three.js 810 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. */
  4. var THREE = { REVISION: '68dev' };
  5. // browserify support
  6. if ( typeof module === 'object' ) {
  7. module.exports = THREE;
  8. }
  9. // GL STATE CONSTANTS
  10. THREE.CullFaceNone = 0;
  11. THREE.CullFaceBack = 1;
  12. THREE.CullFaceFront = 2;
  13. THREE.CullFaceFrontBack = 3;
  14. THREE.FrontFaceDirectionCW = 0;
  15. THREE.FrontFaceDirectionCCW = 1;
  16. // SHADOWING TYPES
  17. THREE.BasicShadowMap = 0;
  18. THREE.PCFShadowMap = 1;
  19. THREE.PCFSoftShadowMap = 2;
  20. // MATERIAL CONSTANTS
  21. // side
  22. THREE.FrontSide = 0;
  23. THREE.BackSide = 1;
  24. THREE.DoubleSide = 2;
  25. // shading
  26. THREE.NoShading = 0;
  27. THREE.FlatShading = 1;
  28. THREE.SmoothShading = 2;
  29. // colors
  30. THREE.NoColors = 0;
  31. THREE.FaceColors = 1;
  32. THREE.VertexColors = 2;
  33. // blending modes
  34. THREE.NoBlending = 0;
  35. THREE.NormalBlending = 1;
  36. THREE.AdditiveBlending = 2;
  37. THREE.SubtractiveBlending = 3;
  38. THREE.MultiplyBlending = 4;
  39. THREE.CustomBlending = 5;
  40. // custom blending equations
  41. // (numbers start from 100 not to clash with other
  42. // mappings to OpenGL constants defined in Texture.js)
  43. THREE.AddEquation = 100;
  44. THREE.SubtractEquation = 101;
  45. THREE.ReverseSubtractEquation = 102;
  46. // custom blending destination factors
  47. THREE.ZeroFactor = 200;
  48. THREE.OneFactor = 201;
  49. THREE.SrcColorFactor = 202;
  50. THREE.OneMinusSrcColorFactor = 203;
  51. THREE.SrcAlphaFactor = 204;
  52. THREE.OneMinusSrcAlphaFactor = 205;
  53. THREE.DstAlphaFactor = 206;
  54. THREE.OneMinusDstAlphaFactor = 207;
  55. // custom blending source factors
  56. //THREE.ZeroFactor = 200;
  57. //THREE.OneFactor = 201;
  58. //THREE.SrcAlphaFactor = 204;
  59. //THREE.OneMinusSrcAlphaFactor = 205;
  60. //THREE.DstAlphaFactor = 206;
  61. //THREE.OneMinusDstAlphaFactor = 207;
  62. THREE.DstColorFactor = 208;
  63. THREE.OneMinusDstColorFactor = 209;
  64. THREE.SrcAlphaSaturateFactor = 210;
  65. // TEXTURE CONSTANTS
  66. THREE.MultiplyOperation = 0;
  67. THREE.MixOperation = 1;
  68. THREE.AddOperation = 2;
  69. // Mapping modes
  70. THREE.UVMapping = function () {};
  71. THREE.CubeReflectionMapping = function () {};
  72. THREE.CubeRefractionMapping = function () {};
  73. THREE.SphericalReflectionMapping = function () {};
  74. THREE.SphericalRefractionMapping = function () {};
  75. // Wrapping modes
  76. THREE.RepeatWrapping = 1000;
  77. THREE.ClampToEdgeWrapping = 1001;
  78. THREE.MirroredRepeatWrapping = 1002;
  79. // Filters
  80. THREE.NearestFilter = 1003;
  81. THREE.NearestMipMapNearestFilter = 1004;
  82. THREE.NearestMipMapLinearFilter = 1005;
  83. THREE.LinearFilter = 1006;
  84. THREE.LinearMipMapNearestFilter = 1007;
  85. THREE.LinearMipMapLinearFilter = 1008;
  86. // Data types
  87. THREE.UnsignedByteType = 1009;
  88. THREE.ByteType = 1010;
  89. THREE.ShortType = 1011;
  90. THREE.UnsignedShortType = 1012;
  91. THREE.IntType = 1013;
  92. THREE.UnsignedIntType = 1014;
  93. THREE.FloatType = 1015;
  94. // Pixel types
  95. //THREE.UnsignedByteType = 1009;
  96. THREE.UnsignedShort4444Type = 1016;
  97. THREE.UnsignedShort5551Type = 1017;
  98. THREE.UnsignedShort565Type = 1018;
  99. // Pixel formats
  100. THREE.AlphaFormat = 1019;
  101. THREE.RGBFormat = 1020;
  102. THREE.RGBAFormat = 1021;
  103. THREE.LuminanceFormat = 1022;
  104. THREE.LuminanceAlphaFormat = 1023;
  105. // Compressed texture formats
  106. THREE.RGB_S3TC_DXT1_Format = 2001;
  107. THREE.RGBA_S3TC_DXT1_Format = 2002;
  108. THREE.RGBA_S3TC_DXT3_Format = 2003;
  109. THREE.RGBA_S3TC_DXT5_Format = 2004;
  110. /*
  111. // Potential future PVRTC compressed texture formats
  112. THREE.RGB_PVRTC_4BPPV1_Format = 2100;
  113. THREE.RGB_PVRTC_2BPPV1_Format = 2101;
  114. THREE.RGBA_PVRTC_4BPPV1_Format = 2102;
  115. THREE.RGBA_PVRTC_2BPPV1_Format = 2103;
  116. */
  117. /**
  118. * @author mrdoob / http://mrdoob.com/
  119. */
  120. THREE.Color = function ( color ) {
  121. if ( arguments.length === 3 ) {
  122. return this.setRGB( arguments[ 0 ], arguments[ 1 ], arguments[ 2 ] );
  123. }
  124. return this.set( color )
  125. };
  126. THREE.Color.prototype = {
  127. constructor: THREE.Color,
  128. r: 1, g: 1, b: 1,
  129. set: function ( value ) {
  130. if ( value instanceof THREE.Color ) {
  131. this.copy( value );
  132. } else if ( typeof value === 'number' ) {
  133. this.setHex( value );
  134. } else if ( typeof value === 'string' ) {
  135. this.setStyle( value );
  136. }
  137. return this;
  138. },
  139. setHex: function ( hex ) {
  140. hex = Math.floor( hex );
  141. this.r = ( hex >> 16 & 255 ) / 255;
  142. this.g = ( hex >> 8 & 255 ) / 255;
  143. this.b = ( hex & 255 ) / 255;
  144. return this;
  145. },
  146. setRGB: function ( r, g, b ) {
  147. this.r = r;
  148. this.g = g;
  149. this.b = b;
  150. return this;
  151. },
  152. setHSL: function ( h, s, l ) {
  153. // h,s,l ranges are in 0.0 - 1.0
  154. if ( s === 0 ) {
  155. this.r = this.g = this.b = l;
  156. } else {
  157. var hue2rgb = function ( p, q, t ) {
  158. if ( t < 0 ) t += 1;
  159. if ( t > 1 ) t -= 1;
  160. if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
  161. if ( t < 1 / 2 ) return q;
  162. if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
  163. return p;
  164. };
  165. var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
  166. var q = ( 2 * l ) - p;
  167. this.r = hue2rgb( q, p, h + 1 / 3 );
  168. this.g = hue2rgb( q, p, h );
  169. this.b = hue2rgb( q, p, h - 1 / 3 );
  170. }
  171. return this;
  172. },
  173. setStyle: function ( style ) {
  174. // rgb(255,0,0)
  175. if ( /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.test( style ) ) {
  176. var color = /^rgb\((\d+), ?(\d+), ?(\d+)\)$/i.exec( style );
  177. this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
  178. this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
  179. this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;
  180. return this;
  181. }
  182. // rgb(100%,0%,0%)
  183. if ( /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.test( style ) ) {
  184. var color = /^rgb\((\d+)\%, ?(\d+)\%, ?(\d+)\%\)$/i.exec( style );
  185. this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
  186. this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
  187. this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;
  188. return this;
  189. }
  190. // #ff0000
  191. if ( /^\#([0-9a-f]{6})$/i.test( style ) ) {
  192. var color = /^\#([0-9a-f]{6})$/i.exec( style );
  193. this.setHex( parseInt( color[ 1 ], 16 ) );
  194. return this;
  195. }
  196. // #f00
  197. if ( /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.test( style ) ) {
  198. var color = /^\#([0-9a-f])([0-9a-f])([0-9a-f])$/i.exec( style );
  199. this.setHex( parseInt( color[ 1 ] + color[ 1 ] + color[ 2 ] + color[ 2 ] + color[ 3 ] + color[ 3 ], 16 ) );
  200. return this;
  201. }
  202. // red
  203. if ( /^(\w+)$/i.test( style ) ) {
  204. this.setHex( THREE.ColorKeywords[ style ] );
  205. return this;
  206. }
  207. },
  208. copy: function ( color ) {
  209. this.r = color.r;
  210. this.g = color.g;
  211. this.b = color.b;
  212. return this;
  213. },
  214. copyGammaToLinear: function ( color ) {
  215. this.r = color.r * color.r;
  216. this.g = color.g * color.g;
  217. this.b = color.b * color.b;
  218. return this;
  219. },
  220. copyLinearToGamma: function ( color ) {
  221. this.r = Math.sqrt( color.r );
  222. this.g = Math.sqrt( color.g );
  223. this.b = Math.sqrt( color.b );
  224. return this;
  225. },
  226. convertGammaToLinear: function () {
  227. var r = this.r, g = this.g, b = this.b;
  228. this.r = r * r;
  229. this.g = g * g;
  230. this.b = b * b;
  231. return this;
  232. },
  233. convertLinearToGamma: function () {
  234. this.r = Math.sqrt( this.r );
  235. this.g = Math.sqrt( this.g );
  236. this.b = Math.sqrt( this.b );
  237. return this;
  238. },
  239. getHex: function () {
  240. return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
  241. },
  242. getHexString: function () {
  243. return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
  244. },
  245. getHSL: function ( optionalTarget ) {
  246. // h,s,l ranges are in 0.0 - 1.0
  247. var hsl = optionalTarget || { h: 0, s: 0, l: 0 };
  248. var r = this.r, g = this.g, b = this.b;
  249. var max = Math.max( r, g, b );
  250. var min = Math.min( r, g, b );
  251. var hue, saturation;
  252. var lightness = ( min + max ) / 2.0;
  253. if ( min === max ) {
  254. hue = 0;
  255. saturation = 0;
  256. } else {
  257. var delta = max - min;
  258. saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
  259. switch ( max ) {
  260. case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  261. case g: hue = ( b - r ) / delta + 2; break;
  262. case b: hue = ( r - g ) / delta + 4; break;
  263. }
  264. hue /= 6;
  265. }
  266. hsl.h = hue;
  267. hsl.s = saturation;
  268. hsl.l = lightness;
  269. return hsl;
  270. },
  271. getStyle: function () {
  272. return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
  273. },
  274. offsetHSL: function ( h, s, l ) {
  275. var hsl = this.getHSL();
  276. hsl.h += h; hsl.s += s; hsl.l += l;
  277. this.setHSL( hsl.h, hsl.s, hsl.l );
  278. return this;
  279. },
  280. add: function ( color ) {
  281. this.r += color.r;
  282. this.g += color.g;
  283. this.b += color.b;
  284. return this;
  285. },
  286. addColors: function ( color1, color2 ) {
  287. this.r = color1.r + color2.r;
  288. this.g = color1.g + color2.g;
  289. this.b = color1.b + color2.b;
  290. return this;
  291. },
  292. addScalar: function ( s ) {
  293. this.r += s;
  294. this.g += s;
  295. this.b += s;
  296. return this;
  297. },
  298. multiply: function ( color ) {
  299. this.r *= color.r;
  300. this.g *= color.g;
  301. this.b *= color.b;
  302. return this;
  303. },
  304. multiplyScalar: function ( s ) {
  305. this.r *= s;
  306. this.g *= s;
  307. this.b *= s;
  308. return this;
  309. },
  310. lerp: function ( color, alpha ) {
  311. this.r += ( color.r - this.r ) * alpha;
  312. this.g += ( color.g - this.g ) * alpha;
  313. this.b += ( color.b - this.b ) * alpha;
  314. return this;
  315. },
  316. equals: function ( c ) {
  317. return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
  318. },
  319. fromArray: function ( array ) {
  320. this.r = array[ 0 ];
  321. this.g = array[ 1 ];
  322. this.b = array[ 2 ];
  323. return this;
  324. },
  325. toArray: function () {
  326. return [ this.r, this.g, this.b ];
  327. },
  328. clone: function () {
  329. return new THREE.Color().setRGB( this.r, this.g, this.b );
  330. }
  331. };
  332. THREE.ColorKeywords = { "aliceblue": 0xF0F8FF, "antiquewhite": 0xFAEBD7, "aqua": 0x00FFFF, "aquamarine": 0x7FFFD4, "azure": 0xF0FFFF,
  333. "beige": 0xF5F5DC, "bisque": 0xFFE4C4, "black": 0x000000, "blanchedalmond": 0xFFEBCD, "blue": 0x0000FF, "blueviolet": 0x8A2BE2,
  334. "brown": 0xA52A2A, "burlywood": 0xDEB887, "cadetblue": 0x5F9EA0, "chartreuse": 0x7FFF00, "chocolate": 0xD2691E, "coral": 0xFF7F50,
  335. "cornflowerblue": 0x6495ED, "cornsilk": 0xFFF8DC, "crimson": 0xDC143C, "cyan": 0x00FFFF, "darkblue": 0x00008B, "darkcyan": 0x008B8B,
  336. "darkgoldenrod": 0xB8860B, "darkgray": 0xA9A9A9, "darkgreen": 0x006400, "darkgrey": 0xA9A9A9, "darkkhaki": 0xBDB76B, "darkmagenta": 0x8B008B,
  337. "darkolivegreen": 0x556B2F, "darkorange": 0xFF8C00, "darkorchid": 0x9932CC, "darkred": 0x8B0000, "darksalmon": 0xE9967A, "darkseagreen": 0x8FBC8F,
  338. "darkslateblue": 0x483D8B, "darkslategray": 0x2F4F4F, "darkslategrey": 0x2F4F4F, "darkturquoise": 0x00CED1, "darkviolet": 0x9400D3,
  339. "deeppink": 0xFF1493, "deepskyblue": 0x00BFFF, "dimgray": 0x696969, "dimgrey": 0x696969, "dodgerblue": 0x1E90FF, "firebrick": 0xB22222,
  340. "floralwhite": 0xFFFAF0, "forestgreen": 0x228B22, "fuchsia": 0xFF00FF, "gainsboro": 0xDCDCDC, "ghostwhite": 0xF8F8FF, "gold": 0xFFD700,
  341. "goldenrod": 0xDAA520, "gray": 0x808080, "green": 0x008000, "greenyellow": 0xADFF2F, "grey": 0x808080, "honeydew": 0xF0FFF0, "hotpink": 0xFF69B4,
  342. "indianred": 0xCD5C5C, "indigo": 0x4B0082, "ivory": 0xFFFFF0, "khaki": 0xF0E68C, "lavender": 0xE6E6FA, "lavenderblush": 0xFFF0F5, "lawngreen": 0x7CFC00,
  343. "lemonchiffon": 0xFFFACD, "lightblue": 0xADD8E6, "lightcoral": 0xF08080, "lightcyan": 0xE0FFFF, "lightgoldenrodyellow": 0xFAFAD2, "lightgray": 0xD3D3D3,
  344. "lightgreen": 0x90EE90, "lightgrey": 0xD3D3D3, "lightpink": 0xFFB6C1, "lightsalmon": 0xFFA07A, "lightseagreen": 0x20B2AA, "lightskyblue": 0x87CEFA,
  345. "lightslategray": 0x778899, "lightslategrey": 0x778899, "lightsteelblue": 0xB0C4DE, "lightyellow": 0xFFFFE0, "lime": 0x00FF00, "limegreen": 0x32CD32,
  346. "linen": 0xFAF0E6, "magenta": 0xFF00FF, "maroon": 0x800000, "mediumaquamarine": 0x66CDAA, "mediumblue": 0x0000CD, "mediumorchid": 0xBA55D3,
  347. "mediumpurple": 0x9370DB, "mediumseagreen": 0x3CB371, "mediumslateblue": 0x7B68EE, "mediumspringgreen": 0x00FA9A, "mediumturquoise": 0x48D1CC,
  348. "mediumvioletred": 0xC71585, "midnightblue": 0x191970, "mintcream": 0xF5FFFA, "mistyrose": 0xFFE4E1, "moccasin": 0xFFE4B5, "navajowhite": 0xFFDEAD,
  349. "navy": 0x000080, "oldlace": 0xFDF5E6, "olive": 0x808000, "olivedrab": 0x6B8E23, "orange": 0xFFA500, "orangered": 0xFF4500, "orchid": 0xDA70D6,
  350. "palegoldenrod": 0xEEE8AA, "palegreen": 0x98FB98, "paleturquoise": 0xAFEEEE, "palevioletred": 0xDB7093, "papayawhip": 0xFFEFD5, "peachpuff": 0xFFDAB9,
  351. "peru": 0xCD853F, "pink": 0xFFC0CB, "plum": 0xDDA0DD, "powderblue": 0xB0E0E6, "purple": 0x800080, "red": 0xFF0000, "rosybrown": 0xBC8F8F,
  352. "royalblue": 0x4169E1, "saddlebrown": 0x8B4513, "salmon": 0xFA8072, "sandybrown": 0xF4A460, "seagreen": 0x2E8B57, "seashell": 0xFFF5EE,
  353. "sienna": 0xA0522D, "silver": 0xC0C0C0, "skyblue": 0x87CEEB, "slateblue": 0x6A5ACD, "slategray": 0x708090, "slategrey": 0x708090, "snow": 0xFFFAFA,
  354. "springgreen": 0x00FF7F, "steelblue": 0x4682B4, "tan": 0xD2B48C, "teal": 0x008080, "thistle": 0xD8BFD8, "tomato": 0xFF6347, "turquoise": 0x40E0D0,
  355. "violet": 0xEE82EE, "wheat": 0xF5DEB3, "white": 0xFFFFFF, "whitesmoke": 0xF5F5F5, "yellow": 0xFFFF00, "yellowgreen": 0x9ACD32 };
  356. /**
  357. * @author mikael emtinger / http://gomo.se/
  358. * @author alteredq / http://alteredqualia.com/
  359. * @author WestLangley / http://github.com/WestLangley
  360. * @author bhouston / http://exocortex.com
  361. */
  362. THREE.Quaternion = function ( x, y, z, w ) {
  363. this._x = x || 0;
  364. this._y = y || 0;
  365. this._z = z || 0;
  366. this._w = ( w !== undefined ) ? w : 1;
  367. };
  368. THREE.Quaternion.prototype = {
  369. constructor: THREE.Quaternion,
  370. _x: 0,_y: 0, _z: 0, _w: 0,
  371. get x () {
  372. return this._x;
  373. },
  374. set x ( value ) {
  375. this._x = value;
  376. this.onChangeCallback();
  377. },
  378. get y () {
  379. return this._y;
  380. },
  381. set y ( value ) {
  382. this._y = value;
  383. this.onChangeCallback();
  384. },
  385. get z () {
  386. return this._z;
  387. },
  388. set z ( value ) {
  389. this._z = value;
  390. this.onChangeCallback();
  391. },
  392. get w () {
  393. return this._w;
  394. },
  395. set w ( value ) {
  396. this._w = value;
  397. this.onChangeCallback();
  398. },
  399. set: function ( x, y, z, w ) {
  400. this._x = x;
  401. this._y = y;
  402. this._z = z;
  403. this._w = w;
  404. this.onChangeCallback();
  405. return this;
  406. },
  407. copy: function ( quaternion ) {
  408. this._x = quaternion._x;
  409. this._y = quaternion._y;
  410. this._z = quaternion._z;
  411. this._w = quaternion._w;
  412. this.onChangeCallback();
  413. return this;
  414. },
  415. setFromEuler: function ( euler, update ) {
  416. if ( euler instanceof THREE.Euler === false ) {
  417. throw new Error( 'ERROR: Quaternion\'s .setFromEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code.' );
  418. }
  419. // http://www.mathworks.com/matlabcentral/fileexchange/
  420. // 20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
  421. // content/SpinCalc.m
  422. var c1 = Math.cos( euler._x / 2 );
  423. var c2 = Math.cos( euler._y / 2 );
  424. var c3 = Math.cos( euler._z / 2 );
  425. var s1 = Math.sin( euler._x / 2 );
  426. var s2 = Math.sin( euler._y / 2 );
  427. var s3 = Math.sin( euler._z / 2 );
  428. if ( euler.order === 'XYZ' ) {
  429. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  430. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  431. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  432. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  433. } else if ( euler.order === 'YXZ' ) {
  434. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  435. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  436. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  437. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  438. } else if ( euler.order === 'ZXY' ) {
  439. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  440. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  441. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  442. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  443. } else if ( euler.order === 'ZYX' ) {
  444. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  445. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  446. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  447. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  448. } else if ( euler.order === 'YZX' ) {
  449. this._x = s1 * c2 * c3 + c1 * s2 * s3;
  450. this._y = c1 * s2 * c3 + s1 * c2 * s3;
  451. this._z = c1 * c2 * s3 - s1 * s2 * c3;
  452. this._w = c1 * c2 * c3 - s1 * s2 * s3;
  453. } else if ( euler.order === 'XZY' ) {
  454. this._x = s1 * c2 * c3 - c1 * s2 * s3;
  455. this._y = c1 * s2 * c3 - s1 * c2 * s3;
  456. this._z = c1 * c2 * s3 + s1 * s2 * c3;
  457. this._w = c1 * c2 * c3 + s1 * s2 * s3;
  458. }
  459. if ( update !== false ) this.onChangeCallback();
  460. return this;
  461. },
  462. setFromAxisAngle: function ( axis, angle ) {
  463. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
  464. // assumes axis is normalized
  465. var halfAngle = angle / 2, s = Math.sin( halfAngle );
  466. this._x = axis.x * s;
  467. this._y = axis.y * s;
  468. this._z = axis.z * s;
  469. this._w = Math.cos( halfAngle );
  470. this.onChangeCallback();
  471. return this;
  472. },
  473. setFromRotationMatrix: function ( m ) {
  474. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
  475. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  476. var te = m.elements,
  477. m11 = te[0], m12 = te[4], m13 = te[8],
  478. m21 = te[1], m22 = te[5], m23 = te[9],
  479. m31 = te[2], m32 = te[6], m33 = te[10],
  480. trace = m11 + m22 + m33,
  481. s;
  482. if ( trace > 0 ) {
  483. s = 0.5 / Math.sqrt( trace + 1.0 );
  484. this._w = 0.25 / s;
  485. this._x = ( m32 - m23 ) * s;
  486. this._y = ( m13 - m31 ) * s;
  487. this._z = ( m21 - m12 ) * s;
  488. } else if ( m11 > m22 && m11 > m33 ) {
  489. s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
  490. this._w = (m32 - m23 ) / s;
  491. this._x = 0.25 * s;
  492. this._y = (m12 + m21 ) / s;
  493. this._z = (m13 + m31 ) / s;
  494. } else if ( m22 > m33 ) {
  495. s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
  496. this._w = (m13 - m31 ) / s;
  497. this._x = (m12 + m21 ) / s;
  498. this._y = 0.25 * s;
  499. this._z = (m23 + m32 ) / s;
  500. } else {
  501. s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
  502. this._w = ( m21 - m12 ) / s;
  503. this._x = ( m13 + m31 ) / s;
  504. this._y = ( m23 + m32 ) / s;
  505. this._z = 0.25 * s;
  506. }
  507. this.onChangeCallback();
  508. return this;
  509. },
  510. setFromUnitVectors: function () {
  511. // http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final
  512. // assumes direction vectors vFrom and vTo are normalized
  513. var v1, r;
  514. var EPS = 0.000001;
  515. return function( vFrom, vTo ) {
  516. if ( v1 === undefined ) v1 = new THREE.Vector3();
  517. r = vFrom.dot( vTo ) + 1;
  518. if ( r < EPS ) {
  519. r = 0;
  520. if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
  521. v1.set( - vFrom.y, vFrom.x, 0 );
  522. } else {
  523. v1.set( 0, - vFrom.z, vFrom.y );
  524. }
  525. } else {
  526. v1.crossVectors( vFrom, vTo );
  527. }
  528. this._x = v1.x;
  529. this._y = v1.y;
  530. this._z = v1.z;
  531. this._w = r;
  532. this.normalize();
  533. return this;
  534. }
  535. }(),
  536. inverse: function () {
  537. this.conjugate().normalize();
  538. return this;
  539. },
  540. conjugate: function () {
  541. this._x *= -1;
  542. this._y *= -1;
  543. this._z *= -1;
  544. this.onChangeCallback();
  545. return this;
  546. },
  547. lengthSq: function () {
  548. return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
  549. },
  550. length: function () {
  551. return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
  552. },
  553. normalize: function () {
  554. var l = this.length();
  555. if ( l === 0 ) {
  556. this._x = 0;
  557. this._y = 0;
  558. this._z = 0;
  559. this._w = 1;
  560. } else {
  561. l = 1 / l;
  562. this._x = this._x * l;
  563. this._y = this._y * l;
  564. this._z = this._z * l;
  565. this._w = this._w * l;
  566. }
  567. this.onChangeCallback();
  568. return this;
  569. },
  570. multiply: function ( q, p ) {
  571. if ( p !== undefined ) {
  572. console.warn( 'DEPRECATED: Quaternion\'s .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
  573. return this.multiplyQuaternions( q, p );
  574. }
  575. return this.multiplyQuaternions( this, q );
  576. },
  577. multiplyQuaternions: function ( a, b ) {
  578. // from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
  579. var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
  580. var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
  581. this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
  582. this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
  583. this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
  584. this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
  585. this.onChangeCallback();
  586. return this;
  587. },
  588. multiplyVector3: function ( vector ) {
  589. console.warn( 'DEPRECATED: Quaternion\'s .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
  590. return vector.applyQuaternion( this );
  591. },
  592. slerp: function ( qb, t ) {
  593. var x = this._x, y = this._y, z = this._z, w = this._w;
  594. // http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
  595. var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
  596. if ( cosHalfTheta < 0 ) {
  597. this._w = -qb._w;
  598. this._x = -qb._x;
  599. this._y = -qb._y;
  600. this._z = -qb._z;
  601. cosHalfTheta = -cosHalfTheta;
  602. } else {
  603. this.copy( qb );
  604. }
  605. if ( cosHalfTheta >= 1.0 ) {
  606. this._w = w;
  607. this._x = x;
  608. this._y = y;
  609. this._z = z;
  610. return this;
  611. }
  612. var halfTheta = Math.acos( cosHalfTheta );
  613. var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );
  614. if ( Math.abs( sinHalfTheta ) < 0.001 ) {
  615. this._w = 0.5 * ( w + this._w );
  616. this._x = 0.5 * ( x + this._x );
  617. this._y = 0.5 * ( y + this._y );
  618. this._z = 0.5 * ( z + this._z );
  619. return this;
  620. }
  621. var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
  622. ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
  623. this._w = ( w * ratioA + this._w * ratioB );
  624. this._x = ( x * ratioA + this._x * ratioB );
  625. this._y = ( y * ratioA + this._y * ratioB );
  626. this._z = ( z * ratioA + this._z * ratioB );
  627. this.onChangeCallback();
  628. return this;
  629. },
  630. equals: function ( quaternion ) {
  631. return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
  632. },
  633. fromArray: function ( array ) {
  634. this._x = array[ 0 ];
  635. this._y = array[ 1 ];
  636. this._z = array[ 2 ];
  637. this._w = array[ 3 ];
  638. this.onChangeCallback();
  639. return this;
  640. },
  641. toArray: function () {
  642. return [ this._x, this._y, this._z, this._w ];
  643. },
  644. onChange: function ( callback ) {
  645. this.onChangeCallback = callback;
  646. return this;
  647. },
  648. onChangeCallback: function () {},
  649. clone: function () {
  650. return new THREE.Quaternion( this._x, this._y, this._z, this._w );
  651. }
  652. };
  653. THREE.Quaternion.slerp = function ( qa, qb, qm, t ) {
  654. return qm.copy( qa ).slerp( qb, t );
  655. }
  656. /**
  657. * @author mrdoob / http://mrdoob.com/
  658. * @author philogb / http://blog.thejit.org/
  659. * @author egraether / http://egraether.com/
  660. * @author zz85 / http://www.lab4games.net/zz85/blog
  661. */
  662. THREE.Vector2 = function ( x, y ) {
  663. this.x = x || 0;
  664. this.y = y || 0;
  665. };
  666. THREE.Vector2.prototype = {
  667. constructor: THREE.Vector2,
  668. set: function ( x, y ) {
  669. this.x = x;
  670. this.y = y;
  671. return this;
  672. },
  673. setX: function ( x ) {
  674. this.x = x;
  675. return this;
  676. },
  677. setY: function ( y ) {
  678. this.y = y;
  679. return this;
  680. },
  681. setComponent: function ( index, value ) {
  682. switch ( index ) {
  683. case 0: this.x = value; break;
  684. case 1: this.y = value; break;
  685. default: throw new Error( "index is out of range: " + index );
  686. }
  687. },
  688. getComponent: function ( index ) {
  689. switch ( index ) {
  690. case 0: return this.x;
  691. case 1: return this.y;
  692. default: throw new Error( "index is out of range: " + index );
  693. }
  694. },
  695. copy: function ( v ) {
  696. this.x = v.x;
  697. this.y = v.y;
  698. return this;
  699. },
  700. add: function ( v, w ) {
  701. if ( w !== undefined ) {
  702. console.warn( 'DEPRECATED: Vector2\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  703. return this.addVectors( v, w );
  704. }
  705. this.x += v.x;
  706. this.y += v.y;
  707. return this;
  708. },
  709. addVectors: function ( a, b ) {
  710. this.x = a.x + b.x;
  711. this.y = a.y + b.y;
  712. return this;
  713. },
  714. addScalar: function ( s ) {
  715. this.x += s;
  716. this.y += s;
  717. return this;
  718. },
  719. sub: function ( v, w ) {
  720. if ( w !== undefined ) {
  721. console.warn( 'DEPRECATED: Vector2\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  722. return this.subVectors( v, w );
  723. }
  724. this.x -= v.x;
  725. this.y -= v.y;
  726. return this;
  727. },
  728. subVectors: function ( a, b ) {
  729. this.x = a.x - b.x;
  730. this.y = a.y - b.y;
  731. return this;
  732. },
  733. multiply: function ( v ) {
  734. this.x *= v.x;
  735. this.y *= v.y;
  736. return this;
  737. },
  738. multiplyScalar: function ( s ) {
  739. this.x *= s;
  740. this.y *= s;
  741. return this;
  742. },
  743. divide: function ( v ) {
  744. this.x /= v.x;
  745. this.y /= v.y;
  746. return this;
  747. },
  748. divideScalar: function ( scalar ) {
  749. if ( scalar !== 0 ) {
  750. var invScalar = 1 / scalar;
  751. this.x *= invScalar;
  752. this.y *= invScalar;
  753. } else {
  754. this.x = 0;
  755. this.y = 0;
  756. }
  757. return this;
  758. },
  759. min: function ( v ) {
  760. if ( this.x > v.x ) {
  761. this.x = v.x;
  762. }
  763. if ( this.y > v.y ) {
  764. this.y = v.y;
  765. }
  766. return this;
  767. },
  768. max: function ( v ) {
  769. if ( this.x < v.x ) {
  770. this.x = v.x;
  771. }
  772. if ( this.y < v.y ) {
  773. this.y = v.y;
  774. }
  775. return this;
  776. },
  777. clamp: function ( min, max ) {
  778. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  779. if ( this.x < min.x ) {
  780. this.x = min.x;
  781. } else if ( this.x > max.x ) {
  782. this.x = max.x;
  783. }
  784. if ( this.y < min.y ) {
  785. this.y = min.y;
  786. } else if ( this.y > max.y ) {
  787. this.y = max.y;
  788. }
  789. return this;
  790. },
  791. clampScalar: ( function () {
  792. var min, max;
  793. return function ( minVal, maxVal ) {
  794. if ( min === undefined ) {
  795. min = new THREE.Vector2();
  796. max = new THREE.Vector2();
  797. }
  798. min.set( minVal, minVal );
  799. max.set( maxVal, maxVal );
  800. return this.clamp( min, max );
  801. };
  802. } )(),
  803. floor: function () {
  804. this.x = Math.floor( this.x );
  805. this.y = Math.floor( this.y );
  806. return this;
  807. },
  808. ceil: function () {
  809. this.x = Math.ceil( this.x );
  810. this.y = Math.ceil( this.y );
  811. return this;
  812. },
  813. round: function () {
  814. this.x = Math.round( this.x );
  815. this.y = Math.round( this.y );
  816. return this;
  817. },
  818. roundToZero: function () {
  819. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  820. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  821. return this;
  822. },
  823. negate: function () {
  824. return this.multiplyScalar( - 1 );
  825. },
  826. dot: function ( v ) {
  827. return this.x * v.x + this.y * v.y;
  828. },
  829. lengthSq: function () {
  830. return this.x * this.x + this.y * this.y;
  831. },
  832. length: function () {
  833. return Math.sqrt( this.x * this.x + this.y * this.y );
  834. },
  835. normalize: function () {
  836. return this.divideScalar( this.length() );
  837. },
  838. distanceTo: function ( v ) {
  839. return Math.sqrt( this.distanceToSquared( v ) );
  840. },
  841. distanceToSquared: function ( v ) {
  842. var dx = this.x - v.x, dy = this.y - v.y;
  843. return dx * dx + dy * dy;
  844. },
  845. setLength: function ( l ) {
  846. var oldLength = this.length();
  847. if ( oldLength !== 0 && l !== oldLength ) {
  848. this.multiplyScalar( l / oldLength );
  849. }
  850. return this;
  851. },
  852. lerp: function ( v, alpha ) {
  853. this.x += ( v.x - this.x ) * alpha;
  854. this.y += ( v.y - this.y ) * alpha;
  855. return this;
  856. },
  857. equals: function( v ) {
  858. return ( ( v.x === this.x ) && ( v.y === this.y ) );
  859. },
  860. fromArray: function ( array ) {
  861. this.x = array[ 0 ];
  862. this.y = array[ 1 ];
  863. return this;
  864. },
  865. toArray: function () {
  866. return [ this.x, this.y ];
  867. },
  868. clone: function () {
  869. return new THREE.Vector2( this.x, this.y );
  870. }
  871. };
  872. /**
  873. * @author mrdoob / http://mrdoob.com/
  874. * @author *kile / http://kile.stravaganza.org/
  875. * @author philogb / http://blog.thejit.org/
  876. * @author mikael emtinger / http://gomo.se/
  877. * @author egraether / http://egraether.com/
  878. * @author WestLangley / http://github.com/WestLangley
  879. */
  880. THREE.Vector3 = function ( x, y, z ) {
  881. this.x = x || 0;
  882. this.y = y || 0;
  883. this.z = z || 0;
  884. };
  885. THREE.Vector3.prototype = {
  886. constructor: THREE.Vector3,
  887. set: function ( x, y, z ) {
  888. this.x = x;
  889. this.y = y;
  890. this.z = z;
  891. return this;
  892. },
  893. setX: function ( x ) {
  894. this.x = x;
  895. return this;
  896. },
  897. setY: function ( y ) {
  898. this.y = y;
  899. return this;
  900. },
  901. setZ: function ( z ) {
  902. this.z = z;
  903. return this;
  904. },
  905. setComponent: function ( index, value ) {
  906. switch ( index ) {
  907. case 0: this.x = value; break;
  908. case 1: this.y = value; break;
  909. case 2: this.z = value; break;
  910. default: throw new Error( "index is out of range: " + index );
  911. }
  912. },
  913. getComponent: function ( index ) {
  914. switch ( index ) {
  915. case 0: return this.x;
  916. case 1: return this.y;
  917. case 2: return this.z;
  918. default: throw new Error( "index is out of range: " + index );
  919. }
  920. },
  921. copy: function ( v ) {
  922. this.x = v.x;
  923. this.y = v.y;
  924. this.z = v.z;
  925. return this;
  926. },
  927. add: function ( v, w ) {
  928. if ( w !== undefined ) {
  929. console.warn( 'DEPRECATED: Vector3\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  930. return this.addVectors( v, w );
  931. }
  932. this.x += v.x;
  933. this.y += v.y;
  934. this.z += v.z;
  935. return this;
  936. },
  937. addScalar: function ( s ) {
  938. this.x += s;
  939. this.y += s;
  940. this.z += s;
  941. return this;
  942. },
  943. addVectors: function ( a, b ) {
  944. this.x = a.x + b.x;
  945. this.y = a.y + b.y;
  946. this.z = a.z + b.z;
  947. return this;
  948. },
  949. sub: function ( v, w ) {
  950. if ( w !== undefined ) {
  951. console.warn( 'DEPRECATED: Vector3\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  952. return this.subVectors( v, w );
  953. }
  954. this.x -= v.x;
  955. this.y -= v.y;
  956. this.z -= v.z;
  957. return this;
  958. },
  959. subVectors: function ( a, b ) {
  960. this.x = a.x - b.x;
  961. this.y = a.y - b.y;
  962. this.z = a.z - b.z;
  963. return this;
  964. },
  965. multiply: function ( v, w ) {
  966. if ( w !== undefined ) {
  967. console.warn( 'DEPRECATED: Vector3\'s .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
  968. return this.multiplyVectors( v, w );
  969. }
  970. this.x *= v.x;
  971. this.y *= v.y;
  972. this.z *= v.z;
  973. return this;
  974. },
  975. multiplyScalar: function ( scalar ) {
  976. this.x *= scalar;
  977. this.y *= scalar;
  978. this.z *= scalar;
  979. return this;
  980. },
  981. multiplyVectors: function ( a, b ) {
  982. this.x = a.x * b.x;
  983. this.y = a.y * b.y;
  984. this.z = a.z * b.z;
  985. return this;
  986. },
  987. applyEuler: function () {
  988. var quaternion;
  989. return function ( euler ) {
  990. if ( euler instanceof THREE.Euler === false ) {
  991. console.error( 'ERROR: Vector3\'s .applyEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code.' );
  992. }
  993. if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  994. this.applyQuaternion( quaternion.setFromEuler( euler ) );
  995. return this;
  996. };
  997. }(),
  998. applyAxisAngle: function () {
  999. var quaternion;
  1000. return function ( axis, angle ) {
  1001. if ( quaternion === undefined ) quaternion = new THREE.Quaternion();
  1002. this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
  1003. return this;
  1004. };
  1005. }(),
  1006. applyMatrix3: function ( m ) {
  1007. var x = this.x;
  1008. var y = this.y;
  1009. var z = this.z;
  1010. var e = m.elements;
  1011. this.x = e[0] * x + e[3] * y + e[6] * z;
  1012. this.y = e[1] * x + e[4] * y + e[7] * z;
  1013. this.z = e[2] * x + e[5] * y + e[8] * z;
  1014. return this;
  1015. },
  1016. applyMatrix4: function ( m ) {
  1017. // input: THREE.Matrix4 affine matrix
  1018. var x = this.x, y = this.y, z = this.z;
  1019. var e = m.elements;
  1020. this.x = e[0] * x + e[4] * y + e[8] * z + e[12];
  1021. this.y = e[1] * x + e[5] * y + e[9] * z + e[13];
  1022. this.z = e[2] * x + e[6] * y + e[10] * z + e[14];
  1023. return this;
  1024. },
  1025. applyProjection: function ( m ) {
  1026. // input: THREE.Matrix4 projection matrix
  1027. var x = this.x, y = this.y, z = this.z;
  1028. var e = m.elements;
  1029. var d = 1 / ( e[3] * x + e[7] * y + e[11] * z + e[15] ); // perspective divide
  1030. this.x = ( e[0] * x + e[4] * y + e[8] * z + e[12] ) * d;
  1031. this.y = ( e[1] * x + e[5] * y + e[9] * z + e[13] ) * d;
  1032. this.z = ( e[2] * x + e[6] * y + e[10] * z + e[14] ) * d;
  1033. return this;
  1034. },
  1035. applyQuaternion: function ( q ) {
  1036. var x = this.x;
  1037. var y = this.y;
  1038. var z = this.z;
  1039. var qx = q.x;
  1040. var qy = q.y;
  1041. var qz = q.z;
  1042. var qw = q.w;
  1043. // calculate quat * vector
  1044. var ix = qw * x + qy * z - qz * y;
  1045. var iy = qw * y + qz * x - qx * z;
  1046. var iz = qw * z + qx * y - qy * x;
  1047. var iw = -qx * x - qy * y - qz * z;
  1048. // calculate result * inverse quat
  1049. this.x = ix * qw + iw * -qx + iy * -qz - iz * -qy;
  1050. this.y = iy * qw + iw * -qy + iz * -qx - ix * -qz;
  1051. this.z = iz * qw + iw * -qz + ix * -qy - iy * -qx;
  1052. return this;
  1053. },
  1054. transformDirection: function ( m ) {
  1055. // input: THREE.Matrix4 affine matrix
  1056. // vector interpreted as a direction
  1057. var x = this.x, y = this.y, z = this.z;
  1058. var e = m.elements;
  1059. this.x = e[0] * x + e[4] * y + e[8] * z;
  1060. this.y = e[1] * x + e[5] * y + e[9] * z;
  1061. this.z = e[2] * x + e[6] * y + e[10] * z;
  1062. this.normalize();
  1063. return this;
  1064. },
  1065. divide: function ( v ) {
  1066. this.x /= v.x;
  1067. this.y /= v.y;
  1068. this.z /= v.z;
  1069. return this;
  1070. },
  1071. divideScalar: function ( scalar ) {
  1072. if ( scalar !== 0 ) {
  1073. var invScalar = 1 / scalar;
  1074. this.x *= invScalar;
  1075. this.y *= invScalar;
  1076. this.z *= invScalar;
  1077. } else {
  1078. this.x = 0;
  1079. this.y = 0;
  1080. this.z = 0;
  1081. }
  1082. return this;
  1083. },
  1084. min: function ( v ) {
  1085. if ( this.x > v.x ) {
  1086. this.x = v.x;
  1087. }
  1088. if ( this.y > v.y ) {
  1089. this.y = v.y;
  1090. }
  1091. if ( this.z > v.z ) {
  1092. this.z = v.z;
  1093. }
  1094. return this;
  1095. },
  1096. max: function ( v ) {
  1097. if ( this.x < v.x ) {
  1098. this.x = v.x;
  1099. }
  1100. if ( this.y < v.y ) {
  1101. this.y = v.y;
  1102. }
  1103. if ( this.z < v.z ) {
  1104. this.z = v.z;
  1105. }
  1106. return this;
  1107. },
  1108. clamp: function ( min, max ) {
  1109. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  1110. if ( this.x < min.x ) {
  1111. this.x = min.x;
  1112. } else if ( this.x > max.x ) {
  1113. this.x = max.x;
  1114. }
  1115. if ( this.y < min.y ) {
  1116. this.y = min.y;
  1117. } else if ( this.y > max.y ) {
  1118. this.y = max.y;
  1119. }
  1120. if ( this.z < min.z ) {
  1121. this.z = min.z;
  1122. } else if ( this.z > max.z ) {
  1123. this.z = max.z;
  1124. }
  1125. return this;
  1126. },
  1127. clampScalar: ( function () {
  1128. var min, max;
  1129. return function ( minVal, maxVal ) {
  1130. if ( min === undefined ) {
  1131. min = new THREE.Vector3();
  1132. max = new THREE.Vector3();
  1133. }
  1134. min.set( minVal, minVal, minVal );
  1135. max.set( maxVal, maxVal, maxVal );
  1136. return this.clamp( min, max );
  1137. };
  1138. } )(),
  1139. floor: function () {
  1140. this.x = Math.floor( this.x );
  1141. this.y = Math.floor( this.y );
  1142. this.z = Math.floor( this.z );
  1143. return this;
  1144. },
  1145. ceil: function () {
  1146. this.x = Math.ceil( this.x );
  1147. this.y = Math.ceil( this.y );
  1148. this.z = Math.ceil( this.z );
  1149. return this;
  1150. },
  1151. round: function () {
  1152. this.x = Math.round( this.x );
  1153. this.y = Math.round( this.y );
  1154. this.z = Math.round( this.z );
  1155. return this;
  1156. },
  1157. roundToZero: function () {
  1158. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1159. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1160. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1161. return this;
  1162. },
  1163. negate: function () {
  1164. return this.multiplyScalar( - 1 );
  1165. },
  1166. dot: function ( v ) {
  1167. return this.x * v.x + this.y * v.y + this.z * v.z;
  1168. },
  1169. lengthSq: function () {
  1170. return this.x * this.x + this.y * this.y + this.z * this.z;
  1171. },
  1172. length: function () {
  1173. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
  1174. },
  1175. lengthManhattan: function () {
  1176. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
  1177. },
  1178. normalize: function () {
  1179. return this.divideScalar( this.length() );
  1180. },
  1181. setLength: function ( l ) {
  1182. var oldLength = this.length();
  1183. if ( oldLength !== 0 && l !== oldLength ) {
  1184. this.multiplyScalar( l / oldLength );
  1185. }
  1186. return this;
  1187. },
  1188. lerp: function ( v, alpha ) {
  1189. this.x += ( v.x - this.x ) * alpha;
  1190. this.y += ( v.y - this.y ) * alpha;
  1191. this.z += ( v.z - this.z ) * alpha;
  1192. return this;
  1193. },
  1194. cross: function ( v, w ) {
  1195. if ( w !== undefined ) {
  1196. console.warn( 'DEPRECATED: Vector3\'s .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
  1197. return this.crossVectors( v, w );
  1198. }
  1199. var x = this.x, y = this.y, z = this.z;
  1200. this.x = y * v.z - z * v.y;
  1201. this.y = z * v.x - x * v.z;
  1202. this.z = x * v.y - y * v.x;
  1203. return this;
  1204. },
  1205. crossVectors: function ( a, b ) {
  1206. var ax = a.x, ay = a.y, az = a.z;
  1207. var bx = b.x, by = b.y, bz = b.z;
  1208. this.x = ay * bz - az * by;
  1209. this.y = az * bx - ax * bz;
  1210. this.z = ax * by - ay * bx;
  1211. return this;
  1212. },
  1213. projectOnVector: function () {
  1214. var v1, dot;
  1215. return function ( vector ) {
  1216. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1217. v1.copy( vector ).normalize();
  1218. dot = this.dot( v1 );
  1219. return this.copy( v1 ).multiplyScalar( dot );
  1220. };
  1221. }(),
  1222. projectOnPlane: function () {
  1223. var v1;
  1224. return function ( planeNormal ) {
  1225. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1226. v1.copy( this ).projectOnVector( planeNormal );
  1227. return this.sub( v1 );
  1228. }
  1229. }(),
  1230. reflect: function () {
  1231. // reflect incident vector off plane orthogonal to normal
  1232. // normal is assumed to have unit length
  1233. var v1;
  1234. return function ( normal ) {
  1235. if ( v1 === undefined ) v1 = new THREE.Vector3();
  1236. return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );
  1237. }
  1238. }(),
  1239. angleTo: function ( v ) {
  1240. var theta = this.dot( v ) / ( this.length() * v.length() );
  1241. // clamp, to handle numerical problems
  1242. return Math.acos( THREE.Math.clamp( theta, -1, 1 ) );
  1243. },
  1244. distanceTo: function ( v ) {
  1245. return Math.sqrt( this.distanceToSquared( v ) );
  1246. },
  1247. distanceToSquared: function ( v ) {
  1248. var dx = this.x - v.x;
  1249. var dy = this.y - v.y;
  1250. var dz = this.z - v.z;
  1251. return dx * dx + dy * dy + dz * dz;
  1252. },
  1253. setEulerFromRotationMatrix: function ( m, order ) {
  1254. console.error( "REMOVED: Vector3\'s setEulerFromRotationMatrix has been removed in favor of Euler.setFromRotationMatrix(), please update your code.");
  1255. },
  1256. setEulerFromQuaternion: function ( q, order ) {
  1257. console.error( "REMOVED: Vector3\'s setEulerFromQuaternion: has been removed in favor of Euler.setFromQuaternion(), please update your code.");
  1258. },
  1259. getPositionFromMatrix: function ( m ) {
  1260. console.warn( "DEPRECATED: Vector3\'s .getPositionFromMatrix() has been renamed to .setFromMatrixPosition(). Please update your code." );
  1261. return this.setFromMatrixPosition( m );
  1262. },
  1263. getScaleFromMatrix: function ( m ) {
  1264. console.warn( "DEPRECATED: Vector3\'s .getScaleFromMatrix() has been renamed to .setFromMatrixScale(). Please update your code." );
  1265. return this.setFromMatrixScale( m );
  1266. },
  1267. getColumnFromMatrix: function ( index, matrix ) {
  1268. console.warn( "DEPRECATED: Vector3\'s .getColumnFromMatrix() has been renamed to .setFromMatrixColumn(). Please update your code." );
  1269. return this.setFromMatrixColumn( index, matrix );
  1270. },
  1271. setFromMatrixPosition: function ( m ) {
  1272. this.x = m.elements[ 12 ];
  1273. this.y = m.elements[ 13 ];
  1274. this.z = m.elements[ 14 ];
  1275. return this;
  1276. },
  1277. setFromMatrixScale: function ( m ) {
  1278. var sx = this.set( m.elements[ 0 ], m.elements[ 1 ], m.elements[ 2 ] ).length();
  1279. var sy = this.set( m.elements[ 4 ], m.elements[ 5 ], m.elements[ 6 ] ).length();
  1280. var sz = this.set( m.elements[ 8 ], m.elements[ 9 ], m.elements[ 10 ] ).length();
  1281. this.x = sx;
  1282. this.y = sy;
  1283. this.z = sz;
  1284. return this;
  1285. },
  1286. setFromMatrixColumn: function ( index, matrix ) {
  1287. var offset = index * 4;
  1288. var me = matrix.elements;
  1289. this.x = me[ offset ];
  1290. this.y = me[ offset + 1 ];
  1291. this.z = me[ offset + 2 ];
  1292. return this;
  1293. },
  1294. equals: function ( v ) {
  1295. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
  1296. },
  1297. fromArray: function ( array ) {
  1298. this.x = array[ 0 ];
  1299. this.y = array[ 1 ];
  1300. this.z = array[ 2 ];
  1301. return this;
  1302. },
  1303. toArray: function () {
  1304. return [ this.x, this.y, this.z ];
  1305. },
  1306. clone: function () {
  1307. return new THREE.Vector3( this.x, this.y, this.z );
  1308. }
  1309. };
  1310. /**
  1311. * @author supereggbert / http://www.paulbrunt.co.uk/
  1312. * @author philogb / http://blog.thejit.org/
  1313. * @author mikael emtinger / http://gomo.se/
  1314. * @author egraether / http://egraether.com/
  1315. * @author WestLangley / http://github.com/WestLangley
  1316. */
  1317. THREE.Vector4 = function ( x, y, z, w ) {
  1318. this.x = x || 0;
  1319. this.y = y || 0;
  1320. this.z = z || 0;
  1321. this.w = ( w !== undefined ) ? w : 1;
  1322. };
  1323. THREE.Vector4.prototype = {
  1324. constructor: THREE.Vector4,
  1325. set: function ( x, y, z, w ) {
  1326. this.x = x;
  1327. this.y = y;
  1328. this.z = z;
  1329. this.w = w;
  1330. return this;
  1331. },
  1332. setX: function ( x ) {
  1333. this.x = x;
  1334. return this;
  1335. },
  1336. setY: function ( y ) {
  1337. this.y = y;
  1338. return this;
  1339. },
  1340. setZ: function ( z ) {
  1341. this.z = z;
  1342. return this;
  1343. },
  1344. setW: function ( w ) {
  1345. this.w = w;
  1346. return this;
  1347. },
  1348. setComponent: function ( index, value ) {
  1349. switch ( index ) {
  1350. case 0: this.x = value; break;
  1351. case 1: this.y = value; break;
  1352. case 2: this.z = value; break;
  1353. case 3: this.w = value; break;
  1354. default: throw new Error( "index is out of range: " + index );
  1355. }
  1356. },
  1357. getComponent: function ( index ) {
  1358. switch ( index ) {
  1359. case 0: return this.x;
  1360. case 1: return this.y;
  1361. case 2: return this.z;
  1362. case 3: return this.w;
  1363. default: throw new Error( "index is out of range: " + index );
  1364. }
  1365. },
  1366. copy: function ( v ) {
  1367. this.x = v.x;
  1368. this.y = v.y;
  1369. this.z = v.z;
  1370. this.w = ( v.w !== undefined ) ? v.w : 1;
  1371. return this;
  1372. },
  1373. add: function ( v, w ) {
  1374. if ( w !== undefined ) {
  1375. console.warn( 'DEPRECATED: Vector4\'s .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
  1376. return this.addVectors( v, w );
  1377. }
  1378. this.x += v.x;
  1379. this.y += v.y;
  1380. this.z += v.z;
  1381. this.w += v.w;
  1382. return this;
  1383. },
  1384. addScalar: function ( s ) {
  1385. this.x += s;
  1386. this.y += s;
  1387. this.z += s;
  1388. this.w += s;
  1389. return this;
  1390. },
  1391. addVectors: function ( a, b ) {
  1392. this.x = a.x + b.x;
  1393. this.y = a.y + b.y;
  1394. this.z = a.z + b.z;
  1395. this.w = a.w + b.w;
  1396. return this;
  1397. },
  1398. sub: function ( v, w ) {
  1399. if ( w !== undefined ) {
  1400. console.warn( 'DEPRECATED: Vector4\'s .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
  1401. return this.subVectors( v, w );
  1402. }
  1403. this.x -= v.x;
  1404. this.y -= v.y;
  1405. this.z -= v.z;
  1406. this.w -= v.w;
  1407. return this;
  1408. },
  1409. subVectors: function ( a, b ) {
  1410. this.x = a.x - b.x;
  1411. this.y = a.y - b.y;
  1412. this.z = a.z - b.z;
  1413. this.w = a.w - b.w;
  1414. return this;
  1415. },
  1416. multiplyScalar: function ( scalar ) {
  1417. this.x *= scalar;
  1418. this.y *= scalar;
  1419. this.z *= scalar;
  1420. this.w *= scalar;
  1421. return this;
  1422. },
  1423. applyMatrix4: function ( m ) {
  1424. var x = this.x;
  1425. var y = this.y;
  1426. var z = this.z;
  1427. var w = this.w;
  1428. var e = m.elements;
  1429. this.x = e[0] * x + e[4] * y + e[8] * z + e[12] * w;
  1430. this.y = e[1] * x + e[5] * y + e[9] * z + e[13] * w;
  1431. this.z = e[2] * x + e[6] * y + e[10] * z + e[14] * w;
  1432. this.w = e[3] * x + e[7] * y + e[11] * z + e[15] * w;
  1433. return this;
  1434. },
  1435. divideScalar: function ( scalar ) {
  1436. if ( scalar !== 0 ) {
  1437. var invScalar = 1 / scalar;
  1438. this.x *= invScalar;
  1439. this.y *= invScalar;
  1440. this.z *= invScalar;
  1441. this.w *= invScalar;
  1442. } else {
  1443. this.x = 0;
  1444. this.y = 0;
  1445. this.z = 0;
  1446. this.w = 1;
  1447. }
  1448. return this;
  1449. },
  1450. setAxisAngleFromQuaternion: function ( q ) {
  1451. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
  1452. // q is assumed to be normalized
  1453. this.w = 2 * Math.acos( q.w );
  1454. var s = Math.sqrt( 1 - q.w * q.w );
  1455. if ( s < 0.0001 ) {
  1456. this.x = 1;
  1457. this.y = 0;
  1458. this.z = 0;
  1459. } else {
  1460. this.x = q.x / s;
  1461. this.y = q.y / s;
  1462. this.z = q.z / s;
  1463. }
  1464. return this;
  1465. },
  1466. setAxisAngleFromRotationMatrix: function ( m ) {
  1467. // http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
  1468. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1469. var angle, x, y, z, // variables for result
  1470. epsilon = 0.01, // margin to allow for rounding errors
  1471. epsilon2 = 0.1, // margin to distinguish between 0 and 180 degrees
  1472. te = m.elements,
  1473. m11 = te[0], m12 = te[4], m13 = te[8],
  1474. m21 = te[1], m22 = te[5], m23 = te[9],
  1475. m31 = te[2], m32 = te[6], m33 = te[10];
  1476. if ( ( Math.abs( m12 - m21 ) < epsilon )
  1477. && ( Math.abs( m13 - m31 ) < epsilon )
  1478. && ( Math.abs( m23 - m32 ) < epsilon ) ) {
  1479. // singularity found
  1480. // first check for identity matrix which must have +1 for all terms
  1481. // in leading diagonal and zero in other terms
  1482. if ( ( Math.abs( m12 + m21 ) < epsilon2 )
  1483. && ( Math.abs( m13 + m31 ) < epsilon2 )
  1484. && ( Math.abs( m23 + m32 ) < epsilon2 )
  1485. && ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
  1486. // this singularity is identity matrix so angle = 0
  1487. this.set( 1, 0, 0, 0 );
  1488. return this; // zero angle, arbitrary axis
  1489. }
  1490. // otherwise this singularity is angle = 180
  1491. angle = Math.PI;
  1492. var xx = ( m11 + 1 ) / 2;
  1493. var yy = ( m22 + 1 ) / 2;
  1494. var zz = ( m33 + 1 ) / 2;
  1495. var xy = ( m12 + m21 ) / 4;
  1496. var xz = ( m13 + m31 ) / 4;
  1497. var yz = ( m23 + m32 ) / 4;
  1498. if ( ( xx > yy ) && ( xx > zz ) ) { // m11 is the largest diagonal term
  1499. if ( xx < epsilon ) {
  1500. x = 0;
  1501. y = 0.707106781;
  1502. z = 0.707106781;
  1503. } else {
  1504. x = Math.sqrt( xx );
  1505. y = xy / x;
  1506. z = xz / x;
  1507. }
  1508. } else if ( yy > zz ) { // m22 is the largest diagonal term
  1509. if ( yy < epsilon ) {
  1510. x = 0.707106781;
  1511. y = 0;
  1512. z = 0.707106781;
  1513. } else {
  1514. y = Math.sqrt( yy );
  1515. x = xy / y;
  1516. z = yz / y;
  1517. }
  1518. } else { // m33 is the largest diagonal term so base result on this
  1519. if ( zz < epsilon ) {
  1520. x = 0.707106781;
  1521. y = 0.707106781;
  1522. z = 0;
  1523. } else {
  1524. z = Math.sqrt( zz );
  1525. x = xz / z;
  1526. y = yz / z;
  1527. }
  1528. }
  1529. this.set( x, y, z, angle );
  1530. return this; // return 180 deg rotation
  1531. }
  1532. // as we have reached here there are no singularities so we can handle normally
  1533. var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 )
  1534. + ( m13 - m31 ) * ( m13 - m31 )
  1535. + ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
  1536. if ( Math.abs( s ) < 0.001 ) s = 1;
  1537. // prevent divide by zero, should not happen if matrix is orthogonal and should be
  1538. // caught by singularity test above, but I've left it in just in case
  1539. this.x = ( m32 - m23 ) / s;
  1540. this.y = ( m13 - m31 ) / s;
  1541. this.z = ( m21 - m12 ) / s;
  1542. this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
  1543. return this;
  1544. },
  1545. min: function ( v ) {
  1546. if ( this.x > v.x ) {
  1547. this.x = v.x;
  1548. }
  1549. if ( this.y > v.y ) {
  1550. this.y = v.y;
  1551. }
  1552. if ( this.z > v.z ) {
  1553. this.z = v.z;
  1554. }
  1555. if ( this.w > v.w ) {
  1556. this.w = v.w;
  1557. }
  1558. return this;
  1559. },
  1560. max: function ( v ) {
  1561. if ( this.x < v.x ) {
  1562. this.x = v.x;
  1563. }
  1564. if ( this.y < v.y ) {
  1565. this.y = v.y;
  1566. }
  1567. if ( this.z < v.z ) {
  1568. this.z = v.z;
  1569. }
  1570. if ( this.w < v.w ) {
  1571. this.w = v.w;
  1572. }
  1573. return this;
  1574. },
  1575. clamp: function ( min, max ) {
  1576. // This function assumes min < max, if this assumption isn't true it will not operate correctly
  1577. if ( this.x < min.x ) {
  1578. this.x = min.x;
  1579. } else if ( this.x > max.x ) {
  1580. this.x = max.x;
  1581. }
  1582. if ( this.y < min.y ) {
  1583. this.y = min.y;
  1584. } else if ( this.y > max.y ) {
  1585. this.y = max.y;
  1586. }
  1587. if ( this.z < min.z ) {
  1588. this.z = min.z;
  1589. } else if ( this.z > max.z ) {
  1590. this.z = max.z;
  1591. }
  1592. if ( this.w < min.w ) {
  1593. this.w = min.w;
  1594. } else if ( this.w > max.w ) {
  1595. this.w = max.w;
  1596. }
  1597. return this;
  1598. },
  1599. clampScalar: ( function () {
  1600. var min, max;
  1601. return function ( minVal, maxVal ) {
  1602. if ( min === undefined ) {
  1603. min = new THREE.Vector4();
  1604. max = new THREE.Vector4();
  1605. }
  1606. min.set( minVal, minVal, minVal, minVal );
  1607. max.set( maxVal, maxVal, maxVal, maxVal );
  1608. return this.clamp( min, max );
  1609. };
  1610. } )(),
  1611. floor: function () {
  1612. this.x = Math.floor( this.x );
  1613. this.y = Math.floor( this.y );
  1614. this.z = Math.floor( this.z );
  1615. this.w = Math.floor( this.w );
  1616. return this;
  1617. },
  1618. ceil: function () {
  1619. this.x = Math.ceil( this.x );
  1620. this.y = Math.ceil( this.y );
  1621. this.z = Math.ceil( this.z );
  1622. this.w = Math.ceil( this.w );
  1623. return this;
  1624. },
  1625. round: function () {
  1626. this.x = Math.round( this.x );
  1627. this.y = Math.round( this.y );
  1628. this.z = Math.round( this.z );
  1629. this.w = Math.round( this.w );
  1630. return this;
  1631. },
  1632. roundToZero: function () {
  1633. this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
  1634. this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
  1635. this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
  1636. this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
  1637. return this;
  1638. },
  1639. negate: function () {
  1640. return this.multiplyScalar( -1 );
  1641. },
  1642. dot: function ( v ) {
  1643. return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
  1644. },
  1645. lengthSq: function () {
  1646. return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
  1647. },
  1648. length: function () {
  1649. return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
  1650. },
  1651. lengthManhattan: function () {
  1652. return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
  1653. },
  1654. normalize: function () {
  1655. return this.divideScalar( this.length() );
  1656. },
  1657. setLength: function ( l ) {
  1658. var oldLength = this.length();
  1659. if ( oldLength !== 0 && l !== oldLength ) {
  1660. this.multiplyScalar( l / oldLength );
  1661. }
  1662. return this;
  1663. },
  1664. lerp: function ( v, alpha ) {
  1665. this.x += ( v.x - this.x ) * alpha;
  1666. this.y += ( v.y - this.y ) * alpha;
  1667. this.z += ( v.z - this.z ) * alpha;
  1668. this.w += ( v.w - this.w ) * alpha;
  1669. return this;
  1670. },
  1671. equals: function ( v ) {
  1672. return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
  1673. },
  1674. fromArray: function ( array ) {
  1675. this.x = array[ 0 ];
  1676. this.y = array[ 1 ];
  1677. this.z = array[ 2 ];
  1678. this.w = array[ 3 ];
  1679. return this;
  1680. },
  1681. toArray: function () {
  1682. return [ this.x, this.y, this.z, this.w ];
  1683. },
  1684. clone: function () {
  1685. return new THREE.Vector4( this.x, this.y, this.z, this.w );
  1686. }
  1687. };
  1688. /**
  1689. * @author mrdoob / http://mrdoob.com/
  1690. * @author WestLangley / http://github.com/WestLangley
  1691. * @author bhouston / http://exocortex.com
  1692. */
  1693. THREE.Euler = function ( x, y, z, order ) {
  1694. this._x = x || 0;
  1695. this._y = y || 0;
  1696. this._z = z || 0;
  1697. this._order = order || THREE.Euler.DefaultOrder;
  1698. };
  1699. THREE.Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];
  1700. THREE.Euler.DefaultOrder = 'XYZ';
  1701. THREE.Euler.prototype = {
  1702. constructor: THREE.Euler,
  1703. _x: 0, _y: 0, _z: 0, _order: THREE.Euler.DefaultOrder,
  1704. get x () {
  1705. return this._x;
  1706. },
  1707. set x ( value ) {
  1708. this._x = value;
  1709. this.onChangeCallback();
  1710. },
  1711. get y () {
  1712. return this._y;
  1713. },
  1714. set y ( value ) {
  1715. this._y = value;
  1716. this.onChangeCallback();
  1717. },
  1718. get z () {
  1719. return this._z;
  1720. },
  1721. set z ( value ) {
  1722. this._z = value;
  1723. this.onChangeCallback();
  1724. },
  1725. get order () {
  1726. return this._order;
  1727. },
  1728. set order ( value ) {
  1729. this._order = value;
  1730. this.onChangeCallback();
  1731. },
  1732. set: function ( x, y, z, order ) {
  1733. this._x = x;
  1734. this._y = y;
  1735. this._z = z;
  1736. this._order = order || this._order;
  1737. this.onChangeCallback();
  1738. return this;
  1739. },
  1740. copy: function ( euler ) {
  1741. this._x = euler._x;
  1742. this._y = euler._y;
  1743. this._z = euler._z;
  1744. this._order = euler._order;
  1745. this.onChangeCallback();
  1746. return this;
  1747. },
  1748. setFromRotationMatrix: function ( m, order ) {
  1749. var clamp = THREE.Math.clamp;
  1750. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  1751. var te = m.elements;
  1752. var m11 = te[0], m12 = te[4], m13 = te[8];
  1753. var m21 = te[1], m22 = te[5], m23 = te[9];
  1754. var m31 = te[2], m32 = te[6], m33 = te[10];
  1755. order = order || this._order;
  1756. if ( order === 'XYZ' ) {
  1757. this._y = Math.asin( clamp( m13, -1, 1 ) );
  1758. if ( Math.abs( m13 ) < 0.99999 ) {
  1759. this._x = Math.atan2( - m23, m33 );
  1760. this._z = Math.atan2( - m12, m11 );
  1761. } else {
  1762. this._x = Math.atan2( m32, m22 );
  1763. this._z = 0;
  1764. }
  1765. } else if ( order === 'YXZ' ) {
  1766. this._x = Math.asin( - clamp( m23, -1, 1 ) );
  1767. if ( Math.abs( m23 ) < 0.99999 ) {
  1768. this._y = Math.atan2( m13, m33 );
  1769. this._z = Math.atan2( m21, m22 );
  1770. } else {
  1771. this._y = Math.atan2( - m31, m11 );
  1772. this._z = 0;
  1773. }
  1774. } else if ( order === 'ZXY' ) {
  1775. this._x = Math.asin( clamp( m32, -1, 1 ) );
  1776. if ( Math.abs( m32 ) < 0.99999 ) {
  1777. this._y = Math.atan2( - m31, m33 );
  1778. this._z = Math.atan2( - m12, m22 );
  1779. } else {
  1780. this._y = 0;
  1781. this._z = Math.atan2( m21, m11 );
  1782. }
  1783. } else if ( order === 'ZYX' ) {
  1784. this._y = Math.asin( - clamp( m31, -1, 1 ) );
  1785. if ( Math.abs( m31 ) < 0.99999 ) {
  1786. this._x = Math.atan2( m32, m33 );
  1787. this._z = Math.atan2( m21, m11 );
  1788. } else {
  1789. this._x = 0;
  1790. this._z = Math.atan2( - m12, m22 );
  1791. }
  1792. } else if ( order === 'YZX' ) {
  1793. this._z = Math.asin( clamp( m21, -1, 1 ) );
  1794. if ( Math.abs( m21 ) < 0.99999 ) {
  1795. this._x = Math.atan2( - m23, m22 );
  1796. this._y = Math.atan2( - m31, m11 );
  1797. } else {
  1798. this._x = 0;
  1799. this._y = Math.atan2( m13, m33 );
  1800. }
  1801. } else if ( order === 'XZY' ) {
  1802. this._z = Math.asin( - clamp( m12, -1, 1 ) );
  1803. if ( Math.abs( m12 ) < 0.99999 ) {
  1804. this._x = Math.atan2( m32, m22 );
  1805. this._y = Math.atan2( m13, m11 );
  1806. } else {
  1807. this._x = Math.atan2( - m23, m33 );
  1808. this._y = 0;
  1809. }
  1810. } else {
  1811. console.warn( 'WARNING: Euler.setFromRotationMatrix() given unsupported order: ' + order )
  1812. }
  1813. this._order = order;
  1814. this.onChangeCallback();
  1815. return this;
  1816. },
  1817. setFromQuaternion: function ( q, order, update ) {
  1818. var clamp = THREE.Math.clamp;
  1819. // q is assumed to be normalized
  1820. // http://www.mathworks.com/matlabcentral/fileexchange/20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/content/SpinCalc.m
  1821. var sqx = q.x * q.x;
  1822. var sqy = q.y * q.y;
  1823. var sqz = q.z * q.z;
  1824. var sqw = q.w * q.w;
  1825. order = order || this._order;
  1826. if ( order === 'XYZ' ) {
  1827. this._x = Math.atan2( 2 * ( q.x * q.w - q.y * q.z ), ( sqw - sqx - sqy + sqz ) );
  1828. this._y = Math.asin( clamp( 2 * ( q.x * q.z + q.y * q.w ), -1, 1 ) );
  1829. this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw + sqx - sqy - sqz ) );
  1830. } else if ( order === 'YXZ' ) {
  1831. this._x = Math.asin( clamp( 2 * ( q.x * q.w - q.y * q.z ), -1, 1 ) );
  1832. this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw - sqx - sqy + sqz ) );
  1833. this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw - sqx + sqy - sqz ) );
  1834. } else if ( order === 'ZXY' ) {
  1835. this._x = Math.asin( clamp( 2 * ( q.x * q.w + q.y * q.z ), -1, 1 ) );
  1836. this._y = Math.atan2( 2 * ( q.y * q.w - q.z * q.x ), ( sqw - sqx - sqy + sqz ) );
  1837. this._z = Math.atan2( 2 * ( q.z * q.w - q.x * q.y ), ( sqw - sqx + sqy - sqz ) );
  1838. } else if ( order === 'ZYX' ) {
  1839. this._x = Math.atan2( 2 * ( q.x * q.w + q.z * q.y ), ( sqw - sqx - sqy + sqz ) );
  1840. this._y = Math.asin( clamp( 2 * ( q.y * q.w - q.x * q.z ), -1, 1 ) );
  1841. this._z = Math.atan2( 2 * ( q.x * q.y + q.z * q.w ), ( sqw + sqx - sqy - sqz ) );
  1842. } else if ( order === 'YZX' ) {
  1843. this._x = Math.atan2( 2 * ( q.x * q.w - q.z * q.y ), ( sqw - sqx + sqy - sqz ) );
  1844. this._y = Math.atan2( 2 * ( q.y * q.w - q.x * q.z ), ( sqw + sqx - sqy - sqz ) );
  1845. this._z = Math.asin( clamp( 2 * ( q.x * q.y + q.z * q.w ), -1, 1 ) );
  1846. } else if ( order === 'XZY' ) {
  1847. this._x = Math.atan2( 2 * ( q.x * q.w + q.y * q.z ), ( sqw - sqx + sqy - sqz ) );
  1848. this._y = Math.atan2( 2 * ( q.x * q.z + q.y * q.w ), ( sqw + sqx - sqy - sqz ) );
  1849. this._z = Math.asin( clamp( 2 * ( q.z * q.w - q.x * q.y ), -1, 1 ) );
  1850. } else {
  1851. console.warn( 'WARNING: Euler.setFromQuaternion() given unsupported order: ' + order )
  1852. }
  1853. this._order = order;
  1854. if ( update !== false ) this.onChangeCallback();
  1855. return this;
  1856. },
  1857. reorder: function () {
  1858. // WARNING: this discards revolution information -bhouston
  1859. var q = new THREE.Quaternion();
  1860. return function ( newOrder ) {
  1861. q.setFromEuler( this );
  1862. this.setFromQuaternion( q, newOrder );
  1863. };
  1864. }(),
  1865. equals: function ( euler ) {
  1866. return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );
  1867. },
  1868. fromArray: function ( array ) {
  1869. this._x = array[ 0 ];
  1870. this._y = array[ 1 ];
  1871. this._z = array[ 2 ];
  1872. if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];
  1873. this.onChangeCallback();
  1874. return this;
  1875. },
  1876. toArray: function () {
  1877. return [ this._x, this._y, this._z, this._order ];
  1878. },
  1879. onChange: function ( callback ) {
  1880. this.onChangeCallback = callback;
  1881. return this;
  1882. },
  1883. onChangeCallback: function () {},
  1884. clone: function () {
  1885. return new THREE.Euler( this._x, this._y, this._z, this._order );
  1886. }
  1887. };
  1888. /**
  1889. * @author bhouston / http://exocortex.com
  1890. */
  1891. THREE.Line3 = function ( start, end ) {
  1892. this.start = ( start !== undefined ) ? start : new THREE.Vector3();
  1893. this.end = ( end !== undefined ) ? end : new THREE.Vector3();
  1894. };
  1895. THREE.Line3.prototype = {
  1896. constructor: THREE.Line3,
  1897. set: function ( start, end ) {
  1898. this.start.copy( start );
  1899. this.end.copy( end );
  1900. return this;
  1901. },
  1902. copy: function ( line ) {
  1903. this.start.copy( line.start );
  1904. this.end.copy( line.end );
  1905. return this;
  1906. },
  1907. center: function ( optionalTarget ) {
  1908. var result = optionalTarget || new THREE.Vector3();
  1909. return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
  1910. },
  1911. delta: function ( optionalTarget ) {
  1912. var result = optionalTarget || new THREE.Vector3();
  1913. return result.subVectors( this.end, this.start );
  1914. },
  1915. distanceSq: function () {
  1916. return this.start.distanceToSquared( this.end );
  1917. },
  1918. distance: function () {
  1919. return this.start.distanceTo( this.end );
  1920. },
  1921. at: function ( t, optionalTarget ) {
  1922. var result = optionalTarget || new THREE.Vector3();
  1923. return this.delta( result ).multiplyScalar( t ).add( this.start );
  1924. },
  1925. closestPointToPointParameter: function() {
  1926. var startP = new THREE.Vector3();
  1927. var startEnd = new THREE.Vector3();
  1928. return function ( point, clampToLine ) {
  1929. startP.subVectors( point, this.start );
  1930. startEnd.subVectors( this.end, this.start );
  1931. var startEnd2 = startEnd.dot( startEnd );
  1932. var startEnd_startP = startEnd.dot( startP );
  1933. var t = startEnd_startP / startEnd2;
  1934. if ( clampToLine ) {
  1935. t = THREE.Math.clamp( t, 0, 1 );
  1936. }
  1937. return t;
  1938. };
  1939. }(),
  1940. closestPointToPoint: function ( point, clampToLine, optionalTarget ) {
  1941. var t = this.closestPointToPointParameter( point, clampToLine );
  1942. var result = optionalTarget || new THREE.Vector3();
  1943. return this.delta( result ).multiplyScalar( t ).add( this.start );
  1944. },
  1945. applyMatrix4: function ( matrix ) {
  1946. this.start.applyMatrix4( matrix );
  1947. this.end.applyMatrix4( matrix );
  1948. return this;
  1949. },
  1950. equals: function ( line ) {
  1951. return line.start.equals( this.start ) && line.end.equals( this.end );
  1952. },
  1953. clone: function () {
  1954. return new THREE.Line3().copy( this );
  1955. }
  1956. };
  1957. /**
  1958. * @author bhouston / http://exocortex.com
  1959. */
  1960. THREE.Box2 = function ( min, max ) {
  1961. this.min = ( min !== undefined ) ? min : new THREE.Vector2( Infinity, Infinity );
  1962. this.max = ( max !== undefined ) ? max : new THREE.Vector2( -Infinity, -Infinity );
  1963. };
  1964. THREE.Box2.prototype = {
  1965. constructor: THREE.Box2,
  1966. set: function ( min, max ) {
  1967. this.min.copy( min );
  1968. this.max.copy( max );
  1969. return this;
  1970. },
  1971. setFromPoints: function ( points ) {
  1972. if ( points.length > 0 ) {
  1973. var point = points[ 0 ];
  1974. this.min.copy( point );
  1975. this.max.copy( point );
  1976. for ( var i = 1, il = points.length; i < il; i ++ ) {
  1977. point = points[ i ];
  1978. if ( point.x < this.min.x ) {
  1979. this.min.x = point.x;
  1980. } else if ( point.x > this.max.x ) {
  1981. this.max.x = point.x;
  1982. }
  1983. if ( point.y < this.min.y ) {
  1984. this.min.y = point.y;
  1985. } else if ( point.y > this.max.y ) {
  1986. this.max.y = point.y;
  1987. }
  1988. }
  1989. } else {
  1990. this.makeEmpty();
  1991. }
  1992. return this;
  1993. },
  1994. setFromCenterAndSize: function () {
  1995. var v1 = new THREE.Vector2();
  1996. return function ( center, size ) {
  1997. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  1998. this.min.copy( center ).sub( halfSize );
  1999. this.max.copy( center ).add( halfSize );
  2000. return this;
  2001. };
  2002. }(),
  2003. copy: function ( box ) {
  2004. this.min.copy( box.min );
  2005. this.max.copy( box.max );
  2006. return this;
  2007. },
  2008. makeEmpty: function () {
  2009. this.min.x = this.min.y = Infinity;
  2010. this.max.x = this.max.y = -Infinity;
  2011. return this;
  2012. },
  2013. empty: function () {
  2014. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2015. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y );
  2016. },
  2017. center: function ( optionalTarget ) {
  2018. var result = optionalTarget || new THREE.Vector2();
  2019. return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2020. },
  2021. size: function ( optionalTarget ) {
  2022. var result = optionalTarget || new THREE.Vector2();
  2023. return result.subVectors( this.max, this.min );
  2024. },
  2025. expandByPoint: function ( point ) {
  2026. this.min.min( point );
  2027. this.max.max( point );
  2028. return this;
  2029. },
  2030. expandByVector: function ( vector ) {
  2031. this.min.sub( vector );
  2032. this.max.add( vector );
  2033. return this;
  2034. },
  2035. expandByScalar: function ( scalar ) {
  2036. this.min.addScalar( -scalar );
  2037. this.max.addScalar( scalar );
  2038. return this;
  2039. },
  2040. containsPoint: function ( point ) {
  2041. if ( point.x < this.min.x || point.x > this.max.x ||
  2042. point.y < this.min.y || point.y > this.max.y ) {
  2043. return false;
  2044. }
  2045. return true;
  2046. },
  2047. containsBox: function ( box ) {
  2048. if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
  2049. ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) ) {
  2050. return true;
  2051. }
  2052. return false;
  2053. },
  2054. getParameter: function ( point, optionalTarget ) {
  2055. // This can potentially have a divide by zero if the box
  2056. // has a size dimension of 0.
  2057. var result = optionalTarget || new THREE.Vector2();
  2058. return result.set(
  2059. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2060. ( point.y - this.min.y ) / ( this.max.y - this.min.y )
  2061. );
  2062. },
  2063. isIntersectionBox: function ( box ) {
  2064. // using 6 splitting planes to rule out intersections.
  2065. if ( box.max.x < this.min.x || box.min.x > this.max.x ||
  2066. box.max.y < this.min.y || box.min.y > this.max.y ) {
  2067. return false;
  2068. }
  2069. return true;
  2070. },
  2071. clampPoint: function ( point, optionalTarget ) {
  2072. var result = optionalTarget || new THREE.Vector2();
  2073. return result.copy( point ).clamp( this.min, this.max );
  2074. },
  2075. distanceToPoint: function () {
  2076. var v1 = new THREE.Vector2();
  2077. return function ( point ) {
  2078. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  2079. return clampedPoint.sub( point ).length();
  2080. };
  2081. }(),
  2082. intersect: function ( box ) {
  2083. this.min.max( box.min );
  2084. this.max.min( box.max );
  2085. return this;
  2086. },
  2087. union: function ( box ) {
  2088. this.min.min( box.min );
  2089. this.max.max( box.max );
  2090. return this;
  2091. },
  2092. translate: function ( offset ) {
  2093. this.min.add( offset );
  2094. this.max.add( offset );
  2095. return this;
  2096. },
  2097. equals: function ( box ) {
  2098. return box.min.equals( this.min ) && box.max.equals( this.max );
  2099. },
  2100. clone: function () {
  2101. return new THREE.Box2().copy( this );
  2102. }
  2103. };
  2104. /**
  2105. * @author bhouston / http://exocortex.com
  2106. * @author WestLangley / http://github.com/WestLangley
  2107. */
  2108. THREE.Box3 = function ( min, max ) {
  2109. this.min = ( min !== undefined ) ? min : new THREE.Vector3( Infinity, Infinity, Infinity );
  2110. this.max = ( max !== undefined ) ? max : new THREE.Vector3( -Infinity, -Infinity, -Infinity );
  2111. };
  2112. THREE.Box3.prototype = {
  2113. constructor: THREE.Box3,
  2114. set: function ( min, max ) {
  2115. this.min.copy( min );
  2116. this.max.copy( max );
  2117. return this;
  2118. },
  2119. addPoint: function ( point ) {
  2120. if ( point.x < this.min.x ) {
  2121. this.min.x = point.x;
  2122. } else if ( point.x > this.max.x ) {
  2123. this.max.x = point.x;
  2124. }
  2125. if ( point.y < this.min.y ) {
  2126. this.min.y = point.y;
  2127. } else if ( point.y > this.max.y ) {
  2128. this.max.y = point.y;
  2129. }
  2130. if ( point.z < this.min.z ) {
  2131. this.min.z = point.z;
  2132. } else if ( point.z > this.max.z ) {
  2133. this.max.z = point.z;
  2134. }
  2135. return this;
  2136. },
  2137. setFromPoints: function ( points ) {
  2138. if ( points.length > 0 ) {
  2139. var point = points[ 0 ];
  2140. this.min.copy( point );
  2141. this.max.copy( point );
  2142. for ( var i = 1, il = points.length; i < il; i ++ ) {
  2143. this.addPoint( points[ i ] )
  2144. }
  2145. } else {
  2146. this.makeEmpty();
  2147. }
  2148. return this;
  2149. },
  2150. setFromCenterAndSize: function() {
  2151. var v1 = new THREE.Vector3();
  2152. return function ( center, size ) {
  2153. var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
  2154. this.min.copy( center ).sub( halfSize );
  2155. this.max.copy( center ).add( halfSize );
  2156. return this;
  2157. };
  2158. }(),
  2159. setFromObject: function() {
  2160. // Computes the world-axis-aligned bounding box of an object (including its children),
  2161. // accounting for both the object's, and childrens', world transforms
  2162. var v1 = new THREE.Vector3();
  2163. return function( object ) {
  2164. var scope = this;
  2165. object.updateMatrixWorld( true );
  2166. this.makeEmpty();
  2167. object.traverse( function ( node ) {
  2168. if ( node.geometry !== undefined && node.geometry.vertices !== undefined ) {
  2169. var vertices = node.geometry.vertices;
  2170. for ( var i = 0, il = vertices.length; i < il; i++ ) {
  2171. v1.copy( vertices[ i ] );
  2172. v1.applyMatrix4( node.matrixWorld );
  2173. scope.expandByPoint( v1 );
  2174. }
  2175. }
  2176. } );
  2177. return this;
  2178. };
  2179. }(),
  2180. copy: function ( box ) {
  2181. this.min.copy( box.min );
  2182. this.max.copy( box.max );
  2183. return this;
  2184. },
  2185. makeEmpty: function () {
  2186. this.min.x = this.min.y = this.min.z = Infinity;
  2187. this.max.x = this.max.y = this.max.z = -Infinity;
  2188. return this;
  2189. },
  2190. empty: function () {
  2191. // this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
  2192. return ( this.max.x < this.min.x ) || ( this.max.y < this.min.y ) || ( this.max.z < this.min.z );
  2193. },
  2194. center: function ( optionalTarget ) {
  2195. var result = optionalTarget || new THREE.Vector3();
  2196. return result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
  2197. },
  2198. size: function ( optionalTarget ) {
  2199. var result = optionalTarget || new THREE.Vector3();
  2200. return result.subVectors( this.max, this.min );
  2201. },
  2202. expandByPoint: function ( point ) {
  2203. this.min.min( point );
  2204. this.max.max( point );
  2205. return this;
  2206. },
  2207. expandByVector: function ( vector ) {
  2208. this.min.sub( vector );
  2209. this.max.add( vector );
  2210. return this;
  2211. },
  2212. expandByScalar: function ( scalar ) {
  2213. this.min.addScalar( -scalar );
  2214. this.max.addScalar( scalar );
  2215. return this;
  2216. },
  2217. containsPoint: function ( point ) {
  2218. if ( point.x < this.min.x || point.x > this.max.x ||
  2219. point.y < this.min.y || point.y > this.max.y ||
  2220. point.z < this.min.z || point.z > this.max.z ) {
  2221. return false;
  2222. }
  2223. return true;
  2224. },
  2225. containsBox: function ( box ) {
  2226. if ( ( this.min.x <= box.min.x ) && ( box.max.x <= this.max.x ) &&
  2227. ( this.min.y <= box.min.y ) && ( box.max.y <= this.max.y ) &&
  2228. ( this.min.z <= box.min.z ) && ( box.max.z <= this.max.z ) ) {
  2229. return true;
  2230. }
  2231. return false;
  2232. },
  2233. getParameter: function ( point, optionalTarget ) {
  2234. // This can potentially have a divide by zero if the box
  2235. // has a size dimension of 0.
  2236. var result = optionalTarget || new THREE.Vector3();
  2237. return result.set(
  2238. ( point.x - this.min.x ) / ( this.max.x - this.min.x ),
  2239. ( point.y - this.min.y ) / ( this.max.y - this.min.y ),
  2240. ( point.z - this.min.z ) / ( this.max.z - this.min.z )
  2241. );
  2242. },
  2243. isIntersectionBox: function ( box ) {
  2244. // using 6 splitting planes to rule out intersections.
  2245. if ( box.max.x < this.min.x || box.min.x > this.max.x ||
  2246. box.max.y < this.min.y || box.min.y > this.max.y ||
  2247. box.max.z < this.min.z || box.min.z > this.max.z ) {
  2248. return false;
  2249. }
  2250. return true;
  2251. },
  2252. clampPoint: function ( point, optionalTarget ) {
  2253. var result = optionalTarget || new THREE.Vector3();
  2254. return result.copy( point ).clamp( this.min, this.max );
  2255. },
  2256. distanceToPoint: function() {
  2257. var v1 = new THREE.Vector3();
  2258. return function ( point ) {
  2259. var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
  2260. return clampedPoint.sub( point ).length();
  2261. };
  2262. }(),
  2263. getBoundingSphere: function() {
  2264. var v1 = new THREE.Vector3();
  2265. return function ( optionalTarget ) {
  2266. var result = optionalTarget || new THREE.Sphere();
  2267. result.center = this.center();
  2268. result.radius = this.size( v1 ).length() * 0.5;
  2269. return result;
  2270. };
  2271. }(),
  2272. intersect: function ( box ) {
  2273. this.min.max( box.min );
  2274. this.max.min( box.max );
  2275. return this;
  2276. },
  2277. union: function ( box ) {
  2278. this.min.min( box.min );
  2279. this.max.max( box.max );
  2280. return this;
  2281. },
  2282. applyMatrix4: function() {
  2283. var points = [
  2284. new THREE.Vector3(),
  2285. new THREE.Vector3(),
  2286. new THREE.Vector3(),
  2287. new THREE.Vector3(),
  2288. new THREE.Vector3(),
  2289. new THREE.Vector3(),
  2290. new THREE.Vector3(),
  2291. new THREE.Vector3()
  2292. ];
  2293. return function ( matrix ) {
  2294. // NOTE: I am using a binary pattern to specify all 2^3 combinations below
  2295. points[0].set( this.min.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 000
  2296. points[1].set( this.min.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 001
  2297. points[2].set( this.min.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 010
  2298. points[3].set( this.min.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 011
  2299. points[4].set( this.max.x, this.min.y, this.min.z ).applyMatrix4( matrix ); // 100
  2300. points[5].set( this.max.x, this.min.y, this.max.z ).applyMatrix4( matrix ); // 101
  2301. points[6].set( this.max.x, this.max.y, this.min.z ).applyMatrix4( matrix ); // 110
  2302. points[7].set( this.max.x, this.max.y, this.max.z ).applyMatrix4( matrix ); // 111
  2303. this.makeEmpty();
  2304. this.setFromPoints( points );
  2305. return this;
  2306. };
  2307. }(),
  2308. translate: function ( offset ) {
  2309. this.min.add( offset );
  2310. this.max.add( offset );
  2311. return this;
  2312. },
  2313. equals: function ( box ) {
  2314. return box.min.equals( this.min ) && box.max.equals( this.max );
  2315. },
  2316. clone: function () {
  2317. return new THREE.Box3().copy( this );
  2318. }
  2319. };
  2320. /**
  2321. * @author alteredq / http://alteredqualia.com/
  2322. * @author WestLangley / http://github.com/WestLangley
  2323. * @author bhouston / http://exocortex.com
  2324. */
  2325. THREE.Matrix3 = function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2326. this.elements = new Float32Array( 9 );
  2327. var te = this.elements;
  2328. te[0] = ( n11 !== undefined ) ? n11 : 1; te[3] = n12 || 0; te[6] = n13 || 0;
  2329. te[1] = n21 || 0; te[4] = ( n22 !== undefined ) ? n22 : 1; te[7] = n23 || 0;
  2330. te[2] = n31 || 0; te[5] = n32 || 0; te[8] = ( n33 !== undefined ) ? n33 : 1;
  2331. };
  2332. THREE.Matrix3.prototype = {
  2333. constructor: THREE.Matrix3,
  2334. set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
  2335. var te = this.elements;
  2336. te[0] = n11; te[3] = n12; te[6] = n13;
  2337. te[1] = n21; te[4] = n22; te[7] = n23;
  2338. te[2] = n31; te[5] = n32; te[8] = n33;
  2339. return this;
  2340. },
  2341. identity: function () {
  2342. this.set(
  2343. 1, 0, 0,
  2344. 0, 1, 0,
  2345. 0, 0, 1
  2346. );
  2347. return this;
  2348. },
  2349. copy: function ( m ) {
  2350. var me = m.elements;
  2351. this.set(
  2352. me[0], me[3], me[6],
  2353. me[1], me[4], me[7],
  2354. me[2], me[5], me[8]
  2355. );
  2356. return this;
  2357. },
  2358. multiplyVector3: function ( vector ) {
  2359. console.warn( 'DEPRECATED: Matrix3\'s .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
  2360. return vector.applyMatrix3( this );
  2361. },
  2362. multiplyVector3Array: function ( a ) {
  2363. console.warn( 'DEPRECATED: Matrix3\'s .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
  2364. return this.applyToVector3Array( a );
  2365. },
  2366. applyToVector3Array: function() {
  2367. var v1 = new THREE.Vector3();
  2368. return function ( array, offset, length ) {
  2369. if ( offset === undefined ) offset = 0;
  2370. if ( length === undefined ) length = array.length;
  2371. for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
  2372. v1.x = array[ j ];
  2373. v1.y = array[ j + 1 ];
  2374. v1.z = array[ j + 2 ];
  2375. v1.applyMatrix3( this );
  2376. array[ j ] = v1.x;
  2377. array[ j + 1 ] = v1.y;
  2378. array[ j + 2 ] = v1.z;
  2379. }
  2380. return array;
  2381. };
  2382. }(),
  2383. multiplyScalar: function ( s ) {
  2384. var te = this.elements;
  2385. te[0] *= s; te[3] *= s; te[6] *= s;
  2386. te[1] *= s; te[4] *= s; te[7] *= s;
  2387. te[2] *= s; te[5] *= s; te[8] *= s;
  2388. return this;
  2389. },
  2390. determinant: function () {
  2391. var te = this.elements;
  2392. var a = te[0], b = te[1], c = te[2],
  2393. d = te[3], e = te[4], f = te[5],
  2394. g = te[6], h = te[7], i = te[8];
  2395. return a*e*i - a*f*h - b*d*i + b*f*g + c*d*h - c*e*g;
  2396. },
  2397. getInverse: function ( matrix, throwOnInvertible ) {
  2398. // input: THREE.Matrix4
  2399. // ( based on http://code.google.com/p/webgl-mjs/ )
  2400. var me = matrix.elements;
  2401. var te = this.elements;
  2402. te[ 0 ] = me[10] * me[5] - me[6] * me[9];
  2403. te[ 1 ] = - me[10] * me[1] + me[2] * me[9];
  2404. te[ 2 ] = me[6] * me[1] - me[2] * me[5];
  2405. te[ 3 ] = - me[10] * me[4] + me[6] * me[8];
  2406. te[ 4 ] = me[10] * me[0] - me[2] * me[8];
  2407. te[ 5 ] = - me[6] * me[0] + me[2] * me[4];
  2408. te[ 6 ] = me[9] * me[4] - me[5] * me[8];
  2409. te[ 7 ] = - me[9] * me[0] + me[1] * me[8];
  2410. te[ 8 ] = me[5] * me[0] - me[1] * me[4];
  2411. var det = me[ 0 ] * te[ 0 ] + me[ 1 ] * te[ 3 ] + me[ 2 ] * te[ 6 ];
  2412. // no inverse
  2413. if ( det === 0 ) {
  2414. var msg = "Matrix3.getInverse(): can't invert matrix, determinant is 0";
  2415. if ( throwOnInvertible || false ) {
  2416. throw new Error( msg );
  2417. } else {
  2418. console.warn( msg );
  2419. }
  2420. this.identity();
  2421. return this;
  2422. }
  2423. this.multiplyScalar( 1.0 / det );
  2424. return this;
  2425. },
  2426. transpose: function () {
  2427. var tmp, m = this.elements;
  2428. tmp = m[1]; m[1] = m[3]; m[3] = tmp;
  2429. tmp = m[2]; m[2] = m[6]; m[6] = tmp;
  2430. tmp = m[5]; m[5] = m[7]; m[7] = tmp;
  2431. return this;
  2432. },
  2433. flattenToArrayOffset: function( array, offset ) {
  2434. var te = this.elements;
  2435. array[ offset ] = te[0];
  2436. array[ offset + 1 ] = te[1];
  2437. array[ offset + 2 ] = te[2];
  2438. array[ offset + 3 ] = te[3];
  2439. array[ offset + 4 ] = te[4];
  2440. array[ offset + 5 ] = te[5];
  2441. array[ offset + 6 ] = te[6];
  2442. array[ offset + 7 ] = te[7];
  2443. array[ offset + 8 ] = te[8];
  2444. return array;
  2445. },
  2446. getNormalMatrix: function ( m ) {
  2447. // input: THREE.Matrix4
  2448. this.getInverse( m ).transpose();
  2449. return this;
  2450. },
  2451. transposeIntoArray: function ( r ) {
  2452. var m = this.elements;
  2453. r[ 0 ] = m[ 0 ];
  2454. r[ 1 ] = m[ 3 ];
  2455. r[ 2 ] = m[ 6 ];
  2456. r[ 3 ] = m[ 1 ];
  2457. r[ 4 ] = m[ 4 ];
  2458. r[ 5 ] = m[ 7 ];
  2459. r[ 6 ] = m[ 2 ];
  2460. r[ 7 ] = m[ 5 ];
  2461. r[ 8 ] = m[ 8 ];
  2462. return this;
  2463. },
  2464. fromArray: function ( array ) {
  2465. this.elements.set( array );
  2466. return this;
  2467. },
  2468. toArray: function () {
  2469. var te = this.elements;
  2470. return [
  2471. te[ 0 ], te[ 1 ], te[ 2 ],
  2472. te[ 3 ], te[ 4 ], te[ 5 ],
  2473. te[ 6 ], te[ 7 ], te[ 8 ]
  2474. ];
  2475. },
  2476. clone: function () {
  2477. var te = this.elements;
  2478. return new THREE.Matrix3(
  2479. te[0], te[3], te[6],
  2480. te[1], te[4], te[7],
  2481. te[2], te[5], te[8]
  2482. );
  2483. }
  2484. };
  2485. /**
  2486. * @author mrdoob / http://mrdoob.com/
  2487. * @author supereggbert / http://www.paulbrunt.co.uk/
  2488. * @author philogb / http://blog.thejit.org/
  2489. * @author jordi_ros / http://plattsoft.com
  2490. * @author D1plo1d / http://github.com/D1plo1d
  2491. * @author alteredq / http://alteredqualia.com/
  2492. * @author mikael emtinger / http://gomo.se/
  2493. * @author timknip / http://www.floorplanner.com/
  2494. * @author bhouston / http://exocortex.com
  2495. * @author WestLangley / http://github.com/WestLangley
  2496. */
  2497. THREE.Matrix4 = function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2498. this.elements = new Float32Array( 16 );
  2499. // TODO: if n11 is undefined, then just set to identity, otherwise copy all other values into matrix
  2500. // we should not support semi specification of Matrix4, it is just weird.
  2501. var te = this.elements;
  2502. te[0] = ( n11 !== undefined ) ? n11 : 1; te[4] = n12 || 0; te[8] = n13 || 0; te[12] = n14 || 0;
  2503. te[1] = n21 || 0; te[5] = ( n22 !== undefined ) ? n22 : 1; te[9] = n23 || 0; te[13] = n24 || 0;
  2504. te[2] = n31 || 0; te[6] = n32 || 0; te[10] = ( n33 !== undefined ) ? n33 : 1; te[14] = n34 || 0;
  2505. te[3] = n41 || 0; te[7] = n42 || 0; te[11] = n43 || 0; te[15] = ( n44 !== undefined ) ? n44 : 1;
  2506. };
  2507. THREE.Matrix4.prototype = {
  2508. constructor: THREE.Matrix4,
  2509. set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
  2510. var te = this.elements;
  2511. te[0] = n11; te[4] = n12; te[8] = n13; te[12] = n14;
  2512. te[1] = n21; te[5] = n22; te[9] = n23; te[13] = n24;
  2513. te[2] = n31; te[6] = n32; te[10] = n33; te[14] = n34;
  2514. te[3] = n41; te[7] = n42; te[11] = n43; te[15] = n44;
  2515. return this;
  2516. },
  2517. identity: function () {
  2518. this.set(
  2519. 1, 0, 0, 0,
  2520. 0, 1, 0, 0,
  2521. 0, 0, 1, 0,
  2522. 0, 0, 0, 1
  2523. );
  2524. return this;
  2525. },
  2526. copy: function ( m ) {
  2527. this.elements.set( m.elements );
  2528. return this;
  2529. },
  2530. extractPosition: function ( m ) {
  2531. console.warn( 'DEPRECATED: Matrix4\'s .extractPosition() has been renamed to .copyPosition().' );
  2532. return this.copyPosition( m );
  2533. },
  2534. copyPosition: function ( m ) {
  2535. var te = this.elements;
  2536. var me = m.elements;
  2537. te[12] = me[12];
  2538. te[13] = me[13];
  2539. te[14] = me[14];
  2540. return this;
  2541. },
  2542. extractRotation: function () {
  2543. var v1 = new THREE.Vector3();
  2544. return function ( m ) {
  2545. var te = this.elements;
  2546. var me = m.elements;
  2547. var scaleX = 1 / v1.set( me[0], me[1], me[2] ).length();
  2548. var scaleY = 1 / v1.set( me[4], me[5], me[6] ).length();
  2549. var scaleZ = 1 / v1.set( me[8], me[9], me[10] ).length();
  2550. te[0] = me[0] * scaleX;
  2551. te[1] = me[1] * scaleX;
  2552. te[2] = me[2] * scaleX;
  2553. te[4] = me[4] * scaleY;
  2554. te[5] = me[5] * scaleY;
  2555. te[6] = me[6] * scaleY;
  2556. te[8] = me[8] * scaleZ;
  2557. te[9] = me[9] * scaleZ;
  2558. te[10] = me[10] * scaleZ;
  2559. return this;
  2560. };
  2561. }(),
  2562. makeRotationFromEuler: function ( euler ) {
  2563. if ( euler instanceof THREE.Euler === false ) {
  2564. console.error( 'ERROR: Matrix\'s .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order. Please update your code.' );
  2565. }
  2566. var te = this.elements;
  2567. var x = euler.x, y = euler.y, z = euler.z;
  2568. var a = Math.cos( x ), b = Math.sin( x );
  2569. var c = Math.cos( y ), d = Math.sin( y );
  2570. var e = Math.cos( z ), f = Math.sin( z );
  2571. if ( euler.order === 'XYZ' ) {
  2572. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2573. te[0] = c * e;
  2574. te[4] = - c * f;
  2575. te[8] = d;
  2576. te[1] = af + be * d;
  2577. te[5] = ae - bf * d;
  2578. te[9] = - b * c;
  2579. te[2] = bf - ae * d;
  2580. te[6] = be + af * d;
  2581. te[10] = a * c;
  2582. } else if ( euler.order === 'YXZ' ) {
  2583. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2584. te[0] = ce + df * b;
  2585. te[4] = de * b - cf;
  2586. te[8] = a * d;
  2587. te[1] = a * f;
  2588. te[5] = a * e;
  2589. te[9] = - b;
  2590. te[2] = cf * b - de;
  2591. te[6] = df + ce * b;
  2592. te[10] = a * c;
  2593. } else if ( euler.order === 'ZXY' ) {
  2594. var ce = c * e, cf = c * f, de = d * e, df = d * f;
  2595. te[0] = ce - df * b;
  2596. te[4] = - a * f;
  2597. te[8] = de + cf * b;
  2598. te[1] = cf + de * b;
  2599. te[5] = a * e;
  2600. te[9] = df - ce * b;
  2601. te[2] = - a * d;
  2602. te[6] = b;
  2603. te[10] = a * c;
  2604. } else if ( euler.order === 'ZYX' ) {
  2605. var ae = a * e, af = a * f, be = b * e, bf = b * f;
  2606. te[0] = c * e;
  2607. te[4] = be * d - af;
  2608. te[8] = ae * d + bf;
  2609. te[1] = c * f;
  2610. te[5] = bf * d + ae;
  2611. te[9] = af * d - be;
  2612. te[2] = - d;
  2613. te[6] = b * c;
  2614. te[10] = a * c;
  2615. } else if ( euler.order === 'YZX' ) {
  2616. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2617. te[0] = c * e;
  2618. te[4] = bd - ac * f;
  2619. te[8] = bc * f + ad;
  2620. te[1] = f;
  2621. te[5] = a * e;
  2622. te[9] = - b * e;
  2623. te[2] = - d * e;
  2624. te[6] = ad * f + bc;
  2625. te[10] = ac - bd * f;
  2626. } else if ( euler.order === 'XZY' ) {
  2627. var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
  2628. te[0] = c * e;
  2629. te[4] = - f;
  2630. te[8] = d * e;
  2631. te[1] = ac * f + bd;
  2632. te[5] = a * e;
  2633. te[9] = ad * f - bc;
  2634. te[2] = bc * f - ad;
  2635. te[6] = b * e;
  2636. te[10] = bd * f + ac;
  2637. }
  2638. // last column
  2639. te[3] = 0;
  2640. te[7] = 0;
  2641. te[11] = 0;
  2642. // bottom row
  2643. te[12] = 0;
  2644. te[13] = 0;
  2645. te[14] = 0;
  2646. te[15] = 1;
  2647. return this;
  2648. },
  2649. setRotationFromQuaternion: function ( q ) {
  2650. console.warn( 'DEPRECATED: Matrix4\'s .setRotationFromQuaternion() has been deprecated in favor of makeRotationFromQuaternion. Please update your code.' );
  2651. return this.makeRotationFromQuaternion( q );
  2652. },
  2653. makeRotationFromQuaternion: function ( q ) {
  2654. var te = this.elements;
  2655. var x = q.x, y = q.y, z = q.z, w = q.w;
  2656. var x2 = x + x, y2 = y + y, z2 = z + z;
  2657. var xx = x * x2, xy = x * y2, xz = x * z2;
  2658. var yy = y * y2, yz = y * z2, zz = z * z2;
  2659. var wx = w * x2, wy = w * y2, wz = w * z2;
  2660. te[0] = 1 - ( yy + zz );
  2661. te[4] = xy - wz;
  2662. te[8] = xz + wy;
  2663. te[1] = xy + wz;
  2664. te[5] = 1 - ( xx + zz );
  2665. te[9] = yz - wx;
  2666. te[2] = xz - wy;
  2667. te[6] = yz + wx;
  2668. te[10] = 1 - ( xx + yy );
  2669. // last column
  2670. te[3] = 0;
  2671. te[7] = 0;
  2672. te[11] = 0;
  2673. // bottom row
  2674. te[12] = 0;
  2675. te[13] = 0;
  2676. te[14] = 0;
  2677. te[15] = 1;
  2678. return this;
  2679. },
  2680. lookAt: function() {
  2681. var x = new THREE.Vector3();
  2682. var y = new THREE.Vector3();
  2683. var z = new THREE.Vector3();
  2684. return function ( eye, target, up ) {
  2685. var te = this.elements;
  2686. z.subVectors( eye, target ).normalize();
  2687. if ( z.length() === 0 ) {
  2688. z.z = 1;
  2689. }
  2690. x.crossVectors( up, z ).normalize();
  2691. if ( x.length() === 0 ) {
  2692. z.x += 0.0001;
  2693. x.crossVectors( up, z ).normalize();
  2694. }
  2695. y.crossVectors( z, x );
  2696. te[0] = x.x; te[4] = y.x; te[8] = z.x;
  2697. te[1] = x.y; te[5] = y.y; te[9] = z.y;
  2698. te[2] = x.z; te[6] = y.z; te[10] = z.z;
  2699. return this;
  2700. };
  2701. }(),
  2702. multiply: function ( m, n ) {
  2703. if ( n !== undefined ) {
  2704. console.warn( 'DEPRECATED: Matrix4\'s .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
  2705. return this.multiplyMatrices( m, n );
  2706. }
  2707. return this.multiplyMatrices( this, m );
  2708. },
  2709. multiplyMatrices: function ( a, b ) {
  2710. var ae = a.elements;
  2711. var be = b.elements;
  2712. var te = this.elements;
  2713. var a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
  2714. var a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
  2715. var a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
  2716. var a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
  2717. var b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
  2718. var b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
  2719. var b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
  2720. var b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15];
  2721. te[0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
  2722. te[4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
  2723. te[8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
  2724. te[12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
  2725. te[1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
  2726. te[5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
  2727. te[9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
  2728. te[13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
  2729. te[2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
  2730. te[6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
  2731. te[10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
  2732. te[14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
  2733. te[3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
  2734. te[7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
  2735. te[11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
  2736. te[15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
  2737. return this;
  2738. },
  2739. multiplyToArray: function ( a, b, r ) {
  2740. var te = this.elements;
  2741. this.multiplyMatrices( a, b );
  2742. r[ 0 ] = te[0]; r[ 1 ] = te[1]; r[ 2 ] = te[2]; r[ 3 ] = te[3];
  2743. r[ 4 ] = te[4]; r[ 5 ] = te[5]; r[ 6 ] = te[6]; r[ 7 ] = te[7];
  2744. r[ 8 ] = te[8]; r[ 9 ] = te[9]; r[ 10 ] = te[10]; r[ 11 ] = te[11];
  2745. r[ 12 ] = te[12]; r[ 13 ] = te[13]; r[ 14 ] = te[14]; r[ 15 ] = te[15];
  2746. return this;
  2747. },
  2748. multiplyScalar: function ( s ) {
  2749. var te = this.elements;
  2750. te[0] *= s; te[4] *= s; te[8] *= s; te[12] *= s;
  2751. te[1] *= s; te[5] *= s; te[9] *= s; te[13] *= s;
  2752. te[2] *= s; te[6] *= s; te[10] *= s; te[14] *= s;
  2753. te[3] *= s; te[7] *= s; te[11] *= s; te[15] *= s;
  2754. return this;
  2755. },
  2756. multiplyVector3: function ( vector ) {
  2757. console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) or vector.applyProjection( matrix ) instead.' );
  2758. return vector.applyProjection( this );
  2759. },
  2760. multiplyVector4: function ( vector ) {
  2761. console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  2762. return vector.applyMatrix4( this );
  2763. },
  2764. multiplyVector3Array: function ( a ) {
  2765. console.warn( 'DEPRECATED: Matrix4\'s .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
  2766. return this.applyToVector3Array( a );
  2767. },
  2768. applyToVector3Array: function() {
  2769. var v1 = new THREE.Vector3();
  2770. return function ( array, offset, length ) {
  2771. if ( offset === undefined ) offset = 0;
  2772. if ( length === undefined ) length = array.length;
  2773. for ( var i = 0, j = offset, il; i < length; i += 3, j += 3 ) {
  2774. v1.x = array[ j ];
  2775. v1.y = array[ j + 1 ];
  2776. v1.z = array[ j + 2 ];
  2777. v1.applyMatrix4( this );
  2778. array[ j ] = v1.x;
  2779. array[ j + 1 ] = v1.y;
  2780. array[ j + 2 ] = v1.z;
  2781. }
  2782. return array;
  2783. };
  2784. }(),
  2785. rotateAxis: function ( v ) {
  2786. console.warn( 'DEPRECATED: Matrix4\'s .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
  2787. v.transformDirection( this );
  2788. },
  2789. crossVector: function ( vector ) {
  2790. console.warn( 'DEPRECATED: Matrix4\'s .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
  2791. return vector.applyMatrix4( this );
  2792. },
  2793. determinant: function () {
  2794. var te = this.elements;
  2795. var n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
  2796. var n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
  2797. var n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
  2798. var n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
  2799. //TODO: make this more efficient
  2800. //( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
  2801. return (
  2802. n41 * (
  2803. +n14 * n23 * n32
  2804. -n13 * n24 * n32
  2805. -n14 * n22 * n33
  2806. +n12 * n24 * n33
  2807. +n13 * n22 * n34
  2808. -n12 * n23 * n34
  2809. ) +
  2810. n42 * (
  2811. +n11 * n23 * n34
  2812. -n11 * n24 * n33
  2813. +n14 * n21 * n33
  2814. -n13 * n21 * n34
  2815. +n13 * n24 * n31
  2816. -n14 * n23 * n31
  2817. ) +
  2818. n43 * (
  2819. +n11 * n24 * n32
  2820. -n11 * n22 * n34
  2821. -n14 * n21 * n32
  2822. +n12 * n21 * n34
  2823. +n14 * n22 * n31
  2824. -n12 * n24 * n31
  2825. ) +
  2826. n44 * (
  2827. -n13 * n22 * n31
  2828. -n11 * n23 * n32
  2829. +n11 * n22 * n33
  2830. +n13 * n21 * n32
  2831. -n12 * n21 * n33
  2832. +n12 * n23 * n31
  2833. )
  2834. );
  2835. },
  2836. transpose: function () {
  2837. var te = this.elements;
  2838. var tmp;
  2839. tmp = te[1]; te[1] = te[4]; te[4] = tmp;
  2840. tmp = te[2]; te[2] = te[8]; te[8] = tmp;
  2841. tmp = te[6]; te[6] = te[9]; te[9] = tmp;
  2842. tmp = te[3]; te[3] = te[12]; te[12] = tmp;
  2843. tmp = te[7]; te[7] = te[13]; te[13] = tmp;
  2844. tmp = te[11]; te[11] = te[14]; te[14] = tmp;
  2845. return this;
  2846. },
  2847. flattenToArrayOffset: function( array, offset ) {
  2848. var te = this.elements;
  2849. array[ offset ] = te[0];
  2850. array[ offset + 1 ] = te[1];
  2851. array[ offset + 2 ] = te[2];
  2852. array[ offset + 3 ] = te[3];
  2853. array[ offset + 4 ] = te[4];
  2854. array[ offset + 5 ] = te[5];
  2855. array[ offset + 6 ] = te[6];
  2856. array[ offset + 7 ] = te[7];
  2857. array[ offset + 8 ] = te[8];
  2858. array[ offset + 9 ] = te[9];
  2859. array[ offset + 10 ] = te[10];
  2860. array[ offset + 11 ] = te[11];
  2861. array[ offset + 12 ] = te[12];
  2862. array[ offset + 13 ] = te[13];
  2863. array[ offset + 14 ] = te[14];
  2864. array[ offset + 15 ] = te[15];
  2865. return array;
  2866. },
  2867. getPosition: function() {
  2868. var v1 = new THREE.Vector3();
  2869. return function () {
  2870. console.warn( 'DEPRECATED: Matrix4\'s .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
  2871. var te = this.elements;
  2872. return v1.set( te[12], te[13], te[14] );
  2873. };
  2874. }(),
  2875. setPosition: function ( v ) {
  2876. var te = this.elements;
  2877. te[12] = v.x;
  2878. te[13] = v.y;
  2879. te[14] = v.z;
  2880. return this;
  2881. },
  2882. getInverse: function ( m, throwOnInvertible ) {
  2883. // based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  2884. var te = this.elements;
  2885. var me = m.elements;
  2886. var n11 = me[0], n12 = me[4], n13 = me[8], n14 = me[12];
  2887. var n21 = me[1], n22 = me[5], n23 = me[9], n24 = me[13];
  2888. var n31 = me[2], n32 = me[6], n33 = me[10], n34 = me[14];
  2889. var n41 = me[3], n42 = me[7], n43 = me[11], n44 = me[15];
  2890. te[0] = n23*n34*n42 - n24*n33*n42 + n24*n32*n43 - n22*n34*n43 - n23*n32*n44 + n22*n33*n44;
  2891. te[4] = n14*n33*n42 - n13*n34*n42 - n14*n32*n43 + n12*n34*n43 + n13*n32*n44 - n12*n33*n44;
  2892. te[8] = n13*n24*n42 - n14*n23*n42 + n14*n22*n43 - n12*n24*n43 - n13*n22*n44 + n12*n23*n44;
  2893. te[12] = n14*n23*n32 - n13*n24*n32 - n14*n22*n33 + n12*n24*n33 + n13*n22*n34 - n12*n23*n34;
  2894. te[1] = n24*n33*n41 - n23*n34*n41 - n24*n31*n43 + n21*n34*n43 + n23*n31*n44 - n21*n33*n44;
  2895. te[5] = n13*n34*n41 - n14*n33*n41 + n14*n31*n43 - n11*n34*n43 - n13*n31*n44 + n11*n33*n44;
  2896. te[9] = n14*n23*n41 - n13*n24*n41 - n14*n21*n43 + n11*n24*n43 + n13*n21*n44 - n11*n23*n44;
  2897. te[13] = n13*n24*n31 - n14*n23*n31 + n14*n21*n33 - n11*n24*n33 - n13*n21*n34 + n11*n23*n34;
  2898. te[2] = n22*n34*n41 - n24*n32*n41 + n24*n31*n42 - n21*n34*n42 - n22*n31*n44 + n21*n32*n44;
  2899. te[6] = n14*n32*n41 - n12*n34*n41 - n14*n31*n42 + n11*n34*n42 + n12*n31*n44 - n11*n32*n44;
  2900. te[10] = n12*n24*n41 - n14*n22*n41 + n14*n21*n42 - n11*n24*n42 - n12*n21*n44 + n11*n22*n44;
  2901. te[14] = n14*n22*n31 - n12*n24*n31 - n14*n21*n32 + n11*n24*n32 + n12*n21*n34 - n11*n22*n34;
  2902. te[3] = n23*n32*n41 - n22*n33*n41 - n23*n31*n42 + n21*n33*n42 + n22*n31*n43 - n21*n32*n43;
  2903. te[7] = n12*n33*n41 - n13*n32*n41 + n13*n31*n42 - n11*n33*n42 - n12*n31*n43 + n11*n32*n43;
  2904. te[11] = n13*n22*n41 - n12*n23*n41 - n13*n21*n42 + n11*n23*n42 + n12*n21*n43 - n11*n22*n43;
  2905. te[15] = n12*n23*n31 - n13*n22*n31 + n13*n21*n32 - n11*n23*n32 - n12*n21*n33 + n11*n22*n33;
  2906. var det = n11 * te[ 0 ] + n21 * te[ 4 ] + n31 * te[ 8 ] + n41 * te[ 12 ];
  2907. if ( det == 0 ) {
  2908. var msg = "Matrix4.getInverse(): can't invert matrix, determinant is 0";
  2909. if ( throwOnInvertible || false ) {
  2910. throw new Error( msg );
  2911. } else {
  2912. console.warn( msg );
  2913. }
  2914. this.identity();
  2915. return this;
  2916. }
  2917. this.multiplyScalar( 1 / det );
  2918. return this;
  2919. },
  2920. translate: function ( v ) {
  2921. console.warn( 'DEPRECATED: Matrix4\'s .translate() has been removed.');
  2922. },
  2923. rotateX: function ( angle ) {
  2924. console.warn( 'DEPRECATED: Matrix4\'s .rotateX() has been removed.');
  2925. },
  2926. rotateY: function ( angle ) {
  2927. console.warn( 'DEPRECATED: Matrix4\'s .rotateY() has been removed.');
  2928. },
  2929. rotateZ: function ( angle ) {
  2930. console.warn( 'DEPRECATED: Matrix4\'s .rotateZ() has been removed.');
  2931. },
  2932. rotateByAxis: function ( axis, angle ) {
  2933. console.warn( 'DEPRECATED: Matrix4\'s .rotateByAxis() has been removed.');
  2934. },
  2935. scale: function ( v ) {
  2936. var te = this.elements;
  2937. var x = v.x, y = v.y, z = v.z;
  2938. te[0] *= x; te[4] *= y; te[8] *= z;
  2939. te[1] *= x; te[5] *= y; te[9] *= z;
  2940. te[2] *= x; te[6] *= y; te[10] *= z;
  2941. te[3] *= x; te[7] *= y; te[11] *= z;
  2942. return this;
  2943. },
  2944. getMaxScaleOnAxis: function () {
  2945. var te = this.elements;
  2946. var scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
  2947. var scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
  2948. var scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
  2949. return Math.sqrt( Math.max( scaleXSq, Math.max( scaleYSq, scaleZSq ) ) );
  2950. },
  2951. makeTranslation: function ( x, y, z ) {
  2952. this.set(
  2953. 1, 0, 0, x,
  2954. 0, 1, 0, y,
  2955. 0, 0, 1, z,
  2956. 0, 0, 0, 1
  2957. );
  2958. return this;
  2959. },
  2960. makeRotationX: function ( theta ) {
  2961. var c = Math.cos( theta ), s = Math.sin( theta );
  2962. this.set(
  2963. 1, 0, 0, 0,
  2964. 0, c, -s, 0,
  2965. 0, s, c, 0,
  2966. 0, 0, 0, 1
  2967. );
  2968. return this;
  2969. },
  2970. makeRotationY: function ( theta ) {
  2971. var c = Math.cos( theta ), s = Math.sin( theta );
  2972. this.set(
  2973. c, 0, s, 0,
  2974. 0, 1, 0, 0,
  2975. -s, 0, c, 0,
  2976. 0, 0, 0, 1
  2977. );
  2978. return this;
  2979. },
  2980. makeRotationZ: function ( theta ) {
  2981. var c = Math.cos( theta ), s = Math.sin( theta );
  2982. this.set(
  2983. c, -s, 0, 0,
  2984. s, c, 0, 0,
  2985. 0, 0, 1, 0,
  2986. 0, 0, 0, 1
  2987. );
  2988. return this;
  2989. },
  2990. makeRotationAxis: function ( axis, angle ) {
  2991. // Based on http://www.gamedev.net/reference/articles/article1199.asp
  2992. var c = Math.cos( angle );
  2993. var s = Math.sin( angle );
  2994. var t = 1 - c;
  2995. var x = axis.x, y = axis.y, z = axis.z;
  2996. var tx = t * x, ty = t * y;
  2997. this.set(
  2998. tx * x + c, tx * y - s * z, tx * z + s * y, 0,
  2999. tx * y + s * z, ty * y + c, ty * z - s * x, 0,
  3000. tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
  3001. 0, 0, 0, 1
  3002. );
  3003. return this;
  3004. },
  3005. makeScale: function ( x, y, z ) {
  3006. this.set(
  3007. x, 0, 0, 0,
  3008. 0, y, 0, 0,
  3009. 0, 0, z, 0,
  3010. 0, 0, 0, 1
  3011. );
  3012. return this;
  3013. },
  3014. compose: function ( position, quaternion, scale ) {
  3015. this.makeRotationFromQuaternion( quaternion );
  3016. this.scale( scale );
  3017. this.setPosition( position );
  3018. return this;
  3019. },
  3020. decompose: function () {
  3021. var vector = new THREE.Vector3();
  3022. var matrix = new THREE.Matrix4();
  3023. return function ( position, quaternion, scale ) {
  3024. var te = this.elements;
  3025. var sx = vector.set( te[0], te[1], te[2] ).length();
  3026. var sy = vector.set( te[4], te[5], te[6] ).length();
  3027. var sz = vector.set( te[8], te[9], te[10] ).length();
  3028. // if determine is negative, we need to invert one scale
  3029. var det = this.determinant();
  3030. if( det < 0 ) {
  3031. sx = -sx;
  3032. }
  3033. position.x = te[12];
  3034. position.y = te[13];
  3035. position.z = te[14];
  3036. // scale the rotation part
  3037. matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()
  3038. var invSX = 1 / sx;
  3039. var invSY = 1 / sy;
  3040. var invSZ = 1 / sz;
  3041. matrix.elements[0] *= invSX;
  3042. matrix.elements[1] *= invSX;
  3043. matrix.elements[2] *= invSX;
  3044. matrix.elements[4] *= invSY;
  3045. matrix.elements[5] *= invSY;
  3046. matrix.elements[6] *= invSY;
  3047. matrix.elements[8] *= invSZ;
  3048. matrix.elements[9] *= invSZ;
  3049. matrix.elements[10] *= invSZ;
  3050. quaternion.setFromRotationMatrix( matrix );
  3051. scale.x = sx;
  3052. scale.y = sy;
  3053. scale.z = sz;
  3054. return this;
  3055. };
  3056. }(),
  3057. makeFrustum: function ( left, right, bottom, top, near, far ) {
  3058. var te = this.elements;
  3059. var x = 2 * near / ( right - left );
  3060. var y = 2 * near / ( top - bottom );
  3061. var a = ( right + left ) / ( right - left );
  3062. var b = ( top + bottom ) / ( top - bottom );
  3063. var c = - ( far + near ) / ( far - near );
  3064. var d = - 2 * far * near / ( far - near );
  3065. te[0] = x; te[4] = 0; te[8] = a; te[12] = 0;
  3066. te[1] = 0; te[5] = y; te[9] = b; te[13] = 0;
  3067. te[2] = 0; te[6] = 0; te[10] = c; te[14] = d;
  3068. te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0;
  3069. return this;
  3070. },
  3071. makePerspective: function ( fov, aspect, near, far ) {
  3072. var ymax = near * Math.tan( THREE.Math.degToRad( fov * 0.5 ) );
  3073. var ymin = - ymax;
  3074. var xmin = ymin * aspect;
  3075. var xmax = ymax * aspect;
  3076. return this.makeFrustum( xmin, xmax, ymin, ymax, near, far );
  3077. },
  3078. makeOrthographic: function ( left, right, top, bottom, near, far ) {
  3079. var te = this.elements;
  3080. var w = right - left;
  3081. var h = top - bottom;
  3082. var p = far - near;
  3083. var x = ( right + left ) / w;
  3084. var y = ( top + bottom ) / h;
  3085. var z = ( far + near ) / p;
  3086. te[0] = 2 / w; te[4] = 0; te[8] = 0; te[12] = -x;
  3087. te[1] = 0; te[5] = 2 / h; te[9] = 0; te[13] = -y;
  3088. te[2] = 0; te[6] = 0; te[10] = -2/p; te[14] = -z;
  3089. te[3] = 0; te[7] = 0; te[11] = 0; te[15] = 1;
  3090. return this;
  3091. },
  3092. fromArray: function ( array ) {
  3093. this.elements.set( array );
  3094. return this;
  3095. },
  3096. toArray: function () {
  3097. var te = this.elements;
  3098. return [
  3099. te[ 0 ], te[ 1 ], te[ 2 ], te[ 3 ],
  3100. te[ 4 ], te[ 5 ], te[ 6 ], te[ 7 ],
  3101. te[ 8 ], te[ 9 ], te[ 10 ], te[ 11 ],
  3102. te[ 12 ], te[ 13 ], te[ 14 ], te[ 15 ]
  3103. ];
  3104. },
  3105. clone: function () {
  3106. var te = this.elements;
  3107. return new THREE.Matrix4(
  3108. te[0], te[4], te[8], te[12],
  3109. te[1], te[5], te[9], te[13],
  3110. te[2], te[6], te[10], te[14],
  3111. te[3], te[7], te[11], te[15]
  3112. );
  3113. }
  3114. };
  3115. /**
  3116. * @author bhouston / http://exocortex.com
  3117. */
  3118. THREE.Ray = function ( origin, direction ) {
  3119. this.origin = ( origin !== undefined ) ? origin : new THREE.Vector3();
  3120. this.direction = ( direction !== undefined ) ? direction : new THREE.Vector3();
  3121. };
  3122. THREE.Ray.prototype = {
  3123. constructor: THREE.Ray,
  3124. set: function ( origin, direction ) {
  3125. this.origin.copy( origin );
  3126. this.direction.copy( direction );
  3127. return this;
  3128. },
  3129. copy: function ( ray ) {
  3130. this.origin.copy( ray.origin );
  3131. this.direction.copy( ray.direction );
  3132. return this;
  3133. },
  3134. at: function ( t, optionalTarget ) {
  3135. var result = optionalTarget || new THREE.Vector3();
  3136. return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );
  3137. },
  3138. recast: function () {
  3139. var v1 = new THREE.Vector3();
  3140. return function ( t ) {
  3141. this.origin.copy( this.at( t, v1 ) );
  3142. return this;
  3143. };
  3144. }(),
  3145. closestPointToPoint: function ( point, optionalTarget ) {
  3146. var result = optionalTarget || new THREE.Vector3();
  3147. result.subVectors( point, this.origin );
  3148. var directionDistance = result.dot( this.direction );
  3149. if ( directionDistance < 0 ) {
  3150. return result.copy( this.origin );
  3151. }
  3152. return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  3153. },
  3154. distanceToPoint: function () {
  3155. var v1 = new THREE.Vector3();
  3156. return function ( point ) {
  3157. var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );
  3158. // point behind the ray
  3159. if ( directionDistance < 0 ) {
  3160. return this.origin.distanceTo( point );
  3161. }
  3162. v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
  3163. return v1.distanceTo( point );
  3164. };
  3165. }(),
  3166. distanceSqToSegment: function( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {
  3167. // from http://www.geometrictools.com/LibMathematics/Distance/Wm5DistRay3Segment3.cpp
  3168. // It returns the min distance between the ray and the segment
  3169. // defined by v0 and v1
  3170. // It can also set two optional targets :
  3171. // - The closest point on the ray
  3172. // - The closest point on the segment
  3173. var segCenter = v0.clone().add( v1 ).multiplyScalar( 0.5 );
  3174. var segDir = v1.clone().sub( v0 ).normalize();
  3175. var segExtent = v0.distanceTo( v1 ) * 0.5;
  3176. var diff = this.origin.clone().sub( segCenter );
  3177. var a01 = - this.direction.dot( segDir );
  3178. var b0 = diff.dot( this.direction );
  3179. var b1 = - diff.dot( segDir );
  3180. var c = diff.lengthSq();
  3181. var det = Math.abs( 1 - a01 * a01 );
  3182. var s0, s1, sqrDist, extDet;
  3183. if ( det >= 0 ) {
  3184. // The ray and segment are not parallel.
  3185. s0 = a01 * b1 - b0;
  3186. s1 = a01 * b0 - b1;
  3187. extDet = segExtent * det;
  3188. if ( s0 >= 0 ) {
  3189. if ( s1 >= - extDet ) {
  3190. if ( s1 <= extDet ) {
  3191. // region 0
  3192. // Minimum at interior points of ray and segment.
  3193. var invDet = 1 / det;
  3194. s0 *= invDet;
  3195. s1 *= invDet;
  3196. sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;
  3197. } else {
  3198. // region 1
  3199. s1 = segExtent;
  3200. s0 = Math.max( 0, - ( a01 * s1 + b0) );
  3201. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3202. }
  3203. } else {
  3204. // region 5
  3205. s1 = - segExtent;
  3206. s0 = Math.max( 0, - ( a01 * s1 + b0) );
  3207. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3208. }
  3209. } else {
  3210. if ( s1 <= - extDet) {
  3211. // region 4
  3212. s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  3213. s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3214. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3215. } else if ( s1 <= extDet ) {
  3216. // region 3
  3217. s0 = 0;
  3218. s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3219. sqrDist = s1 * ( s1 + 2 * b1 ) + c;
  3220. } else {
  3221. // region 2
  3222. s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  3223. s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  3224. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3225. }
  3226. }
  3227. } else {
  3228. // Ray and segment are parallel.
  3229. s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  3230. s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  3231. sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;
  3232. }
  3233. if ( optionalPointOnRay ) {
  3234. optionalPointOnRay.copy( this.direction.clone().multiplyScalar( s0 ).add( this.origin ) );
  3235. }
  3236. if ( optionalPointOnSegment ) {
  3237. optionalPointOnSegment.copy( segDir.clone().multiplyScalar( s1 ).add( segCenter ) );
  3238. }
  3239. return sqrDist;
  3240. },
  3241. isIntersectionSphere: function ( sphere ) {
  3242. return this.distanceToPoint( sphere.center ) <= sphere.radius;
  3243. },
  3244. isIntersectionPlane: function ( plane ) {
  3245. // check if the ray lies on the plane first
  3246. var distToPoint = plane.distanceToPoint( this.origin );
  3247. if ( distToPoint === 0 ) {
  3248. return true;
  3249. }
  3250. var denominator = plane.normal.dot( this.direction );
  3251. if ( denominator * distToPoint < 0 ) {
  3252. return true
  3253. }
  3254. // ray origin is behind the plane (and is pointing behind it)
  3255. return false;
  3256. },
  3257. distanceToPlane: function ( plane ) {
  3258. var denominator = plane.normal.dot( this.direction );
  3259. if ( denominator == 0 ) {
  3260. // line is coplanar, return origin
  3261. if( plane.distanceToPoint( this.origin ) == 0 ) {
  3262. return 0;
  3263. }
  3264. // Null is preferable to undefined since undefined means.... it is undefined
  3265. return null;
  3266. }
  3267. var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
  3268. // Return if the ray never intersects the plane
  3269. return t >= 0 ? t : null;
  3270. },
  3271. intersectPlane: function ( plane, optionalTarget ) {
  3272. var t = this.distanceToPlane( plane );
  3273. if ( t === null ) {
  3274. return null;
  3275. }
  3276. return this.at( t, optionalTarget );
  3277. },
  3278. isIntersectionBox: function () {
  3279. var v = new THREE.Vector3();
  3280. return function ( box ) {
  3281. return this.intersectBox( box, v ) !== null;
  3282. }
  3283. }(),
  3284. intersectBox: function ( box , optionalTarget ) {
  3285. // http://www.scratchapixel.com/lessons/3d-basic-lessons/lesson-7-intersecting-simple-shapes/ray-box-intersection/
  3286. var tmin,tmax,tymin,tymax,tzmin,tzmax;
  3287. var invdirx = 1/this.direction.x,
  3288. invdiry = 1/this.direction.y,
  3289. invdirz = 1/this.direction.z;
  3290. var origin = this.origin;
  3291. if (invdirx >= 0) {
  3292. tmin = (box.min.x - origin.x) * invdirx;
  3293. tmax = (box.max.x - origin.x) * invdirx;
  3294. } else {
  3295. tmin = (box.max.x - origin.x) * invdirx;
  3296. tmax = (box.min.x - origin.x) * invdirx;
  3297. }
  3298. if (invdiry >= 0) {
  3299. tymin = (box.min.y - origin.y) * invdiry;
  3300. tymax = (box.max.y - origin.y) * invdiry;
  3301. } else {
  3302. tymin = (box.max.y - origin.y) * invdiry;
  3303. tymax = (box.min.y - origin.y) * invdiry;
  3304. }
  3305. if ((tmin > tymax) || (tymin > tmax)) return null;
  3306. // These lines also handle the case where tmin or tmax is NaN
  3307. // (result of 0 * Infinity). x !== x returns true if x is NaN
  3308. if (tymin > tmin || tmin !== tmin ) tmin = tymin;
  3309. if (tymax < tmax || tmax !== tmax ) tmax = tymax;
  3310. if (invdirz >= 0) {
  3311. tzmin = (box.min.z - origin.z) * invdirz;
  3312. tzmax = (box.max.z - origin.z) * invdirz;
  3313. } else {
  3314. tzmin = (box.max.z - origin.z) * invdirz;
  3315. tzmax = (box.min.z - origin.z) * invdirz;
  3316. }
  3317. if ((tmin > tzmax) || (tzmin > tmax)) return null;
  3318. if (tzmin > tmin || tmin !== tmin ) tmin = tzmin;
  3319. if (tzmax < tmax || tmax !== tmax ) tmax = tzmax;
  3320. //return point closest to the ray (positive side)
  3321. if ( tmax < 0 ) return null;
  3322. return this.at( tmin >= 0 ? tmin : tmax, optionalTarget );
  3323. },
  3324. intersectTriangle: function() {
  3325. // Compute the offset origin, edges, and normal.
  3326. var diff = new THREE.Vector3();
  3327. var edge1 = new THREE.Vector3();
  3328. var edge2 = new THREE.Vector3();
  3329. var normal = new THREE.Vector3();
  3330. return function ( a, b, c, backfaceCulling, optionalTarget ) {
  3331. // from http://www.geometrictools.com/LibMathematics/Intersection/Wm5IntrRay3Triangle3.cpp
  3332. edge1.subVectors( b, a );
  3333. edge2.subVectors( c, a );
  3334. normal.crossVectors( edge1, edge2 );
  3335. // Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  3336. // E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  3337. // |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  3338. // |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  3339. // |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  3340. var DdN = this.direction.dot( normal );
  3341. var sign;
  3342. if ( DdN > 0 ) {
  3343. if ( backfaceCulling ) return null;
  3344. sign = 1;
  3345. } else if ( DdN < 0 ) {
  3346. sign = - 1;
  3347. DdN = - DdN;
  3348. } else {
  3349. return null;
  3350. }
  3351. diff.subVectors( this.origin, a );
  3352. var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
  3353. // b1 < 0, no intersection
  3354. if ( DdQxE2 < 0 ) {
  3355. return null;
  3356. }
  3357. var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
  3358. // b2 < 0, no intersection
  3359. if ( DdE1xQ < 0 ) {
  3360. return null;
  3361. }
  3362. // b1+b2 > 1, no intersection
  3363. if ( DdQxE2 + DdE1xQ > DdN ) {
  3364. return null;
  3365. }
  3366. // Line intersects triangle, check if ray does.
  3367. var QdN = - sign * diff.dot( normal );
  3368. // t < 0, no intersection
  3369. if ( QdN < 0 ) {
  3370. return null;
  3371. }
  3372. // Ray intersects triangle.
  3373. return this.at( QdN / DdN, optionalTarget );
  3374. }
  3375. }(),
  3376. applyMatrix4: function ( matrix4 ) {
  3377. this.direction.add( this.origin ).applyMatrix4( matrix4 );
  3378. this.origin.applyMatrix4( matrix4 );
  3379. this.direction.sub( this.origin );
  3380. this.direction.normalize();
  3381. return this;
  3382. },
  3383. equals: function ( ray ) {
  3384. return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
  3385. },
  3386. clone: function () {
  3387. return new THREE.Ray().copy( this );
  3388. }
  3389. };
  3390. /**
  3391. * @author bhouston / http://exocortex.com
  3392. * @author mrdoob / http://mrdoob.com/
  3393. */
  3394. THREE.Sphere = function ( center, radius ) {
  3395. this.center = ( center !== undefined ) ? center : new THREE.Vector3();
  3396. this.radius = ( radius !== undefined ) ? radius : 0;
  3397. };
  3398. THREE.Sphere.prototype = {
  3399. constructor: THREE.Sphere,
  3400. set: function ( center, radius ) {
  3401. this.center.copy( center );
  3402. this.radius = radius;
  3403. return this;
  3404. },
  3405. setFromPoints: function () {
  3406. var box = new THREE.Box3();
  3407. return function ( points, optionalCenter ) {
  3408. var center = this.center;
  3409. if ( optionalCenter !== undefined ) {
  3410. center.copy( optionalCenter );
  3411. } else {
  3412. box.setFromPoints( points ).center( center );
  3413. }
  3414. var maxRadiusSq = 0;
  3415. for ( var i = 0, il = points.length; i < il; i ++ ) {
  3416. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );
  3417. }
  3418. this.radius = Math.sqrt( maxRadiusSq );
  3419. return this;
  3420. };
  3421. }(),
  3422. copy: function ( sphere ) {
  3423. this.center.copy( sphere.center );
  3424. this.radius = sphere.radius;
  3425. return this;
  3426. },
  3427. empty: function () {
  3428. return ( this.radius <= 0 );
  3429. },
  3430. containsPoint: function ( point ) {
  3431. return ( point.distanceToSquared( this.center ) <= ( this.radius * this.radius ) );
  3432. },
  3433. distanceToPoint: function ( point ) {
  3434. return ( point.distanceTo( this.center ) - this.radius );
  3435. },
  3436. intersectsSphere: function ( sphere ) {
  3437. var radiusSum = this.radius + sphere.radius;
  3438. return sphere.center.distanceToSquared( this.center ) <= ( radiusSum * radiusSum );
  3439. },
  3440. clampPoint: function ( point, optionalTarget ) {
  3441. var deltaLengthSq = this.center.distanceToSquared( point );
  3442. var result = optionalTarget || new THREE.Vector3();
  3443. result.copy( point );
  3444. if ( deltaLengthSq > ( this.radius * this.radius ) ) {
  3445. result.sub( this.center ).normalize();
  3446. result.multiplyScalar( this.radius ).add( this.center );
  3447. }
  3448. return result;
  3449. },
  3450. getBoundingBox: function ( optionalTarget ) {
  3451. var box = optionalTarget || new THREE.Box3();
  3452. box.set( this.center, this.center );
  3453. box.expandByScalar( this.radius );
  3454. return box;
  3455. },
  3456. applyMatrix4: function ( matrix ) {
  3457. this.center.applyMatrix4( matrix );
  3458. this.radius = this.radius * matrix.getMaxScaleOnAxis();
  3459. return this;
  3460. },
  3461. translate: function ( offset ) {
  3462. this.center.add( offset );
  3463. return this;
  3464. },
  3465. equals: function ( sphere ) {
  3466. return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
  3467. },
  3468. clone: function () {
  3469. return new THREE.Sphere().copy( this );
  3470. }
  3471. };
  3472. /**
  3473. * @author mrdoob / http://mrdoob.com/
  3474. * @author alteredq / http://alteredqualia.com/
  3475. * @author bhouston / http://exocortex.com
  3476. */
  3477. THREE.Frustum = function ( p0, p1, p2, p3, p4, p5 ) {
  3478. this.planes = [
  3479. ( p0 !== undefined ) ? p0 : new THREE.Plane(),
  3480. ( p1 !== undefined ) ? p1 : new THREE.Plane(),
  3481. ( p2 !== undefined ) ? p2 : new THREE.Plane(),
  3482. ( p3 !== undefined ) ? p3 : new THREE.Plane(),
  3483. ( p4 !== undefined ) ? p4 : new THREE.Plane(),
  3484. ( p5 !== undefined ) ? p5 : new THREE.Plane()
  3485. ];
  3486. };
  3487. THREE.Frustum.prototype = {
  3488. constructor: THREE.Frustum,
  3489. set: function ( p0, p1, p2, p3, p4, p5 ) {
  3490. var planes = this.planes;
  3491. planes[0].copy( p0 );
  3492. planes[1].copy( p1 );
  3493. planes[2].copy( p2 );
  3494. planes[3].copy( p3 );
  3495. planes[4].copy( p4 );
  3496. planes[5].copy( p5 );
  3497. return this;
  3498. },
  3499. copy: function ( frustum ) {
  3500. var planes = this.planes;
  3501. for( var i = 0; i < 6; i ++ ) {
  3502. planes[i].copy( frustum.planes[i] );
  3503. }
  3504. return this;
  3505. },
  3506. setFromMatrix: function ( m ) {
  3507. var planes = this.planes;
  3508. var me = m.elements;
  3509. var me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3];
  3510. var me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7];
  3511. var me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11];
  3512. var me12 = me[12], me13 = me[13], me14 = me[14], me15 = me[15];
  3513. planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
  3514. planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
  3515. planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
  3516. planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
  3517. planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
  3518. planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
  3519. return this;
  3520. },
  3521. intersectsObject: function () {
  3522. var sphere = new THREE.Sphere();
  3523. return function ( object ) {
  3524. var geometry = object.geometry;
  3525. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  3526. sphere.copy( geometry.boundingSphere );
  3527. sphere.applyMatrix4( object.matrixWorld );
  3528. return this.intersectsSphere( sphere );
  3529. };
  3530. }(),
  3531. intersectsSphere: function ( sphere ) {
  3532. var planes = this.planes;
  3533. var center = sphere.center;
  3534. var negRadius = -sphere.radius;
  3535. for ( var i = 0; i < 6; i ++ ) {
  3536. var distance = planes[ i ].distanceToPoint( center );
  3537. if ( distance < negRadius ) {
  3538. return false;
  3539. }
  3540. }
  3541. return true;
  3542. },
  3543. intersectsBox : function() {
  3544. var p1 = new THREE.Vector3(),
  3545. p2 = new THREE.Vector3();
  3546. return function( box ) {
  3547. var planes = this.planes;
  3548. for ( var i = 0; i < 6 ; i ++ ) {
  3549. var plane = planes[i];
  3550. p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
  3551. p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  3552. p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
  3553. p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  3554. p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
  3555. p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;
  3556. var d1 = plane.distanceToPoint( p1 );
  3557. var d2 = plane.distanceToPoint( p2 );
  3558. // if both outside plane, no intersection
  3559. if ( d1 < 0 && d2 < 0 ) {
  3560. return false;
  3561. }
  3562. }
  3563. return true;
  3564. };
  3565. }(),
  3566. containsPoint: function ( point ) {
  3567. var planes = this.planes;
  3568. for ( var i = 0; i < 6; i ++ ) {
  3569. if ( planes[ i ].distanceToPoint( point ) < 0 ) {
  3570. return false;
  3571. }
  3572. }
  3573. return true;
  3574. },
  3575. clone: function () {
  3576. return new THREE.Frustum().copy( this );
  3577. }
  3578. };
  3579. /**
  3580. * @author bhouston / http://exocortex.com
  3581. */
  3582. THREE.Plane = function ( normal, constant ) {
  3583. this.normal = ( normal !== undefined ) ? normal : new THREE.Vector3( 1, 0, 0 );
  3584. this.constant = ( constant !== undefined ) ? constant : 0;
  3585. };
  3586. THREE.Plane.prototype = {
  3587. constructor: THREE.Plane,
  3588. set: function ( normal, constant ) {
  3589. this.normal.copy( normal );
  3590. this.constant = constant;
  3591. return this;
  3592. },
  3593. setComponents: function ( x, y, z, w ) {
  3594. this.normal.set( x, y, z );
  3595. this.constant = w;
  3596. return this;
  3597. },
  3598. setFromNormalAndCoplanarPoint: function ( normal, point ) {
  3599. this.normal.copy( normal );
  3600. this.constant = - point.dot( this.normal ); // must be this.normal, not normal, as this.normal is normalized
  3601. return this;
  3602. },
  3603. setFromCoplanarPoints: function() {
  3604. var v1 = new THREE.Vector3();
  3605. var v2 = new THREE.Vector3();
  3606. return function ( a, b, c ) {
  3607. var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();
  3608. // Q: should an error be thrown if normal is zero (e.g. degenerate plane)?
  3609. this.setFromNormalAndCoplanarPoint( normal, a );
  3610. return this;
  3611. };
  3612. }(),
  3613. copy: function ( plane ) {
  3614. this.normal.copy( plane.normal );
  3615. this.constant = plane.constant;
  3616. return this;
  3617. },
  3618. normalize: function () {
  3619. // Note: will lead to a divide by zero if the plane is invalid.
  3620. var inverseNormalLength = 1.0 / this.normal.length();
  3621. this.normal.multiplyScalar( inverseNormalLength );
  3622. this.constant *= inverseNormalLength;
  3623. return this;
  3624. },
  3625. negate: function () {
  3626. this.constant *= -1;
  3627. this.normal.negate();
  3628. return this;
  3629. },
  3630. distanceToPoint: function ( point ) {
  3631. return this.normal.dot( point ) + this.constant;
  3632. },
  3633. distanceToSphere: function ( sphere ) {
  3634. return this.distanceToPoint( sphere.center ) - sphere.radius;
  3635. },
  3636. projectPoint: function ( point, optionalTarget ) {
  3637. return this.orthoPoint( point, optionalTarget ).sub( point ).negate();
  3638. },
  3639. orthoPoint: function ( point, optionalTarget ) {
  3640. var perpendicularMagnitude = this.distanceToPoint( point );
  3641. var result = optionalTarget || new THREE.Vector3();
  3642. return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );
  3643. },
  3644. isIntersectionLine: function ( line ) {
  3645. // Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
  3646. var startSign = this.distanceToPoint( line.start );
  3647. var endSign = this.distanceToPoint( line.end );
  3648. return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
  3649. },
  3650. intersectLine: function() {
  3651. var v1 = new THREE.Vector3();
  3652. return function ( line, optionalTarget ) {
  3653. var result = optionalTarget || new THREE.Vector3();
  3654. var direction = line.delta( v1 );
  3655. var denominator = this.normal.dot( direction );
  3656. if ( denominator == 0 ) {
  3657. // line is coplanar, return origin
  3658. if( this.distanceToPoint( line.start ) == 0 ) {
  3659. return result.copy( line.start );
  3660. }
  3661. // Unsure if this is the correct method to handle this case.
  3662. return undefined;
  3663. }
  3664. var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
  3665. if( t < 0 || t > 1 ) {
  3666. return undefined;
  3667. }
  3668. return result.copy( direction ).multiplyScalar( t ).add( line.start );
  3669. };
  3670. }(),
  3671. coplanarPoint: function ( optionalTarget ) {
  3672. var result = optionalTarget || new THREE.Vector3();
  3673. return result.copy( this.normal ).multiplyScalar( - this.constant );
  3674. },
  3675. applyMatrix4: function() {
  3676. var v1 = new THREE.Vector3();
  3677. var v2 = new THREE.Vector3();
  3678. var m1 = new THREE.Matrix3();
  3679. return function ( matrix, optionalNormalMatrix ) {
  3680. // compute new normal based on theory here:
  3681. // http://www.songho.ca/opengl/gl_normaltransform.html
  3682. var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
  3683. var newNormal = v1.copy( this.normal ).applyMatrix3( normalMatrix );
  3684. var newCoplanarPoint = this.coplanarPoint( v2 );
  3685. newCoplanarPoint.applyMatrix4( matrix );
  3686. this.setFromNormalAndCoplanarPoint( newNormal, newCoplanarPoint );
  3687. return this;
  3688. };
  3689. }(),
  3690. translate: function ( offset ) {
  3691. this.constant = this.constant - offset.dot( this.normal );
  3692. return this;
  3693. },
  3694. equals: function ( plane ) {
  3695. return plane.normal.equals( this.normal ) && ( plane.constant == this.constant );
  3696. },
  3697. clone: function () {
  3698. return new THREE.Plane().copy( this );
  3699. }
  3700. };
  3701. /**
  3702. * @author alteredq / http://alteredqualia.com/
  3703. * @author mrdoob / http://mrdoob.com/
  3704. */
  3705. THREE.Math = {
  3706. generateUUID: function () {
  3707. // http://www.broofa.com/Tools/Math.uuid.htm
  3708. var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split('');
  3709. var uuid = new Array(36);
  3710. var rnd = 0, r;
  3711. return function () {
  3712. for ( var i = 0; i < 36; i ++ ) {
  3713. if ( i == 8 || i == 13 || i == 18 || i == 23 ) {
  3714. uuid[ i ] = '-';
  3715. } else if ( i == 14 ) {
  3716. uuid[ i ] = '4';
  3717. } else {
  3718. if (rnd <= 0x02) rnd = 0x2000000 + (Math.random()*0x1000000)|0;
  3719. r = rnd & 0xf;
  3720. rnd = rnd >> 4;
  3721. uuid[i] = chars[(i == 19) ? (r & 0x3) | 0x8 : r];
  3722. }
  3723. }
  3724. return uuid.join('');
  3725. };
  3726. }(),
  3727. // Clamp value to range <a, b>
  3728. clamp: function ( x, a, b ) {
  3729. return ( x < a ) ? a : ( ( x > b ) ? b : x );
  3730. },
  3731. // Clamp value to range <a, inf)
  3732. clampBottom: function ( x, a ) {
  3733. return x < a ? a : x;
  3734. },
  3735. // Linear mapping from range <a1, a2> to range <b1, b2>
  3736. mapLinear: function ( x, a1, a2, b1, b2 ) {
  3737. return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
  3738. },
  3739. // http://en.wikipedia.org/wiki/Smoothstep
  3740. smoothstep: function ( x, min, max ) {
  3741. if ( x <= min ) return 0;
  3742. if ( x >= max ) return 1;
  3743. x = ( x - min )/( max - min );
  3744. return x*x*(3 - 2*x);
  3745. },
  3746. smootherstep: function ( x, min, max ) {
  3747. if ( x <= min ) return 0;
  3748. if ( x >= max ) return 1;
  3749. x = ( x - min )/( max - min );
  3750. return x*x*x*(x*(x*6 - 15) + 10);
  3751. },
  3752. // Random float from <0, 1> with 16 bits of randomness
  3753. // (standard Math.random() creates repetitive patterns when applied over larger space)
  3754. random16: function () {
  3755. return ( 65280 * Math.random() + 255 * Math.random() ) / 65535;
  3756. },
  3757. // Random integer from <low, high> interval
  3758. randInt: function ( low, high ) {
  3759. return low + Math.floor( Math.random() * ( high - low + 1 ) );
  3760. },
  3761. // Random float from <low, high> interval
  3762. randFloat: function ( low, high ) {
  3763. return low + Math.random() * ( high - low );
  3764. },
  3765. // Random float from <-range/2, range/2> interval
  3766. randFloatSpread: function ( range ) {
  3767. return range * ( 0.5 - Math.random() );
  3768. },
  3769. sign: function ( x ) {
  3770. return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : 0;
  3771. },
  3772. degToRad: function() {
  3773. var degreeToRadiansFactor = Math.PI / 180;
  3774. return function ( degrees ) {
  3775. return degrees * degreeToRadiansFactor;
  3776. };
  3777. }(),
  3778. radToDeg: function() {
  3779. var radianToDegreesFactor = 180 / Math.PI;
  3780. return function ( radians ) {
  3781. return radians * radianToDegreesFactor;
  3782. };
  3783. }(),
  3784. isPowerOfTwo: function ( value ) {
  3785. return ( value & ( value - 1 ) ) === 0 && value !== 0;
  3786. }
  3787. };
  3788. /**
  3789. * Spline from Tween.js, slightly optimized (and trashed)
  3790. * http://sole.github.com/tween.js/examples/05_spline.html
  3791. *
  3792. * @author mrdoob / http://mrdoob.com/
  3793. * @author alteredq / http://alteredqualia.com/
  3794. */
  3795. THREE.Spline = function ( points ) {
  3796. this.points = points;
  3797. var c = [], v3 = { x: 0, y: 0, z: 0 },
  3798. point, intPoint, weight, w2, w3,
  3799. pa, pb, pc, pd;
  3800. this.initFromArray = function( a ) {
  3801. this.points = [];
  3802. for ( var i = 0; i < a.length; i++ ) {
  3803. this.points[ i ] = { x: a[ i ][ 0 ], y: a[ i ][ 1 ], z: a[ i ][ 2 ] };
  3804. }
  3805. };
  3806. this.getPoint = function ( k ) {
  3807. point = ( this.points.length - 1 ) * k;
  3808. intPoint = Math.floor( point );
  3809. weight = point - intPoint;
  3810. c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
  3811. c[ 1 ] = intPoint;
  3812. c[ 2 ] = intPoint > this.points.length - 2 ? this.points.length - 1 : intPoint + 1;
  3813. c[ 3 ] = intPoint > this.points.length - 3 ? this.points.length - 1 : intPoint + 2;
  3814. pa = this.points[ c[ 0 ] ];
  3815. pb = this.points[ c[ 1 ] ];
  3816. pc = this.points[ c[ 2 ] ];
  3817. pd = this.points[ c[ 3 ] ];
  3818. w2 = weight * weight;
  3819. w3 = weight * w2;
  3820. v3.x = interpolate( pa.x, pb.x, pc.x, pd.x, weight, w2, w3 );
  3821. v3.y = interpolate( pa.y, pb.y, pc.y, pd.y, weight, w2, w3 );
  3822. v3.z = interpolate( pa.z, pb.z, pc.z, pd.z, weight, w2, w3 );
  3823. return v3;
  3824. };
  3825. this.getControlPointsArray = function () {
  3826. var i, p, l = this.points.length,
  3827. coords = [];
  3828. for ( i = 0; i < l; i ++ ) {
  3829. p = this.points[ i ];
  3830. coords[ i ] = [ p.x, p.y, p.z ];
  3831. }
  3832. return coords;
  3833. };
  3834. // approximate length by summing linear segments
  3835. this.getLength = function ( nSubDivisions ) {
  3836. var i, index, nSamples, position,
  3837. point = 0, intPoint = 0, oldIntPoint = 0,
  3838. oldPosition = new THREE.Vector3(),
  3839. tmpVec = new THREE.Vector3(),
  3840. chunkLengths = [],
  3841. totalLength = 0;
  3842. // first point has 0 length
  3843. chunkLengths[ 0 ] = 0;
  3844. if ( !nSubDivisions ) nSubDivisions = 100;
  3845. nSamples = this.points.length * nSubDivisions;
  3846. oldPosition.copy( this.points[ 0 ] );
  3847. for ( i = 1; i < nSamples; i ++ ) {
  3848. index = i / nSamples;
  3849. position = this.getPoint( index );
  3850. tmpVec.copy( position );
  3851. totalLength += tmpVec.distanceTo( oldPosition );
  3852. oldPosition.copy( position );
  3853. point = ( this.points.length - 1 ) * index;
  3854. intPoint = Math.floor( point );
  3855. if ( intPoint != oldIntPoint ) {
  3856. chunkLengths[ intPoint ] = totalLength;
  3857. oldIntPoint = intPoint;
  3858. }
  3859. }
  3860. // last point ends with total length
  3861. chunkLengths[ chunkLengths.length ] = totalLength;
  3862. return { chunks: chunkLengths, total: totalLength };
  3863. };
  3864. this.reparametrizeByArcLength = function ( samplingCoef ) {
  3865. var i, j,
  3866. index, indexCurrent, indexNext,
  3867. linearDistance, realDistance,
  3868. sampling, position,
  3869. newpoints = [],
  3870. tmpVec = new THREE.Vector3(),
  3871. sl = this.getLength();
  3872. newpoints.push( tmpVec.copy( this.points[ 0 ] ).clone() );
  3873. for ( i = 1; i < this.points.length; i++ ) {
  3874. //tmpVec.copy( this.points[ i - 1 ] );
  3875. //linearDistance = tmpVec.distanceTo( this.points[ i ] );
  3876. realDistance = sl.chunks[ i ] - sl.chunks[ i - 1 ];
  3877. sampling = Math.ceil( samplingCoef * realDistance / sl.total );
  3878. indexCurrent = ( i - 1 ) / ( this.points.length - 1 );
  3879. indexNext = i / ( this.points.length - 1 );
  3880. for ( j = 1; j < sampling - 1; j++ ) {
  3881. index = indexCurrent + j * ( 1 / sampling ) * ( indexNext - indexCurrent );
  3882. position = this.getPoint( index );
  3883. newpoints.push( tmpVec.copy( position ).clone() );
  3884. }
  3885. newpoints.push( tmpVec.copy( this.points[ i ] ).clone() );
  3886. }
  3887. this.points = newpoints;
  3888. };
  3889. // Catmull-Rom
  3890. function interpolate( p0, p1, p2, p3, t, t2, t3 ) {
  3891. var v0 = ( p2 - p0 ) * 0.5,
  3892. v1 = ( p3 - p1 ) * 0.5;
  3893. return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  3894. };
  3895. };
  3896. /**
  3897. * @author bhouston / http://exocortex.com
  3898. * @author mrdoob / http://mrdoob.com/
  3899. */
  3900. THREE.Triangle = function ( a, b, c ) {
  3901. this.a = ( a !== undefined ) ? a : new THREE.Vector3();
  3902. this.b = ( b !== undefined ) ? b : new THREE.Vector3();
  3903. this.c = ( c !== undefined ) ? c : new THREE.Vector3();
  3904. };
  3905. THREE.Triangle.normal = function() {
  3906. var v0 = new THREE.Vector3();
  3907. return function ( a, b, c, optionalTarget ) {
  3908. var result = optionalTarget || new THREE.Vector3();
  3909. result.subVectors( c, b );
  3910. v0.subVectors( a, b );
  3911. result.cross( v0 );
  3912. var resultLengthSq = result.lengthSq();
  3913. if( resultLengthSq > 0 ) {
  3914. return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );
  3915. }
  3916. return result.set( 0, 0, 0 );
  3917. };
  3918. }();
  3919. // static/instance method to calculate barycoordinates
  3920. // based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  3921. THREE.Triangle.barycoordFromPoint = function() {
  3922. var v0 = new THREE.Vector3();
  3923. var v1 = new THREE.Vector3();
  3924. var v2 = new THREE.Vector3();
  3925. return function ( point, a, b, c, optionalTarget ) {
  3926. v0.subVectors( c, a );
  3927. v1.subVectors( b, a );
  3928. v2.subVectors( point, a );
  3929. var dot00 = v0.dot( v0 );
  3930. var dot01 = v0.dot( v1 );
  3931. var dot02 = v0.dot( v2 );
  3932. var dot11 = v1.dot( v1 );
  3933. var dot12 = v1.dot( v2 );
  3934. var denom = ( dot00 * dot11 - dot01 * dot01 );
  3935. var result = optionalTarget || new THREE.Vector3();
  3936. // colinear or singular triangle
  3937. if( denom == 0 ) {
  3938. // arbitrary location outside of triangle?
  3939. // not sure if this is the best idea, maybe should be returning undefined
  3940. return result.set( -2, -1, -1 );
  3941. }
  3942. var invDenom = 1 / denom;
  3943. var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
  3944. var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
  3945. // barycoordinates must always sum to 1
  3946. return result.set( 1 - u - v, v, u );
  3947. };
  3948. }();
  3949. THREE.Triangle.containsPoint = function() {
  3950. var v1 = new THREE.Vector3();
  3951. return function ( point, a, b, c ) {
  3952. var result = THREE.Triangle.barycoordFromPoint( point, a, b, c, v1 );
  3953. return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );
  3954. };
  3955. }();
  3956. THREE.Triangle.prototype = {
  3957. constructor: THREE.Triangle,
  3958. set: function ( a, b, c ) {
  3959. this.a.copy( a );
  3960. this.b.copy( b );
  3961. this.c.copy( c );
  3962. return this;
  3963. },
  3964. setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
  3965. this.a.copy( points[i0] );
  3966. this.b.copy( points[i1] );
  3967. this.c.copy( points[i2] );
  3968. return this;
  3969. },
  3970. copy: function ( triangle ) {
  3971. this.a.copy( triangle.a );
  3972. this.b.copy( triangle.b );
  3973. this.c.copy( triangle.c );
  3974. return this;
  3975. },
  3976. area: function() {
  3977. var v0 = new THREE.Vector3();
  3978. var v1 = new THREE.Vector3();
  3979. return function () {
  3980. v0.subVectors( this.c, this.b );
  3981. v1.subVectors( this.a, this.b );
  3982. return v0.cross( v1 ).length() * 0.5;
  3983. };
  3984. }(),
  3985. midpoint: function ( optionalTarget ) {
  3986. var result = optionalTarget || new THREE.Vector3();
  3987. return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
  3988. },
  3989. normal: function ( optionalTarget ) {
  3990. return THREE.Triangle.normal( this.a, this.b, this.c, optionalTarget );
  3991. },
  3992. plane: function ( optionalTarget ) {
  3993. var result = optionalTarget || new THREE.Plane();
  3994. return result.setFromCoplanarPoints( this.a, this.b, this.c );
  3995. },
  3996. barycoordFromPoint: function ( point, optionalTarget ) {
  3997. return THREE.Triangle.barycoordFromPoint( point, this.a, this.b, this.c, optionalTarget );
  3998. },
  3999. containsPoint: function ( point ) {
  4000. return THREE.Triangle.containsPoint( point, this.a, this.b, this.c );
  4001. },
  4002. equals: function ( triangle ) {
  4003. return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
  4004. },
  4005. clone: function () {
  4006. return new THREE.Triangle().copy( this );
  4007. }
  4008. };
  4009. /**
  4010. * @author alteredq / http://alteredqualia.com/
  4011. */
  4012. THREE.Clock = function ( autoStart ) {
  4013. this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
  4014. this.startTime = 0;
  4015. this.oldTime = 0;
  4016. this.elapsedTime = 0;
  4017. this.running = false;
  4018. };
  4019. THREE.Clock.prototype = {
  4020. constructor: THREE.Clock,
  4021. start: function () {
  4022. this.startTime = self.performance !== undefined && self.performance.now !== undefined
  4023. ? self.performance.now()
  4024. : Date.now();
  4025. this.oldTime = this.startTime;
  4026. this.running = true;
  4027. },
  4028. stop: function () {
  4029. this.getElapsedTime();
  4030. this.running = false;
  4031. },
  4032. getElapsedTime: function () {
  4033. this.getDelta();
  4034. return this.elapsedTime;
  4035. },
  4036. getDelta: function () {
  4037. var diff = 0;
  4038. if ( this.autoStart && ! this.running ) {
  4039. this.start();
  4040. }
  4041. if ( this.running ) {
  4042. var newTime = self.performance !== undefined && self.performance.now !== undefined
  4043. ? self.performance.now()
  4044. : Date.now();
  4045. diff = 0.001 * ( newTime - this.oldTime );
  4046. this.oldTime = newTime;
  4047. this.elapsedTime += diff;
  4048. }
  4049. return diff;
  4050. }
  4051. };
  4052. /**
  4053. * https://github.com/mrdoob/eventdispatcher.js/
  4054. */
  4055. THREE.EventDispatcher = function () {}
  4056. THREE.EventDispatcher.prototype = {
  4057. constructor: THREE.EventDispatcher,
  4058. apply: function ( object ) {
  4059. object.addEventListener = THREE.EventDispatcher.prototype.addEventListener;
  4060. object.hasEventListener = THREE.EventDispatcher.prototype.hasEventListener;
  4061. object.removeEventListener = THREE.EventDispatcher.prototype.removeEventListener;
  4062. object.dispatchEvent = THREE.EventDispatcher.prototype.dispatchEvent;
  4063. },
  4064. addEventListener: function ( type, listener ) {
  4065. if ( this._listeners === undefined ) this._listeners = {};
  4066. var listeners = this._listeners;
  4067. if ( listeners[ type ] === undefined ) {
  4068. listeners[ type ] = [];
  4069. }
  4070. if ( listeners[ type ].indexOf( listener ) === - 1 ) {
  4071. listeners[ type ].push( listener );
  4072. }
  4073. },
  4074. hasEventListener: function ( type, listener ) {
  4075. if ( this._listeners === undefined ) return false;
  4076. var listeners = this._listeners;
  4077. if ( listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1 ) {
  4078. return true;
  4079. }
  4080. return false;
  4081. },
  4082. removeEventListener: function ( type, listener ) {
  4083. if ( this._listeners === undefined ) return;
  4084. var listeners = this._listeners;
  4085. var listenerArray = listeners[ type ];
  4086. if ( listenerArray !== undefined ) {
  4087. var index = listenerArray.indexOf( listener );
  4088. if ( index !== - 1 ) {
  4089. listenerArray.splice( index, 1 );
  4090. }
  4091. }
  4092. },
  4093. dispatchEvent: function ( event ) {
  4094. if ( this._listeners === undefined ) return;
  4095. var listeners = this._listeners;
  4096. var listenerArray = listeners[ event.type ];
  4097. if ( listenerArray !== undefined ) {
  4098. event.target = this;
  4099. var array = [];
  4100. var length = listenerArray.length;
  4101. for ( var i = 0; i < length; i ++ ) {
  4102. array[ i ] = listenerArray[ i ];
  4103. }
  4104. for ( var i = 0; i < length; i ++ ) {
  4105. array[ i ].call( this, event );
  4106. }
  4107. }
  4108. }
  4109. };
  4110. /**
  4111. * @author mrdoob / http://mrdoob.com/
  4112. * @author bhouston / http://exocortex.com/
  4113. * @author stephomi / http://stephaneginier.com/
  4114. */
  4115. ( function ( THREE ) {
  4116. THREE.Raycaster = function ( origin, direction, near, far ) {
  4117. this.ray = new THREE.Ray( origin, direction );
  4118. // direction is assumed to be normalized (for accurate distance calculations)
  4119. this.near = near || 0;
  4120. this.far = far || Infinity;
  4121. this.params = {
  4122. Sprite: {},
  4123. Mesh: {},
  4124. PointCloud: { threshold: 1 },
  4125. LOD: {},
  4126. Line: {}
  4127. };
  4128. };
  4129. var sphere = new THREE.Sphere();
  4130. var localRay = new THREE.Ray();
  4131. var facePlane = new THREE.Plane();
  4132. var intersectPoint = new THREE.Vector3();
  4133. var matrixPosition = new THREE.Vector3();
  4134. var inverseMatrix = new THREE.Matrix4();
  4135. var descSort = function ( a, b ) {
  4136. return a.distance - b.distance;
  4137. };
  4138. var vA = new THREE.Vector3();
  4139. var vB = new THREE.Vector3();
  4140. var vC = new THREE.Vector3();
  4141. var intersectObject = function ( object, raycaster, intersects ) {
  4142. if ( object instanceof THREE.Sprite ) {
  4143. object.raycast( raycaster, intersects );
  4144. } else if ( object instanceof THREE.PointCloud ) {
  4145. var geometry = object.geometry;
  4146. var threshold = raycaster.params.PointCloud.threshold;
  4147. inverseMatrix.getInverse( object.matrixWorld );
  4148. localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  4149. if ( geometry.boundingBox !== null ) {
  4150. if ( localRay.isIntersectionBox( geometry.boundingBox ) === false ) {
  4151. return intersects;
  4152. }
  4153. }
  4154. var localThreshold = threshold / ( ( object.scale.x + object.scale.y + object.scale.z ) / 3 );
  4155. var pos = new THREE.Vector3();
  4156. if ( geometry instanceof THREE.BufferGeometry ) {
  4157. var attributes = geometry.attributes;
  4158. var positions = attributes.position.array;
  4159. if ( attributes.index !== undefined ) {
  4160. var indices = attributes.index.array;
  4161. var offsets = geometry.offsets;
  4162. if ( offsets.length === 0 ) {
  4163. var offset = {
  4164. start: 0,
  4165. count: indices.length,
  4166. index: 0
  4167. };
  4168. offsets = [ offset ];
  4169. }
  4170. for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
  4171. var start = offsets[ oi ].start;
  4172. var count = offsets[ oi ].count;
  4173. var index = offsets[ oi ].index;
  4174. for ( var i = start, il = start + count; i < il; i++ ) {
  4175. var a = index + indices[ i ];
  4176. pos.set(
  4177. positions[ a * 3 ],
  4178. positions[ a * 3 + 1 ],
  4179. positions[ a * 3 + 2 ]
  4180. );
  4181. var rayPointDistance = localRay.distanceToPoint( pos );
  4182. if ( rayPointDistance < localThreshold ) {
  4183. var intersectPoint = localRay.closestPointToPoint( pos );
  4184. intersectPoint.applyMatrix4( object.matrixWorld );
  4185. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  4186. intersects.push( {
  4187. distance: distance,
  4188. distanceToRay: rayPointDistance,
  4189. point: intersectPoint.clone(),
  4190. index: a,
  4191. face: null,
  4192. object: object
  4193. } );
  4194. }
  4195. }
  4196. }
  4197. }else{
  4198. var pointCount = positions.length / 3;
  4199. for (var i = 0; i < pointCount; i++ ) {
  4200. pos.set(
  4201. positions[ 3 * i ],
  4202. positions[ 3 * i + 1 ],
  4203. positions[ 3 * i + 2 ]
  4204. );
  4205. var rayPointDistance = localRay.distanceToPoint( pos );
  4206. if ( rayPointDistance < localThreshold ) {
  4207. var intersectPoint = localRay.closestPointToPoint( pos );
  4208. intersectPoint.applyMatrix4( object.matrixWorld );
  4209. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  4210. intersects.push( {
  4211. distance: distance,
  4212. distanceToRay: rayPointDistance,
  4213. point: intersectPoint,
  4214. index: i,
  4215. face: null,
  4216. object: object
  4217. } );
  4218. }
  4219. }
  4220. }
  4221. } else {
  4222. var vertices = object.geometry.vertices;
  4223. for ( var i = 0; i < vertices.length; i ++ ) {
  4224. pos = vertices[ i ];
  4225. var rayPointDistance = localRay.distanceToPoint( pos );
  4226. if ( rayPointDistance < localThreshold ) {
  4227. var intersectPoint = localRay.closestPointToPoint( pos );
  4228. intersectPoint.applyMatrix4( object.matrixWorld );
  4229. var distance = raycaster.ray.origin.distanceTo( intersectPoint );
  4230. intersects.push( {
  4231. distance: distance,
  4232. distanceToRay: rayPointDistance,
  4233. point: intersectPoint.clone(),
  4234. index: i,
  4235. face: null,
  4236. object: object
  4237. } );
  4238. }
  4239. }
  4240. }
  4241. } else if ( object instanceof THREE.LOD ) {
  4242. matrixPosition.setFromMatrixPosition( object.matrixWorld );
  4243. var distance = raycaster.ray.origin.distanceTo( matrixPosition );
  4244. intersectObject( object.getObjectForDistance( distance ), raycaster, intersects );
  4245. } else if ( object instanceof THREE.Mesh ) {
  4246. var geometry = object.geometry;
  4247. // Checking boundingSphere distance to ray
  4248. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  4249. sphere.copy( geometry.boundingSphere );
  4250. sphere.applyMatrix4( object.matrixWorld );
  4251. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  4252. return intersects;
  4253. }
  4254. // Check boundingBox before continuing
  4255. inverseMatrix.getInverse( object.matrixWorld );
  4256. localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  4257. if ( geometry.boundingBox !== null ) {
  4258. if ( localRay.isIntersectionBox( geometry.boundingBox ) === false ) {
  4259. return intersects;
  4260. }
  4261. }
  4262. if ( geometry instanceof THREE.BufferGeometry ) {
  4263. var material = object.material;
  4264. if ( material === undefined ) return intersects;
  4265. var attributes = geometry.attributes;
  4266. var a, b, c;
  4267. var precision = raycaster.precision;
  4268. if ( attributes.index !== undefined ) {
  4269. var indices = attributes.index.array;
  4270. var positions = attributes.position.array;
  4271. var offsets = geometry.offsets;
  4272. if ( offsets.length === 0 ) {
  4273. offsets = [ { start: 0, count: indices.length, index: 0 } ];
  4274. }
  4275. for ( var oi = 0, ol = offsets.length; oi < ol; ++oi ) {
  4276. var start = offsets[ oi ].start;
  4277. var count = offsets[ oi ].count;
  4278. var index = offsets[ oi ].index;
  4279. for ( var i = start, il = start + count; i < il; i += 3 ) {
  4280. a = index + indices[ i ];
  4281. b = index + indices[ i + 1 ];
  4282. c = index + indices[ i + 2 ];
  4283. vA.set(
  4284. positions[ a * 3 ],
  4285. positions[ a * 3 + 1 ],
  4286. positions[ a * 3 + 2 ]
  4287. );
  4288. vB.set(
  4289. positions[ b * 3 ],
  4290. positions[ b * 3 + 1 ],
  4291. positions[ b * 3 + 2 ]
  4292. );
  4293. vC.set(
  4294. positions[ c * 3 ],
  4295. positions[ c * 3 + 1 ],
  4296. positions[ c * 3 + 2 ]
  4297. );
  4298. if ( material.side === THREE.BackSide ) {
  4299. var intersectionPoint = localRay.intersectTriangle( vC, vB, vA, true );
  4300. } else {
  4301. var intersectionPoint = localRay.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
  4302. }
  4303. if ( intersectionPoint === null ) continue;
  4304. intersectionPoint.applyMatrix4( object.matrixWorld );
  4305. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  4306. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  4307. intersects.push( {
  4308. distance: distance,
  4309. point: intersectionPoint,
  4310. indices: [a, b, c],
  4311. face: null,
  4312. faceIndex: null,
  4313. object: object
  4314. } );
  4315. }
  4316. }
  4317. } else {
  4318. var offsets = geometry.offsets;
  4319. var positions = attributes.position.array;
  4320. for ( var i = 0, il = attributes.position.array.length; i < il; i += 3 ) {
  4321. a = i;
  4322. b = i + 1;
  4323. c = i + 2;
  4324. vA.set(
  4325. positions[ a * 3 ],
  4326. positions[ a * 3 + 1 ],
  4327. positions[ a * 3 + 2 ]
  4328. );
  4329. vB.set(
  4330. positions[ b * 3 ],
  4331. positions[ b * 3 + 1 ],
  4332. positions[ b * 3 + 2 ]
  4333. );
  4334. vC.set(
  4335. positions[ c * 3 ],
  4336. positions[ c * 3 + 1 ],
  4337. positions[ c * 3 + 2 ]
  4338. );
  4339. if ( material.side === THREE.BackSide ) {
  4340. var intersectionPoint = localRay.intersectTriangle( vC, vB, vA, true );
  4341. } else {
  4342. var intersectionPoint = localRay.intersectTriangle( vA, vB, vC, material.side !== THREE.DoubleSide );
  4343. }
  4344. if ( intersectionPoint === null ) continue;
  4345. intersectionPoint.applyMatrix4( object.matrixWorld );
  4346. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  4347. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  4348. intersects.push( {
  4349. distance: distance,
  4350. point: intersectionPoint,
  4351. indices: [a, b, c],
  4352. face: null,
  4353. faceIndex: null,
  4354. object: object
  4355. } );
  4356. }
  4357. }
  4358. } else if ( geometry instanceof THREE.Geometry ) {
  4359. var isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
  4360. var objectMaterials = isFaceMaterial === true ? object.material.materials : null;
  4361. var a, b, c, d;
  4362. var precision = raycaster.precision;
  4363. var vertices = geometry.vertices;
  4364. for ( var f = 0, fl = geometry.faces.length; f < fl; f ++ ) {
  4365. var face = geometry.faces[ f ];
  4366. var material = isFaceMaterial === true ? objectMaterials[ face.materialIndex ] : object.material;
  4367. if ( material === undefined ) continue;
  4368. a = vertices[ face.a ];
  4369. b = vertices[ face.b ];
  4370. c = vertices[ face.c ];
  4371. if ( material.morphTargets === true ) {
  4372. var morphTargets = geometry.morphTargets;
  4373. var morphInfluences = object.morphTargetInfluences;
  4374. vA.set( 0, 0, 0 );
  4375. vB.set( 0, 0, 0 );
  4376. vC.set( 0, 0, 0 );
  4377. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  4378. var influence = morphInfluences[ t ];
  4379. if ( influence === 0 ) continue;
  4380. var targets = morphTargets[ t ].vertices;
  4381. vA.x += ( targets[ face.a ].x - a.x ) * influence;
  4382. vA.y += ( targets[ face.a ].y - a.y ) * influence;
  4383. vA.z += ( targets[ face.a ].z - a.z ) * influence;
  4384. vB.x += ( targets[ face.b ].x - b.x ) * influence;
  4385. vB.y += ( targets[ face.b ].y - b.y ) * influence;
  4386. vB.z += ( targets[ face.b ].z - b.z ) * influence;
  4387. vC.x += ( targets[ face.c ].x - c.x ) * influence;
  4388. vC.y += ( targets[ face.c ].y - c.y ) * influence;
  4389. vC.z += ( targets[ face.c ].z - c.z ) * influence;
  4390. }
  4391. vA.add( a );
  4392. vB.add( b );
  4393. vC.add( c );
  4394. a = vA;
  4395. b = vB;
  4396. c = vC;
  4397. }
  4398. if ( material.side === THREE.BackSide ) {
  4399. var intersectionPoint = localRay.intersectTriangle( c, b, a, true );
  4400. } else {
  4401. var intersectionPoint = localRay.intersectTriangle( a, b, c, material.side !== THREE.DoubleSide );
  4402. }
  4403. if ( intersectionPoint === null ) continue;
  4404. intersectionPoint.applyMatrix4( object.matrixWorld );
  4405. var distance = raycaster.ray.origin.distanceTo( intersectionPoint );
  4406. if ( distance < precision || distance < raycaster.near || distance > raycaster.far ) continue;
  4407. intersects.push( {
  4408. distance: distance,
  4409. point: intersectionPoint,
  4410. face: face,
  4411. faceIndex: f,
  4412. object: object
  4413. } );
  4414. }
  4415. }
  4416. } else if ( object instanceof THREE.Line ) {
  4417. var precision = raycaster.linePrecision;
  4418. var precisionSq = precision * precision;
  4419. var geometry = object.geometry;
  4420. if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  4421. // Checking boundingSphere distance to ray
  4422. sphere.copy( geometry.boundingSphere );
  4423. sphere.applyMatrix4( object.matrixWorld );
  4424. if ( raycaster.ray.isIntersectionSphere( sphere ) === false ) {
  4425. return intersects;
  4426. }
  4427. inverseMatrix.getInverse( object.matrixWorld );
  4428. localRay.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
  4429. /* if ( geometry instanceof THREE.BufferGeometry ) {
  4430. } else */ if ( geometry instanceof THREE.Geometry ) {
  4431. var vertices = geometry.vertices;
  4432. var nbVertices = vertices.length;
  4433. var interSegment = new THREE.Vector3();
  4434. var interRay = new THREE.Vector3();
  4435. var step = object.type === THREE.LineStrip ? 1 : 2;
  4436. for ( var i = 0; i < nbVertices - 1; i = i + step ) {
  4437. var distSq = localRay.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
  4438. if ( distSq > precisionSq ) continue;
  4439. var distance = localRay.origin.distanceTo( interRay );
  4440. if ( distance < raycaster.near || distance > raycaster.far ) continue;
  4441. intersects.push( {
  4442. distance: distance,
  4443. // What do we want? intersection point on the ray or on the segment??
  4444. // point: raycaster.ray.at( distance ),
  4445. point: interSegment.clone().applyMatrix4( object.matrixWorld ),
  4446. face: null,
  4447. faceIndex: null,
  4448. object: object
  4449. } );
  4450. }
  4451. }
  4452. }
  4453. };
  4454. var intersectDescendants = function ( object, raycaster, intersects ) {
  4455. var descendants = object.getDescendants();
  4456. for ( var i = 0, l = descendants.length; i < l; i ++ ) {
  4457. intersectObject( descendants[ i ], raycaster, intersects );
  4458. }
  4459. };
  4460. //
  4461. THREE.Raycaster.prototype.precision = 0.0001;
  4462. THREE.Raycaster.prototype.linePrecision = 1;
  4463. THREE.Raycaster.prototype.set = function ( origin, direction ) {
  4464. this.ray.set( origin, direction );
  4465. // direction is assumed to be normalized (for accurate distance calculations)
  4466. };
  4467. THREE.Raycaster.prototype.intersectObject = function ( object, recursive ) {
  4468. var intersects = [];
  4469. if ( recursive === true ) {
  4470. intersectDescendants( object, this, intersects );
  4471. }
  4472. intersectObject( object, this, intersects );
  4473. intersects.sort( descSort );
  4474. return intersects;
  4475. };
  4476. THREE.Raycaster.prototype.intersectObjects = function ( objects, recursive ) {
  4477. var intersects = [];
  4478. for ( var i = 0, l = objects.length; i < l; i ++ ) {
  4479. intersectObject( objects[ i ], this, intersects );
  4480. if ( recursive === true ) {
  4481. intersectDescendants( objects[ i ], this, intersects );
  4482. }
  4483. }
  4484. intersects.sort( descSort );
  4485. return intersects;
  4486. };
  4487. }( THREE ) );
  4488. /**
  4489. * @author mrdoob / http://mrdoob.com/
  4490. * @author mikael emtinger / http://gomo.se/
  4491. * @author alteredq / http://alteredqualia.com/
  4492. * @author WestLangley / http://github.com/WestLangley
  4493. */
  4494. THREE.Object3D = function () {
  4495. this.id = THREE.Object3DIdCount ++;
  4496. this.uuid = THREE.Math.generateUUID();
  4497. this.name = '';
  4498. this.parent = undefined;
  4499. this.children = [];
  4500. this.up = THREE.Object3D.DefaultUp.clone();
  4501. this.position = new THREE.Vector3();
  4502. var scope = this;
  4503. Object.defineProperties( this, {
  4504. rotation: {
  4505. enumerable: true,
  4506. value: new THREE.Euler().onChange( function () {
  4507. scope.quaternion.setFromEuler( scope.rotation, false );
  4508. } )
  4509. },
  4510. quaternion: {
  4511. enumerable: true,
  4512. value: new THREE.Quaternion().onChange( function () {
  4513. scope.rotation.setFromQuaternion( scope.quaternion, undefined, false );
  4514. } )
  4515. },
  4516. scale: {
  4517. enumerable: true,
  4518. value: new THREE.Vector3( 1, 1, 1 )
  4519. }
  4520. } );
  4521. this.renderDepth = null;
  4522. this.rotationAutoUpdate = true;
  4523. this.matrix = new THREE.Matrix4();
  4524. this.matrixWorld = new THREE.Matrix4();
  4525. this.matrixAutoUpdate = true;
  4526. this.matrixWorldNeedsUpdate = false;
  4527. this.visible = true;
  4528. this.castShadow = false;
  4529. this.receiveShadow = false;
  4530. this.frustumCulled = true;
  4531. this.userData = {};
  4532. };
  4533. THREE.Object3D.DefaultUp = new THREE.Vector3( 0, 1, 0 );
  4534. THREE.Object3D.prototype = {
  4535. constructor: THREE.Object3D,
  4536. get eulerOrder () {
  4537. console.warn( 'DEPRECATED: Object3D\'s .eulerOrder has been moved to Object3D\'s .rotation.order.' );
  4538. return this.rotation.order;
  4539. },
  4540. set eulerOrder ( value ) {
  4541. console.warn( 'DEPRECATED: Object3D\'s .eulerOrder has been moved to Object3D\'s .rotation.order.' );
  4542. this.rotation.order = value;
  4543. },
  4544. get useQuaternion () {
  4545. console.warn( 'DEPRECATED: Object3D\'s .useQuaternion has been removed. The library now uses quaternions by default.' );
  4546. },
  4547. set useQuaternion ( value ) {
  4548. console.warn( 'DEPRECATED: Object3D\'s .useQuaternion has been removed. The library now uses quaternions by default.' );
  4549. },
  4550. applyMatrix: function ( matrix ) {
  4551. this.matrix.multiplyMatrices( matrix, this.matrix );
  4552. this.matrix.decompose( this.position, this.quaternion, this.scale );
  4553. },
  4554. setRotationFromAxisAngle: function ( axis, angle ) {
  4555. // assumes axis is normalized
  4556. this.quaternion.setFromAxisAngle( axis, angle );
  4557. },
  4558. setRotationFromEuler: function ( euler ) {
  4559. this.quaternion.setFromEuler( euler, true );
  4560. },
  4561. setRotationFromMatrix: function ( m ) {
  4562. // assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
  4563. this.quaternion.setFromRotationMatrix( m );
  4564. },
  4565. setRotationFromQuaternion: function ( q ) {
  4566. // assumes q is normalized
  4567. this.quaternion.copy( q );
  4568. },
  4569. rotateOnAxis: function() {
  4570. // rotate object on axis in object space
  4571. // axis is assumed to be normalized
  4572. var q1 = new THREE.Quaternion();
  4573. return function ( axis, angle ) {
  4574. q1.setFromAxisAngle( axis, angle );
  4575. this.quaternion.multiply( q1 );
  4576. return this;
  4577. }
  4578. }(),
  4579. rotateX: function () {
  4580. var v1 = new THREE.Vector3( 1, 0, 0 );
  4581. return function ( angle ) {
  4582. return this.rotateOnAxis( v1, angle );
  4583. };
  4584. }(),
  4585. rotateY: function () {
  4586. var v1 = new THREE.Vector3( 0, 1, 0 );
  4587. return function ( angle ) {
  4588. return this.rotateOnAxis( v1, angle );
  4589. };
  4590. }(),
  4591. rotateZ: function () {
  4592. var v1 = new THREE.Vector3( 0, 0, 1 );
  4593. return function ( angle ) {
  4594. return this.rotateOnAxis( v1, angle );
  4595. };
  4596. }(),
  4597. translateOnAxis: function () {
  4598. // translate object by distance along axis in object space
  4599. // axis is assumed to be normalized
  4600. var v1 = new THREE.Vector3();
  4601. return function ( axis, distance ) {
  4602. v1.copy( axis );
  4603. v1.applyQuaternion( this.quaternion );
  4604. this.position.add( v1.multiplyScalar( distance ) );
  4605. return this;
  4606. }
  4607. }(),
  4608. translate: function ( distance, axis ) {
  4609. console.warn( 'DEPRECATED: Object3D\'s .translate() has been removed. Use .translateOnAxis( axis, distance ) instead. Note args have been changed.' );
  4610. return this.translateOnAxis( axis, distance );
  4611. },
  4612. translateX: function () {
  4613. var v1 = new THREE.Vector3( 1, 0, 0 );
  4614. return function ( distance ) {
  4615. return this.translateOnAxis( v1, distance );
  4616. };
  4617. }(),
  4618. translateY: function () {
  4619. var v1 = new THREE.Vector3( 0, 1, 0 );
  4620. return function ( distance ) {
  4621. return this.translateOnAxis( v1, distance );
  4622. };
  4623. }(),
  4624. translateZ: function () {
  4625. var v1 = new THREE.Vector3( 0, 0, 1 );
  4626. return function ( distance ) {
  4627. return this.translateOnAxis( v1, distance );
  4628. };
  4629. }(),
  4630. localToWorld: function ( vector ) {
  4631. return vector.applyMatrix4( this.matrixWorld );
  4632. },
  4633. worldToLocal: function () {
  4634. var m1 = new THREE.Matrix4();
  4635. return function ( vector ) {
  4636. return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );
  4637. };
  4638. }(),
  4639. lookAt: function () {
  4640. // This routine does not support objects with rotated and/or translated parent(s)
  4641. var m1 = new THREE.Matrix4();
  4642. return function ( vector ) {
  4643. m1.lookAt( vector, this.position, this.up );
  4644. this.quaternion.setFromRotationMatrix( m1 );
  4645. };
  4646. }(),
  4647. add: function ( object ) {
  4648. if ( object === this ) {
  4649. console.warn( 'THREE.Object3D.add: An object can\'t be added as a child of itself.' );
  4650. return;
  4651. }
  4652. if ( object instanceof THREE.Object3D ) {
  4653. if ( object.parent !== undefined ) {
  4654. object.parent.remove( object );
  4655. }
  4656. object.parent = this;
  4657. object.dispatchEvent( { type: 'added' } );
  4658. this.children.push( object );
  4659. // add to scene
  4660. var scene = this;
  4661. while ( scene.parent !== undefined ) {
  4662. scene = scene.parent;
  4663. }
  4664. if ( scene !== undefined && scene instanceof THREE.Scene ) {
  4665. scene.__addObject( object );
  4666. }
  4667. }
  4668. },
  4669. remove: function ( object ) {
  4670. var index = this.children.indexOf( object );
  4671. if ( index !== - 1 ) {
  4672. object.parent = undefined;
  4673. object.dispatchEvent( { type: 'removed' } );
  4674. this.children.splice( index, 1 );
  4675. // remove from scene
  4676. var scene = this;
  4677. while ( scene.parent !== undefined ) {
  4678. scene = scene.parent;
  4679. }
  4680. if ( scene !== undefined && scene instanceof THREE.Scene ) {
  4681. scene.__removeObject( object );
  4682. }
  4683. }
  4684. },
  4685. raycast: function ( raycaster, intersects ) {
  4686. return intersects;
  4687. },
  4688. traverse: function ( callback ) {
  4689. callback( this );
  4690. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4691. this.children[ i ].traverse( callback );
  4692. }
  4693. },
  4694. getObjectById: function ( id, recursive ) {
  4695. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4696. var child = this.children[ i ];
  4697. if ( child.id === id ) {
  4698. return child;
  4699. }
  4700. if ( recursive === true ) {
  4701. child = child.getObjectById( id, recursive );
  4702. if ( child !== undefined ) {
  4703. return child;
  4704. }
  4705. }
  4706. }
  4707. return undefined;
  4708. },
  4709. getObjectByName: function ( name, recursive ) {
  4710. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4711. var child = this.children[ i ];
  4712. if ( child.name === name ) {
  4713. return child;
  4714. }
  4715. if ( recursive === true ) {
  4716. child = child.getObjectByName( name, recursive );
  4717. if ( child !== undefined ) {
  4718. return child;
  4719. }
  4720. }
  4721. }
  4722. return undefined;
  4723. },
  4724. getChildByName: function ( name, recursive ) {
  4725. console.warn( 'DEPRECATED: Object3D\'s .getChildByName() has been renamed to .getObjectByName().' );
  4726. return this.getObjectByName( name, recursive );
  4727. },
  4728. getDescendants: function ( array ) {
  4729. if ( array === undefined ) array = [];
  4730. Array.prototype.push.apply( array, this.children );
  4731. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4732. this.children[ i ].getDescendants( array );
  4733. }
  4734. return array;
  4735. },
  4736. updateMatrix: function () {
  4737. this.matrix.compose( this.position, this.quaternion, this.scale );
  4738. this.matrixWorldNeedsUpdate = true;
  4739. },
  4740. updateMatrixWorld: function ( force ) {
  4741. if ( this.matrixAutoUpdate === true ) this.updateMatrix();
  4742. if ( this.matrixWorldNeedsUpdate === true || force === true ) {
  4743. if ( this.parent === undefined ) {
  4744. this.matrixWorld.copy( this.matrix );
  4745. } else {
  4746. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  4747. }
  4748. this.matrixWorldNeedsUpdate = false;
  4749. force = true;
  4750. }
  4751. // update children
  4752. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  4753. this.children[ i ].updateMatrixWorld( force );
  4754. }
  4755. },
  4756. clone: function ( object, recursive ) {
  4757. if ( object === undefined ) object = new THREE.Object3D();
  4758. if ( recursive === undefined ) recursive = true;
  4759. object.name = this.name;
  4760. object.up.copy( this.up );
  4761. object.position.copy( this.position );
  4762. object.quaternion.copy( this.quaternion );
  4763. object.scale.copy( this.scale );
  4764. object.renderDepth = this.renderDepth;
  4765. object.rotationAutoUpdate = this.rotationAutoUpdate;
  4766. object.matrix.copy( this.matrix );
  4767. object.matrixWorld.copy( this.matrixWorld );
  4768. object.matrixAutoUpdate = this.matrixAutoUpdate;
  4769. object.matrixWorldNeedsUpdate = this.matrixWorldNeedsUpdate;
  4770. object.visible = this.visible;
  4771. object.castShadow = this.castShadow;
  4772. object.receiveShadow = this.receiveShadow;
  4773. object.frustumCulled = this.frustumCulled;
  4774. object.userData = JSON.parse( JSON.stringify( this.userData ) );
  4775. if ( recursive === true ) {
  4776. for ( var i = 0; i < this.children.length; i ++ ) {
  4777. var child = this.children[ i ];
  4778. object.add( child.clone() );
  4779. }
  4780. }
  4781. return object;
  4782. }
  4783. };
  4784. THREE.EventDispatcher.prototype.apply( THREE.Object3D.prototype );
  4785. THREE.Object3DIdCount = 0;
  4786. /**
  4787. * @author mrdoob / http://mrdoob.com/
  4788. * @author supereggbert / http://www.paulbrunt.co.uk/
  4789. * @author julianwa / https://github.com/julianwa
  4790. */
  4791. THREE.Projector = function () {
  4792. var _object, _objectCount, _objectPool = [], _objectPoolLength = 0,
  4793. _vertex, _vertexCount, _vertexPool = [], _vertexPoolLength = 0,
  4794. _face, _faceCount, _facePool = [], _facePoolLength = 0,
  4795. _line, _lineCount, _linePool = [], _linePoolLength = 0,
  4796. _sprite, _spriteCount, _spritePool = [], _spritePoolLength = 0,
  4797. _renderData = { objects: [], lights: [], elements: [] },
  4798. _vA = new THREE.Vector3(),
  4799. _vB = new THREE.Vector3(),
  4800. _vC = new THREE.Vector3(),
  4801. _vector3 = new THREE.Vector3(),
  4802. _vector4 = new THREE.Vector4(),
  4803. _clipBox = new THREE.Box3( new THREE.Vector3( -1, -1, -1 ), new THREE.Vector3( 1, 1, 1 ) ),
  4804. _boundingBox = new THREE.Box3(),
  4805. _points3 = new Array( 3 ),
  4806. _points4 = new Array( 4 ),
  4807. _viewMatrix = new THREE.Matrix4(),
  4808. _viewProjectionMatrix = new THREE.Matrix4(),
  4809. _modelMatrix,
  4810. _modelViewProjectionMatrix = new THREE.Matrix4(),
  4811. _normalMatrix = new THREE.Matrix3(),
  4812. _frustum = new THREE.Frustum(),
  4813. _clippedVertex1PositionScreen = new THREE.Vector4(),
  4814. _clippedVertex2PositionScreen = new THREE.Vector4();
  4815. this.projectVector = function ( vector, camera ) {
  4816. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  4817. _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  4818. return vector.applyProjection( _viewProjectionMatrix );
  4819. };
  4820. this.unprojectVector = function () {
  4821. var projectionMatrixInverse = new THREE.Matrix4();
  4822. return function ( vector, camera ) {
  4823. projectionMatrixInverse.getInverse( camera.projectionMatrix );
  4824. _viewProjectionMatrix.multiplyMatrices( camera.matrixWorld, projectionMatrixInverse );
  4825. return vector.applyProjection( _viewProjectionMatrix );
  4826. };
  4827. }();
  4828. this.pickingRay = function ( vector, camera ) {
  4829. // set two vectors with opposing z values
  4830. vector.z = -1.0;
  4831. var end = new THREE.Vector3( vector.x, vector.y, 1.0 );
  4832. this.unprojectVector( vector, camera );
  4833. this.unprojectVector( end, camera );
  4834. // find direction from vector to end
  4835. end.sub( vector ).normalize();
  4836. return new THREE.Raycaster( vector, end );
  4837. };
  4838. var projectObject = function ( object ) {
  4839. if ( object.visible === false ) return;
  4840. if ( object instanceof THREE.Light ) {
  4841. _renderData.lights.push( object );
  4842. } else if ( object instanceof THREE.Mesh || object instanceof THREE.Line || object instanceof THREE.Sprite ) {
  4843. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  4844. _object = getNextObjectInPool();
  4845. _object.id = object.id;
  4846. _object.object = object;
  4847. if ( object.renderDepth !== null ) {
  4848. _object.z = object.renderDepth;
  4849. } else {
  4850. _vector3.setFromMatrixPosition( object.matrixWorld );
  4851. _vector3.applyProjection( _viewProjectionMatrix );
  4852. _object.z = _vector3.z;
  4853. }
  4854. _renderData.objects.push( _object );
  4855. }
  4856. }
  4857. for ( var i = 0, l = object.children.length; i < l; i ++ ) {
  4858. projectObject( object.children[ i ] );
  4859. }
  4860. };
  4861. var projectGraph = function ( root, sortObjects ) {
  4862. _objectCount = 0;
  4863. _renderData.objects.length = 0;
  4864. _renderData.lights.length = 0;
  4865. projectObject( root );
  4866. if ( sortObjects === true ) {
  4867. _renderData.objects.sort( painterSort );
  4868. }
  4869. };
  4870. var RenderList = function () {
  4871. var normals = [];
  4872. var uvs = [];
  4873. var object = null;
  4874. var material = null;
  4875. var normalMatrix = new THREE.Matrix3();
  4876. var setObject = function ( value ) {
  4877. object = value;
  4878. material = object.material;
  4879. normalMatrix.getNormalMatrix( object.matrixWorld );
  4880. normals.length = 0;
  4881. uvs.length = 0;
  4882. };
  4883. var projectVertex = function ( vertex ) {
  4884. var position = vertex.position;
  4885. var positionWorld = vertex.positionWorld;
  4886. var positionScreen = vertex.positionScreen;
  4887. positionWorld.copy( position ).applyMatrix4( _modelMatrix );
  4888. positionScreen.copy( positionWorld ).applyMatrix4( _viewProjectionMatrix );
  4889. var invW = 1 / positionScreen.w;
  4890. positionScreen.x *= invW;
  4891. positionScreen.y *= invW;
  4892. positionScreen.z *= invW;
  4893. vertex.visible = positionScreen.x >= -1 && positionScreen.x <= 1 &&
  4894. positionScreen.y >= -1 && positionScreen.y <= 1 &&
  4895. positionScreen.z >= -1 && positionScreen.z <= 1;
  4896. };
  4897. var pushVertex = function ( x, y, z ) {
  4898. _vertex = getNextVertexInPool();
  4899. _vertex.position.set( x, y, z );
  4900. projectVertex( _vertex );
  4901. };
  4902. var pushNormal = function ( x, y, z ) {
  4903. normals.push( x, y, z );
  4904. };
  4905. var pushUv = function ( x, y ) {
  4906. uvs.push( x, y );
  4907. };
  4908. var checkTriangleVisibility = function ( v1, v2, v3 ) {
  4909. if ( v1.visible === true || v2.visible === true || v3.visible === true ) return true;
  4910. _points3[ 0 ] = v1.positionScreen;
  4911. _points3[ 1 ] = v2.positionScreen;
  4912. _points3[ 2 ] = v3.positionScreen;
  4913. return _clipBox.isIntersectionBox( _boundingBox.setFromPoints( _points3 ) );
  4914. };
  4915. var checkBackfaceCulling = function ( v1, v2, v3 ) {
  4916. return ( ( v3.positionScreen.x - v1.positionScreen.x ) *
  4917. ( v2.positionScreen.y - v1.positionScreen.y ) -
  4918. ( v3.positionScreen.y - v1.positionScreen.y ) *
  4919. ( v2.positionScreen.x - v1.positionScreen.x ) ) < 0;
  4920. };
  4921. var pushLine = function ( a, b ) {
  4922. var v1 = _vertexPool[ a ];
  4923. var v2 = _vertexPool[ b ];
  4924. _line = getNextLineInPool();
  4925. _line.id = object.id;
  4926. _line.v1.copy( v1 );
  4927. _line.v2.copy( v2 );
  4928. _line.z = ( v1.positionScreen.z + v2.positionScreen.z ) / 2;
  4929. _line.material = object.material;
  4930. _renderData.elements.push( _line );
  4931. };
  4932. var pushTriangle = function ( a, b, c ) {
  4933. var v1 = _vertexPool[ a ];
  4934. var v2 = _vertexPool[ b ];
  4935. var v3 = _vertexPool[ c ];
  4936. if ( checkTriangleVisibility( v1, v2, v3 ) === false ) return;
  4937. if ( material.side === THREE.DoubleSide || checkBackfaceCulling( v1, v2, v3 ) === true ) {
  4938. _face = getNextFaceInPool();
  4939. _face.id = object.id;
  4940. _face.v1.copy( v1 );
  4941. _face.v2.copy( v2 );
  4942. _face.v3.copy( v3 );
  4943. _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  4944. for ( var i = 0; i < 3; i ++ ) {
  4945. var offset = arguments[ i ] * 3;
  4946. var normal = _face.vertexNormalsModel[ i ];
  4947. normal.set( normals[ offset ], normals[ offset + 1 ], normals[ offset + 2 ] );
  4948. normal.applyMatrix3( normalMatrix ).normalize();
  4949. var offset2 = arguments[ i ] * 2;
  4950. var uv = _face.uvs[ i ];
  4951. uv.set( uvs[ offset2 ], uvs[ offset2 + 1 ] );
  4952. }
  4953. _face.vertexNormalsLength = 3;
  4954. _face.material = object.material;
  4955. _renderData.elements.push( _face );
  4956. }
  4957. };
  4958. return {
  4959. setObject: setObject,
  4960. projectVertex: projectVertex,
  4961. checkTriangleVisibility: checkTriangleVisibility,
  4962. checkBackfaceCulling: checkBackfaceCulling,
  4963. pushVertex: pushVertex,
  4964. pushNormal: pushNormal,
  4965. pushUv: pushUv,
  4966. pushLine: pushLine,
  4967. pushTriangle: pushTriangle
  4968. }
  4969. };
  4970. var renderList = new RenderList();
  4971. this.projectScene = function ( scene, camera, sortObjects, sortElements ) {
  4972. var object, geometry, vertices, faces, face, faceVertexNormals, faceVertexUvs,
  4973. isFaceMaterial, objectMaterials;
  4974. _faceCount = 0;
  4975. _lineCount = 0;
  4976. _spriteCount = 0;
  4977. _renderData.elements.length = 0;
  4978. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  4979. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  4980. _viewMatrix.copy( camera.matrixWorldInverse.getInverse( camera.matrixWorld ) );
  4981. _viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );
  4982. _frustum.setFromMatrix( _viewProjectionMatrix );
  4983. projectGraph( scene, sortObjects );
  4984. for ( var o = 0, ol = _renderData.objects.length; o < ol; o ++ ) {
  4985. object = _renderData.objects[ o ].object;
  4986. geometry = object.geometry;
  4987. renderList.setObject( object );
  4988. _modelMatrix = object.matrixWorld;
  4989. _vertexCount = 0;
  4990. if ( object instanceof THREE.Mesh ) {
  4991. if ( geometry instanceof THREE.BufferGeometry ) {
  4992. var attributes = geometry.attributes;
  4993. var offsets = geometry.offsets;
  4994. if ( attributes.position === undefined ) continue;
  4995. var positions = attributes.position.array;
  4996. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  4997. renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  4998. }
  4999. if ( attributes.normal !== undefined ) {
  5000. var normals = attributes.normal.array;
  5001. for ( var i = 0, l = normals.length; i < l; i += 3 ) {
  5002. renderList.pushNormal( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] );
  5003. }
  5004. }
  5005. if ( attributes.uv !== undefined ) {
  5006. var uvs = attributes.uv.array;
  5007. for ( var i = 0, l = uvs.length; i < l; i += 2 ) {
  5008. renderList.pushUv( uvs[ i ], uvs[ i + 1 ] );
  5009. }
  5010. }
  5011. if ( attributes.index !== undefined ) {
  5012. var indices = attributes.index.array;
  5013. if ( offsets.length > 0 ) {
  5014. for ( var o = 0; o < offsets.length; o ++ ) {
  5015. var offset = offsets[ o ];
  5016. var index = offset.index;
  5017. for ( var i = offset.start, l = offset.start + offset.count; i < l; i += 3 ) {
  5018. renderList.pushTriangle( indices[ i ] + index, indices[ i + 1 ] + index, indices[ i + 2 ] + index );
  5019. }
  5020. }
  5021. } else {
  5022. for ( var i = 0, l = indices.length; i < l; i += 3 ) {
  5023. renderList.pushTriangle( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
  5024. }
  5025. }
  5026. } else {
  5027. for ( var i = 0, l = positions.length / 3; i < l; i += 3 ) {
  5028. renderList.pushTriangle( i, i + 1, i + 2 );
  5029. }
  5030. }
  5031. } else if ( geometry instanceof THREE.Geometry ) {
  5032. vertices = geometry.vertices;
  5033. faces = geometry.faces;
  5034. faceVertexUvs = geometry.faceVertexUvs[ 0 ];
  5035. _normalMatrix.getNormalMatrix( _modelMatrix );
  5036. isFaceMaterial = object.material instanceof THREE.MeshFaceMaterial;
  5037. objectMaterials = isFaceMaterial === true ? object.material : null;
  5038. for ( var v = 0, vl = vertices.length; v < vl; v ++ ) {
  5039. var vertex = vertices[ v ];
  5040. renderList.pushVertex( vertex.x, vertex.y, vertex.z );
  5041. }
  5042. for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
  5043. face = faces[ f ];
  5044. var material = isFaceMaterial === true
  5045. ? objectMaterials.materials[ face.materialIndex ]
  5046. : object.material;
  5047. if ( material === undefined ) continue;
  5048. var side = material.side;
  5049. var v1 = _vertexPool[ face.a ];
  5050. var v2 = _vertexPool[ face.b ];
  5051. var v3 = _vertexPool[ face.c ];
  5052. if ( material.morphTargets === true ) {
  5053. var morphTargets = geometry.morphTargets;
  5054. var morphInfluences = object.morphTargetInfluences;
  5055. var v1p = v1.position;
  5056. var v2p = v2.position;
  5057. var v3p = v3.position;
  5058. _vA.set( 0, 0, 0 );
  5059. _vB.set( 0, 0, 0 );
  5060. _vC.set( 0, 0, 0 );
  5061. for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {
  5062. var influence = morphInfluences[ t ];
  5063. if ( influence === 0 ) continue;
  5064. var targets = morphTargets[ t ].vertices;
  5065. _vA.x += ( targets[ face.a ].x - v1p.x ) * influence;
  5066. _vA.y += ( targets[ face.a ].y - v1p.y ) * influence;
  5067. _vA.z += ( targets[ face.a ].z - v1p.z ) * influence;
  5068. _vB.x += ( targets[ face.b ].x - v2p.x ) * influence;
  5069. _vB.y += ( targets[ face.b ].y - v2p.y ) * influence;
  5070. _vB.z += ( targets[ face.b ].z - v2p.z ) * influence;
  5071. _vC.x += ( targets[ face.c ].x - v3p.x ) * influence;
  5072. _vC.y += ( targets[ face.c ].y - v3p.y ) * influence;
  5073. _vC.z += ( targets[ face.c ].z - v3p.z ) * influence;
  5074. }
  5075. v1.position.add( _vA );
  5076. v2.position.add( _vB );
  5077. v3.position.add( _vC );
  5078. renderList.projectVertex( v1 );
  5079. renderList.projectVertex( v2 );
  5080. renderList.projectVertex( v3 );
  5081. }
  5082. if ( renderList.checkTriangleVisibility( v1, v2, v3 ) === false ) continue;
  5083. var visible = renderList.checkBackfaceCulling( v1, v2, v3 );
  5084. if ( side !== THREE.DoubleSide ) {
  5085. if ( side === THREE.FrontSide && visible === false ) continue;
  5086. if ( side === THREE.BackSide && visible === true ) continue;
  5087. }
  5088. _face = getNextFaceInPool();
  5089. _face.id = object.id;
  5090. _face.v1.copy( v1 );
  5091. _face.v2.copy( v2 );
  5092. _face.v3.copy( v3 );
  5093. _face.normalModel.copy( face.normal );
  5094. if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
  5095. _face.normalModel.negate();
  5096. }
  5097. _face.normalModel.applyMatrix3( _normalMatrix ).normalize();
  5098. faceVertexNormals = face.vertexNormals;
  5099. for ( var n = 0, nl = Math.min( faceVertexNormals.length, 3 ); n < nl; n ++ ) {
  5100. var normalModel = _face.vertexNormalsModel[ n ];
  5101. normalModel.copy( faceVertexNormals[ n ] );
  5102. if ( visible === false && ( side === THREE.BackSide || side === THREE.DoubleSide ) ) {
  5103. normalModel.negate();
  5104. }
  5105. normalModel.applyMatrix3( _normalMatrix ).normalize();
  5106. }
  5107. _face.vertexNormalsLength = faceVertexNormals.length;
  5108. var vertexUvs = faceVertexUvs[ f ];
  5109. if ( vertexUvs !== undefined ) {
  5110. for ( var u = 0; u < 3; u ++ ) {
  5111. _face.uvs[ u ].copy( vertexUvs[ u ] );
  5112. }
  5113. }
  5114. _face.color = face.color;
  5115. _face.material = material;
  5116. _face.z = ( v1.positionScreen.z + v2.positionScreen.z + v3.positionScreen.z ) / 3;
  5117. _renderData.elements.push( _face );
  5118. }
  5119. }
  5120. } else if ( object instanceof THREE.Line ) {
  5121. if ( geometry instanceof THREE.BufferGeometry ) {
  5122. var attributes = geometry.attributes;
  5123. if ( attributes.position !== undefined ) {
  5124. var positions = attributes.position.array;
  5125. for ( var i = 0, l = positions.length; i < l; i += 3 ) {
  5126. renderList.pushVertex( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  5127. }
  5128. if ( attributes.index !== undefined ) {
  5129. var indices = attributes.index.array;
  5130. for ( var i = 0, l = indices.length; i < l; i += 2 ) {
  5131. renderList.pushLine( indices[ i ], indices[ i + 1 ] );
  5132. }
  5133. } else {
  5134. for ( var i = 0, l = ( positions.length / 3 ) - 1; i < l; i ++ ) {
  5135. renderList.pushLine( i, i + 1 );
  5136. }
  5137. }
  5138. }
  5139. } else if ( geometry instanceof THREE.Geometry ) {
  5140. _modelViewProjectionMatrix.multiplyMatrices( _viewProjectionMatrix, _modelMatrix );
  5141. vertices = object.geometry.vertices;
  5142. if ( vertices.length === 0 ) continue;
  5143. v1 = getNextVertexInPool();
  5144. v1.positionScreen.copy( vertices[ 0 ] ).applyMatrix4( _modelViewProjectionMatrix );
  5145. // Handle LineStrip and LinePieces
  5146. var step = object.type === THREE.LinePieces ? 2 : 1;
  5147. for ( var v = 1, vl = vertices.length; v < vl; v ++ ) {
  5148. v1 = getNextVertexInPool();
  5149. v1.positionScreen.copy( vertices[ v ] ).applyMatrix4( _modelViewProjectionMatrix );
  5150. if ( ( v + 1 ) % step > 0 ) continue;
  5151. v2 = _vertexPool[ _vertexCount - 2 ];
  5152. _clippedVertex1PositionScreen.copy( v1.positionScreen );
  5153. _clippedVertex2PositionScreen.copy( v2.positionScreen );
  5154. if ( clipLine( _clippedVertex1PositionScreen, _clippedVertex2PositionScreen ) === true ) {
  5155. // Perform the perspective divide
  5156. _clippedVertex1PositionScreen.multiplyScalar( 1 / _clippedVertex1PositionScreen.w );
  5157. _clippedVertex2PositionScreen.multiplyScalar( 1 / _clippedVertex2PositionScreen.w );
  5158. _line = getNextLineInPool();
  5159. _line.id = object.id;
  5160. _line.v1.positionScreen.copy( _clippedVertex1PositionScreen );
  5161. _line.v2.positionScreen.copy( _clippedVertex2PositionScreen );
  5162. _line.z = Math.max( _clippedVertex1PositionScreen.z, _clippedVertex2PositionScreen.z );
  5163. _line.material = object.material;
  5164. if ( object.material.vertexColors === THREE.VertexColors ) {
  5165. _line.vertexColors[ 0 ].copy( object.geometry.colors[ v ] );
  5166. _line.vertexColors[ 1 ].copy( object.geometry.colors[ v - 1 ] );
  5167. }
  5168. _renderData.elements.push( _line );
  5169. }
  5170. }
  5171. }
  5172. } else if ( object instanceof THREE.Sprite ) {
  5173. _vector4.set( _modelMatrix.elements[12], _modelMatrix.elements[13], _modelMatrix.elements[14], 1 );
  5174. _vector4.applyMatrix4( _viewProjectionMatrix );
  5175. var invW = 1 / _vector4.w;
  5176. _vector4.z *= invW;
  5177. if ( _vector4.z >= -1 && _vector4.z <= 1 ) {
  5178. _sprite = getNextSpriteInPool();
  5179. _sprite.id = object.id;
  5180. _sprite.x = _vector4.x * invW;
  5181. _sprite.y = _vector4.y * invW;
  5182. _sprite.z = _vector4.z;
  5183. _sprite.object = object;
  5184. _sprite.rotation = object.rotation;
  5185. _sprite.scale.x = object.scale.x * Math.abs( _sprite.x - ( _vector4.x + camera.projectionMatrix.elements[0] ) / ( _vector4.w + camera.projectionMatrix.elements[12] ) );
  5186. _sprite.scale.y = object.scale.y * Math.abs( _sprite.y - ( _vector4.y + camera.projectionMatrix.elements[5] ) / ( _vector4.w + camera.projectionMatrix.elements[13] ) );
  5187. _sprite.material = object.material;
  5188. _renderData.elements.push( _sprite );
  5189. }
  5190. }
  5191. }
  5192. if ( sortElements === true ) _renderData.elements.sort( painterSort );
  5193. return _renderData;
  5194. };
  5195. // Pools
  5196. function getNextObjectInPool() {
  5197. if ( _objectCount === _objectPoolLength ) {
  5198. var object = new THREE.RenderableObject();
  5199. _objectPool.push( object );
  5200. _objectPoolLength ++;
  5201. _objectCount ++;
  5202. return object;
  5203. }
  5204. return _objectPool[ _objectCount ++ ];
  5205. }
  5206. function getNextVertexInPool() {
  5207. if ( _vertexCount === _vertexPoolLength ) {
  5208. var vertex = new THREE.RenderableVertex();
  5209. _vertexPool.push( vertex );
  5210. _vertexPoolLength ++;
  5211. _vertexCount ++;
  5212. return vertex;
  5213. }
  5214. return _vertexPool[ _vertexCount ++ ];
  5215. }
  5216. function getNextFaceInPool() {
  5217. if ( _faceCount === _facePoolLength ) {
  5218. var face = new THREE.RenderableFace();
  5219. _facePool.push( face );
  5220. _facePoolLength ++;
  5221. _faceCount ++;
  5222. return face;
  5223. }
  5224. return _facePool[ _faceCount ++ ];
  5225. }
  5226. function getNextLineInPool() {
  5227. if ( _lineCount === _linePoolLength ) {
  5228. var line = new THREE.RenderableLine();
  5229. _linePool.push( line );
  5230. _linePoolLength ++;
  5231. _lineCount ++
  5232. return line;
  5233. }
  5234. return _linePool[ _lineCount ++ ];
  5235. }
  5236. function getNextSpriteInPool() {
  5237. if ( _spriteCount === _spritePoolLength ) {
  5238. var sprite = new THREE.RenderableSprite();
  5239. _spritePool.push( sprite );
  5240. _spritePoolLength ++;
  5241. _spriteCount ++
  5242. return sprite;
  5243. }
  5244. return _spritePool[ _spriteCount ++ ];
  5245. }
  5246. //
  5247. function painterSort( a, b ) {
  5248. if ( a.z !== b.z ) {
  5249. return b.z - a.z;
  5250. } else if ( a.id !== b.id ) {
  5251. return a.id - b.id;
  5252. } else {
  5253. return 0;
  5254. }
  5255. }
  5256. function clipLine( s1, s2 ) {
  5257. var alpha1 = 0, alpha2 = 1,
  5258. // Calculate the boundary coordinate of each vertex for the near and far clip planes,
  5259. // Z = -1 and Z = +1, respectively.
  5260. bc1near = s1.z + s1.w,
  5261. bc2near = s2.z + s2.w,
  5262. bc1far = - s1.z + s1.w,
  5263. bc2far = - s2.z + s2.w;
  5264. if ( bc1near >= 0 && bc2near >= 0 && bc1far >= 0 && bc2far >= 0 ) {
  5265. // Both vertices lie entirely within all clip planes.
  5266. return true;
  5267. } else if ( ( bc1near < 0 && bc2near < 0) || (bc1far < 0 && bc2far < 0 ) ) {
  5268. // Both vertices lie entirely outside one of the clip planes.
  5269. return false;
  5270. } else {
  5271. // The line segment spans at least one clip plane.
  5272. if ( bc1near < 0 ) {
  5273. // v1 lies outside the near plane, v2 inside
  5274. alpha1 = Math.max( alpha1, bc1near / ( bc1near - bc2near ) );
  5275. } else if ( bc2near < 0 ) {
  5276. // v2 lies outside the near plane, v1 inside
  5277. alpha2 = Math.min( alpha2, bc1near / ( bc1near - bc2near ) );
  5278. }
  5279. if ( bc1far < 0 ) {
  5280. // v1 lies outside the far plane, v2 inside
  5281. alpha1 = Math.max( alpha1, bc1far / ( bc1far - bc2far ) );
  5282. } else if ( bc2far < 0 ) {
  5283. // v2 lies outside the far plane, v2 inside
  5284. alpha2 = Math.min( alpha2, bc1far / ( bc1far - bc2far ) );
  5285. }
  5286. if ( alpha2 < alpha1 ) {
  5287. // The line segment spans two boundaries, but is outside both of them.
  5288. // (This can't happen when we're only clipping against just near/far but good
  5289. // to leave the check here for future usage if other clip planes are added.)
  5290. return false;
  5291. } else {
  5292. // Update the s1 and s2 vertices to match the clipped line segment.
  5293. s1.lerp( s2, alpha1 );
  5294. s2.lerp( s1, 1 - alpha2 );
  5295. return true;
  5296. }
  5297. }
  5298. }
  5299. };
  5300. /**
  5301. * @author mrdoob / http://mrdoob.com/
  5302. * @author alteredq / http://alteredqualia.com/
  5303. */
  5304. THREE.Face3 = function ( a, b, c, normal, color, materialIndex ) {
  5305. this.a = a;
  5306. this.b = b;
  5307. this.c = c;
  5308. this.normal = normal instanceof THREE.Vector3 ? normal : new THREE.Vector3();
  5309. this.vertexNormals = normal instanceof Array ? normal : [ ];
  5310. this.color = color instanceof THREE.Color ? color : new THREE.Color();
  5311. this.vertexColors = color instanceof Array ? color : [];
  5312. this.vertexTangents = [];
  5313. this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
  5314. };
  5315. THREE.Face3.prototype = {
  5316. constructor: THREE.Face3,
  5317. clone: function () {
  5318. var face = new THREE.Face3( this.a, this.b, this.c );
  5319. face.normal.copy( this.normal );
  5320. face.color.copy( this.color );
  5321. face.materialIndex = this.materialIndex;
  5322. var i, il;
  5323. for ( i = 0, il = this.vertexNormals.length; i < il; i ++ ) face.vertexNormals[ i ] = this.vertexNormals[ i ].clone();
  5324. for ( i = 0, il = this.vertexColors.length; i < il; i ++ ) face.vertexColors[ i ] = this.vertexColors[ i ].clone();
  5325. for ( i = 0, il = this.vertexTangents.length; i < il; i ++ ) face.vertexTangents[ i ] = this.vertexTangents[ i ].clone();
  5326. return face;
  5327. }
  5328. };
  5329. /**
  5330. * @author mrdoob / http://mrdoob.com/
  5331. */
  5332. THREE.Face4 = function ( a, b, c, d, normal, color, materialIndex ) {
  5333. console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.')
  5334. return new THREE.Face3( a, b, c, normal, color, materialIndex );
  5335. };
  5336. /**
  5337. * @author mrdoob / http://mrdoob.com/
  5338. */
  5339. THREE.BufferAttribute = function ( array, itemSize ) {
  5340. this.array = array;
  5341. this.itemSize = itemSize;
  5342. };
  5343. THREE.BufferAttribute.prototype = {
  5344. constructor: THREE.BufferAttribute,
  5345. get length () {
  5346. return this.array.length;
  5347. },
  5348. set: function ( value ) {
  5349. this.array.set( value );
  5350. return this;
  5351. },
  5352. setX: function ( index, x ) {
  5353. this.array[ index * this.itemSize ] = x;
  5354. return this;
  5355. },
  5356. setY: function ( index, y ) {
  5357. this.array[ index * this.itemSize + 1 ] = y;
  5358. return this;
  5359. },
  5360. setZ: function ( index, z ) {
  5361. this.array[ index * this.itemSize + 2 ] = z;
  5362. return this;
  5363. },
  5364. setXY: function ( index, x, y ) {
  5365. index *= this.itemSize;
  5366. this.array[ index ] = x;
  5367. this.array[ index + 1 ] = y;
  5368. return this;
  5369. },
  5370. setXYZ: function ( index, x, y, z ) {
  5371. index *= this.itemSize;
  5372. this.array[ index ] = x;
  5373. this.array[ index + 1 ] = y;
  5374. this.array[ index + 2 ] = z;
  5375. return this;
  5376. },
  5377. setXYZW: function ( index, x, y, z, w ) {
  5378. index *= this.itemSize;
  5379. this.array[ index ] = x;
  5380. this.array[ index + 1 ] = y;
  5381. this.array[ index + 2 ] = z;
  5382. this.array[ index + 3 ] = w;
  5383. return this;
  5384. }
  5385. };
  5386. //
  5387. THREE.Int8Attribute = function ( data, itemSize ) {
  5388. console.log( 'THREE.Int8Attribute has been DEPRECATED. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5389. return new THREE.BufferAttribute( data, itemSize );
  5390. };
  5391. THREE.Uint8Attribute = function ( data, itemSize ) {
  5392. console.log( 'THREE.Uint8Attribute has been DEPRECATED. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5393. return new THREE.BufferAttribute( data, itemSize );
  5394. };
  5395. THREE.Uint8ClampedAttribute = function ( data, itemSize ) {
  5396. console.log( 'THREE.Uint8ClampedAttribute has been DEPRECATED. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5397. return new THREE.BufferAttribute( data, itemSize );
  5398. };
  5399. THREE.Int16Attribute = function ( data, itemSize ) {
  5400. console.log( 'THREE.Int16Attribute has been DEPRECATED. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5401. return new THREE.BufferAttribute( data, itemSize );
  5402. };
  5403. THREE.Uint16Attribute = function ( data, itemSize ) {
  5404. console.log( 'THREE.Uint16Attribute has been DEPRECATED. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5405. return new THREE.BufferAttribute( data, itemSize );
  5406. };
  5407. THREE.Int32Attribute = function ( data, itemSize ) {
  5408. console.log( 'THREE.Int32Attribute has been DEPRECATED. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5409. return new THREE.BufferAttribute( data, itemSize );
  5410. };
  5411. THREE.Uint32Attribute = function ( data, itemSize ) {
  5412. console.log( 'THREE.Uint32Attribute has been DEPRECATED. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5413. return new THREE.BufferAttribute( data, itemSize );
  5414. };
  5415. THREE.Float32Attribute = function ( data, itemSize ) {
  5416. console.log( 'THREE.Float32Attribute has been DEPRECATED. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5417. return new THREE.BufferAttribute( data, itemSize );
  5418. };
  5419. THREE.Float64Attribute = function ( data, itemSize ) {
  5420. console.log( 'THREE.Float64Attribute has been DEPRECATED. Use THREE.BufferAttribute( array, itemSize ) instead.' );
  5421. return new THREE.BufferAttribute( data, itemSize );
  5422. };
  5423. /**
  5424. * @author alteredq / http://alteredqualia.com/
  5425. */
  5426. THREE.BufferGeometry = function () {
  5427. this.id = THREE.GeometryIdCount ++;
  5428. this.uuid = THREE.Math.generateUUID();
  5429. this.name = '';
  5430. this.attributes = {};
  5431. this.drawcalls = [];
  5432. this.offsets = this.drawcalls; // backwards compatibility
  5433. this.boundingBox = null;
  5434. this.boundingSphere = null;
  5435. };
  5436. THREE.BufferGeometry.prototype = {
  5437. constructor: THREE.BufferGeometry,
  5438. addAttribute: function ( name, attribute ) {
  5439. if ( attribute instanceof THREE.BufferAttribute === false ) {
  5440. console.warn( 'DEPRECATED: BufferGeometry\'s addAttribute() now expects ( name, attribute ).' );
  5441. this.attributes[ name ] = { array: arguments[ 1 ], itemSize: arguments[ 2 ] };
  5442. return;
  5443. }
  5444. this.attributes[ name ] = attribute;
  5445. },
  5446. getAttribute: function ( name ) {
  5447. return this.attributes[ name ];
  5448. },
  5449. addDrawCall: function ( start, count, indexOffset ) {
  5450. this.drawcalls.push( {
  5451. start: start,
  5452. count: count,
  5453. index: indexOffset !== undefined ? indexOffset : 0
  5454. } );
  5455. },
  5456. applyMatrix: function ( matrix ) {
  5457. var position = this.attributes.position;
  5458. if ( position !== undefined ) {
  5459. matrix.applyToVector3Array( position.array );
  5460. position.needsUpdate = true;
  5461. }
  5462. var normal = this.attributes.normal;
  5463. if ( normal !== undefined ) {
  5464. var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  5465. normalMatrix.applyToVector3Array( normal.array );
  5466. normal.needsUpdate = true;
  5467. }
  5468. },
  5469. computeBoundingBox: function () {
  5470. if ( this.boundingBox === null ) {
  5471. this.boundingBox = new THREE.Box3();
  5472. }
  5473. var positions = this.attributes[ "position" ].array;
  5474. if ( positions ) {
  5475. var bb = this.boundingBox;
  5476. if( positions.length >= 3 ) {
  5477. bb.min.x = bb.max.x = positions[ 0 ];
  5478. bb.min.y = bb.max.y = positions[ 1 ];
  5479. bb.min.z = bb.max.z = positions[ 2 ];
  5480. }
  5481. for ( var i = 3, il = positions.length; i < il; i += 3 ) {
  5482. var x = positions[ i ];
  5483. var y = positions[ i + 1 ];
  5484. var z = positions[ i + 2 ];
  5485. // bounding box
  5486. if ( x < bb.min.x ) {
  5487. bb.min.x = x;
  5488. } else if ( x > bb.max.x ) {
  5489. bb.max.x = x;
  5490. }
  5491. if ( y < bb.min.y ) {
  5492. bb.min.y = y;
  5493. } else if ( y > bb.max.y ) {
  5494. bb.max.y = y;
  5495. }
  5496. if ( z < bb.min.z ) {
  5497. bb.min.z = z;
  5498. } else if ( z > bb.max.z ) {
  5499. bb.max.z = z;
  5500. }
  5501. }
  5502. }
  5503. if ( positions === undefined || positions.length === 0 ) {
  5504. this.boundingBox.min.set( 0, 0, 0 );
  5505. this.boundingBox.max.set( 0, 0, 0 );
  5506. }
  5507. if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
  5508. console.error( 'THREE.BufferGeometry.computeBoundingBox()', 'Computed min/max have NaN values. The "position" attribute is likely to have NaN values.' );
  5509. }
  5510. },
  5511. computeBoundingSphere: function () {
  5512. var box = new THREE.Box3();
  5513. var vector = new THREE.Vector3();
  5514. return function () {
  5515. if ( this.boundingSphere === null ) {
  5516. this.boundingSphere = new THREE.Sphere();
  5517. }
  5518. var positions = this.attributes[ "position" ].array;
  5519. if ( positions ) {
  5520. box.makeEmpty();
  5521. var center = this.boundingSphere.center;
  5522. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  5523. vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  5524. box.addPoint( vector );
  5525. }
  5526. box.center( center );
  5527. // hoping to find a boundingSphere with a radius smaller than the
  5528. // boundingSphere of the boundingBox: sqrt(3) smaller in the best case
  5529. var maxRadiusSq = 0;
  5530. for ( var i = 0, il = positions.length; i < il; i += 3 ) {
  5531. vector.set( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] );
  5532. maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
  5533. }
  5534. this.boundingSphere.radius = Math.sqrt( maxRadiusSq );
  5535. if ( isNaN( this.boundingSphere.radius ) ) {
  5536. console.error( 'THREE.BufferGeometry.computeBoundingSphere()', 'Computed radius is NaN. The "position" attribute is likely to have NaN values.' );
  5537. }
  5538. }
  5539. }
  5540. }(),
  5541. computeFaceNormals: function () {
  5542. // backwards compatibility
  5543. },
  5544. computeVertexNormals: function () {
  5545. if ( this.attributes[ "position" ] ) {
  5546. var i, il;
  5547. var j, jl;
  5548. var nVertexElements = this.attributes[ "position" ].array.length;
  5549. if ( this.attributes[ "normal" ] === undefined ) {
  5550. this.attributes[ "normal" ] = {
  5551. itemSize: 3,
  5552. array: new Float32Array( nVertexElements )
  5553. };
  5554. } else {
  5555. // reset existing normals to zero
  5556. for ( i = 0, il = this.attributes[ "normal" ].array.length; i < il; i ++ ) {
  5557. this.attributes[ "normal" ].array[ i ] = 0;
  5558. }
  5559. }
  5560. var positions = this.attributes[ "position" ].array;
  5561. var normals = this.attributes[ "normal" ].array;
  5562. var vA, vB, vC, x, y, z,
  5563. pA = new THREE.Vector3(),
  5564. pB = new THREE.Vector3(),
  5565. pC = new THREE.Vector3(),
  5566. cb = new THREE.Vector3(),
  5567. ab = new THREE.Vector3();
  5568. // indexed elements
  5569. if ( this.attributes[ "index" ] ) {
  5570. var indices = this.attributes[ "index" ].array;
  5571. var offsets = (this.offsets.length > 0 ? this.offsets : [ { start: 0, count: indices.length, index: 0 } ]);
  5572. for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
  5573. var start = offsets[ j ].start;
  5574. var count = offsets[ j ].count;
  5575. var index = offsets[ j ].index;
  5576. for ( i = start, il = start + count; i < il; i += 3 ) {
  5577. vA = index + indices[ i ];
  5578. vB = index + indices[ i + 1 ];
  5579. vC = index + indices[ i + 2 ];
  5580. x = positions[ vA * 3 ];
  5581. y = positions[ vA * 3 + 1 ];
  5582. z = positions[ vA * 3 + 2 ];
  5583. pA.set( x, y, z );
  5584. x = positions[ vB * 3 ];
  5585. y = positions[ vB * 3 + 1 ];
  5586. z = positions[ vB * 3 + 2 ];
  5587. pB.set( x, y, z );
  5588. x = positions[ vC * 3 ];
  5589. y = positions[ vC * 3 + 1 ];
  5590. z = positions[ vC * 3 + 2 ];
  5591. pC.set( x, y, z );
  5592. cb.subVectors( pC, pB );
  5593. ab.subVectors( pA, pB );
  5594. cb.cross( ab );
  5595. normals[ vA * 3 ] += cb.x;
  5596. normals[ vA * 3 + 1 ] += cb.y;
  5597. normals[ vA * 3 + 2 ] += cb.z;
  5598. normals[ vB * 3 ] += cb.x;
  5599. normals[ vB * 3 + 1 ] += cb.y;
  5600. normals[ vB * 3 + 2 ] += cb.z;
  5601. normals[ vC * 3 ] += cb.x;
  5602. normals[ vC * 3 + 1 ] += cb.y;
  5603. normals[ vC * 3 + 2 ] += cb.z;
  5604. }
  5605. }
  5606. // non-indexed elements (unconnected triangle soup)
  5607. } else {
  5608. for ( i = 0, il = positions.length; i < il; i += 9 ) {
  5609. x = positions[ i ];
  5610. y = positions[ i + 1 ];
  5611. z = positions[ i + 2 ];
  5612. pA.set( x, y, z );
  5613. x = positions[ i + 3 ];
  5614. y = positions[ i + 4 ];
  5615. z = positions[ i + 5 ];
  5616. pB.set( x, y, z );
  5617. x = positions[ i + 6 ];
  5618. y = positions[ i + 7 ];
  5619. z = positions[ i + 8 ];
  5620. pC.set( x, y, z );
  5621. cb.subVectors( pC, pB );
  5622. ab.subVectors( pA, pB );
  5623. cb.cross( ab );
  5624. normals[ i ] = cb.x;
  5625. normals[ i + 1 ] = cb.y;
  5626. normals[ i + 2 ] = cb.z;
  5627. normals[ i + 3 ] = cb.x;
  5628. normals[ i + 4 ] = cb.y;
  5629. normals[ i + 5 ] = cb.z;
  5630. normals[ i + 6 ] = cb.x;
  5631. normals[ i + 7 ] = cb.y;
  5632. normals[ i + 8 ] = cb.z;
  5633. }
  5634. }
  5635. this.normalizeNormals();
  5636. this.normalsNeedUpdate = true;
  5637. }
  5638. },
  5639. computeTangents: function () {
  5640. // based on http://www.terathon.com/code/tangent.html
  5641. // (per vertex tangents)
  5642. if ( this.attributes[ "index" ] === undefined ||
  5643. this.attributes[ "position" ] === undefined ||
  5644. this.attributes[ "normal" ] === undefined ||
  5645. this.attributes[ "uv" ] === undefined ) {
  5646. console.warn( "Missing required attributes (index, position, normal or uv) in BufferGeometry.computeTangents()" );
  5647. return;
  5648. }
  5649. var indices = this.attributes[ "index" ].array;
  5650. var positions = this.attributes[ "position" ].array;
  5651. var normals = this.attributes[ "normal" ].array;
  5652. var uvs = this.attributes[ "uv" ].array;
  5653. var nVertices = positions.length / 3;
  5654. if ( this.attributes[ "tangent" ] === undefined ) {
  5655. var nTangentElements = 4 * nVertices;
  5656. this.attributes[ "tangent" ] = {
  5657. itemSize: 4,
  5658. array: new Float32Array( nTangentElements )
  5659. };
  5660. }
  5661. var tangents = this.attributes[ "tangent" ].array;
  5662. var tan1 = [], tan2 = [];
  5663. for ( var k = 0; k < nVertices; k ++ ) {
  5664. tan1[ k ] = new THREE.Vector3();
  5665. tan2[ k ] = new THREE.Vector3();
  5666. }
  5667. var xA, yA, zA,
  5668. xB, yB, zB,
  5669. xC, yC, zC,
  5670. uA, vA,
  5671. uB, vB,
  5672. uC, vC,
  5673. x1, x2, y1, y2, z1, z2,
  5674. s1, s2, t1, t2, r;
  5675. var sdir = new THREE.Vector3(), tdir = new THREE.Vector3();
  5676. function handleTriangle( a, b, c ) {
  5677. xA = positions[ a * 3 ];
  5678. yA = positions[ a * 3 + 1 ];
  5679. zA = positions[ a * 3 + 2 ];
  5680. xB = positions[ b * 3 ];
  5681. yB = positions[ b * 3 + 1 ];
  5682. zB = positions[ b * 3 + 2 ];
  5683. xC = positions[ c * 3 ];
  5684. yC = positions[ c * 3 + 1 ];
  5685. zC = positions[ c * 3 + 2 ];
  5686. uA = uvs[ a * 2 ];
  5687. vA = uvs[ a * 2 + 1 ];
  5688. uB = uvs[ b * 2 ];
  5689. vB = uvs[ b * 2 + 1 ];
  5690. uC = uvs[ c * 2 ];
  5691. vC = uvs[ c * 2 + 1 ];
  5692. x1 = xB - xA;
  5693. x2 = xC - xA;
  5694. y1 = yB - yA;
  5695. y2 = yC - yA;
  5696. z1 = zB - zA;
  5697. z2 = zC - zA;
  5698. s1 = uB - uA;
  5699. s2 = uC - uA;
  5700. t1 = vB - vA;
  5701. t2 = vC - vA;
  5702. r = 1.0 / ( s1 * t2 - s2 * t1 );
  5703. sdir.set(
  5704. ( t2 * x1 - t1 * x2 ) * r,
  5705. ( t2 * y1 - t1 * y2 ) * r,
  5706. ( t2 * z1 - t1 * z2 ) * r
  5707. );
  5708. tdir.set(
  5709. ( s1 * x2 - s2 * x1 ) * r,
  5710. ( s1 * y2 - s2 * y1 ) * r,
  5711. ( s1 * z2 - s2 * z1 ) * r
  5712. );
  5713. tan1[ a ].add( sdir );
  5714. tan1[ b ].add( sdir );
  5715. tan1[ c ].add( sdir );
  5716. tan2[ a ].add( tdir );
  5717. tan2[ b ].add( tdir );
  5718. tan2[ c ].add( tdir );
  5719. }
  5720. var i, il;
  5721. var j, jl;
  5722. var iA, iB, iC;
  5723. var offsets = this.offsets;
  5724. for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
  5725. var start = offsets[ j ].start;
  5726. var count = offsets[ j ].count;
  5727. var index = offsets[ j ].index;
  5728. for ( i = start, il = start + count; i < il; i += 3 ) {
  5729. iA = index + indices[ i ];
  5730. iB = index + indices[ i + 1 ];
  5731. iC = index + indices[ i + 2 ];
  5732. handleTriangle( iA, iB, iC );
  5733. }
  5734. }
  5735. var tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3();
  5736. var n = new THREE.Vector3(), n2 = new THREE.Vector3();
  5737. var w, t, test;
  5738. function handleVertex( v ) {
  5739. n.x = normals[ v * 3 ];
  5740. n.y = normals[ v * 3 + 1 ];
  5741. n.z = normals[ v * 3 + 2 ];
  5742. n2.copy( n );
  5743. t = tan1[ v ];
  5744. // Gram-Schmidt orthogonalize
  5745. tmp.copy( t );
  5746. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  5747. // Calculate handedness
  5748. tmp2.crossVectors( n2, t );
  5749. test = tmp2.dot( tan2[ v ] );
  5750. w = ( test < 0.0 ) ? -1.0 : 1.0;
  5751. tangents[ v * 4 ] = tmp.x;
  5752. tangents[ v * 4 + 1 ] = tmp.y;
  5753. tangents[ v * 4 + 2 ] = tmp.z;
  5754. tangents[ v * 4 + 3 ] = w;
  5755. }
  5756. for ( j = 0, jl = offsets.length; j < jl; ++ j ) {
  5757. var start = offsets[ j ].start;
  5758. var count = offsets[ j ].count;
  5759. var index = offsets[ j ].index;
  5760. for ( i = start, il = start + count; i < il; i += 3 ) {
  5761. iA = index + indices[ i ];
  5762. iB = index + indices[ i + 1 ];
  5763. iC = index + indices[ i + 2 ];
  5764. handleVertex( iA );
  5765. handleVertex( iB );
  5766. handleVertex( iC );
  5767. }
  5768. }
  5769. },
  5770. /*
  5771. computeOffsets
  5772. Compute the draw offset for large models by chunking the index buffer into chunks of 65k addressable vertices.
  5773. This method will effectively rewrite the index buffer and remap all attributes to match the new indices.
  5774. WARNING: This method will also expand the vertex count to prevent sprawled triangles across draw offsets.
  5775. indexBufferSize - Defaults to 65535, but allows for larger or smaller chunks.
  5776. */
  5777. computeOffsets: function(indexBufferSize) {
  5778. var size = indexBufferSize;
  5779. if(indexBufferSize === undefined)
  5780. size = 65535; //WebGL limits type of index buffer values to 16-bit.
  5781. var s = Date.now();
  5782. var indices = this.attributes['index'].array;
  5783. var vertices = this.attributes['position'].array;
  5784. var verticesCount = (vertices.length/3);
  5785. var facesCount = (indices.length/3);
  5786. /*
  5787. console.log("Computing buffers in offsets of "+size+" -> indices:"+indices.length+" vertices:"+vertices.length);
  5788. console.log("Faces to process: "+(indices.length/3));
  5789. console.log("Reordering "+verticesCount+" vertices.");
  5790. */
  5791. var sortedIndices = new Uint16Array( indices.length ); //16-bit buffers
  5792. var indexPtr = 0;
  5793. var vertexPtr = 0;
  5794. var offsets = [ { start:0, count:0, index:0 } ];
  5795. var offset = offsets[0];
  5796. var duplicatedVertices = 0;
  5797. var newVerticeMaps = 0;
  5798. var faceVertices = new Int32Array(6);
  5799. var vertexMap = new Int32Array( vertices.length );
  5800. var revVertexMap = new Int32Array( vertices.length );
  5801. for(var j = 0; j < vertices.length; j++) { vertexMap[j] = -1; revVertexMap[j] = -1; }
  5802. /*
  5803. Traverse every face and reorder vertices in the proper offsets of 65k.
  5804. We can have more than 65k entries in the index buffer per offset, but only reference 65k values.
  5805. */
  5806. for(var findex = 0; findex < facesCount; findex++) {
  5807. newVerticeMaps = 0;
  5808. for(var vo = 0; vo < 3; vo++) {
  5809. var vid = indices[ findex*3 + vo ];
  5810. if(vertexMap[vid] == -1) {
  5811. //Unmapped vertice
  5812. faceVertices[vo*2] = vid;
  5813. faceVertices[vo*2+1] = -1;
  5814. newVerticeMaps++;
  5815. } else if(vertexMap[vid] < offset.index) {
  5816. //Reused vertices from previous block (duplicate)
  5817. faceVertices[vo*2] = vid;
  5818. faceVertices[vo*2+1] = -1;
  5819. duplicatedVertices++;
  5820. } else {
  5821. //Reused vertice in the current block
  5822. faceVertices[vo*2] = vid;
  5823. faceVertices[vo*2+1] = vertexMap[vid];
  5824. }
  5825. }
  5826. var faceMax = vertexPtr + newVerticeMaps;
  5827. if(faceMax > (offset.index + size)) {
  5828. var new_offset = { start:indexPtr, count:0, index:vertexPtr };
  5829. offsets.push(new_offset);
  5830. offset = new_offset;
  5831. //Re-evaluate reused vertices in light of new offset.
  5832. for(var v = 0; v < 6; v+=2) {
  5833. var new_vid = faceVertices[v+1];
  5834. if(new_vid > -1 && new_vid < offset.index)
  5835. faceVertices[v+1] = -1;
  5836. }
  5837. }
  5838. //Reindex the face.
  5839. for(var v = 0; v < 6; v+=2) {
  5840. var vid = faceVertices[v];
  5841. var new_vid = faceVertices[v+1];
  5842. if(new_vid === -1)
  5843. new_vid = vertexPtr++;
  5844. vertexMap[vid] = new_vid;
  5845. revVertexMap[new_vid] = vid;
  5846. sortedIndices[indexPtr++] = new_vid - offset.index; //XXX overflows at 16bit
  5847. offset.count++;
  5848. }
  5849. }
  5850. /* Move all attribute values to map to the new computed indices , also expand the vertice stack to match our new vertexPtr. */
  5851. this.reorderBuffers(sortedIndices, revVertexMap, vertexPtr);
  5852. this.offsets = offsets;
  5853. /*
  5854. var orderTime = Date.now();
  5855. console.log("Reorder time: "+(orderTime-s)+"ms");
  5856. console.log("Duplicated "+duplicatedVertices+" vertices.");
  5857. console.log("Compute Buffers time: "+(Date.now()-s)+"ms");
  5858. console.log("Draw offsets: "+offsets.length);
  5859. */
  5860. return offsets;
  5861. },
  5862. merge: function () {
  5863. console.log( 'BufferGeometry.merge(): TODO' );
  5864. },
  5865. normalizeNormals: function () {
  5866. var normals = this.attributes[ "normal" ].array;
  5867. var x, y, z, n;
  5868. for ( var i = 0, il = normals.length; i < il; i += 3 ) {
  5869. x = normals[ i ];
  5870. y = normals[ i + 1 ];
  5871. z = normals[ i + 2 ];
  5872. n = 1.0 / Math.sqrt( x * x + y * y + z * z );
  5873. normals[ i ] *= n;
  5874. normals[ i + 1 ] *= n;
  5875. normals[ i + 2 ] *= n;
  5876. }
  5877. },
  5878. /*
  5879. reoderBuffers:
  5880. Reorder attributes based on a new indexBuffer and indexMap.
  5881. indexBuffer - Uint16Array of the new ordered indices.
  5882. indexMap - Int32Array where the position is the new vertex ID and the value the old vertex ID for each vertex.
  5883. vertexCount - Amount of total vertices considered in this reordering (in case you want to grow the vertice stack).
  5884. */
  5885. reorderBuffers: function(indexBuffer, indexMap, vertexCount) {
  5886. /* Create a copy of all attributes for reordering. */
  5887. var sortedAttributes = {};
  5888. var types = [ Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, Float64Array ];
  5889. for( var attr in this.attributes ) {
  5890. if(attr == 'index')
  5891. continue;
  5892. var sourceArray = this.attributes[attr].array;
  5893. for ( var i = 0, il = types.length; i < il; i++ ) {
  5894. var type = types[i];
  5895. if (sourceArray instanceof type) {
  5896. sortedAttributes[attr] = new type( this.attributes[attr].itemSize * vertexCount );
  5897. break;
  5898. }
  5899. }
  5900. }
  5901. /* Move attribute positions based on the new index map */
  5902. for(var new_vid = 0; new_vid < vertexCount; new_vid++) {
  5903. var vid = indexMap[new_vid];
  5904. for ( var attr in this.attributes ) {
  5905. if(attr == 'index')
  5906. continue;
  5907. var attrArray = this.attributes[attr].array;
  5908. var attrSize = this.attributes[attr].itemSize;
  5909. var sortedAttr = sortedAttributes[attr];
  5910. for(var k = 0; k < attrSize; k++)
  5911. sortedAttr[ new_vid * attrSize + k ] = attrArray[ vid * attrSize + k ];
  5912. }
  5913. }
  5914. /* Carry the new sorted buffers locally */
  5915. this.attributes['index'].array = indexBuffer;
  5916. for ( var attr in this.attributes ) {
  5917. if(attr == 'index')
  5918. continue;
  5919. this.attributes[attr].array = sortedAttributes[attr];
  5920. this.attributes[attr].numItems = this.attributes[attr].itemSize * vertexCount;
  5921. }
  5922. },
  5923. clone: function () {
  5924. var geometry = new THREE.BufferGeometry();
  5925. var types = [ Int8Array, Uint8Array, Uint8ClampedArray, Int16Array, Uint16Array, Int32Array, Uint32Array, Float32Array, Float64Array ];
  5926. for ( var attr in this.attributes ) {
  5927. var sourceAttr = this.attributes[ attr ];
  5928. var sourceArray = sourceAttr.array;
  5929. var attribute = {
  5930. itemSize: sourceAttr.itemSize,
  5931. array: null
  5932. };
  5933. for ( var i = 0, il = types.length; i < il; i ++ ) {
  5934. var type = types[ i ];
  5935. if ( sourceArray instanceof type ) {
  5936. attribute.array = new type( sourceArray );
  5937. break;
  5938. }
  5939. }
  5940. geometry.attributes[ attr ] = attribute;
  5941. }
  5942. for ( var i = 0, il = this.offsets.length; i < il; i ++ ) {
  5943. var offset = this.offsets[ i ];
  5944. geometry.offsets.push( {
  5945. start: offset.start,
  5946. index: offset.index,
  5947. count: offset.count
  5948. } );
  5949. }
  5950. return geometry;
  5951. },
  5952. dispose: function () {
  5953. this.dispatchEvent( { type: 'dispose' } );
  5954. }
  5955. };
  5956. THREE.EventDispatcher.prototype.apply( THREE.BufferGeometry.prototype );
  5957. /**
  5958. * @author mrdoob / http://mrdoob.com/
  5959. * @author kile / http://kile.stravaganza.org/
  5960. * @author alteredq / http://alteredqualia.com/
  5961. * @author mikael emtinger / http://gomo.se/
  5962. * @author zz85 / http://www.lab4games.net/zz85/blog
  5963. * @author bhouston / http://exocortex.com
  5964. */
  5965. THREE.Geometry = function () {
  5966. this.id = THREE.GeometryIdCount ++;
  5967. this.uuid = THREE.Math.generateUUID();
  5968. this.name = '';
  5969. this.vertices = [];
  5970. this.colors = []; // one-to-one vertex colors, used in Points and Line
  5971. this.faces = [];
  5972. this.faceVertexUvs = [[]];
  5973. this.morphTargets = [];
  5974. this.morphColors = [];
  5975. this.morphNormals = [];
  5976. this.skinWeights = [];
  5977. this.skinIndices = [];
  5978. this.lineDistances = [];
  5979. this.boundingBox = null;
  5980. this.boundingSphere = null;
  5981. this.hasTangents = false;
  5982. this.dynamic = true; // the intermediate typed arrays will be deleted when set to false
  5983. // update flags
  5984. this.verticesNeedUpdate = false;
  5985. this.elementsNeedUpdate = false;
  5986. this.uvsNeedUpdate = false;
  5987. this.normalsNeedUpdate = false;
  5988. this.tangentsNeedUpdate = false;
  5989. this.colorsNeedUpdate = false;
  5990. this.lineDistancesNeedUpdate = false;
  5991. this.buffersNeedUpdate = false;
  5992. };
  5993. THREE.Geometry.prototype = {
  5994. constructor: THREE.Geometry,
  5995. applyMatrix: function ( matrix ) {
  5996. var normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  5997. for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
  5998. var vertex = this.vertices[ i ];
  5999. vertex.applyMatrix4( matrix );
  6000. }
  6001. for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
  6002. var face = this.faces[ i ];
  6003. face.normal.applyMatrix3( normalMatrix ).normalize();
  6004. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  6005. face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
  6006. }
  6007. }
  6008. if ( this.boundingBox instanceof THREE.Box3 ) {
  6009. this.computeBoundingBox();
  6010. }
  6011. if ( this.boundingSphere instanceof THREE.Sphere ) {
  6012. this.computeBoundingSphere();
  6013. }
  6014. },
  6015. computeFaceNormals: function () {
  6016. var cb = new THREE.Vector3(), ab = new THREE.Vector3();
  6017. for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6018. var face = this.faces[ f ];
  6019. var vA = this.vertices[ face.a ];
  6020. var vB = this.vertices[ face.b ];
  6021. var vC = this.vertices[ face.c ];
  6022. cb.subVectors( vC, vB );
  6023. ab.subVectors( vA, vB );
  6024. cb.cross( ab );
  6025. cb.normalize();
  6026. face.normal.copy( cb );
  6027. }
  6028. },
  6029. computeVertexNormals: function ( areaWeighted ) {
  6030. var v, vl, f, fl, face, vertices;
  6031. vertices = new Array( this.vertices.length );
  6032. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6033. vertices[ v ] = new THREE.Vector3();
  6034. }
  6035. if ( areaWeighted ) {
  6036. // vertex normals weighted by triangle areas
  6037. // http://www.iquilezles.org/www/articles/normals/normals.htm
  6038. var vA, vB, vC, vD;
  6039. var cb = new THREE.Vector3(), ab = new THREE.Vector3(),
  6040. db = new THREE.Vector3(), dc = new THREE.Vector3(), bc = new THREE.Vector3();
  6041. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6042. face = this.faces[ f ];
  6043. vA = this.vertices[ face.a ];
  6044. vB = this.vertices[ face.b ];
  6045. vC = this.vertices[ face.c ];
  6046. cb.subVectors( vC, vB );
  6047. ab.subVectors( vA, vB );
  6048. cb.cross( ab );
  6049. vertices[ face.a ].add( cb );
  6050. vertices[ face.b ].add( cb );
  6051. vertices[ face.c ].add( cb );
  6052. }
  6053. } else {
  6054. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6055. face = this.faces[ f ];
  6056. vertices[ face.a ].add( face.normal );
  6057. vertices[ face.b ].add( face.normal );
  6058. vertices[ face.c ].add( face.normal );
  6059. }
  6060. }
  6061. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6062. vertices[ v ].normalize();
  6063. }
  6064. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6065. face = this.faces[ f ];
  6066. face.vertexNormals[ 0 ] = vertices[ face.a ].clone();
  6067. face.vertexNormals[ 1 ] = vertices[ face.b ].clone();
  6068. face.vertexNormals[ 2 ] = vertices[ face.c ].clone();
  6069. }
  6070. },
  6071. computeMorphNormals: function () {
  6072. var i, il, f, fl, face;
  6073. // save original normals
  6074. // - create temp variables on first access
  6075. // otherwise just copy (for faster repeated calls)
  6076. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6077. face = this.faces[ f ];
  6078. if ( ! face.__originalFaceNormal ) {
  6079. face.__originalFaceNormal = face.normal.clone();
  6080. } else {
  6081. face.__originalFaceNormal.copy( face.normal );
  6082. }
  6083. if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
  6084. for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
  6085. if ( ! face.__originalVertexNormals[ i ] ) {
  6086. face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
  6087. } else {
  6088. face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
  6089. }
  6090. }
  6091. }
  6092. // use temp geometry to compute face and vertex normals for each morph
  6093. var tmpGeo = new THREE.Geometry();
  6094. tmpGeo.faces = this.faces;
  6095. for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
  6096. // create on first access
  6097. if ( ! this.morphNormals[ i ] ) {
  6098. this.morphNormals[ i ] = {};
  6099. this.morphNormals[ i ].faceNormals = [];
  6100. this.morphNormals[ i ].vertexNormals = [];
  6101. var dstNormalsFace = this.morphNormals[ i ].faceNormals;
  6102. var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
  6103. var faceNormal, vertexNormals;
  6104. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6105. faceNormal = new THREE.Vector3();
  6106. vertexNormals = { a: new THREE.Vector3(), b: new THREE.Vector3(), c: new THREE.Vector3() };
  6107. dstNormalsFace.push( faceNormal );
  6108. dstNormalsVertex.push( vertexNormals );
  6109. }
  6110. }
  6111. var morphNormals = this.morphNormals[ i ];
  6112. // set vertices to morph target
  6113. tmpGeo.vertices = this.morphTargets[ i ].vertices;
  6114. // compute morph normals
  6115. tmpGeo.computeFaceNormals();
  6116. tmpGeo.computeVertexNormals();
  6117. // store morph normals
  6118. var faceNormal, vertexNormals;
  6119. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6120. face = this.faces[ f ];
  6121. faceNormal = morphNormals.faceNormals[ f ];
  6122. vertexNormals = morphNormals.vertexNormals[ f ];
  6123. faceNormal.copy( face.normal );
  6124. vertexNormals.a.copy( face.vertexNormals[ 0 ] );
  6125. vertexNormals.b.copy( face.vertexNormals[ 1 ] );
  6126. vertexNormals.c.copy( face.vertexNormals[ 2 ] );
  6127. }
  6128. }
  6129. // restore original normals
  6130. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6131. face = this.faces[ f ];
  6132. face.normal = face.__originalFaceNormal;
  6133. face.vertexNormals = face.__originalVertexNormals;
  6134. }
  6135. },
  6136. computeTangents: function () {
  6137. // based on http://www.terathon.com/code/tangent.html
  6138. // tangents go to vertices
  6139. var f, fl, v, vl, i, il, vertexIndex,
  6140. face, uv, vA, vB, vC, uvA, uvB, uvC,
  6141. x1, x2, y1, y2, z1, z2,
  6142. s1, s2, t1, t2, r, t, test,
  6143. tan1 = [], tan2 = [],
  6144. sdir = new THREE.Vector3(), tdir = new THREE.Vector3(),
  6145. tmp = new THREE.Vector3(), tmp2 = new THREE.Vector3(),
  6146. n = new THREE.Vector3(), w;
  6147. for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
  6148. tan1[ v ] = new THREE.Vector3();
  6149. tan2[ v ] = new THREE.Vector3();
  6150. }
  6151. function handleTriangle( context, a, b, c, ua, ub, uc ) {
  6152. vA = context.vertices[ a ];
  6153. vB = context.vertices[ b ];
  6154. vC = context.vertices[ c ];
  6155. uvA = uv[ ua ];
  6156. uvB = uv[ ub ];
  6157. uvC = uv[ uc ];
  6158. x1 = vB.x - vA.x;
  6159. x2 = vC.x - vA.x;
  6160. y1 = vB.y - vA.y;
  6161. y2 = vC.y - vA.y;
  6162. z1 = vB.z - vA.z;
  6163. z2 = vC.z - vA.z;
  6164. s1 = uvB.x - uvA.x;
  6165. s2 = uvC.x - uvA.x;
  6166. t1 = uvB.y - uvA.y;
  6167. t2 = uvC.y - uvA.y;
  6168. r = 1.0 / ( s1 * t2 - s2 * t1 );
  6169. sdir.set( ( t2 * x1 - t1 * x2 ) * r,
  6170. ( t2 * y1 - t1 * y2 ) * r,
  6171. ( t2 * z1 - t1 * z2 ) * r );
  6172. tdir.set( ( s1 * x2 - s2 * x1 ) * r,
  6173. ( s1 * y2 - s2 * y1 ) * r,
  6174. ( s1 * z2 - s2 * z1 ) * r );
  6175. tan1[ a ].add( sdir );
  6176. tan1[ b ].add( sdir );
  6177. tan1[ c ].add( sdir );
  6178. tan2[ a ].add( tdir );
  6179. tan2[ b ].add( tdir );
  6180. tan2[ c ].add( tdir );
  6181. }
  6182. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6183. face = this.faces[ f ];
  6184. uv = this.faceVertexUvs[ 0 ][ f ]; // use UV layer 0 for tangents
  6185. handleTriangle( this, face.a, face.b, face.c, 0, 1, 2 );
  6186. }
  6187. var faceIndex = [ 'a', 'b', 'c', 'd' ];
  6188. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6189. face = this.faces[ f ];
  6190. for ( i = 0; i < Math.min( face.vertexNormals.length, 3 ); i++ ) {
  6191. n.copy( face.vertexNormals[ i ] );
  6192. vertexIndex = face[ faceIndex[ i ] ];
  6193. t = tan1[ vertexIndex ];
  6194. // Gram-Schmidt orthogonalize
  6195. tmp.copy( t );
  6196. tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();
  6197. // Calculate handedness
  6198. tmp2.crossVectors( face.vertexNormals[ i ], t );
  6199. test = tmp2.dot( tan2[ vertexIndex ] );
  6200. w = (test < 0.0) ? -1.0 : 1.0;
  6201. face.vertexTangents[ i ] = new THREE.Vector4( tmp.x, tmp.y, tmp.z, w );
  6202. }
  6203. }
  6204. this.hasTangents = true;
  6205. },
  6206. computeLineDistances: function ( ) {
  6207. var d = 0;
  6208. var vertices = this.vertices;
  6209. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  6210. if ( i > 0 ) {
  6211. d += vertices[ i ].distanceTo( vertices[ i - 1 ] );
  6212. }
  6213. this.lineDistances[ i ] = d;
  6214. }
  6215. },
  6216. computeBoundingBox: function () {
  6217. if ( this.boundingBox === null ) {
  6218. this.boundingBox = new THREE.Box3();
  6219. }
  6220. this.boundingBox.setFromPoints( this.vertices );
  6221. },
  6222. computeBoundingSphere: function () {
  6223. if ( this.boundingSphere === null ) {
  6224. this.boundingSphere = new THREE.Sphere();
  6225. }
  6226. this.boundingSphere.setFromPoints( this.vertices );
  6227. },
  6228. merge: function ( geometry, matrix, materialIndexOffset ) {
  6229. if ( geometry instanceof THREE.Geometry === false ) {
  6230. console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
  6231. return;
  6232. }
  6233. var normalMatrix,
  6234. vertexOffset = this.vertices.length,
  6235. uvPosition = this.faceVertexUvs[ 0 ].length,
  6236. vertices1 = this.vertices,
  6237. vertices2 = geometry.vertices,
  6238. faces1 = this.faces,
  6239. faces2 = geometry.faces,
  6240. uvs1 = this.faceVertexUvs[ 0 ],
  6241. uvs2 = geometry.faceVertexUvs[ 0 ];
  6242. if ( materialIndexOffset === undefined ) materialIndexOffset = 0;
  6243. if ( matrix !== undefined ) {
  6244. normalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
  6245. }
  6246. // vertices
  6247. for ( var i = 0, il = vertices2.length; i < il; i ++ ) {
  6248. var vertex = vertices2[ i ];
  6249. var vertexCopy = vertex.clone();
  6250. if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );
  6251. vertices1.push( vertexCopy );
  6252. }
  6253. // faces
  6254. for ( i = 0, il = faces2.length; i < il; i ++ ) {
  6255. var face = faces2[ i ], faceCopy, normal, color,
  6256. faceVertexNormals = face.vertexNormals,
  6257. faceVertexColors = face.vertexColors;
  6258. faceCopy = new THREE.Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
  6259. faceCopy.normal.copy( face.normal );
  6260. if ( normalMatrix !== undefined ) {
  6261. faceCopy.normal.applyMatrix3( normalMatrix ).normalize();
  6262. }
  6263. for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {
  6264. normal = faceVertexNormals[ j ].clone();
  6265. if ( normalMatrix !== undefined ) {
  6266. normal.applyMatrix3( normalMatrix ).normalize();
  6267. }
  6268. faceCopy.vertexNormals.push( normal );
  6269. }
  6270. faceCopy.color.copy( face.color );
  6271. for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {
  6272. color = faceVertexColors[ j ];
  6273. faceCopy.vertexColors.push( color.clone() );
  6274. }
  6275. faceCopy.materialIndex = face.materialIndex + materialIndexOffset;
  6276. faces1.push( faceCopy );
  6277. }
  6278. // uvs
  6279. for ( i = 0, il = uvs2.length; i < il; i ++ ) {
  6280. var uv = uvs2[ i ], uvCopy = [];
  6281. if ( uv === undefined ) {
  6282. continue;
  6283. }
  6284. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  6285. uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
  6286. }
  6287. uvs1.push( uvCopy );
  6288. }
  6289. },
  6290. /*
  6291. * Checks for duplicate vertices with hashmap.
  6292. * Duplicated vertices are removed
  6293. * and faces' vertices are updated.
  6294. */
  6295. mergeVertices: function () {
  6296. var verticesMap = {}; // Hashmap for looking up vertice by position coordinates (and making sure they are unique)
  6297. var unique = [], changes = [];
  6298. var v, key;
  6299. var precisionPoints = 4; // number of decimal points, eg. 4 for epsilon of 0.0001
  6300. var precision = Math.pow( 10, precisionPoints );
  6301. var i,il, face;
  6302. var indices, k, j, jl, u;
  6303. for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
  6304. v = this.vertices[ i ];
  6305. key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
  6306. if ( verticesMap[ key ] === undefined ) {
  6307. verticesMap[ key ] = i;
  6308. unique.push( this.vertices[ i ] );
  6309. changes[ i ] = unique.length - 1;
  6310. } else {
  6311. //console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
  6312. changes[ i ] = changes[ verticesMap[ key ] ];
  6313. }
  6314. };
  6315. // if faces are completely degenerate after merging vertices, we
  6316. // have to remove them from the geometry.
  6317. var faceIndicesToRemove = [];
  6318. for( i = 0, il = this.faces.length; i < il; i ++ ) {
  6319. face = this.faces[ i ];
  6320. face.a = changes[ face.a ];
  6321. face.b = changes[ face.b ];
  6322. face.c = changes[ face.c ];
  6323. indices = [ face.a, face.b, face.c ];
  6324. var dupIndex = -1;
  6325. // if any duplicate vertices are found in a Face3
  6326. // we have to remove the face as nothing can be saved
  6327. for ( var n = 0; n < 3; n ++ ) {
  6328. if ( indices[ n ] == indices[ ( n + 1 ) % 3 ] ) {
  6329. dupIndex = n;
  6330. faceIndicesToRemove.push( i );
  6331. break;
  6332. }
  6333. }
  6334. }
  6335. for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
  6336. var idx = faceIndicesToRemove[ i ];
  6337. this.faces.splice( idx, 1 );
  6338. for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
  6339. this.faceVertexUvs[ j ].splice( idx, 1 );
  6340. }
  6341. }
  6342. // Use unique set of vertices
  6343. var diff = this.vertices.length - unique.length;
  6344. this.vertices = unique;
  6345. return diff;
  6346. },
  6347. // Geometry splitting
  6348. makeGroups: ( function () {
  6349. var geometryGroupCounter = 0;
  6350. return function ( usesFaceMaterial, maxVerticesInGroup ) {
  6351. var f, fl, face, materialIndex,
  6352. groupHash, hash_map = {};
  6353. var numMorphTargets = this.morphTargets.length;
  6354. var numMorphNormals = this.morphNormals.length;
  6355. this.geometryGroups = {};
  6356. for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
  6357. face = this.faces[ f ];
  6358. materialIndex = usesFaceMaterial ? face.materialIndex : 0;
  6359. if ( ! ( materialIndex in hash_map ) ) {
  6360. hash_map[ materialIndex ] = { 'hash': materialIndex, 'counter': 0 };
  6361. }
  6362. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  6363. if ( ! ( groupHash in this.geometryGroups ) ) {
  6364. this.geometryGroups[ groupHash ] = { 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  6365. }
  6366. if ( this.geometryGroups[ groupHash ].vertices + 3 > maxVerticesInGroup ) {
  6367. hash_map[ materialIndex ].counter += 1;
  6368. groupHash = hash_map[ materialIndex ].hash + '_' + hash_map[ materialIndex ].counter;
  6369. if ( ! ( groupHash in this.geometryGroups ) ) {
  6370. this.geometryGroups[ groupHash ] = { 'faces3': [], 'materialIndex': materialIndex, 'vertices': 0, 'numMorphTargets': numMorphTargets, 'numMorphNormals': numMorphNormals };
  6371. }
  6372. }
  6373. this.geometryGroups[ groupHash ].faces3.push( f );
  6374. this.geometryGroups[ groupHash ].vertices += 3;
  6375. }
  6376. this.geometryGroupsList = [];
  6377. for ( var g in this.geometryGroups ) {
  6378. this.geometryGroups[ g ].id = geometryGroupCounter ++;
  6379. this.geometryGroupsList.push( this.geometryGroups[ g ] );
  6380. }
  6381. };
  6382. } )(),
  6383. clone: function () {
  6384. var geometry = new THREE.Geometry();
  6385. var vertices = this.vertices;
  6386. for ( var i = 0, il = vertices.length; i < il; i ++ ) {
  6387. geometry.vertices.push( vertices[ i ].clone() );
  6388. }
  6389. var faces = this.faces;
  6390. for ( var i = 0, il = faces.length; i < il; i ++ ) {
  6391. geometry.faces.push( faces[ i ].clone() );
  6392. }
  6393. var uvs = this.faceVertexUvs[ 0 ];
  6394. for ( var i = 0, il = uvs.length; i < il; i ++ ) {
  6395. var uv = uvs[ i ], uvCopy = [];
  6396. for ( var j = 0, jl = uv.length; j < jl; j ++ ) {
  6397. uvCopy.push( new THREE.Vector2( uv[ j ].x, uv[ j ].y ) );
  6398. }
  6399. geometry.faceVertexUvs[ 0 ].push( uvCopy );
  6400. }
  6401. return geometry;
  6402. },
  6403. dispose: function () {
  6404. this.dispatchEvent( { type: 'dispose' } );
  6405. }
  6406. };
  6407. THREE.EventDispatcher.prototype.apply( THREE.Geometry.prototype );
  6408. THREE.GeometryIdCount = 0;
  6409. /**
  6410. * @author mrdoob / http://mrdoob.com/
  6411. * @author mikael emtinger / http://gomo.se/
  6412. * @author WestLangley / http://github.com/WestLangley
  6413. */
  6414. THREE.Camera = function () {
  6415. THREE.Object3D.call( this );
  6416. this.matrixWorldInverse = new THREE.Matrix4();
  6417. this.projectionMatrix = new THREE.Matrix4();
  6418. };
  6419. THREE.Camera.prototype = Object.create( THREE.Object3D.prototype );
  6420. THREE.Camera.prototype.lookAt = function () {
  6421. // This routine does not support cameras with rotated and/or translated parent(s)
  6422. var m1 = new THREE.Matrix4();
  6423. return function ( vector ) {
  6424. m1.lookAt( this.position, vector, this.up );
  6425. this.quaternion.setFromRotationMatrix( m1 );
  6426. };
  6427. }();
  6428. THREE.Camera.prototype.clone = function (camera) {
  6429. if ( camera === undefined ) camera = new THREE.Camera();
  6430. THREE.Object3D.prototype.clone.call( this, camera );
  6431. camera.matrixWorldInverse.copy( this.matrixWorldInverse );
  6432. camera.projectionMatrix.copy( this.projectionMatrix );
  6433. return camera;
  6434. };
  6435. /**
  6436. * @author alteredq / http://alteredqualia.com/
  6437. */
  6438. THREE.OrthographicCamera = function ( left, right, top, bottom, near, far ) {
  6439. THREE.Camera.call( this );
  6440. this.left = left;
  6441. this.right = right;
  6442. this.top = top;
  6443. this.bottom = bottom;
  6444. this.near = ( near !== undefined ) ? near : 0.1;
  6445. this.far = ( far !== undefined ) ? far : 2000;
  6446. this.updateProjectionMatrix();
  6447. };
  6448. THREE.OrthographicCamera.prototype = Object.create( THREE.Camera.prototype );
  6449. THREE.OrthographicCamera.prototype.updateProjectionMatrix = function () {
  6450. this.projectionMatrix.makeOrthographic( this.left, this.right, this.top, this.bottom, this.near, this.far );
  6451. };
  6452. THREE.OrthographicCamera.prototype.clone = function () {
  6453. var camera = new THREE.OrthographicCamera();
  6454. THREE.Camera.prototype.clone.call( this, camera );
  6455. camera.left = this.left;
  6456. camera.right = this.right;
  6457. camera.top = this.top;
  6458. camera.bottom = this.bottom;
  6459. camera.near = this.near;
  6460. camera.far = this.far;
  6461. return camera;
  6462. };
  6463. /**
  6464. * @author mrdoob / http://mrdoob.com/
  6465. * @author greggman / http://games.greggman.com/
  6466. * @author zz85 / http://www.lab4games.net/zz85/blog
  6467. */
  6468. THREE.PerspectiveCamera = function ( fov, aspect, near, far ) {
  6469. THREE.Camera.call( this );
  6470. this.fov = fov !== undefined ? fov : 50;
  6471. this.aspect = aspect !== undefined ? aspect : 1;
  6472. this.near = near !== undefined ? near : 0.1;
  6473. this.far = far !== undefined ? far : 2000;
  6474. this.updateProjectionMatrix();
  6475. };
  6476. THREE.PerspectiveCamera.prototype = Object.create( THREE.Camera.prototype );
  6477. /**
  6478. * Uses Focal Length (in mm) to estimate and set FOV
  6479. * 35mm (fullframe) camera is used if frame size is not specified;
  6480. * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
  6481. */
  6482. THREE.PerspectiveCamera.prototype.setLens = function ( focalLength, frameHeight ) {
  6483. if ( frameHeight === undefined ) frameHeight = 24;
  6484. this.fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
  6485. this.updateProjectionMatrix();
  6486. }
  6487. /**
  6488. * Sets an offset in a larger frustum. This is useful for multi-window or
  6489. * multi-monitor/multi-machine setups.
  6490. *
  6491. * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
  6492. * the monitors are in grid like this
  6493. *
  6494. * +---+---+---+
  6495. * | A | B | C |
  6496. * +---+---+---+
  6497. * | D | E | F |
  6498. * +---+---+---+
  6499. *
  6500. * then for each monitor you would call it like this
  6501. *
  6502. * var w = 1920;
  6503. * var h = 1080;
  6504. * var fullWidth = w * 3;
  6505. * var fullHeight = h * 2;
  6506. *
  6507. * --A--
  6508. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
  6509. * --B--
  6510. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
  6511. * --C--
  6512. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
  6513. * --D--
  6514. * camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
  6515. * --E--
  6516. * camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
  6517. * --F--
  6518. * camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
  6519. *
  6520. * Note there is no reason monitors have to be the same size or in a grid.
  6521. */
  6522. THREE.PerspectiveCamera.prototype.setViewOffset = function ( fullWidth, fullHeight, x, y, width, height ) {
  6523. this.fullWidth = fullWidth;
  6524. this.fullHeight = fullHeight;
  6525. this.x = x;
  6526. this.y = y;
  6527. this.width = width;
  6528. this.height = height;
  6529. this.updateProjectionMatrix();
  6530. };
  6531. THREE.PerspectiveCamera.prototype.updateProjectionMatrix = function () {
  6532. if ( this.fullWidth ) {
  6533. var aspect = this.fullWidth / this.fullHeight;
  6534. var top = Math.tan( THREE.Math.degToRad( this.fov * 0.5 ) ) * this.near;
  6535. var bottom = -top;
  6536. var left = aspect * bottom;
  6537. var right = aspect * top;
  6538. var width = Math.abs( right - left );
  6539. var height = Math.abs( top - bottom );
  6540. this.projectionMatrix.makeFrustum(
  6541. left + this.x * width / this.fullWidth,
  6542. left + ( this.x + this.width ) * width / this.fullWidth,
  6543. top - ( this.y + this.height ) * height / this.fullHeight,
  6544. top - this.y * height / this.fullHeight,
  6545. this.near,
  6546. this.far
  6547. );
  6548. } else {
  6549. this.projectionMatrix.makePerspective( this.fov, this.aspect, this.near, this.far );
  6550. }
  6551. };
  6552. THREE.PerspectiveCamera.prototype.clone = function () {
  6553. var camera = new THREE.PerspectiveCamera();
  6554. THREE.Camera.prototype.clone.call( this, camera );
  6555. camera.fov = this.fov;
  6556. camera.aspect = this.aspect;
  6557. camera.near = this.near;
  6558. camera.far = this.far;
  6559. return camera;
  6560. };
  6561. /**
  6562. * @author mrdoob / http://mrdoob.com/
  6563. * @author alteredq / http://alteredqualia.com/
  6564. */
  6565. THREE.Light = function ( color ) {
  6566. THREE.Object3D.call( this );
  6567. this.color = new THREE.Color( color );
  6568. };
  6569. THREE.Light.prototype = Object.create( THREE.Object3D.prototype );
  6570. THREE.Light.prototype.clone = function ( light ) {
  6571. if ( light === undefined ) light = new THREE.Light();
  6572. THREE.Object3D.prototype.clone.call( this, light );
  6573. light.color.copy( this.color );
  6574. return light;
  6575. };
  6576. /**
  6577. * @author mrdoob / http://mrdoob.com/
  6578. */
  6579. THREE.AmbientLight = function ( color ) {
  6580. THREE.Light.call( this, color );
  6581. };
  6582. THREE.AmbientLight.prototype = Object.create( THREE.Light.prototype );
  6583. THREE.AmbientLight.prototype.clone = function () {
  6584. var light = new THREE.AmbientLight();
  6585. THREE.Light.prototype.clone.call( this, light );
  6586. return light;
  6587. };
  6588. /**
  6589. * @author MPanknin / http://www.redplant.de/
  6590. * @author alteredq / http://alteredqualia.com/
  6591. */
  6592. THREE.AreaLight = function ( color, intensity ) {
  6593. THREE.Light.call( this, color );
  6594. this.normal = new THREE.Vector3( 0, -1, 0 );
  6595. this.right = new THREE.Vector3( 1, 0, 0 );
  6596. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6597. this.width = 1.0;
  6598. this.height = 1.0;
  6599. this.constantAttenuation = 1.5;
  6600. this.linearAttenuation = 0.5;
  6601. this.quadraticAttenuation = 0.1;
  6602. };
  6603. THREE.AreaLight.prototype = Object.create( THREE.Light.prototype );
  6604. /**
  6605. * @author mrdoob / http://mrdoob.com/
  6606. * @author alteredq / http://alteredqualia.com/
  6607. */
  6608. THREE.DirectionalLight = function ( color, intensity ) {
  6609. THREE.Light.call( this, color );
  6610. this.position.set( 0, 1, 0 );
  6611. this.target = new THREE.Object3D();
  6612. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6613. this.castShadow = false;
  6614. this.onlyShadow = false;
  6615. //
  6616. this.shadowCameraNear = 50;
  6617. this.shadowCameraFar = 5000;
  6618. this.shadowCameraLeft = -500;
  6619. this.shadowCameraRight = 500;
  6620. this.shadowCameraTop = 500;
  6621. this.shadowCameraBottom = -500;
  6622. this.shadowCameraVisible = false;
  6623. this.shadowBias = 0;
  6624. this.shadowDarkness = 0.5;
  6625. this.shadowMapWidth = 512;
  6626. this.shadowMapHeight = 512;
  6627. //
  6628. this.shadowCascade = false;
  6629. this.shadowCascadeOffset = new THREE.Vector3( 0, 0, -1000 );
  6630. this.shadowCascadeCount = 2;
  6631. this.shadowCascadeBias = [ 0, 0, 0 ];
  6632. this.shadowCascadeWidth = [ 512, 512, 512 ];
  6633. this.shadowCascadeHeight = [ 512, 512, 512 ];
  6634. this.shadowCascadeNearZ = [ -1.000, 0.990, 0.998 ];
  6635. this.shadowCascadeFarZ = [ 0.990, 0.998, 1.000 ];
  6636. this.shadowCascadeArray = [];
  6637. //
  6638. this.shadowMap = null;
  6639. this.shadowMapSize = null;
  6640. this.shadowCamera = null;
  6641. this.shadowMatrix = null;
  6642. };
  6643. THREE.DirectionalLight.prototype = Object.create( THREE.Light.prototype );
  6644. THREE.DirectionalLight.prototype.clone = function () {
  6645. var light = new THREE.DirectionalLight();
  6646. THREE.Light.prototype.clone.call( this, light );
  6647. light.target = this.target.clone();
  6648. light.intensity = this.intensity;
  6649. light.castShadow = this.castShadow;
  6650. light.onlyShadow = this.onlyShadow;
  6651. //
  6652. light.shadowCameraNear = this.shadowCameraNear;
  6653. light.shadowCameraFar = this.shadowCameraFar;
  6654. light.shadowCameraLeft = this.shadowCameraLeft;
  6655. light.shadowCameraRight = this.shadowCameraRight;
  6656. light.shadowCameraTop = this.shadowCameraTop;
  6657. light.shadowCameraBottom = this.shadowCameraBottom;
  6658. light.shadowCameraVisible = this.shadowCameraVisible;
  6659. light.shadowBias = this.shadowBias;
  6660. light.shadowDarkness = this.shadowDarkness;
  6661. light.shadowMapWidth = this.shadowMapWidth;
  6662. light.shadowMapHeight = this.shadowMapHeight;
  6663. //
  6664. light.shadowCascade = this.shadowCascade;
  6665. light.shadowCascadeOffset.copy( this.shadowCascadeOffset );
  6666. light.shadowCascadeCount = this.shadowCascadeCount;
  6667. light.shadowCascadeBias = this.shadowCascadeBias.slice( 0 );
  6668. light.shadowCascadeWidth = this.shadowCascadeWidth.slice( 0 );
  6669. light.shadowCascadeHeight = this.shadowCascadeHeight.slice( 0 );
  6670. light.shadowCascadeNearZ = this.shadowCascadeNearZ.slice( 0 );
  6671. light.shadowCascadeFarZ = this.shadowCascadeFarZ.slice( 0 );
  6672. return light;
  6673. };
  6674. /**
  6675. * @author alteredq / http://alteredqualia.com/
  6676. */
  6677. THREE.HemisphereLight = function ( skyColor, groundColor, intensity ) {
  6678. THREE.Light.call( this, skyColor );
  6679. this.position.set( 0, 100, 0 );
  6680. this.groundColor = new THREE.Color( groundColor );
  6681. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6682. };
  6683. THREE.HemisphereLight.prototype = Object.create( THREE.Light.prototype );
  6684. THREE.HemisphereLight.prototype.clone = function () {
  6685. var light = new THREE.HemisphereLight();
  6686. THREE.Light.prototype.clone.call( this, light );
  6687. light.groundColor.copy( this.groundColor );
  6688. light.intensity = this.intensity;
  6689. return light;
  6690. };
  6691. /**
  6692. * @author mrdoob / http://mrdoob.com/
  6693. */
  6694. THREE.PointLight = function ( color, intensity, distance ) {
  6695. THREE.Light.call( this, color );
  6696. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6697. this.distance = ( distance !== undefined ) ? distance : 0;
  6698. };
  6699. THREE.PointLight.prototype = Object.create( THREE.Light.prototype );
  6700. THREE.PointLight.prototype.clone = function () {
  6701. var light = new THREE.PointLight();
  6702. THREE.Light.prototype.clone.call( this, light );
  6703. light.intensity = this.intensity;
  6704. light.distance = this.distance;
  6705. return light;
  6706. };
  6707. /**
  6708. * @author alteredq / http://alteredqualia.com/
  6709. */
  6710. THREE.SpotLight = function ( color, intensity, distance, angle, exponent ) {
  6711. THREE.Light.call( this, color );
  6712. this.position.set( 0, 1, 0 );
  6713. this.target = new THREE.Object3D();
  6714. this.intensity = ( intensity !== undefined ) ? intensity : 1;
  6715. this.distance = ( distance !== undefined ) ? distance : 0;
  6716. this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
  6717. this.exponent = ( exponent !== undefined ) ? exponent : 10;
  6718. this.castShadow = false;
  6719. this.onlyShadow = false;
  6720. //
  6721. this.shadowCameraNear = 50;
  6722. this.shadowCameraFar = 5000;
  6723. this.shadowCameraFov = 50;
  6724. this.shadowCameraVisible = false;
  6725. this.shadowBias = 0;
  6726. this.shadowDarkness = 0.5;
  6727. this.shadowMapWidth = 512;
  6728. this.shadowMapHeight = 512;
  6729. //
  6730. this.shadowMap = null;
  6731. this.shadowMapSize = null;
  6732. this.shadowCamera = null;
  6733. this.shadowMatrix = null;
  6734. };
  6735. THREE.SpotLight.prototype = Object.create( THREE.Light.prototype );
  6736. THREE.SpotLight.prototype.clone = function () {
  6737. var light = new THREE.SpotLight();
  6738. THREE.Light.prototype.clone.call( this, light );
  6739. light.target = this.target.clone();
  6740. light.intensity = this.intensity;
  6741. light.distance = this.distance;
  6742. light.angle = this.angle;
  6743. light.exponent = this.exponent;
  6744. light.castShadow = this.castShadow;
  6745. light.onlyShadow = this.onlyShadow;
  6746. //
  6747. light.shadowCameraNear = this.shadowCameraNear;
  6748. light.shadowCameraFar = this.shadowCameraFar;
  6749. light.shadowCameraFov = this.shadowCameraFov;
  6750. light.shadowCameraVisible = this.shadowCameraVisible;
  6751. light.shadowBias = this.shadowBias;
  6752. light.shadowDarkness = this.shadowDarkness;
  6753. light.shadowMapWidth = this.shadowMapWidth;
  6754. light.shadowMapHeight = this.shadowMapHeight;
  6755. return light;
  6756. };
  6757. /**
  6758. * @author mrdoob / http://mrdoob.com/
  6759. */
  6760. THREE.Cache = function () {
  6761. this.files = {};
  6762. };
  6763. THREE.Cache.prototype = {
  6764. constructor: THREE.Cache,
  6765. add: function ( key, file ) {
  6766. // console.log( 'THREE.Cache', 'Adding key:', key );
  6767. this.files[ key ] = file;
  6768. },
  6769. get: function ( key ) {
  6770. // console.log( 'THREE.Cache', 'Checking key:', key );
  6771. return this.files[ key ];
  6772. },
  6773. remove: function ( key ) {
  6774. delete this.files[ key ];
  6775. },
  6776. clear: function () {
  6777. this.files = {}
  6778. }
  6779. };
  6780. /**
  6781. * @author alteredq / http://alteredqualia.com/
  6782. */
  6783. THREE.Loader = function ( showStatus ) {
  6784. this.showStatus = showStatus;
  6785. this.statusDomElement = showStatus ? THREE.Loader.prototype.addStatusElement() : null;
  6786. this.imageLoader = new THREE.ImageLoader();
  6787. this.onLoadStart = function () {};
  6788. this.onLoadProgress = function () {};
  6789. this.onLoadComplete = function () {};
  6790. };
  6791. THREE.Loader.prototype = {
  6792. constructor: THREE.Loader,
  6793. crossOrigin: undefined,
  6794. addStatusElement: function () {
  6795. var e = document.createElement( "div" );
  6796. e.style.position = "absolute";
  6797. e.style.right = "0px";
  6798. e.style.top = "0px";
  6799. e.style.fontSize = "0.8em";
  6800. e.style.textAlign = "left";
  6801. e.style.background = "rgba(0,0,0,0.25)";
  6802. e.style.color = "#fff";
  6803. e.style.width = "120px";
  6804. e.style.padding = "0.5em 0.5em 0.5em 0.5em";
  6805. e.style.zIndex = 1000;
  6806. e.innerHTML = "Loading ...";
  6807. return e;
  6808. },
  6809. updateProgress: function ( progress ) {
  6810. var message = "Loaded ";
  6811. if ( progress.total ) {
  6812. message += ( 100 * progress.loaded / progress.total ).toFixed(0) + "%";
  6813. } else {
  6814. message += ( progress.loaded / 1024 ).toFixed(2) + " KB";
  6815. }
  6816. this.statusDomElement.innerHTML = message;
  6817. },
  6818. extractUrlBase: function ( url ) {
  6819. var parts = url.split( '/' );
  6820. if ( parts.length === 1 ) return './';
  6821. parts.pop();
  6822. return parts.join( '/' ) + '/';
  6823. },
  6824. initMaterials: function ( materials, texturePath ) {
  6825. var array = [];
  6826. for ( var i = 0; i < materials.length; ++ i ) {
  6827. array[ i ] = this.createMaterial( materials[ i ], texturePath );
  6828. }
  6829. return array;
  6830. },
  6831. needsTangents: function ( materials ) {
  6832. for( var i = 0, il = materials.length; i < il; i ++ ) {
  6833. var m = materials[ i ];
  6834. if ( m instanceof THREE.ShaderMaterial ) return true;
  6835. }
  6836. return false;
  6837. },
  6838. createMaterial: function ( m, texturePath ) {
  6839. var scope = this;
  6840. function nearest_pow2( n ) {
  6841. var l = Math.log( n ) / Math.LN2;
  6842. return Math.pow( 2, Math.round( l ) );
  6843. }
  6844. function create_texture( where, name, sourceFile, repeat, offset, wrap, anisotropy ) {
  6845. var isCompressed = /\.dds$/i.test( sourceFile );
  6846. var fullPath = texturePath + sourceFile;
  6847. if ( isCompressed ) {
  6848. var texture = THREE.ImageUtils.loadCompressedTexture( fullPath );
  6849. where[ name ] = texture;
  6850. } else {
  6851. var texture = document.createElement( 'canvas' );
  6852. where[ name ] = new THREE.Texture( texture );
  6853. }
  6854. where[ name ].sourceFile = sourceFile;
  6855. if( repeat ) {
  6856. where[ name ].repeat.set( repeat[ 0 ], repeat[ 1 ] );
  6857. if ( repeat[ 0 ] !== 1 ) where[ name ].wrapS = THREE.RepeatWrapping;
  6858. if ( repeat[ 1 ] !== 1 ) where[ name ].wrapT = THREE.RepeatWrapping;
  6859. }
  6860. if ( offset ) {
  6861. where[ name ].offset.set( offset[ 0 ], offset[ 1 ] );
  6862. }
  6863. if ( wrap ) {
  6864. var wrapMap = {
  6865. "repeat": THREE.RepeatWrapping,
  6866. "mirror": THREE.MirroredRepeatWrapping
  6867. }
  6868. if ( wrapMap[ wrap[ 0 ] ] !== undefined ) where[ name ].wrapS = wrapMap[ wrap[ 0 ] ];
  6869. if ( wrapMap[ wrap[ 1 ] ] !== undefined ) where[ name ].wrapT = wrapMap[ wrap[ 1 ] ];
  6870. }
  6871. if ( anisotropy ) {
  6872. where[ name ].anisotropy = anisotropy;
  6873. }
  6874. if ( ! isCompressed ) {
  6875. var texture = where[ name ];
  6876. scope.imageLoader.crossOrigin = scope.crossOrigin;
  6877. scope.imageLoader.load( fullPath, function ( image ) {
  6878. if ( THREE.Math.isPowerOfTwo( image.width ) === false ||
  6879. THREE.Math.isPowerOfTwo( image.height ) === false ) {
  6880. var width = nearest_pow2( image.width );
  6881. var height = nearest_pow2( image.height );
  6882. texture.image.width = width;
  6883. texture.image.height = height;
  6884. texture.image.getContext( '2d' ).drawImage( image, 0, 0, width, height );
  6885. } else {
  6886. texture.image = image;
  6887. }
  6888. texture.needsUpdate = true;
  6889. } );
  6890. }
  6891. }
  6892. function rgb2hex( rgb ) {
  6893. return ( rgb[ 0 ] * 255 << 16 ) + ( rgb[ 1 ] * 255 << 8 ) + rgb[ 2 ] * 255;
  6894. }
  6895. // defaults
  6896. var mtype = "MeshLambertMaterial";
  6897. var mpars = { color: 0xeeeeee, opacity: 1.0, map: null, lightMap: null, normalMap: null, bumpMap: null, wireframe: false };
  6898. // parameters from model file
  6899. if ( m.shading ) {
  6900. var shading = m.shading.toLowerCase();
  6901. if ( shading === "phong" ) mtype = "MeshPhongMaterial";
  6902. else if ( shading === "basic" ) mtype = "MeshBasicMaterial";
  6903. }
  6904. if ( m.blending !== undefined && THREE[ m.blending ] !== undefined ) {
  6905. mpars.blending = THREE[ m.blending ];
  6906. }
  6907. if ( m.transparent !== undefined || m.opacity < 1.0 ) {
  6908. mpars.transparent = m.transparent;
  6909. }
  6910. if ( m.depthTest !== undefined ) {
  6911. mpars.depthTest = m.depthTest;
  6912. }
  6913. if ( m.depthWrite !== undefined ) {
  6914. mpars.depthWrite = m.depthWrite;
  6915. }
  6916. if ( m.visible !== undefined ) {
  6917. mpars.visible = m.visible;
  6918. }
  6919. if ( m.flipSided !== undefined ) {
  6920. mpars.side = THREE.BackSide;
  6921. }
  6922. if ( m.doubleSided !== undefined ) {
  6923. mpars.side = THREE.DoubleSide;
  6924. }
  6925. if ( m.wireframe !== undefined ) {
  6926. mpars.wireframe = m.wireframe;
  6927. }
  6928. if ( m.vertexColors !== undefined ) {
  6929. if ( m.vertexColors === "face" ) {
  6930. mpars.vertexColors = THREE.FaceColors;
  6931. } else if ( m.vertexColors ) {
  6932. mpars.vertexColors = THREE.VertexColors;
  6933. }
  6934. }
  6935. // colors
  6936. if ( m.colorDiffuse ) {
  6937. mpars.color = rgb2hex( m.colorDiffuse );
  6938. } else if ( m.DbgColor ) {
  6939. mpars.color = m.DbgColor;
  6940. }
  6941. if ( m.colorSpecular ) {
  6942. mpars.specular = rgb2hex( m.colorSpecular );
  6943. }
  6944. if ( m.colorAmbient ) {
  6945. mpars.ambient = rgb2hex( m.colorAmbient );
  6946. }
  6947. if ( m.colorEmissive ) {
  6948. mpars.emissive = rgb2hex( m.colorEmissive );
  6949. }
  6950. // modifiers
  6951. if ( m.transparency ) {
  6952. mpars.opacity = m.transparency;
  6953. }
  6954. if ( m.specularCoef ) {
  6955. mpars.shininess = m.specularCoef;
  6956. }
  6957. // textures
  6958. if ( m.mapDiffuse && texturePath ) {
  6959. create_texture( mpars, "map", m.mapDiffuse, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
  6960. }
  6961. if ( m.mapLight && texturePath ) {
  6962. create_texture( mpars, "lightMap", m.mapLight, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
  6963. }
  6964. if ( m.mapBump && texturePath ) {
  6965. create_texture( mpars, "bumpMap", m.mapBump, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
  6966. }
  6967. if ( m.mapNormal && texturePath ) {
  6968. create_texture( mpars, "normalMap", m.mapNormal, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
  6969. }
  6970. if ( m.mapSpecular && texturePath ) {
  6971. create_texture( mpars, "specularMap", m.mapSpecular, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
  6972. }
  6973. //
  6974. if ( m.mapBumpScale ) {
  6975. mpars.bumpScale = m.mapBumpScale;
  6976. }
  6977. // special case for normal mapped material
  6978. if ( m.mapNormal ) {
  6979. var shader = THREE.ShaderLib[ "normalmap" ];
  6980. var uniforms = THREE.UniformsUtils.clone( shader.uniforms );
  6981. uniforms[ "tNormal" ].value = mpars.normalMap;
  6982. if ( m.mapNormalFactor ) {
  6983. uniforms[ "uNormalScale" ].value.set( m.mapNormalFactor, m.mapNormalFactor );
  6984. }
  6985. if ( mpars.map ) {
  6986. uniforms[ "tDiffuse" ].value = mpars.map;
  6987. uniforms[ "enableDiffuse" ].value = true;
  6988. }
  6989. if ( mpars.specularMap ) {
  6990. uniforms[ "tSpecular" ].value = mpars.specularMap;
  6991. uniforms[ "enableSpecular" ].value = true;
  6992. }
  6993. if ( mpars.lightMap ) {
  6994. uniforms[ "tAO" ].value = mpars.lightMap;
  6995. uniforms[ "enableAO" ].value = true;
  6996. }
  6997. // for the moment don't handle displacement texture
  6998. uniforms[ "diffuse" ].value.setHex( mpars.color );
  6999. uniforms[ "specular" ].value.setHex( mpars.specular );
  7000. uniforms[ "ambient" ].value.setHex( mpars.ambient );
  7001. uniforms[ "shininess" ].value = mpars.shininess;
  7002. if ( mpars.opacity !== undefined ) {
  7003. uniforms[ "opacity" ].value = mpars.opacity;
  7004. }
  7005. var parameters = { fragmentShader: shader.fragmentShader, vertexShader: shader.vertexShader, uniforms: uniforms, lights: true, fog: true };
  7006. var material = new THREE.ShaderMaterial( parameters );
  7007. if ( mpars.transparent ) {
  7008. material.transparent = true;
  7009. }
  7010. } else {
  7011. var material = new THREE[ mtype ]( mpars );
  7012. }
  7013. if ( m.DbgName !== undefined ) material.name = m.DbgName;
  7014. return material;
  7015. }
  7016. };
  7017. /**
  7018. * @author mrdoob / http://mrdoob.com/
  7019. */
  7020. THREE.XHRLoader = function ( manager ) {
  7021. this.cache = new THREE.Cache();
  7022. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7023. };
  7024. THREE.XHRLoader.prototype = {
  7025. constructor: THREE.XHRLoader,
  7026. load: function ( url, onLoad, onProgress, onError ) {
  7027. var scope = this;
  7028. var cached = scope.cache.get( url );
  7029. if ( cached !== undefined ) {
  7030. onLoad( cached );
  7031. return;
  7032. }
  7033. var request = new XMLHttpRequest();
  7034. if ( onLoad !== undefined ) {
  7035. request.addEventListener( 'load', function ( event ) {
  7036. scope.cache.add( url, event.target.responseText );
  7037. onLoad( event.target.responseText );
  7038. scope.manager.itemEnd( url );
  7039. }, false );
  7040. }
  7041. if ( onProgress !== undefined ) {
  7042. request.addEventListener( 'progress', function ( event ) {
  7043. onProgress( event );
  7044. }, false );
  7045. }
  7046. if ( onError !== undefined ) {
  7047. request.addEventListener( 'error', function ( event ) {
  7048. onError( event );
  7049. }, false );
  7050. }
  7051. if ( this.crossOrigin !== undefined ) request.crossOrigin = this.crossOrigin;
  7052. request.open( 'GET', url, true );
  7053. request.send( null );
  7054. scope.manager.itemStart( url );
  7055. },
  7056. setCrossOrigin: function ( value ) {
  7057. this.crossOrigin = value;
  7058. }
  7059. };
  7060. /**
  7061. * @author mrdoob / http://mrdoob.com/
  7062. */
  7063. THREE.ImageLoader = function ( manager ) {
  7064. this.cache = new THREE.Cache();
  7065. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7066. };
  7067. THREE.ImageLoader.prototype = {
  7068. constructor: THREE.ImageLoader,
  7069. load: function ( url, onLoad, onProgress, onError ) {
  7070. var scope = this;
  7071. var cached = scope.cache.get( url );
  7072. if ( cached !== undefined ) {
  7073. onLoad( cached );
  7074. return;
  7075. }
  7076. var image = document.createElement( 'img' );
  7077. if ( onLoad !== undefined ) {
  7078. image.addEventListener( 'load', function ( event ) {
  7079. scope.cache.add( url, this );
  7080. onLoad( this );
  7081. scope.manager.itemEnd( url );
  7082. }, false );
  7083. }
  7084. if ( onProgress !== undefined ) {
  7085. image.addEventListener( 'progress', function ( event ) {
  7086. onProgress( event );
  7087. }, false );
  7088. }
  7089. if ( onError !== undefined ) {
  7090. image.addEventListener( 'error', function ( event ) {
  7091. onError( event );
  7092. }, false );
  7093. }
  7094. if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
  7095. image.src = url;
  7096. scope.manager.itemStart( url );
  7097. return image;
  7098. },
  7099. setCrossOrigin: function ( value ) {
  7100. this.crossOrigin = value;
  7101. }
  7102. }
  7103. /**
  7104. * @author mrdoob / http://mrdoob.com/
  7105. * @author alteredq / http://alteredqualia.com/
  7106. */
  7107. THREE.JSONLoader = function ( showStatus ) {
  7108. THREE.Loader.call( this, showStatus );
  7109. this.withCredentials = false;
  7110. };
  7111. THREE.JSONLoader.prototype = Object.create( THREE.Loader.prototype );
  7112. THREE.JSONLoader.prototype.load = function ( url, callback, texturePath ) {
  7113. var scope = this;
  7114. // todo: unify load API to for easier SceneLoader use
  7115. texturePath = texturePath && ( typeof texturePath === "string" ) ? texturePath : this.extractUrlBase( url );
  7116. this.onLoadStart();
  7117. this.loadAjaxJSON( this, url, callback, texturePath );
  7118. };
  7119. THREE.JSONLoader.prototype.loadAjaxJSON = function ( context, url, callback, texturePath, callbackProgress ) {
  7120. var xhr = new XMLHttpRequest();
  7121. var length = 0;
  7122. xhr.onreadystatechange = function () {
  7123. if ( xhr.readyState === xhr.DONE ) {
  7124. if ( xhr.status === 200 || xhr.status === 0 ) {
  7125. if ( xhr.responseText ) {
  7126. var json = JSON.parse( xhr.responseText );
  7127. if ( json.metadata !== undefined && json.metadata.type === 'scene' ) {
  7128. console.error( 'THREE.JSONLoader: "' + url + '" seems to be a Scene. Use THREE.SceneLoader instead.' );
  7129. return;
  7130. }
  7131. var result = context.parse( json, texturePath );
  7132. callback( result.geometry, result.materials );
  7133. } else {
  7134. console.error( 'THREE.JSONLoader: "' + url + '" seems to be unreachable or the file is empty.' );
  7135. }
  7136. // in context of more complex asset initialization
  7137. // do not block on single failed file
  7138. // maybe should go even one more level up
  7139. context.onLoadComplete();
  7140. } else {
  7141. console.error( 'THREE.JSONLoader: Couldn\'t load "' + url + '" (' + xhr.status + ')' );
  7142. }
  7143. } else if ( xhr.readyState === xhr.LOADING ) {
  7144. if ( callbackProgress ) {
  7145. if ( length === 0 ) {
  7146. length = xhr.getResponseHeader( 'Content-Length' );
  7147. }
  7148. callbackProgress( { total: length, loaded: xhr.responseText.length } );
  7149. }
  7150. } else if ( xhr.readyState === xhr.HEADERS_RECEIVED ) {
  7151. if ( callbackProgress !== undefined ) {
  7152. length = xhr.getResponseHeader( "Content-Length" );
  7153. }
  7154. }
  7155. };
  7156. xhr.open( "GET", url, true );
  7157. xhr.withCredentials = this.withCredentials;
  7158. xhr.send( null );
  7159. };
  7160. THREE.JSONLoader.prototype.parse = function ( json, texturePath ) {
  7161. var scope = this,
  7162. geometry = new THREE.Geometry(),
  7163. scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;
  7164. parseModel( scale );
  7165. parseSkin();
  7166. parseMorphing( scale );
  7167. geometry.computeFaceNormals();
  7168. geometry.computeBoundingSphere();
  7169. function parseModel( scale ) {
  7170. function isBitSet( value, position ) {
  7171. return value & ( 1 << position );
  7172. }
  7173. var i, j, fi,
  7174. offset, zLength,
  7175. colorIndex, normalIndex, uvIndex, materialIndex,
  7176. type,
  7177. isQuad,
  7178. hasMaterial,
  7179. hasFaceVertexUv,
  7180. hasFaceNormal, hasFaceVertexNormal,
  7181. hasFaceColor, hasFaceVertexColor,
  7182. vertex, face, faceA, faceB, color, hex, normal,
  7183. uvLayer, uv, u, v,
  7184. faces = json.faces,
  7185. vertices = json.vertices,
  7186. normals = json.normals,
  7187. colors = json.colors,
  7188. nUvLayers = 0;
  7189. if ( json.uvs !== undefined ) {
  7190. // disregard empty arrays
  7191. for ( i = 0; i < json.uvs.length; i++ ) {
  7192. if ( json.uvs[ i ].length ) nUvLayers ++;
  7193. }
  7194. for ( i = 0; i < nUvLayers; i++ ) {
  7195. geometry.faceVertexUvs[ i ] = [];
  7196. }
  7197. }
  7198. offset = 0;
  7199. zLength = vertices.length;
  7200. while ( offset < zLength ) {
  7201. vertex = new THREE.Vector3();
  7202. vertex.x = vertices[ offset ++ ] * scale;
  7203. vertex.y = vertices[ offset ++ ] * scale;
  7204. vertex.z = vertices[ offset ++ ] * scale;
  7205. geometry.vertices.push( vertex );
  7206. }
  7207. offset = 0;
  7208. zLength = faces.length;
  7209. while ( offset < zLength ) {
  7210. type = faces[ offset ++ ];
  7211. isQuad = isBitSet( type, 0 );
  7212. hasMaterial = isBitSet( type, 1 );
  7213. hasFaceVertexUv = isBitSet( type, 3 );
  7214. hasFaceNormal = isBitSet( type, 4 );
  7215. hasFaceVertexNormal = isBitSet( type, 5 );
  7216. hasFaceColor = isBitSet( type, 6 );
  7217. hasFaceVertexColor = isBitSet( type, 7 );
  7218. // console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);
  7219. if ( isQuad ) {
  7220. faceA = new THREE.Face3();
  7221. faceA.a = faces[ offset ];
  7222. faceA.b = faces[ offset + 1 ];
  7223. faceA.c = faces[ offset + 3 ];
  7224. faceB = new THREE.Face3();
  7225. faceB.a = faces[ offset + 1 ];
  7226. faceB.b = faces[ offset + 2 ];
  7227. faceB.c = faces[ offset + 3 ];
  7228. offset += 4;
  7229. if ( hasMaterial ) {
  7230. materialIndex = faces[ offset ++ ];
  7231. faceA.materialIndex = materialIndex;
  7232. faceB.materialIndex = materialIndex;
  7233. }
  7234. // to get face <=> uv index correspondence
  7235. fi = geometry.faces.length;
  7236. if ( hasFaceVertexUv ) {
  7237. for ( i = 0; i < nUvLayers; i++ ) {
  7238. uvLayer = json.uvs[ i ];
  7239. geometry.faceVertexUvs[ i ][ fi ] = [];
  7240. geometry.faceVertexUvs[ i ][ fi + 1 ] = []
  7241. for ( j = 0; j < 4; j ++ ) {
  7242. uvIndex = faces[ offset ++ ];
  7243. u = uvLayer[ uvIndex * 2 ];
  7244. v = uvLayer[ uvIndex * 2 + 1 ];
  7245. uv = new THREE.Vector2( u, v );
  7246. if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
  7247. if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );
  7248. }
  7249. }
  7250. }
  7251. if ( hasFaceNormal ) {
  7252. normalIndex = faces[ offset ++ ] * 3;
  7253. faceA.normal.set(
  7254. normals[ normalIndex ++ ],
  7255. normals[ normalIndex ++ ],
  7256. normals[ normalIndex ]
  7257. );
  7258. faceB.normal.copy( faceA.normal );
  7259. }
  7260. if ( hasFaceVertexNormal ) {
  7261. for ( i = 0; i < 4; i++ ) {
  7262. normalIndex = faces[ offset ++ ] * 3;
  7263. normal = new THREE.Vector3(
  7264. normals[ normalIndex ++ ],
  7265. normals[ normalIndex ++ ],
  7266. normals[ normalIndex ]
  7267. );
  7268. if ( i !== 2 ) faceA.vertexNormals.push( normal );
  7269. if ( i !== 0 ) faceB.vertexNormals.push( normal );
  7270. }
  7271. }
  7272. if ( hasFaceColor ) {
  7273. colorIndex = faces[ offset ++ ];
  7274. hex = colors[ colorIndex ];
  7275. faceA.color.setHex( hex );
  7276. faceB.color.setHex( hex );
  7277. }
  7278. if ( hasFaceVertexColor ) {
  7279. for ( i = 0; i < 4; i++ ) {
  7280. colorIndex = faces[ offset ++ ];
  7281. hex = colors[ colorIndex ];
  7282. if ( i !== 2 ) faceA.vertexColors.push( new THREE.Color( hex ) );
  7283. if ( i !== 0 ) faceB.vertexColors.push( new THREE.Color( hex ) );
  7284. }
  7285. }
  7286. geometry.faces.push( faceA );
  7287. geometry.faces.push( faceB );
  7288. } else {
  7289. face = new THREE.Face3();
  7290. face.a = faces[ offset ++ ];
  7291. face.b = faces[ offset ++ ];
  7292. face.c = faces[ offset ++ ];
  7293. if ( hasMaterial ) {
  7294. materialIndex = faces[ offset ++ ];
  7295. face.materialIndex = materialIndex;
  7296. }
  7297. // to get face <=> uv index correspondence
  7298. fi = geometry.faces.length;
  7299. if ( hasFaceVertexUv ) {
  7300. for ( i = 0; i < nUvLayers; i++ ) {
  7301. uvLayer = json.uvs[ i ];
  7302. geometry.faceVertexUvs[ i ][ fi ] = [];
  7303. for ( j = 0; j < 3; j ++ ) {
  7304. uvIndex = faces[ offset ++ ];
  7305. u = uvLayer[ uvIndex * 2 ];
  7306. v = uvLayer[ uvIndex * 2 + 1 ];
  7307. uv = new THREE.Vector2( u, v );
  7308. geometry.faceVertexUvs[ i ][ fi ].push( uv );
  7309. }
  7310. }
  7311. }
  7312. if ( hasFaceNormal ) {
  7313. normalIndex = faces[ offset ++ ] * 3;
  7314. face.normal.set(
  7315. normals[ normalIndex ++ ],
  7316. normals[ normalIndex ++ ],
  7317. normals[ normalIndex ]
  7318. );
  7319. }
  7320. if ( hasFaceVertexNormal ) {
  7321. for ( i = 0; i < 3; i++ ) {
  7322. normalIndex = faces[ offset ++ ] * 3;
  7323. normal = new THREE.Vector3(
  7324. normals[ normalIndex ++ ],
  7325. normals[ normalIndex ++ ],
  7326. normals[ normalIndex ]
  7327. );
  7328. face.vertexNormals.push( normal );
  7329. }
  7330. }
  7331. if ( hasFaceColor ) {
  7332. colorIndex = faces[ offset ++ ];
  7333. face.color.setHex( colors[ colorIndex ] );
  7334. }
  7335. if ( hasFaceVertexColor ) {
  7336. for ( i = 0; i < 3; i++ ) {
  7337. colorIndex = faces[ offset ++ ];
  7338. face.vertexColors.push( new THREE.Color( colors[ colorIndex ] ) );
  7339. }
  7340. }
  7341. geometry.faces.push( face );
  7342. }
  7343. }
  7344. };
  7345. function parseSkin() {
  7346. var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;
  7347. if ( json.skinWeights ) {
  7348. for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {
  7349. var x = json.skinWeights[ i ];
  7350. var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
  7351. var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
  7352. var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;
  7353. geometry.skinWeights.push( new THREE.Vector4( x, y, z, w ) );
  7354. }
  7355. }
  7356. if ( json.skinIndices ) {
  7357. for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {
  7358. var a = json.skinIndices[ i ];
  7359. var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
  7360. var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
  7361. var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;
  7362. geometry.skinIndices.push( new THREE.Vector4( a, b, c, d ) );
  7363. }
  7364. }
  7365. geometry.bones = json.bones;
  7366. if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {
  7367. console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
  7368. geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );
  7369. }
  7370. // could change this to json.animations[0] or remove completely
  7371. geometry.animation = json.animation;
  7372. geometry.animations = json.animations;
  7373. };
  7374. function parseMorphing( scale ) {
  7375. if ( json.morphTargets !== undefined ) {
  7376. var i, l, v, vl, dstVertices, srcVertices;
  7377. for ( i = 0, l = json.morphTargets.length; i < l; i ++ ) {
  7378. geometry.morphTargets[ i ] = {};
  7379. geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
  7380. geometry.morphTargets[ i ].vertices = [];
  7381. dstVertices = geometry.morphTargets[ i ].vertices;
  7382. srcVertices = json.morphTargets [ i ].vertices;
  7383. for( v = 0, vl = srcVertices.length; v < vl; v += 3 ) {
  7384. var vertex = new THREE.Vector3();
  7385. vertex.x = srcVertices[ v ] * scale;
  7386. vertex.y = srcVertices[ v + 1 ] * scale;
  7387. vertex.z = srcVertices[ v + 2 ] * scale;
  7388. dstVertices.push( vertex );
  7389. }
  7390. }
  7391. }
  7392. if ( json.morphColors !== undefined ) {
  7393. var i, l, c, cl, dstColors, srcColors, color;
  7394. for ( i = 0, l = json.morphColors.length; i < l; i++ ) {
  7395. geometry.morphColors[ i ] = {};
  7396. geometry.morphColors[ i ].name = json.morphColors[ i ].name;
  7397. geometry.morphColors[ i ].colors = [];
  7398. dstColors = geometry.morphColors[ i ].colors;
  7399. srcColors = json.morphColors [ i ].colors;
  7400. for ( c = 0, cl = srcColors.length; c < cl; c += 3 ) {
  7401. color = new THREE.Color( 0xffaa00 );
  7402. color.setRGB( srcColors[ c ], srcColors[ c + 1 ], srcColors[ c + 2 ] );
  7403. dstColors.push( color );
  7404. }
  7405. }
  7406. }
  7407. };
  7408. if ( json.materials === undefined || json.materials.length === 0 ) {
  7409. return { geometry: geometry };
  7410. } else {
  7411. var materials = this.initMaterials( json.materials, texturePath );
  7412. if ( this.needsTangents( materials ) ) {
  7413. geometry.computeTangents();
  7414. }
  7415. return { geometry: geometry, materials: materials };
  7416. }
  7417. };
  7418. /**
  7419. * @author mrdoob / http://mrdoob.com/
  7420. */
  7421. THREE.LoadingManager = function ( onLoad, onProgress, onError ) {
  7422. var scope = this;
  7423. var loaded = 0, total = 0;
  7424. this.onLoad = onLoad;
  7425. this.onProgress = onProgress;
  7426. this.onError = onError;
  7427. this.itemStart = function ( url ) {
  7428. total ++;
  7429. };
  7430. this.itemEnd = function ( url ) {
  7431. loaded ++;
  7432. if ( scope.onProgress !== undefined ) {
  7433. scope.onProgress( url, loaded, total );
  7434. }
  7435. if ( loaded === total && scope.onLoad !== undefined ) {
  7436. scope.onLoad();
  7437. }
  7438. };
  7439. };
  7440. THREE.DefaultLoadingManager = new THREE.LoadingManager();
  7441. /**
  7442. * @author mrdoob / http://mrdoob.com/
  7443. */
  7444. THREE.BufferGeometryLoader = function ( manager ) {
  7445. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7446. };
  7447. THREE.BufferGeometryLoader.prototype = {
  7448. constructor: THREE.BufferGeometryLoader,
  7449. load: function ( url, onLoad, onProgress, onError ) {
  7450. var scope = this;
  7451. var loader = new THREE.XHRLoader();
  7452. loader.setCrossOrigin( this.crossOrigin );
  7453. loader.load( url, function ( text ) {
  7454. onLoad( scope.parse( JSON.parse( text ) ) );
  7455. } );
  7456. },
  7457. setCrossOrigin: function ( value ) {
  7458. this.crossOrigin = value;
  7459. },
  7460. parse: function ( json ) {
  7461. var geometry = new THREE.BufferGeometry();
  7462. var attributes = json.attributes;
  7463. var offsets = json.offsets;
  7464. var boundingSphere = json.boundingSphere;
  7465. for ( var key in attributes ) {
  7466. var attribute = attributes[ key ];
  7467. geometry.attributes[ key ] = {
  7468. itemSize: attribute.itemSize,
  7469. array: new self[ attribute.type ]( attribute.array )
  7470. }
  7471. }
  7472. if ( offsets !== undefined ) {
  7473. geometry.offsets = JSON.parse( JSON.stringify( offsets ) );
  7474. }
  7475. if ( boundingSphere !== undefined ) {
  7476. geometry.boundingSphere = new THREE.Sphere(
  7477. new THREE.Vector3().fromArray( boundingSphere.center !== undefined ? boundingSphere.center : [ 0, 0, 0 ] ),
  7478. boundingSphere.radius
  7479. );
  7480. }
  7481. return geometry;
  7482. }
  7483. };
  7484. /**
  7485. * @author mrdoob / http://mrdoob.com/
  7486. */
  7487. THREE.MaterialLoader = function ( manager ) {
  7488. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7489. };
  7490. THREE.MaterialLoader.prototype = {
  7491. constructor: THREE.MaterialLoader,
  7492. load: function ( url, onLoad, onProgress, onError ) {
  7493. var scope = this;
  7494. var loader = new THREE.XHRLoader();
  7495. loader.setCrossOrigin( this.crossOrigin );
  7496. loader.load( url, function ( text ) {
  7497. onLoad( scope.parse( JSON.parse( text ) ) );
  7498. } );
  7499. },
  7500. setCrossOrigin: function ( value ) {
  7501. this.crossOrigin = value;
  7502. },
  7503. parse: function ( json ) {
  7504. var material = new THREE[ json.type ];
  7505. if ( json.color !== undefined ) material.color.setHex( json.color );
  7506. if ( json.ambient !== undefined ) material.ambient.setHex( json.ambient );
  7507. if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
  7508. if ( json.specular !== undefined ) material.specular.setHex( json.specular );
  7509. if ( json.shininess !== undefined ) material.shininess = json.shininess;
  7510. if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
  7511. if ( json.blending !== undefined ) material.blending = json.blending;
  7512. if ( json.side !== undefined ) material.side = json.side;
  7513. if ( json.opacity !== undefined ) material.opacity = json.opacity;
  7514. if ( json.transparent !== undefined ) material.transparent = json.transparent;
  7515. if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
  7516. if ( json.materials !== undefined ) {
  7517. for ( var i = 0, l = json.materials.length; i < l; i ++ ) {
  7518. material.materials.push( this.parse( json.materials[ i ] ) );
  7519. }
  7520. }
  7521. return material;
  7522. }
  7523. };
  7524. /**
  7525. * @author mrdoob / http://mrdoob.com/
  7526. */
  7527. THREE.ObjectLoader = function ( manager ) {
  7528. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7529. };
  7530. THREE.ObjectLoader.prototype = {
  7531. constructor: THREE.ObjectLoader,
  7532. load: function ( url, onLoad, onProgress, onError ) {
  7533. var scope = this;
  7534. var loader = new THREE.XHRLoader( scope.manager );
  7535. loader.setCrossOrigin( this.crossOrigin );
  7536. loader.load( url, function ( text ) {
  7537. onLoad( scope.parse( JSON.parse( text ) ) );
  7538. } );
  7539. },
  7540. setCrossOrigin: function ( value ) {
  7541. this.crossOrigin = value;
  7542. },
  7543. parse: function ( json ) {
  7544. var geometries = this.parseGeometries( json.geometries );
  7545. var materials = this.parseMaterials( json.materials );
  7546. var object = this.parseObject( json.object, geometries, materials );
  7547. return object;
  7548. },
  7549. parseGeometries: function ( json ) {
  7550. var geometries = {};
  7551. if ( json !== undefined ) {
  7552. var geometryLoader = new THREE.JSONLoader();
  7553. var bufferGeometryLoader = new THREE.BufferGeometryLoader();
  7554. for ( var i = 0, l = json.length; i < l; i ++ ) {
  7555. var geometry;
  7556. var data = json[ i ];
  7557. switch ( data.type ) {
  7558. case 'PlaneGeometry':
  7559. geometry = new THREE.PlaneGeometry(
  7560. data.width,
  7561. data.height,
  7562. data.widthSegments,
  7563. data.heightSegments
  7564. );
  7565. break;
  7566. case 'BoxGeometry':
  7567. case 'CubeGeometry': // DEPRECATED
  7568. geometry = new THREE.BoxGeometry(
  7569. data.width,
  7570. data.height,
  7571. data.depth,
  7572. data.widthSegments,
  7573. data.heightSegments,
  7574. data.depthSegments
  7575. );
  7576. break;
  7577. case 'CircleGeometry':
  7578. geometry = new THREE.CircleGeometry(
  7579. data.radius,
  7580. data.segments
  7581. );
  7582. break;
  7583. case 'CylinderGeometry':
  7584. geometry = new THREE.CylinderGeometry(
  7585. data.radiusTop,
  7586. data.radiusBottom,
  7587. data.height,
  7588. data.radialSegments,
  7589. data.heightSegments,
  7590. data.openEnded
  7591. );
  7592. break;
  7593. case 'SphereGeometry':
  7594. geometry = new THREE.SphereGeometry(
  7595. data.radius,
  7596. data.widthSegments,
  7597. data.heightSegments,
  7598. data.phiStart,
  7599. data.phiLength,
  7600. data.thetaStart,
  7601. data.thetaLength
  7602. );
  7603. break;
  7604. case 'IcosahedronGeometry':
  7605. geometry = new THREE.IcosahedronGeometry(
  7606. data.radius,
  7607. data.detail
  7608. );
  7609. break;
  7610. case 'TorusGeometry':
  7611. geometry = new THREE.TorusGeometry(
  7612. data.radius,
  7613. data.tube,
  7614. data.radialSegments,
  7615. data.tubularSegments,
  7616. data.arc
  7617. );
  7618. break;
  7619. case 'TorusKnotGeometry':
  7620. geometry = new THREE.TorusKnotGeometry(
  7621. data.radius,
  7622. data.tube,
  7623. data.radialSegments,
  7624. data.tubularSegments,
  7625. data.p,
  7626. data.q,
  7627. data.heightScale
  7628. );
  7629. break;
  7630. case 'BufferGeometry':
  7631. geometry = bufferGeometryLoader.parse( data.data );
  7632. break;
  7633. case 'Geometry':
  7634. geometry = geometryLoader.parse( data.data ).geometry;
  7635. break;
  7636. }
  7637. geometry.uuid = data.uuid;
  7638. if ( data.name !== undefined ) geometry.name = data.name;
  7639. geometries[ data.uuid ] = geometry;
  7640. }
  7641. }
  7642. return geometries;
  7643. },
  7644. parseMaterials: function ( json ) {
  7645. var materials = {};
  7646. if ( json !== undefined ) {
  7647. var loader = new THREE.MaterialLoader();
  7648. for ( var i = 0, l = json.length; i < l; i ++ ) {
  7649. var data = json[ i ];
  7650. var material = loader.parse( data );
  7651. material.uuid = data.uuid;
  7652. if ( data.name !== undefined ) material.name = data.name;
  7653. materials[ data.uuid ] = material;
  7654. }
  7655. }
  7656. return materials;
  7657. },
  7658. parseObject: function () {
  7659. var matrix = new THREE.Matrix4();
  7660. return function ( data, geometries, materials ) {
  7661. var object;
  7662. switch ( data.type ) {
  7663. case 'Scene':
  7664. object = new THREE.Scene();
  7665. break;
  7666. case 'PerspectiveCamera':
  7667. object = new THREE.PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
  7668. break;
  7669. case 'OrthographicCamera':
  7670. object = new THREE.OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
  7671. break;
  7672. case 'AmbientLight':
  7673. object = new THREE.AmbientLight( data.color );
  7674. break;
  7675. case 'DirectionalLight':
  7676. object = new THREE.DirectionalLight( data.color, data.intensity );
  7677. break;
  7678. case 'PointLight':
  7679. object = new THREE.PointLight( data.color, data.intensity, data.distance );
  7680. break;
  7681. case 'SpotLight':
  7682. object = new THREE.SpotLight( data.color, data.intensity, data.distance, data.angle, data.exponent );
  7683. break;
  7684. case 'HemisphereLight':
  7685. object = new THREE.HemisphereLight( data.color, data.groundColor, data.intensity );
  7686. break;
  7687. case 'Mesh':
  7688. var geometry = geometries[ data.geometry ];
  7689. var material = materials[ data.material ];
  7690. if ( geometry === undefined ) {
  7691. console.error( 'THREE.ObjectLoader: Undefined geometry ' + data.geometry );
  7692. }
  7693. if ( material === undefined ) {
  7694. console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
  7695. }
  7696. object = new THREE.Mesh( geometry, material );
  7697. break;
  7698. case 'Sprite':
  7699. var material = materials[ data.material ];
  7700. if ( material === undefined ) {
  7701. console.error( 'THREE.ObjectLoader: Undefined material ' + data.material );
  7702. }
  7703. object = new THREE.Sprite( material );
  7704. break;
  7705. default:
  7706. object = new THREE.Object3D();
  7707. }
  7708. object.uuid = data.uuid;
  7709. if ( data.name !== undefined ) object.name = data.name;
  7710. if ( data.matrix !== undefined ) {
  7711. matrix.fromArray( data.matrix );
  7712. matrix.decompose( object.position, object.quaternion, object.scale );
  7713. } else {
  7714. if ( data.position !== undefined ) object.position.fromArray( data.position );
  7715. if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
  7716. if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
  7717. }
  7718. if ( data.visible !== undefined ) object.visible = data.visible;
  7719. if ( data.userData !== undefined ) object.userData = data.userData;
  7720. if ( data.children !== undefined ) {
  7721. for ( var child in data.children ) {
  7722. object.add( this.parseObject( data.children[ child ], geometries, materials ) );
  7723. }
  7724. }
  7725. return object;
  7726. }
  7727. }()
  7728. };
  7729. /**
  7730. * @author mrdoob / http://mrdoob.com/
  7731. */
  7732. THREE.TextureLoader = function ( manager ) {
  7733. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  7734. };
  7735. THREE.TextureLoader.prototype = {
  7736. constructor: THREE.TextureLoader,
  7737. load: function ( url, onLoad, onProgress, onError ) {
  7738. var scope = this;
  7739. var loader = new THREE.ImageLoader( scope.manager );
  7740. loader.setCrossOrigin( this.crossOrigin );
  7741. loader.load( url, function ( image ) {
  7742. var texture = new THREE.Texture( image );
  7743. texture.needsUpdate = true;
  7744. if ( onLoad !== undefined ) {
  7745. onLoad( texture );
  7746. }
  7747. } );
  7748. },
  7749. setCrossOrigin: function ( value ) {
  7750. this.crossOrigin = value;
  7751. }
  7752. };
  7753. /**
  7754. * @author mrdoob / http://mrdoob.com/
  7755. * @author alteredq / http://alteredqualia.com/
  7756. */
  7757. THREE.Material = function () {
  7758. this.id = THREE.MaterialIdCount ++;
  7759. this.uuid = THREE.Math.generateUUID();
  7760. this.name = '';
  7761. this.side = THREE.FrontSide;
  7762. this.opacity = 1;
  7763. this.transparent = false;
  7764. this.blending = THREE.NormalBlending;
  7765. this.blendSrc = THREE.SrcAlphaFactor;
  7766. this.blendDst = THREE.OneMinusSrcAlphaFactor;
  7767. this.blendEquation = THREE.AddEquation;
  7768. this.depthTest = true;
  7769. this.depthWrite = true;
  7770. this.polygonOffset = false;
  7771. this.polygonOffsetFactor = 0;
  7772. this.polygonOffsetUnits = 0;
  7773. this.alphaTest = 0;
  7774. this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer
  7775. this.visible = true;
  7776. this.needsUpdate = true;
  7777. };
  7778. THREE.Material.prototype = {
  7779. constructor: THREE.Material,
  7780. setValues: function ( values ) {
  7781. if ( values === undefined ) return;
  7782. for ( var key in values ) {
  7783. var newValue = values[ key ];
  7784. if ( newValue === undefined ) {
  7785. console.warn( 'THREE.Material: \'' + key + '\' parameter is undefined.' );
  7786. continue;
  7787. }
  7788. if ( key in this ) {
  7789. var currentValue = this[ key ];
  7790. if ( currentValue instanceof THREE.Color ) {
  7791. currentValue.set( newValue );
  7792. } else if ( currentValue instanceof THREE.Vector3 && newValue instanceof THREE.Vector3 ) {
  7793. currentValue.copy( newValue );
  7794. } else if ( key == 'overdraw') {
  7795. // ensure overdraw is backwards-compatable with legacy boolean type
  7796. this[ key ] = Number(newValue);
  7797. } else {
  7798. this[ key ] = newValue;
  7799. }
  7800. }
  7801. }
  7802. },
  7803. clone: function ( material ) {
  7804. if ( material === undefined ) material = new THREE.Material();
  7805. material.name = this.name;
  7806. material.side = this.side;
  7807. material.opacity = this.opacity;
  7808. material.transparent = this.transparent;
  7809. material.blending = this.blending;
  7810. material.blendSrc = this.blendSrc;
  7811. material.blendDst = this.blendDst;
  7812. material.blendEquation = this.blendEquation;
  7813. material.depthTest = this.depthTest;
  7814. material.depthWrite = this.depthWrite;
  7815. material.polygonOffset = this.polygonOffset;
  7816. material.polygonOffsetFactor = this.polygonOffsetFactor;
  7817. material.polygonOffsetUnits = this.polygonOffsetUnits;
  7818. material.alphaTest = this.alphaTest;
  7819. material.overdraw = this.overdraw;
  7820. material.visible = this.visible;
  7821. return material;
  7822. },
  7823. dispose: function () {
  7824. this.dispatchEvent( { type: 'dispose' } );
  7825. }
  7826. };
  7827. THREE.EventDispatcher.prototype.apply( THREE.Material.prototype );
  7828. THREE.MaterialIdCount = 0;
  7829. /**
  7830. * @author mrdoob / http://mrdoob.com/
  7831. * @author alteredq / http://alteredqualia.com/
  7832. *
  7833. * parameters = {
  7834. * color: <hex>,
  7835. * opacity: <float>,
  7836. *
  7837. * blending: THREE.NormalBlending,
  7838. * depthTest: <bool>,
  7839. * depthWrite: <bool>,
  7840. *
  7841. * linewidth: <float>,
  7842. * linecap: "round",
  7843. * linejoin: "round",
  7844. *
  7845. * vertexColors: <bool>
  7846. *
  7847. * fog: <bool>
  7848. * }
  7849. */
  7850. THREE.LineBasicMaterial = function ( parameters ) {
  7851. THREE.Material.call( this );
  7852. this.color = new THREE.Color( 0xffffff );
  7853. this.linewidth = 1;
  7854. this.linecap = 'round';
  7855. this.linejoin = 'round';
  7856. this.vertexColors = THREE.NoColors;
  7857. this.fog = true;
  7858. this.setValues( parameters );
  7859. };
  7860. THREE.LineBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  7861. THREE.LineBasicMaterial.prototype.clone = function () {
  7862. var material = new THREE.LineBasicMaterial();
  7863. THREE.Material.prototype.clone.call( this, material );
  7864. material.color.copy( this.color );
  7865. material.linewidth = this.linewidth;
  7866. material.linecap = this.linecap;
  7867. material.linejoin = this.linejoin;
  7868. material.vertexColors = this.vertexColors;
  7869. material.fog = this.fog;
  7870. return material;
  7871. };
  7872. /**
  7873. * @author alteredq / http://alteredqualia.com/
  7874. *
  7875. * parameters = {
  7876. * color: <hex>,
  7877. * opacity: <float>,
  7878. *
  7879. * blending: THREE.NormalBlending,
  7880. * depthTest: <bool>,
  7881. * depthWrite: <bool>,
  7882. *
  7883. * linewidth: <float>,
  7884. *
  7885. * scale: <float>,
  7886. * dashSize: <float>,
  7887. * gapSize: <float>,
  7888. *
  7889. * vertexColors: <bool>
  7890. *
  7891. * fog: <bool>
  7892. * }
  7893. */
  7894. THREE.LineDashedMaterial = function ( parameters ) {
  7895. THREE.Material.call( this );
  7896. this.color = new THREE.Color( 0xffffff );
  7897. this.linewidth = 1;
  7898. this.scale = 1;
  7899. this.dashSize = 3;
  7900. this.gapSize = 1;
  7901. this.vertexColors = false;
  7902. this.fog = true;
  7903. this.setValues( parameters );
  7904. };
  7905. THREE.LineDashedMaterial.prototype = Object.create( THREE.Material.prototype );
  7906. THREE.LineDashedMaterial.prototype.clone = function () {
  7907. var material = new THREE.LineDashedMaterial();
  7908. THREE.Material.prototype.clone.call( this, material );
  7909. material.color.copy( this.color );
  7910. material.linewidth = this.linewidth;
  7911. material.scale = this.scale;
  7912. material.dashSize = this.dashSize;
  7913. material.gapSize = this.gapSize;
  7914. material.vertexColors = this.vertexColors;
  7915. material.fog = this.fog;
  7916. return material;
  7917. };
  7918. /**
  7919. * @author mrdoob / http://mrdoob.com/
  7920. * @author alteredq / http://alteredqualia.com/
  7921. *
  7922. * parameters = {
  7923. * color: <hex>,
  7924. * opacity: <float>,
  7925. * map: new THREE.Texture( <Image> ),
  7926. *
  7927. * lightMap: new THREE.Texture( <Image> ),
  7928. *
  7929. * specularMap: new THREE.Texture( <Image> ),
  7930. *
  7931. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  7932. * combine: THREE.Multiply,
  7933. * reflectivity: <float>,
  7934. * refractionRatio: <float>,
  7935. *
  7936. * shading: THREE.SmoothShading,
  7937. * blending: THREE.NormalBlending,
  7938. * depthTest: <bool>,
  7939. * depthWrite: <bool>,
  7940. *
  7941. * wireframe: <boolean>,
  7942. * wireframeLinewidth: <float>,
  7943. *
  7944. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  7945. *
  7946. * skinning: <bool>,
  7947. * morphTargets: <bool>,
  7948. *
  7949. * fog: <bool>
  7950. * }
  7951. */
  7952. THREE.MeshBasicMaterial = function ( parameters ) {
  7953. THREE.Material.call( this );
  7954. this.color = new THREE.Color( 0xffffff ); // emissive
  7955. this.map = null;
  7956. this.lightMap = null;
  7957. this.specularMap = null;
  7958. this.envMap = null;
  7959. this.combine = THREE.MultiplyOperation;
  7960. this.reflectivity = 1;
  7961. this.refractionRatio = 0.98;
  7962. this.fog = true;
  7963. this.shading = THREE.SmoothShading;
  7964. this.wireframe = false;
  7965. this.wireframeLinewidth = 1;
  7966. this.wireframeLinecap = 'round';
  7967. this.wireframeLinejoin = 'round';
  7968. this.vertexColors = THREE.NoColors;
  7969. this.skinning = false;
  7970. this.morphTargets = false;
  7971. this.setValues( parameters );
  7972. };
  7973. THREE.MeshBasicMaterial.prototype = Object.create( THREE.Material.prototype );
  7974. THREE.MeshBasicMaterial.prototype.clone = function () {
  7975. var material = new THREE.MeshBasicMaterial();
  7976. THREE.Material.prototype.clone.call( this, material );
  7977. material.color.copy( this.color );
  7978. material.map = this.map;
  7979. material.lightMap = this.lightMap;
  7980. material.specularMap = this.specularMap;
  7981. material.envMap = this.envMap;
  7982. material.combine = this.combine;
  7983. material.reflectivity = this.reflectivity;
  7984. material.refractionRatio = this.refractionRatio;
  7985. material.fog = this.fog;
  7986. material.shading = this.shading;
  7987. material.wireframe = this.wireframe;
  7988. material.wireframeLinewidth = this.wireframeLinewidth;
  7989. material.wireframeLinecap = this.wireframeLinecap;
  7990. material.wireframeLinejoin = this.wireframeLinejoin;
  7991. material.vertexColors = this.vertexColors;
  7992. material.skinning = this.skinning;
  7993. material.morphTargets = this.morphTargets;
  7994. return material;
  7995. };
  7996. /**
  7997. * @author mrdoob / http://mrdoob.com/
  7998. * @author alteredq / http://alteredqualia.com/
  7999. *
  8000. * parameters = {
  8001. * color: <hex>,
  8002. * ambient: <hex>,
  8003. * emissive: <hex>,
  8004. * opacity: <float>,
  8005. *
  8006. * map: new THREE.Texture( <Image> ),
  8007. *
  8008. * lightMap: new THREE.Texture( <Image> ),
  8009. *
  8010. * specularMap: new THREE.Texture( <Image> ),
  8011. *
  8012. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  8013. * combine: THREE.Multiply,
  8014. * reflectivity: <float>,
  8015. * refractionRatio: <float>,
  8016. *
  8017. * shading: THREE.SmoothShading,
  8018. * blending: THREE.NormalBlending,
  8019. * depthTest: <bool>,
  8020. * depthWrite: <bool>,
  8021. *
  8022. * wireframe: <boolean>,
  8023. * wireframeLinewidth: <float>,
  8024. *
  8025. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  8026. *
  8027. * skinning: <bool>,
  8028. * morphTargets: <bool>,
  8029. * morphNormals: <bool>,
  8030. *
  8031. * fog: <bool>
  8032. * }
  8033. */
  8034. THREE.MeshLambertMaterial = function ( parameters ) {
  8035. THREE.Material.call( this );
  8036. this.color = new THREE.Color( 0xffffff ); // diffuse
  8037. this.ambient = new THREE.Color( 0xffffff );
  8038. this.emissive = new THREE.Color( 0x000000 );
  8039. this.wrapAround = false;
  8040. this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
  8041. this.map = null;
  8042. this.lightMap = null;
  8043. this.specularMap = null;
  8044. this.envMap = null;
  8045. this.combine = THREE.MultiplyOperation;
  8046. this.reflectivity = 1;
  8047. this.refractionRatio = 0.98;
  8048. this.fog = true;
  8049. this.shading = THREE.SmoothShading;
  8050. this.wireframe = false;
  8051. this.wireframeLinewidth = 1;
  8052. this.wireframeLinecap = 'round';
  8053. this.wireframeLinejoin = 'round';
  8054. this.vertexColors = THREE.NoColors;
  8055. this.skinning = false;
  8056. this.morphTargets = false;
  8057. this.morphNormals = false;
  8058. this.setValues( parameters );
  8059. };
  8060. THREE.MeshLambertMaterial.prototype = Object.create( THREE.Material.prototype );
  8061. THREE.MeshLambertMaterial.prototype.clone = function () {
  8062. var material = new THREE.MeshLambertMaterial();
  8063. THREE.Material.prototype.clone.call( this, material );
  8064. material.color.copy( this.color );
  8065. material.ambient.copy( this.ambient );
  8066. material.emissive.copy( this.emissive );
  8067. material.wrapAround = this.wrapAround;
  8068. material.wrapRGB.copy( this.wrapRGB );
  8069. material.map = this.map;
  8070. material.lightMap = this.lightMap;
  8071. material.specularMap = this.specularMap;
  8072. material.envMap = this.envMap;
  8073. material.combine = this.combine;
  8074. material.reflectivity = this.reflectivity;
  8075. material.refractionRatio = this.refractionRatio;
  8076. material.fog = this.fog;
  8077. material.shading = this.shading;
  8078. material.wireframe = this.wireframe;
  8079. material.wireframeLinewidth = this.wireframeLinewidth;
  8080. material.wireframeLinecap = this.wireframeLinecap;
  8081. material.wireframeLinejoin = this.wireframeLinejoin;
  8082. material.vertexColors = this.vertexColors;
  8083. material.skinning = this.skinning;
  8084. material.morphTargets = this.morphTargets;
  8085. material.morphNormals = this.morphNormals;
  8086. return material;
  8087. };
  8088. /**
  8089. * @author mrdoob / http://mrdoob.com/
  8090. * @author alteredq / http://alteredqualia.com/
  8091. *
  8092. * parameters = {
  8093. * color: <hex>,
  8094. * ambient: <hex>,
  8095. * emissive: <hex>,
  8096. * specular: <hex>,
  8097. * shininess: <float>,
  8098. * opacity: <float>,
  8099. *
  8100. * map: new THREE.Texture( <Image> ),
  8101. *
  8102. * lightMap: new THREE.Texture( <Image> ),
  8103. *
  8104. * bumpMap: new THREE.Texture( <Image> ),
  8105. * bumpScale: <float>,
  8106. *
  8107. * normalMap: new THREE.Texture( <Image> ),
  8108. * normalScale: <Vector2>,
  8109. *
  8110. * specularMap: new THREE.Texture( <Image> ),
  8111. *
  8112. * envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
  8113. * combine: THREE.Multiply,
  8114. * reflectivity: <float>,
  8115. * refractionRatio: <float>,
  8116. *
  8117. * shading: THREE.SmoothShading,
  8118. * blending: THREE.NormalBlending,
  8119. * depthTest: <bool>,
  8120. * depthWrite: <bool>,
  8121. *
  8122. * wireframe: <boolean>,
  8123. * wireframeLinewidth: <float>,
  8124. *
  8125. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  8126. *
  8127. * skinning: <bool>,
  8128. * morphTargets: <bool>,
  8129. * morphNormals: <bool>,
  8130. *
  8131. * fog: <bool>
  8132. * }
  8133. */
  8134. THREE.MeshPhongMaterial = function ( parameters ) {
  8135. THREE.Material.call( this );
  8136. this.color = new THREE.Color( 0xffffff ); // diffuse
  8137. this.ambient = new THREE.Color( 0xffffff );
  8138. this.emissive = new THREE.Color( 0x000000 );
  8139. this.specular = new THREE.Color( 0x111111 );
  8140. this.shininess = 30;
  8141. this.metal = false;
  8142. this.wrapAround = false;
  8143. this.wrapRGB = new THREE.Vector3( 1, 1, 1 );
  8144. this.map = null;
  8145. this.lightMap = null;
  8146. this.bumpMap = null;
  8147. this.bumpScale = 1;
  8148. this.normalMap = null;
  8149. this.normalScale = new THREE.Vector2( 1, 1 );
  8150. this.specularMap = null;
  8151. this.envMap = null;
  8152. this.combine = THREE.MultiplyOperation;
  8153. this.reflectivity = 1;
  8154. this.refractionRatio = 0.98;
  8155. this.fog = true;
  8156. this.shading = THREE.SmoothShading;
  8157. this.wireframe = false;
  8158. this.wireframeLinewidth = 1;
  8159. this.wireframeLinecap = 'round';
  8160. this.wireframeLinejoin = 'round';
  8161. this.vertexColors = THREE.NoColors;
  8162. this.skinning = false;
  8163. this.morphTargets = false;
  8164. this.morphNormals = false;
  8165. this.setValues( parameters );
  8166. };
  8167. THREE.MeshPhongMaterial.prototype = Object.create( THREE.Material.prototype );
  8168. THREE.MeshPhongMaterial.prototype.clone = function () {
  8169. var material = new THREE.MeshPhongMaterial();
  8170. THREE.Material.prototype.clone.call( this, material );
  8171. material.color.copy( this.color );
  8172. material.ambient.copy( this.ambient );
  8173. material.emissive.copy( this.emissive );
  8174. material.specular.copy( this.specular );
  8175. material.shininess = this.shininess;
  8176. material.metal = this.metal;
  8177. material.wrapAround = this.wrapAround;
  8178. material.wrapRGB.copy( this.wrapRGB );
  8179. material.map = this.map;
  8180. material.lightMap = this.lightMap;
  8181. material.bumpMap = this.bumpMap;
  8182. material.bumpScale = this.bumpScale;
  8183. material.normalMap = this.normalMap;
  8184. material.normalScale.copy( this.normalScale );
  8185. material.specularMap = this.specularMap;
  8186. material.envMap = this.envMap;
  8187. material.combine = this.combine;
  8188. material.reflectivity = this.reflectivity;
  8189. material.refractionRatio = this.refractionRatio;
  8190. material.fog = this.fog;
  8191. material.shading = this.shading;
  8192. material.wireframe = this.wireframe;
  8193. material.wireframeLinewidth = this.wireframeLinewidth;
  8194. material.wireframeLinecap = this.wireframeLinecap;
  8195. material.wireframeLinejoin = this.wireframeLinejoin;
  8196. material.vertexColors = this.vertexColors;
  8197. material.skinning = this.skinning;
  8198. material.morphTargets = this.morphTargets;
  8199. material.morphNormals = this.morphNormals;
  8200. return material;
  8201. };
  8202. /**
  8203. * @author mrdoob / http://mrdoob.com/
  8204. * @author alteredq / http://alteredqualia.com/
  8205. *
  8206. * parameters = {
  8207. * opacity: <float>,
  8208. *
  8209. * blending: THREE.NormalBlending,
  8210. * depthTest: <bool>,
  8211. * depthWrite: <bool>,
  8212. *
  8213. * wireframe: <boolean>,
  8214. * wireframeLinewidth: <float>
  8215. * }
  8216. */
  8217. THREE.MeshDepthMaterial = function ( parameters ) {
  8218. THREE.Material.call( this );
  8219. this.morphTargets = false;
  8220. this.wireframe = false;
  8221. this.wireframeLinewidth = 1;
  8222. this.setValues( parameters );
  8223. };
  8224. THREE.MeshDepthMaterial.prototype = Object.create( THREE.Material.prototype );
  8225. THREE.MeshDepthMaterial.prototype.clone = function () {
  8226. var material = new THREE.MeshDepthMaterial();
  8227. THREE.Material.prototype.clone.call( this, material );
  8228. material.wireframe = this.wireframe;
  8229. material.wireframeLinewidth = this.wireframeLinewidth;
  8230. return material;
  8231. };
  8232. /**
  8233. * @author mrdoob / http://mrdoob.com/
  8234. *
  8235. * parameters = {
  8236. * opacity: <float>,
  8237. *
  8238. * shading: THREE.FlatShading,
  8239. * blending: THREE.NormalBlending,
  8240. * depthTest: <bool>,
  8241. * depthWrite: <bool>,
  8242. *
  8243. * wireframe: <boolean>,
  8244. * wireframeLinewidth: <float>
  8245. * }
  8246. */
  8247. THREE.MeshNormalMaterial = function ( parameters ) {
  8248. THREE.Material.call( this, parameters );
  8249. this.shading = THREE.FlatShading;
  8250. this.wireframe = false;
  8251. this.wireframeLinewidth = 1;
  8252. this.morphTargets = false;
  8253. this.setValues( parameters );
  8254. };
  8255. THREE.MeshNormalMaterial.prototype = Object.create( THREE.Material.prototype );
  8256. THREE.MeshNormalMaterial.prototype.clone = function () {
  8257. var material = new THREE.MeshNormalMaterial();
  8258. THREE.Material.prototype.clone.call( this, material );
  8259. material.shading = this.shading;
  8260. material.wireframe = this.wireframe;
  8261. material.wireframeLinewidth = this.wireframeLinewidth;
  8262. return material;
  8263. };
  8264. /**
  8265. * @author mrdoob / http://mrdoob.com/
  8266. */
  8267. THREE.MeshFaceMaterial = function ( materials ) {
  8268. this.materials = materials instanceof Array ? materials : [];
  8269. };
  8270. THREE.MeshFaceMaterial.prototype.clone = function () {
  8271. var material = new THREE.MeshFaceMaterial();
  8272. for ( var i = 0; i < this.materials.length; i ++ ) {
  8273. material.materials.push( this.materials[ i ].clone() );
  8274. }
  8275. return material;
  8276. };
  8277. /**
  8278. * @author mrdoob / http://mrdoob.com/
  8279. * @author alteredq / http://alteredqualia.com/
  8280. *
  8281. * parameters = {
  8282. * color: <hex>,
  8283. * opacity: <float>,
  8284. * map: new THREE.Texture( <Image> ),
  8285. *
  8286. * size: <float>,
  8287. *
  8288. * blending: THREE.NormalBlending,
  8289. * depthTest: <bool>,
  8290. * depthWrite: <bool>,
  8291. *
  8292. * vertexColors: <bool>,
  8293. *
  8294. * fog: <bool>
  8295. * }
  8296. */
  8297. THREE.PointCloudMaterial = function ( parameters ) {
  8298. THREE.Material.call( this );
  8299. this.color = new THREE.Color( 0xffffff );
  8300. this.map = null;
  8301. this.size = 1;
  8302. this.sizeAttenuation = true;
  8303. this.vertexColors = THREE.NoColors;
  8304. this.fog = true;
  8305. this.setValues( parameters );
  8306. };
  8307. THREE.PointCloudMaterial.prototype = Object.create( THREE.Material.prototype );
  8308. THREE.PointCloudMaterial.prototype.clone = function () {
  8309. var material = new THREE.PointCloudMaterial();
  8310. THREE.Material.prototype.clone.call( this, material );
  8311. material.color.copy( this.color );
  8312. material.map = this.map;
  8313. material.size = this.size;
  8314. material.sizeAttenuation = this.sizeAttenuation;
  8315. material.vertexColors = this.vertexColors;
  8316. material.fog = this.fog;
  8317. return material;
  8318. };
  8319. // backwards compatibility
  8320. THREE.ParticleSystemMaterial = function ( parameters ) {
  8321. console.warn( 'THREE.ParticleSystemMaterial has been DEPRECATED. Use THREE.PointCloudMaterial instead.' );
  8322. return new THREE.PointCloudMaterial( parameters );
  8323. }
  8324. /**
  8325. * @author alteredq / http://alteredqualia.com/
  8326. *
  8327. * parameters = {
  8328. * fragmentShader: <string>,
  8329. * vertexShader: <string>,
  8330. *
  8331. * uniforms: { "parameter1": { type: "f", value: 1.0 }, "parameter2": { type: "i" value2: 2 } },
  8332. *
  8333. * defines: { "label" : "value" },
  8334. *
  8335. * shading: THREE.SmoothShading,
  8336. * blending: THREE.NormalBlending,
  8337. * depthTest: <bool>,
  8338. * depthWrite: <bool>,
  8339. *
  8340. * wireframe: <boolean>,
  8341. * wireframeLinewidth: <float>,
  8342. *
  8343. * lights: <bool>,
  8344. *
  8345. * vertexColors: THREE.NoColors / THREE.VertexColors / THREE.FaceColors,
  8346. *
  8347. * skinning: <bool>,
  8348. * morphTargets: <bool>,
  8349. * morphNormals: <bool>,
  8350. *
  8351. * fog: <bool>
  8352. * }
  8353. */
  8354. THREE.ShaderMaterial = function ( parameters ) {
  8355. THREE.Material.call( this );
  8356. this.fragmentShader = "void main() {}";
  8357. this.vertexShader = "void main() {}";
  8358. this.uniforms = {};
  8359. this.defines = {};
  8360. this.attributes = null;
  8361. this.shading = THREE.SmoothShading;
  8362. this.linewidth = 1;
  8363. this.wireframe = false;
  8364. this.wireframeLinewidth = 1;
  8365. this.fog = false; // set to use scene fog
  8366. this.lights = false; // set to use scene lights
  8367. this.vertexColors = THREE.NoColors; // set to use "color" attribute stream
  8368. this.skinning = false; // set to use skinning attribute streams
  8369. this.morphTargets = false; // set to use morph targets
  8370. this.morphNormals = false; // set to use morph normals
  8371. // When rendered geometry doesn't include these attributes but the material does,
  8372. // use these default values in WebGL. This avoids errors when buffer data is missing.
  8373. this.defaultAttributeValues = {
  8374. "color" : [ 1, 1, 1 ],
  8375. "uv" : [ 0, 0 ],
  8376. "uv2" : [ 0, 0 ]
  8377. };
  8378. this.index0AttributeName = undefined;
  8379. this.setValues( parameters );
  8380. };
  8381. THREE.ShaderMaterial.prototype = Object.create( THREE.Material.prototype );
  8382. THREE.ShaderMaterial.prototype.clone = function () {
  8383. var material = new THREE.ShaderMaterial();
  8384. THREE.Material.prototype.clone.call( this, material );
  8385. material.fragmentShader = this.fragmentShader;
  8386. material.vertexShader = this.vertexShader;
  8387. material.uniforms = THREE.UniformsUtils.clone( this.uniforms );
  8388. material.attributes = this.attributes;
  8389. material.defines = this.defines;
  8390. material.shading = this.shading;
  8391. material.wireframe = this.wireframe;
  8392. material.wireframeLinewidth = this.wireframeLinewidth;
  8393. material.fog = this.fog;
  8394. material.lights = this.lights;
  8395. material.vertexColors = this.vertexColors;
  8396. material.skinning = this.skinning;
  8397. material.morphTargets = this.morphTargets;
  8398. material.morphNormals = this.morphNormals;
  8399. return material;
  8400. };
  8401. /**
  8402. * @author mrdoob / http://mrdoob.com/
  8403. */
  8404. THREE.RawShaderMaterial = function ( parameters ) {
  8405. THREE.ShaderMaterial.call( this, parameters );
  8406. };
  8407. THREE.RawShaderMaterial.prototype = Object.create( THREE.ShaderMaterial.prototype );
  8408. THREE.RawShaderMaterial.prototype.clone = function () {
  8409. var material = new THREE.RawShaderMaterial();
  8410. THREE.ShaderMaterial.prototype.clone.call( this, material );
  8411. return material;
  8412. };
  8413. /**
  8414. * @author alteredq / http://alteredqualia.com/
  8415. *
  8416. * parameters = {
  8417. * color: <hex>,
  8418. * opacity: <float>,
  8419. * map: new THREE.Texture( <Image> ),
  8420. *
  8421. * blending: THREE.NormalBlending,
  8422. * depthTest: <bool>,
  8423. * depthWrite: <bool>,
  8424. *
  8425. * uvOffset: new THREE.Vector2(),
  8426. * uvScale: new THREE.Vector2(),
  8427. *
  8428. * fog: <bool>
  8429. * }
  8430. */
  8431. THREE.SpriteMaterial = function ( parameters ) {
  8432. THREE.Material.call( this );
  8433. // defaults
  8434. this.color = new THREE.Color( 0xffffff );
  8435. this.map = null;
  8436. this.rotation = 0;
  8437. this.fog = false;
  8438. // set parameters
  8439. this.setValues( parameters );
  8440. };
  8441. THREE.SpriteMaterial.prototype = Object.create( THREE.Material.prototype );
  8442. THREE.SpriteMaterial.prototype.clone = function () {
  8443. var material = new THREE.SpriteMaterial();
  8444. THREE.Material.prototype.clone.call( this, material );
  8445. material.color.copy( this.color );
  8446. material.map = this.map;
  8447. material.rotation = this.rotation;
  8448. material.fog = this.fog;
  8449. return material;
  8450. };
  8451. /**
  8452. * @author mrdoob / http://mrdoob.com/
  8453. *
  8454. * parameters = {
  8455. * color: <hex>,
  8456. * program: <function>,
  8457. * opacity: <float>,
  8458. * blending: THREE.NormalBlending
  8459. * }
  8460. */
  8461. THREE.SpriteCanvasMaterial = function ( parameters ) {
  8462. THREE.Material.call( this );
  8463. this.color = new THREE.Color( 0xffffff );
  8464. this.program = function ( context, color ) {};
  8465. this.setValues( parameters );
  8466. };
  8467. THREE.SpriteCanvasMaterial.prototype = Object.create( THREE.Material.prototype );
  8468. THREE.SpriteCanvasMaterial.prototype.clone = function () {
  8469. var material = new THREE.SpriteCanvasMaterial();
  8470. THREE.Material.prototype.clone.call( this, material );
  8471. material.color.copy( this.color );
  8472. material.program = this.program;
  8473. return material;
  8474. };
  8475. // backwards compatibility
  8476. THREE.ParticleCanvasMaterial = THREE.SpriteCanvasMaterial;
  8477. /**
  8478. * @author mrdoob / http://mrdoob.com/
  8479. * @author alteredq / http://alteredqualia.com/
  8480. * @author szimek / https://github.com/szimek/
  8481. */
  8482. THREE.Texture = function ( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
  8483. this.id = THREE.TextureIdCount ++;
  8484. this.uuid = THREE.Math.generateUUID();
  8485. this.name = '';
  8486. this.image = image;
  8487. this.mipmaps = [];
  8488. this.mapping = mapping !== undefined ? mapping : new THREE.UVMapping();
  8489. this.wrapS = wrapS !== undefined ? wrapS : THREE.ClampToEdgeWrapping;
  8490. this.wrapT = wrapT !== undefined ? wrapT : THREE.ClampToEdgeWrapping;
  8491. this.magFilter = magFilter !== undefined ? magFilter : THREE.LinearFilter;
  8492. this.minFilter = minFilter !== undefined ? minFilter : THREE.LinearMipMapLinearFilter;
  8493. this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
  8494. this.format = format !== undefined ? format : THREE.RGBAFormat;
  8495. this.type = type !== undefined ? type : THREE.UnsignedByteType;
  8496. this.offset = new THREE.Vector2( 0, 0 );
  8497. this.repeat = new THREE.Vector2( 1, 1 );
  8498. this.generateMipmaps = true;
  8499. this.premultiplyAlpha = false;
  8500. this.flipY = true;
  8501. this.unpackAlignment = 4; // valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
  8502. this._needsUpdate = false;
  8503. this.onUpdate = null;
  8504. };
  8505. THREE.Texture.prototype = {
  8506. constructor: THREE.Texture,
  8507. get needsUpdate () {
  8508. return this._needsUpdate;
  8509. },
  8510. set needsUpdate ( value ) {
  8511. if ( value === true ) this.update();
  8512. this._needsUpdate = value;
  8513. },
  8514. clone: function ( texture ) {
  8515. if ( texture === undefined ) texture = new THREE.Texture();
  8516. texture.image = this.image;
  8517. texture.mipmaps = this.mipmaps.slice(0);
  8518. texture.mapping = this.mapping;
  8519. texture.wrapS = this.wrapS;
  8520. texture.wrapT = this.wrapT;
  8521. texture.magFilter = this.magFilter;
  8522. texture.minFilter = this.minFilter;
  8523. texture.anisotropy = this.anisotropy;
  8524. texture.format = this.format;
  8525. texture.type = this.type;
  8526. texture.offset.copy( this.offset );
  8527. texture.repeat.copy( this.repeat );
  8528. texture.generateMipmaps = this.generateMipmaps;
  8529. texture.premultiplyAlpha = this.premultiplyAlpha;
  8530. texture.flipY = this.flipY;
  8531. texture.unpackAlignment = this.unpackAlignment;
  8532. return texture;
  8533. },
  8534. update: function () {
  8535. this.dispatchEvent( { type: 'update' } );
  8536. },
  8537. dispose: function () {
  8538. this.dispatchEvent( { type: 'dispose' } );
  8539. }
  8540. };
  8541. THREE.EventDispatcher.prototype.apply( THREE.Texture.prototype );
  8542. THREE.TextureIdCount = 0;
  8543. /**
  8544. * @author alteredq / http://alteredqualia.com/
  8545. */
  8546. THREE.CompressedTexture = function ( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
  8547. THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8548. this.image = { width: width, height: height };
  8549. this.mipmaps = mipmaps;
  8550. this.generateMipmaps = false; // WebGL currently can't generate mipmaps for compressed textures, they must be embedded in DDS file
  8551. };
  8552. THREE.CompressedTexture.prototype = Object.create( THREE.Texture.prototype );
  8553. THREE.CompressedTexture.prototype.clone = function () {
  8554. var texture = new THREE.CompressedTexture();
  8555. THREE.Texture.prototype.clone.call( this, texture );
  8556. return texture;
  8557. };
  8558. /**
  8559. * @author alteredq / http://alteredqualia.com/
  8560. */
  8561. THREE.DataTexture = function ( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy ) {
  8562. THREE.Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
  8563. this.image = { data: data, width: width, height: height };
  8564. };
  8565. THREE.DataTexture.prototype = Object.create( THREE.Texture.prototype );
  8566. THREE.DataTexture.prototype.clone = function () {
  8567. var texture = new THREE.DataTexture();
  8568. THREE.Texture.prototype.clone.call( this, texture );
  8569. return texture;
  8570. };
  8571. /**
  8572. * @author alteredq / http://alteredqualia.com/
  8573. */
  8574. THREE.PointCloud = function ( geometry, material ) {
  8575. THREE.Object3D.call( this );
  8576. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8577. this.material = material !== undefined ? material : new THREE.PointCloudMaterial( { color: Math.random() * 0xffffff } );
  8578. this.sortParticles = false;
  8579. };
  8580. THREE.PointCloud.prototype = Object.create( THREE.Object3D.prototype );
  8581. THREE.PointCloud.prototype.clone = function ( object ) {
  8582. if ( object === undefined ) object = new THREE.PointCloud( this.geometry, this.material );
  8583. object.sortParticles = this.sortParticles;
  8584. THREE.Object3D.prototype.clone.call( this, object );
  8585. return object;
  8586. };
  8587. // Backwards compatibility
  8588. THREE.ParticleSystem = function ( geometry, material ) {
  8589. console.warn( 'THREE.ParticleSystem has been DEPRECATED. Use THREE.PointCloud instead.' );
  8590. return new THREE.PointCloud( geometry, material );
  8591. };
  8592. /**
  8593. * @author mrdoob / http://mrdoob.com/
  8594. */
  8595. THREE.Line = function ( geometry, material, type ) {
  8596. THREE.Object3D.call( this );
  8597. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8598. this.material = material !== undefined ? material : new THREE.LineBasicMaterial( { color: Math.random() * 0xffffff } );
  8599. this.type = ( type !== undefined ) ? type : THREE.LineStrip;
  8600. };
  8601. THREE.LineStrip = 0;
  8602. THREE.LinePieces = 1;
  8603. THREE.Line.prototype = Object.create( THREE.Object3D.prototype );
  8604. THREE.Line.prototype.clone = function ( object ) {
  8605. if ( object === undefined ) object = new THREE.Line( this.geometry, this.material, this.type );
  8606. THREE.Object3D.prototype.clone.call( this, object );
  8607. return object;
  8608. };
  8609. /**
  8610. * @author mrdoob / http://mrdoob.com/
  8611. * @author alteredq / http://alteredqualia.com/
  8612. * @author mikael emtinger / http://gomo.se/
  8613. * @author jonobr1 / http://jonobr1.com/
  8614. */
  8615. THREE.Mesh = function ( geometry, material ) {
  8616. THREE.Object3D.call( this );
  8617. this.geometry = geometry !== undefined ? geometry : new THREE.Geometry();
  8618. this.material = material !== undefined ? material : new THREE.MeshBasicMaterial( { color: Math.random() * 0xffffff } );
  8619. this.updateMorphTargets();
  8620. };
  8621. THREE.Mesh.prototype = Object.create( THREE.Object3D.prototype );
  8622. THREE.Mesh.prototype.raycast = function () {
  8623. };
  8624. THREE.Mesh.prototype.updateMorphTargets = function () {
  8625. if ( this.geometry.morphTargets !== undefined && this.geometry.morphTargets.length > 0 ) {
  8626. this.morphTargetBase = -1;
  8627. this.morphTargetForcedOrder = [];
  8628. this.morphTargetInfluences = [];
  8629. this.morphTargetDictionary = {};
  8630. for ( var m = 0, ml = this.geometry.morphTargets.length; m < ml; m ++ ) {
  8631. this.morphTargetInfluences.push( 0 );
  8632. this.morphTargetDictionary[ this.geometry.morphTargets[ m ].name ] = m;
  8633. }
  8634. }
  8635. };
  8636. THREE.Mesh.prototype.getMorphTargetIndexByName = function ( name ) {
  8637. if ( this.morphTargetDictionary[ name ] !== undefined ) {
  8638. return this.morphTargetDictionary[ name ];
  8639. }
  8640. console.log( "THREE.Mesh.getMorphTargetIndexByName: morph target " + name + " does not exist. Returning 0." );
  8641. return 0;
  8642. };
  8643. THREE.Mesh.prototype.clone = function ( object, recursive ) {
  8644. if ( object === undefined ) object = new THREE.Mesh( this.geometry, this.material );
  8645. THREE.Object3D.prototype.clone.call( this, object, recursive );
  8646. return object;
  8647. };
  8648. /**
  8649. * @author mikael emtinger / http://gomo.se/
  8650. * @author alteredq / http://alteredqualia.com/
  8651. */
  8652. THREE.Bone = function( belongsToSkin ) {
  8653. THREE.Object3D.call( this );
  8654. this.skin = belongsToSkin;
  8655. this.skinMatrix = new THREE.Matrix4();
  8656. this.accumulatedRotWeight = 0;
  8657. this.accumulatedPosWeight = 0;
  8658. this.accumulatedSclWeight = 0;
  8659. };
  8660. THREE.Bone.prototype = Object.create( THREE.Object3D.prototype );
  8661. THREE.Bone.prototype.update = function ( parentSkinMatrix, forceUpdate ) {
  8662. // update local
  8663. if ( this.matrixAutoUpdate ) {
  8664. forceUpdate |= this.updateMatrix();
  8665. }
  8666. // update skin matrix
  8667. if ( forceUpdate || this.matrixWorldNeedsUpdate ) {
  8668. if ( parentSkinMatrix ) {
  8669. this.skinMatrix.multiplyMatrices( parentSkinMatrix, this.matrix );
  8670. } else {
  8671. this.skinMatrix.copy( this.matrix );
  8672. }
  8673. this.matrixWorldNeedsUpdate = false;
  8674. forceUpdate = true;
  8675. // Reset weights to be re-accumulated in the next frame
  8676. this.accumulatedRotWeight = 0;
  8677. this.accumulatedPosWeight = 0;
  8678. this.accumulatedSclWeight = 0;
  8679. }
  8680. // update children
  8681. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  8682. this.children[ i ].update( this.skinMatrix, forceUpdate );
  8683. }
  8684. };
  8685. /**
  8686. * @author mikael emtinger / http://gomo.se/
  8687. * @author alteredq / http://alteredqualia.com/
  8688. * @author michael guerrero / http://realitymeltdown.com
  8689. */
  8690. THREE.Skeleton = function ( boneList, useVertexTexture ) {
  8691. this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
  8692. // init bones
  8693. this.bones = [];
  8694. this.boneMatrices = [];
  8695. var bone, gbone, p, q, s;
  8696. if ( boneList !== undefined ) {
  8697. for ( var b = 0; b < boneList.length; ++b ) {
  8698. gbone = boneList[ b ];
  8699. p = gbone.pos;
  8700. q = gbone.rotq;
  8701. s = gbone.scl;
  8702. bone = this.addBone();
  8703. bone.name = gbone.name;
  8704. bone.position.set( p[0], p[1], p[2] );
  8705. bone.quaternion.set( q[0], q[1], q[2], q[3] );
  8706. if ( s !== undefined ) {
  8707. bone.scale.set( s[0], s[1], s[2] );
  8708. } else {
  8709. bone.scale.set( 1, 1, 1 );
  8710. }
  8711. }
  8712. for ( var b = 0; b < boneList.length; ++b ) {
  8713. gbone = boneList[ b ];
  8714. if ( gbone.parent !== -1 ) {
  8715. this.bones[ gbone.parent ].add( this.bones[ b ] );
  8716. }
  8717. }
  8718. //
  8719. var nBones = this.bones.length;
  8720. if ( this.useVertexTexture ) {
  8721. // layout (1 matrix = 4 pixels)
  8722. // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
  8723. // with 8x8 pixel texture max 16 bones (8 * 8 / 4)
  8724. // 16x16 pixel texture max 64 bones (16 * 16 / 4)
  8725. // 32x32 pixel texture max 256 bones (32 * 32 / 4)
  8726. // 64x64 pixel texture max 1024 bones (64 * 64 / 4)
  8727. var size;
  8728. if ( nBones > 256 )
  8729. size = 64;
  8730. else if ( nBones > 64 )
  8731. size = 32;
  8732. else if ( nBones > 16 )
  8733. size = 16;
  8734. else
  8735. size = 8;
  8736. this.boneTextureWidth = size;
  8737. this.boneTextureHeight = size;
  8738. this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
  8739. this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
  8740. this.boneTexture.minFilter = THREE.NearestFilter;
  8741. this.boneTexture.magFilter = THREE.NearestFilter;
  8742. this.boneTexture.generateMipmaps = false;
  8743. this.boneTexture.flipY = false;
  8744. } else {
  8745. this.boneMatrices = new Float32Array( 16 * nBones );
  8746. }
  8747. }
  8748. };
  8749. THREE.Skeleton.prototype = Object.create( THREE.Mesh.prototype );
  8750. THREE.Skeleton.prototype.addBone = function( bone ) {
  8751. if ( bone === undefined ) {
  8752. bone = new THREE.Bone( this );
  8753. }
  8754. this.bones.push( bone );
  8755. return bone;
  8756. };
  8757. THREE.Skeleton.prototype.calculateInverses = function( bone ) {
  8758. this.boneInverses = [];
  8759. for ( var b = 0, bl = this.bones.length; b < bl; ++b ) {
  8760. var inverse = new THREE.Matrix4();
  8761. inverse.getInverse( this.bones[ b ].skinMatrix );
  8762. this.boneInverses.push( inverse );
  8763. }
  8764. };
  8765. /**
  8766. * @author mikael emtinger / http://gomo.se/
  8767. * @author alteredq / http://alteredqualia.com/
  8768. */
  8769. THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
  8770. THREE.Mesh.call( this, geometry, material );
  8771. this.skeleton = new THREE.Skeleton( this.geometry && this.geometry.bones, useVertexTexture );
  8772. // Add root level bones as children of the mesh
  8773. for ( var b = 0; b < this.skeleton.bones.length; ++b ) {
  8774. var bone = this.skeleton.bones[ b ];
  8775. if ( bone.parent === undefined ) {
  8776. this.add( bone );
  8777. }
  8778. }
  8779. this.identityMatrix = new THREE.Matrix4();
  8780. this.pose();
  8781. };
  8782. THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
  8783. THREE.SkinnedMesh.prototype.updateMatrixWorld = function () {
  8784. var offsetMatrix = new THREE.Matrix4();
  8785. return function ( force ) {
  8786. this.matrixAutoUpdate && this.updateMatrix();
  8787. // update matrixWorld
  8788. if ( this.matrixWorldNeedsUpdate || force ) {
  8789. if ( this.parent ) {
  8790. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  8791. } else {
  8792. this.matrixWorld.copy( this.matrix );
  8793. }
  8794. this.matrixWorldNeedsUpdate = false;
  8795. force = true;
  8796. }
  8797. // update children
  8798. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  8799. var child = this.children[ i ];
  8800. if ( child instanceof THREE.Bone ) {
  8801. child.update( this.identityMatrix, false );
  8802. } else {
  8803. child.updateMatrixWorld( true );
  8804. }
  8805. }
  8806. // make a snapshot of the bones' rest position
  8807. if ( this.skeleton.boneInverses === undefined ) {
  8808. this.skeleton.calculateInverses();
  8809. }
  8810. // flatten bone matrices to array
  8811. for ( var b = 0, bl = this.skeleton.bones.length; b < bl; b ++ ) {
  8812. // compute the offset between the current and the original transform;
  8813. // TODO: we could get rid of this multiplication step if the skinMatrix
  8814. // was already representing the offset; however, this requires some
  8815. // major changes to the animation system
  8816. offsetMatrix.multiplyMatrices( this.skeleton.bones[ b ].skinMatrix, this.skeleton.boneInverses[ b ] );
  8817. offsetMatrix.flattenToArrayOffset( this.skeleton.boneMatrices, b * 16 );
  8818. }
  8819. if ( this.skeleton.useVertexTexture ) {
  8820. this.skeleton.boneTexture.needsUpdate = true;
  8821. }
  8822. };
  8823. }();
  8824. THREE.SkinnedMesh.prototype.pose = function () {
  8825. this.updateMatrixWorld( true );
  8826. this.normalizeSkinWeights();
  8827. };
  8828. THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {
  8829. if ( this.geometry instanceof THREE.Geometry ) {
  8830. for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
  8831. var sw = this.geometry.skinWeights[ i ];
  8832. var scale = 1.0 / sw.lengthManhattan();
  8833. if ( scale !== Infinity ) {
  8834. sw.multiplyScalar( scale );
  8835. } else {
  8836. sw.set( 1 ); // this will be normalized by the shader anyway
  8837. }
  8838. }
  8839. } else {
  8840. // skinning weights assumed to be normalized for THREE.BufferGeometry
  8841. }
  8842. };
  8843. THREE.SkinnedMesh.prototype.clone = function ( object ) {
  8844. if ( object === undefined ) {
  8845. object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
  8846. }
  8847. THREE.Mesh.prototype.clone.call( this, object );
  8848. return object;
  8849. };
  8850. /**
  8851. * @author alteredq / http://alteredqualia.com/
  8852. */
  8853. THREE.MorphAnimMesh = function ( geometry, material ) {
  8854. THREE.Mesh.call( this, geometry, material );
  8855. // API
  8856. this.duration = 1000; // milliseconds
  8857. this.mirroredLoop = false;
  8858. this.time = 0;
  8859. // internals
  8860. this.lastKeyframe = 0;
  8861. this.currentKeyframe = 0;
  8862. this.direction = 1;
  8863. this.directionBackwards = false;
  8864. this.setFrameRange( 0, this.geometry.morphTargets.length - 1 );
  8865. };
  8866. THREE.MorphAnimMesh.prototype = Object.create( THREE.Mesh.prototype );
  8867. THREE.MorphAnimMesh.prototype.setFrameRange = function ( start, end ) {
  8868. this.startKeyframe = start;
  8869. this.endKeyframe = end;
  8870. this.length = this.endKeyframe - this.startKeyframe + 1;
  8871. };
  8872. THREE.MorphAnimMesh.prototype.setDirectionForward = function () {
  8873. this.direction = 1;
  8874. this.directionBackwards = false;
  8875. };
  8876. THREE.MorphAnimMesh.prototype.setDirectionBackward = function () {
  8877. this.direction = -1;
  8878. this.directionBackwards = true;
  8879. };
  8880. THREE.MorphAnimMesh.prototype.parseAnimations = function () {
  8881. var geometry = this.geometry;
  8882. if ( ! geometry.animations ) geometry.animations = {};
  8883. var firstAnimation, animations = geometry.animations;
  8884. var pattern = /([a-z]+)_?(\d+)/;
  8885. for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
  8886. var morph = geometry.morphTargets[ i ];
  8887. var parts = morph.name.match( pattern );
  8888. if ( parts && parts.length > 1 ) {
  8889. var label = parts[ 1 ];
  8890. var num = parts[ 2 ];
  8891. if ( ! animations[ label ] ) animations[ label ] = { start: Infinity, end: -Infinity };
  8892. var animation = animations[ label ];
  8893. if ( i < animation.start ) animation.start = i;
  8894. if ( i > animation.end ) animation.end = i;
  8895. if ( ! firstAnimation ) firstAnimation = label;
  8896. }
  8897. }
  8898. geometry.firstAnimation = firstAnimation;
  8899. };
  8900. THREE.MorphAnimMesh.prototype.setAnimationLabel = function ( label, start, end ) {
  8901. if ( ! this.geometry.animations ) this.geometry.animations = {};
  8902. this.geometry.animations[ label ] = { start: start, end: end };
  8903. };
  8904. THREE.MorphAnimMesh.prototype.playAnimation = function ( label, fps ) {
  8905. var animation = this.geometry.animations[ label ];
  8906. if ( animation ) {
  8907. this.setFrameRange( animation.start, animation.end );
  8908. this.duration = 1000 * ( ( animation.end - animation.start ) / fps );
  8909. this.time = 0;
  8910. } else {
  8911. console.warn( "animation[" + label + "] undefined" );
  8912. }
  8913. };
  8914. THREE.MorphAnimMesh.prototype.updateAnimation = function ( delta ) {
  8915. var frameTime = this.duration / this.length;
  8916. this.time += this.direction * delta;
  8917. if ( this.mirroredLoop ) {
  8918. if ( this.time > this.duration || this.time < 0 ) {
  8919. this.direction *= -1;
  8920. if ( this.time > this.duration ) {
  8921. this.time = this.duration;
  8922. this.directionBackwards = true;
  8923. }
  8924. if ( this.time < 0 ) {
  8925. this.time = 0;
  8926. this.directionBackwards = false;
  8927. }
  8928. }
  8929. } else {
  8930. this.time = this.time % this.duration;
  8931. if ( this.time < 0 ) this.time += this.duration;
  8932. }
  8933. var keyframe = this.startKeyframe + THREE.Math.clamp( Math.floor( this.time / frameTime ), 0, this.length - 1 );
  8934. if ( keyframe !== this.currentKeyframe ) {
  8935. this.morphTargetInfluences[ this.lastKeyframe ] = 0;
  8936. this.morphTargetInfluences[ this.currentKeyframe ] = 1;
  8937. this.morphTargetInfluences[ keyframe ] = 0;
  8938. this.lastKeyframe = this.currentKeyframe;
  8939. this.currentKeyframe = keyframe;
  8940. }
  8941. var mix = ( this.time % frameTime ) / frameTime;
  8942. if ( this.directionBackwards ) {
  8943. mix = 1 - mix;
  8944. }
  8945. this.morphTargetInfluences[ this.currentKeyframe ] = mix;
  8946. this.morphTargetInfluences[ this.lastKeyframe ] = 1 - mix;
  8947. };
  8948. THREE.MorphAnimMesh.prototype.clone = function ( object ) {
  8949. if ( object === undefined ) object = new THREE.MorphAnimMesh( this.geometry, this.material );
  8950. object.duration = this.duration;
  8951. object.mirroredLoop = this.mirroredLoop;
  8952. object.time = this.time;
  8953. object.lastKeyframe = this.lastKeyframe;
  8954. object.currentKeyframe = this.currentKeyframe;
  8955. object.direction = this.direction;
  8956. object.directionBackwards = this.directionBackwards;
  8957. THREE.Mesh.prototype.clone.call( this, object );
  8958. return object;
  8959. };
  8960. /**
  8961. * @author mikael emtinger / http://gomo.se/
  8962. * @author alteredq / http://alteredqualia.com/
  8963. * @author mrdoob / http://mrdoob.com/
  8964. */
  8965. THREE.LOD = function () {
  8966. THREE.Object3D.call( this );
  8967. this.objects = [];
  8968. };
  8969. THREE.LOD.prototype = Object.create( THREE.Object3D.prototype );
  8970. THREE.LOD.prototype.addLevel = function ( object, distance ) {
  8971. if ( distance === undefined ) distance = 0;
  8972. distance = Math.abs( distance );
  8973. for ( var l = 0; l < this.objects.length; l ++ ) {
  8974. if ( distance < this.objects[ l ].distance ) {
  8975. break;
  8976. }
  8977. }
  8978. this.objects.splice( l, 0, { distance: distance, object: object } );
  8979. this.add( object );
  8980. };
  8981. THREE.LOD.prototype.getObjectForDistance = function ( distance ) {
  8982. for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
  8983. if ( distance < this.objects[ i ].distance ) {
  8984. break;
  8985. }
  8986. }
  8987. return this.objects[ i - 1 ].object;
  8988. };
  8989. THREE.LOD.prototype.update = function () {
  8990. var v1 = new THREE.Vector3();
  8991. var v2 = new THREE.Vector3();
  8992. return function ( camera ) {
  8993. if ( this.objects.length > 1 ) {
  8994. v1.setFromMatrixPosition( camera.matrixWorld );
  8995. v2.setFromMatrixPosition( this.matrixWorld );
  8996. var distance = v1.distanceTo( v2 );
  8997. this.objects[ 0 ].object.visible = true;
  8998. for ( var i = 1, l = this.objects.length; i < l; i ++ ) {
  8999. if ( distance >= this.objects[ i ].distance ) {
  9000. this.objects[ i - 1 ].object.visible = false;
  9001. this.objects[ i ].object.visible = true;
  9002. } else {
  9003. break;
  9004. }
  9005. }
  9006. for( ; i < l; i ++ ) {
  9007. this.objects[ i ].object.visible = false;
  9008. }
  9009. }
  9010. };
  9011. }();
  9012. THREE.LOD.prototype.clone = function ( object ) {
  9013. if ( object === undefined ) object = new THREE.LOD();
  9014. THREE.Object3D.prototype.clone.call( this, object );
  9015. for ( var i = 0, l = this.objects.length; i < l; i ++ ) {
  9016. var x = this.objects[i].object.clone();
  9017. x.visible = i === 0;
  9018. object.addLevel( x, this.objects[i].distance );
  9019. }
  9020. return object;
  9021. };
  9022. /**
  9023. * @author mikael emtinger / http://gomo.se/
  9024. * @author alteredq / http://alteredqualia.com/
  9025. */
  9026. THREE.Sprite = ( function () {
  9027. var vertices = new Float32Array( [ - 0.5, - 0.5, 0, 0.5, - 0.5, 0, 0.5, 0.5, 0 ] );
  9028. var geometry = new THREE.BufferGeometry();
  9029. geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  9030. return function ( material ) {
  9031. THREE.Object3D.call( this );
  9032. this.geometry = geometry;
  9033. this.material = ( material !== undefined ) ? material : new THREE.SpriteMaterial();
  9034. };
  9035. } )();
  9036. THREE.Sprite.prototype = Object.create( THREE.Object3D.prototype );
  9037. THREE.Sprite.prototype.raycast = ( function () {
  9038. var matrixPosition = new THREE.Vector3();
  9039. return function ( raycaster, intersects ) {
  9040. matrixPosition.setFromMatrixPosition( this.matrixWorld );
  9041. var distance = raycaster.ray.distanceToPoint( matrixPosition );
  9042. if ( distance > this.scale.x ) {
  9043. return intersects;
  9044. }
  9045. intersects.push( {
  9046. distance: distance,
  9047. point: this.position,
  9048. face: null,
  9049. object: this
  9050. } );
  9051. };
  9052. } )();
  9053. THREE.Sprite.prototype.updateMatrix = function () {
  9054. this.matrix.compose( this.position, this.quaternion, this.scale );
  9055. this.matrixWorldNeedsUpdate = true;
  9056. };
  9057. THREE.Sprite.prototype.clone = function ( object ) {
  9058. if ( object === undefined ) object = new THREE.Sprite( this.material );
  9059. THREE.Object3D.prototype.clone.call( this, object );
  9060. return object;
  9061. };
  9062. // Backwards compatibility
  9063. THREE.Particle = THREE.Sprite;
  9064. /**
  9065. * @author mrdoob / http://mrdoob.com/
  9066. */
  9067. THREE.Scene = function () {
  9068. THREE.Object3D.call( this );
  9069. this.fog = null;
  9070. this.overrideMaterial = null;
  9071. this.autoUpdate = true; // checked by the renderer
  9072. this.matrixAutoUpdate = false;
  9073. this.__lights = [];
  9074. this.__objectsAdded = [];
  9075. this.__objectsRemoved = [];
  9076. };
  9077. THREE.Scene.prototype = Object.create( THREE.Object3D.prototype );
  9078. THREE.Scene.prototype.__addObject = function ( object ) {
  9079. if ( object instanceof THREE.Light ) {
  9080. if ( this.__lights.indexOf( object ) === - 1 ) {
  9081. this.__lights.push( object );
  9082. }
  9083. if ( object.target && object.target.parent === undefined ) {
  9084. this.add( object.target );
  9085. }
  9086. } else if ( !( object instanceof THREE.Camera || object instanceof THREE.Bone ) ) {
  9087. this.__objectsAdded.push( object );
  9088. // check if previously removed
  9089. var i = this.__objectsRemoved.indexOf( object );
  9090. if ( i !== -1 ) {
  9091. this.__objectsRemoved.splice( i, 1 );
  9092. }
  9093. }
  9094. this.dispatchEvent( { type: 'objectAdded', object: object } );
  9095. object.dispatchEvent( { type: 'addedToScene', scene: this } );
  9096. for ( var c = 0; c < object.children.length; c ++ ) {
  9097. this.__addObject( object.children[ c ] );
  9098. }
  9099. };
  9100. THREE.Scene.prototype.__removeObject = function ( object ) {
  9101. if ( object instanceof THREE.Light ) {
  9102. var i = this.__lights.indexOf( object );
  9103. if ( i !== -1 ) {
  9104. this.__lights.splice( i, 1 );
  9105. }
  9106. if ( object.shadowCascadeArray ) {
  9107. for ( var x = 0; x < object.shadowCascadeArray.length; x ++ ) {
  9108. this.__removeObject( object.shadowCascadeArray[ x ] );
  9109. }
  9110. }
  9111. } else if ( !( object instanceof THREE.Camera ) ) {
  9112. this.__objectsRemoved.push( object );
  9113. // check if previously added
  9114. var i = this.__objectsAdded.indexOf( object );
  9115. if ( i !== -1 ) {
  9116. this.__objectsAdded.splice( i, 1 );
  9117. }
  9118. }
  9119. this.dispatchEvent( { type: 'objectRemoved', object: object } );
  9120. object.dispatchEvent( { type: 'removedFromScene', scene: this } );
  9121. for ( var c = 0; c < object.children.length; c ++ ) {
  9122. this.__removeObject( object.children[ c ] );
  9123. }
  9124. };
  9125. THREE.Scene.prototype.clone = function ( object ) {
  9126. if ( object === undefined ) object = new THREE.Scene();
  9127. THREE.Object3D.prototype.clone.call(this, object);
  9128. if ( this.fog !== null ) object.fog = this.fog.clone();
  9129. if ( this.overrideMaterial !== null ) object.overrideMaterial = this.overrideMaterial.clone();
  9130. object.autoUpdate = this.autoUpdate;
  9131. object.matrixAutoUpdate = this.matrixAutoUpdate;
  9132. return object;
  9133. };
  9134. /**
  9135. * @author mrdoob / http://mrdoob.com/
  9136. * @author alteredq / http://alteredqualia.com/
  9137. */
  9138. THREE.Fog = function ( color, near, far ) {
  9139. this.name = '';
  9140. this.color = new THREE.Color( color );
  9141. this.near = ( near !== undefined ) ? near : 1;
  9142. this.far = ( far !== undefined ) ? far : 1000;
  9143. };
  9144. THREE.Fog.prototype.clone = function () {
  9145. return new THREE.Fog( this.color.getHex(), this.near, this.far );
  9146. };
  9147. /**
  9148. * @author mrdoob / http://mrdoob.com/
  9149. * @author alteredq / http://alteredqualia.com/
  9150. */
  9151. THREE.FogExp2 = function ( color, density ) {
  9152. this.name = '';
  9153. this.color = new THREE.Color( color );
  9154. this.density = ( density !== undefined ) ? density : 0.00025;
  9155. };
  9156. THREE.FogExp2.prototype.clone = function () {
  9157. return new THREE.FogExp2( this.color.getHex(), this.density );
  9158. };
  9159. /**
  9160. * @author mrdoob / http://mrdoob.com/
  9161. */
  9162. THREE.CanvasRenderer = function ( parameters ) {
  9163. console.log( 'THREE.CanvasRenderer', THREE.REVISION );
  9164. var smoothstep = THREE.Math.smoothstep;
  9165. parameters = parameters || {};
  9166. var _this = this,
  9167. _renderData, _elements, _lights,
  9168. _projector = new THREE.Projector(),
  9169. _canvas = parameters.canvas !== undefined
  9170. ? parameters.canvas
  9171. : document.createElement( 'canvas' ),
  9172. _canvasWidth = _canvas.width,
  9173. _canvasHeight = _canvas.height,
  9174. _canvasWidthHalf = Math.floor( _canvasWidth / 2 ),
  9175. _canvasHeightHalf = Math.floor( _canvasHeight / 2 ),
  9176. _context = _canvas.getContext( '2d', {
  9177. alpha: parameters.alpha === true
  9178. } ),
  9179. _clearColor = new THREE.Color( 0x000000 ),
  9180. _clearAlpha = 0,
  9181. _contextGlobalAlpha = 1,
  9182. _contextGlobalCompositeOperation = 0,
  9183. _contextStrokeStyle = null,
  9184. _contextFillStyle = null,
  9185. _contextLineWidth = null,
  9186. _contextLineCap = null,
  9187. _contextLineJoin = null,
  9188. _contextDashSize = null,
  9189. _contextGapSize = 0,
  9190. _camera,
  9191. _v1, _v2, _v3, _v4,
  9192. _v5 = new THREE.RenderableVertex(),
  9193. _v6 = new THREE.RenderableVertex(),
  9194. _v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
  9195. _v4x, _v4y, _v5x, _v5y, _v6x, _v6y,
  9196. _color = new THREE.Color(),
  9197. _color1 = new THREE.Color(),
  9198. _color2 = new THREE.Color(),
  9199. _color3 = new THREE.Color(),
  9200. _color4 = new THREE.Color(),
  9201. _diffuseColor = new THREE.Color(),
  9202. _emissiveColor = new THREE.Color(),
  9203. _lightColor = new THREE.Color(),
  9204. _patterns = {},
  9205. _image, _uvs,
  9206. _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y,
  9207. _clipBox = new THREE.Box2(),
  9208. _clearBox = new THREE.Box2(),
  9209. _elemBox = new THREE.Box2(),
  9210. _ambientLight = new THREE.Color(),
  9211. _directionalLights = new THREE.Color(),
  9212. _pointLights = new THREE.Color(),
  9213. _vector3 = new THREE.Vector3(), // Needed for PointLight
  9214. _centroid = new THREE.Vector3(),
  9215. _normal = new THREE.Vector3(),
  9216. _normalViewMatrix = new THREE.Matrix3();
  9217. // dash+gap fallbacks for Firefox and everything else
  9218. if ( _context.setLineDash === undefined ) {
  9219. _context.setLineDash = function () {}
  9220. }
  9221. this.domElement = _canvas;
  9222. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  9223. ? parameters.devicePixelRatio
  9224. : self.devicePixelRatio !== undefined
  9225. ? self.devicePixelRatio
  9226. : 1;
  9227. this.autoClear = true;
  9228. this.sortObjects = true;
  9229. this.sortElements = true;
  9230. this.info = {
  9231. render: {
  9232. vertices: 0,
  9233. faces: 0
  9234. }
  9235. }
  9236. // WebGLRenderer compatibility
  9237. this.supportsVertexTextures = function () {};
  9238. this.setFaceCulling = function () {};
  9239. this.setSize = function ( width, height, updateStyle ) {
  9240. _canvasWidth = width * this.devicePixelRatio;
  9241. _canvasHeight = height * this.devicePixelRatio;
  9242. _canvas.width = _canvasWidth;
  9243. _canvas.height = _canvasHeight;
  9244. _canvasWidthHalf = Math.floor( _canvasWidth / 2 );
  9245. _canvasHeightHalf = Math.floor( _canvasHeight / 2 );
  9246. if ( updateStyle !== false ) {
  9247. _canvas.style.width = width + 'px';
  9248. _canvas.style.height = height + 'px';
  9249. }
  9250. _clipBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf ),
  9251. _clipBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
  9252. _clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
  9253. _clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
  9254. _contextGlobalAlpha = 1;
  9255. _contextGlobalCompositeOperation = 0;
  9256. _contextStrokeStyle = null;
  9257. _contextFillStyle = null;
  9258. _contextLineWidth = null;
  9259. _contextLineCap = null;
  9260. _contextLineJoin = null;
  9261. this.setViewport( 0, 0, width, height );
  9262. };
  9263. this.setViewport = function ( x, y, width, height ) {
  9264. var viewportX = x * this.devicePixelRatio;
  9265. var viewportY = y * this.devicePixelRatio;
  9266. var viewportWidth = width * this.devicePixelRatio;
  9267. var viewportHeight = height * this.devicePixelRatio;
  9268. _context.setTransform( viewportWidth / _canvasWidth, 0, 0, - viewportHeight / _canvasHeight, viewportX, _canvasHeight - viewportY );
  9269. _context.translate( _canvasWidthHalf, _canvasHeightHalf );
  9270. };
  9271. this.setScissor = function () {};
  9272. this.enableScissorTest = function () {};
  9273. this.setClearColor = function ( color, alpha ) {
  9274. _clearColor.set( color );
  9275. _clearAlpha = alpha !== undefined ? alpha : 1;
  9276. _clearBox.min.set( - _canvasWidthHalf, - _canvasHeightHalf );
  9277. _clearBox.max.set( _canvasWidthHalf, _canvasHeightHalf );
  9278. };
  9279. this.setClearColorHex = function ( hex, alpha ) {
  9280. console.warn( 'DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  9281. this.setClearColor( hex, alpha );
  9282. };
  9283. this.getMaxAnisotropy = function () {
  9284. return 0;
  9285. };
  9286. this.clear = function () {
  9287. if ( _clearBox.empty() === false ) {
  9288. _clearBox.intersect( _clipBox );
  9289. _clearBox.expandByScalar( 2 );
  9290. if ( _clearAlpha < 1 ) {
  9291. _context.clearRect(
  9292. _clearBox.min.x | 0,
  9293. _clearBox.min.y | 0,
  9294. ( _clearBox.max.x - _clearBox.min.x ) | 0,
  9295. ( _clearBox.max.y - _clearBox.min.y ) | 0
  9296. );
  9297. }
  9298. if ( _clearAlpha > 0 ) {
  9299. setBlending( THREE.NormalBlending );
  9300. setOpacity( 1 );
  9301. setFillStyle( 'rgba(' + Math.floor( _clearColor.r * 255 ) + ',' + Math.floor( _clearColor.g * 255 ) + ',' + Math.floor( _clearColor.b * 255 ) + ',' + _clearAlpha + ')' );
  9302. _context.fillRect(
  9303. _clearBox.min.x | 0,
  9304. _clearBox.min.y | 0,
  9305. ( _clearBox.max.x - _clearBox.min.x ) | 0,
  9306. ( _clearBox.max.y - _clearBox.min.y ) | 0
  9307. );
  9308. }
  9309. _clearBox.makeEmpty();
  9310. }
  9311. };
  9312. // compatibility
  9313. this.clearColor = function () {};
  9314. this.clearDepth = function () {};
  9315. this.clearStencil = function () {};
  9316. this.render = function ( scene, camera ) {
  9317. if ( camera instanceof THREE.Camera === false ) {
  9318. console.error( 'THREE.CanvasRenderer.render: camera is not an instance of THREE.Camera.' );
  9319. return;
  9320. }
  9321. if ( this.autoClear === true ) this.clear();
  9322. _this.info.render.vertices = 0;
  9323. _this.info.render.faces = 0;
  9324. _renderData = _projector.projectScene( scene, camera, this.sortObjects, this.sortElements );
  9325. _elements = _renderData.elements;
  9326. _lights = _renderData.lights;
  9327. _camera = camera;
  9328. _normalViewMatrix.getNormalMatrix( camera.matrixWorldInverse );
  9329. /* DEBUG
  9330. setFillStyle( 'rgba( 0, 255, 255, 0.5 )' );
  9331. _context.fillRect( _clipBox.min.x, _clipBox.min.y, _clipBox.max.x - _clipBox.min.x, _clipBox.max.y - _clipBox.min.y );
  9332. */
  9333. calculateLights();
  9334. for ( var e = 0, el = _elements.length; e < el; e ++ ) {
  9335. var element = _elements[ e ];
  9336. var material = element.material;
  9337. if ( material === undefined || material.opacity === 0 ) continue;
  9338. _elemBox.makeEmpty();
  9339. if ( element instanceof THREE.RenderableSprite ) {
  9340. _v1 = element;
  9341. _v1.x *= _canvasWidthHalf; _v1.y *= _canvasHeightHalf;
  9342. renderSprite( _v1, element, material );
  9343. } else if ( element instanceof THREE.RenderableLine ) {
  9344. _v1 = element.v1; _v2 = element.v2;
  9345. _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
  9346. _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
  9347. _elemBox.setFromPoints( [
  9348. _v1.positionScreen,
  9349. _v2.positionScreen
  9350. ] );
  9351. if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
  9352. renderLine( _v1, _v2, element, material );
  9353. }
  9354. } else if ( element instanceof THREE.RenderableFace ) {
  9355. _v1 = element.v1; _v2 = element.v2; _v3 = element.v3;
  9356. if ( _v1.positionScreen.z < -1 || _v1.positionScreen.z > 1 ) continue;
  9357. if ( _v2.positionScreen.z < -1 || _v2.positionScreen.z > 1 ) continue;
  9358. if ( _v3.positionScreen.z < -1 || _v3.positionScreen.z > 1 ) continue;
  9359. _v1.positionScreen.x *= _canvasWidthHalf; _v1.positionScreen.y *= _canvasHeightHalf;
  9360. _v2.positionScreen.x *= _canvasWidthHalf; _v2.positionScreen.y *= _canvasHeightHalf;
  9361. _v3.positionScreen.x *= _canvasWidthHalf; _v3.positionScreen.y *= _canvasHeightHalf;
  9362. if ( material.overdraw > 0 ) {
  9363. expand( _v1.positionScreen, _v2.positionScreen, material.overdraw );
  9364. expand( _v2.positionScreen, _v3.positionScreen, material.overdraw );
  9365. expand( _v3.positionScreen, _v1.positionScreen, material.overdraw );
  9366. }
  9367. _elemBox.setFromPoints( [
  9368. _v1.positionScreen,
  9369. _v2.positionScreen,
  9370. _v3.positionScreen
  9371. ] );
  9372. if ( _clipBox.isIntersectionBox( _elemBox ) === true ) {
  9373. renderFace3( _v1, _v2, _v3, 0, 1, 2, element, material );
  9374. }
  9375. }
  9376. /* DEBUG
  9377. setLineWidth( 1 );
  9378. setStrokeStyle( 'rgba( 0, 255, 0, 0.5 )' );
  9379. _context.strokeRect( _elemBox.min.x, _elemBox.min.y, _elemBox.max.x - _elemBox.min.x, _elemBox.max.y - _elemBox.min.y );
  9380. */
  9381. _clearBox.union( _elemBox );
  9382. }
  9383. /* DEBUG
  9384. setLineWidth( 1 );
  9385. setStrokeStyle( 'rgba( 255, 0, 0, 0.5 )' );
  9386. _context.strokeRect( _clearBox.min.x, _clearBox.min.y, _clearBox.max.x - _clearBox.min.x, _clearBox.max.y - _clearBox.min.y );
  9387. */
  9388. // _context.setTransform( 1, 0, 0, 1, 0, 0 );
  9389. };
  9390. //
  9391. function calculateLights() {
  9392. _ambientLight.setRGB( 0, 0, 0 );
  9393. _directionalLights.setRGB( 0, 0, 0 );
  9394. _pointLights.setRGB( 0, 0, 0 );
  9395. for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
  9396. var light = _lights[ l ];
  9397. var lightColor = light.color;
  9398. if ( light instanceof THREE.AmbientLight ) {
  9399. _ambientLight.add( lightColor );
  9400. } else if ( light instanceof THREE.DirectionalLight ) {
  9401. // for sprites
  9402. _directionalLights.add( lightColor );
  9403. } else if ( light instanceof THREE.PointLight ) {
  9404. // for sprites
  9405. _pointLights.add( lightColor );
  9406. }
  9407. }
  9408. }
  9409. function calculateLight( position, normal, color ) {
  9410. for ( var l = 0, ll = _lights.length; l < ll; l ++ ) {
  9411. var light = _lights[ l ];
  9412. _lightColor.copy( light.color );
  9413. if ( light instanceof THREE.DirectionalLight ) {
  9414. var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld ).normalize();
  9415. var amount = normal.dot( lightPosition );
  9416. if ( amount <= 0 ) continue;
  9417. amount *= light.intensity;
  9418. color.add( _lightColor.multiplyScalar( amount ) );
  9419. } else if ( light instanceof THREE.PointLight ) {
  9420. var lightPosition = _vector3.setFromMatrixPosition( light.matrixWorld );
  9421. var amount = normal.dot( _vector3.subVectors( lightPosition, position ).normalize() );
  9422. if ( amount <= 0 ) continue;
  9423. amount *= light.distance == 0 ? 1 : 1 - Math.min( position.distanceTo( lightPosition ) / light.distance, 1 );
  9424. if ( amount == 0 ) continue;
  9425. amount *= light.intensity;
  9426. color.add( _lightColor.multiplyScalar( amount ) );
  9427. }
  9428. }
  9429. }
  9430. function renderSprite( v1, element, material ) {
  9431. setOpacity( material.opacity );
  9432. setBlending( material.blending );
  9433. var scaleX = element.scale.x * _canvasWidthHalf;
  9434. var scaleY = element.scale.y * _canvasHeightHalf;
  9435. var dist = 0.5 * Math.sqrt( scaleX * scaleX + scaleY * scaleY ); // allow for rotated sprite
  9436. _elemBox.min.set( v1.x - dist, v1.y - dist );
  9437. _elemBox.max.set( v1.x + dist, v1.y + dist );
  9438. if ( material instanceof THREE.SpriteMaterial ) {
  9439. var texture = material.map;
  9440. if ( texture !== null ) {
  9441. if ( texture.hasEventListener( 'update', onTextureUpdate ) === false ) {
  9442. if ( texture.image !== undefined && texture.image.width > 0 ) {
  9443. textureToPattern( texture );
  9444. }
  9445. texture.addEventListener( 'update', onTextureUpdate );
  9446. }
  9447. var pattern = _patterns[ texture.id ];
  9448. if ( pattern !== undefined ) {
  9449. setFillStyle( pattern );
  9450. } else {
  9451. setFillStyle( 'rgba( 0, 0, 0, 1 )' );
  9452. }
  9453. //
  9454. var bitmap = texture.image;
  9455. var ox = bitmap.width * texture.offset.x;
  9456. var oy = bitmap.height * texture.offset.y;
  9457. var sx = bitmap.width * texture.repeat.x;
  9458. var sy = bitmap.height * texture.repeat.y;
  9459. var cx = scaleX / sx;
  9460. var cy = scaleY / sy;
  9461. _context.save();
  9462. _context.translate( v1.x, v1.y );
  9463. if ( material.rotation !== 0 ) _context.rotate( material.rotation );
  9464. _context.translate( - scaleX / 2, - scaleY / 2 );
  9465. _context.scale( cx, cy );
  9466. _context.translate( - ox, - oy );
  9467. _context.fillRect( ox, oy, sx, sy );
  9468. _context.restore();
  9469. } else {
  9470. // no texture
  9471. setFillStyle( material.color.getStyle() );
  9472. _context.save();
  9473. _context.translate( v1.x, v1.y );
  9474. if ( material.rotation !== 0 ) _context.rotate( material.rotation );
  9475. _context.scale( scaleX, - scaleY );
  9476. _context.fillRect( - 0.5, - 0.5, 1, 1 );
  9477. _context.restore();
  9478. }
  9479. } else if ( material instanceof THREE.SpriteCanvasMaterial ) {
  9480. setStrokeStyle( material.color.getStyle() );
  9481. setFillStyle( material.color.getStyle() );
  9482. _context.save();
  9483. _context.translate( v1.x, v1.y );
  9484. if ( material.rotation !== 0 ) _context.rotate( material.rotation );
  9485. _context.scale( scaleX, scaleY );
  9486. material.program( _context );
  9487. _context.restore();
  9488. }
  9489. /* DEBUG
  9490. setStrokeStyle( 'rgb(255,255,0)' );
  9491. _context.beginPath();
  9492. _context.moveTo( v1.x - 10, v1.y );
  9493. _context.lineTo( v1.x + 10, v1.y );
  9494. _context.moveTo( v1.x, v1.y - 10 );
  9495. _context.lineTo( v1.x, v1.y + 10 );
  9496. _context.stroke();
  9497. */
  9498. }
  9499. function renderLine( v1, v2, element, material ) {
  9500. setOpacity( material.opacity );
  9501. setBlending( material.blending );
  9502. _context.beginPath();
  9503. _context.moveTo( v1.positionScreen.x, v1.positionScreen.y );
  9504. _context.lineTo( v2.positionScreen.x, v2.positionScreen.y );
  9505. if ( material instanceof THREE.LineBasicMaterial ) {
  9506. setLineWidth( material.linewidth );
  9507. setLineCap( material.linecap );
  9508. setLineJoin( material.linejoin );
  9509. if ( material.vertexColors !== THREE.VertexColors ) {
  9510. setStrokeStyle( material.color.getStyle() );
  9511. } else {
  9512. var colorStyle1 = element.vertexColors[0].getStyle();
  9513. var colorStyle2 = element.vertexColors[1].getStyle();
  9514. if ( colorStyle1 === colorStyle2 ) {
  9515. setStrokeStyle( colorStyle1 );
  9516. } else {
  9517. try {
  9518. var grad = _context.createLinearGradient(
  9519. v1.positionScreen.x,
  9520. v1.positionScreen.y,
  9521. v2.positionScreen.x,
  9522. v2.positionScreen.y
  9523. );
  9524. grad.addColorStop( 0, colorStyle1 );
  9525. grad.addColorStop( 1, colorStyle2 );
  9526. } catch ( exception ) {
  9527. grad = colorStyle1;
  9528. }
  9529. setStrokeStyle( grad );
  9530. }
  9531. }
  9532. _context.stroke();
  9533. _elemBox.expandByScalar( material.linewidth * 2 );
  9534. } else if ( material instanceof THREE.LineDashedMaterial ) {
  9535. setLineWidth( material.linewidth );
  9536. setLineCap( material.linecap );
  9537. setLineJoin( material.linejoin );
  9538. setStrokeStyle( material.color.getStyle() );
  9539. setDashAndGap( material.dashSize, material.gapSize );
  9540. _context.stroke();
  9541. _elemBox.expandByScalar( material.linewidth * 2 );
  9542. setDashAndGap( null, null );
  9543. }
  9544. }
  9545. function renderFace3( v1, v2, v3, uv1, uv2, uv3, element, material ) {
  9546. _this.info.render.vertices += 3;
  9547. _this.info.render.faces ++;
  9548. setOpacity( material.opacity );
  9549. setBlending( material.blending );
  9550. _v1x = v1.positionScreen.x; _v1y = v1.positionScreen.y;
  9551. _v2x = v2.positionScreen.x; _v2y = v2.positionScreen.y;
  9552. _v3x = v3.positionScreen.x; _v3y = v3.positionScreen.y;
  9553. drawTriangle( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y );
  9554. if ( ( material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) && material.map === null ) {
  9555. _diffuseColor.copy( material.color );
  9556. _emissiveColor.copy( material.emissive );
  9557. if ( material.vertexColors === THREE.FaceColors ) {
  9558. _diffuseColor.multiply( element.color );
  9559. }
  9560. _color.copy( _ambientLight );
  9561. _centroid.copy( v1.positionWorld ).add( v2.positionWorld ).add( v3.positionWorld ).divideScalar( 3 );
  9562. calculateLight( _centroid, element.normalModel, _color );
  9563. _color.multiply( _diffuseColor ).add( _emissiveColor );
  9564. material.wireframe === true
  9565. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  9566. : fillPath( _color );
  9567. } else if ( material instanceof THREE.MeshBasicMaterial || material instanceof THREE.MeshLambertMaterial || material instanceof THREE.MeshPhongMaterial ) {
  9568. if ( material.map !== null ) {
  9569. if ( material.map.mapping instanceof THREE.UVMapping ) {
  9570. _uvs = element.uvs;
  9571. 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 );
  9572. }
  9573. } else if ( material.envMap !== null ) {
  9574. if ( material.envMap.mapping instanceof THREE.SphericalReflectionMapping ) {
  9575. _normal.copy( element.vertexNormalsModel[ uv1 ] ).applyMatrix3( _normalViewMatrix );
  9576. _uv1x = 0.5 * _normal.x + 0.5;
  9577. _uv1y = 0.5 * _normal.y + 0.5;
  9578. _normal.copy( element.vertexNormalsModel[ uv2 ] ).applyMatrix3( _normalViewMatrix );
  9579. _uv2x = 0.5 * _normal.x + 0.5;
  9580. _uv2y = 0.5 * _normal.y + 0.5;
  9581. _normal.copy( element.vertexNormalsModel[ uv3 ] ).applyMatrix3( _normalViewMatrix );
  9582. _uv3x = 0.5 * _normal.x + 0.5;
  9583. _uv3y = 0.5 * _normal.y + 0.5;
  9584. patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
  9585. } else if ( material.envMap.mapping instanceof THREE.SphericalRefractionMapping ) {
  9586. _normal.copy( element.vertexNormalsModel[ uv1 ] ).applyMatrix3( _normalViewMatrix );
  9587. _uv1x = - 0.5 * _normal.x + 0.5;
  9588. _uv1y = - 0.5 * _normal.y + 0.5;
  9589. _normal.copy( element.vertexNormalsModel[ uv2 ] ).applyMatrix3( _normalViewMatrix );
  9590. _uv2x = - 0.5 * _normal.x + 0.5;
  9591. _uv2y = - 0.5 * _normal.y + 0.5;
  9592. _normal.copy( element.vertexNormalsModel[ uv3 ] ).applyMatrix3( _normalViewMatrix );
  9593. _uv3x = - 0.5 * _normal.x + 0.5;
  9594. _uv3y = - 0.5 * _normal.y + 0.5;
  9595. patternPath( _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1x, _uv1y, _uv2x, _uv2y, _uv3x, _uv3y, material.envMap );
  9596. }
  9597. } else {
  9598. _color.copy( material.color );
  9599. if ( material.vertexColors === THREE.FaceColors ) {
  9600. _color.multiply( element.color );
  9601. }
  9602. material.wireframe === true
  9603. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  9604. : fillPath( _color );
  9605. }
  9606. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  9607. _color.r = _color.g = _color.b = 1 - smoothstep( v1.positionScreen.z * v1.positionScreen.w, _camera.near, _camera.far );
  9608. material.wireframe === true
  9609. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  9610. : fillPath( _color );
  9611. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  9612. _normal.copy( element.normalModel ).applyMatrix3( _normalViewMatrix );
  9613. _color.setRGB( _normal.x, _normal.y, _normal.z ).multiplyScalar( 0.5 ).addScalar( 0.5 );
  9614. material.wireframe === true
  9615. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  9616. : fillPath( _color );
  9617. } else {
  9618. _color.setRGB( 1, 1, 1 );
  9619. material.wireframe === true
  9620. ? strokePath( _color, material.wireframeLinewidth, material.wireframeLinecap, material.wireframeLinejoin )
  9621. : fillPath( _color );
  9622. }
  9623. }
  9624. //
  9625. function drawTriangle( x0, y0, x1, y1, x2, y2 ) {
  9626. _context.beginPath();
  9627. _context.moveTo( x0, y0 );
  9628. _context.lineTo( x1, y1 );
  9629. _context.lineTo( x2, y2 );
  9630. _context.closePath();
  9631. }
  9632. function strokePath( color, linewidth, linecap, linejoin ) {
  9633. setLineWidth( linewidth );
  9634. setLineCap( linecap );
  9635. setLineJoin( linejoin );
  9636. setStrokeStyle( color.getStyle() );
  9637. _context.stroke();
  9638. _elemBox.expandByScalar( linewidth * 2 );
  9639. }
  9640. function fillPath( color ) {
  9641. setFillStyle( color.getStyle() );
  9642. _context.fill();
  9643. }
  9644. function onTextureUpdate ( event ) {
  9645. textureToPattern( event.target );
  9646. }
  9647. function textureToPattern( texture ) {
  9648. var repeatX = texture.wrapS === THREE.RepeatWrapping;
  9649. var repeatY = texture.wrapT === THREE.RepeatWrapping;
  9650. var image = texture.image;
  9651. var canvas = document.createElement( 'canvas' );
  9652. canvas.width = image.width;
  9653. canvas.height = image.height;
  9654. var context = canvas.getContext( '2d' );
  9655. context.setTransform( 1, 0, 0, - 1, 0, image.height );
  9656. context.drawImage( image, 0, 0 );
  9657. _patterns[ texture.id ] = _context.createPattern(
  9658. canvas, repeatX === true && repeatY === true
  9659. ? 'repeat'
  9660. : repeatX === true && repeatY === false
  9661. ? 'repeat-x'
  9662. : repeatX === false && repeatY === true
  9663. ? 'repeat-y'
  9664. : 'no-repeat'
  9665. );
  9666. }
  9667. function patternPath( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, texture ) {
  9668. if ( texture instanceof THREE.DataTexture ) return;
  9669. if ( texture.hasEventListener( 'update', onTextureUpdate ) === false ) {
  9670. if ( texture.image !== undefined && texture.image.width > 0 ) {
  9671. textureToPattern( texture );
  9672. }
  9673. texture.addEventListener( 'update', onTextureUpdate );
  9674. }
  9675. var pattern = _patterns[ texture.id ];
  9676. if ( pattern !== undefined ) {
  9677. setFillStyle( pattern );
  9678. } else {
  9679. setFillStyle( 'rgba(0,0,0,1)' );
  9680. _context.fill();
  9681. return;
  9682. }
  9683. // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
  9684. var a, b, c, d, e, f, det, idet,
  9685. offsetX = texture.offset.x / texture.repeat.x,
  9686. offsetY = texture.offset.y / texture.repeat.y,
  9687. width = texture.image.width * texture.repeat.x,
  9688. height = texture.image.height * texture.repeat.y;
  9689. u0 = ( u0 + offsetX ) * width;
  9690. v0 = ( v0 + offsetY ) * height;
  9691. u1 = ( u1 + offsetX ) * width;
  9692. v1 = ( v1 + offsetY ) * height;
  9693. u2 = ( u2 + offsetX ) * width;
  9694. v2 = ( v2 + offsetY ) * height;
  9695. x1 -= x0; y1 -= y0;
  9696. x2 -= x0; y2 -= y0;
  9697. u1 -= u0; v1 -= v0;
  9698. u2 -= u0; v2 -= v0;
  9699. det = u1 * v2 - u2 * v1;
  9700. if ( det === 0 ) return;
  9701. idet = 1 / det;
  9702. a = ( v2 * x1 - v1 * x2 ) * idet;
  9703. b = ( v2 * y1 - v1 * y2 ) * idet;
  9704. c = ( u1 * x2 - u2 * x1 ) * idet;
  9705. d = ( u1 * y2 - u2 * y1 ) * idet;
  9706. e = x0 - a * u0 - c * v0;
  9707. f = y0 - b * u0 - d * v0;
  9708. _context.save();
  9709. _context.transform( a, b, c, d, e, f );
  9710. _context.fill();
  9711. _context.restore();
  9712. }
  9713. function clipImage( x0, y0, x1, y1, x2, y2, u0, v0, u1, v1, u2, v2, image ) {
  9714. // http://extremelysatisfactorytotalitarianism.com/blog/?p=2120
  9715. var a, b, c, d, e, f, det, idet,
  9716. width = image.width - 1,
  9717. height = image.height - 1;
  9718. u0 *= width; v0 *= height;
  9719. u1 *= width; v1 *= height;
  9720. u2 *= width; v2 *= height;
  9721. x1 -= x0; y1 -= y0;
  9722. x2 -= x0; y2 -= y0;
  9723. u1 -= u0; v1 -= v0;
  9724. u2 -= u0; v2 -= v0;
  9725. det = u1 * v2 - u2 * v1;
  9726. idet = 1 / det;
  9727. a = ( v2 * x1 - v1 * x2 ) * idet;
  9728. b = ( v2 * y1 - v1 * y2 ) * idet;
  9729. c = ( u1 * x2 - u2 * x1 ) * idet;
  9730. d = ( u1 * y2 - u2 * y1 ) * idet;
  9731. e = x0 - a * u0 - c * v0;
  9732. f = y0 - b * u0 - d * v0;
  9733. _context.save();
  9734. _context.transform( a, b, c, d, e, f );
  9735. _context.clip();
  9736. _context.drawImage( image, 0, 0 );
  9737. _context.restore();
  9738. }
  9739. // Hide anti-alias gaps
  9740. function expand( v1, v2, pixels ) {
  9741. var x = v2.x - v1.x, y = v2.y - v1.y,
  9742. det = x * x + y * y, idet;
  9743. if ( det === 0 ) return;
  9744. idet = pixels / Math.sqrt( det );
  9745. x *= idet; y *= idet;
  9746. v2.x += x; v2.y += y;
  9747. v1.x -= x; v1.y -= y;
  9748. }
  9749. // Context cached methods.
  9750. function setOpacity( value ) {
  9751. if ( _contextGlobalAlpha !== value ) {
  9752. _context.globalAlpha = value;
  9753. _contextGlobalAlpha = value;
  9754. }
  9755. }
  9756. function setBlending( value ) {
  9757. if ( _contextGlobalCompositeOperation !== value ) {
  9758. if ( value === THREE.NormalBlending ) {
  9759. _context.globalCompositeOperation = 'source-over';
  9760. } else if ( value === THREE.AdditiveBlending ) {
  9761. _context.globalCompositeOperation = 'lighter';
  9762. } else if ( value === THREE.SubtractiveBlending ) {
  9763. _context.globalCompositeOperation = 'darker';
  9764. }
  9765. _contextGlobalCompositeOperation = value;
  9766. }
  9767. }
  9768. function setLineWidth( value ) {
  9769. if ( _contextLineWidth !== value ) {
  9770. _context.lineWidth = value;
  9771. _contextLineWidth = value;
  9772. }
  9773. }
  9774. function setLineCap( value ) {
  9775. // "butt", "round", "square"
  9776. if ( _contextLineCap !== value ) {
  9777. _context.lineCap = value;
  9778. _contextLineCap = value;
  9779. }
  9780. }
  9781. function setLineJoin( value ) {
  9782. // "round", "bevel", "miter"
  9783. if ( _contextLineJoin !== value ) {
  9784. _context.lineJoin = value;
  9785. _contextLineJoin = value;
  9786. }
  9787. }
  9788. function setStrokeStyle( value ) {
  9789. if ( _contextStrokeStyle !== value ) {
  9790. _context.strokeStyle = value;
  9791. _contextStrokeStyle = value;
  9792. }
  9793. }
  9794. function setFillStyle( value ) {
  9795. if ( _contextFillStyle !== value ) {
  9796. _context.fillStyle = value;
  9797. _contextFillStyle = value;
  9798. }
  9799. }
  9800. function setDashAndGap( dashSizeValue, gapSizeValue ) {
  9801. if ( _contextDashSize !== dashSizeValue || _contextGapSize !== gapSizeValue ) {
  9802. _context.setLineDash( [ dashSizeValue, gapSizeValue ] );
  9803. _contextDashSize = dashSizeValue;
  9804. _contextGapSize = gapSizeValue;
  9805. }
  9806. }
  9807. };
  9808. /**
  9809. * Shader chunks for WebLG Shader library
  9810. *
  9811. * @author alteredq / http://alteredqualia.com/
  9812. * @author mrdoob / http://mrdoob.com/
  9813. * @author mikael emtinger / http://gomo.se/
  9814. */
  9815. THREE.ShaderChunk = {
  9816. // FOG
  9817. fog_pars_fragment: [
  9818. "#ifdef USE_FOG",
  9819. " uniform vec3 fogColor;",
  9820. " #ifdef FOG_EXP2",
  9821. " uniform float fogDensity;",
  9822. " #else",
  9823. " uniform float fogNear;",
  9824. " uniform float fogFar;",
  9825. " #endif",
  9826. "#endif"
  9827. ].join("\n"),
  9828. fog_fragment: [
  9829. "#ifdef USE_FOG",
  9830. " #ifdef USE_LOGDEPTHBUF_EXT",
  9831. " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  9832. " #else",
  9833. " float depth = gl_FragCoord.z / gl_FragCoord.w;",
  9834. " #endif",
  9835. " #ifdef FOG_EXP2",
  9836. " const float LOG2 = 1.442695;",
  9837. " float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );",
  9838. " fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );",
  9839. " #else",
  9840. " float fogFactor = smoothstep( fogNear, fogFar, depth );",
  9841. " #endif",
  9842. " gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );",
  9843. "#endif"
  9844. ].join("\n"),
  9845. // ENVIRONMENT MAP
  9846. envmap_pars_fragment: [
  9847. "#ifdef USE_ENVMAP",
  9848. " uniform float reflectivity;",
  9849. " uniform samplerCube envMap;",
  9850. " uniform float flipEnvMap;",
  9851. " uniform int combine;",
  9852. " #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
  9853. " uniform bool useRefract;",
  9854. " uniform float refractionRatio;",
  9855. " #else",
  9856. " varying vec3 vReflect;",
  9857. " #endif",
  9858. "#endif"
  9859. ].join("\n"),
  9860. envmap_fragment: [
  9861. "#ifdef USE_ENVMAP",
  9862. " vec3 reflectVec;",
  9863. " #if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )",
  9864. " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
  9865. // http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations
  9866. // "Transforming Normal Vectors with the Inverse Transformation"
  9867. " vec3 worldNormal = normalize( vec3( vec4( normal, 0.0 ) * viewMatrix ) );",
  9868. " if ( useRefract ) {",
  9869. " reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );",
  9870. " } else { ",
  9871. " reflectVec = reflect( cameraToVertex, worldNormal );",
  9872. " }",
  9873. " #else",
  9874. " reflectVec = vReflect;",
  9875. " #endif",
  9876. " #ifdef DOUBLE_SIDED",
  9877. " float flipNormal = ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
  9878. " vec4 cubeColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
  9879. " #else",
  9880. " vec4 cubeColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );",
  9881. " #endif",
  9882. " #ifdef GAMMA_INPUT",
  9883. " cubeColor.xyz *= cubeColor.xyz;",
  9884. " #endif",
  9885. " if ( combine == 1 ) {",
  9886. " gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularStrength * reflectivity );",
  9887. " } else if ( combine == 2 ) {",
  9888. " gl_FragColor.xyz += cubeColor.xyz * specularStrength * reflectivity;",
  9889. " } else {",
  9890. " gl_FragColor.xyz = mix( gl_FragColor.xyz, gl_FragColor.xyz * cubeColor.xyz, specularStrength * reflectivity );",
  9891. " }",
  9892. "#endif"
  9893. ].join("\n"),
  9894. envmap_pars_vertex: [
  9895. "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
  9896. " varying vec3 vReflect;",
  9897. " uniform float refractionRatio;",
  9898. " uniform bool useRefract;",
  9899. "#endif"
  9900. ].join("\n"),
  9901. worldpos_vertex : [
  9902. "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )",
  9903. " #ifdef USE_SKINNING",
  9904. " vec4 worldPosition = modelMatrix * skinned;",
  9905. " #endif",
  9906. " #if defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
  9907. " vec4 worldPosition = modelMatrix * vec4( morphed, 1.0 );",
  9908. " #endif",
  9909. " #if ! defined( USE_MORPHTARGETS ) && ! defined( USE_SKINNING )",
  9910. " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  9911. " #endif",
  9912. "#endif"
  9913. ].join("\n"),
  9914. envmap_vertex : [
  9915. "#if defined( USE_ENVMAP ) && ! defined( USE_BUMPMAP ) && ! defined( USE_NORMALMAP )",
  9916. " vec3 worldNormal = mat3( modelMatrix[ 0 ].xyz, modelMatrix[ 1 ].xyz, modelMatrix[ 2 ].xyz ) * objectNormal;",
  9917. " worldNormal = normalize( worldNormal );",
  9918. " vec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );",
  9919. " if ( useRefract ) {",
  9920. " vReflect = refract( cameraToVertex, worldNormal, refractionRatio );",
  9921. " } else {",
  9922. " vReflect = reflect( cameraToVertex, worldNormal );",
  9923. " }",
  9924. "#endif"
  9925. ].join("\n"),
  9926. // COLOR MAP (particles)
  9927. map_particle_pars_fragment: [
  9928. "#ifdef USE_MAP",
  9929. " uniform sampler2D map;",
  9930. "#endif"
  9931. ].join("\n"),
  9932. map_particle_fragment: [
  9933. "#ifdef USE_MAP",
  9934. " gl_FragColor = gl_FragColor * texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) );",
  9935. "#endif"
  9936. ].join("\n"),
  9937. // COLOR MAP (triangles)
  9938. map_pars_vertex: [
  9939. "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
  9940. " varying vec2 vUv;",
  9941. " uniform vec4 offsetRepeat;",
  9942. "#endif"
  9943. ].join("\n"),
  9944. map_pars_fragment: [
  9945. "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
  9946. " varying vec2 vUv;",
  9947. "#endif",
  9948. "#ifdef USE_MAP",
  9949. " uniform sampler2D map;",
  9950. "#endif"
  9951. ].join("\n"),
  9952. map_vertex: [
  9953. "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP )",
  9954. " vUv = uv * offsetRepeat.zw + offsetRepeat.xy;",
  9955. "#endif"
  9956. ].join("\n"),
  9957. map_fragment: [
  9958. "#ifdef USE_MAP",
  9959. " vec4 texelColor = texture2D( map, vUv );",
  9960. " #ifdef GAMMA_INPUT",
  9961. " texelColor.xyz *= texelColor.xyz;",
  9962. " #endif",
  9963. " gl_FragColor = gl_FragColor * texelColor;",
  9964. "#endif"
  9965. ].join("\n"),
  9966. // LIGHT MAP
  9967. lightmap_pars_fragment: [
  9968. "#ifdef USE_LIGHTMAP",
  9969. " varying vec2 vUv2;",
  9970. " uniform sampler2D lightMap;",
  9971. "#endif"
  9972. ].join("\n"),
  9973. lightmap_pars_vertex: [
  9974. "#ifdef USE_LIGHTMAP",
  9975. " varying vec2 vUv2;",
  9976. "#endif"
  9977. ].join("\n"),
  9978. lightmap_fragment: [
  9979. "#ifdef USE_LIGHTMAP",
  9980. " gl_FragColor = gl_FragColor * texture2D( lightMap, vUv2 );",
  9981. "#endif"
  9982. ].join("\n"),
  9983. lightmap_vertex: [
  9984. "#ifdef USE_LIGHTMAP",
  9985. " vUv2 = uv2;",
  9986. "#endif"
  9987. ].join("\n"),
  9988. // BUMP MAP
  9989. bumpmap_pars_fragment: [
  9990. "#ifdef USE_BUMPMAP",
  9991. " uniform sampler2D bumpMap;",
  9992. " uniform float bumpScale;",
  9993. // Derivative maps - bump mapping unparametrized surfaces by Morten Mikkelsen
  9994. // http://mmikkelsen3d.blogspot.sk/2011/07/derivative-maps.html
  9995. // Evaluate the derivative of the height w.r.t. screen-space using forward differencing (listing 2)
  9996. " vec2 dHdxy_fwd() {",
  9997. " vec2 dSTdx = dFdx( vUv );",
  9998. " vec2 dSTdy = dFdy( vUv );",
  9999. " float Hll = bumpScale * texture2D( bumpMap, vUv ).x;",
  10000. " float dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;",
  10001. " float dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;",
  10002. " return vec2( dBx, dBy );",
  10003. " }",
  10004. " vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {",
  10005. " vec3 vSigmaX = dFdx( surf_pos );",
  10006. " vec3 vSigmaY = dFdy( surf_pos );",
  10007. " vec3 vN = surf_norm;", // normalized
  10008. " vec3 R1 = cross( vSigmaY, vN );",
  10009. " vec3 R2 = cross( vN, vSigmaX );",
  10010. " float fDet = dot( vSigmaX, R1 );",
  10011. " vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );",
  10012. " return normalize( abs( fDet ) * surf_norm - vGrad );",
  10013. " }",
  10014. "#endif"
  10015. ].join("\n"),
  10016. // NORMAL MAP
  10017. normalmap_pars_fragment: [
  10018. "#ifdef USE_NORMALMAP",
  10019. " uniform sampler2D normalMap;",
  10020. " uniform vec2 normalScale;",
  10021. // Per-Pixel Tangent Space Normal Mapping
  10022. // http://hacksoflife.blogspot.ch/2009/11/per-pixel-tangent-space-normal-mapping.html
  10023. " vec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {",
  10024. " vec3 q0 = dFdx( eye_pos.xyz );",
  10025. " vec3 q1 = dFdy( eye_pos.xyz );",
  10026. " vec2 st0 = dFdx( vUv.st );",
  10027. " vec2 st1 = dFdy( vUv.st );",
  10028. " vec3 S = normalize( q0 * st1.t - q1 * st0.t );",
  10029. " vec3 T = normalize( -q0 * st1.s + q1 * st0.s );",
  10030. " vec3 N = normalize( surf_norm );",
  10031. " vec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;",
  10032. " mapN.xy = normalScale * mapN.xy;",
  10033. " mat3 tsn = mat3( S, T, N );",
  10034. " return normalize( tsn * mapN );",
  10035. " }",
  10036. "#endif"
  10037. ].join("\n"),
  10038. // SPECULAR MAP
  10039. specularmap_pars_fragment: [
  10040. "#ifdef USE_SPECULARMAP",
  10041. " uniform sampler2D specularMap;",
  10042. "#endif"
  10043. ].join("\n"),
  10044. specularmap_fragment: [
  10045. "float specularStrength;",
  10046. "#ifdef USE_SPECULARMAP",
  10047. " vec4 texelSpecular = texture2D( specularMap, vUv );",
  10048. " specularStrength = texelSpecular.r;",
  10049. "#else",
  10050. " specularStrength = 1.0;",
  10051. "#endif"
  10052. ].join("\n"),
  10053. // LIGHTS LAMBERT
  10054. lights_lambert_pars_vertex: [
  10055. "uniform vec3 ambient;",
  10056. "uniform vec3 diffuse;",
  10057. "uniform vec3 emissive;",
  10058. "uniform vec3 ambientLightColor;",
  10059. "#if MAX_DIR_LIGHTS > 0",
  10060. " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  10061. " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  10062. "#endif",
  10063. "#if MAX_HEMI_LIGHTS > 0",
  10064. " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  10065. " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  10066. " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  10067. "#endif",
  10068. "#if MAX_POINT_LIGHTS > 0",
  10069. " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  10070. " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  10071. " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  10072. "#endif",
  10073. "#if MAX_SPOT_LIGHTS > 0",
  10074. " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  10075. " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  10076. " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  10077. " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  10078. " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  10079. " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  10080. "#endif",
  10081. "#ifdef WRAP_AROUND",
  10082. " uniform vec3 wrapRGB;",
  10083. "#endif"
  10084. ].join("\n"),
  10085. lights_lambert_vertex: [
  10086. "vLightFront = vec3( 0.0 );",
  10087. "#ifdef DOUBLE_SIDED",
  10088. " vLightBack = vec3( 0.0 );",
  10089. "#endif",
  10090. "transformedNormal = normalize( transformedNormal );",
  10091. "#if MAX_DIR_LIGHTS > 0",
  10092. "for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
  10093. " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  10094. " vec3 dirVector = normalize( lDirection.xyz );",
  10095. " float dotProduct = dot( transformedNormal, dirVector );",
  10096. " vec3 directionalLightWeighting = vec3( max( dotProduct, 0.0 ) );",
  10097. " #ifdef DOUBLE_SIDED",
  10098. " vec3 directionalLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
  10099. " #ifdef WRAP_AROUND",
  10100. " vec3 directionalLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
  10101. " #endif",
  10102. " #endif",
  10103. " #ifdef WRAP_AROUND",
  10104. " vec3 directionalLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
  10105. " directionalLightWeighting = mix( directionalLightWeighting, directionalLightWeightingHalf, wrapRGB );",
  10106. " #ifdef DOUBLE_SIDED",
  10107. " directionalLightWeightingBack = mix( directionalLightWeightingBack, directionalLightWeightingHalfBack, wrapRGB );",
  10108. " #endif",
  10109. " #endif",
  10110. " vLightFront += directionalLightColor[ i ] * directionalLightWeighting;",
  10111. " #ifdef DOUBLE_SIDED",
  10112. " vLightBack += directionalLightColor[ i ] * directionalLightWeightingBack;",
  10113. " #endif",
  10114. "}",
  10115. "#endif",
  10116. "#if MAX_POINT_LIGHTS > 0",
  10117. " for( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  10118. " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  10119. " vec3 lVector = lPosition.xyz - mvPosition.xyz;",
  10120. " float lDistance = 1.0;",
  10121. " if ( pointLightDistance[ i ] > 0.0 )",
  10122. " lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
  10123. " lVector = normalize( lVector );",
  10124. " float dotProduct = dot( transformedNormal, lVector );",
  10125. " vec3 pointLightWeighting = vec3( max( dotProduct, 0.0 ) );",
  10126. " #ifdef DOUBLE_SIDED",
  10127. " vec3 pointLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
  10128. " #ifdef WRAP_AROUND",
  10129. " vec3 pointLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
  10130. " #endif",
  10131. " #endif",
  10132. " #ifdef WRAP_AROUND",
  10133. " vec3 pointLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
  10134. " pointLightWeighting = mix( pointLightWeighting, pointLightWeightingHalf, wrapRGB );",
  10135. " #ifdef DOUBLE_SIDED",
  10136. " pointLightWeightingBack = mix( pointLightWeightingBack, pointLightWeightingHalfBack, wrapRGB );",
  10137. " #endif",
  10138. " #endif",
  10139. " vLightFront += pointLightColor[ i ] * pointLightWeighting * lDistance;",
  10140. " #ifdef DOUBLE_SIDED",
  10141. " vLightBack += pointLightColor[ i ] * pointLightWeightingBack * lDistance;",
  10142. " #endif",
  10143. " }",
  10144. "#endif",
  10145. "#if MAX_SPOT_LIGHTS > 0",
  10146. " for( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  10147. " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  10148. " vec3 lVector = lPosition.xyz - mvPosition.xyz;",
  10149. " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - worldPosition.xyz ) );",
  10150. " if ( spotEffect > spotLightAngleCos[ i ] ) {",
  10151. " spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
  10152. " float lDistance = 1.0;",
  10153. " if ( spotLightDistance[ i ] > 0.0 )",
  10154. " lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
  10155. " lVector = normalize( lVector );",
  10156. " float dotProduct = dot( transformedNormal, lVector );",
  10157. " vec3 spotLightWeighting = vec3( max( dotProduct, 0.0 ) );",
  10158. " #ifdef DOUBLE_SIDED",
  10159. " vec3 spotLightWeightingBack = vec3( max( -dotProduct, 0.0 ) );",
  10160. " #ifdef WRAP_AROUND",
  10161. " vec3 spotLightWeightingHalfBack = vec3( max( -0.5 * dotProduct + 0.5, 0.0 ) );",
  10162. " #endif",
  10163. " #endif",
  10164. " #ifdef WRAP_AROUND",
  10165. " vec3 spotLightWeightingHalf = vec3( max( 0.5 * dotProduct + 0.5, 0.0 ) );",
  10166. " spotLightWeighting = mix( spotLightWeighting, spotLightWeightingHalf, wrapRGB );",
  10167. " #ifdef DOUBLE_SIDED",
  10168. " spotLightWeightingBack = mix( spotLightWeightingBack, spotLightWeightingHalfBack, wrapRGB );",
  10169. " #endif",
  10170. " #endif",
  10171. " vLightFront += spotLightColor[ i ] * spotLightWeighting * lDistance * spotEffect;",
  10172. " #ifdef DOUBLE_SIDED",
  10173. " vLightBack += spotLightColor[ i ] * spotLightWeightingBack * lDistance * spotEffect;",
  10174. " #endif",
  10175. " }",
  10176. " }",
  10177. "#endif",
  10178. "#if MAX_HEMI_LIGHTS > 0",
  10179. " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  10180. " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  10181. " vec3 lVector = normalize( lDirection.xyz );",
  10182. " float dotProduct = dot( transformedNormal, lVector );",
  10183. " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  10184. " float hemiDiffuseWeightBack = -0.5 * dotProduct + 0.5;",
  10185. " vLightFront += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  10186. " #ifdef DOUBLE_SIDED",
  10187. " vLightBack += mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeightBack );",
  10188. " #endif",
  10189. " }",
  10190. "#endif",
  10191. "vLightFront = vLightFront * diffuse + ambient * ambientLightColor + emissive;",
  10192. "#ifdef DOUBLE_SIDED",
  10193. " vLightBack = vLightBack * diffuse + ambient * ambientLightColor + emissive;",
  10194. "#endif"
  10195. ].join("\n"),
  10196. // LIGHTS PHONG
  10197. lights_phong_pars_vertex: [
  10198. "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )",
  10199. " varying vec3 vWorldPosition;",
  10200. "#endif"
  10201. ].join("\n"),
  10202. lights_phong_vertex: [
  10203. "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )",
  10204. " vWorldPosition = worldPosition.xyz;",
  10205. "#endif"
  10206. ].join("\n"),
  10207. lights_phong_pars_fragment: [
  10208. "uniform vec3 ambientLightColor;",
  10209. "#if MAX_DIR_LIGHTS > 0",
  10210. " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  10211. " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  10212. "#endif",
  10213. "#if MAX_HEMI_LIGHTS > 0",
  10214. " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  10215. " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  10216. " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  10217. "#endif",
  10218. "#if MAX_POINT_LIGHTS > 0",
  10219. " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  10220. " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  10221. " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  10222. "#endif",
  10223. "#if MAX_SPOT_LIGHTS > 0",
  10224. " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  10225. " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  10226. " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  10227. " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  10228. " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  10229. " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  10230. "#endif",
  10231. "#if MAX_SPOT_LIGHTS > 0 || defined( USE_BUMPMAP ) || defined( USE_ENVMAP )",
  10232. " varying vec3 vWorldPosition;",
  10233. "#endif",
  10234. "#ifdef WRAP_AROUND",
  10235. " uniform vec3 wrapRGB;",
  10236. "#endif",
  10237. "varying vec3 vViewPosition;",
  10238. "varying vec3 vNormal;"
  10239. ].join("\n"),
  10240. lights_phong_fragment: [
  10241. "vec3 normal = normalize( vNormal );",
  10242. "vec3 viewPosition = normalize( vViewPosition );",
  10243. "#ifdef DOUBLE_SIDED",
  10244. " normal = normal * ( -1.0 + 2.0 * float( gl_FrontFacing ) );",
  10245. "#endif",
  10246. "#ifdef USE_NORMALMAP",
  10247. " normal = perturbNormal2Arb( -vViewPosition, normal );",
  10248. "#elif defined( USE_BUMPMAP )",
  10249. " normal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );",
  10250. "#endif",
  10251. "#if MAX_POINT_LIGHTS > 0",
  10252. " vec3 pointDiffuse = vec3( 0.0 );",
  10253. " vec3 pointSpecular = vec3( 0.0 );",
  10254. " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  10255. " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  10256. " vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
  10257. " float lDistance = 1.0;",
  10258. " if ( pointLightDistance[ i ] > 0.0 )",
  10259. " lDistance = 1.0 - min( ( length( lVector ) / pointLightDistance[ i ] ), 1.0 );",
  10260. " lVector = normalize( lVector );",
  10261. // diffuse
  10262. " float dotProduct = dot( normal, lVector );",
  10263. " #ifdef WRAP_AROUND",
  10264. " float pointDiffuseWeightFull = max( dotProduct, 0.0 );",
  10265. " float pointDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
  10266. " vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
  10267. " #else",
  10268. " float pointDiffuseWeight = max( dotProduct, 0.0 );",
  10269. " #endif",
  10270. " pointDiffuse += diffuse * pointLightColor[ i ] * pointDiffuseWeight * lDistance;",
  10271. // specular
  10272. " vec3 pointHalfVector = normalize( lVector + viewPosition );",
  10273. " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  10274. " float pointSpecularWeight = specularStrength * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
  10275. // 2.0 => 2.0001 is hack to work around ANGLE bug
  10276. " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  10277. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, pointHalfVector ), 0.0 ), 5.0 );",
  10278. " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * lDistance * specularNormalization;",
  10279. " }",
  10280. "#endif",
  10281. "#if MAX_SPOT_LIGHTS > 0",
  10282. " vec3 spotDiffuse = vec3( 0.0 );",
  10283. " vec3 spotSpecular = vec3( 0.0 );",
  10284. " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  10285. " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  10286. " vec3 lVector = lPosition.xyz + vViewPosition.xyz;",
  10287. " float lDistance = 1.0;",
  10288. " if ( spotLightDistance[ i ] > 0.0 )",
  10289. " lDistance = 1.0 - min( ( length( lVector ) / spotLightDistance[ i ] ), 1.0 );",
  10290. " lVector = normalize( lVector );",
  10291. " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
  10292. " if ( spotEffect > spotLightAngleCos[ i ] ) {",
  10293. " spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
  10294. // diffuse
  10295. " float dotProduct = dot( normal, lVector );",
  10296. " #ifdef WRAP_AROUND",
  10297. " float spotDiffuseWeightFull = max( dotProduct, 0.0 );",
  10298. " float spotDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
  10299. " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
  10300. " #else",
  10301. " float spotDiffuseWeight = max( dotProduct, 0.0 );",
  10302. " #endif",
  10303. " spotDiffuse += diffuse * spotLightColor[ i ] * spotDiffuseWeight * lDistance * spotEffect;",
  10304. // specular
  10305. " vec3 spotHalfVector = normalize( lVector + viewPosition );",
  10306. " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
  10307. " float spotSpecularWeight = specularStrength * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
  10308. // 2.0 => 2.0001 is hack to work around ANGLE bug
  10309. " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  10310. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, spotHalfVector ), 0.0 ), 5.0 );",
  10311. " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * lDistance * specularNormalization * spotEffect;",
  10312. " }",
  10313. " }",
  10314. "#endif",
  10315. "#if MAX_DIR_LIGHTS > 0",
  10316. " vec3 dirDiffuse = vec3( 0.0 );",
  10317. " vec3 dirSpecular = vec3( 0.0 );" ,
  10318. " for( int i = 0; i < MAX_DIR_LIGHTS; i ++ ) {",
  10319. " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  10320. " vec3 dirVector = normalize( lDirection.xyz );",
  10321. // diffuse
  10322. " float dotProduct = dot( normal, dirVector );",
  10323. " #ifdef WRAP_AROUND",
  10324. " float dirDiffuseWeightFull = max( dotProduct, 0.0 );",
  10325. " float dirDiffuseWeightHalf = max( 0.5 * dotProduct + 0.5, 0.0 );",
  10326. " vec3 dirDiffuseWeight = mix( vec3( dirDiffuseWeightFull ), vec3( dirDiffuseWeightHalf ), wrapRGB );",
  10327. " #else",
  10328. " float dirDiffuseWeight = max( dotProduct, 0.0 );",
  10329. " #endif",
  10330. " dirDiffuse += diffuse * directionalLightColor[ i ] * dirDiffuseWeight;",
  10331. // specular
  10332. " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
  10333. " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  10334. " float dirSpecularWeight = specularStrength * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
  10335. /*
  10336. // fresnel term from skin shader
  10337. " const float F0 = 0.128;",
  10338. " float base = 1.0 - dot( viewPosition, dirHalfVector );",
  10339. " float exponential = pow( base, 5.0 );",
  10340. " float fresnel = exponential + F0 * ( 1.0 - exponential );",
  10341. */
  10342. /*
  10343. // fresnel term from fresnel shader
  10344. " const float mFresnelBias = 0.08;",
  10345. " const float mFresnelScale = 0.3;",
  10346. " const float mFresnelPower = 5.0;",
  10347. " float fresnel = mFresnelBias + mFresnelScale * pow( 1.0 + dot( normalize( -viewPosition ), normal ), mFresnelPower );",
  10348. */
  10349. // 2.0 => 2.0001 is hack to work around ANGLE bug
  10350. " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  10351. //"dirSpecular += specular * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization * fresnel;",
  10352. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( dirVector, dirHalfVector ), 0.0 ), 5.0 );",
  10353. " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
  10354. " }",
  10355. "#endif",
  10356. "#if MAX_HEMI_LIGHTS > 0",
  10357. " vec3 hemiDiffuse = vec3( 0.0 );",
  10358. " vec3 hemiSpecular = vec3( 0.0 );" ,
  10359. " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  10360. " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  10361. " vec3 lVector = normalize( lDirection.xyz );",
  10362. // diffuse
  10363. " float dotProduct = dot( normal, lVector );",
  10364. " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  10365. " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  10366. " hemiDiffuse += diffuse * hemiColor;",
  10367. // specular (sky light)
  10368. " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
  10369. " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  10370. " float hemiSpecularWeightSky = specularStrength * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
  10371. // specular (ground light)
  10372. " vec3 lVectorGround = -lVector;",
  10373. " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
  10374. " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  10375. " float hemiSpecularWeightGround = specularStrength * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
  10376. " float dotProductGround = dot( normal, lVectorGround );",
  10377. // 2.0 => 2.0001 is hack to work around ANGLE bug
  10378. " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  10379. " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVector, hemiHalfVectorSky ), 0.0 ), 5.0 );",
  10380. " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( max( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 0.0 ), 5.0 );",
  10381. " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
  10382. " }",
  10383. "#endif",
  10384. "vec3 totalDiffuse = vec3( 0.0 );",
  10385. "vec3 totalSpecular = vec3( 0.0 );",
  10386. "#if MAX_DIR_LIGHTS > 0",
  10387. " totalDiffuse += dirDiffuse;",
  10388. " totalSpecular += dirSpecular;",
  10389. "#endif",
  10390. "#if MAX_HEMI_LIGHTS > 0",
  10391. " totalDiffuse += hemiDiffuse;",
  10392. " totalSpecular += hemiSpecular;",
  10393. "#endif",
  10394. "#if MAX_POINT_LIGHTS > 0",
  10395. " totalDiffuse += pointDiffuse;",
  10396. " totalSpecular += pointSpecular;",
  10397. "#endif",
  10398. "#if MAX_SPOT_LIGHTS > 0",
  10399. " totalDiffuse += spotDiffuse;",
  10400. " totalSpecular += spotSpecular;",
  10401. "#endif",
  10402. "#ifdef METAL",
  10403. " gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient + totalSpecular );",
  10404. "#else",
  10405. " gl_FragColor.xyz = gl_FragColor.xyz * ( emissive + totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
  10406. "#endif"
  10407. ].join("\n"),
  10408. // VERTEX COLORS
  10409. color_pars_fragment: [
  10410. "#ifdef USE_COLOR",
  10411. " varying vec3 vColor;",
  10412. "#endif"
  10413. ].join("\n"),
  10414. color_fragment: [
  10415. "#ifdef USE_COLOR",
  10416. " gl_FragColor = gl_FragColor * vec4( vColor, 1.0 );",
  10417. "#endif"
  10418. ].join("\n"),
  10419. color_pars_vertex: [
  10420. "#ifdef USE_COLOR",
  10421. " varying vec3 vColor;",
  10422. "#endif"
  10423. ].join("\n"),
  10424. color_vertex: [
  10425. "#ifdef USE_COLOR",
  10426. " #ifdef GAMMA_INPUT",
  10427. " vColor = color * color;",
  10428. " #else",
  10429. " vColor = color;",
  10430. " #endif",
  10431. "#endif"
  10432. ].join("\n"),
  10433. // SKINNING
  10434. skinning_pars_vertex: [
  10435. "#ifdef USE_SKINNING",
  10436. " #ifdef BONE_TEXTURE",
  10437. " uniform sampler2D boneTexture;",
  10438. " uniform int boneTextureWidth;",
  10439. " uniform int boneTextureHeight;",
  10440. " mat4 getBoneMatrix( const in float i ) {",
  10441. " float j = i * 4.0;",
  10442. " float x = mod( j, float( boneTextureWidth ) );",
  10443. " float y = floor( j / float( boneTextureWidth ) );",
  10444. " float dx = 1.0 / float( boneTextureWidth );",
  10445. " float dy = 1.0 / float( boneTextureHeight );",
  10446. " y = dy * ( y + 0.5 );",
  10447. " vec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );",
  10448. " vec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );",
  10449. " vec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );",
  10450. " vec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );",
  10451. " mat4 bone = mat4( v1, v2, v3, v4 );",
  10452. " return bone;",
  10453. " }",
  10454. " #else",
  10455. " uniform mat4 boneGlobalMatrices[ MAX_BONES ];",
  10456. " mat4 getBoneMatrix( const in float i ) {",
  10457. " mat4 bone = boneGlobalMatrices[ int(i) ];",
  10458. " return bone;",
  10459. " }",
  10460. " #endif",
  10461. "#endif"
  10462. ].join("\n"),
  10463. skinbase_vertex: [
  10464. "#ifdef USE_SKINNING",
  10465. " mat4 boneMatX = getBoneMatrix( skinIndex.x );",
  10466. " mat4 boneMatY = getBoneMatrix( skinIndex.y );",
  10467. " mat4 boneMatZ = getBoneMatrix( skinIndex.z );",
  10468. " mat4 boneMatW = getBoneMatrix( skinIndex.w );",
  10469. "#endif"
  10470. ].join("\n"),
  10471. skinning_vertex: [
  10472. "#ifdef USE_SKINNING",
  10473. " #ifdef USE_MORPHTARGETS",
  10474. " vec4 skinVertex = vec4( morphed, 1.0 );",
  10475. " #else",
  10476. " vec4 skinVertex = vec4( position, 1.0 );",
  10477. " #endif",
  10478. " vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
  10479. " skinned += boneMatY * skinVertex * skinWeight.y;",
  10480. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  10481. " skinned += boneMatW * skinVertex * skinWeight.w;",
  10482. "#endif"
  10483. ].join("\n"),
  10484. // MORPHING
  10485. morphtarget_pars_vertex: [
  10486. "#ifdef USE_MORPHTARGETS",
  10487. " #ifndef USE_MORPHNORMALS",
  10488. " uniform float morphTargetInfluences[ 8 ];",
  10489. " #else",
  10490. " uniform float morphTargetInfluences[ 4 ];",
  10491. " #endif",
  10492. "#endif"
  10493. ].join("\n"),
  10494. morphtarget_vertex: [
  10495. "#ifdef USE_MORPHTARGETS",
  10496. " vec3 morphed = vec3( 0.0 );",
  10497. " morphed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];",
  10498. " morphed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];",
  10499. " morphed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];",
  10500. " morphed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];",
  10501. " #ifndef USE_MORPHNORMALS",
  10502. " morphed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];",
  10503. " morphed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];",
  10504. " morphed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];",
  10505. " morphed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];",
  10506. " #endif",
  10507. " morphed += position;",
  10508. "#endif"
  10509. ].join("\n"),
  10510. default_vertex : [
  10511. "vec4 mvPosition;",
  10512. "#ifdef USE_SKINNING",
  10513. " mvPosition = modelViewMatrix * skinned;",
  10514. "#endif",
  10515. "#if !defined( USE_SKINNING ) && defined( USE_MORPHTARGETS )",
  10516. " mvPosition = modelViewMatrix * vec4( morphed, 1.0 );",
  10517. "#endif",
  10518. "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHTARGETS )",
  10519. " mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  10520. "#endif",
  10521. "gl_Position = projectionMatrix * mvPosition;"
  10522. ].join("\n"),
  10523. morphnormal_vertex: [
  10524. "#ifdef USE_MORPHNORMALS",
  10525. " vec3 morphedNormal = vec3( 0.0 );",
  10526. " morphedNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];",
  10527. " morphedNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];",
  10528. " morphedNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];",
  10529. " morphedNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];",
  10530. " morphedNormal += normal;",
  10531. "#endif"
  10532. ].join("\n"),
  10533. skinnormal_vertex: [
  10534. "#ifdef USE_SKINNING",
  10535. " mat4 skinMatrix = skinWeight.x * boneMatX;",
  10536. " skinMatrix += skinWeight.y * boneMatY;",
  10537. " skinMatrix += skinWeight.z * boneMatZ;",
  10538. " skinMatrix += skinWeight.w * boneMatW;",
  10539. " #ifdef USE_MORPHNORMALS",
  10540. " vec4 skinnedNormal = skinMatrix * vec4( morphedNormal, 0.0 );",
  10541. " #else",
  10542. " vec4 skinnedNormal = skinMatrix * vec4( normal, 0.0 );",
  10543. " #endif",
  10544. "#endif"
  10545. ].join("\n"),
  10546. defaultnormal_vertex: [
  10547. "vec3 objectNormal;",
  10548. "#ifdef USE_SKINNING",
  10549. " objectNormal = skinnedNormal.xyz;",
  10550. "#endif",
  10551. "#if !defined( USE_SKINNING ) && defined( USE_MORPHNORMALS )",
  10552. " objectNormal = morphedNormal;",
  10553. "#endif",
  10554. "#if !defined( USE_SKINNING ) && ! defined( USE_MORPHNORMALS )",
  10555. " objectNormal = normal;",
  10556. "#endif",
  10557. "#ifdef FLIP_SIDED",
  10558. " objectNormal = -objectNormal;",
  10559. "#endif",
  10560. "vec3 transformedNormal = normalMatrix * objectNormal;"
  10561. ].join("\n"),
  10562. // SHADOW MAP
  10563. // based on SpiderGL shadow map and Fabien Sanglard's GLSL shadow mapping examples
  10564. // http://spidergl.org/example.php?id=6
  10565. // http://fabiensanglard.net/shadowmapping
  10566. shadowmap_pars_fragment: [
  10567. "#ifdef USE_SHADOWMAP",
  10568. " uniform sampler2D shadowMap[ MAX_SHADOWS ];",
  10569. " uniform vec2 shadowMapSize[ MAX_SHADOWS ];",
  10570. " uniform float shadowDarkness[ MAX_SHADOWS ];",
  10571. " uniform float shadowBias[ MAX_SHADOWS ];",
  10572. " varying vec4 vShadowCoord[ MAX_SHADOWS ];",
  10573. " float unpackDepth( const in vec4 rgba_depth ) {",
  10574. " 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 );",
  10575. " float depth = dot( rgba_depth, bit_shift );",
  10576. " return depth;",
  10577. " }",
  10578. "#endif"
  10579. ].join("\n"),
  10580. shadowmap_fragment: [
  10581. "#ifdef USE_SHADOWMAP",
  10582. " #ifdef SHADOWMAP_DEBUG",
  10583. " vec3 frustumColors[3];",
  10584. " frustumColors[0] = vec3( 1.0, 0.5, 0.0 );",
  10585. " frustumColors[1] = vec3( 0.0, 1.0, 0.8 );",
  10586. " frustumColors[2] = vec3( 0.0, 0.5, 1.0 );",
  10587. " #endif",
  10588. " #ifdef SHADOWMAP_CASCADE",
  10589. " int inFrustumCount = 0;",
  10590. " #endif",
  10591. " float fDepth;",
  10592. " vec3 shadowColor = vec3( 1.0 );",
  10593. " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  10594. " vec3 shadowCoord = vShadowCoord[ i ].xyz / vShadowCoord[ i ].w;",
  10595. // "if ( something && something )" breaks ATI OpenGL shader compiler
  10596. // "if ( all( something, something ) )" using this instead
  10597. " bvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );",
  10598. " bool inFrustum = all( inFrustumVec );",
  10599. // don't shadow pixels outside of light frustum
  10600. // use just first frustum (for cascades)
  10601. // don't shadow pixels behind far plane of light frustum
  10602. " #ifdef SHADOWMAP_CASCADE",
  10603. " inFrustumCount += int( inFrustum );",
  10604. " bvec3 frustumTestVec = bvec3( inFrustum, inFrustumCount == 1, shadowCoord.z <= 1.0 );",
  10605. " #else",
  10606. " bvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );",
  10607. " #endif",
  10608. " bool frustumTest = all( frustumTestVec );",
  10609. " if ( frustumTest ) {",
  10610. " shadowCoord.z += shadowBias[ i ];",
  10611. " #if defined( SHADOWMAP_TYPE_PCF )",
  10612. // Percentage-close filtering
  10613. // (9 pixel kernel)
  10614. // http://fabiensanglard.net/shadowmappingPCF/
  10615. " float shadow = 0.0;",
  10616. /*
  10617. // nested loops breaks shader compiler / validator on some ATI cards when using OpenGL
  10618. // must enroll loop manually
  10619. " for ( float y = -1.25; y <= 1.25; y += 1.25 )",
  10620. " for ( float x = -1.25; x <= 1.25; x += 1.25 ) {",
  10621. " vec4 rgbaDepth = texture2D( shadowMap[ i ], vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy );",
  10622. // doesn't seem to produce any noticeable visual difference compared to simple "texture2D" lookup
  10623. //"vec4 rgbaDepth = texture2DProj( shadowMap[ i ], vec4( vShadowCoord[ i ].w * ( vec2( x * xPixelOffset, y * yPixelOffset ) + shadowCoord.xy ), 0.05, vShadowCoord[ i ].w ) );",
  10624. " float fDepth = unpackDepth( rgbaDepth );",
  10625. " if ( fDepth < shadowCoord.z )",
  10626. " shadow += 1.0;",
  10627. " }",
  10628. " shadow /= 9.0;",
  10629. */
  10630. " const float shadowDelta = 1.0 / 9.0;",
  10631. " float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
  10632. " float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
  10633. " float dx0 = -1.25 * xPixelOffset;",
  10634. " float dy0 = -1.25 * yPixelOffset;",
  10635. " float dx1 = 1.25 * xPixelOffset;",
  10636. " float dy1 = 1.25 * yPixelOffset;",
  10637. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
  10638. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  10639. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
  10640. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  10641. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
  10642. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  10643. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
  10644. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  10645. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
  10646. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  10647. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
  10648. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  10649. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
  10650. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  10651. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
  10652. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  10653. " fDepth = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
  10654. " if ( fDepth < shadowCoord.z ) shadow += shadowDelta;",
  10655. " shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
  10656. " #elif defined( SHADOWMAP_TYPE_PCF_SOFT )",
  10657. // Percentage-close filtering
  10658. // (9 pixel kernel)
  10659. // http://fabiensanglard.net/shadowmappingPCF/
  10660. " float shadow = 0.0;",
  10661. " float xPixelOffset = 1.0 / shadowMapSize[ i ].x;",
  10662. " float yPixelOffset = 1.0 / shadowMapSize[ i ].y;",
  10663. " float dx0 = -1.0 * xPixelOffset;",
  10664. " float dy0 = -1.0 * yPixelOffset;",
  10665. " float dx1 = 1.0 * xPixelOffset;",
  10666. " float dy1 = 1.0 * yPixelOffset;",
  10667. " mat3 shadowKernel;",
  10668. " mat3 depthKernel;",
  10669. " depthKernel[0][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy0 ) ) );",
  10670. " depthKernel[0][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, 0.0 ) ) );",
  10671. " depthKernel[0][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx0, dy1 ) ) );",
  10672. " depthKernel[1][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy0 ) ) );",
  10673. " depthKernel[1][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy ) );",
  10674. " depthKernel[1][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( 0.0, dy1 ) ) );",
  10675. " depthKernel[2][0] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy0 ) ) );",
  10676. " depthKernel[2][1] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, 0.0 ) ) );",
  10677. " depthKernel[2][2] = unpackDepth( texture2D( shadowMap[ i ], shadowCoord.xy + vec2( dx1, dy1 ) ) );",
  10678. " vec3 shadowZ = vec3( shadowCoord.z );",
  10679. " shadowKernel[0] = vec3(lessThan(depthKernel[0], shadowZ ));",
  10680. " shadowKernel[0] *= vec3(0.25);",
  10681. " shadowKernel[1] = vec3(lessThan(depthKernel[1], shadowZ ));",
  10682. " shadowKernel[1] *= vec3(0.25);",
  10683. " shadowKernel[2] = vec3(lessThan(depthKernel[2], shadowZ ));",
  10684. " shadowKernel[2] *= vec3(0.25);",
  10685. " vec2 fractionalCoord = 1.0 - fract( shadowCoord.xy * shadowMapSize[i].xy );",
  10686. " shadowKernel[0] = mix( shadowKernel[1], shadowKernel[0], fractionalCoord.x );",
  10687. " shadowKernel[1] = mix( shadowKernel[2], shadowKernel[1], fractionalCoord.x );",
  10688. " vec4 shadowValues;",
  10689. " shadowValues.x = mix( shadowKernel[0][1], shadowKernel[0][0], fractionalCoord.y );",
  10690. " shadowValues.y = mix( shadowKernel[0][2], shadowKernel[0][1], fractionalCoord.y );",
  10691. " shadowValues.z = mix( shadowKernel[1][1], shadowKernel[1][0], fractionalCoord.y );",
  10692. " shadowValues.w = mix( shadowKernel[1][2], shadowKernel[1][1], fractionalCoord.y );",
  10693. " shadow = dot( shadowValues, vec4( 1.0 ) );",
  10694. " shadowColor = shadowColor * vec3( ( 1.0 - shadowDarkness[ i ] * shadow ) );",
  10695. " #else",
  10696. " vec4 rgbaDepth = texture2D( shadowMap[ i ], shadowCoord.xy );",
  10697. " float fDepth = unpackDepth( rgbaDepth );",
  10698. " if ( fDepth < shadowCoord.z )",
  10699. // spot with multiple shadows is darker
  10700. " shadowColor = shadowColor * vec3( 1.0 - shadowDarkness[ i ] );",
  10701. // spot with multiple shadows has the same color as single shadow spot
  10702. //"shadowColor = min( shadowColor, vec3( shadowDarkness[ i ] ) );",
  10703. " #endif",
  10704. " }",
  10705. " #ifdef SHADOWMAP_DEBUG",
  10706. " #ifdef SHADOWMAP_CASCADE",
  10707. " if ( inFrustum && inFrustumCount == 1 ) gl_FragColor.xyz *= frustumColors[ i ];",
  10708. " #else",
  10709. " if ( inFrustum ) gl_FragColor.xyz *= frustumColors[ i ];",
  10710. " #endif",
  10711. " #endif",
  10712. " }",
  10713. " #ifdef GAMMA_OUTPUT",
  10714. " shadowColor *= shadowColor;",
  10715. " #endif",
  10716. " gl_FragColor.xyz = gl_FragColor.xyz * shadowColor;",
  10717. "#endif"
  10718. ].join("\n"),
  10719. shadowmap_pars_vertex: [
  10720. "#ifdef USE_SHADOWMAP",
  10721. " varying vec4 vShadowCoord[ MAX_SHADOWS ];",
  10722. " uniform mat4 shadowMatrix[ MAX_SHADOWS ];",
  10723. "#endif"
  10724. ].join("\n"),
  10725. shadowmap_vertex: [
  10726. "#ifdef USE_SHADOWMAP",
  10727. " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  10728. " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
  10729. " }",
  10730. "#endif"
  10731. ].join("\n"),
  10732. // ALPHATEST
  10733. alphatest_fragment: [
  10734. "#ifdef ALPHATEST",
  10735. " if ( gl_FragColor.a < ALPHATEST ) discard;",
  10736. "#endif"
  10737. ].join("\n"),
  10738. // LINEAR SPACE
  10739. linear_to_gamma_fragment: [
  10740. "#ifdef GAMMA_OUTPUT",
  10741. " gl_FragColor.xyz = sqrt( gl_FragColor.xyz );",
  10742. "#endif"
  10743. ].join("\n"),
  10744. // LOGARITHMIC DEPTH BUFFER
  10745. // http://outerra.blogspot.com/2012/11/maximizing-depth-buffer-range-and.html
  10746. // WebGL doesn't support gl_FragDepth out of the box, unless the EXT_frag_depth extension is available. On platforms
  10747. // without EXT_frag_depth, we have to fall back on linear z-buffer in the fragment shader, which means that some long
  10748. // faces close to the camera may have issues. This can be worked around by tesselating the model more finely when
  10749. // the camera is near the surface.
  10750. logdepthbuf_pars_vertex: [
  10751. "#ifdef USE_LOGDEPTHBUF",
  10752. " #ifdef USE_LOGDEPTHBUF_EXT",
  10753. " varying float vFragDepth;",
  10754. " #endif",
  10755. " uniform float logDepthBufFC;",
  10756. "#endif",
  10757. ].join('\n'),
  10758. logdepthbuf_vertex: [
  10759. "#ifdef USE_LOGDEPTHBUF",
  10760. " gl_Position.z = log2(max(1e-6, gl_Position.w + 1.0)) * logDepthBufFC;",
  10761. " #ifdef USE_LOGDEPTHBUF_EXT",
  10762. " vFragDepth = 1.0 + gl_Position.w;",
  10763. "#else",
  10764. " gl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;",
  10765. " #endif",
  10766. "#endif"
  10767. ].join("\n"),
  10768. logdepthbuf_pars_fragment: [
  10769. "#ifdef USE_LOGDEPTHBUF",
  10770. " uniform float logDepthBufFC;",
  10771. " #ifdef USE_LOGDEPTHBUF_EXT",
  10772. " #extension GL_EXT_frag_depth : enable",
  10773. " varying float vFragDepth;",
  10774. " #endif",
  10775. "#endif"
  10776. ].join('\n'),
  10777. logdepthbuf_fragment: [
  10778. "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)",
  10779. " gl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;",
  10780. "#endif"
  10781. ].join("\n")
  10782. };
  10783. /**
  10784. * Uniform Utilities
  10785. */
  10786. THREE.UniformsUtils = {
  10787. merge: function ( uniforms ) {
  10788. var u, p, tmp, merged = {};
  10789. for ( u = 0; u < uniforms.length; u ++ ) {
  10790. tmp = this.clone( uniforms[ u ] );
  10791. for ( p in tmp ) {
  10792. merged[ p ] = tmp[ p ];
  10793. }
  10794. }
  10795. return merged;
  10796. },
  10797. clone: function ( uniforms_src ) {
  10798. var u, p, parameter, parameter_src, uniforms_dst = {};
  10799. for ( u in uniforms_src ) {
  10800. uniforms_dst[ u ] = {};
  10801. for ( p in uniforms_src[ u ] ) {
  10802. parameter_src = uniforms_src[ u ][ p ];
  10803. if ( parameter_src instanceof THREE.Color ||
  10804. parameter_src instanceof THREE.Vector2 ||
  10805. parameter_src instanceof THREE.Vector3 ||
  10806. parameter_src instanceof THREE.Vector4 ||
  10807. parameter_src instanceof THREE.Matrix4 ||
  10808. parameter_src instanceof THREE.Texture ) {
  10809. uniforms_dst[ u ][ p ] = parameter_src.clone();
  10810. } else if ( parameter_src instanceof Array ) {
  10811. uniforms_dst[ u ][ p ] = parameter_src.slice();
  10812. } else {
  10813. uniforms_dst[ u ][ p ] = parameter_src;
  10814. }
  10815. }
  10816. }
  10817. return uniforms_dst;
  10818. }
  10819. };
  10820. /**
  10821. * Uniforms library for shared webgl shaders
  10822. */
  10823. THREE.UniformsLib = {
  10824. common: {
  10825. "diffuse" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  10826. "opacity" : { type: "f", value: 1.0 },
  10827. "map" : { type: "t", value: null },
  10828. "offsetRepeat" : { type: "v4", value: new THREE.Vector4( 0, 0, 1, 1 ) },
  10829. "lightMap" : { type: "t", value: null },
  10830. "specularMap" : { type: "t", value: null },
  10831. "envMap" : { type: "t", value: null },
  10832. "flipEnvMap" : { type: "f", value: -1 },
  10833. "useRefract" : { type: "i", value: 0 },
  10834. "reflectivity" : { type: "f", value: 1.0 },
  10835. "refractionRatio" : { type: "f", value: 0.98 },
  10836. "combine" : { type: "i", value: 0 },
  10837. "morphTargetInfluences" : { type: "f", value: 0 }
  10838. },
  10839. bump: {
  10840. "bumpMap" : { type: "t", value: null },
  10841. "bumpScale" : { type: "f", value: 1 }
  10842. },
  10843. normalmap: {
  10844. "normalMap" : { type: "t", value: null },
  10845. "normalScale" : { type: "v2", value: new THREE.Vector2( 1, 1 ) }
  10846. },
  10847. fog : {
  10848. "fogDensity" : { type: "f", value: 0.00025 },
  10849. "fogNear" : { type: "f", value: 1 },
  10850. "fogFar" : { type: "f", value: 2000 },
  10851. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  10852. },
  10853. lights: {
  10854. "ambientLightColor" : { type: "fv", value: [] },
  10855. "directionalLightDirection" : { type: "fv", value: [] },
  10856. "directionalLightColor" : { type: "fv", value: [] },
  10857. "hemisphereLightDirection" : { type: "fv", value: [] },
  10858. "hemisphereLightSkyColor" : { type: "fv", value: [] },
  10859. "hemisphereLightGroundColor" : { type: "fv", value: [] },
  10860. "pointLightColor" : { type: "fv", value: [] },
  10861. "pointLightPosition" : { type: "fv", value: [] },
  10862. "pointLightDistance" : { type: "fv1", value: [] },
  10863. "spotLightColor" : { type: "fv", value: [] },
  10864. "spotLightPosition" : { type: "fv", value: [] },
  10865. "spotLightDirection" : { type: "fv", value: [] },
  10866. "spotLightDistance" : { type: "fv1", value: [] },
  10867. "spotLightAngleCos" : { type: "fv1", value: [] },
  10868. "spotLightExponent" : { type: "fv1", value: [] }
  10869. },
  10870. particle: {
  10871. "psColor" : { type: "c", value: new THREE.Color( 0xeeeeee ) },
  10872. "opacity" : { type: "f", value: 1.0 },
  10873. "size" : { type: "f", value: 1.0 },
  10874. "scale" : { type: "f", value: 1.0 },
  10875. "map" : { type: "t", value: null },
  10876. "fogDensity" : { type: "f", value: 0.00025 },
  10877. "fogNear" : { type: "f", value: 1 },
  10878. "fogFar" : { type: "f", value: 2000 },
  10879. "fogColor" : { type: "c", value: new THREE.Color( 0xffffff ) }
  10880. },
  10881. shadowmap: {
  10882. "shadowMap": { type: "tv", value: [] },
  10883. "shadowMapSize": { type: "v2v", value: [] },
  10884. "shadowBias" : { type: "fv1", value: [] },
  10885. "shadowDarkness": { type: "fv1", value: [] },
  10886. "shadowMatrix" : { type: "m4v", value: [] }
  10887. }
  10888. };
  10889. /**
  10890. * Webgl Shader Library for three.js
  10891. *
  10892. * @author alteredq / http://alteredqualia.com/
  10893. * @author mrdoob / http://mrdoob.com/
  10894. * @author mikael emtinger / http://gomo.se/
  10895. */
  10896. THREE.ShaderLib = {
  10897. 'basic': {
  10898. uniforms: THREE.UniformsUtils.merge( [
  10899. THREE.UniformsLib[ "common" ],
  10900. THREE.UniformsLib[ "fog" ],
  10901. THREE.UniformsLib[ "shadowmap" ]
  10902. ] ),
  10903. vertexShader: [
  10904. THREE.ShaderChunk[ "map_pars_vertex" ],
  10905. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  10906. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  10907. THREE.ShaderChunk[ "color_pars_vertex" ],
  10908. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10909. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  10910. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10911. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10912. "void main() {",
  10913. THREE.ShaderChunk[ "map_vertex" ],
  10914. THREE.ShaderChunk[ "lightmap_vertex" ],
  10915. THREE.ShaderChunk[ "color_vertex" ],
  10916. THREE.ShaderChunk[ "skinbase_vertex" ],
  10917. " #ifdef USE_ENVMAP",
  10918. THREE.ShaderChunk[ "morphnormal_vertex" ],
  10919. THREE.ShaderChunk[ "skinnormal_vertex" ],
  10920. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  10921. " #endif",
  10922. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10923. THREE.ShaderChunk[ "skinning_vertex" ],
  10924. THREE.ShaderChunk[ "default_vertex" ],
  10925. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10926. THREE.ShaderChunk[ "worldpos_vertex" ],
  10927. THREE.ShaderChunk[ "envmap_vertex" ],
  10928. THREE.ShaderChunk[ "shadowmap_vertex" ],
  10929. "}"
  10930. ].join("\n"),
  10931. fragmentShader: [
  10932. "uniform vec3 diffuse;",
  10933. "uniform float opacity;",
  10934. THREE.ShaderChunk[ "color_pars_fragment" ],
  10935. THREE.ShaderChunk[ "map_pars_fragment" ],
  10936. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  10937. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  10938. THREE.ShaderChunk[ "fog_pars_fragment" ],
  10939. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  10940. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  10941. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  10942. "void main() {",
  10943. " gl_FragColor = vec4( diffuse, opacity );",
  10944. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  10945. THREE.ShaderChunk[ "map_fragment" ],
  10946. THREE.ShaderChunk[ "alphatest_fragment" ],
  10947. THREE.ShaderChunk[ "specularmap_fragment" ],
  10948. THREE.ShaderChunk[ "lightmap_fragment" ],
  10949. THREE.ShaderChunk[ "color_fragment" ],
  10950. THREE.ShaderChunk[ "envmap_fragment" ],
  10951. THREE.ShaderChunk[ "shadowmap_fragment" ],
  10952. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  10953. THREE.ShaderChunk[ "fog_fragment" ],
  10954. "}"
  10955. ].join("\n")
  10956. },
  10957. 'lambert': {
  10958. uniforms: THREE.UniformsUtils.merge( [
  10959. THREE.UniformsLib[ "common" ],
  10960. THREE.UniformsLib[ "fog" ],
  10961. THREE.UniformsLib[ "lights" ],
  10962. THREE.UniformsLib[ "shadowmap" ],
  10963. {
  10964. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  10965. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  10966. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  10967. }
  10968. ] ),
  10969. vertexShader: [
  10970. "#define LAMBERT",
  10971. "varying vec3 vLightFront;",
  10972. "#ifdef DOUBLE_SIDED",
  10973. " varying vec3 vLightBack;",
  10974. "#endif",
  10975. THREE.ShaderChunk[ "map_pars_vertex" ],
  10976. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  10977. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  10978. THREE.ShaderChunk[ "lights_lambert_pars_vertex" ],
  10979. THREE.ShaderChunk[ "color_pars_vertex" ],
  10980. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  10981. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  10982. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  10983. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  10984. "void main() {",
  10985. THREE.ShaderChunk[ "map_vertex" ],
  10986. THREE.ShaderChunk[ "lightmap_vertex" ],
  10987. THREE.ShaderChunk[ "color_vertex" ],
  10988. THREE.ShaderChunk[ "morphnormal_vertex" ],
  10989. THREE.ShaderChunk[ "skinbase_vertex" ],
  10990. THREE.ShaderChunk[ "skinnormal_vertex" ],
  10991. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  10992. THREE.ShaderChunk[ "morphtarget_vertex" ],
  10993. THREE.ShaderChunk[ "skinning_vertex" ],
  10994. THREE.ShaderChunk[ "default_vertex" ],
  10995. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  10996. THREE.ShaderChunk[ "worldpos_vertex" ],
  10997. THREE.ShaderChunk[ "envmap_vertex" ],
  10998. THREE.ShaderChunk[ "lights_lambert_vertex" ],
  10999. THREE.ShaderChunk[ "shadowmap_vertex" ],
  11000. "}"
  11001. ].join("\n"),
  11002. fragmentShader: [
  11003. "uniform float opacity;",
  11004. "varying vec3 vLightFront;",
  11005. "#ifdef DOUBLE_SIDED",
  11006. " varying vec3 vLightBack;",
  11007. "#endif",
  11008. THREE.ShaderChunk[ "color_pars_fragment" ],
  11009. THREE.ShaderChunk[ "map_pars_fragment" ],
  11010. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  11011. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  11012. THREE.ShaderChunk[ "fog_pars_fragment" ],
  11013. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  11014. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  11015. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11016. "void main() {",
  11017. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  11018. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11019. THREE.ShaderChunk[ "map_fragment" ],
  11020. THREE.ShaderChunk[ "alphatest_fragment" ],
  11021. THREE.ShaderChunk[ "specularmap_fragment" ],
  11022. " #ifdef DOUBLE_SIDED",
  11023. //"float isFront = float( gl_FrontFacing );",
  11024. //"gl_FragColor.xyz *= isFront * vLightFront + ( 1.0 - isFront ) * vLightBack;",
  11025. " if ( gl_FrontFacing )",
  11026. " gl_FragColor.xyz *= vLightFront;",
  11027. " else",
  11028. " gl_FragColor.xyz *= vLightBack;",
  11029. " #else",
  11030. " gl_FragColor.xyz *= vLightFront;",
  11031. " #endif",
  11032. THREE.ShaderChunk[ "lightmap_fragment" ],
  11033. THREE.ShaderChunk[ "color_fragment" ],
  11034. THREE.ShaderChunk[ "envmap_fragment" ],
  11035. THREE.ShaderChunk[ "shadowmap_fragment" ],
  11036. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  11037. THREE.ShaderChunk[ "fog_fragment" ],
  11038. "}"
  11039. ].join("\n")
  11040. },
  11041. 'phong': {
  11042. uniforms: THREE.UniformsUtils.merge( [
  11043. THREE.UniformsLib[ "common" ],
  11044. THREE.UniformsLib[ "bump" ],
  11045. THREE.UniformsLib[ "normalmap" ],
  11046. THREE.UniformsLib[ "fog" ],
  11047. THREE.UniformsLib[ "lights" ],
  11048. THREE.UniformsLib[ "shadowmap" ],
  11049. {
  11050. "ambient" : { type: "c", value: new THREE.Color( 0xffffff ) },
  11051. "emissive" : { type: "c", value: new THREE.Color( 0x000000 ) },
  11052. "specular" : { type: "c", value: new THREE.Color( 0x111111 ) },
  11053. "shininess": { type: "f", value: 30 },
  11054. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  11055. }
  11056. ] ),
  11057. vertexShader: [
  11058. "#define PHONG",
  11059. "varying vec3 vViewPosition;",
  11060. "varying vec3 vNormal;",
  11061. THREE.ShaderChunk[ "map_pars_vertex" ],
  11062. THREE.ShaderChunk[ "lightmap_pars_vertex" ],
  11063. THREE.ShaderChunk[ "envmap_pars_vertex" ],
  11064. THREE.ShaderChunk[ "lights_phong_pars_vertex" ],
  11065. THREE.ShaderChunk[ "color_pars_vertex" ],
  11066. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  11067. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  11068. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  11069. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11070. "void main() {",
  11071. THREE.ShaderChunk[ "map_vertex" ],
  11072. THREE.ShaderChunk[ "lightmap_vertex" ],
  11073. THREE.ShaderChunk[ "color_vertex" ],
  11074. THREE.ShaderChunk[ "morphnormal_vertex" ],
  11075. THREE.ShaderChunk[ "skinbase_vertex" ],
  11076. THREE.ShaderChunk[ "skinnormal_vertex" ],
  11077. THREE.ShaderChunk[ "defaultnormal_vertex" ],
  11078. " vNormal = normalize( transformedNormal );",
  11079. THREE.ShaderChunk[ "morphtarget_vertex" ],
  11080. THREE.ShaderChunk[ "skinning_vertex" ],
  11081. THREE.ShaderChunk[ "default_vertex" ],
  11082. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11083. " vViewPosition = -mvPosition.xyz;",
  11084. THREE.ShaderChunk[ "worldpos_vertex" ],
  11085. THREE.ShaderChunk[ "envmap_vertex" ],
  11086. THREE.ShaderChunk[ "lights_phong_vertex" ],
  11087. THREE.ShaderChunk[ "shadowmap_vertex" ],
  11088. "}"
  11089. ].join("\n"),
  11090. fragmentShader: [
  11091. "uniform vec3 diffuse;",
  11092. "uniform float opacity;",
  11093. "uniform vec3 ambient;",
  11094. "uniform vec3 emissive;",
  11095. "uniform vec3 specular;",
  11096. "uniform float shininess;",
  11097. THREE.ShaderChunk[ "color_pars_fragment" ],
  11098. THREE.ShaderChunk[ "map_pars_fragment" ],
  11099. THREE.ShaderChunk[ "lightmap_pars_fragment" ],
  11100. THREE.ShaderChunk[ "envmap_pars_fragment" ],
  11101. THREE.ShaderChunk[ "fog_pars_fragment" ],
  11102. THREE.ShaderChunk[ "lights_phong_pars_fragment" ],
  11103. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  11104. THREE.ShaderChunk[ "bumpmap_pars_fragment" ],
  11105. THREE.ShaderChunk[ "normalmap_pars_fragment" ],
  11106. THREE.ShaderChunk[ "specularmap_pars_fragment" ],
  11107. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11108. "void main() {",
  11109. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  11110. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11111. THREE.ShaderChunk[ "map_fragment" ],
  11112. THREE.ShaderChunk[ "alphatest_fragment" ],
  11113. THREE.ShaderChunk[ "specularmap_fragment" ],
  11114. THREE.ShaderChunk[ "lights_phong_fragment" ],
  11115. THREE.ShaderChunk[ "lightmap_fragment" ],
  11116. THREE.ShaderChunk[ "color_fragment" ],
  11117. THREE.ShaderChunk[ "envmap_fragment" ],
  11118. THREE.ShaderChunk[ "shadowmap_fragment" ],
  11119. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  11120. THREE.ShaderChunk[ "fog_fragment" ],
  11121. "}"
  11122. ].join("\n")
  11123. },
  11124. 'particle_basic': {
  11125. uniforms: THREE.UniformsUtils.merge( [
  11126. THREE.UniformsLib[ "particle" ],
  11127. THREE.UniformsLib[ "shadowmap" ]
  11128. ] ),
  11129. vertexShader: [
  11130. "uniform float size;",
  11131. "uniform float scale;",
  11132. THREE.ShaderChunk[ "color_pars_vertex" ],
  11133. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  11134. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11135. "void main() {",
  11136. THREE.ShaderChunk[ "color_vertex" ],
  11137. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  11138. " #ifdef USE_SIZEATTENUATION",
  11139. " gl_PointSize = size * ( scale / length( mvPosition.xyz ) );",
  11140. " #else",
  11141. " gl_PointSize = size;",
  11142. " #endif",
  11143. " gl_Position = projectionMatrix * mvPosition;",
  11144. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11145. THREE.ShaderChunk[ "worldpos_vertex" ],
  11146. THREE.ShaderChunk[ "shadowmap_vertex" ],
  11147. "}"
  11148. ].join("\n"),
  11149. fragmentShader: [
  11150. "uniform vec3 psColor;",
  11151. "uniform float opacity;",
  11152. THREE.ShaderChunk[ "color_pars_fragment" ],
  11153. THREE.ShaderChunk[ "map_particle_pars_fragment" ],
  11154. THREE.ShaderChunk[ "fog_pars_fragment" ],
  11155. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  11156. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11157. "void main() {",
  11158. " gl_FragColor = vec4( psColor, opacity );",
  11159. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11160. THREE.ShaderChunk[ "map_particle_fragment" ],
  11161. THREE.ShaderChunk[ "alphatest_fragment" ],
  11162. THREE.ShaderChunk[ "color_fragment" ],
  11163. THREE.ShaderChunk[ "shadowmap_fragment" ],
  11164. THREE.ShaderChunk[ "fog_fragment" ],
  11165. "}"
  11166. ].join("\n")
  11167. },
  11168. 'dashed': {
  11169. uniforms: THREE.UniformsUtils.merge( [
  11170. THREE.UniformsLib[ "common" ],
  11171. THREE.UniformsLib[ "fog" ],
  11172. {
  11173. "scale": { type: "f", value: 1 },
  11174. "dashSize": { type: "f", value: 1 },
  11175. "totalSize": { type: "f", value: 2 }
  11176. }
  11177. ] ),
  11178. vertexShader: [
  11179. "uniform float scale;",
  11180. "attribute float lineDistance;",
  11181. "varying float vLineDistance;",
  11182. THREE.ShaderChunk[ "color_pars_vertex" ],
  11183. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11184. "void main() {",
  11185. THREE.ShaderChunk[ "color_vertex" ],
  11186. " vLineDistance = scale * lineDistance;",
  11187. " vec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );",
  11188. " gl_Position = projectionMatrix * mvPosition;",
  11189. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11190. "}"
  11191. ].join("\n"),
  11192. fragmentShader: [
  11193. "uniform vec3 diffuse;",
  11194. "uniform float opacity;",
  11195. "uniform float dashSize;",
  11196. "uniform float totalSize;",
  11197. "varying float vLineDistance;",
  11198. THREE.ShaderChunk[ "color_pars_fragment" ],
  11199. THREE.ShaderChunk[ "fog_pars_fragment" ],
  11200. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11201. "void main() {",
  11202. " if ( mod( vLineDistance, totalSize ) > dashSize ) {",
  11203. " discard;",
  11204. " }",
  11205. " gl_FragColor = vec4( diffuse, opacity );",
  11206. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11207. THREE.ShaderChunk[ "color_fragment" ],
  11208. THREE.ShaderChunk[ "fog_fragment" ],
  11209. "}"
  11210. ].join("\n")
  11211. },
  11212. 'depth': {
  11213. uniforms: {
  11214. "mNear": { type: "f", value: 1.0 },
  11215. "mFar" : { type: "f", value: 2000.0 },
  11216. "opacity" : { type: "f", value: 1.0 }
  11217. },
  11218. vertexShader: [
  11219. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  11220. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11221. "void main() {",
  11222. THREE.ShaderChunk[ "morphtarget_vertex" ],
  11223. THREE.ShaderChunk[ "default_vertex" ],
  11224. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11225. "}"
  11226. ].join("\n"),
  11227. fragmentShader: [
  11228. "uniform float mNear;",
  11229. "uniform float mFar;",
  11230. "uniform float opacity;",
  11231. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11232. "void main() {",
  11233. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11234. " #ifdef USE_LOGDEPTHBUF_EXT",
  11235. " float depth = gl_FragDepthEXT / gl_FragCoord.w;",
  11236. " #else",
  11237. " float depth = gl_FragCoord.z / gl_FragCoord.w;",
  11238. " #endif",
  11239. " float color = 1.0 - smoothstep( mNear, mFar, depth );",
  11240. " gl_FragColor = vec4( vec3( color ), opacity );",
  11241. "}"
  11242. ].join("\n")
  11243. },
  11244. 'normal': {
  11245. uniforms: {
  11246. "opacity" : { type: "f", value: 1.0 }
  11247. },
  11248. vertexShader: [
  11249. "varying vec3 vNormal;",
  11250. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  11251. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11252. "void main() {",
  11253. " vNormal = normalize( normalMatrix * normal );",
  11254. THREE.ShaderChunk[ "morphtarget_vertex" ],
  11255. THREE.ShaderChunk[ "default_vertex" ],
  11256. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11257. "}"
  11258. ].join("\n"),
  11259. fragmentShader: [
  11260. "uniform float opacity;",
  11261. "varying vec3 vNormal;",
  11262. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11263. "void main() {",
  11264. " gl_FragColor = vec4( 0.5 * normalize( vNormal ) + 0.5, opacity );",
  11265. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11266. "}"
  11267. ].join("\n")
  11268. },
  11269. /* -------------------------------------------------------------------------
  11270. // Normal map shader
  11271. // - Blinn-Phong
  11272. // - normal + diffuse + specular + AO + displacement + reflection + shadow maps
  11273. // - point and directional lights (use with "lights: true" material option)
  11274. ------------------------------------------------------------------------- */
  11275. 'normalmap' : {
  11276. uniforms: THREE.UniformsUtils.merge( [
  11277. THREE.UniformsLib[ "fog" ],
  11278. THREE.UniformsLib[ "lights" ],
  11279. THREE.UniformsLib[ "shadowmap" ],
  11280. {
  11281. "enableAO" : { type: "i", value: 0 },
  11282. "enableDiffuse" : { type: "i", value: 0 },
  11283. "enableSpecular" : { type: "i", value: 0 },
  11284. "enableReflection": { type: "i", value: 0 },
  11285. "enableDisplacement": { type: "i", value: 0 },
  11286. "tDisplacement": { type: "t", value: null }, // must go first as this is vertex texture
  11287. "tDiffuse" : { type: "t", value: null },
  11288. "tCube" : { type: "t", value: null },
  11289. "tNormal" : { type: "t", value: null },
  11290. "tSpecular" : { type: "t", value: null },
  11291. "tAO" : { type: "t", value: null },
  11292. "uNormalScale": { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  11293. "uDisplacementBias": { type: "f", value: 0.0 },
  11294. "uDisplacementScale": { type: "f", value: 1.0 },
  11295. "diffuse": { type: "c", value: new THREE.Color( 0xffffff ) },
  11296. "specular": { type: "c", value: new THREE.Color( 0x111111 ) },
  11297. "ambient": { type: "c", value: new THREE.Color( 0xffffff ) },
  11298. "shininess": { type: "f", value: 30 },
  11299. "opacity": { type: "f", value: 1 },
  11300. "useRefract": { type: "i", value: 0 },
  11301. "refractionRatio": { type: "f", value: 0.98 },
  11302. "reflectivity": { type: "f", value: 0.5 },
  11303. "uOffset" : { type: "v2", value: new THREE.Vector2( 0, 0 ) },
  11304. "uRepeat" : { type: "v2", value: new THREE.Vector2( 1, 1 ) },
  11305. "wrapRGB" : { type: "v3", value: new THREE.Vector3( 1, 1, 1 ) }
  11306. }
  11307. ] ),
  11308. fragmentShader: [
  11309. "uniform vec3 ambient;",
  11310. "uniform vec3 diffuse;",
  11311. "uniform vec3 specular;",
  11312. "uniform float shininess;",
  11313. "uniform float opacity;",
  11314. "uniform bool enableDiffuse;",
  11315. "uniform bool enableSpecular;",
  11316. "uniform bool enableAO;",
  11317. "uniform bool enableReflection;",
  11318. "uniform sampler2D tDiffuse;",
  11319. "uniform sampler2D tNormal;",
  11320. "uniform sampler2D tSpecular;",
  11321. "uniform sampler2D tAO;",
  11322. "uniform samplerCube tCube;",
  11323. "uniform vec2 uNormalScale;",
  11324. "uniform bool useRefract;",
  11325. "uniform float refractionRatio;",
  11326. "uniform float reflectivity;",
  11327. "varying vec3 vTangent;",
  11328. "varying vec3 vBinormal;",
  11329. "varying vec3 vNormal;",
  11330. "varying vec2 vUv;",
  11331. "uniform vec3 ambientLightColor;",
  11332. "#if MAX_DIR_LIGHTS > 0",
  11333. " uniform vec3 directionalLightColor[ MAX_DIR_LIGHTS ];",
  11334. " uniform vec3 directionalLightDirection[ MAX_DIR_LIGHTS ];",
  11335. "#endif",
  11336. "#if MAX_HEMI_LIGHTS > 0",
  11337. " uniform vec3 hemisphereLightSkyColor[ MAX_HEMI_LIGHTS ];",
  11338. " uniform vec3 hemisphereLightGroundColor[ MAX_HEMI_LIGHTS ];",
  11339. " uniform vec3 hemisphereLightDirection[ MAX_HEMI_LIGHTS ];",
  11340. "#endif",
  11341. "#if MAX_POINT_LIGHTS > 0",
  11342. " uniform vec3 pointLightColor[ MAX_POINT_LIGHTS ];",
  11343. " uniform vec3 pointLightPosition[ MAX_POINT_LIGHTS ];",
  11344. " uniform float pointLightDistance[ MAX_POINT_LIGHTS ];",
  11345. "#endif",
  11346. "#if MAX_SPOT_LIGHTS > 0",
  11347. " uniform vec3 spotLightColor[ MAX_SPOT_LIGHTS ];",
  11348. " uniform vec3 spotLightPosition[ MAX_SPOT_LIGHTS ];",
  11349. " uniform vec3 spotLightDirection[ MAX_SPOT_LIGHTS ];",
  11350. " uniform float spotLightAngleCos[ MAX_SPOT_LIGHTS ];",
  11351. " uniform float spotLightExponent[ MAX_SPOT_LIGHTS ];",
  11352. " uniform float spotLightDistance[ MAX_SPOT_LIGHTS ];",
  11353. "#endif",
  11354. "#ifdef WRAP_AROUND",
  11355. " uniform vec3 wrapRGB;",
  11356. "#endif",
  11357. "varying vec3 vWorldPosition;",
  11358. "varying vec3 vViewPosition;",
  11359. THREE.ShaderChunk[ "shadowmap_pars_fragment" ],
  11360. THREE.ShaderChunk[ "fog_pars_fragment" ],
  11361. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11362. "void main() {",
  11363. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11364. " gl_FragColor = vec4( vec3( 1.0 ), opacity );",
  11365. " vec3 specularTex = vec3( 1.0 );",
  11366. " vec3 normalTex = texture2D( tNormal, vUv ).xyz * 2.0 - 1.0;",
  11367. " normalTex.xy *= uNormalScale;",
  11368. " normalTex = normalize( normalTex );",
  11369. " if( enableDiffuse ) {",
  11370. " #ifdef GAMMA_INPUT",
  11371. " vec4 texelColor = texture2D( tDiffuse, vUv );",
  11372. " texelColor.xyz *= texelColor.xyz;",
  11373. " gl_FragColor = gl_FragColor * texelColor;",
  11374. " #else",
  11375. " gl_FragColor = gl_FragColor * texture2D( tDiffuse, vUv );",
  11376. " #endif",
  11377. " }",
  11378. " if( enableAO ) {",
  11379. " #ifdef GAMMA_INPUT",
  11380. " vec4 aoColor = texture2D( tAO, vUv );",
  11381. " aoColor.xyz *= aoColor.xyz;",
  11382. " gl_FragColor.xyz = gl_FragColor.xyz * aoColor.xyz;",
  11383. " #else",
  11384. " gl_FragColor.xyz = gl_FragColor.xyz * texture2D( tAO, vUv ).xyz;",
  11385. " #endif",
  11386. " }",
  11387. " if( enableSpecular )",
  11388. " specularTex = texture2D( tSpecular, vUv ).xyz;",
  11389. " mat3 tsb = mat3( normalize( vTangent ), normalize( vBinormal ), normalize( vNormal ) );",
  11390. " vec3 finalNormal = tsb * normalTex;",
  11391. " #ifdef FLIP_SIDED",
  11392. " finalNormal = -finalNormal;",
  11393. " #endif",
  11394. " vec3 normal = normalize( finalNormal );",
  11395. " vec3 viewPosition = normalize( vViewPosition );",
  11396. // point lights
  11397. " #if MAX_POINT_LIGHTS > 0",
  11398. " vec3 pointDiffuse = vec3( 0.0 );",
  11399. " vec3 pointSpecular = vec3( 0.0 );",
  11400. " for ( int i = 0; i < MAX_POINT_LIGHTS; i ++ ) {",
  11401. " vec4 lPosition = viewMatrix * vec4( pointLightPosition[ i ], 1.0 );",
  11402. " vec3 pointVector = lPosition.xyz + vViewPosition.xyz;",
  11403. " float pointDistance = 1.0;",
  11404. " if ( pointLightDistance[ i ] > 0.0 )",
  11405. " pointDistance = 1.0 - min( ( length( pointVector ) / pointLightDistance[ i ] ), 1.0 );",
  11406. " pointVector = normalize( pointVector );",
  11407. // diffuse
  11408. " #ifdef WRAP_AROUND",
  11409. " float pointDiffuseWeightFull = max( dot( normal, pointVector ), 0.0 );",
  11410. " float pointDiffuseWeightHalf = max( 0.5 * dot( normal, pointVector ) + 0.5, 0.0 );",
  11411. " vec3 pointDiffuseWeight = mix( vec3( pointDiffuseWeightFull ), vec3( pointDiffuseWeightHalf ), wrapRGB );",
  11412. " #else",
  11413. " float pointDiffuseWeight = max( dot( normal, pointVector ), 0.0 );",
  11414. " #endif",
  11415. " pointDiffuse += pointDistance * pointLightColor[ i ] * diffuse * pointDiffuseWeight;",
  11416. // specular
  11417. " vec3 pointHalfVector = normalize( pointVector + viewPosition );",
  11418. " float pointDotNormalHalf = max( dot( normal, pointHalfVector ), 0.0 );",
  11419. " float pointSpecularWeight = specularTex.r * max( pow( pointDotNormalHalf, shininess ), 0.0 );",
  11420. // 2.0 => 2.0001 is hack to work around ANGLE bug
  11421. " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  11422. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( pointVector, pointHalfVector ), 5.0 );",
  11423. " pointSpecular += schlick * pointLightColor[ i ] * pointSpecularWeight * pointDiffuseWeight * pointDistance * specularNormalization;",
  11424. " }",
  11425. " #endif",
  11426. // spot lights
  11427. " #if MAX_SPOT_LIGHTS > 0",
  11428. " vec3 spotDiffuse = vec3( 0.0 );",
  11429. " vec3 spotSpecular = vec3( 0.0 );",
  11430. " for ( int i = 0; i < MAX_SPOT_LIGHTS; i ++ ) {",
  11431. " vec4 lPosition = viewMatrix * vec4( spotLightPosition[ i ], 1.0 );",
  11432. " vec3 spotVector = lPosition.xyz + vViewPosition.xyz;",
  11433. " float spotDistance = 1.0;",
  11434. " if ( spotLightDistance[ i ] > 0.0 )",
  11435. " spotDistance = 1.0 - min( ( length( spotVector ) / spotLightDistance[ i ] ), 1.0 );",
  11436. " spotVector = normalize( spotVector );",
  11437. " float spotEffect = dot( spotLightDirection[ i ], normalize( spotLightPosition[ i ] - vWorldPosition ) );",
  11438. " if ( spotEffect > spotLightAngleCos[ i ] ) {",
  11439. " spotEffect = max( pow( spotEffect, spotLightExponent[ i ] ), 0.0 );",
  11440. // diffuse
  11441. " #ifdef WRAP_AROUND",
  11442. " float spotDiffuseWeightFull = max( dot( normal, spotVector ), 0.0 );",
  11443. " float spotDiffuseWeightHalf = max( 0.5 * dot( normal, spotVector ) + 0.5, 0.0 );",
  11444. " vec3 spotDiffuseWeight = mix( vec3( spotDiffuseWeightFull ), vec3( spotDiffuseWeightHalf ), wrapRGB );",
  11445. " #else",
  11446. " float spotDiffuseWeight = max( dot( normal, spotVector ), 0.0 );",
  11447. " #endif",
  11448. " spotDiffuse += spotDistance * spotLightColor[ i ] * diffuse * spotDiffuseWeight * spotEffect;",
  11449. // specular
  11450. " vec3 spotHalfVector = normalize( spotVector + viewPosition );",
  11451. " float spotDotNormalHalf = max( dot( normal, spotHalfVector ), 0.0 );",
  11452. " float spotSpecularWeight = specularTex.r * max( pow( spotDotNormalHalf, shininess ), 0.0 );",
  11453. // 2.0 => 2.0001 is hack to work around ANGLE bug
  11454. " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  11455. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( spotVector, spotHalfVector ), 5.0 );",
  11456. " spotSpecular += schlick * spotLightColor[ i ] * spotSpecularWeight * spotDiffuseWeight * spotDistance * specularNormalization * spotEffect;",
  11457. " }",
  11458. " }",
  11459. " #endif",
  11460. // directional lights
  11461. " #if MAX_DIR_LIGHTS > 0",
  11462. " vec3 dirDiffuse = vec3( 0.0 );",
  11463. " vec3 dirSpecular = vec3( 0.0 );",
  11464. " for( int i = 0; i < MAX_DIR_LIGHTS; i++ ) {",
  11465. " vec4 lDirection = viewMatrix * vec4( directionalLightDirection[ i ], 0.0 );",
  11466. " vec3 dirVector = normalize( lDirection.xyz );",
  11467. // diffuse
  11468. " #ifdef WRAP_AROUND",
  11469. " float directionalLightWeightingFull = max( dot( normal, dirVector ), 0.0 );",
  11470. " float directionalLightWeightingHalf = max( 0.5 * dot( normal, dirVector ) + 0.5, 0.0 );",
  11471. " vec3 dirDiffuseWeight = mix( vec3( directionalLightWeightingFull ), vec3( directionalLightWeightingHalf ), wrapRGB );",
  11472. " #else",
  11473. " float dirDiffuseWeight = max( dot( normal, dirVector ), 0.0 );",
  11474. " #endif",
  11475. " dirDiffuse += directionalLightColor[ i ] * diffuse * dirDiffuseWeight;",
  11476. // specular
  11477. " vec3 dirHalfVector = normalize( dirVector + viewPosition );",
  11478. " float dirDotNormalHalf = max( dot( normal, dirHalfVector ), 0.0 );",
  11479. " float dirSpecularWeight = specularTex.r * max( pow( dirDotNormalHalf, shininess ), 0.0 );",
  11480. // 2.0 => 2.0001 is hack to work around ANGLE bug
  11481. " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  11482. " vec3 schlick = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( dirVector, dirHalfVector ), 5.0 );",
  11483. " dirSpecular += schlick * directionalLightColor[ i ] * dirSpecularWeight * dirDiffuseWeight * specularNormalization;",
  11484. " }",
  11485. " #endif",
  11486. // hemisphere lights
  11487. " #if MAX_HEMI_LIGHTS > 0",
  11488. " vec3 hemiDiffuse = vec3( 0.0 );",
  11489. " vec3 hemiSpecular = vec3( 0.0 );" ,
  11490. " for( int i = 0; i < MAX_HEMI_LIGHTS; i ++ ) {",
  11491. " vec4 lDirection = viewMatrix * vec4( hemisphereLightDirection[ i ], 0.0 );",
  11492. " vec3 lVector = normalize( lDirection.xyz );",
  11493. // diffuse
  11494. " float dotProduct = dot( normal, lVector );",
  11495. " float hemiDiffuseWeight = 0.5 * dotProduct + 0.5;",
  11496. " vec3 hemiColor = mix( hemisphereLightGroundColor[ i ], hemisphereLightSkyColor[ i ], hemiDiffuseWeight );",
  11497. " hemiDiffuse += diffuse * hemiColor;",
  11498. // specular (sky light)
  11499. " vec3 hemiHalfVectorSky = normalize( lVector + viewPosition );",
  11500. " float hemiDotNormalHalfSky = 0.5 * dot( normal, hemiHalfVectorSky ) + 0.5;",
  11501. " float hemiSpecularWeightSky = specularTex.r * max( pow( hemiDotNormalHalfSky, shininess ), 0.0 );",
  11502. // specular (ground light)
  11503. " vec3 lVectorGround = -lVector;",
  11504. " vec3 hemiHalfVectorGround = normalize( lVectorGround + viewPosition );",
  11505. " float hemiDotNormalHalfGround = 0.5 * dot( normal, hemiHalfVectorGround ) + 0.5;",
  11506. " float hemiSpecularWeightGround = specularTex.r * max( pow( hemiDotNormalHalfGround, shininess ), 0.0 );",
  11507. " float dotProductGround = dot( normal, lVectorGround );",
  11508. // 2.0 => 2.0001 is hack to work around ANGLE bug
  11509. " float specularNormalization = ( shininess + 2.0001 ) / 8.0;",
  11510. " vec3 schlickSky = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVector, hemiHalfVectorSky ), 5.0 );",
  11511. " vec3 schlickGround = specular + vec3( 1.0 - specular ) * pow( 1.0 - dot( lVectorGround, hemiHalfVectorGround ), 5.0 );",
  11512. " hemiSpecular += hemiColor * specularNormalization * ( schlickSky * hemiSpecularWeightSky * max( dotProduct, 0.0 ) + schlickGround * hemiSpecularWeightGround * max( dotProductGround, 0.0 ) );",
  11513. " }",
  11514. " #endif",
  11515. // all lights contribution summation
  11516. " vec3 totalDiffuse = vec3( 0.0 );",
  11517. " vec3 totalSpecular = vec3( 0.0 );",
  11518. " #if MAX_DIR_LIGHTS > 0",
  11519. " totalDiffuse += dirDiffuse;",
  11520. " totalSpecular += dirSpecular;",
  11521. " #endif",
  11522. " #if MAX_HEMI_LIGHTS > 0",
  11523. " totalDiffuse += hemiDiffuse;",
  11524. " totalSpecular += hemiSpecular;",
  11525. " #endif",
  11526. " #if MAX_POINT_LIGHTS > 0",
  11527. " totalDiffuse += pointDiffuse;",
  11528. " totalSpecular += pointSpecular;",
  11529. " #endif",
  11530. " #if MAX_SPOT_LIGHTS > 0",
  11531. " totalDiffuse += spotDiffuse;",
  11532. " totalSpecular += spotSpecular;",
  11533. " #endif",
  11534. " #ifdef METAL",
  11535. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient + totalSpecular );",
  11536. " #else",
  11537. " gl_FragColor.xyz = gl_FragColor.xyz * ( totalDiffuse + ambientLightColor * ambient ) + totalSpecular;",
  11538. " #endif",
  11539. " if ( enableReflection ) {",
  11540. " vec3 vReflect;",
  11541. " vec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );",
  11542. " if ( useRefract ) {",
  11543. " vReflect = refract( cameraToVertex, normal, refractionRatio );",
  11544. " } else {",
  11545. " vReflect = reflect( cameraToVertex, normal );",
  11546. " }",
  11547. " vec4 cubeColor = textureCube( tCube, vec3( -vReflect.x, vReflect.yz ) );",
  11548. " #ifdef GAMMA_INPUT",
  11549. " cubeColor.xyz *= cubeColor.xyz;",
  11550. " #endif",
  11551. " gl_FragColor.xyz = mix( gl_FragColor.xyz, cubeColor.xyz, specularTex.r * reflectivity );",
  11552. " }",
  11553. THREE.ShaderChunk[ "shadowmap_fragment" ],
  11554. THREE.ShaderChunk[ "linear_to_gamma_fragment" ],
  11555. THREE.ShaderChunk[ "fog_fragment" ],
  11556. "}"
  11557. ].join("\n"),
  11558. vertexShader: [
  11559. "attribute vec4 tangent;",
  11560. "uniform vec2 uOffset;",
  11561. "uniform vec2 uRepeat;",
  11562. "uniform bool enableDisplacement;",
  11563. "#ifdef VERTEX_TEXTURES",
  11564. " uniform sampler2D tDisplacement;",
  11565. " uniform float uDisplacementScale;",
  11566. " uniform float uDisplacementBias;",
  11567. "#endif",
  11568. "varying vec3 vTangent;",
  11569. "varying vec3 vBinormal;",
  11570. "varying vec3 vNormal;",
  11571. "varying vec2 vUv;",
  11572. "varying vec3 vWorldPosition;",
  11573. "varying vec3 vViewPosition;",
  11574. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  11575. THREE.ShaderChunk[ "shadowmap_pars_vertex" ],
  11576. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11577. "void main() {",
  11578. THREE.ShaderChunk[ "skinbase_vertex" ],
  11579. THREE.ShaderChunk[ "skinnormal_vertex" ],
  11580. // normal, tangent and binormal vectors
  11581. " #ifdef USE_SKINNING",
  11582. " vNormal = normalize( normalMatrix * skinnedNormal.xyz );",
  11583. " vec4 skinnedTangent = skinMatrix * vec4( tangent.xyz, 0.0 );",
  11584. " vTangent = normalize( normalMatrix * skinnedTangent.xyz );",
  11585. " #else",
  11586. " vNormal = normalize( normalMatrix * normal );",
  11587. " vTangent = normalize( normalMatrix * tangent.xyz );",
  11588. " #endif",
  11589. " vBinormal = normalize( cross( vNormal, vTangent ) * tangent.w );",
  11590. " vUv = uv * uRepeat + uOffset;",
  11591. // displacement mapping
  11592. " vec3 displacedPosition;",
  11593. " #ifdef VERTEX_TEXTURES",
  11594. " if ( enableDisplacement ) {",
  11595. " vec3 dv = texture2D( tDisplacement, uv ).xyz;",
  11596. " float df = uDisplacementScale * dv.x + uDisplacementBias;",
  11597. " displacedPosition = position + normalize( normal ) * df;",
  11598. " } else {",
  11599. " #ifdef USE_SKINNING",
  11600. " vec4 skinVertex = vec4( position, 1.0 );",
  11601. " vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
  11602. " skinned += boneMatY * skinVertex * skinWeight.y;",
  11603. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  11604. " skinned += boneMatW * skinVertex * skinWeight.w;",
  11605. " displacedPosition = skinned.xyz;",
  11606. " #else",
  11607. " displacedPosition = position;",
  11608. " #endif",
  11609. " }",
  11610. " #else",
  11611. " #ifdef USE_SKINNING",
  11612. " vec4 skinVertex = vec4( position, 1.0 );",
  11613. " vec4 skinned = boneMatX * skinVertex * skinWeight.x;",
  11614. " skinned += boneMatY * skinVertex * skinWeight.y;",
  11615. " skinned += boneMatZ * skinVertex * skinWeight.z;",
  11616. " skinned += boneMatW * skinVertex * skinWeight.w;",
  11617. " displacedPosition = skinned.xyz;",
  11618. " #else",
  11619. " displacedPosition = position;",
  11620. " #endif",
  11621. " #endif",
  11622. //
  11623. " vec4 mvPosition = modelViewMatrix * vec4( displacedPosition, 1.0 );",
  11624. " vec4 worldPosition = modelMatrix * vec4( displacedPosition, 1.0 );",
  11625. " gl_Position = projectionMatrix * mvPosition;",
  11626. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11627. //
  11628. " vWorldPosition = worldPosition.xyz;",
  11629. " vViewPosition = -mvPosition.xyz;",
  11630. // shadows
  11631. " #ifdef USE_SHADOWMAP",
  11632. " for( int i = 0; i < MAX_SHADOWS; i ++ ) {",
  11633. " vShadowCoord[ i ] = shadowMatrix[ i ] * worldPosition;",
  11634. " }",
  11635. " #endif",
  11636. "}"
  11637. ].join("\n")
  11638. },
  11639. /* -------------------------------------------------------------------------
  11640. // Cube map shader
  11641. ------------------------------------------------------------------------- */
  11642. 'cube': {
  11643. uniforms: { "tCube": { type: "t", value: null },
  11644. "tFlip": { type: "f", value: -1 } },
  11645. vertexShader: [
  11646. "varying vec3 vWorldPosition;",
  11647. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11648. "void main() {",
  11649. " vec4 worldPosition = modelMatrix * vec4( position, 1.0 );",
  11650. " vWorldPosition = worldPosition.xyz;",
  11651. " gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );",
  11652. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11653. "}"
  11654. ].join("\n"),
  11655. fragmentShader: [
  11656. "uniform samplerCube tCube;",
  11657. "uniform float tFlip;",
  11658. "varying vec3 vWorldPosition;",
  11659. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11660. "void main() {",
  11661. " gl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );",
  11662. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11663. "}"
  11664. ].join("\n")
  11665. },
  11666. // Depth encoding into RGBA texture
  11667. // based on SpiderGL shadow map example
  11668. // http://spidergl.org/example.php?id=6
  11669. // originally from
  11670. // http://www.gamedev.net/topic/442138-packing-a-float-into-a-a8r8g8b8-texture-shader/page__whichpage__1%25EF%25BF%25BD
  11671. // see also here:
  11672. // http://aras-p.info/blog/2009/07/30/encoding-floats-to-rgba-the-final/
  11673. 'depthRGBA': {
  11674. uniforms: {},
  11675. vertexShader: [
  11676. THREE.ShaderChunk[ "morphtarget_pars_vertex" ],
  11677. THREE.ShaderChunk[ "skinning_pars_vertex" ],
  11678. THREE.ShaderChunk[ "logdepthbuf_pars_vertex" ],
  11679. "void main() {",
  11680. THREE.ShaderChunk[ "skinbase_vertex" ],
  11681. THREE.ShaderChunk[ "morphtarget_vertex" ],
  11682. THREE.ShaderChunk[ "skinning_vertex" ],
  11683. THREE.ShaderChunk[ "default_vertex" ],
  11684. THREE.ShaderChunk[ "logdepthbuf_vertex" ],
  11685. "}"
  11686. ].join("\n"),
  11687. fragmentShader: [
  11688. THREE.ShaderChunk[ "logdepthbuf_pars_fragment" ],
  11689. "vec4 pack_depth( const in float depth ) {",
  11690. " const vec4 bit_shift = vec4( 256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0 );",
  11691. " const vec4 bit_mask = vec4( 0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0 );",
  11692. " vec4 res = mod( depth * bit_shift * vec4( 255 ), vec4( 256 ) ) / vec4( 255 );", // " vec4 res = fract( depth * bit_shift );",
  11693. " res -= res.xxyz * bit_mask;",
  11694. " return res;",
  11695. "}",
  11696. "void main() {",
  11697. THREE.ShaderChunk[ "logdepthbuf_fragment" ],
  11698. " #ifdef USE_LOGDEPTHBUF_EXT",
  11699. " gl_FragData[ 0 ] = pack_depth( gl_FragDepthEXT );",
  11700. " #else",
  11701. " gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z );",
  11702. " #endif",
  11703. //"gl_FragData[ 0 ] = pack_depth( gl_FragCoord.z / gl_FragCoord.w );",
  11704. //"float z = ( ( gl_FragCoord.z / gl_FragCoord.w ) - 3.0 ) / ( 4000.0 - 3.0 );",
  11705. //"gl_FragData[ 0 ] = pack_depth( z );",
  11706. //"gl_FragData[ 0 ] = vec4( z, z, z, 1.0 );",
  11707. "}"
  11708. ].join("\n")
  11709. }
  11710. };
  11711. /**
  11712. * @author supereggbert / http://www.paulbrunt.co.uk/
  11713. * @author mrdoob / http://mrdoob.com/
  11714. * @author alteredq / http://alteredqualia.com/
  11715. * @author szimek / https://github.com/szimek/
  11716. */
  11717. THREE.WebGLRenderer = function ( parameters ) {
  11718. console.log( 'THREE.WebGLRenderer', THREE.REVISION );
  11719. parameters = parameters || {};
  11720. var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElement( 'canvas' ),
  11721. _context = parameters.context !== undefined ? parameters.context : null,
  11722. _precision = parameters.precision !== undefined ? parameters.precision : 'highp',
  11723. _buffers = {},
  11724. _alpha = parameters.alpha !== undefined ? parameters.alpha : false,
  11725. _depth = parameters.depth !== undefined ? parameters.depth : true,
  11726. _stencil = parameters.stencil !== undefined ? parameters.stencil : true,
  11727. _antialias = parameters.antialias !== undefined ? parameters.antialias : false,
  11728. _premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
  11729. _preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false,
  11730. _logarithmicDepthBuffer = parameters.logarithmicDepthBuffer !== undefined ? parameters.logarithmicDepthBuffer : false,
  11731. _clearColor = new THREE.Color( 0x000000 ),
  11732. _clearAlpha = 0;
  11733. // public properties
  11734. this.domElement = _canvas;
  11735. this.context = null;
  11736. this.devicePixelRatio = parameters.devicePixelRatio !== undefined
  11737. ? parameters.devicePixelRatio
  11738. : self.devicePixelRatio !== undefined
  11739. ? self.devicePixelRatio
  11740. : 1;
  11741. // clearing
  11742. this.autoClear = true;
  11743. this.autoClearColor = true;
  11744. this.autoClearDepth = true;
  11745. this.autoClearStencil = true;
  11746. // scene graph
  11747. this.sortObjects = true;
  11748. this.autoUpdateObjects = true;
  11749. // physically based shading
  11750. this.gammaInput = false;
  11751. this.gammaOutput = false;
  11752. // shadow map
  11753. this.shadowMapEnabled = false;
  11754. this.shadowMapAutoUpdate = true;
  11755. this.shadowMapType = THREE.PCFShadowMap;
  11756. this.shadowMapCullFace = THREE.CullFaceFront;
  11757. this.shadowMapDebug = false;
  11758. this.shadowMapCascade = false;
  11759. // morphs
  11760. this.maxMorphTargets = 8;
  11761. this.maxMorphNormals = 4;
  11762. // flags
  11763. this.autoScaleCubemaps = true;
  11764. // custom render plugins
  11765. this.renderPluginsPre = [];
  11766. this.renderPluginsPost = [];
  11767. // info
  11768. this.info = {
  11769. memory: {
  11770. programs: 0,
  11771. geometries: 0,
  11772. textures: 0
  11773. },
  11774. render: {
  11775. calls: 0,
  11776. vertices: 0,
  11777. faces: 0,
  11778. points: 0
  11779. }
  11780. };
  11781. // internal properties
  11782. var _this = this,
  11783. _programs = [],
  11784. // internal state cache
  11785. _currentProgram = null,
  11786. _currentFramebuffer = null,
  11787. _currentMaterialId = -1,
  11788. _currentGeometryGroupHash = null,
  11789. _currentCamera = null,
  11790. _usedTextureUnits = 0,
  11791. // GL state cache
  11792. _oldDoubleSided = -1,
  11793. _oldFlipSided = -1,
  11794. _oldBlending = -1,
  11795. _oldBlendEquation = -1,
  11796. _oldBlendSrc = -1,
  11797. _oldBlendDst = -1,
  11798. _oldDepthTest = -1,
  11799. _oldDepthWrite = -1,
  11800. _oldPolygonOffset = null,
  11801. _oldPolygonOffsetFactor = null,
  11802. _oldPolygonOffsetUnits = null,
  11803. _oldLineWidth = null,
  11804. _viewportX = 0,
  11805. _viewportY = 0,
  11806. _viewportWidth = _canvas.width,
  11807. _viewportHeight = _canvas.height,
  11808. _currentWidth = 0,
  11809. _currentHeight = 0,
  11810. _newAttributes = new Uint8Array( 16 ),
  11811. _enabledAttributes = new Uint8Array( 16 ),
  11812. // frustum
  11813. _frustum = new THREE.Frustum(),
  11814. // camera matrices cache
  11815. _projScreenMatrix = new THREE.Matrix4(),
  11816. _projScreenMatrixPS = new THREE.Matrix4(),
  11817. _vector3 = new THREE.Vector3(),
  11818. // light arrays cache
  11819. _direction = new THREE.Vector3(),
  11820. _lightsNeedUpdate = true,
  11821. _lights = {
  11822. ambient: [ 0, 0, 0 ],
  11823. directional: { length: 0, colors: new Array(), positions: new Array() },
  11824. point: { length: 0, colors: new Array(), positions: new Array(), distances: new Array() },
  11825. spot: { length: 0, colors: new Array(), positions: new Array(), distances: new Array(), directions: new Array(), anglesCos: new Array(), exponents: new Array() },
  11826. hemi: { length: 0, skyColors: new Array(), groundColors: new Array(), positions: new Array() }
  11827. };
  11828. // initialize
  11829. var _gl;
  11830. var _glExtensionTextureFloat;
  11831. var _glExtensionTextureFloatLinear;
  11832. var _glExtensionStandardDerivatives;
  11833. var _glExtensionTextureFilterAnisotropic;
  11834. var _glExtensionCompressedTextureS3TC;
  11835. var _glExtensionElementIndexUint;
  11836. var _glExtensionFragDepth;
  11837. initGL();
  11838. setDefaultGLState();
  11839. this.context = _gl;
  11840. // GPU capabilities
  11841. var _maxTextures = _gl.getParameter( _gl.MAX_TEXTURE_IMAGE_UNITS );
  11842. var _maxVertexTextures = _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
  11843. var _maxTextureSize = _gl.getParameter( _gl.MAX_TEXTURE_SIZE );
  11844. var _maxCubemapSize = _gl.getParameter( _gl.MAX_CUBE_MAP_TEXTURE_SIZE );
  11845. var _maxAnisotropy = _glExtensionTextureFilterAnisotropic ? _gl.getParameter( _glExtensionTextureFilterAnisotropic.MAX_TEXTURE_MAX_ANISOTROPY_EXT ) : 0;
  11846. var _supportsVertexTextures = ( _maxVertexTextures > 0 );
  11847. var _supportsBoneTextures = _supportsVertexTextures && _glExtensionTextureFloat;
  11848. var _compressedTextureFormats = _glExtensionCompressedTextureS3TC ? _gl.getParameter( _gl.COMPRESSED_TEXTURE_FORMATS ) : [];
  11849. //
  11850. var _vertexShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_FLOAT );
  11851. var _vertexShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_FLOAT );
  11852. var _vertexShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_FLOAT );
  11853. var _fragmentShaderPrecisionHighpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_FLOAT );
  11854. var _fragmentShaderPrecisionMediumpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_FLOAT );
  11855. var _fragmentShaderPrecisionLowpFloat = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_FLOAT );
  11856. /*
  11857. var _vertexShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.HIGH_INT );
  11858. var _vertexShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.MEDIUM_INT );
  11859. var _vertexShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.VERTEX_SHADER, _gl.LOW_INT );
  11860. var _fragmentShaderPrecisionHighpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.HIGH_INT );
  11861. var _fragmentShaderPrecisionMediumpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.MEDIUM_INT );
  11862. var _fragmentShaderPrecisionLowpInt = _gl.getShaderPrecisionFormat( _gl.FRAGMENT_SHADER, _gl.LOW_INT );
  11863. */
  11864. // clamp precision to maximum available
  11865. var highpAvailable = _vertexShaderPrecisionHighpFloat.precision > 0 && _fragmentShaderPrecisionHighpFloat.precision > 0;
  11866. var mediumpAvailable = _vertexShaderPrecisionMediumpFloat.precision > 0 && _fragmentShaderPrecisionMediumpFloat.precision > 0;
  11867. if ( _precision === "highp" && ! highpAvailable ) {
  11868. if ( mediumpAvailable ) {
  11869. _precision = "mediump";
  11870. console.warn( "WebGLRenderer: highp not supported, using mediump" );
  11871. } else {
  11872. _precision = "lowp";
  11873. console.warn( "WebGLRenderer: highp and mediump not supported, using lowp" );
  11874. }
  11875. }
  11876. if ( _precision === "mediump" && ! mediumpAvailable ) {
  11877. _precision = "lowp";
  11878. console.warn( "WebGLRenderer: mediump not supported, using lowp" );
  11879. }
  11880. // API
  11881. this.getContext = function () {
  11882. return _gl;
  11883. };
  11884. this.supportsVertexTextures = function () {
  11885. return _supportsVertexTextures;
  11886. };
  11887. this.supportsFloatTextures = function () {
  11888. return _glExtensionTextureFloat;
  11889. };
  11890. this.supportsStandardDerivatives = function () {
  11891. return _glExtensionStandardDerivatives;
  11892. };
  11893. this.supportsCompressedTextureS3TC = function () {
  11894. return _glExtensionCompressedTextureS3TC;
  11895. };
  11896. this.getMaxAnisotropy = function () {
  11897. return _maxAnisotropy;
  11898. };
  11899. this.getPrecision = function () {
  11900. return _precision;
  11901. };
  11902. this.setSize = function ( width, height, updateStyle ) {
  11903. _canvas.width = width * this.devicePixelRatio;
  11904. _canvas.height = height * this.devicePixelRatio;
  11905. if ( updateStyle !== false ) {
  11906. _canvas.style.width = width + 'px';
  11907. _canvas.style.height = height + 'px';
  11908. }
  11909. this.setViewport( 0, 0, width, height );
  11910. };
  11911. this.setViewport = function ( x, y, width, height ) {
  11912. _viewportX = x * this.devicePixelRatio;
  11913. _viewportY = y * this.devicePixelRatio;
  11914. _viewportWidth = width * this.devicePixelRatio;
  11915. _viewportHeight = height * this.devicePixelRatio;
  11916. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  11917. };
  11918. this.setScissor = function ( x, y, width, height ) {
  11919. _gl.scissor(
  11920. x * this.devicePixelRatio,
  11921. y * this.devicePixelRatio,
  11922. width * this.devicePixelRatio,
  11923. height * this.devicePixelRatio
  11924. );
  11925. };
  11926. this.enableScissorTest = function ( enable ) {
  11927. enable ? _gl.enable( _gl.SCISSOR_TEST ) : _gl.disable( _gl.SCISSOR_TEST );
  11928. };
  11929. // Clearing
  11930. this.setClearColor = function ( color, alpha ) {
  11931. _clearColor.set( color );
  11932. _clearAlpha = alpha !== undefined ? alpha : 1;
  11933. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  11934. };
  11935. this.setClearColorHex = function ( hex, alpha ) {
  11936. console.warn( 'DEPRECATED: .setClearColorHex() is being removed. Use .setClearColor() instead.' );
  11937. this.setClearColor( hex, alpha );
  11938. };
  11939. this.getClearColor = function () {
  11940. return _clearColor;
  11941. };
  11942. this.getClearAlpha = function () {
  11943. return _clearAlpha;
  11944. };
  11945. this.clear = function ( color, depth, stencil ) {
  11946. var bits = 0;
  11947. if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
  11948. if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
  11949. if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;
  11950. _gl.clear( bits );
  11951. };
  11952. this.clearColor = function () {
  11953. _gl.clear( _gl.COLOR_BUFFER_BIT );
  11954. };
  11955. this.clearDepth = function () {
  11956. _gl.clear( _gl.DEPTH_BUFFER_BIT );
  11957. };
  11958. this.clearStencil = function () {
  11959. _gl.clear( _gl.STENCIL_BUFFER_BIT );
  11960. };
  11961. this.clearTarget = function ( renderTarget, color, depth, stencil ) {
  11962. this.setRenderTarget( renderTarget );
  11963. this.clear( color, depth, stencil );
  11964. };
  11965. // Plugins
  11966. this.addPostPlugin = function ( plugin ) {
  11967. plugin.init( this );
  11968. this.renderPluginsPost.push( plugin );
  11969. };
  11970. this.addPrePlugin = function ( plugin ) {
  11971. plugin.init( this );
  11972. this.renderPluginsPre.push( plugin );
  11973. };
  11974. // Rendering
  11975. this.updateShadowMap = function ( scene, camera ) {
  11976. _currentProgram = null;
  11977. _oldBlending = -1;
  11978. _oldDepthTest = -1;
  11979. _oldDepthWrite = -1;
  11980. _currentGeometryGroupHash = -1;
  11981. _currentMaterialId = -1;
  11982. _lightsNeedUpdate = true;
  11983. _oldDoubleSided = -1;
  11984. _oldFlipSided = -1;
  11985. this.shadowMapPlugin.update( scene, camera );
  11986. };
  11987. // Internal functions
  11988. // Buffer allocation
  11989. function createParticleBuffers ( geometry ) {
  11990. geometry.__webglVertexBuffer = _gl.createBuffer();
  11991. geometry.__webglColorBuffer = _gl.createBuffer();
  11992. _this.info.memory.geometries ++;
  11993. };
  11994. function createLineBuffers ( geometry ) {
  11995. geometry.__webglVertexBuffer = _gl.createBuffer();
  11996. geometry.__webglColorBuffer = _gl.createBuffer();
  11997. geometry.__webglLineDistanceBuffer = _gl.createBuffer();
  11998. _this.info.memory.geometries ++;
  11999. };
  12000. function createMeshBuffers ( geometryGroup ) {
  12001. geometryGroup.__webglVertexBuffer = _gl.createBuffer();
  12002. geometryGroup.__webglNormalBuffer = _gl.createBuffer();
  12003. geometryGroup.__webglTangentBuffer = _gl.createBuffer();
  12004. geometryGroup.__webglColorBuffer = _gl.createBuffer();
  12005. geometryGroup.__webglUVBuffer = _gl.createBuffer();
  12006. geometryGroup.__webglUV2Buffer = _gl.createBuffer();
  12007. geometryGroup.__webglSkinIndicesBuffer = _gl.createBuffer();
  12008. geometryGroup.__webglSkinWeightsBuffer = _gl.createBuffer();
  12009. geometryGroup.__webglFaceBuffer = _gl.createBuffer();
  12010. geometryGroup.__webglLineBuffer = _gl.createBuffer();
  12011. var m, ml;
  12012. if ( geometryGroup.numMorphTargets ) {
  12013. geometryGroup.__webglMorphTargetsBuffers = [];
  12014. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  12015. geometryGroup.__webglMorphTargetsBuffers.push( _gl.createBuffer() );
  12016. }
  12017. }
  12018. if ( geometryGroup.numMorphNormals ) {
  12019. geometryGroup.__webglMorphNormalsBuffers = [];
  12020. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  12021. geometryGroup.__webglMorphNormalsBuffers.push( _gl.createBuffer() );
  12022. }
  12023. }
  12024. _this.info.memory.geometries ++;
  12025. };
  12026. // Events
  12027. var onGeometryDispose = function ( event ) {
  12028. var geometry = event.target;
  12029. geometry.removeEventListener( 'dispose', onGeometryDispose );
  12030. deallocateGeometry( geometry );
  12031. };
  12032. var onTextureDispose = function ( event ) {
  12033. var texture = event.target;
  12034. texture.removeEventListener( 'dispose', onTextureDispose );
  12035. deallocateTexture( texture );
  12036. _this.info.memory.textures --;
  12037. };
  12038. var onRenderTargetDispose = function ( event ) {
  12039. var renderTarget = event.target;
  12040. renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
  12041. deallocateRenderTarget( renderTarget );
  12042. _this.info.memory.textures --;
  12043. };
  12044. var onMaterialDispose = function ( event ) {
  12045. var material = event.target;
  12046. material.removeEventListener( 'dispose', onMaterialDispose );
  12047. deallocateMaterial( material );
  12048. };
  12049. // Buffer deallocation
  12050. var deleteBuffers = function ( geometry ) {
  12051. if ( geometry.__webglVertexBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglVertexBuffer );
  12052. if ( geometry.__webglNormalBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglNormalBuffer );
  12053. if ( geometry.__webglTangentBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglTangentBuffer );
  12054. if ( geometry.__webglColorBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglColorBuffer );
  12055. if ( geometry.__webglUVBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglUVBuffer );
  12056. if ( geometry.__webglUV2Buffer !== undefined ) _gl.deleteBuffer( geometry.__webglUV2Buffer );
  12057. if ( geometry.__webglSkinIndicesBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinIndicesBuffer );
  12058. if ( geometry.__webglSkinWeightsBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglSkinWeightsBuffer );
  12059. if ( geometry.__webglFaceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglFaceBuffer );
  12060. if ( geometry.__webglLineBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineBuffer );
  12061. if ( geometry.__webglLineDistanceBuffer !== undefined ) _gl.deleteBuffer( geometry.__webglLineDistanceBuffer );
  12062. // custom attributes
  12063. if ( geometry.__webglCustomAttributesList !== undefined ) {
  12064. for ( var id in geometry.__webglCustomAttributesList ) {
  12065. _gl.deleteBuffer( geometry.__webglCustomAttributesList[ id ].buffer );
  12066. }
  12067. }
  12068. _this.info.memory.geometries --;
  12069. };
  12070. var deallocateGeometry = function ( geometry ) {
  12071. geometry.__webglInit = undefined;
  12072. if ( geometry instanceof THREE.BufferGeometry ) {
  12073. var attributes = geometry.attributes;
  12074. for ( var key in attributes ) {
  12075. if ( attributes[ key ].buffer !== undefined ) {
  12076. _gl.deleteBuffer( attributes[ key ].buffer );
  12077. }
  12078. }
  12079. _this.info.memory.geometries --;
  12080. } else {
  12081. if ( geometry.geometryGroups !== undefined ) {
  12082. for ( var g in geometry.geometryGroups ) {
  12083. var geometryGroup = geometry.geometryGroups[ g ];
  12084. if ( geometryGroup.numMorphTargets !== undefined ) {
  12085. for ( var m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  12086. _gl.deleteBuffer( geometryGroup.__webglMorphTargetsBuffers[ m ] );
  12087. }
  12088. }
  12089. if ( geometryGroup.numMorphNormals !== undefined ) {
  12090. for ( var m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  12091. _gl.deleteBuffer( geometryGroup.__webglMorphNormalsBuffers[ m ] );
  12092. }
  12093. }
  12094. deleteBuffers( geometryGroup );
  12095. }
  12096. } else {
  12097. deleteBuffers( geometry );
  12098. }
  12099. }
  12100. };
  12101. var deallocateTexture = function ( texture ) {
  12102. if ( texture.image && texture.image.__webglTextureCube ) {
  12103. // cube texture
  12104. _gl.deleteTexture( texture.image.__webglTextureCube );
  12105. } else {
  12106. // 2D texture
  12107. if ( ! texture.__webglInit ) return;
  12108. texture.__webglInit = false;
  12109. _gl.deleteTexture( texture.__webglTexture );
  12110. }
  12111. };
  12112. var deallocateRenderTarget = function ( renderTarget ) {
  12113. if ( !renderTarget || ! renderTarget.__webglTexture ) return;
  12114. _gl.deleteTexture( renderTarget.__webglTexture );
  12115. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  12116. for ( var i = 0; i < 6; i ++ ) {
  12117. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer[ i ] );
  12118. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer[ i ] );
  12119. }
  12120. } else {
  12121. _gl.deleteFramebuffer( renderTarget.__webglFramebuffer );
  12122. _gl.deleteRenderbuffer( renderTarget.__webglRenderbuffer );
  12123. }
  12124. };
  12125. var deallocateMaterial = function ( material ) {
  12126. var program = material.program;
  12127. if ( program === undefined ) return;
  12128. material.program = undefined;
  12129. // only deallocate GL program if this was the last use of shared program
  12130. // assumed there is only single copy of any program in the _programs list
  12131. // (that's how it's constructed)
  12132. var i, il, programInfo;
  12133. var deleteProgram = false;
  12134. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  12135. programInfo = _programs[ i ];
  12136. if ( programInfo.program === program ) {
  12137. programInfo.usedTimes --;
  12138. if ( programInfo.usedTimes === 0 ) {
  12139. deleteProgram = true;
  12140. }
  12141. break;
  12142. }
  12143. }
  12144. if ( deleteProgram === true ) {
  12145. // avoid using array.splice, this is costlier than creating new array from scratch
  12146. var newPrograms = [];
  12147. for ( i = 0, il = _programs.length; i < il; i ++ ) {
  12148. programInfo = _programs[ i ];
  12149. if ( programInfo.program !== program ) {
  12150. newPrograms.push( programInfo );
  12151. }
  12152. }
  12153. _programs = newPrograms;
  12154. _gl.deleteProgram( program );
  12155. _this.info.memory.programs --;
  12156. }
  12157. };
  12158. // Buffer initialization
  12159. function initCustomAttributes ( geometry, object ) {
  12160. var nvertices = geometry.vertices.length;
  12161. var material = object.material;
  12162. if ( material.attributes ) {
  12163. if ( geometry.__webglCustomAttributesList === undefined ) {
  12164. geometry.__webglCustomAttributesList = [];
  12165. }
  12166. for ( var a in material.attributes ) {
  12167. var attribute = material.attributes[ a ];
  12168. if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  12169. attribute.__webglInitialized = true;
  12170. var size = 1; // "f" and "i"
  12171. if ( attribute.type === "v2" ) size = 2;
  12172. else if ( attribute.type === "v3" ) size = 3;
  12173. else if ( attribute.type === "v4" ) size = 4;
  12174. else if ( attribute.type === "c" ) size = 3;
  12175. attribute.size = size;
  12176. attribute.array = new Float32Array( nvertices * size );
  12177. attribute.buffer = _gl.createBuffer();
  12178. attribute.buffer.belongsToAttribute = a;
  12179. attribute.needsUpdate = true;
  12180. }
  12181. geometry.__webglCustomAttributesList.push( attribute );
  12182. }
  12183. }
  12184. };
  12185. function initParticleBuffers ( geometry, object ) {
  12186. var nvertices = geometry.vertices.length;
  12187. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  12188. geometry.__colorArray = new Float32Array( nvertices * 3 );
  12189. geometry.__sortArray = [];
  12190. geometry.__webglParticleCount = nvertices;
  12191. initCustomAttributes ( geometry, object );
  12192. };
  12193. function initLineBuffers ( geometry, object ) {
  12194. var nvertices = geometry.vertices.length;
  12195. geometry.__vertexArray = new Float32Array( nvertices * 3 );
  12196. geometry.__colorArray = new Float32Array( nvertices * 3 );
  12197. geometry.__lineDistanceArray = new Float32Array( nvertices * 1 );
  12198. geometry.__webglLineCount = nvertices;
  12199. initCustomAttributes ( geometry, object );
  12200. };
  12201. function initMeshBuffers ( geometryGroup, object ) {
  12202. var geometry = object.geometry,
  12203. faces3 = geometryGroup.faces3,
  12204. nvertices = faces3.length * 3,
  12205. ntris = faces3.length * 1,
  12206. nlines = faces3.length * 3,
  12207. material = getBufferMaterial( object, geometryGroup ),
  12208. uvType = bufferGuessUVType( material ),
  12209. normalType = bufferGuessNormalType( material ),
  12210. vertexColorType = bufferGuessVertexColorType( material );
  12211. // console.log( "uvType", uvType, "normalType", normalType, "vertexColorType", vertexColorType, object, geometryGroup, material );
  12212. geometryGroup.__vertexArray = new Float32Array( nvertices * 3 );
  12213. if ( normalType ) {
  12214. geometryGroup.__normalArray = new Float32Array( nvertices * 3 );
  12215. }
  12216. if ( geometry.hasTangents ) {
  12217. geometryGroup.__tangentArray = new Float32Array( nvertices * 4 );
  12218. }
  12219. if ( vertexColorType ) {
  12220. geometryGroup.__colorArray = new Float32Array( nvertices * 3 );
  12221. }
  12222. if ( uvType ) {
  12223. if ( geometry.faceVertexUvs.length > 0 ) {
  12224. geometryGroup.__uvArray = new Float32Array( nvertices * 2 );
  12225. }
  12226. if ( geometry.faceVertexUvs.length > 1 ) {
  12227. geometryGroup.__uv2Array = new Float32Array( nvertices * 2 );
  12228. }
  12229. }
  12230. if ( object.geometry.skinWeights.length && object.geometry.skinIndices.length ) {
  12231. geometryGroup.__skinIndexArray = new Float32Array( nvertices * 4 );
  12232. geometryGroup.__skinWeightArray = new Float32Array( nvertices * 4 );
  12233. }
  12234. var UintArray = _glExtensionElementIndexUint !== null && ntris > 21845 ? Uint32Array : Uint16Array; // 65535 / 3
  12235. geometryGroup.__typeArray = UintArray;
  12236. geometryGroup.__faceArray = new UintArray( ntris * 3 );
  12237. geometryGroup.__lineArray = new UintArray( nlines * 2 );
  12238. var m, ml;
  12239. if ( geometryGroup.numMorphTargets ) {
  12240. geometryGroup.__morphTargetsArrays = [];
  12241. for ( m = 0, ml = geometryGroup.numMorphTargets; m < ml; m ++ ) {
  12242. geometryGroup.__morphTargetsArrays.push( new Float32Array( nvertices * 3 ) );
  12243. }
  12244. }
  12245. if ( geometryGroup.numMorphNormals ) {
  12246. geometryGroup.__morphNormalsArrays = [];
  12247. for ( m = 0, ml = geometryGroup.numMorphNormals; m < ml; m ++ ) {
  12248. geometryGroup.__morphNormalsArrays.push( new Float32Array( nvertices * 3 ) );
  12249. }
  12250. }
  12251. geometryGroup.__webglFaceCount = ntris * 3;
  12252. geometryGroup.__webglLineCount = nlines * 2;
  12253. // custom attributes
  12254. if ( material.attributes ) {
  12255. if ( geometryGroup.__webglCustomAttributesList === undefined ) {
  12256. geometryGroup.__webglCustomAttributesList = [];
  12257. }
  12258. for ( var a in material.attributes ) {
  12259. // Do a shallow copy of the attribute object so different geometryGroup chunks use different
  12260. // attribute buffers which are correctly indexed in the setMeshBuffers function
  12261. var originalAttribute = material.attributes[ a ];
  12262. var attribute = {};
  12263. for ( var property in originalAttribute ) {
  12264. attribute[ property ] = originalAttribute[ property ];
  12265. }
  12266. if ( !attribute.__webglInitialized || attribute.createUniqueBuffers ) {
  12267. attribute.__webglInitialized = true;
  12268. var size = 1; // "f" and "i"
  12269. if ( attribute.type === "v2" ) size = 2;
  12270. else if ( attribute.type === "v3" ) size = 3;
  12271. else if ( attribute.type === "v4" ) size = 4;
  12272. else if ( attribute.type === "c" ) size = 3;
  12273. attribute.size = size;
  12274. attribute.array = new Float32Array( nvertices * size );
  12275. attribute.buffer = _gl.createBuffer();
  12276. attribute.buffer.belongsToAttribute = a;
  12277. originalAttribute.needsUpdate = true;
  12278. attribute.__original = originalAttribute;
  12279. }
  12280. geometryGroup.__webglCustomAttributesList.push( attribute );
  12281. }
  12282. }
  12283. geometryGroup.__inittedArrays = true;
  12284. };
  12285. function getBufferMaterial( object, geometryGroup ) {
  12286. return object.material instanceof THREE.MeshFaceMaterial
  12287. ? object.material.materials[ geometryGroup.materialIndex ]
  12288. : object.material;
  12289. };
  12290. function materialNeedsSmoothNormals ( material ) {
  12291. return material && material.shading !== undefined && material.shading === THREE.SmoothShading;
  12292. };
  12293. function bufferGuessNormalType ( material ) {
  12294. // only MeshBasicMaterial and MeshDepthMaterial don't need normals
  12295. if ( ( material instanceof THREE.MeshBasicMaterial && !material.envMap ) || material instanceof THREE.MeshDepthMaterial ) {
  12296. return false;
  12297. }
  12298. if ( materialNeedsSmoothNormals( material ) ) {
  12299. return THREE.SmoothShading;
  12300. } else {
  12301. return THREE.FlatShading;
  12302. }
  12303. };
  12304. function bufferGuessVertexColorType( material ) {
  12305. if ( material.vertexColors ) {
  12306. return material.vertexColors;
  12307. }
  12308. return false;
  12309. };
  12310. function bufferGuessUVType( material ) {
  12311. // material must use some texture to require uvs
  12312. if ( material.map ||
  12313. material.lightMap ||
  12314. material.bumpMap ||
  12315. material.normalMap ||
  12316. material.specularMap ||
  12317. material instanceof THREE.ShaderMaterial ) {
  12318. return true;
  12319. }
  12320. return false;
  12321. };
  12322. //
  12323. function initDirectBuffers( geometry ) {
  12324. for ( var name in geometry.attributes ) {
  12325. var bufferType = ( name === "index" ) ? _gl.ELEMENT_ARRAY_BUFFER : _gl.ARRAY_BUFFER;
  12326. var attribute = geometry.attributes[ name ];
  12327. attribute.buffer = _gl.createBuffer();
  12328. _gl.bindBuffer( bufferType, attribute.buffer );
  12329. _gl.bufferData( bufferType, attribute.array, _gl.STATIC_DRAW );
  12330. }
  12331. }
  12332. // Buffer setting
  12333. function setParticleBuffers ( geometry, hint, object ) {
  12334. var v, c, vertex, offset, index, color,
  12335. vertices = geometry.vertices,
  12336. vl = vertices.length,
  12337. colors = geometry.colors,
  12338. cl = colors.length,
  12339. vertexArray = geometry.__vertexArray,
  12340. colorArray = geometry.__colorArray,
  12341. sortArray = geometry.__sortArray,
  12342. dirtyVertices = geometry.verticesNeedUpdate,
  12343. dirtyElements = geometry.elementsNeedUpdate,
  12344. dirtyColors = geometry.colorsNeedUpdate,
  12345. customAttributes = geometry.__webglCustomAttributesList,
  12346. i, il,
  12347. a, ca, cal, value,
  12348. customAttribute;
  12349. if ( object.sortParticles ) {
  12350. _projScreenMatrixPS.copy( _projScreenMatrix );
  12351. _projScreenMatrixPS.multiply( object.matrixWorld );
  12352. for ( v = 0; v < vl; v ++ ) {
  12353. vertex = vertices[ v ];
  12354. _vector3.copy( vertex );
  12355. _vector3.applyProjection( _projScreenMatrixPS );
  12356. sortArray[ v ] = [ _vector3.z, v ];
  12357. }
  12358. sortArray.sort( numericalSort );
  12359. for ( v = 0; v < vl; v ++ ) {
  12360. vertex = vertices[ sortArray[v][1] ];
  12361. offset = v * 3;
  12362. vertexArray[ offset ] = vertex.x;
  12363. vertexArray[ offset + 1 ] = vertex.y;
  12364. vertexArray[ offset + 2 ] = vertex.z;
  12365. }
  12366. for ( c = 0; c < cl; c ++ ) {
  12367. offset = c * 3;
  12368. color = colors[ sortArray[c][1] ];
  12369. colorArray[ offset ] = color.r;
  12370. colorArray[ offset + 1 ] = color.g;
  12371. colorArray[ offset + 2 ] = color.b;
  12372. }
  12373. if ( customAttributes ) {
  12374. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  12375. customAttribute = customAttributes[ i ];
  12376. if ( ! ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) ) continue;
  12377. offset = 0;
  12378. cal = customAttribute.value.length;
  12379. if ( customAttribute.size === 1 ) {
  12380. for ( ca = 0; ca < cal; ca ++ ) {
  12381. index = sortArray[ ca ][ 1 ];
  12382. customAttribute.array[ ca ] = customAttribute.value[ index ];
  12383. }
  12384. } else if ( customAttribute.size === 2 ) {
  12385. for ( ca = 0; ca < cal; ca ++ ) {
  12386. index = sortArray[ ca ][ 1 ];
  12387. value = customAttribute.value[ index ];
  12388. customAttribute.array[ offset ] = value.x;
  12389. customAttribute.array[ offset + 1 ] = value.y;
  12390. offset += 2;
  12391. }
  12392. } else if ( customAttribute.size === 3 ) {
  12393. if ( customAttribute.type === "c" ) {
  12394. for ( ca = 0; ca < cal; ca ++ ) {
  12395. index = sortArray[ ca ][ 1 ];
  12396. value = customAttribute.value[ index ];
  12397. customAttribute.array[ offset ] = value.r;
  12398. customAttribute.array[ offset + 1 ] = value.g;
  12399. customAttribute.array[ offset + 2 ] = value.b;
  12400. offset += 3;
  12401. }
  12402. } else {
  12403. for ( ca = 0; ca < cal; ca ++ ) {
  12404. index = sortArray[ ca ][ 1 ];
  12405. value = customAttribute.value[ index ];
  12406. customAttribute.array[ offset ] = value.x;
  12407. customAttribute.array[ offset + 1 ] = value.y;
  12408. customAttribute.array[ offset + 2 ] = value.z;
  12409. offset += 3;
  12410. }
  12411. }
  12412. } else if ( customAttribute.size === 4 ) {
  12413. for ( ca = 0; ca < cal; ca ++ ) {
  12414. index = sortArray[ ca ][ 1 ];
  12415. value = customAttribute.value[ index ];
  12416. customAttribute.array[ offset ] = value.x;
  12417. customAttribute.array[ offset + 1 ] = value.y;
  12418. customAttribute.array[ offset + 2 ] = value.z;
  12419. customAttribute.array[ offset + 3 ] = value.w;
  12420. offset += 4;
  12421. }
  12422. }
  12423. }
  12424. }
  12425. } else {
  12426. if ( dirtyVertices ) {
  12427. for ( v = 0; v < vl; v ++ ) {
  12428. vertex = vertices[ v ];
  12429. offset = v * 3;
  12430. vertexArray[ offset ] = vertex.x;
  12431. vertexArray[ offset + 1 ] = vertex.y;
  12432. vertexArray[ offset + 2 ] = vertex.z;
  12433. }
  12434. }
  12435. if ( dirtyColors ) {
  12436. for ( c = 0; c < cl; c ++ ) {
  12437. color = colors[ c ];
  12438. offset = c * 3;
  12439. colorArray[ offset ] = color.r;
  12440. colorArray[ offset + 1 ] = color.g;
  12441. colorArray[ offset + 2 ] = color.b;
  12442. }
  12443. }
  12444. if ( customAttributes ) {
  12445. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  12446. customAttribute = customAttributes[ i ];
  12447. if ( customAttribute.needsUpdate &&
  12448. ( customAttribute.boundTo === undefined ||
  12449. customAttribute.boundTo === "vertices") ) {
  12450. cal = customAttribute.value.length;
  12451. offset = 0;
  12452. if ( customAttribute.size === 1 ) {
  12453. for ( ca = 0; ca < cal; ca ++ ) {
  12454. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  12455. }
  12456. } else if ( customAttribute.size === 2 ) {
  12457. for ( ca = 0; ca < cal; ca ++ ) {
  12458. value = customAttribute.value[ ca ];
  12459. customAttribute.array[ offset ] = value.x;
  12460. customAttribute.array[ offset + 1 ] = value.y;
  12461. offset += 2;
  12462. }
  12463. } else if ( customAttribute.size === 3 ) {
  12464. if ( customAttribute.type === "c" ) {
  12465. for ( ca = 0; ca < cal; ca ++ ) {
  12466. value = customAttribute.value[ ca ];
  12467. customAttribute.array[ offset ] = value.r;
  12468. customAttribute.array[ offset + 1 ] = value.g;
  12469. customAttribute.array[ offset + 2 ] = value.b;
  12470. offset += 3;
  12471. }
  12472. } else {
  12473. for ( ca = 0; ca < cal; ca ++ ) {
  12474. value = customAttribute.value[ ca ];
  12475. customAttribute.array[ offset ] = value.x;
  12476. customAttribute.array[ offset + 1 ] = value.y;
  12477. customAttribute.array[ offset + 2 ] = value.z;
  12478. offset += 3;
  12479. }
  12480. }
  12481. } else if ( customAttribute.size === 4 ) {
  12482. for ( ca = 0; ca < cal; ca ++ ) {
  12483. value = customAttribute.value[ ca ];
  12484. customAttribute.array[ offset ] = value.x;
  12485. customAttribute.array[ offset + 1 ] = value.y;
  12486. customAttribute.array[ offset + 2 ] = value.z;
  12487. customAttribute.array[ offset + 3 ] = value.w;
  12488. offset += 4;
  12489. }
  12490. }
  12491. }
  12492. }
  12493. }
  12494. }
  12495. if ( dirtyVertices || object.sortParticles ) {
  12496. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  12497. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  12498. }
  12499. if ( dirtyColors || object.sortParticles ) {
  12500. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  12501. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  12502. }
  12503. if ( customAttributes ) {
  12504. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  12505. customAttribute = customAttributes[ i ];
  12506. if ( customAttribute.needsUpdate || object.sortParticles ) {
  12507. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  12508. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  12509. }
  12510. }
  12511. }
  12512. }
  12513. function setLineBuffers ( geometry, hint ) {
  12514. var v, c, d, vertex, offset, color,
  12515. vertices = geometry.vertices,
  12516. colors = geometry.colors,
  12517. lineDistances = geometry.lineDistances,
  12518. vl = vertices.length,
  12519. cl = colors.length,
  12520. dl = lineDistances.length,
  12521. vertexArray = geometry.__vertexArray,
  12522. colorArray = geometry.__colorArray,
  12523. lineDistanceArray = geometry.__lineDistanceArray,
  12524. dirtyVertices = geometry.verticesNeedUpdate,
  12525. dirtyColors = geometry.colorsNeedUpdate,
  12526. dirtyLineDistances = geometry.lineDistancesNeedUpdate,
  12527. customAttributes = geometry.__webglCustomAttributesList,
  12528. i, il,
  12529. a, ca, cal, value,
  12530. customAttribute;
  12531. if ( dirtyVertices ) {
  12532. for ( v = 0; v < vl; v ++ ) {
  12533. vertex = vertices[ v ];
  12534. offset = v * 3;
  12535. vertexArray[ offset ] = vertex.x;
  12536. vertexArray[ offset + 1 ] = vertex.y;
  12537. vertexArray[ offset + 2 ] = vertex.z;
  12538. }
  12539. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglVertexBuffer );
  12540. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  12541. }
  12542. if ( dirtyColors ) {
  12543. for ( c = 0; c < cl; c ++ ) {
  12544. color = colors[ c ];
  12545. offset = c * 3;
  12546. colorArray[ offset ] = color.r;
  12547. colorArray[ offset + 1 ] = color.g;
  12548. colorArray[ offset + 2 ] = color.b;
  12549. }
  12550. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglColorBuffer );
  12551. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  12552. }
  12553. if ( dirtyLineDistances ) {
  12554. for ( d = 0; d < dl; d ++ ) {
  12555. lineDistanceArray[ d ] = lineDistances[ d ];
  12556. }
  12557. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometry.__webglLineDistanceBuffer );
  12558. _gl.bufferData( _gl.ARRAY_BUFFER, lineDistanceArray, hint );
  12559. }
  12560. if ( customAttributes ) {
  12561. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  12562. customAttribute = customAttributes[ i ];
  12563. if ( customAttribute.needsUpdate &&
  12564. ( customAttribute.boundTo === undefined ||
  12565. customAttribute.boundTo === "vertices" ) ) {
  12566. offset = 0;
  12567. cal = customAttribute.value.length;
  12568. if ( customAttribute.size === 1 ) {
  12569. for ( ca = 0; ca < cal; ca ++ ) {
  12570. customAttribute.array[ ca ] = customAttribute.value[ ca ];
  12571. }
  12572. } else if ( customAttribute.size === 2 ) {
  12573. for ( ca = 0; ca < cal; ca ++ ) {
  12574. value = customAttribute.value[ ca ];
  12575. customAttribute.array[ offset ] = value.x;
  12576. customAttribute.array[ offset + 1 ] = value.y;
  12577. offset += 2;
  12578. }
  12579. } else if ( customAttribute.size === 3 ) {
  12580. if ( customAttribute.type === "c" ) {
  12581. for ( ca = 0; ca < cal; ca ++ ) {
  12582. value = customAttribute.value[ ca ];
  12583. customAttribute.array[ offset ] = value.r;
  12584. customAttribute.array[ offset + 1 ] = value.g;
  12585. customAttribute.array[ offset + 2 ] = value.b;
  12586. offset += 3;
  12587. }
  12588. } else {
  12589. for ( ca = 0; ca < cal; ca ++ ) {
  12590. value = customAttribute.value[ ca ];
  12591. customAttribute.array[ offset ] = value.x;
  12592. customAttribute.array[ offset + 1 ] = value.y;
  12593. customAttribute.array[ offset + 2 ] = value.z;
  12594. offset += 3;
  12595. }
  12596. }
  12597. } else if ( customAttribute.size === 4 ) {
  12598. for ( ca = 0; ca < cal; ca ++ ) {
  12599. value = customAttribute.value[ ca ];
  12600. customAttribute.array[ offset ] = value.x;
  12601. customAttribute.array[ offset + 1 ] = value.y;
  12602. customAttribute.array[ offset + 2 ] = value.z;
  12603. customAttribute.array[ offset + 3 ] = value.w;
  12604. offset += 4;
  12605. }
  12606. }
  12607. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  12608. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  12609. }
  12610. }
  12611. }
  12612. }
  12613. function setMeshBuffers( geometryGroup, object, hint, dispose, material ) {
  12614. if ( ! geometryGroup.__inittedArrays ) {
  12615. return;
  12616. }
  12617. var normalType = bufferGuessNormalType( material ),
  12618. vertexColorType = bufferGuessVertexColorType( material ),
  12619. uvType = bufferGuessUVType( material ),
  12620. needsSmoothNormals = ( normalType === THREE.SmoothShading );
  12621. var f, fl, fi, face,
  12622. vertexNormals, faceNormal, normal,
  12623. vertexColors, faceColor,
  12624. vertexTangents,
  12625. uv, uv2, v1, v2, v3, v4, t1, t2, t3, t4, n1, n2, n3, n4,
  12626. c1, c2, c3, c4,
  12627. sw1, sw2, sw3, sw4,
  12628. si1, si2, si3, si4,
  12629. sa1, sa2, sa3, sa4,
  12630. sb1, sb2, sb3, sb4,
  12631. m, ml, i, il,
  12632. vn, uvi, uv2i,
  12633. vk, vkl, vka,
  12634. nka, chf, faceVertexNormals,
  12635. a,
  12636. vertexIndex = 0,
  12637. offset = 0,
  12638. offset_uv = 0,
  12639. offset_uv2 = 0,
  12640. offset_face = 0,
  12641. offset_normal = 0,
  12642. offset_tangent = 0,
  12643. offset_line = 0,
  12644. offset_color = 0,
  12645. offset_skin = 0,
  12646. offset_morphTarget = 0,
  12647. offset_custom = 0,
  12648. offset_customSrc = 0,
  12649. value,
  12650. vertexArray = geometryGroup.__vertexArray,
  12651. uvArray = geometryGroup.__uvArray,
  12652. uv2Array = geometryGroup.__uv2Array,
  12653. normalArray = geometryGroup.__normalArray,
  12654. tangentArray = geometryGroup.__tangentArray,
  12655. colorArray = geometryGroup.__colorArray,
  12656. skinIndexArray = geometryGroup.__skinIndexArray,
  12657. skinWeightArray = geometryGroup.__skinWeightArray,
  12658. morphTargetsArrays = geometryGroup.__morphTargetsArrays,
  12659. morphNormalsArrays = geometryGroup.__morphNormalsArrays,
  12660. customAttributes = geometryGroup.__webglCustomAttributesList,
  12661. customAttribute,
  12662. faceArray = geometryGroup.__faceArray,
  12663. lineArray = geometryGroup.__lineArray,
  12664. geometry = object.geometry, // this is shared for all chunks
  12665. dirtyVertices = geometry.verticesNeedUpdate,
  12666. dirtyElements = geometry.elementsNeedUpdate,
  12667. dirtyUvs = geometry.uvsNeedUpdate,
  12668. dirtyNormals = geometry.normalsNeedUpdate,
  12669. dirtyTangents = geometry.tangentsNeedUpdate,
  12670. dirtyColors = geometry.colorsNeedUpdate,
  12671. dirtyMorphTargets = geometry.morphTargetsNeedUpdate,
  12672. vertices = geometry.vertices,
  12673. chunk_faces3 = geometryGroup.faces3,
  12674. obj_faces = geometry.faces,
  12675. obj_uvs = geometry.faceVertexUvs[ 0 ],
  12676. obj_uvs2 = geometry.faceVertexUvs[ 1 ],
  12677. obj_colors = geometry.colors,
  12678. obj_skinIndices = geometry.skinIndices,
  12679. obj_skinWeights = geometry.skinWeights,
  12680. morphTargets = geometry.morphTargets,
  12681. morphNormals = geometry.morphNormals;
  12682. if ( dirtyVertices ) {
  12683. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12684. face = obj_faces[ chunk_faces3[ f ] ];
  12685. v1 = vertices[ face.a ];
  12686. v2 = vertices[ face.b ];
  12687. v3 = vertices[ face.c ];
  12688. vertexArray[ offset ] = v1.x;
  12689. vertexArray[ offset + 1 ] = v1.y;
  12690. vertexArray[ offset + 2 ] = v1.z;
  12691. vertexArray[ offset + 3 ] = v2.x;
  12692. vertexArray[ offset + 4 ] = v2.y;
  12693. vertexArray[ offset + 5 ] = v2.z;
  12694. vertexArray[ offset + 6 ] = v3.x;
  12695. vertexArray[ offset + 7 ] = v3.y;
  12696. vertexArray[ offset + 8 ] = v3.z;
  12697. offset += 9;
  12698. }
  12699. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  12700. _gl.bufferData( _gl.ARRAY_BUFFER, vertexArray, hint );
  12701. }
  12702. if ( dirtyMorphTargets ) {
  12703. for ( vk = 0, vkl = morphTargets.length; vk < vkl; vk ++ ) {
  12704. offset_morphTarget = 0;
  12705. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12706. chf = chunk_faces3[ f ];
  12707. face = obj_faces[ chf ];
  12708. // morph positions
  12709. v1 = morphTargets[ vk ].vertices[ face.a ];
  12710. v2 = morphTargets[ vk ].vertices[ face.b ];
  12711. v3 = morphTargets[ vk ].vertices[ face.c ];
  12712. vka = morphTargetsArrays[ vk ];
  12713. vka[ offset_morphTarget ] = v1.x;
  12714. vka[ offset_morphTarget + 1 ] = v1.y;
  12715. vka[ offset_morphTarget + 2 ] = v1.z;
  12716. vka[ offset_morphTarget + 3 ] = v2.x;
  12717. vka[ offset_morphTarget + 4 ] = v2.y;
  12718. vka[ offset_morphTarget + 5 ] = v2.z;
  12719. vka[ offset_morphTarget + 6 ] = v3.x;
  12720. vka[ offset_morphTarget + 7 ] = v3.y;
  12721. vka[ offset_morphTarget + 8 ] = v3.z;
  12722. // morph normals
  12723. if ( material.morphNormals ) {
  12724. if ( needsSmoothNormals ) {
  12725. faceVertexNormals = morphNormals[ vk ].vertexNormals[ chf ];
  12726. n1 = faceVertexNormals.a;
  12727. n2 = faceVertexNormals.b;
  12728. n3 = faceVertexNormals.c;
  12729. } else {
  12730. n1 = morphNormals[ vk ].faceNormals[ chf ];
  12731. n2 = n1;
  12732. n3 = n1;
  12733. }
  12734. nka = morphNormalsArrays[ vk ];
  12735. nka[ offset_morphTarget ] = n1.x;
  12736. nka[ offset_morphTarget + 1 ] = n1.y;
  12737. nka[ offset_morphTarget + 2 ] = n1.z;
  12738. nka[ offset_morphTarget + 3 ] = n2.x;
  12739. nka[ offset_morphTarget + 4 ] = n2.y;
  12740. nka[ offset_morphTarget + 5 ] = n2.z;
  12741. nka[ offset_morphTarget + 6 ] = n3.x;
  12742. nka[ offset_morphTarget + 7 ] = n3.y;
  12743. nka[ offset_morphTarget + 8 ] = n3.z;
  12744. }
  12745. //
  12746. offset_morphTarget += 9;
  12747. }
  12748. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ vk ] );
  12749. _gl.bufferData( _gl.ARRAY_BUFFER, morphTargetsArrays[ vk ], hint );
  12750. if ( material.morphNormals ) {
  12751. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ vk ] );
  12752. _gl.bufferData( _gl.ARRAY_BUFFER, morphNormalsArrays[ vk ], hint );
  12753. }
  12754. }
  12755. }
  12756. if ( obj_skinWeights.length ) {
  12757. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12758. face = obj_faces[ chunk_faces3[ f ] ];
  12759. // weights
  12760. sw1 = obj_skinWeights[ face.a ];
  12761. sw2 = obj_skinWeights[ face.b ];
  12762. sw3 = obj_skinWeights[ face.c ];
  12763. skinWeightArray[ offset_skin ] = sw1.x;
  12764. skinWeightArray[ offset_skin + 1 ] = sw1.y;
  12765. skinWeightArray[ offset_skin + 2 ] = sw1.z;
  12766. skinWeightArray[ offset_skin + 3 ] = sw1.w;
  12767. skinWeightArray[ offset_skin + 4 ] = sw2.x;
  12768. skinWeightArray[ offset_skin + 5 ] = sw2.y;
  12769. skinWeightArray[ offset_skin + 6 ] = sw2.z;
  12770. skinWeightArray[ offset_skin + 7 ] = sw2.w;
  12771. skinWeightArray[ offset_skin + 8 ] = sw3.x;
  12772. skinWeightArray[ offset_skin + 9 ] = sw3.y;
  12773. skinWeightArray[ offset_skin + 10 ] = sw3.z;
  12774. skinWeightArray[ offset_skin + 11 ] = sw3.w;
  12775. // indices
  12776. si1 = obj_skinIndices[ face.a ];
  12777. si2 = obj_skinIndices[ face.b ];
  12778. si3 = obj_skinIndices[ face.c ];
  12779. skinIndexArray[ offset_skin ] = si1.x;
  12780. skinIndexArray[ offset_skin + 1 ] = si1.y;
  12781. skinIndexArray[ offset_skin + 2 ] = si1.z;
  12782. skinIndexArray[ offset_skin + 3 ] = si1.w;
  12783. skinIndexArray[ offset_skin + 4 ] = si2.x;
  12784. skinIndexArray[ offset_skin + 5 ] = si2.y;
  12785. skinIndexArray[ offset_skin + 6 ] = si2.z;
  12786. skinIndexArray[ offset_skin + 7 ] = si2.w;
  12787. skinIndexArray[ offset_skin + 8 ] = si3.x;
  12788. skinIndexArray[ offset_skin + 9 ] = si3.y;
  12789. skinIndexArray[ offset_skin + 10 ] = si3.z;
  12790. skinIndexArray[ offset_skin + 11 ] = si3.w;
  12791. offset_skin += 12;
  12792. }
  12793. if ( offset_skin > 0 ) {
  12794. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  12795. _gl.bufferData( _gl.ARRAY_BUFFER, skinIndexArray, hint );
  12796. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  12797. _gl.bufferData( _gl.ARRAY_BUFFER, skinWeightArray, hint );
  12798. }
  12799. }
  12800. if ( dirtyColors && vertexColorType ) {
  12801. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12802. face = obj_faces[ chunk_faces3[ f ] ];
  12803. vertexColors = face.vertexColors;
  12804. faceColor = face.color;
  12805. if ( vertexColors.length === 3 && vertexColorType === THREE.VertexColors ) {
  12806. c1 = vertexColors[ 0 ];
  12807. c2 = vertexColors[ 1 ];
  12808. c3 = vertexColors[ 2 ];
  12809. } else {
  12810. c1 = faceColor;
  12811. c2 = faceColor;
  12812. c3 = faceColor;
  12813. }
  12814. colorArray[ offset_color ] = c1.r;
  12815. colorArray[ offset_color + 1 ] = c1.g;
  12816. colorArray[ offset_color + 2 ] = c1.b;
  12817. colorArray[ offset_color + 3 ] = c2.r;
  12818. colorArray[ offset_color + 4 ] = c2.g;
  12819. colorArray[ offset_color + 5 ] = c2.b;
  12820. colorArray[ offset_color + 6 ] = c3.r;
  12821. colorArray[ offset_color + 7 ] = c3.g;
  12822. colorArray[ offset_color + 8 ] = c3.b;
  12823. offset_color += 9;
  12824. }
  12825. if ( offset_color > 0 ) {
  12826. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  12827. _gl.bufferData( _gl.ARRAY_BUFFER, colorArray, hint );
  12828. }
  12829. }
  12830. if ( dirtyTangents && geometry.hasTangents ) {
  12831. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12832. face = obj_faces[ chunk_faces3[ f ] ];
  12833. vertexTangents = face.vertexTangents;
  12834. t1 = vertexTangents[ 0 ];
  12835. t2 = vertexTangents[ 1 ];
  12836. t3 = vertexTangents[ 2 ];
  12837. tangentArray[ offset_tangent ] = t1.x;
  12838. tangentArray[ offset_tangent + 1 ] = t1.y;
  12839. tangentArray[ offset_tangent + 2 ] = t1.z;
  12840. tangentArray[ offset_tangent + 3 ] = t1.w;
  12841. tangentArray[ offset_tangent + 4 ] = t2.x;
  12842. tangentArray[ offset_tangent + 5 ] = t2.y;
  12843. tangentArray[ offset_tangent + 6 ] = t2.z;
  12844. tangentArray[ offset_tangent + 7 ] = t2.w;
  12845. tangentArray[ offset_tangent + 8 ] = t3.x;
  12846. tangentArray[ offset_tangent + 9 ] = t3.y;
  12847. tangentArray[ offset_tangent + 10 ] = t3.z;
  12848. tangentArray[ offset_tangent + 11 ] = t3.w;
  12849. offset_tangent += 12;
  12850. }
  12851. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  12852. _gl.bufferData( _gl.ARRAY_BUFFER, tangentArray, hint );
  12853. }
  12854. if ( dirtyNormals && normalType ) {
  12855. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12856. face = obj_faces[ chunk_faces3[ f ] ];
  12857. vertexNormals = face.vertexNormals;
  12858. faceNormal = face.normal;
  12859. if ( vertexNormals.length === 3 && needsSmoothNormals ) {
  12860. for ( i = 0; i < 3; i ++ ) {
  12861. vn = vertexNormals[ i ];
  12862. normalArray[ offset_normal ] = vn.x;
  12863. normalArray[ offset_normal + 1 ] = vn.y;
  12864. normalArray[ offset_normal + 2 ] = vn.z;
  12865. offset_normal += 3;
  12866. }
  12867. } else {
  12868. for ( i = 0; i < 3; i ++ ) {
  12869. normalArray[ offset_normal ] = faceNormal.x;
  12870. normalArray[ offset_normal + 1 ] = faceNormal.y;
  12871. normalArray[ offset_normal + 2 ] = faceNormal.z;
  12872. offset_normal += 3;
  12873. }
  12874. }
  12875. }
  12876. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  12877. _gl.bufferData( _gl.ARRAY_BUFFER, normalArray, hint );
  12878. }
  12879. if ( dirtyUvs && obj_uvs && uvType ) {
  12880. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12881. fi = chunk_faces3[ f ];
  12882. uv = obj_uvs[ fi ];
  12883. if ( uv === undefined ) continue;
  12884. for ( i = 0; i < 3; i ++ ) {
  12885. uvi = uv[ i ];
  12886. uvArray[ offset_uv ] = uvi.x;
  12887. uvArray[ offset_uv + 1 ] = uvi.y;
  12888. offset_uv += 2;
  12889. }
  12890. }
  12891. if ( offset_uv > 0 ) {
  12892. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  12893. _gl.bufferData( _gl.ARRAY_BUFFER, uvArray, hint );
  12894. }
  12895. }
  12896. if ( dirtyUvs && obj_uvs2 && uvType ) {
  12897. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12898. fi = chunk_faces3[ f ];
  12899. uv2 = obj_uvs2[ fi ];
  12900. if ( uv2 === undefined ) continue;
  12901. for ( i = 0; i < 3; i ++ ) {
  12902. uv2i = uv2[ i ];
  12903. uv2Array[ offset_uv2 ] = uv2i.x;
  12904. uv2Array[ offset_uv2 + 1 ] = uv2i.y;
  12905. offset_uv2 += 2;
  12906. }
  12907. }
  12908. if ( offset_uv2 > 0 ) {
  12909. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  12910. _gl.bufferData( _gl.ARRAY_BUFFER, uv2Array, hint );
  12911. }
  12912. }
  12913. if ( dirtyElements ) {
  12914. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12915. faceArray[ offset_face ] = vertexIndex;
  12916. faceArray[ offset_face + 1 ] = vertexIndex + 1;
  12917. faceArray[ offset_face + 2 ] = vertexIndex + 2;
  12918. offset_face += 3;
  12919. lineArray[ offset_line ] = vertexIndex;
  12920. lineArray[ offset_line + 1 ] = vertexIndex + 1;
  12921. lineArray[ offset_line + 2 ] = vertexIndex;
  12922. lineArray[ offset_line + 3 ] = vertexIndex + 2;
  12923. lineArray[ offset_line + 4 ] = vertexIndex + 1;
  12924. lineArray[ offset_line + 5 ] = vertexIndex + 2;
  12925. offset_line += 6;
  12926. vertexIndex += 3;
  12927. }
  12928. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  12929. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faceArray, hint );
  12930. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  12931. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, lineArray, hint );
  12932. }
  12933. if ( customAttributes ) {
  12934. for ( i = 0, il = customAttributes.length; i < il; i ++ ) {
  12935. customAttribute = customAttributes[ i ];
  12936. if ( ! customAttribute.__original.needsUpdate ) continue;
  12937. offset_custom = 0;
  12938. offset_customSrc = 0;
  12939. if ( customAttribute.size === 1 ) {
  12940. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  12941. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12942. face = obj_faces[ chunk_faces3[ f ] ];
  12943. customAttribute.array[ offset_custom ] = customAttribute.value[ face.a ];
  12944. customAttribute.array[ offset_custom + 1 ] = customAttribute.value[ face.b ];
  12945. customAttribute.array[ offset_custom + 2 ] = customAttribute.value[ face.c ];
  12946. offset_custom += 3;
  12947. }
  12948. } else if ( customAttribute.boundTo === "faces" ) {
  12949. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12950. value = customAttribute.value[ chunk_faces3[ f ] ];
  12951. customAttribute.array[ offset_custom ] = value;
  12952. customAttribute.array[ offset_custom + 1 ] = value;
  12953. customAttribute.array[ offset_custom + 2 ] = value;
  12954. offset_custom += 3;
  12955. }
  12956. }
  12957. } else if ( customAttribute.size === 2 ) {
  12958. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  12959. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12960. face = obj_faces[ chunk_faces3[ f ] ];
  12961. v1 = customAttribute.value[ face.a ];
  12962. v2 = customAttribute.value[ face.b ];
  12963. v3 = customAttribute.value[ face.c ];
  12964. customAttribute.array[ offset_custom ] = v1.x;
  12965. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12966. customAttribute.array[ offset_custom + 2 ] = v2.x;
  12967. customAttribute.array[ offset_custom + 3 ] = v2.y;
  12968. customAttribute.array[ offset_custom + 4 ] = v3.x;
  12969. customAttribute.array[ offset_custom + 5 ] = v3.y;
  12970. offset_custom += 6;
  12971. }
  12972. } else if ( customAttribute.boundTo === "faces" ) {
  12973. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12974. value = customAttribute.value[ chunk_faces3[ f ] ];
  12975. v1 = value;
  12976. v2 = value;
  12977. v3 = value;
  12978. customAttribute.array[ offset_custom ] = v1.x;
  12979. customAttribute.array[ offset_custom + 1 ] = v1.y;
  12980. customAttribute.array[ offset_custom + 2 ] = v2.x;
  12981. customAttribute.array[ offset_custom + 3 ] = v2.y;
  12982. customAttribute.array[ offset_custom + 4 ] = v3.x;
  12983. customAttribute.array[ offset_custom + 5 ] = v3.y;
  12984. offset_custom += 6;
  12985. }
  12986. }
  12987. } else if ( customAttribute.size === 3 ) {
  12988. var pp;
  12989. if ( customAttribute.type === "c" ) {
  12990. pp = [ "r", "g", "b" ];
  12991. } else {
  12992. pp = [ "x", "y", "z" ];
  12993. }
  12994. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  12995. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  12996. face = obj_faces[ chunk_faces3[ f ] ];
  12997. v1 = customAttribute.value[ face.a ];
  12998. v2 = customAttribute.value[ face.b ];
  12999. v3 = customAttribute.value[ face.c ];
  13000. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  13001. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  13002. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  13003. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  13004. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  13005. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  13006. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  13007. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  13008. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  13009. offset_custom += 9;
  13010. }
  13011. } else if ( customAttribute.boundTo === "faces" ) {
  13012. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13013. value = customAttribute.value[ chunk_faces3[ f ] ];
  13014. v1 = value;
  13015. v2 = value;
  13016. v3 = value;
  13017. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  13018. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  13019. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  13020. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  13021. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  13022. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  13023. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  13024. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  13025. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  13026. offset_custom += 9;
  13027. }
  13028. } else if ( customAttribute.boundTo === "faceVertices" ) {
  13029. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13030. value = customAttribute.value[ chunk_faces3[ f ] ];
  13031. v1 = value[ 0 ];
  13032. v2 = value[ 1 ];
  13033. v3 = value[ 2 ];
  13034. customAttribute.array[ offset_custom ] = v1[ pp[ 0 ] ];
  13035. customAttribute.array[ offset_custom + 1 ] = v1[ pp[ 1 ] ];
  13036. customAttribute.array[ offset_custom + 2 ] = v1[ pp[ 2 ] ];
  13037. customAttribute.array[ offset_custom + 3 ] = v2[ pp[ 0 ] ];
  13038. customAttribute.array[ offset_custom + 4 ] = v2[ pp[ 1 ] ];
  13039. customAttribute.array[ offset_custom + 5 ] = v2[ pp[ 2 ] ];
  13040. customAttribute.array[ offset_custom + 6 ] = v3[ pp[ 0 ] ];
  13041. customAttribute.array[ offset_custom + 7 ] = v3[ pp[ 1 ] ];
  13042. customAttribute.array[ offset_custom + 8 ] = v3[ pp[ 2 ] ];
  13043. offset_custom += 9;
  13044. }
  13045. }
  13046. } else if ( customAttribute.size === 4 ) {
  13047. if ( customAttribute.boundTo === undefined || customAttribute.boundTo === "vertices" ) {
  13048. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13049. face = obj_faces[ chunk_faces3[ f ] ];
  13050. v1 = customAttribute.value[ face.a ];
  13051. v2 = customAttribute.value[ face.b ];
  13052. v3 = customAttribute.value[ face.c ];
  13053. customAttribute.array[ offset_custom ] = v1.x;
  13054. customAttribute.array[ offset_custom + 1 ] = v1.y;
  13055. customAttribute.array[ offset_custom + 2 ] = v1.z;
  13056. customAttribute.array[ offset_custom + 3 ] = v1.w;
  13057. customAttribute.array[ offset_custom + 4 ] = v2.x;
  13058. customAttribute.array[ offset_custom + 5 ] = v2.y;
  13059. customAttribute.array[ offset_custom + 6 ] = v2.z;
  13060. customAttribute.array[ offset_custom + 7 ] = v2.w;
  13061. customAttribute.array[ offset_custom + 8 ] = v3.x;
  13062. customAttribute.array[ offset_custom + 9 ] = v3.y;
  13063. customAttribute.array[ offset_custom + 10 ] = v3.z;
  13064. customAttribute.array[ offset_custom + 11 ] = v3.w;
  13065. offset_custom += 12;
  13066. }
  13067. } else if ( customAttribute.boundTo === "faces" ) {
  13068. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13069. value = customAttribute.value[ chunk_faces3[ f ] ];
  13070. v1 = value;
  13071. v2 = value;
  13072. v3 = value;
  13073. customAttribute.array[ offset_custom ] = v1.x;
  13074. customAttribute.array[ offset_custom + 1 ] = v1.y;
  13075. customAttribute.array[ offset_custom + 2 ] = v1.z;
  13076. customAttribute.array[ offset_custom + 3 ] = v1.w;
  13077. customAttribute.array[ offset_custom + 4 ] = v2.x;
  13078. customAttribute.array[ offset_custom + 5 ] = v2.y;
  13079. customAttribute.array[ offset_custom + 6 ] = v2.z;
  13080. customAttribute.array[ offset_custom + 7 ] = v2.w;
  13081. customAttribute.array[ offset_custom + 8 ] = v3.x;
  13082. customAttribute.array[ offset_custom + 9 ] = v3.y;
  13083. customAttribute.array[ offset_custom + 10 ] = v3.z;
  13084. customAttribute.array[ offset_custom + 11 ] = v3.w;
  13085. offset_custom += 12;
  13086. }
  13087. } else if ( customAttribute.boundTo === "faceVertices" ) {
  13088. for ( f = 0, fl = chunk_faces3.length; f < fl; f ++ ) {
  13089. value = customAttribute.value[ chunk_faces3[ f ] ];
  13090. v1 = value[ 0 ];
  13091. v2 = value[ 1 ];
  13092. v3 = value[ 2 ];
  13093. customAttribute.array[ offset_custom ] = v1.x;
  13094. customAttribute.array[ offset_custom + 1 ] = v1.y;
  13095. customAttribute.array[ offset_custom + 2 ] = v1.z;
  13096. customAttribute.array[ offset_custom + 3 ] = v1.w;
  13097. customAttribute.array[ offset_custom + 4 ] = v2.x;
  13098. customAttribute.array[ offset_custom + 5 ] = v2.y;
  13099. customAttribute.array[ offset_custom + 6 ] = v2.z;
  13100. customAttribute.array[ offset_custom + 7 ] = v2.w;
  13101. customAttribute.array[ offset_custom + 8 ] = v3.x;
  13102. customAttribute.array[ offset_custom + 9 ] = v3.y;
  13103. customAttribute.array[ offset_custom + 10 ] = v3.z;
  13104. customAttribute.array[ offset_custom + 11 ] = v3.w;
  13105. offset_custom += 12;
  13106. }
  13107. }
  13108. }
  13109. _gl.bindBuffer( _gl.ARRAY_BUFFER, customAttribute.buffer );
  13110. _gl.bufferData( _gl.ARRAY_BUFFER, customAttribute.array, hint );
  13111. }
  13112. }
  13113. if ( dispose ) {
  13114. delete geometryGroup.__inittedArrays;
  13115. delete geometryGroup.__colorArray;
  13116. delete geometryGroup.__normalArray;
  13117. delete geometryGroup.__tangentArray;
  13118. delete geometryGroup.__uvArray;
  13119. delete geometryGroup.__uv2Array;
  13120. delete geometryGroup.__faceArray;
  13121. delete geometryGroup.__vertexArray;
  13122. delete geometryGroup.__lineArray;
  13123. delete geometryGroup.__skinIndexArray;
  13124. delete geometryGroup.__skinWeightArray;
  13125. }
  13126. };
  13127. function setDirectBuffers( geometry, hint ) {
  13128. var attributes = geometry.attributes;
  13129. var attributeName, attributeItem;
  13130. for ( attributeName in attributes ) {
  13131. attributeItem = attributes[ attributeName ];
  13132. if ( attributeItem.needsUpdate ) {
  13133. if ( attributeName === 'index' ) {
  13134. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.buffer );
  13135. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, attributeItem.array, hint );
  13136. } else {
  13137. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  13138. _gl.bufferData( _gl.ARRAY_BUFFER, attributeItem.array, hint );
  13139. }
  13140. attributeItem.needsUpdate = false;
  13141. }
  13142. }
  13143. }
  13144. // Buffer rendering
  13145. this.renderBufferImmediate = function ( object, program, material ) {
  13146. initAttributes();
  13147. if ( object.hasPositions && ! object.__webglVertexBuffer ) object.__webglVertexBuffer = _gl.createBuffer();
  13148. if ( object.hasNormals && ! object.__webglNormalBuffer ) object.__webglNormalBuffer = _gl.createBuffer();
  13149. if ( object.hasUvs && ! object.__webglUvBuffer ) object.__webglUvBuffer = _gl.createBuffer();
  13150. if ( object.hasColors && ! object.__webglColorBuffer ) object.__webglColorBuffer = _gl.createBuffer();
  13151. if ( object.hasPositions ) {
  13152. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglVertexBuffer );
  13153. _gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );
  13154. enableAttribute( program.attributes.position );
  13155. _gl.vertexAttribPointer( program.attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  13156. }
  13157. if ( object.hasNormals ) {
  13158. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglNormalBuffer );
  13159. if ( material.shading === THREE.FlatShading ) {
  13160. var nx, ny, nz,
  13161. nax, nbx, ncx, nay, nby, ncy, naz, nbz, ncz,
  13162. normalArray,
  13163. i, il = object.count * 3;
  13164. for ( i = 0; i < il; i += 9 ) {
  13165. normalArray = object.normalArray;
  13166. nax = normalArray[ i ];
  13167. nay = normalArray[ i + 1 ];
  13168. naz = normalArray[ i + 2 ];
  13169. nbx = normalArray[ i + 3 ];
  13170. nby = normalArray[ i + 4 ];
  13171. nbz = normalArray[ i + 5 ];
  13172. ncx = normalArray[ i + 6 ];
  13173. ncy = normalArray[ i + 7 ];
  13174. ncz = normalArray[ i + 8 ];
  13175. nx = ( nax + nbx + ncx ) / 3;
  13176. ny = ( nay + nby + ncy ) / 3;
  13177. nz = ( naz + nbz + ncz ) / 3;
  13178. normalArray[ i ] = nx;
  13179. normalArray[ i + 1 ] = ny;
  13180. normalArray[ i + 2 ] = nz;
  13181. normalArray[ i + 3 ] = nx;
  13182. normalArray[ i + 4 ] = ny;
  13183. normalArray[ i + 5 ] = nz;
  13184. normalArray[ i + 6 ] = nx;
  13185. normalArray[ i + 7 ] = ny;
  13186. normalArray[ i + 8 ] = nz;
  13187. }
  13188. }
  13189. _gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );
  13190. enableAttribute( program.attributes.normal );
  13191. _gl.vertexAttribPointer( program.attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  13192. }
  13193. if ( object.hasUvs && material.map ) {
  13194. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglUvBuffer );
  13195. _gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );
  13196. enableAttribute( program.attributes.uv );
  13197. _gl.vertexAttribPointer( program.attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  13198. }
  13199. if ( object.hasColors && material.vertexColors !== THREE.NoColors ) {
  13200. _gl.bindBuffer( _gl.ARRAY_BUFFER, object.__webglColorBuffer );
  13201. _gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );
  13202. enableAttribute( program.attributes.color );
  13203. _gl.vertexAttribPointer( program.attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  13204. }
  13205. disableUnusedAttributes();
  13206. _gl.drawArrays( _gl.TRIANGLES, 0, object.count );
  13207. object.count = 0;
  13208. };
  13209. function setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex ) {
  13210. for ( var attributeName in programAttributes ) {
  13211. var attributePointer = programAttributes[ attributeName ];
  13212. var attributeItem = geometryAttributes[ attributeName ];
  13213. if ( attributePointer >= 0 ) {
  13214. if ( attributeItem ) {
  13215. var attributeSize = attributeItem.itemSize;
  13216. _gl.bindBuffer( _gl.ARRAY_BUFFER, attributeItem.buffer );
  13217. enableAttribute( attributePointer );
  13218. _gl.vertexAttribPointer( attributePointer, attributeSize, _gl.FLOAT, false, 0, startIndex * attributeSize * 4 ); // 4 bytes per Float32
  13219. } else if ( material.defaultAttributeValues ) {
  13220. if ( material.defaultAttributeValues[ attributeName ].length === 2 ) {
  13221. _gl.vertexAttrib2fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  13222. } else if ( material.defaultAttributeValues[ attributeName ].length === 3 ) {
  13223. _gl.vertexAttrib3fv( attributePointer, material.defaultAttributeValues[ attributeName ] );
  13224. }
  13225. }
  13226. }
  13227. }
  13228. disableUnusedAttributes();
  13229. }
  13230. this.renderBufferDirect = function ( camera, lights, fog, material, geometry, object ) {
  13231. if ( material.visible === false ) return;
  13232. var linewidth, a, attribute;
  13233. var attributeItem, attributeName, attributePointer, attributeSize;
  13234. var program = setProgram( camera, lights, fog, material, object );
  13235. var programAttributes = program.attributes;
  13236. var geometryAttributes = geometry.attributes;
  13237. var updateBuffers = false,
  13238. wireframeBit = material.wireframe ? 1 : 0,
  13239. geometryHash = ( geometry.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  13240. if ( geometryHash !== _currentGeometryGroupHash ) {
  13241. _currentGeometryGroupHash = geometryHash;
  13242. updateBuffers = true;
  13243. }
  13244. if ( updateBuffers ) {
  13245. initAttributes();
  13246. }
  13247. // render mesh
  13248. if ( object instanceof THREE.Mesh ) {
  13249. var index = geometryAttributes[ "index" ];
  13250. if ( index ) {
  13251. // indexed triangles
  13252. var type, size;
  13253. if ( index.array instanceof Uint32Array ) {
  13254. type = _gl.UNSIGNED_INT;
  13255. size = 4;
  13256. } else {
  13257. type = _gl.UNSIGNED_SHORT;
  13258. size = 2;
  13259. }
  13260. var offsets = geometry.offsets;
  13261. if ( offsets.length === 0 ) {
  13262. if ( updateBuffers ) {
  13263. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  13264. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  13265. }
  13266. _gl.drawElements( _gl.TRIANGLES, index.array.length, type, 0 );
  13267. _this.info.render.calls ++;
  13268. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  13269. _this.info.render.faces += index.array.length / 3;
  13270. } else {
  13271. // if there is more than 1 chunk
  13272. // must set attribute pointers to use new offsets for each chunk
  13273. // even if geometry and materials didn't change
  13274. updateBuffers = true;
  13275. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  13276. var startIndex = offsets[ i ].index;
  13277. if ( updateBuffers ) {
  13278. setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
  13279. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  13280. }
  13281. // render indexed triangles
  13282. _gl.drawElements( _gl.TRIANGLES, offsets[ i ].count, type, offsets[ i ].start * size );
  13283. _this.info.render.calls ++;
  13284. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  13285. _this.info.render.faces += offsets[ i ].count / 3;
  13286. }
  13287. }
  13288. } else {
  13289. // non-indexed triangles
  13290. if ( updateBuffers ) {
  13291. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  13292. }
  13293. var position = geometry.attributes[ "position" ];
  13294. // render non-indexed triangles
  13295. _gl.drawArrays( _gl.TRIANGLES, 0, position.array.length / 3 );
  13296. _this.info.render.calls ++;
  13297. _this.info.render.vertices += position.array.length / 3;
  13298. _this.info.render.faces += position.array.length / 9;
  13299. }
  13300. } else if ( object instanceof THREE.PointCloud ) {
  13301. // render particles
  13302. if ( updateBuffers ) {
  13303. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  13304. }
  13305. var position = geometryAttributes[ "position" ];
  13306. // render particles
  13307. _gl.drawArrays( _gl.POINTS, 0, position.array.length / 3 );
  13308. _this.info.render.calls ++;
  13309. _this.info.render.points += position.array.length / 3;
  13310. } else if ( object instanceof THREE.Line ) {
  13311. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  13312. setLineWidth( material.linewidth );
  13313. var index = geometryAttributes[ "index" ];
  13314. if ( index ) {
  13315. // indexed lines
  13316. var type, size;
  13317. if ( index.array instanceof Uint32Array ) {
  13318. type = _gl.UNSIGNED_INT;
  13319. size = 4;
  13320. } else {
  13321. type = _gl.UNSIGNED_SHORT;
  13322. size = 2;
  13323. }
  13324. var offsets = geometry.offsets;
  13325. if ( offsets.length === 0 ) {
  13326. if ( updateBuffers ) {
  13327. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  13328. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  13329. }
  13330. _gl.drawElements( _gl.LINES, index.array.length, type, 0 ); // 2 bytes per Uint16Array
  13331. _this.info.render.calls ++;
  13332. _this.info.render.vertices += index.array.length; // not really true, here vertices can be shared
  13333. } else {
  13334. // if there is more than 1 chunk
  13335. // must set attribute pointers to use new offsets for each chunk
  13336. // even if geometry and materials didn't change
  13337. if ( offsets.length > 1 ) updateBuffers = true;
  13338. for ( var i = 0, il = offsets.length; i < il; i ++ ) {
  13339. var startIndex = offsets[ i ].index;
  13340. if ( updateBuffers ) {
  13341. setupVertexAttributes( material, programAttributes, geometryAttributes, startIndex );
  13342. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, index.buffer );
  13343. }
  13344. // render indexed lines
  13345. _gl.drawElements( _gl.LINES, offsets[ i ].count, type, offsets[ i ].start * size ); // 2 bytes per Uint16Array
  13346. _this.info.render.calls ++;
  13347. _this.info.render.vertices += offsets[ i ].count; // not really true, here vertices can be shared
  13348. }
  13349. }
  13350. } else {
  13351. // non-indexed lines
  13352. if ( updateBuffers ) {
  13353. setupVertexAttributes( material, programAttributes, geometryAttributes, 0 );
  13354. }
  13355. var position = geometryAttributes[ "position" ];
  13356. _gl.drawArrays( mode, 0, position.array.length / 3 );
  13357. _this.info.render.calls ++;
  13358. _this.info.render.points += position.array.length / 3;
  13359. }
  13360. }
  13361. };
  13362. this.renderBuffer = function ( camera, lights, fog, material, geometryGroup, object ) {
  13363. if ( material.visible === false ) return;
  13364. var linewidth, a, attribute, i, il;
  13365. var program = setProgram( camera, lights, fog, material, object );
  13366. var attributes = program.attributes;
  13367. var updateBuffers = false,
  13368. wireframeBit = material.wireframe ? 1 : 0,
  13369. geometryGroupHash = ( geometryGroup.id * 0xffffff ) + ( program.id * 2 ) + wireframeBit;
  13370. if ( geometryGroupHash !== _currentGeometryGroupHash ) {
  13371. _currentGeometryGroupHash = geometryGroupHash;
  13372. updateBuffers = true;
  13373. }
  13374. if ( updateBuffers ) {
  13375. initAttributes();
  13376. }
  13377. // vertices
  13378. if ( !material.morphTargets && attributes.position >= 0 ) {
  13379. if ( updateBuffers ) {
  13380. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  13381. enableAttribute( attributes.position );
  13382. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  13383. }
  13384. } else {
  13385. if ( object.morphTargetBase ) {
  13386. setupMorphTargets( material, geometryGroup, object );
  13387. }
  13388. }
  13389. if ( updateBuffers ) {
  13390. // custom attributes
  13391. // Use the per-geometryGroup custom attribute arrays which are setup in initMeshBuffers
  13392. if ( geometryGroup.__webglCustomAttributesList ) {
  13393. for ( i = 0, il = geometryGroup.__webglCustomAttributesList.length; i < il; i ++ ) {
  13394. attribute = geometryGroup.__webglCustomAttributesList[ i ];
  13395. if ( attributes[ attribute.buffer.belongsToAttribute ] >= 0 ) {
  13396. _gl.bindBuffer( _gl.ARRAY_BUFFER, attribute.buffer );
  13397. enableAttribute( attributes[ attribute.buffer.belongsToAttribute ] );
  13398. _gl.vertexAttribPointer( attributes[ attribute.buffer.belongsToAttribute ], attribute.size, _gl.FLOAT, false, 0, 0 );
  13399. }
  13400. }
  13401. }
  13402. // colors
  13403. if ( attributes.color >= 0 ) {
  13404. if ( object.geometry.colors.length > 0 || object.geometry.faces.length > 0 ) {
  13405. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglColorBuffer );
  13406. enableAttribute( attributes.color );
  13407. _gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );
  13408. } else if ( material.defaultAttributeValues ) {
  13409. _gl.vertexAttrib3fv( attributes.color, material.defaultAttributeValues.color );
  13410. }
  13411. }
  13412. // normals
  13413. if ( attributes.normal >= 0 ) {
  13414. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglNormalBuffer );
  13415. enableAttribute( attributes.normal );
  13416. _gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );
  13417. }
  13418. // tangents
  13419. if ( attributes.tangent >= 0 ) {
  13420. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglTangentBuffer );
  13421. enableAttribute( attributes.tangent );
  13422. _gl.vertexAttribPointer( attributes.tangent, 4, _gl.FLOAT, false, 0, 0 );
  13423. }
  13424. // uvs
  13425. if ( attributes.uv >= 0 ) {
  13426. if ( object.geometry.faceVertexUvs[0] ) {
  13427. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUVBuffer );
  13428. enableAttribute( attributes.uv );
  13429. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );
  13430. } else if ( material.defaultAttributeValues ) {
  13431. _gl.vertexAttrib2fv( attributes.uv, material.defaultAttributeValues.uv );
  13432. }
  13433. }
  13434. if ( attributes.uv2 >= 0 ) {
  13435. if ( object.geometry.faceVertexUvs[1] ) {
  13436. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglUV2Buffer );
  13437. enableAttribute( attributes.uv2 );
  13438. _gl.vertexAttribPointer( attributes.uv2, 2, _gl.FLOAT, false, 0, 0 );
  13439. } else if ( material.defaultAttributeValues ) {
  13440. _gl.vertexAttrib2fv( attributes.uv2, material.defaultAttributeValues.uv2 );
  13441. }
  13442. }
  13443. if ( material.skinning &&
  13444. attributes.skinIndex >= 0 && attributes.skinWeight >= 0 ) {
  13445. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinIndicesBuffer );
  13446. enableAttribute( attributes.skinIndex );
  13447. _gl.vertexAttribPointer( attributes.skinIndex, 4, _gl.FLOAT, false, 0, 0 );
  13448. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglSkinWeightsBuffer );
  13449. enableAttribute( attributes.skinWeight );
  13450. _gl.vertexAttribPointer( attributes.skinWeight, 4, _gl.FLOAT, false, 0, 0 );
  13451. }
  13452. // line distances
  13453. if ( attributes.lineDistance >= 0 ) {
  13454. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglLineDistanceBuffer );
  13455. enableAttribute( attributes.lineDistance );
  13456. _gl.vertexAttribPointer( attributes.lineDistance, 1, _gl.FLOAT, false, 0, 0 );
  13457. }
  13458. }
  13459. disableUnusedAttributes();
  13460. // render mesh
  13461. if ( object instanceof THREE.Mesh ) {
  13462. var type = geometryGroup.__typeArray === Uint32Array ? _gl.UNSIGNED_INT : _gl.UNSIGNED_SHORT;
  13463. // wireframe
  13464. if ( material.wireframe ) {
  13465. setLineWidth( material.wireframeLinewidth );
  13466. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglLineBuffer );
  13467. _gl.drawElements( _gl.LINES, geometryGroup.__webglLineCount, type, 0 );
  13468. // triangles
  13469. } else {
  13470. if ( updateBuffers ) _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, geometryGroup.__webglFaceBuffer );
  13471. _gl.drawElements( _gl.TRIANGLES, geometryGroup.__webglFaceCount, type, 0 );
  13472. }
  13473. _this.info.render.calls ++;
  13474. _this.info.render.vertices += geometryGroup.__webglFaceCount;
  13475. _this.info.render.faces += geometryGroup.__webglFaceCount / 3;
  13476. // render lines
  13477. } else if ( object instanceof THREE.Line ) {
  13478. var mode = ( object.type === THREE.LineStrip ) ? _gl.LINE_STRIP : _gl.LINES;
  13479. setLineWidth( material.linewidth );
  13480. _gl.drawArrays( mode, 0, geometryGroup.__webglLineCount );
  13481. _this.info.render.calls ++;
  13482. // render particles
  13483. } else if ( object instanceof THREE.PointCloud ) {
  13484. _gl.drawArrays( _gl.POINTS, 0, geometryGroup.__webglParticleCount );
  13485. _this.info.render.calls ++;
  13486. _this.info.render.points += geometryGroup.__webglParticleCount;
  13487. }
  13488. };
  13489. function initAttributes() {
  13490. for ( var i = 0, l = _newAttributes.length; i < l; i ++ ) {
  13491. _newAttributes[ i ] = 0;
  13492. }
  13493. }
  13494. function enableAttribute( attribute ) {
  13495. _newAttributes[ attribute ] = 1;
  13496. if ( _enabledAttributes[ attribute ] === 0 ) {
  13497. _gl.enableVertexAttribArray( attribute );
  13498. _enabledAttributes[ attribute ] = 1;
  13499. }
  13500. }
  13501. function disableUnusedAttributes() {
  13502. for ( var i = 0, l = _enabledAttributes.length; i < l; i ++ ) {
  13503. if ( _enabledAttributes[ i ] !== _newAttributes[ i ] ) {
  13504. _gl.disableVertexAttribArray( i );
  13505. _enabledAttributes[ i ] = 0;
  13506. }
  13507. }
  13508. }
  13509. function setupMorphTargets ( material, geometryGroup, object ) {
  13510. // set base
  13511. var attributes = material.program.attributes;
  13512. if ( object.morphTargetBase !== -1 && attributes.position >= 0 ) {
  13513. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ object.morphTargetBase ] );
  13514. enableAttribute( attributes.position );
  13515. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  13516. } else if ( attributes.position >= 0 ) {
  13517. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglVertexBuffer );
  13518. enableAttribute( attributes.position );
  13519. _gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );
  13520. }
  13521. if ( object.morphTargetForcedOrder.length ) {
  13522. // set forced order
  13523. var m = 0;
  13524. var order = object.morphTargetForcedOrder;
  13525. var influences = object.morphTargetInfluences;
  13526. while ( m < material.numSupportedMorphTargets && m < order.length ) {
  13527. if ( attributes[ "morphTarget" + m ] >= 0 ) {
  13528. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ order[ m ] ] );
  13529. enableAttribute( attributes[ "morphTarget" + m ] );
  13530. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  13531. }
  13532. if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
  13533. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ order[ m ] ] );
  13534. enableAttribute( attributes[ "morphNormal" + m ] );
  13535. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  13536. }
  13537. object.__webglMorphTargetInfluences[ m ] = influences[ order[ m ] ];
  13538. m ++;
  13539. }
  13540. } else {
  13541. // find the most influencing
  13542. var influence, activeInfluenceIndices = [];
  13543. var influences = object.morphTargetInfluences;
  13544. var i, il = influences.length;
  13545. for ( i = 0; i < il; i ++ ) {
  13546. influence = influences[ i ];
  13547. if ( influence > 0 ) {
  13548. activeInfluenceIndices.push( [ influence, i ] );
  13549. }
  13550. }
  13551. if ( activeInfluenceIndices.length > material.numSupportedMorphTargets ) {
  13552. activeInfluenceIndices.sort( numericalSort );
  13553. activeInfluenceIndices.length = material.numSupportedMorphTargets;
  13554. } else if ( activeInfluenceIndices.length > material.numSupportedMorphNormals ) {
  13555. activeInfluenceIndices.sort( numericalSort );
  13556. } else if ( activeInfluenceIndices.length === 0 ) {
  13557. activeInfluenceIndices.push( [ 0, 0 ] );
  13558. };
  13559. var influenceIndex, m = 0;
  13560. while ( m < material.numSupportedMorphTargets ) {
  13561. if ( activeInfluenceIndices[ m ] ) {
  13562. influenceIndex = activeInfluenceIndices[ m ][ 1 ];
  13563. if ( attributes[ "morphTarget" + m ] >= 0 ) {
  13564. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphTargetsBuffers[ influenceIndex ] );
  13565. enableAttribute( attributes[ "morphTarget" + m ] );
  13566. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  13567. }
  13568. if ( attributes[ "morphNormal" + m ] >= 0 && material.morphNormals ) {
  13569. _gl.bindBuffer( _gl.ARRAY_BUFFER, geometryGroup.__webglMorphNormalsBuffers[ influenceIndex ] );
  13570. enableAttribute( attributes[ "morphNormal" + m ] );
  13571. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  13572. }
  13573. object.__webglMorphTargetInfluences[ m ] = influences[ influenceIndex ];
  13574. } else {
  13575. /*
  13576. _gl.vertexAttribPointer( attributes[ "morphTarget" + m ], 3, _gl.FLOAT, false, 0, 0 );
  13577. if ( material.morphNormals ) {
  13578. _gl.vertexAttribPointer( attributes[ "morphNormal" + m ], 3, _gl.FLOAT, false, 0, 0 );
  13579. }
  13580. */
  13581. object.__webglMorphTargetInfluences[ m ] = 0;
  13582. }
  13583. m ++;
  13584. }
  13585. }
  13586. // load updated influences uniform
  13587. if ( material.program.uniforms.morphTargetInfluences !== null ) {
  13588. _gl.uniform1fv( material.program.uniforms.morphTargetInfluences, object.__webglMorphTargetInfluences );
  13589. }
  13590. };
  13591. // Sorting
  13592. function painterSortStable ( a, b ) {
  13593. if ( a.z !== b.z ) {
  13594. return b.z - a.z;
  13595. } else {
  13596. return a.id - b.id;
  13597. }
  13598. };
  13599. function numericalSort ( a, b ) {
  13600. return b[ 0 ] - a[ 0 ];
  13601. };
  13602. // Rendering
  13603. this.render = function ( scene, camera, renderTarget, forceClear ) {
  13604. if ( camera instanceof THREE.Camera === false ) {
  13605. console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  13606. return;
  13607. }
  13608. var i, il,
  13609. webglObject, object,
  13610. renderList,
  13611. lights = scene.__lights,
  13612. fog = scene.fog;
  13613. // reset caching for this frame
  13614. _currentMaterialId = -1;
  13615. _lightsNeedUpdate = true;
  13616. // update scene graph
  13617. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  13618. // update camera matrices and frustum
  13619. if ( camera.parent === undefined ) camera.updateMatrixWorld();
  13620. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  13621. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  13622. _frustum.setFromMatrix( _projScreenMatrix );
  13623. // update WebGL objects
  13624. if ( this.autoUpdateObjects ) this.initWebGLObjects( scene );
  13625. // custom render plugins (pre pass)
  13626. renderPlugins( this.renderPluginsPre, scene, camera );
  13627. //
  13628. _this.info.render.calls = 0;
  13629. _this.info.render.vertices = 0;
  13630. _this.info.render.faces = 0;
  13631. _this.info.render.points = 0;
  13632. this.setRenderTarget( renderTarget );
  13633. if ( this.autoClear || forceClear ) {
  13634. this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );
  13635. }
  13636. // set matrices for regular objects (frustum culled)
  13637. renderList = scene.__webglObjects;
  13638. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  13639. webglObject = renderList[ i ];
  13640. object = webglObject.object;
  13641. webglObject.id = i;
  13642. webglObject.render = false;
  13643. if ( object.visible ) {
  13644. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  13645. setupMatrices( object, camera );
  13646. unrollBufferMaterial( webglObject );
  13647. webglObject.render = true;
  13648. if ( this.sortObjects === true ) {
  13649. if ( object.renderDepth !== null ) {
  13650. webglObject.z = object.renderDepth;
  13651. } else {
  13652. _vector3.setFromMatrixPosition( object.matrixWorld );
  13653. _vector3.applyProjection( _projScreenMatrix );
  13654. webglObject.z = _vector3.z;
  13655. }
  13656. }
  13657. }
  13658. }
  13659. }
  13660. if ( this.sortObjects ) {
  13661. renderList.sort( painterSortStable );
  13662. }
  13663. // set matrices for immediate objects
  13664. renderList = scene.__webglObjectsImmediate;
  13665. for ( i = 0, il = renderList.length; i < il; i ++ ) {
  13666. webglObject = renderList[ i ];
  13667. object = webglObject.object;
  13668. if ( object.visible ) {
  13669. setupMatrices( object, camera );
  13670. unrollImmediateBufferMaterial( webglObject );
  13671. }
  13672. }
  13673. if ( scene.overrideMaterial ) {
  13674. var material = scene.overrideMaterial;
  13675. this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  13676. this.setDepthTest( material.depthTest );
  13677. this.setDepthWrite( material.depthWrite );
  13678. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13679. renderObjects( scene.__webglObjects, false, "", camera, lights, fog, true, material );
  13680. renderObjectsImmediate( scene.__webglObjectsImmediate, "", camera, lights, fog, false, material );
  13681. } else {
  13682. var material = null;
  13683. // opaque pass (front-to-back order)
  13684. this.setBlending( THREE.NoBlending );
  13685. renderObjects( scene.__webglObjects, true, "opaque", camera, lights, fog, false, material );
  13686. renderObjectsImmediate( scene.__webglObjectsImmediate, "opaque", camera, lights, fog, false, material );
  13687. // transparent pass (back-to-front order)
  13688. renderObjects( scene.__webglObjects, false, "transparent", camera, lights, fog, true, material );
  13689. renderObjectsImmediate( scene.__webglObjectsImmediate, "transparent", camera, lights, fog, true, material );
  13690. }
  13691. // custom render plugins (post pass)
  13692. renderPlugins( this.renderPluginsPost, scene, camera );
  13693. // Generate mipmap if we're using any kind of mipmap filtering
  13694. if ( renderTarget && renderTarget.generateMipmaps && renderTarget.minFilter !== THREE.NearestFilter && renderTarget.minFilter !== THREE.LinearFilter ) {
  13695. updateRenderTargetMipmap( renderTarget );
  13696. }
  13697. // Ensure depth buffer writing is enabled so it can be cleared on next render
  13698. this.setDepthTest( true );
  13699. this.setDepthWrite( true );
  13700. // _gl.finish();
  13701. };
  13702. function renderPlugins( plugins, scene, camera ) {
  13703. if ( ! plugins.length ) return;
  13704. for ( var i = 0, il = plugins.length; i < il; i ++ ) {
  13705. // reset state for plugin (to start from clean slate)
  13706. _currentProgram = null;
  13707. _currentCamera = null;
  13708. _oldBlending = -1;
  13709. _oldDepthTest = -1;
  13710. _oldDepthWrite = -1;
  13711. _oldDoubleSided = -1;
  13712. _oldFlipSided = -1;
  13713. _currentGeometryGroupHash = -1;
  13714. _currentMaterialId = -1;
  13715. _lightsNeedUpdate = true;
  13716. plugins[ i ].render( scene, camera, _currentWidth, _currentHeight );
  13717. // reset state after plugin (anything could have changed)
  13718. _currentProgram = null;
  13719. _currentCamera = null;
  13720. _oldBlending = -1;
  13721. _oldDepthTest = -1;
  13722. _oldDepthWrite = -1;
  13723. _oldDoubleSided = -1;
  13724. _oldFlipSided = -1;
  13725. _currentGeometryGroupHash = -1;
  13726. _currentMaterialId = -1;
  13727. _lightsNeedUpdate = true;
  13728. }
  13729. };
  13730. function renderObjects( renderList, reverse, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  13731. var webglObject, object, buffer, material, start, end, delta;
  13732. if ( reverse ) {
  13733. start = renderList.length - 1;
  13734. end = -1;
  13735. delta = -1;
  13736. } else {
  13737. start = 0;
  13738. end = renderList.length;
  13739. delta = 1;
  13740. }
  13741. for ( var i = start; i !== end; i += delta ) {
  13742. webglObject = renderList[ i ];
  13743. if ( webglObject.render ) {
  13744. object = webglObject.object;
  13745. buffer = webglObject.buffer;
  13746. if ( overrideMaterial ) {
  13747. material = overrideMaterial;
  13748. } else {
  13749. material = webglObject[ materialType ];
  13750. if ( ! material ) continue;
  13751. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  13752. _this.setDepthTest( material.depthTest );
  13753. _this.setDepthWrite( material.depthWrite );
  13754. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13755. }
  13756. _this.setMaterialFaces( material );
  13757. if ( buffer instanceof THREE.BufferGeometry ) {
  13758. _this.renderBufferDirect( camera, lights, fog, material, buffer, object );
  13759. } else {
  13760. _this.renderBuffer( camera, lights, fog, material, buffer, object );
  13761. }
  13762. }
  13763. }
  13764. };
  13765. function renderObjectsImmediate ( renderList, materialType, camera, lights, fog, useBlending, overrideMaterial ) {
  13766. var webglObject, object, material, program;
  13767. for ( var i = 0, il = renderList.length; i < il; i ++ ) {
  13768. webglObject = renderList[ i ];
  13769. object = webglObject.object;
  13770. if ( object.visible ) {
  13771. if ( overrideMaterial ) {
  13772. material = overrideMaterial;
  13773. } else {
  13774. material = webglObject[ materialType ];
  13775. if ( ! material ) continue;
  13776. if ( useBlending ) _this.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  13777. _this.setDepthTest( material.depthTest );
  13778. _this.setDepthWrite( material.depthWrite );
  13779. setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
  13780. }
  13781. _this.renderImmediateObject( camera, lights, fog, material, object );
  13782. }
  13783. }
  13784. };
  13785. this.renderImmediateObject = function ( camera, lights, fog, material, object ) {
  13786. var program = setProgram( camera, lights, fog, material, object );
  13787. _currentGeometryGroupHash = -1;
  13788. _this.setMaterialFaces( material );
  13789. if ( object.immediateRenderCallback ) {
  13790. object.immediateRenderCallback( program, _gl, _frustum );
  13791. } else {
  13792. object.render( function( object ) { _this.renderBufferImmediate( object, program, material ); } );
  13793. }
  13794. };
  13795. function unrollImmediateBufferMaterial ( globject ) {
  13796. var object = globject.object,
  13797. material = object.material;
  13798. if ( material.transparent ) {
  13799. globject.transparent = material;
  13800. globject.opaque = null;
  13801. } else {
  13802. globject.opaque = material;
  13803. globject.transparent = null;
  13804. }
  13805. };
  13806. function unrollBufferMaterial ( globject ) {
  13807. var object = globject.object;
  13808. var buffer = globject.buffer;
  13809. var geometry = object.geometry;
  13810. var material = object.material;
  13811. if ( material instanceof THREE.MeshFaceMaterial ) {
  13812. var materialIndex = geometry instanceof THREE.BufferGeometry ? 0 : buffer.materialIndex;
  13813. material = material.materials[ materialIndex ];
  13814. if ( material.transparent ) {
  13815. globject.transparent = material;
  13816. globject.opaque = null;
  13817. } else {
  13818. globject.opaque = material;
  13819. globject.transparent = null;
  13820. }
  13821. } else {
  13822. if ( material ) {
  13823. if ( material.transparent ) {
  13824. globject.transparent = material;
  13825. globject.opaque = null;
  13826. } else {
  13827. globject.opaque = material;
  13828. globject.transparent = null;
  13829. }
  13830. }
  13831. }
  13832. };
  13833. // Objects refresh
  13834. this.initWebGLObjects = function ( scene ) {
  13835. if ( !scene.__webglObjects ) {
  13836. scene.__webglObjects = [];
  13837. scene.__webglObjectsImmediate = [];
  13838. scene.__webglSprites = [];
  13839. scene.__webglFlares = [];
  13840. }
  13841. while ( scene.__objectsAdded.length ) {
  13842. addObject( scene.__objectsAdded[ 0 ], scene );
  13843. scene.__objectsAdded.splice( 0, 1 );
  13844. }
  13845. while ( scene.__objectsRemoved.length ) {
  13846. removeObject( scene.__objectsRemoved[ 0 ], scene );
  13847. scene.__objectsRemoved.splice( 0, 1 );
  13848. }
  13849. // update must be called after objects adding / removal
  13850. for ( var o = 0, ol = scene.__webglObjects.length; o < ol; o ++ ) {
  13851. var object = scene.__webglObjects[ o ].object;
  13852. // TODO: Remove this hack (WebGLRenderer refactoring)
  13853. if ( object.__webglInit === undefined ) {
  13854. if ( object.__webglActive !== undefined ) {
  13855. removeObject( object, scene );
  13856. }
  13857. addObject( object, scene );
  13858. }
  13859. updateObject( object );
  13860. }
  13861. };
  13862. // Objects adding
  13863. function addObject( object, scene ) {
  13864. var g, geometry, material, geometryGroup;
  13865. if ( object.__webglInit === undefined ) {
  13866. object.__webglInit = true;
  13867. object._modelViewMatrix = new THREE.Matrix4();
  13868. object._normalMatrix = new THREE.Matrix3();
  13869. geometry = object.geometry;
  13870. if ( geometry === undefined ) {
  13871. // ImmediateRenderObject
  13872. } else if ( geometry.__webglInit === undefined ) {
  13873. geometry.__webglInit = true;
  13874. geometry.addEventListener( 'dispose', onGeometryDispose );
  13875. if ( geometry instanceof THREE.BufferGeometry ) {
  13876. initDirectBuffers( geometry );
  13877. } else if ( object instanceof THREE.Mesh ) {
  13878. material = object.material;
  13879. if ( geometry.geometryGroups === undefined ) {
  13880. geometry.makeGroups( material instanceof THREE.MeshFaceMaterial, _glExtensionElementIndexUint ? 4294967296 : 65535 );
  13881. }
  13882. // create separate VBOs per geometry chunk
  13883. for ( g in geometry.geometryGroups ) {
  13884. geometryGroup = geometry.geometryGroups[ g ];
  13885. // initialise VBO on the first access
  13886. if ( ! geometryGroup.__webglVertexBuffer ) {
  13887. createMeshBuffers( geometryGroup );
  13888. initMeshBuffers( geometryGroup, object );
  13889. geometry.verticesNeedUpdate = true;
  13890. geometry.morphTargetsNeedUpdate = true;
  13891. geometry.elementsNeedUpdate = true;
  13892. geometry.uvsNeedUpdate = true;
  13893. geometry.normalsNeedUpdate = true;
  13894. geometry.tangentsNeedUpdate = true;
  13895. geometry.colorsNeedUpdate = true;
  13896. }
  13897. }
  13898. } else if ( object instanceof THREE.Line ) {
  13899. if ( ! geometry.__webglVertexBuffer ) {
  13900. createLineBuffers( geometry );
  13901. initLineBuffers( geometry, object );
  13902. geometry.verticesNeedUpdate = true;
  13903. geometry.colorsNeedUpdate = true;
  13904. geometry.lineDistancesNeedUpdate = true;
  13905. }
  13906. } else if ( object instanceof THREE.PointCloud ) {
  13907. if ( ! geometry.__webglVertexBuffer ) {
  13908. createParticleBuffers( geometry );
  13909. initParticleBuffers( geometry, object );
  13910. geometry.verticesNeedUpdate = true;
  13911. geometry.colorsNeedUpdate = true;
  13912. }
  13913. }
  13914. }
  13915. }
  13916. if ( object.__webglActive === undefined ) {
  13917. if ( object instanceof THREE.Mesh ) {
  13918. geometry = object.geometry;
  13919. if ( geometry instanceof THREE.BufferGeometry ) {
  13920. addBuffer( scene.__webglObjects, geometry, object );
  13921. } else if ( geometry instanceof THREE.Geometry ) {
  13922. for ( g in geometry.geometryGroups ) {
  13923. geometryGroup = geometry.geometryGroups[ g ];
  13924. addBuffer( scene.__webglObjects, geometryGroup, object );
  13925. }
  13926. }
  13927. } else if ( object instanceof THREE.Line ||
  13928. object instanceof THREE.PointCloud ) {
  13929. geometry = object.geometry;
  13930. addBuffer( scene.__webglObjects, geometry, object );
  13931. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  13932. addBufferImmediate( scene.__webglObjectsImmediate, object );
  13933. } else if ( object instanceof THREE.Sprite ) {
  13934. scene.__webglSprites.push( object );
  13935. } else if ( object instanceof THREE.LensFlare ) {
  13936. scene.__webglFlares.push( object );
  13937. }
  13938. object.__webglActive = true;
  13939. }
  13940. };
  13941. function addBuffer( objlist, buffer, object ) {
  13942. objlist.push(
  13943. {
  13944. id: null,
  13945. buffer: buffer,
  13946. object: object,
  13947. opaque: null,
  13948. transparent: null,
  13949. z: 0
  13950. }
  13951. );
  13952. };
  13953. function addBufferImmediate( objlist, object ) {
  13954. objlist.push(
  13955. {
  13956. id: null,
  13957. object: object,
  13958. opaque: null,
  13959. transparent: null,
  13960. z: 0
  13961. }
  13962. );
  13963. };
  13964. // Objects updates
  13965. function updateObject( object ) {
  13966. var geometry = object.geometry,
  13967. geometryGroup, customAttributesDirty, material;
  13968. if ( geometry instanceof THREE.BufferGeometry ) {
  13969. setDirectBuffers( geometry, _gl.DYNAMIC_DRAW );
  13970. } else if ( object instanceof THREE.Mesh ) {
  13971. // check all geometry groups
  13972. for ( var i = 0, il = geometry.geometryGroupsList.length; i < il; i ++ ) {
  13973. geometryGroup = geometry.geometryGroupsList[ i ];
  13974. material = getBufferMaterial( object, geometryGroup );
  13975. if ( geometry.buffersNeedUpdate ) {
  13976. initMeshBuffers( geometryGroup, object );
  13977. }
  13978. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  13979. if ( geometry.verticesNeedUpdate || geometry.morphTargetsNeedUpdate || geometry.elementsNeedUpdate ||
  13980. geometry.uvsNeedUpdate || geometry.normalsNeedUpdate ||
  13981. geometry.colorsNeedUpdate || geometry.tangentsNeedUpdate || customAttributesDirty ) {
  13982. setMeshBuffers( geometryGroup, object, _gl.DYNAMIC_DRAW, !geometry.dynamic, material );
  13983. }
  13984. }
  13985. geometry.verticesNeedUpdate = false;
  13986. geometry.morphTargetsNeedUpdate = false;
  13987. geometry.elementsNeedUpdate = false;
  13988. geometry.uvsNeedUpdate = false;
  13989. geometry.normalsNeedUpdate = false;
  13990. geometry.colorsNeedUpdate = false;
  13991. geometry.tangentsNeedUpdate = false;
  13992. geometry.buffersNeedUpdate = false;
  13993. material.attributes && clearCustomAttributes( material );
  13994. } else if ( object instanceof THREE.Line ) {
  13995. material = getBufferMaterial( object, geometry );
  13996. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  13997. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || geometry.lineDistancesNeedUpdate || customAttributesDirty ) {
  13998. setLineBuffers( geometry, _gl.DYNAMIC_DRAW );
  13999. }
  14000. geometry.verticesNeedUpdate = false;
  14001. geometry.colorsNeedUpdate = false;
  14002. geometry.lineDistancesNeedUpdate = false;
  14003. material.attributes && clearCustomAttributes( material );
  14004. } else if ( object instanceof THREE.PointCloud ) {
  14005. material = getBufferMaterial( object, geometry );
  14006. customAttributesDirty = material.attributes && areCustomAttributesDirty( material );
  14007. if ( geometry.verticesNeedUpdate || geometry.colorsNeedUpdate || object.sortParticles || customAttributesDirty ) {
  14008. setParticleBuffers( geometry, _gl.DYNAMIC_DRAW, object );
  14009. }
  14010. geometry.verticesNeedUpdate = false;
  14011. geometry.colorsNeedUpdate = false;
  14012. material.attributes && clearCustomAttributes( material );
  14013. }
  14014. };
  14015. // Objects updates - custom attributes check
  14016. function areCustomAttributesDirty( material ) {
  14017. for ( var a in material.attributes ) {
  14018. if ( material.attributes[ a ].needsUpdate ) return true;
  14019. }
  14020. return false;
  14021. };
  14022. function clearCustomAttributes( material ) {
  14023. for ( var a in material.attributes ) {
  14024. material.attributes[ a ].needsUpdate = false;
  14025. }
  14026. };
  14027. // Objects removal
  14028. function removeObject( object, scene ) {
  14029. if ( object instanceof THREE.Mesh ||
  14030. object instanceof THREE.PointCloud ||
  14031. object instanceof THREE.Line ) {
  14032. removeInstances( scene.__webglObjects, object );
  14033. } else if ( object instanceof THREE.Sprite ) {
  14034. removeInstancesDirect( scene.__webglSprites, object );
  14035. } else if ( object instanceof THREE.LensFlare ) {
  14036. removeInstancesDirect( scene.__webglFlares, object );
  14037. } else if ( object instanceof THREE.ImmediateRenderObject || object.immediateRenderCallback ) {
  14038. removeInstances( scene.__webglObjectsImmediate, object );
  14039. }
  14040. delete object.__webglActive;
  14041. };
  14042. function removeInstances( objlist, object ) {
  14043. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  14044. if ( objlist[ o ].object === object ) {
  14045. objlist.splice( o, 1 );
  14046. }
  14047. }
  14048. };
  14049. function removeInstancesDirect( objlist, object ) {
  14050. for ( var o = objlist.length - 1; o >= 0; o -- ) {
  14051. if ( objlist[ o ] === object ) {
  14052. objlist.splice( o, 1 );
  14053. }
  14054. }
  14055. };
  14056. // Materials
  14057. this.initMaterial = function ( material, lights, fog, object ) {
  14058. material.addEventListener( 'dispose', onMaterialDispose );
  14059. var u, a, identifiers, i, parameters, maxLightCount, maxBones, maxShadows, shaderID;
  14060. if ( material instanceof THREE.MeshDepthMaterial ) {
  14061. shaderID = 'depth';
  14062. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  14063. shaderID = 'normal';
  14064. } else if ( material instanceof THREE.MeshBasicMaterial ) {
  14065. shaderID = 'basic';
  14066. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  14067. shaderID = 'lambert';
  14068. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  14069. shaderID = 'phong';
  14070. } else if ( material instanceof THREE.LineBasicMaterial ) {
  14071. shaderID = 'basic';
  14072. } else if ( material instanceof THREE.LineDashedMaterial ) {
  14073. shaderID = 'dashed';
  14074. } else if ( material instanceof THREE.PointCloudMaterial ) {
  14075. shaderID = 'particle_basic';
  14076. }
  14077. if ( shaderID ) {
  14078. setMaterialShaders( material, THREE.ShaderLib[ shaderID ] );
  14079. }
  14080. // heuristics to create shader parameters according to lights in the scene
  14081. // (not to blow over maxLights budget)
  14082. maxLightCount = allocateLights( lights );
  14083. maxShadows = allocateShadows( lights );
  14084. maxBones = allocateBones( object );
  14085. parameters = {
  14086. precision: _precision,
  14087. supportsVertexTextures: _supportsVertexTextures,
  14088. map: !!material.map,
  14089. envMap: !!material.envMap,
  14090. lightMap: !!material.lightMap,
  14091. bumpMap: !!material.bumpMap,
  14092. normalMap: !!material.normalMap,
  14093. specularMap: !!material.specularMap,
  14094. vertexColors: material.vertexColors,
  14095. fog: fog,
  14096. useFog: material.fog,
  14097. fogExp: fog instanceof THREE.FogExp2,
  14098. sizeAttenuation: material.sizeAttenuation,
  14099. logarithmicDepthBuffer: _logarithmicDepthBuffer,
  14100. skinning: material.skinning,
  14101. maxBones: maxBones,
  14102. useVertexTexture: _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture,
  14103. morphTargets: material.morphTargets,
  14104. morphNormals: material.morphNormals,
  14105. maxMorphTargets: this.maxMorphTargets,
  14106. maxMorphNormals: this.maxMorphNormals,
  14107. maxDirLights: maxLightCount.directional,
  14108. maxPointLights: maxLightCount.point,
  14109. maxSpotLights: maxLightCount.spot,
  14110. maxHemiLights: maxLightCount.hemi,
  14111. maxShadows: maxShadows,
  14112. shadowMapEnabled: this.shadowMapEnabled && object.receiveShadow && maxShadows > 0,
  14113. shadowMapType: this.shadowMapType,
  14114. shadowMapDebug: this.shadowMapDebug,
  14115. shadowMapCascade: this.shadowMapCascade,
  14116. alphaTest: material.alphaTest,
  14117. metal: material.metal,
  14118. wrapAround: material.wrapAround,
  14119. doubleSided: material.side === THREE.DoubleSide,
  14120. flipSided: material.side === THREE.BackSide
  14121. };
  14122. // Generate code
  14123. var chunks = [];
  14124. if ( shaderID ) {
  14125. chunks.push( shaderID );
  14126. } else {
  14127. chunks.push( material.fragmentShader );
  14128. chunks.push( material.vertexShader );
  14129. }
  14130. for ( var d in material.defines ) {
  14131. chunks.push( d );
  14132. chunks.push( material.defines[ d ] );
  14133. }
  14134. for ( var p in parameters ) {
  14135. chunks.push( p );
  14136. chunks.push( parameters[ p ] );
  14137. }
  14138. var code = chunks.join();
  14139. var program;
  14140. // Check if code has been already compiled
  14141. for ( var p = 0, pl = _programs.length; p < pl; p ++ ) {
  14142. var programInfo = _programs[ p ];
  14143. if ( programInfo.code === code ) {
  14144. program = programInfo;
  14145. program.usedTimes ++;
  14146. break;
  14147. }
  14148. }
  14149. if ( program === undefined ) {
  14150. program = new THREE.WebGLProgram( this, code, material, parameters );
  14151. _programs.push( program );
  14152. _this.info.memory.programs = _programs.length;
  14153. }
  14154. material.program = program;
  14155. var attributes = material.program.attributes;
  14156. if ( material.morphTargets ) {
  14157. material.numSupportedMorphTargets = 0;
  14158. var id, base = "morphTarget";
  14159. for ( i = 0; i < this.maxMorphTargets; i ++ ) {
  14160. id = base + i;
  14161. if ( attributes[ id ] >= 0 ) {
  14162. material.numSupportedMorphTargets ++;
  14163. }
  14164. }
  14165. }
  14166. if ( material.morphNormals ) {
  14167. material.numSupportedMorphNormals = 0;
  14168. var id, base = "morphNormal";
  14169. for ( i = 0; i < this.maxMorphNormals; i ++ ) {
  14170. id = base + i;
  14171. if ( attributes[ id ] >= 0 ) {
  14172. material.numSupportedMorphNormals ++;
  14173. }
  14174. }
  14175. }
  14176. material.uniformsList = [];
  14177. for ( u in material.uniforms ) {
  14178. material.uniformsList.push( [ material.uniforms[ u ], u ] );
  14179. }
  14180. };
  14181. function setMaterialShaders( material, shaders ) {
  14182. material.uniforms = THREE.UniformsUtils.clone( shaders.uniforms );
  14183. material.vertexShader = shaders.vertexShader;
  14184. material.fragmentShader = shaders.fragmentShader;
  14185. };
  14186. function setProgram( camera, lights, fog, material, object ) {
  14187. _usedTextureUnits = 0;
  14188. if ( material.needsUpdate ) {
  14189. if ( material.program ) deallocateMaterial( material );
  14190. _this.initMaterial( material, lights, fog, object );
  14191. material.needsUpdate = false;
  14192. }
  14193. if ( material.morphTargets ) {
  14194. if ( ! object.__webglMorphTargetInfluences ) {
  14195. object.__webglMorphTargetInfluences = new Float32Array( _this.maxMorphTargets );
  14196. }
  14197. }
  14198. var refreshMaterial = false;
  14199. var program = material.program,
  14200. p_uniforms = program.uniforms,
  14201. m_uniforms = material.uniforms;
  14202. if ( program.id !== _currentProgram ) {
  14203. _gl.useProgram( program.program );
  14204. _currentProgram = program.id;
  14205. refreshMaterial = true;
  14206. }
  14207. if ( material.id !== _currentMaterialId ) {
  14208. _currentMaterialId = material.id;
  14209. refreshMaterial = true;
  14210. }
  14211. if ( refreshMaterial || camera !== _currentCamera ) {
  14212. _gl.uniformMatrix4fv( p_uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  14213. if ( _logarithmicDepthBuffer ) {
  14214. _gl.uniform1f(p_uniforms.logDepthBufFC, 2.0 / (Math.log(camera.far + 1.0) / Math.LN2));
  14215. }
  14216. if ( camera !== _currentCamera ) _currentCamera = camera;
  14217. }
  14218. // skinning uniforms must be set even if material didn't change
  14219. // auto-setting of texture unit for bone texture must go before other textures
  14220. // not sure why, but otherwise weird things happen
  14221. if ( material.skinning ) {
  14222. if ( _supportsBoneTextures && object.skeleton.useVertexTexture ) {
  14223. if ( p_uniforms.boneTexture !== null ) {
  14224. var textureUnit = getTextureUnit();
  14225. _gl.uniform1i( p_uniforms.boneTexture, textureUnit );
  14226. _this.setTexture( object.skeleton.boneTexture, textureUnit );
  14227. }
  14228. if ( p_uniforms.boneTextureWidth !== null ) {
  14229. _gl.uniform1i( p_uniforms.boneTextureWidth, object.skeleton.boneTextureWidth );
  14230. }
  14231. if ( p_uniforms.boneTextureHeight !== null ) {
  14232. _gl.uniform1i( p_uniforms.boneTextureHeight, object.skeleton.boneTextureHeight );
  14233. }
  14234. } else {
  14235. if ( p_uniforms.boneGlobalMatrices !== null ) {
  14236. _gl.uniformMatrix4fv( p_uniforms.boneGlobalMatrices, false, object.skeleton.boneMatrices );
  14237. }
  14238. }
  14239. }
  14240. if ( refreshMaterial ) {
  14241. // refresh uniforms common to several materials
  14242. if ( fog && material.fog ) {
  14243. refreshUniformsFog( m_uniforms, fog );
  14244. }
  14245. if ( material instanceof THREE.MeshPhongMaterial ||
  14246. material instanceof THREE.MeshLambertMaterial ||
  14247. material.lights ) {
  14248. if ( _lightsNeedUpdate ) {
  14249. setupLights( program, lights );
  14250. _lightsNeedUpdate = false;
  14251. }
  14252. refreshUniformsLights( m_uniforms, _lights );
  14253. }
  14254. if ( material instanceof THREE.MeshBasicMaterial ||
  14255. material instanceof THREE.MeshLambertMaterial ||
  14256. material instanceof THREE.MeshPhongMaterial ) {
  14257. refreshUniformsCommon( m_uniforms, material );
  14258. }
  14259. // refresh single material specific uniforms
  14260. if ( material instanceof THREE.LineBasicMaterial ) {
  14261. refreshUniformsLine( m_uniforms, material );
  14262. } else if ( material instanceof THREE.LineDashedMaterial ) {
  14263. refreshUniformsLine( m_uniforms, material );
  14264. refreshUniformsDash( m_uniforms, material );
  14265. } else if ( material instanceof THREE.PointCloudMaterial ) {
  14266. refreshUniformsParticle( m_uniforms, material );
  14267. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  14268. refreshUniformsPhong( m_uniforms, material );
  14269. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  14270. refreshUniformsLambert( m_uniforms, material );
  14271. } else if ( material instanceof THREE.MeshDepthMaterial ) {
  14272. m_uniforms.mNear.value = camera.near;
  14273. m_uniforms.mFar.value = camera.far;
  14274. m_uniforms.opacity.value = material.opacity;
  14275. } else if ( material instanceof THREE.MeshNormalMaterial ) {
  14276. m_uniforms.opacity.value = material.opacity;
  14277. }
  14278. if ( object.receiveShadow && ! material._shadowPass ) {
  14279. refreshUniformsShadow( m_uniforms, lights );
  14280. }
  14281. // load common uniforms
  14282. loadUniformsGeneric( program, material.uniformsList );
  14283. // load material specific uniforms
  14284. // (shader material also gets them for the sake of genericity)
  14285. if ( material instanceof THREE.ShaderMaterial ||
  14286. material instanceof THREE.MeshPhongMaterial ||
  14287. material.envMap ) {
  14288. if ( p_uniforms.cameraPosition !== null ) {
  14289. _vector3.setFromMatrixPosition( camera.matrixWorld );
  14290. _gl.uniform3f( p_uniforms.cameraPosition, _vector3.x, _vector3.y, _vector3.z );
  14291. }
  14292. }
  14293. if ( material instanceof THREE.MeshPhongMaterial ||
  14294. material instanceof THREE.MeshLambertMaterial ||
  14295. material instanceof THREE.ShaderMaterial ||
  14296. material.skinning ) {
  14297. if ( p_uniforms.viewMatrix !== null ) {
  14298. _gl.uniformMatrix4fv( p_uniforms.viewMatrix, false, camera.matrixWorldInverse.elements );
  14299. }
  14300. }
  14301. }
  14302. loadUniformsMatrices( p_uniforms, object );
  14303. if ( p_uniforms.modelMatrix !== null ) {
  14304. _gl.uniformMatrix4fv( p_uniforms.modelMatrix, false, object.matrixWorld.elements );
  14305. }
  14306. return program;
  14307. };
  14308. // Uniforms (refresh uniforms objects)
  14309. function refreshUniformsCommon ( uniforms, material ) {
  14310. uniforms.opacity.value = material.opacity;
  14311. if ( _this.gammaInput ) {
  14312. uniforms.diffuse.value.copyGammaToLinear( material.color );
  14313. } else {
  14314. uniforms.diffuse.value = material.color;
  14315. }
  14316. uniforms.map.value = material.map;
  14317. uniforms.lightMap.value = material.lightMap;
  14318. uniforms.specularMap.value = material.specularMap;
  14319. if ( material.bumpMap ) {
  14320. uniforms.bumpMap.value = material.bumpMap;
  14321. uniforms.bumpScale.value = material.bumpScale;
  14322. }
  14323. if ( material.normalMap ) {
  14324. uniforms.normalMap.value = material.normalMap;
  14325. uniforms.normalScale.value.copy( material.normalScale );
  14326. }
  14327. // uv repeat and offset setting priorities
  14328. // 1. color map
  14329. // 2. specular map
  14330. // 3. normal map
  14331. // 4. bump map
  14332. var uvScaleMap;
  14333. if ( material.map ) {
  14334. uvScaleMap = material.map;
  14335. } else if ( material.specularMap ) {
  14336. uvScaleMap = material.specularMap;
  14337. } else if ( material.normalMap ) {
  14338. uvScaleMap = material.normalMap;
  14339. } else if ( material.bumpMap ) {
  14340. uvScaleMap = material.bumpMap;
  14341. }
  14342. if ( uvScaleMap !== undefined ) {
  14343. var offset = uvScaleMap.offset;
  14344. var repeat = uvScaleMap.repeat;
  14345. uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );
  14346. }
  14347. uniforms.envMap.value = material.envMap;
  14348. uniforms.flipEnvMap.value = ( material.envMap instanceof THREE.WebGLRenderTargetCube ) ? 1 : -1;
  14349. if ( _this.gammaInput ) {
  14350. //uniforms.reflectivity.value = material.reflectivity * material.reflectivity;
  14351. uniforms.reflectivity.value = material.reflectivity;
  14352. } else {
  14353. uniforms.reflectivity.value = material.reflectivity;
  14354. }
  14355. uniforms.refractionRatio.value = material.refractionRatio;
  14356. uniforms.combine.value = material.combine;
  14357. uniforms.useRefract.value = material.envMap && material.envMap.mapping instanceof THREE.CubeRefractionMapping;
  14358. };
  14359. function refreshUniformsLine ( uniforms, material ) {
  14360. uniforms.diffuse.value = material.color;
  14361. uniforms.opacity.value = material.opacity;
  14362. };
  14363. function refreshUniformsDash ( uniforms, material ) {
  14364. uniforms.dashSize.value = material.dashSize;
  14365. uniforms.totalSize.value = material.dashSize + material.gapSize;
  14366. uniforms.scale.value = material.scale;
  14367. };
  14368. function refreshUniformsParticle ( uniforms, material ) {
  14369. uniforms.psColor.value = material.color;
  14370. uniforms.opacity.value = material.opacity;
  14371. uniforms.size.value = material.size;
  14372. uniforms.scale.value = _canvas.height / 2.0; // TODO: Cache this.
  14373. uniforms.map.value = material.map;
  14374. };
  14375. function refreshUniformsFog ( uniforms, fog ) {
  14376. uniforms.fogColor.value = fog.color;
  14377. if ( fog instanceof THREE.Fog ) {
  14378. uniforms.fogNear.value = fog.near;
  14379. uniforms.fogFar.value = fog.far;
  14380. } else if ( fog instanceof THREE.FogExp2 ) {
  14381. uniforms.fogDensity.value = fog.density;
  14382. }
  14383. };
  14384. function refreshUniformsPhong ( uniforms, material ) {
  14385. uniforms.shininess.value = material.shininess;
  14386. if ( _this.gammaInput ) {
  14387. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  14388. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  14389. uniforms.specular.value.copyGammaToLinear( material.specular );
  14390. } else {
  14391. uniforms.ambient.value = material.ambient;
  14392. uniforms.emissive.value = material.emissive;
  14393. uniforms.specular.value = material.specular;
  14394. }
  14395. if ( material.wrapAround ) {
  14396. uniforms.wrapRGB.value.copy( material.wrapRGB );
  14397. }
  14398. };
  14399. function refreshUniformsLambert ( uniforms, material ) {
  14400. if ( _this.gammaInput ) {
  14401. uniforms.ambient.value.copyGammaToLinear( material.ambient );
  14402. uniforms.emissive.value.copyGammaToLinear( material.emissive );
  14403. } else {
  14404. uniforms.ambient.value = material.ambient;
  14405. uniforms.emissive.value = material.emissive;
  14406. }
  14407. if ( material.wrapAround ) {
  14408. uniforms.wrapRGB.value.copy( material.wrapRGB );
  14409. }
  14410. };
  14411. function refreshUniformsLights ( uniforms, lights ) {
  14412. uniforms.ambientLightColor.value = lights.ambient;
  14413. uniforms.directionalLightColor.value = lights.directional.colors;
  14414. uniforms.directionalLightDirection.value = lights.directional.positions;
  14415. uniforms.pointLightColor.value = lights.point.colors;
  14416. uniforms.pointLightPosition.value = lights.point.positions;
  14417. uniforms.pointLightDistance.value = lights.point.distances;
  14418. uniforms.spotLightColor.value = lights.spot.colors;
  14419. uniforms.spotLightPosition.value = lights.spot.positions;
  14420. uniforms.spotLightDistance.value = lights.spot.distances;
  14421. uniforms.spotLightDirection.value = lights.spot.directions;
  14422. uniforms.spotLightAngleCos.value = lights.spot.anglesCos;
  14423. uniforms.spotLightExponent.value = lights.spot.exponents;
  14424. uniforms.hemisphereLightSkyColor.value = lights.hemi.skyColors;
  14425. uniforms.hemisphereLightGroundColor.value = lights.hemi.groundColors;
  14426. uniforms.hemisphereLightDirection.value = lights.hemi.positions;
  14427. };
  14428. function refreshUniformsShadow ( uniforms, lights ) {
  14429. if ( uniforms.shadowMatrix ) {
  14430. var j = 0;
  14431. for ( var i = 0, il = lights.length; i < il; i ++ ) {
  14432. var light = lights[ i ];
  14433. if ( ! light.castShadow ) continue;
  14434. if ( light instanceof THREE.SpotLight || ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) ) {
  14435. uniforms.shadowMap.value[ j ] = light.shadowMap;
  14436. uniforms.shadowMapSize.value[ j ] = light.shadowMapSize;
  14437. uniforms.shadowMatrix.value[ j ] = light.shadowMatrix;
  14438. uniforms.shadowDarkness.value[ j ] = light.shadowDarkness;
  14439. uniforms.shadowBias.value[ j ] = light.shadowBias;
  14440. j ++;
  14441. }
  14442. }
  14443. }
  14444. };
  14445. // Uniforms (load to GPU)
  14446. function loadUniformsMatrices ( uniforms, object ) {
  14447. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, object._modelViewMatrix.elements );
  14448. if ( uniforms.normalMatrix ) {
  14449. _gl.uniformMatrix3fv( uniforms.normalMatrix, false, object._normalMatrix.elements );
  14450. }
  14451. };
  14452. function getTextureUnit() {
  14453. var textureUnit = _usedTextureUnits;
  14454. if ( textureUnit >= _maxTextures ) {
  14455. console.warn( "WebGLRenderer: trying to use " + textureUnit + " texture units while this GPU supports only " + _maxTextures );
  14456. }
  14457. _usedTextureUnits += 1;
  14458. return textureUnit;
  14459. };
  14460. function loadUniformsGeneric ( program, uniforms ) {
  14461. var uniform, value, type, location, texture, textureUnit, i, il, j, jl, offset;
  14462. for ( j = 0, jl = uniforms.length; j < jl; j ++ ) {
  14463. location = program.uniforms[ uniforms[ j ][ 1 ] ];
  14464. if ( !location ) continue;
  14465. uniform = uniforms[ j ][ 0 ];
  14466. type = uniform.type;
  14467. value = uniform.value;
  14468. if ( type === "i" ) { // single integer
  14469. _gl.uniform1i( location, value );
  14470. } else if ( type === "f" ) { // single float
  14471. _gl.uniform1f( location, value );
  14472. } else if ( type === "v2" ) { // single THREE.Vector2
  14473. _gl.uniform2f( location, value.x, value.y );
  14474. } else if ( type === "v3" ) { // single THREE.Vector3
  14475. _gl.uniform3f( location, value.x, value.y, value.z );
  14476. } else if ( type === "v4" ) { // single THREE.Vector4
  14477. _gl.uniform4f( location, value.x, value.y, value.z, value.w );
  14478. } else if ( type === "c" ) { // single THREE.Color
  14479. _gl.uniform3f( location, value.r, value.g, value.b );
  14480. } else if ( type === "iv1" ) { // flat array of integers (JS or typed array)
  14481. _gl.uniform1iv( location, value );
  14482. } else if ( type === "iv" ) { // flat array of integers with 3 x N size (JS or typed array)
  14483. _gl.uniform3iv( location, value );
  14484. } else if ( type === "fv1" ) { // flat array of floats (JS or typed array)
  14485. _gl.uniform1fv( location, value );
  14486. } else if ( type === "fv" ) { // flat array of floats with 3 x N size (JS or typed array)
  14487. _gl.uniform3fv( location, value );
  14488. } else if ( type === "v2v" ) { // array of THREE.Vector2
  14489. if ( uniform._array === undefined ) {
  14490. uniform._array = new Float32Array( 2 * value.length );
  14491. }
  14492. for ( i = 0, il = value.length; i < il; i ++ ) {
  14493. offset = i * 2;
  14494. uniform._array[ offset ] = value[ i ].x;
  14495. uniform._array[ offset + 1 ] = value[ i ].y;
  14496. }
  14497. _gl.uniform2fv( location, uniform._array );
  14498. } else if ( type === "v3v" ) { // array of THREE.Vector3
  14499. if ( uniform._array === undefined ) {
  14500. uniform._array = new Float32Array( 3 * value.length );
  14501. }
  14502. for ( i = 0, il = value.length; i < il; i ++ ) {
  14503. offset = i * 3;
  14504. uniform._array[ offset ] = value[ i ].x;
  14505. uniform._array[ offset + 1 ] = value[ i ].y;
  14506. uniform._array[ offset + 2 ] = value[ i ].z;
  14507. }
  14508. _gl.uniform3fv( location, uniform._array );
  14509. } else if ( type === "v4v" ) { // array of THREE.Vector4
  14510. if ( uniform._array === undefined ) {
  14511. uniform._array = new Float32Array( 4 * value.length );
  14512. }
  14513. for ( i = 0, il = value.length; i < il; i ++ ) {
  14514. offset = i * 4;
  14515. uniform._array[ offset ] = value[ i ].x;
  14516. uniform._array[ offset + 1 ] = value[ i ].y;
  14517. uniform._array[ offset + 2 ] = value[ i ].z;
  14518. uniform._array[ offset + 3 ] = value[ i ].w;
  14519. }
  14520. _gl.uniform4fv( location, uniform._array );
  14521. } else if ( type === "m3") { // single THREE.Matrix3
  14522. _gl.uniformMatrix3fv( location, false, value.elements );
  14523. } else if ( type === "m3v" ) { // array of THREE.Matrix3
  14524. if ( uniform._array === undefined ) {
  14525. uniform._array = new Float32Array( 9 * value.length );
  14526. }
  14527. for ( i = 0, il = value.length; i < il; i ++ ) {
  14528. value[ i ].flattenToArrayOffset( uniform._array, i * 9 );
  14529. }
  14530. _gl.uniformMatrix3fv( location, false, uniform._array );
  14531. } else if ( type === "m4") { // single THREE.Matrix4
  14532. _gl.uniformMatrix4fv( location, false, value.elements );
  14533. } else if ( type === "m4v" ) { // array of THREE.Matrix4
  14534. if ( uniform._array === undefined ) {
  14535. uniform._array = new Float32Array( 16 * value.length );
  14536. }
  14537. for ( i = 0, il = value.length; i < il; i ++ ) {
  14538. value[ i ].flattenToArrayOffset( uniform._array, i * 16 );
  14539. }
  14540. _gl.uniformMatrix4fv( location, false, uniform._array );
  14541. } else if ( type === "t" ) { // single THREE.Texture (2d or cube)
  14542. texture = value;
  14543. textureUnit = getTextureUnit();
  14544. _gl.uniform1i( location, textureUnit );
  14545. if ( !texture ) continue;
  14546. if ( texture.image instanceof Array && texture.image.length === 6 ) {
  14547. setCubeTexture( texture, textureUnit );
  14548. } else if ( texture instanceof THREE.WebGLRenderTargetCube ) {
  14549. setCubeTextureDynamic( texture, textureUnit );
  14550. } else {
  14551. _this.setTexture( texture, textureUnit );
  14552. }
  14553. } else if ( type === "tv" ) { // array of THREE.Texture (2d)
  14554. if ( uniform._array === undefined ) {
  14555. uniform._array = [];
  14556. }
  14557. for ( i = 0, il = uniform.value.length; i < il; i ++ ) {
  14558. uniform._array[ i ] = getTextureUnit();
  14559. }
  14560. _gl.uniform1iv( location, uniform._array );
  14561. for ( i = 0, il = uniform.value.length; i < il; i ++ ) {
  14562. texture = uniform.value[ i ];
  14563. textureUnit = uniform._array[ i ];
  14564. if ( !texture ) continue;
  14565. _this.setTexture( texture, textureUnit );
  14566. }
  14567. } else {
  14568. console.warn( 'THREE.WebGLRenderer: Unknown uniform type: ' + type );
  14569. }
  14570. }
  14571. };
  14572. function setupMatrices ( object, camera ) {
  14573. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  14574. object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
  14575. };
  14576. //
  14577. function setColorGamma( array, offset, color, intensitySq ) {
  14578. array[ offset ] = color.r * color.r * intensitySq;
  14579. array[ offset + 1 ] = color.g * color.g * intensitySq;
  14580. array[ offset + 2 ] = color.b * color.b * intensitySq;
  14581. };
  14582. function setColorLinear( array, offset, color, intensity ) {
  14583. array[ offset ] = color.r * intensity;
  14584. array[ offset + 1 ] = color.g * intensity;
  14585. array[ offset + 2 ] = color.b * intensity;
  14586. };
  14587. function setupLights ( program, lights ) {
  14588. var l, ll, light, n,
  14589. r = 0, g = 0, b = 0,
  14590. color, skyColor, groundColor,
  14591. intensity, intensitySq,
  14592. position,
  14593. distance,
  14594. zlights = _lights,
  14595. dirColors = zlights.directional.colors,
  14596. dirPositions = zlights.directional.positions,
  14597. pointColors = zlights.point.colors,
  14598. pointPositions = zlights.point.positions,
  14599. pointDistances = zlights.point.distances,
  14600. spotColors = zlights.spot.colors,
  14601. spotPositions = zlights.spot.positions,
  14602. spotDistances = zlights.spot.distances,
  14603. spotDirections = zlights.spot.directions,
  14604. spotAnglesCos = zlights.spot.anglesCos,
  14605. spotExponents = zlights.spot.exponents,
  14606. hemiSkyColors = zlights.hemi.skyColors,
  14607. hemiGroundColors = zlights.hemi.groundColors,
  14608. hemiPositions = zlights.hemi.positions,
  14609. dirLength = 0,
  14610. pointLength = 0,
  14611. spotLength = 0,
  14612. hemiLength = 0,
  14613. dirCount = 0,
  14614. pointCount = 0,
  14615. spotCount = 0,
  14616. hemiCount = 0,
  14617. dirOffset = 0,
  14618. pointOffset = 0,
  14619. spotOffset = 0,
  14620. hemiOffset = 0;
  14621. for ( l = 0, ll = lights.length; l < ll; l ++ ) {
  14622. light = lights[ l ];
  14623. if ( light.onlyShadow ) continue;
  14624. color = light.color;
  14625. intensity = light.intensity;
  14626. distance = light.distance;
  14627. if ( light instanceof THREE.AmbientLight ) {
  14628. if ( ! light.visible ) continue;
  14629. if ( _this.gammaInput ) {
  14630. r += color.r * color.r;
  14631. g += color.g * color.g;
  14632. b += color.b * color.b;
  14633. } else {
  14634. r += color.r;
  14635. g += color.g;
  14636. b += color.b;
  14637. }
  14638. } else if ( light instanceof THREE.DirectionalLight ) {
  14639. dirCount += 1;
  14640. if ( ! light.visible ) continue;
  14641. _direction.setFromMatrixPosition( light.matrixWorld );
  14642. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  14643. _direction.sub( _vector3 );
  14644. _direction.normalize();
  14645. // skip lights with undefined direction
  14646. // these create troubles in OpenGL (making pixel black)
  14647. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  14648. dirOffset = dirLength * 3;
  14649. dirPositions[ dirOffset ] = _direction.x;
  14650. dirPositions[ dirOffset + 1 ] = _direction.y;
  14651. dirPositions[ dirOffset + 2 ] = _direction.z;
  14652. if ( _this.gammaInput ) {
  14653. setColorGamma( dirColors, dirOffset, color, intensity * intensity );
  14654. } else {
  14655. setColorLinear( dirColors, dirOffset, color, intensity );
  14656. }
  14657. dirLength += 1;
  14658. } else if ( light instanceof THREE.PointLight ) {
  14659. pointCount += 1;
  14660. if ( ! light.visible ) continue;
  14661. pointOffset = pointLength * 3;
  14662. if ( _this.gammaInput ) {
  14663. setColorGamma( pointColors, pointOffset, color, intensity * intensity );
  14664. } else {
  14665. setColorLinear( pointColors, pointOffset, color, intensity );
  14666. }
  14667. _vector3.setFromMatrixPosition( light.matrixWorld );
  14668. pointPositions[ pointOffset ] = _vector3.x;
  14669. pointPositions[ pointOffset + 1 ] = _vector3.y;
  14670. pointPositions[ pointOffset + 2 ] = _vector3.z;
  14671. pointDistances[ pointLength ] = distance;
  14672. pointLength += 1;
  14673. } else if ( light instanceof THREE.SpotLight ) {
  14674. spotCount += 1;
  14675. if ( ! light.visible ) continue;
  14676. spotOffset = spotLength * 3;
  14677. if ( _this.gammaInput ) {
  14678. setColorGamma( spotColors, spotOffset, color, intensity * intensity );
  14679. } else {
  14680. setColorLinear( spotColors, spotOffset, color, intensity );
  14681. }
  14682. _vector3.setFromMatrixPosition( light.matrixWorld );
  14683. spotPositions[ spotOffset ] = _vector3.x;
  14684. spotPositions[ spotOffset + 1 ] = _vector3.y;
  14685. spotPositions[ spotOffset + 2 ] = _vector3.z;
  14686. spotDistances[ spotLength ] = distance;
  14687. _direction.copy( _vector3 );
  14688. _vector3.setFromMatrixPosition( light.target.matrixWorld );
  14689. _direction.sub( _vector3 );
  14690. _direction.normalize();
  14691. spotDirections[ spotOffset ] = _direction.x;
  14692. spotDirections[ spotOffset + 1 ] = _direction.y;
  14693. spotDirections[ spotOffset + 2 ] = _direction.z;
  14694. spotAnglesCos[ spotLength ] = Math.cos( light.angle );
  14695. spotExponents[ spotLength ] = light.exponent;
  14696. spotLength += 1;
  14697. } else if ( light instanceof THREE.HemisphereLight ) {
  14698. hemiCount += 1;
  14699. if ( ! light.visible ) continue;
  14700. _direction.setFromMatrixPosition( light.matrixWorld );
  14701. _direction.normalize();
  14702. // skip lights with undefined direction
  14703. // these create troubles in OpenGL (making pixel black)
  14704. if ( _direction.x === 0 && _direction.y === 0 && _direction.z === 0 ) continue;
  14705. hemiOffset = hemiLength * 3;
  14706. hemiPositions[ hemiOffset ] = _direction.x;
  14707. hemiPositions[ hemiOffset + 1 ] = _direction.y;
  14708. hemiPositions[ hemiOffset + 2 ] = _direction.z;
  14709. skyColor = light.color;
  14710. groundColor = light.groundColor;
  14711. if ( _this.gammaInput ) {
  14712. intensitySq = intensity * intensity;
  14713. setColorGamma( hemiSkyColors, hemiOffset, skyColor, intensitySq );
  14714. setColorGamma( hemiGroundColors, hemiOffset, groundColor, intensitySq );
  14715. } else {
  14716. setColorLinear( hemiSkyColors, hemiOffset, skyColor, intensity );
  14717. setColorLinear( hemiGroundColors, hemiOffset, groundColor, intensity );
  14718. }
  14719. hemiLength += 1;
  14720. }
  14721. }
  14722. // null eventual remains from removed lights
  14723. // (this is to avoid if in shader)
  14724. for ( l = dirLength * 3, ll = Math.max( dirColors.length, dirCount * 3 ); l < ll; l ++ ) dirColors[ l ] = 0.0;
  14725. for ( l = pointLength * 3, ll = Math.max( pointColors.length, pointCount * 3 ); l < ll; l ++ ) pointColors[ l ] = 0.0;
  14726. for ( l = spotLength * 3, ll = Math.max( spotColors.length, spotCount * 3 ); l < ll; l ++ ) spotColors[ l ] = 0.0;
  14727. for ( l = hemiLength * 3, ll = Math.max( hemiSkyColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiSkyColors[ l ] = 0.0;
  14728. for ( l = hemiLength * 3, ll = Math.max( hemiGroundColors.length, hemiCount * 3 ); l < ll; l ++ ) hemiGroundColors[ l ] = 0.0;
  14729. zlights.directional.length = dirLength;
  14730. zlights.point.length = pointLength;
  14731. zlights.spot.length = spotLength;
  14732. zlights.hemi.length = hemiLength;
  14733. zlights.ambient[ 0 ] = r;
  14734. zlights.ambient[ 1 ] = g;
  14735. zlights.ambient[ 2 ] = b;
  14736. };
  14737. // GL state setting
  14738. this.setFaceCulling = function ( cullFace, frontFaceDirection ) {
  14739. if ( cullFace === THREE.CullFaceNone ) {
  14740. _gl.disable( _gl.CULL_FACE );
  14741. } else {
  14742. if ( frontFaceDirection === THREE.FrontFaceDirectionCW ) {
  14743. _gl.frontFace( _gl.CW );
  14744. } else {
  14745. _gl.frontFace( _gl.CCW );
  14746. }
  14747. if ( cullFace === THREE.CullFaceBack ) {
  14748. _gl.cullFace( _gl.BACK );
  14749. } else if ( cullFace === THREE.CullFaceFront ) {
  14750. _gl.cullFace( _gl.FRONT );
  14751. } else {
  14752. _gl.cullFace( _gl.FRONT_AND_BACK );
  14753. }
  14754. _gl.enable( _gl.CULL_FACE );
  14755. }
  14756. };
  14757. this.setMaterialFaces = function ( material ) {
  14758. var doubleSided = material.side === THREE.DoubleSide;
  14759. var flipSided = material.side === THREE.BackSide;
  14760. if ( _oldDoubleSided !== doubleSided ) {
  14761. if ( doubleSided ) {
  14762. _gl.disable( _gl.CULL_FACE );
  14763. } else {
  14764. _gl.enable( _gl.CULL_FACE );
  14765. }
  14766. _oldDoubleSided = doubleSided;
  14767. }
  14768. if ( _oldFlipSided !== flipSided ) {
  14769. if ( flipSided ) {
  14770. _gl.frontFace( _gl.CW );
  14771. } else {
  14772. _gl.frontFace( _gl.CCW );
  14773. }
  14774. _oldFlipSided = flipSided;
  14775. }
  14776. };
  14777. this.setDepthTest = function ( depthTest ) {
  14778. if ( _oldDepthTest !== depthTest ) {
  14779. if ( depthTest ) {
  14780. _gl.enable( _gl.DEPTH_TEST );
  14781. } else {
  14782. _gl.disable( _gl.DEPTH_TEST );
  14783. }
  14784. _oldDepthTest = depthTest;
  14785. }
  14786. };
  14787. this.setDepthWrite = function ( depthWrite ) {
  14788. if ( _oldDepthWrite !== depthWrite ) {
  14789. _gl.depthMask( depthWrite );
  14790. _oldDepthWrite = depthWrite;
  14791. }
  14792. };
  14793. function setLineWidth ( width ) {
  14794. if ( width !== _oldLineWidth ) {
  14795. _gl.lineWidth( width );
  14796. _oldLineWidth = width;
  14797. }
  14798. };
  14799. function setPolygonOffset ( polygonoffset, factor, units ) {
  14800. if ( _oldPolygonOffset !== polygonoffset ) {
  14801. if ( polygonoffset ) {
  14802. _gl.enable( _gl.POLYGON_OFFSET_FILL );
  14803. } else {
  14804. _gl.disable( _gl.POLYGON_OFFSET_FILL );
  14805. }
  14806. _oldPolygonOffset = polygonoffset;
  14807. }
  14808. if ( polygonoffset && ( _oldPolygonOffsetFactor !== factor || _oldPolygonOffsetUnits !== units ) ) {
  14809. _gl.polygonOffset( factor, units );
  14810. _oldPolygonOffsetFactor = factor;
  14811. _oldPolygonOffsetUnits = units;
  14812. }
  14813. };
  14814. this.setBlending = function ( blending, blendEquation, blendSrc, blendDst ) {
  14815. if ( blending !== _oldBlending ) {
  14816. if ( blending === THREE.NoBlending ) {
  14817. _gl.disable( _gl.BLEND );
  14818. } else if ( blending === THREE.AdditiveBlending ) {
  14819. _gl.enable( _gl.BLEND );
  14820. _gl.blendEquation( _gl.FUNC_ADD );
  14821. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE );
  14822. } else if ( blending === THREE.SubtractiveBlending ) {
  14823. // TODO: Find blendFuncSeparate() combination
  14824. _gl.enable( _gl.BLEND );
  14825. _gl.blendEquation( _gl.FUNC_ADD );
  14826. _gl.blendFunc( _gl.ZERO, _gl.ONE_MINUS_SRC_COLOR );
  14827. } else if ( blending === THREE.MultiplyBlending ) {
  14828. // TODO: Find blendFuncSeparate() combination
  14829. _gl.enable( _gl.BLEND );
  14830. _gl.blendEquation( _gl.FUNC_ADD );
  14831. _gl.blendFunc( _gl.ZERO, _gl.SRC_COLOR );
  14832. } else if ( blending === THREE.CustomBlending ) {
  14833. _gl.enable( _gl.BLEND );
  14834. } else {
  14835. _gl.enable( _gl.BLEND );
  14836. _gl.blendEquationSeparate( _gl.FUNC_ADD, _gl.FUNC_ADD );
  14837. _gl.blendFuncSeparate( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA, _gl.ONE, _gl.ONE_MINUS_SRC_ALPHA );
  14838. }
  14839. _oldBlending = blending;
  14840. }
  14841. if ( blending === THREE.CustomBlending ) {
  14842. if ( blendEquation !== _oldBlendEquation ) {
  14843. _gl.blendEquation( paramThreeToGL( blendEquation ) );
  14844. _oldBlendEquation = blendEquation;
  14845. }
  14846. if ( blendSrc !== _oldBlendSrc || blendDst !== _oldBlendDst ) {
  14847. _gl.blendFunc( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ) );
  14848. _oldBlendSrc = blendSrc;
  14849. _oldBlendDst = blendDst;
  14850. }
  14851. } else {
  14852. _oldBlendEquation = null;
  14853. _oldBlendSrc = null;
  14854. _oldBlendDst = null;
  14855. }
  14856. };
  14857. // Textures
  14858. function setTextureParameters ( textureType, texture, isImagePowerOfTwo ) {
  14859. if ( isImagePowerOfTwo ) {
  14860. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
  14861. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );
  14862. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
  14863. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );
  14864. } else {
  14865. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  14866. _gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  14867. _gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  14868. _gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );
  14869. }
  14870. if ( _glExtensionTextureFilterAnisotropic && texture.type !== THREE.FloatType ) {
  14871. if ( texture.anisotropy > 1 || texture.__oldAnisotropy ) {
  14872. _gl.texParameterf( textureType, _glExtensionTextureFilterAnisotropic.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, _maxAnisotropy ) );
  14873. texture.__oldAnisotropy = texture.anisotropy;
  14874. }
  14875. }
  14876. };
  14877. this.setTexture = function ( texture, slot ) {
  14878. if ( texture.needsUpdate ) {
  14879. if ( ! texture.__webglInit ) {
  14880. texture.__webglInit = true;
  14881. texture.addEventListener( 'dispose', onTextureDispose );
  14882. texture.__webglTexture = _gl.createTexture();
  14883. _this.info.memory.textures ++;
  14884. }
  14885. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14886. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  14887. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  14888. _gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  14889. _gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  14890. var image = texture.image,
  14891. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  14892. glFormat = paramThreeToGL( texture.format ),
  14893. glType = paramThreeToGL( texture.type );
  14894. setTextureParameters( _gl.TEXTURE_2D, texture, isImagePowerOfTwo );
  14895. var mipmap, mipmaps = texture.mipmaps;
  14896. if ( texture instanceof THREE.DataTexture ) {
  14897. // use manually created mipmaps if available
  14898. // if there are no manual mipmaps
  14899. // set 0 level mipmap and then use GL to generate other mipmap levels
  14900. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  14901. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  14902. mipmap = mipmaps[ i ];
  14903. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  14904. }
  14905. texture.generateMipmaps = false;
  14906. } else {
  14907. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );
  14908. }
  14909. } else if ( texture instanceof THREE.CompressedTexture ) {
  14910. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  14911. mipmap = mipmaps[ i ];
  14912. if ( texture.format !== THREE.RGBAFormat ) {
  14913. _gl.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  14914. } else {
  14915. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  14916. }
  14917. }
  14918. } else { // regular Texture (image, video, canvas)
  14919. // use manually created mipmaps if available
  14920. // if there are no manual mipmaps
  14921. // set 0 level mipmap and then use GL to generate other mipmap levels
  14922. if ( mipmaps.length > 0 && isImagePowerOfTwo ) {
  14923. for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
  14924. mipmap = mipmaps[ i ];
  14925. _gl.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );
  14926. }
  14927. texture.generateMipmaps = false;
  14928. } else {
  14929. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, texture.image );
  14930. }
  14931. }
  14932. if ( texture.generateMipmaps && isImagePowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  14933. texture.needsUpdate = false;
  14934. if ( texture.onUpdate ) texture.onUpdate();
  14935. } else {
  14936. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14937. _gl.bindTexture( _gl.TEXTURE_2D, texture.__webglTexture );
  14938. }
  14939. };
  14940. function clampToMaxSize ( image, maxSize ) {
  14941. if ( image.width <= maxSize && image.height <= maxSize ) {
  14942. return image;
  14943. }
  14944. // Warning: Scaling through the canvas will only work with images that use
  14945. // premultiplied alpha.
  14946. var maxDimension = Math.max( image.width, image.height );
  14947. var newWidth = Math.floor( image.width * maxSize / maxDimension );
  14948. var newHeight = Math.floor( image.height * maxSize / maxDimension );
  14949. var canvas = document.createElement( 'canvas' );
  14950. canvas.width = newWidth;
  14951. canvas.height = newHeight;
  14952. var ctx = canvas.getContext( "2d" );
  14953. ctx.drawImage( image, 0, 0, image.width, image.height, 0, 0, newWidth, newHeight );
  14954. return canvas;
  14955. }
  14956. function setCubeTexture ( texture, slot ) {
  14957. if ( texture.image.length === 6 ) {
  14958. if ( texture.needsUpdate ) {
  14959. if ( ! texture.image.__webglTextureCube ) {
  14960. texture.addEventListener( 'dispose', onTextureDispose );
  14961. texture.image.__webglTextureCube = _gl.createTexture();
  14962. _this.info.memory.textures ++;
  14963. }
  14964. _gl.activeTexture( _gl.TEXTURE0 + slot );
  14965. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  14966. _gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  14967. var isCompressed = texture instanceof THREE.CompressedTexture;
  14968. var cubeImage = [];
  14969. for ( var i = 0; i < 6; i ++ ) {
  14970. if ( _this.autoScaleCubemaps && ! isCompressed ) {
  14971. cubeImage[ i ] = clampToMaxSize( texture.image[ i ], _maxCubemapSize );
  14972. } else {
  14973. cubeImage[ i ] = texture.image[ i ];
  14974. }
  14975. }
  14976. var image = cubeImage[ 0 ],
  14977. isImagePowerOfTwo = THREE.Math.isPowerOfTwo( image.width ) && THREE.Math.isPowerOfTwo( image.height ),
  14978. glFormat = paramThreeToGL( texture.format ),
  14979. glType = paramThreeToGL( texture.type );
  14980. setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isImagePowerOfTwo );
  14981. for ( var i = 0; i < 6; i ++ ) {
  14982. if ( !isCompressed ) {
  14983. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );
  14984. } else {
  14985. var mipmap, mipmaps = cubeImage[ i ].mipmaps;
  14986. for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {
  14987. mipmap = mipmaps[ j ];
  14988. if ( texture.format !== THREE.RGBAFormat ) {
  14989. _gl.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );
  14990. } else {
  14991. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
  14992. }
  14993. }
  14994. }
  14995. }
  14996. if ( texture.generateMipmaps && isImagePowerOfTwo ) {
  14997. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  14998. }
  14999. texture.needsUpdate = false;
  15000. if ( texture.onUpdate ) texture.onUpdate();
  15001. } else {
  15002. _gl.activeTexture( _gl.TEXTURE0 + slot );
  15003. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.image.__webglTextureCube );
  15004. }
  15005. }
  15006. };
  15007. function setCubeTextureDynamic ( texture, slot ) {
  15008. _gl.activeTexture( _gl.TEXTURE0 + slot );
  15009. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, texture.__webglTexture );
  15010. };
  15011. // Render targets
  15012. function setupFrameBuffer ( framebuffer, renderTarget, textureTarget ) {
  15013. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  15014. _gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureTarget, renderTarget.__webglTexture, 0 );
  15015. };
  15016. function setupRenderBuffer ( renderbuffer, renderTarget ) {
  15017. _gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );
  15018. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  15019. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
  15020. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  15021. /* For some reason this is not working. Defaulting to RGBA4.
  15022. } else if ( ! renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  15023. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.STENCIL_INDEX8, renderTarget.width, renderTarget.height );
  15024. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  15025. */
  15026. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  15027. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
  15028. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );
  15029. } else {
  15030. _gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );
  15031. }
  15032. };
  15033. this.setRenderTarget = function ( renderTarget ) {
  15034. var isCube = ( renderTarget instanceof THREE.WebGLRenderTargetCube );
  15035. if ( renderTarget && ! renderTarget.__webglFramebuffer ) {
  15036. if ( renderTarget.depthBuffer === undefined ) renderTarget.depthBuffer = true;
  15037. if ( renderTarget.stencilBuffer === undefined ) renderTarget.stencilBuffer = true;
  15038. renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
  15039. renderTarget.__webglTexture = _gl.createTexture();
  15040. _this.info.memory.textures ++;
  15041. // Setup texture, create render and frame buffers
  15042. var isTargetPowerOfTwo = THREE.Math.isPowerOfTwo( renderTarget.width ) && THREE.Math.isPowerOfTwo( renderTarget.height ),
  15043. glFormat = paramThreeToGL( renderTarget.format ),
  15044. glType = paramThreeToGL( renderTarget.type );
  15045. if ( isCube ) {
  15046. renderTarget.__webglFramebuffer = [];
  15047. renderTarget.__webglRenderbuffer = [];
  15048. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  15049. setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget, isTargetPowerOfTwo );
  15050. for ( var i = 0; i < 6; i ++ ) {
  15051. renderTarget.__webglFramebuffer[ i ] = _gl.createFramebuffer();
  15052. renderTarget.__webglRenderbuffer[ i ] = _gl.createRenderbuffer();
  15053. _gl.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  15054. setupFrameBuffer( renderTarget.__webglFramebuffer[ i ], renderTarget, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );
  15055. setupRenderBuffer( renderTarget.__webglRenderbuffer[ i ], renderTarget );
  15056. }
  15057. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  15058. } else {
  15059. renderTarget.__webglFramebuffer = _gl.createFramebuffer();
  15060. if ( renderTarget.shareDepthFrom ) {
  15061. renderTarget.__webglRenderbuffer = renderTarget.shareDepthFrom.__webglRenderbuffer;
  15062. } else {
  15063. renderTarget.__webglRenderbuffer = _gl.createRenderbuffer();
  15064. }
  15065. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  15066. setTextureParameters( _gl.TEXTURE_2D, renderTarget, isTargetPowerOfTwo );
  15067. _gl.texImage2D( _gl.TEXTURE_2D, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
  15068. setupFrameBuffer( renderTarget.__webglFramebuffer, renderTarget, _gl.TEXTURE_2D );
  15069. if ( renderTarget.shareDepthFrom ) {
  15070. if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
  15071. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  15072. } else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
  15073. _gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderTarget.__webglRenderbuffer );
  15074. }
  15075. } else {
  15076. setupRenderBuffer( renderTarget.__webglRenderbuffer, renderTarget );
  15077. }
  15078. if ( isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
  15079. }
  15080. // Release everything
  15081. if ( isCube ) {
  15082. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  15083. } else {
  15084. _gl.bindTexture( _gl.TEXTURE_2D, null );
  15085. }
  15086. _gl.bindRenderbuffer( _gl.RENDERBUFFER, null );
  15087. _gl.bindFramebuffer( _gl.FRAMEBUFFER, null );
  15088. }
  15089. var framebuffer, width, height, vx, vy;
  15090. if ( renderTarget ) {
  15091. if ( isCube ) {
  15092. framebuffer = renderTarget.__webglFramebuffer[ renderTarget.activeCubeFace ];
  15093. } else {
  15094. framebuffer = renderTarget.__webglFramebuffer;
  15095. }
  15096. width = renderTarget.width;
  15097. height = renderTarget.height;
  15098. vx = 0;
  15099. vy = 0;
  15100. } else {
  15101. framebuffer = null;
  15102. width = _viewportWidth;
  15103. height = _viewportHeight;
  15104. vx = _viewportX;
  15105. vy = _viewportY;
  15106. }
  15107. if ( framebuffer !== _currentFramebuffer ) {
  15108. _gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
  15109. _gl.viewport( vx, vy, width, height );
  15110. _currentFramebuffer = framebuffer;
  15111. }
  15112. _currentWidth = width;
  15113. _currentHeight = height;
  15114. };
  15115. function updateRenderTargetMipmap ( renderTarget ) {
  15116. if ( renderTarget instanceof THREE.WebGLRenderTargetCube ) {
  15117. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, renderTarget.__webglTexture );
  15118. _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
  15119. _gl.bindTexture( _gl.TEXTURE_CUBE_MAP, null );
  15120. } else {
  15121. _gl.bindTexture( _gl.TEXTURE_2D, renderTarget.__webglTexture );
  15122. _gl.generateMipmap( _gl.TEXTURE_2D );
  15123. _gl.bindTexture( _gl.TEXTURE_2D, null );
  15124. }
  15125. };
  15126. // Fallback filters for non-power-of-2 textures
  15127. function filterFallback ( f ) {
  15128. if ( f === THREE.NearestFilter || f === THREE.NearestMipMapNearestFilter || f === THREE.NearestMipMapLinearFilter ) {
  15129. return _gl.NEAREST;
  15130. }
  15131. return _gl.LINEAR;
  15132. };
  15133. // Map three.js constants to WebGL constants
  15134. function paramThreeToGL ( p ) {
  15135. if ( p === THREE.RepeatWrapping ) return _gl.REPEAT;
  15136. if ( p === THREE.ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
  15137. if ( p === THREE.MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;
  15138. if ( p === THREE.NearestFilter ) return _gl.NEAREST;
  15139. if ( p === THREE.NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
  15140. if ( p === THREE.NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;
  15141. if ( p === THREE.LinearFilter ) return _gl.LINEAR;
  15142. if ( p === THREE.LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
  15143. if ( p === THREE.LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;
  15144. if ( p === THREE.UnsignedByteType ) return _gl.UNSIGNED_BYTE;
  15145. if ( p === THREE.UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
  15146. if ( p === THREE.UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
  15147. if ( p === THREE.UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;
  15148. if ( p === THREE.ByteType ) return _gl.BYTE;
  15149. if ( p === THREE.ShortType ) return _gl.SHORT;
  15150. if ( p === THREE.UnsignedShortType ) return _gl.UNSIGNED_SHORT;
  15151. if ( p === THREE.IntType ) return _gl.INT;
  15152. if ( p === THREE.UnsignedIntType ) return _gl.UNSIGNED_INT;
  15153. if ( p === THREE.FloatType ) return _gl.FLOAT;
  15154. if ( p === THREE.AlphaFormat ) return _gl.ALPHA;
  15155. if ( p === THREE.RGBFormat ) return _gl.RGB;
  15156. if ( p === THREE.RGBAFormat ) return _gl.RGBA;
  15157. if ( p === THREE.LuminanceFormat ) return _gl.LUMINANCE;
  15158. if ( p === THREE.LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
  15159. if ( p === THREE.AddEquation ) return _gl.FUNC_ADD;
  15160. if ( p === THREE.SubtractEquation ) return _gl.FUNC_SUBTRACT;
  15161. if ( p === THREE.ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;
  15162. if ( p === THREE.ZeroFactor ) return _gl.ZERO;
  15163. if ( p === THREE.OneFactor ) return _gl.ONE;
  15164. if ( p === THREE.SrcColorFactor ) return _gl.SRC_COLOR;
  15165. if ( p === THREE.OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
  15166. if ( p === THREE.SrcAlphaFactor ) return _gl.SRC_ALPHA;
  15167. if ( p === THREE.OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
  15168. if ( p === THREE.DstAlphaFactor ) return _gl.DST_ALPHA;
  15169. if ( p === THREE.OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;
  15170. if ( p === THREE.DstColorFactor ) return _gl.DST_COLOR;
  15171. if ( p === THREE.OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
  15172. if ( p === THREE.SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;
  15173. if ( _glExtensionCompressedTextureS3TC !== undefined ) {
  15174. if ( p === THREE.RGB_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGB_S3TC_DXT1_EXT;
  15175. if ( p === THREE.RGBA_S3TC_DXT1_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  15176. if ( p === THREE.RGBA_S3TC_DXT3_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  15177. if ( p === THREE.RGBA_S3TC_DXT5_Format ) return _glExtensionCompressedTextureS3TC.COMPRESSED_RGBA_S3TC_DXT5_EXT;
  15178. }
  15179. return 0;
  15180. };
  15181. // Allocations
  15182. function allocateBones ( object ) {
  15183. if ( _supportsBoneTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {
  15184. return 1024;
  15185. } else {
  15186. // default for when object is not specified
  15187. // ( for example when prebuilding shader
  15188. // to be used with multiple objects )
  15189. //
  15190. // - leave some extra space for other uniforms
  15191. // - limit here is ANGLE's 254 max uniform vectors
  15192. // (up to 54 should be safe)
  15193. var nVertexUniforms = _gl.getParameter( _gl.MAX_VERTEX_UNIFORM_VECTORS );
  15194. var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
  15195. var maxBones = nVertexMatrices;
  15196. if ( object !== undefined && object instanceof THREE.SkinnedMesh ) {
  15197. maxBones = Math.min( object.skeleton.bones.length, maxBones );
  15198. if ( maxBones < object.skeleton.bones.length ) {
  15199. console.warn( "WebGLRenderer: too many bones - " + object.skeleton.bones.length + ", this GPU supports just " + maxBones + " (try OpenGL instead of ANGLE)" );
  15200. }
  15201. }
  15202. return maxBones;
  15203. }
  15204. };
  15205. function allocateLights( lights ) {
  15206. var dirLights = 0;
  15207. var pointLights = 0;
  15208. var spotLights = 0;
  15209. var hemiLights = 0;
  15210. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  15211. var light = lights[ l ];
  15212. if ( light.onlyShadow || light.visible === false ) continue;
  15213. if ( light instanceof THREE.DirectionalLight ) dirLights ++;
  15214. if ( light instanceof THREE.PointLight ) pointLights ++;
  15215. if ( light instanceof THREE.SpotLight ) spotLights ++;
  15216. if ( light instanceof THREE.HemisphereLight ) hemiLights ++;
  15217. }
  15218. return { 'directional' : dirLights, 'point' : pointLights, 'spot': spotLights, 'hemi': hemiLights };
  15219. };
  15220. function allocateShadows( lights ) {
  15221. var maxShadows = 0;
  15222. for ( var l = 0, ll = lights.length; l < ll; l ++ ) {
  15223. var light = lights[ l ];
  15224. if ( ! light.castShadow ) continue;
  15225. if ( light instanceof THREE.SpotLight ) maxShadows ++;
  15226. if ( light instanceof THREE.DirectionalLight && ! light.shadowCascade ) maxShadows ++;
  15227. }
  15228. return maxShadows;
  15229. };
  15230. // Initialization
  15231. function initGL() {
  15232. try {
  15233. var attributes = {
  15234. alpha: _alpha,
  15235. depth: _depth,
  15236. stencil: _stencil,
  15237. antialias: _antialias,
  15238. premultipliedAlpha: _premultipliedAlpha,
  15239. preserveDrawingBuffer: _preserveDrawingBuffer
  15240. };
  15241. _gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );
  15242. if ( _gl === null ) {
  15243. throw 'Error creating WebGL context.';
  15244. }
  15245. } catch ( error ) {
  15246. console.error( error );
  15247. }
  15248. _glExtensionTextureFloat = _gl.getExtension( 'OES_texture_float' );
  15249. _glExtensionTextureFloatLinear = _gl.getExtension( 'OES_texture_float_linear' );
  15250. _glExtensionStandardDerivatives = _gl.getExtension( 'OES_standard_derivatives' );
  15251. _glExtensionTextureFilterAnisotropic = _gl.getExtension( 'EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || _gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  15252. _glExtensionCompressedTextureS3TC = _gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || _gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  15253. _glExtensionElementIndexUint = _gl.getExtension( 'OES_element_index_uint' );
  15254. if ( _glExtensionTextureFloat === null ) {
  15255. console.log( 'THREE.WebGLRenderer: Float textures not supported.' );
  15256. }
  15257. if ( _glExtensionStandardDerivatives === null ) {
  15258. console.log( 'THREE.WebGLRenderer: Standard derivatives not supported.' );
  15259. }
  15260. if ( _glExtensionTextureFilterAnisotropic === null ) {
  15261. console.log( 'THREE.WebGLRenderer: Anisotropic texture filtering not supported.' );
  15262. }
  15263. if ( _glExtensionCompressedTextureS3TC === null ) {
  15264. console.log( 'THREE.WebGLRenderer: S3TC compressed textures not supported.' );
  15265. }
  15266. if ( _glExtensionElementIndexUint === null ) {
  15267. console.log( 'THREE.WebGLRenderer: elementindex as unsigned integer not supported.' );
  15268. }
  15269. if ( _gl.getShaderPrecisionFormat === undefined ) {
  15270. _gl.getShaderPrecisionFormat = function() {
  15271. return {
  15272. "rangeMin" : 1,
  15273. "rangeMax" : 1,
  15274. "precision" : 1
  15275. };
  15276. }
  15277. }
  15278. if ( _logarithmicDepthBuffer ) {
  15279. _glExtensionFragDepth = _gl.getExtension( 'EXT_frag_depth' );
  15280. }
  15281. };
  15282. function setDefaultGLState () {
  15283. _gl.clearColor( 0, 0, 0, 1 );
  15284. _gl.clearDepth( 1 );
  15285. _gl.clearStencil( 0 );
  15286. _gl.enable( _gl.DEPTH_TEST );
  15287. _gl.depthFunc( _gl.LEQUAL );
  15288. _gl.frontFace( _gl.CCW );
  15289. _gl.cullFace( _gl.BACK );
  15290. _gl.enable( _gl.CULL_FACE );
  15291. _gl.enable( _gl.BLEND );
  15292. _gl.blendEquation( _gl.FUNC_ADD );
  15293. _gl.blendFunc( _gl.SRC_ALPHA, _gl.ONE_MINUS_SRC_ALPHA );
  15294. _gl.viewport( _viewportX, _viewportY, _viewportWidth, _viewportHeight );
  15295. _gl.clearColor( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha );
  15296. };
  15297. // default plugins (order is important)
  15298. this.shadowMapPlugin = new THREE.ShadowMapPlugin();
  15299. this.addPrePlugin( this.shadowMapPlugin );
  15300. this.addPostPlugin( new THREE.SpritePlugin() );
  15301. this.addPostPlugin( new THREE.LensFlarePlugin() );
  15302. };
  15303. /**
  15304. * @author szimek / https://github.com/szimek/
  15305. * @author alteredq / http://alteredqualia.com/
  15306. */
  15307. THREE.WebGLRenderTarget = function ( width, height, options ) {
  15308. this.width = width;
  15309. this.height = height;
  15310. options = options || {};
  15311. this.wrapS = options.wrapS !== undefined ? options.wrapS : THREE.ClampToEdgeWrapping;
  15312. this.wrapT = options.wrapT !== undefined ? options.wrapT : THREE.ClampToEdgeWrapping;
  15313. this.magFilter = options.magFilter !== undefined ? options.magFilter : THREE.LinearFilter;
  15314. this.minFilter = options.minFilter !== undefined ? options.minFilter : THREE.LinearMipMapLinearFilter;
  15315. this.anisotropy = options.anisotropy !== undefined ? options.anisotropy : 1;
  15316. this.offset = new THREE.Vector2( 0, 0 );
  15317. this.repeat = new THREE.Vector2( 1, 1 );
  15318. this.format = options.format !== undefined ? options.format : THREE.RGBAFormat;
  15319. this.type = options.type !== undefined ? options.type : THREE.UnsignedByteType;
  15320. this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
  15321. this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
  15322. this.generateMipmaps = true;
  15323. this.shareDepthFrom = null;
  15324. };
  15325. THREE.WebGLRenderTarget.prototype = {
  15326. constructor: THREE.WebGLRenderTarget,
  15327. setSize: function ( width, height ) {
  15328. this.width = width;
  15329. this.height = height;
  15330. },
  15331. clone: function () {
  15332. var tmp = new THREE.WebGLRenderTarget( this.width, this.height );
  15333. tmp.wrapS = this.wrapS;
  15334. tmp.wrapT = this.wrapT;
  15335. tmp.magFilter = this.magFilter;
  15336. tmp.minFilter = this.minFilter;
  15337. tmp.anisotropy = this.anisotropy;
  15338. tmp.offset.copy( this.offset );
  15339. tmp.repeat.copy( this.repeat );
  15340. tmp.format = this.format;
  15341. tmp.type = this.type;
  15342. tmp.depthBuffer = this.depthBuffer;
  15343. tmp.stencilBuffer = this.stencilBuffer;
  15344. tmp.generateMipmaps = this.generateMipmaps;
  15345. tmp.shareDepthFrom = this.shareDepthFrom;
  15346. return tmp;
  15347. },
  15348. dispose: function () {
  15349. this.dispatchEvent( { type: 'dispose' } );
  15350. }
  15351. };
  15352. THREE.EventDispatcher.prototype.apply( THREE.WebGLRenderTarget.prototype );
  15353. /**
  15354. * @author alteredq / http://alteredqualia.com
  15355. */
  15356. THREE.WebGLRenderTargetCube = function ( width, height, options ) {
  15357. THREE.WebGLRenderTarget.call( this, width, height, options );
  15358. this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
  15359. };
  15360. THREE.WebGLRenderTargetCube.prototype = Object.create( THREE.WebGLRenderTarget.prototype );
  15361. THREE.WebGLProgram = ( function () {
  15362. var programIdCount = 0;
  15363. var generateDefines = function ( defines ) {
  15364. var value, chunk, chunks = [];
  15365. for ( var d in defines ) {
  15366. value = defines[ d ];
  15367. if ( value === false ) continue;
  15368. chunk = "#define " + d + " " + value;
  15369. chunks.push( chunk );
  15370. }
  15371. return chunks.join( "\n" );
  15372. };
  15373. var cacheUniformLocations = function ( gl, program, identifiers ) {
  15374. var uniforms = {};
  15375. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  15376. var id = identifiers[ i ];
  15377. uniforms[ id ] = gl.getUniformLocation( program, id );
  15378. }
  15379. return uniforms;
  15380. };
  15381. var cacheAttributeLocations = function ( gl, program, identifiers ) {
  15382. var attributes = {};
  15383. for ( var i = 0, l = identifiers.length; i < l; i ++ ) {
  15384. var id = identifiers[ i ];
  15385. attributes[ id ] = gl.getAttribLocation( program, id );
  15386. }
  15387. return attributes;
  15388. };
  15389. return function ( renderer, code, material, parameters ) {
  15390. var _this = renderer;
  15391. var _gl = _this.context;
  15392. var fragmentShader = material.fragmentShader;
  15393. var vertexShader = material.vertexShader;
  15394. var uniforms = material.uniforms;
  15395. var attributes = material.attributes;
  15396. var defines = material.defines;
  15397. var index0AttributeName = material.index0AttributeName;
  15398. if ( index0AttributeName === undefined && parameters.morphTargets === true ) {
  15399. // programs with morphTargets displace position out of attribute 0
  15400. index0AttributeName = 'position';
  15401. }
  15402. var shadowMapTypeDefine = "SHADOWMAP_TYPE_BASIC";
  15403. if ( parameters.shadowMapType === THREE.PCFShadowMap ) {
  15404. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF";
  15405. } else if ( parameters.shadowMapType === THREE.PCFSoftShadowMap ) {
  15406. shadowMapTypeDefine = "SHADOWMAP_TYPE_PCF_SOFT";
  15407. }
  15408. // console.log( "building new program " );
  15409. //
  15410. var customDefines = generateDefines( defines );
  15411. //
  15412. var program = _gl.createProgram();
  15413. var prefix_vertex, prefix_fragment;
  15414. if ( material instanceof THREE.RawShaderMaterial ) {
  15415. prefix_vertex = '';
  15416. prefix_fragment = '';
  15417. } else {
  15418. prefix_vertex = [
  15419. "precision " + parameters.precision + " float;",
  15420. "precision " + parameters.precision + " int;",
  15421. customDefines,
  15422. parameters.supportsVertexTextures ? "#define VERTEX_TEXTURES" : "",
  15423. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  15424. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  15425. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  15426. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  15427. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  15428. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  15429. "#define MAX_SHADOWS " + parameters.maxShadows,
  15430. "#define MAX_BONES " + parameters.maxBones,
  15431. parameters.map ? "#define USE_MAP" : "",
  15432. parameters.envMap ? "#define USE_ENVMAP" : "",
  15433. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  15434. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  15435. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  15436. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  15437. parameters.vertexColors ? "#define USE_COLOR" : "",
  15438. parameters.skinning ? "#define USE_SKINNING" : "",
  15439. parameters.useVertexTexture ? "#define BONE_TEXTURE" : "",
  15440. parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
  15441. parameters.morphNormals ? "#define USE_MORPHNORMALS" : "",
  15442. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  15443. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  15444. parameters.flipSided ? "#define FLIP_SIDED" : "",
  15445. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  15446. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  15447. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  15448. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  15449. parameters.sizeAttenuation ? "#define USE_SIZEATTENUATION" : "",
  15450. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  15451. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  15452. "uniform mat4 modelMatrix;",
  15453. "uniform mat4 modelViewMatrix;",
  15454. "uniform mat4 projectionMatrix;",
  15455. "uniform mat4 viewMatrix;",
  15456. "uniform mat3 normalMatrix;",
  15457. "uniform vec3 cameraPosition;",
  15458. "attribute vec3 position;",
  15459. "attribute vec3 normal;",
  15460. "attribute vec2 uv;",
  15461. "attribute vec2 uv2;",
  15462. "#ifdef USE_COLOR",
  15463. " attribute vec3 color;",
  15464. "#endif",
  15465. "#ifdef USE_MORPHTARGETS",
  15466. " attribute vec3 morphTarget0;",
  15467. " attribute vec3 morphTarget1;",
  15468. " attribute vec3 morphTarget2;",
  15469. " attribute vec3 morphTarget3;",
  15470. " #ifdef USE_MORPHNORMALS",
  15471. " attribute vec3 morphNormal0;",
  15472. " attribute vec3 morphNormal1;",
  15473. " attribute vec3 morphNormal2;",
  15474. " attribute vec3 morphNormal3;",
  15475. " #else",
  15476. " attribute vec3 morphTarget4;",
  15477. " attribute vec3 morphTarget5;",
  15478. " attribute vec3 morphTarget6;",
  15479. " attribute vec3 morphTarget7;",
  15480. " #endif",
  15481. "#endif",
  15482. "#ifdef USE_SKINNING",
  15483. " attribute vec4 skinIndex;",
  15484. " attribute vec4 skinWeight;",
  15485. "#endif",
  15486. ""
  15487. ].join( '\n' );
  15488. prefix_fragment = [
  15489. "precision " + parameters.precision + " float;",
  15490. "precision " + parameters.precision + " int;",
  15491. ( parameters.bumpMap || parameters.normalMap ) ? "#extension GL_OES_standard_derivatives : enable" : "",
  15492. customDefines,
  15493. "#define MAX_DIR_LIGHTS " + parameters.maxDirLights,
  15494. "#define MAX_POINT_LIGHTS " + parameters.maxPointLights,
  15495. "#define MAX_SPOT_LIGHTS " + parameters.maxSpotLights,
  15496. "#define MAX_HEMI_LIGHTS " + parameters.maxHemiLights,
  15497. "#define MAX_SHADOWS " + parameters.maxShadows,
  15498. parameters.alphaTest ? "#define ALPHATEST " + parameters.alphaTest: "",
  15499. _this.gammaInput ? "#define GAMMA_INPUT" : "",
  15500. _this.gammaOutput ? "#define GAMMA_OUTPUT" : "",
  15501. ( parameters.useFog && parameters.fog ) ? "#define USE_FOG" : "",
  15502. ( parameters.useFog && parameters.fogExp ) ? "#define FOG_EXP2" : "",
  15503. parameters.map ? "#define USE_MAP" : "",
  15504. parameters.envMap ? "#define USE_ENVMAP" : "",
  15505. parameters.lightMap ? "#define USE_LIGHTMAP" : "",
  15506. parameters.bumpMap ? "#define USE_BUMPMAP" : "",
  15507. parameters.normalMap ? "#define USE_NORMALMAP" : "",
  15508. parameters.specularMap ? "#define USE_SPECULARMAP" : "",
  15509. parameters.vertexColors ? "#define USE_COLOR" : "",
  15510. parameters.metal ? "#define METAL" : "",
  15511. parameters.wrapAround ? "#define WRAP_AROUND" : "",
  15512. parameters.doubleSided ? "#define DOUBLE_SIDED" : "",
  15513. parameters.flipSided ? "#define FLIP_SIDED" : "",
  15514. parameters.shadowMapEnabled ? "#define USE_SHADOWMAP" : "",
  15515. parameters.shadowMapEnabled ? "#define " + shadowMapTypeDefine : "",
  15516. parameters.shadowMapDebug ? "#define SHADOWMAP_DEBUG" : "",
  15517. parameters.shadowMapCascade ? "#define SHADOWMAP_CASCADE" : "",
  15518. parameters.logarithmicDepthBuffer ? "#define USE_LOGDEPTHBUF" : "",
  15519. //_this._glExtensionFragDepth ? "#define USE_LOGDEPTHBUF_EXT" : "",
  15520. "uniform mat4 viewMatrix;",
  15521. "uniform vec3 cameraPosition;",
  15522. ""
  15523. ].join( '\n' );
  15524. }
  15525. var glVertexShader = new THREE.WebGLShader( _gl, _gl.VERTEX_SHADER, prefix_vertex + vertexShader );
  15526. var glFragmentShader = new THREE.WebGLShader( _gl, _gl.FRAGMENT_SHADER, prefix_fragment + fragmentShader );
  15527. _gl.attachShader( program, glVertexShader );
  15528. _gl.attachShader( program, glFragmentShader );
  15529. if ( index0AttributeName !== undefined ) {
  15530. // Force a particular attribute to index 0.
  15531. // because potentially expensive emulation is done by browser if attribute 0 is disabled.
  15532. // And, color, for example is often automatically bound to index 0 so disabling it
  15533. _gl.bindAttribLocation( program, 0, index0AttributeName );
  15534. }
  15535. _gl.linkProgram( program );
  15536. if ( _gl.getProgramParameter( program, _gl.LINK_STATUS ) === false ) {
  15537. console.error( 'Could not initialise shader' );
  15538. console.error( 'gl.VALIDATE_STATUS', _gl.getProgramParameter( program, _gl.VALIDATE_STATUS ) );
  15539. console.error( 'gl.getError()', _gl.getError() );
  15540. }
  15541. if ( _gl.getProgramInfoLog( program ) !== '' ) {
  15542. console.error( 'gl.getProgramInfoLog()', _gl.getProgramInfoLog( program ) );
  15543. }
  15544. // clean up
  15545. _gl.deleteShader( glVertexShader );
  15546. _gl.deleteShader( glFragmentShader );
  15547. // cache uniform locations
  15548. var identifiers = [
  15549. 'viewMatrix', 'modelViewMatrix', 'projectionMatrix', 'normalMatrix', 'modelMatrix', 'cameraPosition',
  15550. 'morphTargetInfluences'
  15551. ];
  15552. if ( parameters.useVertexTexture ) {
  15553. identifiers.push( 'boneTexture' );
  15554. identifiers.push( 'boneTextureWidth' );
  15555. identifiers.push( 'boneTextureHeight' );
  15556. } else {
  15557. identifiers.push( 'boneGlobalMatrices' );
  15558. }
  15559. if ( parameters.logarithmicDepthBuffer ) {
  15560. identifiers.push('logDepthBufFC');
  15561. }
  15562. for ( var u in uniforms ) {
  15563. identifiers.push( u );
  15564. }
  15565. this.uniforms = cacheUniformLocations( _gl, program, identifiers );
  15566. // cache attributes locations
  15567. identifiers = [
  15568. "position", "normal", "uv", "uv2", "tangent", "color",
  15569. "skinIndex", "skinWeight", "lineDistance"
  15570. ];
  15571. for ( var i = 0; i < parameters.maxMorphTargets; i ++ ) {
  15572. identifiers.push( "morphTarget" + i );
  15573. }
  15574. for ( var i = 0; i < parameters.maxMorphNormals; i ++ ) {
  15575. identifiers.push( "morphNormal" + i );
  15576. }
  15577. for ( var a in attributes ) {
  15578. identifiers.push( a );
  15579. }
  15580. this.attributes = cacheAttributeLocations( _gl, program, identifiers );
  15581. //
  15582. this.id = programIdCount ++;
  15583. this.code = code;
  15584. this.usedTimes = 1;
  15585. this.program = program;
  15586. this.vertexShader = glVertexShader;
  15587. this.fragmentShader = glFragmentShader;
  15588. return this;
  15589. };
  15590. } )();
  15591. THREE.WebGLShader = ( function () {
  15592. var addLineNumbers = function ( string ) {
  15593. var lines = string.split( '\n' );
  15594. for ( var i = 0; i < lines.length; i ++ ) {
  15595. lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];
  15596. }
  15597. return lines.join( '\n' );
  15598. };
  15599. return function ( gl, type, string ) {
  15600. var shader = gl.createShader( type );
  15601. gl.shaderSource( shader, string );
  15602. gl.compileShader( shader );
  15603. if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {
  15604. console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
  15605. }
  15606. if ( gl.getShaderInfoLog( shader ) !== '' ) {
  15607. console.error( 'THREE.WebGLShader:', 'gl.getShaderInfoLog()', gl.getShaderInfoLog( shader ) );
  15608. console.error( addLineNumbers( string ) );
  15609. }
  15610. // --enable-privileged-webgl-extension
  15611. // console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );
  15612. return shader;
  15613. };
  15614. } )();
  15615. /**
  15616. * @author mrdoob / http://mrdoob.com/
  15617. */
  15618. THREE.RenderableVertex = function () {
  15619. this.position = new THREE.Vector3();
  15620. this.positionWorld = new THREE.Vector3();
  15621. this.positionScreen = new THREE.Vector4();
  15622. this.visible = true;
  15623. };
  15624. THREE.RenderableVertex.prototype.copy = function ( vertex ) {
  15625. this.positionWorld.copy( vertex.positionWorld );
  15626. this.positionScreen.copy( vertex.positionScreen );
  15627. };
  15628. /**
  15629. * @author mrdoob / http://mrdoob.com/
  15630. */
  15631. THREE.RenderableFace = function () {
  15632. this.id = 0;
  15633. this.v1 = new THREE.RenderableVertex();
  15634. this.v2 = new THREE.RenderableVertex();
  15635. this.v3 = new THREE.RenderableVertex();
  15636. this.normalModel = new THREE.Vector3();
  15637. this.vertexNormalsModel = [ new THREE.Vector3(), new THREE.Vector3(), new THREE.Vector3() ];
  15638. this.vertexNormalsLength = 0;
  15639. this.color = new THREE.Color();
  15640. this.material = null;
  15641. this.uvs = [ new THREE.Vector2(), new THREE.Vector2(), new THREE.Vector2() ];
  15642. this.z = 0;
  15643. };
  15644. /**
  15645. * @author mrdoob / http://mrdoob.com/
  15646. */
  15647. THREE.RenderableObject = function () {
  15648. this.id = 0;
  15649. this.object = null;
  15650. this.z = 0;
  15651. };
  15652. /**
  15653. * @author mrdoob / http://mrdoob.com/
  15654. */
  15655. THREE.RenderableSprite = function () {
  15656. this.id = 0;
  15657. this.object = null;
  15658. this.x = 0;
  15659. this.y = 0;
  15660. this.z = 0;
  15661. this.rotation = 0;
  15662. this.scale = new THREE.Vector2();
  15663. this.material = null;
  15664. };
  15665. /**
  15666. * @author mrdoob / http://mrdoob.com/
  15667. */
  15668. THREE.RenderableLine = function () {
  15669. this.id = 0;
  15670. this.v1 = new THREE.RenderableVertex();
  15671. this.v2 = new THREE.RenderableVertex();
  15672. this.vertexColors = [ new THREE.Color(), new THREE.Color() ];
  15673. this.material = null;
  15674. this.z = 0;
  15675. };
  15676. /**
  15677. * @author mrdoob / http://mrdoob.com/
  15678. * @author alteredq / http://alteredqualia.com/
  15679. */
  15680. THREE.GeometryUtils = {
  15681. // Merge two geometries or geometry and geometry from object (using object's transform)
  15682. merge: function ( geometry1, geometry2, materialIndexOffset ) {
  15683. console.warn( 'DEPRECATED: GeometryUtils\'s .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
  15684. var matrix;
  15685. if ( geometry2 instanceof THREE.Mesh ) {
  15686. geometry2.matrixAutoUpdate && geometry2.updateMatrix();
  15687. matrix = geometry2.matrix;
  15688. geometry2 = geometry2.geometry;
  15689. }
  15690. geometry1.merge( geometry2, matrix, materialIndexOffset );
  15691. },
  15692. // Get random point in triangle (via barycentric coordinates)
  15693. // (uniform distribution)
  15694. // http://www.cgafaq.info/wiki/Random_Point_In_Triangle
  15695. randomPointInTriangle: function () {
  15696. var vector = new THREE.Vector3();
  15697. return function ( vectorA, vectorB, vectorC ) {
  15698. var point = new THREE.Vector3();
  15699. var a = THREE.Math.random16();
  15700. var b = THREE.Math.random16();
  15701. if ( ( a + b ) > 1 ) {
  15702. a = 1 - a;
  15703. b = 1 - b;
  15704. }
  15705. var c = 1 - a - b;
  15706. point.copy( vectorA );
  15707. point.multiplyScalar( a );
  15708. vector.copy( vectorB );
  15709. vector.multiplyScalar( b );
  15710. point.add( vector );
  15711. vector.copy( vectorC );
  15712. vector.multiplyScalar( c );
  15713. point.add( vector );
  15714. return point;
  15715. };
  15716. }(),
  15717. // Get random point in face (triangle)
  15718. // (uniform distribution)
  15719. randomPointInFace: function ( face, geometry, useCachedAreas ) {
  15720. var vA, vB, vC;
  15721. vA = geometry.vertices[ face.a ];
  15722. vB = geometry.vertices[ face.b ];
  15723. vC = geometry.vertices[ face.c ];
  15724. return THREE.GeometryUtils.randomPointInTriangle( vA, vB, vC );
  15725. },
  15726. // Get uniformly distributed random points in mesh
  15727. // - create array with cumulative sums of face areas
  15728. // - pick random number from 0 to total area
  15729. // - find corresponding place in area array by binary search
  15730. // - get random point in face
  15731. randomPointsInGeometry: function ( geometry, n ) {
  15732. var face, i,
  15733. faces = geometry.faces,
  15734. vertices = geometry.vertices,
  15735. il = faces.length,
  15736. totalArea = 0,
  15737. cumulativeAreas = [],
  15738. vA, vB, vC, vD;
  15739. // precompute face areas
  15740. for ( i = 0; i < il; i ++ ) {
  15741. face = faces[ i ];
  15742. vA = vertices[ face.a ];
  15743. vB = vertices[ face.b ];
  15744. vC = vertices[ face.c ];
  15745. face._area = THREE.GeometryUtils.triangleArea( vA, vB, vC );
  15746. totalArea += face._area;
  15747. cumulativeAreas[ i ] = totalArea;
  15748. }
  15749. // binary search cumulative areas array
  15750. function binarySearchIndices( value ) {
  15751. function binarySearch( start, end ) {
  15752. // return closest larger index
  15753. // if exact number is not found
  15754. if ( end < start )
  15755. return start;
  15756. var mid = start + Math.floor( ( end - start ) / 2 );
  15757. if ( cumulativeAreas[ mid ] > value ) {
  15758. return binarySearch( start, mid - 1 );
  15759. } else if ( cumulativeAreas[ mid ] < value ) {
  15760. return binarySearch( mid + 1, end );
  15761. } else {
  15762. return mid;
  15763. }
  15764. }
  15765. var result = binarySearch( 0, cumulativeAreas.length - 1 )
  15766. return result;
  15767. }
  15768. // pick random face weighted by face area
  15769. var r, index,
  15770. result = [];
  15771. var stats = {};
  15772. for ( i = 0; i < n; i ++ ) {
  15773. r = THREE.Math.random16() * totalArea;
  15774. index = binarySearchIndices( r );
  15775. result[ i ] = THREE.GeometryUtils.randomPointInFace( faces[ index ], geometry, true );
  15776. if ( ! stats[ index ] ) {
  15777. stats[ index ] = 1;
  15778. } else {
  15779. stats[ index ] += 1;
  15780. }
  15781. }
  15782. return result;
  15783. },
  15784. // Get triangle area (half of parallelogram)
  15785. // http://mathworld.wolfram.com/TriangleArea.html
  15786. triangleArea: function () {
  15787. var vector1 = new THREE.Vector3();
  15788. var vector2 = new THREE.Vector3();
  15789. return function ( vectorA, vectorB, vectorC ) {
  15790. vector1.subVectors( vectorB, vectorA );
  15791. vector2.subVectors( vectorC, vectorA );
  15792. vector1.cross( vector2 );
  15793. return 0.5 * vector1.length();
  15794. };
  15795. }(),
  15796. // Center geometry so that 0,0,0 is in center of bounding box
  15797. center: function ( geometry ) {
  15798. geometry.computeBoundingBox();
  15799. var bb = geometry.boundingBox;
  15800. var offset = new THREE.Vector3();
  15801. offset.addVectors( bb.min, bb.max );
  15802. offset.multiplyScalar( -0.5 );
  15803. geometry.applyMatrix( new THREE.Matrix4().makeTranslation( offset.x, offset.y, offset.z ) );
  15804. geometry.computeBoundingBox();
  15805. return offset;
  15806. }
  15807. };
  15808. /**
  15809. * @author alteredq / http://alteredqualia.com/
  15810. * @author mrdoob / http://mrdoob.com/
  15811. */
  15812. THREE.ImageUtils = {
  15813. crossOrigin: undefined,
  15814. loadTexture: function ( url, mapping, onLoad, onError ) {
  15815. var loader = new THREE.ImageLoader();
  15816. loader.crossOrigin = this.crossOrigin;
  15817. var texture = new THREE.Texture( undefined, mapping );
  15818. var image = loader.load( url, function () {
  15819. texture.needsUpdate = true;
  15820. if ( onLoad ) onLoad( texture );
  15821. }, undefined, function ( event ) {
  15822. if ( onError ) onError( event );
  15823. } );
  15824. texture.image = image;
  15825. texture.sourceFile = url;
  15826. return texture;
  15827. },
  15828. loadCompressedTexture: function ( url, mapping, onLoad, onError ) {
  15829. var texture = new THREE.CompressedTexture();
  15830. texture.mapping = mapping;
  15831. var request = new XMLHttpRequest();
  15832. request.onload = function () {
  15833. var buffer = request.response;
  15834. var dds = THREE.ImageUtils.parseDDS( buffer, true );
  15835. texture.format = dds.format;
  15836. texture.mipmaps = dds.mipmaps;
  15837. texture.image.width = dds.width;
  15838. texture.image.height = dds.height;
  15839. // gl.generateMipmap fails for compressed textures
  15840. // mipmaps must be embedded in the DDS file
  15841. // or texture filters must not use mipmapping
  15842. texture.generateMipmaps = false;
  15843. texture.needsUpdate = true;
  15844. if ( onLoad ) onLoad( texture );
  15845. }
  15846. request.onerror = onError;
  15847. request.open( 'GET', url, true );
  15848. request.responseType = "arraybuffer";
  15849. request.send( null );
  15850. return texture;
  15851. },
  15852. loadTextureCube: function ( array, mapping, onLoad, onError ) {
  15853. var images = [];
  15854. images.loadCount = 0;
  15855. var loader = new THREE.ImageLoader();
  15856. loader.crossOrigin = this.crossOrigin;
  15857. var texture = new THREE.Texture();
  15858. texture.image = images;
  15859. if ( mapping !== undefined ) texture.mapping = mapping;
  15860. // no flipping needed for cube textures
  15861. texture.flipY = false;
  15862. for ( var i = 0, il = array.length; i < il; ++ i ) {
  15863. var cubeImage = loader.load( array[i], function () {
  15864. images.loadCount += 1;
  15865. if ( images.loadCount === 6 ) {
  15866. texture.needsUpdate = true;
  15867. if ( onLoad ) onLoad( texture );
  15868. }
  15869. } );
  15870. images[ i ] = cubeImage;
  15871. }
  15872. return texture;
  15873. },
  15874. loadCompressedTextureCube: function ( array, mapping, onLoad, onError ) {
  15875. var images = [];
  15876. images.loadCount = 0;
  15877. var texture = new THREE.CompressedTexture();
  15878. texture.image = images;
  15879. if ( mapping !== undefined ) texture.mapping = mapping;
  15880. // no flipping for cube textures
  15881. // (also flipping doesn't work for compressed textures )
  15882. texture.flipY = false;
  15883. // can't generate mipmaps for compressed textures
  15884. // mips must be embedded in DDS files
  15885. texture.generateMipmaps = false;
  15886. var generateCubeFaceCallback = function ( rq, img ) {
  15887. return function () {
  15888. var buffer = rq.response;
  15889. var dds = THREE.ImageUtils.parseDDS( buffer, true );
  15890. img.format = dds.format;
  15891. img.mipmaps = dds.mipmaps;
  15892. img.width = dds.width;
  15893. img.height = dds.height;
  15894. images.loadCount += 1;
  15895. if ( images.loadCount === 6 ) {
  15896. texture.format = dds.format;
  15897. texture.needsUpdate = true;
  15898. if ( onLoad ) onLoad( texture );
  15899. }
  15900. }
  15901. }
  15902. // compressed cubemap textures as 6 separate DDS files
  15903. if ( array instanceof Array ) {
  15904. for ( var i = 0, il = array.length; i < il; ++ i ) {
  15905. var cubeImage = {};
  15906. images[ i ] = cubeImage;
  15907. var request = new XMLHttpRequest();
  15908. request.onload = generateCubeFaceCallback( request, cubeImage );
  15909. request.onerror = onError;
  15910. var url = array[ i ];
  15911. request.open( 'GET', url, true );
  15912. request.responseType = "arraybuffer";
  15913. request.send( null );
  15914. }
  15915. // compressed cubemap texture stored in a single DDS file
  15916. } else {
  15917. var url = array;
  15918. var request = new XMLHttpRequest();
  15919. request.onload = function( ) {
  15920. var buffer = request.response;
  15921. var dds = THREE.ImageUtils.parseDDS( buffer, true );
  15922. if ( dds.isCubemap ) {
  15923. var faces = dds.mipmaps.length / dds.mipmapCount;
  15924. for ( var f = 0; f < faces; f ++ ) {
  15925. images[ f ] = { mipmaps : [] };
  15926. for ( var i = 0; i < dds.mipmapCount; i ++ ) {
  15927. images[ f ].mipmaps.push( dds.mipmaps[ f * dds.mipmapCount + i ] );
  15928. images[ f ].format = dds.format;
  15929. images[ f ].width = dds.width;
  15930. images[ f ].height = dds.height;
  15931. }
  15932. }
  15933. texture.format = dds.format;
  15934. texture.needsUpdate = true;
  15935. if ( onLoad ) onLoad( texture );
  15936. }
  15937. }
  15938. request.onerror = onError;
  15939. request.open( 'GET', url, true );
  15940. request.responseType = "arraybuffer";
  15941. request.send( null );
  15942. }
  15943. return texture;
  15944. },
  15945. loadDDSTexture: function ( url, mapping, onLoad, onError ) {
  15946. var images = [];
  15947. images.loadCount = 0;
  15948. var texture = new THREE.CompressedTexture();
  15949. texture.image = images;
  15950. if ( mapping !== undefined ) texture.mapping = mapping;
  15951. // no flipping for cube textures
  15952. // (also flipping doesn't work for compressed textures )
  15953. texture.flipY = false;
  15954. // can't generate mipmaps for compressed textures
  15955. // mips must be embedded in DDS files
  15956. texture.generateMipmaps = false;
  15957. {
  15958. var request = new XMLHttpRequest();
  15959. request.onload = function( ) {
  15960. var buffer = request.response;
  15961. var dds = THREE.ImageUtils.parseDDS( buffer, true );
  15962. if ( dds.isCubemap ) {
  15963. var faces = dds.mipmaps.length / dds.mipmapCount;
  15964. for ( var f = 0; f < faces; f ++ ) {
  15965. images[ f ] = { mipmaps : [] };
  15966. for ( var i = 0; i < dds.mipmapCount; i ++ ) {
  15967. images[ f ].mipmaps.push( dds.mipmaps[ f * dds.mipmapCount + i ] );
  15968. images[ f ].format = dds.format;
  15969. images[ f ].width = dds.width;
  15970. images[ f ].height = dds.height;
  15971. }
  15972. }
  15973. } else {
  15974. texture.image.width = dds.width;
  15975. texture.image.height = dds.height;
  15976. texture.mipmaps = dds.mipmaps;
  15977. }
  15978. texture.format = dds.format;
  15979. texture.needsUpdate = true;
  15980. if ( onLoad ) onLoad( texture );
  15981. }
  15982. request.onerror = onError;
  15983. request.open( 'GET', url, true );
  15984. request.responseType = "arraybuffer";
  15985. request.send( null );
  15986. }
  15987. return texture;
  15988. },
  15989. parseDDS: function ( buffer, loadMipmaps ) {
  15990. var dds = { mipmaps: [], width: 0, height: 0, format: null, mipmapCount: 1 };
  15991. // Adapted from @toji's DDS utils
  15992. // https://github.com/toji/webgl-texture-utils/blob/master/texture-util/dds.js
  15993. // All values and structures referenced from:
  15994. // http://msdn.microsoft.com/en-us/library/bb943991.aspx/
  15995. var DDS_MAGIC = 0x20534444;
  15996. var DDSD_CAPS = 0x1,
  15997. DDSD_HEIGHT = 0x2,
  15998. DDSD_WIDTH = 0x4,
  15999. DDSD_PITCH = 0x8,
  16000. DDSD_PIXELFORMAT = 0x1000,
  16001. DDSD_MIPMAPCOUNT = 0x20000,
  16002. DDSD_LINEARSIZE = 0x80000,
  16003. DDSD_DEPTH = 0x800000;
  16004. var DDSCAPS_COMPLEX = 0x8,
  16005. DDSCAPS_MIPMAP = 0x400000,
  16006. DDSCAPS_TEXTURE = 0x1000;
  16007. var DDSCAPS2_CUBEMAP = 0x200,
  16008. DDSCAPS2_CUBEMAP_POSITIVEX = 0x400,
  16009. DDSCAPS2_CUBEMAP_NEGATIVEX = 0x800,
  16010. DDSCAPS2_CUBEMAP_POSITIVEY = 0x1000,
  16011. DDSCAPS2_CUBEMAP_NEGATIVEY = 0x2000,
  16012. DDSCAPS2_CUBEMAP_POSITIVEZ = 0x4000,
  16013. DDSCAPS2_CUBEMAP_NEGATIVEZ = 0x8000,
  16014. DDSCAPS2_VOLUME = 0x200000;
  16015. var DDPF_ALPHAPIXELS = 0x1,
  16016. DDPF_ALPHA = 0x2,
  16017. DDPF_FOURCC = 0x4,
  16018. DDPF_RGB = 0x40,
  16019. DDPF_YUV = 0x200,
  16020. DDPF_LUMINANCE = 0x20000;
  16021. function fourCCToInt32( value ) {
  16022. return value.charCodeAt(0) +
  16023. (value.charCodeAt(1) << 8) +
  16024. (value.charCodeAt(2) << 16) +
  16025. (value.charCodeAt(3) << 24);
  16026. }
  16027. function int32ToFourCC( value ) {
  16028. return String.fromCharCode(
  16029. value & 0xff,
  16030. (value >> 8) & 0xff,
  16031. (value >> 16) & 0xff,
  16032. (value >> 24) & 0xff
  16033. );
  16034. }
  16035. function loadARGBMip( buffer, dataOffset, width, height ) {
  16036. var dataLength = width*height*4;
  16037. var srcBuffer = new Uint8Array( buffer, dataOffset, dataLength );
  16038. var byteArray = new Uint8Array( dataLength );
  16039. var dst = 0;
  16040. var src = 0;
  16041. for ( var y = 0; y < height; y++ ) {
  16042. for ( var x = 0; x < width; x++ ) {
  16043. var b = srcBuffer[src]; src++;
  16044. var g = srcBuffer[src]; src++;
  16045. var r = srcBuffer[src]; src++;
  16046. var a = srcBuffer[src]; src++;
  16047. byteArray[dst] = r; dst++; //r
  16048. byteArray[dst] = g; dst++; //g
  16049. byteArray[dst] = b; dst++; //b
  16050. byteArray[dst] = a; dst++; //a
  16051. }
  16052. }
  16053. return byteArray;
  16054. }
  16055. var FOURCC_DXT1 = fourCCToInt32("DXT1");
  16056. var FOURCC_DXT3 = fourCCToInt32("DXT3");
  16057. var FOURCC_DXT5 = fourCCToInt32("DXT5");
  16058. var headerLengthInt = 31; // The header length in 32 bit ints
  16059. // Offsets into the header array
  16060. var off_magic = 0;
  16061. var off_size = 1;
  16062. var off_flags = 2;
  16063. var off_height = 3;
  16064. var off_width = 4;
  16065. var off_mipmapCount = 7;
  16066. var off_pfFlags = 20;
  16067. var off_pfFourCC = 21;
  16068. var off_RGBBitCount = 22;
  16069. var off_RBitMask = 23;
  16070. var off_GBitMask = 24;
  16071. var off_BBitMask = 25;
  16072. var off_ABitMask = 26;
  16073. var off_caps = 27;
  16074. var off_caps2 = 28;
  16075. var off_caps3 = 29;
  16076. var off_caps4 = 30;
  16077. // Parse header
  16078. var header = new Int32Array( buffer, 0, headerLengthInt );
  16079. if ( header[ off_magic ] !== DDS_MAGIC ) {
  16080. console.error( "ImageUtils.parseDDS(): Invalid magic number in DDS header" );
  16081. return dds;
  16082. }
  16083. if ( ! header[ off_pfFlags ] & DDPF_FOURCC ) {
  16084. console.error( "ImageUtils.parseDDS(): Unsupported format, must contain a FourCC code" );
  16085. return dds;
  16086. }
  16087. var blockBytes;
  16088. var fourCC = header[ off_pfFourCC ];
  16089. var isRGBAUncompressed = false;
  16090. switch ( fourCC ) {
  16091. case FOURCC_DXT1:
  16092. blockBytes = 8;
  16093. dds.format = THREE.RGB_S3TC_DXT1_Format;
  16094. break;
  16095. case FOURCC_DXT3:
  16096. blockBytes = 16;
  16097. dds.format = THREE.RGBA_S3TC_DXT3_Format;
  16098. break;
  16099. case FOURCC_DXT5:
  16100. blockBytes = 16;
  16101. dds.format = THREE.RGBA_S3TC_DXT5_Format;
  16102. break;
  16103. default:
  16104. if( header[off_RGBBitCount] ==32
  16105. && header[off_RBitMask]&0xff0000
  16106. && header[off_GBitMask]&0xff00
  16107. && header[off_BBitMask]&0xff
  16108. && header[off_ABitMask]&0xff000000 ) {
  16109. isRGBAUncompressed = true;
  16110. blockBytes = 64;
  16111. dds.format = THREE.RGBAFormat;
  16112. } else {
  16113. console.error( "ImageUtils.parseDDS(): Unsupported FourCC code: ", int32ToFourCC( fourCC ) );
  16114. return dds;
  16115. }
  16116. }
  16117. dds.mipmapCount = 1;
  16118. if ( header[ off_flags ] & DDSD_MIPMAPCOUNT && loadMipmaps !== false ) {
  16119. dds.mipmapCount = Math.max( 1, header[ off_mipmapCount ] );
  16120. }
  16121. //TODO: Verify that all faces of the cubemap are present with DDSCAPS2_CUBEMAP_POSITIVEX, etc.
  16122. dds.isCubemap = header[ off_caps2 ] & DDSCAPS2_CUBEMAP ? true : false;
  16123. dds.width = header[ off_width ];
  16124. dds.height = header[ off_height ];
  16125. var dataOffset = header[ off_size ] + 4;
  16126. // Extract mipmaps buffers
  16127. var width = dds.width;
  16128. var height = dds.height;
  16129. var faces = dds.isCubemap ? 6 : 1;
  16130. for ( var face = 0; face < faces; face ++ ) {
  16131. for ( var i = 0; i < dds.mipmapCount; i ++ ) {
  16132. if( isRGBAUncompressed ) {
  16133. var byteArray = loadARGBMip( buffer, dataOffset, width, height );
  16134. var dataLength = byteArray.length;
  16135. } else {
  16136. var dataLength = Math.max( 4, width ) / 4 * Math.max( 4, height ) / 4 * blockBytes;
  16137. var byteArray = new Uint8Array( buffer, dataOffset, dataLength );
  16138. }
  16139. var mipmap = { "data": byteArray, "width": width, "height": height };
  16140. dds.mipmaps.push( mipmap );
  16141. dataOffset += dataLength;
  16142. width = Math.max( width * 0.5, 1 );
  16143. height = Math.max( height * 0.5, 1 );
  16144. }
  16145. width = dds.width;
  16146. height = dds.height;
  16147. }
  16148. return dds;
  16149. },
  16150. getNormalMap: function ( image, depth ) {
  16151. // Adapted from http://www.paulbrunt.co.uk/lab/heightnormal/
  16152. var cross = function ( a, b ) {
  16153. 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 ] ];
  16154. }
  16155. var subtract = function ( a, b ) {
  16156. return [ a[ 0 ] - b[ 0 ], a[ 1 ] - b[ 1 ], a[ 2 ] - b[ 2 ] ];
  16157. }
  16158. var normalize = function ( a ) {
  16159. var l = Math.sqrt( a[ 0 ] * a[ 0 ] + a[ 1 ] * a[ 1 ] + a[ 2 ] * a[ 2 ] );
  16160. return [ a[ 0 ] / l, a[ 1 ] / l, a[ 2 ] / l ];
  16161. }
  16162. depth = depth | 1;
  16163. var width = image.width;
  16164. var height = image.height;
  16165. var canvas = document.createElement( 'canvas' );
  16166. canvas.width = width;
  16167. canvas.height = height;
  16168. var context = canvas.getContext( '2d' );
  16169. context.drawImage( image, 0, 0 );
  16170. var data = context.getImageData( 0, 0, width, height ).data;
  16171. var imageData = context.createImageData( width, height );
  16172. var output = imageData.data;
  16173. for ( var x = 0; x < width; x ++ ) {
  16174. for ( var y = 0; y < height; y ++ ) {
  16175. var ly = y - 1 < 0 ? 0 : y - 1;
  16176. var uy = y + 1 > height - 1 ? height - 1 : y + 1;
  16177. var lx = x - 1 < 0 ? 0 : x - 1;
  16178. var ux = x + 1 > width - 1 ? width - 1 : x + 1;
  16179. var points = [];
  16180. var origin = [ 0, 0, data[ ( y * width + x ) * 4 ] / 255 * depth ];
  16181. points.push( [ - 1, 0, data[ ( y * width + lx ) * 4 ] / 255 * depth ] );
  16182. points.push( [ - 1, - 1, data[ ( ly * width + lx ) * 4 ] / 255 * depth ] );
  16183. points.push( [ 0, - 1, data[ ( ly * width + x ) * 4 ] / 255 * depth ] );
  16184. points.push( [ 1, - 1, data[ ( ly * width + ux ) * 4 ] / 255 * depth ] );
  16185. points.push( [ 1, 0, data[ ( y * width + ux ) * 4 ] / 255 * depth ] );
  16186. points.push( [ 1, 1, data[ ( uy * width + ux ) * 4 ] / 255 * depth ] );
  16187. points.push( [ 0, 1, data[ ( uy * width + x ) * 4 ] / 255 * depth ] );
  16188. points.push( [ - 1, 1, data[ ( uy * width + lx ) * 4 ] / 255 * depth ] );
  16189. var normals = [];
  16190. var num_points = points.length;
  16191. for ( var i = 0; i < num_points; i ++ ) {
  16192. var v1 = points[ i ];
  16193. var v2 = points[ ( i + 1 ) % num_points ];
  16194. v1 = subtract( v1, origin );
  16195. v2 = subtract( v2, origin );
  16196. normals.push( normalize( cross( v1, v2 ) ) );
  16197. }
  16198. var normal = [ 0, 0, 0 ];
  16199. for ( var i = 0; i < normals.length; i ++ ) {
  16200. normal[ 0 ] += normals[ i ][ 0 ];
  16201. normal[ 1 ] += normals[ i ][ 1 ];
  16202. normal[ 2 ] += normals[ i ][ 2 ];
  16203. }
  16204. normal[ 0 ] /= normals.length;
  16205. normal[ 1 ] /= normals.length;
  16206. normal[ 2 ] /= normals.length;
  16207. var idx = ( y * width + x ) * 4;
  16208. output[ idx ] = ( ( normal[ 0 ] + 1.0 ) / 2.0 * 255 ) | 0;
  16209. output[ idx + 1 ] = ( ( normal[ 1 ] + 1.0 ) / 2.0 * 255 ) | 0;
  16210. output[ idx + 2 ] = ( normal[ 2 ] * 255 ) | 0;
  16211. output[ idx + 3 ] = 255;
  16212. }
  16213. }
  16214. context.putImageData( imageData, 0, 0 );
  16215. return canvas;
  16216. },
  16217. generateDataTexture: function ( width, height, color ) {
  16218. var size = width * height;
  16219. var data = new Uint8Array( 3 * size );
  16220. var r = Math.floor( color.r * 255 );
  16221. var g = Math.floor( color.g * 255 );
  16222. var b = Math.floor( color.b * 255 );
  16223. for ( var i = 0; i < size; i ++ ) {
  16224. data[ i * 3 ] = r;
  16225. data[ i * 3 + 1 ] = g;
  16226. data[ i * 3 + 2 ] = b;
  16227. }
  16228. var texture = new THREE.DataTexture( data, width, height, THREE.RGBFormat );
  16229. texture.needsUpdate = true;
  16230. return texture;
  16231. }
  16232. };
  16233. /**
  16234. * @author alteredq / http://alteredqualia.com/
  16235. */
  16236. THREE.SceneUtils = {
  16237. createMultiMaterialObject: function ( geometry, materials ) {
  16238. var group = new THREE.Object3D();
  16239. for ( var i = 0, l = materials.length; i < l; i ++ ) {
  16240. group.add( new THREE.Mesh( geometry, materials[ i ] ) );
  16241. }
  16242. return group;
  16243. },
  16244. detach : function ( child, parent, scene ) {
  16245. child.applyMatrix( parent.matrixWorld );
  16246. parent.remove( child );
  16247. scene.add( child );
  16248. },
  16249. attach: function ( child, scene, parent ) {
  16250. var matrixWorldInverse = new THREE.Matrix4();
  16251. matrixWorldInverse.getInverse( parent.matrixWorld );
  16252. child.applyMatrix( matrixWorldInverse );
  16253. scene.remove( child );
  16254. parent.add( child );
  16255. }
  16256. };
  16257. /**
  16258. * @author zz85 / http://www.lab4games.net/zz85/blog
  16259. * @author alteredq / http://alteredqualia.com/
  16260. *
  16261. * For Text operations in three.js (See TextGeometry)
  16262. *
  16263. * It uses techniques used in:
  16264. *
  16265. * typeface.js and canvastext
  16266. * For converting fonts and rendering with javascript
  16267. * http://typeface.neocracy.org
  16268. *
  16269. * Triangulation ported from AS3
  16270. * Simple Polygon Triangulation
  16271. * http://actionsnippet.com/?p=1462
  16272. *
  16273. * A Method to triangulate shapes with holes
  16274. * http://www.sakri.net/blog/2009/06/12/an-approach-to-triangulating-polygons-with-holes/
  16275. *
  16276. */
  16277. THREE.FontUtils = {
  16278. faces : {},
  16279. // Just for now. face[weight][style]
  16280. face : "helvetiker",
  16281. weight: "normal",
  16282. style : "normal",
  16283. size : 150,
  16284. divisions : 10,
  16285. getFace : function() {
  16286. return this.faces[ this.face ][ this.weight ][ this.style ];
  16287. },
  16288. loadFace : function( data ) {
  16289. var family = data.familyName.toLowerCase();
  16290. var ThreeFont = this;
  16291. ThreeFont.faces[ family ] = ThreeFont.faces[ family ] || {};
  16292. ThreeFont.faces[ family ][ data.cssFontWeight ] = ThreeFont.faces[ family ][ data.cssFontWeight ] || {};
  16293. ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
  16294. var face = ThreeFont.faces[ family ][ data.cssFontWeight ][ data.cssFontStyle ] = data;
  16295. return data;
  16296. },
  16297. drawText : function( text ) {
  16298. var characterPts = [], allPts = [];
  16299. // RenderText
  16300. var i, p,
  16301. face = this.getFace(),
  16302. scale = this.size / face.resolution,
  16303. offset = 0,
  16304. chars = String( text ).split( '' ),
  16305. length = chars.length;
  16306. var fontPaths = [];
  16307. for ( i = 0; i < length; i ++ ) {
  16308. var path = new THREE.Path();
  16309. var ret = this.extractGlyphPoints( chars[ i ], face, scale, offset, path );
  16310. offset += ret.offset;
  16311. fontPaths.push( ret.path );
  16312. }
  16313. // get the width
  16314. var width = offset / 2;
  16315. //
  16316. // for ( p = 0; p < allPts.length; p++ ) {
  16317. //
  16318. // allPts[ p ].x -= width;
  16319. //
  16320. // }
  16321. //var extract = this.extractPoints( allPts, characterPts );
  16322. //extract.contour = allPts;
  16323. //extract.paths = fontPaths;
  16324. //extract.offset = width;
  16325. return { paths : fontPaths, offset : width };
  16326. },
  16327. extractGlyphPoints : function( c, face, scale, offset, path ) {
  16328. var pts = [];
  16329. var i, i2, divisions,
  16330. outline, action, length,
  16331. scaleX, scaleY,
  16332. x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2,
  16333. laste,
  16334. glyph = face.glyphs[ c ] || face.glyphs[ '?' ];
  16335. if ( !glyph ) return;
  16336. if ( glyph.o ) {
  16337. outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
  16338. length = outline.length;
  16339. scaleX = scale;
  16340. scaleY = scale;
  16341. for ( i = 0; i < length; ) {
  16342. action = outline[ i ++ ];
  16343. //console.log( action );
  16344. switch( action ) {
  16345. case 'm':
  16346. // Move To
  16347. x = outline[ i++ ] * scaleX + offset;
  16348. y = outline[ i++ ] * scaleY;
  16349. path.moveTo( x, y );
  16350. break;
  16351. case 'l':
  16352. // Line To
  16353. x = outline[ i++ ] * scaleX + offset;
  16354. y = outline[ i++ ] * scaleY;
  16355. path.lineTo(x,y);
  16356. break;
  16357. case 'q':
  16358. // QuadraticCurveTo
  16359. cpx = outline[ i++ ] * scaleX + offset;
  16360. cpy = outline[ i++ ] * scaleY;
  16361. cpx1 = outline[ i++ ] * scaleX + offset;
  16362. cpy1 = outline[ i++ ] * scaleY;
  16363. path.quadraticCurveTo(cpx1, cpy1, cpx, cpy);
  16364. laste = pts[ pts.length - 1 ];
  16365. if ( laste ) {
  16366. cpx0 = laste.x;
  16367. cpy0 = laste.y;
  16368. for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
  16369. var t = i2 / divisions;
  16370. var tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
  16371. var ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
  16372. }
  16373. }
  16374. break;
  16375. case 'b':
  16376. // Cubic Bezier Curve
  16377. cpx = outline[ i++ ] * scaleX + offset;
  16378. cpy = outline[ i++ ] * scaleY;
  16379. cpx1 = outline[ i++ ] * scaleX + offset;
  16380. cpy1 = outline[ i++ ] * -scaleY;
  16381. cpx2 = outline[ i++ ] * scaleX + offset;
  16382. cpy2 = outline[ i++ ] * -scaleY;
  16383. path.bezierCurveTo( cpx, cpy, cpx1, cpy1, cpx2, cpy2 );
  16384. laste = pts[ pts.length - 1 ];
  16385. if ( laste ) {
  16386. cpx0 = laste.x;
  16387. cpy0 = laste.y;
  16388. for ( i2 = 1, divisions = this.divisions; i2 <= divisions; i2 ++ ) {
  16389. var t = i2 / divisions;
  16390. var tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
  16391. var ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
  16392. }
  16393. }
  16394. break;
  16395. }
  16396. }
  16397. }
  16398. return { offset: glyph.ha*scale, path:path};
  16399. }
  16400. };
  16401. THREE.FontUtils.generateShapes = function( text, parameters ) {
  16402. // Parameters
  16403. parameters = parameters || {};
  16404. var size = parameters.size !== undefined ? parameters.size : 100;
  16405. var curveSegments = parameters.curveSegments !== undefined ? parameters.curveSegments: 4;
  16406. var font = parameters.font !== undefined ? parameters.font : "helvetiker";
  16407. var weight = parameters.weight !== undefined ? parameters.weight : "normal";
  16408. var style = parameters.style !== undefined ? parameters.style : "normal";
  16409. THREE.FontUtils.size = size;
  16410. THREE.FontUtils.divisions = curveSegments;
  16411. THREE.FontUtils.face = font;
  16412. THREE.FontUtils.weight = weight;
  16413. THREE.FontUtils.style = style;
  16414. // Get a Font data json object
  16415. var data = THREE.FontUtils.drawText( text );
  16416. var paths = data.paths;
  16417. var shapes = [];
  16418. for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
  16419. Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
  16420. }
  16421. return shapes;
  16422. };
  16423. /**
  16424. * This code is a quick port of code written in C++ which was submitted to
  16425. * flipcode.com by John W. Ratcliff // July 22, 2000
  16426. * See original code and more information here:
  16427. * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
  16428. *
  16429. * ported to actionscript by Zevan Rosser
  16430. * www.actionsnippet.com
  16431. *
  16432. * ported to javascript by Joshua Koo
  16433. * http://www.lab4games.net/zz85/blog
  16434. *
  16435. */
  16436. ( function( namespace ) {
  16437. var EPSILON = 0.0000000001;
  16438. // takes in an contour array and returns
  16439. var process = function( contour, indices ) {
  16440. var n = contour.length;
  16441. if ( n < 3 ) return null;
  16442. var result = [],
  16443. verts = [],
  16444. vertIndices = [];
  16445. /* we want a counter-clockwise polygon in verts */
  16446. var u, v, w;
  16447. if ( area( contour ) > 0.0 ) {
  16448. for ( v = 0; v < n; v++ ) verts[ v ] = v;
  16449. } else {
  16450. for ( v = 0; v < n; v++ ) verts[ v ] = ( n - 1 ) - v;
  16451. }
  16452. var nv = n;
  16453. /* remove nv - 2 vertices, creating 1 triangle every time */
  16454. var count = 2 * nv; /* error detection */
  16455. for( v = nv - 1; nv > 2; ) {
  16456. /* if we loop, it is probably a non-simple polygon */
  16457. if ( ( count-- ) <= 0 ) {
  16458. //** Triangulate: ERROR - probable bad polygon!
  16459. //throw ( "Warning, unable to triangulate polygon!" );
  16460. //return null;
  16461. // Sometimes warning is fine, especially polygons are triangulated in reverse.
  16462. console.log( "Warning, unable to triangulate polygon!" );
  16463. if ( indices ) return vertIndices;
  16464. return result;
  16465. }
  16466. /* three consecutive vertices in current polygon, <u,v,w> */
  16467. u = v; if ( nv <= u ) u = 0; /* previous */
  16468. v = u + 1; if ( nv <= v ) v = 0; /* new v */
  16469. w = v + 1; if ( nv <= w ) w = 0; /* next */
  16470. if ( snip( contour, u, v, w, nv, verts ) ) {
  16471. var a, b, c, s, t;
  16472. /* true names of the vertices */
  16473. a = verts[ u ];
  16474. b = verts[ v ];
  16475. c = verts[ w ];
  16476. /* output Triangle */
  16477. result.push( [ contour[ a ],
  16478. contour[ b ],
  16479. contour[ c ] ] );
  16480. vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );
  16481. /* remove v from the remaining polygon */
  16482. for( s = v, t = v + 1; t < nv; s++, t++ ) {
  16483. verts[ s ] = verts[ t ];
  16484. }
  16485. nv--;
  16486. /* reset error detection counter */
  16487. count = 2 * nv;
  16488. }
  16489. }
  16490. if ( indices ) return vertIndices;
  16491. return result;
  16492. };
  16493. // calculate area of the contour polygon
  16494. var area = function ( contour ) {
  16495. var n = contour.length;
  16496. var a = 0.0;
  16497. for( var p = n - 1, q = 0; q < n; p = q++ ) {
  16498. a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
  16499. }
  16500. return a * 0.5;
  16501. };
  16502. var snip = function ( contour, u, v, w, n, verts ) {
  16503. var p;
  16504. var ax, ay, bx, by;
  16505. var cx, cy, px, py;
  16506. ax = contour[ verts[ u ] ].x;
  16507. ay = contour[ verts[ u ] ].y;
  16508. bx = contour[ verts[ v ] ].x;
  16509. by = contour[ verts[ v ] ].y;
  16510. cx = contour[ verts[ w ] ].x;
  16511. cy = contour[ verts[ w ] ].y;
  16512. if ( EPSILON > (((bx-ax)*(cy-ay)) - ((by-ay)*(cx-ax))) ) return false;
  16513. var aX, aY, bX, bY, cX, cY;
  16514. var apx, apy, bpx, bpy, cpx, cpy;
  16515. var cCROSSap, bCROSScp, aCROSSbp;
  16516. aX = cx - bx; aY = cy - by;
  16517. bX = ax - cx; bY = ay - cy;
  16518. cX = bx - ax; cY = by - ay;
  16519. for ( p = 0; p < n; p++ ) {
  16520. px = contour[ verts[ p ] ].x
  16521. py = contour[ verts[ p ] ].y
  16522. if ( ( (px === ax) && (py === ay) ) ||
  16523. ( (px === bx) && (py === by) ) ||
  16524. ( (px === cx) && (py === cy) ) ) continue;
  16525. apx = px - ax; apy = py - ay;
  16526. bpx = px - bx; bpy = py - by;
  16527. cpx = px - cx; cpy = py - cy;
  16528. // see if p is inside triangle abc
  16529. aCROSSbp = aX*bpy - aY*bpx;
  16530. cCROSSap = cX*apy - cY*apx;
  16531. bCROSScp = bX*cpy - bY*cpx;
  16532. if ( (aCROSSbp >= -EPSILON) && (bCROSScp >= -EPSILON) && (cCROSSap >= -EPSILON) ) return false;
  16533. }
  16534. return true;
  16535. };
  16536. namespace.Triangulate = process;
  16537. namespace.Triangulate.area = area;
  16538. return namespace;
  16539. })(THREE.FontUtils);
  16540. // To use the typeface.js face files, hook up the API
  16541. self._typeface_js = { faces: THREE.FontUtils.faces, loadFace: THREE.FontUtils.loadFace };
  16542. THREE.typeface_js = self._typeface_js;
  16543. /**
  16544. * @author zz85 / http://www.lab4games.net/zz85/blog
  16545. * Extensible curve object
  16546. *
  16547. * Some common of Curve methods
  16548. * .getPoint(t), getTangent(t)
  16549. * .getPointAt(u), getTagentAt(u)
  16550. * .getPoints(), .getSpacedPoints()
  16551. * .getLength()
  16552. * .updateArcLengths()
  16553. *
  16554. * This following classes subclasses THREE.Curve:
  16555. *
  16556. * -- 2d classes --
  16557. * THREE.LineCurve
  16558. * THREE.QuadraticBezierCurve
  16559. * THREE.CubicBezierCurve
  16560. * THREE.SplineCurve
  16561. * THREE.ArcCurve
  16562. * THREE.EllipseCurve
  16563. *
  16564. * -- 3d classes --
  16565. * THREE.LineCurve3
  16566. * THREE.QuadraticBezierCurve3
  16567. * THREE.CubicBezierCurve3
  16568. * THREE.SplineCurve3
  16569. * THREE.ClosedSplineCurve3
  16570. *
  16571. * A series of curves can be represented as a THREE.CurvePath
  16572. *
  16573. **/
  16574. /**************************************************************
  16575. * Abstract Curve base class
  16576. **************************************************************/
  16577. THREE.Curve = function () {
  16578. };
  16579. // Virtual base class method to overwrite and implement in subclasses
  16580. // - t [0 .. 1]
  16581. THREE.Curve.prototype.getPoint = function ( t ) {
  16582. console.log( "Warning, getPoint() not implemented!" );
  16583. return null;
  16584. };
  16585. // Get point at relative position in curve according to arc length
  16586. // - u [0 .. 1]
  16587. THREE.Curve.prototype.getPointAt = function ( u ) {
  16588. var t = this.getUtoTmapping( u );
  16589. return this.getPoint( t );
  16590. };
  16591. // Get sequence of points using getPoint( t )
  16592. THREE.Curve.prototype.getPoints = function ( divisions ) {
  16593. if ( !divisions ) divisions = 5;
  16594. var d, pts = [];
  16595. for ( d = 0; d <= divisions; d ++ ) {
  16596. pts.push( this.getPoint( d / divisions ) );
  16597. }
  16598. return pts;
  16599. };
  16600. // Get sequence of points using getPointAt( u )
  16601. THREE.Curve.prototype.getSpacedPoints = function ( divisions ) {
  16602. if ( !divisions ) divisions = 5;
  16603. var d, pts = [];
  16604. for ( d = 0; d <= divisions; d ++ ) {
  16605. pts.push( this.getPointAt( d / divisions ) );
  16606. }
  16607. return pts;
  16608. };
  16609. // Get total curve arc length
  16610. THREE.Curve.prototype.getLength = function () {
  16611. var lengths = this.getLengths();
  16612. return lengths[ lengths.length - 1 ];
  16613. };
  16614. // Get list of cumulative segment lengths
  16615. THREE.Curve.prototype.getLengths = function ( divisions ) {
  16616. if ( !divisions ) divisions = (this.__arcLengthDivisions) ? (this.__arcLengthDivisions): 200;
  16617. if ( this.cacheArcLengths
  16618. && ( this.cacheArcLengths.length == divisions + 1 )
  16619. && !this.needsUpdate) {
  16620. //console.log( "cached", this.cacheArcLengths );
  16621. return this.cacheArcLengths;
  16622. }
  16623. this.needsUpdate = false;
  16624. var cache = [];
  16625. var current, last = this.getPoint( 0 );
  16626. var p, sum = 0;
  16627. cache.push( 0 );
  16628. for ( p = 1; p <= divisions; p ++ ) {
  16629. current = this.getPoint ( p / divisions );
  16630. sum += current.distanceTo( last );
  16631. cache.push( sum );
  16632. last = current;
  16633. }
  16634. this.cacheArcLengths = cache;
  16635. return cache; // { sums: cache, sum:sum }; Sum is in the last element.
  16636. };
  16637. THREE.Curve.prototype.updateArcLengths = function() {
  16638. this.needsUpdate = true;
  16639. this.getLengths();
  16640. };
  16641. // Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equi distance
  16642. THREE.Curve.prototype.getUtoTmapping = function ( u, distance ) {
  16643. var arcLengths = this.getLengths();
  16644. var i = 0, il = arcLengths.length;
  16645. var targetArcLength; // The targeted u distance value to get
  16646. if ( distance ) {
  16647. targetArcLength = distance;
  16648. } else {
  16649. targetArcLength = u * arcLengths[ il - 1 ];
  16650. }
  16651. //var time = Date.now();
  16652. // binary search for the index with largest value smaller than target u distance
  16653. var low = 0, high = il - 1, comparison;
  16654. while ( low <= high ) {
  16655. 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
  16656. comparison = arcLengths[ i ] - targetArcLength;
  16657. if ( comparison < 0 ) {
  16658. low = i + 1;
  16659. continue;
  16660. } else if ( comparison > 0 ) {
  16661. high = i - 1;
  16662. continue;
  16663. } else {
  16664. high = i;
  16665. break;
  16666. // DONE
  16667. }
  16668. }
  16669. i = high;
  16670. //console.log('b' , i, low, high, Date.now()- time);
  16671. if ( arcLengths[ i ] == targetArcLength ) {
  16672. var t = i / ( il - 1 );
  16673. return t;
  16674. }
  16675. // we could get finer grain at lengths, or use simple interpolatation between two points
  16676. var lengthBefore = arcLengths[ i ];
  16677. var lengthAfter = arcLengths[ i + 1 ];
  16678. var segmentLength = lengthAfter - lengthBefore;
  16679. // determine where we are between the 'before' and 'after' points
  16680. var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
  16681. // add that fractional amount to t
  16682. var t = ( i + segmentFraction ) / ( il -1 );
  16683. return t;
  16684. };
  16685. // Returns a unit vector tangent at t
  16686. // In case any sub curve does not implement its tangent derivation,
  16687. // 2 points a small delta apart will be used to find its gradient
  16688. // which seems to give a reasonable approximation
  16689. THREE.Curve.prototype.getTangent = function( t ) {
  16690. var delta = 0.0001;
  16691. var t1 = t - delta;
  16692. var t2 = t + delta;
  16693. // Capping in case of danger
  16694. if ( t1 < 0 ) t1 = 0;
  16695. if ( t2 > 1 ) t2 = 1;
  16696. var pt1 = this.getPoint( t1 );
  16697. var pt2 = this.getPoint( t2 );
  16698. var vec = pt2.clone().sub(pt1);
  16699. return vec.normalize();
  16700. };
  16701. THREE.Curve.prototype.getTangentAt = function ( u ) {
  16702. var t = this.getUtoTmapping( u );
  16703. return this.getTangent( t );
  16704. };
  16705. /**************************************************************
  16706. * Utils
  16707. **************************************************************/
  16708. THREE.Curve.Utils = {
  16709. tangentQuadraticBezier: function ( t, p0, p1, p2 ) {
  16710. return 2 * ( 1 - t ) * ( p1 - p0 ) + 2 * t * ( p2 - p1 );
  16711. },
  16712. // Puay Bing, thanks for helping with this derivative!
  16713. tangentCubicBezier: function (t, p0, p1, p2, p3 ) {
  16714. return -3 * p0 * (1 - t) * (1 - t) +
  16715. 3 * p1 * (1 - t) * (1-t) - 6 *t *p1 * (1-t) +
  16716. 6 * t * p2 * (1-t) - 3 * t * t * p2 +
  16717. 3 * t * t * p3;
  16718. },
  16719. tangentSpline: function ( t, p0, p1, p2, p3 ) {
  16720. // To check if my formulas are correct
  16721. var h00 = 6 * t * t - 6 * t; // derived from 2t^3 − 3t^2 + 1
  16722. var h10 = 3 * t * t - 4 * t + 1; // t^3 − 2t^2 + t
  16723. var h01 = -6 * t * t + 6 * t; // − 2t3 + 3t2
  16724. var h11 = 3 * t * t - 2 * t; // t3 − t2
  16725. return h00 + h10 + h01 + h11;
  16726. },
  16727. // Catmull-Rom
  16728. interpolate: function( p0, p1, p2, p3, t ) {
  16729. var v0 = ( p2 - p0 ) * 0.5;
  16730. var v1 = ( p3 - p1 ) * 0.5;
  16731. var t2 = t * t;
  16732. var t3 = t * t2;
  16733. return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  16734. }
  16735. };
  16736. // TODO: Transformation for Curves?
  16737. /**************************************************************
  16738. * 3D Curves
  16739. **************************************************************/
  16740. // A Factory method for creating new curve subclasses
  16741. THREE.Curve.create = function ( constructor, getPointFunc ) {
  16742. constructor.prototype = Object.create( THREE.Curve.prototype );
  16743. constructor.prototype.getPoint = getPointFunc;
  16744. return constructor;
  16745. };
  16746. /**
  16747. * @author zz85 / http://www.lab4games.net/zz85/blog
  16748. *
  16749. **/
  16750. /**************************************************************
  16751. * Curved Path - a curve path is simply a array of connected
  16752. * curves, but retains the api of a curve
  16753. **************************************************************/
  16754. THREE.CurvePath = function () {
  16755. this.curves = [];
  16756. this.bends = [];
  16757. this.autoClose = false; // Automatically closes the path
  16758. };
  16759. THREE.CurvePath.prototype = Object.create( THREE.Curve.prototype );
  16760. THREE.CurvePath.prototype.add = function ( curve ) {
  16761. this.curves.push( curve );
  16762. };
  16763. THREE.CurvePath.prototype.checkConnection = function() {
  16764. // TODO
  16765. // If the ending of curve is not connected to the starting
  16766. // or the next curve, then, this is not a real path
  16767. };
  16768. THREE.CurvePath.prototype.closePath = function() {
  16769. // TODO Test
  16770. // and verify for vector3 (needs to implement equals)
  16771. // Add a line curve if start and end of lines are not connected
  16772. var startPoint = this.curves[0].getPoint(0);
  16773. var endPoint = this.curves[this.curves.length-1].getPoint(1);
  16774. if (!startPoint.equals(endPoint)) {
  16775. this.curves.push( new THREE.LineCurve(endPoint, startPoint) );
  16776. }
  16777. };
  16778. // To get accurate point with reference to
  16779. // entire path distance at time t,
  16780. // following has to be done:
  16781. // 1. Length of each sub path have to be known
  16782. // 2. Locate and identify type of curve
  16783. // 3. Get t for the curve
  16784. // 4. Return curve.getPointAt(t')
  16785. THREE.CurvePath.prototype.getPoint = function( t ) {
  16786. var d = t * this.getLength();
  16787. var curveLengths = this.getCurveLengths();
  16788. var i = 0, diff, curve;
  16789. // To think about boundaries points.
  16790. while ( i < curveLengths.length ) {
  16791. if ( curveLengths[ i ] >= d ) {
  16792. diff = curveLengths[ i ] - d;
  16793. curve = this.curves[ i ];
  16794. var u = 1 - diff / curve.getLength();
  16795. return curve.getPointAt( u );
  16796. break;
  16797. }
  16798. i ++;
  16799. }
  16800. return null;
  16801. // loop where sum != 0, sum > d , sum+1 <d
  16802. };
  16803. /*
  16804. THREE.CurvePath.prototype.getTangent = function( t ) {
  16805. };*/
  16806. // We cannot use the default THREE.Curve getPoint() with getLength() because in
  16807. // THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  16808. // getPoint() depends on getLength
  16809. THREE.CurvePath.prototype.getLength = function() {
  16810. var lens = this.getCurveLengths();
  16811. return lens[ lens.length - 1 ];
  16812. };
  16813. // Compute lengths and cache them
  16814. // We cannot overwrite getLengths() because UtoT mapping uses it.
  16815. THREE.CurvePath.prototype.getCurveLengths = function() {
  16816. // We use cache values if curves and cache array are same length
  16817. if ( this.cacheLengths && this.cacheLengths.length == this.curves.length ) {
  16818. return this.cacheLengths;
  16819. };
  16820. // Get length of subsurve
  16821. // Push sums into cached array
  16822. var lengths = [], sums = 0;
  16823. var i, il = this.curves.length;
  16824. for ( i = 0; i < il; i ++ ) {
  16825. sums += this.curves[ i ].getLength();
  16826. lengths.push( sums );
  16827. }
  16828. this.cacheLengths = lengths;
  16829. return lengths;
  16830. };
  16831. // Returns min and max coordinates
  16832. THREE.CurvePath.prototype.getBoundingBox = function () {
  16833. var points = this.getPoints();
  16834. var maxX, maxY, maxZ;
  16835. var minX, minY, minZ;
  16836. maxX = maxY = Number.NEGATIVE_INFINITY;
  16837. minX = minY = Number.POSITIVE_INFINITY;
  16838. var p, i, il, sum;
  16839. var v3 = points[0] instanceof THREE.Vector3;
  16840. sum = v3 ? new THREE.Vector3() : new THREE.Vector2();
  16841. for ( i = 0, il = points.length; i < il; i ++ ) {
  16842. p = points[ i ];
  16843. if ( p.x > maxX ) maxX = p.x;
  16844. else if ( p.x < minX ) minX = p.x;
  16845. if ( p.y > maxY ) maxY = p.y;
  16846. else if ( p.y < minY ) minY = p.y;
  16847. if ( v3 ) {
  16848. if ( p.z > maxZ ) maxZ = p.z;
  16849. else if ( p.z < minZ ) minZ = p.z;
  16850. }
  16851. sum.add( p );
  16852. }
  16853. var ret = {
  16854. minX: minX,
  16855. minY: minY,
  16856. maxX: maxX,
  16857. maxY: maxY
  16858. };
  16859. if ( v3 ) {
  16860. ret.maxZ = maxZ;
  16861. ret.minZ = minZ;
  16862. }
  16863. return ret;
  16864. };
  16865. /**************************************************************
  16866. * Create Geometries Helpers
  16867. **************************************************************/
  16868. /// Generate geometry from path points (for Line or Points objects)
  16869. THREE.CurvePath.prototype.createPointsGeometry = function( divisions ) {
  16870. var pts = this.getPoints( divisions, true );
  16871. return this.createGeometry( pts );
  16872. };
  16873. // Generate geometry from equidistance sampling along the path
  16874. THREE.CurvePath.prototype.createSpacedPointsGeometry = function( divisions ) {
  16875. var pts = this.getSpacedPoints( divisions, true );
  16876. return this.createGeometry( pts );
  16877. };
  16878. THREE.CurvePath.prototype.createGeometry = function( points ) {
  16879. var geometry = new THREE.Geometry();
  16880. for ( var i = 0; i < points.length; i ++ ) {
  16881. geometry.vertices.push( new THREE.Vector3( points[ i ].x, points[ i ].y, points[ i ].z || 0) );
  16882. }
  16883. return geometry;
  16884. };
  16885. /**************************************************************
  16886. * Bend / Wrap Helper Methods
  16887. **************************************************************/
  16888. // Wrap path / Bend modifiers?
  16889. THREE.CurvePath.prototype.addWrapPath = function ( bendpath ) {
  16890. this.bends.push( bendpath );
  16891. };
  16892. THREE.CurvePath.prototype.getTransformedPoints = function( segments, bends ) {
  16893. var oldPts = this.getPoints( segments ); // getPoints getSpacedPoints
  16894. var i, il;
  16895. if ( !bends ) {
  16896. bends = this.bends;
  16897. }
  16898. for ( i = 0, il = bends.length; i < il; i ++ ) {
  16899. oldPts = this.getWrapPoints( oldPts, bends[ i ] );
  16900. }
  16901. return oldPts;
  16902. };
  16903. THREE.CurvePath.prototype.getTransformedSpacedPoints = function( segments, bends ) {
  16904. var oldPts = this.getSpacedPoints( segments );
  16905. var i, il;
  16906. if ( !bends ) {
  16907. bends = this.bends;
  16908. }
  16909. for ( i = 0, il = bends.length; i < il; i ++ ) {
  16910. oldPts = this.getWrapPoints( oldPts, bends[ i ] );
  16911. }
  16912. return oldPts;
  16913. };
  16914. // This returns getPoints() bend/wrapped around the contour of a path.
  16915. // Read http://www.planetclegg.com/projects/WarpingTextToSplines.html
  16916. THREE.CurvePath.prototype.getWrapPoints = function ( oldPts, path ) {
  16917. var bounds = this.getBoundingBox();
  16918. var i, il, p, oldX, oldY, xNorm;
  16919. for ( i = 0, il = oldPts.length; i < il; i ++ ) {
  16920. p = oldPts[ i ];
  16921. oldX = p.x;
  16922. oldY = p.y;
  16923. xNorm = oldX / bounds.maxX;
  16924. // If using actual distance, for length > path, requires line extrusions
  16925. //xNorm = path.getUtoTmapping(xNorm, oldX); // 3 styles. 1) wrap stretched. 2) wrap stretch by arc length 3) warp by actual distance
  16926. xNorm = path.getUtoTmapping( xNorm, oldX );
  16927. // check for out of bounds?
  16928. var pathPt = path.getPoint( xNorm );
  16929. var normal = path.getTangent( xNorm );
  16930. normal.set( -normal.y, normal.x ).multiplyScalar( oldY );
  16931. p.x = pathPt.x + normal.x;
  16932. p.y = pathPt.y + normal.y;
  16933. }
  16934. return oldPts;
  16935. };
  16936. /**
  16937. * @author alteredq / http://alteredqualia.com/
  16938. */
  16939. THREE.Gyroscope = function () {
  16940. THREE.Object3D.call( this );
  16941. };
  16942. THREE.Gyroscope.prototype = Object.create( THREE.Object3D.prototype );
  16943. THREE.Gyroscope.prototype.updateMatrixWorld = function ( force ) {
  16944. this.matrixAutoUpdate && this.updateMatrix();
  16945. // update matrixWorld
  16946. if ( this.matrixWorldNeedsUpdate || force ) {
  16947. if ( this.parent ) {
  16948. this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
  16949. this.matrixWorld.decompose( this.translationWorld, this.quaternionWorld, this.scaleWorld );
  16950. this.matrix.decompose( this.translationObject, this.quaternionObject, this.scaleObject );
  16951. this.matrixWorld.compose( this.translationWorld, this.quaternionObject, this.scaleWorld );
  16952. } else {
  16953. this.matrixWorld.copy( this.matrix );
  16954. }
  16955. this.matrixWorldNeedsUpdate = false;
  16956. force = true;
  16957. }
  16958. // update children
  16959. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  16960. this.children[ i ].updateMatrixWorld( force );
  16961. }
  16962. };
  16963. THREE.Gyroscope.prototype.translationWorld = new THREE.Vector3();
  16964. THREE.Gyroscope.prototype.translationObject = new THREE.Vector3();
  16965. THREE.Gyroscope.prototype.quaternionWorld = new THREE.Quaternion();
  16966. THREE.Gyroscope.prototype.quaternionObject = new THREE.Quaternion();
  16967. THREE.Gyroscope.prototype.scaleWorld = new THREE.Vector3();
  16968. THREE.Gyroscope.prototype.scaleObject = new THREE.Vector3();
  16969. /**
  16970. * @author zz85 / http://www.lab4games.net/zz85/blog
  16971. * Creates free form 2d path using series of points, lines or curves.
  16972. *
  16973. **/
  16974. THREE.Path = function ( points ) {
  16975. THREE.CurvePath.call(this);
  16976. this.actions = [];
  16977. if ( points ) {
  16978. this.fromPoints( points );
  16979. }
  16980. };
  16981. THREE.Path.prototype = Object.create( THREE.CurvePath.prototype );
  16982. THREE.PathActions = {
  16983. MOVE_TO: 'moveTo',
  16984. LINE_TO: 'lineTo',
  16985. QUADRATIC_CURVE_TO: 'quadraticCurveTo', // Bezier quadratic curve
  16986. BEZIER_CURVE_TO: 'bezierCurveTo', // Bezier cubic curve
  16987. CSPLINE_THRU: 'splineThru', // Catmull-rom spline
  16988. ARC: 'arc', // Circle
  16989. ELLIPSE: 'ellipse'
  16990. };
  16991. // TODO Clean up PATH API
  16992. // Create path using straight lines to connect all points
  16993. // - vectors: array of Vector2
  16994. THREE.Path.prototype.fromPoints = function ( vectors ) {
  16995. this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );
  16996. for ( var v = 1, vlen = vectors.length; v < vlen; v ++ ) {
  16997. this.lineTo( vectors[ v ].x, vectors[ v ].y );
  16998. };
  16999. };
  17000. // startPath() endPath()?
  17001. THREE.Path.prototype.moveTo = function ( x, y ) {
  17002. var args = Array.prototype.slice.call( arguments );
  17003. this.actions.push( { action: THREE.PathActions.MOVE_TO, args: args } );
  17004. };
  17005. THREE.Path.prototype.lineTo = function ( x, y ) {
  17006. var args = Array.prototype.slice.call( arguments );
  17007. var lastargs = this.actions[ this.actions.length - 1 ].args;
  17008. var x0 = lastargs[ lastargs.length - 2 ];
  17009. var y0 = lastargs[ lastargs.length - 1 ];
  17010. var curve = new THREE.LineCurve( new THREE.Vector2( x0, y0 ), new THREE.Vector2( x, y ) );
  17011. this.curves.push( curve );
  17012. this.actions.push( { action: THREE.PathActions.LINE_TO, args: args } );
  17013. };
  17014. THREE.Path.prototype.quadraticCurveTo = function( aCPx, aCPy, aX, aY ) {
  17015. var args = Array.prototype.slice.call( arguments );
  17016. var lastargs = this.actions[ this.actions.length - 1 ].args;
  17017. var x0 = lastargs[ lastargs.length - 2 ];
  17018. var y0 = lastargs[ lastargs.length - 1 ];
  17019. var curve = new THREE.QuadraticBezierCurve( new THREE.Vector2( x0, y0 ),
  17020. new THREE.Vector2( aCPx, aCPy ),
  17021. new THREE.Vector2( aX, aY ) );
  17022. this.curves.push( curve );
  17023. this.actions.push( { action: THREE.PathActions.QUADRATIC_CURVE_TO, args: args } );
  17024. };
  17025. THREE.Path.prototype.bezierCurveTo = function( aCP1x, aCP1y,
  17026. aCP2x, aCP2y,
  17027. aX, aY ) {
  17028. var args = Array.prototype.slice.call( arguments );
  17029. var lastargs = this.actions[ this.actions.length - 1 ].args;
  17030. var x0 = lastargs[ lastargs.length - 2 ];
  17031. var y0 = lastargs[ lastargs.length - 1 ];
  17032. var curve = new THREE.CubicBezierCurve( new THREE.Vector2( x0, y0 ),
  17033. new THREE.Vector2( aCP1x, aCP1y ),
  17034. new THREE.Vector2( aCP2x, aCP2y ),
  17035. new THREE.Vector2( aX, aY ) );
  17036. this.curves.push( curve );
  17037. this.actions.push( { action: THREE.PathActions.BEZIER_CURVE_TO, args: args } );
  17038. };
  17039. THREE.Path.prototype.splineThru = function( pts /*Array of Vector*/ ) {
  17040. var args = Array.prototype.slice.call( arguments );
  17041. var lastargs = this.actions[ this.actions.length - 1 ].args;
  17042. var x0 = lastargs[ lastargs.length - 2 ];
  17043. var y0 = lastargs[ lastargs.length - 1 ];
  17044. //---
  17045. var npts = [ new THREE.Vector2( x0, y0 ) ];
  17046. Array.prototype.push.apply( npts, pts );
  17047. var curve = new THREE.SplineCurve( npts );
  17048. this.curves.push( curve );
  17049. this.actions.push( { action: THREE.PathActions.CSPLINE_THRU, args: args } );
  17050. };
  17051. // FUTURE: Change the API or follow canvas API?
  17052. THREE.Path.prototype.arc = function ( aX, aY, aRadius,
  17053. aStartAngle, aEndAngle, aClockwise ) {
  17054. var lastargs = this.actions[ this.actions.length - 1].args;
  17055. var x0 = lastargs[ lastargs.length - 2 ];
  17056. var y0 = lastargs[ lastargs.length - 1 ];
  17057. this.absarc(aX + x0, aY + y0, aRadius,
  17058. aStartAngle, aEndAngle, aClockwise );
  17059. };
  17060. THREE.Path.prototype.absarc = function ( aX, aY, aRadius,
  17061. aStartAngle, aEndAngle, aClockwise ) {
  17062. this.absellipse(aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise);
  17063. };
  17064. THREE.Path.prototype.ellipse = function ( aX, aY, xRadius, yRadius,
  17065. aStartAngle, aEndAngle, aClockwise ) {
  17066. var lastargs = this.actions[ this.actions.length - 1].args;
  17067. var x0 = lastargs[ lastargs.length - 2 ];
  17068. var y0 = lastargs[ lastargs.length - 1 ];
  17069. this.absellipse(aX + x0, aY + y0, xRadius, yRadius,
  17070. aStartAngle, aEndAngle, aClockwise );
  17071. };
  17072. THREE.Path.prototype.absellipse = function ( aX, aY, xRadius, yRadius,
  17073. aStartAngle, aEndAngle, aClockwise ) {
  17074. var args = Array.prototype.slice.call( arguments );
  17075. var curve = new THREE.EllipseCurve( aX, aY, xRadius, yRadius,
  17076. aStartAngle, aEndAngle, aClockwise );
  17077. this.curves.push( curve );
  17078. var lastPoint = curve.getPoint(1);
  17079. args.push(lastPoint.x);
  17080. args.push(lastPoint.y);
  17081. this.actions.push( { action: THREE.PathActions.ELLIPSE, args: args } );
  17082. };
  17083. THREE.Path.prototype.getSpacedPoints = function ( divisions, closedPath ) {
  17084. if ( ! divisions ) divisions = 40;
  17085. var points = [];
  17086. for ( var i = 0; i < divisions; i ++ ) {
  17087. points.push( this.getPoint( i / divisions ) );
  17088. //if( !this.getPoint( i / divisions ) ) throw "DIE";
  17089. }
  17090. // if ( closedPath ) {
  17091. //
  17092. // points.push( points[ 0 ] );
  17093. //
  17094. // }
  17095. return points;
  17096. };
  17097. /* Return an array of vectors based on contour of the path */
  17098. THREE.Path.prototype.getPoints = function( divisions, closedPath ) {
  17099. if (this.useSpacedPoints) {
  17100. console.log('tata');
  17101. return this.getSpacedPoints( divisions, closedPath );
  17102. }
  17103. divisions = divisions || 12;
  17104. var points = [];
  17105. var i, il, item, action, args;
  17106. var cpx, cpy, cpx2, cpy2, cpx1, cpy1, cpx0, cpy0,
  17107. laste, j,
  17108. t, tx, ty;
  17109. for ( i = 0, il = this.actions.length; i < il; i ++ ) {
  17110. item = this.actions[ i ];
  17111. action = item.action;
  17112. args = item.args;
  17113. switch( action ) {
  17114. case THREE.PathActions.MOVE_TO:
  17115. points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
  17116. break;
  17117. case THREE.PathActions.LINE_TO:
  17118. points.push( new THREE.Vector2( args[ 0 ], args[ 1 ] ) );
  17119. break;
  17120. case THREE.PathActions.QUADRATIC_CURVE_TO:
  17121. cpx = args[ 2 ];
  17122. cpy = args[ 3 ];
  17123. cpx1 = args[ 0 ];
  17124. cpy1 = args[ 1 ];
  17125. if ( points.length > 0 ) {
  17126. laste = points[ points.length - 1 ];
  17127. cpx0 = laste.x;
  17128. cpy0 = laste.y;
  17129. } else {
  17130. laste = this.actions[ i - 1 ].args;
  17131. cpx0 = laste[ laste.length - 2 ];
  17132. cpy0 = laste[ laste.length - 1 ];
  17133. }
  17134. for ( j = 1; j <= divisions; j ++ ) {
  17135. t = j / divisions;
  17136. tx = THREE.Shape.Utils.b2( t, cpx0, cpx1, cpx );
  17137. ty = THREE.Shape.Utils.b2( t, cpy0, cpy1, cpy );
  17138. points.push( new THREE.Vector2( tx, ty ) );
  17139. }
  17140. break;
  17141. case THREE.PathActions.BEZIER_CURVE_TO:
  17142. cpx = args[ 4 ];
  17143. cpy = args[ 5 ];
  17144. cpx1 = args[ 0 ];
  17145. cpy1 = args[ 1 ];
  17146. cpx2 = args[ 2 ];
  17147. cpy2 = args[ 3 ];
  17148. if ( points.length > 0 ) {
  17149. laste = points[ points.length - 1 ];
  17150. cpx0 = laste.x;
  17151. cpy0 = laste.y;
  17152. } else {
  17153. laste = this.actions[ i - 1 ].args;
  17154. cpx0 = laste[ laste.length - 2 ];
  17155. cpy0 = laste[ laste.length - 1 ];
  17156. }
  17157. for ( j = 1; j <= divisions; j ++ ) {
  17158. t = j / divisions;
  17159. tx = THREE.Shape.Utils.b3( t, cpx0, cpx1, cpx2, cpx );
  17160. ty = THREE.Shape.Utils.b3( t, cpy0, cpy1, cpy2, cpy );
  17161. points.push( new THREE.Vector2( tx, ty ) );
  17162. }
  17163. break;
  17164. case THREE.PathActions.CSPLINE_THRU:
  17165. laste = this.actions[ i - 1 ].args;
  17166. var last = new THREE.Vector2( laste[ laste.length - 2 ], laste[ laste.length - 1 ] );
  17167. var spts = [ last ];
  17168. var n = divisions * args[ 0 ].length;
  17169. spts = spts.concat( args[ 0 ] );
  17170. var spline = new THREE.SplineCurve( spts );
  17171. for ( j = 1; j <= n; j ++ ) {
  17172. points.push( spline.getPointAt( j / n ) ) ;
  17173. }
  17174. break;
  17175. case THREE.PathActions.ARC:
  17176. var aX = args[ 0 ], aY = args[ 1 ],
  17177. aRadius = args[ 2 ],
  17178. aStartAngle = args[ 3 ], aEndAngle = args[ 4 ],
  17179. aClockwise = !!args[ 5 ];
  17180. var deltaAngle = aEndAngle - aStartAngle;
  17181. var angle;
  17182. var tdivisions = divisions * 2;
  17183. for ( j = 1; j <= tdivisions; j ++ ) {
  17184. t = j / tdivisions;
  17185. if ( ! aClockwise ) {
  17186. t = 1 - t;
  17187. }
  17188. angle = aStartAngle + t * deltaAngle;
  17189. tx = aX + aRadius * Math.cos( angle );
  17190. ty = aY + aRadius * Math.sin( angle );
  17191. //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
  17192. points.push( new THREE.Vector2( tx, ty ) );
  17193. }
  17194. //console.log(points);
  17195. break;
  17196. case THREE.PathActions.ELLIPSE:
  17197. var aX = args[ 0 ], aY = args[ 1 ],
  17198. xRadius = args[ 2 ],
  17199. yRadius = args[ 3 ],
  17200. aStartAngle = args[ 4 ], aEndAngle = args[ 5 ],
  17201. aClockwise = !!args[ 6 ];
  17202. var deltaAngle = aEndAngle - aStartAngle;
  17203. var angle;
  17204. var tdivisions = divisions * 2;
  17205. for ( j = 1; j <= tdivisions; j ++ ) {
  17206. t = j / tdivisions;
  17207. if ( ! aClockwise ) {
  17208. t = 1 - t;
  17209. }
  17210. angle = aStartAngle + t * deltaAngle;
  17211. tx = aX + xRadius * Math.cos( angle );
  17212. ty = aY + yRadius * Math.sin( angle );
  17213. //console.log('t', t, 'angle', angle, 'tx', tx, 'ty', ty);
  17214. points.push( new THREE.Vector2( tx, ty ) );
  17215. }
  17216. //console.log(points);
  17217. break;
  17218. } // end switch
  17219. }
  17220. // Normalize to remove the closing point by default.
  17221. var lastPoint = points[ points.length - 1];
  17222. var EPSILON = 0.0000000001;
  17223. if ( Math.abs(lastPoint.x - points[ 0 ].x) < EPSILON &&
  17224. Math.abs(lastPoint.y - points[ 0 ].y) < EPSILON)
  17225. points.splice( points.length - 1, 1);
  17226. if ( closedPath ) {
  17227. points.push( points[ 0 ] );
  17228. }
  17229. return points;
  17230. };
  17231. //
  17232. // Breaks path into shapes
  17233. //
  17234. // Assumptions (if parameter isCCW==true the opposite holds):
  17235. // - solid shapes are defined clockwise (CW)
  17236. // - holes are defined counterclockwise (CCW)
  17237. //
  17238. // If parameter noHoles==true:
  17239. // - all subPaths are regarded as solid shapes
  17240. // - definition order CW/CCW has no relevance
  17241. //
  17242. THREE.Path.prototype.toShapes = function( isCCW, noHoles ) {
  17243. function extractSubpaths( inActions ) {
  17244. var i, il, item, action, args;
  17245. var subPaths = [], lastPath = new THREE.Path();
  17246. for ( i = 0, il = inActions.length; i < il; i ++ ) {
  17247. item = inActions[ i ];
  17248. args = item.args;
  17249. action = item.action;
  17250. if ( action == THREE.PathActions.MOVE_TO ) {
  17251. if ( lastPath.actions.length != 0 ) {
  17252. subPaths.push( lastPath );
  17253. lastPath = new THREE.Path();
  17254. }
  17255. }
  17256. lastPath[ action ].apply( lastPath, args );
  17257. }
  17258. if ( lastPath.actions.length != 0 ) {
  17259. subPaths.push( lastPath );
  17260. }
  17261. // console.log(subPaths);
  17262. return subPaths;
  17263. }
  17264. function toShapesNoHoles( inSubpaths ) {
  17265. var shapes = [];
  17266. for ( var i = 0, il = inSubpaths.length; i < il; i ++ ) {
  17267. var tmpPath = inSubpaths[ i ];
  17268. var tmpShape = new THREE.Shape();
  17269. tmpShape.actions = tmpPath.actions;
  17270. tmpShape.curves = tmpPath.curves;
  17271. shapes.push( tmpShape );
  17272. }
  17273. //console.log("shape", shapes);
  17274. return shapes;
  17275. };
  17276. function isPointInsidePolygon( inPt, inPolygon ) {
  17277. var EPSILON = 0.0000000001;
  17278. var polyLen = inPolygon.length;
  17279. // inPt on polygon contour => immediate success or
  17280. // toggling of inside/outside at every single! intersection point of an edge
  17281. // with the horizontal line through inPt, left of inPt
  17282. // not counting lowerY endpoints of edges and whole edges on that line
  17283. var inside = false;
  17284. for( var p = polyLen - 1, q = 0; q < polyLen; p = q++ ) {
  17285. var edgeLowPt = inPolygon[ p ];
  17286. var edgeHighPt = inPolygon[ q ];
  17287. var edgeDx = edgeHighPt.x - edgeLowPt.x;
  17288. var edgeDy = edgeHighPt.y - edgeLowPt.y;
  17289. if ( Math.abs(edgeDy) > EPSILON ) { // not parallel
  17290. if ( edgeDy < 0 ) {
  17291. edgeLowPt = inPolygon[ q ]; edgeDx = -edgeDx;
  17292. edgeHighPt = inPolygon[ p ]; edgeDy = -edgeDy;
  17293. }
  17294. if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
  17295. if ( inPt.y == edgeLowPt.y ) {
  17296. if ( inPt.x == edgeLowPt.x ) return true; // inPt is on contour ?
  17297. // continue; // no intersection or edgeLowPt => doesn't count !!!
  17298. } else {
  17299. var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
  17300. if ( perpEdge == 0 ) return true; // inPt is on contour ?
  17301. if ( perpEdge < 0 ) continue;
  17302. inside = !inside; // true intersection left of inPt
  17303. }
  17304. } else { // parallel or colinear
  17305. if ( inPt.y != edgeLowPt.y ) continue; // parallel
  17306. // egde lies on the same horizontal line as inPt
  17307. if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  17308. ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
  17309. // continue;
  17310. }
  17311. }
  17312. return inside;
  17313. }
  17314. var subPaths = extractSubpaths( this.actions );
  17315. if ( subPaths.length == 0 ) return [];
  17316. if ( noHoles === true ) return toShapesNoHoles( subPaths );
  17317. var solid, tmpPath, tmpShape, shapes = [];
  17318. if ( subPaths.length == 1) {
  17319. tmpPath = subPaths[0];
  17320. tmpShape = new THREE.Shape();
  17321. tmpShape.actions = tmpPath.actions;
  17322. tmpShape.curves = tmpPath.curves;
  17323. shapes.push( tmpShape );
  17324. return shapes;
  17325. }
  17326. var holesFirst = !THREE.Shape.Utils.isClockWise( subPaths[ 0 ].getPoints() );
  17327. holesFirst = isCCW ? !holesFirst : holesFirst;
  17328. // console.log("Holes first", holesFirst);
  17329. var betterShapeHoles = [];
  17330. var newShapes = [];
  17331. var newShapeHoles = [];
  17332. var mainIdx = 0;
  17333. var tmpPoints;
  17334. newShapes[mainIdx] = undefined;
  17335. newShapeHoles[mainIdx] = [];
  17336. var i, il;
  17337. for ( i = 0, il = subPaths.length; i < il; i ++ ) {
  17338. tmpPath = subPaths[ i ];
  17339. tmpPoints = tmpPath.getPoints();
  17340. solid = THREE.Shape.Utils.isClockWise( tmpPoints );
  17341. solid = isCCW ? !solid : solid;
  17342. if ( solid ) {
  17343. if ( (! holesFirst ) && ( newShapes[mainIdx] ) ) mainIdx++;
  17344. newShapes[mainIdx] = { s: new THREE.Shape(), p: tmpPoints };
  17345. newShapes[mainIdx].s.actions = tmpPath.actions;
  17346. newShapes[mainIdx].s.curves = tmpPath.curves;
  17347. if ( holesFirst ) mainIdx++;
  17348. newShapeHoles[mainIdx] = [];
  17349. //console.log('cw', i);
  17350. } else {
  17351. newShapeHoles[mainIdx].push( { h: tmpPath, p: tmpPoints[0] } );
  17352. //console.log('ccw', i);
  17353. }
  17354. }
  17355. // only Holes? -> probably all Shapes with wrong orientation
  17356. if ( !newShapes[0] ) return toShapesNoHoles( subPaths );
  17357. if ( newShapes.length > 1 ) {
  17358. var ambigious = false;
  17359. var toChange = [];
  17360. for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++ ) {
  17361. betterShapeHoles[sIdx] = [];
  17362. }
  17363. for (var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx++ ) {
  17364. var sh = newShapes[sIdx];
  17365. var sho = newShapeHoles[sIdx];
  17366. for (var hIdx = 0; hIdx < sho.length; hIdx++ ) {
  17367. var ho = sho[hIdx];
  17368. var hole_unassigned = true;
  17369. for (var s2Idx = 0; s2Idx < newShapes.length; s2Idx++ ) {
  17370. if ( isPointInsidePolygon( ho.p, newShapes[s2Idx].p ) ) {
  17371. if ( sIdx != s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
  17372. if ( hole_unassigned ) {
  17373. hole_unassigned = false;
  17374. betterShapeHoles[s2Idx].push( ho );
  17375. } else {
  17376. ambigious = true;
  17377. }
  17378. }
  17379. }
  17380. if ( hole_unassigned ) { betterShapeHoles[sIdx].push( ho ); }
  17381. }
  17382. }
  17383. // console.log("ambigious: ", ambigious);
  17384. if ( toChange.length > 0 ) {
  17385. // console.log("to change: ", toChange);
  17386. if (! ambigious) newShapeHoles = betterShapeHoles;
  17387. }
  17388. }
  17389. var tmpHoles, j, jl;
  17390. for ( i = 0, il = newShapes.length; i < il; i ++ ) {
  17391. tmpShape = newShapes[i].s;
  17392. shapes.push( tmpShape );
  17393. tmpHoles = newShapeHoles[i];
  17394. for ( j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
  17395. tmpShape.holes.push( tmpHoles[j].h );
  17396. }
  17397. }
  17398. //console.log("shape", shapes);
  17399. return shapes;
  17400. };
  17401. /**
  17402. * @author zz85 / http://www.lab4games.net/zz85/blog
  17403. * Defines a 2d shape plane using paths.
  17404. **/
  17405. // STEP 1 Create a path.
  17406. // STEP 2 Turn path into shape.
  17407. // STEP 3 ExtrudeGeometry takes in Shape/Shapes
  17408. // STEP 3a - Extract points from each shape, turn to vertices
  17409. // STEP 3b - Triangulate each shape, add faces.
  17410. THREE.Shape = function () {
  17411. THREE.Path.apply( this, arguments );
  17412. this.holes = [];
  17413. };
  17414. THREE.Shape.prototype = Object.create( THREE.Path.prototype );
  17415. // Convenience method to return ExtrudeGeometry
  17416. THREE.Shape.prototype.extrude = function ( options ) {
  17417. var extruded = new THREE.ExtrudeGeometry( this, options );
  17418. return extruded;
  17419. };
  17420. // Convenience method to return ShapeGeometry
  17421. THREE.Shape.prototype.makeGeometry = function ( options ) {
  17422. var geometry = new THREE.ShapeGeometry( this, options );
  17423. return geometry;
  17424. };
  17425. // Get points of holes
  17426. THREE.Shape.prototype.getPointsHoles = function ( divisions ) {
  17427. var i, il = this.holes.length, holesPts = [];
  17428. for ( i = 0; i < il; i ++ ) {
  17429. holesPts[ i ] = this.holes[ i ].getTransformedPoints( divisions, this.bends );
  17430. }
  17431. return holesPts;
  17432. };
  17433. // Get points of holes (spaced by regular distance)
  17434. THREE.Shape.prototype.getSpacedPointsHoles = function ( divisions ) {
  17435. var i, il = this.holes.length, holesPts = [];
  17436. for ( i = 0; i < il; i ++ ) {
  17437. holesPts[ i ] = this.holes[ i ].getTransformedSpacedPoints( divisions, this.bends );
  17438. }
  17439. return holesPts;
  17440. };
  17441. // Get points of shape and holes (keypoints based on segments parameter)
  17442. THREE.Shape.prototype.extractAllPoints = function ( divisions ) {
  17443. return {
  17444. shape: this.getTransformedPoints( divisions ),
  17445. holes: this.getPointsHoles( divisions )
  17446. };
  17447. };
  17448. THREE.Shape.prototype.extractPoints = function ( divisions ) {
  17449. if (this.useSpacedPoints) {
  17450. return this.extractAllSpacedPoints(divisions);
  17451. }
  17452. return this.extractAllPoints(divisions);
  17453. };
  17454. //
  17455. // THREE.Shape.prototype.extractAllPointsWithBend = function ( divisions, bend ) {
  17456. //
  17457. // return {
  17458. //
  17459. // shape: this.transform( bend, divisions ),
  17460. // holes: this.getPointsHoles( divisions, bend )
  17461. //
  17462. // };
  17463. //
  17464. // };
  17465. // Get points of shape and holes (spaced by regular distance)
  17466. THREE.Shape.prototype.extractAllSpacedPoints = function ( divisions ) {
  17467. return {
  17468. shape: this.getTransformedSpacedPoints( divisions ),
  17469. holes: this.getSpacedPointsHoles( divisions )
  17470. };
  17471. };
  17472. /**************************************************************
  17473. * Utils
  17474. **************************************************************/
  17475. THREE.Shape.Utils = {
  17476. triangulateShape: function ( contour, holes ) {
  17477. function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {
  17478. // inOtherPt needs to be colinear to the inSegment
  17479. if ( inSegPt1.x != inSegPt2.x ) {
  17480. if ( inSegPt1.x < inSegPt2.x ) {
  17481. return ( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );
  17482. } else {
  17483. return ( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );
  17484. }
  17485. } else {
  17486. if ( inSegPt1.y < inSegPt2.y ) {
  17487. return ( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );
  17488. } else {
  17489. return ( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );
  17490. }
  17491. }
  17492. }
  17493. function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {
  17494. var EPSILON = 0.0000000001;
  17495. var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x, seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
  17496. var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x, seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;
  17497. var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
  17498. var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;
  17499. var limit = seg1dy * seg2dx - seg1dx * seg2dy;
  17500. var perpSeg1 = seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;
  17501. if ( Math.abs(limit) > EPSILON ) { // not parallel
  17502. var perpSeg2;
  17503. if ( limit > 0 ) {
  17504. if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) return [];
  17505. perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
  17506. if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) return [];
  17507. } else {
  17508. if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) return [];
  17509. perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
  17510. if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) return [];
  17511. }
  17512. // i.e. to reduce rounding errors
  17513. // intersection at endpoint of segment#1?
  17514. if ( perpSeg2 == 0 ) {
  17515. if ( ( inExcludeAdjacentSegs ) &&
  17516. ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
  17517. return [ inSeg1Pt1 ];
  17518. }
  17519. if ( perpSeg2 == limit ) {
  17520. if ( ( inExcludeAdjacentSegs ) &&
  17521. ( ( perpSeg1 == 0 ) || ( perpSeg1 == limit ) ) ) return [];
  17522. return [ inSeg1Pt2 ];
  17523. }
  17524. // intersection at endpoint of segment#2?
  17525. if ( perpSeg1 == 0 ) return [ inSeg2Pt1 ];
  17526. if ( perpSeg1 == limit ) return [ inSeg2Pt2 ];
  17527. // return real intersection point
  17528. var factorSeg1 = perpSeg2 / limit;
  17529. return [ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
  17530. y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];
  17531. } else { // parallel or colinear
  17532. if ( ( perpSeg1 != 0 ) ||
  17533. ( seg2dy * seg1seg2dx != seg2dx * seg1seg2dy ) ) return [];
  17534. // they are collinear or degenerate
  17535. var seg1Pt = ( (seg1dx == 0) && (seg1dy == 0) ); // segment1 ist just a point?
  17536. var seg2Pt = ( (seg2dx == 0) && (seg2dy == 0) ); // segment2 ist just a point?
  17537. // both segments are points
  17538. if ( seg1Pt && seg2Pt ) {
  17539. if ( (inSeg1Pt1.x != inSeg2Pt1.x) ||
  17540. (inSeg1Pt1.y != inSeg2Pt1.y) ) return []; // they are distinct points
  17541. return [ inSeg1Pt1 ]; // they are the same point
  17542. }
  17543. // segment#1 is a single point
  17544. if ( seg1Pt ) {
  17545. if (! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) ) return []; // but not in segment#2
  17546. return [ inSeg1Pt1 ];
  17547. }
  17548. // segment#2 is a single point
  17549. if ( seg2Pt ) {
  17550. if (! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) ) return []; // but not in segment#1
  17551. return [ inSeg2Pt1 ];
  17552. }
  17553. // they are collinear segments, which might overlap
  17554. var seg1min, seg1max, seg1minVal, seg1maxVal;
  17555. var seg2min, seg2max, seg2minVal, seg2maxVal;
  17556. if (seg1dx != 0) { // the segments are NOT on a vertical line
  17557. if ( inSeg1Pt1.x < inSeg1Pt2.x ) {
  17558. seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
  17559. seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;
  17560. } else {
  17561. seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
  17562. seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;
  17563. }
  17564. if ( inSeg2Pt1.x < inSeg2Pt2.x ) {
  17565. seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
  17566. seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;
  17567. } else {
  17568. seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
  17569. seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;
  17570. }
  17571. } else { // the segments are on a vertical line
  17572. if ( inSeg1Pt1.y < inSeg1Pt2.y ) {
  17573. seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
  17574. seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;
  17575. } else {
  17576. seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
  17577. seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;
  17578. }
  17579. if ( inSeg2Pt1.y < inSeg2Pt2.y ) {
  17580. seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
  17581. seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;
  17582. } else {
  17583. seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
  17584. seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;
  17585. }
  17586. }
  17587. if ( seg1minVal <= seg2minVal ) {
  17588. if ( seg1maxVal < seg2minVal ) return [];
  17589. if ( seg1maxVal == seg2minVal ) {
  17590. if ( inExcludeAdjacentSegs ) return [];
  17591. return [ seg2min ];
  17592. }
  17593. if ( seg1maxVal <= seg2maxVal ) return [ seg2min, seg1max ];
  17594. return [ seg2min, seg2max ];
  17595. } else {
  17596. if ( seg1minVal > seg2maxVal ) return [];
  17597. if ( seg1minVal == seg2maxVal ) {
  17598. if ( inExcludeAdjacentSegs ) return [];
  17599. return [ seg1min ];
  17600. }
  17601. if ( seg1maxVal <= seg2maxVal ) return [ seg1min, seg1max ];
  17602. return [ seg1min, seg2max ];
  17603. }
  17604. }
  17605. }
  17606. function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {
  17607. // The order of legs is important
  17608. var EPSILON = 0.0000000001;
  17609. // translation of all points, so that Vertex is at (0,0)
  17610. var legFromPtX = inLegFromPt.x - inVertex.x, legFromPtY = inLegFromPt.y - inVertex.y;
  17611. var legToPtX = inLegToPt.x - inVertex.x, legToPtY = inLegToPt.y - inVertex.y;
  17612. var otherPtX = inOtherPt.x - inVertex.x, otherPtY = inOtherPt.y - inVertex.y;
  17613. // main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
  17614. var from2toAngle = legFromPtX * legToPtY - legFromPtY * legToPtX;
  17615. var from2otherAngle = legFromPtX * otherPtY - legFromPtY * otherPtX;
  17616. if ( Math.abs(from2toAngle) > EPSILON ) { // angle != 180 deg.
  17617. var other2toAngle = otherPtX * legToPtY - otherPtY * legToPtX;
  17618. // console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );
  17619. if ( from2toAngle > 0 ) { // main angle < 180 deg.
  17620. return ( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );
  17621. } else { // main angle > 180 deg.
  17622. return ( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );
  17623. }
  17624. } else { // angle == 180 deg.
  17625. // console.log( "from2to: 180 deg., from2other: " + from2otherAngle );
  17626. return ( from2otherAngle > 0 );
  17627. }
  17628. }
  17629. function removeHoles( contour, holes ) {
  17630. var shape = contour.concat(); // work on this shape
  17631. var hole;
  17632. function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {
  17633. // Check if hole point lies within angle around shape point
  17634. var lastShapeIdx = shape.length - 1;
  17635. var prevShapeIdx = inShapeIdx - 1;
  17636. if ( prevShapeIdx < 0 ) prevShapeIdx = lastShapeIdx;
  17637. var nextShapeIdx = inShapeIdx + 1;
  17638. if ( nextShapeIdx > lastShapeIdx ) nextShapeIdx = 0;
  17639. var insideAngle = isPointInsideAngle( shape[inShapeIdx], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[inHoleIdx] );
  17640. if (! insideAngle ) {
  17641. // console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
  17642. return false;
  17643. }
  17644. // Check if shape point lies within angle around hole point
  17645. var lastHoleIdx = hole.length - 1;
  17646. var prevHoleIdx = inHoleIdx - 1;
  17647. if ( prevHoleIdx < 0 ) prevHoleIdx = lastHoleIdx;
  17648. var nextHoleIdx = inHoleIdx + 1;
  17649. if ( nextHoleIdx > lastHoleIdx ) nextHoleIdx = 0;
  17650. insideAngle = isPointInsideAngle( hole[inHoleIdx], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[inShapeIdx] );
  17651. if (! insideAngle ) {
  17652. // console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
  17653. return false;
  17654. }
  17655. return true;
  17656. }
  17657. function intersectsShapeEdge( inShapePt, inHolePt ) {
  17658. // checks for intersections with shape edges
  17659. var sIdx, nextIdx, intersection;
  17660. for ( sIdx = 0; sIdx < shape.length; sIdx++ ) {
  17661. nextIdx = sIdx+1; nextIdx %= shape.length;
  17662. intersection = intersect_segments_2D( inShapePt, inHolePt, shape[sIdx], shape[nextIdx], true );
  17663. if ( intersection.length > 0 ) return true;
  17664. }
  17665. return false;
  17666. }
  17667. var indepHoles = [];
  17668. function intersectsHoleEdge( inShapePt, inHolePt ) {
  17669. // checks for intersections with hole edges
  17670. var ihIdx, chkHole,
  17671. hIdx, nextIdx, intersection;
  17672. for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx++ ) {
  17673. chkHole = holes[indepHoles[ihIdx]];
  17674. for ( hIdx = 0; hIdx < chkHole.length; hIdx++ ) {
  17675. nextIdx = hIdx+1; nextIdx %= chkHole.length;
  17676. intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[hIdx], chkHole[nextIdx], true );
  17677. if ( intersection.length > 0 ) return true;
  17678. }
  17679. }
  17680. return false;
  17681. }
  17682. var holeIndex, shapeIndex,
  17683. shapePt, holePt,
  17684. holeIdx, cutKey, failedCuts = [],
  17685. tmpShape1, tmpShape2,
  17686. tmpHole1, tmpHole2;
  17687. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  17688. indepHoles.push( h );
  17689. }
  17690. var minShapeIndex = 0;
  17691. var counter = indepHoles.length * 2;
  17692. while ( indepHoles.length > 0 ) {
  17693. counter --;
  17694. if ( counter < 0 ) {
  17695. console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
  17696. break;
  17697. }
  17698. // search for shape-vertex and hole-vertex,
  17699. // which can be connected without intersections
  17700. for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex++ ) {
  17701. shapePt = shape[ shapeIndex ];
  17702. holeIndex = -1;
  17703. // search for hole which can be reached without intersections
  17704. for ( var h = 0; h < indepHoles.length; h ++ ) {
  17705. holeIdx = indepHoles[h];
  17706. // prevent multiple checks
  17707. cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
  17708. if ( failedCuts[cutKey] !== undefined ) continue;
  17709. hole = holes[holeIdx];
  17710. for ( var h2 = 0; h2 < hole.length; h2 ++ ) {
  17711. holePt = hole[ h2 ];
  17712. if (! isCutLineInsideAngles( shapeIndex, h2 ) ) continue;
  17713. if ( intersectsShapeEdge( shapePt, holePt ) ) continue;
  17714. if ( intersectsHoleEdge( shapePt, holePt ) ) continue;
  17715. holeIndex = h2;
  17716. indepHoles.splice(h,1);
  17717. tmpShape1 = shape.slice( 0, shapeIndex+1 );
  17718. tmpShape2 = shape.slice( shapeIndex );
  17719. tmpHole1 = hole.slice( holeIndex );
  17720. tmpHole2 = hole.slice( 0, holeIndex+1 );
  17721. shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );
  17722. minShapeIndex = shapeIndex;
  17723. // Debug only, to show the selected cuts
  17724. // glob_CutLines.push( [ shapePt, holePt ] );
  17725. break;
  17726. }
  17727. if ( holeIndex >= 0 ) break; // hole-vertex found
  17728. failedCuts[cutKey] = true; // remember failure
  17729. }
  17730. if ( holeIndex >= 0 ) break; // hole-vertex found
  17731. }
  17732. }
  17733. return shape; /* shape with no holes */
  17734. }
  17735. var i, il, f, face,
  17736. key, index,
  17737. allPointsMap = {};
  17738. // 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.
  17739. var allpoints = contour.concat();
  17740. for ( var h = 0, hl = holes.length; h < hl; h ++ ) {
  17741. Array.prototype.push.apply( allpoints, holes[h] );
  17742. }
  17743. //console.log( "allpoints",allpoints, allpoints.length );
  17744. // prepare all points map
  17745. for ( i = 0, il = allpoints.length; i < il; i ++ ) {
  17746. key = allpoints[ i ].x + ":" + allpoints[ i ].y;
  17747. if ( allPointsMap[ key ] !== undefined ) {
  17748. console.log( "Duplicate point", key );
  17749. }
  17750. allPointsMap[ key ] = i;
  17751. }
  17752. // remove holes by cutting paths to holes and adding them to the shape
  17753. var shapeWithoutHoles = removeHoles( contour, holes );
  17754. var triangles = THREE.FontUtils.Triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
  17755. //console.log( "triangles",triangles, triangles.length );
  17756. // check all face vertices against all points map
  17757. for ( i = 0, il = triangles.length; i < il; i ++ ) {
  17758. face = triangles[ i ];
  17759. for ( f = 0; f < 3; f ++ ) {
  17760. key = face[ f ].x + ":" + face[ f ].y;
  17761. index = allPointsMap[ key ];
  17762. if ( index !== undefined ) {
  17763. face[ f ] = index;
  17764. }
  17765. }
  17766. }
  17767. return triangles.concat();
  17768. },
  17769. isClockWise: function ( pts ) {
  17770. return THREE.FontUtils.Triangulate.area( pts ) < 0;
  17771. },
  17772. // Bezier Curves formulas obtained from
  17773. // http://en.wikipedia.org/wiki/B%C3%A9zier_curve
  17774. // Quad Bezier Functions
  17775. b2p0: function ( t, p ) {
  17776. var k = 1 - t;
  17777. return k * k * p;
  17778. },
  17779. b2p1: function ( t, p ) {
  17780. return 2 * ( 1 - t ) * t * p;
  17781. },
  17782. b2p2: function ( t, p ) {
  17783. return t * t * p;
  17784. },
  17785. b2: function ( t, p0, p1, p2 ) {
  17786. return this.b2p0( t, p0 ) + this.b2p1( t, p1 ) + this.b2p2( t, p2 );
  17787. },
  17788. // Cubic Bezier Functions
  17789. b3p0: function ( t, p ) {
  17790. var k = 1 - t;
  17791. return k * k * k * p;
  17792. },
  17793. b3p1: function ( t, p ) {
  17794. var k = 1 - t;
  17795. return 3 * k * k * t * p;
  17796. },
  17797. b3p2: function ( t, p ) {
  17798. var k = 1 - t;
  17799. return 3 * k * t * t * p;
  17800. },
  17801. b3p3: function ( t, p ) {
  17802. return t * t * t * p;
  17803. },
  17804. b3: function ( t, p0, p1, p2, p3 ) {
  17805. return this.b3p0( t, p0 ) + this.b3p1( t, p1 ) + this.b3p2( t, p2 ) + this.b3p3( t, p3 );
  17806. }
  17807. };
  17808. /**************************************************************
  17809. * Line
  17810. **************************************************************/
  17811. THREE.LineCurve = function ( v1, v2 ) {
  17812. this.v1 = v1;
  17813. this.v2 = v2;
  17814. };
  17815. THREE.LineCurve.prototype = Object.create( THREE.Curve.prototype );
  17816. THREE.LineCurve.prototype.getPoint = function ( t ) {
  17817. var point = this.v2.clone().sub(this.v1);
  17818. point.multiplyScalar( t ).add( this.v1 );
  17819. return point;
  17820. };
  17821. // Line curve is linear, so we can overwrite default getPointAt
  17822. THREE.LineCurve.prototype.getPointAt = function ( u ) {
  17823. return this.getPoint( u );
  17824. };
  17825. THREE.LineCurve.prototype.getTangent = function( t ) {
  17826. var tangent = this.v2.clone().sub(this.v1);
  17827. return tangent.normalize();
  17828. };
  17829. /**************************************************************
  17830. * Quadratic Bezier curve
  17831. **************************************************************/
  17832. THREE.QuadraticBezierCurve = function ( v0, v1, v2 ) {
  17833. this.v0 = v0;
  17834. this.v1 = v1;
  17835. this.v2 = v2;
  17836. };
  17837. THREE.QuadraticBezierCurve.prototype = Object.create( THREE.Curve.prototype );
  17838. THREE.QuadraticBezierCurve.prototype.getPoint = function ( t ) {
  17839. var tx, ty;
  17840. tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
  17841. ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
  17842. return new THREE.Vector2( tx, ty );
  17843. };
  17844. THREE.QuadraticBezierCurve.prototype.getTangent = function( t ) {
  17845. var tx, ty;
  17846. tx = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.x, this.v1.x, this.v2.x );
  17847. ty = THREE.Curve.Utils.tangentQuadraticBezier( t, this.v0.y, this.v1.y, this.v2.y );
  17848. // returns unit vector
  17849. var tangent = new THREE.Vector2( tx, ty );
  17850. tangent.normalize();
  17851. return tangent;
  17852. };
  17853. /**************************************************************
  17854. * Cubic Bezier curve
  17855. **************************************************************/
  17856. THREE.CubicBezierCurve = function ( v0, v1, v2, v3 ) {
  17857. this.v0 = v0;
  17858. this.v1 = v1;
  17859. this.v2 = v2;
  17860. this.v3 = v3;
  17861. };
  17862. THREE.CubicBezierCurve.prototype = Object.create( THREE.Curve.prototype );
  17863. THREE.CubicBezierCurve.prototype.getPoint = function ( t ) {
  17864. var tx, ty;
  17865. tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  17866. ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  17867. return new THREE.Vector2( tx, ty );
  17868. };
  17869. THREE.CubicBezierCurve.prototype.getTangent = function( t ) {
  17870. var tx, ty;
  17871. tx = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  17872. ty = THREE.Curve.Utils.tangentCubicBezier( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  17873. var tangent = new THREE.Vector2( tx, ty );
  17874. tangent.normalize();
  17875. return tangent;
  17876. };
  17877. /**************************************************************
  17878. * Spline curve
  17879. **************************************************************/
  17880. THREE.SplineCurve = function ( points /* array of Vector2 */ ) {
  17881. this.points = (points == undefined) ? [] : points;
  17882. };
  17883. THREE.SplineCurve.prototype = Object.create( THREE.Curve.prototype );
  17884. THREE.SplineCurve.prototype.getPoint = function ( t ) {
  17885. var v = new THREE.Vector2();
  17886. var c = [];
  17887. var points = this.points, point, intPoint, weight;
  17888. point = ( points.length - 1 ) * t;
  17889. intPoint = Math.floor( point );
  17890. weight = point - intPoint;
  17891. c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  17892. c[ 1 ] = intPoint;
  17893. c[ 2 ] = intPoint > points.length - 2 ? points.length -1 : intPoint + 1;
  17894. c[ 3 ] = intPoint > points.length - 3 ? points.length -1 : intPoint + 2;
  17895. v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
  17896. v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
  17897. return v;
  17898. };
  17899. /**************************************************************
  17900. * Ellipse curve
  17901. **************************************************************/
  17902. THREE.EllipseCurve = function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise ) {
  17903. this.aX = aX;
  17904. this.aY = aY;
  17905. this.xRadius = xRadius;
  17906. this.yRadius = yRadius;
  17907. this.aStartAngle = aStartAngle;
  17908. this.aEndAngle = aEndAngle;
  17909. this.aClockwise = aClockwise;
  17910. };
  17911. THREE.EllipseCurve.prototype = Object.create( THREE.Curve.prototype );
  17912. THREE.EllipseCurve.prototype.getPoint = function ( t ) {
  17913. var angle;
  17914. var deltaAngle = this.aEndAngle - this.aStartAngle;
  17915. if ( deltaAngle < 0 ) deltaAngle += Math.PI * 2;
  17916. if ( deltaAngle > Math.PI * 2 ) deltaAngle -= Math.PI * 2;
  17917. if ( this.aClockwise === true ) {
  17918. angle = this.aEndAngle + ( 1 - t ) * ( Math.PI * 2 - deltaAngle );
  17919. } else {
  17920. angle = this.aStartAngle + t * deltaAngle;
  17921. }
  17922. var tx = this.aX + this.xRadius * Math.cos( angle );
  17923. var ty = this.aY + this.yRadius * Math.sin( angle );
  17924. return new THREE.Vector2( tx, ty );
  17925. };
  17926. /**************************************************************
  17927. * Arc curve
  17928. **************************************************************/
  17929. THREE.ArcCurve = function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
  17930. THREE.EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
  17931. };
  17932. THREE.ArcCurve.prototype = Object.create( THREE.EllipseCurve.prototype );
  17933. /**************************************************************
  17934. * Line3D
  17935. **************************************************************/
  17936. THREE.LineCurve3 = THREE.Curve.create(
  17937. function ( v1, v2 ) {
  17938. this.v1 = v1;
  17939. this.v2 = v2;
  17940. },
  17941. function ( t ) {
  17942. var r = new THREE.Vector3();
  17943. r.subVectors( this.v2, this.v1 ); // diff
  17944. r.multiplyScalar( t );
  17945. r.add( this.v1 );
  17946. return r;
  17947. }
  17948. );
  17949. /**************************************************************
  17950. * Quadratic Bezier 3D curve
  17951. **************************************************************/
  17952. THREE.QuadraticBezierCurve3 = THREE.Curve.create(
  17953. function ( v0, v1, v2 ) {
  17954. this.v0 = v0;
  17955. this.v1 = v1;
  17956. this.v2 = v2;
  17957. },
  17958. function ( t ) {
  17959. var tx, ty, tz;
  17960. tx = THREE.Shape.Utils.b2( t, this.v0.x, this.v1.x, this.v2.x );
  17961. ty = THREE.Shape.Utils.b2( t, this.v0.y, this.v1.y, this.v2.y );
  17962. tz = THREE.Shape.Utils.b2( t, this.v0.z, this.v1.z, this.v2.z );
  17963. return new THREE.Vector3( tx, ty, tz );
  17964. }
  17965. );
  17966. /**************************************************************
  17967. * Cubic Bezier 3D curve
  17968. **************************************************************/
  17969. THREE.CubicBezierCurve3 = THREE.Curve.create(
  17970. function ( v0, v1, v2, v3 ) {
  17971. this.v0 = v0;
  17972. this.v1 = v1;
  17973. this.v2 = v2;
  17974. this.v3 = v3;
  17975. },
  17976. function ( t ) {
  17977. var tx, ty, tz;
  17978. tx = THREE.Shape.Utils.b3( t, this.v0.x, this.v1.x, this.v2.x, this.v3.x );
  17979. ty = THREE.Shape.Utils.b3( t, this.v0.y, this.v1.y, this.v2.y, this.v3.y );
  17980. tz = THREE.Shape.Utils.b3( t, this.v0.z, this.v1.z, this.v2.z, this.v3.z );
  17981. return new THREE.Vector3( tx, ty, tz );
  17982. }
  17983. );
  17984. /**************************************************************
  17985. * Spline 3D curve
  17986. **************************************************************/
  17987. THREE.SplineCurve3 = THREE.Curve.create(
  17988. function ( points /* array of Vector3 */) {
  17989. this.points = (points == undefined) ? [] : points;
  17990. },
  17991. function ( t ) {
  17992. var v = new THREE.Vector3();
  17993. var c = [];
  17994. var points = this.points, point, intPoint, weight;
  17995. point = ( points.length - 1 ) * t;
  17996. intPoint = Math.floor( point );
  17997. weight = point - intPoint;
  17998. c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  17999. c[ 1 ] = intPoint;
  18000. c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
  18001. c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
  18002. var pt0 = points[ c[0] ],
  18003. pt1 = points[ c[1] ],
  18004. pt2 = points[ c[2] ],
  18005. pt3 = points[ c[3] ];
  18006. v.x = THREE.Curve.Utils.interpolate(pt0.x, pt1.x, pt2.x, pt3.x, weight);
  18007. v.y = THREE.Curve.Utils.interpolate(pt0.y, pt1.y, pt2.y, pt3.y, weight);
  18008. v.z = THREE.Curve.Utils.interpolate(pt0.z, pt1.z, pt2.z, pt3.z, weight);
  18009. return v;
  18010. }
  18011. );
  18012. // THREE.SplineCurve3.prototype.getTangent = function(t) {
  18013. // var v = new THREE.Vector3();
  18014. // var c = [];
  18015. // var points = this.points, point, intPoint, weight;
  18016. // point = ( points.length - 1 ) * t;
  18017. // intPoint = Math.floor( point );
  18018. // weight = point - intPoint;
  18019. // c[ 0 ] = intPoint == 0 ? intPoint : intPoint - 1;
  18020. // c[ 1 ] = intPoint;
  18021. // c[ 2 ] = intPoint > points.length - 2 ? points.length - 1 : intPoint + 1;
  18022. // c[ 3 ] = intPoint > points.length - 3 ? points.length - 1 : intPoint + 2;
  18023. // var pt0 = points[ c[0] ],
  18024. // pt1 = points[ c[1] ],
  18025. // pt2 = points[ c[2] ],
  18026. // pt3 = points[ c[3] ];
  18027. // // t = weight;
  18028. // v.x = THREE.Curve.Utils.tangentSpline( t, pt0.x, pt1.x, pt2.x, pt3.x );
  18029. // v.y = THREE.Curve.Utils.tangentSpline( t, pt0.y, pt1.y, pt2.y, pt3.y );
  18030. // v.z = THREE.Curve.Utils.tangentSpline( t, pt0.z, pt1.z, pt2.z, pt3.z );
  18031. // return v;
  18032. // }
  18033. /**************************************************************
  18034. * Closed Spline 3D curve
  18035. **************************************************************/
  18036. THREE.ClosedSplineCurve3 = THREE.Curve.create(
  18037. function ( points /* array of Vector3 */) {
  18038. this.points = (points == undefined) ? [] : points;
  18039. },
  18040. function ( t ) {
  18041. var v = new THREE.Vector3();
  18042. var c = [];
  18043. var points = this.points, point, intPoint, weight;
  18044. point = ( points.length - 0 ) * t;
  18045. // This needs to be from 0-length +1
  18046. intPoint = Math.floor( point );
  18047. weight = point - intPoint;
  18048. intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;
  18049. c[ 0 ] = ( intPoint - 1 ) % points.length;
  18050. c[ 1 ] = ( intPoint ) % points.length;
  18051. c[ 2 ] = ( intPoint + 1 ) % points.length;
  18052. c[ 3 ] = ( intPoint + 2 ) % points.length;
  18053. v.x = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].x, points[ c[ 1 ] ].x, points[ c[ 2 ] ].x, points[ c[ 3 ] ].x, weight );
  18054. v.y = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].y, points[ c[ 1 ] ].y, points[ c[ 2 ] ].y, points[ c[ 3 ] ].y, weight );
  18055. v.z = THREE.Curve.Utils.interpolate( points[ c[ 0 ] ].z, points[ c[ 1 ] ].z, points[ c[ 2 ] ].z, points[ c[ 3 ] ].z, weight );
  18056. return v;
  18057. }
  18058. );
  18059. /**
  18060. * @author mikael emtinger / http://gomo.se/
  18061. */
  18062. THREE.AnimationHandler = {
  18063. LINEAR: 0,
  18064. CATMULLROM: 1,
  18065. CATMULLROM_FORWARD: 2,
  18066. //
  18067. add: function () { console.warn( 'THREE.AnimationHandler.add() has been deprecated.' ); },
  18068. get: function () { console.warn( 'THREE.AnimationHandler.get() has been deprecated.' ); },
  18069. remove: function () { console.warn( 'THREE.AnimationHandler.remove() has been deprecated.' ); },
  18070. //
  18071. animations: [],
  18072. init: function ( data ) {
  18073. if ( data.initialized === true ) return;
  18074. // loop through all keys
  18075. for ( var h = 0; h < data.hierarchy.length; h ++ ) {
  18076. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  18077. // remove minus times
  18078. if ( data.hierarchy[ h ].keys[ k ].time < 0 ) {
  18079. data.hierarchy[ h ].keys[ k ].time = 0;
  18080. }
  18081. // create quaternions
  18082. if ( data.hierarchy[ h ].keys[ k ].rot !== undefined &&
  18083. !( data.hierarchy[ h ].keys[ k ].rot instanceof THREE.Quaternion ) ) {
  18084. var quat = data.hierarchy[ h ].keys[ k ].rot;
  18085. data.hierarchy[ h ].keys[ k ].rot = new THREE.Quaternion().fromArray( quat );
  18086. }
  18087. }
  18088. // prepare morph target keys
  18089. if ( data.hierarchy[ h ].keys.length && data.hierarchy[ h ].keys[ 0 ].morphTargets !== undefined ) {
  18090. // get all used
  18091. var usedMorphTargets = {};
  18092. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  18093. for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
  18094. var morphTargetName = data.hierarchy[ h ].keys[ k ].morphTargets[ m ];
  18095. usedMorphTargets[ morphTargetName ] = -1;
  18096. }
  18097. }
  18098. data.hierarchy[ h ].usedMorphTargets = usedMorphTargets;
  18099. // set all used on all frames
  18100. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  18101. var influences = {};
  18102. for ( var morphTargetName in usedMorphTargets ) {
  18103. for ( var m = 0; m < data.hierarchy[ h ].keys[ k ].morphTargets.length; m ++ ) {
  18104. if ( data.hierarchy[ h ].keys[ k ].morphTargets[ m ] === morphTargetName ) {
  18105. influences[ morphTargetName ] = data.hierarchy[ h ].keys[ k ].morphTargetsInfluences[ m ];
  18106. break;
  18107. }
  18108. }
  18109. if ( m === data.hierarchy[ h ].keys[ k ].morphTargets.length ) {
  18110. influences[ morphTargetName ] = 0;
  18111. }
  18112. }
  18113. data.hierarchy[ h ].keys[ k ].morphTargetsInfluences = influences;
  18114. }
  18115. }
  18116. // remove all keys that are on the same time
  18117. for ( var k = 1; k < data.hierarchy[ h ].keys.length; k ++ ) {
  18118. if ( data.hierarchy[ h ].keys[ k ].time === data.hierarchy[ h ].keys[ k - 1 ].time ) {
  18119. data.hierarchy[ h ].keys.splice( k, 1 );
  18120. k --;
  18121. }
  18122. }
  18123. // set index
  18124. for ( var k = 0; k < data.hierarchy[ h ].keys.length; k ++ ) {
  18125. data.hierarchy[ h ].keys[ k ].index = k;
  18126. }
  18127. }
  18128. data.initialized = true;
  18129. return data;
  18130. },
  18131. parse: function ( root ) {
  18132. var parseRecurseHierarchy = function ( root, hierarchy ) {
  18133. hierarchy.push( root );
  18134. for ( var c = 0; c < root.children.length; c++ )
  18135. parseRecurseHierarchy( root.children[ c ], hierarchy );
  18136. };
  18137. // setup hierarchy
  18138. var hierarchy = [];
  18139. if ( root instanceof THREE.SkinnedMesh ) {
  18140. for ( var b = 0; b < root.skeleton.bones.length; b++ ) {
  18141. hierarchy.push( root.skeleton.bones[ b ] );
  18142. }
  18143. } else {
  18144. parseRecurseHierarchy( root, hierarchy );
  18145. }
  18146. return hierarchy;
  18147. },
  18148. play: function ( animation ) {
  18149. if ( this.animations.indexOf( animation ) === -1 ) {
  18150. this.animations.push( animation );
  18151. }
  18152. },
  18153. stop: function ( animation ) {
  18154. var index = this.animations.indexOf( animation );
  18155. if ( index !== -1 ) {
  18156. this.animations.splice( index, 1 );
  18157. }
  18158. },
  18159. update: function ( deltaTimeMS ) {
  18160. for ( var i = 0; i < this.animations.length; i ++ ) {
  18161. this.animations[ i ].update( deltaTimeMS );
  18162. }
  18163. }
  18164. };
  18165. /**
  18166. * @author mikael emtinger / http://gomo.se/
  18167. * @author mrdoob / http://mrdoob.com/
  18168. * @author alteredq / http://alteredqualia.com/
  18169. */
  18170. THREE.Animation = function ( root, data ) {
  18171. this.root = root;
  18172. this.data = THREE.AnimationHandler.init( data );
  18173. this.hierarchy = THREE.AnimationHandler.parse( root );
  18174. this.currentTime = 0;
  18175. this.timeScale = 1;
  18176. this.isPlaying = false;
  18177. this.loop = true;
  18178. this.weight = 0;
  18179. this.interpolationType = THREE.AnimationHandler.LINEAR;
  18180. };
  18181. THREE.Animation.prototype.keyTypes = [ "pos", "rot", "scl" ];
  18182. THREE.Animation.prototype.play = function ( startTime, weight ) {
  18183. this.currentTime = startTime !== undefined ? startTime : 0;
  18184. this.weight = weight !== undefined ? weight: 1;
  18185. this.isPlaying = true;
  18186. this.reset();
  18187. THREE.AnimationHandler.play( this );
  18188. };
  18189. THREE.Animation.prototype.stop = function() {
  18190. this.isPlaying = false;
  18191. THREE.AnimationHandler.stop( this );
  18192. };
  18193. THREE.Animation.prototype.reset = function () {
  18194. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  18195. var object = this.hierarchy[ h ];
  18196. object.matrixAutoUpdate = true;
  18197. if ( object.animationCache === undefined ) {
  18198. object.animationCache = {};
  18199. }
  18200. if ( object.animationCache[this.data.name] === undefined ) {
  18201. object.animationCache[this.data.name] = {};
  18202. object.animationCache[this.data.name].prevKey = { pos: 0, rot: 0, scl: 0 };
  18203. object.animationCache[this.data.name].nextKey = { pos: 0, rot: 0, scl: 0 };
  18204. object.animationCache[this.data.name].originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
  18205. }
  18206. var animationCache = object.animationCache[this.data.name];
  18207. // Get keys to match our current time
  18208. for ( var t = 0; t < 3; t ++ ) {
  18209. var type = this.keyTypes[ t ];
  18210. var prevKey = this.data.hierarchy[ h ].keys[ 0 ];
  18211. var nextKey = this.getNextKeyWith( type, h, 1 );
  18212. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  18213. prevKey = nextKey;
  18214. nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
  18215. }
  18216. animationCache.prevKey[ type ] = prevKey;
  18217. animationCache.nextKey[ type ] = nextKey;
  18218. }
  18219. }
  18220. };
  18221. THREE.Animation.prototype.update = (function(){
  18222. var points = [];
  18223. var target = new THREE.Vector3();
  18224. var newVector = new THREE.Vector3();
  18225. var newQuat = new THREE.Quaternion();
  18226. // Catmull-Rom spline
  18227. var interpolateCatmullRom = function ( points, scale ) {
  18228. var c = [], v3 = [],
  18229. point, intPoint, weight, w2, w3,
  18230. pa, pb, pc, pd;
  18231. point = ( points.length - 1 ) * scale;
  18232. intPoint = Math.floor( point );
  18233. weight = point - intPoint;
  18234. c[ 0 ] = intPoint === 0 ? intPoint : intPoint - 1;
  18235. c[ 1 ] = intPoint;
  18236. c[ 2 ] = intPoint > points.length - 2 ? intPoint : intPoint + 1;
  18237. c[ 3 ] = intPoint > points.length - 3 ? intPoint : intPoint + 2;
  18238. pa = points[ c[ 0 ] ];
  18239. pb = points[ c[ 1 ] ];
  18240. pc = points[ c[ 2 ] ];
  18241. pd = points[ c[ 3 ] ];
  18242. w2 = weight * weight;
  18243. w3 = weight * w2;
  18244. v3[ 0 ] = interpolate( pa[ 0 ], pb[ 0 ], pc[ 0 ], pd[ 0 ], weight, w2, w3 );
  18245. v3[ 1 ] = interpolate( pa[ 1 ], pb[ 1 ], pc[ 1 ], pd[ 1 ], weight, w2, w3 );
  18246. v3[ 2 ] = interpolate( pa[ 2 ], pb[ 2 ], pc[ 2 ], pd[ 2 ], weight, w2, w3 );
  18247. return v3;
  18248. };
  18249. var interpolate = function ( p0, p1, p2, p3, t, t2, t3 ) {
  18250. var v0 = ( p2 - p0 ) * 0.5,
  18251. v1 = ( p3 - p1 ) * 0.5;
  18252. return ( 2 * ( p1 - p2 ) + v0 + v1 ) * t3 + ( - 3 * ( p1 - p2 ) - 2 * v0 - v1 ) * t2 + v0 * t + p1;
  18253. };
  18254. return function ( delta ) {
  18255. if ( this.isPlaying === false ) return;
  18256. this.currentTime += delta * this.timeScale;
  18257. if ( this.weight === 0 )
  18258. return;
  18259. //
  18260. var vector;
  18261. var duration = this.data.length;
  18262. if ( this.loop === true && this.currentTime > duration ) {
  18263. this.currentTime %= duration;
  18264. this.reset();
  18265. } else if ( this.loop === false && this.currentTime > duration ) {
  18266. this.stop();
  18267. return;
  18268. }
  18269. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  18270. var object = this.hierarchy[ h ];
  18271. var animationCache = object.animationCache[this.data.name];
  18272. // loop through pos/rot/scl
  18273. for ( var t = 0; t < 3; t ++ ) {
  18274. // get keys
  18275. var type = this.keyTypes[ t ];
  18276. var prevKey = animationCache.prevKey[ type ];
  18277. var nextKey = animationCache.nextKey[ type ];
  18278. if ( nextKey.time <= this.currentTime ) {
  18279. prevKey = this.data.hierarchy[ h ].keys[ 0 ];
  18280. nextKey = this.getNextKeyWith( type, h, 1 );
  18281. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  18282. prevKey = nextKey;
  18283. nextKey = this.getNextKeyWith( type, h, nextKey.index + 1 );
  18284. }
  18285. animationCache.prevKey[ type ] = prevKey;
  18286. animationCache.nextKey[ type ] = nextKey;
  18287. }
  18288. object.matrixAutoUpdate = true;
  18289. object.matrixWorldNeedsUpdate = true;
  18290. var scale = ( this.currentTime - prevKey.time ) / ( nextKey.time - prevKey.time );
  18291. var prevXYZ = prevKey[ type ];
  18292. var nextXYZ = nextKey[ type ];
  18293. if ( scale < 0 ) scale = 0;
  18294. if ( scale > 1 ) scale = 1;
  18295. // interpolate
  18296. if ( type === "pos" ) {
  18297. vector = object.position;
  18298. if ( this.interpolationType === THREE.AnimationHandler.LINEAR ) {
  18299. newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
  18300. newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
  18301. newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
  18302. // blend
  18303. if (object instanceof THREE.Bone) {
  18304. var proportionalWeight = this.weight / ( this.weight + object.accumulatedPosWeight );
  18305. vector.lerp( newVector, proportionalWeight );
  18306. object.accumulatedPosWeight += this.weight;
  18307. } else
  18308. vector = newVector;
  18309. } else if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  18310. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  18311. points[ 0 ] = this.getPrevKeyWith( "pos", h, prevKey.index - 1 )[ "pos" ];
  18312. points[ 1 ] = prevXYZ;
  18313. points[ 2 ] = nextXYZ;
  18314. points[ 3 ] = this.getNextKeyWith( "pos", h, nextKey.index + 1 )[ "pos" ];
  18315. scale = scale * 0.33 + 0.33;
  18316. var currentPoint = interpolateCatmullRom( points, scale );
  18317. if ( object instanceof THREE.Bone ) {
  18318. var proportionalWeight = this.weight / ( this.weight + object.accumulatedPosWeight );
  18319. object.accumulatedPosWeight += this.weight;
  18320. }
  18321. else
  18322. var proportionalWeight = 1;
  18323. // blend
  18324. vector.x = vector.x + ( currentPoint[ 0 ] - vector.x ) * proportionalWeight;
  18325. vector.y = vector.y + ( currentPoint[ 1 ] - vector.y ) * proportionalWeight;
  18326. vector.z = vector.z + ( currentPoint[ 2 ] - vector.z ) * proportionalWeight;
  18327. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  18328. var forwardPoint = interpolateCatmullRom( points, scale * 1.01 );
  18329. target.set( forwardPoint[ 0 ], forwardPoint[ 1 ], forwardPoint[ 2 ] );
  18330. target.sub( vector );
  18331. target.y = 0;
  18332. target.normalize();
  18333. var angle = Math.atan2( target.x, target.z );
  18334. object.rotation.set( 0, angle, 0 );
  18335. }
  18336. }
  18337. } else if ( type === "rot" ) {
  18338. THREE.Quaternion.slerp( prevXYZ, nextXYZ, newQuat, scale );
  18339. // Avoid paying the cost of an additional slerp if we don't have to
  18340. if ( !( object instanceof THREE.Bone ) ) {
  18341. object.quaternion.copy(newQuat);
  18342. }
  18343. else if ( object.accumulatedRotWeight === 0) {
  18344. object.quaternion.copy(newQuat);
  18345. object.accumulatedRotWeight = this.weight;
  18346. }
  18347. else {
  18348. var proportionalWeight = this.weight / ( this.weight + object.accumulatedRotWeight );
  18349. THREE.Quaternion.slerp( object.quaternion, newQuat, object.quaternion, proportionalWeight );
  18350. object.accumulatedRotWeight += this.weight;
  18351. }
  18352. } else if ( type === "scl" ) {
  18353. vector = object.scale;
  18354. newVector.x = prevXYZ[ 0 ] + ( nextXYZ[ 0 ] - prevXYZ[ 0 ] ) * scale;
  18355. newVector.y = prevXYZ[ 1 ] + ( nextXYZ[ 1 ] - prevXYZ[ 1 ] ) * scale;
  18356. newVector.z = prevXYZ[ 2 ] + ( nextXYZ[ 2 ] - prevXYZ[ 2 ] ) * scale;
  18357. if ( object instanceof THREE.Bone ) {
  18358. var proportionalWeight = this.weight / ( this.weight + object.accumulatedSclWeight);
  18359. vector.lerp( newVector, proportionalWeight );
  18360. object.accumulatedSclWeight += this.weight;
  18361. } else
  18362. vector = newVector;
  18363. }
  18364. }
  18365. }
  18366. return true;
  18367. };
  18368. })();
  18369. // Get next key with
  18370. THREE.Animation.prototype.getNextKeyWith = function ( type, h, key ) {
  18371. var keys = this.data.hierarchy[ h ].keys;
  18372. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  18373. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  18374. key = key < keys.length - 1 ? key : keys.length - 1;
  18375. } else {
  18376. key = key % keys.length;
  18377. }
  18378. for ( ; key < keys.length; key++ ) {
  18379. if ( keys[ key ][ type ] !== undefined ) {
  18380. return keys[ key ];
  18381. }
  18382. }
  18383. return this.data.hierarchy[ h ].keys[ 0 ];
  18384. };
  18385. // Get previous key with
  18386. THREE.Animation.prototype.getPrevKeyWith = function ( type, h, key ) {
  18387. var keys = this.data.hierarchy[ h ].keys;
  18388. if ( this.interpolationType === THREE.AnimationHandler.CATMULLROM ||
  18389. this.interpolationType === THREE.AnimationHandler.CATMULLROM_FORWARD ) {
  18390. key = key > 0 ? key : 0;
  18391. } else {
  18392. key = key >= 0 ? key : key + keys.length;
  18393. }
  18394. for ( ; key >= 0; key -- ) {
  18395. if ( keys[ key ][ type ] !== undefined ) {
  18396. return keys[ key ];
  18397. }
  18398. }
  18399. return this.data.hierarchy[ h ].keys[ keys.length - 1 ];
  18400. };
  18401. /**
  18402. * @author mikael emtinger / http://gomo.se/
  18403. * @author mrdoob / http://mrdoob.com/
  18404. * @author alteredq / http://alteredqualia.com/
  18405. * @author khang duong
  18406. * @author erik kitson
  18407. */
  18408. THREE.KeyFrameAnimation = function ( data ) {
  18409. this.root = data.node;
  18410. this.data = THREE.AnimationHandler.init( data );
  18411. this.hierarchy = THREE.AnimationHandler.parse( this.root );
  18412. this.currentTime = 0;
  18413. this.timeScale = 0.001;
  18414. this.isPlaying = false;
  18415. this.isPaused = true;
  18416. this.loop = true;
  18417. // initialize to first keyframes
  18418. for ( var h = 0, hl = this.hierarchy.length; h < hl; h ++ ) {
  18419. var keys = this.data.hierarchy[h].keys,
  18420. sids = this.data.hierarchy[h].sids,
  18421. obj = this.hierarchy[h];
  18422. if ( keys.length && sids ) {
  18423. for ( var s = 0; s < sids.length; s++ ) {
  18424. var sid = sids[ s ],
  18425. next = this.getNextKeyWith( sid, h, 0 );
  18426. if ( next ) {
  18427. next.apply( sid );
  18428. }
  18429. }
  18430. obj.matrixAutoUpdate = false;
  18431. this.data.hierarchy[h].node.updateMatrix();
  18432. obj.matrixWorldNeedsUpdate = true;
  18433. }
  18434. }
  18435. };
  18436. THREE.KeyFrameAnimation.prototype.play = function ( startTime ) {
  18437. this.currentTime = startTime !== undefined ? startTime : 0;
  18438. if ( this.isPlaying === false ) {
  18439. this.isPlaying = true;
  18440. // reset key cache
  18441. var h, hl = this.hierarchy.length,
  18442. object,
  18443. node;
  18444. for ( h = 0; h < hl; h++ ) {
  18445. object = this.hierarchy[ h ];
  18446. node = this.data.hierarchy[ h ];
  18447. if ( node.animationCache === undefined ) {
  18448. node.animationCache = {};
  18449. node.animationCache.prevKey = null;
  18450. node.animationCache.nextKey = null;
  18451. node.animationCache.originalMatrix = object instanceof THREE.Bone ? object.skinMatrix : object.matrix;
  18452. }
  18453. var keys = this.data.hierarchy[h].keys;
  18454. if (keys.length) {
  18455. node.animationCache.prevKey = keys[ 0 ];
  18456. node.animationCache.nextKey = keys[ 1 ];
  18457. this.startTime = Math.min( keys[0].time, this.startTime );
  18458. this.endTime = Math.max( keys[keys.length - 1].time, this.endTime );
  18459. }
  18460. }
  18461. this.update( 0 );
  18462. }
  18463. this.isPaused = false;
  18464. THREE.AnimationHandler.play( this );
  18465. };
  18466. THREE.KeyFrameAnimation.prototype.stop = function() {
  18467. this.isPlaying = false;
  18468. this.isPaused = false;
  18469. THREE.AnimationHandler.stop( this );
  18470. // reset JIT matrix and remove cache
  18471. for ( var h = 0; h < this.data.hierarchy.length; h++ ) {
  18472. var obj = this.hierarchy[ h ];
  18473. var node = this.data.hierarchy[ h ];
  18474. if ( node.animationCache !== undefined ) {
  18475. var original = node.animationCache.originalMatrix;
  18476. if( obj instanceof THREE.Bone ) {
  18477. original.copy( obj.skinMatrix );
  18478. obj.skinMatrix = original;
  18479. } else {
  18480. original.copy( obj.matrix );
  18481. obj.matrix = original;
  18482. }
  18483. delete node.animationCache;
  18484. }
  18485. }
  18486. };
  18487. // Update
  18488. THREE.KeyFrameAnimation.prototype.update = function ( delta ) {
  18489. if ( this.isPlaying === false ) return;
  18490. this.currentTime += delta * this.timeScale;
  18491. //
  18492. var duration = this.data.length;
  18493. if ( this.loop === true && this.currentTime > duration ) {
  18494. this.currentTime %= duration;
  18495. }
  18496. this.currentTime = Math.min( this.currentTime, duration );
  18497. for ( var h = 0, hl = this.hierarchy.length; h < hl; h++ ) {
  18498. var object = this.hierarchy[ h ];
  18499. var node = this.data.hierarchy[ h ];
  18500. var keys = node.keys,
  18501. animationCache = node.animationCache;
  18502. if ( keys.length ) {
  18503. var prevKey = animationCache.prevKey;
  18504. var nextKey = animationCache.nextKey;
  18505. if ( nextKey.time <= this.currentTime ) {
  18506. while ( nextKey.time < this.currentTime && nextKey.index > prevKey.index ) {
  18507. prevKey = nextKey;
  18508. nextKey = keys[ prevKey.index + 1 ];
  18509. }
  18510. animationCache.prevKey = prevKey;
  18511. animationCache.nextKey = nextKey;
  18512. }
  18513. if ( nextKey.time >= this.currentTime ) {
  18514. prevKey.interpolate( nextKey, this.currentTime );
  18515. } else {
  18516. prevKey.interpolate( nextKey, nextKey.time );
  18517. }
  18518. this.data.hierarchy[ h ].node.updateMatrix();
  18519. object.matrixWorldNeedsUpdate = true;
  18520. }
  18521. }
  18522. };
  18523. // Get next key with
  18524. THREE.KeyFrameAnimation.prototype.getNextKeyWith = function( sid, h, key ) {
  18525. var keys = this.data.hierarchy[ h ].keys;
  18526. key = key % keys.length;
  18527. for ( ; key < keys.length; key++ ) {
  18528. if ( keys[ key ].hasTarget( sid ) ) {
  18529. return keys[ key ];
  18530. }
  18531. }
  18532. return keys[ 0 ];
  18533. };
  18534. // Get previous key with
  18535. THREE.KeyFrameAnimation.prototype.getPrevKeyWith = function( sid, h, key ) {
  18536. var keys = this.data.hierarchy[ h ].keys;
  18537. key = key >= 0 ? key : key + keys.length;
  18538. for ( ; key >= 0; key-- ) {
  18539. if ( keys[ key ].hasTarget( sid ) ) {
  18540. return keys[ key ];
  18541. }
  18542. }
  18543. return keys[ keys.length - 1 ];
  18544. };
  18545. /**
  18546. * @author mrdoob / http://mrdoob.com
  18547. */
  18548. THREE.MorphAnimation = function ( mesh ) {
  18549. this.mesh = mesh;
  18550. this.frames = mesh.morphTargetInfluences.length;
  18551. this.currentTime = 0;
  18552. this.duration = 1000;
  18553. this.loop = true;
  18554. this.isPlaying = false;
  18555. };
  18556. THREE.MorphAnimation.prototype = {
  18557. play: function () {
  18558. this.isPlaying = true;
  18559. },
  18560. pause: function () {
  18561. this.isPlaying = false;
  18562. },
  18563. update: ( function () {
  18564. var lastFrame = 0;
  18565. var currentFrame = 0;
  18566. return function ( delta ) {
  18567. if ( this.isPlaying === false ) return;
  18568. this.currentTime += delta;
  18569. if ( this.loop === true && this.currentTime > this.duration ) {
  18570. this.currentTime %= this.duration;
  18571. }
  18572. this.currentTime = Math.min( this.currentTime, this.duration );
  18573. var interpolation = this.duration / this.frames;
  18574. var frame = Math.floor( this.currentTime / interpolation );
  18575. if ( frame != currentFrame ) {
  18576. this.mesh.morphTargetInfluences[ lastFrame ] = 0;
  18577. this.mesh.morphTargetInfluences[ currentFrame ] = 1;
  18578. this.mesh.morphTargetInfluences[ frame ] = 0;
  18579. lastFrame = currentFrame;
  18580. currentFrame = frame;
  18581. }
  18582. this.mesh.morphTargetInfluences[ frame ] = ( this.currentTime % interpolation ) / interpolation;
  18583. this.mesh.morphTargetInfluences[ lastFrame ] = 1 - this.mesh.morphTargetInfluences[ frame ];
  18584. }
  18585. } )()
  18586. };
  18587. /**
  18588. * Camera for rendering cube maps
  18589. * - renders scene into axis-aligned cube
  18590. *
  18591. * @author alteredq / http://alteredqualia.com/
  18592. */
  18593. THREE.CubeCamera = function ( near, far, cubeResolution ) {
  18594. THREE.Object3D.call( this );
  18595. var fov = 90, aspect = 1;
  18596. var cameraPX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  18597. cameraPX.up.set( 0, -1, 0 );
  18598. cameraPX.lookAt( new THREE.Vector3( 1, 0, 0 ) );
  18599. this.add( cameraPX );
  18600. var cameraNX = new THREE.PerspectiveCamera( fov, aspect, near, far );
  18601. cameraNX.up.set( 0, -1, 0 );
  18602. cameraNX.lookAt( new THREE.Vector3( -1, 0, 0 ) );
  18603. this.add( cameraNX );
  18604. var cameraPY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  18605. cameraPY.up.set( 0, 0, 1 );
  18606. cameraPY.lookAt( new THREE.Vector3( 0, 1, 0 ) );
  18607. this.add( cameraPY );
  18608. var cameraNY = new THREE.PerspectiveCamera( fov, aspect, near, far );
  18609. cameraNY.up.set( 0, 0, -1 );
  18610. cameraNY.lookAt( new THREE.Vector3( 0, -1, 0 ) );
  18611. this.add( cameraNY );
  18612. var cameraPZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  18613. cameraPZ.up.set( 0, -1, 0 );
  18614. cameraPZ.lookAt( new THREE.Vector3( 0, 0, 1 ) );
  18615. this.add( cameraPZ );
  18616. var cameraNZ = new THREE.PerspectiveCamera( fov, aspect, near, far );
  18617. cameraNZ.up.set( 0, -1, 0 );
  18618. cameraNZ.lookAt( new THREE.Vector3( 0, 0, -1 ) );
  18619. this.add( cameraNZ );
  18620. this.renderTarget = new THREE.WebGLRenderTargetCube( cubeResolution, cubeResolution, { format: THREE.RGBFormat, magFilter: THREE.LinearFilter, minFilter: THREE.LinearFilter } );
  18621. this.updateCubeMap = function ( renderer, scene ) {
  18622. var renderTarget = this.renderTarget;
  18623. var generateMipmaps = renderTarget.generateMipmaps;
  18624. renderTarget.generateMipmaps = false;
  18625. renderTarget.activeCubeFace = 0;
  18626. renderer.render( scene, cameraPX, renderTarget );
  18627. renderTarget.activeCubeFace = 1;
  18628. renderer.render( scene, cameraNX, renderTarget );
  18629. renderTarget.activeCubeFace = 2;
  18630. renderer.render( scene, cameraPY, renderTarget );
  18631. renderTarget.activeCubeFace = 3;
  18632. renderer.render( scene, cameraNY, renderTarget );
  18633. renderTarget.activeCubeFace = 4;
  18634. renderer.render( scene, cameraPZ, renderTarget );
  18635. renderTarget.generateMipmaps = generateMipmaps;
  18636. renderTarget.activeCubeFace = 5;
  18637. renderer.render( scene, cameraNZ, renderTarget );
  18638. };
  18639. };
  18640. THREE.CubeCamera.prototype = Object.create( THREE.Object3D.prototype );
  18641. /**
  18642. * @author zz85 / http://twitter.com/blurspline / http://www.lab4games.net/zz85/blog
  18643. *
  18644. * A general perpose camera, for setting FOV, Lens Focal Length,
  18645. * and switching between perspective and orthographic views easily.
  18646. * Use this only if you do not wish to manage
  18647. * both a Orthographic and Perspective Camera
  18648. *
  18649. */
  18650. THREE.CombinedCamera = function ( width, height, fov, near, far, orthoNear, orthoFar ) {
  18651. THREE.Camera.call( this );
  18652. this.fov = fov;
  18653. this.left = -width / 2;
  18654. this.right = width / 2
  18655. this.top = height / 2;
  18656. this.bottom = -height / 2;
  18657. // We could also handle the projectionMatrix internally, but just wanted to test nested camera objects
  18658. this.cameraO = new THREE.OrthographicCamera( width / - 2, width / 2, height / 2, height / - 2, orthoNear, orthoFar );
  18659. this.cameraP = new THREE.PerspectiveCamera( fov, width / height, near, far );
  18660. this.zoom = 1;
  18661. this.toPerspective();
  18662. var aspect = width/height;
  18663. };
  18664. THREE.CombinedCamera.prototype = Object.create( THREE.Camera.prototype );
  18665. THREE.CombinedCamera.prototype.toPerspective = function () {
  18666. // Switches to the Perspective Camera
  18667. this.near = this.cameraP.near;
  18668. this.far = this.cameraP.far;
  18669. this.cameraP.fov = this.fov / this.zoom ;
  18670. this.cameraP.updateProjectionMatrix();
  18671. this.projectionMatrix = this.cameraP.projectionMatrix;
  18672. this.inPerspectiveMode = true;
  18673. this.inOrthographicMode = false;
  18674. };
  18675. THREE.CombinedCamera.prototype.toOrthographic = function () {
  18676. // Switches to the Orthographic camera estimating viewport from Perspective
  18677. var fov = this.fov;
  18678. var aspect = this.cameraP.aspect;
  18679. var near = this.cameraP.near;
  18680. var far = this.cameraP.far;
  18681. // The size that we set is the mid plane of the viewing frustum
  18682. var hyperfocus = ( near + far ) / 2;
  18683. var halfHeight = Math.tan( fov / 2 ) * hyperfocus;
  18684. var planeHeight = 2 * halfHeight;
  18685. var planeWidth = planeHeight * aspect;
  18686. var halfWidth = planeWidth / 2;
  18687. halfHeight /= this.zoom;
  18688. halfWidth /= this.zoom;
  18689. this.cameraO.left = -halfWidth;
  18690. this.cameraO.right = halfWidth;
  18691. this.cameraO.top = halfHeight;
  18692. this.cameraO.bottom = -halfHeight;
  18693. // this.cameraO.left = -farHalfWidth;
  18694. // this.cameraO.right = farHalfWidth;
  18695. // this.cameraO.top = farHalfHeight;
  18696. // this.cameraO.bottom = -farHalfHeight;
  18697. // this.cameraO.left = this.left / this.zoom;
  18698. // this.cameraO.right = this.right / this.zoom;
  18699. // this.cameraO.top = this.top / this.zoom;
  18700. // this.cameraO.bottom = this.bottom / this.zoom;
  18701. this.cameraO.updateProjectionMatrix();
  18702. this.near = this.cameraO.near;
  18703. this.far = this.cameraO.far;
  18704. this.projectionMatrix = this.cameraO.projectionMatrix;
  18705. this.inPerspectiveMode = false;
  18706. this.inOrthographicMode = true;
  18707. };
  18708. THREE.CombinedCamera.prototype.setSize = function( width, height ) {
  18709. this.cameraP.aspect = width / height;
  18710. this.left = -width / 2;
  18711. this.right = width / 2
  18712. this.top = height / 2;
  18713. this.bottom = -height / 2;
  18714. };
  18715. THREE.CombinedCamera.prototype.setFov = function( fov ) {
  18716. this.fov = fov;
  18717. if ( this.inPerspectiveMode ) {
  18718. this.toPerspective();
  18719. } else {
  18720. this.toOrthographic();
  18721. }
  18722. };
  18723. // For mantaining similar API with PerspectiveCamera
  18724. THREE.CombinedCamera.prototype.updateProjectionMatrix = function() {
  18725. if ( this.inPerspectiveMode ) {
  18726. this.toPerspective();
  18727. } else {
  18728. this.toPerspective();
  18729. this.toOrthographic();
  18730. }
  18731. };
  18732. /*
  18733. * Uses Focal Length (in mm) to estimate and set FOV
  18734. * 35mm (fullframe) camera is used if frame size is not specified;
  18735. * Formula based on http://www.bobatkins.com/photography/technical/field_of_view.html
  18736. */
  18737. THREE.CombinedCamera.prototype.setLens = function ( focalLength, frameHeight ) {
  18738. if ( frameHeight === undefined ) frameHeight = 24;
  18739. var fov = 2 * THREE.Math.radToDeg( Math.atan( frameHeight / ( focalLength * 2 ) ) );
  18740. this.setFov( fov );
  18741. return fov;
  18742. };
  18743. THREE.CombinedCamera.prototype.setZoom = function( zoom ) {
  18744. this.zoom = zoom;
  18745. if ( this.inPerspectiveMode ) {
  18746. this.toPerspective();
  18747. } else {
  18748. this.toOrthographic();
  18749. }
  18750. };
  18751. THREE.CombinedCamera.prototype.toFrontView = function() {
  18752. this.rotation.x = 0;
  18753. this.rotation.y = 0;
  18754. this.rotation.z = 0;
  18755. // should we be modifing the matrix instead?
  18756. this.rotationAutoUpdate = false;
  18757. };
  18758. THREE.CombinedCamera.prototype.toBackView = function() {
  18759. this.rotation.x = 0;
  18760. this.rotation.y = Math.PI;
  18761. this.rotation.z = 0;
  18762. this.rotationAutoUpdate = false;
  18763. };
  18764. THREE.CombinedCamera.prototype.toLeftView = function() {
  18765. this.rotation.x = 0;
  18766. this.rotation.y = - Math.PI / 2;
  18767. this.rotation.z = 0;
  18768. this.rotationAutoUpdate = false;
  18769. };
  18770. THREE.CombinedCamera.prototype.toRightView = function() {
  18771. this.rotation.x = 0;
  18772. this.rotation.y = Math.PI / 2;
  18773. this.rotation.z = 0;
  18774. this.rotationAutoUpdate = false;
  18775. };
  18776. THREE.CombinedCamera.prototype.toTopView = function() {
  18777. this.rotation.x = - Math.PI / 2;
  18778. this.rotation.y = 0;
  18779. this.rotation.z = 0;
  18780. this.rotationAutoUpdate = false;
  18781. };
  18782. THREE.CombinedCamera.prototype.toBottomView = function() {
  18783. this.rotation.x = Math.PI / 2;
  18784. this.rotation.y = 0;
  18785. this.rotation.z = 0;
  18786. this.rotationAutoUpdate = false;
  18787. };
  18788. /**
  18789. * @author mrdoob / http://mrdoob.com/
  18790. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
  18791. */
  18792. THREE.BoxGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  18793. THREE.Geometry.call( this );
  18794. this.parameters = {
  18795. width: width,
  18796. height: height,
  18797. depth: depth,
  18798. widthSegments: widthSegments,
  18799. heightSegments: heightSegments,
  18800. depthSegments: depthSegments
  18801. };
  18802. this.widthSegments = widthSegments || 1;
  18803. this.heightSegments = heightSegments || 1;
  18804. this.depthSegments = depthSegments || 1;
  18805. var scope = this;
  18806. var width_half = width / 2;
  18807. var height_half = height / 2;
  18808. var depth_half = depth / 2;
  18809. buildPlane( 'z', 'y', - 1, - 1, depth, height, width_half, 0 ); // px
  18810. buildPlane( 'z', 'y', 1, - 1, depth, height, - width_half, 1 ); // nx
  18811. buildPlane( 'x', 'z', 1, 1, width, depth, height_half, 2 ); // py
  18812. buildPlane( 'x', 'z', 1, - 1, width, depth, - height_half, 3 ); // ny
  18813. buildPlane( 'x', 'y', 1, - 1, width, height, depth_half, 4 ); // pz
  18814. buildPlane( 'x', 'y', - 1, - 1, width, height, - depth_half, 5 ); // nz
  18815. function buildPlane( u, v, udir, vdir, width, height, depth, materialIndex ) {
  18816. var w, ix, iy,
  18817. gridX = scope.widthSegments,
  18818. gridY = scope.heightSegments,
  18819. width_half = width / 2,
  18820. height_half = height / 2,
  18821. offset = scope.vertices.length;
  18822. if ( ( u === 'x' && v === 'y' ) || ( u === 'y' && v === 'x' ) ) {
  18823. w = 'z';
  18824. } else if ( ( u === 'x' && v === 'z' ) || ( u === 'z' && v === 'x' ) ) {
  18825. w = 'y';
  18826. gridY = scope.depthSegments;
  18827. } else if ( ( u === 'z' && v === 'y' ) || ( u === 'y' && v === 'z' ) ) {
  18828. w = 'x';
  18829. gridX = scope.depthSegments;
  18830. }
  18831. var gridX1 = gridX + 1,
  18832. gridY1 = gridY + 1,
  18833. segment_width = width / gridX,
  18834. segment_height = height / gridY,
  18835. normal = new THREE.Vector3();
  18836. normal[ w ] = depth > 0 ? 1 : - 1;
  18837. for ( iy = 0; iy < gridY1; iy ++ ) {
  18838. for ( ix = 0; ix < gridX1; ix ++ ) {
  18839. var vector = new THREE.Vector3();
  18840. vector[ u ] = ( ix * segment_width - width_half ) * udir;
  18841. vector[ v ] = ( iy * segment_height - height_half ) * vdir;
  18842. vector[ w ] = depth;
  18843. scope.vertices.push( vector );
  18844. }
  18845. }
  18846. for ( iy = 0; iy < gridY; iy++ ) {
  18847. for ( ix = 0; ix < gridX; ix++ ) {
  18848. var a = ix + gridX1 * iy;
  18849. var b = ix + gridX1 * ( iy + 1 );
  18850. var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
  18851. var d = ( ix + 1 ) + gridX1 * iy;
  18852. var uva = new THREE.Vector2( ix / gridX, 1 - iy / gridY );
  18853. var uvb = new THREE.Vector2( ix / gridX, 1 - ( iy + 1 ) / gridY );
  18854. var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iy + 1 ) / gridY );
  18855. var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iy / gridY );
  18856. var face = new THREE.Face3( a + offset, b + offset, d + offset );
  18857. face.normal.copy( normal );
  18858. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  18859. face.materialIndex = materialIndex;
  18860. scope.faces.push( face );
  18861. scope.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  18862. face = new THREE.Face3( b + offset, c + offset, d + offset );
  18863. face.normal.copy( normal );
  18864. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  18865. face.materialIndex = materialIndex;
  18866. scope.faces.push( face );
  18867. scope.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  18868. }
  18869. }
  18870. }
  18871. this.mergeVertices();
  18872. };
  18873. THREE.BoxGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18874. /**
  18875. * @author hughes
  18876. */
  18877. THREE.CircleGeometry = function ( radius, segments, thetaStart, thetaLength ) {
  18878. THREE.Geometry.call( this );
  18879. this.parameters = {
  18880. radius: radius,
  18881. segments: segments,
  18882. thetaStart: thetaStart,
  18883. thetaLength: thetaLength
  18884. };
  18885. radius = radius || 50;
  18886. segments = segments !== undefined ? Math.max( 3, segments ) : 8;
  18887. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  18888. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  18889. var i, uvs = [],
  18890. center = new THREE.Vector3(), centerUV = new THREE.Vector2( 0.5, 0.5 );
  18891. this.vertices.push(center);
  18892. uvs.push( centerUV );
  18893. for ( i = 0; i <= segments; i ++ ) {
  18894. var vertex = new THREE.Vector3();
  18895. var segment = thetaStart + i / segments * thetaLength;
  18896. vertex.x = radius * Math.cos( segment );
  18897. vertex.y = radius * Math.sin( segment );
  18898. this.vertices.push( vertex );
  18899. uvs.push( new THREE.Vector2( ( vertex.x / radius + 1 ) / 2, ( vertex.y / radius + 1 ) / 2 ) );
  18900. }
  18901. var n = new THREE.Vector3( 0, 0, 1 );
  18902. for ( i = 1; i <= segments; i ++ ) {
  18903. this.faces.push( new THREE.Face3( i, i + 1, 0, [ n.clone(), n.clone(), n.clone() ] ) );
  18904. this.faceVertexUvs[ 0 ].push( [ uvs[ i ].clone(), uvs[ i + 1 ].clone(), centerUV.clone() ] );
  18905. }
  18906. this.computeFaceNormals();
  18907. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  18908. };
  18909. THREE.CircleGeometry.prototype = Object.create( THREE.Geometry.prototype );
  18910. // DEPRECATED
  18911. THREE.CubeGeometry = function ( width, height, depth, widthSegments, heightSegments, depthSegments ) {
  18912. console.warn( 'DEPRECATED: THREE.CubeGeometry is deprecated. Use THREE.BoxGeometry instead.' );
  18913. return new THREE.BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments );
  18914. };
  18915. /**
  18916. * @author mrdoob / http://mrdoob.com/
  18917. */
  18918. THREE.CylinderGeometry = function ( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded ) {
  18919. THREE.Geometry.call( this );
  18920. this.parameters = {
  18921. radiusTop: radiusTop,
  18922. radiusBottom: radiusBottom,
  18923. height: height,
  18924. radialSegments: radialSegments,
  18925. heightSegments: heightSegments,
  18926. openEnded: openEnded
  18927. };
  18928. radiusTop = radiusTop !== undefined ? radiusTop : 20;
  18929. radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
  18930. height = height !== undefined ? height : 100;
  18931. radialSegments = radialSegments || 8;
  18932. heightSegments = heightSegments || 1;
  18933. openEnded = openEnded !== undefined ? openEnded : false;
  18934. var heightHalf = height / 2;
  18935. var x, y, vertices = [], uvs = [];
  18936. for ( y = 0; y <= heightSegments; y ++ ) {
  18937. var verticesRow = [];
  18938. var uvsRow = [];
  18939. var v = y / heightSegments;
  18940. var radius = v * ( radiusBottom - radiusTop ) + radiusTop;
  18941. for ( x = 0; x <= radialSegments; x ++ ) {
  18942. var u = x / radialSegments;
  18943. var vertex = new THREE.Vector3();
  18944. vertex.x = radius * Math.sin( u * Math.PI * 2 );
  18945. vertex.y = - v * height + heightHalf;
  18946. vertex.z = radius * Math.cos( u * Math.PI * 2 );
  18947. this.vertices.push( vertex );
  18948. verticesRow.push( this.vertices.length - 1 );
  18949. uvsRow.push( new THREE.Vector2( u, 1 - v ) );
  18950. }
  18951. vertices.push( verticesRow );
  18952. uvs.push( uvsRow );
  18953. }
  18954. var tanTheta = ( radiusBottom - radiusTop ) / height;
  18955. var na, nb;
  18956. for ( x = 0; x < radialSegments; x ++ ) {
  18957. if ( radiusTop !== 0 ) {
  18958. na = this.vertices[ vertices[ 0 ][ x ] ].clone();
  18959. nb = this.vertices[ vertices[ 0 ][ x + 1 ] ].clone();
  18960. } else {
  18961. na = this.vertices[ vertices[ 1 ][ x ] ].clone();
  18962. nb = this.vertices[ vertices[ 1 ][ x + 1 ] ].clone();
  18963. }
  18964. na.setY( Math.sqrt( na.x * na.x + na.z * na.z ) * tanTheta ).normalize();
  18965. nb.setY( Math.sqrt( nb.x * nb.x + nb.z * nb.z ) * tanTheta ).normalize();
  18966. for ( y = 0; y < heightSegments; y ++ ) {
  18967. var v1 = vertices[ y ][ x ];
  18968. var v2 = vertices[ y + 1 ][ x ];
  18969. var v3 = vertices[ y + 1 ][ x + 1 ];
  18970. var v4 = vertices[ y ][ x + 1 ];
  18971. var n1 = na.clone();
  18972. var n2 = na.clone();
  18973. var n3 = nb.clone();
  18974. var n4 = nb.clone();
  18975. var uv1 = uvs[ y ][ x ].clone();
  18976. var uv2 = uvs[ y + 1 ][ x ].clone();
  18977. var uv3 = uvs[ y + 1 ][ x + 1 ].clone();
  18978. var uv4 = uvs[ y ][ x + 1 ].clone();
  18979. this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
  18980. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
  18981. this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
  18982. this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
  18983. }
  18984. }
  18985. // top cap
  18986. if ( openEnded === false && radiusTop > 0 ) {
  18987. this.vertices.push( new THREE.Vector3( 0, heightHalf, 0 ) );
  18988. for ( x = 0; x < radialSegments; x ++ ) {
  18989. var v1 = vertices[ 0 ][ x ];
  18990. var v2 = vertices[ 0 ][ x + 1 ];
  18991. var v3 = this.vertices.length - 1;
  18992. var n1 = new THREE.Vector3( 0, 1, 0 );
  18993. var n2 = new THREE.Vector3( 0, 1, 0 );
  18994. var n3 = new THREE.Vector3( 0, 1, 0 );
  18995. var uv1 = uvs[ 0 ][ x ].clone();
  18996. var uv2 = uvs[ 0 ][ x + 1 ].clone();
  18997. var uv3 = new THREE.Vector2( uv2.x, 0 );
  18998. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  18999. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  19000. }
  19001. }
  19002. // bottom cap
  19003. if ( openEnded === false && radiusBottom > 0 ) {
  19004. this.vertices.push( new THREE.Vector3( 0, - heightHalf, 0 ) );
  19005. for ( x = 0; x < radialSegments; x ++ ) {
  19006. var v1 = vertices[ y ][ x + 1 ];
  19007. var v2 = vertices[ y ][ x ];
  19008. var v3 = this.vertices.length - 1;
  19009. var n1 = new THREE.Vector3( 0, - 1, 0 );
  19010. var n2 = new THREE.Vector3( 0, - 1, 0 );
  19011. var n3 = new THREE.Vector3( 0, - 1, 0 );
  19012. var uv1 = uvs[ y ][ x + 1 ].clone();
  19013. var uv2 = uvs[ y ][ x ].clone();
  19014. var uv3 = new THREE.Vector2( uv2.x, 1 );
  19015. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  19016. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  19017. }
  19018. }
  19019. this.computeFaceNormals();
  19020. }
  19021. THREE.CylinderGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19022. /**
  19023. * @author zz85 / http://www.lab4games.net/zz85/blog
  19024. *
  19025. * Creates extruded geometry from a path shape.
  19026. *
  19027. * parameters = {
  19028. *
  19029. * curveSegments: <int>, // number of points on the curves
  19030. * steps: <int>, // number of points for z-side extrusions / used for subdividing segements of extrude spline too
  19031. * amount: <int>, // Depth to extrude the shape
  19032. *
  19033. * bevelEnabled: <bool>, // turn on bevel
  19034. * bevelThickness: <float>, // how deep into the original shape bevel goes
  19035. * bevelSize: <float>, // how far from shape outline is bevel
  19036. * bevelSegments: <int>, // number of bevel layers
  19037. *
  19038. * extrudePath: <THREE.CurvePath> // 3d spline path to extrude shape along. (creates Frames if .frames aren't defined)
  19039. * frames: <THREE.TubeGeometry.FrenetFrames> // containing arrays of tangents, normals, binormals
  19040. *
  19041. * material: <int> // material index for front and back faces
  19042. * extrudeMaterial: <int> // material index for extrusion and beveled faces
  19043. * uvGenerator: <Object> // object that provides UV generator functions
  19044. *
  19045. * }
  19046. **/
  19047. THREE.ExtrudeGeometry = function ( shapes, options ) {
  19048. if ( typeof( shapes ) === "undefined" ) {
  19049. shapes = [];
  19050. return;
  19051. }
  19052. THREE.Geometry.call( this );
  19053. shapes = shapes instanceof Array ? shapes : [ shapes ];
  19054. this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
  19055. this.addShapeList( shapes, options );
  19056. this.computeFaceNormals();
  19057. // can't really use automatic vertex normals
  19058. // as then front and back sides get smoothed too
  19059. // should do separate smoothing just for sides
  19060. //this.computeVertexNormals();
  19061. //console.log( "took", ( Date.now() - startTime ) );
  19062. };
  19063. THREE.ExtrudeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19064. THREE.ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {
  19065. var sl = shapes.length;
  19066. for ( var s = 0; s < sl; s ++ ) {
  19067. var shape = shapes[ s ];
  19068. this.addShape( shape, options );
  19069. }
  19070. };
  19071. THREE.ExtrudeGeometry.prototype.addShape = function ( shape, options ) {
  19072. var amount = options.amount !== undefined ? options.amount : 100;
  19073. var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
  19074. var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
  19075. var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
  19076. var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false
  19077. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  19078. var steps = options.steps !== undefined ? options.steps : 1;
  19079. var extrudePath = options.extrudePath;
  19080. var extrudePts, extrudeByPath = false;
  19081. var material = options.material;
  19082. var extrudeMaterial = options.extrudeMaterial;
  19083. // Use default WorldUVGenerator if no UV generators are specified.
  19084. var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : THREE.ExtrudeGeometry.WorldUVGenerator;
  19085. var shapebb = this.shapebb;
  19086. //shapebb = shape.getBoundingBox();
  19087. var splineTube, binormal, normal, position2;
  19088. if ( extrudePath ) {
  19089. extrudePts = extrudePath.getSpacedPoints( steps );
  19090. extrudeByPath = true;
  19091. bevelEnabled = false; // bevels not supported for path extrusion
  19092. // SETUP TNB variables
  19093. // Reuse TNB from TubeGeomtry for now.
  19094. // TODO1 - have a .isClosed in spline?
  19095. splineTube = options.frames !== undefined ? options.frames : new THREE.TubeGeometry.FrenetFrames(extrudePath, steps, false);
  19096. // console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
  19097. binormal = new THREE.Vector3();
  19098. normal = new THREE.Vector3();
  19099. position2 = new THREE.Vector3();
  19100. }
  19101. // Safeguards if bevels are not enabled
  19102. if ( ! bevelEnabled ) {
  19103. bevelSegments = 0;
  19104. bevelThickness = 0;
  19105. bevelSize = 0;
  19106. }
  19107. // Variables initalization
  19108. var ahole, h, hl; // looping of holes
  19109. var scope = this;
  19110. var bevelPoints = [];
  19111. var shapesOffset = this.vertices.length;
  19112. var shapePoints = shape.extractPoints( curveSegments );
  19113. var vertices = shapePoints.shape;
  19114. var holes = shapePoints.holes;
  19115. var reverse = !THREE.Shape.Utils.isClockWise( vertices ) ;
  19116. if ( reverse ) {
  19117. vertices = vertices.reverse();
  19118. // Maybe we should also check if holes are in the opposite direction, just to be safe ...
  19119. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  19120. ahole = holes[ h ];
  19121. if ( THREE.Shape.Utils.isClockWise( ahole ) ) {
  19122. holes[ h ] = ahole.reverse();
  19123. }
  19124. }
  19125. reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!
  19126. }
  19127. var faces = THREE.Shape.Utils.triangulateShape ( vertices, holes );
  19128. /* Vertices */
  19129. var contour = vertices; // vertices has all points but contour has only points of circumference
  19130. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  19131. ahole = holes[ h ];
  19132. vertices = vertices.concat( ahole );
  19133. }
  19134. function scalePt2 ( pt, vec, size ) {
  19135. if ( !vec ) console.log( "die" );
  19136. return vec.clone().multiplyScalar( size ).add( pt );
  19137. }
  19138. var b, bs, t, z,
  19139. vert, vlen = vertices.length,
  19140. face, flen = faces.length,
  19141. cont, clen = contour.length;
  19142. // Find directions for point movement
  19143. var RAD_TO_DEGREES = 180 / Math.PI;
  19144. function getBevelVec( inPt, inPrev, inNext ) {
  19145. var EPSILON = 0.0000000001;
  19146. var sign = THREE.Math.sign;
  19147. // computes for inPt the corresponding point inPt' on a new contour
  19148. // shiftet by 1 unit (length of normalized vector) to the left
  19149. // if we walk along contour clockwise, this new contour is outside the old one
  19150. //
  19151. // inPt' is the intersection of the two lines parallel to the two
  19152. // adjacent edges of inPt at a distance of 1 unit on the left side.
  19153. var v_trans_x, v_trans_y, shrink_by = 1; // resulting translation vector for inPt
  19154. // good reading for geometry algorithms (here: line-line intersection)
  19155. // http://geomalgorithms.com/a05-_intersect-1.html
  19156. var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
  19157. var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;
  19158. var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
  19159. // check for colinear edges
  19160. var colinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  19161. if ( Math.abs( colinear0 ) > EPSILON ) { // not colinear
  19162. // length of vectors for normalizing
  19163. var v_prev_len = Math.sqrt( v_prev_lensq );
  19164. var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
  19165. // shift adjacent points by unit vectors to the left
  19166. var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  19167. var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
  19168. var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  19169. var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
  19170. // scaling factor for v_prev to intersection point
  19171. var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  19172. ( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  19173. ( v_prev_x * v_next_y - v_prev_y * v_next_x );
  19174. // vector from inPt to intersection point
  19175. v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  19176. v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
  19177. // Don't normalize!, otherwise sharp corners become ugly
  19178. // but prevent crazy spikes
  19179. var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y )
  19180. if ( v_trans_lensq <= 2 ) {
  19181. return new THREE.Vector2( v_trans_x, v_trans_y );
  19182. } else {
  19183. shrink_by = Math.sqrt( v_trans_lensq / 2 );
  19184. }
  19185. } else { // handle special case of colinear edges
  19186. var direction_eq = false; // assumes: opposite
  19187. if ( v_prev_x > EPSILON ) {
  19188. if ( v_next_x > EPSILON ) { direction_eq = true; }
  19189. } else {
  19190. if ( v_prev_x < -EPSILON ) {
  19191. if ( v_next_x < -EPSILON ) { direction_eq = true; }
  19192. } else {
  19193. if ( sign(v_prev_y) == sign(v_next_y) ) { direction_eq = true; }
  19194. }
  19195. }
  19196. if ( direction_eq ) {
  19197. // console.log("Warning: lines are a straight sequence");
  19198. v_trans_x = -v_prev_y;
  19199. v_trans_y = v_prev_x;
  19200. shrink_by = Math.sqrt( v_prev_lensq );
  19201. } else {
  19202. // console.log("Warning: lines are a straight spike");
  19203. v_trans_x = v_prev_x;
  19204. v_trans_y = v_prev_y;
  19205. shrink_by = Math.sqrt( v_prev_lensq / 2 );
  19206. }
  19207. }
  19208. return new THREE.Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
  19209. }
  19210. var contourMovements = [];
  19211. for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  19212. if ( j === il ) j = 0;
  19213. if ( k === il ) k = 0;
  19214. // (j)---(i)---(k)
  19215. // console.log('i,j,k', i, j , k)
  19216. var pt_i = contour[ i ];
  19217. var pt_j = contour[ j ];
  19218. var pt_k = contour[ k ];
  19219. contourMovements[ i ]= getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
  19220. }
  19221. var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();
  19222. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  19223. ahole = holes[ h ];
  19224. oneHoleMovements = [];
  19225. for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
  19226. if ( j === il ) j = 0;
  19227. if ( k === il ) k = 0;
  19228. // (j)---(i)---(k)
  19229. oneHoleMovements[ i ]= getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
  19230. }
  19231. holesMovements.push( oneHoleMovements );
  19232. verticesMovements = verticesMovements.concat( oneHoleMovements );
  19233. }
  19234. // Loop bevelSegments, 1 for the front, 1 for the back
  19235. for ( b = 0; b < bevelSegments; b ++ ) {
  19236. //for ( b = bevelSegments; b > 0; b -- ) {
  19237. t = b / bevelSegments;
  19238. z = bevelThickness * ( 1 - t );
  19239. //z = bevelThickness * t;
  19240. bs = bevelSize * ( Math.sin ( t * Math.PI/2 ) ) ; // curved
  19241. //bs = bevelSize * t ; // linear
  19242. // contract shape
  19243. for ( i = 0, il = contour.length; i < il; i ++ ) {
  19244. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  19245. v( vert.x, vert.y, - z );
  19246. }
  19247. // expand holes
  19248. for ( h = 0, hl = holes.length; h < hl; h++ ) {
  19249. ahole = holes[ h ];
  19250. oneHoleMovements = holesMovements[ h ];
  19251. for ( i = 0, il = ahole.length; i < il; i++ ) {
  19252. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  19253. v( vert.x, vert.y, -z );
  19254. }
  19255. }
  19256. }
  19257. bs = bevelSize;
  19258. // Back facing vertices
  19259. for ( i = 0; i < vlen; i ++ ) {
  19260. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  19261. if ( !extrudeByPath ) {
  19262. v( vert.x, vert.y, 0 );
  19263. } else {
  19264. // v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );
  19265. normal.copy( splineTube.normals[0] ).multiplyScalar(vert.x);
  19266. binormal.copy( splineTube.binormals[0] ).multiplyScalar(vert.y);
  19267. position2.copy( extrudePts[0] ).add(normal).add(binormal);
  19268. v( position2.x, position2.y, position2.z );
  19269. }
  19270. }
  19271. // Add stepped vertices...
  19272. // Including front facing vertices
  19273. var s;
  19274. for ( s = 1; s <= steps; s ++ ) {
  19275. for ( i = 0; i < vlen; i ++ ) {
  19276. vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];
  19277. if ( !extrudeByPath ) {
  19278. v( vert.x, vert.y, amount / steps * s );
  19279. } else {
  19280. // v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
  19281. normal.copy( splineTube.normals[s] ).multiplyScalar( vert.x );
  19282. binormal.copy( splineTube.binormals[s] ).multiplyScalar( vert.y );
  19283. position2.copy( extrudePts[s] ).add( normal ).add( binormal );
  19284. v( position2.x, position2.y, position2.z );
  19285. }
  19286. }
  19287. }
  19288. // Add bevel segments planes
  19289. //for ( b = 1; b <= bevelSegments; b ++ ) {
  19290. for ( b = bevelSegments - 1; b >= 0; b -- ) {
  19291. t = b / bevelSegments;
  19292. z = bevelThickness * ( 1 - t );
  19293. //bs = bevelSize * ( 1-Math.sin ( ( 1 - t ) * Math.PI/2 ) );
  19294. bs = bevelSize * Math.sin ( t * Math.PI/2 ) ;
  19295. // contract shape
  19296. for ( i = 0, il = contour.length; i < il; i ++ ) {
  19297. vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  19298. v( vert.x, vert.y, amount + z );
  19299. }
  19300. // expand holes
  19301. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  19302. ahole = holes[ h ];
  19303. oneHoleMovements = holesMovements[ h ];
  19304. for ( i = 0, il = ahole.length; i < il; i ++ ) {
  19305. vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
  19306. if ( !extrudeByPath ) {
  19307. v( vert.x, vert.y, amount + z );
  19308. } else {
  19309. v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
  19310. }
  19311. }
  19312. }
  19313. }
  19314. /* Faces */
  19315. // Top and bottom faces
  19316. buildLidFaces();
  19317. // Sides faces
  19318. buildSideFaces();
  19319. ///// Internal functions
  19320. function buildLidFaces() {
  19321. if ( bevelEnabled ) {
  19322. var layer = 0 ; // steps + 1
  19323. var offset = vlen * layer;
  19324. // Bottom faces
  19325. for ( i = 0; i < flen; i ++ ) {
  19326. face = faces[ i ];
  19327. f3( face[ 2 ]+ offset, face[ 1 ]+ offset, face[ 0 ] + offset, true );
  19328. }
  19329. layer = steps + bevelSegments * 2;
  19330. offset = vlen * layer;
  19331. // Top faces
  19332. for ( i = 0; i < flen; i ++ ) {
  19333. face = faces[ i ];
  19334. f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset, false );
  19335. }
  19336. } else {
  19337. // Bottom faces
  19338. for ( i = 0; i < flen; i++ ) {
  19339. face = faces[ i ];
  19340. f3( face[ 2 ], face[ 1 ], face[ 0 ], true );
  19341. }
  19342. // Top faces
  19343. for ( i = 0; i < flen; i ++ ) {
  19344. face = faces[ i ];
  19345. f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps, false );
  19346. }
  19347. }
  19348. }
  19349. // Create faces for the z-sides of the shape
  19350. function buildSideFaces() {
  19351. var layeroffset = 0;
  19352. sidewalls( contour, layeroffset );
  19353. layeroffset += contour.length;
  19354. for ( h = 0, hl = holes.length; h < hl; h ++ ) {
  19355. ahole = holes[ h ];
  19356. sidewalls( ahole, layeroffset );
  19357. //, true
  19358. layeroffset += ahole.length;
  19359. }
  19360. }
  19361. function sidewalls( contour, layeroffset ) {
  19362. var j, k;
  19363. i = contour.length;
  19364. while ( --i >= 0 ) {
  19365. j = i;
  19366. k = i - 1;
  19367. if ( k < 0 ) k = contour.length - 1;
  19368. //console.log('b', i,j, i-1, k,vertices.length);
  19369. var s = 0, sl = steps + bevelSegments * 2;
  19370. for ( s = 0; s < sl; s ++ ) {
  19371. var slen1 = vlen * s;
  19372. var slen2 = vlen * ( s + 1 );
  19373. var a = layeroffset + j + slen1,
  19374. b = layeroffset + k + slen1,
  19375. c = layeroffset + k + slen2,
  19376. d = layeroffset + j + slen2;
  19377. f4( a, b, c, d, contour, s, sl, j, k );
  19378. }
  19379. }
  19380. }
  19381. function v( x, y, z ) {
  19382. scope.vertices.push( new THREE.Vector3( x, y, z ) );
  19383. }
  19384. function f3( a, b, c, isBottom ) {
  19385. a += shapesOffset;
  19386. b += shapesOffset;
  19387. c += shapesOffset;
  19388. // normal, color, material
  19389. scope.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
  19390. var uvs = isBottom ? uvgen.generateBottomUV( scope, shape, options, a, b, c ) : uvgen.generateTopUV( scope, shape, options, a, b, c );
  19391. scope.faceVertexUvs[ 0 ].push( uvs );
  19392. }
  19393. function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {
  19394. a += shapesOffset;
  19395. b += shapesOffset;
  19396. c += shapesOffset;
  19397. d += shapesOffset;
  19398. scope.faces.push( new THREE.Face3( a, b, d, null, null, extrudeMaterial ) );
  19399. scope.faces.push( new THREE.Face3( b, c, d, null, null, extrudeMaterial ) );
  19400. var uvs = uvgen.generateSideWallUV( scope, shape, wallContour, options, a, b, c, d,
  19401. stepIndex, stepsLength, contourIndex1, contourIndex2 );
  19402. scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
  19403. scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );
  19404. }
  19405. };
  19406. THREE.ExtrudeGeometry.WorldUVGenerator = {
  19407. generateTopUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
  19408. var ax = geometry.vertices[ indexA ].x,
  19409. ay = geometry.vertices[ indexA ].y,
  19410. bx = geometry.vertices[ indexB ].x,
  19411. by = geometry.vertices[ indexB ].y,
  19412. cx = geometry.vertices[ indexC ].x,
  19413. cy = geometry.vertices[ indexC ].y;
  19414. return [
  19415. new THREE.Vector2( ax, ay ),
  19416. new THREE.Vector2( bx, by ),
  19417. new THREE.Vector2( cx, cy )
  19418. ];
  19419. },
  19420. generateBottomUV: function( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC ) {
  19421. return this.generateTopUV( geometry, extrudedShape, extrudeOptions, indexA, indexB, indexC );
  19422. },
  19423. generateSideWallUV: function( geometry, extrudedShape, wallContour, extrudeOptions,
  19424. indexA, indexB, indexC, indexD, stepIndex, stepsLength,
  19425. contourIndex1, contourIndex2 ) {
  19426. var ax = geometry.vertices[ indexA ].x,
  19427. ay = geometry.vertices[ indexA ].y,
  19428. az = geometry.vertices[ indexA ].z,
  19429. bx = geometry.vertices[ indexB ].x,
  19430. by = geometry.vertices[ indexB ].y,
  19431. bz = geometry.vertices[ indexB ].z,
  19432. cx = geometry.vertices[ indexC ].x,
  19433. cy = geometry.vertices[ indexC ].y,
  19434. cz = geometry.vertices[ indexC ].z,
  19435. dx = geometry.vertices[ indexD ].x,
  19436. dy = geometry.vertices[ indexD ].y,
  19437. dz = geometry.vertices[ indexD ].z;
  19438. if ( Math.abs( ay - by ) < 0.01 ) {
  19439. return [
  19440. new THREE.Vector2( ax, 1 - az ),
  19441. new THREE.Vector2( bx, 1 - bz ),
  19442. new THREE.Vector2( cx, 1 - cz ),
  19443. new THREE.Vector2( dx, 1 - dz )
  19444. ];
  19445. } else {
  19446. return [
  19447. new THREE.Vector2( ay, 1 - az ),
  19448. new THREE.Vector2( by, 1 - bz ),
  19449. new THREE.Vector2( cy, 1 - cz ),
  19450. new THREE.Vector2( dy, 1 - dz )
  19451. ];
  19452. }
  19453. }
  19454. };
  19455. THREE.ExtrudeGeometry.__v1 = new THREE.Vector2();
  19456. THREE.ExtrudeGeometry.__v2 = new THREE.Vector2();
  19457. THREE.ExtrudeGeometry.__v3 = new THREE.Vector2();
  19458. THREE.ExtrudeGeometry.__v4 = new THREE.Vector2();
  19459. THREE.ExtrudeGeometry.__v5 = new THREE.Vector2();
  19460. THREE.ExtrudeGeometry.__v6 = new THREE.Vector2();
  19461. /**
  19462. * @author jonobr1 / http://jonobr1.com
  19463. *
  19464. * Creates a one-sided polygonal geometry from a path shape. Similar to
  19465. * ExtrudeGeometry.
  19466. *
  19467. * parameters = {
  19468. *
  19469. * curveSegments: <int>, // number of points on the curves. NOT USED AT THE MOMENT.
  19470. *
  19471. * material: <int> // material index for front and back faces
  19472. * uvGenerator: <Object> // object that provides UV generator functions
  19473. *
  19474. * }
  19475. **/
  19476. THREE.ShapeGeometry = function ( shapes, options ) {
  19477. THREE.Geometry.call( this );
  19478. if ( shapes instanceof Array === false ) shapes = [ shapes ];
  19479. this.shapebb = shapes[ shapes.length - 1 ].getBoundingBox();
  19480. this.addShapeList( shapes, options );
  19481. this.computeFaceNormals();
  19482. };
  19483. THREE.ShapeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19484. /**
  19485. * Add an array of shapes to THREE.ShapeGeometry.
  19486. */
  19487. THREE.ShapeGeometry.prototype.addShapeList = function ( shapes, options ) {
  19488. for ( var i = 0, l = shapes.length; i < l; i++ ) {
  19489. this.addShape( shapes[ i ], options );
  19490. }
  19491. return this;
  19492. };
  19493. /**
  19494. * Adds a shape to THREE.ShapeGeometry, based on THREE.ExtrudeGeometry.
  19495. */
  19496. THREE.ShapeGeometry.prototype.addShape = function ( shape, options ) {
  19497. if ( options === undefined ) options = {};
  19498. var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  19499. var material = options.material;
  19500. var uvgen = options.UVGenerator === undefined ? THREE.ExtrudeGeometry.WorldUVGenerator : options.UVGenerator;
  19501. var shapebb = this.shapebb;
  19502. //
  19503. var i, l, hole, s;
  19504. var shapesOffset = this.vertices.length;
  19505. var shapePoints = shape.extractPoints( curveSegments );
  19506. var vertices = shapePoints.shape;
  19507. var holes = shapePoints.holes;
  19508. var reverse = !THREE.Shape.Utils.isClockWise( vertices );
  19509. if ( reverse ) {
  19510. vertices = vertices.reverse();
  19511. // Maybe we should also check if holes are in the opposite direction, just to be safe...
  19512. for ( i = 0, l = holes.length; i < l; i++ ) {
  19513. hole = holes[ i ];
  19514. if ( THREE.Shape.Utils.isClockWise( hole ) ) {
  19515. holes[ i ] = hole.reverse();
  19516. }
  19517. }
  19518. reverse = false;
  19519. }
  19520. var faces = THREE.Shape.Utils.triangulateShape( vertices, holes );
  19521. // Vertices
  19522. var contour = vertices;
  19523. for ( i = 0, l = holes.length; i < l; i++ ) {
  19524. hole = holes[ i ];
  19525. vertices = vertices.concat( hole );
  19526. }
  19527. //
  19528. var vert, vlen = vertices.length;
  19529. var face, flen = faces.length;
  19530. var cont, clen = contour.length;
  19531. for ( i = 0; i < vlen; i++ ) {
  19532. vert = vertices[ i ];
  19533. this.vertices.push( new THREE.Vector3( vert.x, vert.y, 0 ) );
  19534. }
  19535. for ( i = 0; i < flen; i++ ) {
  19536. face = faces[ i ];
  19537. var a = face[ 0 ] + shapesOffset;
  19538. var b = face[ 1 ] + shapesOffset;
  19539. var c = face[ 2 ] + shapesOffset;
  19540. this.faces.push( new THREE.Face3( a, b, c, null, null, material ) );
  19541. this.faceVertexUvs[ 0 ].push( uvgen.generateBottomUV( this, shape, options, a, b, c ) );
  19542. }
  19543. };
  19544. /**
  19545. * @author astrodud / http://astrodud.isgreat.org/
  19546. * @author zz85 / https://github.com/zz85
  19547. * @author bhouston / http://exocortex.com
  19548. */
  19549. // points - to create a closed torus, one must use a set of points
  19550. // like so: [ a, b, c, d, a ], see first is the same as last.
  19551. // segments - the number of circumference segments to create
  19552. // phiStart - the starting radian
  19553. // phiLength - the radian (0 to 2*PI) range of the lathed section
  19554. // 2*pi is a closed lathe, less than 2PI is a portion.
  19555. THREE.LatheGeometry = function ( points, segments, phiStart, phiLength ) {
  19556. THREE.Geometry.call( this );
  19557. segments = segments || 12;
  19558. phiStart = phiStart || 0;
  19559. phiLength = phiLength || 2 * Math.PI;
  19560. var inversePointLength = 1.0 / ( points.length - 1 );
  19561. var inverseSegments = 1.0 / segments;
  19562. for ( var i = 0, il = segments; i <= il; i ++ ) {
  19563. var phi = phiStart + i * inverseSegments * phiLength;
  19564. var c = Math.cos( phi ),
  19565. s = Math.sin( phi );
  19566. for ( var j = 0, jl = points.length; j < jl; j ++ ) {
  19567. var pt = points[ j ];
  19568. var vertex = new THREE.Vector3();
  19569. vertex.x = c * pt.x - s * pt.y;
  19570. vertex.y = s * pt.x + c * pt.y;
  19571. vertex.z = pt.z;
  19572. this.vertices.push( vertex );
  19573. }
  19574. }
  19575. var np = points.length;
  19576. for ( var i = 0, il = segments; i < il; i ++ ) {
  19577. for ( var j = 0, jl = points.length - 1; j < jl; j ++ ) {
  19578. var base = j + np * i;
  19579. var a = base;
  19580. var b = base + np;
  19581. var c = base + 1 + np;
  19582. var d = base + 1;
  19583. var u0 = i * inverseSegments;
  19584. var v0 = j * inversePointLength;
  19585. var u1 = u0 + inverseSegments;
  19586. var v1 = v0 + inversePointLength;
  19587. this.faces.push( new THREE.Face3( a, b, d ) );
  19588. this.faceVertexUvs[ 0 ].push( [
  19589. new THREE.Vector2( u0, v0 ),
  19590. new THREE.Vector2( u1, v0 ),
  19591. new THREE.Vector2( u0, v1 )
  19592. ] );
  19593. this.faces.push( new THREE.Face3( b, c, d ) );
  19594. this.faceVertexUvs[ 0 ].push( [
  19595. new THREE.Vector2( u1, v0 ),
  19596. new THREE.Vector2( u1, v1 ),
  19597. new THREE.Vector2( u0, v1 )
  19598. ] );
  19599. }
  19600. }
  19601. this.mergeVertices();
  19602. this.computeFaceNormals();
  19603. this.computeVertexNormals();
  19604. };
  19605. THREE.LatheGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19606. /**
  19607. * @author mrdoob / http://mrdoob.com/
  19608. * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
  19609. */
  19610. THREE.PlaneGeometry = function ( width, height, widthSegments, heightSegments ) {
  19611. THREE.Geometry.call( this );
  19612. this.parameters = {
  19613. width: width,
  19614. height: height,
  19615. widthSegments: widthSegments,
  19616. heightSegments: heightSegments
  19617. };
  19618. var ix, iz;
  19619. var width_half = width / 2;
  19620. var height_half = height / 2;
  19621. var gridX = widthSegments || 1;
  19622. var gridZ = heightSegments || 1;
  19623. var gridX1 = gridX + 1;
  19624. var gridZ1 = gridZ + 1;
  19625. var segment_width = width / gridX;
  19626. var segment_height = height / gridZ;
  19627. var normal = new THREE.Vector3( 0, 0, 1 );
  19628. for ( iz = 0; iz < gridZ1; iz ++ ) {
  19629. var y = iz * segment_height - height_half;
  19630. for ( ix = 0; ix < gridX1; ix ++ ) {
  19631. var x = ix * segment_width - width_half;
  19632. this.vertices.push( new THREE.Vector3( x, - y, 0 ) );
  19633. }
  19634. }
  19635. for ( iz = 0; iz < gridZ; iz ++ ) {
  19636. for ( ix = 0; ix < gridX; ix ++ ) {
  19637. var a = ix + gridX1 * iz;
  19638. var b = ix + gridX1 * ( iz + 1 );
  19639. var c = ( ix + 1 ) + gridX1 * ( iz + 1 );
  19640. var d = ( ix + 1 ) + gridX1 * iz;
  19641. var uva = new THREE.Vector2( ix / gridX, 1 - iz / gridZ );
  19642. var uvb = new THREE.Vector2( ix / gridX, 1 - ( iz + 1 ) / gridZ );
  19643. var uvc = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - ( iz + 1 ) / gridZ );
  19644. var uvd = new THREE.Vector2( ( ix + 1 ) / gridX, 1 - iz / gridZ );
  19645. var face = new THREE.Face3( a, b, d );
  19646. face.normal.copy( normal );
  19647. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  19648. this.faces.push( face );
  19649. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  19650. face = new THREE.Face3( b, c, d );
  19651. face.normal.copy( normal );
  19652. face.vertexNormals.push( normal.clone(), normal.clone(), normal.clone() );
  19653. this.faces.push( face );
  19654. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  19655. }
  19656. }
  19657. };
  19658. THREE.PlaneGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19659. /**
  19660. * @author Kaleb Murphy
  19661. */
  19662. THREE.RingGeometry = function ( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
  19663. THREE.Geometry.call( this );
  19664. innerRadius = innerRadius || 0;
  19665. outerRadius = outerRadius || 50;
  19666. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19667. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
  19668. thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
  19669. phiSegments = phiSegments !== undefined ? Math.max( 3, phiSegments ) : 8;
  19670. var i, o, uvs = [], radius = innerRadius, radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
  19671. for ( i = 0; i <= phiSegments; i ++ ) { // concentric circles inside ring
  19672. for ( o = 0; o <= thetaSegments; o ++ ) { // number of segments per circle
  19673. var vertex = new THREE.Vector3();
  19674. var segment = thetaStart + o / thetaSegments * thetaLength;
  19675. vertex.x = radius * Math.cos( segment );
  19676. vertex.y = radius * Math.sin( segment );
  19677. this.vertices.push( vertex );
  19678. uvs.push( new THREE.Vector2( ( vertex.x / outerRadius + 1 ) / 2, ( vertex.y / outerRadius + 1 ) / 2 ) );
  19679. }
  19680. radius += radiusStep;
  19681. }
  19682. var n = new THREE.Vector3( 0, 0, 1 );
  19683. for ( i = 0; i < phiSegments; i ++ ) { // concentric circles inside ring
  19684. var thetaSegment = i * thetaSegments;
  19685. for ( o = 0; o <= thetaSegments; o ++ ) { // number of segments per circle
  19686. var segment = o + thetaSegment;
  19687. var v1 = segment + i;
  19688. var v2 = segment + thetaSegments + i;
  19689. var v3 = segment + thetaSegments + 1 + i;
  19690. this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
  19691. this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
  19692. v1 = segment + i;
  19693. v2 = segment + thetaSegments + 1 + i;
  19694. v3 = segment + 1 + i;
  19695. this.faces.push( new THREE.Face3( v1, v2, v3, [ n.clone(), n.clone(), n.clone() ] ) );
  19696. this.faceVertexUvs[ 0 ].push( [ uvs[ v1 ].clone(), uvs[ v2 ].clone(), uvs[ v3 ].clone() ]);
  19697. }
  19698. }
  19699. this.computeFaceNormals();
  19700. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  19701. };
  19702. THREE.RingGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19703. /**
  19704. * @author mrdoob / http://mrdoob.com/
  19705. */
  19706. THREE.SphereGeometry = function ( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
  19707. THREE.Geometry.call( this );
  19708. this.parameters = {
  19709. radius: radius,
  19710. widthSegments: widthSegments,
  19711. heightSegments: heightSegments,
  19712. phiStart: phiStart,
  19713. phiLength: phiLength,
  19714. thetaStart: thetaStart,
  19715. thetaLength: thetaLength
  19716. };
  19717. radius = radius || 50;
  19718. widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
  19719. heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
  19720. phiStart = phiStart !== undefined ? phiStart : 0;
  19721. phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
  19722. thetaStart = thetaStart !== undefined ? thetaStart : 0;
  19723. thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
  19724. var x, y, vertices = [], uvs = [];
  19725. for ( y = 0; y <= heightSegments; y ++ ) {
  19726. var verticesRow = [];
  19727. var uvsRow = [];
  19728. for ( x = 0; x <= widthSegments; x ++ ) {
  19729. var u = x / widthSegments;
  19730. var v = y / heightSegments;
  19731. var vertex = new THREE.Vector3();
  19732. vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19733. vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  19734. vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  19735. this.vertices.push( vertex );
  19736. verticesRow.push( this.vertices.length - 1 );
  19737. uvsRow.push( new THREE.Vector2( u, 1 - v ) );
  19738. }
  19739. vertices.push( verticesRow );
  19740. uvs.push( uvsRow );
  19741. }
  19742. for ( y = 0; y < heightSegments; y ++ ) {
  19743. for ( x = 0; x < widthSegments; x ++ ) {
  19744. var v1 = vertices[ y ][ x + 1 ];
  19745. var v2 = vertices[ y ][ x ];
  19746. var v3 = vertices[ y + 1 ][ x ];
  19747. var v4 = vertices[ y + 1 ][ x + 1 ];
  19748. var n1 = this.vertices[ v1 ].clone().normalize();
  19749. var n2 = this.vertices[ v2 ].clone().normalize();
  19750. var n3 = this.vertices[ v3 ].clone().normalize();
  19751. var n4 = this.vertices[ v4 ].clone().normalize();
  19752. var uv1 = uvs[ y ][ x + 1 ].clone();
  19753. var uv2 = uvs[ y ][ x ].clone();
  19754. var uv3 = uvs[ y + 1 ][ x ].clone();
  19755. var uv4 = uvs[ y + 1 ][ x + 1 ].clone();
  19756. if ( Math.abs( this.vertices[ v1 ].y ) === radius ) {
  19757. uv1.x = ( uv1.x + uv2.x ) / 2;
  19758. this.faces.push( new THREE.Face3( v1, v3, v4, [ n1, n3, n4 ] ) );
  19759. this.faceVertexUvs[ 0 ].push( [ uv1, uv3, uv4 ] );
  19760. } else if ( Math.abs( this.vertices[ v3 ].y ) === radius ) {
  19761. uv3.x = ( uv3.x + uv4.x ) / 2;
  19762. this.faces.push( new THREE.Face3( v1, v2, v3, [ n1, n2, n3 ] ) );
  19763. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv3 ] );
  19764. } else {
  19765. this.faces.push( new THREE.Face3( v1, v2, v4, [ n1, n2, n4 ] ) );
  19766. this.faceVertexUvs[ 0 ].push( [ uv1, uv2, uv4 ] );
  19767. this.faces.push( new THREE.Face3( v2, v3, v4, [ n2.clone(), n3, n4.clone() ] ) );
  19768. this.faceVertexUvs[ 0 ].push( [ uv2.clone(), uv3, uv4.clone() ] );
  19769. }
  19770. }
  19771. }
  19772. this.computeFaceNormals();
  19773. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  19774. };
  19775. THREE.SphereGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19776. /**
  19777. * @author zz85 / http://www.lab4games.net/zz85/blog
  19778. * @author alteredq / http://alteredqualia.com/
  19779. *
  19780. * For creating 3D text geometry in three.js
  19781. *
  19782. * Text = 3D Text
  19783. *
  19784. * parameters = {
  19785. * size: <float>, // size of the text
  19786. * height: <float>, // thickness to extrude text
  19787. * curveSegments: <int>, // number of points on the curves
  19788. *
  19789. * font: <string>, // font name
  19790. * weight: <string>, // font weight (normal, bold)
  19791. * style: <string>, // font style (normal, italics)
  19792. *
  19793. * bevelEnabled: <bool>, // turn on bevel
  19794. * bevelThickness: <float>, // how deep into text bevel goes
  19795. * bevelSize: <float>, // how far from text outline is bevel
  19796. * }
  19797. *
  19798. */
  19799. /* Usage Examples
  19800. // TextGeometry wrapper
  19801. var text3d = new TextGeometry( text, options );
  19802. // Complete manner
  19803. var textShapes = THREE.FontUtils.generateShapes( text, options );
  19804. var text3d = new ExtrudeGeometry( textShapes, options );
  19805. */
  19806. THREE.TextGeometry = function ( text, parameters ) {
  19807. parameters = parameters || {};
  19808. var textShapes = THREE.FontUtils.generateShapes( text, parameters );
  19809. // translate parameters to ExtrudeGeometry API
  19810. parameters.amount = parameters.height !== undefined ? parameters.height : 50;
  19811. // defaults
  19812. if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  19813. if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  19814. if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
  19815. THREE.ExtrudeGeometry.call( this, textShapes, parameters );
  19816. };
  19817. THREE.TextGeometry.prototype = Object.create( THREE.ExtrudeGeometry.prototype );
  19818. /**
  19819. * @author oosmoxiecode
  19820. * @author mrdoob / http://mrdoob.com/
  19821. * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
  19822. */
  19823. THREE.TorusGeometry = function ( radius, tube, radialSegments, tubularSegments, arc ) {
  19824. THREE.Geometry.call( this );
  19825. this.parameters = {
  19826. radius: radius,
  19827. tube: tube,
  19828. radialSegments: radialSegments,
  19829. tubularSegments: tubularSegments,
  19830. arc: arc
  19831. };
  19832. radius = radius || 100;
  19833. tube = tube || 40;
  19834. radialSegments = radialSegments || 8;
  19835. tubularSegments = tubularSegments || 6;
  19836. arc = arc || Math.PI * 2;
  19837. var center = new THREE.Vector3(), uvs = [], normals = [];
  19838. for ( var j = 0; j <= radialSegments; j ++ ) {
  19839. for ( var i = 0; i <= tubularSegments; i ++ ) {
  19840. var u = i / tubularSegments * arc;
  19841. var v = j / radialSegments * Math.PI * 2;
  19842. center.x = radius * Math.cos( u );
  19843. center.y = radius * Math.sin( u );
  19844. var vertex = new THREE.Vector3();
  19845. vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
  19846. vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
  19847. vertex.z = tube * Math.sin( v );
  19848. this.vertices.push( vertex );
  19849. uvs.push( new THREE.Vector2( i / tubularSegments, j / radialSegments ) );
  19850. normals.push( vertex.clone().sub( center ).normalize() );
  19851. }
  19852. }
  19853. for ( var j = 1; j <= radialSegments; j ++ ) {
  19854. for ( var i = 1; i <= tubularSegments; i ++ ) {
  19855. var a = ( tubularSegments + 1 ) * j + i - 1;
  19856. var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
  19857. var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
  19858. var d = ( tubularSegments + 1 ) * j + i;
  19859. var face = new THREE.Face3( a, b, d, [ normals[ a ].clone(), normals[ b ].clone(), normals[ d ].clone() ] );
  19860. this.faces.push( face );
  19861. this.faceVertexUvs[ 0 ].push( [ uvs[ a ].clone(), uvs[ b ].clone(), uvs[ d ].clone() ] );
  19862. face = new THREE.Face3( b, c, d, [ normals[ b ].clone(), normals[ c ].clone(), normals[ d ].clone() ] );
  19863. this.faces.push( face );
  19864. this.faceVertexUvs[ 0 ].push( [ uvs[ b ].clone(), uvs[ c ].clone(), uvs[ d ].clone() ] );
  19865. }
  19866. }
  19867. this.computeFaceNormals();
  19868. };
  19869. THREE.TorusGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19870. /**
  19871. * @author oosmoxiecode
  19872. * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3D/src/away3d/primitives/TorusKnot.as?spec=svn2473&r=2473
  19873. */
  19874. THREE.TorusKnotGeometry = function ( radius, tube, radialSegments, tubularSegments, p, q, heightScale ) {
  19875. THREE.Geometry.call( this );
  19876. this.parameters = {
  19877. radius: radius,
  19878. tube: tube,
  19879. radialSegments: radialSegments,
  19880. tubularSegments: tubularSegments,
  19881. p: p,
  19882. q: q,
  19883. heightScale: heightScale
  19884. };
  19885. radius = radius || 100;
  19886. tube = tube || 40;
  19887. radialSegments = radialSegments || 64;
  19888. tubularSegments = tubularSegments || 8;
  19889. p = p || 2;
  19890. q = q || 3;
  19891. heightScale = heightScale || 1;
  19892. var grid = new Array( radialSegments );
  19893. var tang = new THREE.Vector3();
  19894. var n = new THREE.Vector3();
  19895. var bitan = new THREE.Vector3();
  19896. for ( var i = 0; i < radialSegments; ++ i ) {
  19897. grid[ i ] = new Array( tubularSegments );
  19898. var u = i / radialSegments * 2 * p * Math.PI;
  19899. var p1 = getPos( u, q, p, radius, heightScale );
  19900. var p2 = getPos( u + 0.01, q, p, radius, heightScale );
  19901. tang.subVectors( p2, p1 );
  19902. n.addVectors( p2, p1 );
  19903. bitan.crossVectors( tang, n );
  19904. n.crossVectors( bitan, tang );
  19905. bitan.normalize();
  19906. n.normalize();
  19907. for ( var j = 0; j < tubularSegments; ++ j ) {
  19908. var v = j / tubularSegments * 2 * Math.PI;
  19909. var cx = - tube * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
  19910. var cy = tube * Math.sin( v );
  19911. var pos = new THREE.Vector3();
  19912. pos.x = p1.x + cx * n.x + cy * bitan.x;
  19913. pos.y = p1.y + cx * n.y + cy * bitan.y;
  19914. pos.z = p1.z + cx * n.z + cy * bitan.z;
  19915. grid[ i ][ j ] = this.vertices.push( pos ) - 1;
  19916. }
  19917. }
  19918. for ( var i = 0; i < radialSegments; ++ i ) {
  19919. for ( var j = 0; j < tubularSegments; ++ j ) {
  19920. var ip = ( i + 1 ) % radialSegments;
  19921. var jp = ( j + 1 ) % tubularSegments;
  19922. var a = grid[ i ][ j ];
  19923. var b = grid[ ip ][ j ];
  19924. var c = grid[ ip ][ jp ];
  19925. var d = grid[ i ][ jp ];
  19926. var uva = new THREE.Vector2( i / radialSegments, j / tubularSegments );
  19927. var uvb = new THREE.Vector2( ( i + 1 ) / radialSegments, j / tubularSegments );
  19928. var uvc = new THREE.Vector2( ( i + 1 ) / radialSegments, ( j + 1 ) / tubularSegments );
  19929. var uvd = new THREE.Vector2( i / radialSegments, ( j + 1 ) / tubularSegments );
  19930. this.faces.push( new THREE.Face3( a, b, d ) );
  19931. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  19932. this.faces.push( new THREE.Face3( b, c, d ) );
  19933. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  19934. }
  19935. }
  19936. this.computeFaceNormals();
  19937. this.computeVertexNormals();
  19938. function getPos( u, in_q, in_p, radius, heightScale ) {
  19939. var cu = Math.cos( u );
  19940. var su = Math.sin( u );
  19941. var quOverP = in_q / in_p * u;
  19942. var cs = Math.cos( quOverP );
  19943. var tx = radius * ( 2 + cs ) * 0.5 * cu;
  19944. var ty = radius * ( 2 + cs ) * su * 0.5;
  19945. var tz = heightScale * radius * Math.sin( quOverP ) * 0.5;
  19946. return new THREE.Vector3( tx, ty, tz );
  19947. }
  19948. };
  19949. THREE.TorusKnotGeometry.prototype = Object.create( THREE.Geometry.prototype );
  19950. /**
  19951. * @author WestLangley / https://github.com/WestLangley
  19952. * @author zz85 / https://github.com/zz85
  19953. * @author miningold / https://github.com/miningold
  19954. *
  19955. * Modified from the TorusKnotGeometry by @oosmoxiecode
  19956. *
  19957. * Creates a tube which extrudes along a 3d spline
  19958. *
  19959. * Uses parallel transport frames as described in
  19960. * http://www.cs.indiana.edu/pub/techreports/TR425.pdf
  19961. */
  19962. THREE.TubeGeometry = function ( path, segments, radius, radialSegments, closed ) {
  19963. THREE.Geometry.call( this );
  19964. this.parameters = {
  19965. path: path,
  19966. segments: segments,
  19967. radius: radius,
  19968. radialSegments: radialSegments,
  19969. closed: closed
  19970. };
  19971. segments = segments || 64;
  19972. radius = radius || 1;
  19973. radialSegments = radialSegments || 8;
  19974. closed = closed || false;
  19975. var grid = [];
  19976. var scope = this,
  19977. tangent,
  19978. normal,
  19979. binormal,
  19980. numpoints = segments + 1,
  19981. x, y, z,
  19982. tx, ty, tz,
  19983. u, v,
  19984. cx, cy,
  19985. pos, pos2 = new THREE.Vector3(),
  19986. i, j,
  19987. ip, jp,
  19988. a, b, c, d,
  19989. uva, uvb, uvc, uvd;
  19990. var frames = new THREE.TubeGeometry.FrenetFrames( path, segments, closed ),
  19991. tangents = frames.tangents,
  19992. normals = frames.normals,
  19993. binormals = frames.binormals;
  19994. // proxy internals
  19995. this.tangents = tangents;
  19996. this.normals = normals;
  19997. this.binormals = binormals;
  19998. function vert( x, y, z ) {
  19999. return scope.vertices.push( new THREE.Vector3( x, y, z ) ) - 1;
  20000. }
  20001. // consruct the grid
  20002. for ( i = 0; i < numpoints; i++ ) {
  20003. grid[ i ] = [];
  20004. u = i / ( numpoints - 1 );
  20005. pos = path.getPointAt( u );
  20006. tangent = tangents[ i ];
  20007. normal = normals[ i ];
  20008. binormal = binormals[ i ];
  20009. for ( j = 0; j < radialSegments; j++ ) {
  20010. v = j / radialSegments * 2 * Math.PI;
  20011. cx = -radius * Math.cos( v ); // TODO: Hack: Negating it so it faces outside.
  20012. cy = radius * Math.sin( v );
  20013. pos2.copy( pos );
  20014. pos2.x += cx * normal.x + cy * binormal.x;
  20015. pos2.y += cx * normal.y + cy * binormal.y;
  20016. pos2.z += cx * normal.z + cy * binormal.z;
  20017. grid[ i ][ j ] = vert( pos2.x, pos2.y, pos2.z );
  20018. }
  20019. }
  20020. // construct the mesh
  20021. for ( i = 0; i < segments; i++ ) {
  20022. for ( j = 0; j < radialSegments; j++ ) {
  20023. ip = ( closed ) ? (i + 1) % segments : i + 1;
  20024. jp = (j + 1) % radialSegments;
  20025. a = grid[ i ][ j ]; // *** NOT NECESSARILY PLANAR ! ***
  20026. b = grid[ ip ][ j ];
  20027. c = grid[ ip ][ jp ];
  20028. d = grid[ i ][ jp ];
  20029. uva = new THREE.Vector2( i / segments, j / radialSegments );
  20030. uvb = new THREE.Vector2( ( i + 1 ) / segments, j / radialSegments );
  20031. uvc = new THREE.Vector2( ( i + 1 ) / segments, ( j + 1 ) / radialSegments );
  20032. uvd = new THREE.Vector2( i / segments, ( j + 1 ) / radialSegments );
  20033. this.faces.push( new THREE.Face3( a, b, d ) );
  20034. this.faceVertexUvs[ 0 ].push( [ uva, uvb, uvd ] );
  20035. this.faces.push( new THREE.Face3( b, c, d ) );
  20036. this.faceVertexUvs[ 0 ].push( [ uvb.clone(), uvc, uvd.clone() ] );
  20037. }
  20038. }
  20039. this.computeFaceNormals();
  20040. this.computeVertexNormals();
  20041. };
  20042. THREE.TubeGeometry.prototype = Object.create( THREE.Geometry.prototype );
  20043. // For computing of Frenet frames, exposing the tangents, normals and binormals the spline
  20044. THREE.TubeGeometry.FrenetFrames = function ( path, segments, closed ) {
  20045. var tangent = new THREE.Vector3(),
  20046. normal = new THREE.Vector3(),
  20047. binormal = new THREE.Vector3(),
  20048. tangents = [],
  20049. normals = [],
  20050. binormals = [],
  20051. vec = new THREE.Vector3(),
  20052. mat = new THREE.Matrix4(),
  20053. numpoints = segments + 1,
  20054. theta,
  20055. epsilon = 0.0001,
  20056. smallest,
  20057. tx, ty, tz,
  20058. i, u, v;
  20059. // expose internals
  20060. this.tangents = tangents;
  20061. this.normals = normals;
  20062. this.binormals = binormals;
  20063. // compute the tangent vectors for each segment on the path
  20064. for ( i = 0; i < numpoints; i++ ) {
  20065. u = i / ( numpoints - 1 );
  20066. tangents[ i ] = path.getTangentAt( u );
  20067. tangents[ i ].normalize();
  20068. }
  20069. initialNormal3();
  20070. function initialNormal1(lastBinormal) {
  20071. // fixed start binormal. Has dangers of 0 vectors
  20072. normals[ 0 ] = new THREE.Vector3();
  20073. binormals[ 0 ] = new THREE.Vector3();
  20074. if (lastBinormal===undefined) lastBinormal = new THREE.Vector3( 0, 0, 1 );
  20075. normals[ 0 ].crossVectors( lastBinormal, tangents[ 0 ] ).normalize();
  20076. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  20077. }
  20078. function initialNormal2() {
  20079. // This uses the Frenet-Serret formula for deriving binormal
  20080. var t2 = path.getTangentAt( epsilon );
  20081. normals[ 0 ] = new THREE.Vector3().subVectors( t2, tangents[ 0 ] ).normalize();
  20082. binormals[ 0 ] = new THREE.Vector3().crossVectors( tangents[ 0 ], normals[ 0 ] );
  20083. normals[ 0 ].crossVectors( binormals[ 0 ], tangents[ 0 ] ).normalize(); // last binormal x tangent
  20084. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] ).normalize();
  20085. }
  20086. function initialNormal3() {
  20087. // select an initial normal vector perpenicular to the first tangent vector,
  20088. // and in the direction of the smallest tangent xyz component
  20089. normals[ 0 ] = new THREE.Vector3();
  20090. binormals[ 0 ] = new THREE.Vector3();
  20091. smallest = Number.MAX_VALUE;
  20092. tx = Math.abs( tangents[ 0 ].x );
  20093. ty = Math.abs( tangents[ 0 ].y );
  20094. tz = Math.abs( tangents[ 0 ].z );
  20095. if ( tx <= smallest ) {
  20096. smallest = tx;
  20097. normal.set( 1, 0, 0 );
  20098. }
  20099. if ( ty <= smallest ) {
  20100. smallest = ty;
  20101. normal.set( 0, 1, 0 );
  20102. }
  20103. if ( tz <= smallest ) {
  20104. normal.set( 0, 0, 1 );
  20105. }
  20106. vec.crossVectors( tangents[ 0 ], normal ).normalize();
  20107. normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  20108. binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
  20109. }
  20110. // compute the slowly-varying normal and binormal vectors for each segment on the path
  20111. for ( i = 1; i < numpoints; i++ ) {
  20112. normals[ i ] = normals[ i-1 ].clone();
  20113. binormals[ i ] = binormals[ i-1 ].clone();
  20114. vec.crossVectors( tangents[ i-1 ], tangents[ i ] );
  20115. if ( vec.length() > epsilon ) {
  20116. vec.normalize();
  20117. theta = Math.acos( THREE.Math.clamp( tangents[ i-1 ].dot( tangents[ i ] ), -1, 1 ) ); // clamp for floating pt errors
  20118. normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
  20119. }
  20120. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  20121. }
  20122. // if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
  20123. if ( closed ) {
  20124. theta = Math.acos( THREE.Math.clamp( normals[ 0 ].dot( normals[ numpoints-1 ] ), -1, 1 ) );
  20125. theta /= ( numpoints - 1 );
  20126. if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ numpoints-1 ] ) ) > 0 ) {
  20127. theta = -theta;
  20128. }
  20129. for ( i = 1; i < numpoints; i++ ) {
  20130. // twist a little...
  20131. normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  20132. binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
  20133. }
  20134. }
  20135. };
  20136. /**
  20137. * @author clockworkgeek / https://github.com/clockworkgeek
  20138. * @author timothypratley / https://github.com/timothypratley
  20139. * @author WestLangley / http://github.com/WestLangley
  20140. */
  20141. THREE.PolyhedronGeometry = function ( vertices, indices, radius, detail ) {
  20142. THREE.Geometry.call( this );
  20143. radius = radius || 1;
  20144. detail = detail || 0;
  20145. var that = this;
  20146. for ( var i = 0, l = vertices.length; i < l; i += 3 ) {
  20147. prepare( new THREE.Vector3( vertices[ i ], vertices[ i + 1 ], vertices[ i + 2 ] ) );
  20148. }
  20149. var midpoints = [], p = this.vertices;
  20150. var faces = [];
  20151. for ( var i = 0, j = 0, l = indices.length; i < l; i += 3, j ++ ) {
  20152. var v1 = p[ indices[ i ] ];
  20153. var v2 = p[ indices[ i + 1 ] ];
  20154. var v3 = p[ indices[ i + 2 ] ];
  20155. faces[ j ] = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
  20156. }
  20157. var centroid = new THREE.Vector3();
  20158. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20159. subdivide( faces[ i ], detail );
  20160. }
  20161. // Handle case when face straddles the seam
  20162. for ( var i = 0, l = this.faceVertexUvs[ 0 ].length; i < l; i ++ ) {
  20163. var uvs = this.faceVertexUvs[ 0 ][ i ];
  20164. var x0 = uvs[ 0 ].x;
  20165. var x1 = uvs[ 1 ].x;
  20166. var x2 = uvs[ 2 ].x;
  20167. var max = Math.max( x0, Math.max( x1, x2 ) );
  20168. var min = Math.min( x0, Math.min( x1, x2 ) );
  20169. if ( max > 0.9 && min < 0.1 ) { // 0.9 is somewhat arbitrary
  20170. if ( x0 < 0.2 ) uvs[ 0 ].x += 1;
  20171. if ( x1 < 0.2 ) uvs[ 1 ].x += 1;
  20172. if ( x2 < 0.2 ) uvs[ 2 ].x += 1;
  20173. }
  20174. }
  20175. // Apply radius
  20176. for ( var i = 0, l = this.vertices.length; i < l; i ++ ) {
  20177. this.vertices[ i ].multiplyScalar( radius );
  20178. }
  20179. // Merge vertices
  20180. this.mergeVertices();
  20181. this.computeFaceNormals();
  20182. this.boundingSphere = new THREE.Sphere( new THREE.Vector3(), radius );
  20183. // Project vector onto sphere's surface
  20184. function prepare( vector ) {
  20185. var vertex = vector.normalize().clone();
  20186. vertex.index = that.vertices.push( vertex ) - 1;
  20187. // Texture coords are equivalent to map coords, calculate angle and convert to fraction of a circle.
  20188. var u = azimuth( vector ) / 2 / Math.PI + 0.5;
  20189. var v = inclination( vector ) / Math.PI + 0.5;
  20190. vertex.uv = new THREE.Vector2( u, 1 - v );
  20191. return vertex;
  20192. }
  20193. // Approximate a curved face with recursively sub-divided triangles.
  20194. function make( v1, v2, v3 ) {
  20195. var face = new THREE.Face3( v1.index, v2.index, v3.index, [ v1.clone(), v2.clone(), v3.clone() ] );
  20196. that.faces.push( face );
  20197. centroid.copy( v1 ).add( v2 ).add( v3 ).divideScalar( 3 );
  20198. var azi = azimuth( centroid );
  20199. that.faceVertexUvs[ 0 ].push( [
  20200. correctUV( v1.uv, v1, azi ),
  20201. correctUV( v2.uv, v2, azi ),
  20202. correctUV( v3.uv, v3, azi )
  20203. ] );
  20204. }
  20205. // Analytically subdivide a face to the required detail level.
  20206. function subdivide( face, detail ) {
  20207. var cols = Math.pow(2, detail);
  20208. var cells = Math.pow(4, detail);
  20209. var a = prepare( that.vertices[ face.a ] );
  20210. var b = prepare( that.vertices[ face.b ] );
  20211. var c = prepare( that.vertices[ face.c ] );
  20212. var v = [];
  20213. // Construct all of the vertices for this subdivision.
  20214. for ( var i = 0 ; i <= cols; i ++ ) {
  20215. v[ i ] = [];
  20216. var aj = prepare( a.clone().lerp( c, i / cols ) );
  20217. var bj = prepare( b.clone().lerp( c, i / cols ) );
  20218. var rows = cols - i;
  20219. for ( var j = 0; j <= rows; j ++) {
  20220. if ( j == 0 && i == cols ) {
  20221. v[ i ][ j ] = aj;
  20222. } else {
  20223. v[ i ][ j ] = prepare( aj.clone().lerp( bj, j / rows ) );
  20224. }
  20225. }
  20226. }
  20227. // Construct all of the faces.
  20228. for ( var i = 0; i < cols ; i ++ ) {
  20229. for ( var j = 0; j < 2 * (cols - i) - 1; j ++ ) {
  20230. var k = Math.floor( j / 2 );
  20231. if ( j % 2 == 0 ) {
  20232. make(
  20233. v[ i ][ k + 1],
  20234. v[ i + 1 ][ k ],
  20235. v[ i ][ k ]
  20236. );
  20237. } else {
  20238. make(
  20239. v[ i ][ k + 1 ],
  20240. v[ i + 1][ k + 1],
  20241. v[ i + 1 ][ k ]
  20242. );
  20243. }
  20244. }
  20245. }
  20246. }
  20247. // Angle around the Y axis, counter-clockwise when looking from above.
  20248. function azimuth( vector ) {
  20249. return Math.atan2( vector.z, -vector.x );
  20250. }
  20251. // Angle above the XZ plane.
  20252. function inclination( vector ) {
  20253. return Math.atan2( -vector.y, Math.sqrt( ( vector.x * vector.x ) + ( vector.z * vector.z ) ) );
  20254. }
  20255. // Texture fixing helper. Spheres have some odd behaviours.
  20256. function correctUV( uv, vector, azimuth ) {
  20257. if ( ( azimuth < 0 ) && ( uv.x === 1 ) ) uv = new THREE.Vector2( uv.x - 1, uv.y );
  20258. if ( ( vector.x === 0 ) && ( vector.z === 0 ) ) uv = new THREE.Vector2( azimuth / 2 / Math.PI + 0.5, uv.y );
  20259. return uv.clone();
  20260. }
  20261. };
  20262. THREE.PolyhedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  20263. /**
  20264. * @author timothypratley / https://github.com/timothypratley
  20265. */
  20266. THREE.IcosahedronGeometry = function ( radius, detail ) {
  20267. this.parameters = {
  20268. radius: radius,
  20269. detail: detail
  20270. };
  20271. var t = ( 1 + Math.sqrt( 5 ) ) / 2;
  20272. var vertices = [
  20273. -1, t, 0, 1, t, 0, -1, -t, 0, 1, -t, 0,
  20274. 0, -1, t, 0, 1, t, 0, -1, -t, 0, 1, -t,
  20275. t, 0, -1, t, 0, 1, -t, 0, -1, -t, 0, 1
  20276. ];
  20277. var indices = [
  20278. 0, 11, 5, 0, 5, 1, 0, 1, 7, 0, 7, 10, 0, 10, 11,
  20279. 1, 5, 9, 5, 11, 4, 11, 10, 2, 10, 7, 6, 7, 1, 8,
  20280. 3, 9, 4, 3, 4, 2, 3, 2, 6, 3, 6, 8, 3, 8, 9,
  20281. 4, 9, 5, 2, 4, 11, 6, 2, 10, 8, 6, 7, 9, 8, 1
  20282. ];
  20283. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  20284. };
  20285. THREE.IcosahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  20286. /**
  20287. * @author timothypratley / https://github.com/timothypratley
  20288. */
  20289. THREE.OctahedronGeometry = function ( radius, detail ) {
  20290. this.parameters = {
  20291. radius: radius,
  20292. detail: detail
  20293. };
  20294. var vertices = [
  20295. 1, 0, 0, -1, 0, 0, 0, 1, 0, 0,-1, 0, 0, 0, 1, 0, 0,-1
  20296. ];
  20297. var indices = [
  20298. 0, 2, 4, 0, 4, 3, 0, 3, 5, 0, 5, 2, 1, 2, 5, 1, 5, 3, 1, 3, 4, 1, 4, 2
  20299. ];
  20300. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  20301. };
  20302. THREE.OctahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  20303. /**
  20304. * @author timothypratley / https://github.com/timothypratley
  20305. */
  20306. THREE.TetrahedronGeometry = function ( radius, detail ) {
  20307. var vertices = [
  20308. 1, 1, 1, -1, -1, 1, -1, 1, -1, 1, -1, -1
  20309. ];
  20310. var indices = [
  20311. 2, 1, 0, 0, 3, 2, 1, 3, 0, 2, 3, 1
  20312. ];
  20313. THREE.PolyhedronGeometry.call( this, vertices, indices, radius, detail );
  20314. };
  20315. THREE.TetrahedronGeometry.prototype = Object.create( THREE.Geometry.prototype );
  20316. /**
  20317. * @author zz85 / https://github.com/zz85
  20318. * Parametric Surfaces Geometry
  20319. * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
  20320. *
  20321. * new THREE.ParametricGeometry( parametricFunction, uSegments, ySegements );
  20322. *
  20323. */
  20324. THREE.ParametricGeometry = function ( func, slices, stacks ) {
  20325. THREE.Geometry.call( this );
  20326. var verts = this.vertices;
  20327. var faces = this.faces;
  20328. var uvs = this.faceVertexUvs[ 0 ];
  20329. var i, il, j, p;
  20330. var u, v;
  20331. var stackCount = stacks + 1;
  20332. var sliceCount = slices + 1;
  20333. for ( i = 0; i <= stacks; i ++ ) {
  20334. v = i / stacks;
  20335. for ( j = 0; j <= slices; j ++ ) {
  20336. u = j / slices;
  20337. p = func( u, v );
  20338. verts.push( p );
  20339. }
  20340. }
  20341. var a, b, c, d;
  20342. var uva, uvb, uvc, uvd;
  20343. for ( i = 0; i < stacks; i ++ ) {
  20344. for ( j = 0; j < slices; j ++ ) {
  20345. a = i * sliceCount + j;
  20346. b = i * sliceCount + j + 1;
  20347. c = (i + 1) * sliceCount + j + 1;
  20348. d = (i + 1) * sliceCount + j;
  20349. uva = new THREE.Vector2( j / slices, i / stacks );
  20350. uvb = new THREE.Vector2( ( j + 1 ) / slices, i / stacks );
  20351. uvc = new THREE.Vector2( ( j + 1 ) / slices, ( i + 1 ) / stacks );
  20352. uvd = new THREE.Vector2( j / slices, ( i + 1 ) / stacks );
  20353. faces.push( new THREE.Face3( a, b, d ) );
  20354. uvs.push( [ uva, uvb, uvd ] );
  20355. faces.push( new THREE.Face3( b, c, d ) );
  20356. uvs.push( [ uvb.clone(), uvc, uvd.clone() ] );
  20357. }
  20358. }
  20359. // console.log(this);
  20360. // magic bullet
  20361. // var diff = this.mergeVertices();
  20362. // console.log('removed ', diff, ' vertices by merging');
  20363. this.computeFaceNormals();
  20364. this.computeVertexNormals();
  20365. };
  20366. THREE.ParametricGeometry.prototype = Object.create( THREE.Geometry.prototype );
  20367. /**
  20368. * @author sroucheray / http://sroucheray.org/
  20369. * @author mrdoob / http://mrdoob.com/
  20370. */
  20371. THREE.AxisHelper = function ( size ) {
  20372. size = size || 1;
  20373. var vertices = new Float32Array( [
  20374. 0, 0, 0, size, 0, 0,
  20375. 0, 0, 0, 0, size, 0,
  20376. 0, 0, 0, 0, 0, size
  20377. ] );
  20378. var colors = new Float32Array( [
  20379. 1, 0, 0, 1, 0.6, 0,
  20380. 0, 1, 0, 0.6, 1, 0,
  20381. 0, 0, 1, 0, 0.6, 1
  20382. ] );
  20383. var geometry = new THREE.BufferGeometry();
  20384. geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  20385. geometry.addAttribute( 'color', new THREE.BufferAttribute( colors, 3 ) );
  20386. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  20387. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  20388. };
  20389. THREE.AxisHelper.prototype = Object.create( THREE.Line.prototype );
  20390. /**
  20391. * @author WestLangley / http://github.com/WestLangley
  20392. * @author zz85 / http://github.com/zz85
  20393. * @author bhouston / http://exocortex.com
  20394. *
  20395. * Creates an arrow for visualizing directions
  20396. *
  20397. * Parameters:
  20398. * dir - Vector3
  20399. * origin - Vector3
  20400. * length - Number
  20401. * color - color in hex value
  20402. * headLength - Number
  20403. * headWidth - Number
  20404. */
  20405. THREE.ArrowHelper = function ( dir, origin, length, color, headLength, headWidth ) {
  20406. // dir is assumed to be normalized
  20407. THREE.Object3D.call( this );
  20408. if ( color === undefined ) color = 0xffff00;
  20409. if ( length === undefined ) length = 1;
  20410. if ( headLength === undefined ) headLength = 0.2 * length;
  20411. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  20412. this.position = origin;
  20413. var lineGeometry = new THREE.Geometry();
  20414. lineGeometry.vertices.push( new THREE.Vector3( 0, 0, 0 ) );
  20415. lineGeometry.vertices.push( new THREE.Vector3( 0, 1, 0 ) );
  20416. this.line = new THREE.Line( lineGeometry, new THREE.LineBasicMaterial( { color: color } ) );
  20417. this.line.matrixAutoUpdate = false;
  20418. this.add( this.line );
  20419. var coneGeometry = new THREE.CylinderGeometry( 0, 0.5, 1, 5, 1 );
  20420. coneGeometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, - 0.5, 0 ) );
  20421. this.cone = new THREE.Mesh( coneGeometry, new THREE.MeshBasicMaterial( { color: color } ) );
  20422. this.cone.matrixAutoUpdate = false;
  20423. this.add( this.cone );
  20424. this.setDirection( dir );
  20425. this.setLength( length, headLength, headWidth );
  20426. };
  20427. THREE.ArrowHelper.prototype = Object.create( THREE.Object3D.prototype );
  20428. THREE.ArrowHelper.prototype.setDirection = function () {
  20429. var axis = new THREE.Vector3();
  20430. var radians;
  20431. return function ( dir ) {
  20432. // dir is assumed to be normalized
  20433. if ( dir.y > 0.99999 ) {
  20434. this.quaternion.set( 0, 0, 0, 1 );
  20435. } else if ( dir.y < - 0.99999 ) {
  20436. this.quaternion.set( 1, 0, 0, 0 );
  20437. } else {
  20438. axis.set( dir.z, 0, - dir.x ).normalize();
  20439. radians = Math.acos( dir.y );
  20440. this.quaternion.setFromAxisAngle( axis, radians );
  20441. }
  20442. };
  20443. }();
  20444. THREE.ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {
  20445. if ( headLength === undefined ) headLength = 0.2 * length;
  20446. if ( headWidth === undefined ) headWidth = 0.2 * headLength;
  20447. this.line.scale.set( 1, length, 1 );
  20448. this.line.updateMatrix();
  20449. this.cone.scale.set( headWidth, headLength, headWidth );
  20450. this.cone.position.y = length;
  20451. this.cone.updateMatrix();
  20452. };
  20453. THREE.ArrowHelper.prototype.setColor = function ( color ) {
  20454. this.line.material.color.set( color );
  20455. this.cone.material.color.set( color );
  20456. };
  20457. /**
  20458. * @author mrdoob / http://mrdoob.com/
  20459. */
  20460. THREE.BoxHelper = function ( object ) {
  20461. // 5____4
  20462. // 1/___0/|
  20463. // | 6__|_7
  20464. // 2/___3/
  20465. var vertices = [
  20466. new THREE.Vector3( 1, 1, 1 ),
  20467. new THREE.Vector3( - 1, 1, 1 ),
  20468. new THREE.Vector3( - 1, - 1, 1 ),
  20469. new THREE.Vector3( 1, - 1, 1 ),
  20470. new THREE.Vector3( 1, 1, - 1 ),
  20471. new THREE.Vector3( - 1, 1, - 1 ),
  20472. new THREE.Vector3( - 1, - 1, - 1 ),
  20473. new THREE.Vector3( 1, - 1, - 1 )
  20474. ];
  20475. this.vertices = vertices;
  20476. // TODO: Wouldn't be nice if Line had .segments?
  20477. var geometry = new THREE.Geometry();
  20478. geometry.vertices.push(
  20479. vertices[ 0 ], vertices[ 1 ],
  20480. vertices[ 1 ], vertices[ 2 ],
  20481. vertices[ 2 ], vertices[ 3 ],
  20482. vertices[ 3 ], vertices[ 0 ],
  20483. vertices[ 4 ], vertices[ 5 ],
  20484. vertices[ 5 ], vertices[ 6 ],
  20485. vertices[ 6 ], vertices[ 7 ],
  20486. vertices[ 7 ], vertices[ 4 ],
  20487. vertices[ 0 ], vertices[ 4 ],
  20488. vertices[ 1 ], vertices[ 5 ],
  20489. vertices[ 2 ], vertices[ 6 ],
  20490. vertices[ 3 ], vertices[ 7 ]
  20491. );
  20492. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: 0xffff00 } ), THREE.LinePieces );
  20493. if ( object !== undefined ) {
  20494. this.update( object );
  20495. }
  20496. };
  20497. THREE.BoxHelper.prototype = Object.create( THREE.Line.prototype );
  20498. THREE.BoxHelper.prototype.update = function ( object ) {
  20499. var geometry = object.geometry;
  20500. if ( geometry.boundingBox === null ) {
  20501. geometry.computeBoundingBox();
  20502. }
  20503. var min = geometry.boundingBox.min;
  20504. var max = geometry.boundingBox.max;
  20505. var vertices = this.vertices;
  20506. vertices[ 0 ].set( max.x, max.y, max.z );
  20507. vertices[ 1 ].set( min.x, max.y, max.z );
  20508. vertices[ 2 ].set( min.x, min.y, max.z );
  20509. vertices[ 3 ].set( max.x, min.y, max.z );
  20510. vertices[ 4 ].set( max.x, max.y, min.z );
  20511. vertices[ 5 ].set( min.x, max.y, min.z );
  20512. vertices[ 6 ].set( min.x, min.y, min.z );
  20513. vertices[ 7 ].set( max.x, min.y, min.z );
  20514. this.geometry.computeBoundingSphere();
  20515. this.geometry.verticesNeedUpdate = true;
  20516. this.matrixAutoUpdate = false;
  20517. this.matrixWorld = object.matrixWorld;
  20518. };
  20519. /**
  20520. * @author WestLangley / http://github.com/WestLangley
  20521. */
  20522. // a helper to show the world-axis-aligned bounding box for an object
  20523. THREE.BoundingBoxHelper = function ( object, hex ) {
  20524. var color = ( hex !== undefined ) ? hex : 0x888888;
  20525. this.object = object;
  20526. this.box = new THREE.Box3();
  20527. THREE.Mesh.call( this, new THREE.BoxGeometry( 1, 1, 1 ), new THREE.MeshBasicMaterial( { color: color, wireframe: true } ) );
  20528. };
  20529. THREE.BoundingBoxHelper.prototype = Object.create( THREE.Mesh.prototype );
  20530. THREE.BoundingBoxHelper.prototype.update = function () {
  20531. this.box.setFromObject( this.object );
  20532. this.box.size( this.scale );
  20533. this.box.center( this.position );
  20534. };
  20535. /**
  20536. * @author alteredq / http://alteredqualia.com/
  20537. *
  20538. * - shows frustum, line of sight and up of the camera
  20539. * - suitable for fast updates
  20540. * - based on frustum visualization in lightgl.js shadowmap example
  20541. * http://evanw.github.com/lightgl.js/tests/shadowmap.html
  20542. */
  20543. THREE.CameraHelper = function ( camera ) {
  20544. var geometry = new THREE.Geometry();
  20545. var material = new THREE.LineBasicMaterial( { color: 0xffffff, vertexColors: THREE.FaceColors } );
  20546. var pointMap = {};
  20547. // colors
  20548. var hexFrustum = 0xffaa00;
  20549. var hexCone = 0xff0000;
  20550. var hexUp = 0x00aaff;
  20551. var hexTarget = 0xffffff;
  20552. var hexCross = 0x333333;
  20553. // near
  20554. addLine( "n1", "n2", hexFrustum );
  20555. addLine( "n2", "n4", hexFrustum );
  20556. addLine( "n4", "n3", hexFrustum );
  20557. addLine( "n3", "n1", hexFrustum );
  20558. // far
  20559. addLine( "f1", "f2", hexFrustum );
  20560. addLine( "f2", "f4", hexFrustum );
  20561. addLine( "f4", "f3", hexFrustum );
  20562. addLine( "f3", "f1", hexFrustum );
  20563. // sides
  20564. addLine( "n1", "f1", hexFrustum );
  20565. addLine( "n2", "f2", hexFrustum );
  20566. addLine( "n3", "f3", hexFrustum );
  20567. addLine( "n4", "f4", hexFrustum );
  20568. // cone
  20569. addLine( "p", "n1", hexCone );
  20570. addLine( "p", "n2", hexCone );
  20571. addLine( "p", "n3", hexCone );
  20572. addLine( "p", "n4", hexCone );
  20573. // up
  20574. addLine( "u1", "u2", hexUp );
  20575. addLine( "u2", "u3", hexUp );
  20576. addLine( "u3", "u1", hexUp );
  20577. // target
  20578. addLine( "c", "t", hexTarget );
  20579. addLine( "p", "c", hexCross );
  20580. // cross
  20581. addLine( "cn1", "cn2", hexCross );
  20582. addLine( "cn3", "cn4", hexCross );
  20583. addLine( "cf1", "cf2", hexCross );
  20584. addLine( "cf3", "cf4", hexCross );
  20585. function addLine( a, b, hex ) {
  20586. addPoint( a, hex );
  20587. addPoint( b, hex );
  20588. }
  20589. function addPoint( id, hex ) {
  20590. geometry.vertices.push( new THREE.Vector3() );
  20591. geometry.colors.push( new THREE.Color( hex ) );
  20592. if ( pointMap[ id ] === undefined ) {
  20593. pointMap[ id ] = [];
  20594. }
  20595. pointMap[ id ].push( geometry.vertices.length - 1 );
  20596. }
  20597. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  20598. this.camera = camera;
  20599. this.matrixWorld = camera.matrixWorld;
  20600. this.matrixAutoUpdate = false;
  20601. this.pointMap = pointMap;
  20602. this.update();
  20603. };
  20604. THREE.CameraHelper.prototype = Object.create( THREE.Line.prototype );
  20605. THREE.CameraHelper.prototype.update = function () {
  20606. var vector = new THREE.Vector3();
  20607. var camera = new THREE.Camera();
  20608. var projector = new THREE.Projector();
  20609. return function () {
  20610. var scope = this;
  20611. var w = 1, h = 1;
  20612. // we need just camera projection matrix
  20613. // world matrix must be identity
  20614. camera.projectionMatrix.copy( this.camera.projectionMatrix );
  20615. // center / target
  20616. setPoint( "c", 0, 0, -1 );
  20617. setPoint( "t", 0, 0, 1 );
  20618. // near
  20619. setPoint( "n1", -w, -h, -1 );
  20620. setPoint( "n2", w, -h, -1 );
  20621. setPoint( "n3", -w, h, -1 );
  20622. setPoint( "n4", w, h, -1 );
  20623. // far
  20624. setPoint( "f1", -w, -h, 1 );
  20625. setPoint( "f2", w, -h, 1 );
  20626. setPoint( "f3", -w, h, 1 );
  20627. setPoint( "f4", w, h, 1 );
  20628. // up
  20629. setPoint( "u1", w * 0.7, h * 1.1, -1 );
  20630. setPoint( "u2", -w * 0.7, h * 1.1, -1 );
  20631. setPoint( "u3", 0, h * 2, -1 );
  20632. // cross
  20633. setPoint( "cf1", -w, 0, 1 );
  20634. setPoint( "cf2", w, 0, 1 );
  20635. setPoint( "cf3", 0, -h, 1 );
  20636. setPoint( "cf4", 0, h, 1 );
  20637. setPoint( "cn1", -w, 0, -1 );
  20638. setPoint( "cn2", w, 0, -1 );
  20639. setPoint( "cn3", 0, -h, -1 );
  20640. setPoint( "cn4", 0, h, -1 );
  20641. function setPoint( point, x, y, z ) {
  20642. vector.set( x, y, z );
  20643. projector.unprojectVector( vector, camera );
  20644. var points = scope.pointMap[ point ];
  20645. if ( points !== undefined ) {
  20646. for ( var i = 0, il = points.length; i < il; i ++ ) {
  20647. scope.geometry.vertices[ points[ i ] ].copy( vector );
  20648. }
  20649. }
  20650. }
  20651. this.geometry.verticesNeedUpdate = true;
  20652. };
  20653. }();
  20654. /**
  20655. * @author alteredq / http://alteredqualia.com/
  20656. * @author mrdoob / http://mrdoob.com/
  20657. * @author WestLangley / http://github.com/WestLangley
  20658. */
  20659. THREE.DirectionalLightHelper = function ( light, size ) {
  20660. THREE.Object3D.call( this );
  20661. this.light = light;
  20662. this.light.updateMatrixWorld();
  20663. this.matrixWorld = light.matrixWorld;
  20664. this.matrixAutoUpdate = false;
  20665. size = size || 1;
  20666. var geometry = new THREE.Geometry();
  20667. geometry.vertices.push(
  20668. new THREE.Vector3( - size, size, 0 ),
  20669. new THREE.Vector3( size, size, 0 ),
  20670. new THREE.Vector3( size, - size, 0 ),
  20671. new THREE.Vector3( - size, - size, 0 ),
  20672. new THREE.Vector3( - size, size, 0 )
  20673. );
  20674. var material = new THREE.LineBasicMaterial( { fog: false } );
  20675. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20676. this.lightPlane = new THREE.Line( geometry, material );
  20677. this.add( this.lightPlane );
  20678. geometry = new THREE.Geometry();
  20679. geometry.vertices.push(
  20680. new THREE.Vector3(),
  20681. new THREE.Vector3()
  20682. );
  20683. material = new THREE.LineBasicMaterial( { fog: false } );
  20684. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20685. this.targetLine = new THREE.Line( geometry, material );
  20686. this.add( this.targetLine );
  20687. this.update();
  20688. };
  20689. THREE.DirectionalLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  20690. THREE.DirectionalLightHelper.prototype.dispose = function () {
  20691. this.lightPlane.geometry.dispose();
  20692. this.lightPlane.material.dispose();
  20693. this.targetLine.geometry.dispose();
  20694. this.targetLine.material.dispose();
  20695. };
  20696. THREE.DirectionalLightHelper.prototype.update = function () {
  20697. var v1 = new THREE.Vector3();
  20698. var v2 = new THREE.Vector3();
  20699. var v3 = new THREE.Vector3();
  20700. return function () {
  20701. v1.setFromMatrixPosition( this.light.matrixWorld );
  20702. v2.setFromMatrixPosition( this.light.target.matrixWorld );
  20703. v3.subVectors( v2, v1 );
  20704. this.lightPlane.lookAt( v3 );
  20705. this.lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20706. this.targetLine.geometry.vertices[ 1 ].copy( v3 );
  20707. this.targetLine.geometry.verticesNeedUpdate = true;
  20708. this.targetLine.material.color.copy( this.lightPlane.material.color );
  20709. }
  20710. }();
  20711. /**
  20712. * @author WestLangley / http://github.com/WestLangley
  20713. */
  20714. THREE.EdgesHelper = function ( object, hex ) {
  20715. var color = ( hex !== undefined ) ? hex : 0xffffff;
  20716. var edge = [ 0, 0 ], hash = {};
  20717. var sortFunction = function ( a, b ) { return a - b };
  20718. var keys = [ 'a', 'b', 'c' ];
  20719. var geometry = new THREE.BufferGeometry();
  20720. var geometry2 = object.geometry.clone();
  20721. geometry2.mergeVertices();
  20722. geometry2.computeFaceNormals();
  20723. var vertices = geometry2.vertices;
  20724. var faces = geometry2.faces;
  20725. var numEdges = 0;
  20726. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20727. var face = faces[ i ];
  20728. for ( var j = 0; j < 3; j ++ ) {
  20729. edge[ 0 ] = face[ keys[ j ] ];
  20730. edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
  20731. edge.sort( sortFunction );
  20732. var key = edge.toString();
  20733. if ( hash[ key ] === undefined ) {
  20734. hash[ key ] = { vert1: edge[ 0 ], vert2: edge[ 1 ], face1: i, face2: undefined };
  20735. numEdges ++;
  20736. } else {
  20737. hash[ key ].face2 = i;
  20738. }
  20739. }
  20740. }
  20741. geometry.addAttribute( 'position', new THREE.Float32Attribute( numEdges * 2 * 3, 3 ) );
  20742. var coords = geometry.attributes.position.array;
  20743. var index = 0;
  20744. for ( var key in hash ) {
  20745. var h = hash[ key ];
  20746. if ( h.face2 === undefined || faces[ h.face1 ].normal.dot( faces[ h.face2 ].normal ) < 0.9999 ) { // hardwired const OK
  20747. var vertex = vertices[ h.vert1 ];
  20748. coords[ index ++ ] = vertex.x;
  20749. coords[ index ++ ] = vertex.y;
  20750. coords[ index ++ ] = vertex.z;
  20751. vertex = vertices[ h.vert2 ];
  20752. coords[ index ++ ] = vertex.x;
  20753. coords[ index ++ ] = vertex.y;
  20754. coords[ index ++ ] = vertex.z;
  20755. }
  20756. }
  20757. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
  20758. this.matrixAutoUpdate = false;
  20759. this.matrixWorld = object.matrixWorld;
  20760. };
  20761. THREE.EdgesHelper.prototype = Object.create( THREE.Line.prototype );
  20762. /**
  20763. * @author mrdoob / http://mrdoob.com/
  20764. * @author WestLangley / http://github.com/WestLangley
  20765. */
  20766. THREE.FaceNormalsHelper = function ( object, size, hex, linewidth ) {
  20767. this.object = object;
  20768. this.size = ( size !== undefined ) ? size : 1;
  20769. var color = ( hex !== undefined ) ? hex : 0xffff00;
  20770. var width = ( linewidth !== undefined ) ? linewidth : 1;
  20771. var geometry = new THREE.Geometry();
  20772. var faces = this.object.geometry.faces;
  20773. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20774. geometry.vertices.push( new THREE.Vector3(), new THREE.Vector3() );
  20775. }
  20776. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  20777. this.matrixAutoUpdate = false;
  20778. this.normalMatrix = new THREE.Matrix3();
  20779. this.update();
  20780. };
  20781. THREE.FaceNormalsHelper.prototype = Object.create( THREE.Line.prototype );
  20782. THREE.FaceNormalsHelper.prototype.update = function () {
  20783. var vertices = this.geometry.vertices;
  20784. var object = this.object;
  20785. var objectVertices = object.geometry.vertices;
  20786. var objectFaces = object.geometry.faces;
  20787. var objectWorldMatrix = object.matrixWorld;
  20788. object.updateMatrixWorld( true );
  20789. this.normalMatrix.getNormalMatrix( objectWorldMatrix );
  20790. for ( var i = 0, i2 = 0, l = objectFaces.length; i < l; i ++, i2 += 2 ) {
  20791. var face = objectFaces[ i ];
  20792. vertices[ i2 ].copy( objectVertices[ face.a ] )
  20793. .add( objectVertices[ face.b ] )
  20794. .add( objectVertices[ face.c ] )
  20795. .divideScalar( 3 )
  20796. .applyMatrix4( objectWorldMatrix );
  20797. vertices[ i2 + 1 ].copy( face.normal )
  20798. .applyMatrix3( this.normalMatrix )
  20799. .normalize()
  20800. .multiplyScalar( this.size )
  20801. .add( vertices[ i2 ] );
  20802. }
  20803. this.geometry.verticesNeedUpdate = true;
  20804. return this;
  20805. };
  20806. /**
  20807. * @author mrdoob / http://mrdoob.com/
  20808. */
  20809. THREE.GridHelper = function ( size, step ) {
  20810. var geometry = new THREE.Geometry();
  20811. var material = new THREE.LineBasicMaterial( { vertexColors: THREE.VertexColors } );
  20812. this.color1 = new THREE.Color( 0x444444 );
  20813. this.color2 = new THREE.Color( 0x888888 );
  20814. for ( var i = - size; i <= size; i += step ) {
  20815. geometry.vertices.push(
  20816. new THREE.Vector3( - size, 0, i ), new THREE.Vector3( size, 0, i ),
  20817. new THREE.Vector3( i, 0, - size ), new THREE.Vector3( i, 0, size )
  20818. );
  20819. var color = i === 0 ? this.color1 : this.color2;
  20820. geometry.colors.push( color, color, color, color );
  20821. }
  20822. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  20823. };
  20824. THREE.GridHelper.prototype = Object.create( THREE.Line.prototype );
  20825. THREE.GridHelper.prototype.setColors = function( colorCenterLine, colorGrid ) {
  20826. this.color1.set( colorCenterLine );
  20827. this.color2.set( colorGrid );
  20828. this.geometry.colorsNeedUpdate = true;
  20829. }
  20830. /**
  20831. * @author alteredq / http://alteredqualia.com/
  20832. * @author mrdoob / http://mrdoob.com/
  20833. */
  20834. THREE.HemisphereLightHelper = function ( light, sphereSize, arrowLength, domeSize ) {
  20835. THREE.Object3D.call( this );
  20836. this.light = light;
  20837. this.light.updateMatrixWorld();
  20838. this.matrixWorld = light.matrixWorld;
  20839. this.matrixAutoUpdate = false;
  20840. this.colors = [ new THREE.Color(), new THREE.Color() ];
  20841. var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  20842. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  20843. for ( var i = 0, il = 8; i < il; i ++ ) {
  20844. geometry.faces[ i ].color = this.colors[ i < 4 ? 0 : 1 ];
  20845. }
  20846. var material = new THREE.MeshBasicMaterial( { vertexColors: THREE.FaceColors, wireframe: true } );
  20847. this.lightSphere = new THREE.Mesh( geometry, material );
  20848. this.add( this.lightSphere );
  20849. this.update();
  20850. };
  20851. THREE.HemisphereLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  20852. THREE.HemisphereLightHelper.prototype.dispose = function () {
  20853. this.lightSphere.geometry.dispose();
  20854. this.lightSphere.material.dispose();
  20855. };
  20856. THREE.HemisphereLightHelper.prototype.update = function () {
  20857. var vector = new THREE.Vector3();
  20858. return function () {
  20859. this.colors[ 0 ].copy( this.light.color ).multiplyScalar( this.light.intensity );
  20860. this.colors[ 1 ].copy( this.light.groundColor ).multiplyScalar( this.light.intensity );
  20861. this.lightSphere.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
  20862. this.lightSphere.geometry.colorsNeedUpdate = true;
  20863. }
  20864. }();
  20865. /**
  20866. * @author alteredq / http://alteredqualia.com/
  20867. * @author mrdoob / http://mrdoob.com/
  20868. */
  20869. THREE.PointLightHelper = function ( light, sphereSize ) {
  20870. this.light = light;
  20871. this.light.updateMatrixWorld();
  20872. var geometry = new THREE.SphereGeometry( sphereSize, 4, 2 );
  20873. var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
  20874. material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20875. THREE.Mesh.call( this, geometry, material );
  20876. this.matrixWorld = this.light.matrixWorld;
  20877. this.matrixAutoUpdate = false;
  20878. /*
  20879. var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
  20880. var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
  20881. this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
  20882. this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
  20883. var d = light.distance;
  20884. if ( d === 0.0 ) {
  20885. this.lightDistance.visible = false;
  20886. } else {
  20887. this.lightDistance.scale.set( d, d, d );
  20888. }
  20889. this.add( this.lightDistance );
  20890. */
  20891. };
  20892. THREE.PointLightHelper.prototype = Object.create( THREE.Mesh.prototype );
  20893. THREE.PointLightHelper.prototype.dispose = function () {
  20894. this.geometry.dispose();
  20895. this.material.dispose();
  20896. };
  20897. THREE.PointLightHelper.prototype.update = function () {
  20898. this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20899. /*
  20900. var d = this.light.distance;
  20901. if ( d === 0.0 ) {
  20902. this.lightDistance.visible = false;
  20903. } else {
  20904. this.lightDistance.visible = true;
  20905. this.lightDistance.scale.set( d, d, d );
  20906. }
  20907. */
  20908. };
  20909. /**
  20910. * @author Sean Griffin / http://twitter.com/sgrif
  20911. * @author Michael Guerrero / http://realitymeltdown.com
  20912. * @author mrdoob / http://mrdoob.com/
  20913. */
  20914. THREE.SkeletonHelper = function ( object ) {
  20915. var skeleton = object.skeleton;
  20916. var geometry = new THREE.Geometry();
  20917. for ( var i = 0; i < skeleton.bones.length; i ++ ) {
  20918. var bone = skeleton.bones[ i ];
  20919. if ( bone.parent instanceof THREE.Bone ) {
  20920. geometry.vertices.push( new THREE.Vector3() );
  20921. geometry.vertices.push( new THREE.Vector3() );
  20922. geometry.colors.push( new THREE.Color( 0, 0, 1 ) );
  20923. geometry.colors.push( new THREE.Color( 0, 1, 0 ) );
  20924. }
  20925. }
  20926. var material = new THREE.LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, transparent: true } );
  20927. THREE.Line.call( this, geometry, material, THREE.LinePieces );
  20928. this.skeleton = skeleton;
  20929. this.matrixWorld = object.matrixWorld;
  20930. this.matrixAutoUpdate = false;
  20931. this.update();
  20932. };
  20933. THREE.SkeletonHelper.prototype = Object.create( THREE.Line.prototype );
  20934. THREE.SkeletonHelper.prototype.update = function () {
  20935. var geometry = this.geometry;
  20936. var j = 0;
  20937. for ( var i = 0; i < this.skeleton.bones.length; i ++ ) {
  20938. var bone = this.skeleton.bones[ i ];
  20939. if ( bone.parent instanceof THREE.Bone ) {
  20940. geometry.vertices[ j ].setFromMatrixPosition( bone.skinMatrix );
  20941. geometry.vertices[ j + 1 ].setFromMatrixPosition( bone.parent.skinMatrix );
  20942. j += 2;
  20943. }
  20944. }
  20945. geometry.verticesNeedUpdate = true;
  20946. geometry.computeBoundingSphere();
  20947. };
  20948. /**
  20949. * @author alteredq / http://alteredqualia.com/
  20950. * @author mrdoob / http://mrdoob.com/
  20951. * @author WestLangley / http://github.com/WestLangley
  20952. */
  20953. THREE.SpotLightHelper = function ( light ) {
  20954. THREE.Object3D.call( this );
  20955. this.light = light;
  20956. this.light.updateMatrixWorld();
  20957. this.matrixWorld = light.matrixWorld;
  20958. this.matrixAutoUpdate = false;
  20959. var geometry = new THREE.CylinderGeometry( 0, 1, 1, 8, 1, true );
  20960. geometry.applyMatrix( new THREE.Matrix4().makeTranslation( 0, -0.5, 0 ) );
  20961. geometry.applyMatrix( new THREE.Matrix4().makeRotationX( - Math.PI / 2 ) );
  20962. var material = new THREE.MeshBasicMaterial( { wireframe: true, fog: false } );
  20963. this.cone = new THREE.Mesh( geometry, material );
  20964. this.add( this.cone );
  20965. this.update();
  20966. };
  20967. THREE.SpotLightHelper.prototype = Object.create( THREE.Object3D.prototype );
  20968. THREE.SpotLightHelper.prototype.dispose = function () {
  20969. this.cone.geometry.dispose();
  20970. this.cone.material.dispose();
  20971. };
  20972. THREE.SpotLightHelper.prototype.update = function () {
  20973. var vector = new THREE.Vector3();
  20974. var vector2 = new THREE.Vector3();
  20975. return function () {
  20976. var coneLength = this.light.distance ? this.light.distance : 10000;
  20977. var coneWidth = coneLength * Math.tan( this.light.angle );
  20978. this.cone.scale.set( coneWidth, coneWidth, coneLength );
  20979. vector.setFromMatrixPosition( this.light.matrixWorld );
  20980. vector2.setFromMatrixPosition( this.light.target.matrixWorld );
  20981. this.cone.lookAt( vector2.sub( vector ) );
  20982. this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
  20983. };
  20984. }();
  20985. /**
  20986. * @author mrdoob / http://mrdoob.com/
  20987. * @author WestLangley / http://github.com/WestLangley
  20988. */
  20989. THREE.VertexNormalsHelper = function ( object, size, hex, linewidth ) {
  20990. this.object = object;
  20991. this.size = ( size !== undefined ) ? size : 1;
  20992. var color = ( hex !== undefined ) ? hex : 0xff0000;
  20993. var width = ( linewidth !== undefined ) ? linewidth : 1;
  20994. var geometry = new THREE.Geometry();
  20995. var vertices = object.geometry.vertices;
  20996. var faces = object.geometry.faces;
  20997. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  20998. var face = faces[ i ];
  20999. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  21000. geometry.vertices.push( new THREE.Vector3() );
  21001. geometry.vertices.push( new THREE.Vector3() );
  21002. }
  21003. }
  21004. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  21005. this.matrixAutoUpdate = false;
  21006. this.normalMatrix = new THREE.Matrix3();
  21007. this.update();
  21008. };
  21009. THREE.VertexNormalsHelper.prototype = Object.create( THREE.Line.prototype );
  21010. THREE.VertexNormalsHelper.prototype.update = ( function ( object ) {
  21011. var v1 = new THREE.Vector3();
  21012. return function( object ) {
  21013. var keys = [ 'a', 'b', 'c', 'd' ];
  21014. this.object.updateMatrixWorld( true );
  21015. this.normalMatrix.getNormalMatrix( this.object.matrixWorld );
  21016. var vertices = this.geometry.vertices;
  21017. var verts = this.object.geometry.vertices;
  21018. var faces = this.object.geometry.faces;
  21019. var worldMatrix = this.object.matrixWorld;
  21020. var idx = 0;
  21021. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  21022. var face = faces[ i ];
  21023. for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
  21024. var vertexId = face[ keys[ j ] ];
  21025. var vertex = verts[ vertexId ];
  21026. var normal = face.vertexNormals[ j ];
  21027. vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
  21028. v1.copy( normal ).applyMatrix3( this.normalMatrix ).normalize().multiplyScalar( this.size );
  21029. v1.add( vertices[ idx ] );
  21030. idx = idx + 1;
  21031. vertices[ idx ].copy( v1 );
  21032. idx = idx + 1;
  21033. }
  21034. }
  21035. this.geometry.verticesNeedUpdate = true;
  21036. return this;
  21037. }
  21038. }());
  21039. /**
  21040. * @author mrdoob / http://mrdoob.com/
  21041. * @author WestLangley / http://github.com/WestLangley
  21042. */
  21043. THREE.VertexTangentsHelper = function ( object, size, hex, linewidth ) {
  21044. this.object = object;
  21045. this.size = ( size !== undefined ) ? size : 1;
  21046. var color = ( hex !== undefined ) ? hex : 0x0000ff;
  21047. var width = ( linewidth !== undefined ) ? linewidth : 1;
  21048. var geometry = new THREE.Geometry();
  21049. var vertices = object.geometry.vertices;
  21050. var faces = object.geometry.faces;
  21051. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  21052. var face = faces[ i ];
  21053. for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
  21054. geometry.vertices.push( new THREE.Vector3() );
  21055. geometry.vertices.push( new THREE.Vector3() );
  21056. }
  21057. }
  21058. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color, linewidth: width } ), THREE.LinePieces );
  21059. this.matrixAutoUpdate = false;
  21060. this.update();
  21061. };
  21062. THREE.VertexTangentsHelper.prototype = Object.create( THREE.Line.prototype );
  21063. THREE.VertexTangentsHelper.prototype.update = ( function ( object ) {
  21064. var v1 = new THREE.Vector3();
  21065. return function( object ) {
  21066. var keys = [ 'a', 'b', 'c', 'd' ];
  21067. this.object.updateMatrixWorld( true );
  21068. var vertices = this.geometry.vertices;
  21069. var verts = this.object.geometry.vertices;
  21070. var faces = this.object.geometry.faces;
  21071. var worldMatrix = this.object.matrixWorld;
  21072. var idx = 0;
  21073. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  21074. var face = faces[ i ];
  21075. for ( var j = 0, jl = face.vertexTangents.length; j < jl; j ++ ) {
  21076. var vertexId = face[ keys[ j ] ];
  21077. var vertex = verts[ vertexId ];
  21078. var tangent = face.vertexTangents[ j ];
  21079. vertices[ idx ].copy( vertex ).applyMatrix4( worldMatrix );
  21080. v1.copy( tangent ).transformDirection( worldMatrix ).multiplyScalar( this.size );
  21081. v1.add( vertices[ idx ] );
  21082. idx = idx + 1;
  21083. vertices[ idx ].copy( v1 );
  21084. idx = idx + 1;
  21085. }
  21086. }
  21087. this.geometry.verticesNeedUpdate = true;
  21088. return this;
  21089. }
  21090. }());
  21091. /**
  21092. * @author mrdoob / http://mrdoob.com/
  21093. */
  21094. THREE.WireframeHelper = function ( object, hex ) {
  21095. var color = ( hex !== undefined ) ? hex : 0xffffff;
  21096. var edge = [ 0, 0 ], hash = {};
  21097. var sortFunction = function ( a, b ) { return a - b };
  21098. var keys = [ 'a', 'b', 'c' ];
  21099. var geometry = new THREE.BufferGeometry();
  21100. if ( object.geometry instanceof THREE.Geometry ) {
  21101. var vertices = object.geometry.vertices;
  21102. var faces = object.geometry.faces;
  21103. var numEdges = 0;
  21104. // allocate maximal size
  21105. var edges = new Uint32Array( 6 * faces.length );
  21106. for ( var i = 0, l = faces.length; i < l; i ++ ) {
  21107. var face = faces[ i ];
  21108. for ( var j = 0; j < 3; j ++ ) {
  21109. edge[ 0 ] = face[ keys[ j ] ];
  21110. edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
  21111. edge.sort( sortFunction );
  21112. var key = edge.toString();
  21113. if ( hash[ key ] === undefined ) {
  21114. edges[ 2 * numEdges ] = edge[ 0 ];
  21115. edges[ 2 * numEdges + 1 ] = edge[ 1 ];
  21116. hash[ key ] = true;
  21117. numEdges ++;
  21118. }
  21119. }
  21120. }
  21121. geometry.addAttribute( 'position', new THREE.Float32Attribute( numEdges * 2 * 3, 3 ) );
  21122. var coords = geometry.attributes.position.array;
  21123. for ( var i = 0, l = numEdges; i < l; i ++ ) {
  21124. for ( var j = 0; j < 2; j ++ ) {
  21125. var vertex = vertices[ edges [ 2 * i + j] ];
  21126. var index = 6 * i + 3 * j;
  21127. coords[ index + 0 ] = vertex.x;
  21128. coords[ index + 1 ] = vertex.y;
  21129. coords[ index + 2 ] = vertex.z;
  21130. }
  21131. }
  21132. } else if ( object.geometry instanceof THREE.BufferGeometry && object.geometry.attributes.index !== undefined ) { // indexed BufferGeometry
  21133. var vertices = object.geometry.attributes.position.array;
  21134. var indices = object.geometry.attributes.index.array;
  21135. var offsets = object.geometry.offsets;
  21136. var numEdges = 0;
  21137. // allocate maximal size
  21138. var edges = new Uint32Array( 2 * indices.length );
  21139. for ( var o = 0, ol = offsets.length; o < ol; ++ o ) {
  21140. var start = offsets[ o ].start;
  21141. var count = offsets[ o ].count;
  21142. var index = offsets[ o ].index;
  21143. for ( var i = start, il = start + count; i < il; i += 3 ) {
  21144. for ( var j = 0; j < 3; j ++ ) {
  21145. edge[ 0 ] = index + indices[ i + j ];
  21146. edge[ 1 ] = index + indices[ i + ( j + 1 ) % 3 ];
  21147. edge.sort( sortFunction );
  21148. var key = edge.toString();
  21149. if ( hash[ key ] === undefined ) {
  21150. edges[ 2 * numEdges ] = edge[ 0 ];
  21151. edges[ 2 * numEdges + 1 ] = edge[ 1 ];
  21152. hash[ key ] = true;
  21153. numEdges ++;
  21154. }
  21155. }
  21156. }
  21157. }
  21158. geometry.addAttribute( 'position', new THREE.Float32Attribute( numEdges * 2 * 3, 3 ) );
  21159. var coords = geometry.attributes.position.array;
  21160. for ( var i = 0, l = numEdges; i < l; i ++ ) {
  21161. for ( var j = 0; j < 2; j ++ ) {
  21162. var index = 6 * i + 3 * j;
  21163. var index2 = 3 * edges[ 2 * i + j];
  21164. coords[ index + 0 ] = vertices[ index2 ];
  21165. coords[ index + 1 ] = vertices[ index2 + 1 ];
  21166. coords[ index + 2 ] = vertices[ index2 + 2 ];
  21167. }
  21168. }
  21169. } else if ( object.geometry instanceof THREE.BufferGeometry ) { // non-indexed BufferGeometry
  21170. var vertices = object.geometry.attributes.position.array;
  21171. var numEdges = vertices.length / 3;
  21172. var numTris = numEdges / 3;
  21173. geometry.addAttribute( 'position', new THREE.Float32Attribute( numEdges * 2 * 3, 3 ) );
  21174. var coords = geometry.attributes.position.array;
  21175. for ( var i = 0, l = numTris; i < l; i ++ ) {
  21176. for ( var j = 0; j < 3; j ++ ) {
  21177. var index = 18 * i + 6 * j;
  21178. var index1 = 9 * i + 3 * j;
  21179. coords[ index + 0 ] = vertices[ index1 ];
  21180. coords[ index + 1 ] = vertices[ index1 + 1 ];
  21181. coords[ index + 2 ] = vertices[ index1 + 2 ];
  21182. var index2 = 9 * i + 3 * ( ( j + 1 ) % 3 );
  21183. coords[ index + 3 ] = vertices[ index2 ];
  21184. coords[ index + 4 ] = vertices[ index2 + 1 ];
  21185. coords[ index + 5 ] = vertices[ index2 + 2 ];
  21186. }
  21187. }
  21188. }
  21189. THREE.Line.call( this, geometry, new THREE.LineBasicMaterial( { color: color } ), THREE.LinePieces );
  21190. this.matrixAutoUpdate = false;
  21191. this.matrixWorld = object.matrixWorld;
  21192. };
  21193. THREE.WireframeHelper.prototype = Object.create( THREE.Line.prototype );
  21194. /**
  21195. * @author alteredq / http://alteredqualia.com/
  21196. */
  21197. THREE.ImmediateRenderObject = function () {
  21198. THREE.Object3D.call( this );
  21199. this.render = function ( renderCallback ) { };
  21200. };
  21201. THREE.ImmediateRenderObject.prototype = Object.create( THREE.Object3D.prototype );
  21202. /**
  21203. * @author mikael emtinger / http://gomo.se/
  21204. * @author alteredq / http://alteredqualia.com/
  21205. */
  21206. THREE.LensFlare = function ( texture, size, distance, blending, color ) {
  21207. THREE.Object3D.call( this );
  21208. this.lensFlares = [];
  21209. this.positionScreen = new THREE.Vector3();
  21210. this.customUpdateCallback = undefined;
  21211. if( texture !== undefined ) {
  21212. this.add( texture, size, distance, blending, color );
  21213. }
  21214. };
  21215. THREE.LensFlare.prototype = Object.create( THREE.Object3D.prototype );
  21216. /*
  21217. * Add: adds another flare
  21218. */
  21219. THREE.LensFlare.prototype.add = function ( texture, size, distance, blending, color, opacity ) {
  21220. if( size === undefined ) size = -1;
  21221. if( distance === undefined ) distance = 0;
  21222. if( opacity === undefined ) opacity = 1;
  21223. if( color === undefined ) color = new THREE.Color( 0xffffff );
  21224. if( blending === undefined ) blending = THREE.NormalBlending;
  21225. distance = Math.min( distance, Math.max( 0, distance ) );
  21226. this.lensFlares.push( { texture: texture, // THREE.Texture
  21227. size: size, // size in pixels (-1 = use texture.width)
  21228. distance: distance, // distance (0-1) from light source (0=at light source)
  21229. x: 0, y: 0, z: 0, // screen position (-1 => 1) z = 0 is ontop z = 1 is back
  21230. scale: 1, // scale
  21231. rotation: 1, // rotation
  21232. opacity: opacity, // opacity
  21233. color: color, // color
  21234. blending: blending } ); // blending
  21235. };
  21236. /*
  21237. * Update lens flares update positions on all flares based on the screen position
  21238. * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
  21239. */
  21240. THREE.LensFlare.prototype.updateLensFlares = function () {
  21241. var f, fl = this.lensFlares.length;
  21242. var flare;
  21243. var vecX = -this.positionScreen.x * 2;
  21244. var vecY = -this.positionScreen.y * 2;
  21245. for( f = 0; f < fl; f ++ ) {
  21246. flare = this.lensFlares[ f ];
  21247. flare.x = this.positionScreen.x + vecX * flare.distance;
  21248. flare.y = this.positionScreen.y + vecY * flare.distance;
  21249. flare.wantedRotation = flare.x * Math.PI * 0.25;
  21250. flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;
  21251. }
  21252. };
  21253. /**
  21254. * @author alteredq / http://alteredqualia.com/
  21255. */
  21256. THREE.MorphBlendMesh = function( geometry, material ) {
  21257. THREE.Mesh.call( this, geometry, material );
  21258. this.animationsMap = {};
  21259. this.animationsList = [];
  21260. // prepare default animation
  21261. // (all frames played together in 1 second)
  21262. var numFrames = this.geometry.morphTargets.length;
  21263. var name = "__default";
  21264. var startFrame = 0;
  21265. var endFrame = numFrames - 1;
  21266. var fps = numFrames / 1;
  21267. this.createAnimation( name, startFrame, endFrame, fps );
  21268. this.setAnimationWeight( name, 1 );
  21269. };
  21270. THREE.MorphBlendMesh.prototype = Object.create( THREE.Mesh.prototype );
  21271. THREE.MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {
  21272. var animation = {
  21273. startFrame: start,
  21274. endFrame: end,
  21275. length: end - start + 1,
  21276. fps: fps,
  21277. duration: ( end - start ) / fps,
  21278. lastFrame: 0,
  21279. currentFrame: 0,
  21280. active: false,
  21281. time: 0,
  21282. direction: 1,
  21283. weight: 1,
  21284. directionBackwards: false,
  21285. mirroredLoop: false
  21286. };
  21287. this.animationsMap[ name ] = animation;
  21288. this.animationsList.push( animation );
  21289. };
  21290. THREE.MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {
  21291. var pattern = /([a-z]+)_?(\d+)/;
  21292. var firstAnimation, frameRanges = {};
  21293. var geometry = this.geometry;
  21294. for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {
  21295. var morph = geometry.morphTargets[ i ];
  21296. var chunks = morph.name.match( pattern );
  21297. if ( chunks && chunks.length > 1 ) {
  21298. var name = chunks[ 1 ];
  21299. var num = chunks[ 2 ];
  21300. if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: -Infinity };
  21301. var range = frameRanges[ name ];
  21302. if ( i < range.start ) range.start = i;
  21303. if ( i > range.end ) range.end = i;
  21304. if ( ! firstAnimation ) firstAnimation = name;
  21305. }
  21306. }
  21307. for ( var name in frameRanges ) {
  21308. var range = frameRanges[ name ];
  21309. this.createAnimation( name, range.start, range.end, fps );
  21310. }
  21311. this.firstAnimation = firstAnimation;
  21312. };
  21313. THREE.MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {
  21314. var animation = this.animationsMap[ name ];
  21315. if ( animation ) {
  21316. animation.direction = 1;
  21317. animation.directionBackwards = false;
  21318. }
  21319. };
  21320. THREE.MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {
  21321. var animation = this.animationsMap[ name ];
  21322. if ( animation ) {
  21323. animation.direction = -1;
  21324. animation.directionBackwards = true;
  21325. }
  21326. };
  21327. THREE.MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {
  21328. var animation = this.animationsMap[ name ];
  21329. if ( animation ) {
  21330. animation.fps = fps;
  21331. animation.duration = ( animation.end - animation.start ) / animation.fps;
  21332. }
  21333. };
  21334. THREE.MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {
  21335. var animation = this.animationsMap[ name ];
  21336. if ( animation ) {
  21337. animation.duration = duration;
  21338. animation.fps = ( animation.end - animation.start ) / animation.duration;
  21339. }
  21340. };
  21341. THREE.MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {
  21342. var animation = this.animationsMap[ name ];
  21343. if ( animation ) {
  21344. animation.weight = weight;
  21345. }
  21346. };
  21347. THREE.MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {
  21348. var animation = this.animationsMap[ name ];
  21349. if ( animation ) {
  21350. animation.time = time;
  21351. }
  21352. };
  21353. THREE.MorphBlendMesh.prototype.getAnimationTime = function ( name ) {
  21354. var time = 0;
  21355. var animation = this.animationsMap[ name ];
  21356. if ( animation ) {
  21357. time = animation.time;
  21358. }
  21359. return time;
  21360. };
  21361. THREE.MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {
  21362. var duration = -1;
  21363. var animation = this.animationsMap[ name ];
  21364. if ( animation ) {
  21365. duration = animation.duration;
  21366. }
  21367. return duration;
  21368. };
  21369. THREE.MorphBlendMesh.prototype.playAnimation = function ( name ) {
  21370. var animation = this.animationsMap[ name ];
  21371. if ( animation ) {
  21372. animation.time = 0;
  21373. animation.active = true;
  21374. } else {
  21375. console.warn( "animation[" + name + "] undefined" );
  21376. }
  21377. };
  21378. THREE.MorphBlendMesh.prototype.stopAnimation = function ( name ) {
  21379. var animation = this.animationsMap[ name ];
  21380. if ( animation ) {
  21381. animation.active = false;
  21382. }
  21383. };
  21384. THREE.MorphBlendMesh.prototype.update = function ( delta ) {
  21385. for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {
  21386. var animation = this.animationsList[ i ];
  21387. if ( ! animation.active ) continue;
  21388. var frameTime = animation.duration / animation.length;
  21389. animation.time += animation.direction * delta;
  21390. if ( animation.mirroredLoop ) {
  21391. if ( animation.time > animation.duration || animation.time < 0 ) {
  21392. animation.direction *= -1;
  21393. if ( animation.time > animation.duration ) {
  21394. animation.time = animation.duration;
  21395. animation.directionBackwards = true;
  21396. }
  21397. if ( animation.time < 0 ) {
  21398. animation.time = 0;
  21399. animation.directionBackwards = false;
  21400. }
  21401. }
  21402. } else {
  21403. animation.time = animation.time % animation.duration;
  21404. if ( animation.time < 0 ) animation.time += animation.duration;
  21405. }
  21406. var keyframe = animation.startFrame + THREE.Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
  21407. var weight = animation.weight;
  21408. if ( keyframe !== animation.currentFrame ) {
  21409. this.morphTargetInfluences[ animation.lastFrame ] = 0;
  21410. this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
  21411. this.morphTargetInfluences[ keyframe ] = 0;
  21412. animation.lastFrame = animation.currentFrame;
  21413. animation.currentFrame = keyframe;
  21414. }
  21415. var mix = ( animation.time % frameTime ) / frameTime;
  21416. if ( animation.directionBackwards ) mix = 1 - mix;
  21417. this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
  21418. this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
  21419. }
  21420. };
  21421. /**
  21422. * @author mikael emtinger / http://gomo.se/
  21423. * @author alteredq / http://alteredqualia.com/
  21424. */
  21425. THREE.LensFlarePlugin = function () {
  21426. var _gl, _renderer, _precision, _lensFlare = {};
  21427. this.init = function ( renderer ) {
  21428. _gl = renderer.context;
  21429. _renderer = renderer;
  21430. _precision = renderer.getPrecision();
  21431. _lensFlare.vertices = new Float32Array( 8 + 8 );
  21432. _lensFlare.faces = new Uint16Array( 6 );
  21433. var i = 0;
  21434. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = -1; // vertex
  21435. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 0; // uv... etc.
  21436. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = -1;
  21437. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 0;
  21438. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  21439. _lensFlare.vertices[ i++ ] = 1; _lensFlare.vertices[ i++ ] = 1;
  21440. _lensFlare.vertices[ i++ ] = -1; _lensFlare.vertices[ i++ ] = 1;
  21441. _lensFlare.vertices[ i++ ] = 0; _lensFlare.vertices[ i++ ] = 1;
  21442. i = 0;
  21443. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 1; _lensFlare.faces[ i++ ] = 2;
  21444. _lensFlare.faces[ i++ ] = 0; _lensFlare.faces[ i++ ] = 2; _lensFlare.faces[ i++ ] = 3;
  21445. // buffers
  21446. _lensFlare.vertexBuffer = _gl.createBuffer();
  21447. _lensFlare.elementBuffer = _gl.createBuffer();
  21448. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  21449. _gl.bufferData( _gl.ARRAY_BUFFER, _lensFlare.vertices, _gl.STATIC_DRAW );
  21450. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  21451. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.faces, _gl.STATIC_DRAW );
  21452. // textures
  21453. _lensFlare.tempTexture = _gl.createTexture();
  21454. _lensFlare.occlusionTexture = _gl.createTexture();
  21455. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  21456. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, 16, 16, 0, _gl.RGB, _gl.UNSIGNED_BYTE, null );
  21457. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  21458. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  21459. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  21460. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  21461. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  21462. _gl.texImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, 16, 16, 0, _gl.RGBA, _gl.UNSIGNED_BYTE, null );
  21463. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  21464. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );
  21465. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MAG_FILTER, _gl.NEAREST );
  21466. _gl.texParameteri( _gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.NEAREST );
  21467. if ( _gl.getParameter( _gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS ) <= 0 ) {
  21468. _lensFlare.hasVertexTexture = false;
  21469. _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlare" ], _precision );
  21470. } else {
  21471. _lensFlare.hasVertexTexture = true;
  21472. _lensFlare.program = createProgram( THREE.ShaderFlares[ "lensFlareVertexTexture" ], _precision );
  21473. }
  21474. _lensFlare.attributes = {};
  21475. _lensFlare.uniforms = {};
  21476. _lensFlare.attributes.vertex = _gl.getAttribLocation ( _lensFlare.program, "position" );
  21477. _lensFlare.attributes.uv = _gl.getAttribLocation ( _lensFlare.program, "uv" );
  21478. _lensFlare.uniforms.renderType = _gl.getUniformLocation( _lensFlare.program, "renderType" );
  21479. _lensFlare.uniforms.map = _gl.getUniformLocation( _lensFlare.program, "map" );
  21480. _lensFlare.uniforms.occlusionMap = _gl.getUniformLocation( _lensFlare.program, "occlusionMap" );
  21481. _lensFlare.uniforms.opacity = _gl.getUniformLocation( _lensFlare.program, "opacity" );
  21482. _lensFlare.uniforms.color = _gl.getUniformLocation( _lensFlare.program, "color" );
  21483. _lensFlare.uniforms.scale = _gl.getUniformLocation( _lensFlare.program, "scale" );
  21484. _lensFlare.uniforms.rotation = _gl.getUniformLocation( _lensFlare.program, "rotation" );
  21485. _lensFlare.uniforms.screenPosition = _gl.getUniformLocation( _lensFlare.program, "screenPosition" );
  21486. };
  21487. /*
  21488. * Render lens flares
  21489. * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
  21490. * reads these back and calculates occlusion.
  21491. * Then _lensFlare.update_lensFlares() is called to re-position and
  21492. * update transparency of flares. Then they are rendered.
  21493. *
  21494. */
  21495. this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
  21496. var flares = scene.__webglFlares,
  21497. nFlares = flares.length;
  21498. if ( ! nFlares ) return;
  21499. var tempPosition = new THREE.Vector3();
  21500. var invAspect = viewportHeight / viewportWidth,
  21501. halfViewportWidth = viewportWidth * 0.5,
  21502. halfViewportHeight = viewportHeight * 0.5;
  21503. var size = 16 / viewportHeight,
  21504. scale = new THREE.Vector2( size * invAspect, size );
  21505. var screenPosition = new THREE.Vector3( 1, 1, 0 ),
  21506. screenPositionPixels = new THREE.Vector2( 1, 1 );
  21507. var uniforms = _lensFlare.uniforms,
  21508. attributes = _lensFlare.attributes;
  21509. // set _lensFlare program and reset blending
  21510. _gl.useProgram( _lensFlare.program );
  21511. _gl.enableVertexAttribArray( _lensFlare.attributes.vertex );
  21512. _gl.enableVertexAttribArray( _lensFlare.attributes.uv );
  21513. // loop through all lens flares to update their occlusion and positions
  21514. // setup gl and common used attribs/unforms
  21515. _gl.uniform1i( uniforms.occlusionMap, 0 );
  21516. _gl.uniform1i( uniforms.map, 1 );
  21517. _gl.bindBuffer( _gl.ARRAY_BUFFER, _lensFlare.vertexBuffer );
  21518. _gl.vertexAttribPointer( attributes.vertex, 2, _gl.FLOAT, false, 2 * 8, 0 );
  21519. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  21520. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, _lensFlare.elementBuffer );
  21521. _gl.disable( _gl.CULL_FACE );
  21522. _gl.depthMask( false );
  21523. var i, j, jl, flare, sprite;
  21524. for ( i = 0; i < nFlares; i ++ ) {
  21525. size = 16 / viewportHeight;
  21526. scale.set( size * invAspect, size );
  21527. // calc object screen position
  21528. flare = flares[ i ];
  21529. if ( flare.visible === false ) continue;
  21530. tempPosition.set( flare.matrixWorld.elements[12], flare.matrixWorld.elements[13], flare.matrixWorld.elements[14] );
  21531. tempPosition.applyMatrix4( camera.matrixWorldInverse );
  21532. tempPosition.applyProjection( camera.projectionMatrix );
  21533. // setup arrays for gl programs
  21534. screenPosition.copy( tempPosition )
  21535. screenPositionPixels.x = screenPosition.x * halfViewportWidth + halfViewportWidth;
  21536. screenPositionPixels.y = screenPosition.y * halfViewportHeight + halfViewportHeight;
  21537. // screen cull
  21538. if ( _lensFlare.hasVertexTexture || (
  21539. screenPositionPixels.x > 0 &&
  21540. screenPositionPixels.x < viewportWidth &&
  21541. screenPositionPixels.y > 0 &&
  21542. screenPositionPixels.y < viewportHeight ) ) {
  21543. // save current RGB to temp texture
  21544. _gl.activeTexture( _gl.TEXTURE1 );
  21545. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  21546. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGB, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
  21547. // render pink quad
  21548. _gl.uniform1i( uniforms.renderType, 0 );
  21549. _gl.uniform2f( uniforms.scale, scale.x, scale.y );
  21550. _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  21551. _gl.disable( _gl.BLEND );
  21552. _gl.enable( _gl.DEPTH_TEST );
  21553. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  21554. // copy result to occlusionMap
  21555. _gl.activeTexture( _gl.TEXTURE0 );
  21556. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.occlusionTexture );
  21557. _gl.copyTexImage2D( _gl.TEXTURE_2D, 0, _gl.RGBA, screenPositionPixels.x - 8, screenPositionPixels.y - 8, 16, 16, 0 );
  21558. // restore graphics
  21559. _gl.uniform1i( uniforms.renderType, 1 );
  21560. _gl.disable( _gl.DEPTH_TEST );
  21561. _gl.activeTexture( _gl.TEXTURE1 );
  21562. _gl.bindTexture( _gl.TEXTURE_2D, _lensFlare.tempTexture );
  21563. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  21564. // update object positions
  21565. flare.positionScreen.copy( screenPosition )
  21566. if ( flare.customUpdateCallback ) {
  21567. flare.customUpdateCallback( flare );
  21568. } else {
  21569. flare.updateLensFlares();
  21570. }
  21571. // render flares
  21572. _gl.uniform1i( uniforms.renderType, 2 );
  21573. _gl.enable( _gl.BLEND );
  21574. for ( j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {
  21575. sprite = flare.lensFlares[ j ];
  21576. if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {
  21577. screenPosition.x = sprite.x;
  21578. screenPosition.y = sprite.y;
  21579. screenPosition.z = sprite.z;
  21580. size = sprite.size * sprite.scale / viewportHeight;
  21581. scale.x = size * invAspect;
  21582. scale.y = size;
  21583. _gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
  21584. _gl.uniform2f( uniforms.scale, scale.x, scale.y );
  21585. _gl.uniform1f( uniforms.rotation, sprite.rotation );
  21586. _gl.uniform1f( uniforms.opacity, sprite.opacity );
  21587. _gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );
  21588. _renderer.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
  21589. _renderer.setTexture( sprite.texture, 1 );
  21590. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  21591. }
  21592. }
  21593. }
  21594. }
  21595. // restore gl
  21596. _gl.enable( _gl.CULL_FACE );
  21597. _gl.enable( _gl.DEPTH_TEST );
  21598. _gl.depthMask( true );
  21599. };
  21600. function createProgram ( shader, precision ) {
  21601. var program = _gl.createProgram();
  21602. var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
  21603. var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
  21604. var prefix = "precision " + precision + " float;\n";
  21605. _gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
  21606. _gl.shaderSource( vertexShader, prefix + shader.vertexShader );
  21607. _gl.compileShader( fragmentShader );
  21608. _gl.compileShader( vertexShader );
  21609. _gl.attachShader( program, fragmentShader );
  21610. _gl.attachShader( program, vertexShader );
  21611. _gl.linkProgram( program );
  21612. return program;
  21613. };
  21614. };
  21615. /**
  21616. * @author alteredq / http://alteredqualia.com/
  21617. */
  21618. THREE.ShadowMapPlugin = function () {
  21619. var _gl,
  21620. _renderer,
  21621. _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
  21622. _frustum = new THREE.Frustum(),
  21623. _projScreenMatrix = new THREE.Matrix4(),
  21624. _min = new THREE.Vector3(),
  21625. _max = new THREE.Vector3(),
  21626. _matrixPosition = new THREE.Vector3();
  21627. this.init = function ( renderer ) {
  21628. _gl = renderer.context;
  21629. _renderer = renderer;
  21630. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  21631. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  21632. _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  21633. _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  21634. _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
  21635. _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
  21636. _depthMaterial._shadowPass = true;
  21637. _depthMaterialMorph._shadowPass = true;
  21638. _depthMaterialSkin._shadowPass = true;
  21639. _depthMaterialMorphSkin._shadowPass = true;
  21640. };
  21641. this.render = function ( scene, camera ) {
  21642. if ( ! ( _renderer.shadowMapEnabled && _renderer.shadowMapAutoUpdate ) ) return;
  21643. this.update( scene, camera );
  21644. };
  21645. this.update = function ( scene, camera ) {
  21646. var i, il, j, jl, n,
  21647. shadowMap, shadowMatrix, shadowCamera,
  21648. program, buffer, material,
  21649. webglObject, object, light,
  21650. renderList,
  21651. lights = [],
  21652. k = 0,
  21653. fog = null;
  21654. // set GL state for depth map
  21655. _gl.clearColor( 1, 1, 1, 1 );
  21656. _gl.disable( _gl.BLEND );
  21657. _gl.enable( _gl.CULL_FACE );
  21658. _gl.frontFace( _gl.CCW );
  21659. if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
  21660. _gl.cullFace( _gl.FRONT );
  21661. } else {
  21662. _gl.cullFace( _gl.BACK );
  21663. }
  21664. _renderer.setDepthTest( true );
  21665. // preprocess lights
  21666. // - skip lights that are not casting shadows
  21667. // - create virtual lights for cascaded shadow maps
  21668. for ( i = 0, il = scene.__lights.length; i < il; i ++ ) {
  21669. light = scene.__lights[ i ];
  21670. if ( ! light.castShadow ) continue;
  21671. if ( ( light instanceof THREE.DirectionalLight ) && light.shadowCascade ) {
  21672. for ( n = 0; n < light.shadowCascadeCount; n ++ ) {
  21673. var virtualLight;
  21674. if ( ! light.shadowCascadeArray[ n ] ) {
  21675. virtualLight = createVirtualLight( light, n );
  21676. virtualLight.originalCamera = camera;
  21677. var gyro = new THREE.Gyroscope();
  21678. gyro.position.copy( light.shadowCascadeOffset );
  21679. gyro.add( virtualLight );
  21680. gyro.add( virtualLight.target );
  21681. camera.add( gyro );
  21682. light.shadowCascadeArray[ n ] = virtualLight;
  21683. console.log( "Created virtualLight", virtualLight );
  21684. } else {
  21685. virtualLight = light.shadowCascadeArray[ n ];
  21686. }
  21687. updateVirtualLight( light, n );
  21688. lights[ k ] = virtualLight;
  21689. k ++;
  21690. }
  21691. } else {
  21692. lights[ k ] = light;
  21693. k ++;
  21694. }
  21695. }
  21696. // render depth map
  21697. for ( i = 0, il = lights.length; i < il; i ++ ) {
  21698. light = lights[ i ];
  21699. if ( ! light.shadowMap ) {
  21700. var shadowFilter = THREE.LinearFilter;
  21701. if ( _renderer.shadowMapType === THREE.PCFSoftShadowMap ) {
  21702. shadowFilter = THREE.NearestFilter;
  21703. }
  21704. var pars = { minFilter: shadowFilter, magFilter: shadowFilter, format: THREE.RGBAFormat };
  21705. light.shadowMap = new THREE.WebGLRenderTarget( light.shadowMapWidth, light.shadowMapHeight, pars );
  21706. light.shadowMapSize = new THREE.Vector2( light.shadowMapWidth, light.shadowMapHeight );
  21707. light.shadowMatrix = new THREE.Matrix4();
  21708. }
  21709. if ( ! light.shadowCamera ) {
  21710. if ( light instanceof THREE.SpotLight ) {
  21711. light.shadowCamera = new THREE.PerspectiveCamera( light.shadowCameraFov, light.shadowMapWidth / light.shadowMapHeight, light.shadowCameraNear, light.shadowCameraFar );
  21712. } else if ( light instanceof THREE.DirectionalLight ) {
  21713. light.shadowCamera = new THREE.OrthographicCamera( light.shadowCameraLeft, light.shadowCameraRight, light.shadowCameraTop, light.shadowCameraBottom, light.shadowCameraNear, light.shadowCameraFar );
  21714. } else {
  21715. console.error( "Unsupported light type for shadow" );
  21716. continue;
  21717. }
  21718. scene.add( light.shadowCamera );
  21719. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  21720. }
  21721. if ( light.shadowCameraVisible && ! light.cameraHelper ) {
  21722. light.cameraHelper = new THREE.CameraHelper( light.shadowCamera );
  21723. light.shadowCamera.add( light.cameraHelper );
  21724. }
  21725. if ( light.isVirtual && virtualLight.originalCamera == camera ) {
  21726. updateShadowCamera( camera, light );
  21727. }
  21728. shadowMap = light.shadowMap;
  21729. shadowMatrix = light.shadowMatrix;
  21730. shadowCamera = light.shadowCamera;
  21731. shadowCamera.position.setFromMatrixPosition( light.matrixWorld );
  21732. _matrixPosition.setFromMatrixPosition( light.target.matrixWorld );
  21733. shadowCamera.lookAt( _matrixPosition );
  21734. shadowCamera.updateMatrixWorld();
  21735. shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );
  21736. if ( light.cameraHelper ) light.cameraHelper.visible = light.shadowCameraVisible;
  21737. if ( light.shadowCameraVisible ) light.cameraHelper.update();
  21738. // compute shadow matrix
  21739. shadowMatrix.set( 0.5, 0.0, 0.0, 0.5,
  21740. 0.0, 0.5, 0.0, 0.5,
  21741. 0.0, 0.0, 0.5, 0.5,
  21742. 0.0, 0.0, 0.0, 1.0 );
  21743. shadowMatrix.multiply( shadowCamera.projectionMatrix );
  21744. shadowMatrix.multiply( shadowCamera.matrixWorldInverse );
  21745. // update camera matrices and frustum
  21746. _projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  21747. _frustum.setFromMatrix( _projScreenMatrix );
  21748. // render shadow map
  21749. _renderer.setRenderTarget( shadowMap );
  21750. _renderer.clear();
  21751. // set object matrices & frustum culling
  21752. renderList = scene.__webglObjects;
  21753. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  21754. webglObject = renderList[ j ];
  21755. object = webglObject.object;
  21756. webglObject.render = false;
  21757. if ( object.visible && object.castShadow ) {
  21758. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  21759. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  21760. webglObject.render = true;
  21761. }
  21762. }
  21763. }
  21764. // render regular objects
  21765. var objectMaterial, useMorphing, useSkinning;
  21766. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  21767. webglObject = renderList[ j ];
  21768. if ( webglObject.render ) {
  21769. object = webglObject.object;
  21770. buffer = webglObject.buffer;
  21771. // culling is overriden globally for all objects
  21772. // while rendering depth map
  21773. // need to deal with MeshFaceMaterial somehow
  21774. // in that case just use the first of material.materials for now
  21775. // (proper solution would require to break objects by materials
  21776. // similarly to regular rendering and then set corresponding
  21777. // depth materials per each chunk instead of just once per object)
  21778. objectMaterial = getObjectMaterial( object );
  21779. useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
  21780. useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
  21781. if ( object.customDepthMaterial ) {
  21782. material = object.customDepthMaterial;
  21783. } else if ( useSkinning ) {
  21784. material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
  21785. } else if ( useMorphing ) {
  21786. material = _depthMaterialMorph;
  21787. } else {
  21788. material = _depthMaterial;
  21789. }
  21790. _renderer.setMaterialFaces( objectMaterial );
  21791. if ( buffer instanceof THREE.BufferGeometry ) {
  21792. _renderer.renderBufferDirect( shadowCamera, scene.__lights, fog, material, buffer, object );
  21793. } else {
  21794. _renderer.renderBuffer( shadowCamera, scene.__lights, fog, material, buffer, object );
  21795. }
  21796. }
  21797. }
  21798. // set matrices and render immediate objects
  21799. renderList = scene.__webglObjectsImmediate;
  21800. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  21801. webglObject = renderList[ j ];
  21802. object = webglObject.object;
  21803. if ( object.visible && object.castShadow ) {
  21804. object._modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
  21805. _renderer.renderImmediateObject( shadowCamera, scene.__lights, fog, _depthMaterial, object );
  21806. }
  21807. }
  21808. }
  21809. // restore GL state
  21810. var clearColor = _renderer.getClearColor(),
  21811. clearAlpha = _renderer.getClearAlpha();
  21812. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  21813. _gl.enable( _gl.BLEND );
  21814. if ( _renderer.shadowMapCullFace === THREE.CullFaceFront ) {
  21815. _gl.cullFace( _gl.BACK );
  21816. }
  21817. };
  21818. function createVirtualLight( light, cascade ) {
  21819. var virtualLight = new THREE.DirectionalLight();
  21820. virtualLight.isVirtual = true;
  21821. virtualLight.onlyShadow = true;
  21822. virtualLight.castShadow = true;
  21823. virtualLight.shadowCameraNear = light.shadowCameraNear;
  21824. virtualLight.shadowCameraFar = light.shadowCameraFar;
  21825. virtualLight.shadowCameraLeft = light.shadowCameraLeft;
  21826. virtualLight.shadowCameraRight = light.shadowCameraRight;
  21827. virtualLight.shadowCameraBottom = light.shadowCameraBottom;
  21828. virtualLight.shadowCameraTop = light.shadowCameraTop;
  21829. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  21830. virtualLight.shadowDarkness = light.shadowDarkness;
  21831. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  21832. virtualLight.shadowMapWidth = light.shadowCascadeWidth[ cascade ];
  21833. virtualLight.shadowMapHeight = light.shadowCascadeHeight[ cascade ];
  21834. virtualLight.pointsWorld = [];
  21835. virtualLight.pointsFrustum = [];
  21836. var pointsWorld = virtualLight.pointsWorld,
  21837. pointsFrustum = virtualLight.pointsFrustum;
  21838. for ( var i = 0; i < 8; i ++ ) {
  21839. pointsWorld[ i ] = new THREE.Vector3();
  21840. pointsFrustum[ i ] = new THREE.Vector3();
  21841. }
  21842. var nearZ = light.shadowCascadeNearZ[ cascade ];
  21843. var farZ = light.shadowCascadeFarZ[ cascade ];
  21844. pointsFrustum[ 0 ].set( -1, -1, nearZ );
  21845. pointsFrustum[ 1 ].set( 1, -1, nearZ );
  21846. pointsFrustum[ 2 ].set( -1, 1, nearZ );
  21847. pointsFrustum[ 3 ].set( 1, 1, nearZ );
  21848. pointsFrustum[ 4 ].set( -1, -1, farZ );
  21849. pointsFrustum[ 5 ].set( 1, -1, farZ );
  21850. pointsFrustum[ 6 ].set( -1, 1, farZ );
  21851. pointsFrustum[ 7 ].set( 1, 1, farZ );
  21852. return virtualLight;
  21853. }
  21854. // Synchronize virtual light with the original light
  21855. function updateVirtualLight( light, cascade ) {
  21856. var virtualLight = light.shadowCascadeArray[ cascade ];
  21857. virtualLight.position.copy( light.position );
  21858. virtualLight.target.position.copy( light.target.position );
  21859. virtualLight.lookAt( virtualLight.target );
  21860. virtualLight.shadowCameraVisible = light.shadowCameraVisible;
  21861. virtualLight.shadowDarkness = light.shadowDarkness;
  21862. virtualLight.shadowBias = light.shadowCascadeBias[ cascade ];
  21863. var nearZ = light.shadowCascadeNearZ[ cascade ];
  21864. var farZ = light.shadowCascadeFarZ[ cascade ];
  21865. var pointsFrustum = virtualLight.pointsFrustum;
  21866. pointsFrustum[ 0 ].z = nearZ;
  21867. pointsFrustum[ 1 ].z = nearZ;
  21868. pointsFrustum[ 2 ].z = nearZ;
  21869. pointsFrustum[ 3 ].z = nearZ;
  21870. pointsFrustum[ 4 ].z = farZ;
  21871. pointsFrustum[ 5 ].z = farZ;
  21872. pointsFrustum[ 6 ].z = farZ;
  21873. pointsFrustum[ 7 ].z = farZ;
  21874. }
  21875. // Fit shadow camera's ortho frustum to camera frustum
  21876. function updateShadowCamera( camera, light ) {
  21877. var shadowCamera = light.shadowCamera,
  21878. pointsFrustum = light.pointsFrustum,
  21879. pointsWorld = light.pointsWorld;
  21880. _min.set( Infinity, Infinity, Infinity );
  21881. _max.set( -Infinity, -Infinity, -Infinity );
  21882. for ( var i = 0; i < 8; i ++ ) {
  21883. var p = pointsWorld[ i ];
  21884. p.copy( pointsFrustum[ i ] );
  21885. THREE.ShadowMapPlugin.__projector.unprojectVector( p, camera );
  21886. p.applyMatrix4( shadowCamera.matrixWorldInverse );
  21887. if ( p.x < _min.x ) _min.x = p.x;
  21888. if ( p.x > _max.x ) _max.x = p.x;
  21889. if ( p.y < _min.y ) _min.y = p.y;
  21890. if ( p.y > _max.y ) _max.y = p.y;
  21891. if ( p.z < _min.z ) _min.z = p.z;
  21892. if ( p.z > _max.z ) _max.z = p.z;
  21893. }
  21894. shadowCamera.left = _min.x;
  21895. shadowCamera.right = _max.x;
  21896. shadowCamera.top = _max.y;
  21897. shadowCamera.bottom = _min.y;
  21898. // can't really fit near/far
  21899. //shadowCamera.near = _min.z;
  21900. //shadowCamera.far = _max.z;
  21901. shadowCamera.updateProjectionMatrix();
  21902. }
  21903. // For the moment just ignore objects that have multiple materials with different animation methods
  21904. // Only the first material will be taken into account for deciding which depth material to use for shadow maps
  21905. function getObjectMaterial( object ) {
  21906. return object.material instanceof THREE.MeshFaceMaterial
  21907. ? object.material.materials[ 0 ]
  21908. : object.material;
  21909. };
  21910. };
  21911. THREE.ShadowMapPlugin.__projector = new THREE.Projector();
  21912. /**
  21913. * @author mikael emtinger / http://gomo.se/
  21914. * @author alteredq / http://alteredqualia.com/
  21915. */
  21916. THREE.SpritePlugin = function () {
  21917. var _gl, _renderer, _texture;
  21918. var vertices, faces, vertexBuffer, elementBuffer;
  21919. var program, attributes, uniforms;
  21920. this.init = function ( renderer ) {
  21921. _gl = renderer.context;
  21922. _renderer = renderer;
  21923. vertices = new Float32Array( [
  21924. - 0.5, - 0.5, 0, 0,
  21925. 0.5, - 0.5, 1, 0,
  21926. 0.5, 0.5, 1, 1,
  21927. - 0.5, 0.5, 0, 1
  21928. ] );
  21929. faces = new Uint16Array( [
  21930. 0, 1, 2,
  21931. 0, 2, 3
  21932. ] );
  21933. vertexBuffer = _gl.createBuffer();
  21934. elementBuffer = _gl.createBuffer();
  21935. _gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
  21936. _gl.bufferData( _gl.ARRAY_BUFFER, vertices, _gl.STATIC_DRAW );
  21937. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  21938. _gl.bufferData( _gl.ELEMENT_ARRAY_BUFFER, faces, _gl.STATIC_DRAW );
  21939. program = createProgram();
  21940. attributes = {
  21941. position: _gl.getAttribLocation ( program, 'position' ),
  21942. uv: _gl.getAttribLocation ( program, 'uv' )
  21943. };
  21944. uniforms = {
  21945. uvOffset: _gl.getUniformLocation( program, 'uvOffset' ),
  21946. uvScale: _gl.getUniformLocation( program, 'uvScale' ),
  21947. rotation: _gl.getUniformLocation( program, 'rotation' ),
  21948. scale: _gl.getUniformLocation( program, 'scale' ),
  21949. color: _gl.getUniformLocation( program, 'color' ),
  21950. map: _gl.getUniformLocation( program, 'map' ),
  21951. opacity: _gl.getUniformLocation( program, 'opacity' ),
  21952. modelViewMatrix: _gl.getUniformLocation( program, 'modelViewMatrix' ),
  21953. projectionMatrix: _gl.getUniformLocation( program, 'projectionMatrix' ),
  21954. fogType: _gl.getUniformLocation( program, 'fogType' ),
  21955. fogDensity: _gl.getUniformLocation( program, 'fogDensity' ),
  21956. fogNear: _gl.getUniformLocation( program, 'fogNear' ),
  21957. fogFar: _gl.getUniformLocation( program, 'fogFar' ),
  21958. fogColor: _gl.getUniformLocation( program, 'fogColor' ),
  21959. alphaTest: _gl.getUniformLocation( program, 'alphaTest' )
  21960. };
  21961. var canvas = document.createElement( 'canvas' );
  21962. canvas.width = 8;
  21963. canvas.height = 8;
  21964. var context = canvas.getContext( '2d' );
  21965. context.fillStyle = '#ffffff';
  21966. context.fillRect( 0, 0, canvas.width, canvas.height );
  21967. _texture = new THREE.Texture( canvas );
  21968. _texture.needsUpdate = true;
  21969. };
  21970. this.render = function ( scene, camera, viewportWidth, viewportHeight ) {
  21971. var sprites = scene.__webglSprites,
  21972. nSprites = sprites.length;
  21973. if ( ! nSprites ) return;
  21974. // setup gl
  21975. _gl.useProgram( program );
  21976. _gl.enableVertexAttribArray( attributes.position );
  21977. _gl.enableVertexAttribArray( attributes.uv );
  21978. _gl.disable( _gl.CULL_FACE );
  21979. _gl.enable( _gl.BLEND );
  21980. _gl.bindBuffer( _gl.ARRAY_BUFFER, vertexBuffer );
  21981. _gl.vertexAttribPointer( attributes.position, 2, _gl.FLOAT, false, 2 * 8, 0 );
  21982. _gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 2 * 8, 8 );
  21983. _gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
  21984. _gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );
  21985. _gl.activeTexture( _gl.TEXTURE0 );
  21986. _gl.uniform1i( uniforms.map, 0 );
  21987. var oldFogType = 0;
  21988. var sceneFogType = 0;
  21989. var fog = scene.fog;
  21990. if ( fog ) {
  21991. _gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );
  21992. if ( fog instanceof THREE.Fog ) {
  21993. _gl.uniform1f( uniforms.fogNear, fog.near );
  21994. _gl.uniform1f( uniforms.fogFar, fog.far );
  21995. _gl.uniform1i( uniforms.fogType, 1 );
  21996. oldFogType = 1;
  21997. sceneFogType = 1;
  21998. } else if ( fog instanceof THREE.FogExp2 ) {
  21999. _gl.uniform1f( uniforms.fogDensity, fog.density );
  22000. _gl.uniform1i( uniforms.fogType, 2 );
  22001. oldFogType = 2;
  22002. sceneFogType = 2;
  22003. }
  22004. } else {
  22005. _gl.uniform1i( uniforms.fogType, 0 );
  22006. oldFogType = 0;
  22007. sceneFogType = 0;
  22008. }
  22009. // update positions and sort
  22010. var i, sprite, material, fogType, scale = [];
  22011. for( i = 0; i < nSprites; i ++ ) {
  22012. sprite = sprites[ i ];
  22013. material = sprite.material;
  22014. if ( sprite.visible === false ) continue;
  22015. sprite._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
  22016. sprite.z = - sprite._modelViewMatrix.elements[ 14 ];
  22017. }
  22018. sprites.sort( painterSortStable );
  22019. // render all sprites
  22020. for( i = 0; i < nSprites; i ++ ) {
  22021. sprite = sprites[ i ];
  22022. if ( sprite.visible === false ) continue;
  22023. material = sprite.material;
  22024. _gl.uniform1f( uniforms.alphaTest, material.alphaTest );
  22025. _gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite._modelViewMatrix.elements );
  22026. scale[ 0 ] = sprite.scale.x;
  22027. scale[ 1 ] = sprite.scale.y;
  22028. if ( scene.fog && material.fog ) {
  22029. fogType = sceneFogType;
  22030. } else {
  22031. fogType = 0;
  22032. }
  22033. if ( oldFogType !== fogType ) {
  22034. _gl.uniform1i( uniforms.fogType, fogType );
  22035. oldFogType = fogType;
  22036. }
  22037. if ( material.map !== null ) {
  22038. _gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
  22039. _gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );
  22040. } else {
  22041. _gl.uniform2f( uniforms.uvOffset, 0, 0 );
  22042. _gl.uniform2f( uniforms.uvScale, 1, 1 );
  22043. }
  22044. _gl.uniform1f( uniforms.opacity, material.opacity );
  22045. _gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );
  22046. _gl.uniform1f( uniforms.rotation, material.rotation );
  22047. _gl.uniform2fv( uniforms.scale, scale );
  22048. _renderer.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
  22049. _renderer.setDepthTest( material.depthTest );
  22050. _renderer.setDepthWrite( material.depthWrite );
  22051. if ( material.map && material.map.image && material.map.image.width ) {
  22052. _renderer.setTexture( material.map, 0 );
  22053. } else {
  22054. _renderer.setTexture( _texture, 0 );
  22055. }
  22056. _gl.drawElements( _gl.TRIANGLES, 6, _gl.UNSIGNED_SHORT, 0 );
  22057. }
  22058. // restore gl
  22059. _gl.enable( _gl.CULL_FACE );
  22060. };
  22061. function createProgram () {
  22062. var program = _gl.createProgram();
  22063. var vertexShader = _gl.createShader( _gl.VERTEX_SHADER );
  22064. var fragmentShader = _gl.createShader( _gl.FRAGMENT_SHADER );
  22065. _gl.shaderSource( vertexShader, [
  22066. 'precision ' + _renderer.getPrecision() + ' float;',
  22067. 'uniform mat4 modelViewMatrix;',
  22068. 'uniform mat4 projectionMatrix;',
  22069. 'uniform float rotation;',
  22070. 'uniform vec2 scale;',
  22071. 'uniform vec2 uvOffset;',
  22072. 'uniform vec2 uvScale;',
  22073. 'attribute vec2 position;',
  22074. 'attribute vec2 uv;',
  22075. 'varying vec2 vUV;',
  22076. 'void main() {',
  22077. 'vUV = uvOffset + uv * uvScale;',
  22078. 'vec2 alignedPosition = position * scale;',
  22079. 'vec2 rotatedPosition;',
  22080. 'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
  22081. 'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',
  22082. 'vec4 finalPosition;',
  22083. 'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
  22084. 'finalPosition.xy += rotatedPosition;',
  22085. 'finalPosition = projectionMatrix * finalPosition;',
  22086. 'gl_Position = finalPosition;',
  22087. '}'
  22088. ].join( '\n' ) );
  22089. _gl.shaderSource( fragmentShader, [
  22090. 'precision ' + _renderer.getPrecision() + ' float;',
  22091. 'uniform vec3 color;',
  22092. 'uniform sampler2D map;',
  22093. 'uniform float opacity;',
  22094. 'uniform int fogType;',
  22095. 'uniform vec3 fogColor;',
  22096. 'uniform float fogDensity;',
  22097. 'uniform float fogNear;',
  22098. 'uniform float fogFar;',
  22099. 'uniform float alphaTest;',
  22100. 'varying vec2 vUV;',
  22101. 'void main() {',
  22102. 'vec4 texture = texture2D( map, vUV );',
  22103. 'if ( texture.a < alphaTest ) discard;',
  22104. 'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',
  22105. 'if ( fogType > 0 ) {',
  22106. 'float depth = gl_FragCoord.z / gl_FragCoord.w;',
  22107. 'float fogFactor = 0.0;',
  22108. 'if ( fogType == 1 ) {',
  22109. 'fogFactor = smoothstep( fogNear, fogFar, depth );',
  22110. '} else {',
  22111. 'const float LOG2 = 1.442695;',
  22112. 'float fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
  22113. 'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',
  22114. '}',
  22115. 'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',
  22116. '}',
  22117. '}'
  22118. ].join( '\n' ) );
  22119. _gl.compileShader( vertexShader );
  22120. _gl.compileShader( fragmentShader );
  22121. _gl.attachShader( program, vertexShader );
  22122. _gl.attachShader( program, fragmentShader );
  22123. _gl.linkProgram( program );
  22124. return program;
  22125. };
  22126. function painterSortStable ( a, b ) {
  22127. if ( a.z !== b.z ) {
  22128. return b.z - a.z;
  22129. } else {
  22130. return b.id - a.id;
  22131. }
  22132. };
  22133. };
  22134. /**
  22135. * @author alteredq / http://alteredqualia.com/
  22136. */
  22137. THREE.DepthPassPlugin = function () {
  22138. this.enabled = false;
  22139. this.renderTarget = null;
  22140. var _gl,
  22141. _renderer,
  22142. _depthMaterial, _depthMaterialMorph, _depthMaterialSkin, _depthMaterialMorphSkin,
  22143. _frustum = new THREE.Frustum(),
  22144. _projScreenMatrix = new THREE.Matrix4();
  22145. this.init = function ( renderer ) {
  22146. _gl = renderer.context;
  22147. _renderer = renderer;
  22148. var depthShader = THREE.ShaderLib[ "depthRGBA" ];
  22149. var depthUniforms = THREE.UniformsUtils.clone( depthShader.uniforms );
  22150. _depthMaterial = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms } );
  22151. _depthMaterialMorph = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true } );
  22152. _depthMaterialSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, skinning: true } );
  22153. _depthMaterialMorphSkin = new THREE.ShaderMaterial( { fragmentShader: depthShader.fragmentShader, vertexShader: depthShader.vertexShader, uniforms: depthUniforms, morphTargets: true, skinning: true } );
  22154. _depthMaterial._shadowPass = true;
  22155. _depthMaterialMorph._shadowPass = true;
  22156. _depthMaterialSkin._shadowPass = true;
  22157. _depthMaterialMorphSkin._shadowPass = true;
  22158. };
  22159. this.render = function ( scene, camera ) {
  22160. if ( ! this.enabled ) return;
  22161. this.update( scene, camera );
  22162. };
  22163. this.update = function ( scene, camera ) {
  22164. var i, il, j, jl, n,
  22165. program, buffer, material,
  22166. webglObject, object, light,
  22167. renderList,
  22168. fog = null;
  22169. // set GL state for depth map
  22170. _gl.clearColor( 1, 1, 1, 1 );
  22171. _gl.disable( _gl.BLEND );
  22172. _renderer.setDepthTest( true );
  22173. // update scene
  22174. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  22175. // update camera matrices and frustum
  22176. camera.matrixWorldInverse.getInverse( camera.matrixWorld );
  22177. _projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  22178. _frustum.setFromMatrix( _projScreenMatrix );
  22179. // render depth map
  22180. _renderer.setRenderTarget( this.renderTarget );
  22181. _renderer.clear();
  22182. // set object matrices & frustum culling
  22183. renderList = scene.__webglObjects;
  22184. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  22185. webglObject = renderList[ j ];
  22186. object = webglObject.object;
  22187. webglObject.render = false;
  22188. if ( object.visible ) {
  22189. if ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) {
  22190. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  22191. webglObject.render = true;
  22192. }
  22193. }
  22194. }
  22195. // render regular objects
  22196. var objectMaterial, useMorphing, useSkinning;
  22197. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  22198. webglObject = renderList[ j ];
  22199. if ( webglObject.render ) {
  22200. object = webglObject.object;
  22201. buffer = webglObject.buffer;
  22202. // todo: create proper depth material for particles
  22203. if ( object instanceof THREE.PointCloud && !object.customDepthMaterial ) continue;
  22204. objectMaterial = getObjectMaterial( object );
  22205. if ( objectMaterial ) _renderer.setMaterialFaces( object.material );
  22206. useMorphing = object.geometry.morphTargets !== undefined && object.geometry.morphTargets.length > 0 && objectMaterial.morphTargets;
  22207. useSkinning = object instanceof THREE.SkinnedMesh && objectMaterial.skinning;
  22208. if ( object.customDepthMaterial ) {
  22209. material = object.customDepthMaterial;
  22210. } else if ( useSkinning ) {
  22211. material = useMorphing ? _depthMaterialMorphSkin : _depthMaterialSkin;
  22212. } else if ( useMorphing ) {
  22213. material = _depthMaterialMorph;
  22214. } else {
  22215. material = _depthMaterial;
  22216. }
  22217. if ( buffer instanceof THREE.BufferGeometry ) {
  22218. _renderer.renderBufferDirect( camera, scene.__lights, fog, material, buffer, object );
  22219. } else {
  22220. _renderer.renderBuffer( camera, scene.__lights, fog, material, buffer, object );
  22221. }
  22222. }
  22223. }
  22224. // set matrices and render immediate objects
  22225. renderList = scene.__webglObjectsImmediate;
  22226. for ( j = 0, jl = renderList.length; j < jl; j ++ ) {
  22227. webglObject = renderList[ j ];
  22228. object = webglObject.object;
  22229. if ( object.visible ) {
  22230. object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
  22231. _renderer.renderImmediateObject( camera, scene.__lights, fog, _depthMaterial, object );
  22232. }
  22233. }
  22234. // restore GL state
  22235. var clearColor = _renderer.getClearColor(),
  22236. clearAlpha = _renderer.getClearAlpha();
  22237. _gl.clearColor( clearColor.r, clearColor.g, clearColor.b, clearAlpha );
  22238. _gl.enable( _gl.BLEND );
  22239. };
  22240. // For the moment just ignore objects that have multiple materials with different animation methods
  22241. // Only the first material will be taken into account for deciding which depth material to use
  22242. function getObjectMaterial( object ) {
  22243. return object.material instanceof THREE.MeshFaceMaterial
  22244. ? object.material.materials[ 0 ]
  22245. : object.material;
  22246. };
  22247. };
  22248. /**
  22249. * @author mikael emtinger / http://gomo.se/
  22250. */
  22251. THREE.ShaderFlares = {
  22252. 'lensFlareVertexTexture': {
  22253. vertexShader: [
  22254. "uniform lowp int renderType;",
  22255. "uniform vec3 screenPosition;",
  22256. "uniform vec2 scale;",
  22257. "uniform float rotation;",
  22258. "uniform sampler2D occlusionMap;",
  22259. "attribute vec2 position;",
  22260. "attribute vec2 uv;",
  22261. "varying vec2 vUV;",
  22262. "varying float vVisibility;",
  22263. "void main() {",
  22264. "vUV = uv;",
  22265. "vec2 pos = position;",
  22266. "if( renderType == 2 ) {",
  22267. "vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
  22268. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
  22269. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
  22270. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
  22271. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
  22272. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
  22273. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
  22274. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
  22275. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",
  22276. "vVisibility = visibility.r / 9.0;",
  22277. "vVisibility *= 1.0 - visibility.g / 9.0;",
  22278. "vVisibility *= visibility.b / 9.0;",
  22279. "vVisibility *= 1.0 - visibility.a / 9.0;",
  22280. "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  22281. "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  22282. "}",
  22283. "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  22284. "}"
  22285. ].join( "\n" ),
  22286. fragmentShader: [
  22287. "uniform lowp int renderType;",
  22288. "uniform sampler2D map;",
  22289. "uniform float opacity;",
  22290. "uniform vec3 color;",
  22291. "varying vec2 vUV;",
  22292. "varying float vVisibility;",
  22293. "void main() {",
  22294. // pink square
  22295. "if( renderType == 0 ) {",
  22296. "gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",
  22297. // restore
  22298. "} else if( renderType == 1 ) {",
  22299. "gl_FragColor = texture2D( map, vUV );",
  22300. // flare
  22301. "} else {",
  22302. "vec4 texture = texture2D( map, vUV );",
  22303. "texture.a *= opacity * vVisibility;",
  22304. "gl_FragColor = texture;",
  22305. "gl_FragColor.rgb *= color;",
  22306. "}",
  22307. "}"
  22308. ].join( "\n" )
  22309. },
  22310. 'lensFlare': {
  22311. vertexShader: [
  22312. "uniform lowp int renderType;",
  22313. "uniform vec3 screenPosition;",
  22314. "uniform vec2 scale;",
  22315. "uniform float rotation;",
  22316. "attribute vec2 position;",
  22317. "attribute vec2 uv;",
  22318. "varying vec2 vUV;",
  22319. "void main() {",
  22320. "vUV = uv;",
  22321. "vec2 pos = position;",
  22322. "if( renderType == 2 ) {",
  22323. "pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
  22324. "pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",
  22325. "}",
  22326. "gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",
  22327. "}"
  22328. ].join( "\n" ),
  22329. fragmentShader: [
  22330. "precision mediump float;",
  22331. "uniform lowp int renderType;",
  22332. "uniform sampler2D map;",
  22333. "uniform sampler2D occlusionMap;",
  22334. "uniform float opacity;",
  22335. "uniform vec3 color;",
  22336. "varying vec2 vUV;",
  22337. "void main() {",
  22338. // pink square
  22339. "if( renderType == 0 ) {",
  22340. "gl_FragColor = vec4( texture2D( map, vUV ).rgb, 0.0 );",
  22341. // restore
  22342. "} else if( renderType == 1 ) {",
  22343. "gl_FragColor = texture2D( map, vUV );",
  22344. // flare
  22345. "} else {",
  22346. "float visibility = texture2D( occlusionMap, vec2( 0.5, 0.1 ) ).a;",
  22347. "visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) ).a;",
  22348. "visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) ).a;",
  22349. "visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) ).a;",
  22350. "visibility = ( 1.0 - visibility / 4.0 );",
  22351. "vec4 texture = texture2D( map, vUV );",
  22352. "texture.a *= opacity * visibility;",
  22353. "gl_FragColor = texture;",
  22354. "gl_FragColor.rgb *= color;",
  22355. "}",
  22356. "}"
  22357. ].join( "\n" )
  22358. }
  22359. };