  15063. this.usedTimes = 1;
  15064. this.program = program;
  15065. this.vertexShader = glVertexShader;
  15066. this.fragmentShader = glFragmentShader;
  15067. return this;
  15068. };
  15069. } )();
  15070. // File:src/renderers/webgl/WebGLShader.js
  15071. THREE.WebGLShader = ( function () {
  15072. var addLineNumbers = function ( string ) {
  15073. var lines = string.split( '\n' );
  15074. for ( var i = 0; i < lines.length; i ++ ) {
  15075. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  15076. }
  15077. return lines.join( '\n' );
  15078. };
  15079. return function ( gl, type, string ) {
  15080. var shader = gl.createShader( type );
  15081. gl.shaderSource( shader, string );
  15082. gl.compileShader( shader );
  15083. if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
  15084. console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
  15085. }
  15086. if ( gl.getShaderInfoLog( shader ) !== '' ) {
  15087. console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', gl.getShaderInfoLog( shader ) );
  15088. console.warn( addLineNumbers( string ) );
  15089. }
  15090. // --enable-privileged-webgl-extension
  15091. // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  15092. return shader;
  15093. };
  15094. } )();
  15095. // File:src/renderers/renderables/RenderableVertex.js
  15096. /**
  15097. * @author mrdoob / http://mrdoob.com/
  15098. */
  15099. THREE.RenderableVertex = function () {
  15100. this.position = new THREE.Vector3();
  15101. this.positionWorld = new THREE.Vector3();
  15102. this.positionScreen = new THREE.Vector4();
  15103. this.visible = true;
  15104. };
  15105. THREE.RenderableVertex.prototype.copy = function ( vertex ) {
  15106. this.positionWorld.copy( vertex.positionWorld );
  15107. this.positionScreen.copy( vertex.positionScreen );
  15108. };
  15109. // File:src/renderers/renderables/RenderableFace.js
  15110. /**
  15111. * @author mrdoob / http://mrdoob.com/
  15112. */
  15113. THREE.RenderableFace = function () {
  15114. this.id = 0;
  15115. this.v1 = new THREE.RenderableVertex();
  15116. this.v2 = new THREE.RenderableVertex();
  15117. this.v3 = new THREE.RenderableVertex();
  15118. this.normalModel = new THREE.Vector3();
  15119. this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  15120. this.vertexNormalsLength = 0;
  15121. this.color = new THREE.Color();
  15122. this.material = null;
  15123. this.uvs = [ new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ];
  15124. this.z = 0;
  15125. };
  15126. // File:src/renderers/renderables/RenderableObject.js
  15127. /**
  15128. * @author mrdoob / http://mrdoob.com/
  15129. */
  15130. THREE.RenderableObject = function () {
  15131. this.id = 0;
  15132. this.object = null;
  15133. this.z = 0;
  15134. };
  15135. // File:src/renderers/renderables/RenderableSprite.js
  15136. /**
  15137. * @author mrdoob / http://mrdoob.com/
  15138. */
  15139. THREE.RenderableSprite = function () {
  15140. this.id = 0;
  15141. this.object = null;
  15142. this.x = 0;
  15143. this.y = 0;
  15144. this.z = 0;
  15145. this.rotation = 0;
  15146. this.scale = new THREE.Vector2();
  15147. this.material = null;
  15148. };
  15149. // File:src/renderers/renderables/RenderableLine.js
  15150. /**
  15151. * @author mrdoob / http://mrdoob.com/
  15152. */
  15153. THREE.RenderableLine = function () {
  15154. this.id = 0;
  15155. this.v1 = new THREE.RenderableVertex();
  15156. this.v2 = new THREE.RenderableVertex();
  15157. this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
  15158. this.material = null;
  15159. this.z = 0;
  15160. };
  15161. // File:src/extras/GeometryUtils.js
  15162. /**
  15163. * @author mrdoob / http://mrdoob.com/
  15164. */
  15165. THREE.GeometryUtils = {
  15166. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  15167. console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  15168. var matrix;
  15169. if ( geometry2 instanceof THREE.Mesh ) {
  15170. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  15171. matrix = geometry2.matrix;
  15172. geometry2 = geometry2.geometry;
  15173. }
  15174. geometry1.merge( geometry2, matrix, materialIndexOffset );
  15175. },
  15176. center: function ( geometry ) {
  15177. console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
  15178. return geometry.center();
  15179. }
  15180. };
  15181. // File:src/extras/ImageUtils.js
  15182. /**
  15183. * @author alteredq / http://alteredqualia.com/
  15184. * @author mrdoob / http://mrdoob.com/
  15185. * @author Daosheng Mu / https://github.com/DaoshengMu/
  15186. */
  15187. THREE.ImageUtils = {
  15188. crossOrigin: undefined,
  15189. loadTexture: function ( url, mapping, onLoad, onError ) {
  15190. var loader = new THREE.ImageLoader();
  15191. loader.crossOrigin = this.crossOrigin;
  15192. var texture = new THREE.Texture( undefined, mapping );
  15193. loader.load( url, function ( image ) {
  15194. texture.image = image;
  15195. texture.needsUpdate = true;
  15196. if ( onLoad ) onLoad( texture );
  15197. }, undefined, function ( event ) {
  15198. if ( onError ) onError( event );
  15199. } );
  15200. texture.sourceFile = url;
  15201. return texture;
  15202. },
  15203. loadTextureCube: function ( array, mapping, onLoad, onError ) {
  15204. var images = [];
  15205. var loader = new THREE.ImageLoader();
  15206. loader.crossOrigin = this.crossOrigin;
  15207. var texture = new THREE.CubeTexture( images, mapping );
  15208. // no flipping needed for cube textures
  15209. texture.flipY = false;
  15210. var loaded = 0;
  15211. var loadTexture = function ( i ) {
  15212. loader.load( array[ i ], function ( image ) {
  15213. texture.images[ i ] = image;
  15214. loaded += 1;
  15215. if ( loaded === 6 ) {
  15216. texture.needsUpdate = true;
  15217. if ( onLoad ) onLoad( texture );
  15218. }
  15219. } );
  15220. }
  15221. for ( var i = 0, il = array.length; i < il; ++ i ) {
  15222. loadTexture( i );
  15223. }
  15224. return texture;
  15225. },
  15226. loadCompressedTexture: function () {
  15227. console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' )
  15228. },
  15229. loadCompressedTextureCube: function () {
  15230. console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' )
  15231. },
  15232. getNormalMap: function ( image, depth ) {
  15233. // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
  15234. var cross = function ( a, b ) {
  15235. 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 ] ];
  15236. }
  15237. var subtract = function ( a, b ) {
  15238. return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
  15239. }
  15240. var normalize = function ( a ) {
  15241. var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
  15242. return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
  15243. }
  15244. depth = depth | 1;
  15245. var width = image.width;
  15246. var height = image.height;
  15247. var canvas = document.createElement( 'canvas' );
  15248. canvas.width = width;
  15249. canvas.height = height;
  15250. var context = canvas.getContext( '2d' );
  15251. context.drawImage( image, 0, 0 );
  15252. var data = context.getImageData( 0, 0, width, height ).data;
  15253. var imageData = context.createImageData( width, height );
  15254. var output = imageData.data;
  15255. for ( var x = 0; x < width; x ++ ) {
  15256. for ( var y = 0; y < height; y ++ ) {
  15257. var ly = y - 1 < 0 ? 0 : y - 1;
  15258. var uy = y + 1 > height - 1 ? height - 1 : y + 1;
  15259. var lx = x - 1 < 0 ? 0 : x - 1;
  15260. var ux = x + 1 > width - 1 ? width - 1 : x + 1;
  15261. var points = [];
  15262. var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
  15263. points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
  15264. points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
  15265. points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
  15266. points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
  15267. points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
  15268. points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
  15269. points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
  15270. points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
  15271. var normals = [];
  15272. var num_points = points.length;
  15273. for ( var i = 0; i < num_points; i ++ ) {
  15274. var v1 = points[ i ];
  15275. var v2 = points[ ( i + 1 ) % num_points ];
  15276. v1 = subtract( v1, origin );
  15277. v2 = subtract( v2, origin );
  15278. normals.push( normalize( cross( v1, v2 ) ) );
  15279. }
  15280. var normal = [ 0, 0, 0 ];
  15281. for ( var i = 0; i < normals.length; i ++ ) {
  15282. normal[ 0 ] += normals[ i ][ 0 ];
  15283. normal[ 1 ] += normals[ i ][ 1 ];
  15284. normal[ 2 ] += normals[ i ][ 2 ];
  15285. }
  15286. normal[ 0 ] /= normals.length;
  15287. normal[ 1 ] /= normals.length;
  15288. normal[ 2 ] /= normals.length;
  15289. var idx = ( y * width + x ) * 4;
  15290. output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
  15291. output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
  15292. output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
  15293. output[ idx + 3 ] = 255;
  15294. }
  15295. }
  15296. context.putImageData( imageData, 0, 0 );
  15297. return canvas;
  15298. },
  15299. generateDataTexture: function ( width, height, color ) {
  15300. var size = width * height;
  15301. var data = new Uint8Array( 3 * size );
  15302. var r = Math.floor( color.r * 255 );
  15303. var g = Math.floor( color.g * 255 );
  15304. var b = Math.floor( color.b * 255 );
  15305. for ( var i = 0; i < size; i ++ ) {
  15306. data[ i * 3 ] = r;
  15307. data[ i * 3 + 1 ] = g;
  15308. data[ i * 3 + 2 ] = b;
  15309. }
  15310. var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
  15311. texture.needsUpdate = true;
  15312. return texture;
  15313. }
  15314. };
  15315. // File:src/extras/SceneUtils.js
  15316. /**
  15317. * @author alteredq / http://alteredqualia.com/
  15318. */
  15319. THREE.SceneUtils = {
  15320. createMultiMaterialObject: function ( geometry, materials ) {
  15321. var group = new THREE.Object3D();
  15322. for ( var i = 0, l = materials.length; i < l; i ++ ) {
  15323. group.add( new THREE.Mesh( geometry, materials[ i ] ) );
  15324. }
  15325. return group;
  15326. },
  15327. detach: function ( child, parent, scene ) {
  15328. child.applyMatrix( parent.matrixWorld );
  15329. parent.remove( child );
  15330. scene.add( child );
  15331. },
  15332. attach: function ( child, scene, parent ) {
  15333. var matrixWorldInverse = new THREE.Matrix4();
  15334. matrixWorldInverse.getInverse( parent.matrixWorld );
  15335. child.applyMatrix( matrixWorldInverse );
  15336. scene.remove( child );
  15337. parent.add( child );
  15338. }
  15339. };
  15340. // File:src/extras/FontUtils.js
  15341. /**
  15342. * @author zz85 / http://www.lab4games.net/zz85/blog
  15343. * @author alteredq / http://alteredqualia.com/
  15344. *
  15345. * For Text operations in three.js (See TextGeometry)
  15346. *
  15347. * It uses techniques used in:
  15348. *
  15349. * typeface.js and canvastext
  15350. * For converting fonts and rendering with javascript
  15351. * http://typeface.neocracy.org
  15352. *
  15353. * Triangulation ported from AS3
  15354. * Simple Polygon Triangulation
  15355. * http://actionsnippet.com/?p=1462
  15356. *
  15357. * A Method to triangulate shapes with holes
  15358. * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
  15359. *
  15360. */
  15361. THREE.FontUtils = {
  15362. faces: {},
  15363. // Just for now. face[weight][style]
  15364. face: 'helvetiker',
  15365. weight: 'normal',
  15366. style: 'normal',
  15367. size: 150,
  15368. divisions: 10,
  15369. getFace: function () {
  15370. try {
  15371. return this.faces[ this.face ][ this.weight ][ this.style ];
  15372. } catch (e) {
  15373. throw "The font " + this.face + " with " + this.weight + " weight and " + this.style + " style is missing."
  15374. };
  15375. },
  15376. loadFace: function ( data ) {
  15377. var family = data.familyName.toLowerCase();
  15378. var ThreeFont = this;
  15379. ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
  15380. ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
  15381. ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
  15382. var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
  15383. return data;
  15384. },
  15385. drawText: function ( text ) {
  15386. var characterPts = [], allPts = [];
  15387. // RenderText
  15388. var i, p,
  15389. face = this.getFace(),
  15390. scale = this.size / face.resolution,
  15391. offset = 0,
  15392. chars = String( text ).split( '' ),
  15393. length = chars.length;
  15394. var fontPaths = [];
  15395. for ( i = 0; i < length; i ++ ) {
  15396. var path = new THREE.Path();
  15397. var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
  15398. offset += ret.offset;
  15399. fontPaths.push( ret.path );
  15400. }
  15401. // get the width
  15402. var width = offset / 2;
  15403. //
  15404. // for ( p = 0; p < allPts.length; p++ ) {
  15405. //
  15406. // allPts[ p ].x -= width;
  15407. //
  15408. // }
  15409. //var extract = this.extractPoints( allPts, characterPts );
  15410. //extract.contour = allPts;
  15411. //extract.paths = fontPaths;
  15412. //extract.offset = width;
  15413. return { paths: fontPaths, offset: width };
  15414. },
  15415. extractGlyphPoints: function ( c, face, scale, offset, path ) {
  15416. var pts = [];
  15417. var i, i2, divisions,
  15418. outline, action, length,
  15419. scaleX, scaleY,
  15420. x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
  15421. laste,
  15422. glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
  15423. if ( ! glyph ) return;
  15424. if ( glyph.o ) {
  15425. outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  15426. length = outline.length;
  15427. scaleX = scale;
  15428. scaleY = scale;
  15429. for ( i = 0; i < length; ) {
  15430. action = outline[ i ++ ];
  15431. //console.log( action );
  15432. switch ( action ) {
  15433. case 'm':
  15434. // Move To
  15435. x = outline[ i ++ ] * scaleX + offset;
  15436. y = outline[ i ++ ] * scaleY;
  15437. path.moveTo( x, y );
  15438. break;
  15439. case 'l':
  15440. // Line To
  15441. x = outline[ i ++ ] * scaleX + offset;
  15442. y = outline[ i ++ ] * scaleY;
  15443. path.lineTo( x,y );
  15444. break;
  15445. case 'q':
  15446. // QuadraticCurveTo
  15447. cpx = outline[ i ++ ] * scaleX + offset;
  15448. cpy = outline[ i ++ ] * scaleY;
  15449. cpx1 = outline[ i ++ ] * scaleX + offset;
  15450. cpy1 = outline[ i ++ ] * scaleY;
  15451. path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
  15452. laste = pts[ pts.length - 1 ];
  15453. if ( laste ) {
  15454. cpx0 = laste.x;
  15455. cpy0 = laste.y;
  15456. for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
  15457. var t = i2 / divisions;
  15458. var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
  15459. var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
  15460. }
  15461. }
  15462. break;
  15463. case 'b':
  15464. // Cubic Bezier Curve
  15465. cpx = outline[ i ++ ] * scaleX + offset;
  15466. cpy = outline[ i ++ ] * scaleY;
  15467. cpx1 = outline[ i ++ ] * scaleX + offset;
  15468. cpy1 = outline[ i ++ ] * scaleY;
  15469. cpx2 = outline[ i ++ ] * scaleX + offset;
  15470. cpy2 = outline[ i ++ ] * scaleY;
  15471. path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
  15472. laste = pts[ pts.length - 1 ];
  15473. if ( laste ) {
  15474. cpx0 = laste.x;
  15475. cpy0 = laste.y;
  15476. for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
  15477. var t = i2 / divisions;
  15478. var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
  15479. var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
  15480. }
  15481. }
  15482. break;
  15483. }
  15484. }
  15485. }
  15486. return { offset: glyph.ha * scale, path:path };
  15487. }
  15488. };
  15489. THREE.FontUtils.generateShapes = function ( text, parameters ) {
  15490. // Parameters
  15491. parameters = parameters || {};
  15492. var size = parameters.size !== undefined ? parameters.size : 100;
  15493. var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments : 4;
  15494. var font = parameters.font !== undefined ? parameters.font : 'helvetiker';
  15495. var weight = parameters.weight !== undefined ? parameters.weight : 'normal';
  15496. var style = parameters.style !== undefined ? parameters.style : 'normal';
  15497. THREE.FontUtils.size = size;
  15498. THREE.FontUtils.divisions = curveSegments;
  15499. THREE.FontUtils.face = font;
  15500. THREE.FontUtils.weight = weight;
  15501. THREE.FontUtils.style = style;
  15502. // Get a Font data json object
  15503. var data = THREE.FontUtils.drawText( text );
  15504. var paths = data.paths;
  15505. var shapes = [];
  15506. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  15507. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  15508. }
  15509. return shapes;
  15510. };
  15511. /**
  15512. * This code is a quick port of code written in C++ which was submitted to
  15513. * flipcode.com by John W. Ratcliff // July 22, 2000
  15514. * See original code and more information here:
  15515. * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
  15516. *
  15517. * ported to actionscript by Zevan Rosser
  15518. * www.actionsnippet.com
  15519. *
  15520. * ported to javascript by Joshua Koo
  15521. * http://www.lab4games.net/zz85/blog
  15522. *
  15523. */
  15524. ( function ( namespace ) {
  15525. var EPSILON = 0.0000000001;
  15526. // takes in an contour array and returns
  15527. var process = function ( contour, indices ) {
  15528. var n = contour.length;
  15529. if ( n < 3 ) return null;
  15530. var result = [],
  15531. verts = [],
  15532. vertIndices = [];
  15533. /* we want a counter-clockwise polygon in verts */
  15534. var u, v, w;
  15535. if ( area( contour ) > 0.0 ) {
  15536. for ( v = 0; v < n; v ++ ) verts[ v ] = v;
  15537. } else {
  15538. for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;
  15539. }
  15540. var nv = n;
  15541. /* remove nv - 2 vertices, creating 1 triangle every time */
  15542. var count = 2 * nv; /* error detection */
  15543. for ( v = nv - 1; nv > 2; ) {
  15544. /* if we loop, it is probably a non-simple polygon */
  15545. if ( ( count -- ) <= 0 ) {
  15546. //** Triangulate: ERROR - probable bad polygon!
  15547. //throw ( "Warning, unable to triangulate polygon!" );
  15548. //return null;
  15549. // Sometimes warning is fine, especially polygons are triangulated in reverse.
  15550. console.log( 'Warning, unable to triangulate polygon!' );
  15551. if ( indices ) return vertIndices;
  15552. return result;
  15553. }
  15554. /* three consecutive vertices in current polygon, <u,v,w> */
  15555. u = v; if ( nv <= u ) u = 0; /* previous */
  15556. v = u + 1; if ( nv <= v ) v = 0; /* new v */
  15557. w = v + 1; if ( nv <= w ) w = 0; /* next */
  15558. if ( snip( contour, u, v, w, nv, verts ) ) {
  15559. var a, b, c, s, t;
  15560. /* true names of the vertices */
  15561. a = verts[ u ];
  15562. b = verts[ v ];
  15563. c = verts[ w ];
  15564. /* output Triangle */
  15565. result.push( [ contour[ a ],
  15566. contour[ b ],
  15567. contour[ c ] ] );
  15568. vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
  15569. /* remove v from the remaining polygon */
  15570. for ( s = v, t = v + 1; t < nv; s++, t++ ) {
  15571. verts[ s ] = verts[ t ];
  15572. }
  15573. nv --;
  15574. /* reset error detection counter */
  15575. count = 2 * nv;
  15576. }
  15577. }
  15578. if ( indices ) return vertIndices;
  15579. return result;
  15580. };
  15581. // calculate area of the contour polygon
  15582. var area = function ( contour ) {
  15583. var n = contour.length;
  15584. var a = 0.0;
  15585. for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
  15586. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  15587. }
  15588. return a * 0.5;
  15589. };
  15590. var snip = function ( contour, u, v, w, n, verts ) {
  15591. var p;
  15592. var ax, ay, bx, by;
  15593. var cx, cy, px, py;
  15594. ax = contour[ verts[ u ] ].x;
  15595. ay = contour[ verts[ u ] ].y;
  15596. bx = contour[ verts[ v ] ].x;
  15597. by = contour[ verts[ v ] ].y;
  15598. cx = contour[ verts[ w ] ].x;
  15599. cy = contour[ verts[ w ] ].y;
  15600. if ( EPSILON > ( ( ( bx - ax ) * ( cy - ay ) ) - ( ( by - ay ) * ( cx - ax ) ) ) ) return false;
  15601. var aX, aY, bX, bY, cX, cY;
  15602. var apx, apy, bpx, bpy, cpx, cpy;
  15603. var cCROSSap, bCROSScp, aCROSSbp;
  15604. aX = cx - bx; aY = cy - by;
  15605. bX = ax - cx; bY = ay - cy;
  15606. cX = bx - ax; cY = by - ay;
  15607. for ( p = 0; p < n; p ++ ) {
  15608. px = contour[ verts[ p ] ].x
  15609. py = contour[ verts[ p ] ].y
  15610. if ( ( ( px === ax ) && ( py === ay ) ) ||
  15611. ( ( px === bx ) && ( py === by ) ) ||
  15612. ( ( px === cx ) && ( py === cy ) ) ) continue;
  15613. apx = px - ax; apy = py - ay;
  15614. bpx = px - bx; bpy = py - by;
  15615. cpx = px - cx; cpy = py - cy;
  15616. // see if p is inside triangle abc
  15617. aCROSSbp = aX * bpy - aY * bpx;
  15618. cCROSSap = cX * apy - cY * apx;
  15619. bCROSScp = bX * cpy - bY * cpx;
  15620. if ( ( aCROSSbp >= - EPSILON ) && ( bCROSScp >= - EPSILON ) && ( cCROSSap >= - EPSILON ) ) return false;
  15621. }
  15622. return true;
  15623. };
  15624. namespace.Triangulate = process;
  15625. namespace.Triangulate.area = area;
  15626. return namespace;
  15627. } )( THREE.FontUtils );
  15628. // To use the typeface.js face files, hook up the API
  15629. self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };
  15630. THREE.typeface_js = self._typeface_js;
  15631. // File:src/extras/core/Curve.js
  15632. /**
  15633. * @author zz85 / http://www.lab4games.net/zz85/blog
  15634. * Extensible curve object
  15635. *
  15636. * Some common of Curve methods
  15637. * .getPoint(t), getTangent(t)
  15638. * .getPointAt(u), getTagentAt(u)
  15639. * .getPoints(), .getSpacedPoints()
  15640. * .getLength()
  15641. * .updateArcLengths()
  15642. *
  15643. * This following classes subclasses THREE.Curve:
  15644. *
  15645. * -- 2d classes --
  15646. * THREE.LineCurve
  15647. * THREE.QuadraticBezierCurve
  15648. * THREE.CubicBezierCurve
  15649. * THREE.SplineCurve
  15650. * THREE.ArcCurve
  15651. * THREE.EllipseCurve
  15652. *
  15653. * -- 3d classes --
  15654. * THREE.LineCurve3
  15655. * THREE.QuadraticBezierCurve3
  15656. * THREE.CubicBezierCurve3
  15657. * THREE.SplineCurve3
  15658. * THREE.ClosedSplineCurve3
  15659. *
  15660. * A series of curves can be represented as a THREE.CurvePath
  15661. *
  15662. **/
  15663. /**************************************************************
  15664. * Abstract Curve base class
  15665. **************************************************************/
  15666. THREE.Curve = function () {
  15667. };
  15668. // Virtual base class method to overwrite and implement in subclasses
  15669. // - t [0 .. 1]
  15670. THREE.Curve.prototype.getPoint = function ( t ) {
  15671. console.log( "Warning, getPoint() not implemented!" );
  15672. return null;
  15673. };
  15674. // Get point at relative position in curve according to arc length
  15675. // - u [0 .. 1]
  15676. THREE.Curve.prototype.getPointAt = function ( u ) {
  15677. var t = this.getUtoTmapping( u );
  15678. return this.getPoint( t );
  15679. };
  15680. // Get sequence of points using getPoint( t )
  15681. THREE.Curve.prototype.getPoints = function ( divisions ) {
  15682. if ( ! divisions ) divisions = 5;
  15683. var d, pts = [];
  15684. for ( d = 0; d <= divisions; d ++ ) {
  15685. pts.push( this.getPoint( d / divisions ) );
  15686. }
  15687. return pts;
  15688. };
  15689. // Get sequence of points using getPointAt( u )
  15690. THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
  15691. if ( ! divisions ) divisions = 5;
  15692. var d, pts = [];
  15693. for ( d = 0; d <= divisions; d ++ ) {
  15694. pts.push( this.getPointAt( d / divisions ) );
  15695. }
  15696. return pts;
  15697. };
  15698. // Get total curve arc length
  15699. THREE.Curve.prototype.getLength = function () {
  15700. var lengths = this.getLengths();
  15701. return lengths[ lengths.length - 1 ];
  15702. };
  15703. // Get list of cumulative segment lengths
  15704. THREE.Curve.prototype.getLengths = function ( divisions ) {
  15705. if ( ! divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
  15706. if ( this.cacheArcLengths
  15707. && ( this.cacheArcLengths.length == divisions + 1 )
  15708. && ! this.needsUpdate) {
  15709. //console.log( "cached", this.cacheArcLengths );
  15710. return this.cacheArcLengths;
  15711. }
  15712. this.needsUpdate = false;
  15713. var cache = [];
  15714. var current, last = this.getPoint( 0 );
  15715. var p, sum = 0;
  15716. cache.push( 0 );
  15717. for ( p = 1; p <= divisions; p ++ ) {
  15718. current = this.getPoint ( p / divisions );
  15719. sum += current.distanceTo( last );
  15720. cache.push( sum );
  15721. last = current;
  15722. }
  15723. this.cacheArcLengths = cache;
  15724. return cache; // { sums: cache, sum:sum }; Sum is in the last element.
  15725. };
  15726. THREE.Curve.prototype.updateArcLengths = function() {
  15727. this.needsUpdate = true;
  15728. this.getLengths();
  15729. };
  15730. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
  15731. THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
  15732. var arcLengths = this.getLengths();
  15733. var i = 0, il = arcLengths.length;
  15734. var targetArcLength; // The targeted u distance value to get
  15735. if ( distance ) {
  15736. targetArcLength = distance;
  15737. } else {
  15738. targetArcLength = u * arcLengths[ il - 1 ];
  15739. }
  15740. //var time = Date.now();
  15741. // binary search for the index with largest value smaller than target u distance
  15742. var low = 0, high = il - 1, comparison;
  15743. while ( low <= high ) {
  15744. 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
  15745. comparison = arcLengths[ i ] - targetArcLength;
  15746. if ( comparison < 0 ) {
  15747. low = i + 1;
  15748. continue;
  15749. } else if ( comparison > 0 ) {
  15750. high = i - 1;
  15751. continue;
  15752. } else {
  15753. high = i;
  15754. break;
  15755. // DONE
  15756. }
  15757. }
  15758. i = high;
  15759. //console.log('b' , i, low, high, Date.now()- time);
  15760. if ( arcLengths[ i ] == targetArcLength ) {
  15761. var t = i / ( il - 1 );
  15762. return t;
  15763. }
  15764. // we could get finer grain at lengths, or use simple interpolatation between two points
  15765. var lengthBefore = arcLengths[ i ];
  15766. var lengthAfter = arcLengths[ i + 1 ];
  15767. var segmentLength = lengthAfter - lengthBefore;
  15768. // determine where we are between the 'before' and 'after' points
  15769. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  15770. // add that fractional amount to t
  15771. var t = ( i + segmentFraction ) / ( il -1 );
  15772. return t;
  15773. };
  15774. // Returns a unit vector tangent at t
  15775. // In case any sub curve does not implement its tangent derivation,
  15776. // 2 points a small delta apart will be used to find its gradient
  15777. // which seems to give a reasonable approximation
  15778. THREE.Curve.prototype.getTangent = function( t ) {
  15779. var delta = 0.0001;
  15780. var t1 = t - delta;
  15781. var t2 = t + delta;
  15782. // Capping in case of danger
  15783. if ( t1 < 0 ) t1 = 0;
  15784. if ( t2 > 1 ) t2 = 1;
  15785. var pt1 = this.getPoint( t1 );
  15786. var pt2 = this.getPoint( t2 );
  15787. var vec = pt2.clone().sub(pt1);
  15788. return vec.normalize();
  15789. };
  15790. THREE.Curve.prototype.getTangentAt = function ( u ) {
  15791. var t = this.getUtoTmapping( u );
  15792. return this.getTangent( t );
  15793. };
  15794. /**************************************************************
  15795. * Utils
  15796. **************************************************************/
  15797. THREE.Curve.Utils = {
  15798. tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
  15799. return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
  15800. },
  15801. // Puay Bing, thanks for helping with this derivative!
  15802. tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
  15803. return - 3 * p0 * (1 - t) * (1 - t) +
  15804. 3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
  15805. 6 * t * p2 * (1-t) - 3 * t * t * p2 +
  15806. 3 * t * t * p3;
  15807. },
  15808. tangentSpline: function ( t, p0, p1, p2, p3 ) {
  15809. // To check if my formulas are correct
  15810. var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
  15811. var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
  15812. var h01 = - 6 * t * t + 6 * t; // − 2t3 + 3t2
  15813. var h11 = 3 * t * t - 2 * t; // t3 − t2
  15814. return h00 + h10 + h01 + h11;
  15815. },
  15816. // Catmull-Rom
  15817. interpolate: function( p0, p1, p2, p3, t ) {
  15818. var v0 = ( p2 - p0 ) * 0.5;
  15819. var v1 = ( p3 - p1 ) * 0.5;
  15820. var t2 = t * t;
  15821. var t3 = t * t2;
  15822. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  15823. }
  15824. };
  15825. // TODO: Transformation for Curves?
  15826. /**************************************************************
  15827. * 3D Curves
  15828. **************************************************************/
  15829. // A Factory method for creating new curve subclasses
  15830. THREE.Curve.create = function ( constructor, getPointFunc ) {
  15831. constructor.prototype = Object.create( THREE.Curve.prototype );
  15832. constructor.prototype.getPoint = getPointFunc;
  15833. return constructor;
  15834. };
  15835. // File:src/extras/core/CurvePath.js
  15836. /**
  15837. * @author zz85 / http://www.lab4games.net/zz85/blog
  15838. *
  15839. **/
  15840. /**************************************************************
  15841. * Curved Path - a curve path is simply a array of connected
  15842. * curves, but retains the api of a curve
  15843. **************************************************************/
  15844. THREE.CurvePath = function () {
  15845. this.curves = [];
  15846. this.bends = [];
  15847. this.autoClose = false; // Automatically closes the path
  15848. };
  15849. THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
  15850. THREE.CurvePath.prototype.add = function ( curve ) {
  15851. this.curves.push( curve );
  15852. };
  15853. THREE.CurvePath.prototype.checkConnection = function() {
  15854. // TODO
  15855. // If the ending of curve is not connected to the starting
  15856. // or the next curve, then, this is not a real path
  15857. };
  15858. THREE.CurvePath.prototype.closePath = function() {
  15859. // TODO Test
  15860. // and verify for vector3 (needs to implement equals)
  15861. // Add a line curve if start and end of lines are not connected
  15862. var startPoint = this.curves[0].getPoint(0);
  15863. var endPoint = this.curves[this.curves.length-1].getPoint(1);
  15864. if (! startPoint.equals(endPoint)) {
  15865. this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
  15866. }
  15867. };
  15868. // To get accurate point with reference to
  15869. // entire path distance at time t,
  15870. // following has to be done:
  15871. // 1. Length of each sub path have to be known
  15872. // 2. Locate and identify type of curve
  15873. // 3. Get t for the curve
  15874. // 4. Return curve.getPointAt(t')
  15875. THREE.CurvePath.prototype.getPoint = function( t ) {
  15876. var d = t * this.getLength();
  15877. var curveLengths = this.getCurveLengths();
  15878. var i = 0, diff, curve;
  15879. // To think about boundaries points.
  15880. while ( i < curveLengths.length ) {
  15881. if ( curveLengths[ i ] >= d ) {
  15882. diff = curveLengths[ i ] - d;
  15883. curve = this.curves[ i ];
  15884. var u = 1 - diff / curve.getLength();
  15885. return curve.getPointAt( u );
  15886. break;
  15887. }
  15888. i ++;
  15889. }
  15890. return null;
  15891. // loop where sum != 0, sum > d , sum+1 <d
  15892. };
  15893. /*
  15894. THREE.CurvePath.prototype.getTangent = function( t ) {
  15895. };*/
  15896. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  15897. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  15898. // getPoint() depends on getLength
  15899. THREE.CurvePath.prototype.getLength = function() {
  15900. var lens = this.getCurveLengths();
  15901. return lens[ lens.length - 1 ];
  15902. };
  15903. // Compute lengths and cache them
  15904. // We cannot overwrite getLengths() because UtoT mapping uses it.
  15905. THREE.CurvePath.prototype.getCurveLengths = function() {
  15906. // We use cache values if curves and cache array are same length
  15907. if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
  15908. return this.cacheLengths;
  15909. };
  15910. // Get length of subsurve
  15911. // Push sums into cached array
  15912. var lengths = [], sums = 0;
  15913. var i, il = this.curves.length;
  15914. for ( i = 0; i < il; i ++ ) {
  15915. sums += this.curves[ i ].getLength();
  15916. lengths.push( sums );
  15917. }
  15918. this.cacheLengths = lengths;
  15919. return lengths;
  15920. };
  15921. // Returns min and max coordinates
  15922. THREE.CurvePath.prototype.getBoundingBox = function () {
  15923. var points = this.getPoints();
  15924. var maxX, maxY, maxZ;
  15925. var minX, minY, minZ;
  15926. maxX = maxY = Number.NEGATIVE_INFINITY;
  15927. minX = minY = Number.POSITIVE_INFINITY;
  15928. var p, i, il, sum;
  15929. var v3 = points[0] instanceof THREE.Vector3;
  15930. sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
  15931. for ( i = 0, il = points.length; i < il; i ++ ) {
  15932. p = points[ i ];
  15933. if ( p.x > maxX ) maxX = p.x;
  15934. else if ( p.x < minX ) minX = p.x;
  15935. if ( p.y > maxY ) maxY = p.y;
  15936. else if ( p.y < minY ) minY = p.y;
  15937. if ( v3 ) {
  15938. if ( p.z > maxZ ) maxZ = p.z;
  15939. else if ( p.z < minZ ) minZ = p.z;
  15940. }
  15941. sum.add( p );
  15942. }
  15943. var ret = {
  15944. minX: minX,
  15945. minY: minY,
  15946. maxX: maxX,
  15947. maxY: maxY
  15948. };
  15949. if ( v3 ) {
  15950. ret.maxZ = maxZ;
  15951. ret.minZ = minZ;
  15952. }
  15953. return ret;
  15954. };
  15955. /**************************************************************
  15956. * Create Geometries Helpers
  15957. **************************************************************/
  15958. /// Generate geometry from path points (for Line or Points objects)
  15959. THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
  15960. var pts = this.getPoints( divisions, true );
  15961. return this.createGeometry( pts );
  15962. };
  15963. // Generate geometry from equidistance sampling along the path
  15964. THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
  15965. var pts = this.getSpacedPoints( divisions, true );
  15966. return this.createGeometry( pts );
  15967. };
  15968. THREE.CurvePath.prototype.createGeometry = function( points ) {
  15969. var geometry = new THREE.Geometry();
  15970. for ( var i = 0; i < points.length; i ++ ) {
  15971. geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
  15972. }
  15973. return geometry;
  15974. };
  15975. /**************************************************************
  15976. * Bend / Wrap Helper Methods
  15977. **************************************************************/
  15978. // Wrap path / Bend modifiers?
  15979. THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
  15980. this.bends.push( bendpath );
  15981. };
  15982. THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
  15983. var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
  15984. var i, il;
  15985. if ( ! bends ) {
  15986. bends = this.bends;
  15987. }
  15988. for ( i = 0, il = bends.length; i < il; i ++ ) {
  15989. oldPts = this.getWrapPoints( oldPts, bends[ i ] );
  15990. }
  15991. return oldPts;
  15992. };
  15993. THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
  15994. var oldPts = this.getSpacedPoints( segments );
  15995. var i, il;
  15996. if ( ! bends ) {
  15997. bends = this.bends;
  15998. }
  15999. for ( i = 0, il = bends.length; i < il; i ++ ) {
  16000. oldPts = this.getWrapPoints( oldPts, bends[ i ] );
  16001. }
  16002. return oldPts;
  16003. };
  16004. // This returns getPoints() bend/wrapped around the contour of a path.
  16005. // Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
  16006. THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
  16007. var bounds = this.getBoundingBox();
  16008. var i, il, p, oldX, oldY, xNorm;
  16009. for ( i = 0, il = oldPts.length; i < il; i ++ ) {
  16010. p = oldPts[ i ];
  16011. oldX = p.x;
  16012. oldY = p.y;
  16013. xNorm = oldX / bounds.maxX;
  16014. // If using actual distance, for length > path, requires line extrusions
  16015. //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
  16016. xNorm = path.getUtoTmapping( xNorm, oldX );
  16017. // check for out of bounds?
  16018. var pathPt = path.getPoint( xNorm );
  16019. var normal = path.getTangent( xNorm );
  16020. normal.set( - normal.y, normal.x ).multiplyScalar( oldY );
  16021. p.x = pathPt.x + normal.x;
  16022. p.y = pathPt.y + normal.y;
  16023. }
  16024. return oldPts;
  16025. };
  16026. // File:src/extras/core/Gyroscope.js
  16027. /**
  16028. * @author alteredq / http://alteredqualia.com/
  16029. */
  16030. THREE.Gyroscope = function () {
  16031. THREE.Object3D.call( this );
  16032. };
  16033. THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
  16034. THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {
  16035. this.matrixAutoUpdate && this.updateMatrix();
  16036. // update matrixWorld
  16037. if ( this.matrixWorldNeedsUpdate || force ) {
  16038. if ( this.parent ) {
  16039. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  16040. this.matrixWorld.decompose( this.translationWorld, this.quaternionWorld, this.scaleWorld );
  16041. this.matrix.decompose( this.translationObject, this.quaternionObject, this.scaleObject );
  16042. this.matrixWorld.compose( this.translationWorld, this.quaternionObject, this.scaleWorld );
  16043. } else {
  16044. this.matrixWorld.copy( this.matrix );
  16045. }
  16046. this.matrixWorldNeedsUpdate = false;
  16047. force = true;
  16048. }
  16049. // update children
  16050. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  16051. this.children[ i ].updateMatrixWorld( force );
  16052. }
  16053. };
  16054. THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
  16055. THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
  16056. THREE.Gyroscope.prototype.quaternionWorld = new THREE.Quaternion();
  16057. THREE.Gyroscope.prototype.quaternionObject = new THREE.Quaternion();
  16058. THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
  16059. THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
  16060. // File:src/extras/core/Path.js
  16061. /**
  16062. * @author zz85 / http://www.lab4games.net/zz85/blog
  16063. * Creates free form 2d path using series of points, lines or curves.
  16064. *
  16065. **/
  16066. THREE.Path = function ( points ) {
  16067. THREE.CurvePath.call(this);
  16068. this.actions = [];
  16069. if ( points ) {
  16070. this.fromPoints( points );
  16071. }
  16072. };
  16073. THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
  16074. THREE.PathActions = {
  16075. MOVE_TO: 'moveTo',
  16076. LINE_TO: 'lineTo',
  16077. QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
  16078. BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
  16079. CSPLINE_THRU: 'splineThru', // Catmull-rom spline
  16080. ARC: 'arc', // Circle
  16081. ELLIPSE: 'ellipse'
  16082. };
  16083. // TODO Clean up PATH API
  16084. // Create path using straight lines to connect all points
  16085. // - vectors: array of Vector2
  16086. THREE.Path.prototype.fromPoints = function ( vectors ) {
  16087. this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
  16088. for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
  16089. this.lineTo( vectors[ v ].x, vectors[ v ].y );
  16090. };
  16091. };
  16092. // startPath() endPath()?
  16093. THREE.Path.prototype.moveTo = function ( x, y ) {
  16094. var args = Array.prototype.slice.call( arguments );
  16095. this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
  16096. };
  16097. THREE.Path.prototype.lineTo = function ( x, y ) {
  16098. var args = Array.prototype.slice.call( arguments );
  16099. var lastargs = this.actions[ this.actions.length - 1 ].args;
  16100. var x0 = lastargs[ lastargs.length - 2 ];
  16101. var y0 = lastargs[ lastargs.length - 1 ];
  16102. var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
  16103. this.curves.push( curve );
  16104. this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
  16105. };
  16106. THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
  16107. var args = Array.prototype.slice.call( arguments );
  16108. var lastargs = this.actions[ this.actions.length - 1 ].args;
  16109. var x0 = lastargs[ lastargs.length - 2 ];
  16110. var y0 = lastargs[ lastargs.length - 1 ];
  16111. var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
  16112. new THREE.Vector2( aCPx, aCPy ),
  16113. new THREE.Vector2( aX, aY ) );
  16114. this.curves.push( curve );
  16115. this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
  16116. };
  16117. THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
  16118. aCP2x, aCP2y,
  16119. aX, aY ) {
  16120. var args = Array.prototype.slice.call( arguments );
  16121. var lastargs = this.actions[ this.actions.length - 1 ].args;
  16122. var x0 = lastargs[ lastargs.length - 2 ];
  16123. var y0 = lastargs[ lastargs.length - 1 ];
  16124. var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
  16125. new THREE.Vector2( aCP1x, aCP1y ),
  16126. new THREE.Vector2( aCP2x, aCP2y ),
  16127. new THREE.Vector2( aX, aY ) );
  16128. this.curves.push( curve );
  16129. this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
  16130. };
  16131. THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
  16132. var args = Array.prototype.slice.call( arguments );
  16133. var lastargs = this.actions[ this.actions.length - 1 ].args;
  16134. var x0 = lastargs[ lastargs.length - 2 ];
  16135. var y0 = lastargs[ lastargs.length - 1 ];
  16136. //---
  16137. var npts = [ new THREE.Vector2( x0, y0 ) ];
  16138. Array.prototype.push.apply( npts, pts );
  16139. var curve = new THREE.SplineCurve( npts );
  16140. this.curves.push( curve );
  16141. this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
  16142. };
  16143. // FUTURE: Change the API or follow canvas API?
  16144. THREE.Path.prototype.arc = function ( aX, aY, aRadius,
  16145. aStartAngle, aEndAngle, aClockwise ) {
  16146. var lastargs = this.actions[ this.actions.length - 1].args;
  16147. var x0 = lastargs[ lastargs.length - 2 ];
  16148. var y0 = lastargs[ lastargs.length - 1 ];
  16149. this.absarc(aX + x0, aY + y0, aRadius,
  16150. aStartAngle, aEndAngle, aClockwise );
  16151. };
  16152. THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
  16153. aStartAngle, aEndAngle, aClockwise ) {
  16154. this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
  16155. };
  16156. THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
  16157. aStartAngle, aEndAngle, aClockwise ) {
  16158. var lastargs = this.actions[ this.actions.length - 1].args;
  16159. var x0 = lastargs[ lastargs.length - 2 ];
  16160. var y0 = lastargs[ lastargs.length - 1 ];
  16161. this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
  16162. aStartAngle, aEndAngle, aClockwise );
  16163. };
  16164. THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
  16165. aStartAngle, aEndAngle, aClockwise ) {
  16166. var args = Array.prototype.slice.call( arguments );
  16167. var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
  16168. aStartAngle, aEndAngle, aClockwise );
  16169. this.curves.push( curve );
  16170. var lastPoint = curve.getPoint(1);
  16171. args.push(lastPoint.x);
  16172. args.push(lastPoint.y);
  16173. this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
  16174. };
  16175. THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
  16176. if ( ! divisions ) divisions = 40;
  16177. var points = [];
  16178. for ( var i = 0; i < divisions; i ++ ) {
  16179. points.push( this.getPoint( i / divisions ) );
  16180. //if( !this.getPoint( i / divisions ) ) throw "DIE";
  16181. }
  16182. // if ( closedPath ) {
  16183. //
  16184. // points.push( points[ 0 ] );
  16185. //
  16186. // }
  16187. return points;
  16188. };
  16189. /* Return an array of vectors based on contour of the path */
  16190. THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
  16191. if (this.useSpacedPoints) {
  16192. console.log('tata');
  16193. return this.getSpacedPoints( divisions, closedPath );
  16194. }
  16195. divisions = divisions || 12;
  16196. var points = [];
  16197. var i, il, item, action, args;
  16198. var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
  16199. laste, j,
  16200. t, tx, ty;
  16201. for ( i = 0, il = this.actions.length; i < il; i ++ ) {
  16202. item = this.actions[ i ];
  16203. action = item.action;
  16204. args = item.args;
  16205. switch( action ) {
  16206. case THREE.PathActions.MOVE_TO:
  16207. points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
  16208. break;
  16209. case THREE.PathActions.LINE_TO:
  16210. points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
  16211. break;
  16212. case THREE.PathActions.QUADRATIC_CURVE_TO:
  16213. cpx = args[ 2 ];
  16214. cpy = args[ 3 ];
  16215. cpx1 = args[ 0 ];
  16216. cpy1 = args[ 1 ];
  16217. if ( points.length > 0 ) {
  16218. laste = points[ points.length - 1 ];
  16219. cpx0 = laste.x;
  16220. cpy0 = laste.y;
  16221. } else {
  16222. laste = this.actions[ i - 1 ].args;
  16223. cpx0 = laste[ laste.length - 2 ];
  16224. cpy0 = laste[ laste.length - 1 ];
  16225. }
  16226. for ( j = 1; j <= divisions; j ++ ) {
  16227. t = j / divisions;
  16228. tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
  16229. ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
  16230. points.push( new THREE.Vector2( tx, ty ) );
  16231. }
  16232. break;
  16233. case THREE.PathActions.BEZIER_CURVE_TO:
  16234. cpx = args[ 4 ];
  16235. cpy = args[ 5 ];
  16236. cpx1 = args[ 0 ];
  16237. cpy1 = args[ 1 ];
  16238. cpx2 = args[ 2 ];
  16239. cpy2 = args[ 3 ];
  16240. if ( points.length > 0 ) {
  16241. laste = points[ points.length - 1 ];
  16242. cpx0 = laste.x;
  16243. cpy0 = laste.y;
  16244. } else {
  16245. laste = this.actions[ i - 1 ].args;
  16246. cpx0 = laste[ laste.length - 2 ];
  16247. cpy0 = laste[ laste.length - 1 ];
  16248. }
  16249. for ( j = 1; j <= divisions; j ++ ) {
  16250. t = j / divisions;
  16251. tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
  16252. ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
  16253. points.push( new THREE.Vector2( tx, ty ) );
  16254. }
  16255. break;
  16256. case THREE.PathActions.CSPLINE_THRU:
  16257. laste = this.actions[ i - 1 ].args;
  16258. var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
  16259. var spts = [ last ];
  16260. var n = divisions * args[ 0 ].length;
  16261. spts = spts.concat( args[ 0 ] );
  16262. var spline = new THREE.SplineCurve( spts );
  16263. for ( j = 1; j <= n; j ++ ) {
  16264. points.push( spline.getPointAt( j / n ) ) ;
  16265. }
  16266. break;
  16267. case THREE.PathActions.ARC:
  16268. var aX = args[ 0 ], aY = args[ 1 ],
  16269. aRadius = args[ 2 ],
  16270. aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
  16271. aClockwise = !! args[ 5 ];
  16272. var deltaAngle = aEndAngle - aStartAngle;
  16273. var angle;
  16274. var tdivisions = divisions * 2;
  16275. for ( j = 1; j <= tdivisions; j ++ ) {
  16276. t = j / tdivisions;
  16277. if ( ! aClockwise ) {
  16278. t = 1 - t;
  16279. }
  16280. angle = aStartAngle + t * deltaAngle;
  16281. tx = aX + aRadius * Math.cos( angle );
  16282. ty = aY + aRadius * Math.sin( angle );
  16283. //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
  16284. points.push( new THREE.Vector2( tx, ty ) );
  16285. }
  16286. //console.log(points);
  16287. break;
  16288. case THREE.PathActions.ELLIPSE:
  16289. var aX = args[ 0 ], aY = args[ 1 ],
  16290. xRadius = args[ 2 ],
  16291. yRadius = args[ 3 ],
  16292. aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
  16293. aClockwise = !! args[ 6 ];
  16294. var deltaAngle = aEndAngle - aStartAngle;
  16295. var angle;
  16296. var tdivisions = divisions * 2;
  16297. for ( j = 1; j <= tdivisions; j ++ ) {
  16298. t = j / tdivisions;
  16299. if ( ! aClockwise ) {
  16300. t = 1 - t;
  16301. }
  16302. angle = aStartAngle + t * deltaAngle;
  16303. tx = aX + xRadius * Math.cos( angle );
  16304. ty = aY + yRadius * Math.sin( angle );
  16305. //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
  16306. points.push( new THREE.Vector2( tx, ty ) );
  16307. }
  16308. //console.log(points);
  16309. break;
  16310. } // end switch
  16311. }
  16312. // Normalize to remove the closing point by default.
  16313. var lastPoint = points[ points.length - 1];
  16314. var EPSILON = 0.0000000001;
  16315. if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
  16316. Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
  16317. points.splice( points.length - 1, 1);
  16318. if ( closedPath ) {
  16319. points.push( points[ 0 ] );
  16320. }
  16321. return points;
  16322. };
  16323. //
  16324. // Breaks path into shapes
  16325. //
  16326. // Assumptions (if parameter isCCW==true the opposite holds):
  16327. // - solid shapes are defined clockwise (CW)
  16328. // - holes are defined counterclockwise (CCW)
  16329. //
  16330. // If parameter noHoles==true:
  16331. // - all subPaths are regarded as solid shapes
  16332. // - definition order CW/CCW has no relevance
  16333. //
  16334. THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
  16335. function extractSubpaths( inActions ) {
  16336. var i, il, item, action, args;
  16337. var subPaths = [], lastPath = new THREE.Path();
  16338. for ( i = 0, il = inActions.length; i < il; i ++ ) {
  16339. item = inActions[ i ];
  16340. args = item.args;
  16341. action = item.action;
  16342. if ( action == THREE.PathActions.MOVE_TO ) {
  16343. if ( lastPath.actions.length != 0 ) {
  16344. subPaths.push( lastPath );
  16345. lastPath = new THREE.Path();
  16346. }
  16347. }
  16348. lastPath[ action ].apply( lastPath, args );
  16349. }
  16350. if ( lastPath.actions.length != 0 ) {
  16351. subPaths.push( lastPath );
  16352. }
  16353. // console.log(subPaths);
  16354. return subPaths;
  16355. }
  16356. function toShapesNoHoles( inSubpaths ) {
  16357. var shapes = [];
  16358. for ( var i = 0, il = inSubpaths.length; i < il; i ++ ) {
  16359. var tmpPath = inSubpaths[ i ];
  16360. var tmpShape = new THREE.Shape();
  16361. tmpShape.actions = tmpPath.actions;
  16362. tmpShape.curves = tmpPath.curves;
  16363. shapes.push( tmpShape );
  16364. }
  16365. //console.log("shape", shapes);
  16366. return shapes;
  16367. };
  16368. function isPointInsidePolygon( inPt, inPolygon ) {
  16369. var EPSILON = 0.0000000001;
  16370. var polyLen = inPolygon.length;
  16371. // inPt on polygon contour => immediate success or
  16372. // toggling of inside/outside at every single! intersection point of an edge
  16373. // with the horizontal line through inPt, left of inPt
  16374. // not counting lowerY endpoints of edges and whole edges on that line
  16375. var inside = false;
  16376. for( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
  16377. var edgeLowPt = inPolygon[ p ];
  16378. var edgeHighPt = inPolygon[ q ];
  16379. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  16380. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  16381. if ( Math.abs(edgeDy) > EPSILON ) { // not parallel
  16382. if ( edgeDy < 0 ) {
  16383. edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  16384. edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
  16385. }
  16386. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  16387. if ( inPt.y == edgeLowPt.y ) {
  16388. if ( inPt.x == edgeLowPt.x ) return true; // inPt is on contour ?
  16389. // continue; // no intersection or edgeLowPt => doesn't count !!!
  16390. } else {
  16391. var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
  16392. if ( perpEdge == 0 ) return true; // inPt is on contour ?
  16393. if ( perpEdge < 0 ) continue;
  16394. inside = ! inside; // true intersection left of inPt
  16395. }
  16396. } else { // parallel or colinear
  16397. if ( inPt.y != edgeLowPt.y ) continue; // parallel
  16398. // egde lies on the same horizontal line as inPt
  16399. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  16400. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  16401. // continue;
  16402. }
  16403. }
  16404. return inside;
  16405. }
  16406. var subPaths = extractSubpaths( this.actions );
  16407. if ( subPaths.length == 0 ) return [];
  16408. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  16409. var solid, tmpPath, tmpShape, shapes = [];
  16410. if ( subPaths.length == 1) {
  16411. tmpPath = subPaths[0];
  16412. tmpShape = new THREE.Shape();
  16413. tmpShape.actions = tmpPath.actions;
  16414. tmpShape.curves = tmpPath.curves;
  16415. shapes.push( tmpShape );
  16416. return shapes;
  16417. }
  16418. var holesFirst = ! THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
  16419. holesFirst = isCCW ? ! holesFirst : holesFirst;
  16420. // console.log("Holes first", holesFirst);
  16421. var betterShapeHoles = [];
  16422. var newShapes = [];
  16423. var newShapeHoles = [];
  16424. var mainIdx = 0;
  16425. var tmpPoints;
  16426. newShapes[mainIdx] = undefined;
  16427. newShapeHoles[mainIdx] = [];
  16428. var i, il;
  16429. for ( i = 0, il = subPaths.length; i < il; i ++ ) {
  16430. tmpPath = subPaths[ i ];
  16431. tmpPoints = tmpPath.getPoints();
  16432. solid = THREE.Shape.Utils.isClockWise( tmpPoints );
  16433. solid = isCCW ? ! solid : solid;
  16434. if ( solid ) {
  16435. if ( (! holesFirst ) && ( newShapes[mainIdx] ) ) mainIdx ++;
  16436. newShapes[mainIdx] = { s: new THREE.Shape(), p: tmpPoints };
  16437. newShapes[mainIdx].s.actions = tmpPath.actions;
  16438. newShapes[mainIdx].s.curves = tmpPath.curves;
  16439. if ( holesFirst ) mainIdx ++;
  16440. newShapeHoles[mainIdx] = [];
  16441. //console.log('cw', i);
  16442. } else {
  16443. newShapeHoles[mainIdx].push( { h: tmpPath, p: tmpPoints[0] } );
  16444. //console.log('ccw', i);
  16445. }
  16446. }
  16447. // only Holes? -> probably all Shapes with wrong orientation
  16448. if ( ! newShapes[0] ) return toShapesNoHoles( subPaths );
  16449. if ( newShapes.length > 1 ) {
  16450. var ambigious = false;
  16451. var toChange = [];
  16452. for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  16453. betterShapeHoles[sIdx] = [];
  16454. }
  16455. for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
  16456. var sh = newShapes[sIdx];
  16457. var sho = newShapeHoles[sIdx];
  16458. for (var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
  16459. var ho = sho[hIdx];
  16460. var hole_unassigned = true;
  16461. for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
  16462. if ( isPointInsidePolygon( ho.p, newShapes[s2Idx].p ) ) {
  16463. if ( sIdx != s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  16464. if ( hole_unassigned ) {
  16465. hole_unassigned = false;
  16466. betterShapeHoles[s2Idx].push( ho );
  16467. } else {
  16468. ambigious = true;
  16469. }
  16470. }
  16471. }
  16472. if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); }
  16473. }
  16474. }
  16475. // console.log("ambigious: ", ambigious);
  16476. if ( toChange.length > 0 ) {
  16477. // console.log("to change: ", toChange);
  16478. if (! ambigious) newShapeHoles = betterShapeHoles;
  16479. }
  16480. }
  16481. var tmpHoles, j, jl;
  16482. for ( i = 0, il = newShapes.length; i < il; i ++ ) {
  16483. tmpShape = newShapes[i].s;
  16484. shapes.push( tmpShape );
  16485. tmpHoles = newShapeHoles[i];
  16486. for ( j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  16487. tmpShape.holes.push( tmpHoles[j].h );
  16488. }
  16489. }
  16490. //console.log("shape", shapes);
  16491. return shapes;
  16492. };
  16493. // File:src/extras/core/Shape.js
  16494. /**
  16495. * @author zz85 / http://www.lab4games.net/zz85/blog
  16496. * Defines a 2d shape plane using paths.
  16497. **/
  16498. // STEP 1 Create a path.
  16499. // STEP 2 Turn path into shape.
  16500. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  16501. // STEP 3a - Extract points from each shape, turn to vertices
  16502. // STEP 3b - Triangulate each shape, add faces.
  16503. THREE.Shape = function () {
  16504. THREE.Path.apply( this, arguments );
  16505. this.holes = [];
  16506. };
  16507. THREE.Shape.prototype = Object.create( THREE.Path.prototype );
  16508. // Convenience method to return ExtrudeGeometry
  16509. THREE.Shape.prototype.extrude = function ( options ) {
  16510. var extruded = new THREE.ExtrudeGeometry( this, options );
  16511. return extruded;
  16512. };
  16513. // Convenience method to return ShapeGeometry
  16514. THREE.Shape.prototype.makeGeometry = function ( options ) {
  16515. var geometry = new THREE.ShapeGeometry( this, options );
  16516. return geometry;
  16517. };
  16518. // Get points of holes
  16519. THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
  16520. var i, il = this.holes.length, holesPts = [];
  16521. for ( i = 0; i < il; i ++ ) {
  16522. holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
  16523. }
  16524. return holesPts;
  16525. };
  16526. // Get points of holes (spaced by regular distance)
  16527. THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
  16528. var i, il = this.holes.length, holesPts = [];
  16529. for ( i = 0; i < il; i ++ ) {
  16530. holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
  16531. }
  16532. return holesPts;
  16533. };
  16534. // Get points of shape and holes (keypoints based on segments parameter)
  16535. THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
  16536. return {
  16537. shape: this.getTransformedPoints( divisions ),
  16538. holes: this.getPointsHoles( divisions )
  16539. };
  16540. };
  16541. THREE.Shape.prototype.extractPoints = function ( divisions ) {
  16542. if (this.useSpacedPoints) {
  16543. return this.extractAllSpacedPoints(divisions);
  16544. }
  16545. return this.extractAllPoints(divisions);
  16546. };
  16547. //
  16548. // THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
  16549. //
  16550. // return {
  16551. //
  16552. // shape: this.transform( bend, divisions ),
  16553. // holes: this.getPointsHoles( divisions, bend )
  16554. //
  16555. // };
  16556. //
  16557. // };
  16558. // Get points of shape and holes (spaced by regular distance)
  16559. THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
  16560. return {
  16561. shape: this.getTransformedSpacedPoints( divisions ),
  16562. holes: this.getSpacedPointsHoles( divisions )
  16563. };
  16564. };
  16565. /**************************************************************
  16566. * Utils
  16567. **************************************************************/
  16568. THREE.Shape.Utils = {
  16569. triangulateShape: function ( contour, holes ) {
  16570. function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
  16571. // inOtherPt needs to be colinear to the inSegment
  16572. if ( inSegPt1.x != inSegPt2.x ) {
  16573. if ( inSegPt1.x < inSegPt2.x ) {
  16574. return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
  16575. } else {
  16576. return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
  16577. }
  16578. } else {
  16579. if ( inSegPt1.y < inSegPt2.y ) {
  16580. return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
  16581. } else {
  16582. return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
  16583. }
  16584. }
  16585. }
  16586. function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
  16587. var EPSILON = 0.0000000001;
  16588. var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
  16589. var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
  16590. var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
  16591. var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
  16592. var limit = seg1dy * seg2dx - seg1dx * seg2dy;
  16593. var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
  16594. if ( Math.abs(limit) > EPSILON ) { // not parallel
  16595. var perpSeg2;
  16596. if ( limit > 0 ) {
  16597. if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return [];
  16598. perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
  16599. if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return [];
  16600. } else {
  16601. if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return [];
  16602. perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
  16603. if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return [];
  16604. }
  16605. // i.e. to reduce rounding errors
  16606. // intersection at endpoint of segment#1?
  16607. if ( perpSeg2 == 0 ) {
  16608. if ( ( inExcludeAdjacentSegs ) &&
  16609. ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
  16610. return [ inSeg1Pt1 ];
  16611. }
  16612. if ( perpSeg2 == limit ) {
  16613. if ( ( inExcludeAdjacentSegs ) &&
  16614. ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
  16615. return [ inSeg1Pt2 ];
  16616. }
  16617. // intersection at endpoint of segment#2?
  16618. if ( perpSeg1 == 0 ) return [ inSeg2Pt1 ];
  16619. if ( perpSeg1 == limit ) return [ inSeg2Pt2 ];
  16620. // return real intersection point
  16621. var factorSeg1 = perpSeg2 / limit;
  16622. return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
  16623. y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
  16624. } else { // parallel or colinear
  16625. if ( ( perpSeg1 != 0 ) ||
  16626. ( seg2dy * seg1seg2dx != seg2dx * seg1seg2dy ) ) return [];
  16627. // they are collinear or degenerate
  16628. var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) ); // segment1 ist just a point?
  16629. var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) ); // segment2 ist just a point?
  16630. // both segments are points
  16631. if ( seg1Pt && seg2Pt ) {
  16632. if ( (inSeg1Pt1.x != inSeg2Pt1.x) ||
  16633. (inSeg1Pt1.y != inSeg2Pt1.y) ) return []; // they are distinct points
  16634. return [ inSeg1Pt1 ]; // they are the same point
  16635. }
  16636. // segment#1 is a single point
  16637. if ( seg1Pt ) {
  16638. if (! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2
  16639. return [ inSeg1Pt1 ];
  16640. }
  16641. // segment#2 is a single point
  16642. if ( seg2Pt ) {
  16643. if (! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1
  16644. return [ inSeg2Pt1 ];
  16645. }
  16646. // they are collinear segments, which might overlap
  16647. var seg1min, seg1max, seg1minVal, seg1maxVal;
  16648. var seg2min, seg2max, seg2minVal, seg2maxVal;
  16649. if (seg1dx != 0) { // the segments are NOT on a vertical line
  16650. if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
  16651. seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
  16652. seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
  16653. } else {
  16654. seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
  16655. seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
  16656. }
  16657. if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
  16658. seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
  16659. seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
  16660. } else {
  16661. seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
  16662. seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
  16663. }
  16664. } else { // the segments are on a vertical line
  16665. if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
  16666. seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
  16667. seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
  16668. } else {
  16669. seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
  16670. seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
  16671. }
  16672. if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
  16673. seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
  16674. seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
  16675. } else {
  16676. seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
  16677. seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
  16678. }
  16679. }
  16680. if ( seg1minVal <= seg2minVal ) {
  16681. if ( seg1maxVal < seg2minVal ) return [];
  16682. if ( seg1maxVal == seg2minVal ) {
  16683. if ( inExcludeAdjacentSegs ) return [];
  16684. return [ seg2min ];
  16685. }
  16686. if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ];
  16687. return [ seg2min, seg2max ];
  16688. } else {
  16689. if ( seg1minVal > seg2maxVal ) return [];
  16690. if ( seg1minVal == seg2maxVal ) {
  16691. if ( inExcludeAdjacentSegs ) return [];
  16692. return [ seg1min ];
  16693. }
  16694. if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ];
  16695. return [ seg1min, seg2max ];
  16696. }
  16697. }
  16698. }
  16699. function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
  16700. // The order of legs is important
  16701. var EPSILON = 0.0000000001;
  16702. // translation of all points, so that Vertex is at (0,0)
  16703. var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
  16704. var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
  16705. var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y;
  16706. // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
  16707. var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
  16708. var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
  16709. if ( Math.abs(from2toAngle) > EPSILON ) { // angle != 180 deg.
  16710. var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
  16711. // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
  16712. if ( from2toAngle > 0 ) { // main angle < 180 deg.
  16713. return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
  16714. } else { // main angle > 180 deg.
  16715. return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
  16716. }
  16717. } else { // angle == 180 deg.
  16718. // console.log( "from2to: 180 deg., from2other: " + from2otherAngle );
  16719. return ( from2otherAngle > 0 );
  16720. }
  16721. }
  16722. function removeHoles( contour, holes ) {
  16723. var shape = contour.concat(); // work on this shape
  16724. var hole;
  16725. function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
  16726. // Check if hole point lies within angle around shape point
  16727. var lastShapeIdx = shape.length - 1;
  16728. var prevShapeIdx = inShapeIdx - 1;
  16729. if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx;
  16730. var nextShapeIdx = inShapeIdx + 1;
  16731. if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0;
  16732. var insideAngle = isPointInsideAngle( shape[inShapeIdx], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[inHoleIdx] );
  16733. if (! insideAngle ) {
  16734. // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
  16735. return false;
  16736. }
  16737. // Check if shape point lies within angle around hole point
  16738. var lastHoleIdx = hole.length - 1;
  16739. var prevHoleIdx = inHoleIdx - 1;
  16740. if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx;
  16741. var nextHoleIdx = inHoleIdx + 1;
  16742. if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0;
  16743. insideAngle = isPointInsideAngle( hole[inHoleIdx], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[inShapeIdx] );
  16744. if (! insideAngle ) {
  16745. // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
  16746. return false;
  16747. }
  16748. return true;
  16749. }
  16750. function intersectsShapeEdge( inShapePt, inHolePt ) {
  16751. // checks for intersections with shape edges
  16752. var sIdx, nextIdx, intersection;
  16753. for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {
  16754. nextIdx = sIdx+1; nextIdx %= shape.length;
  16755. intersection = intersect_segments_2D( inShapePt, inHolePt, shape[sIdx], shape[nextIdx], true );
  16756. if ( intersection.length > 0 ) return true;
  16757. }
  16758. return false;
  16759. }
  16760. var indepHoles = [];
  16761. function intersectsHoleEdge( inShapePt, inHolePt ) {
  16762. // checks for intersections with hole edges
  16763. var ihIdx, chkHole,
  16764. hIdx, nextIdx, intersection;
  16765. for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {
  16766. chkHole = holes[indepHoles[ihIdx]];
  16767. for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {
  16768. nextIdx = hIdx+1; nextIdx %= chkHole.length;
  16769. intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[hIdx], chkHole[nextIdx], true );
  16770. if ( intersection.length > 0 ) return true;
  16771. }
  16772. }
  16773. return false;
  16774. }
  16775. var holeIndex, shapeIndex,
  16776. shapePt, holePt,
  16777. holeIdx, cutKey, failedCuts = [],
  16778. tmpShape1, tmpShape2,
  16779. tmpHole1, tmpHole2;
  16780. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  16781. indepHoles.push( h );
  16782. }
  16783. var minShapeIndex = 0;
  16784. var counter = indepHoles.length * 2;
  16785. while ( indepHoles.length > 0 ) {
  16786. counter --;
  16787. if ( counter < 0 ) {
  16788. console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
  16789. break;
  16790. }
  16791. // search for shape-vertex and hole-vertex,
  16792. // which can be connected without intersections
  16793. for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {
  16794. shapePt = shape[ shapeIndex ];
  16795. holeIndex = - 1;
  16796. // search for hole which can be reached without intersections
  16797. for ( var h = 0; h < indepHoles.length; h ++ ) {
  16798. holeIdx = indepHoles[h];
  16799. // prevent multiple checks
  16800. cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
  16801. if ( failedCuts[cutKey] !== undefined ) continue;
  16802. hole = holes[holeIdx];
  16803. for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
  16804. holePt = hole[ h2 ];
  16805. if (! isCutLineInsideAngles( shapeIndex, h2 ) ) continue;
  16806. if ( intersectsShapeEdge( shapePt, holePt ) ) continue;
  16807. if ( intersectsHoleEdge( shapePt, holePt ) ) continue;
  16808. holeIndex = h2;
  16809. indepHoles.splice(h,1);
  16810. tmpShape1 = shape.slice( 0, shapeIndex+1 );
  16811. tmpShape2 = shape.slice( shapeIndex );
  16812. tmpHole1 = hole.slice( holeIndex );
  16813. tmpHole2 = hole.slice( 0, holeIndex+1 );
  16814. shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
  16815. minShapeIndex = shapeIndex;
  16816. // Debug only, to show the selected cuts
  16817. // glob_CutLines.push( [ shapePt, holePt ] );
  16818. break;
  16819. }
  16820. if ( holeIndex >= 0 ) break; // hole-vertex found
  16821. failedCuts[cutKey] = true; // remember failure
  16822. }
  16823. if ( holeIndex >= 0 ) break; // hole-vertex found
  16824. }
  16825. }
  16826. return shape; /* shape with no holes */
  16827. }
  16828. var i, il, f, face,
  16829. key, index,
  16830. allPointsMap = {};
  16831. // 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.
  16832. var allpoints = contour.concat();
  16833. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  16834. Array.prototype.push.apply( allpoints, holes[h] );
  16835. }
  16836. //console.log( "allpoints",allpoints, allpoints.length );
  16837. // prepare all points map
  16838. for ( i = 0, il = allpoints.length; i < il; i ++ ) {
  16839. key = allpoints[ i ].x + ":" + allpoints[ i ].y;
  16840. if ( allPointsMap[ key ] !== undefined ) {
  16841. console.log( "Duplicate point", key );
  16842. }
  16843. allPointsMap[ key ] = i;
  16844. }
  16845. // remove holes by cutting paths to holes and adding them to the shape
  16846. var shapeWithoutHoles = removeHoles( contour, holes );
  16847. var triangles = THREE.FontUtils.Triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
  16848. //console.log( "triangles",triangles, triangles.length );
  16849. // check all face vertices against all points map
  16850. for ( i = 0, il = triangles.length; i < il; i ++ ) {
  16851. face = triangles[ i ];
  16852. for ( f = 0; f < 3; f ++ ) {
  16853. key = face[ f ].x + ":" + face[ f ].y;
  16854. index = allPointsMap[ key ];
  16855. if ( index !== undefined ) {
  16856. face[ f ] = index;
  16857. }
  16858. }
  16859. }
  16860. return triangles.concat();
  16861. },
  16862. isClockWise: function ( pts ) {
  16863. return THREE.FontUtils.Triangulate.area( pts ) < 0;
  16864. },
  16865. // Bezier Curves formulas obtained from
  16866. // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
  16867. // Quad Bezier Functions
  16868. b2p0: function ( t, p ) {
  16869. var k = 1 - t;
  16870. return k * k * p;
  16871. },
  16872. b2p1: function ( t, p ) {
  16873. return 2 * ( 1 - t ) * t * p;
  16874. },
  16875. b2p2: function ( t, p ) {
  16876. return t * t * p;
  16877. },
  16878. b2: function ( t, p0, p1, p2 ) {
  16879. return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
  16880. },
  16881. // Cubic Bezier Functions
  16882. b3p0: function ( t, p ) {
  16883. var k = 1 - t;
  16884. return k * k * k * p;
  16885. },
  16886. b3p1: function ( t, p ) {
  16887. var k = 1 - t;
  16888. return 3 * k * k * t * p;
  16889. },
  16890. b3p2: function ( t, p ) {
  16891. var k = 1 - t;
  16892. return 3 * k * t * t * p;
  16893. },
  16894. b3p3: function ( t, p ) {
  16895. return t * t * t * p;
  16896. },
  16897. b3: function ( t, p0, p1, p2, p3 ) {
  16898. return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
  16899. }
  16900. };
  16901. // File:src/extras/curves/LineCurve.js
  16902. /**************************************************************
  16903. * Line
  16904. **************************************************************/
  16905. THREE.LineCurve = function ( v1, v2 ) {
  16906. this.v1 = v1;
  16907. this.v2 = v2;
  16908. };
  16909. THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
  16910. THREE.LineCurve.prototype.getPoint = function ( t ) {
  16911. var point = this.v2.clone().sub(this.v1);
  16912. point.multiplyScalar( t ).add( this.v1 );
  16913. return point;
  16914. };
  16915. // Line curve is linear, so we can overwrite default getPointAt
  16916. THREE.LineCurve.prototype.getPointAt = function ( u ) {
  16917. return this.getPoint( u );
  16918. };
  16919. THREE.LineCurve.prototype.getTangent = function( t ) {
  16920. var tangent = this.v2.clone().sub(this.v1);
  16921. return tangent.normalize();
  16922. };
  16923. // File:src/extras/curves/QuadraticBezierCurve.js
  16924. /**************************************************************
  16925. * Quadratic Bezier curve
  16926. **************************************************************/
  16927. THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
  16928. this.v0 = v0;
  16929. this.v1 = v1;
  16930. this.v2 = v2;
  16931. };
  16932. THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
  16933. THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
  16934. var tx, ty;
  16935. tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
  16936. ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
  16937. return new THREE.Vector2( tx, ty );
  16938. };
  16939. THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
  16940. var tx, ty;
  16941. tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
  16942. ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
  16943. // returns unit vector
  16944. var tangent = new THREE.Vector2( tx, ty );
  16945. tangent.normalize();
  16946. return tangent;
  16947. };
  16948. // File:src/extras/curves/CubicBezierCurve.js
  16949. /**************************************************************
  16950. * Cubic Bezier curve
  16951. **************************************************************/
  16952. THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
  16953. this.v0 = v0;
  16954. this.v1 = v1;
  16955. this.v2 = v2;
  16956. this.v3 = v3;
  16957. };
  16958. THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
  16959. THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
  16960. var tx, ty;
  16961. tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  16962. ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  16963. return new THREE.Vector2( tx, ty );
  16964. };
  16965. THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
  16966. var tx, ty;
  16967. tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  16968. ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  16969. var tangent = new THREE.Vector2( tx, ty );
  16970. tangent.normalize();
  16971. return tangent;
  16972. };
  16973. // File:src/extras/curves/SplineCurve.js
  16974. /**************************************************************
  16975. * Spline curve
  16976. **************************************************************/
  16977. THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
  16978. this.points = (points == undefined) ? [] : points;
  16979. };
  16980. THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
  16981. THREE.SplineCurve.prototype.getPoint = function ( t ) {
  16982. var v = new THREE.Vector2();
  16983. var c = [];
  16984. var points = this.points, point, intPoint, weight;
  16985. point = ( points.length - 1 ) * t;
  16986. intPoint = Math.floor( point );
  16987. weight = point - intPoint;
  16988. c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  16989. c[ 1 ] = intPoint;
  16990. c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1;
  16991. c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2;
  16992. v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
  16993. v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
  16994. return v;
  16995. };
  16996. // File:src/extras/curves/EllipseCurve.js
  16997. /**************************************************************
  16998. * Ellipse curve
  16999. **************************************************************/
  17000. THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) {
  17001. this.aX = aX;
  17002. this.aY = aY;
  17003. this.xRadius = xRadius;
  17004. this.yRadius = yRadius;
  17005. this.aStartAngle = aStartAngle;
  17006. this.aEndAngle = aEndAngle;
  17007. this.aClockwise = aClockwise;
  17008. };
  17009. THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
  17010. THREE.EllipseCurve.prototype.getPoint = function ( t ) {
  17011. var angle;
  17012. var deltaAngle = this.aEndAngle - this.aStartAngle;
  17013. if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
  17014. if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
  17015. if ( this.aClockwise === true ) {
  17016. angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
  17017. } else {
  17018. angle = this.aStartAngle + t * deltaAngle;
  17019. }
  17020. var tx = this.aX + this.xRadius * Math.cos( angle );
  17021. var ty = this.aY + this.yRadius * Math.sin( angle );
  17022. return new THREE.Vector2( tx, ty );
  17023. };
  17024. // File:src/extras/curves/ArcCurve.js
  17025. /**************************************************************
  17026. * Arc curve
  17027. **************************************************************/
  17028. THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  17029. THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  17030. };
  17031. THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
  17032. // File:src/extras/curves/LineCurve3.js
  17033. /**************************************************************
  17034. * Line3D
  17035. **************************************************************/
  17036. THREE.LineCurve3 = THREE.Curve.create(
  17037. function ( v1, v2 ) {
  17038. this.v1 = v1;
  17039. this.v2 = v2;
  17040. },
  17041. function ( t ) {
  17042. var r = new THREE.Vector3();
  17043. r.subVectors( this.v2, this.v1 ); // diff
  17044. r.multiplyScalar( t );
  17045. r.add( this.v1 );
  17046. return r;
  17047. }
  17048. );
  17049. // File:src/extras/curves/QuadraticBezierCurve3.js
  17050. /**************************************************************
  17051. * Quadratic Bezier 3D curve
  17052. **************************************************************/
  17053. THREE.QuadraticBezierCurve3 = THREE.Curve.create(
  17054. function ( v0, v1, v2 ) {
  17055. this.v0 = v0;
  17056. this.v1 = v1;
  17057. this.v2 = v2;
  17058. },
  17059. function ( t ) {
  17060. var tx, ty, tz;
  17061. tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
  17062. ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
  17063. tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
  17064. return new THREE.Vector3( tx, ty, tz );
  17065. }
  17066. );
  17067. // File:src/extras/curves/CubicBezierCurve3.js
  17068. /**************************************************************
  17069. * Cubic Bezier 3D curve
  17070. **************************************************************/
  17071. THREE.CubicBezierCurve3 = THREE.Curve.create(
  17072. function ( v0, v1, v2, v3 ) {
  17073. this.v0 = v0;
  17074. this.v1 = v1;
  17075. this.v2 = v2;
  17076. this.v3 = v3;
  17077. },
  17078. function ( t ) {
  17079. var tx, ty, tz;
  17080. tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  17081. ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  17082. tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
  17083. return new THREE.Vector3( tx, ty, tz );
  17084. }
  17085. );
  17086. // File:src/extras/curves/SplineCurve3.js
  17087. /**************************************************************
  17088. * Spline 3D curve
  17089. **************************************************************/
  17090. THREE.SplineCurve3 = THREE.Curve.create(
  17091. function ( points /* array of Vector3 */) {
  17092. this.points = (points == undefined) ? [] : points;
  17093. },
  17094. function ( t ) {
  17095. var v = new THREE.Vector3();
  17096. var c = [];
  17097. var points = this.points, point, intPoint, weight;
  17098. point = ( points.length - 1 ) * t;
  17099. intPoint = Math.floor( point );
  17100. weight = point - intPoint;
  17101. c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  17102. c[ 1 ] = intPoint;
  17103. c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
  17104. c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
  17105. var pt0 = points[ c[0] ],
  17106. pt1 = points[ c[1] ],
  17107. pt2 = points[ c[2] ],
  17108. pt3 = points[ c[3] ];
  17109. v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
  17110. v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
  17111. v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
  17112. return v;
  17113. }
  17114. );
  17115. // THREE.SplineCurve3.prototype.getTangent = function(t) {
  17116. // var v = new THREE.Vector3();
  17117. // var c = [];
  17118. // var points = this.points, point, intPoint, weight;
  17119. // point = ( points.length - 1 ) * t;
  17120. // intPoint = Math.floor( point );
  17121. // weight = point - intPoint;
  17122. // c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  17123. // c[ 1 ] = intPoint;
  17124. // c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
  17125. // c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
  17126. // var pt0 = points[ c[0] ],
  17127. // pt1 = points[ c[1] ],
  17128. // pt2 = points[ c[2] ],
  17129. // pt3 = points[ c[3] ];
  17130. // // t = weight;
  17131. // v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
  17132. // v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
  17133. // v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
  17134. // return v;
  17135. // }
  17136. // File:src/extras/curves/ClosedSplineCurve3.js
  17137. /**************************************************************
  17138. * Closed Spline 3D curve
  17139. **************************************************************/
  17140. THREE.ClosedSplineCurve3 = THREE.Curve.create(
  17141. function ( points /* array of Vector3 */) {
  17142. this.points = (points == undefined) ? [] : points;
  17143. },
  17144. function ( t ) {
  17145. var v = new THREE.Vector3();
  17146. var c = [];
  17147. var points = this.points, point, intPoint, weight;
  17148. point = ( points.length - 0 ) * t;
  17149. // This needs to be from 0-length +1
  17150. intPoint = Math.floor( point );
  17151. weight = point - intPoint;
  17152. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
  17153. c[ 0 ] = ( intPoint - 1 ) % points.length;
  17154. c[ 1 ] = ( intPoint ) % points.length;
  17155. c[ 2 ] = ( intPoint + 1 ) % points.length;
  17156. c[ 3 ] = ( intPoint + 2 ) % points.length;
  17157. v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
  17158. v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
  17159. v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
  17160. return v;
  17161. }
  17162. );
  17163. // File:src/extras/animation/AnimationHandler.js
  17164. /**
  17165. * @author mikael emtinger / http://gomo.se/
  17166. */
  17167. THREE.AnimationHandler = {
  17168. LINEAR: 0,
  17169. CATMULLROM: 1,
  17170. CATMULLROM_FORWARD: 2,
  17171. //
  17172. add: function () { console.warn( 'THREE.AnimationHandler.add() has been deprecated.' ); },
  17173. get: function () { console.warn( 'THREE.AnimationHandler.get() has been deprecated.' ); },
  17174. remove: function () { console.warn( 'THREE.AnimationHandler.remove() has been deprecated.' ); },
  17175. //
  17176. animations: [],
  17177. init: function ( data ) {
  17178. if ( data.initialized === true ) return;
  17179. // loop through all keys
  17180. for ( var h = 0; h < data.hierarchy.length; h ++ ) {
  17181. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17182. // remove minus times
  17183. if ( data.hierarchy[ h ].keys[ k ].time < 0 ) {
  17184. data.hierarchy[ h ].keys[ k ].time = 0;
  17185. }
  17186. // create quaternions
  17187. if ( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
  17188. ! ( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
  17189. var quat = data.hierarchy[ h ].keys[ k ].rot;
  17190. data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion().fromArray( quat );
  17191. }
  17192. }
  17193. // prepare morph target keys
  17194. if ( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
  17195. // get all used
  17196. var usedMorphTargets = {};
  17197. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17198. for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
  17199. var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
  17200. usedMorphTargets[ morphTargetName ] = - 1;
  17201. }
  17202. }
  17203. data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
  17204. // set all used on all frames
  17205. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17206. var influences = {};
  17207. for ( var morphTargetName in usedMorphTargets ) {
  17208. for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
  17209. if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
  17210. influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
  17211. break;
  17212. }
  17213. }
  17214. if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
  17215. influences[ morphTargetName ] = 0;
  17216. }
  17217. }
  17218. data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
  17219. }
  17220. }
  17221. // remove all keys that are on the same time
  17222. for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17223. if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
  17224. data.hierarchy[ h ].keys.splice( k, 1 );
  17225. k --;
  17226. }
  17227. }
  17228. // set index
  17229. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  17230. data.hierarchy[ h ].keys[ k ].index = k;
  17231. }
  17232. }
  17233. data.initialized = true;
  17234. return data;
  17235. },
  17236. parse: function ( root ) {
  17237. var parseRecurseHierarchy = function ( root, hierarchy ) {
  17238. hierarchy.push( root );
  17239. for ( var c = 0; c < root.children.length; c ++ )
  17240. parseRecurseHierarchy( root.children[ c ], hierarchy );
  17241. };
  17242. // setup hierarchy
  17243. var hierarchy = [];
  17244. if ( root instanceof THREE.SkinnedMesh ) {
  17245. for ( var b = 0; b < root.skeleton.bones.length; b ++ ) {
  17246. hierarchy.push( root.skeleton.bones[ b ] );
  17247. }
  17248. } else {
  17249. parseRecurseHierarchy( root, hierarchy );
  17250. }
  17251. return hierarchy;
  17252. },
  17253. play: function ( animation ) {
  17254. if ( this.animations.indexOf( animation ) === - 1 ) {
  17255. this.animations.push( animation );
  17256. }
  17257. },
  17258. stop: function ( animation ) {
  17259. var index = this.animations.indexOf( animation );
  17260. if ( index !== - 1 ) {
  17261. this.animations.splice( index, 1 );
  17262. }
  17263. },
  17264. update: function ( deltaTimeMS ) {
  17265. for ( var i = 0; i < this.animations.length; i ++ ) {
  17266. this.animations[ i ].update( deltaTimeMS );
  17267. }
  17268. }
  17269. };
  17270. // File:src/extras/animation/Animation.js
  17271. /**
  17272. * @author mikael emtinger / http://gomo.se/
  17273. * @author mrdoob / http://mrdoob.com/
  17274. * @author alteredq / http://alteredqualia.com/
  17275. */
  17276. THREE.Animation = function ( root, data ) {
  17277. this.root = root;
  17278. this.data = THREE.AnimationHandler.init( data );
  17279. this.hierarchy = THREE.AnimationHandler.parse( root );
  17280. this.currentTime = 0;
  17281. this.timeScale = 1;
  17282. this.isPlaying = false;
  17283. this.loop = true;
  17284. this.weight = 0;
  17285. this.interpolationType = THREE.AnimationHandler.LINEAR;
  17286. };
  17287. THREE.Animation.prototype.keyTypes = [ "pos", "rot", "scl" ];
  17288. THREE.Animation.prototype.play = function ( startTime, weight ) {
  17289. this.currentTime = startTime !== undefined ? startTime : 0;
  17290. this.weight = weight !== undefined ? weight: 1;
  17291. this.isPlaying = true;
  17292. this.reset();
  17293. THREE.AnimationHandler.play( this );
  17294. };
  17295. THREE.Animation.prototype.stop = function() {
  17296. this.isPlaying = false;
  17297. THREE.AnimationHandler.stop( this );
  17298. };
  17299. THREE.Animation.prototype.reset = function () {
  17300. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  17301. var object = this.hierarchy[ h ];
  17302. object.matrixAutoUpdate = true;
  17303. if ( object.animationCache === undefined ) {
  17304. object.animationCache = {};
  17305. }
  17306. if ( object.animationCache[this.data.name] === undefined ) {
  17307. object.animationCache[this.data.name] = {};
  17308. object.animationCache[this.data.name].prevKey = { pos: 0, rot: 0, scl: 0 };
  17309. object.animationCache[this.data.name].nextKey = { pos: 0, rot: 0, scl: 0 };
  17310. object.animationCache[this.data.name].originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
  17311. }
  17312. var animationCache = object.animationCache[this.data.name];
  17313. // Get keys to match our current time
  17314. for ( var t = 0; t < 3; t ++ ) {
  17315. var type = this.keyTypes[ t ];
  17316. var prevKey = this.data.hierarchy[ h ].keys[ 0 ];
  17317. var nextKey = this.getNextKeyWith( type, h, 1 );
  17318. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  17319. prevKey = nextKey;
  17320. nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
  17321. }
  17322. animationCache.prevKey[ type ] = prevKey;
  17323. animationCache.nextKey[ type ] = nextKey;
  17324. }
  17325. }
  17326. };
  17327. THREE.Animation.prototype.update = (function(){
  17328. var points = [];
  17329. var target = new THREE.Vector3();
  17330. var newVector = new THREE.Vector3();
  17331. var newQuat = new THREE.Quaternion();
  17332. // Catmull-Rom spline
  17333. var interpolateCatmullRom = function ( points, scale ) {
  17334. var c = [], v3 = [],
  17335. point, intPoint, weight, w2, w3,
  17336. pa, pb, pc, pd;
  17337. point = ( points.length - 1 ) * scale;
  17338. intPoint = Math.floor( point );
  17339. weight = point - intPoint;
  17340. c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
  17341. c[ 1 ] = intPoint;
  17342. c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
  17343. c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
  17344. pa = points[ c[ 0 ] ];
  17345. pb = points[ c[ 1 ] ];
  17346. pc = points[ c[ 2 ] ];
  17347. pd = points[ c[ 3 ] ];
  17348. w2 = weight * weight;
  17349. w3 = weight * w2;
  17350. v3[ 0 ] = interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
  17351. v3[ 1 ] = interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
  17352. v3[ 2 ] = interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
  17353. return v3;
  17354. };
  17355. var interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
  17356. var v0 = ( p2 - p0 ) * 0.5,
  17357. v1 = ( p3 - p1 ) * 0.5;
  17358. return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  17359. };
  17360. return function ( delta ) {
  17361. if ( this.isPlaying === false ) return;
  17362. this.currentTime += delta * this.timeScale;
  17363. if ( this.weight === 0 )
  17364. return;
  17365. //
  17366. var duration = this.data.length;
  17367. if ( this.loop === true && this.currentTime > duration ) {
  17368. this.currentTime %= duration;
  17369. this.reset();
  17370. } else if ( this.loop === false && this.currentTime > duration ) {
  17371. this.stop();
  17372. return;
  17373. }
  17374. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  17375. var object = this.hierarchy[ h ];
  17376. var animationCache = object.animationCache[this.data.name];
  17377. // loop through pos/rot/scl
  17378. for ( var t = 0; t < 3; t ++ ) {
  17379. // get keys
  17380. var type = this.keyTypes[ t ];
  17381. var prevKey = animationCache.prevKey[ type ];
  17382. var nextKey = animationCache.nextKey[ type ];
  17383. if ( nextKey.time <= this.currentTime ) {
  17384. prevKey = this.data.hierarchy[ h ].keys[ 0 ];
  17385. nextKey = this.getNextKeyWith( type, h, 1 );
  17386. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  17387. prevKey = nextKey;
  17388. nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
  17389. }
  17390. animationCache.prevKey[ type ] = prevKey;
  17391. animationCache.nextKey[ type ] = nextKey;
  17392. }
  17393. object.matrixAutoUpdate = true;
  17394. object.matrixWorldNeedsUpdate = true;
  17395. var scale = ( this.currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
  17396. var prevXYZ = prevKey[ type ];
  17397. var nextXYZ = nextKey[ type ];
  17398. if ( scale < 0 ) scale = 0;
  17399. if ( scale > 1 ) scale = 1;
  17400. // interpolate
  17401. if ( type === "pos" ) {
  17402. if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
  17403. newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
  17404. newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
  17405. newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
  17406. // blend
  17407. if ( object instanceof THREE.Bone ) {
  17408. var proportionalWeight = this.weight / ( this.weight + object.accumulatedPosWeight );
  17409. object.position.lerp( newVector, proportionalWeight );
  17410. object.accumulatedPosWeight += this.weight;
  17411. } else {
  17412. object.position.copy( newVector );
  17413. }
  17414. } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  17415. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  17416. points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
  17417. points[ 1 ] = prevXYZ;
  17418. points[ 2 ] = nextXYZ;
  17419. points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
  17420. scale = scale * 0.33 + 0.33;
  17421. var currentPoint = interpolateCatmullRom( points, scale );
  17422. var proportionalWeight = 1;
  17423. if ( object instanceof THREE.Bone ) {
  17424. proportionalWeight = this.weight / ( this.weight + object.accumulatedPosWeight );
  17425. object.accumulatedPosWeight += this.weight;
  17426. }
  17427. // blend
  17428. var vector = object.position;
  17429. vector.x = vector.x + ( currentPoint[ 0 ] - vector.x ) * proportionalWeight;
  17430. vector.y = vector.y + ( currentPoint[ 1 ] - vector.y ) * proportionalWeight;
  17431. vector.z = vector.z + ( currentPoint[ 2 ] - vector.z ) * proportionalWeight;
  17432. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  17433. var forwardPoint = interpolateCatmullRom( points, scale * 1.01 );
  17434. target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
  17435. target.sub( vector );
  17436. target.y = 0;
  17437. target.normalize();
  17438. var angle = Math.atan2( target.x, target.z );
  17439. object.rotation.set( 0, angle, 0 );
  17440. }
  17441. }
  17442. } else if ( type === "rot" ) {
  17443. THREE.Quaternion.slerp( prevXYZ, nextXYZ, newQuat, scale );
  17444. // Avoid paying the cost of an additional slerp if we don't have to
  17445. if ( ! ( object instanceof THREE.Bone ) ) {
  17446. object.quaternion.copy(newQuat);
  17447. } else if ( object.accumulatedRotWeight === 0 ) {
  17448. object.quaternion.copy(newQuat);
  17449. object.accumulatedRotWeight = this.weight;
  17450. } else {
  17451. var proportionalWeight = this.weight / ( this.weight + object.accumulatedRotWeight );
  17452. THREE.Quaternion.slerp( object.quaternion, newQuat, object.quaternion, proportionalWeight );
  17453. object.accumulatedRotWeight += this.weight;
  17454. }
  17455. } else if ( type === "scl" ) {
  17456. newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
  17457. newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
  17458. newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
  17459. if ( object instanceof THREE.Bone ) {
  17460. var proportionalWeight = this.weight / ( this.weight + object.accumulatedSclWeight);
  17461. object.scale.lerp( newVector, proportionalWeight );
  17462. object.accumulatedSclWeight += this.weight;
  17463. } else {
  17464. object.scale.copy( newVector );
  17465. }
  17466. }
  17467. }
  17468. }
  17469. return true;
  17470. };
  17471. })();
  17472. // Get next key with
  17473. THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
  17474. var keys = this.data.hierarchy[ h ].keys;
  17475. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  17476. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  17477. key = key < keys.length - 1 ? key : keys.length - 1;
  17478. } else {
  17479. key = key % keys.length;
  17480. }
  17481. for ( ; key < keys.length; key ++ ) {
  17482. if ( keys[ key ][ type ] !== undefined ) {
  17483. return keys[ key ];
  17484. }
  17485. }
  17486. return this.data.hierarchy[ h ].keys[ 0 ];
  17487. };
  17488. // Get previous key with
  17489. THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
  17490. var keys = this.data.hierarchy[ h ].keys;
  17491. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  17492. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  17493. key = key > 0 ? key : 0;
  17494. } else {
  17495. key = key >= 0 ? key : key + keys.length;
  17496. }
  17497. for ( ; key >= 0; key -- ) {
  17498. if ( keys[ key ][ type ] !== undefined ) {
  17499. return keys[ key ];
  17500. }
  17501. }
  17502. return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
  17503. };
  17504. // File:src/extras/animation/KeyFrameAnimation.js
  17505. /**
  17506. * @author mikael emtinger / http://gomo.se/
  17507. * @author mrdoob / http://mrdoob.com/
  17508. * @author alteredq / http://alteredqualia.com/
  17509. * @author khang duong
  17510. * @author erik kitson
  17511. */
  17512. THREE.KeyFrameAnimation = function ( data ) {
  17513. this.root = data.node;
  17514. this.data = THREE.AnimationHandler.init( data );
  17515. this.hierarchy = THREE.AnimationHandler.parse( this.root );
  17516. this.currentTime = 0;
  17517. this.timeScale = 0.001;
  17518. this.isPlaying = false;
  17519. this.isPaused = true;
  17520. this.loop = true;
  17521. // initialize to first keyframes
  17522. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  17523. var keys = this.data.hierarchy[h].keys,
  17524. sids = this.data.hierarchy[h].sids,
  17525. obj = this.hierarchy[h];
  17526. if ( keys.length && sids ) {
  17527. for ( var s = 0; s < sids.length; s ++ ) {
  17528. var sid = sids[ s ],
  17529. next = this.getNextKeyWith( sid, h, 0 );
  17530. if ( next ) {
  17531. next.apply( sid );
  17532. }
  17533. }
  17534. obj.matrixAutoUpdate = false;
  17535. this.data.hierarchy[h].node.updateMatrix();
  17536. obj.matrixWorldNeedsUpdate = true;
  17537. }
  17538. }
  17539. };
  17540. THREE.KeyFrameAnimation.prototype.play = function ( startTime ) {
  17541. this.currentTime = startTime !== undefined ? startTime : 0;
  17542. if ( this.isPlaying === false ) {
  17543. this.isPlaying = true;
  17544. // reset key cache
  17545. var h, hl = this.hierarchy.length,
  17546. object,
  17547. node;
  17548. for ( h = 0; h < hl; h ++ ) {
  17549. object = this.hierarchy[ h ];
  17550. node = this.data.hierarchy[ h ];
  17551. if ( node.animationCache === undefined ) {
  17552. node.animationCache = {};
  17553. node.animationCache.prevKey = null;
  17554. node.animationCache.nextKey = null;
  17555. node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
  17556. }
  17557. var keys = this.data.hierarchy[h].keys;
  17558. if (keys.length) {
  17559. node.animationCache.prevKey = keys[ 0 ];
  17560. node.animationCache.nextKey = keys[ 1 ];
  17561. this.startTime = Math.min( keys[0].time, this.startTime );
  17562. this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
  17563. }
  17564. }
  17565. this.update( 0 );
  17566. }
  17567. this.isPaused = false;
  17568. THREE.AnimationHandler.play( this );
  17569. };
  17570. THREE.KeyFrameAnimation.prototype.stop = function() {
  17571. this.isPlaying = false;
  17572. this.isPaused = false;
  17573. THREE.AnimationHandler.stop( this );
  17574. // reset JIT matrix and remove cache
  17575. for ( var h = 0; h < this.data.hierarchy.length; h ++ ) {
  17576. var obj = this.hierarchy[ h ];
  17577. var node = this.data.hierarchy[ h ];
  17578. if ( node.animationCache !== undefined ) {
  17579. var original = node.animationCache.originalMatrix;
  17580. if( obj instanceof THREE.Bone ) {
  17581. original.copy( obj.skinMatrix );
  17582. obj.skinMatrix = original;
  17583. } else {
  17584. original.copy( obj.matrix );
  17585. obj.matrix = original;
  17586. }
  17587. delete node.animationCache;
  17588. }
  17589. }
  17590. };
  17591. // Update
  17592. THREE.KeyFrameAnimation.prototype.update = function ( delta ) {
  17593. if ( this.isPlaying === false ) return;
  17594. this.currentTime += delta * this.timeScale;
  17595. //
  17596. var duration = this.data.length;
  17597. if ( this.loop === true && this.currentTime > duration ) {
  17598. this.currentTime %= duration;
  17599. }
  17600. this.currentTime = Math.min( this.currentTime, duration );
  17601. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  17602. var object = this.hierarchy[ h ];
  17603. var node = this.data.hierarchy[ h ];
  17604. var keys = node.keys,
  17605. animationCache = node.animationCache;
  17606. if ( keys.length ) {
  17607. var prevKey = animationCache.prevKey;
  17608. var nextKey = animationCache.nextKey;
  17609. if ( nextKey.time <= this.currentTime ) {
  17610. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  17611. prevKey = nextKey;
  17612. nextKey = keys[ prevKey.index + 1 ];
  17613. }
  17614. animationCache.prevKey = prevKey;
  17615. animationCache.nextKey = nextKey;
  17616. }
  17617. if ( nextKey.time >= this.currentTime ) {
  17618. prevKey.interpolate( nextKey, this.currentTime );
  17619. } else {
  17620. prevKey.interpolate( nextKey, nextKey.time );
  17621. }
  17622. this.data.hierarchy[ h ].node.updateMatrix();
  17623. object.matrixWorldNeedsUpdate = true;
  17624. }
  17625. }
  17626. };
  17627. // Get next key with
  17628. THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
  17629. var keys = this.data.hierarchy[ h ].keys;
  17630. key = key % keys.length;
  17631. for ( ; key < keys.length; key ++ ) {
  17632. if ( keys[ key ].hasTarget( sid ) ) {
  17633. return keys[ key ];
  17634. }
  17635. }
  17636. return keys[ 0 ];
  17637. };
  17638. // Get previous key with
  17639. THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
  17640. var keys = this.data.hierarchy[ h ].keys;
  17641. key = key >= 0 ? key : key + keys.length;
  17642. for ( ; key >= 0; key -- ) {
  17643. if ( keys[ key ].hasTarget( sid ) ) {
  17644. return keys[ key ];
  17645. }
  17646. }
  17647. return keys[ keys.length - 1 ];
  17648. };
  17649. // File:src/extras/animation/MorphAnimation.js
  17650. /**
  17651. * @author mrdoob / http://mrdoob.com
  17652. */
  17653. THREE.MorphAnimation = function ( mesh ) {
  17654. this.mesh = mesh;
  17655. this.frames = mesh.morphTargetInfluences.length;
  17656. this.currentTime = 0;
  17657. this.duration = 1000;
  17658. this.loop = true;
  17659. this.isPlaying = false;
  17660. };
  17661. THREE.MorphAnimation.prototype = {
  17662. play: function () {
  17663. this.isPlaying = true;
  17664. },
  17665. pause: function () {
  17666. this.isPlaying = false;
  17667. },
  17668. update: ( function () {
  17669. var lastFrame = 0;
  17670. var currentFrame = 0;
  17671. return function ( delta ) {
  17672. if ( this.isPlaying === false ) return;
  17673. this.currentTime += delta;
  17674. if ( this.loop === true && this.currentTime > this.duration ) {
  17675. this.currentTime %= this.duration;
  17676. }
  17677. this.currentTime = Math.min( this.currentTime, this.duration );
  17678. var interpolation = this.duration / this.frames;
  17679. var frame = Math.floor( this.currentTime / interpolation );
  17680. if ( frame != currentFrame ) {
  17681. this.mesh.morphTargetInfluences[ lastFrame ] = 0;
  17682. this.mesh.morphTargetInfluences[ currentFrame ] = 1;
  17683. this.mesh.morphTargetInfluences[ frame ] = 0;
  17684. lastFrame = currentFrame;
  17685. currentFrame = frame;
  17686. }
  17687. this.mesh.morphTargetInfluences[ frame ] = ( this.currentTime % interpolation ) / interpolation;
  17688. this.mesh.morphTargetInfluences[ lastFrame ] = 1 - this.mesh.morphTargetInfluences[ frame ];
  17689. }
  17690. } )()
  17691. };
  17692. // File:src/extras/geometries/BoxGeometry.js
  17693. /**
  17694. * @author mrdoob / http://mrdoob.com/
  17695. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
  17696. */
  17697. THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  17698. THREE.Geometry.call( this );
  17699. this.parameters = {
  17700. width: width,
  17701. height: height,
  17702. depth: depth,
  17703. widthSegments: widthSegments,
  17704. heightSegments: heightSegments,
  17705. depthSegments: depthSegments
  17706. };
  17707. this.widthSegments = widthSegments || 1;
  17708. this.heightSegments = heightSegments || 1;
  17709. this.depthSegments = depthSegments || 1;
  17710. var scope = this;
  17711. var width_half = width / 2;
  17712. var height_half = height / 2;
  17713. var depth_half = depth / 2;
  17714. buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, 0 ); // px
  17715. buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, 1 ); // nx
  17716. buildPlane( 'x', 'z', 1, 1, width, depth, height_half, 2 ); // py
  17717. buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, 3 ); // ny
  17718. buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, 4 ); // pz
  17719. buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, 5 ); // nz
  17720. function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
  17721. var w, ix, iy,
  17722. gridX = scope.widthSegments,
  17723. gridY = scope.heightSegments,
  17724. width_half = width / 2,
  17725. height_half = height / 2,
  17726. offset = scope.vertices.length;
  17727. if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
  17728. w = 'z';
  17729. } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
  17730. w = 'y';
  17731. gridY = scope.depthSegments;
  17732. } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
  17733. w = 'x';
  17734. gridX = scope.depthSegments;
  17735. }
  17736. var gridX1 = gridX + 1,
  17737. gridY1 = gridY + 1,
  17738. segment_width = width / gridX,
  17739. segment_height = height / gridY,
  17740. normal = new THREE.Vector3();
  17741. normal[ w ] = depth > 0 ? 1 : - 1;
  17742. for ( iy = 0; iy < gridY1; iy ++ ) {
  17743. for ( ix = 0; ix < gridX1; ix ++ ) {
  17744. var vector = new THREE.Vector3();
  17745. vector[ u ] = ( ix * segment_width - width_half ) * udir;
  17746. vector[ v ] = ( iy * segment_height - height_half ) * vdir;
  17747. vector[ w ] = depth;
  17748. scope.vertices.push( vector );
  17749. }
  17750. }
  17751. for ( iy = 0; iy < gridY; iy ++ ) {
  17752. for ( ix = 0; ix < gridX; ix ++ ) {
  17753. var a = ix + gridX1 * iy;
  17754. var b = ix + gridX1 * ( iy + 1 );
  17755. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  17756. var d = ( ix + 1 ) + gridX1 * iy;
  17757. var uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY );
  17758. var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY );
  17759. var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY );
  17760. var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY );
  17761. var face = new THREE.Face3( a + offset, b + offset, d + offset );
  17762. face.normal.copy( normal );
  17763. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  17764. face.materialIndex = materialIndex;
  17765. scope.faces.push( face );
  17766. scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  17767. face = new THREE.Face3( b + offset, c + offset, d + offset );
  17768. face.normal.copy( normal );
  17769. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  17770. face.materialIndex = materialIndex;
  17771. scope.faces.push( face );
  17772. scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  17773. }
  17774. }
  17775. }
  17776. this.mergeVertices();
  17777. };
  17778. THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17779. // File:src/extras/geometries/CircleGeometry.js
  17780. /**
  17781. * @author hughes
  17782. */
  17783. THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
  17784. THREE.Geometry.call( this );
  17785. this.parameters = {
  17786. radius: radius,
  17787. segments: segments,
  17788. thetaStart: thetaStart,
  17789. thetaLength: thetaLength
  17790. };
  17791. radius = radius || 50;
  17792. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  17793. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  17794. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  17795. var i, uvs = [],
  17796. center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
  17797. this.vertices.push(center);
  17798. uvs.push( centerUV );
  17799. for ( i = 0; i <= segments; i ++ ) {
  17800. var vertex = new THREE.Vector3();
  17801. var segment = thetaStart + i / segments * thetaLength;
  17802. vertex.x = radius * Math.cos( segment );
  17803. vertex.y = radius * Math.sin( segment );
  17804. this.vertices.push( vertex );
  17805. uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );
  17806. }
  17807. var n = new THREE.Vector3( 0, 0, 1 );
  17808. for ( i = 1; i <= segments; i ++ ) {
  17809. this.faces.push( new THREE.Face3( i, i + 1, 0, [ n.clone(), n.clone(), n.clone() ] ) );
  17810. this.faceVertexUvs[ 0 ].push( [ uvs[ i ].clone(), uvs[ i + 1 ].clone(), centerUV.clone() ] );
  17811. }
  17812. this.computeFaceNormals();
  17813. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  17814. };
  17815. THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17816. // File:src/extras/geometries/CubeGeometry.js
  17817. /**
  17818. * @author mrdoob / http://mrdoob.com/
  17819. */
  17820. THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  17821. console.warn( 'THEE.CubeGeometry has been renamed to THREE.BoxGeometry.' );
  17822. return new THREE.BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments );
  17823. };
  17824. // File:src/extras/geometries/CylinderGeometry.js
  17825. /**
  17826. * @author mrdoob / http://mrdoob.com/
  17827. */
  17828. THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded ) {
  17829. THREE.Geometry.call( this );
  17830. this.parameters = {
  17831. radiusTop: radiusTop,
  17832. radiusBottom: radiusBottom,
  17833. height: height,
  17834. radialSegments: radialSegments,
  17835. heightSegments: heightSegments,
  17836. openEnded: openEnded
  17837. };
  17838. radiusTop = radiusTop !== undefined ? radiusTop : 20;
  17839. radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
  17840. height = height !== undefined ? height : 100;
  17841. radialSegments = radialSegments || 8;
  17842. heightSegments = heightSegments || 1;
  17843. openEnded = openEnded !== undefined ? openEnded : false;
  17844. var heightHalf = height / 2;
  17845. var x, y, vertices = [], uvs = [];
  17846. for ( y = 0; y <= heightSegments; y ++ ) {
  17847. var verticesRow = [];
  17848. var uvsRow = [];
  17849. var v = y / heightSegments;
  17850. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  17851. for ( x = 0; x <= radialSegments; x ++ ) {
  17852. var u = x / radialSegments;
  17853. var vertex = new THREE.Vector3();
  17854. vertex.x = radius * Math.sin( u * Math.PI * 2 );
  17855. vertex.y = - v * height + heightHalf;
  17856. vertex.z = radius * Math.cos( u * Math.PI * 2 );
  17857. this.vertices.push( vertex );
  17858. verticesRow.push( this.vertices.length - 1 );
  17859. uvsRow.push( new THREE.Vector2( u, 1 - v ) );
  17860. }
  17861. vertices.push( verticesRow );
  17862. uvs.push( uvsRow );
  17863. }
  17864. var tanTheta = ( radiusBottom - radiusTop ) / height;
  17865. var na, nb;
  17866. for ( x = 0; x < radialSegments; x ++ ) {
  17867. if ( radiusTop !== 0 ) {
  17868. na = this.vertices[ vertices[ 0 ][ x ] ].clone();
  17869. nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
  17870. } else {
  17871. na = this.vertices[ vertices[ 1 ][ x ] ].clone();
  17872. nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
  17873. }
  17874. na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
  17875. nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
  17876. for ( y = 0; y < heightSegments; y ++ ) {
  17877. var v1 = vertices[ y ][ x ];
  17878. var v2 = vertices[ y + 1 ][ x ];
  17879. var v3 = vertices[ y + 1 ][ x + 1 ];
  17880. var v4 = vertices[ y ][ x + 1 ];
  17881. var n1 = na.clone();
  17882. var n2 = na.clone();
  17883. var n3 = nb.clone();
  17884. var n4 = nb.clone();
  17885. var uv1 = uvs[ y ][ x ].clone();
  17886. var uv2 = uvs[ y + 1 ][ x ].clone();
  17887. var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
  17888. var uv4 = uvs[ y ][ x + 1 ].clone();
  17889. this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
  17890. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
  17891. this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
  17892. this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
  17893. }
  17894. }
  17895. // top cap
  17896. if ( openEnded === false && radiusTop > 0 ) {
  17897. this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
  17898. for ( x = 0; x < radialSegments; x ++ ) {
  17899. var v1 = vertices[ 0 ][ x ];
  17900. var v2 = vertices[ 0 ][ x + 1 ];
  17901. var v3 = this.vertices.length - 1;
  17902. var n1 = new THREE.Vector3( 0, 1, 0 );
  17903. var n2 = new THREE.Vector3( 0, 1, 0 );
  17904. var n3 = new THREE.Vector3( 0, 1, 0 );
  17905. var uv1 = uvs[ 0 ][ x ].clone();
  17906. var uv2 = uvs[ 0 ][ x + 1 ].clone();
  17907. var uv3 = new THREE.Vector2( uv2.x, 0 );
  17908. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  17909. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  17910. }
  17911. }
  17912. // bottom cap
  17913. if ( openEnded === false && radiusBottom > 0 ) {
  17914. this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
  17915. for ( x = 0; x < radialSegments; x ++ ) {
  17916. var v1 = vertices[ y ][ x + 1 ];
  17917. var v2 = vertices[ y ][ x ];
  17918. var v3 = this.vertices.length - 1;
  17919. var n1 = new THREE.Vector3( 0, - 1, 0 );
  17920. var n2 = new THREE.Vector3( 0, - 1, 0 );
  17921. var n3 = new THREE.Vector3( 0, - 1, 0 );
  17922. var uv1 = uvs[ y ][ x + 1 ].clone();
  17923. var uv2 = uvs[ y ][ x ].clone();
  17924. var uv3 = new THREE.Vector2( uv2.x, 1 );
  17925. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  17926. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  17927. }
  17928. }
  17929. this.computeFaceNormals();
  17930. }
  17931. THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17932. // File:src/extras/geometries/ExtrudeGeometry.js
  17933. /**
  17934. * @author zz85 / http://www.lab4games.net/zz85/blog
  17935. *
  17936. * Creates extruded geometry from a path shape.
  17937. *
  17938. * parameters = {
  17939. *
  17940. * curveSegments: <int>, // number of points on the curves
  17941. * steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
  17942. * amount: <int>, // Depth to extrude the shape
  17943. *
  17944. * bevelEnabled: <bool>, // turn on bevel
  17945. * bevelThickness: <float>, // how deep into the original shape bevel goes
  17946. * bevelSize: <float>, // how far from shape outline is bevel
  17947. * bevelSegments: <int>, // number of bevel layers
  17948. *
  17949. * extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
  17950. * frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
  17951. *
  17952. * material: <int> // material index for front and back faces
  17953. * extrudeMaterial: <int> // material index for extrusion and beveled faces
  17954. * uvGenerator: <Object> // object that provides UV generator functions
  17955. *
  17956. * }
  17957. **/
  17958. THREE.ExtrudeGeometry = function ( shapes, options ) {
  17959. if ( typeof( shapes ) === "undefined" ) {
  17960. shapes = [];
  17961. return;
  17962. }
  17963. THREE.Geometry.call( this );
  17964. shapes = shapes instanceof Array ? shapes : [ shapes ];
  17965. this.addShapeList( shapes, options );
  17966. this.computeFaceNormals();
  17967. // can't really use automatic vertex normals
  17968. // as then front and back sides get smoothed too
  17969. // should do separate smoothing just for sides
  17970. //this.computeVertexNormals();
  17971. //console.log( "took", ( Date.now() - startTime ) );
  17972. };
  17973. THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  17974. THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
  17975. var sl = shapes.length;
  17976. for ( var s = 0; s < sl; s ++ ) {
  17977. var shape = shapes[ s ];
  17978. this.addShape( shape, options );
  17979. }
  17980. };
  17981. THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
  17982. var amount = options.amount !== undefined ? options.amount : 100;
  17983. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
  17984. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
  17985. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  17986. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
  17987. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  17988. var steps = options.steps !== undefined ? options.steps : 1;
  17989. var extrudePath = options.extrudePath;
  17990. var extrudePts, extrudeByPath = false;
  17991. var material = options.material;
  17992. var extrudeMaterial = options.extrudeMaterial;
  17993. // Use default WorldUVGenerator if no UV generators are specified.
  17994. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
  17995. var splineTube, binormal, normal, position2;
  17996. if ( extrudePath ) {
  17997. extrudePts = extrudePath.getSpacedPoints( steps );
  17998. extrudeByPath = true;
  17999. bevelEnabled = false; // bevels not supported for path extrusion
  18000. // SETUP TNB variables
  18001. // Reuse TNB from TubeGeomtry for now.
  18002. // TODO1 - have a .isClosed in spline?
  18003. splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
  18004. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  18005. binormal = new THREE.Vector3();
  18006. normal = new THREE.Vector3();
  18007. position2 = new THREE.Vector3();
  18008. }
  18009. // Safeguards if bevels are not enabled
  18010. if ( ! bevelEnabled ) {
  18011. bevelSegments = 0;
  18012. bevelThickness = 0;
  18013. bevelSize = 0;
  18014. }
  18015. // Variables initalization
  18016. var ahole, h, hl; // looping of holes
  18017. var scope = this;
  18018. var bevelPoints = [];
  18019. var shapesOffset = this.vertices.length;
  18020. var shapePoints = shape.extractPoints( curveSegments );
  18021. var vertices = shapePoints.shape;
  18022. var holes = shapePoints.holes;
  18023. var reverse = ! THREE.Shape.Utils.isClockWise( vertices ) ;
  18024. if ( reverse ) {
  18025. vertices = vertices.reverse();
  18026. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  18027. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18028. ahole = holes[ h ];
  18029. if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
  18030. holes[ h ] = ahole.reverse();
  18031. }
  18032. }
  18033. reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
  18034. }
  18035. var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
  18036. /* Vertices */
  18037. var contour = vertices; // vertices has all points but contour has only points of circumference
  18038. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18039. ahole = holes[ h ];
  18040. vertices = vertices.concat( ahole );
  18041. }
  18042. function scalePt2 ( pt, vec, size ) {
  18043. if ( ! vec ) console.log( "die" );
  18044. return vec.clone().multiplyScalar( size ).add( pt );
  18045. }
  18046. var b, bs, t, z,
  18047. vert, vlen = vertices.length,
  18048. face, flen = faces.length,
  18049. cont, clen = contour.length;
  18050. // Find directions for point movement
  18051. var RAD_TO_DEGREES = 180 / Math.PI;
  18052. function getBevelVec( inPt, inPrev, inNext ) {
  18053. var EPSILON = 0.0000000001;
  18054. var sign = THREE.Math.sign;
  18055. // computes for inPt the corresponding point inPt' on a new contour
  18056. // shiftet by 1 unit (length of normalized vector) to the left
  18057. // if we walk along contour clockwise, this new contour is outside the old one
  18058. //
  18059. // inPt' is the intersection of the two lines parallel to the two
  18060. // adjacent edges of inPt at a distance of 1 unit on the left side.
  18061. var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt
  18062. // good reading for geometry algorithms (here: line-line intersection)
  18063. // http://geomalgorithms.com/a05-_intersect-1.html
  18064. var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
  18065. var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
  18066. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  18067. // check for colinear edges
  18068. var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18069. if ( Math.abs( colinear0 ) > EPSILON ) { // not colinear
  18070. // length of vectors for normalizing
  18071. var v_prev_len = Math.sqrt( v_prev_lensq );
  18072. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  18073. // shift adjacent points by unit vectors to the left
  18074. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  18075. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  18076. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  18077. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  18078. // scaling factor for v_prev to intersection point
  18079. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  18080. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  18081. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  18082. // vector from inPt to intersection point
  18083. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  18084. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  18085. // Don't normalize!, otherwise sharp corners become ugly
  18086. // but prevent crazy spikes
  18087. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y )
  18088. if ( v_trans_lensq <= 2 ) {
  18089. return new THREE.Vector2( v_trans_x, v_trans_y );
  18090. } else {
  18091. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  18092. }
  18093. } else { // handle special case of colinear edges
  18094. var direction_eq = false; // assumes: opposite
  18095. if ( v_prev_x > EPSILON ) {
  18096. if ( v_next_x > EPSILON ) { direction_eq = true; }
  18097. } else {
  18098. if ( v_prev_x < - EPSILON ) {
  18099. if ( v_next_x < - EPSILON ) { direction_eq = true; }
  18100. } else {
  18101. if ( sign(v_prev_y) == sign(v_next_y) ) { direction_eq = true; }
  18102. }
  18103. }
  18104. if ( direction_eq ) {
  18105. // console.log("Warning: lines are a straight sequence");
  18106. v_trans_x = - v_prev_y;
  18107. v_trans_y = v_prev_x;
  18108. shrink_by = Math.sqrt( v_prev_lensq );
  18109. } else {
  18110. // console.log("Warning: lines are a straight spike");
  18111. v_trans_x = v_prev_x;
  18112. v_trans_y = v_prev_y;
  18113. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  18114. }
  18115. }
  18116. return new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  18117. }
  18118. var contourMovements = [];
  18119. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18120. if ( j === il ) j = 0;
  18121. if ( k === il ) k = 0;
  18122. // (j)---(i)---(k)
  18123. // console.log('i,j,k', i, j , k)
  18124. var pt_i = contour[ i ];
  18125. var pt_j = contour[ j ];
  18126. var pt_k = contour[ k ];
  18127. contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  18128. }
  18129. var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
  18130. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18131. ahole = holes[ h ];
  18132. oneHoleMovements = [];
  18133. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  18134. if ( j === il ) j = 0;
  18135. if ( k === il ) k = 0;
  18136. // (j)---(i)---(k)
  18137. oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  18138. }
  18139. holesMovements.push( oneHoleMovements );
  18140. verticesMovements = verticesMovements.concat( oneHoleMovements );
  18141. }
  18142. // Loop bevelSegments, 1 for the front, 1 for the back
  18143. for ( b = 0; b < bevelSegments; b ++ ) {
  18144. //for ( b = bevelSegments; b > 0; b -- ) {
  18145. t = b / bevelSegments;
  18146. z = bevelThickness * ( 1 - t );
  18147. //z = bevelThickness * t;
  18148. bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
  18149. //bs = bevelSize * t ; // linear
  18150. // contract shape
  18151. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18152. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18153. v( vert.x, vert.y, - z );
  18154. }
  18155. // expand holes
  18156. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18157. ahole = holes[ h ];
  18158. oneHoleMovements = holesMovements[ h ];
  18159. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18160. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18161. v( vert.x, vert.y, - z );
  18162. }
  18163. }
  18164. }
  18165. bs = bevelSize;
  18166. // Back facing vertices
  18167. for ( i = 0; i < vlen; i ++ ) {
  18168. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18169. if ( ! extrudeByPath ) {
  18170. v( vert.x, vert.y, 0 );
  18171. } else {
  18172. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  18173. normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
  18174. binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
  18175. position2.copy( extrudePts[0] ).add(normal).add(binormal);
  18176. v( position2.x, position2.y, position2.z );
  18177. }
  18178. }
  18179. // Add stepped vertices...
  18180. // Including front facing vertices
  18181. var s;
  18182. for ( s = 1; s <= steps; s ++ ) {
  18183. for ( i = 0; i < vlen; i ++ ) {
  18184. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  18185. if ( ! extrudeByPath ) {
  18186. v( vert.x, vert.y, amount / steps * s );
  18187. } else {
  18188. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  18189. normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
  18190. binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
  18191. position2.copy( extrudePts[s] ).add( normal ).add( binormal );
  18192. v( position2.x, position2.y, position2.z );
  18193. }
  18194. }
  18195. }
  18196. // Add bevel segments planes
  18197. //for ( b = 1; b <= bevelSegments; b ++ ) {
  18198. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  18199. t = b / bevelSegments;
  18200. z = bevelThickness * ( 1 - t );
  18201. //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
  18202. bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
  18203. // contract shape
  18204. for ( i = 0, il = contour.length; i < il; i ++ ) {
  18205. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  18206. v( vert.x, vert.y, amount + z );
  18207. }
  18208. // expand holes
  18209. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18210. ahole = holes[ h ];
  18211. oneHoleMovements = holesMovements[ h ];
  18212. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  18213. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  18214. if ( ! extrudeByPath ) {
  18215. v( vert.x, vert.y, amount + z );
  18216. } else {
  18217. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  18218. }
  18219. }
  18220. }
  18221. }
  18222. /* Faces */
  18223. // Top and bottom faces
  18224. buildLidFaces();
  18225. // Sides faces
  18226. buildSideFaces();
  18227. ///// Internal functions
  18228. function buildLidFaces() {
  18229. if ( bevelEnabled ) {
  18230. var layer = 0 ; // steps + 1
  18231. var offset = vlen * layer;
  18232. // Bottom faces
  18233. for ( i = 0; i < flen; i ++ ) {
  18234. face = faces[ i ];
  18235. f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );
  18236. }
  18237. layer = steps + bevelSegments * 2;
  18238. offset = vlen * layer;
  18239. // Top faces
  18240. for ( i = 0; i < flen; i ++ ) {
  18241. face = faces[ i ];
  18242. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );
  18243. }
  18244. } else {
  18245. // Bottom faces
  18246. for ( i = 0; i < flen; i ++ ) {
  18247. face = faces[ i ];
  18248. f3( face[ 2 ], face[ 1 ], face[ 0 ], true );
  18249. }
  18250. // Top faces
  18251. for ( i = 0; i < flen; i ++ ) {
  18252. face = faces[ i ];
  18253. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );
  18254. }
  18255. }
  18256. }
  18257. // Create faces for the z-sides of the shape
  18258. function buildSideFaces() {
  18259. var layeroffset = 0;
  18260. sidewalls( contour, layeroffset );
  18261. layeroffset += contour.length;
  18262. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  18263. ahole = holes[ h ];
  18264. sidewalls( ahole, layeroffset );
  18265. //, true
  18266. layeroffset += ahole.length;
  18267. }
  18268. }
  18269. function sidewalls( contour, layeroffset ) {
  18270. var j, k;
  18271. i = contour.length;
  18272. while ( --i >= 0 ) {
  18273. j = i;
  18274. k = i - 1;
  18275. if ( k < 0 ) k = contour.length - 1;
  18276. //console.log('b', i,j, i-1, k,vertices.length);
  18277. var s = 0, sl = steps + bevelSegments * 2;
  18278. for ( s = 0; s < sl; s ++ ) {
  18279. var slen1 = vlen * s;
  18280. var slen2 = vlen * ( s + 1 );
  18281. var a = layeroffset + j + slen1,
  18282. b = layeroffset + k + slen1,
  18283. c = layeroffset + k + slen2,
  18284. d = layeroffset + j + slen2;
  18285. f4( a, b, c, d, contour, s, sl, j, k );
  18286. }
  18287. }
  18288. }
  18289. function v( x, y, z ) {
  18290. scope.vertices.push( new THREE.Vector3( x, y, z ) );
  18291. }
  18292. function f3( a, b, c, isBottom ) {
  18293. a += shapesOffset;
  18294. b += shapesOffset;
  18295. c += shapesOffset;
  18296. // normal, color, material
  18297. scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
  18298. var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );
  18299. scope.faceVertexUvs[ 0 ].push( uvs );
  18300. }
  18301. function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
  18302. a += shapesOffset;
  18303. b += shapesOffset;
  18304. c += shapesOffset;
  18305. d += shapesOffset;
  18306. scope.faces.push( new THREE.Face3( a, b, d, null, null, extrudeMaterial ) );
  18307. scope.faces.push( new THREE.Face3( b, c, d, null, null, extrudeMaterial ) );
  18308. var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
  18309. stepIndex, stepsLength, contourIndex1, contourIndex2 );
  18310. scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
  18311. scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
  18312. }
  18313. };
  18314. THREE.ExtrudeGeometry.WorldUVGenerator = {
  18315. generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
  18316. var ax = geometry.vertices[ indexA ].x,
  18317. ay = geometry.vertices[ indexA ].y,
  18318. bx = geometry.vertices[ indexB ].x,
  18319. by = geometry.vertices[ indexB ].y,
  18320. cx = geometry.vertices[ indexC ].x,
  18321. cy = geometry.vertices[ indexC ].y;
  18322. return [
  18323. new THREE.Vector2( ax, ay ),
  18324. new THREE.Vector2( bx, by ),
  18325. new THREE.Vector2( cx, cy )
  18326. ];
  18327. },
  18328. generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
  18329. return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );
  18330. },
  18331. generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
  18332. indexA, indexB, indexC, indexD, stepIndex, stepsLength,
  18333. contourIndex1, contourIndex2 ) {
  18334. var ax = geometry.vertices[ indexA ].x,
  18335. ay = geometry.vertices[ indexA ].y,
  18336. az = geometry.vertices[ indexA ].z,
  18337. bx = geometry.vertices[ indexB ].x,
  18338. by = geometry.vertices[ indexB ].y,
  18339. bz = geometry.vertices[ indexB ].z,
  18340. cx = geometry.vertices[ indexC ].x,
  18341. cy = geometry.vertices[ indexC ].y,
  18342. cz = geometry.vertices[ indexC ].z,
  18343. dx = geometry.vertices[ indexD ].x,
  18344. dy = geometry.vertices[ indexD ].y,
  18345. dz = geometry.vertices[ indexD ].z;
  18346. if ( Math.abs( ay - by ) < 0.01 ) {
  18347. return [
  18348. new THREE.Vector2( ax, 1 - az ),
  18349. new THREE.Vector2( bx, 1 - bz ),
  18350. new THREE.Vector2( cx, 1 - cz ),
  18351. new THREE.Vector2( dx, 1 - dz )
  18352. ];
  18353. } else {
  18354. return [
  18355. new THREE.Vector2( ay, 1 - az ),
  18356. new THREE.Vector2( by, 1 - bz ),
  18357. new THREE.Vector2( cy, 1 - cz ),
  18358. new THREE.Vector2( dy, 1 - dz )
  18359. ];
  18360. }
  18361. }
  18362. };
  18363. THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
  18364. THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
  18365. THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
  18366. THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
  18367. THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
  18368. THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
  18369. // File:src/extras/geometries/ShapeGeometry.js
  18370. /**
  18371. * @author jonobr1 / http://jonobr1.com
  18372. *
  18373. * Creates a one-sided polygonal geometry from a path shape. Similar to
  18374. * ExtrudeGeometry.
  18375. *
  18376. * parameters = {
  18377. *
  18378. * curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
  18379. *
  18380. * material: <int> // material index for front and back faces
  18381. * uvGenerator: <Object> // object that provides UV generator functions
  18382. *
  18383. * }
  18384. **/
  18385. THREE.ShapeGeometry = function ( shapes, options ) {
  18386. THREE.Geometry.call( this );
  18387. if ( shapes instanceof Array === false ) shapes = [ shapes ];
  18388. this.addShapeList( shapes, options );
  18389. this.computeFaceNormals();
  18390. };
  18391. THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18392. /**
  18393. * Add an array of shapes to THREE.ShapeGeometry.
  18394. */
  18395. THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
  18396. for ( var i = 0, l = shapes.length; i < l; i ++ ) {
  18397. this.addShape( shapes[ i ], options );
  18398. }
  18399. return this;
  18400. };
  18401. /**
  18402. * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
  18403. */
  18404. THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
  18405. if ( options === undefined ) options = {};
  18406. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  18407. var material = options.material;
  18408. var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
  18409. //
  18410. var i, l, hole, s;
  18411. var shapesOffset = this.vertices.length;
  18412. var shapePoints = shape.extractPoints( curveSegments );
  18413. var vertices = shapePoints.shape;
  18414. var holes = shapePoints.holes;
  18415. var reverse = ! THREE.Shape.Utils.isClockWise( vertices );
  18416. if ( reverse ) {
  18417. vertices = vertices.reverse();
  18418. // Maybe we should also check if holes are in the opposite direction, just to be safe...
  18419. for ( i = 0, l = holes.length; i < l; i ++ ) {
  18420. hole = holes[ i ];
  18421. if ( THREE.Shape.Utils.isClockWise( hole ) ) {
  18422. holes[ i ] = hole.reverse();
  18423. }
  18424. }
  18425. reverse = false;
  18426. }
  18427. var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
  18428. // Vertices
  18429. var contour = vertices;
  18430. for ( i = 0, l = holes.length; i < l; i ++ ) {
  18431. hole = holes[ i ];
  18432. vertices = vertices.concat( hole );
  18433. }
  18434. //
  18435. var vert, vlen = vertices.length;
  18436. var face, flen = faces.length;
  18437. var cont, clen = contour.length;
  18438. for ( i = 0; i < vlen; i ++ ) {
  18439. vert = vertices[ i ];
  18440. this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
  18441. }
  18442. for ( i = 0; i < flen; i ++ ) {
  18443. face = faces[ i ];
  18444. var a = face[ 0 ] + shapesOffset;
  18445. var b = face[ 1 ] + shapesOffset;
  18446. var c = face[ 2 ] + shapesOffset;
  18447. this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
  18448. this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );
  18449. }
  18450. };
  18451. // File:src/extras/geometries/LatheGeometry.js
  18452. /**
  18453. * @author astrodud / http://astrodud.isgreat.org/
  18454. * @author zz85 / https://github.com/zz85
  18455. * @author bhouston / http://exocortex.com
  18456. */
  18457. // points - to create a closed torus, one must use a set of points
  18458. // like so: [ a, b, c, d, a ], see first is the same as last.
  18459. // segments - the number of circumference segments to create
  18460. // phiStart - the starting radian
  18461. // phiLength - the radian (0 to 2*PI) range of the lathed section
  18462. // 2*pi is a closed lathe, less than 2PI is a portion.
  18463. THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
  18464. THREE.Geometry.call( this );
  18465. segments = segments || 12;
  18466. phiStart = phiStart || 0;
  18467. phiLength = phiLength || 2 * Math.PI;
  18468. var inversePointLength = 1.0 / ( points.length - 1 );
  18469. var inverseSegments = 1.0 / segments;
  18470. for ( var i = 0, il = segments; i <= il; i ++ ) {
  18471. var phi = phiStart + i * inverseSegments * phiLength;
  18472. var c = Math.cos( phi ),
  18473. s = Math.sin( phi );
  18474. for ( var j = 0, jl = points.length; j < jl; j ++ ) {
  18475. var pt = points[ j ];
  18476. var vertex = new THREE.Vector3();
  18477. vertex.x = c * pt.x - s * pt.y;
  18478. vertex.y = s * pt.x + c * pt.y;
  18479. vertex.z = pt.z;
  18480. this.vertices.push( vertex );
  18481. }
  18482. }
  18483. var np = points.length;
  18484. for ( var i = 0, il = segments; i < il; i ++ ) {
  18485. for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
  18486. var base = j + np * i;
  18487. var a = base;
  18488. var b = base + np;
  18489. var c = base + 1 + np;
  18490. var d = base + 1;
  18491. var u0 = i * inverseSegments;
  18492. var v0 = j * inversePointLength;
  18493. var u1 = u0 + inverseSegments;
  18494. var v1 = v0 + inversePointLength;
  18495. this.faces.push( new THREE.Face3( a, b, d ) );
  18496. this.faceVertexUvs[ 0 ].push( [
  18497. new THREE.Vector2( u0, v0 ),
  18498. new THREE.Vector2( u1, v0 ),
  18499. new THREE.Vector2( u0, v1 )
  18500. ] );
  18501. this.faces.push( new THREE.Face3( b, c, d ) );
  18502. this.faceVertexUvs[ 0 ].push( [
  18503. new THREE.Vector2( u1, v0 ),
  18504. new THREE.Vector2( u1, v1 ),
  18505. new THREE.Vector2( u0, v1 )
  18506. ] );
  18507. }
  18508. }
  18509. this.mergeVertices();
  18510. this.computeFaceNormals();
  18511. this.computeVertexNormals();
  18512. };
  18513. THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18514. // File:src/extras/geometries/PlaneGeometry.js
  18515. /**
  18516. * @author mrdoob / http://mrdoob.com/
  18517. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
  18518. */
  18519. THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
  18520. THREE.Geometry.call( this );
  18521. this.parameters = {
  18522. width: width,
  18523. height: height,
  18524. widthSegments: widthSegments,
  18525. heightSegments: heightSegments
  18526. };
  18527. var ix, iz;
  18528. var width_half = width / 2;
  18529. var height_half = height / 2;
  18530. var gridX = widthSegments || 1;
  18531. var gridZ = heightSegments || 1;
  18532. var gridX1 = gridX + 1;
  18533. var gridZ1 = gridZ + 1;
  18534. var segment_width = width / gridX;
  18535. var segment_height = height / gridZ;
  18536. var normal = new THREE.Vector3( 0, 0, 1 );
  18537. for ( iz = 0; iz < gridZ1; iz ++ ) {
  18538. var y = iz * segment_height - height_half;
  18539. for ( ix = 0; ix < gridX1; ix ++ ) {
  18540. var x = ix * segment_width - width_half;
  18541. this.vertices.push( new THREE.Vector3( x, - y, 0 ) );
  18542. }
  18543. }
  18544. for ( iz = 0; iz < gridZ; iz ++ ) {
  18545. for ( ix = 0; ix < gridX; ix ++ ) {
  18546. var a = ix + gridX1 * iz;
  18547. var b = ix + gridX1 * ( iz + 1 );
  18548. var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
  18549. var d = ( ix + 1 ) + gridX1 * iz;
  18550. var uva = new THREE.Vector2( ix / gridX, 1 - iz / gridZ );
  18551. var uvb = new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ );
  18552. var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ );
  18553. var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ );
  18554. var face = new THREE.Face3( a, b, d );
  18555. face.normal.copy( normal );
  18556. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  18557. this.faces.push( face );
  18558. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  18559. face = new THREE.Face3( b, c, d );
  18560. face.normal.copy( normal );
  18561. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  18562. this.faces.push( face );
  18563. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  18564. }
  18565. }
  18566. };
  18567. THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18568. // File:src/extras/geometries/RingGeometry.js
  18569. /**
  18570. * @author Kaleb Murphy
  18571. */
  18572. THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  18573. THREE.Geometry.call( this );
  18574. innerRadius = innerRadius || 0;
  18575. outerRadius = outerRadius || 50;
  18576. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18577. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18578. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  18579. phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 8;
  18580. var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  18581. for ( i = 0; i < phiSegments + 1; i ++ ) { // concentric circles inside ring
  18582. for ( o = 0; o < thetaSegments + 1; o ++ ) { // number of segments per circle
  18583. var vertex = new THREE.Vector3();
  18584. var segment = thetaStart + o / thetaSegments * thetaLength;
  18585. vertex.x = radius * Math.cos( segment );
  18586. vertex.y = radius * Math.sin( segment );
  18587. this.vertices.push( vertex );
  18588. uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) );
  18589. }
  18590. radius += radiusStep;
  18591. }
  18592. var n = new THREE.Vector3( 0, 0, 1 );
  18593. for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring
  18594. var thetaSegment = i * (thetaSegments + 1);
  18595. for ( o = 0; o < thetaSegments ; o ++ ) { // number of segments per circle
  18596. var segment = o + thetaSegment;
  18597. var v1 = segment;
  18598. var v2 = segment + thetaSegments + 1;
  18599. var v3 = segment + thetaSegments + 2;
  18600. this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
  18601. this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
  18602. v1 = segment;
  18603. v2 = segment + thetaSegments + 2;
  18604. v3 = segment + 1;
  18605. this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
  18606. this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
  18607. }
  18608. }
  18609. this.computeFaceNormals();
  18610. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  18611. };
  18612. THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18613. // File:src/extras/geometries/SphereGeometry.js
  18614. /**
  18615. * @author mrdoob / http://mrdoob.com/
  18616. */
  18617. THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  18618. THREE.Geometry.call( this );
  18619. this.parameters = {
  18620. radius: radius,
  18621. widthSegments: widthSegments,
  18622. heightSegments: heightSegments,
  18623. phiStart: phiStart,
  18624. phiLength: phiLength,
  18625. thetaStart: thetaStart,
  18626. thetaLength: thetaLength
  18627. };
  18628. radius = radius || 50;
  18629. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  18630. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  18631. phiStart = phiStart !== undefined ? phiStart : 0;
  18632. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  18633. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18634. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  18635. var x, y, vertices = [], uvs = [];
  18636. for ( y = 0; y <= heightSegments; y ++ ) {
  18637. var verticesRow = [];
  18638. var uvsRow = [];
  18639. for ( x = 0; x <= widthSegments; x ++ ) {
  18640. var u = x / widthSegments;
  18641. var v = y / heightSegments;
  18642. var vertex = new THREE.Vector3();
  18643. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18644. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  18645. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  18646. this.vertices.push( vertex );
  18647. verticesRow.push( this.vertices.length - 1 );
  18648. uvsRow.push( new THREE.Vector2( u, 1 - v ) );
  18649. }
  18650. vertices.push( verticesRow );
  18651. uvs.push( uvsRow );
  18652. }
  18653. for ( y = 0; y < heightSegments; y ++ ) {
  18654. for ( x = 0; x < widthSegments; x ++ ) {
  18655. var v1 = vertices[ y ][ x + 1 ];
  18656. var v2 = vertices[ y ][ x ];
  18657. var v3 = vertices[ y + 1 ][ x ];
  18658. var v4 = vertices[ y + 1 ][ x + 1 ];
  18659. var n1 = this.vertices[ v1 ].clone().normalize();
  18660. var n2 = this.vertices[ v2 ].clone().normalize();
  18661. var n3 = this.vertices[ v3 ].clone().normalize();
  18662. var n4 = this.vertices[ v4 ].clone().normalize();
  18663. var uv1 = uvs[ y ][ x + 1 ].clone();
  18664. var uv2 = uvs[ y ][ x ].clone();
  18665. var uv3 = uvs[ y + 1 ][ x ].clone();
  18666. var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
  18667. if ( Math.abs( this.vertices[ v1 ].y ) === radius ) {
  18668. uv1.x = ( uv1.x + uv2.x ) / 2;
  18669. this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
  18670. this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
  18671. } else if ( Math.abs( this.vertices[ v3 ].y ) === radius ) {
  18672. uv3.x = ( uv3.x + uv4.x ) / 2;
  18673. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  18674. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  18675. } else {
  18676. this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
  18677. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
  18678. this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
  18679. this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
  18680. }
  18681. }
  18682. }
  18683. this.computeFaceNormals();
  18684. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  18685. };
  18686. THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18687. // File:src/extras/geometries/TextGeometry.js
  18688. /**
  18689. * @author zz85 / http://www.lab4games.net/zz85/blog
  18690. * @author alteredq / http://alteredqualia.com/
  18691. *
  18692. * For creating 3D text geometry in three.js
  18693. *
  18694. * Text = 3D Text
  18695. *
  18696. * parameters = {
  18697. * size: <float>, // size of the text
  18698. * height: <float>, // thickness to extrude text
  18699. * curveSegments: <int>, // number of points on the curves
  18700. *
  18701. * font: <string>, // font name
  18702. * weight: <string>, // font weight (normal, bold)
  18703. * style: <string>, // font style (normal, italics)
  18704. *
  18705. * bevelEnabled: <bool>, // turn on bevel
  18706. * bevelThickness: <float>, // how deep into text bevel goes
  18707. * bevelSize: <float>, // how far from text outline is bevel
  18708. * }
  18709. *
  18710. */
  18711. /* Usage Examples
  18712. // TextGeometry wrapper
  18713. var text3d = new TextGeometry( text, options );
  18714. // Complete manner
  18715. var textShapes = THREE.FontUtils.generateShapes( text, options );
  18716. var text3d = new ExtrudeGeometry( textShapes, options );
  18717. */
  18718. THREE.TextGeometry = function ( text, parameters ) {
  18719. parameters = parameters || {};
  18720. var textShapes = THREE.FontUtils.generateShapes( text, parameters );
  18721. // translate parameters to ExtrudeGeometry API
  18722. parameters.amount = parameters.height !== undefined ? parameters.height : 50;
  18723. // defaults
  18724. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  18725. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  18726. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  18727. THREE.ExtrudeGeometry.call( this, textShapes, parameters );
  18728. };
  18729. THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
  18730. // File:src/extras/geometries/TorusGeometry.js
  18731. /**
  18732. * @author oosmoxiecode
  18733. * @author mrdoob / http://mrdoob.com/
  18734. * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
  18735. */
  18736. THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
  18737. THREE.Geometry.call( this );
  18738. this.parameters = {
  18739. radius: radius,
  18740. tube: tube,
  18741. radialSegments: radialSegments,
  18742. tubularSegments: tubularSegments,
  18743. arc: arc
  18744. };
  18745. radius = radius || 100;
  18746. tube = tube || 40;
  18747. radialSegments = radialSegments || 8;
  18748. tubularSegments = tubularSegments || 6;
  18749. arc = arc || Math.PI * 2;
  18750. var center = new THREE.Vector3(), uvs = [], normals = [];
  18751. for ( var j = 0; j <= radialSegments; j ++ ) {
  18752. for ( var i = 0; i <= tubularSegments; i ++ ) {
  18753. var u = i / tubularSegments * arc;
  18754. var v = j / radialSegments * Math.PI * 2;
  18755. center.x = radius * Math.cos( u );
  18756. center.y = radius * Math.sin( u );
  18757. var vertex = new THREE.Vector3();
  18758. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  18759. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  18760. vertex.z = tube * Math.sin( v );
  18761. this.vertices.push( vertex );
  18762. uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) );
  18763. normals.push( vertex.clone().sub( center ).normalize() );
  18764. }
  18765. }
  18766. for ( var j = 1; j <= radialSegments; j ++ ) {
  18767. for ( var i = 1; i <= tubularSegments; i ++ ) {
  18768. var a = ( tubularSegments + 1 ) * j + i - 1;
  18769. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  18770. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  18771. var d = ( tubularSegments + 1 ) * j + i;
  18772. var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] );
  18773. this.faces.push( face );
  18774. this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] );
  18775. face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] );
  18776. this.faces.push( face );
  18777. this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
  18778. }
  18779. }
  18780. this.computeFaceNormals();
  18781. };
  18782. THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18783. // File:src/extras/geometries/TorusKnotGeometry.js
  18784. /**
  18785. * @author oosmoxiecode
  18786. * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  18787. */
  18788. THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
  18789. THREE.Geometry.call( this );
  18790. this.parameters = {
  18791. radius: radius,
  18792. tube: tube,
  18793. radialSegments: radialSegments,
  18794. tubularSegments: tubularSegments,
  18795. p: p,
  18796. q: q,
  18797. heightScale: heightScale
  18798. };
  18799. radius = radius || 100;
  18800. tube = tube || 40;
  18801. radialSegments = radialSegments || 64;
  18802. tubularSegments = tubularSegments || 8;
  18803. p = p || 2;
  18804. q = q || 3;
  18805. heightScale = heightScale || 1;
  18806. var grid = new Array( radialSegments );
  18807. var tang = new THREE.Vector3();
  18808. var n = new THREE.Vector3();
  18809. var bitan = new THREE.Vector3();
  18810. for ( var i = 0; i < radialSegments; ++ i ) {
  18811. grid[ i ] = new Array( tubularSegments );
  18812. var u = i / radialSegments * 2 * p * Math.PI;
  18813. var p1 = getPos( u, q, p, radius, heightScale );
  18814. var p2 = getPos( u + 0.01, q, p, radius, heightScale );
  18815. tang.subVectors( p2, p1 );
  18816. n.addVectors( p2, p1 );
  18817. bitan.crossVectors( tang, n );
  18818. n.crossVectors( bitan, tang );
  18819. bitan.normalize();
  18820. n.normalize();
  18821. for ( var j = 0; j < tubularSegments; ++ j ) {
  18822. var v = j / tubularSegments * 2 * Math.PI;
  18823. var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
  18824. var cy = tube * Math.sin( v );
  18825. var pos = new THREE.Vector3();
  18826. pos.x = p1.x + cx * n.x + cy * bitan.x;
  18827. pos.y = p1.y + cx * n.y + cy * bitan.y;
  18828. pos.z = p1.z + cx * n.z + cy * bitan.z;
  18829. grid[ i ][ j ] = this.vertices.push( pos ) - 1;
  18830. }
  18831. }
  18832. for ( var i = 0; i < radialSegments; ++ i ) {
  18833. for ( var j = 0; j < tubularSegments; ++ j ) {
  18834. var ip = ( i + 1 ) % radialSegments;
  18835. var jp = ( j + 1 ) % tubularSegments;
  18836. var a = grid[ i ][ j ];
  18837. var b = grid[ ip ][ j ];
  18838. var c = grid[ ip ][ jp ];
  18839. var d = grid[ i ][ jp ];
  18840. var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments );
  18841. var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments );
  18842. var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments );
  18843. var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments );
  18844. this.faces.push( new THREE.Face3( a, b, d ) );
  18845. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  18846. this.faces.push( new THREE.Face3( b, c, d ) );
  18847. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  18848. }
  18849. }
  18850. this.computeFaceNormals();
  18851. this.computeVertexNormals();
  18852. function getPos( u, in_q, in_p, radius, heightScale ) {
  18853. var cu = Math.cos( u );
  18854. var su = Math.sin( u );
  18855. var quOverP = in_q / in_p * u;
  18856. var cs = Math.cos( quOverP );
  18857. var tx = radius * ( 2 + cs ) * 0.5 * cu;
  18858. var ty = radius * ( 2 + cs ) * su * 0.5;
  18859. var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
  18860. return new THREE.Vector3( tx, ty, tz );
  18861. }
  18862. };
  18863. THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18864. // File:src/extras/geometries/TubeGeometry.js
  18865. /**
  18866. * @author WestLangley / https://github.com/WestLangley
  18867. * @author zz85 / https://github.com/zz85
  18868. * @author miningold / https://github.com/miningold
  18869. *
  18870. * Modified from the TorusKnotGeometry by @oosmoxiecode
  18871. *
  18872. * Creates a tube which extrudes along a 3d spline
  18873. *
  18874. * Uses parallel transport frames as described in
  18875. * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  18876. */
  18877. THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed ) {
  18878. THREE.Geometry.call( this );
  18879. this.parameters = {
  18880. path: path,
  18881. segments: segments,
  18882. radius: radius,
  18883. radialSegments: radialSegments,
  18884. closed: closed
  18885. };
  18886. segments = segments || 64;
  18887. radius = radius || 1;
  18888. radialSegments = radialSegments || 8;
  18889. closed = closed || false;
  18890. var grid = [];
  18891. var scope = this,
  18892. tangent,
  18893. normal,
  18894. binormal,
  18895. numpoints = segments + 1,
  18896. x, y, z,
  18897. tx, ty, tz,
  18898. u, v,
  18899. cx, cy,
  18900. pos, pos2 = new THREE.Vector3(),
  18901. i, j,
  18902. ip, jp,
  18903. a, b, c, d,
  18904. uva, uvb, uvc, uvd;
  18905. var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ),
  18906. tangents = frames.tangents,
  18907. normals = frames.normals,
  18908. binormals = frames.binormals;
  18909. // proxy internals
  18910. this.tangents = tangents;
  18911. this.normals = normals;
  18912. this.binormals = binormals;
  18913. function vert( x, y, z ) {
  18914. return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
  18915. }
  18916. // consruct the grid
  18917. for ( i = 0; i < numpoints; i ++ ) {
  18918. grid[ i ] = [];
  18919. u = i / ( numpoints - 1 );
  18920. pos = path.getPointAt( u );
  18921. tangent = tangents[ i ];
  18922. normal = normals[ i ];
  18923. binormal = binormals[ i ];
  18924. for ( j = 0; j < radialSegments; j ++ ) {
  18925. v = j / radialSegments * 2 * Math.PI;
  18926. cx = - radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
  18927. cy = radius * Math.sin( v );
  18928. pos2.copy( pos );
  18929. pos2.x += cx * normal.x + cy * binormal.x;
  18930. pos2.y += cx * normal.y + cy * binormal.y;
  18931. pos2.z += cx * normal.z + cy * binormal.z;
  18932. grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
  18933. }
  18934. }
  18935. // construct the mesh
  18936. for ( i = 0; i < segments; i ++ ) {
  18937. for ( j = 0; j < radialSegments; j ++ ) {
  18938. ip = ( closed ) ? (i + 1) % segments : i + 1;
  18939. jp = (j + 1) % radialSegments;
  18940. a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! ***
  18941. b = grid[ ip ][ j ];
  18942. c = grid[ ip ][ jp ];
  18943. d = grid[ i ][ jp ];
  18944. uva = new THREE.Vector2( i / segments, j / radialSegments );
  18945. uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments );
  18946. uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments );
  18947. uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments );
  18948. this.faces.push( new THREE.Face3( a, b, d ) );
  18949. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  18950. this.faces.push( new THREE.Face3( b, c, d ) );
  18951. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  18952. }
  18953. }
  18954. this.computeFaceNormals();
  18955. this.computeVertexNormals();
  18956. };
  18957. THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18958. // For computing of Frenet frames, exposing the tangents, normals and binormals the spline
  18959. THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
  18960. var tangent = new THREE.Vector3(),
  18961. normal = new THREE.Vector3(),
  18962. binormal = new THREE.Vector3(),
  18963. tangents = [],
  18964. normals = [],
  18965. binormals = [],
  18966. vec = new THREE.Vector3(),
  18967. mat = new THREE.Matrix4(),
  18968. numpoints = segments + 1,
  18969. theta,
  18970. epsilon = 0.0001,
  18971. smallest,
  18972. tx, ty, tz,
  18973. i, u, v;
  18974. // expose internals
  18975. this.tangents = tangents;
  18976. this.normals = normals;
  18977. this.binormals = binormals;
  18978. // compute the tangent vectors for each segment on the path
  18979. for ( i = 0; i < numpoints; i ++ ) {
  18980. u = i / ( numpoints - 1 );
  18981. tangents[ i ] = path.getTangentAt( u );
  18982. tangents[ i ].normalize();
  18983. }
  18984. initialNormal3();
  18985. /*
  18986. function initialNormal1(lastBinormal) {
  18987. // fixed start binormal. Has dangers of 0 vectors
  18988. normals[ 0 ] = new THREE.Vector3();
  18989. binormals[ 0 ] = new THREE.Vector3();
  18990. if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
  18991. normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
  18992. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  18993. }
  18994. function initialNormal2() {
  18995. // This uses the Frenet-Serret formula for deriving binormal
  18996. var t2 = path.getTangentAt( epsilon );
  18997. normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
  18998. binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
  18999. normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
  19000. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  19001. }
  19002. */
  19003. function initialNormal3() {
  19004. // select an initial normal vector perpenicular to the first tangent vector,
  19005. // and in the direction of the smallest tangent xyz component
  19006. normals[ 0 ] = new THREE.Vector3();
  19007. binormals[ 0 ] = new THREE.Vector3();
  19008. smallest = Number.MAX_VALUE;
  19009. tx = Math.abs( tangents[ 0 ].x );
  19010. ty = Math.abs( tangents[ 0 ].y );
  19011. tz = Math.abs( tangents[ 0 ].z );
  19012. if ( tx <= smallest ) {
  19013. smallest = tx;
  19014. normal.set( 1, 0, 0 );
  19015. }
  19016. if ( ty <= smallest ) {
  19017. smallest = ty;
  19018. normal.set( 0, 1, 0 );
  19019. }
  19020. if ( tz <= smallest ) {
  19021. normal.set( 0, 0, 1 );
  19022. }
  19023. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  19024. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  19025. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  19026. }
  19027. // compute the slowly-varying normal and binormal vectors for each segment on the path
  19028. for ( i = 1; i < numpoints; i ++ ) {
  19029. normals[ i ] = normals[ i-1 ].clone();
  19030. binormals[ i ] = binormals[ i-1 ].clone();
  19031. vec.crossVectors( tangents[ i-1 ], tangents[ i ] );
  19032. if ( vec.length() > epsilon ) {
  19033. vec.normalize();
  19034. theta = Math.acos( THREE.Math.clamp( tangents[ i-1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
  19035. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  19036. }
  19037. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  19038. }
  19039. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  19040. if ( closed ) {
  19041. theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints-1 ] ), - 1, 1 ) );
  19042. theta /= ( numpoints - 1 );
  19043. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
  19044. theta = - theta;
  19045. }
  19046. for ( i = 1; i < numpoints; i ++ ) {
  19047. // twist a little...
  19048. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  19049. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  19050. }
  19051. }
  19052. };
  19053. // File:src/extras/geometries/PolyhedronGeometry.js
  19054. /**
  19055. * @author clockworkgeek / https://github.com/clockworkgeek
  19056. * @author timothypratley / https://github.com/timothypratley
  19057. * @author WestLangley / http://github.com/WestLangley
  19058. */
  19059. THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) {
  19060. THREE.Geometry.call( this );
  19061. radius = radius || 1;
  19062. detail = detail || 0;
  19063. var that = this;
  19064. for ( var i = 0, l = vertices.length; i < l; i += 3 ) {
  19065. prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
  19066. }
  19067. var midpoints = [], p = this.vertices;
  19068. var faces = [];
  19069. for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) {
  19070. var v1 = p[ indices[ i ] ];
  19071. var v2 = p[ indices[ i + 1 ] ];
  19072. var v3 = p[ indices[ i + 2 ] ];
  19073. faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
  19074. }
  19075. var centroid = new THREE.Vector3();
  19076. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19077. subdivide( faces[ i ], detail );
  19078. }
  19079. // Handle case when face straddles the seam
  19080. for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
  19081. var uvs = this.faceVertexUvs[ 0 ][ i ];
  19082. var x0 = uvs[ 0 ].x;
  19083. var x1 = uvs[ 1 ].x;
  19084. var x2 = uvs[ 2 ].x;
  19085. var max = Math.max( x0, Math.max( x1, x2 ) );
  19086. var min = Math.min( x0, Math.min( x1, x2 ) );
  19087. if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary
  19088. if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
  19089. if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
  19090. if ( x2 < 0.2 ) uvs[ 2 ].x += 1;
  19091. }
  19092. }
  19093. // Apply radius
  19094. for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
  19095. this.vertices[ i ].multiplyScalar( radius );
  19096. }
  19097. // Merge vertices
  19098. this.mergeVertices();
  19099. this.computeFaceNormals();
  19100. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  19101. // Project vector onto sphere's surface
  19102. function prepare( vector ) {
  19103. var vertex = vector.normalize().clone();
  19104. vertex.index = that.vertices.push( vertex ) - 1;
  19105. // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
  19106. var u = azimuth( vector ) / 2 / Math.PI + 0.5;
  19107. var v = inclination( vector ) / Math.PI + 0.5;
  19108. vertex.uv = new THREE.Vector2( u, 1 - v );
  19109. return vertex;
  19110. }
  19111. // Approximate a curved face with recursively sub-divided triangles.
  19112. function make( v1, v2, v3 ) {
  19113. var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
  19114. that.faces.push( face );
  19115. centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
  19116. var azi = azimuth( centroid );
  19117. that.faceVertexUvs[ 0 ].push( [
  19118. correctUV( v1.uv, v1, azi ),
  19119. correctUV( v2.uv, v2, azi ),
  19120. correctUV( v3.uv, v3, azi )
  19121. ] );
  19122. }
  19123. // Analytically subdivide a face to the required detail level.
  19124. function subdivide( face, detail ) {
  19125. var cols = Math.pow(2, detail);
  19126. var cells = Math.pow(4, detail);
  19127. var a = prepare( that.vertices[ face.a ] );
  19128. var b = prepare( that.vertices[ face.b ] );
  19129. var c = prepare( that.vertices[ face.c ] );
  19130. var v = [];
  19131. // Construct all of the vertices for this subdivision.
  19132. for ( var i = 0 ; i <= cols; i ++ ) {
  19133. v[ i ] = [];
  19134. var aj = prepare( a.clone().lerp( c, i / cols ) );
  19135. var bj = prepare( b.clone().lerp( c, i / cols ) );
  19136. var rows = cols - i;
  19137. for ( var j = 0; j <= rows; j ++) {
  19138. if ( j == 0 && i == cols ) {
  19139. v[ i ][ j ] = aj;
  19140. } else {
  19141. v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );
  19142. }
  19143. }
  19144. }
  19145. // Construct all of the faces.
  19146. for ( var i = 0; i < cols ; i ++ ) {
  19147. for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) {
  19148. var k = Math.floor( j / 2 );
  19149. if ( j % 2 == 0 ) {
  19150. make(
  19151. v[ i ][ k + 1],
  19152. v[ i + 1 ][ k ],
  19153. v[ i ][ k ]
  19154. );
  19155. } else {
  19156. make(
  19157. v[ i ][ k + 1 ],
  19158. v[ i + 1][ k + 1],
  19159. v[ i + 1 ][ k ]
  19160. );
  19161. }
  19162. }
  19163. }
  19164. }
  19165. // Angle around the Y axis, counter-clockwise when looking from above.
  19166. function azimuth( vector ) {
  19167. return Math.atan2( vector.z, - vector.x );
  19168. }
  19169. // Angle above the XZ plane.
  19170. function inclination( vector ) {
  19171. return Math.atan2( - vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  19172. }
  19173. // Texture fixing helper. Spheres have some odd behaviours.
  19174. function correctUV( uv, vector, azimuth ) {
  19175. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
  19176. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
  19177. return uv.clone();
  19178. }
  19179. };
  19180. THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19181. // File:src/extras/geometries/IcosahedronGeometry.js
  19182. /**
  19183. * @author timothypratley / https://github.com/timothypratley
  19184. */
  19185. THREE.IcosahedronGeometry = function ( radius, detail ) {
  19186. this.parameters = {
  19187. radius: radius,
  19188. detail: detail
  19189. };
  19190. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  19191. var vertices = [
  19192. - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t, 0,
  19193. 0, - 1, t, 0, 1, t, 0, - 1, - t, 0, 1, - t,
  19194. t, 0, - 1, t, 0, 1, - t, 0, - 1, - t, 0, 1
  19195. ];
  19196. var indices = [
  19197. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  19198. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  19199. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  19200. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  19201. ];
  19202. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  19203. };
  19204. THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19205. // File:src/extras/geometries/OctahedronGeometry.js
  19206. /**
  19207. * @author timothypratley / https://github.com/timothypratley
  19208. */
  19209. THREE.OctahedronGeometry = function ( radius, detail ) {
  19210. this.parameters = {
  19211. radius: radius,
  19212. detail: detail
  19213. };
  19214. var vertices = [
  19215. 1, 0, 0, - 1, 0, 0, 0, 1, 0, 0,- 1, 0, 0, 0, 1, 0, 0,- 1
  19216. ];
  19217. var indices = [
  19218. 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2
  19219. ];
  19220. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  19221. };
  19222. THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19223. // File:src/extras/geometries/TetrahedronGeometry.js
  19224. /**
  19225. * @author timothypratley / https://github.com/timothypratley
  19226. */
  19227. THREE.TetrahedronGeometry = function ( radius, detail ) {
  19228. var vertices = [
  19229. 1, 1, 1, - 1, - 1, 1, - 1, 1, - 1, 1, - 1, - 1
  19230. ];
  19231. var indices = [
  19232. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  19233. ];
  19234. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  19235. };
  19236. THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19237. // File:src/extras/geometries/ParametricGeometry.js
  19238. /**
  19239. * @author zz85 / https://github.com/zz85
  19240. * Parametric Surfaces Geometry
  19241. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  19242. *
  19243. * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements );
  19244. *
  19245. */
  19246. THREE.ParametricGeometry = function ( func, slices, stacks ) {
  19247. THREE.Geometry.call( this );
  19248. var verts = this.vertices;
  19249. var faces = this.faces;
  19250. var uvs = this.faceVertexUvs[ 0 ];
  19251. var i, il, j, p;
  19252. var u, v;
  19253. var stackCount = stacks + 1;
  19254. var sliceCount = slices + 1;
  19255. for ( i = 0; i <= stacks; i ++ ) {
  19256. v = i / stacks;
  19257. for ( j = 0; j <= slices; j ++ ) {
  19258. u = j / slices;
  19259. p = func( u, v );
  19260. verts.push( p );
  19261. }
  19262. }
  19263. var a, b, c, d;
  19264. var uva, uvb, uvc, uvd;
  19265. for ( i = 0; i < stacks; i ++ ) {
  19266. for ( j = 0; j < slices; j ++ ) {
  19267. a = i * sliceCount + j;
  19268. b = i * sliceCount + j + 1;
  19269. c = (i + 1) * sliceCount + j + 1;
  19270. d = (i + 1) * sliceCount + j;
  19271. uva = new THREE.Vector2( j / slices, i / stacks );
  19272. uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
  19273. uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
  19274. uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
  19275. faces.push( new THREE.Face3( a, b, d ) );
  19276. uvs.push( [ uva, uvb, uvd ] );
  19277. faces.push( new THREE.Face3( b, c, d ) );
  19278. uvs.push( [ uvb.clone(), uvc, uvd.clone() ] );
  19279. }
  19280. }
  19281. // console.log(this);
  19282. // magic bullet
  19283. // var diff = this.mergeVertices();
  19284. // console.log('removed ', diff, ' vertices by merging');
  19285. this.computeFaceNormals();
  19286. this.computeVertexNormals();
  19287. };
  19288. THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19289. // File:src/extras/helpers/AxisHelper.js
  19290. /**
  19291. * @author sroucheray / http://sroucheray.org/
  19292. * @author mrdoob / http://mrdoob.com/
  19293. */
  19294. THREE.AxisHelper = function ( size ) {
  19295. size = size || 1;
  19296. var vertices = new Float32Array( [
  19297. 0, 0, 0, size, 0, 0,
  19298. 0, 0, 0, 0, size, 0,
  19299. 0, 0, 0, 0, 0, size
  19300. ] );
  19301. var colors = new Float32Array( [
  19302. 1, 0, 0, 1, 0.6, 0,
  19303. 0, 1, 0, 0.6, 1, 0,
  19304. 0, 0, 1, 0, 0.6, 1
  19305. ] );
  19306. var geometry = new THREE.BufferGeometry();
  19307. geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  19308. geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  19309. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  19310. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  19311. };
  19312. THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
  19313. // File:src/extras/helpers/ArrowHelper.js
  19314. /**
  19315. * @author WestLangley / http://github.com/WestLangley
  19316. * @author zz85 / http://github.com/zz85
  19317. * @author bhouston / http://exocortex.com
  19318. *
  19319. * Creates an arrow for visualizing directions
  19320. *
  19321. * Parameters:
  19322. * dir - Vector3
  19323. * origin - Vector3
  19324. * length - Number
  19325. * color - color in hex value
  19326. * headLength - Number
  19327. * headWidth - Number
  19328. */
  19329. THREE.ArrowHelper = ( function () {
  19330. var lineGeometry = new THREE.Geometry();
  19331. lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 1, 0 ) );
  19332. var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 );
  19333. coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
  19334. return function ( dir, origin, length, color, headLength, headWidth ) {
  19335. // dir is assumed to be normalized
  19336. THREE.Object3D.call( this );
  19337. if ( color === undefined ) color = 0xffff00;
  19338. if ( length === undefined ) length = 1;
  19339. if ( headLength === undefined ) headLength = 0.2 * length;
  19340. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  19341. this.position.copy( origin );
  19342. this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) );
  19343. this.line.matrixAutoUpdate = false;
  19344. this.add( this.line );
  19345. this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) );
  19346. this.cone.matrixAutoUpdate = false;
  19347. this.add( this.cone );
  19348. this.setDirection( dir );
  19349. this.setLength( length, headLength, headWidth );
  19350. }
  19351. }() );
  19352. THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
  19353. THREE.ArrowHelper.prototype.setDirection = ( function () {
  19354. var axis = new THREE.Vector3();
  19355. var radians;
  19356. return function ( dir ) {
  19357. // dir is assumed to be normalized
  19358. if ( dir.y > 0.99999 ) {
  19359. this.quaternion.set( 0, 0, 0, 1 );
  19360. } else if ( dir.y < - 0.99999 ) {
  19361. this.quaternion.set( 1, 0, 0, 0 );
  19362. } else {
  19363. axis.set( dir.z, 0, - dir.x ).normalize();
  19364. radians = Math.acos( dir.y );
  19365. this.quaternion.setFromAxisAngle( axis, radians );
  19366. }
  19367. };
  19368. }() );
  19369. THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  19370. if ( headLength === undefined ) headLength = 0.2 * length;
  19371. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  19372. this.line.scale.set( 1, length, 1 );
  19373. this.line.updateMatrix();
  19374. this.cone.scale.set( headWidth, headLength, headWidth );
  19375. this.cone.position.y = length;
  19376. this.cone.updateMatrix();
  19377. };
  19378. THREE.ArrowHelper.prototype.setColor = function ( color ) {
  19379. this.line.material.color.set( color );
  19380. this.cone.material.color.set( color );
  19381. };
  19382. // File:src/extras/helpers/BoxHelper.js
  19383. /**
  19384. * @author mrdoob / http://mrdoob.com/
  19385. */
  19386. THREE.BoxHelper = function ( object ) {
  19387. var geometry = new THREE.BufferGeometry();
  19388. geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( 72 ), 3 ) );
  19389. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ), THREE.LinePieces );
  19390. if ( object !== undefined ) {
  19391. this.update( object );
  19392. }
  19393. };
  19394. THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype );
  19395. THREE.BoxHelper.prototype.update = function ( object ) {
  19396. var geometry = object.geometry;
  19397. if ( geometry.boundingBox === null ) {
  19398. geometry.computeBoundingBox();
  19399. }
  19400. var min = geometry.boundingBox.min;
  19401. var max = geometry.boundingBox.max;
  19402. /*
  19403. 5____4
  19404. 1/___0/|
  19405. | 6__|_7
  19406. 2/___3/
  19407. 0: max.x, max.y, max.z
  19408. 1: min.x, max.y, max.z
  19409. 2: min.x, min.y, max.z
  19410. 3: max.x, min.y, max.z
  19411. 4: max.x, max.y, min.z
  19412. 5: min.x, max.y, min.z
  19413. 6: min.x, min.y, min.z
  19414. 7: max.x, min.y, min.z
  19415. */
  19416. var vertices = this.geometry.attributes.position.array;
  19417. vertices[ 0 ] = max.x; vertices[ 1 ] = max.y; vertices[ 2 ] = max.z;
  19418. vertices[ 3 ] = min.x; vertices[ 4 ] = max.y; vertices[ 5 ] = max.z;
  19419. vertices[ 6 ] = min.x; vertices[ 7 ] = max.y; vertices[ 8 ] = max.z;
  19420. vertices[ 9 ] = min.x; vertices[ 10 ] = min.y; vertices[ 11 ] = max.z;
  19421. vertices[ 12 ] = min.x; vertices[ 13 ] = min.y; vertices[ 14 ] = max.z;
  19422. vertices[ 15 ] = max.x; vertices[ 16 ] = min.y; vertices[ 17 ] = max.z;
  19423. vertices[ 18 ] = max.x; vertices[ 19 ] = min.y; vertices[ 20 ] = max.z;
  19424. vertices[ 21 ] = max.x; vertices[ 22 ] = max.y; vertices[ 23 ] = max.z;
  19425. //
  19426. vertices[ 24 ] = max.x; vertices[ 25 ] = max.y; vertices[ 26 ] = min.z;
  19427. vertices[ 27 ] = min.x; vertices[ 28 ] = max.y; vertices[ 29 ] = min.z;
  19428. vertices[ 30 ] = min.x; vertices[ 31 ] = max.y; vertices[ 32 ] = min.z;
  19429. vertices[ 33 ] = min.x; vertices[ 34 ] = min.y; vertices[ 35 ] = min.z;
  19430. vertices[ 36 ] = min.x; vertices[ 37 ] = min.y; vertices[ 38 ] = min.z;
  19431. vertices[ 39 ] = max.x; vertices[ 40 ] = min.y; vertices[ 41 ] = min.z;
  19432. vertices[ 42 ] = max.x; vertices[ 43 ] = min.y; vertices[ 44 ] = min.z;
  19433. vertices[ 45 ] = max.x; vertices[ 46 ] = max.y; vertices[ 47 ] = min.z;
  19434. //
  19435. vertices[ 48 ] = max.x; vertices[ 49 ] = max.y; vertices[ 50 ] = max.z;
  19436. vertices[ 51 ] = max.x; vertices[ 52 ] = max.y; vertices[ 53 ] = min.z;
  19437. vertices[ 54 ] = min.x; vertices[ 55 ] = max.y; vertices[ 56 ] = max.z;
  19438. vertices[ 57 ] = min.x; vertices[ 58 ] = max.y; vertices[ 59 ] = min.z;
  19439. vertices[ 60 ] = min.x; vertices[ 61 ] = min.y; vertices[ 62 ] = max.z;
  19440. vertices[ 63 ] = min.x; vertices[ 64 ] = min.y; vertices[ 65 ] = min.z;
  19441. vertices[ 66 ] = max.x; vertices[ 67 ] = min.y; vertices[ 68 ] = max.z;
  19442. vertices[ 69 ] = max.x; vertices[ 70 ] = min.y; vertices[ 71 ] = min.z;
  19443. this.geometry.attributes.position.needsUpdate = true;
  19444. this.geometry.computeBoundingSphere();
  19445. this.matrixAutoUpdate = false;
  19446. this.matrixWorld = object.matrixWorld;
  19447. };
  19448. // File:src/extras/helpers/BoundingBoxHelper.js
  19449. /**
  19450. * @author WestLangley / http://github.com/WestLangley
  19451. */
  19452. // a helper to show the world-axis-aligned bounding box for an object
  19453. THREE.BoundingBoxHelper = function ( object, hex ) {
  19454. var color = ( hex !== undefined ) ? hex : 0x888888;
  19455. this.object = object;
  19456. this.box = new THREE.Box3();
  19457. THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );
  19458. };
  19459. THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );
  19460. THREE.BoundingBoxHelper.prototype.update = function () {
  19461. this.box.setFromObject( this.object );
  19462. this.box.size( this.scale );
  19463. this.box.center( this.position );
  19464. };
  19465. // File:src/extras/helpers/CameraHelper.js
  19466. /**
  19467. * @author alteredq / http://alteredqualia.com/
  19468. *
  19469. * - shows frustum, line of sight and up of the camera
  19470. * - suitable for fast updates
  19471. * - based on frustum visualization in lightgl.js shadowmap example
  19472. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  19473. */
  19474. THREE.CameraHelper = function ( camera ) {
  19475. var geometry = new THREE.Geometry();
  19476. var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
  19477. var pointMap = {};
  19478. // colors
  19479. var hexFrustum = 0xffaa00;
  19480. var hexCone = 0xff0000;
  19481. var hexUp = 0x00aaff;
  19482. var hexTarget = 0xffffff;
  19483. var hexCross = 0x333333;
  19484. // near
  19485. addLine( "n1", "n2", hexFrustum );
  19486. addLine( "n2", "n4", hexFrustum );
  19487. addLine( "n4", "n3", hexFrustum );
  19488. addLine( "n3", "n1", hexFrustum );
  19489. // far
  19490. addLine( "f1", "f2", hexFrustum );
  19491. addLine( "f2", "f4", hexFrustum );
  19492. addLine( "f4", "f3", hexFrustum );
  19493. addLine( "f3", "f1", hexFrustum );
  19494. // sides
  19495. addLine( "n1", "f1", hexFrustum );
  19496. addLine( "n2", "f2", hexFrustum );
  19497. addLine( "n3", "f3", hexFrustum );
  19498. addLine( "n4", "f4", hexFrustum );
  19499. // cone
  19500. addLine( "p", "n1", hexCone );
  19501. addLine( "p", "n2", hexCone );
  19502. addLine( "p", "n3", hexCone );
  19503. addLine( "p", "n4", hexCone );
  19504. // up
  19505. addLine( "u1", "u2", hexUp );
  19506. addLine( "u2", "u3", hexUp );
  19507. addLine( "u3", "u1", hexUp );
  19508. // target
  19509. addLine( "c", "t", hexTarget );
  19510. addLine( "p", "c", hexCross );
  19511. // cross
  19512. addLine( "cn1", "cn2", hexCross );
  19513. addLine( "cn3", "cn4", hexCross );
  19514. addLine( "cf1", "cf2", hexCross );
  19515. addLine( "cf3", "cf4", hexCross );
  19516. function addLine( a, b, hex ) {
  19517. addPoint( a, hex );
  19518. addPoint( b, hex );
  19519. }
  19520. function addPoint( id, hex ) {
  19521. geometry.vertices.push( new THREE.Vector3() );
  19522. geometry.colors.push( new THREE.Color( hex ) );
  19523. if ( pointMap[ id ] === undefined ) {
  19524. pointMap[ id ] = [];
  19525. }
  19526. pointMap[ id ].push( geometry.vertices.length - 1 );
  19527. }
  19528. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  19529. this.camera = camera;
  19530. this.matrixWorld = camera.matrixWorld;
  19531. this.matrixAutoUpdate = false;
  19532. this.pointMap = pointMap;
  19533. this.update();
  19534. };
  19535. THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
  19536. THREE.CameraHelper.prototype.update = function () {
  19537. var vector = new THREE.Vector3();
  19538. var camera = new THREE.Camera();
  19539. var projector = new THREE.Projector();
  19540. return function () {
  19541. var scope = this;
  19542. var w = 1, h = 1;
  19543. // we need just camera projection matrix
  19544. // world matrix must be identity
  19545. camera.projectionMatrix.copy( this.camera.projectionMatrix );
  19546. // center / target
  19547. setPoint( "c", 0, 0, - 1 );
  19548. setPoint( "t", 0, 0, 1 );
  19549. // near
  19550. setPoint( "n1", - w, - h, - 1 );
  19551. setPoint( "n2", w, - h, - 1 );
  19552. setPoint( "n3", - w, h, - 1 );
  19553. setPoint( "n4", w, h, - 1 );
  19554. // far
  19555. setPoint( "f1", - w, - h, 1 );
  19556. setPoint( "f2", w, - h, 1 );
  19557. setPoint( "f3", - w, h, 1 );
  19558. setPoint( "f4", w, h, 1 );
  19559. // up
  19560. setPoint( "u1", w * 0.7, h * 1.1, - 1 );
  19561. setPoint( "u2", - w * 0.7, h * 1.1, - 1 );
  19562. setPoint( "u3", 0, h * 2, - 1 );
  19563. // cross
  19564. setPoint( "cf1", - w, 0, 1 );
  19565. setPoint( "cf2", w, 0, 1 );
  19566. setPoint( "cf3", 0, - h, 1 );
  19567. setPoint( "cf4", 0, h, 1 );
  19568. setPoint( "cn1", - w, 0, - 1 );
  19569. setPoint( "cn2", w, 0, - 1 );
  19570. setPoint( "cn3", 0, - h, - 1 );
  19571. setPoint( "cn4", 0, h, - 1 );
  19572. function setPoint( point, x, y, z ) {
  19573. vector.set( x, y, z );
  19574. projector.unprojectVector( vector, camera );
  19575. var points = scope.pointMap[ point ];
  19576. if ( points !== undefined ) {
  19577. for ( var i = 0, il = points.length; i < il; i ++ ) {
  19578. scope.geometry.vertices[ points[ i ] ].copy( vector );
  19579. }
  19580. }
  19581. }
  19582. this.geometry.verticesNeedUpdate = true;
  19583. };
  19584. }();
  19585. // File:src/extras/helpers/DirectionalLightHelper.js
  19586. /**
  19587. * @author alteredq / http://alteredqualia.com/
  19588. * @author mrdoob / http://mrdoob.com/
  19589. * @author WestLangley / http://github.com/WestLangley
  19590. */
  19591. THREE.DirectionalLightHelper = function ( light, size ) {
  19592. THREE.Object3D.call( this );
  19593. this.light = light;
  19594. this.light.updateMatrixWorld();
  19595. this.matrixWorld = light.matrixWorld;
  19596. this.matrixAutoUpdate = false;
  19597. size = size || 1;
  19598. var geometry = new THREE.Geometry();
  19599. geometry.vertices.push(
  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. new THREE.Vector3( - size, size, 0 )
  19605. );
  19606. var material = new THREE.LineBasicMaterial( { fog: false } );
  19607. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19608. this.lightPlane = new THREE.Line( geometry, material );
  19609. this.add( this.lightPlane );
  19610. geometry = new THREE.Geometry();
  19611. geometry.vertices.push(
  19612. new THREE.Vector3(),
  19613. new THREE.Vector3()
  19614. );
  19615. material = new THREE.LineBasicMaterial( { fog: false } );
  19616. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19617. this.targetLine = new THREE.Line( geometry, material );
  19618. this.add( this.targetLine );
  19619. this.update();
  19620. };
  19621. THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  19622. THREE.DirectionalLightHelper.prototype.dispose = function () {
  19623. this.lightPlane.geometry.dispose();
  19624. this.lightPlane.material.dispose();
  19625. this.targetLine.geometry.dispose();
  19626. this.targetLine.material.dispose();
  19627. };
  19628. THREE.DirectionalLightHelper.prototype.update = function () {
  19629. var v1 = new THREE.Vector3();
  19630. var v2 = new THREE.Vector3();
  19631. var v3 = new THREE.Vector3();
  19632. return function () {
  19633. v1.setFromMatrixPosition( this.light.matrixWorld );
  19634. v2.setFromMatrixPosition( this.light.target.matrixWorld );
  19635. v3.subVectors( v2, v1 );
  19636. this.lightPlane.lookAt( v3 );
  19637. this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19638. this.targetLine.geometry.vertices[ 1 ].copy( v3 );
  19639. this.targetLine.geometry.verticesNeedUpdate = true;
  19640. this.targetLine.material.color.copy( this.lightPlane.material.color );
  19641. }
  19642. }();
  19643. // File:src/extras/helpers/EdgesHelper.js
  19644. /**
  19645. * @author WestLangley / http://github.com/WestLangley
  19646. */
  19647. THREE.EdgesHelper = function ( object, hex ) {
  19648. var color = ( hex !== undefined ) ? hex : 0xffffff;
  19649. var edge = [ 0, 0 ], hash = {};
  19650. var sortFunction = function ( a, b ) { return a - b };
  19651. var keys = [ 'a', 'b', 'c' ];
  19652. var geometry = new THREE.BufferGeometry();
  19653. var geometry2 = object.geometry.clone();
  19654. geometry2.mergeVertices();
  19655. geometry2.computeFaceNormals();
  19656. var vertices = geometry2.vertices;
  19657. var faces = geometry2.faces;
  19658. var numEdges = 0;
  19659. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19660. var face = faces[ i ];
  19661. for ( var j = 0; j < 3; j ++ ) {
  19662. edge[ 0 ] = face[ keys[ j ] ];
  19663. edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
  19664. edge.sort( sortFunction );
  19665. var key = edge.toString();
  19666. if ( hash[ key ] === undefined ) {
  19667. hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
  19668. numEdges ++;
  19669. } else {
  19670. hash[ key ].face2 = i;
  19671. }
  19672. }
  19673. }
  19674. geometry.addAttribute( 'position', new THREE.Float32Attribute( numEdges * 2 * 3, 3 ) );
  19675. var coords = geometry.attributes.position.array;
  19676. var index = 0;
  19677. for ( var key in hash ) {
  19678. var h = hash[ key ];
  19679. if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) < 0.9999 ) { // hardwired const OK
  19680. var vertex = vertices[ h.vert1 ];
  19681. coords[ index ++ ] = vertex.x;
  19682. coords[ index ++ ] = vertex.y;
  19683. coords[ index ++ ] = vertex.z;
  19684. vertex = vertices[ h.vert2 ];
  19685. coords[ index ++ ] = vertex.x;
  19686. coords[ index ++ ] = vertex.y;
  19687. coords[ index ++ ] = vertex.z;
  19688. }
  19689. }
  19690. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
  19691. this.matrixAutoUpdate = false;
  19692. this.matrixWorld = object.matrixWorld;
  19693. };
  19694. THREE.EdgesHelper.prototype = Object.create( THREE.Line.prototype );
  19695. // File:src/extras/helpers/FaceNormalsHelper.js
  19696. /**
  19697. * @author mrdoob / http://mrdoob.com/
  19698. * @author WestLangley / http://github.com/WestLangley
  19699. */
  19700. THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {
  19701. this.object = object;
  19702. this.size = ( size !== undefined ) ? size : 1;
  19703. var color = ( hex !== undefined ) ? hex : 0xffff00;
  19704. var width = ( linewidth !== undefined ) ? linewidth : 1;
  19705. var geometry = new THREE.Geometry();
  19706. var faces = this.object.geometry.faces;
  19707. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19708. geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
  19709. }
  19710. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  19711. this.matrixAutoUpdate = false;
  19712. this.normalMatrix = new THREE.Matrix3();
  19713. this.update();
  19714. };
  19715. THREE.FaceNormalsHelper.prototype = Object.create( THREE.Line.prototype );
  19716. THREE.FaceNormalsHelper.prototype.update = function () {
  19717. var vertices = this.geometry.vertices;
  19718. var object = this.object;
  19719. var objectVertices = object.geometry.vertices;
  19720. var objectFaces = object.geometry.faces;
  19721. var objectWorldMatrix = object.matrixWorld;
  19722. object.updateMatrixWorld( true );
  19723. this.normalMatrix.getNormalMatrix( objectWorldMatrix );
  19724. for ( var i = 0, i2 = 0, l = objectFaces.length; i < l; i ++, i2 += 2 ) {
  19725. var face = objectFaces[ i ];
  19726. vertices[ i2 ].copy( objectVertices[ face.a ] )
  19727. .add( objectVertices[ face.b ] )
  19728. .add( objectVertices[ face.c ] )
  19729. .divideScalar( 3 )
  19730. .applyMatrix4( objectWorldMatrix );
  19731. vertices[ i2 + 1 ].copy( face.normal )
  19732. .applyMatrix3( this.normalMatrix )
  19733. .normalize()
  19734. .multiplyScalar( this.size )
  19735. .add( vertices[ i2 ] );
  19736. }
  19737. this.geometry.verticesNeedUpdate = true;
  19738. return this;
  19739. };
  19740. // File:src/extras/helpers/GridHelper.js
  19741. /**
  19742. * @author mrdoob / http://mrdoob.com/
  19743. */
  19744. THREE.GridHelper = function ( size, step ) {
  19745. var geometry = new THREE.Geometry();
  19746. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  19747. this.color1 = new THREE.Color( 0x444444 );
  19748. this.color2 = new THREE.Color( 0x888888 );
  19749. for ( var i = - size; i <= size; i += step ) {
  19750. geometry.vertices.push(
  19751. new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ),
  19752. new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size )
  19753. );
  19754. var color = i === 0 ? this.color1 : this.color2;
  19755. geometry.colors.push( color, color, color, color );
  19756. }
  19757. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  19758. };
  19759. THREE.GridHelper.prototype = Object.create( THREE.Line.prototype );
  19760. THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) {
  19761. this.color1.set( colorCenterLine );
  19762. this.color2.set( colorGrid );
  19763. this.geometry.colorsNeedUpdate = true;
  19764. }
  19765. // File:src/extras/helpers/HemisphereLightHelper.js
  19766. /**
  19767. * @author alteredq / http://alteredqualia.com/
  19768. * @author mrdoob / http://mrdoob.com/
  19769. */
  19770. THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
  19771. THREE.Object3D.call( this );
  19772. this.light = light;
  19773. this.light.updateMatrixWorld();
  19774. this.matrixWorld = light.matrixWorld;
  19775. this.matrixAutoUpdate = false;
  19776. this.colors = [ new THREE.Color(), new THREE.Color() ];
  19777. var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  19778. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  19779. for ( var i = 0, il = 8; i < il; i ++ ) {
  19780. geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];
  19781. }
  19782. var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );
  19783. this.lightSphere = new THREE.Mesh( geometry, material );
  19784. this.add( this.lightSphere );
  19785. this.update();
  19786. };
  19787. THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  19788. THREE.HemisphereLightHelper.prototype.dispose = function () {
  19789. this.lightSphere.geometry.dispose();
  19790. this.lightSphere.material.dispose();
  19791. };
  19792. THREE.HemisphereLightHelper.prototype.update = function () {
  19793. var vector = new THREE.Vector3();
  19794. return function () {
  19795. this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
  19796. this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
  19797. this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  19798. this.lightSphere.geometry.colorsNeedUpdate = true;
  19799. }
  19800. }();
  19801. // File:src/extras/helpers/PointLightHelper.js
  19802. /**
  19803. * @author alteredq / http://alteredqualia.com/
  19804. * @author mrdoob / http://mrdoob.com/
  19805. */
  19806. THREE.PointLightHelper = function ( light, sphereSize ) {
  19807. this.light = light;
  19808. this.light.updateMatrixWorld();
  19809. var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  19810. var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
  19811. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19812. THREE.Mesh.call( this, geometry, material );
  19813. this.matrixWorld = this.light.matrixWorld;
  19814. this.matrixAutoUpdate = false;
  19815. /*
  19816. var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  19817. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  19818. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  19819. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  19820. var d = light.distance;
  19821. if ( d === 0.0 ) {
  19822. this.lightDistance.visible = false;
  19823. } else {
  19824. this.lightDistance.scale.set( d, d, d );
  19825. }
  19826. this.add( this.lightDistance );
  19827. */
  19828. };
  19829. THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype );
  19830. THREE.PointLightHelper.prototype.dispose = function () {
  19831. this.geometry.dispose();
  19832. this.material.dispose();
  19833. };
  19834. THREE.PointLightHelper.prototype.update = function () {
  19835. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19836. /*
  19837. var d = this.light.distance;
  19838. if ( d === 0.0 ) {
  19839. this.lightDistance.visible = false;
  19840. } else {
  19841. this.lightDistance.visible = true;
  19842. this.lightDistance.scale.set( d, d, d );
  19843. }
  19844. */
  19845. };
  19846. // File:src/extras/helpers/SkeletonHelper.js
  19847. /**
  19848. * @author Sean Griffin / http://twitter.com/sgrif
  19849. * @author Michael Guerrero / http://realitymeltdown.com
  19850. * @author mrdoob / http://mrdoob.com/
  19851. */
  19852. THREE.SkeletonHelper = function ( object ) {
  19853. var skeleton = object.skeleton;
  19854. var geometry = new THREE.Geometry();
  19855. for ( var i = 0; i < skeleton.bones.length; i ++ ) {
  19856. var bone = skeleton.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.skeleton = skeleton;
  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.update = function () {
  19873. var geometry = this.geometry;
  19874. var j = 0;
  19875. for ( var i = 0; i < this.skeleton.bones.length; i ++ ) {
  19876. var bone = this.skeleton.bones[ i ];
  19877. if ( bone.parent instanceof THREE.Bone ) {
  19878. geometry.vertices[ j ].setFromMatrixPosition( bone.skinMatrix );
  19879. geometry.vertices[ j + 1 ].setFromMatrixPosition( bone.parent.skinMatrix );
  19880. j += 2;
  19881. }
  19882. }
  19883. geometry.verticesNeedUpdate = true;
  19884. geometry.computeBoundingSphere();
  19885. };
  19886. // File:src/extras/helpers/SpotLightHelper.js
  19887. /**
  19888. * @author alteredq / http://alteredqualia.com/
  19889. * @author mrdoob / http://mrdoob.com/
  19890. * @author WestLangley / http://github.com/WestLangley
  19891. */
  19892. THREE.SpotLightHelper = function ( light ) {
  19893. THREE.Object3D.call( this );
  19894. this.light = light;
  19895. this.light.updateMatrixWorld();
  19896. this.matrixWorld = light.matrixWorld;
  19897. this.matrixAutoUpdate = false;
  19898. var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true );
  19899. geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
  19900. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  19901. var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
  19902. this.cone = new THREE.Mesh( geometry, material );
  19903. this.add( this.cone );
  19904. this.update();
  19905. };
  19906. THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  19907. THREE.SpotLightHelper.prototype.dispose = function () {
  19908. this.cone.geometry.dispose();
  19909. this.cone.material.dispose();
  19910. };
  19911. THREE.SpotLightHelper.prototype.update = function () {
  19912. var vector = new THREE.Vector3();
  19913. var vector2 = new THREE.Vector3();
  19914. return function () {
  19915. var coneLength = this.light.distance ? this.light.distance : 10000;
  19916. var coneWidth = coneLength * Math.tan( this.light.angle );
  19917. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  19918. vector.setFromMatrixPosition( this.light.matrixWorld );
  19919. vector2.setFromMatrixPosition( this.light.target.matrixWorld );
  19920. this.cone.lookAt( vector2.sub( vector ) );
  19921. this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  19922. };
  19923. }();
  19924. // File:src/extras/helpers/VertexNormalsHelper.js
  19925. /**
  19926. * @author mrdoob / http://mrdoob.com/
  19927. * @author WestLangley / http://github.com/WestLangley
  19928. */
  19929. THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {
  19930. this.object = object;
  19931. this.size = ( size !== undefined ) ? size : 1;
  19932. var color = ( hex !== undefined ) ? hex : 0xff0000;
  19933. var width = ( linewidth !== undefined ) ? linewidth : 1;
  19934. var geometry = new THREE.Geometry();
  19935. var vertices = object.geometry.vertices;
  19936. var faces = object.geometry.faces;
  19937. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19938. var face = faces[ i ];
  19939. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  19940. geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
  19941. }
  19942. }
  19943. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  19944. this.matrixAutoUpdate = false;
  19945. this.normalMatrix = new THREE.Matrix3();
  19946. this.update();
  19947. };
  19948. THREE.VertexNormalsHelper.prototype = Object.create( THREE.Line.prototype );
  19949. THREE.VertexNormalsHelper.prototype.update = ( function ( object ) {
  19950. var v1 = new THREE.Vector3();
  19951. return function( object ) {
  19952. var keys = [ 'a', 'b', 'c', 'd' ];
  19953. this.object.updateMatrixWorld( true );
  19954. this.normalMatrix.getNormalMatrix( this.object.matrixWorld );
  19955. var vertices = this.geometry.vertices;
  19956. var verts = this.object.geometry.vertices;
  19957. var faces = this.object.geometry.faces;
  19958. var worldMatrix = this.object.matrixWorld;
  19959. var idx = 0;
  19960. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19961. var face = faces[ i ];
  19962. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  19963. var vertexId = face[ keys[ j ] ];
  19964. var vertex = verts[ vertexId ];
  19965. var normal = face.vertexNormals[ j ];
  19966. vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
  19967. v1.copy( normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size );
  19968. v1.add( vertices[ idx ] );
  19969. idx = idx + 1;
  19970. vertices[ idx ].copy( v1 );
  19971. idx = idx + 1;
  19972. }
  19973. }
  19974. this.geometry.verticesNeedUpdate = true;
  19975. return this;
  19976. }
  19977. }());
  19978. // File:src/extras/helpers/VertexTangentsHelper.js
  19979. /**
  19980. * @author mrdoob / http://mrdoob.com/
  19981. * @author WestLangley / http://github.com/WestLangley
  19982. */
  19983. THREE.VertexTangentsHelper = function ( object, size, hex, linewidth ) {
  19984. this.object = object;
  19985. this.size = ( size !== undefined ) ? size : 1;
  19986. var color = ( hex !== undefined ) ? hex : 0x0000ff;
  19987. var width = ( linewidth !== undefined ) ? linewidth : 1;
  19988. var geometry = new THREE.Geometry();
  19989. var vertices = object.geometry.vertices;
  19990. var faces = object.geometry.faces;
  19991. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  19992. var face = faces[ i ];
  19993. for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
  19994. geometry.vertices.push( new THREE.Vector3() );
  19995. geometry.vertices.push( new THREE.Vector3() );
  19996. }
  19997. }
  19998. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  19999. this.matrixAutoUpdate = false;
  20000. this.update();
  20001. };
  20002. THREE.VertexTangentsHelper.prototype = Object.create( THREE.Line.prototype );
  20003. THREE.VertexTangentsHelper.prototype.update = ( function ( object ) {
  20004. var v1 = new THREE.Vector3();
  20005. return function( object ) {
  20006. var keys = [ 'a', 'b', 'c', 'd' ];
  20007. this.object.updateMatrixWorld( true );
  20008. var vertices = this.geometry.vertices;
  20009. var verts = this.object.geometry.vertices;
  20010. var faces = this.object.geometry.faces;
  20011. var worldMatrix = this.object.matrixWorld;
  20012. var idx = 0;
  20013. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20014. var face = faces[ i ];
  20015. for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
  20016. var vertexId = face[ keys[ j ] ];
  20017. var vertex = verts[ vertexId ];
  20018. var tangent = face.vertexTangents[ j ];
  20019. vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
  20020. v1.copy( tangent ).transformDirection( worldMatrix ).multiplyScalar( this.size );
  20021. v1.add( vertices[ idx ] );
  20022. idx = idx + 1;
  20023. vertices[ idx ].copy( v1 );
  20024. idx = idx + 1;
  20025. }
  20026. }
  20027. this.geometry.verticesNeedUpdate = true;
  20028. return this;
  20029. }
  20030. }());
  20031. // File:src/extras/helpers/WireframeHelper.js
  20032. /**
  20033. * @author mrdoob / http://mrdoob.com/
  20034. */
  20035. THREE.WireframeHelper = function ( object, hex ) {
  20036. var color = ( hex !== undefined ) ? hex : 0xffffff;
  20037. var edge = [ 0, 0 ], hash = {};
  20038. var sortFunction = function ( a, b ) { return a - b };
  20039. var keys = [ 'a', 'b', 'c' ];
  20040. var geometry = new THREE.BufferGeometry();
  20041. if ( object.geometry instanceof THREE.Geometry ) {
  20042. var vertices = object.geometry.vertices;
  20043. var faces = object.geometry.faces;
  20044. var numEdges = 0;
  20045. // allocate maximal size
  20046. var edges = new Uint32Array( 6 * faces.length );
  20047. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20048. var face = faces[ i ];
  20049. for ( var j = 0; j < 3; j ++ ) {
  20050. edge[ 0 ] = face[ keys[ j ] ];
  20051. edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
  20052. edge.sort( sortFunction );
  20053. var key = edge.toString();
  20054. if ( hash[ key ] === undefined ) {
  20055. edges[ 2 * numEdges ] = edge[ 0 ];
  20056. edges[ 2 * numEdges + 1 ] = edge[ 1 ];
  20057. hash[ key ] = true;
  20058. numEdges ++;
  20059. }
  20060. }
  20061. }
  20062. var coords = new Float32Array( numEdges * 2 * 3 );
  20063. for ( var i = 0, l = numEdges; i < l; i ++ ) {
  20064. for ( var j = 0; j < 2; j ++ ) {
  20065. var vertex = vertices[ edges [ 2 * i + j] ];
  20066. var index = 6 * i + 3 * j;
  20067. coords[ index + 0 ] = vertex.x;
  20068. coords[ index + 1 ] = vertex.y;
  20069. coords[ index + 2 ] = vertex.z;
  20070. }
  20071. }
  20072. geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  20073. } else if ( object.geometry instanceof THREE.BufferGeometry ) {
  20074. if ( object.geometry.attributes.index !== undefined ) { // Indexed BufferGeometry
  20075. var vertices = object.geometry.attributes.position.array;
  20076. var indices = object.geometry.attributes.index.array;
  20077. var offsets = object.geometry.offsets;
  20078. var numEdges = 0;
  20079. // allocate maximal size
  20080. var edges = new Uint32Array( 2 * indices.length );
  20081. for ( var o = 0, ol = offsets.length; o < ol; ++ o ) {
  20082. var start = offsets[ o ].start;
  20083. var count = offsets[ o ].count;
  20084. var index = offsets[ o ].index;
  20085. for ( var i = start, il = start + count; i < il; i += 3 ) {
  20086. for ( var j = 0; j < 3; j ++ ) {
  20087. edge[ 0 ] = index + indices[ i + j ];
  20088. edge[ 1 ] = index + indices[ i + ( j + 1 ) % 3 ];
  20089. edge.sort( sortFunction );
  20090. var key = edge.toString();
  20091. if ( hash[ key ] === undefined ) {
  20092. edges[ 2 * numEdges ] = edge[ 0 ];
  20093. edges[ 2 * numEdges + 1 ] = edge[ 1 ];
  20094. hash[ key ] = true;
  20095. numEdges ++;
  20096. }
  20097. }
  20098. }
  20099. }
  20100. var coords = new Float32Array( numEdges * 2 * 3 );
  20101. for ( var i = 0, l = numEdges; i < l; i ++ ) {
  20102. for ( var j = 0; j < 2; j ++ ) {
  20103. var index = 6 * i + 3 * j;
  20104. var index2 = 3 * edges[ 2 * i + j];
  20105. coords[ index + 0 ] = vertices[ index2 ];
  20106. coords[ index + 1 ] = vertices[ index2 + 1 ];
  20107. coords[ index + 2 ] = vertices[ index2 + 2 ];
  20108. }
  20109. }
  20110. geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  20111. } else { // non-indexed BufferGeometry
  20112. var vertices = object.geometry.attributes.position.array;
  20113. var numEdges = vertices.length / 3;
  20114. var numTris = numEdges / 3;
  20115. var coords = new Float32Array( numEdges * 2 * 3 );
  20116. for ( var i = 0, l = numTris; i < l; i ++ ) {
  20117. for ( var j = 0; j < 3; j ++ ) {
  20118. var index = 18 * i + 6 * j;
  20119. var index1 = 9 * i + 3 * j;
  20120. coords[ index + 0 ] = vertices[ index1 ];
  20121. coords[ index + 1 ] = vertices[ index1 + 1 ];
  20122. coords[ index + 2 ] = vertices[ index1 + 2 ];
  20123. var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
  20124. coords[ index + 3 ] = vertices[ index2 ];
  20125. coords[ index + 4 ] = vertices[ index2 + 1 ];
  20126. coords[ index + 5 ] = vertices[ index2 + 2 ];
  20127. }
  20128. }
  20129. geometry.addAttribute( 'position', new THREE.BufferAttribute( coords, 3 ) );
  20130. }
  20131. }
  20132. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
  20133. this.matrixAutoUpdate = false;
  20134. this.matrixWorld = object.matrixWorld;
  20135. };
  20136. THREE.WireframeHelper.prototype = Object.create( THREE.Line.prototype );
  20137. // File:src/extras/objects/ImmediateRenderObject.js
  20138. /**
  20139. * @author alteredq / http://alteredqualia.com/
  20140. */
  20141. THREE.ImmediateRenderObject = function () {
  20142. THREE.Object3D.call( this );
  20143. this.render = function ( renderCallback ) {};
  20144. };
  20145. THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
  20146. // File:src/extras/objects/LensFlare.js
  20147. /**
  20148. * @author mikael emtinger / http://gomo.se/
  20149. * @author alteredq / http://alteredqualia.com/
  20150. */
  20151. THREE.LensFlare = function ( texture, size, distance, blending, color ) {
  20152. THREE.Object3D.call( this );
  20153. this.lensFlares = [];
  20154. this.positionScreen = new THREE.Vector3();
  20155. this.customUpdateCallback = undefined;
  20156. if( texture !== undefined ) {
  20157. this.add( texture, size, distance, blending, color );
  20158. }
  20159. };
  20160. THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
  20161. /*
  20162. * Add: adds another flare
  20163. */
  20164. THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
  20165. if( size === undefined ) size = - 1;
  20166. if( distance === undefined ) distance = 0;
  20167. if( opacity === undefined ) opacity = 1;
  20168. if( color === undefined ) color = new THREE.Color( 0xffffff );
  20169. if( blending === undefined ) blending = THREE.NormalBlending;
  20170. distance = Math.min( distance, Math.max( 0, distance ) );
  20171. this.lensFlares.push( { texture: texture, // THREE.Texture
  20172. size: size, // size in pixels (-1 = use texture.width)
  20173. distance: distance, // distance (0-1) from light source (0=at light source)
  20174. x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
  20175. scale: 1, // scale
  20176. rotation: 1, // rotation
  20177. opacity: opacity, // opacity
  20178. color: color, // color
  20179. blending: blending } ); // blending
  20180. };
  20181. /*
  20182. * Update lens flares update positions on all flares based on the screen position
  20183. * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
  20184. */
  20185. THREE.LensFlare.prototype.updateLensFlares = function () {
  20186. var f, fl = this.lensFlares.length;
  20187. var flare;
  20188. var vecX = - this.positionScreen.x * 2;
  20189. var vecY = - this.positionScreen.y * 2;
  20190. for( f = 0; f < fl; f ++ ) {
  20191. flare = this.lensFlares[ f ];
  20192. flare.x = this.positionScreen.x + vecX * flare.distance;
  20193. flare.y = this.positionScreen.y + vecY * flare.distance;
  20194. flare.wantedRotation = flare.x * Math.PI * 0.25;
  20195. flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
  20196. }
  20197. };
  20198. // File:src/extras/objects/MorphBlendMesh.js
  20199. /**
  20200. * @author alteredq / http://alteredqualia.com/
  20201. */
  20202. THREE.MorphBlendMesh = function( geometry, material ) {
  20203. THREE.Mesh.call( this, geometry, material );
  20204. this.animationsMap = {};
  20205. this.animationsList = [];
  20206. // prepare default animation
  20207. // (all frames played together in 1 second)
  20208. var numFrames = this.geometry.morphTargets.length;
  20209. var name = "__default";
  20210. var startFrame = 0;
  20211. var endFrame = numFrames - 1;
  20212. var fps = numFrames / 1;
  20213. this.createAnimation( name, startFrame, endFrame, fps );
  20214. this.setAnimationWeight( name, 1 );
  20215. };
  20216. THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
  20217. THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
  20218. var animation = {
  20219. startFrame: start,
  20220. endFrame: end,
  20221. length: end - start + 1,
  20222. fps: fps,
  20223. duration: ( end - start ) / fps,
  20224. lastFrame: 0,
  20225. currentFrame: 0,
  20226. active: false,
  20227. time: 0,
  20228. direction: 1,
  20229. weight: 1,
  20230. directionBackwards: false,
  20231. mirroredLoop: false
  20232. };
  20233. this.animationsMap[ name ] = animation;
  20234. this.animationsList.push( animation );
  20235. };
  20236. THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
  20237. var pattern = /([a-z]+)_?(\d+)/;
  20238. var firstAnimation, frameRanges = {};
  20239. var geometry = this.geometry;
  20240. for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
  20241. var morph = geometry.morphTargets[ i ];
  20242. var chunks = morph.name.match( pattern );
  20243. if ( chunks && chunks.length > 1 ) {
  20244. var name = chunks[ 1 ];
  20245. var num = chunks[ 2 ];
  20246. if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };
  20247. var range = frameRanges[ name ];
  20248. if ( i < range.start ) range.start = i;
  20249. if ( i > range.end ) range.end = i;
  20250. if ( ! firstAnimation ) firstAnimation = name;
  20251. }
  20252. }
  20253. for ( var name in frameRanges ) {
  20254. var range = frameRanges[ name ];
  20255. this.createAnimation( name, range.start, range.end, fps );
  20256. }
  20257. this.firstAnimation = firstAnimation;
  20258. };
  20259. THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
  20260. var animation = this.animationsMap[ name ];
  20261. if ( animation ) {
  20262. animation.direction = 1;
  20263. animation.directionBackwards = false;
  20264. }
  20265. };
  20266. THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
  20267. var animation = this.animationsMap[ name ];
  20268. if ( animation ) {
  20269. animation.direction = - 1;
  20270. animation.directionBackwards = true;
  20271. }
  20272. };
  20273. THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
  20274. var animation = this.animationsMap[ name ];
  20275. if ( animation ) {
  20276. animation.fps = fps;
  20277. animation.duration = ( animation.end - animation.start ) / animation.fps;
  20278. }
  20279. };
  20280. THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
  20281. var animation = this.animationsMap[ name ];
  20282. if ( animation ) {
  20283. animation.duration = duration;
  20284. animation.fps = ( animation.end - animation.start ) / animation.duration;
  20285. }
  20286. };
  20287. THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
  20288. var animation = this.animationsMap[ name ];
  20289. if ( animation ) {
  20290. animation.weight = weight;
  20291. }
  20292. };
  20293. THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
  20294. var animation = this.animationsMap[ name ];
  20295. if ( animation ) {
  20296. animation.time = time;
  20297. }
  20298. };
  20299. THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
  20300. var time = 0;
  20301. var animation = this.animationsMap[ name ];
  20302. if ( animation ) {
  20303. time = animation.time;
  20304. }
  20305. return time;
  20306. };
  20307. THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
  20308. var duration = - 1;
  20309. var animation = this.animationsMap[ name ];
  20310. if ( animation ) {
  20311. duration = animation.duration;
  20312. }
  20313. return duration;
  20314. };
  20315. THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
  20316. var animation = this.animationsMap[ name ];
  20317. if ( animation ) {
  20318. animation.time = 0;
  20319. animation.active = true;
  20320. } else {
  20321. console.warn( "animation[" + name + "] undefined" );
  20322. }
  20323. };
  20324. THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
  20325. var animation = this.animationsMap[ name ];
  20326. if ( animation ) {
  20327. animation.active = false;
  20328. }
  20329. };
  20330. THREE.MorphBlendMesh.prototype.update = function ( delta ) {
  20331. for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
  20332. var animation = this.animationsList[ i ];
  20333. if ( ! animation.active ) continue;
  20334. var frameTime = animation.duration / animation.length;
  20335. animation.time += animation.direction * delta;
  20336. if ( animation.mirroredLoop ) {
  20337. if ( animation.time > animation.duration || animation.time < 0 ) {
  20338. animation.direction *= - 1;
  20339. if ( animation.time > animation.duration ) {
  20340. animation.time = animation.duration;
  20341. animation.directionBackwards = true;
  20342. }
  20343. if ( animation.time < 0 ) {
  20344. animation.time = 0;
  20345. animation.directionBackwards = false;
  20346. }
  20347. }
  20348. } else {
  20349. animation.time = animation.time % animation.duration;
  20350. if ( animation.time < 0 ) animation.time += animation.duration;
  20351. }
  20352. var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
  20353. var weight = animation.weight;
  20354. if ( keyframe !== animation.currentFrame ) {
  20355. this.morphTargetInfluences[ animation.lastFrame ] = 0;
  20356. this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
  20357. this.morphTargetInfluences[ keyframe ] = 0;
  20358. animation.lastFrame = animation.currentFrame;
  20359. animation.currentFrame = keyframe;
  20360. }
  20361. var mix = ( animation.time % frameTime ) / frameTime;
  20362. if ( animation.directionBackwards ) mix = 1 - mix;
  20363. this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
  20364. this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
  20365. }
  20366. };
  20367. // File:src/extras/renderers/plugins/LensFlarePlugin.js
  20368. /**
  20369. * @author mikael emtinger / http://gomo.se/
  20370. * @author alteredq / http://alteredqualia.com/
  20371. */
  20372. THREE.LensFlarePlugin = function () {
  20373. var flares = [];
  20374. var _gl, _renderer, _precision, _lensFlare = {};
  20375. this.init = function ( renderer ) {
  20376. _gl = renderer.context;
  20377. _renderer = renderer;
  20378. _precision = renderer.getPrecision();
  20379. _lensFlare.vertices = new Float32Array( 8 + 8 );
  20380. _lensFlare.faces = new Uint16Array( 6 );
  20381. var i = 0;
  20382. _lensFlare.vertices[ i ++ ] = - 1; _lensFlare.vertices[ i ++ ] = - 1; // vertex
  20383. _lensFlare.vertices[ i ++ ] = 0; _lensFlare.vertices[ i ++ ] = 0; // uv... etc.
  20384. _lensFlare.vertices[ i ++ ] = 1; _lensFlare.vertices[ i ++ ] = - 1;
  20385. _lensFlare.vertices[ i ++ ] = 1; _lensFlare.vertices[ i ++ ] = 0;
  20386. _lensFlare.vertices[ i ++ ] = 1; _lensFlare.vertices[ i ++ ] = 1;
  20387. _lensFlare.vertices[ i ++ ] = 1; _lensFlare.vertices[ i ++ ] = 1;
  20388. _lensFlare.vertices[ i ++ ] = - 1; _lensFlare.vertices[ i ++ ] = 1;
  20389. _lensFlare.vertices[ i ++ ] = 0; _lensFlare.vertices[ i ++ ] = 1;
  20390. i = 0;
  20391. _lensFlare.faces[ i ++ ] = 0; _lensFlare.faces[ i ++ ] = 1; _lensFlare.faces[ i ++ ] = 2;
  20392. _lensFlare.faces[ i ++ ] = 0; _lensFlare.faces[ i ++ ] = 2; _lensFlare.faces[ i ++ ] = 3;
  20393. // buffers
  20394. _lensFlare.vertexBuffer = _gl.createBuffer();
  20395. _lensFlare.elementBuffer = _gl.createBuffer();
  20396. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  20397. _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
  20398. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  20399. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
  20400. // textures
  20401. _lensFlare.tempTexture = _gl.createTexture();
  20402. _lensFlare.occlusionTexture = _gl.createTexture();
  20403. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  20404. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
  20405. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  20406. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  20407. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  20408. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  20409. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  20410. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  20411. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  20412. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  20413. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  20414. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  20415. if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
  20416. _lensFlare.hasVertexTexture = false;
  20417. _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ], _precision );
  20418. } else {
  20419. _lensFlare.hasVertexTexture = true;
  20420. _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ], _precision );
  20421. }
  20422. _lensFlare.attributes = {};
  20423. _lensFlare.uniforms = {};
  20424. _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
  20425. _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" );
  20426. _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
  20427. _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
  20428. _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
  20429. _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
  20430. _lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" );
  20431. _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
  20432. _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
  20433. _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
  20434. };
  20435. /*
  20436. * Render lens flares
  20437. * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  20438. * reads these back and calculates occlusion.
  20439. * Then _lensFlare.update_lensFlares() is called to re-position and
  20440. * update transparency of flares. Then they are rendered.
  20441. *
  20442. */
  20443. this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
  20444. flares.length = 0;
  20445. scene.traverseVisible( function ( child ) {
  20446. if ( child instanceof THREE.LensFlare ) {
  20447. flares.push( child );
  20448. }
  20449. } );
  20450. if ( flares.length === 0 ) return;
  20451. var tempPosition = new THREE.Vector3();
  20452. var invAspect = viewportHeight / viewportWidth,
  20453. halfViewportWidth = viewportWidth * 0.5,
  20454. halfViewportHeight = viewportHeight * 0.5;
  20455. var size = 16 / viewportHeight,
  20456. scale = new THREE.Vector2( size * invAspect, size );
  20457. var screenPosition = new THREE.Vector3( 1, 1, 0 ),
  20458. screenPositionPixels = new THREE.Vector2( 1, 1 );
  20459. var uniforms = _lensFlare.uniforms,
  20460. attributes = _lensFlare.attributes;
  20461. // set _lensFlare program and reset blending
  20462. _gl.useProgram( _lensFlare.program );
  20463. _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  20464. _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  20465. // loop through all lens flares to update their occlusion and positions
  20466. // setup gl and common used attribs/unforms
  20467. _gl.uniform1i( uniforms.occlusionMap, 0 );
  20468. _gl.uniform1i( uniforms.map, 1 );
  20469. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  20470. _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
  20471. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  20472. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  20473. _gl.disable( _gl.CULL_FACE );
  20474. _gl.depthMask( false );
  20475. for ( var i = 0, l = flares.length; i < l; i ++ ) {
  20476. size = 16 / viewportHeight;
  20477. scale.set( size * invAspect, size );
  20478. // calc object screen position
  20479. var flare = flares[ i ];
  20480. tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
  20481. tempPosition.applyMatrix4( camera.matrixWorldInverse );
  20482. tempPosition.applyProjection( camera.projectionMatrix );
  20483. // setup arrays for gl programs
  20484. screenPosition.copy( tempPosition )
  20485. screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
  20486. screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
  20487. // screen cull
  20488. if ( _lensFlare.hasVertexTexture || (
  20489. screenPositionPixels.x > 0 &&
  20490. screenPositionPixels.x < viewportWidth &&
  20491. screenPositionPixels.y > 0 &&
  20492. screenPositionPixels.y < viewportHeight ) ) {
  20493. // save current RGB to temp texture
  20494. _gl.activeTexture( _gl.TEXTURE1 );
  20495. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  20496. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
  20497. // render pink quad
  20498. _gl.uniform1i( uniforms.renderType, 0 );
  20499. _gl.uniform2f( uniforms.scale, scale.x, scale.y );
  20500. _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  20501. _gl.disable( _gl.BLEND );
  20502. _gl.enable( _gl.DEPTH_TEST );
  20503. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  20504. // copy result to occlusionMap
  20505. _gl.activeTexture( _gl.TEXTURE0 );
  20506. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  20507. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
  20508. // restore graphics
  20509. _gl.uniform1i( uniforms.renderType, 1 );
  20510. _gl.disable( _gl.DEPTH_TEST );
  20511. _gl.activeTexture( _gl.TEXTURE1 );
  20512. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  20513. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  20514. // update object positions
  20515. flare.positionScreen.copy( screenPosition )
  20516. if ( flare.customUpdateCallback ) {
  20517. flare.customUpdateCallback( flare );
  20518. } else {
  20519. flare.updateLensFlares();
  20520. }
  20521. // render flares
  20522. _gl.uniform1i( uniforms.renderType, 2 );
  20523. _gl.enable( _gl.BLEND );
  20524. for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
  20525. var sprite = flare.lensFlares[ j ];
  20526. if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
  20527. screenPosition.x = sprite.x;
  20528. screenPosition.y = sprite.y;
  20529. screenPosition.z = sprite.z;
  20530. size = sprite.size * sprite.scale / viewportHeight;
  20531. scale.x = size * invAspect;
  20532. scale.y = size;
  20533. _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  20534. _gl.uniform2f( uniforms.scale, scale.x, scale.y );
  20535. _gl.uniform1f( uniforms.rotation, sprite.rotation );
  20536. _gl.uniform1f( uniforms.opacity, sprite.opacity );
  20537. _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
  20538. _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
  20539. _renderer.setTexture( sprite.texture, 1 );
  20540. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  20541. }
  20542. }
  20543. }
  20544. }
  20545. // restore gl
  20546. _gl.enable( _gl.CULL_FACE );
  20547. _gl.enable( _gl.DEPTH_TEST );
  20548. _gl.depthMask( true );
  20549. };
  20550. function createProgram ( shader, precision ) {
  20551. var program = _gl.createProgram();
  20552. var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
  20553. var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
  20554. var prefix = "precision " + precision + " float;\n";
  20555. _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
  20556. _gl.shaderSource( vertexShader, prefix + shader.vertexShader );
  20557. _gl.compileShader( fragmentShader );
  20558. _gl.compileShader( vertexShader );
  20559. _gl.attachShader( program, fragmentShader );
  20560. _gl.attachShader( program, vertexShader );
  20561. _gl.linkProgram( program );
  20562. return program;
  20563. };
  20564. };
  20565. // File:src/extras/renderers/plugins/ShadowMapPlugin.js
  20566. /**
  20567. * @author alteredq / http://alteredqualia.com/
  20568. */
  20569. THREE.ShadowMapPlugin = function () {
  20570. var _gl,
  20571. _renderer,
  20572. _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
  20573. _frustum = new THREE.Frustum(),
  20574. _projScreenMatrix = new THREE.Matrix4(),
  20575. _min = new THREE.Vector3(),
  20576. _max = new THREE.Vector3(),
  20577. _matrixPosition = new THREE.Vector3(),
  20578. _renderList = [];
  20579. this.init = function ( renderer ) {
  20580. _gl = renderer.context;
  20581. _renderer = renderer;
  20582. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  20583. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  20584. _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  20585. _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  20586. _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
  20587. _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
  20588. _depthMaterial._shadowPass = true;
  20589. _depthMaterialMorph._shadowPass = true;
  20590. _depthMaterialSkin._shadowPass = true;
  20591. _depthMaterialMorphSkin._shadowPass = true;
  20592. };
  20593. this.render = function ( scene, camera ) {
  20594. if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
  20595. this.update( scene, camera );
  20596. };
  20597. this.update = function ( scene, camera ) {
  20598. var i, il, j, jl, n,
  20599. shadowMap, shadowMatrix, shadowCamera,
  20600. program, buffer, material,
  20601. webglObject, object, light,
  20602. lights = [],
  20603. k = 0,
  20604. fog = null;
  20605. // set GL state for depth map
  20606. _gl.clearColor( 1, 1, 1, 1 );
  20607. _gl.disable( _gl.BLEND );
  20608. _gl.enable( _gl.CULL_FACE );
  20609. _gl.frontFace( _gl.CCW );
  20610. if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
  20611. _gl.cullFace( _gl.FRONT );
  20612. } else {
  20613. _gl.cullFace( _gl.BACK );
  20614. }
  20615. _renderer.setDepthTest( true );
  20616. // preprocess lights
  20617. // - skip lights that are not casting shadows
  20618. // - create virtual lights for cascaded shadow maps
  20619. for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {
  20620. light = scene.__lights[ i ];
  20621. if ( ! light.castShadow ) continue;
  20622. if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
  20623. for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
  20624. var virtualLight;
  20625. if ( ! light.shadowCascadeArray[ n ] ) {
  20626. virtualLight = createVirtualLight( light, n );
  20627. virtualLight.originalCamera = camera;
  20628. var gyro = new THREE.Gyroscope();
  20629. gyro.position.copy( light.shadowCascadeOffset );
  20630. gyro.add( virtualLight );
  20631. gyro.add( virtualLight.target );
  20632. camera.add( gyro );
  20633. light.shadowCascadeArray[ n ] = virtualLight;
  20634. console.log( "Created virtualLight", virtualLight );
  20635. } else {
  20636. virtualLight = light.shadowCascadeArray[ n ];
  20637. }
  20638. updateVirtualLight( light, n );
  20639. lights[ k ] = virtualLight;
  20640. k ++;
  20641. }
  20642. } else {
  20643. lights[ k ] = light;
  20644. k ++;
  20645. }
  20646. }
  20647. // render depth map
  20648. for ( i = 0, il = lights.length; i < il; i ++ ) {
  20649. light = lights[ i ];
  20650. if ( ! light.shadowMap ) {
  20651. var shadowFilter = THREE.LinearFilter;
  20652. if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
  20653. shadowFilter = THREE.NearestFilter;
  20654. }
  20655. var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
  20656. light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
  20657. light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
  20658. light.shadowMatrix = new THREE.Matrix4();
  20659. }
  20660. if ( ! light.shadowCamera ) {
  20661. if ( light instanceof THREE.SpotLight ) {
  20662. light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
  20663. } else if ( light instanceof THREE.DirectionalLight ) {
  20664. light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
  20665. } else {
  20666. console.error( "Unsupported light type for shadow" );
  20667. continue;
  20668. }
  20669. scene.add( light.shadowCamera );
  20670. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  20671. }
  20672. if ( light.shadowCameraVisible && ! light.cameraHelper ) {
  20673. light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
  20674. light.shadowCamera.add( light.cameraHelper );
  20675. }
  20676. if ( light.isVirtual && virtualLight.originalCamera == camera ) {
  20677. updateShadowCamera( camera, light );
  20678. }
  20679. shadowMap = light.shadowMap;
  20680. shadowMatrix = light.shadowMatrix;
  20681. shadowCamera = light.shadowCamera;
  20682. shadowCamera.position.setFromMatrixPosition( light.matrixWorld );
  20683. _matrixPosition.setFromMatrixPosition( light.target.matrixWorld );
  20684. shadowCamera.lookAt( _matrixPosition );
  20685. shadowCamera.updateMatrixWorld();
  20686. shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
  20687. if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
  20688. if ( light.shadowCameraVisible ) light.cameraHelper.update();
  20689. // compute shadow matrix
  20690. shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
  20691. 0.0, 0.5, 0.0, 0.5,
  20692. 0.0, 0.0, 0.5, 0.5,
  20693. 0.0, 0.0, 0.0, 1.0 );
  20694. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  20695. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  20696. // update camera matrices and frustum
  20697. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  20698. _frustum.setFromMatrix( _projScreenMatrix );
  20699. // render shadow map
  20700. _renderer.setRenderTarget( shadowMap );
  20701. _renderer.clear();
  20702. // set object matrices & frustum culling
  20703. _renderList.length = 0;
  20704. projectObject(scene,scene,shadowCamera);
  20705. // render regular objects
  20706. var objectMaterial, useMorphing, useSkinning;
  20707. for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
  20708. webglObject = _renderList[ j ];
  20709. object = webglObject.object;
  20710. buffer = webglObject.buffer;
  20711. // culling is overriden globally for all objects
  20712. // while rendering depth map
  20713. // need to deal with MeshFaceMaterial somehow
  20714. // in that case just use the first of material.materials for now
  20715. // (proper solution would require to break objects by materials
  20716. // similarly to regular rendering and then set corresponding
  20717. // depth materials per each chunk instead of just once per object)
  20718. objectMaterial = getObjectMaterial( object );
  20719. useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
  20720. useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
  20721. if ( object.customDepthMaterial ) {
  20722. material = object.customDepthMaterial;
  20723. } else if ( useSkinning ) {
  20724. material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
  20725. } else if ( useMorphing ) {
  20726. material = _depthMaterialMorph;
  20727. } else {
  20728. material = _depthMaterial;
  20729. }
  20730. _renderer.setMaterialFaces( objectMaterial );
  20731. if ( buffer instanceof THREE.BufferGeometry ) {
  20732. _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
  20733. } else {
  20734. _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
  20735. }
  20736. }
  20737. // set matrices and render immediate objects
  20738. var renderList = scene.__webglObjectsImmediate;
  20739. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  20740. webglObject = renderList[ j ];
  20741. object = webglObject.object;
  20742. if ( object.visible && object.castShadow ) {
  20743. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  20744. _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
  20745. }
  20746. }
  20747. }
  20748. // restore GL state
  20749. var clearColor = _renderer.getClearColor(),
  20750. clearAlpha = _renderer.getClearAlpha();
  20751. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  20752. _gl.enable( _gl.BLEND );
  20753. if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
  20754. _gl.cullFace( _gl.BACK );
  20755. }
  20756. };
  20757. function projectObject(scene, object,shadowCamera){
  20758. if ( object.visible ) {
  20759. var webglObjects = scene.__webglObjects[object.id];
  20760. if (webglObjects && object.castShadow && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
  20761. for (var i = 0, l = webglObjects.length; i < l; i++){
  20762. var webglObject = webglObjects[i];
  20763. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  20764. _renderList.push(webglObject);
  20765. }
  20766. }
  20767. for(var i = 0, l = object.children.length; i < l; i++) {
  20768. projectObject(scene, object.children[i],shadowCamera);
  20769. }
  20770. }
  20771. }
  20772. function createVirtualLight( light, cascade ) {
  20773. var virtualLight = new THREE.DirectionalLight();
  20774. virtualLight.isVirtual = true;
  20775. virtualLight.onlyShadow = true;
  20776. virtualLight.castShadow = true;
  20777. virtualLight.shadowCameraNear = light.shadowCameraNear;
  20778. virtualLight.shadowCameraFar = light.shadowCameraFar;
  20779. virtualLight.shadowCameraLeft = light.shadowCameraLeft;
  20780. virtualLight.shadowCameraRight = light.shadowCameraRight;
  20781. virtualLight.shadowCameraBottom = light.shadowCameraBottom;
  20782. virtualLight.shadowCameraTop = light.shadowCameraTop;
  20783. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  20784. virtualLight.shadowDarkness = light.shadowDarkness;
  20785. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  20786. virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
  20787. virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
  20788. virtualLight.pointsWorld = [];
  20789. virtualLight.pointsFrustum = [];
  20790. var pointsWorld = virtualLight.pointsWorld,
  20791. pointsFrustum = virtualLight.pointsFrustum;
  20792. for ( var i = 0; i < 8; i ++ ) {
  20793. pointsWorld[ i ] = new THREE.Vector3();
  20794. pointsFrustum[ i ] = new THREE.Vector3();
  20795. }
  20796. var nearZ = light.shadowCascadeNearZ[ cascade ];
  20797. var farZ = light.shadowCascadeFarZ[ cascade ];
  20798. pointsFrustum[ 0 ].set( - 1, - 1, nearZ );
  20799. pointsFrustum[ 1 ].set( 1, - 1, nearZ );
  20800. pointsFrustum[ 2 ].set( - 1, 1, nearZ );
  20801. pointsFrustum[ 3 ].set( 1, 1, nearZ );
  20802. pointsFrustum[ 4 ].set( - 1, - 1, farZ );
  20803. pointsFrustum[ 5 ].set( 1, - 1, farZ );
  20804. pointsFrustum[ 6 ].set( - 1, 1, farZ );
  20805. pointsFrustum[ 7 ].set( 1, 1, farZ );
  20806. return virtualLight;
  20807. }
  20808. // Synchronize virtual light with the original light
  20809. function updateVirtualLight( light, cascade ) {
  20810. var virtualLight = light.shadowCascadeArray[ cascade ];
  20811. virtualLight.position.copy( light.position );
  20812. virtualLight.target.position.copy( light.target.position );
  20813. virtualLight.lookAt( virtualLight.target );
  20814. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  20815. virtualLight.shadowDarkness = light.shadowDarkness;
  20816. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  20817. var nearZ = light.shadowCascadeNearZ[ cascade ];
  20818. var farZ = light.shadowCascadeFarZ[ cascade ];
  20819. var pointsFrustum = virtualLight.pointsFrustum;
  20820. pointsFrustum[ 0 ].z = nearZ;
  20821. pointsFrustum[ 1 ].z = nearZ;
  20822. pointsFrustum[ 2 ].z = nearZ;
  20823. pointsFrustum[ 3 ].z = nearZ;
  20824. pointsFrustum[ 4 ].z = farZ;
  20825. pointsFrustum[ 5 ].z = farZ;
  20826. pointsFrustum[ 6 ].z = farZ;
  20827. pointsFrustum[ 7 ].z = farZ;
  20828. }
  20829. // Fit shadow camera's ortho frustum to camera frustum
  20830. function updateShadowCamera( camera, light ) {
  20831. var shadowCamera = light.shadowCamera,
  20832. pointsFrustum = light.pointsFrustum,
  20833. pointsWorld = light.pointsWorld;
  20834. _min.set( Infinity, Infinity, Infinity );
  20835. _max.set( - Infinity, - Infinity, - Infinity );
  20836. for ( var i = 0; i < 8; i ++ ) {
  20837. var p = pointsWorld[ i ];
  20838. p.copy( pointsFrustum[ i ] );
  20839. THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
  20840. p.applyMatrix4( shadowCamera.matrixWorldInverse );
  20841. if ( p.x < _min.x ) _min.x = p.x;
  20842. if ( p.x > _max.x ) _max.x = p.x;
  20843. if ( p.y < _min.y ) _min.y = p.y;
  20844. if ( p.y > _max.y ) _max.y = p.y;
  20845. if ( p.z < _min.z ) _min.z = p.z;
  20846. if ( p.z > _max.z ) _max.z = p.z;
  20847. }
  20848. shadowCamera.left = _min.x;
  20849. shadowCamera.right = _max.x;
  20850. shadowCamera.top = _max.y;
  20851. shadowCamera.bottom = _min.y;
  20852. // can't really fit near/far
  20853. //shadowCamera.near = _min.z;
  20854. //shadowCamera.far = _max.z;
  20855. shadowCamera.updateProjectionMatrix();
  20856. }
  20857. // For the moment just ignore objects that have multiple materials with different animation methods
  20858. // Only the first material will be taken into account for deciding which depth material to use for shadow maps
  20859. function getObjectMaterial( object ) {
  20860. return object.material instanceof THREE.MeshFaceMaterial
  20861. ? object.material.materials[ 0 ]
  20862. : object.material;
  20863. };
  20864. };
  20865. THREE.ShadowMapPlugin.__projector = new THREE.Projector();
  20866. // File:src/extras/renderers/plugins/SpritePlugin.js
  20867. /**
  20868. * @author mikael emtinger / http://gomo.se/
  20869. * @author alteredq / http://alteredqualia.com/
  20870. */
  20871. THREE.SpritePlugin = function () {
  20872. var _gl, _renderer, _texture;
  20873. var sprites = [];
  20874. var vertices, faces, vertexBuffer, elementBuffer;
  20875. var program, attributes, uniforms;
  20876. this.init = function ( renderer ) {
  20877. _gl = renderer.context;
  20878. _renderer = renderer;
  20879. vertices = new Float32Array( [
  20880. - 0.5, - 0.5, 0, 0,
  20881. 0.5, - 0.5, 1, 0,
  20882. 0.5, 0.5, 1, 1,
  20883. - 0.5, 0.5, 0, 1
  20884. ] );
  20885. faces = new Uint16Array( [
  20886. 0, 1, 2,
  20887. 0, 2, 3
  20888. ] );
  20889. vertexBuffer = _gl.createBuffer();
  20890. elementBuffer = _gl.createBuffer();
  20891. _gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
  20892. _gl.bufferData( _gl.ARRAY_BUFFER, vertices, _gl.STATIC_DRAW );
  20893. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  20894. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faces, _gl.STATIC_DRAW );
  20895. program = createProgram();
  20896. attributes = {
  20897. position: _gl.getAttribLocation ( program, 'position' ),
  20898. uv: _gl.getAttribLocation ( program, 'uv' )
  20899. };
  20900. uniforms = {
  20901. uvOffset: _gl.getUniformLocation( program, 'uvOffset' ),
  20902. uvScale: _gl.getUniformLocation( program, 'uvScale' ),
  20903. rotation: _gl.getUniformLocation( program, 'rotation' ),
  20904. scale: _gl.getUniformLocation( program, 'scale' ),
  20905. color: _gl.getUniformLocation( program, 'color' ),
  20906. map: _gl.getUniformLocation( program, 'map' ),
  20907. opacity: _gl.getUniformLocation( program, 'opacity' ),
  20908. modelViewMatrix: _gl.getUniformLocation( program, 'modelViewMatrix' ),
  20909. projectionMatrix: _gl.getUniformLocation( program, 'projectionMatrix' ),
  20910. fogType: _gl.getUniformLocation( program, 'fogType' ),
  20911. fogDensity: _gl.getUniformLocation( program, 'fogDensity' ),
  20912. fogNear: _gl.getUniformLocation( program, 'fogNear' ),
  20913. fogFar: _gl.getUniformLocation( program, 'fogFar' ),
  20914. fogColor: _gl.getUniformLocation( program, 'fogColor' ),
  20915. alphaTest: _gl.getUniformLocation( program, 'alphaTest' )
  20916. };
  20917. var canvas = document.createElement( 'canvas' );
  20918. canvas.width = 8;
  20919. canvas.height = 8;
  20920. var context = canvas.getContext( '2d' );
  20921. context.fillStyle = 'white';
  20922. context.fillRect( 0, 0, 8, 8 );
  20923. _texture = new THREE.Texture( canvas );
  20924. _texture.needsUpdate = true;
  20925. };
  20926. this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
  20927. sprites.length = 0;
  20928. scene.traverseVisible( function ( child ) {
  20929. if ( child instanceof THREE.Sprite ) {
  20930. sprites.push( child );
  20931. }
  20932. } );
  20933. if ( sprites.length === 0 ) return;
  20934. // setup gl
  20935. _gl.useProgram( program );
  20936. _gl.enableVertexAttribArray( attributes.position );
  20937. _gl.enableVertexAttribArray( attributes.uv );
  20938. _gl.disable( _gl.CULL_FACE );
  20939. _gl.enable( _gl.BLEND );
  20940. _gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
  20941. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  20942. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  20943. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  20944. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  20945. _gl.activeTexture( _gl.TEXTURE0 );
  20946. _gl.uniform1i( uniforms.map, 0 );
  20947. var oldFogType = 0;
  20948. var sceneFogType = 0;
  20949. var fog = scene.fog;
  20950. if ( fog ) {
  20951. _gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
  20952. if ( fog instanceof THREE.Fog ) {
  20953. _gl.uniform1f( uniforms.fogNear, fog.near );
  20954. _gl.uniform1f( uniforms.fogFar, fog.far );
  20955. _gl.uniform1i( uniforms.fogType, 1 );
  20956. oldFogType = 1;
  20957. sceneFogType = 1;
  20958. } else if ( fog instanceof THREE.FogExp2 ) {
  20959. _gl.uniform1f( uniforms.fogDensity, fog.density );
  20960. _gl.uniform1i( uniforms.fogType, 2 );
  20961. oldFogType = 2;
  20962. sceneFogType = 2;
  20963. }
  20964. } else {
  20965. _gl.uniform1i( uniforms.fogType, 0 );
  20966. oldFogType = 0;
  20967. sceneFogType = 0;
  20968. }
  20969. // update positions and sort
  20970. for ( var i = 0, l = sprites.length; i < l; i ++ ) {
  20971. var sprite = sprites[ i ];
  20972. var material = sprite.material;
  20973. sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
  20974. sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
  20975. }
  20976. sprites.sort( painterSortStable );
  20977. // render all sprites
  20978. var scale = [];
  20979. for ( var i = 0, l = sprites.length; i < l; i ++ ) {
  20980. var sprite = sprites[ i ];
  20981. var material = sprite.material;
  20982. _gl.uniform1f( uniforms.alphaTest, material.alphaTest );
  20983. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
  20984. scale[ 0 ] = sprite.scale.x;
  20985. scale[ 1 ] = sprite.scale.y;
  20986. var fogType = 0;
  20987. if ( scene.fog && material.fog ) {
  20988. fogType = sceneFogType;
  20989. }
  20990. if ( oldFogType !== fogType ) {
  20991. _gl.uniform1i( uniforms.fogType, fogType );
  20992. oldFogType = fogType;
  20993. }
  20994. if ( material.map !== null ) {
  20995. _gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
  20996. _gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
  20997. } else {
  20998. _gl.uniform2f( uniforms.uvOffset, 0, 0 );
  20999. _gl.uniform2f( uniforms.uvScale, 1, 1 );
  21000. }
  21001. _gl.uniform1f( uniforms.opacity, material.opacity );
  21002. _gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
  21003. _gl.uniform1f( uniforms.rotation, material.rotation );
  21004. _gl.uniform2fv( uniforms.scale, scale );
  21005. _renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  21006. _renderer.setDepthTest( material.depthTest );
  21007. _renderer.setDepthWrite( material.depthWrite );
  21008. if ( material.map && material.map.image && material.map.image.width ) {
  21009. _renderer.setTexture( material.map, 0 );
  21010. } else {
  21011. _renderer.setTexture( _texture, 0 );
  21012. }
  21013. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  21014. }
  21015. // restore gl
  21016. _gl.enable( _gl.CULL_FACE );
  21017. };
  21018. function createProgram () {
  21019. var program = _gl.createProgram();
  21020. var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
  21021. var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
  21022. _gl.shaderSource( vertexShader, [
  21023. 'precision ' + _renderer.getPrecision() + ' float;',
  21024. 'uniform mat4 modelViewMatrix;',
  21025. 'uniform mat4 projectionMatrix;',
  21026. 'uniform float rotation;',
  21027. 'uniform vec2 scale;',
  21028. 'uniform vec2 uvOffset;',
  21029. 'uniform vec2 uvScale;',
  21030. 'attribute vec2 position;',
  21031. 'attribute vec2 uv;',
  21032. 'varying vec2 vUV;',
  21033. 'void main() {',
  21034. 'vUV = uvOffset + uv * uvScale;',
  21035. 'vec2 alignedPosition = position * scale;',
  21036. 'vec2 rotatedPosition;',
  21037. 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
  21038. 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
  21039. 'vec4 finalPosition;',
  21040. 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
  21041. 'finalPosition.xy += rotatedPosition;',
  21042. 'finalPosition = projectionMatrix * finalPosition;',
  21043. 'gl_Position = finalPosition;',
  21044. '}'
  21045. ].join( '\n' ) );
  21046. _gl.shaderSource( fragmentShader, [
  21047. 'precision ' + _renderer.getPrecision() + ' float;',
  21048. 'uniform vec3 color;',
  21049. 'uniform sampler2D map;',
  21050. 'uniform float opacity;',
  21051. 'uniform int fogType;',
  21052. 'uniform vec3 fogColor;',
  21053. 'uniform float fogDensity;',
  21054. 'uniform float fogNear;',
  21055. 'uniform float fogFar;',
  21056. 'uniform float alphaTest;',
  21057. 'varying vec2 vUV;',
  21058. 'void main() {',
  21059. 'vec4 texture = texture2D( map, vUV );',
  21060. 'if ( texture.a < alphaTest ) discard;',
  21061. 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
  21062. 'if ( fogType > 0 ) {',
  21063. 'float depth = gl_FragCoord.z / gl_FragCoord.w;',
  21064. 'float fogFactor = 0.0;',
  21065. 'if ( fogType == 1 ) {',
  21066. 'fogFactor = smoothstep( fogNear, fogFar, depth );',
  21067. '} else {',
  21068. 'const float LOG2 = 1.442695;',
  21069. 'float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
  21070. 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
  21071. '}',
  21072. 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
  21073. '}',
  21074. '}'
  21075. ].join( '\n' ) );
  21076. _gl.compileShader( vertexShader );
  21077. _gl.compileShader( fragmentShader );
  21078. _gl.attachShader( program, vertexShader );
  21079. _gl.attachShader( program, fragmentShader );
  21080. _gl.linkProgram( program );
  21081. return program;
  21082. };
  21083. function painterSortStable ( a, b ) {
  21084. if ( a.z !== b.z ) {
  21085. return b.z - a.z;
  21086. } else {
  21087. return b.id - a.id;
  21088. }
  21089. };
  21090. };
  21091. // File:src/extras/renderers/plugins/DepthPassPlugin.js
  21092. /**
  21093. * @author alteredq / http://alteredqualia.com/
  21094. */
  21095. THREE.DepthPassPlugin = function () {
  21096. this.enabled = false;
  21097. this.renderTarget = null;
  21098. var _gl,
  21099. _renderer,
  21100. _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
  21101. _frustum = new THREE.Frustum(),
  21102. _projScreenMatrix = new THREE.Matrix4(),
  21103. _renderList = [];
  21104. this.init = function ( renderer ) {
  21105. _gl = renderer.context;
  21106. _renderer = renderer;
  21107. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  21108. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  21109. _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  21110. _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  21111. _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
  21112. _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
  21113. _depthMaterial._shadowPass = true;
  21114. _depthMaterialMorph._shadowPass = true;
  21115. _depthMaterialSkin._shadowPass = true;
  21116. _depthMaterialMorphSkin._shadowPass = true;
  21117. };
  21118. this.render = function ( scene, camera ) {
  21119. if ( ! this.enabled ) return;
  21120. this.update( scene, camera );
  21121. };
  21122. this.update = function ( scene, camera ) {
  21123. var i, il, j, jl, n,
  21124. program, buffer, material,
  21125. webglObject, object, light,
  21126. renderList,
  21127. fog = null;
  21128. // set GL state for depth map
  21129. _gl.clearColor( 1, 1, 1, 1 );
  21130. _gl.disable( _gl.BLEND );
  21131. _renderer.setDepthTest( true );
  21132. // update scene
  21133. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  21134. // update camera matrices and frustum
  21135. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  21136. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  21137. _frustum.setFromMatrix( _projScreenMatrix );
  21138. // render depth map
  21139. _renderer.setRenderTarget( this.renderTarget );
  21140. _renderer.clear();
  21141. // set object matrices & frustum culling
  21142. _renderList.length = 0;
  21143. projectObject(scene,scene,camera);
  21144. // render regular objects
  21145. var objectMaterial, useMorphing, useSkinning;
  21146. for ( j = 0, jl = _renderList.length; j < jl; j ++ ) {
  21147. webglObject = _renderList[ j ];
  21148. object = webglObject.object;
  21149. buffer = webglObject.buffer;
  21150. // todo: create proper depth material for particles
  21151. if ( object instanceof THREE.PointCloud && ! object.customDepthMaterial ) continue;
  21152. objectMaterial = getObjectMaterial( object );
  21153. if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
  21154. useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
  21155. useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
  21156. if ( object.customDepthMaterial ) {
  21157. material = object.customDepthMaterial;
  21158. } else if ( useSkinning ) {
  21159. material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
  21160. } else if ( useMorphing ) {
  21161. material = _depthMaterialMorph;
  21162. } else {
  21163. material = _depthMaterial;
  21164. }
  21165. if ( buffer instanceof THREE.BufferGeometry ) {
  21166. _renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object );
  21167. } else {
  21168. _renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object );
  21169. }
  21170. }
  21171. // set matrices and render immediate objects
  21172. renderList = scene.__webglObjectsImmediate;
  21173. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  21174. webglObject = renderList[ j ];
  21175. object = webglObject.object;
  21176. if ( object.visible ) {
  21177. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  21178. _renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );
  21179. }
  21180. }
  21181. // restore GL state
  21182. var clearColor = _renderer.getClearColor(),
  21183. clearAlpha = _renderer.getClearAlpha();
  21184. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  21185. _gl.enable( _gl.BLEND );
  21186. };
  21187. function projectObject(scene, object,camera){
  21188. if ( object.visible ) {
  21189. var webglObjects = scene.__webglObjects[object.id];
  21190. if (webglObjects && (object.frustumCulled === false || _frustum.intersectsObject( object ) === true) ) {
  21191. for (var i = 0, l = webglObjects.length; i < l; i++){
  21192. var webglObject = webglObjects[i];
  21193. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  21194. _renderList.push(webglObject);
  21195. }
  21196. }
  21197. for(var i = 0, l = object.children.length; i < l; i++) {
  21198. projectObject(scene, object.children[i], camera);
  21199. }
  21200. }
  21201. }
  21202. // For the moment just ignore objects that have multiple materials with different animation methods
  21203. // Only the first material will be taken into account for deciding which depth material to use
  21204. function getObjectMaterial( object ) {
  21205. return object.material instanceof THREE.MeshFaceMaterial
  21206. ? object.material.materials[ 0 ]
  21207. : object.material;
  21208. };
  21209. };
  21210. // File:src/extras/shaders/ShaderFlares.js
  21211. /**
  21212. * @author mikael emtinger / http://gomo.se/
  21213. */
  21214. THREE.ShaderFlares = {
  21215. 'lensFlareVertexTexture': {
  21216. vertexShader: [
  21217. "uniform lowp int renderType;",
  21218. "uniform vec3 screenPosition;",
  21219. "uniform vec2 scale;",
  21220. "uniform float rotation;",
  21221. "uniform sampler2D occlusionMap;",
  21222. "attribute vec2 position;",
  21223. "attribute vec2 uv;",
  21224. "varying vec2 vUV;",
  21225. "varying float vVisibility;",
  21226. "void main() {",
  21227. "vUV = uv;",
  21228. "vec2 pos = position;",
  21229. "if( renderType == 2 ) {",
  21230. "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
  21231. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
  21232. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
  21233. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
  21234. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
  21235. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
  21236. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
  21237. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
  21238. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
  21239. "vVisibility = visibility.r / 9.0;",
  21240. "vVisibility *= 1.0 - visibility.g / 9.0;",
  21241. "vVisibility *= visibility.b / 9.0;",
  21242. "vVisibility *= 1.0 - visibility.a / 9.0;",
  21243. "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  21244. "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  21245. "}",
  21246. "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  21247. "}"
  21248. ].join( "\n" ),
  21249. fragmentShader: [
  21250. "uniform lowp int renderType;",
  21251. "uniform sampler2D map;",
  21252. "uniform float opacity;",
  21253. "uniform vec3 color;",
  21254. "varying vec2 vUV;",
  21255. "varying float vVisibility;",
  21256. "void main() {",
  21257. // pink square
  21258. "if( renderType == 0 ) {",
  21259. "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
  21260. // restore
  21261. "} else if( renderType == 1 ) {",
  21262. "gl_FragColor = texture2D( map, vUV );",
  21263. // flare
  21264. "} else {",
  21265. "vec4 texture = texture2D( map, vUV );",
  21266. "texture.a *= opacity * vVisibility;",
  21267. "gl_FragColor = texture;",
  21268. "gl_FragColor.rgb *= color;",
  21269. "}",
  21270. "}"
  21271. ].join( "\n" )
  21272. },
  21273. 'lensFlare': {
  21274. vertexShader: [
  21275. "uniform lowp int renderType;",
  21276. "uniform vec3 screenPosition;",
  21277. "uniform vec2 scale;",
  21278. "uniform float rotation;",
  21279. "attribute vec2 position;",
  21280. "attribute vec2 uv;",
  21281. "varying vec2 vUV;",
  21282. "void main() {",
  21283. "vUV = uv;",
  21284. "vec2 pos = position;",
  21285. "if( renderType == 2 ) {",
  21286. "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  21287. "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  21288. "}",
  21289. "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  21290. "}"
  21291. ].join( "\n" ),
  21292. fragmentShader: [
  21293. "precision mediump float;",
  21294. "uniform lowp int renderType;",
  21295. "uniform sampler2D map;",
  21296. "uniform sampler2D occlusionMap;",
  21297. "uniform float opacity;",
  21298. "uniform vec3 color;",
  21299. "varying vec2 vUV;",
  21300. "void main() {",
  21301. // pink square
  21302. "if( renderType == 0 ) {",
  21303. "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
  21304. // restore
  21305. "} else if( renderType == 1 ) {",
  21306. "gl_FragColor = texture2D( map, vUV );",
  21307. // flare
  21308. "} else {",
  21309. "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
  21310. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
  21311. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
  21312. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
  21313. "visibility = ( 1.0 - visibility / 4.0 );",
  21314. "vec4 texture = texture2D( map, vUV );",
  21315. "texture.a *= opacity * visibility;",
  21316. "gl_FragColor = texture;",
  21317. "gl_FragColor.rgb *= color;",
  21318. "}",
  21319. "}"
  21320. ].join( "\n" )
  21321. }
  21322. };