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- /**
- * @author mrdoob / http://mrdoob.com/
- * @author Larry Battle / http://bateru.com/news
- */
- var THREE = THREE || { REVISION: '54dev' };
- self.console = self.console || {
- info: function () {},
- log: function () {},
- debug: function () {},
- warn: function () {},
- error: function () {}
- };
- self.Int32Array = self.Int32Array || Array;
- self.Float32Array = self.Float32Array || Array;
- // Shims for "startsWith", "endsWith", and "trim" for browsers where this is not yet implemented
- // not sure we should have this, or at least not have it here
- // http://stackoverflow.com/questions/646628/javascript-startswith
- // http://stackoverflow.com/questions/498970/how-do-i-trim-a-string-in-javascript
- // http://wiki.ecmascript.org/doku.php?id=harmony%3astring_extras
- String.prototype.startsWith = String.prototype.startsWith || function ( str ) {
- return this.slice( 0, str.length ) === str;
- };
- String.prototype.endsWith = String.prototype.endsWith || function ( str ) {
- var t = String( str );
- var index = this.lastIndexOf( t );
- return ( -1 < index && index ) === (this.length - t.length);
- };
- String.prototype.trim = String.prototype.trim || function () {
- return this.replace( /^\s+|\s+$/g, '' );
- };
- // http://paulirish.com/2011/requestanimationframe-for-smart-animating/
- // http://my.opera.com/emoller/blog/2011/12/20/requestanimationframe-for-smart-er-animating
- // requestAnimationFrame polyfill by Erik Möller
- // fixes from Paul Irish and Tino Zijdel
- ( function () {
- var lastTime = 0;
- var vendors = [ 'ms', 'moz', 'webkit', 'o' ];
- for ( var x = 0; x < vendors.length && !window.requestAnimationFrame; ++ x ) {
- window.requestAnimationFrame = window[ vendors[ x ] + 'RequestAnimationFrame' ];
- window.cancelAnimationFrame = window[ vendors[ x ] + 'CancelAnimationFrame' ] || window[ vendors[ x ] + 'CancelRequestAnimationFrame' ];
- }
- if ( window.requestAnimationFrame === undefined ) {
- window.requestAnimationFrame = function ( callback, element ) {
- var currTime = Date.now(), timeToCall = Math.max( 0, 16 - ( currTime - lastTime ) );
- var id = window.setTimeout( function() { callback( currTime + timeToCall ); }, timeToCall );
- lastTime = currTime + timeToCall;
- return id;
- };
- }
- window.cancelAnimationFrame = window.cancelAnimationFrame || function ( id ) { window.clearTimeout( id ) };
- }() );
- // GL STATE CONSTANTS
- THREE.CullFaceNone = 0;
- THREE.CullFaceBack = 1;
- THREE.CullFaceFront = 2;
- THREE.CullFaceFrontBack = 3;
- THREE.FrontFaceDirectionCW = 0;
- THREE.FrontFaceDirectionCCW = 1;
- // SHADOWING TYPES
- THREE.BasicShadowMap = 0;
- THREE.PCFShadowMap = 1;
- THREE.PCFSoftShadowMap = 2;
- // MATERIAL CONSTANTS
- // side
- THREE.FrontSide = 0;
- THREE.BackSide = 1;
- THREE.DoubleSide = 2;
- // shading
- THREE.NoShading = 0;
- THREE.FlatShading = 1;
- THREE.SmoothShading = 2;
- // colors
- THREE.NoColors = 0;
- THREE.FaceColors = 1;
- THREE.VertexColors = 2;
- // blending modes
- THREE.NoBlending = 0;
- THREE.NormalBlending = 1;
- THREE.AdditiveBlending = 2;
- THREE.SubtractiveBlending = 3;
- THREE.MultiplyBlending = 4;
- THREE.CustomBlending = 5;
- // custom blending equations
- // (numbers start from 100 not to clash with other
- // mappings to OpenGL constants defined in Texture.js)
- THREE.AddEquation = 100;
- THREE.SubtractEquation = 101;
- THREE.ReverseSubtractEquation = 102;
- // custom blending destination factors
- THREE.ZeroFactor = 200;
- THREE.OneFactor = 201;
- THREE.SrcColorFactor = 202;
- THREE.OneMinusSrcColorFactor = 203;
- THREE.SrcAlphaFactor = 204;
- THREE.OneMinusSrcAlphaFactor = 205;
- THREE.DstAlphaFactor = 206;
- THREE.OneMinusDstAlphaFactor = 207;
- // custom blending source factors
- //THREE.ZeroFactor = 200;
- //THREE.OneFactor = 201;
- //THREE.SrcAlphaFactor = 204;
- //THREE.OneMinusSrcAlphaFactor = 205;
- //THREE.DstAlphaFactor = 206;
- //THREE.OneMinusDstAlphaFactor = 207;
- THREE.DstColorFactor = 208;
- THREE.OneMinusDstColorFactor = 209;
- THREE.SrcAlphaSaturateFactor = 210;
- // TEXTURE CONSTANTS
- THREE.MultiplyOperation = 0;
- THREE.MixOperation = 1;
- THREE.AddOperation = 2;
- // Mapping modes
- THREE.UVMapping = function () {};
- THREE.CubeReflectionMapping = function () {};
- THREE.CubeRefractionMapping = function () {};
- THREE.SphericalReflectionMapping = function () {};
- THREE.SphericalRefractionMapping = function () {};
- // Wrapping modes
- THREE.RepeatWrapping = 1000;
- THREE.ClampToEdgeWrapping = 1001;
- THREE.MirroredRepeatWrapping = 1002;
- // Filters
- THREE.NearestFilter = 1003;
- THREE.NearestMipMapNearestFilter = 1004;
- THREE.NearestMipMapLinearFilter = 1005;
- THREE.LinearFilter = 1006;
- THREE.LinearMipMapNearestFilter = 1007;
- THREE.LinearMipMapLinearFilter = 1008;
- // Data types
- THREE.UnsignedByteType = 1009;
- THREE.ByteType = 1010;
- THREE.ShortType = 1011;
- THREE.UnsignedShortType = 1012;
- THREE.IntType = 1013;
- THREE.UnsignedIntType = 1014;
- THREE.FloatType = 1015;
- // Pixel types
- //THREE.UnsignedByteType = 1009;
- THREE.UnsignedShort4444Type = 1016;
- THREE.UnsignedShort5551Type = 1017;
- THREE.UnsignedShort565Type = 1018;
- // Pixel formats
- THREE.AlphaFormat = 1019;
- THREE.RGBFormat = 1020;
- THREE.RGBAFormat = 1021;
- THREE.LuminanceFormat = 1022;
- THREE.LuminanceAlphaFormat = 1023;
- // Compressed texture formats
- THREE.RGB_S3TC_DXT1_Format = 2001;
- THREE.RGBA_S3TC_DXT1_Format = 2002;
- THREE.RGBA_S3TC_DXT3_Format = 2003;
- THREE.RGBA_S3TC_DXT5_Format = 2004;
- /*
- // Potential future PVRTC compressed texture formats
- THREE.RGB_PVRTC_4BPPV1_Format = 2100;
- THREE.RGB_PVRTC_2BPPV1_Format = 2101;
- THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
- THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
- */
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.Color = function ( value ) {
- if ( value !== undefined ) this.set( value );
- return this;
- };
- THREE.Color.prototype = {
- constructor: THREE.Color,
- r: 1, g: 1, b: 1,
- copy: function ( color ) {
- this.r = color.r;
- this.g = color.g;
- this.b = color.b;
- return this;
- },
- copyGammaToLinear: function ( color ) {
- this.r = color.r * color.r;
- this.g = color.g * color.g;
- this.b = color.b * color.b;
- return this;
- },
- copyLinearToGamma: function ( color ) {
- this.r = Math.sqrt( color.r );
- this.g = Math.sqrt( color.g );
- this.b = Math.sqrt( color.b );
- return this;
- },
- convertGammaToLinear: function () {
- var r = this.r, g = this.g, b = this.b;
- this.r = r * r;
- this.g = g * g;
- this.b = b * b;
- return this;
- },
- convertLinearToGamma: function () {
- this.r = Math.sqrt( this.r );
- this.g = Math.sqrt( this.g );
- this.b = Math.sqrt( this.b );
- return this;
- },
- set: function ( value ) {
- switch ( typeof value ) {
- case "number":
- this.setHex( value );
- break;
- case "string":
- this.setStyle( value );
- break;
- }
- },
- setRGB: function ( r, g, b ) {
- this.r = r;
- this.g = g;
- this.b = b;
- return this;
- },
- setHSV: function ( h, s, v ) {
- // based on MochiKit implementation by Bob Ippolito
- // h,s,v ranges are < 0.0 - 1.0 >
- var i, f, p, q, t;
- if ( v === 0 ) {
- this.r = this.g = this.b = 0;
- } else {
- i = Math.floor( h * 6 );
- f = ( h * 6 ) - i;
- p = v * ( 1 - s );
- q = v * ( 1 - ( s * f ) );
- t = v * ( 1 - ( s * ( 1 - f ) ) );
- if ( i === 0 ) {
- this.r = v;
- this.g = t;
- this.b = p;
- } else if ( i === 1 ) {
- this.r = q;
- this.g = v;
- this.b = p;
- } else if ( i === 2 ) {
- this.r = p;
- this.g = v;
- this.b = t;
- } else if ( i === 3 ) {
- this.r = p;
- this.g = q;
- this.b = v;
- } else if ( i === 4 ) {
- this.r = t;
- this.g = p;
- this.b = v;
- } else if ( i === 5 ) {
- this.r = v;
- this.g = p;
- this.b = q;
- }
- }
- return this;
- },
- getHex: function () {
- return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
- },
- setHex: function ( hex ) {
- hex = Math.floor( hex );
- this.r = ( hex >> 16 & 255 ) / 255;
- this.g = ( hex >> 8 & 255 ) / 255;
- this.b = ( hex & 255 ) / 255;
- return this;
- },
- getHexString: function () {
- return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
- },
- getStyle: function () {
- return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
- },
- setStyle: function ( style ) {
- // rgb(255,0,0)
- if ( /^rgb\((\d+),(\d+),(\d+)\)$/i.test( style ) ) {
- var color = /^rgb\((\d+),(\d+),(\d+)\)$/i.exec( style );
- this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
- this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
- this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
- return this;
- }
- // rgb(100%,0%,0%)
- if ( /^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.test( style ) ) {
- var color = /^rgb\((\d+)\%,(\d+)\%,(\d+)\%\)$/i.exec( style );
- this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
- this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
- this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
- return this;
- }
- // #ff0000
- if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
- var color = /^\#([0-9a-f]{6})$/i.exec( style );
- this.setHex( parseInt( color[ 1 ], 16 ) );
- return this;
- }
- // #f00
- if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
- var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
- this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
- return this;
- }
- // red
- if ( /^(\w+)$/i.test( style ) ) {
- this.setHex( THREE.ColorKeywords[ style ] );
- return this;
- }
- },
- getHSV: function ( hsv ) {
- // based on MochiKit implementation by Bob Ippolito
- // h,s,v ranges are < 0.0 - 1.0 >
- var r = this.r;
- var g = this.g;
- var b = this.b;
- var max = Math.max( Math.max( r, g ), b );
- var min = Math.min( Math.min( r, g ), b );
- var hue;
- var saturation;
- var value = max;
- if ( min === max ) {
- hue = 0;
- saturation = 0;
- } else {
- var delta = ( max - min );
- saturation = delta / max;
- if ( r === max ) {
- hue = ( g - b ) / delta;
- } else if ( g === max ) {
- hue = 2 + ( ( b - r ) / delta );
- } else {
- hue = 4 + ( ( r - g ) / delta );
- }
- hue /= 6;
- if ( hue < 0 ) {
- hue += 1;
- }
- if ( hue > 1 ) {
- hue -= 1;
- }
- }
- if ( hsv === undefined ) {
- hsv = { h: 0, s: 0, v: 0 };
- }
- hsv.h = hue;
- hsv.s = saturation;
- hsv.v = value;
- return hsv;
- },
- lerpSelf: function ( color, alpha ) {
- this.r += ( color.r - this.r ) * alpha;
- this.g += ( color.g - this.g ) * alpha;
- this.b += ( color.b - this.b ) * alpha;
- return this;
- },
- clone: function () {
- return new THREE.Color().setRGB( this.r, this.g, this.b );
- }
- };
- THREE.ColorKeywords = { "aliceblue": 0xF0F8FF, "antiquewhite": 0xFAEBD7, "aqua": 0x00FFFF, "aquamarine": 0x7FFFD4, "azure": 0xF0FFFF,
- "beige": 0xF5F5DC, "bisque": 0xFFE4C4, "black": 0x000000, "blanchedalmond": 0xFFEBCD, "blue": 0x0000FF, "blueviolet": 0x8A2BE2,
- "brown": 0xA52A2A, "burlywood": 0xDEB887, "cadetblue": 0x5F9EA0, "chartreuse": 0x7FFF00, "chocolate": 0xD2691E, "coral": 0xFF7F50,
- "cornflowerblue": 0x6495ED, "cornsilk": 0xFFF8DC, "crimson": 0xDC143C, "cyan": 0x00FFFF, "darkblue": 0x00008B, "darkcyan": 0x008B8B,
- "darkgoldenrod": 0xB8860B, "darkgray": 0xA9A9A9, "darkgreen": 0x006400, "darkgrey": 0xA9A9A9, "darkkhaki": 0xBDB76B, "darkmagenta": 0x8B008B,
- "darkolivegreen": 0x556B2F, "darkorange": 0xFF8C00, "darkorchid": 0x9932CC, "darkred": 0x8B0000, "darksalmon": 0xE9967A, "darkseagreen": 0x8FBC8F,
- "darkslateblue": 0x483D8B, "darkslategray": 0x2F4F4F, "darkslategrey": 0x2F4F4F, "darkturquoise": 0x00CED1, "darkviolet": 0x9400D3,
- "deeppink": 0xFF1493, "deepskyblue": 0x00BFFF, "dimgray": 0x696969, "dimgrey": 0x696969, "dodgerblue": 0x1E90FF, "firebrick": 0xB22222,
- "floralwhite": 0xFFFAF0, "forestgreen": 0x228B22, "fuchsia": 0xFF00FF, "gainsboro": 0xDCDCDC, "ghostwhite": 0xF8F8FF, "gold": 0xFFD700,
- "goldenrod": 0xDAA520, "gray": 0x808080, "green": 0x008000, "greenyellow": 0xADFF2F, "grey": 0x808080, "honeydew": 0xF0FFF0, "hotpink": 0xFF69B4,
- "indianred": 0xCD5C5C, "indigo": 0x4B0082, "ivory": 0xFFFFF0, "khaki": 0xF0E68C, "lavender": 0xE6E6FA, "lavenderblush": 0xFFF0F5, "lawngreen": 0x7CFC00,
- "lemonchiffon": 0xFFFACD, "lightblue": 0xADD8E6, "lightcoral": 0xF08080, "lightcyan": 0xE0FFFF, "lightgoldenrodyellow": 0xFAFAD2, "lightgray": 0xD3D3D3,
- "lightgreen": 0x90EE90, "lightgrey": 0xD3D3D3, "lightpink": 0xFFB6C1, "lightsalmon": 0xFFA07A, "lightseagreen": 0x20B2AA, "lightskyblue": 0x87CEFA,
- "lightslategray": 0x778899, "lightslategrey": 0x778899, "lightsteelblue": 0xB0C4DE, "lightyellow": 0xFFFFE0, "lime": 0x00FF00, "limegreen": 0x32CD32,
- "linen": 0xFAF0E6, "magenta": 0xFF00FF, "maroon": 0x800000, "mediumaquamarine": 0x66CDAA, "mediumblue": 0x0000CD, "mediumorchid": 0xBA55D3,
- "mediumpurple": 0x9370DB, "mediumseagreen": 0x3CB371, "mediumslateblue": 0x7B68EE, "mediumspringgreen": 0x00FA9A, "mediumturquoise": 0x48D1CC,
- "mediumvioletred": 0xC71585, "midnightblue": 0x191970, "mintcream": 0xF5FFFA, "mistyrose": 0xFFE4E1, "moccasin": 0xFFE4B5, "navajowhite": 0xFFDEAD,
- "navy": 0x000080, "oldlace": 0xFDF5E6, "olive": 0x808000, "olivedrab": 0x6B8E23, "orange": 0xFFA500, "orangered": 0xFF4500, "orchid": 0xDA70D6,
- "palegoldenrod": 0xEEE8AA, "palegreen": 0x98FB98, "paleturquoise": 0xAFEEEE, "palevioletred": 0xDB7093, "papayawhip": 0xFFEFD5, "peachpuff": 0xFFDAB9,
- "peru": 0xCD853F, "pink": 0xFFC0CB, "plum": 0xDDA0DD, "powderblue": 0xB0E0E6, "purple": 0x800080, "red": 0xFF0000, "rosybrown": 0xBC8F8F,
- "royalblue": 0x4169E1, "saddlebrown": 0x8B4513, "salmon": 0xFA8072, "sandybrown": 0xF4A460, "seagreen": 0x2E8B57, "seashell": 0xFFF5EE,
- "sienna": 0xA0522D, "silver": 0xC0C0C0, "skyblue": 0x87CEEB, "slateblue": 0x6A5ACD, "slategray": 0x708090, "slategrey": 0x708090, "snow": 0xFFFAFA,
- "springgreen": 0x00FF7F, "steelblue": 0x4682B4, "tan": 0xD2B48C, "teal": 0x008080, "thistle": 0xD8BFD8, "tomato": 0xFF6347, "turquoise": 0x40E0D0,
- "violet": 0xEE82EE, "wheat": 0xF5DEB3, "white": 0xFFFFFF, "whitesmoke": 0xF5F5F5, "yellow": 0xFFFF00, "yellowgreen": 0x9ACD32 };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author philogb / http://blog.thejit.org/
- * @author egraether / http://egraether.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
- THREE.Vector2 = function ( x, y ) {
- this.x = x || 0;
- this.y = y || 0;
- };
- THREE.Vector2.prototype = {
- constructor: THREE.Vector2,
- set: function ( x, y ) {
- this.x = x;
- this.y = y;
- return this;
- },
- setX: function ( x ) {
- this.x = x;
- return this;
- },
- setY: function ( y ) {
- this.y = y;
- return this;
- },
- copy: function ( v ) {
- this.x = v.x;
- this.y = v.y;
- return this;
- },
- addScalar: function ( s ) {
- this.x += s;
- this.y += s;
- return this;
- },
- add: function ( a, b ) {
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- return this;
- },
- addSelf: function ( v ) {
- this.x += v.x;
- this.y += v.y;
- return this;
- },
- sub: function ( a, b ) {
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- return this;
- },
- subSelf: function ( v ) {
- this.x -= v.x;
- this.y -= v.y;
- return this;
- },
- multiplyScalar: function ( s ) {
- this.x *= s;
- this.y *= s;
- return this;
- },
- divideScalar: function ( s ) {
- if ( s ) {
- this.x /= s;
- this.y /= s;
- } else {
- this.set( 0, 0 );
- }
- return this;
- },
- minSelf: function ( v ) {
- if ( this.x > v.x ) {
- this.x = v.x;
- }
- if ( this.y > v.y ) {
- this.y = v.y;
- }
- return this;
- },
- maxSelf: function ( v ) {
- if ( this.x < v.x ) {
- this.x = v.x;
- }
- if ( this.y < v.y ) {
- this.y = v.y;
- }
- return this;
- },
- clampSelf: function ( min, max ) {
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
- if ( this.x < min.x ) {
- this.x = min.x;
- } else if ( this.x > max.x ) {
- this.x = max.x;
- }
- if ( this.y < min.y ) {
- this.y = min.y;
- } else if ( this.y > max.y ) {
- this.y = max.y;
- }
- return this;
- },
- negate: function() {
- return this.multiplyScalar( - 1 );
- },
- dot: function ( v ) {
- return this.x * v.x + this.y * v.y;
- },
- lengthSq: function () {
- return this.x * this.x + this.y * this.y;
- },
- length: function () {
- return Math.sqrt( this.lengthSq() );
- },
- normalize: function () {
- return this.divideScalar( this.length() );
- },
- distanceTo: function ( v ) {
- return Math.sqrt( this.distanceToSquared( v ) );
- },
- distanceToSquared: function ( v ) {
- var dx = this.x - v.x, dy = this.y - v.y;
- return dx * dx + dy * dy;
- },
- setLength: function ( l ) {
- return this.normalize().multiplyScalar( l );
- },
- lerpSelf: function ( v, alpha ) {
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- return this;
- },
- equals: function( v ) {
- return ( ( v.x === this.x ) && ( v.y === this.y ) );
- },
- clone: function () {
- return new THREE.Vector2( this.x, this.y );
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author *kile / http://kile.stravaganza.org/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
- THREE.Vector3 = function ( x, y, z ) {
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
- };
- THREE.Vector3.prototype = {
- constructor: THREE.Vector3,
- set: function ( x, y, z ) {
- this.x = x;
- this.y = y;
- this.z = z;
- return this;
- },
- setX: function ( x ) {
- this.x = x;
- return this;
- },
- setY: function ( y ) {
- this.y = y;
- return this;
- },
- setZ: function ( z ) {
- this.z = z;
- return this;
- },
- copy: function ( v ) {
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
- return this;
- },
- add: function ( a, b ) {
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
- return this;
- },
- addSelf: function ( v ) {
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
- return this;
- },
- addScalar: function ( s ) {
- this.x += s;
- this.y += s;
- this.z += s;
- return this;
- },
- sub: function ( a, b ) {
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
- return this;
- },
- subSelf: function ( v ) {
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
- return this;
- },
- multiply: function ( a, b ) {
- this.x = a.x * b.x;
- this.y = a.y * b.y;
- this.z = a.z * b.z;
- return this;
- },
- multiplySelf: function ( v ) {
- this.x *= v.x;
- this.y *= v.y;
- this.z *= v.z;
- return this;
- },
- multiplyScalar: function ( s ) {
- this.x *= s;
- this.y *= s;
- this.z *= s;
- return this;
- },
- divideSelf: function ( v ) {
- this.x /= v.x;
- this.y /= v.y;
- this.z /= v.z;
- return this;
- },
- divideScalar: function ( s ) {
- if ( s ) {
- this.x /= s;
- this.y /= s;
- this.z /= s;
- } else {
- this.x = 0;
- this.y = 0;
- this.z = 0;
- }
- return this;
- },
- minSelf: function ( v ) {
- if ( this.x > v.x ) {
- this.x = v.x;
- }
- if ( this.y > v.y ) {
- this.y = v.y;
- }
- if ( this.z > v.z ) {
- this.z = v.z;
- }
- return this;
- },
- maxSelf: function ( v ) {
- if ( this.x < v.x ) {
- this.x = v.x;
- }
- if ( this.y < v.y ) {
- this.y = v.y;
- }
- if ( this.z < v.z ) {
- this.z = v.z;
- }
- return this;
- },
- clampSelf: function ( min, max ) {
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
- if ( this.x < min.x ) {
- this.x = min.x;
- } else if ( this.x > max.x ) {
- this.x = max.x;
- }
- if ( this.y < min.y ) {
- this.y = min.y;
- } else if ( this.y > max.y ) {
- this.y = max.y;
- }
- if ( this.z < min.z ) {
- this.z = min.z;
- } else if ( this.z > max.z ) {
- this.z = max.z;
- }
- return this;
- },
- negate: function() {
- return this.multiplyScalar( - 1 );
- },
- dot: function ( v ) {
- return this.x * v.x + this.y * v.y + this.z * v.z;
- },
- lengthSq: function () {
- return this.x * this.x + this.y * this.y + this.z * this.z;
- },
- length: function () {
- return Math.sqrt( this.lengthSq() );
- },
- lengthManhattan: function () {
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
- },
- normalize: function () {
- return this.divideScalar( this.length() );
- },
- setLength: function ( l ) {
- return this.normalize().multiplyScalar( l );
- },
- lerpSelf: function ( v, alpha ) {
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- this.z += ( v.z - this.z ) * alpha;
- return this;
- },
- cross: function ( a, b ) {
- this.x = a.y * b.z - a.z * b.y;
- this.y = a.z * b.x - a.x * b.z;
- this.z = a.x * b.y - a.y * b.x;
- return this;
- },
- crossSelf: function ( v ) {
- var x = this.x, y = this.y, z = this.z;
- this.x = y * v.z - z * v.y;
- this.y = z * v.x - x * v.z;
- this.z = x * v.y - y * v.x;
- return this;
- },
- angleTo: function ( v ) {
- return Math.acos( this.dot( v ) / this.length() / v.length() );
- },
- distanceTo: function ( v ) {
- return Math.sqrt( this.distanceToSquared( v ) );
- },
- distanceToSquared: function ( v ) {
- var dx = this.x - v.x;
- var dy = this.y - v.y;
- var dz = this.z - v.z;
- return dx * dx + dy * dy + dz * dz;
- },
- getPositionFromMatrix: function ( m ) {
- this.x = m.elements[12];
- this.y = m.elements[13];
- this.z = m.elements[14];
- return this;
- },
- setEulerFromRotationMatrix: function ( m, order ) {
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- // clamp, to handle numerical problems
- function clamp( x ) {
- return Math.min( Math.max( x, -1 ), 1 );
- }
- var te = m.elements;
- var m11 = te[0], m12 = te[4], m13 = te[8];
- var m21 = te[1], m22 = te[5], m23 = te[9];
- var m31 = te[2], m32 = te[6], m33 = te[10];
- if ( order === undefined || order === 'XYZ' ) {
- this.y = Math.asin( clamp( m13 ) );
- if ( Math.abs( m13 ) < 0.99999 ) {
- this.x = Math.atan2( - m23, m33 );
- this.z = Math.atan2( - m12, m11 );
- } else {
- this.x = Math.atan2( m32, m22 );
- this.z = 0;
- }
- } else if ( order === 'YXZ' ) {
- this.x = Math.asin( - clamp( m23 ) );
- if ( Math.abs( m23 ) < 0.99999 ) {
- this.y = Math.atan2( m13, m33 );
- this.z = Math.atan2( m21, m22 );
- } else {
- this.y = Math.atan2( - m31, m11 );
- this.z = 0;
- }
- } else if ( order === 'ZXY' ) {
- this.x = Math.asin( clamp( m32 ) );
- if ( Math.abs( m32 ) < 0.99999 ) {
- this.y = Math.atan2( - m31, m33 );
- this.z = Math.atan2( - m12, m22 );
- } else {
- this.y = 0;
- this.z = Math.atan2( m21, m11 );
- }
- } else if ( order === 'ZYX' ) {
- this.y = Math.asin( - clamp( m31 ) );
- if ( Math.abs( m31 ) < 0.99999 ) {
- this.x = Math.atan2( m32, m33 );
- this.z = Math.atan2( m21, m11 );
- } else {
- this.x = 0;
- this.z = Math.atan2( - m12, m22 );
- }
- } else if ( order === 'YZX' ) {
- this.z = Math.asin( clamp( m21 ) );
- if ( Math.abs( m21 ) < 0.99999 ) {
- this.x = Math.atan2( - m23, m22 );
- this.y = Math.atan2( - m31, m11 );
- } else {
- this.x = 0;
- this.y = Math.atan2( m13, m33 );
- }
- } else if ( order === 'XZY' ) {
- this.z = Math.asin( - clamp( m12 ) );
- if ( Math.abs( m12 ) < 0.99999 ) {
- this.x = Math.atan2( m32, m22 );
- this.y = Math.atan2( m13, m11 );
- } else {
- this.x = Math.atan2( - m23, m33 );
- this.y = 0;
- }
- }
- return this;
- },
- setEulerFromQuaternion: function ( q, order ) {
- // q is assumed to be normalized
- // clamp, to handle numerical problems
- function clamp( x ) {
- return Math.min( Math.max( x, -1 ), 1 );
- }
- // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
- var sqx = q.x * q.x;
- var sqy = q.y * q.y;
- var sqz = q.z * q.z;
- var sqw = q.w * q.w;
- if ( order === undefined || order === 'XYZ' ) {
- this.x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
- this.y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ) ) );
- this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
- } else if ( order === 'YXZ' ) {
- this.x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ) ) );
- this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
- this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
- } else if ( order === 'ZXY' ) {
- this.x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ) ) );
- this.y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
- this.z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
- } else if ( order === 'ZYX' ) {
- this.x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
- this.y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ) ) );
- this.z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
- } else if ( order === 'YZX' ) {
- this.x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
- this.y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
- this.z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ) ) );
- } else if ( order === 'XZY' ) {
- this.x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
- this.y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
- this.z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ) ) );
- }
- return this;
- },
- getScaleFromMatrix: function ( m ) {
- var sx = this.set( m.elements[0], m.elements[1], m.elements[2] ).length();
- var sy = this.set( m.elements[4], m.elements[5], m.elements[6] ).length();
- var sz = this.set( m.elements[8], m.elements[9], m.elements[10] ).length();
- this.x = sx;
- this.y = sy;
- this.z = sz;
- return this;
- },
- equals: function ( v ) {
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
- },
- clone: function () {
- return new THREE.Vector3( this.x, this.y, this.z );
- }
- };
- /**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author mikael emtinger / http://gomo.se/
- * @author egraether / http://egraether.com/
- * @author WestLangley / http://github.com/WestLangley
- */
- THREE.Vector4 = function ( x, y, z, w ) {
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
- this.w = ( w !== undefined ) ? w : 1;
- };
- THREE.Vector4.prototype = {
- constructor: THREE.Vector4,
- set: function ( x, y, z, w ) {
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
- return this;
- },
- setX: function ( x ) {
- this.x = x;
- return this;
- },
- setY: function ( y ) {
- this.y = y;
- return this;
- },
- setZ: function ( z ) {
- this.z = z;
- return this;
- },
- setW: function ( w ) {
- this.w = w;
- return this;
- },
- copy: function ( v ) {
- this.x = v.x;
- this.y = v.y;
- this.z = v.z;
- this.w = ( v.w !== undefined ) ? v.w : 1;
- return this;
- },
- addScalar: function ( s ) {
- this.x += s;
- this.y += s;
- this.z += s;
- this.w += s;
- return this;
- },
- add: function ( a, b ) {
- this.x = a.x + b.x;
- this.y = a.y + b.y;
- this.z = a.z + b.z;
- this.w = a.w + b.w;
- return this;
- },
- addSelf: function ( v ) {
- this.x += v.x;
- this.y += v.y;
- this.z += v.z;
- this.w += v.w;
- return this;
- },
- sub: function ( a, b ) {
- this.x = a.x - b.x;
- this.y = a.y - b.y;
- this.z = a.z - b.z;
- this.w = a.w - b.w;
- return this;
- },
- subSelf: function ( v ) {
- this.x -= v.x;
- this.y -= v.y;
- this.z -= v.z;
- this.w -= v.w;
- return this;
- },
- multiplyScalar: function ( s ) {
- this.x *= s;
- this.y *= s;
- this.z *= s;
- this.w *= s;
- return this;
- },
- divideScalar: function ( s ) {
- if ( s ) {
- this.x /= s;
- this.y /= s;
- this.z /= s;
- this.w /= s;
- } else {
- this.x = 0;
- this.y = 0;
- this.z = 0;
- this.w = 1;
- }
- return this;
- },
- minSelf: function ( v ) {
- if ( this.x > v.x ) {
- this.x = v.x;
- }
- if ( this.y > v.y ) {
- this.y = v.y;
- }
- if ( this.z > v.z ) {
- this.z = v.z;
- }
- if ( this.w > v.w ) {
- this.w = v.w;
- }
- return this;
- },
- maxSelf: function ( v ) {
- if ( this.x < v.x ) {
- this.x = v.x;
- }
- if ( this.y < v.y ) {
- this.y = v.y;
- }
- if ( this.z < v.z ) {
- this.z = v.z;
- }
- if ( this.w < v.w ) {
- this.w = v.w;
- }
- return this;
- },
- clampSelf: function ( min, max ) {
- // This function assumes min < max, if this assumption isn't true it will not operate correctly
- if ( this.x < min.x ) {
- this.x = min.x;
- } else if ( this.x > max.x ) {
- this.x = max.x;
- }
- if ( this.y < min.y ) {
- this.y = min.y;
- } else if ( this.y > max.y ) {
- this.y = max.y;
- }
- if ( this.z < min.z ) {
- this.z = min.z;
- } else if ( this.z > max.z ) {
- this.z = max.z;
- }
- if ( this.w < min.w ) {
- this.w = min.w;
- } else if ( this.w > max.w ) {
- this.w = max.w;
- }
- return this;
- },
- negate: function() {
- return this.multiplyScalar( -1 );
- },
- dot: function ( v ) {
- return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
- },
- lengthSq: function () {
- return this.dot( this );
- },
- length: function () {
- return Math.sqrt( this.lengthSq() );
- },
- lengthManhattan: function () {
- return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
- },
- normalize: function () {
- return this.divideScalar( this.length() );
- },
- setLength: function ( l ) {
- return this.normalize().multiplyScalar( l );
- },
- lerpSelf: function ( v, alpha ) {
- this.x += ( v.x - this.x ) * alpha;
- this.y += ( v.y - this.y ) * alpha;
- this.z += ( v.z - this.z ) * alpha;
- this.w += ( v.w - this.w ) * alpha;
- return this;
- },
- equals: function ( v ) {
- return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
- },
- clone: function () {
- return new THREE.Vector4( this.x, this.y, this.z, this.w );
- },
- setAxisAngleFromQuaternion: function ( q ) {
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
- // q is assumed to be normalized
- this.w = 2 * Math.acos( q.w );
- var s = Math.sqrt( 1 - q.w * q.w );
- if ( s < 0.0001 ) {
- this.x = 1;
- this.y = 0;
- this.z = 0;
- } else {
- this.x = q.x / s;
- this.y = q.y / s;
- this.z = q.z / s;
- }
- return this;
- },
- setAxisAngleFromRotationMatrix: function ( m ) {
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
- var angle, x, y, z, // variables for result
- epsilon = 0.01, // margin to allow for rounding errors
- epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
- te = m.elements,
- m11 = te[0], m12 = te[4], m13 = te[8],
- m21 = te[1], m22 = te[5], m23 = te[9],
- m31 = te[2], m32 = te[6], m33 = te[10];
- if ( ( Math.abs( m12 - m21 ) < epsilon )
- && ( Math.abs( m13 - m31 ) < epsilon )
- && ( Math.abs( m23 - m32 ) < epsilon ) ) {
- // singularity found
- // first check for identity matrix which must have +1 for all terms
- // in leading diagonal and zero in other terms
- if ( ( Math.abs( m12 + m21 ) < epsilon2 )
- && ( Math.abs( m13 + m31 ) < epsilon2 )
- && ( Math.abs( m23 + m32 ) < epsilon2 )
- && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
- // this singularity is identity matrix so angle = 0
- this.set( 1, 0, 0, 0 );
- return this; // zero angle, arbitrary axis
- }
- // otherwise this singularity is angle = 180
- angle = Math.PI;
- var xx = ( m11 + 1 ) / 2;
- var yy = ( m22 + 1 ) / 2;
- var zz = ( m33 + 1 ) / 2;
- var xy = ( m12 + m21 ) / 4;
- var xz = ( m13 + m31 ) / 4;
- var yz = ( m23 + m32 ) / 4;
- if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
- if ( xx < epsilon ) {
- x = 0;
- y = 0.707106781;
- z = 0.707106781;
- } else {
- x = Math.sqrt( xx );
- y = xy / x;
- z = xz / x;
- }
- } else if ( yy > zz ) { // m22 is the largest diagonal term
- if ( yy < epsilon ) {
- x = 0.707106781;
- y = 0;
- z = 0.707106781;
- } else {
- y = Math.sqrt( yy );
- x = xy / y;
- z = yz / y;
- }
- } else { // m33 is the largest diagonal term so base result on this
- if ( zz < epsilon ) {
- x = 0.707106781;
- y = 0.707106781;
- z = 0;
- } else {
- z = Math.sqrt( zz );
- x = xz / z;
- y = yz / z;
- }
- }
- this.set( x, y, z, angle );
- return this; // return 180 deg rotation
- }
- // as we have reached here there are no singularities so we can handle normally
- var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
- + ( m13 - m31 ) * ( m13 - m31 )
- + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
- if ( Math.abs( s ) < 0.001 ) s = 1;
- // prevent divide by zero, should not happen if matrix is orthogonal and should be
- // caught by singularity test above, but I've left it in just in case
- this.x = ( m32 - m23 ) / s;
- this.y = ( m13 - m31 ) / s;
- this.z = ( m21 - m12 ) / s;
- this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
- return this;
- }
- };
- /**
- * @author bhouston / http://exocortex.com
- */
- THREE.Box2 = function ( min, max ) {
- this.min = min !== undefined ? min.clone() : new THREE.Vector2( Infinity, Infinity );
- this.max = max !== undefined ? max.clone() : new THREE.Vector2( -Infinity, -Infinity );
- };
- THREE.Box2.prototype = {
- constructor: THREE.Box2,
- set: function ( min, max ) {
- this.min.copy( min );
- this.max.copy( max );
- return this;
- },
- setFromPoints: function ( points ) {
- if ( points.length > 0 ) {
- var point = points[ 0 ];
- this.min.copy( point );
- this.max.copy( point );
- for ( var i = 1, il = points.length; i < il; i ++ ) {
- point = points[ i ];
- if ( point.x < this.min.x ) {
- this.min.x = point.x;
- } else if ( point.x > this.max.x ) {
- this.max.x = point.x;
- }
- if ( point.y < this.min.y ) {
- this.min.y = point.y;
- } else if ( point.y > this.max.y ) {
- this.max.y = point.y;
- }
- }
- } else {
- this.makeEmpty();
- }
- return this;
- },
- setFromCenterAndSize: function ( center, size ) {
- var halfSize = THREE.Box2.__v1.copy( size ).multiplyScalar( 0.5 );
- this.min.copy( center ).subSelf( halfSize );
- this.max.copy( center ).addSelf( halfSize );
- return this;
- },
- copy: function ( box ) {
- this.min.copy( box.min );
- this.max.copy( box.max );
- return this;
- },
- makeEmpty: function () {
- this.min.x = this.min.y = Infinity;
- this.max.x = this.max.y = -Infinity;
- return this;
- },
- empty: function () {
- // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
- return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
- },
- center: function ( optionalTarget ) {
- var result = optionalTarget || new THREE.Vector2();
- return result.add( this.min, this.max ).multiplyScalar( 0.5 );
- },
- size: function ( optionalTarget ) {
- var result = optionalTarget || new THREE.Vector2();
- return result.sub( this.max, this.min );
- },
- expandByPoint: function ( point ) {
- this.min.minSelf( point );
- this.max.maxSelf( point );
- return this;
- },
- expandByVector: function ( vector ) {
- this.min.subSelf( vector );
- this.max.addSelf( vector );
- return this;
- },
- expandByScalar: function ( scalar ) {
- this.min.addScalar( -scalar );
- this.max.addScalar( scalar );
- return this;
- },
- containsPoint: function ( point ) {
- if ( ( this.min.x <= point.x ) && ( point.x <= this.max.x ) &&
- ( this.min.y <= point.y ) && ( point.y <= this.max.y ) ) {
- return true;
- }
- return false;
- },
- containsBox: function ( box ) {
- if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
- ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
- return true;
- }
- return false;
- },
- getParameter: function ( point ) {
- // This can potentially have a divide by zero if the box
- // has a size dimension of 0.
- return new THREE.Vector2(
- ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
- ( point.y - this.min.y ) / ( this.max.y - this.min.y )
- );
- },
- isIntersectionBox: function ( box ) {
- // using 6 splitting planes to rule out intersections.
- if ( ( box.max.x < this.min.x ) ||
- ( box.min.x > this.max.x ) ||
- ( box.max.y < this.min.y ) ||
- ( box.min.y > this.max.y ) ) {
- return false;
- }
- return true;
- },
- clampPoint: function ( point, optionalTarget ) {
- var result = optionalTarget || new THREE.Vector2();
- return result.copy( point ).clampSelf( this.min, this.max );
- },
- distanceToPoint: function ( point ) {
- var clampedPoint = THREE.Box2.__v1.copy( point ).clampSelf( this.min, this.max );
- return clampedPoint.subSelf( point ).length();
- },
- intersect: function ( box ) {
- this.min.maxSelf( box.min );
- this.max.minSelf( box.max );
- return this;
- },
- union: function ( box ) {
- this.min.minSelf( box.min );
- this.max.maxSelf( box.max );
- return this;
- },
- translate: function ( offset ) {
- this.min.addSelf( offset );
- this.max.addSelf( offset );
- return this;
- },
- equals: function ( box ) {
- return box.min.equals( this.min ) && box.max.equals( this.max );
- },
- clone: function () {
- return new THREE.Box2().copy( this );
- }
- };
- THREE.Box2.__v1 = new THREE.Vector2();
- /**
- * @author bhouston / http://exocortex.com
- */
- THREE.Box3 = function ( min, max ) {
- this.min = min !== undefined ? min.clone() : new THREE.Vector3( Infinity, Infinity, Infinity );
- this.max = max !== undefined ? max.clone() : new THREE.Vector3( -Infinity, -Infinity, -Infinity );
- };
- THREE.Box3.prototype = {
- constructor: THREE.Box3,
- set: function ( min, max ) {
- this.min.copy( min );
- this.max.copy( max );
- return this;
- },
- setFromPoints: function ( points ) {
- if ( points.length > 0 ) {
- var p = points[ 0 ];
- this.min.copy( p );
- this.max.copy( p );
- for ( var i = 1, il = points.length; i < il; i ++ ) {
- p = points[ i ];
- if ( p.x < this.min.x ) {
- this.min.x = p.x;
- } else if ( p.x > this.max.x ) {
- this.max.x = p.x;
- }
- if ( p.y < this.min.y ) {
- this.min.y = p.y;
- } else if ( p.y > this.max.y ) {
- this.max.y = p.y;
- }
- if ( p.z < this.min.z ) {
- this.min.z = p.z;
- } else if ( p.z > this.max.z ) {
- this.max.z = p.z;
- }
- }
- } else {
- this.makeEmpty();
- }
- return this;
- },
- setFromCenterAndSize: function ( center, size ) {
- var halfSize = THREE.Box3.__v1.copy( size ).multiplyScalar( 0.5 );
- this.min.copy( center ).subSelf( halfSize );
- this.max.copy( center ).addSelf( halfSize );
- return this;
- },
- copy: function ( box ) {
- this.min.copy( box.min );
- this.max.copy( box.max );
- return this;
- },
- makeEmpty: function () {
- this.min.x = this.min.y = this.min.z = Infinity;
- this.max.x = this.max.y = this.max.z = -Infinity;
- return this;
- },
- empty: function () {
- // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
- return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
- },
- center: function ( optionalTarget ) {
- var result = optionalTarget || new THREE.Vector3();
- return result.add( this.min, this.max ).multiplyScalar( 0.5 );
- },
- size: function ( optionalTarget ) {
- var result = optionalTarget || new THREE.Vector3();
- return result.sub( this.max, this.min );
- },
- expandByPoint: function ( point ) {
- this.min.minSelf( point );
- this.max.maxSelf( point );
- return this;
- },
- expandByVector: function ( vector ) {
- this.min.subSelf( vector );
- this.max.addSelf( vector );
- return this;
- },
- expandByScalar: function ( scalar ) {
- this.min.addScalar( -scalar );
- this.max.addScalar( scalar );
- return this;
- },
- containsPoint: function ( point ) {
- if ( ( this.min.x <= point.x ) && ( point.x <= this.max.x ) &&
- ( this.min.y <= point.y ) && ( point.y <= this.max.y ) &&
- ( this.min.z <= point.z ) && ( point.z <= this.max.z ) ) {
- return true;
- }
- return false;
- },
- containsBox: function ( box ) {
- if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
- ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
- ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
- return true;
- }
- return false;
- },
- getParameter: function ( point ) {
- // This can potentially have a divide by zero if the box
- // has a size dimension of 0.
- return new THREE.Vector3(
- ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
- ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
- ( point.z - this.min.z ) / ( this.max.z - this.min.z )
- );
- },
- isIntersectionBox: function ( box ) {
- // using 6 splitting planes to rule out intersections.
- if ( ( box.max.x < this.min.x ) || ( box.min.x > this.max.x ) ||
- ( box.max.y < this.min.y ) || ( box.min.y > this.max.y ) ||
- ( box.max.z < this.min.z ) || ( box.min.z > this.max.z ) ) {
- return false;
- }
- return true;
- },
- clampPoint: function ( point, optionalTarget ) {
- var result = optionalTarget || new THREE.Vector3();
- return new THREE.Vector3().copy( point ).clampSelf( this.min, this.max );
- },
- distanceToPoint: function ( point ) {
- var clampedPoint = THREE.Box3.__v1.copy( point ).clampSelf( this.min, this.max );
- return clampedPoint.subSelf( point ).length();
- },
- intersect: function ( box ) {
- this.min.maxSelf( box.min );
- this.max.minSelf( box.max );
- return this;
- },
- union: function ( box ) {
- this.min.minSelf( box.min );
- this.max.maxSelf( box.max );
- return this;
- },
- transform: function ( matrix ) {
-
- // NOTE: I am using a binary pattern to specify all 2^3 combinations below
- var newPoints = [
- matrix.multiplyVector3( THREE.Box3.__v0.set( this.min.x, this.min.y, this.min.z ) ), // 000
- matrix.multiplyVector3( THREE.Box3.__v1.set( this.min.x, this.min.y, this.max.z ) ), // 001
- matrix.multiplyVector3( THREE.Box3.__v2.set( this.min.x, this.max.y, this.min.z ) ), // 010
- matrix.multiplyVector3( THREE.Box3.__v3.set( this.min.x, this.max.y, this.max.z ) ), // 011
- matrix.multiplyVector3( THREE.Box3.__v4.set( this.max.x, this.min.y, this.min.z ) ), // 100
- matrix.multiplyVector3( THREE.Box3.__v5.set( this.max.x, this.min.y, this.max.z ) ), // 101
- matrix.multiplyVector3( THREE.Box3.__v6.set( this.max.x, this.max.y, this.min.z ) ), // 110
- matrix.multiplyVector3( THREE.Box3.__v7.set( this.max.x, this.max.y, this.max.z ) ) // 111
- ];
- this.makeEmpty();
- this.setFromPoints( newPoints );
- return this;
- },
- translate: function ( offset ) {
- this.min.addSelf( offset );
- this.max.addSelf( offset );
- return this;
- },
- equals: function ( box ) {
- return box.min.equals( this.min ) && box.max.equals( this.max );
- },
- clone: function () {
- return new THREE.Box3().copy( this );
- }
- };
- THREE.Box3.__v0 = new THREE.Vector3();
- THREE.Box3.__v1 = new THREE.Vector3();
- THREE.Box3.__v2 = new THREE.Vector3();
- THREE.Box3.__v3 = new THREE.Vector3();
- THREE.Box3.__v4 = new THREE.Vector3();
- THREE.Box3.__v5 = new THREE.Vector3();
- THREE.Box3.__v6 = new THREE.Vector3();
- THREE.Box3.__v7 = new THREE.Vector3();
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- */
- THREE.Matrix3 = function () {
- this.elements = new Float32Array(9);
- };
- THREE.Matrix3.prototype = {
- constructor: THREE.Matrix3,
- multiplyVector3: function ( v ) {
- var te = this.elements;
- var vx = v.x, vy = v.y, vz = v.z;
- v.x = te[0] * vx + te[3] * vy + te[6] * vz;
- v.y = te[1] * vx + te[4] * vy + te[7] * vz;
- v.z = te[2] * vx + te[5] * vy + te[8] * vz;
- return v;
- },
- multiplyVector3Array: function ( a ) {
- var tmp = THREE.Matrix3.__v1;
- for ( var i = 0, il = a.length; i < il; i += 3 ) {
- tmp.x = a[ i ];
- tmp.y = a[ i + 1 ];
- tmp.z = a[ i + 2 ];
- this.multiplyVector3( tmp );
- a[ i ] = tmp.x;
- a[ i + 1 ] = tmp.y;
- a[ i + 2 ] = tmp.z;
- }
- return a;
- },
- getInverse: function ( matrix ) {
- // input: THREE.Matrix4
- // ( based on http://code.google.com/p/webgl-mjs/ )
- var me = matrix.elements;
- var a11 = me[10] * me[5] - me[6] * me[9];
- var a21 = - me[10] * me[1] + me[2] * me[9];
- var a31 = me[6] * me[1] - me[2] * me[5];
- var a12 = - me[10] * me[4] + me[6] * me[8];
- var a22 = me[10] * me[0] - me[2] * me[8];
- var a32 = - me[6] * me[0] + me[2] * me[4];
- var a13 = me[9] * me[4] - me[5] * me[8];
- var a23 = - me[9] * me[0] + me[1] * me[8];
- var a33 = me[5] * me[0] - me[1] * me[4];
- var det = me[0] * a11 + me[1] * a12 + me[2] * a13;
- // no inverse
- if ( det === 0 ) {
- console.warn( "Matrix3.getInverse(): determinant == 0" );
- }
- var idet = 1.0 / det;
- var m = this.elements;
- m[ 0 ] = idet * a11; m[ 1 ] = idet * a21; m[ 2 ] = idet * a31;
- m[ 3 ] = idet * a12; m[ 4 ] = idet * a22; m[ 5 ] = idet * a32;
- m[ 6 ] = idet * a13; m[ 7 ] = idet * a23; m[ 8 ] = idet * a33;
- return this;
- },
- transpose: function () {
- var tmp, m = this.elements;
- tmp = m[1]; m[1] = m[3]; m[3] = tmp;
- tmp = m[2]; m[2] = m[6]; m[6] = tmp;
- tmp = m[5]; m[5] = m[7]; m[7] = tmp;
- return this;
- },
- transposeIntoArray: function ( r ) {
- var m = this.elements;
- r[ 0 ] = m[ 0 ];
- r[ 1 ] = m[ 3 ];
- r[ 2 ] = m[ 6 ];
- r[ 3 ] = m[ 1 ];
- r[ 4 ] = m[ 4 ];
- r[ 5 ] = m[ 7 ];
- r[ 6 ] = m[ 2 ];
- r[ 7 ] = m[ 5 ];
- r[ 8 ] = m[ 8 ];
- return this;
- }
- };
- THREE.Matrix3.__v1 = new THREE.Vector3();/**
- * @author mrdoob / http://mrdoob.com/
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author philogb / http://blog.thejit.org/
- * @author jordi_ros / http://plattsoft.com
- * @author D1plo1d / http://github.com/D1plo1d
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author timknip / http://www.floorplanner.com/
- */
- THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
- this.elements = new Float32Array( 16 );
- this.set(
- ( n11 !== undefined ) ? n11 : 1, n12 || 0, n13 || 0, n14 || 0,
- n21 || 0, ( n22 !== undefined ) ? n22 : 1, n23 || 0, n24 || 0,
- n31 || 0, n32 || 0, ( n33 !== undefined ) ? n33 : 1, n34 || 0,
- n41 || 0, n42 || 0, n43 || 0, ( n44 !== undefined ) ? n44 : 1
- );
- };
- THREE.Matrix4.prototype = {
- constructor: THREE.Matrix4,
- set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
- var te = this.elements;
- te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
- te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
- te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
- te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
- return this;
- },
- identity: function () {
- this.set(
- 1, 0, 0, 0,
- 0, 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- copy: function ( m ) {
- var me = m.elements;
- this.set(
- me[0], me[4], me[8], me[12],
- me[1], me[5], me[9], me[13],
- me[2], me[6], me[10], me[14],
- me[3], me[7], me[11], me[15]
- );
- return this;
- },
- lookAt: function ( eye, target, up ) {
- var te = this.elements;
- var x = THREE.Matrix4.__v1;
- var y = THREE.Matrix4.__v2;
- var z = THREE.Matrix4.__v3;
- z.sub( eye, target ).normalize();
- if ( z.length() === 0 ) {
- z.z = 1;
- }
- x.cross( up, z ).normalize();
- if ( x.length() === 0 ) {
- z.x += 0.0001;
- x.cross( up, z ).normalize();
- }
- y.cross( z, x );
- te[0] = x.x; te[4] = y.x; te[8] = z.x;
- te[1] = x.y; te[5] = y.y; te[9] = z.y;
- te[2] = x.z; te[6] = y.z; te[10] = z.z;
- return this;
- },
- multiply: function ( a, b ) {
- var ae = a.elements;
- var be = b.elements;
- var te = this.elements;
- var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
- var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
- var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
- var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
- var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
- var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
- var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
- var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
- te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
- te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
- te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
- te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
- te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
- te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
- te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
- te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
- te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
- te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
- te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
- te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
- te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
- te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
- te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
- te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
- return this;
- },
- multiplySelf: function ( m ) {
- return this.multiply( this, m );
- },
- multiplyToArray: function ( a, b, r ) {
- var te = this.elements;
- this.multiply( a, b );
- r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
- r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
- r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
- r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
- return this;
- },
- multiplyScalar: function ( s ) {
- var te = this.elements;
- te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
- te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
- te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
- te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
- return this;
- },
- multiplyVector3: function ( v ) {
- var te = this.elements;
- var vx = v.x, vy = v.y, vz = v.z;
- var d = 1 / ( te[3] * vx + te[7] * vy + te[11] * vz + te[15] );
- v.x = ( te[0] * vx + te[4] * vy + te[8] * vz + te[12] ) * d;
- v.y = ( te[1] * vx + te[5] * vy + te[9] * vz + te[13] ) * d;
- v.z = ( te[2] * vx + te[6] * vy + te[10] * vz + te[14] ) * d;
- return v;
- },
- multiplyVector4: function ( v ) {
- var te = this.elements;
- var vx = v.x, vy = v.y, vz = v.z, vw = v.w;
- v.x = te[0] * vx + te[4] * vy + te[8] * vz + te[12] * vw;
- v.y = te[1] * vx + te[5] * vy + te[9] * vz + te[13] * vw;
- v.z = te[2] * vx + te[6] * vy + te[10] * vz + te[14] * vw;
- v.w = te[3] * vx + te[7] * vy + te[11] * vz + te[15] * vw;
- return v;
- },
- multiplyVector3Array: function ( a ) {
- var tmp = THREE.Matrix4.__v1;
- for ( var i = 0, il = a.length; i < il; i += 3 ) {
- tmp.x = a[ i ];
- tmp.y = a[ i + 1 ];
- tmp.z = a[ i + 2 ];
- this.multiplyVector3( tmp );
- a[ i ] = tmp.x;
- a[ i + 1 ] = tmp.y;
- a[ i + 2 ] = tmp.z;
- }
- return a;
- },
- rotateAxis: function ( v ) {
- var te = this.elements;
- var vx = v.x, vy = v.y, vz = v.z;
- v.x = vx * te[0] + vy * te[4] + vz * te[8];
- v.y = vx * te[1] + vy * te[5] + vz * te[9];
- v.z = vx * te[2] + vy * te[6] + vz * te[10];
- v.normalize();
- return v;
- },
- crossVector: function ( a ) {
- var te = this.elements;
- var v = new THREE.Vector4();
- v.x = te[0] * a.x + te[4] * a.y + te[8] * a.z + te[12] * a.w;
- v.y = te[1] * a.x + te[5] * a.y + te[9] * a.z + te[13] * a.w;
- v.z = te[2] * a.x + te[6] * a.y + te[10] * a.z + te[14] * a.w;
- v.w = ( a.w ) ? te[3] * a.x + te[7] * a.y + te[11] * a.z + te[15] * a.w : 1;
- return v;
- },
- determinant: function () {
- var te = this.elements;
- var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
- var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
- var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
- var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
- //TODO: make this more efficient
- //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
- return (
- n14 * n23 * n32 * n41-
- n13 * n24 * n32 * n41-
- n14 * n22 * n33 * n41+
- n12 * n24 * n33 * n41+
- n13 * n22 * n34 * n41-
- n12 * n23 * n34 * n41-
- n14 * n23 * n31 * n42+
- n13 * n24 * n31 * n42+
- n14 * n21 * n33 * n42-
- n11 * n24 * n33 * n42-
- n13 * n21 * n34 * n42+
- n11 * n23 * n34 * n42+
- n14 * n22 * n31 * n43-
- n12 * n24 * n31 * n43-
- n14 * n21 * n32 * n43+
- n11 * n24 * n32 * n43+
- n12 * n21 * n34 * n43-
- n11 * n22 * n34 * n43-
- n13 * n22 * n31 * n44+
- n12 * n23 * n31 * n44+
- n13 * n21 * n32 * n44-
- n11 * n23 * n32 * n44-
- n12 * n21 * n33 * n44+
- n11 * n22 * n33 * n44
- );
- },
- transpose: function () {
- var te = this.elements;
- var tmp;
- tmp = te[1]; te[1] = te[4]; te[4] = tmp;
- tmp = te[2]; te[2] = te[8]; te[8] = tmp;
- tmp = te[6]; te[6] = te[9]; te[9] = tmp;
- tmp = te[3]; te[3] = te[12]; te[12] = tmp;
- tmp = te[7]; te[7] = te[13]; te[13] = tmp;
- tmp = te[11]; te[11] = te[14]; te[14] = tmp;
- return this;
- },
- flattenToArray: function ( flat ) {
- var te = this.elements;
- flat[ 0 ] = te[0]; flat[ 1 ] = te[1]; flat[ 2 ] = te[2]; flat[ 3 ] = te[3];
- flat[ 4 ] = te[4]; flat[ 5 ] = te[5]; flat[ 6 ] = te[6]; flat[ 7 ] = te[7];
- flat[ 8 ] = te[8]; flat[ 9 ] = te[9]; flat[ 10 ] = te[10]; flat[ 11 ] = te[11];
- flat[ 12 ] = te[12]; flat[ 13 ] = te[13]; flat[ 14 ] = te[14]; flat[ 15 ] = te[15];
- return flat;
- },
- flattenToArrayOffset: function( flat, offset ) {
- var te = this.elements;
- flat[ offset ] = te[0];
- flat[ offset + 1 ] = te[1];
- flat[ offset + 2 ] = te[2];
- flat[ offset + 3 ] = te[3];
- flat[ offset + 4 ] = te[4];
- flat[ offset + 5 ] = te[5];
- flat[ offset + 6 ] = te[6];
- flat[ offset + 7 ] = te[7];
- flat[ offset + 8 ] = te[8];
- flat[ offset + 9 ] = te[9];
- flat[ offset + 10 ] = te[10];
- flat[ offset + 11 ] = te[11];
- flat[ offset + 12 ] = te[12];
- flat[ offset + 13 ] = te[13];
- flat[ offset + 14 ] = te[14];
- flat[ offset + 15 ] = te[15];
- return flat;
- },
- getPosition: function () {
- var te = this.elements;
- return THREE.Matrix4.__v1.set( te[12], te[13], te[14] );
- },
- setPosition: function ( v ) {
- var te = this.elements;
- te[12] = v.x;
- te[13] = v.y;
- te[14] = v.z;
- return this;
- },
- getColumnX: function () {
- var te = this.elements;
- return THREE.Matrix4.__v1.set( te[0], te[1], te[2] );
- },
- getColumnY: function () {
- var te = this.elements;
- return THREE.Matrix4.__v1.set( te[4], te[5], te[6] );
- },
- getColumnZ: function() {
- var te = this.elements;
- return THREE.Matrix4.__v1.set( te[8], te[9], te[10] );
- },
- getInverse: function ( m ) {
- // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
- var te = this.elements;
- var me = m.elements;
- var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
- var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
- var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
- var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
- te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
- te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
- te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
- te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
- te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
- te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
- te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
- te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
- te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
- te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
- te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
- te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
- te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
- te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
- te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
- te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
- this.multiplyScalar( 1 / m.determinant() );
- return this;
- },
- setRotationFromEuler: function ( v, order ) {
- var te = this.elements;
- var x = v.x, y = v.y, z = v.z;
- var a = Math.cos( x ), b = Math.sin( x );
- var c = Math.cos( y ), d = Math.sin( y );
- var e = Math.cos( z ), f = Math.sin( z );
- if ( order === undefined || order === 'XYZ' ) {
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
- te[0] = c * e;
- te[4] = - c * f;
- te[8] = d;
- te[1] = af + be * d;
- te[5] = ae - bf * d;
- te[9] = - b * c;
- te[2] = bf - ae * d;
- te[6] = be + af * d;
- te[10] = a * c;
- } else if ( order === 'YXZ' ) {
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
- te[0] = ce + df * b;
- te[4] = de * b - cf;
- te[8] = a * d;
- te[1] = a * f;
- te[5] = a * e;
- te[9] = - b;
- te[2] = cf * b - de;
- te[6] = df + ce * b;
- te[10] = a * c;
- } else if ( order === 'ZXY' ) {
- var ce = c * e, cf = c * f, de = d * e, df = d * f;
- te[0] = ce - df * b;
- te[4] = - a * f;
- te[8] = de + cf * b;
- te[1] = cf + de * b;
- te[5] = a * e;
- te[9] = df - ce * b;
- te[2] = - a * d;
- te[6] = b;
- te[10] = a * c;
- } else if ( order === 'ZYX' ) {
- var ae = a * e, af = a * f, be = b * e, bf = b * f;
- te[0] = c * e;
- te[4] = be * d - af;
- te[8] = ae * d + bf;
- te[1] = c * f;
- te[5] = bf * d + ae;
- te[9] = af * d - be;
- te[2] = - d;
- te[6] = b * c;
- te[10] = a * c;
- } else if ( order === 'YZX' ) {
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
- te[0] = c * e;
- te[4] = bd - ac * f;
- te[8] = bc * f + ad;
- te[1] = f;
- te[5] = a * e;
- te[9] = - b * e;
- te[2] = - d * e;
- te[6] = ad * f + bc;
- te[10] = ac - bd * f;
- } else if ( order === 'XZY' ) {
- var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
- te[0] = c * e;
- te[4] = - f;
- te[8] = d * e;
- te[1] = ac * f + bd;
- te[5] = a * e;
- te[9] = ad * f - bc;
- te[2] = bc * f - ad;
- te[6] = b * e;
- te[10] = bd * f + ac;
- }
- return this;
- },
- setRotationFromQuaternion: function ( q ) {
- var te = this.elements;
- var x = q.x, y = q.y, z = q.z, w = q.w;
- var x2 = x + x, y2 = y + y, z2 = z + z;
- var xx = x * x2, xy = x * y2, xz = x * z2;
- var yy = y * y2, yz = y * z2, zz = z * z2;
- var wx = w * x2, wy = w * y2, wz = w * z2;
- te[0] = 1 - ( yy + zz );
- te[4] = xy - wz;
- te[8] = xz + wy;
- te[1] = xy + wz;
- te[5] = 1 - ( xx + zz );
- te[9] = yz - wx;
- te[2] = xz - wy;
- te[6] = yz + wx;
- te[10] = 1 - ( xx + yy );
- return this;
- },
- compose: function ( translation, rotation, scale ) {
- var te = this.elements;
- var mRotation = THREE.Matrix4.__m1;
- var mScale = THREE.Matrix4.__m2;
- mRotation.identity();
- mRotation.setRotationFromQuaternion( rotation );
- mScale.makeScale( scale );
- this.multiply( mRotation, mScale );
- te[12] = translation.x;
- te[13] = translation.y;
- te[14] = translation.z;
- return this;
- },
- decompose: function ( translation, rotation, scale ) {
- var te = this.elements;
- // grab the axis vectors
- var x = THREE.Matrix4.__v1;
- var y = THREE.Matrix4.__v2;
- var z = THREE.Matrix4.__v3;
- x.set( te[0], te[1], te[2] );
- y.set( te[4], te[5], te[6] );
- z.set( te[8], te[9], te[10] );
- translation = ( translation instanceof THREE.Vector3 ) ? translation : new THREE.Vector3();
- rotation = ( rotation instanceof THREE.Quaternion ) ? rotation : new THREE.Quaternion();
- scale = ( scale instanceof THREE.Vector3 ) ? scale : new THREE.Vector3();
- scale.x = x.length();
- scale.y = y.length();
- scale.z = z.length();
- translation.x = te[12];
- translation.y = te[13];
- translation.z = te[14];
- // scale the rotation part
- var matrix = THREE.Matrix4.__m1;
- matrix.copy( this );
- matrix.elements[0] /= scale.x;
- matrix.elements[1] /= scale.x;
- matrix.elements[2] /= scale.x;
- matrix.elements[4] /= scale.y;
- matrix.elements[5] /= scale.y;
- matrix.elements[6] /= scale.y;
- matrix.elements[8] /= scale.z;
- matrix.elements[9] /= scale.z;
- matrix.elements[10] /= scale.z;
- rotation.setFromRotationMatrix( matrix );
- return [ translation, rotation, scale ];
- },
- extractPosition: function ( m ) {
- var te = this.elements;
- var me = m.elements;
- te[12] = me[12];
- te[13] = me[13];
- te[14] = me[14];
- return this;
- },
- extractRotation: function ( m ) {
- var te = this.elements;
- var me = m.elements;
- var vector = THREE.Matrix4.__v1;
- var scaleX = 1 / vector.set( me[0], me[1], me[2] ).length();
- var scaleY = 1 / vector.set( me[4], me[5], me[6] ).length();
- var scaleZ = 1 / vector.set( me[8], me[9], me[10] ).length();
- te[0] = me[0] * scaleX;
- te[1] = me[1] * scaleX;
- te[2] = me[2] * scaleX;
- te[4] = me[4] * scaleY;
- te[5] = me[5] * scaleY;
- te[6] = me[6] * scaleY;
- te[8] = me[8] * scaleZ;
- te[9] = me[9] * scaleZ;
- te[10] = me[10] * scaleZ;
- return this;
- },
- //
- translate: function ( v ) {
- var te = this.elements;
- var x = v.x, y = v.y, z = v.z;
- te[12] = te[0] * x + te[4] * y + te[8] * z + te[12];
- te[13] = te[1] * x + te[5] * y + te[9] * z + te[13];
- te[14] = te[2] * x + te[6] * y + te[10] * z + te[14];
- te[15] = te[3] * x + te[7] * y + te[11] * z + te[15];
- return this;
- },
- rotateX: function ( angle ) {
- var te = this.elements;
- var m12 = te[4];
- var m22 = te[5];
- var m32 = te[6];
- var m42 = te[7];
- var m13 = te[8];
- var m23 = te[9];
- var m33 = te[10];
- var m43 = te[11];
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- te[4] = c * m12 + s * m13;
- te[5] = c * m22 + s * m23;
- te[6] = c * m32 + s * m33;
- te[7] = c * m42 + s * m43;
- te[8] = c * m13 - s * m12;
- te[9] = c * m23 - s * m22;
- te[10] = c * m33 - s * m32;
- te[11] = c * m43 - s * m42;
- return this;
- },
- rotateY: function ( angle ) {
- var te = this.elements;
- var m11 = te[0];
- var m21 = te[1];
- var m31 = te[2];
- var m41 = te[3];
- var m13 = te[8];
- var m23 = te[9];
- var m33 = te[10];
- var m43 = te[11];
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- te[0] = c * m11 - s * m13;
- te[1] = c * m21 - s * m23;
- te[2] = c * m31 - s * m33;
- te[3] = c * m41 - s * m43;
- te[8] = c * m13 + s * m11;
- te[9] = c * m23 + s * m21;
- te[10] = c * m33 + s * m31;
- te[11] = c * m43 + s * m41;
- return this;
- },
- rotateZ: function ( angle ) {
- var te = this.elements;
- var m11 = te[0];
- var m21 = te[1];
- var m31 = te[2];
- var m41 = te[3];
- var m12 = te[4];
- var m22 = te[5];
- var m32 = te[6];
- var m42 = te[7];
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- te[0] = c * m11 + s * m12;
- te[1] = c * m21 + s * m22;
- te[2] = c * m31 + s * m32;
- te[3] = c * m41 + s * m42;
- te[4] = c * m12 - s * m11;
- te[5] = c * m22 - s * m21;
- te[6] = c * m32 - s * m31;
- te[7] = c * m42 - s * m41;
- return this;
- },
- rotateByAxis: function ( axis, angle ) {
- var te = this.elements;
- // optimize by checking axis
- if ( axis.x === 1 && axis.y === 0 && axis.z === 0 ) {
- return this.rotateX( angle );
- } else if ( axis.x === 0 && axis.y === 1 && axis.z === 0 ) {
- return this.rotateY( angle );
- } else if ( axis.x === 0 && axis.y === 0 && axis.z === 1 ) {
- return this.rotateZ( angle );
- }
- var x = axis.x, y = axis.y, z = axis.z;
- var n = Math.sqrt(x * x + y * y + z * z);
- x /= n;
- y /= n;
- z /= n;
- var xx = x * x, yy = y * y, zz = z * z;
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- var oneMinusCosine = 1 - c;
- var xy = x * y * oneMinusCosine;
- var xz = x * z * oneMinusCosine;
- var yz = y * z * oneMinusCosine;
- var xs = x * s;
- var ys = y * s;
- var zs = z * s;
- var r11 = xx + (1 - xx) * c;
- var r21 = xy + zs;
- var r31 = xz - ys;
- var r12 = xy - zs;
- var r22 = yy + (1 - yy) * c;
- var r32 = yz + xs;
- var r13 = xz + ys;
- var r23 = yz - xs;
- var r33 = zz + (1 - zz) * c;
- var m11 = te[0], m21 = te[1], m31 = te[2], m41 = te[3];
- var m12 = te[4], m22 = te[5], m32 = te[6], m42 = te[7];
- var m13 = te[8], m23 = te[9], m33 = te[10], m43 = te[11];
- var m14 = te[12], m24 = te[13], m34 = te[14], m44 = te[15];
- te[0] = r11 * m11 + r21 * m12 + r31 * m13;
- te[1] = r11 * m21 + r21 * m22 + r31 * m23;
- te[2] = r11 * m31 + r21 * m32 + r31 * m33;
- te[3] = r11 * m41 + r21 * m42 + r31 * m43;
- te[4] = r12 * m11 + r22 * m12 + r32 * m13;
- te[5] = r12 * m21 + r22 * m22 + r32 * m23;
- te[6] = r12 * m31 + r22 * m32 + r32 * m33;
- te[7] = r12 * m41 + r22 * m42 + r32 * m43;
- te[8] = r13 * m11 + r23 * m12 + r33 * m13;
- te[9] = r13 * m21 + r23 * m22 + r33 * m23;
- te[10] = r13 * m31 + r23 * m32 + r33 * m33;
- te[11] = r13 * m41 + r23 * m42 + r33 * m43;
- return this;
- },
- scale: function ( v ) {
- var te = this.elements;
- var x = v.x, y = v.y, z = v.z;
- te[0] *= x; te[4] *= y; te[8] *= z;
- te[1] *= x; te[5] *= y; te[9] *= z;
- te[2] *= x; te[6] *= y; te[10] *= z;
- te[3] *= x; te[7] *= y; te[11] *= z;
- return this;
- },
- getMaxScaleOnAxis: function () {
- var te = this.elements;
- var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
- var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
- var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
- return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
- },
- //
- makeTranslation: function ( offset ) {
- this.set(
- 1, 0, 0, offset.x,
- 0, 1, 0, offset.y,
- 0, 0, 1, offset.z,
- 0, 0, 0, 1
- );
- return this;
- },
- makeRotationX: function ( theta ) {
- var c = Math.cos( theta ), s = Math.sin( theta );
- this.set(
- 1, 0, 0, 0,
- 0, c, -s, 0,
- 0, s, c, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeRotationY: function ( theta ) {
- var c = Math.cos( theta ), s = Math.sin( theta );
- this.set(
- c, 0, s, 0,
- 0, 1, 0, 0,
- -s, 0, c, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeRotationZ: function ( theta ) {
- var c = Math.cos( theta ), s = Math.sin( theta );
- this.set(
- c, -s, 0, 0,
- s, c, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeRotationAxis: function ( axis, angle ) {
- // Based on http://www.gamedev.net/reference/articles/article1199.asp
- var c = Math.cos( angle );
- var s = Math.sin( angle );
- var t = 1 - c;
- var x = axis.x, y = axis.y, z = axis.z;
- var tx = t * x, ty = t * y;
- this.set(
- tx * x + c, tx * y - s * z, tx * z + s * y, 0,
- tx * y + s * z, ty * y + c, ty * z - s * x, 0,
- tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeScale: function ( factor ) {
- this.set(
- factor.x, 0, 0, 0,
- 0, factor.y, 0, 0,
- 0, 0, factor.z, 0,
- 0, 0, 0, 1
- );
- return this;
- },
- makeFrustum: function ( left, right, bottom, top, near, far ) {
- var te = this.elements;
- var x = 2 * near / ( right - left );
- var y = 2 * near / ( top - bottom );
- var a = ( right + left ) / ( right - left );
- var b = ( top + bottom ) / ( top - bottom );
- var c = - ( far + near ) / ( far - near );
- var d = - 2 * far * near / ( far - near );
- te[0] = x; te[4] = 0; te[8] = a; te[12] = 0;
- te[1] = 0; te[5] = y; te[9] = b; te[13] = 0;
- te[2] = 0; te[6] = 0; te[10] = c; te[14] = d;
- te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0;
- return this;
- },
- makePerspective: function ( fov, aspect, near, far ) {
- var ymax = near * Math.tan( fov * Math.PI / 360 );
- var ymin = - ymax;
- var xmin = ymin * aspect;
- var xmax = ymax * aspect;
- return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
- },
- makeOrthographic: function ( left, right, top, bottom, near, far ) {
- var te = this.elements;
- var w = right - left;
- var h = top - bottom;
- var p = far - near;
- var x = ( right + left ) / w;
- var y = ( top + bottom ) / h;
- var z = ( far + near ) / p;
- te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x;
- te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y;
- te[2] = 0; te[6] = 0; te[10] = -2 / p; te[14] = -z;
- te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1;
- return this;
- },
- clone: function () {
- var te = this.elements;
- return new THREE.Matrix4(
- te[0], te[4], te[8], te[12],
- te[1], te[5], te[9], te[13],
- te[2], te[6], te[10], te[14],
- te[3], te[7], te[11], te[15]
- );
- }
- };
- THREE.Matrix4.__v1 = new THREE.Vector3();
- THREE.Matrix4.__v2 = new THREE.Vector3();
- THREE.Matrix4.__v3 = new THREE.Vector3();
- THREE.Matrix4.__m1 = new THREE.Matrix4();
- THREE.Matrix4.__m2 = new THREE.Matrix4();
- /**
- * @author bhouston / http://exocortex.com
- */
- THREE.Ray = function ( origin, direction ) {
- this.origin = origin !== undefined ? origin.clone() : new THREE.Vector3();
- this.direction = direction !== undefined ? direction.clone() : new THREE.Vector3();
- };
- THREE.Ray.prototype = {
- constructor: THREE.Ray,
- set: function ( origin, direction ) {
- this.origin.copy( origin );
- this.direction.copy( direction );
- return this;
- },
- copy: function ( ray ) {
- this.origin.copy( ray.origin );
- this.direction.copy( ray.direction );
- return this;
- },
- at: function( t, optionalTarget ) {
- var result = optionalTarget || new THREE.Vector3();
- return result.copy( this.direction ).multiplyScalar( t ).addSelf( this.origin );
- },
- recastSelf: function ( t ) {
- this.origin.copy( this.at( t, THREE.Ray.__v1 ) );
- return this;
- },
- closestPointToPoint: function ( point, optionalTarget ) {
- var result = optionalTarget || new THREE.Vector3();
- result.sub( point, this.origin );
- var directionDistance = result.dot( this.direction );
- return result.copy( this.direction ).multiplyScalar( directionDistance ).addSelf( this.origin );
- },
- distanceToPoint: function ( point ) {
- var directionDistance = THREE.Ray.__v1.sub( point, this.origin ).dot( this.direction );
- THREE.Ray.__v1.copy( this.direction ).multiplyScalar( directionDistance ).addSelf( this.origin );
- return THREE.Ray.__v1.distanceTo( point );
- },
- isIntersectionSphere: function( sphere ) {
- return ( this.distanceToPoint( sphere.center ) <= sphere.radius );
- },
- isIntersectionPlane: function ( plane ) {
- // check if the line and plane are non-perpendicular, if they
- // eventually they will intersect.
- var denominator = plane.normal.dot( this.direction );
- if ( denominator != 0 ) {
- return true;
- }
- // line is coplanar, return origin
- if( plane.distanceToPoint( this.origin ) == 0 ) {
- return true;
- }
- return false;
- },
- distanceToPlane: function ( plane ) {
- var denominator = plane.normal.dot( this.direction );
- if ( denominator == 0 ) {
- // line is coplanar, return origin
- if( plane.distanceToPoint( this.origin ) == 0 ) {
- return 0;
- }
- // Unsure if this is the correct method to handle this case.
- return undefined;
- }
- var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
- return t;
- },
- intersectPlane: function ( plane, optionalTarget ) {
- var t = this.distanceToPlane( plane );
- if( t === undefined ) {
- return undefined;
- }
- return this.at( t, optionalTarget );
- },
- transform: function ( matrix4 ) {
- this.direction = matrix4.multiplyVector3( this.direction.addSelf( this.origin ) );
- this.origin = matrix4.multiplyVector3( this.origin );
- this.direction.subSelf( this.origin );
- return this;
- },
- equals: function ( ray ) {
- return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
- },
- clone: function () {
- return new THREE.Ray().copy( this );
- }
- };
- THREE.Ray.__v1 = new THREE.Vector3();
- THREE.Ray.__v2 = new THREE.Vector3();/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author bhouston / http://exocortex.com
- */
- THREE.Frustum = function ( ) {
- this.planes = [
- new THREE.Plane(),
- new THREE.Plane(),
- new THREE.Plane(),
- new THREE.Plane(),
- new THREE.Plane(),
- new THREE.Plane()
- ];
- };
- THREE.Frustum.prototype.setFromMatrix = function ( m ) {
- var planes = this.planes;
- var me = m.elements;
- var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3];
- var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7];
- var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11];
- var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15];
- planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 );
- planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 );
- planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 );
- planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 );
- planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 );
- planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 );
- for ( var i = 0; i < 6; i ++ ) {
- planes[ i ].normalize();
- }
- };
- THREE.Frustum.prototype.contains = function ( object ) {
- var planes = this.planes;
- var matrix = object.matrixWorld;
- var matrixPosition = matrix.getPosition();
- var radius = - object.geometry.boundingSphere.radius * matrix.getMaxScaleOnAxis();
- var distance = 0.0;
- for ( var i = 0; i < 6; i ++ ) {
- distance = planes[ i ].distanceToPoint( matrixPosition );
- if ( distance <= radius ) return false;
- }
- return true;
- };
- THREE.Frustum.__v1 = new THREE.Vector3();
- /**
- * @author bhouston / http://exocortex.com
- */
- THREE.Plane = function ( normal, constant ) {
- this.normal = normal !== undefined ? normal.clone() : new THREE.Vector3( 1, 0, 0 );
- this.constant = constant !== undefined ? constant : 0;
- };
- THREE.Plane.prototype = {
- constructor: THREE.Plane,
- set: function ( normal, constant ) {
- this.normal.copy( normal );
- this.constant = constant;
- return this;
- },
- setComponents: function ( x, y, z, w ) {
- this.normal.set( x, y, z );
- this.constant = w;
- return this;
- },
- setFromNormalAndCoplanarPoint: function ( normal, point ) {
- this.normal.copy( normal ).normalize();
- this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
- return this;
- },
- setFromCoplanarPoints: function ( a, b, c ) {
- var normal = THREE.Plane.__v1.sub( c, b ).crossSelf(
- THREE.Plane.__v2.sub( a, b ) ).normalize();
- // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
- this.setFromNormalAndCoplanarPoint( normal, a );
- return this;
- },
- copy: function ( plane ) {
- this.normal.copy( plane.normal );
- this.constant = plane.constant;
- return this;
- },
- normalize: function () {
- // Note: will lead to a divide by zero if the plane is invalid.
- var inverseNormalLength = 1.0 / this.normal.length();
- this.normal.multiplyScalar( inverseNormalLength );
- this.constant *= inverseNormalLength;
- return this;
- },
- distanceToPoint: function ( point ) {
- return this.normal.dot( point ) + this.constant;
- },
- distanceToSphere: function ( sphere ) {
- return this.distanceToPoint( sphere.center ) - sphere.radius;
- },
- projectPoint: function ( point, optionalTarget ) {
- return this.orthoPoint( point, optionalTarget ).subSelf( point ).negate();
- },
- orthoPoint: function ( point, optionalTarget ) {
- var perpendicularMagnitude = this.distanceToPoint( point );
- var result = optionalTarget || new THREE.Vector3();
- return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
- },
- isIntersectionLine: function ( startPoint, endPoint ) {
- // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
- var startSign = this.distanceToPoint( startPoint );
- var endSign = this.distanceToPoint( endPoint );
- return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
- },
- coplanarPoint: function ( optionalTarget ) {
- var result = optionalTarget || new THREE.Vector3();
- return result.copy( this.normal ).multiplyScalar( - this.constant );
- },
- transform: function( matrix, optionalNormalMatrix ) {
- var newNormal = THREE.Plane.__v1, newCoplanarPoint = THREE.Plane.__v2;
- // compute new normal based on theory here:
- // http://www.songho.ca/opengl/gl_normaltransform.html
- optionalNormalMatrix = optionalNormalMatrix || new THREE.Matrix3().getInverse( matrix ).transpose();
- newNormal = optionalNormalMatrix.multiplyVector3( newNormal.copy( this.normal ) );
- newCoplanarPoint = this.coplanarPoint( newCoplanarPoint );
- newCoplanarPoint = matrix.multiplyVector3( newCoplanarPoint );
- this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
- return this;
-
- },
- translate: function ( offset ) {
- this.constant = this.constant - offset.dot( this.normal );
- return this;
- },
- equals: function ( plane ) {
- return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
- },
- clone: function () {
- return new THREE.Plane().copy( this );
- }
- };
- THREE.Plane.__vZero = new THREE.Vector3( 0, 0, 0 );
- THREE.Plane.__v1 = new THREE.Vector3();
- THREE.Plane.__v2 = new THREE.Vector3();
- /**
- * @author bhouston / http://exocortex.com
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.Sphere = function ( center, radius ) {
- this.center = center === undefined ? new THREE.Vector3() : center.clone();
- this.radius = radius === undefined ? 0 : radius;
- };
- THREE.Sphere.prototype = {
- constructor: THREE.Sphere,
- set: function ( center, radius ) {
- this.center.copy( center );
- this.radius = radius;
- return this;
- },
- setFromCenterAndPoints: function ( center, points ) {
- var maxRadiusSq = 0;
- for ( var i = 0, il = points.length; i < il; i ++ ) {
- var radiusSq = center.distanceToSquared( points[ i ] );
- maxRadiusSq = Math.max( maxRadiusSq, radiusSq );
- }
- this.center = center;
- this.radius = Math.sqrt( maxRadiusSq );
- return this;
- },
- copy: function ( sphere ) {
- this.center.copy( sphere.center );
- this.radius = sphere.radius;
- return this;
- },
- empty: function () {
- return ( this.radius <= 0 );
- },
- containsPoint: function ( point ) {
- return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
- },
- distanceToPoint: function ( point ) {
- return ( point.distanceTo( this.center ) - this.radius );
- },
- clampPoint: function ( point, optionalTarget ) {
- var deltaLengthSq = this.center.distanceToSquared( point );
- var result = optionalTarget || new THREE.Vector3();
- result.copy( point );
- if ( deltaLengthSq > ( this.radius * this.radius ) ) {
- result.subSelf( this.center ).normalize();
- result.multiplyScalar( this.radius ).addSelf( this.center );
- }
- return result;
- },
- bounds: function ( optionalTarget ) {
- var box = optionalTarget || new THREE.Box3();
- box.set( this.center, this.center );
- box.expandByScalar( this.radius );
- return box;
- },
- transform: function ( matrix ) {
-
- this.center = matrix.multiplyVector3( this.center );
- this.radius = this.radius * matrix.getMaxScaleOnAxis();
- return this;
- },
- translate: function ( offset ) {
- this.center.addSelf( offset );
- return this;
- },
- equals: function ( sphere ) {
- return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
- },
- clone: function () {
- return new THREE.Sphere().copy( this );
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Math = {
- // Clamp value to range <a, b>
- clamp: function ( x, a, b ) {
- return ( x < a ) ? a : ( ( x > b ) ? b : x );
- },
- // Clamp value to range <a, inf)
- clampBottom: function ( x, a ) {
- return x < a ? a : x;
- },
- // Linear mapping from range <a1, a2> to range <b1, b2>
- mapLinear: function ( x, a1, a2, b1, b2 ) {
- return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
- },
- // Random float from <0, 1> with 16 bits of randomness
- // (standard Math.random() creates repetitive patterns when applied over larger space)
- random16: function () {
- return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
- },
- // Random integer from <low, high> interval
- randInt: function ( low, high ) {
- return low + Math.floor( Math.random() * ( high - low + 1 ) );
- },
- // Random float from <low, high> interval
- randFloat: function ( low, high ) {
- return low + Math.random() * ( high - low );
- },
- // Random float from <-range/2, range/2> interval
- randFloatSpread: function ( range ) {
- return range * ( 0.5 - Math.random() );
- },
- sign: function ( x ) {
- return ( x < 0 ) ? -1 : ( ( x > 0 ) ? 1 : 0 );
- },
- degreesToRadians: function ( degrees ) {
- return degrees * THREE.Math.__d2r;
- },
- radiansToDegrees: function ( radians ) {
- return radians * THREE.Math.__r2d;
- }
- };
- THREE.Math.__d2r = Math.PI / 180;
- THREE.Math.__r2d = 180 / Math.PI;
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author WestLangley / http://github.com/WestLangley
- */
- THREE.Quaternion = function( x, y, z, w ) {
- this.x = x || 0;
- this.y = y || 0;
- this.z = z || 0;
- this.w = ( w !== undefined ) ? w : 1;
- };
- THREE.Quaternion.prototype = {
- constructor: THREE.Quaternion,
- set: function ( x, y, z, w ) {
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
- return this;
- },
- copy: function ( q ) {
- this.x = q.x;
- this.y = q.y;
- this.z = q.z;
- this.w = q.w;
- return this;
- },
- setFromEuler: function ( v, order ) {
- // http://www.mathworks.com/matlabcentral/fileexchange/
- // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
- // content/SpinCalc.m
-
- var c1 = Math.cos( v.x / 2 );
- var c2 = Math.cos( v.y / 2 );
- var c3 = Math.cos( v.z / 2 );
- var s1 = Math.sin( v.x / 2 );
- var s2 = Math.sin( v.y / 2 );
- var s3 = Math.sin( v.z / 2 );
- if ( order === undefined || order === 'XYZ' ) {
- this.x = s1 * c2 * c3 + c1 * s2 * s3;
- this.y = c1 * s2 * c3 - s1 * c2 * s3;
- this.z = c1 * c2 * s3 + s1 * s2 * c3;
- this.w = c1 * c2 * c3 - s1 * s2 * s3;
- } else if ( order === 'YXZ' ) {
-
- this.x = s1 * c2 * c3 + c1 * s2 * s3;
- this.y = c1 * s2 * c3 - s1 * c2 * s3;
- this.z = c1 * c2 * s3 - s1 * s2 * c3;
- this.w = c1 * c2 * c3 + s1 * s2 * s3;
-
- } else if ( order === 'ZXY' ) {
-
- this.x = s1 * c2 * c3 - c1 * s2 * s3;
- this.y = c1 * s2 * c3 + s1 * c2 * s3;
- this.z = c1 * c2 * s3 + s1 * s2 * c3;
- this.w = c1 * c2 * c3 - s1 * s2 * s3;
-
- } else if ( order === 'ZYX' ) {
-
- this.x = s1 * c2 * c3 - c1 * s2 * s3;
- this.y = c1 * s2 * c3 + s1 * c2 * s3;
- this.z = c1 * c2 * s3 - s1 * s2 * c3;
- this.w = c1 * c2 * c3 + s1 * s2 * s3;
-
- } else if ( order === 'YZX' ) {
-
- this.x = s1 * c2 * c3 + c1 * s2 * s3;
- this.y = c1 * s2 * c3 + s1 * c2 * s3;
- this.z = c1 * c2 * s3 - s1 * s2 * c3;
- this.w = c1 * c2 * c3 - s1 * s2 * s3;
-
- } else if ( order === 'XZY' ) {
-
- this.x = s1 * c2 * c3 - c1 * s2 * s3;
- this.y = c1 * s2 * c3 - s1 * c2 * s3;
- this.z = c1 * c2 * s3 + s1 * s2 * c3;
- this.w = c1 * c2 * c3 + s1 * s2 * s3;
-
- }
-
- return this;
- },
- setFromAxisAngle: function ( axis, angle ) {
- // from http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
- // axis have to be normalized
- var halfAngle = angle / 2,
- s = Math.sin( halfAngle );
- this.x = axis.x * s;
- this.y = axis.y * s;
- this.z = axis.z * s;
- this.w = Math.cos( halfAngle );
- return this;
- },
- setFromRotationMatrix: function ( m ) {
- // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
-
- // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
-
- var te = m.elements,
-
- m11 = te[0], m12 = te[4], m13 = te[8],
- m21 = te[1], m22 = te[5], m23 = te[9],
- m31 = te[2], m32 = te[6], m33 = te[10],
-
- trace = m11 + m22 + m33,
- s;
-
- if( trace > 0 ) {
-
- s = 0.5 / Math.sqrt( trace + 1.0 );
-
- this.w = 0.25 / s;
- this.x = ( m32 - m23 ) * s;
- this.y = ( m13 - m31 ) * s;
- this.z = ( m21 - m12 ) * s;
-
- } else if ( m11 > m22 && m11 > m33 ) {
-
- s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
-
- this.w = (m32 - m23 ) / s;
- this.x = 0.25 * s;
- this.y = (m12 + m21 ) / s;
- this.z = (m13 + m31 ) / s;
-
- } else if (m22 > m33) {
-
- s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
-
- this.w = (m13 - m31 ) / s;
- this.x = (m12 + m21 ) / s;
- this.y = 0.25 * s;
- this.z = (m23 + m32 ) / s;
-
- } else {
-
- s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
-
- this.w = ( m21 - m12 ) / s;
- this.x = ( m13 + m31 ) / s;
- this.y = ( m23 + m32 ) / s;
- this.z = 0.25 * s;
-
- }
-
- return this;
- },
- inverse: function () {
- this.conjugate().normalize();
- return this;
- },
- conjugate: function () {
- this.x *= -1;
- this.y *= -1;
- this.z *= -1;
- return this;
- },
- length: function () {
- return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
- },
- normalize: function () {
- var l = Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
- if ( l === 0 ) {
- this.x = 0;
- this.y = 0;
- this.z = 0;
- this.w = 1;
- } else {
- l = 1 / l;
- this.x = this.x * l;
- this.y = this.y * l;
- this.z = this.z * l;
- this.w = this.w * l;
- }
- return this;
- },
- multiply: function ( a, b ) {
- // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
- var qax = a.x, qay = a.y, qaz = a.z, qaw = a.w,
- qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;
- this.x = qax * qbw + qay * qbz - qaz * qby + qaw * qbx;
- this.y = -qax * qbz + qay * qbw + qaz * qbx + qaw * qby;
- this.z = qax * qby - qay * qbx + qaz * qbw + qaw * qbz;
- this.w = -qax * qbx - qay * qby - qaz * qbz + qaw * qbw;
- return this;
- },
- multiplySelf: function ( b ) {
- var qax = this.x, qay = this.y, qaz = this.z, qaw = this.w,
- qbx = b.x, qby = b.y, qbz = b.z, qbw = b.w;
- this.x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
- this.y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
- this.z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
- this.w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
- return this;
- },
- multiplyVector3: function ( vector, dest ) {
- if ( !dest ) { dest = vector; }
- var x = vector.x, y = vector.y, z = vector.z,
- qx = this.x, qy = this.y, qz = this.z, qw = this.w;
- // calculate quat * vector
- var ix = qw * x + qy * z - qz * y,
- iy = qw * y + qz * x - qx * z,
- iz = qw * z + qx * y - qy * x,
- iw = -qx * x - qy * y - qz * z;
- // calculate result * inverse quat
- dest.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
- dest.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
- dest.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
- return dest;
- },
- slerpSelf: function ( qb, t ) {
- var x = this.x, y = this.y, z = this.z, w = this.w;
- // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
- var cosHalfTheta = w * qb.w + x * qb.x + y * qb.y + z * qb.z;
- if ( cosHalfTheta < 0 ) {
- this.w = -qb.w;
- this.x = -qb.x;
- this.y = -qb.y;
- this.z = -qb.z;
- cosHalfTheta = -cosHalfTheta;
- } else {
- this.copy( qb );
- }
- if ( cosHalfTheta >= 1.0 ) {
- this.w = w;
- this.x = x;
- this.y = y;
- this.z = z;
- return this;
- }
- var halfTheta = Math.acos( cosHalfTheta );
- var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
- if ( Math.abs( sinHalfTheta ) < 0.001 ) {
- this.w = 0.5 * ( w + this.w );
- this.x = 0.5 * ( x + this.x );
- this.y = 0.5 * ( y + this.y );
- this.z = 0.5 * ( z + this.z );
- return this;
- }
- var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
- ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
- this.w = ( w * ratioA + this.w * ratioB );
- this.x = ( x * ratioA + this.x * ratioB );
- this.y = ( y * ratioA + this.y * ratioB );
- this.z = ( z * ratioA + this.z * ratioB );
- return this;
- },
- clone: function () {
- return new THREE.Quaternion( this.x, this.y, this.z, this.w );
- }
- }
- THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
- // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
- var cosHalfTheta = qa.w * qb.w + qa.x * qb.x + qa.y * qb.y + qa.z * qb.z;
- if ( cosHalfTheta < 0 ) {
- qm.w = -qb.w;
- qm.x = -qb.x;
- qm.y = -qb.y;
- qm.z = -qb.z;
- cosHalfTheta = -cosHalfTheta;
- } else {
- qm.copy( qb );
- }
- if ( Math.abs( cosHalfTheta ) >= 1.0 ) {
- qm.w = qa.w;
- qm.x = qa.x;
- qm.y = qa.y;
- qm.z = qa.z;
- return qm;
- }
- var halfTheta = Math.acos( cosHalfTheta );
- var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
- if ( Math.abs( sinHalfTheta ) < 0.001 ) {
- qm.w = 0.5 * ( qa.w + qm.w );
- qm.x = 0.5 * ( qa.x + qm.x );
- qm.y = 0.5 * ( qa.y + qm.y );
- qm.z = 0.5 * ( qa.z + qm.z );
- return qm;
- }
- var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta;
- var ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
- qm.w = ( qa.w * ratioA + qm.w * ratioB );
- qm.x = ( qa.x * ratioA + qm.x * ratioB );
- qm.y = ( qa.y * ratioA + qm.y * ratioB );
- qm.z = ( qa.z * ratioA + qm.z * ratioB );
- return qm;
- }
- /**
- * Spline from Tween.js, slightly optimized (and trashed)
- * http://sole.github.com/tween.js/examples/05_spline.html
- *
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Spline = function ( points ) {
- this.points = points;
- var c = [], v3 = { x: 0, y: 0, z: 0 },
- point, intPoint, weight, w2, w3,
- pa, pb, pc, pd;
- this.initFromArray = function( a ) {
- this.points = [];
- for ( var i = 0; i < a.length; i++ ) {
- this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
- }
- };
- this.getPoint = function ( k ) {
- point = ( this.points.length - 1 ) * k;
- intPoint = Math.floor( point );
- weight = point - intPoint;
- c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
- c[ 1 ] = intPoint;
- c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
- c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
- pa = this.points[ c[ 0 ] ];
- pb = this.points[ c[ 1 ] ];
- pc = this.points[ c[ 2 ] ];
- pd = this.points[ c[ 3 ] ];
- w2 = weight * weight;
- w3 = weight * w2;
- v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
- v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
- v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
- return v3;
- };
- this.getControlPointsArray = function () {
- var i, p, l = this.points.length,
- coords = [];
- for ( i = 0; i < l; i ++ ) {
- p = this.points[ i ];
- coords[ i ] = [ p.x, p.y, p.z ];
- }
- return coords;
- };
- // approximate length by summing linear segments
- this.getLength = function ( nSubDivisions ) {
- var i, index, nSamples, position,
- point = 0, intPoint = 0, oldIntPoint = 0,
- oldPosition = new THREE.Vector3(),
- tmpVec = new THREE.Vector3(),
- chunkLengths = [],
- totalLength = 0;
- // first point has 0 length
- chunkLengths[ 0 ] = 0;
- if ( !nSubDivisions ) nSubDivisions = 100;
- nSamples = this.points.length * nSubDivisions;
- oldPosition.copy( this.points[ 0 ] );
- for ( i = 1; i < nSamples; i ++ ) {
- index = i / nSamples;
- position = this.getPoint( index );
- tmpVec.copy( position );
- totalLength += tmpVec.distanceTo( oldPosition );
- oldPosition.copy( position );
- point = ( this.points.length - 1 ) * index;
- intPoint = Math.floor( point );
- if ( intPoint != oldIntPoint ) {
- chunkLengths[ intPoint ] = totalLength;
- oldIntPoint = intPoint;
- }
- }
- // last point ends with total length
- chunkLengths[ chunkLengths.length ] = totalLength;
- return { chunks: chunkLengths, total: totalLength };
- };
- this.reparametrizeByArcLength = function ( samplingCoef ) {
- var i, j,
- index, indexCurrent, indexNext,
- linearDistance, realDistance,
- sampling, position,
- newpoints = [],
- tmpVec = new THREE.Vector3(),
- sl = this.getLength();
- newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
- for ( i = 1; i < this.points.length; i++ ) {
- //tmpVec.copy( this.points[ i - 1 ] );
- //linearDistance = tmpVec.distanceTo( this.points[ i ] );
- realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
- sampling = Math.ceil( samplingCoef * realDistance / sl.total );
- indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
- indexNext = i / ( this.points.length - 1 );
- for ( j = 1; j < sampling - 1; j++ ) {
- index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
- position = this.getPoint( index );
- newpoints.push( tmpVec.copy( position ).clone() );
- }
- newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
- }
- this.points = newpoints;
- };
- // Catmull-Rom
- function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
- var v0 = ( p2 - p0 ) * 0.5,
- v1 = ( p3 - p1 ) * 0.5;
- return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
- };
- };
- /**
- * @author bhouston / http://exocortex.com
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.Triangle = function ( a, b, c ) {
- this.a = new THREE.Vector3();
- this.b = new THREE.Vector3();
- this.c = new THREE.Vector3();
- if( a !== undefined && b !== undefined && c !== undefined ) {
- this.a.copy( a );
- this.b.copy( b );
- this.c.copy( c );
- }
- };
- THREE.Triangle.normal = function( a, b, c, optionalTarget ) {
- var result = optionalTarget || new THREE.Vector3();
- result.sub( c, b );
- THREE.Triangle.__v0.sub( a, b );
- result.crossSelf( THREE.Triangle.__v0 );
- var resultLengthSq = result.lengthSq();
- if( resultLengthSq > 0 ) {
- return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
- }
- return result.set( 0, 0, 0 );
- };
- // static/instance method to calculate barycoordinates
- THREE.Triangle.barycoordFromPoint = function ( point, a, b, c, optionalTarget ) {
- THREE.Triangle.__v0.sub( c, a );
- THREE.Triangle.__v1.sub( b, a );
- THREE.Triangle.__v2.sub( point, a );
- var dot00 = THREE.Triangle.__v0.dot( THREE.Triangle.__v0 );
- var dot01 = THREE.Triangle.__v0.dot( THREE.Triangle.__v1 );
- var dot02 = THREE.Triangle.__v0.dot( THREE.Triangle.__v2 );
- var dot11 = THREE.Triangle.__v1.dot( THREE.Triangle.__v1 );
- var dot12 = THREE.Triangle.__v1.dot( THREE.Triangle.__v2 );
- var denom = ( dot00 * dot11 - dot01 * dot01 );
- var result = optionalTarget || new THREE.Vector3();
- // colinear or singular triangle
- if( denom == 0 ) {
- // arbitrary location outside of triangle?
- // not sure if this is the best idea, maybe should be returning undefined
- return result.set( -2, -1, -1 );
- }
- var invDenom = 1 / denom;
- var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
- var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
- // barycoordinates must always sum to 1
- return result.set( 1 - u - v, v, u );
- };
- THREE.Triangle.containsPoint = function ( point, a, b, c ) {
- // NOTE: need to use __v3 here because __v0, __v1 and __v2 are used in barycoordFromPoint.
- var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, THREE.Triangle.__v3 );
- return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
- };
- THREE.Triangle.prototype = {
- constructor: THREE.Triangle,
- set: function ( a, b, c ) {
- this.a.copy( a );
- this.b.copy( b );
- this.c.copy( c );
- return this;
- },
- setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
- this.a.copy( points[i0] );
- this.b.copy( points[i1] );
- this.c.copy( points[i2] );
- return this;
- },
- copy: function ( triangle ) {
- this.a.copy( triangle.a );
- this.b.copy( triangle.b );
- this.c.copy( triangle.c );
- return this;
- },
- area: function () {
- THREE.Triangle.__v0.sub( this.c, this.b );
- THREE.Triangle.__v1.sub( this.a, this.b );
- return THREE.Triangle.__v0.crossSelf( THREE.Triangle.__v1 ).length() * 0.5;
- },
- midpoint: function ( optionalTarget ) {
- var result = optionalTarget || new THREE.Vector3();
- return result.add( this.a, this.b ).addSelf( this.c ).multiplyScalar( 1 / 3 );
- },
- normal: function ( optionalTarget ) {
- return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
- },
- plane: function ( optionalTarget ) {
- var result = optionalTarget || new THREE.Plane();
- return result.setFromCoplanarPoints( this.a, this.b, this.c );
- },
- barycoordFromPoint: function ( point, optionalTarget ) {
- return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
- },
- containsPoint: function ( point ) {
- return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
- },
- equals: function ( triangle ) {
- return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
- },
- clone: function () {
- return new THREE.Triangle().copy( this );
- }
- };
- THREE.Triangle.__v0 = new THREE.Vector3();
- THREE.Triangle.__v1 = new THREE.Vector3();
- THREE.Triangle.__v2 = new THREE.Vector3();
- THREE.Triangle.__v3 = new THREE.Vector3();
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.Vertex = function ( v ) {
- console.warn( 'THREE.Vertex has been DEPRECATED. Use THREE.Vector3 instead.')
- return v;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.UV = function ( u, v ) {
- console.warn( 'THREE.UV has been DEPRECATED. Use THREE.Vector2 instead.')
- return new THREE.Vector2( u, v );
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Clock = function ( autoStart ) {
- this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
- this.startTime = 0;
- this.oldTime = 0;
- this.elapsedTime = 0;
- this.running = false;
- };
- THREE.Clock.prototype.start = function () {
- this.startTime = Date.now();
- this.oldTime = this.startTime;
- this.running = true;
- };
- THREE.Clock.prototype.stop = function () {
- this.getElapsedTime();
- this.running = false;
- };
- THREE.Clock.prototype.getElapsedTime = function () {
- this.getDelta();
- return this.elapsedTime;
- };
- THREE.Clock.prototype.getDelta = function () {
- var diff = 0;
- if ( this.autoStart && ! this.running ) {
- this.start();
- }
- if ( this.running ) {
- var newTime = Date.now();
- diff = 0.001 * ( newTime - this.oldTime );
- this.oldTime = newTime;
- this.elapsedTime += diff;
- }
- return diff;
- };/**
- * https://github.com/mrdoob/eventdispatcher.js/
- */
- THREE.EventDispatcher = function () {
- var listeners = {};
- this.addEventListener = function ( type, listener ) {
- if ( listeners[ type ] === undefined ) {
- listeners[ type ] = [];
- }
- if ( listeners[ type ].indexOf( listener ) === - 1 ) {
- listeners[ type ].push( listener );
- }
- };
- this.removeEventListener = function ( type, listener ) {
- var index = listeners[ type ].indexOf( listener );
- if ( index !== - 1 ) {
- listeners[ type ].splice( index, 1 );
- }
- };
- this.dispatchEvent = function ( event ) {
- var listenerArray = listeners[ event.type ];
- if ( listenerArray !== undefined ) {
-
- event.target = this;
- for ( var i = 0, l = listenerArray.length; i < l; i ++ ) {
- listenerArray[ i ].call( this, event );
- }
- }
- };
- };/**
- * @author mrdoob / http://mrdoob.com/
- * @author bhouston / http://exocortex.com/
- */
- ( function ( THREE ) {
- THREE.Raycaster = function ( origin, direction, near, far ) {
- this.ray = new THREE.Ray( origin, direction );
-
- // normalized ray.direction required for accurate distance calculations
- if( this.ray.direction.length() > 0 ) {
- this.ray.direction.normalize();
- }
- this.near = near || 0;
- this.far = far || Infinity;
- };
- var sphere = new THREE.Sphere();
- var localRay = new THREE.Ray();
- var facePlane = new THREE.Plane();
- var intersectPoint = new THREE.Vector3();
- var inverseMatrix = new THREE.Matrix4();
- var descSort = function ( a, b ) {
- return a.distance - b.distance;
- };
- var v0 = new THREE.Vector3(), v1 = new THREE.Vector3(), v2 = new THREE.Vector3();
- // http://www.blackpawn.com/texts/pointinpoly/default.html
- var intersectObject = function ( object, raycaster, intersects ) {
- if ( object instanceof THREE.Particle ) {
- var distance = raycaster.ray.distanceToPoint( object.matrixWorld.getPosition() );
- if ( distance > object.scale.x ) {
- return intersects;
- }
- intersects.push( {
- distance: distance,
- point: object.position,
- face: null,
- object: object
- } );
- } else if ( object instanceof THREE.Mesh ) {
- // Checking boundingSphere distance to ray
- sphere.set(
- object.matrixWorld.getPosition(),
- object.geometry.boundingSphere.radius* object.matrixWorld.getMaxScaleOnAxis() );
- if ( ! raycaster.ray.isIntersectionSphere( sphere ) ) {
- return intersects;
- }
- // Checking faces
- var geometry = object.geometry;
- var vertices = geometry.vertices;
- var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
- var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
- var side = object.material.side;
- var a, b, c, d;
- var precision = raycaster.precision;
- object.matrixRotationWorld.extractRotation( object.matrixWorld );
- inverseMatrix.getInverse( object.matrixWorld );
- localRay.copy( raycaster.ray ).transform( inverseMatrix );
-
- for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
- var face = geometry.faces[ f ];
- var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : object.material;
- if ( material === undefined ) continue;
-
- facePlane.setFromNormalAndCoplanarPoint( face.normal, vertices[face.a] );
- var planeDistance = localRay.distanceToPlane( facePlane );
-
- // bail if raycaster and plane are parallel
- if ( Math.abs( planeDistance ) < precision ) continue;
-
- // if negative distance, then plane is behind raycaster
- if ( planeDistance < 0 ) continue;
- // check if we hit the wrong side of a single sided face
- side = material.side;
- if( side !== THREE.DoubleSide ) {
- var planeSign = localRay.direction.dot( facePlane.normal );
- if( ! ( side === THREE.FrontSide ? planeSign < 0 : planeSign > 0 ) ) continue;
- }
- // this can be done using the planeDistance from localRay because localRay wasn't normalized, but ray was
- if ( planeDistance < raycaster.near || planeDistance > raycaster.far ) continue;
-
- intersectPoint = localRay.at( planeDistance, intersectPoint ); // passing in intersectPoint avoids a copy
- if ( face instanceof THREE.Face3 ) {
- a = vertices[ face.a ];
- b = vertices[ face.b ];
- c = vertices[ face.c ];
- if ( ! THREE.Triangle.containsPoint( intersectPoint, a, b, c ) ) continue;
- } else if ( face instanceof THREE.Face4 ) {
- a = vertices[ face.a ];
- b = vertices[ face.b ];
- c = vertices[ face.c ];
- d = vertices[ face.d ];
- if ( ( ! THREE.Triangle.containsPoint( intersectPoint, a, b, d ) ) &&
- ( ! THREE.Triangle.containsPoint( intersectPoint, b, c, d ) ) ) continue;
- } else {
- // This is added because if we call out of this if/else group when none of the cases
- // match it will add a point to the intersection list erroneously.
- throw Error( "face type not supported" );
- }
- intersects.push( {
- distance: planeDistance, // this works because the original ray was normalized, and the transformed localRay wasn't
- point: raycaster.ray.at( planeDistance ),
- face: face,
- faceIndex: f,
- object: object
- } );
- }
- }
- };
- var intersectDescendants = function ( object, raycaster, intersects ) {
- var descendants = object.getDescendants();
- for ( var i = 0, l = descendants.length; i < l; i ++ ) {
- intersectObject( descendants[ i ], raycaster, intersects );
- }
- };
- //
- THREE.Raycaster.prototype.precision = 0.0001;
- THREE.Raycaster.prototype.set = function ( origin, direction ) {
- this.ray.set( origin, direction );
- // normalized ray.direction required for accurate distance calculations
- if( this.ray.direction.length() > 0 ) {
- this.ray.direction.normalize();
- }
- };
- THREE.Raycaster.prototype.intersectObject = function ( object, recursive ) {
- var intersects = [];
- if ( recursive === true ) {
- intersectDescendants( object, this, intersects );
- }
- intersectObject( object, this, intersects );
- intersects.sort( descSort );
- return intersects;
- };
- THREE.Raycaster.prototype.intersectObjects = function ( objects, recursive ) {
- var intersects = [];
- for ( var i = 0, l = objects.length; i < l; i ++ ) {
- intersectObject( objects[ i ], this, intersects );
- if ( recursive === true ) {
- intersectDescendants( objects[ i ], this, intersects );
- }
- }
- intersects.sort( descSort );
- return intersects;
- };
- }( THREE ) );
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Object3D = function () {
- this.id = THREE.Object3DIdCount ++;
- this.name = '';
- this.properties = {};
- this.parent = undefined;
- this.children = [];
- this.up = new THREE.Vector3( 0, 1, 0 );
- this.position = new THREE.Vector3();
- this.rotation = new THREE.Vector3();
- this.eulerOrder = THREE.Object3D.defaultEulerOrder;
- this.scale = new THREE.Vector3( 1, 1, 1 );
- this.renderDepth = null;
- this.rotationAutoUpdate = true;
- this.matrix = new THREE.Matrix4();
- this.matrixWorld = new THREE.Matrix4();
- this.matrixRotationWorld = new THREE.Matrix4();
- this.matrixAutoUpdate = true;
- this.matrixWorldNeedsUpdate = true;
- this.quaternion = new THREE.Quaternion();
- this.useQuaternion = false;
- this.visible = true;
- this.castShadow = false;
- this.receiveShadow = false;
- this.frustumCulled = true;
- this._vector = new THREE.Vector3();
- };
- THREE.Object3D.prototype = {
- constructor: THREE.Object3D,
- applyMatrix: function ( matrix ) {
- this.matrix.multiply( matrix, this.matrix );
- this.scale.getScaleFromMatrix( this.matrix );
- var mat = new THREE.Matrix4().extractRotation( this.matrix );
- this.rotation.setEulerFromRotationMatrix( mat, this.eulerOrder );
- this.position.getPositionFromMatrix( this.matrix );
- },
- translate: function ( distance, axis ) {
- this.matrix.rotateAxis( axis );
- this.position.addSelf( axis.multiplyScalar( distance ) );
- },
- translateX: function ( distance ) {
- this.translate( distance, this._vector.set( 1, 0, 0 ) );
- },
- translateY: function ( distance ) {
- this.translate( distance, this._vector.set( 0, 1, 0 ) );
- },
- translateZ: function ( distance ) {
- this.translate( distance, this._vector.set( 0, 0, 1 ) );
- },
- localToWorld: function ( vector ) {
- return this.matrixWorld.multiplyVector3( vector );
- },
- worldToLocal: function ( vector ) {
- return THREE.Object3D.__m1.getInverse( this.matrixWorld ).multiplyVector3( vector );
- },
- lookAt: function ( vector ) {
- // TODO: Add hierarchy support.
- this.matrix.lookAt( vector, this.position, this.up );
- if ( this.rotationAutoUpdate ) {
- if ( this.useQuaternion === false ) {
- this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
- } else {
- this.quaternion.copy( this.matrix.decompose()[ 1 ] );
- }
- }
- },
- add: function ( object ) {
- if ( object === this ) {
- console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' );
- return;
- }
- if ( object instanceof THREE.Object3D ) {
- if ( object.parent !== undefined ) {
- object.parent.remove( object );
- }
- object.parent = this;
- this.children.push( object );
- // add to scene
- var scene = this;
- while ( scene.parent !== undefined ) {
- scene = scene.parent;
- }
- if ( scene !== undefined && scene instanceof THREE.Scene ) {
- scene.__addObject( object );
- }
- }
- },
- remove: function ( object ) {
- var index = this.children.indexOf( object );
- if ( index !== - 1 ) {
- object.parent = undefined;
- this.children.splice( index, 1 );
- // remove from scene
- var scene = this;
- while ( scene.parent !== undefined ) {
- scene = scene.parent;
- }
- if ( scene !== undefined && scene instanceof THREE.Scene ) {
- scene.__removeObject( object );
- }
- }
- },
- traverse: function ( callback ) {
- callback( this );
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
- this.children[ i ].traverse( callback );
- }
- },
- getChildByName: function ( name, recursive ) {
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
- var child = this.children[ i ];
- if ( child.name === name ) {
- return child;
- }
- if ( recursive === true ) {
- child = child.getChildByName( name, recursive );
- if ( child !== undefined ) {
- return child;
- }
- }
- }
- return undefined;
- },
- getDescendants: function ( array ) {
- if ( array === undefined ) array = [];
- Array.prototype.push.apply( array, this.children );
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
- this.children[ i ].getDescendants( array );
- }
- return array;
- },
- updateMatrix: function () {
- this.matrix.setPosition( this.position );
- if ( this.useQuaternion === false ) {
- this.matrix.setRotationFromEuler( this.rotation, this.eulerOrder );
- } else {
- this.matrix.setRotationFromQuaternion( this.quaternion );
- }
- if ( this.scale.x !== 1 || this.scale.y !== 1 || this.scale.z !== 1 ) {
- this.matrix.scale( this.scale );
- }
- this.matrixWorldNeedsUpdate = true;
- },
- updateMatrixWorld: function ( force ) {
- if ( this.matrixAutoUpdate === true ) this.updateMatrix();
- if ( this.matrixWorldNeedsUpdate === true || force === true ) {
- if ( this.parent === undefined ) {
- this.matrixWorld.copy( this.matrix );
- } else {
- this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
- }
- this.matrixWorldNeedsUpdate = false;
- force = true;
- }
- // update children
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
- this.children[ i ].updateMatrixWorld( force );
- }
- },
- clone: function ( object ) {
- if ( object === undefined ) object = new THREE.Object3D();
- object.name = this.name;
- object.up.copy( this.up );
- object.position.copy( this.position );
- if ( object.rotation instanceof THREE.Vector3 ) object.rotation.copy( this.rotation ); // because of Sprite madness
- object.eulerOrder = this.eulerOrder;
- object.scale.copy( this.scale );
- object.renderDepth = this.renderDepth;
- object.rotationAutoUpdate = this.rotationAutoUpdate;
- object.matrix.copy( this.matrix );
- object.matrixWorld.copy( this.matrixWorld );
- object.matrixRotationWorld.copy( this.matrixRotationWorld );
- object.matrixAutoUpdate = this.matrixAutoUpdate;
- object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
- object.quaternion.copy( this.quaternion );
- object.useQuaternion = this.useQuaternion;
- object.visible = this.visible;
- object.castShadow = this.castShadow;
- object.receiveShadow = this.receiveShadow;
- object.frustumCulled = this.frustumCulled;
- for ( var i = 0; i < this.children.length; i ++ ) {
- var child = this.children[ i ];
- object.add( child.clone() );
- }
- return object;
- }
- };
- THREE.Object3D.__m1 = new THREE.Matrix4();
- THREE.Object3D.defaultEulerOrder = 'XYZ',
- THREE.Object3DIdCount = 0;
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author julianwa / https://github.com/julianwa
- */
- THREE.Projector = function() {
- var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
- _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
- _face, _face3Count, _face3Pool = [], _face3PoolLength = 0,
- _face4Count, _face4Pool = [], _face4PoolLength = 0,
- _line, _lineCount, _linePool = [], _linePoolLength = 0,
- _particle, _particleCount, _particlePool = [], _particlePoolLength = 0,
- _renderData = { objects: [], sprites: [], lights: [], elements: [] },
- _vector3 = new THREE.Vector3(),
- _vector4 = new THREE.Vector4(),
- _viewProjectionMatrix = new THREE.Matrix4(),
- _modelViewProjectionMatrix = new THREE.Matrix4(),
- _normalMatrix = new THREE.Matrix3(),
- _frustum = new THREE.Frustum(),
- _clippedVertex1PositionScreen = new THREE.Vector4(),
- _clippedVertex2PositionScreen = new THREE.Vector4(),
- _face3VertexNormals;
- this.projectVector = function ( vector, camera ) {
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
- _viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
- _viewProjectionMatrix.multiplyVector3( vector );
- return vector;
- };
- this.unprojectVector = function ( vector, camera ) {
- camera.projectionMatrixInverse.getInverse( camera.projectionMatrix );
- _viewProjectionMatrix.multiply( camera.matrixWorld, camera.projectionMatrixInverse );
- _viewProjectionMatrix.multiplyVector3( vector );
- return vector;
- };
- this.pickingRay = function ( vector, camera ) {
- // set two vectors with opposing z values
- vector.z = -1.0;
- var end = new THREE.Vector3( vector.x, vector.y, 1.0 );
- this.unprojectVector( vector, camera );
- this.unprojectVector( end, camera );
- // find direction from vector to end
- end.subSelf( vector ).normalize();
- return new THREE.Raycaster( vector, end );
- };
- var projectGraph = function ( root, sortObjects ) {
- _objectCount = 0;
- _renderData.objects.length = 0;
- _renderData.sprites.length = 0;
- _renderData.lights.length = 0;
- var projectObject = function ( parent ) {
- for ( var c = 0, cl = parent.children.length; c < cl; c ++ ) {
- var object = parent.children[ c ];
- if ( object.visible === false ) continue;
- if ( object instanceof THREE.Light ) {
- _renderData.lights.push( object );
- } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line ) {
- if ( object.frustumCulled === false || _frustum.contains( object ) === true ) {
- _object = getNextObjectInPool();
- _object.object = object;
- if ( object.renderDepth !== null ) {
- _object.z = object.renderDepth;
- } else {
- _vector3.copy( object.matrixWorld.getPosition() );
- _viewProjectionMatrix.multiplyVector3( _vector3 );
- _object.z = _vector3.z;
- }
- _renderData.objects.push( _object );
- }
- } else if ( object instanceof THREE.Sprite || object instanceof THREE.Particle ) {
- _object = getNextObjectInPool();
- _object.object = object;
- // TODO: Find an elegant and performant solution and remove this dupe code.
- if ( object.renderDepth !== null ) {
- _object.z = object.renderDepth;
- } else {
- _vector3.copy( object.matrixWorld.getPosition() );
- _viewProjectionMatrix.multiplyVector3( _vector3 );
- _object.z = _vector3.z;
- }
- _renderData.sprites.push( _object );
- } else {
- _object = getNextObjectInPool();
- _object.object = object;
- if ( object.renderDepth !== null ) {
- _object.z = object.renderDepth;
- } else {
- _vector3.copy( object.matrixWorld.getPosition() );
- _viewProjectionMatrix.multiplyVector3( _vector3 );
- _object.z = _vector3.z;
- }
- _renderData.objects.push( _object );
- }
- projectObject( object );
- }
- };
- projectObject( root );
- if ( sortObjects === true ) _renderData.objects.sort( painterSort );
- return _renderData;
- };
- this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
- var near = camera.near, far = camera.far, visible = false,
- o, ol, v, vl, f, fl, n, nl, c, cl, u, ul, object, modelMatrix,
- geometry, vertices, vertex, vertexPositionScreen,
- faces, face, faceVertexNormals, normal, faceVertexUvs, uvs,
- v1, v2, v3, v4, isFaceMaterial, objectMaterials, material, side;
- _face3Count = 0;
- _face4Count = 0;
- _lineCount = 0;
- _particleCount = 0;
- _renderData.elements.length = 0;
- scene.updateMatrixWorld();
- if ( camera.parent === undefined ) camera.updateMatrixWorld();
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
- _viewProjectionMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
- _frustum.setFromMatrix( _viewProjectionMatrix );
- _renderData = projectGraph( scene, sortObjects );
- for ( o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
- object = _renderData.objects[ o ].object;
- modelMatrix = object.matrixWorld;
- _vertexCount = 0;
- if ( object instanceof THREE.Mesh ) {
- geometry = object.geometry;
- vertices = geometry.vertices;
- faces = geometry.faces;
- faceVertexUvs = geometry.faceVertexUvs;
- _normalMatrix.getInverse( modelMatrix );
- _normalMatrix.transpose();
- isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
- objectMaterials = isFaceMaterial === true ? object.material : null;
- side = object.material.side;
- for ( v = 0, vl = vertices.length; v < vl; v ++ ) {
- _vertex = getNextVertexInPool();
- _vertex.positionWorld.copy( vertices[ v ] );
- modelMatrix.multiplyVector3( _vertex.positionWorld );
- _vertex.positionScreen.copy( _vertex.positionWorld );
- _viewProjectionMatrix.multiplyVector4( _vertex.positionScreen );
- _vertex.positionScreen.x /= _vertex.positionScreen.w;
- _vertex.positionScreen.y /= _vertex.positionScreen.w;
- _vertex.visible = _vertex.positionScreen.z > near && _vertex.positionScreen.z < far;
- }
- for ( f = 0, fl = faces.length; f < fl; f ++ ) {
- face = faces[ f ];
- material = isFaceMaterial === true ? objectMaterials.materials[ face.materialIndex ] : object.material;
- if ( material === undefined ) continue;
- side = material.side;
- if ( face instanceof THREE.Face3 ) {
- v1 = _vertexPool[ face.a ];
- v2 = _vertexPool[ face.b ];
- v3 = _vertexPool[ face.c ];
- if ( v1.visible === true && v2.visible === true && v3.visible === true ) {
- visible = ( ( v3.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
- ( v3.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
- if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
- _face = getNextFace3InPool();
- _face.v1.copy( v1 );
- _face.v2.copy( v2 );
- _face.v3.copy( v3 );
- } else {
- continue;
- }
- } else {
- continue;
- }
- } else if ( face instanceof THREE.Face4 ) {
- v1 = _vertexPool[ face.a ];
- v2 = _vertexPool[ face.b ];
- v3 = _vertexPool[ face.c ];
- v4 = _vertexPool[ face.d ];
- if ( v1.visible === true && v2.visible === true && v3.visible === true && v4.visible === true ) {
- visible = ( v4.positionScreen.x - v1.positionScreen.x ) * ( v2.positionScreen.y - v1.positionScreen.y ) -
- ( v4.positionScreen.y - v1.positionScreen.y ) * ( v2.positionScreen.x - v1.positionScreen.x ) < 0 ||
- ( v2.positionScreen.x - v3.positionScreen.x ) * ( v4.positionScreen.y - v3.positionScreen.y ) -
- ( v2.positionScreen.y - v3.positionScreen.y ) * ( v4.positionScreen.x - v3.positionScreen.x ) < 0;
- if ( side === THREE.DoubleSide || visible === ( side === THREE.FrontSide ) ) {
- _face = getNextFace4InPool();
- _face.v1.copy( v1 );
- _face.v2.copy( v2 );
- _face.v3.copy( v3 );
- _face.v4.copy( v4 );
- } else {
- continue;
- }
- } else {
- continue;
- }
- }
- _face.normalWorld.copy( face.normal );
- if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) _face.normalWorld.negate();
- _normalMatrix.multiplyVector3( _face.normalWorld ).normalize();
- _face.centroidWorld.copy( face.centroid );
- modelMatrix.multiplyVector3( _face.centroidWorld );
- _face.centroidScreen.copy( _face.centroidWorld );
- _viewProjectionMatrix.multiplyVector3( _face.centroidScreen );
- faceVertexNormals = face.vertexNormals;
- for ( n = 0, nl = faceVertexNormals.length; n < nl; n ++ ) {
- normal = _face.vertexNormalsWorld[ n ];
- normal.copy( faceVertexNormals[ n ] );
- if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) normal.negate();
- _normalMatrix.multiplyVector3( normal ).normalize();
- }
- _face.vertexNormalsLength = faceVertexNormals.length;
- for ( c = 0, cl = faceVertexUvs.length; c < cl; c ++ ) {
- uvs = faceVertexUvs[ c ][ f ];
- if ( uvs === undefined ) continue;
- for ( u = 0, ul = uvs.length; u < ul; u ++ ) {
- _face.uvs[ c ][ u ] = uvs[ u ];
- }
- }
- _face.color = face.color;
- _face.material = material;
- _face.z = _face.centroidScreen.z;
- _renderData.elements.push( _face );
- }
- } else if ( object instanceof THREE.Line ) {
- _modelViewProjectionMatrix.multiply( _viewProjectionMatrix, modelMatrix );
- vertices = object.geometry.vertices;
- v1 = getNextVertexInPool();
- v1.positionScreen.copy( vertices[ 0 ] );
- _modelViewProjectionMatrix.multiplyVector4( v1.positionScreen );
- // Handle LineStrip and LinePieces
- var step = object.type === THREE.LinePieces ? 2 : 1;
- for ( v = 1, vl = vertices.length; v < vl; v ++ ) {
- v1 = getNextVertexInPool();
- v1.positionScreen.copy( vertices[ v ] );
- _modelViewProjectionMatrix.multiplyVector4( v1.positionScreen );
- if ( ( v + 1 ) % step > 0 ) continue;
- v2 = _vertexPool[ _vertexCount - 2 ];
- _clippedVertex1PositionScreen.copy( v1.positionScreen );
- _clippedVertex2PositionScreen.copy( v2.positionScreen );
- if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
- // Perform the perspective divide
- _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
- _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
- _line = getNextLineInPool();
- _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
- _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
- _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
- _line.material = object.material;
- _renderData.elements.push( _line );
- }
- }
- }
- }
- for ( o = 0, ol = _renderData.sprites.length; o < ol; o++ ) {
- object = _renderData.sprites[ o ].object;
- modelMatrix = object.matrixWorld;
- if ( object instanceof THREE.Particle ) {
- _vector4.set( modelMatrix.elements[12], modelMatrix.elements[13], modelMatrix.elements[14], 1 );
- _viewProjectionMatrix.multiplyVector4( _vector4 );
- _vector4.z /= _vector4.w;
- if ( _vector4.z > 0 && _vector4.z < 1 ) {
- _particle = getNextParticleInPool();
- _particle.object = object;
- _particle.x = _vector4.x / _vector4.w;
- _particle.y = _vector4.y / _vector4.w;
- _particle.z = _vector4.z;
- _particle.rotation = object.rotation.z;
- _particle.scale.x = object.scale.x * Math.abs( _particle.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
- _particle.scale.y = object.scale.y * Math.abs( _particle.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
- _particle.material = object.material;
- _renderData.elements.push( _particle );
- }
- }
- }
- if ( sortElements === true ) _renderData.elements.sort( painterSort );
- return _renderData;
- };
- // Pools
- function getNextObjectInPool() {
- if ( _objectCount === _objectPoolLength ) {
- var object = new THREE.RenderableObject();
- _objectPool.push( object );
- _objectPoolLength ++;
- _objectCount ++;
- return object;
- }
- return _objectPool[ _objectCount ++ ];
- }
- function getNextVertexInPool() {
- if ( _vertexCount === _vertexPoolLength ) {
- var vertex = new THREE.RenderableVertex();
- _vertexPool.push( vertex );
- _vertexPoolLength ++;
- _vertexCount ++;
- return vertex;
- }
- return _vertexPool[ _vertexCount ++ ];
- }
- function getNextFace3InPool() {
- if ( _face3Count === _face3PoolLength ) {
- var face = new THREE.RenderableFace3();
- _face3Pool.push( face );
- _face3PoolLength ++;
- _face3Count ++;
- return face;
- }
- return _face3Pool[ _face3Count ++ ];
- }
- function getNextFace4InPool() {
- if ( _face4Count === _face4PoolLength ) {
- var face = new THREE.RenderableFace4();
- _face4Pool.push( face );
- _face4PoolLength ++;
- _face4Count ++;
- return face;
- }
- return _face4Pool[ _face4Count ++ ];
- }
- function getNextLineInPool() {
- if ( _lineCount === _linePoolLength ) {
- var line = new THREE.RenderableLine();
- _linePool.push( line );
- _linePoolLength ++;
- _lineCount ++
- return line;
- }
- return _linePool[ _lineCount ++ ];
- }
- function getNextParticleInPool() {
- if ( _particleCount === _particlePoolLength ) {
- var particle = new THREE.RenderableParticle();
- _particlePool.push( particle );
- _particlePoolLength ++;
- _particleCount ++
- return particle;
- }
- return _particlePool[ _particleCount ++ ];
- }
- //
- function painterSort( a, b ) {
- return b.z - a.z;
- }
- function clipLine( s1, s2 ) {
- var alpha1 = 0, alpha2 = 1,
- // Calculate the boundary coordinate of each vertex for the near and far clip planes,
- // Z = -1 and Z = +1, respectively.
- bc1near = s1.z + s1.w,
- bc2near = s2.z + s2.w,
- bc1far = - s1.z + s1.w,
- bc2far = - s2.z + s2.w;
- if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
- // Both vertices lie entirely within all clip planes.
- return true;
- } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
- // Both vertices lie entirely outside one of the clip planes.
- return false;
- } else {
- // The line segment spans at least one clip plane.
- if ( bc1near < 0 ) {
- // v1 lies outside the near plane, v2 inside
- alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
- } else if ( bc2near < 0 ) {
- // v2 lies outside the near plane, v1 inside
- alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
- }
- if ( bc1far < 0 ) {
- // v1 lies outside the far plane, v2 inside
- alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
- } else if ( bc2far < 0 ) {
- // v2 lies outside the far plane, v2 inside
- alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
- }
- if ( alpha2 < alpha1 ) {
- // The line segment spans two boundaries, but is outside both of them.
- // (This can't happen when we're only clipping against just near/far but good
- // to leave the check here for future usage if other clip planes are added.)
- return false;
- } else {
- // Update the s1 and s2 vertices to match the clipped line segment.
- s1.lerpSelf( s2, alpha1 );
- s2.lerpSelf( s1, 1 - alpha2 );
- return true;
- }
- }
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
- this.a = a;
- this.b = b;
- this.c = c;
- this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
- this.vertexNormals = normal instanceof Array ? normal : [ ];
- this.color = color instanceof THREE.Color ? color : new THREE.Color();
- this.vertexColors = color instanceof Array ? color : [];
- this.vertexTangents = [];
- this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
- this.centroid = new THREE.Vector3();
- };
- THREE.Face3.prototype = {
- constructor: THREE.Face3,
- clone: function () {
- var face = new THREE.Face3( this.a, this.b, this.c );
- face.normal.copy( this.normal );
- face.color.copy( this.color );
- face.centroid.copy( this.centroid );
- face.materialIndex = this.materialIndex;
- var i, il;
- for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
- for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
- for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
- return face;
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
- this.a = a;
- this.b = b;
- this.c = c;
- this.d = d;
- this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
- this.vertexNormals = normal instanceof Array ? normal : [ ];
- this.color = color instanceof THREE.Color ? color : new THREE.Color();
- this.vertexColors = color instanceof Array ? color : [];
- this.vertexTangents = [];
- this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
- this.centroid = new THREE.Vector3();
- };
- THREE.Face4.prototype = {
- constructor: THREE.Face4,
- clone: function () {
- var face = new THREE.Face4( this.a, this.b, this.c, this.d );
- face.normal.copy( this.normal );
- face.color.copy( this.color );
- face.centroid.copy( this.centroid );
- face.materialIndex = this.materialIndex;
- var i, il;
- for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
- for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
- for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
- return face;
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author kile / http://kile.stravaganza.org/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author bhouston / http://exocortex.com
- */
- THREE.Geometry = function () {
- THREE.EventDispatcher.call( this );
- this.id = THREE.GeometryIdCount ++;
- this.name = '';
- this.vertices = [];
- this.colors = []; // one-to-one vertex colors, used in ParticleSystem, Line and Ribbon
- this.normals = []; // one-to-one vertex normals, used in Ribbon
- this.faces = [];
- this.faceUvs = [[]];
- this.faceVertexUvs = [[]];
- this.morphTargets = [];
- this.morphColors = [];
- this.morphNormals = [];
- this.skinWeights = [];
- this.skinIndices = [];
- this.lineDistances = [];
- this.boundingBox = null;
- this.boundingSphere = null;
- this.hasTangents = false;
- this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
- // update flags
- this.verticesNeedUpdate = false;
- this.elementsNeedUpdate = false;
- this.uvsNeedUpdate = false;
- this.normalsNeedUpdate = false;
- this.tangentsNeedUpdate = false;
- this.colorsNeedUpdate = false;
- this.lineDistancesNeedUpdate = false;
- this.buffersNeedUpdate = false;
- };
- THREE.Geometry.prototype = {
- constructor: THREE.Geometry,
- applyMatrix: function ( matrix ) {
- var normalMatrix = new THREE.Matrix3();
- normalMatrix.getInverse( matrix ).transpose();
- for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
- var vertex = this.vertices[ i ];
- matrix.multiplyVector3( vertex );
- }
- for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
- var face = this.faces[ i ];
- normalMatrix.multiplyVector3( face.normal ).normalize();
- for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
- normalMatrix.multiplyVector3( face.vertexNormals[ j ] ).normalize();
- }
- matrix.multiplyVector3( face.centroid );
- }
- },
- computeCentroids: function () {
- var f, fl, face;
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- face.centroid.set( 0, 0, 0 );
- if ( face instanceof THREE.Face3 ) {
- face.centroid.addSelf( this.vertices[ face.a ] );
- face.centroid.addSelf( this.vertices[ face.b ] );
- face.centroid.addSelf( this.vertices[ face.c ] );
- face.centroid.divideScalar( 3 );
- } else if ( face instanceof THREE.Face4 ) {
- face.centroid.addSelf( this.vertices[ face.a ] );
- face.centroid.addSelf( this.vertices[ face.b ] );
- face.centroid.addSelf( this.vertices[ face.c ] );
- face.centroid.addSelf( this.vertices[ face.d ] );
- face.centroid.divideScalar( 4 );
- }
- }
- },
- computeFaceNormals: function () {
- var n, nl, v, vl, vertex, f, fl, face, vA, vB, vC,
- cb = new THREE.Vector3(), ab = new THREE.Vector3();
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- vA = this.vertices[ face.a ];
- vB = this.vertices[ face.b ];
- vC = this.vertices[ face.c ];
- cb.sub( vC, vB );
- ab.sub( vA, vB );
- cb.crossSelf( ab );
- cb.normalize();
- face.normal.copy( cb );
- }
- },
- computeVertexNormals: function ( areaWeighted ) {
- var v, vl, f, fl, face, vertices;
- // create internal buffers for reuse when calling this method repeatedly
- // (otherwise memory allocation / deallocation every frame is big resource hog)
- if ( this.__tmpVertices === undefined ) {
- this.__tmpVertices = new Array( this.vertices.length );
- vertices = this.__tmpVertices;
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- vertices[ v ] = new THREE.Vector3();
- }
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- if ( face instanceof THREE.Face3 ) {
- face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
- } else if ( face instanceof THREE.Face4 ) {
- face.vertexNormals = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
- }
- }
- } else {
- vertices = this.__tmpVertices;
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- vertices[ v ].set( 0, 0, 0 );
- }
- }
- if ( areaWeighted ) {
- // vertex normals weighted by triangle areas
- // http://www.iquilezles.org/www/articles/normals/normals.htm
- var vA, vB, vC, vD;
- var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
- db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- if ( face instanceof THREE.Face3 ) {
- vA = this.vertices[ face.a ];
- vB = this.vertices[ face.b ];
- vC = this.vertices[ face.c ];
- cb.sub( vC, vB );
- ab.sub( vA, vB );
- cb.crossSelf( ab );
- vertices[ face.a ].addSelf( cb );
- vertices[ face.b ].addSelf( cb );
- vertices[ face.c ].addSelf( cb );
- } else if ( face instanceof THREE.Face4 ) {
- vA = this.vertices[ face.a ];
- vB = this.vertices[ face.b ];
- vC = this.vertices[ face.c ];
- vD = this.vertices[ face.d ];
- // abd
- db.sub( vD, vB );
- ab.sub( vA, vB );
- db.crossSelf( ab );
- vertices[ face.a ].addSelf( db );
- vertices[ face.b ].addSelf( db );
- vertices[ face.d ].addSelf( db );
- // bcd
- dc.sub( vD, vC );
- bc.sub( vB, vC );
- dc.crossSelf( bc );
- vertices[ face.b ].addSelf( dc );
- vertices[ face.c ].addSelf( dc );
- vertices[ face.d ].addSelf( dc );
- }
- }
- } else {
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- if ( face instanceof THREE.Face3 ) {
- vertices[ face.a ].addSelf( face.normal );
- vertices[ face.b ].addSelf( face.normal );
- vertices[ face.c ].addSelf( face.normal );
- } else if ( face instanceof THREE.Face4 ) {
- vertices[ face.a ].addSelf( face.normal );
- vertices[ face.b ].addSelf( face.normal );
- vertices[ face.c ].addSelf( face.normal );
- vertices[ face.d ].addSelf( face.normal );
- }
- }
- }
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- vertices[ v ].normalize();
- }
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- if ( face instanceof THREE.Face3 ) {
- face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
- face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
- face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
- } else if ( face instanceof THREE.Face4 ) {
- face.vertexNormals[ 0 ].copy( vertices[ face.a ] );
- face.vertexNormals[ 1 ].copy( vertices[ face.b ] );
- face.vertexNormals[ 2 ].copy( vertices[ face.c ] );
- face.vertexNormals[ 3 ].copy( vertices[ face.d ] );
- }
- }
- },
- computeMorphNormals: function () {
- var i, il, f, fl, face;
- // save original normals
- // - create temp variables on first access
- // otherwise just copy (for faster repeated calls)
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- if ( ! face.__originalFaceNormal ) {
- face.__originalFaceNormal = face.normal.clone();
- } else {
- face.__originalFaceNormal.copy( face.normal );
- }
- if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
- for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
- if ( ! face.__originalVertexNormals[ i ] ) {
- face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
- } else {
- face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
- }
- }
- }
- // use temp geometry to compute face and vertex normals for each morph
- var tmpGeo = new THREE.Geometry();
- tmpGeo.faces = this.faces;
- for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
- // create on first access
- if ( ! this.morphNormals[ i ] ) {
- this.morphNormals[ i ] = {};
- this.morphNormals[ i ].faceNormals = [];
- this.morphNormals[ i ].vertexNormals = [];
- var dstNormalsFace = this.morphNormals[ i ].faceNormals;
- var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
- var faceNormal, vertexNormals;
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- faceNormal = new THREE.Vector3();
- if ( face instanceof THREE.Face3 ) {
- vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
- } else {
- vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3(), d: new THREE.Vector3() };
- }
- dstNormalsFace.push( faceNormal );
- dstNormalsVertex.push( vertexNormals );
- }
- }
- var morphNormals = this.morphNormals[ i ];
- // set vertices to morph target
- tmpGeo.vertices = this.morphTargets[ i ].vertices;
- // compute morph normals
- tmpGeo.computeFaceNormals();
- tmpGeo.computeVertexNormals();
- // store morph normals
- var faceNormal, vertexNormals;
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- faceNormal = morphNormals.faceNormals[ f ];
- vertexNormals = morphNormals.vertexNormals[ f ];
- faceNormal.copy( face.normal );
- if ( face instanceof THREE.Face3 ) {
- vertexNormals.a.copy( face.vertexNormals[ 0 ] );
- vertexNormals.b.copy( face.vertexNormals[ 1 ] );
- vertexNormals.c.copy( face.vertexNormals[ 2 ] );
- } else {
- vertexNormals.a.copy( face.vertexNormals[ 0 ] );
- vertexNormals.b.copy( face.vertexNormals[ 1 ] );
- vertexNormals.c.copy( face.vertexNormals[ 2 ] );
- vertexNormals.d.copy( face.vertexNormals[ 3 ] );
- }
- }
- }
- // restore original normals
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- face.normal = face.__originalFaceNormal;
- face.vertexNormals = face.__originalVertexNormals;
- }
- },
- computeTangents: function () {
- // based on http://www.terathon.com/code/tangent.html
- // tangents go to vertices
- var f, fl, v, vl, i, il, vertexIndex,
- face, uv, vA, vB, vC, uvA, uvB, uvC,
- x1, x2, y1, y2, z1, z2,
- s1, s2, t1, t2, r, t, test,
- tan1 = [], tan2 = [],
- sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
- tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
- n = new THREE.Vector3(), w;
- for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
- tan1[ v ] = new THREE.Vector3();
- tan2[ v ] = new THREE.Vector3();
- }
- function handleTriangle( context, a, b, c, ua, ub, uc ) {
- vA = context.vertices[ a ];
- vB = context.vertices[ b ];
- vC = context.vertices[ c ];
- uvA = uv[ ua ];
- uvB = uv[ ub ];
- uvC = uv[ uc ];
- x1 = vB.x - vA.x;
- x2 = vC.x - vA.x;
- y1 = vB.y - vA.y;
- y2 = vC.y - vA.y;
- z1 = vB.z - vA.z;
- z2 = vC.z - vA.z;
- s1 = uvB.x - uvA.x;
- s2 = uvC.x - uvA.x;
- t1 = uvB.y - uvA.y;
- t2 = uvC.y - uvA.y;
- r = 1.0 / ( s1 * t2 - s2 * t1 );
- sdir.set( ( t2 * x1 - t1 * x2 ) * r,
- ( t2 * y1 - t1 * y2 ) * r,
- ( t2 * z1 - t1 * z2 ) * r );
- tdir.set( ( s1 * x2 - s2 * x1 ) * r,
- ( s1 * y2 - s2 * y1 ) * r,
- ( s1 * z2 - s2 * z1 ) * r );
- tan1[ a ].addSelf( sdir );
- tan1[ b ].addSelf( sdir );
- tan1[ c ].addSelf( sdir );
- tan2[ a ].addSelf( tdir );
- tan2[ b ].addSelf( tdir );
- tan2[ c ].addSelf( tdir );
- }
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
- if ( face instanceof THREE.Face3 ) {
- handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
- } else if ( face instanceof THREE.Face4 ) {
- handleTriangle( this, face.a, face.b, face.d, 0, 1, 3 );
- handleTriangle( this, face.b, face.c, face.d, 1, 2, 3 );
- }
- }
- var faceIndex = [ 'a', 'b', 'c', 'd' ];
- for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
- face = this.faces[ f ];
- for ( i = 0; i < face.vertexNormals.length; i++ ) {
- n.copy( face.vertexNormals[ i ] );
- vertexIndex = face[ faceIndex[ i ] ];
- t = tan1[ vertexIndex ];
- // Gram-Schmidt orthogonalize
- tmp.copy( t );
- tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
- // Calculate handedness
- tmp2.cross( face.vertexNormals[ i ], t );
- test = tmp2.dot( tan2[ vertexIndex ] );
- w = (test < 0.0) ? -1.0 : 1.0;
- face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
- }
- }
- this.hasTangents = true;
- },
- computeLineDistances: function ( ) {
- var d = 0;
- var vertices = this.vertices;
- for ( var i = 0, il = vertices.length; i < il; i ++ ) {
- if ( i > 0 ) {
- d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
- }
- this.lineDistances[ i ] = d;
- }
- },
- computeBoundingBox: function () {
- if ( this.boundingBox === null ) {
- this.boundingBox = new THREE.Box3();
- }
- this.boundingBox.setFromPoints( this.vertices );
- },
- computeBoundingSphere: function () {
- if ( this.boundingSphere === null ) {
- this.boundingSphere = new THREE.Sphere();
- }
- this.boundingSphere.setFromCenterAndPoints( this.boundingSphere.center, this.vertices );
- },
- /*
- * Checks for duplicate vertices with hashmap.
- * Duplicated vertices are removed
- * and faces' vertices are updated.
- */
- mergeVertices: function () {
- var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
- var unique = [], changes = [];
- var v, key;
- var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
- var precision = Math.pow( 10, precisionPoints );
- var i,il, face;
- var abcd = 'abcd', o, k, j, jl, u;
- for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
- v = this.vertices[ i ];
- key = [ Math.round( v.x * precision ), Math.round( v.y * precision ), Math.round( v.z * precision ) ].join( '_' );
- if ( verticesMap[ key ] === undefined ) {
- verticesMap[ key ] = i;
- unique.push( this.vertices[ i ] );
- changes[ i ] = unique.length - 1;
- } else {
- //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
- changes[ i ] = changes[ verticesMap[ key ] ];
- }
- };
- // Start to patch face indices
- for( i = 0, il = this.faces.length; i < il; i ++ ) {
- face = this.faces[ i ];
- if ( face instanceof THREE.Face3 ) {
- face.a = changes[ face.a ];
- face.b = changes[ face.b ];
- face.c = changes[ face.c ];
- } else if ( face instanceof THREE.Face4 ) {
- face.a = changes[ face.a ];
- face.b = changes[ face.b ];
- face.c = changes[ face.c ];
- face.d = changes[ face.d ];
- // check dups in (a, b, c, d) and convert to -> face3
- o = [ face.a, face.b, face.c, face.d ];
- for ( k = 3; k > 0; k -- ) {
- if ( o.indexOf( face[ abcd[ k ] ] ) !== k ) {
- // console.log('faces', face.a, face.b, face.c, face.d, 'dup at', k);
- o.splice( k, 1 );
- this.faces[ i ] = new THREE.Face3( o[0], o[1], o[2], face.normal, face.color, face.materialIndex );
- for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
- u = this.faceVertexUvs[ j ][ i ];
- if ( u ) u.splice( k, 1 );
- }
- this.faces[ i ].vertexColors = face.vertexColors;
- break;
- }
- }
- }
- }
- // Use unique set of vertices
- var diff = this.vertices.length - unique.length;
- this.vertices = unique;
- return diff;
- },
- clone: function () {
- var geometry = new THREE.Geometry();
- var vertices = this.vertices;
- for ( var i = 0, il = vertices.length; i < il; i ++ ) {
- geometry.vertices.push( vertices[ i ].clone() );
- }
- var faces = this.faces;
- for ( var i = 0, il = faces.length; i < il; i ++ ) {
- geometry.faces.push( faces[ i ].clone() );
- }
- var uvs = this.faceVertexUvs[ 0 ];
- for ( var i = 0, il = uvs.length; i < il; i ++ ) {
- var uv = uvs[ i ], uvCopy = [];
- for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
- uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
- }
- geometry.faceVertexUvs[ 0 ].push( uvCopy );
- }
- return geometry;
- },
- dispose: function () {
- this.dispatchEvent( { type: 'dispose' } );
- }
- };
- THREE.GeometryIdCount = 0;
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.BufferGeometry = function () {
- THREE.EventDispatcher.call( this );
- this.id = THREE.GeometryIdCount ++;
- // attributes
- this.attributes = {};
- // attributes typed arrays are kept only if dynamic flag is set
- this.dynamic = false;
- // offsets for chunks when using indexed elements
- this.offsets = [];
- // boundings
- this.boundingBox = null;
- this.boundingSphere = null;
- this.hasTangents = false;
- // for compatibility
- this.morphTargets = [];
- };
- THREE.BufferGeometry.prototype = {
- constructor : THREE.BufferGeometry,
- applyMatrix: function ( matrix ) {
- var positionArray;
- var normalArray;
- if ( this.attributes[ "position" ] ) positionArray = this.attributes[ "position" ].array;
- if ( this.attributes[ "normal" ] ) normalArray = this.attributes[ "normal" ].array;
- if ( positionArray !== undefined ) {
- matrix.multiplyVector3Array( positionArray );
- this.verticesNeedUpdate = true;
- }
- if ( normalArray !== undefined ) {
- var normalMatrix = new THREE.Matrix3();
- normalMatrix.getInverse( matrix ).transpose();
- normalMatrix.multiplyVector3Array( normalArray );
- this.normalizeNormals();
- this.normalsNeedUpdate = true;
- }
- },
- computeBoundingBox: function () {
- if ( this.boundingBox === null ) {
- this.boundingBox = new THREE.Box3();
- }
- var positions = this.attributes[ "position" ].array;
- if ( positions ) {
- var bb = this.boundingBox;
- var x, y, z;
- if( positions.length >= 3 ) {
- bb.min.x = bb.max.x = positions[ 0 ];
- bb.min.y = bb.max.y = positions[ 1 ];
- bb.min.z = bb.max.z = positions[ 2 ];
- }
- for ( var i = 3, il = positions.length; i < il; i += 3 ) {
- x = positions[ i ];
- y = positions[ i + 1 ];
- z = positions[ i + 2 ];
- // bounding box
- if ( x < bb.min.x ) {
- bb.min.x = x;
- } else if ( x > bb.max.x ) {
- bb.max.x = x;
- }
- if ( y < bb.min.y ) {
- bb.min.y = y;
- } else if ( y > bb.max.y ) {
- bb.max.y = y;
- }
- if ( z < bb.min.z ) {
- bb.min.z = z;
- } else if ( z > bb.max.z ) {
- bb.max.z = z;
- }
- }
- }
- if ( positions === undefined || positions.length === 0 ) {
- this.boundingBox.min.set( 0, 0, 0 );
- this.boundingBox.max.set( 0, 0, 0 );
- }
- },
- computeBoundingSphere: function () {
- if ( this.boundingSphere === null ) {
- this.boundingSphere = new THREE.Sphere();
- }
- var positions = this.attributes[ "position" ].array;
- if ( positions ) {
- var radiusSq, maxRadiusSq = 0;
- var x, y, z;
- for ( var i = 0, il = positions.length; i < il; i += 3 ) {
- x = positions[ i ];
- y = positions[ i + 1 ];
- z = positions[ i + 2 ];
- radiusSq = x * x + y * y + z * z;
- if ( radiusSq > maxRadiusSq ) maxRadiusSq = radiusSq;
- }
- this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
- }
- },
- computeVertexNormals: function () {
- if ( this.attributes[ "position" ] ) {
- var i, il;
- var j, jl;
- var nVertexElements = this.attributes[ "position" ].array.length;
- if ( this.attributes[ "normal" ] === undefined ) {
- this.attributes[ "normal" ] = {
- itemSize: 3,
- array: new Float32Array( nVertexElements ),
- numItems: nVertexElements
- };
- } else {
- // reset existing normals to zero
- for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) {
- this.attributes[ "normal" ].array[ i ] = 0;
- }
- }
- var positions = this.attributes[ "position" ].array;
- var normals = this.attributes[ "normal" ].array;
- var vA, vB, vC, x, y, z,
- pA = new THREE.Vector3(),
- pB = new THREE.Vector3(),
- pC = new THREE.Vector3(),
- cb = new THREE.Vector3(),
- ab = new THREE.Vector3();
- // indexed elements
- if ( this.attributes[ "index" ] ) {
- var indices = this.attributes[ "index" ].array;
- var offsets = this.offsets;
- for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
- var start = offsets[ j ].start;
- var count = offsets[ j ].count;
- var index = offsets[ j ].index;
- for ( i = start, il = start + count; i < il; i += 3 ) {
- vA = index + indices[ i ];
- vB = index + indices[ i + 1 ];
- vC = index + indices[ i + 2 ];
- x = positions[ vA * 3 ];
- y = positions[ vA * 3 + 1 ];
- z = positions[ vA * 3 + 2 ];
- pA.set( x, y, z );
- x = positions[ vB * 3 ];
- y = positions[ vB * 3 + 1 ];
- z = positions[ vB * 3 + 2 ];
- pB.set( x, y, z );
- x = positions[ vC * 3 ];
- y = positions[ vC * 3 + 1 ];
- z = positions[ vC * 3 + 2 ];
- pC.set( x, y, z );
- cb.sub( pC, pB );
- ab.sub( pA, pB );
- cb.crossSelf( ab );
- normals[ vA * 3 ] += cb.x;
- normals[ vA * 3 + 1 ] += cb.y;
- normals[ vA * 3 + 2 ] += cb.z;
- normals[ vB * 3 ] += cb.x;
- normals[ vB * 3 + 1 ] += cb.y;
- normals[ vB * 3 + 2 ] += cb.z;
- normals[ vC * 3 ] += cb.x;
- normals[ vC * 3 + 1 ] += cb.y;
- normals[ vC * 3 + 2 ] += cb.z;
- }
- }
- // non-indexed elements (unconnected triangle soup)
- } else {
- for ( i = 0, il = positions.length; i < il; i += 9 ) {
- x = positions[ i ];
- y = positions[ i + 1 ];
- z = positions[ i + 2 ];
- pA.set( x, y, z );
- x = positions[ i + 3 ];
- y = positions[ i + 4 ];
- z = positions[ i + 5 ];
- pB.set( x, y, z );
- x = positions[ i + 6 ];
- y = positions[ i + 7 ];
- z = positions[ i + 8 ];
- pC.set( x, y, z );
- cb.sub( pC, pB );
- ab.sub( pA, pB );
- cb.crossSelf( ab );
- normals[ i ] = cb.x;
- normals[ i + 1 ] = cb.y;
- normals[ i + 2 ] = cb.z;
- normals[ i + 3 ] = cb.x;
- normals[ i + 4 ] = cb.y;
- normals[ i + 5 ] = cb.z;
- normals[ i + 6 ] = cb.x;
- normals[ i + 7 ] = cb.y;
- normals[ i + 8 ] = cb.z;
- }
- }
- this.normalizeNormals();
- this.normalsNeedUpdate = true;
- }
- },
- normalizeNormals: function () {
- var normals = this.attributes[ "normal" ].array;
- var x, y, z, n;
- for ( var i = 0, il = normals.length; i < il; i += 3 ) {
- x = normals[ i ];
- y = normals[ i + 1 ];
- z = normals[ i + 2 ];
- n = 1.0 / Math.sqrt( x * x + y * y + z * z );
- normals[ i ] *= n;
- normals[ i + 1 ] *= n;
- normals[ i + 2 ] *= n;
- }
- },
- computeTangents: function () {
- // based on http://www.terathon.com/code/tangent.html
- // (per vertex tangents)
- if ( this.attributes[ "index" ] === undefined ||
- this.attributes[ "position" ] === undefined ||
- this.attributes[ "normal" ] === undefined ||
- this.attributes[ "uv" ] === undefined ) {
- console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" );
- return;
- }
- var indices = this.attributes[ "index" ].array;
- var positions = this.attributes[ "position" ].array;
- var normals = this.attributes[ "normal" ].array;
- var uvs = this.attributes[ "uv" ].array;
- var nVertices = positions.length / 3;
- if ( this.attributes[ "tangent" ] === undefined ) {
- var nTangentElements = 4 * nVertices;
- this.attributes[ "tangent" ] = {
- itemSize: 4,
- array: new Float32Array( nTangentElements ),
- numItems: nTangentElements
- };
- }
- var tangents = this.attributes[ "tangent" ].array;
- var tan1 = [], tan2 = [];
- for ( var k = 0; k < nVertices; k ++ ) {
- tan1[ k ] = new THREE.Vector3();
- tan2[ k ] = new THREE.Vector3();
- }
- var xA, yA, zA,
- xB, yB, zB,
- xC, yC, zC,
- uA, vA,
- uB, vB,
- uC, vC,
- x1, x2, y1, y2, z1, z2,
- s1, s2, t1, t2, r;
- var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
- function handleTriangle( a, b, c ) {
- xA = positions[ a * 3 ];
- yA = positions[ a * 3 + 1 ];
- zA = positions[ a * 3 + 2 ];
- xB = positions[ b * 3 ];
- yB = positions[ b * 3 + 1 ];
- zB = positions[ b * 3 + 2 ];
- xC = positions[ c * 3 ];
- yC = positions[ c * 3 + 1 ];
- zC = positions[ c * 3 + 2 ];
- uA = uvs[ a * 2 ];
- vA = uvs[ a * 2 + 1 ];
- uB = uvs[ b * 2 ];
- vB = uvs[ b * 2 + 1 ];
- uC = uvs[ c * 2 ];
- vC = uvs[ c * 2 + 1 ];
- x1 = xB - xA;
- x2 = xC - xA;
- y1 = yB - yA;
- y2 = yC - yA;
- z1 = zB - zA;
- z2 = zC - zA;
- s1 = uB - uA;
- s2 = uC - uA;
- t1 = vB - vA;
- t2 = vC - vA;
- r = 1.0 / ( s1 * t2 - s2 * t1 );
- sdir.set(
- ( t2 * x1 - t1 * x2 ) * r,
- ( t2 * y1 - t1 * y2 ) * r,
- ( t2 * z1 - t1 * z2 ) * r
- );
- tdir.set(
- ( s1 * x2 - s2 * x1 ) * r,
- ( s1 * y2 - s2 * y1 ) * r,
- ( s1 * z2 - s2 * z1 ) * r
- );
- tan1[ a ].addSelf( sdir );
- tan1[ b ].addSelf( sdir );
- tan1[ c ].addSelf( sdir );
- tan2[ a ].addSelf( tdir );
- tan2[ b ].addSelf( tdir );
- tan2[ c ].addSelf( tdir );
- }
- var i, il;
- var j, jl;
- var iA, iB, iC;
- var offsets = this.offsets;
- for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
- var start = offsets[ j ].start;
- var count = offsets[ j ].count;
- var index = offsets[ j ].index;
- for ( i = start, il = start + count; i < il; i += 3 ) {
- iA = index + indices[ i ];
- iB = index + indices[ i + 1 ];
- iC = index + indices[ i + 2 ];
- handleTriangle( iA, iB, iC );
- }
- }
- var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
- var n = new THREE.Vector3(), n2 = new THREE.Vector3();
- var w, t, test;
- var nx, ny, nz;
- function handleVertex( v ) {
- n.x = normals[ v * 3 ];
- n.y = normals[ v * 3 + 1 ];
- n.z = normals[ v * 3 + 2 ];
- n2.copy( n );
- t = tan1[ v ];
- // Gram-Schmidt orthogonalize
- tmp.copy( t );
- tmp.subSelf( n.multiplyScalar( n.dot( t ) ) ).normalize();
- // Calculate handedness
- tmp2.cross( n2, t );
- test = tmp2.dot( tan2[ v ] );
- w = ( test < 0.0 ) ? -1.0 : 1.0;
- tangents[ v * 4 ] = tmp.x;
- tangents[ v * 4 + 1 ] = tmp.y;
- tangents[ v * 4 + 2 ] = tmp.z;
- tangents[ v * 4 + 3 ] = w;
- }
- for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
- var start = offsets[ j ].start;
- var count = offsets[ j ].count;
- var index = offsets[ j ].index;
- for ( i = start, il = start + count; i < il; i += 3 ) {
- iA = index + indices[ i ];
- iB = index + indices[ i + 1 ];
- iC = index + indices[ i + 2 ];
- handleVertex( iA );
- handleVertex( iB );
- handleVertex( iC );
- }
- }
- this.hasTangents = true;
- this.tangentsNeedUpdate = true;
- },
- dispose: function () {
- this.dispatchEvent( { type: 'dispose' } );
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- */
- THREE.Camera = function () {
- THREE.Object3D.call( this );
- this.matrixWorldInverse = new THREE.Matrix4();
- this.projectionMatrix = new THREE.Matrix4();
- this.projectionMatrixInverse = new THREE.Matrix4();
- };
- THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
- THREE.Camera.prototype.lookAt = function ( vector ) {
- // TODO: Add hierarchy support.
- this.matrix.lookAt( this.position, vector, this.up );
- if ( this.rotationAutoUpdate === true ) {
- if ( this.useQuaternion === false ) {
- this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
- } else {
- this.quaternion.copy( this.matrix.decompose()[ 1 ] );
- }
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
- THREE.Camera.call( this );
- this.left = left;
- this.right = right;
- this.top = top;
- this.bottom = bottom;
- this.near = ( near !== undefined ) ? near : 0.1;
- this.far = ( far !== undefined ) ? far : 2000;
- this.updateProjectionMatrix();
- };
- THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
- THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
- this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author greggman / http://games.greggman.com/
- * @author zz85 / http://www.lab4games.net/zz85/blog
- */
- THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
- THREE.Camera.call( this );
- this.fov = fov !== undefined ? fov : 50;
- this.aspect = aspect !== undefined ? aspect : 1;
- this.near = near !== undefined ? near : 0.1;
- this.far = far !== undefined ? far : 2000;
- this.updateProjectionMatrix();
- };
- THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
- /**
- * Uses Focal Length (in mm) to estimate and set FOV
- * 35mm (fullframe) camera is used if frame size is not specified;
- * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
- */
- THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
- if ( frameHeight === undefined ) frameHeight = 24;
- this.fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI );
- this.updateProjectionMatrix();
- }
- /**
- * Sets an offset in a larger frustum. This is useful for multi-window or
- * multi-monitor/multi-machine setups.
- *
- * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
- * the monitors are in grid like this
- *
- * +---+---+---+
- * | A | B | C |
- * +---+---+---+
- * | D | E | F |
- * +---+---+---+
- *
- * then for each monitor you would call it like this
- *
- * var w = 1920;
- * var h = 1080;
- * var fullWidth = w * 3;
- * var fullHeight = h * 2;
- *
- * --A--
- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
- * --B--
- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
- * --C--
- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
- * --D--
- * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
- * --E--
- * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
- * --F--
- * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
- *
- * Note there is no reason monitors have to be the same size or in a grid.
- */
- THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
- this.fullWidth = fullWidth;
- this.fullHeight = fullHeight;
- this.x = x;
- this.y = y;
- this.width = width;
- this.height = height;
- this.updateProjectionMatrix();
- };
- THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
- if ( this.fullWidth ) {
- var aspect = this.fullWidth / this.fullHeight;
- var top = Math.tan( this.fov * Math.PI / 360 ) * this.near;
- var bottom = -top;
- var left = aspect * bottom;
- var right = aspect * top;
- var width = Math.abs( right - left );
- var height = Math.abs( top - bottom );
- this.projectionMatrix.makeFrustum(
- left + this.x * width / this.fullWidth,
- left + ( this.x + this.width ) * width / this.fullWidth,
- top - ( this.y + this.height ) * height / this.fullHeight,
- top - this.y * height / this.fullHeight,
- this.near,
- this.far
- );
- } else {
- this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
-
- THREE.Light = function ( hex ) {
- THREE.Object3D.call( this );
- this.color = new THREE.Color( hex );
- };
- THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.AmbientLight = function ( hex ) {
- THREE.Light.call( this, hex );
- };
- THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.DirectionalLight = function ( hex, intensity ) {
- THREE.Light.call( this, hex );
- this.position = new THREE.Vector3( 0, 1, 0 );
- this.target = new THREE.Object3D();
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
- this.castShadow = false;
- this.onlyShadow = false;
- //
- this.shadowCameraNear = 50;
- this.shadowCameraFar = 5000;
- this.shadowCameraLeft = -500;
- this.shadowCameraRight = 500;
- this.shadowCameraTop = 500;
- this.shadowCameraBottom = -500;
- this.shadowCameraVisible = false;
- this.shadowBias = 0;
- this.shadowDarkness = 0.5;
- this.shadowMapWidth = 512;
- this.shadowMapHeight = 512;
- //
- this.shadowCascade = false;
- this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 );
- this.shadowCascadeCount = 2;
- this.shadowCascadeBias = [ 0, 0, 0 ];
- this.shadowCascadeWidth = [ 512, 512, 512 ];
- this.shadowCascadeHeight = [ 512, 512, 512 ];
- this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ];
- this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ];
- this.shadowCascadeArray = [];
- //
- this.shadowMap = null;
- this.shadowMapSize = null;
- this.shadowCamera = null;
- this.shadowMatrix = null;
- };
- THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.HemisphereLight = function ( skyColorHex, groundColorHex, intensity ) {
- THREE.Light.call( this, skyColorHex );
- this.groundColor = new THREE.Color( groundColorHex );
- this.position = new THREE.Vector3( 0, 100, 0 );
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
- };
- THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.PointLight = function ( hex, intensity, distance ) {
- THREE.Light.call( this, hex );
- this.position = new THREE.Vector3( 0, 0, 0 );
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
- this.distance = ( distance !== undefined ) ? distance : 0;
- };
- THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.SpotLight = function ( hex, intensity, distance, angle, exponent ) {
- THREE.Light.call( this, hex );
- this.position = new THREE.Vector3( 0, 1, 0 );
- this.target = new THREE.Object3D();
- this.intensity = ( intensity !== undefined ) ? intensity : 1;
- this.distance = ( distance !== undefined ) ? distance : 0;
- this.angle = ( angle !== undefined ) ? angle : Math.PI / 2;
- this.exponent = ( exponent !== undefined ) ? exponent : 10;
- this.castShadow = false;
- this.onlyShadow = false;
- //
- this.shadowCameraNear = 50;
- this.shadowCameraFar = 5000;
- this.shadowCameraFov = 50;
- this.shadowCameraVisible = false;
- this.shadowBias = 0;
- this.shadowDarkness = 0.5;
- this.shadowMapWidth = 512;
- this.shadowMapHeight = 512;
- //
- this.shadowMap = null;
- this.shadowMapSize = null;
- this.shadowCamera = null;
- this.shadowMatrix = null;
- };
- THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Loader = function ( showStatus ) {
- this.showStatus = showStatus;
- this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
- this.onLoadStart = function () {};
- this.onLoadProgress = function () {};
- this.onLoadComplete = function () {};
- };
- THREE.Loader.prototype = {
- constructor: THREE.Loader,
- crossOrigin: 'anonymous',
- addStatusElement: function () {
- var e = document.createElement( "div" );
- e.style.position = "absolute";
- e.style.right = "0px";
- e.style.top = "0px";
- e.style.fontSize = "0.8em";
- e.style.textAlign = "left";
- e.style.background = "rgba(0,0,0,0.25)";
- e.style.color = "#fff";
- e.style.width = "120px";
- e.style.padding = "0.5em 0.5em 0.5em 0.5em";
- e.style.zIndex = 1000;
- e.innerHTML = "Loading ...";
- return e;
- },
- updateProgress: function ( progress ) {
- var message = "Loaded ";
- if ( progress.total ) {
- message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";
- } else {
- message += ( progress.loaded / 1000 ).toFixed(2) + " KB";
- }
- this.statusDomElement.innerHTML = message;
- },
- extractUrlBase: function ( url ) {
- var parts = url.split( '/' );
- parts.pop();
- return ( parts.length < 1 ? '.' : parts.join( '/' ) ) + '/';
- },
- initMaterials: function ( materials, texturePath ) {
- var array = [];
- for ( var i = 0; i < materials.length; ++ i ) {
- array[ i ] = THREE.Loader.prototype.createMaterial( materials[ i ], texturePath );
- }
- return array;
- },
- needsTangents: function ( materials ) {
- for( var i = 0, il = materials.length; i < il; i ++ ) {
- var m = materials[ i ];
- if ( m instanceof THREE.ShaderMaterial ) return true;
- }
- return false;
- },
- createMaterial: function ( m, texturePath ) {
- var _this = this;
- function is_pow2( n ) {
- var l = Math.log( n ) / Math.LN2;
- return Math.floor( l ) == l;
- }
- function nearest_pow2( n ) {
- var l = Math.log( n ) / Math.LN2;
- return Math.pow( 2, Math.round( l ) );
- }
- function load_image( where, url ) {
- var image = new Image();
- image.onload = function () {
- if ( !is_pow2( this.width ) || !is_pow2( this.height ) ) {
- var width = nearest_pow2( this.width );
- var height = nearest_pow2( this.height );
- where.image.width = width;
- where.image.height = height;
- where.image.getContext( '2d' ).drawImage( this, 0, 0, width, height );
- } else {
- where.image = this;
- }
- where.needsUpdate = true;
- };
- image.crossOrigin = _this.crossOrigin;
- image.src = url;
- }
- function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
- var isCompressed = sourceFile.toLowerCase().endsWith( ".dds" );
- var fullPath = texturePath + "/" + sourceFile;
- if ( isCompressed ) {
- var texture = THREE.ImageUtils.loadCompressedTexture( fullPath );
- where[ name ] = texture;
- } else {
- var texture = document.createElement( 'canvas' );
- where[ name ] = new THREE.Texture( texture );
- }
- where[ name ].sourceFile = sourceFile;
- if( repeat ) {
- where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] );
- if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping;
- if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping;
- }
- if ( offset ) {
- where[ name ].offset.set( offset[ 0 ], offset[ 1 ] );
- }
- if ( wrap ) {
- var wrapMap = {
- "repeat": THREE.RepeatWrapping,
- "mirror": THREE.MirroredRepeatWrapping
- }
- if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ];
- if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ];
- }
- if ( anisotropy ) {
- where[ name ].anisotropy = anisotropy;
- }
- if ( ! isCompressed ) {
- load_image( where[ name ], fullPath );
- }
- }
- function rgb2hex( rgb ) {
- return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
- }
- // defaults
- var mtype = "MeshLambertMaterial";
- var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
- // parameters from model file
- if ( m.shading ) {
- var shading = m.shading.toLowerCase();
- if ( shading === "phong" ) mtype = "MeshPhongMaterial";
- else if ( shading === "basic" ) mtype = "MeshBasicMaterial";
- }
- if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
- mpars.blending = THREE[ m.blending ];
- }
- if ( m.transparent !== undefined || m.opacity < 1.0 ) {
- mpars.transparent = m.transparent;
- }
- if ( m.depthTest !== undefined ) {
- mpars.depthTest = m.depthTest;
- }
- if ( m.depthWrite !== undefined ) {
- mpars.depthWrite = m.depthWrite;
- }
- if ( m.visible !== undefined ) {
- mpars.visible = m.visible;
- }
- if ( m.flipSided !== undefined ) {
- mpars.side = THREE.BackSide;
- }
- if ( m.doubleSided !== undefined ) {
- mpars.side = THREE.DoubleSide;
- }
- if ( m.wireframe !== undefined ) {
- mpars.wireframe = m.wireframe;
- }
- if ( m.vertexColors !== undefined ) {
- if ( m.vertexColors === "face" ) {
- mpars.vertexColors = THREE.FaceColors;
- } else if ( m.vertexColors ) {
- mpars.vertexColors = THREE.VertexColors;
- }
- }
- // colors
- if ( m.colorDiffuse ) {
- mpars.color = rgb2hex( m.colorDiffuse );
- } else if ( m.DbgColor ) {
- mpars.color = m.DbgColor;
- }
- if ( m.colorSpecular ) {
- mpars.specular = rgb2hex( m.colorSpecular );
- }
- if ( m.colorAmbient ) {
- mpars.ambient = rgb2hex( m.colorAmbient );
- }
- // modifiers
- if ( m.transparency ) {
- mpars.opacity = m.transparency;
- }
- if ( m.specularCoef ) {
- mpars.shininess = m.specularCoef;
- }
- // textures
- if ( m.mapDiffuse && texturePath ) {
- create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
- }
- if ( m.mapLight && texturePath ) {
- create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
- }
- if ( m.mapBump && texturePath ) {
- create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
- }
- if ( m.mapNormal && texturePath ) {
- create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
- }
- if ( m.mapSpecular && texturePath ) {
- create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
- }
- //
- if ( m.mapBumpScale ) {
- mpars.bumpScale = m.mapBumpScale;
- }
- // special case for normal mapped material
- if ( m.mapNormal ) {
- var shader = THREE.ShaderUtils.lib[ "normal" ];
- var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
- uniforms[ "tNormal" ].value = mpars.normalMap;
- if ( m.mapNormalFactor ) {
- uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor );
- }
- if ( mpars.map ) {
- uniforms[ "tDiffuse" ].value = mpars.map;
- uniforms[ "enableDiffuse" ].value = true;
- }
- if ( mpars.specularMap ) {
- uniforms[ "tSpecular" ].value = mpars.specularMap;
- uniforms[ "enableSpecular" ].value = true;
- }
- if ( mpars.lightMap ) {
- uniforms[ "tAO" ].value = mpars.lightMap;
- uniforms[ "enableAO" ].value = true;
- }
- // for the moment don't handle displacement texture
- uniforms[ "uDiffuseColor" ].value.setHex( mpars.color );
- uniforms[ "uSpecularColor" ].value.setHex( mpars.specular );
- uniforms[ "uAmbientColor" ].value.setHex( mpars.ambient );
- uniforms[ "uShininess" ].value = mpars.shininess;
- if ( mpars.opacity !== undefined ) {
- uniforms[ "uOpacity" ].value = mpars.opacity;
- }
- var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
- var material = new THREE.ShaderMaterial( parameters );
- if ( mpars.transparent ) {
- material.transparent = true;
- }
- } else {
- var material = new THREE[ mtype ]( mpars );
- }
- if ( m.DbgName !== undefined ) material.name = m.DbgName;
- return material;
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.BinaryLoader = function ( showStatus ) {
- THREE.Loader.call( this, showStatus );
- };
- THREE.BinaryLoader.prototype = Object.create( THREE.Loader.prototype );
- // Load models generated by slim OBJ converter with BINARY option (converter_obj_three_slim.py -t binary)
- // - binary models consist of two files: JS and BIN
- // - parameters
- // - url (required)
- // - callback (required)
- // - texturePath (optional: if not specified, textures will be assumed to be in the same folder as JS model file)
- // - binaryPath (optional: if not specified, binary file will be assumed to be in the same folder as JS model file)
- THREE.BinaryLoader.prototype.load = function( url, callback, texturePath, binaryPath ) {
- // todo: unify load API to for easier SceneLoader use
- texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
- binaryPath = binaryPath && ( typeof binaryPath === "string" ) ? binaryPath : this.extractUrlBase( url );
- var callbackProgress = this.showProgress ? THREE.Loader.prototype.updateProgress : null;
- this.onLoadStart();
- // #1 load JS part via web worker
- this.loadAjaxJSON( this, url, callback, texturePath, binaryPath, callbackProgress );
- };
- THREE.BinaryLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, binaryPath, callbackProgress ) {
- var xhr = new XMLHttpRequest();
- xhr.onreadystatechange = function () {
- if ( xhr.readyState == 4 ) {
- if ( xhr.status == 200 || xhr.status == 0 ) {
- var json = JSON.parse( xhr.responseText );
- context.loadAjaxBuffers( json, callback, binaryPath, texturePath, callbackProgress );
- } else {
- console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
- }
- }
- };
- xhr.open( "GET", url, true );
- xhr.send( null );
- };
- THREE.BinaryLoader.prototype.loadAjaxBuffers = function ( json, callback, binaryPath, texturePath, callbackProgress ) {
- var xhr = new XMLHttpRequest(),
- url = binaryPath + "/" + json.buffers;
- var length = 0;
- xhr.onreadystatechange = function () {
- if ( xhr.readyState == 4 ) {
- if ( xhr.status == 200 || xhr.status == 0 ) {
- var buffer = xhr.response;
- if ( buffer === undefined ) buffer = ( new Uint8Array( xhr.responseBody ) ).buffer; // IEWEBGL needs this
- THREE.BinaryLoader.prototype.createBinModel( buffer, callback, texturePath, json.materials );
- } else {
- console.error( "THREE.BinaryLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
- }
- } else if ( xhr.readyState == 3 ) {
- if ( callbackProgress ) {
- if ( length == 0 ) {
- length = xhr.getResponseHeader( "Content-Length" );
- }
- callbackProgress( { total: length, loaded: xhr.responseText.length } );
- }
- } else if ( xhr.readyState == 2 ) {
- length = xhr.getResponseHeader( "Content-Length" );
- }
- };
- xhr.open( "GET", url, true );
- xhr.responseType = "arraybuffer";
- xhr.send( null );
- };
- // Binary AJAX parser
- THREE.BinaryLoader.prototype.createBinModel = function ( data, callback, texturePath, jsonMaterials ) {
- var Model = function ( texturePath ) {
- var scope = this,
- currentOffset = 0,
- md,
- normals = [],
- uvs = [],
- start_tri_flat, start_tri_smooth, start_tri_flat_uv, start_tri_smooth_uv,
- start_quad_flat, start_quad_smooth, start_quad_flat_uv, start_quad_smooth_uv,
- tri_size, quad_size,
- len_tri_flat, len_tri_smooth, len_tri_flat_uv, len_tri_smooth_uv,
- len_quad_flat, len_quad_smooth, len_quad_flat_uv, len_quad_smooth_uv;
- THREE.Geometry.call( this );
- md = parseMetaData( data, currentOffset );
- currentOffset += md.header_bytes;
- /*
- md.vertex_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
- md.material_index_bytes = Uint16Array.BYTES_PER_ELEMENT;
- md.normal_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
- md.uv_index_bytes = Uint32Array.BYTES_PER_ELEMENT;
- */
- // buffers sizes
- tri_size = md.vertex_index_bytes * 3 + md.material_index_bytes;
- quad_size = md.vertex_index_bytes * 4 + md.material_index_bytes;
- len_tri_flat = md.ntri_flat * ( tri_size );
- len_tri_smooth = md.ntri_smooth * ( tri_size + md.normal_index_bytes * 3 );
- len_tri_flat_uv = md.ntri_flat_uv * ( tri_size + md.uv_index_bytes * 3 );
- len_tri_smooth_uv = md.ntri_smooth_uv * ( tri_size + md.normal_index_bytes * 3 + md.uv_index_bytes * 3 );
- len_quad_flat = md.nquad_flat * ( quad_size );
- len_quad_smooth = md.nquad_smooth * ( quad_size + md.normal_index_bytes * 4 );
- len_quad_flat_uv = md.nquad_flat_uv * ( quad_size + md.uv_index_bytes * 4 );
- len_quad_smooth_uv = md.nquad_smooth_uv * ( quad_size + md.normal_index_bytes * 4 + md.uv_index_bytes * 4 );
- // read buffers
- currentOffset += init_vertices( currentOffset );
- currentOffset += init_normals( currentOffset );
- currentOffset += handlePadding( md.nnormals * 3 );
- currentOffset += init_uvs( currentOffset );
- start_tri_flat = currentOffset;
- start_tri_smooth = start_tri_flat + len_tri_flat + handlePadding( md.ntri_flat * 2 );
- start_tri_flat_uv = start_tri_smooth + len_tri_smooth + handlePadding( md.ntri_smooth * 2 );
- start_tri_smooth_uv = start_tri_flat_uv + len_tri_flat_uv + handlePadding( md.ntri_flat_uv * 2 );
- start_quad_flat = start_tri_smooth_uv + len_tri_smooth_uv + handlePadding( md.ntri_smooth_uv * 2 );
- start_quad_smooth = start_quad_flat + len_quad_flat + handlePadding( md.nquad_flat * 2 );
- start_quad_flat_uv = start_quad_smooth + len_quad_smooth + handlePadding( md.nquad_smooth * 2 );
- start_quad_smooth_uv= start_quad_flat_uv + len_quad_flat_uv + handlePadding( md.nquad_flat_uv * 2 );
- // have to first process faces with uvs
- // so that face and uv indices match
- init_triangles_flat_uv( start_tri_flat_uv );
- init_triangles_smooth_uv( start_tri_smooth_uv );
- init_quads_flat_uv( start_quad_flat_uv );
- init_quads_smooth_uv( start_quad_smooth_uv );
- // now we can process untextured faces
- init_triangles_flat( start_tri_flat );
- init_triangles_smooth( start_tri_smooth );
- init_quads_flat( start_quad_flat );
- init_quads_smooth( start_quad_smooth );
- this.computeCentroids();
- this.computeFaceNormals();
- function handlePadding( n ) {
- return ( n % 4 ) ? ( 4 - n % 4 ) : 0;
- };
- function parseMetaData( data, offset ) {
- var metaData = {
- 'signature' :parseString( data, offset, 12 ),
- 'header_bytes' :parseUChar8( data, offset + 12 ),
- 'vertex_coordinate_bytes' :parseUChar8( data, offset + 13 ),
- 'normal_coordinate_bytes' :parseUChar8( data, offset + 14 ),
- 'uv_coordinate_bytes' :parseUChar8( data, offset + 15 ),
- 'vertex_index_bytes' :parseUChar8( data, offset + 16 ),
- 'normal_index_bytes' :parseUChar8( data, offset + 17 ),
- 'uv_index_bytes' :parseUChar8( data, offset + 18 ),
- 'material_index_bytes' :parseUChar8( data, offset + 19 ),
- 'nvertices' :parseUInt32( data, offset + 20 ),
- 'nnormals' :parseUInt32( data, offset + 20 + 4*1 ),
- 'nuvs' :parseUInt32( data, offset + 20 + 4*2 ),
- 'ntri_flat' :parseUInt32( data, offset + 20 + 4*3 ),
- 'ntri_smooth' :parseUInt32( data, offset + 20 + 4*4 ),
- 'ntri_flat_uv' :parseUInt32( data, offset + 20 + 4*5 ),
- 'ntri_smooth_uv' :parseUInt32( data, offset + 20 + 4*6 ),
- 'nquad_flat' :parseUInt32( data, offset + 20 + 4*7 ),
- 'nquad_smooth' :parseUInt32( data, offset + 20 + 4*8 ),
- 'nquad_flat_uv' :parseUInt32( data, offset + 20 + 4*9 ),
- 'nquad_smooth_uv' :parseUInt32( data, offset + 20 + 4*10 )
- };
- /*
- console.log( "signature: " + metaData.signature );
- console.log( "header_bytes: " + metaData.header_bytes );
- console.log( "vertex_coordinate_bytes: " + metaData.vertex_coordinate_bytes );
- console.log( "normal_coordinate_bytes: " + metaData.normal_coordinate_bytes );
- console.log( "uv_coordinate_bytes: " + metaData.uv_coordinate_bytes );
- console.log( "vertex_index_bytes: " + metaData.vertex_index_bytes );
- console.log( "normal_index_bytes: " + metaData.normal_index_bytes );
- console.log( "uv_index_bytes: " + metaData.uv_index_bytes );
- console.log( "material_index_bytes: " + metaData.material_index_bytes );
- console.log( "nvertices: " + metaData.nvertices );
- console.log( "nnormals: " + metaData.nnormals );
- console.log( "nuvs: " + metaData.nuvs );
- console.log( "ntri_flat: " + metaData.ntri_flat );
- console.log( "ntri_smooth: " + metaData.ntri_smooth );
- console.log( "ntri_flat_uv: " + metaData.ntri_flat_uv );
- console.log( "ntri_smooth_uv: " + metaData.ntri_smooth_uv );
- console.log( "nquad_flat: " + metaData.nquad_flat );
- console.log( "nquad_smooth: " + metaData.nquad_smooth );
- console.log( "nquad_flat_uv: " + metaData.nquad_flat_uv );
- console.log( "nquad_smooth_uv: " + metaData.nquad_smooth_uv );
- var total = metaData.header_bytes
- + metaData.nvertices * metaData.vertex_coordinate_bytes * 3
- + metaData.nnormals * metaData.normal_coordinate_bytes * 3
- + metaData.nuvs * metaData.uv_coordinate_bytes * 2
- + metaData.ntri_flat * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes )
- + metaData.ntri_smooth * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 )
- + metaData.ntri_flat_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.uv_index_bytes*3 )
- + metaData.ntri_smooth_uv * ( metaData.vertex_index_bytes*3 + metaData.material_index_bytes + metaData.normal_index_bytes*3 + metaData.uv_index_bytes*3 )
- + metaData.nquad_flat * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes )
- + metaData.nquad_smooth * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 )
- + metaData.nquad_flat_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.uv_index_bytes*4 )
- + metaData.nquad_smooth_uv * ( metaData.vertex_index_bytes*4 + metaData.material_index_bytes + metaData.normal_index_bytes*4 + metaData.uv_index_bytes*4 );
- console.log( "total bytes: " + total );
- */
- return metaData;
- };
- function parseString( data, offset, length ) {
- var charArray = new Uint8Array( data, offset, length );
- var text = "";
- for ( var i = 0; i < length; i ++ ) {
- text += String.fromCharCode( charArray[ offset + i ] );
- }
- return text;
- };
- function parseUChar8( data, offset ) {
- var charArray = new Uint8Array( data, offset, 1 );
- return charArray[ 0 ];
- };
- function parseUInt32( data, offset ) {
- var intArray = new Uint32Array( data, offset, 1 );
- return intArray[ 0 ];
- };
- function init_vertices( start ) {
- var nElements = md.nvertices;
- var coordArray = new Float32Array( data, start, nElements * 3 );
- var i, x, y, z;
- for( i = 0; i < nElements; i ++ ) {
- x = coordArray[ i * 3 ];
- y = coordArray[ i * 3 + 1 ];
- z = coordArray[ i * 3 + 2 ];
- vertex( scope, x, y, z );
- }
- return nElements * 3 * Float32Array.BYTES_PER_ELEMENT;
- };
- function init_normals( start ) {
- var nElements = md.nnormals;
- if ( nElements ) {
- var normalArray = new Int8Array( data, start, nElements * 3 );
- var i, x, y, z;
- for( i = 0; i < nElements; i ++ ) {
- x = normalArray[ i * 3 ];
- y = normalArray[ i * 3 + 1 ];
- z = normalArray[ i * 3 + 2 ];
- normals.push( x/127, y/127, z/127 );
- }
- }
- return nElements * 3 * Int8Array.BYTES_PER_ELEMENT;
- };
- function init_uvs( start ) {
- var nElements = md.nuvs;
- if ( nElements ) {
- var uvArray = new Float32Array( data, start, nElements * 2 );
- var i, u, v;
- for( i = 0; i < nElements; i ++ ) {
- u = uvArray[ i * 2 ];
- v = uvArray[ i * 2 + 1 ];
- uvs.push( u, v );
- }
- }
- return nElements * 2 * Float32Array.BYTES_PER_ELEMENT;
- };
- function init_uvs3( nElements, offset ) {
- var i, uva, uvb, uvc, u1, u2, u3, v1, v2, v3;
- var uvIndexBuffer = new Uint32Array( data, offset, 3 * nElements );
- for( i = 0; i < nElements; i ++ ) {
- uva = uvIndexBuffer[ i * 3 ];
- uvb = uvIndexBuffer[ i * 3 + 1 ];
- uvc = uvIndexBuffer[ i * 3 + 2 ];
- u1 = uvs[ uva*2 ];
- v1 = uvs[ uva*2 + 1 ];
- u2 = uvs[ uvb*2 ];
- v2 = uvs[ uvb*2 + 1 ];
- u3 = uvs[ uvc*2 ];
- v3 = uvs[ uvc*2 + 1 ];
- uv3( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3 );
- }
- };
- function init_uvs4( nElements, offset ) {
- var i, uva, uvb, uvc, uvd, u1, u2, u3, u4, v1, v2, v3, v4;
- var uvIndexBuffer = new Uint32Array( data, offset, 4 * nElements );
- for( i = 0; i < nElements; i ++ ) {
- uva = uvIndexBuffer[ i * 4 ];
- uvb = uvIndexBuffer[ i * 4 + 1 ];
- uvc = uvIndexBuffer[ i * 4 + 2 ];
- uvd = uvIndexBuffer[ i * 4 + 3 ];
- u1 = uvs[ uva*2 ];
- v1 = uvs[ uva*2 + 1 ];
- u2 = uvs[ uvb*2 ];
- v2 = uvs[ uvb*2 + 1 ];
- u3 = uvs[ uvc*2 ];
- v3 = uvs[ uvc*2 + 1 ];
- u4 = uvs[ uvd*2 ];
- v4 = uvs[ uvd*2 + 1 ];
- uv4( scope.faceVertexUvs[ 0 ], u1, v1, u2, v2, u3, v3, u4, v4 );
- }
- };
- function init_faces3_flat( nElements, offsetVertices, offsetMaterials ) {
- var i, a, b, c, m;
- var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
- var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
- for( i = 0; i < nElements; i ++ ) {
- a = vertexIndexBuffer[ i * 3 ];
- b = vertexIndexBuffer[ i * 3 + 1 ];
- c = vertexIndexBuffer[ i * 3 + 2 ];
- m = materialIndexBuffer[ i ];
- f3( scope, a, b, c, m );
- }
- };
- function init_faces4_flat( nElements, offsetVertices, offsetMaterials ) {
- var i, a, b, c, d, m;
- var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
- var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
- for( i = 0; i < nElements; i ++ ) {
- a = vertexIndexBuffer[ i * 4 ];
- b = vertexIndexBuffer[ i * 4 + 1 ];
- c = vertexIndexBuffer[ i * 4 + 2 ];
- d = vertexIndexBuffer[ i * 4 + 3 ];
- m = materialIndexBuffer[ i ];
- f4( scope, a, b, c, d, m );
- }
- };
- function init_faces3_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
- var i, a, b, c, m;
- var na, nb, nc;
- var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 3 * nElements );
- var normalIndexBuffer = new Uint32Array( data, offsetNormals, 3 * nElements );
- var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
- for( i = 0; i < nElements; i ++ ) {
- a = vertexIndexBuffer[ i * 3 ];
- b = vertexIndexBuffer[ i * 3 + 1 ];
- c = vertexIndexBuffer[ i * 3 + 2 ];
- na = normalIndexBuffer[ i * 3 ];
- nb = normalIndexBuffer[ i * 3 + 1 ];
- nc = normalIndexBuffer[ i * 3 + 2 ];
- m = materialIndexBuffer[ i ];
- f3n( scope, normals, a, b, c, m, na, nb, nc );
- }
- };
- function init_faces4_smooth( nElements, offsetVertices, offsetNormals, offsetMaterials ) {
- var i, a, b, c, d, m;
- var na, nb, nc, nd;
- var vertexIndexBuffer = new Uint32Array( data, offsetVertices, 4 * nElements );
- var normalIndexBuffer = new Uint32Array( data, offsetNormals, 4 * nElements );
- var materialIndexBuffer = new Uint16Array( data, offsetMaterials, nElements );
- for( i = 0; i < nElements; i ++ ) {
- a = vertexIndexBuffer[ i * 4 ];
- b = vertexIndexBuffer[ i * 4 + 1 ];
- c = vertexIndexBuffer[ i * 4 + 2 ];
- d = vertexIndexBuffer[ i * 4 + 3 ];
- na = normalIndexBuffer[ i * 4 ];
- nb = normalIndexBuffer[ i * 4 + 1 ];
- nc = normalIndexBuffer[ i * 4 + 2 ];
- nd = normalIndexBuffer[ i * 4 + 3 ];
- m = materialIndexBuffer[ i ];
- f4n( scope, normals, a, b, c, d, m, na, nb, nc, nd );
- }
- };
- function init_triangles_flat( start ) {
- var nElements = md.ntri_flat;
- if ( nElements ) {
- var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
- init_faces3_flat( nElements, start, offsetMaterials );
- }
- };
- function init_triangles_flat_uv( start ) {
- var nElements = md.ntri_flat_uv;
- if ( nElements ) {
- var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
- var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
- init_faces3_flat( nElements, start, offsetMaterials );
- init_uvs3( nElements, offsetUvs );
- }
- };
- function init_triangles_smooth( start ) {
- var nElements = md.ntri_smooth;
- if ( nElements ) {
- var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
- var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
- init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
- }
- };
- function init_triangles_smooth_uv( start ) {
- var nElements = md.ntri_smooth_uv;
- if ( nElements ) {
- var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
- var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
- var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 3;
- init_faces3_smooth( nElements, start, offsetNormals, offsetMaterials );
- init_uvs3( nElements, offsetUvs );
- }
- };
- function init_quads_flat( start ) {
- var nElements = md.nquad_flat;
- if ( nElements ) {
- var offsetMaterials = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
- init_faces4_flat( nElements, start, offsetMaterials );
- }
- };
- function init_quads_flat_uv( start ) {
- var nElements = md.nquad_flat_uv;
- if ( nElements ) {
- var offsetUvs = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
- var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
- init_faces4_flat( nElements, start, offsetMaterials );
- init_uvs4( nElements, offsetUvs );
- }
- };
- function init_quads_smooth( start ) {
- var nElements = md.nquad_smooth;
- if ( nElements ) {
- var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
- var offsetMaterials = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
- init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
- }
- };
- function init_quads_smooth_uv( start ) {
- var nElements = md.nquad_smooth_uv;
- if ( nElements ) {
- var offsetNormals = start + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
- var offsetUvs = offsetNormals + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
- var offsetMaterials = offsetUvs + nElements * Uint32Array.BYTES_PER_ELEMENT * 4;
- init_faces4_smooth( nElements, start, offsetNormals, offsetMaterials );
- init_uvs4( nElements, offsetUvs );
- }
- };
- };
- function vertex ( scope, x, y, z ) {
- scope.vertices.push( new THREE.Vector3( x, y, z ) );
- };
- function f3 ( scope, a, b, c, mi ) {
- scope.faces.push( new THREE.Face3( a, b, c, null, null, mi ) );
- };
- function f4 ( scope, a, b, c, d, mi ) {
- scope.faces.push( new THREE.Face4( a, b, c, d, null, null, mi ) );
- };
- function f3n ( scope, normals, a, b, c, mi, na, nb, nc ) {
- var nax = normals[ na*3 ],
- nay = normals[ na*3 + 1 ],
- naz = normals[ na*3 + 2 ],
- nbx = normals[ nb*3 ],
- nby = normals[ nb*3 + 1 ],
- nbz = normals[ nb*3 + 2 ],
- ncx = normals[ nc*3 ],
- ncy = normals[ nc*3 + 1 ],
- ncz = normals[ nc*3 + 2 ];
- scope.faces.push( new THREE.Face3( a, b, c,
- [new THREE.Vector3( nax, nay, naz ),
- new THREE.Vector3( nbx, nby, nbz ),
- new THREE.Vector3( ncx, ncy, ncz )],
- null,
- mi ) );
- };
- function f4n ( scope, normals, a, b, c, d, mi, na, nb, nc, nd ) {
- var nax = normals[ na*3 ],
- nay = normals[ na*3 + 1 ],
- naz = normals[ na*3 + 2 ],
- nbx = normals[ nb*3 ],
- nby = normals[ nb*3 + 1 ],
- nbz = normals[ nb*3 + 2 ],
- ncx = normals[ nc*3 ],
- ncy = normals[ nc*3 + 1 ],
- ncz = normals[ nc*3 + 2 ],
- ndx = normals[ nd*3 ],
- ndy = normals[ nd*3 + 1 ],
- ndz = normals[ nd*3 + 2 ];
- scope.faces.push( new THREE.Face4( a, b, c, d,
- [new THREE.Vector3( nax, nay, naz ),
- new THREE.Vector3( nbx, nby, nbz ),
- new THREE.Vector3( ncx, ncy, ncz ),
- new THREE.Vector3( ndx, ndy, ndz )],
- null,
- mi ) );
- };
- function uv3 ( where, u1, v1, u2, v2, u3, v3 ) {
- where.push( [
- new THREE.Vector2( u1, v1 ),
- new THREE.Vector2( u2, v2 ),
- new THREE.Vector2( u3, v3 )
- ] );
- };
- function uv4 ( where, u1, v1, u2, v2, u3, v3, u4, v4 ) {
- where.push( [
- new THREE.Vector2( u1, v1 ),
- new THREE.Vector2( u2, v2 ),
- new THREE.Vector2( u3, v3 ),
- new THREE.Vector2( u4, v4 )
- ] );
- };
- Model.prototype = Object.create( THREE.Geometry.prototype );
- var geometry = new Model( texturePath );
- var materials = this.initMaterials( jsonMaterials, texturePath );
- if ( this.needsTangents( materials ) ) geometry.computeTangents();
- callback( geometry, materials );
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.ImageLoader = function () {
- THREE.EventDispatcher.call( this );
- this.crossOrigin = null;
- };
- THREE.ImageLoader.prototype = {
- constructor: THREE.ImageLoader,
- load: function ( url, image ) {
- var scope = this;
- if ( image === undefined ) image = new Image();
- image.addEventListener( 'load', function () {
- scope.dispatchEvent( { type: 'load', content: image } );
- }, false );
- image.addEventListener( 'error', function () {
- scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
- }, false );
- if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
- image.src = url;
- }
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.JSONLoader = function ( showStatus ) {
- THREE.Loader.call( this, showStatus );
- this.withCredentials = false;
- };
- THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
- THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
- var scope = this;
- // todo: unify load API to for easier SceneLoader use
- texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
- this.onLoadStart();
- this.loadAjaxJSON( this, url, callback, texturePath );
- };
- THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
- var xhr = new XMLHttpRequest();
- var length = 0;
- xhr.withCredentials = this.withCredentials;
- xhr.onreadystatechange = function () {
- if ( xhr.readyState === xhr.DONE ) {
- if ( xhr.status === 200 || xhr.status === 0 ) {
- if ( xhr.responseText ) {
- var json = JSON.parse( xhr.responseText );
- context.createModel( json, callback, texturePath );
- } else {
- console.warn( "THREE.JSONLoader: [" + url + "] seems to be unreachable or file there is empty" );
- }
- // in context of more complex asset initialization
- // do not block on single failed file
- // maybe should go even one more level up
- context.onLoadComplete();
- } else {
- console.error( "THREE.JSONLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
- }
- } else if ( xhr.readyState === xhr.LOADING ) {
- if ( callbackProgress ) {
- if ( length === 0 ) {
- length = xhr.getResponseHeader( "Content-Length" );
- }
- callbackProgress( { total: length, loaded: xhr.responseText.length } );
- }
- } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
- length = xhr.getResponseHeader( "Content-Length" );
- }
- };
- xhr.open( "GET", url, true );
- xhr.send( null );
- };
- THREE.JSONLoader.prototype.createModel = function ( json, callback, texturePath ) {
- var scope = this,
- geometry = new THREE.Geometry(),
- scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
- parseModel( scale );
- parseSkin();
- parseMorphing( scale );
- geometry.computeCentroids();
- geometry.computeFaceNormals();
- function parseModel( scale ) {
- function isBitSet( value, position ) {
- return value & ( 1 << position );
- }
- var i, j, fi,
- offset, zLength, nVertices,
- colorIndex, normalIndex, uvIndex, materialIndex,
- type,
- isQuad,
- hasMaterial,
- hasFaceUv, hasFaceVertexUv,
- hasFaceNormal, hasFaceVertexNormal,
- hasFaceColor, hasFaceVertexColor,
- vertex, face, color, normal,
- uvLayer, uvs, u, v,
- faces = json.faces,
- vertices = json.vertices,
- normals = json.normals,
- colors = json.colors,
- nUvLayers = 0;
- // disregard empty arrays
- for ( i = 0; i < json.uvs.length; i++ ) {
- if ( json.uvs[ i ].length ) nUvLayers ++;
- }
- for ( i = 0; i < nUvLayers; i++ ) {
- geometry.faceUvs[ i ] = [];
- geometry.faceVertexUvs[ i ] = [];
- }
- offset = 0;
- zLength = vertices.length;
- while ( offset < zLength ) {
- vertex = new THREE.Vector3();
- vertex.x = vertices[ offset ++ ] * scale;
- vertex.y = vertices[ offset ++ ] * scale;
- vertex.z = vertices[ offset ++ ] * scale;
- geometry.vertices.push( vertex );
- }
- offset = 0;
- zLength = faces.length;
- while ( offset < zLength ) {
- type = faces[ offset ++ ];
- isQuad = isBitSet( type, 0 );
- hasMaterial = isBitSet( type, 1 );
- hasFaceUv = isBitSet( type, 2 );
- hasFaceVertexUv = isBitSet( type, 3 );
- hasFaceNormal = isBitSet( type, 4 );
- hasFaceVertexNormal = isBitSet( type, 5 );
- hasFaceColor = isBitSet( type, 6 );
- hasFaceVertexColor = isBitSet( type, 7 );
- //console.log("type", type, "bits", isQuad, hasMaterial, hasFaceUv, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
- if ( isQuad ) {
- face = new THREE.Face4();
- face.a = faces[ offset ++ ];
- face.b = faces[ offset ++ ];
- face.c = faces[ offset ++ ];
- face.d = faces[ offset ++ ];
- nVertices = 4;
- } else {
- face = new THREE.Face3();
- face.a = faces[ offset ++ ];
- face.b = faces[ offset ++ ];
- face.c = faces[ offset ++ ];
- nVertices = 3;
- }
- if ( hasMaterial ) {
- materialIndex = faces[ offset ++ ];
- face.materialIndex = materialIndex;
- }
- // to get face <=> uv index correspondence
- fi = geometry.faces.length;
- if ( hasFaceUv ) {
- for ( i = 0; i < nUvLayers; i++ ) {
- uvLayer = json.uvs[ i ];
- uvIndex = faces[ offset ++ ];
- u = uvLayer[ uvIndex * 2 ];
- v = uvLayer[ uvIndex * 2 + 1 ];
- geometry.faceUvs[ i ][ fi ] = new THREE.Vector2( u, v );
- }
- }
- if ( hasFaceVertexUv ) {
- for ( i = 0; i < nUvLayers; i++ ) {
- uvLayer = json.uvs[ i ];
- uvs = [];
- for ( j = 0; j < nVertices; j ++ ) {
- uvIndex = faces[ offset ++ ];
- u = uvLayer[ uvIndex * 2 ];
- v = uvLayer[ uvIndex * 2 + 1 ];
- uvs[ j ] = new THREE.Vector2( u, v );
- }
- geometry.faceVertexUvs[ i ][ fi ] = uvs;
- }
- }
- if ( hasFaceNormal ) {
- normalIndex = faces[ offset ++ ] * 3;
- normal = new THREE.Vector3();
- normal.x = normals[ normalIndex ++ ];
- normal.y = normals[ normalIndex ++ ];
- normal.z = normals[ normalIndex ];
- face.normal = normal;
- }
- if ( hasFaceVertexNormal ) {
- for ( i = 0; i < nVertices; i++ ) {
- normalIndex = faces[ offset ++ ] * 3;
- normal = new THREE.Vector3();
- normal.x = normals[ normalIndex ++ ];
- normal.y = normals[ normalIndex ++ ];
- normal.z = normals[ normalIndex ];
- face.vertexNormals.push( normal );
- }
- }
- if ( hasFaceColor ) {
- colorIndex = faces[ offset ++ ];
- color = new THREE.Color( colors[ colorIndex ] );
- face.color = color;
- }
- if ( hasFaceVertexColor ) {
- for ( i = 0; i < nVertices; i++ ) {
- colorIndex = faces[ offset ++ ];
- color = new THREE.Color( colors[ colorIndex ] );
- face.vertexColors.push( color );
- }
- }
- geometry.faces.push( face );
- }
- };
- function parseSkin() {
- var i, l, x, y, z, w, a, b, c, d;
- if ( json.skinWeights ) {
- for ( i = 0, l = json.skinWeights.length; i < l; i += 2 ) {
- x = json.skinWeights[ i ];
- y = json.skinWeights[ i + 1 ];
- z = 0;
- w = 0;
- geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
- }
- }
- if ( json.skinIndices ) {
- for ( i = 0, l = json.skinIndices.length; i < l; i += 2 ) {
- a = json.skinIndices[ i ];
- b = json.skinIndices[ i + 1 ];
- c = 0;
- d = 0;
- geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
- }
- }
- geometry.bones = json.bones;
- geometry.animation = json.animation;
- };
- function parseMorphing( scale ) {
- if ( json.morphTargets !== undefined ) {
- var i, l, v, vl, dstVertices, srcVertices;
- for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
- geometry.morphTargets[ i ] = {};
- geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
- geometry.morphTargets[ i ].vertices = [];
- dstVertices = geometry.morphTargets[ i ].vertices;
- srcVertices = json.morphTargets [ i ].vertices;
- for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
- var vertex = new THREE.Vector3();
- vertex.x = srcVertices[ v ] * scale;
- vertex.y = srcVertices[ v + 1 ] * scale;
- vertex.z = srcVertices[ v + 2 ] * scale;
- dstVertices.push( vertex );
- }
- }
- }
- if ( json.morphColors !== undefined ) {
- var i, l, c, cl, dstColors, srcColors, color;
- for ( i = 0, l = json.morphColors.length; i < l; i++ ) {
- geometry.morphColors[ i ] = {};
- geometry.morphColors[ i ].name = json.morphColors[ i ].name;
- geometry.morphColors[ i ].colors = [];
- dstColors = geometry.morphColors[ i ].colors;
- srcColors = json.morphColors [ i ].colors;
- for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
- color = new THREE.Color( 0xffaa00 );
- color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
- dstColors.push( color );
- }
- }
- }
- };
- var materials = this.initMaterials( json.materials, texturePath );
- if ( this.needsTangents( materials ) ) geometry.computeTangents();
- callback( geometry, materials );
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.LoadingMonitor = function () {
- THREE.EventDispatcher.call( this );
- var scope = this;
- var loaded = 0;
- var total = 0;
- var onLoad = function ( event ) {
- loaded ++;
- scope.dispatchEvent( { type: 'progress', loaded: loaded, total: total } );
- if ( loaded === total ) {
- scope.dispatchEvent( { type: 'load' } );
- }
- };
- this.add = function ( loader ) {
- total ++;
- loader.addEventListener( 'load', onLoad, false );
- };
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.SceneLoader = function () {
- this.onLoadStart = function () {};
- this.onLoadProgress = function() {};
- this.onLoadComplete = function () {};
- this.callbackSync = function () {};
- this.callbackProgress = function () {};
- this.geometryHandlerMap = {};
- this.hierarchyHandlerMap = {};
- this.addGeometryHandler( "ascii", THREE.JSONLoader );
- this.addGeometryHandler( "binary", THREE.BinaryLoader );
- };
- THREE.SceneLoader.prototype.constructor = THREE.SceneLoader;
- THREE.SceneLoader.prototype.load = function ( url, callbackFinished ) {
- var scope = this;
- var xhr = new XMLHttpRequest();
- xhr.onreadystatechange = function () {
- if ( xhr.readyState === 4 ) {
- if ( xhr.status === 200 || xhr.status === 0 ) {
- var json = JSON.parse( xhr.responseText );
- scope.parse( json, callbackFinished, url );
- } else {
- console.error( "THREE.SceneLoader: Couldn't load [" + url + "] [" + xhr.status + "]" );
- }
- }
- };
- xhr.open( "GET", url, true );
- xhr.send( null );
- };
- THREE.SceneLoader.prototype.addGeometryHandler = function ( typeID, loaderClass ) {
- this.geometryHandlerMap[ typeID ] = { "loaderClass": loaderClass };
- };
- THREE.SceneLoader.prototype.addHierarchyHandler = function ( typeID, loaderClass ) {
- this.hierarchyHandlerMap[ typeID ] = { "loaderClass": loaderClass };
- };
- THREE.SceneLoader.prototype.parse = function ( json, callbackFinished, url ) {
- var scope = this;
- var urlBase = THREE.Loader.prototype.extractUrlBase( url );
- var geometry, material, camera, fog,
- texture, images, color,
- light, hex, intensity,
- counter_models, counter_textures,
- total_models, total_textures,
- result;
- var target_array = [];
- var data = json;
- // async geometry loaders
- for ( var typeID in this.geometryHandlerMap ) {
- var loaderClass = this.geometryHandlerMap[ typeID ][ "loaderClass" ];
- this.geometryHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();
- }
- // async hierachy loaders
- for ( var typeID in this.hierarchyHandlerMap ) {
- var loaderClass = this.hierarchyHandlerMap[ typeID ][ "loaderClass" ];
- this.hierarchyHandlerMap[ typeID ][ "loaderObject" ] = new loaderClass();
- }
- counter_models = 0;
- counter_textures = 0;
- result = {
- scene: new THREE.Scene(),
- geometries: {},
- face_materials: {},
- materials: {},
- textures: {},
- objects: {},
- cameras: {},
- lights: {},
- fogs: {},
- empties: {}
- };
- if ( data.transform ) {
- var position = data.transform.position,
- rotation = data.transform.rotation,
- scale = data.transform.scale;
- if ( position )
- result.scene.position.set( position[ 0 ], position[ 1 ], position [ 2 ] );
- if ( rotation )
- result.scene.rotation.set( rotation[ 0 ], rotation[ 1 ], rotation [ 2 ] );
- if ( scale )
- result.scene.scale.set( scale[ 0 ], scale[ 1 ], scale [ 2 ] );
- if ( position || rotation || scale ) {
- result.scene.updateMatrix();
- result.scene.updateMatrixWorld();
- }
- }
- function get_url( source_url, url_type ) {
- if ( url_type == "relativeToHTML" ) {
- return source_url;
- } else {
- return urlBase + "/" + source_url;
- }
- };
- // toplevel loader function, delegates to handle_children
- function handle_objects() {
- handle_children( result.scene, data.objects );
- }
- // handle all the children from the loaded json and attach them to given parent
- function handle_children( parent, children ) {
- var mat, dst, pos, rot, scl, quat;
- for ( var objID in children ) {
- // check by id if child has already been handled,
- // if not, create new object
- if ( result.objects[ objID ] === undefined ) {
- var objJSON = children[ objID ];
- var object = null;
- // meshes
- if ( objJSON.type && ( objJSON.type in scope.hierarchyHandlerMap ) ) {
- if ( objJSON.loading === undefined ) {
- var reservedTypes = { "type": 1, "url": 1, "material": 1,
- "position": 1, "rotation": 1, "scale" : 1,
- "visible": 1, "children": 1, "properties": 1,
- "skin": 1, "morph": 1, "mirroredLoop": 1, "duration": 1 };
- var loaderParameters = {};
- for ( var parType in objJSON ) {
- if ( ! ( parType in reservedTypes ) ) {
- loaderParameters[ parType ] = objJSON[ parType ];
- }
- }
- material = result.materials[ objJSON.material ];
- objJSON.loading = true;
- var loader = scope.hierarchyHandlerMap[ objJSON.type ][ "loaderObject" ];
- // OBJLoader
- if ( loader.addEventListener ) {
- loader.addEventListener( 'load', create_callback_hierachy( objID, parent, material, objJSON ) );
- loader.load( get_url( objJSON.url, data.urlBaseType ) );
- } else {
- // ColladaLoader
- if ( loader.options ) {
- loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ) );
- // UTF8Loader
- } else {
- loader.load( get_url( objJSON.url, data.urlBaseType ), create_callback_hierachy( objID, parent, material, objJSON ), loaderParameters );
- }
- }
- }
- } else if ( objJSON.geometry !== undefined ) {
- geometry = result.geometries[ objJSON.geometry ];
- // geometry already loaded
- if ( geometry ) {
- var needsTangents = false;
- material = result.materials[ objJSON.material ];
- needsTangents = material instanceof THREE.ShaderMaterial;
- pos = objJSON.position;
- rot = objJSON.rotation;
- scl = objJSON.scale;
- mat = objJSON.matrix;
- quat = objJSON.quaternion;
- // turn off quaternions, for the moment
- quat = 0;
- // use materials from the model file
- // if there is no material specified in the object
- if ( ! objJSON.material ) {
- material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );
- }
- // use materials from the model file
- // if there is just empty face material
- // (must create new material as each model has its own face material)
- if ( ( material instanceof THREE.MeshFaceMaterial ) && material.materials.length === 0 ) {
- material = new THREE.MeshFaceMaterial( result.face_materials[ objJSON.geometry ] );
- }
- if ( material instanceof THREE.MeshFaceMaterial ) {
- for ( var i = 0; i < material.materials.length; i ++ ) {
- needsTangents = needsTangents || ( material.materials[ i ] instanceof THREE.ShaderMaterial );
- }
- }
- if ( needsTangents ) {
- geometry.computeTangents();
- }
- if ( objJSON.skin ) {
- object = new THREE.SkinnedMesh( geometry, material );
- } else if ( objJSON.morph ) {
- object = new THREE.MorphAnimMesh( geometry, material );
- if ( objJSON.duration !== undefined ) {
- object.duration = objJSON.duration;
- }
- if ( objJSON.time !== undefined ) {
- object.time = objJSON.time;
- }
- if ( objJSON.mirroredLoop !== undefined ) {
- object.mirroredLoop = objJSON.mirroredLoop;
- }
- if ( material.morphNormals ) {
- geometry.computeMorphNormals();
- }
- } else {
- object = new THREE.Mesh( geometry, material );
- }
- object.name = objID;
- if ( mat ) {
- object.matrixAutoUpdate = false;
- object.matrix.set(
- mat[0], mat[1], mat[2], mat[3],
- mat[4], mat[5], mat[6], mat[7],
- mat[8], mat[9], mat[10], mat[11],
- mat[12], mat[13], mat[14], mat[15]
- );
- } else {
- object.position.set( pos[0], pos[1], pos[2] );
- if ( quat ) {
- object.quaternion.set( quat[0], quat[1], quat[2], quat[3] );
- object.useQuaternion = true;
- } else {
- object.rotation.set( rot[0], rot[1], rot[2] );
- }
- object.scale.set( scl[0], scl[1], scl[2] );
- }
- object.visible = objJSON.visible;
- object.castShadow = objJSON.castShadow;
- object.receiveShadow = objJSON.receiveShadow;
- parent.add( object );
- result.objects[ objID ] = object;
- }
- // lights
- } else if ( objJSON.type === "DirectionalLight" || objJSON.type === "PointLight" || objJSON.type === "AmbientLight" ) {
- hex = ( objJSON.color !== undefined ) ? objJSON.color : 0xffffff;
- intensity = ( objJSON.intensity !== undefined ) ? objJSON.intensity : 1;
- if ( objJSON.type === "DirectionalLight" ) {
- pos = objJSON.direction;
- light = new THREE.DirectionalLight( hex, intensity );
- light.position.set( pos[0], pos[1], pos[2] );
- if ( objJSON.target ) {
- target_array.push( { "object": light, "targetName" : objJSON.target } );
- // kill existing default target
- // otherwise it gets added to scene when parent gets added
- light.target = null;
- }
- } else if ( objJSON.type === "PointLight" ) {
- pos = objJSON.position;
- dst = objJSON.distance;
- light = new THREE.PointLight( hex, intensity, dst );
- light.position.set( pos[0], pos[1], pos[2] );
- } else if ( objJSON.type === "AmbientLight" ) {
- light = new THREE.AmbientLight( hex );
- }
- parent.add( light );
- light.name = objID;
- result.lights[ objID ] = light;
- result.objects[ objID ] = light;
- // cameras
- } else if ( objJSON.type === "PerspectiveCamera" || objJSON.type === "OrthographicCamera" ) {
- if ( objJSON.type === "PerspectiveCamera" ) {
- camera = new THREE.PerspectiveCamera( objJSON.fov, objJSON.aspect, objJSON.near, objJSON.far );
- } else if ( objJSON.type === "OrthographicCamera" ) {
- camera = new THREE.OrthographicCamera( objJSON.left, objJSON.right, objJSON.top, objJSON.bottom, objJSON.near, objJSON.far );
- }
- pos = objJSON.position;
- camera.position.set( pos[0], pos[1], pos[2] );
- parent.add( camera );
- camera.name = objID;
- result.cameras[ objID ] = camera;
- result.objects[ objID ] = camera;
- // pure Object3D
- } else {
- pos = objJSON.position;
- rot = objJSON.rotation;
- scl = objJSON.scale;
- quat = objJSON.quaternion;
- // turn off quaternions, for the moment
- quat = 0;
- object = new THREE.Object3D();
- object.name = objID;
- object.position.set( pos[0], pos[1], pos[2] );
- if ( quat ) {
- object.quaternion.set( quat[0], quat[1], quat[2], quat[3] );
- object.useQuaternion = true;
- } else {
- object.rotation.set( rot[0], rot[1], rot[2] );
- }
- object.scale.set( scl[0], scl[1], scl[2] );
- object.visible = ( objJSON.visible !== undefined ) ? objJSON.visible : false;
- parent.add( object );
- result.objects[ objID ] = object;
- result.empties[ objID ] = object;
- }
- if ( object ) {
- if ( objJSON.properties !== undefined ) {
- for ( var key in objJSON.properties ) {
- var value = objJSON.properties[ key ];
- object.properties[ key ] = value;
- }
- }
- if ( objJSON.children !== undefined ) {
- handle_children( object, objJSON.children );
- }
- }
- }
- }
- };
- function handle_mesh( geo, mat, id ) {
- result.geometries[ id ] = geo;
- result.face_materials[ id ] = mat;
- handle_objects();
- };
- function handle_hierarchy( node, id, parent, material, obj ) {
- var p = obj.position;
- var r = obj.rotation;
- var q = obj.quaternion;
- var s = obj.scale;
- node.position.set( p[0], p[1], p[2] );
- if ( q ) {
- node.quaternion.set( q[0], q[1], q[2], q[3] );
- node.useQuaternion = true;
- } else {
- node.rotation.set( r[0], r[1], r[2] );
- }
- node.scale.set( s[0], s[1], s[2] );
- // override children materials
- // if object material was specified in JSON explicitly
- if ( material ) {
- node.traverse( function ( child ) {
- child.material = material;
- } );
- }
- // override children visibility
- // with root node visibility as specified in JSON
- var visible = ( obj.visible !== undefined ) ? obj.visible : true;
- node.traverse( function ( child ) {
- child.visible = visible;
- } );
- parent.add( node );
- node.name = id;
- result.objects[ id ] = node;
- handle_objects();
- };
- function create_callback_geometry( id ) {
- return function( geo, mat ) {
- handle_mesh( geo, mat, id );
- counter_models -= 1;
- scope.onLoadComplete();
- async_callback_gate();
- }
- };
- function create_callback_hierachy( id, parent, material, obj ) {
- return function( event ) {
- var result;
- // loaders which use EventDispatcher
- if ( event.content ) {
- result = event.content;
- // ColladaLoader
- } else if ( event.dae ) {
- result = event.scene;
- // UTF8Loader
- } else {
- result = event;
- }
- handle_hierarchy( result, id, parent, material, obj );
- counter_models -= 1;
- scope.onLoadComplete();
- async_callback_gate();
- }
- };
- function create_callback_embed( id ) {
- return function( geo, mat ) {
- result.geometries[ id ] = geo;
- result.face_materials[ id ] = mat;
- }
- };
- function async_callback_gate() {
- var progress = {
- totalModels : total_models,
- totalTextures : total_textures,
- loadedModels : total_models - counter_models,
- loadedTextures : total_textures - counter_textures
- };
- scope.callbackProgress( progress, result );
- scope.onLoadProgress();
- if ( counter_models === 0 && counter_textures === 0 ) {
- finalize();
- callbackFinished( result );
- }
- };
- function finalize() {
- // take care of targets which could be asynchronously loaded objects
- for ( var i = 0; i < target_array.length; i ++ ) {
- var ta = target_array[ i ];
- var target = result.objects[ ta.targetName ];
- if ( target ) {
- ta.object.target = target;
- } else {
- // if there was error and target of specified name doesn't exist in the scene file
- // create instead dummy target
- // (target must be added to scene explicitly as parent is already added)
- ta.object.target = new THREE.Object3D();
- result.scene.add( ta.object.target );
- }
- ta.object.target.properties.targetInverse = ta.object;
- }
- };
- var callbackTexture = function ( count ) {
- counter_textures -= count;
- async_callback_gate();
- scope.onLoadComplete();
- };
- // must use this instead of just directly calling callbackTexture
- // because of closure in the calling context loop
- var generateTextureCallback = function ( count ) {
- return function() {
- callbackTexture( count );
- };
- };
- // first go synchronous elements
- // fogs
- var fogID, fogJSON;
- for ( fogID in data.fogs ) {
- fogJSON = data.fogs[ fogID ];
- if ( fogJSON.type === "linear" ) {
- fog = new THREE.Fog( 0x000000, fogJSON.near, fogJSON.far );
- } else if ( fogJSON.type === "exp2" ) {
- fog = new THREE.FogExp2( 0x000000, fogJSON.density );
- }
- color = fogJSON.color;
- fog.color.setRGB( color[0], color[1], color[2] );
- result.fogs[ fogID ] = fog;
- }
- // now come potentially asynchronous elements
- // geometries
- // count how many geometries will be loaded asynchronously
- var geoID, geoJSON;
- for ( geoID in data.geometries ) {
- geoJSON = data.geometries[ geoID ];
- if ( geoJSON.type in this.geometryHandlerMap ) {
- counter_models += 1;
- scope.onLoadStart();
- }
- }
- // count how many hierarchies will be loaded asynchronously
- var objID, objJSON;
- for ( objID in data.objects ) {
- objJSON = data.objects[ objID ];
- if ( objJSON.type && ( objJSON.type in this.hierarchyHandlerMap ) ) {
- counter_models += 1;
- scope.onLoadStart();
- }
- }
- total_models = counter_models;
- for ( geoID in data.geometries ) {
- geoJSON = data.geometries[ geoID ];
- if ( geoJSON.type === "cube" ) {
- geometry = new THREE.CubeGeometry( geoJSON.width, geoJSON.height, geoJSON.depth, geoJSON.widthSegments, geoJSON.heightSegments, geoJSON.depthSegments );
- result.geometries[ geoID ] = geometry;
- } else if ( geoJSON.type === "plane" ) {
- geometry = new THREE.PlaneGeometry( geoJSON.width, geoJSON.height, geoJSON.widthSegments, geoJSON.heightSegments );
- result.geometries[ geoID ] = geometry;
- } else if ( geoJSON.type === "sphere" ) {
- geometry = new THREE.SphereGeometry( geoJSON.radius, geoJSON.widthSegments, geoJSON.heightSegments );
- result.geometries[ geoID ] = geometry;
- } else if ( geoJSON.type === "cylinder" ) {
- geometry = new THREE.CylinderGeometry( geoJSON.topRad, geoJSON.botRad, geoJSON.height, geoJSON.radSegs, geoJSON.heightSegs );
- result.geometries[ geoID ] = geometry;
- } else if ( geoJSON.type === "torus" ) {
- geometry = new THREE.TorusGeometry( geoJSON.radius, geoJSON.tube, geoJSON.segmentsR, geoJSON.segmentsT );
- result.geometries[ geoID ] = geometry;
- } else if ( geoJSON.type === "icosahedron" ) {
- geometry = new THREE.IcosahedronGeometry( geoJSON.radius, geoJSON.subdivisions );
- result.geometries[ geoID ] = geometry;
- } else if ( geoJSON.type in this.geometryHandlerMap ) {
- var loaderParameters = {};
- for ( var parType in geoJSON ) {
- if ( parType !== "type" && parType !== "url" ) {
- loaderParameters[ parType ] = geoJSON[ parType ];
- }
- }
- var loader = this.geometryHandlerMap[ geoJSON.type ][ "loaderObject" ];
- loader.load( get_url( geoJSON.url, data.urlBaseType ), create_callback_geometry( geoID ), loaderParameters );
- } else if ( geoJSON.type === "embedded" ) {
- var modelJson = data.embeds[ geoJSON.id ],
- texture_path = "";
- // pass metadata along to jsonLoader so it knows the format version
- modelJson.metadata = data.metadata;
- if ( modelJson ) {
- var jsonLoader = this.geometryHandlerMap[ "ascii" ][ "loaderObject" ];
- jsonLoader.createModel( modelJson, create_callback_embed( geoID ), texture_path );
- }
- }
- }
- // textures
- // count how many textures will be loaded asynchronously
- var textureID, textureJSON;
- for ( textureID in data.textures ) {
- textureJSON = data.textures[ textureID ];
- if ( textureJSON.url instanceof Array ) {
- counter_textures += textureJSON.url.length;
- for( var n = 0; n < textureJSON.url.length; n ++ ) {
- scope.onLoadStart();
- }
- } else {
- counter_textures += 1;
- scope.onLoadStart();
- }
- }
- total_textures = counter_textures;
- for ( textureID in data.textures ) {
- textureJSON = data.textures[ textureID ];
- if ( textureJSON.mapping !== undefined && THREE[ textureJSON.mapping ] !== undefined ) {
- textureJSON.mapping = new THREE[ textureJSON.mapping ]();
- }
- if ( textureJSON.url instanceof Array ) {
- var count = textureJSON.url.length;
- var url_array = [];
- for( var i = 0; i < count; i ++ ) {
- url_array[ i ] = get_url( textureJSON.url[ i ], data.urlBaseType );
- }
- var isCompressed = url_array[ 0 ].endsWith( ".dds" );
- if ( isCompressed ) {
- texture = THREE.ImageUtils.loadCompressedTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );
- } else {
- texture = THREE.ImageUtils.loadTextureCube( url_array, textureJSON.mapping, generateTextureCallback( count ) );
- }
- } else {
- var isCompressed = textureJSON.url.toLowerCase().endsWith( ".dds" );
- var fullUrl = get_url( textureJSON.url, data.urlBaseType );
- var textureCallback = generateTextureCallback( 1 );
- if ( isCompressed ) {
- texture = THREE.ImageUtils.loadCompressedTexture( fullUrl, textureJSON.mapping, textureCallback );
- } else {
- texture = THREE.ImageUtils.loadTexture( fullUrl, textureJSON.mapping, textureCallback );
- }
- if ( THREE[ textureJSON.minFilter ] !== undefined )
- texture.minFilter = THREE[ textureJSON.minFilter ];
- if ( THREE[ textureJSON.magFilter ] !== undefined )
- texture.magFilter = THREE[ textureJSON.magFilter ];
- if ( textureJSON.anisotropy ) texture.anisotropy = textureJSON.anisotropy;
- if ( textureJSON.repeat ) {
- texture.repeat.set( textureJSON.repeat[ 0 ], textureJSON.repeat[ 1 ] );
- if ( textureJSON.repeat[ 0 ] !== 1 ) texture.wrapS = THREE.RepeatWrapping;
- if ( textureJSON.repeat[ 1 ] !== 1 ) texture.wrapT = THREE.RepeatWrapping;
- }
- if ( textureJSON.offset ) {
- texture.offset.set( textureJSON.offset[ 0 ], textureJSON.offset[ 1 ] );
- }
- // handle wrap after repeat so that default repeat can be overriden
- if ( textureJSON.wrap ) {
- var wrapMap = {
- "repeat" : THREE.RepeatWrapping,
- "mirror" : THREE.MirroredRepeatWrapping
- }
- if ( wrapMap[ textureJSON.wrap[ 0 ] ] !== undefined ) texture.wrapS = wrapMap[ textureJSON.wrap[ 0 ] ];
- if ( wrapMap[ textureJSON.wrap[ 1 ] ] !== undefined ) texture.wrapT = wrapMap[ textureJSON.wrap[ 1 ] ];
- }
- }
- result.textures[ textureID ] = texture;
- }
- // materials
- var matID, matJSON;
- var parID;
- for ( matID in data.materials ) {
- matJSON = data.materials[ matID ];
- for ( parID in matJSON.parameters ) {
- if ( parID === "envMap" || parID === "map" || parID === "lightMap" || parID === "bumpMap" ) {
- matJSON.parameters[ parID ] = result.textures[ matJSON.parameters[ parID ] ];
- } else if ( parID === "shading" ) {
- matJSON.parameters[ parID ] = ( matJSON.parameters[ parID ] === "flat" ) ? THREE.FlatShading : THREE.SmoothShading;
- } else if ( parID === "side" ) {
- if ( matJSON.parameters[ parID ] == "double" ) {
- matJSON.parameters[ parID ] = THREE.DoubleSide;
- } else if ( matJSON.parameters[ parID ] == "back" ) {
- matJSON.parameters[ parID ] = THREE.BackSide;
- } else {
- matJSON.parameters[ parID ] = THREE.FrontSide;
- }
- } else if ( parID === "blending" ) {
- matJSON.parameters[ parID ] = matJSON.parameters[ parID ] in THREE ? THREE[ matJSON.parameters[ parID ] ] : THREE.NormalBlending;
- } else if ( parID === "combine" ) {
- matJSON.parameters[ parID ] = ( matJSON.parameters[ parID ] == "MixOperation" ) ? THREE.MixOperation : THREE.MultiplyOperation;
- } else if ( parID === "vertexColors" ) {
- if ( matJSON.parameters[ parID ] == "face" ) {
- matJSON.parameters[ parID ] = THREE.FaceColors;
- // default to vertex colors if "vertexColors" is anything else face colors or 0 / null / false
- } else if ( matJSON.parameters[ parID ] ) {
- matJSON.parameters[ parID ] = THREE.VertexColors;
- }
- } else if ( parID === "wrapRGB" ) {
- var v3 = matJSON.parameters[ parID ];
- matJSON.parameters[ parID ] = new THREE.Vector3( v3[ 0 ], v3[ 1 ], v3[ 2 ] );
- }
- }
- if ( matJSON.parameters.opacity !== undefined && matJSON.parameters.opacity < 1.0 ) {
- matJSON.parameters.transparent = true;
- }
- if ( matJSON.parameters.normalMap ) {
- var shader = THREE.ShaderUtils.lib[ "normal" ];
- var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
- var diffuse = matJSON.parameters.color;
- var specular = matJSON.parameters.specular;
- var ambient = matJSON.parameters.ambient;
- var shininess = matJSON.parameters.shininess;
- uniforms[ "tNormal" ].value = result.textures[ matJSON.parameters.normalMap ];
- if ( matJSON.parameters.normalScale ) {
- uniforms[ "uNormalScale" ].value.set( matJSON.parameters.normalScale[ 0 ], matJSON.parameters.normalScale[ 1 ] );
- }
- if ( matJSON.parameters.map ) {
- uniforms[ "tDiffuse" ].value = matJSON.parameters.map;
- uniforms[ "enableDiffuse" ].value = true;
- }
- if ( matJSON.parameters.envMap ) {
- uniforms[ "tCube" ].value = matJSON.parameters.envMap;
- uniforms[ "enableReflection" ].value = true;
- uniforms[ "uReflectivity" ].value = matJSON.parameters.reflectivity;
- }
- if ( matJSON.parameters.lightMap ) {
- uniforms[ "tAO" ].value = matJSON.parameters.lightMap;
- uniforms[ "enableAO" ].value = true;
- }
- if ( matJSON.parameters.specularMap ) {
- uniforms[ "tSpecular" ].value = result.textures[ matJSON.parameters.specularMap ];
- uniforms[ "enableSpecular" ].value = true;
- }
- if ( matJSON.parameters.displacementMap ) {
- uniforms[ "tDisplacement" ].value = result.textures[ matJSON.parameters.displacementMap ];
- uniforms[ "enableDisplacement" ].value = true;
- uniforms[ "uDisplacementBias" ].value = matJSON.parameters.displacementBias;
- uniforms[ "uDisplacementScale" ].value = matJSON.parameters.displacementScale;
- }
- uniforms[ "uDiffuseColor" ].value.setHex( diffuse );
- uniforms[ "uSpecularColor" ].value.setHex( specular );
- uniforms[ "uAmbientColor" ].value.setHex( ambient );
- uniforms[ "uShininess" ].value = shininess;
- if ( matJSON.parameters.opacity ) {
- uniforms[ "uOpacity" ].value = matJSON.parameters.opacity;
- }
- var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
- material = new THREE.ShaderMaterial( parameters );
- } else {
- material = new THREE[ matJSON.type ]( matJSON.parameters );
- }
- result.materials[ matID ] = material;
- }
- // second pass through all materials to initialize MeshFaceMaterials
- // that could be referring to other materials out of order
- for ( matID in data.materials ) {
- matJSON = data.materials[ matID ];
- if ( matJSON.parameters.materials ) {
- var materialArray = [];
- for ( var i = 0; i < matJSON.parameters.materials.length; i ++ ) {
- var label = matJSON.parameters.materials[ i ];
- materialArray.push( result.materials[ label ] );
- }
- result.materials[ matID ].materials = materialArray;
- }
- }
- // objects ( synchronous init of procedural primitives )
- handle_objects();
- // defaults
- if ( result.cameras && data.defaults.camera ) {
- result.currentCamera = result.cameras[ data.defaults.camera ];
- }
- if ( result.fogs && data.defaults.fog ) {
- result.scene.fog = result.fogs[ data.defaults.fog ];
- }
- color = data.defaults.bgcolor;
- result.bgColor = new THREE.Color();
- result.bgColor.setRGB( color[0], color[1], color[2] );
- result.bgColorAlpha = data.defaults.bgalpha;
- // synchronous callback
- scope.callbackSync( result );
- // just in case there are no async elements
- async_callback_gate();
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.TextureLoader = function () {
- THREE.EventDispatcher.call( this );
- this.crossOrigin = null;
- };
- THREE.TextureLoader.prototype = {
- constructor: THREE.TextureLoader,
- load: function ( url ) {
- var scope = this;
- var image = new Image();
- image.addEventListener( 'load', function () {
- var texture = new THREE.Texture( image );
- texture.needsUpdate = true;
- scope.dispatchEvent( { type: 'load', content: texture } );
- }, false );
- image.addEventListener( 'error', function () {
- scope.dispatchEvent( { type: 'error', message: 'Couldn\'t load URL [' + url + ']' } );
- }, false );
- if ( scope.crossOrigin ) image.crossOrigin = scope.crossOrigin;
- image.src = url;
- }
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Material = function () {
- THREE.EventDispatcher.call( this );
- this.id = THREE.MaterialIdCount ++;
- this.name = '';
- this.side = THREE.FrontSide;
- this.opacity = 1;
- this.transparent = false;
- this.blending = THREE.NormalBlending;
- this.blendSrc = THREE.SrcAlphaFactor;
- this.blendDst = THREE.OneMinusSrcAlphaFactor;
- this.blendEquation = THREE.AddEquation;
- this.depthTest = true;
- this.depthWrite = true;
- this.polygonOffset = false;
- this.polygonOffsetFactor = 0;
- this.polygonOffsetUnits = 0;
- this.alphaTest = 0;
- this.overdraw = false; // Boolean for fixing antialiasing gaps in CanvasRenderer
- this.visible = true;
- this.needsUpdate = true;
- };
- THREE.Material.prototype.setValues = function ( values ) {
- if ( values === undefined ) return;
- for ( var key in values ) {
- var newValue = values[ key ];
- if ( newValue === undefined ) {
- console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' );
- continue;
- }
- if ( key in this ) {
- var currentValue = this[ key ];
- if ( currentValue instanceof THREE.Color && newValue instanceof THREE.Color ) {
- currentValue.copy( newValue );
- } else if ( currentValue instanceof THREE.Color ) {
- currentValue.set( newValue );
- } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
- currentValue.copy( newValue );
- } else {
- this[ key ] = newValue;
- }
- }
- }
- };
- THREE.Material.prototype.clone = function ( material ) {
- if ( material === undefined ) material = new THREE.Material();
- material.name = this.name;
- material.side = this.side;
- material.opacity = this.opacity;
- material.transparent = this.transparent;
- material.blending = this.blending;
- material.blendSrc = this.blendSrc;
- material.blendDst = this.blendDst;
- material.blendEquation = this.blendEquation;
- material.depthTest = this.depthTest;
- material.depthWrite = this.depthWrite;
- material.polygonOffset = this.polygonOffset;
- material.polygonOffsetFactor = this.polygonOffsetFactor;
- material.polygonOffsetUnits = this.polygonOffsetUnits;
- material.alphaTest = this.alphaTest;
- material.overdraw = this.overdraw;
- material.visible = this.visible;
- return material;
- };
- THREE.Material.prototype.dispose = function () {
- this.dispatchEvent( { type: 'dispose' } );
- };
- THREE.MaterialIdCount = 0;
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- *
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
- * depthWrite: <bool>,
- *
- * linewidth: <float>,
- * linecap: "round",
- * linejoin: "round",
- *
- * vertexColors: <bool>
- *
- * fog: <bool>
- * }
- */
- THREE.LineBasicMaterial = function ( parameters ) {
- THREE.Material.call( this );
- this.color = new THREE.Color( 0xffffff );
- this.linewidth = 1;
- this.linecap = 'round';
- this.linejoin = 'round';
- this.vertexColors = false;
- this.fog = true;
- this.setValues( parameters );
- };
- THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
- THREE.LineBasicMaterial.prototype.clone = function () {
- var material = new THREE.LineBasicMaterial();
- THREE.Material.prototype.clone.call( this, material );
- material.color.copy( this.color );
- material.linewidth = this.linewidth;
- material.linecap = this.linecap;
- material.linejoin = this.linejoin;
- material.vertexColors = this.vertexColors;
- material.fog = this.fog;
- return material;
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- *
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
- * depthWrite: <bool>,
- *
- * linewidth: <float>,
- *
- * scale: <float>,
- * dashSize: <float>,
- * gapSize: <float>,
- *
- * vertexColors: <bool>
- *
- * fog: <bool>
- * }
- */
- THREE.LineDashedMaterial = function ( parameters ) {
- THREE.Material.call( this );
- this.color = new THREE.Color( 0xffffff );
- this.linewidth = 1;
- this.scale = 1;
- this.dashSize = 3;
- this.gapSize = 1;
- this.vertexColors = false;
- this.fog = true;
- this.setValues( parameters );
- };
- THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
- THREE.LineDashedMaterial.prototype.clone = function () {
- var material = new THREE.LineDashedMaterial();
- THREE.Material.prototype.clone.call( this, material );
- material.color.copy( this.color );
- material.linewidth = this.linewidth;
- material.scale = this.scale;
- material.dashSize = this.dashSize;
- material.gapSize = this.gapSize;
- material.vertexColors = this.vertexColors;
- material.fog = this.fog;
- return material;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- * map: new THREE.Texture( <Image> ),
- *
- * lightMap: new THREE.Texture( <Image> ),
- *
- * specularMap: new THREE.Texture( <Image> ),
- *
- * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
- * combine: THREE.Multiply,
- * reflectivity: <float>,
- * refractionRatio: <float>,
- *
- * shading: THREE.SmoothShading,
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
- * depthWrite: <bool>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- * skinning: <bool>,
- * morphTargets: <bool>,
- *
- * fog: <bool>
- * }
- */
- THREE.MeshBasicMaterial = function ( parameters ) {
- THREE.Material.call( this );
- this.color = new THREE.Color( 0xffffff ); // emissive
- this.map = null;
- this.lightMap = null;
- this.specularMap = null;
- this.envMap = null;
- this.combine = THREE.MultiplyOperation;
- this.reflectivity = 1;
- this.refractionRatio = 0.98;
- this.fog = true;
- this.shading = THREE.SmoothShading;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.wireframeLinecap = 'round';
- this.wireframeLinejoin = 'round';
- this.vertexColors = THREE.NoColors;
- this.skinning = false;
- this.morphTargets = false;
- this.setValues( parameters );
- };
- THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
- THREE.MeshBasicMaterial.prototype.clone = function () {
- var material = new THREE.MeshBasicMaterial();
- THREE.Material.prototype.clone.call( this, material );
- material.color.copy( this.color );
- material.map = this.map;
- material.lightMap = this.lightMap;
- material.specularMap = this.specularMap;
- material.envMap = this.envMap;
- material.combine = this.combine;
- material.reflectivity = this.reflectivity;
- material.refractionRatio = this.refractionRatio;
- material.fog = this.fog;
- material.shading = this.shading;
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
- material.wireframeLinecap = this.wireframeLinecap;
- material.wireframeLinejoin = this.wireframeLinejoin;
- material.vertexColors = this.vertexColors;
- material.skinning = this.skinning;
- material.morphTargets = this.morphTargets;
- return material;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * ambient: <hex>,
- * emissive: <hex>,
- * opacity: <float>,
- *
- * map: new THREE.Texture( <Image> ),
- *
- * lightMap: new THREE.Texture( <Image> ),
- *
- * specularMap: new THREE.Texture( <Image> ),
- *
- * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
- * combine: THREE.Multiply,
- * reflectivity: <float>,
- * refractionRatio: <float>,
- *
- * shading: THREE.SmoothShading,
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
- * depthWrite: <bool>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- * skinning: <bool>,
- * morphTargets: <bool>,
- * morphNormals: <bool>,
- *
- * fog: <bool>
- * }
- */
- THREE.MeshLambertMaterial = function ( parameters ) {
- THREE.Material.call( this );
- this.color = new THREE.Color( 0xffffff ); // diffuse
- this.ambient = new THREE.Color( 0xffffff );
- this.emissive = new THREE.Color( 0x000000 );
- this.wrapAround = false;
- this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
- this.map = null;
- this.lightMap = null;
- this.specularMap = null;
- this.envMap = null;
- this.combine = THREE.MultiplyOperation;
- this.reflectivity = 1;
- this.refractionRatio = 0.98;
- this.fog = true;
- this.shading = THREE.SmoothShading;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.wireframeLinecap = 'round';
- this.wireframeLinejoin = 'round';
- this.vertexColors = THREE.NoColors;
- this.skinning = false;
- this.morphTargets = false;
- this.morphNormals = false;
- this.setValues( parameters );
- };
- THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
- THREE.MeshLambertMaterial.prototype.clone = function () {
- var material = new THREE.MeshLambertMaterial();
- THREE.Material.prototype.clone.call( this, material );
- material.color.copy( this.color );
- material.ambient.copy( this.ambient );
- material.emissive.copy( this.emissive );
- material.wrapAround = this.wrapAround;
- material.wrapRGB.copy( this.wrapRGB );
- material.map = this.map;
- material.lightMap = this.lightMap;
- material.specularMap = this.specularMap;
- material.envMap = this.envMap;
- material.combine = this.combine;
- material.reflectivity = this.reflectivity;
- material.refractionRatio = this.refractionRatio;
- material.fog = this.fog;
- material.shading = this.shading;
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
- material.wireframeLinecap = this.wireframeLinecap;
- material.wireframeLinejoin = this.wireframeLinejoin;
- material.vertexColors = this.vertexColors;
- material.skinning = this.skinning;
- material.morphTargets = this.morphTargets;
- material.morphNormals = this.morphNormals;
- return material;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * ambient: <hex>,
- * emissive: <hex>,
- * specular: <hex>,
- * shininess: <float>,
- * opacity: <float>,
- *
- * map: new THREE.Texture( <Image> ),
- *
- * lightMap: new THREE.Texture( <Image> ),
- *
- * bumpMap: new THREE.Texture( <Image> ),
- * bumpScale: <float>,
- *
- * normalMap: new THREE.Texture( <Image> ),
- * normalScale: <Vector2>,
- *
- * specularMap: new THREE.Texture( <Image> ),
- *
- * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
- * combine: THREE.Multiply,
- * reflectivity: <float>,
- * refractionRatio: <float>,
- *
- * shading: THREE.SmoothShading,
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
- * depthWrite: <bool>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- * skinning: <bool>,
- * morphTargets: <bool>,
- * morphNormals: <bool>,
- *
- * fog: <bool>
- * }
- */
- THREE.MeshPhongMaterial = function ( parameters ) {
- THREE.Material.call( this );
- this.color = new THREE.Color( 0xffffff ); // diffuse
- this.ambient = new THREE.Color( 0xffffff );
- this.emissive = new THREE.Color( 0x000000 );
- this.specular = new THREE.Color( 0x111111 );
- this.shininess = 30;
- this.metal = false;
- this.perPixel = true;
- this.wrapAround = false;
- this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
- this.map = null;
- this.lightMap = null;
- this.bumpMap = null;
- this.bumpScale = 1;
- this.normalMap = null;
- this.normalScale = new THREE.Vector2( 1, 1 );
- this.specularMap = null;
- this.envMap = null;
- this.combine = THREE.MultiplyOperation;
- this.reflectivity = 1;
- this.refractionRatio = 0.98;
- this.fog = true;
- this.shading = THREE.SmoothShading;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.wireframeLinecap = 'round';
- this.wireframeLinejoin = 'round';
- this.vertexColors = THREE.NoColors;
- this.skinning = false;
- this.morphTargets = false;
- this.morphNormals = false;
- this.setValues( parameters );
- };
- THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
- THREE.MeshPhongMaterial.prototype.clone = function () {
- var material = new THREE.MeshPhongMaterial();
- THREE.Material.prototype.clone.call( this, material );
- material.color.copy( this.color );
- material.ambient.copy( this.ambient );
- material.emissive.copy( this.emissive );
- material.specular.copy( this.specular );
- material.shininess = this.shininess;
- material.metal = this.metal;
- material.perPixel = this.perPixel;
- material.wrapAround = this.wrapAround;
- material.wrapRGB.copy( this.wrapRGB );
- material.map = this.map;
- material.lightMap = this.lightMap;
- material.bumpMap = this.bumpMap;
- material.bumpScale = this.bumpScale;
- material.normalMap = this.normalMap;
- material.normalScale.copy( this.normalScale );
- material.specularMap = this.specularMap;
- material.envMap = this.envMap;
- material.combine = this.combine;
- material.reflectivity = this.reflectivity;
- material.refractionRatio = this.refractionRatio;
- material.fog = this.fog;
- material.shading = this.shading;
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
- material.wireframeLinecap = this.wireframeLinecap;
- material.wireframeLinejoin = this.wireframeLinejoin;
- material.vertexColors = this.vertexColors;
- material.skinning = this.skinning;
- material.morphTargets = this.morphTargets;
- material.morphNormals = this.morphNormals;
- return material;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * opacity: <float>,
- *
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
- * depthWrite: <bool>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>
- * }
- */
- THREE.MeshDepthMaterial = function ( parameters ) {
- THREE.Material.call( this );
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.setValues( parameters );
- };
- THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
- THREE.MeshDepthMaterial.prototype.clone = function () {
- var material = new THREE.LineBasicMaterial();
- THREE.Material.prototype.clone.call( this, material );
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
- return material;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- *
- * parameters = {
- * opacity: <float>,
- *
- * shading: THREE.FlatShading,
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
- * depthWrite: <bool>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>
- * }
- */
- THREE.MeshNormalMaterial = function ( parameters ) {
- THREE.Material.call( this, parameters );
- this.shading = THREE.FlatShading;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.setValues( parameters );
- };
- THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
- THREE.MeshNormalMaterial.prototype.clone = function () {
- var material = new THREE.MeshNormalMaterial();
- THREE.Material.prototype.clone.call( this, material );
- material.shading = this.shading;
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
- return material;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.MeshFaceMaterial = function ( materials ) {
- this.materials = materials instanceof Array ? materials : [];
- };
- THREE.MeshFaceMaterial.prototype.clone = function () {
- return new THREE.MeshFaceMaterial( this.materials.slice( 0 ) );
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- * map: new THREE.Texture( <Image> ),
- *
- * size: <float>,
- *
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
- * depthWrite: <bool>,
- *
- * vertexColors: <bool>,
- *
- * fog: <bool>
- * }
- */
- THREE.ParticleBasicMaterial = function ( parameters ) {
- THREE.Material.call( this );
- this.color = new THREE.Color( 0xffffff );
- this.map = null;
- this.size = 1;
- this.sizeAttenuation = true;
- this.vertexColors = false;
- this.fog = true;
- this.setValues( parameters );
- };
- THREE.ParticleBasicMaterial.prototype = Object.create( THREE.Material.prototype );
- THREE.ParticleBasicMaterial.prototype.clone = function () {
- var material = new THREE.ParticleBasicMaterial();
- THREE.Material.prototype.clone.call( this, material );
- material.color.copy( this.color );
- material.map = this.map;
- material.size = this.size;
- material.sizeAttenuation = this.sizeAttenuation;
- material.vertexColors = this.vertexColors;
- material.fog = this.fog;
- return material;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- *
- * parameters = {
- * color: <hex>,
- * program: <function>,
- * opacity: <float>,
- * blending: THREE.NormalBlending
- * }
- */
- THREE.ParticleCanvasMaterial = function ( parameters ) {
- THREE.Material.call( this );
- this.color = new THREE.Color( 0xffffff );
- this.program = function ( context, color ) {};
- this.setValues( parameters );
- };
- THREE.ParticleCanvasMaterial.prototype = Object.create( THREE.Material.prototype );
- THREE.ParticleCanvasMaterial.prototype.clone = function () {
- var material = new THREE.ParticleCanvasMaterial();
- THREE.Material.prototype.clone.call( this, material );
- material.color.copy( this.color );
- material.program = this.program;
- return material;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.ParticleDOMMaterial = function ( element ) {
- this.element = element;
- };
- THREE.ParticleDOMMaterial.prototype.clone = function(){
- return new THREE.ParticleDOMMaterial( this.element );
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * fragmentShader: <string>,
- * vertexShader: <string>,
- *
- * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
- *
- * defines: { "label" : "value" },
- *
- * shading: THREE.SmoothShading,
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
- * depthWrite: <bool>,
- *
- * wireframe: <boolean>,
- * wireframeLinewidth: <float>,
- *
- * lights: <bool>,
- *
- * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
- *
- * skinning: <bool>,
- * morphTargets: <bool>,
- * morphNormals: <bool>,
- *
- * fog: <bool>
- * }
- */
- THREE.ShaderMaterial = function ( parameters ) {
- THREE.Material.call( this );
- this.fragmentShader = "void main() {}";
- this.vertexShader = "void main() {}";
- this.uniforms = {};
- this.defines = {};
- this.attributes = null;
- this.shading = THREE.SmoothShading;
- this.wireframe = false;
- this.wireframeLinewidth = 1;
- this.fog = false; // set to use scene fog
- this.lights = false; // set to use scene lights
- this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
- this.skinning = false; // set to use skinning attribute streams
- this.morphTargets = false; // set to use morph targets
- this.morphNormals = false; // set to use morph normals
- this.setValues( parameters );
- };
- THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
- THREE.ShaderMaterial.prototype.clone = function () {
- var material = new THREE.ShaderMaterial();
- THREE.Material.prototype.clone.call( this, material );
- material.fragmentShader = this.fragmentShader;
- material.vertexShader = this.vertexShader;
- material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
- material.attributes = this.attributes;
- material.defines = this.defines;
- material.shading = this.shading;
- material.wireframe = this.wireframe;
- material.wireframeLinewidth = this.wireframeLinewidth;
- material.fog = this.fog;
- material.lights = this.lights;
- material.vertexColors = this.vertexColors;
- material.skinning = this.skinning;
- material.morphTargets = this.morphTargets;
- material.morphNormals = this.morphNormals;
- return material;
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * parameters = {
- * color: <hex>,
- * opacity: <float>,
- * map: new THREE.Texture( <Image> ),
- *
- * blending: THREE.NormalBlending,
- * depthTest: <bool>,
- * depthWrite: <bool>,
- *
- * useScreenCoordinates: <bool>,
- * sizeAttenuation: <bool>,
- * scaleByViewport: <bool>,
- * alignment: THREE.SpriteAlignment.center,
- *
- * uvOffset: new THREE.Vector2(),
- * uvScale: new THREE.Vector2(),
- *
- * fog: <bool>
- * }
- */
- THREE.SpriteMaterial = function ( parameters ) {
- THREE.Material.call( this );
- // defaults
- this.color = new THREE.Color( 0xffffff );
- this.map = new THREE.Texture();
- this.useScreenCoordinates = true;
- this.depthTest = !this.useScreenCoordinates;
- this.sizeAttenuation = !this.useScreenCoordinates;
- this.scaleByViewport = !this.sizeAttenuation;
- this.alignment = THREE.SpriteAlignment.center.clone();
- this.fog = false;
- this.uvOffset = new THREE.Vector2( 0, 0 );
- this.uvScale = new THREE.Vector2( 1, 1 );
- // set parameters
- this.setValues( parameters );
- // override coupled defaults if not specified explicitly by parameters
- parameters = parameters || {};
- if ( parameters.depthTest === undefined ) this.depthTest = !this.useScreenCoordinates;
- if ( parameters.sizeAttenuation === undefined ) this.sizeAttenuation = !this.useScreenCoordinates;
- if ( parameters.scaleByViewport === undefined ) this.scaleByViewport = !this.sizeAttenuation;
- };
- THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
- THREE.SpriteMaterial.prototype.clone = function () {
- var material = new THREE.SpriteMaterial();
- THREE.Material.prototype.clone.call( this, material );
- material.color.copy( this.color );
- material.map = this.map;
- material.useScreenCoordinates = this.useScreenCoordinates;
- material.sizeAttenuation = this.sizeAttenuation;
- material.scaleByViewport = this.scaleByViewport;
- material.alignment.copy( this.alignment );
- material.uvOffset.copy( this.uvOffset );
- material.uvScale.copy( this.uvScale );
- material.fog = this.fog;
- return material;
- };
- // Alignment enums
- THREE.SpriteAlignment = {};
- THREE.SpriteAlignment.topLeft = new THREE.Vector2( 1, -1 );
- THREE.SpriteAlignment.topCenter = new THREE.Vector2( 0, -1 );
- THREE.SpriteAlignment.topRight = new THREE.Vector2( -1, -1 );
- THREE.SpriteAlignment.centerLeft = new THREE.Vector2( 1, 0 );
- THREE.SpriteAlignment.center = new THREE.Vector2( 0, 0 );
- THREE.SpriteAlignment.centerRight = new THREE.Vector2( -1, 0 );
- THREE.SpriteAlignment.bottomLeft = new THREE.Vector2( 1, 1 );
- THREE.SpriteAlignment.bottomCenter = new THREE.Vector2( 0, 1 );
- THREE.SpriteAlignment.bottomRight = new THREE.Vector2( -1, 1 );
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- */
- THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
- THREE.EventDispatcher.call( this );
- this.id = THREE.TextureIdCount ++;
- this.name = '';
- this.image = image;
- this.mipmaps = [];
- this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping();
- this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
- this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
- this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
- this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
- this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
- this.format = format !== undefined ? format : THREE.RGBAFormat;
- this.type = type !== undefined ? type : THREE.UnsignedByteType;
- this.offset = new THREE.Vector2( 0, 0 );
- this.repeat = new THREE.Vector2( 1, 1 );
- this.generateMipmaps = true;
- this.premultiplyAlpha = false;
- this.flipY = true;
- this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
- this.needsUpdate = false;
- this.onUpdate = null;
- };
- THREE.Texture.prototype = {
- constructor: THREE.Texture,
- clone: function ( texture ) {
- if ( texture === undefined ) texture = new THREE.Texture();
- texture.image = this.image;
- texture.mipmaps = this.mipmaps.slice(0);
- texture.mapping = this.mapping;
- texture.wrapS = this.wrapS;
- texture.wrapT = this.wrapT;
- texture.magFilter = this.magFilter;
- texture.minFilter = this.minFilter;
- texture.anisotropy = this.anisotropy;
- texture.format = this.format;
- texture.type = this.type;
- texture.offset.copy( this.offset );
- texture.repeat.copy( this.repeat );
- texture.generateMipmaps = this.generateMipmaps;
- texture.premultiplyAlpha = this.premultiplyAlpha;
- texture.flipY = this.flipY;
- texture.unpackAlignment = this.unpackAlignment;
- return texture;
- },
- dispose: function () {
- this.dispatchEvent( { type: 'dispose' } );
- }
- };
- THREE.TextureIdCount = 0;
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
- THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
- this.image = { width: width, height: height };
- this.mipmaps = mipmaps;
- this.generateMipmaps = false; // WebGL currently can't generate mipmaps for compressed textures, they must be embedded in DDS file
- };
- THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
- THREE.CompressedTexture.prototype.clone = function () {
- var texture = new THREE.CompressedTexture();
- THREE.Texture.prototype.clone.call( this, texture );
- return texture;
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
- THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
- this.image = { data: data, width: width, height: height };
- };
- THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
- THREE.DataTexture.prototype.clone = function () {
- var texture = new THREE.DataTexture();
- THREE.Texture.prototype.clone.call( this, texture );
- return texture;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.Particle = function ( material ) {
- THREE.Object3D.call( this );
- this.material = material;
- };
- THREE.Particle.prototype = Object.create( THREE.Object3D.prototype );
- THREE.Particle.prototype.clone = function ( object ) {
- if ( object === undefined ) object = new THREE.Particle( this.material );
- THREE.Object3D.prototype.clone.call( this, object );
- return object;
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.ParticleSystem = function ( geometry, material ) {
- THREE.Object3D.call( this );
- this.geometry = geometry;
- this.material = ( material !== undefined ) ? material : new THREE.ParticleBasicMaterial( { color: Math.random() * 0xffffff } );
- this.sortParticles = false;
- if ( this.geometry ) {
- // calc bound radius
- if( this.geometry.boundingSphere === null ) {
- this.geometry.computeBoundingSphere();
- }
- }
- this.frustumCulled = false;
- };
- THREE.ParticleSystem.prototype = Object.create( THREE.Object3D.prototype );
- THREE.ParticleSystem.prototype.clone = function ( object ) {
- if ( object === undefined ) object = new THREE.ParticleSystem( this.geometry, this.material );
- object.sortParticles = this.sortParticles;
- THREE.Object3D.prototype.clone.call( this, object );
- return object;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.Line = function ( geometry, material, type ) {
- THREE.Object3D.call( this );
- this.geometry = geometry;
- this.material = ( material !== undefined ) ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
- this.type = ( type !== undefined ) ? type : THREE.LineStrip;
- if ( this.geometry ) {
- if ( ! this.geometry.boundingSphere ) {
- this.geometry.computeBoundingSphere();
- }
- }
- };
- THREE.LineStrip = 0;
- THREE.LinePieces = 1;
- THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
- THREE.Line.prototype.clone = function ( object ) {
- if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );
- THREE.Object3D.prototype.clone.call( this, object );
- return object;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author mikael emtinger / http://gomo.se/
- */
- THREE.Mesh = function ( geometry, material ) {
- THREE.Object3D.call( this );
- this.geometry = geometry;
- this.material = ( material !== undefined ) ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff, wireframe: true } );
- if ( this.geometry ) {
- // calc bound radius
- if ( this.geometry.boundingSphere === null ) {
- this.geometry.computeBoundingSphere();
- }
- // setup morph targets
- if ( this.geometry.morphTargets.length ) {
- this.morphTargetBase = -1;
- this.morphTargetForcedOrder = [];
- this.morphTargetInfluences = [];
- this.morphTargetDictionary = {};
- for( var m = 0; m < this.geometry.morphTargets.length; m ++ ) {
- this.morphTargetInfluences.push( 0 );
- this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
- }
- }
- }
- }
- THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
- THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
- if ( this.morphTargetDictionary[ name ] !== undefined ) {
- return this.morphTargetDictionary[ name ];
- }
- console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." );
- return 0;
- };
- THREE.Mesh.prototype.clone = function ( object ) {
- if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
- THREE.Object3D.prototype.clone.call( this, object );
- return object;
- };
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Bone = function( belongsToSkin ) {
- THREE.Object3D.call( this );
- this.skin = belongsToSkin;
- this.skinMatrix = new THREE.Matrix4();
- };
- THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
- THREE.Bone.prototype.update = function( parentSkinMatrix, forceUpdate ) {
- // update local
- if ( this.matrixAutoUpdate ) {
- forceUpdate |= this.updateMatrix();
- }
- // update skin matrix
- if ( forceUpdate || this.matrixWorldNeedsUpdate ) {
- if( parentSkinMatrix ) {
- this.skinMatrix.multiply( parentSkinMatrix, this.matrix );
- } else {
- this.skinMatrix.copy( this.matrix );
- }
- this.matrixWorldNeedsUpdate = false;
- forceUpdate = true;
- }
- // update children
- var child, i, l = this.children.length;
- for ( i = 0; i < l; i ++ ) {
- this.children[ i ].update( this.skinMatrix, forceUpdate );
- }
- };
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
- THREE.Mesh.call( this, geometry, material );
- //
- this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
- // init bones
- this.identityMatrix = new THREE.Matrix4();
- this.bones = [];
- this.boneMatrices = [];
- var b, bone, gbone, p, q, s;
- if ( this.geometry && this.geometry.bones !== undefined ) {
- for ( b = 0; b < this.geometry.bones.length; b ++ ) {
- gbone = this.geometry.bones[ b ];
- p = gbone.pos;
- q = gbone.rotq;
- s = gbone.scl;
- bone = this.addBone();
- bone.name = gbone.name;
- bone.position.set( p[0], p[1], p[2] );
- bone.quaternion.set( q[0], q[1], q[2], q[3] );
- bone.useQuaternion = true;
- if ( s !== undefined ) {
- bone.scale.set( s[0], s[1], s[2] );
- } else {
- bone.scale.set( 1, 1, 1 );
- }
- }
- for ( b = 0; b < this.bones.length; b ++ ) {
- gbone = this.geometry.bones[ b ];
- bone = this.bones[ b ];
- if ( gbone.parent === -1 ) {
- this.add( bone );
- } else {
- this.bones[ gbone.parent ].add( bone );
- }
- }
- //
- var nBones = this.bones.length;
- if ( this.useVertexTexture ) {
- // layout (1 matrix = 4 pixels)
- // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
- // with 8x8 pixel texture max 16 bones (8 * 8 / 4)
- // 16x16 pixel texture max 64 bones (16 * 16 / 4)
- // 32x32 pixel texture max 256 bones (32 * 32 / 4)
- // 64x64 pixel texture max 1024 bones (64 * 64 / 4)
- var size;
- if ( nBones > 256 )
- size = 64;
- else if ( nBones > 64 )
- size = 32;
- else if ( nBones > 16 )
- size = 16;
- else
- size = 8;
- this.boneTextureWidth = size;
- this.boneTextureHeight = size;
- this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
- this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
- this.boneTexture.minFilter = THREE.NearestFilter;
- this.boneTexture.magFilter = THREE.NearestFilter;
- this.boneTexture.generateMipmaps = false;
- this.boneTexture.flipY = false;
- } else {
- this.boneMatrices = new Float32Array( 16 * nBones );
- }
- this.pose();
- }
- };
- THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
- THREE.SkinnedMesh.prototype.addBone = function( bone ) {
- if ( bone === undefined ) {
- bone = new THREE.Bone( this );
- }
- this.bones.push( bone );
- return bone;
- };
- THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
- this.matrixAutoUpdate && this.updateMatrix();
- // update matrixWorld
- if ( this.matrixWorldNeedsUpdate || force ) {
- if ( this.parent ) {
- this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
- } else {
- this.matrixWorld.copy( this.matrix );
- }
- this.matrixWorldNeedsUpdate = false;
- force = true;
- }
- // update children
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
- var child = this.children[ i ];
- if ( child instanceof THREE.Bone ) {
- child.update( this.identityMatrix, false );
- } else {
- child.updateMatrixWorld( true );
- }
- }
- // make a snapshot of the bones' rest position
- if ( this.boneInverses == undefined ) {
- this.boneInverses = [];
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- var inverse = new THREE.Matrix4();
- inverse.getInverse( this.bones[ b ].skinMatrix );
- this.boneInverses.push( inverse );
- }
- }
- // flatten bone matrices to array
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- // compute the offset between the current and the original transform;
- //TODO: we could get rid of this multiplication step if the skinMatrix
- // was already representing the offset; however, this requires some
- // major changes to the animation system
- THREE.SkinnedMesh.offsetMatrix.multiply( this.bones[ b ].skinMatrix, this.boneInverses[ b ] );
- THREE.SkinnedMesh.offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
- }
- if ( this.useVertexTexture ) {
- this.boneTexture.needsUpdate = true;
- }
- };
- THREE.SkinnedMesh.prototype.pose = function() {
- this.updateMatrixWorld( true );
- for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
- // normalize weights
- var sw = this.geometry.skinWeights[ i ];
- var scale = 1.0 / sw.lengthManhattan();
- if ( scale !== Infinity ) {
- sw.multiplyScalar( scale );
- } else {
- sw.set( 1 ); // this will be normalized by the shader anyway
- }
- }
- };
- THREE.SkinnedMesh.prototype.clone = function ( object ) {
- if ( object === undefined ) object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
- THREE.Mesh.prototype.clone.call( this, object );
- return object;
- };
- THREE.SkinnedMesh.offsetMatrix = new THREE.Matrix4();
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.MorphAnimMesh = function ( geometry, material ) {
- THREE.Mesh.call( this, geometry, material );
- // API
- this.duration = 1000; // milliseconds
- this.mirroredLoop = false;
- this.time = 0;
- // internals
- this.lastKeyframe = 0;
- this.currentKeyframe = 0;
- this.direction = 1;
- this.directionBackwards = false;
- this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
- };
- THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
- THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
- this.startKeyframe = start;
- this.endKeyframe = end;
- this.length = this.endKeyframe - this.startKeyframe + 1;
- };
- THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
- this.direction = 1;
- this.directionBackwards = false;
- };
- THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
- this.direction = -1;
- this.directionBackwards = true;
- };
- THREE.MorphAnimMesh.prototype.parseAnimations = function () {
- var geometry = this.geometry;
- if ( ! geometry.animations ) geometry.animations = {};
- var firstAnimation, animations = geometry.animations;
- var pattern = /([a-z]+)(\d+)/;
- for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
- var morph = geometry.morphTargets[ i ];
- var parts = morph.name.match( pattern );
- if ( parts && parts.length > 1 ) {
- var label = parts[ 1 ];
- var num = parts[ 2 ];
- if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity };
- var animation = animations[ label ];
- if ( i < animation.start ) animation.start = i;
- if ( i > animation.end ) animation.end = i;
- if ( ! firstAnimation ) firstAnimation = label;
- }
- }
- geometry.firstAnimation = firstAnimation;
- };
- THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
- if ( ! this.geometry.animations ) this.geometry.animations = {};
- this.geometry.animations[ label ] = { start: start, end: end };
- };
- THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
- var animation = this.geometry.animations[ label ];
- if ( animation ) {
- this.setFrameRange( animation.start, animation.end );
- this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
- this.time = 0;
- } else {
- console.warn( "animation[" + label + "] undefined" );
- }
- };
- THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
- var frameTime = this.duration / this.length;
- this.time += this.direction * delta;
- if ( this.mirroredLoop ) {
- if ( this.time > this.duration || this.time < 0 ) {
- this.direction *= -1;
- if ( this.time > this.duration ) {
- this.time = this.duration;
- this.directionBackwards = true;
- }
- if ( this.time < 0 ) {
- this.time = 0;
- this.directionBackwards = false;
- }
- }
- } else {
- this.time = this.time % this.duration;
- if ( this.time < 0 ) this.time += this.duration;
- }
- var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
- if ( keyframe !== this.currentKeyframe ) {
- this.morphTargetInfluences[ this.lastKeyframe ] = 0;
- this.morphTargetInfluences[ this.currentKeyframe ] = 1;
- this.morphTargetInfluences[ keyframe ] = 0;
- this.lastKeyframe = this.currentKeyframe;
- this.currentKeyframe = keyframe;
- }
- var mix = ( this.time % frameTime ) / frameTime;
- if ( this.directionBackwards ) {
- mix = 1 - mix;
- }
- this.morphTargetInfluences[ this.currentKeyframe ] = mix;
- this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
- };
- THREE.MorphAnimMesh.prototype.clone = function ( object ) {
- if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
- object.duration = this.duration;
- object.mirroredLoop = this.mirroredLoop;
- object.time = this.time;
- object.lastKeyframe = this.lastKeyframe;
- object.currentKeyframe = this.currentKeyframe;
- object.direction = this.direction;
- object.directionBackwards = this.directionBackwards;
- THREE.Mesh.prototype.clone.call( this, object );
- return object;
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Ribbon = function ( geometry, material ) {
- THREE.Object3D.call( this );
- this.geometry = geometry;
- this.material = material;
- };
- THREE.Ribbon.prototype = Object.create( THREE.Object3D.prototype );
- THREE.Ribbon.prototype.clone = function ( object ) {
- if ( object === undefined ) object = new THREE.Ribbon( this.geometry, this.material );
- THREE.Object3D.prototype.clone.call( this, object );
- return object;
- };
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.LOD = function () {
- THREE.Object3D.call( this );
- this.LODs = [];
- };
- THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
- THREE.LOD.prototype.addLevel = function ( object3D, visibleAtDistance ) {
- if ( visibleAtDistance === undefined ) {
- visibleAtDistance = 0;
- }
- visibleAtDistance = Math.abs( visibleAtDistance );
- for ( var l = 0; l < this.LODs.length; l ++ ) {
- if ( visibleAtDistance < this.LODs[ l ].visibleAtDistance ) {
- break;
- }
- }
- this.LODs.splice( l, 0, { visibleAtDistance: visibleAtDistance, object3D: object3D } );
- this.add( object3D );
- };
- THREE.LOD.prototype.update = function ( camera ) {
- if ( this.LODs.length > 1 ) {
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
- var inverse = camera.matrixWorldInverse;
- var distance = -( inverse.elements[2] * this.matrixWorld.elements[12] + inverse.elements[6] * this.matrixWorld.elements[13] + inverse.elements[10] * this.matrixWorld.elements[14] + inverse.elements[14] );
- this.LODs[ 0 ].object3D.visible = true;
- for ( var l = 1; l < this.LODs.length; l ++ ) {
- if( distance >= this.LODs[ l ].visibleAtDistance ) {
- this.LODs[ l - 1 ].object3D.visible = false;
- this.LODs[ l ].object3D.visible = true;
- } else {
- break;
- }
- }
- for( ; l < this.LODs.length; l ++ ) {
- this.LODs[ l ].object3D.visible = false;
- }
- }
- };
- THREE.LOD.prototype.clone = function () {
- // TODO
- };
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Sprite = function ( material ) {
- THREE.Object3D.call( this );
- this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
- this.rotation3d = this.rotation;
- this.rotation = 0;
- };
- THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
- /*
- * Custom update matrix
- */
- THREE.Sprite.prototype.updateMatrix = function () {
- this.matrix.setPosition( this.position );
- this.rotation3d.set( 0, 0, this.rotation );
- this.matrix.setRotationFromEuler( this.rotation3d );
- if ( this.scale.x !== 1 || this.scale.y !== 1 ) {
- this.matrix.scale( this.scale );
- }
- this.matrixWorldNeedsUpdate = true;
- };
- THREE.Sprite.prototype.clone = function ( object ) {
- if ( object === undefined ) object = new THREE.Sprite( this.material );
- THREE.Object3D.prototype.clone.call( this, object );
- return object;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.Scene = function () {
- THREE.Object3D.call( this );
- this.fog = null;
- this.overrideMaterial = null;
- this.matrixAutoUpdate = false;
- this.__objects = [];
- this.__lights = [];
- this.__objectsAdded = [];
- this.__objectsRemoved = [];
- };
- THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
- THREE.Scene.prototype.__addObject = function ( object ) {
- if ( object instanceof THREE.Light ) {
- if ( this.__lights.indexOf( object ) === - 1 ) {
- this.__lights.push( object );
- }
- if ( object.target && object.target.parent === undefined ) {
- this.add( object.target );
- }
- } else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {
- if ( this.__objects.indexOf( object ) === - 1 ) {
- this.__objects.push( object );
- this.__objectsAdded.push( object );
- // check if previously removed
- var i = this.__objectsRemoved.indexOf( object );
- if ( i !== -1 ) {
- this.__objectsRemoved.splice( i, 1 );
- }
- }
- }
- for ( var c = 0; c < object.children.length; c ++ ) {
- this.__addObject( object.children[ c ] );
- }
- };
- THREE.Scene.prototype.__removeObject = function ( object ) {
- if ( object instanceof THREE.Light ) {
- var i = this.__lights.indexOf( object );
- if ( i !== -1 ) {
- this.__lights.splice( i, 1 );
- }
- } else if ( !( object instanceof THREE.Camera ) ) {
- var i = this.__objects.indexOf( object );
- if( i !== -1 ) {
- this.__objects.splice( i, 1 );
- this.__objectsRemoved.push( object );
- // check if previously added
- var ai = this.__objectsAdded.indexOf( object );
- if ( ai !== -1 ) {
- this.__objectsAdded.splice( ai, 1 );
- }
- }
- }
- for ( var c = 0; c < object.children.length; c ++ ) {
- this.__removeObject( object.children[ c ] );
- }
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Fog = function ( hex, near, far ) {
- this.name = '';
- this.color = new THREE.Color( hex );
- this.near = ( near !== undefined ) ? near : 1;
- this.far = ( far !== undefined ) ? far : 1000;
- };
- THREE.Fog.prototype.clone = function () {
- return new THREE.Fog( this.color.getHex(), this.near, this.far );
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.FogExp2 = function ( hex, density ) {
- this.name = '';
- this.color = new THREE.Color( hex );
- this.density = ( density !== undefined ) ? density : 0.00025;
- };
- THREE.FogExp2.prototype.clone = function () {
- return new THREE.FogExp2( this.color.getHex(), this.density );
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.CanvasRenderer = function ( parameters ) {
- console.log( 'THREE.CanvasRenderer', THREE.REVISION );
- parameters = parameters || {};
- var _this = this,
- _renderData, _elements, _lights,
- _projector = new THREE.Projector(),
- _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
- _canvasWidth, _canvasHeight, _canvasWidthHalf, _canvasHeightHalf,
- _context = _canvas.getContext( '2d' ),
- _clearColor = new THREE.Color( 0x000000 ),
- _clearOpacity = 0,
- _contextGlobalAlpha = 1,
- _contextGlobalCompositeOperation = 0,
- _contextStrokeStyle = null,
- _contextFillStyle = null,
- _contextLineWidth = null,
- _contextLineCap = null,
- _contextLineJoin = null,
- _v1, _v2, _v3, _v4,
- _v5 = new THREE.RenderableVertex(),
- _v6 = new THREE.RenderableVertex(),
- _v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
- _v4x, _v4y, _v5x, _v5y, _v6x, _v6y,
- _color = new THREE.Color(),
- _color1 = new THREE.Color(),
- _color2 = new THREE.Color(),
- _color3 = new THREE.Color(),
- _color4 = new THREE.Color(),
- _diffuseColor = new THREE.Color(),
- _emissiveColor = new THREE.Color(),
- _patterns = {}, _imagedatas = {},
- _near, _far,
- _image, _uvs,
- _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,
- _clipBox = new THREE.Box2(),
- _clearBox = new THREE.Box2(),
- _elemBox = new THREE.Box2(),
- _enableLighting = false,
- _ambientLight = new THREE.Color(),
- _directionalLights = new THREE.Color(),
- _pointLights = new THREE.Color(),
- _pi2 = Math.PI * 2,
- _vector3 = new THREE.Vector3(), // Needed for PointLight
- _pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData,
- _gradientMap, _gradientMapContext, _gradientMapQuality = 16;
- _pixelMap = document.createElement( 'canvas' );
- _pixelMap.width = _pixelMap.height = 2;
- _pixelMapContext = _pixelMap.getContext( '2d' );
- _pixelMapContext.fillStyle = 'rgba(0,0,0,1)';
- _pixelMapContext.fillRect( 0, 0, 2, 2 );
- _pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 );
- _pixelMapData = _pixelMapImage.data;
- _gradientMap = document.createElement( 'canvas' );
- _gradientMap.width = _gradientMap.height = _gradientMapQuality;
- _gradientMapContext = _gradientMap.getContext( '2d' );
- _gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 );
- _gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality );
- _gradientMapQuality --; // Fix UVs
- this.domElement = _canvas;
- this.autoClear = true;
- this.sortObjects = true;
- this.sortElements = true;
- this.info = {
- render: {
- vertices: 0,
- faces: 0
- }
- }
- this.setSize = function ( width, height ) {
- _canvasWidth = width;
- _canvasHeight = height;
- _canvasWidthHalf = Math.floor( _canvasWidth / 2 );
- _canvasHeightHalf = Math.floor( _canvasHeight / 2 );
- _canvas.width = _canvasWidth;
- _canvas.height = _canvasHeight;
- _clipBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
- _clipBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
- _clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
- _clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
- _contextGlobalAlpha = 1;
- _contextGlobalCompositeOperation = 0;
- _contextStrokeStyle = null;
- _contextFillStyle = null;
- _contextLineWidth = null;
- _contextLineCap = null;
- _contextLineJoin = null;
- };
- this.setClearColor = function ( color, opacity ) {
- _clearColor.copy( color );
- _clearOpacity = opacity !== undefined ? opacity : 1;
- _clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
- _clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
- };
- this.setClearColorHex = function ( hex, opacity ) {
- _clearColor.setHex( hex );
- _clearOpacity = opacity !== undefined ? opacity : 1;
- _clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
- _clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
- };
- this.getMaxAnisotropy = function () {
- return 0;
- };
- this.clear = function () {
- _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
- if ( _clearBox.empty() === false ) {
- _clearBox.intersect( _clipBox );
- _clearBox.expandByScalar( 2 );
- if ( _clearOpacity < 1 ) {
- _context.clearRect( _clearBox.min.x | 0, _clearBox.min.y | 0, ( _clearBox.max.x - _clearBox.min.x ) | 0, ( _clearBox.max.y - _clearBox.min.y ) | 0 );
- }
- if ( _clearOpacity > 0 ) {
- setBlending( THREE.NormalBlending );
- setOpacity( 1 );
- setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearOpacity + ')' );
- _context.fillRect( _clearBox.min.x | 0, _clearBox.min.y | 0, ( _clearBox.max.x - _clearBox.min.x ) | 0, ( _clearBox.max.y - _clearBox.min.y ) | 0 );
- }
- _clearBox.makeEmpty();
- }
- };
- this.render = function ( scene, camera ) {
- if ( camera instanceof THREE.Camera === false ) {
- console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' );
- return;
- }
- var e, el, element, material;
- this.autoClear === true
- ? this.clear()
- : _context.setTransform( 1, 0, 0, - 1, _canvasWidthHalf, _canvasHeightHalf );
- _this.info.render.vertices = 0;
- _this.info.render.faces = 0;
- _renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
- _elements = _renderData.elements;
- _lights = _renderData.lights;
- /* DEBUG
- _context.fillStyle = 'rgba( 0, 255, 255, 0.5 )';
- _context.fillRect( _clipBox.min.x, _clipBox.min.y, _clipBox.max.x - _clipBox.min.x, _clipBox.max.y - _clipBox.min.y );
- */
- _enableLighting = _lights.length > 0;
- if ( _enableLighting === true ) {
- calculateLights();
- }
- for ( e = 0, el = _elements.length; e < el; e++ ) {
- element = _elements[ e ];
- material = element.material;
- if ( material === undefined || material.visible === false ) continue;
- _elemBox.makeEmpty();
- if ( element instanceof THREE.RenderableParticle ) {
- _v1 = element;
- _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;
- renderParticle( _v1, element, material, scene );
- } else if ( element instanceof THREE.RenderableLine ) {
- _v1 = element.v1; _v2 = element.v2;
- _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
- _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
- _elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen ] );
- if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
- renderLine( _v1, _v2, element, material, scene );
- }
- } else if ( element instanceof THREE.RenderableFace3 ) {
- _v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
- _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
- _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
- _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
- if ( material.overdraw === true ) {
- expand( _v1.positionScreen, _v2.positionScreen );
- expand( _v2.positionScreen, _v3.positionScreen );
- expand( _v3.positionScreen, _v1.positionScreen );
- }
- _elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen, _v3.positionScreen ] );
- if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
- renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material, scene );
- }
- } else if ( element instanceof THREE.RenderableFace4 ) {
- _v1 = element.v1; _v2 = element.v2; _v3 = element.v3; _v4 = element.v4;
- _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
- _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
- _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
- _v4.positionScreen.x *= _canvasWidthHalf; _v4.positionScreen.y *= _canvasHeightHalf;
- _v5.positionScreen.copy( _v2.positionScreen );
- _v6.positionScreen.copy( _v4.positionScreen );
- if ( material.overdraw === true ) {
- expand( _v1.positionScreen, _v2.positionScreen );
- expand( _v2.positionScreen, _v4.positionScreen );
- expand( _v4.positionScreen, _v1.positionScreen );
- expand( _v3.positionScreen, _v5.positionScreen );
- expand( _v3.positionScreen, _v6.positionScreen );
- }
- _elemBox.setFromPoints( [ _v1.positionScreen, _v2.positionScreen, _v3.positionScreen, _v4.positionScreen ] );
- if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
- renderFace4( _v1, _v2, _v3, _v4, _v5, _v6, element, material, scene );
- }
- }
- /* DEBUG
- _context.lineWidth = 1;
- _context.strokeStyle = 'rgba( 0, 255, 0, 0.5 )';
- _context.strokeRect( _elemBox.min.x, _elemBox.min.y, _elemBox.max.x - _elemBox.min.x, _elemBox.max.y - _elemBox.min.y );
- */
- _clearBox.union( _elemBox );
- }
- /* DEBUG
- _context.lineWidth = 1;
- _context.strokeStyle = 'rgba( 255, 0, 0, 0.5 )';
- _context.strokeRect( _clearBox.min.x, _clearBox.min.y, _clearBox.max.x - _clearBox.min.x, _clearBox.max.y - _clearBox.min.y );
- */
- _context.setTransform( 1, 0, 0, 1, 0, 0 );
- //
- function calculateLights() {
- _ambientLight.setRGB( 0, 0, 0 );
- _directionalLights.setRGB( 0, 0, 0 );
- _pointLights.setRGB( 0, 0, 0 );
- for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
- var light = _lights[ l ];
- var lightColor = light.color;
- if ( light instanceof THREE.AmbientLight ) {
- _ambientLight.r += lightColor.r;
- _ambientLight.g += lightColor.g;
- _ambientLight.b += lightColor.b;
- } else if ( light instanceof THREE.DirectionalLight ) {
- // for particles
- _directionalLights.r += lightColor.r;
- _directionalLights.g += lightColor.g;
- _directionalLights.b += lightColor.b;
- } else if ( light instanceof THREE.PointLight ) {
- // for particles
- _pointLights.r += lightColor.r;
- _pointLights.g += lightColor.g;
- _pointLights.b += lightColor.b;
- }
- }
- }
- function calculateLight( position, normal, color ) {
- for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
- var light = _lights[ l ];
- var lightColor = light.color;
- if ( light instanceof THREE.DirectionalLight ) {
- var lightPosition = light.matrixWorld.getPosition().normalize();
- var amount = normal.dot( lightPosition );
- if ( amount <= 0 ) continue;
- amount *= light.intensity;
- color.r += lightColor.r * amount;
- color.g += lightColor.g * amount;
- color.b += lightColor.b * amount;
- } else if ( light instanceof THREE.PointLight ) {
- var lightPosition = light.matrixWorld.getPosition();
- var amount = normal.dot( _vector3.sub( lightPosition, position ).normalize() );
- if ( amount <= 0 ) continue;
- amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
- if ( amount == 0 ) continue;
- amount *= light.intensity;
- color.r += lightColor.r * amount;
- color.g += lightColor.g * amount;
- color.b += lightColor.b * amount;
- }
- }
- }
- function renderParticle( v1, element, material, scene ) {
- setOpacity( material.opacity );
- setBlending( material.blending );
- var width, height, scaleX, scaleY,
- bitmap, bitmapWidth, bitmapHeight;
- if ( material instanceof THREE.ParticleBasicMaterial ) {
- if ( material.map === null ) {
- scaleX = element.object.scale.x;
- scaleY = element.object.scale.y;
- // TODO: Be able to disable this
- scaleX *= element.scale.x * _canvasWidthHalf;
- scaleY *= element.scale.y * _canvasHeightHalf;
- _elemBox.min.set( v1.x - scaleX, v1.y - scaleY );
- _elemBox.max.set( v1.x + scaleX, v1.y + scaleY );
- if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
- return;
- }
- setFillStyle( material.color.getStyle() );
- _context.save();
- _context.translate( v1.x, v1.y );
- _context.rotate( - element.rotation );
- _context.scale( scaleX, scaleY );
- _context.fillRect( -1, -1, 2, 2 );
- _context.restore();
- } else {
- bitmap = material.map.image;
- bitmapWidth = bitmap.width >> 1;
- bitmapHeight = bitmap.height >> 1;
- scaleX = element.scale.x * _canvasWidthHalf;
- scaleY = element.scale.y * _canvasHeightHalf;
- width = scaleX * bitmapWidth;
- height = scaleY * bitmapHeight;
- // TODO: Rotations break this...
- _elemBox.min.set( v1.x - width, v1.y - height );
- _elemBox.max.set( v1.x + width, v1.y + height );
- if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
- return;
- }
- _context.save();
- _context.translate( v1.x, v1.y );
- _context.rotate( - element.rotation );
- _context.scale( scaleX, - scaleY );
- _context.translate( - bitmapWidth, - bitmapHeight );
- _context.drawImage( bitmap, 0, 0 );
- _context.restore();
- }
- /* DEBUG
- setStrokeStyle( 'rgb(255,255,0)' );
- _context.beginPath();
- _context.moveTo( v1.x - 10, v1.y );
- _context.lineTo( v1.x + 10, v1.y );
- _context.moveTo( v1.x, v1.y - 10 );
- _context.lineTo( v1.x, v1.y + 10 );
- _context.stroke();
- */
- } else if ( material instanceof THREE.ParticleCanvasMaterial ) {
- width = element.scale.x * _canvasWidthHalf;
- height = element.scale.y * _canvasHeightHalf;
- _elemBox.min.set( v1.x - width, v1.y - height );
- _elemBox.max.set( v1.x + width, v1.y + height );
- if ( _clipBox.isIntersectionBox( _elemBox ) === false ) {
- return;
- }
- setStrokeStyle( material.color.getStyle() );
- setFillStyle( material.color.getStyle() );
- _context.save();
- _context.translate( v1.x, v1.y );
- _context.rotate( - element.rotation );
- _context.scale( width, height );
- material.program( _context );
- _context.restore();
- }
- }
- function renderLine( v1, v2, element, material, scene ) {
- setOpacity( material.opacity );
- setBlending( material.blending );
- _context.beginPath();
- _context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
- _context.lineTo( v2.positionScreen.x, v2.positionScreen.y );
- if ( material instanceof THREE.LineBasicMaterial ) {
- setLineWidth( material.linewidth );
- setLineCap( material.linecap );
- setLineJoin( material.linejoin );
- setStrokeStyle( material.color.getStyle() );
- _context.stroke();
- _elemBox.expandByScalar( material.linewidth * 2 );
- }
- }
- function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material, scene ) {
- _this.info.render.vertices += 3;
- _this.info.render.faces ++;
- setOpacity( material.opacity );
- setBlending( material.blending );
- _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
- _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
- _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
- drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y );
- if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) && material.map === null && material.map === null ) {
- _diffuseColor.copy( material.color );
- _emissiveColor.copy( material.emissive );
- if ( material.vertexColors === THREE.FaceColors ) {
- _diffuseColor.r *= element.color.r;
- _diffuseColor.g *= element.color.g;
- _diffuseColor.b *= element.color.b;
- }
- if ( _enableLighting === true ) {
- if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 3 ) {
- _color1.r = _color2.r = _color3.r = _ambientLight.r;
- _color1.g = _color2.g = _color3.g = _ambientLight.g;
- _color1.b = _color2.b = _color3.b = _ambientLight.b;
- calculateLight( element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 );
- calculateLight( element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 );
- calculateLight( element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color3 );
- _color1.r = _color1.r * _diffuseColor.r + _emissiveColor.r;
- _color1.g = _color1.g * _diffuseColor.g + _emissiveColor.g;
- _color1.b = _color1.b * _diffuseColor.b + _emissiveColor.b;
- _color2.r = _color2.r * _diffuseColor.r + _emissiveColor.r;
- _color2.g = _color2.g * _diffuseColor.g + _emissiveColor.g;
- _color2.b = _color2.b * _diffuseColor.b + _emissiveColor.b;
- _color3.r = _color3.r * _diffuseColor.r + _emissiveColor.r;
- _color3.g = _color3.g * _diffuseColor.g + _emissiveColor.g;
- _color3.b = _color3.b * _diffuseColor.b + _emissiveColor.b;
- _color4.r = ( _color2.r + _color3.r ) * 0.5;
- _color4.g = ( _color2.g + _color3.g ) * 0.5;
- _color4.b = ( _color2.b + _color3.b ) * 0.5;
- _image = getGradientTexture( _color1, _color2, _color3, _color4 );
- clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
- } else {
- _color.r = _ambientLight.r;
- _color.g = _ambientLight.g;
- _color.b = _ambientLight.b;
- calculateLight( element.centroidWorld, element.normalWorld, _color );
- _color.r = _color.r * _diffuseColor.r + _emissiveColor.r;
- _color.g = _color.g * _diffuseColor.g + _emissiveColor.g;
- _color.b = _color.b * _diffuseColor.b + _emissiveColor.b;
- material.wireframe === true
- ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
- : fillPath( _color );
- }
- } else {
- material.wireframe === true
- ? strokePath( material.color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
- : fillPath( material.color );
- }
- } else if ( material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
- if ( material.map !== null ) {
- if ( material.map.mapping instanceof THREE.UVMapping ) {
- _uvs = element.uvs[ 0 ];
- 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 );
- }
- } else if ( material.envMap !== null ) {
- if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {
- var cameraMatrix = camera.matrixWorldInverse;
- _vector3.copy( element.vertexNormalsWorld[ uv1 ] );
- _uv1x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
- _uv1y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;
- _vector3.copy( element.vertexNormalsWorld[ uv2 ] );
- _uv2x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
- _uv2y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;
- _vector3.copy( element.vertexNormalsWorld[ uv3 ] );
- _uv3x = ( _vector3.x * cameraMatrix.elements[0] + _vector3.y * cameraMatrix.elements[4] + _vector3.z * cameraMatrix.elements[8] ) * 0.5 + 0.5;
- _uv3y = ( _vector3.x * cameraMatrix.elements[1] + _vector3.y * cameraMatrix.elements[5] + _vector3.z * cameraMatrix.elements[9] ) * 0.5 + 0.5;
- patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
- }/* else if ( material.envMap.mapping == THREE.SphericalRefractionMapping ) {
- }*/
- } else {
- _color.copy( material.color );
- if ( material.vertexColors === THREE.FaceColors ) {
- _color.r *= element.color.r;
- _color.g *= element.color.g;
- _color.b *= element.color.b;
- }
- material.wireframe === true
- ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
- : fillPath( _color );
- }
- } else if ( material instanceof THREE.MeshDepthMaterial ) {
- _near = camera.near;
- _far = camera.far;
- _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far );
- _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far );
- _color3.r = _color3.g = _color3.b = 1 - smoothstep( v3.positionScreen.z, _near, _far );
- _color4.r = ( _color2.r + _color3.r ) * 0.5;
- _color4.g = ( _color2.g + _color3.g ) * 0.5;
- _color4.b = ( _color2.b + _color3.b ) * 0.5;
- _image = getGradientTexture( _color1, _color2, _color3, _color4 );
- clipImage( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, 0, 0, 1, 0, 0, 1, _image );
- } else if ( material instanceof THREE.MeshNormalMaterial ) {
- _color.r = normalToComponent( element.normalWorld.x );
- _color.g = normalToComponent( element.normalWorld.y );
- _color.b = normalToComponent( element.normalWorld.z );
- material.wireframe === true
- ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
- : fillPath( _color );
- }
- }
- function renderFace4( v1, v2, v3, v4, v5, v6, element, material, scene ) {
- _this.info.render.vertices += 4;
- _this.info.render.faces ++;
- setOpacity( material.opacity );
- setBlending( material.blending );
- if ( ( material.map !== undefined && material.map !== null ) || ( material.envMap !== undefined && material.envMap !== null ) ) {
- // Let renderFace3() handle this
- renderFace3( v1, v2, v4, 0, 1, 3, element, material, scene );
- renderFace3( v5, v3, v6, 1, 2, 3, element, material, scene );
- return;
- }
- _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
- _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
- _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
- _v4x = v4.positionScreen.x; _v4y = v4.positionScreen.y;
- _v5x = v5.positionScreen.x; _v5y = v5.positionScreen.y;
- _v6x = v6.positionScreen.x; _v6y = v6.positionScreen.y;
- if ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
- _diffuseColor.copy( material.color );
- _emissiveColor.copy( material.emissive );
- if ( material.vertexColors === THREE.FaceColors ) {
- _diffuseColor.r *= element.color.r;
- _diffuseColor.g *= element.color.g;
- _diffuseColor.b *= element.color.b;
- }
- if ( _enableLighting === true ) {
- if ( material.wireframe === false && material.shading == THREE.SmoothShading && element.vertexNormalsLength == 4 ) {
- _color1.r = _color2.r = _color3.r = _color4.r = _ambientLight.r;
- _color1.g = _color2.g = _color3.g = _color4.g = _ambientLight.g;
- _color1.b = _color2.b = _color3.b = _color4.b = _ambientLight.b;
- calculateLight( element.v1.positionWorld, element.vertexNormalsWorld[ 0 ], _color1 );
- calculateLight( element.v2.positionWorld, element.vertexNormalsWorld[ 1 ], _color2 );
- calculateLight( element.v4.positionWorld, element.vertexNormalsWorld[ 3 ], _color3 );
- calculateLight( element.v3.positionWorld, element.vertexNormalsWorld[ 2 ], _color4 );
- _color1.r = _color1.r * _diffuseColor.r + _emissiveColor.r;
- _color1.g = _color1.g * _diffuseColor.g + _emissiveColor.g;
- _color1.b = _color1.b * _diffuseColor.b + _emissiveColor.b;
- _color2.r = _color2.r * _diffuseColor.r + _emissiveColor.r;
- _color2.g = _color2.g * _diffuseColor.g + _emissiveColor.g;
- _color2.b = _color2.b * _diffuseColor.b + _emissiveColor.b;
- _color3.r = _color3.r * _diffuseColor.r + _emissiveColor.r;
- _color3.g = _color3.g * _diffuseColor.g + _emissiveColor.g;
- _color3.b = _color3.b * _diffuseColor.b + _emissiveColor.b;
- _color4.r = _color4.r * _diffuseColor.r + _emissiveColor.r;
- _color4.g = _color4.g * _diffuseColor.g + _emissiveColor.g;
- _color4.b = _color4.b * _diffuseColor.b + _emissiveColor.b;
- _image = getGradientTexture( _color1, _color2, _color3, _color4 );
- // TODO: UVs are incorrect, v4->v3?
- drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
- clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
- drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
- clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
- } else {
- _color.r = _ambientLight.r;
- _color.g = _ambientLight.g;
- _color.b = _ambientLight.b;
- calculateLight( element.centroidWorld, element.normalWorld, _color );
- _color.r = _color.r * _diffuseColor.r + _emissiveColor.r;
- _color.g = _color.g * _diffuseColor.g + _emissiveColor.g;
- _color.b = _color.b * _diffuseColor.b + _emissiveColor.b;
- drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
- material.wireframe === true
- ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
- : fillPath( _color );
- }
- } else {
- _color.r = _diffuseColor.r + _emissiveColor.r;
- _color.g = _diffuseColor.g + _emissiveColor.g;
- _color.b = _diffuseColor.b + _emissiveColor.b;
- drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
- material.wireframe === true
- ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
- : fillPath( _color );
- }
- } else if ( material instanceof THREE.MeshBasicMaterial ) {
- _color.copy( material.color );
- if ( material.vertexColors === THREE.FaceColors ) {
- _color.r *= element.color.r;
- _color.g *= element.color.g;
- _color.b *= element.color.b;
- }
- drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
- material.wireframe === true
- ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
- : fillPath( _color );
- } else if ( material instanceof THREE.MeshNormalMaterial ) {
- _color.r = normalToComponent( element.normalWorld.x );
- _color.g = normalToComponent( element.normalWorld.y );
- _color.b = normalToComponent( element.normalWorld.z );
- drawQuad( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _v4x, _v4y );
- material.wireframe === true
- ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
- : fillPath( _color );
- } else if ( material instanceof THREE.MeshDepthMaterial ) {
- _near = camera.near;
- _far = camera.far;
- _color1.r = _color1.g = _color1.b = 1 - smoothstep( v1.positionScreen.z, _near, _far );
- _color2.r = _color2.g = _color2.b = 1 - smoothstep( v2.positionScreen.z, _near, _far );
- _color3.r = _color3.g = _color3.b = 1 - smoothstep( v4.positionScreen.z, _near, _far );
- _color4.r = _color4.g = _color4.b = 1 - smoothstep( v3.positionScreen.z, _near, _far );
- _image = getGradientTexture( _color1, _color2, _color3, _color4 );
- // TODO: UVs are incorrect, v4->v3?
- drawTriangle( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y );
- clipImage( _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, 0, 0, 1, 0, 0, 1, _image );
- drawTriangle( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y );
- clipImage( _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, 1, 0, 1, 1, 0, 1, _image );
- }
- }
- //
- function drawTriangle( x0, y0, x1, y1, x2, y2 ) {
- _context.beginPath();
- _context.moveTo( x0, y0 );
- _context.lineTo( x1, y1 );
- _context.lineTo( x2, y2 );
- _context.closePath();
- }
- function drawQuad( x0, y0, x1, y1, x2, y2, x3, y3 ) {
- _context.beginPath();
- _context.moveTo( x0, y0 );
- _context.lineTo( x1, y1 );
- _context.lineTo( x2, y2 );
- _context.lineTo( x3, y3 );
- _context.closePath();
- }
- function strokePath( color, linewidth, linecap, linejoin ) {
- setLineWidth( linewidth );
- setLineCap( linecap );
- setLineJoin( linejoin );
- setStrokeStyle( color.getStyle() );
- _context.stroke();
- _elemBox.expandByScalar( linewidth * 2 );
- }
- function fillPath( color ) {
- setFillStyle( color.getStyle() );
- _context.fill();
- }
- function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {
- if ( texture instanceof THREE.DataTexture || texture.image === undefined || texture.image.width == 0 ) return;
- if ( texture.needsUpdate === true ) {
- var repeatX = texture.wrapS == THREE.RepeatWrapping;
- var repeatY = texture.wrapT == THREE.RepeatWrapping;
- _patterns[ texture.id ] = _context.createPattern(
- texture.image, repeatX === true && repeatY === true
- ? 'repeat'
- : repeatX === true && repeatY === false
- ? 'repeat-x'
- : repeatX === false && repeatY === true
- ? 'repeat-y'
- : 'no-repeat'
- );
- texture.needsUpdate = false;
- }
- _patterns[ texture.id ] === undefined
- ? setFillStyle( 'rgba(0,0,0,1)' )
- : setFillStyle( _patterns[ texture.id ] );
- // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
- var a, b, c, d, e, f, det, idet,
- offsetX = texture.offset.x / texture.repeat.x,
- offsetY = texture.offset.y / texture.repeat.y,
- width = texture.image.width * texture.repeat.x,
- height = texture.image.height * texture.repeat.y;
- u0 = ( u0 + offsetX ) * width;
- v0 = ( 1.0 - v0 + offsetY ) * height;
- u1 = ( u1 + offsetX ) * width;
- v1 = ( 1.0 - v1 + offsetY ) * height;
- u2 = ( u2 + offsetX ) * width;
- v2 = ( 1.0 - v2 + offsetY ) * height;
- x1 -= x0; y1 -= y0;
- x2 -= x0; y2 -= y0;
- u1 -= u0; v1 -= v0;
- u2 -= u0; v2 -= v0;
- det = u1 * v2 - u2 * v1;
- if ( det === 0 ) {
- if ( _imagedatas[ texture.id ] === undefined ) {
- var canvas = document.createElement( 'canvas' )
- canvas.width = texture.image.width;
- canvas.height = texture.image.height;
- var context = canvas.getContext( '2d' );
- context.drawImage( texture.image, 0, 0 );
- _imagedatas[ texture.id ] = context.getImageData( 0, 0, texture.image.width, texture.image.height ).data;
- }
- var data = _imagedatas[ texture.id ];
- var index = ( Math.floor( u0 ) + Math.floor( v0 ) * texture.image.width ) * 4;
- _color.setRGB( data[ index ] / 255, data[ index + 1 ] / 255, data[ index + 2 ] / 255 );
- fillPath( _color );
- return;
- }
- idet = 1 / det;
- a = ( v2 * x1 - v1 * x2 ) * idet;
- b = ( v2 * y1 - v1 * y2 ) * idet;
- c = ( u1 * x2 - u2 * x1 ) * idet;
- d = ( u1 * y2 - u2 * y1 ) * idet;
- e = x0 - a * u0 - c * v0;
- f = y0 - b * u0 - d * v0;
- _context.save();
- _context.transform( a, b, c, d, e, f );
- _context.fill();
- _context.restore();
- }
- function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {
- // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
- var a, b, c, d, e, f, det, idet,
- width = image.width - 1,
- height = image.height - 1;
- u0 *= width; v0 *= height;
- u1 *= width; v1 *= height;
- u2 *= width; v2 *= height;
- x1 -= x0; y1 -= y0;
- x2 -= x0; y2 -= y0;
- u1 -= u0; v1 -= v0;
- u2 -= u0; v2 -= v0;
- det = u1 * v2 - u2 * v1;
- idet = 1 / det;
- a = ( v2 * x1 - v1 * x2 ) * idet;
- b = ( v2 * y1 - v1 * y2 ) * idet;
- c = ( u1 * x2 - u2 * x1 ) * idet;
- d = ( u1 * y2 - u2 * y1 ) * idet;
- e = x0 - a * u0 - c * v0;
- f = y0 - b * u0 - d * v0;
- _context.save();
- _context.transform( a, b, c, d, e, f );
- _context.clip();
- _context.drawImage( image, 0, 0 );
- _context.restore();
- }
- function getGradientTexture( color1, color2, color3, color4 ) {
- // http://mrdoob.com/blog/post/710
- _pixelMapData[ 0 ] = ( color1.r * 255 ) | 0;
- _pixelMapData[ 1 ] = ( color1.g * 255 ) | 0;
- _pixelMapData[ 2 ] = ( color1.b * 255 ) | 0;
- _pixelMapData[ 4 ] = ( color2.r * 255 ) | 0;
- _pixelMapData[ 5 ] = ( color2.g * 255 ) | 0;
- _pixelMapData[ 6 ] = ( color2.b * 255 ) | 0;
- _pixelMapData[ 8 ] = ( color3.r * 255 ) | 0;
- _pixelMapData[ 9 ] = ( color3.g * 255 ) | 0;
- _pixelMapData[ 10 ] = ( color3.b * 255 ) | 0;
- _pixelMapData[ 12 ] = ( color4.r * 255 ) | 0;
- _pixelMapData[ 13 ] = ( color4.g * 255 ) | 0;
- _pixelMapData[ 14 ] = ( color4.b * 255 ) | 0;
- _pixelMapContext.putImageData( _pixelMapImage, 0, 0 );
- _gradientMapContext.drawImage( _pixelMap, 0, 0 );
- return _gradientMap;
- }
- function smoothstep( value, min, max ) {
- var x = ( value - min ) / ( max - min );
- return x * x * ( 3 - 2 * x );
- }
- function normalToComponent( normal ) {
- var component = ( normal + 1 ) * 0.5;
- return component < 0 ? 0 : ( component > 1 ? 1 : component );
- }
- // Hide anti-alias gaps
- function expand( v1, v2 ) {
- var x = v2.x - v1.x, y = v2.y - v1.y,
- det = x * x + y * y, idet;
- if ( det === 0 ) return;
- idet = 1 / Math.sqrt( det );
- x *= idet; y *= idet;
- v2.x += x; v2.y += y;
- v1.x -= x; v1.y -= y;
- }
- };
- // Context cached methods.
- function setOpacity( value ) {
- if ( _contextGlobalAlpha !== value ) {
- _context.globalAlpha = value;
- _contextGlobalAlpha = value;
- }
- }
- function setBlending( value ) {
- if ( _contextGlobalCompositeOperation !== value ) {
- if ( value === THREE.NormalBlending ) {
- _context.globalCompositeOperation = 'source-over';
- } else if ( value === THREE.AdditiveBlending ) {
- _context.globalCompositeOperation = 'lighter';
- } else if ( value === THREE.SubtractiveBlending ) {
- _context.globalCompositeOperation = 'darker';
- }
- _contextGlobalCompositeOperation = value;
- }
- }
- function setLineWidth( value ) {
- if ( _contextLineWidth !== value ) {
- _context.lineWidth = value;
- _contextLineWidth = value;
- }
- }
- function setLineCap( value ) {
- // "butt", "round", "square"
- if ( _contextLineCap !== value ) {
- _context.lineCap = value;
- _contextLineCap = value;
- }
- }
- function setLineJoin( value ) {
- // "round", "bevel", "miter"
- if ( _contextLineJoin !== value ) {
- _context.lineJoin = value;
- _contextLineJoin = value;
- }
- }
- function setStrokeStyle( value ) {
- if ( _contextStrokeStyle !== value ) {
- _context.strokeStyle = value;
- _contextStrokeStyle = value;
- }
- }
- function setFillStyle( value ) {
- if ( _contextFillStyle !== value ) {
- _context.fillStyle = value;
- _contextFillStyle = value;
- }
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- * @author mikael emtinger / http://gomo.se/
- */
- THREE.ShaderChunk = {
- // FOG
- fog_pars_fragment: [
- "#ifdef USE_FOG",
- "uniform vec3 fogColor;",
- "#ifdef FOG_EXP2",
- "uniform float fogDensity;",
- "#else",
- "uniform float fogNear;",
- "uniform float fogFar;",
- "#endif",
- "#endif"
- ].join("\n"),
- fog_fragment: [
- "#ifdef USE_FOG",
- "float depth = gl_FragCoord.z / gl_FragCoord.w;",
- "#ifdef FOG_EXP2",
- "const float LOG2 = 1.442695;",
- "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
- "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
- "#else",
- "float fogFactor = smoothstep( fogNear, fogFar, depth );",
- "#endif",
- "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
- "#endif"
- ].join("\n"),
- // ENVIRONMENT MAP
- envmap_pars_fragment: [
- "#ifdef USE_ENVMAP",
- "uniform float reflectivity;",
- "uniform samplerCube envMap;",
- "uniform float flipEnvMap;",
- "uniform int combine;",
- "#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
- "uniform bool useRefract;",
- "uniform float refractionRatio;",
- "#else",
- "varying vec3 vReflect;",
- "#endif",
- "#endif"
- ].join("\n"),
- envmap_fragment: [
- "#ifdef USE_ENVMAP",
- "vec3 reflectVec;",
- "#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
- "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
- "if ( useRefract ) {",
- "reflectVec = refract( cameraToVertex, normal, refractionRatio );",
- "} else { ",
- "reflectVec = reflect( cameraToVertex, normal );",
- "}",
- "#else",
- "reflectVec = vReflect;",
- "#endif",
- "#ifdef DOUBLE_SIDED",
- "float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
- "vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
- "#else",
- "vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
- "#endif",
- "#ifdef GAMMA_INPUT",
- "cubeColor.xyz *= cubeColor.xyz;",
- "#endif",
- "if ( combine == 1 ) {",
- "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",
- "} else if ( combine == 2 ) {",
- "gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;",
- "} else {",
- "gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
- "}",
- "#endif"
- ].join("\n"),
- envmap_pars_vertex: [
- "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
- "varying vec3 vReflect;",
- "uniform float refractionRatio;",
- "uniform bool useRefract;",
- "#endif"
- ].join("\n"),
- worldpos_vertex : [
- "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )",
- "#ifdef USE_SKINNING",
- "vec4 worldPosition = modelMatrix * skinned;",
- "#endif",
- "#if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
- "vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",
- "#endif",
- "#if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
- "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
- "#endif",
- "#endif"
- ].join("\n"),
- envmap_vertex : [
- "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
- "vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;",
- "worldNormal = normalize( worldNormal );",
- "vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );",
- "if ( useRefract ) {",
- "vReflect = refract( cameraToVertex, worldNormal, refractionRatio );",
- "} else {",
- "vReflect = reflect( cameraToVertex, worldNormal );",
- "}",
- "#endif"
- ].join("\n"),
- // COLOR MAP (particles)
- map_particle_pars_fragment: [
- "#ifdef USE_MAP",
- "uniform sampler2D map;",
- "#endif"
- ].join("\n"),
- map_particle_fragment: [
- "#ifdef USE_MAP",
- "gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );",
- "#endif"
- ].join("\n"),
- // COLOR MAP (triangles)
- map_pars_vertex: [
- "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
- "varying vec2 vUv;",
- "uniform vec4 offsetRepeat;",
- "#endif"
- ].join("\n"),
- map_pars_fragment: [
- "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
- "varying vec2 vUv;",
- "#endif",
- "#ifdef USE_MAP",
- "uniform sampler2D map;",
- "#endif"
- ].join("\n"),
- map_vertex: [
- "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
- "vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
- "#endif"
- ].join("\n"),
- map_fragment: [
- "#ifdef USE_MAP",
- "vec4 texelColor = texture2D( map, vUv );",
- "#ifdef GAMMA_INPUT",
- "texelColor.xyz *= texelColor.xyz;",
- "#endif",
- "gl_FragColor = gl_FragColor * texelColor;",
- "#endif"
- ].join("\n"),
- // LIGHT MAP
- lightmap_pars_fragment: [
- "#ifdef USE_LIGHTMAP",
- "varying vec2 vUv2;",
- "uniform sampler2D lightMap;",
- "#endif"
- ].join("\n"),
- lightmap_pars_vertex: [
- "#ifdef USE_LIGHTMAP",
- "varying vec2 vUv2;",
- "#endif"
- ].join("\n"),
- lightmap_fragment: [
- "#ifdef USE_LIGHTMAP",
- "gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
- "#endif"
- ].join("\n"),
- lightmap_vertex: [
- "#ifdef USE_LIGHTMAP",
- "vUv2 = uv2;",
- "#endif"
- ].join("\n"),
- // BUMP MAP
- bumpmap_pars_fragment: [
- "#ifdef USE_BUMPMAP",
- "uniform sampler2D bumpMap;",
- "uniform float bumpScale;",
- // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
- // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html
- // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
- "vec2 dHdxy_fwd() {",
- "vec2 dSTdx = dFdx( vUv );",
- "vec2 dSTdy = dFdy( vUv );",
- "float Hll = bumpScale * texture2D( bumpMap, vUv ).x;",
- "float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;",
- "float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;",
- "return vec2( dBx, dBy );",
- "}",
- "vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {",
- "vec3 vSigmaX = dFdx( surf_pos );",
- "vec3 vSigmaY = dFdy( surf_pos );",
- "vec3 vN = surf_norm;", // normalized
- "vec3 R1 = cross( vSigmaY, vN );",
- "vec3 R2 = cross( vN, vSigmaX );",
- "float fDet = dot( vSigmaX, R1 );",
- "vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );",
- "return normalize( abs( fDet ) * surf_norm - vGrad );",
- "}",
- "#endif"
- ].join("\n"),
- // NORMAL MAP
- normalmap_pars_fragment: [
- "#ifdef USE_NORMALMAP",
- "uniform sampler2D normalMap;",
- "uniform vec2 normalScale;",
- // Per-Pixel Tangent Space Normal Mapping
- // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
- "vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {",
- "vec3 q0 = dFdx( eye_pos.xyz );",
- "vec3 q1 = dFdy( eye_pos.xyz );",
- "vec2 st0 = dFdx( vUv.st );",
- "vec2 st1 = dFdy( vUv.st );",
- "vec3 S = normalize( q0 * st1.t - q1 * st0.t );",
- "vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
- "vec3 N = normalize( surf_norm );",
- "vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;",
- "mapN.xy = normalScale * mapN.xy;",
- "mat3 tsn = mat3( S, T, N );",
- "return normalize( tsn * mapN );",
- "}",
- "#endif"
- ].join("\n"),
- // SPECULAR MAP
- specularmap_pars_fragment: [
- "#ifdef USE_SPECULARMAP",
- "uniform sampler2D specularMap;",
- "#endif"
- ].join("\n"),
- specularmap_fragment: [
- "float specularStrength;",
- "#ifdef USE_SPECULARMAP",
- "vec4 texelSpecular = texture2D( specularMap, vUv );",
- "specularStrength = texelSpecular.r;",
- "#else",
- "specularStrength = 1.0;",
- "#endif"
- ].join("\n"),
- // LIGHTS LAMBERT
- lights_lambert_pars_vertex: [
- "uniform vec3 ambient;",
- "uniform vec3 diffuse;",
- "uniform vec3 emissive;",
- "uniform vec3 ambientLightColor;",
- "#if MAX_DIR_LIGHTS > 0",
- "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
- "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
- "#endif",
- "#if MAX_HEMI_LIGHTS > 0",
- "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
- "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
- "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
- "#endif",
- "#if MAX_POINT_LIGHTS > 0",
- "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
- "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
- "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
- "#endif",
- "#if MAX_SPOT_LIGHTS > 0",
- "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
- "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
- "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
- "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
- "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
- "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
- "#endif",
- "#ifdef WRAP_AROUND",
- "uniform vec3 wrapRGB;",
- "#endif"
- ].join("\n"),
- lights_lambert_vertex: [
- "vLightFront = vec3( 0.0 );",
- "#ifdef DOUBLE_SIDED",
- "vLightBack = vec3( 0.0 );",
- "#endif",
- "transformedNormal = normalize( transformedNormal );",
- "#if MAX_DIR_LIGHTS > 0",
- "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
- "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
- "vec3 dirVector = normalize( lDirection.xyz );",
- "float dotProduct = dot( transformedNormal, dirVector );",
- "vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );",
- "#ifdef DOUBLE_SIDED",
- "vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
- "#ifdef WRAP_AROUND",
- "vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
- "#endif",
- "#endif",
- "#ifdef WRAP_AROUND",
- "vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
- "directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );",
- "#ifdef DOUBLE_SIDED",
- "directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );",
- "#endif",
- "#endif",
- "vLightFront += directionalLightColor[ i ] * directionalLightWeighting;",
- "#ifdef DOUBLE_SIDED",
- "vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;",
- "#endif",
- "}",
- "#endif",
- "#if MAX_POINT_LIGHTS > 0",
- "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
- "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
- "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
- "float lDistance = 1.0;",
- "if ( pointLightDistance[ i ] > 0.0 )",
- "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
- "lVector = normalize( lVector );",
- "float dotProduct = dot( transformedNormal, lVector );",
- "vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );",
- "#ifdef DOUBLE_SIDED",
- "vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
- "#ifdef WRAP_AROUND",
- "vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
- "#endif",
- "#endif",
- "#ifdef WRAP_AROUND",
- "vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
- "pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );",
- "#ifdef DOUBLE_SIDED",
- "pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );",
- "#endif",
- "#endif",
- "vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;",
- "#ifdef DOUBLE_SIDED",
- "vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;",
- "#endif",
- "}",
- "#endif",
- "#if MAX_SPOT_LIGHTS > 0",
- "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
- "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
- "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
- "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",
- "if ( spotEffect > spotLightAngleCos[ i ] ) {",
- "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
- "float lDistance = 1.0;",
- "if ( spotLightDistance[ i ] > 0.0 )",
- "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
- "lVector = normalize( lVector );",
- "float dotProduct = dot( transformedNormal, lVector );",
- "vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );",
- "#ifdef DOUBLE_SIDED",
- "vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
- "#ifdef WRAP_AROUND",
- "vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
- "#endif",
- "#endif",
- "#ifdef WRAP_AROUND",
- "vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
- "spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );",
- "#ifdef DOUBLE_SIDED",
- "spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );",
- "#endif",
- "#endif",
- "vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;",
- "#ifdef DOUBLE_SIDED",
- "vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;",
- "#endif",
- "}",
- "}",
- "#endif",
- "#if MAX_HEMI_LIGHTS > 0",
- "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
- "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
- "vec3 lVector = normalize( lDirection.xyz );",
- "float dotProduct = dot( transformedNormal, lVector );",
- "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
- "float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;",
- "vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
- "#ifdef DOUBLE_SIDED",
- "vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );",
- "#endif",
- "}",
- "#endif",
- "vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;",
- "#ifdef DOUBLE_SIDED",
- "vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;",
- "#endif"
- ].join("\n"),
- // LIGHTS PHONG
- lights_phong_pars_vertex: [
- "#ifndef PHONG_PER_PIXEL",
- "#if MAX_POINT_LIGHTS > 0",
- "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
- "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
- "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
- "#endif",
- "#if MAX_SPOT_LIGHTS > 0",
- "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
- "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
- "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
- "#endif",
- "#endif",
- "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
- "varying vec3 vWorldPosition;",
- "#endif"
- ].join("\n"),
- lights_phong_vertex: [
- "#ifndef PHONG_PER_PIXEL",
- "#if MAX_POINT_LIGHTS > 0",
- "for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
- "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
- "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
- "float lDistance = 1.0;",
- "if ( pointLightDistance[ i ] > 0.0 )",
- "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
- "vPointLight[ i ] = vec4( lVector, lDistance );",
- "}",
- "#endif",
- "#if MAX_SPOT_LIGHTS > 0",
- "for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
- "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
- "vec3 lVector = lPosition.xyz - mvPosition.xyz;",
- "float lDistance = 1.0;",
- "if ( spotLightDistance[ i ] > 0.0 )",
- "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
- "vSpotLight[ i ] = vec4( lVector, lDistance );",
- "}",
- "#endif",
- "#endif",
- "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
- "vWorldPosition = worldPosition.xyz;",
- "#endif"
- ].join("\n"),
- lights_phong_pars_fragment: [
- "uniform vec3 ambientLightColor;",
- "#if MAX_DIR_LIGHTS > 0",
- "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
- "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
- "#endif",
- "#if MAX_HEMI_LIGHTS > 0",
- "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
- "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
- "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
- "#endif",
- "#if MAX_POINT_LIGHTS > 0",
- "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
- "#ifdef PHONG_PER_PIXEL",
- "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
- "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
- "#else",
- "varying vec4 vPointLight[ MAX_POINT_LIGHTS ];",
- "#endif",
- "#endif",
- "#if MAX_SPOT_LIGHTS > 0",
- "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
- "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
- "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
- "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
- "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
- "#ifdef PHONG_PER_PIXEL",
- "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
- "#else",
- "varying vec4 vSpotLight[ MAX_SPOT_LIGHTS ];",
- "#endif",
- "#endif",
- "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP )",
- "varying vec3 vWorldPosition;",
- "#endif",
- "#ifdef WRAP_AROUND",
- "uniform vec3 wrapRGB;",
- "#endif",
- "varying vec3 vViewPosition;",
- "varying vec3 vNormal;"
- ].join("\n"),
- lights_phong_fragment: [
- "vec3 normal = normalize( vNormal );",
- "vec3 viewPosition = normalize( vViewPosition );",
- "#ifdef DOUBLE_SIDED",
- "normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
- "#endif",
- "#ifdef USE_NORMALMAP",
- "normal = perturbNormal2Arb( -viewPosition, normal );",
- "#elif defined( USE_BUMPMAP )",
- "normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
- "#endif",
- "#if MAX_POINT_LIGHTS > 0",
- "vec3 pointDiffuse = vec3( 0.0 );",
- "vec3 pointSpecular = vec3( 0.0 );",
- "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
- "#ifdef PHONG_PER_PIXEL",
- "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
- "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
- "float lDistance = 1.0;",
- "if ( pointLightDistance[ i ] > 0.0 )",
- "lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
- "lVector = normalize( lVector );",
- "#else",
- "vec3 lVector = normalize( vPointLight[ i ].xyz );",
- "float lDistance = vPointLight[ i ].w;",
- "#endif",
- // diffuse
- "float dotProduct = dot( normal, lVector );",
- "#ifdef WRAP_AROUND",
- "float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
- "float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
- "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
- "#else",
- "float pointDiffuseWeight = max( dotProduct, 0.0 );",
- "#endif",
- "pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",
- // specular
- "vec3 pointHalfVector = normalize( lVector + viewPosition );",
- "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
- "float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
- "#ifdef PHYSICALLY_BASED_SHADING",
- // 2.0 => 2.0001 is hack to work around ANGLE bug
- "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
- "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, pointHalfVector ), 5.0 );",
- "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",
- "#else",
- "pointSpecular += specular * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance;",
- "#endif",
- "}",
- "#endif",
- "#if MAX_SPOT_LIGHTS > 0",
- "vec3 spotDiffuse = vec3( 0.0 );",
- "vec3 spotSpecular = vec3( 0.0 );",
- "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
- "#ifdef PHONG_PER_PIXEL",
- "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
- "vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
- "float lDistance = 1.0;",
- "if ( spotLightDistance[ i ] > 0.0 )",
- "lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
- "lVector = normalize( lVector );",
- "#else",
- "vec3 lVector = normalize( vSpotLight[ i ].xyz );",
- "float lDistance = vSpotLight[ i ].w;",
- "#endif",
- "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
- "if ( spotEffect > spotLightAngleCos[ i ] ) {",
- "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
- // diffuse
- "float dotProduct = dot( normal, lVector );",
- "#ifdef WRAP_AROUND",
- "float spotDiffuseWeightFull = max( dotProduct, 0.0 );",
- "float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
- "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
- "#else",
- "float spotDiffuseWeight = max( dotProduct, 0.0 );",
- "#endif",
- "spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;",
- // specular
- "vec3 spotHalfVector = normalize( lVector + viewPosition );",
- "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
- "float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
- "#ifdef PHYSICALLY_BASED_SHADING",
- // 2.0 => 2.0001 is hack to work around ANGLE bug
- "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
- "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, spotHalfVector ), 5.0 );",
- "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",
- "#else",
- "spotSpecular += specular * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * spotEffect;",
- "#endif",
- "}",
- "}",
- "#endif",
- "#if MAX_DIR_LIGHTS > 0",
- "vec3 dirDiffuse = vec3( 0.0 );",
- "vec3 dirSpecular = vec3( 0.0 );" ,
- "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
- "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
- "vec3 dirVector = normalize( lDirection.xyz );",
- // diffuse
- "float dotProduct = dot( normal, dirVector );",
- "#ifdef WRAP_AROUND",
- "float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
- "float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
- "vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",
- "#else",
- "float dirDiffuseWeight = max( dotProduct, 0.0 );",
- "#endif",
- "dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",
- // specular
- "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
- "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
- "float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
- "#ifdef PHYSICALLY_BASED_SHADING",
- /*
- // fresnel term from skin shader
- "const float F0 = 0.128;",
- "float base = 1.0 - dot( viewPosition, dirHalfVector );",
- "float exponential = pow( base, 5.0 );",
- "float fresnel = exponential + F0 * ( 1.0 - exponential );",
- */
- /*
- // fresnel term from fresnel shader
- "const float mFresnelBias = 0.08;",
- "const float mFresnelScale = 0.3;",
- "const float mFresnelPower = 5.0;",
- "float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
- */
- // 2.0 => 2.0001 is hack to work around ANGLE bug
- "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
- //"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",
- "vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
- "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
- "#else",
- "dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight;",
- "#endif",
- "}",
- "#endif",
- "#if MAX_HEMI_LIGHTS > 0",
- "vec3 hemiDiffuse = vec3( 0.0 );",
- "vec3 hemiSpecular = vec3( 0.0 );" ,
- "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
- "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
- "vec3 lVector = normalize( lDirection.xyz );",
- // diffuse
- "float dotProduct = dot( normal, lVector );",
- "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
- "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
- "hemiDiffuse += diffuse * hemiColor;",
- // specular (sky light)
- "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
- "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
- "float hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
- // specular (ground light)
- "vec3 lVectorGround = -lVector;",
- "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
- "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
- "float hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
- "#ifdef PHYSICALLY_BASED_SHADING",
- "float dotProductGround = dot( normal, lVectorGround );",
- // 2.0 => 2.0001 is hack to work around ANGLE bug
- "float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
- "vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
- "vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
- "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
- "#else",
- "hemiSpecular += specular * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
- "#endif",
- "}",
- "#endif",
- "vec3 totalDiffuse = vec3( 0.0 );",
- "vec3 totalSpecular = vec3( 0.0 );",
- "#if MAX_DIR_LIGHTS > 0",
- "totalDiffuse += dirDiffuse;",
- "totalSpecular += dirSpecular;",
- "#endif",
- "#if MAX_HEMI_LIGHTS > 0",
- "totalDiffuse += hemiDiffuse;",
- "totalSpecular += hemiSpecular;",
- "#endif",
- "#if MAX_POINT_LIGHTS > 0",
- "totalDiffuse += pointDiffuse;",
- "totalSpecular += pointSpecular;",
- "#endif",
- "#if MAX_SPOT_LIGHTS > 0",
- "totalDiffuse += spotDiffuse;",
- "totalSpecular += spotSpecular;",
- "#endif",
- "#ifdef METAL",
- "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",
- "#else",
- "gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
- "#endif"
- ].join("\n"),
- // VERTEX COLORS
- color_pars_fragment: [
- "#ifdef USE_COLOR",
- "varying vec3 vColor;",
- "#endif"
- ].join("\n"),
- color_fragment: [
- "#ifdef USE_COLOR",
- "gl_FragColor = gl_FragColor * vec4( vColor, opacity );",
- "#endif"
- ].join("\n"),
- color_pars_vertex: [
- "#ifdef USE_COLOR",
- "varying vec3 vColor;",
- "#endif"
- ].join("\n"),
- color_vertex: [
- "#ifdef USE_COLOR",
- "#ifdef GAMMA_INPUT",
- "vColor = color * color;",
- "#else",
- "vColor = color;",
- "#endif",
- "#endif"
- ].join("\n"),
- // SKINNING
- skinning_pars_vertex: [
- "#ifdef USE_SKINNING",
- "#ifdef BONE_TEXTURE",
- "uniform sampler2D boneTexture;",
- "mat4 getBoneMatrix( const in float i ) {",
- "float j = i * 4.0;",
- "float x = mod( j, N_BONE_PIXEL_X );",
- "float y = floor( j / N_BONE_PIXEL_X );",
- "const float dx = 1.0 / N_BONE_PIXEL_X;",
- "const float dy = 1.0 / N_BONE_PIXEL_Y;",
- "y = dy * ( y + 0.5 );",
- "vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );",
- "vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );",
- "vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );",
- "vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );",
- "mat4 bone = mat4( v1, v2, v3, v4 );",
- "return bone;",
- "}",
- "#else",
- "uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
- "mat4 getBoneMatrix( const in float i ) {",
- "mat4 bone = boneGlobalMatrices[ int(i) ];",
- "return bone;",
- "}",
- "#endif",
- "#endif"
- ].join("\n"),
- skinbase_vertex: [
- "#ifdef USE_SKINNING",
- "mat4 boneMatX = getBoneMatrix( skinIndex.x );",
- "mat4 boneMatY = getBoneMatrix( skinIndex.y );",
- "#endif"
- ].join("\n"),
- skinning_vertex: [
- "#ifdef USE_SKINNING",
- "#ifdef USE_MORPHTARGETS",
- "vec4 skinVertex = vec4( morphed, 1.0 );",
- "#else",
- "vec4 skinVertex = vec4( position, 1.0 );",
- "#endif",
- "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
- "skinned += boneMatY * skinVertex * skinWeight.y;",
- "#endif"
- ].join("\n"),
- // MORPHING
- morphtarget_pars_vertex: [
- "#ifdef USE_MORPHTARGETS",
- "#ifndef USE_MORPHNORMALS",
- "uniform float morphTargetInfluences[ 8 ];",
- "#else",
- "uniform float morphTargetInfluences[ 4 ];",
- "#endif",
- "#endif"
- ].join("\n"),
- morphtarget_vertex: [
- "#ifdef USE_MORPHTARGETS",
- "vec3 morphed = vec3( 0.0 );",
- "morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
- "morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
- "morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
- "morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
- "#ifndef USE_MORPHNORMALS",
- "morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
- "morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
- "morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
- "morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
- "#endif",
- "morphed += position;",
- "#endif"
- ].join("\n"),
- default_vertex : [
- "vec4 mvPosition;",
- "#ifdef USE_SKINNING",
- "mvPosition = modelViewMatrix * skinned;",
- "#endif",
- "#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )",
- "mvPosition = modelViewMatrix * vec4( morphed, 1.0 );",
- "#endif",
- "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )",
- "mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- "#endif",
- "gl_Position = projectionMatrix * mvPosition;"
- ].join("\n"),
- morphnormal_vertex: [
- "#ifdef USE_MORPHNORMALS",
- "vec3 morphedNormal = vec3( 0.0 );",
- "morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
- "morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
- "morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
- "morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",
- "morphedNormal += normal;",
- "#endif"
- ].join("\n"),
- skinnormal_vertex: [
- "#ifdef USE_SKINNING",
- "mat4 skinMatrix = skinWeight.x * boneMatX;",
- "skinMatrix += skinWeight.y * boneMatY;",
- "#ifdef USE_MORPHNORMALS",
- "vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );",
- "#else",
- "vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );",
- "#endif",
- "#endif"
- ].join("\n"),
- defaultnormal_vertex: [
- "vec3 objectNormal;",
- "#ifdef USE_SKINNING",
- "objectNormal = skinnedNormal.xyz;",
- "#endif",
- "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
- "objectNormal = morphedNormal;",
- "#endif",
- "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
- "objectNormal = normal;",
- "#endif",
- "#ifdef FLIP_SIDED",
- "objectNormal = -objectNormal;",
- "#endif",
- "vec3 transformedNormal = normalMatrix * objectNormal;"
- ].join("\n"),
- // SHADOW MAP
- // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
- // http://spidergl.org/example.php?id=6
- // http://fabiensanglard.net/shadowmapping
- shadowmap_pars_fragment: [
- "#ifdef USE_SHADOWMAP",
- "uniform sampler2D shadowMap[ MAX_SHADOWS ];",
- "uniform vec2 shadowMapSize[ MAX_SHADOWS ];",
- "uniform float shadowDarkness[ MAX_SHADOWS ];",
- "uniform float shadowBias[ MAX_SHADOWS ];",
- "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
- "float unpackDepth( const in vec4 rgba_depth ) {",
- "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 );",
- "float depth = dot( rgba_depth, bit_shift );",
- "return depth;",
- "}",
- "#endif"
- ].join("\n"),
- shadowmap_fragment: [
- "#ifdef USE_SHADOWMAP",
- "#ifdef SHADOWMAP_DEBUG",
- "vec3 frustumColors[3];",
- "frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
- "frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
- "frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",
- "#endif",
- "#ifdef SHADOWMAP_CASCADE",
- "int inFrustumCount = 0;",
- "#endif",
- "float fDepth;",
- "vec3 shadowColor = vec3( 1.0 );",
- "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
- "vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
- // "if ( something && something )" breaks ATI OpenGL shader compiler
- // "if ( all( something, something ) )" using this instead
- "bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
- "bool inFrustum = all( inFrustumVec );",
- // don't shadow pixels outside of light frustum
- // use just first frustum (for cascades)
- // don't shadow pixels behind far plane of light frustum
- "#ifdef SHADOWMAP_CASCADE",
- "inFrustumCount += int( inFrustum );",
- "bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",
- "#else",
- "bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",
- "#endif",
- "bool frustumTest = all( frustumTestVec );",
- "if ( frustumTest ) {",
- "shadowCoord.z += shadowBias[ i ];",
- "#if defined( SHADOWMAP_TYPE_PCF )",
- // Percentage-close filtering
- // (9 pixel kernel)
- // http://fabiensanglard.net/shadowmappingPCF/
- "float shadow = 0.0;",
- /*
- // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
- // must enroll loop manually
- "for ( float y = -1.25; y <= 1.25; y += 1.25 )",
- "for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
- "vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
- // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
- //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
- "float fDepth = unpackDepth( rgbaDepth );",
- "if ( fDepth < shadowCoord.z )",
- "shadow += 1.0;",
- "}",
- "shadow /= 9.0;",
- */
- "const float shadowDelta = 1.0 / 9.0;",
- "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
- "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
- "float dx0 = -1.25 * xPixelOffset;",
- "float dy0 = -1.25 * yPixelOffset;",
- "float dx1 = 1.25 * xPixelOffset;",
- "float dy1 = 1.25 * yPixelOffset;",
- "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
- "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
- "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
- "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
- "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
- "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
- "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
- "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
- "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
- "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
- "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
- "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
- "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
- "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
- "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
- "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
- "fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
- "if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
- "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
- "#elif defined( SHADOWMAP_TYPE_PCF_SOFT )",
- // Percentage-close filtering
- // (9 pixel kernel)
- // http://fabiensanglard.net/shadowmappingPCF/
- "float shadow = 0.0;",
- "float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
- "float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
- "float dx0 = -1.0 * xPixelOffset;",
- "float dy0 = -1.0 * yPixelOffset;",
- "float dx1 = 1.0 * xPixelOffset;",
- "float dy1 = 1.0 * yPixelOffset;",
- "mat3 shadowKernel;",
- "mat3 depthKernel;",
- "depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
- "if ( depthKernel[0][0] < shadowCoord.z ) shadowKernel[0][0] = 0.25;",
- "else shadowKernel[0][0] = 0.0;",
- "depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
- "if ( depthKernel[0][1] < shadowCoord.z ) shadowKernel[0][1] = 0.25;",
- "else shadowKernel[0][1] = 0.0;",
- "depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
- "if ( depthKernel[0][2] < shadowCoord.z ) shadowKernel[0][2] = 0.25;",
- "else shadowKernel[0][2] = 0.0;",
- "depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
- "if ( depthKernel[1][0] < shadowCoord.z ) shadowKernel[1][0] = 0.25;",
- "else shadowKernel[1][0] = 0.0;",
- "depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
- "if ( depthKernel[1][1] < shadowCoord.z ) shadowKernel[1][1] = 0.25;",
- "else shadowKernel[1][1] = 0.0;",
- "depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
- "if ( depthKernel[1][2] < shadowCoord.z ) shadowKernel[1][2] = 0.25;",
- "else shadowKernel[1][2] = 0.0;",
- "depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
- "if ( depthKernel[2][0] < shadowCoord.z ) shadowKernel[2][0] = 0.25;",
- "else shadowKernel[2][0] = 0.0;",
- "depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
- "if ( depthKernel[2][1] < shadowCoord.z ) shadowKernel[2][1] = 0.25;",
- "else shadowKernel[2][1] = 0.0;",
- "depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
- "if ( depthKernel[2][2] < shadowCoord.z ) shadowKernel[2][2] = 0.25;",
- "else shadowKernel[2][2] = 0.0;",
- "vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );",
- "shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );",
- "shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );",
- "vec4 shadowValues;",
- "shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );",
- "shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );",
- "shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );",
- "shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );",
- "shadow = dot( shadowValues, vec4( 1.0 ) );",
- "shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
- "#else",
- "vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
- "float fDepth = unpackDepth( rgbaDepth );",
- "if ( fDepth < shadowCoord.z )",
- // spot with multiple shadows is darker
- "shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );",
- // spot with multiple shadows has the same color as single shadow spot
- //"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );",
- "#endif",
- "}",
- "#ifdef SHADOWMAP_DEBUG",
- "#ifdef SHADOWMAP_CASCADE",
- "if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];",
- "#else",
- "if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];",
- "#endif",
- "#endif",
- "}",
- "#ifdef GAMMA_OUTPUT",
- "shadowColor *= shadowColor;",
- "#endif",
- "gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",
- "#endif"
- ].join("\n"),
- shadowmap_pars_vertex: [
- "#ifdef USE_SHADOWMAP",
- "varying vec4 vShadowCoord[ MAX_SHADOWS ];",
- "uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
- "#endif"
- ].join("\n"),
- shadowmap_vertex: [
- "#ifdef USE_SHADOWMAP",
- "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
- "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
- "}",
- "#endif"
- ].join("\n"),
- // ALPHATEST
- alphatest_fragment: [
- "#ifdef ALPHATEST",
- "if ( gl_FragColor.a < ALPHATEST ) discard;",
- "#endif"
- ].join("\n"),
- // LINEAR SPACE
- linear_to_gamma_fragment: [
- "#ifdef GAMMA_OUTPUT",
- "gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
- "#endif"
- ].join("\n")
- };
- THREE.UniformsUtils = {
- merge: function ( uniforms ) {
- var u, p, tmp, merged = {};
- for ( u = 0; u < uniforms.length; u ++ ) {
- tmp = this.clone( uniforms[ u ] );
- for ( p in tmp ) {
- merged[ p ] = tmp[ p ];
- }
- }
- return merged;
- },
- clone: function ( uniforms_src ) {
- var u, p, parameter, parameter_src, uniforms_dst = {};
- for ( u in uniforms_src ) {
- uniforms_dst[ u ] = {};
- for ( p in uniforms_src[ u ] ) {
- parameter_src = uniforms_src[ u ][ p ];
- if ( parameter_src instanceof THREE.Color ||
- parameter_src instanceof THREE.Vector2 ||
- parameter_src instanceof THREE.Vector3 ||
- parameter_src instanceof THREE.Vector4 ||
- parameter_src instanceof THREE.Matrix4 ||
- parameter_src instanceof THREE.Texture ) {
- uniforms_dst[ u ][ p ] = parameter_src.clone();
- } else if ( parameter_src instanceof Array ) {
- uniforms_dst[ u ][ p ] = parameter_src.slice();
- } else {
- uniforms_dst[ u ][ p ] = parameter_src;
- }
- }
- }
- return uniforms_dst;
- }
- };
- THREE.UniformsLib = {
- common: {
- "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
- "opacity" : { type: "f", value: 1.0 },
- "map" : { type: "t", value: null },
- "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
- "lightMap" : { type: "t", value: null },
- "specularMap" : { type: "t", value: null },
- "envMap" : { type: "t", value: null },
- "flipEnvMap" : { type: "f", value: -1 },
- "useRefract" : { type: "i", value: 0 },
- "reflectivity" : { type: "f", value: 1.0 },
- "refractionRatio" : { type: "f", value: 0.98 },
- "combine" : { type: "i", value: 0 },
- "morphTargetInfluences" : { type: "f", value: 0 }
- },
- bump: {
- "bumpMap" : { type: "t", value: null },
- "bumpScale" : { type: "f", value: 1 }
- },
- normalmap: {
- "normalMap" : { type: "t", value: null },
- "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
- },
- fog : {
- "fogDensity" : { type: "f", value: 0.00025 },
- "fogNear" : { type: "f", value: 1 },
- "fogFar" : { type: "f", value: 2000 },
- "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
- },
- lights: {
- "ambientLightColor" : { type: "fv", value: [] },
- "directionalLightDirection" : { type: "fv", value: [] },
- "directionalLightColor" : { type: "fv", value: [] },
- "hemisphereLightDirection" : { type: "fv", value: [] },
- "hemisphereLightSkyColor" : { type: "fv", value: [] },
- "hemisphereLightGroundColor" : { type: "fv", value: [] },
- "pointLightColor" : { type: "fv", value: [] },
- "pointLightPosition" : { type: "fv", value: [] },
- "pointLightDistance" : { type: "fv1", value: [] },
- "spotLightColor" : { type: "fv", value: [] },
- "spotLightPosition" : { type: "fv", value: [] },
- "spotLightDirection" : { type: "fv", value: [] },
- "spotLightDistance" : { type: "fv1", value: [] },
- "spotLightAngleCos" : { type: "fv1", value: [] },
- "spotLightExponent" : { type: "fv1", value: [] }
- },
- particle: {
- "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
- "opacity" : { type: "f", value: 1.0 },
- "size" : { type: "f", value: 1.0 },
- "scale" : { type: "f", value: 1.0 },
- "map" : { type: "t", value: null },
- "fogDensity" : { type: "f", value: 0.00025 },
- "fogNear" : { type: "f", value: 1 },
- "fogFar" : { type: "f", value: 2000 },
- "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
- },
- shadowmap: {
- "shadowMap": { type: "tv", value: [] },
- "shadowMapSize": { type: "v2v", value: [] },
- "shadowBias" : { type: "fv1", value: [] },
- "shadowDarkness": { type: "fv1", value: [] },
- "shadowMatrix" : { type: "m4v", value: [] }
- }
- };
- THREE.ShaderLib = {
- 'depth': {
- uniforms: {
- "mNear": { type: "f", value: 1.0 },
- "mFar" : { type: "f", value: 2000.0 },
- "opacity" : { type: "f", value: 1.0 }
- },
- vertexShader: [
- "void main() {",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform float mNear;",
- "uniform float mFar;",
- "uniform float opacity;",
- "void main() {",
- "float depth = gl_FragCoord.z / gl_FragCoord.w;",
- "float color = 1.0 - smoothstep( mNear, mFar, depth );",
- "gl_FragColor = vec4( vec3( color ), opacity );",
- "}"
- ].join("\n")
- },
- 'normal': {
- uniforms: {
- "opacity" : { type: "f", value: 1.0 }
- },
- vertexShader: [
- "varying vec3 vNormal;",
- "void main() {",
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- "vNormal = normalize( normalMatrix * normal );",
- "gl_Position = projectionMatrix * mvPosition;",
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform float opacity;",
- "varying vec3 vNormal;",
- "void main() {",
- "gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
- "}"
- ].join("\n")
- },
- 'basic': {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "fog" ],
- THREE.UniformsLib[ "shadowmap" ]
- ] ),
- vertexShader: [
- THREE.ShaderChunk[ "map_pars_vertex" ],
- THREE.ShaderChunk[ "lightmap_pars_vertex" ],
- THREE.ShaderChunk[ "envmap_pars_vertex" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- "void main() {",
- THREE.ShaderChunk[ "map_vertex" ],
- THREE.ShaderChunk[ "lightmap_vertex" ],
- THREE.ShaderChunk[ "color_vertex" ],
- THREE.ShaderChunk[ "skinbase_vertex" ],
- "#ifdef USE_ENVMAP",
- THREE.ShaderChunk[ "morphnormal_vertex" ],
- THREE.ShaderChunk[ "skinnormal_vertex" ],
- THREE.ShaderChunk[ "defaultnormal_vertex" ],
- "#endif",
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "skinning_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "worldpos_vertex" ],
- THREE.ShaderChunk[ "envmap_vertex" ],
- THREE.ShaderChunk[ "shadowmap_vertex" ],
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform vec3 diffuse;",
- "uniform float opacity;",
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "map_pars_fragment" ],
- THREE.ShaderChunk[ "lightmap_pars_fragment" ],
- THREE.ShaderChunk[ "envmap_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- THREE.ShaderChunk[ "specularmap_pars_fragment" ],
- "void main() {",
- "gl_FragColor = vec4( diffuse, opacity );",
- THREE.ShaderChunk[ "map_fragment" ],
- THREE.ShaderChunk[ "alphatest_fragment" ],
- THREE.ShaderChunk[ "specularmap_fragment" ],
- THREE.ShaderChunk[ "lightmap_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "envmap_fragment" ],
- THREE.ShaderChunk[ "shadowmap_fragment" ],
- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
- THREE.ShaderChunk[ "fog_fragment" ],
- "}"
- ].join("\n")
- },
- 'lambert': {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "fog" ],
- THREE.UniformsLib[ "lights" ],
- THREE.UniformsLib[ "shadowmap" ],
- {
- "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
- "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
- "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
- }
- ] ),
- vertexShader: [
- "#define LAMBERT",
- "varying vec3 vLightFront;",
- "#ifdef DOUBLE_SIDED",
- "varying vec3 vLightBack;",
- "#endif",
- THREE.ShaderChunk[ "map_pars_vertex" ],
- THREE.ShaderChunk[ "lightmap_pars_vertex" ],
- THREE.ShaderChunk[ "envmap_pars_vertex" ],
- THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- "void main() {",
- THREE.ShaderChunk[ "map_vertex" ],
- THREE.ShaderChunk[ "lightmap_vertex" ],
- THREE.ShaderChunk[ "color_vertex" ],
- THREE.ShaderChunk[ "morphnormal_vertex" ],
- THREE.ShaderChunk[ "skinbase_vertex" ],
- THREE.ShaderChunk[ "skinnormal_vertex" ],
- THREE.ShaderChunk[ "defaultnormal_vertex" ],
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "skinning_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- THREE.ShaderChunk[ "worldpos_vertex" ],
- THREE.ShaderChunk[ "envmap_vertex" ],
- THREE.ShaderChunk[ "lights_lambert_vertex" ],
- THREE.ShaderChunk[ "shadowmap_vertex" ],
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform float opacity;",
- "varying vec3 vLightFront;",
- "#ifdef DOUBLE_SIDED",
- "varying vec3 vLightBack;",
- "#endif",
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "map_pars_fragment" ],
- THREE.ShaderChunk[ "lightmap_pars_fragment" ],
- THREE.ShaderChunk[ "envmap_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- THREE.ShaderChunk[ "specularmap_pars_fragment" ],
- "void main() {",
- "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
- THREE.ShaderChunk[ "map_fragment" ],
- THREE.ShaderChunk[ "alphatest_fragment" ],
- THREE.ShaderChunk[ "specularmap_fragment" ],
- "#ifdef DOUBLE_SIDED",
- //"float isFront = float( gl_FrontFacing );",
- //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
- "if ( gl_FrontFacing )",
- "gl_FragColor.xyz *= vLightFront;",
- "else",
- "gl_FragColor.xyz *= vLightBack;",
- "#else",
- "gl_FragColor.xyz *= vLightFront;",
- "#endif",
- THREE.ShaderChunk[ "lightmap_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "envmap_fragment" ],
- THREE.ShaderChunk[ "shadowmap_fragment" ],
- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
- THREE.ShaderChunk[ "fog_fragment" ],
- "}"
- ].join("\n")
- },
- 'phong': {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "bump" ],
- THREE.UniformsLib[ "normalmap" ],
- THREE.UniformsLib[ "fog" ],
- THREE.UniformsLib[ "lights" ],
- THREE.UniformsLib[ "shadowmap" ],
- {
- "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
- "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
- "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
- "shininess": { type: "f", value: 30 },
- "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
- }
- ] ),
- vertexShader: [
- "#define PHONG",
- "varying vec3 vViewPosition;",
- "varying vec3 vNormal;",
- THREE.ShaderChunk[ "map_pars_vertex" ],
- THREE.ShaderChunk[ "lightmap_pars_vertex" ],
- THREE.ShaderChunk[ "envmap_pars_vertex" ],
- THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- "void main() {",
- THREE.ShaderChunk[ "map_vertex" ],
- THREE.ShaderChunk[ "lightmap_vertex" ],
- THREE.ShaderChunk[ "color_vertex" ],
- THREE.ShaderChunk[ "morphnormal_vertex" ],
- THREE.ShaderChunk[ "skinbase_vertex" ],
- THREE.ShaderChunk[ "skinnormal_vertex" ],
- THREE.ShaderChunk[ "defaultnormal_vertex" ],
- "vNormal = normalize( transformedNormal );",
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "skinning_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- "vViewPosition = -mvPosition.xyz;",
- THREE.ShaderChunk[ "worldpos_vertex" ],
- THREE.ShaderChunk[ "envmap_vertex" ],
- THREE.ShaderChunk[ "lights_phong_vertex" ],
- THREE.ShaderChunk[ "shadowmap_vertex" ],
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform vec3 diffuse;",
- "uniform float opacity;",
- "uniform vec3 ambient;",
- "uniform vec3 emissive;",
- "uniform vec3 specular;",
- "uniform float shininess;",
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "map_pars_fragment" ],
- THREE.ShaderChunk[ "lightmap_pars_fragment" ],
- THREE.ShaderChunk[ "envmap_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
- THREE.ShaderChunk[ "normalmap_pars_fragment" ],
- THREE.ShaderChunk[ "specularmap_pars_fragment" ],
- "void main() {",
- "gl_FragColor = vec4( vec3 ( 1.0 ), opacity );",
- THREE.ShaderChunk[ "map_fragment" ],
- THREE.ShaderChunk[ "alphatest_fragment" ],
- THREE.ShaderChunk[ "specularmap_fragment" ],
- THREE.ShaderChunk[ "lights_phong_fragment" ],
- THREE.ShaderChunk[ "lightmap_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "envmap_fragment" ],
- THREE.ShaderChunk[ "shadowmap_fragment" ],
- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
- THREE.ShaderChunk[ "fog_fragment" ],
- "}"
- ].join("\n")
- },
- 'particle_basic': {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib[ "particle" ],
- THREE.UniformsLib[ "shadowmap" ]
- ] ),
- vertexShader: [
- "uniform float size;",
- "uniform float scale;",
- THREE.ShaderChunk[ "color_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- "void main() {",
- THREE.ShaderChunk[ "color_vertex" ],
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- "#ifdef USE_SIZEATTENUATION",
- "gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
- "#else",
- "gl_PointSize = size;",
- "#endif",
- "gl_Position = projectionMatrix * mvPosition;",
- THREE.ShaderChunk[ "worldpos_vertex" ],
- THREE.ShaderChunk[ "shadowmap_vertex" ],
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform vec3 psColor;",
- "uniform float opacity;",
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "map_particle_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- "void main() {",
- "gl_FragColor = vec4( psColor, opacity );",
- THREE.ShaderChunk[ "map_particle_fragment" ],
- THREE.ShaderChunk[ "alphatest_fragment" ],
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "shadowmap_fragment" ],
- THREE.ShaderChunk[ "fog_fragment" ],
- "}"
- ].join("\n")
- },
- 'dashed': {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib[ "common" ],
- THREE.UniformsLib[ "fog" ],
- {
- "scale": { type: "f", value: 1 },
- "dashSize": { type: "f", value: 1 },
- "totalSize": { type: "f", value: 2 }
- }
- ] ),
- vertexShader: [
- "uniform float scale;",
- "attribute float lineDistance;",
- "varying float vLineDistance;",
- THREE.ShaderChunk[ "color_pars_vertex" ],
- "void main() {",
- THREE.ShaderChunk[ "color_vertex" ],
- "vLineDistance = scale * lineDistance;",
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- "gl_Position = projectionMatrix * mvPosition;",
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform vec3 diffuse;",
- "uniform float opacity;",
- "uniform float dashSize;",
- "uniform float totalSize;",
- "varying float vLineDistance;",
- THREE.ShaderChunk[ "color_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- "void main() {",
- "if ( mod( vLineDistance, totalSize ) > dashSize ) {",
- "discard;",
- "}",
- "gl_FragColor = vec4( diffuse, opacity );",
- THREE.ShaderChunk[ "color_fragment" ],
- THREE.ShaderChunk[ "fog_fragment" ],
- "}"
- ].join("\n")
- },
- // Depth encoding into RGBA texture
- // based on SpiderGL shadow map example
- // http://spidergl.org/example.php?id=6
- // originally from
- // http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
- // see also here:
- // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
- 'depthRGBA': {
- uniforms: {},
- vertexShader: [
- THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
- "void main() {",
- THREE.ShaderChunk[ "skinbase_vertex" ],
- THREE.ShaderChunk[ "morphtarget_vertex" ],
- THREE.ShaderChunk[ "skinning_vertex" ],
- THREE.ShaderChunk[ "default_vertex" ],
- "}"
- ].join("\n"),
- fragmentShader: [
- "vec4 pack_depth( const in float depth ) {",
- "const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
- "const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
- "vec4 res = fract( depth * bit_shift );",
- "res -= res.xxyz * bit_mask;",
- "return res;",
- "}",
- "void main() {",
- "gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
- //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
- //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
- //"gl_FragData[ 0 ] = pack_depth( z );",
- //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
- "}"
- ].join("\n")
- }
- };
- /**
- * @author supereggbert / http://www.paulbrunt.co.uk/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author szimek / https://github.com/szimek/
- */
- THREE.WebGLRenderer = function ( parameters ) {
- console.log( 'THREE.WebGLRenderer', THREE.REVISION );
- parameters = parameters || {};
- var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
- _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
- _alpha = parameters.alpha !== undefined ? parameters.alpha : true,
- _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
- _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
- _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
- _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
- _clearColor = parameters.clearColor !== undefined ? new THREE.Color( parameters.clearColor ) : new THREE.Color( 0x000000 ),
- _clearAlpha = parameters.clearAlpha !== undefined ? parameters.clearAlpha : 0;
- // public properties
- this.domElement = _canvas;
- this.context = null;
- // clearing
- this.autoClear = true;
- this.autoClearColor = true;
- this.autoClearDepth = true;
- this.autoClearStencil = true;
- // scene graph
- this.sortObjects = true;
- this.autoUpdateObjects = true;
- this.autoUpdateScene = true;
- // physically based shading
- this.gammaInput = false;
- this.gammaOutput = false;
- this.physicallyBasedShading = false;
- // shadow map
- this.shadowMapEnabled = false;
- this.shadowMapAutoUpdate = true;
- this.shadowMapType = THREE.PCFShadowMap;
- this.shadowMapCullFace = THREE.CullFaceFront;
- this.shadowMapDebug = false;
- this.shadowMapCascade = false;
- // morphs
- this.maxMorphTargets = 8;
- this.maxMorphNormals = 4;
- // flags
- this.autoScaleCubemaps = true;
- // custom render plugins
- this.renderPluginsPre = [];
- this.renderPluginsPost = [];
- // info
- this.info = {
- memory: {
- programs: 0,
- geometries: 0,
- textures: 0
- },
- render: {
- calls: 0,
- vertices: 0,
- faces: 0,
- points: 0
- }
- };
- // internal properties
- var _this = this,
- _programs = [],
- _programs_counter = 0,
- // internal state cache
- _currentProgram = null,
- _currentFramebuffer = null,
- _currentMaterialId = -1,
- _currentGeometryGroupHash = null,
- _currentCamera = null,
- _geometryGroupCounter = 0,
- _usedTextureUnits = 0,
- // GL state cache
- _oldDoubleSided = -1,
- _oldFlipSided = -1,
- _oldBlending = -1,
- _oldBlendEquation = -1,
- _oldBlendSrc = -1,
- _oldBlendDst = -1,
- _oldDepthTest = -1,
- _oldDepthWrite = -1,
- _oldPolygonOffset = null,
- _oldPolygonOffsetFactor = null,
- _oldPolygonOffsetUnits = null,
- _oldLineWidth = null,
- _viewportX = 0,
- _viewportY = 0,
- _viewportWidth = 0,
- _viewportHeight = 0,
- _currentWidth = 0,
- _currentHeight = 0,
- _enabledAttributes = {},
- // frustum
- _frustum = new THREE.Frustum(),
- // camera matrices cache
- _projScreenMatrix = new THREE.Matrix4(),
- _projScreenMatrixPS = new THREE.Matrix4(),
- _vector3 = new THREE.Vector3(),
- // light arrays cache
- _direction = new THREE.Vector3(),
- _lightsNeedUpdate = true,
- _lights = {
- ambient: [ 0, 0, 0 ],
- directional: { length: 0, colors: new Array(), positions: new Array() },
- point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
- spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
- hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
- };
- // initialize
- var _gl;
- var _glExtensionTextureFloat;
- var _glExtensionStandardDerivatives;
- var _glExtensionTextureFilterAnisotropic;
- var _glExtensionCompressedTextureS3TC;
- initGL();
- setDefaultGLState();
- this.context = _gl;
- // GPU capabilities
- var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
- var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
- var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
- var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
- var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
- var _supportsVertexTextures = ( _maxVertexTextures > 0 );
- var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
- var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
- //
- var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
- var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
- var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
- var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
- var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
- var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
- var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
- var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
- var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
- var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
- var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
- var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
- // clamp precision to maximum available
- var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
- var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
- if ( _precision === "highp" && ! highpAvailable ) {
- if ( mediumpAvailable ) {
- _precision = "mediump";
- console.warn( "WebGLRenderer: highp not supported, using mediump" );
- } else {
- _precision = "lowp";
- console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );
- }
- }
- if ( _precision === "mediump" && ! mediumpAvailable ) {
- _precision = "lowp";
- console.warn( "WebGLRenderer: mediump not supported, using lowp" );
- }
- // API
- this.getContext = function () {
- return _gl;
- };
- this.supportsVertexTextures = function () {
- return _supportsVertexTextures;
- };
- this.getMaxAnisotropy = function () {
- return _maxAnisotropy;
- };
- this.setSize = function ( width, height ) {
- _canvas.width = width;
- _canvas.height = height;
- this.setViewport( 0, 0, _canvas.width, _canvas.height );
- };
- this.setViewport = function ( x, y, width, height ) {
- _viewportX = x !== undefined ? x : 0;
- _viewportY = y !== undefined ? y : 0;
- _viewportWidth = width !== undefined ? width : _canvas.width;
- _viewportHeight = height !== undefined ? height : _canvas.height;
- _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
- };
- this.setScissor = function ( x, y, width, height ) {
- _gl.scissor( x, y, width, height );
- };
- this.enableScissorTest = function ( enable ) {
- enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
- };
- // Clearing
- this.setClearColorHex = function ( hex, alpha ) {
- _clearColor.setHex( hex );
- _clearAlpha = alpha;
- _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
- };
- this.setClearColor = function ( color, alpha ) {
- _clearColor.copy( color );
- _clearAlpha = alpha;
- _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
- };
- this.getClearColor = function () {
- return _clearColor;
- };
- this.getClearAlpha = function () {
- return _clearAlpha;
- };
- this.clear = function ( color, depth, stencil ) {
- var bits = 0;
- if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
- if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
- if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
- _gl.clear( bits );
- };
- this.clearTarget = function ( renderTarget, color, depth, stencil ) {
- this.setRenderTarget( renderTarget );
- this.clear( color, depth, stencil );
- };
- // Plugins
- this.addPostPlugin = function ( plugin ) {
- plugin.init( this );
- this.renderPluginsPost.push( plugin );
- };
- this.addPrePlugin = function ( plugin ) {
- plugin.init( this );
- this.renderPluginsPre.push( plugin );
- };
- // Rendering
- this.updateShadowMap = function ( scene, camera ) {
- _currentProgram = null;
- _oldBlending = -1;
- _oldDepthTest = -1;
- _oldDepthWrite = -1;
- _currentGeometryGroupHash = -1;
- _currentMaterialId = -1;
- _lightsNeedUpdate = true;
- _oldDoubleSided = -1;
- _oldFlipSided = -1;
- this.shadowMapPlugin.update( scene, camera );
- };
- // Internal functions
- // Buffer allocation
- function createParticleBuffers ( geometry ) {
- geometry.__webglVertexBuffer = _gl.createBuffer();
- geometry.__webglColorBuffer = _gl.createBuffer();
- _this.info.memory.geometries ++;
- };
- function createLineBuffers ( geometry ) {
- geometry.__webglVertexBuffer = _gl.createBuffer();
- geometry.__webglColorBuffer = _gl.createBuffer();
- geometry.__webglLineDistanceBuffer = _gl.createBuffer();
- _this.info.memory.geometries ++;
- };
- function createRibbonBuffers ( geometry ) {
- geometry.__webglVertexBuffer = _gl.createBuffer();
- geometry.__webglColorBuffer = _gl.createBuffer();
- geometry.__webglNormalBuffer = _gl.createBuffer();
- _this.info.memory.geometries ++;
- };
- function createMeshBuffers ( geometryGroup ) {
- geometryGroup.__webglVertexBuffer = _gl.createBuffer();
- geometryGroup.__webglNormalBuffer = _gl.createBuffer();
- geometryGroup.__webglTangentBuffer = _gl.createBuffer();
- geometryGroup.__webglColorBuffer = _gl.createBuffer();
- geometryGroup.__webglUVBuffer = _gl.createBuffer();
- geometryGroup.__webglUV2Buffer = _gl.createBuffer();
- geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
- geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
- geometryGroup.__webglFaceBuffer = _gl.createBuffer();
- geometryGroup.__webglLineBuffer = _gl.createBuffer();
- var m, ml;
- if ( geometryGroup.numMorphTargets ) {
- geometryGroup.__webglMorphTargetsBuffers = [];
- for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
- geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
- }
- }
- if ( geometryGroup.numMorphNormals ) {
- geometryGroup.__webglMorphNormalsBuffers = [];
- for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
- geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
- }
- }
- _this.info.memory.geometries ++;
- };
- // Events
- var onGeometryDispose = function ( event ) {
- var geometry = event.target;
- geometry.removeEventListener( 'dispose', onGeometryDispose );
- deallocateGeometry( geometry );
- _this.info.memory.geometries --;
- };
- var onTextureDispose = function ( event ) {
- var texture = event.target;
- texture.removeEventListener( 'dispose', onTextureDispose );
- deallocateTexture( texture );
- _this.info.memory.textures --;
- };
- var onRenderTargetDispose = function ( event ) {
- var renderTarget = event.target;
- renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
- deallocateRenderTarget( renderTarget );
- _this.info.memory.textures --;
- };
- var onMaterialDispose = function ( event ) {
- var material = event.target;
- material.removeEventListener( 'dispose', onMaterialDispose );
- deallocateMaterial( material );
- };
- // Buffer deallocation
- var deallocateGeometry = function ( geometry ) {
- geometry.__webglInit = undefined;
- if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
- if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
- if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
- if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
- if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
- if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
- if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
- if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
- if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
- if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
- if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
- // geometry groups
- if ( geometry.geometryGroups !== undefined ) {
- for ( var g in geometry.geometryGroups ) {
- var geometryGroup = geometry.geometryGroups[ g ];
- if ( geometryGroup.numMorphTargets !== undefined ) {
- for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
- _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
- }
- }
- if ( geometryGroup.numMorphNormals !== undefined ) {
- for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
- _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
- }
- }
- deleteCustomAttributesBuffers( geometryGroup );
- }
- }
- deleteCustomAttributesBuffers( geometry );
- };
- var deallocateTexture = function ( texture ) {
- if ( texture.image && texture.image.__webglTextureCube ) {
- // cube texture
- _gl.deleteTexture( texture.image.__webglTextureCube );
- } else {
- // 2D texture
- if ( ! texture.__webglInit ) return;
- texture.__webglInit = false;
- _gl.deleteTexture( texture.__webglTexture );
- }
- };
- var deallocateRenderTarget = function ( renderTarget ) {
- if ( !renderTarget || ! renderTarget.__webglTexture ) return;
- _gl.deleteTexture( renderTarget.__webglTexture );
- if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
- for ( var i = 0; i < 6; i ++ ) {
- _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
- _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
- }
- } else {
- _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
- _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
- }
- };
- var deallocateMaterial = function ( material ) {
- var program = material.program;
- if ( program === undefined ) return;
- material.program = undefined;
- // only deallocate GL program if this was the last use of shared program
- // assumed there is only single copy of any program in the _programs list
- // (that's how it's constructed)
- var i, il, programInfo;
- var deleteProgram = false;
- for ( i = 0, il = _programs.length; i < il; i ++ ) {
- programInfo = _programs[ i ];
- if ( programInfo.program === program ) {
- programInfo.usedTimes --;
- if ( programInfo.usedTimes === 0 ) {
- deleteProgram = true;
- }
- break;
- }
- }
- if ( deleteProgram === true ) {
- // avoid using array.splice, this is costlier than creating new array from scratch
- var newPrograms = [];
- for ( i = 0, il = _programs.length; i < il; i ++ ) {
- programInfo = _programs[ i ];
- if ( programInfo.program !== program ) {
- newPrograms.push( programInfo );
- }
- }
- _programs = newPrograms;
- _gl.deleteProgram( program );
- _this.info.memory.programs --;
- }
- };
- //
- /*
- function deleteParticleBuffers ( geometry ) {
- _gl.deleteBuffer( geometry.__webglVertexBuffer );
- _gl.deleteBuffer( geometry.__webglColorBuffer );
- deleteCustomAttributesBuffers( geometry );
- _this.info.memory.geometries --;
- };
- function deleteLineBuffers ( geometry ) {
- _gl.deleteBuffer( geometry.__webglVertexBuffer );
- _gl.deleteBuffer( geometry.__webglColorBuffer );
- _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
- deleteCustomAttributesBuffers( geometry );
- _this.info.memory.geometries --;
- };
- function deleteRibbonBuffers ( geometry ) {
- _gl.deleteBuffer( geometry.__webglVertexBuffer );
- _gl.deleteBuffer( geometry.__webglColorBuffer );
- _gl.deleteBuffer( geometry.__webglNormalBuffer );
- deleteCustomAttributesBuffers( geometry );
- _this.info.memory.geometries --;
- };
- function deleteMeshBuffers ( geometryGroup ) {
- _gl.deleteBuffer( geometryGroup.__webglVertexBuffer );
- _gl.deleteBuffer( geometryGroup.__webglNormalBuffer );
- _gl.deleteBuffer( geometryGroup.__webglTangentBuffer );
- _gl.deleteBuffer( geometryGroup.__webglColorBuffer );
- _gl.deleteBuffer( geometryGroup.__webglUVBuffer );
- _gl.deleteBuffer( geometryGroup.__webglUV2Buffer );
- _gl.deleteBuffer( geometryGroup.__webglSkinIndicesBuffer );
- _gl.deleteBuffer( geometryGroup.__webglSkinWeightsBuffer );
- _gl.deleteBuffer( geometryGroup.__webglFaceBuffer );
- _gl.deleteBuffer( geometryGroup.__webglLineBuffer );
- var m, ml;
- if ( geometryGroup.numMorphTargets ) {
- for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
- _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
- }
- }
- if ( geometryGroup.numMorphNormals ) {
- for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
- _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
- }
- }
- deleteCustomAttributesBuffers( geometryGroup );
- _this.info.memory.geometries --;
- };
- */
- function deleteCustomAttributesBuffers( geometry ) {
- if ( geometry.__webglCustomAttributesList ) {
- for ( var id in geometry.__webglCustomAttributesList ) {
- _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
- }
- }
- };
- // Buffer initialization
- function initCustomAttributes ( geometry, object ) {
- var nvertices = geometry.vertices.length;
- var material = object.material;
- if ( material.attributes ) {
- if ( geometry.__webglCustomAttributesList === undefined ) {
- geometry.__webglCustomAttributesList = [];
- }
- for ( var a in material.attributes ) {
- var attribute = material.attributes[ a ];
- if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
- attribute.__webglInitialized = true;
- var size = 1; // "f" and "i"
- if ( attribute.type === "v2" ) size = 2;
- else if ( attribute.type === "v3" ) size = 3;
- else if ( attribute.type === "v4" ) size = 4;
- else if ( attribute.type === "c" ) size = 3;
- attribute.size = size;
- attribute.array = new Float32Array( nvertices * size );
- attribute.buffer = _gl.createBuffer();
- attribute.buffer.belongsToAttribute = a;
- attribute.needsUpdate = true;
- }
- geometry.__webglCustomAttributesList.push( attribute );
- }
- }
- };
- function initParticleBuffers ( geometry, object ) {
- var nvertices = geometry.vertices.length;
- geometry.__vertexArray = new Float32Array( nvertices * 3 );
- geometry.__colorArray = new Float32Array( nvertices * 3 );
- geometry.__sortArray = [];
- geometry.__webglParticleCount = nvertices;
- initCustomAttributes ( geometry, object );
- };
- function initLineBuffers ( geometry, object ) {
- var nvertices = geometry.vertices.length;
- geometry.__vertexArray = new Float32Array( nvertices * 3 );
- geometry.__colorArray = new Float32Array( nvertices * 3 );
- geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
- geometry.__webglLineCount = nvertices;
- initCustomAttributes ( geometry, object );
- };
- function initRibbonBuffers ( geometry, object ) {
- var nvertices = geometry.vertices.length;
- geometry.__vertexArray = new Float32Array( nvertices * 3 );
- geometry.__colorArray = new Float32Array( nvertices * 3 );
- geometry.__normalArray = new Float32Array( nvertices * 3 );
- geometry.__webglVertexCount = nvertices;
- initCustomAttributes ( geometry, object );
- };
- function initMeshBuffers ( geometryGroup, object ) {
- var geometry = object.geometry,
- faces3 = geometryGroup.faces3,
- faces4 = geometryGroup.faces4,
- nvertices = faces3.length * 3 + faces4.length * 4,
- ntris = faces3.length * 1 + faces4.length * 2,
- nlines = faces3.length * 3 + faces4.length * 4,
- material = getBufferMaterial( object, geometryGroup ),
- uvType = bufferGuessUVType( material ),
- normalType = bufferGuessNormalType( material ),
- vertexColorType = bufferGuessVertexColorType( material );
- //console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
- geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
- if ( normalType ) {
- geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
- }
- if ( geometry.hasTangents ) {
- geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
- }
- if ( vertexColorType ) {
- geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
- }
- if ( uvType ) {
- if ( geometry.faceUvs.length > 0 || geometry.faceVertexUvs.length > 0 ) {
- geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
- }
- if ( geometry.faceUvs.length > 1 || geometry.faceVertexUvs.length > 1 ) {
- geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
- }
- }
- if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
- geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
- geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
- }
- geometryGroup.__faceArray = new Uint16Array( ntris * 3 );
- geometryGroup.__lineArray = new Uint16Array( nlines * 2 );
- var m, ml;
- if ( geometryGroup.numMorphTargets ) {
- geometryGroup.__morphTargetsArrays = [];
- for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
- geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
- }
- }
- if ( geometryGroup.numMorphNormals ) {
- geometryGroup.__morphNormalsArrays = [];
- for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
- geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
- }
- }
- geometryGroup.__webglFaceCount = ntris * 3;
- geometryGroup.__webglLineCount = nlines * 2;
- // custom attributes
- if ( material.attributes ) {
- if ( geometryGroup.__webglCustomAttributesList === undefined ) {
- geometryGroup.__webglCustomAttributesList = [];
- }
- for ( var a in material.attributes ) {
- // Do a shallow copy of the attribute object so different geometryGroup chunks use different
- // attribute buffers which are correctly indexed in the setMeshBuffers function
- var originalAttribute = material.attributes[ a ];
- var attribute = {};
- for ( var property in originalAttribute ) {
- attribute[ property ] = originalAttribute[ property ];
- }
- if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
- attribute.__webglInitialized = true;
- var size = 1; // "f" and "i"
- if( attribute.type === "v2" ) size = 2;
- else if( attribute.type === "v3" ) size = 3;
- else if( attribute.type === "v4" ) size = 4;
- else if( attribute.type === "c" ) size = 3;
- attribute.size = size;
- attribute.array = new Float32Array( nvertices * size );
- attribute.buffer = _gl.createBuffer();
- attribute.buffer.belongsToAttribute = a;
- originalAttribute.needsUpdate = true;
- attribute.__original = originalAttribute;
- }
- geometryGroup.__webglCustomAttributesList.push( attribute );
- }
- }
- geometryGroup.__inittedArrays = true;
- };
- function getBufferMaterial( object, geometryGroup ) {
- return object.material instanceof THREE.MeshFaceMaterial
- ? object.material.materials[ geometryGroup.materialIndex ]
- : object.material;
- };
- function materialNeedsSmoothNormals ( material ) {
- return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
- };
- function bufferGuessNormalType ( material ) {
- // only MeshBasicMaterial and MeshDepthMaterial don't need normals
- if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
- return false;
- }
- if ( materialNeedsSmoothNormals( material ) ) {
- return THREE.SmoothShading;
- } else {
- return THREE.FlatShading;
- }
- };
- function bufferGuessVertexColorType ( material ) {
- if ( material.vertexColors ) {
- return material.vertexColors;
- }
- return false;
- };
- function bufferGuessUVType ( material ) {
- // material must use some texture to require uvs
- if ( material.map || material.lightMap || material.bumpMap || material.normalMap || material.specularMap || material instanceof THREE.ShaderMaterial ) {
- return true;
- }
- return false;
- };
- //
- function initDirectBuffers( geometry ) {
- var a, attribute, type;
- for ( a in geometry.attributes ) {
- if ( a === "index" ) {
- type = _gl.ELEMENT_ARRAY_BUFFER;
- } else {
- type = _gl.ARRAY_BUFFER;
- }
- attribute = geometry.attributes[ a ];
- attribute.buffer = _gl.createBuffer();
- _gl.bindBuffer( type, attribute.buffer );
- _gl.bufferData( type, attribute.array, _gl.STATIC_DRAW );
- }
- };
- // Buffer setting
- function setParticleBuffers ( geometry, hint, object ) {
- var v, c, vertex, offset, index, color,
- vertices = geometry.vertices,
- vl = vertices.length,
- colors = geometry.colors,
- cl = colors.length,
- vertexArray = geometry.__vertexArray,
- colorArray = geometry.__colorArray,
- sortArray = geometry.__sortArray,
- dirtyVertices = geometry.verticesNeedUpdate,
- dirtyElements = geometry.elementsNeedUpdate,
- dirtyColors = geometry.colorsNeedUpdate,
- customAttributes = geometry.__webglCustomAttributesList,
- i, il,
- a, ca, cal, value,
- customAttribute;
- if ( object.sortParticles ) {
- _projScreenMatrixPS.copy( _projScreenMatrix );
- _projScreenMatrixPS.multiplySelf( object.matrixWorld );
- for ( v = 0; v < vl; v ++ ) {
- vertex = vertices[ v ];
- _vector3.copy( vertex );
- _projScreenMatrixPS.multiplyVector3( _vector3 );
- sortArray[ v ] = [ _vector3.z, v ];
- }
- sortArray.sort( numericalSort );
- for ( v = 0; v < vl; v ++ ) {
- vertex = vertices[ sortArray[v][1] ];
- offset = v * 3;
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
- }
- for ( c = 0; c < cl; c ++ ) {
- offset = c * 3;
- color = colors[ sortArray[c][1] ];
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
- }
- if ( customAttributes ) {
- for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
- customAttribute = customAttributes[ i ];
- if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
- offset = 0;
- cal = customAttribute.value.length;
- if ( customAttribute.size === 1 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- index = sortArray[ ca ][ 1 ];
- customAttribute.array[ ca ] = customAttribute.value[ index ];
- }
- } else if ( customAttribute.size === 2 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- index = sortArray[ ca ][ 1 ];
- value = customAttribute.value[ index ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- offset += 2;
- }
- } else if ( customAttribute.size === 3 ) {
- if ( customAttribute.type === "c" ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- index = sortArray[ ca ][ 1 ];
- value = customAttribute.value[ index ];
- customAttribute.array[ offset ] = value.r;
- customAttribute.array[ offset + 1 ] = value.g;
- customAttribute.array[ offset + 2 ] = value.b;
- offset += 3;
- }
- } else {
- for ( ca = 0; ca < cal; ca ++ ) {
- index = sortArray[ ca ][ 1 ];
- value = customAttribute.value[ index ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- customAttribute.array[ offset + 2 ] = value.z;
- offset += 3;
- }
- }
- } else if ( customAttribute.size === 4 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- index = sortArray[ ca ][ 1 ];
- value = customAttribute.value[ index ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- customAttribute.array[ offset + 2 ] = value.z;
- customAttribute.array[ offset + 3 ] = value.w;
- offset += 4;
- }
- }
- }
- }
- } else {
- if ( dirtyVertices ) {
- for ( v = 0; v < vl; v ++ ) {
- vertex = vertices[ v ];
- offset = v * 3;
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
- }
- }
- if ( dirtyColors ) {
- for ( c = 0; c < cl; c ++ ) {
- color = colors[ c ];
- offset = c * 3;
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
- }
- }
- if ( customAttributes ) {
- for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
- customAttribute = customAttributes[ i ];
- if ( customAttribute.needsUpdate &&
- ( customAttribute.boundTo === undefined ||
- customAttribute.boundTo === "vertices") ) {
- cal = customAttribute.value.length;
- offset = 0;
- if ( customAttribute.size === 1 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- customAttribute.array[ ca ] = customAttribute.value[ ca ];
- }
- } else if ( customAttribute.size === 2 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- offset += 2;
- }
- } else if ( customAttribute.size === 3 ) {
- if ( customAttribute.type === "c" ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.r;
- customAttribute.array[ offset + 1 ] = value.g;
- customAttribute.array[ offset + 2 ] = value.b;
- offset += 3;
- }
- } else {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- customAttribute.array[ offset + 2 ] = value.z;
- offset += 3;
- }
- }
- } else if ( customAttribute.size === 4 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- customAttribute.array[ offset + 2 ] = value.z;
- customAttribute.array[ offset + 3 ] = value.w;
- offset += 4;
- }
- }
- }
- }
- }
- }
- if ( dirtyVertices || object.sortParticles ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
- }
- if ( dirtyColors || object.sortParticles ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
- }
- if ( customAttributes ) {
- for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
- customAttribute = customAttributes[ i ];
- if ( customAttribute.needsUpdate || object.sortParticles ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
- }
- }
- }
- };
- function setLineBuffers ( geometry, hint ) {
- var v, c, d, vertex, offset, color,
- vertices = geometry.vertices,
- colors = geometry.colors,
- lineDistances = geometry.lineDistances,
- vl = vertices.length,
- cl = colors.length,
- dl = lineDistances.length,
- vertexArray = geometry.__vertexArray,
- colorArray = geometry.__colorArray,
- lineDistanceArray = geometry.__lineDistanceArray,
- dirtyVertices = geometry.verticesNeedUpdate,
- dirtyColors = geometry.colorsNeedUpdate,
- dirtyLineDistances = geometry.lineDistancesNeedUpdate,
- customAttributes = geometry.__webglCustomAttributesList,
- i, il,
- a, ca, cal, value,
- customAttribute;
- if ( dirtyVertices ) {
- for ( v = 0; v < vl; v ++ ) {
- vertex = vertices[ v ];
- offset = v * 3;
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
- }
- if ( dirtyColors ) {
- for ( c = 0; c < cl; c ++ ) {
- color = colors[ c ];
- offset = c * 3;
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
- }
- if ( dirtyLineDistances ) {
- for ( d = 0; d < dl; d ++ ) {
- lineDistanceArray[ d ] = lineDistances[ d ];
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
- }
- if ( customAttributes ) {
- for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
- customAttribute = customAttributes[ i ];
- if ( customAttribute.needsUpdate &&
- ( customAttribute.boundTo === undefined ||
- customAttribute.boundTo === "vertices" ) ) {
- offset = 0;
- cal = customAttribute.value.length;
- if ( customAttribute.size === 1 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- customAttribute.array[ ca ] = customAttribute.value[ ca ];
- }
- } else if ( customAttribute.size === 2 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- offset += 2;
- }
- } else if ( customAttribute.size === 3 ) {
- if ( customAttribute.type === "c" ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.r;
- customAttribute.array[ offset + 1 ] = value.g;
- customAttribute.array[ offset + 2 ] = value.b;
- offset += 3;
- }
- } else {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- customAttribute.array[ offset + 2 ] = value.z;
- offset += 3;
- }
- }
- } else if ( customAttribute.size === 4 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- customAttribute.array[ offset + 2 ] = value.z;
- customAttribute.array[ offset + 3 ] = value.w;
- offset += 4;
- }
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
- }
- }
- }
- };
- function setRibbonBuffers ( geometry, hint ) {
- var v, c, n, vertex, offset, color, normal,
- i, il, ca, cal, customAttribute, value,
- vertices = geometry.vertices,
- colors = geometry.colors,
- normals = geometry.normals,
- vl = vertices.length,
- cl = colors.length,
- nl = normals.length,
- vertexArray = geometry.__vertexArray,
- colorArray = geometry.__colorArray,
- normalArray = geometry.__normalArray,
- dirtyVertices = geometry.verticesNeedUpdate,
- dirtyColors = geometry.colorsNeedUpdate,
- dirtyNormals = geometry.normalsNeedUpdate,
- customAttributes = geometry.__webglCustomAttributesList;
- if ( dirtyVertices ) {
- for ( v = 0; v < vl; v ++ ) {
- vertex = vertices[ v ];
- offset = v * 3;
- vertexArray[ offset ] = vertex.x;
- vertexArray[ offset + 1 ] = vertex.y;
- vertexArray[ offset + 2 ] = vertex.z;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
- }
- if ( dirtyColors ) {
- for ( c = 0; c < cl; c ++ ) {
- color = colors[ c ];
- offset = c * 3;
- colorArray[ offset ] = color.r;
- colorArray[ offset + 1 ] = color.g;
- colorArray[ offset + 2 ] = color.b;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
- }
- if ( dirtyNormals ) {
- for ( n = 0; n < nl; n ++ ) {
- normal = normals[ n ];
- offset = n * 3;
- normalArray[ offset ] = normal.x;
- normalArray[ offset + 1 ] = normal.y;
- normalArray[ offset + 2 ] = normal.z;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglNormalBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
- }
- if ( customAttributes ) {
- for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
- customAttribute = customAttributes[ i ];
- if ( customAttribute.needsUpdate &&
- ( customAttribute.boundTo === undefined ||
- customAttribute.boundTo === "vertices" ) ) {
- offset = 0;
- cal = customAttribute.value.length;
- if ( customAttribute.size === 1 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- customAttribute.array[ ca ] = customAttribute.value[ ca ];
- }
- } else if ( customAttribute.size === 2 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- offset += 2;
- }
- } else if ( customAttribute.size === 3 ) {
- if ( customAttribute.type === "c" ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.r;
- customAttribute.array[ offset + 1 ] = value.g;
- customAttribute.array[ offset + 2 ] = value.b;
- offset += 3;
- }
- } else {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- customAttribute.array[ offset + 2 ] = value.z;
- offset += 3;
- }
- }
- } else if ( customAttribute.size === 4 ) {
- for ( ca = 0; ca < cal; ca ++ ) {
- value = customAttribute.value[ ca ];
- customAttribute.array[ offset ] = value.x;
- customAttribute.array[ offset + 1 ] = value.y;
- customAttribute.array[ offset + 2 ] = value.z;
- customAttribute.array[ offset + 3 ] = value.w;
- offset += 4;
- }
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
- }
- }
- }
- };
- function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
- if ( ! geometryGroup.__inittedArrays ) {
- return;
- }
- var normalType = bufferGuessNormalType( material ),
- vertexColorType = bufferGuessVertexColorType( material ),
- uvType = bufferGuessUVType( material ),
- needsSmoothNormals = ( normalType === THREE.SmoothShading );
- var f, fl, fi, face,
- vertexNormals, faceNormal, normal,
- vertexColors, faceColor,
- vertexTangents,
- uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
- c1, c2, c3, c4,
- sw1, sw2, sw3, sw4,
- si1, si2, si3, si4,
- sa1, sa2, sa3, sa4,
- sb1, sb2, sb3, sb4,
- m, ml, i, il,
- vn, uvi, uv2i,
- vk, vkl, vka,
- nka, chf, faceVertexNormals,
- a,
- vertexIndex = 0,
- offset = 0,
- offset_uv = 0,
- offset_uv2 = 0,
- offset_face = 0,
- offset_normal = 0,
- offset_tangent = 0,
- offset_line = 0,
- offset_color = 0,
- offset_skin = 0,
- offset_morphTarget = 0,
- offset_custom = 0,
- offset_customSrc = 0,
- value,
- vertexArray = geometryGroup.__vertexArray,
- uvArray = geometryGroup.__uvArray,
- uv2Array = geometryGroup.__uv2Array,
- normalArray = geometryGroup.__normalArray,
- tangentArray = geometryGroup.__tangentArray,
- colorArray = geometryGroup.__colorArray,
- skinIndexArray = geometryGroup.__skinIndexArray,
- skinWeightArray = geometryGroup.__skinWeightArray,
- morphTargetsArrays = geometryGroup.__morphTargetsArrays,
- morphNormalsArrays = geometryGroup.__morphNormalsArrays,
- customAttributes = geometryGroup.__webglCustomAttributesList,
- customAttribute,
- faceArray = geometryGroup.__faceArray,
- lineArray = geometryGroup.__lineArray,
- geometry = object.geometry, // this is shared for all chunks
- dirtyVertices = geometry.verticesNeedUpdate,
- dirtyElements = geometry.elementsNeedUpdate,
- dirtyUvs = geometry.uvsNeedUpdate,
- dirtyNormals = geometry.normalsNeedUpdate,
- dirtyTangents = geometry.tangentsNeedUpdate,
- dirtyColors = geometry.colorsNeedUpdate,
- dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
- vertices = geometry.vertices,
- chunk_faces3 = geometryGroup.faces3,
- chunk_faces4 = geometryGroup.faces4,
- obj_faces = geometry.faces,
- obj_uvs = geometry.faceVertexUvs[ 0 ],
- obj_uvs2 = geometry.faceVertexUvs[ 1 ],
- obj_colors = geometry.colors,
- obj_skinIndices = geometry.skinIndices,
- obj_skinWeights = geometry.skinWeights,
- morphTargets = geometry.morphTargets,
- morphNormals = geometry.morphNormals;
- if ( dirtyVertices ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- v1 = vertices[ face.a ];
- v2 = vertices[ face.b ];
- v3 = vertices[ face.c ];
- vertexArray[ offset ] = v1.x;
- vertexArray[ offset + 1 ] = v1.y;
- vertexArray[ offset + 2 ] = v1.z;
- vertexArray[ offset + 3 ] = v2.x;
- vertexArray[ offset + 4 ] = v2.y;
- vertexArray[ offset + 5 ] = v2.z;
- vertexArray[ offset + 6 ] = v3.x;
- vertexArray[ offset + 7 ] = v3.y;
- vertexArray[ offset + 8 ] = v3.z;
- offset += 9;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces4[ f ] ];
- v1 = vertices[ face.a ];
- v2 = vertices[ face.b ];
- v3 = vertices[ face.c ];
- v4 = vertices[ face.d ];
- vertexArray[ offset ] = v1.x;
- vertexArray[ offset + 1 ] = v1.y;
- vertexArray[ offset + 2 ] = v1.z;
- vertexArray[ offset + 3 ] = v2.x;
- vertexArray[ offset + 4 ] = v2.y;
- vertexArray[ offset + 5 ] = v2.z;
- vertexArray[ offset + 6 ] = v3.x;
- vertexArray[ offset + 7 ] = v3.y;
- vertexArray[ offset + 8 ] = v3.z;
- vertexArray[ offset + 9 ] = v4.x;
- vertexArray[ offset + 10 ] = v4.y;
- vertexArray[ offset + 11 ] = v4.z;
- offset += 12;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
- }
- if ( dirtyMorphTargets ) {
- for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
- offset_morphTarget = 0;
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- chf = chunk_faces3[ f ];
- face = obj_faces[ chf ];
- // morph positions
- v1 = morphTargets[ vk ].vertices[ face.a ];
- v2 = morphTargets[ vk ].vertices[ face.b ];
- v3 = morphTargets[ vk ].vertices[ face.c ];
- vka = morphTargetsArrays[ vk ];
- vka[ offset_morphTarget ] = v1.x;
- vka[ offset_morphTarget + 1 ] = v1.y;
- vka[ offset_morphTarget + 2 ] = v1.z;
- vka[ offset_morphTarget + 3 ] = v2.x;
- vka[ offset_morphTarget + 4 ] = v2.y;
- vka[ offset_morphTarget + 5 ] = v2.z;
- vka[ offset_morphTarget + 6 ] = v3.x;
- vka[ offset_morphTarget + 7 ] = v3.y;
- vka[ offset_morphTarget + 8 ] = v3.z;
- // morph normals
- if ( material.morphNormals ) {
- if ( needsSmoothNormals ) {
- faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
- n1 = faceVertexNormals.a;
- n2 = faceVertexNormals.b;
- n3 = faceVertexNormals.c;
- } else {
- n1 = morphNormals[ vk ].faceNormals[ chf ];
- n2 = n1;
- n3 = n1;
- }
- nka = morphNormalsArrays[ vk ];
- nka[ offset_morphTarget ] = n1.x;
- nka[ offset_morphTarget + 1 ] = n1.y;
- nka[ offset_morphTarget + 2 ] = n1.z;
- nka[ offset_morphTarget + 3 ] = n2.x;
- nka[ offset_morphTarget + 4 ] = n2.y;
- nka[ offset_morphTarget + 5 ] = n2.z;
- nka[ offset_morphTarget + 6 ] = n3.x;
- nka[ offset_morphTarget + 7 ] = n3.y;
- nka[ offset_morphTarget + 8 ] = n3.z;
- }
- //
- offset_morphTarget += 9;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- chf = chunk_faces4[ f ];
- face = obj_faces[ chf ];
- // morph positions
- v1 = morphTargets[ vk ].vertices[ face.a ];
- v2 = morphTargets[ vk ].vertices[ face.b ];
- v3 = morphTargets[ vk ].vertices[ face.c ];
- v4 = morphTargets[ vk ].vertices[ face.d ];
- vka = morphTargetsArrays[ vk ];
- vka[ offset_morphTarget ] = v1.x;
- vka[ offset_morphTarget + 1 ] = v1.y;
- vka[ offset_morphTarget + 2 ] = v1.z;
- vka[ offset_morphTarget + 3 ] = v2.x;
- vka[ offset_morphTarget + 4 ] = v2.y;
- vka[ offset_morphTarget + 5 ] = v2.z;
- vka[ offset_morphTarget + 6 ] = v3.x;
- vka[ offset_morphTarget + 7 ] = v3.y;
- vka[ offset_morphTarget + 8 ] = v3.z;
- vka[ offset_morphTarget + 9 ] = v4.x;
- vka[ offset_morphTarget + 10 ] = v4.y;
- vka[ offset_morphTarget + 11 ] = v4.z;
- // morph normals
- if ( material.morphNormals ) {
- if ( needsSmoothNormals ) {
- faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
- n1 = faceVertexNormals.a;
- n2 = faceVertexNormals.b;
- n3 = faceVertexNormals.c;
- n4 = faceVertexNormals.d;
- } else {
- n1 = morphNormals[ vk ].faceNormals[ chf ];
- n2 = n1;
- n3 = n1;
- n4 = n1;
- }
- nka = morphNormalsArrays[ vk ];
- nka[ offset_morphTarget ] = n1.x;
- nka[ offset_morphTarget + 1 ] = n1.y;
- nka[ offset_morphTarget + 2 ] = n1.z;
- nka[ offset_morphTarget + 3 ] = n2.x;
- nka[ offset_morphTarget + 4 ] = n2.y;
- nka[ offset_morphTarget + 5 ] = n2.z;
- nka[ offset_morphTarget + 6 ] = n3.x;
- nka[ offset_morphTarget + 7 ] = n3.y;
- nka[ offset_morphTarget + 8 ] = n3.z;
- nka[ offset_morphTarget + 9 ] = n4.x;
- nka[ offset_morphTarget + 10 ] = n4.y;
- nka[ offset_morphTarget + 11 ] = n4.z;
- }
- //
- offset_morphTarget += 12;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
- _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
- if ( material.morphNormals ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
- _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
- }
- }
- }
- if ( obj_skinWeights.length ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- // weights
- sw1 = obj_skinWeights[ face.a ];
- sw2 = obj_skinWeights[ face.b ];
- sw3 = obj_skinWeights[ face.c ];
- skinWeightArray[ offset_skin ] = sw1.x;
- skinWeightArray[ offset_skin + 1 ] = sw1.y;
- skinWeightArray[ offset_skin + 2 ] = sw1.z;
- skinWeightArray[ offset_skin + 3 ] = sw1.w;
- skinWeightArray[ offset_skin + 4 ] = sw2.x;
- skinWeightArray[ offset_skin + 5 ] = sw2.y;
- skinWeightArray[ offset_skin + 6 ] = sw2.z;
- skinWeightArray[ offset_skin + 7 ] = sw2.w;
- skinWeightArray[ offset_skin + 8 ] = sw3.x;
- skinWeightArray[ offset_skin + 9 ] = sw3.y;
- skinWeightArray[ offset_skin + 10 ] = sw3.z;
- skinWeightArray[ offset_skin + 11 ] = sw3.w;
- // indices
- si1 = obj_skinIndices[ face.a ];
- si2 = obj_skinIndices[ face.b ];
- si3 = obj_skinIndices[ face.c ];
- skinIndexArray[ offset_skin ] = si1.x;
- skinIndexArray[ offset_skin + 1 ] = si1.y;
- skinIndexArray[ offset_skin + 2 ] = si1.z;
- skinIndexArray[ offset_skin + 3 ] = si1.w;
- skinIndexArray[ offset_skin + 4 ] = si2.x;
- skinIndexArray[ offset_skin + 5 ] = si2.y;
- skinIndexArray[ offset_skin + 6 ] = si2.z;
- skinIndexArray[ offset_skin + 7 ] = si2.w;
- skinIndexArray[ offset_skin + 8 ] = si3.x;
- skinIndexArray[ offset_skin + 9 ] = si3.y;
- skinIndexArray[ offset_skin + 10 ] = si3.z;
- skinIndexArray[ offset_skin + 11 ] = si3.w;
- offset_skin += 12;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces4[ f ] ];
- // weights
- sw1 = obj_skinWeights[ face.a ];
- sw2 = obj_skinWeights[ face.b ];
- sw3 = obj_skinWeights[ face.c ];
- sw4 = obj_skinWeights[ face.d ];
- skinWeightArray[ offset_skin ] = sw1.x;
- skinWeightArray[ offset_skin + 1 ] = sw1.y;
- skinWeightArray[ offset_skin + 2 ] = sw1.z;
- skinWeightArray[ offset_skin + 3 ] = sw1.w;
- skinWeightArray[ offset_skin + 4 ] = sw2.x;
- skinWeightArray[ offset_skin + 5 ] = sw2.y;
- skinWeightArray[ offset_skin + 6 ] = sw2.z;
- skinWeightArray[ offset_skin + 7 ] = sw2.w;
- skinWeightArray[ offset_skin + 8 ] = sw3.x;
- skinWeightArray[ offset_skin + 9 ] = sw3.y;
- skinWeightArray[ offset_skin + 10 ] = sw3.z;
- skinWeightArray[ offset_skin + 11 ] = sw3.w;
- skinWeightArray[ offset_skin + 12 ] = sw4.x;
- skinWeightArray[ offset_skin + 13 ] = sw4.y;
- skinWeightArray[ offset_skin + 14 ] = sw4.z;
- skinWeightArray[ offset_skin + 15 ] = sw4.w;
- // indices
- si1 = obj_skinIndices[ face.a ];
- si2 = obj_skinIndices[ face.b ];
- si3 = obj_skinIndices[ face.c ];
- si4 = obj_skinIndices[ face.d ];
- skinIndexArray[ offset_skin ] = si1.x;
- skinIndexArray[ offset_skin + 1 ] = si1.y;
- skinIndexArray[ offset_skin + 2 ] = si1.z;
- skinIndexArray[ offset_skin + 3 ] = si1.w;
- skinIndexArray[ offset_skin + 4 ] = si2.x;
- skinIndexArray[ offset_skin + 5 ] = si2.y;
- skinIndexArray[ offset_skin + 6 ] = si2.z;
- skinIndexArray[ offset_skin + 7 ] = si2.w;
- skinIndexArray[ offset_skin + 8 ] = si3.x;
- skinIndexArray[ offset_skin + 9 ] = si3.y;
- skinIndexArray[ offset_skin + 10 ] = si3.z;
- skinIndexArray[ offset_skin + 11 ] = si3.w;
- skinIndexArray[ offset_skin + 12 ] = si4.x;
- skinIndexArray[ offset_skin + 13 ] = si4.y;
- skinIndexArray[ offset_skin + 14 ] = si4.z;
- skinIndexArray[ offset_skin + 15 ] = si4.w;
- offset_skin += 16;
- }
- if ( offset_skin > 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
- }
- }
- if ( dirtyColors && vertexColorType ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- vertexColors = face.vertexColors;
- faceColor = face.color;
- if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
- c1 = vertexColors[ 0 ];
- c2 = vertexColors[ 1 ];
- c3 = vertexColors[ 2 ];
- } else {
- c1 = faceColor;
- c2 = faceColor;
- c3 = faceColor;
- }
- colorArray[ offset_color ] = c1.r;
- colorArray[ offset_color + 1 ] = c1.g;
- colorArray[ offset_color + 2 ] = c1.b;
- colorArray[ offset_color + 3 ] = c2.r;
- colorArray[ offset_color + 4 ] = c2.g;
- colorArray[ offset_color + 5 ] = c2.b;
- colorArray[ offset_color + 6 ] = c3.r;
- colorArray[ offset_color + 7 ] = c3.g;
- colorArray[ offset_color + 8 ] = c3.b;
- offset_color += 9;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces4[ f ] ];
- vertexColors = face.vertexColors;
- faceColor = face.color;
- if ( vertexColors.length === 4 && vertexColorType === THREE.VertexColors ) {
- c1 = vertexColors[ 0 ];
- c2 = vertexColors[ 1 ];
- c3 = vertexColors[ 2 ];
- c4 = vertexColors[ 3 ];
- } else {
- c1 = faceColor;
- c2 = faceColor;
- c3 = faceColor;
- c4 = faceColor;
- }
- colorArray[ offset_color ] = c1.r;
- colorArray[ offset_color + 1 ] = c1.g;
- colorArray[ offset_color + 2 ] = c1.b;
- colorArray[ offset_color + 3 ] = c2.r;
- colorArray[ offset_color + 4 ] = c2.g;
- colorArray[ offset_color + 5 ] = c2.b;
- colorArray[ offset_color + 6 ] = c3.r;
- colorArray[ offset_color + 7 ] = c3.g;
- colorArray[ offset_color + 8 ] = c3.b;
- colorArray[ offset_color + 9 ] = c4.r;
- colorArray[ offset_color + 10 ] = c4.g;
- colorArray[ offset_color + 11 ] = c4.b;
- offset_color += 12;
- }
- if ( offset_color > 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
- }
- }
- if ( dirtyTangents && geometry.hasTangents ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- vertexTangents = face.vertexTangents;
- t1 = vertexTangents[ 0 ];
- t2 = vertexTangents[ 1 ];
- t3 = vertexTangents[ 2 ];
- tangentArray[ offset_tangent ] = t1.x;
- tangentArray[ offset_tangent + 1 ] = t1.y;
- tangentArray[ offset_tangent + 2 ] = t1.z;
- tangentArray[ offset_tangent + 3 ] = t1.w;
- tangentArray[ offset_tangent + 4 ] = t2.x;
- tangentArray[ offset_tangent + 5 ] = t2.y;
- tangentArray[ offset_tangent + 6 ] = t2.z;
- tangentArray[ offset_tangent + 7 ] = t2.w;
- tangentArray[ offset_tangent + 8 ] = t3.x;
- tangentArray[ offset_tangent + 9 ] = t3.y;
- tangentArray[ offset_tangent + 10 ] = t3.z;
- tangentArray[ offset_tangent + 11 ] = t3.w;
- offset_tangent += 12;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces4[ f ] ];
- vertexTangents = face.vertexTangents;
- t1 = vertexTangents[ 0 ];
- t2 = vertexTangents[ 1 ];
- t3 = vertexTangents[ 2 ];
- t4 = vertexTangents[ 3 ];
- tangentArray[ offset_tangent ] = t1.x;
- tangentArray[ offset_tangent + 1 ] = t1.y;
- tangentArray[ offset_tangent + 2 ] = t1.z;
- tangentArray[ offset_tangent + 3 ] = t1.w;
- tangentArray[ offset_tangent + 4 ] = t2.x;
- tangentArray[ offset_tangent + 5 ] = t2.y;
- tangentArray[ offset_tangent + 6 ] = t2.z;
- tangentArray[ offset_tangent + 7 ] = t2.w;
- tangentArray[ offset_tangent + 8 ] = t3.x;
- tangentArray[ offset_tangent + 9 ] = t3.y;
- tangentArray[ offset_tangent + 10 ] = t3.z;
- tangentArray[ offset_tangent + 11 ] = t3.w;
- tangentArray[ offset_tangent + 12 ] = t4.x;
- tangentArray[ offset_tangent + 13 ] = t4.y;
- tangentArray[ offset_tangent + 14 ] = t4.z;
- tangentArray[ offset_tangent + 15 ] = t4.w;
- offset_tangent += 16;
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
- }
- if ( dirtyNormals && normalType ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- vertexNormals = face.vertexNormals;
- faceNormal = face.normal;
- if ( vertexNormals.length === 3 && needsSmoothNormals ) {
- for ( i = 0; i < 3; i ++ ) {
- vn = vertexNormals[ i ];
- normalArray[ offset_normal ] = vn.x;
- normalArray[ offset_normal + 1 ] = vn.y;
- normalArray[ offset_normal + 2 ] = vn.z;
- offset_normal += 3;
- }
- } else {
- for ( i = 0; i < 3; i ++ ) {
- normalArray[ offset_normal ] = faceNormal.x;
- normalArray[ offset_normal + 1 ] = faceNormal.y;
- normalArray[ offset_normal + 2 ] = faceNormal.z;
- offset_normal += 3;
- }
- }
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces4[ f ] ];
- vertexNormals = face.vertexNormals;
- faceNormal = face.normal;
- if ( vertexNormals.length === 4 && needsSmoothNormals ) {
- for ( i = 0; i < 4; i ++ ) {
- vn = vertexNormals[ i ];
- normalArray[ offset_normal ] = vn.x;
- normalArray[ offset_normal + 1 ] = vn.y;
- normalArray[ offset_normal + 2 ] = vn.z;
- offset_normal += 3;
- }
- } else {
- for ( i = 0; i < 4; i ++ ) {
- normalArray[ offset_normal ] = faceNormal.x;
- normalArray[ offset_normal + 1 ] = faceNormal.y;
- normalArray[ offset_normal + 2 ] = faceNormal.z;
- offset_normal += 3;
- }
- }
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
- }
- if ( dirtyUvs && obj_uvs && uvType ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- fi = chunk_faces3[ f ];
- uv = obj_uvs[ fi ];
- if ( uv === undefined ) continue;
- for ( i = 0; i < 3; i ++ ) {
- uvi = uv[ i ];
- uvArray[ offset_uv ] = uvi.x;
- uvArray[ offset_uv + 1 ] = uvi.y;
- offset_uv += 2;
- }
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- fi = chunk_faces4[ f ];
- uv = obj_uvs[ fi ];
- if ( uv === undefined ) continue;
- for ( i = 0; i < 4; i ++ ) {
- uvi = uv[ i ];
- uvArray[ offset_uv ] = uvi.x;
- uvArray[ offset_uv + 1 ] = uvi.y;
- offset_uv += 2;
- }
- }
- if ( offset_uv > 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
- }
- }
- if ( dirtyUvs && obj_uvs2 && uvType ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- fi = chunk_faces3[ f ];
- uv2 = obj_uvs2[ fi ];
- if ( uv2 === undefined ) continue;
- for ( i = 0; i < 3; i ++ ) {
- uv2i = uv2[ i ];
- uv2Array[ offset_uv2 ] = uv2i.x;
- uv2Array[ offset_uv2 + 1 ] = uv2i.y;
- offset_uv2 += 2;
- }
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- fi = chunk_faces4[ f ];
- uv2 = obj_uvs2[ fi ];
- if ( uv2 === undefined ) continue;
- for ( i = 0; i < 4; i ++ ) {
- uv2i = uv2[ i ];
- uv2Array[ offset_uv2 ] = uv2i.x;
- uv2Array[ offset_uv2 + 1 ] = uv2i.y;
- offset_uv2 += 2;
- }
- }
- if ( offset_uv2 > 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
- }
- }
- if ( dirtyElements ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- faceArray[ offset_face ] = vertexIndex;
- faceArray[ offset_face + 1 ] = vertexIndex + 1;
- faceArray[ offset_face + 2 ] = vertexIndex + 2;
- offset_face += 3;
- lineArray[ offset_line ] = vertexIndex;
- lineArray[ offset_line + 1 ] = vertexIndex + 1;
- lineArray[ offset_line + 2 ] = vertexIndex;
- lineArray[ offset_line + 3 ] = vertexIndex + 2;
- lineArray[ offset_line + 4 ] = vertexIndex + 1;
- lineArray[ offset_line + 5 ] = vertexIndex + 2;
- offset_line += 6;
- vertexIndex += 3;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- faceArray[ offset_face ] = vertexIndex;
- faceArray[ offset_face + 1 ] = vertexIndex + 1;
- faceArray[ offset_face + 2 ] = vertexIndex + 3;
- faceArray[ offset_face + 3 ] = vertexIndex + 1;
- faceArray[ offset_face + 4 ] = vertexIndex + 2;
- faceArray[ offset_face + 5 ] = vertexIndex + 3;
- offset_face += 6;
- lineArray[ offset_line ] = vertexIndex;
- lineArray[ offset_line + 1 ] = vertexIndex + 1;
- lineArray[ offset_line + 2 ] = vertexIndex;
- lineArray[ offset_line + 3 ] = vertexIndex + 3;
- lineArray[ offset_line + 4 ] = vertexIndex + 1;
- lineArray[ offset_line + 5 ] = vertexIndex + 2;
- lineArray[ offset_line + 6 ] = vertexIndex + 2;
- lineArray[ offset_line + 7 ] = vertexIndex + 3;
- offset_line += 8;
- vertexIndex += 4;
- }
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
- }
- if ( customAttributes ) {
- for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
- customAttribute = customAttributes[ i ];
- if ( ! customAttribute.__original.needsUpdate ) continue;
- offset_custom = 0;
- offset_customSrc = 0;
- if ( customAttribute.size === 1 ) {
- if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
- customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
- customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
- offset_custom += 3;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces4[ f ] ];
- customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
- customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
- customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
- customAttribute.array[ offset_custom + 3 ] = customAttribute.value[ face.d ];
- offset_custom += 4;
- }
- } else if ( customAttribute.boundTo === "faces" ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- value = customAttribute.value[ chunk_faces3[ f ] ];
- customAttribute.array[ offset_custom ] = value;
- customAttribute.array[ offset_custom + 1 ] = value;
- customAttribute.array[ offset_custom + 2 ] = value;
- offset_custom += 3;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- value = customAttribute.value[ chunk_faces4[ f ] ];
- customAttribute.array[ offset_custom ] = value;
- customAttribute.array[ offset_custom + 1 ] = value;
- customAttribute.array[ offset_custom + 2 ] = value;
- customAttribute.array[ offset_custom + 3 ] = value;
- offset_custom += 4;
- }
- }
- } else if ( customAttribute.size === 2 ) {
- if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- v1 = customAttribute.value[ face.a ];
- v2 = customAttribute.value[ face.b ];
- v3 = customAttribute.value[ face.c ];
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v2.x;
- customAttribute.array[ offset_custom + 3 ] = v2.y;
- customAttribute.array[ offset_custom + 4 ] = v3.x;
- customAttribute.array[ offset_custom + 5 ] = v3.y;
- offset_custom += 6;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces4[ f ] ];
- v1 = customAttribute.value[ face.a ];
- v2 = customAttribute.value[ face.b ];
- v3 = customAttribute.value[ face.c ];
- v4 = customAttribute.value[ face.d ];
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v2.x;
- customAttribute.array[ offset_custom + 3 ] = v2.y;
- customAttribute.array[ offset_custom + 4 ] = v3.x;
- customAttribute.array[ offset_custom + 5 ] = v3.y;
- customAttribute.array[ offset_custom + 6 ] = v4.x;
- customAttribute.array[ offset_custom + 7 ] = v4.y;
- offset_custom += 8;
- }
- } else if ( customAttribute.boundTo === "faces" ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- value = customAttribute.value[ chunk_faces3[ f ] ];
- v1 = value;
- v2 = value;
- v3 = value;
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v2.x;
- customAttribute.array[ offset_custom + 3 ] = v2.y;
- customAttribute.array[ offset_custom + 4 ] = v3.x;
- customAttribute.array[ offset_custom + 5 ] = v3.y;
- offset_custom += 6;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- value = customAttribute.value[ chunk_faces4[ f ] ];
- v1 = value;
- v2 = value;
- v3 = value;
- v4 = value;
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v2.x;
- customAttribute.array[ offset_custom + 3 ] = v2.y;
- customAttribute.array[ offset_custom + 4 ] = v3.x;
- customAttribute.array[ offset_custom + 5 ] = v3.y;
- customAttribute.array[ offset_custom + 6 ] = v4.x;
- customAttribute.array[ offset_custom + 7 ] = v4.y;
- offset_custom += 8;
- }
- }
- } else if ( customAttribute.size === 3 ) {
- var pp;
- if ( customAttribute.type === "c" ) {
- pp = [ "r", "g", "b" ];
- } else {
- pp = [ "x", "y", "z" ];
- }
- if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- v1 = customAttribute.value[ face.a ];
- v2 = customAttribute.value[ face.b ];
- v3 = customAttribute.value[ face.c ];
- customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
- offset_custom += 9;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces4[ f ] ];
- v1 = customAttribute.value[ face.a ];
- v2 = customAttribute.value[ face.b ];
- v3 = customAttribute.value[ face.c ];
- v4 = customAttribute.value[ face.d ];
- customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
- offset_custom += 12;
- }
- } else if ( customAttribute.boundTo === "faces" ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- value = customAttribute.value[ chunk_faces3[ f ] ];
- v1 = value;
- v2 = value;
- v3 = value;
- customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
- offset_custom += 9;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- value = customAttribute.value[ chunk_faces4[ f ] ];
- v1 = value;
- v2 = value;
- v3 = value;
- v4 = value;
- customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
- offset_custom += 12;
- }
- } else if ( customAttribute.boundTo === "faceVertices" ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- value = customAttribute.value[ chunk_faces3[ f ] ];
- v1 = value[ 0 ];
- v2 = value[ 1 ];
- v3 = value[ 2 ];
- customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
- offset_custom += 9;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- value = customAttribute.value[ chunk_faces4[ f ] ];
- v1 = value[ 0 ];
- v2 = value[ 1 ];
- v3 = value[ 2 ];
- v4 = value[ 3 ];
- customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
- customAttribute.array[ offset_custom + 9 ] = v4[ pp[ 0 ] ];
- customAttribute.array[ offset_custom + 10 ] = v4[ pp[ 1 ] ];
- customAttribute.array[ offset_custom + 11 ] = v4[ pp[ 2 ] ];
- offset_custom += 12;
- }
- }
- } else if ( customAttribute.size === 4 ) {
- if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces3[ f ] ];
- v1 = customAttribute.value[ face.a ];
- v2 = customAttribute.value[ face.b ];
- v3 = customAttribute.value[ face.c ];
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v1.z;
- customAttribute.array[ offset_custom + 3 ] = v1.w;
- customAttribute.array[ offset_custom + 4 ] = v2.x;
- customAttribute.array[ offset_custom + 5 ] = v2.y;
- customAttribute.array[ offset_custom + 6 ] = v2.z;
- customAttribute.array[ offset_custom + 7 ] = v2.w;
- customAttribute.array[ offset_custom + 8 ] = v3.x;
- customAttribute.array[ offset_custom + 9 ] = v3.y;
- customAttribute.array[ offset_custom + 10 ] = v3.z;
- customAttribute.array[ offset_custom + 11 ] = v3.w;
- offset_custom += 12;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- face = obj_faces[ chunk_faces4[ f ] ];
- v1 = customAttribute.value[ face.a ];
- v2 = customAttribute.value[ face.b ];
- v3 = customAttribute.value[ face.c ];
- v4 = customAttribute.value[ face.d ];
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v1.z;
- customAttribute.array[ offset_custom + 3 ] = v1.w;
- customAttribute.array[ offset_custom + 4 ] = v2.x;
- customAttribute.array[ offset_custom + 5 ] = v2.y;
- customAttribute.array[ offset_custom + 6 ] = v2.z;
- customAttribute.array[ offset_custom + 7 ] = v2.w;
- customAttribute.array[ offset_custom + 8 ] = v3.x;
- customAttribute.array[ offset_custom + 9 ] = v3.y;
- customAttribute.array[ offset_custom + 10 ] = v3.z;
- customAttribute.array[ offset_custom + 11 ] = v3.w;
- customAttribute.array[ offset_custom + 12 ] = v4.x;
- customAttribute.array[ offset_custom + 13 ] = v4.y;
- customAttribute.array[ offset_custom + 14 ] = v4.z;
- customAttribute.array[ offset_custom + 15 ] = v4.w;
- offset_custom += 16;
- }
- } else if ( customAttribute.boundTo === "faces" ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- value = customAttribute.value[ chunk_faces3[ f ] ];
- v1 = value;
- v2 = value;
- v3 = value;
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v1.z;
- customAttribute.array[ offset_custom + 3 ] = v1.w;
- customAttribute.array[ offset_custom + 4 ] = v2.x;
- customAttribute.array[ offset_custom + 5 ] = v2.y;
- customAttribute.array[ offset_custom + 6 ] = v2.z;
- customAttribute.array[ offset_custom + 7 ] = v2.w;
- customAttribute.array[ offset_custom + 8 ] = v3.x;
- customAttribute.array[ offset_custom + 9 ] = v3.y;
- customAttribute.array[ offset_custom + 10 ] = v3.z;
- customAttribute.array[ offset_custom + 11 ] = v3.w;
- offset_custom += 12;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- value = customAttribute.value[ chunk_faces4[ f ] ];
- v1 = value;
- v2 = value;
- v3 = value;
- v4 = value;
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v1.z;
- customAttribute.array[ offset_custom + 3 ] = v1.w;
- customAttribute.array[ offset_custom + 4 ] = v2.x;
- customAttribute.array[ offset_custom + 5 ] = v2.y;
- customAttribute.array[ offset_custom + 6 ] = v2.z;
- customAttribute.array[ offset_custom + 7 ] = v2.w;
- customAttribute.array[ offset_custom + 8 ] = v3.x;
- customAttribute.array[ offset_custom + 9 ] = v3.y;
- customAttribute.array[ offset_custom + 10 ] = v3.z;
- customAttribute.array[ offset_custom + 11 ] = v3.w;
- customAttribute.array[ offset_custom + 12 ] = v4.x;
- customAttribute.array[ offset_custom + 13 ] = v4.y;
- customAttribute.array[ offset_custom + 14 ] = v4.z;
- customAttribute.array[ offset_custom + 15 ] = v4.w;
- offset_custom += 16;
- }
- } else if ( customAttribute.boundTo === "faceVertices" ) {
- for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
- value = customAttribute.value[ chunk_faces3[ f ] ];
- v1 = value[ 0 ];
- v2 = value[ 1 ];
- v3 = value[ 2 ];
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v1.z;
- customAttribute.array[ offset_custom + 3 ] = v1.w;
- customAttribute.array[ offset_custom + 4 ] = v2.x;
- customAttribute.array[ offset_custom + 5 ] = v2.y;
- customAttribute.array[ offset_custom + 6 ] = v2.z;
- customAttribute.array[ offset_custom + 7 ] = v2.w;
- customAttribute.array[ offset_custom + 8 ] = v3.x;
- customAttribute.array[ offset_custom + 9 ] = v3.y;
- customAttribute.array[ offset_custom + 10 ] = v3.z;
- customAttribute.array[ offset_custom + 11 ] = v3.w;
- offset_custom += 12;
- }
- for ( f = 0, fl = chunk_faces4.length; f < fl; f ++ ) {
- value = customAttribute.value[ chunk_faces4[ f ] ];
- v1 = value[ 0 ];
- v2 = value[ 1 ];
- v3 = value[ 2 ];
- v4 = value[ 3 ];
- customAttribute.array[ offset_custom ] = v1.x;
- customAttribute.array[ offset_custom + 1 ] = v1.y;
- customAttribute.array[ offset_custom + 2 ] = v1.z;
- customAttribute.array[ offset_custom + 3 ] = v1.w;
- customAttribute.array[ offset_custom + 4 ] = v2.x;
- customAttribute.array[ offset_custom + 5 ] = v2.y;
- customAttribute.array[ offset_custom + 6 ] = v2.z;
- customAttribute.array[ offset_custom + 7 ] = v2.w;
- customAttribute.array[ offset_custom + 8 ] = v3.x;
- customAttribute.array[ offset_custom + 9 ] = v3.y;
- customAttribute.array[ offset_custom + 10 ] = v3.z;
- customAttribute.array[ offset_custom + 11 ] = v3.w;
- customAttribute.array[ offset_custom + 12 ] = v4.x;
- customAttribute.array[ offset_custom + 13 ] = v4.y;
- customAttribute.array[ offset_custom + 14 ] = v4.z;
- customAttribute.array[ offset_custom + 15 ] = v4.w;
- offset_custom += 16;
- }
- }
- }
- _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
- }
- }
- if ( dispose ) {
- delete geometryGroup.__inittedArrays;
- delete geometryGroup.__colorArray;
- delete geometryGroup.__normalArray;
- delete geometryGroup.__tangentArray;
- delete geometryGroup.__uvArray;
- delete geometryGroup.__uv2Array;
- delete geometryGroup.__faceArray;
- delete geometryGroup.__vertexArray;
- delete geometryGroup.__lineArray;
- delete geometryGroup.__skinIndexArray;
- delete geometryGroup.__skinWeightArray;
- }
- };
- function setDirectBuffers ( geometry, hint, dispose ) {
- var attributes = geometry.attributes;
- var index = attributes[ "index" ];
- var position = attributes[ "position" ];
- var normal = attributes[ "normal" ];
- var uv = attributes[ "uv" ];
- var color = attributes[ "color" ];
- var tangent = attributes[ "tangent" ];
- if ( geometry.elementsNeedUpdate && index !== undefined ) {
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, index.array, hint );
- }
- if ( geometry.verticesNeedUpdate && position !== undefined ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, position.array, hint );
- }
- if ( geometry.normalsNeedUpdate && normal !== undefined ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, normal.array, hint );
- }
- if ( geometry.uvsNeedUpdate && uv !== undefined ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, uv.array, hint );
- }
- if ( geometry.colorsNeedUpdate && color !== undefined ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, color.array, hint );
- }
- if ( geometry.tangentsNeedUpdate && tangent !== undefined ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, tangent.array, hint );
- }
- if ( dispose ) {
- for ( var i in geometry.attributes ) {
- delete geometry.attributes[ i ].array;
- }
- }
- };
- // Buffer rendering
- this.renderBufferImmediate = function ( object, program, material ) {
- if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
- if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
- if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
- if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
- if ( object.hasPositions ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
- _gl.enableVertexAttribArray( program.attributes.position );
- _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.hasNormals ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
- if ( material.shading === THREE.FlatShading ) {
- var nx, ny, nz,
- nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
- normalArray,
- i, il = object.count * 3;
- for( i = 0; i < il; i += 9 ) {
- normalArray = object.normalArray;
- nax = normalArray[ i ];
- nay = normalArray[ i + 1 ];
- naz = normalArray[ i + 2 ];
- nbx = normalArray[ i + 3 ];
- nby = normalArray[ i + 4 ];
- nbz = normalArray[ i + 5 ];
- ncx = normalArray[ i + 6 ];
- ncy = normalArray[ i + 7 ];
- ncz = normalArray[ i + 8 ];
- nx = ( nax + nbx + ncx ) / 3;
- ny = ( nay + nby + ncy ) / 3;
- nz = ( naz + nbz + ncz ) / 3;
- normalArray[ i ] = nx;
- normalArray[ i + 1 ] = ny;
- normalArray[ i + 2 ] = nz;
- normalArray[ i + 3 ] = nx;
- normalArray[ i + 4 ] = ny;
- normalArray[ i + 5 ] = nz;
- normalArray[ i + 6 ] = nx;
- normalArray[ i + 7 ] = ny;
- normalArray[ i + 8 ] = nz;
- }
- }
- _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
- _gl.enableVertexAttribArray( program.attributes.normal );
- _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.hasUvs && material.map ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
- _gl.enableVertexAttribArray( program.attributes.uv );
- _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
- _gl.enableVertexAttribArray( program.attributes.color );
- _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
- }
- _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
- object.count = 0;
- };
- this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
- if ( material.visible === false ) return;
- var program, attributes, linewidth, primitives, a, attribute;
- program = setProgram( camera, lights, fog, material, object );
- attributes = program.attributes;
- var updateBuffers = false,
- wireframeBit = material.wireframe ? 1 : 0,
- geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
- if ( geometryHash !== _currentGeometryGroupHash ) {
- _currentGeometryGroupHash = geometryHash;
- updateBuffers = true;
- }
- if ( updateBuffers ) {
- disableAttributes();
- }
- // render mesh
- if ( object instanceof THREE.Mesh ) {
- var index = geometry.attributes[ "index" ];
- // indexed triangles
- if ( index ) {
- var offsets = geometry.offsets;
- // if there is more than 1 chunk
- // must set attribute pointers to use new offsets for each chunk
- // even if geometry and materials didn't change
- if ( offsets.length > 1 ) updateBuffers = true;
- for ( var i = 0, il = offsets.length; i < il; i ++ ) {
- var startIndex = offsets[ i ].index;
- if ( updateBuffers ) {
- // vertices
- var position = geometry.attributes[ "position" ];
- var positionSize = position.itemSize;
- _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
- enableAttribute( attributes.position );
- _gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, startIndex * positionSize * 4 ); // 4 bytes per Float32
- // normals
- var normal = geometry.attributes[ "normal" ];
- if ( attributes.normal >= 0 && normal ) {
- var normalSize = normal.itemSize;
- _gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
- enableAttribute( attributes.normal );
- _gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, startIndex * normalSize * 4 );
- }
- // uvs
- var uv = geometry.attributes[ "uv" ];
- if ( attributes.uv >= 0 && uv ) {
- var uvSize = uv.itemSize;
- _gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
- enableAttribute( attributes.uv );
- _gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, startIndex * uvSize * 4 );
- }
- // colors
- var color = geometry.attributes[ "color" ];
- if ( attributes.color >= 0 && color ) {
- var colorSize = color.itemSize;
- _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
- enableAttribute( attributes.color );
- _gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, startIndex * colorSize * 4 );
- }
- // tangents
- var tangent = geometry.attributes[ "tangent" ];
- if ( attributes.tangent >= 0 && tangent ) {
- var tangentSize = tangent.itemSize;
- _gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
- enableAttribute( attributes.tangent );
- _gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, startIndex * tangentSize * 4 );
- }
- // indices
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
- }
- // render indexed triangles
- _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, _gl.UNSIGNED_SHORT, offsets[ i ].start * 2 ); // 2 bytes per Uint16
- _this.info.render.calls ++;
- _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
- _this.info.render.faces += offsets[ i ].count / 3;
- }
- // non-indexed triangles
- } else {
- if ( updateBuffers ) {
- // vertices
- var position = geometry.attributes[ "position" ];
- var positionSize = position.itemSize;
- _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
- enableAttribute( attributes.position );
- _gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );
- // normals
- var normal = geometry.attributes[ "normal" ];
- if ( attributes.normal >= 0 && normal ) {
- var normalSize = normal.itemSize;
- _gl.bindBuffer( _gl.ARRAY_BUFFER, normal.buffer );
- enableAttribute( attributes.normal );
- _gl.vertexAttribPointer( attributes.normal, normalSize, _gl.FLOAT, false, 0, 0 );
- }
- // uvs
- var uv = geometry.attributes[ "uv" ];
- if ( attributes.uv >= 0 && uv ) {
- var uvSize = uv.itemSize;
- _gl.bindBuffer( _gl.ARRAY_BUFFER, uv.buffer );
- enableAttribute( attributes.uv );
- _gl.vertexAttribPointer( attributes.uv, uvSize, _gl.FLOAT, false, 0, 0 );
- }
- // colors
- var color = geometry.attributes[ "color" ];
- if ( attributes.color >= 0 && color ) {
- var colorSize = color.itemSize;
- _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
- enableAttribute( attributes.color );
- _gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );
- }
- // tangents
- var tangent = geometry.attributes[ "tangent" ];
- if ( attributes.tangent >= 0 && tangent ) {
- var tangentSize = tangent.itemSize;
- _gl.bindBuffer( _gl.ARRAY_BUFFER, tangent.buffer );
- enableAttribute( attributes.tangent );
- _gl.vertexAttribPointer( attributes.tangent, tangentSize, _gl.FLOAT, false, 0, 0 );
- }
- }
- // render non-indexed triangles
- _gl.drawArrays( _gl.TRIANGLES, 0, position.numItems / 3 );
- _this.info.render.calls ++;
- _this.info.render.vertices += position.numItems / 3;
- _this.info.render.faces += position.numItems / 3 / 3;
- }
- // render particles
- } else if ( object instanceof THREE.ParticleSystem ) {
- if ( updateBuffers ) {
- // vertices
- var position = geometry.attributes[ "position" ];
- var positionSize = position.itemSize;
- _gl.bindBuffer( _gl.ARRAY_BUFFER, position.buffer );
- enableAttribute( attributes.position );
- _gl.vertexAttribPointer( attributes.position, positionSize, _gl.FLOAT, false, 0, 0 );
- // colors
- var color = geometry.attributes[ "color" ];
- if ( attributes.color >= 0 && color ) {
- var colorSize = color.itemSize;
- _gl.bindBuffer( _gl.ARRAY_BUFFER, color.buffer );
- enableAttribute( attributes.color );
- _gl.vertexAttribPointer( attributes.color, colorSize, _gl.FLOAT, false, 0, 0 );
- }
- // render particles
- _gl.drawArrays( _gl.POINTS, 0, position.numItems / 3 );
- _this.info.render.calls ++;
- _this.info.render.points += position.numItems / 3;
- }
- }
- };
- this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
- if ( material.visible === false ) return;
- var program, attributes, linewidth, primitives, a, attribute, i, il;
- program = setProgram( camera, lights, fog, material, object );
- attributes = program.attributes;
- var updateBuffers = false,
- wireframeBit = material.wireframe ? 1 : 0,
- geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
- if ( geometryGroupHash !== _currentGeometryGroupHash ) {
- _currentGeometryGroupHash = geometryGroupHash;
- updateBuffers = true;
- }
- if ( updateBuffers ) {
- disableAttributes();
- }
- // vertices
- if ( !material.morphTargets && attributes.position >= 0 ) {
- if ( updateBuffers ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
- enableAttribute( attributes.position );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
- }
- } else {
- if ( object.morphTargetBase ) {
- setupMorphTargets( material, geometryGroup, object );
- }
- }
- if ( updateBuffers ) {
- // custom attributes
- // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
- if ( geometryGroup.__webglCustomAttributesList ) {
- for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
- attribute = geometryGroup.__webglCustomAttributesList[ i ];
- if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
- enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
- _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
- }
- }
- }
- // colors
- if ( attributes.color >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
- enableAttribute( attributes.color );
- _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
- }
- // normals
- if ( attributes.normal >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
- enableAttribute( attributes.normal );
- _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
- }
- // tangents
- if ( attributes.tangent >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
- enableAttribute( attributes.tangent );
- _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
- }
- // uvs
- if ( attributes.uv >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
- enableAttribute( attributes.uv );
- _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
- }
- if ( attributes.uv2 >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
- enableAttribute( attributes.uv2 );
- _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
- }
- if ( material.skinning &&
- attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
- enableAttribute( attributes.skinIndex );
- _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
- enableAttribute( attributes.skinWeight );
- _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
- }
- // line distances
- if ( attributes.lineDistance >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
- enableAttribute( attributes.lineDistance );
- _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
- }
- }
- // render mesh
- if ( object instanceof THREE.Mesh ) {
- // wireframe
- if ( material.wireframe ) {
- setLineWidth( material.wireframeLinewidth );
- if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
- _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, _gl.UNSIGNED_SHORT, 0 );
- // triangles
- } else {
- if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
- _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, _gl.UNSIGNED_SHORT, 0 );
- }
- _this.info.render.calls ++;
- _this.info.render.vertices += geometryGroup.__webglFaceCount;
- _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
- // render lines
- } else if ( object instanceof THREE.Line ) {
- primitives = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
- setLineWidth( material.linewidth );
- _gl.drawArrays( primitives, 0, geometryGroup.__webglLineCount );
- _this.info.render.calls ++;
- // render particles
- } else if ( object instanceof THREE.ParticleSystem ) {
- _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
- _this.info.render.calls ++;
- _this.info.render.points += geometryGroup.__webglParticleCount;
- // render ribbon
- } else if ( object instanceof THREE.Ribbon ) {
- _gl.drawArrays( _gl.TRIANGLE_STRIP, 0, geometryGroup.__webglVertexCount );
- _this.info.render.calls ++;
- }
- };
- function enableAttribute( attribute ) {
- if ( ! _enabledAttributes[ attribute ] ) {
- _gl.enableVertexAttribArray( attribute );
- _enabledAttributes[ attribute ] = true;
- }
- };
- function disableAttributes() {
- for ( var attribute in _enabledAttributes ) {
- if ( _enabledAttributes[ attribute ] ) {
- _gl.disableVertexAttribArray( attribute );
- _enabledAttributes[ attribute ] = false;
- }
- }
- };
- function setupMorphTargets ( material, geometryGroup, object ) {
- // set base
- var attributes = material.program.attributes;
- if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
- enableAttribute( attributes.position );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
- } else if ( attributes.position >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
- enableAttribute( attributes.position );
- _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
- }
- if ( object.morphTargetForcedOrder.length ) {
- // set forced order
- var m = 0;
- var order = object.morphTargetForcedOrder;
- var influences = object.morphTargetInfluences;
- while ( m < material.numSupportedMorphTargets && m < order.length ) {
- if ( attributes[ "morphTarget" + m ] >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
- enableAttribute( attributes[ "morphTarget" + m ] );
- _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
- }
- if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
- enableAttribute( attributes[ "morphNormal" + m ] );
- _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
- }
- object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
- m ++;
- }
- } else {
- // find the most influencing
- var influence, activeInfluenceIndices = [];
- var influences = object.morphTargetInfluences;
- var i, il = influences.length;
- for ( i = 0; i < il; i ++ ) {
- influence = influences[ i ];
- if ( influence > 0 ) {
- activeInfluenceIndices.push( [ influence, i ] );
- }
- }
- if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
- activeInfluenceIndices.sort( numericalSort );
- activeInfluenceIndices.length = material.numSupportedMorphTargets;
- } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
- activeInfluenceIndices.sort( numericalSort );
- } else if ( activeInfluenceIndices.length === 0 ) {
- activeInfluenceIndices.push( [ 0, 0 ] );
- };
- var influenceIndex, m = 0;
- while ( m < material.numSupportedMorphTargets ) {
- if ( activeInfluenceIndices[ m ] ) {
- influenceIndex = activeInfluenceIndices[ m ][ 1 ];
- if ( attributes[ "morphTarget" + m ] >= 0 ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
- enableAttribute( attributes[ "morphTarget" + m ] );
- _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
- }
- if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
- _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
- enableAttribute( attributes[ "morphNormal" + m ] );
- _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
- }
- object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
- } else {
- /*
- _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
- if ( material.morphNormals ) {
- _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
- }
- */
- object.__webglMorphTargetInfluences[ m ] = 0;
- }
- m ++;
- }
- }
- // load updated influences uniform
- if ( material.program.uniforms.morphTargetInfluences !== null ) {
- _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
- }
- };
- // Sorting
- function painterSortStable ( a, b ) {
- if ( a.z !== b.z ) {
- return b.z - a.z;
- } else {
- return b.id - a.id;
- }
- };
- function numericalSort ( a, b ) {
- return b[ 0 ] - a[ 0 ];
- };
- // Rendering
- this.render = function ( scene, camera, renderTarget, forceClear ) {
- if ( camera instanceof THREE.Camera === false ) {
- console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
- return;
- }
- var i, il,
- webglObject, object,
- renderList,
- lights = scene.__lights,
- fog = scene.fog;
- // reset caching for this frame
- _currentMaterialId = -1;
- _lightsNeedUpdate = true;
- // update scene graph
- if ( this.autoUpdateScene ) scene.updateMatrixWorld();
- // update camera matrices and frustum
- if ( camera.parent === undefined ) camera.updateMatrixWorld();
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
- _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
- // update WebGL objects
- if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
- // custom render plugins (pre pass)
- renderPlugins( this.renderPluginsPre, scene, camera );
- //
- _this.info.render.calls = 0;
- _this.info.render.vertices = 0;
- _this.info.render.faces = 0;
- _this.info.render.points = 0;
- this.setRenderTarget( renderTarget );
- if ( this.autoClear || forceClear ) {
- this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
- }
- // set matrices for regular objects (frustum culled)
- renderList = scene.__webglObjects;
- for ( i = 0, il = renderList.length; i < il; i ++ ) {
- webglObject = renderList[ i ];
- object = webglObject.object;
- webglObject.render = false;
- if ( object.visible ) {
- if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
- setupMatrices( object, camera );
- unrollBufferMaterial( webglObject );
- webglObject.render = true;
- if ( this.sortObjects === true ) {
- if ( object.renderDepth !== null ) {
- webglObject.z = object.renderDepth;
- } else {
- _vector3.copy( object.matrixWorld.getPosition() );
- _projScreenMatrix.multiplyVector3( _vector3 );
- webglObject.z = _vector3.z;
- }
- webglObject.id = object.id;
- }
- }
- }
- }
- if ( this.sortObjects ) {
- renderList.sort( painterSortStable );
- }
- // set matrices for immediate objects
- renderList = scene.__webglObjectsImmediate;
- for ( i = 0, il = renderList.length; i < il; i ++ ) {
- webglObject = renderList[ i ];
- object = webglObject.object;
- if ( object.visible ) {
- setupMatrices( object, camera );
- unrollImmediateBufferMaterial( webglObject );
- }
- }
- if ( scene.overrideMaterial ) {
- var material = scene.overrideMaterial;
- this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
- this.setDepthTest( material.depthTest );
- this.setDepthWrite( material.depthWrite );
- setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
- renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
- renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
- } else {
- var material = null;
- // opaque pass (front-to-back order)
- this.setBlending( THREE.NoBlending );
- renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
- renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
- // transparent pass (back-to-front order)
- renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
- renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
- }
- // custom render plugins (post pass)
- renderPlugins( this.renderPluginsPost, scene, camera );
- // Generate mipmap if we're using any kind of mipmap filtering
- if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
- updateRenderTargetMipmap( renderTarget );
- }
- // Ensure depth buffer writing is enabled so it can be cleared on next render
- this.setDepthTest( true );
- this.setDepthWrite( true );
- // _gl.finish();
- };
- function renderPlugins( plugins, scene, camera ) {
- if ( ! plugins.length ) return;
- for ( var i = 0, il = plugins.length; i < il; i ++ ) {
- // reset state for plugin (to start from clean slate)
- _currentProgram = null;
- _currentCamera = null;
- _oldBlending = -1;
- _oldDepthTest = -1;
- _oldDepthWrite = -1;
- _oldDoubleSided = -1;
- _oldFlipSided = -1;
- _currentGeometryGroupHash = -1;
- _currentMaterialId = -1;
- _lightsNeedUpdate = true;
- plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
- // reset state after plugin (anything could have changed)
- _currentProgram = null;
- _currentCamera = null;
- _oldBlending = -1;
- _oldDepthTest = -1;
- _oldDepthWrite = -1;
- _oldDoubleSided = -1;
- _oldFlipSided = -1;
- _currentGeometryGroupHash = -1;
- _currentMaterialId = -1;
- _lightsNeedUpdate = true;
- }
- };
- function renderObjects ( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
- var webglObject, object, buffer, material, start, end, delta;
- if ( reverse ) {
- start = renderList.length - 1;
- end = -1;
- delta = -1;
- } else {
- start = 0;
- end = renderList.length;
- delta = 1;
- }
- for ( var i = start; i !== end; i += delta ) {
- webglObject = renderList[ i ];
- if ( webglObject.render ) {
- object = webglObject.object;
- buffer = webglObject.buffer;
- if ( overrideMaterial ) {
- material = overrideMaterial;
- } else {
- material = webglObject[ materialType ];
- if ( ! material ) continue;
- if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
- _this.setDepthTest( material.depthTest );
- _this.setDepthWrite( material.depthWrite );
- setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
- }
- _this.setMaterialFaces( material );
- if ( buffer instanceof THREE.BufferGeometry ) {
- _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
- } else {
- _this.renderBuffer( camera, lights, fog, material, buffer, object );
- }
- }
- }
- };
- function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
- var webglObject, object, material, program;
- for ( var i = 0, il = renderList.length; i < il; i ++ ) {
- webglObject = renderList[ i ];
- object = webglObject.object;
- if ( object.visible ) {
- if ( overrideMaterial ) {
- material = overrideMaterial;
- } else {
- material = webglObject[ materialType ];
- if ( ! material ) continue;
- if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
- _this.setDepthTest( material.depthTest );
- _this.setDepthWrite( material.depthWrite );
- setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
- }
- _this.renderImmediateObject( camera, lights, fog, material, object );
- }
- }
- };
- this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
- var program = setProgram( camera, lights, fog, material, object );
- _currentGeometryGroupHash = -1;
- _this.setMaterialFaces( material );
- if ( object.immediateRenderCallback ) {
- object.immediateRenderCallback( program, _gl, _frustum );
- } else {
- object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
- }
- };
- function unrollImmediateBufferMaterial ( globject ) {
- var object = globject.object,
- material = object.material;
- if ( material.transparent ) {
- globject.transparent = material;
- globject.opaque = null;
- } else {
- globject.opaque = material;
- globject.transparent = null;
- }
- };
- function unrollBufferMaterial ( globject ) {
- var object = globject.object,
- buffer = globject.buffer,
- material, materialIndex, meshMaterial;
- meshMaterial = object.material;
- if ( meshMaterial instanceof THREE.MeshFaceMaterial ) {
- materialIndex = buffer.materialIndex;
- material = meshMaterial.materials[ materialIndex ];
- if ( material.transparent ) {
- globject.transparent = material;
- globject.opaque = null;
- } else {
- globject.opaque = material;
- globject.transparent = null;
- }
- } else {
- material = meshMaterial;
- if ( material ) {
- if ( material.transparent ) {
- globject.transparent = material;
- globject.opaque = null;
- } else {
- globject.opaque = material;
- globject.transparent = null;
- }
- }
- }
- };
- // Geometry splitting
- function sortFacesByMaterial ( geometry, material ) {
- var f, fl, face, materialIndex, vertices,
- groupHash, hash_map = {};
- var numMorphTargets = geometry.morphTargets.length;
- var numMorphNormals = geometry.morphNormals.length;
- var usesFaceMaterial = material instanceof THREE.MeshFaceMaterial;
- geometry.geometryGroups = {};
- for ( f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
- face = geometry.faces[ f ];
- materialIndex = usesFaceMaterial ? face.materialIndex : 0;
- if ( hash_map[ materialIndex ] === undefined ) {
- hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
- }
- groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
- if ( geometry.geometryGroups[ groupHash ] === undefined ) {
- geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
- }
- vertices = face instanceof THREE.Face3 ? 3 : 4;
- if ( geometry.geometryGroups[ groupHash ].vertices + vertices > 65535 ) {
- hash_map[ materialIndex ].counter += 1;
- groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
- if ( geometry.geometryGroups[ groupHash ] === undefined ) {
- geometry.geometryGroups[ groupHash ] = { 'faces3': [], 'faces4': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
- }
- }
- if ( face instanceof THREE.Face3 ) {
- geometry.geometryGroups[ groupHash ].faces3.push( f );
- } else {
- geometry.geometryGroups[ groupHash ].faces4.push( f );
- }
- geometry.geometryGroups[ groupHash ].vertices += vertices;
- }
- geometry.geometryGroupsList = [];
- for ( var g in geometry.geometryGroups ) {
- geometry.geometryGroups[ g ].id = _geometryGroupCounter ++;
- geometry.geometryGroupsList.push( geometry.geometryGroups[ g ] );
- }
- };
- // Objects refresh
- this.initWebGLObjects = function ( scene ) {
- if ( !scene.__webglObjects ) {
- scene.__webglObjects = [];
- scene.__webglObjectsImmediate = [];
- scene.__webglSprites = [];
- scene.__webglFlares = [];
- }
- while ( scene.__objectsAdded.length ) {
- addObject( scene.__objectsAdded[ 0 ], scene );
- scene.__objectsAdded.splice( 0, 1 );
- }
- while ( scene.__objectsRemoved.length ) {
- removeObject( scene.__objectsRemoved[ 0 ], scene );
- scene.__objectsRemoved.splice( 0, 1 );
- }
- // update must be called after objects adding / removal
- for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
- updateObject( scene.__webglObjects[ o ].object );
- }
- };
- // Objects adding
- function addObject ( object, scene ) {
- var g, geometry, material, geometryGroup;
- if ( ! object.__webglInit ) {
- object.__webglInit = true;
- object._modelViewMatrix = new THREE.Matrix4();
- object._normalMatrix = new THREE.Matrix3();
- if ( object.geometry !== undefined && object.geometry.__webglInit === undefined ) {
- object.geometry.__webglInit = true;
- object.geometry.addEventListener( 'dispose', onGeometryDispose );
- }
- if ( object instanceof THREE.Mesh ) {
- geometry = object.geometry;
- material = object.material;
- if ( geometry instanceof THREE.Geometry ) {
- if ( geometry.geometryGroups === undefined ) {
- sortFacesByMaterial( geometry, material );
- }
- // create separate VBOs per geometry chunk
- for ( g in geometry.geometryGroups ) {
- geometryGroup = geometry.geometryGroups[ g ];
- // initialise VBO on the first access
- if ( ! geometryGroup.__webglVertexBuffer ) {
- createMeshBuffers( geometryGroup );
- initMeshBuffers( geometryGroup, object );
- geometry.verticesNeedUpdate = true;
- geometry.morphTargetsNeedUpdate = true;
- geometry.elementsNeedUpdate = true;
- geometry.uvsNeedUpdate = true;
- geometry.normalsNeedUpdate = true;
- geometry.tangentsNeedUpdate = true;
- geometry.colorsNeedUpdate = true;
- }
- }
- } else if ( geometry instanceof THREE.BufferGeometry ) {
- initDirectBuffers( geometry );
- }
- } else if ( object instanceof THREE.Ribbon ) {
- geometry = object.geometry;
- if ( ! geometry.__webglVertexBuffer ) {
- createRibbonBuffers( geometry );
- initRibbonBuffers( geometry, object );
- geometry.verticesNeedUpdate = true;
- geometry.colorsNeedUpdate = true;
- geometry.normalsNeedUpdate = true;
- }
- } else if ( object instanceof THREE.Line ) {
- geometry = object.geometry;
- if ( ! geometry.__webglVertexBuffer ) {
- createLineBuffers( geometry );
- initLineBuffers( geometry, object );
- geometry.verticesNeedUpdate = true;
- geometry.colorsNeedUpdate = true;
- geometry.lineDistancesNeedUpdate = true;
- }
- } else if ( object instanceof THREE.ParticleSystem ) {
- geometry = object.geometry;
- if ( ! geometry.__webglVertexBuffer ) {
- if ( geometry instanceof THREE.Geometry ) {
- createParticleBuffers( geometry );
- initParticleBuffers( geometry, object );
- geometry.verticesNeedUpdate = true;
- geometry.colorsNeedUpdate = true;
- } else if ( geometry instanceof THREE.BufferGeometry ) {
- initDirectBuffers( geometry );
- }
- }
- }
- }
- if ( ! object.__webglActive ) {
- if ( object instanceof THREE.Mesh ) {
- geometry = object.geometry;
- if ( geometry instanceof THREE.BufferGeometry ) {
- addBuffer( scene.__webglObjects, geometry, object );
- } else {
- for ( g in geometry.geometryGroups ) {
- geometryGroup = geometry.geometryGroups[ g ];
- addBuffer( scene.__webglObjects, geometryGroup, object );
- }
- }
- } else if ( object instanceof THREE.Ribbon ||
- object instanceof THREE.Line ||
- object instanceof THREE.ParticleSystem ) {
- geometry = object.geometry;
- addBuffer( scene.__webglObjects, geometry, object );
- } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
- addBufferImmediate( scene.__webglObjectsImmediate, object );
- } else if ( object instanceof THREE.Sprite ) {
- scene.__webglSprites.push( object );
- } else if ( object instanceof THREE.LensFlare ) {
- scene.__webglFlares.push( object );
- }
- object.__webglActive = true;
- }
- };
- function addBuffer ( objlist, buffer, object ) {
- objlist.push(
- {
- buffer: buffer,
- object: object,
- opaque: null,
- transparent: null
- }
- );
- };
- function addBufferImmediate ( objlist, object ) {
- objlist.push(
- {
- object: object,
- opaque: null,
- transparent: null
- }
- );
- };
- // Objects updates
- function updateObject ( object ) {
- var geometry = object.geometry,
- geometryGroup, customAttributesDirty, material;
- if ( object instanceof THREE.Mesh ) {
- if ( geometry instanceof THREE.BufferGeometry ) {
- if ( geometry.verticesNeedUpdate || geometry.elementsNeedUpdate ||
- geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
- geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate ) {
- setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
- }
- geometry.verticesNeedUpdate = false;
- geometry.elementsNeedUpdate = false;
- geometry.uvsNeedUpdate = false;
- geometry.normalsNeedUpdate = false;
- geometry.colorsNeedUpdate = false;
- geometry.tangentsNeedUpdate = false;
- } else {
- // check all geometry groups
- for( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
- geometryGroup = geometry.geometryGroupsList[ i ];
- material = getBufferMaterial( object, geometryGroup );
- if ( geometry.buffersNeedUpdate ) {
- initMeshBuffers( geometryGroup, object );
- }
- customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
- if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
- geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
- geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
- setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
- }
- }
- geometry.verticesNeedUpdate = false;
- geometry.morphTargetsNeedUpdate = false;
- geometry.elementsNeedUpdate = false;
- geometry.uvsNeedUpdate = false;
- geometry.normalsNeedUpdate = false;
- geometry.colorsNeedUpdate = false;
- geometry.tangentsNeedUpdate = false;
- geometry.buffersNeedUpdate = false;
- material.attributes && clearCustomAttributes( material );
- }
- } else if ( object instanceof THREE.Ribbon ) {
- material = getBufferMaterial( object, geometry );
- customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
- if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.normalsNeedUpdate || customAttributesDirty ) {
- setRibbonBuffers( geometry, _gl.DYNAMIC_DRAW );
- }
- geometry.verticesNeedUpdate = false;
- geometry.colorsNeedUpdate = false;
- geometry.normalsNeedUpdate = false;
- material.attributes && clearCustomAttributes( material );
- } else if ( object instanceof THREE.Line ) {
- material = getBufferMaterial( object, geometry );
- customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
- if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
- setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
- }
- geometry.verticesNeedUpdate = false;
- geometry.colorsNeedUpdate = false;
- geometry.lineDistancesNeedUpdate = false;
- material.attributes && clearCustomAttributes( material );
- } else if ( object instanceof THREE.ParticleSystem ) {
- if ( geometry instanceof THREE.BufferGeometry ) {
- if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate ) {
- setDirectBuffers( geometry, _gl.DYNAMIC_DRAW, !geometry.dynamic );
- }
- geometry.verticesNeedUpdate = false;
- geometry.colorsNeedUpdate = false;
- } else {
- material = getBufferMaterial( object, geometry );
- customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
- if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
- setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
- }
- geometry.verticesNeedUpdate = false;
- geometry.colorsNeedUpdate = false;
- material.attributes && clearCustomAttributes( material );
- }
- }
- };
- // Objects updates - custom attributes check
- function areCustomAttributesDirty ( material ) {
- for ( var a in material.attributes ) {
- if ( material.attributes[ a ].needsUpdate ) return true;
- }
- return false;
- };
- function clearCustomAttributes ( material ) {
- for ( var a in material.attributes ) {
- material.attributes[ a ].needsUpdate = false;
- }
- };
- // Objects removal
- function removeObject ( object, scene ) {
- if ( object instanceof THREE.Mesh ||
- object instanceof THREE.ParticleSystem ||
- object instanceof THREE.Ribbon ||
- object instanceof THREE.Line ) {
- removeInstances( scene.__webglObjects, object );
- } else if ( object instanceof THREE.Sprite ) {
- removeInstancesDirect( scene.__webglSprites, object );
- } else if ( object instanceof THREE.LensFlare ) {
- removeInstancesDirect( scene.__webglFlares, object );
- } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
- removeInstances( scene.__webglObjectsImmediate, object );
- }
- object.__webglActive = false;
- };
- function removeInstances ( objlist, object ) {
- for ( var o = objlist.length - 1; o >= 0; o -- ) {
- if ( objlist[ o ].object === object ) {
- objlist.splice( o, 1 );
- }
- }
- };
- function removeInstancesDirect ( objlist, object ) {
- for ( var o = objlist.length - 1; o >= 0; o -- ) {
- if ( objlist[ o ] === object ) {
- objlist.splice( o, 1 );
- }
- }
- };
- // Materials
- this.initMaterial = function ( material, lights, fog, object ) {
- material.addEventListener( 'dispose', onMaterialDispose );
- var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
- if ( material instanceof THREE.MeshDepthMaterial ) {
- shaderID = 'depth';
- } else if ( material instanceof THREE.MeshNormalMaterial ) {
- shaderID = 'normal';
- } else if ( material instanceof THREE.MeshBasicMaterial ) {
- shaderID = 'basic';
- } else if ( material instanceof THREE.MeshLambertMaterial ) {
- shaderID = 'lambert';
- } else if ( material instanceof THREE.MeshPhongMaterial ) {
- shaderID = 'phong';
- } else if ( material instanceof THREE.LineBasicMaterial ) {
- shaderID = 'basic';
- } else if ( material instanceof THREE.LineDashedMaterial ) {
- shaderID = 'dashed';
- } else if ( material instanceof THREE.ParticleBasicMaterial ) {
- shaderID = 'particle_basic';
- }
- if ( shaderID ) {
- setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
- }
- // heuristics to create shader parameters according to lights in the scene
- // (not to blow over maxLights budget)
- maxLightCount = allocateLights( lights );
- maxShadows = allocateShadows( lights );
- maxBones = allocateBones( object );
- parameters = {
- map: !!material.map,
- envMap: !!material.envMap,
- lightMap: !!material.lightMap,
- bumpMap: !!material.bumpMap,
- normalMap: !!material.normalMap,
- specularMap: !!material.specularMap,
- vertexColors: material.vertexColors,
- fog: fog,
- useFog: material.fog,
- fogExp: fog instanceof THREE.FogExp2,
- sizeAttenuation: material.sizeAttenuation,
- skinning: material.skinning,
- maxBones: maxBones,
- useVertexTexture: _supportsBoneTextures && object && object.useVertexTexture,
- boneTextureWidth: object && object.boneTextureWidth,
- boneTextureHeight: object && object.boneTextureHeight,
- morphTargets: material.morphTargets,
- morphNormals: material.morphNormals,
- maxMorphTargets: this.maxMorphTargets,
- maxMorphNormals: this.maxMorphNormals,
- maxDirLights: maxLightCount.directional,
- maxPointLights: maxLightCount.point,
- maxSpotLights: maxLightCount.spot,
- maxHemiLights: maxLightCount.hemi,
- maxShadows: maxShadows,
- shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow,
- shadowMapType: this.shadowMapType,
- shadowMapDebug: this.shadowMapDebug,
- shadowMapCascade: this.shadowMapCascade,
- alphaTest: material.alphaTest,
- metal: material.metal,
- perPixel: material.perPixel,
- wrapAround: material.wrapAround,
- doubleSided: material.side === THREE.DoubleSide,
- flipSided: material.side === THREE.BackSide
- };
- material.program = buildProgram( shaderID, material.fragmentShader, material.vertexShader, material.uniforms, material.attributes, material.defines, parameters );
- var attributes = material.program.attributes;
- if ( material.morphTargets ) {
- material.numSupportedMorphTargets = 0;
- var id, base = "morphTarget";
- for ( i = 0; i < this.maxMorphTargets; i ++ ) {
- id = base + i;
- if ( attributes[ id ] >= 0 ) {
- material.numSupportedMorphTargets ++;
- }
- }
- }
- if ( material.morphNormals ) {
- material.numSupportedMorphNormals = 0;
- var id, base = "morphNormal";
- for ( i = 0; i < this.maxMorphNormals; i ++ ) {
- id = base + i;
- if ( attributes[ id ] >= 0 ) {
- material.numSupportedMorphNormals ++;
- }
- }
- }
- material.uniformsList = [];
- for ( u in material.uniforms ) {
- material.uniformsList.push( [ material.uniforms[ u ], u ] );
- }
- };
- function setMaterialShaders( material, shaders ) {
- material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
- material.vertexShader = shaders.vertexShader;
- material.fragmentShader = shaders.fragmentShader;
- };
- function setProgram( camera, lights, fog, material, object ) {
- _usedTextureUnits = 0;
- if ( material.needsUpdate ) {
- if ( material.program ) deallocateMaterial( material );
- _this.initMaterial( material, lights, fog, object );
- material.needsUpdate = false;
- }
- if ( material.morphTargets ) {
- if ( ! object.__webglMorphTargetInfluences ) {
- object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
- }
- }
- var refreshMaterial = false;
- var program = material.program,
- p_uniforms = program.uniforms,
- m_uniforms = material.uniforms;
- if ( program !== _currentProgram ) {
- _gl.useProgram( program );
- _currentProgram = program;
- refreshMaterial = true;
- }
- if ( material.id !== _currentMaterialId ) {
- _currentMaterialId = material.id;
- refreshMaterial = true;
- }
- if ( refreshMaterial || camera !== _currentCamera ) {
- _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
- if ( camera !== _currentCamera ) _currentCamera = camera;
- }
- // skinning uniforms must be set even if material didn't change
- // auto-setting of texture unit for bone texture must go before other textures
- // not sure why, but otherwise weird things happen
- if ( material.skinning ) {
- if ( _supportsBoneTextures && object.useVertexTexture ) {
- if ( p_uniforms.boneTexture !== null ) {
- var textureUnit = getTextureUnit();
- _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
- _this.setTexture( object.boneTexture, textureUnit );
- }
- } else {
- if ( p_uniforms.boneGlobalMatrices !== null ) {
- _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.boneMatrices );
- }
- }
- }
- if ( refreshMaterial ) {
- // refresh uniforms common to several materials
- if ( fog && material.fog ) {
- refreshUniformsFog( m_uniforms, fog );
- }
- if ( material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material.lights ) {
- if ( _lightsNeedUpdate ) {
- setupLights( program, lights );
- _lightsNeedUpdate = false;
- }
- refreshUniformsLights( m_uniforms, _lights );
- }
- if ( material instanceof THREE.MeshBasicMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.MeshPhongMaterial ) {
- refreshUniformsCommon( m_uniforms, material );
- }
- // refresh single material specific uniforms
- if ( material instanceof THREE.LineBasicMaterial ) {
- refreshUniformsLine( m_uniforms, material );
- } else if ( material instanceof THREE.LineDashedMaterial ) {
- refreshUniformsLine( m_uniforms, material );
- refreshUniformsDash( m_uniforms, material );
- } else if ( material instanceof THREE.ParticleBasicMaterial ) {
- refreshUniformsParticle( m_uniforms, material );
- } else if ( material instanceof THREE.MeshPhongMaterial ) {
- refreshUniformsPhong( m_uniforms, material );
- } else if ( material instanceof THREE.MeshLambertMaterial ) {
- refreshUniformsLambert( m_uniforms, material );
- } else if ( material instanceof THREE.MeshDepthMaterial ) {
- m_uniforms.mNear.value = camera.near;
- m_uniforms.mFar.value = camera.far;
- m_uniforms.opacity.value = material.opacity;
- } else if ( material instanceof THREE.MeshNormalMaterial ) {
- m_uniforms.opacity.value = material.opacity;
- }
- if ( object.receiveShadow && ! material._shadowPass ) {
- refreshUniformsShadow( m_uniforms, lights );
- }
- // load common uniforms
- loadUniformsGeneric( program, material.uniformsList );
- // load material specific uniforms
- // (shader material also gets them for the sake of genericity)
- if ( material instanceof THREE.ShaderMaterial ||
- material instanceof THREE.MeshPhongMaterial ||
- material.envMap ) {
- if ( p_uniforms.cameraPosition !== null ) {
- var position = camera.matrixWorld.getPosition();
- _gl.uniform3f( p_uniforms.cameraPosition, position.x, position.y, position.z );
- }
- }
- if ( material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.ShaderMaterial ||
- material.skinning ) {
- if ( p_uniforms.viewMatrix !== null ) {
- _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
- }
- }
- }
- loadUniformsMatrices( p_uniforms, object );
- if ( p_uniforms.modelMatrix !== null ) {
- _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
- }
- return program;
- };
- // Uniforms (refresh uniforms objects)
- function refreshUniformsCommon ( uniforms, material ) {
- uniforms.opacity.value = material.opacity;
- if ( _this.gammaInput ) {
- uniforms.diffuse.value.copyGammaToLinear( material.color );
- } else {
- uniforms.diffuse.value = material.color;
- }
- uniforms.map.value = material.map;
- uniforms.lightMap.value = material.lightMap;
- uniforms.specularMap.value = material.specularMap;
- if ( material.bumpMap ) {
- uniforms.bumpMap.value = material.bumpMap;
- uniforms.bumpScale.value = material.bumpScale;
- }
- if ( material.normalMap ) {
- uniforms.normalMap.value = material.normalMap;
- uniforms.normalScale.value.copy( material.normalScale );
- }
- // uv repeat and offset setting priorities
- // 1. color map
- // 2. specular map
- // 3. normal map
- // 4. bump map
- var uvScaleMap;
- if ( material.map ) {
- uvScaleMap = material.map;
- } else if ( material.specularMap ) {
- uvScaleMap = material.specularMap;
- } else if ( material.normalMap ) {
- uvScaleMap = material.normalMap;
- } else if ( material.bumpMap ) {
- uvScaleMap = material.bumpMap;
- }
- if ( uvScaleMap !== undefined ) {
- var offset = uvScaleMap.offset;
- var repeat = uvScaleMap.repeat;
- uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
- }
- uniforms.envMap.value = material.envMap;
- uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
- if ( _this.gammaInput ) {
- //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
- uniforms.reflectivity.value = material.reflectivity;
- } else {
- uniforms.reflectivity.value = material.reflectivity;
- }
- uniforms.refractionRatio.value = material.refractionRatio;
- uniforms.combine.value = material.combine;
- uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
- };
- function refreshUniformsLine ( uniforms, material ) {
- uniforms.diffuse.value = material.color;
- uniforms.opacity.value = material.opacity;
- };
- function refreshUniformsDash ( uniforms, material ) {
- uniforms.dashSize.value = material.dashSize;
- uniforms.totalSize.value = material.dashSize + material.gapSize;
- uniforms.scale.value = material.scale;
- };
- function refreshUniformsParticle ( uniforms, material ) {
- uniforms.psColor.value = material.color;
- uniforms.opacity.value = material.opacity;
- uniforms.size.value = material.size;
- uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
- uniforms.map.value = material.map;
- };
- function refreshUniformsFog ( uniforms, fog ) {
- uniforms.fogColor.value = fog.color;
- if ( fog instanceof THREE.Fog ) {
- uniforms.fogNear.value = fog.near;
- uniforms.fogFar.value = fog.far;
- } else if ( fog instanceof THREE.FogExp2 ) {
- uniforms.fogDensity.value = fog.density;
- }
- };
- function refreshUniformsPhong ( uniforms, material ) {
- uniforms.shininess.value = material.shininess;
- if ( _this.gammaInput ) {
- uniforms.ambient.value.copyGammaToLinear( material.ambient );
- uniforms.emissive.value.copyGammaToLinear( material.emissive );
- uniforms.specular.value.copyGammaToLinear( material.specular );
- } else {
- uniforms.ambient.value = material.ambient;
- uniforms.emissive.value = material.emissive;
- uniforms.specular.value = material.specular;
- }
- if ( material.wrapAround ) {
- uniforms.wrapRGB.value.copy( material.wrapRGB );
- }
- };
- function refreshUniformsLambert ( uniforms, material ) {
- if ( _this.gammaInput ) {
- uniforms.ambient.value.copyGammaToLinear( material.ambient );
- uniforms.emissive.value.copyGammaToLinear( material.emissive );
- } else {
- uniforms.ambient.value = material.ambient;
- uniforms.emissive.value = material.emissive;
- }
- if ( material.wrapAround ) {
- uniforms.wrapRGB.value.copy( material.wrapRGB );
- }
- };
- function refreshUniformsLights ( uniforms, lights ) {
- uniforms.ambientLightColor.value = lights.ambient;
- uniforms.directionalLightColor.value = lights.directional.colors;
- uniforms.directionalLightDirection.value = lights.directional.positions;
- uniforms.pointLightColor.value = lights.point.colors;
- uniforms.pointLightPosition.value = lights.point.positions;
- uniforms.pointLightDistance.value = lights.point.distances;
- uniforms.spotLightColor.value = lights.spot.colors;
- uniforms.spotLightPosition.value = lights.spot.positions;
- uniforms.spotLightDistance.value = lights.spot.distances;
- uniforms.spotLightDirection.value = lights.spot.directions;
- uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
- uniforms.spotLightExponent.value = lights.spot.exponents;
- uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
- uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
- uniforms.hemisphereLightDirection.value = lights.hemi.positions;
- };
- function refreshUniformsShadow ( uniforms, lights ) {
- if ( uniforms.shadowMatrix ) {
- var j = 0;
- for ( var i = 0, il = lights.length; i < il; i ++ ) {
- var light = lights[ i ];
- if ( ! light.castShadow ) continue;
- if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
- uniforms.shadowMap.value[ j ] = light.shadowMap;
- uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
- uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
- uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
- uniforms.shadowBias.value[ j ] = light.shadowBias;
- j ++;
- }
- }
- }
- };
- // Uniforms (load to GPU)
- function loadUniformsMatrices ( uniforms, object ) {
- _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
- if ( uniforms.normalMatrix ) {
- _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
- }
- };
- function getTextureUnit() {
- var textureUnit = _usedTextureUnits;
- if ( textureUnit >= _maxTextures ) {
- console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );
- }
- _usedTextureUnits += 1;
- return textureUnit;
- };
- function loadUniformsGeneric ( program, uniforms ) {
- var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
- for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
- location = program.uniforms[ uniforms[ j ][ 1 ] ];
- if ( !location ) continue;
- uniform = uniforms[ j ][ 0 ];
- type = uniform.type;
- value = uniform.value;
- if ( type === "i" ) { // single integer
- _gl.uniform1i( location, value );
- } else if ( type === "f" ) { // single float
- _gl.uniform1f( location, value );
- } else if ( type === "v2" ) { // single THREE.Vector2
- _gl.uniform2f( location, value.x, value.y );
- } else if ( type === "v3" ) { // single THREE.Vector3
- _gl.uniform3f( location, value.x, value.y, value.z );
- } else if ( type === "v4" ) { // single THREE.Vector4
- _gl.uniform4f( location, value.x, value.y, value.z, value.w );
- } else if ( type === "c" ) { // single THREE.Color
- _gl.uniform3f( location, value.r, value.g, value.b );
- } else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
- _gl.uniform1iv( location, value );
- } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
- _gl.uniform3iv( location, value );
- } else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
- _gl.uniform1fv( location, value );
- } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
- _gl.uniform3fv( location, value );
- } else if ( type === "v2v" ) { // array of THREE.Vector2
- if ( uniform._array === undefined ) {
- uniform._array = new Float32Array( 2 * value.length );
- }
- for ( i = 0, il = value.length; i < il; i ++ ) {
- offset = i * 2;
- uniform._array[ offset ] = value[ i ].x;
- uniform._array[ offset + 1 ] = value[ i ].y;
- }
- _gl.uniform2fv( location, uniform._array );
- } else if ( type === "v3v" ) { // array of THREE.Vector3
- if ( uniform._array === undefined ) {
- uniform._array = new Float32Array( 3 * value.length );
- }
- for ( i = 0, il = value.length; i < il; i ++ ) {
- offset = i * 3;
- uniform._array[ offset ] = value[ i ].x;
- uniform._array[ offset + 1 ] = value[ i ].y;
- uniform._array[ offset + 2 ] = value[ i ].z;
- }
- _gl.uniform3fv( location, uniform._array );
- } else if ( type === "v4v" ) { // array of THREE.Vector4
- if ( uniform._array === undefined ) {
- uniform._array = new Float32Array( 4 * value.length );
- }
- for ( i = 0, il = value.length; i < il; i ++ ) {
- offset = i * 4;
- uniform._array[ offset ] = value[ i ].x;
- uniform._array[ offset + 1 ] = value[ i ].y;
- uniform._array[ offset + 2 ] = value[ i ].z;
- uniform._array[ offset + 3 ] = value[ i ].w;
- }
- _gl.uniform4fv( location, uniform._array );
- } else if ( type === "m4") { // single THREE.Matrix4
- if ( uniform._array === undefined ) {
- uniform._array = new Float32Array( 16 );
- }
- value.flattenToArray( uniform._array );
- _gl.uniformMatrix4fv( location, false, uniform._array );
- } else if ( type === "m4v" ) { // array of THREE.Matrix4
- if ( uniform._array === undefined ) {
- uniform._array = new Float32Array( 16 * value.length );
- }
- for ( i = 0, il = value.length; i < il; i ++ ) {
- value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
- }
- _gl.uniformMatrix4fv( location, false, uniform._array );
- } else if ( type === "t" ) { // single THREE.Texture (2d or cube)
- texture = value;
- textureUnit = getTextureUnit();
- _gl.uniform1i( location, textureUnit );
- if ( !texture ) continue;
- if ( texture.image instanceof Array && texture.image.length === 6 ) {
- setCubeTexture( texture, textureUnit );
- } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
- setCubeTextureDynamic( texture, textureUnit );
- } else {
- _this.setTexture( texture, textureUnit );
- }
- } else if ( type === "tv" ) { // array of THREE.Texture (2d)
- if ( uniform._array === undefined ) {
- uniform._array = [];
- }
- for( i = 0, il = uniform.value.length; i < il; i ++ ) {
- uniform._array[ i ] = getTextureUnit();
- }
- _gl.uniform1iv( location, uniform._array );
- for( i = 0, il = uniform.value.length; i < il; i ++ ) {
- texture = uniform.value[ i ];
- textureUnit = uniform._array[ i ];
- if ( !texture ) continue;
- _this.setTexture( texture, textureUnit );
- }
- }
- }
- };
- function setupMatrices ( object, camera ) {
- object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
- object._normalMatrix.getInverse( object._modelViewMatrix );
- object._normalMatrix.transpose();
- };
- //
- function setColorGamma( array, offset, color, intensitySq ) {
- array[ offset ] = color.r * color.r * intensitySq;
- array[ offset + 1 ] = color.g * color.g * intensitySq;
- array[ offset + 2 ] = color.b * color.b * intensitySq;
- };
- function setColorLinear( array, offset, color, intensity ) {
- array[ offset ] = color.r * intensity;
- array[ offset + 1 ] = color.g * intensity;
- array[ offset + 2 ] = color.b * intensity;
- };
- function setupLights ( program, lights ) {
- var l, ll, light, n,
- r = 0, g = 0, b = 0,
- color, skyColor, groundColor,
- intensity, intensitySq,
- position,
- distance,
- zlights = _lights,
- dirColors = zlights.directional.colors,
- dirPositions = zlights.directional.positions,
- pointColors = zlights.point.colors,
- pointPositions = zlights.point.positions,
- pointDistances = zlights.point.distances,
- spotColors = zlights.spot.colors,
- spotPositions = zlights.spot.positions,
- spotDistances = zlights.spot.distances,
- spotDirections = zlights.spot.directions,
- spotAnglesCos = zlights.spot.anglesCos,
- spotExponents = zlights.spot.exponents,
- hemiSkyColors = zlights.hemi.skyColors,
- hemiGroundColors = zlights.hemi.groundColors,
- hemiPositions = zlights.hemi.positions,
- dirLength = 0,
- pointLength = 0,
- spotLength = 0,
- hemiLength = 0,
- dirCount = 0,
- pointCount = 0,
- spotCount = 0,
- hemiCount = 0,
- dirOffset = 0,
- pointOffset = 0,
- spotOffset = 0,
- hemiOffset = 0;
- for ( l = 0, ll = lights.length; l < ll; l ++ ) {
- light = lights[ l ];
- if ( light.onlyShadow ) continue;
- color = light.color;
- intensity = light.intensity;
- distance = light.distance;
- if ( light instanceof THREE.AmbientLight ) {
- if ( ! light.visible ) continue;
- if ( _this.gammaInput ) {
- r += color.r * color.r;
- g += color.g * color.g;
- b += color.b * color.b;
- } else {
- r += color.r;
- g += color.g;
- b += color.b;
- }
- } else if ( light instanceof THREE.DirectionalLight ) {
- dirCount += 1;
- if ( ! light.visible ) continue;
- _direction.copy( light.matrixWorld.getPosition() );
- _direction.subSelf( light.target.matrixWorld.getPosition() );
- _direction.normalize();
- // skip lights with undefined direction
- // these create troubles in OpenGL (making pixel black)
- if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
- dirOffset = dirLength * 3;
- dirPositions[ dirOffset ] = _direction.x;
- dirPositions[ dirOffset + 1 ] = _direction.y;
- dirPositions[ dirOffset + 2 ] = _direction.z;
- if ( _this.gammaInput ) {
- setColorGamma( dirColors, dirOffset, color, intensity * intensity );
- } else {
- setColorLinear( dirColors, dirOffset, color, intensity );
- }
- dirLength += 1;
- } else if ( light instanceof THREE.PointLight ) {
- pointCount += 1;
- if ( ! light.visible ) continue;
- pointOffset = pointLength * 3;
- if ( _this.gammaInput ) {
- setColorGamma( pointColors, pointOffset, color, intensity * intensity );
- } else {
- setColorLinear( pointColors, pointOffset, color, intensity );
- }
- position = light.matrixWorld.getPosition();
- pointPositions[ pointOffset ] = position.x;
- pointPositions[ pointOffset + 1 ] = position.y;
- pointPositions[ pointOffset + 2 ] = position.z;
- pointDistances[ pointLength ] = distance;
- pointLength += 1;
- } else if ( light instanceof THREE.SpotLight ) {
- spotCount += 1;
- if ( ! light.visible ) continue;
- spotOffset = spotLength * 3;
- if ( _this.gammaInput ) {
- setColorGamma( spotColors, spotOffset, color, intensity * intensity );
- } else {
- setColorLinear( spotColors, spotOffset, color, intensity );
- }
- position = light.matrixWorld.getPosition();
- spotPositions[ spotOffset ] = position.x;
- spotPositions[ spotOffset + 1 ] = position.y;
- spotPositions[ spotOffset + 2 ] = position.z;
- spotDistances[ spotLength ] = distance;
- _direction.copy( position );
- _direction.subSelf( light.target.matrixWorld.getPosition() );
- _direction.normalize();
- spotDirections[ spotOffset ] = _direction.x;
- spotDirections[ spotOffset + 1 ] = _direction.y;
- spotDirections[ spotOffset + 2 ] = _direction.z;
- spotAnglesCos[ spotLength ] = Math.cos( light.angle );
- spotExponents[ spotLength ] = light.exponent;
- spotLength += 1;
- } else if ( light instanceof THREE.HemisphereLight ) {
- hemiCount += 1;
- if ( ! light.visible ) continue;
- _direction.copy( light.matrixWorld.getPosition() );
- _direction.normalize();
- // skip lights with undefined direction
- // these create troubles in OpenGL (making pixel black)
- if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
- hemiOffset = hemiLength * 3;
- hemiPositions[ hemiOffset ] = _direction.x;
- hemiPositions[ hemiOffset + 1 ] = _direction.y;
- hemiPositions[ hemiOffset + 2 ] = _direction.z;
- skyColor = light.color;
- groundColor = light.groundColor;
- if ( _this.gammaInput ) {
- intensitySq = intensity * intensity;
- setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
- setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
- } else {
- setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
- setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
- }
- hemiLength += 1;
- }
- }
- // null eventual remains from removed lights
- // (this is to avoid if in shader)
- for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
- for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
- for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
- for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
- for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
- zlights.directional.length = dirLength;
- zlights.point.length = pointLength;
- zlights.spot.length = spotLength;
- zlights.hemi.length = hemiLength;
- zlights.ambient[ 0 ] = r;
- zlights.ambient[ 1 ] = g;
- zlights.ambient[ 2 ] = b;
- };
- // GL state setting
- this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
- if ( cullFace === THREE.CullFaceNone ) {
- _gl.disable( _gl.CULL_FACE );
- } else {
- if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
- _gl.frontFace( _gl.CW );
- } else {
- _gl.frontFace( _gl.CCW );
- }
- if ( cullFace === THREE.CullFaceBack ) {
- _gl.cullFace( _gl.BACK );
- } else if ( cullFace === THREE.CullFaceFront ) {
- _gl.cullFace( _gl.FRONT );
- } else {
- _gl.cullFace( _gl.FRONT_AND_BACK );
- }
- _gl.enable( _gl.CULL_FACE );
- }
- };
- this.setMaterialFaces = function ( material ) {
- var doubleSided = material.side === THREE.DoubleSide;
- var flipSided = material.side === THREE.BackSide;
- if ( _oldDoubleSided !== doubleSided ) {
- if ( doubleSided ) {
- _gl.disable( _gl.CULL_FACE );
- } else {
- _gl.enable( _gl.CULL_FACE );
- }
- _oldDoubleSided = doubleSided;
- }
- if ( _oldFlipSided !== flipSided ) {
- if ( flipSided ) {
- _gl.frontFace( _gl.CW );
- } else {
- _gl.frontFace( _gl.CCW );
- }
- _oldFlipSided = flipSided;
- }
- };
- this.setDepthTest = function ( depthTest ) {
- if ( _oldDepthTest !== depthTest ) {
- if ( depthTest ) {
- _gl.enable( _gl.DEPTH_TEST );
- } else {
- _gl.disable( _gl.DEPTH_TEST );
- }
- _oldDepthTest = depthTest;
- }
- };
- this.setDepthWrite = function ( depthWrite ) {
- if ( _oldDepthWrite !== depthWrite ) {
- _gl.depthMask( depthWrite );
- _oldDepthWrite = depthWrite;
- }
- };
- function setLineWidth ( width ) {
- if ( width !== _oldLineWidth ) {
- _gl.lineWidth( width );
- _oldLineWidth = width;
- }
- };
- function setPolygonOffset ( polygonoffset, factor, units ) {
- if ( _oldPolygonOffset !== polygonoffset ) {
- if ( polygonoffset ) {
- _gl.enable( _gl.POLYGON_OFFSET_FILL );
- } else {
- _gl.disable( _gl.POLYGON_OFFSET_FILL );
- }
- _oldPolygonOffset = polygonoffset;
- }
- if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
- _gl.polygonOffset( factor, units );
- _oldPolygonOffsetFactor = factor;
- _oldPolygonOffsetUnits = units;
- }
- };
- this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
- if ( blending !== _oldBlending ) {
- if ( blending === THREE.NoBlending ) {
- _gl.disable( _gl.BLEND );
- } else if ( blending === THREE.AdditiveBlending ) {
- _gl.enable( _gl.BLEND );
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
- } else if ( blending === THREE.SubtractiveBlending ) {
- // TODO: Find blendFuncSeparate() combination
- _gl.enable( _gl.BLEND );
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
- } else if ( blending === THREE.MultiplyBlending ) {
- // TODO: Find blendFuncSeparate() combination
- _gl.enable( _gl.BLEND );
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
- } else if ( blending === THREE.CustomBlending ) {
- _gl.enable( _gl.BLEND );
- } else {
- _gl.enable( _gl.BLEND );
- _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
- _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
- }
- _oldBlending = blending;
- }
- if ( blending === THREE.CustomBlending ) {
- if ( blendEquation !== _oldBlendEquation ) {
- _gl.blendEquation( paramThreeToGL( blendEquation ) );
- _oldBlendEquation = blendEquation;
- }
- if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
- _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
- _oldBlendSrc = blendSrc;
- _oldBlendDst = blendDst;
- }
- } else {
- _oldBlendEquation = null;
- _oldBlendSrc = null;
- _oldBlendDst = null;
- }
- };
- // Defines
- function generateDefines ( defines ) {
- var value, chunk, chunks = [];
- for ( var d in defines ) {
- value = defines[ d ];
- if ( value === false ) continue;
- chunk = "#define " + d + " " + value;
- chunks.push( chunk );
- }
- return chunks.join( "\n" );
- };
- // Shaders
- function buildProgram ( shaderID, fragmentShader, vertexShader, uniforms, attributes, defines, parameters ) {
- var p, pl, d, program, code;
- var chunks = [];
- // Generate code
- if ( shaderID ) {
- chunks.push( shaderID );
- } else {
- chunks.push( fragmentShader );
- chunks.push( vertexShader );
- }
- for ( d in defines ) {
- chunks.push( d );
- chunks.push( defines[ d ] );
- }
- for ( p in parameters ) {
- chunks.push( p );
- chunks.push( parameters[ p ] );
- }
- code = chunks.join();
- // Check if code has been already compiled
- for ( p = 0, pl = _programs.length; p < pl; p ++ ) {
- var programInfo = _programs[ p ];
- if ( programInfo.code === code ) {
- //console.log( "Code already compiled." /*: \n\n" + code*/ );
- programInfo.usedTimes ++;
- return programInfo.program;
- }
- }
- var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
- if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
- shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
- } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
- shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
- }
- //console.log( "building new program " );
- //
- var customDefines = generateDefines( defines );
- //
- program = _gl.createProgram();
- var prefix_vertex = [
- "precision " + _precision + " float;",
- customDefines,
- _supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
- _this.gammaInput ? "#define GAMMA_INPUT" : "",
- _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
- _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
- "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
- "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
- "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
- "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
- "#define MAX_SHADOWS " + parameters.maxShadows,
- "#define MAX_BONES " + parameters.maxBones,
- parameters.map ? "#define USE_MAP" : "",
- parameters.envMap ? "#define USE_ENVMAP" : "",
- parameters.lightMap ? "#define USE_LIGHTMAP" : "",
- parameters.bumpMap ? "#define USE_BUMPMAP" : "",
- parameters.normalMap ? "#define USE_NORMALMAP" : "",
- parameters.specularMap ? "#define USE_SPECULARMAP" : "",
- parameters.vertexColors ? "#define USE_COLOR" : "",
- parameters.skinning ? "#define USE_SKINNING" : "",
- parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
- parameters.boneTextureWidth ? "#define N_BONE_PIXEL_X " + parameters.boneTextureWidth.toFixed( 1 ) : "",
- parameters.boneTextureHeight ? "#define N_BONE_PIXEL_Y " + parameters.boneTextureHeight.toFixed( 1 ) : "",
- parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
- parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
- parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
- parameters.wrapAround ? "#define WRAP_AROUND" : "",
- parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
- parameters.flipSided ? "#define FLIP_SIDED" : "",
- parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
- parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
- parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
- parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
- parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
- "uniform mat4 modelMatrix;",
- "uniform mat4 modelViewMatrix;",
- "uniform mat4 projectionMatrix;",
- "uniform mat4 viewMatrix;",
- "uniform mat3 normalMatrix;",
- "uniform vec3 cameraPosition;",
- "attribute vec3 position;",
- "attribute vec3 normal;",
- "attribute vec2 uv;",
- "attribute vec2 uv2;",
- "#ifdef USE_COLOR",
- "attribute vec3 color;",
- "#endif",
- "#ifdef USE_MORPHTARGETS",
- "attribute vec3 morphTarget0;",
- "attribute vec3 morphTarget1;",
- "attribute vec3 morphTarget2;",
- "attribute vec3 morphTarget3;",
- "#ifdef USE_MORPHNORMALS",
- "attribute vec3 morphNormal0;",
- "attribute vec3 morphNormal1;",
- "attribute vec3 morphNormal2;",
- "attribute vec3 morphNormal3;",
- "#else",
- "attribute vec3 morphTarget4;",
- "attribute vec3 morphTarget5;",
- "attribute vec3 morphTarget6;",
- "attribute vec3 morphTarget7;",
- "#endif",
- "#endif",
- "#ifdef USE_SKINNING",
- "attribute vec4 skinIndex;",
- "attribute vec4 skinWeight;",
- "#endif",
- ""
- ].join("\n");
- var prefix_fragment = [
- "precision " + _precision + " float;",
- ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
- customDefines,
- "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
- "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
- "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
- "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
- "#define MAX_SHADOWS " + parameters.maxShadows,
- parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
- _this.gammaInput ? "#define GAMMA_INPUT" : "",
- _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
- _this.physicallyBasedShading ? "#define PHYSICALLY_BASED_SHADING" : "",
- ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
- ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
- parameters.map ? "#define USE_MAP" : "",
- parameters.envMap ? "#define USE_ENVMAP" : "",
- parameters.lightMap ? "#define USE_LIGHTMAP" : "",
- parameters.bumpMap ? "#define USE_BUMPMAP" : "",
- parameters.normalMap ? "#define USE_NORMALMAP" : "",
- parameters.specularMap ? "#define USE_SPECULARMAP" : "",
- parameters.vertexColors ? "#define USE_COLOR" : "",
- parameters.metal ? "#define METAL" : "",
- parameters.perPixel ? "#define PHONG_PER_PIXEL" : "",
- parameters.wrapAround ? "#define WRAP_AROUND" : "",
- parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
- parameters.flipSided ? "#define FLIP_SIDED" : "",
- parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
- parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
- parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
- parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
- "uniform mat4 viewMatrix;",
- "uniform vec3 cameraPosition;",
- ""
- ].join("\n");
- var glFragmentShader = getShader( "fragment", prefix_fragment + fragmentShader );
- var glVertexShader = getShader( "vertex", prefix_vertex + vertexShader );
- _gl.attachShader( program, glVertexShader );
- _gl.attachShader( program, glFragmentShader );
- _gl.linkProgram( program );
- if ( !_gl.getProgramParameter( program, _gl.LINK_STATUS ) ) {
- console.error( "Could not initialise shader\n" + "VALIDATE_STATUS: " + _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) + ", gl error [" + _gl.getError() + "]" );
- }
- // clean up
- _gl.deleteShader( glFragmentShader );
- _gl.deleteShader( glVertexShader );
- //console.log( prefix_fragment + fragmentShader );
- //console.log( prefix_vertex + vertexShader );
- program.uniforms = {};
- program.attributes = {};
- var identifiers, u, a, i;
- // cache uniform locations
- identifiers = [
- 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
- 'morphTargetInfluences'
- ];
- if ( parameters.useVertexTexture ) {
- identifiers.push( 'boneTexture' );
- } else {
- identifiers.push( 'boneGlobalMatrices' );
- }
- for ( u in uniforms ) {
- identifiers.push( u );
- }
- cacheUniformLocations( program, identifiers );
- // cache attributes locations
- identifiers = [
- "position", "normal", "uv", "uv2", "tangent", "color",
- "skinIndex", "skinWeight", "lineDistance"
- ];
- for ( i = 0; i < parameters.maxMorphTargets; i ++ ) {
- identifiers.push( "morphTarget" + i );
- }
- for ( i = 0; i < parameters.maxMorphNormals; i ++ ) {
- identifiers.push( "morphNormal" + i );
- }
- for ( a in attributes ) {
- identifiers.push( a );
- }
- cacheAttributeLocations( program, identifiers );
- program.id = _programs_counter ++;
- _programs.push( { program: program, code: code, usedTimes: 1 } );
- _this.info.memory.programs = _programs.length;
- return program;
- };
- // Shader parameters cache
- function cacheUniformLocations ( program, identifiers ) {
- var i, l, id;
- for( i = 0, l = identifiers.length; i < l; i ++ ) {
- id = identifiers[ i ];
- program.uniforms[ id ] = _gl.getUniformLocation( program, id );
- }
- };
- function cacheAttributeLocations ( program, identifiers ) {
- var i, l, id;
- for( i = 0, l = identifiers.length; i < l; i ++ ) {
- id = identifiers[ i ];
- program.attributes[ id ] = _gl.getAttribLocation( program, id );
- }
- };
- function addLineNumbers ( string ) {
- var chunks = string.split( "\n" );
- for ( var i = 0, il = chunks.length; i < il; i ++ ) {
- // Chrome reports shader errors on lines
- // starting counting from 1
- chunks[ i ] = ( i + 1 ) + ": " + chunks[ i ];
- }
- return chunks.join( "\n" );
- };
- function getShader ( type, string ) {
- var shader;
- if ( type === "fragment" ) {
- shader = _gl.createShader( _gl.FRAGMENT_SHADER );
- } else if ( type === "vertex" ) {
- shader = _gl.createShader( _gl.VERTEX_SHADER );
- }
- _gl.shaderSource( shader, string );
- _gl.compileShader( shader );
- if ( !_gl.getShaderParameter( shader, _gl.COMPILE_STATUS ) ) {
- console.error( _gl.getShaderInfoLog( shader ) );
- console.error( addLineNumbers( string ) );
- return null;
- }
- return shader;
- };
- // Textures
- function isPowerOfTwo ( value ) {
- return ( value & ( value - 1 ) ) === 0;
- };
- function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
- if ( isImagePowerOfTwo ) {
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
- } else {
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
- _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
- }
- if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
- if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
- _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
- texture.__oldAnisotropy = texture.anisotropy;
- }
- }
- };
- this.setTexture = function ( texture, slot ) {
- if ( texture.needsUpdate ) {
- if ( ! texture.__webglInit ) {
- texture.__webglInit = true;
- texture.addEventListener( 'dispose', onTextureDispose );
- texture.__webglTexture = _gl.createTexture();
- _this.info.memory.textures ++;
- }
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
- _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
- _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
- _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
- var image = texture.image,
- isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
- glFormat = paramThreeToGL( texture.format ),
- glType = paramThreeToGL( texture.type );
- setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
- var mipmap, mipmaps = texture.mipmaps;
- if ( texture instanceof THREE.DataTexture ) {
- // use manually created mipmaps if available
- // if there are no manual mipmaps
- // set 0 level mipmap and then use GL to generate other mipmap levels
- if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
- for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
- mipmap = mipmaps[ i ];
- _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
- }
- texture.generateMipmaps = false;
- } else {
- _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
- }
- } else if ( texture instanceof THREE.CompressedTexture ) {
- // compressed textures can only use manually created mipmaps
- // WebGL can't generate mipmaps for DDS textures
- for( var i = 0, il = mipmaps.length; i < il; i ++ ) {
- mipmap = mipmaps[ i ];
- _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
- }
- } else { // regular Texture (image, video, canvas)
- // use manually created mipmaps if available
- // if there are no manual mipmaps
- // set 0 level mipmap and then use GL to generate other mipmap levels
- if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
- for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
- mipmap = mipmaps[ i ];
- _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
- }
- texture.generateMipmaps = false;
- } else {
- _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
- }
- }
- if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
- texture.needsUpdate = false;
- if ( texture.onUpdate ) texture.onUpdate();
- } else {
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
- }
- };
- function clampToMaxSize ( image, maxSize ) {
- if ( image.width <= maxSize && image.height <= maxSize ) {
- return image;
- }
- // Warning: Scaling through the canvas will only work with images that use
- // premultiplied alpha.
- var maxDimension = Math.max( image.width, image.height );
- var newWidth = Math.floor( image.width * maxSize / maxDimension );
- var newHeight = Math.floor( image.height * maxSize / maxDimension );
- var canvas = document.createElement( 'canvas' );
- canvas.width = newWidth;
- canvas.height = newHeight;
- var ctx = canvas.getContext( "2d" );
- ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
- return canvas;
- }
- function setCubeTexture ( texture, slot ) {
- if ( texture.image.length === 6 ) {
- if ( texture.needsUpdate ) {
- if ( ! texture.image.__webglTextureCube ) {
- texture.image.__webglTextureCube = _gl.createTexture();
- _this.info.memory.textures ++;
- }
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
- _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
- var isCompressed = texture instanceof THREE.CompressedTexture;
- var cubeImage = [];
- for ( var i = 0; i < 6; i ++ ) {
- if ( _this.autoScaleCubemaps && ! isCompressed ) {
- cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
- } else {
- cubeImage[ i ] = texture.image[ i ];
- }
- }
- var image = cubeImage[ 0 ],
- isImagePowerOfTwo = isPowerOfTwo( image.width ) && isPowerOfTwo( image.height ),
- glFormat = paramThreeToGL( texture.format ),
- glType = paramThreeToGL( texture.type );
- setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
- for ( var i = 0; i < 6; i ++ ) {
- if ( isCompressed ) {
- var mipmap, mipmaps = cubeImage[ i ].mipmaps;
- for( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
- mipmap = mipmaps[ j ];
- _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
- }
- } else {
- _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
- }
- }
- if ( texture.generateMipmaps && isImagePowerOfTwo ) {
- _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
- }
- texture.needsUpdate = false;
- if ( texture.onUpdate ) texture.onUpdate();
- } else {
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
- }
- }
- };
- function setCubeTextureDynamic ( texture, slot ) {
- _gl.activeTexture( _gl.TEXTURE0 + slot );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
- };
- // Render targets
- function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
- };
- function setupRenderBuffer ( renderbuffer, renderTarget ) {
- _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
- if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
- /* For some reason this is not working. Defaulting to RGBA4.
- } else if( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
- */
- } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
- } else {
- _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
- }
- };
- this.setRenderTarget = function ( renderTarget ) {
- var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
- if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
- if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
- if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
- renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
- renderTarget.__webglTexture = _gl.createTexture();
- _this.info.memory.textures ++;
- // Setup texture, create render and frame buffers
- var isTargetPowerOfTwo = isPowerOfTwo( renderTarget.width ) && isPowerOfTwo( renderTarget.height ),
- glFormat = paramThreeToGL( renderTarget.format ),
- glType = paramThreeToGL( renderTarget.type );
- if ( isCube ) {
- renderTarget.__webglFramebuffer = [];
- renderTarget.__webglRenderbuffer = [];
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
- setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
- for ( var i = 0; i < 6; i ++ ) {
- renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
- renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
- _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
- setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
- setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
- }
- if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
- } else {
- renderTarget.__webglFramebuffer = _gl.createFramebuffer();
- if ( renderTarget.shareDepthFrom ) {
- renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
- } else {
- renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
- }
- _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
- setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
- _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
- setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
- if ( renderTarget.shareDepthFrom ) {
- if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
- } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
- _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
- }
- } else {
- setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
- }
- if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
- }
- // Release everything
- if ( isCube ) {
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
- } else {
- _gl.bindTexture( _gl.TEXTURE_2D, null );
- }
- _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
- }
- var framebuffer, width, height, vx, vy;
- if ( renderTarget ) {
- if ( isCube ) {
- framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
- } else {
- framebuffer = renderTarget.__webglFramebuffer;
- }
- width = renderTarget.width;
- height = renderTarget.height;
- vx = 0;
- vy = 0;
- } else {
- framebuffer = null;
- width = _viewportWidth;
- height = _viewportHeight;
- vx = _viewportX;
- vy = _viewportY;
- }
- if ( framebuffer !== _currentFramebuffer ) {
- _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
- _gl.viewport( vx, vy, width, height );
- _currentFramebuffer = framebuffer;
- }
- _currentWidth = width;
- _currentHeight = height;
- };
- function updateRenderTargetMipmap ( renderTarget ) {
- if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
- _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
- _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
- } else {
- _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
- _gl.generateMipmap( _gl.TEXTURE_2D );
- _gl.bindTexture( _gl.TEXTURE_2D, null );
- }
- };
- // Fallback filters for non-power-of-2 textures
- function filterFallback ( f ) {
- if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
- return _gl.NEAREST;
- }
- return _gl.LINEAR;
- };
- // Map three.js constants to WebGL constants
- function paramThreeToGL ( p ) {
- if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
- if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
- if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
- if ( p === THREE.NearestFilter ) return _gl.NEAREST;
- if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
- if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
- if ( p === THREE.LinearFilter ) return _gl.LINEAR;
- if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
- if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
- if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
- if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
- if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
- if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
- if ( p === THREE.ByteType ) return _gl.BYTE;
- if ( p === THREE.ShortType ) return _gl.SHORT;
- if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
- if ( p === THREE.IntType ) return _gl.INT;
- if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
- if ( p === THREE.FloatType ) return _gl.FLOAT;
- if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
- if ( p === THREE.RGBFormat ) return _gl.RGB;
- if ( p === THREE.RGBAFormat ) return _gl.RGBA;
- if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
- if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
- if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
- if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
- if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
- if ( p === THREE.ZeroFactor ) return _gl.ZERO;
- if ( p === THREE.OneFactor ) return _gl.ONE;
- if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
- if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
- if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
- if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
- if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
- if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
- if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
- if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
- if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
- if ( _glExtensionCompressedTextureS3TC !== undefined ) {
- if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
- if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
- if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
- if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
- }
- return 0;
- };
- // Allocations
- function allocateBones ( object ) {
- if ( _supportsBoneTextures && object && object.useVertexTexture ) {
- return 1024;
- } else {
- // default for when object is not specified
- // ( for example when prebuilding shader
- // to be used with multiple objects )
- //
- // - leave some extra space for other uniforms
- // - limit here is ANGLE's 254 max uniform vectors
- // (up to 54 should be safe)
- var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
- var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
- var maxBones = nVertexMatrices;
- if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
- maxBones = Math.min( object.bones.length, maxBones );
- if ( maxBones < object.bones.length ) {
- console.warn( "WebGLRenderer: too many bones - " + object.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
- }
- }
- return maxBones;
- }
- };
- function allocateLights ( lights ) {
- var l, ll, light, dirLights, pointLights, spotLights, hemiLights;
- dirLights = pointLights = spotLights = hemiLights = 0;
- for ( l = 0, ll = lights.length; l < ll; l ++ ) {
- light = lights[ l ];
- if ( light.onlyShadow ) continue;
- if ( light instanceof THREE.DirectionalLight ) dirLights ++;
- if ( light instanceof THREE.PointLight ) pointLights ++;
- if ( light instanceof THREE.SpotLight ) spotLights ++;
- if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
- }
- return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
- };
- function allocateShadows ( lights ) {
- var l, ll, light, maxShadows = 0;
- for ( l = 0, ll = lights.length; l < ll; l++ ) {
- light = lights[ l ];
- if ( ! light.castShadow ) continue;
- if ( light instanceof THREE.SpotLight ) maxShadows ++;
- if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
- }
- return maxShadows;
- };
- // Initialization
- function initGL () {
- try {
- if ( ! ( _gl = _canvas.getContext( 'experimental-webgl', { alpha: _alpha, premultipliedAlpha: _premultipliedAlpha, antialias: _antialias, stencil: _stencil, preserveDrawingBuffer: _preserveDrawingBuffer } ) ) ) {
- throw 'Error creating WebGL context.';
- }
- } catch ( error ) {
- console.error( error );
- }
- _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
- _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
- _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) ||
- _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) ||
- _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
- _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) ||
- _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) ||
- _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
- if ( ! _glExtensionTextureFloat ) {
- console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
- }
- if ( ! _glExtensionStandardDerivatives ) {
- console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
- }
- if ( ! _glExtensionTextureFilterAnisotropic ) {
- console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
- }
- if ( ! _glExtensionCompressedTextureS3TC ) {
- console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
- }
- };
- function setDefaultGLState () {
- _gl.clearColor( 0, 0, 0, 1 );
- _gl.clearDepth( 1 );
- _gl.clearStencil( 0 );
- _gl.enable( _gl.DEPTH_TEST );
- _gl.depthFunc( _gl.LEQUAL );
- _gl.frontFace( _gl.CCW );
- _gl.cullFace( _gl.BACK );
- _gl.enable( _gl.CULL_FACE );
- _gl.enable( _gl.BLEND );
- _gl.blendEquation( _gl.FUNC_ADD );
- _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
- _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
- };
- // default plugins (order is important)
- this.shadowMapPlugin = new THREE.ShadowMapPlugin();
- this.addPrePlugin( this.shadowMapPlugin );
- this.addPostPlugin( new THREE.SpritePlugin() );
- this.addPostPlugin( new THREE.LensFlarePlugin() );
- };
- /**
- * @author szimek / https://github.com/szimek/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.WebGLRenderTarget = function ( width, height, options ) {
- THREE.EventDispatcher.call( this );
- this.width = width;
- this.height = height;
- options = options || {};
- this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
- this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
- this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
- this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
- this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
- this.offset = new THREE.Vector2( 0, 0 );
- this.repeat = new THREE.Vector2( 1, 1 );
- this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
- this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
- this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
- this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
- this.generateMipmaps = true;
- this.shareDepthFrom = null;
- };
- THREE.WebGLRenderTarget.prototype.clone = function() {
- var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
- tmp.wrapS = this.wrapS;
- tmp.wrapT = this.wrapT;
- tmp.magFilter = this.magFilter;
- tmp.minFilter = this.minFilter;
- tmp.anisotropy = this.anisotropy;
- tmp.offset.copy( this.offset );
- tmp.repeat.copy( this.repeat );
- tmp.format = this.format;
- tmp.type = this.type;
- tmp.depthBuffer = this.depthBuffer;
- tmp.stencilBuffer = this.stencilBuffer;
- tmp.generateMipmaps = this.generateMipmaps;
- tmp.shareDepthFrom = this.shareDepthFrom;
- return tmp;
- };
- THREE.WebGLRenderTarget.prototype.dispose = function () {
- this.dispatchEvent( { type: 'dispose' } );
- };
- /**
- * @author alteredq / http://alteredqualia.com
- */
- THREE.WebGLRenderTargetCube = function ( width, height, options ) {
- THREE.WebGLRenderTarget.call( this, width, height, options );
- this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
- };
- THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.RenderableVertex = function () {
- this.positionWorld = new THREE.Vector3();
- this.positionScreen = new THREE.Vector4();
- this.visible = true;
- };
- THREE.RenderableVertex.prototype.copy = function ( vertex ) {
- this.positionWorld.copy( vertex.positionWorld );
- this.positionScreen.copy( vertex.positionScreen );
- }
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.RenderableFace3 = function () {
- this.v1 = new THREE.RenderableVertex();
- this.v2 = new THREE.RenderableVertex();
- this.v3 = new THREE.RenderableVertex();
- this.centroidWorld = new THREE.Vector3();
- this.centroidScreen = new THREE.Vector3();
- this.normalWorld = new THREE.Vector3();
- this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
- this.vertexNormalsLength = 0;
- this.color = null;
- this.material = null;
- this.uvs = [[]];
- this.z = null;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.RenderableFace4 = function () {
- this.v1 = new THREE.RenderableVertex();
- this.v2 = new THREE.RenderableVertex();
- this.v3 = new THREE.RenderableVertex();
- this.v4 = new THREE.RenderableVertex();
- this.centroidWorld = new THREE.Vector3();
- this.centroidScreen = new THREE.Vector3();
- this.normalWorld = new THREE.Vector3();
- this.vertexNormalsWorld = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
- this.vertexNormalsLength = 0;
- this.color = null;
- this.material = null;
- this.uvs = [[]];
- this.z = null;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.RenderableObject = function () {
- this.object = null;
- this.z = null;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.RenderableParticle = function () {
- this.object = null;
- this.x = null;
- this.y = null;
- this.z = null;
- this.rotation = null;
- this.scale = new THREE.Vector2();
- this.material = null;
- };
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.RenderableLine = function () {
- this.z = null;
- this.v1 = new THREE.RenderableVertex();
- this.v2 = new THREE.RenderableVertex();
- this.material = null;
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.ColorUtils = {
- adjustHSV : function ( color, h, s, v ) {
- var hsv = THREE.ColorUtils.__hsv;
- color.getHSV( hsv );
- hsv.h = THREE.Math.clamp( hsv.h + h, 0, 1 );
- hsv.s = THREE.Math.clamp( hsv.s + s, 0, 1 );
- hsv.v = THREE.Math.clamp( hsv.v + v, 0, 1 );
- color.setHSV( hsv.h, hsv.s, hsv.v );
- }
- };
- THREE.ColorUtils.__hsv = { h: 0, s: 0, v: 0 };/**
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.GeometryUtils = {
- // Merge two geometries or geometry and geometry from object (using object's transform)
- merge: function ( geometry1, object2 /* mesh | geometry */ ) {
- var matrix, matrixRotation,
- vertexOffset = geometry1.vertices.length,
- uvPosition = geometry1.faceVertexUvs[ 0 ].length,
- geometry2 = object2 instanceof THREE.Mesh ? object2.geometry : object2,
- vertices1 = geometry1.vertices,
- vertices2 = geometry2.vertices,
- faces1 = geometry1.faces,
- faces2 = geometry2.faces,
- uvs1 = geometry1.faceVertexUvs[ 0 ],
- uvs2 = geometry2.faceVertexUvs[ 0 ];
- if ( object2 instanceof THREE.Mesh ) {
- object2.matrixAutoUpdate && object2.updateMatrix();
- matrix = object2.matrix;
- matrixRotation = new THREE.Matrix4();
- matrixRotation.extractRotation( matrix, object2.scale );
- }
- // vertices
- for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
- var vertex = vertices2[ i ];
- var vertexCopy = vertex.clone();
- if ( matrix ) matrix.multiplyVector3( vertexCopy );
- vertices1.push( vertexCopy );
- }
- // faces
- for ( i = 0, il = faces2.length; i < il; i ++ ) {
- var face = faces2[ i ], faceCopy, normal, color,
- faceVertexNormals = face.vertexNormals,
- faceVertexColors = face.vertexColors;
- if ( face instanceof THREE.Face3 ) {
- faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
- } else if ( face instanceof THREE.Face4 ) {
- faceCopy = new THREE.Face4( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset, face.d + vertexOffset );
- }
- faceCopy.normal.copy( face.normal );
- if ( matrixRotation ) matrixRotation.multiplyVector3( faceCopy.normal );
- for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
- normal = faceVertexNormals[ j ].clone();
- if ( matrixRotation ) matrixRotation.multiplyVector3( normal );
- faceCopy.vertexNormals.push( normal );
- }
- faceCopy.color.copy( face.color );
- for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
- color = faceVertexColors[ j ];
- faceCopy.vertexColors.push( color.clone() );
- }
- faceCopy.materialIndex = face.materialIndex;
- faceCopy.centroid.copy( face.centroid );
- if ( matrix ) matrix.multiplyVector3( faceCopy.centroid );
- faces1.push( faceCopy );
- }
- // uvs
- for ( i = 0, il = uvs2.length; i < il; i ++ ) {
- var uv = uvs2[ i ], uvCopy = [];
- for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
- uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
- }
- uvs1.push( uvCopy );
- }
- },
- removeMaterials: function ( geometry, materialIndexArray ) {
- var materialIndexMap = {};
- for ( var i = 0, il = materialIndexArray.length; i < il; i ++ ) {
- materialIndexMap[ materialIndexArray[i] ] = true;
- }
- var face, newFaces = [];
- for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
- face = geometry.faces[ i ];
- if ( ! ( face.materialIndex in materialIndexMap ) ) newFaces.push( face );
- }
- geometry.faces = newFaces;
- },
- // Get random point in triangle (via barycentric coordinates)
- // (uniform distribution)
- // http://www.cgafaq.info/wiki/Random_Point_In_Triangle
- randomPointInTriangle: function ( vectorA, vectorB, vectorC ) {
- var a, b, c,
- point = new THREE.Vector3(),
- tmp = THREE.GeometryUtils.__v1;
- a = THREE.GeometryUtils.random();
- b = THREE.GeometryUtils.random();
- if ( ( a + b ) > 1 ) {
- a = 1 - a;
- b = 1 - b;
- }
- c = 1 - a - b;
- point.copy( vectorA );
- point.multiplyScalar( a );
- tmp.copy( vectorB );
- tmp.multiplyScalar( b );
- point.addSelf( tmp );
- tmp.copy( vectorC );
- tmp.multiplyScalar( c );
- point.addSelf( tmp );
- return point;
- },
- // Get random point in face (triangle / quad)
- // (uniform distribution)
- randomPointInFace: function ( face, geometry, useCachedAreas ) {
- var vA, vB, vC, vD;
- if ( face instanceof THREE.Face3 ) {
- vA = geometry.vertices[ face.a ];
- vB = geometry.vertices[ face.b ];
- vC = geometry.vertices[ face.c ];
- return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
- } else if ( face instanceof THREE.Face4 ) {
- vA = geometry.vertices[ face.a ];
- vB = geometry.vertices[ face.b ];
- vC = geometry.vertices[ face.c ];
- vD = geometry.vertices[ face.d ];
- var area1, area2;
- if ( useCachedAreas ) {
- if ( face._area1 && face._area2 ) {
- area1 = face._area1;
- area2 = face._area2;
- } else {
- area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
- area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
- face._area1 = area1;
- face._area2 = area2;
- }
- } else {
- area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD ),
- area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
- }
- var r = THREE.GeometryUtils.random() * ( area1 + area2 );
- if ( r < area1 ) {
- return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vD );
- } else {
- return THREE.GeometryUtils.randomPointInTriangle( vB, vC, vD );
- }
- }
- },
- // Get uniformly distributed random points in mesh
- // - create array with cumulative sums of face areas
- // - pick random number from 0 to total area
- // - find corresponding place in area array by binary search
- // - get random point in face
- randomPointsInGeometry: function ( geometry, n ) {
- var face, i,
- faces = geometry.faces,
- vertices = geometry.vertices,
- il = faces.length,
- totalArea = 0,
- cumulativeAreas = [],
- vA, vB, vC, vD;
- // precompute face areas
- for ( i = 0; i < il; i ++ ) {
- face = faces[ i ];
- if ( face instanceof THREE.Face3 ) {
- vA = vertices[ face.a ];
- vB = vertices[ face.b ];
- vC = vertices[ face.c ];
- face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
- } else if ( face instanceof THREE.Face4 ) {
- vA = vertices[ face.a ];
- vB = vertices[ face.b ];
- vC = vertices[ face.c ];
- vD = vertices[ face.d ];
- face._area1 = THREE.GeometryUtils.triangleArea( vA, vB, vD );
- face._area2 = THREE.GeometryUtils.triangleArea( vB, vC, vD );
- face._area = face._area1 + face._area2;
- }
- totalArea += face._area;
- cumulativeAreas[ i ] = totalArea;
- }
- // binary search cumulative areas array
- function binarySearchIndices( value ) {
- function binarySearch( start, end ) {
- // return closest larger index
- // if exact number is not found
- if ( end < start )
- return start;
- var mid = start + Math.floor( ( end - start ) / 2 );
- if ( cumulativeAreas[ mid ] > value ) {
- return binarySearch( start, mid - 1 );
- } else if ( cumulativeAreas[ mid ] < value ) {
- return binarySearch( mid + 1, end );
- } else {
- return mid;
- }
- }
- var result = binarySearch( 0, cumulativeAreas.length - 1 )
- return result;
- }
- // pick random face weighted by face area
- var r, index,
- result = [];
- var stats = {};
- for ( i = 0; i < n; i ++ ) {
- r = THREE.GeometryUtils.random() * totalArea;
- index = binarySearchIndices( r );
- result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
- if ( ! stats[ index ] ) {
- stats[ index ] = 1;
- } else {
- stats[ index ] += 1;
- }
- }
- return result;
- },
- // Get triangle area (half of parallelogram)
- // http://mathworld.wolfram.com/TriangleArea.html
- triangleArea: function ( vectorA, vectorB, vectorC ) {
- var tmp1 = THREE.GeometryUtils.__v1,
- tmp2 = THREE.GeometryUtils.__v2;
- tmp1.sub( vectorB, vectorA );
- tmp2.sub( vectorC, vectorA );
- tmp1.crossSelf( tmp2 );
- return 0.5 * tmp1.length();
- },
- // Center geometry so that 0,0,0 is in center of bounding box
- center: function ( geometry ) {
- geometry.computeBoundingBox();
- var bb = geometry.boundingBox;
- var offset = new THREE.Vector3();
- offset.add( bb.min, bb.max );
- offset.multiplyScalar( -0.5 );
- geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset ) );
- geometry.computeBoundingBox();
- return offset;
- },
- // Normalize UVs to be from <0,1>
- // (for now just the first set of UVs)
- normalizeUVs: function ( geometry ) {
- var uvSet = geometry.faceVertexUvs[ 0 ];
- for ( var i = 0, il = uvSet.length; i < il; i ++ ) {
- var uvs = uvSet[ i ];
- for ( var j = 0, jl = uvs.length; j < jl; j ++ ) {
- // texture repeat
- if( uvs[ j ].x !== 1.0 ) uvs[ j ].x = uvs[ j ].x - Math.floor( uvs[ j ].x );
- if( uvs[ j ].y !== 1.0 ) uvs[ j ].y = uvs[ j ].y - Math.floor( uvs[ j ].y );
- }
- }
- },
- triangulateQuads: function ( geometry ) {
- var i, il, j, jl;
- var faces = [];
- var faceUvs = [];
- var faceVertexUvs = [];
- for ( i = 0, il = geometry.faceUvs.length; i < il; i ++ ) {
- faceUvs[ i ] = [];
- }
- for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
- faceVertexUvs[ i ] = [];
- }
- for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
- var face = geometry.faces[ i ];
- if ( face instanceof THREE.Face4 ) {
- var a = face.a;
- var b = face.b;
- var c = face.c;
- var d = face.d;
- var triA = new THREE.Face3();
- var triB = new THREE.Face3();
- triA.color.copy( face.color );
- triB.color.copy( face.color );
- triA.materialIndex = face.materialIndex;
- triB.materialIndex = face.materialIndex;
- triA.a = a;
- triA.b = b;
- triA.c = d;
- triB.a = b;
- triB.b = c;
- triB.c = d;
- if ( face.vertexColors.length === 4 ) {
- triA.vertexColors[ 0 ] = face.vertexColors[ 0 ].clone();
- triA.vertexColors[ 1 ] = face.vertexColors[ 1 ].clone();
- triA.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
- triB.vertexColors[ 0 ] = face.vertexColors[ 1 ].clone();
- triB.vertexColors[ 1 ] = face.vertexColors[ 2 ].clone();
- triB.vertexColors[ 2 ] = face.vertexColors[ 3 ].clone();
- }
- faces.push( triA, triB );
- for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
- if ( geometry.faceVertexUvs[ j ].length ) {
- var uvs = geometry.faceVertexUvs[ j ][ i ];
- var uvA = uvs[ 0 ];
- var uvB = uvs[ 1 ];
- var uvC = uvs[ 2 ];
- var uvD = uvs[ 3 ];
- var uvsTriA = [ uvA.clone(), uvB.clone(), uvD.clone() ];
- var uvsTriB = [ uvB.clone(), uvC.clone(), uvD.clone() ];
- faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
- }
- }
- for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
- if ( geometry.faceUvs[ j ].length ) {
- var faceUv = geometry.faceUvs[ j ][ i ];
- faceUvs[ j ].push( faceUv, faceUv );
- }
- }
- } else {
- faces.push( face );
- for ( j = 0, jl = geometry.faceUvs.length; j < jl; j ++ ) {
- faceUvs[ j ].push( geometry.faceUvs[ j ][ i ] );
- }
- for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
- faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
- }
- }
- }
- geometry.faces = faces;
- geometry.faceUvs = faceUvs;
- geometry.faceVertexUvs = faceVertexUvs;
- geometry.computeCentroids();
- geometry.computeFaceNormals();
- geometry.computeVertexNormals();
- if ( geometry.hasTangents ) geometry.computeTangents();
- },
- // Make all faces use unique vertices
- // so that each face can be separated from others
- explode: function( geometry ) {
- var vertices = [];
- for ( var i = 0, il = geometry.faces.length; i < il; i ++ ) {
- var n = vertices.length;
- var face = geometry.faces[ i ];
- if ( face instanceof THREE.Face4 ) {
- var a = face.a;
- var b = face.b;
- var c = face.c;
- var d = face.d;
- var va = geometry.vertices[ a ];
- var vb = geometry.vertices[ b ];
- var vc = geometry.vertices[ c ];
- var vd = geometry.vertices[ d ];
- vertices.push( va.clone() );
- vertices.push( vb.clone() );
- vertices.push( vc.clone() );
- vertices.push( vd.clone() );
- face.a = n;
- face.b = n + 1;
- face.c = n + 2;
- face.d = n + 3;
- } else {
- var a = face.a;
- var b = face.b;
- var c = face.c;
- var va = geometry.vertices[ a ];
- var vb = geometry.vertices[ b ];
- var vc = geometry.vertices[ c ];
- vertices.push( va.clone() );
- vertices.push( vb.clone() );
- vertices.push( vc.clone() );
- face.a = n;
- face.b = n + 1;
- face.c = n + 2;
- }
- }
- geometry.vertices = vertices;
- delete geometry.__tmpVertices;
- },
- // Break faces with edges longer than maxEdgeLength
- // - not recursive
- tessellate: function ( geometry, maxEdgeLength ) {
- var i, il, face,
- a, b, c, d,
- va, vb, vc, vd,
- dab, dbc, dac, dcd, dad,
- m, m1, m2,
- vm, vm1, vm2,
- vnm, vnm1, vnm2,
- vcm, vcm1, vcm2,
- triA, triB,
- quadA, quadB,
- edge;
- var faces = [];
- var faceVertexUvs = [];
- for ( i = 0, il = geometry.faceVertexUvs.length; i < il; i ++ ) {
- faceVertexUvs[ i ] = [];
- }
- for ( i = 0, il = geometry.faces.length; i < il; i ++ ) {
- face = geometry.faces[ i ];
- if ( face instanceof THREE.Face3 ) {
- a = face.a;
- b = face.b;
- c = face.c;
- va = geometry.vertices[ a ];
- vb = geometry.vertices[ b ];
- vc = geometry.vertices[ c ];
- dab = va.distanceTo( vb );
- dbc = vb.distanceTo( vc );
- dac = va.distanceTo( vc );
- if ( dab > maxEdgeLength || dbc > maxEdgeLength || dac > maxEdgeLength ) {
- m = geometry.vertices.length;
- triA = face.clone();
- triB = face.clone();
- if ( dab >= dbc && dab >= dac ) {
- vm = va.clone();
- vm.lerpSelf( vb, 0.5 );
- triA.a = a;
- triA.b = m;
- triA.c = c;
- triB.a = m;
- triB.b = b;
- triB.c = c;
- if ( face.vertexNormals.length === 3 ) {
- vnm = face.vertexNormals[ 0 ].clone();
- vnm.lerpSelf( face.vertexNormals[ 1 ], 0.5 );
- triA.vertexNormals[ 1 ].copy( vnm );
- triB.vertexNormals[ 0 ].copy( vnm );
- }
- if ( face.vertexColors.length === 3 ) {
- vcm = face.vertexColors[ 0 ].clone();
- vcm.lerpSelf( face.vertexColors[ 1 ], 0.5 );
- triA.vertexColors[ 1 ].copy( vcm );
- triB.vertexColors[ 0 ].copy( vcm );
- }
- edge = 0;
- } else if ( dbc >= dab && dbc >= dac ) {
- vm = vb.clone();
- vm.lerpSelf( vc, 0.5 );
- triA.a = a;
- triA.b = b;
- triA.c = m;
- triB.a = m;
- triB.b = c;
- triB.c = a;
- if ( face.vertexNormals.length === 3 ) {
- vnm = face.vertexNormals[ 1 ].clone();
- vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 );
- triA.vertexNormals[ 2 ].copy( vnm );
- triB.vertexNormals[ 0 ].copy( vnm );
- triB.vertexNormals[ 1 ].copy( face.vertexNormals[ 2 ] );
- triB.vertexNormals[ 2 ].copy( face.vertexNormals[ 0 ] );
- }
- if ( face.vertexColors.length === 3 ) {
- vcm = face.vertexColors[ 1 ].clone();
- vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 );
- triA.vertexColors[ 2 ].copy( vcm );
- triB.vertexColors[ 0 ].copy( vcm );
- triB.vertexColors[ 1 ].copy( face.vertexColors[ 2 ] );
- triB.vertexColors[ 2 ].copy( face.vertexColors[ 0 ] );
- }
- edge = 1;
- } else {
- vm = va.clone();
- vm.lerpSelf( vc, 0.5 );
- triA.a = a;
- triA.b = b;
- triA.c = m;
- triB.a = m;
- triB.b = b;
- triB.c = c;
- if ( face.vertexNormals.length === 3 ) {
- vnm = face.vertexNormals[ 0 ].clone();
- vnm.lerpSelf( face.vertexNormals[ 2 ], 0.5 );
- triA.vertexNormals[ 2 ].copy( vnm );
- triB.vertexNormals[ 0 ].copy( vnm );
- }
- if ( face.vertexColors.length === 3 ) {
- vcm = face.vertexColors[ 0 ].clone();
- vcm.lerpSelf( face.vertexColors[ 2 ], 0.5 );
- triA.vertexColors[ 2 ].copy( vcm );
- triB.vertexColors[ 0 ].copy( vcm );
- }
- edge = 2;
- }
- faces.push( triA, triB );
- geometry.vertices.push( vm );
- var j, jl, uvs, uvA, uvB, uvC, uvM, uvsTriA, uvsTriB;
- for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
- if ( geometry.faceVertexUvs[ j ].length ) {
- uvs = geometry.faceVertexUvs[ j ][ i ];
- uvA = uvs[ 0 ];
- uvB = uvs[ 1 ];
- uvC = uvs[ 2 ];
- // AB
- if ( edge === 0 ) {
- uvM = uvA.clone();
- uvM.lerpSelf( uvB, 0.5 );
- uvsTriA = [ uvA.clone(), uvM.clone(), uvC.clone() ];
- uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ];
- // BC
- } else if ( edge === 1 ) {
- uvM = uvB.clone();
- uvM.lerpSelf( uvC, 0.5 );
- uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ];
- uvsTriB = [ uvM.clone(), uvC.clone(), uvA.clone() ];
- // AC
- } else {
- uvM = uvA.clone();
- uvM.lerpSelf( uvC, 0.5 );
- uvsTriA = [ uvA.clone(), uvB.clone(), uvM.clone() ];
- uvsTriB = [ uvM.clone(), uvB.clone(), uvC.clone() ];
- }
- faceVertexUvs[ j ].push( uvsTriA, uvsTriB );
- }
- }
- } else {
- faces.push( face );
- for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
- faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
- }
- }
- } else {
- a = face.a;
- b = face.b;
- c = face.c;
- d = face.d;
- va = geometry.vertices[ a ];
- vb = geometry.vertices[ b ];
- vc = geometry.vertices[ c ];
- vd = geometry.vertices[ d ];
- dab = va.distanceTo( vb );
- dbc = vb.distanceTo( vc );
- dcd = vc.distanceTo( vd );
- dad = va.distanceTo( vd );
- if ( dab > maxEdgeLength || dbc > maxEdgeLength || dcd > maxEdgeLength || dad > maxEdgeLength ) {
- m1 = geometry.vertices.length;
- m2 = geometry.vertices.length + 1;
- quadA = face.clone();
- quadB = face.clone();
- if ( ( dab >= dbc && dab >= dcd && dab >= dad ) || ( dcd >= dbc && dcd >= dab && dcd >= dad ) ) {
- vm1 = va.clone();
- vm1.lerpSelf( vb, 0.5 );
- vm2 = vc.clone();
- vm2.lerpSelf( vd, 0.5 );
- quadA.a = a;
- quadA.b = m1;
- quadA.c = m2;
- quadA.d = d;
- quadB.a = m1;
- quadB.b = b;
- quadB.c = c;
- quadB.d = m2;
- if ( face.vertexNormals.length === 4 ) {
- vnm1 = face.vertexNormals[ 0 ].clone();
- vnm1.lerpSelf( face.vertexNormals[ 1 ], 0.5 );
- vnm2 = face.vertexNormals[ 2 ].clone();
- vnm2.lerpSelf( face.vertexNormals[ 3 ], 0.5 );
- quadA.vertexNormals[ 1 ].copy( vnm1 );
- quadA.vertexNormals[ 2 ].copy( vnm2 );
- quadB.vertexNormals[ 0 ].copy( vnm1 );
- quadB.vertexNormals[ 3 ].copy( vnm2 );
- }
- if ( face.vertexColors.length === 4 ) {
- vcm1 = face.vertexColors[ 0 ].clone();
- vcm1.lerpSelf( face.vertexColors[ 1 ], 0.5 );
- vcm2 = face.vertexColors[ 2 ].clone();
- vcm2.lerpSelf( face.vertexColors[ 3 ], 0.5 );
- quadA.vertexColors[ 1 ].copy( vcm1 );
- quadA.vertexColors[ 2 ].copy( vcm2 );
- quadB.vertexColors[ 0 ].copy( vcm1 );
- quadB.vertexColors[ 3 ].copy( vcm2 );
- }
- edge = 0;
- } else {
- vm1 = vb.clone();
- vm1.lerpSelf( vc, 0.5 );
- vm2 = vd.clone();
- vm2.lerpSelf( va, 0.5 );
- quadA.a = a;
- quadA.b = b;
- quadA.c = m1;
- quadA.d = m2;
- quadB.a = m2;
- quadB.b = m1;
- quadB.c = c;
- quadB.d = d;
- if ( face.vertexNormals.length === 4 ) {
- vnm1 = face.vertexNormals[ 1 ].clone();
- vnm1.lerpSelf( face.vertexNormals[ 2 ], 0.5 );
- vnm2 = face.vertexNormals[ 3 ].clone();
- vnm2.lerpSelf( face.vertexNormals[ 0 ], 0.5 );
- quadA.vertexNormals[ 2 ].copy( vnm1 );
- quadA.vertexNormals[ 3 ].copy( vnm2 );
- quadB.vertexNormals[ 0 ].copy( vnm2 );
- quadB.vertexNormals[ 1 ].copy( vnm1 );
- }
- if ( face.vertexColors.length === 4 ) {
- vcm1 = face.vertexColors[ 1 ].clone();
- vcm1.lerpSelf( face.vertexColors[ 2 ], 0.5 );
- vcm2 = face.vertexColors[ 3 ].clone();
- vcm2.lerpSelf( face.vertexColors[ 0 ], 0.5 );
- quadA.vertexColors[ 2 ].copy( vcm1 );
- quadA.vertexColors[ 3 ].copy( vcm2 );
- quadB.vertexColors[ 0 ].copy( vcm2 );
- quadB.vertexColors[ 1 ].copy( vcm1 );
- }
- edge = 1;
- }
- faces.push( quadA, quadB );
- geometry.vertices.push( vm1, vm2 );
- var j, jl, uvs, uvA, uvB, uvC, uvD, uvM1, uvM2, uvsQuadA, uvsQuadB;
- for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
- if ( geometry.faceVertexUvs[ j ].length ) {
- uvs = geometry.faceVertexUvs[ j ][ i ];
- uvA = uvs[ 0 ];
- uvB = uvs[ 1 ];
- uvC = uvs[ 2 ];
- uvD = uvs[ 3 ];
- // AB + CD
- if ( edge === 0 ) {
- uvM1 = uvA.clone();
- uvM1.lerpSelf( uvB, 0.5 );
- uvM2 = uvC.clone();
- uvM2.lerpSelf( uvD, 0.5 );
- uvsQuadA = [ uvA.clone(), uvM1.clone(), uvM2.clone(), uvD.clone() ];
- uvsQuadB = [ uvM1.clone(), uvB.clone(), uvC.clone(), uvM2.clone() ];
- // BC + AD
- } else {
- uvM1 = uvB.clone();
- uvM1.lerpSelf( uvC, 0.5 );
- uvM2 = uvD.clone();
- uvM2.lerpSelf( uvA, 0.5 );
- uvsQuadA = [ uvA.clone(), uvB.clone(), uvM1.clone(), uvM2.clone() ];
- uvsQuadB = [ uvM2.clone(), uvM1.clone(), uvC.clone(), uvD.clone() ];
- }
- faceVertexUvs[ j ].push( uvsQuadA, uvsQuadB );
- }
- }
- } else {
- faces.push( face );
- for ( j = 0, jl = geometry.faceVertexUvs.length; j < jl; j ++ ) {
- faceVertexUvs[ j ].push( geometry.faceVertexUvs[ j ][ i ] );
- }
- }
- }
- }
- geometry.faces = faces;
- geometry.faceVertexUvs = faceVertexUvs;
- }
- };
- THREE.GeometryUtils.random = THREE.Math.random16;
- THREE.GeometryUtils.__v1 = new THREE.Vector3();
- THREE.GeometryUtils.__v2 = new THREE.Vector3();
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.ImageUtils = {
- crossOrigin: 'anonymous',
- loadTexture: function ( url, mapping, onLoad, onError ) {
- var image = new Image();
- var texture = new THREE.Texture( image, mapping );
- var loader = new THREE.ImageLoader();
- loader.addEventListener( 'load', function ( event ) {
- texture.image = event.content;
- texture.needsUpdate = true;
- if ( onLoad ) onLoad( texture );
- } );
- loader.addEventListener( 'error', function ( event ) {
- if ( onError ) onError( event.message );
- } );
- loader.crossOrigin = this.crossOrigin;
- loader.load( url, image );
- texture.sourceFile = url;
- return texture;
- },
- loadCompressedTexture: function ( url, mapping, onLoad, onError ) {
- var texture = new THREE.CompressedTexture();
- texture.mapping = mapping;
- var request = new XMLHttpRequest();
- request.onload = function () {
- var buffer = request.response;
- var dds = THREE.ImageUtils.parseDDS( buffer, true );
- texture.format = dds.format;
- texture.mipmaps = dds.mipmaps;
- texture.image.width = dds.width;
- texture.image.height = dds.height;
- // gl.generateMipmap fails for compressed textures
- // mipmaps must be embedded in the DDS file
- // or texture filters must not use mipmapping
- texture.generateMipmaps = false;
- texture.needsUpdate = true;
- if ( onLoad ) onLoad( texture );
- }
- request.onerror = onError;
- request.open( 'GET', url, true );
- request.responseType = "arraybuffer";
- request.send( null );
- return texture;
- },
- loadTextureCube: function ( array, mapping, onLoad, onError ) {
- var images = [];
- images.loadCount = 0;
- var texture = new THREE.Texture();
- texture.image = images;
- if ( mapping !== undefined ) texture.mapping = mapping;
- // no flipping needed for cube textures
- texture.flipY = false;
- for ( var i = 0, il = array.length; i < il; ++ i ) {
- var cubeImage = new Image();
- images[ i ] = cubeImage;
- cubeImage.onload = function () {
- images.loadCount += 1;
- if ( images.loadCount === 6 ) {
- texture.needsUpdate = true;
- if ( onLoad ) onLoad( texture );
- }
- };
- cubeImage.onerror = onError;
- cubeImage.crossOrigin = this.crossOrigin;
- cubeImage.src = array[ i ];
- }
- return texture;
- },
- loadCompressedTextureCube: function ( array, mapping, onLoad, onError ) {
- var images = [];
- images.loadCount = 0;
- var texture = new THREE.CompressedTexture();
- texture.image = images;
- if ( mapping !== undefined ) texture.mapping = mapping;
- // no flipping for cube textures
- // (also flipping doesn't work for compressed textures )
- texture.flipY = false;
- // can't generate mipmaps for compressed textures
- // mips must be embedded in DDS files
- texture.generateMipmaps = false;
- var generateCubeFaceCallback = function ( rq, img ) {
- return function () {
- var buffer = rq.response;
- var dds = THREE.ImageUtils.parseDDS( buffer, true );
- img.format = dds.format;
- img.mipmaps = dds.mipmaps;
- img.width = dds.width;
- img.height = dds.height;
- images.loadCount += 1;
- if ( images.loadCount === 6 ) {
- texture.format = dds.format;
- texture.needsUpdate = true;
- if ( onLoad ) onLoad( texture );
- }
- }
- }
- // compressed cubemap textures as 6 separate DDS files
- if ( array instanceof Array ) {
- for ( var i = 0, il = array.length; i < il; ++ i ) {
- var cubeImage = {};
- images[ i ] = cubeImage;
- var request = new XMLHttpRequest();
- request.onload = generateCubeFaceCallback( request, cubeImage );
- request.onerror = onError;
- var url = array[ i ];
- request.open( 'GET', url, true );
- request.responseType = "arraybuffer";
- request.send( null );
- }
- // compressed cubemap texture stored in a single DDS file
- } else {
- var url = array;
- var request = new XMLHttpRequest();
- request.onload = function( ) {
- var buffer = request.response;
- var dds = THREE.ImageUtils.parseDDS( buffer, true );
- if ( dds.isCubemap ) {
- var faces = dds.mipmaps.length / dds.mipmapCount;
- for ( var f = 0; f < faces; f ++ ) {
- images[ f ] = { mipmaps : [] };
- for ( var i = 0; i < dds.mipmapCount; i ++ ) {
- images[ f ].mipmaps.push( dds.mipmaps[ f * dds.mipmapCount + i ] );
- images[ f ].format = dds.format;
- images[ f ].width = dds.width;
- images[ f ].height = dds.height;
- }
- }
- texture.format = dds.format;
- texture.needsUpdate = true;
- if ( onLoad ) onLoad( texture );
- }
- }
- request.onerror = onError;
- request.open( 'GET', url, true );
- request.responseType = "arraybuffer";
- request.send( null );
- }
- return texture;
- },
- parseDDS: function ( buffer, loadMipmaps ) {
- var dds = { mipmaps: [], width: 0, height: 0, format: null, mipmapCount: 1 };
- // Adapted from @toji's DDS utils
- // https://github.com/toji/webgl-texture-utils/blob/master/texture-util/dds.js
- // All values and structures referenced from:
- // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
- var DDS_MAGIC = 0x20534444;
- var DDSD_CAPS = 0x1,
- DDSD_HEIGHT = 0x2,
- DDSD_WIDTH = 0x4,
- DDSD_PITCH = 0x8,
- DDSD_PIXELFORMAT = 0x1000,
- DDSD_MIPMAPCOUNT = 0x20000,
- DDSD_LINEARSIZE = 0x80000,
- DDSD_DEPTH = 0x800000;
- var DDSCAPS_COMPLEX = 0x8,
- DDSCAPS_MIPMAP = 0x400000,
- DDSCAPS_TEXTURE = 0x1000;
- var DDSCAPS2_CUBEMAP = 0x200,
- DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
- DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
- DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
- DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
- DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
- DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
- DDSCAPS2_VOLUME = 0x200000;
- var DDPF_ALPHAPIXELS = 0x1,
- DDPF_ALPHA = 0x2,
- DDPF_FOURCC = 0x4,
- DDPF_RGB = 0x40,
- DDPF_YUV = 0x200,
- DDPF_LUMINANCE = 0x20000;
- function fourCCToInt32( value ) {
- return value.charCodeAt(0) +
- (value.charCodeAt(1) << 8) +
- (value.charCodeAt(2) << 16) +
- (value.charCodeAt(3) << 24);
- }
- function int32ToFourCC( value ) {
- return String.fromCharCode(
- value & 0xff,
- (value >> 8) & 0xff,
- (value >> 16) & 0xff,
- (value >> 24) & 0xff
- );
- }
- var FOURCC_DXT1 = fourCCToInt32("DXT1");
- var FOURCC_DXT3 = fourCCToInt32("DXT3");
- var FOURCC_DXT5 = fourCCToInt32("DXT5");
- var headerLengthInt = 31; // The header length in 32 bit ints
- // Offsets into the header array
- var off_magic = 0;
- var off_size = 1;
- var off_flags = 2;
- var off_height = 3;
- var off_width = 4;
- var off_mipmapCount = 7;
- var off_pfFlags = 20;
- var off_pfFourCC = 21;
- var off_caps = 27;
- var off_caps2 = 28;
- var off_caps3 = 29;
- var off_caps4 = 30;
- // Parse header
- var header = new Int32Array( buffer, 0, headerLengthInt );
- if ( header[ off_magic ] !== DDS_MAGIC ) {
- console.error( "ImageUtils.parseDDS(): Invalid magic number in DDS header" );
- return dds;
- }
- if ( ! header[ off_pfFlags ] & DDPF_FOURCC ) {
- console.error( "ImageUtils.parseDDS(): Unsupported format, must contain a FourCC code" );
- return dds;
- }
- var blockBytes;
- var fourCC = header[ off_pfFourCC ];
- switch ( fourCC ) {
- case FOURCC_DXT1:
- blockBytes = 8;
- dds.format = THREE.RGB_S3TC_DXT1_Format;
- break;
- case FOURCC_DXT3:
- blockBytes = 16;
- dds.format = THREE.RGBA_S3TC_DXT3_Format;
- break;
- case FOURCC_DXT5:
- blockBytes = 16;
- dds.format = THREE.RGBA_S3TC_DXT5_Format;
- break;
- default:
- console.error( "ImageUtils.parseDDS(): Unsupported FourCC code: ", int32ToFourCC( fourCC ) );
- return dds;
- }
- dds.mipmapCount = 1;
- if ( header[ off_flags ] & DDSD_MIPMAPCOUNT && loadMipmaps !== false ) {
- dds.mipmapCount = Math.max( 1, header[ off_mipmapCount ] );
- }
- //TODO: Verify that all faces of the cubemap are present with DDSCAPS2_CUBEMAP_POSITIVEX, etc.
- dds.isCubemap = header[ off_caps2 ] & DDSCAPS2_CUBEMAP ? true : false;
- dds.width = header[ off_width ];
- dds.height = header[ off_height ];
- var dataOffset = header[ off_size ] + 4;
- // Extract mipmaps buffers
- var width = dds.width;
- var height = dds.height;
- var faces = dds.isCubemap ? 6 : 1;
- for ( var face = 0; face < faces; face ++ ) {
- for ( var i = 0; i < dds.mipmapCount; i ++ ) {
- var dataLength = Math.max( 4, width ) / 4 * Math.max( 4, height ) / 4 * blockBytes;
- var byteArray = new Uint8Array( buffer, dataOffset, dataLength );
- var mipmap = { "data": byteArray, "width": width, "height": height };
- dds.mipmaps.push( mipmap );
- dataOffset += dataLength;
- width = Math.max( width * 0.5, 1 );
- height = Math.max( height * 0.5, 1 );
- }
- width = dds.width;
- height = dds.height;
- }
- return dds;
- },
- getNormalMap: function ( image, depth ) {
- // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
- var cross = function ( a, b ) {
- 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 ] ];
- }
- var subtract = function ( a, b ) {
- return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
- }
- var normalize = function ( a ) {
- var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
- return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
- }
- depth = depth | 1;
- var width = image.width;
- var height = image.height;
- var canvas = document.createElement( 'canvas' );
- canvas.width = width;
- canvas.height = height;
- var context = canvas.getContext( '2d' );
- context.drawImage( image, 0, 0 );
- var data = context.getImageData( 0, 0, width, height ).data;
- var imageData = context.createImageData( width, height );
- var output = imageData.data;
- for ( var x = 0; x < width; x ++ ) {
- for ( var y = 0; y < height; y ++ ) {
- var ly = y - 1 < 0 ? 0 : y - 1;
- var uy = y + 1 > height - 1 ? height - 1 : y + 1;
- var lx = x - 1 < 0 ? 0 : x - 1;
- var ux = x + 1 > width - 1 ? width - 1 : x + 1;
- var points = [];
- var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
- points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
- points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
- points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
- points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
- points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
- points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
- points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
- points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
- var normals = [];
- var num_points = points.length;
- for ( var i = 0; i < num_points; i ++ ) {
- var v1 = points[ i ];
- var v2 = points[ ( i + 1 ) % num_points ];
- v1 = subtract( v1, origin );
- v2 = subtract( v2, origin );
- normals.push( normalize( cross( v1, v2 ) ) );
- }
- var normal = [ 0, 0, 0 ];
- for ( var i = 0; i < normals.length; i ++ ) {
- normal[ 0 ] += normals[ i ][ 0 ];
- normal[ 1 ] += normals[ i ][ 1 ];
- normal[ 2 ] += normals[ i ][ 2 ];
- }
- normal[ 0 ] /= normals.length;
- normal[ 1 ] /= normals.length;
- normal[ 2 ] /= normals.length;
- var idx = ( y * width + x ) * 4;
- output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
- output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
- output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
- output[ idx + 3 ] = 255;
- }
- }
- context.putImageData( imageData, 0, 0 );
- return canvas;
- },
- generateDataTexture: function ( width, height, color ) {
- var size = width * height;
- var data = new Uint8Array( 3 * size );
- var r = Math.floor( color.r * 255 );
- var g = Math.floor( color.g * 255 );
- var b = Math.floor( color.b * 255 );
- for ( var i = 0; i < size; i ++ ) {
- data[ i * 3 ] = r;
- data[ i * 3 + 1 ] = g;
- data[ i * 3 + 2 ] = b;
- }
- var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
- texture.needsUpdate = true;
- return texture;
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.SceneUtils = {
- createMultiMaterialObject: function ( geometry, materials ) {
- var group = new THREE.Object3D();
- for ( var i = 0, l = materials.length; i < l; i ++ ) {
- group.add( new THREE.Mesh( geometry, materials[ i ] ) );
- }
- return group;
- },
- detach : function ( child, parent, scene ) {
- child.applyMatrix( parent.matrixWorld );
- parent.remove( child );
- scene.add( child );
- },
- attach: function ( child, scene, parent ) {
- var matrixWorldInverse = new THREE.Matrix4();
- matrixWorldInverse.getInverse( parent.matrixWorld );
- child.applyMatrix( matrixWorldInverse );
- scene.remove( child );
- parent.add( child );
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- * @author mrdoob / http://mrdoob.com/
- *
- * ShaderUtils currently contains:
- *
- * fresnel
- * normal
- * cube
- *
- */
- THREE.ShaderUtils = {
- lib: {
- /* -------------------------------------------------------------------------
- // Fresnel shader
- // - based on Nvidia Cg tutorial
- ------------------------------------------------------------------------- */
- 'fresnel': {
- uniforms: {
- "mRefractionRatio": { type: "f", value: 1.02 },
- "mFresnelBias": { type: "f", value: 0.1 },
- "mFresnelPower": { type: "f", value: 2.0 },
- "mFresnelScale": { type: "f", value: 1.0 },
- "tCube": { type: "t", value: null }
- },
- fragmentShader: [
- "uniform samplerCube tCube;",
- "varying vec3 vReflect;",
- "varying vec3 vRefract[3];",
- "varying float vReflectionFactor;",
- "void main() {",
- "vec4 reflectedColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
- "vec4 refractedColor = vec4( 1.0 );",
- "refractedColor.r = textureCube( tCube, vec3( -vRefract[0].x, vRefract[0].yz ) ).r;",
- "refractedColor.g = textureCube( tCube, vec3( -vRefract[1].x, vRefract[1].yz ) ).g;",
- "refractedColor.b = textureCube( tCube, vec3( -vRefract[2].x, vRefract[2].yz ) ).b;",
- "gl_FragColor = mix( refractedColor, reflectedColor, clamp( vReflectionFactor, 0.0, 1.0 ) );",
- "}"
- ].join("\n"),
- vertexShader: [
- "uniform float mRefractionRatio;",
- "uniform float mFresnelBias;",
- "uniform float mFresnelScale;",
- "uniform float mFresnelPower;",
- "varying vec3 vReflect;",
- "varying vec3 vRefract[3];",
- "varying float vReflectionFactor;",
- "void main() {",
- "vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
- "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
- "vec3 worldNormal = normalize( mat3( modelMatrix[0].xyz, modelMatrix[1].xyz, modelMatrix[2].xyz ) * normal );",
- "vec3 I = worldPosition.xyz - cameraPosition;",
- "vReflect = reflect( I, worldNormal );",
- "vRefract[0] = refract( normalize( I ), worldNormal, mRefractionRatio );",
- "vRefract[1] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.99 );",
- "vRefract[2] = refract( normalize( I ), worldNormal, mRefractionRatio * 0.98 );",
- "vReflectionFactor = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( I ), worldNormal ), mFresnelPower );",
- "gl_Position = projectionMatrix * mvPosition;",
- "}"
- ].join("\n")
- },
- /* -------------------------------------------------------------------------
- // Normal map shader
- // - Blinn-Phong
- // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
- // - point and directional lights (use with "lights: true" material option)
- ------------------------------------------------------------------------- */
- 'normal' : {
- uniforms: THREE.UniformsUtils.merge( [
- THREE.UniformsLib[ "fog" ],
- THREE.UniformsLib[ "lights" ],
- THREE.UniformsLib[ "shadowmap" ],
- {
- "enableAO" : { type: "i", value: 0 },
- "enableDiffuse" : { type: "i", value: 0 },
- "enableSpecular" : { type: "i", value: 0 },
- "enableReflection": { type: "i", value: 0 },
- "enableDisplacement": { type: "i", value: 0 },
- "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
- "tDiffuse" : { type: "t", value: null },
- "tCube" : { type: "t", value: null },
- "tNormal" : { type: "t", value: null },
- "tSpecular" : { type: "t", value: null },
- "tAO" : { type: "t", value: null },
- "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
- "uDisplacementBias": { type: "f", value: 0.0 },
- "uDisplacementScale": { type: "f", value: 1.0 },
- "uDiffuseColor": { type: "c", value: new THREE.Color( 0xffffff ) },
- "uSpecularColor": { type: "c", value: new THREE.Color( 0x111111 ) },
- "uAmbientColor": { type: "c", value: new THREE.Color( 0xffffff ) },
- "uShininess": { type: "f", value: 30 },
- "uOpacity": { type: "f", value: 1 },
- "useRefract": { type: "i", value: 0 },
- "uRefractionRatio": { type: "f", value: 0.98 },
- "uReflectivity": { type: "f", value: 0.5 },
- "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
- "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
- "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
- }
- ] ),
- fragmentShader: [
- "uniform vec3 uAmbientColor;",
- "uniform vec3 uDiffuseColor;",
- "uniform vec3 uSpecularColor;",
- "uniform float uShininess;",
- "uniform float uOpacity;",
- "uniform bool enableDiffuse;",
- "uniform bool enableSpecular;",
- "uniform bool enableAO;",
- "uniform bool enableReflection;",
- "uniform sampler2D tDiffuse;",
- "uniform sampler2D tNormal;",
- "uniform sampler2D tSpecular;",
- "uniform sampler2D tAO;",
- "uniform samplerCube tCube;",
- "uniform vec2 uNormalScale;",
- "uniform bool useRefract;",
- "uniform float uRefractionRatio;",
- "uniform float uReflectivity;",
- "varying vec3 vTangent;",
- "varying vec3 vBinormal;",
- "varying vec3 vNormal;",
- "varying vec2 vUv;",
- "uniform vec3 ambientLightColor;",
- "#if MAX_DIR_LIGHTS > 0",
- "uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
- "uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
- "#endif",
- "#if MAX_HEMI_LIGHTS > 0",
- "uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
- "uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
- "uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
- "#endif",
- "#if MAX_POINT_LIGHTS > 0",
- "uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
- "uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
- "uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
- "#endif",
- "#if MAX_SPOT_LIGHTS > 0",
- "uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
- "uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
- "uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
- "uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
- "uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
- "uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
- "#endif",
- "#ifdef WRAP_AROUND",
- "uniform vec3 wrapRGB;",
- "#endif",
- "varying vec3 vWorldPosition;",
- "varying vec3 vViewPosition;",
- THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
- THREE.ShaderChunk[ "fog_pars_fragment" ],
- "void main() {",
- "gl_FragColor = vec4( vec3( 1.0 ), uOpacity );",
- "vec3 specularTex = vec3( 1.0 );",
- "vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
- "normalTex.xy *= uNormalScale;",
- "normalTex = normalize( normalTex );",
- "if( enableDiffuse ) {",
- "#ifdef GAMMA_INPUT",
- "vec4 texelColor = texture2D( tDiffuse, vUv );",
- "texelColor.xyz *= texelColor.xyz;",
- "gl_FragColor = gl_FragColor * texelColor;",
- "#else",
- "gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
- "#endif",
- "}",
- "if( enableAO ) {",
- "#ifdef GAMMA_INPUT",
- "vec4 aoColor = texture2D( tAO, vUv );",
- "aoColor.xyz *= aoColor.xyz;",
- "gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
- "#else",
- "gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
- "#endif",
- "}",
- "if( enableSpecular )",
- "specularTex = texture2D( tSpecular, vUv ).xyz;",
- "mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
- "vec3 finalNormal = tsb * normalTex;",
- "#ifdef FLIP_SIDED",
- "finalNormal = -finalNormal;",
- "#endif",
- "vec3 normal = normalize( finalNormal );",
- "vec3 viewPosition = normalize( vViewPosition );",
- // point lights
- "#if MAX_POINT_LIGHTS > 0",
- "vec3 pointDiffuse = vec3( 0.0 );",
- "vec3 pointSpecular = vec3( 0.0 );",
- "for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
- "vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
- "vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
- "float pointDistance = 1.0;",
- "if ( pointLightDistance[ i ] > 0.0 )",
- "pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
- "pointVector = normalize( pointVector );",
- // diffuse
- "#ifdef WRAP_AROUND",
- "float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
- "float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
- "vec3 pointDiffuseWeight = mix( vec3 ( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
- "#else",
- "float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
- "#endif",
- "pointDiffuse += pointDistance * pointLightColor[ i ] * uDiffuseColor * pointDiffuseWeight;",
- // specular
- "vec3 pointHalfVector = normalize( pointVector + viewPosition );",
- "float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
- "float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, uShininess ), 0.0 );",
- "#ifdef PHYSICALLY_BASED_SHADING",
- // 2.0 => 2.0001 is hack to work around ANGLE bug
- "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
- "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
- "pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
- "#else",
- "pointSpecular += pointDistance * pointLightColor[ i ] * uSpecularColor * pointSpecularWeight * pointDiffuseWeight;",
- "#endif",
- "}",
- "#endif",
- // spot lights
- "#if MAX_SPOT_LIGHTS > 0",
- "vec3 spotDiffuse = vec3( 0.0 );",
- "vec3 spotSpecular = vec3( 0.0 );",
- "for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
- "vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
- "vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
- "float spotDistance = 1.0;",
- "if ( spotLightDistance[ i ] > 0.0 )",
- "spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
- "spotVector = normalize( spotVector );",
- "float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
- "if ( spotEffect > spotLightAngleCos[ i ] ) {",
- "spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
- // diffuse
- "#ifdef WRAP_AROUND",
- "float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
- "float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
- "vec3 spotDiffuseWeight = mix( vec3 ( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
- "#else",
- "float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
- "#endif",
- "spotDiffuse += spotDistance * spotLightColor[ i ] * uDiffuseColor * spotDiffuseWeight * spotEffect;",
- // specular
- "vec3 spotHalfVector = normalize( spotVector + viewPosition );",
- "float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
- "float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, uShininess ), 0.0 );",
- "#ifdef PHYSICALLY_BASED_SHADING",
- // 2.0 => 2.0001 is hack to work around ANGLE bug
- "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
- "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
- "spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
- "#else",
- "spotSpecular += spotDistance * spotLightColor[ i ] * uSpecularColor * spotSpecularWeight * spotDiffuseWeight * spotEffect;",
- "#endif",
- "}",
- "}",
- "#endif",
- // directional lights
- "#if MAX_DIR_LIGHTS > 0",
- "vec3 dirDiffuse = vec3( 0.0 );",
- "vec3 dirSpecular = vec3( 0.0 );",
- "for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
- "vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
- "vec3 dirVector = normalize( lDirection.xyz );",
- // diffuse
- "#ifdef WRAP_AROUND",
- "float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
- "float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
- "vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
- "#else",
- "float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
- "#endif",
- "dirDiffuse += directionalLightColor[ i ] * uDiffuseColor * dirDiffuseWeight;",
- // specular
- "vec3 dirHalfVector = normalize( dirVector + viewPosition );",
- "float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
- "float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, uShininess ), 0.0 );",
- "#ifdef PHYSICALLY_BASED_SHADING",
- // 2.0 => 2.0001 is hack to work around ANGLE bug
- "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
- "vec3 schlick = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
- "dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
- "#else",
- "dirSpecular += directionalLightColor[ i ] * uSpecularColor * dirSpecularWeight * dirDiffuseWeight;",
- "#endif",
- "}",
- "#endif",
- // hemisphere lights
- "#if MAX_HEMI_LIGHTS > 0",
- "vec3 hemiDiffuse = vec3( 0.0 );",
- "vec3 hemiSpecular = vec3( 0.0 );" ,
- "for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
- "vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
- "vec3 lVector = normalize( lDirection.xyz );",
- // diffuse
- "float dotProduct = dot( normal, lVector );",
- "float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
- "vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
- "hemiDiffuse += uDiffuseColor * hemiColor;",
- // specular (sky light)
- "vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
- "float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
- "float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, uShininess ), 0.0 );",
- // specular (ground light)
- "vec3 lVectorGround = -lVector;",
- "vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
- "float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
- "float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, uShininess ), 0.0 );",
- "#ifdef PHYSICALLY_BASED_SHADING",
- "float dotProductGround = dot( normal, lVectorGround );",
- // 2.0 => 2.0001 is hack to work around ANGLE bug
- "float specularNormalization = ( uShininess + 2.0001 ) / 8.0;",
- "vec3 schlickSky = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
- "vec3 schlickGround = uSpecularColor + vec3( 1.0 - uSpecularColor ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
- "hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
- "#else",
- "hemiSpecular += uSpecularColor * hemiColor * ( hemiSpecularWeightSky + hemiSpecularWeightGround ) * hemiDiffuseWeight;",
- "#endif",
- "}",
- "#endif",
- // all lights contribution summation
- "vec3 totalDiffuse = vec3( 0.0 );",
- "vec3 totalSpecular = vec3( 0.0 );",
- "#if MAX_DIR_LIGHTS > 0",
- "totalDiffuse += dirDiffuse;",
- "totalSpecular += dirSpecular;",
- "#endif",
- "#if MAX_HEMI_LIGHTS > 0",
- "totalDiffuse += hemiDiffuse;",
- "totalSpecular += hemiSpecular;",
- "#endif",
- "#if MAX_POINT_LIGHTS > 0",
- "totalDiffuse += pointDiffuse;",
- "totalSpecular += pointSpecular;",
- "#endif",
- "#if MAX_SPOT_LIGHTS > 0",
- "totalDiffuse += spotDiffuse;",
- "totalSpecular += spotSpecular;",
- "#endif",
- "#ifdef METAL",
- "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor + totalSpecular );",
- "#else",
- "gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * uAmbientColor ) + totalSpecular;",
- "#endif",
- "if ( enableReflection ) {",
- "vec3 vReflect;",
- "vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
- "if ( useRefract ) {",
- "vReflect = refract( cameraToVertex, normal, uRefractionRatio );",
- "} else {",
- "vReflect = reflect( cameraToVertex, normal );",
- "}",
- "vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
- "#ifdef GAMMA_INPUT",
- "cubeColor.xyz *= cubeColor.xyz;",
- "#endif",
- "gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * uReflectivity );",
- "}",
- THREE.ShaderChunk[ "shadowmap_fragment" ],
- THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
- THREE.ShaderChunk[ "fog_fragment" ],
- "}"
- ].join("\n"),
- vertexShader: [
- "attribute vec4 tangent;",
- "uniform vec2 uOffset;",
- "uniform vec2 uRepeat;",
- "uniform bool enableDisplacement;",
- "#ifdef VERTEX_TEXTURES",
- "uniform sampler2D tDisplacement;",
- "uniform float uDisplacementScale;",
- "uniform float uDisplacementBias;",
- "#endif",
- "varying vec3 vTangent;",
- "varying vec3 vBinormal;",
- "varying vec3 vNormal;",
- "varying vec2 vUv;",
- "varying vec3 vWorldPosition;",
- "varying vec3 vViewPosition;",
- THREE.ShaderChunk[ "skinning_pars_vertex" ],
- THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
- "void main() {",
- THREE.ShaderChunk[ "skinbase_vertex" ],
- THREE.ShaderChunk[ "skinnormal_vertex" ],
- // normal, tangent and binormal vectors
- "#ifdef USE_SKINNING",
- "vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
- "vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
- "vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
- "#else",
- "vNormal = normalize( normalMatrix * normal );",
- "vTangent = normalize( normalMatrix * tangent.xyz );",
- "#endif",
- "vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
- "vUv = uv * uRepeat + uOffset;",
- // displacement mapping
- "vec3 displacedPosition;",
- "#ifdef VERTEX_TEXTURES",
- "if ( enableDisplacement ) {",
- "vec3 dv = texture2D( tDisplacement, uv ).xyz;",
- "float df = uDisplacementScale * dv.x + uDisplacementBias;",
- "displacedPosition = position + normalize( normal ) * df;",
- "} else {",
- "#ifdef USE_SKINNING",
- "vec4 skinVertex = vec4( position, 1.0 );",
- "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
- "skinned += boneMatY * skinVertex * skinWeight.y;",
- "displacedPosition = skinned.xyz;",
- "#else",
- "displacedPosition = position;",
- "#endif",
- "}",
- "#else",
- "#ifdef USE_SKINNING",
- "vec4 skinVertex = vec4( position, 1.0 );",
- "vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
- "skinned += boneMatY * skinVertex * skinWeight.y;",
- "displacedPosition = skinned.xyz;",
- "#else",
- "displacedPosition = position;",
- "#endif",
- "#endif",
- //
- "vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
- "vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
- "gl_Position = projectionMatrix * mvPosition;",
- //
- "vWorldPosition = worldPosition.xyz;",
- "vViewPosition = -mvPosition.xyz;",
- // shadows
- "#ifdef USE_SHADOWMAP",
- "for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
- "vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
- "}",
- "#endif",
- "}"
- ].join("\n")
- },
- /* -------------------------------------------------------------------------
- // Cube map shader
- ------------------------------------------------------------------------- */
- 'cube': {
- uniforms: { "tCube": { type: "t", value: null },
- "tFlip": { type: "f", value: -1 } },
- vertexShader: [
- "varying vec3 vWorldPosition;",
- "void main() {",
- "vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
- "vWorldPosition = worldPosition.xyz;",
- "gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
- "}"
- ].join("\n"),
- fragmentShader: [
- "uniform samplerCube tCube;",
- "uniform float tFlip;",
- "varying vec3 vWorldPosition;",
- "void main() {",
- "gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
- "}"
- ].join("\n")
- }
- }
- };
- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author alteredq / http://alteredqualia.com/
- *
- * For Text operations in three.js (See TextGeometry)
- *
- * It uses techniques used in:
- *
- * typeface.js and canvastext
- * For converting fonts and rendering with javascript
- * http://typeface.neocracy.org
- *
- * Triangulation ported from AS3
- * Simple Polygon Triangulation
- * http://actionsnippet.com/?p=1462
- *
- * A Method to triangulate shapes with holes
- * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
- *
- */
- THREE.FontUtils = {
- faces : {},
- // Just for now. face[weight][style]
- face : "helvetiker",
- weight: "normal",
- style : "normal",
- size : 150,
- divisions : 10,
- getFace : function() {
- return this.faces[ this.face ][ this.weight ][ this.style ];
- },
- loadFace : function( data ) {
- var family = data.familyName.toLowerCase();
- var ThreeFont = this;
- ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
- ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
- ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
- var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
- return data;
- },
- drawText : function( text ) {
- var characterPts = [], allPts = [];
- // RenderText
- var i, p,
- face = this.getFace(),
- scale = this.size / face.resolution,
- offset = 0,
- chars = String( text ).split( '' ),
- length = chars.length;
- var fontPaths = [];
- for ( i = 0; i < length; i ++ ) {
- var path = new THREE.Path();
- var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
- offset += ret.offset;
- fontPaths.push( ret.path );
- }
- // get the width
- var width = offset / 2;
- //
- // for ( p = 0; p < allPts.length; p++ ) {
- //
- // allPts[ p ].x -= width;
- //
- // }
- //var extract = this.extractPoints( allPts, characterPts );
- //extract.contour = allPts;
- //extract.paths = fontPaths;
- //extract.offset = width;
- return { paths : fontPaths, offset : width };
- },
- extractGlyphPoints : function( c, face, scale, offset, path ) {
- var pts = [];
- var i, i2, divisions,
- outline, action, length,
- scaleX, scaleY,
- x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
- laste,
- glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
- if ( !glyph ) return;
- if ( glyph.o ) {
- outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
- length = outline.length;
- scaleX = scale;
- scaleY = scale;
- for ( i = 0; i < length; ) {
- action = outline[ i ++ ];
- //console.log( action );
- switch( action ) {
- case 'm':
- // Move To
- x = outline[ i++ ] * scaleX + offset;
- y = outline[ i++ ] * scaleY;
- path.moveTo( x, y );
- break;
- case 'l':
- // Line To
- x = outline[ i++ ] * scaleX + offset;
- y = outline[ i++ ] * scaleY;
- path.lineTo(x,y);
- break;
- case 'q':
- // QuadraticCurveTo
- cpx = outline[ i++ ] * scaleX + offset;
- cpy = outline[ i++ ] * scaleY;
- cpx1 = outline[ i++ ] * scaleX + offset;
- cpy1 = outline[ i++ ] * scaleY;
- path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);
- laste = pts[ pts.length - 1 ];
- if ( laste ) {
- cpx0 = laste.x;
- cpy0 = laste.y;
- for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
- var t = i2 / divisions;
- var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
- var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
- }
- }
- break;
- case 'b':
- // Cubic Bezier Curve
- cpx = outline[ i++ ] * scaleX + offset;
- cpy = outline[ i++ ] * scaleY;
- cpx1 = outline[ i++ ] * scaleX + offset;
- cpy1 = outline[ i++ ] * -scaleY;
- cpx2 = outline[ i++ ] * scaleX + offset;
- cpy2 = outline[ i++ ] * -scaleY;
- path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 );
- laste = pts[ pts.length - 1 ];
- if ( laste ) {
- cpx0 = laste.x;
- cpy0 = laste.y;
- for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
- var t = i2 / divisions;
- var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
- var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
- }
- }
- break;
- }
- }
- }
- return { offset: glyph.ha*scale, path:path};
- }
- };
- THREE.FontUtils.generateShapes = function( text, parameters ) {
- // Parameters
- parameters = parameters || {};
- var size = parameters.size !== undefined ? parameters.size : 100;
- var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments: 4;
- var font = parameters.font !== undefined ? parameters.font : "helvetiker";
- var weight = parameters.weight !== undefined ? parameters.weight : "normal";
- var style = parameters.style !== undefined ? parameters.style : "normal";
- THREE.FontUtils.size = size;
- THREE.FontUtils.divisions = curveSegments;
- THREE.FontUtils.face = font;
- THREE.FontUtils.weight = weight;
- THREE.FontUtils.style = style;
- // Get a Font data json object
- var data = THREE.FontUtils.drawText( text );
- var paths = data.paths;
- var shapes = [];
- for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
- Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
- }
- return shapes;
- };
- /**
- * This code is a quick port of code written in C++ which was submitted to
- * flipcode.com by John W. Ratcliff // July 22, 2000
- * See original code and more information here:
- * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
- *
- * ported to actionscript by Zevan Rosser
- * www.actionsnippet.com
- *
- * ported to javascript by Joshua Koo
- * http://www.lab4games.net/zz85/blog
- *
- */
- ( function( namespace ) {
- var EPSILON = 0.0000000001;
- // takes in an contour array and returns
- var process = function( contour, indices ) {
- var n = contour.length;
- if ( n < 3 ) return null;
- var result = [],
- verts = [],
- vertIndices = [];
- /* we want a counter-clockwise polygon in verts */
- var u, v, w;
- if ( area( contour ) > 0.0 ) {
- for ( v = 0; v < n; v++ ) verts[ v ] = v;
- } else {
- for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v;
- }
- var nv = n;
- /* remove nv - 2 vertices, creating 1 triangle every time */
- var count = 2 * nv; /* error detection */
- for( v = nv - 1; nv > 2; ) {
- /* if we loop, it is probably a non-simple polygon */
- if ( ( count-- ) <= 0 ) {
- //** Triangulate: ERROR - probable bad polygon!
- //throw ( "Warning, unable to triangulate polygon!" );
- //return null;
- // Sometimes warning is fine, especially polygons are triangulated in reverse.
- console.log( "Warning, unable to triangulate polygon!" );
- if ( indices ) return vertIndices;
- return result;
- }
- /* three consecutive vertices in current polygon, <u,v,w> */
- u = v; if ( nv <= u ) u = 0; /* previous */
- v = u + 1; if ( nv <= v ) v = 0; /* new v */
- w = v + 1; if ( nv <= w ) w = 0; /* next */
- if ( snip( contour, u, v, w, nv, verts ) ) {
- var a, b, c, s, t;
- /* true names of the vertices */
- a = verts[ u ];
- b = verts[ v ];
- c = verts[ w ];
- /* output Triangle */
- result.push( [ contour[ a ],
- contour[ b ],
- contour[ c ] ] );
- vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
- /* remove v from the remaining polygon */
- for( s = v, t = v + 1; t < nv; s++, t++ ) {
- verts[ s ] = verts[ t ];
- }
- nv--;
- /* reset error detection counter */
- count = 2 * nv;
- }
- }
- if ( indices ) return vertIndices;
- return result;
- };
- // calculate area of the contour polygon
- var area = function ( contour ) {
- var n = contour.length;
- var a = 0.0;
- for( var p = n - 1, q = 0; q < n; p = q++ ) {
- a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
- }
- return a * 0.5;
- };
- var snip = function ( contour, u, v, w, n, verts ) {
- var p;
- var ax, ay, bx, by;
- var cx, cy, px, py;
- ax = contour[ verts[ u ] ].x;
- ay = contour[ verts[ u ] ].y;
- bx = contour[ verts[ v ] ].x;
- by = contour[ verts[ v ] ].y;
- cx = contour[ verts[ w ] ].x;
- cy = contour[ verts[ w ] ].y;
- if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false;
- var aX, aY, bX, bY, cX, cY;
- var apx, apy, bpx, bpy, cpx, cpy;
- var cCROSSap, bCROSScp, aCROSSbp;
- aX = cx - bx; aY = cy - by;
- bX = ax - cx; bY = ay - cy;
- cX = bx - ax; cY = by - ay;
- for ( p = 0; p < n; p++ ) {
- if( (p === u) || (p === v) || (p === w) ) continue;
- px = contour[ verts[ p ] ].x
- py = contour[ verts[ p ] ].y
- apx = px - ax; apy = py - ay;
- bpx = px - bx; bpy = py - by;
- cpx = px - cx; cpy = py - cy;
- // see if p is inside triangle abc
- aCROSSbp = aX*bpy - aY*bpx;
- cCROSSap = cX*apy - cY*apx;
- bCROSScp = bX*cpy - bY*cpx;
- if ( (aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0) ) return false;
- }
- return true;
- };
- namespace.Triangulate = process;
- namespace.Triangulate.area = area;
- return namespace;
- })(THREE.FontUtils);
- // To use the typeface.js face files, hook up the API
- self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };/**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Extensible curve object
- *
- * Some common of Curve methods
- * .getPoint(t), getTangent(t)
- * .getPointAt(u), getTagentAt(u)
- * .getPoints(), .getSpacedPoints()
- * .getLength()
- * .updateArcLengths()
- *
- * This file contains following classes:
- *
- * -- 2d classes --
- * THREE.Curve
- * THREE.LineCurve
- * THREE.QuadraticBezierCurve
- * THREE.CubicBezierCurve
- * THREE.SplineCurve
- * THREE.ArcCurve
- * THREE.EllipseCurve
- *
- * -- 3d classes --
- * THREE.LineCurve3
- * THREE.QuadraticBezierCurve3
- * THREE.CubicBezierCurve3
- * THREE.SplineCurve3
- * THREE.ClosedSplineCurve3
- *
- * A series of curves can be represented as a THREE.CurvePath
- *
- **/
- /**************************************************************
- * Abstract Curve base class
- **************************************************************/
- THREE.Curve = function () {
- };
- // Virtual base class method to overwrite and implement in subclasses
- // - t [0 .. 1]
- THREE.Curve.prototype.getPoint = function ( t ) {
- console.log( "Warning, getPoint() not implemented!" );
- return null;
- };
- // Get point at relative position in curve according to arc length
- // - u [0 .. 1]
- THREE.Curve.prototype.getPointAt = function ( u ) {
- var t = this.getUtoTmapping( u );
- return this.getPoint( t );
- };
- // Get sequence of points using getPoint( t )
- THREE.Curve.prototype.getPoints = function ( divisions ) {
- if ( !divisions ) divisions = 5;
- var d, pts = [];
- for ( d = 0; d <= divisions; d ++ ) {
- pts.push( this.getPoint( d / divisions ) );
- }
- return pts;
- };
- // Get sequence of points using getPointAt( u )
- THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
- if ( !divisions ) divisions = 5;
- var d, pts = [];
- for ( d = 0; d <= divisions; d ++ ) {
- pts.push( this.getPointAt( d / divisions ) );
- }
- return pts;
- };
- // Get total curve arc length
- THREE.Curve.prototype.getLength = function () {
- var lengths = this.getLengths();
- return lengths[ lengths.length - 1 ];
- };
- // Get list of cumulative segment lengths
- THREE.Curve.prototype.getLengths = function ( divisions ) {
- if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
- if ( this.cacheArcLengths
- && ( this.cacheArcLengths.length == divisions + 1 )
- && !this.needsUpdate) {
- //console.log( "cached", this.cacheArcLengths );
- return this.cacheArcLengths;
- }
- this.needsUpdate = false;
- var cache = [];
- var current, last = this.getPoint( 0 );
- var p, sum = 0;
- cache.push( 0 );
- for ( p = 1; p <= divisions; p ++ ) {
- current = this.getPoint ( p / divisions );
- sum += current.distanceTo( last );
- cache.push( sum );
- last = current;
- }
- this.cacheArcLengths = cache;
- return cache; // { sums: cache, sum:sum }; Sum is in the last element.
- };
- THREE.Curve.prototype.updateArcLengths = function() {
- this.needsUpdate = true;
- this.getLengths();
- };
- // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
- THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
- var arcLengths = this.getLengths();
- var i = 0, il = arcLengths.length;
- var targetArcLength; // The targeted u distance value to get
- if ( distance ) {
- targetArcLength = distance;
- } else {
- targetArcLength = u * arcLengths[ il - 1 ];
- }
- //var time = Date.now();
- // binary search for the index with largest value smaller than target u distance
- var low = 0, high = il - 1, comparison;
- while ( low <= high ) {
- 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
- comparison = arcLengths[ i ] - targetArcLength;
- if ( comparison < 0 ) {
- low = i + 1;
- continue;
- } else if ( comparison > 0 ) {
- high = i - 1;
- continue;
- } else {
- high = i;
- break;
- // DONE
- }
- }
- i = high;
- //console.log('b' , i, low, high, Date.now()- time);
- if ( arcLengths[ i ] == targetArcLength ) {
- var t = i / ( il - 1 );
- return t;
- }
- // we could get finer grain at lengths, or use simple interpolatation between two points
- var lengthBefore = arcLengths[ i ];
- var lengthAfter = arcLengths[ i + 1 ];
- var segmentLength = lengthAfter - lengthBefore;
- // determine where we are between the 'before' and 'after' points
- var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
- // add that fractional amount to t
- var t = ( i + segmentFraction ) / ( il -1 );
- return t;
- };
- // Returns a unit vector tangent at t
- // In case any sub curve does not implement its tangent derivation,
- // 2 points a small delta apart will be used to find its gradient
- // which seems to give a reasonable approximation
- THREE.Curve.prototype.getTangent = function( t ) {
- var delta = 0.0001;
- var t1 = t - delta;
- var t2 = t + delta;
- // Capping in case of danger
- if ( t1 < 0 ) t1 = 0;
- if ( t2 > 1 ) t2 = 1;
- var pt1 = this.getPoint( t1 );
- var pt2 = this.getPoint( t2 );
- var vec = pt2.clone().subSelf(pt1);
- return vec.normalize();
- };
- THREE.Curve.prototype.getTangentAt = function ( u ) {
- var t = this.getUtoTmapping( u );
- return this.getTangent( t );
- };
- /**************************************************************
- * Line
- **************************************************************/
- THREE.LineCurve = function ( v1, v2 ) {
- this.v1 = v1;
- this.v2 = v2;
- };
- THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
- THREE.LineCurve.prototype.getPoint = function ( t ) {
- var point = this.v2.clone().subSelf(this.v1);
- point.multiplyScalar( t ).addSelf( this.v1 );
- return point;
- };
- // Line curve is linear, so we can overwrite default getPointAt
- THREE.LineCurve.prototype.getPointAt = function ( u ) {
- return this.getPoint( u );
- };
- THREE.LineCurve.prototype.getTangent = function( t ) {
- var tangent = this.v2.clone().subSelf(this.v1);
- return tangent.normalize();
- };
- /**************************************************************
- * Quadratic Bezier curve
- **************************************************************/
- THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
- };
- THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
- THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
- var tx, ty;
- tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
- ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
- return new THREE.Vector2( tx, ty );
- };
- THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
- var tx, ty;
- tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
- ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
- // returns unit vector
- var tangent = new THREE.Vector2( tx, ty );
- tangent.normalize();
- return tangent;
- };
- /**************************************************************
- * Cubic Bezier curve
- **************************************************************/
- THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
- this.v3 = v3;
- };
- THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
- THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
- var tx, ty;
- tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
- ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
- return new THREE.Vector2( tx, ty );
- };
- THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
- var tx, ty;
- tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
- ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
- var tangent = new THREE.Vector2( tx, ty );
- tangent.normalize();
- return tangent;
- };
- /**************************************************************
- * Spline curve
- **************************************************************/
- THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
- this.points = (points == undefined) ? [] : points;
- };
- THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
- THREE.SplineCurve.prototype.getPoint = function ( t ) {
- var v = new THREE.Vector2();
- var c = [];
- var points = this.points, point, intPoint, weight;
- point = ( points.length - 1 ) * t;
- intPoint = Math.floor( point );
- weight = point - intPoint;
- c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
- c[ 1 ] = intPoint;
- c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1;
- c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2;
- v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
- v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
- return v;
- };
- /**************************************************************
- * Ellipse curve
- **************************************************************/
- THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius,
- aStartAngle, aEndAngle,
- aClockwise ) {
- this.aX = aX;
- this.aY = aY;
- this.xRadius = xRadius;
- this.yRadius = yRadius;
- this.aStartAngle = aStartAngle;
- this.aEndAngle = aEndAngle;
- this.aClockwise = aClockwise;
- };
- THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
- THREE.EllipseCurve.prototype.getPoint = function ( t ) {
- var deltaAngle = this.aEndAngle - this.aStartAngle;
- if ( !this.aClockwise ) {
- t = 1 - t;
- }
- var angle = this.aStartAngle + t * deltaAngle;
- var tx = this.aX + this.xRadius * Math.cos( angle );
- var ty = this.aY + this.yRadius * Math.sin( angle );
- return new THREE.Vector2( tx, ty );
- };
- /**************************************************************
- * Arc curve
- **************************************************************/
- THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
- THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
- };
- THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
- /**************************************************************
- * Utils
- **************************************************************/
- THREE.Curve.Utils = {
- tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
- return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
- },
- // Puay Bing, thanks for helping with this derivative!
- tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
- return -3 * p0 * (1 - t) * (1 - t) +
- 3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
- 6 * t * p2 * (1-t) - 3 * t * t * p2 +
- 3 * t * t * p3;
- },
- tangentSpline: function ( t, p0, p1, p2, p3 ) {
- // To check if my formulas are correct
- var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
- var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
- var h01 = -6 * t * t + 6 * t; // − 2t3 + 3t2
- var h11 = 3 * t * t - 2 * t; // t3 − t2
- return h00 + h10 + h01 + h11;
- },
- // Catmull-Rom
- interpolate: function( p0, p1, p2, p3, t ) {
- var v0 = ( p2 - p0 ) * 0.5;
- var v1 = ( p3 - p1 ) * 0.5;
- var t2 = t * t;
- var t3 = t * t2;
- return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
- }
- };
- // TODO: Transformation for Curves?
- /**************************************************************
- * 3D Curves
- **************************************************************/
- // A Factory method for creating new curve subclasses
- THREE.Curve.create = function ( constructor, getPointFunc ) {
- constructor.prototype = Object.create( THREE.Curve.prototype );
- constructor.prototype.getPoint = getPointFunc;
- return constructor;
- };
- /**************************************************************
- * Line3D
- **************************************************************/
- THREE.LineCurve3 = THREE.Curve.create(
- function ( v1, v2 ) {
- this.v1 = v1;
- this.v2 = v2;
- },
- function ( t ) {
- var r = new THREE.Vector3();
- r.sub( this.v2, this.v1 ); // diff
- r.multiplyScalar( t );
- r.addSelf( this.v1 );
- return r;
- }
- );
- /**************************************************************
- * Quadratic Bezier 3D curve
- **************************************************************/
- THREE.QuadraticBezierCurve3 = THREE.Curve.create(
- function ( v0, v1, v2 ) {
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
- },
- function ( t ) {
- var tx, ty, tz;
- tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
- ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
- tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
- return new THREE.Vector3( tx, ty, tz );
- }
- );
- /**************************************************************
- * Cubic Bezier 3D curve
- **************************************************************/
- THREE.CubicBezierCurve3 = THREE.Curve.create(
- function ( v0, v1, v2, v3 ) {
- this.v0 = v0;
- this.v1 = v1;
- this.v2 = v2;
- this.v3 = v3;
- },
- function ( t ) {
- var tx, ty, tz;
- tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
- ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
- tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
- return new THREE.Vector3( tx, ty, tz );
- }
- );
- /**************************************************************
- * Spline 3D curve
- **************************************************************/
- THREE.SplineCurve3 = THREE.Curve.create(
- function ( points /* array of Vector3 */) {
- this.points = (points == undefined) ? [] : points;
- },
- function ( t ) {
- var v = new THREE.Vector3();
- var c = [];
- var points = this.points, point, intPoint, weight;
- point = ( points.length - 1 ) * t;
- intPoint = Math.floor( point );
- weight = point - intPoint;
- c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
- c[ 1 ] = intPoint;
- c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
- c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
- var pt0 = points[ c[0] ],
- pt1 = points[ c[1] ],
- pt2 = points[ c[2] ],
- pt3 = points[ c[3] ];
- v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
- v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
- v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
- return v;
- }
- );
- // THREE.SplineCurve3.prototype.getTangent = function(t) {
- // var v = new THREE.Vector3();
- // var c = [];
- // var points = this.points, point, intPoint, weight;
- // point = ( points.length - 1 ) * t;
- // intPoint = Math.floor( point );
- // weight = point - intPoint;
- // c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
- // c[ 1 ] = intPoint;
- // c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
- // c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
- // var pt0 = points[ c[0] ],
- // pt1 = points[ c[1] ],
- // pt2 = points[ c[2] ],
- // pt3 = points[ c[3] ];
- // // t = weight;
- // v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
- // v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
- // v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
- // return v;
- // }
- /**************************************************************
- * Closed Spline 3D curve
- **************************************************************/
- THREE.ClosedSplineCurve3 = THREE.Curve.create(
- function ( points /* array of Vector3 */) {
- this.points = (points == undefined) ? [] : points;
- },
- function ( t ) {
- var v = new THREE.Vector3();
- var c = [];
- var points = this.points, point, intPoint, weight;
- point = ( points.length - 0 ) * t;
- // This needs to be from 0-length +1
- intPoint = Math.floor( point );
- weight = point - intPoint;
- intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
- c[ 0 ] = ( intPoint - 1 ) % points.length;
- c[ 1 ] = ( intPoint ) % points.length;
- c[ 2 ] = ( intPoint + 1 ) % points.length;
- c[ 3 ] = ( intPoint + 2 ) % points.length;
- v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
- v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
- v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
- return v;
- }
- );
- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- *
- **/
- /**************************************************************
- * Curved Path - a curve path is simply a array of connected
- * curves, but retains the api of a curve
- **************************************************************/
- THREE.CurvePath = function () {
- this.curves = [];
- this.bends = [];
-
- this.autoClose = false; // Automatically closes the path
- };
- THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
- THREE.CurvePath.prototype.add = function ( curve ) {
- this.curves.push( curve );
- };
- THREE.CurvePath.prototype.checkConnection = function() {
- // TODO
- // If the ending of curve is not connected to the starting
- // or the next curve, then, this is not a real path
- };
- THREE.CurvePath.prototype.closePath = function() {
- // TODO Test
- // and verify for vector3 (needs to implement equals)
- // Add a line curve if start and end of lines are not connected
- var startPoint = this.curves[0].getPoint(0);
- var endPoint = this.curves[this.curves.length-1].getPoint(1);
-
- if (!startPoint.equals(endPoint)) {
- this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
- }
-
- };
- // To get accurate point with reference to
- // entire path distance at time t,
- // following has to be done:
- // 1. Length of each sub path have to be known
- // 2. Locate and identify type of curve
- // 3. Get t for the curve
- // 4. Return curve.getPointAt(t')
- THREE.CurvePath.prototype.getPoint = function( t ) {
- var d = t * this.getLength();
- var curveLengths = this.getCurveLengths();
- var i = 0, diff, curve;
- // To think about boundaries points.
- while ( i < curveLengths.length ) {
- if ( curveLengths[ i ] >= d ) {
- diff = curveLengths[ i ] - d;
- curve = this.curves[ i ];
- var u = 1 - diff / curve.getLength();
- return curve.getPointAt( u );
- break;
- }
- i ++;
- }
- return null;
- // loop where sum != 0, sum > d , sum+1 <d
- };
- /*
- THREE.CurvePath.prototype.getTangent = function( t ) {
- };*/
- // We cannot use the default THREE.Curve getPoint() with getLength() because in
- // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
- // getPoint() depends on getLength
- THREE.CurvePath.prototype.getLength = function() {
- var lens = this.getCurveLengths();
- return lens[ lens.length - 1 ];
- };
- // Compute lengths and cache them
- // We cannot overwrite getLengths() because UtoT mapping uses it.
- THREE.CurvePath.prototype.getCurveLengths = function() {
- // We use cache values if curves and cache array are same length
- if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
- return this.cacheLengths;
- };
- // Get length of subsurve
- // Push sums into cached array
- var lengths = [], sums = 0;
- var i, il = this.curves.length;
- for ( i = 0; i < il; i ++ ) {
- sums += this.curves[ i ].getLength();
- lengths.push( sums );
- }
- this.cacheLengths = lengths;
- return lengths;
- };
- // Returns min and max coordinates, as well as centroid
- THREE.CurvePath.prototype.getBoundingBox = function () {
- var points = this.getPoints();
- var maxX, maxY, maxZ;
- var minX, minY, minZ;
- maxX = maxY = Number.NEGATIVE_INFINITY;
- minX = minY = Number.POSITIVE_INFINITY;
- var p, i, il, sum;
- var v3 = points[0] instanceof THREE.Vector3;
- sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
- for ( i = 0, il = points.length; i < il; i ++ ) {
- p = points[ i ];
- if ( p.x > maxX ) maxX = p.x;
- else if ( p.x < minX ) minX = p.x;
- if ( p.y > maxY ) maxY = p.y;
- else if ( p.y < minY ) minY = p.y;
- if (v3) {
- if ( p.z > maxZ ) maxZ = p.z;
- else if ( p.z < minZ ) minZ = p.z;
- }
- sum.addSelf( p );
- }
- var ret = {
- minX: minX,
- minY: minY,
- maxX: maxX,
- maxY: maxY,
- centroid: sum.divideScalar( il )
-
- };
- if (v3) {
- ret.maxZ = maxZ;
- ret.minZ = minZ;
-
- }
- return ret;
- };
- /**************************************************************
- * Create Geometries Helpers
- **************************************************************/
- /// Generate geometry from path points (for Line or ParticleSystem objects)
- THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
- var pts = this.getPoints( divisions, true );
- return this.createGeometry( pts );
- };
- // Generate geometry from equidistance sampling along the path
- THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
- var pts = this.getSpacedPoints( divisions, true );
- return this.createGeometry( pts );
- };
- THREE.CurvePath.prototype.createGeometry = function( points ) {
- var geometry = new THREE.Geometry();
- for ( var i = 0; i < points.length; i ++ ) {
- geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
- }
- return geometry;
- };
- /**************************************************************
- * Bend / Wrap Helper Methods
- **************************************************************/
- // Wrap path / Bend modifiers?
- THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
- this.bends.push( bendpath );
- };
- THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
- var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
- var i, il;
- if ( !bends ) {
- bends = this.bends;
- }
- for ( i = 0, il = bends.length; i < il; i ++ ) {
- oldPts = this.getWrapPoints( oldPts, bends[ i ] );
- }
- return oldPts;
- };
- THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
- var oldPts = this.getSpacedPoints( segments );
- var i, il;
- if ( !bends ) {
- bends = this.bends;
- }
- for ( i = 0, il = bends.length; i < il; i ++ ) {
- oldPts = this.getWrapPoints( oldPts, bends[ i ] );
- }
- return oldPts;
- };
- // This returns getPoints() bend/wrapped around the contour of a path.
- // Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
- THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
- var bounds = this.getBoundingBox();
- var i, il, p, oldX, oldY, xNorm;
- for ( i = 0, il = oldPts.length; i < il; i ++ ) {
- p = oldPts[ i ];
- oldX = p.x;
- oldY = p.y;
- xNorm = oldX / bounds.maxX;
- // If using actual distance, for length > path, requires line extrusions
- //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
- xNorm = path.getUtoTmapping( xNorm, oldX );
- // check for out of bounds?
- var pathPt = path.getPoint( xNorm );
- var normal = path.getNormalVector( xNorm ).multiplyScalar( oldY );
- p.x = pathPt.x + normal.x;
- p.y = pathPt.y + normal.y;
- }
- return oldPts;
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Gyroscope = function () {
- THREE.Object3D.call( this );
- };
- THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
- THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {
- this.matrixAutoUpdate && this.updateMatrix();
- // update matrixWorld
- if ( this.matrixWorldNeedsUpdate || force ) {
- if ( this.parent ) {
- this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
- this.matrixWorld.decompose( this.translationWorld, this.rotationWorld, this.scaleWorld );
- this.matrix.decompose( this.translationObject, this.rotationObject, this.scaleObject );
- this.matrixWorld.compose( this.translationWorld, this.rotationObject, this.scaleWorld );
- } else {
- this.matrixWorld.copy( this.matrix );
- }
- this.matrixWorldNeedsUpdate = false;
- force = true;
- }
- // update children
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
- this.children[ i ].updateMatrixWorld( force );
- }
- };
- THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
- THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
- THREE.Gyroscope.prototype.rotationWorld = new THREE.Quaternion();
- THREE.Gyroscope.prototype.rotationObject = new THREE.Quaternion();
- THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
- THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Creates free form 2d path using series of points, lines or curves.
- *
- **/
- THREE.Path = function ( points ) {
- THREE.CurvePath.call(this);
- this.actions = [];
- if ( points ) {
- this.fromPoints( points );
- }
- };
- THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
- THREE.PathActions = {
- MOVE_TO: 'moveTo',
- LINE_TO: 'lineTo',
- QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
- BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
- CSPLINE_THRU: 'splineThru', // Catmull-rom spline
- ARC: 'arc', // Circle
- ELLIPSE: 'ellipse'
- };
- // TODO Clean up PATH API
- // Create path using straight lines to connect all points
- // - vectors: array of Vector2
- THREE.Path.prototype.fromPoints = function ( vectors ) {
- this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
- for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
- this.lineTo( vectors[ v ].x, vectors[ v ].y );
- };
- };
- // startPath() endPath()?
- THREE.Path.prototype.moveTo = function ( x, y ) {
- var args = Array.prototype.slice.call( arguments );
- this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
- };
- THREE.Path.prototype.lineTo = function ( x, y ) {
- var args = Array.prototype.slice.call( arguments );
- var lastargs = this.actions[ this.actions.length - 1 ].args;
- var x0 = lastargs[ lastargs.length - 2 ];
- var y0 = lastargs[ lastargs.length - 1 ];
- var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
- this.curves.push( curve );
- this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
- };
- THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
- var args = Array.prototype.slice.call( arguments );
- var lastargs = this.actions[ this.actions.length - 1 ].args;
- var x0 = lastargs[ lastargs.length - 2 ];
- var y0 = lastargs[ lastargs.length - 1 ];
- var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
- new THREE.Vector2( aCPx, aCPy ),
- new THREE.Vector2( aX, aY ) );
- this.curves.push( curve );
- this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
- };
- THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
- aCP2x, aCP2y,
- aX, aY ) {
- var args = Array.prototype.slice.call( arguments );
- var lastargs = this.actions[ this.actions.length - 1 ].args;
- var x0 = lastargs[ lastargs.length - 2 ];
- var y0 = lastargs[ lastargs.length - 1 ];
- var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
- new THREE.Vector2( aCP1x, aCP1y ),
- new THREE.Vector2( aCP2x, aCP2y ),
- new THREE.Vector2( aX, aY ) );
- this.curves.push( curve );
- this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
- };
- THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
- var args = Array.prototype.slice.call( arguments );
- var lastargs = this.actions[ this.actions.length - 1 ].args;
- var x0 = lastargs[ lastargs.length - 2 ];
- var y0 = lastargs[ lastargs.length - 1 ];
- //---
- var npts = [ new THREE.Vector2( x0, y0 ) ];
- Array.prototype.push.apply( npts, pts );
- var curve = new THREE.SplineCurve( npts );
- this.curves.push( curve );
- this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
- };
- // FUTURE: Change the API or follow canvas API?
- THREE.Path.prototype.arc = function ( aX, aY, aRadius,
- aStartAngle, aEndAngle, aClockwise ) {
- var lastargs = this.actions[ this.actions.length - 1].args;
- var x0 = lastargs[ lastargs.length - 2 ];
- var y0 = lastargs[ lastargs.length - 1 ];
- this.absarc(aX + x0, aY + y0, aRadius,
- aStartAngle, aEndAngle, aClockwise );
-
- };
- THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
- aStartAngle, aEndAngle, aClockwise ) {
- this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
- };
-
- THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
- aStartAngle, aEndAngle, aClockwise ) {
- var lastargs = this.actions[ this.actions.length - 1].args;
- var x0 = lastargs[ lastargs.length - 2 ];
- var y0 = lastargs[ lastargs.length - 1 ];
- this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
- aStartAngle, aEndAngle, aClockwise );
- };
-
- THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
- aStartAngle, aEndAngle, aClockwise ) {
- var args = Array.prototype.slice.call( arguments );
- var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
- aStartAngle, aEndAngle, aClockwise );
- this.curves.push( curve );
- var lastPoint = curve.getPoint(aClockwise ? 1 : 0);
- args.push(lastPoint.x);
- args.push(lastPoint.y);
- this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
- };
- THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
- if ( ! divisions ) divisions = 40;
- var points = [];
- for ( var i = 0; i < divisions; i ++ ) {
- points.push( this.getPoint( i / divisions ) );
- //if( !this.getPoint( i / divisions ) ) throw "DIE";
- }
- // if ( closedPath ) {
- //
- // points.push( points[ 0 ] );
- //
- // }
- return points;
- };
- /* Return an array of vectors based on contour of the path */
- THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
- if (this.useSpacedPoints) {
- console.log('tata');
- return this.getSpacedPoints( divisions, closedPath );
- }
- divisions = divisions || 12;
- var points = [];
- var i, il, item, action, args;
- var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
- laste, j,
- t, tx, ty;
- for ( i = 0, il = this.actions.length; i < il; i ++ ) {
- item = this.actions[ i ];
- action = item.action;
- args = item.args;
- switch( action ) {
- case THREE.PathActions.MOVE_TO:
- points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
- break;
- case THREE.PathActions.LINE_TO:
- points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
- break;
- case THREE.PathActions.QUADRATIC_CURVE_TO:
- cpx = args[ 2 ];
- cpy = args[ 3 ];
- cpx1 = args[ 0 ];
- cpy1 = args[ 1 ];
- if ( points.length > 0 ) {
- laste = points[ points.length - 1 ];
- cpx0 = laste.x;
- cpy0 = laste.y;
- } else {
- laste = this.actions[ i - 1 ].args;
- cpx0 = laste[ laste.length - 2 ];
- cpy0 = laste[ laste.length - 1 ];
- }
- for ( j = 1; j <= divisions; j ++ ) {
- t = j / divisions;
- tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
- ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
- points.push( new THREE.Vector2( tx, ty ) );
- }
- break;
- case THREE.PathActions.BEZIER_CURVE_TO:
- cpx = args[ 4 ];
- cpy = args[ 5 ];
- cpx1 = args[ 0 ];
- cpy1 = args[ 1 ];
- cpx2 = args[ 2 ];
- cpy2 = args[ 3 ];
- if ( points.length > 0 ) {
- laste = points[ points.length - 1 ];
- cpx0 = laste.x;
- cpy0 = laste.y;
- } else {
- laste = this.actions[ i - 1 ].args;
- cpx0 = laste[ laste.length - 2 ];
- cpy0 = laste[ laste.length - 1 ];
- }
- for ( j = 1; j <= divisions; j ++ ) {
- t = j / divisions;
- tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
- ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
- points.push( new THREE.Vector2( tx, ty ) );
- }
- break;
- case THREE.PathActions.CSPLINE_THRU:
- laste = this.actions[ i - 1 ].args;
- var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
- var spts = [ last ];
- var n = divisions * args[ 0 ].length;
- spts = spts.concat( args[ 0 ] );
- var spline = new THREE.SplineCurve( spts );
- for ( j = 1; j <= n; j ++ ) {
- points.push( spline.getPointAt( j / n ) ) ;
- }
- break;
- case THREE.PathActions.ARC:
- var aX = args[ 0 ], aY = args[ 1 ],
- aRadius = args[ 2 ],
- aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
- aClockwise = !!args[ 5 ];
- var deltaAngle = aEndAngle - aStartAngle;
- var angle;
- var tdivisions = divisions * 2;
- for ( j = 1; j <= tdivisions; j ++ ) {
- t = j / tdivisions;
- if ( ! aClockwise ) {
- t = 1 - t;
- }
- angle = aStartAngle + t * deltaAngle;
- tx = aX + aRadius * Math.cos( angle );
- ty = aY + aRadius * Math.sin( angle );
- //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
- points.push( new THREE.Vector2( tx, ty ) );
- }
- //console.log(points);
- break;
-
- case THREE.PathActions.ELLIPSE:
- var aX = args[ 0 ], aY = args[ 1 ],
- xRadius = args[ 2 ],
- yRadius = args[ 3 ],
- aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
- aClockwise = !!args[ 6 ];
- var deltaAngle = aEndAngle - aStartAngle;
- var angle;
- var tdivisions = divisions * 2;
- for ( j = 1; j <= tdivisions; j ++ ) {
- t = j / tdivisions;
- if ( ! aClockwise ) {
- t = 1 - t;
- }
- angle = aStartAngle + t * deltaAngle;
- tx = aX + xRadius * Math.cos( angle );
- ty = aY + yRadius * Math.sin( angle );
- //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
- points.push( new THREE.Vector2( tx, ty ) );
- }
- //console.log(points);
- break;
- } // end switch
- }
- // Normalize to remove the closing point by default.
- var lastPoint = points[ points.length - 1];
- var EPSILON = 0.0000000001;
- if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
- Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
- points.splice( points.length - 1, 1);
- if ( closedPath ) {
- points.push( points[ 0 ] );
- }
- return points;
- };
- // Breaks path into shapes
- THREE.Path.prototype.toShapes = function() {
- var i, il, item, action, args;
- var subPaths = [], lastPath = new THREE.Path();
- for ( i = 0, il = this.actions.length; i < il; i ++ ) {
- item = this.actions[ i ];
- args = item.args;
- action = item.action;
- if ( action == THREE.PathActions.MOVE_TO ) {
- if ( lastPath.actions.length != 0 ) {
- subPaths.push( lastPath );
- lastPath = new THREE.Path();
- }
- }
- lastPath[ action ].apply( lastPath, args );
- }
- if ( lastPath.actions.length != 0 ) {
- subPaths.push( lastPath );
- }
- // console.log(subPaths);
- if ( subPaths.length == 0 ) return [];
- var tmpPath, tmpShape, shapes = [];
- var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
- // console.log("Holes first", holesFirst);
- if ( subPaths.length == 1) {
- tmpPath = subPaths[0];
- tmpShape = new THREE.Shape();
- tmpShape.actions = tmpPath.actions;
- tmpShape.curves = tmpPath.curves;
- shapes.push( tmpShape );
- return shapes;
- };
- if ( holesFirst ) {
- tmpShape = new THREE.Shape();
- for ( i = 0, il = subPaths.length; i < il; i ++ ) {
- tmpPath = subPaths[ i ];
- if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
- tmpShape.actions = tmpPath.actions;
- tmpShape.curves = tmpPath.curves;
- shapes.push( tmpShape );
- tmpShape = new THREE.Shape();
- //console.log('cw', i);
- } else {
- tmpShape.holes.push( tmpPath );
- //console.log('ccw', i);
- }
- }
- } else {
- // Shapes first
- for ( i = 0, il = subPaths.length; i < il; i ++ ) {
- tmpPath = subPaths[ i ];
- if ( THREE.Shape.Utils.isClockWise( tmpPath.getPoints() ) ) {
- if ( tmpShape ) shapes.push( tmpShape );
- tmpShape = new THREE.Shape();
- tmpShape.actions = tmpPath.actions;
- tmpShape.curves = tmpPath.curves;
- } else {
- tmpShape.holes.push( tmpPath );
- }
- }
- shapes.push( tmpShape );
- }
- //console.log("shape", shapes);
- return shapes;
- };
- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * Defines a 2d shape plane using paths.
- **/
- // STEP 1 Create a path.
- // STEP 2 Turn path into shape.
- // STEP 3 ExtrudeGeometry takes in Shape/Shapes
- // STEP 3a - Extract points from each shape, turn to vertices
- // STEP 3b - Triangulate each shape, add faces.
- THREE.Shape = function ( ) {
- THREE.Path.apply( this, arguments );
- this.holes = [];
- };
- THREE.Shape.prototype = Object.create( THREE.Path.prototype );
- // Convenience method to return ExtrudeGeometry
- THREE.Shape.prototype.extrude = function ( options ) {
- var extruded = new THREE.ExtrudeGeometry( this, options );
- return extruded;
- };
- // Convenience method to return ShapeGeometry
- THREE.Shape.prototype.makeGeometry = function ( options ) {
- var geometry = new THREE.ShapeGeometry( this, options );
- return geometry;
- };
- // Get points of holes
- THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
- var i, il = this.holes.length, holesPts = [];
- for ( i = 0; i < il; i ++ ) {
- holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
- }
- return holesPts;
- };
- // Get points of holes (spaced by regular distance)
- THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
- var i, il = this.holes.length, holesPts = [];
- for ( i = 0; i < il; i ++ ) {
- holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
- }
- return holesPts;
- };
- // Get points of shape and holes (keypoints based on segments parameter)
- THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
- return {
- shape: this.getTransformedPoints( divisions ),
- holes: this.getPointsHoles( divisions )
- };
- };
- THREE.Shape.prototype.extractPoints = function ( divisions ) {
- if (this.useSpacedPoints) {
- return this.extractAllSpacedPoints(divisions);
- }
- return this.extractAllPoints(divisions);
- };
- //
- // THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
- //
- // return {
- //
- // shape: this.transform( bend, divisions ),
- // holes: this.getPointsHoles( divisions, bend )
- //
- // };
- //
- // };
- // Get points of shape and holes (spaced by regular distance)
- THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
- return {
- shape: this.getTransformedSpacedPoints( divisions ),
- holes: this.getSpacedPointsHoles( divisions )
- };
- };
- /**************************************************************
- * Utils
- **************************************************************/
- THREE.Shape.Utils = {
- /*
- contour - array of vector2 for contour
- holes - array of array of vector2
- */
- removeHoles: function ( contour, holes ) {
- var shape = contour.concat(); // work on this shape
- var allpoints = shape.concat();
- /* For each isolated shape, find the closest points and break to the hole to allow triangulation */
- var prevShapeVert, nextShapeVert,
- prevHoleVert, nextHoleVert,
- holeIndex, shapeIndex,
- shapeId, shapeGroup,
- h, h2,
- hole, shortest, d,
- p, pts1, pts2,
- tmpShape1, tmpShape2,
- tmpHole1, tmpHole2,
- verts = [];
- for ( h = 0; h < holes.length; h ++ ) {
- hole = holes[ h ];
- /*
- shapeholes[ h ].concat(); // preserves original
- holes.push( hole );
- */
- Array.prototype.push.apply( allpoints, hole );
- shortest = Number.POSITIVE_INFINITY;
- // Find the shortest pair of pts between shape and hole
- // Note: Actually, I'm not sure now if we could optimize this to be faster than O(m*n)
- // Using distanceToSquared() intead of distanceTo() should speed a little
- // since running square roots operations are reduced.
- for ( h2 = 0; h2 < hole.length; h2 ++ ) {
- pts1 = hole[ h2 ];
- var dist = [];
- for ( p = 0; p < shape.length; p++ ) {
- pts2 = shape[ p ];
- d = pts1.distanceToSquared( pts2 );
- dist.push( d );
- if ( d < shortest ) {
- shortest = d;
- holeIndex = h2;
- shapeIndex = p;
- }
- }
- }
- //console.log("shortest", shortest, dist);
- prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
- prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
- var areaapts = [
- hole[ holeIndex ],
- shape[ shapeIndex ],
- shape[ prevShapeVert ]
- ];
- var areaa = THREE.FontUtils.Triangulate.area( areaapts );
- var areabpts = [
- hole[ holeIndex ],
- hole[ prevHoleVert ],
- shape[ shapeIndex ]
- ];
- var areab = THREE.FontUtils.Triangulate.area( areabpts );
- var shapeOffset = 1;
- var holeOffset = -1;
- var oldShapeIndex = shapeIndex, oldHoleIndex = holeIndex;
- shapeIndex += shapeOffset;
- holeIndex += holeOffset;
- if ( shapeIndex < 0 ) { shapeIndex += shape.length; }
- shapeIndex %= shape.length;
- if ( holeIndex < 0 ) { holeIndex += hole.length; }
- holeIndex %= hole.length;
- prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
- prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
- areaapts = [
- hole[ holeIndex ],
- shape[ shapeIndex ],
- shape[ prevShapeVert ]
- ];
- var areaa2 = THREE.FontUtils.Triangulate.area( areaapts );
- areabpts = [
- hole[ holeIndex ],
- hole[ prevHoleVert ],
- shape[ shapeIndex ]
- ];
- var areab2 = THREE.FontUtils.Triangulate.area( areabpts );
- //console.log(areaa,areab ,areaa2,areab2, ( areaa + areab ), ( areaa2 + areab2 ));
- if ( ( areaa + areab ) > ( areaa2 + areab2 ) ) {
- // In case areas are not correct.
- //console.log("USE THIS");
- shapeIndex = oldShapeIndex;
- holeIndex = oldHoleIndex ;
- if ( shapeIndex < 0 ) { shapeIndex += shape.length; }
- shapeIndex %= shape.length;
- if ( holeIndex < 0 ) { holeIndex += hole.length; }
- holeIndex %= hole.length;
- prevShapeVert = ( shapeIndex - 1 ) >= 0 ? shapeIndex - 1 : shape.length - 1;
- prevHoleVert = ( holeIndex - 1 ) >= 0 ? holeIndex - 1 : hole.length - 1;
- } else {
- //console.log("USE THAT ")
- }
- tmpShape1 = shape.slice( 0, shapeIndex );
- tmpShape2 = shape.slice( shapeIndex );
- tmpHole1 = hole.slice( holeIndex );
- tmpHole2 = hole.slice( 0, holeIndex );
- // Should check orders here again?
- var trianglea = [
- hole[ holeIndex ],
- shape[ shapeIndex ],
- shape[ prevShapeVert ]
- ];
- var triangleb = [
- hole[ holeIndex ] ,
- hole[ prevHoleVert ],
- shape[ shapeIndex ]
- ];
- verts.push( trianglea );
- verts.push( triangleb );
- shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
- }
- return {
- shape:shape, /* shape with no holes */
- isolatedPts: verts, /* isolated faces */
- allpoints: allpoints
- }
- },
- triangulateShape: function ( contour, holes ) {
- var shapeWithoutHoles = THREE.Shape.Utils.removeHoles( contour, holes );
- var shape = shapeWithoutHoles.shape,
- allpoints = shapeWithoutHoles.allpoints,
- isolatedPts = shapeWithoutHoles.isolatedPts;
- var triangles = THREE.FontUtils.Triangulate( shape, false ); // True returns indices for points of spooled shape
- // 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.
- //console.log( "triangles",triangles, triangles.length );
- //console.log( "allpoints",allpoints, allpoints.length );
- var i, il, f, face,
- key, index,
- allPointsMap = {},
- isolatedPointsMap = {};
- // prepare all points map
- for ( i = 0, il = allpoints.length; i < il; i ++ ) {
- key = allpoints[ i ].x + ":" + allpoints[ i ].y;
- if ( allPointsMap[ key ] !== undefined ) {
- console.log( "Duplicate point", key );
- }
- allPointsMap[ key ] = i;
- }
- // check all face vertices against all points map
- for ( i = 0, il = triangles.length; i < il; i ++ ) {
- face = triangles[ i ];
- for ( f = 0; f < 3; f ++ ) {
- key = face[ f ].x + ":" + face[ f ].y;
- index = allPointsMap[ key ];
- if ( index !== undefined ) {
- face[ f ] = index;
- }
- }
- }
- // check isolated points vertices against all points map
- for ( i = 0, il = isolatedPts.length; i < il; i ++ ) {
- face = isolatedPts[ i ];
- for ( f = 0; f < 3; f ++ ) {
- key = face[ f ].x + ":" + face[ f ].y;
- index = allPointsMap[ key ];
- if ( index !== undefined ) {
- face[ f ] = index;
- }
- }
- }
- return triangles.concat( isolatedPts );
- }, // end triangulate shapes
- /*
- triangulate2 : function( pts, holes ) {
- // For use with Poly2Tri.js
- var allpts = pts.concat();
- var shape = [];
- for (var p in pts) {
- shape.push(new js.poly2tri.Point(pts[p].x, pts[p].y));
- }
- var swctx = new js.poly2tri.SweepContext(shape);
- for (var h in holes) {
- var aHole = holes[h];
- var newHole = []
- for (i in aHole) {
- newHole.push(new js.poly2tri.Point(aHole[i].x, aHole[i].y));
- allpts.push(aHole[i]);
- }
- swctx.AddHole(newHole);
- }
- var find;
- var findIndexForPt = function (pt) {
- find = new THREE.Vector2(pt.x, pt.y);
- var p;
- for (p=0, pl = allpts.length; p<pl; p++) {
- if (allpts[p].equals(find)) return p;
- }
- return -1;
- };
- // triangulate
- js.poly2tri.sweep.Triangulate(swctx);
- var triangles = swctx.GetTriangles();
- var tr ;
- var facesPts = [];
- for (var t in triangles) {
- tr = triangles[t];
- facesPts.push([
- findIndexForPt(tr.GetPoint(0)),
- findIndexForPt(tr.GetPoint(1)),
- findIndexForPt(tr.GetPoint(2))
- ]);
- }
- // console.log(facesPts);
- // console.log("triangles", triangles.length, triangles);
- // Returns array of faces with 3 element each
- return facesPts;
- },
- */
- isClockWise: function ( pts ) {
- return THREE.FontUtils.Triangulate.area( pts ) < 0;
- },
- // Bezier Curves formulas obtained from
- // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
- // Quad Bezier Functions
- b2p0: function ( t, p ) {
- var k = 1 - t;
- return k * k * p;
- },
- b2p1: function ( t, p ) {
- return 2 * ( 1 - t ) * t * p;
- },
- b2p2: function ( t, p ) {
- return t * t * p;
- },
- b2: function ( t, p0, p1, p2 ) {
- return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
- },
- // Cubic Bezier Functions
- b3p0: function ( t, p ) {
- var k = 1 - t;
- return k * k * k * p;
- },
- b3p1: function ( t, p ) {
- var k = 1 - t;
- return 3 * k * k * t * p;
- },
- b3p2: function ( t, p ) {
- var k = 1 - t;
- return 3 * k * t * t * p;
- },
- b3p3: function ( t, p ) {
- return t * t * t * p;
- },
- b3: function ( t, p0, p1, p2, p3 ) {
- return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
- }
- };
- /**
- * @author mikael emtinger / http://gomo.se/
- */
- THREE.AnimationHandler = (function() {
- var playing = [];
- var library = {};
- var that = {};
- //--- update ---
- that.update = function( deltaTimeMS ) {
- for( var i = 0; i < playing.length; i ++ )
- playing[ i ].update( deltaTimeMS );
- };
- //--- add ---
- that.addToUpdate = function( animation ) {
- if ( playing.indexOf( animation ) === -1 )
- playing.push( animation );
- };
- //--- remove ---
- that.removeFromUpdate = function( animation ) {
- var index = playing.indexOf( animation );
- if( index !== -1 )
- playing.splice( index, 1 );
- };
- //--- add ---
- that.add = function( data ) {
- if ( library[ data.name ] !== undefined )
- console.log( "THREE.AnimationHandler.add: Warning! " + data.name + " already exists in library. Overwriting." );
- library[ data.name ] = data;
- initData( data );
- };
- //--- get ---
- that.get = function( name ) {
- if ( typeof name === "string" ) {
- if ( library[ name ] ) {
- return library[ name ];
- } else {
- console.log( "THREE.AnimationHandler.get: Couldn't find animation " + name );
- return null;
- }
- } else {
- // todo: add simple tween library
- }
- };
- //--- parse ---
- that.parse = function( root ) {
- // setup hierarchy
- var hierarchy = [];
- if ( root instanceof THREE.SkinnedMesh ) {
- for( var b = 0; b < root.bones.length; b++ ) {
- hierarchy.push( root.bones[ b ] );
- }
- } else {
- parseRecurseHierarchy( root, hierarchy );
- }
- return hierarchy;
- };
- var parseRecurseHierarchy = function( root, hierarchy ) {
- hierarchy.push( root );
- for( var c = 0; c < root.children.length; c++ )
- parseRecurseHierarchy( root.children[ c ], hierarchy );
- }
- //--- init data ---
- var initData = function( data ) {
- if( data.initialized === true )
- return;
- // loop through all keys
- for( var h = 0; h < data.hierarchy.length; h ++ ) {
- for( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
- // remove minus times
- if( data.hierarchy[ h ].keys[ k ].time < 0 )
- data.hierarchy[ h ].keys[ k ].time = 0;
- // create quaternions
- if( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
- !( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
- var quat = data.hierarchy[ h ].keys[ k ].rot;
- data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion( quat[0], quat[1], quat[2], quat[3] );
- }
- }
- // prepare morph target keys
- if( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
- // get all used
- var usedMorphTargets = {};
- for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
- for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
- var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
- usedMorphTargets[ morphTargetName ] = -1;
- }
- }
- data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
- // set all used on all frames
- for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
- var influences = {};
- for ( var morphTargetName in usedMorphTargets ) {
- for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
- if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
- influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
- break;
- }
- }
- if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
- influences[ morphTargetName ] = 0;
- }
- }
- data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
- }
- }
- // remove all keys that are on the same time
- for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
- if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
- data.hierarchy[ h ].keys.splice( k, 1 );
- k --;
- }
- }
- // set index
- for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
- data.hierarchy[ h ].keys[ k ].index = k;
- }
- }
- // JIT
- var lengthInFrames = parseInt( data.length * data.fps, 10 );
- data.JIT = {};
- data.JIT.hierarchy = [];
- for( var h = 0; h < data.hierarchy.length; h ++ )
- data.JIT.hierarchy.push( new Array( lengthInFrames ) );
- // done
- data.initialized = true;
- };
- // interpolation types
- that.LINEAR = 0;
- that.CATMULLROM = 1;
- that.CATMULLROM_FORWARD = 2;
- return that;
- }());
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.Animation = function ( root, name, interpolationType ) {
- this.root = root;
- this.data = THREE.AnimationHandler.get( name );
- this.hierarchy = THREE.AnimationHandler.parse( root );
- this.currentTime = 0;
- this.timeScale = 1;
- this.isPlaying = false;
- this.isPaused = true;
- this.loop = true;
- this.interpolationType = interpolationType !== undefined ? interpolationType : THREE.AnimationHandler.LINEAR;
- this.points = [];
- this.target = new THREE.Vector3();
- };
- THREE.Animation.prototype.play = function ( loop, startTimeMS ) {
- if ( this.isPlaying === false ) {
- this.isPlaying = true;
- this.loop = loop !== undefined ? loop : true;
- this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
- // reset key cache
- var h, hl = this.hierarchy.length,
- object;
- for ( h = 0; h < hl; h ++ ) {
- object = this.hierarchy[ h ];
- if ( this.interpolationType !== THREE.AnimationHandler.CATMULLROM_FORWARD ) {
- object.useQuaternion = true;
- }
- object.matrixAutoUpdate = true;
- if ( object.animationCache === undefined ) {
- object.animationCache = {};
- object.animationCache.prevKey = { pos: 0, rot: 0, scl: 0 };
- object.animationCache.nextKey = { pos: 0, rot: 0, scl: 0 };
- object.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
- }
- var prevKey = object.animationCache.prevKey;
- var nextKey = object.animationCache.nextKey;
- prevKey.pos = this.data.hierarchy[ h ].keys[ 0 ];
- prevKey.rot = this.data.hierarchy[ h ].keys[ 0 ];
- prevKey.scl = this.data.hierarchy[ h ].keys[ 0 ];
- nextKey.pos = this.getNextKeyWith( "pos", h, 1 );
- nextKey.rot = this.getNextKeyWith( "rot", h, 1 );
- nextKey.scl = this.getNextKeyWith( "scl", h, 1 );
- }
- this.update( 0 );
- }
- this.isPaused = false;
- THREE.AnimationHandler.addToUpdate( this );
- };
- THREE.Animation.prototype.pause = function() {
- if ( this.isPaused === true ) {
- THREE.AnimationHandler.addToUpdate( this );
- } else {
- THREE.AnimationHandler.removeFromUpdate( this );
- }
- this.isPaused = !this.isPaused;
- };
- THREE.Animation.prototype.stop = function() {
- this.isPlaying = false;
- this.isPaused = false;
- THREE.AnimationHandler.removeFromUpdate( this );
- };
- THREE.Animation.prototype.update = function ( deltaTimeMS ) {
- // early out
- if ( this.isPlaying === false ) return;
- // vars
- var types = [ "pos", "rot", "scl" ];
- var type;
- var scale;
- var vector;
- var prevXYZ, nextXYZ;
- var prevKey, nextKey;
- var object;
- var animationCache;
- var frame;
- var JIThierarchy = this.data.JIT.hierarchy;
- var currentTime, unloopedCurrentTime;
- var currentPoint, forwardPoint, angle;
- this.currentTime += deltaTimeMS * this.timeScale;
- unloopedCurrentTime = this.currentTime;
- currentTime = this.currentTime = this.currentTime % this.data.length;
- frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
- for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
- object = this.hierarchy[ h ];
- animationCache = object.animationCache;
- // loop through pos/rot/scl
- for ( var t = 0; t < 3; t ++ ) {
- // get keys
- type = types[ t ];
- prevKey = animationCache.prevKey[ type ];
- nextKey = animationCache.nextKey[ type ];
- // switch keys?
- if ( nextKey.time <= unloopedCurrentTime ) {
- // did we loop?
- if ( currentTime < unloopedCurrentTime ) {
- if ( this.loop ) {
- prevKey = this.data.hierarchy[ h ].keys[ 0 ];
- nextKey = this.getNextKeyWith( type, h, 1 );
- while( nextKey.time < currentTime ) {
- prevKey = nextKey;
- nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
- }
- } else {
- this.stop();
- return;
- }
- } else {
- do {
- prevKey = nextKey;
- nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
- } while( nextKey.time < currentTime )
- }
- animationCache.prevKey[ type ] = prevKey;
- animationCache.nextKey[ type ] = nextKey;
- }
- object.matrixAutoUpdate = true;
- object.matrixWorldNeedsUpdate = true;
- scale = ( currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
- prevXYZ = prevKey[ type ];
- nextXYZ = nextKey[ type ];
- // check scale error
- if ( scale < 0 || scale > 1 ) {
- console.log( "THREE.Animation.update: Warning! Scale out of bounds:" + scale + " on bone " + h );
- scale = scale < 0 ? 0 : 1;
- }
- // interpolate
- if ( type === "pos" ) {
- vector = object.position;
- if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
- vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
- vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
- vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
- } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
- this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
- this.points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
- this.points[ 1 ] = prevXYZ;
- this.points[ 2 ] = nextXYZ;
- this.points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
- scale = scale * 0.33 + 0.33;
- currentPoint = this.interpolateCatmullRom( this.points, scale );
- vector.x = currentPoint[ 0 ];
- vector.y = currentPoint[ 1 ];
- vector.z = currentPoint[ 2 ];
- if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
- forwardPoint = this.interpolateCatmullRom( this.points, scale * 1.01 );
- this.target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
- this.target.subSelf( vector );
- this.target.y = 0;
- this.target.normalize();
- angle = Math.atan2( this.target.x, this.target.z );
- object.rotation.set( 0, angle, 0 );
- }
- }
- } else if ( type === "rot" ) {
- THREE.Quaternion.slerp( prevXYZ, nextXYZ, object.quaternion, scale );
- } else if ( type === "scl" ) {
- vector = object.scale;
- vector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
- vector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
- vector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
- }
- }
- }
- };
- // Catmull-Rom spline
- THREE.Animation.prototype.interpolateCatmullRom = function ( points, scale ) {
- var c = [], v3 = [],
- point, intPoint, weight, w2, w3,
- pa, pb, pc, pd;
- point = ( points.length - 1 ) * scale;
- intPoint = Math.floor( point );
- weight = point - intPoint;
- c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
- c[ 1 ] = intPoint;
- c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
- c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
- pa = points[ c[ 0 ] ];
- pb = points[ c[ 1 ] ];
- pc = points[ c[ 2 ] ];
- pd = points[ c[ 3 ] ];
- w2 = weight * weight;
- w3 = weight * w2;
- v3[ 0 ] = this.interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
- v3[ 1 ] = this.interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
- v3[ 2 ] = this.interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
- return v3;
- };
- THREE.Animation.prototype.interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
- var v0 = ( p2 - p0 ) * 0.5,
- v1 = ( p3 - p1 ) * 0.5;
- return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
- };
- // Get next key with
- THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
- var keys = this.data.hierarchy[ h ].keys;
- if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
- this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
- key = key < keys.length - 1 ? key : keys.length - 1;
- } else {
- key = key % keys.length;
- }
- for ( ; key < keys.length; key++ ) {
- if ( keys[ key ][ type ] !== undefined ) {
- return keys[ key ];
- }
- }
- return this.data.hierarchy[ h ].keys[ 0 ];
- };
- // Get previous key with
- THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
- var keys = this.data.hierarchy[ h ].keys;
- if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
- this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
- key = key > 0 ? key : 0;
- } else {
- key = key >= 0 ? key : key + keys.length;
- }
- for ( ; key >= 0; key -- ) {
- if ( keys[ key ][ type ] !== undefined ) {
- return keys[ key ];
- }
- }
- return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
- };
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author mrdoob / http://mrdoob.com/
- * @author alteredq / http://alteredqualia.com/
- * @author khang duong
- * @author erik kitson
- */
- THREE.KeyFrameAnimation = function( root, data, JITCompile ) {
- this.root = root;
- this.data = THREE.AnimationHandler.get( data );
- this.hierarchy = THREE.AnimationHandler.parse( root );
- this.currentTime = 0;
- this.timeScale = 0.001;
- this.isPlaying = false;
- this.isPaused = true;
- this.loop = true;
- this.JITCompile = JITCompile !== undefined ? JITCompile : true;
- // initialize to first keyframes
- for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
- var keys = this.data.hierarchy[h].keys,
- sids = this.data.hierarchy[h].sids,
- obj = this.hierarchy[h];
- if ( keys.length && sids ) {
- for ( var s = 0; s < sids.length; s++ ) {
- var sid = sids[ s ],
- next = this.getNextKeyWith( sid, h, 0 );
- if ( next ) {
- next.apply( sid );
- }
- }
- obj.matrixAutoUpdate = false;
- this.data.hierarchy[h].node.updateMatrix();
- obj.matrixWorldNeedsUpdate = true;
- }
- }
- };
- // Play
- THREE.KeyFrameAnimation.prototype.play = function( loop, startTimeMS ) {
- if( !this.isPlaying ) {
- this.isPlaying = true;
- this.loop = loop !== undefined ? loop : true;
- this.currentTime = startTimeMS !== undefined ? startTimeMS : 0;
- this.startTimeMs = startTimeMS;
- this.startTime = 10000000;
- this.endTime = -this.startTime;
- // reset key cache
- var h, hl = this.hierarchy.length,
- object,
- node;
- for ( h = 0; h < hl; h++ ) {
- object = this.hierarchy[ h ];
- node = this.data.hierarchy[ h ];
- object.useQuaternion = true;
- if ( node.animationCache === undefined ) {
- node.animationCache = {};
- node.animationCache.prevKey = null;
- node.animationCache.nextKey = null;
- node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
- }
- var keys = this.data.hierarchy[h].keys;
- if (keys.length) {
- node.animationCache.prevKey = keys[ 0 ];
- node.animationCache.nextKey = keys[ 1 ];
- this.startTime = Math.min( keys[0].time, this.startTime );
- this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
- }
- }
- this.update( 0 );
- }
- this.isPaused = false;
- THREE.AnimationHandler.addToUpdate( this );
- };
- // Pause
- THREE.KeyFrameAnimation.prototype.pause = function() {
- if( this.isPaused ) {
- THREE.AnimationHandler.addToUpdate( this );
- } else {
- THREE.AnimationHandler.removeFromUpdate( this );
- }
- this.isPaused = !this.isPaused;
- };
- // Stop
- THREE.KeyFrameAnimation.prototype.stop = function() {
- this.isPlaying = false;
- this.isPaused = false;
- THREE.AnimationHandler.removeFromUpdate( this );
- // reset JIT matrix and remove cache
- for ( var h = 0; h < this.data.hierarchy.length; h++ ) {
-
- var obj = this.hierarchy[ h ];
- var node = this.data.hierarchy[ h ];
- if ( node.animationCache !== undefined ) {
- var original = node.animationCache.originalMatrix;
- if( obj instanceof THREE.Bone ) {
- original.copy( obj.skinMatrix );
- obj.skinMatrix = original;
- } else {
- original.copy( obj.matrix );
- obj.matrix = original;
- }
- delete node.animationCache;
- }
- }
- };
- // Update
- THREE.KeyFrameAnimation.prototype.update = function( deltaTimeMS ) {
- // early out
- if( !this.isPlaying ) return;
- // vars
- var prevKey, nextKey;
- var object;
- var node;
- var frame;
- var JIThierarchy = this.data.JIT.hierarchy;
- var currentTime, unloopedCurrentTime;
- var looped;
- // update
- this.currentTime += deltaTimeMS * this.timeScale;
- unloopedCurrentTime = this.currentTime;
- currentTime = this.currentTime = this.currentTime % this.data.length;
- // if looped around, the current time should be based on the startTime
- if ( currentTime < this.startTimeMs ) {
- currentTime = this.currentTime = this.startTimeMs + currentTime;
- }
- frame = parseInt( Math.min( currentTime * this.data.fps, this.data.length * this.data.fps ), 10 );
- looped = currentTime < unloopedCurrentTime;
- if ( looped && !this.loop ) {
- // Set the animation to the last keyframes and stop
- for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
- var keys = this.data.hierarchy[h].keys,
- sids = this.data.hierarchy[h].sids,
- end = keys.length-1,
- obj = this.hierarchy[h];
- if ( keys.length ) {
- for ( var s = 0; s < sids.length; s++ ) {
- var sid = sids[ s ],
- prev = this.getPrevKeyWith( sid, h, end );
- if ( prev ) {
- prev.apply( sid );
- }
- }
- this.data.hierarchy[h].node.updateMatrix();
- obj.matrixWorldNeedsUpdate = true;
- }
- }
- this.stop();
- return;
- }
- // check pre-infinity
- if ( currentTime < this.startTime ) {
- return;
- }
- // update
- for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
- object = this.hierarchy[ h ];
- node = this.data.hierarchy[ h ];
- var keys = node.keys,
- animationCache = node.animationCache;
- // use JIT?
- if ( this.JITCompile && JIThierarchy[ h ][ frame ] !== undefined ) {
- if( object instanceof THREE.Bone ) {
- object.skinMatrix = JIThierarchy[ h ][ frame ];
- object.matrixWorldNeedsUpdate = false;
- } else {
- object.matrix = JIThierarchy[ h ][ frame ];
- object.matrixWorldNeedsUpdate = true;
- }
- // use interpolation
- } else if ( keys.length ) {
- // make sure so original matrix and not JIT matrix is set
- if ( this.JITCompile && animationCache ) {
- if( object instanceof THREE.Bone ) {
- object.skinMatrix = animationCache.originalMatrix;
- } else {
- object.matrix = animationCache.originalMatrix;
- }
- }
- prevKey = animationCache.prevKey;
- nextKey = animationCache.nextKey;
- if ( prevKey && nextKey ) {
- // switch keys?
- if ( nextKey.time <= unloopedCurrentTime ) {
- // did we loop?
- if ( looped && this.loop ) {
- prevKey = keys[ 0 ];
- nextKey = keys[ 1 ];
- while ( nextKey.time < currentTime ) {
- prevKey = nextKey;
- nextKey = keys[ prevKey.index + 1 ];
- }
- } else if ( !looped ) {
- var lastIndex = keys.length - 1;
- while ( nextKey.time < currentTime && nextKey.index !== lastIndex ) {
- prevKey = nextKey;
- nextKey = keys[ prevKey.index + 1 ];
- }
- }
- animationCache.prevKey = prevKey;
- animationCache.nextKey = nextKey;
- }
- if(nextKey.time >= currentTime)
- prevKey.interpolate( nextKey, currentTime );
- else
- prevKey.interpolate( nextKey, nextKey.time);
- }
- this.data.hierarchy[h].node.updateMatrix();
- object.matrixWorldNeedsUpdate = true;
- }
- }
- // update JIT?
- if ( this.JITCompile ) {
- if ( JIThierarchy[ 0 ][ frame ] === undefined ) {
- this.hierarchy[ 0 ].updateMatrixWorld( true );
- for ( var h = 0; h < this.hierarchy.length; h++ ) {
- if( this.hierarchy[ h ] instanceof THREE.Bone ) {
- JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].skinMatrix.clone();
- } else {
- JIThierarchy[ h ][ frame ] = this.hierarchy[ h ].matrix.clone();
- }
- }
- }
- }
- };
- // Get next key with
- THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
- var keys = this.data.hierarchy[ h ].keys;
- key = key % keys.length;
- for ( ; key < keys.length; key++ ) {
- if ( keys[ key ].hasTarget( sid ) ) {
- return keys[ key ];
- }
- }
- return keys[ 0 ];
- };
- // Get previous key with
- THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
- var keys = this.data.hierarchy[ h ].keys;
- key = key >= 0 ? key : key + keys.length;
- for ( ; key >= 0; key-- ) {
- if ( keys[ key ].hasTarget( sid ) ) {
- return keys[ key ];
- }
- }
- return keys[ keys.length - 1 ];
- };
- /**
- * Camera for rendering cube maps
- * - renders scene into axis-aligned cube
- *
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.CubeCamera = function ( near, far, cubeResolution ) {
- THREE.Object3D.call( this );
- var fov = 90, aspect = 1;
- var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
- cameraPX.up.set( 0, -1, 0 );
- cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
- this.add( cameraPX );
- var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
- cameraNX.up.set( 0, -1, 0 );
- cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) );
- this.add( cameraNX );
- var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
- cameraPY.up.set( 0, 0, 1 );
- cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
- this.add( cameraPY );
- var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
- cameraNY.up.set( 0, 0, -1 );
- cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) );
- this.add( cameraNY );
- var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
- cameraPZ.up.set( 0, -1, 0 );
- cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
- this.add( cameraPZ );
- var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
- cameraNZ.up.set( 0, -1, 0 );
- cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) );
- this.add( cameraNZ );
- this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
- this.updateCubeMap = function ( renderer, scene ) {
- var renderTarget = this.renderTarget;
- var generateMipmaps = renderTarget.generateMipmaps;
- renderTarget.generateMipmaps = false;
- renderTarget.activeCubeFace = 0;
- renderer.render( scene, cameraPX, renderTarget );
- renderTarget.activeCubeFace = 1;
- renderer.render( scene, cameraNX, renderTarget );
- renderTarget.activeCubeFace = 2;
- renderer.render( scene, cameraPY, renderTarget );
- renderTarget.activeCubeFace = 3;
- renderer.render( scene, cameraNY, renderTarget );
- renderTarget.activeCubeFace = 4;
- renderer.render( scene, cameraPZ, renderTarget );
- renderTarget.generateMipmaps = generateMipmaps;
- renderTarget.activeCubeFace = 5;
- renderer.render( scene, cameraNZ, renderTarget );
- };
- };
- THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
- /*
- * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
- *
- * A general perpose camera, for setting FOV, Lens Focal Length,
- * and switching between perspective and orthographic views easily.
- * Use this only if you do not wish to manage
- * both a Orthographic and Perspective Camera
- *
- */
- THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) {
- THREE.Camera.call( this );
- this.fov = fov;
- this.left = -width / 2;
- this.right = width / 2
- this.top = height / 2;
- this.bottom = -height / 2;
- // We could also handle the projectionMatrix internally, but just wanted to test nested camera objects
- this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, orthoNear, orthoFar );
- this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far );
- this.zoom = 1;
- this.toPerspective();
- var aspect = width/height;
- };
- THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype );
- THREE.CombinedCamera.prototype.toPerspective = function () {
- // Switches to the Perspective Camera
- this.near = this.cameraP.near;
- this.far = this.cameraP.far;
- this.cameraP.fov = this.fov / this.zoom ;
- this.cameraP.updateProjectionMatrix();
- this.projectionMatrix = this.cameraP.projectionMatrix;
- this.inPerspectiveMode = true;
- this.inOrthographicMode = false;
- };
- THREE.CombinedCamera.prototype.toOrthographic = function () {
- // Switches to the Orthographic camera estimating viewport from Perspective
- var fov = this.fov;
- var aspect = this.cameraP.aspect;
- var near = this.cameraP.near;
- var far = this.cameraP.far;
- // The size that we set is the mid plane of the viewing frustum
- var hyperfocus = ( near + far ) / 2;
- var halfHeight = Math.tan( fov / 2 ) * hyperfocus;
- var planeHeight = 2 * halfHeight;
- var planeWidth = planeHeight * aspect;
- var halfWidth = planeWidth / 2;
- halfHeight /= this.zoom;
- halfWidth /= this.zoom;
- this.cameraO.left = -halfWidth;
- this.cameraO.right = halfWidth;
- this.cameraO.top = halfHeight;
- this.cameraO.bottom = -halfHeight;
- // this.cameraO.left = -farHalfWidth;
- // this.cameraO.right = farHalfWidth;
- // this.cameraO.top = farHalfHeight;
- // this.cameraO.bottom = -farHalfHeight;
- // this.cameraO.left = this.left / this.zoom;
- // this.cameraO.right = this.right / this.zoom;
- // this.cameraO.top = this.top / this.zoom;
- // this.cameraO.bottom = this.bottom / this.zoom;
- this.cameraO.updateProjectionMatrix();
- this.near = this.cameraO.near;
- this.far = this.cameraO.far;
- this.projectionMatrix = this.cameraO.projectionMatrix;
- this.inPerspectiveMode = false;
- this.inOrthographicMode = true;
- };
- THREE.CombinedCamera.prototype.setSize = function( width, height ) {
- this.cameraP.aspect = width / height;
- this.left = -width / 2;
- this.right = width / 2
- this.top = height / 2;
- this.bottom = -height / 2;
- };
- THREE.CombinedCamera.prototype.setFov = function( fov ) {
- this.fov = fov;
- if ( this.inPerspectiveMode ) {
- this.toPerspective();
- } else {
- this.toOrthographic();
- }
- };
- // For mantaining similar API with PerspectiveCamera
- THREE.CombinedCamera.prototype.updateProjectionMatrix = function() {
- if ( this.inPerspectiveMode ) {
- this.toPerspective();
- } else {
- this.toPerspective();
- this.toOrthographic();
- }
- };
- /*
- * Uses Focal Length (in mm) to estimate and set FOV
- * 35mm (fullframe) camera is used if frame size is not specified;
- * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
- */
- THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) {
- if ( frameHeight === undefined ) frameHeight = 24;
- var fov = 2 * Math.atan( frameHeight / ( focalLength * 2 ) ) * ( 180 / Math.PI );
- this.setFov( fov );
- return fov;
- };
- THREE.CombinedCamera.prototype.setZoom = function( zoom ) {
- this.zoom = zoom;
- if ( this.inPerspectiveMode ) {
- this.toPerspective();
- } else {
- this.toOrthographic();
- }
- };
- THREE.CombinedCamera.prototype.toFrontView = function() {
- this.rotation.x = 0;
- this.rotation.y = 0;
- this.rotation.z = 0;
- // should we be modifing the matrix instead?
- this.rotationAutoUpdate = false;
- };
- THREE.CombinedCamera.prototype.toBackView = function() {
- this.rotation.x = 0;
- this.rotation.y = Math.PI;
- this.rotation.z = 0;
- this.rotationAutoUpdate = false;
- };
- THREE.CombinedCamera.prototype.toLeftView = function() {
- this.rotation.x = 0;
- this.rotation.y = - Math.PI / 2;
- this.rotation.z = 0;
- this.rotationAutoUpdate = false;
- };
- THREE.CombinedCamera.prototype.toRightView = function() {
- this.rotation.x = 0;
- this.rotation.y = Math.PI / 2;
- this.rotation.z = 0;
- this.rotationAutoUpdate = false;
- };
- THREE.CombinedCamera.prototype.toTopView = function() {
- this.rotation.x = - Math.PI / 2;
- this.rotation.y = 0;
- this.rotation.z = 0;
- this.rotationAutoUpdate = false;
- };
- THREE.CombinedCamera.prototype.toBottomView = function() {
- this.rotation.x = Math.PI / 2;
- this.rotation.y = 0;
- this.rotation.z = 0;
- this.rotationAutoUpdate = false;
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * - 3d asterisk shape (for line pieces THREE.Line)
- */
- THREE.AsteriskGeometry = function ( innerRadius, outerRadius ) {
- THREE.Geometry.call( this );
- var sd = innerRadius;
- var ed = outerRadius;
- var sd2 = 0.707 * sd;
- var ed2 = 0.707 * ed;
- var rays = [ [ sd, 0, 0 ], [ ed, 0, 0 ], [ -sd, 0, 0 ], [ -ed, 0, 0 ],
- [ 0, sd, 0 ], [ 0, ed, 0 ], [ 0, -sd, 0 ], [ 0, -ed, 0 ],
- [ 0, 0, sd ], [ 0, 0, ed ], [ 0, 0, -sd ], [ 0, 0, -ed ],
- [ sd2, sd2, 0 ], [ ed2, ed2, 0 ], [ -sd2, -sd2, 0 ], [ -ed2, -ed2, 0 ],
- [ sd2, -sd2, 0 ], [ ed2, -ed2, 0 ], [ -sd2, sd2, 0 ], [ -ed2, ed2, 0 ],
- [ sd2, 0, sd2 ], [ ed2, 0, ed2 ], [ -sd2, 0, -sd2 ], [ -ed2, 0, -ed2 ],
- [ sd2, 0, -sd2 ], [ ed2, 0, -ed2 ], [ -sd2, 0, sd2 ], [ -ed2, 0, ed2 ],
- [ 0, sd2, sd2 ], [ 0, ed2, ed2 ], [ 0, -sd2, -sd2 ], [ 0, -ed2, -ed2 ],
- [ 0, sd2, -sd2 ], [ 0, ed2, -ed2 ], [ 0, -sd2, sd2 ], [ 0, -ed2, ed2 ]
- ];
- for ( var i = 0, il = rays.length; i < il; i ++ ) {
- var x = rays[ i ][ 0 ];
- var y = rays[ i ][ 1 ];
- var z = rays[ i ][ 2 ];
- this.vertices.push( new THREE.Vector3( x, y, z ) );
- }
- };
- THREE.AsteriskGeometry.prototype = Object.create( THREE.Geometry.prototype );/**
- * @author hughes
- */
- THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
- THREE.Geometry.call( this );
- radius = radius || 50;
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
- segments = segments !== undefined ? Math.max( 3, segments ) : 8;
- var i, uvs = [],
- center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
- this.vertices.push(center);
- uvs.push( centerUV );
- for ( i = 0; i <= segments; i ++ ) {
- var vertex = new THREE.Vector3();
- vertex.x = radius * Math.cos( thetaStart + i / segments * thetaLength );
- vertex.y = radius * Math.sin( thetaStart + i / segments * thetaLength );
- this.vertices.push( vertex );
- uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, - ( vertex.y / radius + 1 ) / 2 + 1 ) );
- }
- var n = new THREE.Vector3( 0, 0, -1 );
- for ( i = 1; i <= segments; i ++ ) {
- var v1 = i;
- var v2 = i + 1 ;
- var v3 = 0;
- this.faces.push( new THREE.Face3( v1, v2, v3, [ n, n, n ] ) );
- this.faceVertexUvs[ 0 ].push( [ uvs[ i ], uvs[ i + 1 ], centerUV ] );
- }
- this.computeCentroids();
- this.computeFaceNormals();
- this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
- };
- THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
- /**
- * @author mrdoob / http://mrdoob.com/
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
- */
- THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
- THREE.Geometry.call( this );
- var scope = this;
- this.width = width;
- this.height = height;
- this.depth = depth;
- this.widthSegments = widthSegments || 1;
- this.heightSegments = heightSegments || 1;
- this.depthSegments = depthSegments || 1;
- var width_half = this.width / 2;
- var height_half = this.height / 2;
- var depth_half = this.depth / 2;
- buildPlane( 'z', 'y', - 1, - 1, this.depth, this.height, width_half, 0 ); // px
- buildPlane( 'z', 'y', 1, - 1, this.depth, this.height, - width_half, 1 ); // nx
- buildPlane( 'x', 'z', 1, 1, this.width, this.depth, height_half, 2 ); // py
- buildPlane( 'x', 'z', 1, - 1, this.width, this.depth, - height_half, 3 ); // ny
- buildPlane( 'x', 'y', 1, - 1, this.width, this.height, depth_half, 4 ); // pz
- buildPlane( 'x', 'y', - 1, - 1, this.width, this.height, - depth_half, 5 ); // nz
- function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
- var w, ix, iy,
- gridX = scope.widthSegments,
- gridY = scope.heightSegments,
- width_half = width / 2,
- height_half = height / 2,
- offset = scope.vertices.length;
- if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
- w = 'z';
- } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
- w = 'y';
- gridY = scope.depthSegments;
- } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
- w = 'x';
- gridX = scope.depthSegments;
- }
- var gridX1 = gridX + 1,
- gridY1 = gridY + 1,
- segment_width = width / gridX,
- segment_height = height / gridY,
- normal = new THREE.Vector3();
- normal[ w ] = depth > 0 ? 1 : - 1;
- for ( iy = 0; iy < gridY1; iy ++ ) {
- for ( ix = 0; ix < gridX1; ix ++ ) {
- var vector = new THREE.Vector3();
- vector[ u ] = ( ix * segment_width - width_half ) * udir;
- vector[ v ] = ( iy * segment_height - height_half ) * vdir;
- vector[ w ] = depth;
- scope.vertices.push( vector );
- }
- }
- for ( iy = 0; iy < gridY; iy++ ) {
- for ( ix = 0; ix < gridX; ix++ ) {
- var a = ix + gridX1 * iy;
- var b = ix + gridX1 * ( iy + 1 );
- var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
- var d = ( ix + 1 ) + gridX1 * iy;
- var face = new THREE.Face4( a + offset, b + offset, c + offset, d + offset );
- face.normal.copy( normal );
- face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
- face.materialIndex = materialIndex;
- scope.faces.push( face );
- scope.faceVertexUvs[ 0 ].push( [
- new THREE.Vector2( ix / gridX, 1 - iy / gridY ),
- new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY ),
- new THREE.Vector2( ( ix + 1 ) / gridX, 1- ( iy + 1 ) / gridY ),
- new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY )
- ] );
- }
- }
- }
- this.computeCentroids();
- this.mergeVertices();
- };
- THREE.CubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radiusSegments, heightSegments, openEnded ) {
- THREE.Geometry.call( this );
- radiusTop = radiusTop !== undefined ? radiusTop : 20;
- radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
- height = height !== undefined ? height : 100;
- var heightHalf = height / 2;
- var segmentsX = radiusSegments || 8;
- var segmentsY = heightSegments || 1;
- var x, y, vertices = [], uvs = [];
- for ( y = 0; y <= segmentsY; y ++ ) {
- var verticesRow = [];
- var uvsRow = [];
- var v = y / segmentsY;
- var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
- for ( x = 0; x <= segmentsX; x ++ ) {
- var u = x / segmentsX;
- var vertex = new THREE.Vector3();
- vertex.x = radius * Math.sin( u * Math.PI * 2 );
- vertex.y = - v * height + heightHalf;
- vertex.z = radius * Math.cos( u * Math.PI * 2 );
- this.vertices.push( vertex );
- verticesRow.push( this.vertices.length - 1 );
- uvsRow.push( new THREE.Vector2( u, 1 - v ) );
- }
- vertices.push( verticesRow );
- uvs.push( uvsRow );
- }
- var tanTheta = ( radiusBottom - radiusTop ) / height;
- var na, nb;
- for ( x = 0; x < segmentsX; x ++ ) {
- if ( radiusTop !== 0 ) {
- na = this.vertices[ vertices[ 0 ][ x ] ].clone();
- nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
- } else {
- na = this.vertices[ vertices[ 1 ][ x ] ].clone();
- nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
- }
- na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
- nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
- for ( y = 0; y < segmentsY; y ++ ) {
- var v1 = vertices[ y ][ x ];
- var v2 = vertices[ y + 1 ][ x ];
- var v3 = vertices[ y + 1 ][ x + 1 ];
- var v4 = vertices[ y ][ x + 1 ];
- var n1 = na.clone();
- var n2 = na.clone();
- var n3 = nb.clone();
- var n4 = nb.clone();
- var uv1 = uvs[ y ][ x ].clone();
- var uv2 = uvs[ y + 1 ][ x ].clone();
- var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
- var uv4 = uvs[ y ][ x + 1 ].clone();
- this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
- }
- }
- // top cap
- if ( !openEnded && radiusTop > 0 ) {
- this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
- for ( x = 0; x < segmentsX; x ++ ) {
- var v1 = vertices[ 0 ][ x ];
- var v2 = vertices[ 0 ][ x + 1 ];
- var v3 = this.vertices.length - 1;
- var n1 = new THREE.Vector3( 0, 1, 0 );
- var n2 = new THREE.Vector3( 0, 1, 0 );
- var n3 = new THREE.Vector3( 0, 1, 0 );
- var uv1 = uvs[ 0 ][ x ].clone();
- var uv2 = uvs[ 0 ][ x + 1 ].clone();
- var uv3 = new THREE.Vector2( uv2.u, 0 );
- this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
- }
- }
- // bottom cap
- if ( !openEnded && radiusBottom > 0 ) {
- this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
- for ( x = 0; x < segmentsX; x ++ ) {
- var v1 = vertices[ y ][ x + 1 ];
- var v2 = vertices[ y ][ x ];
- var v3 = this.vertices.length - 1;
- var n1 = new THREE.Vector3( 0, - 1, 0 );
- var n2 = new THREE.Vector3( 0, - 1, 0 );
- var n3 = new THREE.Vector3( 0, - 1, 0 );
- var uv1 = uvs[ y ][ x + 1 ].clone();
- var uv2 = uvs[ y ][ x ].clone();
- var uv3 = new THREE.Vector2( uv2.u, 1 );
- this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
- }
- }
- this.computeCentroids();
- this.computeFaceNormals();
- }
- THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- *
- * Creates extruded geometry from a path shape.
- *
- * parameters = {
- *
- * size: <float>, // size of the text
- * height: <float>, // thickness to extrude text
- * curveSegments: <int>, // number of points on the curves
- * steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
- * amount: <int>, // Amount
- *
- * bevelEnabled: <bool>, // turn on bevel
- * bevelThickness: <float>, // how deep into text bevel goes
- * bevelSize: <float>, // how far from text outline is bevel
- * bevelSegments: <int>, // number of bevel layers
- *
- * extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
- * frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
- *
- * material: <int> // material index for front and back faces
- * extrudeMaterial: <int> // material index for extrusion and beveled faces
- * uvGenerator: <Object> // object that provides UV generator functions
- *
- * }
- **/
- THREE.ExtrudeGeometry = function ( shapes, options ) {
- if ( typeof( shapes ) === "undefined" ) {
- shapes = [];
- return;
- }
- THREE.Geometry.call( this );
- shapes = shapes instanceof Array ? shapes : [ shapes ];
- this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
- this.addShapeList( shapes, options );
- this.computeCentroids();
- this.computeFaceNormals();
- // can't really use automatic vertex normals
- // as then front and back sides get smoothed too
- // should do separate smoothing just for sides
- //this.computeVertexNormals();
- //console.log( "took", ( Date.now() - startTime ) );
- };
- THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
- THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
- var sl = shapes.length;
- for ( var s = 0; s < sl; s ++ ) {
- var shape = shapes[ s ];
- this.addShape( shape, options );
- }
- };
- THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
- var amount = options.amount !== undefined ? options.amount : 100;
- var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
- var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
- var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
- var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
- var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
- var steps = options.steps !== undefined ? options.steps : 1;
- var extrudePath = options.extrudePath;
- var extrudePts, extrudeByPath = false;
- var material = options.material;
- var extrudeMaterial = options.extrudeMaterial;
- // Use default WorldUVGenerator if no UV generators are specified.
- var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
- var shapebb = this.shapebb;
- //shapebb = shape.getBoundingBox();
- var splineTube, binormal, normal, position2;
- if ( extrudePath ) {
- extrudePts = extrudePath.getSpacedPoints( steps );
- extrudeByPath = true;
- bevelEnabled = false; // bevels not supported for path extrusion
- // SETUP TNB variables
- // Reuse TNB from TubeGeomtry for now.
- // TODO1 - have a .isClosed in spline?
- splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
- // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
- binormal = new THREE.Vector3();
- normal = new THREE.Vector3();
- position2 = new THREE.Vector3();
- }
- // Safeguards if bevels are not enabled
- if ( ! bevelEnabled ) {
- bevelSegments = 0;
- bevelThickness = 0;
- bevelSize = 0;
- }
- // Variables initalization
- var ahole, h, hl; // looping of holes
- var scope = this;
- var bevelPoints = [];
- var shapesOffset = this.vertices.length;
- var shapePoints = shape.extractPoints( curveSegments );
- var vertices = shapePoints.shape;
- var holes = shapePoints.holes;
- var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ;
- if ( reverse ) {
- vertices = vertices.reverse();
- // Maybe we should also check if holes are in the opposite direction, just to be safe ...
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
- ahole = holes[ h ];
- if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
- holes[ h ] = ahole.reverse();
- }
- }
- reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
- }
- var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
- /* Vertices */
- var contour = vertices; // vertices has all points but contour has only points of circumference
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
- ahole = holes[ h ];
- vertices = vertices.concat( ahole );
- }
- function scalePt2 ( pt, vec, size ) {
- if ( !vec ) console.log( "die" );
- return vec.clone().multiplyScalar( size ).addSelf( pt );
- }
- var b, bs, t, z,
- vert, vlen = vertices.length,
- face, flen = faces.length,
- cont, clen = contour.length;
- // Find directions for point movement
- var RAD_TO_DEGREES = 180 / Math.PI;
- function getBevelVec( pt_i, pt_j, pt_k ) {
- // Algorithm 2
- return getBevelVec2( pt_i, pt_j, pt_k );
- }
- function getBevelVec1( pt_i, pt_j, pt_k ) {
- var anglea = Math.atan2( pt_j.y - pt_i.y, pt_j.x - pt_i.x );
- var angleb = Math.atan2( pt_k.y - pt_i.y, pt_k.x - pt_i.x );
- if ( anglea > angleb ) {
- angleb += Math.PI * 2;
- }
- var anglec = ( anglea + angleb ) / 2;
- //console.log('angle1', anglea * RAD_TO_DEGREES,'angle2', angleb * RAD_TO_DEGREES, 'anglec', anglec *RAD_TO_DEGREES);
- var x = - Math.cos( anglec );
- var y = - Math.sin( anglec );
- var vec = new THREE.Vector2( x, y ); //.normalize();
- return vec;
- }
- function getBevelVec2( pt_i, pt_j, pt_k ) {
- var a = THREE.ExtrudeGeometry.__v1,
- b = THREE.ExtrudeGeometry.__v2,
- v_hat = THREE.ExtrudeGeometry.__v3,
- w_hat = THREE.ExtrudeGeometry.__v4,
- p = THREE.ExtrudeGeometry.__v5,
- q = THREE.ExtrudeGeometry.__v6,
- v, w,
- v_dot_w_hat, q_sub_p_dot_w_hat,
- s, intersection;
- // good reading for line-line intersection
- // http://sputsoft.com/blog/2010/03/line-line-intersection.html
- // define a as vector j->i
- // define b as vectot k->i
- a.set( pt_i.x - pt_j.x, pt_i.y - pt_j.y );
- b.set( pt_i.x - pt_k.x, pt_i.y - pt_k.y );
- // get unit vectors
- v = a.normalize();
- w = b.normalize();
- // normals from pt i
- v_hat.set( -v.y, v.x );
- w_hat.set( w.y, -w.x );
- // pts from i
- p.copy( pt_i ).addSelf( v_hat );
- q.copy( pt_i ).addSelf( w_hat );
- if ( p.equals( q ) ) {
- //console.log("Warning: lines are straight");
- return w_hat.clone();
- }
- // Points from j, k. helps prevents points cross overover most of the time
- p.copy( pt_j ).addSelf( v_hat );
- q.copy( pt_k ).addSelf( w_hat );
- v_dot_w_hat = v.dot( w_hat );
- q_sub_p_dot_w_hat = q.subSelf( p ).dot( w_hat );
- // We should not reach these conditions
- if ( v_dot_w_hat === 0 ) {
- console.log( "Either infinite or no solutions!" );
- if ( q_sub_p_dot_w_hat === 0 ) {
- console.log( "Its finite solutions." );
- } else {
- console.log( "Too bad, no solutions." );
- }
- }
- s = q_sub_p_dot_w_hat / v_dot_w_hat;
- if ( s < 0 ) {
- // in case of emergecy, revert to algorithm 1.
- return getBevelVec1( pt_i, pt_j, pt_k );
- }
- intersection = v.multiplyScalar( s ).addSelf( p );
- return intersection.subSelf( pt_i ).clone(); // Don't normalize!, otherwise sharp corners become ugly
- }
- var contourMovements = [];
- for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
- if ( j === il ) j = 0;
- if ( k === il ) k = 0;
- // (j)---(i)---(k)
- // console.log('i,j,k', i, j , k)
- var pt_i = contour[ i ];
- var pt_j = contour[ j ];
- var pt_k = contour[ k ];
- contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
- }
- var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
- ahole = holes[ h ];
- oneHoleMovements = [];
- for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
- if ( j === il ) j = 0;
- if ( k === il ) k = 0;
- // (j)---(i)---(k)
- oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
- }
- holesMovements.push( oneHoleMovements );
- verticesMovements = verticesMovements.concat( oneHoleMovements );
- }
- // Loop bevelSegments, 1 for the front, 1 for the back
- for ( b = 0; b < bevelSegments; b ++ ) {
- //for ( b = bevelSegments; b > 0; b -- ) {
- t = b / bevelSegments;
- z = bevelThickness * ( 1 - t );
- //z = bevelThickness * t;
- bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
- //bs = bevelSize * t ; // linear
- // contract shape
- for ( i = 0, il = contour.length; i < il; i ++ ) {
- vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
- //vert = scalePt( contour[ i ], contourCentroid, bs, false );
- v( vert.x, vert.y, - z );
- }
- // expand holes
- for ( h = 0, hl = holes.length; h < hl; h++ ) {
- ahole = holes[ h ];
- oneHoleMovements = holesMovements[ h ];
- for ( i = 0, il = ahole.length; i < il; i++ ) {
- vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
- //vert = scalePt( ahole[ i ], holesCentroids[ h ], bs, true );
- v( vert.x, vert.y, -z );
- }
- }
- }
- bs = bevelSize;
- // Back facing vertices
- for ( i = 0; i < vlen; i ++ ) {
- vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
- if ( !extrudeByPath ) {
- v( vert.x, vert.y, 0 );
- } else {
- // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
- normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
- binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
- position2.copy( extrudePts[0] ).addSelf(normal).addSelf(binormal);
- v( position2.x, position2.y, position2.z );
- }
- }
- // Add stepped vertices...
- // Including front facing vertices
- var s;
- for ( s = 1; s <= steps; s ++ ) {
- for ( i = 0; i < vlen; i ++ ) {
- vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
- if ( !extrudeByPath ) {
- v( vert.x, vert.y, amount / steps * s );
- } else {
- // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
- normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
- binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
- position2.copy( extrudePts[s] ).addSelf( normal ).addSelf( binormal );
- v( position2.x, position2.y, position2.z );
- }
- }
- }
- // Add bevel segments planes
- //for ( b = 1; b <= bevelSegments; b ++ ) {
- for ( b = bevelSegments - 1; b >= 0; b -- ) {
- t = b / bevelSegments;
- z = bevelThickness * ( 1 - t );
- //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
- bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
- // contract shape
- for ( i = 0, il = contour.length; i < il; i ++ ) {
- vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
- v( vert.x, vert.y, amount + z );
- }
- // expand holes
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
- ahole = holes[ h ];
- oneHoleMovements = holesMovements[ h ];
- for ( i = 0, il = ahole.length; i < il; i ++ ) {
- vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
- if ( !extrudeByPath ) {
- v( vert.x, vert.y, amount + z );
- } else {
- v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
- }
- }
- }
- }
- /* Faces */
- // Top and bottom faces
- buildLidFaces();
- // Sides faces
- buildSideFaces();
- ///// Internal functions
- function buildLidFaces() {
- if ( bevelEnabled ) {
- var layer = 0 ; // steps + 1
- var offset = vlen * layer;
- // Bottom faces
- for ( i = 0; i < flen; i ++ ) {
- face = faces[ i ];
- f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );
- }
- layer = steps + bevelSegments * 2;
- offset = vlen * layer;
- // Top faces
- for ( i = 0; i < flen; i ++ ) {
- face = faces[ i ];
- f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );
- }
- } else {
- // Bottom faces
- for ( i = 0; i < flen; i++ ) {
- face = faces[ i ];
- f3( face[ 2 ], face[ 1 ], face[ 0 ], true );
- }
- // Top faces
- for ( i = 0; i < flen; i ++ ) {
- face = faces[ i ];
- f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );
- }
- }
- }
- // Create faces for the z-sides of the shape
- function buildSideFaces() {
- var layeroffset = 0;
- sidewalls( contour, layeroffset );
- layeroffset += contour.length;
- for ( h = 0, hl = holes.length; h < hl; h ++ ) {
- ahole = holes[ h ];
- sidewalls( ahole, layeroffset );
- //, true
- layeroffset += ahole.length;
- }
- }
- function sidewalls( contour, layeroffset ) {
- var j, k;
- i = contour.length;
- while ( --i >= 0 ) {
- j = i;
- k = i - 1;
- if ( k < 0 ) k = contour.length - 1;
- //console.log('b', i,j, i-1, k,vertices.length);
- var s = 0, sl = steps + bevelSegments * 2;
- for ( s = 0; s < sl; s ++ ) {
- var slen1 = vlen * s;
- var slen2 = vlen * ( s + 1 );
- var a = layeroffset + j + slen1,
- b = layeroffset + k + slen1,
- c = layeroffset + k + slen2,
- d = layeroffset + j + slen2;
- f4( a, b, c, d, contour, s, sl, j, k );
- }
- }
- }
- function v( x, y, z ) {
- scope.vertices.push( new THREE.Vector3( x, y, z ) );
- }
- function f3( a, b, c, isBottom ) {
- a += shapesOffset;
- b += shapesOffset;
- c += shapesOffset;
- // normal, color, material
- scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
- var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );
- scope.faceVertexUvs[ 0 ].push( uvs );
- }
- function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
- a += shapesOffset;
- b += shapesOffset;
- c += shapesOffset;
- d += shapesOffset;
- scope.faces.push( new THREE.Face4( a, b, c, d, null, null, extrudeMaterial ) );
- var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
- stepIndex, stepsLength, contourIndex1, contourIndex2 );
- scope.faceVertexUvs[ 0 ].push( uvs );
- }
- };
- THREE.ExtrudeGeometry.WorldUVGenerator = {
- generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
- var ax = geometry.vertices[ indexA ].x,
- ay = geometry.vertices[ indexA ].y,
- bx = geometry.vertices[ indexB ].x,
- by = geometry.vertices[ indexB ].y,
- cx = geometry.vertices[ indexC ].x,
- cy = geometry.vertices[ indexC ].y;
- return [
- new THREE.Vector2( ax, ay ),
- new THREE.Vector2( bx, by ),
- new THREE.Vector2( cx, cy )
- ];
- },
- generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
- return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );
- },
- generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
- indexA, indexB, indexC, indexD, stepIndex, stepsLength,
- contourIndex1, contourIndex2 ) {
- var ax = geometry.vertices[ indexA ].x,
- ay = geometry.vertices[ indexA ].y,
- az = geometry.vertices[ indexA ].z,
- bx = geometry.vertices[ indexB ].x,
- by = geometry.vertices[ indexB ].y,
- bz = geometry.vertices[ indexB ].z,
- cx = geometry.vertices[ indexC ].x,
- cy = geometry.vertices[ indexC ].y,
- cz = geometry.vertices[ indexC ].z,
- dx = geometry.vertices[ indexD ].x,
- dy = geometry.vertices[ indexD ].y,
- dz = geometry.vertices[ indexD ].z;
- if ( Math.abs( ay - by ) < 0.01 ) {
- return [
- new THREE.Vector2( ax, 1 - az ),
- new THREE.Vector2( bx, 1 - bz ),
- new THREE.Vector2( cx, 1 - cz ),
- new THREE.Vector2( dx, 1 - dz )
- ];
- } else {
- return [
- new THREE.Vector2( ay, 1 - az ),
- new THREE.Vector2( by, 1 - bz ),
- new THREE.Vector2( cy, 1 - cz ),
- new THREE.Vector2( dy, 1 - dz )
- ];
- }
- }
- };
- THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
- THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
- THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
- THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
- THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
- THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
- /**
- * @author jonobr1 / http://jonobr1.com
- *
- * Creates a one-sided polygonal geometry from a path shape. Similar to
- * ExtrudeGeometry.
- *
- * parameters = {
- *
- * curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
- *
- * material: <int> // material index for front and back faces
- * uvGenerator: <Object> // object that provides UV generator functions
- *
- * }
- **/
- THREE.ShapeGeometry = function ( shapes, options ) {
- THREE.Geometry.call( this );
- if ( shapes instanceof Array === false ) shapes = [ shapes ];
- this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
- this.addShapeList( shapes, options );
- this.computeCentroids();
- this.computeFaceNormals();
- };
- THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
- /**
- * Add an array of shapes to THREE.ShapeGeometry.
- */
- THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
- for ( var i = 0, l = shapes.length; i < l; i++ ) {
- this.addShape( shapes[ i ], options );
- }
- return this;
- };
- /**
- * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
- */
- THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
- if ( options === undefined ) options = {};
- var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
- var material = options.material;
- var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
- var shapebb = this.shapebb;
- //
- var i, l, hole, s;
- var shapesOffset = this.vertices.length;
- var shapePoints = shape.extractPoints( curveSegments );
- var vertices = shapePoints.shape;
- var holes = shapePoints.holes;
- var reverse = !THREE.Shape.Utils.isClockWise( vertices );
- if ( reverse ) {
- vertices = vertices.reverse();
- // Maybe we should also check if holes are in the opposite direction, just to be safe...
- for ( i = 0, l = holes.length; i < l; i++ ) {
- hole = holes[ i ];
- if ( THREE.Shape.Utils.isClockWise( hole ) ) {
- holes[ i ] = hole.reverse();
- }
- }
- reverse = false;
- }
- var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
- // Vertices
- var contour = vertices;
- for ( i = 0, l = holes.length; i < l; i++ ) {
- hole = holes[ i ];
- vertices = vertices.concat( hole );
- }
- //
- var vert, vlen = vertices.length;
- var face, flen = faces.length;
- var cont, clen = contour.length;
- for ( i = 0; i < vlen; i++ ) {
- vert = vertices[ i ];
- this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
- }
- for ( i = 0; i < flen; i++ ) {
- face = faces[ i ];
- var a = face[ 0 ] + shapesOffset;
- var b = face[ 1 ] + shapesOffset;
- var c = face[ 2 ] + shapesOffset;
- this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
- this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );
- }
- };
- /**
- * @author astrodud / http://astrodud.isgreat.org/
- * @author zz85 / https://github.com/zz85
- */
- THREE.LatheGeometry = function ( points, steps, angle ) {
- THREE.Geometry.call( this );
- var _steps = steps || 12;
- var _angle = angle || 2 * Math.PI;
- var _newV = [];
- var _matrix = new THREE.Matrix4().makeRotationZ( _angle / _steps );
- for ( var j = 0; j < points.length; j ++ ) {
- _newV[ j ] = points[ j ].clone();
- this.vertices.push( _newV[ j ] );
- }
- var i, il = _steps + 1;
- for ( i = 0; i < il; i ++ ) {
- for ( var j = 0; j < _newV.length; j ++ ) {
- _newV[ j ] = _matrix.multiplyVector3( _newV[ j ].clone() );
- this.vertices.push( _newV[ j ] );
- }
- }
- for ( i = 0; i < _steps; i ++ ) {
- for ( var k = 0, kl = points.length; k < kl - 1; k ++ ) {
- var a = i * kl + k;
- var b = ( ( i + 1 ) % il ) * kl + k;
- var c = ( ( i + 1 ) % il ) * kl + ( k + 1 ) % kl;
- var d = i * kl + ( k + 1 ) % kl;
- this.faces.push( new THREE.Face4( a, b, c, d ) );
- this.faceVertexUvs[ 0 ].push( [
- new THREE.Vector2( 1 - i / _steps, k / kl ),
- new THREE.Vector2( 1 - ( i + 1 ) / _steps, k / kl ),
- new THREE.Vector2( 1 - ( i + 1 ) / _steps, ( k + 1 ) / kl ),
- new THREE.Vector2( 1 - i / _steps, ( k + 1 ) / kl )
- ] );
- }
- }
- this.computeCentroids();
- this.computeFaceNormals();
- this.computeVertexNormals();
- };
- THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
- /**
- * @author mrdoob / http://mrdoob.com/
- * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
- */
- THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
- THREE.Geometry.call( this );
- this.width = width;
- this.height = height;
- this.widthSegments = widthSegments || 1;
- this.heightSegments = heightSegments || 1;
- var ix, iz;
- var width_half = width / 2;
- var height_half = height / 2;
- var gridX = this.widthSegments;
- var gridZ = this.heightSegments;
- var gridX1 = gridX + 1;
- var gridZ1 = gridZ + 1;
- var segment_width = this.width / gridX;
- var segment_height = this.height / gridZ;
- var normal = new THREE.Vector3( 0, 0, 1 );
- for ( iz = 0; iz < gridZ1; iz ++ ) {
- for ( ix = 0; ix < gridX1; ix ++ ) {
- var x = ix * segment_width - width_half;
- var y = iz * segment_height - height_half;
- this.vertices.push( new THREE.Vector3( x, - y, 0 ) );
- }
- }
- for ( iz = 0; iz < gridZ; iz ++ ) {
- for ( ix = 0; ix < gridX; ix ++ ) {
- var a = ix + gridX1 * iz;
- var b = ix + gridX1 * ( iz + 1 );
- var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
- var d = ( ix + 1 ) + gridX1 * iz;
- var face = new THREE.Face4( a, b, c, d );
- face.normal.copy( normal );
- face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone(), normal.clone() );
- this.faces.push( face );
- this.faceVertexUvs[ 0 ].push( [
- new THREE.Vector2( ix / gridX, 1 - iz / gridZ ),
- new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ ),
- new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ ),
- new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ )
- ] );
- }
- }
- this.computeCentroids();
- };
- THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
- THREE.Geometry.call( this );
- this.radius = radius || 50;
- this.widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
- this.heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
- phiStart = phiStart !== undefined ? phiStart : 0;
- phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
- thetaStart = thetaStart !== undefined ? thetaStart : 0;
- thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
- var x, y, vertices = [], uvs = [];
- for ( y = 0; y <= this.heightSegments; y ++ ) {
- var verticesRow = [];
- var uvsRow = [];
- for ( x = 0; x <= this.widthSegments; x ++ ) {
- var u = x / this.widthSegments;
- var v = y / this.heightSegments;
- var vertex = new THREE.Vector3();
- vertex.x = - this.radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
- vertex.y = this.radius * Math.cos( thetaStart + v * thetaLength );
- vertex.z = this.radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
- this.vertices.push( vertex );
- verticesRow.push( this.vertices.length - 1 );
- uvsRow.push( new THREE.Vector2( u, 1 - v ) );
- }
- vertices.push( verticesRow );
- uvs.push( uvsRow );
- }
- for ( y = 0; y < this.heightSegments; y ++ ) {
- for ( x = 0; x < this.widthSegments; x ++ ) {
- var v1 = vertices[ y ][ x + 1 ];
- var v2 = vertices[ y ][ x ];
- var v3 = vertices[ y + 1 ][ x ];
- var v4 = vertices[ y + 1 ][ x + 1 ];
- var n1 = this.vertices[ v1 ].clone().normalize();
- var n2 = this.vertices[ v2 ].clone().normalize();
- var n3 = this.vertices[ v3 ].clone().normalize();
- var n4 = this.vertices[ v4 ].clone().normalize();
- var uv1 = uvs[ y ][ x + 1 ].clone();
- var uv2 = uvs[ y ][ x ].clone();
- var uv3 = uvs[ y + 1 ][ x ].clone();
- var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
- if ( Math.abs( this.vertices[ v1 ].y ) === this.radius ) {
- this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
- } else if ( Math.abs( this.vertices[ v3 ].y ) === this.radius ) {
- this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
- } else {
- this.faces.push( new THREE.Face4( v1, v2, v3, v4, [ n1, n2, n3, n4 ] ) );
- this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3, uv4 ] );
- }
- }
- }
- this.computeCentroids();
- this.computeFaceNormals();
- this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
- };
- THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
- /**
- * @author zz85 / http://www.lab4games.net/zz85/blog
- * @author alteredq / http://alteredqualia.com/
- *
- * For creating 3D text geometry in three.js
- *
- * Text = 3D Text
- *
- * parameters = {
- * size: <float>, // size of the text
- * height: <float>, // thickness to extrude text
- * curveSegments: <int>, // number of points on the curves
- *
- * font: <string>, // font name
- * weight: <string>, // font weight (normal, bold)
- * style: <string>, // font style (normal, italics)
- *
- * bevelEnabled: <bool>, // turn on bevel
- * bevelThickness: <float>, // how deep into text bevel goes
- * bevelSize: <float>, // how far from text outline is bevel
- * }
- *
- */
- /* Usage Examples
- // TextGeometry wrapper
- var text3d = new TextGeometry( text, options );
- // Complete manner
- var textShapes = THREE.FontUtils.generateShapes( text, options );
- var text3d = new ExtrudeGeometry( textShapes, options );
- */
- THREE.TextGeometry = function ( text, parameters ) {
- var textShapes = THREE.FontUtils.generateShapes( text, parameters );
- // translate parameters to ExtrudeGeometry API
- parameters.amount = parameters.height !== undefined ? parameters.height : 50;
- // defaults
- if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
- if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
- if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
- THREE.ExtrudeGeometry.call( this, textShapes, parameters );
- };
- THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
- /**
- * @author oosmoxiecode
- * @author mrdoob / http://mrdoob.com/
- * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
- */
- THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
- THREE.Geometry.call( this );
- var scope = this;
- this.radius = radius || 100;
- this.tube = tube || 40;
- this.radialSegments = radialSegments || 8;
- this.tubularSegments = tubularSegments || 6;
- this.arc = arc || Math.PI * 2;
- var center = new THREE.Vector3(), uvs = [], normals = [];
- for ( var j = 0; j <= this.radialSegments; j ++ ) {
- for ( var i = 0; i <= this.tubularSegments; i ++ ) {
- var u = i / this.tubularSegments * this.arc;
- var v = j / this.radialSegments * Math.PI * 2;
- center.x = this.radius * Math.cos( u );
- center.y = this.radius * Math.sin( u );
- var vertex = new THREE.Vector3();
- vertex.x = ( this.radius + this.tube * Math.cos( v ) ) * Math.cos( u );
- vertex.y = ( this.radius + this.tube * Math.cos( v ) ) * Math.sin( u );
- vertex.z = this.tube * Math.sin( v );
- this.vertices.push( vertex );
- uvs.push( new THREE.Vector2( i / this.tubularSegments, j / this.radialSegments ) );
- normals.push( vertex.clone().subSelf( center ).normalize() );
- }
- }
- for ( var j = 1; j <= this.radialSegments; j ++ ) {
- for ( var i = 1; i <= this.tubularSegments; i ++ ) {
- var a = ( this.tubularSegments + 1 ) * j + i - 1;
- var b = ( this.tubularSegments + 1 ) * ( j - 1 ) + i - 1;
- var c = ( this.tubularSegments + 1 ) * ( j - 1 ) + i;
- var d = ( this.tubularSegments + 1 ) * j + i;
- var face = new THREE.Face4( a, b, c, d, [ normals[ a ], normals[ b ], normals[ c ], normals[ d ] ] );
- face.normal.addSelf( normals[ a ] );
- face.normal.addSelf( normals[ b ] );
- face.normal.addSelf( normals[ c ] );
- face.normal.addSelf( normals[ d ] );
- face.normal.normalize();
- this.faces.push( face );
- this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
- }
- }
- this.computeCentroids();
- };
- THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
- /**
- * @author oosmoxiecode
- * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
- */
- THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
- THREE.Geometry.call( this );
- var scope = this;
- this.radius = radius || 100;
- this.tube = tube || 40;
- this.radialSegments = radialSegments || 64;
- this.tubularSegments = tubularSegments || 8;
- this.p = p || 2;
- this.q = q || 3;
- this.heightScale = heightScale || 1;
- this.grid = new Array( this.radialSegments );
- var tang = new THREE.Vector3();
- var n = new THREE.Vector3();
- var bitan = new THREE.Vector3();
- for ( var i = 0; i < this.radialSegments; ++ i ) {
- this.grid[ i ] = new Array( this.tubularSegments );
- for ( var j = 0; j < this.tubularSegments; ++ j ) {
- var u = i / this.radialSegments * 2 * this.p * Math.PI;
- var v = j / this.tubularSegments * 2 * Math.PI;
- var p1 = getPos( u, v, this.q, this.p, this.radius, this.heightScale );
- var p2 = getPos( u + 0.01, v, this.q, this.p, this.radius, this.heightScale );
- var cx, cy;
- tang.sub( p2, p1 );
- n.add( p2, p1 );
- bitan.cross( tang, n );
- n.cross( bitan, tang );
- bitan.normalize();
- n.normalize();
- cx = - this.tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
- cy = this.tube * Math.sin( v );
- p1.x += cx * n.x + cy * bitan.x;
- p1.y += cx * n.y + cy * bitan.y;
- p1.z += cx * n.z + cy * bitan.z;
- this.grid[ i ][ j ] = vert( p1.x, p1.y, p1.z );
- }
- }
- for ( var i = 0; i < this.radialSegments; ++ i ) {
- for ( var j = 0; j < this.tubularSegments; ++ j ) {
- var ip = ( i + 1 ) % this.radialSegments;
- var jp = ( j + 1 ) % this.tubularSegments;
- var a = this.grid[ i ][ j ];
- var b = this.grid[ ip ][ j ];
- var c = this.grid[ ip ][ jp ];
- var d = this.grid[ i ][ jp ];
- var uva = new THREE.Vector2( i / this.radialSegments, j / this.tubularSegments );
- var uvb = new THREE.Vector2( ( i + 1 ) / this.radialSegments, j / this.tubularSegments );
- var uvc = new THREE.Vector2( ( i + 1 ) / this.radialSegments, ( j + 1 ) / this.tubularSegments );
- var uvd = new THREE.Vector2( i / this.radialSegments, ( j + 1 ) / this.tubularSegments );
- this.faces.push( new THREE.Face4( a, b, c, d ) );
- this.faceVertexUvs[ 0 ].push( [ uva,uvb,uvc, uvd ] );
- }
- }
- this.computeCentroids();
- this.computeFaceNormals();
- this.computeVertexNormals();
- function vert( x, y, z ) {
- return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
- }
- function getPos( u, v, in_q, in_p, radius, heightScale ) {
- var cu = Math.cos( u );
- var cv = Math.cos( v );
- var su = Math.sin( u );
- var quOverP = in_q / in_p * u;
- var cs = Math.cos( quOverP );
- var tx = radius * ( 2 + cs ) * 0.5 * cu;
- var ty = radius * ( 2 + cs ) * su * 0.5;
- var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
- return new THREE.Vector3( tx, ty, tz );
- }
- };
- THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
- /**
- * @author WestLangley / https://github.com/WestLangley
- * @author zz85 / https://github.com/zz85
- * @author miningold / https://github.com/miningold
- *
- * Modified from the TorusKnotGeometry by @oosmoxiecode
- *
- * Creates a tube which extrudes along a 3d spline
- *
- * Uses parallel transport frames as described in
- * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
- */
- THREE.TubeGeometry = function( path, segments, radius, radiusSegments, closed, debug ) {
- THREE.Geometry.call( this );
- this.path = path;
- this.segments = segments || 64;
- this.radius = radius || 1;
- this.radiusSegments = radiusSegments || 8;
- this.closed = closed || false;
- if ( debug ) this.debug = new THREE.Object3D();
- this.grid = [];
- var scope = this,
- tangent,
- normal,
- binormal,
- numpoints = this.segments + 1,
- x, y, z,
- tx, ty, tz,
- u, v,
- cx, cy,
- pos, pos2 = new THREE.Vector3(),
- i, j,
- ip, jp,
- a, b, c, d,
- uva, uvb, uvc, uvd;
- var frames = new THREE.TubeGeometry.FrenetFrames( this.path, this.segments, this.closed ),
- tangents = frames.tangents,
- normals = frames.normals,
- binormals = frames.binormals;
- // proxy internals
- this.tangents = tangents;
- this.normals = normals;
- this.binormals = binormals;
- function vert( x, y, z ) {
- return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
- }
- // consruct the grid
- for ( i = 0; i < numpoints; i++ ) {
- this.grid[ i ] = [];
- u = i / ( numpoints - 1 );
- pos = path.getPointAt( u );
- tangent = tangents[ i ];
- normal = normals[ i ];
- binormal = binormals[ i ];
- if ( this.debug ) {
- this.debug.add( new THREE.ArrowHelper(tangent, pos, radius, 0x0000ff ) );
- this.debug.add( new THREE.ArrowHelper(normal, pos, radius, 0xff0000 ) );
- this.debug.add( new THREE.ArrowHelper(binormal, pos, radius, 0x00ff00 ) );
- }
- for ( j = 0; j < this.radiusSegments; j++ ) {
- v = j / this.radiusSegments * 2 * Math.PI;
- cx = -this.radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
- cy = this.radius * Math.sin( v );
- pos2.copy( pos );
- pos2.x += cx * normal.x + cy * binormal.x;
- pos2.y += cx * normal.y + cy * binormal.y;
- pos2.z += cx * normal.z + cy * binormal.z;
- this.grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
- }
- }
- // construct the mesh
- for ( i = 0; i < this.segments; i++ ) {
- for ( j = 0; j < this.radiusSegments; j++ ) {
- ip = ( this.closed ) ? (i + 1) % this.segments : i + 1;
- jp = (j + 1) % this.radiusSegments;
- a = this.grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! ***
- b = this.grid[ ip ][ j ];
- c = this.grid[ ip ][ jp ];
- d = this.grid[ i ][ jp ];
- uva = new THREE.Vector2( i / this.segments, j / this.radiusSegments );
- uvb = new THREE.Vector2( ( i + 1 ) / this.segments, j / this.radiusSegments );
- uvc = new THREE.Vector2( ( i + 1 ) / this.segments, ( j + 1 ) / this.radiusSegments );
- uvd = new THREE.Vector2( i / this.segments, ( j + 1 ) / this.radiusSegments );
- this.faces.push( new THREE.Face4( a, b, c, d ) );
- this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvc, uvd ] );
- }
- }
- this.computeCentroids();
- this.computeFaceNormals();
- this.computeVertexNormals();
- };
- THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
- // For computing of Frenet frames, exposing the tangents, normals and binormals the spline
- THREE.TubeGeometry.FrenetFrames = function(path, segments, closed) {
- var tangent = new THREE.Vector3(),
- normal = new THREE.Vector3(),
- binormal = new THREE.Vector3(),
- tangents = [],
- normals = [],
- binormals = [],
- vec = new THREE.Vector3(),
- mat = new THREE.Matrix4(),
- numpoints = segments + 1,
- theta,
- epsilon = 0.0001,
- smallest,
- tx, ty, tz,
- i, u, v;
- // expose internals
- this.tangents = tangents;
- this.normals = normals;
- this.binormals = binormals;
- // compute the tangent vectors for each segment on the path
- for ( i = 0; i < numpoints; i++ ) {
- u = i / ( numpoints - 1 );
- tangents[ i ] = path.getTangentAt( u );
- tangents[ i ].normalize();
- }
- initialNormal3();
- function initialNormal1(lastBinormal) {
- // fixed start binormal. Has dangers of 0 vectors
- normals[ 0 ] = new THREE.Vector3();
- binormals[ 0 ] = new THREE.Vector3();
- if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
- normals[ 0 ].cross( lastBinormal, tangents[ 0 ] ).normalize();
- binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize();
- }
- function initialNormal2() {
- // This uses the Frenet-Serret formula for deriving binormal
- var t2 = path.getTangentAt( epsilon );
- normals[ 0 ] = new THREE.Vector3().sub( t2, tangents[ 0 ] ).normalize();
- binormals[ 0 ] = new THREE.Vector3().cross( tangents[ 0 ], normals[ 0 ] );
- normals[ 0 ].cross( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
- binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] ).normalize();
- }
- function initialNormal3() {
- // select an initial normal vector perpenicular to the first tangent vector,
- // and in the direction of the smallest tangent xyz component
- normals[ 0 ] = new THREE.Vector3();
- binormals[ 0 ] = new THREE.Vector3();
- smallest = Number.MAX_VALUE;
- tx = Math.abs( tangents[ 0 ].x );
- ty = Math.abs( tangents[ 0 ].y );
- tz = Math.abs( tangents[ 0 ].z );
- if ( tx <= smallest ) {
- smallest = tx;
- normal.set( 1, 0, 0 );
- }
- if ( ty <= smallest ) {
- smallest = ty;
- normal.set( 0, 1, 0 );
- }
- if ( tz <= smallest ) {
- normal.set( 0, 0, 1 );
- }
- vec.cross( tangents[ 0 ], normal ).normalize();
- normals[ 0 ].cross( tangents[ 0 ], vec );
- binormals[ 0 ].cross( tangents[ 0 ], normals[ 0 ] );
- }
- // compute the slowly-varying normal and binormal vectors for each segment on the path
- for ( i = 1; i < numpoints; i++ ) {
- normals[ i ] = normals[ i-1 ].clone();
- binormals[ i ] = binormals[ i-1 ].clone();
- vec.cross( tangents[ i-1 ], tangents[ i ] );
- if ( vec.length() > epsilon ) {
- vec.normalize();
- theta = Math.acos( tangents[ i-1 ].dot( tangents[ i ] ) );
- mat.makeRotationAxis( vec, theta ).multiplyVector3( normals[ i ] );
- }
- binormals[ i ].cross( tangents[ i ], normals[ i ] );
- }
- // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
- if ( closed ) {
- theta = Math.acos( normals[ 0 ].dot( normals[ numpoints-1 ] ) );
- theta /= ( numpoints - 1 );
- if ( tangents[ 0 ].dot( vec.cross( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
- theta = -theta;
- }
- for ( i = 1; i < numpoints; i++ ) {
- // twist a little...
- mat.makeRotationAxis( tangents[ i ], theta * i ).multiplyVector3( normals[ i ] );
- binormals[ i ].cross( tangents[ i ], normals[ i ] );
- }
- }
- };
- /**
- * @author clockworkgeek / https://github.com/clockworkgeek
- * @author timothypratley / https://github.com/timothypratley
- */
- THREE.PolyhedronGeometry = function ( vertices, faces, radius, detail ) {
- THREE.Geometry.call( this );
- radius = radius || 1;
- detail = detail || 0;
- var that = this;
- for ( var i = 0, l = vertices.length; i < l; i ++ ) {
- prepare( new THREE.Vector3( vertices[ i ][ 0 ], vertices[ i ][ 1 ], vertices[ i ][ 2 ] ) );
- }
- var midpoints = [], p = this.vertices;
- for ( var i = 0, l = faces.length; i < l; i ++ ) {
- make( p[ faces[ i ][ 0 ] ], p[ faces[ i ][ 1 ] ], p[ faces[ i ][ 2 ] ], detail );
- }
- this.mergeVertices();
- // Apply radius
- for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
- this.vertices[ i ].multiplyScalar( radius );
- }
- // Project vector onto sphere's surface
- function prepare( vector ) {
- var vertex = vector.normalize().clone();
- vertex.index = that.vertices.push( vertex ) - 1;
- // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
- var u = azimuth( vector ) / 2 / Math.PI + 0.5;
- var v = inclination( vector ) / Math.PI + 0.5;
- vertex.uv = new THREE.Vector2( u, 1 - v );
- return vertex;
- }
- // Approximate a curved face with recursively sub-divided triangles.
- function make( v1, v2, v3, detail ) {
- if ( detail < 1 ) {
- var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
- face.centroid.addSelf( v1 ).addSelf( v2 ).addSelf( v3 ).divideScalar( 3 );
- face.normal = face.centroid.clone().normalize();
- that.faces.push( face );
- var azi = azimuth( face.centroid );
- that.faceVertexUvs[ 0 ].push( [
- correctUV( v1.uv, v1, azi ),
- correctUV( v2.uv, v2, azi ),
- correctUV( v3.uv, v3, azi )
- ] );
- } else {
- detail -= 1;
- // split triangle into 4 smaller triangles
- make( v1, midpoint( v1, v2 ), midpoint( v1, v3 ), detail ); // top quadrant
- make( midpoint( v1, v2 ), v2, midpoint( v2, v3 ), detail ); // left quadrant
- make( midpoint( v1, v3 ), midpoint( v2, v3 ), v3, detail ); // right quadrant
- make( midpoint( v1, v2 ), midpoint( v2, v3 ), midpoint( v1, v3 ), detail ); // center quadrant
- }
- }
- function midpoint( v1, v2 ) {
- if ( !midpoints[ v1.index ] ) midpoints[ v1.index ] = [];
- if ( !midpoints[ v2.index ] ) midpoints[ v2.index ] = [];
- var mid = midpoints[ v1.index ][ v2.index ];
- if ( mid === undefined ) {
- // generate mean point and project to surface with prepare()
- midpoints[ v1.index ][ v2.index ] = midpoints[ v2.index ][ v1.index ] = mid = prepare(
- new THREE.Vector3().add( v1, v2 ).divideScalar( 2 )
- );
- }
- return mid;
- }
- // Angle around the Y axis, counter-clockwise when looking from above.
- function azimuth( vector ) {
- return Math.atan2( vector.z, -vector.x );
- }
- // Angle above the XZ plane.
- function inclination( vector ) {
- return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
- }
- // Texture fixing helper. Spheres have some odd behaviours.
- function correctUV( uv, vector, azimuth ) {
- if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
- if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
- return uv;
- }
- this.computeCentroids();
- this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
- };
- THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
- /**
- * @author timothypratley / https://github.com/timothypratley
- */
- THREE.IcosahedronGeometry = function ( radius, detail ) {
- var t = ( 1 + Math.sqrt( 5 ) ) / 2;
- var vertices = [
- [ -1, t, 0 ], [ 1, t, 0 ], [ -1, -t, 0 ], [ 1, -t, 0 ],
- [ 0, -1, t ], [ 0, 1, t ], [ 0, -1, -t ], [ 0, 1, -t ],
- [ t, 0, -1 ], [ t, 0, 1 ], [ -t, 0, -1 ], [ -t, 0, 1 ]
- ];
- var faces = [
- [ 0, 11, 5 ], [ 0, 5, 1 ], [ 0, 1, 7 ], [ 0, 7, 10 ], [ 0, 10, 11 ],
- [ 1, 5, 9 ], [ 5, 11, 4 ], [ 11, 10, 2 ], [ 10, 7, 6 ], [ 7, 1, 8 ],
- [ 3, 9, 4 ], [ 3, 4, 2 ], [ 3, 2, 6 ], [ 3, 6, 8 ], [ 3, 8, 9 ],
- [ 4, 9, 5 ], [ 2, 4, 11 ], [ 6, 2, 10 ], [ 8, 6, 7 ], [ 9, 8, 1 ]
- ];
- THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
- };
- THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
- /**
- * @author timothypratley / https://github.com/timothypratley
- */
- THREE.OctahedronGeometry = function ( radius, detail ) {
- var vertices = [
- [ 1, 0, 0 ], [ -1, 0, 0 ], [ 0, 1, 0 ], [ 0, -1, 0 ], [ 0, 0, 1 ], [ 0, 0, -1 ]
- ];
- var faces = [
- [ 0, 2, 4 ], [ 0, 4, 3 ], [ 0, 3, 5 ], [ 0, 5, 2 ], [ 1, 2, 5 ], [ 1, 5, 3 ], [ 1, 3, 4 ], [ 1, 4, 2 ]
- ];
- THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
- };
- THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
- /**
- * @author timothypratley / https://github.com/timothypratley
- */
- THREE.TetrahedronGeometry = function ( radius, detail ) {
- var vertices = [
- [ 1, 1, 1 ], [ -1, -1, 1 ], [ -1, 1, -1 ], [ 1, -1, -1 ]
- ];
- var faces = [
- [ 2, 1, 0 ], [ 0, 3, 2 ], [ 1, 3, 0 ], [ 2, 3, 1 ]
- ];
- THREE.PolyhedronGeometry.call( this, vertices, faces, radius, detail );
- };
- THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
- /**
- * @author zz85 / https://github.com/zz85
- * Parametric Surfaces Geometry
- * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
- *
- * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements, useTris );
- *
- */
- THREE.ParametricGeometry = function ( func, slices, stacks, useTris ) {
- THREE.Geometry.call( this );
- var verts = this.vertices;
- var faces = this.faces;
- var uvs = this.faceVertexUvs[ 0 ];
- useTris = (useTris === undefined) ? false : useTris;
- var i, il, j, p;
- var u, v;
- var stackCount = stacks + 1;
- var sliceCount = slices + 1;
- for ( i = 0; i <= stacks; i ++ ) {
- v = i / stacks;
- for ( j = 0; j <= slices; j ++ ) {
- u = j / slices;
- p = func( u, v );
- verts.push( p );
- }
- }
- var a, b, c, d;
- var uva, uvb, uvc, uvd;
- for ( i = 0; i < stacks; i ++ ) {
- for ( j = 0; j < slices; j ++ ) {
- a = i * sliceCount + j;
- b = i * sliceCount + j + 1;
- c = (i + 1) * sliceCount + j;
- d = (i + 1) * sliceCount + j + 1;
- uva = new THREE.Vector2( j / slices, i / stacks );
- uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
- uvc = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
- uvd = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
- if ( useTris ) {
- faces.push( new THREE.Face3( a, b, c ) );
- faces.push( new THREE.Face3( b, d, c ) );
- uvs.push( [ uva, uvb, uvc ] );
- uvs.push( [ uvb, uvd, uvc ] );
- } else {
- faces.push( new THREE.Face4( a, b, d, c ) );
- uvs.push( [ uva, uvb, uvd, uvc ] );
- }
- }
- }
- // console.log(this);
- // magic bullet
- // var diff = this.mergeVertices();
- // console.log('removed ', diff, ' vertices by merging');
- this.computeCentroids();
- this.computeFaceNormals();
- this.computeVertexNormals();
- };
- THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
- /**
- * @author qiao / https://github.com/qiao
- * @fileoverview This is a convex hull generator using the incremental method.
- * The complexity is O(n^2) where n is the number of vertices.
- * O(nlogn) algorithms do exist, but they are much more complicated.
- *
- * Benchmark:
- *
- * Platform: CPU: P7350 @2.00GHz Engine: V8
- *
- * Num Vertices Time(ms)
- *
- * 10 1
- * 20 3
- * 30 19
- * 40 48
- * 50 107
- */
- THREE.ConvexGeometry = function( vertices ) {
- THREE.Geometry.call( this );
- var faces = [ [ 0, 1, 2 ], [ 0, 2, 1 ] ];
- for ( var i = 3; i < vertices.length; i++ ) {
- addPoint( i );
- }
- function addPoint( vertexId ) {
- var vertex = vertices[ vertexId ].clone();
- var mag = vertex.length();
- vertex.x += mag * randomOffset();
- vertex.y += mag * randomOffset();
- vertex.z += mag * randomOffset();
- var hole = [];
- for ( var f = 0; f < faces.length; ) {
- var face = faces[ f ];
- // for each face, if the vertex can see it,
- // then we try to add the face's edges into the hole.
- if ( visible( face, vertex ) ) {
- for ( var e = 0; e < 3; e++ ) {
- var edge = [ face[ e ], face[ ( e + 1 ) % 3 ] ];
- var boundary = true;
- // remove duplicated edges.
- for ( var h = 0; h < hole.length; h++ ) {
- if ( equalEdge( hole[ h ], edge ) ) {
- hole[ h ] = hole[ hole.length - 1 ];
- hole.pop();
- boundary = false;
- break;
- }
- }
- if ( boundary ) {
- hole.push( edge );
- }
- }
- // remove faces[ f ]
- faces[ f ] = faces[ faces.length - 1 ];
- faces.pop();
- } else { // not visible
- f++;
- }
- }
- // construct the new faces formed by the edges of the hole and the vertex
- for ( var h = 0; h < hole.length; h++ ) {
- faces.push( [
- hole[ h ][ 0 ],
- hole[ h ][ 1 ],
- vertexId
- ] );
- }
- }
- /**
- * Whether the face is visible from the vertex
- */
- function visible( face, vertex ) {
- var va = vertices[ face[ 0 ] ];
- var vb = vertices[ face[ 1 ] ];
- var vc = vertices[ face[ 2 ] ];
- var n = normal( va, vb, vc );
- // distance from face to origin
- var dist = n.dot( va );
- return n.dot( vertex ) >= dist;
- }
- /**
- * Face normal
- */
- function normal( va, vb, vc ) {
- var cb = new THREE.Vector3();
- var ab = new THREE.Vector3();
- cb.sub( vc, vb );
- ab.sub( va, vb );
- cb.crossSelf( ab );
- cb.normalize();
- return cb;
- }
- /**
- * Detect whether two edges are equal.
- * Note that when constructing the convex hull, two same edges can only
- * be of the negative direction.
- */
- function equalEdge( ea, eb ) {
- return ea[ 0 ] === eb[ 1 ] && ea[ 1 ] === eb[ 0 ];
- }
- /**
- * Create a random offset between -1e-6 and 1e-6.
- */
- function randomOffset() {
- return ( Math.random() - 0.5 ) * 2 * 1e-6;
- }
- /**
- * XXX: Not sure if this is the correct approach. Need someone to review.
- */
- function vertexUv( vertex ) {
- var mag = vertex.length();
- return new THREE.Vector2( vertex.x / mag, vertex.y / mag );
- }
- // Push vertices into `this.vertices`, skipping those inside the hull
- var id = 0;
- var newId = new Array( vertices.length ); // map from old vertex id to new id
- for ( var i = 0; i < faces.length; i++ ) {
- var face = faces[ i ];
- for ( var j = 0; j < 3; j++ ) {
- if ( newId[ face[ j ] ] === undefined ) {
- newId[ face[ j ] ] = id++;
- this.vertices.push( vertices[ face[ j ] ] );
- }
- face[ j ] = newId[ face[ j ] ];
- }
- }
- // Convert faces into instances of THREE.Face3
- for ( var i = 0; i < faces.length; i++ ) {
- this.faces.push( new THREE.Face3(
- faces[ i ][ 0 ],
- faces[ i ][ 1 ],
- faces[ i ][ 2 ]
- ) );
- }
- // Compute UVs
- for ( var i = 0; i < this.faces.length; i++ ) {
- var face = this.faces[ i ];
- this.faceVertexUvs[ 0 ].push( [
- vertexUv( this.vertices[ face.a ] ),
- vertexUv( this.vertices[ face.b ] ),
- vertexUv( this.vertices[ face.c ])
- ] );
- }
- this.computeCentroids();
- this.computeFaceNormals();
- this.computeVertexNormals();
- };
- THREE.ConvexGeometry.prototype = Object.create( THREE.Geometry.prototype );
- /**
- * @author sroucheray / http://sroucheray.org/
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.AxisHelper = function ( size ) {
- var geometry = new THREE.Geometry();
- geometry.vertices.push(
- new THREE.Vector3(), new THREE.Vector3( size || 1, 0, 0 ),
- new THREE.Vector3(), new THREE.Vector3( 0, size || 1, 0 ),
- new THREE.Vector3(), new THREE.Vector3( 0, 0, size || 1 )
- );
- geometry.colors.push(
- new THREE.Color( 0xff0000 ), new THREE.Color( 0xffaa00 ),
- new THREE.Color( 0x00ff00 ), new THREE.Color( 0xaaff00 ),
- new THREE.Color( 0x0000ff ), new THREE.Color( 0x00aaff )
- );
- var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
- THREE.Line.call( this, geometry, material, THREE.LinePieces );
- };
- THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
- /**
- * @author WestLangley / http://github.com/WestLangley
- * @author zz85 / https://github.com/zz85
- *
- * Creates an arrow for visualizing directions
- *
- * Parameters:
- * dir - Vector3
- * origin - Vector3
- * length - Number
- * hex - color in hex value
- */
- THREE.ArrowHelper = function ( dir, origin, length, hex ) {
- THREE.Object3D.call( this );
- if ( hex === undefined ) hex = 0xffff00;
- if ( length === undefined ) length = 20;
- var lineGeometry = new THREE.Geometry();
- lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) );
- lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) );
- this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: hex } ) );
- this.add( this.line );
- var coneGeometry = new THREE.CylinderGeometry( 0, 0.05, 0.25, 5, 1 );
- this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: hex } ) );
- this.cone.position.set( 0, 1, 0 );
- this.add( this.cone );
- if ( origin instanceof THREE.Vector3 ) this.position = origin;
- this.setDirection( dir );
- this.setLength( length );
- };
- THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
- THREE.ArrowHelper.prototype.setDirection = function ( dir ) {
- var axis = new THREE.Vector3( 0, 1, 0 ).crossSelf( dir );
- var radians = Math.acos( new THREE.Vector3( 0, 1, 0 ).dot( dir.clone().normalize() ) );
- this.matrix = new THREE.Matrix4().makeRotationAxis( axis.normalize(), radians );
- this.rotation.setEulerFromRotationMatrix( this.matrix, this.eulerOrder );
- };
- THREE.ArrowHelper.prototype.setLength = function ( length ) {
- this.scale.set( length, length, length );
- };
- THREE.ArrowHelper.prototype.setColor = function ( hex ) {
- this.line.material.color.setHex( hex );
- this.cone.material.color.setHex( hex );
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * - shows frustum, line of sight and up of the camera
- * - suitable for fast updates
- * - based on frustum visualization in lightgl.js shadowmap example
- * http://evanw.github.com/lightgl.js/tests/shadowmap.html
- */
- THREE.CameraHelper = function ( camera ) {
- THREE.Line.call( this );
- var scope = this;
- this.geometry = new THREE.Geometry();
- this.material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
- this.type = THREE.LinePieces;
- this.matrixWorld = camera.matrixWorld;
- this.matrixAutoUpdate = false;
- this.pointMap = {};
- // colors
- var hexFrustum = 0xffaa00;
- var hexCone = 0xff0000;
- var hexUp = 0x00aaff;
- var hexTarget = 0xffffff;
- var hexCross = 0x333333;
- // near
- addLine( "n1", "n2", hexFrustum );
- addLine( "n2", "n4", hexFrustum );
- addLine( "n4", "n3", hexFrustum );
- addLine( "n3", "n1", hexFrustum );
- // far
- addLine( "f1", "f2", hexFrustum );
- addLine( "f2", "f4", hexFrustum );
- addLine( "f4", "f3", hexFrustum );
- addLine( "f3", "f1", hexFrustum );
- // sides
- addLine( "n1", "f1", hexFrustum );
- addLine( "n2", "f2", hexFrustum );
- addLine( "n3", "f3", hexFrustum );
- addLine( "n4", "f4", hexFrustum );
- // cone
- addLine( "p", "n1", hexCone );
- addLine( "p", "n2", hexCone );
- addLine( "p", "n3", hexCone );
- addLine( "p", "n4", hexCone );
- // up
- addLine( "u1", "u2", hexUp );
- addLine( "u2", "u3", hexUp );
- addLine( "u3", "u1", hexUp );
- // target
- addLine( "c", "t", hexTarget );
- addLine( "p", "c", hexCross );
- // cross
- addLine( "cn1", "cn2", hexCross );
- addLine( "cn3", "cn4", hexCross );
- addLine( "cf1", "cf2", hexCross );
- addLine( "cf3", "cf4", hexCross );
- this.camera = camera;
- function addLine( a, b, hex ) {
- addPoint( a, hex );
- addPoint( b, hex );
- }
- function addPoint( id, hex ) {
- scope.geometry.vertices.push( new THREE.Vector3() );
- scope.geometry.colors.push( new THREE.Color( hex ) );
- if ( scope.pointMap[ id ] === undefined ) scope.pointMap[ id ] = [];
- scope.pointMap[ id ].push( scope.geometry.vertices.length - 1 );
- }
- this.update( camera );
- };
- THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
- THREE.CameraHelper.prototype.update = function () {
- var scope = this;
- var w = 1, h = 1;
- // we need just camera projection matrix
- // world matrix must be identity
- THREE.CameraHelper.__c.projectionMatrix.copy( this.camera.projectionMatrix );
- // center / target
- setPoint( "c", 0, 0, -1 );
- setPoint( "t", 0, 0, 1 );
- // near
- setPoint( "n1", -w, -h, -1 );
- setPoint( "n2", w, -h, -1 );
- setPoint( "n3", -w, h, -1 );
- setPoint( "n4", w, h, -1 );
- // far
- setPoint( "f1", -w, -h, 1 );
- setPoint( "f2", w, -h, 1 );
- setPoint( "f3", -w, h, 1 );
- setPoint( "f4", w, h, 1 );
- // up
- setPoint( "u1", w * 0.7, h * 1.1, -1 );
- setPoint( "u2", -w * 0.7, h * 1.1, -1 );
- setPoint( "u3", 0, h * 2, -1 );
- // cross
- setPoint( "cf1", -w, 0, 1 );
- setPoint( "cf2", w, 0, 1 );
- setPoint( "cf3", 0, -h, 1 );
- setPoint( "cf4", 0, h, 1 );
- setPoint( "cn1", -w, 0, -1 );
- setPoint( "cn2", w, 0, -1 );
- setPoint( "cn3", 0, -h, -1 );
- setPoint( "cn4", 0, h, -1 );
- function setPoint( point, x, y, z ) {
- THREE.CameraHelper.__v.set( x, y, z );
- THREE.CameraHelper.__projector.unprojectVector( THREE.CameraHelper.__v, THREE.CameraHelper.__c );
- var points = scope.pointMap[ point ];
- if ( points !== undefined ) {
- for ( var i = 0, il = points.length; i < il; i ++ ) {
- scope.geometry.vertices[ points[ i ] ].copy( THREE.CameraHelper.__v );
- }
- }
- }
- this.geometry.verticesNeedUpdate = true;
- };
- THREE.CameraHelper.__projector = new THREE.Projector();
- THREE.CameraHelper.__v = new THREE.Vector3();
- THREE.CameraHelper.__c = new THREE.Camera();
- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * - shows directional light color, intensity, position, orientation and target
- */
- THREE.DirectionalLightHelper = function ( light, sphereSize, arrowLength ) {
- THREE.Object3D.call( this );
- this.light = light;
- // position
- this.position = light.position;
- // direction
- this.direction = new THREE.Vector3();
- this.direction.sub( light.target.position, light.position );
- // color
- this.color = light.color.clone();
- var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
- this.color.r *= intensity;
- this.color.g *= intensity;
- this.color.b *= intensity;
- var hexColor = this.color.getHex();
- // light helper
- var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
- var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );
- var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
- var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );
- this.lightArrow = new THREE.ArrowHelper( this.direction, null, arrowLength, hexColor );
- this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
- this.lightArrow.cone.material.fog = false;
- this.lightArrow.line.material.fog = false;
- this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );
- this.add( this.lightArrow );
- this.add( this.lightSphere );
- this.add( this.lightRays );
- this.lightSphere.properties.isGizmo = true;
- this.lightSphere.properties.gizmoSubject = light;
- this.lightSphere.properties.gizmoRoot = this;
- // light target helper
- this.targetSphere = null;
- if ( light.target.properties.targetInverse ) {
- var targetGeo = new THREE.SphereGeometry( sphereSize, 8, 4 );
- var targetMaterial = new THREE.MeshBasicMaterial( { color: hexColor, wireframe: true, fog: false } );
- this.targetSphere = new THREE.Mesh( targetGeo, targetMaterial );
- this.targetSphere.position = light.target.position;
- this.targetSphere.properties.isGizmo = true;
- this.targetSphere.properties.gizmoSubject = light.target;
- this.targetSphere.properties.gizmoRoot = this.targetSphere;
- var lineMaterial = new THREE.LineDashedMaterial( { color: hexColor, dashSize: 4, gapSize: 4, opacity: 0.75, transparent: true, fog: false } );
- var lineGeometry = new THREE.Geometry();
- lineGeometry.vertices.push( this.position.clone() );
- lineGeometry.vertices.push( this.targetSphere.position.clone() );
- lineGeometry.computeLineDistances();
- this.targetLine = new THREE.Line( lineGeometry, lineMaterial );
- this.targetLine.properties.isGizmo = true;
- }
- //
- this.properties.isGizmo = true;
- }
- THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
- THREE.DirectionalLightHelper.prototype.update = function () {
- // update arrow orientation
- // pointing from light to target
- this.direction.sub( this.light.target.position, this.light.position );
- this.lightArrow.setDirection( this.direction );
- // update arrow, spheres, rays and line colors to light color * light intensity
- this.color.copy( this.light.color );
- var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
- this.color.r *= intensity;
- this.color.g *= intensity;
- this.color.b *= intensity;
- this.lightArrow.setColor( this.color.getHex() );
- this.lightSphere.material.color.copy( this.color );
- this.lightRays.material.color.copy( this.color );
- this.targetSphere.material.color.copy( this.color );
- this.targetLine.material.color.copy( this.color );
- // update target line vertices
- this.targetLine.geometry.vertices[ 0 ].copy( this.light.position );
- this.targetLine.geometry.vertices[ 1 ].copy( this.light.target.position );
- this.targetLine.geometry.computeLineDistances();
- this.targetLine.geometry.verticesNeedUpdate = true;
- }
- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * - shows hemisphere light intensity, sky and ground colors and directions
- */
- THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
- THREE.Object3D.call( this );
- this.light = light;
- // position
- this.position = light.position;
- //
- var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
- // sky color
- this.color = light.color.clone();
- this.color.r *= intensity;
- this.color.g *= intensity;
- this.color.b *= intensity;
- var hexColor = this.color.getHex();
- // ground color
- this.groundColor = light.groundColor.clone();
- this.groundColor.r *= intensity;
- this.groundColor.g *= intensity;
- this.groundColor.b *= intensity;
- var hexColorGround = this.groundColor.getHex();
- // double colored light bulb
- var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8, 0, Math.PI * 2, 0, Math.PI * 0.5 );
- var bulbGroundGeometry = new THREE.SphereGeometry( sphereSize, 16, 8, 0, Math.PI * 2, Math.PI * 0.5, Math.PI );
- var bulbSkyMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
- var bulbGroundMaterial = new THREE.MeshBasicMaterial( { color: hexColorGround, fog: false } );
- for ( var i = 0, il = bulbGeometry.faces.length; i < il; i ++ ) {
- bulbGeometry.faces[ i ].materialIndex = 0;
- }
- for ( var i = 0, il = bulbGroundGeometry.faces.length; i < il; i ++ ) {
- bulbGroundGeometry.faces[ i ].materialIndex = 1;
- }
- THREE.GeometryUtils.merge( bulbGeometry, bulbGroundGeometry );
- this.lightSphere = new THREE.Mesh( bulbGeometry, new THREE.MeshFaceMaterial( [ bulbSkyMaterial, bulbGroundMaterial ] ) );
- // arrows for sky and ground light directions
- this.lightArrow = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, ( sphereSize + arrowLength ) * 1.1, 0 ), arrowLength, hexColor );
- this.lightArrow.rotation.x = Math.PI;
- this.lightArrowGround = new THREE.ArrowHelper( new THREE.Vector3( 0, 1, 0 ), new THREE.Vector3( 0, ( sphereSize + arrowLength ) * -1.1, 0 ), arrowLength, hexColorGround );
- var joint = new THREE.Object3D();
- joint.rotation.x = -Math.PI * 0.5;
- joint.add( this.lightSphere );
- joint.add( this.lightArrow );
- joint.add( this.lightArrowGround );
- this.add( joint );
- //
- this.lightSphere.properties.isGizmo = true;
- this.lightSphere.properties.gizmoSubject = light;
- this.lightSphere.properties.gizmoRoot = this;
- //
- this.properties.isGizmo = true;
- //
- this.target = new THREE.Vector3();
- this.lookAt( this.target );
- }
- THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
- THREE.HemisphereLightHelper.prototype.update = function () {
- // update sphere sky and ground colors to light color * light intensity
- var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
- this.color.copy( this.light.color );
- this.groundColor.copy( this.light.groundColor );
- this.color.r *= intensity;
- this.color.g *= intensity;
- this.color.b *= intensity;
- this.groundColor.r *= intensity;
- this.groundColor.g *= intensity;
- this.groundColor.b *= intensity;
- this.lightSphere.material.materials[ 0 ].color.copy( this.color );
- this.lightSphere.material.materials[ 1 ].color.copy( this.groundColor );
- this.lightArrow.setColor( this.color.getHex() );
- this.lightArrowGround.setColor( this.groundColor.getHex() );
- this.lookAt( this.target );
- }
- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * - shows point light color, intensity, position and distance
- */
- THREE.PointLightHelper = function ( light, sphereSize ) {
- THREE.Object3D.call( this );
- this.light = light;
- // position
- this.position = light.position;
- // color
- this.color = light.color.clone();
- var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
- this.color.r *= intensity;
- this.color.g *= intensity;
- this.color.b *= intensity;
- var hexColor = this.color.getHex();
- // light helper
- var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
- var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );
- var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
- var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
- var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );
- var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
- this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
- this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );
- this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
- var d = light.distance;
- if ( d === 0.0 ) {
- this.lightDistance.visible = false;
- } else {
- this.lightDistance.scale.set( d, d, d );
- }
- this.add( this.lightSphere );
- this.add( this.lightRays );
- this.add( this.lightDistance );
- //
- this.lightSphere.properties.isGizmo = true;
- this.lightSphere.properties.gizmoSubject = light;
- this.lightSphere.properties.gizmoRoot = this;
- //
- this.properties.isGizmo = true;
- }
- THREE.PointLightHelper.prototype = Object.create( THREE.Object3D.prototype );
- THREE.PointLightHelper.prototype.update = function () {
- // update sphere and rays colors to light color * light intensity
- this.color.copy( this.light.color );
- var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
- this.color.r *= intensity;
- this.color.g *= intensity;
- this.color.b *= intensity;
- this.lightSphere.material.color.copy( this.color );
- this.lightRays.material.color.copy( this.color );
- this.lightDistance.material.color.copy( this.color );
- //
- var d = this.light.distance;
- if ( d === 0.0 ) {
- this.lightDistance.visible = false;
- } else {
- this.lightDistance.visible = true;
- this.lightDistance.scale.set( d, d, d );
- }
- }
- /**
- * @author alteredq / http://alteredqualia.com/
- *
- * - shows spot light color, intensity, position, orientation, light cone and target
- */
- THREE.SpotLightHelper = function ( light, sphereSize, arrowLength ) {
- THREE.Object3D.call( this );
- this.light = light;
- // position
- this.position = light.position;
- // direction
- this.direction = new THREE.Vector3();
- this.direction.sub( light.target.position, light.position );
- // color
- this.color = light.color.clone();
- var intensity = THREE.Math.clamp( light.intensity, 0, 1 );
- this.color.r *= intensity;
- this.color.g *= intensity;
- this.color.b *= intensity;
- var hexColor = this.color.getHex();
- // light helper
- var bulbGeometry = new THREE.SphereGeometry( sphereSize, 16, 8 );
- var raysGeometry = new THREE.AsteriskGeometry( sphereSize * 1.25, sphereSize * 2.25 );
- var coneGeometry = new THREE.CylinderGeometry( 0.0001, 1, 1, 8, 1, true );
- var coneMatrix = new THREE.Matrix4();
- coneMatrix.rotateX( -Math.PI/2 );
- coneMatrix.translate( new THREE.Vector3( 0, -0.5, 0 ) );
- coneGeometry.applyMatrix( coneMatrix );
- var bulbMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false } );
- var raysMaterial = new THREE.LineBasicMaterial( { color: hexColor, fog: false } );
- var coneMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.3, transparent: true } );
- this.lightArrow = new THREE.ArrowHelper( this.direction, null, arrowLength, hexColor );
- this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
- this.lightCone = new THREE.Mesh( coneGeometry, coneMaterial );
- var coneLength = light.distance ? light.distance : 10000;
- var coneWidth = coneLength * Math.tan( light.angle * 0.5 ) * 2;
- this.lightCone.scale.set( coneWidth, coneWidth, coneLength );
- this.lightArrow.cone.material.fog = false;
- this.lightArrow.line.material.fog = false;
- this.lightRays = new THREE.Line( raysGeometry, raysMaterial, THREE.LinePieces );
- this.gyroscope = new THREE.Gyroscope();
- this.gyroscope.add( this.lightArrow );
- this.gyroscope.add( this.lightSphere );
- this.gyroscope.add( this.lightRays );
- this.add( this.gyroscope );
- this.add( this.lightCone );
- this.lookAt( light.target.position );
- this.lightSphere.properties.isGizmo = true;
- this.lightSphere.properties.gizmoSubject = light;
- this.lightSphere.properties.gizmoRoot = this;
- // light target helper
- this.targetSphere = null;
- if ( light.target.properties.targetInverse ) {
- var targetGeo = new THREE.SphereGeometry( sphereSize, 8, 4 );
- var targetMaterial = new THREE.MeshBasicMaterial( { color: hexColor, wireframe: true, fog: false } );
- this.targetSphere = new THREE.Mesh( targetGeo, targetMaterial );
- this.targetSphere.position = light.target.position;
- this.targetSphere.properties.isGizmo = true;
- this.targetSphere.properties.gizmoSubject = light.target;
- this.targetSphere.properties.gizmoRoot = this.targetSphere;
- var lineMaterial = new THREE.LineDashedMaterial( { color: hexColor, dashSize: 4, gapSize: 4, opacity: 0.75, transparent: true, fog: false } );
- var lineGeometry = new THREE.Geometry();
- lineGeometry.vertices.push( this.position.clone() );
- lineGeometry.vertices.push( this.targetSphere.position.clone() );
- lineGeometry.computeLineDistances();
- this.targetLine = new THREE.Line( lineGeometry, lineMaterial );
- this.targetLine.properties.isGizmo = true;
- }
- //
- this.properties.isGizmo = true;
- }
- THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
- THREE.SpotLightHelper.prototype.update = function () {
- // update arrow orientation
- // pointing from light to target
- this.direction.sub( this.light.target.position, this.light.position );
- this.lightArrow.setDirection( this.direction );
- // update light cone orientation and size
- this.lookAt( this.light.target.position );
- var coneLength = this.light.distance ? this.light.distance : 10000;
- var coneWidth = coneLength * Math.tan( this.light.angle * 0.5 ) * 2;
- this.lightCone.scale.set( coneWidth, coneWidth, coneLength );
- // update arrow, spheres, rays and line colors to light color * light intensity
- this.color.copy( this.light.color );
- var intensity = THREE.Math.clamp( this.light.intensity, 0, 1 );
- this.color.r *= intensity;
- this.color.g *= intensity;
- this.color.b *= intensity;
- this.lightArrow.setColor( this.color.getHex() );
- this.lightSphere.material.color.copy( this.color );
- this.lightRays.material.color.copy( this.color );
- this.lightCone.material.color.copy( this.color );
- this.targetSphere.material.color.copy( this.color );
- this.targetLine.material.color.copy( this.color );
- // update target line vertices
- this.targetLine.geometry.vertices[ 0 ].copy( this.light.position );
- this.targetLine.geometry.vertices[ 1 ].copy( this.light.target.position );
- this.targetLine.geometry.computeLineDistances();
- this.targetLine.geometry.verticesNeedUpdate = true;
- }
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.ImmediateRenderObject = function ( ) {
- THREE.Object3D.call( this );
- this.render = function ( renderCallback ) { };
- };
- THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.LensFlare = function ( texture, size, distance, blending, color ) {
- THREE.Object3D.call( this );
- this.lensFlares = [];
- this.positionScreen = new THREE.Vector3();
- this.customUpdateCallback = undefined;
- if( texture !== undefined ) {
- this.add( texture, size, distance, blending, color );
- }
- };
- THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
- /*
- * Add: adds another flare
- */
- THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
- if( size === undefined ) size = -1;
- if( distance === undefined ) distance = 0;
- if( opacity === undefined ) opacity = 1;
- if( color === undefined ) color = new THREE.Color( 0xffffff );
- if( blending === undefined ) blending = THREE.NormalBlending;
- distance = Math.min( distance, Math.max( 0, distance ) );
- this.lensFlares.push( { texture: texture, // THREE.Texture
- size: size, // size in pixels (-1 = use texture.width)
- distance: distance, // distance (0-1) from light source (0=at light source)
- x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
- scale: 1, // scale
- rotation: 1, // rotation
- opacity: opacity, // opacity
- color: color, // color
- blending: blending } ); // blending
- };
- /*
- * Update lens flares update positions on all flares based on the screen position
- * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
- */
- THREE.LensFlare.prototype.updateLensFlares = function () {
- var f, fl = this.lensFlares.length;
- var flare;
- var vecX = -this.positionScreen.x * 2;
- var vecY = -this.positionScreen.y * 2;
- for( f = 0; f < fl; f ++ ) {
- flare = this.lensFlares[ f ];
- flare.x = this.positionScreen.x + vecX * flare.distance;
- flare.y = this.positionScreen.y + vecY * flare.distance;
- flare.wantedRotation = flare.x * Math.PI * 0.25;
- flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
- }
- };
- /**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.MorphBlendMesh = function( geometry, material ) {
- THREE.Mesh.call( this, geometry, material );
- this.animationsMap = {};
- this.animationsList = [];
- // prepare default animation
- // (all frames played together in 1 second)
- var numFrames = this.geometry.morphTargets.length;
- var name = "__default";
- var startFrame = 0;
- var endFrame = numFrames - 1;
- var fps = numFrames / 1;
- this.createAnimation( name, startFrame, endFrame, fps );
- this.setAnimationWeight( name, 1 );
- };
- THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
- THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
- var animation = {
- startFrame: start,
- endFrame: end,
- length: end - start + 1,
- fps: fps,
- duration: ( end - start ) / fps,
- lastFrame: 0,
- currentFrame: 0,
- active: false,
- time: 0,
- direction: 1,
- weight: 1,
- directionBackwards: false,
- mirroredLoop: false
- };
- this.animationsMap[ name ] = animation;
- this.animationsList.push( animation );
- };
- THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
- var pattern = /([a-z]+)(\d+)/;
- var firstAnimation, frameRanges = {};
- var geometry = this.geometry;
- for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
- var morph = geometry.morphTargets[ i ];
- var chunks = morph.name.match( pattern );
- if ( chunks && chunks.length > 1 ) {
- var name = chunks[ 1 ];
- var num = chunks[ 2 ];
- if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity };
- var range = frameRanges[ name ];
- if ( i < range.start ) range.start = i;
- if ( i > range.end ) range.end = i;
- if ( ! firstAnimation ) firstAnimation = name;
- }
- }
- for ( var name in frameRanges ) {
- var range = frameRanges[ name ];
- this.createAnimation( name, range.start, range.end, fps );
- }
- this.firstAnimation = firstAnimation;
- };
- THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
- var animation = this.animationsMap[ name ];
- if ( animation ) {
- animation.direction = 1;
- animation.directionBackwards = false;
- }
- };
- THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
- var animation = this.animationsMap[ name ];
- if ( animation ) {
- animation.direction = -1;
- animation.directionBackwards = true;
- }
- };
- THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
- var animation = this.animationsMap[ name ];
- if ( animation ) {
- animation.fps = fps;
- animation.duration = ( animation.end - animation.start ) / animation.fps;
- }
- };
- THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
- var animation = this.animationsMap[ name ];
- if ( animation ) {
- animation.duration = duration;
- animation.fps = ( animation.end - animation.start ) / animation.duration;
- }
- };
- THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
- var animation = this.animationsMap[ name ];
- if ( animation ) {
- animation.weight = weight;
- }
- };
- THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
- var animation = this.animationsMap[ name ];
- if ( animation ) {
- animation.time = time;
- }
- };
- THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
- var time = 0;
- var animation = this.animationsMap[ name ];
- if ( animation ) {
- time = animation.time;
- }
- return time;
- };
- THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
- var duration = -1;
- var animation = this.animationsMap[ name ];
- if ( animation ) {
- duration = animation.duration;
- }
- return duration;
- };
- THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
- var animation = this.animationsMap[ name ];
- if ( animation ) {
- animation.time = 0;
- animation.active = true;
- } else {
- console.warn( "animation[" + name + "] undefined" );
- }
- };
- THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
- var animation = this.animationsMap[ name ];
- if ( animation ) {
- animation.active = false;
- }
- };
- THREE.MorphBlendMesh.prototype.update = function ( delta ) {
- for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
- var animation = this.animationsList[ i ];
- if ( ! animation.active ) continue;
- var frameTime = animation.duration / animation.length;
- animation.time += animation.direction * delta;
- if ( animation.mirroredLoop ) {
- if ( animation.time > animation.duration || animation.time < 0 ) {
- animation.direction *= -1;
- if ( animation.time > animation.duration ) {
- animation.time = animation.duration;
- animation.directionBackwards = true;
- }
- if ( animation.time < 0 ) {
- animation.time = 0;
- animation.directionBackwards = false;
- }
- }
- } else {
- animation.time = animation.time % animation.duration;
- if ( animation.time < 0 ) animation.time += animation.duration;
- }
- var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
- var weight = animation.weight;
- if ( keyframe !== animation.currentFrame ) {
- this.morphTargetInfluences[ animation.lastFrame ] = 0;
- this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
- this.morphTargetInfluences[ keyframe ] = 0;
- animation.lastFrame = animation.currentFrame;
- animation.currentFrame = keyframe;
- }
- var mix = ( animation.time % frameTime ) / frameTime;
- if ( animation.directionBackwards ) mix = 1 - mix;
- this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
- this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
- }
- };
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.LensFlarePlugin = function ( ) {
- var _gl, _renderer, _lensFlare = {};
- this.init = function ( renderer ) {
- _gl = renderer.context;
- _renderer = renderer;
- _lensFlare.vertices = new Float32Array( 8 + 8 );
- _lensFlare.faces = new Uint16Array( 6 );
- var i = 0;
- _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
- _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
- _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
- _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
- _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
- _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
- _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
- _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
- i = 0;
- _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
- _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
- // buffers
- _lensFlare.vertexBuffer = _gl.createBuffer();
- _lensFlare.elementBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
- // textures
- _lensFlare.tempTexture = _gl.createTexture();
- _lensFlare.occlusionTexture = _gl.createTexture();
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
- _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
- _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
- _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
- if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
- _lensFlare.hasVertexTexture = false;
- _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ] );
- } else {
- _lensFlare.hasVertexTexture = true;
- _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ] );
- }
- _lensFlare.attributes = {};
- _lensFlare.uniforms = {};
- _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
- _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" );
- _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
- _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
- _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
- _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
- _lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" );
- _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
- _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
- _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
- };
- /*
- * Render lens flares
- * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
- * reads these back and calculates occlusion.
- * Then _lensFlare.update_lensFlares() is called to re-position and
- * update transparency of flares. Then they are rendered.
- *
- */
- this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
- var flares = scene.__webglFlares,
- nFlares = flares.length;
- if ( ! nFlares ) return;
- var tempPosition = new THREE.Vector3();
- var invAspect = viewportHeight / viewportWidth,
- halfViewportWidth = viewportWidth * 0.5,
- halfViewportHeight = viewportHeight * 0.5;
- var size = 16 / viewportHeight,
- scale = new THREE.Vector2( size * invAspect, size );
- var screenPosition = new THREE.Vector3( 1, 1, 0 ),
- screenPositionPixels = new THREE.Vector2( 1, 1 );
- var uniforms = _lensFlare.uniforms,
- attributes = _lensFlare.attributes;
- // set _lensFlare program and reset blending
- _gl.useProgram( _lensFlare.program );
- _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
- _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
- // loop through all lens flares to update their occlusion and positions
- // setup gl and common used attribs/unforms
- _gl.uniform1i( uniforms.occlusionMap, 0 );
- _gl.uniform1i( uniforms.map, 1 );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
- _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
- _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
- _gl.disable( _gl.CULL_FACE );
- _gl.depthMask( false );
- var i, j, jl, flare, sprite;
- for ( i = 0; i < nFlares; i ++ ) {
- size = 16 / viewportHeight;
- scale.set( size * invAspect, size );
- // calc object screen position
- flare = flares[ i ];
- tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
- camera.matrixWorldInverse.multiplyVector3( tempPosition );
- camera.projectionMatrix.multiplyVector3( tempPosition );
- // setup arrays for gl programs
- screenPosition.copy( tempPosition )
- screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
- screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
- // screen cull
- if ( _lensFlare.hasVertexTexture || (
- screenPositionPixels.x > 0 &&
- screenPositionPixels.x < viewportWidth &&
- screenPositionPixels.y > 0 &&
- screenPositionPixels.y < viewportHeight ) ) {
- // save current RGB to temp texture
- _gl.activeTexture( _gl.TEXTURE1 );
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
- _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
- // render pink quad
- _gl.uniform1i( uniforms.renderType, 0 );
- _gl.uniform2f( uniforms.scale, scale.x, scale.y );
- _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
- _gl.disable( _gl.BLEND );
- _gl.enable( _gl.DEPTH_TEST );
- _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
- // copy result to occlusionMap
- _gl.activeTexture( _gl.TEXTURE0 );
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
- _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
- // restore graphics
- _gl.uniform1i( uniforms.renderType, 1 );
- _gl.disable( _gl.DEPTH_TEST );
- _gl.activeTexture( _gl.TEXTURE1 );
- _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
- _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
- // update object positions
- flare.positionScreen.copy( screenPosition )
- if ( flare.customUpdateCallback ) {
- flare.customUpdateCallback( flare );
- } else {
- flare.updateLensFlares();
- }
- // render flares
- _gl.uniform1i( uniforms.renderType, 2 );
- _gl.enable( _gl.BLEND );
- for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
- sprite = flare.lensFlares[ j ];
- if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
- screenPosition.x = sprite.x;
- screenPosition.y = sprite.y;
- screenPosition.z = sprite.z;
- size = sprite.size * sprite.scale / viewportHeight;
- scale.x = size * invAspect;
- scale.y = size;
- _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
- _gl.uniform2f( uniforms.scale, scale.x, scale.y );
- _gl.uniform1f( uniforms.rotation, sprite.rotation );
- _gl.uniform1f( uniforms.opacity, sprite.opacity );
- _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
- _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
- _renderer.setTexture( sprite.texture, 1 );
- _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
- }
- }
- }
- }
- // restore gl
- _gl.enable( _gl.CULL_FACE );
- _gl.enable( _gl.DEPTH_TEST );
- _gl.depthMask( true );
- };
- function createProgram ( shader ) {
- var program = _gl.createProgram();
- var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
- var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
- _gl.shaderSource( fragmentShader, shader.fragmentShader );
- _gl.shaderSource( vertexShader, shader.vertexShader );
- _gl.compileShader( fragmentShader );
- _gl.compileShader( vertexShader );
- _gl.attachShader( program, fragmentShader );
- _gl.attachShader( program, vertexShader );
- _gl.linkProgram( program );
- return program;
- };
- };/**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.ShadowMapPlugin = function ( ) {
- var _gl,
- _renderer,
- _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
- _frustum = new THREE.Frustum(),
- _projScreenMatrix = new THREE.Matrix4(),
- _min = new THREE.Vector3(),
- _max = new THREE.Vector3();
- this.init = function ( renderer ) {
- _gl = renderer.context;
- _renderer = renderer;
- var depthShader = THREE.ShaderLib[ "depthRGBA" ];
- var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
- _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
- _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
- _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
- _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
- _depthMaterial._shadowPass = true;
- _depthMaterialMorph._shadowPass = true;
- _depthMaterialSkin._shadowPass = true;
- _depthMaterialMorphSkin._shadowPass = true;
- };
- this.render = function ( scene, camera ) {
- if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
- this.update( scene, camera );
- };
- this.update = function ( scene, camera ) {
- var i, il, j, jl, n,
- shadowMap, shadowMatrix, shadowCamera,
- program, buffer, material,
- webglObject, object, light,
- renderList,
- lights = [],
- k = 0,
- fog = null;
- // set GL state for depth map
- _gl.clearColor( 1, 1, 1, 1 );
- _gl.disable( _gl.BLEND );
- _gl.enable( _gl.CULL_FACE );
- _gl.frontFace( _gl.CCW );
- if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
- _gl.cullFace( _gl.FRONT );
- } else {
- _gl.cullFace( _gl.BACK );
- }
- _renderer.setDepthTest( true );
- // preprocess lights
- // - skip lights that are not casting shadows
- // - create virtual lights for cascaded shadow maps
- for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {
- light = scene.__lights[ i ];
- if ( ! light.castShadow ) continue;
- if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
- for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
- var virtualLight;
- if ( ! light.shadowCascadeArray[ n ] ) {
- virtualLight = createVirtualLight( light, n );
- virtualLight.originalCamera = camera;
- var gyro = new THREE.Gyroscope();
- gyro.position = light.shadowCascadeOffset;
- gyro.add( virtualLight );
- gyro.add( virtualLight.target );
- camera.add( gyro );
- light.shadowCascadeArray[ n ] = virtualLight;
- console.log( "Created virtualLight", virtualLight );
- } else {
- virtualLight = light.shadowCascadeArray[ n ];
- }
- updateVirtualLight( light, n );
- lights[ k ] = virtualLight;
- k ++;
- }
- } else {
- lights[ k ] = light;
- k ++;
- }
- }
- // render depth map
- for ( i = 0, il = lights.length; i < il; i ++ ) {
- light = lights[ i ];
- if ( ! light.shadowMap ) {
- var shadowFilter = THREE.LinearFilter;
- if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
- shadowFilter = THREE.NearestFilter;
- }
- var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
- light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
- light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
- light.shadowMatrix = new THREE.Matrix4();
- }
- if ( ! light.shadowCamera ) {
- if ( light instanceof THREE.SpotLight ) {
- light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
- } else if ( light instanceof THREE.DirectionalLight ) {
- light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
- } else {
- console.error( "Unsupported light type for shadow" );
- continue;
- }
- scene.add( light.shadowCamera );
- if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
- }
- if ( light.shadowCameraVisible && ! light.cameraHelper ) {
- light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
- light.shadowCamera.add( light.cameraHelper );
- }
- if ( light.isVirtual && virtualLight.originalCamera == camera ) {
- updateShadowCamera( camera, light );
- }
- shadowMap = light.shadowMap;
- shadowMatrix = light.shadowMatrix;
- shadowCamera = light.shadowCamera;
- shadowCamera.position.copy( light.matrixWorld.getPosition() );
- shadowCamera.lookAt( light.target.matrixWorld.getPosition() );
- shadowCamera.updateMatrixWorld();
- shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
- if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
- if ( light.shadowCameraVisible ) light.cameraHelper.update();
- // compute shadow matrix
- shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
- 0.0, 0.5, 0.0, 0.5,
- 0.0, 0.0, 0.5, 0.5,
- 0.0, 0.0, 0.0, 1.0 );
- shadowMatrix.multiplySelf( shadowCamera.projectionMatrix );
- shadowMatrix.multiplySelf( shadowCamera.matrixWorldInverse );
- // update camera matrices and frustum
- _projScreenMatrix.multiply( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
- // render shadow map
- _renderer.setRenderTarget( shadowMap );
- _renderer.clear();
- // set object matrices & frustum culling
- renderList = scene.__webglObjects;
- for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
- webglObject = renderList[ j ];
- object = webglObject.object;
- webglObject.render = false;
- if ( object.visible && object.castShadow ) {
- if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
- object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld );
- webglObject.render = true;
- }
- }
- }
- // render regular objects
- var objectMaterial, useMorphing, useSkinning;
- for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
- webglObject = renderList[ j ];
- if ( webglObject.render ) {
- object = webglObject.object;
- buffer = webglObject.buffer;
- // culling is overriden globally for all objects
- // while rendering depth map
- // need to deal with MeshFaceMaterial somehow
- // in that case just use the first of material.materials for now
- // (proper solution would require to break objects by materials
- // similarly to regular rendering and then set corresponding
- // depth materials per each chunk instead of just once per object)
- objectMaterial = getObjectMaterial( object );
- useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
- useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
- if ( object.customDepthMaterial ) {
- material = object.customDepthMaterial;
- } else if ( useSkinning ) {
- material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
- } else if ( useMorphing ) {
- material = _depthMaterialMorph;
- } else {
- material = _depthMaterial;
- }
- if ( buffer instanceof THREE.BufferGeometry ) {
- _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
- } else {
- _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
- }
- }
- }
- // set matrices and render immediate objects
- renderList = scene.__webglObjectsImmediate;
- for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
- webglObject = renderList[ j ];
- object = webglObject.object;
- if ( object.visible && object.castShadow ) {
- object._modelViewMatrix.multiply( shadowCamera.matrixWorldInverse, object.matrixWorld );
- _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
- }
- }
- }
- // restore GL state
- var clearColor = _renderer.getClearColor(),
- clearAlpha = _renderer.getClearAlpha();
- _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
- _gl.enable( _gl.BLEND );
- if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
- _gl.cullFace( _gl.BACK );
- }
- };
- function createVirtualLight( light, cascade ) {
- var virtualLight = new THREE.DirectionalLight();
- virtualLight.isVirtual = true;
- virtualLight.onlyShadow = true;
- virtualLight.castShadow = true;
- virtualLight.shadowCameraNear = light.shadowCameraNear;
- virtualLight.shadowCameraFar = light.shadowCameraFar;
- virtualLight.shadowCameraLeft = light.shadowCameraLeft;
- virtualLight.shadowCameraRight = light.shadowCameraRight;
- virtualLight.shadowCameraBottom = light.shadowCameraBottom;
- virtualLight.shadowCameraTop = light.shadowCameraTop;
- virtualLight.shadowCameraVisible = light.shadowCameraVisible;
- virtualLight.shadowDarkness = light.shadowDarkness;
- virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
- virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
- virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
- virtualLight.pointsWorld = [];
- virtualLight.pointsFrustum = [];
- var pointsWorld = virtualLight.pointsWorld,
- pointsFrustum = virtualLight.pointsFrustum;
- for ( var i = 0; i < 8; i ++ ) {
- pointsWorld[ i ] = new THREE.Vector3();
- pointsFrustum[ i ] = new THREE.Vector3();
- }
- var nearZ = light.shadowCascadeNearZ[ cascade ];
- var farZ = light.shadowCascadeFarZ[ cascade ];
- pointsFrustum[ 0 ].set( -1, -1, nearZ );
- pointsFrustum[ 1 ].set( 1, -1, nearZ );
- pointsFrustum[ 2 ].set( -1, 1, nearZ );
- pointsFrustum[ 3 ].set( 1, 1, nearZ );
- pointsFrustum[ 4 ].set( -1, -1, farZ );
- pointsFrustum[ 5 ].set( 1, -1, farZ );
- pointsFrustum[ 6 ].set( -1, 1, farZ );
- pointsFrustum[ 7 ].set( 1, 1, farZ );
- return virtualLight;
- }
- // Synchronize virtual light with the original light
- function updateVirtualLight( light, cascade ) {
- var virtualLight = light.shadowCascadeArray[ cascade ];
- virtualLight.position.copy( light.position );
- virtualLight.target.position.copy( light.target.position );
- virtualLight.lookAt( virtualLight.target );
- virtualLight.shadowCameraVisible = light.shadowCameraVisible;
- virtualLight.shadowDarkness = light.shadowDarkness;
- virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
- var nearZ = light.shadowCascadeNearZ[ cascade ];
- var farZ = light.shadowCascadeFarZ[ cascade ];
- var pointsFrustum = virtualLight.pointsFrustum;
- pointsFrustum[ 0 ].z = nearZ;
- pointsFrustum[ 1 ].z = nearZ;
- pointsFrustum[ 2 ].z = nearZ;
- pointsFrustum[ 3 ].z = nearZ;
- pointsFrustum[ 4 ].z = farZ;
- pointsFrustum[ 5 ].z = farZ;
- pointsFrustum[ 6 ].z = farZ;
- pointsFrustum[ 7 ].z = farZ;
- }
- // Fit shadow camera's ortho frustum to camera frustum
- function updateShadowCamera( camera, light ) {
- var shadowCamera = light.shadowCamera,
- pointsFrustum = light.pointsFrustum,
- pointsWorld = light.pointsWorld;
- _min.set( Infinity, Infinity, Infinity );
- _max.set( -Infinity, -Infinity, -Infinity );
- for ( var i = 0; i < 8; i ++ ) {
- var p = pointsWorld[ i ];
- p.copy( pointsFrustum[ i ] );
- THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
- shadowCamera.matrixWorldInverse.multiplyVector3( p );
- if ( p.x < _min.x ) _min.x = p.x;
- if ( p.x > _max.x ) _max.x = p.x;
- if ( p.y < _min.y ) _min.y = p.y;
- if ( p.y > _max.y ) _max.y = p.y;
- if ( p.z < _min.z ) _min.z = p.z;
- if ( p.z > _max.z ) _max.z = p.z;
- }
- shadowCamera.left = _min.x;
- shadowCamera.right = _max.x;
- shadowCamera.top = _max.y;
- shadowCamera.bottom = _min.y;
- // can't really fit near/far
- //shadowCamera.near = _min.z;
- //shadowCamera.far = _max.z;
- shadowCamera.updateProjectionMatrix();
- }
- // For the moment just ignore objects that have multiple materials with different animation methods
- // Only the first material will be taken into account for deciding which depth material to use for shadow maps
- function getObjectMaterial( object ) {
- return object.material instanceof THREE.MeshFaceMaterial
- ? object.material.materials[ 0 ]
- : object.material;
- };
- };
- THREE.ShadowMapPlugin.__projector = new THREE.Projector();
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.SpritePlugin = function ( ) {
- var _gl, _renderer, _sprite = {};
- this.init = function ( renderer ) {
- _gl = renderer.context;
- _renderer = renderer;
- _sprite.vertices = new Float32Array( 8 + 8 );
- _sprite.faces = new Uint16Array( 6 );
- var i = 0;
- _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = -1; // vertex 0
- _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 0; // uv 0
- _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = -1; // vertex 1
- _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 0; // uv 1
- _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // vertex 2
- _sprite.vertices[ i++ ] = 1; _sprite.vertices[ i++ ] = 1; // uv 2
- _sprite.vertices[ i++ ] = -1; _sprite.vertices[ i++ ] = 1; // vertex 3
- _sprite.vertices[ i++ ] = 0; _sprite.vertices[ i++ ] = 1; // uv 3
- i = 0;
- _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 1; _sprite.faces[ i++ ] = 2;
- _sprite.faces[ i++ ] = 0; _sprite.faces[ i++ ] = 2; _sprite.faces[ i++ ] = 3;
- _sprite.vertexBuffer = _gl.createBuffer();
- _sprite.elementBuffer = _gl.createBuffer();
- _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
- _gl.bufferData( _gl.ARRAY_BUFFER, _sprite.vertices, _gl.STATIC_DRAW );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
- _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _sprite.faces, _gl.STATIC_DRAW );
- _sprite.program = createProgram( THREE.ShaderSprite[ "sprite" ] );
- _sprite.attributes = {};
- _sprite.uniforms = {};
- _sprite.attributes.position = _gl.getAttribLocation ( _sprite.program, "position" );
- _sprite.attributes.uv = _gl.getAttribLocation ( _sprite.program, "uv" );
- _sprite.uniforms.uvOffset = _gl.getUniformLocation( _sprite.program, "uvOffset" );
- _sprite.uniforms.uvScale = _gl.getUniformLocation( _sprite.program, "uvScale" );
- _sprite.uniforms.rotation = _gl.getUniformLocation( _sprite.program, "rotation" );
- _sprite.uniforms.scale = _gl.getUniformLocation( _sprite.program, "scale" );
- _sprite.uniforms.alignment = _gl.getUniformLocation( _sprite.program, "alignment" );
- _sprite.uniforms.color = _gl.getUniformLocation( _sprite.program, "color" );
- _sprite.uniforms.map = _gl.getUniformLocation( _sprite.program, "map" );
- _sprite.uniforms.opacity = _gl.getUniformLocation( _sprite.program, "opacity" );
- _sprite.uniforms.useScreenCoordinates = _gl.getUniformLocation( _sprite.program, "useScreenCoordinates" );
- _sprite.uniforms.sizeAttenuation = _gl.getUniformLocation( _sprite.program, "sizeAttenuation" );
- _sprite.uniforms.screenPosition = _gl.getUniformLocation( _sprite.program, "screenPosition" );
- _sprite.uniforms.modelViewMatrix = _gl.getUniformLocation( _sprite.program, "modelViewMatrix" );
- _sprite.uniforms.projectionMatrix = _gl.getUniformLocation( _sprite.program, "projectionMatrix" );
- _sprite.uniforms.fogType = _gl.getUniformLocation( _sprite.program, "fogType" );
- _sprite.uniforms.fogDensity = _gl.getUniformLocation( _sprite.program, "fogDensity" );
- _sprite.uniforms.fogNear = _gl.getUniformLocation( _sprite.program, "fogNear" );
- _sprite.uniforms.fogFar = _gl.getUniformLocation( _sprite.program, "fogFar" );
- _sprite.uniforms.fogColor = _gl.getUniformLocation( _sprite.program, "fogColor" );
- _sprite.uniforms.alphaTest = _gl.getUniformLocation( _sprite.program, "alphaTest" );
- };
- this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
- var sprites = scene.__webglSprites,
- nSprites = sprites.length;
- if ( ! nSprites ) return;
- var attributes = _sprite.attributes,
- uniforms = _sprite.uniforms;
- var invAspect = viewportHeight / viewportWidth;
- var halfViewportWidth = viewportWidth * 0.5,
- halfViewportHeight = viewportHeight * 0.5;
- // setup gl
- _gl.useProgram( _sprite.program );
- _gl.enableVertexAttribArray( attributes.position );
- _gl.enableVertexAttribArray( attributes.uv );
- _gl.disable( _gl.CULL_FACE );
- _gl.enable( _gl.BLEND );
- _gl.bindBuffer( _gl.ARRAY_BUFFER, _sprite.vertexBuffer );
- _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
- _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
- _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _sprite.elementBuffer );
- _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
- _gl.activeTexture( _gl.TEXTURE0 );
- _gl.uniform1i( uniforms.map, 0 );
- var oldFogType = 0;
- var sceneFogType = 0;
- var fog = scene.fog;
- if ( fog ) {
- _gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
- if ( fog instanceof THREE.Fog ) {
- _gl.uniform1f( uniforms.fogNear, fog.near );
- _gl.uniform1f( uniforms.fogFar, fog.far );
- _gl.uniform1i( uniforms.fogType, 1 );
- oldFogType = 1;
- sceneFogType = 1;
- } else if ( fog instanceof THREE.FogExp2 ) {
- _gl.uniform1f( uniforms.fogDensity, fog.density );
- _gl.uniform1i( uniforms.fogType, 2 );
- oldFogType = 2;
- sceneFogType = 2;
- }
- } else {
- _gl.uniform1i( uniforms.fogType, 0 );
- oldFogType = 0;
- sceneFogType = 0;
- }
- // update positions and sort
- var i, sprite, material, screenPosition, size, fogType, scale = [];
- for( i = 0; i < nSprites; i ++ ) {
- sprite = sprites[ i ];
- material = sprite.material;
- if ( ! sprite.visible || material.opacity === 0 ) continue;
- if ( ! material.useScreenCoordinates ) {
- sprite._modelViewMatrix.multiply( camera.matrixWorldInverse, sprite.matrixWorld );
- sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
- } else {
- sprite.z = - sprite.position.z;
- }
- }
- sprites.sort( painterSortStable );
- // render all sprites
- for( i = 0; i < nSprites; i ++ ) {
- sprite = sprites[ i ];
- material = sprite.material;
- if ( ! sprite.visible || material.opacity === 0 ) continue;
- if ( material.map && material.map.image && material.map.image.width ) {
- _gl.uniform1f( uniforms.alphaTest, material.alphaTest );
- if ( material.useScreenCoordinates ) {
- _gl.uniform1i( uniforms.useScreenCoordinates, 1 );
- _gl.uniform3f(
- uniforms.screenPosition,
- ( sprite.position.x - halfViewportWidth ) / halfViewportWidth,
- ( halfViewportHeight - sprite.position.y ) / halfViewportHeight,
- Math.max( 0, Math.min( 1, sprite.position.z ) )
- );
- } else {
- _gl.uniform1i( uniforms.useScreenCoordinates, 0 );
- _gl.uniform1i( uniforms.sizeAttenuation, material.sizeAttenuation ? 1 : 0 );
- _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
- }
- if ( scene.fog && material.fog ) {
- fogType = sceneFogType;
- } else {
- fogType = 0;
- }
- if ( oldFogType !== fogType ) {
- _gl.uniform1i( uniforms.fogType, fogType );
- oldFogType = fogType;
- }
- size = 1 / ( material.scaleByViewport ? viewportHeight : 1 );
- scale[ 0 ] = size * invAspect * sprite.scale.x;
- scale[ 1 ] = size * sprite.scale.y;
- _gl.uniform2f( uniforms.uvScale, material.uvScale.x, material.uvScale.y );
- _gl.uniform2f( uniforms.uvOffset, material.uvOffset.x, material.uvOffset.y );
- _gl.uniform2f( uniforms.alignment, material.alignment.x, material.alignment.y );
- _gl.uniform1f( uniforms.opacity, material.opacity );
- _gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
- _gl.uniform1f( uniforms.rotation, sprite.rotation );
- _gl.uniform2fv( uniforms.scale, scale );
- _renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
- _renderer.setDepthTest( material.depthTest );
- _renderer.setDepthWrite( material.depthWrite );
- _renderer.setTexture( material.map, 0 );
- _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
- }
- }
- // restore gl
- _gl.enable( _gl.CULL_FACE );
- };
- function createProgram ( shader ) {
- var program = _gl.createProgram();
- var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
- var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
- _gl.shaderSource( fragmentShader, shader.fragmentShader );
- _gl.shaderSource( vertexShader, shader.vertexShader );
- _gl.compileShader( fragmentShader );
- _gl.compileShader( vertexShader );
- _gl.attachShader( program, fragmentShader );
- _gl.attachShader( program, vertexShader );
- _gl.linkProgram( program );
- return program;
- };
- function painterSortStable ( a, b ) {
- if ( a.z !== b.z ) {
- return b.z - a.z;
- } else {
- return b.id - a.id;
- }
- };
- };/**
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.DepthPassPlugin = function ( ) {
- this.enabled = false;
- this.renderTarget = null;
- var _gl,
- _renderer,
- _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
- _frustum = new THREE.Frustum(),
- _projScreenMatrix = new THREE.Matrix4();
- this.init = function ( renderer ) {
- _gl = renderer.context;
- _renderer = renderer;
- var depthShader = THREE.ShaderLib[ "depthRGBA" ];
- var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
- _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
- _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
- _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
- _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
- _depthMaterial._shadowPass = true;
- _depthMaterialMorph._shadowPass = true;
- _depthMaterialSkin._shadowPass = true;
- _depthMaterialMorphSkin._shadowPass = true;
- };
- this.render = function ( scene, camera ) {
- if ( ! this.enabled ) return;
- this.update( scene, camera );
- };
- this.update = function ( scene, camera ) {
- var i, il, j, jl, n,
- program, buffer, material,
- webglObject, object, light,
- renderList,
- fog = null;
- // set GL state for depth map
- _gl.clearColor( 1, 1, 1, 1 );
- _gl.disable( _gl.BLEND );
- _renderer.setDepthTest( true );
- // update scene
- if ( _renderer.autoUpdateScene ) scene.updateMatrixWorld();
- // update camera matrices and frustum
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
- _projScreenMatrix.multiply( camera.projectionMatrix, camera.matrixWorldInverse );
- _frustum.setFromMatrix( _projScreenMatrix );
- // render depth map
- _renderer.setRenderTarget( this.renderTarget );
- _renderer.clear();
- // set object matrices & frustum culling
- renderList = scene.__webglObjects;
- for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
- webglObject = renderList[ j ];
- object = webglObject.object;
- webglObject.render = false;
- if ( object.visible ) {
- if ( ! ( object instanceof THREE.Mesh || object instanceof THREE.ParticleSystem ) || ! ( object.frustumCulled ) || _frustum.contains( object ) ) {
- object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
- webglObject.render = true;
- }
- }
- }
- // render regular objects
- var objectMaterial, useMorphing, useSkinning;
- for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
- webglObject = renderList[ j ];
- if ( webglObject.render ) {
- object = webglObject.object;
- buffer = webglObject.buffer;
- // todo: create proper depth material for particles
- if ( object instanceof THREE.ParticleSystem && !object.customDepthMaterial ) continue;
- objectMaterial = getObjectMaterial( object );
- if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
- useMorphing = object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
- useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
- if ( object.customDepthMaterial ) {
- material = object.customDepthMaterial;
- } else if ( useSkinning ) {
- material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
- } else if ( useMorphing ) {
- material = _depthMaterialMorph;
- } else {
- material = _depthMaterial;
- }
- if ( buffer instanceof THREE.BufferGeometry ) {
- _renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object );
- } else {
- _renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object );
- }
- }
- }
- // set matrices and render immediate objects
- renderList = scene.__webglObjectsImmediate;
- for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
- webglObject = renderList[ j ];
- object = webglObject.object;
- if ( object.visible ) {
- object._modelViewMatrix.multiply( camera.matrixWorldInverse, object.matrixWorld );
- _renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );
- }
- }
- // restore GL state
- var clearColor = _renderer.getClearColor(),
- clearAlpha = _renderer.getClearAlpha();
- _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
- _gl.enable( _gl.BLEND );
- };
- // For the moment just ignore objects that have multiple materials with different animation methods
- // Only the first material will be taken into account for deciding which depth material to use
- function getObjectMaterial( object ) {
- return object.material instanceof THREE.MeshFaceMaterial
- ? object.material.materials[ 0 ]
- : object.material;
- };
- };
- /**
- * @author mikael emtinger / http://gomo.se/
- *
- */
- THREE.ShaderFlares = {
- 'lensFlareVertexTexture': {
- vertexShader: [
- "uniform vec3 screenPosition;",
- "uniform vec2 scale;",
- "uniform float rotation;",
- "uniform int renderType;",
- "uniform sampler2D occlusionMap;",
- "attribute vec2 position;",
- "attribute vec2 uv;",
- "varying vec2 vUV;",
- "varying float vVisibility;",
- "void main() {",
- "vUV = uv;",
- "vec2 pos = position;",
- "if( renderType == 2 ) {",
- "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) ) +",
- "texture2D( occlusionMap, vec2( 0.5, 0.1 ) ) +",
- "texture2D( occlusionMap, vec2( 0.9, 0.1 ) ) +",
- "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ) +",
- "texture2D( occlusionMap, vec2( 0.9, 0.9 ) ) +",
- "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ) +",
- "texture2D( occlusionMap, vec2( 0.1, 0.9 ) ) +",
- "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ) +",
- "texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
- "vVisibility = ( visibility.r / 9.0 ) *",
- "( 1.0 - visibility.g / 9.0 ) *",
- "( visibility.b / 9.0 ) *",
- "( 1.0 - visibility.a / 9.0 );",
- "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
- "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
- "}",
- "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "precision mediump float;",
- "uniform sampler2D map;",
- "uniform float opacity;",
- "uniform int renderType;",
- "uniform vec3 color;",
- "varying vec2 vUV;",
- "varying float vVisibility;",
- "void main() {",
- // pink square
- "if( renderType == 0 ) {",
- "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
- // restore
- "} else if( renderType == 1 ) {",
- "gl_FragColor = texture2D( map, vUV );",
- // flare
- "} else {",
- "vec4 texture = texture2D( map, vUV );",
- "texture.a *= opacity * vVisibility;",
- "gl_FragColor = texture;",
- "gl_FragColor.rgb *= color;",
- "}",
- "}"
- ].join( "\n" )
- },
- 'lensFlare': {
- vertexShader: [
- "uniform vec3 screenPosition;",
- "uniform vec2 scale;",
- "uniform float rotation;",
- "uniform int renderType;",
- "attribute vec2 position;",
- "attribute vec2 uv;",
- "varying vec2 vUV;",
- "void main() {",
- "vUV = uv;",
- "vec2 pos = position;",
- "if( renderType == 2 ) {",
- "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
- "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
- "}",
- "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "precision mediump float;",
- "uniform sampler2D map;",
- "uniform sampler2D occlusionMap;",
- "uniform float opacity;",
- "uniform int renderType;",
- "uniform vec3 color;",
- "varying vec2 vUV;",
- "void main() {",
- // pink square
- "if( renderType == 0 ) {",
- "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
- // restore
- "} else if( renderType == 1 ) {",
- "gl_FragColor = texture2D( map, vUV );",
- // flare
- "} else {",
- "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a +",
- "texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a +",
- "texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a +",
- "texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
- "visibility = ( 1.0 - visibility / 4.0 );",
- "vec4 texture = texture2D( map, vUV );",
- "texture.a *= opacity * visibility;",
- "gl_FragColor = texture;",
- "gl_FragColor.rgb *= color;",
- "}",
- "}"
- ].join( "\n" )
- }
- };
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- *
- */
- THREE.ShaderSprite = {
- 'sprite': {
- vertexShader: [
- "uniform int useScreenCoordinates;",
- "uniform int sizeAttenuation;",
- "uniform vec3 screenPosition;",
- "uniform mat4 modelViewMatrix;",
- "uniform mat4 projectionMatrix;",
- "uniform float rotation;",
- "uniform vec2 scale;",
- "uniform vec2 alignment;",
- "uniform vec2 uvOffset;",
- "uniform vec2 uvScale;",
- "attribute vec2 position;",
- "attribute vec2 uv;",
- "varying vec2 vUV;",
- "void main() {",
- "vUV = uvOffset + uv * uvScale;",
- "vec2 alignedPosition = position + alignment;",
- "vec2 rotatedPosition;",
- "rotatedPosition.x = ( cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y ) * scale.x;",
- "rotatedPosition.y = ( sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y ) * scale.y;",
- "vec4 finalPosition;",
- "if( useScreenCoordinates != 0 ) {",
- "finalPosition = vec4( screenPosition.xy + rotatedPosition, screenPosition.z, 1.0 );",
- "} else {",
- "finalPosition = projectionMatrix * modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );",
- "finalPosition.xy += rotatedPosition * ( sizeAttenuation == 1 ? 1.0 : finalPosition.z );",
- "}",
- "gl_Position = finalPosition;",
- "}"
- ].join( "\n" ),
- fragmentShader: [
- "precision mediump float;",
- "uniform vec3 color;",
- "uniform sampler2D map;",
- "uniform float opacity;",
- "uniform int fogType;",
- "uniform vec3 fogColor;",
- "uniform float fogDensity;",
- "uniform float fogNear;",
- "uniform float fogFar;",
- "uniform float alphaTest;",
- "varying vec2 vUV;",
- "void main() {",
- "vec4 texture = texture2D( map, vUV );",
- "if ( texture.a < alphaTest ) discard;",
- "gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );",
- "if ( fogType > 0 ) {",
- "float depth = gl_FragCoord.z / gl_FragCoord.w;",
- "float fogFactor = 0.0;",
- "if ( fogType == 1 ) {",
- "fogFactor = smoothstep( fogNear, fogFar, depth );",
- "} else {",
- "const float LOG2 = 1.442695;",
- "float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
- "fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
- "}",
- "gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
- "}",
- "}"
- ].join( "\n" )
- }
- };
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